Chapter 4, Frontier Characters focuses on new options for players: subclasses, backgrounds, species, feats, and spells. I should note that this book uses 2024 5e as the baseline, and I don’t own the Player’s Handbook for that, so I can only make judgments and inferences based on classic 5e. Let’s start out with the six
subclasses.
Path of the Demonshard represents a barbarian embedded with a demonshard, a fraction of the prisons binding the fiendish Overlords in Khyber, and the Barbarian learned to draw power from it. Its major class feature is Fiendish Punishment, where while raging they can deal fire or necrotic damage to foes that harm them or a nearby allied creature within 10 feet. However, its 10th level feature makes being nearby a risk for allies, as all other creatures within 10 feet of the Barbarian take the damage as well as the triggering foe, and since this cannot be “turned off” it brushes against the former ability that rewards allies for being nearby.
The
College of Wands Bard represents a magical “gunslinger” who relies on blasty cantrips. They get a bonus sorcerer cantrip, can use non-instrument casting focuses, deal bonus damage with cantrips by expending Bardic Inspiration, and are able to reduce a foe’s initiative when that’s rolled if the bard speaks to a creature for at least 1 minute first. It’s a rather cool idea, but the base Warlock is still a better cantrip user on account of Eldritch Blast and invocations that improve its use.
The
Commerce Cleric uses conjured magical coins as its major class feature, which can be “spent” to gain bonuses to rolls and debuff enemies, and the coins can be “gained” whenever the Cleric voluntarily accepts some kind of debuff. A cool idea, and its low level feature is pretty useful and nifty.
The
Bloodhound Ranger makes use of ley lines (did such a concept exist in Eberron lore before?) to track down creatures. They can mark creatures as their bounty, which lets them use divination spells on them regardless of distance and deal extra damage with the Hunter’ Mark, and they have related abilities like using their reaction to move their speed towards a distant marked target, or adding the grappled or prone condition as part of an additional attack when attacking only one creature with the Attack action. I should note that the subclass specifies that only Ranger divination spells work with its features, so you can’t dip into it as a full caster and apply your more powerful magic this way.
Nemesis Sorcery represents sorcerers who specialize in one on one duels. Their bonus spells are offensive/combat inclined, get advantage on saves and ability checks when readying an action to cast a spell, can spend their reaction to halve the damage from a spell or other magical effect, and so on. Their 18th level capstone lets them enter a super-focused mindset that grants them very powerful features like concentrating on multiple spells. Looks to be a very strong subclass from my initial reading.
Stone Sovereign Warlock Patron can represent the daelkyr Orlassk, King Grayfinger of Thelanis, or other earth-related entities of great power. Your expanded spells center around earth and stone stuff, and you get features like once per rest being able to Petrify instead of kill a creature, imbue limited stones with sentience to learn about the terrain, and transforming into a stone statue as a reaction against an offensive attack to reduce or eliminate that damage and then reemerging out of a nearby stone surface as your decoy statue crumbles. Pretty cool subclass.
The five new
backgrounds are specific to Eberron’s magitech industry. I don’t know if it’s a new standard for 2024 D&D or not, but each of them grants a bonus feat. While this may sound more powerful than standard 5e backgrounds, they are restricted in what said bonus feat is. Three of them involve being a Dragonmarked and grant the Lesser Dragonmark feat: Bravo means you’re of a more martial and adventurous inclination, Foundling is someone who isn’t born into a House but still has the mark, and Scion is someone born into a House. Magewright represents someone who learned some minor spells via the Magic Initiate (Wizard) feat and a tool proficiency, while Wandslinger is much like Magewright but of a more martial inclination.
Species is the part that got the most attention when Frontiers initially released, and for good reason. Not only do they provide new tiefling subraces and give us the warforged for 2024 5e, we also get 5 explicitly monstrous races representing common peoples of Droaam. Several feats in this chapter correspond to unlocking more powerful features of the following races. For instance, the Gargoyle race doesn’t begin play with a fly speed, but they can gain it as a feat if they’re 4th level or higher.
Gargoyles are our first species: they’re elementals instead of humanoid, which grant them a lot of defensive benefits, they can look perfectly like a statue when motionless, have natural armor base rating of 13 when not wearing armor, and can remain aware while long resting instead of sleeping like a warforged. They don’t excite me as much as other races, in that most of their stuff are features other races already have, with only the Elemental type really standing out. Also their lack of a fly speed at the start of play, which Harpies have, also makes them feel less appealing.
Gnolls actually reprint mechanics from Exploring Eberron, but change some things around for 2024 5e. In short, they are quite solidly martial, with a bite attack, can gain a bonus action attack whenever they bite or reduce a creature to 0 hit points, and gain Perception/Stealth/Survival as a bonus skill representing their tradition of hunting.
Harpy is a humanoid and not monstrosity, for those who might be wondering how close they hew to the Monster Manual. They have a fly speed that can’t be used with medium or heavy armor, and their mesmerizing song is represented in the rest of the features: proficiency in Perform and can cast the Friends cantrip right off the bat that only needs verbal components. If they have Spellcasting or Pact Magic, they add a variety of enchantment spells to their spell list that can be cast with only verbal components in place of their usual components. Overall this race is really pigeonholed in being some kind of non-armored (or lightly armored) caster. A harpy paladin better be planning on using a finesse weapon and studded leather if they want to take advantage of flight, while a Rogue won’t really have a mesmerizing song beyond what a rather unpopular cantrip can’t already do.
