Unearthed Arcana: Eberron Review for Dungeons and Dragons 5th Edition
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Nerdarchy the News Letter- http://nerdarchy.com/NewsLetter Unearthed Arcana: Eberron Review for Dungeons and Dragons 5th Edition Unearthed Arcana: Eberron PDF and Article- http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Nerdarchy assembles talk about the newly released Unearthed Arcana PDF from Wizards of the Coast for 5e D&D. The free Eberron PDF covers the Races of Eberron- Changling, Shifter, and Warforged, Artificer as a wizard tradition, and Dragon Marks and the Dragon Marked houses. The PDF very sort and to the point only really giving the mechanics for the new 5e flavored Eberron campaign setting information. I'd consider everything to be in play test mode. There is enough there to play a Eberron game and have the feel of that world. It's a great place to start for Dungeons and Dragons 5th Edition Eberron I can't wait to see what the finish product looks like. Please Like, Comment, Share and Subscribe! Find Us On Facebook- https://www.facebook.com/Nerdarchy Or At Nerdarchy.com- http://nerdarchy.com/ http://youtu.be/ykU2TqkmUNE rpg, Eberron, eberron, fantasy, Dungeons, Dragons, Eberron (Fictional Universe), D\u0026D, of, gaming, review, role, playing, games, Keith, Baker, campaign, setting, d20, 3e, 3.5,5e, warforged, shifters, changelings, dragon mark, artificer , eberron campaign setting, eberron campaign setting pdf, eberron races, eberron 5e, d\u0026d, dungeons and dragon, roleplaying game, Dungeons \u0026 Dragons (Game), Dungeons and Dragons 5th eidition, Dungeons \u0026 Dragons, DnD, unearthed arcana, review,game
Comments
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No music on your videos. Perfect for me to play my own while I'm watching. Dungeon Siege soundtrack is superb for this kind of stuff.
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"Should we do an Eberron one-shot?"
Hell yeah! Do you guys record sessions as well? I'd love to see some longer-running D&D nerds go through Eberron and make use of the rich lore that I never got to see in a campaign. -
I'm a psionics DM.
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Can a Warforge be poisoned?
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Changeling: I think they make awesome bards.
Shifter: In 3e I loved the dreamsight subtype. Now I would play a wildhunt shifter druid given the chance. -
My friend and I are awaiting a full Eberron sourcebook for dnd 5th,...we are continuously disappointed.
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I love you guys!
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One thing we did to rebalance the shifters in our own system was to make them like shapechanger lite. So they can only use it once per long rest, but the effects last for an hour and when used they gain half of their lost hitpoints as they access their primal blood. We then reworked the specialties for them so their actually useful and not useless. So we gave them less options, better features that determine the bonuses you get. So long story short the only thing garnered is the shifter and the +1. Everything else you have to choose based on your origin.
Our nightstalker gives darkvision and +1 to dex and stealth profficency, when shifted they have the opportunity to sneak attack during combat if they get a flank on the enemy if this happens they add a #d6s to their damage based on their dex modifier. The shifter typically is descented from feline spices like am Ocelot or Panther, or Puma.
Our next category was the wild blood which gives a +1 to STR and wisdom. This also gives profficency in athletics. They also have access action surges and have access to Action surges while shifted(these add to those of the fighter while shifted) and their feral blood allow then to act without interference making them have resistance to psychic damage and be immune to confuse, stun, any form of mind control, fear, and charm.(The catch is this cannot be activated while under those statuses so one cannot just use it as a get out of jail free card). These shifters tend to be descented from great predators like Tigers, Wolves, and bears.
The Nomadic these shifters travel the land in search of adventure. They have a +10 to base movement speed and depending on their ancestry have either a swim or fly speed equal to their movement or add another 10 to their movement if their ancestry is land based. They also get a +1 to wisdom and get the survival skills free. When shifted they ignore difficult terrain, can move between attacks, and even move through enemies, they also get every from of travel they do not have for free. They also get access to uncanny dodge for free while shifted.
We felt these where fairly balanced and fun to play as. But what do you think? Do you think this was a good choice or would you change it? -
"In the event of a water landing, I have been designed to act as a flotation device"
-Mr. Data (Star Trek: Insurrection) -
There need to be more Inteligence classes besides Wizard
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4th level finally gets the DLC!
