Just looking up classes in the app. I see the new oath on web but not in app.
Separate but related and hopefully spoiler free: Fjord takes THIS oath and then THAT happens to him at the end of the episode. Mr "Oh I'm quite the accomplished sailor". LOL Dude should not be anywhere near water.
Just looking up classes in the app. I see the new oath on web but not in app.
Separate but related and hopefully spoiler free: Fjord takes THIS oath and then THAT happens to him at the end of the episode. Mr "Oh I'm quite the accomplished sailor". LOL Dude should not be anywhere near water.
If you're talking about the compendium app, it doesn't support homebrew content (including any made by Matt such as Gunslinger and Way of the Cobalt Soul).
I'm just shocked to see a water-themed subclass that didn't provide a swim speed and the ability to breath underwater.
I would add those abilities to Aura of Liberation. The Aura is not very good so far, and giving a swim speed and underwater breathing could compensate for the other situational ability.
Aura of Liberation already gives all the benefits of having a Swim Speed (equal to your base speed). Though not having water breathing sucks.
What's up with Extract Aspects? It reads like a player can use it whenever they hit a creature with one of their Furry of Blows attacks and the creature stays analyzed until the player takes a short or long rest. On a character sheet it appears like the player can only Extract Aspects once per short rest.
Extract Aspects (Special)
Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish a short or long rest.
In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
What's up with Extract Aspects? It reads like a player can use it whenever they hit a creature with one of their Furry of Blows attacks and the creature stays analyzed until the player takes a short or long rest. On a character sheet it appears like the player can only Extract Aspects once per short rest.
Extract Aspects (Special)
Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish a short or long rest.
In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
Yeah, RAW doesn’t limit it to one creature per rest at all. It was probably misunderstood by whomever entered it, it should have the Reset type, but no limited uses associated with it.
Yeah, RAW doesn’t limit it to one creature per rest at all. It was probably misunderstood by whomever entered it, it should have the Reset type, but no limited uses associated with it.
People are used to the sky and the land being symbolically central, but the sea is likewise a significant feature of nature, especially if one is one of the ones who live on it.
The sea is worthy of Paladin attention.
If one must force an alignment on this Paladin oath, it feels like Chaotic Neutral, in a benign sense, of live and let live, and live free.
The chaotic aspects of the sea, as the primordial womb from where land (and sometimes the sky) come, seems relevant here too.
One of the fun concepts is, sailors live inside a kettle. They float on its flat or seething waters, and they can see its rim clearly, all around them. The sailors can see they are in the center of the universe.
Cobalt Soul is a fun monk type. The Ki = Reactions is pretty good at higher levels when you can potentially stun lock a lot of things around you with sentinel and AoO.
Oath of the Sea is interesting:
Spell List: thematic but a bit lackluster. Call Lightning is interesting but I doubt a paladin will ever give up attacks to call it. Could be useful for a ranged encounter though but it feels too niche to be of use routinely. Overall a little on the weak side IMO.
Channel Divinity: Marine Layer- Interesting but I generally detest obscuring spells/effects as they cause too much confusion/rule issues. The fact it affects creatures 5ft near you but not just allies makes it even weirder. Typically you would see this for GTFO when surrounded as creatures cannot Attack of Opportunity if they cannot see you but in this case you do not get that benefit. Overall I would likely never use it but seems thematic.
Fury of the Tide- This one is very cool and very thematic. Mechanically pretty powerful too! Its also unique as I do not know another oath that does something like this. I like this one a lot.
Area of Liberation seems ok but kind of niche. Its great if you are facing the right creature but for a lot of encounters will be completely useless. Overall mixed feelings on this one.
Stormy Waters is interesting but weak for the level you get it. 1d12 as a reaction at level 15 is not a lot. You would be better served to just do an AoO and smite. Especially Fjord if he ends up taking Eldtrich Smite at any point which auto-prones anyway. Prone is good and all but as Jud has suggested....sometimes dead is better. Underpowered but thematic so I like it though.
Mythic Swashbuckler is awesome. Great captsone with a lot of good stuff. Perfect for this oath.
Overall the Oath of the Sea is super thematic but on the weaker side for mechanics. Overall I would play it as Paladin base is so strong even a weak oath is just fine. Would love to play this in a Saltmarsh campaign!
Marine Layer is exceptionally potent for a tactician.
