So does anybody know what Lighting resistance is, cas Circle of the Sea druid now has it
10TH LEVEL: STORMBORN Your Wrath of the Sea confers two more benefits while active: Flight. You gain a Fly Speed equal to your Speed. Resistance. You have resistance to Cold, Lighting, and Thunder damage.
I'm fine with other classes getting Weapon Mastery since it as a system is meant to make *weapons* seem cool and distinct, not just to make fighters cool and distinct. What makes fighters cool and distinct is that they can do more *with* Weapon Mastery, mixing and matching masteries on different weapons, getting more masteries, and effectually stacking multiple onto a single weapon.
It's fine that other classes get them. Weapons have been boring in 5e for too long and this is a great fix for that and I would hate to see that cool feature relegated just to a fighter class feature.
I am kind of surprised they are keeping the one level dip in cleric for heavy armor.
I agree with you, this cleric and druid choice should be a buff for level 2 or 3 (Along with subclass acquisition, but I think level 2 is the best option.)
About weapon masteries I saw it coming, but I think that the paladin and the ranger should only have one mastery (And that it is not interchangeable every long rest, but every level up or periods of inactivity), maybe 2 after the level 10 to highlight that although they acquire them, they are much more limited than the monk and the rogue, and undoubtedly even more so than the barbarian and warrior (More quantity and benefits, perhaps access to a 2nd level of mastery, and perhaps more ease of exchange.).
I don't like that the paladin and the ranger DO NOT HAVE CANTRIPS (and super unfair comparing the subclasses that are 1/3 caster.), maybe I would accept that they reduce their amount, and maybe that they don't have them at the beginning, maybe once at level 3 along with their subclasses, or have them choose between 2 cheats and weapon mastery or another buff. (Equivalent to orders, but for 1/2 spellcasters.)
So does anybody know what Lighting resistance is, cas Circle of the Sea druid now has it
10TH LEVEL: STORMBORN Your Wrath of the Sea confers two more benefits while active: Flight. You gain a Fly Speed equal to your Speed. Resistance. You have resistance to Cold, Lighting, and Thunder damage.
So does anybody know what Lighting resistance is, cas Circle of the Sea druid now has it
10TH LEVEL: STORMBORN Your Wrath of the Sea confers two more benefits while active: Flight. You gain a Fly Speed equal to your Speed. Resistance. You have resistance to Cold, Lighting, and Thunder damage.
Lightning resistance allows you to halve the damage that you take from sources of Lightning damage.
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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)
So does anybody know what Lighting resistance is, cas Circle of the Sea druid now has it
10TH LEVEL: STORMBORN Your Wrath of the Sea confers two more benefits while active: Flight. You gain a Fly Speed equal to your Speed. Resistance. You have resistance to Cold, Lighting, and Thunder damage.
So does anybody know what Lighting resistance is, cas Circle of the Sea druid now has it
10TH LEVEL: STORMBORN Your Wrath of the Sea confers two more benefits while active: Flight. You gain a Fly Speed equal to your Speed. Resistance. You have resistance to Cold, Lighting, and Thunder damage.
Lightning resistance allows you to halve the damage that you take from sources of Lightning damage.
I'm just pointing out a misspelling, They put Lighting instead of Lightning, obviously they mean Lightning but that is not what is written in the UA.
So does anybody know what Lighting resistance is, cas Circle of the Sea druid now has it
10TH LEVEL: STORMBORN Your Wrath of the Sea confers two more benefits while active: Flight. You gain a Fly Speed equal to your Speed. Resistance. You have resistance to Cold, Lighting, and Thunder damage.
Lightning resistance allows you to halve the damage that you take from sources of Lightning damage.
I'm just pointing out a misspelling, They put Lighting instead of Lightning, obviously they mean Lightning but that is not what is written in the UA.
Oh, sure enough. My brain autocorrected. I suppose it's just another word for Radiant damage.
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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)
I'm fine with other classes getting Weapon Mastery since it as a system is meant to make *weapons* seem cool and distinct, not just to make fighters cool and distinct. What makes fighters cool and distinct is that they can do more *with* Weapon Mastery, mixing and matching masteries on different weapons, getting more masteries, and effectually stacking multiple onto a single weapon.
It's fine that other classes get them. Weapons have been boring in 5e for too long and this is a great fix for that and I would hate to see that cool feature relegated just to a fighter class feature.
I'm with you on allowing some other classes to get weapon masteries, I just think they need to find a way to give fighters a bit more oomph with theirs. For one, I don't really see the value in having more active masteries at a time. Realistically, one active mastery is going to cover you 90 percent of the time, as you either build as a melee or ranged character, and only switch to the other when absolutely forced to. At two active, you've got a melee and ranged, which will cover you 95 percent of the time, at least. A third lets you add in a thrown weapon for that other 5 percent. But once you hit 4 or 5 like the fighter does, its basically a ribbon ability and will never come up.
