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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...

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

0:20 The low adventurery. All right, let's take another shot at them. Sorry, so the last time we did one of these, I had to record a whole little disclaimer and I had to edit this to oblivion. So we're going to get in and get out, and we're going to do this a lot better today. I'm not giving up. We're not giving up on this yet. Today we're going to rank a tier list and today's topic is going to be level twenty capstones. So, things that I learned while researching this is that level twenty abilities are called capstones, and it's supposed to be with The intent is this is supposed to be the defining what a god level version of this class is capable of doing. And in some cases they feel like that and in others not so much. So we're going to look at all twelve standard classes actually a thirteen standard classes now that are all official, and we're going to just through a quick brief discussion about the guys and we'll see where they rank on the twer list. It's not to say that the class is bad, because the other nineteen levels might be fantastic, but we're just going to see, all things equal, who has the best level twenty abilities, and for the sake of getting this thing done today, let's jump into it. So number one, we're going to look at the Barbarian's primal champion ability. So alphabetical orders look like looks like that. This is not like

1:51 we haven't stacked the deck in any way. We're just going straight alphabetical order. We're putting this in the order that I made the tier list with, which is which I think was alphabetical, but we already skipped artificer, so who knows, Yeah, well maybe not quite but yeah, all right, So the first one is gonna be the Barbarian's primal championability. At twentieth level, you embody the power of the wilds. Your Strength and Constitution scores increased by four, and your maximum for those scores is now twenty four. I mean, as far as barbarians going mean, like, barbarians kind of do one thing well, and that's enemy is really really hard and this is helping them hit even harder. Plus I con score going up gives them even more HP to play with. Is taking the cup like barbarians are have a very short playbook. Yeah, the couple of things that they are really really good at this is this is all they need. This ally, this is all Barbarian has ever asked for, I think. And having you know, a plus seven right, a plus seven strength and a plus seven con I think is pretty insane for a level twenty. Yeah, I think this is great.

2:55 And the best thing about it is especial like an ability like that is that that is usable all the time. Yes, that is not a thing where it's like a class ability to where once perdy you can do this amazing thing. This like every single time you swing the you know whatever kind of crazy you know god acts of beheading that the DM gave you, you know for making level eighteen, You're going to get that every single time, you know. And if you're playing a Barbarian, that's I suspect that's pretty much all you want. Just want to go come is conan and on stuff all the time. This is a Barbarian's entire Christmas list. Yeah, and shot very much. Yeah, And not to put your find a point on it.

3:36 If you've been playing a Barbarian for the couple of years it would take to get to level twenty in a regular game, that's you know, that feels like it feels like pay, like definite payoff for all that time you invested. Yeah, and also not to not to make this a whole different episode, but like there are very few ways outside of leveling up like three or four times to increase your strengthen constitution. There's a couple of items that do it, but like you're you're pretty hard pressed to like beg your DM to just give you more points. So this is I think is huge. It's not like the good old days you just whip on a belt of storm giant strength and you're, you know, swinging around to twenty five strength. That's yeah, not quite anymore. So I want to put this in a class or a tier. I don't think this is quite S tier. I think this is it benefits you, and like you know, you then benefit your party. But the ability itself does not necessarily benefit the party. And it's it does exactly what you want it to do for yourself without really without giving you any extra things to do. I think my I think my rubric for S tier has to give you something new. Maybe I don't know.

4:39 Well, we'll see how we end up. Like your point that it's easy to keep track of too, oh yeah, like it's not a thing you need to be reminded about or like, don't forget you've got that special ability now a twentieth level, Yeah, you're just like, yeah, instead of plus four or whatever. Yeah, I feel pretty strong about putting this in a eight tier. Yeah, yeah, awesome. Right. Next, we have the Bard's Superior Inspiration at level twenty. When you roll Initiative and have no uses of Bartic Inspiration left, you regain one use free extra inspirations. Is that is that level twenty material? I mean, I guess it kind of depends on how good Bartic Inspiration is at that point, So only if you have none, right, if you have none left, Yeah, if you have none left, you get one when you roll Initiative. That's pretty good because it recharges every time you're empty, so you know, like it's one of those things where it guarantees every single fight you get into you can use it at least once, which I quite like, which is not a thing that you can you have any guarantee of before you get this ability.

5:46 You know, if you if you blow them all early, then you're walking around without the ability to doll that out for nineteen levels. Yeah, it's when you roll initiative though, So you're getting one free ones work per combat, right, and if you don't and so if you have one left going into a combat, you don't know that you're about to roll initiative. That's it. You know, you don't get it back. Yeah, you get surprised. That's where I'm like, kind of stinks. Yeah, it's it's not bad. I mean, like, but this is like, this is far from could it be better? Yeah? Yeah, b or C. Yeah, this selfing isn't as bad as d I think this is b or C. I'm saying b or C. I'd be fine with either one, Joe, I think. Yeah. My incline, my inclination is to make it be because it's it's something that, like you said, can benefit the rest of the party that is exclusively selfish. Yeah, can you inspire yourself?

6:41 I forget I played a bard in a while. Look it up. Well, you can use them on stuff like the cutting words, and you can use them in other ways. I mean, it says right in the very first line of the Bardic inspiration is you can inspire others through staring, words or music. Okay, you can't use your inspiration dice for other things. Though. Yeah, okay, so this benefit of the rest of the party, I think that's going to make me put it on B rather than see I can be swayed. Yeah, I'll inspire you, okay. Next is the cleric and their improved divine intervention. So divine invention starts at tenth level. Beginning at tenth level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deities aid requires you to use your action, describe the assistance you seek, and roll percentile dice.

7:30 If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM truth of the nature of the intervention and the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for seven days. Otherwise you can use it again after you finish a long rest. So that's at tenth level, and then at twentieth level, your call for intervention succeeds automatically, no role required. This I think is one of the most finicky ones because of the Yeah it's way futly yeah, yeah, you're right in the rules here, your DM chooses the nature of the intervention. So basically you get to beg God for help, and God, who is your DM, gets to decide how much he wants to help. And at lower levels you have the chance of hind just slat out saying no, and that's twenty if he has to say yes. But your DM can still decide how helpful he wants to be. Actual literal divine interventions seems really cool. But how do we feel about the mechanics of you know, depending on the DM more than any of the others. This feels like I want to like stretch it across all five tiers, you know what I mean, depending on who you're playing with and you know what the cleric asks for and all that kind of stuff.

