Im torn on the Adept of the Red Robes' Magical Balance feature.
Its basically a Rogue's Reliable Talent feature (which they get at 11th level), but it is not limited to ability checks you are proficient in. Furthermore, you can apply this balance to an attack roll, allowing you to even ignore critical failures. Once you get into Tier 2 or Tier 3 of play, just being able to declare that you rolled a 10 on your attack roll might be enough to guarantee a hit.
On the other hand, I do think its a unique mechanic (and one I have similarly played around with in my own homebrew), I just worry that PB/long rest may be too frequent. Idk though
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A battlemaster solamnic knight can get up to 14 superiority dices:
4 from the subclass 1 from a feat (PHB) 1 from a fighting style (TCE) 8 from taking all solamnic feats. And because you get two of the solamnic feats for free you can have all of these feats including the PHB one at level 6 or 8.
Edit: The Kender Taunt should give a disadvantage too when the target of the taunt is attacking the taunting Kender too.
I like that all martial classes greatly benefit from the "Knight" feats. The Martial Adept Feat always felt weak to me, a single Maneuver with a single die wasn't really enough to get me to choose it. These Feats are far more enticing and allow a character to really lean into the concept of being a well trained fighter. It doesn't take anything way from the Battle Master as they will have a greater choice of maneuvers and a pool of dice that recharge on a Short Rest.
I also think the "Sorcery" feats really benefit all casters as well. Warlocks or Sorcerers with a few extra spells known that they can cast once a day for free is a pretty big deal. A Cleric that can burn spell slots to defend an ally is a cool concept for a support class. Being able to burn hit dice to boost a the damage of a spell at critical moments is also a thematically inspired ability for a Warlock. And Magical Balance for a Valor Bard would be killer, literally and figuratively.
The best part is that ALL classes can benefit from the Feats instead of it just being relegated to select few. I could see builds where Hexblades and Swashbucklers go with the Knight Feats while Eldritch Knights and Arcane Tricksters go with the Sorcery Feats.
I think the big issue lies more in the overall power creep and the feeling of being "mandatory" for people that absolutely MUST optimize. A free 1st and 4th level feat is a power boost, which kind of sucks, but it is a power boost for everyone which helps keep it all balanced and I have always hated the either or aspect of ASI's.
Edit: The Kender Taunt should give a disadvantage too when the target of the taunt is attacking the taunting Kender too.
Disagree, this is the Kender literally making themselves a target to distract an enemy from the rest of the party. Some monsters would recognize in some combats the only thing they can hit is the Kender so lets the others pass to get at the one being it can hit. That's sort of the point. It's sort of strategic sacrifice battle shaping feature.
Of course this also skews Kender toward DEX+mobility (or heavily armored) builds if they want to really lean into the feature.
I did not watch the D&D Direct, so I may be out of the loop, but did they mention what the book they were going to release for Dragonlance was going to be?
In the UA, the section on Bonus Feats states: "Whatever background you choose for your War of the Lance character, you gain bonus feats, as detailed below."
The title "War of the Lance" sounds like a module more than a sourcebook, but I am curious if something has already been mentioned. I do not see War of the Lance listed under any of the sourcebooks or adventures for D&D Beyond like the spelljammer stuff
I noticed that too. Part of me is thinking they're postulating the entire history of Krynn, whatever period as the "War of the Lance" as short hand for a sort of eternal conflict that world is in. Or it could be specifically about the time period of the original trilogy and it's supporting works. I don't think the actual products have been announced with a date, what was released from D&D Direct was this video:
To me, that doesn't look like any of the battles depicted in the original trilogy. But the invasion was well going on by the time the companions met up at the inn in Autumn Twilight. And you do see a red armored dragon lord type (though not wearing a helm) leading some sort of charge, so I could see that battle happening earlier on (IIRC the Dragon armies pretty much swept over the continent until Laurana got the goods guys stuff together, and given the amount of ground covered, that invasion took a lot of time before the original trilogy even started.). At 1:05 you'll see two products largely under wraps. On the left there's clearly a black placeholder for a D&D hardback though it reads "Dragonlance: Shadows of the Dragon Queen." and on the left is a box which is a placeholder for Warriors of Krynn.
