Dungeon Master Assistance

Where anyone over 18 can share thoughts and ideas on RPGs.

D&D 5E vs. Dungeon Crawl Classics

Dungeon Crawl Classics Role-Playing Game attempts to recapture the feel of the original 1970s version of Dungeons & Dragons, with modern game-play rules.

For those of you who aren’t familiar with the Wizard’s of the Coast’s OGL controversy – here is a link to a post by Matthew Rossi that covers it very well:
After controversy over changes to the OGL, Wizards of the Coast backs down offers D&D content via Creative Commons

My reaction to all of this is two fold:
1) Depending on the Wizard’s of the Coast’s behaviour between now and the time the next version of D&D is released in 2024, and my opinion of that version, I will not be buying any Wizard’s of the Coast products.
2) I will be reviewing, and play-testing a variety of other table top role playing games (TTRPGs).

The vast majority of my readers play Dungeons and Dragons 5e. I am still playing it and it is still my favourite TTRPG. In addition to posts regarding that game, as I review alternatives I will be posting my opinions on them along with the differences between them and D&D 5e. I will attempt to give you enough information to assist you in comparing them to the rules you currently use, and perhaps some additional materials to assist you should you want to play-test them yourself.
I previously posted an ICRPG Conversion Guide If you want to check that one out.

This is my first “5E vs. Alternative TTRPG” post.

You can download a free copy of my 5 page PDF “An Introduction to Dungeon Crawl Classics for D&D 5E Players” HERE. It also contains Combat Reference Sheets.

Here is a summery:

MAJOR DIFFERENCES between D&D 5e and DCC

• The FUNNEL: DCC has you create three of four zero level characters.
During the first 0-level game, it is expected that all but 1 of your 0 level characters will die. The survivor will becomes your level 1 character
• DCC does not have:  Feats, Hit Dice, Spell Slots, Inspiration, or Skill Points.
• Rather than Proficiencies: You are trained in certain skills.
• The classes are: CLERIC (human), THIEF (human), WARRIOR (human), WIZARD (human), DWARF, ELF, HALFLING. Yes, Dwarf, Elf and Halfling are classes.
• Clerics turn creatures that are unholy to their religion. This may include creatures other than un-dead.
• All spells are cast with a spell check. Each spell has a unique chart that adjudicates the spells results.
• Wizards may lose access to a spell after a casting it. If he rolls a low spell check.
• Clerics that roll a low spell check may increase his chance of failing on subsequent checks.
• You can spend ability scores to enhance dice rolls. All characters can burn Luck, and wizards and elves can burn other abilities.
• ABILITIES: 1. Strength, 2. Agility (like Dexterity), 3. Stamina (like Constitution), 4. Personality (like Charisma), 5. Intelligence (like Intelligence and Wisdom combined), 6. Luck
• WEIRD DICE: DCC uses a standard polyhedral set, enhanced with a d3, d5, d7, d14, d16, d24 and d30. Stringing them all together creates what DCC calls a “Die Chain”.
• The Die Chain: d3-d4-d5-d6-d7-d8-d10-d12-d14-d16-d20-24-d30
• Instead of ADVANTAGE/DISADVANTAGE: Whenever the rules specify a bonus of +1d, the die to be rolled moves one step to the right on the chain (or one to the left for a -1d). Multiple steps can switch the die type two or more steps.
• SAVING THROWS: There are three types of saving throws: Reflex (Ref) Is 10 modified by the Agility modifier. Fortitude (Fort) is 10 modified by the Stamina modifier. Willpower (Will) Is 10 modified by the Personality modifier.
• CRITS & FUMBLES: Natural 20s automatically hit and you roll on a crit table, your Luck modifier is added to this roll. Natural 1s are automatic misses, and and you roll on a fumble table. The die rolled depends on the armor you are wearing.
• DEATH: When a PC’s is reduced to 0 HP, he is dead or bleeding out. They can survive up to the number of rounds equal to their level. They can be healed during that time but will suffer a permanent loss of 1 point of Stamina and gain a terrible scar from the wound. If a level 1 or higher dead character’s body can be recovered within 1 hour, the dead PC may test their Luck, usually by rolling a d20, and rolling equal or less that the dead PCs Luck score. If they succeed, then the character was badly injured, but survived their wounds. The survivor will have 1 hp, takes a -4 penalty to all rolls for the next hour and one random physical ability (Strength, Agility, or Stamina) will be permanently reduced by 1 point.
• ALIGNMENT: The 3 alignments are: Lawful, Neutral and Chaotic.
• LEVELS: Your character can advance to level 10.
• INITIATIVE: An initiative check is conducted by rolling 1d20 and adding the appropriate modifier: Agility modifier, and, for warriors, class level. A d16 is used instead of a d20 for characters wielding two-handed weapons.
• ACTIONS: On their turn, a character may move up to their speed and perform actions. A typical PC may attempt one action. Some non-combat actions also count as an action. Some actions may be performed while moving.
• HEALING: Wounds heal with rest. A character who gets a good night’s rest heals 1 hit point. If the character gets a day of bed rest, he heals 2 hit points per night. Critical hits that inflict penalties other than hit point damage heal when the associated damage heals. Some critical hit results may create permanent injuries which can only be healed by magical or extraordinary means. Ability score loss, except for Luck, heals at the same rate: 1 point with a good night’s rest, and 2 points with a day of bed rest. A character may heal both ability score loss and hit point loss on the same night’s rest. Luck, however, does not heal. Except for the special abilities of halflings and thieves, a character who burns Luck does so permanently.
• LUCK: A character can permanently burn Luck (reduce his luck score) to give a one-time bonus to a roll. A character can only burn Luck to affect his own die rolls (except for halflings). Luck is typically used to affect a character’s attack rolls, damage rolls, spell checks, thief checks, and saving throws, but it can also be used for other purposes. A character can declare his intent to burn Luck before or after his die roll. He then specifies how many points he will burn. But he can only burn Luck once per roll.
• WITHDRAWAL: If a character or monster withdraws from an active melee his opponents immediately receive a single free attack. (This is similar to an Attack of Opportunity in D&D).
• TWO-WEAPON FIGHTING: A character can wield a light-weight secondary weapon in his off hand while using a sword or other primary weapon in his natural hand. The character typically attacks using a smaller die.
• TABLES: There are tables – lots of tables. Every time you roll a natural 1 or 20 on an attack, make an ability check, cast a spell, and other times, you might then roll on a table to see what the results are.

