The Future of D&D 3, Part 2 - Species and More

 

Last week’s post started the dive into the newest UA for One DnD. I started off by going through the Cleric class and Life Domain subclass, noting the changes and my thoughts on them overall. I realized that the post was going to grow long, so I broke it into multiple parts. In this part, I focus on the second half of the UA. This focuses on the new Character Species, as well as the announcement to change using Species from Race.

Species

When starting this section, one thing that might stand out is the term “Species”. Wizards of the Coast is looking to replace the term Race. Per Wizards Announcement on DnDBeyond, wizards wanted to get away from the “prejudiced links between real world people and the fantasy people of D&D worlds”. So in its place they are choosing to use the term Species. I appreciate that the Owlbear in the room is being acknowledged. Using the term species makes this moment come to mind. 

Right now, Wizards appears to be adopting a setup similar to what Paizo uses for Pathfinder 2E. For those not familiar, Paizo creates characters using Ancestry, Heritage, and Background. For a quick explanation, Ancestry is the people you come from (species), Heritage is an ability passed down (like the old subrace options), and Background matches the 5e background options. Looking ahead in our play test, the new Species given here all have different Ancestries that give you additional traits. I'm interested to see how they approach character building moving forward.



Fresh Coat of (Animal Print) Paint

We see a new version of the Ardling, the new species that was presented in the first UA. This new version of the species leans more into the animalistic side of things, having this version lean into having Celestial Beast Heritage. Previously, their entry talked about Upper Plane ancestors and gave no specific reason for the animal side. The change feels like it provides some reason for the Ardling to exist. The first version felt like it would overlap too much with the Aasimar and made people worried WoTC was looking to replace the species e

Ardling’s Ancestry ties in to what animal your character descended from, and gives options for each. You have Climber, Flyer, Racer, and Swimmer. Each provides a different additional ability, such as a climb speed, more damage, or the ability to hold your breath for an hour. This replaces the original three options of Legacies which specified what type of Upper plane your character came from. The original legacies would just relate to what spells the Ardling received at 1st, 3rd, and 5th level. It feels like the new option does not step on any Angelic angels.

Some of the more powerful Ardling options were reduced. The original Ardling had a bonus action fly ability that would allow all Ardlings to fly up to your movement speed several times equal to your proficiency bonus. This new playtest removes that ability entirely. A Flyer Ancestry Ardling has vestigial wings that allow a reaction to slow fall, and advantage on the Jump Action, but nothing else. The spell-casting has also changed from a list of spells to a single Divine Level 0 Spell that can Ardling Characters can change at any long rest.

Overall, I appreciate the Ardling changes. The original species felt like an Upper Planes species for the sake of adding another to the mix. This new version feels like you can better specify the character out through choosing Ancestries. However, I don't think the Ardling has a place yet. 5E has a lot of everything at this point in the game, with species being one of them. If One DnD is going to provide a variety of species choices, I want each to feel distinct and have its own place in the world. When I look at the Ardling, I think of species like Shifter, Tabaxi, Lizardfolk, and Aaracokora. This species seems to have options that would make them feel very similar to a lot of these species. In the video on species, Crawford mentioned they want the Ardling to lean more into the Beastfolk. This is fine, but I do not think it leaves a lot else for the other, older species. I don't want to have these species crowd around the same themes.


Dragonborn


Another Play-test One species that gets a fresh change is the Dragonborn. The key change here is the adjustments made to the Breath weapon. The breath weapon was restricted in the first test as well as not being able to scale damage well. You could only use the breath in a 15 foot cone, and it did damage equal to 1d10 plus your character level. This new version gives more options. Now you can choose a cone or line when you attack, and the damage scales like a spell, starting at 1d10 and gaining additional dice at 5th, 11th, and 17th levels. 

