D&D 5E Unearthed Arcana: Draconic Options

The latest Unearthed Arcana from WotC is called Draconic Options. It includes three variant Dragonborn races and a new kobold race, as well as a handful of new spells and feats. Dragonlance fans might do a double-take when they see Fizban's platinum shield (two Forgotten Realms dragons are referenced in the spells, too -- Icingdeath and Raulothim -- as is the FR god of fey dragons, Nathair).

Harness the power of dragons in this installment of Unearthed Arcana! This playtest document presents race, feat, and spell options related to dragons in Dungeons & Dragons.

First is a trio of draconic race options presented as an alternative to the dragonborn race in the Player’s Handbook, as well as a fresh look at the kobold race. Then comes a handful of feat options that reflect a connection to draconic power. Finally, an assortment of spells—many of them bearing the names of famous or infamous dragons—offer a variety of approaches to manifesting dragon magic.

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It specifically says "you can replace one of your attacks". The intent is clear, and I agree with it, I wouldn't allow it.

If you where hasted, or used an action surge, then you could use it more than once in a round.

I full acknowledge the intent is clear.

I was just wondering if anyone disagreed with that intent. For example, you are fine with it being done twice as part of an Action Surge, but not by replacing a Paladin's entire action? I get that Action surge is an extra cost, I was just curious where people were coming down on it.
 

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Here comes the Dragonomicon!
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I like where they're headed. Having the breath weapon replace an attack is an excellent idea that allows the breath attack to scale smoothly into the higher levels, at least for martial PCs. I also note they are continuing the trend of replacing short rest abilities with "proficiency times per long rest."

That said, the implementation could use a little polish. All chromatic dragonborn have line breath weapons and all metallics have cones? That's... odd.

And while I realize this battle is a lost cause, I really hate mechanics that call for multiple targets to save against a piddly amount of damage. Too much bookkeeping for too little effect. I'd rather they either a) remove the saving throw and adjust the damage to compensate, or b) find a way to have a bigger blast so the saving throw is meaningful.

Maybe, instead of having the breath weapon replace one attack, the breath weapon could remain a separate action but scale with Extra Attack?
 






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