8:48 It's it gives me DM the opportunity to really play favorites here. Yeah, and that to me is like bad dming. That like it makes me upset that that's a conversation we have to have because it's so it also says, I know, it says that DM discretion, but it also says that the effect of any cleric spell or cleric domain spell would be appropriate. So so the appropriate amount of intervention is a spell, which I think is probably pretty good, you know what I mean. Like, so if you're you know, if you're trying to ask for something that's way out of the realm of possibility, you're not going to get that. Well, you don't get that, but you get you know, and at this point your twentieth level, you're not using it for yeah, like something dumb, but you're trying to revive someone from nothing right, right. And so for me, I like, when I think of it that way, I think it's probably a I don't think it's quite S and it can be very helpful, but I think it's definitely a higher tier for me, just because it's super super helpful, sure, pretty powerful. The fact that the player does not choose what happens on I could take that S for me and might even take it out of A for me. Like I said, it's so dependent on the campaign and the game and the you know. So because of that, I think we have to look at this as objectively as we can, because subjectively, this could be yes, this could this could be this could be like, hey,

10:18 I hate DM. You know you're gonna get to put your hands together and say no he hear me O d M, I need a revise spell and then by by the rules of the S, I'm looking at it through the eyes of somebody that's like the rule of cool like like it's got to be cool like and and I have to help you do that as a GM. So but yeah, I guess objectively it could it could go and I hate that, but yeah, I guess it could go bad. I mean, and the other thing that the other thing that kind of makes it interesting. You can only use it every seven days. That that's kind of and and like that's another thing where it depends on how your campaign goes, you know, and that's speaks how powerful it is. Yeah, Like if you're just dating whatever, if you're like questing through the under dark and you handwave, you know, okay, you leave the caverns of the drought, and ten days later you show up at the you know whatever, the Deep Gnome camp, then boom you can use it again. Yeah. But you know, if you've got somebody that's stuff like that, that's going to depending on how your damn handles over world travel, which we're going to talk about very very soon. Hey, you know, two or three days, right, it could mean a huge difference when literal god gets involved. I'm very I think I'm comfortable with with you guys putting it in like you know it like like in b because of all of the discussion that it requires to figure out what's going on with and how you're going to use it, and you know,

11:50 and in some campaigns, the gods may remain mysterious and distant through the entire campaign. Like it makes sense a tenth level that it's a centile role. You don't know what's going to happen and stuff like that. But especially if you're playing through a campaign, if you play a cleric to twentieth level, if you don't have some you know, like if you haven't had stories where you've got like contact with the god and direct communication with the God's representatives and the God's playing an important part in that campaign, then I feel like, you know, like some balls have been dropped kind of to getting there. Yeah, again, this is supposed to be the the the near god level embodiment of that class, and I feel like E level twenty clerics should be at the right hand of their exactly and I mean and effectively every seven days you get a bonus ninth level spell. Eh, that's that's that's good, and it may be exactly the thing you need in a jam, but it doesn't feel like something that says, you know, kind of kind of doesn't feel like an ongoing Every time you look at your character sheet you've got this awesome bone like the way the barbarian. Yeah, so I feel like the finicky nature of it, however, and just and not to drive this out too long. I do think that this adds a lot of fun to the table because you get to discuss more things with your DM, and you guys get to come up with the story plot together, and in ways it's fun if you're the DM and the clerk. Maybe not so much fun for everybody exactly. So I'm still inclined to keep this on beat here. Sure

13:22 I'm outvoted, All right, Joe, all right. Next we have Druid's arch druid ability at twentieth level. You can use your wild shape and unlimited number of times. We're going to come back to this a few times. Additionally, that's right. Additionally, you get more. You can ignore the verbal and somatic components of your Druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape of wild form. This is like a gift to true it's bananas, which ends with s. Yeah.

14:03 So let's let's let's come back to the wild shape thing, because I got a lot to say about that getting spelled, getting you know, ignoring all the components. If you're reverbal and somatic and material as well as they're not consumed, you can just cast spells from them. Oh really really, so you get the ability in both your normal shape and your beast shape, which normally you couldn't even do. But if you go back just a couple of lines here, at eighteenth level, you can cast spells and beasts form. So the caveat there, though, is when your b shape can't use material components, so it has to be a spell that doesn't require material components. But the twentieth Yeah, how you can because of material components as long as they don't have a value, as long as I'm not consumed. Yeah, So that's that's pretty insane as it is, especially if you are playing a campaign where you actually keep track components and stuff like that. That's fine, and that might even be enough almost I think that. I think that by itself might be like a seatier. Let's talk about unlimited wild shape because this this is the part where it really like kind of takes off. So using your wild shape an unlimited number of times, you go straight from two uses straight to infinite, which is like, Okay, do you really want to change your form every round in combat? Probably not, but in five eight and I believe this is one of the things that may be changed in the next version, maybe because it's broken. When you are reduced to zero hit points, you don't die. You just revert back to your normal form with whatever HP you had beforehand zero hit points of the of the beast form the beasts. Yeah, right, if your beast form is reduced to zero, then you go back to your normal form with whatever HP you had when you

15:37 wild shaped, which means at level twenty you'll probably have like one hundred and fifty HP or something like that. So you wild shape into something with a ton of HP, like I think Brown Bearry might have the most of that at that CR or if you're a Moon Druid, I think you go to CR six, which gets you a mammoth, which is one hundred and twenty six h P. Imagine every turn you get yourself to one hundred and twenty six h PAIN and then you know, even if they once shot you in one turn, you just turn back into a mammoth next turn, right, right, it's it's it's effectively unless they all gang up on you and like you know, knock you out a mammoth form and then beat you while you're down, that's the only way to do it. You essentially have infinite HP.

16:19 Yeah, yeah, it's yes, because right, that would mean that all enemies would have to spend their turn beating on you and do whatever damage they could do before you revert back. I mean by the time you got near zero, yeah, I feel like any enemy is dead. And then next turn it's like they go up back back to one hundred twenty six h P. Right, But but how much damage is? What's the damage output for a druid that's well, yeahge in mammoth form. So assume you're just going for straight HP and like you know, we're choosing HP here, not necessary anything else. However, my god, mammos have a strength of twenty four, which is the same as a level twenty barbarian. They have a trampoline charge a plus tend to hit four D eight plus seven, so like it's not nothing, yea. Even their stomp is a plus as a four D ten plus seven four D ten plus seven with their stomp with a plus ten to hit, so like, yeah, it ain't it ain't nothing.

