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===Playtest 5=== tl;dr, martial classes get some nice tweaks that fix a few of their core issues and the new issues raised aren't major, warlock lost most of its key selling points, and sorcerer, despite a few nice metamagic buffs and one nice unique spell, mostly cries in the ditch as the ''buffed'' wizard smugly eats its lunch. ====[[Barbarian]]==== * Rages got buffed. They now last up to ten minutes, and you can keep them going by forcing saves or spending a bonus action if for some reason you can't put out an attack, which makes them easier to sustain without having to contrive reasons to hurt yourself if you're in a fight but not in a position to either deal or take damage and don't want to lose it. ** Level 13 makes this condition irrelevant as you can keep rages going for the full length without wasting bonus actions, etc. ** Primal Knowledge still gives an extra skill at level 2, but it now also lets you use Strength for certain skills when raging. These skills are are... a bit eclectic as aside from obvious ones like Athletics and Intimidate, you can also use Strength for Survival and even ''stealth''. Because the big angry man happens to know how to be deathly silent while screaming in rage. But hey, gives the class some utility out-of-combat and synergizes well with the reworks to rage. * Feral Instinct now gives advantage on all Dex saves at the cost of the old bonus to avoid surprise. * Brutal Critical replaces the extra damage die with extra damage equal to your level. * Relentless Rage doesn't give you a measly hit point just to cheat death, but a remarkably healthy recovery so you don't drop the instant the enemy hits you again. * Infinite Rage is gone, but on level 17 you can recover a rage at the beginning of each battle, making it functionally equal. * Path of the Berserker no longer uses exhaustion! HOORAY THE CLASS IS FUCKING USABLE NOW! ** Using Reckless Attack now lets you deal Rage damage x d6 extra damage on a hit. ** Mindless Rage now actually ends Charmed and Frightened instead of just stalling them. ** Intimidating Presence, while activating later, now scares a number of enemies in an AoE. Even better, the save DC uses your Strength, something you'll absolutely be maxing out. Unfortunately, it's now once per Long Rest to compensate and still costs an action. ====[[Fighter]]==== * Persuasion is added to the skill list, continuing the class's march away from the 3.X "worst skill list in the game" pit of shame. * Second Wind gets more uses per day off the rip, but at the cost of only recharging on a Long Rest. This isn't terrible early game, and doesn't make a gigantic different late game, even considering the extra uses they can be put to, but expect to ''really'' feel that pinch mid-game when you're getting the worst of both worlds, especially since the rework to later abilities turned Second Winds into a currency that need to be expended. And unlike the Cleric or Druid, powerful game-defining spellcasters, you never get ''any'' ability to get them back on a short rest ever, [[troll|because what the game really needs is to nerf all the muscle classes while buffing spellcasters, again]]. * Action Surge can now only be used for certain actions. Fortunately, they're all ones you'd already be doing 95% of the time anyways, most notably using Attack to make your bundle of extra Extra Attacks, but it still reduces the ability's overall utility, most notably in making it very difficult to use items and the like. * Level 7 lets you swap out a weapon's Weapon Mastery trait for another that it can qualify for every time you hit with it. At the very least, it's a neat bonus trick to rely on, but you're stuck choosing between one or the other until level 13, when you can pick both traits. * Indomitable grants a bonus equal to fighter level on the reroll, taking it from mediocre to actually really strong, although it still only recharges on a Long Rest... ** Level 17 isn't really a second use of Indomitable, but it kinda is since you can only use it after using up Indomitable. It requires you to spend a Second Wind, gaining the hitpoints as normal, which might be useful if you're being hit by a breath weapon and might actually die if it you don't make the save. And remember, you only get four of 'em a day tops, ever. * Champion also gives you a floating skill proficiency slot off the fighter list that you can swap whenever you finish a long rest, giving the subclass a fair bit of extra oomph. ** Level 6 lets you gain Heroic Advantage once per battle if you don't already have it. ** The capstone ability retains the regeneration at half health effect, and also lets you crit death saves with the same expanded range as your attacks. ====[[Sorcerer]]==== * Still no ritual casting, lol, cry harder. * Wizards has heard your complaints about your class's tiny number of spells known! They have heard your desire for richly-thematic bloodline spell lists analogous to cleric domains! And they have seemingly decided... that you can go fuck yourself with those "domain spells" if you like them so much, because they're going to do something completely different and just give every sorcerer a list of new spells, almost exclusively mediocre and random combat-focused spells instead. ** ''Chaos bolt'' and ''sorcerous burst'' are always-prepped spells at level one, doubling down on the "chaotic" aspects of the sorcerer class at the expense of everything else. The latter is a new ranged cantrip that deals weak damage, but rolling max damage lets you roll another die for extra damage and - more importantly - can be any damage type you want. (In practice, this still mostly makes it a poor man's ''eldritch blast'' out of the gate, but hey, you're still a full caster, it's kind of funny when you hit the jackpot, especially when it scales up a few levels and that "roll extra damage on 6s" thing starts coming into its own, and the warlock's been brutally nerfed anyway.) The former is the same old derpy luck-based wacky nonsense it's always been; [[skub|people who love wild magic zaniness will love having it on tap and people who can't stand that shit may as well not have the extra spell prepped at all]]. ** ''Sorcerous vitality'' is a new exclusive always-prepped 3rd level spell that lets you heal yourself without needing to bother your cleric or paladin. Not that it does much, but hey, still more than the wizard's likely to get, and you can clear out a couple of conditions. (Since, unlike fellow "end condition" spell ''lesser restoration'' of the same level it doesn't actually cure diseases or poisons, it's an open question what happens if you try to end the poisoned condition on yourself with the poison still in your body...) ** ''Arcane eruption'' is a new exclusive always-prepped 4th level spell that is an AoE spell that deals damage and, curiously, one of the damage die can also be used to determine a condition you can inflict on your victims. Yet more doubling-down on chaotic wackiness; it deals sub-''fireball'' damage and, while choosing the damage type almost makes up for that against a lot of enemies and the conditions it can potentially inflict are potentially extremely strong, they only last for a turn at best, only apply when the creature fails the same, and the save in question is Constitution... the strongest save most monsters and pre-built NPC enemies have. ** ''Sorcery incarnate'' is a new exclusive always-prepped concentration spell up to a minute that offers free advantage on all spellcasting attack rolls, the ability to stack metamagic on spells, and a cute little 1d4 dribble of sorcery points when activated. An incredibly strong spell with a ton of powerful buffs well-tailored to the class that suffers from the class it's built around still having religiously-unaddressed problems rather than any deficiencies in and of itself. In general, what the sorcery buffs ''should'' have been. * Sorcerous Restoration comes online a good bit sooner, which is to say that, instead of your capstone, it comes in on level 15 of a class that needed it at level 2 to compete with the wizard's better version of it and ''still'' offers a flat 4 sorcery points instead of scaling. Still... progress? ''Sorcery incarnate'' gives you a very poor man's version of the benefit at level 9, alleviating some of the pain. * A new capstone now giving you a daily use of ''wish'' - one that can instead use a lesser spell slot if you're using it to copy another spell and can never fail. Single-handedly fixes all your spell list problems right there; just try to avoid accidentally overloading and making it impossible to ever cast ''wish'' again. * Lots of metamagic tweaks, mostly for the stronger. ** Careful Spell now makes your allies outright immune to any AoE damage you cause on a spell, a welcome change. ** Distant Spell adds 30 x sorcerer level feet to the spell's range rather than doubling. A big buff in most ways that matter by the time you even ''have'' metamagic. ** Extended Spell now grants advantage on any concentration checks to sustain a spell in addition to the duration increase still doubling. ** Heightened Spell costs less and now gives disadvantage to all saves the chosen target makes, which is nice and makes it a bit more competitive with eating the same number of points for a spell slot. ** Quickened Spell has wording that requires it to be used first instead of, potentially, after a cantrip. (This is presumably to make it less confusing for players who didn't read the "one non-cantrip spell per turn" rule.) ** Subtle Spell now also removes any non-critical (read: stuff that actually costs a lot) material components to a spell, making the subtle spell in question, you know, actually subtle. ** Twinned Spell, once one of the most popular and powerful metamagic options, was nerfed to shit. Instead of targeting a second person with a single-target spell for a reasonably scaling price, it now lets you spend Sorcery Points to copy a spell you spent a slot on last round at a slightly more efficient rate than spending a bonus action to do the same thing. Not ''completely'' useless, but when a ton of other choices got stronger... * Draconic Sorcery (Bloodlines are no longer because...racism issues, I guess) now lets you add Charisma to your AC instead of a fixed AC bump so you have more use from your cheesed casting stat. ** Elemental Affinity can now be used on any sort of damage type since you don't exactly need to pick what kind of dragon you were born from. This also gives you resistance to that type. ** Level 10 lets you use Sorcerous Burst as a cone attack, letting you hit multiple foes but trapping you to one damage type. ** Draconic Wings now works as part of