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
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The low adventurery. All right,
let's take another shot at them. Sorry,
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so the last time we did one
of these, I had to record
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a whole little disclaimer and I had
to edit this to oblivion. So we're
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going to get in and get out, and we're going to do this a
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lot better today. I'm not giving
up. We're not giving up on this
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yet. Today we're going to rank
a tier list and today's topic is going
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to be level twenty capstones. So, things that I learned while researching this
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is that level twenty abilities are called
capstones, and it's supposed to be with
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The intent is this is supposed to
be the defining what a god level version
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of this class is capable of doing. And in some cases they feel like
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that and in others not so much. So we're going to look at all
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twelve standard classes actually a thirteen standard
classes now that are all official, and
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we're going to just through a quick
brief discussion about the guys and we'll see
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where they rank on the twer list. It's not to say that the class
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is bad, because the other nineteen
levels might be fantastic, but we're just
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going to see, all things equal, who has the best level twenty abilities,
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and for the sake of getting this
thing done today, let's jump into
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it. So number one, we're
going to look at the Barbarian's primal champion
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ability. So alphabetical orders look like
looks like that. This is not like
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we haven't stacked the deck in any
way. We're just going straight alphabetical order.
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We're putting this in the order that
I made the tier list with,
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which is which I think was alphabetical, but we already skipped artificer, so
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who knows, Yeah, well maybe
not quite but yeah, all right,
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So the first one is gonna be
the Barbarian's primal championability. At twentieth level,
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you embody the power of the wilds. Your Strength and Constitution scores increased
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by four, and your maximum for
those scores is now twenty four. I
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mean, as far as barbarians going
mean, like, barbarians kind of do
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one thing well, and that's enemy
is really really hard and this is helping
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them hit even harder. Plus I
con score going up gives them even more
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HP to play with. Is taking
the cup like barbarians are have a very
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short playbook. Yeah, the couple
of things that they are really really good
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at this is this is all they
need. This ally, this is all
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Barbarian has ever asked for, I
think. And having you know, a
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plus seven right, a plus seven
strength and a plus seven con I think
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is pretty insane for a level twenty. Yeah, I think this is great.
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And the best thing about it is
especial like an ability like that is
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that that is usable all the time. Yes, that is not a thing
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where it's like a class ability to
where once perdy you can do this amazing
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thing. This like every single time
you swing the you know whatever kind of
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crazy you know god acts of beheading
that the DM gave you, you know
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for making level eighteen, You're going
to get that every single time, you
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know. And if you're playing a
Barbarian, that's I suspect that's pretty much
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all you want. Just want to
go come is conan and on stuff all
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the time. This is a Barbarian's
entire Christmas list. Yeah, and shot
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very much. Yeah, And not
to put your find a point on it.
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If you've been playing a Barbarian for
the couple of years it would take
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to get to level twenty in a
regular game, that's you know, that
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feels like it feels like pay,
like definite payoff for all that time you
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invested. Yeah, and also not
to not to make this a whole different
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episode, but like there are very
few ways outside of leveling up like three
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or four times to increase your strengthen
constitution. There's a couple of items that
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do it, but like you're you're
pretty hard pressed to like beg your DM
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to just give you more points.
So this is I think is huge.
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It's not like the good old days
you just whip on a belt of storm
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giant strength and you're, you know, swinging around to twenty five strength.
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That's yeah, not quite anymore.
So I want to put this in a
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class or a tier. I don't
think this is quite S tier. I
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think this is it benefits you,
and like you know, you then benefit
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your party. But the ability itself
does not necessarily benefit the party. And
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it's it does exactly what you want
it to do for yourself without really without
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giving you any extra things to do. I think my I think my rubric
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for S tier has to give you
something new. Maybe I don't know.
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Well, we'll see how we end
up. Like your point that it's easy
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to keep track of too, oh
yeah, like it's not a thing you
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need to be reminded about or like, don't forget you've got that special ability
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now a twentieth level, Yeah,
you're just like, yeah, instead of
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plus four or whatever. Yeah,
I feel pretty strong about putting this in
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a eight tier. Yeah, yeah, awesome. Right. Next, we
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have the Bard's Superior Inspiration at level
twenty. When you roll Initiative and have
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no uses of Bartic Inspiration left,
you regain one use free extra inspirations.
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Is that is that level twenty material? I mean, I guess it kind
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of depends on how good Bartic Inspiration
is at that point, So only if
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you have none, right, if
you have none left, Yeah, if
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you have none left, you get
one when you roll Initiative. That's pretty
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good because it recharges every time you're
empty, so you know, like it's
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one of those things where it guarantees
every single fight you get into you can
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use it at least once, which
I quite like, which is not a
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thing that you can you have any
guarantee of before you get this ability.
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You know, if you if you
blow them all early, then you're walking
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around without the ability to doll that
out for nineteen levels. Yeah, it's
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when you roll initiative though, So
you're getting one free ones work per combat,
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right, and if you don't and
so if you have one left going
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into a combat, you don't know
that you're about to roll initiative. That's
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it. You know, you don't
get it back. Yeah, you get
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surprised. That's where I'm like,
kind of stinks. Yeah, it's it's
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not bad. I mean, like, but this is like, this is
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far from could it be better?
Yeah? Yeah, b or C.
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Yeah, this selfing isn't as bad
as d I think this is b or
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C. I'm saying b or C. I'd be fine with either one,
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Joe, I think. Yeah.
My incline, my inclination is to make
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it be because it's it's something that, like you said, can benefit the
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rest of the party that is exclusively
selfish. Yeah, can you inspire yourself?
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I forget I played a bard in
a while. Look it up.
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Well, you can use them on
stuff like the cutting words, and you
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can use them in other ways.
I mean, it says right in the
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very first line of the Bardic inspiration
is you can inspire others through staring,
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words or music. Okay, you
can't use your inspiration dice for other things.
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Though. Yeah, okay, so
this benefit of the rest of the
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party, I think that's going to
make me put it on B rather than
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see I can be swayed. Yeah, I'll inspire you, okay. Next
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is the cleric and their improved divine
intervention. So divine invention starts at tenth
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level. Beginning at tenth level,
you can call on your deity to intervene
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on your behalf when your need is
great. Imploring your deities aid requires you
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to use your action, describe the
assistance you seek, and roll percentile dice.
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If you roll a number equal to
or lower than your cleric level,
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your deity intervenes. The DM truth
of the nature of the intervention and the
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effect of any cleric spell or cleric
domain spell would be appropriate. If your
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deity intervenes, you can't use this
feature again for seven days. Otherwise you
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can use it again after you finish
a long rest. So that's at tenth
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level, and then at twentieth level, your call for intervention succeeds automatically,
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no role required. This I think
is one of the most finicky ones because
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of the Yeah it's way futly yeah, yeah, you're right in the rules
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here, your DM chooses the nature
of the intervention. So basically you get
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to beg God for help, and
God, who is your DM, gets
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to decide how much he wants to
help. And at lower levels you have
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the chance of hind just slat out
saying no, and that's twenty if he
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has to say yes. But your
DM can still decide how helpful he wants
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to be. Actual literal divine interventions
seems really cool. But how do we
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feel about the mechanics of you know, depending on the DM more than any
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of the others. This feels like
I want to like stretch it across all
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five tiers, you know what I
mean, depending on who you're playing with
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and you know what the cleric asks
for and all that kind of stuff.
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It's it gives me DM the opportunity
to really play favorites here. Yeah,
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and that to me is like bad
dming. That like it makes me upset
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that that's a conversation we have to
have because it's so it also says,
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I know, it says that DM
discretion, but it also says that the
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effect of any cleric spell or cleric
domain spell would be appropriate. So so
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the appropriate amount of intervention is a
spell, which I think is probably pretty
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good, you know what I mean. Like, so if you're you know,
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if you're trying to ask for something
that's way out of the realm of
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possibility, you're not going to get
that. Well, you don't get that,
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but you get you know, and
at this point your twentieth level,
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you're not using it for yeah,
like something dumb, but you're trying to
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revive someone from nothing right, right. And so for me, I like,
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when I think of it that way, I think it's probably a I
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don't think it's quite S and it
can be very helpful, but I think
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it's definitely a higher tier for me, just because it's super super helpful,
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sure, pretty powerful. The fact
that the player does not choose what happens
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on I could take that S for
me and might even take it out of
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A for me. Like I said, it's so dependent on the campaign and
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the game and the you know.
So because of that, I think we
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have to look at this as objectively
as we can, because subjectively, this
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could be yes, this could this
could be this could be like, hey,
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I hate DM. You know you're
gonna get to put your hands together
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and say no he hear me O
d M, I need a revise spell
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and then by by the rules of
the S, I'm looking at it through
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the eyes of somebody that's like the
rule of cool like like it's got to
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be cool like and and I have
to help you do that as a GM.
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So but yeah, I guess objectively
it could it could go and I
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hate that, but yeah, I
guess it could go bad. I mean,
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and the other thing that the other
thing that kind of makes it interesting.
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You can only use it every seven
days. That that's kind of and
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and like that's another thing where it
depends on how your campaign goes, you
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know, and that's speaks how powerful
it is. Yeah, Like if you're
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just dating whatever, if you're like
questing through the under dark and you handwave,
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you know, okay, you leave
the caverns of the drought, and
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ten days later you show up at
the you know whatever, the Deep Gnome
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camp, then boom you can use
it again. Yeah. But you know,
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if you've got somebody that's stuff like
that, that's going to depending on
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how your damn handles over world travel, which we're going to talk about very
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very soon. Hey, you know, two or three days, right,
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it could mean a huge difference when
literal god gets involved. I'm very I
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think I'm comfortable with with you guys
putting it in like you know it like
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like in b because of all of
the discussion that it requires to figure out
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what's going on with and how you're
going to use it, and you know,
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and in some campaigns, the gods
may remain mysterious and distant through the
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entire campaign. Like it makes sense
a tenth level that it's a centile role.
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You don't know what's going to happen
and stuff like that. But especially
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if you're playing through a campaign,
if you play a cleric to twentieth level,
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if you don't have some you know, like if you haven't had stories
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where you've got like contact with the
god and direct communication with the God's representatives
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and the God's playing an important part
in that campaign, then I feel like,
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you know, like some balls have
been dropped kind of to getting there.
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Yeah, again, this is supposed
to be the the the near god
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level embodiment of that class, and
I feel like E level twenty clerics should
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be at the right hand of their
exactly and I mean and effectively every seven
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days you get a bonus ninth level
spell. Eh, that's that's that's good,
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and it may be exactly the thing
you need in a jam, but
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it doesn't feel like something that says, you know, kind of kind of
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doesn't feel like an ongoing Every time
you look at your character sheet you've got
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this awesome bone like the way the
barbarian. Yeah, so I feel like
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the finicky nature of it, however, and just and not to drive this
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out too long. I do think
that this adds a lot of fun to
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the table because you get to discuss
more things with your DM, and you
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guys get to come up with the
story plot together, and in ways it's
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fun if you're the DM and the
clerk. Maybe not so much fun for
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everybody exactly. So I'm still inclined
to keep this on beat here. Sure
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I'm outvoted, All right, Joe, all right. Next we have Druid's
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arch druid ability at twentieth level.
You can use your wild shape and unlimited
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number of times. We're going to
come back to this a few times.
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Additionally, that's right. Additionally,
you get more. You can ignore the
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verbal and somatic components of your Druid
spells, as well as any material components
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that lack a cost and aren't consumed
by a spell. You gain this benefit
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in both your normal shape and your
beast shape of wild form. This is
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like a gift to true it's bananas, which ends with s. Yeah.
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So let's let's let's come back to
the wild shape thing, because I got
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a lot to say about that getting
spelled, getting you know, ignoring all
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the components. If you're reverbal and
somatic and material as well as they're not
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consumed, you can just cast spells
from them. Oh really really, so
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you get the ability in both your
normal shape and your beast shape, which
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normally you couldn't even do. But
if you go back just a couple of
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lines here, at eighteenth level,
you can cast spells and beasts form.
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So the caveat there, though,
is when your b shape can't use material
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components, so it has to be
a spell that doesn't require material components.
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But the twentieth Yeah, how you
can because of material components as long as
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they don't have a value, as
long as I'm not consumed. Yeah,
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So that's that's pretty insane as it
is, especially if you are playing a
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campaign where you actually keep track components
and stuff like that. That's fine,
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and that might even be enough almost
I think that. I think that by
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itself might be like a seatier.
Let's talk about unlimited wild shape because this
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this is the part where it really
like kind of takes off. So using
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your wild shape an unlimited number of
times, you go straight from two uses
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straight to infinite, which is like, Okay, do you really want to
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change your form every round in combat? Probably not, but in five eight
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and I believe this is one of
the things that may be changed in the
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next version, maybe because it's broken. When you are reduced to zero hit
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points, you don't die. You
just revert back to your normal form with
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00:15:26.840 --> 00:15:30.879
whatever HP you had beforehand zero hit
points of the of the beast form the
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beasts. Yeah, right, if
your beast form is reduced to zero,
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then you go back to your normal
form with whatever HP you had when you
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wild shaped, which means at level
twenty you'll probably have like one hundred and
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fifty HP or something like that.
So you wild shape into something with a
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ton of HP, like I think
Brown Bearry might have the most of that
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at that CR or if you're a
Moon Druid, I think you go to
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CR six, which gets you a
mammoth, which is one hundred and twenty
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six h P. Imagine every turn
you get yourself to one hundred and twenty
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six h PAIN and then you know, even if they once shot you in
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one turn, you just turn back
into a mammoth next turn, right,
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right, it's it's it's effectively unless
they all gang up on you and like
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you know, knock you out a
mammoth form and then beat you while you're
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down, that's the only way to
do it. You essentially have infinite HP.
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Yeah, yeah, it's yes,
because right, that would mean that
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all enemies would have to spend their
turn beating on you and do whatever damage
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they could do before you revert back. I mean by the time you got
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00:16:36.080 --> 00:16:41.039
near zero, yeah, I feel
like any enemy is dead. And then
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next turn it's like they go up
back back to one hundred twenty six h
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00:16:44.399 --> 00:16:48.759
P. Right, But but how
much damage is? What's the damage output
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for a druid that's well, yeahge
in mammoth form. So assume you're just
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going for straight HP and like you
know, we're choosing HP here, not
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necessary anything else. However, my
god, mammos have a strength of twenty
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00:17:03.559 --> 00:17:07.079
four, which is the same as
a level twenty barbarian. They have a
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trampoline charge a plus tend to hit
four D eight plus seven, so like
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00:17:11.839 --> 00:17:17.480
it's not nothing, yea. Even
their stomp is a plus as a four
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D ten plus seven four D ten
plus seven with their stomp with a plus
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00:17:22.160 --> 00:17:25.359
ten to hit, so like,
yeah, it ain't it ain't nothing.
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00:17:26.440 --> 00:17:30.079
Yeah, it's uh cannot use a
mamma, you cannot wild chap and do
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00:17:30.160 --> 00:17:33.759
it, madma a moondrewd can oh
moondrew Yeah yeah. Circle of the Moon,
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which is the subclass kind of dedicated
towards higher cr wild chaping. Yes,
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okay, so that's that's how you
what's the MAXR on that six?
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00:17:45.160 --> 00:17:48.799
Okay? Yeah? And then I
mentioned you can still cast spells while you
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do that, right right, So
this is this has to be st here.
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00:17:52.799 --> 00:17:56.519
This is insane. Yeah, that's
complete insanity. You're essentially a god,
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00:17:56.200 --> 00:17:59.640
I mean you should be essentially got
no matter what class you are.
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00:17:59.759 --> 00:18:03.559
But you are unkillable while still doing
bos, still casting spells. But there's
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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
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00:18:10.960 --> 00:18:14.920
worry about your components anymore. You
could be bound and gaded and have your
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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
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00:18:26.720 --> 00:18:30.839
at the time of this recording,
but I believe one of the play test
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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
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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
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00:18:45.359 --> 00:18:48.559
knocked down, you're a knockdown beast, you know, I think you should
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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
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00:18:56.759 --> 00:19:00.160
to be steer. Yeah, there's
no way, no argument there. We're
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putting that nest here. Hello Adventurers, thank you so much for listening.
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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
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is the Fighter extra attack. Guess
what that does. At twentieth level,
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you can attack four times instead of
three whenever you take the attack action on
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your turn. This feels kind of
like what the barbarian ability was doing.
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00:19:52.000 --> 00:19:53.920
It takes the one thing that fighters
want to do and just let them do
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it more. By that point you
have two action surgeres at that point,
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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

















