The Echo Knight is probably my new favorite Fighter subclass. It has Offensive, Defensive and Mobility abilities. I would dare say that it is also a better pet than Beast Master considering that the Echo has no duration limit and can do so much to help not only the Knight, but the party as well.
The Chronoturgist is pretty sweet as well. Being able to force a reroll or later make a roll auto pass or fail is cool.
But I think the Graviturgist is overall better. The ability to buff an ally to make them more mobile or stronger at 2nd level is nice and could come in handy in and out of combat.
Create an Echo of yourself as a bonus action that has AC 14 + your Proficiency Bonus
Bonus action swap places with the Echo (costs 15 feet of movement as well)
Can split your attack between you and the Echo
Can use Echo to make AoO
Echo gets 1 attack each round of its own, but is limited to a number of times equal to your Con Modifier.
Additional info: echo has 1 HP and there is no limit to the number of times you can conjure the echo, but can only have 1 at a time. The echo disappears if it is more than 30 feet from your. You can't TWF through your echo only attack action and OA. The free extra attack through your echo recharge on long rest.
At level 7 you can use your echo's senses for 10 minutes at a time and it can be up to 1000 feet away while doing this.
At level 10 it can teleport to take an attack for anyone once per rest.
At level 15 when the echo is killed, you can get 2d6+CON temp HP, CON times per long rest.
At level 18, you can make 2 echoes at a time, and if you start battle with no uses of the free echo attack left you get 1 use back.
Thanks. Any of the Wizard subclass info, or spells?
I know it's on the front page, but it doesn't work for me.
There are 2 wizard subclasses and they and spells are talked about for 70 minutes. Give me a minute and I will make a summary post similar to last time (I may not do every spell depending on how many there are).
Level 2 you can use your reaction after you or a creature within 30 feet makes an attack, save, or check (you get to know the result first), you can force a reroll, they must use the new roll. 2 uses per long rest. Also at level 2, you add INT to your initiative.
Level 6, as an action force a large or smaller creature within 60 feet to make a CON save or get time stopped (incapacitated, 0 speed) until the end of your next turn or they take damage. INT number of uses per long rest.
Level 10, once per rest you can turn a level 4 or lower spell you are casting into an object that lasts an hour. Any creature holding it can use their action to release the spell casting it using your spellcasting ability.
Level 14, portent on crack. When a creature within 60 feet makes an attack, save, or check, you can use your reaction to decide if they succeed or fail, full stop. You gain 1 exhaustion each time you use this that only goes away 1 level per long rest.
Level 2, you can use your action to halve or double the weight of a large or smaller creature or object within 30 feet for 1 minute <c>. While a creature's weight is half, it gets +10 movement, double jump distance, and disadvantage on STR checks and saves. While doubled, the opposite (except jump is normal). At level 10, max size increases to huge.
Level 6, when you cast a spell on a creature, if it was hit by a spell attack, failed a spell save, or is just willing, you can move it 5 feet to an empty space.
Level 10, you can use your reaction to make a weapon attack with 60 feet do 1d10 extra damage or make fall damage do 2d10 extra damage. INT uses per long rest.
Level 14, black hole... sort of. Start the effect with an action, last 1 minute with concentration. Enemies that start their turn with 30 feet make STR save. On fail, 2d10 force damage and speed 0. On success, half damage and movement cost 2 extra feet of speed per foot (so ÷3 speed). Free once per long rest, cost a level 3 or higher slot after.
Thanks. Any of the Wizard subclass info, or spells?
I know it's on the front page, but it doesn't work for me.
There are 2 wizard subclasses and they and spells are talked about for 70 minutes. Give me a minute and I will make a summary post similar to last time (I may not do every spell depending on how many there are).
[Edit]Yeah, I don't feel like doing spells.
Thank you. Don't need the spells, if there's too many.
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Please check out my homebrew, I would appreciate feedback:
Level 2 you can use your reaction after you or a creature within 30 feet makes an attack, save, or check (you get to know the result first), you can force a reroll, they must use the new roll. 2 uses per long rest. Also at level 2, you add INT to your initiative.
Level 6, as an action force a large or smaller creature within 60 feet to make a CON save or get time stopped (incapacitated, 0 speed) until the end of your next turn or they take damage. INT number of uses per long rest.
Level 10, once per rest you can turn a level 4 or lower spell you are casting into an object that lasts an hour. Any creature holding it can use their action to release the spell casting it using your spellcasting ability.
Level 14, portent on crack. When a creature within 60 feet makes an attack, save, or check, you can use your reaction to decide if they succeed or fail, full stop. You gain 1 exhaustion each time you use this that only goes away 1 level per long rest.
Chronurgist seems cool. Their level 2 abilities seem pretty solid, stronger than many other wizard subclasses' level 2 abilities. Basically lucky, but slightly different, and the initiative bonus is nice and makes sense.
Level 6 ability seems cool.
Level 10 seems a bit like Spell Storing Item for Artificers, but a bit better. I can't wait to see what cool combinations people come up with this.
Level 14 seems extremely powerful, but balanced due to intelligence, using the same logic as the Evoker's capstone.
This subclass seems cool, has a lot of time-shaping, without actually having to manipulate time that much.
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Please check out my homebrew, I would appreciate feedback:
Level 2, you can use your action to halve or double the weight of a large or smaller creature or object within 30 feet for 1 minute <c>. While a creature's weight is half, it gets +10 movement, double jump distance, and disadvantage on STR checks and saves. While doubled, the opposite (except jump is normal). At level 10, max size increases to huge.
Level 6, when you cast a spell on a creature, if it was hit by a spell attack, failed a spell save, or is just willing, you can move it 5 feet to an empty space.
Level 10, you can use your reaction to make a weapon attack with 60 feet do 1d10 extra damage or make fall damage do 2d10 extra damage. INT uses per long rest.
Level 14, black hole... sort of. Start the effect with an action, last 1 minute with concentration. Enemies that start their turn with 30 feet make STR save. On fail, 2d10 force damage and speed 0. On success, half damage and movement cost 2 extra feet of speed per foot (so ÷3 speed). Free once per long rest, cost a level 3 or higher slot after.
This subclass also seems pretty good. I think I prefer Chronurgist, mechanically and thematically. The weight-shifting seems cool, a nice buff when you need the barbarian to jump 50 feet over a chasm, good to keep the the enemy far away from you, where they should be.
Also a nice buff, you cast Lightning Lure on an enemy, and then move them a bit more to where it will be most advantageous to your party members. Also nice for when someone is trying to escape a cloudkill or sickening radiance, but you just move them more into the spell. Also a great mix with the Level 2 ability, so it's even harder for them to get out.
Level 10, not only does this ability make a lot of sense, it also can add a lot of damage at the right moment when the paladin, rogue, or barbarian crits on an attack. Also nice when you Thunderwave someone off a cliff, and then make them suffer even more. Would've liked to see this ability in the reverse, though, as well, where you can subtract damage from a hard attack, or stop a fall when you don't want to use Feather Fall.
Level 14. Nice ability, seems a bit weak as a capstone, especially when compared to some other subclasses (evoker, transmuter, or necromancer). Maybe I just haven't seen it in play yet, but it seems not that great. I guess it's good that a successful save still lets them have debuffs.
Again, cool subclass. Very useful in tricky situations, and even better at concentration AoE spells.
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Please check out my homebrew, I would appreciate feedback:
Create an Echo of yourself as a bonus action that has AC 14 + your Proficiency Bonus
Bonus action swap places with the Echo (costs 15 feet of movement as well)
Can split your attack between you and the Echo
Can use Echo to make AoO
Echo gets 1 attack each round of its own, but is limited to a number of times equal to your Con Modifier.
Additional info: echo has 1 HP and there is no limit to the number of times you can conjure the echo, but can only have 1 at a time. The echo disappears if it is more than 30 feet from your. You can't TWF through your echo only attack action and OA. The free extra attack through your echo recharge on long rest.
At level 7 you can use your echo's senses for 10 minutes at a time and it can be up to 1000 feet away while doing this.
At level 10 it can teleport to take an attack for anyone once per rest.
At level 15 when the echo is killed, you can get 2d6+CON temp HP, CON times per long rest.
At level 18, you can make 2 echoes at a time, and if you start battle with no uses of the free echo attack left you get 1 use back.
This seems cool. Nice that the Echo Warrior is a bonus action to summon. Only has one hp, but that means that you're going to be able to summon it in useful places for flanking, or pushing people, or something like that. The Attack of Opportunity bonus is nice. I now want to multiclass Battle Smith/Echo Knight/Beast Master/Shepherd Druid/Wizard with a familiar, just to have all of the servants possible.
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Please check out my homebrew, I would appreciate feedback:
Level 14. Nice ability, seems a bit weak as a capstone, especially when compared to some other subclasses (evoker, transmuter, or necromancer). Maybe I just haven't seen it in play yet, but it seems not that great. I guess it's good that a successful save still lets them have debuffs.
With this feature you can camp out any creature that does not have ranged attacks and a movement speed of less than 75.
Seriously, if they start at the edge of the effect AND succeed the save, it take 75 feet of movement to move 25 feet to reach you. And it takes 105 feet of movement to move 35 feet away so you can't catch up. All the while they will be taking damage each turn.
I was hoping for a Dnd beyond compatible version of the Monk of the Cobalt Soul out of this book. Weird that it's not included when one of the shows main characters is that class.
I was hoping for a Dnd beyond compatible version of the Monk of the Cobalt Soul out of this book. Weird that it's not included when one of the shows main characters is that class.
Sadly that content is in the Tal'dori Guide published by Green Ronin. Since that product has been taken down perhaps our friends here and Matt are working on it.
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The Echo Knight is probably my new favorite Fighter subclass. It has Offensive, Defensive and Mobility abilities. I would dare say that it is also a better pet than Beast Master considering that the Echo has no duration limit and can do so much to help not only the Knight, but the party as well.
The Chronoturgist is pretty sweet as well. Being able to force a reroll or later make a roll auto pass or fail is cool.
But I think the Graviturgist is overall better. The ability to buff an ally to make them more mobile or stronger at 2nd level is nice and could come in handy in and out of combat.
What do you guys think?
She/Her Player and Dungeon Master
I think I have to wait another four hours to find out :)
"Not all those who wander are lost"
Wildemount Preview
She/Her Player and Dungeon Master
I can't access the video. Anyone able to summarize things?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Echo Knight 3rd level abilities
She/Her Player and Dungeon Master
Also the video is on the Front Page of this site.
She/Her Player and Dungeon Master
Thanks. Any of the Wizard subclass info, or spells?
I know it's on the front page, but it doesn't work for me.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Additional info: echo has 1 HP and there is no limit to the number of times you can conjure the echo, but can only have 1 at a time. The echo disappears if it is more than 30 feet from your. You can't TWF through your echo only attack action and OA. The free extra attack through your echo recharge on long rest.
At level 7 you can use your echo's senses for 10 minutes at a time and it can be up to 1000 feet away while doing this.
At level 10 it can teleport to take an attack for anyone once per rest.
At level 15 when the echo is killed, you can get 2d6+CON temp HP, CON times per long rest.
At level 18, you can make 2 echoes at a time, and if you start battle with no uses of the free echo attack left you get 1 use back.
There are 2 wizard subclasses and they and spells are talked about for 70 minutes. Give me a minute and I will make a summary post similar to last time (I may not do every spell depending on how many there are).
[Edit]Yeah, I don't feel like doing spells.
Chronergist:
Level 2 you can use your reaction after you or a creature within 30 feet makes an attack, save, or check (you get to know the result first), you can force a reroll, they must use the new roll. 2 uses per long rest. Also at level 2, you add INT to your initiative.
Level 6, as an action force a large or smaller creature within 60 feet to make a CON save or get time stopped (incapacitated, 0 speed) until the end of your next turn or they take damage. INT number of uses per long rest.
Level 10, once per rest you can turn a level 4 or lower spell you are casting into an object that lasts an hour. Any creature holding it can use their action to release the spell casting it using your spellcasting ability.
Level 14, portent on crack. When a creature within 60 feet makes an attack, save, or check, you can use your reaction to decide if they succeed or fail, full stop. You gain 1 exhaustion each time you use this that only goes away 1 level per long rest.
Griviturgist:
Level 2, you can use your action to halve or double the weight of a large or smaller creature or object within 30 feet for 1 minute <c>. While a creature's weight is half, it gets +10 movement, double jump distance, and disadvantage on STR checks and saves. While doubled, the opposite (except jump is normal). At level 10, max size increases to huge.
Level 6, when you cast a spell on a creature, if it was hit by a spell attack, failed a spell save, or is just willing, you can move it 5 feet to an empty space.
Level 10, you can use your reaction to make a weapon attack with 60 feet do 1d10 extra damage or make fall damage do 2d10 extra damage. INT uses per long rest.
Level 14, black hole... sort of. Start the effect with an action, last 1 minute with concentration. Enemies that start their turn with 30 feet make STR save. On fail, 2d10 force damage and speed 0. On success, half damage and movement cost 2 extra feet of speed per foot (so ÷3 speed). Free once per long rest, cost a level 3 or higher slot after.
Thank you. Don't need the spells, if there's too many.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Sorry, went off the watch the DOOM one-shot. Looks like DxJxC got it for you though
She/Her Player and Dungeon Master
Chronurgist seems cool. Their level 2 abilities seem pretty solid, stronger than many other wizard subclasses' level 2 abilities. Basically lucky, but slightly different, and the initiative bonus is nice and makes sense.
Level 6 ability seems cool.
Level 10 seems a bit like Spell Storing Item for Artificers, but a bit better. I can't wait to see what cool combinations people come up with this.
Level 14 seems extremely powerful, but balanced due to intelligence, using the same logic as the Evoker's capstone.
This subclass seems cool, has a lot of time-shaping, without actually having to manipulate time that much.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
This subclass also seems pretty good. I think I prefer Chronurgist, mechanically and thematically. The weight-shifting seems cool, a nice buff when you need the barbarian to jump 50 feet over a chasm, good to keep the the enemy far away from you, where they should be.
Also a nice buff, you cast Lightning Lure on an enemy, and then move them a bit more to where it will be most advantageous to your party members. Also nice for when someone is trying to escape a cloudkill or sickening radiance, but you just move them more into the spell. Also a great mix with the Level 2 ability, so it's even harder for them to get out.
Level 10, not only does this ability make a lot of sense, it also can add a lot of damage at the right moment when the paladin, rogue, or barbarian crits on an attack. Also nice when you Thunderwave someone off a cliff, and then make them suffer even more. Would've liked to see this ability in the reverse, though, as well, where you can subtract damage from a hard attack, or stop a fall when you don't want to use Feather Fall.
Level 14. Nice ability, seems a bit weak as a capstone, especially when compared to some other subclasses (evoker, transmuter, or necromancer). Maybe I just haven't seen it in play yet, but it seems not that great. I guess it's good that a successful save still lets them have debuffs.
Again, cool subclass. Very useful in tricky situations, and even better at concentration AoE spells.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The book is live on DDB, so you don't need me now anyway.
This seems cool. Nice that the Echo Warrior is a bonus action to summon. Only has one hp, but that means that you're going to be able to summon it in useful places for flanking, or pushing people, or something like that. The Attack of Opportunity bonus is nice. I now want to multiclass Battle Smith/Echo Knight/Beast Master/Shepherd Druid/Wizard with a familiar, just to have all of the servants possible.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
With this feature you can camp out any creature that does not have ranged attacks and a movement speed of less than 75.
Seriously, if they start at the edge of the effect AND succeed the save, it take 75 feet of movement to move 25 feet to reach you. And it takes 105 feet of movement to move 35 feet away so you can't catch up. All the while they will be taking damage each turn.
I was hoping for a Dnd beyond compatible version of the Monk of the Cobalt Soul out of this book. Weird that it's not included when one of the shows main characters is that class.
Sadly that content is in the Tal'dori Guide published by Green Ronin. Since that product has been taken down perhaps our friends here and Matt are working on it.