I feel like we can break this down even further. What Classes are worth staying invested in past 5th level? Past 10th level? Past 15th level? Some, like the Ranger, remain best as a 5 level dip in 2024, unfortunately.
I have made a few changes to several of the capstones you mentioned: Ranger: In addition to the d10 Hunter's Mark, they also get +2 Dexterity and +2 Wisdom scores, increasing those caps to 23 each. Warlock: In addition to regaining all their spell slots, they may also recover half of their Mystic Arcanums (so 2 of the 4). Wizard: The two 3rd level Signature spells may each be cast at will at their lowest spell level, just like the Mastered 1st and 2nd level spells gained at 18th level, instead of only once per day. They may also be changed after a long rest to any 3rd level spells in their spellbook, again like the Mastered spells. Do folks think these improvements are enough? I didn't want to make them too overpowered, and I tried to retain the feel of the capstones.
Being able to cast wish seems like a good capstone, especially for high level adventures. Also, while I agree on the wizard capstone in general, it did get a slight buff with the new spell casting rules. It allows for another way to cast multiple spells in a turn since signature spell doesn’t expend a spell slot.
Fair points. The problem with wish as Divine Intervention for me is that you get to cast wish once, at the potential cost of a week's worth of 5th level free spells, and you can still only use it as an 8th level slot or less without it wrecking you for the rest of the day and inconveniencing you for that same up-to a week.
It seems to me that you are one of the few people I've come across who has run multiple tables to level 20. The gestalt gamer mind claims that this happens so rarely that it makes me wonder why it's not marketed as two separate games, levels 1-10 and levels 11-20.
Maybe because he is a payed DM, his players are more likely to stick with it and arrange time in their schedule. If your paying for the session, it kinda makes sense you would be hesitant to cancel as frequently (i assume he has a no money back cancelation policy).
I’ve been running games to 20 for over a decade. Even before I started doing it professionally. I’m not sure what makes my tables different, we have just always wanted to play the whole game instead of the first half.
@atmosk1234 Actually I have a 24 hour cancellation notice policy (built into StartPlaying.games who handles my advertising and payment processing) and I often waive less notice dropouts because by this point we have been playing for years and I consider them my friends at least as much as my clients.
Another nice thing about Barbarian capstone is that it works with primal knowledge and indomitable might to ensure that the lowest that you can get on some of the most important skill checks like perception and Stealth while raging is 24 (25 If you've taken a epic boon that boosts strength)
30:24 what you didn't mention is that compared to 2014 the new version of rogue capstone also includes saving throws and at 20th level failing a single saving throw regularly is the difference between living and dying. It's a substantial defensive asset which Rogues definitely need at that level of play.
In the question to multiclass, you leave out a pretty significant consideration for all full progression casters. Level 19 gives a second 6th level slot, and 20 gives you a second 7th level slot. That's not a small thing. Depending on the class, you're not just looking at the 7th level spells, but in many cases very powerful upcast options. In addition, 18 usually grants something pretty big and 19 is an Epic Boon. So for full progression casters, the objective value of those last couple levels is probably more about effective spell use than any of the capstones.
@isitnotwrittenthat1680 very good point, and you may even gain features or low level spells which use your primary stat. But in most cases, people are not suggesting MCing one full caster into another. So it's something to give serious consideration to... which is what I said.
@@ChristnThms Also worth noting that now a single level dip into a half-caster like Paladin or Ranger rounds UP instead of down, so you don't lose any progression.
@DM-Timothy good point, and there are a few single level dips that could change a high level build. A Valor Bard grabbing 1 level of Paladin after securing his 9th level spells and final Magical Secrets would make a great nova in a final encounter.
Having run and played in several high level (sometimes 20+) games, I would agree with your flat assessments on the capstones. In some (not all) cases, when these capstones are paired with some of the other features of these classes and subclasses, they are elevated significantly. This is before weighing in with species, backgrounds, feats, and use of magic items, which can elevate these even further. I recognize this was not the purpose of this video, nor do I think it is realistic to create such an in-depth video, but individuals that are new to the game may see this and think "Maybey I shouldn't choose this class because it's not as good as this other one." I don't think this is the impression you are trying to leave, but optics are everything in the world of social media. Great video though. You presented the information in an easy to understand format that covered a relevant topic that people are curious about.
