It is undoubtedly a nerf to divine smite (it's a buff to the other smite spells). However, it's packaged with a number of buffs. The new paladin is something of a sidegrade, whereas the new fighter was pure upgrade.
Yeah, I was just talking about tamping down that nova damage
i dont think there was a need to tamper down the nova damage it was really the only thing letting them keep up with full casters in the later levels
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
1. how are you pulling parts like that in the quotes? 2. this is going to be hard to say without sounding like a butt but that sounds like a DM skill problem. you give your players 1 target to hit and that targets going to go down fast no matter what it is.
The quoting system seems to have turned dysfunctional recently, but as for (2), no, it's not a DM skill problem when one character vastly outshines other characters who are nominally the same role.
im still a new DM so this maybe were the experience is different but iv never had a problem with the paladin who power games at my table in terms of them blowing up a monster to fast and there not being enough for the players to attack
Probably just down to chance. It takes the stars to align (high Pally Initiative with slots still available, a nice crit just as the party engages with the BBEG.
I've not had a major problem with Pallys specifically, but there are a few nova builds...and they're a pain in the butt. I have a Gloomstalker that does ~40+ damage on an opening round (versus ~15 for everyone else). That's a beast to contend with because accounting for that can get the party killed if the GS screws up - or be boring if I don't account for it and the GS hits. I can still make it fun etc, just a PitA, and new DMs might not have the knowledge and/or confidence to deal with it.
not to mention fighter and bug bear combo being alot worse then divine smite being casted at max 3 times a turn
I doubt the smite change in UA was a popular one glad to see they ignored feedback on that, alot of good changes but making smite a spell is quite a disappointment,i dont want to spend my bonus actions just to smite, that was already an option before, and now you cant even double smite
I doubt the smite change in UA was a popular one glad to see they ignored feedback on that, alot of good changes but making smite a spell is quite a disappointment,i dont want to spend my bonus actions just to smite, that was already an option before, and now you cant even double smite
Remember these rules arent law only suggestions and can be changes easily back to how they were.
Vow of Enmity no longer an action, is activated as part of attacking
If Enmity target dies, you can transfer it to a new target
Avenging Angel is now a BA to activate and lasts for an entire Hour, still includes flight
the vengeance Capstone has always lasted an hour i dont know why they pointed out the change as if it was different (ngl i did have to double check tho but yea its always been an hour)
was that just a mistake or has it been changed to last longer than an hour or shorter?
Per Treantmonk, that part of the video is wrong (he has a preview copy of the book, but is limiting his comments to things that have already been publicly stated because NDA).
was that just a mistake or has it been changed to last longer than an hour or shorter?
Per Treantmonk, that part of the video is wrong (he has a preview copy of the book, but is limiting his comments to things that have already been publicly stated because NDA).
so it has changed from an hour to something else we just dont know what yet
Probably just down to chance. It takes the stars to align (high Pally Initiative with slots still available, a nice crit just as the party engages with the BBEG.
Hell, it won't even take the 'stars aligning' in 5.5e. All the Paladin needs to go first is the Alert feat, which basically says "you win initiative if anyone in the party does." And they can get it from their background no less. (Did I mention the Guard background boosts Str?)
was that just a mistake or has it been changed to last longer than an hour or shorter?
Per Treantmonk, that part of the video is wrong (he has a preview copy of the book, but is limiting his comments to things that have already been publicly stated because NDA).
Given how big a deal they made about intending for it to be an hour so the paladin can fly around after their quarry, I either expect it to actually be longer, or for them to issue day one errata.
Additionally, while Lay on Hands no longer removes diseases, it can cure the Poisoned condition and can now be used on Constructs and Undead.
Maybe I'm missing something, but can a Construct or Undead be poisoned under the new rules? In general, I mean; I don't have a clear picture of the exceptions in the current Monster Manual.
Ah, that's on me and my ambiguous grammar, there really should be a comma and an extra word so it says
Additionally, while Lay on Hands no longer removes diseases, it can cure the Poisoned condition, and can also now be used on Constructs and Undead.
Basically before, Lay On Hands has the following clause:
This feature has no effect on undead and constructs
That clause has been removed, and in addition the feature also removes the poisoned condition.
This means you can use your Lay on Hands feature on your undead and construct allies to restore their hit points.
Which means that undead and construct PC options will no longer have to have a bunch of bolted-on clauses about how specific healing spells and effects work on them.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Probably just down to chance. It takes the stars to align (high Pally Initiative with slots still available, a nice crit just as the party engages with the BBEG.
Hell, it won't even take the 'stars aligning' in 5.5e. All the Paladin needs to go first is the Alert feat, which basically says "you win initiative if anyone in the party does." And they can get it from their background no less. (Did I mention the Guard background boosts Str?)
was that just a mistake or has it been changed to last longer than an hour or shorter?
Per Treantmonk, that part of the video is wrong (he has a preview copy of the book, but is limiting his comments to things that have already been publicly stated because NDA).
Given how big a deal they made about intending for it to be an hour so the paladin can fly around after their quarry, I either expect it to actually be longer, or for them to issue day one errata.
this background that boosts STR is that in 5E or 5.5e?
There was a video about spells that was posted on Tuesday about the Cure Wounds spell that also let slip that Artificer will no longer have access to Cure Wounds.
Add on that there is a change to healing in general that will allow healing spells to work on constructs.
I think we may see a revised Eberron or at least revised versions of Artificer and Warforged sooner than most might think.
*removes tinfoil hat*
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Mother and Cat Herder. Playing TTRPGs since 1989 (She/Her)
There was a video about spells that was posted on Tuesday about the Cure Wounds spell that also let slip that Artificer will no longer have access to Cure Wounds.
Add on that there is a change to healing in general that will allow healing spells to work on constructs.
I think we may see a revised Eberron or at least revised versions of Artificer and Warforged sooner than most might think.
*removes tinfoil hat*
*takes the tinfoil hat from you* im pretty sure the reason we didnt see alot of other loved races and artificer (maybe bloodhunter? would be dope) is so they can just resell the books later after giving them wording changes and such (praying for better scaling on the battle smith steel defender and alchemist mega buff maybe a small buff to the artillerist) *takes off the tinfoil hat*
Oath of the Ancients Paladins were my favorite 5e class. I took two Ancients Paladins to lvl 20. I could swallow the smite nerf even though I detest it (mostly that is take a bonus action), but I'm deeply disappointed with the change to Aura of Warding. I liked the flavor of an Ancients Paladin being protected against magic and playing as an anti-mage specialist. Being protected against three arbitrary types across all of the possible hurts. I get necrotic and radiant, but Psychic? Why? And then the three of them feel so skewed towards rather rare damage types. I used to be able to play with rando's tanking a group and calling for a 'fireball on me'. Now I'm going to be like every other player getting pissed when clipped by friendly fire.
I'm guessing psychic because it's a common damage type from Aberrations, so it fits with their "protecting the natural world" theme. Just me spitballing.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I'm guessing psychic because it's a common damage type from Aberrations, so it fits with their "protecting the natural world" theme. Just me spitballing.
Fair enough. I've just always preferred to play mine a bit nature-y where elemental damage would be of greater and more frequent concern (fire, cold, lightning...)
this background that boosts STR is that in 5E or 5.5e?
5.5e; I'm going off the stats listed under it in the playtest. Guard will get you +2 Str and Alert with no DM customization needed. It'll probably boost Con as the third one too but we don't know yet.
Which means that undead and construct PC options will no longer have to have a bunch of bolted-on clauses about how specific healing spells and effects work on them.
Well, kind of. The playtest Cure Wounds still has the "no robots or ick" clause. But Lay on Hands not caring makes sense to me.
Oath of the Ancients Paladins were my favorite 5e class. I took two Ancients Paladins to lvl 20. I could swallow the smite nerf even though I detest it (mostly that is take a bonus action), but I'm deeply disappointed with the change to Aura of Warding. I liked the flavor of an Ancients Paladin being protected against magic and playing as an anti-mage specialist. Being protected against three arbitrary types across all of the possible hurts. I get necrotic and radiant, but Psychic? Why? And then the three of them feel so skewed towards rather rare damage types. I used to be able to play with rando's tanking a group and calling for a 'fireball on me'. Now I'm going to be like every other player getting pissed when clipped by friendly fire.
I mean, we knew since UA6 that the Ancients aura was getting nerfed. Constant resistance to all spell damage from level 7 for that paladin was just too powerful, let alone spell resistance that could be shared with the entire party.
this background that boosts STR is that in 5E or 5.5e?
5.5e; I'm going off the stats listed under it in the playtest. Guard will get you +2 Str and Alert with no DM customization needed. It'll probably boost Con as the third one too but we don't know yet.
so did they remove ASIs from races and tied them to background? or is it just extra?
so did they remove ASIs from races and tied them to background? or is it just extra?
The former - they were removed from races species and placed in the backgrounds. There is also a rule (presumably in the new DMG) to let you make your own background with your own proficiencies, stats, and starting feat.
Yeah, the premade ones are just some quickie templates; for all practical purposes there's no such thing as truly discreet and defined backgrounds going forward, just combinations of stats, profs, feat, and starting gear.
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The example given was nova damage at 5th level
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
not to mention fighter and bug bear combo being alot worse then divine smite being casted at max 3 times a turn
I doubt the smite change in UA was a popular one glad to see they ignored feedback on that, alot of good changes but making smite a spell is quite a disappointment,i dont want to spend my bonus actions just to smite, that was already an option before, and now you cant even double smite
Remember these rules arent law only suggestions and can be changes easily back to how they were.
the vengeance Capstone has always lasted an hour i dont know why they pointed out the change as if it was different (ngl i did have to double check tho but yea its always been an hour)
was that just a mistake or has it been changed to last longer than an hour or shorter?
Per Treantmonk, that part of the video is wrong (he has a preview copy of the book, but is limiting his comments to things that have already been publicly stated because NDA).
so it has changed from an hour to something else we just dont know what yet
Hell, it won't even take the 'stars aligning' in 5.5e. All the Paladin needs to go first is the Alert feat, which basically says "you win initiative if anyone in the party does." And they can get it from their background no less. (Did I mention the Guard background boosts Str?)
Given how big a deal they made about intending for it to be an hour so the paladin can fly around after their quarry, I either expect it to actually be longer, or for them to issue day one errata.
Which means that undead and construct PC options will no longer have to have a bunch of bolted-on clauses about how specific healing spells and effects work on them.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
this background that boosts STR is that in 5E or 5.5e?
*puts on tinfoil hat*
I have a conspiracy theory.
There was a video about spells that was posted on Tuesday about the Cure Wounds spell that also let slip that Artificer will no longer have access to Cure Wounds.
Add on that there is a change to healing in general that will allow healing spells to work on constructs.
I think we may see a revised Eberron or at least revised versions of Artificer and Warforged sooner than most might think.
*removes tinfoil hat*
Mother and Cat Herder. Playing TTRPGs since 1989 (She/Her)
*takes the tinfoil hat from you*
im pretty sure the reason we didnt see alot of other loved races and artificer (maybe bloodhunter? would be dope) is so they can just resell the books later after giving them wording changes and such (praying for better scaling on the battle smith steel defender and alchemist mega buff maybe a small buff to the artillerist)
*takes off the tinfoil hat*
Oath of the Ancients Paladins were my favorite 5e class. I took two Ancients Paladins to lvl 20. I could swallow the smite nerf even though I detest it (mostly that is take a bonus action), but I'm deeply disappointed with the change to Aura of Warding. I liked the flavor of an Ancients Paladin being protected against magic and playing as an anti-mage specialist. Being protected against three arbitrary types across all of the possible hurts. I get necrotic and radiant, but Psychic? Why? And then the three of them feel so skewed towards rather rare damage types. I used to be able to play with rando's tanking a group and calling for a 'fireball on me'. Now I'm going to be like every other player getting pissed when clipped by friendly fire.
I'm guessing psychic because it's a common damage type from Aberrations, so it fits with their "protecting the natural world" theme. Just me spitballing.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Fair enough. I've just always preferred to play mine a bit nature-y where elemental damage would be of greater and more frequent concern (fire, cold, lightning...)
5.5e; I'm going off the stats listed under it in the playtest. Guard will get you +2 Str and Alert with no DM customization needed. It'll probably boost Con as the third one too but we don't know yet.
Well, kind of. The playtest Cure Wounds still has the "no robots or ick" clause. But Lay on Hands not caring makes sense to me.
I mean, we knew since UA6 that the Ancients aura was getting nerfed. Constant resistance to all spell damage from level 7 for that paladin was just too powerful, let alone spell resistance that could be shared with the entire party.
so did they remove ASIs from races and tied them to background? or is it just extra?
The former - they were removed from
racesspecies and placed in the backgrounds. There is also a rule (presumably in the new DMG) to let you make your own background with your own proficiencies, stats, and starting feat.Yeah, the premade ones are just some quickie templates; for all practical purposes there's no such thing as truly discreet and defined backgrounds going forward, just combinations of stats, profs, feat, and starting gear.