Part of me understands that this video will be outdated when Monsters of the Multiverse comes out. But another part of me worked through covid to get this done, so you’re gonna see it. Also, error in my video: Scourge Aasimar don’t activate their ability as a bonus action, they end it as one. I must have misread while my veins were pulsing with NyQuil.
Upside: when MoM hits, Aasimars will be able to do what ever path they pick as a bonus action. (they're removing subraces from them but keeping the abilities)
One minor missed thing is that the Tabaxi’s claws also give them a 20 feet climb speed, giving them the perfect ability to climb into trees to snipe from a vantage point and then require the party to call the fire department to get them back down
ryan which of course, should only happen if it's something crazy, like the vibrating belly of a Leviathan or a burning wall. Otherwise, it should work like walking
I really don't get why water isn't incorporated more in adventures, honestly, when there's so many cool character options for that stuff. Have part of the dungeon be flooded, and contain some neat but optional side objectives or loot you can spot at least a little off from the 'shore.' Bam. You've just given your party a dang reason to use stuff like Helmets of Water Breathing, or at least Athletics.
@@tomsawyerpiper9412 I mean, that is true for many... but isn't that the whole reason you buy the pre-made modules? So you can tweak and twist something (hopefully) already cool, and not have to spin an entire campaign from whole cloth? Don't get me wrong, I don't except the visit to the Cloud Giants lost city or the desert tomb full of mummies to have swimming in it... but it's just such a weird & long running disconnect how the official D&D material keeps having so many tools for cool under & on water stuff, but the official modules barely ever features as much as a dang watering hole for your pack mules.
It's mainly because of the difficulty in actually traversing & fighting underwater. Water Breathing only solves the issue of not suffocating underwater. Characters without a swimming speed move at half speed and make attacks at disadvantage (unless you use one of a small hanful of specific weapons). Ranged weapons make attacks at disadvantage no matter what and just straight up miss beyond their standard ranges. Spellcasting gets kinda fucky as wwll, but the rules aren't as clear on it.
Couple of errors on the scourge Aasimar, their ability is also an action, and along with the AOE damage they also get the once per turn damage on hit that the other two sub races get(should be noted this damage can be applied to spells as well)
Triton is one of my fave race :) mine is called Oktavians Heroxith and he’s a tempest cleric. I don’t know why tritons arent shown more love, they’re a solid class. Having said that my favourite class is Druid (Shepard or star) and Druids aren’t so popular either 🤷🏻♂️
@@Poniksei it’s ace isn’t it. my Druid just loves to eat mushrooms and watch the stats. His constitution are archer - cactus, cup- Triskelion and dragon - goose 😆 great class
I love druids too. Was curious about Tritons, but wasn’t sure if it would be as advantageous away from a water environment etc. I do like playing more unusual races though. My first character was a Circle of the Shepard Druid Firbolg. :) I like a lot of these though and would be curious to try out most of them at some time. :)
@@AVspectre my triton is away from the sea so Is well confused by all the different race and animals in this dimension. We was at a farm to go help the farmer and some goblins attacked us and an arrow hit a scarecrow not to far from where I was stood so I ran over all panicked and attempted to revive and heal said scarecrow believing it the be the farmer cause I’ve never seen a farmer before, never even heard of one in fact 😂
a reminder about firbolgs, its only up in 5th edition that they're 'cow-y', previous editions have them basically split between dudes who wanna be left the fuck alone in their woodland camps and dudes who go raiding for shits and giggles because we're a mix of the scottish and vikings with blue skin. split druid bros and blood thirsty raiders, both exist in any given setting
1 video in a row without feet in them. I'm proud of you ^^ technically there was this guy in boxershorts at 7:20 but the main focus wasn't the feet and it wasn't a close up so I'm not counting it. Thank you for making a video where one can comfortably eat while watching.
Another cool thing about Tritons: they get +1 to Strength, Constitution, AND Charisma making them excellent for Paladins! or with the Tasha rules, that's a +1 to 3 different stats of your choice. That's pretty good for builds that need more than one stat.
another thing to note with the aasimar is that dark vision only lets you see in darkness as if it were dim light, which means you will roll at disadvantage on perception checks even though you can see. So the light cantrip is actually at least somewhat helpful in this scenario.
So, one thing people don't realize is you can make weapons out of people then sell those weapons in town for money which I believe RAW is half the stated value so make a few scimitars then sell them for 12.5 gold.
Scourge Aasimar’s Radiant Consumption is an action to activate, not a bonus action. It’s a bonus action to end it early, which is the same as Protector Aasimar’s wings.
One of my favorite characters was a Scourage Asimar Sunsoul Monk. It didn’t occur to me until like 5 sessions in that, with Sunsoul being a reference to Dragon Ball, I literally had the power of god and anime on my side
Okay, I actually love Feline Agility for how cat like it actually is. I've seen so many cats that just either lie around or just go for a casual stroll, only to just rocket off at a moment's notice. If that's not the most cat thing, I don't know what is.
A backup I have for a campaign I'm in as a Kenku Hexblade Warlock with the Clan Crafter background named "Tapper." He was adopted by a Dwarven couple who specialize in armor and jewelry smithing. Prior to his adventuring, he used his Forgery skills to copy patterns from the previous armors/jewelry of their clients and etch them in their new items.
