How many traits is a species supposed to have? I feel like maybe I missed something somewhere, but it seems wild that someone creating a baseline Wulven would have eight traits. Is the intent that these species are only ever used -- as designed -- in a Grim Hollow campaign, because the species seem to stack up pretty strongly against any core game species.
How many traits is a species supposed to have? I feel like maybe I missed something somewhere, but it seems wild that someone creating a baseline Wulven would have eight traits. Is the intent that these species are only ever used -- as designed -- in a Grim Hollow campaign, because the species seem to stack up pretty strongly against any core game species.
All the provided heritages and any user-made ones do indeed have eight traits each.
But you can swap any of those suggested traditional heritage traits for any of the traits provided, building your character around any eight traits. This can include taking the traditional traits presented for any other heritage, taking one of your traditional traits again to gain its secondary effect, or taking any of the many traits that aren’t part of any heritage’s default presentation. https://www.dndbeyond.com/sources/dnd/ghpg/chapter-1-heritages-traits#TraitSelection
Some heritages even allow Small creatures to reduce their speed to 25 in exchange for a 9th trait.
Size. Accursed can range in size from under 3 feet to 6 feet or more, with a wide range of body types to match. Your size is Small or Medium, as you determine.
Speed. 30 feet. If you are Small, you can reduce your Speed by 5 feet to gain an extra trait.
I saw that when perusing the source, and while I find it helpful in the context of a Grim Hollow campaign, I don't find that it's helpful in the context of balancing against species that are not from the Grim Hollow setting, i.e. utilizing one of the Grim Hollow species in a non-Grim Hollow campaign. It's weird because I didn't feel like the Grim Hollow races from the original version of their sourcebook were unbalanced versus the broad Dungeons & Dragons races at all (and in some cases I felt they were underpowered comparatively), but these definitely at least feel like they're overtuned compared to the 2024 species...
And thinking: Wouldn't Tireless cover saving throws associated with extreme cold/heat?
When sticking strictly to the rules as presented in the 2024 Dungeon Master's Guide, yes. Should the DM decide that there are other effects tied to extreme cold or extreme heat (or should, say, an adventure present custom effects for these scenarios), then one could make the argument that Tireless wouldn't cover those.
And thinking: Wouldn't Tireless cover saving throws associated with extreme cold/heat?
When sticking strictly to the rules as presented in the 2024 Dungeon Master's Guide, yes. Should the DM decide that there are other effects tied to extreme cold or extreme heat (or should, say, an adventure present custom effects for these scenarios), then one could make the argument that Tireless wouldn't cover those.
Well, that's what I thought with the 2024 Exhaustion rules in mind; Inured to the Elements is already hyper specific, while Tireless most of the time would either revolve around not eating, or resting (sleep/marching).
Mechanically, both traits are already *struggling* for relevance in most games, and really don't pair well.
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How many traits is a species supposed to have? I feel like maybe I missed something somewhere, but it seems wild that someone creating a baseline Wulven would have eight traits. Is the intent that these species are only ever used -- as designed -- in a Grim Hollow campaign, because the species seem to stack up pretty strongly against any core game species.
I was also unclear on this
All the provided heritages and any user-made ones do indeed have eight traits each.
Some heritages even allow Small creatures to reduce their speed to 25 in exchange for a 9th trait.
Additionally, there's a sidebar here that discusses balance:
https://www.dndbeyond.com/sources/dnd/ghpg/chapter-1-heritages-traits#BalancingTraitsTraditional
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I was looking at the Downcast and thinking:
Inured to the Elements: "You have Advantage on Constitution saving throws made to resist the effects of extreme cold or extreme heat."
And
Tireless: "You have Advantage on saving throws connected to gaining or removing Exhaustion levels."
And thinking: Wouldn't Tireless cover saving throws associated with extreme cold/heat?
I'm assuming these traits are double dipping like that throughout.
It definitely doesn't feel stronger than the 2024 PHB Goliath or a High Elf, well, minus I guess ease of access to 1st level Cleric spells.
I can't see any option on the dnd beyond app to swap out traits for species. So how would you do this if using the app or website?
I saw that when perusing the source, and while I find it helpful in the context of a Grim Hollow campaign, I don't find that it's helpful in the context of balancing against species that are not from the Grim Hollow setting, i.e. utilizing one of the Grim Hollow species in a non-Grim Hollow campaign. It's weird because I didn't feel like the Grim Hollow races from the original version of their sourcebook were unbalanced versus the broad Dungeons & Dragons races at all (and in some cases I felt they were underpowered comparatively), but these definitely at least feel like they're overtuned compared to the 2024 species...
When sticking strictly to the rules as presented in the 2024 Dungeon Master's Guide, yes. Should the DM decide that there are other effects tied to extreme cold or extreme heat (or should, say, an adventure present custom effects for these scenarios), then one could make the argument that Tireless wouldn't cover those.
Well, that's what I thought with the 2024 Exhaustion rules in mind; Inured to the Elements is already hyper specific, while Tireless most of the time would either revolve around not eating, or resting (sleep/marching).
Mechanically, both traits are already *struggling* for relevance in most games, and really don't pair well.