Compare it to the Variant Human: Dex and Wisdom are your two floating +1s, Survival is your free skill, and Fleet of Foot, Sure-Footed, and Spring Attack are the three features of the Mobile feat. Kessigers are natural rangers – and the ranger class has enough problems that you could really just have a Kessiger fighter and be happy. James has taken the Variant Human and turned its many options into firmly defined things. The other three provincial origins are a lot more interesting, because their mechanics tell a story. Not when a feat, a skill, and two of those six +1s to a stat are the alternative! Almost no one deliberately chooses the Player’s Handbook’s default human over the Variant Human, if the DM allows that option, because +1 to all ability scores sounds sort of good, but it just isn’t. This drives me nuts.įolks, we can do better at describing humans as something interesting than +1 to all ability scores. Even in a setting that is all humans, there’s still one type of human that has being the most average as their special feature. The “core” human has strictly baseline features – age, alignment, size, speed, and languages, all as you’d expect. Forty pages, not bad – really dense on high-quality M:tG art, sure – okay, four new human “subraces,” using a different set of rules for human subraces than Mearls showed us in the Gothic Heroes UA article. Let’s see what James has given us with Innistrad. I should write about it sometime, because it makes sense to me, but seems to really bedevil the folks expecting WotC to drift back toward the product density of every earlier edition.Īnyway. I see a lot of conversation about WotC’s publication strategy online. WotC has been fairly explicit about relying on the DM’s Guild to fill in gaps to support non-CoS Ravenloft campaigns. I take the view that this is a particular blessing because we can’t expect to see another official release for the Domain of Dread anytime soon. If you’re not familiar with Innistrad, it’s a plane of Gothic horror, and it got priority over other planes because Curse of Strahd is the most recent release from the D&D side of WotC. This was announced, um, Monday I think, and released yesterday. The creatures need to find other means if they are to travel back (including casting plane shift again).There’s no new Unearthed Arcana yet this month, and maybe we’re not getting one – but we have something at least as good, and that’s James Wyatt’s new adaptation of a Magic: the Gathering plane to D&D 5e. Plane shift transports creatures instantaneously and then ends. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. You move yourself or some other creature to another plane of existence or alternate dimension. ![]() ![]() Saving Throw Will negates Spell Resistance yes Target creature touched, or up to eight willing creatures joining hands ![]() School conjuration (teleportation) Level cleric/oracle 5, shaman 7, sorcerer/wizard 7, summoner 5, unchained summoner 6, witch 7 Subdomain freedom 5 Bloodline aberrant 7, djinni 7, efreeti 7Ĭomponents V, S, F (a forked metal rod attuned to the plane of travel)
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