I feel lizardfolk could be cool for thrown weapon builds since you'd be cosntantly re-stocking on darts and javelins every short rest, and if youve ever made a "money/merchant" build, Lizardfolk is the only race other than the rock gnome who can actually craft stuff in a really short time so you can sell your wares on every new town, there;s also the idea of going artificer and putting your strongest weapon infusion into a weapon made from your strongest enemy, and moving it around as you find newer, stronger ones
I want to bury this myth that a Tabaxi Monk is the king of speed. The king of speed is a Centaur Monk with a Barbarian dip. Tabaxi ((30 base + 10 mobility + 30 L20 Monk) ×2 Agility) ×2 Bonus Action Dash ×2 Action Dash 560 + (280 × 4) = 1680 + 0 + 560 = 2240 Centaur (40 base + 10 mobility + 10 L5 Barb + 25 L15 Monk) ×2 BA Dash ×2 A Dash 340 × 5 = 1700 + 340 + 340 = 2380 The Tabaxi with their burst of initial speed is overcome in 4 rounds (5 if you count the initial round when they start) and will lose ground every round. Even if they stopped for a round to do the burst of speed again it just negates the time spent sitting there. A steady 340 is better than 280 with a one time boost.
As a Lizardfolk addict. The synergy with Druid is great. The natural armor is actually a decent choice over Hide or Studded Leather until the DM finally lets wooden half plate be a thing, the bite is a decent enough weapon that keeps your hands free and lets you use a shield, which you can make in case something bad happens to yours, and you have a better shot of making water to drown people. The race as a whole also gets some decent skills in Perception and your choice of other boy scout skills, and the bite will never not be the single most disrespectful way to kill that bastard the DM sent at you, only slightly beaten out by turning him into a javelin. The swim speed and hold breath good are obviously situational, but being able to just go swim is great, dragging people to their doom is great, and fighting the ten foot one piece villain in platemail while making them swim for it is a wonderful reversal of fate. Wizards, Sorcerers, Bards, Artificers, and Warlocks in general like having better resting AC, and the bite keeps their hands free until they can get Warcaster. Artificer has some potential for grim jokes, as well, as all your creations can be made of people and pets, if that's your kink. Monk doesn't stack with natural armor, but the race DOES have near perfect ability scores for it if you aren't able to just edit those, Rogue can't backstab with teeth, but does like the natural armor early on, Fighter and Paladin get little out of the natural armor or bite, though swimming with no problem in heavy armor is alright, those are probably the worst aligned classes, but even those have a benefit. As mentioned, the bite is a weapon you can use while leaving a hand free, meaning the race can be a godsend to anyone that wants to play a Paladin, Ranger, Cleric, ect but their DM really keeps track of whether a person has enough free hands to cast a spell until better options come online. And finally, the race has to get credit for being probably THE most hilarious Charisma character in a party, between being a giant talking dinosaur pushing forged official documents into people's hands, and the Lizardfolk "I am a strange, strange person" quirks. Overall, I find the Lizardfolk's weird grab bag of abilities largely serve as an early game buffer to incomplete builds that will be phased out later, but are handy now, with leftover "outdoors guy" skills, and a water specialist role that, even if it only comes up 1 in 10 sessions, that tenth session where you drown someone is worth it.
For the bit with the light cantrip...for the Aasimaar, you have the option for making other things glow and chuck them into places to bypass limitations on darkvision because someone standing in that light would be quite visible even if it's dark between you.
Steam staff. This staff allows you to do eight + your spell modifier in fire & slashing damage in or out of water. Underwater your staff surrounds tiny steam bubbles. The cloud of steam it creates around you adds two or half of your spell modifier to your AC. It's not automatically a focus unless you find the complete staff all at once. The focus can be altered by an Artificer to act as a longbow equivalent steam cannon instead.
I just like the idea or having a lizardfolk druid that makes its own natural weapons from the beasts it slays. Not sure if it's exactly what the rules allow but I'd allow it as a dm
I've actually ran a Lizardfolk Barbarian like that. He was a barbarian who would wait in water and strike from stealth with the javelins he made before closing into close combat with a two-handed macuahuitl he had to repair using whatever glass or stone he can find.
The Firbolg's invisibility is mostly really a slight edge for stealth operations, since it only lasts one turn, so you can't treat it as an actual spellcaster's invisibility. At best, it's helpful for moving from one cover to another, which is fine but not really amazing for a longer stakeout. But where the invisibility truly shines is just with all the different benefits you can gleam from it (if the enemies can see invisible creatures, then obviously it's not gonna be helpful at all, but at least action economy-wise, you're only wasting your bonus action and can still do whatever you want with your action) -You can treat it as a disengage, since opportunity attacks only works on creatures you can see, and run away, being mostly safe for the next turn. As long as you don't use your action or reaction to attack or cast a spell. -You can use it to get an attack with advantage. Though, obviously, you'd probably want to position yourself well before making the attack. -If you're a spellcaster, you can use it to potentially make it impossible to counterspell your next spell, if you really need to get it off. -The fact that it's non-concentration and doesn't count as a spell is quite nice, means it can combo with certain other features better for the one turn, that you don't get from the normal Invisibility spells.
