I have only had a chance to glance at the book, but I am underwhelmed with the sub-class choices. Only offering 2 seems a bit light in my opinion. I do like the Special magic item section that is based on faith. All in all I would say it's a good book, but not great.
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(GPyromania):
Moved from D&D Beyond Feedback to General Discussion
I'm curious if anyone has found a way to add the Supernatural Gifts into a character sheet without creating a new item and/or modifying the character by themselves.
It would be nice if the character creation features were coded into the character builder. Missing this for the Wildemount book as well. It would be nice if we could use the books we paid for in the toolset, otherwise why not just buy the physical book?
I'm curious if anyone has found a way to add the Supernatural Gifts into a character sheet without creating a new item and/or modifying the character by themselves.
^^^ This ^^^
As a DM, I immediately homed in on this and then tinkered with a Character sheet to see how these could be added, and I couldn't find a way. It's not a feat or a class 'thing', so I'm not sure how - using D&D Beyond - you are meant to add this new feature/content to a character's sheet.
It would be nice if the character creation features were coded into the character builder. Missing this for the Wildemount book as well. It would be nice if we could use the books we paid for in the toolset, otherwise why not just buy the physical book?
Same, if I had known that none of the functionality was going to be implemented I wouldn't have bought it. Same with Wildemount and AQ Inc.
They're still working on the general features system that will allow Supernatural Gifts (such as those from Theros and Wildemount) as well as other features such as Epic Boons, Guild Ranks and Franchise Roles to be applied in the character sheet.
They're still working on the general features system that will allow Supernatural Gifts (such as those from Theros and Wildemount) as well as other features such as Epic Boons, Guild Ranks and Franchise Roles to be applied in the character sheet.
I'm glad they're working on it, truly. But they should have a disclaimer on the store page just to let people know. *Disclaimer: This book contains character options that are not implemented in D&D Beyond currently. We are actively working on this functionality.*
I love how open the team is about many things. I just feel like this needs to carry over to the store because that's where people put their money.
I have only had a chance to glance at the book, but I am underwhelmed with the sub-class choices. Only offering 2 seems a bit light in my opinion. I do like the Special magic item section that is based on faith. All in all I would say it's a good book, but not great.
D&D Beyond isn't responsible for the content of D&D books. You'll want to direct your complaint to Wizards of the Coast.
I just really hope the Supernatural Gifts and Piety Tracker are coming soon. There are frustrations since Boons and the like weren't/aren't available, and then Wildemount's Features too. While I'm not riled up personally, it is sad that the main benefit of the site over a physical book isn't really on display. Which is a shame since the Piety System itself would be great to utilize by DMs who would make homebrews for it for the Faerun or Eberron pantheons if they were so inclined. They say they're working on it though, so that's hopeful, but updates on the progress might keep people from losing heart.
In addition to the Leonin and Satyr, I really like the supernatural gifts even if they don't show on the character sheet (yet.) The Iconoclast fits particularly well in my noir campaign for the atheist-nihilist goblinoid horde ("The Naughtsies,") and the ability to play as what is a warforged version of other character races has my mind reeling with possibilities. The Nyxborn should be as appealing to anyone that has a perchant for archetypal characters.
The oath nerf from hero to glory is not excessive. I'm giving the paly in my campaign that was the archived version the option of switching out, but not requiring it. Hadn't written up an eloquence bard with the original version so if there are changes there I missed it, but still looks good.
Piety is 'interesting.' Will reserve judgement till I've seen how it works in play.
Dieties: meh. Anyone with a passing familiarity of Greek culture will recognize the biggies.
No new spells, not particularly impressed with magic items (but I like the flying chariot.)
Athlete background is good, especially if you like the idea of gladiator but not so fighty. (Reminds me of an ancient article in Dragon magazine about the "jock" character class, with alignments leaning either chaotic brash or lawful self-centered.)