Medusa is a Monstrosity, which makes me wonder why Harpies are Humanoid. Their gaze attack is represented as knowing the Gray Gaze cantrip, which deals necrotic damage and disadvantage on Dexterity saves as a bonus action, but the Medusa can augment it a limited number of times per long rest to Restrain foes. Like the Harpy, if they are a spellcaster, they get additional unlockable spells that revolve around movement restriction such as Ensnaring Strike and Hold Person. Their non-gaze features include knowing a sign language they can communicate using their snake hair, proficiency in Intimidation, and darkvision. They strike me as a pretty strong race, in that a bonus action cantrip, even if it doesn’t do much, can be a nice option to add on top of an existing Attack or damaging spell.
Tiefling isn’t so much a new race as a bunch of new subraces. In Eberron, tieflings aren’t necessarily fiendish-blooded by default, and can represent all manner of people bearing evidence of planar interference, such as mortals born in potent manifest zones. The default tiefling subraces still exist, but we get 7 more subraces drawing inspiration from different planes of existence, which determines their damage resistance and bonus spells and cantrips. Two subraces bear special note: Sakah (rakshasa-descended) tieflings don’t have a damage type resistance but instead advantage on all Wisdom saves vs magic, which is pretty decent in making them mentally resilient, while Shavaran tieflings don’t have resistance either but are proficient in light and medium armor and shields. Shavaran tieflings are going to be a popular option for spellcasters who’d like to rely on something better than Mage Armor.
Regarding the
Warforged, they are more or less identical to the Warforged from Rising from the Last War, but with one particularly big change: their creature type is Construct, not Humanoid. This means that they have immunity to various spells and effects that target humanoids, such as Charm/Dominate Person or being turned into certain kinds of undead like wights and shadows.
The
Worg is our final species and certainly stands out, one because the prior races were already noted as being quite iconic in the Eberron setting before Frontier’s publication, and two because they’re the only race here without any opposable thumbs. They’re a Monstrosity with darkvision, Keen Senses, and a very powerful bite natural weapon that deals 1d8 damage. They can use a new martial weapon known as Steel Jaws that deal 2d6 damage and has the Finesse property. They can Help as a bonus action, have natural armor that applies when unarmored but isn’t very good at 12 default, and can carry a medium size or smaller rider and count as one size larger for carrying capacity. Their quadrupel nature and lack of hands imposes a variety of penalties, such as slower movement when climbing, armor specially designed for them costs four times as much, and they have disadvantage on ability checks that require fine manipulation.
First off, I like that in realizing that worgs can’t really use most manufactured weapons, they give them a really good one and a means of DEX-based worgs to still do good damage. However, I feel that their limitations may prevent a lot of players from picking them. Worg rogues, unfortunately, won’t be proficient with Steel Jaws by default, and their natural weapon isn’t finessable by default, which makes them a suboptimal choice for this class.
Feats is our final section. First off, Frontiers revamps Dragonmarks. In Rising From the Last War they were treated as a subrace, but here they are represented as an Origin Feat known as Lesser Dragonmark,. Said feat is more or less identical to the subrace boons from Rising From the Last War, but their bonus spells only go up to 2nd level rather than 5th level as per Rising. Sadly, we don’t get any more feats to represent Greater and Siberys Dragonmarks for these levels of power. I figured it could be saved for a future supplement, but as this is the last book Keith Baker’s going to work on for the setting for the foreseeable future, it feels like a downgrade overall.
The remaining feats number 15. 5 represent being an Initiate in one of the five Druidic orders that grant you additional themed spells and abilities, like being able to conjure undead creatures as Winter or Greensinger being able to gain bonus movement via dancing whenever they Charm a creature. 5 are restricted to the new races and involve improving some iconic monstrous feature, like Hewn For Battle which increases a gargoyle’s natural armor and can have their skin enchanted and improved upon as if it were nonmagical armor, or Stone Eyes letting a medusa turn a target to stone if they fail a save by 5 or more from a medusa trait or spell that would paralyze or restrain them. 4 represent expertise in a particular arcane focus and new ways to enhance your spells with them, such as Rod Expert ignoring disadvantage on ranged attacks vs adjacent targets, rods can be treated as club weapons, and can reroll the damage dice results of 1 or 2 for a cantrip. The last feat is a Fighting Style feat, Wandslinger, which grants +1 to attack rolls made with spells and +1 to the save DC of cantrips.
This chapter ends with
New and Reprinted Spells, with three of the reprinted ones being earth-themed spells, one being Enemies Abound, and one being Magecraft from Exploring Eberron (cantrip that lets you gain advantage on ability check with tools you’re proficient with). The two new spells are cantrips: Gray Gaze, that aforementioned spell, and Orien Step which lets you teleport into an adjacent square you can see as a bonus action. Orient Step cannot be learned normally, as it’s only available to those bearing the Mark of Passage. I really don’t have much strong opinions on the new spells one way or the other, although I do like the idea that some magic is exclusive to the Dragonmarked Houses as opposed to something virtually anyone can possibly learn.
In short, I think this chapter has a fair amount of options. When it comes to the more potentially unbalancing abilities of monster traits, the idea of having existing spells replicate their use (plus some extra features from the species, like a Harpy only needing verbal components) is a nice compromise. I feel that the backgrounds are thematically appropriate, and think that Magic Initiate for Magewright/Wandslinger is a clever means of making it so that PCs can still be a Barbarian/Fighter/Rogue/Monk that had a trade in doing some minor cantrips without having to spend a precious feat slot or multiclass. That being said, I do have my criticisms: I wouldn’t use the new Dragonmark system given that it’s incomplete, and I feel that some of the races are a little pigeonholed.