We're in a weird world, where (for Strixhaven and the next book at least) books are being announced before relevant UA is.
Better than the other way, which would be releasing the books without UA because you don't want to spoil the book (like they did with Explorer's Guide to Wildemount).
I guess, but in EGtW's defense, it has some of the best non-core book subclasses in it of any 5E book.
I was wrong when I said that we wouldn't be getting any new Unearthed Arcana until after Strixhaven was released. And I'm glad that I was wrong, too. I love Spelljammer, and can't wait to give feedback on these races.
(It's a bit strange that there weren't Scro in this UA, though. They're a classic Spelljammer race.)
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Please check out my homebrew, I would appreciate feedback:
I was wrong when I said that we wouldn't be getting any new Unearthed Arcana until after Strixhaven was released. And I'm glad that I was wrong, too. I love Spelljammer, and can't wait to give feedback on these races.
(It's a bit strange that there weren't Scro in this UA, though. They're a classic Spelljammer race.)
Now I have gotten over my unmanly (or womanly or unholy or impious or insert gender, alignment free clause here, technically maybe I should use unpersonable) grief, I must admit that there is some comedic relevance to Spelljammer. While I dislike the setting in comparison to any other setting, I really like the fact that this means we might get space subclasses!
I’m VERY excited about the prospect of making an Autognome.
The Astral Elf race is…odd.
I like it, I mean…but it’s going to take some thought on how to roleplay them in a fun way.
The autognome could be interesting, but it's pretty much an overpowered, less flavorful (in my opinion) warforged at the moment.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I’m VERY excited about the prospect of making an Autognome.
The Astral Elf race is…odd.
I like it, I mean…but it’s going to take some thought on how to roleplay them in a fun way.
Astral elf is just elf² from the way they are described, even more long-lived, even more disspassionate, even more snobbish
The fact that giff, who are associated with firearms, don't get firearms or any features that benefit firearms buggs me. Yes they are doing away with racial proficiencies, and i appreciate how they manage to portray "incredible physical strength" with features rather than ASI's becuase that's probably the future of making orcs, half-orcs and what have you feel physically strong without tying it to that stat, but there should be something included. Even if they are unwilling to tire firearms directly to the "reroll 1's" mechanic, we should at least see some variant of the soldier background for giff mercenary bands (available to everyone) who can replace the tool or language with proficiency in either the musket or pistol, and whose background feature ties less to their ties with their former mercenary band and more towards them simply being familliar with the use of gunpowder? Like maybe that is not a feature tied closely enough to the game world, maybe it is, i don't know.
Hadrozee seems like they are getting the "move up to 1000 feet per turn without spending movement by falling" of the simic hybrid as well as the shenanigans thief rogues get with their object interaction. Probably very fun to play and not nessesarily game-breaking
I want to know how radiant word/ thunderclap interact with shape self, do i get to suddenly extrend my AoE spells by several feet?
Frustrating that the yuan-ti and grung get immunity to poison and yet any attempt at a construct race does not, yes both of those are very poison-centric and both on the fringes of what is normally allowed, but still it feels weird. Probably makes sense for warforged lore-wise, i have no idea how they have been previously portrayed
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I’m VERY excited about the prospect of making an Autognome.
The Astral Elf race is…odd.
I like it, I mean…but it’s going to take some thought on how to roleplay them in a fun way.
I want to know how radiant word/ thunderclap interact with shape self, do i get to suddenly extrend my AoE spells by several feet?
Nope. You might be able to convince your DM to let you use touch spells from it though
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I’m VERY excited about the prospect of making an Autognome.
The Astral Elf race is…odd.
I like it, I mean…but it’s going to take some thought on how to roleplay them in a fun way.
The autognome could be interesting, but it's pretty much an overpowered, less flavorful (in my opinion) warforged at the moment.
The warforged are inherently tied to a more interesting setting, wheras the autognome is an setting generic, so there is not much you can do, especially not with these limited paragraphs.
That said the Integrated Protection feature from the warforged is just in every way better than the autognome's Armored Casing unless you are playing a wizard or sorcerer (and even then one casting of mage armor and the warforged is ahead again) and getting a skill instead of an tool is also more useful
If you think +1d4 on an attack/ save/ check a number of times per long rest and being able to spend hit dice outside of a long rest to heal yourself is worth a +1 always active ac buff, well that's on you. It certainly does not nessesarily feel all that powerful in comparison, even if it maybe is a bit strong
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I’m VERY excited about the prospect of making an Autognome.
The Astral Elf race is…odd.
I like it, I mean…but it’s going to take some thought on how to roleplay them in a fun way.
The autognome could be interesting, but it's pretty much an overpowered, less flavorful (in my opinion) warforged at the moment.
The warforged are inherently tied to a more interesting setting, wheras the autognome is an setting generic, so there is not much you can do, especially not with these limited paragraphs.
That said the Integrated Protection feature from the warforged is just in every way better than the autognome's Armored Casing unless you are playing a wizard or sorcerer (and even then one casting of mage armor and the warforged is ahead again) and getting a skill instead of an tool is also more useful
If you think +1d4 on an attack/ save/ check a number of times per long rest and being able to spend hit dice outside of a long rest to heal yourself is worth a +1 always active ac buff, well that's on you. It certainly does not nessesarily feel all that powerful in comparison, even if it maybe is a bit strong
It's the healing part. It can be healed normally or with a cantrip, and not just a few times a day either. It definitely feels strong to me.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I’m VERY excited about the prospect of making an Autognome.
The Astral Elf race is…odd.
I like it, I mean…but it’s going to take some thought on how to roleplay them in a fun way.
The autognome could be interesting, but it's pretty much an overpowered, less flavorful (in my opinion) warforged at the moment.
The warforged are inherently tied to a more interesting setting, wheras the autognome is an setting generic, so there is not much you can do, especially not with these limited paragraphs.
That said the Integrated Protection feature from the warforged is just in every way better than the autognome's Armored Casing unless you are playing a wizard or sorcerer (and even then one casting of mage armor and the warforged is ahead again) and getting a skill instead of an tool is also more useful
If you think +1d4 on an attack/ save/ check a number of times per long rest and being able to spend hit dice outside of a long rest to heal yourself is worth a +1 always active ac buff, well that's on you. It certainly does not nessesarily feel all that powerful in comparison, even if it maybe is a bit strong
It's the healing part. It can be healed normally or with a cantrip, and not just a few times a day either. It definitely feels strong to me.
to heal that way you must spend a hit dice, so at 1st level that is a total of once per long rest, or ten times total per long rest at 20th level (you only regain half your maximum hit dice rounded up every long rest, so that's an average). Given that each spellcaster gets so few cantrips to work with, that the particular cantrip otherwise has pretty niche uses and that mending's casting time is 1 minute so it cannot even be cast during combat, it is probably a lot less impressive than it sounds. Especially since the healing per hit dice here is the same as what you get for taking a short rest, and you are supposed to take two short rests per long rest and you can spend as many hit dice as you want during a short rest.
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I’m VERY excited about the prospect of making an Autognome.
The Astral Elf race is…odd.
I like it, I mean…but it’s going to take some thought on how to roleplay them in a fun way.
The autognome could be interesting, but it's pretty much an overpowered, less flavorful (in my opinion) warforged at the moment.
The warforged are inherently tied to a more interesting setting, wheras the autognome is an setting generic, so there is not much you can do, especially not with these limited paragraphs.
That said the Integrated Protection feature from the warforged is just in every way better than the autognome's Armored Casing unless you are playing a wizard or sorcerer (and even then one casting of mage armor and the warforged is ahead again) and getting a skill instead of an tool is also more useful
If you think +1d4 on an attack/ save/ check a number of times per long rest and being able to spend hit dice outside of a long rest to heal yourself is worth a +1 always active ac buff, well that's on you. It certainly does not nessesarily feel all that powerful in comparison, even if it maybe is a bit strong
It's the healing part. It can be healed normally or with a cantrip, and not just a few times a day either. It definitely feels strong to me.
It expends hit dice so not unlimited it's kind of like a 1 minute short rest (without any of the other benefits of a short rest). Potentially quite useful. Strong but not too strong. I rather like it.
So, let's brainstorm something: A Thri-Kreen Paladin with Find Steed (eventually taking Find Greater Steed), with a level 1 dip into Fighter to get the Two-Weapon Fighting Fighting Style, or taking the Fighting Initiate feat with their first ASI (Paladin Fighting Style will be Defense, Divine Warrior, or Interception. Doesn't really matter which).
Take the Duel Wielder feat at level 8, and mount on your Steed. Pull out two Lances, and duel wield them. You can duel wielding lances (the only d12 weapon that you can duel wield), while still having empty hands for spellcasting or pulling out other useful items (potions, magic items, holy water, etc). Once you reach level 5 as a paladin, you can make 3 attacks each round, each with a d12 damage dice, and you can smite on all of them if you wish. You also have an AC of 19 (Plate Armor for an 18, +1 from Duel Wielder), or a 20 if you have the Defense Fighting Style (if you cast Shield of Faith on yourself, you can get an AC of 22).
You're now the weirdest paladin ever. A 4-armed Bugman with two lances, a camel mount, and two empty hands for whatever purposes you wish.
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Please check out my homebrew, I would appreciate feedback:
So, let's brainstorm something: A Thri-Kreen Paladin with Find Steed (eventually taking Find Greater Steed), with a level 1 dip into Fighter to get the Two-Weapon Fighting Fighting Style, or taking the Fighting Initiate feat with their first ASI (Paladin Fighting Style will be Defense, Divine Warrior, or Interception. Doesn't really matter which).
Take the Duel Wielder feat at level 8, and mount on your Steed. Pull out two Lances, and duel wield them. You can duel wielding lances (the only d12 weapon that you can duel wield), while still having empty hands for spellcasting or pulling out other useful items (potions, magic items, holy water, etc). Once you reach level 5 as a paladin, you can make 3 attacks each round, each with a d12 damage dice, and you can smite on all of them if you wish. You also have an AC of 19 (Plate Armor for an 18, +1 from Duel Wielder), or a 20 if you have the Defense Fighting Style (if you cast Shield of Faith on yourself, you can get an AC of 22).
You're now the weirdest paladin ever. A 4-armed Bugman with two lances, a camel mount, and two empty hands for whatever purposes you wish.
Throw in a shield for that extra +2 AC and you still have a free hand.
So, let's brainstorm something: A Thri-Kreen Paladin with Find Steed (eventually taking Find Greater Steed), with a level 1 dip into Fighter to get the Two-Weapon Fighting Fighting Style, or taking the Fighting Initiate feat with their first ASI (Paladin Fighting Style will be Defense, Divine Warrior, or Interception. Doesn't really matter which).
Take the Duel Wielder feat at level 8, and mount on your Steed. Pull out two Lances, and duel wield them. You can duel wielding lances (the only d12 weapon that you can duel wield), while still having empty hands for spellcasting or pulling out other useful items (potions, magic items, holy water, etc). Once you reach level 5 as a paladin, you can make 3 attacks each round, each with a d12 damage dice, and you can smite on all of them if you wish. You also have an AC of 19 (Plate Armor for an 18, +1 from Duel Wielder), or a 20 if you have the Defense Fighting Style (if you cast Shield of Faith on yourself, you can get an AC of 22).
You're now the weirdest paladin ever. A 4-armed Bugman with two lances, a camel mount, and two empty hands for whatever purposes you wish.
Throw in a shield for that extra +2 AC and you still have a free hand.
Can't do that. Your small arms can't hold shields or lances (as lances aren't "light" weapons). I originally made that mistake, but noticed it right before I posted that post, and edited it out.
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Please check out my homebrew, I would appreciate feedback:
So, let's brainstorm something: A Thri-Kreen Paladin with Find Steed (eventually taking Find Greater Steed), with a level 1 dip into Fighter to get the Two-Weapon Fighting Fighting Style, or taking the Fighting Initiate feat with their first ASI (Paladin Fighting Style will be Defense, Divine Warrior, or Interception. Doesn't really matter which).
Take the Duel Wielder feat at level 8, and mount on your Steed. Pull out two Lances, and duel wield them. You can duel wielding lances (the only d12 weapon that you can duel wield), while still having empty hands for spellcasting or pulling out other useful items (potions, magic items, holy water, etc). Once you reach level 5 as a paladin, you can make 3 attacks each round, each with a d12 damage dice, and you can smite on all of them if you wish. You also have an AC of 19 (Plate Armor for an 18, +1 from Duel Wielder), or a 20 if you have the Defense Fighting Style (if you cast Shield of Faith on yourself, you can get an AC of 22).
You're now the weirdest paladin ever. A 4-armed Bugman with two lances, a camel mount, and two empty hands for whatever purposes you wish.
Throw in a shield for that extra +2 AC and you still have a free hand.
Can't do that. Your small arms can't hold shields or lances (as lances aren't "light" weapons). I originally made that mistake, but noticed it right before I posted that post, and edited it out.
That's right. Oh well :)
I wonder if the will change the Dual Wielder Feat wording or just a blurb in the Thri-kreen about requiring a weapon in each hand. I would certainly rule it as DM that they would not need 4 weapons in order to take full advantage of the Feat.
So, let's brainstorm something: A Thri-Kreen Paladin with Find Steed (eventually taking Find Greater Steed), with a level 1 dip into Fighter to get the Two-Weapon Fighting Fighting Style, or taking the Fighting Initiate feat with their first ASI (Paladin Fighting Style will be Defense, Divine Warrior, or Interception. Doesn't really matter which).
Take the Duel Wielder feat at level 8, and mount on your Steed. Pull out two Lances, and duel wield them. You can duel wielding lances (the only d12 weapon that you can duel wield), while still having empty hands for spellcasting or pulling out other useful items (potions, magic items, holy water, etc). Once you reach level 5 as a paladin, you can make 3 attacks each round, each with a d12 damage dice, and you can smite on all of them if you wish. You also have an AC of 19 (Plate Armor for an 18, +1 from Duel Wielder), or a 20 if you have the Defense Fighting Style (if you cast Shield of Faith on yourself, you can get an AC of 22).
You're now the weirdest paladin ever. A 4-armed Bugman with two lances, a camel mount, and two empty hands for whatever purposes you wish.
Throw in a shield for that extra +2 AC and you still have a free hand.
Can't do that. Your small arms can't hold shields or lances (as lances aren't "light" weapons). I originally made that mistake, but noticed it right before I posted that post, and edited it out.
That's right. Oh well :)
I wonder if the will change the Dual Wielder Feat wording or just a blurb in the Thri-kreen about requiring a weapon in each hand. I would certainly rule it as DM that they would not need 4 weapons in order to take full advantage of the Feat.
I really wish that it was possible for a Thri-Kreen to dual wield two-handed weapons. It would be awesome to be able to attack with two Double-Bladed Scimitars or even just two Greatswords/Greataxes/Mauls (or a Greatsword and a Halberd, or something like that).
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Please check out my homebrew, I would appreciate feedback:
I really wish that it was possible for a Thri-Kreen to dual wield two-handed weapons. It would be awesome to be able to attack with two Double-Bladed Scimitars or even just two Greatswords/Greataxes/Mauls (or a Greatsword and a Halberd, or something like that).
As awesome as that would be, I can already hear screams of nerd-rage about power creep from the very suggestion....
I really wish that it was possible for a Thri-Kreen to dual wield two-handed weapons. It would be awesome to be able to attack with two Double-Bladed Scimitars or even just two Greatswords/Greataxes/Mauls (or a Greatsword and a Halberd, or something like that).
As awesome as that would be, I can already hear screams of nerd-rage about power creep from the very suggestion....
So what? It would be cool, and Rule as Cool overrides the Rules of Whiny Nerds 99% of the time.
(Strangely, most of the people that complain about Tasha's changes to races "making all races be the same" are the same as the ones that scream "POWER CREEP!!!" at the suggestion of adding more oomph to the races.)
I guess, but in EGtW's defense, it has some of the best non-core book subclasses in it of any 5E book.
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I was wrong when I said that we wouldn't be getting any new Unearthed Arcana until after Strixhaven was released. And I'm glad that I was wrong, too. I love Spelljammer, and can't wait to give feedback on these races.
(It's a bit strange that there weren't Scro in this UA, though. They're a classic Spelljammer race.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Now I have gotten over my unmanly (or womanly or unholy or impious or insert gender, alignment free clause here, technically maybe I should use unpersonable) grief, I must admit that there is some comedic relevance to Spelljammer. While I dislike the setting in comparison to any other setting, I really like the fact that this means we might get space subclasses!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I just hope we get new rules for Jamming.
I’m VERY excited about the prospect of making an Autognome.
The Astral Elf race is…odd.
I like it, I mean…but it’s going to take some thought on how to roleplay them in a fun way.
The autognome could be interesting, but it's pretty much an overpowered, less flavorful (in my opinion) warforged at the moment.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Astral elf is just elf² from the way they are described, even more long-lived, even more disspassionate, even more snobbish
The fact that giff, who are associated with firearms, don't get firearms or any features that benefit firearms buggs me. Yes they are doing away with racial proficiencies, and i appreciate how they manage to portray "incredible physical strength" with features rather than ASI's becuase that's probably the future of making orcs, half-orcs and what have you feel physically strong without tying it to that stat, but there should be something included. Even if they are unwilling to tire firearms directly to the "reroll 1's" mechanic, we should at least see some variant of the soldier background for giff mercenary bands (available to everyone) who can replace the tool or language with proficiency in either the musket or pistol, and whose background feature ties less to their ties with their former mercenary band and more towards them simply being familliar with the use of gunpowder? Like maybe that is not a feature tied closely enough to the game world, maybe it is, i don't know.