Sorcery Incarnate and gives an AoE Burst attack, which is alright but much less useful than semi-permanent flight the rest of the time. ====[[Warlock]]==== * Spellcasting has been completely reworked; now you gain spells like a paladin or ranger instead of the old Pact Slots mechanic. Presuambly, this is to prevent multiclassing abuse. In practice, this now means that the major draw of the warlock class has been removed and replaced with ''fucking nothing'', because if you want to play ''any'' arcane class except wizard that's clearly a "you" problem. (And it's not like the gaping flaws in the classes people multiclassed warlock to try to patch have gone anywhere). * ''Eldritch blast'' and ''hex'' are treated as always-prepped spells and only scale with warlock level so nobody else can hijack them via spell lists. Excellent change right there, despite everything else. ** ''Hex'', already mediocre and overrated, now only deals the extra damage once per turn. Sad. Oh, and ''remove curse'' can end it early, if for whatever strange reason that's easier than just killing the warlock who cast it or beating them up 'til they blow concentration. * All pacts are now not only represented as specific cantrips, all of them also have alternative primary stats, which can make for some wild dip builds. ** ''Pact weapon'' can still bond with an existing weapon, and conjures one that lasts for 24 hours as an action if you don't have one on hand. (It works on anything without Heavy.) The weapon now gets Returning if it also has Thrown, so you can cheese out throwing weapons, themselves buffed by rules changes, and it scales to gain Extra Attack for free instead of having to blow invocations on it. Even better is that the class now has Medium armor proficiency baked in, so you're even better suited for it. *** Its unique invocation now deals an extra d6 necrotic damage instead of extra necrotic damage equal to charisma modifier, although you then regain hitpoints equal to the damage dealt, which is nice, if not enough to save it from mediocrity. *** Since its casting stat can be either Wis or Cha, you can now make a Cleric/Warlock just as easily as you can make a Paladin/Warlock, though with the changes and tweaks neither's really that desirable. ** ''Pact familiar'' now summons a generic familiar that you can always communicate with. Offers a much wider variety of options and creature types, but these choices are generally cosmetic aside from strange corner cases and damage types. It keeps most of the old familiars' blend of flight, invisibility (though it needs to spend an action on it every turn to ''stay'' invisible), and high-powered Darkvision, actually scales for shit, has not-quite-proficiency on all ability score checks and saves (an incredible dark horse benefit), and gains some old benefits you used to have to spend invocations on for free as you level up! Unfortunately, it also keeps the old Chain's bizarre fixation on making the familiar into a combat partner; none of the upgrades really fix the old problem of a familiar dying in a stiff breeze whenever it's actually targeted. Hell, none of them actually have any resistances or immunities anymore, meaning that, pittance of hitpoints and a point or two of AC aside, they're actually in some ways ''more'' fragile than they used to be! At least you only have to burn your reaction that you might've wanted to actually use for other important things to make it attack instead of the action you'd almost certainly rather spend on ''eldritch blast''! *** Its unique invocation offers extra tricks based on familiar type, doubling down on the combat stuff no one actually uses them for while offering nothing for the utility players actually use them for or the survivability that they desperately need. *** Uses Intelligence or Charisma to cast. ** ''Book of shadows'' represents a hard nerf to the old Pact of the Tome, but is still amazing for utility purposes even by the standards of a familiar with not-quite-proficiency in all skills. When the cantrip is cast, you gain a book that gives you two cantrips and two level 1 ritual spells from any list you see fit, and since there are no limits on how many times you can cast it this effectively means you have (almost) every cantrip and level 1 ritual in the game. At level 5, you can also add your casting stat to the cantrip's damage, which is cute, but you already have ''eldritch blast'', although Agonizing Blast is less of an invocation tax. *** Its unique invocation is the old "ten creatures write their names in the book and the first one to drop to zero hitpoints instead drops to one" pick from one of the later updates. *** Drops Charisma requirements outright, casting with either Intelligence or Wisdom instead. * Lots of Invocation reworks. ** You get 9 invocations at max level instead of 8, but... ** A lot of the bonus-spell invocations are replaced with Mystic Arcanum, which is now an invocation itself. This might sound handy... until you see that this is practically a 4-invocation tax, meaning a net loss of 3 invocations across 20 levels, to say nothing of how the old "spell" invocations were, you know, the good ones. Inexplicable massive late-game nerf to a class that was already widely seen as dip fodder while doing nothing to address that problem, all for the sake of unifying mechanics while putting absolutely fuckin' nothing in their place. ** This could have been solved by folding some old "must take" Invocations into the core ''eldritch blast'' cantrip, which they of course were not. ** Gaze of Two Minds now costs a bonus action and doesn't render you blind/deaf. You can also now cast through that target, though it's not quite clear how self-targeting spells work. ** Hexer makes ''hex'' have an insane range on top of advantage on concentration checks. This would be totally worth it on a better spell. ** Lesson of the First Ones gives you a bonus feat. * Pact of the Fiend (and other pacts) now trigger on level 3 like every other subclass. They also give a set of always-prepped spells instead of expanding your spell list, which is a nice buff. You can also cast one of those spells without spending a slot daily. ** Dark One's Blessing now works when enemies die within 5 feet of you. ** Dark One's Own Luck can be used multiple times a day but loses the ability to recover on a short rest. ** Fiendish Resilience loses its rather pointless weaknesses. ** Hurl Through Hell can be used again by sacrificing a level 4+ spell slot and has a save to resist the damage. ====[[Wizard]]==== * Level 2 gives you advantage on any Intelligence checks you make after using the Study action, because what the arguable strongest class in the game needed was a buff to an important secondary role. The arguable strongest class in the game getting huge, powerful buffs will be a running theme throughout. * Wizards also get a bunch of free bonus spells, that're also always considered prepared. Where the sorcerer got some mediocre random-ass bullshit that doubled-down on the "chaotic" flavor not everyone playing the class liked, the wizard got a bunch of insanely powerful "meta" spells that completely eliminate their few weaknesses while also giving them incredible ability to customize ''other'' spells, at the low-low cost of a couple of spell slots a day that it can easily afford compared to the sorcerer with its completely un-nerfed Arcane Recovery. (Note that most of the other classes with a mechanism to get resources back on a short rest had theirs removed completely.) ** ''Scribe spell'' is an exclusive always-prepped level 1 spell that follows the same basic rules for scribing a spell into your spellbook as current rules, but meaning you need to spend a 1st level spell slot to do so, and goes into explicit detail about how the spells scribed (and therefore your entire spellbook) are completely indecipherable to anyone else unless they cast ''identify''. Still ridiculously powerful if you do your prepwork in your off time. ** ''Memorize spell'' is an exclusive always-prepped level 3 spell that lets you swap off one prepped spell with another you didn't prep, with an extra spell per spell level. Completely removes one of the only weaknesses to playing a wizard in one go. ** ''Modify spell'' is an exclusive always-prepped level 4 spell that lets you tweak a single prepped spell in a ton of different ways until you cast it again or take a long rest. Very poor internal balance; most of them are more fun curiosities than powerful game changers, but the real winners are modifying indiscriminate spells to only affect enemies or allies and modifying concentration spells so that damage can't break concentration on them, both of which absolutely are. Upcasting applies extra effects at a rate of one per level. ** ''Create spell'' is an exclusive always-prepped level 5 spell that you cast after using ''modify spell'' so you can then cast ''scribe spell'' in order to write your new spell into your spellbook and make as your own. The only thing keeping this from being broken as fuck is the cost, at 1000 gp per spell level, plus two hours per the same from ''scribe spell'', and even then how much money and time you'll have lying around with nothing better to spend it on than custom versions of powerful concentration spells that you can only be made to stop concentrating on via death or unconsciousness will vary by table and campaign. * Spell Mastery and Signature Spells both got bumped down several levels, which happened to a lot of things but ''these'' are incredibly powerful abilities and getting them earlier in the late-game is still woof. * Evoker (Schools being scrapped to likely save ink for more half-hearted backtracking) now triggers on level 3 like all other subclasses and grants two free Evocation spells to your book, but is largely unchanged, with one exception: ** Potent Cantrip now makes missed attacks deal half-damage, which makes you a lot more useful as a spell-turret. ====Other Changes==== *Weapons now have a special Weapon Mastery trait, which isn't really useful except for Warriors, who all tend to have access to these traits when fighting. While they're all decent additions of utility, they're still severely lacking when compared to what spells can do. **Mastery only works on a set number of weapons as you level up, which...isn't a major issue, but it's still really weird when you could've just had weapon groups. **The Light property got busted back to the useless trait it was before, which pretty much ruins every use anyone ever had for dual-wielding over Sword-n-Board or Great Weapons unless they get the relevant Mastery trait, which reinstates it. *Death saves got re-re-reworked.
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