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What is /r/DNDNext? A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next. I've found myself looking at a few of the D&D Next playtest packets for some ideas. Index of / DnD Next Playtest Packet Adventure - Against the Cult of Chaos echecs16.info · echecs16.info · Creating a echecs16.info October 14, This release of the D&D Next playtest presents updates to only the paladin and the druid. For convenience, this document still contains notes.
Grung The first PHB contains the eight iconic races of editions past, plus the 4e additions of Dragonborn and Tiefling. Dwarves, elves, halflings and humans are all labeled as "common" races who will be seen practically everywhere save the drow subrace for elves , whilst the others are labeled as being "uncommon" races. Many races have subraces; they must choose to be a specific kind of that race for further added bonuses. Race design is similar to 4e, minus the "racial powers" setup due to the loss of that mechanic; all bonuses, no penalties - with a few subrace exceptions. This carries over the 4e philosophy of not completely screwing players who want to build something unconventional, like a halfling barbarian or a half-orc wizard.
I'll talk about it without any obvious spoilers.
Game 1: Tanja, Lisa. Old friends. Melissa is an old friend who had played an old playtest version with other folks over a year ago, about sessions. Daniel is an experienced indie games player.
Laura has some indie game experience with me. Game 3: Tanja, Daniel, Steven. Everyone used a pre-gen except Daniel and Melissa. Daniel made up a character before he arrived, using the PDF that's available. He played different characters in the two games. Melissa had her old character from way back in the playtest days. She revised it when she got to the house to bring it up to speed with the PDF rules.
First impressions Combat is fast! I used the fixed monster damage option to speed things up from the DM side. All I had to remember was that a goblin has AC 14 and does 5 damage melee and ranged --done! Initiative is still a bit of a pain. I'm not really convinced of its value outside the tactical arena of 4e or even 3e. Really, all you care about is who gets to attack before the monster on the first round, right?
Then it's back and forth between monsters and PCs. Maybe with multiple monsters at different initiative times, that doesn't apply exactly, but I'd just use the boss for initiative and let everyone else attack at that time.
Haven't tried it in actual play. Once per short rest, they can also teleport up to 15 feet to an unoccupied space they can see, and gain resistance to all damage until the start of their next turn. Gnome Crazy, hyper-energetic and insatiably curious, gnomes are also the only uncommon race in the corebook with full subraces, assuming the dragonborn's choice of dragon doesn't count.
With Dragonlance supported, but the Kender race thankfully missing after playtest, these seem to hold up as the Kender replacement. In the corebook, it's explicitly stated that these should be used for playing Tinker Gnomes if you're running a Dragonlance game.
There was a printed reveal in the Sword Coast Adventurer's Guide, but the versions are absolutely identical. These are the " svirfneblin ", the Underdark-dwelling gnomes mentioned but mostly ignored in editions past.
They can also grow beards, something that may have been in previous editions, but is directly addressed in this one. The best PHB race for any Cha-based class, due to their tremendous versatility, and easily has the most raw power.
It might not be the optimal feat for your build, no, but can you easily deny that it beats out any other feat in the game for raw power? Well, a half-elf is essentially a variant human who gets a feat like that. The Sword Coast Adventurer's Guide includes rules for half-elf racial variants, allowing them to have sub-races like several other races.
Basically, they can trade out their bonus skill proficiencies for the other elf races' bonuses. Any kind of half-elf can trade for an upgrade to darkvision and proficiency in perception, half-high elves can gain a wizard cantrip, half-wood elves can gain a five-foot speed boost or an improved ability to hide in the wild, and both of the above can gain elf weapon training.
This effectively makes them the best barbarians in the game and gives barbarian-lite abilities to any other classes. This new design eliminates the culturally awkward standard of male orcs forcing themselves on human women, to the point of actually raising the idea that the race could be used for playing a half-dwarf, half-orc.
Halfling Small, cheerful, practical creatures, halflings try to make friends with anybody. They usually don't have any greater goal beyond a simple, pleasant life.
Their two subraces are Lightfoot and Stout. The playtest release featured the infamous Kender of Dragonlance as yet another halfling subrace. Of course, if an official Dragonlance playbook ever comes out doubtful, at this point, given the lackluster success of it in 3. Human Humans are the versatile race once again. The feat option, given how strong feats are in 5th, can actually make it very hard to choose any other race, even ones that specialize in a specific area, over humans for a build given the sheer rapidity of power the variant human allows.
Tiefling Following in the footsteps of 4e, with a unified if still very variable appearance and a tiefling racial backlore as "descendants of a cursed empire" rather than "spawn of a human and a fiend".
Like half-elves, they got upgraded with subrace options in the Sword Coast Adventurer's Guide. Hellfire simply replaces their Hellish Rebuke spell-like ability with Burning Hands, the Devil's Tongue option alters their list completely, trading in all their spells for mind-affecting choices, and choosing Winged means giving up all spells in exchange for a ft fly speed, which is kickass.