Hadrozee seems like they are getting the "move up to 1000 feet per turn without spending movement by falling" of the simic hybrid as well as the shenanigans thief rogues get with their object interaction. Probably very fun to play and not nessesarily game-breaking
I want to know how radiant word/ thunderclap interact with shape self, do i get to suddenly extrend my AoE spells by several feet?
Frustrating that the yuan-ti and grung get immunity to poison and yet any attempt at a construct race does not, yes both of those are very poison-centric and both on the fringes of what is normally allowed, but still it feels weird. Probably makes sense for warforged lore-wise, i have no idea how they have been previously portrayed
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Nope. You might be able to convince your DM to let you use touch spells from it though
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
The warforged are inherently tied to a more interesting setting, wheras the autognome is an setting generic, so there is not much you can do, especially not with these limited paragraphs.
That said the Integrated Protection feature from the warforged is just in every way better than the autognome's Armored Casing unless you are playing a wizard or sorcerer (and even then one casting of mage armor and the warforged is ahead again) and getting a skill instead of an tool is also more useful
If you think +1d4 on an attack/ save/ check a number of times per long rest and being able to spend hit dice outside of a long rest to heal yourself is worth a +1 always active ac buff, well that's on you. It certainly does not nessesarily feel all that powerful in comparison, even if it maybe is a bit strong
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
It's the healing part. It can be healed normally or with a cantrip, and not just a few times a day either. It definitely feels strong to me.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
to heal that way you must spend a hit dice, so at 1st level that is a total of once per long rest, or ten times total per long rest at 20th level (you only regain half your maximum hit dice rounded up every long rest, so that's an average). Given that each spellcaster gets so few cantrips to work with, that the particular cantrip otherwise has pretty niche uses and that mending's casting time is 1 minute so it cannot even be cast during combat, it is probably a lot less impressive than it sounds. Especially since the healing per hit dice here is the same as what you get for taking a short rest, and you are supposed to take two short rests per long rest and you can spend as many hit dice as you want during a short rest.
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
It expends hit dice so not unlimited it's kind of like a 1 minute short rest (without any of the other benefits of a short rest). Potentially quite useful. Strong but not too strong. I rather like it.
So Mantis boy is in the running for best hex blade race ever it seems.
So, let's brainstorm something: A Thri-Kreen Paladin with Find Steed (eventually taking Find Greater Steed), with a level 1 dip into Fighter to get the Two-Weapon Fighting Fighting Style, or taking the Fighting Initiate feat with their first ASI (Paladin Fighting Style will be Defense, Divine Warrior, or Interception. Doesn't really matter which).
Take the Duel Wielder feat at level 8, and mount on your Steed. Pull out two Lances, and duel wield them. You can duel wielding lances (the only d12 weapon that you can duel wield), while still having empty hands for spellcasting or pulling out other useful items (potions, magic items, holy water, etc). Once you reach level 5 as a paladin, you can make 3 attacks each round, each with a d12 damage dice, and you can smite on all of them if you wish. You also have an AC of 19 (Plate Armor for an 18, +1 from Duel Wielder), or a 20 if you have the Defense Fighting Style (if you cast Shield of Faith on yourself, you can get an AC of 22).
You're now the weirdest paladin ever. A 4-armed Bugman with two lances, a camel mount, and two empty hands for whatever purposes you wish.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Throw in a shield for that extra +2 AC and you still have a free hand.
She/Her Player and Dungeon Master
Can't do that. Your small arms can't hold shields or lances (as lances aren't "light" weapons). I originally made that mistake, but noticed it right before I posted that post, and edited it out.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That's right. Oh well :)
I wonder if the will change the Dual Wielder Feat wording or just a blurb in the Thri-kreen about requiring a weapon in each hand. I would certainly rule it as DM that they would not need 4 weapons in order to take full advantage of the Feat.
She/Her Player and Dungeon Master
I really wish that it was possible for a Thri-Kreen to dual wield two-handed weapons. It would be awesome to be able to attack with two Double-Bladed Scimitars or even just two Greatswords/Greataxes/Mauls (or a Greatsword and a Halberd, or something like that).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
As awesome as that would be, I can already hear screams of nerd-rage about power creep from the very suggestion....
So what? It would be cool, and Rule as Cool overrides the Rules of Whiny Nerds 99% of the time.
(Strangely, most of the people that complain about Tasha's changes to races "making all races be the same" are the same as the ones that scream "POWER CREEP!!!" at the suggestion of adding more oomph to the races.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms