New Races in Spelljammer Adventures in Space | Nerd Immersion

preview_player
Показать описание

So let's talk about the 6 new races introduced into D&D 5e with Spelljammer Adventures in Space. These are updated versions of what we saw in the Travelers of the Mulitiverse Unearthed Arcana. I think it's largely buffs across the board and playing any of these races would be a solid move. What do you think?

Introduction 00:00
Astral Elf - 03:15
Autognome - 06:10
Giff - 10:12
Hadozee - 13:35
Plasmoid - 15:45
Thri-kreen - 18:16
Final Thoughts - 20:10

Thanks for watching!
-----------------------------------------------------------------------------------
📬 Shipping: P.O. Box 416 Salisbury Mills, NY 12577
-----------------------------------------------------------------------------------
🔥 Support 🔥
-----------------------------------------------------------------------------------
🎤 Social Media 🎤
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------

Nerd Immersion is an entertainment network focused on Dungeons & Dragons. Our YouTube Channel currently has over 900 D&D videos covering everything from D&D advice, D&D product reviews/unboxings, Top 10 videos, DM's Guild Module reviews, and play throughs of over 13 different D&D campaigns, and more.

Any links to products or services may be affiliate links that give me a small kickback at no cost to you, with no influence on the content. #dnd #dnd5e #nerdimmersion
Рекомендации по теме
Комментарии
Автор

Astral Elf - 3:15
Autognome - 6:10
Giff - 10:12
Hadozee - 13:35
Plasmoid - 15:45
Thri-kreen - 18:16
Final Thoughts - 20:10

JoeKeyes
Автор

Plasmoids and Thri-kreen all have a unique feature, their additional object manipulation features does not state they cannot be used to cast spells. This means Plasmoids and Thri-kreen can cast spells with their pseudopods and extra arms while still holding a weapon and a shield. They lack the "Your XXX can’t wield XXX or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell." rider found on the Loxodon's trunk.

Plasmoids can use the their pseudopod to extend their Touch range spells to 10 feet, and they can keep multiple pseudopods active at a time, there is no limit. So they can have two for spellcasting, and one for touch based spells or object interaction.

Tbeyeus
Автор

I'm eager to play a Plasmoid Way of Mercy monk as though they could both synthesize healing salves and corrupting agents through their body. Also, you can't leave your stuff behind if you don't need stuff, got all the armor and weapons they need on their body, and it's not like gold coins are going to be wider than one inch :P

citrc
Автор

Astral elf can chose to have proficiency in Initiative, because it‘s a dexterity skill check it counts as a skill. This can be use full to pretty much all classes.


Also the pseudopod from plasmoid can be usefull for casters, that extra 10 feet range on a burning hands, for example, can be very usefull for lining up, or to be used from a longer range.

dominctiemes
Автор

Plasmoid Pseudopod could be used for healing spells with a 10 foot reach. Also you can't use it to attack but perhaps you could use it to hold a Shield or use it for Somatic components!

lockskelington
Автор

I am excited to Thri-Kreen again. Back in my youth, I had a Dark Sun Thri-Kreen gladiator named Zorak. Time to remake him!

draco
Автор

I could see myself wanting to play all of these races.

ZiggyPro
Автор

A plasmoid healer would be very interesting as he can extend the range of his spells with a tentacle reaching out ten feet extra.

jacobmosovich
Автор

I’m in the process of making a Giff Ranger- either Hunter or Gloom Stalker(I’m not sure which yet, both could fit)- named Basil Expedition.

speculativemusings
Автор

I love how he starts to use the Air Bud clause "There's nothing in the rulebook that says a Druid can't shoot a dragon"

Also, I can finally play a wizard, but with a gun. I love the Giff.

stevencooper
Автор

You know what I was thinking D&D needed? More animal hybrid races. That was we can play a zoo based game. Sweet.

