brutal critical replaced with brutal strike: while reckless striking you can do 'cunning strike'-type stuff in lieu of advantage. not unlike getting two weapon mastery attacks at once?
persistent rage now fills up all uses once per long rest
path of the world tree revised. still cartoony. now with more teleports. (edit: 60ft self-teleport as bonus action each round or 560ft party teleport. no more talk of Teleportation Circle.)
druid
know more beast forms.
wildshape gives temp hp
species/race traits not pass over into wild form?
circle of moon, wildshape cast abjuration spells too hard to remember. now a specific spell list, not all abjuration.
new cantrip: Starry Wisps - ranged pew pew
new spell: Fount of Moonlight
circle of moon, AC = 13 + WIS & at level 14 deal radiant damage
monk
too many competing bonus action options, fixed?
too many dp costs, fixed?
monk weapons again benefit from MA dice
bonus action unarmed strike no longer tied to previous Attack action or whatever.
dex used to set DC for shove and grapple
patient defense and step of the wind have a no-dp option (or spend 1dp for dodge + disengage or dash + disengage + doubled jump distance)
flurry of blows costs 1dp for two attacks (edit: same as before but minus the 'when you use an Attack action' restriction) ((edit2: okay, they do add a 3rd flurry blow at level 10, so maybe that's why they mention more strikes in the video))
deflect attack now melee as well
stunning strike, even failed strike causes force damage
self restoration no longer requires bonus action
superior defense no longer requires action/bonus action
perfect discipline now gives more
20th feature, Body and Mind: lets monk go above 20 on dex and wis
Warrior of Hand, Wholeness of Body doesn't require dp
WoHand, addle doesn't require saving throw
spells...
healing spells...
healing word and cure wounds now heal more
Power Word: Fortify - give someone a mountain of temp hp
conjuration spells...
tasha's summoning spells in PHB.
but what about the 2014 'conjure X' spells? now conjure spell effects and area effect spirits??
Yes! This version of Moon Druid sounds much better.
Moon Druid AC in Wildshape is 13+WIS, so no more worrying about maximizing my caster's AC to maximize WIldshape AC.
Casting in Wildshape form is being expanded with a curated list of spells with sky, moon, and sun themes. This is much better than making all Moon Druids rely on Moonbeam specifically and addresses the issue of Moon Druids not having access to their primary class mechanic when they use wildshape. Druid is even getting two new spells designed with Moon Druid in mind, including a ranged damage cantrip.
Then Moon Druids are getting a damage boost at level 14 so their beast attacks are still doing competitive damage at higher levels.
We'll need to see the specifics but this all sounds like steps in the right direction. It may not be perfect but it doesn't sound like just a pure downgrade from the 2014 Moon Druid either.
Though I am sad to lose Species Traits in Wildshape. RIP my fire-breathing bear tactic.
I'll never understand the "too much competition for bonus actions" bit with Monks; your basic options for your bonus action are to either double down on attacking or fall back after having got your main attacks in; making those two options mutually exclusive is just good balance as well as a logical breakdown of action economy. Of the subclasses that make use of the bonus action for an additional feature, Way of Shadow is just a generally better version of "run away"; Ascendant Dragon does potentially tie it up, but an attempt to frighten as a bonus action is a decent effect and the feature itself is only meant to be used once or twice a day; and Kensei's lasts for a minute so you're just using it at the start of an encounter as an opener. Only one of these effects is truly "competing" for the bonus action slot on a regular basis, as opposed to being one-offs or an extension of a pre-existing capability.
I'll never understand the "too much competition for bonus actions" bit with Monks; your basic options for your bonus action are to either double down on attacking or fall back after having got your main attacks in; making those two options mutually exclusive is just good balance as well as a logical breakdown of action economy. Of the subclasses that make use of the bonus action for an additional feature, Way of Shadow is just a generally better version of "run away"; Ascendant Dragon does potentially tie it up, but an attempt to frighten as a bonus action is a decent effect and the feature itself is only meant to be used once or twice a day; and Kensei's lasts for a minute so you're just using it at the start of an encounter as an opener. Only one of these effects is truly "competing" for the bonus action slot on a regular basis, as opposed to being one-offs or an extension of a pre-existing capability.
i sincerely think they meant the 'free' bonus action unarmed attack vs all those other bonus action things. i am really, really pleased with flurry of blows being two unarmed strikes. that just feels more deserving of a 'flurry' moniker.
it's a little odd that there's no 0-dp dodge option. although, i guess it's nice now that you can dodge with an action and still hit twice with flurry of blows.
brutal critical replaced with brutal strike: while reckless striking you can do 'cunning strike'-type stuff in lieu of advantage. not unlike getting two weapon mastery attacks at once?
persistent rage now fills up all uses once per long rest
path of the world tree revised. still cartoony. now with more teleports
druid
know more beast forms.
wildshape gives temp hp
species/race traits not pass over into wild form?
circle of moon, wildshape cast abjuration spells too hard to remember. now a specific spell list, not all abjuration.
new cantrip: Starry Wisps - ranged pew pew
new spell: Fount of Moonlight
circle of moon, AC = 13 + WIS & at level 14 deal radiant damage
monk
too many competing bonus action options, fixed?
too many dp costs, fixed?
monk weapons again benefit from MA dice
bonus action unarmed strike no longer tied to previous Attack action or whatever.
dex used to set DC for shove and grapple
patient defense and step of the wind have a no-dp option (or spend 1dp for dodge + disengage or dash + disengage + doubled jump distance)
flurry of blows costs 1dp for two attacks
deflect attack now melee as well
stunning strike, even failed strike causes force damage
self restoration no longer requires bonus action
superior defense no longer requires action/bonus action
perfect discipline now gives more
20th feature, Body and Mind: lets monk go above 20 on dex and wis
Warrior of Hand, Wholeness of Body doesn't require dp
WoHand, addle doesn't require saving throw
spells...
healing spells...
healing word and cure wounds now heal more
Power Word: Fortify - give someone a mountain of temp hp
conjuration spells...
tasha's summoning spells in PHB.
but what about the 2014 'conjure X' spells? now conjure spell effects and area effect spirits??
Thank you. I didn’t get a chance to watch it yet, at work, but saw the video was out and wanted to at least post that.
i am really, really pleased with flurry of blows being two unarmed strikes. that just feels more deserving of a 'flurry' moniker.
I mean, it's still doing the exact same thing in practice, all they did was describe it differently; before it was 1 extra attack on top of your normal bonus action attack, now it's spending a bonus action for 2 attacks. It's a distinction without a difference.
i am really, really pleased with flurry of blows being two unarmed strikes. that just feels more deserving of a 'flurry' moniker.
I mean, it's still doing the exact same thing in practice, all they did was describe it differently; before it was 1 extra attack on top of your normal bonus action attack, now it's spending a bonus action for 2 attacks. It's a distinction without a difference.
reading the pdf i see that i got caught up. haha, no change to the number of attacks in the flurry. the actual change is that there's no longer the after an attack restriction.
((edit: PS, level 10 there's a third strike added to flurry of blows))
It's basically Roques Cunning action, that you can upgrade with Discipline points, minus the Hide. They get the [Wizard spell slot refill] mechanic, but for DP, once per long rest Reaction for Deflect now works on melee, and you still have to reduce it to zero to flung it back Stunning strike is either STUN or Force Damage if saved, so it isn't a complete loss of resource Flurry of Blows / Patient Defense / Step of the wind feels like an upscaling cantrip now, with added juice Brush off a status condition CHA, Fear, PSN Ability Score Cap like Barb
Naming scheme to "Warrior of [insert name here]" feels odd to me
Losing Weapon mastery feels fine to me, the monk could apply it differently or through sublasses It's not the juicy COUNTER options I had imagined, but it feels less cluttered, yeah.
Am I reading this right? For Moon Druid, worn equipment keeps functioning, so you could in theory choose between the 13+Wis AC or rely on your worn armor instead if that's better. In addition, class features keep functioning in wild shape, so if you multiclass Fighter you could even wear heavy armor as a bear.
Am I reading this right? For Moon Druid, worn equipment keeps functioning, so you could in theory choose between the 13+Wis AC or rely on your worn armor instead if that's better. In addition, class features keep functioning in wild shape, so if you multiclass Fighter you could even wear heavy armor as a bear.
no. " Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form."
Am I reading this right? For Moon Druid, worn equipment keeps functioning, so you could in theory choose between the 13+Wis AC or rely on your worn armor instead if that's better. In addition, class features keep functioning in wild shape, so if you multiclass Fighter you could even wear heavy armor as a bear.
no. " Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form."
Why "no?" Functions as normal" means it should... function as normal. Yes the DM can determine that a given piece of armor won't carry over, but magical armor does resize to fit its wearer.
Am I reading this right? For Moon Druid, worn equipment keeps functioning, so you could in theory choose between the 13+Wis AC or rely on your worn armor instead if that's better. In addition, class features keep functioning in wild shape, so if you multiclass Fighter you could even wear heavy armor as a bear.
I believe it will be up to the DM to determine how practical wearing the armor will be. Quoting the section....
"Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form."
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
It specifically says 'Your equipment doesn’t change size or shape to match the new form'. Specific rules overrule general rules. That specific limitation aside, the base rules also say this in regard to magical items 'When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a creature with a snakelike tail instead of legs can't wear boots.' so it is always up to the DM to decide if the player's new non humanoid shape can use equipment, magical or not.
It specifically says 'Your equipment doesn’t change size or shape to match the new form'. Specific rules overrule general rules. That specific limitation aside, the base rules also say this in regard to magical items 'When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a creature with a snakelike tail instead of legs can't wear boots.' so it is always up to the DM to decide if the player's new non humanoid shape can use equipment, magical or not.
Got it - so if I'm wearing something nonmagical that doesn't need to change shape or size, like a silverback gorilla in a breastplate, I should be good then. And of course magical armor can work if the DM wants it to.
Am I reading this right? For Moon Druid, worn equipment keeps functioning, so you could in theory choose between the 13+Wis AC or rely on your worn armor instead if that's better. In addition, class features keep functioning in wild shape, so if you multiclass Fighter you could even wear heavy armor as a bear.
no. " Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form."
Why "no?" Functions as normal" means it should... function as normal. Yes the DM can determine that a given piece of armor won't carry over, but magical armor does resize to fit its wearer.
The feature itself puts the ultimate decision in the DMs hands; the "equipment functions as normal bit" means it's not automatically ruled out, but the clarification of DMs discretion means this is a case-by-case issue, not a sweeping "you're good to keep using them".
Am I reading this right? For Moon Druid, worn equipment keeps functioning, so you could in theory choose between the 13+Wis AC or rely on your worn armor instead if that's better. In addition, class features keep functioning in wild shape, so if you multiclass Fighter you could even wear heavy armor as a bear.
no. " Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form."
Why "no?" Functions as normal" means it should... function as normal. Yes the DM can determine that a given piece of armor won't carry over, but magical armor does resize to fit its wearer.
Seems inconsistent internally given the new moon subclass. If the Moon druid's AC is 13 + wis, then why should a base druid potentially have a higher AC by using magic armor?
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Here
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
flurry of blows costs 1dp for two attacks(edit: same as before but minus the 'when you use an Attack action' restriction) ((edit2: okay, they do add a 3rd flurry blow at level 10, so maybe that's why they mention more strikes in the video))unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Yes! This version of Moon Druid sounds much better.
Moon Druid AC in Wildshape is 13+WIS, so no more worrying about maximizing my caster's AC to maximize WIldshape AC.
Casting in Wildshape form is being expanded with a curated list of spells with sky, moon, and sun themes. This is much better than making all Moon Druids rely on Moonbeam specifically and addresses the issue of Moon Druids not having access to their primary class mechanic when they use wildshape. Druid is even getting two new spells designed with Moon Druid in mind, including a ranged damage cantrip.
Then Moon Druids are getting a damage boost at level 14 so their beast attacks are still doing competitive damage at higher levels.
We'll need to see the specifics but this all sounds like steps in the right direction. It may not be perfect but it doesn't sound like just a pure downgrade from the 2014 Moon Druid either.
Though I am sad to lose Species Traits in Wildshape. RIP my fire-breathing bear tactic.
I wonder if this mean that the playtest 8 is going to be released today.
I'll never understand the "too much competition for bonus actions" bit with Monks; your basic options for your bonus action are to either double down on attacking or fall back after having got your main attacks in; making those two options mutually exclusive is just good balance as well as a logical breakdown of action economy. Of the subclasses that make use of the bonus action for an additional feature, Way of Shadow is just a generally better version of "run away"; Ascendant Dragon does potentially tie it up, but an attempt to frighten as a bonus action is a decent effect and the feature itself is only meant to be used once or twice a day; and Kensei's lasts for a minute so you're just using it at the start of an encounter as an opener. Only one of these effects is truly "competing" for the bonus action slot on a regular basis, as opposed to being one-offs or an extension of a pre-existing capability.
i sincerely think they meant the 'free' bonus action unarmed attack vs all those other bonus action things. i am really, really pleased with flurry of blows being two unarmed strikes. that just feels more deserving of a 'flurry' moniker.
it's a little odd that there's no 0-dp dodge option. although, i guess it's nice now that you can dodge with an action and still hit twice with flurry of blows.
...i think it came out 10min after you said that. :)
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Thank you. I didn’t get a chance to watch it yet, at work, but saw the video was out and wanted to at least post that.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I mean, it's still doing the exact same thing in practice, all they did was describe it differently; before it was 1 extra attack on top of your normal bonus action attack, now it's spending a bonus action for 2 attacks. It's a distinction without a difference.
Sorry if this isn't the place to ask, but did Warlock "pass" the UA phase and move on? Is that why it isn't part of this UA?
She/Her College Student Player and Dungeon Master
reading the pdf i see that i got caught up. haha, no change to the number of attacks in the flurry. the actual change is that there's no longer the after an attack restriction.
((edit: PS, level 10 there's a third strike added to flurry of blows))
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Well, I've got a complaint about the current iteration of Monk: no Weapon Masteries.
I... I am liking the monk changes on first read
It's basically Roques Cunning action, that you can upgrade with Discipline points, minus the Hide.
They get the [Wizard spell slot refill] mechanic, but for DP, once per long rest
Reaction for Deflect now works on melee, and you still have to reduce it to zero to flung it back
Stunning strike is either STUN or Force Damage if saved, so it isn't a complete loss of resource
Flurry of Blows / Patient Defense / Step of the wind feels like an upscaling cantrip now, with added juice
Brush off a status condition CHA, Fear, PSN
Ability Score Cap like Barb
Naming scheme to "Warrior of [insert name here]" feels odd to me
Losing Weapon mastery feels fine to me, the monk could apply it differently or through sublasses
It's not the juicy COUNTER options I had imagined, but it feels less cluttered, yeah.
Am I reading this right? For Moon Druid, worn equipment keeps functioning, so you could in theory choose between the 13+Wis AC or rely on your worn armor instead if that's better. In addition, class features keep functioning in wild shape, so if you multiclass Fighter you could even wear heavy armor as a bear.
no. " Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form."
Why "no?" Functions as normal" means it should... function as normal. Yes the DM can determine that a given piece of armor won't carry over, but magical armor does resize to fit its wearer.
I believe it will be up to the DM to determine how practical wearing the armor will be. Quoting the section....
"Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form."
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
My Greater Will Google Doc
Proud member of the DragonClub! cult.
It specifically says 'Your equipment doesn’t change size or shape to match the new form'. Specific rules overrule general rules. That specific limitation aside, the base rules also say this in regard to magical items 'When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a creature with a snakelike tail instead of legs can't wear boots.' so it is always up to the DM to decide if the player's new non humanoid shape can use equipment, magical or not.
Got it - so if I'm wearing something nonmagical that doesn't need to change shape or size, like a silverback gorilla in a breastplate, I should be good then. And of course magical armor can work if the DM wants it to.
The feature itself puts the ultimate decision in the DMs hands; the "equipment functions as normal bit" means it's not automatically ruled out, but the clarification of DMs discretion means this is a case-by-case issue, not a sweeping "you're good to keep using them".
Seems inconsistent internally given the new moon subclass. If the Moon druid's AC is 13 + wis, then why should a base druid potentially have a higher AC by using magic armor?