It's like they specifically responded to my feedback on the Ardling where I said animal head plus a spell does not a subrace make. I like how now you actually get abilities that make the ardling subspecies distinct, and you still have access to spells to not lose the upper plane flavor. The new lore is better too, now that they're no longer just aasimar but animal heads.
The biggest kick I got out of the whole document was for the Racer subspecies when the examples it gave were "Deer, Dog, Horse, or Triceratops" and I immediately went "one of these things is NOT like the other"
Animal heads are still stupid.
Why do you think animal heads are stupid? I don't think werewolves or Yuan-ti are stupid.
Banishment: Giving the target a save to end the spell at the end of each of its turns makes this spell less effective and makes it highly unlikely you will ever actually banish a creature back to its home plane. If they want to go the route of the creature getting a save every turn, imo they should either remove concentration from the spell or make it a bit stronger. To the latter end, maybe something like "any creature who fails all their saves for a minute are banished to another plane and creatures who are not on their native plane have disadvantage on their saving throws." Also, if used in tandem with the 5e Arcana Domain cleric, it makes that subclass' CD even weaker.
Without seeing how other spells will change its hard to gauge but there are other disable spells that do the same with a save every round and most of those would be better. Yeah in 10- saves the demon or whatever is going to roll moderately high once so that is basically flavor text. And if im going to disable someone I'd rather go with the spells that keep them on the field so we can continue to beat the crap out of them. Lets assume fear now gives a save every round and not just once we are out of sight, its a area and I'd rather get at least one shot off on you while you run than none. the hold spells, far better when its a option, hypnotic pattern starts off a area again I presume a save every round again seems better to me.
4th level, so lower level than hold monster but higher than fear/hypnotic pattern. Its hanging a lot on having rare friendly use and being a charisma save to sell it. Again maybe all the other spells will be massively nerfed as well so its now in line with it. In a vacuum its not a bad spell, remove target from field of battle for a limited time so party takes less fire. Saves may be different so maybe it has a decent chance of sticking a few rounds. Whether it will be viable compared to the other spells we wont know yet. And with the new preparation system how many gamble spells do you want to put in your preparation list. If I can only prepare one 4th level spell or even two I doubt i'm putting a single target save for no effect on my list at least until I'm high enough level 4th level spells don't matter.
There is a caster martial disparity so some nerfs are probably needed, not sure if this is a good one though.
I like the shift. Having spells available that can trivialize encounters with one casting is a contributing factor to casters being OP compared to their martial counterparts. The new banish works to give the group an advantage for some time period without being an instant win if the target fails their single save. The reverse is also true mind you, no more enemy clerics that can banish players to a plane then run away leaving your group one player down for the whole fight.
I think we have found the ardling issue. There are 3 camps. One that likes it as the generic bestial race. One that really wants to lean into the divine/beast race. One that doesn't want it at all because we already have a divine race, and because we already have bestial races. I think that means group 3 is going to win. I am seriously hoping I am wrong I would much rather just see the Ardling keep the beast parts and have them just slightly expand the divine casting a tiny bit. The ardling, as is, is just weaker than a lot of other races so I don't think it would be too much for it to just expand that one aspect and leave the rest alone, but I am sure it will upset 2 of the 3 camps, and that is kind of the issue. No matter how you slice it 2 of the 3 camps won't like it. One of the 3 camps will never like it.
Compare it too Elf for example. Elves get a cantrip at level 1, a 1st level spell at 3 and a second level spell at level 5. In addition they get the same keen senses, but then they also have fey ancestry, trance AND dark vision. The Wood elf get additional movement and drow gets extra dark vision.
I like the suggestion to make banishment saves at disadvantage if the creature isn't from the current plane.
I like that they removed the Superberry. But I'd like to see the life domain ability still apply to ongoing healing effects like aura of vitality.
I'm undecided on spiritual weapon. But I note that its damage now scales much better with an extra d8 per level upcast vs every 2 levels.
The changes to guidance and resistance are nice, keep in mind though that the range is only 10 feet, so it may be difficult to apply in combat.
I don't like the change to the Aid spell.
Its nice that they made equipping and unequipping weapons simple and easy.
I'm undecided on the grapple changes, but note that a pretty big change is that you get an automatic chance to escape at the end of each of your turns.
They clarified that giving the help action on an ability check requires proficiency with that skill.
I like the change to jump mechanics making it a bit more random. But also think it needs more refinement to make it not sooo random. Like someone's jumping distance shouldn't differ by up to 20 feet per attempt.
I like the changes to long rest. Clarity on what breaks a long rest and breaking it doesn't completely reset the rest, it only extends it by one hour per interruption.
Racer (Deer, Dog, Horse, Triceratops). When you take the Dash Action, your Speed increases for that Action. The increase equals ten times your Proficiency Bonus.
Nothing in D&D 5th edition limits actions to being taken only in combat, including the Dash action (which can also be done in chases). It was stated in a recent One D&D video that if something isn't mentioned in a One D&D playtest document, assume it hasn't been changed or removed.
So yes, you can Dash outside of combat. 'Actions in combat' means 'actions when you are delineating time into 6 second slices' which you technically can do all the time, it just slows things down
Using Dash outside of combat is rarely particularly meaningful because time tracking out of combat is rarely very precise and the rules for travel pace don't care what your speed is.
Which is better, Silvery Barbs or Epic Boon of Fate?
EPIC BOON OF FATE Prerequisite: 20th Level, Mage or Priest Group When another creature that you can see within 60 feet of you makes a d20 Test, you can roll a d10 and apply the number rolled as a bonus or a penalty to the d20 roll. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short Rest or a Long Rest.
Yeah in 10- saves the demon or whatever is going to roll moderately high once so that is basically flavor text.
There is a caster martial disparity so some nerfs are probably needed, not sure if this is a good one though.
Disagree, this is a great nerf. Banishment almost broke one of my campaigns because the cleric decided to banish one of the key-NPCs we were supposed to befriend and get crucial info from and since it was an elemental it was just gone permanently from the campaign. A similar thing almost happened to my PC in a campaign set on a different plane - banished back to the Material Plane by an enemy caster that could have tried to run to lock me permanently out of the campaign. The "if it last for the whole minute" thing is so that Banishment can still be used as a utility spell to send a creature that wants to return to its home plane back to its home plane because of the "a creature can choose to fail the saves".
It's like they specifically responded to my feedback on the Ardling where I said animal head plus a spell does not a subrace make. I like how now you actually get abilities that make the ardling subspecies distinct, and you still have access to spells to not lose the upper plane flavor. The new lore is better too, now that they're no longer just aasimar but animal heads.
The biggest kick I got out of the whole document was for the Racer subspecies when the examples it gave were "Deer, Dog, Horse, or Triceratops" and I immediately went "one of these things is NOT like the other"
I would rather Ardlings get scraped. Animal heads are dumb and only belong in an Egyptian themed setting. The would make better sense is they were more of a weakend lycanthropy race. Bring back aasimar. We don't need furry celestials.
Doesn't anyone notice that the Prayer of healing gives u short rest of 10 minutes? Does speed run short rest? Fast food short rest?
Mandatory Spell.
PRAYER OF HEALING [SPELL] Here's a new version of the Prayer of Healing Spell.
PRAYER OF HEALING 2nd-Level Abjuration Spell (Divine)
Casting Time: 10 minutes Range: 30 feet
Component: V
Duration: Instantaneous
You utter an extended prayer of restoration. Choose a number of willing creatures equal to your Spellcasting Ability Modifier (minimum of 1). Each of those creatures who remains within range for the Spell's entire casting gains the benefits of a Short Rest and also regains 2d8 Hit Points, and a creature can't be affected by this Spell again until that creature finishes a Long Rest.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd level or higher, the healing increases by 1d8 for each slot above 2nd.
I love all the Cleric changes. It feels fun without even looking at the spells.
It's still not great, Prayer of healing has never been great as a short rest usually will heal to full or nearly to full, unless you had some one at death saves, which I would say time for a long rest would be needed, as nearly dying requires more than just shake it off and go back into combat.
Ardlings: Still not a fan of the "generic" beast race when there are so many existing specific beast races and a few that can fill the role of a semi-humanoid one (like Shifter). At this point I will still be asking them to consider making the Aasimar the PHB upper-plane species.
hmm, I have thoughts on Aardling that kind of follows close to this, while I do think including angelic races based on other cultures other than Western Europe, which is what they are trying to do, I feel an Aasimar sub-type would be better, other "species" need sub-race lists other than just Elves. Filling out the various Angelic types as various types of Aasimar feels more natural, than well here is the European Angel "Species", and here is everyone else Angel "Species" kind of others Ardling in a bad way, esp as it includes all the various types, while Aasimar stands separate and in a away above.
So now that Spiritual Weapon requires concentration how badly do you think this will effect the results of the survey?
It makes it fall in line with other spells like it, so now its balanced. Either flaming sphere and other spells like this need concentration dropped or spiritual weapon needs concentration.
A couple other interesting spells in the test. Banishment now gives a save every round. Guidance no longer has a limit on uses per day, resistance is guidance for saves. Makes resistance feel must take imo.
That doesn't make sense. The reason flaming sphere needed concentration needed while spiritual weapon didn't is because flaming sphere is a AOE spell that can damage multiple creatures and scale much higher in damage than spiritual weapon when it is upcast.
I think we have found the ardling issue. There are 3 camps. One that likes it as the generic bestial race. One that really wants to lean into the divine/beast race. One that doesn't want it at all because we already have a divine race, and because we already have bestial races. I think that means group 3 is going to win. I am seriously hoping I am wrong I would much rather just see the Ardling keep the beast parts and have them just slightly expand the divine casting a tiny bit. The ardling, as is, is just weaker than a lot of other races so I don't think it would be too much for it to just expand that one aspect and leave the rest alone, but I am sure it will upset 2 of the 3 camps, and that is kind of the issue. No matter how you slice it 2 of the 3 camps won't like it. One of the 3 camps will never like it.
Compare it too Elf for example. Elves get a cantrip at level 1, a 1st level spell at 3 and a second level spell at level 5. In addition they get the same keen senses, but then they also have fey ancestry, trance AND dark vision. The Wood elf get additional movement and drow gets extra dark vision.
The issue here is, we have Aasimar which is basically the Catholic Angel, and then we have Ardling which is every other religion on Earth angels collected into a ball of random lazy design.
If Ardling was a collection of new Aasimar options, no one would bat an eye, as it would feel natural. But right now it makes the Aasimar stand out as separate and kind of better. Which is the opposite of what they wanted.
My suggestion to WotC would be, Make Aasimar and Ardling the same "species", make give more detailed and specific options ie benefits for choosing various "head" options. And start with a limited set of choices, ie using beast head options based on common in world deity options from the current selection of character "species". ie Human, Bird head. Cat/lion Head, reptile head, wolf head, Bovinae, and rabbit head.
Which is better, Silvery Barbs or Epic Boon of Fate?
EPIC BOON OF FATE Prerequisite: 20th Level, Mage or Priest Group When another creature that you can see within 60 feet of you makes a d20 Test, you can roll a d10 and apply the number rolled as a bonus or a penalty to the d20 roll. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short Rest or a Long Rest.
Depends on definition of better.
A level 1 spell which is a reaction to a d20 test that gives a disadvantage to the test, and gives an other target advantage on a d20 test, vs a level 20 boon which only affects one target with the result positive or negative of a d10, and it's a once per rest, so very limited.
I would say Silvery Barbs is much better, as a Bard & Wizards currently can use SB 4 times per long rest at level 20, and Sorcerers can do 14 at level 20 thanks to sorcery points.
So once or twice a day affect one target vs 4 to 14 times per day affect 2 targets.
Also advantage/disadvantage is overall better than a d10.
we dont get the subclass til three so disciple of life is 3rd level
6th lvl you get preserve life which was a also given you selected the subclass previously at level 2
10th level you get blessed healer (previously level 6), i just think its too late to get this feature its too lack luster to be level 10
14th level you get supreme healing (previously 17) which i feel they lowered just to put the epic boons in
Curious to see what they do to the other domains but life cleric seems weaker and if your already the groups healer there should be something a little extra
Which is better, Silvery Barbs or Epic Boon of Fate?
Epic Boon of Fate is the more powerful effect, but it's a 20th-level feat you can only use once per combat, whereas silvery barbs is a 1st-level spell you can use multiple times in a single fight from 1st-level. Silvery barbs also only triggers when an enemy succeeds on their check; while it will usually be fairly obvious when Boon of Fate is best used, it's more speculative (you know the roll but not whether it was enough, so when using it on an enemy you need to have some idea of what its modifiers are before you can judge whether it will work or not).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
It's like they specifically responded to my feedback on the Ardling where I said animal head plus a spell does not a subrace make. I like how now you actually get abilities that make the ardling subspecies distinct, and you still have access to spells to not lose the upper plane flavor. The new lore is better too, now that they're no longer just aasimar but animal heads.
The biggest kick I got out of the whole document was for the Racer subspecies when the examples it gave were "Deer, Dog, Horse, or Triceratops" and I immediately went "one of these things is NOT like the other"
I would rather Ardlings get scraped. Animal heads are dumb and only belong in an Egyptian themed setting. The would make better sense is they were more of a weakend lycanthropy race. Bring back aasimar. We don't need furry celestials.
Aasimar is still solid, and in-game, they are not replaced. Ardlings are an utterly separate specie, so there is no need for nonsensical hate. Don't like it, express it on the survey or don't use it. It is just another specie they are trying to make to please more people.
we dont get the subclass til three so disciple of life is 3rd level
6th lvl you get preserve life which was a also given you selected the subclass previously at level 2
10th level you get blessed healer (previously level 6), i just think its too late to get this feature its too lack luster to be level 10
14th level you get supreme healing (previously 17) which i feel they lowered just to put the epic boons in
Curious to see what they do to the other domains but life cleric seems weaker and if your already the groups healer there should be something a little extra
They just buffed so much the base class so that it stands alone so well that the subclass is just a cherry on top where the toping change by domain.
Again, I personally think the real problem with Aardlings the first time around was that they presented a different theme, but without much mechanical difference from the Aasimar. They both came from the same planes, both got some divine magic/healing, and both got limited flight. By making Aardlings their own thing with nearly the same rules, they created a dichotomy that didn't previously exist. It further cemented in people's minds that Aasimar are meant to be Angels, and anything else was different.
But currently in 5e rules, there is no reason you can't have an Aasimar with a jackal head, or an elephant head, or a pig head. It's all just flavor. You'll be able to do the same in the next edition too.
But having Aardlings specifically state they only look like animals, it makes it seem like Aasimar can't look like animals. Which isn't the case. Now it does look like Aasimar are always western angels and anything else is an Aardling.
Which is why, if they are intent on keeping Aardlings, I prefer there at least be a mechanical difference. So you can still have an 'Egyptian style' Aasimar if you want. But if you want a Celestial beast person, you'll get some beast-like abilities out of it. They could even give them Primal spells and I think it would be better than just more healing.
Then the next step they should take is getting artwork that shows Aasimars with a wider range of appearances. Show how they could look like a whole broader variety of mythological inspiration from around the world. It's only the limited art and sample descriptions that make everyone think they have to look like 'angels.'
Why do you think animal heads are stupid? I don't think werewolves or Yuan-ti are stupid.
I like the shift. Having spells available that can trivialize encounters with one casting is a contributing factor to casters being OP compared to their martial counterparts. The new banish works to give the group an advantage for some time period without being an instant win if the target fails their single save. The reverse is also true mind you, no more enemy clerics that can banish players to a plane then run away leaving your group one player down for the whole fight.
