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<blockquote data-quote="tetrasodium" data-source="post: 8083993" data-attributes="member: 93670"><p>I like that there are a lot of "I could do great things with <em>this</em>" but very few "you should really avoid binding one arm behind your back by not choosing this for $class"</p><ul> <li data-xf-list-type="ul">Deepdwarf is a culture that grants superior darkvision so I can see it being really useful to avoid this[spoiler="you lighthouse looking..."][ATTACH=full]125891[/ATTACH][/spoiler]</li> <li data-xf-list-type="ul">Devoted dwarf gets guidance bless & aid for some interesting gish/skill monkey flavor but there are a ton of ways to get expertise or advantage to skills so not so much better as interesting</li> <li data-xf-list-type="ul">Yea dragonborn get some real winner abilities</li> <li data-xf-list-type="ul">Mountain dwarf could make some interesting rogues & maybe wizards with medium armor fire resist & some weapons.</li> <li data-xf-list-type="ul">Hill dwarf. With charisma based friends & charm this might open the door to someinteresting diplomancer type combinations.</li> <li data-xf-list-type="ul">elven paragon: elfsight - ignore partial cover ... this might be one of the few "your gonna regret not having this if you take some other heratige/option.</li> <li data-xf-list-type="ul">High elf - an extra cantrio & the ability to use int for deception insight intimidation & persuade is definately going to make some interesting wizards. Also notable is that a cleric/druid/paladin/ranger/etc can use this to gain a wizard cantrip that uses their choice of int/wis/cha without needing to multiclass since there doesn't seem to be something else opening divine cantrips to caster attrib of choice. oh yea you get rapiers & longswords but probably wont care.</li> <li data-xf-list-type="ul">shadow elf - another route to darkvision or improving existing darkvision.</li> <li data-xf-list-type="ul">Gnome heritage start out with advantage to int/wis/cha saves against magic along with a teleport or ac bump & at add your choice of str/dex/com saves to advantage. There will be a lot of folks who praise this for saving their bacon regularly.</li> <li data-xf-list-type="ul">deep gnome. advantage on stealth plus some interesting spells, these sneaky bastards will open some interesting doors.</li> <li data-xf-list-type="ul">Forest gnome - If they fix barkskin to not suck so hard these will make some nteresting casters maybe, especially because they learn int based minor illusion & entangle too and ca communicate with small beasts.</li> <li data-xf-list-type="ul">Burrowing halflings - They will need to give it an action cost of course... but there is a reason why it was nearly impossible to get a burrow speed in 3.5.</li> <li data-xf-list-type="ul">Borougher - This is mildly interesting with 1d6 temphp to everyone on a rest if you cook but it doesn't scale at all or it would be seriously tempting for any party to have one pc.</li> <li data-xf-list-type="ul">human die hard survivor/ingenious focus.. death save proficient/pseudo war caster saves are great for martial & caster types respectively</li> <li data-xf-list-type="ul">Sheltered citizen - immune to lots of fear effects & half min one to max hp/ability damage makes for interesting possibilities.</li> <li data-xf-list-type="ul">villager - improvized weapon proficient & use wis for history/nature/ religion will make some interesting combos</li> <li data-xf-list-type="ul"> orc ancestral blessing's radiant resist does't really stack up, but resistance cantrip & 1/day shield might make an interesting t=choice for a rogue or something. Things that give a spell 1/day without using a slot really need to include words about adding it to your spells known/spells prepared without counting against the known/prepared though & this is no exception.</li> <li data-xf-list-type="ul">Orc biome native advantage on survival in your biome might be useful at some point, but adding resist one of cold/fire/ightning/necrotic is huge. These would be really great rangers if your biome counted as a free extra favored terrain too.</li> <li data-xf-list-type="ul">Orc paragon - get an extra +1 ac when using a shield might be useful but probably not a huge deal. DR would be more attractive & less likely to encourage unhittable ac tanks</li> <li data-xf-list-type="ul">Caravaner - That trampling charge might be really powerful if they can use it as a line.</li> <li data-xf-list-type="ul">archdevil blooded tiefling - 1/day charisma based <a href="https://www.youtube.com/watch?v=kMqE-xerANk&list=PLK36u-LB2vIO2KjSvKLJ8_uWGlaLV0IHO&index=4" target="_blank">cook & book</a> at third. Giving this no save spell to any class is just stupid so I'm guessing this will be reasinable after they go through the spells themselves.</li> <li data-xf-list-type="ul"><strong>oops edit cause I accidentally hit submit:</strong></li> <li data-xf-list-type="ul">steam tiefling - expertise on grapple/shove might be really useful as the playtest packet expands to cover more areas</li> <li data-xf-list-type="ul">imperial tiefling seems to add a spellcasting mod to attack rolls when you are at half health or less but usure on intet with wording. Might make some interesting build options.</li> <li data-xf-list-type="ul">carnival tiefling - disengage as a bonus action makes a lot of tinteresting doors open without the goblin's small size suck to strength based types.</li> <li data-xf-list-type="ul">demon cultist - bleeding brand & unsdead graft... wow...</li> <li data-xf-list-type="ul">feudal subject. 1d8+con mod temp hp 1/rest is nice, the proficiencies are no big deal & you [robably have them if your likely to care about them... but that taunt forcing opponents to have disadvantage if they attack anyone else puts this in tip top shelf for some builds thay want to get attacked</li> <li data-xf-list-type="ul">Lone wanderer - Gain a feat. Pending more areas expanded into the playtest packet this is far & away better than many of the existing options for a lot of builds.