Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Spheres of Power & Might for 5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Libertad" data-source="post: 8375467" data-attributes="member: 6750502"><p style="text-align: center"><strong>Chapter 4: Spheres, Part 3</strong></p><p></p><p><img src="https://i.imgur.com/qasFKd8.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/guardian" target="_blank"><strong>Guardian Sphere</strong></a> allows a character to serve a “tank” role by occupying the enemies’ attention. It has three default abilities, with the first automatic and only one of the other two being chosen:* a Delayed Damage Pool where the character can temporarily absorb all damage done to them for one turn before suffering it on the next turn, a Challenge which imposes disadvantage on a target’s attack rolls when they perform offensive actions that don’t include the character as a target, and Patrol which sets up a zone where the character gains bonus opportunity attacks and movement which is triggered when someone moves into/out of/through the zone. (challenge) talents influence the ability of the same name, such as imposing disadvantage on concentration saves on a challenged foe within reach or can end a challenge early to turn a challenged target’s critical hit into a normal one. (resilience) tags include increasing the amount of hit points that are stored in a Delayed Damage Pool as well as negating Conditions and hostile magical effects by turning them into HP damage that is then stored in the pool. (zone) talents give new features to one’s patrol, such as allies gaining +1 AC while within the zone, making opportunity attacks whenever an enemy makes an attack against anyone within the zone, and reducing enemy movement to 0 if they are damaged from your opportunity attack. There’s a few untagged talents, such as Defend Other which allows one to spend a reaction to redirect enemy attacks towards yourself and additional ways of regaining martial focus via Challenges and Patrols. Legendary Talents include options such as forming a bodyguard-style bond with a creature to know of their location and teleport to their location, forcing challenged creatures to succeed on a Wisdom save to voluntarily move away from the character, and dealing radiant or necrotic damage to a challenged target when they attack people other than you.</p><p></p><p>*with a talent granting use of both default abilities</p><p></p><p><strong>Combos:</strong> The Conscript’s Sentinel subclass is specifically meant to enhance Guardian sphere abilities, and its ability to halve the damage dealt from the emptying of a Delayed Damage Pool really increases a character’s staying power. As the size of a Patrol is based on reach, abilities and talents which increase reach are highly useful, such as the Fencing sphere’s Lunge, the Light sphere’s Encompassing Light, the Alteration sphere’s Size Change, and so on. Additionally, as movement from triggered opportunity attacks cannot exceed your regular movement you can make that round, talents and abilities which increase your speed such as the Athletics sphere’s Swift Movement and the Enhancement sphere’s Speed Control are useful. The Stand Still talent’s speed reduction effect combined with the Alchemy sphere’s Paralytic Venom can be a quick way to impose the paralyzed condition upon a target. The Barrage sphere’s Vigilant Sharpshooter allows one to treat a ranged weapon as a melee weapon with the Reach quality and make opportunity attacks with it, allowing it to be used to make patrol attacks. The Destruction sphere’s Blade blast shape can instill blast types into a weapon and can thus be used with a patrol attack, allowing for some neat battlefield control possibilities such as the Bludgeoning and Teleporting blast types.</p><p></p><p><strong>Existing Comparisons:</strong> The Sentinel feat from the Player’s Handbook is a clear inspiration for the Guardian sphere, particularly the effect of stopping enemy movement via an opportunity attack. The Oath of the Crown Paladin’s ability to take damage intended for a nearby target is reminiscent of the Defend Other talent, albeit that one’s ability to be combined with movement from a Patrol makes it have a greater potential “reach.” The mechanics of the Challenge ability are reminiscent of the Battle Master Fighter’s Goading Attack maneuver, although that one requires the Fighter to first hit the opponent, has a shorter default duration, and doesn’t grant the marked target advantage on rolls against the character. Another difference is that Challenge occurs when the target fails a Charisma saving throw, making it less dependent on a foe’s Armor Class and more dependent on their force of personality to resist the bait. Another comparison can be made to the Swashbuckler Rogue’s Panache ability, although that one also prevents the “challenged” creature from making opportunity attacks to others and can be ended sooner via other conditions.</p><p></p><p><img src="https://i.imgur.com/PxDIrLm.