I see a strength-based artificer. Natural Armor is poor so use the dex bonus to help with medium armor. As an artificer you can flavour your armor as a reverse diving suit you can hook your alchemy jug (which you can make at 2nd level) to for a fresh water supply. You'll be pretty beefy too so you can literally be a walking Fish Tank!
Sensible human being: "Its best you go a Strength based class." Me: "Its settled. I'm making a Wizard!" ... You thought I was joking? My first goal is to get the Decanter of Endless Water! XD
While the grung immediately spark cool ideas that I want to try out (climbing and jumping around, poisoning enemies), the Locathah just don't do that. Regardless of balance, the abilities of Locathah seem super boring.
Interesting people. I can see them as their own unique variant of wizards, they don't use spellbooks because they are underwater. Alternatively they could be strangely technological. Spiritual, aquatic magiktech anyone? Who needs to find water when you could bring the water to you? I am imagining floating bubbles of water or walking tanks filled with water from the sea, maybe some are based off sea creatures like an eel or a manta ray. I could also see them as tamers of aquatic creatures.
@@andresmarrero8666 ok, well simply put imagine instead of ink and paper you have something like fabric, or some medium that won't rot underwater and deteriorate fast, and thread. You then stitch in your text. This way, you now have a form of literature that will not smudge within water. I'm not certain on what materials would be the most accurate for not deteriorating under water but I bet a merfolk society could figure it out. Basically, more like a tapestry but only the text needs to be stitched into it. Of course, as a result pages can only use one side as the back just shows the back side of the stitches.
Best way to play this imo would be a mariner fighting style fighter or ranger, this way the unarmored defense goes well with the +1 ac from the fighting style, swim speed is redundant but dm might allow an increase by 30ft. In a pirate themed adventure it would fit swimmingly
Having advantage on saving throws against being charmed, frightened, paralyzed, stunned, poisoned, AND sleep seems awfully broken to me. Granted, they have to be in water every 4 hours, but that is one hell of a bonus to have. Plus they get natural armor, water breathing, swimming, and 2 skill proficiencies. That is a whole lot of stuff to give a single race.
I really like that you actually preview your video at the very beginning. Sometimes titles are misleading, but with you there is no question as to what we are getting into. I also really like that you invite us to stay rather than just getting into the video. You seem very friendly. I don’t always agree with you, but I like your style.
I think I can play crossbow and harpoon wielding fish ranger. Or an angry gold fish in water filled hamster ball covered with spike... goldy wasn't dead when you flushed him little Timmy
Played this as an Aberrant mind sorcerer named Dagon with the Create water spell and an Alchemy jug. He is so much fun at the table and genuinely is fun and flavorful given he has advantage on everything that deals with the mind.
The webbed feet and body shape make it look like it should be speed 25 walking and not DEX bonus but maybe CON. With a point buy you could have 14 WIS easy enough and a decent strength for melee and be a druid I suppose. Coastal land I imagine.
Actually, a Wizard or Sorcerer could work, as that Strength modifier means that Strength on this guy will at, the very least, be a 10, as Strength is the usual dump stat on that class. As for the Natural Armor, lets one use Mage Armor on another person that needs it, or another 1st level spell.
The water dependency sound pretty damn punishing and limiting. I do wonder if a more advanced setting like Eberron would allow the character to commission something along the lines of a reversed diving suit to combat this
Having played this game quite a while with the traditional races in particular, and I always feel that if you want to maximize your character you're in the best position to do so by playing either an elf, a dwarf or a variant human. The rest don't seem to work nearly as well.
No way. The other races have such cool abilities. Not sure bout these fish guys though. Seems like the need to submerge in water so often is too limiting. Maybe if it were changed to up to once a week depending on the climate it could work.
Seems like it would work in an underwater campaign. Yet seeing an underwater campaign would be cool even if it limits the playable races to merfolk and other water breathing races.
Cloaks of the amphibian magic item for them it should. Be created of water resistance to fire and. You submerged in water while wearing this cloaks. Would be useful if aloud
That do seem a lot more sensible. You have a thin extra layer of armor thanks to your skin. So you are slightly more protected. I guess they think its too strong. I can see how it would not make a difference if someone breaks through your heavy armor tho. Like, if it goes through a thick layer of metal, then your lame scales are not going to stop the damn thing.
I, just by looking at these fishy bois would guess they have wisdom and strength or int and strength. Idk. Just makes sense to me lol, and the unarmored defence would work better with a wizard or (though not as much) a druid
I dream of being invited to play dnd so I can make the least useful character ever. Probably something like a bard fish who has a hydrophobia; definitely only lives 4 hours in the campaign
@@andresmarrero8666 that's not how it works mechanically within 5e. You can benefit from one or the other, not both. "Unarmored: 10 + your Dexterity modifier. Armored: Use the AC entry for the armor you’re wearing (see PH, 145). For example, in leather armor, you calculate your AC as 11 + your Dexterity modifier, and in chain mail, your AC is simply 16. Unarmored Defense (Barbarian): 10 + your Dexterity modifier + your Constitution modifier. Unarmored Defense (Monk): 10 + your Dexterity modifier + your Wisdom modifier. Draconic Resilience (Sorcerer): 13 + your Dexterity modifier. Natural Armor: 10 + your Dexterity modifier + your natural armor bonus. This is a calculation method typically used only by monsters and NPCs, although it is also relevant to a druid or another character who assumes a form that has natural armor. These methods-along with any others that give you a formula for calculating your AC-are mutually exclusive; you can benefit from only one at a time. If you have access to more than one, you pick which one to use. For example, if you’re a sorcerer/monk, you can use either Unarmored Defense or Draconic Resilience, not both. Similarly, a druid/ barbarian who transforms into a beast form that has natural armor can use either the beast’s natural armor or Unarmored Defense (you aren’t considered to be wearing armor with natural armor)."
Would it be too overpowered to also give characters who have natural armor 1 point of damage reduction against piercing, slashing and bludgeoning damage from nonmagical weapons, even if they wear armor? Not getting any benefit from this racial feature while wearing armor seems frustrating.