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MotM: thoughts on races in Monsters of the Multiverse
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<blockquote data-quote="Kobold Stew" data-source="post: 8516245" data-attributes="member: 23484"><p><strong>5 Size Matters (Aasimar, Changeling, Genasi, Harengon, Kenku, Tabaxi).</strong></p><p></p><p>All of the lineages give the option of being Small or Medium in size, and so ranging from roughly 40 to 400 pounds (18-180kg). That is a huge range, and seems to be a choice introduced to allow players to have the fantasy appearance they imagine.</p><p></p><p>For most variables, there is little difference between the sizes: weapons do the same damage, and abilities have the same range, maxing at 20. We accept some absurdities this produces, in the name of fun: a 3’ tall character can lift 300 pounds (more than seven times its weight), even though the same maximum means a very strong human can only lift twice its weight.) The game does not distinguish differences in terms of the size of armour (all chainmail weighs the same, regardless of the size of torso it covers). There are some differences, though.</p><p></p><p>[ooc]<strong>Size Difference for PCs</strong>.</p><p>Small</p><ul> <li data-xf-list-type="ul">Can ride a medium mount (and so effective as a beastmaster ranger or battlesmith artificer).</li> <li data-xf-list-type="ul">Using heavy weapons gives disadvantage.</li> <li data-xf-list-type="ul">Can grapple/push Medium creatures (or smaller)</li> <li data-xf-list-type="ul">Can squeeze in tiny spaces.</li> <li data-xf-list-type="ul">You are eligible to take the Squat Nimbleness feat (+5 move, +1 Dex or Str, proficiency in acrobatics or athletics, advantage to escape grapples).</li> <li data-xf-list-type="ul">With Reduce spell, becomes Tiny (on the Sorcerer and Wizard lists, level 2)</li> <li data-xf-list-type="ul">Can’t take Medium creatures through a Dimension Door (on the Bard, Sorcerer, Warlock, and Wizard lists, level 4).</li> <li data-xf-list-type="ul">Probably easier to find defensive cover and hide – that’ s a DM’s call.</li> </ul><p>Medium</p><ul> <li data-xf-list-type="ul">No disadvantage with heavy weapons (all of which are martial; these include polearms, longbow, heavy crossbow, and most weapons that have an average damage of 5.5 or higher [lance is the exception]).</li> <li data-xf-list-type="ul">Associated with that is access to Polearm Master and Great Weapon Master feats, and the Great Weapon Fighting fighting style.</li> <li data-xf-list-type="ul">Can grapple/push Large creatures (or smaller)</li> <li data-xf-list-type="ul">With Enlarge spell, becomes Huge (on the Sorcerer and Wizard lists, level 2)</li> </ul><p>So if your build depends on weapon damage dice, using as polearm or longbow, or grappling, you should choose medium. Choose small if your build is giving you a pet that you can use as a mount, if that’s what you want.</p><p></p><p>It’s not that there is no difference, but the difference is, um, small.[/ooc]</p><p></p><p>Many of the races give this choice to the player: Aasimar, Changeling, Genasi, Firbolg, Kenku, Tabaxi, Tortle, and Yuan-Ti. <strong>Tortle</strong> and <strong>Yuan-ti</strong> are discussed in post 3.</p><p></p><p>Here are thoughts on some of the others:</p><p></p><p><strong>Changeling</strong>. Unlike the other races in this category, the changeling can freely change between S and M. The ability to change one's appearance is like having Disguise Self as an at will power, but also one that isn't magical and not an illusion. As a result, your equipment and clothing do not change: some DMs might exploit that for disadvantage on deception checks, which would weaken the ability significantly. Two skill proficiencies give a choice of a suite of charisma-based skills or insight. This will make for very effective charisma builds, particularly when combined with the actor feat.</p><p></p><p><strong>Harengon. </strong>The entire premise of the class seems to be lame puns, but a range of abilities give good flexibility for a character here. Perception proficiency, add proficiency to initiative, and use a reaction to add 1d4 to a failed Dex save are all great bonuses. There is no limit to the number of times you can use Lucky Footwork; it is merely a question of whether you use your reaction, assuming you aren’t prone or being grappled. You’ll generally know if you are close to having made a dex save (you know your total, and can see, e.g., if you are within a point or two of a 15 or 20). Rabbit hop offers a free Disengage action (proficiency times/long rest), which can also let you comfortably clear a 10’ gap once you hit level 5. This is very different from the satyr’s jump, which is adding distance to movement. A satyr may jump further, but the Harengon gets to make a leap separate from a move and dash, eventually allowing an extra 30’ move (on top of a move and Dash).