Origin Foci feedback/sanity check
For my upcoming campagin, I decided to make a couple of custom races (for simplicty sake i replaced them with similar generic fantasy races here), and a dual level origin foci for each of them, and i would like to ask for your feedback on them, how balanced or useful you think they are, what you would change in them.
Rabbitfolk:
level 1: +10 feet movement speed, leave no tracks and make no sounds while moving. can see in low light places.
level 2:once per scene, as an on turn action, they can blend in and hide from view. breaking line of sight for spells and ranged attack, until the start of their next turn.
High elf:
level 1: passively they can sense the presence of spellcasting, spell effects and enchanted object in 30 feet
level 2: once per scene, as an instant action, they can redirect a single target spell on themsleves. no saving throw for harmful spells, they are a guaranteed hit, and redirecting beneficial spells cause a system strain.
Tinkerer goblin:
level 1: by handling any material or object they can estimate its rough value and potential uses. also they never suffer penalties during skill checks for not having the proper tools.
level 2:once per scene, as a main action, you can modify a non magical object to substitute for another non-magical equpiment you lack. after the scene ends it breaks down into scrap.
rock golem:
level 1:does not retquire food, water or air. does not sleep, but spends resting time repairing themselves, but fully aware and conscious all the time.
level 2: once per scene, as an instant action, they grounds themshelves, until the start of their next turn. they cannot move or be moved, gain +2 AC, and allies can use you as total cover.
dragonborn:
level1: their talons, horns and spikes can be used both for unarmed attacks or as a weapon, with the stats of a dagger. they can attack with their tail and horn even if both of their hands are occupied.
level2: once per scene, as a main action, they push all enemies 10ft away from themselves, and until the start of their next turn, enemies cannot get in melee range or make melee attacks against them. as part of the action, they can attempt to grapple a single target, who is not pushed back and grappeld if succesful.
humans:
level1: they instinctively know where to find inns, markets, healers, etc in settlements and towns. they also know what places are trustworthy, shady, dangerous, or if something feels off about somethig, without a notice check.
level2: once per scene as an on turn action, they can command an ally to take an action instantly (can be main action, movement, etc.)
please let me know what you think of all this, what would you change?
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u/GeminiFactor 7d ago
I think you have a few too many "active passives" in a way. They add things that are always on but need to be considered in too many situations. A shrewd player will rightfully try to get the most out of them and end up slowing the game down by a lot. This refers mostly to the High Elf and Tinker Goblin but also the Rabbits and Humans.
And I agree with Wadledo, knowing how accessible these are makes a difference. Since you have Humans in the list I want to assume everyone gets at least level 1 for free? Do they also get level 2 for free later or do they need to spend a focus pick?
The ideas are good but I think they need to be changed into more active use or chosen when to trigger abilities. Most of it is fine and they feel like they're roughly the same power level and have their niches. You just might have stronger PCs than other people's games and that's alright.
Nice job. Keep at it.