I want to create a homebrew playable race called Fools. Essentially the idea is court jesters but as a race. They have bright, multicolored skin. I want them to have the abilities of the original Fool character in my short story, but I’m afraid they might be too overpowered and/or unbalanced. I have put the current stat block for Fools in the quotes below.
Language. Fools have a language unique to their race, however, they adopt the most spoken language of their surroundings. You speak Foolish, and any language of your choosing.
I believe this is fine as having the choice of a second language is a common trait.
Alignment. Fools are rule-breakers at their core. They are almost always chaotically aligned. Fools are a very widespread and variable race, having members be good, evil, and everything in between.
Again, I’m very sure about this.
Halflings and dwarves have a speed of 25. My fools’ size range matches those of halflings and dwarves, so again, this is good as is.
Size. Any given Fool can range in height from less than three feet tall up to just over five feet.
This plays into Fools being variable. No need for change.
Links to the Arcane. Fools are notorious for their innate ability to sense magic. You get +2 to any perception check regarding magic.
This I’m not so sure about. I certainly want Fools to have some innate link to magic and I feel this ability is a good way to show it.
Ability Score Increase. Your dexterity score increases by 1.
Fools are generally very nimble, so I feel this fits.
Magical Boost. You can move ten feet in any direction on your turn. This is an Action. If you do not use this ability again next turn or end you turn on something, you begin to fall back to the ground five feet per turn.
This is the trait I am least sure about. I’m not sure if I should make it more or less powerful. Or if I should extend the range that they can move on their turn.
Is my race, as it currently is, balanced? What changes should I make? What should I add or remove?