I have to admit, I like the Light Weapon change. Getting that second attack without having to use a Bonus Action is a big boost to Two Weapon Fighting, especially for Rogues.
The only issue with the light weapon change is crit fishing paladins, have to see when Priest group comes out, how they plan to tackle that. Else wise it's quiet a positive change, esp for Rogues.
I have to admit, I like the Light Weapon change. Getting that second attack without having to use a Bonus Action is a big boost to Two Weapon Fighting, especially for Rogues.
The only issue with the light weapon change is crit fishing paladins, have to see when Priest group comes out, how they plan to tackle that. Else wise it's quiet a positive change, esp for Rogues.
Also means that Hunter's Mark and Hex don't mess with your first round of attacks by having competing Bonus Actions.
The big thing I noticed is that preparations are now tied to spell level. That means more preps overall, but fewer at the highest levels that you can cast. It sucks that they made the best 9th level spell into the only one you'd ever see prepared on Mages.
One complaint about spell preps that I'd mention is that the suggestions should be separated from the always prepared spells, and the always prepared spells need to clearly state whether they count against your available total.
The big thing I noticed is that preparations are now tied to spell level. That means more preps overall, but fewer at the highest levels that you can cast. It sucks that they made the best 9th level spell into the only one you'd ever see prepared on Mages.
Well, we don't know that for certain considering we don't have any info on the Wizard class., but if your are right, that would certainly suck.
Performance is still a skill. Dang it. Was hoping that got folded into Instruments. So little point to being its own skill.
Under the UA rules, if you have proficiency in both Performance and the instrument you are playing, you would get both proficiency and Advantage on the check.
Doesn't make it less of a worthless skill. The problem is that skill slots are a premium, while actual uses of the Perform skill are vanishingly rare. Musical instruments can be used for a magical focus. There's Instruments of the Bard that I think requires the right instrument proficiency.
Actually just rolling Perform can be replaced by an Instrument check with any of a million other ways of getting advantage. There's zero need of the actual Perform skill.
Performance is still a skill. Dang it. Was hoping that got folded into Instruments. So little point to being its own skill.
Under the UA rules, if you have proficiency in both Performance and the instrument you are playing, you would get both proficiency and Advantage on the check.
Doesn't make it less of a worthless skill. The problem is that skill slots are a premium, while actual uses of the Perform skill are vanishingly rare.
Seems easy enough to just not take the Perform Skill if you don't think it is worth having.
I know artificer wasn't going to be fully done in this, but would of been nice of they mentioned what lwvel they get expertise or what part of the Arcane spell list they have access to. Just a quick blurb on those would of been nice.
Initial impression bards and rangers got buffed, rogues are about the same.This is just based on a read through, I'll update this once I have a chance to actually play test them.
1. A lot of the 4th level feats seem weaker than the 1st level feats, yes they are all half feats so if you happen to have a odd stat and you want that feat it works but thats some ifs to get there.
2. they weakened the martials damage feats, unless martials have some serious boosts to damage built into their classes more than hunters mark with no concentration or spells got seriously nerfed the martial/caster divide may have widened.
3. Hide it now against a DC 15 not against passive perception. That seems weird to me, I'm not opposed in theory but DC 15 given that you already have to be hidden to hide seems harsh. Maybe make it like a DC5 check to hide when fully obscured or entirely behind cover, DC 10 with 3/4 cover, DC 15 when lightly obscured or behind 1/2 cover. But I had a similar complaint in 5e, requiring being fully obscured to hide is just nonsensical, yes i get hearing etc but the idea that you can't sneak up on someone without basically being invisible is just absurd when paired up against reality, and when breaking reality in a fantasy game you should not be making thing unrealistic by toning things down but by making abilities more extreme.
4. I like they have a grappler feat, and its pretty good.
5. sneak attack I had hoped for more changes here, I think either it should be opened up to any type of attack or finesse weapons need to be greatly expanded, movie/fantasy classics like sneaking up behind them and choking them out or snapping their neck, a club for a instant knock out etc are just be left behind due to this rigid class feature design.
6. All classes being prep classes, I'm not sure on this one. Though that is one way to bring the wizard down the power chain a bit, if they have to learn and put spells into their spellbook and others just have free access to all spells dang that's a massive buff to other classes, like if the warlock just has access to all arcane spells and the wizard actually has collect them in his spellbook especially with how many campaigns end around level 11 so where the warlocks spell levels stop. But even the bard yeah its limited to some schools, but its by and large some of the best schools. Or even compare the bard to lets say clerics which just have a much smaller list and were balanced against bards etc under already having that.
7. The level 18 peak class feature is underwhelming.
8. Not really a fan of tying epic boons to class level.
9. I don't like jump as an action, while its not super common or something the fighter leaping a gap and attacking enemies is a thing and I don't like it being removed.
10. I kind of like all feats being 1/2 feats if your option is feat or improving your stat. I would have preferred separating the two but if they are forever joined this is a decent compromise, though I want better martial feats.
11. Heavy armor mastery, I like the change it feels more useful now as you level.
12. Study/search as actions with feats making them bonus actions. I get the logic behind it but when you make something like this an action it either does not matter if its a action or even a one minute search as its out of combat, or it makes the action worthless compared to your other options. Needing a feat to make a action worthwhile is bad design imo. Set at least certain features of it at a default as a bonus action imo.
13. Thief subclass fast hands got nerfed and it was not needed this was not a top pick subclass.
14. Oof on just arcane spells for the bard and not arcane spells and these x per spell level, yes song of restoration and secrets opens it tiny smidgen but not nearly enough imo. Its just two classes so it is not conclusive that the rest would be that way, but id want more unique lists personally.
The big thing I noticed is that preparations are now tied to spell level. That means more preps overall, but fewer at the highest levels that you can cast. It sucks that they made the best 9th level spell into the only one you'd ever see prepared on Mages.
Well, we don't know that for certain considering we don't have any info on the Wizard class., but if your are right, that would certainly suck.
You're correct. I'm guessing that all of the mage group will get access to the arcane spell list. Maybe that is incorrect. Certainly, I could see sorcs and locks not getting full access to conjuration.
2 uses of bardic inspiration per long rest until level 5 feels bad. And then 3 uses per long rest until level 7 also feels bad. I'm a bit mixed on it being a reaction, which is strictly better since you only use it on a failed D20 test. But you can no longer give it to multiple party members at a time, and it interferes with the action economy of some other bard spells.
If you play a bard at low levels (most D&D games), it's going to feel like you're doing A LOT less.
Oh! Shield Bash doesn't use your Bonus Action. Nice.
Yes now there is more balance dmg and no builds around those two feats for power. i can say all the feats are pretty balanced and i certainly love shield bash change and dual wielding.
One thing I'm unclear on. Invisible says you cannot be seen. Blindsight says you can see invisible creatures within the range. Does this mean blindsight fully circumvents the invisible condition? or only partly?
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Dexterity being used for jump distance is great.
I also like the changes to GWM and SS!!!
Oh! Shield Bash doesn't use your Bonus Action. Nice.
She/Her Player and Dungeon Master
Dual Wielder no longer grants a buff to AC, which is a bit of a bummer.
Finally Two-Weapon Fighting (now in Light Weapons section) no longer uses the bonus action. Praise the Lord.
And I liked the changes for the Ranger a lot (WotC assumed a lot of Tasha's changes), but somehow I felt a lack of flavor.
The only issue with the light weapon change is crit fishing paladins, have to see when Priest group comes out, how they plan to tackle that. Else wise it's quiet a positive change, esp for Rogues.
Also means that Hunter's Mark and Hex don't mess with your first round of attacks by having competing Bonus Actions.
She/Her Player and Dungeon Master
And is good to see Ranger's Spellcasting getting some love and justice
if I'm not mistaken Rogue got 6 ASI/Feat now instead of 5. it is mixed with the subclass feature at level 10.
The big thing I noticed is that preparations are now tied to spell level. That means more preps overall, but fewer at the highest levels that you can cast. It sucks that they made the best 9th level spell into the only one you'd ever see prepared on Mages.
One complaint about spell preps that I'd mention is that the suggestions should be separated from the always prepared spells, and the always prepared spells need to clearly state whether they count against your available total.
Well, we don't know that for certain considering we don't have any info on the Wizard class., but if your are right, that would certainly suck.
She/Her Player and Dungeon Master
Doesn't make it less of a worthless skill. The problem is that skill slots are a premium, while actual uses of the Perform skill are vanishingly rare. Musical instruments can be used for a magical focus. There's Instruments of the Bard that I think requires the right instrument proficiency.
Actually just rolling Perform can be replaced by an Instrument check with any of a million other ways of getting advantage. There's zero need of the actual Perform skill.
