Tag: playtest

  • They might be giants, a new Unearthed Arcana

    They might be giants, a new Unearthed Arcana

    A big, hefty Unearthed Arcana was released in late May. Giant Options hints at a something massive — the book could be a Giant version of Fizban’s, the First World’s war between giantkin and dragons, or a new set of player options with this just being the first of a series.

    Some of these will be immediately available to players in my campaign. Others need more work before I would allow them. Overall they are strong and I’m encouraged by more flavorful Feats being added to the game.

    Archetypes/Subclasses

    Barbarian: Path of the Giant

    “Barbarians who walk the Path of the Giant draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.”

    What I like:

    The Giant Power cantrip makes perfect sense. Connecting rages to growing in size and throwing things is excellent. Elemental Cleaver is basically Thor’s ability, so that will be very popular. Adding a ruleset for the fastball special fits this concept, but I’m hoping to see more mooks used as ranged weapons than friends.

    What I don’t like:

    Unless a campaign uses culture rather than language, learning the language of Giant just because you turn into one makes no sense.

    Will I use it in play:

    Yes. Every mechanic fits the build except for the odd way D&D embraces languages.


    Druid: Circle of the Primeval

    “The Circle of the Primeval teaches that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids summon and bond with the spirit of a primeval behemoth — a hulking creature that once ruled the ancient world alongside the giants.”

    What I like:

    While there are other abilities, the main reason you want to play this Druid is for the Primeval Companion. Similar to the new Beast Master Ranger beasts, the Primeval Companion has very light flavor. Want it to be an ankylosaurs or wooly mammoth or a velociraptor? You can. It just starts a bit small than those first two were, but that’s easy to call an adolescent. It’s nice that it can avoid your overflowing blasts, because your dino-companion is probably in the fray while your druid is back a layer. Scourge of the Ancients comes on in the late game, giving 1st level spells purpose.

    What I don’t like:

    Nothing.

    Will I use it in play:

    These fit Mehmd, in my home campaign, very well.


    Wizard: Runecaster

    “Runecrafter wizards enhance their spellcasting through the ancient power of runes. Though the tradition originated with the giant rune casters of old, runecraft magic has expanded to encompass countless languages and practitioners across different worlds.”

    What I like:

    Like most of the non-school Wizards, the Runecaster feels more powerful, especially so in a campaign that ignores material components and spell inscribing costs. The runes themselves have interesting riders when combined with spells — cast a magic missile and boost the health of ally with a Life Rune for example.

    Overall the narrative of the runes is strong and fills a hole in the game.

    What I don’t like:

    Rune Maven is a complicated recovery mechanic. Thankfully Think DM broke down how it works.

    There’s also a disconnect between the narrative and the mechanics. The runes are being cast in less than 6 seconds, but when you think of a runemaster those runes should take time.

    Will I use it in play:

    I’m undecided. It is a bit complicated above level 9. I also must get over my frustration about crafting a rune taking a time


    FEATS

    A few of the feats are meant to be taken at first level, the kind of powers a character might be born with or that inspires them to go out adventuring. Others are clearly too powerful for 1st level and so are gated at 4th or 8th level, which makes sense unless the character is a fighter who gets their second feat at 6th level. These 4th and 8th level feats also don’t make narrative sense. Why would the powers of a giant manifest based on adventuring?


    Feats: Rune Carver Apprentice and Rune Carver Adept

    The two rune feats are meant to be taken in a series. Apprentice first and than at 4th level or higher after taking Apprentice a character make take the Adept.

    What I like:

    Unlike the Runecaster Wizard, these runes are inscribed during a long rest – lovely! Unlike other spellcasting feats, the Rune Carver feats offer a high level of versatility. There are 19 different spells that one may have available. Just one at the Apprentice level and from two to six as an Adept.

    What I don’t like:

    The Apprentice assumes that versatility is more significant than a cantrip and ASI or two cantrips, which every other 1st level spell granting Feat has. My solution would be to add one of the general cantrips as a choice or even more broadly, every cantrip tagged with Utility on DnDBeyond.

    Will I use it in play?

    Absolutely. I love these. I have no idea where they fit in my world, but they belong.