17:26 Yeah, it's uh cannot use a mamma, you cannot wild chap and do it, madma a moondrewd can oh moondrew Yeah yeah. Circle of the Moon, which is the subclass kind of dedicated towards higher cr wild chaping. Yes, okay, so that's that's how you what's the MAXR on that six? Okay? Yeah? And then I mentioned you can still cast spells while you do that, right right, So this is this has to be st here. This is insane. Yeah, that's complete insanity. You're essentially a god, I mean you should be essentially got no matter what class you are. But you are unkillable while still doing bos, still casting spells. But there's no downside. Now there should be a downside, but like there's you're you're getting just like and then on top of all that, you don't have to worry about your components anymore. You could be bound and gaded and have your pouch taken away and still castpells just as now. Obviously, the the twenty twenty four edition of whatever they're calling D and D Next Ord or you know, five and a half feet whatever they're calling the next edition hasn't been released at the time of this recording, but I believe one of the play test versions of it was toying with the idea of not letting a Druid keep their old HP when they get knocked out of wild shape, and probably because this is so exploitable. Yeah, it makes more That makes more sense. I think it makes a lot more sense. If you're a beast and you get knocked down, you're a knockdown beast, you know, I think you should be as your HP as the beast. But that's you know, I don't I don't like this game, so as is current five V. This has

18:56 to be steer. Yeah, there's no way, no argument there. We're putting that nest here. Hello Adventurers, thank you so much for listening. If you enjoy the show, the absolute best thing you can do to support us is to subscribe, so you'll be notified when new episodes are released. You can also leave us a review five stars. Of course, that will help us get seen by more D and D players, and more than anything else, just tell your friends about us. If you like what we're doing here, then there's a good chance that your DM or your players will enjoy it too. And you don't need to loop gold to do any of that. We appreciate your listening. Now back to the show. Our next one is the Fighter extra attack. Guess what that does. At twentieth level, you can attack four times instead of three whenever you take the attack action on your turn. This feels kind of like what the barbarian ability was doing.

19:52 It takes the one thing that fighters want to do and just let them do it more. By that point you have two action surgeres at that point, see in two turns you can get eight attack Alpha strike and if it's something like a Champion where you're quitting on nineteens and eighteen crits, So this feels like it is, you know, playing right into the class, giving in the class exactly what to ask for. How do we feel about this? If not a little bit boring, But then again, it's a fighter Fighters have been okay with being a little bit boring for nineteen levels at this point and not boring of course, you can make a character interesting, but the mechanics of this character are just like, you know, you got a guy next to you casting fireballs out of his hands, and you're gonna swing your sword four times. Ideally you've got a cool sword that does fancy stuffs.

20:36 Yeah, I think I think this is as useful and as class appropriate as the Barbarian's primal championability. So the one thing that do you think that the Eldridge Knight, because now you can cast spells too, right, and just seeing are you saying like casting your cantrip four times? It does specifically say when you take the attacked action, right, if you're casting a spell is not an attacked action even starting attack. But starting at eighteenth level, you have the improved war magic. You can when you use your action to cast a spell, you can make one weapon attack as a bonus action. So you're use that that's a spell cast action. Okay, so you're sitting I can Okay, No, that's where I'm trying. So in your list of available actions, you're choosing cast a spell, and you get a bonus from that. Okay, so you cannot use that correct that the way, this is what I read in your in your list of actions, you are choosing attack. When you choose attack, you get to do it four times.

21:36 Okay, when you with that, because I'm like, then you're there, you're an ass. But I'm pretty sure a fighter, no matter the subclass, even at level twenty, cannot choose to cast four spells in a turn. No, that's not even what I was saying. But I'm just saying if you were if you get to attack four times and cast a spell, like, that's pretty great. Listen, that's only that's only your action, right, and you have to still have a bust have two action surgeons, right, So like, if you want to cast, if you want to know, swing your sword four times and then cast you know your whatever your Eldrich elders Knight spells are. You still have your bonus action too. You know the best elders Knights are going to say a shield for that. But yeah, I don't know this this might be as for me, like this is it? It's crazy, It's just crazy. You're twenty level fighters.

22:23 I don't I can't in good conscience put a fourth attack on the same level as being that's fair. However, this is very cleanly in a Yeah, this is this is very very eighty because it is an amazing ability. No one's coming close to that putting that much damage output without really pulling some shenanigans. And it's to me, it's doing the same thing that the barbarian's primal champion is doing, just in a different way. While the fighter is getting more attacks in and getting more chances for a crit the barbarian is just hitting harder, right, And I feel that's so indicative of the difference between two very similar classes. And you get it every round. There's no charges, there's no you can do it every seven days. It's you know, every round you you see that extra attack on your twice, it feels like you've got something. Yeah, for two of those rounds you do it twice.

23:17 Yeah, I think this This feels very a class to me. All right. Next is the monk and their perfect self ability. Perfect You're supposed to be perfect, right, so this should be there should be really good one where you perfect yourself. Yeah. Yeah, you become the best, the best monk you could possibly be. A perfect monk. So at level twenty. At level twenty, when you roll for initiative and have no key points remaining, you regain four key points or how you power all your abilities. It is basically it's very similar to the Bardick thing where if you if you've burnt them, if you've burnt them, you can reuse them. Now, what can four key points get you? So key points that you can flour up on the past that the path that you've chosen. Sure you can become invisible for one minute starting at eighteenth level. Yeah, yeah, it's not enough to astro project. Nope, No, that's that's eight ten points right there. And this requires that you spend all your key points, which is almost impossible to do outside of combat. So at least with the barred ability, you can give out inspiration kind of willy nilly as much as you want pre combat. If you know you're gonna knock down a door and start taking down a big bed, you can give that all your inspiration first and then get that one free one. You're not going to like, you know, throw Fluria blows in mid air to nothing, unless maybe maybe let's let let's I'm gonna try to find a corner case here. If you're a way of is it open hands or whatever the plate doctor one is from Tasha's you can use Fluria blows to do healing points instead of hurting points, and you can

24:51 like spend a couple of key points to heal your party, and at twentieth level you can maybe give them like a couple of points person strike and I think get four free key points at the start of the company. This is just I want to go d I think this is like almost not even helpful even to the monk. I mean, I think it's see because if you're playing a monk, what you want is something is like a character that is incredibly complex and fiddly, where you're keeping track of multiple points that do all kinds of different things, and this just makes it more complex and fiddly, giving you more of what you want. If you've played a monk for nineteen levels, you're a glutton for punishment, and I feel like this is just like a final slap on the ass out the door as you go out the door, saying you want to see more of the same, you deserve it, you want to go up a tier because it's increasing fiddliness. Yes, yeah, yeah, yeah, because that's what you like if you play a monk exactly exactly. Jim says, See, I say, d Joe, what do you say? I think it's still See it's my turn to be outvoted. It's how you do all your stuff. So it's how you do all your stuff, and that is absolutely right. I just find it okay, But we put barred on be putting this a tier below barred. I can I can actually agree with that because I mean, but you are right.

26:11 By the time you hit nineteenth level, it's work to burn through all those key It's work like like you got to be like looking for crazy spells to cast and stuff like that. So this is mostly you're just kicking people in the head, right, So this has to be done like when you have multiple combats in a row, which any good DM, especially at that level, will absolutely be throwing at you. So I guess that makes more sense. It's important to say at twentieth level you have twenty key points to burn through and the maximum the maximum amount for a that a spell can use, because if you're casting a spell, yeah, if you're a way of the four elements is six at that at twentieth level. Right, so you want to so you turn off three spells just like right, right right, And I'm sure there's other things you can do to regain key points, like spending hit die or something during short rests. Yeah, Now, like in a perfect world, like if you burn through all of them, like knowing that you're going to get four more, you're then you're going into combat with four, so like you kind of want to conserve more than that, and then you're not getting any benefit. So C, I think is I think C is generous. But I'll go I'll go see on this if you guys, so will it? So uphecks. We've got Paladins and I can't really name this one because there are several. Paladin is the only class that has different capstones for each subclass to call it a sacred oath feature. Yeah, yeah, which, yeah, all capstone is a class feature. So just a quick overview, Joe, you've got the player's handbook in front of you.

27:45 Give me, give me some examples of what Paladin capstones could be. Sure, So, the Oath of Devotion gives you the Holy Nimbus twentieth level. As an action, you can emanate an or of sunlight for one minute, bright light shines from you and a thirty foot radius, and dim light shines thirty feet beyond that. Whenever an enemy creature starts its turn in the bright light creature takes ten radiant damage. In addition, for duration, you have advantage on saving throws against spells cast by fiends are undead. And once you use the feature, you cannot use it again until you finish a long rest. And that's pretty much in all these I think that once you use it, so you get a fancy light spell. Yeah, can't trip, And they they all have the vibe of some kind of like transformation that lasts for a while and you can do it once per long rest. Like it in my head, all of these moves are company by right. You know, when it like like when it activates that it feels like that's kind of what's going on. And you know, you get the whatever like some kind of hazy filter or something seeing you you know, with like backlit and all that kind of stuff. Yeah, literally you literally turn into an angel for the open vengeance. The angelic gentry of these is to become the avatar form of your particular oath. You know again, at level twenty. Just like we said with the cleric, you should be the right hand of your deity palette is probably even more so because they're usually annoying about it at least if you're playing, if you're playing Trumpy, if you're playing if you're playing into

29:17 the Trump, you usually annoying. So like you know, the levels of dedication, yeah, and being bestowed into a literally angel form you know, or or devil form depending on what you're for, vengeance or whatever. Do these feel these even feel strong? Let's even start with that. Do they feel strong? My hot take is that I cannot stand these. I think they're like, I get what they're going for, but every single one of them is a completely new thing with its own set of like bespoke rules that you may or may not use, and that you have no precedent for understanding when it makes sense to use them, when it doesn't, when blowing it might be wasteful. It's almost like a little bit like learning to play a new character when you hit twentieth level just because of the thing that it has.

30:11 I really don't like them because they're not continuations of things that you were able to do. Sure, yeah, whenever where whenever an ability is like a large chunk of text with bullet points, I'm kind of out, like it's just annoying. Do these all grant a fly speed or is there someone No, that's just the one. I think that's the Oath of Vengeance. You get a fly speed, and this is one of those, and like that fly speed is a thing that you look at thinking in terms of like how awesome it would be to have a fly speed at like fourth level or eighth level. So like by the time your twentieth level, I mean, the wizard is just like whipping that out, like if you don't have boots of flying or you know, like like movement is not gonna be any kind of a problem for you at that point, you know, like in the same way that like like ooh, I can generate light. That's cool, Like like like if you can't see in the dark by twentieth level, there's something weird going on with your remind you guys again that light is a cantrip and that paladins can learn well and specifically right. So the Oath of Vengeance palette. In a twentieth level, you get a fly fee, you get wings if you use this ability, and it's only for an hour. You get wings you have a fly speed of sixty feet, right, which is great for an hour an hour, for only for an hour, and then you can't use it again until you complete a short a long rest long.

31:40 Here's the thing too. At thirteenth level one of the Oath of Vengeance spells, you get dimension door right, so you can just teleport essentially, So, yeah, do you really need the for an hour? Where we're making this? Is this worse than for free key points? Would you rather have visability or for free key points? I think it's at least on the same level, but I'd rather I So if I were playing a let me tell you, like, if I were playing a paladin, what I would rather have is like bonus lay on hands equal to my wisdom bonus you know, some kind of thing like that that makes me even better and more like you know, like me the apotheosis of what I've been doing all along, rather than dropping this completely new thing into my lap that, like you say, you know, requires a whole separate index card and stapled to your character sheets so that you can keep track of what it does. So you know, I do not like these I think they're over designed in my is my take on So where does that fit on a through though right to the bottom.

