If you find any issues with the content from the sourcebook, or using it on a D&D Beyond character, please post in this thread.
RELEASE NOTES
Legends of Runeterra: Dark Tides of Bilgewater includes three new subclasses perfect for adventures on ships, under the sea, and on the scummy streets of the Bilge. A new adventure full of brand-new monsters, magic items, and NPCs drawn from the lore of Legends of Runeterra.
Please be aware of the following before posting in this thread:
ENABLING CONTENT FOR YOUR CHARACTER
In the preferences for your character sheet, there is a section for partnered content. Ensure that you have the toggle for Runeterra set to the on position (right and coloured red).
IS THIS OFFICIAL DUNGEONS & DRAGONS CONTENT?
THIS IS UNOFFICIAL CONTENT
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events.
Welcome to Bilgewater, the most remarkable port in the world of Runeterra! D&D Beyond is thrilled to bring this renowned city to life, giving you the tools to create your own Legends of Runeterra-inspired Dungeons & Dragons campaign.
Even though this version of Bilgewater is described in great detail, and adheres to Runeterra canon as frequently as possible, the adventures and story hooks in this source aren’t canon. Let this free you from the need to create stories that stick to canon details. Make up as many new stories, dangers, and characters as you please! Your version of Bilgewater is the only one that’s important, so long as you and your friends are having fun.
CHARACTER OPTIONS: SUBCLASSES
There are three new subclasses introduced in this sourcebook, that are fully functional in the D&D Beyond character builder:
Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.
What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater.
Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten a kick out of leaving things up to chance. Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.
CHARACTER OPTIONS: MAGIC ITEMS
New magic items for Runeterra can be found in chapter 5.
[Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found], and [Tooltip Not Found]. There's also a magic sword, but it's part of the adventure, so I'm not going to spoil that!
MONSTERS & NPCS
There are a number of new monsters and NPCs introduced in this source, that can all be found in chapter 4 of the sourcebook.
The new "partnered content" filter has 3 options, but 2 of them seem to be doing the same thing. I'm guessing one of them is supposed to only show partnered content and filter out official items?
Beginning at 6th level, you can burst into water then materialize somewhere else as a bonus action. You magically teleport along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack. Moving in this way does not provoke attacks of opportunity.
meant to not have any sort of restriction on use, or was that just left out? Seems pretty crazy if you can do it at will every turn using just a bonus action.
Agree with TBKzord. Seems incredibly overpowered and I can’t imagine ever allowing it into a game as-is. Especially once you add in the level 14 Depth Charge ability. Up to 60 feet of movement and potential 3d6 AoE damage/knockdown effect... on a bonus action.
Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.
Is there a reason there are no links to this under Sources and options aren't showing on class pages/etc?
Rollback Post to RevisionRollBack
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The subclasses should be showing up on the class pages though (that is to say, they do when I look at them on my test account).
The adventure now appears although it was not showing there when I made the post. Perhaps a delay. I had cleared cookies and cache so it wasn't a caching issue. Odd.
For the subclasses I admit I was only checking the Renegade for Fighter, and I now see it is there below the Samurai. I was mostly relying on the side-menu, not realising you put Renegade, starting with an R, after Samurai, starting with an S, in an alphabetically sorted list. Due to the visual display bug the menu doesn't ever show anything below Samurai so I was assuming it wasn't there.
May I suggest sticking putting it in alphabetical order or maybe finally fixing this menu-not-scrolling bug that was reported to you (and replied to with "we're looking into it") years ago?
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Hi all! I've not read the sourcebook in any detail yet, but it looks fun. I have read the introduction and the announcement email, though, and I would just like to give the feedback that communicating some more context for this would have been great - I've not heard of the game, and indeed don't have any Android devices, and neither the email or the introductory material for the sourcebook clearly explains whose world this is or where it comes from, beyond including the game's logo and a link to the Google Play store.
To be clear, I fully support the inclusion of this kind of content as an additional income stream for D&D Beyond, and as bonus optional content for folks using the platform, but making it clear who makes and owns it - as is more clearly apparent from, say, Matt Mercer's pre-Wildemount Critical Role stuff - would be great.