My guess is the book will be sort of like Strixhaven, a mix of setting guide and adventure to introduce the setting. In fact, I think I remember hearing WotC realizing adventures are a popular way most players grok a setting, and really the original Dragonlance was introduced in game form as a set of modules. The boardgames is considered a nonessential supplement for the book, and vice versa, and we know more about that that setting/adventure book. Basically it's a mass combat game for War of the Lance and you'll be able to port your D&D character into the board game or tactical mini game or whatever it is. It's interesting. I mean the success of MCDM's books (Strongholds and Followers and Kingdoms and Warfare) shows there's definitely an interest in D&D for raising armies and mass combat, I could see Warriors of Krynn being a sort of backdoor experiment into (optional) mass combat rules for the whole system.
I remember it being said that 5e Dragonlance is neither sequel nor reboot. So my guess is, it will make room for other campaigns within the classic War of the Lance storyline.
Edit: The Kender Taunt should give a disadvantage too when the target of the taunt is attacking the taunting Kender too.
Disagree, this is the Kender literally making themselves a target to distract an enemy from the rest of the party. Some monsters would recognize in some combats the only thing they can hit is the Kender so lets the others pass to get at the one being it can hit. That's sort of the point. It's sort of strategic sacrifice battle shaping feature.
Of course this also skews Kender toward DEX+mobility (or heavily armored) builds if they want to really lean into the feature.
What will works quite well too is the Swashbuckler with Booming Blade. Wading in with BB, retreat and taunt the target of your BB.
Im torn on the Adept of the Red Robes' Magical Balance feature.
Its basically a Rogue's Reliable Talent feature (which they get at 11th level), but it is not limited to ability checks you are proficient in. Furthermore, you can apply this balance to an attack roll, allowing you to even ignore critical failures. Once you get into Tier 2 or Tier 3 of play, just being able to declare that you rolled a 10 on your attack roll might be enough to guarantee a hit.
On the other hand, I do think its a unique mechanic (and one I have similarly played around with in my own homebrew), I just worry that PB/long rest may be too frequent. Idk though
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The Knight feats went from meh to gonzo.
Any character can have 10d8 superiority dice and 4 manevers... Plus 3 +1s on ASI. By level 12.
A battlemaster only has 5d10 superiorty at 12, albeit with a lot more manevera and more choice.
I mean, the Battle Master can also take the Knight feats for more Superiority Dice
It looks like heroes of Krynn are all going to be a bit more powered than regular D&D characters. Thpse bonus feats are pretty cool.
Jander Sunstar is the thinking person's Drizzt, fight me.
I think we will see background/feat combos becoming the standard for the "new" edition.
She/Her Player and Dungeon Master
At 12th level (same level the Companions were at end of the War)
7d10 +10d8 + 2d6(if you're cheeky).
14/23 maneuvers known
All recharge on a short rest.
Yessir may I have another:)
But their only Knight was dead....
Jander Sunstar is the thinking person's Drizzt, fight me.
The Feats recharge on a Long Rest, but still very good.
She/Her Player and Dungeon Master
A battlemaster solamnic knight can get up to 14 superiority dices:
4 from the subclass
1 from a feat (PHB)
1 from a fighting style (TCE)
8 from taking all solamnic feats.
And because you get two of the solamnic feats for free you can have all of these feats including the PHB one at level 6 or 8.
Edit: The Kender Taunt should give a disadvantage too when the target of the taunt is attacking the taunting Kender too.
The battlemaster dice and the Squire dice both increase as you level up. At lvl 20 max is 21.
I am a little torn on these Feats.
I like that all martial classes greatly benefit from the "Knight" feats. The Martial Adept Feat always felt weak to me, a single Maneuver with a single die wasn't really enough to get me to choose it. These Feats are far more enticing and allow a character to really lean into the concept of being a well trained fighter. It doesn't take anything way from the Battle Master as they will have a greater choice of maneuvers and a pool of dice that recharge on a Short Rest.
I also think the "Sorcery" feats really benefit all casters as well. Warlocks or Sorcerers with a few extra spells known that they can cast once a day for free is a pretty big deal. A Cleric that can burn spell slots to defend an ally is a cool concept for a support class. Being able to burn hit dice to boost a the damage of a spell at critical moments is also a thematically inspired ability for a Warlock. And Magical Balance for a Valor Bard would be killer, literally and figuratively.
