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[Let's Read] Historica Arcanum: The City of Crescent
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<blockquote data-quote="Libertad" data-source="post: 8970136" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/BnW1xRZ.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Making a character in Historica Arcanum is similar to making a character in other 5th Edition campaigns. The main difference is that PCs can choose any firearm as a martial weapon for starting equipment, and there are some general questions for story hooks for characters based on their race, class, and where they come from. We get a table of Background Ideas for why they’re accompanying Osman Hamdi Bey, the Royal Polymath, on his expedition to some Trojan ruins in the Mediterranean.</p><p></p><p>For new material, we have 25 spells, 28 magic items, 5 feats, a new subclass for every OGL class save Ranger,* and a Spell Rebound table reflecting the dangers of shredding reality via using too much magic at once. I won’t cover every spell and magic item due to volume, only the ones that are more notable and interesting.</p><p></p><p>*we get a second warlock one to make up for that.</p><p></p><p>For the <strong>spells,</strong> the vast majority are within the casting range of the expected level range for this adventure path, with only 4 being above 6th level. In terms of classes there is a bias towards the primary arcane casters. The Sorcerer, Warlock, and Wizard get access to 14, 18, and 17 spells respectively, with the Bard getting much less at 7. The nature-themed classes are short-shafted, with the Druid only knowing 1 and the Ranger none. For the divine classes the Cleric gets access to 16 and the Paladin 6, which are respectable amounts.</p><p></p><p>Some of the spells are themed around Djinn: Detect Djinn is self-explanatory, Djinnstrike can afflict psychic damage and a variety of powerful negative effects on a failed save (ranging from being unable to speak or disadvantage on all ability checks), Exorcise Djinni forces said creature out of a possessed target, Solomon’s Everlasting Wish is an AoE that robs a single kind of resistance from affected enemies and makes them take that kind of damage, and Summon Zawbaw’ah/Lesser/High/Noble Djinn summons various kinds of genies into the world, who are hostile to everyone who isn’t a native of Al-Ghaib. In the case of the summoning spells, a blood sacrifice as part of the casting can protect those inside a circle of blood that the djinni in question cannot cross or do harm to those within.</p><p></p><p>Several spells involve manipulating the forces of fortune. Knot the Luck and Purifying Breath are general cantrips that place good/bad luck charms on people such as altering their fertility, or imposing minor accidents or good fortune in regular life. Faithful Guidance (1st level) lets a target make their next roll with advantage, while Nazar the Evil Eye (2nd level) has a large list of curses split up by saving throw types, such as gaining a level of exhaustion, unable to use hit dice during the next short rest, or gaining disadvantage on a general type of task. Nazar the Bead is a cantrip that imposes disadvantage on the next ability check or attack roll if a target fails a Wisdom save.</p><p></p><p>The remaining spells tend towards the subtle, being more themed around divination, protection, curses, and more folkloric kinds of magic than the more overt fireballs and fabricate. Consecrate Brethren is akin to a lesser form of Heroes’ Feast, where targets drink a sacred liquid to gain advantage on saves vs poison and disease along with 10 temporary hit points. Infernal Whispers involves cutting a cat’s eye in half to ask a question of a powerful demon who must truthfully reply. Sense the Sinner lets the caster learn about the target’s past sinful actions. Warlord’s Bond requires a piece of armor or armament blessed by a priest to add proficiency bonus to damage of the next attack made by the caster and one other ally selected by the spell (higher slots mean more allies). Two spells relate to ancient Greek philosophers known as the Sophists. Mandate of the Sophists: Avicenna grants advantage on Medicine checks and can detect the properties of natural diseases and poisons in a body, while Mandate of the Sophists: Rumi causes nearby creatures who hear your voice to make a Charisma save or immediately reveal their true form if they are using shape changing or illusion magic to conceal their true form.</p><p></p><p>For spells that stand out, Karya’s Dream Flow shares memories with up to 6 other humanoids when you all sleep, although unlike other spells it doesn’t list what classes gain access to it. Serenity of Dervish is a powerful one, where for 1 hour you gain resistance to all non-psychic damage and immunity to psychic damage; it’s partially balanced by Concentration and requires the consumption of silk worth 250 gold pieces, but at the level PCs can cast it most of them should be swimming in treasure.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/CuBUTqf.