Talk:Badger Lord (5e Race)

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I am so happy that i am not the only one who has watched/ read redwall but making them 8-10 ft tall it i little much as they were not much bigger than the mice and they are only 2-2.5 ft tall -Izik (talk) 15:35, 2 November 2015 (MST)

For clarity, I made them 8-10 ft. tall because I wanted to represent their huge size by comparison to humans (I feel like mice are the "humans" of redwall)

Badger lords should have at least two traits that add something beneficial to the game. The ancient prophecies trait? doesn't add anything beneficial, but instead adds a game changing flaw. Suggestion

Lord of the Badgers Once every 2 days you may summon your badger friends to help you. They will not fight for you but can help you with other things. They go back to their homes after 2 hours.

This is only one suggestion but there are many more things you could do. Be creative and follow the rules. Blackkirby73 (talk)

Here are my recommendations.
Please use the |trait and |description fields for all the racial traits (e.g. |trait1=Master Smith |description1=blah blah)
Ancient Prophecies I like conceptually but the mechanics need work. Augury only gives you insight into the following 30 minutes, and I'm not sure what it means to "protect your prophecies".
Master Smith. This doesn't do anything any can't already be done (crafting is a downtime activity). But see Downtime Activity Proficiencies (5e Variant Rule)#Crafting.
Brute Strength. This is three separate traits. No issue with them mechanically, but please can they be listed individually, this makes it easier for me to assess overall balance.
Family Ties. This isn't a trait. It belongs in the general description, or you can make it a bond in the custom personality/flaws/ideals/bonds tables.
Lords of the Badgers could be: "You can cast the find familiar spell once as a ritual. The spirit always takes the form of a badger. You must finish a long rest before you can cast this spell again. Marasmusine (talk) 10:33, 19 May 2016 (MDT)
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