So true about Lizardfolk. I mean you can have a lizard rogue with decent innate armor (like 13 + your Dex mod), innate stealth/perception skill and ability to craft makeshift darts/caltrops(dm discretion)/weapons out of bones off the bet. I do have one as an npc, which is kinda okay helping party in wilderness.
I plan to make the beafest cake character at some point. Lots of strength, powerful build, expertise in athletics, and anything else I can find that is "I can move heavy things". Im curious how much out of combat use I can milk from this
You'll definitely want to go with a race that has the "Powerful Build" trait (such as Centaurs, Firblogs, Goliaths, Loxodons, and Orcs), then take 6 levels as a Totem Warrior Barbarian to get the "Aspect of the Beast" trait (choose the Bear option), and finally take either 3 levels as a Rune Knight Fighter to get the "Giant's Might" trait or 2 levels as a Druid to get the "Wildshape" trait. "Powerful Build" doubles your carrying capacity by counting you as effectively one-size larger. "Aspect of the Beast" doubles your carrying capacity. "Giant's Might" increases your size to Large for 1 minute, which doubles your carrying capacity. "Wildshape" allows you to transform into Large creatures for at least 1 hour, which doubles your carrying capacity. So by level 10, assuming you've boosted your Strength score to 20 with your A.S.I.s, your normal carrying capacity should be 1,200 lbs. and your temporary carrying capacity while enlarged should be 2,400 lbs. And that's not accounting for any magic items you might come across (such as Ogre Gauntlets, Belt of Giant Strengths, Potions of Growth, and Potions of Giant's Strength)!
Some decent amout. Until a wizard decides "yeah, I can lift things with Telekinesis, teleport things everywhere and generally do all the things you can do, only faster and better and with no skill checks". It's always the wizard, always the damn wizard...
Natural armor of the lizardfolk is good because its 13+DEX+shield so you can get an ac20 really fast. The bite attack is good because its a bonus action so if you play a lizardman fighter, like me, you have 2 attacks+bonus attack bite+ a potential action surge on level 5. You are a shark on a feeding frenzy, or a crocodile when he does his spin.
I loved playing a kenku artificer. Tho ill admit my dm did let my backstory slide in which my kenku with the help of a caster studied the speech of the land to the point of speaking fine sooo no annoying noises. Still my favorite character to this day
One of my favorite moments was when I (Goliath nature Paladin) and our Kenku rogue (on my shoulders) ran into combat making a lot of noise in the dark while our kenku mimicked the screams of pain one of the enemies made earlier (we caught him out in the street and he may have broken his hand “punching” my shield)
The Multiverse book changes some of these things like how the bone thing for lizardmen was removed and how the multiverse Kenku no longer have the speech impediment but can still do expert mimicry.
My favorite goliath character is female goliath, who is a pact of the blade, genie(marid) warlock, and currently has a +2 to strength. (Because, even though she's a warlock, my girl still lifts). Stone's endurance has saved my butt so many times, and that's also given the fact that I've always played her as a frontline/midrange fighter.
The Tabaxi Monk "speed glitch" is borderline infinite because odds are you're running in for a fight and you have no choice but to stop at least every other turn, I love being able to basically do laps around the battlefield.
Looking forward to Monsters of the Multiverse where the new Goliath can use stone's endurance proficiency bonus times per long rest. With that kind of damage negation at Level 1 it'll be really interesting to design enemies that pose a credible threat to the Goliath without wiping out the rest of the party if the Goliath ever makes a positioning mistake.
Ugh. Sounds like more power creep. To each their own and with a Davvy-like disclaimer that this is only my opinion, but egregious unbalancing power creep is why I don't allow anything from _Tasha's_ or _Mythic Odysseys_ in my campaigns.
Maybe it's because I learned about them before they were actually used in any media with audio, but I always pronounce aasimar with a short "a" at the start, like "as" rather than "ace."
i like to think the volume at which he says patron names is directly related to when he's recording it and how backed up he is, if he talks softly then its because its way too late or way too early to scream like he does other times
6:15 had the idea for a strength based lizardfolk open hand monk. hope the game starts at level 3 or play like a bitch until then. flurry of blows does not require the martial arts or unarmed defense to work, and you can use natural weapons for unarmed attacks, RAW. at level 4, pick up weapon master feat and grab your choice of 2d6 weapon damage proficiencies, maybe a long bow too. you now swing as hard as a fighter and with two 1d6 bite attacks that can impose no reactions, knocking a dude prone or throwing them off a cliff! after level 5 or playing until level 8, go for the infamous barbarian multiclass. remember to start off with a stun before going into a rage, as you wont be able to disengage with flurry of blows and needing dex and wisdom at 13 or more leaves little for constitution. with 2 levels of barb you get advantage on four attacks that shouldn't leave you open for an attack of opportunity with 2 extra damage each as well as having advantage on that evasion you totally stayed to level 7 for, right? i think totem deer/(eagle) barbarian would be good, as that will work well for your in and out combat style, but you're already in it for the DPS so zealot is another good choice. there's an argument against the tortle using his claws while holding a heavy weapon, one of the minotaurs does well, just slightly less armor, and centaurs are a good choice if you want mobility over damage and hope the DM forgets what ladders are. druken brawler is the other monk that's viable this way in so long as the DM doesn't use sentinel, but you can also flex your strength by grappling, and seeing as it's an attack, using flurry of blows to drop a target prone with 0 movement due to your grapple. 1 ki point for an enemy with advantage against him, disadvantage on his attacks until he beats you in opposing strength contest seems pretty good.
