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===Playtest 3: Cleric & Revised Species=== ====[[Cleric]]==== * Generally got a lot shifted around in some attempt to mirror other classes. ** Domains are now selected at level 3 like other classes instead of being picked out at creation. ** Channel Divinity now works at level 1, with your default options being Turn Undead and a second ability that's essentially Cure/Inflict Wounds except not as a spell, healing or dealing d8xProficiency HP. *** Turn Undead now dazes those that fail the save (except they can still run away). While it can no longer out-right eradicate lesser undead as you level up, it does deal more damage to all undead as it levels up. *** Channel Divinity now has a number of uses a day equal to Proficiency bonus rather than a fixed number based on progression. With the new Channel Divinity feature, this has become absolutely necessary if you want to be anything close to a healer. ** Level 2 gives them a sort-of variant to what Fighting Styles used to be, giving an option between heavy armor and martial weapon proficiency, two skills and +Wis to any checks using those skills, or an extra cantrip and the ability to recover a use of Channel Divinity each short rest. You get to pick a second at level 9. *** This is likely to separate the domains from certain locked archetypes, or other weird ideas like Life Clerics wearing heavy armor despite being medics or Forge Clerics getting heavy armor but no martial weapons. * Blessed Strikes is now default to the class rather than a domain-exclusive deal. * Divine Intervention now has a cooldown of 2d6 days rather than a week, with the capstone feature shortening the cooldown to 2d4 days. * Due to being activated later, Life Domain's first Channel Divinity (the big pool of healing) gets punted further down the progression line. ** This similarly goes without saying, but Cure Wounds is no longer on the domain spells list, and thus makes the domain no longer an absolute auto-pick for a healbot. Life Domain still puts a lot more mileage into heals though. ====Species==== With all the other hubbub about the terminology of Race, it was a bit odd that Wizards, who spearheaded this whole PC movement of divesting from the idea of Race being an absolute identifier, still used the term (or maybe it isn't odd because we've seen how lazy they are). Instead, they're being renamed into Species. * '''Ardlings:''' Here on account to their utterly underwhelming reception in the first playtest. All of them now have proficiency in Perception and an innate divine cantrip, and now each subrace has special features that aren't spells (Climb speed and bonus unarmed damage, vestigial wings for Feather Fall and advantage on Athletics checks to jump, increased Dash speed, or water breathing, swim speed and Cold resistance). ** In exchange for this, they lost their flight and radiant resistance, making them even more like furries. * '''Dragonborn:''' Here on account of Wizards forgetting some other features Fizban's gave. Now Breath Weapon's damage scales differently (not necessarily better) and can be either line or cone without being trapped to either. On top of that, they can actually ''fly'' for ten minutes each day when they reach level 5 with spectral wings that appear to be made from the same energy as their breath weapon. * '''Goliath:''' The only new species in the list. Lost advantage on Athletics, but Wizards felt so addicted to Powerful Build that they forced it into advantage to escape Grappled. Goliaths also gain a special power based on their subrace of giant as well as the ability to effectively use Enlarge as an innate ability once per day after level 5. ====Other Changes==== * You can fail the Banishment spell willingly, and the permanent banish effect of the Banishment now works on Aberration, Celestial, Elemental, Fey, or Fiend creatures, even if native to your current plane, sending them to a random location associated with a plane associated with their type, but they now get 10 chances to break out, you can't permanently banish other planar creatures that are not of the listed creature types. * Barkskin no longer gives a flat AC16, instead giving THP every turn. On one hand, this makes it a lot less viable on any self-buffing Druid, but on the other hand, this is a lot more usable for any beatsticks, including rangers. * Prayer of Healing now lets others benefit from a short rest on top of the HP recovery. * Resistance is now a reaction, making it actually usable. * Spiritual Weapon requires concentration.
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