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>For <strong>magic items,</strong> most of them require attunement (19) with 6 of those requiring specific class levels or proficiencies. Some of the items are less overtly magical and can pass as expertly crafted items, such as the Greek Flamethrower (fire-based AoE weapon), Janissary Musket (magically enhanced to overcome resistance to piercing damage), Lydian Coins (founders of minted currency that aren’t magical but their cultural significance allows their owner to use them to make a fully fair trade agreement with a seller), Talismans of Warding (most are crafted by charlatans as good luck tokens, but the real deal grant advantage on saves involving curses and possession, a permanent Protection From Evil & Good effect and lets the wearer cast Bless once per day), Reyhan Sherbet (sweet potion that gives advantage on Charisma checks for 8 hours), Rider’s Bow (+2 to damage while mounted), and Wings of Galata (mechanical contraption attached to armor that grants the wearer a fly speed for 10 minutes once per day).</p><p></p><p>A few magic items have historical significance in being attached to a famous figure. Al-Jazari’s Book of Engineering was written by a scientist in Saladin’s court and functions as a wizard’s spellbook with several conjuration spells already inside it; the Crown of Sargon was worn by the ruler of the first empire and can spend charges to cast various enchantment spells; Kopis of the Great is rumored to be the sword of Alexander the Great, granting proficiency in Intimidation and Persuasion (or double proficiency if already proficient) along with advantage on all Charisma checks; the Sword of <a href="https://en.wikipedia.org/wiki/Yakup_A%C4%9Fa" target="_blank">Yakup Agha</a> of the Janissary Hearth is a +2 scimitar that grants its wielder proficiency in Wisdom saves; and <a href="https://en.wikipedia.org/wiki/Ahmad_Yasawi" target="_blank">Yasevi’s</a> Arcane Tome allows an attuned spellcaster to sacrifice hit points to regain expended spell slots up to three times per day.</p><p></p><p>The <strong>Spell Rebound Table</strong> is one of our two new sub-systems in Historica Arcanum. Using magic in Historica Arcanum is riskier than in other settings, even beyond the fact that it’s less trusted by the general public. Basically, every time a spell is cast it increases the Threshold by the level of the spell. Each caster has a Defiance Rating equal to their spellcasting ability modifier which acts similarly to hit points, representing the caster’s will to withstand the consequences of breaking reality apart. Once someone’s Defiance Rating runs out, future casting of spells apply fully to the Threshold. At certain points of Threshold (ranging from 3 to 19) the caster must make an appropriate saving throw with an effect based on the spell’s school, and higher degrees of Threshold have higher DC and more extreme effects. For example, a minor Threshold for Divination may force the caster to lose 2 random senses for 2d6 minutes, while a moderate Threshold for Illusion may cause the caster to become irrationally afraid of the target of their spell on a failed save. The most powerful Threshold effects at Severe have Terrestrial Repercussions, where the magic affects the surrounding environment on top of the caster themselves, representing an uncontrollable overflow of magic.</p><p></p><p>Threshold can be lowered by taking a short rest, and Defiance Rating is fully replenished during said rest. Supernatural effects that don’t accumulate Threshold include Cantrips, spells cast from spell scrolls, and effects that consume spell slots but aren’t spells such as a Paladin’s Smite.</p><p></p><p>So, a new risk for spellcasters that is healed during short rests and doesn’t affect cantrips? <em>Laughs in Warlock.</em></p><p><em></em></p><p><em>Initial Thoughts:</em> For a more serious analysis of these new rules, minor rebound effects (3) are likely to occur at any level, although major (12) effects aren’t common until middle levels and extreme and severe effects (18 and 19+) are only likely at higher levels.</p><p></p><p>A Warlock relying on Eldritch Blast is the least likely to be affected by these rules given they usually put their highest score into Charisma, and their spell slots recharge on a short rest which automatically restores their Defiance Rating and lowers the Threshold. The only time they’re likely to risk more than Minor Threshold effects is if they spam at-will invocations such as Fiendish Vigor.</p><p></p><p>A Sorcerer, by contrast, is more at risk. While they likely have a high Defiance Rating like the Warlock, they have the most spell slots of the primary caster classes and get up to 9th level as well. A 5th-level Sorcerer with an 18 Charisma has 16 levels worth of spell slots and a Defiance Rating of 4. And possibly more if they burn Sorcery Points for more slots. They’re more likely to rely on their spells in combat whereas other classes can fall back on eldritch blasts, smites, or nonmagical techniques. They may be able to safely cast 6 levels worth of spells in a particularly hard or risky battle, but if the short rests are widely spaced apart they may start getting Threshold.</p><p></p><p>Let’s take an 8th level Wizard with 20 Intelligence. They have 20 total levels worth of spell slots and a Defiance Rating of 5. They can get away with casting several 1st or 2nd level spells without problem, and with enough short rests they can stay within this comfortable area for a while. But if they’re impatient or in a risky situation and don’t have another short rest, or when they start breaking out 3rd and 4th level spells, they begin risking Threshold. In order to gain a Moderate Threshold (8) they’d have to cast 13 levels worth of spells between short rests, which is a little over half of their spell slots, discounting Arcane Recovery and magic obtained from other sources.</p><p></p><p>Let’s take an 8th level Ranger with a 14 Wisdom. Their total number of levels worth of spell slots is half, being 10 levels worth. They have a Defiance Rating of 2, and as their highest level spells are 2nd they basically can cast 2 2nd level spells (or 4 1st level spells) without worrying about Threshold. If the party spaces out their short rests the Ranger doesn’t have to worry about them at all.</p><p></p><p>But the people who take the most risk are those people who have spells from feats, magic items, and half-casters who don’t have high mental ability scores. That Necklace of Fireballs your dim-witted Barbarian has taken a fancy to? He’s going to accumulate Threshold <em>fast.</em></p><p></p><p><strong>Subclass Options</strong> is self-explanatory.</p><p></p><p><em>Urban Vagabonds</em> are barbarians who serve as vigilantes in city centers, adhering to a moral code that makes them more trustworthy than the average criminal. Initially they can make an AoE fear effect on enemies within 60 feet once per rage, and at higher levels they can deal extra damage with the first attack they hit with on their turn and force the struck creature to take disadvantage on attacks made on others besides the barbarian, grant their bonus damage to allies within 20 feet along with advantage on attacks and saving throws once per rage, and at 14th level can let themselves and allies within 10 feet use their reactions to prevent damage up to the vagabond’s barbarian level once per rage.</p><p></p><p><em>Thoughts: </em> The Urban Vagabond makes for a surprisingly good crowd controller and tank. Multi-target frightened condition can move enemies away, and imposing disadvantage on attacks against other characters is always appreciated. An aura that grants advantage and bonus damage helps the entire party.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/YgoispZ.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><em>Shadowactors</em> are bards who learned to magically manipulate shadows for entertainment and more practical purposes. At 3rd level they can use sources of held light as a spellcasting focus, see in dim light of their focus as though it were bright light, and make grapple attacks with shadows in melee range. At 6th level they can claim the shadows of slain creatures to later summon where they have limited versions of the original stat block, and at 14th level such shadows can remain in existence for a longer duration (1 minute instead of 3 rounds) and the bard can transfer half damage suffered to a shadow as a reaction.</p><p></p><p><em>Thoughts:</em> The initial 3rd level features aren’t so hot; the shadow-grappling has potential as it’s a melee spell attack, meaning that grappler bards can focus purely on Charisma. They are limited by Bardic Inspiration uses for this particular type of grapple, however. The ability to summon the shadows of slain opponents can be pretty powerful depending on what creatures are slain. While the shadows cannot cast spells with verbal and material components, that is their only real limit; legendary actions, lair actions, and legendary resistance are certainly within the rules, although this may wear out your DM’s patience so ask them ahead of time!</p><p></p><p><em>Realitymenders</em> are clerics dedicated to repairing the tears in reality that come from reckless use of spellcasting, and specialize in countering all kinds of supernatural effects. They gain a bonus to their Defiance Rating at certain levels in Cleric, and their domain spells are a mixture of divination and anti-magic effects such as banishment, counterspell, dispel evil and good, and silence. At 1st level they gain proficiency with a knowledge-based skill, the Resistance cantrip, and can detect Celestial, Fey, Fiend, and Undead creatures within 60 feet like a Paladin’s sense. At 2nd level their channel divinity imposes a curse on a wide variety of supernatural creature types for 1 minute, suffering disadvantage on spells the cleric casts on them. At 6th level they can cast counterspell and dispel magic effects at higher spell slots automatically, at 8th and 14th they deal extra radiant damage on weapon attacks, and at 17th level they can give their allies magical shields as a reaction that a bonus on saves vs magical effects equal to your Wisdom modifier.