So within my homebrew world, there are lemur like people with four arms. I was wondering what those arms might do as a feature and how to balance the race. I want them to be more useful than just "they can carry and do stuff" but don't know how to make that balanced.
So within my homebrew world, there are lemur like people with four arms. I was wondering what those arms might do as a feature and how to balance the race. I want them to be more useful than just "they can carry and do stuff" but don't know how to make that balanced.
while with loxodon we have precedent for extra limb already but in addition to just having extra limbs lets say you dual weilding works with the weapons in all your hands in other words if you have 4 daggers you can use your action to make 1 attack and you bonus action to make 3 more attacks but subtracting your ability mod from all of them
Keep in mind that there is one prominent benefit from having 4 fully functional arms: you can hold a heavy weapon in both hands and benefit from using a shield at the same time. That's great news for martial classes. Works with ranged weapons as well as stuff like greatswords and greataxes.
Other than that inherent benefit, I could imagine any of these benefits being appropriate:
Advantage on grapple checks and rolls to end the grappled or restrained conditions on yourself
Advantage on climbing checks when using all 4 arms to climb
Advantage on sleight of hand checks (having more hands makes it harder for observers to keep track of them all)
Thanks for the feedback. I'll probably give advantage on grapple and the two-handed weapons rules. It will have to include a limitation on dual-wielding two-handed weapons, because there really aren't rules regarding many-armed creatures in combat, minus multiattack.
For a 4 limbed creature, I suggest using the Simic Hybrid as a starting point. At 5th level, they gain access to Grappling Appendages, which are essentially low-dexterity natural weapons that can grapple. They can carry and manipulate objects, but can't activate magic items, nor wield weapons.
If by "more than carry and do stuff", you specifically mean you want them to be able to use tools and magic items, then balance is definitely an issue. However, for that you can compare it in efficacy to a Warlock's familiar or a summoned creature. As long as you're obeying normal rules, such a boon would probably fall into the realm of a feat, which, via Tasha's Custom Lineages, can be incorporated into a 1st level character as a racial trait.
For the sake of avoiding headaches, don't allow the creature to hold oversized weapons, or dual-wield heavy weapons; they're not actually any stronger than a two-armed humanoid. Being able to cast spells while wielding a sword and shield is already a pretty significant advantage.
I would 100% give them a unique 4 handed sign language.
Beyond that, the character can be supported by swapping out class features with something equivalent that highlights their unique anatomy.
Here is the race so far. Any feedback is appreciated.
Lemurai are a race of four-armed, furred humanoids who live among the canopy of the Akanah jungle. They have a highly advanced and interconnected society fueled by druidic magic.
Ability Score Increase. Increase one ability score of your choice by 2 and another by 1. Most lemurai have increased dexterity and intelligence or wisdom.
Age. Gnolls can live to about the same age as humans, but most die earlier due to sickness or being hunted.
Size. Gnolls average about 5 feet tall and weigh about 120 pounds. Your size is medium.
Speed. You have a walking speed of 30 feet and a climbing speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Jungle Knowledge. You gain proficiency in the Nature and Survival skills.
Extra Limbs. You have two additional arms coming from just below and behind your others, which help you move among the treetops. These arms can wield weapons or a shield, act as a free hand for spellcasting, and use objects and tools.
However, they cannot activate magic items, and you have a -2 penalty to ability checks and attack rolls made with just one arm, due to its decreased strength and dexterity, unless the weapon you are using is light.
You cannot wield two shields or two-handed weapons, even though you have the required number of arms. However, you can use one shield and one two-handed weapon.
Languages. You can speak, read, and write two languages of your choice. Most lemurai know common and Akenan.
Here is the race so far. Any feedback is appreciated.
Lemurai are a race of four-armed, furred humanoids who live among the canopy of the Akanah jungle. They have a highly advanced and interconnected society fueled by druidic magic.
Ability Score Increase. Increase one ability score of your choice by 2 and another by 1. Most lemurai have increased dexterity and intelligence or wisdom.
Age. Lemurai can live to about the same age as humans, but most die earlier due to sickness or being hunted.
Size. Lemurai average about 5 feet tall and weigh about 120 pounds. Your size is medium.
Speed. You have a walking speed of 30 feet and a climbing speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Jungle Knowledge. You gain proficiency in the Nature and Survival skills.
Extra Limbs. You have two additional arms coming from just below and behind your others, which help you move among the treetops. These arms can wield weapons or a shield, act as a free hand for spellcasting, and use objects and tools.
However, they cannot activate magic items, and you have a -2 penalty to ability checks and attack rolls made with just one arm, due to its decreased strength and dexterity, unless the weapon you are using is light.
You cannot wield two shields or two-handed weapons, even though you have the required number of arms. However, you can use one shield and one two-handed weapon.
Languages. You can speak, read, and write two languages of your choice. Most lemurai know common and Akenan.
I edited it so it doesn't say Gnolls.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Thanks for the feedback. I'll probably give advantage on grapple and the two-handed weapons rules. It will have to include a limitation on dual-wielding two-handed weapons, because there really aren't rules regarding many-armed creatures in combat, minus multiattack.
Why do you want to disallow dual-wielding two-handed weapons? It gives the character some options, I suppose, but won't permit extra attacks of any kind. Even the dual wielding feat specifies single-handed weapons must be used.
Because I want to be able to give it other features, so I'm putting limitations on the extra limbs. I wanted them to be of some use in combat, but being able to make two greatsword attacks in a turn from level one just seems overpowered - its twice the damage of a normal dual-wielder, and no other feature grants that kind of bonus.
Because I want to be able to give it other features, so I'm putting limitations on the extra limbs. I wanted them to be of some use in combat, but being able to make two greatsword attacks in a turn from level one just seems overpowered - its twice the damage of a normal dual-wielder, and no other feature grants that kind of bonus.
well technically they can't dual weild great swords at level 1 anyways, rules as written, two weapon fighting requires both weapons be light, it has nothing to do with the number of hands. since great swords aren't light you can't dual wield them at lvl 1
here's the wording on two weapon fighting : "When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative."
additionally you have extra hands doesn't mean you can use them fast enough to attack three additional times, the way this is worded you can fairly say the player only gets one additional swing with that bonus action. So i don't think we need worry breaking action economy if we keep this in mind.
now at lvl 4 you can take the dual wielder feat and then you can dual wield whatever
the way i see it we have 2 scenarios here to worry about, #1 a +1 or +2 to armour class at level 1 from wielding additional shields which brings optimal AC to 18 with a d8 weapon or AC 17 with a d12/2d6 weapon or 2 d8 weapons and #2 a dual wielder using two great swords at lvl 4
Now one important thing to note is that the player will need to acquire these extra shields and maybe the weapons (fighters and paladins can get two martial weapons at start) as they will not be in their starting equipment, the difficulty of this depends on the campaign.
Now what i think the cool idea is would be to say you can only wield martial weapons as if you had two hands and use one shield until you both reach lvl 8 (when you get your second/third ability score improvement) and get a 19 in dex, and then you can can get started on all the crazy stuff. This forces the player to put a lot of work in to get the two great weapons but allows the character to end up with a sense of accomplishment when they pull it off.
i think that seems fair and gets across what you want without totally kabashing the opportunity to develop a cool fighting style
now at lvl 4 you can take the dual wielder feat and then you can dual wield whatever
the way i see it we have 2 scenarios here to worry about, #1 a +1 or +2 to armour class at level 1 from wielding additional shields which brings optimal AC to 18 with a d8 weapon or AC 17 with a d12/2d6 weapon or 2 d8 weapons and #2 a dual wielder using two great swords at lvl 4
Now one important thing to note is that the player will need to acquire these extra shields and maybe the weapons (fighters and paladins can get two martial weapons at start) as they will not be in their starting equipment, the difficulty of this depends on the campaign.
Now what i think the cool idea is would be to say you can only wield martial weapons as if you had two hands and use one shield until you both reach lvl 8 (when you get your second/third ability score improvement) and get a 19 in dex, and then you can can get started on all the crazy stuff. This forces the player to put a lot of work in to get the two great weapons but allows the character to end up with a sense of accomplishment when they pull it off.
i think that seems fair and gets across what you want without totally kabashing the opportunity to develop a cool fighting style
This is not really true - you still need to be using one-handed weapons, dual-wielder only removes the restriction on light. This also excludes the use of versatile weapons in dual wielding. I felt it is strong enough to be able to use a shield and a two-handed weapon, or dual wield with a shield, and still have a free hand for spellcasting or just picking things up. You could also have a shield and use a ranged weapon, and hold a melee weapon, so you still have a lot of versatility.
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So within my homebrew world, there are lemur like people with four arms. I was wondering what those arms might do as a feature and how to balance the race. I want them to be more useful than just "they can carry and do stuff" but don't know how to make that balanced.
while with loxodon we have precedent for extra limb already but in addition to just having extra limbs lets say you dual weilding works with the weapons in all your hands in other words if you have 4 daggers you can use your action to make 1 attack and you bonus action to make 3 more attacks but subtracting your ability mod from all of them
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Keep in mind that there is one prominent benefit from having 4 fully functional arms: you can hold a heavy weapon in both hands and benefit from using a shield at the same time. That's great news for martial classes. Works with ranged weapons as well as stuff like greatswords and greataxes.