</p><p></p><p>I don't think any of this works to enhance any particular builds, but it gives a nice set of abilities to add diversity.</p><p></p><p><strong>Kenku.</strong> A slight improvement from VGTM. Kenku Recall gives two skills, as before, but also the opportunity to roll with advantage proficiency times (2-6)/long rest for skill rolls with proficiency. That is a huge benefit, and means that a player is incentivised towards extra risky actions – pushing their ability on an Athletics check, for example, or trying to pick that pocket.</p><p></p><p>Expert Duplication has removed the reference to forgery, but the ability is the same, and blurs with the feature ability granted by the Charlatan background. The Charlatan could forge documents and letters, and this was an ability only available through the background; no roll was stipulated and since the PHB background features were not mechanized (they were always on), this was a real ability characters could take. The Kenku ability emulates that,but stipulates a roll. If it is seen as a "lesser" form of the Charlatan's ability, then fine; Kenkus roll but charlatans don't. More likely, I suspect, is that the charlatan ability will be weakened by thism and there will now be a roll associated with it.</p><p></p><p>Also gone (hurrah) is the need to only speak in samples you have heard elsewhere, which is maybe a fun gimmick for some, but has always kept me from wanting to play a Kenku. No longer.</p><p></p><p><strong>Tabaxi</strong>. Tabaxi are the only race to get a natural climb speed, and it's now enhanced with natural weapons that do 1d6+STR and Darkvision and proficiency in Stealth and Perception (both incredibly useful skills). That's an incredible range of goodies, exceeded only by elves.</p><p></p><p>Additionally, the burst of speed essentially gives you a Dash action without needing to use your bonus action, so it stacks with the bonus action options of rogues and monks and two-weapon fighters. Further, it resets if you choose not to move in one round, putting a lot of power in the player's hand.</p><p></p><p><strong>Aasimar and Genasi</strong> share many qualities. Their size is S or M; they have darkvision; they can cast spells and have some "other" benefits too.</p><p></p><p><strong>Aasimar</strong> get resistance to necrotic and radiant damage and they have a small healing pool (enough to bring an ally back into a fight for one round). Additionally, at level three they choose one of three special abilities, used a limited number of times per long rest: a necrotic fear effect, radiant damage operating on a radius, or flight. For most builds, fear and flight will be the best choices. For a spell, they get the light cantrip at level 1 -- which isn't much, but does make spell sniper available (see box below).</p><p></p><p><strong>Air</strong> <strong>Genasi</strong>. Lighting resistance and the ability to hold your breath are less than some other options in this group, but the spells are quite effective. Again, spellcasting comes with a choice of casting stats (as is the case for all the spells learned in these races). At level 1, you get shocking grasp (which will offer good melee lightning damage for classes that don’t get an extra attack), and at later levels Feather Fall (3) and Levitate (5), both of which can be fluffed as a quickly-summoned updraft. Feather fall benefits a group falling at once. If you need Feather fall more than once per day, something is wrong, but it’s a good back-up precaution to have in place for emergencies without needing to devote a spell slot. And just occasionally you and the whole party can go freejumping off of cliffs for thrills or a surprise attack. (I have had characters take Magic Initiate so they can have access to Feather Fall for fun freejumping action; this is much more efficient, and you even get a melee attack cantrip.)</p><p></p><p>Thematically, it could work well with a Genie-themed warlock without needing the binding-your-soul schtick; your patron can be an ancestor spirit, a parent, etc. There are a wide range of build options.</p><p></p><p><strong>Earth Genasi</strong>. In addition to regular Genasi abilities, you can move across difficult terrain easily (which is stronger than the corresponding ability in the Mobile feat, which requires a dash), and the spells are Blade Ward (1) and Pass without Trace (5) , with nothing at 3. This feels the weakest of the Genasi options.</p><p></p><p><strong>Fire Genasi</strong> is all about a theme. you get fire resistance, and your spells are produce flame (1), burning hands (3) and flame blade (5). This would stack well with a wildfire druid (you have burning hands there too, but an extra "free" casting will never hurt). By itself, though, it is enough to give the fire-magic feel to any character.</p><p></p><p><strong>Water Genasi</strong>. You get a swim speed, and the ability to breathe water, and also acid resistance. For comparing the aquatic races, see the next post. This is good, even if the acid feels a bit incongruous. Spells are acid splash (1), doubling down on that weirdness, create or destroy water (3), and water walk (5). This feels to me to be a bit of a hodgepodge. Two acid abilities, and it is not clear why water genasi would evolve the ability to help others walk on water. A bit disappointing.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8516245, member: 23484"] [B]5 Size Matters (Aasimar, Changeling, Genasi, Harengon, Kenku, Tabaxi).[/B] All of the lineages give the option of being Small or Medium in size, and so ranging from roughly 40 to 400 pounds (18-180kg). That is a huge range, and seems to be a choice introduced to allow players to have the fantasy appearance they imagine. For most variables, there is little difference between the sizes: weapons do the same damage, and abilities have the same range, maxing at 20. We accept some absurdities this produces, in the name of fun: a 3’ tall character can lift 300 pounds (more than seven times its weight), even though the same maximum means a very strong human can only lift twice its weight.) The game does not distinguish differences in terms of the size of armour (all chainmail weighs the same, regardless of the size of torso it covers). There are some differences, though. [ooc][B]Size Difference for PCs[/B]. Small [LIST] [*]Can ride a medium mount (and so effective as a beastmaster ranger or battlesmith artificer). [*]Using heavy weapons gives disadvantage. [*]Can grapple/push Medium creatures (or smaller) [*]Can squeeze in tiny spaces. [*]You are eligible to take the Squat Nimbleness feat (+5 move, +1 Dex or Str, proficiency in acrobatics or athletics, advantage to escape grapples). [*]With Reduce spell, becomes Tiny (on the Sorcerer and Wizard lists, level 2) [*]Can’t take Medium creatures through a Dimension Door (on the Bard, Sorcerer, Warlock, and Wizard lists, level 4). [*]Probably easier to find defensive cover and hide – that’ s a DM’s call. [/LIST] Medium [LIST] [*]No disadvantage with heavy weapons (all of which are martial; these include polearms, longbow, heavy crossbow, and most weapons that have an average damage of 5.5 or higher [lance is the exception]). [*]Associated with that is access to Polearm Master and Great Weapon Master feats, and the Great Weapon Fighting fighting style. [*]Can grapple/push Large creatures (or smaller) [*]With Enlarge spell, becomes Huge (on the Sorcerer and Wizard lists, level 2) [/LIST] So if your build depends on weapon damage dice, using as polearm or longbow, or grappling, you should choose medium. Choose small if your build is giving you a pet that you can use as a mount, if that’s what you want. It’s not that there is no difference, but the difference is, um, small.[/ooc] Many of the races give this choice to the player: Aasimar, Changeling, Genasi, Firbolg, Kenku, Tabaxi, Tortle, and Yuan-Ti. [B]Tortle[/B] and [B]Yuan-ti[/B] are discussed in post 3. Here are thoughts on some of the others: [B]Changeling[/B]. Unlike the other races in this category, the changeling can freely change between S and M. The ability to change one's appearance is like having Disguise Self as an at will power, but also one that isn't magical and not an illusion. As a result, your equipment and clothing do not change: some DMs might exploit that for disadvantage on deception checks, which would weaken the ability significantly. Two skill proficiencies give a choice of a suite of charisma-based skills or insight. This will make for very effective charisma builds, particularly when combined with the actor feat. [B]Harengon. [/B]The entire premise of the class seems to be lame puns, but a range of abilities give good flexibility for a character here. Perception proficiency, add proficiency to initiative, and use a reaction to add 1d4 to a failed Dex save are all great bonuses. There is no limit to the number of times you can use Lucky Footwork; it is merely a question of whether you use your reaction, assuming you aren’t prone or being grappled. You’ll generally know if you are close to having made a dex save (you know your total, and can see, e.g., if you are within a point or two of a 15 or 20). Rabbit hop offers a free Disengage action (proficiency times/long rest), which can also let you comfortably clear a 10’ gap once you hit level 5. This is very different from the satyr’s jump, which is adding distance to movement. A satyr may jump further, but the Harengon gets to make a leap separate from a move and dash, eventually allowing an extra 30’ move (on top of a move and Dash). I don't think any of this works to enhance any particular builds, but it gives a nice set of abilities to add diversity. [B]Kenku.