If this sounds like something you might want to try, Dungeon Crawl Classics has a free “DCC RPG Quick Start Rules & Intro Adventures – PDF” that contains everything you need to learn the rules and play your first game.
They also have a great deal on their “First Time Fan Kit” that contains everything you need to start playing DCC for $40.00. I got this and had to pay about $20.00 shipping for the 5 pounds of goodies, but it was definitely worth it. These products alone have a suggested retail price of over $90.

 

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D&D 5E – Quick Play Character Folios

Ready-To-Play First Level Character Folios

If you want a ready-to-play first level character for fifth edition dungeons and dragons, simply select the class you want, download the filled-in character sheet/folio and you will be ready to play.

Down your free first level character sheet/folio here:
Artificer (Gnome), Barbarian (Half-orc), Bard (Half-elf), Cleric (Dwarf), Druid (Elf)
Fighter (Dragonborn), Monk (Halfling), Paladin (Human), Ranger (Human), Rogue (Halfling), Sorcerer (Half-elf), Warlock (Tiefling), Wizard (Elf)

This is an update to the Quick Play Character Sheets I posted in 2020 (find them HERE).

I completely overhauled them, primarily by putting them onto the latest version of my form-fallible character sheet/folio (find that HERE). You may want to download the box by box instructions that are also on that post.

While I was at it I corrected mistakes and added more information.

I used the suggested quick build from the Player’s Handbook as a guide to fill in the information. I used my best judgement to create what I thought would be a “typical” race and build for each class.

You can easily modify these. Simply use the PDF file for the class you want to start with.

To change the race:
This folio clearly identifies where each feature, skill, proficiency or modifier comes from. Delete the ones that came from the race and replace these with the ones that come from the race you prefer to use.

To change the background:
Same as for the race, delete the ones that don’t apply and add the new ones.

To change the starting ability scores:
On the “Skills and Abilities” sheet (page 3), in the “Abilities” box, the line of ability scores at the top labelled “Base” are the original unmodified ability scores. You can re-arrange these or replace them if you choose to. All subsequent adjustments to the scores and the modifiers will be applied automatically.

To start at a higher level:
I suggest you add one level at a time, choosing the class for each level and adding the new features as you go.

Enjoy!

 

D&D 5E – Character Sheet and Folio

Character sheet – Top half (Above the Fold)
Contains all the information you typically need to reference during play.
Character sheet – Bottom half (Below the Fold)
Contains a list of all your Traits, Feats, Features and Proficiencies as well as all your armor, weapons, equipment, treasure and magic items – tracking your wealth and weight carried.

 

UPDATE: The character sheets on this page are an older version. For the most recent auto-calculate Character Sheets click HERE.

Download your free 8 page “D&D 5E Character FolioHERE.
Download complete box by box instructions on filling in the folio HERE.
If you need more room for trait, feat or feature descriptions, a separate “Traits – Feats – Features” page can be downloaded HERE.
Go to the “D&D 5E – Class Reference Sheets” page HERE to download your Class Reference Sheets. These were created to be companion sheets to the character folio.

This Folio provides you a way to track each entry on the first page “Character Sheet”. Everything on that page can be described and tracked on the following pages. This includes all the information required to come up with all the values and modifiers as well as information as to what character level you were when you received it and where it came form.

You can fill them out by hand.
Although you will be missing out on the automatic calculations, if you choose to print out blank sheets and fill it all out with a pencil you can. The instructions walk you through every box with instructions on how to fill them by hand as well as on a computer.

It works for any race or background.
You can use any home-brew race or background. It makes no assumptions based on race or background.

It works for any subclass.
You can use any official class (including Artificer) but it makes no assumption regarding subclass, so you can use subclasses from any source or home-brew.

This works just as well for single class as it does for multi class.
Most character sheets (including the previous ones I have made) that are made for multiclass are more complicated than necessary for a single class character. And those made for a single class don’t work at all for a multiple class character. I tried hard to make this one work for both and still remain simple for single class characters.

You can fold them or cut them in half.
These pages are sized to print on 8 1/2” x 11” paper. There is a horizontal line in the center of each page. You can fold the page along this line, or cut the page in half along this line turning these into 8 1/2” x 5 1/2” sheets.

You can turn off the lines.
On each page, wherever you can enter notes, there are lines you can use. These lines are on a separate layer for each page. If you are not filling these pages in by hand, you may want to turn off these layers. (How to turn layers off varies with the PDF viewer you are using – you can look up how to do that on-line.)

You also need a Class Reference Sheet.
In addition to this Character folio, I recommend that you also use a separate sheet for spells and other information in regard to your specific class and subclass. I have created “D&D 5E – Class Reference Sheets” as a companion to the Character Folio. You can find them on the “D&D 5E – Class Reference Sheets” page HERE.

Quick Start
I will soon be posting a set of ready to play first level Character Folios, one for each class.

Revision #1, 4/8/2023: Updated the Character Folio and the Instructions with corrections and minor revisions.

Revision #3, 5/3/2023: Minor revisions to the Character Folio. (Thanks to my subscribers Evocatas.)

Revision #4, 10/15/2023: Embedded fonts into the Character Folio. (Thanks to Brian Neubauer.)

D&D – Upcoming changes to the OGL

This Is Important!

In a post I made in 2021D&D 5E – How to Publish D&D ContentI gave an overview on the Open Gaming License (OGL) and the System Reference Document (SRD). It looks like recent developments by Wizards of the Coast will be changing all of this.

If you haven’t heard about the upcoming changes, I refer you to these excellent posts.

here is a good overview by Noah “MyLawyerFriend” Downs 

And here is An open letter to WotC

D&D 5E – Class Reference Sheets

D&D 5E – Class Reference Sheets

These “D&D 5E – Class Reference Sheets” were created to supplement my new “D&D 5E – Character Sheet and Folio” (You can find it on the “D&D 5E – Character Sheet and Folio” page HERE.) but you may find them useful regardless of the Character Sheet you are using.