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I am doing an Eberron campaign. The PhB lists all healing and cure spells as not affecting Constructs. So, I created a Repair spell identical to Cure Wounds (and an Inflict damage spell identical to Inflict Wounds except its force damage) that allows Wizard Artificers and Clerics with the Arcana (see SCAG) and/or Knowledge Domains to heal them (straight adding it to their lists, removing nothing. I did not add the Inflict Damage Spell). I also gave them immunity to the poisoned condition and resistance to poison damage but counteracted that with the old 3.5 inability to heal themselves fully and would be required to repair themselves... Warforged Repair Tool kit. Healing during short or long rests can only heal a Warforged up to half their total HP. The remaining HP can be repaired through self repair using the Warforged Repair tool kit (which Warforged get from the Backgrounds I created for them) and takes 4 hours to complete. Half the time if two people with the tool kit act in concert. I also added Oil of Repair along with superior and greater versions to heal constructs.
I also did the Warforged models that was mentioned in your episode. Body of War: (a) Infantry model - start with Plate Armor. (b) Scout / Light model: choice of (1) Unarmored; (2) Light armor equal to Studded Leather; (3) Ironwood Armor (equivalent to leather, no metal so Warforged can be druids).
I gave Artificers 3 tool kits in addition to the rules for Artificer listed. 2d lvl: Warforged Repair Kit; 3rd lvl: Thieves Tools; 5th lvl: Tinker tool kit.
I have tons of other stuff including Backgrounds for all the Dragonmarked Houses, the druid sects, new racial/cultural Backgrounds, the Kalashtar Race, etc. BTW the Aberrant Dragonmarks are available if you use the Magic Initiate Feat and re-fluff it. Let me know if you want to take a look at my material. -
Warforged were also nice for immunity to paralysis, negative energy level drain, and person spells (hold person, charm person, etc.) since they are not of humanoid type, and resistance to poisons and possibly ageless. Warforged artificers were nice in that artificer infusions were not affected by wearing metal armor, and could do a great deal of self buffing and repairing, since they are constructs.
Vampires could still drink their "vital fluids" however... LOL -
Can't say i like the new Artificer being a sub of Wizard. I like this version of the Artificer
https://www.dandwiki.com/wiki/Artificer_(5e_Class) -
I would enjoy seeing your team do a one-shot Eberron play, using a lot of the material from the Unearthed Arcana.
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so what books have things like races and classes in them?
or do all the books add things like that?
i don't really have a need for adventure books as i tend to make my own worlds,but i love to use classes and races, so if i do start buying more books out side the base 3 id only want to get ones with races and classes for me to use. -
glad to see Eberron continues on, after 30 years of gaming that has become my favorite 3e setting. A note on 3e dragonmarks, we always just made a character take the feat at first level or whatever level your mark showed up, and then all the other feats that went along with that mark (lesser greater etc) were bonus feats you got after meeting their skill requirements, so it didn't take up all your time building up with feats. And warforged didn't have to spend a feat to get their variant body types at first level as they were built that way by someone it wasn't a choice they made so why burn that first feat right out of the gate.
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how do healing spells as well as potions work on warforged... you'd think there would be other means of repairing them.. or maybe I am just looking to far into it,
also a changling sociopath would be fun.. forget about wearing someone's face... they can pretty much take there whole life could lead to fun split personalities, can they change there height to be any race or are they stuck with one race? -
Hey guys love the in depth on classes and stuff but i got a problem i can't figure out or find on the internet. so take a look at 11th level ranger who picks slayer and is going to use a whirlwind horde breaker and extra attack can you help explain that? are they gonna whirlwind the group then get one hit from horde breaker then whirlwind the group again with their extra attack? and does whirlwind apply to the assassin's surprise instant crits cause i got a guy surprising the encounter and then critical attacking like 5 people lol. thanks
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I freaking loved the warforged in 3.5, it was my absolute favorite race to play. I really hope that when they release the official book that they use the 3.5 warforged stats and abilities. no need to be inactive, immunity to all poison, immortal, and most importantly I hope they put in the warforged repair and upgrade kits. I used to have a warforged fighter that had 6 daggers in his hands so he looked like wolverine and did 6d4 in a standard attack, that was awesome! They can make that work by taking away the natural healing, that made it balanced in 3.5 it'll work in 5e.
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