Talk:Sableye (5e Race)
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|1||Constitution score increases by 1.|
|1||Dexterity score increases by 1.|
|1||Charisma score increases by 1.|
|0.5||25 ft/rd walking speed|
I didn't expect Sableye to score high, but I didn't expect it to be this low too. I guess Mimikyu has a friend in that regard, especially considering this is the second Tiny creature I've made that's scored that low. Oh well...
Originally Sableye only had a Dexterity and Charisma ASI, but a point to Constitution was added to help boost it's score and also because, given how the little guy eats rocks and gemstones, it would more than likely have a boost to that stat anyhow. Originally I was going to consider Strength, but given how thin their arms are... Yeah.
Superior Darkvision was given because of how these little guys live deep in cave systems, so I figured they'd have better darkvision than most other creatures. However, unlike most other creatures that have Superior Darkvision, I didn't give them Sunlight Sensitivity since Sableye are sometimes found outside of caves during the day and the fact that at least one official DnD race has Superior Darkvision without the Sunlight Sensitivity drawback (Deep Gnomes), so I didn't think it'd be a problem if it didn't have that handicap (which might have been a good idea given how it scored).
Prankster and Stall (both of which will most likely be changed later) were, of course, my usual attempt to integrate Pokemon abilities into DnD. Prankster gives priority to status moves, so, since most spells that require a saving throw not only deal better damage upon a failed save but also inflict a status condition on the one who fails the throw, it seemed like an interesting idea to try. I limited it only to cantrips to make sure the little guy wasn't too powerful with stronger spells. However, it probably deserves a 1.5 rather than just a 1, but I'll leave it at 1 or now.
Stall was a bit more difficult to do because of what it does in Pokemon. Basically, a Pokemon with this ability moves last, regardless of it's speed or most other variables. Needless to say, making a race that inherently goes dead last in combat 100% of the time, or if it inherently had disadvantage on initiative rolls, wouldn't really be looked favorably upon (unless you're someone looking for a bit of challenge, that is). So I figured it might be better utilized as an ability that imposes disadvantage on a creature's roll. Didn't think this was too bad, especially with a 15 foot range, so it got a 0.5.
Expensive Tastes was my attempt at a detriment that didn't involve damage type vulnerability. I figured it'd make sense if, as stated in the trait's description, a creature that primarily ate rocks and other such inorganic material would have a tough time digesting or receiving sufficient nourishment from normal food. Originally I was going to try to put a mechanic in place that allowed for Sableye to receive a boost depending on the kind of gem it ate with the length of time it lasted determined by the size of said gem. As much as I liked the idea, I felt it would be too confusing and ultimately scrapped the idea.
Lastly is Gemstone Fanatic. This was a last-minute addition, but once again felt it made sense since these jewel-eyed goblins would probably be able to do a lot with gems aside from eat them, like determine their value, cut them, etc. --MetalShadowOverlord (talk) 16:48, 9 May 2018 (MDT)
- I updated the score to reflect the recent addition of Sleight of Hand proficiency, and corrected the score for the walking speed: the walking speed score does not necessarily use 30 ft/rd as the baseline - it does for Medium creatures, but it uses 25 ft as the baseline for small races and 20 for tiny. — Geodude (talk | contribs | email) . . 09:32, 20 September 2018 (MDT)