Racial Bonuses – Ruling: Nerf to Hummies.
·
This follows the bonuses for most
races currently.
·
Races previously were exceptions to
the +2/+1 bonuses:
o
Humans +1 to all
o
Triton +1 to three (in the original
Volo’s Guide to Monsters).
o
Half-Elf - +1 to two and a +2
· Reason for Decision: Ultimately 5e already switched to a +2/+1 system, so while it is a nerf to humans – see the Human entry below.
Size Matters/Small and Speedy –
Ruling: Mild buff.
·
Humans can now be Small.
·
Small humans can move 30 feet per
round. However, Halflings and Gnomes
also move at 30 feet per round. In fact, all races move at the same speed.
·
Is there an advantage to being
Small?
o
Takes up the same space 5 feet x 5
feet.
o
A Small creature can squeeze into a Tiny
space.
o
A Large creature can move into a
Small creature’s space.
o
Carrying Capacity is based on
Strength and is only starts to be modified for Tiny creatures or Large
creatures.
·
Reason for Decision: Small creatures
get an additional 5 feet of movement, but the rules gave few baseline advantages
to being Small. Now this is mostly aesthetics.
Humans – Ruling: Buff
·
Humans now gain a Proficiency in an
additional skill. A buff.
·
Humans gain the Skilled Feat or another
Feat of their choice. This Feat allows additional Proficiency in three skills
that a Human lacks Proficiency. Also, a buff.
·
So currently Humans get +1 in every
Ability. This may or may not increase the Ability modifier. Usually. half the
time it does since every 2 points increase the modifier
·
In exchange for the +1 to an Ability,
Humans get Proficiency in one skill and possibly up to 4 Skills. Since the
Proficiency Bonus starts at +2, this is a strong exchange.
·
Alternatively, a Human can simply
take any Feat.
·
But wait, that’s not all. Humans
then get an Inspiration after every Long Rest. More on this below on Inspiration.
·
Reason for Decision: An across the
board bonus to all Abilities (and in most cases only a +2/+1) is now a Skill
master or an increased Skill and free Feat.
Aardling – New
·
Aardlings can Bonus Action fly its
Speed up a number of times equal to the Proficiency Bonus each day.
·
Aardlings obtain extra spells at 1st,
3rd and 5th
o At
first level, Idyllic has the most useful with Guidance.
o
At third level, Heavenly has the
most useful with Cure Wounds (larger heal than Healing Word) but Exalted
with Divine Favor with 1d4 extra radiant has its place (extra 20 damage
over 10 rounds of combat).
o
At firth level, Exalted with Lesser
Restoration is potent and better than the roleplay utility spells.
·
I can see most Aardlings that do
damage (melee or ranged) choose Exalted.
·
Finally, Aardlings obtain a
resistance to Radiant Damage. Not as useful as most enemies do not use Radiant
Damage.
Dragonborn – Ruling: Mild Buff
·
Breath weapon with a line has been
changed to be uniformly a 15 foot cone.
·
The DC remains the same.
·
Damage has changed from 2d6 (6) damage
at 1st and up to 5d6 (15) at 16th level. It is now 1d10 +
character level or (6) at 1st level and (21) at 16th
level. This is a mild buff with less variation due to a single die.
·
The Breath Weapon can now be used a
number of times equal to a Proficiency Bonus per Long Rest. This is a large
buff as it used to be a single use.
·
Damage Resistance and Language are
effectively the same.
·
Darkvision is now mainline.
·
Reason for Decision: Breath Weapon
is now more useful but is not a game changer.
Dwarf – Ruling: Mild Buff
·
Darkvision is the same.
·
Dwarven Resilience is the same.
·
Dwarven Toughness is new. It
increases HP +1 per level. This is arguably a buff since this was encompassed
in the original +2 to Constitution but now a Player can select another Ability
for the modifier and obtain the benefit of +1 HP per level.
·
Forge Wise is reworked Tool
Proficiency and adds Jeweler’s Tools and Tinker’s Tools.
·
Stonecunning is way better with the ability
to add Tremorsense as a Bonus Action.
·
Dwarves lose proficiency with
battleaxe, handaxe, light hammer, and Warhammer.
·
Dwarves also lose the speed
mitigation from not wearing heavy armor.
·
Reason for Decision: Dwarven
Toughness is good and Stonecunning is great but the loss of weapon proficiency
and speed mitigation balance these new abilities.
Elves – Ruling: Mild Buff.
·
Darkvision is the same.
·
Keen Senses is the same.
·
Fey Ancestry is the same. The part
about not being put to sleep is now in Trance.
·
Trance is the same.
·
Elven Lineage
o
Drow
§
No increase in Charisma
§
Darkvision increase is the same.
§
No longer has Sunlight Sensitivity. That’s
a plus.
§
No longer has Drow Weapon Training. That’s
a minus.
§
Spell usage is the same.
o
High Elf
§
No increase in Intelligence.
§
No longer has Elf Weapon Training. That’s
a minus.
§
Different variation of Cantrip using
the Arcane Spell List.
§
No Extra Language. Mild minus.
