Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Why Slay Dragons When You Could Be FISHING?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Libertad" data-source="post: 9454651" data-attributes="member: 6750502"><p style="text-align: center"><strong>Character Options, Part 2</strong></p><p></p><p><img src="https://i.imgur.com/n6uwI3s.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The <strong>Paladin Oath of the Admiral</strong> represents those holy warriors in leadership positions, taking care of those under their charge. Their Tenets revolve around being a responsible military officer, being dutiful to those above you, and doing right by the people serving under you. Their oath spells are heavily based on enchantment and emotion such as Command, Zone of Truth, Fear, and Telepathic Bond. Initially they gain proficiency with Navigator’s Tools and Water Vehicles, their Channel Divinity is a war cry that deals AoE psychic damage and can force enemies to flee if they fail a Wisdom save, and alternatively they can expend Channel Divinity as a reaction to grant an additional attack to an ally taking the Attack action. Their 7th level aura adds bonus radiant damage to weapon attacks, with an increased aura and doubling that damage at 18th level. At 15th level once per long rest they can appoint an ally to be their Divine Lieutenant, who also generates their own Aura of Loyalty and can let the Paladin activate their Channel Divinity to originate in the Lieutenant’s space. Their 20th level capstone ability isn’t an alternate form like most paladin oaths, but instead summons a barrage of holy artillery weapons to rain down as a 15 foot sphere on a space within 60 feet, dealing 8d6 radiant damage. The paladin can order another barrage as an action every round for 1 minute, at which point the artillery disappears.</p><p></p><p><em>Thoughts:</em> While they don’t get a swim speed like many of the other subclasses here, gaining water vehicle proficiency is still appropriate given the themes of this book. AoE and psychic damage are good abilities for a Paladin to have, as those two elements aren’t readily available for them by default. Granting additional attacks and bonus damage makes the subclass of most use in parties composed of physical attackers, and the Divine Lieutenant’s additional aura can be very useful when combined with bonus companions like summoned creatures. The 20th level capstone feels kind of weak as most paladin abilities of this level are broader in benefits, even if the damage that they can deal with it over time is not too shabby.</p><p></p><p><img src="https://i.imgur.com/O4yGgNh.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The <strong>Leviathan Hunter Ranger</strong> pursues the biggest, deadliest creatures of the sea, and they tend to have a reputation for obsession bordering on madness. Starting out they gain a swimming speed equal to their walking speed whenever they Dash, are proficient in Navigator’s Tools and Water Vehicles, gain Coast as a bonus Favored Terrain, <em>and</em> learn Hunter’s Mark and don’t expend a spell slot when casting it as a 1st level spell. But that’s not all! They gain new and improved uses of Hunter’s Mark initially and as they gain levels in this class, such as gaining a stackable +1 bonus to AC (maximum +3) each time they hit a marked target with a ranged attack until they’re hit by said target, gaining immunity to the Charmed and Frightened condition of abilities used by the marked target, dealing +2d6 extra target on top of the spell damage, etc. In fact, there’s way too many benefits to list here specifically, but in general this subclass highly emphasizes the role of a single-target debuffer type.</p><p></p><p><em>Thoughts:</em> There’s really only one class feature that specifies size category of targets (can pseudo-grapple them where you basically can climb and move all around them Shadow of the Colossus style), so the Leviathan Hunter is less “slayer of giants” and reflects more the obsessive hunter a la Captain Ahab. As for the class’ functionality, Hunter’s Mark has been kind of a spell tax for the Ranger in general barring some alternative builds, so granting the spell with enhanced uses for free really helps them in the damage department. Being able to cast the base version without expending a spell slot turns it into something the Ranger should always be using unless they want to concentrate on another type of spell. The various boons they can get as a result of this make the subclass a worthwhile choice in my view.</p><p></p><p><img src="https://i.imgur.com/h5NfGPP.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The <strong>Poacher Roguish Archetype</strong> represents hunters who rely on traps to catch their prey, often due to hunting protected species. The save DC of traps are based off of the Rogue’s Intelligence modifier, so this isn’t the subclass for those who chose it as a dump stat. Starting out the Rogue gets proficiency in Nature, Survival, and firearms if they exist in the setting. They can also create and place traps in a square as an action, and as the class doesn’t list a per-rest refresh rate or resource cost, I presume that this is an at-will ability. The Poacher starting out can set three different kinds of traps: a snare, which deals AoE damage plus Sneak Attack against those who trigger it, a Sentry that lasts for 10 minutes and can be commanded as a bonus action to make a ranged attack roll on targets within 60 feet, and a Sensor that lasts for an hour and lets the Poacher see through it up to 120 feet in any direction provided that they’re within 1 mile. Poachers also learn Trap Specialist options to modify the aforementioned traps in various ways, and learn more options as they level up. For example, the Deafening Blast Sentry option emits an AoE attack that deafens targets who fail a Constitution save, while the Leg Clamp Snare option grapples affected targets who fail the Dexterity save and they need to make an Athletics check to break out. At higher levels the Poacher gains various non-trap related abilities, such as being able to cast Hunter Mark’s a number of times equal to their Proficiency Bonus per long rest, dealing +2d6 Sneak Attack damage with ranged weapons against targets that cannot see them, and their 17th level capstone lets them learn the actions, traits, lair actions, and legendary actions against a creature they observe for 1 hour.</p><p></p><p><em>Thoughts:</em> The Poacher is a subclass that shines when the party can prepare ambushes ahead of time and choose the terrain in which they fight. Given that there’s no apparent limitations to how many traps can be set up at once, a Poacher can lay a lot of traps in an area even with just a minute. The Sentry requiring the Rogue’s bonus action helps cut down on action economy abuse, but the snares are not so limited. Given that they apply Sneak Attack, this can be a great way to deal a lot of damage to multiple targets. Furthermore, the Sensor is great for scouting purposes. All around a very strong subclass; possibly too strong, even.</p><p></p><p><img src="https://i.imgur.com/Qxcr0On.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The <strong>Merfolk Sorcerer Bloodline</strong> represents mages who gained supernatural singing powers from their fin-tailed ancestors. Their bonus spells tend towards indirect buffs and debuffs such as Healing Word, Silence, Polymorph, and Conjure Elemental, and they learn the Harmony* cantrip for free and can sing as part of casting a spell with a verbal component. They gain two new metamagic options for spells with verbal components, the first letting them add their casting modifier to damage dealt with spells, and the ability to reroll the dice of healing spells and taking the better die roll. At 6th level they gain temporary hit points whenever they cast a leveled spell with a verbal component, become immune to the charmed condition as well as any effects of magical silence and can speak/cast normally in them, at 11th level they can sing a charming melody that also lets them read a target’s thoughts, and their 18th level capstone is a Song of Doom that can deal psychic damage and also charm a target if they fail a save.</p><p></p><p>*Another new spell in this book.</p><p></p><p><em>Thoughts:</em> Given that most spells have a verbal component, the Merfolk Bloodline is quite strong. They’re almost always going to get temporary hit points as long as they have spell slots due to this, and being immune to magical silence is a good means of allowing party members to selectively shut down enemy spellcasters without worrying about affecting the Sorcerer. Gaining immunity to the Charmed condition at 6th level is another strong option, as that applies to a huge amount of mind-affecting abilities in 5th Edition. The latter-level special songs don’t feel as potent in comparison, as by the time they kick in they’re the kinds of things that can be replicated by lower-level spells. That being said, they have multiple uses based on Proficiency Bonus per long rest, so they can free up the Sorcerer to do such effects without using precious spell slots.</p><p></p><p><img src="https://i.imgur.com/QvFGoc1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The <strong>Dream Whale Warlock Patron</strong> is an entity that is perpetually asleep within the deep ocean. Those who come into contact with its mind discover that its dream is a seemingly infinite world of its own, and these warlocks can tap into some of the Dream Whale’s power. The subclass’ expanded spell list is themed around mind-affecting and water spells such as Sleep, Detect Thoughts, Water Walk, and Modify Memory. One of their 1st level abilities lets the warlock summon Dreaming Waters at will, which can move to cover a target and grant them various potential buffs and debuffs. Initially these Waters can let the affected warlock or an ally roll their Charisma save as an action to make up for a failed Intelligence or Wisdom save vs a spell, while Fade Into Dreaming lets the warlock cast Sanctuary on a target affected by Dreaming Waters. Their Dreaming Waters ability gains new and improved uses at higher levels, such as auto-dispelling the Charmed condition, imposing disadvantage on attack and ability checks on unwilling targets as well as forcing such targets to make concentration saves to cast spells, the Waters treat itself as the point of origin when the Warlock casts spells, and can last until the next long rest instead of for 1 minute as its 14th level capstone. For other class features, the Warlock also gains advantage on saves vs charm and fear effects, resistance to psychic damage, and as their other capstone can once per long rest bring themselves and up to 5 willing creatures into the Dream to grant them a short rest and various buffs.</p><p></p><p><em>Thoughts:</em> This subclass is very much in the “team player” side of things, given that Dreaming Waters is something that can apply to allies as well. While the base version can be used at will, several of the higher-level abilities are still limited use, usually based on Proficiency Bonus per long rest. Being able to auto-end the charmed condition is a very strong ability, as is forcing enemy casters to make concentration checks to use magic at all. Granting resistance to psychic damage and saves vs charm and fear effects makes them quite invaluable against aberrations and opponents that impose mind-affecting maladies. However, this also makes these features rather situational based on what kinds of enemies the DM pits against the party. But as such things are quite common, it’s not as situational as other subclasses previously covered and I’d rate this patron quite highly.</p><p></p><p><img src="https://i.imgur.com/knIjIdA.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The <strong>Wizard School of Schools</strong> represents those arcane sages who study the creatures of the sea, learning to draw power from them. Starting out at 2nd level they can conjure up to 3 ethereal flying fish that can shed light and grant advantage on Perception checks to the Wizard in helping sense hidden things. Their 6th and 10th level abilities are limited use in Proficiency Bonus per long rest, the former putting an illusory camouflage on multiple willing targets that imposes disadvantage on enemy attacks while the camouflaged targets are adjacent to each other. The latter ability is a magical stream of summoned fish that help move the wizard, granting them increased movement speed and letting them avoid opportunity attacks to themselves and allies to which they pass adjacent to. Their 14th level capstone can only be used once per long rest, conjuring a defensive sphere made up of ethereal fish for up to 1 minute (or until concentration breaks) that acts as a buffer of bonus hit points that take damage first.</p><p></p><p><em>Thoughts:</em> While the various abilities gained aren’t bad per se, the School of Schools falls short of other Wizard subclasses on account that its abilities are easily replicated by existing spells which the Wizard has in spades. The avoidance of opportunity attacks and increased speed sound neat, but as it takes an Action to use a Wizard who wants to get out of melee range is going to fall back on Misty Step and other such tricks. Advantage on Perception can help boost passive Perception, but as the Wizard isn’t Wisdom-based and doesn’t get Perception as a class skill they’re likely not going to be the primary scout. Additionally, the HP buffer capstone helps shore up a Wizard’s hit points, but in requiring concentration it’s competing with a lot of existing high-level spells the Wizard may be better served in using. It’s for these reasons that this subclass rates lowly for me.</p><p></p><p><img src="https://i.imgur.com/eDlYnhm.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>WSDWYCBF gives us 19 new <strong>Spells</strong> for every core class, with the Druid winning out in getting 11 of them and the Warlock and Wizard getting only 3. The remainder of the classes get around 6-8 of the spells, which I’d say are decent amounts. As a lot of these spells can be summed up briefly, I’m going to include my <em>Thoughts</em> as part of their write-ups.</p><p></p><p><strong>Comfort</strong> is a 1st level spell that grants 2d6 + casting modifier temporary hit points to a touched creature, lasting for 4 hours and higher level slots allow additional targets to be affected. This is blatantly better than Heroism in that it’s longer lasting, provides a higher number, and isn’t restricted by concentration, so the only thing it loses out on is granting Frightened immunity.</p><p></p><p><strong>Corrosive Smite</strong> is a 1st level paladin spell that deals bonus acid damage to a weapon attack and imposes a -2 penalty to a target’s AC if they fail a Constitution save. Due to bounded accuracy as well as the fact that there’s not many ways to directly lower AC, this is a pretty strong spell.</p><p></p><p><strong>Dispelling Smite</strong> is a 5th level paladin spell that deals bonus radiant damage and basically acts as a melee-reach Dispel Magic cast at 5th level. Although the Paladin’s primary ability score is most likely Strength and not Charisma (meaning they’ll not have as good odds of dispelling as primary casters), this is still a good two-in-one spell combining dispelling and bonus damage.</p><p></p><p><strong>Downpour</strong> is a 5th level spell that summons a rain cloud for a minute, and the caster can choose from one of three rain types each turn: blinding rain that imposes the Blinded condition on a failed Constitution save, pounding rain that deals bludgeoning damage equal to the caster’s Wisdom modifier, and soothing rain that heals an equal amount of damage instead. There’s not a lot of AoE spells that directly impose blindness out of conditional factors like Color Spray’s HP-based effect or Darkness’ stationary nature, so that effect of Downpour is pretty strong. The healing rain can affect more potential targets and may be more cost-efficient than Mass Cure Wounds. Presuming a caster with 20 Wisdom, a single target exposed for the full duration can heal 50 damage vs a one-time 3d8+5 damage. It’s also a Cleric (and Druid, Ranger, and Warlock) spell, so it’s not something the iconic “healer” class would need to gain access to via unorthodox methods.</p><p></p><p><strong>Fable’s Folly</strong> is a 1st level spell that targets a single character as a bonus action, forcing them to subtract 1d6 from the next damage roll that they make, with higher level slots adding an additional 1d6. Since it’s a bonus action and not reaction it’s not as useful in reducing guaranteed damage, so it requires some care in its use.</p><p></p><p><strong>Geyser</strong> is a 3rd level AoE spell that deals fire and bludgeoning damage to creatures in a 20 foot cube. It also knocks targets prone on a failed Strength save. Sadly as it’s competing with Fireball that deals much more damage (8d6 vs Geyser’s 6d6) and prone is an easy condition from which one can recover, it doesn’t rate as highly IMO.</p><p></p><p><strong>Harmony</strong> is a cantrip that is Concentration and lasts for 1 round, granting a targeted creature +1d4 on their next attack roll. It’s basically Discount Bless, but as it requires the caster to give up their own action and requires Concentration it’s not as useful as say, Guidance which has ample out of combat uses.</p><p></p><p><strong>Inspiring Smite</strong> is a 1st level paladin spell that deals bonus psychic damage and lets an ally within 60 feet add +1d4 to their next attack, save, or ability check. I’d say this is rather nifty, and as it can stack with Bless it’s a good means of getting major bonuses to a roll.</p><p></p><p><strong>Magic Whistle</strong> is a 1st level spell that sets up a 15 foot radius centered on the caster for a minute. Whenever a creature makes an ability or tool check within the radius, they add the caster’s spellcasting ability modifier to the roll. It requires concentration, so it’s rather situational save for some min-max builds, as tool checks aren’t typically the kinds of things that see much use in campaigns by default. As for ability checks, it’s competing heavily with Guidance which is a cantrip, so I can’t see most players picking this.</p><p></p><p><strong>Marking Smite</strong> is a 2nd level paladin spell that deals 1d8 bonus radiant damage and marks the target, causing them to suffer another 3d8 radiant damage the next time they’re damaged with an attack. As the default Divine Smite deals 3d8 bonus radiant damage via a 2nd level slot, this deals 1d8 more than that choice but it’s contingent on the target being damaged a second time. While this is likely to happen in most battles and the smite has a generous 1 minute window, it requires sustainment by concentration. This can be a net loss if someone manages to break said concentration during that time.</p><p></p><p><strong>Missive</strong> is basically the Sending spell but 4th level, as it can transmit up to 100 words instead of 25 and appears on a magically-conjured piece of paper. As it’s blatantly better than the lower-level core spell, this is the kind of thing that a PC would either wait 2 levels for in order to take or swap it out as a known spell if their class allows that as an option once they qualify. I don’t like this, as the spell overlaps too much and is just blatantly better than an existing option.</p><p></p><p><strong>Phantasmal Flood</strong> is a 4th level spell that creates an illusory flood of water, dimming and extinguishing non-magical light sources and imposing difficult terrain and the frightened condition on those who fail a Wisdom save while within it. It has a very large AoE as a 60 foot cube, so few other illusion spells of equivalent or lower level match it that can be cast as an action. It is competing with Phantasmal Killer that also imposes the frightened condition automatically, but is single-target and deals damage instead. Overall, I’d rate this a pretty good spell, as it has a good multi-target debuff and means of locking down enemy movement.</p><p></p><p><strong>Phasing Smite</strong> is a 3rd level paladin spell that makes their weapon ethereal, deals bonus force damage, and lets them teleport up to 30 feet. The teleport takes place after the weapon attack is made, so it cannot be used to close the gap between the paladin and enemy. It’s a good means of dealing full damage to ethereal creatures in making the weapon able to affect them, although its usefulness falls off rapidly once the paladin gets an actual magic weapon. Teleporting up to 30 feet is more situational as the paladin typically doesn’t want to break off from melee unless they want to use the smite to get closer to a more deadly target.</p><p></p><p><strong>Raging Torrent</strong> is a 3rd level AoE spell that deals bludgeoning damage, the prone condition, and forced movement. While the last part allows for a save, it still causes some forced movement, making it quite good for battlefield control. Like Ice Storm, it continues to persist for the caster’s concentration.</p><p></p><p><strong>Sensory Deprivation</strong> is a 4th level spell that imposes the Blind and Deafened conditions on a target that fails a Constitution save and also silences them. It has no partial effect on a success, but higher-level slots let the spell affect additional targets. A good spell to use when shutting down enemy spellcasters.</p><p></p><p><strong>Surge</strong> is a 1st level evocation spell that deals 2d10 damage on a successful attack roll and the prone condition on a failed Strength save. It’s competing with Catapult, which has a longer range of 90 feet vs Surge’s 30, and that spell can deal higher average damage of 3d8 rather than 2d10. For these reasons I rate this spell as being underpowered.</p><p></p><p><strong>Tall Tale</strong> is a cantrip cast as a reaction when a creature within 30 feet succeeds on an attack roll. If they fail a Charisma save they subtract 1d4 from said attack roll, possibly turning it into a failure. This is the kind of spell that’s situationally useful, but like with Shield (a leveled spell) the party will appreciate having it once it really matters in blocking a potentially deadly hit.</p><p></p><p><strong>Unholy Smite</strong> is a 1st level paladin spell that deals bonus necrotic damage and heals the caster in hit points equal to the necrotic damage dealt. The bonus damage is a d6 rather than the default smite’s d8, and as necrotic has a lot more enemies resistant to it it’s generally not as useful as an outright replacement. But letting the paladin regain hit points is a useful thing to have, freeing up their Lay on Hands, and is more thematically appropriate for dark knight types.</p><p></p><p><strong>Waterspout</strong> is a cantrip that summons a vortex of water that can be commanded to move by the caster, and when in water it can suck up small objects adjacent to it and be commanded as an Action to expel a damaging spray to a target within 30 feet of the vortex. As far as damaging cantrips go it’s quite short range, as the vortex must be adjacent to the caster at all times, and it can only be cast within a body of water of appropriate size. As most damaging cantrips don’t have environmental prerequisites, this is a poor option.</p><p></p><p><em>Thoughts:</em> While we have several winners like several of the Smites, Downpour, and Phantasmal Flood, there’s one too many spells of questionable balance that I wouldn’t allow for blanket access to them in games I run. I’d advise DMs to use caution in allowing spells from this book, operating on a case-by-case basis.</p><p></p><p><img src="https://i.imgur.com/63KEby0.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Fishing Styles</strong> represent an angler’s general method and equipment they use in plying their trade, and determines mandatory equipment as well as what ability score is used for the Survival check while fishing; Bomb Fishing uses no score due to its unwieldy method. Everyone automatically knows the Still Fishing Style, but proficiency in Survival grants an angler one other Basic Fishing Style. Basic Styles can be learned for 100 gold pieces over the course of 5 Activities, but Advanced Styles have steeper costs and sometimes prerequisites like being ideal or exclusive to certain environments. If the optional rule for learning expertise is being used, a character can gain double proficiency in a certain Style by spending 1,000 gold and 10 Activities.</p><p></p><p>The five Basic Styles are Noodling (catching with hands and feet, Strength), Fly Fishing (making the lure’s movements mimic that of an insect, Dexterity), Tinker Fishing (using advanced equipment and technology to fish, Intelligence), Still Fishing (casting a line with bait into the water and waiting for a bite, Wisdom), and Enchanted Fishing (using magical cantrips as bait, Charisma; DM can rule that a caster can use their primary spellcasting modifier for checks). The Advanced Styles also have their associated ability scores, but usually have additional benefits and sometimes penalties during their use. For example, Bomb Fishing uses explosive devices, which let the angler roll 5 times at once on the Fishing Table, but kills caught fish under Level 10 and imposes 5 Fishing Ordeals. Trap Fishing, meanwhile, sets up fish traps up to the angler’s proficiency bonus and takes 1 hour for each one to set up, and Fishing Table and Check results are rolled for each of them at the next dawn to see what they caught.</p><p></p><p><strong>Fishing Techniques</strong> are special moves and tactics that an angler can use to better their odds and landing catches. All but one of the Techniques are separated into Novice, Adept, and Expert levels. The latter two require additional gold and Activities to learn and usually grant incremental bonuses and modifiers to the base ability. There’s 23 Techniques to learn, and 17 of those can only be used a certain number of times per long rest, usually 2 or 3 times. Some of the more interesting Techniques include Chumming (dump a bunch of bait into the water at once, granting a bonus to Fishing Table Rolls for potentially more valuable catches but increases the Catch DC in making them harder to catch), Eldritch Offering (say a prayer to an entity of murky motives, gain Fishing Ordeals automatically but a caught fish can be twice or triple its market value), Flash Stun (use a spell or item that creates a flash to overwhelm a fish’s senses granting advantage on the Fishing Check and bonuses on the check for Adept and Expert rank), Impale (throw a spear once you hook a fish, Catch DC is lowered and grants 2 successes on a successful roll instead of 1, but Tiny fish are automatically caught and killed), Rage Pull (Barbarian does a special kind of Rage separate from the class feature, adding their Rage Damage bonus to Fishing Checks but suffer Fishing Ordeals equal to the damage), and Song of Calm Waters (use Bardic Inspiration to make weather more favorable in the fishing spot for a number of hours based on whether it’s Novice, Adept, or Expert level).</p><p></p><p><em>Thoughts:</em> There’s an awful lot of Styles and Techniques present, and I love how they have something for most character types. Other fishing-based minigames are often too simple in just making straightforward ability checks or only focus on the “fishing rod and hook” style. WSDWYCBF outdoes itself here, and the fact that there’s several obviously magical Techniques to learn also help answer the inevitable question of players wanting to know if their spellcasting PCs can use their magic to land better catches.</p><p></p><p><strong>Thoughts So Far:</strong> The remaining subclasses are pretty strong and flavorful options, barring the Wizard’s. The spells were the weakest point for me for reasons outlined above. I really like the concept of Fishing Styles and Techniques in helping strengthen the mini-game and giving PCs increased investment in getting better at it over time via learning and enhancing their Techniques. While it may look like a gold sink, the value of caught and carved fish, combined with the crafting system we’ll cover in the next post, means that PCs can get a lot of that gold back in the form of nifty items.</p><p></p><p><strong>Join us next time as we take a tour of fishes both mundane and magical in Fishing Catches, and check out new items and a crafting system in Equipment!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 9454651, member: 6750502"] [CENTER][B]Character Options, Part 2[/B][/CENTER] [IMG]https://i.imgur.com/n6uwI3s.png[/IMG] The [B]Paladin Oath of the Admiral[/B] represents those holy warriors in leadership positions, taking care of those under their charge. Their Tenets revolve around being a responsible military officer, being dutiful to those above you, and doing right by the people serving under you. Their oath spells are heavily based on enchantment and emotion such as Command, Zone of Truth, Fear, and Telepathic Bond. Initially they gain proficiency with Navigator’s Tools and Water Vehicles, their Channel Divinity is a war cry that deals AoE psychic damage and can force enemies to flee if they fail a Wisdom save, and alternatively they can expend Channel Divinity as a reaction to grant an additional attack to an ally taking the Attack action. Their 7th level aura adds bonus radiant damage to weapon attacks, with an increased aura and doubling that damage at 18th level. At 15th level once per long rest they can appoint an ally to be their Divine Lieutenant, who also generates their own Aura of Loyalty and can let the Paladin activate their Channel Divinity to originate in the Lieutenant’s space. Their 20th level capstone ability isn’t an alternate form like most paladin oaths, but instead summons a barrage of holy artillery weapons to rain down as a 15 foot sphere on a space within 60 feet, dealing 8d6 radiant damage. The paladin can order another barrage as an action every round for 1 minute, at which point the artillery disappears. [I]Thoughts:[/I] While they don’t get a swim speed like many of the other subclasses here, gaining water vehicle proficiency is still appropriate given the themes of this book. AoE and psychic damage are good abilities for a Paladin to have, as those two elements aren’t readily available for them by default. Granting additional attacks and bonus damage makes the subclass of most use in parties composed of physical attackers, and the Divine Lieutenant’s additional aura can be very useful when combined with bonus companions like summoned creatures. The 20th level capstone feels kind of weak as most paladin abilities of this level are broader in benefits, even if the damage that they can deal with it over time is not too shabby. [IMG]https://i.imgur.com/O4yGgNh.png[/IMG] The [B]Leviathan Hunter Ranger[/B] pursues the biggest, deadliest creatures of the sea, and they tend to have a reputation for obsession bordering on madness. Starting out they gain a swimming speed equal to their walking speed whenever they Dash, are proficient in Navigator’s Tools and Water Vehicles, gain Coast as a bonus Favored Terrain, [I]and[/I] learn Hunter’s Mark and don’t expend a spell slot when casting it as a 1st level spell. But that’s not all! They gain new and improved uses of Hunter’s Mark initially and as they gain levels in this class, such as gaining a stackable +1 bonus to AC (maximum +3) each time they hit a marked target with a ranged attack until they’re hit by said target, gaining immunity to the Charmed and Frightened condition of abilities used by the marked target, dealing +2d6 extra target on top of the spell damage, etc. In fact, there’s way too many benefits to list here specifically, but in general this subclass highly emphasizes the role of a single-target debuffer type. [I]Thoughts:[/I] There’s really only one class feature that specifies size category of targets (can pseudo-grapple them where you basically can climb and move all around them Shadow of the Colossus style), so the Leviathan Hunter is less “slayer of giants” and reflects more the obsessive hunter a la Captain Ahab. As for the class’ functionality, Hunter’s Mark has been kind of a spell tax for the Ranger in general barring some alternative builds, so granting the spell with enhanced uses for free really helps them in the damage department. Being able to cast the base version without expending a spell slot turns it into something the Ranger should always be using unless they want to concentrate on another type of spell. The various boons they can get as a result of this make the subclass a worthwhile choice in my view. [IMG]https://i.imgur.com/h5NfGPP.png[/IMG] The [B]Poacher Roguish Archetype[/B] represents hunters who rely on traps to catch their prey, often due to hunting protected species. The save DC of traps are based off of the Rogue’s Intelligence modifier, so this isn’t the subclass for those who chose it as a dump stat. Starting out the Rogue gets proficiency in Nature, Survival, and firearms if they exist in the setting. They can also create and place traps in a square as an action, and as the class doesn’t list a per-rest refresh rate or resource cost, I presume that this is an at-will ability. The Poacher starting out can set three different kinds of traps: a snare, which deals AoE damage plus Sneak Attack against those who trigger it, a Sentry that lasts for 10 minutes and can be commanded as a bonus action to make a ranged attack roll on targets within 60 feet, and a Sensor that lasts for an hour and lets the Poacher see through it up to 120 feet in any direction provided that they’re within 1 mile. Poachers also learn Trap Specialist options to modify the aforementioned traps in various ways, and learn more options as they level up. For example, the Deafening Blast Sentry option emits an AoE attack that deafens targets who fail a Constitution save, while the Leg Clamp Snare option grapples affected targets who fail the Dexterity save and they need to make an Athletics check to break out. At higher levels the Poacher gains various non-trap related abilities, such as being able to cast Hunter Mark’s a number of times equal to their Proficiency Bonus per long rest, dealing +2d6 Sneak Attack damage with ranged weapons against targets that cannot see them, and their 17th level capstone lets them learn the actions, traits, lair actions, and legendary actions against a creature they observe for 1 hour. [I]Thoughts:[/I] The Poacher is a subclass that shines when the party can prepare ambushes ahead of time and choose the terrain in which they fight. Given that there’s no apparent limitations to how many traps can be set up at once, a Poacher can lay a lot of traps in an area even with just a minute. The Sentry requiring the Rogue’s bonus action helps cut down on action economy abuse, but the snares are not so limited. Given that they apply Sneak Attack, this can be a great way to deal a lot of damage to multiple targets. Furthermore, the Sensor is great for scouting purposes. All around a very strong subclass; possibly too strong, even. [IMG]https://i.imgur.com/Qxcr0On.png[/IMG] The [B]Merfolk Sorcerer Bloodline[/B] represents mages who gained supernatural singing powers from their fin-tailed ancestors. Their bonus spells tend towards indirect buffs and debuffs such as Healing Word, Silence, Polymorph, and Conjure Elemental, and they learn the Harmony* cantrip for free and can sing as part of casting a spell with a verbal component. They gain two new metamagic options for spells with verbal components, the first letting them add their casting modifier to damage dealt with spells, and the ability to reroll the dice of healing spells and taking the better die roll. At 6th level they gain temporary hit points whenever they cast a leveled spell with a verbal component, become immune to the charmed condition as well as any effects of magical silence and can speak/cast normally in them, at 11th level they can sing a charming melody that also lets them read a target’s thoughts, and their 18th level capstone is a Song of Doom that can deal psychic damage and also charm a target if they fail a save. *Another new spell in this book. [I]Thoughts:[/I] Given that most spells have a verbal component, the Merfolk Bloodline is quite strong. They’re almost always going to get temporary hit points as long as they have spell slots due to this, and being immune to magical silence is a good means of allowing party members to selectively shut down enemy spellcasters without worrying about affecting the Sorcerer. Gaining immunity to the Charmed condition at 6th level is another strong option, as that applies to a huge amount of mind-affecting abilities in 5th Edition. The latter-level special songs don’t feel as potent in comparison, as by the time they kick in they’re the kinds of things that can be replicated by lower-level spells. That being said, they have multiple uses based on Proficiency Bonus per long rest, so they can free up the Sorcerer to do such effects without using precious spell slots. [IMG]https://i.imgur.com/QvFGoc1.png[/IMG] The [B]Dream Whale Warlock Patron[/B] is an entity that is perpetually asleep within the deep ocean. Those who come into contact with its mind discover that its dream is a seemingly infinite world of its own, and these warlocks can tap into some of the Dream Whale’s power. The subclass’ expanded spell list is themed around mind-affecting and water spells such as Sleep, Detect Thoughts, Water Walk, and Modify Memory. One of their 1st level abilities lets the warlock summon Dreaming Waters at will, which can move to cover a target and grant them various potential buffs and debuffs. Initially these Waters can let the affected warlock or an ally roll their Charisma save as an action to make up for a failed Intelligence or Wisdom save vs a spell, while Fade Into Dreaming lets the warlock cast Sanctuary on a target affected by Dreaming Waters. Their Dreaming Waters ability gains new and improved uses at higher levels, such as auto-dispelling the Charmed condition, imposing disadvantage on attack and ability checks on unwilling targets as well as forcing such targets to make concentration saves to cast spells, the Waters treat itself as the point of origin when the Warlock casts spells, and can last until the next long rest instead of for 1 minute as its 14th level capstone. For other class features, the Warlock also gains advantage on saves vs charm and fear effects, resistance to psychic damage, and as their other capstone can once per long rest bring themselves and up to 5 willing creatures into the Dream to grant them a short rest and various buffs. [I]Thoughts:[/I] This subclass is very much in the “team player” side of things, given that Dreaming Waters is something that can apply to allies as well. While the base version can be used at will, several of the higher-level abilities are still limited use, usually based on Proficiency Bonus per long rest. Being able to auto-end the charmed condition is a very strong ability, as is forcing enemy casters to make concentration checks to use magic at all. Granting resistance to psychic damage and saves vs charm and fear effects makes them quite invaluable against aberrations and opponents that impose mind-affecting maladies. However, this also makes these features rather situational based on what kinds of enemies the DM pits against the party. But as such things are quite common, it’s not as situational as other subclasses previously covered and I’d rate this patron quite highly. [IMG]https://i.imgur.com/knIjIdA.png[/IMG] The [B]Wizard School of Schools[/B] represents those arcane sages who study the creatures of the sea, learning to draw power from them. Starting out at 2nd level they can conjure up to 3 ethereal flying fish that can shed light and grant advantage on Perception checks to the Wizard in helping sense hidden things. Their 6th and 10th level abilities are limited use in Proficiency Bonus per long rest, the former putting an illusory camouflage on multiple willing targets that imposes disadvantage on enemy attacks while the camouflaged targets are adjacent to each other. The latter ability is a magical stream of summoned fish that help move the wizard, granting them increased movement speed and letting them avoid opportunity attacks to themselves and allies to which they pass adjacent to. Their 14th level capstone can only be used once per long rest, conjuring a defensive sphere made up of ethereal fish for up to 1 minute (or until concentration breaks) that acts as a buffer of bonus hit points that take damage first. [I]Thoughts:[/I] While the various abilities gained aren’t bad per se, the School of Schools falls short of other Wizard subclasses on account that its abilities are easily replicated by existing spells which the Wizard has in spades. The avoidance of opportunity attacks and increased speed sound neat, but as it takes an Action to use a Wizard who wants to get out of melee range is going to fall back on Misty Step and other such tricks. Advantage on Perception can help boost passive Perception, but as the Wizard isn’t Wisdom-based and doesn’t get Perception as a class skill they’re likely not going to be the primary scout. Additionally, the HP buffer capstone helps shore up a Wizard’s hit points, but in requiring concentration it’s competing with a lot of existing high-level spells the Wizard may be better served in using. It’s for these reasons that this subclass rates lowly for me. [IMG]https://i.imgur.com/eDlYnhm.png[/IMG] WSDWYCBF gives us 19 new [B]Spells[/B] for every core class, with the Druid winning out in getting 11 of them and the Warlock and Wizard getting only 3. The remainder of the classes get around 6-8 of the spells, which I’d say are decent amounts. As a lot of these spells can be summed up briefly, I’m going to include my [I]Thoughts[/I] as part of their write-ups. [B]Comfort[/B] is a 1st level spell that grants 2d6 + casting modifier temporary hit points to a touched creature, lasting for 4 hours and higher level slots allow additional targets to be affected. This is blatantly better than Heroism in that it’s longer lasting, provides a higher number, and isn’t restricted by concentration, so the only thing it loses out on is granting Frightened immunity. [B]Corrosive Smite[/B] is a 1st level paladin spell that deals bonus acid damage to a weapon attack and imposes a -2 penalty to a target’s AC if they fail a Constitution save. Due to bounded accuracy as well as the fact that there’s not many ways to directly lower AC, this is a pretty strong spell. [B]Dispelling Smite[/B] is a 5th level paladin spell that deals bonus radiant damage and basically acts as a melee-reach Dispel Magic cast at 5th level. Although the Paladin’s primary ability score is most likely Strength and not Charisma (meaning they’ll not have as good odds of dispelling as primary casters), this is still a good two-in-one spell combining dispelling and bonus damage. [B]Downpour[/B] is a 5th level spell that summons a rain cloud for a minute, and the caster can choose from one of three rain types each turn: blinding rain that imposes the Blinded condition on a failed Constitution save, pounding rain that deals bludgeoning damage equal to the caster’s Wisdom modifier, and soothing rain that heals an equal amount of damage instead. There’s not a lot of AoE spells that directly impose blindness out of conditional factors like Color Spray’s HP-based effect or Darkness’ stationary nature, so that effect of Downpour is pretty strong. The healing rain can affect more potential targets and may be more cost-efficient than Mass Cure Wounds. Presuming a caster with 20 Wisdom, a single target exposed for the full duration can heal 50 damage vs a one-time 3d8+5 damage. It’s also a Cleric (and Druid, Ranger, and Warlock) spell, so it’s not something the iconic “healer” class would need to gain access to via unorthodox methods. [B]Fable’s Folly[/B] is a 1st level spell that targets a single character as a bonus action, forcing them to subtract 1d6 from the next damage roll that they make, with higher level slots adding an additional 1d6. Since it’s a bonus action and not reaction it’s not as useful in reducing guaranteed damage, so it requires some care in its use. [B]Geyser[/B] is a 3rd level AoE spell that deals fire and bludgeoning damage to creatures in a 20 foot cube. It also knocks targets prone on a failed Strength save. Sadly as it’s competing with Fireball that deals much more damage (8d6 vs Geyser’s 6d6) and prone is an easy condition from which one can recover, it doesn’t rate as highly IMO. [B]Harmony[/B] is a cantrip that is Concentration and lasts for 1 round, granting a targeted creature +1d4 on their next attack roll. It’s basically Discount Bless, but as it requires the caster to give up their own action and requires Concentration it’s not as useful as say, Guidance which has ample out of combat uses. [B]Inspiring Smite[/B] is a 1st level paladin spell that deals bonus psychic damage and lets an ally within 60 feet add +1d4 to their next attack, save, or ability check. I’d say this is rather nifty, and as it can stack with Bless it’s a good means of getting major bonuses to a roll. [B]Magic Whistle[/B] is a 1st level spell that sets up a 15 foot radius centered on the caster for a minute. Whenever a creature makes an ability or tool check within the radius, they add the caster’s spellcasting ability modifier to the roll. It requires concentration, so it’s rather situational save for some min-max builds, as tool checks aren’t typically the kinds of things that see much use in campaigns by default. As for ability checks, it’s competing heavily with Guidance which is a cantrip, so I can’t see most players picking this. [B]Marking Smite[/B] is a 2nd level paladin spell that deals 1d8 bonus radiant damage and marks the target, causing them to suffer another 3d8 radiant damage the next time they’re damaged with an attack. As the default Divine Smite deals 3d8 bonus radiant damage via a 2nd level slot, this deals 1d8 more than that choice but it’s contingent on the target being damaged a second time. While this is likely to happen in most battles and the smite has a generous 1 minute window, it requires sustainment by concentration. This can be a net loss if someone manages to break said concentration during that time. [B]Missive[/B] is basically the Sending spell but 4th level, as it can transmit up to 100 words instead of 25 and appears on a magically-conjured piece of paper. As it’s blatantly better than the lower-level core spell, this is the kind of thing that a PC would either wait 2 levels for in order to take or swap it out as a known spell if their class allows that as an option once they qualify. I don’t like this, as the spell overlaps too much and is just blatantly better than an existing option. [B]Phantasmal Flood[/B] is a 4th level spell that creates an illusory flood of water, dimming and extinguishing non-magical light sources and imposing difficult terrain and the frightened condition on those who fail a Wisdom save while within it. It has a very large AoE as a 60 foot cube, so few other illusion spells of equivalent or lower level match it that can be cast as an action. It is competing with Phantasmal Killer that also imposes the frightened condition automatically, but is single-target and deals damage instead. Overall, I’d rate this a pretty good spell, as it has a good multi-target debuff and means of locking down enemy movement. [B]Phasing Smite[/B] is a 3rd level paladin spell that makes their weapon ethereal, deals bonus force damage, and lets them teleport up to 30 feet. The teleport takes place after the weapon attack is made, so it cannot be used to close the gap between the paladin and enemy. It’s a good means of dealing full damage to ethereal creatures in making the weapon able to affect them, although its usefulness falls off rapidly once the paladin gets an actual magic weapon. Teleporting up to 30 feet is more situational as the paladin typically doesn’t want to break off from melee unless they want to use the smite to get closer to a more deadly target. [B]Raging Torrent[/B] is a 3rd level AoE spell that deals bludgeoning damage, the prone condition, and forced movement. While the last part allows for a save, it still causes some forced movement, making it quite good for battlefield control. Like Ice Storm, it continues to persist for the caster’s concentration. [B]Sensory Deprivation[/B] is a 4th level spell that imposes the Blind and Deafened conditions on a target that fails a Constitution save and also silences them. It has no partial effect on a success, but higher-level slots let the spell affect additional targets. A good spell to use when shutting down enemy spellcasters. [B]Surge[/B] is a 1st level evocation spell that deals 2d10 damage on a successful attack roll and the prone condition on a failed Strength save. It’s competing with Catapult, which has a longer range of 90 feet vs Surge’s 30, and that spell can deal higher average damage of 3d8 rather than 2d10. For these reasons I rate this spell as being underpowered. [B]Tall Tale[/B] is a cantrip cast as a reaction when a creature within 30 feet succeeds on an attack roll. If they fail a Charisma save they subtract 1d4 from said attack roll, possibly turning it into a failure. This is the kind of spell that’s situationally useful, but like with Shield (a leveled spell) the party will appreciate having it once it really matters in blocking a potentially deadly hit. [B]Unholy Smite[/B] is a 1st level paladin spell that deals bonus necrotic damage and heals the caster in hit points equal to the necrotic damage dealt. The bonus damage is a d6 rather than the default smite’s d8, and as necrotic has a lot more enemies resistant to it it’s generally not as useful as an outright replacement. But letting the paladin regain hit points is a useful thing to have, freeing up their Lay on Hands, and is more thematically appropriate for dark knight types. [B]Waterspout[/B] is a cantrip that summons a vortex of water that can be commanded to move by the caster, and when in water it can suck up small objects adjacent to it and be commanded as an Action to expel a damaging spray to a target within 30 feet of the vortex. As far as damaging cantrips go it’s quite short range, as the vortex must be adjacent to the caster at all times, and it can only be cast within a body of water of appropriate size. As most damaging cantrips don’t have environmental prerequisites, this is a poor option. [I]Thoughts:[/I] While we have several winners like several of the Smites, Downpour, and Phantasmal Flood, there’s one too many spells of questionable balance that I wouldn’t allow for blanket access to them in games I run. I’d advise DMs to use caution in allowing spells from this book, operating on a case-by-case basis. [IMG]https://i.imgur.com/63KEby0.png[/IMG] [B]Fishing Styles[/B] represent an angler’s general method and equipment they use in plying their trade, and determines mandatory equipment as well as what ability score is used for the Survival check while fishing; Bomb Fishing uses no score due to its unwieldy method. Everyone automatically knows the Still Fishing Style, but proficiency in Survival grants an angler one other Basic Fishing Style. Basic Styles can be learned for 100 gold pieces over the course of 5 Activities, but Advanced Styles have steeper costs and sometimes prerequisites like being ideal or exclusive to certain environments. If the optional rule for learning expertise is being used, a character can gain double proficiency in a certain Style by spending 1,000 gold and 10 Activities. The five Basic Styles are Noodling (catching with hands and feet, Strength), Fly Fishing (making the lure’s movements mimic that of an insect, Dexterity), Tinker Fishing (using advanced equipment and technology to fish, Intelligence), Still Fishing (casting a line with bait into the water and waiting for a bite, Wisdom), and Enchanted Fishing (using magical cantrips as bait, Charisma; DM can rule that a caster can use their primary spellcasting modifier for checks). The Advanced Styles also have their associated ability scores, but usually have additional benefits and sometimes penalties during their use. For example, Bomb Fishing uses explosive devices, which let the angler roll 5 times at once on the Fishing Table, but kills caught fish under Level 10 and imposes 5 Fishing Ordeals. Trap Fishing, meanwhile, sets up fish traps up to the angler’s proficiency bonus and takes 1 hour for each one to set up, and Fishing Table and Check results are rolled for each of them at the next dawn to see what they caught. [B]Fishing Techniques[/B] are special moves and tactics that an angler can use to better their odds and landing catches. All but one of the Techniques are separated into Novice, Adept, and Expert levels. The latter two require additional gold and Activities to learn and usually grant incremental bonuses and modifiers to the base ability. There’s 23 Techniques to learn, and 17 of those can only be used a certain number of times per long rest, usually 2 or 3 times. Some of the more interesting Techniques include Chumming (dump a bunch of bait into the water at once, granting a bonus to Fishing Table Rolls for potentially more valuable catches but increases the Catch DC in making them harder to catch), Eldritch Offering (say a prayer to an entity of murky motives, gain Fishing Ordeals automatically but a caught fish can be twice or triple its market value), Flash Stun (use a spell or item that creates a flash to overwhelm a fish’s senses granting advantage on the Fishing Check and bonuses on the check for Adept and Expert rank), Impale (throw a spear once you hook a fish, Catch DC is lowered and grants 2 successes on a successful roll instead of 1, but Tiny fish are automatically caught and killed), Rage Pull (Barbarian does a special kind of Rage separate from the class feature, adding their Rage Damage bonus to Fishing Checks but suffer Fishing Ordeals equal to the damage), and Song of Calm Waters (use Bardic Inspiration to make weather more favorable in the fishing spot for a number of hours based on whether it’s Novice, Adept, or Expert level). [I]Thoughts:[/I] There’s an awful lot of Styles and Techniques present, and I love how they have something for most character types. Other fishing-based minigames are often too simple in just making straightforward ability checks or only focus on the “fishing rod and hook” style. WSDWYCBF outdoes itself here, and the fact that there’s several obviously magical Techniques to learn also help answer the inevitable question of players wanting to know if their spellcasting PCs can use their magic to land better catches. [B]Thoughts So Far:[/B] The remaining subclasses are pretty strong and flavorful options, barring the Wizard’s. The spells were the weakest point for me for reasons outlined above. I really like the concept of Fishing Styles and Techniques in helping strengthen the mini-game and giving PCs increased investment in getting better at it over time via learning and enhancing their Techniques. While it may look like a gold sink, the value of caught and carved fish, combined with the crafting system we’ll cover in the next post, means that PCs can get a lot of that gold back in the form of nifty items. [B]Join us next time as we take a tour of fishes both mundane and magical in Fishing Catches, and check out new items and a crafting system in Equipment![/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Why Slay Dragons When You Could Be FISHING?
Top