D&D (2024) Mix multispecies traits

Combine the Control Flames, Gust, Mold Earth and Shape Water into one cantrip, Shape Element, and let them cast it as a bonus action instead of an action to show how easy it is to bend their own element. Resisting spells/effects related their element could be tied to their proficiency bonus.
 

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Yaarel

He Mage
How about this for Warforged? The Elemental Worker is a nod to the many resistances that a Golem typically exhibits.


WARFORGED TRAITS
Creature Type:
Humanoid Construct
Size: Medium (5−7 feet tall)
Lifespan. You are immortal, created as an adult without childhood, and remaining ageless. Due to other causes of death, Warforged expect to live 750 years on average.
Warforged Ancestry. Warforged are a kind of Wood Golem created by a specific magical formula. Unlike a typical Golem, a Warforged exhibits an artificial soul that is comparable to a Humanoid soul. Your creature type is both Construct and Humanoidְ, and in each situation you are treated as whichever type you choose. For example, you can benefit from the Cure Wounds spell but be immune to the Blight spell. You lack a biological sex, but your soul self-identifies with a gender, such as male, female, both, or neither. Typically, your appearance resembles a wooden statue with overlays of metal plates and retractable gadgetry.

Choose three special feats. The following are for the Warforged species.

LIVING GOLEM
(Counts as two choices of special feats)
Persistent Construct. You dont need to breathe, drink, or eat.
Metabolic Resilience. You gain
• resistance to the Poison damage type and Poisoned condition
• immunity to Disease
• resistance to the Necrotic damage type
Mendable. Casting the Mending cantrip on you can grant you the benefit of Take 10 on an ability (Medicine) check.

RELENTLESS WARFARE
Forged for War. You are constructed magically from wood to be encased in armor, to serve as a soldier or guard. When you wear an armor that you have training in, your body can integrate it reshaping it as part of your construction. It requires an hour to don or doff an armor. Additionally, you gain a +1 bonus to your AC.
Sleepless Statue. You can remain motionless as a statue for any length of time, while conscious and aware of your surroundings, whether standing, seated, or in an other statuesque pose. You dont need to sleep and magic cant put you to sleep. You can finish a Long Rest in 4 hours while motionless.
Magical Strike. Your Unarmed Strike is a magical attack that can bypass the immunity and resistance to nonmagical attacks. Each time your Unarmed Strike deals Damage, you can choose body ware that deals the Bludgeoning Piercing, or Slashing damage type.

ELEMENTAL WORKER
(You can choose this special feat more than once)
Gadgetry. You are created to serve a specific purpose. You gain proficiency in a tool of your choice. Your body incorporates retractable gadgetry to produce a complete toolset for it.
Elemental Resistance. Your body includes enhancements to function in a harsh environment. Choose one of the following options.
Arctic Worker. You gain resistance to magical Cold and can ignore nonmagical cold, arctic conditions, and icy terrains. You can tunnel thru solid ice as difficult terrain.
Causticity Worker. You gain resistance to magical Acid. You gain immunity to nonmagical Acid and similar corrosive or caustic effects.
Furnace Worker. You gain resistance to Fire.
Storm Worker. You gain resistance to Thunder and to Lightning. As a Reaction each turn, you can anchor yourself in a surface to ignore wind or slipperiness.
 
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Yaarel

He Mage
Here are the most popular species.

We have data from DnDBeyond, officially 2017 and 2019, and as follows unofficially 2022.

If Elf includes both Full Elf and Half Elf, then Elf is the most popular species, and Human ranks second.

If counting Full and Half separately, then Human ranks first, Full Elf second, and Half Elf third.

Clusters are comparable to each other in popularity.

1. Elf (full and half) (26% of all characters are Elf)
2. Human (22% of all characters are Human)

3. Tiefling (standard and feral) (7.6%)
4. Dwarf (7.5%)
5. Dragonborn (7.4%)

6. Halfling (5.0%)
7. Orc (full and half) (4.7%)
8. Genasi (4.0%)

9. Gnome (3.7%)
10. Goliath (3.6%)
11. Aasimar (3.5%)

12. Aarakocra (2.8%)


13. Tabaxi (0.6%)

14. Tortle (0.4%)
15. Firbolg (0.3%)
16. Kenku (0.3%)

17. Lizardfolk (0.2%)
18. Goblin (0.2%)
19. Yuan-ti (0.2%)

20. Kobold (0.1%)
21. Bugbear (0.1%)
22. Triton (0.1%)
23. Hobgoblin (0.1%)
24. Warforged (0.1%)


25. Changeling
26. Shifter

27. Minotaur

28. Centaur
29. Lineage (Van Richtens)
30. Custom Lineage (Tashas)

31. Loxodon

32. Vampire


This 2022 data differs somewhat from previous years. Most differences reflect a change in the availability of options, especially where Mordenkainen Presents publishes new versions of species. Some older versions remain notable, even ones from UA articles.