I have only had a chance to glance at the book, but I am underwhelmed with the sub-class choices. Only offering 2 seems a bit light in my opinion. I do like the Special magic item section that is based on faith. All in all I would say it's a good book, but not great.
I was hoping it was going to be as impressive as Ravnika and expected a couple races to simply be republished, but was hoping for more new stuff.
After reading the anvilwrought, it looked like we missed a fun chance for a variant warforged (though I guess you could just call a warforged an anvilwroght) and the returned are sufficiently intriguing that they feel like a race or Supernatural Gift unto themselves.
Here are my analyses of the changes made to the subclasses from the UA to the published version.
Okay, first, the Bard College of Eloquence. The D&D team has said that this bard is meant to be a "philosopher" type from Greek history, like Plato or Aristotle. The UA and current subclass is very different, but fairly similar in theme. Here are the abilities compared:
First, the previous level 3 abilities of the Eloquence Bard. The UA eloquence bard could expend a bardic inspiration to speak to any creature and have them understand you for the next 10 minutes. The other UA level 3 feature was being able to cast calm emotions an amount of times per long rest equal to your charisma modifier without expending a spell slot. The current abilities are that if you roll a 9 or lower for a Charisma (Persuasion or Deception) check, the number rolled on the dice automatically becomes a 10. We have a few abilities like this already, but only for Rogues, IIRC. The next ability is that as a bonus action, you may give an enemy a negative bardic inspiration, and they roll the dice and subtract it from the next saving throw they make before the start of your next turn. So, these abilities changed a lot at this level. They definitely made the subclass at this level feel more "evil" than it was before. Just the fact that they're super good at Deception, which is normally linked with bad people, Persuasion, which can be used for bad purposes, and can subtract bardic inspiration from enemies? This just all sounds negative, instead of the positive disney princess that this subclass was before, with speaking to squirrels and calming angry crowds of people.
Second, the previous 6th level ability. This ability let you use bardic inspiration to harm or heal creatures. You could hurt an enemy with psychic damage, and give them disadvantage on the next saving throw they make before the end of your next turn. (This ability is kind of similar to the now 3rd level ability Unsettling Words, but was better and more useful.) The new 2 sixth level abilities are to have your bardic inspiration stay on an ally for 10 minutes, with them using it round after round, but only if they use it for an ability check, saving throw, or attack roll AND the roll fails. (This is similar to part of the previous level 14 ability) The second level 6 ability is the ability to once per long rest or until you expend a spell slot to regain it, talk to up to 5 creatures at a time and have them understand you, no matter the language. (This is like the previously level 3 ability, but no longer requires bardic inspiration, and instead requires spell slots to do it multiple times a day.) This subclass no longer feels as evil! You can speak with bunnies (but they can't speak back), can make sure your bardic inspiration never go to waste if you place them on the right person, and be a very good support character.
Third, the last level of these subclass features, level 14. (Wow, bard subclasses really are starved for abilities, and the jump from level 6 to 14 is a long haul) So, the previous ability was to make it so your bardic inspiration doesn't get wasted on failed attacks, saves, and checks. It additionally gave you the ability to move a successful bardic inspiration dice to another ally an amount of times equal to your Charisma modifier per long rest. The new ability is the exact same as the second part of the previous level 14 ability. Now, this ability got significantly smaller than it was in the UA version, but it's for a good reason. They were making sure you could make the best use out of you bardic inspiration at lower levels.
Most of the changes to this subclass were moving around abilities to different levels, fixing small parts of abilities to balance them more, and changing how often you could use those abilities. I am upset they got rid of the Calm Emotions for free ability, but the replacement for that is probably more useful, and a lot more abusable (I don't think that's a positive, but I'm not sure).
Now, the Glory paladin, formerly known as the Heroism paladin. (I have to admit, Glory is a better name than Heroism)
First, the extra prepared spell list (I will only comment on them if the spell list changed, and list how): Level 1 Spells: It was Expeditious Retreat, and it became Heroism. Level 2 Spells: It was Enthrall and became Magic Weapon Level 3 Spells: No change Level 4 Spells: No change Level 5 Spells: It was Conjure Volley and became Flame Strike
So, only 3 spells changed. I think it was for the best. Heroism, Magic Weapon, Flame Strike are all obvious spells for this subclass.
Second, the Channel Divinity Options were Peerless Athlete, which gave you advantage on Athletics and Acrobatic checks for 10 minutes, which stayed the same name, had all the same benefits, but increased weight capacity, and jumping. The UA version had a Legendary Strike Channel Divinity that gave you critical hits with weapon attacks on a 19 or 20 by activating as a bonus action. This was replaced with Inspiring Smite, which you can use when you use a divine smite, and you can give temporary hit points to allies and yourself, divided however you like, the amount of which equals 2d8 + your paladin level. They're both nice abilities, but I personally preferred Legendary Strike, and am sad to see it go.
Third, the level 7 ability. In the Heroism Paladin, you had a strange ability that triggered when you knocked a creature to 0 hit points or scored a critical hit. When this activated, you could heal allies and frighten enemies, limited to an amount of creatures equal to you CHA bonus. This was strange, and I'm not sad that it changed into the Aura of Alacrity. This aura increases your speed by 10 feet, and allies who are near you have their speed increased temporarily by 10 feet.
Fourth, the Glorious Defense. This ability mainly stayed the same, where you can add your charisma modifier to an attack to try to block it, and then as the same reaction, attack the attacker if the attack misses. This works similarly to a shield spell, but requires no spell slots, is not limited in any way as far as the amount of times in a day you can use it, and is better than shield, because it can't be counterspelled, isn't magical, is free, and lets you attack. In the previous version, it only worked in defending yourself, but now it functions when an ally within 10 feet of you is attacked. This ability is good, and the attack that is triggered can be a ranged attack, so in the case that you're a paladin that uses a thrown weapon, if the attacker is far away, you can attack them. If you are for some reason a paladin that uses a bow or crossbow, you can use this ability to trigger that attack.
Fifth, the capstone ability. Previously named Living Myth, now named Living Legend (I prefer the new name. It's better). So, it's a bonus action to activate, and for 10 minutes in the previous version, you had advantage on all Charisma checks, could automatically make one of your missed attacks hit once a round, and could use a reaction to automatically succeed on a saving throw that you failed. This was overpowered, so it got a few nerfs. It only lasts 1 minute now, still have advantage on charisma checks (not really super useful in battle), can still cause a miss to hit once a turn, and no longer can automatically succeed on a failed save by using a reaction. You now use a reaction to reroll and use the new roll. Additionally, in the current version, you can expend a 5th level spell slot to recharge this ability. Otherwise, it's once a day.
So, overall, I don't really like the overall changes to the paladin. I preferred the improved critical hits as a channel divinity, the Aura is useful, but not as useful as other paladin subclass's auras, and this feels a little less of a greek hero, and more of a support paladin than it did before.
Any thoughts on this analysis or on the subclasses in general?
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Please check out my homebrew, I would appreciate feedback:
My only issue is that we didn't get statblocks for the gods. I want to go into the Underworld and punch Erebos in his smug face, before tearing my way up to Nyx to punch Heliod in the face!
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Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
I'm quite satisfied with the book. I'm okay with fewer subclasses with polish. Don't care much for the fluff, but the new magic items and mythic monster rules were well done. I am a little disappointed with the heroism -> glory paladin. I playtested heroism and loved it, especially the Mighty Deed (grants which temporary hp or frighten enemies on a kill or crit) ability which paired well with Legendary Strikes. It makes sense that if they were to remove one of the two, it would be both together. But their removal seriously changed the focus of the subclass. It also leaves the advantage on charisma saves granted by living legend less useful in combat, not that every ability needs a combat role. Also, paladins are expected to have an aura ability at 7th and 18th levels, which the heroism subclass lacked. The satyr was a welcome addition that I'd like to play, and I'm always happy to have new monsters to play with.
I have only had a chance to glance at the book, but I am underwhelmed with the sub-class choices. Only offering 2 seems a bit light in my opinion. I do like the Special magic item section that is based on faith. All in all I would say it's a good book, but not great.
I'm curious if anyone has found a way to add the Supernatural Gifts into a character sheet without creating a new item and/or modifying the character by themselves.
a few of the new weapons grant spells, they provide a spell save DC, but lack a spell attack bonus. despite granting for example guiding bolt
What happened to the advertisement saying half of digital sales go to the Black Lives Movement?
"...and that happened."
That's for the Mythic dice set, which is still on the homepage and can be found here: http://www.dndbeyond.com/posts/817-unlock-dice-sets-and-fund-racial-justice
Find my D&D Beyond articles here
It would be nice if the character creation features were coded into the character builder. Missing this for the Wildemount book as well. It would be nice if we could use the books we paid for in the toolset, otherwise why not just buy the physical book?
^^^ This ^^^
As a DM, I immediately homed in on this and then tinkered with a Character sheet to see how these could be added, and I couldn't find a way. It's not a feat or a class 'thing', so I'm not sure how - using D&D Beyond - you are meant to add this new feature/content to a character's sheet.
Is it just me or is the day a new book comes out better than Christmas....
Same, if I had known that none of the functionality was going to be implemented I wouldn't have bought it. Same with Wildemount and AQ Inc.
They're still working on the general features system that will allow Supernatural Gifts (such as those from Theros and Wildemount) as well as other features such as Epic Boons, Guild Ranks and Franchise Roles to be applied in the character sheet.
Find my D&D Beyond articles here
I'm glad they're working on it, truly. But they should have a disclaimer on the store page just to let people know. *Disclaimer: This book contains character options that are not implemented in D&D Beyond currently. We are actively working on this functionality.*
I love how open the team is about many things. I just feel like this needs to carry over to the store because that's where people put their money.
There's a support thread for this sourcebook pinned in the support forums, that you may find useful:
https://www.dndbeyond.com/forums/d-d-beyond-general/bugs-support/69382-mythic-odysseys-of-theros-issues-and-support
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
D&D Beyond isn't responsible for the content of D&D books. You'll want to direct your complaint to Wizards of the Coast.
I just really hope the Supernatural Gifts and Piety Tracker are coming soon. There are frustrations since Boons and the like weren't/aren't available, and then Wildemount's Features too. While I'm not riled up personally, it is sad that the main benefit of the site over a physical book isn't really on display. Which is a shame since the Piety System itself would be great to utilize by DMs who would make homebrews for it for the Faerun or Eberron pantheons if they were so inclined. They say they're working on it though, so that's hopeful, but updates on the progress might keep people from losing heart.
Maybe if we could give the Beyond team a heckin minute to implement this stuff? They get access to it just about the same time we do.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
All i can say is OMG, there's so much STUFF!
In shory, I'm pleased with my purchase.
In addition to the Leonin and Satyr, I really like the supernatural gifts even if they don't show on the character sheet (yet.) The Iconoclast fits particularly well in my noir campaign for the atheist-nihilist goblinoid horde ("The Naughtsies,") and the ability to play as what is a warforged version of other character races has my mind reeling with possibilities. The Nyxborn should be as appealing to anyone that has a perchant for archetypal characters.
The oath nerf from hero to glory is not excessive. I'm giving the paly in my campaign that was the archived version the option of switching out, but not requiring it. Hadn't written up an eloquence bard with the original version so if there are changes there I missed it, but still looks good.
Piety is 'interesting.' Will reserve judgement till I've seen how it works in play.
Dieties: meh. Anyone with a passing familiarity of Greek culture will recognize the biggies.
No new spells, not particularly impressed with magic items (but I like the flying chariot.)
Athlete background is good, especially if you like the idea of gladiator but not so fighty. (Reminds me of an ancient article in Dragon magazine about the "jock" character class, with alignments leaning either chaotic brash or lawful self-centered.)
In short, again, happy with my purchase.
Punctuation edit.
I was hoping it was going to be as impressive as Ravnika and expected a couple races to simply be republished, but was hoping for more new stuff.
After reading the anvilwrought, it looked like we missed a fun chance for a variant warforged (though I guess you could just call a warforged an anvilwroght) and the returned are sufficiently intriguing that they feel like a race or Supernatural Gift unto themselves.
Here are my analyses of the changes made to the subclasses from the UA to the published version.
Okay, first, the Bard College of Eloquence. The D&D team has said that this bard is meant to be a "philosopher" type from Greek history, like Plato or Aristotle. The UA and current subclass is very different, but fairly similar in theme. Here are the abilities compared:
First, the previous level 3 abilities of the Eloquence Bard. The UA eloquence bard could expend a bardic inspiration to speak to any creature and have them understand you for the next 10 minutes. The other UA level 3 feature was being able to cast calm emotions an amount of times per long rest equal to your charisma modifier without expending a spell slot. The current abilities are that if you roll a 9 or lower for a Charisma (Persuasion or Deception) check, the number rolled on the dice automatically becomes a 10. We have a few abilities like this already, but only for Rogues, IIRC. The next ability is that as a bonus action, you may give an enemy a negative bardic inspiration, and they roll the dice and subtract it from the next saving throw they make before the start of your next turn.
So, these abilities changed a lot at this level. They definitely made the subclass at this level feel more "evil" than it was before. Just the fact that they're super good at Deception, which is normally linked with bad people, Persuasion, which can be used for bad purposes, and can subtract bardic inspiration from enemies? This just all sounds negative, instead of the positive disney princess that this subclass was before, with speaking to squirrels and calming angry crowds of people.
Second, the previous 6th level ability. This ability let you use bardic inspiration to harm or heal creatures. You could hurt an enemy with psychic damage, and give them disadvantage on the next saving throw they make before the end of your next turn. (This ability is kind of similar to the now 3rd level ability Unsettling Words, but was better and more useful.) The new 2 sixth level abilities are to have your bardic inspiration stay on an ally for 10 minutes, with them using it round after round, but only if they use it for an ability check, saving throw, or attack roll AND the roll fails. (This is similar to part of the previous level 14 ability) The second level 6 ability is the ability to once per long rest or until you expend a spell slot to regain it, talk to up to 5 creatures at a time and have them understand you, no matter the language. (This is like the previously level 3 ability, but no longer requires bardic inspiration, and instead requires spell slots to do it multiple times a day.)
This subclass no longer feels as evil! You can speak with bunnies (but they can't speak back), can make sure your bardic inspiration never go to waste if you place them on the right person, and be a very good support character.
Third, the last level of these subclass features, level 14. (Wow, bard subclasses really are starved for abilities, and the jump from level 6 to 14 is a long haul) So, the previous ability was to make it so your bardic inspiration doesn't get wasted on failed attacks, saves, and checks. It additionally gave you the ability to move a successful bardic inspiration dice to another ally an amount of times equal to your Charisma modifier per long rest. The new ability is the exact same as the second part of the previous level 14 ability.
Now, this ability got significantly smaller than it was in the UA version, but it's for a good reason. They were making sure you could make the best use out of you bardic inspiration at lower levels.
Most of the changes to this subclass were moving around abilities to different levels, fixing small parts of abilities to balance them more, and changing how often you could use those abilities. I am upset they got rid of the Calm Emotions for free ability, but the replacement for that is probably more useful, and a lot more abusable (I don't think that's a positive, but I'm not sure).
Now, the Glory paladin, formerly known as the Heroism paladin. (I have to admit, Glory is a better name than Heroism)
First, the extra prepared spell list (I will only comment on them if the spell list changed, and list how):
Level 1 Spells: It was Expeditious Retreat, and it became Heroism.
Level 2 Spells: It was Enthrall and became Magic Weapon
Level 3 Spells: No change
Level 4 Spells: No change
Level 5 Spells: It was Conjure Volley and became Flame Strike
So, only 3 spells changed. I think it was for the best. Heroism, Magic Weapon, Flame Strike are all obvious spells for this subclass.
Second, the Channel Divinity Options were Peerless Athlete, which gave you advantage on Athletics and Acrobatic checks for 10 minutes, which stayed the same name, had all the same benefits, but increased weight capacity, and jumping. The UA version had a Legendary Strike Channel Divinity that gave you critical hits with weapon attacks on a 19 or 20 by activating as a bonus action. This was replaced with Inspiring Smite, which you can use when you use a divine smite, and you can give temporary hit points to allies and yourself, divided however you like, the amount of which equals 2d8 + your paladin level. They're both nice abilities, but I personally preferred Legendary Strike, and am sad to see it go.
Third, the level 7 ability. In the Heroism Paladin, you had a strange ability that triggered when you knocked a creature to 0 hit points or scored a critical hit. When this activated, you could heal allies and frighten enemies, limited to an amount of creatures equal to you CHA bonus. This was strange, and I'm not sad that it changed into the Aura of Alacrity. This aura increases your speed by 10 feet, and allies who are near you have their speed increased temporarily by 10 feet.
Fourth, the Glorious Defense. This ability mainly stayed the same, where you can add your charisma modifier to an attack to try to block it, and then as the same reaction, attack the attacker if the attack misses. This works similarly to a shield spell, but requires no spell slots, is not limited in any way as far as the amount of times in a day you can use it, and is better than shield, because it can't be counterspelled, isn't magical, is free, and lets you attack. In the previous version, it only worked in defending yourself, but now it functions when an ally within 10 feet of you is attacked.
This ability is good, and the attack that is triggered can be a ranged attack, so in the case that you're a paladin that uses a thrown weapon, if the attacker is far away, you can attack them. If you are for some reason a paladin that uses a bow or crossbow, you can use this ability to trigger that attack.
Fifth, the capstone ability. Previously named Living Myth, now named Living Legend (I prefer the new name. It's better). So, it's a bonus action to activate, and for 10 minutes in the previous version, you had advantage on all Charisma checks, could automatically make one of your missed attacks hit once a round, and could use a reaction to automatically succeed on a saving throw that you failed. This was overpowered, so it got a few nerfs. It only lasts 1 minute now, still have advantage on charisma checks (not really super useful in battle), can still cause a miss to hit once a turn, and no longer can automatically succeed on a failed save by using a reaction. You now use a reaction to reroll and use the new roll. Additionally, in the current version, you can expend a 5th level spell slot to recharge this ability. Otherwise, it's once a day.
So, overall, I don't really like the overall changes to the paladin. I preferred the improved critical hits as a channel divinity, the Aura is useful, but not as useful as other paladin subclass's auras, and this feels a little less of a greek hero, and more of a support paladin than it did before.
Any thoughts on this analysis or on the subclasses in general?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
My only issue is that we didn't get statblocks for the gods. I want to go into the Underworld and punch Erebos in his smug face, before tearing my way up to Nyx to punch Heliod in the face!
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
I'm quite satisfied with the book. I'm okay with fewer subclasses with polish. Don't care much for the fluff, but the new magic items and mythic monster rules were well done. I am a little disappointed with the heroism -> glory paladin. I playtested heroism and loved it, especially the Mighty Deed (grants which temporary hp or frighten enemies on a kill or crit) ability which paired well with Legendary Strikes. It makes sense that if they were to remove one of the two, it would be both together. But their removal seriously changed the focus of the subclass. It also leaves the advantage on charisma saves granted by living legend less useful in combat, not that every ability needs a combat role. Also, paladins are expected to have an aura ability at 7th and 18th levels, which the heroism subclass lacked. The satyr was a welcome addition that I'd like to play, and I'm always happy to have new monsters to play with.