The other big change with Dragonborn is gaining a new feature at 5th level called Draconic Flight. This ability allows a Dragonborn character to channel their innate magic to fly. As a bonus action, they activate this ability, giving themselves a Fly Speed equal to their Speed. They can do this once per Rest. The feature feels odd to be tied to a character’s species. It almost feels like you become more of a dragonborn as you adventure as a dragonborn, and I do not know how I feel about this. If winged Dragonborns make it into One DnD, I would like to see this slde to the species, not given at level 5 through magic.

I also wanted to mention that Dragonborn get Darkvision now. This makes sense ths most Dragons have excellent sight), but I hope that One Dungeons & Dragons balances out who has Darkvision and who does not. 5E has a ton of characters with Darkvision built into them, and it seems to negate what most dimly lit situations can do, at least early on. Some of the other species do not have it, so I am hopeful this will not be something assumed that most species get.


Goliath


I want to make a full disclosure before I start. Of all the species in Dungeons and Dragons 5th edition, Goliath might be my favorite. I enjoy having the option to play Giantkin has always seemed interesting to me, and how they would live and see the giants also felt very interesting to me as a player. 

In the current 5E lore, all Goliaths descend from the Stone Giants. Besides the Large Form and Powerful Build features, this species had access to Stone’s Endurance, a reaction roll to reduce damage. While this option remains, Goliath characters can now decide what Giants they descended from, ranging from Hill Giants to Storm Giants. Each Ancestry provides a unique feature, such a a bonus action teleport or dealing 1d8 damage as a reaction, that can be used several times equal to your Proficiency Bonus per Long Rest. Some abilities add Constitution Modifiers into the ability like the original Goliath did, leaning on the power coming from the Giant Fortitude.

You also have the new ability, Large Form, that activates at level 5. Goliath’s get the ability to become Large for 10 minutes or until you end it. During that time, you gain Advantage on Strength Checks and your speed increases by 10 feet. I don't know if this ability belongs in the main species. The previous Goliath felt decidedly down to earth, with the resilience a taste of their giant heritage. This sudden ability to grow from gaining experience as an adventurer feels odd. I almost wonder if it would make sense as a Species-specific Feat, similar to what exists currently in the system.

Overall, I like the new options for the Goliath. It feels similar to before, but with an expanded set of options to portray Giantkin descended from other types of giants. Like the Dragonborn, I still do not know how I feel about that 5th level magic feature, since it feels video gamey.



Overall Thoughts


Uniform design is something I like in these designs, and would like to see a somewhat uniform build with the species given to us in One DnD. This will allow for a more even playing field for all options, and certain species-class combinations will not be sire powerful than others. There will be “optimal” options, but it will be easier to design subsequent material with balance in mind. I also like the idea that we are seeing previous species that felt a little limited in their choice, like the Goliath, get an expanded set of options. This, along with how the Ardling and Dragonborn are presented, gives the players more options with every species to create a character how they want.


However, I worry that with species like the Ardling feeling somewhat vague in their place in the world that Wizards of the Coast is creating new material that will overlap with the old. Ardling being the designated Beastfolk species feels like it takes a little from some of the other species that have similar abilities. When we see those play tests, I I hope both stand out in both the narrative areas (their origins) and how they function mechanically in the game. Otherwise, I feel like we are heading down the same path that 5E went down.


Spells, Terms, and More


At the very end of the document, we have glossary terms, features, and spells. The developers have marked the changes in question, and I quickly review these minor changes.


Spell Changes


First, we have the Aid Spell. Originally, this would increase three character’s maximum hit point (and current hit point) by 5 for 8 hours, with up-casting giving an extra 5 per level. The new version of the spell instead gives 5 Temporary Hit Points (which last until something wipes them out, either damage or a long rest). You can also cast on up to 6 creatures. The up-casting remains the same. It looks like the biggest change to this spell is that you cannot cast it prior to a rest for some extra health for what amounts to a spare spell slot. I have also seen talk of the original Aid spell being used to bring multiple creatures back to health at once, though I have never experienced this. The temporary hit points provide a little less, but can effect double the creature.

