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[Let's Read] Legacy of Mana
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<blockquote data-quote="Libertad" data-source="post: 8147535" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/8lJpMQP.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Old vs New:</strong> The flavor/fluff text for the new core classes has all but vanished. The Circle of Vitality Druid is a new addition, as is the College of Adaptability and Titan Martial Archetype.</p><p></p><p>This meaty chapter contains 2 all-new classes as well subclasses for every existing class save the Cleric and Wizard. As one of the new classes is a pretty iconic part of the setting, let’s cover the brand new material first.</p><p></p><p><img src="https://i.imgur.com/nqTnUzy.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Iltherian Knight:</strong> The most iconic class of the setting, the Iltherian Knights are a ruthless, disciplined fighting force who have the ability to drain mana and use the stored energy to empower their swords. The class gets hit points and proficiencies as a Fighter, although they are proficient in Strength and Wisdom saving throws, for skills have Arcana instead of History and Survival, and their starting equipment weapon options include renik short/long/greatswords.</p><p></p><p>The default class has several iconic features. At 1st level they can attune to <em>Renik Blades</em> much like they can a magic weapon (but cannot be attuned to any other magic item while so attuned), and when attuned count said weapon as magical for damage purposes. They can spend renik charges to give it an enhancement bonus equal to charges spent for an hour, and at higher levels gain +2 on attack rolls on spellcasters (and eventually all magical creatures) and spellcasters damaged by the blade suffer disadvantage on concentration checks and their concentration DC is increased by the Knight’s Wisdom modifier. An Iltherian Knight cannot spend more charges than half their proficiency bonus, rounded down, at once, so you can’t go too crazy with bonuses and damage.</p><p></p><p>Speaking of which, Iltherian Knights can infuse an attuned renik weapon with <em>renik charges</em> up to half their class level + 2. The Knight gains charges when they <em>Drain Mana,</em> performed as a reaction when targeted by a spell, whenever they score a critical hit, or when a foe is knocked out or killed. If they succeed on a Wisdom saving throw when Mana Draining, the spell fizzles out and is converted to a number of charges equal to spell level; if the spell would give them charges above their maximum, then it cannot be countered. Higher levels allow them to counter spells within 30 feet, gain a +2 bonus on the Wisdom save, and can eventually safeguard everyone in a hostile spell’s AoE (normally a drained spell merely fails to affect just the Iltherian). The Iltherian Knight can also convert their own life energy to renik charges in a pinch, taking necrotic damage and running the risk of Exhaustion, and they can spend charges to deal 1d6 damage to an enemy or heal themselves an equal amount per charge spent.</p><p></p><p><strong>Old Vs New:</strong> At 10th level a magical creature slain by an Iltherian Knight could never revive by anything short of a Wish spell. This option no longer exists, but it does persist in the stat blocks of the more powerful Iltherian NPCs in the bestiary section.</p><p></p><p>Draining Mana and spending renik charges in such a way are not limited based on resting periods. This means that Iltherian Knights can theoretically counter spells all day long. They don’t even need to be fighting mages or magical creatures to use their powers, as simply killing their foes is another means of recharging.</p><p></p><p>But that’s not all! An Iltherian Knight gains a Fighter Fighting Style at 2nd level of their choice as well as the Extra Attack that martial types get at 5th level, and they gain an Ability Score Improvement at 10th level as well as the normal progression rate (4/8/12/16/19). For more utility abilities they can Detect Magic with a renik weapon a number of times per long rest equal to their Wisdom modifier, can perform 2 reactions per round instead of 1 at 7th level, and their 20th level ability allows them to automatically gain 3 renik charges whenever initiative is rolled if they have 3 or less charges.</p><p></p><p>There are 3 subclasses for the Iltherian Knight, reflecting different imperial orders and training regimens. <strong>Inquisitors</strong> focus more heavily on counterspelling than other Knights, as well as limited ranged combat. At 3rd level they can spend a bonus action to deal 1d8 bonus necrotic damage and gain 1 charge whenever they hit an enemy with a renik weapon, and said enemy loses 1 of their lowest-level spell slots (can only do the last a number of times per long rest equal to Wisdom modifier). At 6th level they can spend renik charges to shoot out an AoE beam of force from their sword with a higher than normal save DC (10 + proficiency bonus plus Wisdom modifier)* dealing 1d6 per charge spent. At 11th level they can use Drain Mana on magical abilities that aren’t explicitly spells, such as a Paladin’s Lay on Hands or a dragon’s breath weapon, gaining only 1 charge if countered successfully. At 18th level they can reflect a spell instead of absorbing it back at a caster a number of times per short rest equal to their Wisdom modifier.</p><p></p><p>*5e saving throw DC structure usually has a base of 8 instead of 10.</p><p></p><p><strong>Defenders</strong> are the most common subclass, dedicated primarily to combat. At 3rd level they can consume surrounding mana as an action a limited number of times per long rest (Wisdom modifier), gaining 1 renik charge and creating a 15 foot radius of difficult terrain for 1 minute that only fellow Iltherian Knights can move inside without hindrance. They can also make Attacks of Opportunity on anyone inside the terrain if said target attacks someone other than the Knight. At 6th level they can opt to channel renik charges into their armor, gaining +1 AC for each charge spent for 1 minute,* and at 11th level can apply an Extra Attack to all of their Attacks of Opportunity. At 18th level they gain resistance to all damage from a magical source, advantage on saves vs all spells, but only heal half as much from healing magic.</p><p></p><p>*don’t forget, limited by half your proficiency bonus, so no RNG breaking.</p><p></p><p>Finally, the <strong>Relic Hunters</strong> are the least conventional Iltherian Knights. They are more likely to operate alone or in mixed groups outside of the traditional military structure, serving as more akin to spies and special forces. At 3rd level they can permanently drain unattended magical items and objects (including traps) by passing a DC based on the item’s Rarity. The rarer the item, the more renik charges gained. Is this a saving throw DC, an attack roll, a skill check? The class doesn’t say. Additionally, the subclass also grants at-will Detect Magic and Identify, but only as rituals, and Detect Magic’s range in this case can be up to 1 mile!</p><p></p><p>At 6th level they gain a smattering of boons: their Renik Charge limit is now their class level +2, they can attune to magical items while also attuned to a renik weapon (but cannot cast spells if the item would allow it), can make Mana Drain checks on ongoing magical effects, and gain proficiency in Arcana or another skill of the Relic Hunter’s choice if they already know Arcana. At 11th level they can permanently gain the properties of a drained magical item but can only have 1 such effect active at a time (2 at 15th and 3 at 19th level), and at 18th level they can drain magic items carried or wielded by another creature and gain advantage on such rolls.</p><p></p><p>Judging by the class as a whole, the Iltherian Knight is one I’d put around mid-tier, for they lack the sheer versatility of spellcasters. However as a martial type they have some pretty strong anti-magic defenses, are proficient in Wisdom which is useful for many of the “anti-fighter” type of spells, and can “nova” with attacks via spent renik charges albeit not to the same degree as a Smiting Paladin or an Action Surging Fighter. Unfortunately their ranged capabilities are limited, with the Inquisitor’s laser-sword being the only real one of note. Having access to Perception and Arcana allows for Relic Hunters to be good trap spotters and disablers in the case of magical ones, although they don’t measure up to full-fledged Rogues and aren’t proficient in Thieves’ Tools barring the proper Background.</p><p></p><p>When it comes to fighting spellcasters, Iltherians can be dangerous in groups; however there are many ways to get around them. First of all they are at their best in close quarters, for their Mana Drains trigger anywhere from 30 to 60 feet away (depending on subclass) or when directly targeted. Casting at range, while flying, or relying upon less direct spells can get around these countermeasures. And spells and non-spell magical abilities are more or less safe unless going against Inquisitors and Relic Hunters. Furthermore, although they can drain mana all day, they must still use a reaction to counter and absorb a spell, and as such mages fighting them on even terms or (better yet) outnumbering them can cast a minor spell they know will be absorbed and have a buddy follow up with a more powerful one. Furthermore, one cannot use reactions unless they are aware of the triggering effect. While the Knights can Detect Magic, it is something they cannot do all of the time, so in most cases when suspecting magic at work they are likely to have one soldier Detect and direct the others to the likely source.</p><p></p><p>The reason I’m pointing these out is that the NPC stat blocks for Iltherian Knights have many of the PC class’ abilities as well, and given their prominent bad guy status in the setting is worth pointing out.</p><p></p><p><strong>Old vs New:</strong> The class in the latest version has virtually no fluff text besides a cautionary disclaimer: most Iltherian Knights in the setting are villains, and the PC option is primarily intended for Reformists who broke away from them. Even if non-evil they performed (or were forced to perform) war crimes, and as such are hated in many lands.</p><p></p><p>Additionally, the class used to specify that you must be a non-magical human in order to take it. Said restriction is gone in the updated version, meaning that you can totally play a Blooded Iltherian, which doesn’t work lorewise. But in exchange the new version gives us a fancy two-page spread for the Iltherian Knight. Wait, hold on a second…</p><p></p><p><img src="https://i.imgur.com/mvJ8Gdm.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /><img src="https://i.imgur.com/6MzDisD.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><img src="https://i.imgur.com/xZAa7w2.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>They reused the same artwork, and within 4 pages of each other nonetheless! Now hear me out; I get that the art budget for a project is expensive, and for a first-timer like Legacy of Mana I don't begrudge them reusing assets. But the closeness of the art is more blatant than the other times it's happened in the book. Believe it or not, the former artwork wasn’t in the prior version, but the latter one was. Also the Final Fantasy VI reference is so obvious it isn’t even funny.</p><p></p><p></p><p><img src="https://i.imgur.com/fVnGfJ1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Seer:</strong> Seers are practitioners of a unique magical type that allows them to borrow mana from other timelines. Reaching out into the past and future gives them a sixth sense to go along with this ability, which is appreciated by many for their ability to detect and better avert future disasters. The art of the seer can be both innate or learned, with some coming to it precariously and others conducting meditation and research to think of reality in nonlinear ways. In terms of Hit Die and proficiencies they are close to Rogues, having d8 for hit points, are proficient in Light & Medium Armor and Simple Weapons, Dexterity and Intelligence saving throws, and choose 3 skills of their choice to be proficient in much like a Bard.</p><p></p><p>Many of their core class features are powered by Augury Points, which a Seer has a maximum equal to their class level and which are all restored after a short rest. At 1st level they can do an at-will Cerebral Blast which deals force damage (1d10+1d10 every 4 levels after) to a target within 60 feet and uses Intelligence for attack rolls in addition to being proficient in its use. Additionally they can also spend an Augury Point to reroll a failed saving throw or skill check representing their ability to look into the future. At 2nd level they can use their powers to knit and heal flesh, restoring 1d6 HP per Augury point spent up to their proficiency bonus as an action to a touched creature. At 4th level they can become proficient in a single Tool until the next rest by spending 1 Augury Point, and can do the same with weapons at 9th level. At 6th level they can spend 1 Augury Point per ally (including self) to reroll initiative. At 10th level they gain proficiency in a saving throw of their choice and become immune to aging, sleep, starvation, and thirst. At 14th they spend a Augury Point and a reaction to impose disadvantage on an enemy’s attack roll targeting them and gain resistance from damage if it hits anyway. At 15th level they can spend a Augury Point to Dodge as a bonus action and gain advantage on saves to resist any kind of damaging effect.</p><p></p><p>Seers also learn divination spells automatically. At 2nd level they learn every 1st level divination spell, every 2nd level one at 5th level, and so on every 4 levels, maxing out at all 1st to 5th level divination spells at 17th level. Instead of using spell slots, they spend Augury Points equal to the spell level to cast them.</p><p></p><p>The rest of their class features hit in at higher levels. At 13th level they can speak, read, and write all languages. At 18th they can spend 3 Augury points to cause a target to lose their action on a failed save; the class does not specify if it’s just the target’s main Action, or all of their actions, bonus and reaction included. At 20th level they increase their Intelligence by 4, to a maximum of 24.</p><p></p><p>The Seer has 2 subclasses known as Cerebral Awakenings, representing alternate timelines to which they become aware. The Prowess Awakening reveals a timeline where the Seer became a great warrior, and imparts all of the knowledge therein. They’re basically a Soulknife, at 3rd level gaining the ability to manifest a channeled weapon in their hands that deals damage as per the weapon (and use Intelligence for attack and damage) as well as Extra Attack at 5th level. At 7th level they can spend Augury Points up to half their proficiency bonus to gain an equal bonus to AC for 1 minute. At 11th level their channeled weapon deals 1d10 bonus damage, and at 17th level they can spend 1 Augury Point to gain advantage on an attack made with said weapon and can also spend 2 Augury Points to deal 3d6 bonus damage to a target struck with such a weapon.</p><p></p><p>The Hope Awakening...has no detail on what timeline the Seer sees, only that they can better alter the flow of time to their own benefit. At 3rd level they can spend an Augury Point to give an ally within 30 feet a 1d4 bonus to the next attack/save/skill check they make (1d6 at 11th level). At 5th level they add their Intelligence modifier to Cerebral Blast damage rolls, gain double the range on that, can use their healing touch ability on a target within 30 feet, and become proficient with shields. At 7th level they can spend an Augury Point to use Detect Thoughts but without spell components, and can spend an additional point to have a target autofail the save and remain undetected in its use. At 11th level the Seer can spend 3 Augury Points and a reaction to send a message back in time to an ally within 30 feet who dies or is KOed by an attack. The ally must then use a reaction to move half their movement speed away, avoids all AoOs, and ignores the negative effects from that intended fatal blow. At 17th level the Seer can spend 5 Augury Points to cast Time Stop, but with no spell components and can affect other creatures and objects without causing the spell to end.</p><p></p><p>As a class the Seer is a bit narrow in focus and geared more towards utility than offense. But within that focus they can be quite good. The mental blast is a nice always-have weapon, although they don’t stack up to a Warlock’s Eldritch Blast (which has a longer default range). They can heal hit points more often than a Cleric or Paladin due to their short-rest recharge, but they are powerless to stop or remove other debilitating conditions. Their ability to reroll initiative and failed saves and skill checks is pretty useful, and knowing every divination spell the DM has access to sourcebook-wise is great. They are not good fighters save for the Prowess option, and the Hope Awakening’s initial abilities are ho-hum with the best features at 11th and 17th level. From rerolls to divination to healing they are good at saving the party’s bacon from a wide variety of troubles, which many players can appreciate.</p><p></p><p><strong>Old vs New:</strong> Augury Points were formally known as Psi Points. The Seer could not cast divination spells. The Prowess Awakening could only manifest melee force blades dealing 1d6 damage but now can take the form of any melee or ranged weapon (but ammunition must still be supplied). Several abilities got buffed, such as greater range for Cerebral Blast in the Hope Awakening, while Hope’s “dodge death” 11th level ability requires that the affected ally has a reaction to spend, and the Time Stop equivalent could only let the Seer make attacks on creatures for environment manipulation. They also got the bonus saving throw and age/food/sleep immunity as a new 10th level ability; originally they got an Ability Score Increase option at that level.</p><p></p><p>Just covering the two new classes took quite a bit of words, so for the purposes of brevity I’m splitting up the entries for the PHB classes into their own post.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8147535, member: 6750502"] [CENTER][IMG]https://i.imgur.com/8lJpMQP.png[/IMG][/CENTER] [B]Old vs New:[/B] The flavor/fluff text for the new core classes has all but vanished. The Circle of Vitality Druid is a new addition, as is the College of Adaptability and Titan Martial Archetype. This meaty chapter contains 2 all-new classes as well subclasses for every existing class save the Cleric and Wizard. As one of the new classes is a pretty iconic part of the setting, let’s cover the brand new material first. [IMG]https://i.imgur.com/nqTnUzy.png[/IMG] [B]Iltherian Knight:[/B] The most iconic class of the setting, the Iltherian Knights are a ruthless, disciplined fighting force who have the ability to drain mana and use the stored energy to empower their swords. The class gets hit points and proficiencies as a Fighter, although they are proficient in Strength and Wisdom saving throws, for skills have Arcana instead of History and Survival, and their starting equipment weapon options include renik short/long/greatswords. The default class has several iconic features. At 1st level they can attune to [I]Renik Blades[/I] much like they can a magic weapon (but cannot be attuned to any other magic item while so attuned), and when attuned count said weapon as magical for damage purposes. They can spend renik charges to give it an enhancement bonus equal to charges spent for an hour, and at higher levels gain +2 on attack rolls on spellcasters (and eventually all magical creatures) and spellcasters damaged by the blade suffer disadvantage on concentration checks and their concentration DC is increased by the Knight’s Wisdom modifier. An Iltherian Knight cannot spend more charges than half their proficiency bonus, rounded down, at once, so you can’t go too crazy with bonuses and damage. Speaking of which, Iltherian Knights can infuse an attuned renik weapon with [I]renik charges[/I] up to half their class level + 2. The Knight gains charges when they [I]Drain Mana,[/I] performed as a reaction when targeted by a spell, whenever they score a critical hit, or when a foe is knocked out or killed. If they succeed on a Wisdom saving throw when Mana Draining, the spell fizzles out and is converted to a number of charges equal to spell level; if the spell would give them charges above their maximum, then it cannot be countered. Higher levels allow them to counter spells within 30 feet, gain a +2 bonus on the Wisdom save, and can eventually safeguard everyone in a hostile spell’s AoE (normally a drained spell merely fails to affect just the Iltherian). The Iltherian Knight can also convert their own life energy to renik charges in a pinch, taking necrotic damage and running the risk of Exhaustion, and they can spend charges to deal 1d6 damage to an enemy or heal themselves an equal amount per charge spent. [B]Old Vs New:[/B] At 10th level a magical creature slain by an Iltherian Knight could never revive by anything short of a Wish spell. This option no longer exists, but it does persist in the stat blocks of the more powerful Iltherian NPCs in the bestiary section. Draining Mana and spending renik charges in such a way are not limited based on resting periods. This means that Iltherian Knights can theoretically counter spells all day long. They don’t even need to be fighting mages or magical creatures to use their powers, as simply killing their foes is another means of recharging. But that’s not all! An Iltherian Knight gains a Fighter Fighting Style at 2nd level of their choice as well as the Extra Attack that martial types get at 5th level, and they gain an Ability Score Improvement at 10th level as well as the normal progression rate (4/8/12/16/19). For more utility abilities they can Detect Magic with a renik weapon a number of times per long rest equal to their Wisdom modifier, can perform 2 reactions per round instead of 1 at 7th level, and their 20th level ability allows them to automatically gain 3 renik charges whenever initiative is rolled if they have 3 or less charges. There are 3 subclasses for the Iltherian Knight, reflecting different imperial orders and training regimens. [B]Inquisitors[/B] focus more heavily on counterspelling than other Knights, as well as limited ranged combat. At 3rd level they can spend a bonus action to deal 1d8 bonus necrotic damage and gain 1 charge whenever they hit an enemy with a renik weapon, and said enemy loses 1 of their lowest-level spell slots (can only do the last a number of times per long rest equal to Wisdom modifier). At 6th level they can spend renik charges to shoot out an AoE beam of force from their sword with a higher than normal save DC (10 + proficiency bonus plus Wisdom modifier)* dealing 1d6 per charge spent. At 11th level they can use Drain Mana on magical abilities that aren’t explicitly spells, such as a Paladin’s Lay on Hands or a dragon’s breath weapon, gaining only 1 charge if countered successfully. At 18th level they can reflect a spell instead of absorbing it back at a caster a number of times per short rest equal to their Wisdom modifier. *5e saving throw DC structure usually has a base of 8 instead of 10. [B]Defenders[/B] are the most common subclass, dedicated primarily to combat. At 3rd level they can consume surrounding mana as an action a limited number of times per long rest (Wisdom modifier), gaining 1 renik charge and creating a 15 foot radius of difficult terrain for 1 minute that only fellow Iltherian Knights can move inside without hindrance. They can also make Attacks of Opportunity on anyone inside the terrain if said target attacks someone other than the Knight. At 6th level they can opt to channel renik charges into their armor, gaining +1 AC for each charge spent for 1 minute,* and at 11th level can apply an Extra Attack to all of their Attacks of Opportunity. At 18th level they gain resistance to all damage from a magical source, advantage on saves vs all spells, but only heal half as much from healing magic. *don’t forget, limited by half your proficiency bonus, so no RNG breaking. Finally, the [B]Relic Hunters[/B] are the least conventional Iltherian Knights. They are more likely to operate alone or in mixed groups outside of the traditional military structure, serving as more akin to spies and special forces. At 3rd level they can permanently drain unattended magical items and objects (including traps) by passing a DC based on the item’s Rarity. The rarer the item, the more renik charges gained. Is this a saving throw DC, an attack roll, a skill check? The class doesn’t say. Additionally, the subclass also grants at-will Detect Magic and Identify, but only as rituals, and Detect Magic’s range in this case can be up to 1 mile! At 6th level they gain a smattering of boons: their Renik Charge limit is now their class level +2, they can attune to magical items while also attuned to a renik weapon (but cannot cast spells if the item would allow it), can make Mana Drain checks on ongoing magical effects, and gain proficiency in Arcana or another skill of the Relic Hunter’s choice if they already know Arcana. At 11th level they can permanently gain the properties of a drained magical item but can only have 1 such effect active at a time (2 at 15th and 3 at 19th level), and at 18th level they can drain magic items carried or wielded by another creature and gain advantage on such rolls. Judging by the class as a whole, the Iltherian Knight is one I’d put around mid-tier, for they lack the sheer versatility of spellcasters. However as a martial type they have some pretty strong anti-magic defenses, are proficient in Wisdom which is useful for many of the “anti-fighter” type of spells, and can “nova” with attacks via spent renik charges albeit not to the same degree as a Smiting Paladin or an Action Surging Fighter. Unfortunately their ranged capabilities are limited, with the Inquisitor’s laser-sword being the only real one of note. Having access to Perception and Arcana allows for Relic Hunters to be good trap spotters and disablers in the case of magical ones, although they don’t measure up to full-fledged Rogues and aren’t proficient in Thieves’ Tools barring the proper Background. When it comes to fighting spellcasters, Iltherians can be dangerous in groups; however there are many ways to get around them. First of all they are at their best in close quarters, for their Mana Drains trigger anywhere from 30 to 60 feet away (depending on subclass) or when directly targeted. Casting at range, while flying, or relying upon less direct spells can get around these countermeasures. And spells and non-spell magical abilities are more or less safe unless going against Inquisitors and Relic Hunters. Furthermore, although they can drain mana all day, they must still use a reaction to counter and absorb a spell, and as such mages fighting them on even terms or (better yet) outnumbering them can cast a minor spell they know will be absorbed and have a buddy follow up with a more powerful one. Furthermore, one cannot use reactions unless they are aware of the triggering effect. While the Knights can Detect Magic, it is something they cannot do all of the time, so in most cases when suspecting magic at work they are likely to have one soldier Detect and direct the others to the likely source. The reason I’m pointing these out is that the NPC stat blocks for Iltherian Knights have many of the PC class’ abilities as well, and given their prominent bad guy status in the setting is worth pointing out. [B]Old vs New:[/B] The class in the latest version has virtually no fluff text besides a cautionary disclaimer: most Iltherian Knights in the setting are villains, and the PC option is primarily intended for Reformists who broke away from them. Even if non-evil they performed (or were forced to perform) war crimes, and as such are hated in many lands. Additionally, the class used to specify that you must be a non-magical human in order to take it. Said restriction is gone in the updated version, meaning that you can totally play a Blooded Iltherian, which doesn’t work lorewise. But in exchange the new version gives us a fancy two-page spread for the Iltherian Knight. Wait, hold on a second… [IMG]https://i.imgur.com/mvJ8Gdm.png[/IMG][IMG]https://i.imgur.com/6MzDisD.png[/IMG] [IMG]https://i.imgur.com/xZAa7w2.png[/IMG] They reused the same artwork, and within 4 pages of each other nonetheless! Now hear me out; I get that the art budget for a project is expensive, and for a first-timer like Legacy of Mana I don't begrudge them reusing assets. But the closeness of the art is more blatant than the other times it's happened in the book. Believe it or not, the former artwork wasn’t in the prior version, but the latter one was. Also the Final Fantasy VI reference is so obvious it isn’t even funny. [IMG]https://i.imgur.com/fVnGfJ1.png[/IMG] [B]Seer:[/B] Seers are practitioners of a unique magical type that allows them to borrow mana from other timelines. Reaching out into the past and future gives them a sixth sense to go along with this ability, which is appreciated by many for their ability to detect and better avert future disasters. The art of the seer can be both innate or learned, with some coming to it precariously and others conducting meditation and research to think of reality in nonlinear ways. In terms of Hit Die and proficiencies they are close to Rogues, having d8 for hit points, are proficient in Light & Medium Armor and Simple Weapons, Dexterity and Intelligence saving throws, and choose 3 skills of their choice to be proficient in much like a Bard. Many of their core class features are powered by Augury Points, which a Seer has a maximum equal to their class level and which are all restored after a short rest. At 1st level they can do an at-will Cerebral Blast which deals force damage (1d10+1d10 every 4 levels after) to a target within 60 feet and uses Intelligence for attack rolls in addition to being proficient in its use. Additionally they can also spend an Augury Point to reroll a failed saving throw or skill check representing their ability to look into the future. At 2nd level they can use their powers to knit and heal flesh, restoring 1d6 HP per Augury point spent up to their proficiency bonus as an action to a touched creature. At 4th level they can become proficient in a single Tool until the next rest by spending 1 Augury Point, and can do the same with weapons at 9th level. At 6th level they can spend 1 Augury Point per ally (including self) to reroll initiative. At 10th level they gain proficiency in a saving throw of their choice and become immune to aging, sleep, starvation, and thirst. At 14th they spend a Augury Point and a reaction to impose disadvantage on an enemy’s attack roll targeting them and gain resistance from damage if it hits anyway. At 15th level they can spend a Augury Point to Dodge as a bonus action and gain advantage on saves to resist any kind of damaging effect. Seers also learn divination spells automatically. At 2nd level they learn every 1st level divination spell, every 2nd level one at 5th level, and so on every 4 levels, maxing out at all 1st to 5th level divination spells at 17th level. Instead of using spell slots, they spend Augury Points equal to the spell level to cast them. The rest of their class features hit in at higher levels. At 13th level they can speak, read, and write all languages. At 18th they can spend 3 Augury points to cause a target to lose their action on a failed save; the class does not specify if it’s just the target’s main Action, or all of their actions, bonus and reaction included. At 20th level they increase their Intelligence by 4, to a maximum of 24. The Seer has 2 subclasses known as Cerebral Awakenings, representing alternate timelines to which they become aware. The Prowess Awakening reveals a timeline where the Seer became a great warrior, and imparts all of the knowledge therein. They’re basically a Soulknife, at 3rd level gaining the ability to manifest a channeled weapon in their hands that deals damage as per the weapon (and use Intelligence for attack and damage) as well as Extra Attack at 5th level. At 7th level they can spend Augury Points up to half their proficiency bonus to gain an equal bonus to AC for 1 minute. At 11th level their channeled weapon deals 1d10 bonus damage, and at 17th level they can spend 1 Augury Point to gain advantage on an attack made with said weapon and can also spend 2 Augury Points to deal 3d6 bonus damage to a target struck with such a weapon. The Hope Awakening...has no detail on what timeline the Seer sees, only that they can better alter the flow of time to their own benefit. At 3rd level they can spend an Augury Point to give an ally within 30 feet a 1d4 bonus to the next attack/save/skill check they make (1d6 at 11th level). At 5th level they add their Intelligence modifier to Cerebral Blast damage rolls, gain double the range on that, can use their healing touch ability on a target within 30 feet, and become proficient with shields. At 7th level they can spend an Augury Point to use Detect Thoughts but without spell components, and can spend an additional point to have a target autofail the save and remain undetected in its use. At 11th level the Seer can spend 3 Augury Points and a reaction to send a message back in time to an ally within 30 feet who dies or is KOed by an attack. The ally must then use a reaction to move half their movement speed away, avoids all AoOs, and ignores the negative effects from that intended fatal blow. At 17th level the Seer can spend 5 Augury Points to cast Time Stop, but with no spell components and can affect other creatures and objects without causing the spell to end. As a class the Seer is a bit narrow in focus and geared more towards utility than offense. But within that focus they can be quite good. The mental blast is a nice always-have weapon, although they don’t stack up to a Warlock’s Eldritch Blast (which has a longer default range). They can heal hit points more often than a Cleric or Paladin due to their short-rest recharge, but they are powerless to stop or remove other debilitating conditions. Their ability to reroll initiative and failed saves and skill checks is pretty useful, and knowing every divination spell the DM has access to sourcebook-wise is great. They are not good fighters save for the Prowess option, and the Hope Awakening’s initial abilities are ho-hum with the best features at 11th and 17th level. From rerolls to divination to healing they are good at saving the party’s bacon from a wide variety of troubles, which many players can appreciate. [B]Old vs New:[/B] Augury Points were formally known as Psi Points. The Seer could not cast divination spells. The Prowess Awakening could only manifest melee force blades dealing 1d6 damage but now can take the form of any melee or ranged weapon (but ammunition must still be supplied). Several abilities got buffed, such as greater range for Cerebral Blast in the Hope Awakening, while Hope’s “dodge death” 11th level ability requires that the affected ally has a reaction to spend, and the Time Stop equivalent could only let the Seer make attacks on creatures for environment manipulation. They also got the bonus saving throw and age/food/sleep immunity as a new 10th level ability; originally they got an Ability Score Increase option at that level. Just covering the two new classes took quite a bit of words, so for the purposes of brevity I’m splitting up the entries for the PHB classes into their own post. [/QUOTE]
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