Talk:Wolf Walker (5e Race)

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Revision as of 14:33, 22 July 2016 by Lobo (talk | contribs)
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Hello, the race is still overpowered and doesn't use 5e convention. I can only suggest reading through the Player's Handbook (particularly the races, but also classes and spells help you gauge what numbers to use; looking through the Monster Manual can also help how to word traits). If you're still not sure, I can rewrite it for you. I'm sorry to say it's not a particularly original race, and it's going to end up looking like one of the dozens of other wolf/claw/fur races. Marasmusine (talk) 01:19, 20 July 2016 (MDT)

Hi Lobo, I'll try to give more detail.

  • You've already addressed the ability score bonuses.
  • The four-legged speed, move this to a trait, explain that you can't be holding anything in your hands, and I would probably limit it to light or no armor.
  • Wolves' Vision is Darkvision, so call it darkvision (and use the wording in the PHB), as other things sometimes interact with darkvision.
  • You've reduced the damage of the natural attacks, but I would go one step further. The bite is a bonus attack, so make this 1d6 (so it is on par with the bonus action you might get from dual-wielding). Make the claw 1d4 damage so that it doesn't unbalance a monk's lower-level damage output.
  • Bite and claw should be clear on what they are. You must specify that the bite is a melee weapon attack. The claw could be "Your unarmed attacks deal 1d4 slashing damage."

Next I'll rate the power level. I have a rating system in which the PHB races score 4.

  • Ability scores (0.5), 1 point higher than the usual +2, +1
  • Speed (0.5). This is quite fast (twice as fast as most small races!)
  • Darkvision (0.5)
  • Wolf Pack Strike. (2) It's trivial to arrange for another player, or even just a hireling, to stand next to you, so this is advantage on nearly every attack roll - as written this is all attack rolls: melee, ranged, weapon and spell - so is quite powerful.
  • Bite, Claws (0.5 with my damage adjustment) doesn't increase the player's damage output, but provides versatility.
  • Wolves' Sense (1) - Advantage on a sub-use of a skill check
  • Wolves' Fur (0.5) - resistance against an uncommon damage type

Total: 6.5. Pack Strike is the most unbalancing trait. It's value can be reduced by limiting its use (perhaps once, for 1 minute, then you need to take a long rest; I would rate this 1) Marasmusine (talk) 10:50, 20 July 2016 (MDT)

I Made the changes. Lobo (talk) 16:50, 22 July 2016 (CST)

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