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====Monster Adventurers==== Again, they're generally very much a subset of the "normal" races, with many having drastic power-differentials from the "core" races. Exactly which ones are broken is and forever will be [[skub]], but general agreement is that the would-be orc and kobold will be ''far'' happier using re-colored half-orcs and halflings as a template, respectively, and that the yuan-ti pureblood is gob-smackingly powerful enough to make even the [[half-elf]] blush. * [[Bugbear]] Stealthy but powerful bruisers, bugbears get +2 Str and +1 Dex, are Medium with 30ft land speed, have Darkvision, have +5 feet of reach with melee attacks, Powerful Build, free Stealth proficiency, and the ability to, once per combat, deal +2d6 damage to a creature on the first turn if they successfully pull off a surprise attack. Essentially, you've got a natural fighter base with a built in level of rogue. * [[Goblin]] With how strongly they dominated the polls for new races, it shouldn't be surprising that goblins were one of the most advertised entrants to Volo's Guide. They're actually surprisingly powerful; +2 Dexterity, +1 Constitution, speed 30 feet, Small, Darkvision, can do bonus damage equal to their level to a creature that's bigger than they are once per short rest, and retain their Nimble Escape feature from the Monster Manual. Many think a goblin [[rogue]] is kind of redundant, although actually it's just a case of good synchronization; being able to Disengage or Hide as a bonus action is hugely beneficial for any hit-and-run fighter. Goblins also make good defensive casters, as well, as they benefit from the added action economy and disengage. * [[Hobgoblin]] The D&D [[Star Trek|Klingons]], essentially; +2 Con, +1 Int, Medium, normal speed, Darkvision, and free proficiency with light armor and 2 martial weapons of your choice. One of the only monsters ''not'' to get their core racial power: instead of their faux-sneak attack, they get the "Saving Face" racial trait, which lets them, once per short rest, reroll a failed attack, ability score check, or saving throw with a bonus equal to the number of friendlies they can see (max +5). It's become memetic that "hobgoblins are wizards now!", since their stat bonuses are a lot more useful for wizards than they, technically, are for fighters, and their free armor & weapon proficiency are not much use to a fighter. But +2 Con is good for anyone, and hobgoblins have always had a strong arcane tradition to them anyway. * [[Kobold]] /tg/'s memetically beloved [[shortstack]] [[furry|scalies]] have finally made the leap into the game! ...Unfortunately, their stat blocks are rather less than fun as, much like in [[Pathfinder]], they've been kind of gimped. +2 Dexterity, -2 Strength, Small, 30ft speed, Darkvision, can Grovel once per short rest to cause all enemies within 10 feet to give Advantage to all of your allies, have Sunlight Sensitivity, and retain their Pack Tactics trait from the Monster Manual. It's hard to say which has elicted more complaints; the triple-Jeopardy of negative traits (Small, Sunlight Sensitivity, -2 Strength) or the Grovel trait. In all fairness, Grovel is kind of powerful - a 10ft burst of combat advantage for allies once per encounter is seriously buffing them - but the flavor text is infuriating for anyone who, y'know, ''doesn't'' want to portray their kobold as a [[/pol/|cowardly]], [[SJW|snivelling]] joke character (might be worth trying to convince your gm to let you [[counts as|re flavor]] it as a subsonic howl). That said, Pack Tactics is incredibly strong due to ANY form of advantage cancelling out disadvantage. What makes a kobold powerful is not that they have access to Advantage, but that they can pretty much never have Disadvantage when near an ally. This opens up a GWM kobold, or a long range sniper kobold as actually viable options. Put a Kobold on a Wolf mount for extra shenanigans. * [[Orc]] Exactly how pureblood orcs were going to work in 5e when we already had Half-Orcs was anyone's guess... and then it turned out that they were basically inferior to Half-Orcs. +2 Str, +1 Con, -2 Int, Medium, Normal Speed, Darkvision, their Aggressive trait from the MM (can move as a bonus action IF you use it to move towards an enemy), free training in Intimidation, and the Powerful Build trait. The bonus move action is probably their most salient feature; a great boon if you can make use of it, but with less to work with if you can't. * [[Yuan-ti]] [[Serpentfolk|Pureblood]] Perhaps the most surprising reveal, but not entirely unwarranted; Pureblood Yuan-ti have always been the most "human" of Faerun's snake-folk, and did in fact get a PC writeup in the Serpent Kingdoms sourcebook for that setting back in 3e. As for their crunch... put it like this; there's powerful, there's overpowered, and there's "holy fuck, what were you fucking ''thinking'', WoTC?!" Yuan-ti fit pretty firmly into that last category: +2 Cha, +1 Int, Darkvision, Medium with Normal Speed, Poison Immunity, Poison Spray cantrip spell-like-ability, Suggestion 1/day, permanent Animal Friendship (snakes only) and, the cherry on top, "Magic Resistance: You have Advantage on all saving throws caused by spells and magical effects". Sweet crunchy christ...
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