</p><p></p><p><em>Thoughts:</em> Ironically the Realitymender makes for a good “pure caster” Cleric with their bonus to Defiance Ratings. Their domain spells are pretty broadly useful, and their Channel Divinity is useful against a lot of creature types. They aren’t as useful when fighting against more mundane opponents, but in being a Cleric they should still have a few spells up their sleeves to handle this.</p><p></p><p>The <em>Circle of Nazar</em> are druids who learn about the Evil Eye to protect mortals from all manner of wicked magic. Their bonus spells are a mixture of divination and protection related magic, such as Divination, Lesser and Greater Restoration, Protection From Evil & Good, and Exorcise Djinni. Initially they can detect various supernatural effects on a creature by touch, learn either Spare the Dying or Purifying Breath cantrip they can cast as a bonus action, and can spend a WIld Shape feature to remove Djinnspeak and evil eye cantrip effects from a target. At higher levels they can regain a portion of expended spell slots when casting Remove Curse of Exorcise the Djinni spells along with Wild Shape uses, can cast certain protective magic faster, as rituals, and/or without expensive material components, become immune to possession, and at 14th level they can cast Banishment and target up to 3 creatures this way, who suffer disadvantage on the save if they are of certain creature types (fiends, fey, undead, celestial, or djinn).</p><p></p><p><em>Thoughts:</em> This druid is rather specialized in that much of their class features are reactive and key off of specific effects which relate to undoing curses and possession. Although iconic, djinni aren’t that common an encounter type in the adventure path by default, and some of the more climactic battle encounters don’t make use of the Nazar’s favored creature types which knocks a few points off of it. There’s also the fact that Osman Hamdi Bey, a recurring ally of the PCs, knows several spells the Nazar druid can use, which makes them less irreplaceable.</p><p></p><p>The <em>Janissary</em> Fighter is perhaps the most iconic occupation of the Ottoman conquests. Their once unmatched martial prowess was becoming eclipsed by European militaries, and after their violent disbandment they now work in the shadows for crime lords and other shady figures.</p><p></p><p>At 3rd level they gain access to new and existing Fighting Style options, and two times per long rest they learn Hidden Vigor, which lets them reroll a missed attack roll as a bonus action. At higher levels, such as 10th and 18th, they can use them more often and restore them on a short rest. At 7th level they master the iconic Ottoman Slap, an unarmed strike made as a bonus action that deals greater than normal damage for its type and can stun the target on a failed save (doesn’t specify the ability score). It says that the PC can use it a number of times equal to half their proficiency bonus, but not whether this is per short rest or long rest. At 15th level their special fighting style grants additional bonuses (usually a further +1 to attack or damage rolls).</p><p></p><p><em>Thoughts:</em> The Fighter is a rather underpowered class, so its subclasses really need to step up their game in order to be attractive choices, like we see with Battlemaster, Rune Knight, and Echo Knight. Unfortunately the Janissary’s abilities feel lacking in comparison to these existing options, with most of them revolving around being able to reroll missed attacks which are nice to have but don’t have that wow factor. The Ottoman Slap is a pretty good bonus attack with appreciable damage and a nice stun condition, but its lack of a specific saving throw and refresh rate is a rather glaring typo and thus its real utility will depend on DM Fiat in presuming what save makes sense to them. For what it’s worth, NPC Janissaries force a Constitution save and regain uses after a long rest (save for Ahra, who is a special NPC).</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/6D2TAl5.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><em>Whirling Dervish Monks</em> are mystics who seek enlightenment by practicing rhythmic motions and chants to temporarily sever their link with reality. Initially they gain bonus proficiencies in Performance and a musical instrument of choice, and can perform one of three special dances with a variety of effects such as swapping spaces with a nearby ally or avoiding opportunity attacks by spending extra movement. At 6th level they can spend 2 ki points as a reaction to gain +5 AC until the beginning of their next turn, at 11th level they can enter a trance once per long rest for a minute where attacks cannot have advantage against them, they cannot suffer disadvantage on melee attacks, and they make Acrobatics and Athletics checks with advantage. At 17th level they can become one with the cosmos for 1 minute, gaining resistance to all non-physical damage types and advantage on saves vs spells and the very broad “similar effects.”