I was left wondering if this was a partnership deal, if the game is owned or produced by fandom, or if it's basically sponsored content, and while all of those would be fine by me, calling it out more clearly - and giving the context of "Runeterra is a world created by X, for the video game Y, available on A, B and C platforms" very clearly in introductory emails and at the start of the sourcebook would be awesome. (I've discovered those things, but I had to follow links to a game I can't play and google info about it to get that context for myself!)
(For quick context, I have played League of Legends exactly once, and despite having some friends who are big fans and having watched some games with them, would never have made the connection here by myself.)
I understand these subclasses were not refined by final game design and editing, but it would be nice if you could go through some kind of playtest process and tweak this material after feedback. As mentioned above by TBKzord, I also see the Ghostwater Dive ability as potentially overpowering as is, even after your correction to the wording. I would be more comfortable allowing this content in my campaign if that ability was limited to a s/l rest recharge or a number of times equal to a stat modifier/proficiency bonus. As written it's basically an unlimited misty step with a bonus attack. I am thrilled about the potential for partnered content and am pleased this is happening, but I think involving the community in the development of material like this would be an asset.
I can see how the origin of Runeterra could be perplexing, especially as DDB just threw it out here seemingly out of nowhere. (Or maybe I’ve been so buried in MOoT that I never heard anything until today’s Hero’s twitch broadcast) However, Legends of Runeterra is also available on iOS devices and PC, it’s basically a LoL themed digital collectible card game divided into seven regions (similar to the different “themes/colors” of a trading card game like Magic) bilgewater is one of them. Which means there is potential for more possible additions to this partnered content. Shadow Isles and Noxus are also two of the regions.
as far as city maps go, there are no official maps for the city of bilgewater. I am assuming based off the paragraph “Let this free you from the need to create stories that stick to canon details.” And “ your version...is the only one that matters” that they didn’t want to restrict your creativity. I am really looking forward to what kind of maps and locations players come up with for Bilgewater.
Alright. I had a cup of tea and decided to come back to it after taking a step away. Its really not any better on second look.
Barbarian – Path of the Depths
Level 3: Swim speed and underwater breathing. There are UA Warlock and Barbarian subclasses that get these at level 6 (albeit with a damage resistance). I thought this was a little strong but its fine compared to some of the later stuff.
Level 3: Bonus action pull. Pretty ****ing strong as most Barbarians don’t use their bonus action after the first turn of combat. Absolutely bonkers in a sentinel build. Really lazy thematically too.
Level 6: The water teleport. Comparable to Shadow Monk, except there is no prerequisite for its use. Its buried in there, but it does seem to require an action to use – which isn’t that bad because you get a free attack as part of the teleport.
Level 10 Choices: God, these are all just written horribly. There’s a certain syntax used in official material that you don’t really notice until its missing.
Eyes of the Deep: True seeing once per short rest, a level before a wizard can cast it. Note that fullcasters can only cast a level 6 spell once per long rest. Pretty messed up, and poorly written.
Arms of the Deep: Another ‘meh, you decide how this fits’. Your bonus action pull now also gives you two grapple attempts. It does not specify that these attempts must be made against the Dredge Line target, nor does it specify a range (assuming 5’ reach). So Dredge Line, a bonus action, now gives you a pull and two free grapples. Also, by RAW, you need a free handle to grapple – RAI is obviously that your magical tentacles/chains/riggings/jumprope/goro arms do this, but its not specified.
Heart of the Deep: 11-32 temp hit points as a bonus action, which stack with your barbarian resistances, once per short rest. Possibly the least offensive feature is the one given barbarians more hit points. . .
Soul of the Deep: Immune to all effects that would cause you to be charmed or frightened. Now, this isn’t just immunity to the charmed or frightened condition. This is immunity to anything that would cause it. Case study: A Nightwalker uses Finger of Doom. The barbarian is immune to the 4d12 necrotic damage it inflicts, as its an effect that would cause him to be frightened.
Armor of the Deep: Flat bonuses are bad and lazy, and against the spirit of bounded accuracy. Not totally broken at least.
Level 14: Depth Charge: You knock things down when you teleport now. The DC to resist the knockdown isn’t listed. Presumably you’re meant to use the Dredge Line’s DC, but they’re different abilities. Why does a wave of tidal force deal force damage instead of, say cold or bludgeoning? Also, having a free knockdown of multiple targets as an action plus two grapples as a bonus action on the same class plus a free attack against one such prone target plus no size restrictions on any of this is a little weird. You could, theoretically, pin two tarrasques to the ground in a single turn. Legendary Resistances don’t help with contested Athletics Checks. What kind of DM would throw TWO tarrasques at you? Probably the kind to let you play this mess (or me.)
Renegade:
Level 3: Your shooty stuff. When is an attack not an Attack? When its a renegade using ‘Form of. . . Gunfighter!’ The guns are also not items, not weapons, just as written, some sort of innate attack. An artificer or gunslinger cannot use them. Also, as written, a Sniper does not add its Dex to damage from level 11 onwards and the damage scales with character level, not subclass level.
Level 3: Weapon of Choice: Firearm Upgrades, universally, do not specify that they must be renegade levels in the prerequisite.
Level 7: Cunning Shot: Seriously, why can’t they follow precedent? Your innate not-attack attacks ignore resistance and immunity. I don’t care that this Challenge 30, literal fiendish demigod is immune to nonmagical attacks, she’s taking the damage from my level 7 Ashe wannabe. Not actually gamebreaking but vexing in its execution.
Level 10: Finally, some restraint. Slight AC and movement boost. I’m not opposed to making Second Wind scale better but this feels thrown in as an afterthought.
Level 15: Right Gun for the job: Fine, I guess? Its only as broken as the rest of the class is.
Level 18: Light ‘em up. 12D6 Force Damage as a bonus action in an area. Thats a lot, but its level 18.
Firearm Upgrades: I’m only gonna address the big offenders, for my own sanity.
Crosshairs: Bonus action to gain Advantage is pretty much always worth it when you have 120 foot range.
Double Barrel is bonkers. 4D10+10 damage when you get it. 12D10+10 damage as a single action by 20th level with no drawback (ie, -5 to hit). Thats, what, an average of 93 damage per action? With the same bonus to hit, a conventional fighter using a greatsword is dealing 8d6+20 for 48? Even throwing GWM barely gets closed to a Double Barrel Sniper – don’t forget that the Sniper doesn’t care if you’re Baphomet, you’re not resisting his damage. You can do slightly better than this as a fighter with certain builds, but not with so little investment.
Wild Card: Almost acceptable. At least it has a clear idea of what it is.
Loaded Dice: Dice manipulation is never weak. Judicious (or lucky) use of this can negate a ton of attacks, and the bonus action slipperiness of a rogue ensures they don’t take many attacks to begin with. Feels like this is effectively an at-will Shield for the Wild Card. A pool of -10d6 to attacks at level 20 is tremendous.
Dragonchess: Listen, I know the whole concept is that Twisted Fate has mad swagger, but ‘skilled tactician’ means Intelligence, not Charisma. Did I go on my rant about these subclasses deviating from the usual ‘third stat’ shared by the class? Ie, Intelligence for Fighters and Rogues? Oh well. Its not like Intelligence needed the help. Charisma’s usually a dump stat in 5e. Right?
The dragonchess features are mostly underwhelming. You already have Bonus Action dash and disengage, so Griffon is meager. Sylph might be helpful if you know you’re about to eat a breath weapon or fireball (although Evasion really mitigates that already.) I’d stick to Dragon exclusively. Up to five times per day, add up to 20 damage to an ally’s attack? Usually won’t be that much, but its pretty solid. Even with 16 Charisma at level 3, its alright.
Playing Cards: Oh man. I thought we might have been back on board after Dragonchess, but these are all really strong. God help your DM if you crit. Assuming 3 usages:
Blade: Effectively +50% to your Sneak Attack Damage.
Shackle: Comparable to a no-save Slow. Unless the target only has one attack and doesn’t move, this won’t feel horrible.
Heart: Maybe the weakest? If you deal 30 damage with a 20th level sneak-attack, you regain 15 hit points, which automatically stacks at Temp HP. I’d rather deal that 15 damage to them with Blade, but yanno.
