#D&D and other TTRPGs
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Aw man, I was so hyped for a new Lego game 
Order Tome of Beasts 1 now on D&D Beyond https://dndbeyond.link/order_tomeofbeasts1_yt
A Horde of New 5th Edition Monsters!
DM: “A collection of hundreds of eyes floats down the corridor toward you, dripping caustic fluid that sizzles when it hits the ground. What do you do?”
PLAYER: “I retire and become a farmer.”
Whether you need dungeon ver...
Oh nice. There stuffs really good
6 remastered classic adventures from D&D’s history: The Lost City, When a Star Falls, Beyond the Crystal Cave, Pharaoh, The Lost Caverns of Tsojcanth, and Expeditions to the Barrier Peaks.
Barrier Peaks!
Expeditions to the Barrier Peaks? That's the adventure Lost Laboratory of Kwalish comes from
Geez $70 though? Goddamn
I wonder how this compares to the Official Adventures Reincarnated version
Yeah, I'm wondering about that.
WOTC doesn't have the best track record for this so I'll wait till the reviews are out
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Pfff. Everyone you just backwards longjump to get past it
Lots of books

the Gate
No they're fighting the roc
There are SO many videos on D&D advice and DM tips, but most either gloss over or just not talk about some very important aspects of being a good DnD DM.
Go check out Monsters of Drakkenheim! https://get.monstersofdrakkenheim.com/9
Monsters of Drakkenheim is a 300+ page 5th edition compatible monster bestiary created by the Dungeon Dudes. By joi...
the longest-running D&D group I had, we had a "setting expectations" meeting beforehand and then a player dropped out with an obviously fake excuse. What turned him off at the meeting was basically that I said "if the players want to have an evil party, or an evil character in a non-evil party, you have to agree on that as a group; don't undermine the others without permission." He seemed dejected. Which touches on both points 1 and 2 from this video -- "setting expectations" and "choose your players".
Sounds like you dodged a bullet there.
yeah, and the rest of the group turned out amazing
They wanna blow up a mountain.. but first we gotta figure out how many hit points does a mountain in Dungeons and Dragons have?
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Apologies for the clickbait but I like the presentation of this guy
The adventure presented herein is an abridged, quick-play version of “The Lost Caverns of Tsojcanth,” which appears in Quests from the Infinite Staircase.
But at least the picture is so small
Avif?
I see
Happy Trans Kobold Day:
Because they lay eggs, and the eggs don’t require much tending, kobold females aren’t exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are killed, some survivors change over several months until the tribe is balanced again. In this way, the tribe can quickly repopulate with just a few survivors. Because of these factors, kobolds don’t have assigned gender roles for young or adults. A leader, sorcerer, miner, or crafter is as likely to be female as male.
- Volo's Guide to Monsters
You are now male
The teams have been auto-balanced
Some lizards irl can do that too. Probably what its based on heh
Some fish can do it too, as well as mallard ducks for some reason.
Aw, dang, I thought they lowered the price, and then I realized I was looking at the US version, not the Canadian version.
If I could I would absolutely get this set alongside the medieval marketplace (old set), the town square (new set based on the old), the lion knight's castle, and the blacksmith to make a kickass fantasy town.
Oh, and the 3-in-1 smaller castle set too for even more buildings, smaller though they may be.
blessed
Going to do a one shot with the boys
Wizards are the most iconic DnD class in... well all of D&D, but playing a wizard at low levels sure is something. How can we improve the feel of this class?
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Looks neat.
Hey folks, question for GM's, how do you know or guage how much work a game is going to be to run?
I'm considering running a Crystalpunk 1-shot for some friends, just to see if I still have the skills and enjoy GM'ing still and to hopefully use the Crystalpunk book, because I bought it a while back and never used it lmao.
Just unsure if I want to commit to building something or how much time it'll need/whether I have it spare
For me, it depends how my players are. I do a lot of setup and preamble before the first 3 sessions, but usually, the players love to derail as much as possible, so after the first bit, I can take it lightly and play by ear.
You can run a practice game in your head
Go through different scenarios. What will happen if players take the route you planned? What other paths they're likely to pick? Which sorts of backup events and details can you prepare without too much time?
But above all, knowing your players and knowing the book well are the things that will help you the most estimating prep time
thanks for the info! These are players I know, but haven't played with in a ttrpg before, but I think I'll have some idea how they'll play given how they are in person. I'll give it a shot and prepare a session then run a practice game and see how it turns out on paper.
Get your copy of “Artificers & Alchemy” (and the rest of the Young Adventurer’s Guide series!) https://geni.us/YoungAdventurersGuides #sponsored
► INDEX
0:00 Intro
0:55 The problem with Artificers
4:20 The Alchemist
6:16 The Armorer
8:25 The Artillerist
10:25 The Battle Smith
11:28 Outro
Music from Epidemic Sound
Need music for your videos or...
short answer: not always
and thats fine
i havent watched the video
thats just my opinion
She goes into how the flavor of Artificers makes them feel out of place in most campaigns... but that's WotC's fault for flavoring them that way. There's tons of stuff that actually fits the D&D aesthetic.
Like, the Steel Defender doesn't actually have to be metal. You could have it grown & shaped like an animated bonsai creature. Or stitched together from bits of corpses. Or forged from molten glass.
oh yeah i agree
So basically you can excise the steampunk vibe, and artificers fit really well.
But only if you want to. Personally, I like the steampunk/magitek vibe of artificers, and I'm still very annoyed that Larian didn't add them in BG3. Would've been soooooo cool.
And as for the question of whether they fit, I think they fit perfectly in the world itself, but not necessarily in every campaign module. You can still make them work in every campaign module, but to do so you kinda have to limit them in some cases, which may not be as fun for the artificer player.
i do agree that artificers have a more specific vibe compared to the more generic themes of the other classes
in some worlds artificers are the cutting edge of tech, beyond it even, in others theyre common as muck
(tbf Artificers aren't steampunk by default, people just imagine they are)
I mean...the ability to use guns, the ability to augment any ranged weapons with unlimited ammo, the ability to create/summon giant cannons, the ability to have a mechanical golem at your beck and call, the ability to augment your armor to increase your movement speed or to provide magical defense, the ability to have a permanent "energy shield" around your armor as long as you wear it, etc.
Kinda feels steampunk/magitek by default to me.
And like, artificers were created for a steampunk setting.
Eberron isn't steampunk.
It's high magic/magitek
Steampunk settings are generally low magic. That's why the technology of the steam engine proliferates as opposed to magical means of doing the same
Fair enough
Also, the video I posted goes into how all those things can be handled without the "steampunk" vibe.
i mean
wotc do heavilly imply it in their worldbuilding
tho obviously yes they can be whatever, alchemists fit into most fantasy settings for example, but theres reason for the bias
its not really a problem tho, it just is what it is
It's one of the most frustrating things as someone who's a huge fan of the setting. Soooooo many people conflate magitek with steampunk. Gunpowder and the steam engine don't really even exist to any major degree on the material plane in Eberron
Straight from Keith Baker's writings:
There are a few questions I’ve been asked time and again over the years, and one of those came up again just recently: How do firearms fit into Eberron? There’s a number of different gunpowder related classes and rules out in the world; Unearthed Arcana even included a version of the artificer with a Gunsmith archetype. So, how do firearms fit into the setting?
The short and simple answer is they don’t. From the very beginning, Eberron was designed as a setting where arcane magic was the foundation of civilization. The core idea is that in Eberron people wouldn’t pursue the development of firearms and gunpowder, because they have a different tool for creating explosions and hurting people at a distance… so they’d refine that magical tool instead of pursuing something entirely different.
https://web.archive.org/web/20220809020309/http://keith-baker.com/firearms-in-eberron/
(I had to use an archive link because keith-baker.com just redirects to his DMs Guild page now)
I mean, the term "firearm" can also be applied to magitek guns too.
Sure. The arcane firearm exists and doesn't use gunpowder.

