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[Let's Read] Seas of Vodari
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<blockquote data-quote="Libertad" data-source="post: 8280262" data-attributes="member: 6750502"><p style="text-align: center"><strong>Chapter IV: Character Options (Part II)</strong></p><p></p><p><img src="https://i.imgur.com/RbUacI6.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Way of the Wild Monk</strong> focuses on instinct and ferocity by observing how animals fight in the natural world. They learn stances named after animals, emblematic of said beasts’ most notorious attacks. At 3rd level they choose two stances to learn (there are 10 total), and can enter a stance by spending 1 ki point and lasts for a minute* or until another stance is entered. The options have names like Crane Stance and Mantis Stance, and include options such as sending a bonus action to gain resistance to one non-bludgeoning/piercing/slashing damage type until the end of their next turn (Dragon), moving a creature to any other unoccupied adjacent space or moving half their own speed without provoking opportunity attacks as a reaction if said creature misses with a melee attack (Crane), advantage on Dexterity saving throws and Acrobatics check and can use Patient Defense without expending ki points (Stingray), gain swimming speed equal to base speed +10 feet and advantage on melee attacks when attacking underwater (Crocodile), or can make an unarmed attack as a reaction vs a melee attack when using Patient Defense or Dodge (Mantis). Most of them are predictably reactive against a foe’s offensive actions as opposed to something the monk initiates.</p><p></p><p>*10 minutes for Crocodile Stance.</p><p></p><p>Also at 3rd level the Monk gains proficiency in Animal Handling and can cast Speak with Animals as a ritual. At 6th level they can spend 1 ki point to apply additional boons to a stance in the form of a Strike that deals additional damage equal to the Monk’s Wisdom modifier or Martial Arts die along with another effect. For example Stingray Strike applies to when a target casts a spell, forcing a Constitution save in order to successfully cast the spell as though the target was concentrating on the magic. Mantis Strike can blind a creature for 1 minute (they make a Constitution save every round to end it early), while Dragon Strike applies only against a prone opponent but can reduce their speed to 0 until the beginning of the Monk’s next turn.</p><p></p><p>At 11th level their maximum ki points equal their Monk level + Wisdom modifier, while at 15th level they learn a third stance and accompanying strike of their choice.</p><p></p><p>The Way of the Wild has some nice choices, although some Stances are more broadly applicable than others. The Mantis’ Blinding Strike is great for just about any kind of opponent given how common visual senses are for monsters in general, while Dragon has a better Stance than its later Strike in versatility. In terms of utility only the Crocodile stance is good for general out of combat use (lasts 10 minutes and grants a swimming speed and ability to hold breath for far longer), and speaking to animals is useful albeit more situational than something like the Way of Shadow’s teleportation.</p><p></p><p><img src="https://i.imgur.com/CokIcTx.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Oath of Discovery Paladins</strong> are those who hold knowledge as the best ideal and often worship Istori. They seek out new lands and hidden truths, often taking up roles as archeologists, teachers, and other such occupations. Their bonus spells revolve around mobility and information-gathering, such as Expeditious Retreat, See Invisibility, Arcane Eye, and Dimension Door. Their channel divinity option grants a nearby ally temporary hit points and proficiency with a variety of tools (cartographer’s, navigator’s, & thieves’) or advantage on rolls with them if already proficient. Alternatively they can polarize themselves when channeling, gaining charges they can expend to add 1d6 to their AC or attack/damage in regards to being attacked by or attacking metal weapons and armored creatures. Additionally they can cast cleric and druid spells with the ritual tag, being able to learn and copy them down with a ritual book.</p><p></p><p>At 7th level allied creatures within 30 feet don’t have to roll Constitution saves to maintain concentration on spells the first time they take damage, and if the paladin themselves loses concentration in such a way the spell persists for 1 round. At 18th level this aura improves in granting +1d4 to the result of a Constitution save made to maintain concentration on a spell.</p><p></p><p>At 15th level the paladin can inscribe sigils of power onto flat surfaces, which can trigger based on certain conditions and have no limits on uses beyond the 10 minutes it takes to inscribe them. Sigils of Prophecy let a creature cast Augury as an action, Sigils of Truth allow the paladin to learn the surface thoughts and one hidden secret of someone that comes into contact with it on a failed save, and a Sigil of Correspondence is on two surfaces that can be up to paladin level in miles away from each other. When both sigils are activated they allow for telepathic communication.</p><p></p><p>The 20th level ultimate ability inscribes the paladin’s skin in runes as a bonus action, granting them a flying speed, can Dash as a bonus action and make one weapon attack with advantage as part of said action, their weapon attacks deal +1d8 psychic damage, and hostile creatures within 10 feet have disadvantage on INT/WIS ability checks and saves.</p><p></p><p>The Oath of Discovery Paladin is a great team player. The 7th level aura is excellent for any party with spellcasters, and cleric/druid ritual spells open up some nice versatility. The rest of the class features are less impressive, particularly the metal-based Channel Divinity which is very situational. The Sigils are cool, but only come into play at a very late level in campaigns.</p><p></p><p><img src="https://i.imgur.com/WgOAsUq.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Stormcloak Rangers</strong> derive their powers from the tumultuous weather that plague the Seas of Vodari. While not all choose to wear it, their name comes from their specialized cloaks which visibly channel electricity whenever they use their powers. Their bonus spells revolve around wind and mobility (thunderwave, gust of wind, haste, freedom of movement, passwall), and at 3rd level they can expend ranger spell slots to deal bonus lightning or thunder damage akin to a paladin (1d6 + 1d6 per spell level, +1d6 if metal creature or metal-armored creature). They can also spend slots as an action to deal said bonus damage automatically against a target that is grappling or swallowing them, but the damage can be avoided if said creature releases them.</p><p></p><p>At 7th level the Stormcloak gains resistance against lightning and thunder damage, and can spend a reaction to absorb energy when taking damage from such types to empower their weapon with +2d6 lightning/thunder damage on their next strike. They also gain advantage whenever they’d gain disadvantage on Perception checks due to stormy weather. At 11th level they deal +3d6 thunder damage with an attack whenever they hit with 2 weapon attacks in a single turn, and at 15th level as an action they can grant themselves one of two benefits for 1 minute and which refreshes on the next short or long rest: they either gain a fly speed or negate lightning damage taken by themselves or an ally within 10 feet.</p><p></p><p>The Stormcloak Ranger is first and foremost a damage-dealer, with little in the way of utility beyond their bonus spells and their 15th level capstone. They have the potential to do a lot of damage, but that kind of makes them feel lacking in comparison to some other Ranger Conclaves. The fact that one of said damage boosts is only when hit by a noncommon pair of energy types makes such a feature even more limited.</p><p></p><p><strong>Mask Roguish Archetype</strong> embodies disguised crusaders fighting against injustice, or just taking advantage of said disguise for mischievous pursuits. At 3rd level they can maintain a secret identity via a costumed disguise, and said identity is impossible to connect to their real identity unless disclosed to someone or being witnessed changing into or out of said costume. They also choose a finesse or ranged weapon type that becomes their signature weapon, gaining a +1 on attack and damage rolls with such instruments of war. They also gain advantage on all Deception checks when in their ‘normal’ persona, and can also apply Sneak Attack against a creature as long as they’re within 5 feet of 2 or more hostile creatures and not suffering disadvantage on the attack roll.</p><p></p><p>At 9th level they gain the services of a Sidekick who is a CR ½ humanoid who also has a secret identity of their own. They can grant advantage to an ally’s attack roll as a reaction but otherwise aren’t really remarkable in terms of game stats. Sidekicks can be employed for surveillance and scouting, automatically learning certain information after 4 hours: guard patrol routes, areas of heavy criminal activity, locations for hideouts and secret meetings, etc. At 13th level they gain advantage on Intimidation checks while in their costumed identity, and can impose the Frightened condition on struck targets that fail a Wisdom save if hit with a signature weapon. At 17th level the Rogue can use the bonus action granted via Cunning Action to score critical hits on 19-20 against a selected target, and also can learn a limited amount of game stats (AC, type, current HP, lowest or highest save) on a successful Insight vs Deception check.</p><p></p><p>I love me some masked vigilantes, although a lot of this subclass’ noncombat features are the kinds of things that can be simulated via role-play and the PCs just being notable people or the right Features for Backgrounds. The 17th level capstone is rather unimpressive given that such abilities can be more easily sussed out in the process of combat. The ironclad secret identity and signature weapon are nice, but those 2 features cannot hold up the whole class.</p><p></p><p><img src="https://i.imgur.com/HscH1z3.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Scoundrel Roguish Archetype</strong> represents people with connections in unsavory circles such as the black market and organized crime. They initially gain proficiency in one type of gaming set and improvised weapons (which they can also Sneak Attack with). They also gain a bonus use of Sneak Attack by Fast Talking a creature via Cunning Action: if the target fails a Wisdom save the Rogue only needs to not have disadvantage and be within 30 feet in order to apply Sneak Attack against the creature. Also at 3rd level they can automatically learn things about a community’s criminal activity by spending 4 hours gathering information.</p><p></p><p>At 9th level they can toss improvised objects at a creature whenever they take the Disengage action, causing the target to suffer disadvantage on their next attack roll on a failed Dexterity save. At 13th level the Rogue can apply Smooth Talk to gain advantage on a Deception or Persuasion check; said feature has no limits to use and can be used even against hostile targets, but can only apply to a creature once per hour. At 17th level the Rogue can spend a reaction to make an attack against a creature that missed them, adding Charisma modifier to the roll and can move half their movement speed without provoking opportunity attacks.</p><p></p><p>Much like the Mastermind, I feel that this archetype is more for campaigns heavy on social interactions. It’s not as mobile as the Scout, and the bonus sneak attack capability can only be triggered on a failed save rather than automatically like the Swashbuckler or Mask.</p><p></p><p><img src="https://i.imgur.com/Qjyx87p.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Tidal Sorcerers</strong> have a special connection to the tides of the ocean, or perhaps the moons that control them. They feel a deep connection to the sea, and their moods often change with the tides. At 1st level they gain a swim speed and proficiency in water vehicles, and once per long rest can regain 1d4-1 sorcery points when completing a short rest within or in sight of a large body of water (as well as within a seaborne ship). At 3rd level they can spend sorcery points on new metamagic options: High Tide pushes a creature 10 feet, Flood Tide grants temporary hit points based on the level of the expended spell slot, Ebb Tide applies bonus acid damage based on the spell slot’s level, and Low Tide causes targets to be unable to take reactions until the beginning of the sorcerer’s next turn. At 6th level the sorcerer learns water breathing and wind walk as bonus spells, can cast them as a reaction, and can’t be dispelled by anyone besides the sorcerer. At 14th level when they roll a natural 2-5 on an attack/save/ability check they can add 10 to the result, but only once per long rest or the next time they roll a natural 1 on said check (but must be the final result). And finally once per long rest whenever they’d roll a d100 they roll twice, learn the results of both rolls, and keep whichever they prefer.</p><p></p><p>Tidal Sorcerer feels like it’s trying to do a bit of everything rather than focusing on any one role. Still, I can’t say that any specific subclass features are truly bad, with the exception of rolling d100 twice is a bit situational given how rarely such things pop up when rolled by the players. The tide-based metamagic is clearly the subclass’ strong point, with a nice variety of options.</p><p></p><p><img src="https://i.imgur.com/FeW5Olf.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>The Council Otherworldly Patron</strong> represents warlocks who made a pact with a group of powerful beings that share the same goal as opposed to just one entity. The expanded spell list is a mixture of utility without any dominant theme, from Sanctuary to Find Traps to Protection from Energy. At 1st level the warlock can construct a magical ward as part of a short or long rest, and can be activated as a bonus action to grant resistance against a damage type predetermined during its construction (but can be changed via expending a Hit Die that won’t restore Hit Points when used in this matter). They also deal 1d4 + 1d4 per expended pact magic slot on damage dealt with the same type that was resisted for 1 turn. The Warlock also gains proficiency in Survival (or if already proficient rolls a d6 to add to every such skill check), and can cast Identity and Locate Object once per long rest each without using a spell slot.</p><p></p><p>At 6th level the Warlock gains temporary hit points when they cast a spell of 1st level or higher with a spell slot or critically hit. They can also grant said temporary hit points to an allied target within 30 feet. At 10th level their resisting ward grows stronger, being able to affect a nearby ally instead and rolling d8s instead of d4s for bonus damage. At 14th level as a reaction when falling to 0 HP or as a normal action they can be fully restored hit pointwise, teleport up to 30 feet, and roll a d6 every round for a minute, regaining a warlock spell slot if a 6 is ever rolled. This capstone ability can only be used once per long rest.</p><p></p><p> I find it a bit hard to grade this class. The d6 to skill rolls is something I haven’t seen in this book or elsewhere, and the broad resistance ward is pretty useful. Most of the abilities are reactive and defensive in nature, being things that help the warlock’s survivability rather than being things they do directly. It’s better than the laughably bad Undying patron, although it doesn’t have the broad utility as other patrons such as the Great Old One or Genie.</p><p></p><p>We do have a new Pact Boon and 3 Eldritch Invocations which play off of it. The Pact of Ink allows the Warlock to create a tattoo on their skin holding a warlock spell with a casting time of 1 action; it can later be cast from the tattoo as a bonus action. For the Invocations, Sigil of Protection grants resistance to one type of damage when an abjuration spell is stored in it. Flashing Sigil allows reaction time spells to be stored and grants the Warlock the ability to Dash as a bonus action and advantage on initiative checks when stored. Twin Sigils allows two tattoos to store one spell each of their own.</p><p></p><p><img src="https://i.imgur.com/ASwcaMU.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Wizard School of Mistwalking</strong> is an esoteric tradition from the Pernicious Citadel and followers of its renegade archmage. At 2nd level the Wizard can draw a cloak of mists around themselves granting advantage on Stealth checks for 1 minute, able to do this a number of times per long rest equal to their Intelligence modifier. They can also draw such a cloak around themselves automatically when casting certain spells (conjuration/enchantment/illusion), and also at 2nd level they become proficient in Stealth, add Fog Cloud to their spellbook and can cast it once without a spell slot, and can see normally in fog, mist, and smoke. At 6th level in such areas of poor visibility they can drop their cloak of mists to teleport up to 60 feet and also add Gaseous Form as a bonus spell which they always have prepared (doesn’t push up against preparation limits). At 10th level they can disperse their mist cloak as a reaction to add their proficiency bonus to AC, and at 14th level they can cast Confusion or Phantasmal Killer against a foe as part of said reaction (said spells aren’t learned automatically).</p><p></p><p>This class is pretty heavy on stealth and situational in regards to when some of its abilities can be used. The nicer abilities occur at later levels, and the reaction-based spell counterattack as the 14th level capstone is a bit of an odd choice in that they’re only 2 spells as opposed to a broader variety of offensive ones.</p><p></p><p><img src="https://i.imgur.com/aXrMpcL.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>New Backgrounds:</strong> We have 4 new backgrounds and 4 variants on the Sailor background, effectively making 8 new choices. Cartographers gain proficiency in Nature and Perception along with Navigator’s Tools and Cartographer’s Tools. Their Feature lets them never get lost in any area they mapped and can recall general layout of terrain, settlements, and similar features. Castaways gain proficiency in Athletics Survival, Herbalism Kits and Water Vehicles, and they can survive on half the normal amount of rations and water. Enforcers gain proficiency in Investigation, Intimidation, one gaming set type, land vehicles, and their Feature lets them better bend the regulations of the legal system due to knowledge and contacts. Revolutionaries gain Persuasion, Survival, one musical instrument proficiency, and one bonus language of their choice. They can survive indefinitely on half rations, can go for 3 days without food before risking starvation, and can go for an additional 4 hours of forced marching without needing to make a saving throw.</p><p></p><p>The four variant sailors include Explorer (Feature grants them knowledge of a secret land and how to get there), Navigator (Cartographer's skills, tools, and equipment and Feature is never get lost when they can see the sky), Privateer (Feature is treated like a hero in communities friendly to the flag they sail under), and Ship’s Surgeon (proficient in Investigation, Medicine, Herbalism Kit, water vehicles, and Feature is gain free lodging/meals/minor assistance in exchange for medical advice and assistance).</p><p></p><p><strong>New Feats:</strong> There are 4 new feats, short but sweet. Deck Brawler grants +1 STR or DEX, +2 to initiative when standing on anything floating on water, they move at regular speed while climbing, and add proficiency to any check that involves boarding another sea vessel. Deep Diver grants +1 STR, a swimming speed equal to “your movement,”* can hold breath for minutes equal to 1 + Con modifier + proficiency bonus, and can survive for CON mod + proficiency bonus in rounds when drowning. Firearms Expert ignores the loading property of firearms, doesn't suffer disadvantage when shooting hostile creatures within 5 feet, and when Attacking with a one-handed weapon in one hand and a pistol with the light property in the other can attack with said pistol as a bonus action. Finally, Nimble grants +1 DEX and +1 to AC when wearing light or no armor and not wielding a shield.</p><p></p><p>*don’t they mean walking speed? That’s what the other swim speed granters specified.</p><p></p><p>So while some of these feats are nice in isolation, other aspects in this book can overrule them. Deep Diver isn’t so hot when you gain easy access to water breathing, while several of the Firearms Expert properties are things that the Gunslinger can gain automatically. Nimble is nice for those with the Dueling Fighting Style. Granted, these feats seem a way to gain such features without having to be the class, which is what I feel is the intent.</p><p></p><p><strong>Thoughts So Far:</strong> Well this was a doozy of a chapter! Overall I have mixed feelings. A lot of the subclasses vary in quality. They all key off of setting elements of Seas of Vodari which helps connect players to the setting, but some are not so hot when juxtaposed against official subclasses. The Gunslinger seems fine as a class, but if the GM incorporates the optional misfire rules then its quality takes a nosedive as nobody likes critical fumbles. But a few subclasses manage to be good and flavorful, such as the Oath of Discovery Paladin being a clear favorite of mine.</p><p></p><p><strong>Join us next time as we see what kinds of loot and booty PCs can get their hands on in Chapter V: Equipment and Chapter VI: Ships & Cannons!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8280262, member: 6750502"] [center][b]Chapter IV: Character Options (Part II)[/b][/center] [img]https://i.imgur.com/RbUacI6.png[/img] [b]Way of the Wild Monk[/b] focuses on instinct and ferocity by observing how animals fight in the natural world. They learn stances named after animals, emblematic of said beasts’ most notorious attacks. At 3rd level they choose two stances to learn (there are 10 total), and can enter a stance by spending 1 ki point and lasts for a minute* or until another stance is entered. The options have names like Crane Stance and Mantis Stance, and include options such as sending a bonus action to gain resistance to one non-bludgeoning/piercing/slashing damage type until the end of their next turn (Dragon), moving a creature to any other unoccupied adjacent space or moving half their own speed without provoking opportunity attacks as a reaction if said creature misses with a melee attack (Crane), advantage on Dexterity saving throws and Acrobatics check and can use Patient Defense without expending ki points (Stingray), gain swimming speed equal to base speed +10 feet and advantage on melee attacks when attacking underwater (Crocodile), or can make an unarmed attack as a reaction vs a melee attack when using Patient Defense or Dodge (Mantis). Most of them are predictably reactive against a foe’s offensive actions as opposed to something the monk initiates. *10 minutes for Crocodile Stance. Also at 3rd level the Monk gains proficiency in Animal Handling and can cast Speak with Animals as a ritual. At 6th level they can spend 1 ki point to apply additional boons to a stance in the form of a Strike that deals additional damage equal to the Monk’s Wisdom modifier or Martial Arts die along with another effect. For example Stingray Strike applies to when a target casts a spell, forcing a Constitution save in order to successfully cast the spell as though the target was concentrating on the magic. Mantis Strike can blind a creature for 1 minute (they make a Constitution save every round to end it early), while Dragon Strike applies only against a prone opponent but can reduce their speed to 0 until the beginning of the Monk’s next turn. At 11th level their maximum ki points equal their Monk level + Wisdom modifier, while at 15th level they learn a third stance and accompanying strike of their choice. The Way of the Wild has some nice choices, although some Stances are more broadly applicable than others. The Mantis’ Blinding Strike is great for just about any kind of opponent given how common visual senses are for monsters in general, while Dragon has a better Stance than its later Strike in versatility. In terms of utility only the Crocodile stance is good for general out of combat use (lasts 10 minutes and grants a swimming speed and ability to hold breath for far longer), and speaking to animals is useful albeit more situational than something like the Way of Shadow’s teleportation. [img]https://i.imgur.com/CokIcTx.png[/img] [b]Oath of Discovery Paladins[/b] are those who hold knowledge as the best ideal and often worship Istori. They seek out new lands and hidden truths, often taking up roles as archeologists, teachers, and other such occupations. Their bonus spells revolve around mobility and information-gathering, such as Expeditious Retreat, See Invisibility, Arcane Eye, and Dimension Door. Their channel divinity option grants a nearby ally temporary hit points and proficiency with a variety of tools (cartographer’s, navigator’s, & thieves’) or advantage on rolls with them if already proficient. Alternatively they can polarize themselves when channeling, gaining charges they can expend to add 1d6 to their AC or attack/damage in regards to being attacked by or attacking metal weapons and armored creatures. Additionally they can cast cleric and druid spells with the ritual tag, being able to learn and copy them down with a ritual book. At 7th level allied creatures within 30 feet don’t have to roll Constitution saves to maintain concentration on spells the first time they take damage, and if the paladin themselves loses concentration in such a way the spell persists for 1 round. At 18th level this aura improves in granting +1d4 to the result of a Constitution save made to maintain concentration on a spell. At 15th level the paladin can inscribe sigils of power onto flat surfaces, which can trigger based on certain conditions and have no limits on uses beyond the 10 minutes it takes to inscribe them. Sigils of Prophecy let a creature cast Augury as an action, Sigils of Truth allow the paladin to learn the surface thoughts and one hidden secret of someone that comes into contact with it on a failed save, and a Sigil of Correspondence is on two surfaces that can be up to paladin level in miles away from each other. When both sigils are activated they allow for telepathic communication. The 20th level ultimate ability inscribes the paladin’s skin in runes as a bonus action, granting them a flying speed, can Dash as a bonus action and make one weapon attack with advantage as part of said action, their weapon attacks deal +1d8 psychic damage, and hostile creatures within 10 feet have disadvantage on INT/WIS ability checks and saves. The Oath of Discovery Paladin is a great team player. The 7th level aura is excellent for any party with spellcasters, and cleric/druid ritual spells open up some nice versatility. The rest of the class features are less impressive, particularly the metal-based Channel Divinity which is very situational. The Sigils are cool, but only come into play at a very late level in campaigns. [img]https://i.imgur.com/WgOAsUq.png[/img] [b]Stormcloak Rangers[/b] derive their powers from the tumultuous weather that plague the Seas of Vodari. While not all choose to wear it, their name comes from their specialized cloaks which visibly channel electricity whenever they use their powers. Their bonus spells revolve around wind and mobility (thunderwave, gust of wind, haste, freedom of movement, passwall), and at 3rd level they can expend ranger spell slots to deal bonus lightning or thunder damage akin to a paladin (1d6 + 1d6 per spell level, +1d6 if metal creature or metal-armored creature). They can also spend slots as an action to deal said bonus damage automatically against a target that is grappling or swallowing them, but the damage can be avoided if said creature releases them. At 7th level the Stormcloak gains resistance against lightning and thunder damage, and can spend a reaction to absorb energy when taking damage from such types to empower their weapon with +2d6 lightning/thunder damage on their next strike. They also gain advantage whenever they’d gain disadvantage on Perception checks due to stormy weather. At 11th level they deal +3d6 thunder damage with an attack whenever they hit with 2 weapon attacks in a single turn, and at 15th level as an action they can grant themselves one of two benefits for 1 minute and which refreshes on the next short or long rest: they either gain a fly speed or negate lightning damage taken by themselves or an ally within 10 feet. The Stormcloak Ranger is first and foremost a damage-dealer, with little in the way of utility beyond their bonus spells and their 15th level capstone. They have the potential to do a lot of damage, but that kind of makes them feel lacking in comparison to some other Ranger Conclaves. The fact that one of said damage boosts is only when hit by a noncommon pair of energy types makes such a feature even more limited. [b]Mask Roguish Archetype[/b] embodies disguised crusaders fighting against injustice, or just taking advantage of said disguise for mischievous pursuits. At 3rd level they can maintain a secret identity via a costumed disguise, and said identity is impossible to connect to their real identity unless disclosed to someone or being witnessed changing into or out of said costume. They also choose a finesse or ranged weapon type that becomes their signature weapon, gaining a +1 on attack and damage rolls with such instruments of war. They also gain advantage on all Deception checks when in their ‘normal’ persona, and can also apply Sneak Attack against a creature as long as they’re within 5 feet of 2 or more hostile creatures and not suffering disadvantage on the attack roll. At 9th level they gain the services of a Sidekick who is a CR ½ humanoid who also has a secret identity of their own. They can grant advantage to an ally’s attack roll as a reaction but otherwise aren’t really remarkable in terms of game stats. Sidekicks can be employed for surveillance and scouting, automatically learning certain information after 4 hours: guard patrol routes, areas of heavy criminal activity, locations for hideouts and secret meetings, etc. At 13th level they gain advantage on Intimidation checks while in their costumed identity, and can impose the Frightened condition on struck targets that fail a Wisdom save if hit with a signature weapon. At 17th level the Rogue can use the bonus action granted via Cunning Action to score critical hits on 19-20 against a selected target, and also can learn a limited amount of game stats (AC, type, current HP, lowest or highest save) on a successful Insight vs Deception check. I love me some masked vigilantes, although a lot of this subclass’ noncombat features are the kinds of things that can be simulated via role-play and the PCs just being notable people or the right Features for Backgrounds. The 17th level capstone is rather unimpressive given that such abilities can be more easily sussed out in the process of combat. The ironclad secret identity and signature weapon are nice, but those 2 features cannot hold up the whole class. [img]https://i.imgur.com/HscH1z3.png[/img] [b]Scoundrel Roguish Archetype[/b] represents people with connections in unsavory circles such as the black market and organized crime. They initially gain proficiency in one type of gaming set and improvised weapons (which they can also Sneak Attack with). They also gain a bonus use of Sneak Attack by Fast Talking a creature via Cunning Action: if the target fails a Wisdom save the Rogue only needs to not have disadvantage and be within 30 feet in order to apply Sneak Attack against the creature. Also at 3rd level they can automatically learn things about a community’s criminal activity by spending 4 hours gathering information. At 9th level they can toss improvised objects at a creature whenever they take the Disengage action, causing the target to suffer disadvantage on their next attack roll on a failed Dexterity save. At 13th level the Rogue can apply Smooth Talk to gain advantage on a Deception or Persuasion check; said feature has no limits to use and can be used even against hostile targets, but can only apply to a creature once per hour. At 17th level the Rogue can spend a reaction to make an attack against a creature that missed them, adding Charisma modifier to the roll and can move half their movement speed without provoking opportunity attacks. Much like the Mastermind, I feel that this archetype is more for campaigns heavy on social interactions. It’s not as mobile as the Scout, and the bonus sneak attack capability can only be triggered on a failed save rather than automatically like the Swashbuckler or Mask. [img]https://i.imgur.com/Qjyx87p.png[/img] [b]Tidal Sorcerers[/b] have a special connection to the tides of the ocean, or perhaps the moons that control them. They feel a deep connection to the sea, and their moods often change with the tides. At 1st level they gain a swim speed and proficiency in water vehicles, and once per long rest can regain 1d4-1 sorcery points when completing a short rest within or in sight of a large body of water (as well as within a seaborne ship). At 3rd level they can spend sorcery points on new metamagic options: High Tide pushes a creature 10 feet, Flood Tide grants temporary hit points based on the level of the expended spell slot, Ebb Tide applies bonus acid damage based on the spell slot’s level, and Low Tide causes targets to be unable to take reactions until the beginning of the sorcerer’s next turn. At 6th level the sorcerer learns water breathing and wind walk as bonus spells, can cast them as a reaction, and can’t be dispelled by anyone besides the sorcerer. At 14th level when they roll a natural 2-5 on an attack/save/ability check they can add 10 to the result, but only once per long rest or the next time they roll a natural 1 on said check (but must be the final result). And finally once per long rest whenever they’d roll a d100 they roll twice, learn the results of both rolls, and keep whichever they prefer. Tidal Sorcerer feels like it’s trying to do a bit of everything rather than focusing on any one role. Still, I can’t say that any specific subclass features are truly bad, with the exception of rolling d100 twice is a bit situational given how rarely such things pop up when rolled by the players. The tide-based metamagic is clearly the subclass’ strong point, with a nice variety of options. [img]https://i.imgur.com/FeW5Olf.png[/img] [b]The Council Otherworldly Patron[/b] represents warlocks who made a pact with a group of powerful beings that share the same goal as opposed to just one entity. The expanded spell list is a mixture of utility without any dominant theme, from Sanctuary to Find Traps to Protection from Energy. At 1st level the warlock can construct a magical ward as part of a short or long rest, and can be activated as a bonus action to grant resistance against a damage type predetermined during its construction (but can be changed via expending a Hit Die that won’t restore Hit Points when used in this matter). They also deal 1d4 + 1d4 per expended pact magic slot on damage dealt with the same type that was resisted for 1 turn. The Warlock also gains proficiency in Survival (or if already proficient rolls a d6 to add to every such skill check), and can cast Identity and Locate Object once per long rest each without using a spell slot. At 6th level the Warlock gains temporary hit points when they cast a spell of 1st level or higher with a spell slot or critically hit. They can also grant said temporary hit points to an allied target within 30 feet. At 10th level their resisting ward grows stronger, being able to affect a nearby ally instead and rolling d8s instead of d4s for bonus damage. At 14th level as a reaction when falling to 0 HP or as a normal action they can be fully restored hit pointwise, teleport up to 30 feet, and roll a d6 every round for a minute, regaining a warlock spell slot if a 6 is ever rolled. This capstone ability can only be used once per long rest. I find it a bit hard to grade this class. The d6 to skill rolls is something I haven’t seen in this book or elsewhere, and the broad resistance ward is pretty useful. Most of the abilities are reactive and defensive in nature, being things that help the warlock’s survivability rather than being things they do directly. It’s better than the laughably bad Undying patron, although it doesn’t have the broad utility as other patrons such as the Great Old One or Genie. We do have a new Pact Boon and 3 Eldritch Invocations which play off of it. The Pact of Ink allows the Warlock to create a tattoo on their skin holding a warlock spell with a casting time of 1 action; it can later be cast from the tattoo as a bonus action. For the Invocations, Sigil of Protection grants resistance to one type of damage when an abjuration spell is stored in it. Flashing Sigil allows reaction time spells to be stored and grants the Warlock the ability to Dash as a bonus action and advantage on initiative checks when stored. Twin Sigils allows two tattoos to store one spell each of their own. [img]https://i.imgur.com/ASwcaMU.png[/img] [b]Wizard School of Mistwalking[/b] is an esoteric tradition from the Pernicious Citadel and followers of its renegade archmage. At 2nd level the Wizard can draw a cloak of mists around themselves granting advantage on Stealth checks for 1 minute, able to do this a number of times per long rest equal to their Intelligence modifier. They can also draw such a cloak around themselves automatically when casting certain spells (conjuration/enchantment/illusion), and also at 2nd level they become proficient in Stealth, add Fog Cloud to their spellbook and can cast it once without a spell slot, and can see normally in fog, mist, and smoke. At 6th level in such areas of poor visibility they can drop their cloak of mists to teleport up to 60 feet and also add Gaseous Form as a bonus spell which they always have prepared (doesn’t push up against preparation limits). At 10th level they can disperse their mist cloak as a reaction to add their proficiency bonus to AC, and at 14th level they can cast Confusion or Phantasmal Killer against a foe as part of said reaction (said spells aren’t learned automatically). This class is pretty heavy on stealth and situational in regards to when some of its abilities can be used. The nicer abilities occur at later levels, and the reaction-based spell counterattack as the 14th level capstone is a bit of an odd choice in that they’re only 2 spells as opposed to a broader variety of offensive ones. [img]https://i.imgur.com/aXrMpcL.png[/img] [b]New Backgrounds:[/b] We have 4 new backgrounds and 4 variants on the Sailor background, effectively making 8 new choices. Cartographers gain proficiency in Nature and Perception along with Navigator’s Tools and Cartographer’s Tools. Their Feature lets them never get lost in any area they mapped and can recall general layout of terrain, settlements, and similar features. Castaways gain proficiency in Athletics Survival, Herbalism Kits and Water Vehicles, and they can survive on half the normal amount of rations and water. Enforcers gain proficiency in Investigation, Intimidation, one gaming set type, land vehicles, and their Feature lets them better bend the regulations of the legal system due to knowledge and contacts. Revolutionaries gain Persuasion, Survival, one musical instrument proficiency, and one bonus language of their choice. They can survive indefinitely on half rations, can go for 3 days without food before risking starvation, and can go for an additional 4 hours of forced marching without needing to make a saving throw. The four variant sailors include Explorer (Feature grants them knowledge of a secret land and how to get there), Navigator (Cartographer's skills, tools, and equipment and Feature is never get lost when they can see the sky), Privateer (Feature is treated like a hero in communities friendly to the flag they sail under), and Ship’s Surgeon (proficient in Investigation, Medicine, Herbalism Kit, water vehicles, and Feature is gain free lodging/meals/minor assistance in exchange for medical advice and assistance). [b]New Feats:[/b] There are 4 new feats, short but sweet. Deck Brawler grants +1 STR or DEX, +2 to initiative when standing on anything floating on water, they move at regular speed while climbing, and add proficiency to any check that involves boarding another sea vessel. Deep Diver grants +1 STR, a swimming speed equal to “your movement,”* can hold breath for minutes equal to 1 + Con modifier + proficiency bonus, and can survive for CON mod + proficiency bonus in rounds when drowning. Firearms Expert ignores the loading property of firearms, doesn't suffer disadvantage when shooting hostile creatures within 5 feet, and when Attacking with a one-handed weapon in one hand and a pistol with the light property in the other can attack with said pistol as a bonus action. Finally, Nimble grants +1 DEX and +1 to AC when wearing light or no armor and not wielding a shield. *don’t they mean walking speed? That’s what the other swim speed granters specified. So while some of these feats are nice in isolation, other aspects in this book can overrule them. Deep Diver isn’t so hot when you gain easy access to water breathing, while several of the Firearms Expert properties are things that the Gunslinger can gain automatically. Nimble is nice for those with the Dueling Fighting Style. Granted, these feats seem a way to gain such features without having to be the class, which is what I feel is the intent. [b]Thoughts So Far:[/b] Well this was a doozy of a chapter! Overall I have mixed feelings. A lot of the subclasses vary in quality. They all key off of setting elements of Seas of Vodari which helps connect players to the setting, but some are not so hot when juxtaposed against official subclasses. The Gunslinger seems fine as a class, but if the GM incorporates the optional misfire rules then its quality takes a nosedive as nobody likes critical fumbles. But a few subclasses manage to be good and flavorful, such as the Oath of Discovery Paladin being a clear favorite of mine. [b]Join us next time as we see what kinds of loot and booty PCs can get their hands on in Chapter V: Equipment and Chapter VI: Ships & Cannons![/b] [/QUOTE]
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