![]() You are not likely to be rolling survival or insight during combat, though, and while advantage on perception will help you always spot hidden oppoinents, that's a benefit that you are probably not building for. Advantage on every wisdom check should be awesome in some circumstances: it is the best choice for a mounted combatant (handling animals), or if you are a non-magical healer and rolling medicine. This one is harder to get a sense of how it plays in combat. Good for someone who wants to attack at range, even if they plan never to get up close to an opponent. The use for your reaction to get away from someone who ends their turn next to you replicates the Skirmisher ability given the the Scout Rogue (which is arguably the defining ability of the subclass). Extra Mobility always helps, and it will stack with the Mobile feet and the increased speed from Monk or Barbarian. Equally cool, but for the melee builds that have just been excluded from Longtooth, and those with a good use for their bonus action. +10' move, and a free disengage and 10' move on a reaction. Not for rogues or monks, but good for any strength-based attacker. The Great Weapon master gives a similar benefit when you reduce a creature to 0 hp or score a crit rather than seeing that as overlap, I see this as giving an opportunity for less damage on those occasions where the feat's benefit doesn't come into play. It doesn't let you divine smite if you are a paladin with the fang attack and doeesn't synergize with polearm master, but it is another opportunity to hit, even after you've rolled your d12. Attack with a greatsword with your action, and then use your fangs with a bonus action longtooth creates a terrifying image for a melee combatant. This is pretty cool, and allows a player to both use a two-handed weapon and have the feel of a two-weapon fighter. The abilities you get while shifted are chosen by the player, and there are four options, each of which suggests some build combinations. So far, so good, and we see the design principles behind this framing of the race: everything is useful for anyone, and the association between a race and a class (dwarf cleric, elf wizard) is eroded. Shifting gives you a pool of THP and an ability. Each shift lasts for a minute, and so in most campaigns it will be for every combat, and for the rest it will be for most combats. Plus you can shift, allowing you to draw on a lycanthropic ancestor a number of times per long rest equal to your proficiency bonus. Start with darkvision and a free skill proficiency in Atheletics, Acrobatics, Survival, or Intimidation. The Shifter is a good race to begin thinking with, because the design is pretty clean, and characters get choice that will benefit a range of builds. If there's much less necessary synergies at work, there remain some very interesting combinations that are available.ġ Opening examples (Goliath, Shifter, Firbolg, Orc ) My questions are more general and mostly focused on build implications: how does the new presentation of lineages, with the free-floating ASI mods at character development, change how you might build specific characters?ĭoes choice of race still matter? I think it still does, and these posts are just me working through what I see in order to explore some implications.ġ Opening examples (Orc, Goliath, Firbolg, Shifter)Ģ Goblinoids and other Fey (Bugbear, Goblin, Hobgoblin,Eladrin, Shadar-Kai)ģ Reptiles (Kobold, Lizardfolk, Tortle, Yuan-Ti)Ĥ Hit and Myths (Satyr, Haregon, Minotaur, Githzerai and Githyanki)ĥ Size Matters (Aasimar, Changeling, Genasi, Firbolg, Kenku, Tabaxi).Ħ Fliers and swimmers and under the earth (Aarakocra, Fairy, Triton, Sea Elf, Deep Gnome, and Duregar)Īt the same time, races are offering much more flexibility and allow for a range of builds. ![]() And it's not about the meta of making goblinoids fey-decended, or whaterver (other threads are doing that). This is not meant to be a discussion of optimization, though there will be elements of that. To determine a character's weight, multiply the result of the modifier dice by the weight multiplier and add the result to the base weight for your character's race and gender.How is the presentation of lineage in MOTM and other products going to affect the characters you build or are interested in playing? What new mechanical impacts and synergies have you noticed? To determine a character's height, roll the modifier dice indicated on the appropriate Random Height & Weight table and add the result, in inches, to the base height for your character's race and gender. 1 At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.Ģ At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.ģ At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
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