D&D 5E Favorite or most Meh Capstone (or level 18)


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None are really lame, I for my part hate all sorts of mc after 2nd edition. especially I did not like the power creeping 1 or 2 level dips for some munchkin starter feat coming with a class.

I would never plan a char so far in advance, that I consider a planned level dip. Remember in 5e you do not have magic item shop normally. so you cannot be sure which weapons / armor magic items your char will acquire. These might (or might not) have also a big influence on your career.

I really love how 5th ed has resolved this. Want a fighter/mage? Here comes your eldritch knight. Want a thief mage? Take the arcane trickster. Want anything class x / rogue? Take the criminal background . Just to name the most important. With the eldritch knight you can even recreate the Elf - class of basic D&D !
 





My favourite is Barbarian definitely, but the Druid one has resulted in some cool/fun gameplay like flying air elemental > falling earth elemental dive bomb attack. Leveraging infinite wildshape to get around the Druid's mediocre damage output.
 


I feel most of them are a little ''meh'' for a level 20 achievement. Each capstone that give ''a little more use of this and that when you roll initiative'' disapointing; there's nothing new, is just a little more resource at a level where you should have enough. Thinkin' of you bards and sorcerers.

I love the barbarian one because it really represent the idea of being more than ''human'' on level 20.

I dont like the druid's one, not because is not powerful, but because it looks like it was made with only one archetype in mind. In my games (should a druid reach level 20...so not likely), I give a special capstone to each archetype, much like paladins. Sometime I wish capstones were all decided by the archetype instead of by the class.
Archdruid (Land):
At the end of a long rest, you automatically add the Circle
spells of the land where you finished the rest. You lose those
extra spells when you take a long rest in another land.
Master Shifter (Moon):
You can use Wildshape a unlimited number of time.
Night Watcher (Dream)
You add the spells Find the Path, Forbiddance and Heroe's
Feast to the available spells for your Walker in Dream
feature. Those spell can be used at the end of a long rest only
but follow the same rules otherwise.
Spirit Friend (Shepherd)
Your summoned creatures have resistance against nonmagical
attacks.
Death Bloom (Spore)
When your zombie die because of damage from an attack,
it deals 3d6 Poison damage to every creature within 5 feet.
Creatures that dies because of this damage are automatically
raised as a Zombie with 1 hit point.
 

Most capstones are just child's play when you consider that the standard setting has high enough magic to make things pretty gonzo by level 15. I think Barbarian and Druid capstones are the minimum standard that a capstone should be, otherwise they are just not worth the wait.
Capstones should be overpowered.
 

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