There is a separate file that you can download for every subclass in the Player’s Handbook (PHB). There is also a “Generic” sheet for each class for you to use if you haven’t yet decided on your subclass – or if you are using a subclass from some other source. There are also files for the Artificer Class published in Eberron: Rising From the Last War. I have tried to keep each of these to one page, but several are two pages.

Artificer: Alchemist, Artillerist, Battle Smith, Generic
Barbarian Path: Berserker, Totem Warrior, Generic
Bard College: Lore, Valor, Generic
Cleric Domain: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Generic
Druid Circle: Land, Moon, Generic
Fighter: Champion, Battle Master, Eldritch Knight, Generic
Monk Way: Shadow, Four Elemens, Open Hand, Generic
Paladin Oath Devotion: Ancients, Vengeance, Generic
Ranger: Beast Master, Hunter, Generic
Rogue: Arcane Trickster, Assassin, Thief, Generic
Sorcerer: Draconic Bloodline, Wild Magic, Generic
Warlock Patron: Archfey, Fiend, Great Old One, Generic
Wizard School: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, Generic

Revision #1, 4/8/2023: Added a sheet for a Wizard to list more spellbook spells. Download it HERE.

Revision #2, 3/3/2024: Corrected Artificer’s subclass Reference Sheets

These will calculate spells known, cantrips known, spell save DC, spell attack modifier and other things for each spell casting subclass. It also calculates things like rages, bardic inspiration, channel divinity, wild shape, Ki points, divine sense, sneak attack, sorcerey points, arcane recovery, and more.

For it to do the calculations, you must enter your character’s class level. Note that if your character has levels in multiple classes this will be the levels you have in this class and not your total character level. For some calculations you may also need to enter your proficiency bonus and an ability modifier.

There is room for you to list your spells. There should be enough room for more than just the spell name. What I do is enter a symbol to indicate if the spell is (C) concentration, (R) ritual, or sometimes (T) casting time. If the spell isn’t from the PHB there is room to indicate which book it is in. For the Cleric, and some others, when you get to higher levels there may not be enough room to list all available spells, but there should be room enough to list the ones you use the most.

Enjoy!

5E MultiClass Character Sheets (with Artificer)

After many requests, I finally got around to adding the Artificer to my MultiClass Character sheet.

Download your free 17 page MultiClass Player Character Sheet HERE.

This has 4 general pages plus an additional 13 pages – one for each class.

I posted the single class Artificer Character Sheet a couple of years ago. You can find it HERE.

This can all be printed blank and filled out with a pencil, or you can fill in the forms on your computer and most of the calculations will be done for you. You can download box-by-box instructions on filling this out HERE.

Enjoy.

Revision #1, 5/2/2023: Fixed the AC not displaying on page 1 when “no armor” is selected on page 2.

One D&D – Expert Classes (Heroic Inspiration)

In the second Unearthed Arcana playtest document for the upcoming new rulebooks scheduled for 2024 they re-defined the Inspiration rules. I have some issues with the new version.

These are my thoughts on the latest play test version of INSPIRATION.

Currently the Player’s Handbook says “you can give up your inspiration to give [another] character inspiration.” (PHB p.125)  They left this out of the new proposed rules. Perhaps they think it is no longer needed because the players will be getting it much more often. I think it should be included.

The first playtest document was called “Unearthed Arcana 2022 Character Origins”. This new one is called “Unearthed Arcana 2022 Expert Classes”. Here are the differences in the versions in regard to Inspiration.

1) They renamed it, now calling it “Heroic Inspiration”. Evidently they are calling it “Heroic Inspiration” to differentiate it from “Bardic Inspiration” or “Cunning Inspiration”, both also defined in this new document. This is consistent with many other minor wording changes to make the rules more consistent. This is good.

2) You can roll your d20 before deciding whether or not to use your Inspiration. I think this is a good change. It is how I have been doing inspiration for years.