The top twelve core species are clearly:

Elf, Human,
Tiefling, Dwarf, Dragonborn,
Halfling, Orc,
Genasi, Gnome, Goliath, Aasimar,
and Aarakocra
.


Note, the playtest Ardling is a Celestial humanimal. It might appeal to fans of both Aasimar and Aarakocra, as well as of Tabaxi, Tortle, Kenku, Lizardfolk, Yuan-ti, Shifter, Minotaur, Loxodon, and other humanimals. I suspect, to make Ardling work, one kind needs to be humanlike and angelic like Aasimar, while an other kind emphasizes cute animal characteristics like Tabaxi, the bird kind has worthwhile flight like Aarakocra, and other kinds have in mind Tortle, Kenku, Lizardfolk, and Yuan-ti. If so, the Ardling might prove popular, even ranking above Tiefling.


My main take away from the 2022 data is, the Genasi definitely belong in the 2024 Players Handbook.
 
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The Guardinal itself is a kind of Angel whose appearance can range from appearing as if fully Human with only suggestive animalistic traits (for example describing a reallife human as if leonine or aquiline or equine) mostly in Elysium (the Good plane), to anthropomorphic animals especially in the plane of Beastlands (the Good by Chaotic Good plane). Many 2e depictions are somewhere in between, such as if a Human with cattle horns, animal ears, tail, or so on. So the Ardling coheres with old school D&D.
In Pathfinder 1st edition, an Aasimar descended from such a Celestial was known as an Idyllkin Aasimar.

Idyllkin often possess bestial qualities such as dragon scales, fish scales, fur, manes, or talons. Slit pupils, pronounced canines, and furry ears are all common indicators of an aasimar’s agathion background. Just as agathions take on different traits depending on their animal aspect, so too do idyllkin. Descendants of avorals often possess feathery hair and enjoy wide-open areas such as plains, while the progeny of leonals are aggressive and often have sharp, clawlike fingernails. Many idyllkin, regardless of their animal aspect, feel called to walk the path of the druid, and idyllkin are among the most likely aasimars to become such protectors of nature.

Agathion= Guardinal btw.

Before the alignment restriction was removed for Monks, Idyllkin Monks were something of an exception to this rule. They could be Neutral Good or Neutral and still be a Monk because of the half-feat Enlightened Warrior.
 

Yaarel

He Mage
In Pathfinder 1st edition, an Aasimar descended from such a Celestial was known as an Idyllkin Aasimar.

Idyllkin often possess bestial qualities such as dragon scales, fish scales, fur, manes, or talons. Slit pupils, pronounced canines, and furry ears are all common indicators of an aasimar’s agathion background. Just as agathions take on different traits depending on their animal aspect, so too do idyllkin. Descendants of avorals often possess feathery hair and enjoy wide-open areas such as plains, while the progeny of leonals are aggressive and often have sharp, clawlike fingernails. Many idyllkin, regardless of their animal aspect, feel called to walk the path of the druid, and idyllkin are among the most likely aasimars to become such protectors of nature.

Agathion= Guardinal btw.

Before the alignment restriction was removed for Monks, Idyllkin Monks were something of an exception to this rule. They could be Neutral Good or Neutral and still be a Monk because of the half-feat Enlightened Warrior.
Nice comparison between Pathfinder Idyllkin and the playtest Ardling, likewise pointing out 2e Guardinals correspond to Pathfinder Agathions. (Not to be confused with 2e Agathinon, with an extra -n-, who are Celestial military telepathic shapechangers, whose true form looks an Elf with glowing eyes.) "Agathos" is the Greek word meaning "good".


For the rest of this long post, I am musing out loud.


In brief. As a core option, the Ardling does better to have the option of a human head to appeal to Aasimar fans, as well as the option of an animal head to appeal to Tabaxi fans.

