[RPG] Is this homebrew Olympian race (including its subraces) balanced compared to the official published races

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Is this homebrew 5e race (including its subraces) balanced compared to the official published races?


Olympian

  • Size: Medium
  • Speed: 30 feet
  • You gain proficiency in death saving throws.
  • You learn the thaumaturgy cantrip.

Subraces:

Minervian:

  • ASI: +2 intelligence and +2 wisdom
  • You gain proficiency in arcana and history.
  • You gain proficiency in one additional language of your choice.
  • Starting at 9th level, you can cast legend lore once per long rest.

Hermian:

  • ASI: +1 to three ability scores of your choice.
  • You gain proficiency in Medicine, Thieves' Tools, and Sleight of Hand.
  • You always know which way is north.
  • Your speed increases by 10 feet.

Jovian:

  • ASI: +1 to strength and +2 to constitution
  • You gain resistance to lightning damage.
  • You learn the shocking grasp cantrip.
  • At level 5, you can cast lightning arrow once per short rest.
  • At level 10, you gain a flying speed equal to your walking speed.
  • At level 15, you can cast control weather once per long rest.

Neptunian:

  • ASI: +1 to strength and +2 to constitution
  • You gain resistance to cold damage.
  • You learn the shape water cantrip.
  • You gain a swimming speed equal to your walking speed.
  • At level 7, you can cast tidal wave once per long rest.
  • At level 15, you can cast tsunami OR control weather once per long rest.

Best Answer

The races are mostly fine

I would replace Tsunami with Control Water for the Neptunian. An AoE spell that does half damage on a successful save is mediocre for a Druid, but better than great for a Fighter1.
The same is true for Lightning Arrow for Jovian, make it once per long rest.

Olympian

As David Coffron wrote, death saving throws should not matter much between magical healing and good encounter design, and Thaumaturgy is mostly for flavor, does not add much to power.
Base race is fine.

Minervian

While two +2 are very rare, only the Mountan Dwarf has it, this combination is much weaker, basically the second worst after +2 Wis / +2 Cha.
I would much rather pick +2 Wis / +1 Con (or Dex)2, so you are way behind a Half-elf.

This also makes the two skills fine.

Legend Lore has expensive components, and is not combat related. It does not add much to your power, while flavorful.

Hermian

Again, way behind a Half-elf for anything that needs Cha, but I could make a decent Cleric or Wizard with it. Still, a Variant Human is better.
Overall interesting and versatile, but far from strong.

Jovian

Looks really similar to the Fire Genasi, you should tie the spells to an ability.

We have a much earlier fly speed precedent with Aaracokra, and Control Weather is mostly for flawor, so this is fine too.

Neptunian

Very similar to Jovian, while Shape Water is significantly weaker than Shocking Grasp. Tidal Wave is comparable in damage to a 16th level Dragonborn's breath, but they get to do it once per short rest. I think it is ok, considering how mediocre the rest is.

As mentioned at the beginning, replace Tsunami with Control Water.


1) the expected damage of an 8th level area spell is 45,5 according to the DMG, but Tsunami only does 33 in the first round, even worse on subsequent rounds. A Druid can do better damage against mobs of weak enemies, and use his concentraion more effectively, but these weaknesses do not apply to a Fighter
2) You mostly need only 3 abilities: Attack, AC and Con. Some classes can merge the first two, but no-one needs both a high Int and Wis.

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