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@@stormbreaker3027 when they come out I will do an initial review, and a deep dive when the full text of the book is released (I believe that is due for early August!)
I absolutely love the "Everyone gets expertise" approach. It just makes sense that a wizard would have expertise in arcana. Or that barbarians whould have expertise in athletics. They should be far better in their respective fields than other characters. Currently a bard with arcana proficiency is just slightly less knowledgable about arcana than a wizard who studied it their whole life.
100% It's weird that a Rogue or Bard as the rules are now can be even sometimes better at a skill because of expertise than a character that is supposed to be the pro of that ability, honestly it's not even super difficult to fit a +2 Int bonus into a Bard build if you're willing to make your guy more vulnerable.
i absolutely hate it. thats what proficiency is for. expertise in arcana isnt studying magic, its studying magical lore. it 100% makes more sense for a bard, the class about studying lore, to have more knowledge of lore, than a wizard
@@neptune7042 Except that expertise is not "knowledge of lore". It's....expertise - a term that expresses profound knowledge and understanding of the subject, not of the "lore" of the subject. I'm sorry but in what world would a bard know more about arcana than a wizard who dedicated their whole life to studying the arcane? That doesn't even begin to make sense.
@@neptune7042 I mean when you study something you usually study it's history too. And no, expertise is ... Expertise. Arcana expertise is the overall knowledge of the subject, not just it's history.
3:30 I think this Warlock change is specifically for more flavor options. Rather, it sets up an opportunity for the DM to introduce actual NPCs that are story relevant and can be your patron. Rather than it just being a character from your backstory the DM has to occasionally remember exists.
Assuming most of theInvocations stuck from PT7 (and TreantMonk seemed to imply they did), Many invocations got buffed (PotB and PotT, significantly) and you effectively have 1 more than 2014 (2more, but Pact Boons are invocations now). These add up to a significant overall buff.
personally, i think it's kinda weird. warlocks derive powers from their pact, so having it up in the air what pact you have can be a bit strange. like i made a deal with an entity, but it could just as likely be an zariel as it can be titania and you get to decide at level 3. sure, you can use it to introduce an npc, but that is on the dm. depending on how your dm does story it can also be more trouble to them, since with the old way at level 1, you had to discuss beforehand the nature of the pact and what subclass you picked before you started the game. now it can be up in the air until level 3, so unless your player already has a clear idea of what subclass they want it becomes a bit more difficult to predict which patron they are gonna go for and plan the story around it. Also, the idea of introducing the patron till later could still be done with the old warlock depending on the backstory. you could have it that you made a pact in your dreams or something but don't know the identity, or something like that. I get that they wanted to limit the multiclass dips, by making every subclass only accessable from level 3, but with the invocations now at level 1 they haven't exactly discouraged multiclass dips into warlock... Still, It's not a huge deal, and like dndShorts said, you can just favor it as only receiving the benefits then. it's not a gamebreaker, but flavor wise it can cause a bit of dissonance between the mechanics and the story. personally i prefer the old way of subclasses, but that is just personal opinion and it's fair to like the new way.
Yeah, being able to get more invocations (according to Treantmonk) and to be able to stack multiple boons to me seems like a good boost. Including some of the changes to the invocations themselves, they changed and improved quite a bit
@@AWizardRed I understand that but it was in one of the UAs and it was the coolest idea. Lock is already the most customizable class, and lorewise makes sense that the connection to their patron could be tied to other aspects of themselves besides cha. And the Wizard/Int Warlock, Pact of the Bladesinger would go HARD
@Rain593 Yeah I loved the idea of being able to play an Intelligence based Warlock and multiclassing with Bladesinger or Arcane Trickster or being a Wisdom based Warlock multiclassing with Cleric or Druid. So much lost potential
@@theunikronus7204 1000%. As soon as I saw that UA, it became a house rule at my tables. People will whine about it being too strong but who cares. Let your players have fun.
It sounds like your warlock patron spell list automatically gives you access to those spells instead of just you can pick it for your one spell a level. An extra 10 spells in your repertoire is a nice bonus. I hope the same thing happens for sorcerers too.
I'm actually psyched about expertise for the wizard. I'm playing one now and feel kinda silly when my arcana is worse than the rogue's because they took arcana expertise.
But that means they gave up Expertise in one of the core Rogue functions (Stealth, Thieves Tools, Sleight of Hand, etc) in order to get that Expertise. It seems like a fair trade.
@@RumpusImperator except that rogues get 4 experience and with the classics of stealth, thieves tools, and sleight of hand it still leaves one for arcana.
One huge change I saw that you didn't notice: the ability of Archdruid that removed verbal and somatic components and material components that aren't consumed isn't there anymore. That's a HUGE change. That means when before level 20 druids were basically immune to counterspell and could stealth cast. Now they can't anymore.
Good spot! I really dislike this change. As someone who played Druid from level 5 to level 16 I can’t express how unfun it is to be counterspelled and not be able to do anything in response. Yeah I guess I don’t get a turn now. The old Archdruid at least gave them the saving grace that this would not be an issue anymore.
yeah, but archdruid is level 18 now, right? considering the epic feats, there might be something you can take that makes up for the nerf even before level 20
@@seguaye Archdruid is still the capstone. Also, immunity to counterspell and being able to stealth cast is HUGE. I doubt any epic boon could make up for that. Druids spent the last 15 levels getting screwed by counterspell while not having it themselves. At level 20 they finally stopped having to care. Now they will be screwed by counterspell for their entire career. Infinite wildshapes is good. Immunity to counterspell is on a different level.
For everyone bemoaning counterspell, it's been heavily nerfed, so I don't think it's "the single worst spell to have cast on your character" that everyone currently treats it as anymore.
@@nyanbrox5418keep in mind a lot of the subclass features use wildshape though. So the wildfire Druid’s spirit, stars Druid’s starry form, moon Druid’s combat wildshape, spores druids symbiotic entity, and probably others I’m forgetting. So cool, you can spend all your uses to get a high level spell slot back, but then you’re missing out on the core features of your subclass and that’s just kinda shitty
@@Shadowrendx Not really. Most of the good Wild Shape subclass features are abilities that once activated, remain active for decent amount of time. So realistically, you only need 1 Wild Shape use per fight, which Archdruid will make sure you always do. So taking a long rest then immediately converting all of your Wild Shapes into an 8th level spell slot doesn’t really effect most level 20 Druids, unless they’re a Moon Druid. And for the odd occasion you need another use of Wild Shape during a fight, you can just convert a 1st level spell slot into a use of Wild Shape with Wild Resurgence.
@@thomasshepherd8909 Spores Druids are really nerfed with the new Wild Shape, because the Symbiotic Entity in 5e gives you 4 Temp HP per Druid Level and buffs your melee weapon attack damage and the Halo of Spores (reaction) damage, which are both close combat buffs, but it only lasts until the Temp HP are used up, which happens fast; I often get to use these buffs only once as is, and with only 1 Temp HP per level this lasts even less long. Using it as a bonus action helps, because then you might at least use it in the turn you start it, while in 5e I can only use it as an action and struggle to benefit from the benefits. So this core subclass feature is nerfed, and if I trade my Wild Shape uses for a spell slot and I can only use it once per fight, this feature basically becomes useless.
Correction: The 2014 Wizard Spell Mastery only worked on 1st and 2nd level spells. Counterspell was never an option. You are mixing it up with the 20th level feature Signature Spells.
it makes sense for the wizard to have expertise in intelligence base skills, why the fuck were rogues and bards better at intellegence stuff than the person whos been studying for years
Because they study different INT stuff. It take a lot of mental energy to study magic. Think of it like being a lawyer. Study and study because there is always some loophole or something new you can figure out. But most lawyers don't know anything about cars or how to fix a computer.
@@MithrilRoshi As i see it, druids do not 'know' about nature, they understand how to work with and around it, they understand what it needs, and what it needs to be protected from, but they don't realy know it in technical terms. The nature skill is about the technical terms.
Expertise represents a deep, focused study of a topic, probably representing years of study. And from a balance standpoint, spending that Expertise on Arcana means that they AREN'T good at one of the core Rogue skills. I think it's reasonable somebody who has made that decision is basically on par with the Wizard. Giving Wizards who already have +5 Int Expertise is just going to lead to DC bloat.
Love your content @DnDShorts. As another person whose favorite class is warlock, I think the warlock receives a lot of additional indirect buffs you don't mention that aren't so much on the nose. For example, because of changes to spellcasting, warlocks have the same spell list as wizards (e.g. find familiar, mage armor, shield, magic missile, polymorph, fireball) plus some additional warlock-exclusive spells (i.e. eldritch blast, hex). Plus, all spellcasters can now cast certain spells as rituals, which hugely helps the warlock's limited spell slot issue. Not only do you now get your first eldritch invocation at level 1 *and* you get up to 10 instead of 8, but many of the eldritch invocations can be accessed sooner than before. A lot of them can simply be replaced by choosing certain spells (e.g. the effects of the Eldritch Sight invocation can be nearly duplicated by simply choosing detect magic as one of your spells and casting it as a ritual). Probably the best change is that since pact boons are now invocations, you can get pact of the blade, pact of the tome, *and* pact of the chain by level 2, and all three pact invocations are buffed as compared to their originals. The spells that come with your subclass aren't just an expansion of your regular spell list anymore-now, you learn them automatically and they don't count against your known spells. Ultimately, my favorite thing about these changes is that it makes it easier to want to single class as a warlock. It used to be a lot more common for people to just dip a level or two to get eldritch blast + agonizing blast or take a level in hexblade so that they can use Charisma as their weapon stat. Maybe people will still do that, but I feel like the class is just as tempting at later levels than it is at early levels now.
There is one change to the warlock that is radical enough for me: Pact Boons can now be taken using Eldritch Adept, which if it's a 1st level feat, means I can finally have the incredibly juicy Blade SAD paladin, Tome Booming Blade Rune Knight, or Chain Slaadpole Abberant Mind sorcerer right off the bat at level 1. If it's a 4th level feat, it's less exciting, but great nonetheless. No more annoying 3 level dips for my favorite features in the game.
If it's not a half feat (renamed to general feat), then by definition it's an origin feat, so yes you can take eldritch adept at level 1 on any class, even if it doesn't get reprinted in 2024 due to backwards compatibility The wisdom equivalent is actually the druid spell that makes a magic stick, unironically that spell may cost a bonus action but it is the wisdom equivalent
Edit, it could get reprinted into 2024phb as a general feat, I am more thinking it isn't even in the book, at which point it would automatically be classed as an origin feat
This is what I just did with my Paladin in our new campaign. First level feat was Eldritch Adept taking the Pact of the Blade cantrip. Its been so great
I immediately thought of the Pally with Pact of the blade when I noticed it. I'm really hoping this combination is still here, if only because it'd soften the smite nerf for Paladins as a pretty nice buff (and thematic if it can still deal radiant/necrotic!). I'm hoping its origin feat myself, but it's juicy enough I'd accept waiting for 4th level. I'd be real happy if Pact of the Chain was also an option (it was 2nd level warlock in the UA, so it didn't qualify)
Rogues in my system already had a feature similar to Cunning Strikes called Debilitations. I plan to later on give the rouge extra attack within my system whilst adjusting their Sneak Attack (now called Precision Attack) to work alongside their version of extra attack without breaking it (as it sucks to miss your one attack as a rogue). I was mostly looking for more features for the Wizard's base class, as it's rather empty (and yes, I know they have lots of spells. Though, every class has spells, they should have a feature that defines them and shows us that they are truly the casters of casters). I was thinking about taking the scribe wizard's idea and kinda making that it's base feature (aka giving them the ability to augment and change their spells such as damage types, ranges, radius, etc). Regardless, Thank you for the video and thank you for making Ryoko's Guide, my players love it dude 💕
variant human sorlock wont even need to take levels into warlock. you'd start with 2 feats at lvl 1. eldritch adept and magic initiate: warlock. variant human is already the most played race and now they just made it so much better by giving feats to everyone at level 1 because of origin.
I'd go crazy and make sneak attack either 2d6 every odd level or always 2x your proficiency bonus seems like a lot, but i'm used to DMing to optimizers, so rogues having a big burst every round would probably balance them, specially since it's all single target
I recently tried to come back to 5e after not playing much for about 7 years. I was stunned at how big the game has grown. It was overwhelming trying to study about the contemporary form of the game and also have a real life. I think a series could be made where you break the game down and hit the biggest bullet points, talking about how it used to be and what it is now. One series for classes, maybe a condensed one about races. 10 minutes max (or whatever minimum run time has to be for ads). I could listen to that at work much easier than having to do the actual reading. Certain subjects I would re-watch a few times. I'm guessing I wouldn't be the only one doing that. Helps views.
Quick note on Rogue: With Twelve classes in the book, someone's gotta be number 12 on the power scale. This doesn't mean that the class is bad, the new rogue still delivers on the fantasy of the rogue class and is fun and satisfying to play (At least if it's not too far off the playtest material), but it just isn't as explosively powerful as other new classes.
New ranger. Checkmate. It's JUST TASHA'S, gloomstalker got its first turn gimmick taken away, beast Master got worse, the capstone is 1d10 hunters mark (laughable considering THEY NERFED IT TO PROC ONCE PER TURN)
You're my favorite dnd youtuber Dndshorts, keep up the good work. P.S I used your hexbalde warlock build to bully my DM. (Not on purpose but it worked!)
How come no one is talking about the macro changes to multiclassing and how that hurts martial classes much more than casters?! I think the caster/martial gap is actually getting bigger w/ 5.5. Core martial feats are nerfed and all subclasses / plus a bunch of class features have gotten pushed back farther... Which hurts optimized martials.
@soldierbreed multiclassing to bridge what gap? We know that the classes are not balanced and aren't supposed to be. Every class has its own niche or something like it that can fill the role of two classes but not as good as one by itself. D&Ds goal shouldn't be class balance. It has to be game balance. That's so much more important than if a cleric or paladin can do as much damage as a fighter or wizard.
12:39 as someone who almost always plays a rogue, in ttrpgs and video games this image nearly makes me want to drop the class. I can’t believe this is official art. I feel that way about a lot of art they show. It doesn’t make my imagination race, it makes my face go O_o
... if you think that this purple-haired, politically-woke, eternally-angry "hobbit-kween" isn't knocking-down xer/xis glass-ceiling by jumping out of windows instead-of into them... well then... Yah... this shit wreaks...
Hey dude, i only came here to say your videos are not only very entertaining but also help the community of D&D and TTRPG grow fonder and larger of the amazing worlds we can experience through them, even your adds are fun man! Honestly congrats on the great work, and please know you've made me smile many many times and i thank you for that from the bottom of my heart, anywho...Hope you are doing great and rock on!
moon druid still not being the werewolf druid subclass i need 😖 it could be flavoured as moon druids believing that true harmony between beast and man is the acceptance and harnessing of lycanthropy - i.e. the curse that twists you into a synergistic hybrid between beast and man, and that is a transformation undergone under a certain phase of the moon, which itself goes through "transformations" throughout the month into its different phases.
I do prefer the Pathfinder 1e that allows you to really customize the Rogue, they can be super skill monkeys, but they could also be amazing strikers with Knife Master and other subclasses.
Not sure if I’d call Druid improved. More class features are nice, but I don’t have good feelings about how wildshape works.
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I actually feel really great about it, solved the overpowered state t levels 2-6, improved lategame scaling and made it much more convenient to use. Ability to cast spells in form and more shapes per combat is huge improvement
Oh, well all agree, Wildshape is outright garbage, from both a mechanical and ESPECIALLY lore standpoint. I am a 230lb level 8 Druid and I transform into a 600lb Tiger and somehow the Tiger has LESS hit points than me. The Tiger’s HP are the same as the False Life spell. WS is now a bonus action?? Of course it is and should ALWAYS have been that way. But, that doesn’t matter, because Archers are now your arch nemesis. The SLIGHT improvement to AC means nothing. And, at later levels, your +10 HP a+ level 10 is going to get clapped EARLY. One WEAK-ASS Cantrip, and those temp HPs are gone. Now, you look like a fool, because you’re still in your shape and weak asf. Druids look less and less competent with each new addition. You’re better off playing a Nature Cleric.
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@@acephas3 Bro you are looking at it all wrong. First off, at level 10 its actually 30 temp hp for moon druid. That's almost the same that spore druid got as action (and almost nothing else on top of that). Also your tiger doesn't have only those hp. It has your whole hp and those temps on top. If you lose them, you do NOT go back to humanoid form, you stay as Tiger. Also it's not exactly slight improvement, almost all forms end at ac 15, 18 is actually quite better, it's like equipping shield and defense style. It's ac of two handed fighter in plate armor lmao. Also your damage with beast attacks (that's all you had before) + elemental fury + that level 15 feature + moonbeam/conjure animals (castable in form!) is gonna be actually really formidable. At level 15 it's beast attack + 2d8 elemental + 2d10 radiant + upto 8d10 thx to moonbeam...and you teleport and have advantage on first attack... Guys this class is lit, you just need more information I feel. And you can refresh those temp hp by just wild shaping again, 3 times in combat and then you can even convert spellslots to gain more ws... That's like possible 15 wildshaoes per day or something...
I dunno, actually going off the stat blocks of the animals as if you polymorphed into them still sounds like a better deal. I mean, at level 10, you're likely not transforming into a Tiger (a CR 1 creature), you're transforming into things like an Ankylosaurus, which have MUCH higher hit points than just the Temp hit points you're getting from wildshaping with THIS kind of druid. It's a downgrade, plain and simple.
The question I ask with the Druid change was "Why not both?" Let non moon druids get their buffs then let moon druids get the full hp of their transformations. You dont make the least played class more played by making things weaker.
A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles.
While you can’t rate the subclasses, the design ethos of them can be weighed. For instance, the warlock: it seems like part of the subclass redesign was that the subclasses grant you free castings of one or a few flavored spells to the subclass, solving the perceived issue of warlocks having too few slots in a way that doesn’t make them half-casters.
It would have been the sensible thing to do, but sadly they threw out the baby with the bathwater when people didn’t love the first iteration. Warlock spell slots have zero narrative foundation (what is it about making a pact with a supernatural being, exactly, that makes you recover your magic after a short nap?!) and rally didn’t play well with the rest cycle and the magic system.
The way I wished they had done it would be to have the Warlock keep the half-caster spell slots, but include a "Pact Magic" feature that gives them a limited-use per short rest ability to up-cast spells to a certain level without expending the higher level spell slot. So, as an example, a 5th level Warlock would be able to use this hypothetical Pact Magic to upcast Armor of Agathys to 3rd level, but still have it only cost them a 1st level slot. It would provide a similar vibe to the way Warlocks currently work, with pushing the boundaries of more traditional magic, but at the same time be able to have more spell slots to use normally, and also not end up devaluing lower level spells that don't upcast as you level up (like Misty Step currently does the moment you hit level 9 and gain access to Far Step).
@@davec1 I would have loved if they went hard the other way, and gave everyone warlock style magic. It's the far better designed way of running spells of the 2. That would have caused a riot since that would be a big change since at least 3rd edition (I don't know enough about 1st and 2nd edition, but I believe they use the same magic system too) to how magic works fundamentally. But I think it has always been stupid and unintuitive how magic works, and the warlock way of doing things makes a ton more sense, and I think is actually more balanced as well. Making them half casters is even more ridiculous. They are full casters, they get new spell levels every odd level all the way up to lvl 9 like any other full caster. And if you have some short rests they actually have more spell slots than other casters at lower levels. I don't think the problem is that warlocks are too reliant on short rests. I think the problem is that several other classes don't rely on it at all. The 'either short rest or long rest based characters' is I think the biggest design flaw in the entire game. Every character should have to rely on both. That way the entire party wants to have short rests, and not just the warlock. Just 2 examples of warlocks I've seen in play. One with a paladin, a druid and a wizard and it was a very sad warlock, since no one else in the party cared about short rests. A different group had a monk, a bard, and a fighter, and the party had short rests all the time, since everyone in the party had a reason to want them. I think the latter should be how every class works, but it looks like that's not the way WotC went with it.
@@jaspermooren5883 I see your point, I mainly meant there is a mismatch and I just kind of assumed they wouldn't change the resource regeneration cycle for all spellcaster classes except the Warlock for what they say is an update of 5e (or whatever we want to call 5.24 / 5.5, 5e 2014). Of course adapting everyone else to the Warlock way of things could work, too, e.g. for 6e. What mostly doesn't make any narrative sense to me is the status quo of some spellcasters regenerating spell slots after a short rest and others after a long rest, it's different systems purely for the sake of being different and imho they should get rid of that difference one way or the other (or, somehow provide a good narrative reason for the difference).
2:48 If this changed, it technically means you could stack ray of frost with lance of lethargy (If they can get ray of frost that is) which is a 20ft slow for a cantrip that already does solid damage
@@Zeos-pk3wh If you want level 1000 frustration Play as an archfey warlock, the updated version gets free misty steps that get a lot of bonuses, so combined with 20ft slow it makes it nigh impossible to close the gap
The biggest buff to the rogue is being able to use the Nick property, allowing them to attack twice while dual wielding and have their Bonus Action ready to dash, hide or disengage. Basically you can have the swashbuckler subclass with every rogue, because you vould always disengage and have advantage if you wanted to. PD: Also the origin feat is another underated buff, you could increase your hp (tough), have more skills (skilled) or even gain some spells (magic initiated) all of that for free at first level
I think with druid use the new one for anything other than moon and old moon. Although so far it is just the variant I have already seen from the last UA which means moon druid gets a spell list they can use in wild shape from level 3 and it includes a cantrip which is basically a spectral arrow, pretty nice since spells used to be locked behind level 18. It also gets AC equal to 13+wis so 18 at most levels, a big improvement and at level 6 nothing much changes, instead of it being counted as magical you can now do radiant damage, so normally just as good though technically a nerf and you can add your wisdom modifier to constitution saving throws, very very good as that includes concentration saving throws, making concentration defensive spells far more reliable. At level 10 you essentially gain misty step that also gives you advantage on your next attack roll this turn and can cast it a number of times equal to your wisdom modifier for free and it isn't a spell so it is immune to counterspell shenanigans. At level 14 you can bring another creature with you when you teleport and you deal an extra 1d10 damage on every hit.
