Thursday, September 29, 2022

The Bard

 

Parts of a Class

Primary Ability – While noted in the Classes Summary of the PHB, this is more pronounced. It is noted that multiclassing now requires a 13 in each classes primary ability. This is a change from the prior prerequisites where Monk, Paladin and Ranger had two prerequisites.

Class Group – New-ish. Really an older concept of Magic User, Cleric, Thief, and Fighter for the modern game. I like the reference each party should have 1 person from each class group.

Bard

Bard Table – Proficiency Bonus is the same, Removed Spells Known, and instead of Spell Slots its Prepared Spells per Level.

Where did abilities go?

Level

Old

New

1

Bardic Inspiration, Spellcasting

Bardic Inspiration, Spellcasting

2

Jack of All Trades, Song of Rest

Expertise, Songs of Restoration

3

Bard College, Expertise

Bard Subclass

4

Ability Score Improvement

Feat

5

Bardic Inspiration, Font of Inspiration

Jack of All Trades – Bard die improves to d8

6

Countercharm, Bard College Feature

Subclass Feature

7

-

Font of Bardic Inspiration

8

Ability Score Improvement

Feat

9

Song of Rest

Expertise

10

Bardic Inspiration (d10), Expertise, Magical Secrets

Subclass Feature – Bardic Die d10

11

-

Magical Secrets

12

Ability Score Improvement

Feat

13

Song of Rest (d10)

-

14

Magical Secrets, Bard College Feature

Subclass Feature

15

Bardic Inspiration (d12)

Further Magical Secrets – Bardic Die d12

16

Ability Score Improvement

Feat

17

Song of Rest (d12)

-

18

Magical Secrets

Superior Bardic Inspiration

19

Ability Score Improvement

Feat

20

Superior Inspiration

Epic Boon

 

·         Ability Score Improvement is now a Feat. Makes sense since an ability increase is a feat.

·         Bardic Inspiration is now encompassed in the bardic die. It was a bonus action to give someone a Bardic Inspiration die that they can use in the next 10 minutes on an ability, attack or saving throw. Now it is  a reaction to give the creature a Bardic Inspiration die. The usage was Charisma modifier. It is now proficiency bonus.

o   Bardic Inspiration also now has a Heal component where a bard can use its reaction to restore a number of hit points equal to the number rolled. Love this.

·         Spellcasting. Some changes. Instead of a set of known spells. Instead Bards can select any from Divination, Enchantment, Illusion or Transmutation.

·         Songs of Restoration is new. It is basically a free spell with a limited number of spells based on a list. Love it.

·         Bard Subclass replaces Bard Schools.

·         Jack of All Trades goes from 2 to 5. It was add half proficiency bonus, rounded down to an ability check. It is the same but with reworked language.

·         Font of Inspiration is now Font of Bardic Inspiration two levels higher at level 7. It was the bard regained all expended uses of Bardic Inspiration after a short or long rest. Now if the target or the bard rolls a 1 – that use of Bardic Inspiration is not used. This is big.

·         Magical Secrets is moved from level 10 to 11. Instead of selecting a class – the bard chooses Arcane, Divine or Primal as a spell list. This includes all schools of magic.

·         Further Magical Secrets was at 14 and is now 15 and the 18th level version in the old rules is removed. This is another instance of magical secrets.

·         Superior Inspiration is now Superior Bardic Inspiration at 18th level instead of 20th. It was that the bard gained one inspiration if none were left when initiative is rolled. Now it simply is that the bard gains two expended uses. Big.

Hit Points – same

Saves – Same

Skills – was any three – still is with Deception, Performance, Persuasion suggested

Weapons – Simple Weapons – removes hand crossbows, longswords, rapiers, shortswords

Tools – same three musical instruments

College of Lore

·         Bonus Proficiencies - Was gain three proficiencies. Now it is Arcana, History, and Nature unless the bard already has one of these.

·         Cutting Words – No longer allows the usage on damage. Otherwise is the same but notes a Reaction is used.

·         Additional Magical Secrets – is now Cunning Inspiration. It is now a permanent semi-inspiration (roll twice and take the higher albeit not on a d20) on the usage of Bardic Inspiration.

·         Improved Cutting Words – new. Can deal Psychic Damage equal to the number rolled on the Bardic Inspiration die plus Charisma modifier on the target. NOICE.

·         Peerless Skill – Similar but reworded. Allows bard to keep the Bardic Inspiration if it fails.

 

Saturday, August 20, 2022

One DnD - Rules Glossary - Part II

 More on the New Conditions

Slowed – New

·       New condition.
·         Limited Movement requires an extra foot of movement for every foot you move. In other words – half movement.
·         Attacks against the creature have Advantage.
·         Dexterity saves and at Disadvantage.
·         Interesting that it does not incorporate the Slow spell (-2 penalty to AC, Dex saves and cannot use reactions).
·         Interested to see implementation

Tremorsense – Clarified but not buffed/nerfed.

·         Tremorsense was a creature can detect the origin of something in contact with the same ground or substance. This is the same except its changed from “ground” to “surface (such as the ground, wall or ceiling) and  “substance” to “liquid.”
·         Tremorsense used to not allow the detection of flying or incorporeal creatures. Now its changed to “creature or objects in the air.” Flying and incorporeal are removed.
·         Also it is changed that Tremorsense is not a form of sight.
·         Seems to clarify.

Unarmed Strike/Grappled Condition – Buff/Nerf/Too Early to Tell!

·         This is a big change.
·         Unarmed Strike was a  Proficient, bludgeoning hit equal to 1 plus Strength modifier.
·         The new rule is a Proficient, bludgeoning hit equal to 1 plus Strength modifier.
·         What is new is that on a hit the creature has a choice of Damage, Grapple, or Shove.
·         Grapple was an Attack without a To Hit roll where a Strength (Athletics) roll is contested by the target’s Strength (Athletics) or Dexterity (Acrobatics).
·         Now it is “automatic” Grappled if the target is hit as long as the target is not more than One Size larger and you have a free hand.
·         So, a Strength 3 Gnome can grapple a Strength 20 Orc by hitting it.
·         So lets turn to the Grapple rule.
·         It was that a target was speed 0, the condition ends if the grappler is incapacitated, and it is removed if something removes the grappled creature from the reach of the grappler/grappling effect.
·         Now speed is 0 (same).
·         A Grappled creature has Disadvantage on attack rolls against any target except the grappler (new). This actually encourages grappling – use that free hand to cause disadvantage on all attacks is not to be taken lightly.
·         A grappler may drag or carry a grappled creature. Same.
·         A grappler now is subject to the Slowed Condition. At first I thought this was a big nerf. However it says "while moving." So that condition only applies while the grappler is moving. It used to slow speed by half – now Dexterity saves are at Disadvantage and…

·         Escaping a grapple used to require an action to escape. This is much better as it is now a check at the end of the grappled person's turn and does not require an Action.
·         Back to the Unarmed Strike – so the Grapple escape is DC 8 + Strength bonus + Proficiency. It used to be a contested roll of Strength (Athletics) versus Str (Athletics) or Dex (Acrobatics). So Dexterity is now out on an escape and it’s a Strength bonus.
·         So my glib gnome remark above notwithstanding – it looks like that Gnome is not going to hang on for more than its turn when the Orc rolls (anything but a 1).
·         Shove used to be an attack that used be a contested roll of Strength (Athletics) versus Str (Athletics) or Dex (Acrobatics). The result was either knocking a target prone or shoving it 5 feet away. Now it requires  a To Hit roll and then a selection of knocking prone or shoving it 5 feet away.
·         Interestingly the rule no longer mentions that being Incapacitated is an automatic success.
·         This one needs some playtesting.

One Dnd - Rules Glossary Part I

 

Now we are talking. Time for some bigger changes.

Arcane Spells/Divine Spells/Primal Spells – This is a rework of spell lists to something simpler. Discussed below.

Artisan Tools/Tool Proficiency/Gaming Set/Musical Instrument – Tools all now cost 15 gp and characters gain Tool Proficiency. Tool Proficiency allows a character to add a Proficiency Bonus with the Tools and Advantage. The Advantage is a buff.

Creature Type – No material change.

d20 Test – NERF

 d20 Test means ability check, attack rolls, and saving throws. Rolling a 1 is an automatic fail/Rolling a 20 is an automatic success. Homebrew rule forever – so not material to me but likely big for some.

The real issue is the change to Critical Hits.

Critical Hits was “you get to roll extra dice for the attack’s damage” then “add any relevant modfiiers.” This meant “if the stack involves other damage dice…you roll those dice twice as well.” Let’s ignore most folks also doubled the attack modifier (and should not have done so).

Now Critical Hits is “you roll the damage dice of the Weapon or Unarmed strike as second time.”

So this means Rogue do not get to double Sneak Attack damage, Paladins do not get Divine Smite damage, etc. It also means that spells do not critically hit. This is a tremendous change.

I expect a lot of homebrews will allow spells to critically hit. However, for now as written Critical Hits are much less potent.

One other note. If you have a Vorpal Sword with the +3 bonus to damage (lucky you). It does not turn it into a +6. It is only a +3.

Incapacitated – No Material Change.

Previously incapacitated meant that a creature cannot take actions or reactions. That is straightforward

Now Incapacitated adds that Concentration is broken, a character cannot speak and when an Incapacitated character rolls initiative the character has Disadvantage.

Honestly, I would make the Incapacitated character Initiative zero. However, none of this is game changing.

Inspiration – Buff.

Previously this was a reward by a DM to give advantage to an attack roll, saving throw, or ability check. This is now renamed a d20 Test.

Also, you could only have one inspiration at a time. This is the same.

What is new is that if a game mechanic gives inspiration (rolling a 20, singing a song, or being human after good night’s sleep apparently) a character can give that inspiration to anyone who lacks it.

A slight nerf is that Inspiration resets when a character takes a long rest.

So, the reward of inspiration is being codified and gives the DMs less discretion. I do not think this is a per se bad thing. It just means that there will be a lot of rolls with advantage where there were no fewer rolls before.

Long Rest – Mild buff.

Previously this was a period of extended downtime 8 hours long with 2 hours maximum of light activity. Now it is the same.

Previously a character regained all its lost HP. This is the same.

Previously a character regains all spent Hit Dice up to a number of dice equal to half of the characters total number (minimum one). Again, same.

Previously a character cannot benefit from more than one long rest in a 24 hour period and must have at least 1 hit point at the start to gain the benefit. Same.

The new rule is on interrupting the rest, right? The old rule said if there is at least 1 hour of walking, fighting, casting spells, or adventuring activity – the character must rest again to gain the benefit. Now if it is interrupted, a character gains the benefit of a Short Rest.

The Short Rest benefit notwithstanding, this seems to be the same rule.

One DnD - Backgrounds and Feats

Backgrounds – Variety is the Spice.

Everyone gets the same:

·         +2/+1 to ability scores.

·         Add two proficient skills.

·         Add a tool proficiency.

·         Select one Standard and one Rare language.

·         Select a Feat.

·         Have fun with 50 gp.

The big move here is the Feat. Personally, I love the flexibility and the inventiveness the backgrounds bring to the table.

However, think on this – a Human could have four proficient skills, add two more from the background (for six out of 18 – so a third of the skills the human is proficient), and get a feat.

Feats.

Love them. Hate them. Totally unbalance them. Feats are going to be strongly back. Homebrew Feats and third party feats are going to make this crazy. For now, lets look at the “new” feats.

Alert – Ruling: Nerfed

·         Alert was +5 to Initiative. Now it is Proficiency Bonus. Must wait until level 13 to get the old bonus. Nerf.

·         Removed cannot be surprised or advantage for hidden attackers. NERF.

·         May swap Initiative with a willing ally. Ok.

Crafter – Ruling: New

·         Gain Tool Proficiency with three different Artisan Tools.

·         Automatic 20% discount on nonmagical items. Goblin from Warcraft what?

·         Faster Crafting – reduce crafting time by 20 percent. Ok.

Healer – Ruling: Buffed.

·         Battle Medic allows an Action within 5 feet for a creature to use its own Hit Dice plus your Proficiency Bonus. Was 1d6+4 plus the number of the creatures Hit Dice. So Paladin level 3 from a level 3 compatriot with this Feat would get 1d10+3+2 (10). Previously the paladin received 1d6+4+3 (10). At level 10 the paladin from a level 10 compatriot would receive 1d10+10+4 (19) instead of 1d6+4+4 (10), so a buff at higher levels.

·         Healing Rerolls – allows a reroll of any 1 when casting a spell that adds hit points or the Battle Medic benefit.

·         Removes the addition of 1 hp when stabilizing. However, the Battle Medic would override.

Lucky – Ruling: Buffed.

·         Luck Points increased from 3 to Proficiency Bonus. Buff.

·         Advantage – limited to on a d20 Test. Same.

·         Disadvantage – May impose a disadvantage on an attack against you. Previously would allow you to roll the die. Also removes the notation on the usage of more than one luck point (fun at halfling get togethers).

Magic Initiate – Ruling: No material change.

·         Two cantrips. Same

·         Add one first level spell. Reworked language for a similar effect.

Musician – New and Strong

·         Gain Tool Proficiency with three Musical Instruments.

·         After a Short or Long Rest may play a song to give Inspiration to a number of allies up to Proficiency Bonus. (Raining Blood anyone?).

Savage Attacker – Ruling: No material change.

·         Reworked language for the same effect.

Skilled – Ruling: Mild nerf.

·         Changed to limit to Skills in which a character lacks Proficiency.

Tavern Brawler – Ruling: Buffed.

·         Does not increase Strength or Constitution.

·         Enhanced Unarmed Strike modified to the new version of Unarmed Strike. Still grants a 1d4 for damage.

·         Damage Rerolls – new and allows a re-roll of 1. Buff.

·         Shove – allows a Shove on top of damage. Buff.

·         Furniture as Weapons – Jackie Chan is proud. Specifies Club and Greatclub instead of an improvised weapon.

Tough – Ruling: No material change.

·         Reworked language for the same effect.

One DnD - Races

 

Racial Bonuses – Ruling: Nerf to Hummies.

·         This follows the bonuses for most races currently.

·         Races previously were exceptions to the +2/+1 bonuses:

o   Humans +1 to all

o   Triton +1 to three (in the original Volo’s Guide to Monsters).

o   Half-Elf - +1 to two and a +2

·        Reason for Decision: Ultimately 5e already switched to a +2/+1 system, so while it is a nerf to humans – see the Human entry below.

Size Matters/Small and Speedy – Ruling: Mild buff.

·         Humans can now be Small.

·         Small humans can move 30 feet per round.  However, Halflings and Gnomes also move at 30 feet per round. In fact, all races move at the same speed.

·         Is there an advantage to being Small?

o   Takes up the same space 5 feet x 5 feet.

o   A Small creature can squeeze into a Tiny space.

o   A Large creature can move into a Small creature’s space.

o   Carrying Capacity is based on Strength and is only starts to be modified for Tiny creatures or Large creatures.

·         Reason for Decision: Small creatures get an additional 5 feet of movement, but the rules gave few baseline advantages to being Small. Now this is mostly aesthetics.

Humans – Ruling: Buff

·         Humans now gain a Proficiency in an additional skill.  A buff.

·         Humans gain the Skilled Feat or another Feat of their choice. This Feat allows additional Proficiency in three skills that a Human lacks Proficiency. Also, a buff.

·         So currently Humans get +1 in every Ability. This may or may not increase the Ability modifier. Usually. half the time it does since every 2 points increase the modifier

·         In exchange for the +1 to an Ability, Humans get Proficiency in one skill and possibly up to 4 Skills. Since the Proficiency Bonus starts at +2, this is a strong exchange.

·         Alternatively, a Human can simply take any Feat.

·         But wait, that’s not all. Humans then get an Inspiration after every Long Rest. More on this below on Inspiration.

·         Reason for Decision: An across the board bonus to all Abilities (and in most cases only a +2/+1) is now a Skill master or an increased Skill and free Feat.

Aardling – New

·         Aardlings can Bonus Action fly its Speed up a number of times equal to the Proficiency Bonus each day.

·         Aardlings obtain extra spells at 1st, 3rd and 5th

o   At first level, Idyllic has the most useful with Guidance.

o   At third level, Heavenly has the most useful with Cure Wounds (larger heal than Healing Word) but Exalted with Divine Favor with 1d4 extra radiant has its place (extra 20 damage over 10 rounds of combat).

o   At firth level, Exalted with Lesser Restoration is potent and better than the roleplay utility spells.

·         I can see most Aardlings that do damage (melee or ranged) choose Exalted.

·         Finally, Aardlings obtain a resistance to Radiant Damage. Not as useful as most enemies do not use Radiant Damage.

Dragonborn – Ruling: Mild Buff

·         Breath weapon with a line has been changed to be uniformly a 15 foot cone.

·         The DC remains the same.

·         Damage has changed from 2d6 (6) damage at 1st and up to 5d6 (15) at 16th level. It is now 1d10 + character level or (6) at 1st level and (21) at 16th level. This is a mild buff with less variation due to a single die.

·         The Breath Weapon can now be used a number of times equal to a Proficiency Bonus per Long Rest. This is a large buff as it used to be a single use.

·         Damage Resistance and Language are effectively the same.

·         Darkvision is now mainline.

·         Reason for Decision: Breath Weapon is now more useful but is not a game changer.

 Dwarf – Ruling: Mild Buff

·         Darkvision is the same.

·         Dwarven Resilience is the same.

·         Dwarven Toughness is new. It increases HP +1 per level. This is arguably a buff since this was encompassed in the original +2 to Constitution but now a Player can select another Ability for the modifier and obtain the benefit of +1 HP per level.

·         Forge Wise is reworked Tool Proficiency and adds Jeweler’s Tools and Tinker’s Tools.

·         Stonecunning is way better with the ability to add Tremorsense as a Bonus Action.

·         Dwarves lose proficiency with battleaxe, handaxe, light hammer, and Warhammer.

·         Dwarves also lose the speed mitigation from not wearing heavy armor.

·         Reason for Decision: Dwarven Toughness is good and Stonecunning is great but the loss of weapon proficiency and speed mitigation balance these new abilities.

Elves – Ruling: Mild Buff.

·         Darkvision is the same.

·         Keen Senses is the same.

·         Fey Ancestry is the same. The part about not being put to sleep is now in Trance.

·         Trance is the same.

·         Elven Lineage

o   Drow

§  No increase in Charisma

§  Darkvision increase is the same.

§  No longer has Sunlight Sensitivity. That’s a plus.

§  No longer has Drow Weapon Training. That’s a minus.

§  Spell usage is the same.

o   High Elf

§  No increase in Intelligence.

§  No longer has Elf Weapon Training. That’s a minus.

§  Different variation of Cantrip using the Arcane Spell List.

§  No Extra Language. Mild minus.

§  Adds Detect Magic and Misty Step at third and fifth level. Big plus.

o   Wood Elf

§  No increase in Wisdom

§  No longer has Elf Weapon Training. That’s a minus.

§  No longer has Mask of the Wild. Another minus.

§  Fleet of Foot is the same.

§  Now has Druidcraft, Longstrider (at 3rd level), and Pass without Trace.

·         Reason for Decision: Removes the Ability Score bonuses and weapon training but adds some spells. High Elf seems like a big winner.

Gnomes – Ruling: Minor Buff.

·         Now moves 30 feet.

·         Darkvision is the same.

·         Gnome Cunning is buffed – no longer Advantage on magic saving throws but all saving throws.

·         Gnomish Lineage

o   Forest Gnomes

§  No increase in Dexterity.

§  Has the minor illusion cantrip.

§  Speak with Beasts is replaced with Speak with Animals spell that can be cast a number of times equal to the Proficiency bonus. This is a mild nerf.

o   Rock Gnomes

§  No increase in Constitution.

§  Artificer’s Lore is removed. Minor nerf.

§  Gains prestidigitation and mending cantrips.

§  Tinker is reworked to create a toy, fire starter, or music box with Prestidigitation. No longer requires an hour to create. Allows activation with a Bonus Action.

·         Reason for Decision: Removes the Ability Score bonuses and reworks Gnome Cunning to be used in all circumstances. The Gnomish Lineage abilities are streamlined with minor buffing to Tinker.

Halflings – Ruling: No material change.

·         No increase to Dexterity.

·         Brave is the same.

·         Lucky becomes Luck. Now only can be used on a d20 Test –an attack roll, straight ability check, or saving throw. No change.

·         Halfling Nimbleness is altered to where you cannot stop in the same square/location as a larger creature.

·         Naturally Stealthy is added – gain Proficiency in Stealth Skill.

·         Reason for Decision: losing Dex and adding Naturally Stealthy is not tremendous change.

Orc – Ruling: New(ish) and Strong

·         Adrenaline Rush – may take Dash as a Bonus Action and gain Temporary HP equal to Proficiency Bonus. May use this a number of times equal to a Proficiency Bonus. HUGE.

·         Darkvision.

·         Powerful Build – may carry more being counted one Size larger for carrying capacity, etc. Decent.

·         Relentless Endurance – When reduced to 0 hp, may drop to 1 hp instead. May use once per Long Rest. HUGE.

·         Reason for Decision: how many barbarian/fighter Orcs are you ready for at the table?

Tiefling – Ruling: New(ish)

·         Darkvision

·         Tiefling Legacy involve spells and a strong resistance (poison, necrotic, or fire).

o   Poison Spray 1d12 (6) damage within 10 feet, Chill Touch 1d8 (4) damage and cannot regain hp within 120 feet, or 1d10 (5) damage within 120 feet – and this is the first level spell.

o   Ray of Sickness 2d8 (8) damage within 60 feet and Poisoned, False Life gains 1d4+4 temporary hp for a minor heal, or 2d10 (10) within 60 feet are also all strong at third level.

o   Similarly, hold person, ray of enfeeblement and darkness are all solid.

·         Otherworldly Presence adds thaumaturgy as a cantrip.

Races – Welcome Thrall to the Table.

The goal was clearly to give flexibility so any type of character may come from any race. That is mission accomplished. However, Human, Orc, and Tiefling are really strong. All races have a place but how do you not make a melee an Orc?

Race

Trait

Value

Trait

Value

Trait

Value

Trait

Value

Human

Resourceful (Gain Inspiration every Long Rest)

Strong

Skillful (Gain Proficiency in One Skill)

Medium

Versatile (Gain the Skilled Feat or another Feat)

Strong

 

 

Aardling

Angelic Flight (bonus action fly)

Medium

Celestial Legacy

Weak

Damage Resistance (Radiant)

Weak

 

 

Dragonborn

Breath Weapon

Strong

Damage Resistance

Medium

Darkvision

Strong

Draconic Language

Weak

Dwarf

Darkvision

Medium

Dwarven Resilience

Medium

Dwarven Toughness

Strong

Forge Wise

Weak

Elf

Darkvision

Medium

Keen Senses

Medium

Fey Ancestry

Weak

Baseline Spells

Strong

Gnome

Darkvision

Medium

Gnomish Cunning

Strong

Cantrips

Weak

 

 

Halfling

Brave

Medium

Halfling Nimbleness

Strong

Luck

Strong

Naturally Stealthy

Medium

Orc

Adrenaline Rush

Strong

Darkvision

Medium

Powerful Build

Weak

Relentless Endurance

Strong

Tiefling

Darkvision

Medium

Fiendish Legacy

Strong

Otherworldly Presence

Weak

 

 

 


The Bard

  Parts of a Class Primary Ability – While noted in the Classes Summary of the PHB, this is more pronounced. It is noted that multiclassin...