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<blockquote data-quote="Neonchameleon" data-source="post: 9888282" data-attributes="member: 87792"><p>Quick reviews.</p><p></p><p>First, great idea. Second <em>why no warlock?</em> Anyway, on to what is there.</p><p></p><p><strong>Pestilence Cleric</strong></p><p>It's a cleric with a domain. None of them are amazing - nothing above B grade (meaning up to B+).</p><p>First the necrotic + poison combo at least makes them less bad - but monsters like wraiths are immune to both. You're still weak to the undead. </p><p>Spells: Fine</p><p>L3: Plague Blessing: Eww. Exhaustion levels to track. Put it on the tank (or tank yourself). I like the idea - but con saves and just inflicting modifiers for people who fail the con saves just feels like an annoyance.</p><p>L6: Virulent Burst: AoE bursts from enemies who fall - fine, fun, and I like the bigger effect if you've weakened someone with the plague blessing</p><p>L17: Vermin Form. Level 17. So I barely care. But it's fun and the cleric doesn't need a power pick.</p><p>Overall: B- (would be B or possibly B+ if Plague Blessing was more elegant). A decent and evocative cleric domain - and clerics are too spell-dominant.</p><p></p><p><strong>Circle of the Titan</strong></p><p>It's a kaju druid! A rival to the Moon Druid! For that alone it's looking at a potential A grade.</p><p>L3: Spells. Spells you can cast in wild shape. Especially thaumaturgy for titan form Sfx and Cure Wounds (because you're a variant moon druid)). A decent job here.</p><p>L3: Titan form. You've a big guy (Behemoth), a big swimmer (Leviathan/Tentacles), and a big flier (insectoid). Damage scaling is worse than a moon druid (you do have a combat flier form however)</p><p>L6: Elemental rend + shock wave. Cute. You're basically a slightly weaker moon druid with a flying combat form. You don't need much at this level except dodging damage resistance which you have here.</p><p>L10: Primal Havoc. Get bigger. Power fantasy but no mechanics.</p><p>L14: Monstrous Appetite. <em>Grab and eat things</em>. Oh, and be huge. Fun. And your damage has fallen off a lot by this point (it's still just two basic attacks only boosted by your druid's Primal Strike. Controller not striker in melee. </p><p>Overall: I'm no more convinced by this thing's scaling than the moon druid; A- with potential for playtesting.</p><p></p><p><strong>Hell Knight Fighter</strong></p><p>A firey fighter inflicting cursed wounds. Probably looking at a B baseline here especially as the short rest dice mechanic makes me think of the Battlemaster.</p><p>L3: Diabolical Gift - non-combat abilities. Borderline ribbon</p><p>L3: Infernal Wound. Con-modifier d6s/short rest. It's a Damage over Time effect which can be high but only if monsters live long. And they don't. There's theoretically a <em>lot</em> of damage you can do here - but in practice the battlemaster is just better. </p><p>L7: Advanced Weapons. 1/6 chance of triggering. Cute. </p><p>L7: Hell-forged equipment. Again better than nothing but not great.</p><p>L10: Hellfire Surge. Hey! That tickles! (Actually how much does burning do?) </p><p>L15: Blister of Avernus. Trivial damage increase - and how does it work with Advanced Wounds?</p><p>L18: Hellfire Condemnation. Ribbon</p><p>L18: Infernal Bargain. Nice interaction but.</p><p>Overall: C+. This is a Battlemaster wannabe. But it's functional.</p><p></p><p><strong>Demonic Sorcerer</strong></p><p>I mean of course. Not escaping the "what's the difference with a warlock?" questions any time soon. Let's see if it does anything <em>new</em> or interesting.</p><p>L3: Demonic Spells. Decent enough except Contact Other Plane will take you out every time. I don't think these really add much to your list.</p><p>L3: Abyssal Rupture. There's trivial damage or even a damage for haul as a bonus action - but the pick here is Fiendish Carapace to give attack rolls against you disadvantage. That's ... surprisingly useful</p><p>L6: Abyssal Aura. Yay! Random abilities. And you shouldn't be getting close.</p><p>L14: Abyssal Conduit. Bigger and better aura</p><p>L18: A summon. When you can cast 9th level spells. A bit late</p><p>Overall: C+. I don't like the aura - and I'm not sure the carapace is meant to be spammed the way it should be. The spell list mostly works without adding much. But it's functional.</p><p></p><p><strong>Death Knight Path</strong></p><p>This is how a feat chain <em>should</em> be considered. Multiple options. A grade potential.</p><p>Base feat: Death Knight Initiate (Str/Cha). Gain Death Points equal to proficiency bonus. Can Wrathful Smite with them - and foe gets disadvantage.</p><p>Intermediate Feats: (Str/Con/Cha) Spend a death point for a different spell per feat (Command, Find Steed, Fear, Bane). Find Steed is <em>permanent</em>. Fear is third level. These are not balanced.</p><p>Capstone: Requires Death Knight Initiate and one Intermediate, and L12. Str/Cha. Turn undead (complete with gaining benefits) and get a half-fireball per point expended. </p><p>Overall: B- with potential for A-. Interesting concept, some balancing required. Especially with the points not increasing with the new abilites so competing with the wrathful smite.</p><p></p><p><strong>Lich Path</strong></p><p>A spin on the Infernal Warlock - get a bonus for reducing enemies to 0hp or by being within 10ft of an enemy reduced to 0hp.</p><p>Base Feat: Lich Initiate. (Int/Wis/Cha). Gain a phylactery(don't let it be destroyed but otherwise it does nothing). Do damage wtih your next roll. </p><p>Intermediate feats (Int/Wis/Cha): When you get the extra damage recover a L1-4 spell slot, someone gains a few temp hp. Alternatively spend a spell slot when you cast Chill Touch to try to paralyse.</p><p>Lich Capstone (Int/Wis/Cha): Turn Undead. Gain Fear and use it a few times for free. Trigger the phylactery.</p><p>Warlocks need some option (IMO Arcane Restoration should restore a pact magic slot). This is weird in that it wants you to get up and close. Overall: B with potential for A. More interesting than the Death Knight because the abilities stack rather than compete for resources and the Lich gets the phylactery which is just better than the fireball.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9888282, member: 87792"] Quick reviews. First, great idea. Second [I]why no warlock?[/I] Anyway, on to what is there. [B]Pestilence Cleric[/B] It's a cleric with a domain. None of them are amazing - nothing above B grade (meaning up to B+). First the necrotic + poison combo at least makes them less bad - but monsters like wraiths are immune to both. You're still weak to the undead. Spells: Fine L3: Plague Blessing: Eww. Exhaustion levels to track. Put it on the tank (or tank yourself). I like the idea - but con saves and just inflicting modifiers for people who fail the con saves just feels like an annoyance. L6: Virulent Burst: AoE bursts from enemies who fall - fine, fun, and I like the bigger effect if you've weakened someone with the plague blessing L17: Vermin Form. Level 17. So I barely care. But it's fun and the cleric doesn't need a power pick. Overall: B- (would be B or possibly B+ if Plague Blessing was more elegant). A decent and evocative cleric domain - and clerics are too spell-dominant. [B]Circle of the Titan[/B] It's a kaju druid! A rival to the Moon Druid! For that alone it's looking at a potential A grade. L3: Spells. Spells you can cast in wild shape. Especially thaumaturgy for titan form Sfx and Cure Wounds (because you're a variant moon druid)). A decent job here. L3: Titan form. You've a big guy (Behemoth), a big swimmer (Leviathan/Tentacles), and a big flier (insectoid). Damage scaling is worse than a moon druid (you do have a combat flier form however) L6: Elemental rend + shock wave. Cute. You're basically a slightly weaker moon druid with a flying combat form. You don't need much at this level except dodging damage resistance which you have here. L10: Primal Havoc. Get bigger. Power fantasy but no mechanics. L14: Monstrous Appetite. [I]Grab and eat things[/I]. Oh, and be huge. Fun. And your damage has fallen off a lot by this point (it's still just two basic attacks only boosted by your druid's Primal Strike. Controller not striker in melee. Overall: I'm no more convinced by this thing's scaling than the moon druid; A- with potential for playtesting. [B]Hell Knight Fighter[/B] A firey fighter inflicting cursed wounds. Probably looking at a B baseline here especially as the short rest dice mechanic makes me think of the Battlemaster. L3: Diabolical Gift - non-combat abilities. Borderline ribbon L3: Infernal Wound. Con-modifier d6s/short rest. It's a Damage over Time effect which can be high but only if monsters live long. And they don't. There's theoretically a [I]lot[/I] of damage you can do here - but in practice the battlemaster is just better. L7: Advanced Weapons. 1/6 chance of triggering. Cute. L7: Hell-forged equipment. Again better than nothing but not great. L10: Hellfire Surge. Hey! That tickles! (Actually how much does burning do?) L15: Blister of Avernus. Trivial damage increase - and how does it work with Advanced Wounds? L18: Hellfire Condemnation. Ribbon L18: Infernal Bargain. Nice interaction but. Overall: C+. This is a Battlemaster wannabe. But it's functional. [B]Demonic Sorcerer[/B] I mean of course. Not escaping the "what's the difference with a warlock?" questions any time soon. Let's see if it does anything [I]new[/I] or interesting. L3: Demonic Spells. Decent enough except Contact Other Plane will take you out every time. I don't think these really add much to your list. L3: Abyssal Rupture. There's trivial damage or even a damage for haul as a bonus action - but the pick here is Fiendish Carapace to give attack rolls against you disadvantage. That's ... surprisingly useful L6: Abyssal Aura. Yay! Random abilities. And you shouldn't be getting close. L14: Abyssal Conduit. Bigger and better aura L18: A summon. When you can cast 9th level spells. A bit late Overall: C+. I don't like the aura - and I'm not sure the carapace is meant to be spammed the way it should be. The spell list mostly works without adding much. But it's functional. [B]Death Knight Path[/B] This is how a feat chain [I]should[/I] be considered. Multiple options. A grade potential. Base feat: Death Knight Initiate (Str/Cha). Gain Death Points equal to proficiency bonus. Can Wrathful Smite with them - and foe gets disadvantage. Intermediate Feats: (Str/Con/Cha) Spend a death point for a different spell per feat (Command, Find Steed, Fear, Bane). Find Steed is [I]permanent[/I]. Fear is third level. These are not balanced. Capstone: Requires Death Knight Initiate and one Intermediate, and L12. Str/Cha. Turn undead (complete with gaining benefits) and get a half-fireball per point expended. Overall: B- with potential for A-. Interesting concept, some balancing required. Especially with the points not increasing with the new abilites so competing with the wrathful smite. [B]Lich Path[/B] A spin on the Infernal Warlock - get a bonus for reducing enemies to 0hp or by being within 10ft of an enemy reduced to 0hp. Base Feat: Lich Initiate. (Int/Wis/Cha). Gain a phylactery(don't let it be destroyed but otherwise it does nothing). Do damage wtih your next roll. Intermediate feats (Int/Wis/Cha): When you get the extra damage recover a L1-4 spell slot, someone gains a few temp hp. Alternatively spend a spell slot when you cast Chill Touch to try to paralyse. Lich Capstone (Int/Wis/Cha): Turn Undead. Gain Fear and use it a few times for free. Trigger the phylactery. Warlocks need some option (IMO Arcane Restoration should restore a pact magic slot). This is weird in that it wants you to get up and close. Overall: B with potential for A. More interesting than the Death Knight because the abilities stack rather than compete for resources and the Lich gets the phylactery which is just better than the fireball. [/QUOTE]
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