I think we have found the ardling issue. There are 3 camps. One that likes it as the generic bestial race. One that really wants to lean into the divine/beast race. One that doesn't want it at all because we already have a divine race, and because we already have bestial races. I think that means group 3 is going to win. I am seriously hoping I am wrong I would much rather just see the Ardling keep the beast parts and have them just slightly expand the divine casting a tiny bit. The ardling, as is, is just weaker than a lot of other races so I don't think it would be too much for it to just expand that one aspect and leave the rest alone, but I am sure it will upset 2 of the 3 camps, and that is kind of the issue. No matter how you slice it 2 of the 3 camps won't like it. One of the 3 camps will never like it.
Compare it too Elf for example. Elves get a cantrip at level 1, a 1st level spell at 3 and a second level spell at level 5. In addition they get the same keen senses, but then they also have fey ancestry, trance AND dark vision. The Wood elf get additional movement and drow gets extra dark vision.
I like the suggestion to make banishment saves at disadvantage if the creature isn't from the current plane.
I like that they removed the Superberry. But I'd like to see the life domain ability still apply to ongoing healing effects like aura of vitality.
I'm undecided on spiritual weapon. But I note that its damage now scales much better with an extra d8 per level upcast vs every 2 levels.
The changes to guidance and resistance are nice, keep in mind though that the range is only 10 feet, so it may be difficult to apply in combat.
I don't like the change to the Aid spell.
Its nice that they made equipping and unequipping weapons simple and easy.
I'm undecided on the grapple changes, but note that a pretty big change is that you get an automatic chance to escape at the end of each of your turns.
They clarified that giving the help action on an ability check requires proficiency with that skill.
I like the change to jump mechanics making it a bit more random. But also think it needs more refinement to make it not sooo random. Like someone's jumping distance shouldn't differ by up to 20 feet per attempt.
I like the changes to long rest. Clarity on what breaks a long rest and breaking it doesn't completely reset the rest, it only extends it by one hour per interruption.
Ardling Monk with +Prof to dmg would be cool.
TWF for two melee attacks … Martial Arts BA unarmed for +Prof dmg.
Can you take the Dash action out of combat?
Nothing in D&D 5th edition limits actions to being taken only in combat, including the Dash action (which can also be done in chases). It was stated in a recent One D&D video that if something isn't mentioned in a One D&D playtest document, assume it hasn't been changed or removed.
So yes, you can Dash outside of combat. 'Actions in combat' means 'actions when you are delineating time into 6 second slices' which you technically can do all the time, it just slows things down
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Using Dash outside of combat is rarely particularly meaningful because time tracking out of combat is rarely very precise and the rules for travel pace don't care what your speed is.
Which is better, Silvery Barbs or Epic Boon of Fate?
Disagree, this is a great nerf. Banishment almost broke one of my campaigns because the cleric decided to banish one of the key-NPCs we were supposed to befriend and get crucial info from and since it was an elemental it was just gone permanently from the campaign. A similar thing almost happened to my PC in a campaign set on a different plane - banished back to the Material Plane by an enemy caster that could have tried to run to lock me permanently out of the campaign. The "if it last for the whole minute" thing is so that Banishment can still be used as a utility spell to send a creature that wants to return to its home plane back to its home plane because of the "a creature can choose to fail the saves".
I would rather Ardlings get scraped. Animal heads are dumb and only belong in an Egyptian themed setting. The would make better sense is they were more of a weakend lycanthropy race. Bring back aasimar. We don't need furry celestials.
It's still not great, Prayer of healing has never been great as a short rest usually will heal to full or nearly to full, unless you had some one at death saves, which I would say time for a long rest would be needed, as nearly dying requires more than just shake it off and go back into combat.
hmm, I have thoughts on Aardling that kind of follows close to this, while I do think including angelic races based on other cultures other than Western Europe, which is what they are trying to do, I feel an Aasimar sub-type would be better, other "species" need sub-race lists other than just Elves. Filling out the various Angelic types as various types of Aasimar feels more natural, than well here is the European Angel "Species", and here is everyone else Angel "Species" kind of others Ardling in a bad way, esp as it includes all the various types, while Aasimar stands separate and in a away above.