Level 9: Shifting the Odds: Oh hey, its another teleporation feature. At least force damage makes sense here. This is a free, longer-range, more damaging thunderstep that you use as a bonus action instead of an action.
Level 13: Twist of Fate: Oh, you always go before the enemy in Initiative.
Level 17: Joker Wild: Sigh. Quite strong. Because the Gambit feature, like the rest of the benefits, applies during the one minute duration of Joker Wild, it could be read that you have indefinite usage of the feature. This is the semantics problem with these subclasses – you have an instantaneous effect (regaining expended features) occuring during a non-instant effect. Precedent would suggest that you regain the expended Gambits when (and only when) you intiate Joker Wild, but this ‘sourcebook’ doesn’t give a damn about precedent.
Found this here and really think there should be some edits on the information in order to best balance out the subclasses. The review provided above provides some much needed nerfs that should be adressed and even wording problems I was quite surprised to see.
I understand these subclasses were not refined by final game design and editing, but it would be nice if you could go through some kind of playtest process and tweak this material after feedback. As mentioned above by TBKzord, I also see the Ghostwater Dive ability as potentially overpowering as is, even after your correction to the wording. I would be more comfortable allowing this content in my campaign if that ability was limited to a s/l rest recharge or a number of times equal to a stat modifier/proficiency bonus. As written it's basically an unlimited misty step with a bonus attack. I am thrilled about the potential for partnered content and am pleased this is happening, but I think involving the community in the development of material like this would be an asset.
I wholeheartedly support this, what's the point of having UA if untested material can be shot off just the same? Considering how there was already a correction on the Ghostwater Dive, I'd strongly recommend further patches to best assure these subclasses can shine without outshining others or simply being shot down by DMs due to mechanical problems. Specially problems born from wording, one of the most easily fixed problems around.
Personally I really like the idea and the potential of partnered content such as this in the future, as we have already seen with MTG.
Heck the Path of the Depths is really making me inclined to play a Barbarian and a friend of mine has been wanting a Card-themed subclass for ages now.
But as mentioned above, this needs to be tested and adapted to avoid mistakes that can shut down the whole flavor just because the mechanics harm the game.
Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.
Still busted as hell without a resource limit (ie. something like use a number of times equal to your Con modifier, refresh on long rest).
Rules as written, it means a Barbarian could move 70 feet a turn (30 base + 10 for class feature + 30 for ghostwater) and still attack, without incurring any attacks of opportunity whatsoever. Take a longbow and Sharpshooter and max out your Dex and you're essentially untouchable.
To play Devil's Advocate, an Echo Knight fighter can teleport 60(+movement bonuses + speed) and dish out all of their attacks. Been doing digging on these all day and yeah, they're strong.
But their biggest issue are wording errors that allow them to be misinterpreted into being OP. Such as the bonus action truesight every short rest and ignoring effects beyond just the Frightened or Charm at later levels.
One thing I really don't understand is why Dredge Line isn't an action that deals damage as well. Figures the harpoon sinks first, then a bonus action to pull it. It's a tentacle, cursed anchor or anything else. You're basically a really angry Hexblade lorewise(Fjord would have fit perfectly with the backstory of these guys). Why isn't it also a weapon while the Renegade gets innate guns? Though this part is mostly my personal opinion on the matter.
They just need someone who's accustomed to D&D to re-read these and patch these errors. Considering the website is dedicated to it. There should be no issue patching these errors.
Welcome to the support thread for Legends of Runeterra: Dark Tides of Bilgewater
If you find any issues with the content from the sourcebook, or using it on a D&D Beyond character, please post in this thread.
RELEASE NOTES
Legends of Runeterra: Dark Tides of Bilgewater includes three new subclasses perfect for adventures on ships, under the sea, and on the scummy streets of the Bilge. A new adventure full of brand-new monsters, magic items, and NPCs drawn from the lore of Legends of Runeterra.
Please be aware of the following before posting in this thread:
ENABLING CONTENT FOR YOUR CHARACTER
In the preferences for your character sheet, there is a section for partnered content. Ensure that you have the toggle for Runeterra set to the on position (right and coloured red).
IS THIS OFFICIAL DUNGEONS & DRAGONS CONTENT?
THIS IS UNOFFICIAL CONTENT
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events.
CHARACTER OPTIONS: SUBCLASSES
There are three new subclasses introduced in this sourcebook, that are fully functional in the D&D Beyond character builder:
Barbarian: Path of the Depths.
Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.
Fighter: Renegade
What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater.
Rogue: Wild Card
Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten a kick out of leaving things up to chance. Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.
CHARACTER OPTIONS: MAGIC ITEMS
New magic items for Runeterra can be found in chapter 5.
[Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found], and [Tooltip Not Found]. There's also a magic sword, but it's part of the adventure, so I'm not going to spoil that!
MONSTERS & NPCS
There are a number of new monsters and NPCs introduced in this source, that can all be found in chapter 4 of the sourcebook.
All other monsters & NPCs used in the adventure in chapter 3: Herald of the Harrowing, use monsters from the Basic Rules.
ADDITIONAL LORE & INFORMATION
Legends of Runeterra: Dark Tides of Bilgewater is based on the amazing lore for Runeterra, created by Riot Games.
There are also some really cool thematic videos that Riot games have released:
Legends of Bilgewater: Tall Tales of the Deep Sea (audio stories)
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If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
This content is now live!
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
The new "partnered content" filter has 3 options, but 2 of them seem to be doing the same thing. I'm guessing one of them is supposed to only show partnered content and filter out official items?
Is:
Ghostwater Dive
Beginning at 6th level, you can burst into water then materialize somewhere else as a bonus action. You magically teleport along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack. Moving in this way does not provoke attacks of opportunity.
meant to not have any sort of restriction on use, or was that just left out? Seems pretty crazy if you can do it at will every turn using just a bonus action.
Agree with TBKzord. Seems incredibly overpowered and I can’t imagine ever allowing it into a game as-is. Especially once you add in the level 14 Depth Charge ability. Up to 60 feet of movement and potential 3d6 AoE damage/knockdown effect... on a bonus action.
I just checked with the designer and there was an issue somewhere along the way
https://www.dndbeyond.com/sources/lrdtob/heroes-and-scoundrels-of-bilgewater#GhostwaterDive
The updated text is:
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Is there a reason there are no links to this under Sources and options aren't showing on class pages/etc?
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
You'll find it at the bottom of the page here (click sources on the megamenu):
https://www.dndbeyond.com/sources#Sourcebooks
The subclasses should be showing up on the class pages though (that is to say, they do when I look at them on my test account).
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
The adventure now appears although it was not showing there when I made the post. Perhaps a delay. I had cleared cookies and cache so it wasn't a caching issue. Odd.
For the subclasses I admit I was only checking the Renegade for Fighter, and I now see it is there below the Samurai. I was mostly relying on the side-menu, not realising you put Renegade, starting with an R, after Samurai, starting with an S, in an alphabetically sorted list. Due to the visual display bug the menu doesn't ever show anything below Samurai so I was assuming it wasn't there.
May I suggest sticking putting it in alphabetical order or maybe finally fixing this menu-not-scrolling bug that was reported to you (and replied to with "we're looking into it") years ago?
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
As partnered content, these subclasses appear below the official ones on the class page.
I agree we could make that clearer though, that it's not an error.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Gunslinger isn't an official subclass, and it's listed alphabetically.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Hi all! I've not read the sourcebook in any detail yet, but it looks fun. I have read the introduction and the announcement email, though, and I would just like to give the feedback that communicating some more context for this would have been great - I've not heard of the game, and indeed don't have any Android devices, and neither the email or the introductory material for the sourcebook clearly explains whose world this is or where it comes from, beyond including the game's logo and a link to the Google Play store.
To be clear, I fully support the inclusion of this kind of content as an additional income stream for D&D Beyond, and as bonus optional content for folks using the platform, but making it clear who makes and owns it - as is more clearly apparent from, say, Matt Mercer's pre-Wildemount Critical Role stuff - would be great.
