Okay. It's been about 3 weeks since the last UA came out. Any guesses on a) if there will be a new UA within the next week or so and b) what such a UA would contain?
They've been doing lineages/races recently, two in a row. They could keep making more, possibly other planar lineages/races, or they could pivot to something else like subclasses, magic items, and so on.
I would love to have more unique magic items that aren't really items, like magical tattoos. For example, they could also do something like magical hair-dye that makes you better at Performance, fingernail polish that make you better at Persuasion checks, or war paint that makes you better at Intimidation checks, and piercings that make you better at Deception.
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Please check out my homebrew, I would appreciate feedback:
I'm down for more magic equipment. I honestly wouldn't mind a decent sized dump of middling-to-slightly impressive magic items. not anything groundbreaking, just things that would be maybe situationally useful. Like say, aWand of Smiles or a Hat of Wizardry (Though I know the hat is actually much better than its rank would indicate).
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
I know Cleric has way more subclasses than the majority of other base classes, but I wouldn't mind a Travel/Adventure/Merchantry Domain. Sort of like Forge or Knowledge, with an emphasis on mobility/storage/social situations.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
I know Cleric has way more subclasses than the majority of other base classes, but I wouldn't mind a Travel/Adventure/Merchantry Domain. Sort of like Forge or Knowledge, with an emphasis on mobility/storage/social situations.
Hm. That would be interesting. I'm assuming they'd get spells for teleportation and creating extradimensional spaces, right? That sounds cool. I'm personally fine with Clerics having the most subclasses, as there are a ton of different deities that have been worshipped in the real world whose domains/portfolios could be translated to 5e. Hermes could be a Travel/Merchant Domain Deity, if such a domain would ever come out, Poseidon could be a Tempest/Ocean Domain Deity, and Pluto could be a Death/Grave/Wealth Domain Deity.
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Please check out my homebrew, I would appreciate feedback:
Yea, the big ones in my mind were Misty Step, Dimension Door, Teleportation Circle, Galder's Speedy Courier, and Tenser's Floating Disk, along with a few enchantment and transmutation spells. Channel Divinity could be an extradimensional dumpster that serves as a bag of holding? I like casters that focus more on utility than raw damage, so having a cleric who can heal you, teleport you, store your things, and maybe even out haggle a merchant would be a wonderful thing in my opinion.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
I know Cleric has way more subclasses than the majority of other base classes, but I wouldn't mind a Travel/Adventure/Merchantry Domain. Sort of like Forge or Knowledge, with an emphasis on mobility/storage/social situations.
Hm. That would be interesting. I'm assuming they'd get spells for teleportation and creating extradimensional spaces, right? That sounds cool. I'm personally fine with Clerics having the most subclasses, as there are a ton of different deities that have been worshipped in the real world whose domains/portfolios could be translated to 5e. Hermes could be a Travel/Merchant Domain Deity, if such a domain would ever come out, Poseidon could be a Tempest/Ocean Domain Deity, and Pluto could be a Death/Grave/Wealth Domain Deity.
Yea, the big ones in my mind were Misty Step, Dimension Door, Teleportation Circle, Galder's Speedy Courier, and Tenser's Floating Disk, along with a few enchantment and transmutation spells. Channel Divinity could be an extradimensional dumpster that serves as a bag of holding? I like casters that focus more on utility than raw damage, so having a cleric who can heal you, teleport you, store your things, and maybe even out haggle a merchant would be a wonderful thing in my opinion.
So like Thought, Travelers and Numbers from 2nd edition?
Yea, the big ones in my mind were Misty Step, Dimension Door, Teleportation Circle, Galder's Speedy Courier, and Tenser's Floating Disk, along with a few enchantment and transmutation spells. Channel Divinity could be an extradimensional dumpster that serves as a bag of holding? I like casters that focus more on utility than raw damage, so having a cleric who can heal you, teleport you, store your things, and maybe even out haggle a merchant would be a wonderful thing in my opinion.
don't forget freedom of movement it may perhaps not be the best spell in the world and we would already have a pair of 4th level spells but it would fit the theme of a merchant/ travel domain pretty well (if nothing else it might get incorperated into their subclass abillities in a similar manner to the devotion paladin's passive protection from evil and good)
enchantment spells seems a bit random for such a sphere tho, like it seems a bit weird for a god of travelers to grant mind controll
also how would you do divine strike/ potent cantrips? like neither seems to really fit the domain too much
gotta love 2nd edition's oddly specific spells, like "Know customs" and "create campsite/ break camp" are not the kind of spells that you would ever see nowadays
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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
Well you did have a lot more spell slots, so you could take more utility spells when travelling, now with the smaller spell list and number of spells/long rest you need to prioritise more. I think I used Know Customs a few times in 2nd edition Ravenloft? Long time ago but it was usefull.
I don't know if potent cantrip fits most things its given to. It feels like aside from Arcana and Light, it really doesn't make sense thematically for those domains to have it. Also yea, I forgot freedom of movement, so that should be there. As for the enchantment spells, Hold Person/Monster are enchantment spells and are very thematic imo, but I was generally just listing the entire school off in case it was going in a more mercantile direction. Manipulating people for a good deal and so on.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Interesting to see them going back to dragonborn and making them more a bit more complex. I still wish they had darkvision, but this is all pretty cool I suppose. The Kobold option is especially peculiar in my opinion. I like that it plays into the idea of there being some kobolds who are born more draconic than their kin.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
dragonborn is appreciated, the fact that it is now per long rest instead of per short rest is a little annoying since it might be less spammable but at least the action will always be worth using when you do use it and you have the chance to use it multiple times per combat, plus you can now have more stuff
the gem dragons are a weird cut but they are also fine, get less useful resistances but more useful breath weapons
the "roar" as a more dignified version of growel, cower and beg is interesting, as is the fact that you now have more choices for what your racial feature will do and the possibillity of kobolds being natural sorcerers at least sometimes. Do not fancy the tail natural weapons at it does not seem quite kobold-like wich is annoying becuase if you want a non-sorcerous kobold it is either that or extra bravery, something you might also not want if you wanna portray it as a bit cowardly, like having an feature outside of the "roar" that is centered around kobolds as being skilled at cooperation would be nice. (on the other hand tho, this does seem like the perfect time to whip out the oldest character concepts i can remember having, an kobold rogue who turns from a life of crime to become a monk)
finally the dragon spell is interesting partially becuase it provides a connection between the caster and the summoned creature, partiaully becuase it has all the resistances and can change damage types on the fly.
it feels like one or two of these dragon related spells could remain sorcerer exlusive instead of being shared with the wizard but whatever, they did it with dragon's breath they will do it here dragonic is the language of magic and whatnot
will admit that i might be wrong on such a thing as a draconomicon never seeing the light of day
I’ve always had a soft spot for kobolds; and like many people, I’m sure, have had apprehension due to their Ability Score limit, Sunlight Sensitivity, the whole “Grovel, Cower, Beg” thing (though I still find that last one amusing)...
They finally gave kobolds decent scores, a dignified background befitting of their lineage, and removed the biggest weaknesses.
Their “Roar” is a REALLY amazing support ability...granting advantage on attack rolls for your allies, as a bonus action, a number of times equal to proficiency?
Pretty cool for “heroic” kobolds...it’s essentially a rallying cry.
The tail weapon is...different. I like it. 1d6 + Strength bludgeoning damage isn’t anything to sneeze at...watch those cornered kobolds!
Dragonborn got a much-needed scaling buff to their breathe weapons...and hey! Gem Dragons!
The varying resistances, immunities, flight & telepathy are pretty neat...there’s going to be a LOT of Dragonborn variants walking around the tabletops now.
Elves better watch out.
The feats are interesting...elemental weaponry, defenses, etc...
I like the psychic “push” of the Gem Dragon feat.
The spells are great...particularly the one with the fiery speed boost, the freezing cone, and the psychic lance.
I know that it is probably far dead by now, but I would love to see a revised version of the Skill-based feats that were in a previous UA (each increased a score, gave proficiency in the skill, and gave some way to make a check with that skill to get some added benefit)
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Okay. It's been about 3 weeks since the last UA came out. Any guesses on a) if there will be a new UA within the next week or so and b) what such a UA would contain?
They've been doing lineages/races recently, two in a row. They could keep making more, possibly other planar lineages/races, or they could pivot to something else like subclasses, magic items, and so on.
I would love to have more unique magic items that aren't really items, like magical tattoos. For example, they could also do something like magical hair-dye that makes you better at Performance, fingernail polish that make you better at Persuasion checks, or war paint that makes you better at Intimidation checks, and piercings that make you better at Deception.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm down for more magic equipment. I honestly wouldn't mind a decent sized dump of middling-to-slightly impressive magic items. not anything groundbreaking, just things that would be maybe situationally useful. Like say, aWand of Smiles or a Hat of Wizardry (Though I know the hat is actually much better than its rank would indicate).
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
They can put what they want in as filler, as long as the UA is centered on DRAGONRAGE, the table will not be flipped. Or will be flipped,.
Jander Sunstar is the thinking person's Drizzt, fight me.
I really hope we see a follow-up to the dragon ranger and the dragon monk, though I suppose it's more likely that we won't until it gets published.
I know Cleric has way more subclasses than the majority of other base classes, but I wouldn't mind a Travel/Adventure/Merchantry Domain. Sort of like Forge or Knowledge, with an emphasis on mobility/storage/social situations.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Hm. That would be interesting. I'm assuming they'd get spells for teleportation and creating extradimensional spaces, right? That sounds cool. I'm personally fine with Clerics having the most subclasses, as there are a ton of different deities that have been worshipped in the real world whose domains/portfolios could be translated to 5e. Hermes could be a Travel/Merchant Domain Deity, if such a domain would ever come out, Poseidon could be a Tempest/Ocean Domain Deity, and Pluto could be a Death/Grave/Wealth Domain Deity.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yea, the big ones in my mind were Misty Step, Dimension Door, Teleportation Circle, Galder's Speedy Courier, and Tenser's Floating Disk, along with a few enchantment and transmutation spells. Channel Divinity could be an extradimensional dumpster that serves as a bag of holding? I like casters that focus more on utility than raw damage, so having a cleric who can heal you, teleport you, store your things, and maybe even out haggle a merchant would be a wonderful thing in my opinion.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
So like Thought, Travelers and Numbers from 2nd edition?
https://forgottenrealms.fandom.com/wiki/Numbers_sphere
https://forgottenrealms.fandom.com/wiki/Thought_sphere
https://forgottenrealms.fandom.com/wiki/Travelers_sphere
don't forget freedom of movement it may perhaps not be the best spell in the world and we would already have a pair of 4th level spells but it would fit the theme of a merchant/ travel domain pretty well (if nothing else it might get incorperated into their subclass abillities in a similar manner to the devotion paladin's passive protection from evil and good)
enchantment spells seems a bit random for such a sphere tho, like it seems a bit weird for a god of travelers to grant mind controll
also how would you do divine strike/ potent cantrips? like neither seems to really fit the domain too much
gotta love 2nd edition's oddly specific spells, like "Know customs" and "create campsite/ break camp" are not the kind of spells that you would ever see nowadays
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
Well you did have a lot more spell slots, so you could take more utility spells when travelling, now with the smaller spell list and number of spells/long rest you need to prioritise more. I think I used Know Customs a few times in 2nd edition Ravenloft? Long time ago but it was usefull.
I don't know if potent cantrip fits most things its given to. It feels like aside from Arcana and Light, it really doesn't make sense thematically for those domains to have it. Also yea, I forgot freedom of movement, so that should be there. As for the enchantment spells, Hold Person/Monster are enchantment spells and are very thematic imo, but I was generally just listing the entire school off in case it was going in a more mercantile direction. Manipulating people for a good deal and so on.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
https://dnd.wizards.com/articles/unearthed-arcana/draconic-options
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Holy cow. Didn't expect a full draconic race rework with feats and spells
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Gem Dragon stonks on the rise. I love it.
Fizban’s Platinum Shield
Fizban’s Platinum
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Mmmmmmm
Interesting to see them going back to dragonborn and making them more a bit more complex. I still wish they had darkvision, but this is all pretty cool I suppose. The Kobold option is especially peculiar in my opinion. I like that it plays into the idea of there being some kobolds who are born more draconic than their kin.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
dragonborn is appreciated, the fact that it is now per long rest instead of per short rest is a little annoying since it might be less spammable but at least the action will always be worth using when you do use it and you have the chance to use it multiple times per combat, plus you can now have more stuff
the gem dragons are a weird cut but they are also fine, get less useful resistances but more useful breath weapons
the "roar" as a more dignified version of growel, cower and beg is interesting, as is the fact that you now have more choices for what your racial feature will do and the possibillity of kobolds being natural sorcerers at least sometimes. Do not fancy the tail natural weapons at it does not seem quite kobold-like wich is annoying becuase if you want a non-sorcerous kobold it is either that or extra bravery, something you might also not want if you wanna portray it as a bit cowardly, like having an feature outside of the "roar" that is centered around kobolds as being skilled at cooperation would be nice. (on the other hand tho, this does seem like the perfect time to whip out the oldest character concepts i can remember having, an kobold rogue who turns from a life of crime to become a monk)
finally the dragon spell is interesting partially becuase it provides a connection between the caster and the summoned creature, partiaully becuase it has all the resistances and can change damage types on the fly.
it feels like one or two of these dragon related spells could remain sorcerer exlusive instead of being shared with the wizard but whatever, they did it with dragon's breath they will do it here dragonic is the language of magic and whatnot
will admit that i might be wrong on such a thing as a draconomicon never seeing the light of day
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
Boy, do I really love this UA.
I’ve always had a soft spot for kobolds; and like many people, I’m sure, have had apprehension due to their Ability Score limit, Sunlight Sensitivity, the whole “Grovel, Cower, Beg” thing (though I still find that last one amusing)...
They finally gave kobolds decent scores, a dignified background befitting of their lineage, and removed the biggest weaknesses.
Their “Roar” is a REALLY amazing support ability...granting advantage on attack rolls for your allies, as a bonus action, a number of times equal to proficiency?
Pretty cool for “heroic” kobolds...it’s essentially a rallying cry.
The tail weapon is...different. I like it. 1d6 + Strength bludgeoning damage isn’t anything to sneeze at...watch those cornered kobolds!
Dragonborn got a much-needed scaling buff to their breathe weapons...and hey! Gem Dragons!
The varying resistances, immunities, flight & telepathy are pretty neat...there’s going to be a LOT of Dragonborn variants walking around the tabletops now.
Elves better watch out.
The feats are interesting...elemental weaponry, defenses, etc...
I like the psychic “push” of the Gem Dragon feat.
The spells are great...particularly the one with the fiery speed boost, the freezing cone, and the psychic lance.
Exciting stuff.
I was correct with my previous prediction but still early than I predicted.
With this current pace of UA release, the next one will likely be released between 4/25 and 7/3.
I know that it is probably far dead by now, but I would love to see a revised version of the Skill-based feats that were in a previous UA (each increased a score, gave proficiency in the skill, and gave some way to make a check with that skill to get some added benefit)
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!