Blog (A5E) Keeping it Classy: Updated Core Classes in Level Up


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Timespike

A5E Designer and third-party publisher
Yeah, the multiple eldritch shapes thing is pretty awesome. I'm also a big fan of the points-based casting for them. We've got a warlock in my Saturday group, and while she's very effective, she has complained that the class gets kinda repetitive in play.
 

Stalker0

Legend
Hmm, does Eldritch Scthye allow for reach?

Since it doesn't mention it I would assume no, but considering that most people would think of a scythe as a reach weapon, and the effect only requires you to make a melee weapon attack, not "an attack against an enemy within 5 feet"....you could make the case for it. Though I think the fact that eldritch whip does specifically say "up to 15 feet" probably shuts down that argument.

Personally I say go for it, I think the blade needs every bit of help against the ray and the whip it can get to say competitive. Assuming there is another creature in range, you are only doing an average of 1 point more damage than the eldritch ray.... the damage is diffused across 2 creatures (which makes it weaker), and obviously you don't have the 120 foot range. And the whip has reach and defense and offense...pretty darn solid.
 
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Zeta Marishi

Villager
Technically the Eldritch Scythe, as written, does have a possibly unintended downside.

If there is one enemy and multiple players, it reads as you needing to pick one of your allies and smacking them for half that damage.

I assume this isn't intended, but that should probably be fixed.
 

Stalker0

Legend
Can you OA with Eldritch Whip/Scythe?

It looks like you can with Scythe as an OA is just as good as any other melee attack...though I think that means you couldn't use it on your next turn (I always forget how "once per turn" effects work with reactions). Whip has no clause, and as a spell attack I would assume you could not.
 

Can you OA with Eldritch Whip/Scythe?

It looks like you can with Scythe as an OA is just as good as any other melee attack...though I think that means you couldn't use it on your next turn (I always forget how "once per turn" effects work with reactions). Whip has no clause, and as a spell attack I would assume you could not.
Turn means creatures specific turn on an initiative count. Round encompasses the entirety of everyone’s turns combined.

The way scythe is written an opportunity attack should be able to work just fine. The only time you really would be limited by use is if somehow you got an opportunity attack on your own turn. And limited by reactions per round.
 

If the playtest is any indication, certain classes can only pull from certain traditions for their maneuvers. Fighters have no such limitation and have extra exertion like the Adept does. They also get their own unique social features as well, like Steely Mien.
The question for me is: why are the other classes limited in the traditions?

I don't find any plausible reason for that, other than "well, instead to give something to the fighter, let's take it away from everyone else".

I'll read the material, but probably that limitation is something I'll remove from day 1, and if it means the fighter becomes less interesting, it just proves my point above
 

Faolyn

(she/her)
The question for me is: why are the other classes limited in the traditions?

I don't find any plausible reason for that, other than "well, instead to give something to the fighter, let's take it away from everyone else".

I'll read the material, but probably that limitation is something I'll remove from day 1, and if it means the fighter becomes less interesting, it just proves my point above
Classes are limited to what traditions are thematic for them. For instance, rogues get access to Biting Zephyr (ranged attacks), Mist and Shade (sneaky and deceptive attacks), and Rapid Current (highly mobile, rapid attacks). The other traditions aren't properly rogue-like, and I think it's safe to say that if you wanted to play a big, muscular rogue who relied on Strength-based attacks (and therefore had access to Adamant Mountain maneuvers), it'd be more sensible to multiclass to fighter (or barbarian).

Likewise, rangers have access to Biting Zephyr and Mist and Shade, because ranged attacks and skirmishes are very much in-theme for rangers. They also have access to Razor's Edge (attacks that rely on concentration and very high skill), Spirited Steed (mounted combat), and Unending Wheel (weapon mastery), and again, those are very in-theme. Heralds have access to Spirited Steed, Sanguine Knot (teamwork/army-based attacks), and Tempered Iron (attacks that are based on your personal faith and conviction).

Each of the other classes that has maneuvers (including adept, berserker, and marshal) also has thematic limitations. So basically, if you remove that limitation--which sure, you can--you're also taking away from the flavor of those classes.
 


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