Anyone have any input on the fact that Eladrin are more or less officially being rolled into High elves (granted, they were supposed to be a more 'distinct from wood elves' take on high elves in the first place) with that Fey Teleportation feature? I was kind of a fan of Eladrin as a race option in the DMG, because you could get that benefit at level 1, and i mainly played 4e before 5e, but I don't entirely hate rolling it in as a more advanced racial feature for high elves- I do think it should be named "Fey Step" or "Eladrin" though.
Let's say that High elves and Eladrin are close cousins;-)
The feet human detonation is slightly open to min maxing due to granting advantage on one role, this includes attack rolls, one of the requirements for sneak attack is having advantage on the roll, so it may be a bit open to min maxing. Don't get me confused with disliking this feet I really like it and think that its pretty good.
I would like to use that features not as a feat, but as abilities unlocked through leveling of the player. Using them like a Infernal Legacy from tiefling(unlocked on 3rd level), or make the player choose one of the feats at a certain level as a free feat.
I was thinking it might be cool to just give one of these to each character at lvl 1 as an extra bit of variation aside from just subrace. Like which clan of the subrace do you belong to? Might be a little overpowered for some combos, though.
I am thinking that a dwarven monk might be a fun build now. With the dwarven resilience feat, welcome to dodge city.
My DM has rejected Dwarven Resilience because it doesn't have a limit. His reasoning is that a dwarf can Dodge for as many rounds as they want/need, spending that many HD (1/rd). It can basically be a short rest in terms of spending Hit Dice, but without the 1 hour (or longer).
I feel like this needs to be capped, like once per long/short rest (similar to Second Wind), or maybe # times/day = Con mod (recharge after long rest)...something like that.
There is a limit built into the feat which is your hit dice. Now if a non monk takes this feat then they are using their entire action to dodge, which means they are not attacking. So I think the trade off is fair. Now a dwarf monk would kind of take this to the next level but also keep in mind that kind of monk has to use a KI Point and a Hit Dice to pull this off assuming they did not use there bonus action for something else and or have KI Points to use. On top of all this they have to take the feat so this is replacing stat increases which would typically be used for increasing attack bonus, damage, DC's, and the like.
Maybe decisions have already been made regarding whether specific feats for races are making it into future books like Xanathar's Guide to Everything, but I'm hoping the prodigy feat for humans makes it in. It really helped me make an older (variant) human seem experienced in a greater variety of skills, tools, languages, etc., while still starting at level 1. My GM has allowed it and since skills, tools, and languages are fairly situational, this hasn't been overpowering.
I am thinking that a dwarven monk might be a fun build now. With the dwarven resilience feat, welcome to dodge city.
My DM has rejected Dwarven Resilience because it doesn't have a limit. His reasoning is that a dwarf can Dodge for as many rounds as they want/need, spending that many HD (1/rd). It can basically be a short rest in terms of spending Hit Dice, but without the 1 hour (or longer).
I feel like this needs to be capped, like once per long/short rest (similar to Second Wind), or maybe # times/day = Con mod (recharge after long rest)...something like that.
There is a limit built into the feat which is your hit dice. Now if a non monk takes this feat then they are using their entire action to dodge, which means they are not attacking. So I think the trade off is fair. Now a dwarf monk would kind of take this to the next level but also keep in mind that kind of monk has to use a KI Point and a Hit Dice to pull this off assuming they did not use there bonus action for something else and or have KI Points to use. On top of all this they have to take the feat so this is replacing stat increases which would typically be used for increasing attack bonus, damage, DC's, and the like.
I think his concern is using it out of combat to heal up really quickly since it would take 6 seconds per hit die to heal instead of an hour.
Anyone have any idea when these will be implemented into DnD Beyond? Using items as a workaround for now.
Rumor has it a lot of these went through playtest and will be dropping in XGE in November. Of course, no clue how they may have changed through the playtesting.
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GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links. https://www.twitch.tv/thebonusrole @BonusRole
Anyone know if Aasimar are considered human? I was interested in doing one of the earlier unearthed arcana feats, i think it was dragonmark. ANd i wasnt sure if Aasimar are considered human. My DM said its fine but i was just curious to see.
As VillainTheory pointed out, Aasimar aren't human, but you COULD houserule the Human feats for them. Or instead, I was thinking you could re-purpose some of the existing feats for Aasimar with a few tweaks:
• Dragonborn feat: "Dragon Wings" to "Angel Wings" (straight rules exchange; flavor "feathered wings" in place of "draconic wings")
• Tiefling feat: "Infernal Constitution" to "Angelic Constitution" (exchange "cold" for "fire", keep poison resistance/saves)
• Tiefling feat: "Flames of Phlegethos" to [insert appropriate name] (change to "Wis or Cha", replace "fire" for "radiant)
Regarding Celestial Constitution, I'd take guidance from the Monster's Manual entries about Celestials and Fiends.
Demons & Devils usually immune/resist Fire and Poison, often Cold as well, and sometimes Lightning too.
Angels always resist/immune Radiant, Charm, Frightened, and Exhaustion. Aasimar already resist Radiant and Necrotic.
So I'd have that feat give advantage vs charm and fear, and suffer effects of exhaustion as if if one level less. Maybe require only 4 hours sleep for a long rest as well.
For Fires of the Heavens/Forsaken or whatever you call the Flames of Phelgethos equivalent I'd give the option of CHA or STR and Necrotic damage for Fallen Assimar.
There might be fewer raidiant/necrotic spells to trigger this though.... havta look. Might word it to apply to spell slots spent to deal those damage types, to include smiting as a trigger (but maybe not for the die reroll effect), if there are fewer spells.
where can I find the Dragon wings feat on DnD Beyond to add to my char sheet
There isn't. The Dragon Wings feat is from an old article of UA and isn't available. You can reproduce it with the homebrew system. It is not allowed to publish it.
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The feet human detonation is slightly open to min maxing due to granting advantage on one role, this includes attack rolls, one of the requirements for sneak attack is having advantage on the roll, so it may be a bit open to min maxing. Don't get me confused with disliking this feet I really like it and think that its pretty good.
Maybe decisions have already been made regarding whether specific feats for races are making it into future books like Xanathar's Guide to Everything, but I'm hoping the prodigy feat for humans makes it in. It really helped me make an older (variant) human seem experienced in a greater variety of skills, tools, languages, etc., while still starting at level 1. My GM has allowed it and since skills, tools, and languages are fairly situational, this hasn't been overpowering.
Anyone have any idea when these will be implemented into DnD Beyond? Using items as a workaround for now.
GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links.
https://www.twitch.tv/thebonusrole
@BonusRole
where can I find the Dragon wings feat on DnD Beyond to add to my char sheet