Pretty much all of the 3e variants made it through as sub-types. Boring, but hey. Nice utility, as all alternative movements are. Good for other Dex-based classes, completely redundant for a rogue or high-level ranger. Good for a control fighter and the like. Unarmed strikes may only deal a single point damage, but the real power of this ability is essentially two-weapon fighting without needing the fighting style to add the ability score modifier to the damage roll.
Good for mage-hunting and utility. Warforged Same old magic robots.
They don't need to eat or breathe, trance for 4 hours per day instead of sleeping for 8 hours, and immune to disease. All of these are somewhat abusable, so your DM might tone them down. On the plus side, they no longer have healing penalties and such. You're trading in a lOttttt for that flyspeed, so make sure your DM's actually going to let you use it. Genasi Part of the Elemental Evil Player's Guide web-feature from the WoTC website, they were the only race from it to make it into the official Princes of the Apocalypse Elemental Evil adventure, which keeps them safe from DMs who insist "it's not in print, so it's not official".
Only four varieties this time; Earth, Air, Water and Fire. Also, got a lot more cultural tweaks than just about anyone was expecting. Unearthed Arcana Waterborne Adventures[ edit ] Minotaur Explicitly based on the Krynnish model, and to that end focused on sea-travel and brutal cunning as much as raw power, on the grounds that "We already have half-orcs and goliaths and don't really need just another big brutish monster race.
They also have horns, which they are automatically proficient with, that deal 1d10 piercing damage, offer advantage on shoving checks, automatically shove when used as part of an Attack action, and can be used to gore an enemy as a bonus action even after a Dash.
Finally, they have Labyrinthine Recall giving them perfect recall of any path they've traveled down, land, dungeon, or sea and Sea Reaver proficiency with navigator's tools and waterborne vehicles.
Unearthed Arcana: Gothic Heroes[ edit ] Revenant The most exotic race to come out of 5e yet, the Revenant is a member of any of the other races that has died and then risen from the grave as an undead creature in order to pursue an all-compelling goal.
The drawback is, once you complete the goal that brought you back from the grave, you die well and truly, passing on to the afterlife with no further possibility of resurrection. This represents the eladrin's attunement to each of the four seasons, which affects their personality, roleplay-wise, and they can adjust their seasonal attunement each short or long rest.
Gith One of the biggest and most important subrace splits in the game over here.
As a result, it included assorted Zendikaran races, from humans and elves to goblins, vampires, merfolk and kor. Zendikaran Merfolk The handbook's racial representative of Blue Mana. Unlike traditional Merfolk , these ones come with legs, so they can actually walk around on land like Tritons.
They have to pick one of the three Creeds to follow, which functions as a subrace choice.
Zendikaran Vampire Aligned to Black Mana, Zendikaran Vampires are not undead, but infused with a necrotic disease that requires them to feed on the life-energy of others. This is a special attack that they can only do on a target that is willing, restrained, grappled or incapacitated; it inflicts 1 piercing damage and D6 necrotic damage, which A: is deducted from the target's maximum hit point value and B: heals you of an equal amount of damage.
The target can shake off this effect by taking a long rest, but if killed by this attack, then they become a Null a unique sort of zombie, but which isn't statted in the booklet. Zendikaran Goblin Aligned to Red Mana, these goblins are tough and hardy creatures. Grotag Tribe Goblins receive free proficiency in Animal Handling.
Lavastep Tribe Goblins have Advantage on Dexterity Stealth checks made in rocky or subterranean environments.
Tuktuk Tribe Goblins receive free proficiency in thieves tools. Zendikaran Elves What to really say about these guys? As a result, it doesn't have all of the exotic races of its Zendikar counterpart, seeing as how Innistrad is the "Gothic Horror" MtG realm and so, like Ravenloft , it's heavily biased towards humans. So instead you get an entirely new "human race", with assorted sub-races reflecting specific provinces of Innistrad.
Innistrad Human Still Medium sized and with a base speed of 30 feet, the big difference with Innistrad humans is that they're handled with the subrace mechanic, requiring you choose between the Gavony, Kessig, Nephalia or Stensia provinces to determine your abilities. They essentially have the Mobility feat, but without having the mobility feat so you can double up on it if you gotta go fast.
Yes, this is basically the Mountain Dwarf's Dwarven Toughness racial feature but twice as good. Volo's Guide to Monsters[ edit ] Though officially a kind of Monster Manual 2, Volo's Guide earned extra interest by promising to contain fully-fledged monstrous PC races.
In mid-September, it was revealed that the book would feature roughly a dozen "deeply detailed" monstrous PC races, and an undisclosed larger number of monsters given "quick rules" for PC use. However, this turned out to be WoTC playing it vague and the end result was that there were only thirteen races in it, one of which was effectively a reprint.