So, what I'd like is to let others have them, but give fighters more they can do with them, beyond even stacking and swapping. Especially since stacking doesn't show up until level 13, so most won't be able to do it. I don't know what, but some other buff would be great.
A bit sad to see that Bards lost the spell swapping on LR. I get why it was removed and don't necessarily disagree, but since it is my favorite class I did kick a pebble upon seeing it removed.
A bit sad to see that Bards lost the spell swapping on LR. I get why it was removed and don't necessarily disagree, but since it is my favorite class I did kick a pebble upon seeing it removed.
Right, like Bards got nerfed.
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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)
While I like that we've returned to beast stat blocks I can't help but feel baffled that they removed Channel Nature in favor of this awkward "burn Wildshape uses" terminology. Just bring back Channel Nature and make it so it can be used for Wildshape or to perform the other actions Wildshapes are being used to perform. It makes everything smoother and less confusing.
Wildshape HP is also a bit convoluted now. Being able to restore your temp HP at the cost of spell slots makes having access to healing spells partially redundant.
I also don't especially like that our AC is just our normal AC minus the shield. That means a Fighter who multiclasses into Druid would be a way more powerful wildshape because they're wearing plate armor. That just seems thematically inappropriate, but higher AC is also necessary if druids can't just be HP tanks anymore.
Moon Druid also focuses too much on defense. Wildshape forms have pretty bad damage, so if they can't be great tanks anymore they should at least be dishing out good damage numbers. Maybe add a feature that lets the druid sacrifice spell slots to enhance their wildshape form beyond the base beast statblock.
A bit sad to see that Bards lost the spell swapping on LR. I get why it was removed and don't necessarily disagree, but since it is my favorite class I did kick a pebble upon seeing it removed.
Right, like Bards got nerfed.
I neither suggested or implied that they received a nerf. I simply stated my feelings on one very specific ability that they had in the previous UA and stated outright that I understand why it was removed. I am not your enemy.
It does seem like they forgot the 2nd half of the jack of all trades part though. They are clearly masters of spellcasting. Getting arcane, primal and divine is fitting for jack of all trades but full caster seems over the top. Seems like a perfect thing for a half caster though.
That being said as they are known spell casters I am not sure how out of line it will get. And with the really short playtesting window it will be hard to gauge in play. It is the kind of thing where you need a ton of encounters to see if the versatility of changing spells daily really pans out.
I kinda guessed/predicted that almost every character who is going to use weapons will be getting weapon mastery, which has me wonder why it isnt just a feature of being proficient with a weapon. Just leave the fighters ability to combine masteries and simply have the abilities built into the weapons themselves. I think masteries are a decent bump to martials, but the system is clumsy.
Biggest winner for me is easily the rogue, I absolutely love cunning strike. Finally we have some options for a martial class, something to change up what you decide to do each turn.. I just hope we will see something similar for barbarian and fighter.
Did anyone else notice this bit about Arcane Trickster?
DESIGN NOTE: ARCANE TRICKSTER UPDATES Here are the main updates in this subclass since the 2014 Player’s Handbook: • Spellcasting now uses the Arcane spell list rather than the Wizard list, and there is no school-of magic restriction after 3rd level. Moreover, the Rogue can now change one cantrip when gaining a level, and the Rogue can use an Arcane Focus.
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Does this allow the use of a Wand twice per round? I just want to make sure I am reading that right.
3RD LEVEL: FAST HANDS As a Bonus Action, you can do one of the following: Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket. Use an Object. Take the Use an Object action, or take the Magic action to use a magic item that requires that action.
So does anybody know what Lighting resistance is, cas Circle of the Sea druid now has it
I'm fine with other classes getting Weapon Mastery since it as a system is meant to make *weapons* seem cool and distinct, not just to make fighters cool and distinct. What makes fighters cool and distinct is that they can do more *with* Weapon Mastery, mixing and matching masteries on different weapons, getting more masteries, and effectually stacking multiple onto a single weapon.
It's fine that other classes get them. Weapons have been boring in 5e for too long and this is a great fix for that and I would hate to see that cool feature relegated just to a fighter class feature.
Hmm...looks like they didn't unnerf spiritual weapon and put cleric subclasses back at level one. Welp count me out of using One dnd
I agree with you, this cleric and druid choice should be a buff for level 2 or 3 (Along with subclass acquisition, but I think level 2 is the best option.)
About weapon masteries I saw it coming, but I think that the paladin and the ranger should only have one mastery (And that it is not interchangeable every long rest, but every level up or periods of inactivity), maybe 2 after the level 10 to highlight that although they acquire them, they are much more limited than the monk and the rogue, and undoubtedly even more so than the barbarian and warrior (More quantity and benefits, perhaps access to a 2nd level of mastery, and perhaps more ease of exchange.).
I don't like that the paladin and the ranger DO NOT HAVE CANTRIPS (and super unfair comparing the subclasses that are 1/3 caster.), maybe I would accept that they reduce their amount, and maybe that they don't have them at the beginning, maybe once at level 3 along with their subclasses, or have them choose between 2 cheats and weapon mastery or another buff. (Equivalent to orders, but for 1/2 spellcasters.)
It's a damage type, no?
Lightning resistance allows you to halve the damage that you take from sources of Lightning damage.
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)
Its not the only typo, but its the funniest one.
I'm just pointing out a misspelling, They put Lighting instead of Lightning, obviously they mean Lightning but that is not what is written in the UA.
Oh, sure enough. My brain autocorrected. I suppose it's just another word for Radiant damage.
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)
I'm with you on allowing some other classes to get weapon masteries, I just think they need to find a way to give fighters a bit more oomph with theirs. For one, I don't really see the value in having more active masteries at a time. Realistically, one active mastery is going to cover you 90 percent of the time, as you either build as a melee or ranged character, and only switch to the other when absolutely forced to. At two active, you've got a melee and ranged, which will cover you 95 percent of the time, at least. A third lets you add in a thrown weapon for that other 5 percent. But once you hit 4 or 5 like the fighter does, its basically a ribbon ability and will never come up.
So, what I'd like is to let others have them, but give fighters more they can do with them, beyond even stacking and swapping. Especially since stacking doesn't show up until level 13, so most won't be able to do it. I don't know what, but some other buff would be great.
I have to say, it’s minor, but I really like that Druidic gives you always prepared Speak with Animals.
Of the two Primal Orders for Druids do you think Magician is too lackluster compared to Warden?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
A bit sad to see that Bards lost the spell swapping on LR. I get why it was removed and don't necessarily disagree, but since it is my favorite class I did kick a pebble upon seeing it removed.
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Right, like Bards got nerfed.
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)
While I like that we've returned to beast stat blocks I can't help but feel baffled that they removed Channel Nature in favor of this awkward "burn Wildshape uses" terminology. Just bring back Channel Nature and make it so it can be used for Wildshape or to perform the other actions Wildshapes are being used to perform. It makes everything smoother and less confusing.
Wildshape HP is also a bit convoluted now. Being able to restore your temp HP at the cost of spell slots makes having access to healing spells partially redundant.
I also don't especially like that our AC is just our normal AC minus the shield. That means a Fighter who multiclasses into Druid would be a way more powerful wildshape because they're wearing plate armor. That just seems thematically inappropriate, but higher AC is also necessary if druids can't just be HP tanks anymore.
Moon Druid also focuses too much on defense. Wildshape forms have pretty bad damage, so if they can't be great tanks anymore they should at least be dishing out good damage numbers. Maybe add a feature that lets the druid sacrifice spell slots to enhance their wildshape form beyond the base beast statblock.
I neither suggested or implied that they received a nerf. I simply stated my feelings on one very specific ability that they had in the previous UA and stated outright that I understand why it was removed. I am not your enemy.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
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Bards have gone from being the second best caster in the game, to the absolute best, and it's not even close.
Below level 10 they're okay, and above level 10 they're bonkers.
It does seem like they forgot the 2nd half of the jack of all trades part though. They are clearly masters of spellcasting. Getting arcane, primal and divine is fitting for jack of all trades but full caster seems over the top. Seems like a perfect thing for a half caster though.
That being said as they are known spell casters I am not sure how out of line it will get. And with the really short playtesting window it will be hard to gauge in play. It is the kind of thing where you need a ton of encounters to see if the versatility of changing spells daily really pans out.
I kinda guessed/predicted that almost every character who is going to use weapons will be getting weapon mastery, which has me wonder why it isnt just a feature of being proficient with a weapon. Just leave the fighters ability to combine masteries and simply have the abilities built into the weapons themselves. I think masteries are a decent bump to martials, but the system is clumsy.
Biggest winner for me is easily the rogue, I absolutely love cunning strike. Finally we have some options for a martial class, something to change up what you decide to do each turn.. I just hope we will see something similar for barbarian and fighter.
Did anyone else notice this bit about Arcane Trickster?
Mother and Cat Herder. Playing TTRPGs since 1989 (She/Her)
Does this allow the use of a Wand twice per round? I just want to make sure I am reading that right.
Mother and Cat Herder. Playing TTRPGs since 1989 (She/Her)