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<blockquote data-quote="Chaosmancer" data-source="post: 8421702" data-attributes="member: 6801228"><p>Woof, finally caught up. A few things:</p><p></p><p><strong><span style="font-size: 22px">Astral Elf:</span></strong></p><p></p><p>I really love the idea of Trance Proficiencies and I hope it becomes standard for all elves. And even if it doesn't I might just make it that way anyways. Trance has previously been a weird "not sleep" thing with few reasons to even care about it. Then in Mordenkainen's we got a bit of "visiting your past lives" as some fluff, but now we have a mechanic that ties into this. And I love it. This truly helps elves seem mystical and strange. </p><p></p><p>I also see that they have the new version of Fey Ancestry. </p><p></p><p>I'm not positive about the Astral Fire ability, like a few others pointed out, they have darkvision, so Dancing Lights and Light is less useful generally. Radiant Soul is really cool though. </p><p></p><p><span style="font-size: 22px"><strong>Autognome:</strong></span></p><p></p><p>Not much to add that other people haven't said. I do think the "Amored Casing" is supposed to allow for shields. That seems like an oversight. </p><p></p><p>True Life is a very interesting design to me. Firstly, spending a hit dice when you have mending cast on you is neat, and I was actually considering applying this to all healing spells just recently. Additionally, you can be affected by Cure Wounds, Spare the Dying and Healing Word... but not a lot of other healing spells. However, there is an out here: <strong>"your creator designed you to benefit"</strong> This could allow both for DMs to have the creator design the creature to be affected by more spells, and to have them designed to be affected by fewer. It isn't explicit, but it is useful to note. </p><p><span style="font-size: 22px"><strong></strong></span></p><p><span style="font-size: 22px"><strong><strong>Giff:</strong></strong></span></p><p></p><p>I like the Hippo Build Ability, and I don't know if I'd prefer all Powerful Build's to be rewritten with this in mind, or if I'd rather have more "unique" builds like Hippo Build and Equine Build that allow for some tailoring of abilities. </p><p></p><p>I do agree that Damage Dealer is a bit... soulless. I like it on one hand, but I think I would prefer it on a different big-and-strong race, not this one.</p><p></p><p><span style="font-size: 22px"><strong>Hadozee:</strong></span></p><p></p><p>Never heard of these guys before now... but man is there a missed opportunity here. Especially if we are considering more interesting racial abilities. We have an entire paragraph devoted to making them sound even more social than humans, they thrive because they band together with others to survive... and nothing. Not a single ability to make them more social than average. </p><p></p><p>Taking a look at the Simic Glide, this one is clearly much more powerful. I like the reaction "ignore fall damage" I think that's fine but I am slightly concerned by the 5 ft per 1 ft slope. Simic's get 2 per 1. One thing I would do, is I would say that you can't fall 5 ft unless you fall prone and take 1d6 damage. This is important in a simulationist manner, which I generally hate, but you need space to land on your feet, and if you are only a foot up... your nose smashes the ground very quickly. </p><p></p><p>And I'd stick with the Simic Glide I think. 2 ft per 1 foot is still really good, I don't think that is limiting people in a serious way, so if you fall 30ft, you can land on your ft 50 ft away, or face plant 60 ft away. That is still significant, and I don't thin you really need to be 125 ft and 150 ft</p><p></p><p>I like the Use Object as a bonus action... but they need to seriously engage in some defining what the heck that means. I've been playing a thief, and I'm constantly having to confirm and discuss whether doing something like throwing alchemist fire is "Use Object" or "an attack" or if using a magic item is "Use Object" or how it interacts with using tools and whether that allows you to use your action and bonus action to use the same object twice. </p><p></p><p></p><p><span style="font-size: 22px"><strong>Plasmoid:</strong></span></p><p></p><p>Okay... I love having a slime race. This is amazing, I love it, and everyone I've talked to loves it. </p><p></p><p>However, I don't think I'm super into the design. Natural Resilience and Hold Breath are neat, but Amorphous has me wondering a lot of things. For example, should I get advantage on a save against being restrained by vines? I can move through a space 1 inch wide, so since my head is free, shouldn't I be able to just move out of being restrained or grappled? </p><p></p><p>Additionally, I agree with another poster that the longer limbs and being able to stretch yourself makes a ton of sense for this type of being. And they should have some sort of natural attack, because they are going to be naked more than anyone else. </p><p></p><p>The more I think of what they SHOULD be able to do... the more I think we need a racial feat for them. There are a lot of abilities that "I am a slime person" makes me imagine I can do, and a PC can't have all of them it is too much. </p><p></p><p>So... I think drop Natural Resilience for a natural acid attack. Allow the psuedopod to use this natural attack, but not wield weapons. Then the feat can add in the natural resilience, increase the acid damage, and allow the psuedopods to wield weapons. </p><p></p><p>Also, note. There is no listed limit to the number of psuedopods you can have. This doesn't help you take more actions, but you could have a dozen extra limbs at any given time, which is fun. </p><p></p><p>Edit: huh... a shield is 6 lbs. There is nothing that prevents a dedicated psuedopod shield.