The ability allows the paladin to deny enemy archers/spellcasters clean lines of sight for their targeting. if the paladin himself can shoot, as Fjord can with his Eldritch Blast, he can do so with nigh impunity from within his mist fortress.
The paladin can also use Marine Layer to isolate enemies he is engaging with his blade away from other supporting critters. While Fjord himself is not built for it, a Sentinel paladin can prevent a creature from leaving the Marine Layer, stripping away any support that creature can receive from allied spellcasters or archers and making it much more difficult for that creature to assail the paladin's enemies.
Further, the paladin can use Marine Layer to provide cover for his allies. Fjord could buddy up to Jester, allowing her to see through the cloud easily enough to cast her spells whilst keeping her safe from reprisal. This extends to rescuing allies in dire straits - Fjord can use Marine Layer to smokescreen a downed ally while he gets them back up, and if the paladin positions himself properly, his ally can see through the mist but the enemy that ally is engaging in melee cannot. This would be exceptionally potent for paladins partnering with melee-focused rogues, using careful positioning and movement control to keep an enemy locked in blinding fog while it's being torn to bits. Were the paladin a user of reach weapons (or a shooter), they could even attack themselves without spoiling this effect.
Marine Layer is a fantastically potent and broadly useful ability and fits very well with paladins who're not so fussed with Honorable Glorious Duels as they are with winning.
Anything that obscures the battlefield is always a gamble, to some degree, but the unique features of Marine Layer makes it something that can really reward a smart player. I think it would be much more useful if a Paladin could extend sight within the cloud to all allies, but that's also horribly exploitable. Limiting it to such a small aura around the paladin makes it more than just a "free advantage attacks from everyone in the party" button, which I won't deny would be a really nice ability, but I think it would be a bit too good in that case. But one thing I like is that it encourages some creative tag-team moves with the Paladin and just about every other class. Pair it with the Wizard and they've got amazing coverage while blasting death rays out in every direction. The Paladin and Barbarian could go full Bash Brothers and march right up to the biggest target on the field and effectively blind it while preventing other enemies from effectively interfering. It definitely takes a good amount of communication and planning to fully take advantage of... dropped in the wrong situation it could just lead to the full party getting confused and wasting turns just trying to find targets, but my favorite moments in D&D are when a player goes for something with a strong risk/reward element and uses their brain to get the absolute most out of it.
Marine Layer is exceptionally potent for a tactician.
The ability allows the paladin to deny enemy archers/spellcasters clean lines of sight for their targeting. if the paladin himself can shoot, as Fjord can with his Eldritch Blast, he can do so with nigh impunity from within his mist fortress.
The paladin can also use Marine Layer to isolate enemies he is engaging with his blade away from other supporting critters. While Fjord himself is not built for it, a Sentinel paladin can prevent a creature from leaving the Marine Layer, stripping away any support that creature can receive from allied spellcasters or archers and making it much more difficult for that creature to assail the paladin's enemies.
Further, the paladin can use Marine Layer to provide cover for his allies. Fjord could buddy up to Jester, allowing her to see through the cloud easily enough to cast her spells whilst keeping her safe from reprisal. This extends to rescuing allies in dire straits - Fjord can use Marine Layer to smokescreen a downed ally while he gets them back up, and if the paladin positions himself properly, his ally can see through the mist but the enemy that ally is engaging in melee cannot. This would be exceptionally potent for paladins partnering with melee-focused rogues, using careful positioning and movement control to keep an enemy locked in blinding fog while it's being torn to bits. Were the paladin a user of reach weapons (or a shooter), they could even attack themselves without spoiling this effect.
Marine Layer is a fantastically potent and broadly useful ability and fits very well with paladins who're not so fussed with Honorable Glorious Duels as they are with winning.
I completely misread the ability. He treats the fog as lightly obscured throughout not just within 5ft. This basically makes it a great use for Fjord but not for a lot of Paladins. This makes sense as Matt made it for Travis alone.
For paladins in general its a decent way to protect someone I guess based on your Jester example but I still think the best way to protect someone is to kill that thing. The best case scenario I can come up with is Jester is engaged with a creature and there are several ranged creatures also in the encounter. Fjord runs in and uses an action to provide a fair amount of defense.
However, he could just run in and use an action to smite the ever loving crap out of the creature and kill it and further gaining action economy bonus to the Critters.
The protection benefit from the 20ft of fog is offset by the fact they have to be within 5ft of Fjord to be able to see through it. This makes it bad for casters as they have a lot of spells they have to be able to see the creature to use and Beau and Yasha will be making attacks at Disadvantage and cannot even use AoO as they cannot see things near them.
Overall its okay but I think I would hardly, if ever, use it as it seems too limited for a straight paladin build.
That being said....this will be amazing for Fjord and his warlock MC. EB at advantage for days!
Im curious what the licensing agreement with the cobalt soul monk is now, if I remember correctly green ronin had publishing rights to the subclass and was the main reason in the past that it wasn’t allowed to be featured in any homebrew or hosted as a subclass in general through ddb. Has that changed recently? Ive also noticed that green ronin is no longer hosting the campaign guide on their website which makes me suspicious of it trading hands to wotc or hosting rights have changed in the very least
I completely misread the ability. He treats the fog as lightly obscured throughout not just within 5ft. This basically makes it a great use for Fjord but not for a lot of Paladins. This makes sense as Matt made it for Travis alone.
For paladins in general its a decent way to protect someone I guess based on your Jester example but I still think the best way to protect someone is to kill that thing. The best case scenario I can come up with is Jester is engaged with a creature and there are several ranged creatures also in the encounter. Fjord runs in and uses an action to provide a fair amount of defense.
However, he could just run in and use an action to smite the ever loving crap out of the creature and kill it and further gaining action economy bonus to the Critters.
The protection benefit from the 20ft of fog is offset by the fact they have to be within 5ft of Fjord to be able to see through it. This makes it bad for casters as they have a lot of spells they have to be able to see the creature to use and Beau and Yasha will be making attacks at Disadvantage and cannot even use AoO as they cannot see things near them.
Overall its okay but I think I would hardly, if ever, use it as it seems too limited for a straight paladin build.
That being said....this will be amazing for Fjord and his warlock MC. EB at advantage for days!
I think there are a few cases where it could be very useful.
The most obvious is a ranged shooting match, e.g- surrounded by archers. A Paladin could rush one and slowly work their way around, but in the meantime the others are shooting up the party with impunity; throwing up disadvantage to the enemies and letting your allies bunch up and shoot back without penalty will be way more powerful in that scenario, plus the Paladin can still heal and cast other spells. A DEX based Paladin could also shoot back as well if they want to save on spell slots.
The other main case would be if your party has several martial fighters who're happy to get stuck into the same mob as you, as they can stay close to avoid the penalty. Barbarian in this case doesn't even need to stick by you, as Reckless Attack will basically cancel the effect (for both them and their targets) to fight normally. Clerics and Fighters will probably want to stick near you, while Rogues usually have ways to gain advantage that may still work, and Monks have the speed to move out and around the effect. Overall with martial players next to you you can limit the enemies to only one or two that can squeeze in to lightly obscured range, while the rest are struggling on with disadvantage. The fog will be hell for ranged party members, but this option will work best for them if there are multiple enemy groups so the others can focus on those, or set up options for later turns.
I could also see it maybe being used for stealth, especially if the weather is already a bit misty or dark (otherwise fog moving around in broad daylight might raise a few eyebrows).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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Video compares Way of the Cobalt Soul from the 2017 source book to what is in D&D Beyond. Presenter notes that Mystical Erudition in DDB starts at level 6, but originally started at level 3 in the source book, wonders if it is a typo in DDB. Other clue pointing to typo is that the ability appears before Extract Aspects in the list, which is a level 3 ability, so either they mislabeled Erudition as being level 6 or it should be moved down the list to appear after Aspects. Hoping it is a typo and will move to level 3.
Video compares Way of the Cobalt Soul from the 2017 source book to what is in D&D Beyond. Presenter notes that Mystical Erudition in DDB starts at level 6, but originally started at level 3 in the source book, wonders if it is a typo in DDB. Other clue pointing to typo is that the ability appears before Extract Aspects in the list, which is a level 3 ability, so either they mislabeled Erudition as being level 6 or it should be moved down the list to appear after Aspects. Hoping it is a typo and will move to level 3.
The class was just updated to be on D&D Beyond. This is the most current version. That video isn't incorrect in what it was, but that isn't what it currently is.
Video compares Way of the Cobalt Soul from the 2017 source book to what is in D&D Beyond. Presenter notes that Mystical Erudition in DDB starts at level 6, but originally started at level 3 in the source book, wonders if it is a typo in DDB. Other clue pointing to typo is that the ability appears before Extract Aspects in the list, which is a level 3 ability, so either they mislabeled Erudition as being level 6 or it should be moved down the list to appear after Aspects. Hoping it is a typo and will move to level 3.
The class was just updated to be on D&D Beyond. This is the most current version. That video isn't incorrect in what it was, but that isn't what it currently is.
I understand that the DDB version can be different than the source material. I was asking if Mystical Erudition had a typo in terms of when the class gets that ability. Based on prior material and the placement of the ability in the list, one might ask if they accidentally marked it as starting at 6th level vs 3rd level.
It may well be they meant it to be 6th level for play balance reasons, but if so, they might want to move it down below Aspects, since all of the other class descriptions for other classes follows an ascending order, from lowest to highest. Personally I think it feels more like a 3rd level ability, but not my call.
It may well be they meant it to be 6th level for play balance reasons, but if so, they might want to move it down below Aspects, since all of the other class descriptions for other classes follows an ascending order, from lowest to highest. Personally I think it feels more like a 3rd level ability, but not my call.
I'm not sure what you mean in terms of the ordering? Mystical Erudition is listed below Extort Truth, which is also a 6th level ability, and puts these abilities in alphabetical order.
This makes it feel intentional. Besides that, Extract Aspects is effectively a 3rd level reaction attack that gives you free information, limited only by your willingness to use Flurry of Blows to initiate it, which makes it a very good 3rd level ability. Meanwhile Extort Truth is a super situational 6th level ability which makes it a bit underwhelming (great when you can make use of it, but a bit "meh" the rest of the time). Mystical Erudition is still mainly non-combat, but more generally useful, so rounds out that level overall.
It does feel a little strange to have it start at 6th level, if I'd done it I'd maybe have given one regular proficiency at 3rd, then extra language and an expertise at 6th, to spread it out a bit more, though you can always choose a background that gives you more of whatever you want initially.
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I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Man after watching the Oath in action....gotta say that fog ability can be really bad. The fact you can't get rid of it after you put it up is kinda crazy design flaw. It made that fight he used it in a real s**tshow.
Overall its interesting but ultimately I would definitely likely never it use it.
Does DDB get money from Mercer for hosting this? My Theros campaign PCs still don't have their supernatural gifts on their character sheet, but more unofficial CR content is the priority?
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Just looking up classes in the app. I see the new oath on web but not in app.
Separate but related and hopefully spoiler free: Fjord takes THIS oath and then THAT happens to him at the end of the episode. Mr "Oh I'm quite the accomplished sailor". LOL Dude should not be anywhere near water.
Do you have playtest material and unofficial content enabled on the app?
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.
If you're talking about the compendium app, it doesn't support homebrew content (including any made by Matt such as Gunslinger and Way of the Cobalt Soul).
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Aura of Liberation already gives all the benefits of having a Swim Speed (equal to your base speed). Though not having water breathing sucks.
What's up with Extract Aspects? It reads like a player can use it whenever they hit a creature with one of their Furry of Blows attacks and the creature stays analyzed until the player takes a short or long rest. On a character sheet it appears like the player can only Extract Aspects once per short rest.
Yeah, RAW doesn’t limit it to one creature per rest at all. It was probably misunderstood by whomever entered it, it should have the Reset type, but no limited uses associated with it.
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Thanks! That clears things up nicely :)
People are used to the sky and the land being symbolically central, but the sea is likewise a significant feature of nature, especially if one is one of the ones who live on it.
The sea is worthy of Paladin attention.
If one must force an alignment on this Paladin oath, it feels like Chaotic Neutral, in a benign sense, of live and let live, and live free.
The chaotic aspects of the sea, as the primordial womb from where land (and sometimes the sky) come, seems relevant here too.
One of the fun concepts is, sailors live inside a kettle. They float on its flat or seething waters, and they can see its rim clearly, all around them. The sailors can see they are in the center of the universe.
he / him
Cobalt Soul is a fun monk type. The Ki = Reactions is pretty good at higher levels when you can potentially stun lock a lot of things around you with sentinel and AoO.
Oath of the Sea is interesting:
Spell List: thematic but a bit lackluster. Call Lightning is interesting but I doubt a paladin will ever give up attacks to call it. Could be useful for a ranged encounter though but it feels too niche to be of use routinely. Overall a little on the weak side IMO.
Channel Divinity:
Marine Layer- Interesting but I generally detest obscuring spells/effects as they cause too much confusion/rule issues. The fact it affects creatures 5ft near you but not just allies makes it even weirder. Typically you would see this for GTFO when surrounded as creatures cannot Attack of Opportunity if they cannot see you but in this case you do not get that benefit. Overall I would likely never use it but seems thematic.
Fury of the Tide- This one is very cool and very thematic. Mechanically pretty powerful too! Its also unique as I do not know another oath that does something like this. I like this one a lot.
Area of Liberation seems ok but kind of niche. Its great if you are facing the right creature but for a lot of encounters will be completely useless. Overall mixed feelings on this one.
Stormy Waters is interesting but weak for the level you get it. 1d12 as a reaction at level 15 is not a lot. You would be better served to just do an AoO and smite. Especially Fjord if he ends up taking Eldtrich Smite at any point which auto-prones anyway. Prone is good and all but as Jud has suggested....sometimes dead is better. Underpowered but thematic so I like it though.
Mythic Swashbuckler is awesome. Great captsone with a lot of good stuff. Perfect for this oath.
Overall the Oath of the Sea is super thematic but on the weaker side for mechanics. Overall I would play it as Paladin base is so strong even a weak oath is just fine. Would love to play this in a Saltmarsh campaign!
Marine Layer is exceptionally potent for a tactician.
The ability allows the paladin to deny enemy archers/spellcasters clean lines of sight for their targeting. if the paladin himself can shoot, as Fjord can with his Eldritch Blast, he can do so with nigh impunity from within his mist fortress.
The paladin can also use Marine Layer to isolate enemies he is engaging with his blade away from other supporting critters. While Fjord himself is not built for it, a Sentinel paladin can prevent a creature from leaving the Marine Layer, stripping away any support that creature can receive from allied spellcasters or archers and making it much more difficult for that creature to assail the paladin's enemies.
Further, the paladin can use Marine Layer to provide cover for his allies. Fjord could buddy up to Jester, allowing her to see through the cloud easily enough to cast her spells whilst keeping her safe from reprisal. This extends to rescuing allies in dire straits - Fjord can use Marine Layer to smokescreen a downed ally while he gets them back up, and if the paladin positions himself properly, his ally can see through the mist but the enemy that ally is engaging in melee cannot. This would be exceptionally potent for paladins partnering with melee-focused rogues, using careful positioning and movement control to keep an enemy locked in blinding fog while it's being torn to bits. Were the paladin a user of reach weapons (or a shooter), they could even attack themselves without spoiling this effect.
Marine Layer is a fantastically potent and broadly useful ability and fits very well with paladins who're not so fussed with Honorable Glorious Duels as they are with winning.
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Anything that obscures the battlefield is always a gamble, to some degree, but the unique features of Marine Layer makes it something that can really reward a smart player. I think it would be much more useful if a Paladin could extend sight within the cloud to all allies, but that's also horribly exploitable. Limiting it to such a small aura around the paladin makes it more than just a "free advantage attacks from everyone in the party" button, which I won't deny would be a really nice ability, but I think it would be a bit too good in that case. But one thing I like is that it encourages some creative tag-team moves with the Paladin and just about every other class. Pair it with the Wizard and they've got amazing coverage while blasting death rays out in every direction. The Paladin and Barbarian could go full Bash Brothers and march right up to the biggest target on the field and effectively blind it while preventing other enemies from effectively interfering. It definitely takes a good amount of communication and planning to fully take advantage of... dropped in the wrong situation it could just lead to the full party getting confused and wasting turns just trying to find targets, but my favorite moments in D&D are when a player goes for something with a strong risk/reward element and uses their brain to get the absolute most out of it.
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I completely misread the ability. He treats the fog as lightly obscured throughout not just within 5ft. This basically makes it a great use for Fjord but not for a lot of Paladins. This makes sense as Matt made it for Travis alone.
For paladins in general its a decent way to protect someone I guess based on your Jester example but I still think the best way to protect someone is to kill that thing. The best case scenario I can come up with is Jester is engaged with a creature and there are several ranged creatures also in the encounter. Fjord runs in and uses an action to provide a fair amount of defense.
However, he could just run in and use an action to smite the ever loving crap out of the creature and kill it and further gaining action economy bonus to the Critters.