For the sake of the D&D 5e game as a whole, adding Ardling to core seems like a strong strategy. It has traditional D&D cachet, and also functions as a go-to place for the many different kinds of humanimal character concepts.


That said. I have mixed feelings about how I myself would play an Ardling character. I would want this "core" angelic option to be able to have a human head.

I know, it is trivially easy to have a character who is Mixed-Species, thus has a human head while using Ardling mechanics. My feelings are more about the angelic flavor of the Ardling. For various reasons, the Ardling does well to include the possibility of a human head.

I like the archetype of the human-appearing angel, that one finds among the traditional D&D Aasimar. If the Ardling species displaced the Aasimar species from out of the core twelve options, I would miss it.

I would rather see a core Ardling absorb the Aasimar traits, in the sense the Ardling too can have a human head.


Compare the playtest Tiefling species that newly can come from any Fiend plane, including demonish Abyss and yugolothish Hades, in addition to the Infernal devilish Hells.

The 2014 Tiefling only inherited the Hells. But the playtest makes other Lower Planes possible too, including LE Hells, E Hades, and CE Abyss.

(By the way, Hades is the Greek name for the Greek concept that is now moreorless the same thing as 5e Shadowfell, namely the underworld. It is unhelpful to call the Astral Evil "Hades", when it is more Neutral like Shadowfell. Maybe rename the Astral dominion as "Tartaros" instead of Hades. Tartaros is a place of punishment, like Hell, and is more suitable for the name of a lower Evil plane.)

As a counterpart to the Tiefling, I hope the Ardling also becomes able to come from any of the Upper Planes. There should be Ardling who come from LG Mount Celestia, G Elysium, and CG Arborea, as well as less visited planes of Good.

Any Ardlings from Mount Celestia or Arborea are likely to have human heads.

But even among the G (Good) Guardinals, it is worth pointing out. The Guardinals of the plane of G Elysium are typically human looking. It is the neighboring plane of GCG (Good by Chaotic Good) Beastlands that has the Guardinals who are typically humanimal looking.

Even an Ardling who descends from Guardinals should include family members with human heads.


In earlier editions, "Planetouched" typically meant a Human who a plane transforms. A Genasi is "touched" by one of the Elemental planes, a Tiefling is transformed by a Fiend plane, and the Aasimar is transformed by any of the Celestial planes. There are Aasimar who inherit LG Aasimon traits, from Solar, Deva and others. But there are also other Aasimar who inherit NG Guardinal traits. Likewise, there are Aasimar who inherit the 2e CG Eladrin traits. There are even Aasimar who inherit traits from other Celestial creatures such as Couatl.

In this sense, the playtest Ardling is mainly a specific kind of Aasimar, the kind who descend from a specific kind of Guardinal.

But even this kind of Aasimar who descends from Guardinals should include members who have human heads. Because even some of the Guardinals who are native to the Beastlands are humanlike, even tho most are humanimallike.


It may even be, the Ardling is intentionally a new name to replace the name Aasimar − heh − in an attempt to avoid the distracting misreading "Assy-mar". But here I would prefer a new spelling for "Awsimar" to intentionally invite the misreading "Awesomer".

In any case, as a neologism for Aasimar, the Ardling should include Celestial members that have human heads, in order to continue the D&D traditions about humanlike Aasimar.


There are diverse traditions, but earlier editions typically understood the "ancestry" of an Aasimar to be a magical transformation of a Human by the influence of a creature in the Celestial planes. The Aasimar transmits a supernatural inheritance. While the magic does alter the Aasimar physically, it is a magical legacy rather than a sexually reproductive biological one.

Compare 2e, 3e, 4e, and 5e Tiefling. The 2014 Players Handbook describes the Tiefling as a Human that hellish magic transmogrifies. "Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance." The Tiefling is a variant Human, or more exactly, a "planetouched" Human.

The playtest reverses this. According to the playtest, "Tieflings are either born in the Lower Planes or have one or more fiendish ancestors who originated there. A Tiefling is linked by blood to a Devil, a Demon, a Yugoloth, or some other Fiend." Notice, the Tiefling is now an extraplanar creature, a native of certain Evil dominions in the Astral Sea. In earlier traditions, the Tiefling is a Human who has been altered by the influence of a Fiend. But now, it is the other way around. The Tiefling is a Fiend, who has been altered by the influence of humanity.