But that's basically a wand at that point
I mean it's literally just a wand or staff with extra runes carved in it
Ah
At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
—TCE p 17
Oh, I thought it was like a literal gun that fires spell-like projectiles.
As with all things, your best bet is to read the source material :p
But like, instead of needing powder, it needs magic batteries of some kind
i would totally carve a wand into a gun shape, with woodsights
That's how firearms work in Crystalpunk
The arcanic property of ranged weapons is exactly that
Also, ngl, this entire conversation has made me REALLY want to try out the armorer subclass for artificers. Arcane armor sounds amazing.
Arcanic weapons fire bolts of arcane energy without expending ammunition, instead drawing some mana from the user and expelling it as a powerful arcane blast. You can use a weapon that has the arcanic property to make a ranged attack, using the range in parentheses after the property. Despite their magical nature, arcanic weapons do not bypass resistance or immunity to nonmagical damage, unless they are a magical weapon.
Arcane Armor TCE p15
3rd-level Armorer feature
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.
You gain the following benefits while wearing this armor:
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you. You can use the arcane armor as a spellcasting focus for your artificer spells. The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.
i fucking love being a power armoured artificer
its technically a bad subclass, but it is fun
well the way i lpay one is probably bad
i mostly just use him as a literal tank
Bad? Are you kidding? Every article I've read so far has made it out to be the best artificer subclass of all, and I can easily see why
oh i have 26 AC
but then i specalised into doing that
its a very fin subclass
im a warforged in pwer armour who wants to build a mech
"Machines making machines? How perverse."

Wait a second. If an artificer can infuse a mundane item and turn it into a magical item, then sell that infused item at a store for a higher price for being a magical item, and then a day after they've left the town remove the infusion from it so that they can infuse another item instead, could that technically be considered fraud, or is it an infinite money glitch? 
Because if I'm reading this correctly, you only have to touch the item to imbue the infusion, but to remove it you simply have to "give up your knowledge of it".
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
i mean in theory
im my head its implied that whatever infused item you have is more shoddy than a real one, as they're essentially temporary things that you empower by force of will
But it's still magical, and you can give infused items to party members, so logic dictates that you can give them to NPCs too. And if they can plainly see that it is magical, even if brute-forced, then the trick could actually work.
Because magical items are still more valuable than mundane ones.
oh i've given them to npc party members
and you probably could sell infusions with a bluf skill
but like
your DM would almost definitly have you on wanted posters withing the hour
this is what all these "abusing RAW" discussions come down to
you probably can, but D&D isnt skyrin, bugs arent a part of the experience, your DM isnt a computer and can adapt to your bullshittery

he can also just say "no"
Oh sure you could
Selling stuff that only works until you decide it doesn't will get you into a lot of trouble, esp if you want to keep going to the same places
Yeah I know. It's just something I realized could be possible and within the limits of the artificer's rules. Plus it's funny af. 
(Just for clarification, I would never actually do this as a player.)
i mean
you totally could do that
if everyone at your table is comfortable with those kinds of antics, go ahead
See, that's the thing, I'm sure plenty of people would be eager to see it solely to watch how badly it would go, but I myself don't want to be "that guy" in the group that gets everyone in trouble for no reason.
When I theorize and come up with plans like this for D&D in a forum/public space, this is me practicing how to create more complex plans for actual play sessions. It helps me read through the rules and think about how to apply them in unique and interesting situations without being under pressure.
Wait, how do you have 26 AC on an artificer? 
full plate 19, warforged +1, enchant armour with +1, cursed magic sheild for +4 and a claod of protecton i think

Shield of missile attraction is +2 only
Cloak of protection is +1
Shields are +2
The curse is a farther +2
?
It would be another 2 if it was a +2 shield
It's on my roll20 sheet
Dexterity?
Don't get dex with plate
It's not a +2 shield.
Not out of the book
Also, isn't full plate only 18 AC? Or is it another magical item that grants 19?
Full plate is 19
Nnno it's 18
You get a lot of gold from Dragon Heist
Oh, is that the one Mega's playing?
We're playing Dungeon of the Mad Mage, which is the sequel to Dragon Heist
Oooooh nice! I've wanted to play that one for a while.
Actually, is the Dungeons of the Mad Mage game on youtube?
Probably but I mean everyone will run it differently
It's me. I'm running it
Ah
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Yeah, the main creator of DG has been doing fiction for decades. It's good stuff, I've read most of it.
I picked this up anyway, because having DRM-free copies for $10 was worth it.
Tales from Failed Anatomies is neat, because each short story progresses through the group's history, from the 1920s to modern times.
ahh yeah, makes sense
I never did try out the RPG delta green properly, but I liked the concept of it
It's a fantastic way to blend Lovecraftian horror with modern conspiracy intrigue. It's like Twin Peaks or the X-Files, but with mind bending monstrosities.
Oh man, I just thought of something that would be awesome if it ever happened: Larian making a Dragon Heist/Dungeon of the Mad Mage CRPG.
Dragon Heist is too complicated to make into a videogame without major alterations but it could work
Well, I'm not really sure how complicated it would be, all I know is that those two modules are connected, and thus kinda need each other to work as a seamless story.
Just imagine that you and a few other thieves have just completed the most grandiose heist of all time, and then you get caught, but just before you're put on trial, the Mad Mage starts his schemes, and so you and your team are given the choice to delve into the Undermountain and save the city and thus earn back your freedom, or you'll be executed.
It doesn't even need to be Larian, but like...imagine a full-scale CRPG like that. That would kick so much ass.
There's a campaign builder for the DOS2 engine
And I'm pretty sure Solasta has one?
True, but I'm not skilled enough for that. 
Dragon Heist features several timers, multiple factions, and a chapter that differs significantly depending on the time of year
It's crazy

(players don't know most of that because the module is well designed and streamlined)
Chris Perkins and Jeremy Crawford talk with Todd Kenreck about the Revised 2024 Player's Handbook and what it is like finalizing the book. #dnd #dungeonsanddragons
Question about artificers and their infusions: for the "replicate magic item" infusion, I understand that you can learn the infusion multiple times, so you can, for example, replicate a bag of holding and some goggles of night vision by spending an infusion point on both. But let's say that after you replicate those goggles, you want to instead switch that infusion with something else. Do the goggles just disappear afterwards, or can you still keep them but just not make another?
If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
The goggles do not disappear. They turn into nonmagical goggles
You'd keep the constituent components yeah, depending how you headcannon the infusion being made
Yeah, that's about what I figured, but just wanted to be sure. Thanks!
Another hypothetical D&D question: let's say that you're creating a character whose class only has access to simple weapons (at least until you get a feat that gives them more weapon versatility), but the character you had in mind only works if you give them a specific martial weapon from the start (say, a warhammer or longsword). It wouldn't be overstepping or bending the rules too much to ask the DM to give that character proficiency with that one specific type of martial weapon and only that one, right?
That's a decision you have to make depending on the campaign, character and DM, but
You can simply use the weapon without proficiency, and as you use it and fail to produce results, learn to use it over time
Yeah, but that wouldn't make sense if the character in the story has used it before.
You could pick a simple weapon and reflavor it to look like a martial weapon until then.
I mean is there a real reason they need a specific martial weapon?
Well, let's say they're designed with a certain playstyle and weapon in mind, but that weapon only exists as a martial weapon, and the class you picked for that character only deals with simple weapons.
And why can't you use a class that gets martial weapons?
Because then that changes the entire character.
Those two things seem to be at odds.
Like, give me a concrete example
Why would a, for instance, wizard be using a longsword
An artificer who wants to use a warhammer.
For what purpose
There are simple hammer weapons
Light hammers are simple
Yeah, really tiny ones that do pitiful damage. No thank you.
Artificers aren't frontliners
And the ones that are get class features that very quickly outstrip the output of a warhammer
Like I don't see the angle here
Why is a warhammer the only weapon that works here?
Also if this is the reason, then you're not doing it for flavour, are you?
Battlesmiths get proficiency with martial weapons at 3rd level
Because it's in the character design of the art I chose to base it off of: an artificer wielding a big hammer.
Then just use it without proficiency until you get to 3rd and pick battlesmith
You can probably multiclass too
Or take a 1 level dip, yeah, though I don't really recommend multiclassing with half-casters unless you have a very specific build in mind and know what you're giving up because of it
another thing you can do is ask the DM for a class mod -- give the proficiency while taking away something else of similar value -- if it's something that specifically fits the character flavor. The rules aren't a straightjacket. They're guidance for how to make a fun, interesting game with a good gameplay loop and reasonably coupled power curves between players and obstacles. Most games I've DMed I've had at least one player ask for some kind of flavor swap that I've granted.
Alright, compromise: could I instead use a mace (simple weapon) and flavor it to look like this?
when I DM I'm definitely all about flavor changes like that, like, "yeah you can have a weapon that uses mace stats but you call it a hammer, sure." It can even be comically large if you want.
Oh damn it all, I just realized that this whole hammer thing wouldn't work anyway for an armorer artificer, because you can only add your intelligence modifier to your attacks and damage with the armorer's gauntlets, not any weapon they're holding. Therefore, the hammer would be useless.

Why do all the cool artificer character arts not actually work with the artificer?
Why not just flavor your armorer's gauntlet to be a hammer?
Would that even work?
Yeah, it'll keep all the stats it normally has
Including traits and everything, but narratively it'll be a hammer
...Okay, now we're getting somewhere.
This sort of reflavoring does not affect the balance of the game, so the only concern is whether it's good narratively
Many DMs tend to allow it
Sorry if I'm being, well, anal about this, it's just that I had a really cool concept for an artificer that followed a piece of art I found, and I really just wanted it to work but stumbled upon a few hiccups like this one.
most DMs would be fine with phrasing it as "your hammer" but using it mechanically based on the gauntlets. Where they tend to have a problem is if you're trying to powergame something like "can I get proficiency with this really good weapon with great stats, for free, and wield it as if it was my gauntlets so I get my bonuses, and also can it be a cool fire weapon with an extra 2d6 flame damage???"
Yeah, it's what I probably came across as but was trying to avoid coming across as. That's why I suggested the flavored mace compromise, and then realized the error of having a separate weapon in the first place when I realized it wouldn't work with an armorer subclass (until Flitter pointed out that the armorer's guantlets can also be flavored).
The 2024 PHB gives everyone a feat at level 1 as part of your Background choice. So that'll be an option, just take the Weapon Master feat.
Though personally I wouldn't spend a feat on this, Flitter's reflavoring option is just better (pending DM approval).
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I love Reddit sometimes.
I'd still call Savage Worlds a toolkit, but then GURPS becomes the whole damn hardware store by comparison.
Savage worlds is a toolkit. GURPS is an engine
Savage worlds is a well kept machining workshop
GURPS is a stick that's sharp on one end
Lol, I'm watching High Rollers right now (the Aerois campaign), and the party is currently engaged in battle with some lizardmen who are speaking Draconic. Only one member of the party can speak Draconic, so while both groups are fighting, she's translating everything for both sides. 
That sounds amazing
So, the DM in the video just used the spell "Heat Metal", and it got me thinking: can you use that on armor and on Warforged themselves?
Yes and no
It depends
Warforged are not metal for this reason
I thought they were?
My warforged are specifically made of metal, but in lore they're a weird variety of materials, including wood
So it depends on setting and DM
Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.```
Like I said, depends on DM and setting
The materials can be anything, but for balance reasons it's not usually metal
Hmmm...
Per the guy who actually created Warforged:
https://keith-baker.com/rising-from-the-last-war-the-warforged/
How does the new armor system work with Heat Metal?
A warforged is considered to be wearing whatever armor it currently has attached for all mechanical purposes: feats, spells, class features. If the warforged has metal armor attached, it’s vulnerable to heat metal. The only difference between an armored human and a warforged in this case is that it takes the warforged longer to remove the plating; but given that it takes a human 5 minutes to remove heavy armor and the duration of Heat Metal is only 1 minute, it’s not like “Quick! Strip out of your heavy armor!” has ever been a logical strategy. I’ll also point out that warforged have ALWAYS been vulnerable to Heat Metal; it’s called out in the 3.5 rules.
So tl;dr an unarmored Warforged is not vulnerable, even if they technically have metal integrated into their body. But if they bolt on armor, the spell works against them.
But it literally says:
I’ll also point out that warforged have ALWAYS been vulnerable to Heat Metal; it’s called out in the 3.5 rules.
Then again, we're in 5e now
Yeah, in 3.5e it's specifically called out as a vulnerability:
https://dnd.arkalseif.info/races/eberron-campaign-setting--12/warforged--45/index.html
But 5e leaves it more vague, and most tables rule it's not inherently vulnerable unless integrating metal armor.
Yeah, that makes more sense
So in the case of the Warforged, even if their body is made up of metal in 5e, as a rule you cannot cast Heat Metal on them if they're unarmored "just because", unless the DM says you can.


Ngl there really should be some variant rules on what warforged are made of to clear this up
I mean how much more detailed can you get without just becoming pathfinder levels of complex?
I hear new paffinder is p good
Same
It's okay
It's a touch over-engineered for my tastes, but for folks who want detailed rules, it's pretty on-point.
Fighting style question for fighters: when you're using a two-handed weapon (a greatsword, let's say), can you still use the dueling fighting style?
Just wanted to be sure
unless they're using the two-handed weapon in one hand (like if there's a feat or class feature enabling it; 3.5e had a feat called "monkey grip" that allowed characters to wield 2-handed weapons as if they were 1-handed.)
You can use the dueling FS if you're using a versatile weapon in one hand, but then you lose the benefit of it being a versatile weapon
Every single time I run a fight I'm so glad legendary actions and resistances exist
Aren't legendary actions boss-exclusive?
Also, I didn't know you were a DM! That's cool!
Anything can be a boss
You can put legendary actions into every fight if you're the DM and design them properly

There's a nice video on how to do this IIRC
called action oriented monsters
let me find it
Episode 84.
Here's the scratch pad I used to make these. My next step would be plugging in attack and damage numbers, and cleaning it up to be usable on the night.
https://docs.google.com/spreadsheets/d/1CEG01zGFDD34W4qHPw5u4ZGC5azuUnkAXs2rscIMOGI/edit?usp=sharing
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usually yeah. but it's a rare fight where I don't have a boss? even if they're not THAT much stronger than their minions
Also it's more fun for me? I can't design PC like abilities and track them for a whole crew of enemies, it bogs down
But enemy mage has a bunch of "spells" that function like those? easy to do and more interactive as a fight
Art by r/medli20 on Reddit:
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Rolling for a new char in D&D
I rolled
14
13
13
13
13
11
It's Average Man!
At least no negatives.
But yeah, that is...unfortunate. 
What's the new character for, Mega?
I made Human McHumanface, the standard human fighter as a template for the online character sheet viewer I'm working on
Turns out there's a local regular D&D club so I'm playing a bote themed campaign
I'm probably picking artificer
Again
My current idea is armourer artificer who plans to build an armored diving suit
Bote?
Boat but spelled funny
It's a running gag from the campaign I'm running that Meganought is playing in

honestly, this is why i always offer players the ability to back out and go for standard array
I've not had that gamed so far, people are happy to play sub-average characters, they're less happy if the stat roll is trash
I like point-buy, personally. It allows full customization without becoming overpowered.
And the point-buy method only allows you to go to a max of 15 normally (without bonuses from races or feats), so it evens out for the other stats.
One thing I did as dm was rolled a couple of extra arrays and I let players use any of the ones I rolled, which weren't bad
That's a fun one. Roll a bunch of arrays, let people pick the ones they like.
I was given the opportunity to re roll one of the 13 but I kept it because its funny
Black Flag Roleplaying is a free, open gaming system that enables anyone to play and create fantasy tabletop worlds, adventures, and sourcebooks under the Open Roleplaying Content (ORC) license. Using the rules of 5th Edition SRD as a foundation, it allows for D&D gameplay with a modern update and includes new mechanics such as Luck and […]
The ToV SRD is out
What's that?
Kobold Press's version of 5e
Purely theoretical question out of curiosity (and for fun): is there a way to create and use a Pony character in a D&D campaign set in the Forgotten Realms/Sword Coast? I mean, there's already Centaurs, and Ponies have been shown in the show to be able to hold things just fine and even walk bipedally, so I don't really see why not unless there's some rules I'm unaware of or gamebreaking stuff that might happen.
Yeah, but I thought that wasn't exactly the Forgotten Realms?
Lore wise it has no good place so you'll need to put on your surgeon's coat and start hacking
Rules wise it works perfectly fine because the rules are setting agnostic
Interesting...well, thanks for the info!
Ponyfinder is canonically set in Golarion, which is more or less Greyhawk with the serial numbers filed off
But it's not super hard to insert one of the kingdoms into FR and start blastin
Unicorns and pegisi already exist cannon, you could play as one of those if your dm allowed
I belive there are unofficial monster player char supplements out there
MLP unicorns and pegasi are very different from normal forgotten realms ones
Nothing quite having a unicorn roll a nat 20 and then impale one of your party members for double damage

Stay alive, stay tuned. #dungeonsanddragons #deadbydaylight #dnd
Uwot
Probably a D&D themed expansion for DBD.
anyone know any good ways to have a D&D char sheet on mobile/tablet? the various things i've tried have all be frustrating or clunky in some way, and for some reason i cant just get the editable PDF sheet i use in ember's games to work on mobile
i have a chromebook you see
dont get a chromebook
they suck
Only thing I could suggest would be using D&D Beyond, but that gets tricky if you have custom stuff going on.
yeah i cant have a constant internet connection, im playing in a place without wifi
i ahve mobile data but dont want to rely on it
i sorta got something working
IIRC, D&DB can let you export your sheet as a PDF, it just wont' be interactive.
Yup, the new front cover of the PHB
Part of me was nervous theyd make it ai generated. Glad they didnt
I think the backlash from when that one bit of art slipped through made them reconsider.
What bit of art?
The one that looked AI generated
Yea j think they figured out it was by the blurring on the clock/meter
Summarized on Reddit:
Aasimar are in
75 feats with their appropriate levels added
16 sample backgrounds
Every monster updated with 45 new ones
386 pages for each book
Greyhawk is in the DMG
Greyhawk is in the DMG
excUSE ME
Greyhawk?
Learn more about this epic collaboration right here https://dndbeyond.link/deadbydaylightdnd_trailer
In dark places such as this, one must keep themselves entertained...
Dead by Daylight: Dungeons & Dragons. June 3rd.
#vecna #dungeonsanddragons #deadbydaylight
They're doing a lot of things right with the refresh, but I have next to no trust in Wizards of the Coast
Yeah, I'm probably going to get the core set, but after that I may be done with WotC. I'll either use these rules for future games, or maybe switch back to an older edition.
Most people are either gonna stick with 5e or 3.5e, or just straight-up switch to Pathfinder 2e.
New players might go with the new stuff, but given the popularity of 5e, they'll probably revert back too because that's what all their friends will do.
Frankly, had WotC not f*cked their community's trust so much, this new edition might've released to a lot more praise. Now it's just "meh".
I genuinely do not hear much from 4e. It's almost a forgotten era of D&D's history at this point.
It's got good rules and bad rules and it's unpopular because of bad management
4e was a really good game that suffered because it was too different for a lot of D&D fans. It codified a lot of D&D's tropes and gave them mechanical weight, but in doing so it made people mad because it "felt" different.
It also suffered because it could get complex, and the promised VTT software never materialized because the head developer did a murder-suicide.
There was also the theme shift where the class mechanics were more MMOish style ones
4E was turning D&D into a tabletop wargame
i liked 4E, it had a lot of genuinely great ideas, but its not an RPG system its a tabletop wargame system
a lot of the good ideas in 4e ended up in Pathfinder 2e
but not in 5e 
5e is what people complain 4e was
5e approaches tabletop as video game where you're the main character and it's all about pressing the X button for the cool move that kill the enemies
i disagree, but it is a lot closer to that than 3.5
my experience in 4e was that it was so crunchy that players spent their off time planning move combos instead of bantering, like they were trying to get that extra 1W die or extra attack from a bonus action so hard that they weren't having fun
D&D was always a tabletop wargame. 
But I get what you mean, there was a lot more emphasis on minis and maps, which didn't fit for "theater of the mind" players. You could absolutely play 4e TotM, but minis made it easier so they felt more mandatory.
well, to be more specific, 5e is designed around players going Nova; using flashy cool moves about once in a fight and after a few fights you're out of them and you gotta long rest to have fun again
playing it on tabletop was a combinatoric nightmare by like level 7 because it was like ... here are my 7 move options, 4 bonus options, and 10 standard actions and how do I combo them up?
playing someone else's character in pf2e is a similar nightmare
you get their sheet and it's like "what do these even do?"
it had a bunch of good ideas, but it was just hard to focus
it's like sitting down in a custom kit car
oh sure, but 3.5 had a lot more stuff just for flavour and out of combat things
4E was like 90% designed for dungeon crawls and nothing else
I had the opposite experience. Players had tons of fun coming up with new ways to get a bonus or use an effect to set up another player's special abilities, and quipping about it. We also had a shy, newer player who came up with a great plan & she got tons of praise for it from our table, which made her very happy.
i liked the idea of daily moves, short-rest moves and anytime moves
made things like spell slots a lot easier
I love crunch
4e put the emphasis on combat, sure, but there was plenty of rules for non-combat stuff. And tons of good DM advice, but that was part of the problem. I think most players just saw the powers and combat rules, but didn't really get into the challenges or other rules so it all felt like minis wargaming to them.
we made a "lite" variant that was like ... your character only has 2 encounter and 2 daily and 2 utility powers, with a recharge mechanic, so we all had a better handle on what everyone else's powers were and every character felt like they had a theme instead of just like "the best 9 powers from the list"
4e Essentials was basically the official streamlined version of each class, but it came out too late to have an impact. A lot of folks didn't even know they existed or were fully compatible with the other classes.
this is literally the first im hearing about it
my wife and I joint-DM'ed that game actually. I managed initiative and ran combat, and she ran personalities and out-of-combat dialogue (except when sometimes I voiced a specific NPC), and we did all the design work together. Our players loved it.
And that was the problem. WotC didn't advertise it well, and most of the D&D community had already given up on 4e, so there wasn't good word of mouth.
By the time Essentials got published, and didn't land, WotC knew it was time to get to work on 5e.
yeah, there was a lot of non-combat stuff 4e did really well that I adopted into other games, it's just that I expect 80% of D&D to be combat encounters, and they turned into a slog for us
That's fair. The rules could definitely get complicated.
Still, I loved the way the game flowed for our table.
And yeah, the whole At-Will/Encounter/Utility/Daily thing was brilliant. I miss that.
I wonder how much of 4e's rules translated over into 5e. 
Some of it did, but the stuff that did got tweaked quite a bit.
Oh, I also miss the Bloodied rules for monsters, that was brilliant.
I still run minion rules when appropriate
you expect D&D to be mostly combat? huh
i expect it to be maybe 50% combat personally
still high, but i like puzzles and RP AND killing things!
Minons, yes, those were great
minions are just a genius idea
phrased a little different: I expect combat to be most of the "application of rules" time at the table. There's a lot of IC banter that's just long discussions, but I can do that under any ruleset. Of the part that 4e was different from 3.5e mechanically, the majority was combat, and it turned into a slog
ok i understand what you mean
I love the puzzle-solving/dungeon-crawling aspect of D&D, and the combat is really fun too. RP can be hard sometimes, but rewarding when you catch some NPC in a lie or uncover crucial information about a quest or something.
and yes, i think combat will almost always be the meat of any RP system, simply because theres so much nuance in any combat scenario
I've seen a few interesting rules for social conflicts, but yeah, combat tends to be the most rules-fiddly bit of any game.
Have you used minion rules in our game? I'm not entirely sure what minion rules are so I wouldn't know just by seeing it.
minion rules are basically levelled mobs that provide a challenge to the player but only have 1hp
means you can have a lot of enemies that are a threat, but arent an overwhelming challenge
its better than having like 50 rats, which arent a threat at all
there was also some boss mobs that had special minion rules, like using minions to tank hits for them
Yeah, so the idea is you might have 4 goblin minions, but because they die so easily they only "count" as 1 monster for Challenge Rating purposes. They're meant for your heroes to mow through so they feel strong, but if you ignore them they're still strong enough to do real damage to your PCs.
Lets you bulk up an encounter without making it a possible TPK for the party. You might have one "boss" monster, 2 or 3 regular monsters, and then 4 minions. So it feels like a bigger fight but the threat isn't terrible.
I kinda like that, actually. It gives the players a challenge to strategize around without actually making the combat more difficult than it needs to be.
it also helps with the action economy better than (in my opinion) legendary actions and lair actions, which always felt a bit bullshit to me
minions for some boss mobs are a resource
Legendary actions and lair actions are really good and thematic, and don't have much overlap with minions
they are on paper, but i always felt it a bit bullshit that boss mobs can just say "no fuck you" to a spell with legendary resistance, and they can just keep doing that every turn
lair actions i dont mind as much, its basically another character doing an action, and there are ways to mitigate it (like drawing the boss mob away from lair)
there are just better ways (in my opinion) for doing that
if legendary actions were a limited resource, then i think it would be so bad, but they get a bunch every turn so it doesnt feel limited at all
They cannot keep doing it every turn
Legendary resistances are just three times only
oh im mixing that up with legendary actions
it still just doesnt feel right to me when a creature can just say "fuck you im special"
i'd honestly rather some creatures can just take two turns or something, or one big turn
Would you rather players use enemy monster blocks then?
what do you mean?
Players have special actions and abilities they can use that monsters can't
but monsters do too?
Right, but if players just used monster stat blocks, then no one would have special abilities. Is that preferable?
some versions of monsters having legendary whatever feels like "I'm special in a way that's outside of what anything else in the game does"
well, if monster abilities were built from a standardised stat book that players also had to use, i dunno, could be a cool system
though the standard take here is "dragons are better than you."
why can a dragon do that? Dragons are better than you.
You can make monsters exclusively from player abilities. I've done that once or twice
My conclusion was that it just was more work for less fun
On the flipside, I adore the Bloodied ability some monsters had, where they get a new ability or change something about themselves once they dip below 50% health. Made for some really fun fights.
bloodied was sucha great idea that its still used as a description in systems that have nothing to do with 4E
Yeah, my impression is that enemies having phases is good, but there's no real need for a standardized version with fixed values
no what i mean is
if all monsters in the MM were built of a standard table, say a CR10 monster got 100 points to spend, and you could spend them on spiked claws, spell casting, sword proficiency etc, and player races and classes were also built with the same tables, it could make for an interesting system
They are
All monsters in the MM are built using specific math the DMG explains
Player races and classes are not beholden to the same requirements because they can be rather restrictive, and players tend to like having a lot of abilities to do different things, whereas monsters only need to be good at fighting
no
i mean
those tables were for everyone to use
you want legendary actions on a PC? costs X points and has Y requirements
I see no good way to balance that
if every monster ability was something theoretically possible for a player to have, and vice versa, i dunno, could be interesting
It will be interesting at first, but you would either have to make it so players can barely do anything compared to the existing system, or monsters are vastly outcompeted
The primary issue is that players and monsters operate on different paradigms. Optimizing for one runs counter to the other, and trying to find a compromise will give you a milquetoast system that lacks nuance
Yall should take a look at Daggerheart tbh
It took a lot of the good ideas from 4e
yeah, i guess you're not wrong
on that point I've been reading a lot of the Heart TTRPG, they take a lot of that stuff to "heart" (heh)
combat involves no initiative, players go in whatever order they want and take as many actions as they want
monsters take actions in reaction to players or when the players don't know what to do anymore
the downside is that every attack a player makes runs the risk of taking damage
(taking nearly lethal damage is also a way to level up your character)
the top level abilities of characters will kill them or take them out of the campaign in exchange for skipping entire encouters
it's entirely focused on dungeon delving an eldritch horror dimension
Hm. I'll have to look into it. I hadn't really heard much about it besides Mercer was involved.
should be noted it plays a bunch differently to something like 5e sword and sorcery
you level up by selecting two beats from your character origin, if you fullfill them you get a new ability from each. More epic beats grant higher level abilities
you also don't take damage directly, instead you take stress
stress is taken to each ability you have, each time you take stress, the DM rolls a d12, and if they roll below your stress, you take a fallout; a consequence of your abilities failing
Interesting. Sounds like a variant on what new World of Darkness/Chronicles of Darkness does.
some fallouts are one time things, others are permanent until dealt with
if they become worse, you take major fallouts
and taking either stress or fallout is one of the easier ways to level up your character
And that sounds similar to something Fate does, with Stress and Consequences.
Neat systems.
the underlying story is that there is The Heart (title case)
The Heart is an entity of granting wishes. If you delve under the Spire, you go into range of The Heart and it begins trying to grant your wishes.
It'll grant your wishes, even if it kills you
"Ah, the consequences of my actions."
the Spire sent an entire army down there and the Heart turned them into a regional effect that turns places into WW1 trench warfare fields that go on FOREVER
because they wished to vanquish The Heart and the best it could do is a stalemate
What's the catch
(I'm joking)
no catch
it's just very eldritch and doesn't understand how it should grant wishes to mortals
the book describes getting wishes from the heart as drilling a hole into the back of a microwave and looking straight through as it runs to figure out how it warms food
the classes involved are also rather fun
one class is "you're so deeply in debt, that the God of Debt made you their Cleric"
and you inflict damage to enemies using debt
Dungeons of dredmor ass class
there is also train conductor class
you're one of the people who tried to put a public transport through the heart
but sadly, the trains now run into directions man was not meant to understand and leave stations at angles driving people to madness
the engineers involved have become a cult and worship the engine's
they wish to become conductors on such trains, to ascend our plane of reality
Daggerheart and Heart: The City Beneath are unrelated
Ah, I was starting to wonder.
Spire and Heart use a handful of d10s. Daggerheart uses paired d12s. The mechanics aren't... that similar outside of surface appearance and re-use of terms
A friend of mine has started making resin dice, and an oops led to her making gelatinous oozes that are like dice with an oozy puddle under them and eyes and skulls, and they're super cool:
she's selling them on etsy but IDK if linking that would be a rule 4 violation
That's cute.
Not a rules supplement, basically a 50th anniversary art/lore book.
Any Deltarune/Undertale enjoyers? :O I've ran this before and it's super fun! (Not sponsored or anything + I didn't make this system just wanted to share :3)
https://inkbeanjo.itch.io/dialtone
Question regarding sizes in D&D: if a medium character were to become large somehow (through a spell or through a class feature of some kind), would that affect their damage output? I know in Pathfinder it does, but when I looked it up for D&D I couldn't find any answer for it, or any mention to it at all. But I could swear I've heard it referenced before.
(I will check for the answer tomorrow, I'm heading to bed.)
as Mega points out, the enlarge spell gives details on how this works. Check it for the specific edition you're in. For example, in 3.5e damage dice were based on weapon size, so a medium longsword was something like 1d8 and a large longsword was 1d10, and if you enlarged a character their gear also changed (temporarily) with them. (I played a permanently-enlarged dwarf in one of my favorite campaigns, which my wife still owes me an ending to.)
You don't get extra damage from changing your size but what caused you to change size might affect damage too
Oh right, forgot Enlarge/Reduce was a thing
I guess that answers that question then. Thanks!
Watching High Rollers D&D (Aerois campaign), and the party's pet goblin has perished (7 max HP, frozen solid for 30+ damage, then exploded with a fireball for 25, then squashed underfoot for an unknown amount). In-character everyone is horrified, but as players, only 4 of the 5 are sad. The fifth player, who actually hated the goblin character, is doing a happy dance and is thrilled beyond measure.
So what does the DM do?
In the very next session, the goblin comes back as a ghost, and specifically goes to the player who hated him the most to say hi. The DM's reasoning for this? The goblin didn't die in the way he wanted, so now he's a revenant. I'm currently watching the player who hated him sink in his chair cry-laughing (mostly crying) and wailing "He was dead! He died! Why?! Why?!"
I love these guys. 

that's the sort of thing that would make me leave a D&D group
pretty sure its all in jest
Yeah, these groups tend to over-exaggerate their reactions. If something like this actually bothered a player they could... talk it out with the DM.
oh yeah, if it's a stream that's being played up for viewers, it's probably a fake reaction. If a DM does that to me for real I'm like ... yo, this is supposed to be a collaborative fun experience, not intentionally miserable for one of the players. Are we doing that or is it a mistake that you didn't realize would bother me? And if they're like "oh yeah we're doing that" I'm out.
Actually the reaction was real. Slightly played up for drama, but mostly real. The player had indeed thought that the goblin character had died for good.
But yeah, ultimately it's all in jest. None of the players or the DM have any beef with each other and it's all in good fun (plus they're all close friends).
Oh cool, element dice. Is that the Nat 20 face?
Well that's the 12 on a d12
Actually no wait it's the 1 face
That's actually super clever tbh.... you can still see the highest number and don't have to remember the shape of the die
Oh yeah, that is a d12
So, I'm just looking through all the magical weapons you can potentially get in the game, and I came across this one. If it's sized for giants, how is it possible to use? Aren't giants monsters and thus not playable?
Like, it weighs 325 pounds. That's not possible for pretty much any character to use if they're not a giant, but giants are not a playable race.
IIRC, it's two-handed which means a giant could wield it with one hand due to their size. Yeah, the weight is an issue, but it's D&D, almost no one tracks weight. 
BGG introduced the Rune Knight, which can bring you up to Large using Giant's Might. Then someone can cast enlarge/reduce on them, choosing enlarge, making them Huge. Giants are Huge.
Also, Harshnag is a frost giant NPC in SKT that uses that weapon.
Gurt's Greataxe is not intended to be used by players
Enemy statblocks often come with weapons and if you deem it interesting you can swap the weapons or armor and change the statblock
Ah
In general, I recommend hiding adventures from the list of supplements when you're looking for player options because they don't tend to have anything useful
High Rollers (Aerois campaign) Ep. 51:
During some much-needed downtime on the group's new airship, everyone decides to start hanging out with the hired crew to get to know them a bit better. Lucius, the player who is also the captain of the vessel, rolls a natural 1 on a skill check involving him hanging out with the rest of the crew. Through a series of unfortunate events, he somehow finds himself blackout drunk and married to one of them. Cue the next morning, where he's hung over AF, wearing a makeshift tail made up of cloth, and too sick to deal with a possible diplomatic incident as the airship accidentally flies over Dragonborn military airspace (this was because the group didn't realize they needed travel papers to fly over the Dragonborn nation, since it was their first time ever flying). The Dragonborn commander, an actual Dragon, once he's appraised of the situation by the ship's quartermaster (another player), begins facepalming and asking his ancestors for "strength to deal with these idiots". 
I love these guys. They're like Critical Role but more lighthearted, chaotic, and accident-prone.
Welcome to "So You Pissed Off The Dungeon Master", where I give you responses you can send to your players for stupid things they've done in your D&D and other TTRPG games.
Do you need any responses for things your players have done? Let me craft together the perfect message for the thing they've done!
Join the discord!
https://discord.gg/2g6...
SFW and very funny
Destiny are doing a collab with D&D https://fxtwitter.com/destinybulletn/status/1796229160248943054?
huh wild
Curious to see how that works
I hear they are revamping the bounty system, so I'm half tempted to try it again, but then again, they nuked content I'd gotten and they tend to have really constant "buy this season to experience the latest content" phases
it's a really expensive MMO I guess, rather than an actual f2p game like warframe.
mhm
The gun play is pretty fun though.
That's some cool art
Yeah, the new covers are great
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Animated spellbook: Unseen servant.
Unseen servant came in so clutch in the last fight of the campaign that just wrapped
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I'm loving the art they're showing off.

It's the cartoon charactesr!
The DMG cover looks amazing
Yeah, it's definitely a choice.
I'm... okay with it? It doesn't excite me but it's not awful.
I really, really like the 5e designs
Yeah, the plus side is that you've got multiple editions to pull designs from & say "this is what dragons in MY campaign look like."
I don't want more designs I don't like. I want more designs I like
Fair. 
Oh, they revised Backgrounds slightly from the UAs.
Each background suggests three Ability Scores, and you can either do +2/+1 in two of them, or +1/+1/+1 in all three.
Mounts, Familiars, and Druid Wildshapes have statblocks in the PHB (though Circle of the Moon druids will have to refer to the MM when they get higher level, there just wasn't room).
what did they do with the dragons?
Lots more fins and such
the swedes will be angry about this
they look less distinguishable, bit goofy, some have tube necks
quite a step down from 5e, big step down from 4e and earlier
they showed a bronze or gold one on stream that looked like a toad
Golds definitely got the biggest change from what we've seen.
the second one and the third one look like they're from avatar and the phantom menace
Wait
I think ive seen that artist before
they look a lot like this artists work https://www.deviantart.com/irenbee/art/Dragon-Alarziik-540934728
Did they ever give eta on the monster manual or handbook release date
Those look... really dumb
2024 Player's Handbook – 17 September 2024
2024 Dungeon Master's Guide – 12 November 2024
2024 Monster Manual – 18 February 2025
Alt covers:
Thanks masque
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Apparently they're going to put out smaller videos detailing more features as the day goes.
DMG will have:
- 5 adventures
- A complete setting
- Bastions feature
The short adventures are designed to help you understand how to make your own. Campaign setting does something similar.
Greyhawk is the setting in the DMG.
Includes a Lore Glossary, detailing people, places and things from all through D&D history so new players can understand and older players can all be on the same page.
Bastions: similar concept to the old Strongholds from earlier editions, but you can start building them at level 5 and improve them as you level.
Lots of details in the video, difficult to summarize.
Treasure is the biggest chapter in the DMG.
Included magic items from the old D&D cartoon.
Crafting system. There's a limited version of the magic item crafting rules in the PHB, DMG goes into detail.
Cosmology chapter.
Tracking sheets: designed to help the DM keep tabs on important information in your campaign.
NPC sheet, settlement sheet, Bastion sheet for players, sheet for what magic items have been given to players, etc.
"Now, I haven't talked about first three chapters of the book, Todd."
"That's my fault! I am a terrible interviewer."

Ch 1: The Basics, primarily aimed at newbie DMs
Ch 2: Running the Game, includes a sample of play
Ch 3 is a bit of a catchall of situational rules and advice
Traps, poisons, siege engines, NPC building, and more.
MM:
Largest the game has ever had, over 500 monsters
(suddenly, picture of a Flumph on the screen)
Over 75 new monsters
Added more monsters to various "families," so you're better able to meet them at different levels.
"Wanted to make sure there were opportunities for groups to encounter that family of monster..."
"Without being murdered right away? <laughs>"
Example: added a lower CR vampire and a higher CR vampire, so you can have encounters throughout the level range.
Expanded NPCs groups to more level ranges. In addition to Bandits, Priests, Mages, etc. they added Performers, Pirates, and others.
Created "apex" versions of certain creature types that didn't have one before. Dragons & Fiends always had high-CR examples of their creature types.
Construct that can trample cities, ooze (Blob of Annihilation) that can dissolve entire towns, a Hag that can "strike terror into the hearts of high level groups", Elemental Juggernaught.
Yeah, I'm willing to bet they "borrowed" that for the MM.
fun

I was THIS close to getting that gem...
Had I been one level higher I would've been able to grab it and then hightail it outta there while she was left screeching at us from behind.
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Just went up
Apparently various D&D YouTubers got early access to the new PHB
https://youtu.be/qElkBdNd0nI?si=E69iP3grJPPN5GNO
This video is sponsored by Wizards of the Coast. Pre-order the new 2024 Players Handbook here: https://marketplace.dndbeyond.com/category/core-rulebook-bundle
Great Old One Preview: 6:05
I take a look at the newly revised Great Old One Warlock Patron from the upcoming 2024 Players Handbook for Dungeons & Dragons, and provide some advice and th...
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Detail revealed in this stream: Surprise has been changed.
Devs felt that completely losing your turn when Surprised made too many encounters trivial. DM might as well just say "Okay, they're all dead, moving on."
Now, being Surprised gives Disadvantage on your Initiative roll. So you're likely to go last when Surprised, but not necessarily.
ahhh we had an entire 3.5 campaign that was centered around "setting up surprise rounds" where we would ambush our enemies. It was an illusion/stealth/misdirection campaign. So most of our encounters were way above level.
Doesn't that kinda make the barbarian's "cannot be surprised" trait a lot weaker and less useful, then?
Not quite. Cannot be Surprised means they are never at Disadvantage on Initiative rolls.
They also mention that several Fighter and Barbarian subclasses (and Assassin Rogue) get options to take Advantage on Initiative rolls.
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Advantage on initiative is nice
Yeah, I think that's going to be a pretty powerful ability just on its own.
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Okay, Champion sounds incredibly fun now
Suddenly most of Jocat's Crap Guide To D&D videos are outdated.

I mean that was inevitable
Older editions of DnD are still relevant
People still play 3.5 and earlier
They're general enough to still be applicable.
Yeah i always hear people still doing 3.5
Every version brings a significant change to the game, with upsides and downsides depending on preference
I thought 5E was a decent mix between complicated crunch and simplicity, but In general, i prefer more crunch in my systems and I found 5E lacking crucial info in many cases
I still have a very soft spot for 3.5 just because that was what is tarted with
As far as exalted is concerned I still prefer 2e as well
I started with 4e
It has good ideas but ultimately is a very flawed system
Then we went to pathfinder 1e and I loved that
4e is very good at what it does. The trouble is that not everyone enjoys what it does.
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Livestream
Paladins get spellcasting at level 1
Get Fighting Style at level 2, no longer restricted list, you can choose any of them.
Paladin's Smite: Divine Smite is now an always-prepared spell, can cast 1 / day without using a spell slot
Level 3: subclass and Channel Divinity
2 uses of Channel Divinity, get 1 back on a Short Rest, all back on Long rest
3 uses at level 11
Divine Sense now lasts 10 mins instead of 1 round
Level 5: Divine Steed always prepared, can cast 1 / day without using a spell slot
"Completely redesigned" the spell so steed can be more powerful as you level
Has its own stat block
"Abjure Foes": uses Channel Divinity, now one base aura and you can choose which type it affects from a list
Uses "new" AoE type, though it's been in 5e just without a name: "Emanation"
"creatures within x radius" = Emanation
Each class has its spell list inside its own class description, rather than having to go look in the Magic section or an Appendix
Spells now list School, if it requires Concentration, if it's a Ritual, and if there's a specific Component necessary, right in the spell list
Subclasses:
Oath of Devotion
Can now activate Sacred Weapon as part of their Attack Action
Replaced Purity of Spirit with Smite of Protection: when you use Divine Smite, you & allies within your Aura gain Half Cover
Holy Nimbus (level 20) is a Bonus Action
(Most abilities that "turn on" a state are either a Bonus Action or require no action now)
Oath of Glory
Peerless Athelete lasts 1 hour (instead of 10 minutes)
Aura of Alacrity benefits allies who enter the aura on their turn, not just starting in it
(gottagofast)
Noting that subclass spell lists have been "vetted", some have been revised, a few (like Oath of Glory) have brand new spells
Oath of the Ancients
Nature's Wrath has extended range
Undying Sentinel gives more HP, so "you don't get knocked down immediately after you popped back up"
Oath of Vengeance
Vow of Enmity no longer requires a Bonus Action, just choose to use it as part of your Attack action
If target of Vow of Enmitydies, you have a window of time to transfer it to another target
Avenging Angel (Level 20): Can be activated as Bonus Action; lasts for 1 hour
Fin
I never realized just how much I needed this until now. 
It was a really well-liked fix when presented in the playtest
Yet I still see a few people bitching about it on Reddit. 
That's because they don't play Paladin and don't realize how painful it is wasting all your spell slots on smites when you also need those spells for other things too.
I am the only spellcaster in my group.
I have to be the utility caster, healer, tank, and damage caster all at once. 
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Can't do the deep dive today, too busy with work
Hi it's me, I'm work
The tiefling has risen in popularity in D&D lately. Tieflings are so popular that the next iteration of DnD has them as a core option for players, and WotC sent them to me!
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Okay, got a little time today so... Barbarian! Barbs get Weapon Mastery, same as Fighters and Paladins.
Rage: if there's no enemy in range to attack while you're Raging, you can maintain the Rage state by either forcing an enemy to make a saving throw (example given was a Dragonborn's breath weapon), or by burning your Bonus Action.
I like the homebrew solution
Where a barbarian spends their action to slap their own face for one damage
It's evocative, like the sports self slap to psyche yourself up motion
The bonus action method is similar but less expensive
(less evocative though)
You could always RP it as smacking yourself, or doing the Kylo Ren "hitting your wounds to pump yourself up" bit. Just without losing the HP.
Yeah
Danger Sense (lvl 2): You no longer have to see the source of danger to benefit from the ability.
(Spider-Sense tingling!)
Oh god, they l iteraly made that joke in the stream. 
Primal Knowledge (lvl 3): Meant to give more flexibility in non-combat. During Rage, can make certain ability checks using Strength, regardless of the normal stat used for that check. Also gives a bonus Skill Proficiency.
Arcana: (strength)
Instinctive Pounce (lvl 7): Can leap when activating rage.
Brutal Strike (lvl 9): Replaces old Brutal Critical. When using Reckless Attack, can forgo Advantage on Attack roll to deal more damage if you hit, and add an additional effect from a list.
The list and damage would have to be really good to replace advantage
Unless you already have advantage
Mentions they can combo this with Weapon Mastery to get some really strong effects.
Yeah but you can combo advantage with weapon mastery to get really strong effects
Relentless Rage: Improved the old version, because it didn't give enough HP. Did the same with similar abilities in other classes.
Subclasses:
Berserker
Was low satisfaction in the past, mainly because Frenzy gave levels of Exhaustion. Main goal for 2024 version was to redesign Frenzy.
When using Reckless Attack, Frenzy lets you add more damage 1 / turn on an attack.
Mindless Rage now ends Charmed or Frightened, instead of just suppressing them. "The Berzerker can just say, 'Nope!'"
Retaliation is now 10th level instead of 14th
Intimidating Presence moved to 14th, made more powerful. Now affects as many creatures as you want within 30 feet, Bonus Action.
Wildheart (formerly Totem Warrior)
Two of the subclass features let you choose the animal guide when you activate the power. Other features let you choose the animal guide after a long rest.
Bear, Eagle, Lion, and Ram mentioned
Found people were confused when the same animal guide appeared in different abilities. You didn't have to choose the same animal each time, but people believed they did. Every single one of the animal options is now different, none of them repeat.
Level 6 options particularly got improved
Salmon - Swim speed
Panther - Climb speed
Owl - "really good" Darkvision
World Tree subclass
Themed around connecting to the Multiverse via the World Tree.
Would you say it's... Superior darkvision?
"At the highest level of the subclass will allow the Barbarian to teleport"
Can give themselves or other party members temporary HP
Goku ass barbarian
"really about leaning into Barbarian-as-tank"
So... yes. 
Talking about an ability to prevent enemies from running away, can bring them right to the Barb
(They get really into describing the general feel but not as many power names/abilities as the other subclasses)
Zealot subclass
Divine focused
"Rage is rooted in the might of gods"
Can choose a single god to serve, a Pantheon, or just "divine power itself"
Warrior of the Gods: before, made it easier for you to be raised from the dead "I am not a big fan of features that rely on you dying!" 
Now get a pool of dice to use for healing yourself.
Fanatical Focus: used to give Barbarian a re-roll; as with other re-reoll features in the new PHB, it also gives you a bonus on the re-roll.
In addition to the pool of dice to use for healing yourself during a short rest
Level 14: Rage of the Gods
No longer requires you to drop to 0 HP. Instead, can activate when you activate your Rage, gives extra powers (Fly, damage resist, can use reaction to save someone else from dying)
fin
The presenters were really excited about the World Tree subclass, but I think they got so enthusiastic they forgot to be detailed. 
This is unfair. WOTC is making decent changes to the game but I'm still mad at them
Honestly, the 2024 books are sounding really good.
So, it's not said here in any of the comments above, but does Frenzy still give exhaustion in the new combat rules, or is it different now?
Because as long as it gives exhaustion when you use it, even if it has all these new awesome abilities, it's still pointless.
What? But exhaustion is not that bad
Exhaustion level 1 gives you disadvantage on ability checks, but not attacks
Which makes the exchange pretty good if you want a short term combat boost
Yeah, that one isn't so bad, but the second level if I recall is shiiiiiit.
No, they were clear it does not give Exhaustion anymore.
Thank God
Yeah, second level is speed halved, which is horrible for Barbarians who need their speed to keep fighting, and the third level is disadvantage on attack rolls and saving throws. This is why nobody played Berserker.
Well most people who play berserker treat frenzy as a once a day power unless they're desperate
Yeah, which still means it's badly designed. When you're actively avoiding using your main subclass ability more than once a day because it can cripple you both in and out of combat, that shows how badly-designed it is (/was).
I don't agree. Having to think "Are the odds close enough that I want to I trade short term benefit for middle term difficulty? Should I push my luck?" Is something very enjoyable even if it's not for everyone
Not everything comes down to tactics. Sometimes you also have to think, "Is this fun to play?" as a player. Most Barbarian players thought about it, and realized that no, it wasn't fun, and that's why there's lots of homebrewed house rules regarding it where it didn't give exhaustion but instead used up more rage points, for example. Not everyone is gonna be thinking about tactics, they're gonna mostly be thinking about roleplay and if the actual mechanics of the feature are worth using.
The Berserker path is just one path a Barbarian can take, and I think the tradeoff for picking that path in 5e is just too punishing for no reason. You can still make Frenzy have a side effect so you can still spice up your tactics, which is what many DMs ended up doing, but exhaustion is not the way.
It's a very valid line of thought but I don't think you can speak for most players
I can't, no. But data can, and WotC said it themselves that the Berserker path was not popular at all for these same reasons, so I suspect that it's correct to say it's because players didn't think it was fun.
I suspect the reason it's been restructured is that most players didn't find it interesting / viable
they conduct regular player surveys and such
We take a look the new Path of the World Tree Barbarian in the upcoming 2024 Player's Handbook!
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TIME STAMPS
00:00 - Intro
01:33 - Barbarian: Path of the World Tree
03:54 - Vitality of the Tre...
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► INDEX
0:00 Intro
0:57 The...
... okay, I am in love with the College of Dance and suddenly want to play a Bard. 
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Warlock time
Magical Cunning (lvl 2): a way to get spells back sooner than short rests
Since Magical Cunning is at level 2, they moved Eldritch Invocations to level 1 (!)
Get more Invocations than 2014 version, required retooling some of them
Some Invocations got level lowered, otehrs that had no level prerequisite now do, or have other prerequisites. Didn't want to juts hand players everything at level 1.
Main choices at level 1 used to be Pact Boon feaures, are now Invocations
Pact of the Blade/Tome/Chain are no longer exclusive, you can take each as an Invocation
Subclass is at 3rd level now
Chain now "has more spooky critter options"
Wanted familiars that fit more of the Patron types
"Slaad tadpole" as an option

