Some weeks ago, my DM told us that we she was working on a new campaign. She also told us homebrew races and classes were allowed. I was thinking of making a new race and something that seemed interesting to me was a race that could revive after death.
I then got the idea to make a half phoenix. I wasn’t really thinking about the D&D 5e phoenix elemental when making this, more so the mythical phoenix in general. To make sure it was balanced I based the stats on that of a dragonborn. But the real problem with balancing was the revive mechanic: an ability that gives you the ability to revive seems a little broken if there are no bad sides to it.
My solution was to simply have this race have half the max HP of the normal races. That way in a fight you have effectively the same HP as a normal character. So, what I am really asking is if having half the HP is a good balancer for this mechanic. Is it underpowered, overpowered or fine?
Here are the rest of the stats for my homebrew race:
Ability Score Increase: Cha + 2 and Dex +1
Age: Adult at 25 and lives to 300 years old.
Alignment: Phoenixes are mostly chaotic. They love their freedom and find rules annoying. But they do try to act good when possible.
Size: Medium, average size of 2 meters and average weight of 70 kilograms.
Hollow Bones: Every time after you calculate your max HP, divide it by half rounded up: this is your new max HP.
Light: Your body is very light. If you fall from a height not higher than 10 meters, tou fall as if you had feather fall.
Phoenix Rebirth: Once per long rest, if your hit points drop below 1, your body turns into a burning egg that can't be damaged. At the beginning of your turn, you transform back into your normal body with full health.
When this happens, you unleash a blast of fire with a 10-foot radius, centered on yourself. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Upon returning to your body, make a DC 12 Wisdom check. If you fail this check, you don't remember anything that has happened since your last long rest.
Fire Resistance: You have resistance to fire damage.
Languages: You can speak, read, and write Common and Celestial.