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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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
One thing the rules allow is you to jump vertically 3+STR MoD feat into the air if you run 10 ft. So monkey boy with strength 14 can run 10 ft., jump 5 ft. up., glide 25 ft., run another 10 ft., jump again, and glide another 25 ft., for a total of 70 ft. horizontal movement in one round (and that's counting the vertical movement as part of your move). And that's without tricks like bonus action dash or misty stepping straight up. The simic can do the same trick, but they get a much more reasonable 40 ft. move.

In both cases, I think a maximum safe vertical movement cap is needed - the 60 ft. per round of Feather Fall seems reasonable.

As I alluded to earlier, the hadozee gets almost everything granted by the thief subclass for free at level 1.
 
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Just because it is old doesn't make it good.
Just because it's old doesn't mean it needs to be renamed, either. 5e has been pretty consistent in keeping creature names from older editions, tending to only rename things to make them more inclusive (although 3e did most of the heavy lifting there, changing monster name endings from -man to -folk). Autognome doesn't fall under that category, so no need to unnecessarily change an otherwise perfectly good name.
 

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