D&D 5E (2024) Exploring Eberron 2024 -- Gnolls and other gnew character options

Kobold Stew

Last Guy in the Airlock
Supporter
Exploring Eberron has been re-released with updated options on D&D beyond.
Exploring Eberron Sourcebook Relaunches on D&D Beyond

Character options include new subclasses and new and updated species.

Here's a quick and dirty review of species options, giving grades not for raw power, but for the value I think they bring to the game):

Gnoll. This is something that the 2014 designers swore wouldn't be possible in the game, and it's nice that the new team has allowed it. What they provide is pretty much exactly what it should be: 1d4+STR bite, darkvision, one skill (perception stealth or survival), and Rampage, which is worded weirdly, but is pretty much what the MM gnoll can do (reduce someone to zero HP, and you spend a bonus action to move half your movement and get a free bite. There are two apparent switches: (a) it appears also to trigger on a (successful?) bite attack, and (b) the bonus attack can be a weapon attack. Both of those make it more usable, and the ability would be fine as is. As written, it might be too strong, but I don't care. It's nice after 12 years to have the option again. A+

Half-orc. Darkvision, Relentless Endurance and an origin feat. Feels like it's part human; totally playable. A

Bugbear. Darkvision, Longlimbed, Powerful Build, and Brave (adv. vs. Frightened) are all solid boosts, but only longlimbed is truly exploitable. There's also a reaction ability to help allies vs. fear. So it's noticeably dialed back from MotM, but the MotM bugbear was way too powerful. So this is an improvement in terms of overall balance. A

Sahuagin. Another new option! Super darkvision, swim speed, limited amphibiousness, natural armour (12+DEX), and blood frenzy (which is presented as a 1-minute state PB/long rest). Blood frenzy is very powerful, and will work well for Rogues. B+

Aasimar subpsecies. Some differences for the Celestial Revelation abilities are fun but ultimately just differences of flavour. B.

Hobgoblin. Darkvision, adv. vs Charmed, and a re-worked Fortune of the Many (now called Strength in Unity, but now only 1/short or long rest) all mostly recreated the MotM Hobgoblin. However, instead of Fey Gift (Help as a Bonus action, with extra abilities later) you now get 2 skills (from Athletics, Intimidation, History, and Performance). Hobgoblin pipe bands suddenly become more common. C

Merfolk. A new aquatic species, bland but ideal if you want to be a little mermaid. Darkvision, swim speed, amphibious, the ability to turn your legs into a fish tail whenever you want, and a skill (nature, performance, survival). C.

Goblin. Speed 35 (! even though they are Small), darkvision, adv. vs. Charmed, and then two abilities that are on the halfling: Hide when obscured by a creature larger than you, and move through space of someone larger than you. So the Goblin loses Fury of the Small (negligible extra damage) and Nimble Escape (a brilliiant and fun ability that make the goblin play like a rogue no matter what class you were). Losing Nimble Escape is terrible, and the replacement makes the goblin play like a 2014 Lightfoot Halfling (which itself was dialled back. What's weird is that the MotM goblin, with Nimble Escape, was brought forward in the Lorwyn materials just last month. It's like they're not talking to each other. F.

Ruinbound. Another new option, with a psionic symbiant. Super-darkvision, your choice of 9 cantrips, switchable every long rest, resistance to poison (and adv. to saves vs Poisoned) are all fine. Just that would get it a B- or C+: there are many builds that could use this combination for fun outcomes, though I'll admit I don't have a clear sense of what this thing looks like. There's another abiltiy, though, that only works with a specific kind of magic item (one with the Symbiotic Nature ability). If the DM gives one to a palyer (and they want it), great... but it could just as easily never come up. That's terrible design, even though I see they are trying to do something new. I have no idea how to grade this as a result.

More to come!
 
