I was thinking flails, morning stars and warpicks get their damage dies changed to 2d4 rather than 1d8, because they don't have versatile and otherwise versatile weapons are flatly superior. The 2d4 does increase their average damage by 1 vs the average increase of 1 and potential increase of 2 for two-handing a versatile weapon. Hmm.
Actually, it only increases the average damage by half a point. Which is a pretty important distinction at this level of balance-granularity.
Really they should just make a build a weapon feature and then have the currently existing stuff as examples. Or do more interesting special rules; let a Spear be 1h 1d6 or 2h 1d8 reach. Make a "reliable" rule that halfs your damage die but doubles the number (so 1d8 -> 2d4).
Way I'd do it is to take the basic underlying rules (Handaxe cheats)
1d6 base Simple
1d8 base for Martial
+2 step for 2h + heavy
-1 Step for Reach
-1 Step for Light
+0 (Can't be 2H + heavy) for Finesse, Versatile
+0 Thrown
Reliable is a -1 Step and you can't have any other +0s. So a nerf to the Greatsword but frankly it should be brought in line as 2d6 works way better with Great Weapon Fighting. Gives you a choice between a Bastard Sword (can go 1 handed), a Greatsword (reliably high damage output with GWF), and a Greataxe (biggest variance, works best with brutal crits).
Are you expecting 2d5, or 1d4+1d6, for your revised Greatsword? Both increase its' complexity-of-use.
Here's a bunch of math. If it's hard to read, my apologies.
GWF triggers on a roll of 1 or 2, meaning (2/x, where x = die faces) of the time, per damage die.
The average benefit when triggered is the difference between 1.5 (the average of the triggering numbers), and whatever the weapon's normal average damage is.
We multiply the two to get the average benefit.
Plugging this in, GWF gives (1/2*1) to 1d4, (1/3*2) to 1d6, (1/4*3) to 1d8, (1/5*4) to 1d10, and (1/6*5) to 1d12.
Base game Greatsword (or Maul) gets 4/3ds of a damage point per hit, or a full half point better than the d12 weapons get. Knocking one of those d6s down to a d4 shaves off 1/6th of a point of damage, placing it only a third of a point ahead of the greataxe.
(1d5 would get (2/5*1.5), AKA (1/5*3), 2d5 would have 6/5ths of a point, also renderable as 1.2 points, per hit.)
Meanwhile, Brutal Criticals is a flavorful but ultimately
quite underpowered Greataxe buff. Assuming you hit on a 11+, which
seems to be the default assumption for 'peer AC' monsters, you get an extra damage die on one out of ten hits. The difference in average damage between 1d12 and 1d6 is 3 points, which (when divided by 10) is a full fifth less damage per hit than the greatsword's default advantage.
And it only comes online at, like, level 12 or something.
I believe my fix was to make Raging let you reroll once if you roll a total of half damage or less. That favors Greataxe exactly enough to make them equal, but perhaps I should make it a passive Barbarian ability instead.
Coincidentally I'm running the idea of 'Wendigos' as being an actual thing to try and help avoid 'X is inherently evil because they were born that way'. Like, you have to actively choose to be one(though not necessarily by cannibalism)...even if you can be forced into circumstances that make refusal extremely difficult. Some range for not being awful...but you have to work for that and almost everyone eventually fails. I don't think there's much in the way of 'proper' natives other then the spirits and elementals.
I read this and my mind immediately leapt to: "Did the previous inhabitants wipe themselves out, or were those spirits just too dangerous to colonize around before modern technology changed things?"
I'm probably going to steal the aasimar or two souls stat blocks for simplicity with my players, Dryders would probably run with standard elf or some such and give them 'spider climb' as a once per short or long rest or have them have advantage on climbing. Give the insect people the aakroan or wood elf stat block for ease of use.
Aarakockra and Sirens both have at-will flight; permanent self-only spider climb is
not a big deal. (Although, admittedly, flight limits are something 5E really doesn't seem to have made up its' mind about.)
Ixalan Vamps are honestly the race I point to whenever a player goes "can I be a Vampire?"
Its pretty perfect IMO
Hmm. Aside from abusively reading the Feast Of Blood feature to let me get permanent speed boosts, it just doesn't do as much as I'd want it to. Namely:
*Stat boost is locked to Charisma, and doesn't give any options for Dexterity or Strength build vampires. So we're assuming any sword-vampires will be Hexblades, which I
guess is okay. Vampire Monks are highly suboptimal, though, which is a real shame.
*Flight feat is ten minutes/rest.
Why on earth.
*Blood-drinking is fine for draining enemies, but really bad for drinking from allies.
*No real suggestions for converting from another race.
That said, it seems like it'd feel nicely powerful without being overwhelming (again, disregarding the poorly worded Feast buff), and I really appreciate that they have a language called Vampire.
Having a language called Vampire is just really funny to me.