D&D 5E Unearthed Arcana: Travelers of the Multiverse

New free content from WotC - the latest 4-page Unearthed Arcana introduces six new races: astral elf, autognome, giff, hadozee, plasmoid, and thri-kreen. https://dnd.wizards.com/articles/unearthed-arcana/travelers-multiverse Looks like Spelljammer and/or Planescape is back on the menu!

New free content from WotC - the latest 4-page Unearthed Arcana introduces six new races: astral elf, autognome, giff, hadozee, plasmoid, and thri-kreen.


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Looks like Spelljammer and/or Planescape is back on the menu!
 

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Parmandur

Book-Friend
Four months? January for the UA and May for the book release. But that was when the global supply apocalypse wasn't as bad and it didn't straddle the holidays.
Yeah, everything has to be considered up in the air, realistically, but this is still a test for the March book, almost certainly. Maybe it will be ab April or May book, time will tell.
 

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overgeeked

B/X Known World
Yeah, everything has to be considered up in the air, realistically, but this is still a test for the March book, almost certainly. Maybe it will be ab April or May book, time will tell.
Could be, but we won't know until later. Here's to hoping it's Spelljammer announced in a few day's time.
I'm just pleased that for years I've been shouting Planejammer into what I thought was an empty void, only to now realize that there were things in the deep, things with typewriters, that were listening.
We still don't know that.
 

Fenris-77

Small God of the Dozens
Supporter
Could be, but we won't know until later. Here's to hoping it's Spelljammer announced in a few day's time.

We still don't know that.
Well, we know that something in that general vicinity is getting done, which, really, is about the best I ever hoped for anyway. Personally, I hope they do something cool with Spelljammer and not just rehash Planescape.
 


Chaosmancer

Legend
Woof, finally caught up. A few things:

Astral Elf:

I really love the idea of Trance Proficiencies and I hope it becomes standard for all elves. And even if it doesn't I might just make it that way anyways. Trance has previously been a weird "not sleep" thing with few reasons to even care about it. Then in Mordenkainen's we got a bit of "visiting your past lives" as some fluff, but now we have a mechanic that ties into this. And I love it. This truly helps elves seem mystical and strange.

I also see that they have the new version of Fey Ancestry.

I'm not positive about the Astral Fire ability, like a few others pointed out, they have darkvision, so Dancing Lights and Light is less useful generally. Radiant Soul is really cool though.

Autognome:

Not much to add that other people haven't said. I do think the "Amored Casing" is supposed to allow for shields. That seems like an oversight.

True Life is a very interesting design to me. Firstly, spending a hit dice when you have mending cast on you is neat, and I was actually considering applying this to all healing spells just recently. Additionally, you can be affected by Cure Wounds, Spare the Dying and Healing Word... but not a lot of other healing spells. However, there is an out here: "your creator designed you to benefit" This could allow both for DMs to have the creator design the creature to be affected by more spells, and to have them designed to be affected by fewer. It isn't explicit, but it is useful to note.

Giff:


I like the Hippo Build Ability, and I don't know if I'd prefer all Powerful Build's to be rewritten with this in mind, or if I'd rather have more "unique" builds like Hippo Build and Equine Build that allow for some tailoring of abilities.

I do agree that Damage Dealer is a bit... soulless. I like it on one hand, but I think I would prefer it on a different big-and-strong race, not this one.

Hadozee:

Never heard of these guys before now... but man is there a missed opportunity here. Especially if we are considering more interesting racial abilities. We have an entire paragraph devoted to making them sound even more social than humans, they thrive because they band together with others to survive... and nothing. Not a single ability to make them more social than average.

Taking a look at the Simic Glide, this one is clearly much more powerful. I like the reaction "ignore fall damage" I think that's fine but I am slightly concerned by the 5 ft per 1 ft slope. Simic's get 2 per 1. One thing I would do, is I would say that you can't fall 5 ft unless you fall prone and take 1d6 damage. This is important in a simulationist manner, which I generally hate, but you need space to land on your feet, and if you are only a foot up... your nose smashes the ground very quickly.