</li> <li data-xf-list-type="ul">Religious devotee - While not especially powerful, that detect faith ability should probably show up on cleric & maybe some other divine classes at some point because it's just too cool & fitting.</li> <li data-xf-list-type="ul"></li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 8083993, member: 93670"] I like that there are a lot of "I could do great things with [I]this[/I]" but very few "you should really avoid binding one arm behind your back by not choosing this for $class" [LIST] [*]Deepdwarf is a culture that grants superior darkvision so I can see it being really useful to avoid this[spoiler="you lighthouse looking..."][ATTACH type="full" alt="1599605299642.png"]125891[/ATTACH][/spoiler] [*]Devoted dwarf gets guidance bless & aid for some interesting gish/skill monkey flavor but there are a ton of ways to get expertise or advantage to skills so not so much better as interesting [*]Yea dragonborn get some real winner abilities [*]Mountain dwarf could make some interesting rogues & maybe wizards with medium armor fire resist & some weapons. [*]Hill dwarf. With charisma based friends & charm this might open the door to someinteresting diplomancer type combinations. [*]elven paragon: elfsight - ignore partial cover ... this might be one of the few "your gonna regret not having this if you take some other heratige/option. [*]High elf - an extra cantrio & the ability to use int for deception insight intimidation & persuade is definately going to make some interesting wizards. Also notable is that a cleric/druid/paladin/ranger/etc can use this to gain a wizard cantrip that uses their choice of int/wis/cha without needing to multiclass since there doesn't seem to be something else opening divine cantrips to caster attrib of choice. oh yea you get rapiers & longswords but probably wont care. [*]shadow elf - another route to darkvision or improving existing darkvision. [*]Gnome heritage start out with advantage to int/wis/cha saves against magic along with a teleport or ac bump & at add your choice of str/dex/com saves to advantage. There will be a lot of folks who praise this for saving their bacon regularly. [*]deep gnome. advantage on stealth plus some interesting spells, these sneaky bastards will open some interesting doors. [*]Forest gnome - If they fix barkskin to not suck so hard these will make some nteresting casters maybe, especially because they learn int based minor illusion & entangle too and ca communicate with small beasts. [*]Burrowing halflings - They will need to give it an action cost of course... but there is a reason why it was nearly impossible to get a burrow speed in 3.5. [*]Borougher - This is mildly interesting with 1d6 temphp to everyone on a rest if you cook but it doesn't scale at all or it would be seriously tempting for any party to have one pc. [*]human die hard survivor/ingenious focus.. death save proficient/pseudo war caster saves are great for martial & caster types respectively [*]Sheltered citizen - immune to lots of fear effects & half min one to max hp/ability damage makes for interesting possibilities. [*]villager - improvized weapon proficient & use wis for history/nature/ religion will make some interesting combos [*] orc ancestral blessing's radiant resist does't really stack up, but resistance cantrip & 1/day shield might make an interesting t=choice for a rogue or something. Things that give a spell 1/day without using a slot really need to include words about adding it to your spells known/spells prepared without counting against the known/prepared though & this is no exception. [*]Orc biome native advantage on survival in your biome might be useful at some point, but adding resist one of cold/fire/ightning/necrotic is huge. These would be really great rangers if your biome counted as a free extra favored terrain too. [*]Orc paragon - get an extra +1 ac when using a shield might be useful but probably not a huge deal. DR would be more attractive & less likely to encourage unhittable ac tanks [*]Caravaner - That trampling charge might be really powerful if they can use it as a line. [*]archdevil blooded tiefling - 1/day charisma based [URL='https://www.youtube.com/watch?v=kMqE-xerANk&list=PLK36u-LB2vIO2KjSvKLJ8_uWGlaLV0IHO&index=4']cook & book[/URL] at third. Giving this no save spell to any class is just stupid so I'm guessing this will be reasinable after they go through the spells themselves. [*][B]oops edit cause I accidentally hit submit:[/B] [*]steam tiefling - expertise on grapple/shove might be really useful as the playtest packet expands to cover more areas [*]imperial tiefling seems to add a spellcasting mod to attack rolls when you are at half health or less but usure on intet with wording. Might make some interesting build options. [*]carnival tiefling - disengage as a bonus action makes a lot of tinteresting doors open without the goblin's small size suck to strength based types. [*]demon cultist - bleeding brand & unsdead graft... wow... [*]feudal subject. 1d8+con mod temp hp 1/rest is nice, the proficiencies are no big deal & you [robably have them if your likely to care about them... but that taunt forcing opponents to have disadvantage if they attack anyone else puts this in tip top shelf for some builds thay want to get attacked [*]Lone wanderer - Gain a feat. Pending more areas expanded into the playtest packet this is far & away better than many of the existing options for a lot of builds. [*]Religious devotee - While not especially powerful, that detect faith ability should probably show up on cleric & maybe some other divine classes at some point because it's just too cool & fitting. [*] [/LIST] [/QUOTE]
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