I am currently editing a homebrew race that I have created, and after a good few versions, I believe I am coming to some semblance of a decent homebrew race. However, I fear that it may be unbalanced in places.
Is the following race (and and are its subraces) balanced, and if not, what changes could be made in order to make it so?
My main focus appears to be the Fight or Flight mechanic provided to the Gemstone subrace. Playtests have come back mostly positive, however I am worried it may be a little too much for the one subrace.
Outsider Traits
Your eldritch heritage manifests in a variety of ways that are consistent with your kin.
Ability Score Increase. Your Strength score increases by 2.
Speed. Your base walking speed is 30 feet.
Natural Cunning. Being common with deceit, an Outsider is resistant to tricks of an arcane nature. You have advantage on saving throws against Charm spells and cannot be put to sleep by magic.
Claws. You are proficient at using the large claws you have as weapons. They deal 1d4 slashing damage.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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. An Outsider retains the ability to distinguish color and detail under these conditions.
Languages. You can speak, read, and write Common and one other language of your choice.
Doppelganger Outsider
Outsiders who have chosen to hide in plain sight rather than in the shadows. A Doppelganger Outsider's flesh is paler than that of their kin, their eyes being smaller and their limbs being more anatomically similar to other human-sized creatures. Because of this, they are often shorter than their Gemstone brethren.
Ability Score Increase. Your Charisma is increased by 1.
Change Shape. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Your true form is revealed if you fall unconscious.
Outsider Tricks. While the change shape ability is active, creatures have a disadvantage on checks trying to see through your disguise.
Gemstone Outsider
Outsiders whose ancestors have remained in the caves of their origin. A Gemstone Outsider's flesh is hardened, almost like chitin. Their eyes are indistinguishable from gemstones, aside from the fact they glow with a deep, arcane energy.
Ability Score Increase. Your Dexterity is increased by 1. Your Intelligence is decreased by 1.
Psionic Shift. At first level, you can cast misty step once per long rest. At third level, you can cast blink once per long rest.
Fight or Flight. Upon reaching 0 hit points or below, roll a Constitution saving throw equal to the amount of damage taken by the attack. If you succeed, you return to your most primal instincts, and lash out like a wild beast. You gain temporary hit points equal to half your maximum hit points, rounded down, and do not fall unconscious while you have these hit points. You must use your turns to attack any and all hostile creatures, starting with the nearest, in a 60ft radius centered on you. You cannot move further away from a hostile creature within this range, unless you are moving towards another hostile creature. This lasts for a number of rounds equal to your proficiency bonus rounded down, after which you fall unconscious and lose any remaining temporary hit points. This effect cannot be used more than once until you take a long rest.