D&D 5E Unearthed Arcana: Gothic Lineages & New Race/Culture Distinction

The latest Unearthed Arcana contains the Dhampir, Reborn, and Hexblood races. The Dhampir is a half-vampire; the Hexblood is a character which has made a pact with a hag; and the Reborn is somebody brought back to life.

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Perhaps the bigger news is this declaration on how race is to be handled in future D&D books as it joins other games by stating that:

"...the race options in this article and in future D&D books lack the Ability Score Increase trait, the Language trait, the Alignment trait, and any other trait that is purely cultural. Racial traits henceforth reflect only the physical or magical realities of being a player character who’s a member of a particular lineage. Such traits include things like darkvision, a breath weapon (as in the dragonborn), or innate magical ability (as in the forest gnome). Such traits don’t include cultural characteristics, like language or training with a weapon or a tool, and the traits also don’t include an alignment suggestion, since alignment is a choice for each individual, not a characteristic shared by a lineage."
 
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Faolyn

(she/her)
That is my point. Give me a character a player wants to create, but can't using racial ASIs and point buy. Give me a specific example outside of I want a 16 instead of 15. That is my entire point. Show me an example.
And again you ignore what we're saying.

We are not saying that we can't make characters.
We are saying we want more ability to control and fine-tune the character creation.

You are continuing to rely on strawmen here. You are continuing to insist it's all about 16s. so again:

We can make our characters more the way we want to make them
when we have floating ASIs.

Do I need to figure out how to make them flash different colors, or are you finally going to accept that what you think problem is isn't actually the problem?

No. I do not. You are not listening. I want an example of a character type that a player wants to play that racial ASIs cannot accomplish (outside of getting that beloved +3). That is your claim, that floating ASIs allows players to develop characters they couldn't have with racial ASIs.
Neither I nor anyone else in this thread have made that claim.

Because at this point, I've given up thinking that you're just misunderstanding me. You have got to be outright lying about what I've said. There is no way anyone could misunderstand me that badly.

By personable, I assume you want a high charisma. By healthy, I assume con, etc.
Now take your concept and use point buy w/ racial ASI.
  • Racial ASIs (dex +2, wis +1): str: 8, dex: 10, con: 14, int: 15, wis: 11, cha: 15 (You have EVERYTHING you want for your character that you claim you needed floating ASIs for - except for a 16! That extra +1.
Do you see how literally you have everything you said you needed - except for that 16 in charisma. That is why I keep saying over and over again, it is all about having a 16.
Here's what you said:

I will use racial ASI and point buy to create it. Any vision you have within the ruleset can be created - except for a 16 in the primary attribute.
I did exactly what you said. I put the 16 in a non-primary attribute--remember, I created a wizard, not a bard, paladin, sorcerer, or warlock--and here you are, moving the goalposts to claim any attribute. But fine:
  • Floating ASIs (Con +1, Cha +2): Str 8, Dex 12, Con 14, Int 15, Wis 12, Cha 14
Now they're a bit less of a ditz and not quite as good at talking to people. Or:
  • Floating ASIs (Con +1, Cha +2): Str 10, Dex 12, Con 14, Int 15, Wis 10, Cha 14
Still a ditz, not quite as personable, but are able to carry a backpack chock full of college textbooks.

"Oh, but you made them into an enchanter, so Charisma is still important because most charm spells just make people friendly and you still have to Persuade or Deceive them," I hear you say. OK then, they're now a transmuter. But they took the Charlatan background. Or a diviner with the Sage background, who lectures at the university between adventures. Or maybe they're a necromancer with the Entertainer background, for a little taste of grand guignol. Remember, background doesn't benefit from or contribute to any attribute.

In any case, look ma, no 16s!

(and godsdammit, now I have to write up that necromancer for the next time I run Ravenloft.)

And in any case, I really have to ask. You said:
But, my guess is everyone feels the races are unique enough with things like Darkvision, Menacing, Relentless Endurance, and Savage Attacks. To me, those just don't reach the level of uniqueness I want, but I guess I am in the minority there.
How do you differentiate between half-orcs and minotaurs? You don't find their racial traits to "reach the level of uniqueness" you want, but they both have the same +2 Strength, +1 Con.