I thought it looked more like they were changing acrobatics into a strength skill.
Seems easy enough to just not take the Perform Skill if you don't think it is worth having.
She/Her Player and Dungeon Master
I know artificer wasn't going to be fully done in this, but would of been nice of they mentioned what lwvel they get expertise or what part of the Arcane spell list they have access to. Just a quick blurb on those would of been nice.
Initial impression bards and rangers got buffed, rogues are about the same.This is just based on a read through, I'll update this once I have a chance to actually play test them.
1. A lot of the 4th level feats seem weaker than the 1st level feats, yes they are all half feats so if you happen to have a odd stat and you want that feat it works but thats some ifs to get there.
2. they weakened the martials damage feats, unless martials have some serious boosts to damage built into their classes more than hunters mark with no concentration or spells got seriously nerfed the martial/caster divide may have widened.
3. Hide it now against a DC 15 not against passive perception. That seems weird to me, I'm not opposed in theory but DC 15 given that you already have to be hidden to hide seems harsh. Maybe make it like a DC5 check to hide when fully obscured or entirely behind cover, DC 10 with 3/4 cover, DC 15 when lightly obscured or behind 1/2 cover. But I had a similar complaint in 5e, requiring being fully obscured to hide is just nonsensical, yes i get hearing etc but the idea that you can't sneak up on someone without basically being invisible is just absurd when paired up against reality, and when breaking reality in a fantasy game you should not be making thing unrealistic by toning things down but by making abilities more extreme.
4. I like they have a grappler feat, and its pretty good.
5. sneak attack I had hoped for more changes here, I think either it should be opened up to any type of attack or finesse weapons need to be greatly expanded, movie/fantasy classics like sneaking up behind them and choking them out or snapping their neck, a club for a instant knock out etc are just be left behind due to this rigid class feature design.
6. All classes being prep classes, I'm not sure on this one. Though that is one way to bring the wizard down the power chain a bit, if they have to learn and put spells into their spellbook and others just have free access to all spells dang that's a massive buff to other classes, like if the warlock just has access to all arcane spells and the wizard actually has collect them in his spellbook especially with how many campaigns end around level 11 so where the warlocks spell levels stop. But even the bard yeah its limited to some schools, but its by and large some of the best schools. Or even compare the bard to lets say clerics which just have a much smaller list and were balanced against bards etc under already having that.
7. The level 18 peak class feature is underwhelming.
8. Not really a fan of tying epic boons to class level.
9. I don't like jump as an action, while its not super common or something the fighter leaping a gap and attacking enemies is a thing and I don't like it being removed.
10. I kind of like all feats being 1/2 feats if your option is feat or improving your stat. I would have preferred separating the two but if they are forever joined this is a decent compromise, though I want better martial feats.
11. Heavy armor mastery, I like the change it feels more useful now as you level.
12. Study/search as actions with feats making them bonus actions. I get the logic behind it but when you make something like this an action it either does not matter if its a action or even a one minute search as its out of combat, or it makes the action worthless compared to your other options. Needing a feat to make a action worthwhile is bad design imo. Set at least certain features of it at a default as a bonus action imo.
13. Thief subclass fast hands got nerfed and it was not needed this was not a top pick subclass.
14. Oof on just arcane spells for the bard and not arcane spells and these x per spell level, yes song of restoration and secrets opens it tiny smidgen but not nearly enough imo. Its just two classes so it is not conclusive that the rest would be that way, but id want more unique lists personally.
You're correct. I'm guessing that all of the mage group will get access to the arcane spell list. Maybe that is incorrect. Certainly, I could see sorcs and locks not getting full access to conjuration.
2 uses of bardic inspiration per long rest until level 5 feels bad. And then 3 uses per long rest until level 7 also feels bad. I'm a bit mixed on it being a reaction, which is strictly better since you only use it on a failed D20 test. But you can no longer give it to multiple party members at a time, and it interferes with the action economy of some other bard spells.
If you play a bard at low levels (most D&D games), it's going to feel like you're doing A LOT less.
Yes now there is more balance dmg and no builds around those two feats for power. i can say all the feats are pretty balanced and i certainly love shield bash change and dual wielding.
One thing I'm unclear on. Invisible says you cannot be seen. Blindsight says you can see invisible creatures within the range. Does this mean blindsight fully circumvents the invisible condition? or only partly?
"Not all those who wander are lost"