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!
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!
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