Well, well, well. The Gothic subclasses and lineages that came out in UA were a pretty good hint at a new Ravenloft book. Now, we've had two recent draconic-themed UAs, giving us the Ranger's Drakewarden and Monk's Way of the Dragon. And now we're getting more dragon stuff.
We did hear we'd be getting sourcebooks for three classic D&D settings this year, with Ravenloft as the first. I'll come right out and say that I know very little about Dragonlance as a setting, though I know it's a classic and popular one. Mostly from the name I've always conceived it as a little more classically Arthurian (very medieval with a big emphasis on knights and such) but I'll admit that is founded on basically nothing but the name. Still, I suspect that dragons play a pretty big role in the setting, and so I wonder whether there's a connection here.
Anyway, let's get into the options: we have new variants on the dragonborn and kobold races. We also have new feats that are all dragon-themed, and then a new set of spells that are also dragon-themed.
Let's start with the variant races:
The character I've played the most and the longest is my Blue Dragonborn Eldritch Knight Fighter - built as a nigh-un-hittable tank (he's currently got an AC of 22 and has the Shield spell, which is the main thing I use my spell slots on.) The dragonborn as seen in the PHB has a strong theme, but its abilities are slightly thin: you have your breath weapon and resistance to your ancestry's damage type (so lightning for me.)
The UA introduces three separate Dragonborn variants: Chromatic, Metallic, and Gem.
First, let's talk about what is kept:
You still have resistance to your ancestry's corresponding element.
You also still have a breath weapon, but it works differently:
For one thing, rather than using d6s, it now uses d8s - meaning you start off dealing 2d8 and then by level 17 you're doing 5d8. This comes out to about 2 more damage at level 1 and then getting 1 higher average damage per tier (so by tier 4, your breath does an average of 22.5 rather than 17.5).
However, that's not all: perhaps the biggest thing for me as a Fighter is that you can now use your breath weapon in place of one attack, rather than your full action.
Finally, you get to use this a number of times equal to your proficiency bonus per long rest, instead of the current once per short rest.
So not only is it easier to slot into your action economy, but you can also use it more.
There is one change that some might not be as happy about: Chromatic dragons will now always use it in a 30x5ft line, while Metallic and Gem dragons all use a 15-ft cone.
Now, beyond these existing (if altered) features, the three variants also come with special abilities.
Chromatic dragonborn can use an action to become immune to their ancestry's damage type for 10 minutes, which they can do once per long rest.
Metallic dragonborn get an alternate breath option that they can use once per long rest, which either pushes a target 20 feet back and knocks them prone (if they don't succeed on a strength saving throw) or incapacitates them until the start of your next turn (if they fail a constitution saving throw).
Gem dragons are special, and get two features. First, they have Psionic mind, which allows them telepathically to communicate with any creature they can see within 30 feet of them (if the creature speaks a language,) but doesn't give the creature the ability to respond telepathically.
They also get Gem Flight, where they can, at level 3 and higher, as a bonus action, summon gem-like wings that give them a flying (and hovering) speed equal to their movement speed, which lasts 1 minute and requires a long rest to recharge.
Also, because we haven't actually seen Gem dragons in 5th Edition yet, here are the five types and their associated elements:
Amethyst: Force
Crystal: Radiant
Emerald: Psychic
Sapphire: Thunder
Topaz: Necrotic
Moving on, we have a new version of the Kobold.
Kobolds have only 60 ft. darkvision and no longer any sunlight sensitivity. Their movement speed is 30.
You now choose a draconic legacy when you create the character, choosing one of the following options:
Advantage on saving throws to avoid or end the frightened condition.
Gain one cantrip from the Sorcerer spell list (and choose Intelligence, Wisdom, or Charisma as your spellcasting ability for it.)
Gain the ability to make unarmed strikes with your tail that deal 1d6+Strength.
You also gain the Draconic Roar ability: as a bonus action, you can roar at enemies within 10 feet of you. You and any who can hear you roar gets advantage on attack rolls against those enemies until the end of your next turn. You get to use this a number of times equal to your proficiency bonus, recharging them all on a long rest.
Which is, frankly, insane.
All right, well, this is a lot. I'm going to save the feats and spells for their own post.
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