ELEMENTAL EVIL Player's Companion - FREE!

The Elemental Evil Player's Companion is available for free download over at DTRPG (and RPGNow). It includes new races (aarakocra, deep gnome, genasi, and goliath) and ove 40 new spells. The PDF is a full-colour 25-page PDF; according to the first page, the genasi in chapter 1 and all of the spells in chapter 2 also appear in the appendices of Princes of the Apocalypse, the adventure due to hit store shelves very soon.
The Elemental Evil Player's Companion is available for free download over at DTRPG (and RPGNow). It includes new races (aarakocra, deep gnome, genasi, and goliath) and ove 40 new spells. The PDF is a full-colour 25-page PDF; according to the first page, the genasi in chapter 1 and all of the spells in chapter 2 also appear in the appendices of Princes of the Apocalypse, the adventure due to hit store shelves very soon.

"Not inherently evil, elemental power can be mastered by those with both malevolent and benign intentions. The Elemental Evil Player’s Companion provides everything players need to build a character that is tied directly into the Elemental Evil storyline.

New race options include the aarakocra, deep gnome, genasi, and goliath. Additionally, a plethora of new spells put the elements directly at your command.

The Elemental Evil Player’s Companion, was original designed by Richard Baker, Robert J. Schwalb and Stephen Schubert, with additional design and development by Wizards D&D R&D.

This accessory is specifically meant to support the Elemental Evil–Princes of the Apocalypse adventure product."


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Does anyone know if these free updates will be added to the "Basic" rules? Seems like they might as well, since they're all available freely - and that would just make it easier to get to them.
 
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I like the free stuff. Honestly I've only skimmed through it, reading parts that caught my eye or could be used in my game.

I'm a big fan of more spells. Just because they are there, doesn't mean they all have to be used, or that your wizard instantly knows more spells than before.

I think each of the races have limitations against being an everyday character. Look like fun choices for a one shot, a drop in player, or for use with character pools. (Warning, shameless self promotion).
 

I really love how 5e isn't afraid to put options out there that not everyone will use. Rather than trying to water-down the aarakocra to please everyone who doesn't like flying at an early level, they just let the aarakocra be what they are and rely on DMs who don't like the thing to say "not in my game, buddy." That's awesome. It helps say something about games that both allow them and games that aren't interested in 'em, lets the DM take games in their own direction, and doesn't worry about making "knock-offs" that try to please everyone.
If they only had displayed this level of awesome already in the PHB... Then you could have said something like:

I really love how 5e isn't afraid to put options out there that not everyone will use. Rather than trying to water-down the beastmaster to please everyone who doesn't like powerful and independent animal companions at an early level, they just let the ranger subclass be what they are and rely on DMs who don't like the thing to say "not in my game, buddy." That's awesome.
 

I am both totally unsurprised yet nevertheless disappointed that the first player supplement is mostly cool stuff for Wizards.
 




Shafted seems a weird word to use. This is an optional add on. They don't have to have something for every class. And no class is suddenly getting extra powerful by using these things. They are just additional options.

"Shafted" is probably too strong, but it's irksome that my tempest cleric has no access to any or all of:

* Gust
* Shape water
* Thunderclap
* Tidal wave
* Control winds
* Maelstrom

...to name the obvious ones. The druid was already a better tempest cleric than the tempest cleric above 9th level; these new spells now give me druid-envy at lower levels as well.
 

"Shafted" is probably too strong, but it's irksome that my tempest cleric has no access to any or all of:

* Gust
* Shape water
* Thunderclap
* Tidal wave
* Control winds
* Maelstrom

...to name the obvious ones. The druid was already a better tempest cleric than the tempest cleric above 9th level; these new spells now give me druid-envy at lower levels as well.

Valid concerns. I suppose what I'd do is tell your DM just what you told me. If I was your DM, I'd say, "You're right. Those spells make sense. Knock yourself out and add them to your list of preparable spells"
 

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