And I'd stick with the Simic Glide I think. 2 ft per 1 foot is still really good, I don't think that is limiting people in a serious way, so if you fall 30ft, you can land on your ft 50 ft away, or face plant 60 ft away. That is still significant, and I don't thin you really need to be 125 ft and 150 ft

I like the Use Object as a bonus action... but they need to seriously engage in some defining what the heck that means. I've been playing a thief, and I'm constantly having to confirm and discuss whether doing something like throwing alchemist fire is "Use Object" or "an attack" or if using a magic item is "Use Object" or how it interacts with using tools and whether that allows you to use your action and bonus action to use the same object twice.


Plasmoid:

Okay... I love having a slime race. This is amazing, I love it, and everyone I've talked to loves it.

However, I don't think I'm super into the design. Natural Resilience and Hold Breath are neat, but Amorphous has me wondering a lot of things. For example, should I get advantage on a save against being restrained by vines? I can move through a space 1 inch wide, so since my head is free, shouldn't I be able to just move out of being restrained or grappled?

Additionally, I agree with another poster that the longer limbs and being able to stretch yourself makes a ton of sense for this type of being. And they should have some sort of natural attack, because they are going to be naked more than anyone else.

The more I think of what they SHOULD be able to do... the more I think we need a racial feat for them. There are a lot of abilities that "I am a slime person" makes me imagine I can do, and a PC can't have all of them it is too much.

So... I think drop Natural Resilience for a natural acid attack. Allow the psuedopod to use this natural attack, but not wield weapons. Then the feat can add in the natural resilience, increase the acid damage, and allow the psuedopods to wield weapons.

Also, note. There is no listed limit to the number of psuedopods you can have. This doesn't help you take more actions, but you could have a dozen extra limbs at any given time, which is fun.

Edit: huh... a shield is 6 lbs. There is nothing that prevents a dedicated psuedopod shield.


Thri-Kreen:

Really, not much to say here. It is pretty awesome, lots of cool abilities. The major power here isn't something that is likely to affect my games too much. I don't really worry about "handedness" very much, because you can usually cheese it to achieve the same or very similar results.

However, there are a lot of things you can do now that are pretty nasty. Dual-Wielding with a Shield. Dual wielding and using a Crossbow for ranged attacks (limited to d6 light weapons, but a heavy crossbow) Having Dual-Wield, Shield, and spellcasting all at the same time. Other than the ways to get shields, I'm not sure if anything here is going to affect my games

So, I think that Thri-Kreen are going to have a lot of rangers and rogues. Advantage on all stealth, and having more hands than you know what to do with is useful for both of them. Plus, telepathy.


Also, one last thing. I want to just do a quick run through of "what do each of them get" Spoiling in case it ends up long

Astral Elf: Cantrip, darkvision, Ancestry advantages, perception skill, revive on death save, Trance and +2 proficiencies

Autognome: Is construct, armor, +1d4 on any roll prof times, resistance poison, paralysis, immune disease, cantrip healing with HD

Giff: Swim speed, advantage strength, reroll 1's on damage

Hadodeeze: climb speed, bonus action object, immune to fall, glide speed

Plasmoid: Is Ooze, move through 1 in space, advantage grapples, hold breath, Darkvision, resist acid and poison, psuedopods and can be formless

Thri-Kreen: Is Monstrosity, armored, advantage on stealth for action, darkvision, secondary arms, telepathy

So, just looking through it, Giff and Hadodeeze are lacking compared to the others. Thri-kreen are very powerful. Plasmoid are potentially more powerful than you would think, but they are also very niche in what makes them powerful comparatively.
 

doctorbadwolf

Heretic of The Seventh Circle
and one for disguise self at will... so when you make arms legs and head you can look like anyrace...
Oh wow yeah if you don’t wear clothes and just make clothes shapes with your weird slime body, disguise self doesn’t need to make illusory clothes over your skin, so someone grabbing you the shoulder won’t immediately give you away like it can other creatures.

I don’t know that I like the idea of these guys being a better changeling than the changeling, tbh…

Maybe Changelings need a feat that lets them mimic any creatures or objects and even surfaces, within a certain size.
 


doctorbadwolf

Heretic of The Seventh Circle
doctor wolf ...I also just especially hate the idea of trying to make illithids redeemable,...
From what been happening in the last 24 months. Everything is going to be redeemable. So more races aka humans in green screen suits.
I strongly disagree with the last part. Harengon, Plasmoids, Changelings, Warforged, and Fairies, all have less in common than the most different of the PHB races.

Orcs being good sometimes doesn’t change that, at all.
 


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