(Also: you guess? I've only been shouting this for pages upon pages now.)
 

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Chaosmancer

Legend
Sure, as long as you're fine with NPCs that have no racial traits, and only represent completely generic individuals. If you want a NPC to have racial traits - say, to be a dwarf commoner rather than a generic commoner - the Monster Manual and DMG both suggest you add racial traits, which include ASI that matches (or very very nearly matches) the PHB versions under the core rules. But you don't have to, if you just want a commoner that doesn't represent any particular race (thus allowing them to represent a humanoid of "any race", as it literally states in the statblock).

snip

Yes, that is basically what I've been pointing out. They provide one approach to having NPCs reflect racial traits, and that approach points to the PHB or DMG traits. Which means that by the core rules, a NPC will have the same traits (or nearly identical traits) as the PHB race, to include ASI. You can always build an exception, but by definition, those aren't typical members of the species.

If your point is that if you want to give them a dwarven trait in the PHB you have to use the PHB... well, duh. That is blatantly obvious and also beside the point.

But also, man some of those traits are legitimately pointless for an NPC. For Example, Stonecunning. You are considered to have expertise in history when it regards stonework, but in reality, since NPCs will likely never roll for history, especially a dwarf for stonework history, it isn't worth giving to a dwarven character. Just like I don't bother taking a commoner and giving them Sleight of Hand to represent a street urchin picking pockets.

But, sure, I will admit that if I want an NPC to have a PHB racial trait, I need to refer to the PHB Racials Traits. And if I want them to have a magical item from the DMG I refer to magical items from the DMG.

The real point is though, that I am not required to use those, if I don't want to.

I don't think they've ever released errata for older books to include material that's been featured in later books. Seems like that would be arguably giving things away for free if they did.

Might be giving away things for free, but that tells us that the Orc, Goblin, Hobgoblin, Kenku, Lizardfolk, ect in the DMG were considered obsolete as soon as Volo's came out.

The ability score differences aren't particularly relevant, because the scores you see could have still had the ASI applied to them. Specialist NPCs aren't required to start with all 10s, and in fact probably won't, both for flavor reasons and so they can make sure they have the right attack bonuses, DCs, etc.

As for the other missing racial features, the Nilbog isn't exactly a normal goblin, so its lack of standard goblin features is easy to explain. The others suggest a difference for those specific NPC builds, but not a suggestion that a typical hobgoblin or kobold NPC, such as a commoner, wouldn't normally have those default features. You can't use exceptions to prove rules.

Flipping this around, care to explain why the orc NPCs in Volo's all do have darkvision, the Aggressive trait, and Intimidation proficiency? (Excepting the Nurtured One of Yurtrus, which is basically a mutant.)

So, we are now at the point where those Racial ASIs are not relevant to NPC statblocks because they can have any numbers, and likely will just have the stats they need for both flavor and having the right attacks and DCs. This was literally my point as to why Racial ASIs don't matter for NPCs. And, it pushes into the idea of floating ASIs. If I wanted to play an Orc Priestess in training, then if I wanted to emulate the Claws of Luthic I would need my Dex and Wisdom higher than my Strength, a bonus to strength is negligible for them.

And then you want to say that I can't use exceptions to prove rules, but what I am doing is showing that exceptions exist. By the way, look at the Hobgoblin and Hobgoblin Commander in the MM, also no Save Face Trait and "hobgoblin" is about as generic as we can get, since we don't have stats for "generic hobgoblin". Now, that was because Volos came out later, but again, if they didn't feel the need to update the Statblock, then are we really supposed to add these traits to generic hobgoblins? Or were they telling us that PCs and NPCs are different, by treating NPCs and PCs differently?

There is not a single Hobgoblin Statblock officially released that uses Save Face. Know what they do have almost exclusively? Martial Advantage. A trait that no PC Hobgoblin can access. Did you know that no NPC Bugbear statblock has a reach like a PC does? Did you know that they all have the Trait Brute, which a PC cannot access?