Mourndarkv
Автор

Assuming your DM lets you bunnyhop as a Hadozee (jump 1ft up to move horizontally 5ft), here’s a wacky build:

Fastest Monkey Alive

Hadozee
- 15lvs in monk for +25ft and BA dash
- 5lvs in totem (elk) barbarian for +25ft
- longstrider, ashardalon and mobile for +40ft
- potion of swiftness for +10
- boots of speed for 2x movement
- haste for 2x movement and a free dash

This gives us 30+50+50, or 130 base movement. Haste and boots brings that up to 520ft, so triple dashing gives us 2080ft of standard movement.

However, hadozee’s can glide 5ft horizontally for every 1ft of descend, so we can spend that 2080ft in 2080 individual 1ft upward jumps, giving us a total 10400ft per turn, or 1734ft per second, aka 600ft faster than the speed of sound.

ROYaaaal
Автор

I'm playing a Giff barbarian fighter and when I get to third level fighter I'm going to take rune knight. There's just something absurd about a giant maul wielding hippo man who comes from an aristocratic family but is a spoiled brat with anger issues. I'm really enjoying this guy. His name is Bartholomew Quincy Kingston III but he goes by Mew.

anonymous
Автор

I’m creating ooze specific gear in my home brew to allow my players to have there ameba fantasy come true. For instance there’s a cellular scale mail armor that can switch between a hardened or fluidic state. A plasma based bag of holding, and a mitochondrial crossbow capable of being absorbed or excreted with a bonus action.

tbonetbone
Автор

As long time Star Frontiers fan, I think they are all welcome additions, as it seems we are getting a kind of evolution of the Vrusk (humanoid insects), Yazirian (monkey-flying squirrels), and Dralasite (amoeboid humanoids) to 5e. Definitely, Hadozee, and Plasmoids, and Autognomes are the better designs. Astral Elves are going to need some special lore to make them interesting. The Giff are generally interesting and I think will fill a double role in a high gravity/space miner and an aquatic race on a water world. But I also think the Giff and Astral Elves are the "space fantasy" trope done in an original D&D way without copying the fantasy tropes that Warhammer 40k memes to death with space Dwarves, space Elves, space Demons, etc.... Yet definitely Astral Elves need some work as they seem an example of low watt copying that elves always get (e.g. wild, high, low, dark, sea, now astral). And Giff are a tad off putting in seeming like a fantasy Dwarf with a technopunk gun, but have a lot of setting potential.

matthewludivico
Автор

The pseudopod is considered a limb so astral arms could come from it giving u a 15 range.

JoshuaSmith-hlxj
Автор

The plasmoid pseudopod can be used to increase the range of your touch, no?
Like in the example of a plasmoid paladin, they could use Lay on Hand from 10ft away

Ralathym
Автор

Simply put, Plasmoids look like a character that you can specialize in touch spells that you can deliver with reach? Also use it for flavor as a grappler specialist?

jamess
Автор

I think the Hadozee glide ability, while poorly worded, has a solid interpretation. In the UA, it said "when you fall" for this ability, which opened it up for some wild things. But in the printed ability, it says "You can move up to 5 feet horizontally for every 1 foot you descend in the air." I think the key here is that "descend" and "fall" are not the same thing. Descent is intentional movement in a downward direction, falling is forced movement. Descent costs movement speed, falling doesn't. You can therefore descend 30ft and consume all 30 feet of movement you have, and you get to move 150ft horizontally "at no movement cost to you" when you do this. This is still really string, but not totally broken as it is in the UA version. Especially given this specific change to the wording, I believe that this was the intended function. You have to spend movement to "descend" but the horizontal movement is free. You do not get to "fall" and move horizontally for free, and the "no movement cost" only applies to the horizontal movement, not to the descending movement. This also means that at the end of that movement, you do not take 3d6 fall damage, as you were not falling IMO.

Lord_zeel
Автор

Been playing an autognome wizard and it's been a lot of fun. Great flavor and fun to have a higher AC vs standard wizards.

HeartofArcana