Banishment has had some noticeable changes. First, the new version of the spell allows the target to repeat saving throws at the end of each of its turns, until the end of the spell. Originally, the caster just had to keep concentration for a minute to banish a creature permanently. The secondary effect (returning a creature to its home plane) has had some specification. Now the spell only affects Aberrations, Celestials, Elementals, Fey, or Fiends, keeping them in their plane if the spell lasts a minute. On the GM side of the screen, I immediately think that this could limit the use of monsters or traps using Banishment as written. Since the party will not (most of the time) be any of those creature types, the spell would not work on them. On one hand, this spell will not end encounters because of a good roll with those extra save chances. But it will only affect enemy creatures.

Guidance has had some further adjustments from the last time we saw it. The last version changed the spell to a Reaction, a Range of 30 feet, and only allowing a player to use it once per long rest. That last element was very unpopular with the community, and then the version removes it. It also reduces down the range to 10 feet. I enjoy moving the spell to a reaction, and having it triggered on a failed roll. Most of the time, I see it being used. It is almost after the roll has happened, so this feels like a much more natural way to run things.

Prayer of Healing had a tremendous change to it. The spell affects your ability modifier creatures instead of a flat six. The big change comes because creatures get the benefits of a Short Rest besides the 2d8 Hit Points, though that can only happen once per long rest. To me, this seems like a great compromise between wanting to do quicker Short Rests, but not creating something that can be abused.

Resistance now works off of a reaction, and can affect you or someone within 10 feet. Similar to Guidance, I enjoy turning some of these less-used spells into reactions gives them a place at the table. Now, instead of avoiding these spells since they take action, they become good defensive and support options.

Spiritual Weapon was another large change. The biggest change that I will focus on is that the spell now requires Concentration, when previously it did not. Spiritual Weapon was a standard spell for all classes that could get access to it (mostly Clerics or Cleric multiclass). I am a fan of this change, since before this felt like a Spell Tax for casters who could get it. Now it will not stack with other Concentration Spells such as Spiritual Guardians. 

Actions

The Attack Action also allows a character to equip a single weapon before or after each attack you make, even if it is an unarmed strike. Previously, it was a Free Action to draw or put away a weapon, with some people saying you could switch weapons with a Free Action. Interestingly enough, this looks like it would benefit martials that have access to Extra Attack. A fighter could attack, unequip a weapon, equip another weapon to attack at the beginning of the next attack, and then repeat with an Action Surge. It seems like it could make for a more versatile battlefield overall.

The Magic Action exists now to complement the Attack Action. This action is taken to cast a spell that takes an action or if a feature or Magic Item specifies the need. You can also take the Magic Action on subsequent turns if your character is casting a spell that takes longer than one turn. If the casting gets interrupted, the spell slot does not get lost. Another great way to codify actions is down to a single term. That they are already referencing features and Magic Items tells me they already intend to fully integrate these actions into the broader scope of One DnD.

They have streamlined the new Influence action a bit. The original version looked to be almost word for word from the 2014 Dungeon Master’s Guide. This included the tables involved in determining things. The only thing I dislike about this is some of the wording on the section describing hostile creatures.

“however, the DM might determine that the Hostile creature is so ill-disposed toward the characters that no Charisma Check can sway it, in which case the first check fails automatically and no further Influence attempts can be made on the creature unless its Attitude shifts.”

Having the party roll with no chance of success is a waste of time and a potential place for frustration. Asking for a roll from a character or party means that, or something should come out of the roll. Other than that, the changes look good.

Terms and Traits

Grappled has had some wording change, the biggest element being that they added that a Grapple can end if you are moved out of the range of the grappler without using your speed. To me, that makes the most sense, as it follows what was originally done.