You can't claim that every single statblock is specialized and doesn't represent the "common folk" of the race, then turn around and tell us that the traits they are known for are specialized and not for the people who will become unique and powerful members of their race.

Sure, if you're building a creature that isn't a typical member of the species. That's different from building a commoner that has the racial traits of a PHB race.

How?

Mordenkainen's being even more recent than Volo's, of course. Also, the existence of different types of eladrin with different abilities actually goes back to 2E.

So even in 2e NPCs and PCs were not meant to be identical?

Really, you're suggesting that I'm not honestly suggesting that you could count the dragonborn varieties as subraces? (Personally, I probably would, since they actually have physiological differences - they're actually better suited to the term "subrace" than many of the other subraces.)

And sure, all ten of those dragonborn variants have the same default ASIs. If we accept those as subraces, that demonstrates how "there are subraces!" would not be an excuse to claim an entire species wouldn't have typical members, such that defaults couldn't be suggested.

It seems like a stretch to try and claim a subrace when no subrace is labeled. Especially since, per the lore, Dragonborn don't have their abilities because of a "true breeding" of their bloodlines. It is all muddled up to the point where two black scaled dragonborn who breath ice could give birth to a red scaled dragonborn who breathes lightning (and actually they are majority brown scaled I've heard).

It seems to me that you are only trying to claim such, so you can say that "not all subraces give different ASIs, so you can't use subraces like you were trying to use them," when this would be the only example, and it is relabeling something that has not previously been labeled as such.

The only nonhuman version of a standard NPC statblock we have in an official source that I'm aware of is the lizardfolk commoner, which 1) came out in 2019 and 2) doesn't really support either argument. The other two (goblin commoner and kobold commoner) are only on D&D Beyond and, as I pointed out, could be mistakes on D&D Beyond's part.

As for NPC statblocks not based on generic NPCs, those aren't typical members of the race and, as I pointed out previously, also do often have traits matching the race's defaults. And they don't really have a bearing on what a typical member of the species might be like as far as ASIs, since ability scores can vary.

I enjoy how you dismiss one of the strongest pieces of evidence I have as not supporting either side. The Lizardfolk Commoner is A) A commoner, letting them be a "generic member of the race", B) Officially printed and statted in an Official Product C) released after volo's and any changes to the Lizardfolk design that was entailed by Volo's and D) Completely unlike the PC version in Volo's. It does not have their iconic Hungry Jaws and it has a massively inflated strength score, despite Lizardfolk not giving a bonus to Strength. It meets all the criterion you have placed for what we should be looking for, and supports my postion that NPCs are not treated like PCs.

Then of course you dismiss other evidence as likely being a mistake, or the fact that they are NPCs and representing the unusual members of that society. Not like adventurers who are not unusual at all.

And with this:

Besides, I've been primarily talking about what their intention was as far as the core rules, not what might have came later. (I already granted it's possible they had changed their mind as early as Volo's; I just also pointed out that it's very possible they didn't.) As far as PHB races, I'm not aware of any examples of complete statblocks for race-specific versions of generic NPCs. In fact, every time we see a "drow commoner" or the like in the vast majority of books, they never tell you how to depict them. So they must assume you'd follow the guidelines in the Monster Manual for NPCs... which suggest applying racial traits (which include ASIs) when you want them to reflect a character race.

And you can keep believing what you want, even in the face of the evidence provided in the core rules.


It seems like all you are trying to do is prove that in 2014 they wanted all NPCs of a race to use PC abilities, based on the fact that they said if you want to use PC abilities for them you should use the PHB. Then acknowledge that in 2017 they had changed their mind on that, so that you can be upset in 2021 for them changing their mind YEARS ago.

I mean, I can concede that wizards intended in the beginning of the game that if you wanted to give a character hill dwarf traits that they wanted you to read the section on hill dwarf traits. That is the same as conceding that if you wanted to give them sneak attack they wanted you to read the section on sneak attack.

But, taking it that step further, and saying that if I wanted to have a dwarf NPC I was required to give them the PHB stats, ASIs and abilities and all? While at the same time acknowledging that the NPC monster blocks in the front of the book are specialized with their ASIs and may not reflect the generic member of that race? That is not only a bridge too far, but one that is unsupported since you immediately undermine it with exactly the point I keep making.

