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One D&D’s New Species – Ardling, Dragonborn, & Goliath

4 Minute Read
Dec 5 2022
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One D&D’s latest playtest revises Dragonborn, Ardlings, and Goliaths. All three species are better for it.  Here’s what’s changed!

The fix is in, for Dragonborn at least. One D&D’s new playtest packet provides some much-needed love for the beleaguered Dragonborn, who took two steps forward, and then three back between Fizban’s Treasure of Dragons and the Character Origins playtest.

Besides that, the new playtest rules update the Ardlings and add in bonus Goliaths, who may well appear in 2024’s PHB. This playtest also officially moved away from the term race in favor of species. Whatever term you use, though, the new updates seem a lot more fun and functional.

Dragonborn in One D&D

Let’s start with the Dragonborn, who had previously reverted to their pre-Fizban’s form. Unsurprisingly they tested astoundingly negative with the audience, receiving only about 60% approval, according to WotC.

This makes sense, as Fizban’s Treasury of Dragons was widely regarded as a fix for these dragon-people. Not only did the book update their breath weapon rules, but it also gave them extra abilities that made them actually feel like playing a dragon.

Some of these changes are back for the revised Dragonborn. Once more, the big defining feature is Draconic Ancestry which determines what kind of energy they are resistant to/exhale as a weapon.

Breath Weapon has adopted rules similar to the Fizban’s Treasury of Dragons version. When they take the Attack Action Dragonborn can replace one of their attacks with a breath weapon use. But the new rules go a step further. Dragonborn can decide whether they breathe a 30-foot line or a 15-foot cone. Which is just excellent for deciding what targets they’re going to hit. And it does 1d10 that scales up to 4d10 by the time they hit 17th level, meaning it’s ever worth using.

Damage Resistance is exactly as it’s always been, granting dragonborn resistance to the energy they breath. Dragonborn also gain darkvision, and at 5th level a new ability: Draconic Flight.

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This grants them the ability to use a Bonus Action to manifest wings of magical energy (fire, cold, lightning, acid, or poison) determined by their ancestry, and fly for a total of 10 minutes once per rest.

New Ardlings

 

Ardlings also got a fairly substantive rework. Gone are the tiefling-esque celestial legacies that led many to think these furry, animal-headed humanoid angels were going to replace aasimar, which according to WotC, is not the case.

Instead, the new version of the ardling has more of its own distinct identity. Now, ardlings pick an Animal Ancestry which grants them various abilities. There are four in all:

  • Climber (Bear, Cat, Lizard, Squirrel) – Gain a climb speed equal to walking speed, once per turn, when damaging a target with an Unarmed Strike, can add Proficiency Bonus to damage
  • Flyer (Bat, Eagle, Owl, Raven) – When falling at least 10 feet, can use a Reaction to glide safely downward, taking no damage; when taking the Jump Action, the ability check is made with advantage
  • Racer (Deer, Dog, Horse, Triceratops) – When taking the Dash Action, speed increases by ten-time [Proficiency Bonus] for that Action
  • Swimmer (Crocodile, Dolphin, Frog, Shark) – able to hold breath for up to an hour, swim speed equal to walking speed, and resistance to cold damage.

On top of all that, every ardling knows Thaumaturgy and after a long rest, can swap Thaumaturgy out for a different cantrip from the Divine Spell list.

Bonus Goliaths

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In a move that will make many players rejoice, WotC added Goliaths to the new version of the playtest rules. These towering descendans of giants live in the mountains and gain many new abilities, starting with a base speed of 35 feet, because they’re so tall and take a bigger step.

Ancestry seems to be at the heart of these new species options. WotC has used it so much here, it’s a wonder they don’t swap out Species for Ancestry, making it Ancestry, Background, and Class for the ABCs of character creation. But that’s feedback for a future option.

Golaiths get Giant Ancestry which again, grants powerful abilities based on what type of giant they are descended from. These supernatural boons can be used [Proficiency Bonus] times per day, refreshing on Long Rest.

  • Cloud’s Jaunt (Cloud Giant) – Use a bonus action to teleport up to 30 feet to an unoccupied space within sight
  • Fire’s Burn (Fire Giant) – When hitting a target with an Attack Roll and dealing damage, roll and add an extra 1d10 fire damage
  • Frost’s Chill (Frost Giant) – When hitting a target with an Attack Roll and dealing damage, add 1d6 Cold Damage and reduce speed by 10 feet for a turn
  • Hill’s Tumble (Hill Giant) – When hitting a Large of smaller creature with an Attack Roll, knock the target prone
  • Stone’s Endurance (Stone Giant) – The OG (original goliath) ability. When taking damage, use a Reaction to reduce that damage by 1d12 + Con modifier
  • Storm’s Thunder (Storm Giant) – When taking damage from a creature within 60 feet, use a Reaction to deal 1d8 thunder damage to that creature

In addition, all goliaths gain Large Form which lets them use a Bonus Action to become Large for up to ten minutes a day. While Large, goliaths gain advantage on strength checks and a speed increase of 10 feet; =which feels a little lackluster for a “hulk out” kind of moment.

Finally, Powerful Build which grants advantage on saving throws made to end the Grappled condition, in addition to counting as one size larger when determining how much a character can carry, push, drag, or lift.

Seems like species are moving in a slightly more flexible/customizable option in One D&D. What do you think of the new options?

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Author: J.R. Zambrano
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