3) They previously had you loosing inspiration at the start of a long rest. They have removed that. I have no problem with that change.

4) They previously had you getting inspiration when you rolled a 20 for a d20 Test. I liked that. They changed it to rolling a 1 instead. This is the one I have a problem with. Here’s why I disagree with the way it is currently presented:

Let’s say I don’t have inspiration and I roll a 1 on my d20 Test. I receive inspiration. I use it re-roll my d20. If I do this every time, I will always just re-roll any time I roll a 1. This would be the same as making it a rule that you get to re-roll whenever you roll a 1. I don’t like it.

Let’s say I do have inspiration. I roll a 1 on my d20 Test. I would receive inspiration, but I already have it, so I give it to another player. I then use the one I have to re-roll my d20. If 2 the players agree to do this every time, they will always just re-roll any time they roll a 1.

They need to be careful if they intend to fix this. If they try to fix it by adding “You don’t receive Heroic Inspiration until the end of your turn.”  Or “You can’t use Heroic Inspiration on the same turn that you receive it.”  Or something similar. That might fix it.

But, what if they add back the ability for one player to give another their inspiration? I like it when someone rolls a 1 and another player gives them their inspiration so they can re-roll. If you can’t use your inspiration on the same turn you receive it that could never happen.

I think the best way to fix this is to change it back to receiving inspiration on a roll of 20 instead of a roll of 1. Then allow players to give their inspiration to another player. I understand trying to make a critical fail not sting so bad, but not at the expense of removing the player’s ability to give their inspiration to someone when they need it.

What do you think?

D&D 5E – Are Dead Creatures Objects?

This question comes up quite often. There is no official clarification in either the Player’s Handbook or the Dungeon Master’s Guide. Jeremy Crawford said “A non-undead corpse isn’t considered a creature. It’s effectively an object.” But, dead creatures are not simply objects. If they were not still creatures they would not be valid targets for Revivify.
Time for another house rule.

House Rule:  A dead creature (non-undead corpse) can be either a creature or an object, depending on the situation. It is immune to poison and psychic damage, but otherwise can be affected by physical and magical attacks.

As a creature:

  • The creature has 0 hit points.
  • The creature is unconscious.
  • The creature can’t move, hear, see or speak, and is unaware of its surroundings.
  • The creature can’t take actions or reactions.
  • The creature is not affected by magical or mundane healing.
  • The creature is an “unwilling target” for spells that target creatures.
  • For any spell that requires an “unwilling target” to fail saving throw to be effected, the creature automatically succeeds on its save.
  • The creature automatically fails all other saving throws.
  • Attack rolls against the creature automatically hit.
  • Any attack that hits the creature is a critical hit.

As an object:  

  • The DM determines its Armor Class and hit points. For example: if the object is a dead unarmored human it might have 3d6 Hit Points and an Armor Class of 15.
  • The DM might decide that certain dead creature objects have resistance or immunity to certain kinds of attacks.
  • A dead creature object always fails Strength and Dexterity saving throws, and is immune to effects that require other saves.

As a weapon, it is an object.

“An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.” (PHB p. 147)

As a target for a spell, it depends.

If a spell specifically says it works on creatures, it works on dead creatures.

What the target of the spell can be, as defined in the spell description, determines whether or not a dead creature can be a target for any specific spell.

If the spell describes the target as a

Does that include a dead creature?

Dead creature

Yes

Creature

Yes

Creature or Object

Yes

Corps

Yes

Willing Creature

No

Object

No

Some specific spell examples:

Animate Object cannot be used on a dead creature.

Revivify, Raise Dead, Resurrection and True Resurrection all work on dead creatures.

Fabricate “You can fabricate a Large or smaller object …” In this case a creature would not be an object you could fabricate.

True Polymorph has no effect on a dead creature. For this spell, a dead creature is considered a creature with 0 hit points.

Telekinesis has separate descriptions for the target being a creature or an object. For this spell, a dead creature is considered an object.

D&D 5E – Astral Adventuring Revisited

An unofficial suppliant to the 5th edition D&D book Astral Adventurer’s Guide with ship-to-ship combat rules and other enhancements. Download your free copy HERE.