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/retribution" target="_blank"><strong>Retribution Sphere</strong></a> focuses on prepared counterattacks. Its default ability is Counterstrike, a Special Attack where one attack can be readied to trigger based on 1-4 potential hostile actions* rather than an entire Action if one possesses Extra Attack. The Counterstrike deals additional damage equal to one’s proficiency bonus, and if it successfully hits then the character regains the use of their Reaction if it was already spent. This is pretty good for potential action economy combos; additionally, a character doesn’t have to potentially waste their entire round setting themselves up for an attack that never comes via the usual means of Readying an action, and a successful counter rewards them by making it not even cost an action but instead a single attack. (counter) talents specifically enhance one’s counterstrike by imposing negative effects beyond damage such as halving their movement, launching them into the air via uppercut, or making them unable to speak or use mouth-related abilities like breath weapons. Untagged talents include being able to move half one’s speed before making a counterstrike, can make an additional melee attack on top of the readying action which deals no damage but forces a struck opponent to stay within the character’s reach, and choosing to intercept attacks which can be negated via rolling higher on the contested attack roll. There’s only 2 Legendary Talents; the first one lets one jump after an uppercutted enemy to make an additional attack against them in midair, and the second one prevents a target who has been countered from performing the same action that triggered the counterstrike on a failed CHA save.</p><p></p><p>*based on level.</p><p></p><p><strong>Combos:</strong> As discussed in prior Spheres, abilities which enhance one’s movement can let someone move faster when using Raging Bull (bonus movement before a counter) and cover more ground. Abilities and talents which can force an opponent to act a certain way (such as running away via the Frightened Condition) can be applied as a Counterstrike trigger for a better set-up. Launching Uppercut has some utility uses for willing targets launched. Intercepting Strike mentions that one cannot intercept spell attacks or massive ranged weapons “unless you are using such a massive weapon yourself somehow.” The Equipment sphere’s Rock Toss talent, Conscript’s Brawler subclass, the Alteration sphere’s Size Change, and the Telekinesis sphere’s Dancing Weapon an/or Orbit talents can feasibly allow a character to wield such massive weapons.</p><p></p><p><strong>Existing Comparisons:</strong> While there are various Reaction abilities that can counter/parry/etc, the concept of setting up a “counterattack” in exchange for increased boons or choosing a single attack to “ready” while otherwise acting normally in a combat round don’t have any official equivalents of which I am aware.</p><p></p><p>As a means of self-comparison, this Sphere was originally known as Boxing in the Pathfinder version of Spheres of Might and thus could only be used with unarmed, natural, and light melee weapons. While there is a Variant in the 5e version that restricts its use to unarmed attacks, Retribution opens it up by making it a general “counterattack” sphere independent of weapon type.</p><p></p><p><img src="https://i.imgur.com/22Q2EOU.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/scoundrel" target="_blank"><strong>Scoundrel Sphere</strong></a> subscribes to the school of hard knocks style, focusing on unbalancing and disorienting opponents to better set them up for attacks. While previous Spheres had various effects that imposed disadvantageous conditions upon foes, Scoundrel makes it the default. It grants Sleight of Hand (or 1 bonus talent if already have it) as a free proficiency as well as a (trick) talent but has no default abilities. The Scoundrel sphere’s talents instead enhance existing actions as well as a new one in this book that any character can use: Dirty Tricks, which are Sleight of Hand checks that can impose a negative effect for 1 round to 1 minute depending on the effect unless undone earlier via the target spending an action. (trick) talents apply to Dirty Trick or Steal attempts, such as also being able to make a single attack against the target, able to use Dirty Tricks up to 10 feet away, and switching a stolen object on a target’s person with something else (including volatile alchemical items that can be rigged to explode). Untagged talents include making a disarm attempt as a reaction to disarm a foe of an attempted attack with that weapon, gaining the benefits of partial cover as long as an ally’s adjacent to you, and being able to redirect enemy opportunity attacks to another target via a Dirty Trick attempt. Legendary Talents allow the Scoundrel to steal increasingly implausible things, such as armor or worn clothing, a target’s skill proficiency, and even their heart which gives them the charmed condition in regards to you!</p><p></p><p><strong>Combos:</strong> The Switcheroo talent already mentions its use with Alchemy sphere talents, although the Tinkerer sphere’s Artillerist Gadgets also qualifies given it allows for the creation of an explosive detonator. The Conscript’s Knave subclass can add Sneak Attack damage when the character successfully uses a Dirty Trick or Steal attempt on a target. If a Rogue has access to the Twist the Knife or Quick Thievery talents then they can easily set up a target for being Sneak Attacked via an initial Dirty Trick. The Alchemy sphere’s Contact Poison Delivery mentions its use via Dirty Trick and Steal actions, as does Brute’s Robbery talent. Filthy Distraction’s imposition of disadvantage on Perception checks works nicely with Scout’s Fast Stealth, where one can perform a Dirty Trick or Steal as an action and then Hide as a bonus action. Improved Grifting lets one add double proficiency to Sleight of Hand checks, which works well with the Trap sphere’s Sneaky Trapper in better hiding temporary traps. The Leadership sphere’s Friends in Low Places mentions that followers can Help in aiding rolls with Sleight of Hand in “a large enough place.” While this may not have immediate combat purposes, if followers are turned into a Sidekick via that sphere’s Squad Legendary Talent then it’s more feasible that they should be able to do so.</p><p></p><p><strong>Existing Comparisons:</strong> The Steal Identity Legendary Talent is similar to the Assassin Rogue's Imposter class feature, although the talent has a shorter onset time and an explicit duration. The Misdirected Attack talent is similar to the Mastermind Rogue’s Misdirection ability, although they both have different qualifications for triggering.</p><p></p><p><img src="https://i.imgur.com/1LTT17D.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/scout" target="_blank"><strong>Scout Sphere</strong></a> is another “Rogue-friendly” sphere, although this one involves more reconnaissance and intelligence-gathering. It grants Stealth as a bonus skill (or +1 talent if already proficient), and its default ability allows the character to learn a target’s Vulnerabilities, Resistances, and Immunities to damage types and conditions via a successful DC 20 Investigation or Perception check. Creatures who have been successfully rolled against are considered “scouted,” and (research) talents grant the character additional benefits against them such as critting on a 19-20, having +2 AC vs their attacks, and expending one’s martial focus as a bonus action to scrounge up materials which treat half the damage of their next attack as being of a type the scouted creature is Vulnerable towards (basically 1.5 times the damage such an attack would normally do). The untagged talents include things such as gaining proficiency/double proficiency in Disguise Kits, Investigation, Perception, or Stealth, being able to Hide as a bonus action, gaining advantage on all WIS saves and Investigation checks vs Illusion spells and Illusion sphere abilities, and ignoring disadvantage on ranged weapon attacks imposed by weather and similar environmental effects. There’s a few Legendary Talents which allow one to multi-target creatures via a single scouting roll, being able to read the mind of a scouted creature, and being able to scout creatures even if they’re not present as long as their tracks are analyzed.</p><p></p><p><strong>Combos:</strong> The Divination sphere’s Discern Individual specifically calls out granting advantage on rolls for the Scout sphere’s primary ability, while the Enhancement sphere’s Mental Enhancement talent and Alchemy’s War Paint (yellow paint) provide other means of granting advantage on such rolls. The Empirical Tracker Legendary Talent combined with the Leadership sphere’s Detectives followers talent or the Team Lookout sidekick talent can easily be justified in the use of granting advantage on the scouting roll if such characters are present.</p><p></p><p><strong>Existing Comparisons:</strong> There’s some conceptual similarities with the Ranger, most notably the Monster Slayer subclass which has a feature that can do the same thing as scouting although it doesn’t require a roll, cannot get past anti-divination measures, and can only be used a limited number of times per long rest. Whereas the Scout sphere’s only limitation is on rolls for individual targets. The Track the Scene talent grants advantage on rolls to track creatures and learn general details about them this way, closer to the general Ranger.</p><p></p><p>The Recall Lore Augmentations of various (divine) talents in the Divination sphere accomplish similar things to the Scout’s primary feature, albeit are limited to certain creature types in line with the talent and focus on Arcana/Nature/Religion rather than the broader Investigation/Perception skills. The talents which grant limited detection of magical auras, scrying, and tremorsense/blindsight also borrow some inspiration from that sphere as well as more general divination magic.</p><p></p><p><img src="https://i.imgur.com/HDYC5nM.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/shield" target="_blank"><strong>Shield Sphere</strong></a> is a defensive-minded one, requiring the use of a shield in order to use or a talent to substitute a weapon as a pseudo-shield. Oddly it doesn’t grant proficiency in shields by default, as one needs the Equipment sphere’s Armor Training to do that! The sphere’s default feature allows one to spend a reaction to gain +2 AC vs an incoming attack, and (deflect) talents allow the character to perform additional effects against these triggered attacks such as shoving or disarming the attacker or breaking the shield to turn a critical hit into a normal hit. Untagged talents include expending martial focus to apply the AC bonus vs all valid triggering attacks for the round rather than just one, granting the AC bonus to allies within one’s natural reach, and can substitute one’s AC with a rolled attack roll result rather than gaining the +2 bonus. There’s only two Legendary Talents which are short and sweet: one allows the character to apply the AC bonus to spell attacks,* while the other grants the character a bonus on all saves equal to their shield’s AC bonus but can’t stack with saving throw bonuses that “allow you to add an ability modifier to saving throws, such as the paladin’s aura of protection.” Which seems to be a rather specific kind of bonus, but I’m not complaining.</p><p></p><p>*which is odd, as the default sphere ability didn’t specify certain attack types or preconditions besides attacks “you are aware of.”</p><p></p><p><strong>Combos:</strong> The Guarded Stance talent lets one treat a held weapon as a shield for the purpose of the default sphere ability, which lets it be more easily used with shieldless options such as the Dual-Wielding sphere and the Duelist Fighting Style. The Equipment sphere’s Throw Shield talent specifically calls out the use of the Shield sphere’s Cover Ally talent, and its range can be extended even further via the Far-sight Scope application of the Tinkerer sphere’s Ranged Weapon Improvement talent and/or the Barroom sphere’s Bottle Rocket talent. The Equipment sphere’s Versatile Shield talent or the Tinkerer sphere’s Integrated Weapon talent allows one to wield a shield and a two-handed weapon at the same time and can thus benefit from this sphere. Catch Blade and Smashing Counter (deflect) talents allow one to disarm or shove attackers, which goes well with the Brute sphere and a few Fencing sphere talents. The Barroom sphere’s Improvised Shield can turn a weapon into a temporary shield. The Gladiator sphere’s Deafening Clangor Legendary Talent specifically requires possessing the Shield sphere as a prerequisite. The Trap sphere’s Trapped Shield talent lets one place traps directly onto a wielded shield.</p><p></p><p><strong>Existing Comparisons:</strong> There are two talents which are similar to benefits of the Shield Master feat from the PHB. The Protection Fighting Style is similar conceptually to Cover Ally, although the former has a greater effect (disadvantage on attack roll vs +2 AC) whereas Cover Ally can include a higher potential reach than the 5 feet of the Fighting Style option.</p><p></p><p><strong>Thoughts So Far:</strong> Of the five spheres in this post, I’m most fond of Guardian. Dungeons & Dragons has had a rather troubled history when it comes to simulating “tank” concepts. While the Fighter could theoretically fill this role by physically interposing themselves between monsters and the rest of the party, there are many means of overcoming mere space and distance. Guardian goes for battlefield control options in extending one’s movement and reach, while also imposing a “bad things will happen to you if you attack anyone else” debuff that inconveniences opponents who choose to ignore the Guardian.</p><p></p><p>Retribution seems like a cool concept, but the low amount of triggers and the wide amount of actions that can be taken requires a bit of guesswork on the player’s part unless party members use abilities that manipulate enemy actions to some extent. On the one hand, the acceptable triggers are pretty broad, so I may be better able to gauge its usefulness with some actual play experience (none of the PCs in my Spheres games have this sphere).</p><p></p><p>I like both Scoundrel and Scout. The former adds a universal Dirty Trick rule to the game that’s broad in its usefulness, while the sphere’s various means of confounding enemies and even stealing items in the middle of combat allow for some clever play. Scout’s base feature is useful in that it grants a useful feature in determining enemy weaknesses and resistances, and it has a decent amount of skill-granting/doubling talents. I do feel that the Track the Scene talent is a bit limited in being restricted to a target’s physical tracks and not more general “crime scene evidence” stuff. And barring the advantage on tracking rolls the rest of the talent feels like something someone can do on a good enough skill check result.</p><p></p><p>I don’t have any strong feelings on Shield. This is more due to my personal preference in not tending to play sword and board style characters, and its “ally defense” talents feel inferior to Guardian’s even though I realize that making them on par may steal a bit of that sphere’s thunder.</p><p></p><p>I am currently unsure of who my next converted character should be. In my previous entries I did my best to do characters whose powers and abilities were in line with one or more of the spheres reviewed in the prior post. I was considering Ezio from Assassin’s Creed given that Scoundrel and Scout (along with Athletics for parkouring) seem right up his alley given my experience with Assassin’s Creed Origins. But Ezio’s story spans a trilogy of games which I haven’t played, so I’d be treading in unknown waters. But I’ll be more than happy to hear advice from fans of the character if such spheres are indeed relevant for <a href="https://mashable.com/article/most-datable-sexy-top-10-men-boyfriends-video-games?europe=true#QRC0gYCJ_ZqY" target="_blank">one of the most dateable men in video games!</a></p><p></p><p>Alternatively I’m considering Corvo from Dishonored, a character from a franchise that I have played. Although an authentic conversion may require some multiclassing with Soul Weaver given that one of his powers (Possession) can only really be simulated by the Wraith subclass rather than sphere talents.</p><p></p><p><strong>Join us next time as we review all but one of the rest of the spheres and convert an undetermined character!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8375467, member: 6750502"] [center][b]Chapter 4: Spheres, Part 3[/b][/center] [img]https://i.imgur.com/qasFKd8.png[/img] The [url=http://spheres5e.wikidot.com/guardian][b]Guardian Sphere[/b][/url] allows a character to serve a “tank” role by occupying the enemies’ attention. It has three default abilities, with the first automatic and only one of the other two being chosen:* a Delayed Damage Pool where the character can temporarily absorb all damage done to them for one turn before suffering it on the next turn, a Challenge which imposes disadvantage on a target’s attack rolls when they perform offensive actions that don’t include the character as a target, and Patrol which sets up a zone where the character gains bonus opportunity attacks and movement which is triggered when someone moves into/out of/through the zone. (challenge) talents influence the ability of the same name, such as imposing disadvantage on concentration saves on a challenged foe within reach or can end a challenge early to turn a challenged target’s critical hit into a normal one. (resilience) tags include increasing the amount of hit points that are stored in a Delayed Damage Pool as well as negating Conditions and hostile magical effects by turning them into HP damage that is then stored in the pool. (zone) talents give new features to one’s patrol, such as allies gaining +1 AC while within the zone, making opportunity attacks whenever an enemy makes an attack against anyone within the zone, and reducing enemy movement to 0 if they are damaged from your opportunity attack. There’s a few untagged talents, such as Defend Other which allows one to spend a reaction to redirect enemy attacks towards yourself and additional ways of regaining martial focus via Challenges and Patrols. Legendary Talents include options such as forming a bodyguard-style bond with a creature to know of their location and teleport to their location, forcing challenged creatures to succeed on a Wisdom save to voluntarily move away from the character, and dealing radiant or necrotic damage to a challenged target when they attack people other than you. *with a talent granting use of both default abilities [b]Combos:[/b] The Conscript’s Sentinel subclass is specifically meant to enhance Guardian sphere abilities, and its ability to halve the damage dealt from the emptying of a Delayed Damage Pool really increases a character’s staying power. As the size of a Patrol is based on reach, abilities and talents which increase reach are highly useful, such as the Fencing sphere’s Lunge, the Light sphere’s Encompassing Light, the Alteration sphere’s Size Change, and so on. Additionally, as movement from triggered opportunity attacks cannot exceed your regular movement you can make that round, talents and abilities which increase your speed such as the Athletics sphere’s Swift Movement and the Enhancement sphere’s Speed Control are useful. The Stand Still talent’s speed reduction effect combined with the Alchemy sphere’s Paralytic Venom can be a quick way to impose the paralyzed condition upon a target. The Barrage sphere’s Vigilant Sharpshooter allows one to treat a ranged weapon as a melee weapon with the Reach quality and make opportunity attacks with it, allowing it to be used to make patrol attacks. The Destruction sphere’s Blade blast shape can instill blast types into a weapon and can thus be used with a patrol attack, allowing for some neat battlefield control possibilities such as the Bludgeoning and Teleporting blast types. [b]Existing Comparisons:[/b] The Sentinel feat from the Player’s Handbook is a clear inspiration for the Guardian sphere, particularly the effect of stopping enemy movement via an opportunity attack. The Oath of the Crown Paladin’s ability to take damage intended for a nearby target is reminiscent of the Defend Other talent, albeit that one’s ability to be combined with movement from a Patrol makes it have a greater potential “reach.” The mechanics of the Challenge ability are reminiscent of the Battle Master Fighter’s Goading Attack maneuver, although that one requires the Fighter to first hit the opponent, has a shorter default duration, and doesn’t grant the marked target advantage on rolls against the character. Another difference is that Challenge occurs when the target fails a Charisma saving throw, making it less dependent on a foe’s Armor Class and more dependent on their force of personality to resist the bait. Another comparison can be made to the Swashbuckler Rogue’s Panache ability, although that one also prevents the “challenged” creature from making opportunity attacks to others and can be ended sooner via other conditions. [img]https://i.imgur.com/PxDIrLm.png[/img] The [url=http://spheres5e.wikidot.com/retribution][b]Retribution Sphere[/b][/url] focuses on prepared counterattacks. Its default ability is Counterstrike, a Special Attack where one attack can be readied to trigger based on 1-4 potential hostile actions* rather than an entire Action if one possesses Extra Attack. The Counterstrike deals additional damage equal to one’s proficiency bonus, and if it successfully hits then the character regains the use of their Reaction if it was already spent. This is pretty good for potential action economy combos; additionally, a character doesn’t have to potentially waste their entire round setting themselves up for an attack that never comes via the usual means of Readying an action, and a successful counter rewards them by making it not even cost an action but instead a single attack. (counter) talents specifically enhance one’s counterstrike by imposing negative effects beyond damage such as halving their movement, launching them into the air via uppercut, or making them unable to speak or use mouth-related abilities like breath weapons. Untagged talents include being able to move half one’s speed before making a counterstrike, can make an additional melee attack on top of the readying action which deals no damage but forces a struck opponent to stay within the character’s reach, and choosing to intercept attacks which can be negated via rolling higher on the contested attack roll. There’s only 2 Legendary Talents; the first one lets one jump after an uppercutted enemy to make an additional attack against them in midair, and the second one prevents a target who has been countered from performing the same action that triggered the counterstrike on a failed CHA save. *based on level. [b]Combos:[/b] As discussed in prior Spheres, abilities which enhance one’s movement can let someone move faster when using Raging Bull (bonus movement before a counter) and cover more ground. Abilities and talents which can force an opponent to act a certain way (such as running away via the Frightened Condition) can be applied as a Counterstrike trigger for a better set-up. Launching Uppercut has some utility uses for willing targets launched. Intercepting Strike mentions that one cannot intercept spell attacks or massive ranged weapons “unless you are using such a massive weapon yourself somehow.” The Equipment sphere’s Rock Toss talent, Conscript’s Brawler subclass, the Alteration sphere’s Size Change, and the Telekinesis sphere’s Dancing Weapon an/or Orbit talents can feasibly allow a character to wield such massive weapons. [b]Existing Comparisons:[/b] While there are various Reaction abilities that can counter/parry/etc, the concept of setting up a “counterattack” in exchange for increased boons or choosing a single attack to “ready” while otherwise acting normally in a combat round don’t have any official equivalents of which I am aware. As a means of self-comparison, this Sphere was originally known as Boxing in the Pathfinder version of Spheres of Might and thus could only be used with unarmed, natural, and light melee weapons. While there is a Variant in the 5e version that restricts its use to unarmed attacks, Retribution opens it up by making it a general “counterattack” sphere independent of weapon type. [img]https://i.imgur.com/22Q2EOU.png[/img] The [url=http://spheres5e.wikidot.com/scoundrel][b]Scoundrel Sphere[/b][/url] subscribes to the school of hard knocks style, focusing on unbalancing and disorienting opponents to better set them up for attacks. While previous Spheres had various effects that imposed disadvantageous conditions upon foes, Scoundrel makes it the default. It grants Sleight of Hand (or 1 bonus talent if already have it) as a free proficiency as well as a (trick) talent but has no default abilities. The Scoundrel sphere’s talents instead enhance existing actions as well as a new one in this book that any character can use: Dirty Tricks, which are Sleight of Hand checks that can impose a negative effect for 1 round to 1 minute depending on the effect unless undone earlier via the target spending an action. (trick) talents apply to Dirty Trick or Steal attempts, such as also being able to make a single attack against the target, able to use Dirty Tricks up to 10 feet away, and switching a stolen object on a target’s person with something else (including volatile alchemical items that can be rigged to explode). Untagged talents include making a disarm attempt as a reaction to disarm a foe of an attempted attack with that weapon, gaining the benefits of partial cover as long as an ally’s adjacent to you, and being able to redirect enemy opportunity attacks to another target via a Dirty Trick attempt. Legendary Talents allow the Scoundrel to steal increasingly implausible things, such as armor or worn clothing, a target’s skill proficiency, and even their heart which gives them the charmed condition in regards to you! [b]Combos:[/b] The Switcheroo talent already mentions its use with Alchemy sphere talents, although the Tinkerer sphere’s Artillerist Gadgets also qualifies given it allows for the creation of an explosive detonator. The Conscript’s Knave subclass can add Sneak Attack damage when the character successfully uses a Dirty Trick or Steal attempt on a target. If a Rogue has access to the Twist the Knife or Quick Thievery talents then they can easily set up a target for being Sneak Attacked via an initial Dirty Trick. The Alchemy sphere’s Contact Poison Delivery mentions its use via Dirty Trick and Steal actions, as does Brute’s Robbery talent. Filthy Distraction’s imposition of disadvantage on Perception checks works nicely with Scout’s Fast Stealth, where one can perform a Dirty Trick or Steal as an action and then Hide as a bonus action. Improved Grifting lets one add double proficiency to Sleight of Hand checks, which works well with the Trap sphere’s Sneaky Trapper in better hiding temporary traps. The Leadership sphere’s Friends in Low Places mentions that followers can Help in aiding rolls with Sleight of Hand in “a large enough place.” While this may not have immediate combat purposes, if followers are turned into a Sidekick via that sphere’s Squad Legendary Talent then it’s more feasible that they should be able to do so. [b]Existing Comparisons:[/b] The Steal Identity Legendary Talent is similar to the Assassin Rogue's Imposter class feature, although the talent has a shorter onset time and an explicit duration. The Misdirected Attack talent is similar to the Mastermind Rogue’s Misdirection ability, although they both have different qualifications for triggering. [img]https://i.imgur.com/1LTT17D.png[/img] The [url=http://spheres5e.wikidot.com/scout][b]Scout Sphere[/b][/url] is another “Rogue-friendly” sphere, although this one involves more reconnaissance and intelligence-gathering. It grants Stealth as a bonus skill (or +1 talent if already proficient), and its default ability allows the character to learn a target’s Vulnerabilities, Resistances, and Immunities to damage types and conditions via a successful DC 20 Investigation or Perception check. Creatures who have been successfully rolled against are considered “scouted,” and (research) talents grant the character additional benefits against them such as critting on a 19-20, having +2 AC vs their attacks, and expending one’s martial focus as a bonus action to scrounge up materials which treat half the damage of their next attack as being of a type the scouted creature is Vulnerable towards (basically 1.5 times the damage such an attack would normally do). The untagged talents include things such as gaining proficiency/double proficiency in Disguise Kits, Investigation, Perception, or Stealth, being able to Hide as a bonus action, gaining advantage on all WIS saves and Investigation checks vs Illusion spells and Illusion sphere abilities, and ignoring disadvantage on ranged weapon attacks imposed by weather and similar environmental effects. There’s a few Legendary Talents which allow one to multi-target creatures via a single scouting roll, being able to read the mind of a scouted creature, and being able to scout creatures even if they’re not present as long as their tracks are analyzed. [b]Combos:[/b] The Divination sphere’s Discern Individual specifically calls out granting advantage on rolls for the Scout sphere’s primary ability, while the Enhancement sphere’s Mental Enhancement talent and Alchemy’s War Paint (yellow paint) provide other means of granting advantage on such rolls. The Empirical Tracker Legendary Talent combined with the Leadership sphere’s Detectives followers talent or the Team Lookout sidekick talent can easily be justified in the use of granting advantage on the scouting roll if such characters are present. [b]Existing Comparisons:[/b] There’s some conceptual similarities with the Ranger, most notably the Monster Slayer subclass which has a feature that can do the same thing as scouting although it doesn’t require a roll, cannot get past anti-divination measures, and can only be used a limited number of times per long rest. Whereas the Scout sphere’s only limitation is on rolls for individual targets. The Track the Scene talent grants advantage on rolls to track creatures and learn general details about them this way, closer to the general Ranger. The Recall Lore Augmentations of various (divine) talents in the Divination sphere accomplish similar things to the Scout’s primary feature, albeit are limited to certain creature types in line with the talent and focus on Arcana/Nature/Religion rather than the broader Investigation/Perception skills. The talents which grant limited detection of magical auras, scrying, and tremorsense/blindsight also borrow some inspiration from that sphere as well as more general divination magic. [img]https://i.imgur.com/HDYC5nM.png[/img] The [url=http://spheres5e.wikidot.com/shield][b]Shield Sphere[/b][/url] is a defensive-minded one, requiring the use of a shield in order to use or a talent to substitute a weapon as a pseudo-shield. Oddly it doesn’t grant proficiency in shields by default, as one needs the Equipment sphere’s Armor Training to do that! The sphere’s default feature allows one to spend a reaction to gain +2 AC vs an incoming attack, and (deflect) talents allow the character to perform additional effects against these triggered attacks such as shoving or disarming the attacker or breaking the shield to turn a critical hit into a normal hit. Untagged talents include expending martial focus to apply the AC bonus vs all valid triggering attacks for the round rather than just one, granting the AC bonus to allies within one’s natural reach, and can substitute one’s AC with a rolled attack roll result rather than gaining the +2 bonus. There’s only two Legendary Talents which are short and sweet: one allows the character to apply the AC bonus to spell attacks,* while the other grants the character a bonus