@@DnDDeepDive Stoked to hop over to your video immediately after this. And I'm excited for all the new videos on the horizon when the new PHB comes out.
Monday, June 24th - The Rogue Tuesday, June 25th - The Warlock Wednesday, June 26th - The Druid Thursday, June 27th - The Wizard Friday, June 28th - The Ranger
@@Staff7 No Sorcerer, Cleric, or Bard either. Is that equally suspicious? Personally I am mostly awaiting word on the Bard since the last playtest version relied on a base rule change that was subsequently reverted, leaving that version of the Bard effectively unplayable.
The Thief actually getting to activate magic items with a bonus action could lead to some crazy combos either with the party or with multiclassing. Artificers can make Pipes of Haunting once they hit level 6 which is one of the best spammable magic items to make a lot of. A Thief Rogue could use bagpipes of haunting as a bonus action then use their action to attack and potentially get a sneak attack off.
A DM I had showed me that basically every thief has several wands of magic missile in their pocket. If they have the money, even wands of fireball. It's CRAZY!
As a DM when I heard this ability, I immediately went into panic mode! I want to see what the wording is and if there are any restrictions, cause if an item at high levels of play has 2 busted abilities that both use actions to prevent simultaneous use, is that just out the window now? I homebrew a lot of magic items in my games and I'm VERY concerned that this one ability may have to be something I have to be perpetually aware of when making them if my party has a thief.
@@notsochosenone5669 That's not what I'm saying, I love what they've done with the class and this subclass, I'm so excited to see it in action, I'm just concerned about the implications that the one specific ability may have. Making an OP build is one thing, but it requires specific items and that's usually earned in campaigns. I'm worried about potential complications it may bring up, especially if the wording is loose. I also may be misunderstanding what the ability does or missing some context from the UA playtests.
I'm eager to see how they wrinkled-out the soulknife. We got nothing from that particular subclass during the UA, and there are some issues with its lack of synergies with magical weapons, along with the blades only appearing on attacks (meaning, no attacks of opportunity with them, no placing them threateningly next to someone else's throat, etc...). while a good subclass, those were pain points for the soulknife I hope they thought about. Maybe we'll also get something new tied to the 2024 Rogue's Cunning Strike feature.
They've been talking about the subclasses in bundles of four... And we've seen a lot of the Thief, Arcane Trickster, Swashbuckler and Assassin... So either one of them doesn't make it to this PHB to make room for the SoulKnife, or they make a separate video talking about the Psychic subclasses... But that's just speculation
@@i.am_berserkI believe they confirmed swashbuckler is out though I don’t have a source to point to and don’t feel like looking for one given we’ll find out in about 90 minutes
Soulknifes can get opportunity attacks with their soulblades and the Soulblades have the Vex mastery trait, making it stupid easy to get advantage on your second strike.
@@gyorgyor7765 i was hoping that the second attack would have the nick property, just to make it better to use both Psychic Blades instead of relying on an external weapon to free your bonus action
They also didn't mention that it is no longer an action to cast the mage hand, but they didn't say whether it is a bonus action or just sort of happens when you use cunning action for something else, but it is likely one of those two
I hope they cover weapon proficiencies. as rogue lost hand crossbows in the UAs which was strange it may have been a wording oversight but want to know for sure. hand crossbows are an iconic rogue weapon so would be a shame if they lost them
I just hope they nerf crossbow expert. Hand Crossbows giving a bonus action attack is ridiculous. It's time the longbow regained its supremacy as the premier ranged weapon. (Or at least heavy crossbows) No more pew pew.
Honestly, what I've been wanting is just expanded Sneak Attack weapon options. I hate that SA is weapon-restricted, especially now that Monk is getting their weapon restrictions heavily lightened. Heck, copy/pasting the Monk's text and applying it to Sneak Attack would just work in a lovely way, but I do miss older editions' greataxe sneak attack and whatnot.
@@fatrunnerI mean wizard gets basically nothing, not that they needed anything extra I am hoping spells like shield no longer work in medium and heavy armour, and that wall of force finally gets some hp so I can smash it Hope is not a successful investment strategy, it's just goofy that force is so OP
@@nyanbrox5418 Yeah but I don't recall anyone complaining that wizards were underpowered and pretty useless. I'm interested to see what they do with sorcerer.
I would like to hear an explanation of 'the rogue can spend sneak attack dice to knock an opponent out.' Pretty sure, RAW 5e, when an opponent is dealt damage that would reduce them to 0, the player then gets to decide if it is fatal or not - without making weird specific roleplay decisions subject to DM whims - and anyone can do it. No keeping track of separate "non-lethal" damage either. Please tell me this is not gone.
2 cents from a Rogue enjoyer. I belive that sneak attack should have your Rogue level added to its damage. So a level 20 Rogue has 10d6 + 20 (Average damage is about 50) which at level 20, really isn't that crazy. This also makes it so that if you roll a bunch of 1s and 2s you don't deal trash, also lets you use cunning strikes but still deal somewhat reliable damage. Let me know if you guys think that would be OP, I think it would be fine. Rewarding you for fully dipping into the rogue aswell. I know this is technically present in the Assasin subclass but I'm not a fan of it. I think the old assassin having automatic Crits was better. Rolling initiative in itself means everyone present knows there is a fight, so you're not really assassinating just fighting.
It's not necessary. Like the Hexblade, the subclass was designed to fix problems with the class. By moving the fixes into the core class, you don't need the subclass mechanics.
@@manguyperson2917 I think you can easily flavor it from the Thief. The core mechanics aren't as needed. Fighter Champion could easily be flavored as swashbuckler, too.
Giving the thief the ability to use dex for jump distance is great, and also reminds me of a homebrew feat I’ve always wanted to work on that allows dexterity based grappling. Thinking on the lines of the small jujutsu grappler vs the giant wrestler.
@@TimothyMichealDavid true, but swashbuckler was in ua6, and was essentially made into the rogue’s battlemaster by interacting a lot with cunning strike. It was my favorite of the subclasses presented in that UA personally
The way I see it, these are the 4 core sub classes but it doesn't mean swashbuckler and other missing subclasses can't be improved and added later (probably for a fee or in a new book 🥲)
Swashbuckler has always felt more like a flavour thing than anything else. No reason you can't be a Fighter or another Rogue subclass that's a charismatic duelist or pirate etc.
Getting tired of hearing "brand new feature" then stating it was in Tasha's, that has been available for 3 years. Im hoping for clarification of whether some of the newer subclasses of 5e are workable against 5.5e rules.
I hope that the old classic Thief has got some more love to complete with these new Classes and Sub-Classes. Since 1st edition I've always loved to play a simple, effective Thief. In or outside combat. Lock your spell books and your magic items up. What's up with the Swashbuckler? Is it going to be featured in the new PHB? I
No Swashbuckler, sad to report. It's the three 2014 subclasses plus the Soulknife. In the UAs Thief had some changes but I especially appreciated their work on Second-Story Work, because it is now straight up a climbing speed instead of relying on Athletics. Also at 9th level they get the ability to attack from hiding without being spotted.
I always theorycraft building an Artificer-Thief to activate all kinds of magic items using Fast Hands, now this seems even more promising. Really sad though that the Artificer ain't a class on this new book, I will have to check out the compatibility rules with older 5e classes/sublasses when the book comes out.
I’m also sad that we won’t get an updated artificer. I did notice the artificer Vi appear in this video, which could be a hint that they are going to sneak the artificer in, but probably not.
For the Soulknife, do the daggers also have the Nick weapon mastery that daggers already have? Rogues get 2 weapon masteries but likely only use psychic blades. 17:58
Hey guys they made a post about the reveal order for this week on Reddit, I'll type it out here for those interested June 24th: The Rogue June 25th: The Warlock June 26th: The Druid June 27th: The Wizard June 28th: The Ranger Each reveal will be at 9am PDT or 12pm EST
I’m glad warlock is next! I’m very interested in what they’re doing with pact of the tome specifically. There wasn’t a whole lot of revision in the UA but it’s still not nearly as powerful as pact of the blade. I’m wondering what they’ve done with it in the background. It’s such a complex class I don’t know if we’ll get a whole lot of information before the full reveal, but I’m excited.
