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<blockquote data-quote="GarrettKP" data-source="post: 9787504" data-attributes="member: 6811472"><p>Too many to name for me, but here are some: </p><p></p><p>Some powerful new origin feats, specifically the Spellfire and Zhentarim ones.</p><p></p><p>The General feats are a combo of feats that build on the Faction backgrounds (like a Zhent General feat that requires the Zhent origin as a prereq) and one feat for the 5 settings. Fey Trickster, the general feat for the Moonshae Isles, is especially nice. </p><p></p><p>Most of the subclasses have been improved since the UA. Genie Paladin's armor buff now requires them to be unarmored, but it is 10+Dex+Con now and can use a shield. They can easily out-AC a Bladesinger, especially if they use the new Genie Touched background to pick up the Shield spell through Magic Initiate Wizard. </p><p></p><p>Spellfire Sorcerer's capstone ability now keys off their Innate Sorcery instead of being a separate action to activate!!! This was a big one for me. </p><p></p><p>Speaking of Spellfire, the feats and new Spellfire spells are STRONG! The Origin Feat allows you to just reduce incoming magic damage by 1d4 every turn, no reaction required. They also get a level 1 spell that is basically an enhanced Eldritch Blast, dealing 2d10 Radiant per blast and one blast per spellslot level spent on the spell. These attacks ignore cover except total cover. </p><p></p><p>The new artifacts in the Adventure book are cool, and most of them appear as rewards in the one-page adventures. Speaking of the adventures, they are separated into categories: </p><p></p><p>Region (the 10 areas of Faerun)</p><p>Deity</p><p>Faction</p><p>Location (the 5 settings)</p><p>High Magic</p><p></p><p>The Location ones are in the 5 setting areas, with each getting 3-4 adventures. Each of the 10 regions gets 1 adventure, as does each faction, and a handful of gods get an adventure. </p><p></p><p>Then there are the High Magic adventures, which are basically "X NPC has learned how to cast a High Magic ritual (think Karsus's Folly but lower scale) and asks the PCs to help by gathering material components and participating in the circle casting. </p><p></p><p>The Bestiary is fantastic, with some cool generic threats like the Drow (all of which are 2024 versions of their old 2014 Monster Manual counterparts) and the Cultist of the Dead Three, alongside at least one named NPC villain for each of the 5 settings, save for the Dalelands which has a villain that uses a stat block from the Monster Manual. </p><p></p><p>What they have done with Sammaster in particular is really cool. </p><p></p><p>Still reading through stuff, but I love most everything here. My real complaint is just that we didn't get a cooler Fighter Subclass. The Purple Dragon Knight in the UA is way more exciting than the Banneret, which, if you did not like the PDK in 2014, you won't like the Banneret in 2024.</p></blockquote><p></p>
[QUOTE="GarrettKP, post: 9787504, member: 6811472"] Too many to name for me, but here are some: Some powerful new origin feats, specifically the Spellfire and Zhentarim ones. The General feats are a combo of feats that build on the Faction backgrounds (like a Zhent General feat that requires the Zhent origin as a prereq) and one feat for the 5 settings. Fey Trickster, the general feat for the Moonshae Isles, is especially nice. Most of the subclasses have been improved since the UA. Genie Paladin's armor buff now requires them to be unarmored, but it is 10+Dex+Con now and can use a shield. They can easily out-AC a Bladesinger, especially if they use the new Genie Touched background to pick up the Shield spell through Magic Initiate Wizard. Spellfire Sorcerer's capstone ability now keys off their Innate Sorcery instead of being a separate action to activate!!! This was a big one for me. Speaking of Spellfire, the feats and new Spellfire spells are STRONG! The Origin Feat allows you to just reduce incoming magic damage by 1d4 every turn, no reaction required. They also get a level 1 spell that is basically an enhanced Eldritch Blast, dealing 2d10 Radiant per blast and one blast per spellslot level spent on the spell. These attacks ignore cover except total cover. The new artifacts in the Adventure book are cool, and most of them appear as rewards in the one-page adventures. Speaking of the adventures, they are separated into categories: Region (the 10 areas of Faerun) Deity Faction Location (the 5 settings) High Magic The Location ones are in the 5 setting areas, with each getting 3-4 adventures. Each of the 10 regions gets 1 adventure, as does each faction, and a handful of gods get an adventure. Then there are the High Magic adventures, which are basically "X NPC has learned how to cast a High Magic ritual (think Karsus's Folly but lower scale) and asks the PCs to help by gathering material components and participating in the circle casting. The Bestiary is fantastic, with some cool generic threats like the Drow (all of which are 2024 versions of their old 2014 Monster Manual counterparts) and the Cultist of the Dead Three, alongside at least one named NPC villain for each of the 5 settings, save for the Dalelands which has a villain that uses a stat block from the Monster Manual. What they have done with Sammaster in particular is really cool. Still reading through stuff, but I love most everything here. My real complaint is just that we didn't get a cooler Fighter Subclass. The Purple Dragon Knight in the UA is way more exciting than the Banneret, which, if you did not like the PDK in 2014, you won't like the Banneret in 2024. [/QUOTE]
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