As the title suggests, I'm working on a race that can transform their arms into wings. With this ability, they can temporarily gain a 30ft flying speed, but at the cost of their arms and hands. Is this ability too powerful?
As the title suggests, I'm working on a race that can transform their arms into wings. With this ability, they can temporarily gain a 30ft flying speed, but at the cost of their arms and hands. Is this ability too powerful?
It seems mostly balanced; losing access to arms/hands while transformed into wings prevents most attacks and spellcasting, including spells without somatic components, though I think you can still cast verbal only spells. Which would mean the ability is mostly limited to non-combat use, or depending on how quickly you can switch it could also be used briefly in combat to get access to somewhere hard to get to otherwise.
The only two things that stand out for me are:
Monks can still do unarmed strikes without arms, so their combat potential isn't harmed as much, but at the same time they're already very mobile so they've less to gain from flight unless something is completely inaccessible by other means.
This won't affect aura abilities/spells, so if you're a paladin with an aura, or you cast Spirit Guardians or such then transforming your arms still allows you to fly around catching things in those.
It's tough to say if either of those make it unbalanced in any meaningful way; a player might be able to exploit it, but that's true of a lot of things, and DM's are equipped to push back in such cases if they need to.
The Aarakocra have full flight all the time, and it's a strong ability to have, but limited use flight that impedes you should come in way under that no matter what. At the same time though, I believe Aarakocra players aren't allowed in Adventurer's League, so they must consider that either OP or too annoying for drop-in DM's to plan around.
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Variant: Tiefling and Aarakocra both have access to flight as a racial ability and it is very common for both to be banned from tables.
Not having access to arms and hands is a good balancing mechanic, as it effectively prevents the use of ranged weapons and many spells, but it still presents all of the challenges of bypassing obstacles at low levels. (Druids don't get a Flying Wildshape option until 8th level.)
If their carrying capacity were reduced to say half of normal while flying, I think it would be ok.
Well... if they also give the race the ability to fart Sunbeams at will as a bonus action, or it also turns their feet into 2d12 natural weapons with a 15-foot reach, then no, it’s not balanced. Presuming that everything else is balanced though, it should be fine.
As the title suggests, I'm working on a race that can transform their arms into wings. With this ability, they can temporarily gain a 30ft flying speed, but at the cost of their arms and hands. Is this ability too powerful?
Depends on everything else you give them.
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It seems mostly balanced; losing access to arms/hands while transformed into wings prevents most attacks and spellcasting, including spells without somatic components, though I think you can still cast verbal only spells. Which would mean the ability is mostly limited to non-combat use, or depending on how quickly you can switch it could also be used briefly in combat to get access to somewhere hard to get to otherwise.
The only two things that stand out for me are:
It's tough to say if either of those make it unbalanced in any meaningful way; a player might be able to exploit it, but that's true of a lot of things, and DM's are equipped to push back in such cases if they need to.
The Aarakocra have full flight all the time, and it's a strong ability to have, but limited use flight that impedes you should come in way under that no matter what. At the same time though, I believe Aarakocra players aren't allowed in Adventurer's League, so they must consider that either OP or too annoying for drop-in DM's to plan around.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Variant: Tiefling and Aarakocra both have access to flight as a racial ability and it is very common for both to be banned from tables.
Not having access to arms and hands is a good balancing mechanic, as it effectively prevents the use of ranged weapons and many spells, but it still presents all of the challenges of bypassing obstacles at low levels. (Druids don't get a Flying Wildshape option until 8th level.)
If their carrying capacity were reduced to say half of normal while flying, I think it would be ok.
Well... if they also give the race the ability to fart Sunbeams at will as a bonus action, or it also turns their feet into 2d12 natural weapons with a 15-foot reach, then no, it’s not balanced. Presuming that everything else is balanced though, it should be fine.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting