Hello all! I am currently creating a race of that is forest native and are tiny rabbit-ferret like creatures. I was wondering if it was appropriate to give them a claw multi attack (attack twice with their claws) since they are quick and nimble. Is it possible to give a player race multi attack?
Okay so the claw attack should be a bonus action. Now if they usually use their claws to burrow into trees and sometimes stone should their claw attacks do more damage like instead of a 2d4 the do 2d6 damage due to their claws being tough and a bit thicker? Or is that a bit of a stretch?
That kind of thing isn't really a stretch, it fits the critter thematically, it may cause problems elsewhere though.
Every change you make to the critter will have an impact on it's CR, so be careful you don't accidentally increase the CR of the critter by giving it too much.
2d4 damage is an avg of 5/round making it a 1/4 CR, if you jump to 2d6 then the damage becomes 7/round increasing it to a 1/2 CR. This doesn't mean much if it's the only thing you're changing, you would be on the high end of a 1/4 CR critter.
If you make it multi-attack then you actually cause a larger change: 2d4 * 2 = 10/round making it CR 1/2. If you look at 2d6 * 2 = 14/round it is right at the CR 1 cross over.
If you decide to adjust HP/AC or even the base attributes, you can push it up, or down, a tier easily. My suggestion is to figure out the final CR you want your creature as, get the min/max totals and see what you can do with those numbers first. From there you'll be able to see your wiggle room.
Oh, my misunderstanding, that's a whole different bag of beans!
I'll stand by the first line I used: The idea fits thematically, I don't see a problem with it. It may help with keeping damage on par at higher levels, I'd run it side by side with a Monk to make sure you don't overshadow it's tool set.
Okay thanks! I'll do that! I'll also keep in mind the CR things you said in case I do make it a monster a party can face! Next Question is that the race as a whole was created by Silvanus and Chauntea (The Forest Father and the Earthmother) as tiny guardians of the forest. The have green gems on their foreheads that allow them to preform nature magic. As a result I had the start off with the Druid Craft and Magic Stone cantrips to be casted at will. One of my friends said I should swap those cantrips out for the Thorn whip cantrip. So does that sound okay as far as balancing or should I just forgo the cantrips all together?
I'm keen on the Druidcraft cantrip. I'd say go with Thorn Whip over Magic Stone, the damage is a bit lower so as not to make the critter an early level powerhouse, but there are also a ton of shenanigans with the pull function. I'm going to assume Dex/Wis for stat bump? That will also make the spell a bit more accessible at early levels as well.
Hello all! I am currently creating a race of that is forest native and are tiny rabbit-ferret like creatures. I was wondering if it was appropriate to give them a claw multi attack (attack twice with their claws) since they are quick and nimble. Is it possible to give a player race multi attack?
Probably better if you just let them attack with their claws as a bonus action when they take the Attack action to attack with their claws.
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Okay so the claw attack should be a bonus action. Now if they usually use their claws to burrow into trees and sometimes stone should their claw attacks do more damage like instead of a 2d4 the do 2d6 damage due to their claws being tough and a bit thicker? Or is that a bit of a stretch?
That kind of thing isn't really a stretch, it fits the critter thematically, it may cause problems elsewhere though.
Every change you make to the critter will have an impact on it's CR, so be careful you don't accidentally increase the CR of the critter by giving it too much.
2d4 damage is an avg of 5/round making it a 1/4 CR, if you jump to 2d6 then the damage becomes 7/round increasing it to a 1/2 CR. This doesn't mean much if it's the only thing you're changing, you would be on the high end of a 1/4 CR critter.
If you make it multi-attack then you actually cause a larger change: 2d4 * 2 = 10/round making it CR 1/2. If you look at 2d6 * 2 = 14/round it is right at the CR 1 cross over.
If you decide to adjust HP/AC or even the base attributes, you can push it up, or down, a tier easily. My suggestion is to figure out the final CR you want your creature as, get the min/max totals and see what you can do with those numbers first. From there you'll be able to see your wiggle room.
Oh this isn't a monster that the party will be facing, I'm aiming for a race you can actually play as!
Oh, my misunderstanding, that's a whole different bag of beans!
I'll stand by the first line I used: The idea fits thematically, I don't see a problem with it. It may help with keeping damage on par at higher levels, I'd run it side by side with a Monk to make sure you don't overshadow it's tool set.
Okay thanks! I'll do that! I'll also keep in mind the CR things you said in case I do make it a monster a party can face! Next Question is that the race as a whole was created by Silvanus and Chauntea (The Forest Father and the Earthmother) as tiny guardians of the forest. The have green gems on their foreheads that allow them to preform nature magic. As a result I had the start off with the Druid Craft and Magic Stone cantrips to be casted at will. One of my friends said I should swap those cantrips out for the Thorn whip cantrip. So does that sound okay as far as balancing or should I just forgo the cantrips all together?
I'm feeling Final Fantasy's Carbuncle here....
I'm keen on the Druidcraft cantrip. I'd say go with Thorn Whip over Magic Stone, the damage is a bit lower so as not to make the critter an early level powerhouse, but there are also a ton of shenanigans with the pull function. I'm going to assume Dex/Wis for stat bump? That will also make the spell a bit more accessible at early levels as well.
Okay, thanks! I'll get to work!