Is the homebrew Feral Orc race balanced

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I asked a while back about a homebrew orc race for my campaign. And after my 2 players playing it for a few sessions, and getting feedback on the post as well, I have tweaked it so I feel it still fits the world, yet not being as experimental. My players also really loved the concept of reverse proficiency, and since they are both playing as Feral orcs, it creates a super funny and enjoyable time. And we convinced another player to join (who is going to basically be their babysitter).

But the question is: Is the race now viable as a balanced option for players in my games? And have the fixes helped?
Reverse proficiency is as it sounds, it's proficiency just reversed so you get a minus instead of a plus.

The old version of changed traits is given in an indent before the new version of the trait.

"FERAL ORC"

Ability Score Increase. Your Strength score increases by 3 and your Constitution score increases by 2, although your Intelligence decreases by 3.

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Age. Feral orcs reach adulthood at the age of 10 and live up to the age of 50 (when they reach 50 they begin to magically deteriorate).

Alignment. Feral orcs tend to lean towards chaotic alignments.

Size. Feral orcs are usually over 7 feet tall and weigh between 300 and 450 pounds. But they often seem shorter due to being leaned forward. Your size is Medium.
To set your height and weight randomly, start with rolling a size modifier.

  • Size modifier 2d10
  • Height = 6 foot, 1 inches + your size modifier in inches
  • Weight in pounds = 210 + (2d6 x your size modifier)

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 30 feet of your as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Darkvision. You can see in dim light within 20 feet of your as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Feral rage. As a bonus action you can go into a feral rage. It halves damage taken for 2 rounds but gives disadvantage on wisdom and intelligence saving throws. You can't use this feature again until you finish a long rest.

Feral rage. As a bonus action you can go into a feral rage. You gain resistance to all damage types excluding Psychic, Radiant and Necrotic damage for 3 rounds, But it gives disadvantage on Wisdom and Intelligence saving throws and Wisdom and intelligence skill checks, for 4 rounds when "Feral rage" is activated.
When "Feral rage" ends you gain 1 point of exhaustion. You cant use this feature again until you finish a short rest.

Primal Monster. You gain proficiency in the Intimidation, Survival and Nature skills.

Undying stupidity. When you are reduced to 0 hit points but not killed outright, you gain 5 temporary hit points and you don't become unconscious. These temporary hit points last for (1d4+level) rounds. You can't use this feature again until you finish a long rest.

Horrid looks. You have reverse proficiency bonus in Persuasion skill. You are unable to get proficiency in this skill.

Languages. You can speak, read, and write Orc, and understand and speak Common, but cannot read or write it.

Best Answer

Let's begin with your last question: have fixes helped? Absolutely yes.

The older version is incredibly overpowered, so the nerf to feral rage and ability score increase were necessary.


What does a "standard" orc look like:

The latest example of Orc comes from the book "Mordenkainen Presents: Monsters of the Multiverse

They are Medium creatures with average (30 feet) walking speed. They have Powerful Build (count as large for carrying capacity) and Darkvision (standard 60 feet like).

Their ability Adrenaline Rush allows them to Dash as a bonus action AND gain temporary HP equals to their PB.

Thanks to Relentless Endurance they can drop to 1 HP instead of 0, once per long rest.


Let's compare it to yours:

You nerfed their Darkvision to 20 feet. This makes it extremely situational.

You gave them 3 proficiencies and 1 "reverse" proficiency (HB rule). That's a lot, especially since the "reverse" one (which I'm guessing is supposed to balance this a bit) is on a skill they can easily "bypass" with Intimidate. If you absolutely want to give them proficiency, I'd go with something like "Choose one proficiency from Intimidate, Nature, and Survival", or two at best.

Undying stupidity is not that different from Relentless Endurance. Personally I would either keep the original Relentless Endurance, or let them drop at 5 HP instead of 1 without the time limit (unnecessary for such a small amount of HP).

Feral Rage is what worries me, mostly for the possibility to stack it with other abilities that lower the damage taken. I would change its wording to "As a bonus action you can go into a feral rage, gaining resistance to all damage for 3 rounds". This change alone would already prevent them from stacking it with abilities like Rage, or specifically the Bear Totem Spirit from the Barbarian: Path of the Totem Warrior.

An ability that lasts 3 rounds is pretty strong, but the disadvantage to INT and WIS saving throws and the additional Exhaustion level at the end of it make it pretty balanced in my opinion. As per the Adrenaline Rush, I would extend its recovery to a Long rest instead of a short one. (On a personal note, consider excluding Psychic damage from the resistances)

The rest is ok.


Conclusion

With the above mentioned changes, I think it would be a strong option but not overpowered.


The lack of Powerful Build on a "Feral" Orc feels a bit weird to me, so this is what I would do:

"FERAL ORC"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Feral orcs reach adulthood at the age of 10 and live up to the age of 50. (when they reach 50 they begin to magically deteriorate)

Alignment. Feral orcs tend to lean towards chaotic alignments

Size. Feral orcs are usually over 7 feet tall and weigh between 300 and 450 pounds. But they often seem shorter due to being leaned forward. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.

Size modifier 2d10 Height = 6 foot, 1 inches + your size modifier in inches Weight in pounds = 210 + (2d6 Ă— your size modifier) Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

[ADDED] Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Feral rage. As a bonus action you can go into a feral rage, gaining resistance to all damage for 3 rounds, But it gives disadvantage on wisdom and intelligence saving throws. When feral rage ends you gain 1 point of exhaustion. Once you use this trait, you can't do so again until you finish a long rest.

Primal Monster. REMOVED

Undying stupidity. When you are reduced to 0 hit points but not killed outright, you can drop to 5 hit points instead, and you don't become unconscious. Once you use this trait, you can't do so again until you finish a long rest.

Horrid looks. REMOVED

Languages. You can speak, read, and write Orc, and Understand and speak Common, but cannot read or write it.