WotC release Eberron Races, feats and Artificer

Post/Author/DateTimePost
#1

ppaladin123

Feb 02, 2015 15:15:57

http://dnd.wizards.com/articles/features/unearthed-arcana-eberron

 

and the pdf:

http://media.wizards.com/2015/downloads/dnd/UA_Eberron_v1.pdf

 

The races don't give +2/+1 but rather +2 or +1/+1 and some benefit that I assume is worth a +1 in the eyes of the writer (shiftting, warforged immunities, changeling ability to take on the form of any humanoid).

 

Artificer is a wizard build and interesting.

 

Dragon marks are back as feats.

#2

jaappleton

Feb 02, 2015 16:03:40

I am a bit disappointed in Artificer, but I think it's because I was hoping more for an Alchemist sort of class.

#3

ConsumedReality

Feb 02, 2015 16:30:59
It's not a full release these are in the concept testing stage. As far as i can tell
#4

Yunru

Feb 02, 2015 16:33:55
Definitely want to be a Warforged Barbarian. Totally not refluffing it to anything Terminator-esque.

>_>

<_<

Changelings with the False Identity background feature have a lot of potential.

#5

ConsumedReality

Feb 02, 2015 16:50:19
Changeling assassin with the false identity background. Has alot of potential..
#6

ppaladin123

Feb 02, 2015 17:04:04

Yunru wrote:
#7

ppaladin123

Feb 02, 2015 17:18:50

Halfling warlocks probably want to pick up mark of hospitality for free rope trick and leomond's tiny hut once per day each.

#8

Yunru

Feb 02, 2015 17:24:42
The Dragonmark spells aren't 1/day, they're +1/day.
#9

OfficerRando

Feb 02, 2015 18:58:17

RE: Artificer

 

Infuse Potion looks good to me, as a couple of potions have effects a Wizard can't otherwise reproduce. A 1st level slot for a Potion of Healing (2d4+2) seems close enough to Cure Wounds.

 

Infuse Scroll I like, as front loading my most used spells (Sleep, Hold Person, Scorching Ray) lets a Wizard not rely on the DM to give the PC’s a short rest in order to use Arcane Recovery. Pretty good versatility there.

 

Infuse Weapons and Armor looks okay. Making a magical weapon using this ability wins out over Magic Weapon because it doesn’t require Concentration or Attunement. Also, +1 ammunition for a 1st level spell slot seems really good for low levels. The big problem here is that, as a Wizard, an Artificer won’t be able to use any of the items he can create with this ability (outside of ammunition) because he has no Weapon or Armor Proficiencies. This seems to make Mountain Dwarf and Elves (all)  some of the better Artificer Races.

 

Superior Artificer seems okay. More spells slots for more things. The wording on the bonus it applies to Infuse Potion and Infuse Scroll is a little ambiguous, since it’s doesn’t specify one way or the other that the second potion or scroll created must be a duplicate of the potion or scroll originally created or not.

 

Master Artificer is a pretty bad feature, because Tables A and B of Chapter 7 of the DMG aren’t super impressive. The stand outs from those tables will be made right away, but afterwards, I’d struggle to make use of this feature. On top of that, it says you must "Rest for one month" before using the feature again. So far in 5e, "rest" means no adventuring. If that's not the case, and the Artificer can still adventure, I wish they'd change the word "rest" to something else.

 

 

The thing that's sticking with me is that the article even refers to them as "melee combatants" and yet, Wizard has no Armor and Weapon Proficiencies, and the worst HD possible. It feels like best course of action is to dip Cleric to grab Medium Armor, Shields and Simple Weapons, or start as a Mountain Dwarf.

 

I'm really not too impressed.

 

 

EDIT: RE: Dragonmarks


It’s really annoying that Mearls completely missed the point of Dragonmarks giving spells to non-spellcasters because of their bloodline. By tying each mark to a casting ability, Dragonmarks make casters better (which they didn’t need) and aren’t too useful to a House Deneith Fighter who probably doesn’t have much better than Wisdom 14 in the best cases.

 

EDIT 2: RE: Infuse Scroll

 

Arcane Recovery says that a Wizard can’t regain a spell slot 6th level or higher. Infuse Scroll says that the level of the scroll created is reduced from the levels available to a Wizard’s Arcane Recovery, but no mention of the restriction to the scroll’s maximum level. From what I’m seeing, Artificers can get around the “one slot per day” of 6th-9th spells. And that, an Artificer can just make as many Cantrip scrolls as he wants, a decent way to make a few gold pieces.

(Reply to #9)

Undrhil

OfficerRando wrote:
#11

cbwjm

Feb 02, 2015 21:18:57

Undrhil wrote:
#12

OfficerRando

Feb 02, 2015 21:50:51

 

Undrhil wrote:
#13

Jordan175

Feb 03, 2015 1:14:32

Races:

The +1/+1 instead of +2/+1 feels weak, especially with the warforged, at least give them something like the half-ork's relentless endurance ability.

Changeling's shape shift ability needs better wording- currently it uses the word “polymorph”. So does it work like the spell of the same name? Can a Changeling PC instantly copy anyone's stats and use their HP as temp HP whenever they want?

 

Shifters I like, the options feel powerful and flavorful.

 

Artificier:

I feel like I'm back in 4th edition: “Hey the new supplement just came out! Oh look, it's got another wizard class/option!”

This needs to be its own class, not riding the wizard's robe-tails.

 

Action points:

On paper it sounds like a good way to give the larger-than-life feel of a high-magic setting, but seems redundant with other things. Imagine a Halfling Divination Wizard with the Lucky feat and these action points on top of inspiration?

It might be simpler to just give everyone in the setting the Lucky feat for free at level 1.

 

Dragonmarks:

Can I only cast the granted cantrip once per day? Why does this give this so many more spells than the magic initiate feat? Can a fighter attain 12th level and suddenly manifest a full-sized greater Dragonmark overnight?

Dragonmarks should be a pretty deep-seated part of a character, so maybe this would be better as a background? A variant of Guild merchant that grated ritual spells instead of skill and tool proficiencies perhaps.

(Reply to #13)

seti

Jordan175 wrote:
#15

mellored

Feb 03, 2015 5:38:53

Jordan175 wrote:
#16

QwertyAzerty

Feb 03, 2015 8:52:47

mellored wrote:
#17

Noctaem

Feb 03, 2015 9:04:58

looking forward to seeing what is planned for eberron in 5e

#18

mellored

Feb 03, 2015 9:06:25

QwertyAzerty wrote:
#19

durntaur

Feb 03, 2015 9:54:21

A lot of healing spells stipulate that they don't work on undead and constructs. Even with the +1 bonus to AC bonus and disease immunity, they will be hard pressed to avoid taking hits.

#20

mellored

Feb 03, 2015 9:56:54

durntaur wrote:
#21

ShinQuickMan

Feb 03, 2015 9:57:10

seti wrote:
#22

mellored

Feb 03, 2015 10:05:27

ShinQuickMan wrote:
#23

durntaur

Feb 03, 2015 10:32:42

Is WotC done creating classes (as templates), thus every new class is just a subclass of what's in the PHB? If so, what about artificer as a subclass of bard?

 

mellored wrote:
#24

ppaladin123

Feb 03, 2015 11:10:07

mellored wrote:
#25

jaappleton

Feb 03, 2015 11:21:04

WotC isn't done with classes. They acknowledged they'll likely work on Psionics when they addressed Kalashtar, and Mearls alluded to Psionics previously in his AMAs. 

 

Unless EVERY Psionic class is somehow going to be a Monk variant utilizing Ki, I don't see how they're done with classes. 

#26

mellored

Feb 03, 2015 11:48:50

ppaladin123 wrote:
#27

durntaur

Feb 03, 2015 11:57:08

mellored wrote:
#28

Jordan175

Feb 03, 2015 19:33:14

ShinQuickMan wrote:
#29

durntaur

Feb 03, 2015 20:24:32

Jordan175 wrote:
(Reply to #29)

seti

durntaur wrote:
#31

durntaur

Feb 04, 2015 2:05:48

seti wrote:
#32

IxidorRS

Feb 04, 2015 7:39:12

Yeah, they were talking about what happened a bit later in the 4e cycle. Mostly after Essentials. All of the classes he mentioned there were actually "types" of wizards. Mage (intense specializing to a school wizard), witch (I'm sort of shamany wizard), and bladesinger (I have a sword and my dailies are everyone elses encounters, yay! wizard).

 

There was also the Sha'ir  (Wizard with a Genie companion that was kind of not great).

 

If D&D is only going to have subclasses from here on out (well, probably not psionics that way) then I can understand why they would shoehorn classes that were previously their own thing into other classes. If that's their design philosophy, fine, I get it. They're going to have a lot of people complaining that those shoehorned subclasses are not right for the history of the minimized class (the Artificer and Battlemaster are already great examples of this).