§
Adds Detect Magic and Misty
Step at third and fifth level. Big plus.
o
Wood Elf
§
No increase in Wisdom
§
No longer has Elf Weapon Training. That’s
a minus.
§
No longer has Mask of the Wild.
Another minus.
§
Fleet of Foot is the same.
§
Now has Druidcraft, Longstrider
(at 3rd level), and Pass without Trace.
·
Reason for Decision: Removes the Ability
Score bonuses and weapon training but adds some spells. High Elf seems like a
big winner.
Gnomes – Ruling: Minor Buff.
·
Now moves 30 feet.
·
Darkvision is the same.
·
Gnome Cunning is buffed – no longer
Advantage on magic saving throws but all saving throws.
·
Gnomish Lineage
o
Forest Gnomes
§
No increase in Dexterity.
§
Has the minor illusion cantrip.
§
Speak with Beasts is replaced with Speak
with Animals spell that can be cast a number of times equal to the Proficiency
bonus. This is a mild nerf.
o
Rock Gnomes
§
No increase in Constitution.
§
Artificer’s Lore is removed. Minor
nerf.
§
Gains prestidigitation and mending
cantrips.
§
Tinker is reworked to create a toy,
fire starter, or music box with Prestidigitation. No longer requires an
hour to create. Allows activation with a Bonus Action.
·
Reason for Decision: Removes the
Ability Score bonuses and reworks Gnome Cunning to be used in all
circumstances. The Gnomish Lineage abilities are streamlined with minor buffing
to Tinker.
Halflings – Ruling: No material
change.
·
No increase to Dexterity.
·
Brave is the same.
·
Lucky becomes Luck. Now only can be
used on a d20 Test –an attack roll, straight ability check, or saving throw. No
change.
·
Halfling Nimbleness is altered to
where you cannot stop in the same square/location as a larger creature.
·
Naturally Stealthy is added – gain Proficiency
in Stealth Skill.
·
Reason for Decision: losing Dex and
adding Naturally Stealthy is not tremendous change.
Orc – Ruling: New(ish) and Strong
·
Adrenaline Rush – may take Dash as a
Bonus Action and gain Temporary HP equal to Proficiency Bonus. May use this a
number of times equal to a Proficiency Bonus. HUGE.
·
Darkvision.
·
Powerful Build – may carry more being
counted one Size larger for carrying capacity, etc. Decent.
·
Relentless Endurance – When reduced
to 0 hp, may drop to 1 hp instead. May use once per Long Rest. HUGE.
·
Reason for Decision: how many
barbarian/fighter Orcs are you ready for at the table?
Tiefling – Ruling: New(ish)
·
Darkvision
·
Tiefling Legacy involve spells and a
strong resistance (poison, necrotic, or fire).
o
Poison Spray 1d12 (6) damage within
10 feet, Chill Touch 1d8 (4) damage and cannot regain hp within 120 feet, or 1d10
(5) damage within 120 feet – and this is the first level spell.
o
Ray of Sickness 2d8 (8) damage
within 60 feet and Poisoned, False Life gains 1d4+4 temporary hp for a minor
heal, or 2d10 (10) within 60 feet are also all strong at third level.
o
Similarly, hold person, ray of
enfeeblement and darkness are all solid.
·
Otherworldly Presence adds thaumaturgy
as a cantrip.
Races – Welcome Thrall to the Table.
The goal was clearly to give flexibility so any type of
character may come from any race. That is mission accomplished. However, Human,
Orc, and Tiefling are really strong. All races have a place but how do you not
make a melee an Orc?
Race |
Trait |
Value |
Trait |
Value |
Trait |
Value |
Trait |
Value |
Human |
Resourceful
(Gain Inspiration every Long Rest) |
Strong |
Skillful
(Gain Proficiency in One Skill) |
Medium |
Versatile
(Gain the Skilled Feat or another Feat) |
Strong |
|
|
Aardling |
Angelic
Flight (bonus action fly) |
Medium |
Celestial
Legacy |
Weak |
Damage
Resistance (Radiant) |
Weak |
|
|
Dragonborn |
Breath
Weapon |
Strong |
Damage
Resistance |
Medium |
Darkvision |
Strong |
Draconic
Language |
Weak |
Dwarf |
Darkvision |
Medium |
Dwarven
Resilience |
Medium |
Dwarven
Toughness |
Strong |
Forge
Wise |
Weak |
Elf |
Darkvision |
Medium |
Keen
Senses |
Medium |
Fey
Ancestry |
Weak |
Baseline
Spells |
Strong |
Gnome |
Darkvision |
Medium |
Gnomish
Cunning |
Strong |
Cantrips |
Weak |
|
|
Halfling |
Brave |
Medium |
Halfling
Nimbleness |
Strong |
Luck |
Strong |
Naturally
Stealthy |
Medium |
Orc |
Adrenaline
Rush |
Strong |
Darkvision |
Medium |
Powerful
Build |
Weak |
Relentless
Endurance |
Strong |
Tiefling |
Darkvision |
Medium |
Fiendish
Legacy |
Strong |
Otherworldly
Presence |
Weak |
|
|
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