Some of the best D&D advice on the internet + some of the best cats on the internet = very happy audiences! Thanks again for another excellent video! Great advice, awesome insight!
I would argue that because wizard also gets a second 7th level spell slot in addition to their signature spells it is worth taking. An additional 7th level slot is incredibly powerful
@@malachilynch2979 at 20th level you get a second 7th level spell slot. In my personal opinion yes multiclassing is powerful but it sabotages your end game if you are a full caster because of that second level 7 slot. There are so many things you can do with having 2 level 7 slots and the loss of it for a mediocre second attack or something else is not worth it in my opinion
I disagree with you when it comes to the Rogue’s Stroke of Luck, The first point being it can negate a natural one once per short rest. And if you want to manipulate it to get the crit you can easily swap to a low level magical item like a plus one scimitar. then use your strength to hit instead of your dexterity. Well you will miss out on some bonus damage from Dexterity and a better weapon the critical sneak attack should more than make up for it.
It’s true, but kind of “oof” when you then roll well and hit and feel bad for not being able to use your cool ability… I don’t like the idea of having to hope for failure.
I feel like every single Paladin Subclass has a good level 20 capstone, except Glory Paladin. It's just not anywhere near the other 3, so I see no reason to not do 17/3 or 16/4 with Fighter or Warlock as a Glory Paladin
I’d shy away from 17/3 for the whole edition, honestly, because I think the epic boons are great and I’d hate to not get one till level 21 (if we even went that far)
@DM-Timothy Common consensus between my DM's was that Epic Boons should probably be obtained at Total Level 19, cause if you're getting to level 20 you might as well enjoy yourself a little
While the Bard's Power Word Kill option will be _very_ situational, Power Word Heal could be a game changer in a tough fight. While I appreciate the 4th attack for the Fighter capstone, two-weapon fighting doesn't make it quite as necessary for the Fighter's success. Except the Eldritch Knight. They'll definitely want all the attacks they can get for their War Magic. And the Rogue, my goodness. You can use your Stroke of Luck on your first death save if need be and then disappear behind all your friends. While the Signature Spells hasn't changed at all, they did nerf the 2024 Wizard's 18th level Spell Mastery. Now, it specifies that the spells _must_ have a casting Time of one Action, meaning no more Misty Step and Shield spam. Completely unplayable. 😂
Like always I comment with a weird stuff I do. I have allowed my pcs to go over lvl 20, so they can get both hehe right now Im running a 5e party using 4E scales of war (against 4E tiamat), and I have a lvl 20 conquest paladin lv 3 battlemaster fighter. Fun as hell hehe
Artificer: great cap. Barbarian: both great. Bard: both bad. See wizard. Cleric: Mostly good, but I heavily rework divine intervention to be the summoning system from Final Fantasy games. Druid: Old was gold. New is meh. See wizard. Fighter: it's good for fighter, which means it's lackluster for the rest of the game. Monk: old was terrible since it was from the same mold as the Bard. New is fantastic since they coppied Barbarian mold instead of Bard. Paladin: depends on the subclass, which is probably bad game design. Ranger: unacceptable. Ranger is the class that every new game designer should take a shot at completely re-writing. Rogue: old was really good if you know what you're doing. New is a slight downgrade. Sorcerer: Old was bad, just like Bard and Monk. New is a weaker version of the paladin cap. Which brings up the fact that I can't imagine taking a sorcerer to 20 without two of those levels being in paladin. Warlock: old was sorcerer, bard, and monk all over again. New is somehow an insult. Wizard: wizard is a good bonus on an already powerful class. Free extra uses of fireball and fly are nothing to scoff at. But this is an illusion. The true wizard capstone came at 18. Pick a level 1 and level 2 spell and you get to cast them at will all day long. Silvery barbs, shield, invisibility, disguise self, fog cloud, magic missile, detect magic, Tasha's hideous laughter, alter self, blur, borrowed knowledge, crown of madness, detect thoughts, kinetic jaunt, knock, levitate, misty step, mirror image, see invisibility, spider climb, suggestion, vortex warp, web, and wither and bloom. Any two of these spells being usable all day long is a serious ability. If I know I'm getting a full 20 levels in a campaign I can see a two level dip outside of wizard, but I can't see dipping three or more levels. Shield plus any level 2 utility or movement spell is too good, and taking silvery barbs and suggestion may be toxic but it's the easiest way to out Bard the Bard. With that coming at 18, I see no problem giving druid infinite wildshapes or letting Bards pick one level two spell from any class to be an at will ability at level 20.
I don't think they actually hate the ranger , I just think that the fantasy of the natural explorer and ultimate survivalist is hard to do in 5e and 5e ish rules since exploration isn't really flushed out as much as it could be and not every table is going to use that pillar of play, so they tried to make it combat orientated and to make up for taking away options for that they decided to use spells. But rangers aren't full casters and the spell progression is slow. I do imagine that if things hadn't been so rushed and the ogl debacle and a few other missteps by the parent company that we might have gotten a better class that was more cohesive
@@TwinSteel Totally. Moving the ability to level 2 was probably a good call. At that point, they should have moved on and come up with something new, lol.
While I agree that spellcasters still have a big lead on martials in a lot of ways, I think the martials have gained ground with dnd2024 instead of lost it, personally.
@DM-Timothy Martials have gained some slight ground sure, but a barbarian getting a cap of 24, or fighter getting an extra attack simply is miles away from just the core of spell casting at 9th level. A cleric capstone ability far outweighs the slight buff to stats barbs get that magic gear should already have accounted for (belt of giant strength). Pathfinder corrects this perfectly.
@DM-Timothy Martial classes have built in cleave feats, there is a feat that creates a ranged cone for swings, a feat that allows ranged strikes to cut through space time, among many others. The martial weakness is heavily created from the uncesscary beef with 4e. They had plenty of martial options that made them feel like "super heroes." For example, steel wind strike being a wizard spell now but that specific spell used to be for martial classes in 4e.
@ gotcha! I personally quite liked the 9 swords supplement from 3.5, giving “weapon spells” to martials. The precursor to 4e, and in fact the original Steel Wind Strike source I think. Maybe a supplement like that would go over well again.
I think the bigger travesty for wizards is how they limited Spell Mastery, gained at Level 18, to spells that require an action. Good bye Shield and Misty Step, hello mediocrity.
@@MethosJK9 That's a fair stance. I personally think it's a good move, because Shield (or Silvery Barbs) and Misty Step were so obviously "the right choice" for most characters that taking anything else felt like a waste. By eliminating them as options, there might be more options, in a way, instead of less. But again, that's an in the eye of the beholder sorta thing. :)
@DM-Timothy That taking away of options because of a perceived problem is my main issue with the 2024 PHB. It's the same thing with Spiritual Weapon, "oh, it's so good that everybody takes it so let's nerf it" instead of addressing *why* everybody takes it, which is because it's the only way for clerics to 1) use their bonus action, at all and 2) weaponize it to boost their damage a bit. If the designers wanted to give players more options then they should make better spells to compete with SW, not make it worthless passed level 5. Overall they should have made other options better, not made the existing ones worse.
I feel like we can break this down even further. What Classes are worth staying invested in past 5th level? Past 10th level? Past 15th level?
Some, like the Ranger, remain best as a 5 level dip in 2024, unfortunately.
Totally true. Analyzing all of those possibilities would be a real challenge!
I have made a few changes to several of the capstones you mentioned:
Ranger: In addition to the d10 Hunter's Mark, they also get +2 Dexterity and +2 Wisdom scores, increasing those caps to 23 each.
Warlock: In addition to regaining all their spell slots, they may also recover half of their Mystic Arcanums (so 2 of the 4).
Wizard: The two 3rd level Signature spells may each be cast at will at their lowest spell level, just like the Mastered 1st and 2nd level spells gained at 18th level, instead of only once per day. They may also be changed after a long rest to any 3rd level spells in their spellbook, again like the Mastered spells.
Do folks think these improvements are enough? I didn't want to make them too overpowered, and I tried to retain the feel of the capstones.
Those are great ideas. They as useful power without being OVERpowered.
i'm fine with underwhelming high lvl class features on the wizard since they get extremely powerful spells at those levels
I feel like a good cap stone for warlock would be on a short rest you also regain uses of your mystical arcanum
Depending on the levels involved, that could have worked.
For their Capstone, I said they are able to regain all of their spell slots and up to 2 of their spent Mystic Arcanums.
Being able to cast wish seems like a good capstone, especially for high level adventures. Also, while I agree on the wizard capstone in general, it did get a slight buff with the new spell casting rules. It allows for another way to cast multiple spells in a turn since signature spell doesn’t expend a spell slot.
Fair points. The problem with wish as Divine Intervention for me is that you get to cast wish once, at the potential cost of a week's worth of 5th level free spells, and you can still only use it as an 8th level slot or less without it wrecking you for the rest of the day and inconveniencing you for that same up-to a week.
It’s a crazy sea change to have a real capstone for sorcerers! Thanks for the video
My pleasure! Glad you liked it. And yeah, Sorcs are lookin' pretty spiff in 2024
It seems to me that you are one of the few people I've come across who has run multiple tables to level 20. The gestalt gamer mind claims that this happens so rarely that it makes me wonder why it's not marketed as two separate games, levels 1-10 and levels 11-20.
Maybe because he is a payed DM, his players are more likely to stick with it and arrange time in their schedule. If your paying for the session, it kinda makes sense you would be hesitant to cancel as frequently (i assume he has a no money back cancelation policy).
I’ve been running games to 20 for over a decade. Even before I started doing it professionally. I’m not sure what makes my tables different, we have just always wanted to play the whole game instead of the first half.
@atmosk1234 Actually I have a 24 hour cancellation notice policy (built into StartPlaying.games who handles my advertising and payment processing) and I often waive less notice dropouts because by this point we have been playing for years and I consider them my friends at least as much as my clients.
Another nice thing about Barbarian capstone is that it works with primal knowledge and indomitable might to ensure that the lowest that you can get on some of the most important skill checks like perception and Stealth while raging is 24 (25 If you've taken a epic boon that boosts strength)
Great point! Thanks for mentioning it.
9:26 the average of 2d4 is 5. You're thinking of the average of 2d6.
Yeah, I totally whoopsed on that one! Thanks :)
30:24 what you didn't mention is that compared to 2014 the new version of rogue capstone also includes saving throws and at 20th level failing a single saving throw regularly is the difference between living and dying. It's a substantial defensive asset which Rogues definitely need at that level of play.
Solid point! Thanks for mentioning it. I did indeed miss that.
In the question to multiclass, you leave out a pretty significant consideration for all full progression casters. Level 19 gives a second 6th level slot, and 20 gives you a second 7th level slot.
That's not a small thing. Depending on the class, you're not just looking at the 7th level spells, but in many cases very powerful upcast options.
In addition, 18 usually grants something pretty big and 19 is an Epic Boon. So for full progression casters, the objective value of those last couple levels is probably more about effective spell use than any of the capstones.
Great point! Thanks for adding that in. You’re right, those spell slots can be a big deal.
Except that slots stack, meaning if you multiclass into another full caster (which are at least a third of your options) you still get those
@isitnotwrittenthat1680 very good point, and you may even gain features or low level spells which use your primary stat.
But in most cases, people are not suggesting MCing one full caster into another. So it's something to give serious consideration to... which is what I said.
@@ChristnThms Also worth noting that now a single level dip into a half-caster like Paladin or Ranger rounds UP instead of down, so you don't lose any progression.
@DM-Timothy good point, and there are a few single level dips that could change a high level build. A Valor Bard grabbing 1 level of Paladin after securing his 9th level spells and final Magical Secrets would make a great nova in a final encounter.
Having run and played in several high level (sometimes 20+) games, I would agree with your flat assessments on the capstones. In some (not all) cases, when these capstones are paired with some of the other features of these classes and subclasses, they are elevated significantly. This is before weighing in with species, backgrounds, feats, and use of magic items, which can elevate these even further. I recognize this was not the purpose of this video, nor do I think it is realistic to create such an in-depth video, but individuals that are new to the game may see this and think "Maybey I shouldn't choose this class because it's not as good as this other one." I don't think this is the impression you are trying to leave, but optics are everything in the world of social media. Great video though. You presented the information in an easy to understand format that covered a relevant topic that people are curious about.
Totally fair. There are often builds and desires and interactions that will adjust how desirable a given feature is. Thanks for pointing it out.
Some of the best D&D advice on the internet + some of the best cats on the internet = very happy audiences! Thanks again for another excellent video! Great advice, awesome insight!
Wow, thank you! You’re way too kind! (And clearly right about the cats… I mean come on! :D )
I would argue that because wizard also gets a second 7th level spell slot in addition to their signature spells it is worth taking. An additional 7th level slot is incredibly powerful
But you get that if you multiclass into any full caster.
Cleric, Ranger, Druid, ... any of those dips also gets you the 7th level slot.
Our other commenters have nailed it, but that last slot is definitely a consideration worth paying attention to not losing!
@@malachilynch2979 at 20th level you get a second 7th level spell slot. In my personal opinion yes multiclassing is powerful but it sabotages your end game if you are a full caster because of that second level 7 slot. There are so many things you can do with having 2 level 7 slots and the loss of it for a mediocre second attack or something else is not worth it in my opinion
I disagree with you when it comes to the Rogue’s Stroke of Luck, The first point being it can negate a natural one once per short rest. And if you want to manipulate it to get the crit you can easily swap to a low level magical item like a plus one scimitar. then use your strength to hit instead of your dexterity. Well you will miss out on some bonus damage from Dexterity and a better weapon the critical sneak attack should more than make up for it.
It’s true, but kind of “oof” when you then roll well and hit and feel bad for not being able to use your cool ability… I don’t like the idea of having to hope for failure.
I feel like every single Paladin Subclass has a good level 20 capstone, except Glory Paladin. It's just not anywhere near the other 3, so I see no reason to not do 17/3 or 16/4 with Fighter or Warlock as a Glory Paladin
I’d shy away from 17/3 for the whole edition, honestly, because I think the epic boons are great and I’d hate to not get one till level 21 (if we even went that far)
@DM-Timothy Common consensus between my DM's was that Epic Boons should probably be obtained at Total Level 19, cause if you're getting to level 20 you might as well enjoy yourself a little
@@tiagomarx5072 Interesting! House-ruling a free feat at level 19 regardless of build would definitely change considerations.
While the Bard's Power Word Kill option will be _very_ situational, Power Word Heal could be a game changer in a tough fight.
While I appreciate the 4th attack for the Fighter capstone, two-weapon fighting doesn't make it quite as necessary for the Fighter's success. Except the Eldritch Knight. They'll definitely want all the attacks they can get for their War Magic.
And the Rogue, my goodness. You can use your Stroke of Luck on your first death save if need be and then disappear behind all your friends.
While the Signature Spells hasn't changed at all, they did nerf the 2024 Wizard's 18th level Spell Mastery. Now, it specifies that the spells _must_ have a casting Time of one Action, meaning no more Misty Step and Shield spam. Completely unplayable. 😂
Good point about the death save use for stroke of luck!
ONESHOT HOMEBREW!!! (Jovial Juggler???)
I did enjoy the Jovial Juggler. :) but I think we’d aim for something new!
Barb Capstone is bae
Like always I comment with a weird stuff I do. I have allowed my pcs to go over lvl 20, so they can get both hehe right now Im running a 5e party using 4E scales of war (against 4E tiamat), and I have a lvl 20 conquest paladin lv 3 battlemaster fighter. Fun as hell hehe
👊 for being in the over 20lvl club!
2d4 average to 5 not 7 :)
lol, you’re totally correct. Pardon my brain burp!
One thing I have to say about druids; bag of rats
Artificer: great cap.
Barbarian: both great.
Bard: both bad. See wizard.
Cleric: Mostly good, but I heavily rework divine intervention to be the summoning system from Final Fantasy games.
Druid: Old was gold. New is meh. See wizard.
Fighter: it's good for fighter, which means it's lackluster for the rest of the game.
Monk: old was terrible since it was from the same mold as the Bard. New is fantastic since they coppied Barbarian mold instead of Bard.
Paladin: depends on the subclass, which is probably bad game design.
Ranger: unacceptable. Ranger is the class that every new game designer should take a shot at completely re-writing.
Rogue: old was really good if you know what you're doing. New is a slight downgrade.
Sorcerer: Old was bad, just like Bard and Monk. New is a weaker version of the paladin cap. Which brings up the fact that I can't imagine taking a sorcerer to 20 without two of those levels being in paladin.
Warlock: old was sorcerer, bard, and monk all over again. New is somehow an insult.
Wizard: wizard is a good bonus on an already powerful class. Free extra uses of fireball and fly are nothing to scoff at. But this is an illusion. The true wizard capstone came at 18. Pick a level 1 and level 2 spell and you get to cast them at will all day long.
Silvery barbs, shield, invisibility, disguise self, fog cloud, magic missile, detect magic, Tasha's hideous laughter, alter self, blur, borrowed knowledge, crown of madness, detect thoughts, kinetic jaunt, knock, levitate, misty step, mirror image, see invisibility, spider climb, suggestion, vortex warp, web, and wither and bloom.
Any two of these spells being usable all day long is a serious ability. If I know I'm getting a full 20 levels in a campaign I can see a two level dip outside of wizard, but I can't see dipping three or more levels. Shield plus any level 2 utility or movement spell is too good, and taking silvery barbs and suggestion may be toxic but it's the easiest way to out Bard the Bard.
With that coming at 18, I see no problem giving druid infinite wildshapes or letting Bards pick one level two spell from any class to be an at will ability at level 20.
🥳🫂👍🏿
Why do they hate the ranger so much
Edit: made it to the end - that warlock one feels so bad
I don't think they actually hate the ranger , I just think that the fantasy of the natural explorer and ultimate survivalist is hard to do in 5e and 5e ish rules since exploration isn't really flushed out as much as it could be and not every table is going to use that pillar of play, so they tried to make it combat orientated and to make up for taking away options for that they decided to use spells. But rangers aren't full casters and the spell progression is slow. I do imagine that if things hadn't been so rushed and the ogl debacle and a few other missteps by the parent company that we might have gotten a better class that was more cohesive
Big concur on the Warlock capstone. I think I might dislike it even more than Ranger’s.
@ seems like they realized it wasn’t quite right, tried to convert and fumbled the ball
@@TwinSteel Totally. Moving the ability to level 2 was probably a good call. At that point, they should have moved on and come up with something new, lol.
Martial classes really got gimped. Remember all these full casters get these capstone abilities, AND 9th level spells several levels prior.
While I agree that spellcasters still have a big lead on martials in a lot of ways, I think the martials have gained ground with dnd2024 instead of lost it, personally.
@DM-Timothy Martials have gained some slight ground sure, but a barbarian getting a cap of 24, or fighter getting an extra attack simply is miles away from just the core of spell casting at 9th level. A cleric capstone ability far outweighs the slight buff to stats barbs get that magic gear should already have accounted for (belt of giant strength). Pathfinder corrects this perfectly.
@@xandermichael836 Interesting. What has pathfinder done to correct it?
@DM-Timothy Martial classes have built in cleave feats, there is a feat that creates a ranged cone for swings, a feat that allows ranged strikes to cut through space time, among many others. The martial weakness is heavily created from the uncesscary beef with 4e. They had plenty of martial options that made them feel like "super heroes." For example, steel wind strike being a wizard spell now but that specific spell used to be for martial classes in 4e.
@ gotcha! I personally quite liked the 9 swords supplement from 3.5, giving “weapon spells” to martials. The precursor to 4e, and in fact the original Steel Wind Strike source I think. Maybe a supplement like that would go over well again.
I think the bigger travesty for wizards is how they limited Spell Mastery, gained at Level 18, to spells that require an action. Good bye Shield and Misty Step, hello mediocrity.
With the boon of extradimensional travel, you can Misty step as a no-action and use the spell mastery for other interesting and fun options. :)
@DM-Timothy I could always use the Spell Mastery for other spells, but taking away options is solving a problem that didn't exist.
@@MethosJK9 That's a fair stance. I personally think it's a good move, because Shield (or Silvery Barbs) and Misty Step were so obviously "the right choice" for most characters that taking anything else felt like a waste. By eliminating them as options, there might be more options, in a way, instead of less. But again, that's an in the eye of the beholder sorta thing. :)
@DM-Timothy That taking away of options because of a perceived problem is my main issue with the 2024 PHB. It's the same thing with Spiritual Weapon, "oh, it's so good that everybody takes it so let's nerf it" instead of addressing *why* everybody takes it, which is because it's the only way for clerics to 1) use their bonus action, at all and 2) weaponize it to boost their damage a bit. If the designers wanted to give players more options then they should make better spells to compete with SW, not make it worthless passed level 5. Overall they should have made other options better, not made the existing ones worse.
@ totally fair stance. Buffing all the alternatives would have been a possible path for sure.
2d4 is not 7.
Yeah, totally my bad on that one. Slip of the brain apparently. Maybe I’m getting old?!?