They should've ripped off the band-aid and put Cleric and Wizard next to each other, because ngl, we're gonna riot in the streets. Doing it the way they do it, they only give the citizens time to rebuild their towns, before the Cleric players torch them again.
I noticed he didn't mention disarm as a cunning strike. I hope it hasn't been removed, it was the only other non optional way to disarm and made the rogue have a pretty unique mechanic.
I think the only thing I find frustrating is Thief has a lot of features and tricks that would really flesh out life as an Arcane Trickster. I feel like so much of the 'budget' for the AT goes toward giving them spells and making them useful, but nothing toward using magical gear to supplement their skills, which to me would feel very natural. A Thief on the other hand, should have the versatility to use what they pick up, but it feels like instead of giving them tools to get in places and take what's there and get away, a lot of their kit revolves around magic items, which means a DM that isn't good with balancing out that kind of loot or wants a campaign where items are less common, ends up being a nerf to anyone who takes Thief.
I think that giving access to spells is a massive feature itself, which is at the same level of unlocking magic items. Honestly, I think the new DMG will probably add some table or guidance to balance magic items given to the party
Seconding this. Arcane Tricksters should logically have some ability to use magic items, whereas Thieves should have more ability to do things under pressure.
@@eliascabbio7598 If the current DMG and Xanathars are any indication, I don't have a ton of hope they'll up with an understandable and useful set of magic item tables in the new DMG. My point was, no Class, particularly a Rogue, should rely on outside loot to shore up their power level, at least not in the early levels. Magic items in DnD are far too inconsistent. Give the Rogue with understanding of magic a better chance to use them sure, but don't devote a chunk of your prototypical Rogue experience to it, especially since it's a coded way of saying 'your DM is going to have to give you extra loot to keep you swinging at the same level as everyone else ' It just turns loot into a balance tool in a way it's not made to be, and can create group friction.
I feel a little bit dissapointed with the SoulKnife... But i can't WAIT to try the Assassin, so excited, this is my favorite class and i see and love the improvement
feel like a lot of assasin's ability is based on the first round 0_0, so what happens after the first round of combat? your assasinate dont work anymore? death strike dont work anymore?
I don't mind this being limited at early levels, but I feel like later levels of Assassin should play with this mechanic and develop it instead of deviating into disguise kits and building personas. In 5e, the class about getting in, killing people, and getting out instead makes you wait between levels 3 and *17* to get any sort of signature damage boost, and there's no creative emphasis on stealth or your ability to mechanically effect targets. It's ridiculous that my character, whose profession is *Assassin*, is going to have to chose Thief as a subclass because it suits that storytelling better. And don't even get me started on disguise kits. Please, tell me how a wig and some blush is going to hide my tiefling's infernal bone structure, horns and tail. Assassins and spies aren't the same thing, Wizards. I don't need to convince someone that I'm their second great aunt twice removed to catch them off guard. jfc.
I like the changes to soulknife, however, i think there is one glaring opportunity that was missed. I always felt that the damage of the psychic blade should scale - d8, d10, d12. That wouldnt make a huge damage difference, but it would be thematic.
Huge disagree, the subclass is already pretty damn strong as it is already. Having a scaling damage die for the psychic blade would basically trivialize all other weapons for the whole class. Also since psionics is a form of magic in 5e, and you get in a cone of anti-magic from a beholder, good lock trying to fight with just your fists.
They don't need their psychic knives to scale, they need the ability to infuse a magic weapon with their psychic energy so that it works with their subclass features.
@@michaelsellers4788 i would think that would be the point. by trivializing other weapons (except maybe a crossbow for range), the soulknife cements its identity with its psychic blades. its ok to carry another weapon, but it should be used as a backup for cases like you outline or for when there is psychic resistance, but that will be more of an exception. Thanks for the reply!
@@floofzykitty5072 Good point. Or, you can make the blades be magical weapons like a monk with his unarmed strikes. But, your suggestion is kinda cool, too. Thanks!
quick question: did we lose Cunning action at level 2? also totally think the mindset, 'why don't rogues do less damage to do things that AREN'T helping!'
I'm disappointed they removed half of the spell schools for wizards to specialize in from the core book, after them being a mainstay for the past 35 years.
Soul knife trick missed for me would be to have variants for the blade, for example: if i could manifest a dart (throwing knife) it could lend itself to some cool ranged builds.
I know it's way too early to be talking about Houseruling a book that hasn't been released, but I have another potential houserule bouncing around in my mlnd. I feel like the Soulknife should be able to benefit from the Nick property. One of the motivations behind Nick was to allow Rogues to "dual-wield" without losing their great bonus actions. Why should the Soulknife miss out on this? It's certainly not such a powerful subclass that this is a necessary balancing factor. I'm inclined to allow the Soulknife Rogue to use both Nick and Vex with their Psychic Blades.
I'm still upset that they made nick into a weapon mastery. I preferred it in the earlier playtest when the extra attack from two weapon fighting was part of the same action by default.
It really is syarting to bother me when he says "We've added a brand new feature" when referring to something introduced in 2020 in Tasha's Cauldron of Everything. It's not brand new if we've been playing with it for 4 years!
"When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage." -PH, 2024
@@BlankCanvas-hp4bf lol definitely not. EB is the core of the class and will not be nerfed. Thirsting blade is possible but its no more damage than what every other class gets at level 12 and currently requires you to use one of your few invocation slots to apply it when other classes get it for free. only way they'll nerf those is if they buff the Warlock's base casting ability to have more than 2 spell slots to make up for it.
@@captainrelyk I remember someone saying that this core rulebook is essentially a dumbed down version of 5e, and now its making more sense. I am also not a fan of all subclasses being level 3. Kinda wish that was brought down to level 2 tbh while all level 1 subclasses stick.
Cunning strike is such a great feature. Activating magic items with bonus action will make the thief super strong in games with a lot of magic items. Assassin tuned down might offend some, but it is a lot easier to play now. Soul knife opportunity attack is good. But Not allowing the Arcane Trickster to use or summon his mage hand as a bonus or free action is still making them run in the same problem. No one uses the hand in combat cause it takes too much to move around or get ready. Also, the spell school restrictions aren't the problem on the trickster, it's the fact he isn't even a half caster but like a quarter caster. The class gets spells at such a slow pace, they have so little power that you rarely use them outside of invisibility or shadow blade and booming blade etc.
While having even more and stronger spells sounds cool on paper, it would kinda undermine AT subclass identity. AT isn't rogue/wizard multiclass, but a rogue who can buff their attacks with magic, and adding more and stronger spells kinda moves away from this idea. Rogues, regardless of their subclass, don't solve problem with magic, they do it with their quick thinking, agility, movement etc. If you want more stealthy spellcasting, it's literally illusionist.
i have a stupid question, if we own the core book via the player's handbook via dungeons and dragons beyond, do we have to buy the book again or would it be automatically updated upon the release of the 2024 core book?
Genuinely happy with what I've heard about the rogue. It's one of my go-to classes and to hear we are getting improvements as well as turning sneak attack dice into a pool is getting my creative juices flowing for what I'd like to try and play
Awesome changes! Love weapon mastery it really gives every weapon type it‘s own identity and I LOVE that it makes so much sense a martial class can do a lot more with a weapon than a caster even if both have proficiency. I was considering copying BG3 weapon specific attacks but that would habe been tedious to track. Awesome video great vibes in the room!!! So excited
I was hoping to see the arcane trickster being able to cast magehand with a bonus action. I was also looking for a buff to spell thief. I love that ability but it comes in way too late. Ive always wanted to be a mage hunter and steal the spells of other mages.
Technically more reliable than last edition's Assassin. But yeah, I can't believe they are still letting it be the only class that just loses it's subclass if it rolls low on the first two dice of a combat.
While removing the limit on AT spell choices is a welcome change, I hope they buffed the spellslot progression and amount slightly too. At level 14 (which is already a rare level to get to in most DnD games), the AT peaks at having 2 third level spellslots. If the point of unlocking choices was to give the AT more utility outside of the typical find familiar, fogcloud, invisibility combo...then they need to lean more into the caster aspect. All the good stuff is too far away as it currently stands. Most games end around level 8-9 because DMs, in my experience, hate having to calculate/scale their encounters At level 9, it's 2, second level, spell slots. So you end a mediocre caster and an even worse rogue considering the new buffs the subclasses got.
Aside from opportunity attacks, soulknife blades should also be used for the extra attack function. The fact that you can't, shuts down a lot of the fun of attacking with no weapons when you multiclass
Hey, can you please consider giving the rogue: whenever you use your bonus action on one of your cunning actions, you may use another different cunning action. Imagine how cool would it be to dash while applying poison.
I’m not crazy for thinking trip is really bad for Rogue right? Like poison seems to be the only good option, the trip option is bad for players that are ranged attackers and the disengage option seems situation cause presumably cunning action will let you disengage as a bonus action. Also as a soul knife player I will say they didn’t not fix the biggest issue being that you’re stuck with a basic dagger that does psychic damage for the whole campaign.
All contextual options at the end of the day. If the rogue is by their fighter friend, knocking the enemy prone sets them up to action surge the hell out of the enemy at advantage. Added to that, a prone enemy can't effectively chase a rogue down after spending movement to stand. And prone is a very tasty condition to inflict on enemies flying with non magical means, as prone makes them fall out of the sky. And if they want to save cunning action for a dash away or to hide, the ability to use withdraw to sacrifice a small amount of damage in order to do so and get a bit of speed boost is very useful in the right circumstances.
Wish the soulknifes damage of psychic blades would increase like the monk weapons do. It's one of the only things preventing me from playing it in 5e, especially once you get magic items, which are usually better to use than your psychic blades 17:24
My biggest question here is: will we be able to use this with the 5e ruleset? Or are things going to be really different and not compatible at all? Thank you for your response!
In a previous video, they say that you would be able to use current characters with new content and new characters with old content. The caveat is you are advised not to mix rulesets in character creation, like an old class with a new subclass.
They should be able to adopt a magic weapon as their psychic blade if they want to so they can scale with items. Having the ability to fight without a weapon is useful, having the inability to use weapons is a weakness.
@@DesmondDentresti I would just like to see more options for the psychic blades. Maybe absorb the magic from other weapons to enhance them? Something that can be done a few times as you level. So when you get to T2 (Level 5) you can add a +1 or some other weapon effect. Then again at level 10 you can add another effect that is uncommon or replace it with a rare effect. This would be a great way to enhance the blades. You could also have them do temporary enhancements using the psionic Energy dice. This may even be a better idea. Or maybe some combo of the above could be done.
I really wish the bundle where you get all the digital and physical books was outside of the us as well😢 (I wouldn't even mind if all the physical books were shipped after the last book came out)
I really hope they changed the levels at which you get your second subclass feature. Because right now, having to wait from 3 to 9 for your second batch of abilities and to really flesh out the subclass is rough...
I was always pretty annoyed that the Assassin read more like a spy, with its emphasis on disguise kits and personas. To me, 'Assassin' should be someone who is quick, silent, and lethal, able to get in and out before anyone ever notices they were there. Guess I should be looking at switching my assassin to a thief, even if his profession is literally assassin. ¯\_(ツ)_/¯
I was so nervous about how my favourite class would be changed...turns out, it's vastly improved! Love the simple yet major changes to Assasin. They all seem better balanced now.
May I can use this space to ask to the community, psychic damage count as a "magic damage" or the soul knife divide all of it's damage for every Monster with non magical damage resistance?
@@ruckleschtik5227 thank you for your answer, i'm not so experices and i'm still learning. So psychic resistance Is a "rare resistance"? As a newbie master i don't know so many Monster. I'm thinking maybe the error Is difference, a Monster with psychical magical resistance, have as well the non magical resistance or they have It Only if they declare It?
@@SmileyTrilobite thank you very much for the answer, if I may, just to eliminate any doubt, is psychic damage seen directly as magical or does it have a magical and a non-magical counterpart? If I can ask another question, is having magical resistance also equivalent to having non-magical resistance?
@@andreamodica6712 Only 2 abilities that I recall look at the source of the damage: “Magical resistance” gives you advantage on saving throws versus spells and spell-like abilities, and “Resistance to bludgeoning/slashing/piercing from nonmagical attacks”. However, all other rules look at the damage type (psychic, fire, etc), NOT the source/cause of the damage (magic, spell, psionics, etc). Magic fire is the same as non-magic fire. For example, psychic resistance doesn’t care whether your psychic damage is from a spell, psionics, or one’s mother’s disapproval; it is all resisted the same way. Some damage types come most often from supernatural sources (like necrotic and psychic), but unless specifically stated, it doesn’t matter to the rules.
If it's like in the UA, Sorcerer goes from my favorite class to the one i like the least. The subclass choices suck, and they completely wasted a chance to make Sorcerers "rage mages" through making Arcane Apotheosis core to the class. As is, they're just watered down, one-note CHA wizards.
@MarcusKane I'm okay with it but sorcerer is my favorite. I'm really wondering how they are going to truly make it different and stand out. Since in 5E 2014 the thing that truly made them stand out was given to every caster class.
Cunning strikes should only affect the creature hit. Not give you other "bonus movement actions" on your turn. That's what cunning action is for... poisoning in cool, blinding is neat, shocking someone into not taking reactions would be cool, scaring someone with a warning shot would be thematic, etc. Expending sneak attack dice to get inner strength or a burst of speed... doesn't make any sense. That design space is very well represented by monk ki points or the fighter's second winds (tactical shifting).
I have loved D&D for a long time I want Dagger support for my Assassin and Rogue character's that I have loved a long time. I would love to have Assassin Creed flavor to be able to sneak attack with a dagger and do more than 2d4 plus dex on a sneak attack when it's 2d6 for just a shortsword. Bleed effects for daggers is the best thing to make the dagger more relevant and allow for the flavor you want and not be completely useless.
Cunning Strike / Envenomed Weapons: The poison is an immersion breaker for me. Specifically the instant infinite poison existing only at the time it's needed for the attack. It runs on video game logic. It saddens me it went this route instead of fixing the core poisons as a non-magical augmentation to weapons. Poisons as a thing you can buy, harvest, or make with toolkit proficiencies.... no, the only viable poison now just springs into existence from a class feature. Rogues could have still been the best poisoners through Fast Hands or similar feature where you are quick to apply poisons, but just keep poisons as a separate thing that actually exists outside of class dependency.
Enabling a thief to use more magic does not make the thief more thiefy. It makes them less of a thief and more like a wizard or artificer. To be more thiefy, they could have abiltiies to appraise and fence items, find secret doors and concealed items, avoid traps, bypass magical wards and help the whole party escape in a chase.
I’m glad I’m not the only one seeing this being like… um why aren’t these AT abilities? Like half the AT subclass feels redundant at this point simply because they removed restrictions to the spell list. Don’t get me wrong that’s a great thing to do but like why do I need spell thief if I can learn any spell I need for my build? The only purpose is to cancel out the spell effect which getting that once a day at 17th level and it only applying to a spell of a level you know… it just feels redundant and awkward. Magical secrets is a little bit more handy because you can get better saving throw spells for the build like ensnaring strike. Versatile trickster honestly feels kind of useless I can get advantage so many different ways and trigger sneak attack so many ways with new rogue that it’s redundant. I’d almost rather just take another int caster for the last three levels. Christ wizard gets you a spell book, more slots to use on protection and utility spells, and a source of prepared spells that you could swap out on a long rest to better prepare for the day to come. Like I get multiclassing is supposed to be strong but it shouldn’t make my character feel more like an AT than the actual AT.
@@chronics23 yep. They said it in another video. EK and AT both got the spell restrictions lifted. So all schools will be allowed for both sub classes.
Dear WotC... Was it so hard to give the rogue a fighting style? Or at least give it a Cunning Action adendum that says that whenever you attack with a Nick weapon you can add your DEX modifier to that attack as well...? Was it SO hard?????
I’m a little disappointed with arcane trickster tbh. The spells not being restricted is amazing, I like the mage hand trip ability. I just feel they could have made other changes. Like Magic Ambush, it might be a different story with the removed spell restrictions but it’s never been worth using a spell with a saving throw for me as an AT because sneak attack is usually better. I suppose ensnaring strike and zephyr strike will help that but that’s also one less shield, silvery barbs, mage armor, etc. Also by 13th level you have so many options to get advantage you don’t need to use mage hand to gain it. There should be a benefit to using it over the standard means. Also Spell Thief, don’t get me wrong as not many reach 17th level but a big part of it is learning spells off your list temporarily. You can now just chooses those spells. Negating effect is still good but that takes the whole spell thief part out because you wouldn’t need the spell if you’re already picking all the best spells you want. You also can’t take any spell above what you can cast and require your own spell slots to cast it over the next 8 hours. I mean wizard dip can get you those spells permanently up to the level you want.
I know it's not completely useless for the swashbuckler, but as a rogue who dual wields rapiers, weapon mastery (vex in this case) is a lot less exciting because of how sneak attack works for that subclass. Also hoping that there will be some way, feat or otherwise, to apply that second attack for free while using a non-light weapon. In fact, not sure if they've talked about it yet in this version; hoping they rework dual wielding. It's stylish but terrible when not using light weapons (at least for my beautiful rogue).
Check out @DnDDeepDive and their new Assassin build ua-cam.com/video/vvf_Vjo1sXU/v-deo.html
Hey thanks for the love!
@@DnDDeepDive Stoked to hop over to your video immediately after this. And I'm excited for all the new videos on the horizon when the new PHB comes out.
Monday, June 24th - The Rogue
Tuesday, June 25th - The Warlock
Wednesday, June 26th - The Druid
Thursday, June 27th - The Wizard
Friday, June 28th - The Ranger
No monk , hmm suspicious
A good week for information.
Thank you!
@@Staff7 maybe it's been cut. All monks are now dance bards
@@Staff7 No Sorcerer, Cleric, or Bard either. Is that equally suspicious?
Personally I am mostly awaiting word on the Bard since the last playtest version relied on a base rule change that was subsequently reverted, leaving that version of the Bard effectively unplayable.
*cries in Swashbuckler*
Hard agree. Although, Swashbuckler fux! Just add the core changes and weapon mastery
Cries in Scout 😢❤
Swashbuckler is the best class in the game IMO
@@beerbatreps3861 I’d say a tie between Swashbuckler and Arcane Trickster.
I guess i shouldve expected it, but im kinda disappointed the Swashbuckler isnt in the new PHB
“Yeah, you don’t need to assassinate every NPC you run into”
Wait… have I been playing D&D wrong this whole time?
as long as your table is having fun you're playing dnd right
i stopped paying attention to newer d&d things when people started using ‘dnd’
I feel like they don't understand the meaning of non-lethal damage. But honestly when they said that I said "What do you mean? Of course we do." XD
@@kawikacortes347 is easier to type dnd than d&d
Found the murderhobo🤣
The Thief actually getting to activate magic items with a bonus action could lead to some crazy combos either with the party or with multiclassing. Artificers can make Pipes of Haunting once they hit level 6 which is one of the best spammable magic items to make a lot of. A Thief Rogue could use bagpipes of haunting as a bonus action then use their action to attack and potentially get a sneak attack off.
A DM I had showed me that basically every thief has several wands of magic missile in their pocket. If they have the money, even wands of fireball. It's CRAZY!
As a DM when I heard this ability, I immediately went into panic mode! I want to see what the wording is and if there are any restrictions, cause if an item at high levels of play has 2 busted abilities that both use actions to prevent simultaneous use, is that just out the window now? I homebrew a lot of magic items in my games and I'm VERY concerned that this one ability may have to be something I have to be perpetually aware of when making them if my party has a thief.
@@SkaalKeshThey'd buy guns if they could
@@Dioxy_Moron Oh no, thief (famously OP subclass on OP class, right?) actually can do something for once - NERF FASTER
@@notsochosenone5669 That's not what I'm saying, I love what they've done with the class and this subclass, I'm so excited to see it in action, I'm just concerned about the implications that the one specific ability may have. Making an OP build is one thing, but it requires specific items and that's usually earned in campaigns. I'm worried about potential complications it may bring up, especially if the wording is loose. I also may be misunderstanding what the ability does or missing some context from the UA playtests.
I'm eager to see how they wrinkled-out the soulknife. We got nothing from that particular subclass during the UA, and there are some issues with its lack of synergies with magical weapons, along with the blades only appearing on attacks (meaning, no attacks of opportunity with them, no placing them threateningly next to someone else's throat, etc...). while a good subclass, those were pain points for the soulknife I hope they thought about.
Maybe we'll also get something new tied to the 2024 Rogue's Cunning Strike feature.
They've been talking about the subclasses in bundles of four... And we've seen a lot of the Thief, Arcane Trickster, Swashbuckler and Assassin... So either one of them doesn't make it to this PHB to make room for the SoulKnife, or they make a separate video talking about the Psychic subclasses... But that's just speculation
@@i.am_berserkI believe they confirmed swashbuckler is out though I don’t have a source to point to and don’t feel like looking for one given we’ll find out in about 90 minutes
Soulknifes can get opportunity attacks with their soulblades and the Soulblades have the Vex mastery trait, making it stupid easy to get advantage on your second strike.
@@gyorgyor7765 i was hoping that the second attack would have the nick property, just to make it better to use both Psychic Blades instead of relying on an external weapon to free your bonus action
@@chrispoznich No subclass is out, they just arent updated to 5.5, but you can still use them. In 1-3 years every class will be updated, probably.
I absolutly love removing the spell restricions on the A.T. now I can find familiar and animate dead for easier sneak attacks!
I'm going on the idea of a Naruto style ninja
They also didn't mention that it is no longer an action to cast the mage hand, but they didn't say whether it is a bonus action or just sort of happens when you use cunning action for something else, but it is likely one of those two
You already could
@@corsicasanova but now its easier and you get access to them earlier.
@@stephenlewis6922 not really for find familiar and it still doesn't change the fact it isn't new or true.
"Sometimes the rogue doesn't NEED all those sneak attack dice for damage"
I would smite JC for this blasphemy- except that smite got nerfed :D
Yep... so rogue can sneak attack multiple times a turn: action, reaction
But the Paladin player cannot.... sadness.
@@joydjinn8692 I LOVE the new Oath of Devotion Paladin
@@cbeaird52/s?
Literally everything else about paladins got buffed to compensate for the nerf.
@@joydjinn8692but Smite WAS the reason Paladin was OP. So it had to be nerfed. Though I do think it is heavy handed, will have to play it to see
I hope they cover weapon proficiencies. as rogue lost hand crossbows in the UAs which was strange
it may have been a wording oversight but want to know for sure.
hand crossbows are an iconic rogue weapon so would be a shame if they lost them
I just hope they nerf crossbow expert. Hand Crossbows giving a bonus action attack is ridiculous. It's time the longbow regained its supremacy as the premier ranged weapon. (Or at least heavy crossbows) No more pew pew.
Honestly, what I've been wanting is just expanded Sneak Attack weapon options. I hate that SA is weapon-restricted, especially now that Monk is getting their weapon restrictions heavily lightened. Heck, copy/pasting the Monk's text and applying it to Sneak Attack would just work in a lovely way, but I do miss older editions' greataxe sneak attack and whatnot.
Ngl you can just homebrew that
really hope ranger is next. i hope they made it better
Dont worry - It seem like there's power creep all around the board.
If they keep what we saw in the UA... Then the ranger is really boosted right now
They've buffed the beastmaster a lot, have mentioned that in previous videos already. Seems all the classes are getting more power.
@@fatrunnerI mean wizard gets basically nothing, not that they needed anything extra
I am hoping spells like shield no longer work in medium and heavy armour, and that wall of force finally gets some hp so I can smash it
Hope is not a successful investment strategy, it's just goofy that force is so OP
@@nyanbrox5418 Yeah but I don't recall anyone complaining that wizards were underpowered and pretty useless. I'm interested to see what they do with sorcerer.
I would like to hear an explanation of 'the rogue can spend sneak attack dice to knock an opponent out.'
Pretty sure, RAW 5e, when an opponent is dealt damage that would reduce them to 0, the player then gets to decide if it is fatal or not - without making weird specific roleplay decisions subject to DM whims - and anyone can do it. No keeping track of separate "non-lethal" damage either. Please tell me this is not gone.
@@moonlight2870 That is glorious. Faith restored in humanity!
@@moonlight2870 That's horrible. Don't forget, whatever you can use on a monster, enemy NPCs can use on your characters.
@@JL-by6tnhow frequently are you fighting opponents with 14 levels in Rogue?
@@JL-by6tn Yes, so NPCs who have Cunning Strike and Sneak Attack of (allegedly) 6d6 or more can use it against the players.
This feature probably won't exist on any official monsters/npcs.
It will probably be just a thing homebrewed onto npcs.
I’ve never played D&D before, so I’m hoping this new handbook will get me into it. I went from Dungeons and Drag Queens to Baldur’s Gate 3 to this!
Welcome to the hobby, henny
You are exactly who they are appealing to so you should fit right in
Many features that appeared in BG3 will be included here, I'm really excited to see them in play
Dungeons and Drag Quees sounds mad.
What kind of game is it?
@PauLtus_B it was a short series on dimmension 20 with people from ru paul
As a rogue (assassin) main born in June 25, this is the most fitting and useful bday present so far! (21 now)
Nice! Have a drink to celebrate!
Happy Birthday! 🎉
Happy Birthday! The books will come up near my birthday (September) so I'll try to nab my copy ASAP 🎯🎯
Happy birth day! Now you can easily access the taverns of Waterdeep without an issue
Hey Happy Birthday friend! Turned 21 on the 21st lol 🥳🥳
2 cents from a Rogue enjoyer. I belive that sneak attack should have your Rogue level added to its damage. So a level 20 Rogue has 10d6 + 20 (Average damage is about 50) which at level 20, really isn't that crazy. This also makes it so that if you roll a bunch of 1s and 2s you don't deal trash, also lets you use cunning strikes but still deal somewhat reliable damage. Let me know if you guys think that would be OP, I think it would be fine. Rewarding you for fully dipping into the rogue aswell.
I know this is technically present in the Assasin subclass but I'm not a fan of it. I think the old assassin having automatic Crits was better. Rolling initiative in itself means everyone present knows there is a fight, so you're not really assassinating just fighting.
No Swashbuckler?
Rogue got robbed
Badoom ching
It's not necessary. Like the Hexblade, the subclass was designed to fix problems with the class. By moving the fixes into the core class, you don't need the subclass mechanics.
@@stuartmiller2526 i think it’s more like the swashbuckler is just a cool subclass and it’s a bummer it’s not coming in the phb
@@manguyperson2917 I think you can easily flavor it from the Thief. The core mechanics aren't as needed. Fighter Champion could easily be flavored as swashbuckler, too.
@@stuartmiller2526 it’s not the same man
Giving the thief the ability to use dex for jump distance is great, and also reminds me of a homebrew feat I’ve always wanted to work on that allows dexterity based grappling. Thinking on the lines of the small jujutsu grappler vs the giant wrestler.
No Swashbuckler feels like a war crime.
It's all compatible. There's no reason you can't be a swashbuckler.
@@TimothyMichealDavid true, but swashbuckler was in ua6, and was essentially made into the rogue’s battlemaster by interacting a lot with cunning strike. It was my favorite of the subclasses presented in that UA personally
The way I see it, these are the 4 core sub classes but it doesn't mean swashbuckler and other missing subclasses can't be improved and added later (probably for a fee or in a new book 🥲)
Swashbuckler is from xanathar's guide to everything not the phb
Swashbuckler has always felt more like a flavour thing than anything else. No reason you can't be a Fighter or another Rogue subclass that's a charismatic duelist or pirate etc.
Oh yes, here we go 😎🔥
14:25 The Arcane Tripster, eh? Eh? I'll see myself out
Getting tired of hearing "brand new feature" then stating it was in Tasha's, that has been available for 3 years.
Im hoping for clarification of whether some of the newer subclasses of 5e are workable against 5.5e rules.
It's a brand new PHB and most of us didn't buy Tasha's.
Maybe you're just too rich?
@@terry_the_terrible Everything is available online if you just care to look
@@terry_the_terrible I mean you don't have to buy Tasha's you can always find it online or checking it out at the library.
@@terry_the_terriblePiracy is pretty dope ✌️ and so is Tasha's. Have you seen those Druid subclasses?
This is why I hate that they aren't admitting that 5.5 is a new edition. It causes so much confusion.
I hope that the old classic Thief has got some more love to complete with these new Classes and Sub-Classes.
Since 1st edition I've always loved to play a simple, effective Thief.
In or outside combat.
Lock your spell books and your magic items up.
What's up with the Swashbuckler?
Is it going to be featured in the new PHB?
I
Bonus action slight of hand steal something off someone you just attacked or were able to stealth up on without breaking stealth.
@@RulesLawyerDnDniche. if it’s really so effective to do then doing it with your action will still be plenty effective.
@okayhellohihowyadoin true.
No Swashbuckler, sad to report. It's the three 2014 subclasses plus the Soulknife.
In the UAs Thief had some changes but I especially appreciated their work on Second-Story Work, because it is now straight up a climbing speed instead of relying on Athletics.
Also at 9th level they get the ability to attack from hiding without being spotted.
I always theorycraft building an Artificer-Thief to activate all kinds of magic items using Fast Hands, now this seems even more promising.
Really sad though that the Artificer ain't a class on this new book, I will have to check out the compatibility rules with older 5e classes/sublasses when the book comes out.
I’m also sad that we won’t get an updated artificer. I did notice the artificer Vi appear in this video, which could be a hint that they are going to sneak the artificer in, but probably not.
For the Soulknife, do the daggers also have the Nick weapon mastery that daggers already have? Rogues get 2 weapon masteries but likely only use psychic blades. 17:58
Hey guys they made a post about the reveal order for this week on Reddit, I'll type it out here for those interested
June 24th: The Rogue
June 25th: The Warlock
June 26th: The Druid
June 27th: The Wizard
June 28th: The Ranger
Each reveal will be at 9am PDT or 12pm EST
I wonder why they're coming to us in this order.
the fact the Bard isn't in here is painful. It's the class with the least info due to the base UA thing it relied on being gone.
@@gammalolman580 we saw in the playtests that bard really didn't change much. If anything I'm wondering if and how magical secrets changed
I’m glad warlock is next! I’m very interested in what they’re doing with pact of the tome specifically. There wasn’t a whole lot of revision in the UA but it’s still not nearly as powerful as pact of the blade. I’m wondering what they’ve done with it in the background. It’s such a complex class I don’t know if we’ll get a whole lot of information before the full reveal, but I’m excited.
They should've ripped off the band-aid and put Cleric and Wizard next to each other, because ngl, we're gonna riot in the streets.
Doing it the way they do it, they only give the citizens time to rebuild their towns, before the Cleric players torch them again.
Soulknife over the Swashbuckler is wild
I noticed he didn't mention disarm as a cunning strike. I hope it hasn't been removed, it was the only other non optional way to disarm and made the rogue have a pretty unique mechanic.
Looking at the DnD Beyond overview it seems they have
As the forever DM, all these added things are sounding like a lot of work to manage at the table.
I think the only thing I find frustrating is Thief has a lot of features and tricks that would really flesh out life as an Arcane Trickster. I feel like so much of the 'budget' for the AT goes toward giving them spells and making them useful, but nothing toward using magical gear to supplement their skills, which to me would feel very natural. A Thief on the other hand, should have the versatility to use what they pick up, but it feels like instead of giving them tools to get in places and take what's there and get away, a lot of their kit revolves around magic items, which means a DM that isn't good with balancing out that kind of loot or wants a campaign where items are less common, ends up being a nerf to anyone who takes Thief.
I think that giving access to spells is a massive feature itself, which is at the same level of unlocking magic items.
Honestly, I think the new DMG will probably add some table or guidance to balance magic items given to the party
Agree. Access to more Magic items and the ability to use scrolls feels way more like AT stuff
Seconding this. Arcane Tricksters should logically have some ability to use magic items, whereas Thieves should have more ability to do things under pressure.
@@eliascabbio7598 If the current DMG and Xanathars are any indication, I don't have a ton of hope they'll up with an understandable and useful set of magic item tables in the new DMG.
My point was, no Class, particularly a Rogue, should rely on outside loot to shore up their power level, at least not in the early levels. Magic items in DnD are far too inconsistent. Give the Rogue with understanding of magic a better chance to use them sure, but don't devote a chunk of your prototypical Rogue experience to it, especially since it's a coded way of saying 'your DM is going to have to give you extra loot to keep you swinging at the same level as everyone else '
It just turns loot into a balance tool in a way it's not made to be, and can create group friction.
I feel a little bit dissapointed with the SoulKnife... But i can't WAIT to try the Assassin, so excited, this is my favorite class and i see and love the improvement
feel like a lot of assasin's ability is based on the first round 0_0, so what happens after the first round of combat? your assasinate dont work anymore? death strike dont work anymore?
Assassins are not allowed to wait for the right time to strike. You just have to take what you can get round 1 and like it.
@@DesmondDentresti Which doesn't actually make sense..
I don't mind this being limited at early levels, but I feel like later levels of Assassin should play with this mechanic and develop it instead of deviating into disguise kits and building personas. In 5e, the class about getting in, killing people, and getting out instead makes you wait between levels 3 and *17* to get any sort of signature damage boost, and there's no creative emphasis on stealth or your ability to mechanically effect targets. It's ridiculous that my character, whose profession is *Assassin*, is going to have to chose Thief as a subclass because it suits that storytelling better.
And don't even get me started on disguise kits. Please, tell me how a wig and some blush is going to hide my tiefling's infernal bone structure, horns and tail.
Assassins and spies aren't the same thing, Wizards. I don't need to convince someone that I'm their second great aunt twice removed to catch them off guard. jfc.
I like the changes to soulknife, however, i think there is one glaring opportunity that was missed. I always felt that the damage of the psychic blade should scale - d8, d10, d12. That wouldnt make a huge damage difference, but it would be thematic.
Huge disagree, the subclass is already pretty damn strong as it is already. Having a scaling damage die for the psychic blade would basically trivialize all other weapons for the whole class. Also since psionics is a form of magic in 5e, and you get in a cone of anti-magic from a beholder, good lock trying to fight with just your fists.
They don't need their psychic knives to scale, they need the ability to infuse a magic weapon with their psychic energy so that it works with their subclass features.
@@michaelsellers4788 i would think that would be the point. by trivializing other weapons (except maybe a crossbow for range), the soulknife cements its identity with its psychic blades. its ok to carry another weapon, but it should be used as a backup for cases like you outline or for when there is psychic resistance, but that will be more of an exception. Thanks for the reply!
@@floofzykitty5072 Good point. Or, you can make the blades be magical weapons like a monk with his unarmed strikes. But, your suggestion is kinda cool, too. Thanks!
@@michaelsellers4788 psyonics isn't magic, it's a supernatural power unrelated to magic afaik
quick question: did we lose Cunning action at level 2?
also totally think the mindset, 'why don't rogues do less damage to do things that AREN'T helping!'
Any chance we could see the warlock soon? I'm curious as to what changes from the playtests made it in.
It's scheduled for Tuesday
@@statpaca I didn't relalize they had posted a schedule. Where can I find it?
@@AngryCosmonaut rdndnext posted the schedule for next week, rogue-warlock-druid-wizard-ranger is the lineup.
@@statpaca Thanks!
im disappointed they removed the swashbuckler from the new core book. i think it wouldve been a great inclusion
They didn't remove it since it never was in the core book.
And the swashbuckler really needs a rework with how vex makes the main feature of the subclass a lot less useful.
My favorite rogue...😢
I'm disappointed they removed half of the spell schools for wizards to specialize in from the core book, after them being a mainstay for the past 35 years.
The Swashbuckler was never in the core book so how could they have removed it from it? It was from Xanathar's Guide to Everything lol
I was hopeing to hear an update on the Swashbuckler!
Soul knife trick missed for me would be to have variants for the blade, for example: if i could manifest a dart (throwing knife) it could lend itself to some cool ranged builds.
I know it's way too early to be talking about Houseruling a book that hasn't been released, but I have another potential houserule bouncing around in my mlnd.
I feel like the Soulknife should be able to benefit from the Nick property. One of the motivations behind Nick was to allow Rogues to "dual-wield" without losing their great bonus actions.
Why should the Soulknife miss out on this? It's certainly not such a powerful subclass that this is a necessary balancing factor. I'm inclined to allow the Soulknife Rogue to use both Nick and Vex with their Psychic Blades.
I'm still upset that they made nick into a weapon mastery. I preferred it in the earlier playtest when the extra attack from two weapon fighting was part of the same action by default.
Please don't forget about swashbuckler! I grew up watching Zorro and Princess Bride. I need that sweet swashbuckler RP
Shame there's no Swashbuckler in here.
I think replacing the Soul Knife with that would've resulted in more variety.
It really is syarting to bother me when he says "We've added a brand new feature" when referring to something introduced in 2020 in Tasha's Cauldron of Everything.
It's not brand new if we've been playing with it for 4 years!
Any clarification or adjustment to how the soulknife's weapons work in underwater combat?
"When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage." -PH, 2024
“Not acted yet” is that like “flat footed”? Not arguing, I like seeing it come back. And being applied.
Warlock is next, I’m stoked to see what they did to my favorite class!
Lots of room for tweaks and fixes for the warlock - hope they got it right.
Nah, just make Eldritch Blast a warlock class feature that scales with warlock level.@@BlankCanvas-hp4bf
In playtest they are great! Although Celestial patron was still a bit weak there
@@BlankCanvas-hp4bf lol definitely not. EB is the core of the class and will not be nerfed. Thirsting blade is possible but its no more damage than what every other class gets at level 12 and currently requires you to use one of your few invocation slots to apply it when other classes get it for free.
only way they'll nerf those is if they buff the Warlock's base casting ability to have more than 2 spell slots to make up for it.
@@captainrelyk I remember someone saying that this core rulebook is essentially a dumbed down version of 5e, and now its making more sense.
I am also not a fan of all subclasses being level 3. Kinda wish that was brought down to level 2 tbh while all level 1 subclasses stick.
I LOVE the green, blue, and red book covers shown at 3:06. Are those an alternate version book cover that will be for sale?
Yep, those are the special/limited edition covers! You can get the limited edition cover versions from your friendly local game store :)
Cunning strike is such a great feature. Activating magic items with bonus action will make the thief super strong in games with a lot of magic items. Assassin tuned down might offend some, but it is a lot easier to play now. Soul knife opportunity attack is good. But Not allowing the Arcane Trickster to use or summon his mage hand as a bonus or free action is still making them run in the same problem. No one uses the hand in combat cause it takes too much to move around or get ready. Also, the spell school restrictions aren't the problem on the trickster, it's the fact he isn't even a half caster but like a quarter caster. The class gets spells at such a slow pace, they have so little power that you rarely use them outside of invisibility or shadow blade and booming blade etc.
While having even more and stronger spells sounds cool on paper, it would kinda undermine AT subclass identity.
AT isn't rogue/wizard multiclass, but a rogue who can buff their attacks with magic, and adding more and stronger spells kinda moves away from this idea. Rogues, regardless of their subclass, don't solve problem with magic, they do it with their quick thinking, agility, movement etc.
If you want more stealthy spellcasting, it's literally illusionist.
i have a stupid question, if we own the core book via the player's handbook via dungeons and dragons beyond, do we have to buy the book again or would it be automatically updated upon the release of the 2024 core book?
That's the point at which they stopped calling it an "update" ;)
Genuinely happy with what I've heard about the rogue. It's one of my go-to classes and to hear we are getting improvements as well as turning sneak attack dice into a pool is getting my creative juices flowing for what I'd like to try and play
I was really hoping for a buff to sneak attack damage. It doesn't scale very well compared to classes that get additional attacks.
I think even better would be for the rogue to get an additional attack. Either a bit more damage, or another chance at a lot of damage.
Awesome changes! Love weapon mastery it really gives every weapon type it‘s own identity and
I LOVE that it makes so much sense a martial class can do a lot more with a weapon than a caster even if both have proficiency.
I was considering copying BG3 weapon specific attacks but that would habe been tedious to track.
Awesome video great vibes in the room!!! So excited
I was hoping to see the arcane trickster being able to cast magehand with a bonus action. I was also looking for a buff to spell thief. I love that ability but it comes in way too late. Ive always wanted to be a mage hunter and steal the spells of other mages.
WotC: gives Assassin advantage on initiative rolls.
Assassin: rolls "3" and "4"
He/she tried to rush trips over own legs
Technically more reliable than last edition's Assassin. But yeah, I can't believe they are still letting it be the only class that just loses it's subclass if it rolls low on the first two dice of a combat.
While removing the limit on AT spell choices is a welcome change, I hope they buffed the spellslot progression and amount slightly too.
At level 14 (which is already a rare level to get to in most DnD games), the AT peaks at having 2 third level spellslots.
If the point of unlocking choices was to give the AT more utility outside of the typical find familiar, fogcloud, invisibility combo...then they need to lean more into the caster aspect.
All the good stuff is too far away as it currently stands.
Most games end around level 8-9 because DMs, in my experience, hate having to calculate/scale their encounters
At level 9, it's 2, second level, spell slots. So you end a mediocre caster and an even worse rogue considering the new buffs the subclasses got.
Aside from opportunity attacks, soulknife blades should also be used for the extra attack function. The fact that you can't, shuts down a lot of the fun of attacking with no weapons when you multiclass
I love the Thief and glad that you seem to be doing it justice!
Love all the tweaks! Can’t wait to see which classes are next!
Is sneak attack still once per turn. Or officially changed like the UA to once per round
I am curious about this.
It was changed back to per turn in one of the playtests.
6:23 that's an artificer, and some warforged... I'm hoping there's some Eberron updated content coming down the pipeline
Agreed!
Will the Arcane Trickster have higher level spells or more per day than the 2014 option?
Rogues have always been a favorite of mine. Tons of exploration and roleplay use, and now a nice boost to combat too!
Can't wait to see Druid! Such an underrated class imo 💜 loving the Rouge changes!
Hey, can you please consider giving the rogue: whenever you use your bonus action on one of your cunning actions, you may use another different cunning action.
Imagine how cool would it be to dash while applying poison.
Very excited to try out the updated Thief! These new features sound so fun to play with 🥳👏🍺
Really disappointed they aren't launching with swashbuckler. Running one right now & was excited to port it over :/
I tell myself that maybe they’re still getting it right for later, given the weapon mastery & other changes.
With the mention of poisons, I’m really hoping they made being a poisoner a more viable option in this update.
How did you make the thief subclass even more of my favorite subclass?!
I’m not crazy for thinking trip is really bad for Rogue right? Like poison seems to be the only good option, the trip option is bad for players that are ranged attackers and the disengage option seems situation cause presumably cunning action will let you disengage as a bonus action. Also as a soul knife player I will say they didn’t not fix the biggest issue being that you’re stuck with a basic dagger that does psychic damage for the whole campaign.
All contextual options at the end of the day. If the rogue is by their fighter friend, knocking the enemy prone sets them up to action surge the hell out of the enemy at advantage. Added to that, a prone enemy can't effectively chase a rogue down after spending movement to stand. And prone is a very tasty condition to inflict on enemies flying with non magical means, as prone makes them fall out of the sky. And if they want to save cunning action for a dash away or to hide, the ability to use withdraw to sacrifice a small amount of damage in order to do so and get a bit of speed boost is very useful in the right circumstances.
Is the option to choose to knock out a creature at zero hit points instead of finishing them off now not an option in 2024 Player's Handbook?
Wish the soulknifes damage of psychic blades would increase like the monk weapons do. It's one of the only things preventing me from playing it in 5e, especially once you get magic items, which are usually better to use than your psychic blades 17:24
My biggest question here is: will we be able to use this with the 5e ruleset? Or are things going to be really different and not compatible at all? Thank you for your response!
In a previous video, they say that you would be able to use current characters with new content and new characters with old content. The caveat is you are advised not to mix rulesets in character creation, like an old class with a new subclass.
@@SmileyTrilobite thanks! Do you happen to know which video is that? I'd love to check it out
Does anyone know if Rogues are still limited to only sneak attacking on their turn?
the new rogue has stolen my heart, cant wait to play it!
As a GM, im excited to trick out creatures with these opions.
Soulknife should get +1 psychic blades at some point...
They should be able to adopt a magic weapon as their psychic blade if they want to so they can scale with items. Having the ability to fight without a weapon is useful, having the inability to use weapons is a weakness.
@@DesmondDentresti I would just like to see more options for the psychic blades. Maybe absorb the magic from other weapons to enhance them? Something that can be done a few times as you level. So when you get to T2 (Level 5) you can add a +1 or some other weapon effect. Then again at level 10 you can add another effect that is uncommon or replace it with a rare effect. This would be a great way to enhance the blades.
You could also have them do temporary enhancements using the psionic Energy dice. This may even be a better idea. Or maybe some combo of the above could be done.
Is there a vid that shows what they added to the base class for rouge
I really wish the bundle where you get all the digital and physical books was outside of the us as well😢 (I wouldn't even mind if all the physical books were shipped after the last book came out)
I really hope they changed the levels at which you get your second subclass feature. Because right now, having to wait from 3 to 9 for your second batch of abilities and to really flesh out the subclass is rough...
These two guys are so adorable when they get excited about D&D.
I can't wait to see how the new class changes will affect my Rogue 3 (Swashbuckler)/Paladin 10 (Vengeance)/Warlock 2 (Hexblade) multiclass.
Why even call it the assassin if it isn’t going to work like an assassin lmao
I was always pretty annoyed that the Assassin read more like a spy, with its emphasis on disguise kits and personas. To me, 'Assassin' should be someone who is quick, silent, and lethal, able to get in and out before anyone ever notices they were there. Guess I should be looking at switching my assassin to a thief, even if his profession is literally assassin. ¯\_(ツ)_/¯
@@drakarra Clearly, you haven't played "Hitman"... Agent 47 is all about the disguises.
I was so nervous about how my favourite class would be changed...turns out, it's vastly improved! Love the simple yet major changes to Assasin. They all seem better balanced now.
May I can use this space to ask to the community, psychic damage count as a "magic damage" or the soul knife divide all of it's damage for every Monster with non magical damage resistance?
There are no creatures with resistance to all nonmagical damage, just resistance to non-magical bludgeoning, piercing and slashing
@@ruckleschtik5227 thank you for your answer, i'm not so experices and i'm still learning.
So psychic resistance Is a "rare resistance"? As a newbie master i don't know so many Monster.
I'm thinking maybe the error Is difference, a Monster with psychical magical resistance, have as well the non magical resistance or they have It Only if they declare It?
Some monsters are immune to psychic damage; psychic is treated the same as any other energy type you might get from magic like fire, cold, force, etc.
@@SmileyTrilobite thank you very much for the answer, if I may, just to eliminate any doubt, is psychic damage seen directly as magical or does it have a magical and a non-magical counterpart?
If I can ask another question, is having magical resistance also equivalent to having non-magical resistance?
@@andreamodica6712 Only 2 abilities that I recall look at the source of the damage: “Magical resistance” gives you advantage on saving throws versus spells and spell-like abilities, and “Resistance to bludgeoning/slashing/piercing from nonmagical attacks”.
However, all other rules look at the damage type (psychic, fire, etc), NOT the source/cause of the damage (magic, spell, psionics, etc). Magic fire is the same as non-magic fire. For example, psychic resistance doesn’t care whether your psychic damage is from a spell, psionics, or one’s mother’s disapproval; it is all resisted the same way.
Some damage types come most often from supernatural sources (like necrotic and psychic), but unless specifically stated, it doesn’t matter to the rules.
An enemy is permanently tripped, disarmed and restrained when they are dead.
Anyone have a link to the content schedule?
One of my favorite classes! Hopefully my other favorite comes soon (Ranger)!
Sorcerer next please. Give us a caster class next.
If it's like in the UA, Sorcerer goes from my favorite class to the one i like the least. The subclass choices suck, and they completely wasted a chance to make Sorcerers "rage mages" through making Arcane Apotheosis core to the class. As is, they're just watered down, one-note CHA wizards.
@GinoSoldier it definitely needed some fixing for sure. I meed to go back and see the UA one
Sorcerer is not planned for this week, but it may please you that tomorrow it's the turn of a caster class: the warlock!
@MarcusKane I'm okay with it but sorcerer is my favorite. I'm really wondering how they are going to truly make it different and stand out. Since in 5E 2014 the thing that truly made them stand out was given to every caster class.
Warlock is tomorrow.
Cunning strikes should only affect the creature hit. Not give you other "bonus movement actions" on your turn. That's what cunning action is for... poisoning in cool, blinding is neat, shocking someone into not taking reactions would be cool, scaring someone with a warning shot would be thematic, etc. Expending sneak attack dice to get inner strength or a burst of speed... doesn't make any sense. That design space is very well represented by monk ki points or the fighter's second winds (tactical shifting).
"You don't need to slay every NPC you meet."
Meanwhile Vax: "Those were four headaches I saved us."
I wish he could talk about the new class positively without talking as if the old version was bad.
I have loved D&D for a long time I want Dagger support for my Assassin and Rogue character's that I have loved a long time. I would love to have Assassin Creed flavor to be able to sneak attack with a dagger and do more than 2d4 plus dex on a sneak attack when it's 2d6 for just a shortsword. Bleed effects for daggers is the best thing to make the dagger more relevant and allow for the flavor you want and not be completely useless.
Cunning Strike / Envenomed Weapons: The poison is an immersion breaker for me. Specifically the instant infinite poison existing only at the time it's needed for the attack.
It runs on video game logic.
It saddens me it went this route instead of fixing the core poisons as a non-magical augmentation to weapons. Poisons as a thing you can buy, harvest, or make with toolkit proficiencies.... no, the only viable poison now just springs into existence from a class feature.
Rogues could have still been the best poisoners through Fast Hands or similar feature where you are quick to apply poisons, but just keep poisons as a separate thing that actually exists outside of class dependency.
Enabling a thief to use more magic does not make the thief more thiefy. It makes them less of a thief and more like a wizard or artificer.
To be more thiefy, they could have abiltiies to appraise and fence items, find secret doors and concealed items, avoid traps, bypass magical wards and help the whole party escape in a chase.
I’m glad I’m not the only one seeing this being like… um why aren’t these AT abilities? Like half the AT subclass feels redundant at this point simply because they removed restrictions to the spell list. Don’t get me wrong that’s a great thing to do but like why do I need spell thief if I can learn any spell I need for my build? The only purpose is to cancel out the spell effect which getting that once a day at 17th level and it only applying to a spell of a level you know… it just feels redundant and awkward. Magical secrets is a little bit more handy because you can get better saving throw spells for the build like ensnaring strike. Versatile trickster honestly feels kind of useless I can get advantage so many different ways and trigger sneak attack so many ways with new rogue that it’s redundant. I’d almost rather just take another int caster for the last three levels. Christ wizard gets you a spell book, more slots to use on protection and utility spells, and a source of prepared spells that you could swap out on a long rest to better prepare for the day to come. Like I get multiclassing is supposed to be strong but it shouldn’t make my character feel more like an AT than the actual AT.
The Rogue reconfirms himself as the best class in all dnd ❤
"You don't need to assassinate every NPC."
wut?
Can't wait to see what change did arcane trickster get
We already know one, and that's no restrictions on spell list.
@@RulesLawyerDnD NO WAY REALLY??
@@chronics23 yep. They said it in another video. EK and AT both got the spell restrictions lifted. So all schools will be allowed for both sub classes.
@@RulesLawyerDnD I'm so pumped for this
Arcane Trixter with Fog Cloud, Grease & Find Familiar (plus many more) at level 3 is GREAT. Conjuration on a Rogue is woefully undervalued.
Dear WotC... Was it so hard to give the rogue a fighting style? Or at least give it a Cunning Action adendum that says that whenever you attack with a Nick weapon you can add your DEX modifier to that attack as well...? Was it SO hard?????
I’m a little disappointed with arcane trickster tbh. The spells not being restricted is amazing, I like the mage hand trip ability. I just feel they could have made other changes. Like Magic Ambush, it might be a different story with the removed spell restrictions but it’s never been worth using a spell with a saving throw for me as an AT because sneak attack is usually better. I suppose ensnaring strike and zephyr strike will help that but that’s also one less shield, silvery barbs, mage armor, etc. Also by 13th level you have so many options to get advantage you don’t need to use mage hand to gain it. There should be a benefit to using it over the standard means. Also Spell Thief, don’t get me wrong as not many reach 17th level but a big part of it is learning spells off your list temporarily. You can now just chooses those spells. Negating effect is still good but that takes the whole spell thief part out because you wouldn’t need the spell if you’re already picking all the best spells you want. You also can’t take any spell above what you can cast and require your own spell slots to cast it over the next 8 hours. I mean wizard dip can get you those spells permanently up to the level you want.
I am most exited about the thief subclass.
Hope they kept Telepathy and Telekinesis as 4th level feats for the psychic classes.
I know it's not completely useless for the swashbuckler, but as a rogue who dual wields rapiers, weapon mastery (vex in this case) is a lot less exciting because of how sneak attack works for that subclass.
Also hoping that there will be some way, feat or otherwise, to apply that second attack for free while using a non-light weapon. In fact, not sure if they've talked about it yet in this version; hoping they rework dual wielding. It's stylish but terrible when not using light weapons (at least for my beautiful rogue).