One small thing that I find odd is that a 7th level Fighter is considered a Weapon "Expert" whereas a 13th level Fighter is considered to be Weapon "Adept." Shouldn't that be the other way around? Isnt an Expert someone with greater mastery of a subject/art than someone who is Adept at it? Despite English being my first (and practically only) language, I am still not a master of some of its finer details
I think you’re right there. Definitely flipped from what would make more sense.
Still reading UA. So they are not making all casters prepared casters like clerics and druids? Everyone so far had been. But now I see sorcerer isn’t. They aren’t tied to the “prepare spells equal to the number of spell slots” like previous UA’s
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
Yeah, that seemed like an unnecessary change, and even messes with some fighter subclass features (War Magic, for instance)
That could be a feature of the eldritch knight, can use action surge with spells. But it is one change I do think is good, dipping 2 levels in fighter should not make you that much better at being a spell blaster.
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
Yeah, that seemed like an unnecessary change, and even messes with some fighter subclass features (War Magic, for instance)
That could be a feature of the eldritch knight, can use action surge with spells. But it is one change I do think is good, dipping 2 levels in fighter should not make you that much better at being a spell blaster.
It does keep Action Surge in line with haste, now that I think about it
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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)
Modify Spell seems neat. Since it lets you change a spell's sound by default, I can take the time to make all of my favorite spells play Darude Sandstorm for their duration
Really though, I like that this spell (along with Create Spell) play into the scribe wizard academic who works to develop new spells. I still think both of these spells would work better as class features, but I will leave that as a comment later on when the poll is released. That being said, the flexibility of Modify Spell seems somewhat limited. You can extend a spell's range to 30 x wizard level, but it has to be exactly that value not any other smaller amount "up to" it. You can make it so a spell targets only your allies or enemies, but you cannot make any alteration to the number of targets. I feel like one other detail that could be added to Modify Spell would be the option to alter a spell's area-of-effect shape. Something along the lines of
Area Alteration. If the spell has an area of effect, replace it with one of the following shapes: Cone, Cube, Cylinder, Line, or Sphere. You choose the dimensions of the new shape but the new area of effect cannot occupy a total space larger than the original. When altered this way, each dimension can be no smaller than 5 feet and no longer than 100 feet. For example, a spell which creates an effect in a 20-foot radius Sphere could be changed to a 50-foot Cone.
I know there isnt really a good way to "codify" homebrewing a spell, but I feel like Modify Spell or Create Spell should offer some sort of excerpt that just has a blanket statement like "At the DMs discretion, you can modify some other specific aspect of the spell's effect, such as a condition it imparts or the types of targets it can impact"
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I did not like them putting in the evoker sub class. There are 8 schools so when you are only going to have 4 sub classes having at least one of them be school based makes the other schools feel really left out. Where as if they had put in 4 non school based sub classes they could have gone in interesting ways. As is lets say they put evoker, diviner, abjuration and conjuring for the 4 sub classes, people who want to play a necromancer will feel screwed. But if they had made school specialist maybe a generic one with something like choose your school, spells from your school have +1 spell Dc, spells from you school ignore magic resistance etc and then scribe mage, war mage, something new like trap mage or whatever. No player would have a obvious left out moment.
As another note, I am somewhat disappointed to see that they are sticking with subclasses for wizard themed around each school of magic. I was in the camp that OneD&D presented a perfect opportunity to make school focuses be some secondary customization option for wizards while the subclasses focused on what type of wizard you are rather than what type of magic is your specialty. So I was hoping for the return of Scribe, Bladesinger, War Mage, and maybe some new subclasses like a Ritualist or Summoner (conjuration currently kind-of supports this playstyle, but is torn between buffing summons and teleportation)
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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 am SO SICK of having to make sure EVERY SINGLE GOD DAMNED SPELL on my warlocks' spell lists is something that scales strongly with spell level and having to discard cool non-scaling spells as I level because that's the only way to make Pact Magic into something other than a sad bad joke. What if I want to cast Expeditious Retreat, or Unseen Servant, or Mirror Image, or Spider Climb, or Gaseous Form, or Major Image, or any of the other 80+% of the Warlock's spell list that doesn't have super strong spell slot scaling? Well if I wanna warlock correctly I don't get to do any of that, because EVERY Pact Magic spell HAS to scale to your current slot level or YOU ARE TERRIBLE FOREVER, and frankly now that I've seen the half-caster version of warlock I have absolutely no desire whatsoever to go back to never being able to use utility magic. **** that shit in the ******* ****hole. Let's keep half-casting and toss Pact Magic in the "neat ideas that didn't pan out" bin where it belongs.
That’s disingenuous. And I dare say more a problem with how those spells are designed than with Pact Magic. I like Pact Magic.
Respectful but hard disagree, Yurei. Pact Magic is one (not the only, of course) things that helps give the warlocks a distinct flavor and helps them feel different from every other caster.
Expanding the spell slots slightly pretty much solves these problems - 2 slots 1-5th level; 4 slots 6-10th level; 8 slots 11-16th level...something like that? (again, just spitballing here, not offering these specific numbers as the best option).
And I love that currently spells currently scale. I've never felt like I was wasting a spell that didn't scale if I chose to cast one and never had anyone take me to task for it.
Absolutely not.
Just giving players one extra Pact Magic spell slot solves nothing. You still aren't allowed to use your Pact slots on utility magic or spells that fit your warlock as a character because they all HAVE TO BE some sort of super-scaling blasty Destructobomb spell. Pact Magic itself is bad. Please let's have a warlock that focuses on Invocations and their Pact Boon instead of being shoehorned into "I'm a blasty spellcaster twice a day and the rest of the time I'm completely ******* useless!" garbage like they often are now.
They don’t HAVE TO be anything of the sort, that’s your baggage my friend, that’s something you’re imposing on the class. And frankly, that’s also what Eldritch Invocations are for too, that utility stuff, like casting detect magic and disguise self and stuff at will. They just needed to make sure more spells scaled with level and add more Eldritch Invocations or alter them so that there was one invocation that you could take multiple times and had a list of spells it could be used for. Something like that is all.
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
Makes sense though. Why would your physical prowess that allows you to swing a sword more times in six seconds have any impact on the precision acts involved with saying specific words and motions in specific timings to channel magic somehow allow those timings to change to allow more casting in that six seconds?
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
Makes sense though. Why would your physical prowess that allows you to swing a sword more times in six seconds have any impact on the precision acts involved with saying specific words and motions in specific timings to channel magic somehow allow those timings to change to allow more casting in that six seconds?
Action Surge allows you to push beyond your normal physical limits for those six seconds. Quicker, more efficient casting seems no more or less plausible to me than running further or dodging attacks better
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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
Makes sense though. Why would your physical prowess that allows you to swing a sword more times in six seconds have any impact on the precision acts involved with saying specific words and motions in specific timings to channel magic somehow allow those timings to change to allow more casting in that six seconds?
Action Surge allows you to push beyond your normal physical limits for those six seconds. Quicker, more efficient casting seems no more or less plausible to me than running further or dodging attacks better
Maybe the weave won't move that quickly. Maybe WotC decided the potential for 56d6+8d10 was too much on one turn. Get the feedback ready I guess.
Can’t cast a second leveled spell with Action Surge. Didn’t see that coming
Makes sense though. Why would your physical prowess that allows you to swing a sword more times in six seconds have any impact on the precision acts involved with saying specific words and motions in specific timings to channel magic somehow allow those timings to change to allow more casting in that six seconds?
Action Surge allows you to push beyond your normal physical limits for those six seconds. Quicker, more efficient casting seems no more or less plausible to me than running further or dodging attacks better
I wont argue the logic of magic one way or another on this as D&D does not seem to have a internal logic for how this should work. But it clearly is a balance change targeted at multi class dips. Which I'm fine with targeting.
Respectful but hard disagree, Yurei. Pact Magic is one (not the only, of course) things that helps give the warlocks a distinct flavor and helps them feel different from every other caster.
Expanding the spell slots slightly pretty much solves these problems - 2 slots 1-5th level; 4 slots 6-10th level; 8 slots 11-16th level...something like that? (again, just spitballing here, not offering these specific numbers as the best option).
And I love that currently spells currently scale. I've never felt like I was wasting a spell that didn't scale if I chose to cast one and never had anyone take me to task for it.
Absolutely not.
Just giving players one extra Pact Magic spell slot solves nothing. You still aren't allowed to use your Pact slots on utility magic or spells that fit your warlock as a character because they all HAVE TO BE some sort of super-scaling blasty Destructobomb spell. Pact Magic itself is bad. Please let's have a warlock that focuses on Invocations and their Pact Boon instead of being shoehorned into "I'm a blasty spellcaster twice a day and the rest of the time I'm completely ******* useless!" garbage like they often are now.
They don’t HAVE TO be anything of the sort, that’s your baggage my friend, that’s something you’re imposing on the class. And frankly, that’s also what Eldritch Invocations are for too, that utility stuff, like casting detect magic and disguise self and stuff at will. They just needed to make sure more spells scaled with level and add more Eldritch Invocations or alter them so that there was one invocation that you could take multiple times and had a list of spells it could be used for. Something like that is all.
They went part way there with the new pact cantrips layering in some of the invocations they were designed for but if they rolled some of the invocations like agonizing blast and maybe like the mage armor at will one(this is because id like them to ditch the armor proficiency, every fictional warlock I am used to does not wear armor, its robes in fantasy, business suits in 1920s cthulu) into the class features so invocations were almost entirely about breadth instead of many players feeling trapped into taking core essentials I think it would be an improvement.
Modify Spell seems neat. Since it lets you change a spell's sound by default, I can take the time to make all of my favorite spells play Darude Sandstorm for their duration
Really though, I like that this spell (along with Create Spell) play into the scribe wizard academic who works to develop new spells. I still think both of these spells would work better as class features, but I will leave that as a comment later on when the poll is released. That being said, the flexibility of Modify Spell seems somewhat limited. You can extend a spell's range to 30 x wizard level, but it has to be exactly that value not any other smaller amount "up to" it. You can make it so a spell targets only your allies or enemies, but you cannot make any alteration to the number of targets. I feel like one other detail that could be added to Modify Spell would be the option to alter a spell's area-of-effect shape. Something along the lines of
Area Alteration. If the spell has an area of effect, replace it with one of the following shapes: Cone, Cube, Cylinder, Line, or Sphere. You choose the dimensions of the new shape but the new area of effect cannot occupy a total space larger than the original. When altered this way, each dimension can be no smaller than 5 feet and no longer than 100 feet. For example, a spell which creates an effect in a 20-foot radius Sphere could be changed to a 50-foot Cone.
I know there isnt really a good way to "codify" homebrewing a spell, but I feel like Modify Spell or Create Spell should offer some sort of excerpt that just has a blanket statement like "At the DMs discretion, you can modify some other specific aspect of the spell's effect, such as a condition it imparts or the types of targets it can impact"
I really dislike the mechanics they have proposed for this 30*your Wizard level is 300 ft at level 10 (which is currently the maximum casting range in general), and this will be for ANY spell. Either this will be useless or it will make combat super boring as the wizard solo casts half a dozen spells before anyone else gets to play. Plus once you get Create Spell you can stack all of the Modify Spell features onto every spell an unlimited number of times permanently as long as you have some downtime.
1. At the moment I do not like the light property weapon mastery it was better when that was the default. If on second rounds through the classes rogues/rangers get this weapon mastery it will be okay. And overall I am not impressed with weapon mastery. Its a decent perk but I'm not really seeing any gap between mages and martials being closed with it either.
2. Barbarian, hey it is improved but it suffers from the same thing 5es does. Not much to keep you there past level 5, maybe 6 if its a really solid sub class feature for you.
3. Fighter well at least I like the new indomitable.
The Barbarian changes are really weird too. I mean I can see Intimidation being a Strength check, but how does Strength apply to Stealth? or Survival?
"Rrrrawrrr! I'm Raging so hard that now I can see these foot prints here are of a horse and not the the Bulettes we are currently tracking!"
I get what they are going for - giving Barbs more out-of-combat utility - but in the UA a raging Barbarian is better than a Rogue at Stealth from level 9 onwards because Indominable Might gives then a guaranteed 20 on all stealth checks while raging, and better than a Druid at Survival, and better than a Monk at Acrobatics.
Yes I want more OOC utility for a Barbarian, but No this doesn't and shouldn't be tied to Raging.
Read the new sorcerer spells and metamagics and.. :S
Sounded real cool in the video, sorcerous burst is never going to be used outside of draconic exhalation over firebolt, not gambling on a 6 on a d6 to roll another d6 vs just rolling a d10.
Sorcerous vitality is just lame.. low healing, the condition removal is the only good aspect of it but its third lvl and Sorcery incarnate is nice but.. a d4 sorcery points from a lvl 5 spell? seriously? I'd get more points just eating the slot and how often are you going to be dual dropping metamagics? advantage on spell attacks? lvl 5 spell slot? :S really really meh trio of exclusives
Spell slots still cost more to create than you get points from consuming, still just 20 points total in a day with no short rest recovery, get more spell , start with 3 metamagics is nice but than they make you wait till 13th another now. Thankfully you can swap em out on a long rest now.. so i guess metamagic got a little better... until you get to the metamagic
Quickened was nerfed, can no longer quicken a cantrip and cast a spell, twinned spell got trashed, no more buffs or debuffs being twinned which is where a huge amount of its power came from.
Hard to not look at modify spell on the wizard spell list and go "wow.. superior metamagic..." but that is a lvl 4 spell.. but still :(
All true. Half the document is good and the other half is ^<~%?~}%>|#%%}%^{][^=•^*?.€
I am SO SICK of having to make sure EVERY SINGLE GOD DAMNED SPELL on my warlocks' spell lists is something that scales strongly with spell level and having to discard cool non-scaling spells as I level because that's the only way to make Pact Magic into something other than a sad bad joke. What if I want to cast Expeditious Retreat, or Unseen Servant, or Mirror Image, or Spider Climb, or Gaseous Form, or Major Image, or any of the other 80+% of the Warlock's spell list that doesn't have super strong spell slot scaling? Well if I wanna warlock correctly I don't get to do any of that, because EVERY Pact Magic spell HAS to scale to your current slot level or YOU ARE TERRIBLE FOREVER, and frankly now that I've seen the half-caster version of warlock I have absolutely no desire whatsoever to go back to never being able to use utility magic. **** that shit in the ******* ****hole. Let's keep half-casting and toss Pact Magic in the "neat ideas that didn't pan out" bin where it belongs.
That’s disingenuous. And I dare say more a problem with how those spells are designed than with Pact Magic. I like Pact Magic.
Yeah. Just give warlocks an extra slot at 5th, 9th, and 13th levels and they’re fine.
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I think you’re right there. Definitely flipped from what would make more sense.
Still reading UA. So they are not making all casters prepared casters like clerics and druids? Everyone so far had been. But now I see sorcerer isn’t. They aren’t tied to the “prepare spells equal to the number of spell slots” like previous UA’s
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That could be a feature of the eldritch knight, can use action surge with spells. But it is one change I do think is good, dipping 2 levels in fighter should not make you that much better at being a spell blaster.
It does keep Action Surge in line with haste, now that I think about it
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)
Modify Spell seems neat. Since it lets you change a spell's sound by default, I can take the time to make all of my favorite spells play Darude Sandstorm for their duration
Really though, I like that this spell (along with Create Spell) play into the scribe wizard academic who works to develop new spells. I still think both of these spells would work better as class features, but I will leave that as a comment later on when the poll is released. That being said, the flexibility of Modify Spell seems somewhat limited. You can extend a spell's range to 30 x wizard level, but it has to be exactly that value not any other smaller amount "up to" it. You can make it so a spell targets only your allies or enemies, but you cannot make any alteration to the number of targets. I feel like one other detail that could be added to Modify Spell would be the option to alter a spell's area-of-effect shape. Something along the lines of
Area Alteration. If the spell has an area of effect, replace it with one of the following shapes: Cone, Cube, Cylinder, Line, or Sphere. You choose the dimensions of the new shape but the new area of effect cannot occupy a total space larger than the original. When altered this way, each dimension can be no smaller than 5 feet and no longer than 100 feet. For example, a spell which creates an effect in a 20-foot radius Sphere could be changed to a 50-foot Cone.
I know there isnt really a good way to "codify" homebrewing a spell, but I feel like Modify Spell or Create Spell should offer some sort of excerpt that just has a blanket statement like "At the DMs discretion, you can modify some other specific aspect of the spell's effect, such as a condition it imparts or the types of targets it can impact"
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 did not like them putting in the evoker sub class. There are 8 schools so when you are only going to have 4 sub classes having at least one of them be school based makes the other schools feel really left out. Where as if they had put in 4 non school based sub classes they could have gone in interesting ways. As is lets say they put evoker, diviner, abjuration and conjuring for the 4 sub classes, people who want to play a necromancer will feel screwed. But if they had made school specialist maybe a generic one with something like choose your school, spells from your school have +1 spell Dc, spells from you school ignore magic resistance etc and then scribe mage, war mage, something new like trap mage or whatever. No player would have a obvious left out moment.
As another note, I am somewhat disappointed to see that they are sticking with subclasses for wizard themed around each school of magic. I was in the camp that OneD&D presented a perfect opportunity to make school focuses be some secondary customization option for wizards while the subclasses focused on what type of wizard you are rather than what type of magic is your specialty. So I was hoping for the return of Scribe, Bladesinger, War Mage, and maybe some new subclasses like a Ritualist or Summoner (conjuration currently kind-of supports this playstyle, but is torn between buffing summons and teleportation)
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
That’s disingenuous. And I dare say more a problem with how those spells are designed than with Pact Magic. I like Pact Magic.
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They don’t HAVE TO be anything of the sort, that’s your baggage my friend, that’s something you’re imposing on the class. And frankly, that’s also what Eldritch Invocations are for too, that utility stuff, like casting detect magic and disguise self and stuff at will. They just needed to make sure more spells scaled with level and add more Eldritch Invocations or alter them so that there was one invocation that you could take multiple times and had a list of spells it could be used for. Something like that is all.
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Makes sense though. Why would your physical prowess that allows you to swing a sword more times in six seconds have any impact on the precision acts involved with saying specific words and motions in specific timings to channel magic somehow allow those timings to change to allow more casting in that six seconds?
Action Surge allows you to push beyond your normal physical limits for those six seconds. Quicker, more efficient casting seems no more or less plausible to me than running further or dodging attacks better
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)
Maybe the weave won't move that quickly. Maybe WotC decided the potential for 56d6+8d10 was too much on one turn. Get the feedback ready I guess.
I wont argue the logic of magic one way or another on this as D&D does not seem to have a internal logic for how this should work. But it clearly is a balance change targeted at multi class dips. Which I'm fine with targeting.
Yeah, I have no problem with the class feature of the FIGHTER not being extendable to casting spells.
They went part way there with the new pact cantrips layering in some of the invocations they were designed for but if they rolled some of the invocations like agonizing blast and maybe like the mage armor at will one(this is because id like them to ditch the armor proficiency, every fictional warlock I am used to does not wear armor, its robes in fantasy, business suits in 1920s cthulu) into the class features so invocations were almost entirely about breadth instead of many players feeling trapped into taking core essentials I think it would be an improvement.
I really dislike the mechanics they have proposed for this 30*your Wizard level is 300 ft at level 10 (which is currently the maximum casting range in general), and this will be for ANY spell. Either this will be useless or it will make combat super boring as the wizard solo casts half a dozen spells before anyone else gets to play. Plus once you get Create Spell you can stack all of the Modify Spell features onto every spell an unlimited number of times permanently as long as you have some downtime.
1. At the moment I do not like the light property weapon mastery it was better when that was the default. If on second rounds through the classes rogues/rangers get this weapon mastery it will be okay. And overall I am not impressed with weapon mastery. Its a decent perk but I'm not really seeing any gap between mages and martials being closed with it either.
2. Barbarian, hey it is improved but it suffers from the same thing 5es does. Not much to keep you there past level 5, maybe 6 if its a really solid sub class feature for you.
3. Fighter well at least I like the new indomitable.
The Barbarian changes are really weird too. I mean I can see Intimidation being a Strength check, but how does Strength apply to Stealth? or Survival?
"Rrrrawrrr! I'm Raging so hard that now I can see these foot prints here are of a horse and not the the Bulettes we are currently tracking!"
I get what they are going for - giving Barbs more out-of-combat utility - but in the UA a raging Barbarian is better than a Rogue at Stealth from level 9 onwards because Indominable Might gives then a guaranteed 20 on all stealth checks while raging, and better than a Druid at Survival, and better than a Monk at Acrobatics.
Yes I want more OOC utility for a Barbarian, but No this doesn't and shouldn't be tied to Raging.
All true. Half the document is good and the other half is ^<~%?~}%>|#%%}%^{][^=•^*?.€
Yeah. Just give warlocks an extra slot at 5th, 9th, and 13th levels and they’re fine.