(Reply to #26)

Bera

This is still really nice as a patch to help people start playing Eberron right away. They can still consider a full artificer or alchemist class later. 

#34

MarcCCTx

Feb 07, 2015 20:20:56

I think I'm going to patch in the Warforged variations, someone else come up with. (The Juggernaut still needs work)

 

Warforged (variant)
The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.
Traits As a warforged, you have the following racial traits.
   Ability Score Increase. Your  Constitution scores increase by 1.
   Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
   Languages. You can speak, read, and write Common and one other language of your choice.
   Subtypes: Multiple types of warforged are found among the worlds, choose one of these types.


Scout Design
Ability Score Increase. Your Dexterity score increases by 1.
   Size: While warforged are generally broader and heavier than humans, you were designed smaller. Your size is Small.
   Speed. Your base walking speed is 35 feet.
   Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.


Soldier Design
Ability Score Increase: Your Strength score increases by 1.
   Size. Warforged are generally broader and heavier than humans. Your size is Medium.
   Speed. Your base walking speed is 30 feet.
   Combat Training: You gain proficiency in two weapons of your choice
   Composite Plating. Your construction incorporates wood and metal, granting you a +2 bonus to Armor Class, your Dexterity modifier has a maximum of 2.


Juggernaut Design
Ability Score Increase: Your Constitution score increases by an additional 1.
   Size. Warforged are generally broader and heavier than humans. Your size is Medium.
   Speed. Your base walking speed is 25 feet.
   Reinforced Plating: You reduce all non magical Bashing/Slashing/Piercing damage by 3 (or should it be resistant)
   Composite Plating. Your construction incorporates wood and metal, granting you a +3 bonus to Armor Class, your Dexterity modifier has a maximum of 0.

 

Spellforged Design
Ability Score Increase: Your Intelligence score increases by 1.
   Size. Warforged are generally broader and heavier than humans. Your size is Medium.
   Speed. Your base walking speed is 30 feet.
   Magical Boon: You gaining the Mending Cantrip. Intelligence is your spellcasting attribute
   Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.

#35

Captain_Kobold

Feb 08, 2015 2:50:15

A +3 bonus to AC that stacks with everything is pretty insane in the 5e game.

#36

MarcCCTx

Feb 08, 2015 5:28:30

So, slow him down more, m ake him a lumbering juggernaut? or gent rid of the Reinforcing plating?

(Reply to #34)

transcendantviewer

MarcCCTx wrote:
#38

MarcCCTx

Feb 09, 2015 10:39:59

Yes, mine is a simplified version of yours, I'm trying to balance with the other player character races. There should probably be something like racial feats to develop characters more like the ones you're developing.Other races would also benefit from racial feats. If you're willingto pay a feat slot for it, you should get a good reward.

(Reply to #38)

transcendantviewer

MarcCCTx wrote:
#40

Jordan175

Feb 09, 2015 15:09:06

The broad, general approach being used now leaves much more to the imagination of the players and that's a good thing. Creating too many specific niche feats makes roleplaying harder, not easier. 4E went down that path, and that way lies madness. I know because I was one of the worst offenders- I would regularly check the CharOP forums for the most broken builds and construct convoluted narratives to justify them. Now I can do the opposite, no matter what backstory I come up with, there is a race/class/background close enough to build it and be viable.

 

I agree that the Warforged presented in this playtest feels a bit bland and underpowered, but adding things like four sub-races, racial feats, five “plating” choices, or negative ability modifiers, all go way too far in the other direction. 5E has intentionally avoided this level of complexity and is better for it. We don't need these things to describe a character, and don't forget that feats are an optional rule that not all tables will allow.

 

I took a crack at making a warforged myself some time ago, and followed the DMG guidelines for custom races by looking at existing ones (Dwarf and Half-orc) and changing those features that did not fit for ones of equivalent power, keeping it as simple and thematic as possible:

 

Jordan175 wrote:
(Reply to #40)

transcendantviewer

Jordan175 wrote:
#42

transcendantviewer

Feb 10, 2015 9:52:54

Jordan175, you have inspired me to modify my personal iteration of the Warforged. I believe I've simplified it quite a bit, though there are likely a few more things to flesh out before they can be played. Namely, the Prestige Classes and one or two Racial Feats. (Like Jaws of Death and perhaps Stablefooted?)

#43

Captain_Kobold

Feb 10, 2015 11:47:16

transcendantviewer wrote:
(Reply to #43)

transcendantviewer

Captain_Kobold wrote: