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<blockquote data-quote="Sparky McDibben" data-source="post: 9064101" data-attributes="member: 7041430"><p>Alright, sorry folks. I had to put this down for a while 'cuz things have been kind of crazy in the McDibben household. I'm back now, and WE'RE DOING THIS!!!!!!!!!!!!!</p><p></p><p>Next up, the other six subclasses:</p><p></p><p><strong><em>Paladin - Oath of Pilgrimage.</em></strong> This paladin is all about playing an escort mission. Their abilities are less focused on combat (although it's still a paladin, so they're no slouch), and more about easing the journey. Your spell list includes <em>longstrider</em> and <em>passwall,</em> and your Channel Divinity options let you use Lay on Hands as a reaction at range, or turn (as Turn Undead) someone who just dealt damage in the last turn. Your paladin aura gives advantage on Dex saves (in addition to your Aura of Protection, so good luck landing a <em>fireball,</em> DM), and your capstone feature lets you give yourself and any allies an out-of-combat fly speed of up to 300 mph (or up to 300 feet per round in combat). It's an odd-feeling mix; this paladin fills the ranger's niche better than the ranger does, it would seem. Speaking of rangers...</p><p></p><p><strong><em>Ranger - Scavenger Archetype.</em></strong> This archetype is all about making stuff to kick bad guys' butts. It's an artificer ranger, rooting around in the ruins of the old world to kit-bash a grappling gun out of a hairdryer and dental floss. Good times. You get five extra spells, including <em>speak with dead, Tenser's floating disc,</em> and <em>passwall. </em>After that, you get to the meat of the subclass at level three. As part of a rest, you can forage for junk and use it to craft something from the Adventuring Gear table in the PHB (note that this is the same table that has basic poison, <em>potions of healing,</em> and alchemists' fire on it). Initially, you're limited to 10 gp worth of stuff, and none of that stuff can be a weapon. Also, when you forage, you find more stuff than usual. As you increase in level, you can craft stuff worth more. At level 7, you get to craft weapons, and your gp limit increases to 50. Moreover, any weapon you create, <em>you can add your proficiency bonus to the damage.</em> (That would be nuts on anything but a ranger, but it doesn't come online till level 7, and it's on a ranger, so I'm less freaked out than I would be on a fighter or something). Still, at Tier 4, you get up to +18 to your damage per round (one of the features lets you attack as a bonus action). Yikes. They also have a replacement for Natural Explorer that's less of an "automatic win" for wilderness survival and more of a "You can keep the party alive...mostly." Good stuff.</p><p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/K9mF4Ol.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><em>How can you have any pudding if you don't eat your meat???</em></p><p></p><p><strong><em>Rogue - Enforcer Archetype.</em></strong> It's a Strength-based rogue, y'all! This particular rogue gets to Sneak Attack with light bludgeoning weapons, and can try to stun a target. If you're thinking, "Oh no, they gave a rogue Stunning Strike," then the answer is mostly yes. But, they can only do it once per turn, not up to four times per turn like a monk can, so it's reined in. The DC is 8 + PB + the rogue's STR modifier. If you're trying to stun a target, you no longer deal Sneak Attack damage, so it's a little (heh) hit or miss, if you will. The meatier interaction is that at 3rd level, you no longer need advantage or an ally within 5 feet to use Sneak Attack, and you can Sneak Attack someone you're grappling. That's...incredibly strong. The multiclassing shenanigans you could do with that boggle my mind. The rest of the options here are OK - you get +10 to movement speed when hidden at 13th level, and at 9th level you get advantage on Perception checks as long as you haven't moved for the last minute. At 17th level, your grapple gets upgraded. Anyone grappled by you is restrained, and your attacks against a grappled opponent crit on a 19 or a 20. This is a very strong (hehe) subclass - I would not allow this outside of a wastelands campaign. </p><p></p><p><strong><em>Sorcerer - Sun-Hollowed Soul.</em></strong> This sorcerer has been affected by the angry sun, burning it's way into your very being. It gets some nasty spells that we'll get to in the spells chapter (<em>gamma burst, hollowed husk</em>), but also <em>contagion, hypnotic pattern,</em> and <em>flame strike</em>. At first level you can convert your damage to radiant with 2 SPs and spend 1 SP to light yourself up (dispelling any magical darkness). But at 6th level, you can, if you've spent an hour in natural sunlight, spend a HD to regain sorcery points (you just roll the HD, no modifiers, and add the result to your SP pool - 1x per long rest). Also at level 6, you're resistant to radiant damage, and can spend a SP to blind anyone of your choice within 30 feet. That's a pretty strong suite so far, and we're only on level 6. At level 14, you basically get a smaller-radius <em>spirit guardians</em> that also inflicts the poisoned condition for as long as someone remains there, and at level 18, you can go Supernova. While in this form, you get a ton of benefits, but at the end of it, you explode (20d6 radiant, 20d6 fire) and die. You come back the next morning with all your stuff (this ability only works once per 10 days). Soooo...yeah. 1x day <em>spirit guardians</em> AND <em>meteor swarm</em>? That's good (not broken - note you're getting that <em>spirit guardians</em> at level 14), but <em>really</em> good. By the way, if you want to know what one of these things looks like:</p><p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/Qgbd1Kk.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><em>Like a Kardashian with a better skincare routine</em></p> <p style="text-align: center"></p><p><strong><em>Warlock - Apocalypse Patron.</em></strong> With this subclass, the apocalypse hasn't run its course yet, and it wants you to help it finish the job. This subclass has four different sub-pacts (Pollution, Ruin, Disaster and Despair), each with their own bonus spell lists. At level 14, you get Summon Cataclysm. This is a d6 table of absolute chaos, as you open a portal back in time to when the apocalypse was still happening. You can dump, for example, a swimming pool's worth of alchemical badness on someone (14d6 of any damage type you like), or 5,000 gallons of magma. It's completely insane and I love it. Highly recommend.</p><p></p><p><strong><em>Wizard - Technomancer.</em></strong> OK, so this is an interesting subclass. The fluff of it is that you're basically an artificer (except that's not Open Content, so the writers can't make an artificer class), tinkering around with stuff from the old world. You can imbue spells into your arcanotech panoply (fancy magic focus) and ignore verbal and somatic components (these both get better at higher levels). Any constructs you create get [wizard level x2] extra hp. It's a neat idea, and it stays within the bounds of a wizard's thematics, but I can't see someone breaking the world with this thing if you get the wrong player playing it, which is what I want from a wizard subclass.</p><p></p><p>Next up are Backgrounds! And if you thought they were just going to reskin the existing ones, hoo boy. Nope. In fact, several of these have two background features! And none of this, "You can get room and board because we don't want you to have to actually keep track of anything" nonsense. Some allow you to invoke a banner of parley to avoid being attacked, others let you predict the weather (a real nice touch in a world where "acid rain" is much, much worse than it is today), carry extra stuff, and come up with small items that will help out in a pinch (but not in that kender-y sort of way; it's flavored as part of you being a wastelands trader). </p><p></p><p>These backgrounds are great, and I strongly recommend using them over the normal PHB backgrounds in a wastelands game. They delightfully breathe life into the idea that this is a bad place, and we're all just trying to survive. </p><p></p><p>Alright friends - I've got to go deal with the miniaturized demonic entities that are my children, but y'all stay frosty! Next time, we're going over feats!!!</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9064101, member: 7041430"] Alright, sorry folks. I had to put this down for a while 'cuz things have been kind of crazy in the McDibben household. I'm back now, and WE'RE DOING THIS!!!!!!!!!!!!! Next up, the other six subclasses: [B][I]Paladin - Oath of Pilgrimage.[/I][/B] This paladin is all about playing an escort mission. Their abilities are less focused on combat (although it's still a paladin, so they're no slouch), and more about easing the journey. Your spell list includes [I]longstrider[/I] and [I]passwall,[/I] and your Channel Divinity options let you use Lay on Hands as a reaction at range, or turn (as Turn Undead) someone who just dealt damage in the last turn. Your paladin aura gives advantage on Dex saves (in addition to your Aura of Protection, so good luck landing a [I]fireball,[/I] DM), and your capstone feature lets you give yourself and any allies an out-of-combat fly speed of up to 300 mph (or up to 300 feet per round in combat). It's an odd-feeling mix; this paladin fills the ranger's niche better than the ranger does, it would seem. Speaking of rangers... [B][I]Ranger - Scavenger Archetype.[/I][/B] This archetype is all about making stuff to kick bad guys' butts. It's an artificer ranger, rooting around in the ruins of the old world to kit-bash a grappling gun out of a hairdryer and dental floss. Good times. You get five extra spells, including [I]speak with dead, Tenser's floating disc,[/I] and [I]passwall. [/I]After that, you get to the meat of the subclass at level three. As part of a rest, you can forage for junk and use it to craft something from the Adventuring Gear table in the PHB (note that this is the same table that has basic poison, [I]potions of healing,[/I] and alchemists' fire on it). Initially, you're limited to 10 gp worth of stuff, and none of that stuff can be a weapon. Also, when you forage, you find more stuff than usual. As you increase in level, you can craft stuff worth more. At level 7, you get to craft weapons, and your gp limit increases to 50. Moreover, any weapon you create, [I]you can add your proficiency bonus to the damage.[/I] (That would be nuts on anything but a ranger, but it doesn't come online till level 7, and it's on a ranger, so I'm less freaked out than I would be on a fighter or something). Still, at Tier 4, you get up to +18 to your damage per round (one of the features lets you attack as a bonus action). Yikes. They also have a replacement for Natural Explorer that's less of an "automatic win" for wilderness survival and more of a "You can keep the party alive...mostly." Good stuff. [CENTER] [IMG]https://i.imgur.com/K9mF4Ol.png[/IMG] [I]How can you have any pudding if you don't eat your meat???[/I][/CENTER] [B][I]Rogue - Enforcer Archetype.[/I][/B] It's a Strength-based rogue, y'all! This particular rogue gets to Sneak Attack with light bludgeoning weapons, and can try to stun a target. If you're thinking, "Oh no, they gave a rogue Stunning Strike," then the answer is mostly yes. But, they can only do it once per turn, not up to four times per turn like a monk can, so it's reined in. The DC is 8 + PB + the rogue's STR modifier. If you're trying to stun a target, you no longer deal Sneak Attack damage, so it's a little (heh) hit or miss, if you will. The meatier interaction is that at 3rd level, you no longer need advantage or an ally within 5 feet to use Sneak Attack, and you can Sneak Attack someone you're grappling. That's...incredibly strong. The multiclassing shenanigans you could do with that boggle my mind. The rest of the options here are OK - you get +10 to movement speed when hidden at 13th level, and at 9th level you get advantage on Perception checks as long as you haven't moved for the last minute. At 17th level, your grapple gets upgraded. Anyone grappled by you is restrained, and your attacks against a grappled opponent crit on a 19 or a 20. This is a very strong (hehe) subclass - I would not allow this outside of a wastelands campaign. [B][I]Sorcerer - Sun-Hollowed Soul.[/I][/B] This sorcerer has been affected by the angry sun, burning it's way into your very being. It gets some nasty spells that we'll get to in the spells chapter ([I]gamma burst, hollowed husk[/I]), but also [I]contagion, hypnotic pattern,[/I] and [I]flame strike[/I]. At first level you can convert your damage to radiant with 2 SPs and spend 1 SP to light yourself up (dispelling any magical darkness). But at 6th level, you can, if you've spent an hour in natural sunlight, spend a HD to regain sorcery points (you just roll the HD, no modifiers, and add the result to your SP pool - 1x per long rest). Also at level 6, you're resistant to radiant damage, and can spend a SP to blind anyone of your choice within 30 feet. That's a pretty strong suite so far, and we're only on level 6. At level 14, you basically get a smaller-radius [I]spirit guardians[/I] that also inflicts the poisoned condition for as long as someone remains there, and at level 18, you can go Supernova. While in this form, you get a ton of benefits, but at the end of it, you explode (20d6 radiant, 20d6 fire) and die. You come back the next morning with all your stuff (this ability only works once per 10 days). Soooo...yeah. 1x day [I]spirit guardians[/I] AND [I]meteor swarm[/I]? That's good (not broken - note you're getting that [I]spirit guardians[/I] at level 14), but [I]really[/I] good. By the way, if you want to know what one of these things looks like: [CENTER] [IMG]https://i.imgur.com/Qgbd1Kk.png[/IMG] [I]Like a Kardashian with a better skincare routine[/I] [/CENTER] [B][I]Warlock - Apocalypse Patron.[/I][/B] With this subclass, the apocalypse hasn't run its course yet, and it wants you to help it finish the job. This subclass has four different sub-pacts (Pollution, Ruin, Disaster and Despair), each with their own bonus spell lists. At level 14, you get Summon Cataclysm. This is a d6 table of absolute chaos, as you open a portal back in time to when the apocalypse was still happening. You can dump, for example, a swimming pool's worth of alchemical badness on someone (14d6 of any damage type you like), or 5,000 gallons of magma. It's completely insane and I love it. Highly recommend. [B][I]Wizard - Technomancer.[/I][/B] OK, so this is an interesting subclass. The fluff of it is that you're basically an artificer (except that's not Open Content, so the writers can't make an artificer class), tinkering around with stuff from the old world. You can imbue spells into your arcanotech panoply (fancy magic focus) and ignore verbal and somatic components (these both get better at higher levels). Any constructs you create get [wizard level x2] extra hp. It's a neat idea, and it stays within the bounds of a wizard's thematics, but I can't see someone breaking the world with this thing if you get the wrong player playing it, which is what I want from a wizard subclass. Next up are Backgrounds! And if you thought they were just going to reskin the existing ones, hoo boy. Nope. In fact, several of these have two background features! And none of this, "You can get room and board because we don't want you to have to actually keep track of anything" nonsense. Some allow you to invoke a banner of parley to avoid being attacked, others let you predict the weather (a real nice touch in a world where "acid rain" is much, much worse than it is today), carry extra stuff, and come up with small items that will help out in a pinch (but not in that kender-y sort of way; it's flavored as part of you being a wastelands trader). These backgrounds are great, and I strongly recommend using them over the normal PHB backgrounds in a wastelands game. They delightfully breathe life into the idea that this is a bad place, and we're all just trying to survive. Alright friends - I've got to go deal with the miniaturized demonic entities that are my children, but y'all stay frosty! Next time, we're going over feats!!! [/QUOTE]
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