on all saves equal to their shield’s AC bonus but can’t stack with saving throw bonuses that “allow you to add an ability modifier to saving throws, such as the paladin’s aura of protection.” Which seems to be a rather specific kind of bonus, but I’m not complaining. *which is odd, as the default sphere ability didn’t specify certain attack types or preconditions besides attacks “you are aware of.” [b]Combos:[/b] The Guarded Stance talent lets one treat a held weapon as a shield for the purpose of the default sphere ability, which lets it be more easily used with shieldless options such as the Dual-Wielding sphere and the Duelist Fighting Style. The Equipment sphere’s Throw Shield talent specifically calls out the use of the Shield sphere’s Cover Ally talent, and its range can be extended even further via the Far-sight Scope application of the Tinkerer sphere’s Ranged Weapon Improvement talent and/or the Barroom sphere’s Bottle Rocket talent. The Equipment sphere’s Versatile Shield talent or the Tinkerer sphere’s Integrated Weapon talent allows one to wield a shield and a two-handed weapon at the same time and can thus benefit from this sphere. Catch Blade and Smashing Counter (deflect) talents allow one to disarm or shove attackers, which goes well with the Brute sphere and a few Fencing sphere talents. The Barroom sphere’s Improvised Shield can turn a weapon into a temporary shield. The Gladiator sphere’s Deafening Clangor Legendary Talent specifically requires possessing the Shield sphere as a prerequisite. The Trap sphere’s Trapped Shield talent lets one place traps directly onto a wielded shield. [b]Existing Comparisons:[/b] There are two talents which are similar to benefits of the Shield Master feat from the PHB. The Protection Fighting Style is similar conceptually to Cover Ally, although the former has a greater effect (disadvantage on attack roll vs +2 AC) whereas Cover Ally can include a higher potential reach than the 5 feet of the Fighting Style option. [b]Thoughts So Far:[/b] Of the five spheres in this post, I’m most fond of Guardian. Dungeons & Dragons has had a rather troubled history when it comes to simulating “tank” concepts. While the Fighter could theoretically fill this role by physically interposing themselves between monsters and the rest of the party, there are many means of overcoming mere space and distance. Guardian goes for battlefield control options in extending one’s movement and reach, while also imposing a “bad things will happen to you if you attack anyone else” debuff that inconveniences opponents who choose to ignore the Guardian. Retribution seems like a cool concept, but the low amount of triggers and the wide amount of actions that can be taken requires a bit of guesswork on the player’s part unless party members use abilities that manipulate enemy actions to some extent. On the one hand, the acceptable triggers are pretty broad, so I may be better able to gauge its usefulness with some actual play experience (none of the PCs in my Spheres games have this sphere). I like both Scoundrel and Scout. The former adds a universal Dirty Trick rule to the game that’s broad in its usefulness, while the sphere’s various means of confounding enemies and even stealing items in the middle of combat allow for some clever play. Scout’s base feature is useful in that it grants a useful feature in determining enemy weaknesses and resistances, and it has a decent amount of skill-granting/doubling talents. I do feel that the Track the Scene talent is a bit limited in being restricted to a target’s physical tracks and not more general “crime scene evidence” stuff. And barring the advantage on tracking rolls the rest of the talent feels like something someone can do on a good enough skill check result. I don’t have any strong feelings on Shield. This is more due to my personal preference in not tending to play sword and board style characters, and its “ally defense” talents feel inferior to Guardian’s even though I realize that making them on par may steal a bit of that sphere’s thunder. I am currently unsure of who my next converted character should be. In my previous entries I did my best to do characters whose powers and abilities were in line with one or more of the spheres reviewed in the prior post. I was considering Ezio from Assassin’s Creed given that Scoundrel and Scout (along with Athletics for parkouring) seem right up his alley given my experience with Assassin’s Creed Origins. But Ezio’s story spans a trilogy of games which I haven’t played, so I’d be treading in unknown waters. But I’ll be more than happy to hear advice from fans of the character if such spheres are indeed relevant for [url=https://mashable.com/article/most-datable-sexy-top-10-men-boyfriends-video-games?europe=true#QRC0gYCJ_ZqY]one of the most dateable men in video games![/url] Alternatively I’m considering Corvo from Dishonored, a character from a franchise that I have played. Although an authentic conversion may require some multiclassing with Soul Weaver given that one of his powers (Possession) can only really be simulated by the Wraith subclass rather than sphere talents. [b]Join us next time as we review all but one of the rest of the spheres and convert an undetermined character![/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Spheres of Power & Might for 5e
Top