D&D (2024) Mix multispecies traits

Yaarel

He Mage
I updated the Original Post with the Ardling Species.

The Ardling (from the update found in UA Cleric) required minor buffs to fill out the design space of three half-feats, and to make the Animal Ancestry benefits balance better with each other.

I added the gnomish Speak with Animals trait along with the Perception proficiency to form a full special feat, ANIMAL INSTINCTS. Perception is the best skill, even if Background now makes it easy to gain. But the gnomish version of Speak with Animals is quite good. Between Pro times per day plus ritual performance, it is virtually at-will. It is possible to simply say "Speak with Animals at-will", but dont mind the mechanical complications of Pro and ritual because their resulting flavor helps emphasize making an effort to attune with the animals and the magic.

The UA Animal Ancestry benefits are all over the place. Racer is excellent. Climber is solid. Even Swimmer is solid − each of its traits is less good, holding breath, swim speed, and cold resistance, but together become a respectable choice that is flavorful. However, Flyer is disappointing − the falling is too situational and the advantage to jump checks is too inconsequential.

As the special feat Beastly, I replaced the jump advantage. Instead, the Jump Action increases a distance equal to 5 feet per Proficiency Bonus. So, at level 1, the Flyer can jump over 10 feet high at-will, and at level 9 jump over 20 feet high. I expect Flyer to be a popular choice, but the wings should matter, and it remains appropriate within gaming balance.

It is possible to make the Flyer jumps better at +10 feet per Pro, but for the moment remain cautious because of at-will, and how it compares to the other Beastly benefits. Which would you rather have? Jump over 20 feet at-will, or swim while holding breath? I cant help but suspect most players would choose the jumping at will.

I changed the Swimmer hold breath to hold breath indefinitely. This means remaining in an aquatic adventure for any length of time, and can enjoy more situational usage during typical adventures, such as breath-holding within toxic gas. The descent is from Celestial animals, not Material animals. So the magical concept is as valid as the normal animal that inspires it. The cold resistance now includes immunity to natural cold, for deep ocean or arctic temperatures.

The Divine Magic special feat is solid. I switched the UA Ardling cantrip Thaumaturgy that Tiefling also has, to the Guidance cantrip. Guidance is arguably the best cantrip in 5e, is thematically appropriate for the Ardling concept, and is in the Divine spell list. If a player prefers Thaumaturgy the feat allows switching Guidance for any other Divine cantrip, including Thaumaturgy.


Possibly, change Speak with Animal, to speak at-will with the specific kind of animal that one descends from, such as speak with cats at-will, or owl, deer, or so on.


Note those Species who have an "Ancestry", including Ardling, Dragonborn, Elf, and so on. The Ancestry is considered a "base trait", and is part of the Creature Type. Creature Type, Size, Speed, Lifespan, and sometimes Ancestry are base traits. The selection of special feats can refer to the Ancestry, but these feats are not called "Ancestry" by name.
 
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CreamCloud0

One day, I hope to actually play DnD.
the 'how many species should be in the PHB' thread made me think of this: personally i've always liked warforged, i see them more as 'magic golem with a soul' rather than as 'robots' which is what seems to be the common preconception of them, but it does get a little bit weird when they start getting involved in mixed parentage like this as whatever way you interpret them they're a 'constructed' species, they're made not born and the concept of a little cyborg baby between a warforged and an elf jarrs my suspension of disbelief.
 

Yaarel

He Mage
So far, the 2024 Players Handbook offers 10 core species:
Human,
• plus Ardling, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Orc, Tiefling.

Suppose there be as many core species as core classes, thus 12 − or perhaps 13 to 15 if Artificer, Swordmage, or Warlord would become core classes.

What would the other two to five species be?

The expectation seems to be Ardling can serve the fans of Aasimar as well as of Aarakocra, Tabaxi, along with other humanimals such as Kenku, etcetera. This remains to be seen. I am unsure of the popularity of other humanimals in various settings, such as Shifter, Owlin, Harengon, Leonin, and Giff. Their popularity is hard to gauge, because DnDBeyond has them behind a paywall. The fact that Aasimar, Aarakocra, and Tabaxi, as well as Changeling and Genasi do well despite a paywall evidences their popularity.

Beyond the troops of Ardling, two other prominent species would be: Genasi and Changeling.

According to DnDBeyond stats from 2017 and 2019, Warforged has little presence in 5e beyond Eberron, but it is behind a paywall so it is hard to say. In the 4e context, Warforged is a "core" species via the Monster Manual 3, and anecdotally seems popular at many 4e gaming tables. Heh, because of its popularity, I was surprised that Warforged wasnt in the 4e Players Handbooks or Essentials. If Warforged makes it into the 2024 Players Handbook, emphasize it is a kind of Golem to fit the magical medievalesque setting. Mixed-Species characters involving Warforged equate to magical augmentations of the body, including magic-item prosthetics. Compare how some D&D tropes replace an eye with a magic-item gem eye. The soul of the Mixed-Warforged character is partly artificial. Warforged reproduce by means of construction. One generation of Golems builds the next generation. In this context, the "ancestry" refers to the design blue prints − or rather the alchemical grimoire for golem creation.



Are there any other species that "deserve" to be in the 2024 Players Handbook?
 

CreamCloud0

One day, I hope to actually play DnD.
Are there any other species that "deserve" to be in the 2024 Players Handbook?
well i think goblins/hobgoblins deserve a place, next to orcs they're one of the most iconic humanoids of DND, people love the little guys and i think we need more small race rep, and while not quite to the same extent as goblins the 'dragonborn halfling' AKA: kobolds have a fair bit of favour for the same reasons.

lizardfolk seem up there in popularity as the sleasy cousin to dragonborn.

and while this may not be PHB worthy, there's definitely a desire somewhat out there for a dryad-plant person if previous threads have been any indication,
 

CreamCloud0

One day, I hope to actually play DnD.
warforged traits suggestion, (mostly) copied wholesale from existing warforged traits.

POWERED CORE
-you are powered by a magic core, you don't need to eat, drink, breathe or sleep, you cannot be put to sleep by magic either
-when you take a long rest you must spend at least 6 hours in a motionless, inactive state instead of sleeping, in this state you appear inert but you are not unconcious, you can see and hear as normal
-your core absorbs excess energy, you have resistance to lightning damage

ARTIFICIAL BODY
-your body has layers of natural protectective materials, if you are not wearing armour your AC=10+your dexterity modifier, if you are wearing armour you have +1 AC but you must be proficient in the armour to wear it, it takes 1 hour to don or doff the armour but cannot be removed against your will
-you have advantage on saving throws against poison, you have resistance to poison damage

SPECIALISED DESIGN
-you have proficiency in two of the following: one skill, one tool or one language
-your body was designed to excell at specific tasks, pick one of the following traits:
(mobile) - your walking speed increases by 5ft, gain a climb speed equal to half your walking speed (rounded down)
(iron fists) - when you deal an unarmed attack you may deal 1d4+STR bludgeoning damage instead of regular unarmed damage
(inbuilt tool) - choose one tool you are proficient in, this tool is built into your body, double your proficiency bonus for checks made with it, you must have both hands free to use the inbuilt tool.
(powerful build) - you count as one size larger when determining your carrying capacity and the weight you can push, drag or lift
(light step) - when you are travelling alone for an extended period (1 hour or more) you may move stealthily at a normal pace
 
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Yaarel

He Mage
For any winged species, including a partial ancestry from a winged species, here is the Wings cantrip from an other thread. It compares to the most powerful cantrips, and is probably worth a special feat on its own.


WINGS
You exhibit the Wings cantrip.

WINGS
Transmutation cantrip
Casting Time: 1 Action
Range: Self
Components: S
Duration: 1 Round

You spread your wings to take flight. Move on foot in a 20-foot line to achieve liftoff. Use your Action each turn, to fly in any direction at a Fly Speed equal to your Speed. You fall Prone if you cease to fly at least 10 feet during the round while in mid air. You remain your size, except you require the space for two sizes larger when your wings extend to fly. Wings cannot fly if encumbrance exceeds your carrying capacity.

When you gain this cantrip, choose whether your wings appear feathery, leathery, insectile, spectral, or other appearance. They are part of your permanent appearance. You can fold your wings back in without an action.

At Higher Levels. At 5th level, you gain the ability to Hover, thus spending your Action to remain in place. At 11th level, you can also use your Reaction to fly. At 17th level, you can also use your Move to fly, thus you can triple your Fly Speed if using all three: Action, Reaction, and Move.
 

Yaarel

He Mage
The term "innate" is already a technical term, appearing in the 2014 Monster Manual in the description for "innate spellcasting". Psionics is one kind of innate spellcasting, but there are others.

It would help clarify − and save much text space − to further develop the definition of "innate". Have a look at the following description of innate spellcasting. See if there is anything else that should be taken into account, if it is the default description from a spell that the traits of various species grant. ...


INNATE SPELLCASTING
Innate spell. An innate spell is a spell effect that your own magical nature can inherently manifest. You always have this spell prepared. After each Long Rest, you cast this spell once. Additionally, you can cast it using any spell slot you have. You can cast it without any spell component. Intelligence, Wisdom, or Charisma is your spellcasting ability. Antimagic, such as Counterspell or Dispel Magic, works normally against an innate spell. Unless a species trait describes otherwise, any spell that you gain from your species is innate.
 

Yaarel

He Mage
@CreamCloud0, I agree a Plant species is worth inclusion in its own right. Maybe also an Aberration species, and an Undead species. Maybe update the Genasi to be moreso Elemental. Warforged is a Construct. It is worth mentioning, the Goblin is core to Pathfinder, whence evidence of its popularity.

In reallife British folkbelief, the term "Hob" is a helpful house sprite, essentially a kind of Gnome. Maybe Hob can be a culture, that prizes domesticity, including home, hearth, and the caring for domesticated animals. Where the Hob is friendly, the "Goblin" is malicious, often magically dangerous but humorously outwitted. The term "Hobgoblin" is an oxymoron, literally a "helpful-harmful" sprite, relating to a sense of humor and goodnatured pranks. Shakespeare and others use the term Hobgoblin as the court jester of a fairy court. I would love D&D to lean in to the humorous aspects of Hobgoblin.

In any case, in addition to the UA ten "core species", other contenders include:

Genasi (Elemental)
Changeling (Fey)

Goblin (Fey)
Hobgoblin (Fey)

Warforged (Construct)

Aasimar (Celestial)
Tabaxi (Beast)
Aarakocra (Beast)
Shifter (Beast)
Lizardfolk (Beast)

... (Plant)
... (Aberration)
... (Undead)
 

Maybe update the Genasi to be moreso Elemental.
Sort of like the Anemos from Pathfinder 1st edition then. Anemos - Monsters - Archives of Nethys: Pathfinder RPG Database While an anemos appears humanoid in shape, even a cursory glance reveals that its humanlike appearance is a complete facade, for its 6-foot-tall body is composed of solidified air, has no vital organs, and is nearly weightless. Or the genies in Pathfinder 2nd edition who appear flesh and blood but are really made of elemental matter.
 

Could you see the Genasi having a trait that makes them a bit like the Benders from the Last Airbender and the Legend of Korra? Or to resist spells/effects related to their element?
 

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