Human for DND 5e - Allows you to take the mobile feat from the beginning.
Aasimar for One DND - The spells + resistances are not bad and the transformation is somewhat reminiscent of DB's super saiyan. Flying even if for only 1 minute is very handy.
I find interesting the concept that it is the background that decides the distribution of character characteristic points and not the race. This allows you to make the race you like best, after that it will become just a choice race powers. But I am convinced that they should increase the number of background and also origin feats.
Flying, even for just 1 minute per long rest is extremely helpful. The Aasimar has several powers, which allow it to be more adaptable. Flying is not a necessity, but at certain times it is very convenient. As well as the spell light or do more damage, and have resistance to 2 types of damage. Not to mention dark vision. So even though flying for 1 minute seems little, if you put all the other powers of the Aasimar together, I find it to be one of the best races present for the time being.
The flight is also bundled in with a combat effect, and sharing that once-a-day activation with two other options that are almost entirely combat focused.
It's not that it's not useful, it's that it's once per day, and its duration is so short that there's a lot of pressure to save it for a combat where I need it. and an ability I'm saving all the time might as well be an ability I don't actually have, and even worse, has the potential to become an ability I don't remember I had when it could have been very useful.
I'd absolutely rather have flight with a duration that could be plausibly used for transportation, or for artistic or athletic pursuits, but it's also clear that they don't want PHB Third-level species that are spending every combat flying, so I'm uncertain where to thread that needle.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
The monk is already very mobile without having to fly. Its movement, Slow Fall and Acrobatic Movement allow it to use the surrounding terrain to fight in the air without necessarily having to fly (trees, cliffs, columns, walls, and other possible vertical elements). Although it is also true that the monk must already be at a certain level to use these tactics, it is also true that being able to fly makes it futile for it to use Slow Fall and Acrobatic Movement. Even though I would have liked the monk at a certain level to also be able to run through the air.
What I meant was that although flying is useful, it is not really essential for the monk, and I can understand that for some people having a player who can fly in every fight might make the game frustrating.
I just love playing dwarves. So I make all my character race dwarf. It’s my favorite race.
Human for DND 5e - Allows you to take the mobile feat from the beginning.
Aasimar for One DND - The spells + resistances are not bad and the transformation is somewhat reminiscent of DB's super saiyan. Flying even if for only 1 minute is very handy.
I find interesting the concept that it is the background that decides the distribution of character characteristic points and not the race. This allows you to make the race you like best, after that it will become just a choice race powers. But I am convinced that they should increase the number of background and also origin feats.
Flying for 1 minute once per day is not even worth having. The Developers could have just left that off.
Flying, even for just 1 minute per long rest is extremely helpful. The Aasimar has several powers, which allow it to be more adaptable. Flying is not a necessity, but at certain times it is very convenient. As well as the spell light or do more damage, and have resistance to 2 types of damage. Not to mention dark vision. So even though flying for 1 minute seems little, if you put all the other powers of the Aasimar together, I find it to be one of the best races present for the time being.
The flight is also bundled in with a combat effect, and sharing that once-a-day activation with two other options that are almost entirely combat focused.
It's not that it's not useful, it's that it's once per day, and its duration is so short that there's a lot of pressure to save it for a combat where I need it. and an ability I'm saving all the time might as well be an ability I don't actually have, and even worse, has the potential to become an ability I don't remember I had when it could have been very useful.
I'd absolutely rather have flight with a duration that could be plausibly used for transportation, or for artistic or athletic pursuits, but it's also clear that they don't want PHB Third-level species that are spending every combat flying, so I'm uncertain where to thread that needle.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
The monk is already very mobile without having to fly. Its movement, Slow Fall and Acrobatic Movement allow it to use the surrounding terrain to fight in the air without necessarily having to fly (trees, cliffs, columns, walls, and other possible vertical elements). Although it is also true that the monk must already be at a certain level to use these tactics, it is also true that being able to fly makes it futile for it to use Slow Fall and Acrobatic Movement. Even though I would have liked the monk at a certain level to also be able to run through the air.
What I meant was that although flying is useful, it is not really essential for the monk, and I can understand that for some people having a player who can fly in every fight might make the game frustrating.
Fairy - fly speed, plus faerie fire, plus enlarge