Last month (August 2022) Wizards of the Coast brought Spelljammer into the fifth edition when they published Spelljammer: Adventures in Space. This, for the most part, is very good. However I was disappointed in the lack of information and rules needed for actually conducting a spelljamming campaign. Specifically I was expecting clear descriptions regarding how the spelljamming helm functions and better rules for conducting ship-to-ship combat. The “Ship-to-Ship Combat” section includes boxed text with 3 sentences on “Shipboard Weapons”. Other than that, the entire section on ship-to-ship combat consists of 4 sections; “Starting Distance” (1 paragraph and a table), “Initiative” (1 sentence), “Moving and Steering a Ship” (2 paragraphs), and “Boarding” (2 paragraphs).

This document has two purposes:
1. This is an attempt to make sense out of the Astral Adventurer’s Guide for D&D players that are new to Spelljamming. Some of the terminology and many of the descriptions have been reworded to make it easier for players new to the topic to understand. It also includes a few alternative rules you may want to use in your Spelljamming adventures.
2. To make Spelljamming combat more fun this supplement provides a complete set of spelljamming ship-to-ship combat rules along with new ship statblocks, ship outlines at 1″=20′ scale, and rules that make each of the players active participants in ship-to-ship combat.

One D&D – Character Origins

I am sure you have seen the announcement by now. If you missed it, here is a link:

WotC Announcement

This is all in preparation for the new version of D&D that is scheduled to be released in 2024. They are calling it “ONE D&D” for now. They are getting away from release or edition numbers. If you are familiar with the software AutoCAD, they did the same thing some years back. After release 14 of AutoCAD came AutoCAD 2000, then AutoCAD 2002, etc. It looks like this is what they will be doing with Dungeons and Dragons. They may also change the official name from “Dungeons and Dragons” to “D&D”. I noticed that they are now referring to the fifth edition Player’s Handbook as the 2014 Player’s Handbook.

Note regarding Editions: Not referring to different releases of D&D as editions is not a new idea for D&D. The current 2014 version of the Player’s Handbook has no mention at all of any edition. We players are the ones that have christened it 5E. Looking at the covers of earlier editions I can only find two that have any mention of an edition or version: the “Advanced Dungeons & Dragons, Second Edition, Players Handbook” (1989), and the “Dungeons & Dragons Player’s Handbook, Core Rulebook 1, v.3.5” (2003). The others simply refer to it as “Dungeons & Dragons” or “Advanced D&D”.

They seem to be bending over backwards to insist that the new rules will be comparable with the current edition of D&D. There are some very good marketing reasons for this and I hope they make using existing books with the new release as painless as possible, but the new release is looking to me a lot like it should be thought of as D&D 6E. Not that that is a bad thing. I prefer the majority of the proposed new rules to the existing ones – so far.

They have started play testing the new rules, a few rules at a time. If you would like to participate in the play testing, or simply see what the new rules may look like, The first set of rules that have been released is called “Unearthed Arcana 2022 Character Origins”. It is in the form of a PDF file you can download a copy by logging into D&D Beyond. If you aren’t a member of D&D Beyond you can access it HERE.

This 21 page PDF contains new rules for Character Races, Character Backgrounds, Starting Languages, Feats, and in what they call a “Rules Glossary” where they list rules and terms that are new or changed.

Here is a quick overview:

RACES

It takes special note of the fact that each of these races have a “Creature Type” of Humanoid. Obviously, this anticipates the future inclusion of other creature types.
It looks like they will be listing Human first, which makes sense for new players. The new list of available races are Human, Ardling (a new race), Dragonborn, Dwarf, Elf, Gnome, Halfling, Orc (another new race), and Tiefling. Notice that Half-Elf and Half-Orc have been removed, but your two parents can be any available huminoid race. You get the size, speed, and special traits of one parent and mix and match visual characteristics you want from your two parents.

Your character’s race no longer gives you any ability score increases.

They are no longer divided into “common” and “uncommon” races.

There are no alignment suggestions for your race.

Subraces are being replaced by Lineages.