    Feats: Elemental Touched; Outsized Might

    These are the other two feats that don’t have level requirements. Both could connect a character to the primordial or the Giants. One thing that latter-stage D&D does is strongly connect the Giants to elements, but not in the same ways as dragons.

    What I like:

    The spell-like abilities granted by Elemental Touched are perfectly flavored, like Top Chef finale quality flavor.

    Outsized Might is excellent for grapplers and other martial artists. It is also story-full. Imagine a Stout Halfling that carries more than strong Humans. That’s great as a rare ability granted by a Feat.

    What I don’t like:

    The versatility of Elemental Touched removes strong flavor potential. Being touched by every element is part of what went wrong with the Four Elements Monk and it continues to be poor story here.

    Outsized Might overlaps heavily with a few races (Orc, Bugbear, Centaur, Firbolg, Goliath, Loxodon), which isn’t as fun. There’s no practical way for Powerful Build to stack. While the Feat is still useful, there may need to be a way to make up for that.

    Will I use it in play?

    Elemental Touched may be tweaked to connect to a specific element while granting an additional use.

    Outsized Might isn’t great, but I’d allow it.


    4th Level Feats: Fury of the Frost Giant; Keenness of the Stone Giant; Vigor of the Hill Giant

    The three lower power common giants are bundled together and locked in as something a character would take just before they enter tier 2 play. This makes some sense as there are more and more ways to have a Feat at 1st level (my campaign allows a Feat for every 1st level character).

    What I like:

    Keenness of the Stone Giant has a strong connection to their lore as wizened leaders who tend to be less into the violence of other giants.

    Vigor of the Hill Giant is perfect — 100% perfect. The lore of the Hill Giant is wrapped in mechanics that directly connect the character to the big, dumb oafs that use trees as clubs and use hills as pillows.

    What I don’t like:

    Frost giants make you afraid, more than other giants? I don’t get the narrative justification.

    Will I use them in play?

    If a player asked, probably. But I’d have to come up with a story for Keenness and Fury. The core D&D assumptions about Giants aren’t present in my world. I would allow Vigor right out of the box.


    8th Level Feats: Ember of the Fire Giant; Guile of the Cloud Giant; Soul of the Storm Giant

    These big hefty feats are overly delayed for Fighters. They’re powerful, probably the most powerful Feats of 5e and unchained. You don’t have to start with Outsized Might to somehow develop a connection to Giants. Maybe you should. Maybe these should be three-feat chains that include Elemental Touched and Outsized Might.

    What I like:

    The flavor of Ember of the Fire Giant is well done.

    Misty Form from the Cloud Giant is very powerful, a non-concentration casting of blur is encounter changing. It also fits the narrative.

    What I don’t like:

    An attack at 8th level does more damage than Ember of the Fire Giants does, and while there’s an area of effect it isn’t big enough to mitigate the reduction in damage. I might throw on one of the fire cantrips to increase versatility.

    A soft caution on adding a lot of divination to the game must be given. It’s one of the thought spells that can dramatically change the genre of play.

    The Storm Giant grants a defensive bonus, which feels unusual for a giant. How hard can it be to hit a 40′ tall human-like representation of a thunderstorm? But, it’s a great ability. So much so that I wanted to list this as a like, even though my narrative first thoughts are that I don’t like it.

    Will I use it in play:

    I like these, all of them. Even the weak Fire Giant ability is a lot of fun.

    Overall many of the Feats add 5′ and 10′ ranged abilities. These ranges are very tactical and hard to do in Theater of the Mind. I’ve come to thinking that TotM works better with abilities that are 5/15/30 rather than 5/10/20/30.

  • Dragonlance appears in Unearthed Arcana

    Dragonlance appears in Unearthed Arcana

    The tea leaves seemed to indicate that Wizards of the Coast would be going back to Dragonlance. Once one of the strongest lines of fantasy novels, Dragonlance encapsulates stories of absent but powerful gods; mighty romantic heroes; that good and evil can work together; that it is always right to help those you love. Krynn was the first world upon which I ran campaigns. I own the Atlas of Krynn still. I owned the recipe book at some time. The first six books were as much a part of my youth as Lord of the Rings and Wheel of Time.

    For someone with this background, and who had stepped away from D&D for 20 years, seeing Heroes of Krynn be released as the latest Unearthed Arcana set of a nostalgia bomb. As a rather religious child, the allegory within Weis & Hickman’s books was something that was empowering. The tales they told were ones my even more religious mother could accept. Dragonlance was a path past the Satanic Panic.

    I’m ready for the land of naval Minotaur, Irda, Kender, and so many dragons. The UA only gave us one of those.

    Kender

    “These short-statured beings have a knack for producing the right tools in every situation.”

    What I like

    I love kender, just like I love halflings. Played kender in both a Dragonlance and a Spelljammer campaign back in my youth. All the flavor from history I like (I know many hated them). The modern take which says that their items aren’t stolen is good.

    Taunt is great. Bravery is good.

    What I don’t like

    There’s no need to make the Aces ability magical. Just say it happens. Let the lore of the campaign decide the how. Also, the options within the Aces are a complex layer of dice rolls and limited lists. ThinkingDM breaks out exactly which items you can find in your pocket.

    Will I use it in play?

    Absolutely. I’d allow them in my home campaign right now.


    Lunar Magic Sorcerer

    “You, or someone from your lineage, has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells.”

    What I like

    They got rid of calendar tracking, which is great. Most people don’t want to bother with tracking moon cycles. The payoff isn’t there for a majority of tables. Maybe if you have a table like my first one there’s one player who wants you to build a calendar and track that stuff.

    Adding spells to every Sorcerer subclass just makes sense. Please errata that into every Sorc.

    The flexibility to change what lunar phase you are attached to means you can be a different type of lower-case mage every day, and later whenever you want.

    What I don’t like

    There’s enough to keep track of when switching between lunar phases that most players will probably just settle on one phase, similar to how Eladrin are used in play. All the power of being able to switch isn’t useful if you don’t do it.

    Will I use it in play?

    Allowed immediately. My world has four moons, and it just makes sense for them to be connected to powers.


    Knight of Solamnia

    “You have trained to be a valorous warrior known as a Knight of Solamnia. Strict rules guide your every action, and you work to uphold them as you strive to defend the weak and oppose all forms of evil. Your honor is as important to you as your life.”

    What I like

    If you read Full Moon Storytelling regularly, you know I love backgrounds with more “oomph.” I love backgrounds in general.

    What makes the Knight of Solamnia more interesting than the standard knight is that it gets trinkets and it gets a feat.

    What I don’t like

    There are only suggested traits. This ignores the mechanical weight of backgrounds. The should get the entire TIBF system.

    Will I use it in play?

    Probably not. In my youth I was a bit of a religious zealot and knight fan, and would have played this constantly.

    I’m going to put the four feats related to this background here, because they’ll almost certainly be taken as a set.

    Squire Solamnia

    Your training in the ways of the Knights of Solamnia

    What I like

    Martial Training is better than two current feats that are rather weak. Then again, most character concepts that would take this feat don’t need any Martial Training.

    Encouraging Rally is a nice buff similar to warlord concepts, the Purple Dragon Knight, probably some bards. It’s nice side benefit.

    What I don’t like

    Defensive Rider is unlikely to come up in most games.

    The single use per day of Encouraging Rally is weak, but that’s to be expected since this feat is already about a feat-and-a-half.

    Will I use it in play?

    This will be allowed at my table immediately. No one should ever take Weapon Master or any of the armor feats except Heavy Armor Master (which I would just make Armor Master and allow the benefit of damage reduction to any level of armor worn).

    Knight of the Crown

    “You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat.”

    What I like

    Tactical Teamwork is another warlord-esque ability, which is great to see.

    The “feat chain” makes sense. You have to be a squire before you are a knight and locking this into level 4+ makes sense.

    What I don’t like

    Getting to use Tactical Teamwork only twice a day at fourth level is disappointing.

    Will I use it in play?

    Probably not. Reaction based advantage for close combat won’t come up enough for me.

    Knight of the Sword

    “You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit.”

    What I like

    The extra saving throw proficiency granted by Disciplined Spirit is great.

    What I don’t like

    Tying Hit Dice into Willpower doesn’t feel right. Yes, hit dice are your own willpower, but is the strength of my will going to help a friend? I guess that fits many narratives, but I’m not sold.

    Will I use it in play?

    A moderate chance, especially if I play a Fighter that starts at higher level, because I would probably mimic the traditional Solamnia path of Squire, Crown, Sword, Rose.

    Knight of the Rose

    “You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom.”

    What I like

    Bolstering Rally is similar to Inspiring Leader, with a few more limits on how many times you can use it, but a likely larger amount of temporary hit points gained.

    What I don’t like

    Connecting Bolstering Rally to Constitution.

    Will I use it in play?

    Yep. Absolutely. This is great for so many characters I enjoy playing.


    Mage of High Sorcery

    “Your talent for magic came to the attention of the Mages of High Sorcery, an organization of spellcasters that study magic and prevent its misuse. You’ve trained among the Mages, but whether or not you’ll face the dangerous tests required to become a true member of the group remains to be determined.”

    What I like

    I said this earlier and I’ll say it again. If you read Full Moon Storytelling regularly, you know I love backgrounds with more “oomph.” I love backgrounds in general.

    Also, since you’ll get a tiny bit of casting from taking the background, I think I could play a failed Initiate with any class.

    What I don’t like

    There are only suggested traits. This ignores the mechanical weight of backgrounds. The should get the entire TIBF system.

    Will I use it in play?

    All fey peoples in my world start with the ability to cast spells, and it would make a lot of sense for them to use this background.

    This background starts a feat chain, like the Solamnia background does. They are with the one you gain upon getting the feat and then the three options you may take later.

    Initiate of High Sorcery

    “You’ve received training from magic-users affiliated with the Mages of High Sorcery.”

    What I like

    The attachment to one of the moons of Krynn is rather flavorful.

    What I don’t like

    1 cantrip and 1 spell is less powerful than the Solamnia version of the beginner feat. That’s probably fine if the character is already a spellcaster, since they are a bit more powerful than martials.

    Will I use it in play?

    Yep, though I would suggest just taking Magic Initiate instead.

    Adept of the Black Robes

    “Your ambition and loyalty to the Order of the Black Robes has been recognized.”

    What I like

    Throwing your own essence into your damage spells via Life Channel is the type of story creep I love. I’d usually just use odd number of HD because the rounding up statement.

    The 20 spells you can select when you gain this feat.

    What I don’t like

    Ambitious Magic ties back to the ability score increase from Initiate of High Sorcery, which might mean you have two different spell casting stats.

    Will I use it in play?

    Yes. It’s dark and nasty, and a way to channel your own life force into killing things.

    Adept of the Red Robes

    “Your pursuit of truth and dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes.”

    What I like

    Magical Balance is kind of a like a minor divination type benefit. It’s fine.

    The 30 spells you can gain from this feat.

    What I don’t like

    Insightful Magic ties back to the ability score increase from Initiate of High Sorcery, which might mean you have two different spell casting stats.

    Will I use it in play?

    Didn’t like Red Robes in the 80s and I don’t like them now.

    Adept of the White Robes

    “Your oath to use magic to make the world a better place has been recognized by the Order of the White Robes.”

    What I like

    Protective Ward is almost exactly what the Abjurer from the PHB gets, but now you can get it as a cleric, bard, druid, paladin. That’s great.

    The 17 spells you can select with this feat.

    What I don’t like

    Protective Magic ties back to the ability score increase from Initiate of High Sorcery, which might mean you have two different spell casting stats.

    Will I use it in play?

    I want to use it yesterday. This would have been great with Awf.


    Divinely Favored

    “A god has chosen you to carry a spark of their divine power.”

    What I like

    In Dragonlance alignment matters. Connecting the spells gained to your alignment is perfect for this setting.

    What I don’t like

    This is weaker than Magic Initiate and the only reason to take it is to get Divine Communications later.

    Will I use it in play?

    No.

    Divine Communications

    “Your connection to your god deepens”

    What I like

    Augury and Commune are potent story devices when used well. Taking this feat is a clarion call to your DM that you two will be regularly talking to gods.

    What I don’t like

    This makes Linguist useless (it already was).

    It’s easy to lose track of 1d4 long rests for two different spells. Your abilities will recharge on different days.

    Will I use it in play?

    I think this should be allowed without Divine Favored, and will be at my table.