D&D 5E (2014) Player's Handbook Alpha *Spoilers*

I'll agree that the eldritch knight is a disappointment (unless it got significantly reworked). But if you're trying to play Kaladin, you should be using a magic class anyway. Surgebinding is not a martial skill.
 

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I'll agree that the eldritch knight is a disappointment (unless it got significantly reworked). But if you're trying to play Kaladin, you should be using a magic class anyway. Surgebinding is not a martial skill.

And if it's his healing abilities you're trying to emulate, that's better covered by the Medicine skill. He primarily stabilizes the wounded.
 

You have three choices for arcane fighter types, Pact Blade pact, especially with an infernal patron.

2. You have the Eldrich Knight, I actually have a cool idea for an Human (variant) Eldrich Knight, who takes spell sniper at level one and the Eldrich Blast cantrip. At higher levels the Eldrich Knight can do cool mixings of Spells, Actuon Surge Cantrips, and attacks. I'll also point out that Paladin's don't get spells till level 2. Option 2 as advised by Mike Mearsl is to multiclass with Abjuration Wizard.

3. Bard, preferable Valourous. Take Paladin Smites.

I too love the Way of Shadow Monk, and the other two paths are awesome as well. I noticed the Way of Shadow are ninjas AND Shadowdancers, I figure the difference is Shadowdancers take the entertainer background ;D

3 Character ideas, Tome Warlock of Stars, with a focus on Rituals and Boosting Eldrich Blast with invocations with spell sniper. Imagine Eldrich Blast with a Range of 300 feet, knocks people back 10 feet, add Charisma damags on eaxh enemy hit, and half damage on a miss, then add in Spell Sniper, ignore partial cover and double the range, which means 600 feet with the right invocation. Get that spell/ritual that summons that fiery chariot and rain Eldrich Blast.

Second Drow Monk, Black Fist or whatever that drow order is, Way of Shadows. Have the Drow attach his darkness power to a dagger, throw it at an Enemy, bamph behind that enemy, then use hit with his other attack with advantage using Stunning Strike. Then kill the target next turn.

Tiefling Paladin. I'm thinking a Fey Knight (Oath of Ancients), with a Celestial Nightmare (yes read the Find Steed spell, you can end up with a Celestial Nightmare which is weird, but cool). Cool thing is you can share spell with your mount, which means you can use Thaumaturgy Spell powers like changing eye colour, or making your mounts voice three times as loud.

Of course everything is subject to change when the PHB comes out.
 

I posted in the Tavern Brawler thread (which gives a good example of how things have changed) that for me, its gives me an idea as to what they were going for: proof of concept rather than execution.

On a proof of concept level: I like it. I'm sure the math is going to be tightened and such, but I at least have a clear enough view of what to expect that I can start planning world-building ideas around it. That's important to me. I know what kind of choices they went for (both in terms of subclasses and spells) and how the races are shaping up (even if they lack fluff-text).

In 3 weeks, it will go in the same folder as the playtests: a curiosity left to wither. But today, I feel a lot more confident about how the PHB is going to be shaped, and that has strengthened my desire to buy the PHB and beyond.

I'll wait to August to worry about nerdrage. Now, where's my second part of the the BASIC pdf?
 

Looking at the Tavern Brawler feat, they changed it from 1d6 in the Alpha, to 1d4"in the actual phb.


Ninja'd
 
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