The speed for each race is now the same, 30 feet (exception: the wood elf speed is 35 feet).

All races get the Common language. Dragonborn also get Draconic. All other races get a language provided by their background and can choose one additional language. You don’t automatically get Dwarvish, Elvish, Goblin, Halfling, or Orc just because you happen to be that race.

Here is a list of what I see as the biggest change for each race. There are other changes as well.

Human
Humans can be Small or Medium. There is no longer a variant human option. Feats are no longer an optional rule. Everyone gets a 1st-level feat based on his background. Humans also get one additional 1st-level feat.

Ardling (A new Player Race)
Ardlings can be Small or Medium. An Adling is kinda like the opposite of a Tefling. Rather than their heritage tied to the Lower Planes, an Adlings heritage is tied to the Upper Planes. Their head resembles an animal, has some innate spell casting ability, resistance to radiant damage, and can sprout spectral wings and fly a number of times equal to your Proficiency Bonus per long rest [ I will be referring to this as (PB/LR). It looks like this is replacing things that were renewing after a short rest.]

Dragonborn
They now get Darkvision. Their breath weapons have changed a little.

Dwarf
You don’t get any weapon or armor proficiencies. They are moving all of those to your background. The Stonecutting feature has been improved to give you Tremorsense out to 60 ft. for 10 minutes (PB/LR).

Elf
You get a cantrip at first level and a spell at 3rd and 5th level. You can cast each of these once per long rest for free, or you can use any spell slots you may have to cast them.

Gnome
You now have Advantage on all Intelligence, Wisdom, and Charisma saving throws (not just against magic). They replaced the Speak with Small Beasts trait with the Speak with Animals Spell and replaced the Tinker trait with the ability to create a Tiny clockwork device that can produce an effect from the Prestidigitation cantrip.

Halfling
No more Lightfoot or Stout. No more hiding behind other creatures – you get Naturally Stealthy but it only gives you Proficiency in the Stealth Skill.

Orc (A new Player Race)
Orcs have darkvision, can Dash as a bonus action (which gives then temporary hit points PB/LR, count as large carrying capacity and push, pull, drag or lift, and drop to 1 point instead of 0 once per long rest.

Tiefling
Tieflings can now be Small or Medium. You get the Thaumaturgy cantrip. Like the Elf, you also get a cantrip at first level and a spell at 3rd and 5th level. You can cast each of these once per long rest for free, or you can use any spell slots you have to cast them.

CHARACTER BACKGROUNDS

This says nothing regarding Alignmant, Ideals, Bonds, or Flaws. It would be okay with me if they dropped Ideals, Bonds, and Flaws but they may show up in a future Unearthed Arcana.
Although the current Player’s Handbook has rules for customizing your background, not many players do that. These new rules makes building your own background the preferred method but also provides some pre-made backgrounds that you can use, or modify using the provided rules.
The rules to create your background are simple.
Abilities: You get 3 points to add to your ability scores, add one to 3 abilities or 2 to one and 1 to another.
Skills: You get proficiency with 2 skills.
Tools: You get proficiency with 1 tool.
Language: You get one language from your background.
Feat: you get 1 first level feat.
Equipment: You buy whatever you want. You get 50 gp to buy it with. You keep any coins that you don’t spend.

LANGUAGES

After creating your characters background you can add one aditional language. Common Sign Language has been added as a standard language and Thieve’s Cant has been added as a rare language.

FEATS

The document defines several first level feats. Each feat has a level, some have prerequisites, and some can be taken more than once (repeatable).
None of the first level feats add to your ability scores.

RULES GLOSSARY

I may give my thoughts on the new and revised rules and game terms in a future post.

One last comment:

Don’t forget that everything in “Unearthed Arcana 2022 Character Origins” is for playtesting. These are proposed new rules that they are requesting we users try out and report back to them. Based on your feedback any or all of these may change before the new Player’s Handbook, Dungeon MAster’s Guide and Monster Manual are published in 2024. There will be many more of these, possibly several different versions.

Tell me (or, more importantly, tell Wizards of the Cost) what you like or don’t like about any of this and why.