</p><p></p><p><em>Thoughts:</em> Being able to avoid opportunity attacks and gain +5 AC are some pretty powerful defensive features for a monk; it’s akin to casting the Shield spell. The 11th level trance can be useful for grappler builds via the advantage on Athletics, and it lasting for 1 minute is pretty much the duration for most battles. However, they don’t have the wider utility of some other monk subclasses out of combat, such as the Way of Shadow’s sneaky nature and limited teleportation or Mercy’s healing arts. The Way of the Astral Self also has a much longer combat buff of 10 minutes.</p><p></p><p><strong>Continued in post below.</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8970136, member: 6750502"] [CENTER][IMG]https://i.imgur.com/BnW1xRZ.png[/IMG][/CENTER] Making a character in Historica Arcanum is similar to making a character in other 5th Edition campaigns. The main difference is that PCs can choose any firearm as a martial weapon for starting equipment, and there are some general questions for story hooks for characters based on their race, class, and where they come from. We get a table of Background Ideas for why they’re accompanying Osman Hamdi Bey, the Royal Polymath, on his expedition to some Trojan ruins in the Mediterranean. For new material, we have 25 spells, 28 magic items, 5 feats, a new subclass for every OGL class save Ranger,* and a Spell Rebound table reflecting the dangers of shredding reality via using too much magic at once. I won’t cover every spell and magic item due to volume, only the ones that are more notable and interesting. *we get a second warlock one to make up for that. For the [B]spells,[/B] the vast majority are within the casting range of the expected level range for this adventure path, with only 4 being above 6th level. In terms of classes there is a bias towards the primary arcane casters. The Sorcerer, Warlock, and Wizard get access to 14, 18, and 17 spells respectively, with the Bard getting much less at 7. The nature-themed classes are short-shafted, with the Druid only knowing 1 and the Ranger none. For the divine classes the Cleric gets access to 16 and the Paladin 6, which are respectable amounts. Some of the spells are themed around Djinn: Detect Djinn is self-explanatory, Djinnstrike can afflict psychic damage and a variety of powerful negative effects on a failed save (ranging from being unable to speak or disadvantage on all ability checks), Exorcise Djinni forces said creature out of a possessed target, Solomon’s Everlasting Wish is an AoE that robs a single kind of resistance from affected enemies and makes them take that kind of damage, and Summon Zawbaw’ah/Lesser/High/Noble Djinn summons various kinds of genies into the world, who are hostile to everyone who isn’t a native of Al-Ghaib. In the case of the summoning spells, a blood sacrifice as part of the casting can protect those inside a circle of blood that the djinni in question cannot cross or do harm to those within. Several spells involve manipulating the forces of fortune. Knot the Luck and Purifying Breath are general cantrips that place good/bad luck charms on people such as altering their fertility, or imposing minor accidents or good fortune in regular life. Faithful Guidance (1st level) lets a target make their next roll with advantage, while Nazar the Evil Eye (2nd level) has a large list of curses split up by saving throw types, such as gaining a level of exhaustion, unable to use hit dice during the next short rest, or gaining disadvantage on a general type of task. Nazar the Bead is a cantrip that imposes disadvantage on the next ability check or attack roll if a target fails a Wisdom save. The remaining spells tend towards the subtle, being more themed around divination, protection, curses, and more folkloric kinds of magic than the more overt fireballs and fabricate. Consecrate Brethren is akin to a lesser form of Heroes’ Feast, where targets drink a sacred liquid to gain advantage on saves vs poison and disease along with 10 temporary hit points. Infernal Whispers involves cutting a cat’s eye in half to ask a question of a powerful demon who must truthfully reply. Sense the Sinner lets the caster learn about the target’s past sinful actions. Warlord’s Bond requires a piece of armor or armament blessed by a priest to add proficiency bonus to damage of the next attack made by the caster and one other ally selected by the spell (higher slots mean more allies). Two spells relate to ancient Greek philosophers known as the Sophists. Mandate of the Sophists: Avicenna grants advantage on Medicine checks and can detect the properties of natural diseases and poisons in a body, while Mandate of the Sophists: Rumi causes nearby creatures who hear your voice to make a Charisma save or immediately reveal their true form if they are using shape changing or illusion magic to conceal their true form. For spells that stand out, Karya’s Dream Flow shares memories with up to 6 other humanoids when you all sleep, although unlike other spells it doesn’t list what classes gain access to it. Serenity of Dervish is a powerful one, where for 1 hour you gain resistance to all non-psychic damage and immunity to psychic damage; it’s partially balanced by Concentration and requires the consumption of silk worth 250 gold pieces, but at the level PCs can cast it most of them should be swimming in treasure. [CENTER][IMG]https://i.imgur.com/CuBUTqf.png[/IMG][/CENTER] For [B]magic items,[/B] most of them require attunement (19) with 6 of those requiring specific class levels or proficiencies. Some of the items are less overtly magical and can pass as expertly crafted items, such as the Greek Flamethrower (fire-based AoE weapon), Janissary Musket (magically enhanced to overcome resistance to piercing damage), Lydian Coins (founders of minted currency that aren’t magical but their cultural significance allows their owner to use them to make a fully fair trade agreement with a seller), Talismans of Warding (most are crafted by charlatans as good luck tokens, but the real deal grant advantage on saves involving curses and possession, a permanent Protection From Evil & Good effect and lets the wearer cast Bless once per day), Reyhan Sherbet (sweet potion that gives advantage on Charisma checks for 8 hours), Rider’s Bow (+2 to damage while mounted), and Wings of Galata (mechanical contraption attached to armor that grants the wearer a fly speed for 10 minutes once per day). A few magic items have historical significance in being attached to a famous figure. Al-Jazari’s Book of Engineering was written by a scientist in Saladin’s court and functions as a wizard’s spellbook with several conjuration spells already inside it; the Crown of Sargon was worn by the ruler of the first empire and can spend charges to cast various enchantment spells; Kopis of the Great is rumored to be the sword of Alexander the Great, granting proficiency in Intimidation and Persuasion (or double proficiency if already proficient) along with advantage on all Charisma checks; the Sword of [URL='https://en.wikipedia.org/wiki/Yakup_A%C4%9Fa']Yakup Agha[/URL] of the Janissary Hearth is a +2 scimitar that grants its wielder proficiency in Wisdom saves; and [URL='https://en.wikipedia.org/wiki/Ahmad_Yasawi']Yasevi’s[/URL] Arcane Tome allows an attuned spellcaster to sacrifice hit points to regain expended spell slots up to three times per day. The [B]Spell Rebound Table[/B] is one of our two new sub-systems in Historica Arcanum. Using magic in Historica Arcanum is riskier than in other settings, even beyond the fact that it’s less trusted by the general public. Basically, every time a spell is cast it increases the Threshold by the level of the spell. Each caster has a Defiance Rating equal to their spellcasting ability modifier which acts similarly to hit points, representing the caster’s will to withstand the consequences of breaking reality apart. Once someone’s Defiance Rating runs out, future casting of spells apply fully to the Threshold. At certain points of Threshold (ranging from 3 to 19) the caster must make an appropriate saving throw with an effect based on the spell’s school, and higher degrees of Threshold have higher DC and more extreme effects. For example, a minor Threshold for Divination may force the caster to lose 2 random senses for 2d6 minutes, while a moderate Threshold for Illusion may cause the caster to become irrationally afraid of the target of their spell on a failed save. The most powerful Threshold effects at Severe have Terrestrial Repercussions, where the magic affects the surrounding environment on top of the caster themselves, representing an uncontrollable overflow of magic. Threshold can be lowered by taking a short rest, and Defiance Rating is fully replenished during said rest. Supernatural effects that don’t accumulate Threshold include Cantrips, spells cast from spell scrolls, and effects that consume spell slots but aren’t spells such as a Paladin’s Smite. So, a new risk for spellcasters that is healed during short rests and doesn’t affect cantrips? [I]Laughs in Warlock. Initial Thoughts:[/I] For a more serious analysis of these new rules, minor rebound effects (3) are likely to occur at any level, although major (12) effects aren’t common until middle levels and extreme and severe effects (18 and 19+) are only likely at higher levels. A Warlock relying on Eldritch Blast is the least likely to be affected by these rules given they usually put their highest score into Charisma, and their spell slots recharge on a short rest which automatically restores their Defiance Rating and lowers the Threshold. The only time they’re likely to risk more than Minor Threshold effects is if they spam at-will invocations such as Fiendish Vigor. A Sorcerer, by contrast, is more at risk. While they likely have a high Defiance Rating like the Warlock, they have the most spell slots of the primary caster classes and get up to 9th level as well. A 5th-level Sorcerer with an 18 Charisma has 16 levels worth of spell slots and a Defiance Rating of 4. And possibly more if they burn Sorcery Points for more slots. They’re more likely to rely on their spells in combat whereas other classes can fall back on eldritch blasts, smites, or nonmagical techniques. They may be able to safely cast 6 levels worth of spells in a particularly hard or risky battle, but if the short rests are widely spaced apart they may start getting Threshold. Let’s take an 8th level Wizard with 20 Intelligence. They have 20 total levels worth of spell slots and a Defiance Rating of 5. They can get away with casting several 1st or 2nd level spells without problem, and with enough short rests they can stay within this comfortable area for a while. But if they’re impatient or in a risky situation and don’t have another short rest, or when they start breaking out 3rd and 4th level spells, they begin risking Threshold. In order to gain a Moderate Threshold (8) they’d have to cast 13 levels worth of spells between short rests, which is a little over half of their spell slots, discounting Arcane Recovery and magic obtained from other sources. Let’s take an 8th level Ranger with a 14 Wisdom. Their total number of levels worth of spell slots is half, being 10 levels worth. They have a Defiance Rating of 2, and as their highest level spells are 2nd they basically can cast 2 2nd level spells (or 4 1st level spells) without worrying about Threshold. If the party spaces out their short rests the Ranger doesn’t have to worry about them at all. But the people who take the most risk are those people who have spells from feats, magic items, and half-casters who don’t have high mental ability scores. That Necklace of Fireballs your dim-witted Barbarian has taken a fancy to? He’s going to accumulate Threshold [I]fast.[/I] [B]Subclass Options[/B] is self-explanatory. [I]Urban Vagabonds[/I] are barbarians who serve as vigilantes in city centers, adhering to a moral code that makes them more trustworthy than the average criminal. Initially they can make an AoE fear effect on enemies within 60 feet once per rage, and at higher levels they can deal extra damage with the first attack they hit with on their turn and force the struck creature to take disadvantage on attacks made on others besides the barbarian, grant their bonus damage to allies within 20 feet along with advantage on attacks and saving throws once per rage, and at 14th level can let themselves and allies within 10 feet use their reactions to prevent damage up to the vagabond’s barbarian level once per rage. [I]Thoughts: [/I] The Urban Vagabond makes for a surprisingly good crowd controller and tank. Multi-target frightened condition can move enemies away, and imposing disadvantage on attacks against other characters is always appreciated. An aura that grants advantage and bonus damage helps the entire party. [CENTER][IMG]https://i.imgur.com/YgoispZ.png[/IMG][/CENTER] [I]Shadowactors[/I] are bards who learned to magically manipulate shadows for entertainment and more practical purposes. At 3rd level they can use sources of held light as a spellcasting focus, see in dim light of their focus as though it were bright light, and make grapple attacks with shadows in melee range. At 6th level they can claim the shadows of slain creatures to later summon where they have limited versions of the original stat block, and at 14th level such shadows can remain in existence for a longer duration (1 minute instead of 3 rounds) and the bard can transfer half damage suffered to a shadow as a reaction. [I]Thoughts:[/I] The initial 3rd level features aren’t so hot; the shadow-grappling has potential as it’s a melee spell attack, meaning that grappler bards can focus purely on Charisma. They are limited by Bardic Inspiration uses for this particular type of grapple, however. The ability to summon the shadows of slain opponents can be pretty powerful depending on what creatures are slain. While the shadows cannot cast spells with verbal and material components, that is their only real limit; legendary actions, lair actions, and legendary resistance are certainly within the rules, although this may wear out your DM’s patience so ask them ahead of time! [I]Realitymenders[/I] are clerics dedicated to repairing the tears in reality that come from reckless use of spellcasting, and specialize in countering all kinds of supernatural effects. They gain a bonus to their Defiance Rating at certain levels in Cleric, and their domain spells are a mixture of divination and anti-magic effects such as banishment, counterspell, dispel evil and good, and silence. At 1st level they gain proficiency with a knowledge-based skill, the Resistance cantrip, and can detect Celestial, Fey, Fiend, and Undead creatures within 60 feet like a Paladin’s sense. At 2nd level their channel divinity imposes a curse on a wide variety of supernatural creature types for 1 minute, suffering disadvantage on spells the cleric casts on them. At 6th level they can cast counterspell and dispel magic effects at higher spell slots automatically, at 8th and 14th they deal extra radiant damage on weapon attacks, and at 17th level they can give their allies magical shields as a reaction that a bonus on saves vs magical effects equal to your Wisdom modifier. [I]Thoughts:[/I] Ironically the Realitymender makes for a good “pure caster” Cleric with their bonus to Defiance Ratings. Their domain spells are pretty broadly useful, and their Channel Divinity is useful against a lot of creature types. They aren’t as useful when fighting against more mundane opponents, but in being a Cleric they should still have a few spells up their sleeves to handle this. The [I]Circle of Nazar[/I] are druids who learn about the Evil Eye to protect mortals from all manner of