Plasmoid is great if your DM likes explosives. Oh, a trap? I’ll do it from 10 feet away.
Well, you can do that, but the pseudopod is still part of you so the Plasmoid would still get hurt or at least partially caught in it unless we're talking about dropping floor type traps. However, I think the pseudopod can work as periscope to peak around corners etc. It mentions it uses ganglia for touch/taste/hearing/sight, but it doesn't situate said ganglia anywhere on the amorphous body, so I don't see why a PC or Monster plasmoid couldn't say they're budding a pseudopod to peak with and use it to look around corners or high windows and the like.
Overall, I like these UA I think they're neat, but I also am enjoying the more critical insight being provided in this thread.
Psi warrior subclass features on top of soul knife features. Thri-kreen have Psionic abilities and lore, I figured it would work mechanically and thematically. The fighter base class gives nice goodies with shield proficiency, action surge, second wind, and fighting style. The psi warrior gives a separate pool of psi die whose number of uses scale with proficiency. 1d6+int mod extra damage is kind of like a sneak attack supplement. The reaction damage reduction is small but available almost everything that uncanny dodge can’t help you with, and can help your allies. The object/creature movement can be situationally useful too.
Plasmoid is great if your DM likes explosives. Oh, a trap? I’ll do it from 10 feet away.
Well, you can do that, but the pseudopod is still part of you so the Plasmoid would still get hurt or at least partially caught in it unless we're talking about dropping floor type traps. However, I think the pseudopod can work as periscope to peak around corners etc. It mentions it uses ganglia for touch/taste/hearing/sight, but it doesn't situate said ganglia anywhere on the amorphous body, so I don't see what a PC or Monster plasmoid couldn't say they're budding a pseudopod to peak with and use it to look around corners or high windows and the like.
Overall, I like these UA I think they're neat, but I also am enjoying the more critical insight being provided in this thread.
Yeah but you WONT get permanently maimed. And decapitation is a non-issue.
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Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
The Thri-Kreen are so puzzling to me -- they're so different from the current monster stat blocks that I have to wonder if those are going to get changed as well. I get that you can't give a player race quite as many features as NPCs, but I was still expecting straight advantage on stealth, and a bite or claw attack (I'm fine living without the long jump).
I've played Thri-Kreen in Desert Sun a couple times, but I've never encountered them in Spelljammer. Are they mechanically different there?
I dont know if this has already been mentioned, but one interesting use for the Thri-Kreen's extra arms could be for a Thrown Weapon Fighter build. If you focus one throwing Daggers, Handaxes, or Light Hammers (which are all Light weapons), you can draw and throw them with your smaller arms while maintaining a Two-Handed weapon or weapon+shield with your main hands. In other words, you would be a character which could have a strong melee presence as well as a mid-ranged option which can be used simultaneously and without sacrificing your big equipment for drawing/throwing the weapons
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I dont know if this has already been mentioned, but one interesting use for the Thri-Kreen's extra arms could be for a Thrown Weapon Fighter build. If you focus one throwing Daggers, Handaxes, or Light Hammers (which are all Light weapons), you can draw and throw them with your smaller arms while maintaining a Two-Handed weapon or weapon+shield with your main hands. In other words, you would be a character which could have a strong melee presence as well as a mid-ranged option which can be used simultaneously and without sacrificing your big equipment for drawing/throwing the weapons
I was thinking the same basic thing but with the Hand Crossbow and Crossbow Expert
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding
I dont know if this has already been mentioned, but one interesting use for the Thri-Kreen's extra arms could be for a Thrown Weapon Fighter build. If you focus one throwing Daggers, Handaxes, or Light Hammers (which are all Light weapons), you can draw and throw them with your smaller arms while maintaining a Two-Handed weapon or weapon+shield with your main hands. In other words, you would be a character which could have a strong melee presence as well as a mid-ranged option which can be used simultaneously and without sacrificing your big equipment for drawing/throwing the weapons
I was thinking the same basic thing but with the Hand Crossbow and Crossbow Expert
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding
Thats a good idea too, arguably better since you can also use the hand crossbow as a long ranged option at 120ft (albeit at disadvantage)
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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 love the Thri-Kreen more and more each time I come up with ways the extra arms can allow for some crazy build ideas. BUT, and I hate say this, it may be too good.
The Thri-Kreen are so puzzling to me -- they're so different from the current monster stat blocks that I have to wonder if those are going to get changed as well. I get that you can't give a player race quite as many features as NPCs, but I was still expecting straight advantage on stealth, and a bite or claw attack (I'm fine living without the long jump).
I've played Thri-Kreen in Desert Sun a couple times, but I've never encountered them in Spelljammer. Are they mechanically different there?
Considering all the monsters from Volo's and Mordi's are being revised with new stat blocks (many with new abilities), I would bet that when the Monster Manual is released in 2024 that it will have a lot of revisions as well.
My largest pet peeve with the UA is that Protector Aasimar have a completely different feature called radiant soul than the Astral Elf. Is it just me, or should different races be given the same ability under the same name, and different abilities under different names?
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Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
My largest pet peeve with the UA is that Protector Aasimar have a completely different feature called radiant soul than the Astral Elf. Is it just me, or should different races be given the same ability under the same name, and different abilities under different names?
The Thri-Kreen are so puzzling to me -- they're so different from the current monster stat blocks that I have to wonder if those are going to get changed as well. I get that you can't give a player race quite as many features as NPCs, but I was still expecting straight advantage on stealth, and a bite or claw attack (I'm fine living without the long jump).
I've played Thri-Kreen in Desert Sun a couple times, but I've never encountered them in Spelljammer. Are they mechanically different there?
