Weapons: Still feels like there's a gap for rogues; two daggers or two shortswords are still better than a rapier because it gives you a second chance at your sneak attack. Even if you take the weapon mastery feat, rapier gets no better because vex requires you to have multiple attacks before you can benefit, meanwhile dual daggers and dual shortswords get even better.
Weapon Mastery: I actually quite like this. 'nuff said.
Per the above though I think rapier should have a different property such as "thrust" where if you miss you can use your reaction (or bonus action?) to try the attack again. So it wouldn't be advantage, or a full extra attack, but helps with consistency.
I do wonder if weapon mastery kind of renders fighting styles obsolete? Just have the nick property eliminate the off-hand penalty, and add a mastery to shields (i.e- protection).
Barbarian:
Indomitable Might is okay in theory, but with grappling no longer using ability checks it doesn't feel like enough for a feature on its own.
Berserker: Don't think I have any issues with this one, but it depends how it stacks up to other sub-classes.
Fighter: Not sure if I have any major issues with this class; enhancing weapon mastery seems good, though I do feel like it should get the ability to use both masteries on a weapon maybe as a limited use? Champion also seems solid, but again it's hard to judge with nothing to compare to.
Sorcerer:
I actually quite like the sorcerer specific spells as a scaling mechanism.
Unsure whether sorcerous vitality should be a spell or just a class feature.
I feel like Sorcery Incarnate should grant advantage on concentration so it can't be ended on you quite so easily seeing as how it's really a class feature. I do wonder if it really needs to be a spell though, why not just a class feature that you can activate with a slot and/or sorcery points?
Arcane Apotheosis feels OP even for a capstone feature; wish is already an incredibly powerful spell, and simply being unable to lose it is a huge feature. I'd rather just get a "cast any spell of Nth-level or lower you don't know" feature with a spell level based check to succeed or fail. That said, both features feel more appropriate to wild magic to me.
Heightened Spell should still only affect the first save IMO, just being reduced to 2 sorcery points is already an improvement.
Twinned Spell should be renamed "Repeated Spell" if this the mechanic they go. I get the reasoning behind it, and with access to the full Arcane spell list maybe it makes sense, because otherwise it's going to have to become way more complicated to account for all the new spells that can be twinned that we didn't have access to before.
Draconic Sorcery: Generally positive, though I'd like to see some kind of improvement to true polymorph when turning into your ancestor's dragon type, because now that we actually can (no longer one of the few characters that can't turn into a dragon) it feels like it should be more of an event. Retain some of own spellcasting, access to limited legandary actions etc.
Warlock:
I really like that the spellcasting ability can be INT/WIS or CHA now.
While I understand the change to "proper" casting, half-caster is absolutely the wrong fit. I'd prefer a custom scaling where they gain new slots at the same level as a full-caster, but only get one, and lower level slots start getting promoted, so they end up with fewer slots overall, but of a higher average level. So it would look like:
1st: One 1st-level slot (1 total).
2nd: Two 1st-level slots (2 total).
3rd: One 2nd-level slot, two 1st (3 total).
4th: Two 2nd-level slots, two 1st (4 total).
5th: One 3rd-level slot, two 2nd, two 1st (5 total).
6th: Two 3rd-level slots, two 2nd, two 1st (6 total).
7th: One 4th-level slot, two 3rd, two 2nd, two 1st (7 total).
8th: Two 4th-level slots, two 3rd, two 2nd, two 1st (8 total).
9th: One 5th-level slot, two 4th, two 3rd, two 2nd, two 1st (9 total).
10th: Two 5th-level slots, two 4th, two 3rd, two 2nd, two 1st (10 total).
11th: Two 5th-level slots, two 4th, two 3rd, three 2nd, one 1st (10 total).
12th: Two 5th-level slots, two 4th, two 3rd, four 2nd (10 total)
13th: Two 5th-level slots, two 4th, three 3rd, three 2nd (10 total)
14th: Two 5th-level slots, two 4th, four 3rd, two 2nd (10 total)
15th: Two 5th-level slots, three 4th, four 3rd, one 2nd (10 total)
16th: Two 5th-level slots, four 4th, four 3rd (10 total)
17th: Three 5th-level slots, four 4th, three 3rd (10 total)
18th: Four 5th-level slots, four 4th, two 3rd (10 total)
19th: Four 5th-level slots, four 4th, three 3rd (11 total)
20th: Four 5th-level slots, four 4th, four 3rd (12 total)
Downside to this method is it'd be very tricky to describe how to multiclass this, but I like the scaling. I think mystic arcanum as eldritch invocations would be fine in this case, but limited to 6th-level and higher.
While I quite like the pact boons and their scaling, I don't see why they're cantrips; just make them class feature options.
Pact of the Tome should pick spells when chosen and can change on level up, but I do like being able to summon the book only when required.
Not a fan of eldritch blast as standard as that seems to only further encourage warlock being a one-note blaster by default. I'd rather see eldritch blast be rebalanced as an Arcane list cantrip, but allow eldritch invocations to boost it to previous levels again. I'd also like to see certain eldritch invocations opened up to other cantrips.
Eldritch Spear/Repelling Blast should work on any cantrip. I'd also like to see Repelling Blast become an optional push/pull and be renamed (Eldritch Grasp?)
Fiendish Vigor really ought to scale somehow, otherwise it's still only really good at lower levels, especially with more slots available to cast armor of agathys instead.
Favor of the Chain Master imposing automatic conditions on hit seems a bit too strong, I think most should be save based and charmed should really end if attacked.
I'd also prefer to see the pact-specific familiars removed from the pact of the chain and favor of the chain master features, and instead moved to the pacts themselves.
They could do something similar for other pact boons, e.g- pact of the blade might give mastery with a certain weapon type associated with that patron, pact of the tome might give a specific free cantrip and ritual?
Fiend: Seems like overall good changes. Per the above, I could see this granting an imp for familiar (pact of the chain) with the associated favor of the chain master feature, a choice of mastery in battleaxe or whip (pact of the blade), or adding fire bolt and unseen servant (pact of the tome).
Wizard:
While I quite like the idea of manipulating spells, I don't see why this ability is composed of spells in this way. Feels to me like these should be just be class features (or part of class features).
I think Create Spell's costed component isn't enough of a balancing factor (in some campaigns a few thousand gold is negligible). I feel like it should just be limited to no more than once per day, with clear text about DM discretion so it can be slowed down for campaigns with more downtime to actually do stuff in.
Changing concentration to ignore damage is probably a bit too strong (first priority would be to do this to every concentration spell you regularly use).
Personally I still don't like school specific sub-classes; I'd prefer to wizards pick a spell school as a 2nd-level feature (similar to cleric's holy orders) with sub-classes focusing on changing how the wizard plays in more substantial ways. Otherwise the changes to Evoker seem fine.
Whew! That's a lot of UA to discuss!
Regarding all of those spells you said should just be class features they’re “streamlining” everything spellcasters do into spells. They think that’s a good idea for some bizarre reason.
1) It's not everything, there are still non-spell features in all three of the mages.
2) The stuff they did put into spells benefit (a) from the spell layout, and (b) the narrative of being spells. Take Scribe Spell for instance, now you have an in-universe reason why a wizard can't simply learn to write faster, why you can use the book you wrote in as a focus etc. And in game layout terms, they can explain how scribing spells works without needing 7 paragraphs of text in a sidebar.
New weapon masteries could all be once per turn, possibly grant different mastery technique variants + 1-2 for martial to apply to additional attacks or a secondary move for each weapon from the start
make weapon masteries a level 1 non-asi feat OR an asi level 4 version
give a secondary option for each weapon but limit to x per turn or x-opponents
So for most: attack + 1 use of weapon mastery
then a reaction chance (polearm, sentinel etc)
for martial give them +1-2 additional targets to apply it to per round/attack + reaction
1) It's not everything, there are still non-spell features in all three of the mages.
2) The stuff they did put into spells benefit (a) from the spell layout, and (b) the narrative of being spells. Take Scribe Spell for instance, now you have an in-universe reason why a wizard can't simply learn to write faster, why you can use the book you wrote in as a focus etc. And in game layout terms, they can explain how scribing spells works without needing 7 paragraphs of text in a sidebar.
That’s one of the best examples against turning those class features into spells. Riddle me this. How in the 9 hells did the first Wiz ever create a spell if they need spells to create spells?!?
1) It's not everything, there are still non-spell features in all three of the mages.
2) The stuff they did put into spells benefit (a) from the spell layout, and (b) the narrative of being spells. Take Scribe Spell for instance, now you have an in-universe reason why a wizard can't simply learn to write faster, why you can use the book you wrote in as a focus etc. And in game layout terms, they can explain how scribing spells works without needing 7 paragraphs of text in a sidebar.
That’s one of the best examples against turning those class features into spells. Riddle me this. How in the 9 hells did the first Wiz ever create a spell if they need spells to create spells?!?
1) It's not everything, there are still non-spell features in all three of the mages.
2) The stuff they did put into spells benefit (a) from the spell layout, and (b) the narrative of being spells. Take Scribe Spell for instance, now you have an in-universe reason why a wizard can't simply learn to write faster, why you can use the book you wrote in as a focus etc. And in game layout terms, they can explain how scribing spells works without needing 7 paragraphs of text in a sidebar.
That’s one of the best examples against turning those class features into spells. Riddle me this. How in the 9 hells did the first Wiz ever create a spell if they need spells to create spells?!?
kindda asked for that one i guess altho arnt the new magic initiates tied to the arcane, primal and divine lists (altho i guess the 2014 versions havnt been removed so theres that)
Auditing people's sheets to make sure whether they should still have access to X feature that they gained previously or should lose is just one more burden for the DM to track, and also runs counter to flavor and build variety. The default if you break your pact/oath/what-have-you should be to retrain to a different one that's more fitting, not to become subclassless, and definitely not to start dropping individual features.
I'm not talking about every minute feature, I'm talking the class defining ones. Multi-class out of Warlock, you lose your Pact Magic. If you multi-class out of Paladin, you can no longer summon your steed. If you multi-class it's a big decision to lose what previously defined you to become something else.
Auditing people's sheets to make sure whether they should still have access to X feature that they gained previously or should lose is just one more burden for the DM to track, and also runs counter to flavor and build variety. The default if you break your pact/oath/what-have-you should be to retrain to a different one that's more fitting, not to become subclassless, and definitely not to start dropping individual features.
I'm not talking about every minute feature, I'm talking the class defining ones. Multi-class out of Warlock, you lose your Pact Magic. If you multi-class out of Paladin, you can no longer summon your steed. If you multi-class it's a big decision to lose what previously defined you to become something else.
I was musing on something like that. How I think I'd run it is some features should be labeled as X class features or something. And unless you have more levels in that class than your other classes you do not have access to them. Multi classing currently allows people to just grab bag some powerful class defining features from their early levels. Like the no concentration hunters mark on the ranger, for a ranger its not a big deal but on multi class X who knows.
Read ideas, made terrible gamedesign decision to follow anyone ideas.
Wizard is less wizardy than bard and basically nerf for no reason, academic looks thematic tho barbarian is now a strengh skill monkey, perception and sneak .. I mean it could be magic if it wasn't for barb.. weapon mastery could be widening the perspective of fighter, but the balance is absurd as everyone pointed, and its overly complexe for minimal flavour. warlock change are kinda double edged no opinion on sorcerer except double dose on blasting. what will it change...
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
I hope that one of the features of the Eldritch Knight will be using Action Surge for a second Magic Action.
I think that's almost a must
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
I hope that one of the features of the Eldritch Knight will be using Action Surge for a second Magic Action.
I think that's almost a must
I dunno. They can already use the Magic action alongside the Attack action with Action Surge. That seems like it should be enough for an EK.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
I hope that one of the features of the Eldritch Knight will be using Action Surge for a second Magic Action.
I think that's almost a must
I dunno. They can already use the Magic action alongside the Attack action with Action Surge. That seems like it should be enough for an EK.
It does create a situation where they have to cast the spell first and attack second, but can’t do it the other way around. I could see them adding it in the EK just to avoid that bit of oddness/possible confusion point. Unless you declare you surge before you do anything else, then maybe it works the other way, too? But that’s just a different kind of oddness where you surge before you take your normal action.
It’s not just going to be EK, though. There’s lots of species that get an innate spell or two. Fighters of those species will run into the same issue if they want to cast their species spell on an action surge turn.
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
I hope that one of the features of the Eldritch Knight will be using Action Surge for a second Magic Action.
I think that's almost a must
I dunno. They can already use the Magic action alongside the Attack action with Action Surge. That seems like it should be enough for an EK.
It does create a situation where they have to cast the spell first and attack second, but can’t do it the other way around.
Where does it say that? It says you can take an extra action (of a list of types). It says nothing about the order of those actions compared to your regular action, nor your bonus action.
Any of those are perfectly within the rules, as far as I can see. That "Regular Action" could be your Magic Action, letting you cast before OR after your Action Surge. (And your movement can be divided up anywhere before/after/in-between those actions)
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
I hope that one of the features of the Eldritch Knight will be using Action Surge for a second Magic Action.
I think that's almost a must
I dunno. They can already use the Magic action alongside the Attack action with Action Surge. That seems like it should be enough for an EK.
It does create a situation where they have to cast the spell first and attack second, but can’t do it the other way around. I could see them adding it in the EK just to avoid that bit of oddness/possible confusion point. Unless you declare you surge before you do anything else, then maybe it works the other way, too? But that’s just a different kind of oddness where you surge before you take your normal action.
It’s not just going to be EK, though. There’s lots of species that get an innate spell or two. Fighters of those species will run into the same issue if they want to cast their species spell on an action surge turn.
Which also doesn't consider turns where your regular action isn't either one of the Attack Surge options or casting a spell
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
I hope that one of the features of the Eldritch Knight will be using Action Surge for a second Magic Action.
I think that's almost a must
I dunno. They can already use the Magic action alongside the Attack action with Action Surge. That seems like it should be enough for an EK.
It does create a situation where they have to cast the spell first and attack second, but can’t do it the other way around.
Where does it say that? It says you can take an extra action (of a list of types). It says nothing about the order of those actions compared to your regular action, nor your bonus action.
Any of those are perfectly within the rules, as far as I can see. That "Regular Action" could be your Magic Action, letting you cast before OR after your Action Surge. (And your movement can be divided up anywhere before/after/in-between those actions)
As I said, if you declare your surge first, it can work. But when I’ve played a fighter, which is a lot, I usually take my action, then decide if I want to action surge. Which is also the way I see it played. Action, then decide if you want to surge. It’s really the most reasonable. Otherwise you risk dropping the enemy with your first attack, and stand there with a wasted surge.
So, if you use your action, and do whatever, then action surge, you can attack but not cast.
Regarding all of those spells you said should just be class features they’re “streamlining” everything spellcasters do into spells. They think that’s a good idea for some bizarre reason.
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1) It's not everything, there are still non-spell features in all three of the mages.
2) The stuff they did put into spells benefit (a) from the spell layout, and (b) the narrative of being spells. Take Scribe Spell for instance, now you have an in-universe reason why a wizard can't simply learn to write faster, why you can use the book you wrote in as a focus etc. And in game layout terms, they can explain how scribing spells works without needing 7 paragraphs of text in a sidebar.
New weapon masteries could all be once per turn, possibly grant different mastery technique variants + 1-2 for martial to apply to additional attacks or a secondary move for each weapon from the start
make weapon masteries a level 1 non-asi feat OR an asi level 4 version
give a secondary option for each weapon but limit to x per turn or x-opponents
So for most: attack + 1 use of weapon mastery
then a reaction chance (polearm, sentinel etc)
for martial give them +1-2 additional targets to apply it to per round/attack + reaction
also/or change on short rest
That’s one of the best examples against turning those class features into spells. Riddle me this. How in the 9 hells did the first Wiz ever create a spell if they need spells to create spells?!?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Magic Intitiate 😎
🤦♂️
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
kindda asked for that one i guess altho arnt the new magic initiates tied to the arcane, primal and divine lists (altho i guess the 2014 versions havnt been removed so theres that)
I'm not talking about every minute feature, I'm talking the class defining ones. Multi-class out of Warlock, you lose your Pact Magic. If you multi-class out of Paladin, you can no longer summon your steed. If you multi-class it's a big decision to lose what previously defined you to become something else.
They didn't. The gods of magic created them, and taught them to mortals.
I was musing on something like that. How I think I'd run it is some features should be labeled as X class features or something. And unless you have more levels in that class than your other classes you do not have access to them. Multi classing currently allows people to just grab bag some powerful class defining features from their early levels. Like the no concentration hunters mark on the ranger, for a ranger its not a big deal but on multi class X who knows.
Read ideas, made terrible gamedesign decision to follow anyone ideas.
Wizard is less wizardy than bard and basically nerf for no reason, academic looks thematic tho
barbarian is now a strengh skill monkey, perception and sneak .. I mean it could be magic if it wasn't for barb..
weapon mastery could be widening the perspective of fighter, but the balance is absurd as everyone pointed, and its overly complexe for minimal flavour.
warlock change are kinda double edged
no opinion on sorcerer except double dose on blasting. what will it change...
I hope that one of the features of the Eldritch Knight will be using Action Surge for a second Magic Action.
I think that's almost a must
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I dunno. They can already use the Magic action alongside the Attack action with Action Surge. That seems like it should be enough for an EK.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
It does create a situation where they have to cast the spell first and attack second, but can’t do it the other way around. I could see them adding it in the EK just to avoid that bit of oddness/possible confusion point. Unless you declare you surge before you do anything else, then maybe it works the other way, too? But that’s just a different kind of oddness where you surge before you take your normal action.
It’s not just going to be EK, though. There’s lots of species that get an innate spell or two. Fighters of those species will run into the same issue if they want to cast their species spell on an action surge turn.
Where does it say that? It says you can take an extra action (of a list of types). It says nothing about the order of those actions compared to your regular action, nor your bonus action.
Bonus Action, Regular Action, Action Surge
Bonus Action, Action Surge, Regular Action
Regular Action, Action Surge, Bonus Action
Regular Action, Bonus Action, Action Surge
Action Surge, Regular Action, Bonus Action
Action Surge, Bonus Action, Regular Action
Any of those are perfectly within the rules, as far as I can see. That "Regular Action" could be your Magic Action, letting you cast before OR after your Action Surge. (And your movement can be divided up anywhere before/after/in-between those actions)
Which also doesn't consider turns where your regular action isn't either one of the Attack Surge options or casting a spell
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
If EK gets Action Surge (Magic) then it needs to be either the 10th or 14th feature.
As I said, if you declare your surge first, it can work. But when I’ve played a fighter, which is a lot, I usually take my action, then decide if I want to action surge. Which is also the way I see it played. Action, then decide if you want to surge. It’s really the most reasonable. Otherwise you risk dropping the enemy with your first attack, and stand there with a wasted surge.
So, if you use your action, and do whatever, then action surge, you can attack but not cast.
Agreed, too many dip features are out there. It shouldn't exist in order to make a burst wizard.