
They're a bit short, but good enough to get a DM started, I think. The Geography and Treasure bits are nicely flavorful and have some good tables. race, you know what I mean), just with individual subraces.
This time around, I think the races given here are surprisingly well-balanced! I also do like the "Planes and Subraces" section, and how it lets you make all the Plane Shift Goblins, Merfolk, and Vampires part of one race (well, one race per. But friends fits perfectly well, and I think is a lot simpler to keep track of, so I like it! They'd make great Swashbucklers, as well as Bards and Warlocks of all stripes. I like the automatic friends cantrip with no material components, though I'm surprised that Siren's Song isn't like their own racial ability, that either stuns an enemy or gives it a watered-down Sympathy effect (from antipathy/sympathy centered on you, or something, maybe usable once per rest.
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Is it just me, or is Wizards really trying to figure out how to best balance flight? I think they've done it fairly well here. +2 to Charisma again, there are a lot of Charisma-heavy races these days, but that's totally fitting here so I can't complain. Totally new races like these are what I get most excited for wrt Plane Shifts, and the Siren is a good 'un. Rogue is really the class that feels most fitting for them +Dex also makes good Fighters and Monks and things, but the climbing speed more makes me think of positioning for Rogues. +2 Dex by itself feels weird, and it's a shame to lose 5 feet of speed, Fury of the Small, and Nimble Escape, but I can't say that Agile Climber isn't super thematic! I'd probably have given them the +1 Con and 30 foot speed myself, since they'd still be a bit less powerful than Volo's Goblins, but that's just me.
Goblins again! These I like a lot better than the Orcs, especially the flavor of them as pirates and almost gnome-like pranksters I like the alignment note especially. I'd have switched out Menacing for Aggressive, at least. on the other, they just flat-out are using Half-Orcs and calling them Orcs. Orcs! On the one hand, this makes me feel like Wizards heard all the complaints about the official Volo's Orcs. I feel like they also wouldn't do badly as Monks. They'd make good Paladins (as seems to be intended, given the Tenets of Blood), but also great Bards, Sorcerers, and Warlocks, which also makes sense. They also feel much more flavorful than the other Plane Shift Vampires. The Vampires and their racial feat are actually very cool there's nothing about their stat adjustments that scream "make me a grappler!" but their racial abilities sure do! Which I think makes them more balanced than just giving them a +2 Str or even +2 Dex would. Side note: Does it feel like Wizards is switching up the stat bump formula to anyone else? This isn't the first time I've seen the main racial adjustment being +1 and the subrace adjustments being +2 in UA material. Green seem inclined towards Druids, while Blue lean hard towards Wizards. Their subrace features are good as well, not totally boring but understated, not super flashy either. The Merfolk are neat I like the idea of an amphibious race that's split into subraces that favor the land and the water, respectively. The bit of historical information and language options are nice. fine? But makes the reprint feel a bit unnecessary. Humans are just PHB default humans, which is. The three different groups and their suggestions, as well as the Tenets of Blood, are really cool as well! Unless I missed it in one of the other Plane Shifts (I know it's not in Amonkhet, Kaladesh, or Zendikar!), that's new, isn't it? It's a really good idea, and I hope this isn't the only thing they use it in! The new setting-specific Ideals and Bonds are also really, really good. I'm loving the "reasons for cooperating" table at the beginning.