Editing
One D&D
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Playtest 4: Druid & Paladin=== ====[[Druid]]==== * Lost proficiency in medium armor. While it's true that you couldn't use most of them anyways due to the non-metal clause, hide armor was still a great take for any casting-focused druids and the devs approved "house rules" to make equivalents out of sufficiently-tough animals. ** Interestingly, any rules that bar you from using metal armor and metal weapons are suspiciously absent. * Being a "Priest" class, Druid gain the Channel Nature ability, which covers Wild Shape as well as a slotless use of Find Familiar (Which Tasha's did offer) and an AoE healing bubble so you aren't cheesing out ''goodberry''. While Wild Shape does improve, the others are pretty much stuck to what they are, which is shitty on the healing. ** Wild Shape has been ''radically'' altered so you aren't just transforming into various animals from the bestiary. Instead, you're stuck with some generic forms. One one hand, this is convenient since you're no longer trawling through books for that one ideal form, but these forms also lack any of the versatility one might expect from, say, PF2E's Wild Shape. *** These generic forms do make use of your basic stats with the exception of altering your Dexterity (and Strength for the land form) to be equal to your Wisdom, making it easier to calculate things. On the downside, their attacks are all locked to what you get with no way of improving them without using Magic Fang and their AC is shit since they're so low and only add Wis to it while their HP is stuck without any boosts. RAW, this also loses out on any racial abilities, skills or save proficiencies you had. Oh, and all the interesting utility you generally ''actually'' used Wild Shape for? Locked behind frustrating and often-high level requirements, taking the ability from useless-in-combat-after-a-few-levels-but-endlessly-useful-out-of-it if you weren't part of the Moon Circle to just plain useless for large chunks of the early game. *** Also annoying is how the tiny form, which is usually used for scouting, is trapped behind ''level 11''. For only ''ten minutes at a time'' while any other form lasts for hours, yet not for druid Find Familiar. Seriously, was a bunch of druids turning into spiders in order to listen in on a conversation that big of an issue, but a spider Familiar is not? * Since Wild Shape now has radically different restrictions on it, Circle of the Moon needed to be revamped. ** While Wild Shape is still faster, they also now have two new perks to draw you in at level 3: Being able to cast abjuration spells while transformed and...the ability to make an unarmed attack as a bonus action? On one hand, it's cool to let them deal a bit of extra damage and it lets you grab after biting things, but that's it since normal punches are garbage without the Tavern Brawler feat or a Monk multiclass. And no, this isn't an easy way to get Multiattack, that's still gated to level 5 and the healing when changing is now tied to the base class. ** Rather than being able to shapeshift into elementals at level 6, you get the ability to make your other shapes deal elemental damage of a chosen type while also gaining resistance to that type. Level 10 makes those attacks deal bonus damage of your chosen type. ====[[Paladin]]==== * Also deemed a "Priest" class, which at least keeps to the theming. * Lay on Hands and Divine Smite both are not considered part of Channel Divinity due to the class not even getting access to it until level 3. ** Smite can now be used on ranged weapons, but it now can't be used on the same turn you cast a spell so you can't stack on the damage. It's also no longer considered part of the same attack, which makes it uncertain if the damage doubles on a crit. ** You know what is considered a use of Channel Divinity? Divine Sense, aka that one only fluffy feature to tell whether someone's a fiend. At least now it makes you a radar for celestials/fiends/undead. ** Level 9 gives another subclass-agnostic power that forces a number of enemies equal to Charisma bonus within 60 feet to make a Wisdom save or be dazed and stunned for a minute (or just dazed if they pass). This used to be something tied to Oaths, but it's now universal. ** Restoring Touch (that one late-game ability to cure conditions) is now tied to Lay on Hands, costing some of the potential HP healed. ** Remember how the Cleric got an ability to restore a use of Channel Divinity through a certain feature? You get the ability to regain a use whenever you roll Initiative as a capstone class feature. * Similar to the Ranger, Paladins do know how to cast from the start but their casting power is limited. * Level 5 gives Find Steed as an always-prepped spell that can be cast 1/day without eating a slot. Cool, I guess. * Aura of Protection and all related auras are all able to work even when you're unconscious. Duty unto death and all that. * Rather than improving smite damage at level 11, you instead get to deal additional radiant damage on your attacks. Kickass. * Oath of Devotion's bonus spells aren't as support-based, losing spells like Lesser Restoration and Freedom of Movement but gaining spells like Staggering Smite and Blinding Smite. ** Level 6 lets any Smites you deal also grant Temp HP to a nearby ally, which is way more handy. The old aura to resist charmed is now shuffled to level 11. ** The capstone ability's radiant damage to any foes inside it now deals damage equal to Proficiency Mod + Charisma Mod, which for most Paladins is a straight downgrade from the original 10 damage. Its use remains 1/day, but you can sacrifice a level 4 or higher spell slot in order to reuse it. ====Other Changes==== * One might notice that the Druid and Paladin's channeling powers are rather limited compared to the Cleric's from last playtest - this is intentional, because Wizards viewed tying it to proficiency bonus being far too kind for multiclassing. They also capped it off much sooner at 4/day with no way to improve it. * Epic Boons also allow you to improve a stat by 2 so long as it doesn't put the stat above 30. Not that there's any way for anyone to do that. * Banishing Smite now forces the enemy to make a Charisma save to resist being banished without any HP restriction. The banished foe can make another save each turn to break free. Its damage also scales by if it's upcast. ** Blinding Smite, Staggering Smite, Thunderous Smite and Wrathful Smite also have this same damage boost for upcasting. ** Due to the generalized spell lists, this means that the Cleric also has access to smite spells...and do them better thanks to their spell scaling. * Branding Smite is now called Glimmering Smite, being otherwise identical aside from being classed as a Transmutation spell. * Find Familiar no longer calls some magical version of a mundane animal of smaller outsider, instead giving a singular template for all familiars. While its typing isn't that significant, what does is whether it's land-based (giving a climb speed and extra AC), sea-based (giving a swim speed and the ability to breathe water), or air-based (giving s fly speed). ** While the familiar can attack using your casting attack modifier and dealing damage based on what type of creature it is, the damage is as pathetic as you'd expect. Just settle with casting spells through it. * Find Steed similarly no longer calls an otherwise ordinary horse, instead summoning some magical horse that's either Celestial, Fey or Fiendish. Each subtype not only influences the kind of damage the horse does but also gives it a special daily ability. * Grabbing and Shoving no longer require attack rolls, but instead force the enemy to make an Athletics or Acrobatics check against DC 8+Prof+Str Mod. Welp, that was fun while it lasted. ** The grabber can now move around, though at a slower speed because they're dragging their target along unless the target is much smaller. * Inspiration - that is, the GM-issued metacurrency for re-rolls - is being renamed to Heroic Advantage, likely to help avoid confusion with Bardic Inspiration. It's also no longer issued for rolling nat 1s.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information