One D&D Character Races (Part 2)
So, let’s continue checking out what’s in the Arcana Unearthed regarding fantasy races. In Part 1, we looked at the more traditional classes of Dwarf, Elf, Halfling, and Human. This time we’ll take a look at Dragonborn, Gnome, Orc, and Tiefling as well as the brand new race of Ardling.
Dragonborn
Players Handbook | Unearthed Arcana |
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Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1. | — |
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. | Life Span: 80 years on average |
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. | Size: Medium (about 5–7 feet tall) |
Speed. Your base walking speed is 30 feet. | Speed: 30 feet |
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. | Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the type of dragon from the Draconic Ancestor table. Your choice affects your Breath Weapon and Damage Resistance traits. The chosen dragon also affects your appearance, with you displaying coloration and other features reminiscent of that dragon. |
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. |
Breath Weapon. As an Action, you exhale destructive energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus.
On a failed save, a creature takes 1d10 + your character level in damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.* |
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry. | Damage Resistance. You have Resistance to the damage type determined by your Draconic Ancestry trait. |
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. | Draconic Language. You instinctively know the language of dragons. You can therefore speak, read, and write Draconic. |
— | Darkvision. You have Darkvision with a range of 60 feet. |
Key Changes:
- It was too much info to include in this chart but one of the key changes is that the breath weapon follows just one template, cone, instead of being a line or a cone depending on “Draconic Ancestry.”
- Another change to the breath weapon is around damage. In the PHB, the damage is 2d6 damage on a failed saving throw and half that on a successful saving throw, versus 1d10 + character level on a failed and half of a successful. This change makes the damage swingier since it’s just one die and lowers the max damage, at least at first level. Instead of scaling by adding another die at 6th, 11th, and 16th, you gain an extra point of damage for each level. This simplifies what one needs to remember and makes the breath weapon fierce through level progression.
Level PHB Average PHB Max UA Average UA Max 1 7 12 6.5 11 2 7 12 7.5 12 3 7 12 8.5 13 4 7 12 9.5 14 5 7 12 10.5 15 6 10.5 18 11.5 16 - An additional change to the breath weapon is how many times it can be used/when it recharges. Under the PHB rules, it wouldn’t be available again until after the next short or long rest. This could push players to want to take short rests more often. Under the UA rules, one can use it up to a proficiency bonus number of times and all expended uses are regained after a Long Rest.
- Another change has to do with draconic. Most races don’t get a language as part of the fantasy race anymore but Dragonborn automatically know draconic, even if they haven’t been around anyone who speaks it. It’s an instinct, which is pretty cool especially since, at least according the PHB, it’s the language of magic.
Gnome
Players Handbook | Unearthed Arcana |
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Ability Score Increase. Your Intelligence score increases by 2. | — |
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. | Size: Small (about 3–4 feet tall) |
Speed. Your base walking speed is 25 feet. | Speed: 30 feet |
Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. | Life Span: 425 years on average |
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. | Darkvision. You have Darkvision with a range of 60 feet. |
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. | Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws. |
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. | — |
Subrace. Two subraces of gnomes are found among the worlds of D&D: forest gnomes and rock gnomes. Choose one of these subraces. | Gnomish Lineage. You are part of a gnomish lineage that grants you supernatural abilities.
Choose a lineage from the Gnomish Lineages table: Forest Gnome, the lineage of magic-filled forests, or Rock Gnome, the lineage of primeval mountains. You gain the benefits of that lineage. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage). |
Gnomish Lineage
Forest Gnome
Players Handbook | Unearthed Arcana |
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Ability Score Increase. Your Dexterity score increases by 1. | — |
Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. | You know the Minor Illusion cantrip. |
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. | You can also cast the Speak with Animals Spell with this trait. You can cast it with the trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.* You can also use any Spell Slots you have to cast the Spell. |
Rock Gnome
Players Handbook | Unearthed Arcana |
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Ability Score Increase. Your Constitution score increases by 1. | — |
Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. | You know the Mending and Prestidigitation cantrips. |
Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. |
In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, a fire starter, or a music box. Casting the Spell in this way consumes 10 GP worth of raw material (string, gears, and the like), which you provide during the casting.
When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to touch the device and activate it. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each one dismantles itself 8 hours after its creation. You can also touch one of your devices and dismantle it as an Action. After a device is dismantled, the 10 GP of materials used to create it can be reclaimed. |
Key Changes
- For the base fantasy race, the key difference is the removal of the limitation on advantage for Wisdom, Intelligence, and Charisma-based saving throws.
- For the Forest Gnome, the key difference is moving from a special and unlimited trait of “Speak with Small Beasts” to the generally defined “Speak with Animals” and limiting its use without using spell slots to proficiency bonus (reset after Long Rest). This feels like it clears up misunderstandings between players and DMs and should be easier to track with a digital tracker.