</p><p></p><p></p><p><span style="font-size: 22px"><strong>Thri-Kreen:</strong></span></p><p></p><p>Really, not much to say here. It is pretty awesome, lots of cool abilities. The major power here isn't something that is likely to affect my games too much. I don't really worry about "handedness" very much, because you can usually cheese it to achieve the same or very similar results. </p><p></p><p>However, there are a lot of things you can do now that are pretty nasty. Dual-Wielding with a Shield. Dual wielding and using a Crossbow for ranged attacks (limited to d6 light weapons, but a heavy crossbow) Having Dual-Wield, Shield, and spellcasting all at the same time. Other than the ways to get shields, I'm not sure if anything here is going to affect my games </p><p></p><p>So, I think that Thri-Kreen are going to have a lot of rangers and rogues. Advantage on all stealth, and having more hands than you know what to do with is useful for both of them. Plus, telepathy. </p><p></p><p></p><p>Also, one last thing. I want to just do a quick run through of "what do each of them get" Spoiling in case it ends up long</p><p></p><p>[SPOILER="Summary of all abilities "]</p><p></p><p><strong>Astral Elf</strong>: Cantrip, darkvision, Ancestry advantages, perception skill, revive on death save, Trance and +2 proficiencies</p><p></p><p><strong>Autognome</strong>: Is construct, armor, +1d4 on any roll prof times, resistance poison, paralysis, immune disease, cantrip healing with HD</p><p></p><p><strong>Giff</strong>: Swim speed, advantage strength, reroll 1's on damage</p><p></p><p><strong>Hadodeeze</strong>: climb speed, bonus action object, immune to fall, glide speed</p><p></p><p><strong>Plasmoid</strong>: Is Ooze, move through 1 in space, advantage grapples, hold breath, Darkvision, resist acid and poison, psuedopods and can be formless</p><p></p><p><strong>Thri-Kreen</strong>: Is Monstrosity, armored, advantage on stealth for action, darkvision, secondary arms, telepathy</p><p></p><p>[/SPOILER]</p><p></p><p>So, just looking through it, Giff and Hadodeeze are lacking compared to the others. Thri-kreen are very powerful. Plasmoid are potentially more powerful than you would think, but they are also very niche in what makes them powerful comparatively.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8421702, member: 6801228"] Woof, finally caught up. A few things:[SIZE=6][/SIZE] [B][SIZE=6]Astral Elf:[/SIZE][/B] I really love the idea of Trance Proficiencies and I hope it becomes standard for all elves. And even if it doesn't I might just make it that way anyways. Trance has previously been a weird "not sleep" thing with few reasons to even care about it. Then in Mordenkainen's we got a bit of "visiting your past lives" as some fluff, but now we have a mechanic that ties into this. And I love it. This truly helps elves seem mystical and strange. I also see that they have the new version of Fey Ancestry. I'm not positive about the Astral Fire ability, like a few others pointed out, they have darkvision, so Dancing Lights and Light is less useful generally. Radiant Soul is really cool though. [SIZE=6][B]Autognome:[/B][/SIZE] Not much to add that other people haven't said. I do think the "Amored Casing" is supposed to allow for shields. That seems like an oversight. True Life is a very interesting design to me. Firstly, spending a hit dice when you have mending cast on you is neat, and I was actually considering applying this to all healing spells just recently. Additionally, you can be affected by Cure Wounds, Spare the Dying and Healing Word... but not a lot of other healing spells. However, there is an out here: [B]"your creator designed you to benefit"[/B] This could allow both for DMs to have the creator design the creature to be affected by more spells, and to have them designed to be affected by fewer. It isn't explicit, but it is useful to note. [SIZE=6][B] [B]Giff:[/B][/B][/SIZE] I like the Hippo Build Ability, and I don't know if I'd prefer all Powerful Build's to be rewritten with this in mind, or if I'd rather have more "unique" builds like Hippo Build and Equine Build that allow for some tailoring of abilities. I do agree that Damage Dealer is a bit... soulless. I like it on one hand, but I think I would prefer it on a different big-and-strong race, not this one. [SIZE=6][B]Hadozee:[/B][/SIZE] Never heard of these guys before now... but man is there