I was left wondering if this was a partnership deal, if the game is owned or produced by fandom, or if it's basically sponsored content, and while all of those would be fine by me, calling it out more clearly - and giving the context of "Runeterra is a world created by X, for the video game Y, available on A, B and C platforms" very clearly in introductory emails and at the start of the sourcebook would be awesome. (I've discovered those things, but I had to follow links to a game I can't play and google info about it to get that context for myself!)
(For quick context, I have played League of Legends exactly once, and despite having some friends who are big fans and having watched some games with them, would never have made the connection here by myself.)
Are there any city maps of Bilgewater?
I understand these subclasses were not refined by final game design and editing, but it would be nice if you could go through some kind of playtest process and tweak this material after feedback. As mentioned above by TBKzord, I also see the Ghostwater Dive ability as potentially overpowering as is, even after your correction to the wording. I would be more comfortable allowing this content in my campaign if that ability was limited to a s/l rest recharge or a number of times equal to a stat modifier/proficiency bonus. As written it's basically an unlimited misty step with a bonus attack. I am thrilled about the potential for partnered content and am pleased this is happening, but I think involving the community in the development of material like this would be an asset.
I can see how the origin of Runeterra could be perplexing, especially as DDB just threw it out here seemingly out of nowhere. (Or maybe I’ve been so buried in MOoT that I never heard anything until today’s Hero’s twitch broadcast) However, Legends of Runeterra is also available on iOS devices and PC, it’s basically a LoL themed digital collectible card game divided into seven regions (similar to the different “themes/colors” of a trading card game like Magic) bilgewater is one of them. Which means there is potential for more possible additions to this partnered content. Shadow Isles and Noxus are also two of the regions.
as far as city maps go, there are no official maps for the city of bilgewater. I am assuming based off the paragraph “Let this free you from the need to create stories that stick to canon details.” And “ your version...is the only one that matters” that they didn’t want to restrict your creativity. I am really looking forward to what kind of maps and locations players come up with for Bilgewater.
DE OPRESSO LIBRE
There is a typo in the Setting Guide, under "Buhru in Bilgewater", in which it says "Buhu" instead of "Buhru".
You get a wonderfull view from the point of no return.
-Terry Pratchett
Found this here and really think there should be some edits on the information in order to best balance out the subclasses. The review provided above provides some much needed nerfs that should be adressed and even wording problems I was quite surprised to see.
I wholeheartedly support this, what's the point of having UA if untested material can be shot off just the same? Considering how there was already a correction on the Ghostwater Dive, I'd strongly recommend further patches to best assure these subclasses can shine without outshining others or simply being shot down by DMs due to mechanical problems. Specially problems born from wording, one of the most easily fixed problems around.
Personally I really like the idea and the potential of partnered content such as this in the future, as we have already seen with MTG.
Heck the Path of the Depths is really making me inclined to play a Barbarian and a friend of mine has been wanting a Card-themed subclass for ages now.
But as mentioned above, this needs to be tested and adapted to avoid mistakes that can shut down the whole flavor just because the mechanics harm the game.
Can't wait to see the answers to the guy above me
Still busted as hell without a resource limit (ie. something like use a number of times equal to your Con modifier, refresh on long rest).
Rules as written, it means a Barbarian could move 70 feet a turn (30 base + 10 for class feature + 30 for ghostwater) and still attack, without incurring any attacks of opportunity whatsoever. Take a longbow and Sharpshooter and max out your Dex and you're essentially untouchable.
To play Devil's Advocate, an Echo Knight fighter can teleport 60(+movement bonuses + speed) and dish out all of their attacks. Been doing digging on these all day and yeah, they're strong.
But their biggest issue are wording errors that allow them to be misinterpreted into being OP. Such as the bonus action truesight every short rest and ignoring effects beyond just the Frightened or Charm at later levels.
One thing I really don't understand is why Dredge Line isn't an action that deals damage as well. Figures the harpoon sinks first, then a bonus action to pull it. It's a tentacle, cursed anchor or anything else. You're basically a really angry Hexblade lorewise(Fjord would have fit perfectly with the backstory of these guys). Why isn't it also a weapon while the Renegade gets innate guns? Though this part is mostly my personal opinion on the matter.
They just need someone who's accustomed to D&D to re-read these and patch these errors. Considering the website is dedicated to it. There should be no issue patching these errors.