March 15, 2024

Tier List: 5e Level 20 Capstones

Tier List: 5e Level 20 Capstones
Tier List: 5e Level 20 Capstones
Hello, Adventurers!
Tier List: 5e Level 20 Capstones

In this extensive podcast episode, the DMs embark on a thorough exploration of D&D 5e, conducting a comprehensive evaluation and ranking of the level 20 capstone abilities across the thirteen standard classes. They meticulously scrutinize the...

Apple Podcasts podcast player badge
Spotify podcast player badge
iHeartRadio podcast player badge
Amazon Music podcast player badge
Podchaser podcast player badge
Podcast Addict podcast player badge
Deezer podcast player badge
Spreaker podcast player badge
JioSaavn podcast player badge
Apple Podcasts podcast player iconSpotify podcast player iconiHeartRadio podcast player iconAmazon Music podcast player iconPodchaser podcast player iconPodcast Addict podcast player iconDeezer podcast player iconSpreaker podcast player iconJioSaavn podcast player icon

In this extensive podcast episode, the DMs embark on a thorough exploration of D&D 5e, conducting a comprehensive evaluation and ranking of the level 20 capstone abilities across the thirteen standard classes. They meticulously scrutinize the impact and allure of these abilities, categorizing them from S (highest) to D (lowest) tier, based on their practicality and alignment with each class's gameplay mechanics. So, for those seeking in-depth class insights, prepare for an illuminating journey through the world of D&D!

Play along with us: https://tiermaker.com/create/dnd-5e-class-capstones-16840520

Our completed Tier List: https://drive.google.com/file/d/1jFbCgo_Faxgzr52--mEDK0mLLwhS1xM3/view?usp=sharing

WEBVTT

1
00:00:20.079 --> 00:00:24.399
The low adventurery. All right,
let's take another shot at them. Sorry,

2
00:00:24.519 --> 00:00:27.399
so the last time we did one
of these, I had to record

3
00:00:27.440 --> 00:00:31.039
a whole little disclaimer and I had
to edit this to oblivion. So we're

4
00:00:31.039 --> 00:00:32.520
going to get in and get out, and we're going to do this a

5
00:00:32.520 --> 00:00:35.439
lot better today. I'm not giving
up. We're not giving up on this

6
00:00:35.560 --> 00:00:40.840
yet. Today we're going to rank
a tier list and today's topic is going

7
00:00:40.920 --> 00:00:46.520
to be level twenty capstones. So, things that I learned while researching this

8
00:00:46.799 --> 00:00:51.159
is that level twenty abilities are called
capstones, and it's supposed to be with

9
00:00:51.479 --> 00:00:58.759
The intent is this is supposed to
be the defining what a god level version

10
00:00:58.920 --> 00:01:03.479
of this class is capable of doing. And in some cases they feel like

11
00:01:03.560 --> 00:01:08.920
that and in others not so much. So we're going to look at all

12
00:01:10.359 --> 00:01:14.879
twelve standard classes actually a thirteen standard
classes now that are all official, and

13
00:01:15.120 --> 00:01:22.120
we're going to just through a quick
brief discussion about the guys and we'll see

14
00:01:21.959 --> 00:01:23.879
where they rank on the twer list. It's not to say that the class

15
00:01:23.959 --> 00:01:27.879
is bad, because the other nineteen
levels might be fantastic, but we're just

16
00:01:27.879 --> 00:01:34.760
going to see, all things equal, who has the best level twenty abilities,

17
00:01:34.799 --> 00:01:38.280
and for the sake of getting this
thing done today, let's jump into

18
00:01:38.280 --> 00:01:45.719
it. So number one, we're
going to look at the Barbarian's primal champion

19
00:01:45.760 --> 00:01:51.439
ability. So alphabetical orders look like
looks like that. This is not like

20
00:01:51.480 --> 00:01:55.040
we haven't stacked the deck in any
way. We're just going straight alphabetical order.

21
00:01:55.079 --> 00:01:57.120
We're putting this in the order that
I made the tier list with,

22
00:01:59.200 --> 00:02:02.560
which is which I think was alphabetical, but we already skipped artificer, so

23
00:02:02.640 --> 00:02:06.719
who knows, Yeah, well maybe
not quite but yeah, all right,

24
00:02:07.719 --> 00:02:12.080
So the first one is gonna be
the Barbarian's primal championability. At twentieth level,

25
00:02:12.159 --> 00:02:15.759
you embody the power of the wilds. Your Strength and Constitution scores increased

26
00:02:15.800 --> 00:02:21.199
by four, and your maximum for
those scores is now twenty four. I

27
00:02:21.240 --> 00:02:23.560
mean, as far as barbarians going
mean, like, barbarians kind of do

28
00:02:23.599 --> 00:02:28.039
one thing well, and that's enemy
is really really hard and this is helping

29
00:02:28.080 --> 00:02:30.599
them hit even harder. Plus I
con score going up gives them even more

30
00:02:30.680 --> 00:02:36.120
HP to play with. Is taking
the cup like barbarians are have a very

31
00:02:36.159 --> 00:02:40.759
short playbook. Yeah, the couple
of things that they are really really good

32
00:02:40.800 --> 00:02:44.280
at this is this is all they
need. This ally, this is all

33
00:02:44.319 --> 00:02:46.280
Barbarian has ever asked for, I
think. And having you know, a

34
00:02:46.280 --> 00:02:51.960
plus seven right, a plus seven
strength and a plus seven con I think

35
00:02:52.039 --> 00:02:55.680
is pretty insane for a level twenty. Yeah, I think this is great.

36
00:02:55.719 --> 00:03:00.840
And the best thing about it is
especial like an ability like that is

37
00:03:00.879 --> 00:03:05.560
that that is usable all the time. Yes, that is not a thing

38
00:03:05.599 --> 00:03:07.759
where it's like a class ability to
where once perdy you can do this amazing

39
00:03:07.800 --> 00:03:13.599
thing. This like every single time
you swing the you know whatever kind of

40
00:03:14.199 --> 00:03:19.159
crazy you know god acts of beheading
that the DM gave you, you know

41
00:03:19.280 --> 00:03:23.800
for making level eighteen, You're going
to get that every single time, you

42
00:03:23.840 --> 00:03:25.639
know. And if you're playing a
Barbarian, that's I suspect that's pretty much

43
00:03:25.680 --> 00:03:29.400
all you want. Just want to
go come is conan and on stuff all

44
00:03:29.439 --> 00:03:32.599
the time. This is a Barbarian's
entire Christmas list. Yeah, and shot

45
00:03:32.680 --> 00:03:36.439
very much. Yeah, And not
to put your find a point on it.

46
00:03:36.639 --> 00:03:38.879
If you've been playing a Barbarian for
the couple of years it would take

47
00:03:38.919 --> 00:03:43.919
to get to level twenty in a
regular game, that's you know, that

48
00:03:43.960 --> 00:03:46.919
feels like it feels like pay,
like definite payoff for all that time you

49
00:03:46.960 --> 00:03:50.840
invested. Yeah, and also not
to not to make this a whole different

50
00:03:50.840 --> 00:03:54.520
episode, but like there are very
few ways outside of leveling up like three

51
00:03:54.599 --> 00:03:59.879
or four times to increase your strengthen
constitution. There's a couple of items that

52
00:04:00.159 --> 00:04:02.520
do it, but like you're you're
pretty hard pressed to like beg your DM

53
00:04:02.599 --> 00:04:05.599
to just give you more points.
So this is I think is huge.

54
00:04:05.759 --> 00:04:09.560
It's not like the good old days
you just whip on a belt of storm

55
00:04:09.599 --> 00:04:12.719
giant strength and you're, you know, swinging around to twenty five strength.

56
00:04:12.759 --> 00:04:15.279
That's yeah, not quite anymore.
So I want to put this in a

57
00:04:15.399 --> 00:04:19.319
class or a tier. I don't
think this is quite S tier. I

58
00:04:19.360 --> 00:04:24.040
think this is it benefits you,
and like you know, you then benefit

59
00:04:24.079 --> 00:04:27.079
your party. But the ability itself
does not necessarily benefit the party. And

60
00:04:27.160 --> 00:04:30.839
it's it does exactly what you want
it to do for yourself without really without

61
00:04:30.839 --> 00:04:35.160
giving you any extra things to do. I think my I think my rubric

62
00:04:35.199 --> 00:04:39.800
for S tier has to give you
something new. Maybe I don't know.

63
00:04:39.800 --> 00:04:44.040
Well, we'll see how we end
up. Like your point that it's easy

64
00:04:44.040 --> 00:04:46.680
to keep track of too, oh
yeah, like it's not a thing you

65
00:04:46.720 --> 00:04:49.480
need to be reminded about or like, don't forget you've got that special ability

66
00:04:49.560 --> 00:04:54.399
now a twentieth level, Yeah,
you're just like, yeah, instead of

67
00:04:54.399 --> 00:04:57.319
plus four or whatever. Yeah,
I feel pretty strong about putting this in

68
00:04:57.319 --> 00:05:00.399
a eight tier. Yeah, yeah, awesome. Right. Next, we

69
00:05:00.480 --> 00:05:06.319
have the Bard's Superior Inspiration at level
twenty. When you roll Initiative and have

70
00:05:06.439 --> 00:05:15.199
no uses of Bartic Inspiration left,
you regain one use free extra inspirations.

71
00:05:15.759 --> 00:05:17.600
Is that is that level twenty material? I mean, I guess it kind

72
00:05:17.600 --> 00:05:21.680
of depends on how good Bartic Inspiration
is at that point, So only if

73
00:05:21.720 --> 00:05:26.000
you have none, right, if
you have none left, Yeah, if

74
00:05:26.040 --> 00:05:29.600
you have none left, you get
one when you roll Initiative. That's pretty

75
00:05:29.639 --> 00:05:33.800
good because it recharges every time you're
empty, so you know, like it's

76
00:05:33.800 --> 00:05:38.879
one of those things where it guarantees
every single fight you get into you can

77
00:05:39.000 --> 00:05:42.000
use it at least once, which
I quite like, which is not a

78
00:05:42.040 --> 00:05:45.480
thing that you can you have any
guarantee of before you get this ability.

79
00:05:46.240 --> 00:05:48.680
You know, if you if you
blow them all early, then you're walking

80
00:05:48.720 --> 00:05:55.079
around without the ability to doll that
out for nineteen levels. Yeah, it's

81
00:05:55.079 --> 00:05:59.040
when you roll initiative though, So
you're getting one free ones work per combat,

82
00:05:59.519 --> 00:06:01.560
right, and if you don't and
so if you have one left going

83
00:06:01.959 --> 00:06:05.519
into a combat, you don't know
that you're about to roll initiative. That's

84
00:06:05.560 --> 00:06:08.439
it. You know, you don't
get it back. Yeah, you get

85
00:06:08.439 --> 00:06:12.040
surprised. That's where I'm like,
kind of stinks. Yeah, it's it's

86
00:06:12.079 --> 00:06:14.399
not bad. I mean, like, but this is like, this is

87
00:06:14.560 --> 00:06:17.360
far from could it be better?
Yeah? Yeah, b or C.

88
00:06:17.560 --> 00:06:20.480
Yeah, this selfing isn't as bad
as d I think this is b or

89
00:06:20.600 --> 00:06:24.360
C. I'm saying b or C. I'd be fine with either one,

90
00:06:24.439 --> 00:06:30.279
Joe, I think. Yeah.
My incline, my inclination is to make

91
00:06:30.279 --> 00:06:35.040
it be because it's it's something that, like you said, can benefit the

92
00:06:35.079 --> 00:06:41.199
rest of the party that is exclusively
selfish. Yeah, can you inspire yourself?

93
00:06:41.199 --> 00:06:45.560
I forget I played a bard in
a while. Look it up.

94
00:06:45.639 --> 00:06:47.800
Well, you can use them on
stuff like the cutting words, and you

95
00:06:47.800 --> 00:06:50.160
can use them in other ways.
I mean, it says right in the

96
00:06:50.279 --> 00:06:56.120
very first line of the Bardic inspiration
is you can inspire others through staring,

97
00:06:56.160 --> 00:07:00.000
words or music. Okay, you
can't use your inspiration dice for other things.

98
00:07:00.160 --> 00:07:02.240
Though. Yeah, okay, so
this benefit of the rest of the

99
00:07:02.240 --> 00:07:04.600
party, I think that's going to
make me put it on B rather than

100
00:07:04.639 --> 00:07:13.160
see I can be swayed. Yeah, I'll inspire you, okay. Next

101
00:07:13.240 --> 00:07:17.800
is the cleric and their improved divine
intervention. So divine invention starts at tenth

102
00:07:17.920 --> 00:07:21.800
level. Beginning at tenth level,
you can call on your deity to intervene

103
00:07:21.800 --> 00:07:26.839
on your behalf when your need is
great. Imploring your deities aid requires you

104
00:07:26.879 --> 00:07:30.959
to use your action, describe the
assistance you seek, and roll percentile dice.

105
00:07:30.079 --> 00:07:32.839
If you roll a number equal to
or lower than your cleric level,

106
00:07:32.920 --> 00:07:36.560
your deity intervenes. The DM truth
of the nature of the intervention and the

107
00:07:36.560 --> 00:07:41.680
effect of any cleric spell or cleric
domain spell would be appropriate. If your

108
00:07:41.680 --> 00:07:45.199
deity intervenes, you can't use this
feature again for seven days. Otherwise you

109
00:07:45.199 --> 00:07:47.439
can use it again after you finish
a long rest. So that's at tenth

110
00:07:47.519 --> 00:07:51.279
level, and then at twentieth level, your call for intervention succeeds automatically,

111
00:07:51.600 --> 00:08:00.759
no role required. This I think
is one of the most finicky ones because

112
00:08:00.800 --> 00:08:03.600
of the Yeah it's way futly yeah, yeah, you're right in the rules

113
00:08:03.600 --> 00:08:09.519
here, your DM chooses the nature
of the intervention. So basically you get

114
00:08:09.560 --> 00:08:13.120
to beg God for help, and
God, who is your DM, gets

115
00:08:13.120 --> 00:08:18.079
to decide how much he wants to
help. And at lower levels you have

116
00:08:18.079 --> 00:08:20.040
the chance of hind just slat out
saying no, and that's twenty if he

117
00:08:20.120 --> 00:08:24.839
has to say yes. But your
DM can still decide how helpful he wants

118
00:08:24.839 --> 00:08:28.680
to be. Actual literal divine interventions
seems really cool. But how do we

119
00:08:28.720 --> 00:08:35.039
feel about the mechanics of you know, depending on the DM more than any

120
00:08:35.080 --> 00:08:39.279
of the others. This feels like
I want to like stretch it across all

121
00:08:39.360 --> 00:08:43.879
five tiers, you know what I
mean, depending on who you're playing with

122
00:08:43.080 --> 00:08:48.000
and you know what the cleric asks
for and all that kind of stuff.

123
00:08:48.000 --> 00:08:52.159
It's it gives me DM the opportunity
to really play favorites here. Yeah,

124
00:08:52.360 --> 00:08:56.200
and that to me is like bad
dming. That like it makes me upset

125
00:08:56.240 --> 00:09:01.759
that that's a conversation we have to
have because it's so it also says,

126
00:09:01.799 --> 00:09:05.960
I know, it says that DM
discretion, but it also says that the

127
00:09:05.000 --> 00:09:11.240
effect of any cleric spell or cleric
domain spell would be appropriate. So so

128
00:09:11.679 --> 00:09:18.240
the appropriate amount of intervention is a
spell, which I think is probably pretty

129
00:09:18.240 --> 00:09:22.120
good, you know what I mean. Like, so if you're you know,

130
00:09:22.240 --> 00:09:24.080
if you're trying to ask for something
that's way out of the realm of

131
00:09:24.120 --> 00:09:28.279
possibility, you're not going to get
that. Well, you don't get that,

132
00:09:28.360 --> 00:09:31.960
but you get you know, and
at this point your twentieth level,

133
00:09:33.000 --> 00:09:37.960
you're not using it for yeah,
like something dumb, but you're trying to

134
00:09:37.159 --> 00:09:41.399
revive someone from nothing right, right. And so for me, I like,

135
00:09:43.120 --> 00:09:46.519
when I think of it that way, I think it's probably a I

136
00:09:46.519 --> 00:09:50.399
don't think it's quite S and it
can be very helpful, but I think

137
00:09:50.480 --> 00:09:54.320
it's definitely a higher tier for me, just because it's super super helpful,

138
00:09:54.639 --> 00:09:58.480
sure, pretty powerful. The fact
that the player does not choose what happens

139
00:09:58.759 --> 00:10:03.559
on I could take that S for
me and might even take it out of

140
00:10:03.639 --> 00:10:09.000
A for me. Like I said, it's so dependent on the campaign and

141
00:10:09.039 --> 00:10:11.840
the game and the you know.
So because of that, I think we

142
00:10:11.919 --> 00:10:16.360
have to look at this as objectively
as we can, because subjectively, this

143
00:10:16.440 --> 00:10:18.519
could be yes, this could this
could be this could be like, hey,

144
00:10:18.519 --> 00:10:22.440
I hate DM. You know you're
gonna get to put your hands together

145
00:10:22.480 --> 00:10:26.879
and say no he hear me O
d M, I need a revise spell

146
00:10:26.720 --> 00:10:30.879
and then by by the rules of
the S, I'm looking at it through

147
00:10:30.919 --> 00:10:33.120
the eyes of somebody that's like the
rule of cool like like it's got to

148
00:10:33.159 --> 00:10:37.639
be cool like and and I have
to help you do that as a GM.

149
00:10:37.759 --> 00:10:43.000
So but yeah, I guess objectively
it could it could go and I

150
00:10:43.080 --> 00:10:46.840
hate that, but yeah, I
guess it could go bad. I mean,

151
00:10:46.919 --> 00:10:52.080
and the other thing that the other
thing that kind of makes it interesting.

152
00:10:52.759 --> 00:10:58.159
You can only use it every seven
days. That that's kind of and

153
00:10:58.399 --> 00:11:01.879
and like that's another thing where it
depends on how your campaign goes, you

154
00:11:01.879 --> 00:11:05.639
know, and that's speaks how powerful
it is. Yeah, Like if you're

155
00:11:05.720 --> 00:11:09.720
just dating whatever, if you're like
questing through the under dark and you handwave,

156
00:11:09.879 --> 00:11:11.879
you know, okay, you leave
the caverns of the drought, and

157
00:11:13.000 --> 00:11:16.600
ten days later you show up at
the you know whatever, the Deep Gnome

158
00:11:16.720 --> 00:11:18.919
camp, then boom you can use
it again. Yeah. But you know,

159
00:11:20.000 --> 00:11:24.799
if you've got somebody that's stuff like
that, that's going to depending on

160
00:11:24.799 --> 00:11:28.480
how your damn handles over world travel, which we're going to talk about very

161
00:11:28.559 --> 00:11:31.200
very soon. Hey, you know, two or three days, right,

162
00:11:31.200 --> 00:11:37.240
it could mean a huge difference when
literal god gets involved. I'm very I

163
00:11:37.240 --> 00:11:41.120
think I'm comfortable with with you guys
putting it in like you know it like

164
00:11:41.279 --> 00:11:48.000
like in b because of all of
the discussion that it requires to figure out

165
00:11:48.039 --> 00:11:50.240
what's going on with and how you're
going to use it, and you know,

166
00:11:50.360 --> 00:11:56.000
and in some campaigns, the gods
may remain mysterious and distant through the

167
00:11:56.159 --> 00:12:01.080
entire campaign. Like it makes sense
a tenth level that it's a centile role.

168
00:12:01.159 --> 00:12:03.039
You don't know what's going to happen
and stuff like that. But especially

169
00:12:03.080 --> 00:12:07.960
if you're playing through a campaign,
if you play a cleric to twentieth level,

170
00:12:09.600 --> 00:12:13.759
if you don't have some you know, like if you haven't had stories

171
00:12:13.799 --> 00:12:18.879
where you've got like contact with the
god and direct communication with the God's representatives

172
00:12:18.919 --> 00:12:22.679
and the God's playing an important part
in that campaign, then I feel like,

173
00:12:22.799 --> 00:12:26.320
you know, like some balls have
been dropped kind of to getting there.

174
00:12:28.080 --> 00:12:31.120
Yeah, again, this is supposed
to be the the the near god

175
00:12:31.240 --> 00:12:35.559
level embodiment of that class, and
I feel like E level twenty clerics should

176
00:12:35.559 --> 00:12:39.840
be at the right hand of their
exactly and I mean and effectively every seven

177
00:12:39.919 --> 00:12:45.559
days you get a bonus ninth level
spell. Eh, that's that's that's good,

178
00:12:45.919 --> 00:12:48.600
and it may be exactly the thing
you need in a jam, but

179
00:12:48.679 --> 00:12:54.080
it doesn't feel like something that says, you know, kind of kind of

180
00:12:54.360 --> 00:12:58.279
doesn't feel like an ongoing Every time
you look at your character sheet you've got

181
00:12:58.320 --> 00:13:01.840
this awesome bone like the way the
barbarian. Yeah, so I feel like

182
00:13:01.879 --> 00:13:05.080
the finicky nature of it, however, and just and not to drive this

183
00:13:05.120 --> 00:13:07.879
out too long. I do think
that this adds a lot of fun to

184
00:13:07.919 --> 00:13:11.799
the table because you get to discuss
more things with your DM, and you

185
00:13:11.799 --> 00:13:15.200
guys get to come up with the
story plot together, and in ways it's

186
00:13:15.200 --> 00:13:16.639
fun if you're the DM and the
clerk. Maybe not so much fun for

187
00:13:16.639 --> 00:13:22.440
everybody exactly. So I'm still inclined
to keep this on beat here. Sure

188
00:13:22.519 --> 00:13:28.159
I'm outvoted, All right, Joe, all right. Next we have Druid's

189
00:13:28.320 --> 00:13:33.440
arch druid ability at twentieth level.
You can use your wild shape and unlimited

190
00:13:33.559 --> 00:13:37.480
number of times. We're going to
come back to this a few times.

191
00:13:37.120 --> 00:13:41.799
Additionally, that's right. Additionally,
you get more. You can ignore the

192
00:13:41.919 --> 00:13:46.240
verbal and somatic components of your Druid
spells, as well as any material components

193
00:13:46.240 --> 00:13:50.399
that lack a cost and aren't consumed
by a spell. You gain this benefit

194
00:13:50.480 --> 00:13:56.159
in both your normal shape and your
beast shape of wild form. This is

195
00:13:56.279 --> 00:14:03.799
like a gift to true it's bananas, which ends with s. Yeah.

196
00:14:03.960 --> 00:14:07.759
So let's let's let's come back to
the wild shape thing, because I got

197
00:14:07.759 --> 00:14:09.600
a lot to say about that getting
spelled, getting you know, ignoring all

198
00:14:09.600 --> 00:14:13.799
the components. If you're reverbal and
somatic and material as well as they're not

199
00:14:13.799 --> 00:14:16.919
consumed, you can just cast spells
from them. Oh really really, so

200
00:14:16.960 --> 00:14:20.600
you get the ability in both your
normal shape and your beast shape, which

201
00:14:20.639 --> 00:14:24.879
normally you couldn't even do. But
if you go back just a couple of

202
00:14:24.919 --> 00:14:28.159
lines here, at eighteenth level,
you can cast spells and beasts form.

203
00:14:28.320 --> 00:14:31.440
So the caveat there, though,
is when your b shape can't use material

204
00:14:31.480 --> 00:14:35.960
components, so it has to be
a spell that doesn't require material components.

205
00:14:35.480 --> 00:14:41.080
But the twentieth Yeah, how you
can because of material components as long as

206
00:14:41.080 --> 00:14:43.840
they don't have a value, as
long as I'm not consumed. Yeah,

207
00:14:43.320 --> 00:14:48.360
So that's that's pretty insane as it
is, especially if you are playing a

208
00:14:48.399 --> 00:14:50.759
campaign where you actually keep track components
and stuff like that. That's fine,

209
00:14:50.840 --> 00:14:54.559
and that might even be enough almost
I think that. I think that by

210
00:14:54.559 --> 00:14:58.519
itself might be like a seatier.
Let's talk about unlimited wild shape because this

211
00:14:58.519 --> 00:15:01.399
this is the part where it really
like kind of takes off. So using

212
00:15:01.399 --> 00:15:05.120
your wild shape an unlimited number of
times, you go straight from two uses

213
00:15:05.519 --> 00:15:09.000
straight to infinite, which is like, Okay, do you really want to

214
00:15:09.039 --> 00:15:13.120
change your form every round in combat? Probably not, but in five eight

215
00:15:15.120 --> 00:15:18.360
and I believe this is one of
the things that may be changed in the

216
00:15:18.399 --> 00:15:22.759
next version, maybe because it's broken. When you are reduced to zero hit

217
00:15:22.799 --> 00:15:26.799
points, you don't die. You
just revert back to your normal form with

218
00:15:26.840 --> 00:15:30.879
whatever HP you had beforehand zero hit
points of the of the beast form the

219
00:15:30.960 --> 00:15:33.759
beasts. Yeah, right, if
your beast form is reduced to zero,

220
00:15:33.000 --> 00:15:37.600
then you go back to your normal
form with whatever HP you had when you

221
00:15:37.639 --> 00:15:41.000
wild shaped, which means at level
twenty you'll probably have like one hundred and

222
00:15:41.039 --> 00:15:46.320
fifty HP or something like that.
So you wild shape into something with a

223
00:15:46.320 --> 00:15:48.600
ton of HP, like I think
Brown Bearry might have the most of that

224
00:15:48.679 --> 00:15:52.039
at that CR or if you're a
Moon Druid, I think you go to

225
00:15:52.080 --> 00:15:56.159
CR six, which gets you a
mammoth, which is one hundred and twenty

226
00:15:56.200 --> 00:16:00.320
six h P. Imagine every turn
you get yourself to one hundred and twenty

227
00:16:00.320 --> 00:16:03.440
six h PAIN and then you know, even if they once shot you in

228
00:16:03.480 --> 00:16:07.840
one turn, you just turn back
into a mammoth next turn, right,

229
00:16:07.960 --> 00:16:12.320
right, it's it's it's effectively unless
they all gang up on you and like

230
00:16:12.360 --> 00:16:15.080
you know, knock you out a
mammoth form and then beat you while you're

231
00:16:15.080 --> 00:16:19.519
down, that's the only way to
do it. You essentially have infinite HP.

232
00:16:19.960 --> 00:16:25.159
Yeah, yeah, it's yes,
because right, that would mean that

233
00:16:25.480 --> 00:16:30.480
all enemies would have to spend their
turn beating on you and do whatever damage

234
00:16:30.519 --> 00:16:36.000
they could do before you revert back. I mean by the time you got

235
00:16:36.080 --> 00:16:41.039
near zero, yeah, I feel
like any enemy is dead. And then

236
00:16:41.039 --> 00:16:44.360
next turn it's like they go up
back back to one hundred twenty six h

237
00:16:44.399 --> 00:16:48.759
P. Right, But but how
much damage is? What's the damage output

238
00:16:48.840 --> 00:16:55.840
for a druid that's well, yeahge
in mammoth form. So assume you're just

239
00:16:55.879 --> 00:16:59.279
going for straight HP and like you
know, we're choosing HP here, not

240
00:16:59.639 --> 00:17:03.519
necessary anything else. However, my
god, mammos have a strength of twenty

241
00:17:03.559 --> 00:17:07.079
four, which is the same as
a level twenty barbarian. They have a

242
00:17:07.079 --> 00:17:11.519
trampoline charge a plus tend to hit
four D eight plus seven, so like

243
00:17:11.839 --> 00:17:17.480
it's not nothing, yea. Even
their stomp is a plus as a four

244
00:17:17.599 --> 00:17:22.119
D ten plus seven four D ten
plus seven with their stomp with a plus

245
00:17:22.160 --> 00:17:25.359
ten to hit, so like,
yeah, it ain't it ain't nothing.

246
00:17:26.440 --> 00:17:30.079
Yeah, it's uh cannot use a
mamma, you cannot wild chap and do

247
00:17:30.160 --> 00:17:33.759
it, madma a moondrewd can oh
moondrew Yeah yeah. Circle of the Moon,

248
00:17:34.720 --> 00:17:40.440
which is the subclass kind of dedicated
towards higher cr wild chaping. Yes,

249
00:17:40.559 --> 00:17:44.920
okay, so that's that's how you
what's the MAXR on that six?

250
00:17:45.160 --> 00:17:48.799
Okay? Yeah? And then I
mentioned you can still cast spells while you

251
00:17:48.839 --> 00:17:52.759
do that, right right, So
this is this has to be st here.

252
00:17:52.799 --> 00:17:56.519
This is insane. Yeah, that's
complete insanity. You're essentially a god,

253
00:17:56.200 --> 00:17:59.640
I mean you should be essentially got
no matter what class you are.

254
00:17:59.759 --> 00:18:03.559
But you are unkillable while still doing
bos, still casting spells. But there's

255
00:18:03.559 --> 00:18:07.440
no downside. Now there should be
a downside, but like there's you're you're

256
00:18:07.480 --> 00:18:10.960
getting just like and then on top
of all that, you don't have to

257
00:18:10.960 --> 00:18:14.920
worry about your components anymore. You
could be bound and gaded and have your

258
00:18:14.920 --> 00:18:18.319
pouch taken away and still castpells just
as now. Obviously, the the twenty

259
00:18:18.359 --> 00:18:22.319
twenty four edition of whatever they're calling
D and D Next Ord or you know,

260
00:18:22.480 --> 00:18:26.680
five and a half feet whatever they're
calling the next edition hasn't been released

261
00:18:26.720 --> 00:18:30.839
at the time of this recording,
but I believe one of the play test

262
00:18:30.960 --> 00:18:36.079
versions of it was toying with the
idea of not letting a Druid keep their

263
00:18:36.079 --> 00:18:40.039
old HP when they get knocked out
of wild shape, and probably because this

264
00:18:40.160 --> 00:18:44.200
is so exploitable. Yeah, it
makes more That makes more sense. I

265
00:18:44.200 --> 00:18:45.279
think it makes a lot more sense. If you're a beast and you get

266
00:18:45.359 --> 00:18:48.559
knocked down, you're a knockdown beast, you know, I think you should

267
00:18:48.599 --> 00:18:52.839
be as your HP as the beast. But that's you know, I don't

268
00:18:52.920 --> 00:18:56.720
I don't like this game, so
as is current five V. This has

269
00:18:56.759 --> 00:19:00.160
to be steer. Yeah, there's
no way, no argument there. We're

270
00:19:00.160 --> 00:19:07.480
putting that nest here. Hello Adventurers, thank you so much for listening.

271
00:19:07.680 --> 00:19:10.920
If you enjoy the show, the
absolute best thing you can do to support

272
00:19:11.000 --> 00:19:14.680
us is to subscribe, so you'll
be notified when new episodes are released.

273
00:19:14.920 --> 00:19:18.079
You can also leave us a review
five stars. Of course, that will

274
00:19:18.119 --> 00:19:21.559
help us get seen by more D
and D players, and more than anything

275
00:19:21.559 --> 00:19:23.160
else, just tell your friends about
us. If you like what we're doing

276
00:19:23.240 --> 00:19:26.160
here, then there's a good chance
that your DM or your players will enjoy

277
00:19:26.160 --> 00:19:29.519
it too. And you don't need
to loop gold to do any of that.

278
00:19:29.880 --> 00:19:34.160
We appreciate your listening. Now back
to the show. Our next one

279
00:19:34.319 --> 00:19:41.559
is the Fighter extra attack. Guess
what that does. At twentieth level,

280
00:19:41.599 --> 00:19:45.480
you can attack four times instead of
three whenever you take the attack action on

281
00:19:45.519 --> 00:19:51.640
your turn. This feels kind of
like what the barbarian ability was doing.

282
00:19:52.000 --> 00:19:53.920
It takes the one thing that fighters
want to do and just let them do

283
00:19:53.960 --> 00:19:57.480
it more. By that point you
have two action surgeres at that point,

284
00:19:57.839 --> 00:20:03.079
see in two turns you can get
eight attack Alpha strike and if it's something

285
00:20:03.119 --> 00:20:08.039
like a Champion where you're quitting on
nineteens and eighteen crits, So this feels

286
00:20:08.079 --> 00:20:11.559
like it is, you know,
playing right into the class, giving in

287
00:20:11.599 --> 00:20:14.400
the class exactly what to ask for. How do we feel about this?

288
00:20:14.559 --> 00:20:18.319
If not a little bit boring,
But then again, it's a fighter Fighters

289
00:20:18.599 --> 00:20:22.759
have been okay with being a little
bit boring for nineteen levels at this point

290
00:20:22.920 --> 00:20:25.759
and not boring of course, you
can make a character interesting, but the

291
00:20:25.759 --> 00:20:27.920
mechanics of this character are just like, you know, you got a guy

292
00:20:27.960 --> 00:20:30.480
next to you casting fireballs out of
his hands, and you're gonna swing your

293
00:20:30.480 --> 00:20:36.480
sword four times. Ideally you've got
a cool sword that does fancy stuffs.

294
00:20:36.680 --> 00:20:41.799
Yeah, I think I think this
is as useful and as class appropriate as

295
00:20:41.799 --> 00:20:47.680
the Barbarian's primal championability. So the
one thing that do you think that the

296
00:20:47.720 --> 00:20:52.279
Eldridge Knight, because now you can
cast spells too, right, and just

297
00:20:52.279 --> 00:21:00.279
seeing are you saying like casting your
cantrip four times? It does specifically say

298
00:21:00.359 --> 00:21:03.720
when you take the attacked action,
right, if you're casting a spell is

299
00:21:03.759 --> 00:21:07.680
not an attacked action even starting attack. But starting at eighteenth level, you

300
00:21:07.720 --> 00:21:11.480
have the improved war magic. You
can when you use your action to cast

301
00:21:11.480 --> 00:21:15.400
a spell, you can make one
weapon attack as a bonus action. So

302
00:21:15.440 --> 00:21:18.079
you're use that that's a spell cast
action. Okay, so you're sitting I

303
00:21:18.079 --> 00:21:22.480
can Okay, No, that's where
I'm trying. So in your list of

304
00:21:22.480 --> 00:21:26.039
available actions, you're choosing cast a
spell, and you get a bonus from

305
00:21:26.079 --> 00:21:30.279
that. Okay, so you cannot
use that correct that the way, this

306
00:21:30.319 --> 00:21:33.440
is what I read in your in
your list of actions, you are choosing

307
00:21:33.480 --> 00:21:34.880
attack. When you choose attack,
you get to do it four times.

308
00:21:36.119 --> 00:21:40.279
Okay, when you with that,
because I'm like, then you're there,

309
00:21:40.279 --> 00:21:44.359
you're an ass. But I'm pretty
sure a fighter, no matter the subclass,

310
00:21:44.680 --> 00:21:47.920
even at level twenty, cannot choose
to cast four spells in a turn.

311
00:21:48.920 --> 00:21:51.440
No, that's not even what I
was saying. But I'm just saying

312
00:21:51.480 --> 00:21:55.160
if you were if you get to
attack four times and cast a spell,

313
00:21:56.200 --> 00:21:59.359
like, that's pretty great. Listen, that's only that's only your action,

314
00:22:00.119 --> 00:22:03.480
right, and you have to still
have a bust have two action surgeons,

315
00:22:03.960 --> 00:22:04.920
right, So like, if you
want to cast, if you want to

316
00:22:06.000 --> 00:22:08.240
know, swing your sword four times
and then cast you know your whatever your

317
00:22:08.279 --> 00:22:14.000
Eldrich elders Knight spells are. You
still have your bonus action too. You

318
00:22:14.039 --> 00:22:15.799
know the best elders Knights are going
to say a shield for that. But

319
00:22:17.359 --> 00:22:19.839
yeah, I don't know this this
might be as for me, like this

320
00:22:19.920 --> 00:22:22.680
is it? It's crazy, It's
just crazy. You're twenty level fighters.

321
00:22:23.000 --> 00:22:29.039
I don't I can't in good conscience
put a fourth attack on the same level

322
00:22:29.359 --> 00:22:34.839
as being that's fair. However,
this is very cleanly in a Yeah,

323
00:22:36.119 --> 00:22:38.359
this is this is very very eighty
because it is an amazing ability. No

324
00:22:38.359 --> 00:22:44.720
one's coming close to that putting that
much damage output without really pulling some shenanigans.

325
00:22:45.119 --> 00:22:48.359
And it's to me, it's doing
the same thing that the barbarian's primal

326
00:22:48.400 --> 00:22:51.559
champion is doing, just in a
different way. While the fighter is getting

327
00:22:51.559 --> 00:22:56.039
more attacks in and getting more chances
for a crit the barbarian is just hitting

328
00:22:56.200 --> 00:23:00.240
harder, right, And I feel
that's so indicative of the difference between two

329
00:23:00.319 --> 00:23:03.079
very similar classes. And you get
it every round. There's no charges,

330
00:23:03.200 --> 00:23:07.359
there's no you can do it every
seven days. It's you know, every

331
00:23:07.480 --> 00:23:11.880
round you you see that extra attack
on your twice, it feels like you've

332
00:23:11.880 --> 00:23:15.119
got something. Yeah, for two
of those rounds you do it twice.

333
00:23:17.039 --> 00:23:22.119
Yeah, I think this This feels
very a class to me. All right.

334
00:23:22.200 --> 00:23:26.880
Next is the monk and their perfect
self ability. Perfect You're supposed to

335
00:23:26.880 --> 00:23:27.799
be perfect, right, so this
should be there should be really good one

336
00:23:27.799 --> 00:23:30.960
where you perfect yourself. Yeah.
Yeah, you become the best, the

337
00:23:32.000 --> 00:23:36.920
best monk you could possibly be.
A perfect monk. So at level twenty.

338
00:23:37.599 --> 00:23:41.039
At level twenty, when you roll
for initiative and have no key points

339
00:23:41.039 --> 00:23:45.480
remaining, you regain four key points
or how you power all your abilities.

340
00:23:47.039 --> 00:23:51.000
It is basically it's very similar to
the Bardick thing where if you if you've

341
00:23:51.000 --> 00:23:53.720
burnt them, if you've burnt them, you can reuse them. Now,

342
00:23:53.759 --> 00:23:59.480
what can four key points get you? So key points that you can flour

343
00:23:59.599 --> 00:24:03.599
up on the past that the path
that you've chosen. Sure you can become

344
00:24:03.720 --> 00:24:07.839
invisible for one minute starting at eighteenth
level. Yeah, yeah, it's not

345
00:24:07.960 --> 00:24:11.720
enough to astro project. Nope,
No, that's that's eight ten points right

346
00:24:11.720 --> 00:24:15.279
there. And this requires that you
spend all your key points, which is

347
00:24:15.359 --> 00:24:19.960
almost impossible to do outside of combat. So at least with the barred ability,

348
00:24:21.000 --> 00:24:23.680
you can give out inspiration kind of
willy nilly as much as you want

349
00:24:23.680 --> 00:24:26.599
pre combat. If you know you're
gonna knock down a door and start taking

350
00:24:26.599 --> 00:24:30.160
down a big bed, you can
give that all your inspiration first and then

351
00:24:30.200 --> 00:24:33.039
get that one free one. You're
not going to like, you know,

352
00:24:33.200 --> 00:24:37.440
throw Fluria blows in mid air to
nothing, unless maybe maybe let's let let's

353
00:24:37.440 --> 00:24:41.000
I'm gonna try to find a corner
case here. If you're a way of

354
00:24:41.200 --> 00:24:45.599
is it open hands or whatever the
plate doctor one is from Tasha's you can

355
00:24:45.720 --> 00:24:51.519
use Fluria blows to do healing points
instead of hurting points, and you can

356
00:24:51.599 --> 00:24:56.000
like spend a couple of key points
to heal your party, and at twentieth

357
00:24:56.039 --> 00:25:02.119
level you can maybe give them like
a couple of points person strike and I

358
00:25:02.119 --> 00:25:04.759
think get four free key points at
the start of the company. This is

359
00:25:04.839 --> 00:25:11.000
just I want to go d I
think this is like almost not even helpful

360
00:25:11.079 --> 00:25:14.920
even to the monk. I mean, I think it's see because if you're

361
00:25:14.960 --> 00:25:18.119
playing a monk, what you want
is something is like a character that is

362
00:25:18.160 --> 00:25:23.720
incredibly complex and fiddly, where you're
keeping track of multiple points that do all

363
00:25:23.799 --> 00:25:27.519
kinds of different things, and this
just makes it more complex and fiddly,

364
00:25:27.599 --> 00:25:32.119
giving you more of what you want. If you've played a monk for nineteen

365
00:25:32.200 --> 00:25:34.559
levels, you're a glutton for punishment, and I feel like this is just

366
00:25:34.680 --> 00:25:38.319
like a final slap on the ass
out the door as you go out the

367
00:25:38.319 --> 00:25:41.200
door, saying you want to see
more of the same, you deserve it,

368
00:25:41.279 --> 00:25:45.240
you want to go up a tier
because it's increasing fiddliness. Yes,

369
00:25:45.480 --> 00:25:48.240
yeah, yeah, yeah, because
that's what you like if you play a

370
00:25:48.279 --> 00:25:52.640
monk exactly exactly. Jim says,
See, I say, d Joe,

371
00:25:52.680 --> 00:25:57.519
what do you say? I think
it's still See it's my turn to be

372
00:25:57.559 --> 00:26:00.400
outvoted. It's how you do all
your stuff. So it's how you do

373
00:26:00.400 --> 00:26:03.759
all your stuff, and that is
absolutely right. I just find it okay,

374
00:26:03.759 --> 00:26:07.440
But we put barred on be putting
this a tier below barred. I

375
00:26:07.519 --> 00:26:11.440
can I can actually agree with that
because I mean, but you are right.

376
00:26:11.480 --> 00:26:14.559
By the time you hit nineteenth level, it's work to burn through all

377
00:26:14.559 --> 00:26:18.119
those key It's work like like you
got to be like looking for crazy spells

378
00:26:18.160 --> 00:26:19.880
to cast and stuff like that.
So this is mostly you're just kicking people

379
00:26:19.880 --> 00:26:23.079
in the head, right, So
this has to be done like when you

380
00:26:23.079 --> 00:26:26.119
have multiple combats in a row,
which any good DM, especially at that

381
00:26:26.200 --> 00:26:29.920
level, will absolutely be throwing at
you. So I guess that makes more

382
00:26:29.960 --> 00:26:33.920
sense. It's important to say at
twentieth level you have twenty key points to

383
00:26:33.960 --> 00:26:38.799
burn through and the maximum the maximum
amount for a that a spell can use,

384
00:26:40.559 --> 00:26:42.759
because if you're casting a spell,
yeah, if you're a way of

385
00:26:42.759 --> 00:26:48.240
the four elements is six at that
at twentieth level. Right, so you

386
00:26:48.279 --> 00:26:51.960
want to so you turn off three
spells just like right, right right,

387
00:26:52.000 --> 00:26:56.680
And I'm sure there's other things you
can do to regain key points, like

388
00:26:56.680 --> 00:27:00.559
spending hit die or something during short
rests. Yeah, Now, like in

389
00:27:00.599 --> 00:27:06.480
a perfect world, like if you
burn through all of them, like knowing

390
00:27:06.480 --> 00:27:10.000
that you're going to get four more, you're then you're going into combat with

391
00:27:10.039 --> 00:27:12.440
four, so like you kind of
want to conserve more than that, and

392
00:27:12.480 --> 00:27:18.519
then you're not getting any benefit.
So C, I think is I think

393
00:27:18.559 --> 00:27:22.880
C is generous. But I'll go
I'll go see on this if you guys,

394
00:27:22.240 --> 00:27:27.599
so will it? So uphecks.
We've got Paladins and I can't really

395
00:27:27.680 --> 00:27:32.640
name this one because there are several. Paladin is the only class that has

396
00:27:32.680 --> 00:27:37.279
different capstones for each subclass to call
it a sacred oath feature. Yeah,

397
00:27:37.319 --> 00:27:41.440
yeah, which, yeah, all
capstone is a class feature. So just

398
00:27:41.440 --> 00:27:45.480
a quick overview, Joe, you've
got the player's handbook in front of you.

399
00:27:45.000 --> 00:27:48.920
Give me, give me some examples
of what Paladin capstones could be.

400
00:27:49.039 --> 00:27:53.319
Sure, So, the Oath of
Devotion gives you the Holy Nimbus twentieth level.

401
00:27:53.359 --> 00:27:56.279
As an action, you can emanate
an or of sunlight for one minute,

402
00:27:56.279 --> 00:28:00.680
bright light shines from you and a
thirty foot radius, and dim light

403
00:28:00.720 --> 00:28:04.559
shines thirty feet beyond that. Whenever
an enemy creature starts its turn in the

404
00:28:04.559 --> 00:28:08.720
bright light creature takes ten radiant damage. In addition, for duration, you

405
00:28:08.720 --> 00:28:12.839
have advantage on saving throws against spells
cast by fiends are undead. And once

406
00:28:12.920 --> 00:28:17.279
you use the feature, you cannot
use it again until you finish a long

407
00:28:17.319 --> 00:28:19.839
rest. And that's pretty much in
all these I think that once you use

408
00:28:19.880 --> 00:28:23.000
it, so you get a fancy
light spell. Yeah, can't trip,

409
00:28:23.160 --> 00:28:29.720
And they they all have the vibe
of some kind of like transformation that lasts

410
00:28:29.720 --> 00:28:33.359
for a while and you can do
it once per long rest. Like it

411
00:28:33.640 --> 00:28:40.759
in my head, all of these
moves are company by right. You know,

412
00:28:40.839 --> 00:28:44.319
when it like like when it activates
that it feels like that's kind of

413
00:28:44.359 --> 00:28:47.720
what's going on. And you know, you get the whatever like some kind

414
00:28:47.720 --> 00:28:51.680
of hazy filter or something seeing you
you know, with like backlit and all

415
00:28:51.720 --> 00:28:56.480
that kind of stuff. Yeah,
literally you literally turn into an angel for

416
00:28:56.559 --> 00:29:02.279
the open vengeance. The angelic gentry
of these is to become the avatar form

417
00:29:02.480 --> 00:29:06.640
of your particular oath. You know
again, at level twenty. Just like

418
00:29:06.640 --> 00:29:08.799
we said with the cleric, you
should be the right hand of your deity

419
00:29:10.119 --> 00:29:14.279
palette is probably even more so because
they're usually annoying about it at least if

420
00:29:14.319 --> 00:29:17.799
you're playing, if you're playing Trumpy, if you're playing if you're playing into

421
00:29:17.839 --> 00:29:22.480
the Trump, you usually annoying.
So like you know, the levels of

422
00:29:22.519 --> 00:29:27.279
dedication, yeah, and being bestowed
into a literally angel form you know,

423
00:29:27.480 --> 00:29:32.440
or or devil form depending on what
you're for, vengeance or whatever. Do

424
00:29:32.480 --> 00:29:34.920
these feel these even feel strong?
Let's even start with that. Do they

425
00:29:34.920 --> 00:29:38.359
feel strong? My hot take is
that I cannot stand these. I think

426
00:29:38.400 --> 00:29:44.720
they're like, I get what they're
going for, but every single one of

427
00:29:44.759 --> 00:29:51.960
them is a completely new thing with
its own set of like bespoke rules that

428
00:29:52.039 --> 00:29:57.279
you may or may not use,
and that you have no precedent for understanding

429
00:29:59.599 --> 00:30:02.759
when it makes sense to use them, when it doesn't, when blowing it

430
00:30:02.880 --> 00:30:07.680
might be wasteful. It's almost like
a little bit like learning to play a

431
00:30:07.720 --> 00:30:11.240
new character when you hit twentieth level
just because of the thing that it has.

432
00:30:11.839 --> 00:30:17.759
I really don't like them because they're
not continuations of things that you were

433
00:30:17.799 --> 00:30:22.400
able to do. Sure, yeah, whenever where whenever an ability is like

434
00:30:22.480 --> 00:30:26.880
a large chunk of text with bullet
points, I'm kind of out, like

435
00:30:27.240 --> 00:30:32.720
it's just annoying. Do these all
grant a fly speed or is there someone

436
00:30:32.880 --> 00:30:36.640
No, that's just the one.
I think that's the Oath of Vengeance.

437
00:30:36.680 --> 00:30:40.119
You get a fly speed, and
this is one of those, and like

438
00:30:40.160 --> 00:30:42.240
that fly speed is a thing that
you look at thinking in terms of like

439
00:30:42.680 --> 00:30:45.880
how awesome it would be to have
a fly speed at like fourth level or

440
00:30:45.920 --> 00:30:51.400
eighth level. So like by the
time your twentieth level, I mean,

441
00:30:51.440 --> 00:30:55.200
the wizard is just like whipping that
out, like if you don't have boots

442
00:30:55.200 --> 00:30:59.759
of flying or you know, like
like movement is not gonna be any kind

443
00:30:59.759 --> 00:31:03.799
of a problem for you at that
point, you know, like in the

444
00:31:03.839 --> 00:31:07.759
same way that like like ooh,
I can generate light. That's cool,

445
00:31:08.400 --> 00:31:11.880
Like like like if you can't see
in the dark by twentieth level, there's

446
00:31:11.920 --> 00:31:17.599
something weird going on with your remind
you guys again that light is a cantrip

447
00:31:18.000 --> 00:31:22.119
and that paladins can learn well and
specifically right. So the Oath of Vengeance

448
00:31:22.240 --> 00:31:26.359
palette. In a twentieth level,
you get a fly fee, you get

449
00:31:26.400 --> 00:31:29.960
wings if you use this ability,
and it's only for an hour. You

450
00:31:29.960 --> 00:31:33.200
get wings you have a fly speed
of sixty feet, right, which is

451
00:31:33.240 --> 00:31:36.200
great for an hour an hour,
for only for an hour, and then

452
00:31:36.240 --> 00:31:38.720
you can't use it again until you
complete a short a long rest long.

453
00:31:40.440 --> 00:31:44.319
Here's the thing too. At thirteenth
level one of the Oath of Vengeance spells,

454
00:31:44.759 --> 00:31:49.480
you get dimension door right, so
you can just teleport essentially, So,

455
00:31:49.599 --> 00:31:52.880
yeah, do you really need the
for an hour? Where we're making

456
00:31:52.880 --> 00:31:59.960
this? Is this worse than for
free key points? Would you rather have

457
00:32:00.880 --> 00:32:04.000
visability or for free key points?
I think it's at least on the same

458
00:32:04.119 --> 00:32:09.759
level, but I'd rather I So
if I were playing a let me tell

459
00:32:09.799 --> 00:32:13.640
you, like, if I were
playing a paladin, what I would rather

460
00:32:13.759 --> 00:32:19.640
have is like bonus lay on hands
equal to my wisdom bonus you know,

461
00:32:19.720 --> 00:32:25.039
some kind of thing like that that
makes me even better and more like you

462
00:32:25.079 --> 00:32:30.200
know, like me the apotheosis of
what I've been doing all along, rather

463
00:32:30.240 --> 00:32:36.160
than dropping this completely new thing into
my lap that, like you say,

464
00:32:36.519 --> 00:32:39.200
you know, requires a whole separate
index card and stapled to your character sheets

465
00:32:39.200 --> 00:32:43.359
so that you can keep track of
what it does. So you know,

466
00:32:43.440 --> 00:32:50.519
I do not like these I think
they're over designed in my is my take

467
00:32:50.640 --> 00:32:53.160
on So where does that fit on
a through though right to the bottom.

468
00:32:53.559 --> 00:32:58.799
Joe, Yeah, I think I'm
I think I'm at least I think i'm

469
00:32:58.839 --> 00:33:04.039
seeing I think it's hard for me
to give ds. I think if I

470
00:33:04.079 --> 00:33:07.160
think of four free key points didn't
get us a date. At least these

471
00:33:07.200 --> 00:33:13.480
are useful and and we can and
having each one flavored towards your subclasses at

472
00:33:13.559 --> 00:33:19.039
least interesting, not mind level twenty
and being a whole different thing. It's

473
00:33:19.640 --> 00:33:24.000
your level twenty, like you're transcended. And will say Paladins are super hard

474
00:33:24.039 --> 00:33:29.119
to play because to Jim's point,
like there's just so much to keep track

475
00:33:29.160 --> 00:33:31.920
of, your add the abilities and
you and then you're adding on this extra

476
00:33:32.279 --> 00:33:38.240
level of just not difficulty, but
minutia. Yeah. Yeah, And so

477
00:33:38.799 --> 00:33:43.559
the one thing that I like a
little better than the others is there is

478
00:33:43.680 --> 00:33:47.720
one of them that gives you regeneration
ten per turn. If you're playing a

479
00:33:47.880 --> 00:33:55.720
paladin for nineteen levels, then odds
are you know, like like what's ten

480
00:33:55.839 --> 00:33:59.759
HP at that point? Yeah,
you play a paladin because you want to

481
00:34:00.240 --> 00:34:02.200
with a guy that's wearing plate mail
and has a big ass shield that can

482
00:34:02.279 --> 00:34:07.880
get in between because you're tanking,
right, because you're you want to get

483
00:34:07.920 --> 00:34:10.239
in between the bad guys and the
wizard and be the one that takes the

484
00:34:10.320 --> 00:34:15.320
hits. And really none of this
kind of underlines any of that, with

485
00:34:15.400 --> 00:34:22.039
the possible exception of that that regeneration
ability. And they're all only usable once

486
00:34:22.119 --> 00:34:27.239
per long rest. And I know
that you're like four key points, but

487
00:34:27.519 --> 00:34:31.119
it's four key points per round.
You have no key points. So if

488
00:34:31.159 --> 00:34:35.960
you want to like burn through on
combat, you're guaranteed to have it every

489
00:34:36.000 --> 00:34:38.760
single time when you start per cut
right, just what you start to fight,

490
00:34:39.920 --> 00:34:43.239
just want make sure you make sure
you got it. So, so

491
00:34:43.880 --> 00:34:45.960
the one that you're talking about is
both of the ancients, and I just

492
00:34:45.119 --> 00:34:50.320
I just found it and give it
a quick look. So this one has

493
00:34:50.360 --> 00:34:53.559
the best abilities, but just wait
because it get annoying and then you might

494
00:34:53.599 --> 00:34:57.280
change your mind on it. So
at the start of each each of your

495
00:34:57.320 --> 00:35:00.800
turns, you regain ten head points. That's all. Whenever you cast the

496
00:35:00.840 --> 00:35:05.840
Paladin spell that has the casting time
of one action, you can cast it

497
00:35:05.960 --> 00:35:10.920
using a bonus action instead. Yeah, okay, enemy creatures within ten feet

498
00:35:10.960 --> 00:35:15.440
of you have disadvantage on saving throws
against your paladin spells and channel divinity options.

499
00:35:15.760 --> 00:35:19.079
Once you use the feature, you
can't use it again until you finish

500
00:35:19.119 --> 00:35:23.360
a long rest. You only gain
that those abilities for one minute. Wo

501
00:35:23.880 --> 00:35:30.239
wow. Yeah, so this is
your this You're burning it during the big

502
00:35:30.280 --> 00:35:34.920
bad final battle. That's it.
That's the only time you're using it.

503
00:35:34.920 --> 00:35:37.559
It's single encounter. It's a single
encounter. Yeah, it's only one minute.

504
00:35:37.639 --> 00:35:42.159
Yes, right, it's it's you
know, what's that ten rounds?

505
00:35:42.320 --> 00:35:45.039
Yeah? Which is nice? Right, Like it's a really hard fight.

506
00:35:45.360 --> 00:35:49.760
You're getting ten eh, be every
time? What is it the start of

507
00:35:49.800 --> 00:35:52.679
each of your turns. Meanwhile,
the Druid did that ten times? Ready,

508
00:35:52.920 --> 00:35:55.519
exactly right, right, So that's
it's not us. It's not certainly

509
00:35:55.559 --> 00:35:58.960
not a Yeah, I wouldn't even
say it's b. And that's why I

510
00:35:58.960 --> 00:36:00.519
think, though, see that is
really nice. So that is I think

511
00:36:01.000 --> 00:36:06.239
if this was the ancients Elder Champion, if this was always on, I

512
00:36:06.239 --> 00:36:10.159
think this is c. And then
you said at a minute, I think,

513
00:36:10.320 --> 00:36:13.920
I think I don't know if this
is wait, if it's always on,

514
00:36:13.960 --> 00:36:15.519
it that's see that's awesome. It's
good. It's always on. It

515
00:36:15.599 --> 00:36:20.199
is it level twenty good if it's
always on. Yes, I mean that's

516
00:36:20.280 --> 00:36:24.119
like that's asked to me. Maybe
not s maybe it's tonight. But yeah,

517
00:36:24.159 --> 00:36:27.360
I think it's the best of all
of them. Yeah, I think

518
00:36:27.400 --> 00:36:30.599
I think that makes like they still
seems stingy for a minute. I agree.

519
00:36:30.760 --> 00:36:32.920
I think I'm gonna agree with Jim
on this. So I think this

520
00:36:34.000 --> 00:36:42.280
is crap. I'm not willing to
put it into date. But this this

521
00:36:42.360 --> 00:36:45.960
is to my point in the intro
here, it's like you've got nineteen levels

522
00:36:45.960 --> 00:36:50.360
of Pudin's being unbelievable. Yeah,
one of they are one of the strongest

523
00:36:50.360 --> 00:36:53.960
classes. And then because it's so
stickd So this is this is the Game

524
00:36:54.000 --> 00:37:00.800
of Thrones, the TV show whatever. Yeah, this is the chem threw

525
00:37:00.800 --> 00:37:05.920
in season eight. It just misses
right, just one, so many points,

526
00:37:07.199 --> 00:37:10.800
all right. Next is the Rangers. This is the faux Slayer.

527
00:37:12.519 --> 00:37:16.559
At twentieth level, you become an
unparalleled hunter of your enemies. Once on

528
00:37:16.599 --> 00:37:20.960
each of your turns, you can
add your wisdom modifiers to the attack role

529
00:37:21.119 --> 00:37:24.199
or the damage role of an attack
you make against one of your favorite enemies.

530
00:37:24.760 --> 00:37:29.119
You can choose this feature before or
after the role, but before any

531
00:37:29.119 --> 00:37:31.639
effects of the role are applied.
So this is using favorite enemies, which

532
00:37:31.679 --> 00:37:35.880
under Tasha's rules is a lot better
than under a player's handbook. Yeah,

533
00:37:35.880 --> 00:37:37.320
the poor handbook rules. Yes,
yeah, yeah, yeah, the core

534
00:37:37.360 --> 00:37:40.840
books are It's it's fine if you
know exactly what you're getting into with some

535
00:37:42.000 --> 00:37:44.840
sessions here of stuff, but if
you go by Tasha's rules, it's way

536
00:37:44.840 --> 00:37:49.159
better. This becomes a lot stronger
than this kind of falls into. You

537
00:37:49.239 --> 00:37:52.079
know, we're giving the ranger what
they want. Rangers are mister consistent,

538
00:37:52.960 --> 00:37:57.440
and this just adds to that consistency
and just adding by that point, wisdom

539
00:37:57.480 --> 00:38:00.440
is your is your spellcasting modifier,
so you should be with twenty by that

540
00:38:00.480 --> 00:38:05.280
point. So an additional five to
your attack and damage rules. I mean,

541
00:38:06.000 --> 00:38:08.760
if you look at Barbarian getting an
extra four strength, that's only an

542
00:38:08.800 --> 00:38:14.880
extra two. Sorry, So for
Tasha's I just want to make sure because

543
00:38:14.920 --> 00:38:16.719
I was I'm like, I don't
know what Ta Tasha rules versus this one

544
00:38:16.760 --> 00:38:20.599
because I played a ranger once and
I did not love it, so I

545
00:38:21.400 --> 00:38:23.480
never looked at it again. I
did, and I enjoyed it, and

546
00:38:23.519 --> 00:38:27.239
I know you did. Yeah,
I was happy to hear it, to

547
00:38:27.280 --> 00:38:29.880
see that because I think it was
in one of my games. It was

548
00:38:29.960 --> 00:38:31.639
yeah, but yeah I played it. I was just like, yeah,

549
00:38:31.840 --> 00:38:35.880
you have to, especially at low
levels. Just yeah, you don't have

550
00:38:35.920 --> 00:38:37.639
to. You have to want to
be a ranger. Yeah, And it's

551
00:38:37.639 --> 00:38:40.960
the same thing. It's a lot
to keep tracking. So a favorite and

552
00:38:40.960 --> 00:38:45.360
there's a lot of rules that we're
going to talk about in the next episode

553
00:38:45.480 --> 00:38:47.599
that are a very that are a
very arranger dependent. I'm sure, but

554
00:38:47.639 --> 00:38:53.000
we'll get that next episode. So
Favorite Foe for Tasha's is an optional class

555
00:38:53.039 --> 00:38:59.119
feature. It's a first level ranger
feature. It replaces the favorite Enemy feature

556
00:38:59.119 --> 00:39:02.400
and works with the faux Slayer feature. When you hit a creature with an

557
00:39:02.400 --> 00:39:06.639
attack role, you can call on
your mystical bond with nature to mark the

558
00:39:06.679 --> 00:39:10.519
target as your favorite enemy for one
minute or until you lose your concentration,

559
00:39:10.639 --> 00:39:14.639
as if you were concentrating on the
spell the first time. On each of

560
00:39:14.679 --> 00:39:16.920
your turns that you hit the favorite
enemy and deal damage to it, including

561
00:39:16.920 --> 00:39:20.760
when you market, you can increase
that damage by one D four. You

562
00:39:20.760 --> 00:39:23.039
can use this feature to mark a
favorite enemy a number of times equal to

563
00:39:23.079 --> 00:39:28.480
your proficiency bonus, and you regain
all expended uses when you finish a long

564
00:39:28.519 --> 00:39:32.400
rest the features extra damage increases when
you reach certain levels in this class one

565
00:39:32.480 --> 00:39:37.639
D six at six level to one
D eight at fourteenth level. So yeah,

566
00:39:37.679 --> 00:39:42.159
that's way better. You're already I
hate favorite enemy, So it's gonna

567
00:39:42.159 --> 00:39:45.039
be dependent on your DM, which
optional class with double which if you're on

568
00:39:45.119 --> 00:39:50.599
DND beyond, make sure you're you're
sharing that content so your DM can get

569
00:39:50.880 --> 00:39:53.320
stuff in there. But yeah,
so favorite pose toashes favorite enemy is from

570
00:39:53.400 --> 00:39:58.239
the player's samdbug. Yeah, because
I think the one time that I played

571
00:39:58.239 --> 00:40:02.599
a ranger, I picked the my
favorite enemy as I don't know whatever,

572
00:40:02.719 --> 00:40:06.719
and then I because I didn't know
what I was getting into shore and then

573
00:40:06.760 --> 00:40:10.440
I experienced it didn't hit any of
them, and that's bad session zero stuff,

574
00:40:10.440 --> 00:40:14.519
and that's gonna be a different episode
time. But I was so annoyed.

575
00:40:14.559 --> 00:40:16.079
I was like, oh, I
donna get to use this. This

576
00:40:16.119 --> 00:40:19.440
is stupid. So how do we
feel about this? On it's your list,

577
00:40:20.119 --> 00:40:22.079
I would put it in ass and
I'll tell you why, because you

578
00:40:22.119 --> 00:40:28.159
can decide to use it after the
dice roll. There's no reason to ever

579
00:40:28.320 --> 00:40:31.360
use it beforehand. You know,
you can all like like you can look

580
00:40:31.400 --> 00:40:37.880
at it and go on this by
four thing got him and that is fantastic,

581
00:40:37.199 --> 00:40:42.280
Like like, those are my favorite
kind of D and D abilities is

582
00:40:42.320 --> 00:40:45.639
the ones where you can turn a
miss into a hit or a partial hit

583
00:40:45.840 --> 00:40:49.239
or you know, any kind of
thing like that that's you can use it.

584
00:40:49.280 --> 00:40:52.079
One of the things I love about
this, and especially if you're playing

585
00:40:52.079 --> 00:40:55.039
a ranger, like if the whole
point of being a ranger is, like

586
00:40:55.119 --> 00:41:00.199
you say, mister consistency, it's
like, you know, not dealing you

587
00:41:00.239 --> 00:41:06.280
know, class canon thief levels of
damage. But I'm hitting every single round

588
00:41:06.400 --> 00:41:09.000
whittling them down, and that's what
they look to me to do. This

589
00:41:09.159 --> 00:41:13.920
is just you know that on steroids. Yeah, I'm agreeing, as long

590
00:41:13.960 --> 00:41:17.119
as we're going by Tasha's rule optional
class feature of favorite file. Yes,

591
00:41:17.159 --> 00:41:22.719
yeah, then absolutely I think this
is this is S or at least a

592
00:41:22.920 --> 00:41:27.599
material. The only thing holding me
back from a solid S is that you

593
00:41:27.760 --> 00:41:30.639
have to be using your favorite foe
at the time, you know, And

594
00:41:30.679 --> 00:41:32.719
that's and that is finite. Man. If you're not, If you're not

595
00:41:34.159 --> 00:41:37.760
like using favorite foe every flight and
that's what you're swinging at, you're not

596
00:41:37.440 --> 00:41:40.079
you haven't been playing a ranger.
Right, for I think you're I think

597
00:41:40.079 --> 00:41:43.679
you're absolutely right, and I think
and also in my comparison before, so

598
00:41:44.280 --> 00:41:47.559
getting an extra plus five to attack
or plus five to damage while the barbarian

599
00:41:47.599 --> 00:41:52.480
getting the extra plus four strength is
only an extra two damage. And again

600
00:41:52.519 --> 00:41:57.119
you can decide afterwards. You can
say, you know, like I mean,

601
00:41:57.239 --> 00:42:00.519
depending on how open your GM is, it may be like, okay,

602
00:42:00.519 --> 00:42:02.840
you need nineteen points to take him
out. Yeah, three arrows,

603
00:42:02.840 --> 00:42:07.440
and you know what, I'm gonna
put three arrows in his face. Okay,

604
00:42:07.480 --> 00:42:12.159
you did seventeen points. Oh yeah, well okay, I'll you know.

605
00:42:12.280 --> 00:42:15.719
Then you activate that ability in twenty
two and that feels really good.

606
00:42:15.800 --> 00:42:20.079
Yeah, that is cool. Yeah
right, See this is stronger than it

607
00:42:20.079 --> 00:42:22.360
looks on paper. I thank you. This is great. That just feels

608
00:42:22.360 --> 00:42:24.400
like one that's going to be so
much fun in play for that player.

609
00:42:27.320 --> 00:42:31.719
All right. Next is the rogue
with their stroke of luck. At twentieth

610
00:42:31.800 --> 00:42:36.639
level, you have an uncanny knack
for succeeding when you need to. If

611
00:42:36.639 --> 00:42:39.079
your attack misses a target within range, you can turn the miss into a

612
00:42:39.159 --> 00:42:43.960
hit. Alternatively, if you fail
an ability check, you can treat the

613
00:42:44.039 --> 00:42:46.639
D twenty as a twenty Once you
use this feature, you can't use it

614
00:42:46.639 --> 00:42:52.480
again until you finish a short or
long rest. This is so ballard.

615
00:42:52.559 --> 00:42:55.519
This is another S one. Did
you start answer I'm free yes because I

616
00:42:55.559 --> 00:43:00.199
said so, Yes, I just
have inordinate life of for these kinds of

617
00:43:00.239 --> 00:43:05.440
abilities where you can take the single
most annoying thing about D and D,

618
00:43:05.519 --> 00:43:09.800
which is whiffing, and just say
nope, didn't happen. It Essentially,

619
00:43:10.320 --> 00:43:15.400
it essentially like gives you an official
rule sanctioned way to fudge your dice rolls,

620
00:43:15.639 --> 00:43:20.679
which is just so good. And
if you're halfling, you already you

621
00:43:20.679 --> 00:43:24.800
get halfling locks of your roller one
you getrolling coupled with if you're a rogue

622
00:43:24.800 --> 00:43:30.960
you probably are. Yeah, thanks
bibo. I am going to compare this

623
00:43:30.039 --> 00:43:34.840
just before we you know, move
it into ESK here. I am going

624
00:43:34.920 --> 00:43:38.679
to compare this to the folks layer
that we just saw. So the the

625
00:43:38.840 --> 00:43:45.199
absolute yes because I said so once
pro long rest versus the additional five on

626
00:43:45.239 --> 00:43:52.280
your attack roll every turn or short
short Yeah, and that makes it a

627
00:43:52.320 --> 00:43:55.679
little bit. Yeah, but a
short rest is just that's once per fight.

628
00:43:55.920 --> 00:44:00.400
Yeah, Like if you're a typical
rogue is probably only gonna miss once

629
00:44:00.440 --> 00:44:04.840
per fight. You know, if
you've built everything up the way that you're

630
00:44:04.880 --> 00:44:07.440
supposed to, it's a three.
Well, okay, how about we turn

631
00:44:07.480 --> 00:44:10.239
it into a twenty yeah? Right? Or if you're disarming a trap or

632
00:44:12.159 --> 00:44:14.960
or you know, something important,
something with a lot of a lot on

633
00:44:15.000 --> 00:44:17.119
the line, you can use that. And the other thing that that lets

634
00:44:17.119 --> 00:44:22.559
you do that I love as a
DM is for you to just look at

635
00:44:22.559 --> 00:44:28.239
the rogue and say, DC on, that's going to be a thirty five,

636
00:44:28.599 --> 00:44:32.280
what do you got and they say, well, I'm plus sixteen And

637
00:44:32.320 --> 00:44:37.280
then they make the check and you
know, oh that that eight's not going

638
00:44:37.320 --> 00:44:40.079
to get you there. Oh,
by a stroke of you know, insane

639
00:44:40.159 --> 00:44:45.079
luck, I pull that off.
And there's my twenty six that I need

640
00:44:45.079 --> 00:44:49.280
to make. That you know,
completely insane thing that you know that lets

641
00:44:49.280 --> 00:44:52.440
you just kind of do just fun
little tricks like that, where where that's

642
00:44:52.480 --> 00:44:55.079
the rogue just doing a thing that
nobody when you need it in eighteen or

643
00:44:55.079 --> 00:45:00.599
better just to hit it. Yeah. Yeah, So you guys are saying

644
00:45:00.679 --> 00:45:06.320
s on this, I love it. Yeah, I love this ability.

645
00:45:06.760 --> 00:45:10.000
I think you think you may convince
me like that more than any of the

646
00:45:10.079 --> 00:45:15.719
others. This is one that you
look at at first level and go,

647
00:45:15.039 --> 00:45:20.960
oh oh, that's that's awesome.
You know, I'm playing towards being able

648
00:45:21.000 --> 00:45:23.760
to do that, just it's because
it's so cool. Yeah, and I

649
00:45:23.760 --> 00:45:27.880
think they think these all should be
an s t here, like, I

650
00:45:27.920 --> 00:45:31.639
think that's the point, right,
Yeah, they should all be s Well,

651
00:45:31.800 --> 00:45:37.320
we'll talk about that later in the
episode. Next is the Sorcerers with

652
00:45:37.440 --> 00:45:45.360
their Sorceress restoration. At twentieth level, you regain four expended sorcery points whenever

653
00:45:45.400 --> 00:45:49.679
you finish a short rest. This
is the same thing. Where's the start

654
00:45:49.719 --> 00:45:52.320
of every fight, you've got some
sorcery points. Yeah, and this is

655
00:45:52.360 --> 00:45:54.079
assuming that you find a way to
do a short rest in between fights,

656
00:45:54.320 --> 00:46:00.559
which shouldn't be too hard. But
yeah, the direct compoun sens to the

657
00:46:00.559 --> 00:46:02.039
monk and the key points. I
mean, it's it's meant to be the

658
00:46:02.079 --> 00:46:06.760
same level twenty. You have twenty
sorcery you start with, you have twenty

659
00:46:06.760 --> 00:46:10.119
sorcery points. It's a maximum amount
of sorcery points you can get. The

660
00:46:10.159 --> 00:46:14.280
one nice thing though, is that
makes it a little bit better is you

661
00:46:14.320 --> 00:46:17.679
don't need to be at zero to
regain four. Yeah, yeah, that's

662
00:46:17.719 --> 00:46:22.559
actually I think that that makes it
better than Yeah, so to agree to

663
00:46:22.599 --> 00:46:23.719
get any benefit from this, you
really just need to be at sixteen.

664
00:46:24.519 --> 00:46:30.480
Correct. It's regenerating sorcery points as
opposed to you know, giving you like,

665
00:46:30.639 --> 00:46:34.760
anti ing them if you're completely out. So yeah, and it's sure

666
00:46:34.800 --> 00:46:38.360
that puts it into B instead of
See. Yeah, I'll agree with that.

667
00:46:38.360 --> 00:46:42.320
Actually, yeah, not needing to
be a zero takes this away from

668
00:46:42.360 --> 00:46:45.800
the monk comparison. And hey,
people who don't mind house ruling your games,

669
00:46:45.840 --> 00:46:47.440
if you want to bump that monk
up from C to B, do

670
00:46:47.559 --> 00:46:52.639
the same thing. Yeah, honestly, yeah, that's not a bad idea.

671
00:46:52.800 --> 00:46:53.639
And again we're gonna talk about that
in a second. All right,

672
00:46:53.679 --> 00:46:57.199
see you, I'll put that right
and be tire. Not much else to

673
00:46:57.199 --> 00:47:01.159
say about that, all right.
Next is the warlock and the Eldritch master

674
00:47:01.239 --> 00:47:06.599
ability. At twentieth level, you
can draw on your inner reserve of mystical

675
00:47:06.639 --> 00:47:12.079
power while in treating your patron to
regain expanded spell slots. You can spend

676
00:47:12.159 --> 00:47:15.760
one minute in treating your patron for
aid to regain all of your expanded spell

677
00:47:15.800 --> 00:47:21.079
slots from your packed magic feature.
Once you regain spell slots with this feature,

678
00:47:21.159 --> 00:47:22.280
you must finish a long rest before
you can do it again. I

679
00:47:22.360 --> 00:47:25.760
kept waiting for you to say something
about Eldrich Blast there, which is the

680
00:47:25.920 --> 00:47:30.159
entire point of playing a Warlock.
Listen, you have a lot of improvements

681
00:47:30.159 --> 00:47:34.760
to your eldrich Blast on the way
up to this. Now warlocks only get

682
00:47:35.039 --> 00:47:39.320
you got four spell slots, but
by that time is four, which,

683
00:47:39.400 --> 00:47:45.920
like you know, four disappears pretty
quick, but it's not. It's not

684
00:47:45.119 --> 00:47:50.280
four you only get. It's four
spells maximum fifth level, and you can

685
00:47:50.320 --> 00:47:52.679
know a total of fifteen of them. I still haven't heard anybody say anything

686
00:47:52.719 --> 00:47:57.440
about your capstone eldrich blast ability,
because that's the whole point of playing a

687
00:47:57.480 --> 00:48:01.880
Warlock is the you eldridch blast people, and you spend nineteen levels larding stuff

688
00:48:01.920 --> 00:48:07.039
onto your Eldritch Blast to make them
cooler and more versatile and get more of

689
00:48:07.079 --> 00:48:13.239
them and just be you know,
like mega man running through a dungeon.

690
00:48:13.679 --> 00:48:17.920
And the fact that this does not
do anything for that is bizarre to me.

691
00:48:20.079 --> 00:48:22.000
Yeah, yeah, I'll agree with
that. How many, you do

692
00:48:22.079 --> 00:48:27.320
get plenty of other boosts to your
elgerablasts by that point, and some of

693
00:48:27.360 --> 00:48:30.119
that is subclass dependent. But I
was gonna say, you like, what

694
00:48:30.159 --> 00:48:36.360
do you how many how many I
want to say lasers, it's not the

695
00:48:36.440 --> 00:48:39.599
right you see lasers, Okay,
how many lasers? How many blasts are

696
00:48:39.679 --> 00:48:45.559
in that one eldritch blast at twentieth
level, at seventeenth level becomes four and

697
00:48:45.559 --> 00:48:51.039
they're all doing one D ten Yeah, okay, one ten force, which

698
00:48:51.079 --> 00:48:54.719
is hardly ever reduced for what it's
worth. And we get other improvements to

699
00:48:54.760 --> 00:48:58.480
it. You get the repelling blast
that will yeah, you can do a

700
00:48:58.519 --> 00:49:02.079
lot, you do all those yeah, you know, you're adding on little

701
00:49:02.079 --> 00:49:06.039
accessories to it. It's like my
game Boy back in the nineties when I

702
00:49:06.079 --> 00:49:09.760
had the screen and the speakers and
the magnifying glass. Yes, I'm telling

703
00:49:09.800 --> 00:49:13.840
you, it's like Mega Man,
right. You know, you get the

704
00:49:13.920 --> 00:49:16.280
blast that can freeze people, and
then you get the blast that the wind

705
00:49:16.320 --> 00:49:20.840
blast that can blow them away,
and get fire blast that can you know,

706
00:49:20.960 --> 00:49:24.199
blow up your fuel containers or whatever. Eighteen nineteen levels on improving that.

707
00:49:24.199 --> 00:49:29.119
That's cool. So this is this
is looking at Eldrich Master in a

708
00:49:29.199 --> 00:49:31.920
vacuum. So we already have you
know, the best elders blast that we

709
00:49:32.000 --> 00:49:37.719
coul possibly get is regaining you know, your very very few spell slots.

710
00:49:37.440 --> 00:49:42.639
I mean not when they could have
given me something that made my Eldritch blast

711
00:49:43.039 --> 00:49:46.760
like twentieth level amazing. No,
yeah that I almost want to put this

712
00:49:46.840 --> 00:49:52.000
in like b or C. That's
I don't think it's quite d I think

713
00:49:52.000 --> 00:49:54.519
I think it sucks. I think
warlocks, especially like pack to the Blade

714
00:49:54.519 --> 00:49:58.119
warlocks that are spending or no not
so much sorry, and not packed the

715
00:49:58.119 --> 00:50:01.719
Blade pa, pack to the Tome
warlocks that are actually like casting spells,

716
00:50:02.239 --> 00:50:06.719
like you get so few that like
you don't want to use them and waste

717
00:50:06.760 --> 00:50:10.639
them. So being able to spend
all your spell slots and then only having

718
00:50:10.679 --> 00:50:15.159
to take a minute to regain them
before your before you're a big dad.

719
00:50:15.519 --> 00:50:17.960
I think I think we have to
look at the warlock beyond elders Blast,

720
00:50:19.039 --> 00:50:23.320
which sounds weird to say out loud. No, why he who does that?

721
00:50:23.440 --> 00:50:27.840
No one does that? Like they
give you a bunch of spell slots

722
00:50:27.840 --> 00:50:32.239
to pretend that you're going to do
something besides just you know, just especially

723
00:50:32.280 --> 00:50:35.719
your fact the tone, because the
whole thing is you get to choose three

724
00:50:35.719 --> 00:50:39.599
spells and make them cantrips. Yeah
you're right, Yeah, all right,

725
00:50:40.039 --> 00:50:43.360
I'm sorry. No, I'm sorry. Three three, you get to choose

726
00:50:43.360 --> 00:50:49.719
three cantrips from anybody's spell and stuff. So are we saying to see then,

727
00:50:51.159 --> 00:50:54.280
yeah, yeah, I could agree
with the ability is strong, the

728
00:50:54.760 --> 00:50:58.400
ability in a vacuum. Forget that. Let's forget it's the warlock for a

729
00:50:58.440 --> 00:51:02.800
second. Okay uh, And of
course no beginning from any other class would

730
00:51:02.800 --> 00:51:07.239
be insane. But you know you're
only getting like like four that level and

731
00:51:07.239 --> 00:51:10.400
they're all fifth level. Yeah yeah, that's probably an ay or be then

732
00:51:10.840 --> 00:51:15.360
in a vacuum. But and then
you know what we're saying the fact that

733
00:51:15.400 --> 00:51:20.519
this is distracting you from your elders
Blastoma. I just think, to me,

734
00:51:20.960 --> 00:51:23.320
it's not that it's distracting from the
older class, it's that it just

735
00:51:23.360 --> 00:51:28.800
could be better. Sure like,
you could do way better than that.

736
00:51:29.880 --> 00:51:32.400
So your patron is giving you a
couple of spell slots. Meanwhile the cleric,

737
00:51:32.480 --> 00:51:37.360
your god, is intervening with reality. I think this is yeah,

738
00:51:37.360 --> 00:51:40.000
this this is will been little misbalanced. You're getting a few extra fifth level

739
00:51:40.039 --> 00:51:45.360
slots and the cleric is like asking
somebody to cast a ninth level. So

740
00:51:45.440 --> 00:51:47.199
yes, I think, comparing to
the cleric, I have to put it

741
00:51:47.239 --> 00:51:51.599
below that. So we'll put if
cleric was on being well put warlock on

742
00:51:51.679 --> 00:51:58.440
ce. Next is the wizard with
their signature spells. When you reach twentieth

743
00:51:58.519 --> 00:52:02.159
level, you gain mastery or we're
two powerful spells and can cast them with

744
00:52:02.280 --> 00:52:08.000
little effort. Choose two third level
wizard spells in your spell book as your

745
00:52:08.039 --> 00:52:13.480
signature spells. You always have these
spells prepared. They don't count against the

746
00:52:13.519 --> 00:52:16.039
number of spells you have prepared,
and you can cast each one of them

747
00:52:16.360 --> 00:52:22.000
once at third level without expanding a
spell slot. When you do so,

748
00:52:22.119 --> 00:52:23.960
you can't do so again until you
finish a shorter long rest. If you

749
00:52:24.000 --> 00:52:28.119
want to cast either spell at a
higher level, you must expend a spell

750
00:52:28.159 --> 00:52:31.760
slot as normal. So, because
I've been rewatching Breaking Bad, I'm going

751
00:52:31.840 --> 00:52:37.679
to call this the chili pea capstone. As familiar with the show, Okay,

752
00:52:37.760 --> 00:52:40.719
it's the one main guy he puts
chili powder in his drugs and it

753
00:52:40.760 --> 00:52:45.719
makes them a little bit spicy.
But the whole point is like it but

754
00:52:45.760 --> 00:52:49.840
it's not good. To sure,
like it's not good, and then he

755
00:52:49.920 --> 00:52:52.119
thinks he's making it better and it's
making it worse. Yeah, right,

756
00:52:52.360 --> 00:52:59.079
because it's math, but because it's
math, but yeah, like I just

757
00:52:59.119 --> 00:53:00.599
feel like somebody's like, oh man, I have a great idea, like

758
00:53:00.719 --> 00:53:05.519
this is going to be the twentieth
level ability for wizards. Check this out,

759
00:53:05.559 --> 00:53:07.800
guys, this is gonna be awesome. And I'm really underwhelmed by it.

760
00:53:07.880 --> 00:53:10.199
I feel like this was a cool
idea that got brought to the table

761
00:53:10.280 --> 00:53:14.880
and then got workshopped through oblivion.
Yeah, and then got brought down through

762
00:53:15.000 --> 00:53:21.880
third level spells. Yes, they
should just say at twentieth level you can

763
00:53:21.960 --> 00:53:27.480
cast fly and Haste for free,
because that's what this that's what they want

764
00:53:27.519 --> 00:53:34.039
you to do anyway, right,
But warlocks get four level spells like a

765
00:53:34.079 --> 00:53:38.599
wizard, right, but like you
get two free third level spells. Yeah

766
00:53:38.960 --> 00:53:45.960
yeah, and also they don't count
against your prepared spells. Right, let's

767
00:53:45.000 --> 00:53:47.880
just you know, you have plenty
to pick from. How many do you

768
00:53:47.880 --> 00:53:50.760
have it at that level, Joe? Do you have that in front of

769
00:53:50.760 --> 00:53:53.000
you for wizards? Yeah, level
twenty. How many spells you have?

770
00:53:53.480 --> 00:53:59.079
How many third level spells do you
have? Three? Okay, you can

771
00:53:59.159 --> 00:54:07.880
have five, which okay cool,
but like East and fly yeah, and

772
00:54:07.920 --> 00:54:15.719
fly, Fly and Haste because that's
what you do. Like before the fight

773
00:54:15.800 --> 00:54:19.280
starts, you're like Okay, we're
about to kick in the store and go

774
00:54:19.280 --> 00:54:22.360
go see the big bad you know, wizard. What do you got?

775
00:54:22.440 --> 00:54:23.599
I got a free haste, I
got a free fly? Who needs a

776
00:54:23.719 --> 00:54:27.760
bang? Bang? Here we go
give it. That's annoys me. Go

777
00:54:27.800 --> 00:54:30.639
take a little nats again, like
you have made this way better than the

778
00:54:30.639 --> 00:54:36.719
third and looking at and looking at
like seriously, I'm looking at that third

779
00:54:36.760 --> 00:54:42.880
level list and I see nothing else
that makes sense to make those free spells.

780
00:54:43.119 --> 00:54:45.079
Whatever. You know, you can
throw a you can throw a six

781
00:54:45.239 --> 00:54:50.559
dive fireball once for free, but
like at twentieth level, who cares?

782
00:54:51.079 --> 00:54:53.199
That's that's haste and fly and that's
it. And you're still using your action

783
00:54:53.280 --> 00:54:57.679
to do it. It's not like
you can cast it as a bonus action

784
00:54:57.840 --> 00:55:00.800
or something. Right. Yeah,
Now, what's what's crazy is that at

785
00:55:01.039 --> 00:55:07.159
the eighteenth level wizard ability, a
spell mastery is almost better eighteenth level blah

786
00:55:07.199 --> 00:55:09.599
blah blah blah. You choose a
first level wizard spell and a second level

787
00:55:09.599 --> 00:55:13.760
wizard spell that are in your spell
book. You can cast those spells at

788
00:55:13.800 --> 00:55:15.760
the lowest level without a spending a
spell slot when you have them prepared,

789
00:55:16.559 --> 00:55:19.719
and you if you want to cast
on a higher level, spend a spell

790
00:55:19.719 --> 00:55:22.800
slot, and by spending eight hours
in study, you can change what those

791
00:55:22.840 --> 00:55:24.679
spells are, so you're not locked
into the spells. It's not once per

792
00:55:24.719 --> 00:55:29.679
long rest, so you get a
free a misty step And what's what's a

793
00:55:29.679 --> 00:55:32.960
shield like? Would be used insane
like level one or two spells? Yeah,

794
00:55:32.920 --> 00:55:37.960
shields great shields the best first level
wizard spell. Yeah, So to

795
00:55:38.000 --> 00:55:42.239
be able to shield and missy step, it will. And if you're going

796
00:55:42.280 --> 00:55:45.360
into a flight where you want to
change them, you just spend the eight

797
00:55:45.360 --> 00:55:47.320
hours change them. You know what? Do you know what is a better

798
00:55:47.360 --> 00:55:52.159
ability than this capstone ability? The
additional sixth level spell you get for going

799
00:55:52.159 --> 00:55:59.320
from nineteenth to twentieth level. I
I I went to this episode knowing that

800
00:55:59.360 --> 00:56:02.639
this was going to be possibly the
only D tier. But but I don't

801
00:56:02.639 --> 00:56:06.880
like giving out ds. Yeah,
but I think we gotta. Yeah,

802
00:56:07.119 --> 00:56:10.559
it's just I don't love doing it. And again I'm gonna reiterate again at

803
00:56:10.559 --> 00:56:14.519
the top of the episode that does
not take away from the rest of the

804
00:56:14.559 --> 00:56:17.239
class. So Wizards should be whipping
reality around them. Wizards are or,

805
00:56:17.519 --> 00:56:22.159
when played correctly, which is difficult
to do, should be the most powerful

806
00:56:22.199 --> 00:56:23.440
thing in the world. I mean, and we joked about it, but

807
00:56:23.559 --> 00:56:30.039
in all seriousness, an extra sixth
level spell is pretty freaking off. I

808
00:56:30.039 --> 00:56:35.400
didn't joke. Yeah, absolutely,
and again right, like, wizards are

809
00:56:35.480 --> 00:56:39.199
awesome. I think that's why this
gets a d is is because the same

810
00:56:39.199 --> 00:56:45.760
reason that Paladin's got ability too,
because also insane to play good. Right,

811
00:56:45.800 --> 00:56:47.239
you took this awesome thing and you're
like, oh man, yeah,

812
00:56:47.239 --> 00:56:50.519
I'm getting the twentieth level, and
then you get to twenty and you're like,

813
00:56:50.800 --> 00:56:54.199
wait, what like it just you
know, it's like it's like when

814
00:56:54.239 --> 00:57:00.000
your company is like, we made
billions of dollars this year. We knocked

815
00:57:00.000 --> 00:57:04.440
it out of the park. You
guys all contributed to it. Here's a

816
00:57:04.440 --> 00:57:08.039
pizza party, you know, that's
that's what it's giving. Pizza party,

817
00:57:08.599 --> 00:57:12.840
as the kids say, but less
spiteful. I don't think the company is

818
00:57:12.880 --> 00:57:15.840
being spiteful when they give you the
pizza party. I think it's out of

819
00:57:15.880 --> 00:57:19.800
touch, which is what this is. Yeah, okay, out of touch.

820
00:57:20.079 --> 00:57:22.559
Well, contract at the bottom of
the pizza saying you're not taking a

821
00:57:22.639 --> 00:57:27.239
raise this year. Yeah wait,
you want to raise? We got you

822
00:57:27.280 --> 00:57:34.119
guys a pizza party. Anyway,
that's a different podcast podcast. Okay,

823
00:57:34.119 --> 00:57:37.079
So that's your twelve basic classes,
and of course, ever since Ebon,

824
00:57:37.639 --> 00:57:40.239
Artificer is now an official thirteenth class, so we are going to include Artificers,

825
00:57:40.639 --> 00:57:45.239
Soul of Artifice twentieth level ability Jim's
going to get his everon book.

826
00:57:46.119 --> 00:57:51.360
At twentieth level, you develop a
mystical connection to your magic items, which

827
00:57:51.400 --> 00:57:54.280
you can draw on for protection.
You gain a plus one bonus to all

828
00:57:54.320 --> 00:57:59.599
saving throws per magic item that you
are currently attuned to, and if you

829
00:57:59.599 --> 00:58:01.920
were reduce to zero hit points but
not kill it out right, you can

830
00:58:02.000 --> 00:58:06.960
use your reaction to end to one
of your artifice for infusions, causing you

831
00:58:07.000 --> 00:58:10.480
to drop the one hit point instead
of zero. So let's pick this part

832
00:58:10.519 --> 00:58:15.039
a little bit. So you can
only have three magic items tunes six artificers

833
00:58:15.760 --> 00:58:22.119
this level yep, so maximum of
plus six bonus to all saving throws.

834
00:58:22.440 --> 00:58:24.840
Remember this, the saving throws are
reactive, not active, so this is

835
00:58:25.039 --> 00:58:29.119
is not not bad by any means. And if you're an artifice, you're

836
00:58:29.119 --> 00:58:31.679
you're probably gonna have all sex.
If you're reduced to zero, you can

837
00:58:31.920 --> 00:58:37.519
end one of your attunements to drop
to one, which is basically, what's

838
00:58:37.559 --> 00:58:44.079
that goliath ability or or workability stones
endurance? Yeah, yeah, yeah,

839
00:58:44.199 --> 00:58:45.920
but you lose one of your infusions, so you lose one of your tunements

840
00:58:46.199 --> 00:58:52.440
infusions. Sorry, that's that's yeah, yeah, like one of your magic

841
00:58:52.000 --> 00:58:54.280
it's it's, it's, it's it's
a different thing. I thought it was

842
00:58:54.280 --> 00:58:58.159
the same thing. I had never
play an Artificer, and we only have

843
00:58:58.199 --> 00:59:00.800
one our party who has not been
to a lot of our games, so

844
00:59:01.159 --> 00:59:05.519
I don't really even know what to
think of this. You guys have strong

845
00:59:05.559 --> 00:59:08.599
opinions on this. I don't,
but I think this is pretty good.

846
00:59:09.360 --> 00:59:13.920
Yeah, haven't played an Artificer,
havn't you know? Just know what I've

847
00:59:13.960 --> 00:59:19.239
read, which isn't a ton but
this actually seems pretty good. Is it?

848
00:59:19.360 --> 00:59:22.199
Twentieth level though, that's where everything
keeps sticking, right, It's like,

849
00:59:22.480 --> 00:59:25.360
right, eighteenth level is pretty nice. Now you can get tune up

850
00:59:25.360 --> 00:59:29.639
to six magic items. How many? How many infusions can you have at

851
00:59:29.639 --> 00:59:34.639
that level? Twelve? At twentieth
level? Oh okay, well that's how

852
00:59:34.639 --> 00:59:37.960
I oh, sorry, infused items
six? There we go, Okay,

853
00:59:37.559 --> 00:59:42.679
so you can you can have you
have up to six items infused because the

854
00:59:42.760 --> 00:59:49.360
artific a make magic magic items like
they can make they can create. Yeah,

855
00:59:49.559 --> 00:59:52.440
essentially it's it's you can create bespoke
magic items kind of on the fly

856
00:59:52.920 --> 01:00:00.880
using these situation for six stones endurances. U oh yeah, it's bad asset,

857
01:00:00.960 --> 01:00:05.760
but it's almost as immortal as a
Druid, at least for that combat

858
01:00:07.039 --> 01:00:10.159
and the plus six that even though
the plus six the saving throws thing is

859
01:00:10.320 --> 01:00:15.559
passive, it's on all the time. And again it's another one of those

860
01:00:15.599 --> 01:00:20.119
things where you look at it and
go, whoo, I just got this

861
01:00:20.280 --> 01:00:23.960
awesome boost for turning twentieth level.
It's not a whole description. It's like

862
01:00:24.480 --> 01:00:30.159
I went from needing to roll a
seventeen to resist that fireball coming at me

863
01:00:30.519 --> 01:00:34.760
to only needing to roll an eleven. So and it's right there. And

864
01:00:34.800 --> 01:00:38.280
our fists are basically even nerdier wizards. They're very squishy, so when a

865
01:00:38.280 --> 01:00:42.639
fireball comes your way, you got
it. Duck. I really like those

866
01:00:42.760 --> 01:00:45.280
and I like that. Yeah,
yeah, yeah, okay, this is

867
01:00:45.320 --> 01:00:49.880
actually better than what I thought on
initial reading. How good is it?

868
01:00:49.960 --> 01:00:54.840
Specifically? I mean with a letter
I love, like when you're knocked down

869
01:00:54.880 --> 01:00:59.760
to zero, you're not knocked down
to zero, you know it effectively,

870
01:01:00.360 --> 01:01:04.000
I mean played properly. That's going
to mean you're never making another death saving

871
01:01:04.039 --> 01:01:08.079
throw ever again. You know,
once you hit twenty just you do lose

872
01:01:08.119 --> 01:01:12.679
in a fusion each time, and
like you know, I don't again don't

873
01:01:12.679 --> 01:01:15.559
know enough about artificers to know,
like can you infuse the middle of combat?

874
01:01:15.760 --> 01:01:17.639
Can you make this go like as
many times as you have turns?

875
01:01:17.880 --> 01:01:22.519
Is what I'm asking. Man,
if your fight's last in like like,

876
01:01:22.559 --> 01:01:25.679
if you're getting knocked down to zero
more than once or twice in a single

877
01:01:25.719 --> 01:01:30.159
combat, then something else has gone
terribly terrible. Of course, Yeah,

878
01:01:30.159 --> 01:01:32.239
you can't cannot because it's when you
finish the long rest. You could touch

879
01:01:32.239 --> 01:01:37.360
a non magical object and infuse it. Yeah, but so it shouldn't be

880
01:01:37.400 --> 01:01:39.559
something you need, like like this
is a thing. When you need it,

881
01:01:39.599 --> 01:01:43.679
you need it, but you shouldn't
need it that often. Yeah,

882
01:01:43.920 --> 01:01:50.480
but it just in the nature of
artificers being squishy and so being hit having

883
01:01:50.480 --> 01:01:53.199
to use it, like once you
start having to use it, yeah,

884
01:01:53.280 --> 01:01:59.440
Yeah, that's the thing about dungeons
and dragons is like it's easy to regain

885
01:01:59.599 --> 01:02:01.400
some hit points, but not a
ton. Yeah. No, you're great,

886
01:02:02.280 --> 01:02:07.920
So I can see I can see
a situation in combat where they have

887
01:02:07.960 --> 01:02:12.719
to use it more than once six
times. I don't know. Yeah,

888
01:02:13.079 --> 01:02:16.199
maybe, but that's so crazy.
Okay. Yeah, so if you're probably

889
01:02:16.199 --> 01:02:19.440
never gonna use it all six times, that means you need you have it

890
01:02:19.480 --> 01:02:22.079
as many times as you ever need, right, Okay, and banks it

891
01:02:22.119 --> 01:02:25.400
pretty good? Yeah. Is this
on the level of faux Slayer, arch

892
01:02:25.480 --> 01:02:30.000
Druid and Stroke of Luck or is
this closer to like, Yeah, I'd

893
01:02:30.039 --> 01:02:34.360
put it at A because it's just
like just like Primal Champion and Extra Attack.

894
01:02:34.480 --> 01:02:37.320
It's like, oh cool, I'm
even more of an you know,

895
01:02:37.400 --> 01:02:40.400
like like it's kind of that popiosis
of that stuff. A lot of that

896
01:02:40.440 --> 01:02:46.360
stuff you can do already. I'm
more of an imbuer. Yeah. So

897
01:02:46.440 --> 01:02:50.960
that is that's all of them.
So that puts us on D tier,

898
01:02:51.000 --> 01:02:55.920
which is paladins and wizards. C
tier monks and warlocks. B tier bards,

899
01:02:55.960 --> 01:03:02.159
clerics and sorcerers. A tier barbarians
and artificers and est here druids,

900
01:03:02.320 --> 01:03:06.679
rangers and rogues. So I said, I was going to come back to

901
01:03:06.719 --> 01:03:10.000
this when I was researching what the
capstones are. What I was looking for

902
01:03:10.199 --> 01:03:13.719
was hoping that somebody just had all
the capstones in a list, I would

903
01:03:13.760 --> 01:03:15.320
have to click fifty things in the
middle of this episode, but that didn't

904
01:03:15.320 --> 01:03:19.039
happen. So I clicked fifty things
in the middle of this episode. But

905
01:03:19.079 --> 01:03:23.039
while I was googling the list,
I found like, by orders of magnitude,

906
01:03:23.800 --> 01:03:30.840
more results for alternate capstones than I
did for actual capstones. So sure

907
01:03:30.880 --> 01:03:34.960
that that's a thing that people house
roll, you know, pretty freely.

908
01:03:35.159 --> 01:03:37.239
Yeah, And I think you know, if you're doing a longer campaign and

909
01:03:37.280 --> 01:03:40.079
you you're in there long enough to
hit your level twenty, I think it

910
01:03:40.159 --> 01:03:45.000
is absolutely within your your DMS discretion
to have a conversation with you say,

911
01:03:45.000 --> 01:03:49.239
hey, listen, you did it, you won, You're the best thing

912
01:03:49.280 --> 01:03:53.679
you could possibly be. What do
you want? And it takes intense discipline

913
01:03:53.719 --> 01:03:58.440
to like, if you're playing one
to twenty, that's a campaign that's probably

914
01:03:58.480 --> 01:04:00.480
going to run a couple of years, and to go buy the book that

915
01:04:00.599 --> 01:04:05.280
whole time is an exercise of will. Most games are going to have you

916
01:04:05.280 --> 01:04:09.400
know, house ruled a bunch of
stuff and you know, homebrewed some things

917
01:04:09.400 --> 01:04:12.480
by the time you get there anyways, and that's just an extension of what

918
01:04:12.519 --> 01:04:14.880
you've been doing. All. Yeah, so I didn't really look into what

919
01:04:15.119 --> 01:04:16.320
a lot of these home brew sites
we're saying, they're all going to say

920
01:04:16.360 --> 01:04:19.679
something different. So what I want
to know is that way lies madness.

921
01:04:19.920 --> 01:04:24.159
Yeah yeah, And that's just like
I can't I can't tier list of home

922
01:04:24.239 --> 01:04:26.920
brew stuff, at least all of
it last. So so what I want

923
01:04:26.960 --> 01:04:30.440
to know is have you listening to
you? Yes? Have you had a

924
01:04:30.519 --> 01:04:34.039
character level twenty within one class,
because that's the other thing. If you

925
01:04:34.119 --> 01:04:39.320
multi class at all, you're not
getting any and and actually this I want

926
01:04:39.320 --> 01:04:42.719
to say this earlier too, excellent
reason not to multi class everybody. Or

927
01:04:42.920 --> 01:04:45.159
or if you're doing something like a
Wizard or Paladin where where your capstone is

928
01:04:45.239 --> 01:04:49.519
kind of crap, that's an excellent
reason to multi class. Yeah, there's

929
01:04:49.559 --> 01:04:54.960
no good reason. That's a that's
a different discussion. It's a gym thing.

930
01:04:55.519 --> 01:04:58.559
I think. You know, if
your level twenty pound and ability is

931
01:04:58.599 --> 01:05:00.159
that bad, go ahead and take
two levels a fighter and get your action

932
01:05:00.199 --> 01:05:06.039
search like this. It's the easiest
dip. You might not might never hit

933
01:05:06.159 --> 01:05:10.679
level twenty though, exacting on the
campaign, and this is a conversation you

934
01:05:10.719 --> 01:05:15.360
should you you and DM should have
even that session zero or even in the

935
01:05:15.360 --> 01:05:16.800
middle of the campaign. Hey,
do we bring it up early? Yeah,

936
01:05:17.039 --> 01:05:19.280
and bring up, bring up early
and often? Yeah? Early.

937
01:05:19.559 --> 01:05:23.719
Do we see this going all the
way to twenty? If so, I'm

938
01:05:23.719 --> 01:05:26.719
going to dip into different class,
Yeah, because because this capstone is not

939
01:05:26.760 --> 01:05:30.039
worth it, or we should talk
about a different capstone. So has your

940
01:05:30.079 --> 01:05:33.800
character hit level twenty either in one
class or in multiple And did you take

941
01:05:33.840 --> 01:05:36.960
the book capstone or did your homebrewer
capstone. I don't want to know what

942
01:05:38.000 --> 01:05:41.559
your level twenty ability was and and
how did it play out? And how

943
01:05:41.639 --> 01:05:45.840
useful wasn't how great was it?
And is that the best part of hitting

944
01:05:45.840 --> 01:05:47.519
that level? That's what I want
to know. So you can send in

945
01:05:47.719 --> 01:05:49.920
your I would love for you to
participate in the show. So you can

946
01:05:49.960 --> 01:05:55.079
send us your answers to Hello Adventures
podcast at gmail dot com or tell us

947
01:05:55.079 --> 01:05:59.119
yourself at Helloa Adventures podcast dot com. Slash your voice and let us know

948
01:05:59.159 --> 01:06:01.039
how your Level twenty went. But
I know at the top of the episode

949
01:06:01.039 --> 01:06:04.480
said we're gonna do this pretty quick
and hopefully with a whole bunch of editing,

950
01:06:04.480 --> 01:06:08.599
we might have gotten there. So
more sofully, that's all we're gonna

951
01:06:08.599 --> 01:06:12.079
say on this today, I'm Jason
Potizo here with Joe McCall and Jim Crocker.

952
01:06:12.199 --> 01:06:15.199
This has been Hello Adventurers. Our
music is by Nick spa year,

953
01:06:15.280 --> 01:06:18.360
artwork by Kristen Broderick, and the
listener is by All Level twenty of you

954
01:06:18.440 --> 01:06:21.320
guys. So you've you've done it. If you want, you're the best

955
01:06:21.320 --> 01:06:24.639
listener you can be. In your
capstone is you get to leave us a

956
01:06:24.679 --> 01:06:34.880
review. And with that being said, goodbye by Adventures