The protection benefit from the 20ft of fog is offset by the fact they have to be within 5ft of Fjord to be able to see through it. This makes it bad for casters as they have a lot of spells they have to be able to see the creature to use and Beau and Yasha will be making attacks at Disadvantage and cannot even use AoO as they cannot see things near them.
Overall its okay but I think I would hardly, if ever, use it as it seems too limited for a straight paladin build.
That being said....this will be amazing for Fjord and his warlock MC. EB at advantage for days!
Im curious what the licensing agreement with the cobalt soul monk is now, if I remember correctly green ronin had publishing rights to the subclass and was the main reason in the past that it wasn’t allowed to be featured in any homebrew or hosted as a subclass in general through ddb. Has that changed recently? Ive also noticed that green ronin is no longer hosting the campaign guide on their website which makes me suspicious of it trading hands to wotc or hosting rights have changed in the very least
I think there are a few cases where it could be very useful.
The most obvious is a ranged shooting match, e.g- surrounded by archers. A Paladin could rush one and slowly work their way around, but in the meantime the others are shooting up the party with impunity; throwing up disadvantage to the enemies and letting your allies bunch up and shoot back without penalty will be way more powerful in that scenario, plus the Paladin can still heal and cast other spells. A DEX based Paladin could also shoot back as well if they want to save on spell slots.
The other main case would be if your party has several martial fighters who're happy to get stuck into the same mob as you, as they can stay close to avoid the penalty. Barbarian in this case doesn't even need to stick by you, as Reckless Attack will basically cancel the effect (for both them and their targets) to fight normally. Clerics and Fighters will probably want to stick near you, while Rogues usually have ways to gain advantage that may still work, and Monks have the speed to move out and around the effect. Overall with martial players next to you you can limit the enemies to only one or two that can squeeze in to lightly obscured range, while the rest are struggling on with disadvantage. The fog will be hell for ranged party members, but this option will work best for them if there are multiple enemy groups so the others can focus on those, or set up options for later turns.
I could also see it maybe being used for stealth, especially if the weather is already a bit misty or dark (otherwise fog moving around in broad daylight might raise a few eyebrows).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Reference: https://www.youtube.com/watch?v=uoaBz-L4r0k, starting at 2:16
Video compares Way of the Cobalt Soul from the 2017 source book to what is in D&D Beyond. Presenter notes that Mystical Erudition in DDB starts at level 6, but originally started at level 3 in the source book, wonders if it is a typo in DDB. Other clue pointing to typo is that the ability appears before Extract Aspects in the list, which is a level 3 ability, so either they mislabeled Erudition as being level 6 or it should be moved down the list to appear after Aspects. Hoping it is a typo and will move to level 3.
The class was just updated to be on D&D Beyond. This is the most current version. That video isn't incorrect in what it was, but that isn't what it currently is.
I understand that the DDB version can be different than the source material. I was asking if Mystical Erudition had a typo in terms of when the class gets that ability. Based on prior material and the placement of the ability in the list, one might ask if they accidentally marked it as starting at 6th level vs 3rd level.
It may well be they meant it to be 6th level for play balance reasons, but if so, they might want to move it down below Aspects, since all of the other class descriptions for other classes follows an ascending order, from lowest to highest. Personally I think it feels more like a 3rd level ability, but not my call.
I'm not sure what you mean in terms of the ordering? Mystical Erudition is listed below Extort Truth, which is also a 6th level ability, and puts these abilities in alphabetical order.
This makes it feel intentional. Besides that, Extract Aspects is effectively a 3rd level reaction attack that gives you free information, limited only by your willingness to use Flurry of Blows to initiate it, which makes it a very good 3rd level ability. Meanwhile Extort Truth is a super situational 6th level ability which makes it a bit underwhelming (great when you can make use of it, but a bit "meh" the rest of the time). Mystical Erudition is still mainly non-combat, but more generally useful, so rounds out that level overall.
It does feel a little strange to have it start at 6th level, if I'd done it I'd maybe have given one regular proficiency at 3rd, then extra language and an expertise at 6th, to spread it out a bit more, though you can always choose a background that gives you more of whatever you want initially.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Man after watching the Oath in action....gotta say that fog ability can be really bad. The fact you can't get rid of it after you put it up is kinda crazy design flaw. It made that fight he used it in a real s**tshow.
Overall its interesting but ultimately I would definitely likely never it use it.
Does DDB get money from Mercer for hosting this? My Theros campaign PCs still don't have their supernatural gifts on their character sheet, but more unofficial CR content is the priority?