No, but it's like how Minotaur and Centaur PCs are dramatically different from the monster manual entries (heck, Centaurs aren't even the same size or creature type).
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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.
My largest pet peeve with the UA is that Protector Aasimar have a completely different feature called radiant soul than the Astral Elf. Is it just me, or should different races be given the same ability under the same name, and different abilities under different names?
It would be easier...
Agreed "radiant" seems poor word choice here on top of Aasimar confusion. Maybe something like "Astral Recurrence" "Astral Breath" "Astral heart" etc., something that makes it clear on the fluff level that this power is derived from its ties to the Astral plane
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Jander Sunstar is the thinking person's Drizzt, fight me.
My largest pet peeve with the UA is that Protector Aasimar have a completely different feature called radiant soul than the Astral Elf. Is it just me, or should different races be given the same ability under the same name, and different abilities under different names?
It would be easier...
Agreed "radiant" seems poor word choice here on top of Aasimar confusion. Maybe something like "Astral Recurrence" "Astral Breath" "Astral heart" etc., something that makes it clear on the fluff level that this power is derived from its ties to the Astral plane
My largest pet peeve with the UA is that Protector Aasimar have a completely different feature called radiant soul than the Astral Elf. Is it just me, or should different races be given the same ability under the same name, and different abilities under different names?
Celestial Warlocks' level 6 ability is also named Radiant Soul.
WotC needs to buy a thesaurus.
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Please check out my homebrew, I would appreciate feedback:
Thri-kreen soul knife. 3 levels of fighter for warrior dip. Hold shield in primary hand, empty secondary hands for psychic blades.
Dueling fighting style to benefit each blade on an attack. Or blind fighting if your party actually makes use of heavy obscurity.
Why a three level dip in fighter?
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, you can do that, but the pseudopod is still part of you so the Plasmoid would still get hurt or at least partially caught in it unless we're talking about dropping floor type traps. However, I think the pseudopod can work as periscope to peak around corners etc. It mentions it uses ganglia for touch/taste/hearing/sight, but it doesn't situate said ganglia anywhere on the amorphous body, so I don't see why a PC or Monster plasmoid couldn't say they're budding a pseudopod to peak with and use it to look around corners or high windows and the like.
Overall, I like these UA I think they're neat, but I also am enjoying the more critical insight being provided in this thread.
Jander Sunstar is the thinking person's Drizzt, fight me.
Thri-Keen I’m certain will be nerfed for a full release. They are going to be way to strong as EK Fighters and BS Artificers.
Psi warrior subclass features on top of soul knife features. Thri-kreen have Psionic abilities and lore, I figured it would work mechanically and thematically. The fighter base class gives nice goodies with shield proficiency, action surge, second wind, and fighting style. The psi warrior gives a separate pool of psi die whose number of uses scale with proficiency. 1d6+int mod extra damage is kind of like a sneak attack supplement. The reaction damage reduction is small but available almost everything that uncanny dodge can’t help you with, and can help your allies. The object/creature movement can be situationally useful too.
Why?
Yeah but you WONT get permanently maimed. And decapitation is a non-issue.
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
I’m looking forward to playing a Plasmoid. I wanna roleplay Charlie slimesicle from the Dream SMP.
Dap Me Up.
The Thri-Kreen are so puzzling to me -- they're so different from the current monster stat blocks that I have to wonder if those are going to get changed as well. I get that you can't give a player race quite as many features as NPCs, but I was still expecting straight advantage on stealth, and a bite or claw attack (I'm fine living without the long jump).
I've played Thri-Kreen in Desert Sun a couple times, but I've never encountered them in Spelljammer. Are they mechanically different there?
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I dont know if this has already been mentioned, but one interesting use for the Thri-Kreen's extra arms could be for a Thrown Weapon Fighter build. If you focus one throwing Daggers, Handaxes, or Light Hammers (which are all Light weapons), you can draw and throw them with your smaller arms while maintaining a Two-Handed weapon or weapon+shield with your main hands. In other words, you would be a character which could have a strong melee presence as well as a mid-ranged option which can be used simultaneously and without sacrificing your big equipment for drawing/throwing the weapons
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 was thinking the same basic thing but with the Hand Crossbow and Crossbow Expert
She/Her Player and Dungeon Master
Thats a good idea too, arguably better since you can also use the hand crossbow as a long ranged option at 120ft (albeit at disadvantage)
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 love the Thri-Kreen more and more each time I come up with ways the extra arms can allow for some crazy build ideas. BUT, and I hate say this, it may be too good.
She/Her Player and Dungeon Master
Considering all the monsters from Volo's and Mordi's are being revised with new stat blocks (many with new abilities), I would bet that when the Monster Manual is released in 2024 that it will have a lot of revisions as well.
She/Her Player and Dungeon Master
My largest pet peeve with the UA is that Protector Aasimar have a completely different feature called radiant soul than the Astral Elf. Is it just me, or should different races be given the same ability under the same name, and different abilities under different names?
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
It would be easier...
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
No, but it's like how Minotaur and Centaur PCs are dramatically different from the monster manual entries (heck, Centaurs aren't even the same size or creature type).
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.
Agreed "radiant" seems poor word choice here on top of Aasimar confusion. Maybe something like "Astral Recurrence" "Astral Breath" "Astral heart" etc., something that makes it clear on the fluff level that this power is derived from its ties to the Astral plane
Jander Sunstar is the thinking person's Drizzt, fight me.
Those are all really good
She/Her Player and Dungeon Master
Celestial Warlocks' level 6 ability is also named Radiant Soul.
WotC needs to buy a thesaurus.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms