Makers of DnD: Hear you mention there possibly being 18 more wizard sub-classes. Makers of DnD: "Yes, the Wizard needs more sub-classes. However, that makes it overpowered.... Let's nerf the Ranger a bit more to compensate."
@@washingupliquid3848 Makers of DnD justifying their decision to keep nerfing the Ranger: "Well, to be fair, Rangers have always been extremely overpowered, so robbing them of many of their abilities and making them very un-fun to play makes the game more interesting. Besides, how else are we supposed to keep people from turning our game into Lord of the Rings: The Tabletop RPG? We do not want Tolkein's lawyers on our butts. Those guys are no f*cking joke. Almost as bad as Disney and Nintendo, those guys..."
I actually broke into Wizards and found their plans for the next sourcebook: Elminster’s Guide to Wizards. It includes 20+ new wizard subclasses, and even allows Wizards to use Metamagic! They did take your idea for a Davvy-themed adventure module though, so that’s cool.
@@gwest3644 the feat kinda felt like a buff to sorcerers tho, since it gives the sorcerer more points and another option (both of which were desperately needed) to sorcerers that take it
I made a Genesai Genie Warlock, the genesai was earth, and I reflavored them to be a kind of wax genesai and they were essentially a wax person that trapped a fire genie as it was the one thing that could decimate their wax people so now they travel with it, trying to learn and control the one source of power that wax genesai fear the most
Note: the Genie warlocks 14th level ability lets you wish for the effect of a 6th or lower spell *that takes an action.* So you can wish for a whole lot of murder, but it takes a lot of the really strong ones out of your reach, like reanimaton spells bigger than revivify. Though note that Travel via Plants is allowed, so keep an eye out for trees during the lower levels.
@@brandondennis5166 Yes! I love this feature, it has so many options! Some of my favorites are: Chain lightning Hold/Charm Monster Resilient Sphere Heal/Mass cure wounds Modify memory Seeming Catnap (to get those spellslots back) Revivify (note you dont need the 300G diamond) and Travel via Plants
Bladesinger: getting hit reminds you that you're a wizard, harry. Scribe: you have a spirit of intellect constantly reminding you that you're harry dresden, wizard.
if you're really not enjoying it talk to your DM, the game is supposed to be fun, and as long as you don't abuse it, you should be allowed to retcon certain choices
Honestly, i think it's time for Wizards to make a proper redux of the player's handbook to fix the classes and rules that need it. I homebrew sorcerer's to have new spells for their spell list, but i want them to go back and officaly do that as well. Also, give proper fixes to classes like the Ranger and Warlock without just trying to patch it via stuff like subclasses and feats. Yes, this means the old PHB would become outdated, but i feel like it's justified now.
@@darienb1127 I full heartedly agreed as well as giving them subclass spells the same as the tasha's subclasses as well as giving them more metamagic an more sorcery points
I fully expect an Unearthed Arcana article to come out with subclass spell lists for the older sorcerer subclasses. There's a thread on Beyond speculating on what that list would look like.
@@WolfBoy-om6dw the sorcery points are something that that i don't think they need as much tbh. remember that the Sorcerer can convert spell slots to points and vice versa.
I feel like aiming makes rogues less interesting because it’s something that they do instead of hiding. It’s way easier and way less interesting to aim than to hide. Hide is the rogues identity. I think aim is there for people who want to play non stealthy rogues. Which is weird, because they didn’t make it an alternative to hiding they made it superior. No skill check or anything? It works even when an enemy has you restrained which is the rogues weakness? That’s weird
I've stopped allowing it because literally every game I've had with Aim allowed the Rogue does it *every single turn* and becomes this weird turret standing still in the middle of a room during a fight instead of you know, a Rogue. You want to be some insane ranged Sharpshooter, cool. There are lots of ways to do that but the Rogue approach should be stealth instead of boldly staying put like a Fighter or Ranger
Honestly the clockwork soul sorcerer ability to swap out their free spells is crazy if you look into it. You’ve given a sorcerer shield and mage armour prepared for free once you hit level 3.
"Play the elementalist warlock that you probably never thought about"... You mean the warlock subclass I've been thinking about ever since I first learned about Unearthed Arcana? The warlock class is the class where you make a deal with a powerful, magical entity, usually an Outsider of some kind. "What's an 'outsider'?", Asks our 5e players. The term "outsider" was used to refer to creatures that generally originate from outside the material plane, namely aberrations, celestials, elementals, fey, fiends, and undead. You see this theme in 5e descriptions like the spell Protection from Evil and Good, which guards against these creatures, as well as the numerous summoning spells. So when 5e came out with warlock subclasses for only the aberrations, fey, and fiends; I asked "why don't we have subclasses for the celestials, elementals, and undead”? I don't know why it took so darn long, but they took their sweet time. Heck, they even had a reference to an elemental warlock in the Princes of the Apocalypse campaign. It was an the water elemental assassin with pact casting and the ability to turn into a lesser elemental. It was cool.
Order of Scribes Wizard is hands down my favorite subclass in D&D now. Take one of my three favorite classes, and just hammer in on their core concept. "You are a master of the arcane who spent way too much time being a bookworm and too little time getting your protein, here's some extra magical rewards."
How did it work out? I have a player who has a level 12 order of scribes but they don’t really use the more interesting things they can do very frequently
The phantom doing half damage to a second target always makes me visualise Celebrimbor assassinating a second target when Talion stealth kills the first lol
You could reflavor the death rogue as a sort of afterlife guide. Skill/tool profs are just you having escorted so many people to the ferryman that you've heard a lot of things, and extra damage is just you knowing how to defend yourself. With the two later abilities, that could be something similar to tip the ferryman, but instead it's giving you a trinket so that they can be escorted to the person who will tell them what afterlife they will go to. The fact that they let you stay alive is basically your paycheck for helping the cycle of Souls. the fact of the trinkets can find you on there own later, is just showing that you as a part of this system are well-known enough for the ghost to know to come to you. This allows it to change from an overly death for the sake of death class, to more of a person who helps people have a calm after life.
The first rouge sub class reminds me of a chacter from a book I read in high-school that I only rember him not the book. But he's a Spaniard wondering the sea and South America haunted by all the people he killed. So I can see a luntic becoming one of those sub class members
@@Mr_Maiq_The_Liar I know UA is playtest material and how it works, but I would say it is at least noteworthy that they took the subclass from the Artificer and gave it to the Wizard.
Especially since the Clockwork soul's level one ability (disabling advantage) directly counters the Wild Magic Sorc's level one ability (gaining advantage on a thing).
If you didn't know, the picture on the 6:28 is a paint of a great russian artist Viktor Vasnecov - "the Flying Carpet" (1880 year) I as a russian was glad to see it here.))
I'm so excited for the Bladesinger cause my all time favorite DnD character was a Bladesinger in 4e (wasn't my choice) and ever since then, his core identity has always been physically weak, super agile, book smart, incredibly terrible wisdom but a strong enough personality to where you either love him or hate him. As a result, if I can't get the sword mage angle to work, I usually roll a bard because bardic knowledge and charisma, but it's not the same as the Bladesinger.
Pact of the Amulet honestly sounded mostly as an NPC thing to me. 'And here is the mystic Waifu, with the trinket of PLOT SIGNIFICANCE.' In that way, I could see it being cool in the right campaign... but yeah~, really underpowered compared with Chain, Book or Blade.
@@bray2964 Tome can be really good, honestly. The three extra Cantrips can let you make some crazy concepts. And the wide open Rituals is tricky to pull off, but man, is it satisfying when you do something crazy and/or cool.
I have a homerule for everyone's least favorite cantrip, True Strike, that was made to make the cantrip actually useful in more situations. Rather than needing concentration, the cantrip can be used before any other action that would normally be used to capitalize on a use of True Strike, however, you are unable to roll above a 15 and any rolls above a 15 become 15. Likewise, the cantrip can only be used on a maximum of 1D6 foes per combat encounter, and to see how many you can use it on you must roll said D6 when you first use True Strike. Ideally, this makes the cantrip much more useful and makes it actually decent for people to have. It also helps with players who, for the life of them, keep getting the dice gods angry with them and normally have enemies break their concentration continuously.
That seems super finicky and is working outside the 5e system. Honestly, if Rogues can do Aim as a Bonus Action, why can't the Wizard be rewarded for committing a whole cantrip to have a Bonus Action True Strike?
So with the rogue class I play in a game where the three of us are orphans who have left candlekeep to become adventurers. We are a arcane trickster rogue, a lore cleric, and a witch. This means the rogue actually has a hard time getting more than one sneak attack as my witch and the cleric are both built like wizards, low str, dex. As such our rogue is our tank, especially since we weren’t gifted armour as the library never expects it’s lost orphans to return. So it’s very useful in a situation like this, though, like a lot of tashas additions are overkill in a “standard” 5-6 person party. They’re extremely useful in a smaller and/or unoptimised party and allow for freeing up what encounters a dm can throw at a party and not fall down the rabbit hole of repetitive spell battles or melee in everyone’s face
I love that one of the new Warlock invocations is a discount War Caster without the spell reaction, so it's... meh. Also Spirit Shroud is an amazing spell for Swordlocks, just sayin'. Don't sleep on it.
Fun fact: You can use Aim while on a mount, as it only affects your speed. So you can make a sort of Mongolian horse archer inspired build if you wanted. Multiclass into ancestral barbarian, and annoy the hell out of enemies by giving them disadvantage on your allies while kiting them with superior mobility!
I've got a basic concept for a haunted one rogue. They are in an endless cycle of death and reincarnation. Their wails of the dead is past dead versions of themselves attack their enemies. So for example you attack one person and a version of you that was shot in the head with an arrow lunges and attacks another enemy
I agree, especially because one of the many things genie warlock can do at LV14 is Travel via Plants to anywhere that has a tree youve seen. The only thing Fathomless can do at 14 is teleport and its worse than the genielocks teleport.
@@2MeterLP I'm lucky that my DM was happy to allow me to use the UA capstone, I recommend everyone who plays Fathomless to ask their DM the same thing.
Honestly, i like the new capstone more. I love that you teleport to a pond or other body of water that you have been to, which fits with the subclass. Yes, the other teleport is better, but i don't feel like it's as fitting, and honestly, sound pretty fucking infuriating as a DM. I think the new verison of Fathomless is good as it is, and people are overreacting.
1:38 I kinda reflavored my Phantom Rogue to be like a Watcher from Pillars of Eternity, he can just see souls, and sometimes those souls come and talk to him about important things. As for his proficiency stuff, he’s not asking the dead people around him about the skills, he’s drawing the knowledge from his own soul: his past lives.
Here's how I "fixed" sorcerers in my home campaign and so far it's worked out pretty well. Step 1. Sorcerers get their magic from internal sources, a bloodline, a direct connection to an energy source, etc. I made the casting stat of Sorcerers Constitution to reflect the fact that the magic is an inherent part of your being. (Also there are WAY too many goddamned Charisma casters in 5e. and none of the other stats made sense.) 2. I have sorcerers use the optional Spell Points rule found in the DMG. For their spell slots, AND in addition to that I have combined their Spell Point pool and their Metamagic pool into one single resource. Want to burn through all your spell points spamming metamagic on like 3 third level spells at level 5? Go for it, but youre tapped for the day. Want to conserve them and instead cast a shit ton of 1st level spells or spend it all on metamagic on cantrips? GO FOR IT. Sorcerers were always supposed to be the "flexible" casters and I feel they are gimped enough with only getting 1 new known spell per level compared to a wizards 2 freebies. The part of limiting higher level magic still applies to the sorcerers for the part of the Spell Points system, so you're only getting one spell per day of 6-9th. But at max level you can churn out the daka daka and utility like no ones business. All with metamagic.
Consider that Mechanus was once known only in early editions as "The Clockwork Nirvana" and spin that out into the clockwork subclasses as you see fit.
I think the Aim Cunning Action was meant to make snipers more reasonable from a mechanics point if view. If I'm playing a Rogue with Sharpshooter and sitting max distance away, firing from an old run-down building, it sucks to not get Sneak Attack because the guy I sniped from a mile away caught me from the corner of his eye, turning my awesome headshot into a 1d8.
It’s the only reason I would allow it. Tbh I actually kind of thing the Rogue should have always had this. It’ll also become something interesting for 6th edition. I’d like fighters to become more STR-focused while Monks and Rogues take over the Dex martial flavor.
@@NotsoNaisu I'd actually like to disagree on that last point. I think there should be more reasons for Monks to use Strength for players who want to play something more akin to a boxer or pugilist, and I think there's room for a Rogue subclass that can work with Str by using Intimidation instead of Stealth, sort of like how slasher movie villains work, or maybe a Roguish archetype that is themed around being a bruiser for a thieve's guild or something of the like using very similar concepts. On the other side, dissuading Dex Fighters takes away half of the world's most well known kinds of warriors, and is restrictive for no good reason. Many historical warriors that would be Fighters are more dexterous than they are strong.
@@thehonestcompany867 I'm personally of the opinion that you can encapsulate those fighter concepts in other classes. Fighter doesn't need to be a "one size fits all" martial. Monk would also be vastly different in my hypothetical version lol to essentially be the Dex fighter instead of the wushu it is atm. Part of the problem I have with fighter is how generic the base class itself is because it's trying to accommodate so many different kinds of characters. Also boxers as fighters already exists lol Tashas gave you unarmed fighting style which you can use with battle master to capture a pugilist character. You can already play a Rogue that way or use a barbarian for that brute concept.
Oh ya. I'm deffinetly going with the Scribe wizard. I play a wizard to be a magic swiss army knife and being able to swap my cantrips every long rest as well as my spell as well as being a generalist class will help a lot with that
I think psyblade is pretty awesome for rp purposes, with the skilled feat and three levels as bard (foregoing the paralyze strike), he gets acces to basicly ALL the skills available and becomes the best skillmonkey in the party thanks to adding the psionic dice to every skill he know.
I love that we got Investment of the Chain Master for warlocks, helps address many issues of the Pact of the Chain.... Except for the fact that resistance or no you familiar only has 2-10 health depending on the familiar. I'm hoping in the future that they give a late game Pact of the Chain invocation that lets us summon something of CR 3 so we can actually take advantage of the reactionary resistance.
or an invocation that lets us apply some scaling to the HP/ Ac etc of the familiar...tied to PB and warlock level in the same manner as the wildfire druids pet and the beastmasters new pet
Dao genie sorlock, is one the of my fav now. Spike growth and pushing EB the big bad guy to the middle of it made my day. If can get the new crusher feat with Dao warlock you are even better of. Scribe is really OP wizard if you realize how you can use it's speciality tactically.
Regarding bladesinger buffs. There are not only buffs to be honest. The number of times you can activate bladesong now equals your proficiency bonus instead of being set on 2. But now it recharges on a LONG rest ONLY, instead of a SHORT or LONG rest, which on early levels is pretty limiting and IMO takes away from a fantasy the bladesinger tries to implement.
So, does the order of the scribe require the spell book to be an actual book? In a game I had as a spell book a set of tattoos that would pass between my suicidal (MASSIVE BAD LUCK in roles) pets.