wicked magic. Their bonus spells are a mixture of divination and protection related magic, such as Divination, Lesser and Greater Restoration, Protection From Evil & Good, and Exorcise Djinni. Initially they can detect various supernatural effects on a creature by touch, learn either Spare the Dying or Purifying Breath cantrip they can cast as a bonus action, and can spend a WIld Shape feature to remove Djinnspeak and evil eye cantrip effects from a target. At higher levels they can regain a portion of expended spell slots when casting Remove Curse of Exorcise the Djinni spells along with Wild Shape uses, can cast certain protective magic faster, as rituals, and/or without expensive material components, become immune to possession, and at 14th level they can cast Banishment and target up to 3 creatures this way, who suffer disadvantage on the save if they are of certain creature types (fiends, fey, undead, celestial, or djinn). [I]Thoughts:[/I] This druid is rather specialized in that much of their class features are reactive and key off of specific effects which relate to undoing curses and possession. Although iconic, djinni aren’t that common an encounter type in the adventure path by default, and some of the more climactic battle encounters don’t make use of the Nazar’s favored creature types which knocks a few points off of it. There’s also the fact that Osman Hamdi Bey, a recurring ally of the PCs, knows several spells the Nazar druid can use, which makes them less irreplaceable. The [I]Janissary[/I] Fighter is perhaps the most iconic occupation of the Ottoman conquests. Their once unmatched martial prowess was becoming eclipsed by European militaries, and after their violent disbandment they now work in the shadows for crime lords and other shady figures. At 3rd level they gain access to new and existing Fighting Style options, and two times per long rest they learn Hidden Vigor, which lets them reroll a missed attack roll as a bonus action. At higher levels, such as 10th and 18th, they can use them more often and restore them on a short rest. At 7th level they master the iconic Ottoman Slap, an unarmed strike made as a bonus action that deals greater than normal damage for its type and can stun the target on a failed save (doesn’t specify the ability score). It says that the PC can use it a number of times equal to half their proficiency bonus, but not whether this is per short rest or long rest. At 15th level their special fighting style grants additional bonuses (usually a further +1 to attack or damage rolls). [I]Thoughts:[/I] The Fighter is a rather underpowered class, so its subclasses really need to step up their game in order to be attractive choices, like we see with Battlemaster, Rune Knight, and Echo Knight. Unfortunately the Janissary’s abilities feel lacking in comparison to these existing options, with most of them revolving around being able to reroll missed attacks which are nice to have but don’t have that wow factor. The Ottoman Slap is a pretty good bonus attack with appreciable damage and a nice stun condition, but its lack of a specific saving throw and refresh rate is a rather glaring typo and thus its real utility will depend on DM Fiat in presuming what save makes sense to them. For what it’s worth, NPC Janissaries force a Constitution save and regain uses after a long rest (save for Ahra, who is a special NPC). [CENTER][IMG]https://i.imgur.com/6D2TAl5.png[/IMG][/CENTER] [I]Whirling Dervish Monks[/I] are mystics who seek enlightenment by practicing rhythmic motions and chants to temporarily sever their link with reality. Initially they gain bonus proficiencies in Performance and a musical instrument of choice, and can perform one of three special dances with a variety of effects such as swapping spaces with a nearby ally or avoiding opportunity attacks by spending extra movement. At 6th level they can spend 2 ki points as a reaction to gain +5 AC until the beginning of their next turn, at 11th level they can enter a trance once per long rest for a minute where attacks cannot have advantage against them, they cannot suffer disadvantage on melee attacks, and they make Acrobatics and Athletics checks with advantage. At 17th level they can become one with the cosmos for 1 minute, gaining resistance to all non-physical damage types and advantage on saves vs spells and the very broad “similar effects.” [I]Thoughts:[/I] Being able to avoid opportunity attacks and gain +5 AC are some pretty powerful defensive features for a monk; it’s akin to casting the Shield spell. The 11th level trance can be useful for grappler builds via the advantage on Athletics, and it lasting for 1 minute is pretty much the duration for most battles. However, they don’t have the wider utility of some other monk subclasses out of combat, such as the Way of Shadow’s sneaky nature and limited teleportation or Mercy’s healing arts. The Way of the Astral Self also has a much longer combat buff of 10 minutes. [b]Continued in post below.[/b] [/QUOTE]
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[Let's Read] Historica Arcanum: The City of Crescent
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