![]() On Minotaur horns for a Monk, I'm not sure this is actually too unbalanced a Ravnica Minotaur can use their horns on all unarmed strikes (not just one per turn), and the Large Minotaur's horns don't increase in damage until 8th and 16th levels which is when Monks start to plateau a bit in terms of damage anyway, and there's a lot of competition for a Monk's bonus action so I don't think it's too abusable. It's unfortunately a very tricky one to correct, I'll just have to add it as a comment for now, as updating homebrew parent races is annoying. I… forgot all about versatile while writing the Large Weapon rule! I mean really there's no reason for a Large creature to use one when they could just use a Two-handed weapon one-handed instead, but that doesn't mean they won't ever be in a situation where they need to (it's the only weapon available or the best they have proficiency in) I'd say you can use it two-handed in one hand in the same way. A DM should let a Large player feel powerful at times, but should also emphasise the disadvantages with hostile towns, confined spaces and other challenges to overcome that an all medium/small party wouldn't struggle with. I've done some test sessions to see how they play and I think they're a blast, but not overpowered, though they do require a proactive DM who will push back against abuse (though this is true with any race). I'd love some feedback on these I've tried to keep them as straightforward as possible, and to keep the layouts as clean as I can despite the relatively high number of total traits a Large player will end up with, and the associated notes that go with them. DEX + Reach on claws, and can grapple as a reaction. ![]()
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