I prefer the playtest. To make the Tiefling an actual Fiend makes the species a more interesting and distinctive choice for a character concept. I hope the Tiefling creature type is "Humanoid Fiend", or at least, "Humanoid or Fiend".

Helpfully, the playtest returns to the tradition that the Tiefling might represent any of the Fiend planes, not just the Hells, but the Abyss and the Hades Tartaros too, and some of the less visited Fiend planes, like ECE Carceri or LLE Acheron. Tiefling are indigenous to any of the variegated Evil dominions in the Astral Sea. While it is still possible for a Tiefling to be a transformed Human, most Tieflings that one encounters in the Material plane are immigrants from the Astral Sea. Tiefling are extraplanar Fiends.

The playtest juxtaposes the Ardling and the Tiefling. They mirror each other. Where the Tiefling are from the Lower (namely the Evil Fiend) dominions, the Ardling are from the Upper (namely the Good Celestial) dominions.

Both the playtest Ardling and the playtest Tiefling are otherworldly Astral beings, namely the Celestial and the Fiend creature types respectively. These species are made out of Astral thought stuff. These are otherworldly immaterial creatures, whose forms transfigured under the influence of humanity.

Unfortunately, where the playtest Tiefling broadly now allows for the various planar Fiend concepts, the playtest Ardling is now overly specific, about only one kind of Celestial concept: an animal-headed anthropomorph. According to the playtest, "Celestial animals roam the Beastlands, a [GCG] plane of untamed beauty and wild nature. Many of those otherworldly animals serve the Beast Lords, and in the early days of the multiverse, some of the animals evolved into bipedal forms. Among their number are Ardlings, people with beastlike heads, keen senses, and an innate connection to Divine magic." In this case, the Ardling is specifically, a kind of Celestial bipedal animal that has an animal head. This is too narrow for the wider concept of Upper Planes. The Ardling is currently unable to represent the various Celestial character concepts who are the counterparts to the various Tiefling concepts.

As a core species, Ardling needs to include options that are human-headed like Aasimar.

Despite the Aasimar being behind a paywall, the 2022 DnDBeyond stats show them to be as popular as the 2014 core species, comparable to the popularity of the Gnome that is easily accessible without a paywall. There is a strong demand among D&D players for the Aasimar species to be core.

Either, the Ardling allows for a human-head to appeal to Aasimar fans, or the Aasimar needs to also be a core option alongside the Ardling core option. But why have two core Celestials? The competition for the small design space available for "core species" that will represent the tone of all D&D from this point on. It is more elegant to have one Celestial core species that can accommodate the need for both the fans of human-headed and the fans of animal-headed.

It is a needle to thread. On the one hand, the Ardling needs to have a human head to appeal more to Aasimar fans. On the other hand, it needs to be more overtly humanimal with an animal head, to appeal to humanimal fans.

Tabaxi is the "cat girl" species, or rather the "cat kid" species, including female, male, and others. Tabaxi too is popular. Altho it doesnt achieve the stats of the top twelve species, it is behind a paywall, and is thirteenth in popularity. Likely, the Tabaxi would prove more popular if it is a core species in the 2024 Players Handbook. So if the Ardling as a core species is to satisfy Tabaxi fans, it must feature prominently the kind of Ardling that is a cute Cat Kid.

This is the needle to thread, how to present the Ardling in a way that is either a Celestial human Aasimar, or a "furry" humanimal Tabaxi. Moreover, have this humanness versus furry-ness to a degree that satisfies both fans.

The flavor of Ardling needs to find a way to be both, despite being conflictive against each other.
 


Yaarel

He Mage
The Ardling needs one of its ancestries to be from a Beast Lord in order to have a human head.

I was thinking about how Aasimar is among the most popular species in D&D 5e. In DnDBeyond, even when access to the Aasimar is blocked behind a paywall, the stats have it be about as popular as the Gnome. The Aasimar is among the top twelve species. Without a paywall, the Aasimar would rank even higher. If there are twelve classes in the 2024, then there can be twelve species too, and the Aasimar be one of them.

The proposed Ardling complicates the arrival of Aasimar into 5e core.

Both the Aasimar and the Ardling are Celestials. Indeed, the Ardling is a specific kind Aasimar. The Aasimar descend from any creature of the Upper Planes. Most Ardling or other Aasimar are Celestials who are native to the Upper Planes. The Ardling or other Aasimar who one encounters in the Material Plane is an immigrant from the Upper Planes. It makes sense if the core options only lists one species with Celestial ancestry.

The Ardling is a Celestial, but isnt the kind of Celestial Aasimar that is popular. An Aasimar with a human head is important. The archetype of a human-seeming Angel is deep and appeals to many players. The Ardling currently appeals to the fans of anthropomorphic humanimals, who are also many players. But as-is, the Ardling would disappoint Aasimar fans.

The Ardling needs a way to appeal to Aasimar fans. Namely, the Ardling needs a way to have a human head − but in a way that doesnt interfere with humanimal flavor.

The playtest description of the Ardling describes the character concept.

"
Celestial animals roam the Beastlands, a plane of untamed beauty and wild nature. Many of those otherworldly animals serve the Beast Lords, and in the early days of the multiverse, some of the animals evolved into bipedal forms. Among their number are Adlings, people with beastlike heads, keen senses, and an innate connection to divine magic. Long ago, the ancestors of Ardlings migrated to the Material Plane, and Ardlings can now be found on many worlds. An Ardling has a head resembling that of an animal. Depending on the animal, the Ardling might also have fur, feathers, or scales. Some little and others hulking, Ardlings are as varied as the animals they resemble.

"

Central to the Upper Planes, Elysium is the alignment plane of Good. Beastlands is a neighboring plane, whose alignment is Good-by-Chaotic-Good (GCG). This plane is known for its benign humanimals.

There are many kinds of humanimals. The Ardlings are a specific kind. The humanimals who are bipedal with an animal head are the ones who are an "Ardling". This form resembles the Egyptian gods who are an animal head on a human body. The imagery conveys that the animal species is in some ways like a person. Even so, the human body might also display animal characteristics like "fur, feathers, scales", even wings, tail, slithering serpentine body, or so on, depending on the animal.

It is possible to reread "a head resembling that of an animal" as a fully human face that is only suggestive on an animal, like a having an aquiline nose for an eagle, or an equine long face for a horse. But the intent seems clear, this is a "beastlike" head, an actual animal head on a human body.

The animal ancestor is an animal who eventually "evolved" into a bipedal locomotion. But the "ancestry types" still maintain vestiges of earlier methods of locomotion: Climber, Flyer, Racer, and Swimmer.

But notice the "Beast Lords". What are these? 5e is surprisingly silent about who lives in the Upper Planes. Presumably, these are the "Animal Lords" from the 2e Planescape Monstrous Manual. "Animal lords can appear in humanoid or animal form." This Beast Lord appears completely human, averaging 6 feet tall, often with a beautiful human face that only vaguely suggests a particular animal. However, the Beast Lord is a shapeshifter with an alternate form. The Beast Lord can also become a natural animal.

The 5e Ardling can have a true human head. Among the "ancestry types" − Climber, Flyer, Racer, Swimmer − add Shapeshifter. Rather than have an animal head with a special Move trait like climb or swim, the Shapeshifter Ardling has a human head with a trait that can become an actual animal.

The humanimal Ardling with an animal head can appeal to the fans of humanimals like Tabaxi and Aarakocra. The Shapeshifter Ardling with a human head can appeal to the fans of Aasimar.
 

bedir than

Full Moon Storyteller
As a reminder @Yaarel the Ardling will not be core. It wasn't popular enough to be added, but was popular enough it will be in the game later (or maybe before? In the Planescape book?)
 

Both the Aasimar and the Ardling are Celestials. Indeed, the Ardling is a specific kind Aasimar. The Aasimar descend from any creature of the Upper Planes. Most Ardling or other Aasimar are Celestials who are native to the Upper Planes. The Ardling or other Aasimar who one encounters in the Material Plane is an immigrant from the Upper Planes.
Aasimar and Ardlings are celestial-descended humanoids. In earlier editions of D&D, they would be called Native Outsiders because they consider the Material Plane to be their home plane. ;)
 

Pauln6

Hero
I loathe half this and that but sometimes I can see some story potential. I have one NPC that was the dead dragonborn wife of another PC whose spirit was in a magic item and has now transferred into the body of a nimblewright. I need to come up with a half dragonborn / warforged to have a flavour of both...
 

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