Weapons with the Light property now grant additional bonuses. If you have a light weapon in each hand, you can make one extra attack as part of the same action. You must make the attack with the weapon in the other hand, and it does not add your ability modifier to the damage of this attack. You also only get to do this once per turn. I feel like this is a step in a good direction. 5E does not really benefit two weapon fighting unless the character has two different magic weapons. Somehow balancing out the ability to do more attacks feels like it will give a nice place in the combat options for melee fighters. I would like to see this get balanced a bit more for higher-level characters. An extra 1d6 damage can really help at low level (and the roll lets you fish for critical hits) but when you get to higher levels, it does not provide that much compared to a two-handed weapon.

Truesight had much better organization to it, specifying specific instances where it comes into play. The Transformation section also got expanded to include objects and creatures. Seems like a much more straightforward option.

Resting Rules

The Long Rest here becomes a bit more strong. Still 8 hours (at least 6 being sleep), now causes the character to regain all hit dice instead of half the total hit dice. Characters also restore any lost Hit Points as well, and Ability Scores. Exhaustion stays the same, reducing by one every long rest. The wording for Long Rest has changed, now stating that characters must wait at least 16 hours before starting another one. I like the idea of codifying everything that a long rest can do on the long rest. A lot of the Max HP drain and Ability Score Decreases would say this already, but to have it in one location makes more sense. They can state any exceptions to the standard rule when it occurs. The idea of a Long Rest returning all spent Hit Dice is something I do not think I like. I feel like it effectively resets characters after a taxing adventuring day, which I do not agree with.

Interrupting a Long Rest now has its own section as well. Combat, casting any non cantrip spell, or one hour of physical exertion are listed. When this happens if the rest was at least one hour, the party gains the benefits of a Short Rest. The party can then try again, with the rest requiring an additional hour to finish per interruption. I enjoy giving specific examples and the general one about exertion. I also like that the Party will get at least Short Rest benefits on those interruptions as well. This feels like it provides some solid ways for DMs to complicate a party trying to Long Rest in an unsafe environment, but also gives them a way to at least partially benefit from it.

Equipment

Priest’s Pack got cleaned up. Now it provides a smaller amount of items, including Holy Water, as well as 33 gold. Seems cleaner and easier to customize, but I do not really have a big opinion either way.



Overall Thoughts 


The minor changes presented at the end of the play test felt like a mix to me. Some changes felt more structural than anything, making the terms a bit more easily referenced as well as keywording where possible. That the designers seek to create a more uniform game that references core definitions feels like an enormous step forwards to me, as long as exceptions to these rules do not become the norm. I liked some of the spell nerfs, like adding concentration to Spiritual Weapon, but also think some went too far. The changes made to Banishment take some of the functionality of the spell away from the DM to use against the players. I also really liked a lot of those lesser-used cantrips getting moved to reaction. I feel like reactions can tend to get unused in the game, and this will provide a great option for using them.


Final Thoughts


While I thought this post would run shorter than the first one, it comes to about the same length. This happened despite the play test material itself getting reduced down significantly. To me, this shows that as we continue to look at more potential elements for One Dungeons and Dragons, a lot of discussion will happen regarding potential changes. I expect to most likely do multiple posts on each UA in the future.


Conclusions


Getting around to the second half of the play test material gave a lot to look at. The change in terminology from race to species feels like a good first step to getting away from a problematic term, though I think some uniform structuring in the old terms will help clear up any confusion. Pathfinder 2E does a great job of this, and I would love to see a similar structure here as well. We also got to see some adjustments to the Ardling species, making them feel a bit more unique from their original form. Now they do not take up too much of the space Aasimars inhabit in the game, but I worry they might compete with some of the existing species, and do not want new species for the sake of making new species. The Dragonborn had some fixes regarding the breath, and also had a flight option added as well, the latter of which I am hesitant about. The Goliath also got an expansion with many more options to broaden the character that could be made. Finally, WOTC included a lot of minor changes to spells and actions in the game, working to balance out some powers available in the game.


How do you feel about the Ardling, Dragonborn, and Goliath changes? Do you like them, or do they need more work? How about the spell changes? I would love to hear your thoughts in the comments below.


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