I am hoping to receive some feedback regarding my recent homebrew race since I am still on the fence in regards to the overall power level. It is probably fine, but I only have a couple of sessions worth of playtesting and can't shake the thoughts in my brain that it is imbalanced somehow.
Some background info regarding the creation for those that like that:
I wanted to create a sheep-type beastfolk race since they show up in anime/manga often and liked the cute, fluffy aesthetic, but they are often just mob characters. I wanted to make them more prominent, even if it is only within the self-contained sphere of my group.
I browsed the published entries to get some ideas, and made my own, but it ended up being similar to those and just felt cobbled together to me. Luckily, I randomly had the idea for this iteration stemming from a discussion with my group. I really like the flavor, but that poses its own problems as far as mechanical balance goes.
The race itself:
Woolen
It is said that this race originated when normal sheep passed through a fey crossing and was forever changed by the magic of the Feywild, turning from base livestock into intelligent, bipedal beings. They can range from looking human with horns and curly hair to resembling their origins more with elongated faces and hooves instead of feet. They are known to be talented weavers and tailors due to their skill in working with their own wool that grows incredibly quickly as a result of their fey nature.
Woolen Traits
You have the following racial traits.
Creature Type
You are a Fey.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Magic Fluff
While your wool is present, you gain +1 to your Armor Class. When any wool is lost or removed, it regrows after a long rest or when you regain hit points.
Fey Weaver
You gain proficiency with Weaver's Tools. Using these tools, you can create a simple item (such as an article of clothing, a small bag, or a length of rope) when using your wool as raw material and with 1 hour's worth of work. This work can coincide with a short or long rest.
My thoughts:
I kinda feel like it needs a little bit more to round out the flavor, but I also grade the AC boost to be quite strong and don't want to add too much to it as a result. I thought of using the "unarmored bonus" route, but felt that it didn't quite fit what I had in mind at the time. Don't even remember what that was at this point, but I am still hesitant to change it.
I am also hung up on the value of the crafting feature. As someone who mainly plays Artificer, the feature interaction alone feels super strong, but I am also pretty biased. Others may see that and not find it as useful. I simply don't know.
My terrible naming sense and flavor text aside... Too strong? Too weak? Just right?
In general, I think you'd be ok to add one more item. Something flavorful and conditionally useful like Satyr's Mirthful Leaps.
For Magic Fluff, I think you need to be more specific about the mechanisms by which wool is "lost or removed." Does it burn away in a fireball? Is it shaved off with slashing attacks? You kind of open the door here by saying it can be lost or removed and then don't elaborate.
In my games, Fey Weaver would be fine. Sometimes useful, but generally a flavor thing. But some people get real sensitive about any mechanisms by which PCs can make money "for free." I could see someone going druid, taking Goodberry, and cranking out 16 noble's blouses or arabian carpets per day or something. At the least, you should have a max gp value on the items you can make similar to features in Forge Cleric or Creation Bard.
In general, I think you'd be ok to add one more item. Something flavorful and conditionally useful like Satyr's Mirthful Leaps.
For Magic Fluff, I think you need to be more specific about the mechanisms by which wool is "lost or removed." Does it burn away in a fireball? Is it shaved off with slashing attacks? You kind of open the door here by saying it can be lost or removed and then don't elaborate.
In my games, Fey Weaver would be fine. Sometimes useful, but generally a flavor thing. But some people get real sensitive about any mechanisms by which PCs can make money "for free." I could see someone going druid, taking Goodberry, and cranking out 16 noble's blouses or arabian carpets per day or something. At the least, you should have a max gp value on the items you can make similar to features in Forge Cleric or Creation Bard.
Yes! This is exactly what I was looking for. Thank you.
Regarding potential features, there are the more common ideas like natural weapons, cold resistance, and even a sure footed trait quite often... One of the traits I had originally was playing off of the generally skittish nature and had a weaker version of the Rogue Scout's Skirmisher feature. I'll think on it some more and see what pops up. I am also open to suggestions.
Regarding Magic Fluff, That was made intentionally vague since I cannot possibly think of every scenario that could happen, nor would I know if a DM even gets that specific with details. If they do, then absolutely, it can be interpreted as getting burned off by a fireball, but if they don't I think it is fine to interpret that it is unaffected like any other character. I think I would like to keep it as a blanket statement for that reason.
Regarding Fey Weaver, I see what you mean. I will certainly had a hard cap of some sort as a safety measure. I figured that whatever item was created would take the value of the preexisting item such as rope. I suppose instead of assuming I should have explicitly stated that.
Hello. It has been a while.
I am hoping to receive some feedback regarding my recent homebrew race since I am still on the fence in regards to the overall power level. It is probably fine, but I only have a couple of sessions worth of playtesting and can't shake the thoughts in my brain that it is imbalanced somehow.
Some background info regarding the creation for those that like that:
I wanted to create a sheep-type beastfolk race since they show up in anime/manga often and liked the cute, fluffy aesthetic, but they are often just mob characters. I wanted to make them more prominent, even if it is only within the self-contained sphere of my group.
I browsed the published entries to get some ideas, and made my own, but it ended up being similar to those and just felt cobbled together to me. Luckily, I randomly had the idea for this iteration stemming from a discussion with my group. I really like the flavor, but that poses its own problems as far as mechanical balance goes.
The race itself:
Woolen
It is said that this race originated when normal sheep passed through a fey crossing and was forever changed by the magic of the Feywild, turning from base livestock into intelligent, bipedal beings. They can range from looking human with horns and curly hair to resembling their origins more with elongated faces and hooves instead of feet. They are known to be talented weavers and tailors due to their skill in working with their own wool that grows incredibly quickly as a result of their fey nature.
Woolen Traits
You have the following racial traits.
Creature Type
You are a Fey.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Magic Fluff
While your wool is present, you gain +1 to your Armor Class. When any wool is lost or removed, it regrows after a long rest or when you regain hit points.
Fey Weaver
You gain proficiency with Weaver's Tools. Using these tools, you can create a simple item (such as an article of clothing, a small bag, or a length of rope) when using your wool as raw material and with 1 hour's worth of work. This work can coincide with a short or long rest.
My thoughts:
I kinda feel like it needs a little bit more to round out the flavor, but I also grade the AC boost to be quite strong and don't want to add too much to it as a result. I thought of using the "unarmored bonus" route, but felt that it didn't quite fit what I had in mind at the time. Don't even remember what that was at this point, but I am still hesitant to change it.
I am also hung up on the value of the crafting feature. As someone who mainly plays Artificer, the feature interaction alone feels super strong, but I am also pretty biased. Others may see that and not find it as useful. I simply don't know.
My terrible naming sense and flavor text aside... Too strong? Too weak? Just right?
In general, I think you'd be ok to add one more item. Something flavorful and conditionally useful like Satyr's Mirthful Leaps.
For Magic Fluff, I think you need to be more specific about the mechanisms by which wool is "lost or removed." Does it burn away in a fireball? Is it shaved off with slashing attacks? You kind of open the door here by saying it can be lost or removed and then don't elaborate.
In my games, Fey Weaver would be fine. Sometimes useful, but generally a flavor thing. But some people get real sensitive about any mechanisms by which PCs can make money "for free." I could see someone going druid, taking Goodberry, and cranking out 16 noble's blouses or arabian carpets per day or something. At the least, you should have a max gp value on the items you can make similar to features in Forge Cleric or Creation Bard.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Yes! This is exactly what I was looking for. Thank you.
Regarding potential features, there are the more common ideas like natural weapons, cold resistance, and even a sure footed trait quite often... One of the traits I had originally was playing off of the generally skittish nature and had a weaker version of the Rogue Scout's Skirmisher feature. I'll think on it some more and see what pops up. I am also open to suggestions.
Regarding Magic Fluff, That was made intentionally vague since I cannot possibly think of every scenario that could happen, nor would I know if a DM even gets that specific with details. If they do, then absolutely, it can be interpreted as getting burned off by a fireball, but if they don't I think it is fine to interpret that it is unaffected like any other character. I think I would like to keep it as a blanket statement for that reason.
Regarding Fey Weaver, I see what you mean. I will certainly had a hard cap of some sort as a safety measure. I figured that whatever item was created would take the value of the preexisting item such as rope. I suppose instead of assuming I should have explicitly stated that.