While Fizban is a strong reference to Dragonlance, said to be the Avatar of Paladine or Paladine mortal disguise, the other three named spells reference dragons from the Forgotten Realms.
Fizban is specifically the aspect of Paladine that kenders follow. Insomuch as they have the attention to follow anything that's not right in front of them with a "Danger: Do Not Touch Under Any Circumstances" sign on it.
While Fizban is a strong reference to Dragonlance, said to be the Avatar of Paladine or Paladine mortal disguise, the other three named spells reference dragons from the Forgotten Realms.
Icingdeath is the common name of Ingeloakastimizilian, a Great White Dragon that was slain by Drizzt Do'Urden and Wulfgar. He would then name the scimitar he found in the dragon's hoard after the slain dragon.
Raulothim, The Silent Shadow, was an immensely powerful Emerald Dragon from the Forgotten Realms that was so skilled in magic and psionics that he had over 400 hundred battle-related spells in his arsenal and fought with an array of animated Wands and Staves.
Nathair, full name Nathair Sgiathach, is one of the gods of the draconic pantheon in the Forgotten Realms. Specifically, he is the god of pseudodragons and faerie dragons, which explains the connection to fey magic in the spell named after him.
Yeah I had a Fey Warlock with Nathair as a Patron. Until my mean DM TPK'd us.
That's what happens when a player insists on pushing the 'Party Button' at every opportunity. There's a reason the buttons are labeled "DANGER", not "PARTY".
Again: kender are great for an author who wants to push an agenda and has complete control of a story. They are super annoying but vaguely tolerable as incidental NPCs, in the hands of a GM who knows how to use them sparingly and both tactically and tactfully. They are absolutely horrible as PCs expected to get on with the serious business of Adventuring.
Anyways.
I know everybody's flipping schitts over Raulothim's Lance, all "OH EM GEE SO BROKEN!" , but can we take a moment to talk about how cool it is that this spell works completely differently if you know the target's name? As cool as D&D's magic system is (and it very much is, the magic system is one of the highlights of the game), it often has issues really feeling like magic instead of a suite of video game superpowers. We could use more spells that have altered effects if someone fulfills an omen prior to casting, such as Naming the target or acquiring a sympathetic link (strand of hair, drop of blood, precious item, the like), rather than just caster-shelling things.
I know everybody's flipping schitts over Raulothim's Lance, all "OH EM GEE SO BROKEN!" , but can we take a moment to talk about how cool it is that this spell works completely differently if you know the target's name? As cool as D&D's magic system is (and it very much is, the magic system is one of the highlights of the game), it often has issues really feeling like magic instead of a suite of video game superpowers. We could use more spells that have altered effects if someone fulfills an omen prior to casting, such as Naming the target or acquiring a sympathetic link (strand of hair, drop of blood, precious item, the like), rather than just caster-shelling things.
I can't agree with this more. Some spells just don't *feel* like magic, especially if you have a DM who really "sticks to RAW". It is beyond annoying that my projectile Eldritch Blast of raw force can't even be mustered at all if I intend to attack an object. And my fire bolt, capable of outright killing a common person twice over, is defeated by a flimsy bit of glass because even glass is "technically" total cover and I can't even try to then target the person on the other side. Not only that, but since it's total cover I can't even use non-projectile magic like a charm or illusion, even thought I'm only two feet away and can see them perfectly?! Or an evoker can't just drop a fireball at their feet, staying safe with sculpt spells, to get the enemies surrounding him, all because somebody turned out the lights and he's a human without darkvision?
So, yes, I do like some of the changes they're introducing. With tasha's we got Telepathic and the way you can use Detect Thoughts to become aware of somebody, even if they're behind total cover, and still read their thoughts - it'll take 2 actions instead of 1, but such an interesting change that, although a small change, really makes that spell feel more like how magic should work.
And now with the Lance. Sure, bit broken, but using the target's name to enhance the spell? That's damn good. We need more of that. To my knowledge there are only two things that work similar from earlier: Scrying and Teleport. For teleport your familiarity with the location changed how accurate it was, and having an object from that location guaranteed success. Scrying had the DC of the saving throw changed depending on your familiarity with the target. Changing DCs/accuracy based on how familiar you are with the target just makes the magic more immersive. So more spells like these is just better. It's not more complicated, it adds so much more nuance and depth to spellcasting.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I don't want to go back to the days of 2nd and 3rd edition, where we had spells that were so hyper-specialized that they would basically only affect left-handed trolls named Phil and nothing else, but stuff like the Lance is interesting.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I don't want to go back to the days of 2nd and 3rd edition, where we had spells that were so hyper-specialized that they would basically only affect left-handed trolls named Phil and nothing else, but stuff like the Lance is interesting.
That's what Phil gets for pissing off the wizard.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
I like most of this. I don't usually play Dragonborn but I have a player whose basketry is that he was part of a crime syndicate made up entirely of Dragonborn. He will be facing off against members of that gang soon so it will be fun to test this out.
That's what happens when a player insists on pushing the 'Party Button' at every opportunity. There's a reason the buttons are labeled "DANGER", not "PARTY".
Again: kender are great for an author who wants to push an agenda and has complete control of a story. They are super annoying but vaguely tolerable as incidental NPCs, in the hands of a GM who knows how to use them sparingly and both tactically and tactfully. They are absolutely horrible as PCs expected to get on with the serious business of Adventuring.
Anyways.
I know everybody's flipping schitts over Raulothim's Lance, all "OH EM GEE SO BROKEN!" , but can we take a moment to talk about how cool it is that this spell works completely differently if you know the target's name? As cool as D&D's magic system is (and it very much is, the magic system is one of the highlights of the game), it often has issues really feeling like magic instead of a suite of video game superpowers. We could use more spells that have altered effects if someone fulfills an omen prior to casting, such as Naming the target or acquiring a sympathetic link (strand of hair, drop of blood, precious item, the like), rather than just caster-shelling things.
Nah it was a new DM and she chained two deadly encounters that flowed into one another without break. Nothing to do with party buttons. That said I agree that Kenders are a bad remnant of 2nd edition rogues who stole from their own party. Immune to fear kleptomaniac skinny Halflings are broken.
I feel like the flavor text of Draconic Roar would appeal to roughly 0% of current kobold users. I think they will see a lot of pushback on this in the survey.
My group has always joked that every time a kobold crits it levels up into something more badass - this would be a fine example of an "upgraded" kobold. But sometimes you just wanna play the sneaky coward comic relief kind of character that the current kobold does perfectly. This just feels like a small dragonborn.
Im see that most people share in my disappointment for one specific spell:
Draconic Transformation
7th-level transmutation
Casting Time: 1 bonus action Range:
Self Components: V, S, M (a statuette of a dragon, worth at least 500 gp)
Duration: Concentration, up to 1 minute
With a roar, you draw on the magic of dragons to transform yourself, taking on various draconic features. You gain the following benefits until the spell ends:
• You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
• Incorporeal wings sprout from your back, giving you a flying speed of 40 feet.
• When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale a breath of shimmering energy in a 30- foot cone. Each creature in the area must make a Dexterity saving throw, taking 3d8 force damage on a failed save or half as much damage on a successful one.
What would make this spell work though? In almost every way Tasha's Otherworldly Guise, is better, and is one spell lvl lower. id really like to see what people think would possible work better. For me, one option i think would be good is to drop this to a 5th lvl (or lower. Honestly i think it would be okay if it started as a 3rd lvl spell, cast it at higher lvls and you might get more breath attack damage or something.) spell instead. might be more tempting to get this before Tasha's Otherworldly Guise, and then have to decided if you want to trade it or not. One other thought that i had was to either make this spell last longer, or drop the concentration. either of those might make this spell at least a little bit more tempting than as it sits right now.
P.S. anybody else really wish that Drake Warden Ranger would get access to Summon Draconic Spirit? might be overpowered as shit have both a drake and a dragon buddy, but...i cant help but think that it would be really really REALLY COOL looking.
I'm super annoyed at the fact that none of the spells are available for Clerics or Paladins. Especially Paladins. Even if once they tamp it down, as long as it still has the name aspect, Psychic Lance has Vengeance Paladin written all over it.
I mean, it's not like Clerics and Paladins need the boost. They have great spell lists already.
Tbh, what I'd do is remove Wizards from the list of classes that can learn these spells as well (though I know that will never happen.) Sorcs, Druids, Rangers l, and Artis need them more.
I mean, it's not like Clerics and Paladins need the boost. They have great spell lists already.
They also have really short spell lists. That's kind of the issue.
Well, they weren't going to get any of the named ones added to the generic spell list. And the rest are all on the druid and/or ranger lists, so that's something. I could see Summon Draconic Spirit being added to a dragon-themed Divine Domain or Sacred Oath, but that's about it.
So Dragonlance is being teased. Time to prepare the background of my Kender. I haven't given my DM's enough hart problems in a while.
No its not. 90% of the Lore of this UA is FR lore not DL lore, there are no Draconians, Gem Dragons aren't a thing on Kynn and Kynn surpresses Psionics apparently. Does Kyrnn has Kobolds even?
Fizban's mention is an outlier with better reasons then DL 5e is coming for his mention (such as he might be a Planeswalker in the up coming Forgotten Realms MtG set) or its a VGTM style book with a Dragon chapter, and they just added abunch of Dragon flavoured stuff in.
I feel like the flavor text of Draconic Roar would appeal to roughly 0% of current kobold users. I think they will see a lot of pushback on this in the survey.
My group has always joked that every time a kobold crits it levels up into something more badass - this would be a fine example of an "upgraded" kobold. But sometimes you just wanna play the sneaky coward comic relief kind of character that the current kobold does perfectly. This just feels like a small dragonborn.
well as it's an option I see no problem with it.. you have beg cower and grovel kobold and you have the new swolbold. I play kobolds and the new one appeals to me so your already wrong sorry :S. Draconic Roar a bit odd for a name yeah, I'd probably tried to come up with something different but Im not gonna sweat it at all since i don't have a good alternative name for it (Kobold tricksyness? Kobold crafyness? I dunno) maybe when my Allosaurus riding Kobold comes bursting through the bushes and roars people will be in more of a disarray over how dang cute it sounds than THACK javelin to the face and some nom noms.
Never played my kobold as a coward so beg and cower was a major meh to me when playing, always used it as a kinda distraction power or something instead, could do the same thing with the new roar. Hell our last campaign we freed some slaves from a ship expecting like humans or elves or something but as we cracked open the heavy door a kobold charged us with a rusty nail to protect the other 5 kobolds in it. That guy sure didn't use "beg cower and grovel" ended up talking them down and getting em off the boat, exposed a blood sport ring in the city they where being sold too.
I mean, it's not like Clerics and Paladins need the boost. They have great spell lists already.
They also have really short spell lists. That's kind of the issue.
And it kind of stands out when you've managed to grant spells to literally every other spellcasting class, including half casters. I mean, I'm glad the Ranger's getting something, and it makes me wonder if they aren't tweaking the Drakewarden to actually get spells, but either way, leaving clerics and Paladins out seems unjustified.
Having the Drake Warden get Summon Draconic Spirit would be awesome. And it would really fit the picture of a Dragon Master. It would be pretty powerful but you wouldn't get it until 17th level and who isn't overpowered by that point. If Wizards can cast Wish, my Ranger can have two Dragons.
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You mean the: "Let's party button"?
Yeah I had a Fey Warlock with Nathair as a Patron. Until my mean DM TPK'd us.
That's what happens when a player insists on pushing the 'Party Button' at every opportunity. There's a reason the buttons are labeled "DANGER", not "PARTY".
Again: kender are great for an author who wants to push an agenda and has complete control of a story. They are super annoying but vaguely tolerable as incidental NPCs, in the hands of a GM who knows how to use them sparingly and both tactically and tactfully. They are absolutely horrible as PCs expected to get on with the serious business of Adventuring.
Anyways.
I know everybody's flipping schitts over Raulothim's Lance, all "OH EM GEE SO BROKEN!" , but can we take a moment to talk about how cool it is that this spell works completely differently if you know the target's name? As cool as D&D's magic system is (and it very much is, the magic system is one of the highlights of the game), it often has issues really feeling like magic instead of a suite of video game superpowers. We could use more spells that have altered effects if someone fulfills an omen prior to casting, such as Naming the target or acquiring a sympathetic link (strand of hair, drop of blood, precious item, the like), rather than just caster-shelling things.
Please do not contact or message me.
I can't agree with this more. Some spells just don't *feel* like magic, especially if you have a DM who really "sticks to RAW". It is beyond annoying that my projectile Eldritch Blast of raw force can't even be mustered at all if I intend to attack an object. And my fire bolt, capable of outright killing a common person twice over, is defeated by a flimsy bit of glass because even glass is "technically" total cover and I can't even try to then target the person on the other side. Not only that, but since it's total cover I can't even use non-projectile magic like a charm or illusion, even thought I'm only two feet away and can see them perfectly?! Or an evoker can't just drop a fireball at their feet, staying safe with sculpt spells, to get the enemies surrounding him, all because somebody turned out the lights and he's a human without darkvision?
So, yes, I do like some of the changes they're introducing. With tasha's we got Telepathic and the way you can use Detect Thoughts to become aware of somebody, even if they're behind total cover, and still read their thoughts - it'll take 2 actions instead of 1, but such an interesting change that, although a small change, really makes that spell feel more like how magic should work.
And now with the Lance. Sure, bit broken, but using the target's name to enhance the spell? That's damn good. We need more of that. To my knowledge there are only two things that work similar from earlier: Scrying and Teleport. For teleport your familiarity with the location changed how accurate it was, and having an object from that location guaranteed success. Scrying had the DC of the saving throw changed depending on your familiarity with the target. Changing DCs/accuracy based on how familiar you are with the target just makes the magic more immersive. So more spells like these is just better. It's not more complicated, it adds so much more nuance and depth to spellcasting.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I don't want to go back to the days of 2nd and 3rd edition, where we had spells that were so hyper-specialized that they would basically only affect left-handed trolls named Phil and nothing else, but stuff like the Lance is interesting.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
That's what Phil gets for pissing off the wizard.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
For sure, but it's inconvenient when you realize you're actually facing his twin brother, Chuck.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I like most of this. I don't usually play Dragonborn but I have a player whose basketry is that he was part of a crime syndicate made up entirely of Dragonborn. He will be facing off against members of that gang soon so it will be fun to test this out.
Nah it was a new DM and she chained two deadly encounters that flowed into one another without break. Nothing to do with party buttons. That said I agree that Kenders are a bad remnant of 2nd edition rogues who stole from their own party. Immune to fear kleptomaniac skinny Halflings are broken.
I feel like the flavor text of Draconic Roar would appeal to roughly 0% of current kobold users. I think they will see a lot of pushback on this in the survey.
My group has always joked that every time a kobold crits it levels up into something more badass - this would be a fine example of an "upgraded" kobold. But sometimes you just wanna play the sneaky coward comic relief kind of character that the current kobold does perfectly. This just feels like a small dragonborn.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Im see that most people share in my disappointment for one specific spell:
Draconic Transformation
7th-level transmutation
Casting Time: 1 bonus action Range:
Self Components: V, S, M (a statuette of a dragon, worth at least 500 gp)
Duration: Concentration, up to 1 minute
With a roar, you draw on the magic of dragons to transform yourself, taking on various draconic features. You gain the following benefits until the spell ends:
• You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
• Incorporeal wings sprout from your back, giving you a flying speed of 40 feet.
• When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale a breath of shimmering energy in a 30- foot cone. Each creature in the area must make a Dexterity saving throw, taking 3d8 force damage on a failed save or half as much damage on a successful one.
What would make this spell work though? In almost every way Tasha's Otherworldly Guise, is better, and is one spell lvl lower. id really like to see what people think would possible work better. For me, one option i think would be good is to drop this to a 5th lvl (or lower. Honestly i think it would be okay if it started as a 3rd lvl spell, cast it at higher lvls and you might get more breath attack damage or something.) spell instead. might be more tempting to get this before Tasha's Otherworldly Guise, and then have to decided if you want to trade it or not. One other thought that i had was to either make this spell last longer, or drop the concentration. either of those might make this spell at least a little bit more tempting than as it sits right now.
P.S. anybody else really wish that Drake Warden Ranger would get access to Summon Draconic Spirit? might be overpowered as shit have both a drake and a dragon buddy, but...i cant help but think that it would be really really REALLY COOL looking.
I'm super annoyed at the fact that none of the spells are available for Clerics or Paladins. Especially Paladins. Even if once they tamp it down, as long as it still has the name aspect, Psychic Lance has Vengeance Paladin written all over it.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I mean, it's not like Clerics and Paladins need the boost. They have great spell lists already.
Tbh, what I'd do is remove Wizards from the list of classes that can learn these spells as well (though I know that will never happen.) Sorcs, Druids, Rangers l, and Artis need them more.
Really love the Gem Dragonborn. I wanna make an emerald dragonborn bear totem barbarian that resists everything!
They also have really short spell lists. That's kind of the issue.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Well, they weren't going to get any of the named ones added to the generic spell list. And the rest are all on the druid and/or ranger lists, so that's something. I could see Summon Draconic Spirit being added to a dragon-themed Divine Domain or Sacred Oath, but that's about it.
No its not. 90% of the Lore of this UA is FR lore not DL lore, there are no Draconians, Gem Dragons aren't a thing on Kynn and Kynn surpresses Psionics apparently. Does Kyrnn has Kobolds even?
Fizban's mention is an outlier with better reasons then DL 5e is coming for his mention (such as he might be a Planeswalker in the up coming Forgotten Realms MtG set) or its a VGTM style book with a Dragon chapter, and they just added abunch of Dragon flavoured stuff in.
well as it's an option I see no problem with it.. you have beg cower and grovel kobold and you have the new swolbold. I play kobolds and the new one appeals to me so your already wrong sorry :S. Draconic Roar a bit odd for a name yeah, I'd probably tried to come up with something different but Im not gonna sweat it at all since i don't have a good alternative name for it (Kobold tricksyness? Kobold crafyness? I dunno) maybe when my Allosaurus riding Kobold comes bursting through the bushes and roars people will be in more of a disarray over how dang cute it sounds than THACK javelin to the face and some nom noms.
Never played my kobold as a coward so beg and cower was a major meh to me when playing, always used it as a kinda distraction power or something instead, could do the same thing with the new roar. Hell our last campaign we freed some slaves from a ship expecting like humans or elves or something but as we cracked open the heavy door a kobold charged us with a rusty nail to protect the other 5 kobolds in it. That guy sure didn't use "beg cower and grovel" ended up talking them down and getting em off the boat, exposed a blood sport ring in the city they where being sold too.
And it kind of stands out when you've managed to grant spells to literally every other spellcasting class, including half casters. I mean, I'm glad the Ranger's getting something, and it makes me wonder if they aren't tweaking the Drakewarden to actually get spells, but either way, leaving clerics and Paladins out seems unjustified.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Having the Drake Warden get Summon Draconic Spirit would be awesome. And it would really fit the picture of a Dragon Master. It would be pretty powerful but you wouldn't get it until 17th level and who isn't overpowered by that point. If Wizards can cast Wish, my Ranger can have two Dragons.