That doesn't make sense. The reason flaming sphere needed concentration needed while spiritual weapon didn't is because flaming sphere is a AOE spell that can damage multiple creatures and scale much higher in damage than spiritual weapon when it is upcast.
The issue here is, we have Aasimar which is basically the Catholic Angel, and then we have Ardling which is every other religion on Earth angels collected into a ball of random lazy design.
If Ardling was a collection of new Aasimar options, no one would bat an eye, as it would feel natural. But right now it makes the Aasimar stand out as separate and kind of better. Which is the opposite of what they wanted.
My suggestion to WotC would be, Make Aasimar and Ardling the same "species", make give more detailed and specific options ie benefits for choosing various "head" options. And start with a limited set of choices, ie using beast head options based on common in world deity options from the current selection of character "species". ie Human, Bird head. Cat/lion Head, reptile head, wolf head, Bovinae, and rabbit head.
Depends on definition of better.
A level 1 spell which is a reaction to a d20 test that gives a disadvantage to the test, and gives an other target advantage on a d20 test, vs a level 20 boon which only affects one target with the result positive or negative of a d10, and it's a once per rest, so very limited.
I would say Silvery Barbs is much better, as a Bard & Wizards currently can use SB 4 times per long rest at level 20, and Sorcerers can do 14 at level 20 thanks to sorcery points.
So once or twice a day affect one target vs 4 to 14 times per day affect 2 targets.
Also advantage/disadvantage is overall better than a d10.
looking at the Life cleric on this
we dont get the subclass til three so disciple of life is 3rd level
6th lvl you get preserve life which was a also given you selected the subclass previously at level 2
10th level you get blessed healer (previously level 6), i just think its too late to get this feature its too lack luster to be level 10
14th level you get supreme healing (previously 17) which i feel they lowered just to put the epic boons in
Curious to see what they do to the other domains but life cleric seems weaker and if your already the groups healer there should be something a little extra
Epic Boon of Fate is the more powerful effect, but it's a 20th-level feat you can only use once per combat, whereas silvery barbs is a 1st-level spell you can use multiple times in a single fight from 1st-level. Silvery barbs also only triggers when an enemy succeeds on their check; while it will usually be fairly obvious when Boon of Fate is best used, it's more speculative (you know the roll but not whether it was enough, so when using it on an enemy you need to have some idea of what its modifiers are before you can judge whether it will work or not).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Aasimar is still solid, and in-game, they are not replaced. Ardlings are an utterly separate specie, so there is no need for nonsensical hate. Don't like it, express it on the survey or don't use it. It is just another specie they are trying to make to please more people.
They just buffed so much the base class so that it stands alone so well that the subclass is just a cherry on top where the toping change by domain.
Channel divinity feels like divine smite.
Again, I personally think the real problem with Aardlings the first time around was that they presented a different theme, but without much mechanical difference from the Aasimar. They both came from the same planes, both got some divine magic/healing, and both got limited flight. By making Aardlings their own thing with nearly the same rules, they created a dichotomy that didn't previously exist. It further cemented in people's minds that Aasimar are meant to be Angels, and anything else was different.
But currently in 5e rules, there is no reason you can't have an Aasimar with a jackal head, or an elephant head, or a pig head. It's all just flavor. You'll be able to do the same in the next edition too.
But having Aardlings specifically state they only look like animals, it makes it seem like Aasimar can't look like animals. Which isn't the case. Now it does look like Aasimar are always western angels and anything else is an Aardling.
Which is why, if they are intent on keeping Aardlings, I prefer there at least be a mechanical difference. So you can still have an 'Egyptian style' Aasimar if you want. But if you want a Celestial beast person, you'll get some beast-like abilities out of it. They could even give them Primal spells and I think it would be better than just more healing.
Then the next step they should take is getting artwork that shows Aasimars with a wider range of appearances. Show how they could look like a whole broader variety of mythological inspiration from around the world. It's only the limited art and sample descriptions that make everyone think they have to look like 'angels.'
I think we'll see something get less than 50% support for this UA.
I largely think many of the changes have been good or at least understandable. That change takes SW completely off our table.