[/B] A slight improvement from VGTM. Kenku Recall gives two skills, as before, but also the opportunity to roll with advantage proficiency times (2-6)/long rest for skill rolls with proficiency. That is a huge benefit, and means that a player is incentivised towards extra risky actions – pushing their ability on an Athletics check, for example, or trying to pick that pocket. Expert Duplication has removed the reference to forgery, but the ability is the same, and blurs with the feature ability granted by the Charlatan background. The Charlatan could forge documents and letters, and this was an ability only available through the background; no roll was stipulated and since the PHB background features were not mechanized (they were always on), this was a real ability characters could take. The Kenku ability emulates that,but stipulates a roll. If it is seen as a "lesser" form of the Charlatan's ability, then fine; Kenkus roll but charlatans don't. More likely, I suspect, is that the charlatan ability will be weakened by thism and there will now be a roll associated with it. Also gone (hurrah) is the need to only speak in samples you have heard elsewhere, which is maybe a fun gimmick for some, but has always kept me from wanting to play a Kenku. No longer. [B]Tabaxi[/B]. Tabaxi are the only race to get a natural climb speed, and it's now enhanced with natural weapons that do 1d6+STR and Darkvision and proficiency in Stealth and Perception (both incredibly useful skills). That's an incredible range of goodies, exceeded only by elves. Additionally, the burst of speed essentially gives you a Dash action without needing to use your bonus action, so it stacks with the bonus action options of rogues and monks and two-weapon fighters. Further, it resets if you choose not to move in one round, putting a lot of power in the player's hand. [B]Aasimar and Genasi[/B] share many qualities. Their size is S or M; they have darkvision; they can cast spells and have some "other" benefits too. [B]Aasimar[/B] get resistance to necrotic and radiant damage and they have a small healing pool (enough to bring an ally back into a fight for one round). Additionally, at level three they choose one of three special abilities, used a limited number of times per long rest: a necrotic fear effect, radiant damage operating on a radius, or flight. For most builds, fear and flight will be the best choices. For a spell, they get the light cantrip at level 1 -- which isn't much, but does make spell sniper available (see box below). [B]Air[/B] [B]Genasi[/B]. Lighting resistance and the ability to hold your breath are less than some other options in this group, but the spells are quite effective. Again, spellcasting comes with a choice of casting stats (as is the case for all the spells learned in these races). At level 1, you get shocking grasp (which will offer good melee lightning damage for classes that don’t get an extra attack), and at later levels Feather Fall (3) and Levitate (5), both of which can be fluffed as a quickly-summoned updraft. Feather fall benefits a group falling at once. If you need Feather fall more than once per day, something is wrong, but it’s a good back-up precaution to have in place for emergencies without needing to devote a spell slot. And just occasionally you and the whole party can go freejumping off of cliffs for thrills or a surprise attack. (I have had characters take Magic Initiate so they can have access to Feather Fall for fun freejumping action; this is much more efficient, and you even get a melee attack cantrip.) Thematically, it could work well with a Genie-themed warlock without needing the binding-your-soul schtick; your patron can be an ancestor spirit, a parent, etc. There are a wide range of build options. [B]Earth Genasi[/B]. In addition to regular Genasi abilities, you can move across difficult terrain easily (which is stronger than the corresponding ability in the Mobile feat, which requires a dash), and the spells are Blade Ward (1) and Pass without Trace (5) , with nothing at 3. This feels the weakest of the Genasi options. [B]Fire Genasi[/B] is all about a theme. you get fire resistance, and your spells are produce flame (1), burning hands (3) and flame blade (5). This would stack well with a wildfire druid (you have burning hands there too, but an extra "free" casting will never hurt). By itself, though, it is enough to give the fire-magic feel to any character. [B]Water Genasi[/B]. You get a swim speed, and the ability to breathe water, and also acid resistance. For comparing the aquatic races, see the next post. This is good, even if the acid feels a bit incongruous. Spells are acid splash (1), doubling down on that weirdness, create or destroy water (3), and water walk (5). This feels to me to be a bit of a hodgepodge. Two acid abilities, and it is not clear why water genasi would evolve the ability to help others walk on water. A bit disappointing. [/QUOTE]
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