I know lot a lot of discussions about the new UA ("Cleric and Revised Species") will likely center around the most important and biggest changes - and rightly so at that - but there are a lot of cool things I don't want to see fly under the radar. So here's a list of a bunch of random stuff you may not have noticed that is likely trivial but also kind of cool:
Dragonborn can fly (kind of)! Once you reach level 5, they get a cool once per a day ability that lets them take to the skies! Dragonborn are already one of my favorite D&D species, and this ability only makes them even cooler! They still have basically all of their cool old abilities, just this new ability as well now.
You can play a triceratops person! One of the options under Ardling "Racer" is triceratops. Meaning, you can play as a part dinosaur! This is an awesome new option and it allows players to let their creativity run wild.
You don't have to restart your long rest all over again because you got interrupted 7 hours through! Unless I am misunderstanding the rules, 5e said that you must restart your long rest if it is interrupted. To quote page 22 of the 1DD PDF though: You can "resume a long rest immediately after an interruption", it just takes a bit longer than usual (+1 hour per interruption).
You can now have your Goliath be descended from any type of giant, and you will get different mechanical benefits for it! This is awesome and allows for cool new options. It also makes Goliath much more replayable than it was in 5e.
Are there any fun and random cool details I missed? Are there any details I got wrong? Feel free to add your own cool things and please tell me if I made a mistake. But the most important thing to take away from this post is that DRAGONBORN CAN FLY!!!!
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I totally agree. These are great updates. I love the mention of Triceratops so much. The Long Rest interruption fix is much appreciated. I'm thrilled about the Goliath options. And I know this is just flavor, but the idea that a Dragonborn's wings are made of the same energy as their breath weapon just sounds really cool.
I'm pretty sure you could actually be interrupted by an hour of anything during a long rest and pick right back up where you left off in 5e. Honestly the +1 hour makes more sense though.
Also, goliaths can count as HUGE for 10 minutes when it comes to carrying things. I honestly don't know how size affects carrying weight, but I imagine that should be in the car-throwing range (or at least the car-lifting).
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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You can play a triceratops person! One of the options under Ardling "Racer" is triceratops. Meaning, you can play as a part dinosaur! This is an awesome new option and it allows players to let their creativity run wild.
I'm also glad dragonborn are getting wings, but I feel like the energy wings idea is half baked. I foresee lots of arguments with annoying players about them being immune to attacks and other effects that would traditionally ground a flyer with natural wings.
What do acid wings even look like?
I guess green dragonborn have fart wings now? That's, uh... great?
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J Great Wyrm Moonstone Dungeon Master
The time of the ORC has come. No OGL without irrevocability; no OGL with 'authorized version' language. #openDND
Practice, practice, practice • Respect the rules; don't memorize them • Be merciless, not cruel • Don't let the dice run the game for you
I am a bit lukewarm on flying Dragonborn, at least as written. 10 minutes once a day makes it one of those abilities I feel I'll use maybe once or twice a campaign because I'll constantly be worried about blowing it too early in the day. I also question some of the aesthetics. A blue dragonborn gets awesome lightning wings, but a green Dragonborn is basically flying around with toxic clouds on their shoulders. Also, if the wings are to be made of our breath weapon, shouldn't they have some kind of "on touch" effect? I feel like if someone throws a punch at my acid wings it should be a bad time for their fist. Same with lightning or fire.
At the same time though the idea of wildshaping into an allosaurus and using my Dragonborn's flight ability to soar around while breathing fire or poison is absolutely awesome. Both abilities are explicitly magical and not biological in the text, so it should be workable with Wildshape RAW.
Maybe if the flight was per short rest or "a number of times equal to your proficiency bonus" I'd like it more.
I also am happy to see they got Darkvision, though it looks like they lost the Draconic language from the last UA which is a bit of a shame.
I too was hyped at seeing the triceratops head as an option. I just wish the new Ardlings had a little more celestial flavor than their single cantrip. Especially since Divine cantrips don't exactly change up your playstyle much. Giving them all celestial wings was a bad move that stepped on Aasimar's toes too much, but Ardlings need another something to make them feel divine in origin. Maybe a Natural Weapon attack that deals Radiant Damage or the ability to cast Detect Good and Evil for free once per short rest. Being able to sense other otherworldly entities seems like it'd be very appropriate for a celestial animal person. A sort of angelic tracker.
I am a bit lukewarm on flying Dragonborn, at least as written. 10 minutes once a day makes it one of those abilities I feel I'll use maybe once or twice a campaign because I'll constantly be worried about blowing it too early in the day. I also question some of the aesthetics. A blue dragonborn gets awesome lightning wings, but a green Dragonborn is basically flying around with toxic clouds on their shoulders. Also, if the wings are to be made of our breath weapon, shouldn't they have some kind of "on touch" effect? I feel like if someone throws a punch at my acid wings it should be a bad time for their fist. Same with lightning or fire.
At the same time though the idea of wildshaping into an allosaurus and using my Dragonborn's flight ability to soar around while breathing fire or poison is absolutely awesome. Both abilities are explicitly magical and not biological in the text, so it should be workable with Wildshape RAW.
Maybe if the flight was per short rest or "a number of times equal to your proficiency bonus" I'd like it more.
I also am happy to see they got Darkvision, though it looks like they lost the Draconic language from the last UA which is a bit of a shame.
I too was hyped at seeing the triceratops head as an option. I just wish the new Ardlings had a little more celestial flavor than their single cantrip. Especially since Divine cantrips don't exactly change up your playstyle much. Giving them all celestial wings was a bad move that stepped on Aasimar's toes too much, but Ardlings need another something to make them feel divine in origin. Maybe a Natural Weapon attack that deals Radiant Damage or the ability to cast Detect Good and Evil for free once per short rest. Being able to sense other otherworldly entities seems like it'd be very appropriate for a celestial animal person. A sort of angelic tracker.
I think that no concentration 10 minute flight would be too strong for a race ability if you got it more than once per long rest.
I think that no concentration 10 minute flight would be too strong for a race ability if you got it more than once per long rest.
I dunno. I don't tend to see flight as a game breaking power to be honest. Not as long as the DM makes proper use of archers and casters anyway. By 5th level there should be some decent challenges you can throw at a party that makes flying around all the time undesirable. Though admittedly throwing a net on a guy who's wings are made of fire or acid might prove... Difficult.
Woof, it's really not about combat. Flight is predominantly a problem for dungeon masters because of all the traditional navigation restrictions it just immediately circumvents. In earlier editions, flight had very particular airspeed and maneuverability considerations that limited its functionality, but those rules just don't exist anymore.
I'm not saying you can't keep exploration interesting with a flying PC, it's just a hassle I don't particularly enjoy.
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J Great Wyrm Moonstone Dungeon Master
The time of the ORC has come. No OGL without irrevocability; no OGL with 'authorized version' language. #openDND
Practice, practice, practice • Respect the rules; don't memorize them • Be merciless, not cruel • Don't let the dice run the game for you
I've had flying PCs in multiple campaigns that I've DMed. I cannot think of a single encounter where it broke or ruined anything that I had planned. I can, however, think of encounters that I had no idea how the PCs would be able to handle it, but a creative use of flight allowed for the party to survive.
Just my own personal experience, though. I don't tend to do "traditional" style D&D.
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Please check out my homebrew, I would appreciate feedback:
Honestly, I agree the people saying that flying species don’t break the game. There are few encounters (both combat and non-combat) that only flying can make. And if a player makes good use of their cool flying ability to help overcome an obstacle, let them.
So yeah, Dragonborn having one or two extra uses of this ability would be nice. But also, if you are afraid to waste your resource limited abilities so much that you just don’t use them, then I think that isn’t really the fault of the fact that there are resource limited abilities in the game, but it’s the fault of how you are approaching them.
As for the Dragonborn wings flavor, I like it. Note how it says that your wings “appear” to look like the element their draconic ancestry represents, but it doesn’t say that their wings are actually made of that.
I'm pretty sure you could actually be interrupted by an hour of anything during a long rest and pick right back up where you left off in 5e. Honestly the +1 hour makes more sense though.
If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, Fighting, casting Spells, or similar Adventuring activity—the Characters must begin the rest again to gain any benefit from it.
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BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
Since, in 1D&D, a long rest is stopped by one hour of physical exertion or a single combat and in order to resume a long rest it must be directly after the interruption, the rules for resuming a long rest are a lot less lenient. In 1D&D, any more than a single combat is enough to break the long rest, whereas an hour of fighting is the requirement in 5e. In 1D&D, any more than a single spell will also reset your progress (although cantrips being excluded is nice). The long rest being interrupted by at least one hour of walking doesn't really make sense (does this mean you can take a long rest while walking for less than an hour), but you could walk for 59 minutes and 59 seconds in 5e and then resume the long rest without any additional hours.
I'd like to reiterate that I actually like a number of these changes, it's just that they do more restricting than freeing.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
5e rules say you have to start the whole Long Rest over if you are interrupted.
1DnD rules say that you just add some time to the total.
The problem is the wording in 5e:
If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, Fighting, casting Spells, or similar Adventuring activity—the Characters must begin the rest again to gain any benefit from it.
That could be interpreted two different ways, thanks to the commas and word order. You could interpret it to mean either:
1) A period of strenuous activity, which includes the following examples -
Any fighting
Casting any spells
Walking for 1 hour
Or 2) A period of strenuous activity, which includes doing any of the following examples for 1 hour -
Fighting, spellcasting, walking
I always interpreted it to be the first version. I don't know why. I guess because fighting and spellcasting for 1 hour straight never actually happens in DnD. And a combat for 1 minute feels about as strenuous as walking for an hour. Other people apparently interpreted it as the second version.
The new rules clear that up. They are more lenient for the version 1 people, and somewhat stricter for the version 2 people.
I always interpreted it to be the first version. I don't know why. I guess because fighting and spellcasting for 1 hour straight never actually happens in DnD. And a combat for 1 minute feels about as strenuous as walking for an hour. Other people apparently interpreted it as the second version.
Same. If you look at it grammatically, that is what seems to make sense. Also, as you said, it makes no sense that your period of rest and recuperation could involve an hour of fighting and magic and you could still get the benefits from it.
Rollback Post to RevisionRollBack
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
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I know lot a lot of discussions about the new UA ("Cleric and Revised Species") will likely center around the most important and biggest changes - and rightly so at that - but there are a lot of cool things I don't want to see fly under the radar. So here's a list of a bunch of random stuff you may not have noticed that is likely trivial but also kind of cool:
Are there any fun and random cool details I missed? Are there any details I got wrong? Feel free to add your own cool things and please tell me if I made a mistake. But the most important thing to take away from this post is that DRAGONBORN CAN FLY!!!!
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I totally agree. These are great updates. I love the mention of Triceratops so much. The Long Rest interruption fix is much appreciated. I'm thrilled about the Goliath options. And I know this is just flavor, but the idea that a Dragonborn's wings are made of the same energy as their breath weapon just sounds really cool.
I'm pretty sure you could actually be interrupted by an hour of anything during a long rest and pick right back up where you left off in 5e. Honestly the +1 hour makes more sense though.
Also, goliaths can count as HUGE for 10 minutes when it comes to carrying things. I honestly don't know how size affects carrying weight, but I imagine that should be in the car-throwing range (or at least the car-lifting).
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
If you haven't yet watched "Kung Fury", do it.
I'm also glad dragonborn are getting wings, but I feel like the energy wings idea is half baked. I foresee lots of arguments with annoying players about them being immune to attacks and other effects that would traditionally ground a flyer with natural wings.
What do acid wings even look like?
I guess green dragonborn have fart wings now? That's, uh... great?
J
Great Wyrm Moonstone Dungeon Master
The time of the ORC has come. No OGL without irrevocability; no OGL with 'authorized version' language. #openDND
Practice, practice, practice • Respect the rules; don't memorize them • Be merciless, not cruel • Don't let the dice run the game for you
I am a bit lukewarm on flying Dragonborn, at least as written. 10 minutes once a day makes it one of those abilities I feel I'll use maybe once or twice a campaign because I'll constantly be worried about blowing it too early in the day. I also question some of the aesthetics. A blue dragonborn gets awesome lightning wings, but a green Dragonborn is basically flying around with toxic clouds on their shoulders. Also, if the wings are to be made of our breath weapon, shouldn't they have some kind of "on touch" effect? I feel like if someone throws a punch at my acid wings it should be a bad time for their fist. Same with lightning or fire.
At the same time though the idea of wildshaping into an allosaurus and using my Dragonborn's flight ability to soar around while breathing fire or poison is absolutely awesome. Both abilities are explicitly magical and not biological in the text, so it should be workable with Wildshape RAW.
Maybe if the flight was per short rest or "a number of times equal to your proficiency bonus" I'd like it more.
I also am happy to see they got Darkvision, though it looks like they lost the Draconic language from the last UA which is a bit of a shame.
I too was hyped at seeing the triceratops head as an option. I just wish the new Ardlings had a little more celestial flavor than their single cantrip. Especially since Divine cantrips don't exactly change up your playstyle much. Giving them all celestial wings was a bad move that stepped on Aasimar's toes too much, but Ardlings need another something to make them feel divine in origin. Maybe a Natural Weapon attack that deals Radiant Damage or the ability to cast Detect Good and Evil for free once per short rest. Being able to sense other otherworldly entities seems like it'd be very appropriate for a celestial animal person. A sort of angelic tracker.
I think that no concentration 10 minute flight would be too strong for a race ability if you got it more than once per long rest.
I dunno. I don't tend to see flight as a game breaking power to be honest. Not as long as the DM makes proper use of archers and casters anyway. By 5th level there should be some decent challenges you can throw at a party that makes flying around all the time undesirable. Though admittedly throwing a net on a guy who's wings are made of fire or acid might prove... Difficult.
Woof, it's really not about combat. Flight is predominantly a problem for dungeon masters because of all the traditional navigation restrictions it just immediately circumvents. In earlier editions, flight had very particular airspeed and maneuverability considerations that limited its functionality, but those rules just don't exist anymore.
I'm not saying you can't keep exploration interesting with a flying PC, it's just a hassle I don't particularly enjoy.
J
Great Wyrm Moonstone Dungeon Master
The time of the ORC has come. No OGL without irrevocability; no OGL with 'authorized version' language. #openDND
Practice, practice, practice • Respect the rules; don't memorize them • Be merciless, not cruel • Don't let the dice run the game for you
I've had flying PCs in multiple campaigns that I've DMed. I cannot think of a single encounter where it broke or ruined anything that I had planned. I can, however, think of encounters that I had no idea how the PCs would be able to handle it, but a creative use of flight allowed for the party to survive.
Just my own personal experience, though. I don't tend to do "traditional" style D&D.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Honestly, I agree the people saying that flying species don’t break the game. There are few encounters (both combat and non-combat) that only flying can make. And if a player makes good use of their cool flying ability to help overcome an obstacle, let them.
So yeah, Dragonborn having one or two extra uses of this ability would be nice. But also, if you are afraid to waste your resource limited abilities so much that you just don’t use them, then I think that isn’t really the fault of the fact that there are resource limited abilities in the game, but it’s the fault of how you are approaching them.
As for the Dragonborn wings flavor, I like it. Note how it says that your wings “appear” to look like the element their draconic ancestry represents, but it doesn’t say that their wings are actually made of that.
Really? The Roll20 page on long rests says:
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Since, in 1D&D, a long rest is stopped by one hour of physical exertion or a single combat and in order to resume a long rest it must be directly after the interruption, the rules for resuming a long rest are a lot less lenient. In 1D&D, any more than a single combat is enough to break the long rest, whereas an hour of fighting is the requirement in 5e. In 1D&D, any more than a single spell will also reset your progress (although cantrips being excluded is nice). The long rest being interrupted by at least one hour of walking doesn't really make sense (does this mean you can take a long rest while walking for less than an hour), but you could walk for 59 minutes and 59 seconds in 5e and then resume the long rest without any additional hours.
I'd like to reiterate that I actually like a number of these changes, it's just that they do more restricting than freeing.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
5e rules say you have to start the whole Long Rest over if you are interrupted.
1DnD rules say that you just add some time to the total.
The problem is the wording in 5e:
If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, Fighting, casting Spells, or similar Adventuring activity—the Characters must begin the rest again to gain any benefit from it.
That could be interpreted two different ways, thanks to the commas and word order. You could interpret it to mean either:
1) A period of strenuous activity, which includes the following examples -
Any fighting
Casting any spells
Walking for 1 hour
Or 2) A period of strenuous activity, which includes doing any of the following examples for 1 hour -
Fighting, spellcasting, walking
I always interpreted it to be the first version. I don't know why. I guess because fighting and spellcasting for 1 hour straight never actually happens in DnD. And a combat for 1 minute feels about as strenuous as walking for an hour. Other people apparently interpreted it as the second version.
The new rules clear that up. They are more lenient for the version 1 people, and somewhat stricter for the version 2 people.
Same. If you look at it grammatically, that is what seems to make sense. Also, as you said, it makes no sense that your period of rest and recuperation could involve an hour of fighting and magic and you could still get the benefits from it.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Fair enough, then.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)