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<blockquote data-quote="Yaarel" data-source="post: 9018074" data-attributes="member: 58172"><p>I updated the Original Post with the Ardling Species.</p><p></p><p>The Ardling (from the update found in UA Cleric) required minor buffs to fill out the design space of three half-feats, and to make the Animal Ancestry benefits balance better with each other.</p><p></p><p>I added the gnomish Speak with Animals trait along with the Perception proficiency to form a full special feat, ANIMAL INSTINCTS. Perception is the best skill, even if Background now makes it easy to gain. But the gnomish version of Speak with Animals is quite good. Between Pro times per day plus ritual performance, it is virtually at-will. It is possible to simply say "<em>Speak with Animals</em> at-will", but dont mind the mechanical complications of Pro and ritual because their resulting flavor helps emphasize making an effort to attune with the animals and the magic.</p><p></p><p>The UA Animal Ancestry benefits are all over the place. Racer is excellent. Climber is solid. Even Swimmer is solid − each of its traits is less good, holding breath, swim speed, and cold resistance, but together become a respectable choice that is flavorful. However, Flyer is disappointing − the falling is too situational and the advantage to jump checks is too inconsequential.</p><p></p><p>As the special feat Beastly, I replaced the jump advantage. Instead, the Jump Action increases a distance equal to 5 feet per Proficiency Bonus. So, at level 1, the Flyer can jump over 10 feet high at-will, and at level 9 jump over 20 feet high. I expect Flyer to be a popular choice, but the wings should matter, and it remains appropriate within gaming balance.</p><p></p><p>It is possible to make the Flyer jumps better at +10 feet per Pro, but for the moment remain cautious because of at-will, and how it compares to the other Beastly benefits. Which would you rather have? Jump over 20 feet at-will, or swim while holding breath? I cant help but suspect most players would choose the jumping at will.</p><p></p><p>I changed the Swimmer hold breath to hold breath indefinitely. This means remaining in an aquatic adventure for any length of time, and can enjoy more situational usage during typical adventures, such as breath-holding within toxic gas. The descent is from Celestial animals, not Material animals. So the magical concept is as valid as the normal animal that inspires it. The cold resistance now includes immunity to natural cold, for deep ocean or arctic temperatures.</p><p></p><p>The Divine Magic special feat is solid. I switched the UA Ardling cantrip <em>Thaumaturgy</em> that Tiefling also has, to the <em>Guidance</em> cantrip. <em>Guidance</em> is arguably the best cantrip in 5e, is thematically appropriate for the Ardling concept, and is in the Divine spell list. If a player prefers Thaumaturgy the feat allows switching <em>Guidance</em> for any other Divine cantrip, including <em>Thaumaturgy</em>.</p><p></p><p></p><p>Possibly, change Speak with Animal, to speak at-will with the specific kind of animal that one descends from, such as speak with cats at-will, or owl, deer, or so on.</p><p></p><p></p><p>Note those Species who have an "Ancestry", including Ardling, Dragonborn, Elf, and so on. The Ancestry is considered a "base trait", and is part of the Creature Type. Creature Type, Size, Speed, Lifespan, and sometimes Ancestry are base traits. The selection of special feats can refer to the Ancestry, but these feats are not called "Ancestry" by name.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9018074, member: 58172"] I updated the Original Post with the Ardling Species. The Ardling (from the update found in UA Cleric) required minor buffs to fill out the design space of three half-feats, and to make the Animal Ancestry benefits balance better with each other. I added the gnomish Speak with Animals trait along with the Perception proficiency to form a full special feat, ANIMAL INSTINCTS. Perception is the best skill, even if Background now makes it easy to gain. But the gnomish version of Speak with Animals is quite good. Between Pro times per day plus ritual performance, it is virtually at-will. It is possible to simply say "[I]Speak with Animals[/I] at-will", but dont mind the mechanical complications of Pro and ritual because their resulting flavor helps emphasize making an effort to attune with the animals and the magic. The UA Animal Ancestry benefits are all over the place. Racer is excellent. Climber is solid. Even Swimmer is solid − each of its traits is less good, holding breath, swim speed, and cold resistance, but together become a respectable choice that is flavorful. However, Flyer is disappointing − the falling is too situational and the advantage to jump checks is too inconsequential. As the special feat Beastly, I replaced the jump advantage. Instead, the Jump Action increases a distance equal to 5 feet per Proficiency Bonus. So, at level 1, the Flyer can jump over 10 feet high at-will, and at level 9 jump over 20 feet high. I expect Flyer to be a popular choice, but the wings should matter, and it remains appropriate within gaming balance. It is possible to make the Flyer jumps better at +10 feet per Pro, but for the moment remain cautious because of at-will, and how it compares to the other Beastly benefits. Which would you rather have? Jump over 20 feet at-will, or swim while holding breath? I cant help but suspect most players would choose the jumping at will. I changed the Swimmer hold breath to hold breath indefinitely. This means remaining in an aquatic adventure for any length of time, and can enjoy more situational usage during typical adventures, such as breath-holding within toxic gas. The descent is from Celestial animals, not Material animals. So the magical concept is as valid as the normal animal that inspires it. The cold resistance now includes immunity to natural cold, for deep ocean or arctic temperatures. The Divine Magic special feat is solid. I switched the UA Ardling cantrip [I]Thaumaturgy[/I] that Tiefling also has, to the [I]Guidance[/I] cantrip. [I]Guidance[/I] is arguably the best cantrip in 5e, is thematically appropriate for the Ardling concept, and is in the Divine spell list. If a player prefers Thaumaturgy the feat allows switching [I]Guidance[/I] for any other Divine cantrip, including [I]Thaumaturgy[/I]. Possibly, change Speak with Animal, to speak at-will with the specific kind of animal that one descends from, such as speak with cats at-will, or owl, deer, or so on. Note those Species who have an "Ancestry", including Ardling, Dragonborn, Elf, and so on. The Ancestry is considered a "base trait", and is part of the Creature Type. Creature Type, Size, Speed, Lifespan, and sometimes Ancestry are base traits. The selection of special feats can refer to the Ancestry, but these feats are not called "Ancestry" by name. [/QUOTE]
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