Last edited:

log in or register to remove this ad

Goblin. Speed 35 (! even though they are Small), darkvision, adv. vs. Charmed, and then two abilities that are on the halfling: Hide when obscured by a creature larger than you, and move through space of someone larger than you. So the Goblin loses Fury of the Small (negligible extra damage) and Nimble Escape (a brilliiant and fun ability that make the goblin play like a rogue no matter what class you were). Losing Nimble Escape is terrible, and the replacement makes the goblin play like a 2014 Lightfoot Halfling (which itself was dialled back. What's weird is that the MotM goblin, with Nimble Escape, was brought forward in the Lorwyn materials just last month. It's like they're not talking to each other. F.
I never liked Nimble Escape. It just meant that the most iconic class for a goblin - the rogue - was a massively suboptimal choice because you already got a bunch of the rogue abilities for free from your race, and there was no compensation for doubling up. I do like the increased speed, but I'm not sure that is makes up for what they lost though.
 

Ha ha. I liked it because it made every Goblin feel like a rogue automatically -- you were never bound by a class: a goblin paladin, a goblin cleric, whatever -- all still had that roguey feel.

But I take your point: Gobs should be inherently sneaky. Halfling abilities don't cut it.
 

Ruinbound. Another new option, with a psionic symbiant. Super-darkvision, your choice of 9 cantrips, switchable every long rest, resistance to poison (and adv. to saves vs Poisoned) are all fine. Just that would get it a B- or C+: there are many builds that could use this combination for fun outcomes, though I'll admit I don't have a clear sense of what this thing looks like. There's another abiltiy, thoguh, that only works with a specific kind of magic item (one with the Symbiotic Nature ability). If the DM gives one to a palyer (and they want it), great... but it could just as easily never come up. That's terrible design, even though I see they are trying to do something new. I have no idea how to grade this as a result.
The main "exploitable feature" of the original Ruinbound Dwarf were it's ASIs: +2 CON +1 CHA, so you could make a good dwarven sorcerer or warlock. As I said in the other thread, I would have turned this into a background for the 2024 rules.

Ruinbound Background

Ability Scores:
STR, CON, CHA
Feat: Personal Symbiont
Skill Proficiencies: History, Arcana
Tool Proficiency: Mining Tools
Equipment: ....

Personal Symbiont​

Origin Feat

You gain the following benefits.
Symbiont Cantrip. Choose a cantrip from the following list: acid splash, elementalism, guidance (self only), light, mage hand, mind sliver, poison spray, ray of frost, sorcerous burst, starry wisp. When you finish a long rest, you can mutate the symbiont, gaining different benefits; when you do so, you can select a different cantrip from this list. Choose your spellcasting ability for this cantrip whenever you mutate your symbiont.
Symbiont Mastery. You can attune to one magic item that has the Symbiotic Nature property without using an attunement slot. In addition, after you finish a long rest, you can end your attunement to a magic item that has the Symbiotic Nature property.

It's still weak - when I played a ruinbound dwarf sorcerer I never found a symbiont magic item, despite looking for one. This really has to be considered a ribbon ability. I kept my cantrip permanently on Guidance too.

It's like they're not talking to each other.
Yes, I suspect the person updating Exploring Eberron had not read Lorwyn when they wrote it, and the people who implemented it on DDB just copy-pasted as written. The WotC version is better.
 

Yes, I suspect the person updating Exploring Eberron had not read Lorwyn when they wrote it, and the people who implemented it on DDB just copy-pasted as written. The WotC version is better.
The Llorwyn was just incorporating MotM, though -- the person writing this made a choice to lose the defining feature of 2014 Goblins, and substitute things from Halflings. It's not a good choice.
 

I never liked Nimble Escape. It just meant that the most iconic class for a goblin - the rogue - was a massively suboptimal choice because you already got a bunch of the rogue abilities for free from your race, and there was no compensation for doubling up. I do like the increased speed, but I'm not sure that is makes up for what they lost though.
I have mixed feelings about Nimble Escape. I love it on the monster stat block, and I like when the monster stat block and the PC abilities are at least broadly similar. I also like that it imparts a bit of roguish gameplay to any class a goblin PC might be. But, I dislike that it’s redundant with cunning action if you do want to play a goblin rogue. I wish the venn diagram of the two abilities wasn’t one circle inside of a slightly larger circle. I’d be fine with them having crossover if they each also offered something the other didn’t. Like, maybe if Nimble Escape allowed you to Disengage and Hide with the same bonus action. That would be an upgrade for rogues on turns you would want to do one or the other anyway, and rogue goblins would get the benefit of being able to Dash on turns where covering ground is more important than moving carefully and quietly.
 

Remove ads

Top