- For the Rock gnome, a key difference is the move away from adding additional proficiency bonus for certain types of skill checks to getting 2 cantrips. This helps solidify the hint of magic they have.
- Also for the Rock gnome, we have a restructuring of how their tinker ability works. Instead of taking an hour and working with tools, a Rock gnome can take 10 minutes and use some magic to create a tiny clockwork device that can do one of the Prestidigitation effects. The type of creation is not predefined, but examples are given. Again, adds a bit of magic to Gnomes and streamlines the creations.
Orc
Mordenkainen Presents: Monsters of the Multiverse/th> | Unearthed Arcana |
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When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. | — |
Size You are Medium. | Size: Medium (about 6–7 feet tall) |
Speed. Your walking speed is 30 feet. | Speed: 30 feet |
Adrenaline Rush You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus. | Adrenaline Rush. You can take the Dash Action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.* |
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. | Darkvision. You have Darkvision with a range of 60 feet. |
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. | Powerful Build. You count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift. |
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest. | Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.* |
Key Changes
Not surprisingly (as this race was released much later), there is only one change to this race and that’s the removal of the ability score changes.
Tiefling
Players Handbook | Unearthed Arcana |
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Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2. | — |
Age. Tieflings mature at the same rate as humans but live a few years longer. | Life Span: 100 years on average |
Size. Tieflings are about the same size and build as humans. Your size is Medium. | Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall) , chosen when you select this Race |
Speed. Your base walking speed is 30 feet. | Speed: 30 feet |
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. | Darkvision. You have Darkvision with a range of 60 feet. |
Hellish Resistance. You have resistance to fire damage. | — (Moved to Infernal Legacy) |
Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. | Fiendish Legacy. You are the recipient of a fiendish legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table: Abyssal, associated with Chaotic Evil planes; Chthonic, associated with Neutral Evil planes; or Infernal, associated with Lawful Evil planes. You gain the 1st-level benefit of the chosen legacy. Starting at 3rd level and again at 5th level, you gain the ability to cast a higher-level Spell with this trait, as shown on the table. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest*; |
Fiendish Legacies
Unearthed Arcana adds 2 more legacies in addition to changes to the Infernal legacy as detailed in the above table. Here’s the version in UA.
Legacy | 1st Level | 3rd Level | 5th Level |
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Abyssal | You have Resistance to Poison Damage. You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person |
Chthonic | ou have Resistance to Necrotic Damage. You also know the Chill Touch cantrip. | False Life | Ray of Enfeeblement |
Infernal | You have Resistance to Fire Damage. You also know the Fire Bolt cantrip. | Hellish Rebuke | Darkness |
Key Changes
- Tieflings can now be size Small or Medium.
- The big change is the move from just one legacy, Infernal, to three of them, Abyssal, Chthonic, and Infernal. Hellish resistance which is resistance to fire damage and has moved to the infernal legacy and that legacy’s cantrip changes (but its spells remain the same). The two new legacies also get a type of resistance, a cantrip, and 2 spells.
Ardling
Brand new to this Unearthed Arcana is the Ardling. It’s a celestial race of the Upper Planes and also has 3 lineages, making it a good counter point to the tiefling. An interesting element here is that each Ardling has a head that resembles an animal, “typically one with virtuous associations.” It can also temporarily fly up to its speed, although if it ends its move in the air, it will fall.
The design seems to be a great way to provide a high degree of flexibility of appearance while having common mechanics.
Thoughts so Far
I don’t find these particular changes to be all that dramatic and are similar to changes that have already happened in 5e over time. One of the difficulties with a game like Dungeons & Dragons is that not everything can be known about the game upfront. It’s a living game where the designers and the players will continue to evolve it over time, and thus, it can be nice to go back and refresh things.
If they keep some fantasy races having lineages, legacies, ancestries, and such, and have others that are just the base fantasy race, that could be an interesting way to balance the desires of some players for more complexity and choices while keeping some more focused with fewer choices.
I also like the move from sub races to lineages, legacies, and ancestries, although I haven’t been great about keeping the terminology consistent in these posts.
The move towards creating terms for various parts of the game, like the move to “D20 Test.” These provide a common vocabulary and can streamline rule writing. There have been movements towards that before and away as well as they try to find the right balance in terms of technical writing and prose with its ability to inspire.
Dungeons & Dragons Japan
To put some of these changes in context, it’s important to highlight that Dungeons & Dragons is expanding officially to Japan this year. They are looking to foster and grow a “truly global D&D community.” Looking at the assumptions made without intention become even more important in that move.
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