I play a Goliath Paladin with the Outlander background. That and the bear pelt she wears around her waist like a long skirt open in the front are the design nods to how she would otherwise be a barbarian. EDIT: also Russian accents are fun and come to me much more easily than the german accent i tried to give my cleric.
I know this might be asking a bit much, but would it be possible for you to cover the upcoming Power Rangers TTRPG from Renegade Studios when it comes out?
I really don't get the Fir Bolg. That is the name of a group of people who inhabited Ireland. In Irish mythology, this plain old mundain group of humans was invaded and conquered by a supernatural race of godlike, magical uber-elves without the pointy ears, the Tuatha Dé Danann. THAT should have the race that made it into D&D. Using the name Fir Bolg for a supernatural race is like naming merfolk "Surfer Dudes"
I'm currently working on a D&D themed fanfic piece and one of the characters in it plays a Kenku. But rather than just spend the whole game making weird noises instead of speaking, I had another one of my characters cast a telepathy spell on a circlet; which the Kenku decides to wear. The enchantment allows her to communicate with the rest of the party through her mind and is thus able to speak in full sentences this way. A few reviewers told me such an idea "goes against the Kenku's race" and is a sign that I have no idea how to play. But what do YOU guys think
As someone who JUST got introduced to you through the Necro Hunt campaign, hearing so much energy in your voice compared to Nathaniel is staggering haha
Eh, they actually predate WoT, and were just small-ish redheaded giants that were actually friendly to dwarves. But yeah, 5e firbolg are a lot like the Ogier.
Part of me understands that this video will be outdated when Monsters of the Multiverse comes out. But another part of me worked through covid to get this done, so you’re gonna see it.
Also, error in my video: Scourge Aasimar don’t activate their ability as a bonus action, they end it as one. I must have misread while my veins were pulsing with NyQuil.
Volo's kobolds are the only kobolds.
I don't know a Triton necromancer maybe fun y?
Zombie sharks
Scourge Aasimar can also add their level to 1 attack or spell a turn as extra radiant damage, just like protector
Upside: when MoM hits, Aasimars will be able to do what ever path they pick as a bonus action. (they're removing subraces from them but keeping the abilities)
Firbulg = bigfoot
"The term 'stealthy Barbarian' comes to mind."
Either that, or an uncharacteristically bulky Rogue. That's what I've used them for.
I always figured Bugbear was the bulky rogue race.
With the added benefit of being able to Lankey Kong that guy over there for sneak attack damage.
@@aprinnyonbreak1290 See, to me, Bugbear reads more as the stealthy Barbarian.
I always made most of my Lizardfolk ‘stealthy barbarians’.
One minor missed thing is that the Tabaxi’s claws also give them a 20 feet climb speed, giving them the perfect ability to climb into trees to snipe from a vantage point and then require the party to call the fire department to get them back down
Keep in mind climb speed in 5e only means they move that 20' at normal speed they still need to make an athletics check to climb.
@@spatha08 they only have to make that check at the DM’s discretion
ryan which of course, should only happen if it's something crazy, like the vibrating belly of a Leviathan or a burning wall. Otherwise, it should work like walking
I really don't get why water isn't incorporated more in adventures, honestly, when there's so many cool character options for that stuff.
Have part of the dungeon be flooded, and contain some neat but optional side objectives or loot you can spot at least a little off from the 'shore.' Bam. You've just given your party a dang reason to use stuff like Helmets of Water Breathing, or at least Athletics.
I made an underwater dungeon but stupid me made the entrance above water so the wizard flew above the opening and cast lightning storm on the water.
@@XanderHarris1023 Ha!
Not going to lie, that's kinda awesome and clever.
Because we as humans don’t do much with water in general.
@@tomsawyerpiper9412 I mean, that is true for many... but isn't that the whole reason you buy the pre-made modules? So you can tweak and twist something (hopefully) already cool, and not have to spin an entire campaign from whole cloth?
Don't get me wrong, I don't except the visit to the Cloud Giants lost city or the desert tomb full of mummies to have swimming in it... but it's just such a weird & long running disconnect how the official D&D material keeps having so many tools for cool under & on water stuff, but the official modules barely ever features as much as a dang watering hole for your pack mules.
It's mainly because of the difficulty in actually traversing & fighting underwater. Water Breathing only solves the issue of not suffocating underwater. Characters without a swimming speed move at half speed and make attacks at disadvantage (unless you use one of a small hanful of specific weapons). Ranged weapons make attacks at disadvantage no matter what and just straight up miss beyond their standard ranges. Spellcasting gets kinda fucky as wwll, but the rules aren't as clear on it.
7:50 "The sorcerer is one of the few classes who can use these spells effectively" Davvy says, putting up a picture of the PHB wizard.
Especially the wizard
I imagine a Kenku's mimicry to be like a lyre bird; almost perfect imitations of sounds they hear.
Everybody should play Chook the Chainsaw sometime.
Literally my idea of a Kenku wizard.
Obviously wasn't perfect but as an Icelandic person I loved your pronunciation of Rúnar Óðinsson. Kudos, it's not easy
It caught me of guard
3:50 love the Gravity Falls reference
Couple of errors on the scourge Aasimar, their ability is also an action, and along with the AOE damage they also get the once per turn damage on hit that the other two sub races get(should be noted this damage can be applied to spells as well)
Also, they only take half damage from the Aura because of Resistances
Triton is one of my fave race :) mine is called Oktavians Heroxith and he’s a tempest cleric. I don’t know why tritons arent shown more love, they’re a solid class. Having said that my favourite class is Druid (Shepard or star) and Druids aren’t so popular either 🤷🏻♂️
circle of stars is one of my favorite subclasses
@@Poniksei it’s ace isn’t it. my Druid just loves to eat mushrooms and watch the stats. His constitution are archer - cactus, cup- Triskelion and dragon - goose 😆 great class
I love druids too. Was curious about Tritons, but wasn’t sure if it would be as advantageous away from a water environment etc. I do like playing more unusual races though. My first character was a Circle of the Shepard Druid Firbolg. :) I like a lot of these though and would be curious to try out most of them at some time. :)
@@AVspectre my triton is away from the sea so Is well confused by all the different race and animals in this dimension. We was at a farm to go help the farmer and some goblins attacked us and an arrow hit a scarecrow not to far from where I was stood so I ran over all panicked and attempted to revive and heal said scarecrow believing it the be the farmer cause I’ve never seen a farmer before, never even heard of one in fact 😂
a reminder about firbolgs, its only up in 5th edition that they're 'cow-y', previous editions have them basically split between dudes who wanna be left the fuck alone in their woodland camps and dudes who go raiding for shits and giggles because we're a mix of the scottish and vikings with blue skin. split druid bros and blood thirsty raiders, both exist in any given setting
The bovine look is an Exandria thing. Basic 5e art and lore depict them as red nosed, slightly fuzzy giantkin with ties to the Feywild.
Bigfoot boys, and yeah what the other guys said, the cow thing is another unfortunate thing from critical role
@@okamiv5 I kinda like it. Not as the multiverse-spanning default Firbolg, but as a setting specific twist it's kinda cool
@@LethalLemonade its not a bad look, my issue is more of what seems like a misunderstanding of what it originally goes for.
@@okamiv5 add in how volo's show a feywild touched firbolg instead of a normal one and the problem only deepends
1 video in a row without feet in them. I'm proud of you ^^
technically there was this guy in boxershorts at 7:20 but the main focus wasn't the feet and it wasn't a close up so I'm not counting it.
Thank you for making a video where one can comfortably eat while watching.
Another cool thing about Tritons: they get +1 to Strength, Constitution, AND Charisma making them excellent for Paladins! or with the Tasha rules, that's a +1 to 3 different stats of your choice. That's pretty good for builds that need more than one stat.
Tritons are great. I wish that 5e incorporated more lore for them. Currently playing a Triton Paladin.
another thing to note with the aasimar is that dark vision only lets you see in darkness as if it were dim light, which means you will roll at disadvantage on perception checks even though you can see. So the light cantrip is actually at least somewhat helpful in this scenario.
So, one thing people don't realize is you can make weapons out of people then sell those weapons in town for money which I believe RAW is half the stated value so make a few scimitars then sell them for 12.5 gold.
Scourge Aasimar’s Radiant Consumption is an action to activate, not a bonus action. It’s a bonus action to end it early, which is the same as Protector Aasimar’s wings.
I get to turn off my brain listening to Davvy?! Heck yea!
One of my favorite characters was a Scourage Asimar Sunsoul Monk. It didn’t occur to me until like 5 sessions in that, with Sunsoul being a reference to Dragon Ball, I literally had the power of god and anime on my side
Okay, I actually love Feline Agility for how cat like it actually is. I've seen so many cats that just either lie around or just go for a casual stroll, only to just rocket off at a moment's notice. If that's not the most cat thing, I don't know what is.
Hell yeah, another Davvy video right before I run our game! Solid attempt on my name by the way
Firbolg are Irish giants. That is why they are druids. You prolly won't have time to read it, but the book of invasions shows it well.
Scourge aasimar are resistant to their racial abilitys self damage
*you can make weapons*
until a new book takes it away in an update fairly soon, BUT YOU CAN TALK TO YOUR DM TO ALLOW YOU TO KEEP IT
A backup I have for a campaign I'm in as a Kenku Hexblade Warlock with the Clan Crafter background named "Tapper." He was adopted by a Dwarven couple who specialize in armor and jewelry smithing. Prior to his adventuring, he used his Forgery skills to copy patterns from the previous armors/jewelry of their clients and etch them in their new items.
HOLY FUCK I LOVE THE KENKU SO MUCH if i had a dollar for every kenku i played i would have $6 their names are sploosh,splash,drip,drop,splat and rock
You go Davvy! Hope you're feeling better lemon man! 🍋 🐍📖🫖
I feel lizardfolk could be cool for thrown weapon builds since you'd be cosntantly re-stocking on darts and javelins every short rest, and if youve ever made a "money/merchant" build, Lizardfolk is the only race other than the rock gnome who can actually craft stuff in a really short time so you can sell your wares on every new town, there;s also the idea of going artificer and putting your strongest weapon infusion into a weapon made from your strongest enemy, and moving it around as you find newer, stronger ones
I want to bury this myth that a Tabaxi Monk is the king of speed.