32:53 Joe, Yeah, I think I'm I think I'm at least I think i'm seeing I think it's hard for me to give ds. I think if I think of four free key points didn't get us a date. At least these are useful and and we can and having each one flavored towards your subclasses at least interesting, not mind level twenty and being a whole different thing. It's your level twenty, like you're transcended. And will say Paladins are super hard to play because to Jim's point, like there's just so much to keep track of, your add the abilities and you and then you're adding on this extra level of just not difficulty, but minutia. Yeah. Yeah, And so the one thing that I like a little better than the others is there is one of them that gives you regeneration ten per turn. If you're playing a paladin for nineteen levels, then odds are you know, like like what's ten HP at that point? Yeah, you play a paladin because you want to with a guy that's wearing plate mail and has a big ass shield that can get in between because you're tanking, right, because you're you want to get in between the bad guys and the wizard and be the one that takes the hits. And really none of this kind of underlines any of that, with the possible exception of that that regeneration ability. And they're all only usable once per long rest. And I know that you're like four key points, but

34:27 it's four key points per round. You have no key points. So if you want to like burn through on combat, you're guaranteed to have it every single time when you start per cut right, just what you start to fight, just want make sure you make sure you got it. So, so the one that you're talking about is both of the ancients, and I just I just found it and give it a quick look. So this one has the best abilities, but just wait because it get annoying and then you might change your mind on it. So at the start of each each of your turns, you regain ten head points. That's all. Whenever you cast the Paladin spell that has the casting time of one action, you can cast it using a bonus action instead. Yeah, okay, enemy creatures within ten feet of you have disadvantage on saving throws against your paladin spells and channel divinity options.

35:15 Once you use the feature, you can't use it again until you finish a long rest. You only gain that those abilities for one minute. Wo wow. Yeah, so this is your this You're burning it during the big bad final battle. That's it. That's the only time you're using it. It's single encounter. It's a single encounter. Yeah, it's only one minute. Yes, right, it's it's you know, what's that ten rounds? Yeah? Which is nice? Right, Like it's a really hard fight. You're getting ten eh, be every time? What is it the start of each of your turns. Meanwhile, the Druid did that ten times? Ready, exactly right, right, So that's it's not us. It's not certainly not a Yeah, I wouldn't even say it's b. And that's why I think, though, see that is really nice. So that is I think if this was the ancients Elder Champion, if this was always on, I think this is c. And then you said at a minute, I think, I think I don't know if this is wait, if it's always on, it that's see that's awesome. It's good. It's always on. It is it level twenty good if it's always on. Yes, I mean that's like that's asked to me. Maybe not s maybe it's tonight. But yeah, I think it's the best of all of them. Yeah, I think I think that makes like they still seems stingy for a minute. I agree.

36:30 I think I'm gonna agree with Jim on this. So I think this is crap. I'm not willing to put it into date. But this this is to my point in the intro here, it's like you've got nineteen levels of Pudin's being unbelievable. Yeah, one of they are one of the strongest classes. And then because it's so stickd So this is this is the Game of Thrones, the TV show whatever. Yeah, this is the chem threw in season eight. It just misses right, just one, so many points, all right. Next is the Rangers. This is the faux Slayer.

37:12 At twentieth level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your wisdom modifiers to the attack role or the damage role of an attack you make against one of your favorite enemies. You can choose this feature before or after the role, but before any effects of the role are applied. So this is using favorite enemies, which under Tasha's rules is a lot better than under a player's handbook. Yeah, the poor handbook rules. Yes, yeah, yeah, yeah, the core books are It's it's fine if you know exactly what you're getting into with some sessions here of stuff, but if you go by Tasha's rules, it's way better. This becomes a lot stronger than this kind of falls into. You know, we're giving the ranger what they want. Rangers are mister consistent, and this just adds to that consistency and just adding by that point, wisdom is your is your spellcasting modifier, so you should be with twenty by that point. So an additional five to your attack and damage rules. I mean, if you look at Barbarian getting an extra four strength, that's only an extra two. Sorry, So for Tasha's I just want to make sure because I was I'm like, I don't know what Ta Tasha rules versus this one because I played a ranger once and I did not love it, so I never looked at it again. I did, and I enjoyed it, and I know you did. Yeah, I was happy to hear it, to see that because I think it was in one of my games. It was yeah, but yeah I played it. I was just like, yeah, you have to, especially at low levels. Just yeah, you don't have to. You have to want to be a ranger. Yeah, And it's the same thing. It's a lot to keep tracking. So a favorite and there's a lot of rules that we're going to talk about in the next episode

38:45 that are a very that are a very arranger dependent. I'm sure, but we'll get that next episode. So Favorite Foe for Tasha's is an optional class feature. It's a first level ranger feature. It replaces the favorite Enemy feature and works with the faux Slayer feature. When you hit a creature with an attack role, you can call on your mystical bond with nature to mark the target as your favorite enemy for one minute or until you lose your concentration, as if you were concentrating on the spell the first time. On each of your turns that you hit the favorite enemy and deal damage to it, including when you market, you can increase that damage by one D four. You can use this feature to mark a favorite enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest the features extra damage increases when you reach certain levels in this class one D six at six level to one D eight at fourteenth level. So yeah, that's way better. You're already I hate favorite enemy, So it's gonna be dependent on your DM, which optional class with double which if you're on DND beyond, make sure you're you're sharing that content so your DM can get stuff in there. But yeah, so favorite pose toashes favorite enemy is from the player's samdbug. Yeah, because I think the one time that I played a ranger, I picked the my favorite enemy as I don't know whatever, and then I because I didn't know what I was getting into shore and then I experienced it didn't hit any of them, and that's bad session zero stuff, and that's gonna be a different episode time. But I was so annoyed.

40:14 I was like, oh, I donna get to use this. This is stupid. So how do we feel about this? On it's your list, I would put it in ass and I'll tell you why, because you can decide to use it after the dice roll. There's no reason to ever use it beforehand. You know, you can all like like you can look at it and go on this by four thing got him and that is fantastic, Like like, those are my favorite kind of D and D abilities is the ones where you can turn a miss into a hit or a partial hit or you know, any kind of thing like that that's you can use it. One of the things I love about this, and especially if you're playing a ranger, like if the whole point of being a ranger is, like you say, mister consistency, it's like, you know, not dealing you know, class canon thief levels of damage. But I'm hitting every single round whittling them down, and that's what they look to me to do. This is just you know that on steroids. Yeah, I'm agreeing, as long as we're going by Tasha's rule optional class feature of favorite file. Yes, yeah, then absolutely I think this is this is S or at least a material. The only thing holding me back from a solid S is that you have to be using your favorite foe at the time, you know, And that's and that is finite. Man. If you're not, If you're not like using favorite foe every flight and that's what you're swinging at, you're not you haven't been playing a ranger. Right, for I think you're I think you're absolutely right, and I think and also in my comparison before, so getting an extra plus five to attack or plus five to damage while the barbarian

41:47 getting the extra plus four strength is only an extra two damage. And again you can decide afterwards. You can say, you know, like I mean, depending on how open your GM is, it may be like, okay, you need nineteen points to take him out. Yeah, three arrows, and you know what, I'm gonna put three arrows in his face. Okay, you did seventeen points. Oh yeah, well okay, I'll you know. Then you activate that ability in twenty two and that feels really good. Yeah, that is cool. Yeah right, See this is stronger than it looks on paper. I thank you. This is great. That just feels like one that's going to be so much fun in play for that player. All right. Next is the rogue with their stroke of luck. At twentieth level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the D twenty as a twenty Once you use this feature, you can't use it again until you finish a short or long rest. This is so ballard.

42:52 This is another S one. Did you start answer I'm free yes because I said so, Yes, I just have inordinate life of for these kinds of abilities where you can take the single most annoying thing about D and D, which is whiffing, and just say nope, didn't happen. It Essentially, it essentially like gives you an official rule sanctioned way to fudge your dice rolls, which is just so good. And if you're halfling, you already you get halfling locks of your roller one you getrolling coupled with if you're a rogue you probably are. Yeah, thanks bibo. I am going to compare this just before we you know, move it into ESK here. I am going to compare this to the folks layer that we just saw. So the the absolute yes because I said so once pro long rest versus the additional five on your attack roll every turn or short short Yeah, and that makes it a little bit. Yeah, but a short rest is just that's once per fight.

43:55 Yeah, Like if you're a typical rogue is probably only gonna miss once per fight. You know, if you've built everything up the way that you're supposed to, it's a three. Well, okay, how about we turn it into a twenty yeah? Right? Or if you're disarming a trap or or you know, something important, something with a lot of a lot on the line, you can use that. And the other thing that that lets you do that I love as a DM is for you to just look at the rogue and say, DC on, that's going to be a thirty five, what do you got and they say, well, I'm plus sixteen And then they make the check and you know, oh that that eight's not going to get you there. Oh, by a stroke of you know, insane luck, I pull that off. And there's my twenty six that I need to make. That you know, completely insane thing that you know that lets you just kind of do just fun little tricks like that, where where that's the rogue just doing a thing that nobody when you need it in eighteen or better just to hit it. Yeah. Yeah, So you guys are saying s on this, I love it. Yeah, I love this ability.

45:06 I think you think you may convince me like that more than any of the others. This is one that you look at at first level and go, oh oh, that's that's awesome. You know, I'm playing towards being able to do that, just it's because it's so cool. Yeah, and I think they think these all should be an s t here, like, I think that's the point, right, Yeah, they should all be s Well, we'll talk about that later in the episode. Next is the Sorcerers with their Sorceress restoration. At twentieth level, you regain four expended sorcery points whenever you finish a short rest. This is the same thing. Where's the start of every fight, you've got some sorcery points. Yeah, and this is assuming that you find a way to do a short rest in between fights, which shouldn't be too hard. But yeah, the direct compoun sens to the monk and the key points. I mean, it's it's meant to be the same level twenty. You have twenty sorcery you start with, you have twenty sorcery points. It's a maximum amount of sorcery points you can get. The one nice thing though, is that makes it a little bit better is you don't need to be at zero to regain four. Yeah, yeah, that's actually I think that that makes it better than Yeah, so to agree to get any benefit from this, you really just need to be at sixteen.

46:24 Correct. It's regenerating sorcery points as opposed to you know, giving you like, anti ing them if you're completely out. So yeah, and it's sure that puts it into B instead of See. Yeah, I'll agree with that. Actually, yeah, not needing to be a zero takes this away from the monk comparison. And hey, people who don't mind house ruling your games, if you want to bump that monk up from C to B, do the same thing. Yeah, honestly, yeah, that's not a bad idea. And again we're gonna talk about that in a second. All right, see you, I'll put that right and be tire. Not much else to say about that, all right. Next is the warlock and the Eldritch master ability. At twentieth level, you can draw on your inner reserve of mystical power while in treating your patron to regain expanded spell slots. You can spend one minute in treating your patron for aid to regain all of your expanded spell slots from your packed magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do it again. I kept waiting for you to say something about Eldrich Blast there, which is the entire point of playing a Warlock. Listen, you have a lot of improvements to your eldrich Blast on the way up to this. Now warlocks only get you got four spell slots, but by that time is four, which, like you know, four disappears pretty quick, but it's not. It's not four you only get. It's four spells maximum fifth level, and you can know a total of fifteen of them. I still haven't heard anybody say anything about your capstone eldrich blast ability, because that's the whole point of playing a

47:57 Warlock is the you eldridch blast people, and you spend nineteen levels larding stuff onto your Eldritch Blast to make them cooler and more versatile and get more of them and just be you know, like mega man running through a dungeon. And the fact that this does not do anything for that is bizarre to me. Yeah, yeah, I'll agree with that. How many, you do get plenty of other boosts to your elgerablasts by that point, and some of that is subclass dependent. But I was gonna say, you like, what do you how many how many I want to say lasers, it's not the right you see lasers, Okay, how many lasers? How many blasts are in that one eldritch blast at twentieth level, at seventeenth level becomes four and they're all doing one D ten Yeah, okay, one ten force, which is hardly ever reduced for what it's worth. And we get other improvements to it. You get the repelling blast that will yeah, you can do a lot, you do all those yeah, you know, you're adding on little accessories to it. It's like my game Boy back in the nineties when I had the screen and the speakers and the magnifying glass. Yes, I'm telling you, it's like Mega Man, right. You know, you get the blast that can freeze people, and then you get the blast that the wind blast that can blow them away, and get fire blast that can you know, blow up your fuel containers or whatever. Eighteen nineteen levels on improving that.

49:24 That's cool. So this is this is looking at Eldrich Master in a vacuum. So we already have you know, the best elders blast that we coul possibly get is regaining you know, your very very few spell slots. I mean not when they could have given me something that made my Eldritch blast like twentieth level amazing. No, yeah that I almost want to put this in like b or C. That's I don't think it's quite d I think I think it sucks. I think warlocks, especially like pack to the Blade warlocks that are spending or no not so much sorry, and not packed the Blade pa, pack to the Tome warlocks that are actually like casting spells, like you get so few that like you don't want to use them and waste them. So being able to spend all your spell slots and then only having to take a minute to regain them before your before you're a big dad.

50:15 I think I think we have to look at the warlock beyond elders Blast, which sounds weird to say out loud. No, why he who does that? No one does that? Like they give you a bunch of spell slots to pretend that you're going to do something besides just you know, just especially your fact the tone, because the whole thing is you get to choose three spells and make them cantrips. Yeah you're right, Yeah, all right, I'm sorry. No, I'm sorry. Three three, you get to choose three cantrips from anybody's spell and stuff. So are we saying to see then, yeah, yeah, I could agree with the ability is strong, the ability in a vacuum. Forget that. Let's forget it's the warlock for a second. Okay uh, And of course no beginning from any other class would be insane. But you know you're only getting like like four that level and they're all fifth level. Yeah yeah, that's probably an ay or be then in a vacuum. But and then you know what we're saying the fact that this is distracting you from your elders Blastoma. I just think, to me, it's not that it's distracting from the older class, it's that it just could be better. Sure like, you could do way better than that.

51:29 So your patron is giving you a couple of spell slots. Meanwhile the cleric, your god, is intervening with reality. I think this is yeah, this this is will been little misbalanced. You're getting a few extra fifth level slots and the cleric is like asking somebody to cast a ninth level. So yes, I think, comparing to the cleric, I have to put it below that. So we'll put if cleric was on being well put warlock on ce. Next is the wizard with their signature spells. When you reach twentieth level, you gain mastery or we're two powerful spells and can cast them with little effort. Choose two third level wizard spells in your spell book as your signature spells. You always have these spells prepared. They don't count against the number of spells you have prepared, and you can cast each one of them once at third level without expanding a spell slot. When you do so, you can't do so again until you finish a shorter long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal. So, because I've been rewatching Breaking Bad, I'm going to call this the chili pea capstone. As familiar with the show, Okay, it's the one main guy he puts chili powder in his drugs and it makes them a little bit spicy. But the whole point is like it but it's not good. To sure, like it's not good, and then he thinks he's making it better and it's making it worse. Yeah, right, because it's math, but because it's math, but yeah, like I just feel like somebody's like, oh man, I have a great idea, like

53:00 this is going to be the twentieth level ability for wizards. Check this out, guys, this is gonna be awesome. And I'm really underwhelmed by it. I feel like this was a cool idea that got brought to the table and then got workshopped through oblivion. Yeah, and then got brought down through third level spells. Yes, they should just say at twentieth level you can cast fly and Haste for free, because that's what this that's what they want you to do anyway, right, But warlocks get four level spells like a wizard, right, but like you get two free third level spells. Yeah yeah, and also they don't count against your prepared spells. Right, let's just you know, you have plenty to pick from. How many do you have it at that level, Joe? Do you have that in front of you for wizards? Yeah, level twenty. How many spells you have?

53:53 How many third level spells do you have? Three? Okay, you can have five, which okay cool, but like East and fly yeah, and fly, Fly and Haste because that's what you do. Like before the fight starts, you're like Okay, we're about to kick in the store and go go see the big bad you know, wizard. What do you got? I got a free haste, I got a free fly? Who needs a bang? Bang? Here we go give it. That's annoys me. Go take a little nats again, like you have made this way better than the third and looking at and looking at like seriously, I'm looking at that third level list and I see nothing else that makes sense to make those free spells.

54:43 Whatever. You know, you can throw a you can throw a six dive fireball once for free, but like at twentieth level, who cares? That's that's haste and fly and that's it. And you're still using your action to do it. It's not like you can cast it as a bonus action or something. Right. Yeah, Now, what's what's crazy is that at the eighteenth level wizard ability, a spell mastery is almost better eighteenth level blah blah blah blah. You choose a first level wizard spell and a second level wizard spell that are in your spell book. You can cast those spells at the lowest level without a spending a spell slot when you have them prepared, and you if you want to cast on a higher level, spend a spell slot, and by spending eight hours in study, you can change what those spells are, so you're not locked into the spells. It's not once per long rest, so you get a free a misty step And what's what's a shield like? Would be used insane like level one or two spells? Yeah, shields great shields the best first level wizard spell. Yeah, So to be able to shield and missy step, it will. And if you're going into a flight where you want to change them, you just spend the eight hours change them. You know what? Do you know what is a better ability than this capstone ability? The additional sixth level spell you get for going from nineteenth to twentieth level. I I I went to this episode knowing that this was going to be possibly the only D tier. But but I don't like giving out ds. Yeah, but I think we gotta. Yeah, it's just I don't love doing it. And again I'm gonna reiterate again at the top of the episode that does not take away from the rest of the

56:14 class. So Wizards should be whipping reality around them. Wizards are or, when played correctly, which is difficult to do, should be the most powerful thing in the world. I mean, and we joked about it, but in all seriousness, an extra sixth level spell is pretty freaking off. I didn't joke. Yeah, absolutely, and again right, like, wizards are awesome. I think that's why this gets a d is is because the same reason that Paladin's got ability too, because also insane to play good. Right, you took this awesome thing and you're like, oh man, yeah, I'm getting the twentieth level, and then you get to twenty and you're like, wait, what like it just you know, it's like it's like when your company is like, we made billions of dollars this year. We knocked it out of the park. You guys all contributed to it. Here's a pizza party, you know, that's that's what it's giving. Pizza party, as the kids say, but less spiteful. I don't think the company is being spiteful when they give you the pizza party. I think it's out of touch, which is what this is. Yeah, okay, out of touch.

57:20 Well, contract at the bottom of the pizza saying you're not taking a raise this year. Yeah wait, you want to raise? We got you guys a pizza party. Anyway, that's a different podcast podcast. Okay, So that's your twelve basic classes, and of course, ever since Ebon, Artificer is now an official thirteenth class, so we are going to include Artificers, Soul of Artifice twentieth level ability Jim's going to get his everon book. At twentieth level, you develop a mystical connection to your magic items, which you can draw on for protection. You gain a plus one bonus to all saving throws per magic item that you are currently attuned to, and if you were reduce to zero hit points but not kill it out right, you can use your reaction to end to one of your artifice for infusions, causing you to drop the one hit point instead of zero. So let's pick this part a little bit. So you can only have three magic items tunes six artificers this level yep, so maximum of plus six bonus to all saving throws.

58:22 Remember this, the saving throws are reactive, not active, so this is is not not bad by any means. And if you're an artifice, you're you're probably gonna have all sex. If you're reduced to zero, you can end one of your attunements to drop to one, which is basically, what's that goliath ability or or workability stones endurance? Yeah, yeah, yeah, but you lose one of your infusions, so you lose one of your tunements infusions. Sorry, that's that's yeah, yeah, like one of your magic it's it's, it's, it's it's a different thing. I thought it was the same thing. I had never play an Artificer, and we only have one our party who has not been to a lot of our games, so I don't really even know what to think of this. You guys have strong opinions on this. I don't, but I think this is pretty good.

59:09 Yeah, haven't played an Artificer, havn't you know? Just know what I've read, which isn't a ton but this actually seems pretty good. Is it? Twentieth level though, that's where everything keeps sticking, right, It's like, right, eighteenth level is pretty nice. Now you can get tune up to six magic items. How many? How many infusions can you have at that level? Twelve? At twentieth level? Oh okay, well that's how I oh, sorry, infused items six? There we go, Okay, so you can you can have you have up to six items infused because the artific a make magic magic items like they can make they can create. Yeah, essentially it's it's you can create bespoke magic items kind of on the fly using these situation for six stones endurances. U oh yeah, it's bad asset, but it's almost as immortal as a Druid, at least for that combat and the plus six that even though the plus six the saving throws thing is passive, it's on all the time. And again it's another one of those things where you look at it and go, whoo, I just got this awesome boost for turning twentieth level. It's not a whole description. It's like I went from needing to roll a seventeen to resist that fireball coming at me to only needing to roll an eleven. So and it's right there. And our fists are basically even nerdier wizards. They're very squishy, so when a fireball comes your way, you got it. Duck. I really like those

1:00:42 and I like that. Yeah, yeah, yeah, okay, this is actually better than what I thought on initial reading. How good is it? Specifically? I mean with a letter I love, like when you're knocked down to zero, you're not knocked down to zero, you know it effectively, I mean played properly. That's going to mean you're never making another death saving throw ever again. You know, once you hit twenty just you do lose in a fusion each time, and like you know, I don't again don't know enough about artificers to know, like can you infuse the middle of combat? Can you make this go like as many times as you have turns? Is what I'm asking. Man, if your fight's last in like like, if you're getting knocked down to zero more than once or twice in a single combat, then something else has gone terribly terrible. Of course, Yeah, you can't cannot because it's when you finish the long rest. You could touch a non magical object and infuse it. Yeah, but so it shouldn't be something you need, like like this is a thing. When you need it, you need it, but you shouldn't need it that often. Yeah, but it just in the nature of artificers being squishy and so being hit having to use it, like once you start having to use it, yeah, Yeah, that's the thing about dungeons and dragons is like it's easy to regain some hit points, but not a ton. Yeah. No, you're great, So I can see I can see a situation in combat where they have to use it more than once six times. I don't know. Yeah,

1:02:13 maybe, but that's so crazy. Okay. Yeah, so if you're probably never gonna use it all six times, that means you need you have it as many times as you ever need, right, Okay, and banks it pretty good? Yeah. Is this on the level of faux Slayer, arch Druid and Stroke of Luck or is this closer to like, Yeah, I'd put it at A because it's just like just like Primal Champion and Extra Attack. It's like, oh cool, I'm even more of an you know, like like it's kind of that popiosis of that stuff. A lot of that stuff you can do already. I'm more of an imbuer. Yeah. So that is that's all of them. So that puts us on D tier, which is paladins and wizards. C tier monks and warlocks. B tier bards, clerics and sorcerers. A tier barbarians and artificers and est here druids, rangers and rogues. So I said, I was going to come back to this when I was researching what the capstones are. What I was looking for was hoping that somebody just had all the capstones in a list, I would have to click fifty things in the middle of this episode, but that didn't happen. So I clicked fifty things in the middle of this episode. But while I was googling the list, I found like, by orders of magnitude, more results for alternate capstones than I did for actual capstones. So sure that that's a thing that people house roll, you know, pretty freely.

1:03:35 Yeah, And I think you know, if you're doing a longer campaign and you you're in there long enough to hit your level twenty, I think it is absolutely within your your DMS discretion to have a conversation with you say, hey, listen, you did it, you won, You're the best thing you could possibly be. What do you want? And it takes intense discipline to like, if you're playing one to twenty, that's a campaign that's probably going to run a couple of years, and to go buy the book that whole time is an exercise of will. Most games are going to have you know, house ruled a bunch of stuff and you know, homebrewed some things by the time you get there anyways, and that's just an extension of what you've been doing. All. Yeah, so I didn't really look into what a lot of these home brew sites we're saying, they're all going to say something different. So what I want to know is that way lies madness.

1:04:19 Yeah yeah, And that's just like I can't I can't tier list of home brew stuff, at least all of it last. So so what I want to know is have you listening to you? Yes? Have you had a character level twenty within one class, because that's the other thing. If you multi class at all, you're not getting any and and actually this I want to say this earlier too, excellent reason not to multi class everybody. Or or if you're doing something like a Wizard or Paladin where where your capstone is kind of crap, that's an excellent reason to multi class. Yeah, there's no good reason. That's a that's a different discussion. It's a gym thing. I think. You know, if your level twenty pound and ability is that bad, go ahead and take two levels a fighter and get your action search like this. It's the easiest dip. You might not might never hit level twenty though, exacting on the campaign, and this is a conversation you should you you and DM should have even that session zero or even in the middle of the campaign. Hey, do we bring it up early? Yeah, and bring up, bring up early and often? Yeah? Early.

1:05:19 Do we see this going all the way to twenty? If so, I'm going to dip into different class, Yeah, because because this capstone is not worth it, or we should talk about a different capstone. So has your character hit level twenty either in one class or in multiple And did you take the book capstone or did your homebrewer capstone. I don't want to know what your level twenty ability was and and how did it play out? And how useful wasn't how great was it? And is that the best part of hitting that level? That's what I want to know. So you can send in your I would love for you to participate in the show. So you can send us your answers to Hello Adventures podcast at gmail dot com or tell us yourself at Helloa Adventures podcast dot com. Slash your voice and let us know how your Level twenty went. But I know at the top of the episode said we're gonna do this pretty quick and hopefully with a whole bunch of editing, we might have gotten there. So more sofully, that's all we're gonna say on this today, I'm Jason Potizo here with Joe McCall and Jim Crocker.

1:06:12 This has been Hello Adventurers. Our music is by Nick spa year, artwork by Kristen Broderick, and the listener is by All Level twenty of you guys. So you've you've done it. If you want, you're the best listener you can be. In your capstone is you get to leave us a review. And with that being said, goodbye by Adventures