Editing
One D&D
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Playtest 1: Character Origins=== ====<s>Races</s> Species==== Races no longer provide stat boosts, likely WOTC's attempt to decouple genetic lineage and ancestries from influencing how a character is built. At least this makes the message clear as opposed to the way they did it in Tasha's, which reeked of having it both ways. *'''Humans''' are now even stronger than ever, not only gaining the extra skill, but also taking the Variant Human's extra feat as well as gaining <s>Inspiration</s> Heroic Advantage on a long rest. Humans also can be medium or small size as they now acknowledge dwarfism is a thing. **Curiously, Half-Elves and Half-Orcs are gone, but that's because the document explicitly tells you that you can make any scion of two Humanoid races by taking the crunch of one of the parents and fluffing the visual aspects however you prefer - the given example is the child of a Gnome and a Halfling, using the latter's rules with the former's pointed ears (That is, until Jeremy Crafword stated that they removed the half-races because the term is [[derp|"inherently racist"]]). *'''Ardlings''' are pretty much furry [[Aasimar]], being resistant to radiant damage and having limited flight. There are different subraces, but all that changes are which spells they learn as innate spells as they level up. *'''Dragonborn''' remain the same as they have been in the CRB with some of the updates Fizban's provided. Sadly, the subrace variations didn't seem to make it, as they gain no other abilities and all breath weapons now spread out in cones. *'''Dwarves''' lost their subraces but remain pretty strong despite it. While they retain their resistance to the poisoned condition and tool proficiencies, they now improve their HP by 1 each level and have a limited form of Tremorsense as opposed to the situational skill bump Stonecunning used to have. *'''Elves''' remain pretty much the same as ever. High Elves now lost their weapons training, Drow lost their day-blindness and Wood Elves lost their hiding perk, but now all three of them have innate cantrips and spells as they level up. This is particularly effective for the High Elf as they can swap out their innate cantrip with each long rest. *'''Gnomes''' as a whole didn't get changed but the subraces did. Forest Gnomes' ability to talk to animals is now a spell-like ability that can only be used a few times a day while Rock Gnomes now have two innate cantrips at the cost of their situational skill perk. *'''Halflings''' have also lost their subraces, but gained advantage on Stealth checks on top of all their other abilities. *'''Orcs''' are available, retaining their MotM abilities. *'''Tieflings''' are the only race to have outright lost stuff even when compared to their CRB selves. Gone is the default fire resistance and innate spells besides the Thaumaturgy cantrip. While there are subraces available, they only provide new innate spells, including a cantrip and a thematically-linked resistance, intended to represent which underworld they descended from. ====Backgrounds==== Backgrounds are a lot more critical to a character's development, as they are now what provides the stat boosts that formerly would have just attributed to races, meaning that it's now the upbringing that defines a character rather than heredity. In addition, instead of the vaguer narrative abilities, each background now automatically provides a feat, language, and tool proficiency. Building your own custom background is the default but UA provides some pre-made examples if you can't decide: *'''Acolyte''' +2 Wis +1 Int. Gives the Magic Initiate (Divine) feat, giving you a bonus Divine spell to cast, which might be handy for paladins. *'''Artisan''' +2 Int +1 Cha. Gives the Crafter feat, not only providing proficiency with several different tools but also makes crafting faster and more efficient. *'''Charlatan''' +2 Cha +1 Dex. Gives the Skilled feat so it's a decent all-rounder to take for a ton of skills. *'''Criminal''' +2 Dex +1 Int. Gives the Alert feat to not only improve Initiative (Only adding +Proficiency bonus instead of full advantage) as well as the ability to swap Initiatives with someone else if you're feeling greedy (or charitable). *'''Cultist''' +2 Int +1 Cha. Gives the Magic Initiate (Arcane) feat, giving you a bonus Arcane spell to cast. *'''Entertainer''' +2 Cha +1 Dex. Gives the Musician feat, not only providing proficiency with multiple instruments but also the ability to give allies <s>Inspiration</s> Heroic Advantage after a rest. *'''Farmer''' +2 Con +1 Wis. Gives the Tough feat for more HP. *'''Gladiator''' +2 Str +1 Cha. Gives the Savage Attacker feat to re-roll weapon damage once per turn. *'''Guard''' +2 Str +1 Wis. Gives the Alert feat to not only improve Initiative (Only adding +Proficiency bonus instead of full advantage) as well as the ability to swap Initiatives with someone else if you're feeling greedy (or charitable). *'''Guide''' +2 Wis +1 Dex. Gives the Magic Initiate (Primal) feat, giving you a bonus Primal spell to cast, which might be handy for rangers. *'''Hermit''' +2 Wis +1 Con. Gives the Magic Initiate (Primal) feat, giving you a bonus Primal spell to cast, which might be handy for rangers. *'''Laborer''' +2 Con +1 Str. Gives the Tough feat for more HP. *'''Noble''' +2 Cha +1 Int. Gives the Skilled feat so it's a decent all-rounder to take for a ton of skills. *'''Pilgrim''' +2 Wis +1 Con. Gives the Healer feat for some non-magical healing. *'''Sage''' +2 Int +1 Wis. Gives the Magic Initiate (Arcane) feat, giving you a bonus Arcane spell to cast. *'''Sailor''' +2 Dex +1 Wis. Gives the Tavern Brawler feat to provide improved unarmed combat and ways to use improvised weapons. *'''Soldier''' +2 Str +1 Con. Gives the Savage Attacker feat to re-roll weapon damage once per turn. *'''Urchin''' +2 Dex +1 Wis. Gives the Lucky feat for some re-rolls to impose upon yourself or the enemy. ====Other changes==== * Rolling ability checks, attack rolls, or saving throws are now classified as '''d20 Tests'''. A DM can warrant a player making a d20 test as long as the DC is not less than 5 (so trivial that failing would make you look incompetent) or 30 (an impossible task you can only accomplish by breaking the game). * Rolling a nat 1 on a d20 Test is an automatic fail. Everyone already thought it was a thing, so the devs decided to embrace it. * Rolling a nat 20 on a d20 Test is an auto success (but doesn’t bypass limitations on the test, such as range and line of sight, (looking at you bard)). It also gives the player a point of inspiration. * Inspiration is being more encouraged as a mechanic, with more ways to get it like rolling a nat 20, and you can give another player inspiration if your single slot is full. * Spell attack rolls don't benefit from critical hits (for now). * Monsters no longer roll critical hits for attacks. (That is what the recharge mechanic is for.) * Like [[Pathfinder 2e]], spells available are divided into three main lists (Arcane, Divine, and Primal) rather than each class having its own list. PCs will draw most of their spells from one of the three based on class, with additional spells added from the race, feats, and additional class abilities. ** However, the Experts UA did reveal that the spell lists for the individual classes will be more restricted, with some classes being forbidden from prepping spells from specific schools in the place of the class-specific lists. * The incapacitation condition also adds the following penalties: Your concentration is broken, you can't speak, and you have disadvantage on initiative checks if you are incapacitated when it starts. * If a long rest was 1 or more hours in before being interrupted, the PCs gain the benefit of a short rest. * Combat immediately resets the 8 hours needed to gain the benefit of a long rest instead of part of the 1 hour of strenuous activity. * Reintroduced the Slowed Condition: Creature must spend 2 feet of speed to move 1 foot, attack roll hit with advantage, and they roll Dexterity saving throws at disadvantage. * Clarified Unarmed Strikes are not Weapon attacks. Also, Grapple and Shove are additional options when an Unarmed Strikes hit instead of choosing to inflict damage. Now Grapple and Shoves scale off (Str + Proficiency) vs (enemy AC) instead of Athletics vs enemy Athletics or Acrobatics. There will likely be more options for the monk. * Grappled Condition now: prevents you from ''change(?)'' (probably polymorph or misspelled charge? Didn’t list it in the glossary), have disadvantage on attacks not against grappler, the grappler gains the slowed condition (see above) while dragging the enemy they grappled. Escaping a grapple uses a Dexterity or Strength saving throw instead of Athletics or Acrobatics. ** The Druid/Paladin playtest clarified this a bit to mean that the condition locks your speed to 0 and that this cannot change. * Athletics and Acrobatics have been nerfed, as they are no longer used to make or escape a grapple. RIP using expertise to be grapple king.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information