I come here with a homebrew race for 5e D&D, its history, physical and mental description as well as racial features. I would like to know your take on the racial bonuses, if they are balanced individually and as a whole. What's most important for me is this race's Perpetual Hover trait, how or if it could break the game or what impact could it could have on the game. This is opinion—asking before running the actual playtest of the race.
Mentar Traits
- Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1.
- Age. Mentars live up to around 110 years old. They are however born with intelligence of other races' adults, which lets them take care of themselves after a week or so. They reach "adult" size at around 20 years old, but never stop growing throughout their lives.
- Alignment. Mentars naturally do not tend towards any particular alignment, but the passive mental strength of a mother influences her children, which are born with the same alignment as their mother, resulting in almost everyone in any isolated settlement having the same alignment.
- Size. Mentars vary in build, but their size is solely dependant on age, from barely 5 feet at the age of 20, to over 7 feet tall when coming close to the natural end of their lifespan. Your size is Medium.
- Speed. Your base speed is 30 feet of hover.
- Perpetual hover. You do not have legs, but you permanently hover around 1 foot above solid ground at all times. This means you are immune to the prone condition, and cannot lay down on any surface. You are physically incapable of jumping and if you find yourself higher than one foot above ground you start falling. You take falling damage as normal, and if you are alive after falling your body hovers back to 1 foot above ground. You can use your reaction to reduce the fall damage to 0, stopping your fall before touching the ground.
- Basic Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
- Psychic Resistance. You are resistant to psychic damage.
- Mental Beacon. You passively broadcast your emotions to creatures around you, and you can strengthen this effect to bolster your words and actions. When you make an Intimidation, Deception or Persuasion skill check you can roll with advantage. You can use this feature once and regain the ability to do so when you finish a long rest.
- Reality anchor. You cannot be forcefully teleported or summoned by any spell or feature as long as you are not unconscious.
- Languages. You can speak, read, and write Common and one other language of your choice.