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.
More often than not that makes sense but for a opening round vs a boss its pretty low risk .
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.
Sure, if you're just using it to Attack twice then it makes sense to take your first action before deciding to Action Surge, but (good) Eldritch Knights aren't likely to cast spells that are going to drop people. They generally use spells that augment their defense or their weapon attacks (which is why it sucks that they get Evocation instead of Transmutation in 5.0e), which you'd want to cast before taking attacks anyways.
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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)
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.
Sure, if you're just using it to Attack twice then it makes sense to take your first action before deciding to Action Surge, but (good) Eldritch Knights aren't likely to cast spells that are going to drop people. They generally use spells that augment their defense or their weapon attacks (which is why it sucks that they get Evocation instead of Transmutation in 5.0e), which you'd want to cast before taking attacks anyways.
That’s a good point, as is Mydudelicious’s. I guess a lot will depend on what kinds of spells EKs are permitted in 1D&D, though it probably won’t be very different than currently. It could be what I’m mentioning is a white room problem that never or rarely comes up. Still it is an annoying kind of bookkeeping to worry about when you cast vs do something else. I do hope they make it an EK feature to allow spells, or even just EK spells.
So far have only seen barbarian and i can say i would play berserker now and i feel like i can deal Mad dmg.
I prefer the old bonus-action-attack based Frenzy over the new "Sort of like Sneak Attack" damage. The only thing I like better about the new Frenzy is that it doesn't cause Exhaustion.
Just noticed a benefit of Graze for the Barbarian. Rage damage applies when you make an attack and do damage: there is no requirement to actually hit. Thus, you get to apply your rage damage every time you attack with a Graze weapon with which you have Mastery. At level 5, with STR 18, that’s 12 damage per turn without hitting your opponent…
Just noticed a benefit of Graze for the Barbarian. Rage damage applies when you make an attack and do damage: there is no requirement to actually hit. Thus, you get to apply your rage damage every time you attack with a Graze weapon with which you have Mastery. At level 5, with STR 18, that’s 12 damage per turn without hitting your opponent…
Unfortunately no, graze specifically states that you can't add any additional damage to it. So graze overwrites that part of rage.
Just noticed a benefit of Graze for the Barbarian. Rage damage applies when you make an attack and do damage: there is no requirement to actually hit. Thus, you get to apply your rage damage every time you attack with a Graze weapon with which you have Mastery. At level 5, with STR 18, that’s 12 damage per turn without hitting your opponent…
Unfortunately no, graze specifically states that you can't add any additional damage to it. So graze overwrites that part of rage.
Oh bother… The hazards of not reading on to the next page… ☹️
Oh bother… The hazards of not reading on to the next page… ☹️
I wouldn't worry about it, there's so much in the UA it's going to be hard to get it all right; I initially thought Hex Master was an okay feature on the warlock until I was reminded that the hex doesn't scale (I confused it with the pact boon cantrips, so I thought it scaled with warlock level), that feature is actually hot garbage as a capstone without more ways to boost hex.
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I don't get the ******* french law design system aka general rules with billion of exceptions in certain and specific order, being used as a reference for a ttrpg rules support.
You need light weapon and bonus action to TWF without adding the modifier, with Dual wielder, you don't restrict this but only without that, with nick you dont need that but only with this. I mean...
I do like rules as a support to balance the game for everyone to be happy and the DM to have challenge reference.
But Rules *Lawyer* never wore the title more than now.
there are things i like but i would liek to focus on the things that need to change:
hex nerfed while hunters mark buffed seems bad. and hexer invocation not giving damage on each hit is kind of a slap in the face...
twinned meta was great design, you should make a new meta for your new thing.
the mechanics of preparing on a sorcerer is pretty lame. if we could add a spell to the list every level instead of replace a spell it would actually be interesting.
wizards are the gods of one dnd, in a bad way.
pact familiars feel pretty terrible now. cant even help anyone... or disengage?
Every creature in the game can take those actions even if they're not in the statblock
I think there's currently a mistake on the pact familiar wording, it currently says:
On its turn, the familiar takes the Dodge action and uses its Move to avoid danger, unless you use your Reaction to command it to attack instead.
So RAW it can only Dodge (no command) or be commanded to attack. Pretty sure that's a mistake though as it would mean it can't even use its invisibility action, and this makes it a weirdly limited familiar. I expect it should read "to command it to take another action" or similar.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
there are things i like but i would liek to focus on the things that need to change:
hex nerfed while hunters mark buffed seems bad. and hexer invocation not giving damage on each hit is kind of a slap in the face...
twinned meta was great design, you should make a new meta for your new thing.
the mechanics of preparing on a sorcerer is pretty lame. if we could add a spell to the list every level instead of replace a spell it would actually be interesting.
wizards are the gods of one dnd, in a bad way.
pact familiars feel pretty terrible now. cant even help anyone... or disengage?
Sorcerers choose additional spells at every level, for levels they have slots for, and can, in addition, exchange an existing spell for a new one. Page 26, Prepared Spells of 1st+ Levels, and Changing Your Prepared Spells.
there are things i like but i would liek to focus on the things that need to change:
hex nerfed while hunters mark buffed seems bad. and hexer invocation not giving damage on each hit is kind of a slap in the face...
twinned meta was great design, you should make a new meta for your new thing.
the mechanics of preparing on a sorcerer is pretty lame. if we could add a spell to the list every level instead of replace a spell it would actually be interesting.
wizards are the gods of one dnd, in a bad way.
pact familiars feel pretty terrible now. cant even help anyone... or disengage?
Eh Hex not being on every hit is kind of a positive as it allows you do use firebolt with less of a penalty. Agree with mostly everything else.
On the sorcerer spells. I kind of wish all arcane casters used the wizard mechanic but what the spellbook was varied, like sorcerers scribed the spells into their souls, bards had whatever musical language is called and I'm blanking on, warlocks might have to commune with the beyond paying a price to add spells to their repertoire. But in effect they would all have spell books, would all choose which ones were prepared that day etc. Wizards would prepare the most as they have less class benefits, but I'm not sure it could be balanced. It always just felt off to me for warlocks who in theory are diving into the arcane that they have such a limited list of known spells with such a slow way to change them.Bards it feels weird that they just know every spell from 4 schools, sure they are lore focused but when new spells get dropped in a supplement magically knowing more feels weird so a effective spell book feels more on point. Sorcerers I can get the reason but at that point just make a spell book a arcane trait. Even if the spell book is flavored differently. Experts, warriors, priests had a hook. I'm not really seeing the mage hook. Having a prepared spell column when some are really just known spells from 5e and the other is still a spell book isn't a hook.
Maybe groups don't need a hook, but then why have groups. Feat qualifications seems kind of weak at that point.
Every creature in the game can take those actions even if they're not in the statblock
I think there's currently a mistake on the pact familiar wording, it currently says:
On its turn, the familiar takes the Dodge action and uses its Move to avoid danger, unless you use your Reaction to command it to attack instead.
So RAW it can only Dodge (no command) or be commanded to attack. Pretty sure that's a mistake though as it would mean it can't even use its invisibility action, and this makes it a weirdly limited familiar. I expect it should read "to command it to take another action" or similar.
That's a fair point for the playtest feedback, sure.
there are things i like but i would liek to focus on the things that need to change:
hex nerfed while hunters mark buffed seems bad. and hexer invocation not giving damage on each hit is kind of a slap in the face...
twinned meta was great design, you should make a new meta for your new thing.
the mechanics of preparing on a sorcerer is pretty lame. if we could add a spell to the list every level instead of replace a spell it would actually be interesting.
wizards are the gods of one dnd, in a bad way.
pact familiars feel pretty terrible now. cant even help anyone... or disengage?
Eh Hex not being on every hit is kind of a positive as it allows you do use firebolt with less of a penalty. Agree with mostly everything else.
On the sorcerer spells. I kind of wish all arcane casters used the wizard mechanic but what the spellbook was varied, like sorcerers scribed the spells into their souls, bards had whatever musical language is called and I'm blanking on, warlocks might have to commune with the beyond paying a price to add spells to their repertoire. But in effect they would all have spell books, would all choose which ones were prepared that day etc. Wizards would prepare the most as they have less class benefits, but I'm not sure it could be balanced. It always just felt off to me for warlocks who in theory are diving into the arcane that they have such a limited list of known spells with such a slow way to change them.Bards it feels weird that they just know every spell from 4 schools, sure they are lore focused but when new spells get dropped in a supplement magically knowing more feels weird so a effective spell book feels more on point. Sorcerers I can get the reason but at that point just make a spell book a arcane trait. Even if the spell book is flavored differently. Experts, warriors, priests had a hook. I'm not really seeing the mage hook. Having a prepared spell column when some are really just known spells from 5e and the other is still a spell book isn't a hook.
Maybe groups don't need a hook, but then why have groups. Feat qualifications seems kind of weak at that point.
For Bards I think it's great, they're constantly digging up new lore. Besides, all spells outside core are optional per your DM anyway.
They might end up reverting them to the sorcerer "prepared" though. I hope not, but I'd live with it if they did, they'd still be no worse off than 5e.
I see that True Strike is still in the Arcane cantrip list. I wonder if they're going to do what they did with Guidance and Resistance: Make it a Reaction cantrip, that you can cast immediately after missing an attack roll.
The good news: it becomes a very compelling spell. (IMO: the "reaction" change is a very compelling make-over for Guidance and Resistance -- they effectively make up for having a stat that is slightly lacking)
The bad news: it burns your reaction, keeping you from using Shield or things like that.
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More often than not that makes sense but for a opening round vs a boss its pretty low risk .
Sure, if you're just using it to Attack twice then it makes sense to take your first action before deciding to Action Surge, but (good) Eldritch Knights aren't likely to cast spells that are going to drop people. They generally use spells that augment their defense or their weapon attacks (which is why it sucks that they get Evocation instead of Transmutation in 5.0e), which you'd want to cast before taking attacks anyways.
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)
That’s a good point, as is Mydudelicious’s. I guess a lot will depend on what kinds of spells EKs are permitted in 1D&D, though it probably won’t be very different than currently. It could be what I’m mentioning is a white room problem that never or rarely comes up.
Still it is an annoying kind of bookkeeping to worry about when you cast vs do something else.
I do hope they make it an EK feature to allow spells, or even just EK spells.
I prefer the old bonus-action-attack based Frenzy over the new "Sort of like Sneak Attack" damage. The only thing I like better about the new Frenzy is that it doesn't cause Exhaustion.
Just noticed a benefit of Graze for the Barbarian. Rage damage applies when you make an attack and do damage: there is no requirement to actually hit. Thus, you get to apply your rage damage every time you attack with a Graze weapon with which you have Mastery. At level 5, with STR 18, that’s 12 damage per turn without hitting your opponent…
Unfortunately no, graze specifically states that you can't add any additional damage to it. So graze overwrites that part of rage.
Oh bother… The hazards of not reading on to the next page… ☹️
I wouldn't worry about it, there's so much in the UA it's going to be hard to get it all right; I initially thought Hex Master was an okay feature on the warlock until I was reminded that the hex doesn't scale (I confused it with the pact boon cantrips, so I thought it scaled with warlock level), that feature is actually hot garbage as a capstone without more ways to boost hex.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I don't get the ******* french law design system aka general rules with billion of exceptions in certain and specific order, being used as a reference for a ttrpg rules support.
You need light weapon and bonus action to TWF without adding the modifier, with Dual wielder, you don't restrict this but only without that, with nick you dont need that but only with this.
I mean...
I do like rules as a support to balance the game for everyone to be happy and the DM to have challenge reference.
But Rules *Lawyer* never wore the title more than now.
there are things i like but i would liek to focus on the things that need to change:
hex nerfed while hunters mark buffed seems bad. and hexer invocation not giving damage on each hit is kind of a slap in the face...
twinned meta was great design, you should make a new meta for your new thing.
the mechanics of preparing on a sorcerer is pretty lame. if we could add a spell to the list every level instead of replace a spell it would actually be interesting.
wizards are the gods of one dnd, in a bad way.
pact familiars feel pretty terrible now. cant even help anyone... or disengage?
Every creature in the game can take those actions even if they're not in the statblock
I think there's currently a mistake on the pact familiar wording, it currently says:
So RAW it can only Dodge (no command) or be commanded to attack. Pretty sure that's a mistake though as it would mean it can't even use its invisibility action, and this makes it a weirdly limited familiar. I expect it should read "to command it to take another action" or similar.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Sorcerers choose additional spells at every level, for levels they have slots for, and can, in addition, exchange an existing spell for a new one. Page 26, Prepared Spells of 1st+ Levels, and Changing Your Prepared Spells.
Eh Hex not being on every hit is kind of a positive as it allows you do use firebolt with less of a penalty. Agree with mostly everything else.
On the sorcerer spells. I kind of wish all arcane casters used the wizard mechanic but what the spellbook was varied, like sorcerers scribed the spells into their souls, bards had whatever musical language is called and I'm blanking on, warlocks might have to commune with the beyond paying a price to add spells to their repertoire. But in effect they would all have spell books, would all choose which ones were prepared that day etc. Wizards would prepare the most as they have less class benefits, but I'm not sure it could be balanced. It always just felt off to me for warlocks who in theory are diving into the arcane that they have such a limited list of known spells with such a slow way to change them.Bards it feels weird that they just know every spell from 4 schools, sure they are lore focused but when new spells get dropped in a supplement magically knowing more feels weird so a effective spell book feels more on point. Sorcerers I can get the reason but at that point just make a spell book a arcane trait. Even if the spell book is flavored differently. Experts, warriors, priests had a hook. I'm not really seeing the mage hook. Having a prepared spell column when some are really just known spells from 5e and the other is still a spell book isn't a hook.
Maybe groups don't need a hook, but then why have groups. Feat qualifications seems kind of weak at that point.
Sorcerer Prepared spells at level 2 = 4 but they can only cast 3?
Yes. They prepare (have available) 4 spells. But during the day they can cast 3 of them. It means you have a bit of flexibility.
This is no different to how spellcasting works currently (though the numbers are a bit different).
That's a fair point for the playtest feedback, sure.
For Bards I think it's great, they're constantly digging up new lore. Besides, all spells outside core are optional per your DM anyway.
They might end up reverting them to the sorcerer "prepared" though. I hope not, but I'd live with it if they did, they'd still be no worse off than 5e.
Just curious, as all the other prepared spells match the amount of spells that you can cast...
1 2/2
2 4/3
3 6/6
4 7/7
5 9/9
6 10/10
Just kinda odd.
What stops a Wizard/Bladelock from making a Wizard version of Pact Blade ?
I see that True Strike is still in the Arcane cantrip list. I wonder if they're going to do what they did with Guidance and Resistance: Make it a Reaction cantrip, that you can cast immediately after missing an attack roll.
The good news: it becomes a very compelling spell. (IMO: the "reaction" change is a very compelling make-over for Guidance and Resistance -- they effectively make up for having a stat that is slightly lacking)
The bad news: it burns your reaction, keeping you from using Shield or things like that.