The king of speed is a Centaur Monk with a Barbarian dip.
Tabaxi
((30 base + 10 mobility + 30 L20 Monk) ×2 Agility) ×2 Bonus Action Dash ×2 Action Dash
560 + (280 × 4) = 1680 + 0 + 560 = 2240
Centaur
(40 base + 10 mobility + 10 L5 Barb + 25 L15 Monk) ×2 BA Dash ×2 A Dash
340 × 5 = 1700 + 340 + 340 = 2380
The Tabaxi with their burst of initial speed is overcome in 4 rounds (5 if you count the initial round when they start) and will lose ground every round. Even if they stopped for a round to do the burst of speed again it just negates the time spent sitting there.
A steady 340 is better than 280 with a one time boost.
As a Lizardfolk addict.
The synergy with Druid is great. The natural armor is actually a decent choice over Hide or Studded Leather until the DM finally lets wooden half plate be a thing, the bite is a decent enough weapon that keeps your hands free and lets you use a shield, which you can make in case something bad happens to yours, and you have a better shot of making water to drown people.
The race as a whole also gets some decent skills in Perception and your choice of other boy scout skills, and the bite will never not be the single most disrespectful way to kill that bastard the DM sent at you, only slightly beaten out by turning him into a javelin.
The swim speed and hold breath good are obviously situational, but being able to just go swim is great, dragging people to their doom is great, and fighting the ten foot one piece villain in platemail while making them swim for it is a wonderful reversal of fate.
Wizards, Sorcerers, Bards, Artificers, and Warlocks in general like having better resting AC, and the bite keeps their hands free until they can get Warcaster.
Artificer has some potential for grim jokes, as well, as all your creations can be made of people and pets, if that's your kink.
Monk doesn't stack with natural armor, but the race DOES have near perfect ability scores for it if you aren't able to just edit those, Rogue can't backstab with teeth, but does like the natural armor early on, Fighter and Paladin get little out of the natural armor or bite, though swimming with no problem in heavy armor is alright, those are probably the worst aligned classes, but even those have a benefit.
As mentioned, the bite is a weapon you can use while leaving a hand free, meaning the race can be a godsend to anyone that wants to play a Paladin, Ranger, Cleric, ect but their DM really keeps track of whether a person has enough free hands to cast a spell until better options come online.
And finally, the race has to get credit for being probably THE most hilarious Charisma character in a party, between being a giant talking dinosaur pushing forged official documents into people's hands, and the Lizardfolk "I am a strange, strange person" quirks.
Overall, I find the Lizardfolk's weird grab bag of abilities largely serve as an early game buffer to incomplete builds that will be phased out later, but are handy now, with leftover "outdoors guy" skills, and a water specialist role that, even if it only comes up 1 in 10 sessions, that tenth session where you drown someone is worth it.
For the bit with the light cantrip...for the Aasimaar, you have the option for making other things glow and chuck them into places to bypass limitations on darkvision because someone standing in that light would be quite visible even if it's dark between you.
I just realized at 4:53 the monk it the just round housed kicked that Goblin in the nuts, one way to deal the the Goblin population I guess
kenku are great for VA's. (deep bass voice) "AY YOU" (jersey lady voice) "get over here."
Comes out just in time too with all the MotM leaks covering these races
Will you be doing one for the Monsterous races? I really want to hear your opinion on the Yuan-ti
Bold of you to do these during the leaking of updated races
Steam staff. This staff allows you to do eight + your spell modifier in fire & slashing damage in or out of water. Underwater your staff surrounds tiny steam bubbles. The cloud of steam it creates around you adds two or half of your spell modifier to your AC. It's not automatically a focus unless you find the complete staff all at once. The focus can be altered by an Artificer to act as a longbow equivalent steam cannon instead.
I just like the idea or having a lizardfolk druid that makes its own natural weapons from the beasts it slays. Not sure if it's exactly what the rules allow but I'd allow it as a dm
I've actually ran a Lizardfolk Barbarian like that. He was a barbarian who would wait in water and strike from stealth with the javelins he made before closing into close combat with a two-handed macuahuitl he had to repair using whatever glass or stone he can find.
When a Chappy video appears, and it makes ur day on better
Seeing some of the changes in the new Monster book to races make me very happy and very AAAAAA
The Firbolg's invisibility is mostly really a slight edge for stealth operations, since it only lasts one turn, so you can't treat it as an actual spellcaster's invisibility. At best, it's helpful for moving from one cover to another, which is fine but not really amazing for a longer stakeout.
But where the invisibility truly shines is just with all the different benefits you can gleam from it (if the enemies can see invisible creatures, then obviously it's not gonna be helpful at all, but at least action economy-wise, you're only wasting your bonus action and can still do whatever you want with your action)
-You can treat it as a disengage, since opportunity attacks only works on creatures you can see, and run away, being mostly safe for the next turn. As long as you don't use your action or reaction to attack or cast a spell.
-You can use it to get an attack with advantage. Though, obviously, you'd probably want to position yourself well before making the attack.
-If you're a spellcaster, you can use it to potentially make it impossible to counterspell your next spell, if you really need to get it off.
-The fact that it's non-concentration and doesn't count as a spell is quite nice, means it can combo with certain other features better for the one turn, that you don't get from the normal Invisibility spells.