a missed opportunity here. Especially if we are considering more interesting racial abilities. We have an entire paragraph devoted to making them sound even more social than humans, they thrive because they band together with others to survive... and nothing. Not a single ability to make them more social than average. Taking a look at the Simic Glide, this one is clearly much more powerful. I like the reaction "ignore fall damage" I think that's fine but I am slightly concerned by the 5 ft per 1 ft slope. Simic's get 2 per 1. One thing I would do, is I would say that you can't fall 5 ft unless you fall prone and take 1d6 damage. This is important in a simulationist manner, which I generally hate, but you need space to land on your feet, and if you are only a foot up... your nose smashes the ground very quickly. And I'd stick with the Simic Glide I think. 2 ft per 1 foot is still really good, I don't think that is limiting people in a serious way, so if you fall 30ft, you can land on your ft 50 ft away, or face plant 60 ft away. That is still significant, and I don't thin you really need to be 125 ft and 150 ft I like the Use Object as a bonus action... but they need to seriously engage in some defining what the heck that means. I've been playing a thief, and I'm constantly having to confirm and discuss whether doing something like throwing alchemist fire is "Use Object" or "an attack" or if using a magic item is "Use Object" or how it interacts with using tools and whether that allows you to use your action and bonus action to use the same object twice. [SIZE=6][B]Plasmoid:[/B][/SIZE] Okay... I love having a slime race. This is amazing, I love it, and everyone I've talked to loves it. However, I don't think I'm super into the design. Natural Resilience and Hold Breath are neat, but Amorphous has me wondering a lot of things. For example, should I get advantage on a save against being restrained by vines? I can move through a space 1 inch wide, so since my head is free, shouldn't I be able to just move out of being restrained or grappled? Additionally, I agree with another poster that the longer limbs and being able to stretch yourself makes a ton of sense for this type of being. And they should have some sort of natural attack, because they are going to be naked more than anyone else. The more I think of what they SHOULD be able to do... the more I think we need a racial feat for them. There are a lot of abilities that "I am a slime person" makes me imagine I can do, and a PC can't have all of them it is too much. So... I think drop Natural Resilience for a natural acid attack. Allow the psuedopod to use this natural attack, but not wield weapons. Then the feat can add in the natural resilience, increase the acid damage, and allow the psuedopods to wield weapons. Also, note. There is no listed limit to the number of psuedopods you can have. This doesn't help you take more actions, but you could have a dozen extra limbs at any given time, which is fun. Edit: huh... a shield is 6 lbs. There is nothing that prevents a dedicated psuedopod shield. [SIZE=6][B]Thri-Kreen:[/B][/SIZE] Really, not much to say here. It is pretty awesome, lots of cool abilities. The major power here isn't something that is likely to affect my games too much. I don't really worry about "handedness" very much, because you can usually cheese it to achieve the same or very similar results. However, there are a lot of things you can do now that are pretty nasty. Dual-Wielding with a Shield. Dual wielding and using a Crossbow for ranged attacks (limited to d6 light weapons, but a heavy crossbow) Having Dual-Wield, Shield, and spellcasting all at the same time. Other than the ways to get shields, I'm not sure if anything here is going to affect my games So, I think that Thri-Kreen are going to have a lot of rangers and rogues. Advantage on all stealth, and having more hands than you know what to do with is useful for both of them. Plus, telepathy. Also, one last thing. I want to just do a quick run through of "what do each of them get" Spoiling in case it ends up long [SPOILER="Summary of all abilities "] [B]Astral Elf[/B]: Cantrip, darkvision, Ancestry advantages, perception skill, revive on death save, Trance and +2 proficiencies [B]Autognome[/B]: Is construct, armor, +1d4 on any roll prof times, resistance poison, paralysis, immune disease, cantrip healing with HD [B]Giff[/B]: Swim speed, advantage strength, reroll 1's on damage [B]Hadodeeze[/B]: climb speed, bonus action object, immune to fall, glide speed [B]Plasmoid[/B]: Is Ooze, move through 1 in space, advantage grapples, hold breath, Darkvision, resist acid and poison, psuedopods and can be formless [B]Thri-Kreen[/B]: Is Monstrosity, armored, advantage on stealth for action, darkvision, secondary arms, telepathy [/SPOILER] So, just looking through it, Giff and Hadodeeze are lacking compared to the others. Thri-kreen are very powerful. Plasmoid are potentially more powerful than you would think, but they are also very niche in what makes them powerful comparatively. [/QUOTE]
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