Other than that inherent benefit, I could imagine any of these benefits being appropriate:
Thanks for the feedback. I'll probably give advantage on grapple and the two-handed weapons rules. It will have to include a limitation on dual-wielding two-handed weapons, because there really aren't rules regarding many-armed creatures in combat, minus multiattack.
For a 4 limbed creature, I suggest using the Simic Hybrid as a starting point. At 5th level, they gain access to Grappling Appendages, which are essentially low-dexterity natural weapons that can grapple. They can carry and manipulate objects, but can't activate magic items, nor wield weapons.
If by "more than carry and do stuff", you specifically mean you want them to be able to use tools and magic items, then balance is definitely an issue. However, for that you can compare it in efficacy to a Warlock's familiar or a summoned creature. As long as you're obeying normal rules, such a boon would probably fall into the realm of a feat, which, via Tasha's Custom Lineages, can be incorporated into a 1st level character as a racial trait.
For the sake of avoiding headaches, don't allow the creature to hold oversized weapons, or dual-wield heavy weapons; they're not actually any stronger than a two-armed humanoid. Being able to cast spells while wielding a sword and shield is already a pretty significant advantage.
I would 100% give them a unique 4 handed sign language.
Beyond that, the character can be supported by swapping out class features with something equivalent that highlights their unique anatomy.
Here is the race so far. Any feedback is appreciated.
Lemurai are a race of four-armed, furred humanoids who live among the canopy of the Akanah jungle. They have a highly advanced and interconnected society fueled by druidic magic.
Ability Score Increase. Increase one ability score of your choice by 2 and another by 1. Most lemurai have increased dexterity and intelligence or wisdom.
Age. Gnolls can live to about the same age as humans, but most die earlier due to sickness or being hunted.
Size. Gnolls average about 5 feet tall and weigh about 120 pounds. Your size is medium.
Speed. You have a walking speed of 30 feet and a climbing speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Jungle Knowledge. You gain proficiency in the Nature and Survival skills.
Extra Limbs. You have two additional arms coming from just below and behind your others, which help you move among the treetops. These arms can wield weapons or a shield, act as a free hand for spellcasting, and use objects and tools.
However, they cannot activate magic items, and you have a -2 penalty to ability checks and attack rolls made with just one arm, due to its decreased strength and dexterity, unless the weapon you are using is light.
You cannot wield two shields or two-handed weapons, even though you have the required number of arms. However, you can use one shield and one two-handed weapon.
Languages. You can speak, read, and write two languages of your choice. Most lemurai know common and Akenan.
I edited it so it doesn't say Gnolls.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Why do you want to disallow dual-wielding two-handed weapons? It gives the character some options, I suppose, but won't permit extra attacks of any kind. Even the dual wielding feat specifies single-handed weapons must be used.
Because I want to be able to give it other features, so I'm putting limitations on the extra limbs. I wanted them to be of some use in combat, but being able to make two greatsword attacks in a turn from level one just seems overpowered - its twice the damage of a normal dual-wielder, and no other feature grants that kind of bonus.
well technically they can't dual weild great swords at level 1 anyways, rules as written, two weapon fighting requires both weapons be light, it has nothing to do with the number of hands. since great swords aren't light you can't dual wield them at lvl 1
here's the wording on two weapon fighting : "When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative."
additionally you have extra hands doesn't mean you can use them fast enough to attack three additional times, the way this is worded you can fairly say the player only gets one additional swing with that bonus action. So i don't think we need worry breaking action economy if we keep this in mind.
now at lvl 4 you can take the dual wielder feat and then you can dual wield whatever
the way i see it we have 2 scenarios here to worry about, #1 a +1 or +2 to armour class at level 1 from wielding additional shields which brings optimal AC to 18 with a d8 weapon or AC 17 with a d12/2d6 weapon or 2 d8 weapons and #2 a dual wielder using two great swords at lvl 4
Now one important thing to note is that the player will need to acquire these extra shields and maybe the weapons (fighters and paladins can get two martial weapons at start) as they will not be in their starting equipment, the difficulty of this depends on the campaign.
Now what i think the cool idea is would be to say you can only wield martial weapons as if you had two hands and use one shield until you both reach lvl 8 (when you get your second/third ability score improvement) and get a 19 in dex, and then you can can get started on all the crazy stuff. This forces the player to put a lot of work in to get the two great weapons but allows the character to end up with a sense of accomplishment when they pull it off.
i think that seems fair and gets across what you want without totally kabashing the opportunity to develop a cool fighting style
This is not really true - you still need to be using one-handed weapons, dual-wielder only removes the restriction on light. This also excludes the use of versatile weapons in dual wielding. I felt it is strong enough to be able to use a shield and a two-handed weapon, or dual wield with a shield, and still have a free hand for spellcasting or just picking things up. You could also have a shield and use a ranged weapon, and hold a melee weapon, so you still have a lot of versatility.