Scourge aasimar isn't a bonus action
So true about Lizardfolk. I mean you can have a lizard rogue with decent innate armor (like 13 + your Dex mod), innate stealth/perception skill and ability to craft makeshift darts/caltrops(dm discretion)/weapons out of bones off the bet. I do have one as an npc, which is kinda okay helping party in wilderness.
Tabaxi intensifies
I played a Kenku artificer once, man i miss my boy Clanker
I plan to make the beafest cake character at some point.
Lots of strength, powerful build, expertise in athletics, and anything else I can find that is "I can move heavy things".
Im curious how much out of combat use I can milk from this
You'll definitely want to go with a race that has the "Powerful Build" trait (such as Centaurs, Firblogs, Goliaths, Loxodons, and Orcs), then take 6 levels as a Totem Warrior Barbarian to get the "Aspect of the Beast" trait (choose the Bear option), and finally take either 3 levels as a Rune Knight Fighter to get the "Giant's Might" trait or 2 levels as a Druid to get the "Wildshape" trait.
"Powerful Build" doubles your carrying capacity by counting you as effectively one-size larger.
"Aspect of the Beast" doubles your carrying capacity.
"Giant's Might" increases your size to Large for 1 minute, which doubles your carrying capacity.
"Wildshape" allows you to transform into Large creatures for at least 1 hour, which doubles your carrying capacity.
So by level 10, assuming you've boosted your Strength score to 20 with your A.S.I.s, your normal carrying capacity should be 1,200 lbs. and your temporary carrying capacity while enlarged should be 2,400 lbs. And that's not accounting for any magic items you might come across (such as Ogre Gauntlets, Belt of Giant Strengths, Potions of Growth, and Potions of Giant's Strength)!
Some decent amout.
Until a wizard decides "yeah, I can lift things with Telekinesis, teleport things everywhere and generally do all the things you can do, only faster and better and with no skill checks".
It's always the wizard, always the damn wizard...
Natural armor of the lizardfolk is good because its 13+DEX+shield so you can get an ac20 really fast. The bite attack is good because its a bonus action so if you play a lizardman fighter, like me, you have 2 attacks+bonus attack bite+ a potential action surge on level 5. You are a shark on a feeding frenzy, or a crocodile when he does his spin.
triton's my favourite whether or not there are watery parts in the adventure.
I loved playing a kenku artificer. Tho ill admit my dm did let my backstory slide in which my kenku with the help of a caster studied the speech of the land to the point of speaking fine sooo no annoying noises. Still my favorite character to this day
One of my favorite moments was when I (Goliath nature Paladin) and our Kenku rogue (on my shoulders) ran into combat making a lot of noise in the dark while our kenku mimicked the screams of pain one of the enemies made earlier (we caught him out in the street and he may have broken his hand “punching” my shield)
Note: according to xge, increased damage applies before resistance always
The Multiverse book changes some of these things like how the bone thing for lizardmen was removed and how the multiverse Kenku no longer have the speech impediment but can still do expert mimicry.
You mean like how Greckles can speak normally?
My favorite goliath character is female goliath, who is a pact of the blade, genie(marid) warlock, and currently has a +2 to strength. (Because, even though she's a warlock, my girl still lifts). Stone's endurance has saved my butt so many times, and that's also given the fact that I've always played her as a frontline/midrange fighter.
The Tabaxi Monk "speed glitch" is borderline infinite because odds are you're running in for a fight and you have no choice but to stop at least every other turn, I love being able to basically do laps around the battlefield.
Bold move posting a video about races that are all getting drastic updates in the new box set.
Purry Allan... it was right there man 😂
Looking forward to Monsters of the Multiverse where the new Goliath can use stone's endurance proficiency bonus times per long rest. With that kind of damage negation at Level 1 it'll be really interesting to design enemies that pose a credible threat to the Goliath without wiping out the rest of the party if the Goliath ever makes a positioning mistake.
Ugh. Sounds like more power creep. To each their own and with a Davvy-like disclaimer that this is only my opinion, but egregious unbalancing power creep is why I don't allow anything from _Tasha's_ or _Mythic Odysseys_ in my campaigns.
Maybe it's because I learned about them before they were actually used in any media with audio, but I always pronounce aasimar with a short "a" at the start, like "as" rather than "ace."
triton bard who lugs a steel drum around and only plays the under the sea song from little mermaid
I want to see your opinion on the UA spelljammer races. Plasmoids look really fun xD.
Love the lizard folk, I found some sub races that are like gator and desert lizard folk
Gators are scary but crocs are bigger and badder.
Stoner's endurance....like, far out man.
This video will be obsolete on 1/25/22.
Eh oui 👌
Now that Monsters of the Multiverse is coming out, will you redo the videos when it hits?
What kind of music do Kenku like?
*RAWK!*
i like to think the volume at which he says patron names is directly related to when he's recording it and how backed up he is, if he talks softly then its because its way too late or way too early to scream like he does other times
6:15 had the idea for a strength based lizardfolk open hand monk. hope the game starts at level 3 or play like a bitch until then. flurry of blows does not require the martial arts or unarmed defense to work, and you can use natural weapons for unarmed attacks, RAW. at level 4, pick up weapon master feat and grab your choice of 2d6 weapon damage proficiencies, maybe a long bow too. you now swing as hard as a fighter and with two 1d6 bite attacks that can impose no reactions, knocking a dude prone or throwing them off a cliff! after level 5 or playing until level 8, go for the infamous barbarian multiclass. remember to start off with a stun before going into a rage, as you wont be able to disengage with flurry of blows and needing dex and wisdom at 13 or more leaves little for constitution. with 2 levels of barb you get advantage on four attacks that shouldn't leave you open for an attack of opportunity with 2 extra damage each as well as having advantage on that evasion you totally stayed to level 7 for, right? i think totem deer/(eagle) barbarian would be good, as that will work well for your in and out combat style, but you're already in it for the DPS so zealot is another good choice.
there's an argument against the tortle using his claws while holding a heavy weapon, one of the minotaurs does well, just slightly less armor, and centaurs are a good choice if you want mobility over damage and hope the DM forgets what ladders are. druken brawler is the other monk that's viable this way in so long as the DM doesn't use sentinel, but you can also flex your strength by grappling, and seeing as it's an attack, using flurry of blows to drop a target prone with 0 movement due to your grapple. 1 ki point for an enemy with advantage against him, disadvantage on his attacks until he beats you in opposing strength contest seems pretty good.
I imagine firbolg to look like an entire race of Bear in the Big Blue House
I play a Goliath Paladin with the Outlander background. That and the bear pelt she wears around her waist like a long skirt open in the front are the design nods to how she would otherwise be a barbarian.
EDIT: also Russian accents are fun and come to me much more easily than the german accent i tried to give my cleric.
I know this might be asking a bit much, but would it be possible for you to cover the upcoming Power Rangers TTRPG from Renegade Studios when it comes out?
Mordenkainenverse is gonna present a challenging video isn't it
Hey Davvy got facial hair nice work dude ^^ wear it proud
So this came out just before Monsters of the Multi-verse made this whole thing obsolete by adjusting all the creatures again.
Davvy you forgot the best feature of the Kenku, the disgusting bird arms.
Triton Fathomless, double the wetness
Okay so hear me out, kenku wizard, could they make working duplicates or spell scrolls???
I really don't get the Fir Bolg. That is the name of a group of people who inhabited Ireland. In Irish mythology, this plain old mundain group of humans was invaded and conquered by a supernatural race of godlike, magical uber-elves without the pointy ears, the Tuatha Dé Danann. THAT should have the race that made it into D&D. Using the name Fir Bolg for a supernatural race is like naming merfolk "Surfer Dudes"
The firbolg in 5e are effectively bigfoot, and they arnt really close to rhe mythical firbilg even before 5e
Brb, writing merfolk in my campaign that all talk in the Californian surfer bro, Bill S. Preston/Theodore Logan accent.
@@gregvs.theworld451 that made me literally laugh out loud like a fool.
@@tubebobwil Glad I could give you a good laugh!
I just want to be very happy for a moment that you got my name right :p
I'm currently working on a D&D themed fanfic piece and one of the characters in it plays a Kenku. But rather than just spend the whole game making weird noises instead of speaking, I had another one of my characters cast a telepathy spell on a circlet; which the Kenku decides to wear.
The enchantment allows her to communicate with the rest of the party through her mind and is thus able to speak in full sentences this way. A few reviewers told me such an idea "goes against the Kenku's race" and is a sign that I have no idea how to play.
But what do YOU guys think
please bring out the monstrous races soon - I have two players playing a Kobold and a Gnoll, they didnt wanna play anything else
you definitively had fun saying thekolikolik
Goliaths wooo
Still loved the video, super unfortunate this comes out post Multiverse leak. Hope you are fully recovered now!
I played a Scourge Aasimar Divine Soul Sorcerer who used Twinned Inflict Wounds. The Tough feat and 16 con did not save me from the froghemoth.
the multiverse leak apparently removed kenkus mimicry (at least sort of)
Davvy Chappy talks to plants and fish.
Davvy Chappy is a druid confirmed?
Kenku Bard named Napster.... yeah.... it was great..
Nice
Hungry jaw gives you temp hitpoints it doesn’t heal you
Davvy! Did you just make this video so you have an easily accessible reference for when these races new rules come out in two week?
How did Davy know my politics were arson & fire fire oh glorious 🔥
New chappy
You forgot one thing about lizardfolk
LIZARD WIZARD
Add evocation ice magic for
LIZARD BLIZZARD WIZZARD
Aww yeah, furries!
not a word on the 3 curses on the kenku D:?
played a draconic sorcerer kenku lab made so at least my thoughts are my own (thx dm)
That subliminal messaging... well played
As someone who JUST got introduced to you through the Necro Hunt campaign, hearing so much energy in your voice compared to Nathaniel is staggering haha
I played a barbarian Goliath. I really like Goliaths lol. Anyway, I took barely any damage. Felt like a living wall.
Wait... won't these races all be outdated after the monsters of the multiverse releases?
The Deal with Fir Bolg is that they are the legally distict version of the Ogier from Wheel of Time... n-not the show version.
Eh, they actually predate WoT, and were just small-ish redheaded giants that were actually friendly to dwarves. But yeah, 5e firbolg are a lot like the Ogier.
The 5e version is more of a bigfoot