IF someone savvy enough can homebrew a Wooloo of 1/4 CR or lower. i would love you to no ends cause that would be all i need to make a beast master ranger lol
since im homebrewing it my own. would dynamaxing the wooloo (limited only to the wooloo creature) count as a ranger action or a legendary action by the beast?
That creature is insanely overpowered for a CR 1/4.
The legendary action (seriously, legendary actions on a CR 1/4? What?) Max Guard is useless. A legendary action is taken and resolves at the end of another creature's turn. So having it be a "this turn" effect is pointless, because that creature's turn has not yet ended but has nothing it can do (because it is the end of the turn) and the next creature in the round has not yet started its turn. So, the Wooloo (dafuq is a wooloo?) takes this Max Guard action: it's already safe from the current creature's turn because it cannot do anything and the effect has ended when the next turn begins where a creature can do something.
The Max Strike legendary action is overpowered with how it is worded. With how you have worded it the creature affected will start their turn then lose 10 speed permanently. You no clause stating the effect is only for that turn.
Try instead: "Max Strike. The Wooloo targets one creature it can see within 30 ft. That creature must make a Dexterity Saving Throw against a DC 12 or take 2d6 bludgeoning damage and have their speed reduced by 10 feet until the end of that creature's next turn. "
I added the saving throw because being able to just cause 2d6 damage, no attack roll or save, potentially multiple times a round on top of its own turns is CR 20 stuff.
Finally: you do not indicate how many legendary actions this Wooloo gets to take. As it currently stands, it has an unlimited number - that's beyond God level.
Some things need to be made more clear because you basically have a sheep with God-level powers.
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this was my first attempt at it and ill deff change it up. the feedback really helps, and the legendary actions only tie to a magic item i homebrew'd the dynamax band. its up to the dm if players find those or not so not every ranger can use those actions, as for limit ill work on those as well
does this look better? what else do i really need to change to make it for a lack of words. not god level
It's coming up as page not found. Did you publish the second version? I'll be happy to take a look and provide more detailed feedback when I can.
If the creature is best designed to have a special item with them then this should be detailed as a trait 'special equipment'. This is so a DM may easily identify what is from the item and what is natural to the creature, so they can more easily adjudicate what happens if this creature was in an antimagic field, or if the item was taken from it.
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after getting a good rest i realized what you meant there. heres a link of the updated one, could use more of your feedback on how to make it 1/4 CR worthy https://www.dndbeyond.com/monsters/568750-wooloo
after getting a good rest i realized what you meant there. heres a link of the updated one, could use more of your feedback on how to make it 1/4 CR worthy https://www.dndbeyond.com/monsters/568750-wooloo
This seems quite good. Not sure about the Dynamax thing, but yes it seems good. Still might be a tad OP for 1/4.
As for the CR, a good baseline rule of thumb to start with is: CR 1/4 is a creature that a Level 1 PC could fight, and win, solo. Where as a CR 1 creature would be a challenge for 4 PC level 1 characters.
As it currently stands this Wooloo can one-hit-kill any level 1 PC and has two different features that can let it do more damage and can make itself immune to magic for a round while also being almost impossible to hit for a round, for a PC 1 character, etc while also having a decent to hit and natural AC and really good stats for the cr.
Looking at other 1/4 cr creatures we can see they tend to have their highest stat being 14, most others around 12 or 0 or less. Most DCs for features are 11 or 12 and their "to hit" is around +3 or +4 with damages being often 1d4 or 1d6 with around +2. Most have an AC between 11 to 13.
Compare to other CR 1/4 creatures like the Boar which as AC 11, highest stat 13 (strength, also has a Charge trait that requires 20 ft (instead of 15) movement, the same amount of extra damage (1d6) and the DC to avoid prone is 11. This DC is based on the creature's strength (8 + proficiency 2 + strength 1).
Your Wooloo has stats, AC, and everything except hit points that would normally put it at CR 1. I should also point out the hit die should really be d8s for a Medium creature. I think if you want this to be the impressive animal you're trying to make it then put it CR 1 and bump up the health. If you really want it to be CR 1/4: lose the Dynamax feature, lower the stats, decrease the AC gifted by Cotton Guard and remove the magic immunity aspect of that (you can instead give it permanent Magic Resistance trait - advantage to saving throws against spell effects, and keep the CR) and reduce the damage of tackle to 1d6 + str.
Also, about the dynamax feature: this seems to be a campaign specific thing. If you're publishing your stuff then it should be something anyone could easily slot into their campaigns - any lore you present is easily made to fit, etc. Looking at the monster without context this "Dynamax" thing is very confusing and out of place. It would be better to take a play from the grey dwarves and just say it can use the Enlarge/Reduce spell but only the Enlarge option. If you remove the tackle feat and cotton guard action then you could add this and keep it CR 1/4.
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IF someone savvy enough can homebrew a Wooloo of 1/4 CR or lower. i would love you to no ends cause that would be all i need to make a beast master ranger lol
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What's wrong with re-skinning a goat?
no goat is worthy of the name wooloo, lol maybe i could if it comes down to it tho
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The other option would be taking the beast of the earth from the latest UA and declaring it a Wooloo.
not sure what you mean there.
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I think what you're looking for is a "Scottish Blackface Sheep" (search it) and D&D Wiki has a sheep page.
You'll still want to homebrew your own because it only has:
Sure-Footed. The sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
They mean to look at the latest Unearthed Arcana, go to the Ranger section, and copy the 'Beast of the Earth' stat block and reflavour it as a Wooloo
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been looking for "beast of the earth" but i cant find it. so ill just homebrew off the scottish black sheep Cynroc mentioned
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since im homebrewing it my own. would dynamaxing the wooloo (limited only to the wooloo creature) count as a ranger action or a legendary action by the beast?
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Look in the pdf found below for it
https://dnd.wizards.com/articles/unearthed-arcana/class-feature-variants
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yea i found that after googling long enough, was after i posted my reply. thanks tho
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https://www.dndbeyond.com/monsters/568597-wooloo
Here's the version 1, ill fine tune it when i get more time tho.
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That creature is insanely overpowered for a CR 1/4.
The legendary action (seriously, legendary actions on a CR 1/4? What?) Max Guard is useless. A legendary action is taken and resolves at the end of another creature's turn. So having it be a "this turn" effect is pointless, because that creature's turn has not yet ended but has nothing it can do (because it is the end of the turn) and the next creature in the round has not yet started its turn. So, the Wooloo (dafuq is a wooloo?) takes this Max Guard action: it's already safe from the current creature's turn because it cannot do anything and the effect has ended when the next turn begins where a creature can do something.
The Max Strike legendary action is overpowered with how it is worded. With how you have worded it the creature affected will start their turn then lose 10 speed permanently. You no clause stating the effect is only for that turn.
Try instead: "Max Strike. The Wooloo targets one creature it can see within 30 ft. That creature must make a Dexterity Saving Throw against a DC 12 or take 2d6 bludgeoning damage and have their speed reduced by 10 feet until the end of that creature's next turn. "
I added the saving throw because being able to just cause 2d6 damage, no attack roll or save, potentially multiple times a round on top of its own turns is CR 20 stuff.
Finally: you do not indicate how many legendary actions this Wooloo gets to take. As it currently stands, it has an unlimited number - that's beyond God level.
Some things need to be made more clear because you basically have a sheep with God-level powers.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
this was my first attempt at it and ill deff change it up. the feedback really helps, and the legendary actions only tie to a magic item i homebrew'd the dynamax band. its up to the dm if players find those or not so not every ranger can use those actions, as for limit ill work on those as well
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https://www.dndbeyond.com/monsters/568750-wooloo
does this look better? what else do i really need to change to make it for a lack of words. not god level
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It's coming up as page not found. Did you publish the second version? I'll be happy to take a look and provide more detailed feedback when I can.
If the creature is best designed to have a special item with them then this should be detailed as a trait 'special equipment'. This is so a DM may easily identify what is from the item and what is natural to the creature, so they can more easily adjudicate what happens if this creature was in an antimagic field, or if the item was taken from it.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
lemme printscreen it for ya
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after getting a good rest i realized what you meant there. heres a link of the updated one, could use more of your feedback on how to make it 1/4 CR worthy https://www.dndbeyond.com/monsters/568750-wooloo
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This seems quite good. Not sure about the Dynamax thing, but yes it seems good. Still might be a tad OP for 1/4.
As for the CR, a good baseline rule of thumb to start with is: CR 1/4 is a creature that a Level 1 PC could fight, and win, solo. Where as a CR 1 creature would be a challenge for 4 PC level 1 characters.
As it currently stands this Wooloo can one-hit-kill any level 1 PC and has two different features that can let it do more damage and can make itself immune to magic for a round while also being almost impossible to hit for a round, for a PC 1 character, etc while also having a decent to hit and natural AC and really good stats for the cr.
Looking at other 1/4 cr creatures we can see they tend to have their highest stat being 14, most others around 12 or 0 or less. Most DCs for features are 11 or 12 and their "to hit" is around +3 or +4 with damages being often 1d4 or 1d6 with around +2. Most have an AC between 11 to 13.
Compare to other CR 1/4 creatures like the Boar which as AC 11, highest stat 13 (strength, also has a Charge trait that requires 20 ft (instead of 15) movement, the same amount of extra damage (1d6) and the DC to avoid prone is 11. This DC is based on the creature's strength (8 + proficiency 2 + strength 1).
Your Wooloo has stats, AC, and everything except hit points that would normally put it at CR 1. I should also point out the hit die should really be d8s for a Medium creature. I think if you want this to be the impressive animal you're trying to make it then put it CR 1 and bump up the health. If you really want it to be CR 1/4: lose the Dynamax feature, lower the stats, decrease the AC gifted by Cotton Guard and remove the magic immunity aspect of that (you can instead give it permanent Magic Resistance trait - advantage to saving throws against spell effects, and keep the CR) and reduce the damage of tackle to 1d6 + str.
Also, about the dynamax feature: this seems to be a campaign specific thing. If you're publishing your stuff then it should be something anyone could easily slot into their campaigns - any lore you present is easily made to fit, etc. Looking at the monster without context this "Dynamax" thing is very confusing and out of place. It would be better to take a play from the grey dwarves and just say it can use the Enlarge/Reduce spell but only the Enlarge option. If you remove the tackle feat and cotton guard action then you could add this and keep it CR 1/4.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
so if i just remove cotton guard. drop hp to a D8 and remove dynamax it could be a cr 1/4?
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