The best part is that ALL classes can benefit from the Feats instead of it just being relegated to select few. I could see builds where Hexblades and Swashbucklers go with the Knight Feats while Eldritch Knights and Arcane Tricksters go with the Sorcery Feats.
I think the big issue lies more in the overall power creep and the feeling of being "mandatory" for people that absolutely MUST optimize. A free 1st and 4th level feat is a power boost, which kind of sucks, but it is a power boost for everyone which helps keep it all balanced and I have always hated the either or aspect of ASI's.
She/Her Player and Dungeon Master
Disagree, this is the Kender literally making themselves a target to distract an enemy from the rest of the party. Some monsters would recognize in some combats the only thing they can hit is the Kender so lets the others pass to get at the one being it can hit. That's sort of the point. It's sort of strategic sacrifice battle shaping feature.
Of course this also skews Kender toward DEX+mobility (or heavily armored) builds if they want to really lean into the feature.
Jander Sunstar is the thinking person's Drizzt, fight me.
I did not watch the D&D Direct, so I may be out of the loop, but did they mention what the book they were going to release for Dragonlance was going to be?
In the UA, the section on Bonus Feats states: "Whatever background you choose for your War of the Lance character, you gain bonus feats, as detailed below."
The title "War of the Lance" sounds like a module more than a sourcebook, but I am curious if something has already been mentioned. I do not see War of the Lance listed under any of the sourcebooks or adventures for D&D Beyond like the spelljammer stuff
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I noticed that too. Part of me is thinking they're postulating the entire history of Krynn, whatever period as the "War of the Lance" as short hand for a sort of eternal conflict that world is in. Or it could be specifically about the time period of the original trilogy and it's supporting works. I don't think the actual products have been announced with a date, what was released from D&D Direct was this video:
To me, that doesn't look like any of the battles depicted in the original trilogy. But the invasion was well going on by the time the companions met up at the inn in Autumn Twilight. And you do see a red armored dragon lord type (though not wearing a helm) leading some sort of charge, so I could see that battle happening earlier on (IIRC the Dragon armies pretty much swept over the continent until Laurana got the goods guys stuff together, and given the amount of ground covered, that invasion took a lot of time before the original trilogy even started.). At 1:05 you'll see two products largely under wraps. On the left there's clearly a black placeholder for a D&D hardback though it reads "Dragonlance: Shadows of the Dragon Queen." and on the left is a box which is a placeholder for Warriors of Krynn.
My guess is the book will be sort of like Strixhaven, a mix of setting guide and adventure to introduce the setting. In fact, I think I remember hearing WotC realizing adventures are a popular way most players grok a setting, and really the original Dragonlance was introduced in game form as a set of modules. The boardgames is considered a nonessential supplement for the book, and vice versa, and we know more about that that setting/adventure book. Basically it's a mass combat game for War of the Lance and you'll be able to port your D&D character into the board game or tactical mini game or whatever it is. It's interesting. I mean the success of MCDM's books (Strongholds and Followers and Kingdoms and Warfare) shows there's definitely an interest in D&D for raising armies and mass combat, I could see Warriors of Krynn being a sort of backdoor experiment into (optional) mass combat rules for the whole system.
I remember it being said that 5e Dragonlance is neither sequel nor reboot. So my guess is, it will make room for other campaigns within the classic War of the Lance storyline.
Jander Sunstar is the thinking person's Drizzt, fight me.
Where is stated that both gain additional dices? That what I had listed is already the maximum.
What will works quite well too is the Swashbuckler with Booming Blade. Wading in with BB, retreat and taunt the target of your BB.
Squire gives PB in dice so 6 dice at level 17 +2 for Sword +2 Crown and +2 Rose = 12.
Total of 6 more for Battle Master at level 15 brings it to 18.
+1 for Superior Technique brings it to 19
+1 for Martial Adept comes to 20
So by my count you could have a Max of 20. Am I missing any?
She/Her Player and Dungeon Master
Youve got it right, I had 7 for Battlemaster for some reason
20 is still awesome
She/Her Player and Dungeon Master