NPCs are not treated like PCs.
 

Chaosmancer

Legend
I am talking about point buy, not standard array. Also, I am not talking at level 20. When I tried to point out that no matter what, everyone is equal by level 12, here was the response:
  • "Most campaigns don't go past level 8."
  • "Why ruin the experience for first level characters?"

There are so many variables after level four, that there is really no way to pin down anything, especially since different tables have different playstyles. I mean compare one tables 10th level wizard to another and it might be like comparing a grand wizard to a mediocre one just from the magic item situation. Point is, I am not discussing the complexities of upper levels. I have stated my claim over and over, it is, in the end, about having a 16 in the primary stat.

You are ignoring the entire point. I used standard array and no feats to simplify it. Removing variables to show the point.

You say everyone is equal by level 12? Actually read those stats I put out.

Rock Gnome Wizard -> str 8 / dex 10 / con 18 / int 20 / wis 13 / cha 12
Half Orc Wizard -> str 10 / dex 10 / con 16 / int 20 / wis 13 / cha 12

They aren't equal, the Rock Gnome has gotten tougher. Something that is useful for them as a wizard, as it increases their low hp and their concentration saves. And the Orc is stronger... something utterly useless since they are still likely weaker than the cleric or the fighter, and a +0 is pitiful. Anything requiring strength at this point is going to be done by spells.

When do they actually end up equal? Level 19.

Rock Gnome Wizard -> str 10 / dex 10 / con 20 / int 20 / wis 13 / cha 12
Half Orc Wizard -> str 10 / dex 10 / con 20 / int 20 / wis 13 / cha 12

So, since you like declaring what the argument is "really" about, here is a take from me.

It is really about making sure Half-Orc wizards are punished by being behind in every stat important to a wizard until 19th level versus letting them start equal and building their character to differentiate themselves via options instead of simply being behind.

I apologize Chaos. I wasn't being clear, and that is on me. Sorry. I really meant feats, traits, etc. Just anything anyone can think of that differentiates the races if we remove ASIs. I am truly and honestly okay with it. But, would like to see more of a distinction between the races using those other tools.

The fact that you are apologizing now, after this is the fourth time I've brought this up? Maybe I'm letting my personal life get to me, but that doesn't feel true and honest to me.

Granted, I'm in a bad spot in my personal life, with lots of BS and betrayals going on, so that could entirely be me, but I've brought this up repeatedly to you and it seems you missed it every other time.

And, as I said, I'm leery about adding more traits. I'd like to, there are some cool ideas I've seen, but I am worried about increasing the power level of the races. I think doing so would have to be carefully thought out. For example, I saw an ability for Elven characters which would allow them to make a reaction 5ft move when attacked or targeted by a spell, potentially getting them out of the way of the attack. That is cool, but a reaction "cancel melee attacks" is immensely powerful and would probably be inappropriate outside of very high level characters.

Could be a place for variant options though. 4e had "paragon paths" that were related to make each race more unique to its race, things like giving Dragonborn fear and wings, dwarves that took on mountain qualities, ect. An Optional Rule set for allowing 11+ level characters to gain more "racial powers" could balance them out by level gating this stuff. You need to be an 18th level elf before you can start dodging melee attacks as a reaction, and then a 11th level Genasi could become Dual Souled. That is a system I'd get behind.
 

Chaosmancer

Legend
Neither I nor anyone else in this thread have made that claim.

Because at this point, I've given up thinking that you're just misunderstanding me. You have got to be outright lying about what I've said. There is no way anyone could misunderstand me that badly.

To be fair, and accurate, I have made the claim, and I still stand by it, that the 16 in the prime stat is very important.

It is massively gamechanging for spellcasters in my opinion. And heavily important for melee characters. Now, it isn't the only thing I'm arguing for, it isn't my exclusive point, but it is something vital in my opinion.

Now, if you want to choose to not have that 16, feel free. But I want that to be a choice independent of your race, because there are too many fun racial stories not being told, because they feel like those options are being punished by the game.
 

Arial Black

Adventurer
Choosing human gets me... anything I want because they are floating.

Choosing Changeling gets me Charisma and then... anything I want because they are floating

Choosing Warforged gets me Constitution and then.... anything I want because they are floating.
The races with floating bonuses already-especially humans-get those floating bonuses because those races are famous for being...adaptable. That's their concept, just like being strong is part of the goliath concept, and NOT part of the halfling concept.
Hitting Level 4 in any class gets me.... anything I want because they are floating.
Racial bonuses to ability scores get you what they give you because of that race's concept. What the ASIs give has nothing to do with race at all. They represent training, perhaps (or perhaps not) combined with other concepts too.
So, if your purpose is to tell me that things give you things because of the rules.. well, the rules have changed. So now they give you different things. So there should be no issue.
No, I'm telling you (and I'm astonished you didn't understand this!) that races give these things because they reflect the concept of that race. They make the rules reflect the concepts.
And Goliaths are stronger than average than who? If I'm playing a V. human fighter with Heavy Armor Master I have a +2 strength, so Goliaths aren't stronger than a human, unless the human chooses to not be strong. And Goliaths are not stronger than anything with a +1 strength either, depending on where you put the scores.

And, what, being a large and strong race doesn't count if you don't have a +2? Powerful build is meaningless? The DM deciding to make Goliath NPCs stronger is meaningless? All that matters is that +2 Strength and nothing else?
'Where you put the scores' is not part of racial traits, it's part of generating ability scores.

Choosing to assign great intelligence to your PC affects your individual PC, but does not change how your race affects your PC.
 
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Arial Black

Adventurer
Which could always have been true for your home campaign, and is what Wizards appears to be asserting as their default philosophy now, but isn't reflected in the core 5E rules... where ASIs are part of the racial traits for NPCs as well as PCs, and the ASIs for PC races in both cases are either identical or very, very similar. In short, they changed their mind.
Agreed.

The reality is that the reason they changed their minds has absolutely nothing to do with any change in their concepts for what elves, dwarves, halflings and goliaths are like, and therefore making this the motive for changing the rules.

No, they were worried that real world politics about race might cause the Cancel Culture to turn on them, and this was their way to dodge that real world bullet. So in an attempt to justify the change in game they inappropriately pretended that physiology has nothing to do with ability scores, but if only halflings had a cultural fondness for muscles(!) then they would be stronger than goliaths who had a cultural fondness for knitting and crossword puzzles.
 


Faolyn

(she/her)
To be fair, and accurate, I have made the claim, and I still stand by it, that the 16 in the prime stat is very important.

It is massively gamechanging for spellcasters in my opinion. And heavily important for melee characters. Now, it isn't the only thing I'm arguing for, it isn't my exclusive point, but it is something vital in my opinion.

Now, if you want to choose to not have that 16, feel free. But I want that to be a choice independent of your race, because there are too many fun racial stories not being told, because they feel like those options are being punished by the game.
I'd still say that there's a big difference between saying a 16 is important and saying you can't make a character with racial ASIs, which is what Scott Christian has been claiming we've said. I can make an OK martial with a 15, and I can make a caster who focuses on spells that don't require attack rolls or saves.

But as you say, I can make them to be more effective with a 16. And I can make a character that has two stats at 15, for a MAD class or whose lowest stat is a 10, not an 8, if I wanted.
 

Faolyn

(she/her)
They are not.

But they are related!

The reason each race's ability score bonuses go where they go is because they reflect that race's concept.
Sometimes. But not always. Not often, even. Elves are described as wise, diplomatic, and have centuries worth of knowledge, but their +2 is in Dex. Bugbears have many traits indicating they are sneaky and stealthy and are outright called lazy and shiftless, but their +2 is in Strength; ditto the githyanki, who get +2 Strength but are described as slender" And yet the firbolg, that are quite a bit larger then either of those, only get +1 in Strength. Gnomes are vivacious with big personalities but get +2 Int, while the tieflings, who see "mistrust and fear in every eye," get +2 Charisma.
 


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