@@MrFirefan1234 well most high level forms make 1 attack anyway, the mammoth and various dinosaurs for example, so that is probably a buff overall. It is only a nerf to forms that make 3 or more attacks and there aren't many of those.
@@acephas3 nah the ability to wild shape with a level one spell slot from level 5 is too good, for a moon druid that is 15 temp HP and a massive damage and decent AC buff with a single level 1 spell slot, and it only gets better at higher levels while the cost effectively goes down as you get more spell slofs and you don't need to worry about using wild shape for utility because you get so many more uses. Bear in mind by level 11 you are now doing 2d8 extra damage on every hit, that is horrifically high damage for a triple hit form like giant scorpion and still very good for 2 hit forms like the spotted lion.
You couldn't choose Counterspell for Spell Mastery anyway, since Spell Mastery was limited to a 1st level and a 2nd level spell. The "problem" would have been with spamming Shield or Silvery Barbs. Signature Spells at 20th level would have allowed Counterspell, but only once without expending a spell slot.
This right here. Someone else said unlimited counterspell in another video and I just thought I was missing something but even the playtest counterspell is still level 3. Not sure why people keep mentioning it for spell mastery...
Since spell mastery was a 1st or 2nd level spell you could never cast a counterspell anyway. Basicly the feature gives you a more powerfull cantrip of your choice, eg magic missile or with shenanigans like Levitate. But the most intresting will be with synergies with the new subtypes, eg as an illusionist, you can do Phantasmal Force, without having to use verbals and with extended range.
"Look how they massacred my boy." -Moon Druid Players
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U actually think it's much more fun now and less unbalanced on lower level, with better scaling at higher level. You no longer have power of 3 other characters at level 2, but on level 10 you are actually much stronger and versatile. You deal more damage in forms with elemental forms, you can talk, you can teleport, you can cast spells! You get advantage on attacks... It's awesome. You actually feel more like druid with its features when shifted, instead of just dumb beast that has inferior attacks. For example, in one of playtests, I shifted to large animal, casted moonbeam, and on consecutive round I managed to teleport on small cliff above battlefield, jumping down doing awesome fall damage to enemy I landed on, using temp hp to absorb the blow, and then I grappled him and dragged into moonbeam again... It was awesome 😁
Yeah you aren't a god at level 2 anymore but I like these changes mainly because it's going to let WOTC make more interesting beasts that they don't have to worry about moon druid abusing them. This means better and stronger beasts to transform into beyond just a million HP
They massacred nearly ALL of the Druid subclasses. It’s a shitty change all around and it makes the Nature Cleric better at nature than the fkng class that’s supposed to be the best at it.
As more of spellcasting kind of Druid player, I don't see much issue with the changes to Wild Shape, personally. I almost exclusively use Wild Shape out of combat or for subclasses like Circle of Stars that use Wild Shape for other mechanics.
Actually it's way better for you because you can turn a wildshape into a level 1 spell, summon a companion and later if you don't use them get a 2nd 8th level spell.
It’s a garbage can, thru and thru and ONLY valuable if you play a higher level game. At level 8, you can be knocked unconscious with a well placed critical. At best, you have 64hp with wild Shape you have 72 HP, and you are still more likely to be hit, even with the SLIGHT Increase to AC. The class is racing to the bottom.
The only warlock invocations you can get at level 1 are pact of the chain/blade/tome. All other invocations are warlock 2+. They basically removed the pacts as a class feature and made them invocations. So no 1-level dips for agonizing blast/devil’s sight/etc. still just getting a pact at level 1, it’s just an invocation now
I'm really not sure about the druid nerfs. On the one hand, it's nice to get more uses on a day, and the whole paying with a spell slot is used in many other features from other classes. On the other hand, it's so much more than just stepping on the moon druid's toes. the bonus wild shape was their main feature, the massive hp boost was their defining way of surviving in battle, and now they just get temp hp equal to their level? That's nothing! it's less than what an artillerist artificer can give until level 14, and that's just as a bonus action and renewable. Nobody picks the moon druid for the spells, and all its features and buffs only work as long as it is within melee range. The new moon druid gets a star spangling 3 times more TEMP HP when shifting, meaning only 9 hp for a lvl 3 pc. That's gone within the first or second attack on it, and your AC will never go higher than 18, unless your Shape has better AC. Now, you're a brown bear without those 9 Temp HP, you've lost your thumb to hold on to items and things, and you cannot cast spells with components, even the worthless ones. The reason for Wild Shape is to either get a melee buff or sneak around, and the melee reason is completely gone. The Primal Strike feature gives you 1-2d8 over 15 levels, and the ability to change the nonmagical attacks into Radiant. So good luck if the enemy is resistance to both. I'd rather just be able to punch through it with magic-resistant paws. Then there's the loss of the Elemental Wild Shape, which really connected the Moon Druid to the land and the elements. Maybe there should have been a silvery Lunar Guardian or something, but the Shape was unique and awe inspiring. INSTEAD, you get to teleport around once per turn and get advantage on 1 attack. Again, why bother with Shapes, if that's possible. You don't need to Shape to do it. Just throw a cantrip or fire a bow, get advantage on that 1 attack, and run further away. Finally there's the Thousand Forms vs the "Lunar Form". You can either get a better Disguise Self for free, or deal 2d10 Radiant, Once per turn, with your otherwise useless Wild Shape. 2d10 wont do any difference in battle, and I'd much rather be able to blend in with the massive population and never be found, rather than deal a little more dmg in my Inferior Shape. Remember that this is the Cornerstone feature. Thousand Forms was already nothing major, but 2d10 dmg per turn gives off "Level 20 final feature from 2014" vibes. They massacred my poor Moon Druid, and its unique fighting style is ruined.
There is a solution: you could work with your DM to adjust the moon druid to be more viable. If you are the DM, you can do whatever you want; Rule 0 states the DM is the final arbiter. So unless you're running Adventurers' League for a business, or are playing at an official event, Jeremy Crawford is *NOT* the DM at your table.
@DNDShorts I just want to thank you for motivating me to back the DC20 Kickstarter campaign! It is because of your in-video ad, I decided to finally back it (I saw it well before this video). Will Ryoko's Guide to the Yokai Realms have a conversion ready for DC20?
Warlock changes id say are pretty significant close to what the Druid got: Change in pact boons to invocations is a big deal, not to mention the fact that most invocations are getting buffed or changed, and you can take feats from invocations, those are all massive changes that fundamentally alter warlocks not to mention we are yet to know what the changes to the pact boons are, we know weapon is close to pact of the blade with extra attack and that chain has new familiar options, mystic arcanum are staying for the looks of it and if we get more than 2 slots later levels that a huge change (as implied by the recover half your pact slots as it implies more than the 2 before)
The reason primal order is a huge buff is the medium armor they get seems to no longer have the metal armor restriction. This functionally gives them +3 ac compared to the 2014 druid.
2014 druid could always wear half plate armour, as long as it was not metal. make it out of magical wood or something. the nonmetal restriction was for flavour.
Using some of the sneak attack damage for an effect is exactly how Starwars 5e is for their rogue(operative). Except each subclass of the rogue can apply different effects.
Regarding the Druid Warden feature, do we know if the "no metal armor" restriction is still in play? Because frankly that would make medium armor proficiency useless. Also thanks to Cow God for the DC20 info, it's got a new happy backer.
I kind of wish they went with a point system with wildshape. The size of the creature determines the amount of points used. The larger the creature the less you be able to wildshape as it would cost more. the smaller allowing many uses as it would cost less, assuming you have the points to do so. Sort of reminiscent to the movie and how many times she was wildshaping to flee 😅
Dude you gotta get into the 5.5 spell list changes. I've only looked over druid so far, and there are DEF some nerfs (ones that are imho poorly implemented - conjure spells particularly) and some great buffs (barkskin looks epic)
I can see it being argued that a casting time of 1 Reaction is equivalent to that of 1 Action. For instance, being Incapacitated means you can't take actions, which includes bonus actions and reactions. A reaction is also even faster than an action, which sounds like what they were going for, as opposed to spells with a casting time of a minute or more. If nothing else, that's how I'd rule it at my table.
The problem with the warlock in 2014 was the invocations. Invocations were not powerful enough unless you used eldritch invocations to negate the lack of spell slots. The revamp invocation in 2024 really solves that problems and makes more pact boons/ play-styles viable.
I don't mind that warlocks get their subclass at 3rd level. 1st and 2nd level being where your character is delving into the secrets of pacts and dark rituals before making their faustian bargain at 3rd with a patron is cool imo. I mean paladins are still paladins at 1st and 2nd level before they take a specific oath at 3rd level, it feels about the same to me personally and like it when these things happen in game instead of in the backstory or out of session.
I dont understand why people think the new Rogue is bad? They have a lot more versatility now, and all of their subclasses got majorly buffed. Rogues having as much damage per round as the other martial classes isnt what the Rogue is supposed to be.
I’m just not as excited for these “2024” books in comparison to DC20 or anything else I’ve been enjoying like Shadowdark or Mothership. Though I am greatly enjoying 2 campaigns of Drakkenheim via the 2014 rules
@@NovelVanguard There is so much out there, I recommend you check out as many TTRPGs as possible. Many UA-camrs have videos and lots of systems have QuickStarts. I’m positive there is a TTRPG out there for you, even if it’s just 5e homebrew ^_^
@@caiusdrakegaming8087 Ive been meaning to try it but haven’t found a group yet there are certain things I like and dislike about it. Mostly in character creation gameplay wise it seems pretty good but I’d have to try it to be sure
I think rogue’s cunning strike feature would be better if you could select multiple effects on a single sneak attack as long as you had dice to spend, so if I had 3d6 for my sneak attack damage, I could pick and choose up to 3 effects in exchange for my raw damage potential
While I get the fact most Druids use Shillelagh and attack with Wisdom, Warden granting full Martial Proficiency rather than the partial they've had, means they can now use the Heavy Polearms like Halberds and Glaives, or use other great weapons. Though I'm not sure if they have changed the feats for such things or not. (Talking Polearm Master and Great Weapon Master)
They can't do what their class is used for now, which is the best tank in the game. It may be more balanced, but it will play a different role than in 5e I think. We will see!
Місяць тому
@@RealRedHotSteele well I don't think it's the best tank, just biggest pile of hitpoints. But it's ac tanking isn't really that great as most forms have shitty ac and it's quite light on protection features that other martials have. No in built soft taunt and so on doesn't really help. While new version will have less hp per combat, it's ac will be possibly lot better at 18 (13+wis), and hp will not be much worse per combat. Old version at lvl 9 could for example go into giant scorpion (around 50hp), twice, so that's 100hp bonus. And 15 ac of course. And when you lose those 50hp you lose your wildshape. New version gets 27 temp hp in same form. If lose them, you retain your form tho. And new form is 17-18ac based on your wisdom at this level. BUT you can shapeshift 3 times per combat, and then spend spell slots to gain more wildshapes! So even with base 3 wildshapes, you get similar bonus hp, but better ac, and you retain your form better. But if shit really hits the fan, you can just start converting spellslots into shapeshifts, and get absolutely insane number of temp hp this way. Old version let you heal 1d8hp per spell slot level, new version gives you 27temp hp per spell slot if there is no caveat in rules. Yeah really, I think it will be fine guys. And instead of being just huge pile of hp, you can now heal in form, talk, you do more damage, you can cast some spells... Much more useful
I'll grant you that the spell beastshape conversion could make this class better, I'm looking forward to seeing the final mechanics. Meaning if any spell slot = wildshape and you don't need to leave wildshape to use it again, then yes, I could see using my 17 wildshapes (lvl 9) to give me 153 hp spread over 17 turns. But remember those HP will not stack! As a lvl 9 druid, I could also go killer whale twice (in two turns) giving me 180 HP immediately. These HP are also healable by other party members whereas the new ones will not be if temp hp remain similar. Not to mention I would still have 14 spell slots to use after getting that HP dropped. This issue is compounded at higher levels where you beastshape hp increases by 3 per level, but beast HP increases at a much faster clip on average. I'm less interested in AC at these levels, because after their two I would argue that an 18 AC is still kinda bad . I'm interested to see the published ruleset!
The Assassin version of Rogue is for sure weaker now. I don't know if Rogue overall is weaker though. I think you're right that they're just mid. If we're now allowed to apply invocations to other cantrips, why would we still choose eldritch blast? Just for the scaling damage/extra projectiles later on? Some other cantrips have neat effects. I don't know if I like the druid or wizard changes, not fully at least. Seems like sort of nerfs.
Eldritch blast is just so iconic of a cantrip, considering it's specific to warlock, and it still benefits the most from the cantrip improving invocation. Every other cantrip only does 1 instance of damage while Eldritch blast can do up to 4, which means 4 times the bonus damage from agonizing blast and 4 times the push back from Repelling blast. Sure, other cantrip have some cool effects, but 9 times out of 10, it's just better to do the most damage possible. Why slow a creature when you can just kill it?
That is the entire point, you CAN stick with Eldritch Blast, because it has the unique aspect of being multiple attacks, but being able to apply invocations to other cantrips means you have more variety in how you choose to build your Warlock.
@@theunikronus7204 because a lot of creatures wont be killed by 42 (4d10 + 20) force damage unless they're already in dire straits. Until they are, give your cantrips extra utility. make the fight a bit more interesting.
For Wizard, it seems they mostly buffed the subclass features. Example: abjurers are now even more impossible to spell duel because they can now dispel as a bonus action.
As someone who's favourite class is also warlock, I would've liked to have seen them get more overall spell slots, much like the Dungeon Dude's Apothecary class did where the number of slots increased at the same level they would get a Proficiency Bonus increase for a total of 6 spell slots. But being able to regain half your slots once per long rest isn't too bad either so I guess I'll take that as a compromise
Stroke of Luck would be insanely good for downtime activities that your DM decides require a skill check, as (in my experience) it is only the one skill check for the whole day. It makes sense it requires 20 levels of Rogue.
My favorite part about the Warlock change is the ability to take multiple Pacts and get later Invocations that buff them. That dashingly scary caster over there with the big book that just screams easy target? He was baiting your ass into melee range so his supernaturally hungry weapon made out of screaming light and the deepest umbral depths of the seas could reach out and introduce itself.
@@gloryrod86 how? Less uses of Wildshape equal less uses of every subclass feature. Also at level 8th you cast a concentration spell and Wildshape into a giant eagle with 26 hit Points, or another creature with a lot of hit Points, how having less hit points isn't a nerf?
@r.9820 let me put it this way, at level 8 you turn in a giant eagle, in 5e you have an ac of 13 and if you take 26 damage you fall from the sky, take damage and land prone. Now you have 18 ac, and 67 hp, and you never fall from the sky. I like the new one better.
@@gloryrod86 I think the comparison is deceptive, most creatures doesn't have range and most creatures with range, attack with disadvantage when you move 80 ft away and 26 hit points is enough to survive multiple hits at tier 2. Also falling from 20 ft is an average of 7 damage barely relevant. I don't see how falling prone is anything if not a benefit when the enemy is attacking you with range. I see the appealing at higher levels because of higher AC but are the less played levels. Also temporary hit points means you have less team work benefits which is really bad in a co-op game.
@r.9820 first, are you 80 feet up or 20 feet up? If it's 80 you are taking 28 fall damage. Second the advantage of range is the same for both. 3rd, falling prone is relevant because it halves your speed, we can assume if you are flying that you want to stay far, it's hard to stay far with half your movement gone. 4th, the extra ac is really good at all stages of the game and is a huge boom to the new wildshape. 5th, 26 hp goes FAST when your ac is bad, all the beast stat blocks have bad ac.
The Warlock not getting more slots is a crime. At least for this class, they should have used the magic points (or even better a revised version of that with better scaling) to allow using lower level spells (like Shield) without wasting an entire 2nd or 3rd level slot. Also, the change to getting the subclass to level 3 was bad, for all the classes that changed. They should have made the change to level 1 for all instead, but no one cares about people that love to create builds with dips into 3-5 different classes (that's why I made my own system entirely from the start...).
So you can turn spell slots of any level into wild shape uses and then turn those wild shape uses into spell slots at 2 spell levels per wild shape use? So basically you can turn 4 level 1 spells into 1 level 8 spell.
You can’t pick counterspell as one of your spell masteries. Those are one first and one second level. The banger combo is shield / silvery barbs and misty step/ invisibility.
Lessons of the first ones is already crazy. Take tough and you got barbarian HP. You don't care about HP choose Lucky so you can hax some rolls Don't care about either get skilled so you are good at skill checks you want to be.
Now that Sorcerer has been revealed it’s kind of hard to evaluate it against Wizard without seeing the spell rebalance. Sorcerers have some super powerful features and all the subclasses get expanded spell-lists. In terms of features they’re definitely looking better than Wizard now, but of course the Wizard spell list is pretty much their main strength (along with their casting mechanics).
I once had an idea for the warlock. What if they get a feature that allows them to use one pact spell slot per fight for free, whether they have an slot or not. Allowing them to always have the use of an spell at least once per fight. I think that would solve a lot of issues, warlocks always feel so limited, forcing them to stock all resources. They want to use an spell, but they do not know if they will be able to rest, and as a warlock I often find myself resting with both spells slots still available. Not because I did not want to use them, but because I felt like I needed to save them for the right moment that never happened.
I've been playing my druid for 5 years. Just this afternoon we hit Level 20. Looking at this new druid... I hate it. It's hard enough to be a high-level Moon Druid given that there's basically no beasts above CR five, and now taking away the hit points of the few decent creatures we actually get? At level 20 the Earth Elemental is good for one thing, being a tank. Now they're taking away those hit points? There's no real point to be a Moon druid anymore.
From what I have seen so far, it looked like they got rid of the ability of Tome Warlocks to learn and cast any ritual spell up to 6th level from any class' spell list. My fingers are crossed that it is just a later invocation.
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Using your logic, I am not going to purchase this until I see everything that's in it.
Are you going to do a review on the Sorcerer soon? Haven't seen any video's on them yet.
@@stormbreaker3027 when they come out I will do an initial review, and a deep dive when the full text of the book is released (I believe that is due for early August!)
It's saying that they no longer have rewards available.
Who am I to deny the cow god? Backed!
I absolutely love the "Everyone gets expertise" approach. It just makes sense that a wizard would have expertise in arcana. Or that barbarians whould have expertise in athletics. They should be far better in their respective fields than other characters. Currently a bard with arcana proficiency is just slightly less knowledgable about arcana than a wizard who studied it their whole life.
A free expertise at first level would almost have been better than a free feat at first level house rule in the 2014 rules.
100% It's weird that a Rogue or Bard as the rules are now can be even sometimes better at a skill because of expertise than a character that is supposed to be the pro of that ability, honestly it's not even super difficult to fit a +2 Int bonus into a Bard build if you're willing to make your guy more vulnerable.
i absolutely hate it. thats what proficiency is for. expertise in arcana isnt studying magic, its studying magical lore. it 100% makes more sense for a bard, the class about studying lore, to have more knowledge of lore, than a wizard
@@neptune7042 Except that expertise is not "knowledge of lore". It's....expertise - a term that expresses profound knowledge and understanding of the subject, not of the "lore" of the subject.
I'm sorry but in what world would a bard know more about arcana than a wizard who dedicated their whole life to studying the arcane?
That doesn't even begin to make sense.
@@neptune7042
I mean when you study something you usually study it's history too.
And no, expertise is ... Expertise.
Arcana expertise is the overall knowledge of the subject, not just it's history.
9:04 330 foot Thorn Whip is hilarious: oh, I'll just yank that sniper 10 feet out of his perch and watch him fall.
"Dragonrider? That'll be 30d6 falling damage."
That’d be a good reason for them to keep Thorn Whip as a melee attack.
Yeah, it's kinda funny how at lv11 the melee variant gets just an additional 1d8 and the caster variant gets up to 10x range on their cantrips 😂
The ranger: I took Sharpshooter so my bow can hit an enemy 300 ft away.
Druid grabs a root and whips the target back. "I can still hit it"
@Kirholm12 that's code for "melee in wildshape yo, tf"
3:30 I think this Warlock change is specifically for more flavor options. Rather, it sets up an opportunity for the DM to introduce actual NPCs that are story relevant and can be your patron. Rather than it just being a character from your backstory the DM has to occasionally remember exists.
Assuming most of theInvocations stuck from PT7 (and TreantMonk seemed to imply they did), Many invocations got buffed (PotB and PotT, significantly) and you effectively have 1 more than 2014 (2more, but Pact Boons are invocations now). These add up to a significant overall buff.
It could help with that but I think it's just because all subclasses are chosen at level 3 now (in all of the classes).
personally, i think it's kinda weird. warlocks derive powers from their pact, so having it up in the air what pact you have can be a bit strange. like i made a deal with an entity, but it could just as likely be an zariel as it can be titania and you get to decide at level 3. sure, you can use it to introduce an npc, but that is on the dm. depending on how your dm does story it can also be more trouble to them, since with the old way at level 1, you had to discuss beforehand the nature of the pact and what subclass you picked before you started the game. now it can be up in the air until level 3, so unless your player already has a clear idea of what subclass they want it becomes a bit more difficult to predict which patron they are gonna go for and plan the story around it.
Also, the idea of introducing the patron till later could still be done with the old warlock depending on the backstory. you could have it that you made a pact in your dreams or something but don't know the identity, or something like that.
I get that they wanted to limit the multiclass dips, by making every subclass only accessable from level 3, but with the invocations now at level 1 they haven't exactly discouraged multiclass dips into warlock...
Still, It's not a huge deal, and like dndShorts said, you can just favor it as only receiving the benefits then. it's not a gamebreaker, but flavor wise it can cause a bit of dissonance between the mechanics and the story. personally i prefer the old way of subclasses, but that is just personal opinion and it's fair to like the new way.
I dont think your sub class should be reflective of you patron honestly. Currently playing in a system where its not the case. And it works just fine
All the single level dips into warlock can just skip picking a patron and get their power from nothing to. That's good design
Pact boons we’re actually changed into invocations so that’s a pretty significant change
Yeah, being able to get more invocations (according to Treantmonk) and to be able to stack multiple boons to me seems like a good boost. Including some of the changes to the invocations themselves, they changed and improved quite a bit
Stack pact boons so pact of Chain and Blade and Tome
Also there were a lot of changes to invocations themselves
I wish they kept the idea that Warlocks could choose their spellcasting modifier :(
Thats never been in the raw, always been cha casters
@@AWizardRed it was the one good thing they changed in the playtest where they became half casters, but then they reverted it for some reason
@@AWizardRed
I understand that but it was in one of the UAs and it was the coolest idea. Lock is already the most customizable class, and lorewise makes sense that the connection to their patron could be tied to other aspects of themselves besides cha.
And the Wizard/Int Warlock, Pact of the Bladesinger would go HARD
@Rain593 Yeah I loved the idea of being able to play an Intelligence based Warlock and multiclassing with Bladesinger or Arcane Trickster or being a Wisdom based Warlock multiclassing with Cleric or Druid. So much lost potential
@@theunikronus7204
1000%.
As soon as I saw that UA, it became a house rule at my tables.
People will whine about it being too strong but who cares. Let your players have fun.
It sounds like your warlock patron spell list automatically gives you access to those spells instead of just you can pick it for your one spell a level. An extra 10 spells in your repertoire is a nice bonus. I hope the same thing happens for sorcerers too.
That is the case for the Warlock.
I'm actually psyched about expertise for the wizard. I'm playing one now and feel kinda silly when my arcana is worse than the rogue's because they took arcana expertise.
But that means they gave up Expertise in one of the core Rogue functions (Stealth, Thieves Tools, Sleight of Hand, etc) in order to get that Expertise. It seems like a fair trade.
@@RumpusImperator except that rogues get 4 experience and with the classics of stealth, thieves tools, and sleight of hand it still leaves one for arcana.
Yeah it was mighty stupid that a baseline wizard could be worse at arcana than some alleycat
@@RumpusImperator There's no 4th 'core' rogue function, they'd give up nothing in that 'fair' trade
@Kirholm12 ...? Investigation (Finding Traps), Athletics (Climb Walls), and Acrobatics are all also core competencies for the Classic Rogue.
One huge change I saw that you didn't notice: the ability of Archdruid that removed verbal and somatic components and material components that aren't consumed isn't there anymore. That's a HUGE change. That means when before level 20 druids were basically immune to counterspell and could stealth cast. Now they can't anymore.
Good spot! I really dislike this change.
As someone who played Druid from level 5 to level 16 I can’t express how unfun it is to be counterspelled and not be able to do anything in response.
Yeah I guess I don’t get a turn now. The old Archdruid at least gave them the saving grace that this would not be an issue anymore.
yeah, but archdruid is level 18 now, right? considering the epic feats, there might be something you can take that makes up for the nerf even before level 20
@@seguaye Archdruid is still the capstone. Also, immunity to counterspell and being able to stealth cast is HUGE. I doubt any epic boon could make up for that. Druids spent the last 15 levels getting screwed by counterspell while not having it themselves. At level 20 they finally stopped having to care. Now they will be screwed by counterspell for their entire career. Infinite wildshapes is good. Immunity to counterspell is on a different level.
@@SkaalKesh Yeah, Druids were nerfed hard. For whatever bonuses that were given out, they were balanced inappropriately.
For everyone bemoaning counterspell, it's been heavily nerfed, so I don't think it's "the single worst spell to have cast on your character" that everyone currently treats it as anymore.
Honestly, the arch druid feature is probably the most nerfed druid class feature
It's buffed for every druid except the moon druid
I would rather take my second 8th level spell slot and still have unlimited wild shapes thanks.
@@nyanbrox5418keep in mind a lot of the subclass features use wildshape though. So the wildfire Druid’s spirit, stars Druid’s starry form, moon Druid’s combat wildshape, spores druids symbiotic entity, and probably others I’m forgetting. So cool, you can spend all your uses to get a high level spell slot back, but then you’re missing out on the core features of your subclass and that’s just kinda shitty
@@nyanbrox5418It's giga-nerfed for all but a couple subclasses.
@@Shadowrendx Not really. Most of the good Wild Shape subclass features are abilities that once activated, remain active for decent amount of time. So realistically, you only need 1 Wild Shape use per fight, which Archdruid will make sure you always do. So taking a long rest then immediately converting all of your Wild Shapes into an 8th level spell slot doesn’t really effect most level 20 Druids, unless they’re a Moon Druid. And for the odd occasion you need another use of Wild Shape during a fight, you can just convert a 1st level spell slot into a use of Wild Shape with Wild Resurgence.
@@thomasshepherd8909 Spores Druids are really nerfed with the new Wild Shape, because the Symbiotic Entity in 5e gives you 4 Temp HP per Druid Level and buffs your melee weapon attack damage and the Halo of Spores (reaction) damage, which are both close combat buffs, but it only lasts until the Temp HP are used up, which happens fast; I often get to use these buffs only once as is, and with only 1 Temp HP per level this lasts even less long. Using it as a bonus action helps, because then you might at least use it in the turn you start it, while in 5e I can only use it as an action and struggle to benefit from the benefits. So this core subclass feature is nerfed, and if I trade my Wild Shape uses for a spell slot and I can only use it once per fight, this feature basically becomes useless.
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Correction: The 2014 Wizard Spell Mastery only worked on 1st and 2nd level spells. Counterspell was never an option. You are mixing it up with the 20th level feature Signature Spells.
it makes sense for the wizard to have expertise in intelligence base skills, why the fuck were rogues and bards better at intellegence stuff than the person whos been studying for years
Investigation. Nature. Rogues be outside and hands on kind of class. Survival is the application. Nature is knowing it.
Because they study different INT stuff. It take a lot of mental energy to study magic. Think of it like being a lawyer. Study and study because there is always some loophole or something new you can figure out. But most lawyers don't know anything about cars or how to fix a computer.
@@captainnyan-nyan2005 Which is why it was stupid as hell all this time druids could not AND STILL DONT use wisdom for nature
@@MithrilRoshi As i see it, druids do not 'know' about nature, they understand how to work with and around it, they understand what it needs, and what it needs to be protected from, but they don't realy know it in technical terms. The nature skill is about the technical terms.
Expertise represents a deep, focused study of a topic, probably representing years of study. And from a balance standpoint, spending that Expertise on Arcana means that they AREN'T good at one of the core Rogue skills. I think it's reasonable somebody who has made that decision is basically on par with the Wizard.
Giving Wizards who already have +5 Int Expertise is just going to lead to DC bloat.
Love your content @DnDShorts. As another person whose favorite class is warlock, I think the warlock receives a lot of additional indirect buffs you don't mention that aren't so much on the nose. For example, because of changes to spellcasting, warlocks have the same spell list as wizards (e.g. find familiar, mage armor, shield, magic missile, polymorph, fireball) plus some additional warlock-exclusive spells (i.e. eldritch blast, hex). Plus, all spellcasters can now cast certain spells as rituals, which hugely helps the warlock's limited spell slot issue. Not only do you now get your first eldritch invocation at level 1 *and* you get up to 10 instead of 8, but many of the eldritch invocations can be accessed sooner than before. A lot of them can simply be replaced by choosing certain spells (e.g. the effects of the Eldritch Sight invocation can be nearly duplicated by simply choosing detect magic as one of your spells and casting it as a ritual). Probably the best change is that since pact boons are now invocations, you can get pact of the blade, pact of the tome, *and* pact of the chain by level 2, and all three pact invocations are buffed as compared to their originals. The spells that come with your subclass aren't just an expansion of your regular spell list anymore-now, you learn them automatically and they don't count against your known spells.
Ultimately, my favorite thing about these changes is that it makes it easier to want to single class as a warlock. It used to be a lot more common for people to just dip a level or two to get eldritch blast + agonizing blast or take a level in hexblade so that they can use Charisma as their weapon stat. Maybe people will still do that, but I feel like the class is just as tempting at later levels than it is at early levels now.
There is one change to the warlock that is radical enough for me: Pact Boons can now be taken using Eldritch Adept, which if it's a 1st level feat, means I can finally have the incredibly juicy Blade SAD paladin, Tome Booming Blade Rune Knight, or Chain Slaadpole Abberant Mind sorcerer right off the bat at level 1. If it's a 4th level feat, it's less exciting, but great nonetheless. No more annoying 3 level dips for my favorite features in the game.
If it's not a half feat (renamed to general feat), then by definition it's an origin feat, so yes you can take eldritch adept at level 1 on any class, even if it doesn't get reprinted in 2024 due to backwards compatibility
The wisdom equivalent is actually the druid spell that makes a magic stick, unironically that spell may cost a bonus action but it is the wisdom equivalent
Edit, it could get reprinted into 2024phb as a general feat, I am more thinking it isn't even in the book, at which point it would automatically be classed as an origin feat
This is what I just did with my Paladin in our new campaign. First level feat was Eldritch Adept taking the Pact of the Blade cantrip. Its been so great
I immediately thought of the Pally with Pact of the blade when I noticed it. I'm really hoping this combination is still here, if only because it'd soften the smite nerf for Paladins as a pretty nice buff (and thematic if it can still deal radiant/necrotic!). I'm hoping its origin feat myself, but it's juicy enough I'd accept waiting for 4th level. I'd be real happy if Pact of the Chain was also an option (it was 2nd level warlock in the UA, so it didn't qualify)
Will, you easily do the best sponsor skits on UA-cam, but that one was God Tier. Just blown away lmao
Rogues in my system already had a feature similar to Cunning Strikes called Debilitations. I plan to later on give the rouge extra attack within my system whilst adjusting their Sneak Attack (now called Precision Attack) to work alongside their version of extra attack without breaking it (as it sucks to miss your one attack as a rogue). I was mostly looking for more features for the Wizard's base class, as it's rather empty (and yes, I know they have lots of spells. Though, every class has spells, they should have a feature that defines them and shows us that they are truly the casters of casters). I was thinking about taking the scribe wizard's idea and kinda making that it's base feature (aka giving them the ability to augment and change their spells such as damage types, ranges, radius, etc). Regardless, Thank you for the video and thank you for making Ryoko's Guide, my players love it dude 💕
If anything in regards to the wizard, free vortex warp seems fun.
variant human sorlock wont even need to take levels into warlock. you'd start with 2 feats at lvl 1. eldritch adept and magic initiate: warlock. variant human is already the most played race and now they just made it so much better by giving feats to everyone at level 1 because of origin.
I love the "burn a spell to use X again" and I love that,is a simple but really cool idea
Ez DM Rouge fix, d8s instead of d6s.
I'd go crazy and make sneak attack either 2d6 every odd level or always 2x your proficiency bonus
seems like a lot, but i'm used to DMing to optimizers, so rogues having a big burst every round would probably balance them, specially since it's all single target
Rad!
Your table, your rules
That's kinda out of line for level 1-4, probably better to get that feature at level 9
I would just have them jump an extra step at 5th, 11th, and 17th to match the tiers. D6's just feel so core to the Rogue's identity.
How would d8s fix your DM's makeup?
Bonus points for showing The Sword in the Stone fight between Merlin and Mad Madam Mim! 😂🤙
I recently tried to come back to 5e after not playing much for about 7 years. I was stunned at how big the game has grown. It was overwhelming trying to study about the contemporary form of the game and also have a real life. I think a series could be made where you break the game down and hit the biggest bullet points, talking about how it used to be and what it is now. One series for classes, maybe a condensed one about races. 10 minutes max (or whatever minimum run time has to be for ads). I could listen to that at work much easier than having to do the actual reading. Certain subjects I would re-watch a few times. I'm guessing I wouldn't be the only one doing that. Helps views.
Quick note on Rogue: With Twelve classes in the book, someone's gotta be number 12 on the power scale. This doesn't mean that the class is bad, the new rogue still delivers on the fantasy of the rogue class and is fun and satisfying to play (At least if it's not too far off the playtest material), but it just isn't as explosively powerful as other new classes.
This. Treantmonk didn’t say that the rogue is bad, it is definitely buffed, the other classes just started at a better point and/or got better buffs
Everybody gets the expertise now. It impedes some of the reason to take a rogue.
Maybe the subclasses are more powerful.
Really sick of the "I can't top the DPS charts" convo in a damned TTRPG. If I wanna talk numbers that bad, I'd log back into FF14
New ranger. Checkmate. It's JUST TASHA'S, gloomstalker got its first turn gimmick taken away, beast Master got worse, the capstone is 1d10 hunters mark (laughable considering THEY NERFED IT TO PROC ONCE PER TURN)
@@CooperAATE I always thought the rogue was the skill expert and that was the 'special thing" that was the rogue.
You're my favorite dnd youtuber Dndshorts, keep up the good work. P.S I used your hexbalde warlock build to bully my DM. (Not on purpose but it worked!)
How come no one is talking about the macro changes to multiclassing and how that hurts martial classes much more than casters?! I think the caster/martial gap is actually getting bigger w/ 5.5. Core martial feats are nerfed and all subclasses / plus a bunch of class features have gotten pushed back farther... Which hurts optimized martials.
Because they are biased on magic. They aren't wizards of the coast for nothing
They are still complaining about smite and the ranger. That's why
If you need multiclassing to bridge the gap thats a bigger issue in its self
@soldierbreed multiclassing to bridge what gap? We know that the classes are not balanced and aren't supposed to be. Every class has its own niche or something like it that can fill the role of two classes but not as good as one by itself.
D&Ds goal shouldn't be class balance. It has to be game balance. That's so much more important than if a cleric or paladin can do as much damage as a fighter or wizard.
Have you considered looking into Pathfinder 2e?
I glad that are giving more expertise it was odd that so few got it
As a frequent moon druid player i feel personally attacked by this nonsense.
Yor from Spy x Family would definitely be an expert rogue.
12:39 as someone who almost always plays a rogue, in ttrpgs and video games this image nearly makes me want to drop the class. I can’t believe this is official art. I feel that way about a lot of art they show. It doesn’t make my imagination race, it makes my face go O_o
... if you think that this purple-haired, politically-woke, eternally-angry "hobbit-kween" isn't knocking-down xer/xis glass-ceiling by jumping out of windows instead-of into them... well then...
Yah... this shit wreaks...
Hey dude, i only came here to say your videos are not only very entertaining but also help the community of D&D and TTRPG grow fonder and larger of the amazing worlds we can experience through them, even your adds are fun man! Honestly congrats on the great work, and please know you've made me smile many many times and i thank you for that from the bottom of my heart, anywho...Hope you are doing great and rock on!
Hey, thanks for sending such a kind message 😊
How the hell is this man still able to make each sponsor even more unhinged than the last.
I think, flavor-wise, that they should have given Moon Druid the werewolf resistance to non-silvered weapons while wildshaped.
That would have been insanely strong. They'd just be better barbarians while also casting spells.
@@shrubninja6444at level 18 though
@rath3074 Sure, and at level 18 wizards should get sorcery points and metamagic.
@@shrubninja6444 me when a feat at level 4 can do just that
moon druid still not being the werewolf druid subclass i need 😖
it could be flavoured as moon druids believing that true harmony between beast and man is the acceptance and harnessing of lycanthropy - i.e. the curse that twists you into a synergistic hybrid between beast and man, and that is a transformation undergone under a certain phase of the moon, which itself goes through "transformations" throughout the month into its different phases.
Rogues are not technically "martial" classes, more of a skill monkey specialist. The new change sounds good.
Steady aim is huge
Expert class
@@RulesLawyerDnD Ah, yes, I forgot that name, it is better than my attempt at description.
@grr-OUCH I love skill monkey, exploration class, and my favorite the Jerry Rig class.
I do prefer the Pathfinder 1e that allows you to really customize the Rogue, they can be super skill monkeys, but they could also be amazing strikers with Knife Master and other subclasses.
Not sure if I’d call Druid improved. More class features are nice, but I don’t have good feelings about how wildshape works.
I actually feel really great about it, solved the overpowered state t levels 2-6, improved lategame scaling and made it much more convenient to use. Ability to cast spells in form and more shapes per combat is huge improvement
Oh, well all agree, Wildshape is outright garbage, from both a mechanical and ESPECIALLY lore standpoint.
I am a 230lb level 8 Druid and I transform into a 600lb Tiger and somehow the Tiger has LESS hit points than me. The Tiger’s HP are the same as the False Life spell.
WS is now a bonus action?? Of course it is and should ALWAYS have been that way. But, that doesn’t matter, because Archers are now your arch nemesis. The SLIGHT improvement to AC means nothing. And, at later levels, your +10 HP a+ level 10 is going to get clapped EARLY. One WEAK-ASS Cantrip, and those temp HPs are gone. Now, you look like a fool, because you’re still in your shape and weak asf.
Druids look less and less competent with each new addition. You’re better off playing a Nature Cleric.
@@acephas3 Bro you are looking at it all wrong.
First off, at level 10 its actually 30 temp hp for moon druid. That's almost the same that spore druid got as action (and almost nothing else on top of that).
Also your tiger doesn't have only those hp. It has your whole hp and those temps on top. If you lose them, you do NOT go back to humanoid form, you stay as Tiger.
Also it's not exactly slight improvement, almost all forms end at ac 15, 18 is actually quite better, it's like equipping shield and defense style. It's ac of two handed fighter in plate armor lmao.
Also your damage with beast attacks (that's all you had before) + elemental fury + that level 15 feature + moonbeam/conjure animals (castable in form!) is gonna be actually really formidable. At level 15 it's beast attack + 2d8 elemental + 2d10 radiant + upto 8d10 thx to moonbeam...and you teleport and have advantage on first attack... Guys this class is lit, you just need more information I feel. And you can refresh those temp hp by just wild shaping again, 3 times in combat and then you can even convert spellslots to gain more ws... That's like possible 15 wildshaoes per day or something...
Boy, sure sounds fun to try to dm.
I dunno, actually going off the stat blocks of the animals as if you polymorphed into them still sounds like a better deal.
I mean, at level 10, you're likely not transforming into a Tiger (a CR 1 creature), you're transforming into things like an Ankylosaurus, which have MUCH higher hit points than just the Temp hit points you're getting from wildshaping with THIS kind of druid. It's a downgrade, plain and simple.
The question I ask with the Druid change was "Why not both?" Let non moon druids get their buffs then let moon druids get the full hp of their transformations. You dont make the least played class more played by making things weaker.
A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles.
While you can’t rate the subclasses, the design ethos of them can be weighed. For instance, the warlock: it seems like part of the subclass redesign was that the subclasses grant you free castings of one or a few flavored spells to the subclass, solving the perceived issue of warlocks having too few slots in a way that doesn’t make them half-casters.
I actually really liked the half-caster warlock, I hope they eventually print an arcane half-caster because it was fascinating design to me.
It would have been the sensible thing to do, but sadly they threw out the baby with the bathwater when people didn’t love the first iteration. Warlock spell slots have zero narrative foundation (what is it about making a pact with a supernatural being, exactly, that makes you recover your magic after a short nap?!) and rally didn’t play well with the rest cycle and the magic system.
The way I wished they had done it would be to have the Warlock keep the half-caster spell slots, but include a "Pact Magic" feature that gives them a limited-use per short rest ability to up-cast spells to a certain level without expending the higher level spell slot. So, as an example, a 5th level Warlock would be able to use this hypothetical Pact Magic to upcast Armor of Agathys to 3rd level, but still have it only cost them a 1st level slot. It would provide a similar vibe to the way Warlocks currently work, with pushing the boundaries of more traditional magic, but at the same time be able to have more spell slots to use normally, and also not end up devaluing lower level spells that don't upcast as you level up (like Misty Step currently does the moment you hit level 9 and gain access to Far Step).
@@davec1 I would have loved if they went hard the other way, and gave everyone warlock style magic. It's the far better designed way of running spells of the 2. That would have caused a riot since that would be a big change since at least 3rd edition (I don't know enough about 1st and 2nd edition, but I believe they use the same magic system too) to how magic works fundamentally. But I think it has always been stupid and unintuitive how magic works, and the warlock way of doing things makes a ton more sense, and I think is actually more balanced as well. Making them half casters is even more ridiculous. They are full casters, they get new spell levels every odd level all the way up to lvl 9 like any other full caster. And if you have some short rests they actually have more spell slots than other casters at lower levels. I don't think the problem is that warlocks are too reliant on short rests. I think the problem is that several other classes don't rely on it at all. The 'either short rest or long rest based characters' is I think the biggest design flaw in the entire game. Every character should have to rely on both. That way the entire party wants to have short rests, and not just the warlock.
Just 2 examples of warlocks I've seen in play. One with a paladin, a druid and a wizard and it was a very sad warlock, since no one else in the party cared about short rests. A different group had a monk, a bard, and a fighter, and the party had short rests all the time, since everyone in the party had a reason to want them. I think the latter should be how every class works, but it looks like that's not the way WotC went with it.
@@jaspermooren5883 I see your point, I mainly meant there is a mismatch and I just kind of assumed they wouldn't change the resource regeneration cycle for all spellcaster classes except the Warlock for what they say is an update of 5e (or whatever we want to call 5.24 / 5.5, 5e 2014). Of course adapting everyone else to the Warlock way of things could work, too, e.g. for 6e.
What mostly doesn't make any narrative sense to me is the status quo of some spellcasters regenerating spell slots after a short rest and others after a long rest, it's different systems purely for the sake of being different and imho they should get rid of that difference one way or the other (or, somehow provide a good narrative reason for the difference).
2:48 If this changed, it technically means you could stack ray of frost with lance of lethargy (If they can get ray of frost that is) which is a 20ft slow for a cantrip that already does solid damage
Also add repelling blast for maximum Dm frustration
@@Zeos-pk3wh If you want level 1000 frustration
Play as an archfey warlock, the updated version gets free misty steps that get a lot of bonuses, so combined with 20ft slow it makes it nigh impossible to close the gap
The biggest buff to the rogue is being able to use the Nick property, allowing them to attack twice while dual wielding and have their Bonus Action ready to dash, hide or disengage.
Basically you can have the swashbuckler subclass with every rogue, because you vould always disengage and have advantage if you wanted to.
PD: Also the origin feat is another underated buff, you could increase your hp (tough), have more skills (skilled) or even gain some spells (magic initiated) all of that for free at first level
Totally agree with everything you said! Unfortunately, I think the Ranger might beat out the Rogue after today
Great video Will!
I think with druid use the new one for anything other than moon and old moon. Although so far it is just the variant I have already seen from the last UA which means moon druid gets a spell list they can use in wild shape from level 3 and it includes a cantrip which is basically a spectral arrow, pretty nice since spells used to be locked behind level 18. It also gets AC equal to 13+wis so 18 at most levels, a big improvement and at level 6 nothing much changes, instead of it being counted as magical you can now do radiant damage, so normally just as good though technically a nerf and you can add your wisdom modifier to constitution saving throws, very very good as that includes concentration saving throws, making concentration defensive spells far more reliable. At level 10 you essentially gain misty step that also gives you advantage on your next attack roll this turn and can cast it a number of times equal to your wisdom modifier for free and it isn't a spell so it is immune to counterspell shenanigans. At level 14 you can bring another creature with you when you teleport and you deal an extra 1d10 damage on every hit.
The extra damage from Lunar Form got boosted to +2d10 now, but it's once per turn
@@MrFirefan1234 well most high level forms make 1 attack anyway, the mammoth and various dinosaurs for example, so that is probably a buff overall. It is only a nerf to forms that make 3 or more attacks and there aren't many of those.
So, then you have to join a campaign that goes to 14, otherwise it’s a hard nerf to the Druid.
@@acephas3 nah the ability to wild shape with a level one spell slot from level 5 is too good, for a moon druid that is 15 temp HP and a massive damage and decent AC buff with a single level 1 spell slot, and it only gets better at higher levels while the cost effectively goes down as you get more spell slofs and you don't need to worry about using wild shape for utility because you get so many more uses. Bear in mind by level 11 you are now doing 2d8 extra damage on every hit, that is horrifically high damage for a triple hit form like giant scorpion and still very good for 2 hit forms like the spotted lion.
You couldn't choose Counterspell for Spell Mastery anyway, since Spell Mastery was limited to a 1st level and a 2nd level spell. The "problem" would have been with spamming Shield or Silvery Barbs. Signature Spells at 20th level would have allowed Counterspell, but only once without expending a spell slot.
This right here. Someone else said unlimited counterspell in another video and I just thought I was missing something but even the playtest counterspell is still level 3. Not sure why people keep mentioning it for spell mastery...
The more I see of this 'revision', the more I'm glad I moved to Pathfinder 2e.
Since spell mastery was a 1st or 2nd level spell you could never cast a counterspell anyway. Basicly the feature gives you a more powerfull cantrip of your choice, eg magic missile or with shenanigans like Levitate. But the most intresting will be with synergies with the new subtypes, eg as an illusionist, you can do Phantasmal Force, without having to use verbals and with extended range.
"Look how they massacred my boy." -Moon Druid Players
U actually think it's much more fun now and less unbalanced on lower level, with better scaling at higher level.
You no longer have power of 3 other characters at level 2, but on level 10 you are actually much stronger and versatile. You deal more damage in forms with elemental forms, you can talk, you can teleport, you can cast spells! You get advantage on attacks... It's awesome. You actually feel more like druid with its features when shifted, instead of just dumb beast that has inferior attacks.
For example, in one of playtests, I shifted to large animal, casted moonbeam, and on consecutive round I managed to teleport on small cliff above battlefield, jumping down doing awesome fall damage to enemy I landed on, using temp hp to absorb the blow, and then I grappled him and dragged into moonbeam again... It was awesome 😁
Good. Played with two and both times they absolutely shredded every combat encounter and no one else got to do much
Yeah you aren't a god at level 2 anymore but I like these changes mainly because it's going to let WOTC make more interesting beasts that they don't have to worry about moon druid abusing them. This means better and stronger beasts to transform into beyond just a million HP
we have a min-max meta gamer in our group that I can't wait to see cry about this
They massacred nearly ALL of the Druid subclasses. It’s a shitty change all around and it makes the Nature Cleric better at nature than the fkng class that’s supposed to be the best at it.
I think this is the funniest sponsored ad you've ever had. ALL HAIL THE COW GOD!
As more of spellcasting kind of Druid player, I don't see much issue with the changes to Wild Shape, personally. I almost exclusively use Wild Shape out of combat or for subclasses like Circle of Stars that use Wild Shape for other mechanics.
Actually it's way better for you because you can turn a wildshape into a level 1 spell, summon a companion and later if you don't use them get a 2nd 8th level spell.
It’s a garbage can, thru and thru and ONLY valuable if you play a higher level game. At level 8, you can be knocked unconscious with a well placed critical. At best, you have 64hp with wild Shape you have 72 HP, and you are still more likely to be hit, even with the SLIGHT Increase to AC.
The class is racing to the bottom.
The only warlock invocations you can get at level 1 are pact of the chain/blade/tome. All other invocations are warlock 2+. They basically removed the pacts as a class feature and made them invocations. So no 1-level dips for agonizing blast/devil’s sight/etc. still just getting a pact at level 1, it’s just an invocation now
I can see the rogue's lucky miss critt thing;
you miss, and "ha you missed," insert cheeky unseen strike
11:34
Shield actually, in the wizard playtest they explicitly mentioned Shield.
In the playtest sure but not everything is the same as in the playtests
Honestly I think Pact boons becomming invocations is HUGE change and it change practically everything.
I'm really not sure about the druid nerfs. On the one hand, it's nice to get more uses on a day, and the whole paying with a spell slot is used in many other features from other classes. On the other hand, it's so much more than just stepping on the moon druid's toes. the bonus wild shape was their main feature, the massive hp boost was their defining way of surviving in battle, and now they just get temp hp equal to their level? That's nothing! it's less than what an artillerist artificer can give until level 14, and that's just as a bonus action and renewable.
Nobody picks the moon druid for the spells, and all its features and buffs only work as long as it is within melee range.
The new moon druid gets a star spangling 3 times more TEMP HP when shifting, meaning only 9 hp for a lvl 3 pc. That's gone within the first or second attack on it, and your AC will never go higher than 18, unless your Shape has better AC.
Now, you're a brown bear without those 9 Temp HP, you've lost your thumb to hold on to items and things, and you cannot cast spells with components, even the worthless ones. The reason for Wild Shape is to either get a melee buff or sneak around, and the melee reason is completely gone.
The Primal Strike feature gives you 1-2d8 over 15 levels, and the ability to change the nonmagical attacks into Radiant. So good luck if the enemy is resistance to both. I'd rather just be able to punch through it with magic-resistant paws.
Then there's the loss of the Elemental Wild Shape, which really connected the Moon Druid to the land and the elements. Maybe there should have been a silvery Lunar Guardian or something, but the Shape was unique and awe inspiring. INSTEAD, you get to teleport around once per turn and get advantage on 1 attack. Again, why bother with Shapes, if that's possible. You don't need to Shape to do it. Just throw a cantrip or fire a bow, get advantage on that 1 attack, and run further away.
Finally there's the Thousand Forms vs the "Lunar Form". You can either get a better Disguise Self for free, or deal 2d10 Radiant, Once per turn, with your otherwise useless Wild Shape. 2d10 wont do any difference in battle, and I'd much rather be able to blend in with the massive population and never be found, rather than deal a little more dmg in my Inferior Shape. Remember that this is the Cornerstone feature. Thousand Forms was already nothing major, but 2d10 dmg per turn gives off "Level 20 final feature from 2014" vibes.
They massacred my poor Moon Druid, and its unique fighting style is ruined.
There is a solution: you could work with your DM to adjust the moon druid to be more viable. If you are the DM, you can do whatever you want; Rule 0 states the DM is the final arbiter. So unless you're running Adventurers' League for a business, or are playing at an official event, Jeremy Crawford is *NOT* the DM at your table.
@DNDShorts I just want to thank you for motivating me to back the DC20 Kickstarter campaign! It is because of your in-video ad, I decided to finally back it (I saw it well before this video). Will Ryoko's Guide to the Yokai Realms have a conversion ready for DC20?
Warlock changes id say are pretty significant close to what the Druid got:
Change in pact boons to invocations is a big deal, not to mention the fact that most invocations are getting buffed or changed, and you can take feats from invocations, those are all massive changes that fundamentally alter warlocks not to mention we are yet to know what the changes to the pact boons are, we know weapon is close to pact of the blade with extra attack and that chain has new familiar options, mystic arcanum are staying for the looks of it and if we get more than 2 slots later levels that a huge change (as implied by the recover half your pact slots as it implies more than the 2 before)
The reason primal order is a huge buff is the medium armor they get seems to no longer have the metal armor restriction. This functionally gives them +3 ac compared to the 2014 druid.
Yep. I do see the value in Magician now though. Before it didn't seem that good before but then they mentioned you get Arcana as well.
2014 druid could always wear half plate armour, as long as it was not metal. make it out of magical wood or something. the nonmetal restriction was for flavour.
Using some of the sneak attack damage for an effect is exactly how Starwars 5e is for their rogue(operative). Except each subclass of the rogue can apply different effects.
I know it's silly, but I hated hearing him use the word "magician" for the druid during the class reveal.
The word "sage" is right there guys!
@@tomfair7261 Every Druid player hated it. But, that’s what you are to WotC, a nature magician.
Regarding the Druid Warden feature, do we know if the "no metal armor" restriction is still in play? Because frankly that would make medium armor proficiency useless.
Also thanks to Cow God for the DC20 info, it's got a new happy backer.
I am pretty sure that is gone, at least from the UA and all the other coverage I have seen.
I kind of wish they went with a point system with wildshape. The size of the creature determines the amount of points used. The larger the creature the less you be able to wildshape as it would cost more. the smaller allowing many uses as it would cost less, assuming you have the points to do so. Sort of reminiscent to the movie and how many times she was wildshaping to flee 😅
feel sad as a moon druid player… i think half or 30% of druid player hopes for a moon druid buff instead of this
Dude your commercial is awesome. DC20 should continue to support you.
Good to see that locks have more cantrip choices giving buffs to any of their cantrips instead of the snoozefest that is EB
Dude you gotta get into the 5.5 spell list changes.
I've only looked over druid so far, and there are DEF some nerfs (ones that are imho poorly implemented - conjure spells particularly) and some great buffs (barkskin looks epic)
Im so grateful for you! i was not gonna watch jeremy talk for over 3 hrs to see whats new!
Warlocks are by farrrrr my favorite class in the game, I love these changes. I am so genuinely excited for the changes to come out.
I can see it being argued that a casting time of 1 Reaction is equivalent to that of 1 Action. For instance, being Incapacitated means you can't take actions, which includes bonus actions and reactions. A reaction is also even faster than an action, which sounds like what they were going for, as opposed to spells with a casting time of a minute or more.
If nothing else, that's how I'd rule it at my table.
The problem with the warlock in 2014 was the invocations. Invocations were not powerful enough unless you used eldritch invocations to negate the lack of spell slots. The revamp invocation in 2024 really solves that problems and makes more pact boons/ play-styles viable.
I think for rogues they should add an additional sneak attack damage at every ASI
5:00 mark.... LMAO!!!!!
You sir are a comedy genius. I love you.
I don't mind that warlocks get their subclass at 3rd level. 1st and 2nd level being where your character is delving into the secrets of pacts and dark rituals before making their faustian bargain at 3rd with a patron is cool imo.
I mean paladins are still paladins at 1st and 2nd level before they take a specific oath at 3rd level, it feels about the same to me personally and like it when these things happen in game instead of in the backstory or out of session.
I dont understand why people think the new Rogue is bad? They have a lot more versatility now, and all of their subclasses got majorly buffed.
Rogues having as much damage per round as the other martial classes isnt what the Rogue is supposed to be.
Be careful powergamers will hear you
if ranger had come out when he was recording this we'd all know where it be at.
Moon Druid was maybe my favorite tank - multi class with totem barb to be a raging brown wolf with resistances
I’m just not as excited for these “2024” books in comparison to DC20 or anything else I’ve been enjoying like Shadowdark or Mothership. Though I am greatly enjoying 2 campaigns of Drakkenheim via the 2014 rules
I couldn’t get into DC20 wish I could but it’s just not clicking for me.
@@NovelVanguard There is so much out there, I recommend you check out as many TTRPGs as possible. Many UA-camrs have videos and lots of systems have QuickStarts. I’m positive there is a TTRPG out there for you, even if it’s just 5e homebrew ^_^
@@NovelVanguard Try Daggerheart, it's made by the Critical Role crew and seems to give a lot more freedom than bae D&D does
@@caiusdrakegaming8087 Ive been meaning to try it but haven’t found a group yet there are certain things I like and dislike about it. Mostly in character creation gameplay wise it seems pretty good but I’d have to try it to be sure
I think rogue’s cunning strike feature would be better if you could select multiple effects on a single sneak attack as long as you had dice to spend, so if I had 3d6 for my sneak attack damage, I could pick and choose up to 3 effects in exchange for my raw damage potential
While I get the fact most Druids use Shillelagh and attack with Wisdom, Warden granting full Martial Proficiency rather than the partial they've had, means they can now use the Heavy Polearms like Halberds and Glaives, or use other great weapons. Though I'm not sure if they have changed the feats for such things or not. (Talking Polearm Master and Great Weapon Master)
They killed my moon druid, massacred even
Seems like we've had our fun with moon druids in 5e...
Why, it feels much better and more balanced Oo
They can't do what their class is used for now, which is the best tank in the game. It may be more balanced, but it will play a different role than in 5e I think. We will see!
@@RealRedHotSteele well I don't think it's the best tank, just biggest pile of hitpoints. But it's ac tanking isn't really that great as most forms have shitty ac and it's quite light on protection features that other martials have. No in built soft taunt and so on doesn't really help.
While new version will have less hp per combat, it's ac will be possibly lot better at 18 (13+wis), and hp will not be much worse per combat.
Old version at lvl 9 could for example go into giant scorpion (around 50hp), twice, so that's 100hp bonus. And 15 ac of course. And when you lose those 50hp you lose your wildshape.
New version gets 27 temp hp in same form. If lose them, you retain your form tho. And new form is 17-18ac based on your wisdom at this level. BUT you can shapeshift 3 times per combat, and then spend spell slots to gain more wildshapes! So even with base 3 wildshapes, you get similar bonus hp, but better ac, and you retain your form better. But if shit really hits the fan, you can just start converting spellslots into shapeshifts, and get absolutely insane number of temp hp this way. Old version let you heal 1d8hp per spell slot level, new version gives you 27temp hp per spell slot if there is no caveat in rules.
Yeah really, I think it will be fine guys.
And instead of being just huge pile of hp, you can now heal in form, talk, you do more damage, you can cast some spells... Much more useful
I'll grant you that the spell beastshape conversion could make this class better, I'm looking forward to seeing the final mechanics. Meaning if any spell slot = wildshape and you don't need to leave wildshape to use it again, then yes, I could see using my 17 wildshapes (lvl 9) to give me 153 hp spread over 17 turns. But remember those HP will not stack!
As a lvl 9 druid, I could also go killer whale twice (in two turns) giving me 180 HP immediately. These HP are also healable by other party members whereas the new ones will not be if temp hp remain similar. Not to mention I would still have 14 spell slots to use after getting that HP dropped.
This issue is compounded at higher levels where you beastshape hp increases by 3 per level, but beast HP increases at a much faster clip on average.
I'm less interested in AC at these levels, because after their two I would argue that an 18 AC is still kinda bad .
I'm interested to see the published ruleset!
The Assassin version of Rogue is for sure weaker now. I don't know if Rogue overall is weaker though. I think you're right that they're just mid.
If we're now allowed to apply invocations to other cantrips, why would we still choose eldritch blast? Just for the scaling damage/extra projectiles later on? Some other cantrips have neat effects.
I don't know if I like the druid or wizard changes, not fully at least. Seems like sort of nerfs.
I think a bunch of the invocations still work on a per hit basis; so EB will apply the effects for every time it hits.
Eldritch blast is just so iconic of a cantrip, considering it's specific to warlock, and it still benefits the most from the cantrip improving invocation. Every other cantrip only does 1 instance of damage while Eldritch blast can do up to 4, which means 4 times the bonus damage from agonizing blast and 4 times the push back from Repelling blast. Sure, other cantrip have some cool effects, but 9 times out of 10, it's just better to do the most damage possible. Why slow a creature when you can just kill it?
That is the entire point, you CAN stick with Eldritch Blast, because it has the unique aspect of being multiple attacks, but being able to apply invocations to other cantrips means you have more variety in how you choose to build your Warlock.
@@theunikronus7204 because a lot of creatures wont be killed by 42 (4d10 + 20) force damage unless they're already in dire straits. Until they are, give your cantrips extra utility. make the fight a bit more interesting.
For Wizard, it seems they mostly buffed the subclass features.
Example: abjurers are now even more impossible to spell duel because they can now dispel as a bonus action.
As someone who's favourite class is also warlock, I would've liked to have seen them get more overall spell slots, much like the Dungeon Dude's Apothecary class did where the number of slots increased at the same level they would get a Proficiency Bonus increase for a total of 6 spell slots. But being able to regain half your slots once per long rest isn't too bad either so I guess I'll take that as a compromise
Stroke of Luck would be insanely good for downtime activities that your DM decides require a skill check, as (in my experience) it is only the one skill check for the whole day. It makes sense it requires 20 levels of Rogue.
My favorite part about the Warlock change is the ability to take multiple Pacts and get later Invocations that buff them. That dashingly scary caster over there with the big book that just screams easy target? He was baiting your ass into melee range so his supernaturally hungry weapon made out of screaming light and the deepest umbral depths of the seas could reach out and introduce itself.
I just started playing a Circle of Spores Druid just to play around with a Necromancer build. It’s the first time I’ve ever played a Druid.
I feel that they nerfed Druids 😢
Only the moon druid and that was needed. Other than that it's all buffs.
@@gloryrod86 how? Less uses of Wildshape equal less uses of every subclass feature.
Also at level 8th you cast a concentration spell and Wildshape into a giant eagle with 26 hit Points, or another creature with a lot of hit Points, how having less hit points isn't a nerf?
@r.9820 let me put it this way, at level 8 you turn in a giant eagle, in 5e you have an ac of 13 and if you take 26 damage you fall from the sky, take damage and land prone.
Now you have 18 ac, and 67 hp, and you never fall from the sky.
I like the new one better.
@@gloryrod86 I think the comparison is deceptive, most creatures doesn't have range and most creatures with range, attack with disadvantage when you move 80 ft away and 26 hit points is enough to survive multiple hits at tier 2.
Also falling from 20 ft is an average of 7 damage barely relevant.
I don't see how falling prone is anything if not a benefit when the enemy is attacking you with range.
I see the appealing at higher levels because of higher AC but are the less played levels.
Also temporary hit points means you have less team work benefits which is really bad in a co-op game.
@r.9820 first, are you 80 feet up or 20 feet up? If it's 80 you are taking 28 fall damage.
Second the advantage of range is the same for both.
3rd, falling prone is relevant because it halves your speed, we can assume if you are flying that you want to stay far, it's hard to stay far with half your movement gone.
4th, the extra ac is really good at all stages of the game and is a huge boom to the new wildshape.
5th, 26 hp goes FAST when your ac is bad, all the beast stat blocks have bad ac.
The Warlock not getting more slots is a crime.
At least for this class, they should have used the magic points (or even better a revised version of that with better scaling) to allow using lower level spells (like Shield) without wasting an entire 2nd or 3rd level slot.
Also, the change to getting the subclass to level 3 was bad, for all the classes that changed. They should have made the change to level 1 for all instead, but no one cares about people that love to create builds with dips into 3-5 different classes (that's why I made my own system entirely from the start...).
I love the sword and stone clips. One of my favorites.
As someone who has only newly experienced DnD thru BG3, I’m already excited the Warlock gets Pact Blade at 1. 3 is a long way to go
So you can turn spell slots of any level into wild shape uses and then turn those wild shape uses into spell slots at 2 spell levels per wild shape use? So basically you can turn 4 level 1 spells into 1 level 8 spell.
Oooooo that is a secret good ass feature! Well found bud!
@@elijahcorcoran394 That’s not as good as it sounds. And we’ll see how many DMs let that happen RAW or not.
You can’t pick counterspell as one of your spell masteries. Those are one first and one second level. The banger combo is shield / silvery barbs and misty step/ invisibility.
Lol we have literally no idea how different the Warlock is until we see the invocations. It could be completely different for all we know.
Lessons of the first ones is already crazy. Take tough and you got barbarian HP.
You don't care about HP choose Lucky so you can hax some rolls
Don't care about either get skilled so you are good at skill checks you want to be.
Now that Sorcerer has been revealed it’s kind of hard to evaluate it against Wizard without seeing the spell rebalance. Sorcerers have some super powerful features and all the subclasses get expanded spell-lists. In terms of features they’re definitely looking better than Wizard now, but of course the Wizard spell list is pretty much their main strength (along with their casting mechanics).
This felt more like an advert for DC20 than a review of D&D24.
I once had an idea for the warlock. What if they get a feature that allows them to use one pact spell slot per fight for free, whether they have an slot or not. Allowing them to always have the use of an spell at least once per fight.
I think that would solve a lot of issues, warlocks always feel so limited, forcing them to stock all resources. They want to use an spell, but they do not know if they will be able to rest, and as a warlock I often find myself resting with both spells slots still available. Not because I did not want to use them, but because I felt like I needed to save them for the right moment that never happened.
No discussion on subclasses here? New Thief sounds badass
I've been playing my druid for 5 years. Just this afternoon we hit Level 20. Looking at this new druid... I hate it. It's hard enough to be a high-level Moon Druid given that there's basically no beasts above CR five, and now taking away the hit points of the few decent creatures we actually get? At level 20 the Earth Elemental is good for one thing, being a tank. Now they're taking away those hit points? There's no real point to be a Moon druid anymore.
Must have finished editing this and posted right before they dropped the ranger video cant wait to hear your opinion on that
From what I have seen so far, it looked like they got rid of the ability of Tome Warlocks to learn and cast any ritual spell up to 6th level from any class' spell list. My fingers are crossed that it is just a later invocation.