Skeleton familiar mentioned as an option
Pseudodragon, sprite, and "sphynx of wonder"
KITTY
"reimagined family of sphynxes in the MM"
venemous snake familiar is no longer part of the find familiar spell, it's only in Pact of the Chain warlock list
Stated this is because it was mechanically better than every other option in find familiar 
General discussion of Pact of the Blade; most of the melee options from Hexblade sound like they got rolled into the Pact, so you can use it right from level 1
Invocations for modifying spells don't just affect eldritch blast, can affect other cantrips
Example: ray of frost could knock someone back with Repelling Blast
Lessons of the First Ones: new invocation, allows you to take an extra Origin feat
Sounds like it lets you take any 1st level feat, regardless of your Background
"Wanted to open up more ways to build your Warlock and play your Warlock"
Realized while rebuilding the class, there was no built-in way to "just chit-chat with your patron" 
No details, but some ability to call upon your Patron
Spell list expanded
Still not as extensive as Wizard or Sorcerer
That's weird
Yeah, it's an unfortunate side effect of standardizing subclasses at 3rd level for everyone.
Archfey patron:
"felt it needed a major enhancement" no shit 
going all-in on teleportation features in the subclass
Can layer on other effects when using misty step
Steps of the Fey: can cast misty step a certain number of times per day without using a spell slot
Taunting Step: Impose Disadvantage on someone's attack rolls unless they attack you
Apparently there are Invocations that affect enemies that attack you, so Taunting Step meshes well with those
When casting an Illusion spell, get a free misty step which can also use these extra effects
(Okay, this subclass basically is Nightcrawler from The X-Men and I love it)
Celestial Patron:
summon Celestial is a new spell, added to this patron's spell list
Going back to the spell list: all Warlock subclass bonus spells count as always prepared
Celestial is the "helpful Warlock"
Still can be evil, "the hired hit-man of the gods" 
Fiend subclass:
Has the most of its 2014 pieces still present, but enhanced
Can use some features more often than before
Hurl Through Hell clarified
Fiendish Resilience: magical weapons no longer bypass your resistance
Mentioned how tanky they are in BG3: "that tankiness is here in spades"
Dark One's Blessing: gain it's benefit whether you're the one who drops the foe, or someone else does (within a certain distance)
Great Old One subclass:
rebuilt from ground up
playing into the psychic power fantasy
summon Aberration spell
One of the options includes summoning a Mind Flayer
"NOT the one from the MM, but a version for the spell"
Psychic Spells feature: Can change damage type to Psychic damge
Can cast Enchantment and Illusion spells without somatic or verbal components
Clairvoyant Combantant: ties into Awakened Mind feature (communicate telepathically with a creature), this allows you to deal more damage to the target of your Awakened Mind
Eldritch Hex: Enhances the Hex ability
fin
oooh wow
Wait is warlock a prepped spell class now?
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
You could choose from the standard Warlock list and your Patron list, but you still only got two spells at first level.
Now, you'll have your Patron spells in addition to two you pick from the Warlock list.
So, known
This is the way the new Warlock subclasses worked in Tasha's (and the way warlock expanded spell lists should have worked from the beginning)
Yeah, basically fixing it so all the subclasses work the same way now.
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Opening up with a fuckton of tree puns. 
Primal Order (1st level): Choose whether to be a Warden (more armor, martial weapons), or Magician (more nature magic)
Talk about how the druid was historically split between these two features and not as good at both, now you choose when you start which style you prefer
Magician gets a bonus cantrip & benefit when making Arcana, or Nature checks (add WIS bonus when making any of those checks, stacks with the normal INT bonus)
Druidic (1st level): Used to only teach Druidic language, now also gives speak with animals (!!)
Druid spell list has been reviewed & expanded
Wild Shape (2nd level): Majorly improved
WS is a bonus action for all druids
Wild Companion (2nd level): Spend a use of Wild Shape to cast find familiar
Druids can continue to speak while in Wild Shape form
Elemental Fury (level 7): Another choice point to lean into weapon use or spell use, doesn't have to be the same choice as level 1
Improved Elemental Fury (level 15): Improves whichever you chose at level 7
Wild Resurgence: Gain a Wild Shape use by expending a spell slot
1 / day can expend a use of Wild Shape to gain a level 1 spell slot
Sounds to me like they're making the druid a little more viable for combat, rather than being mostly for RP flavoring and utility casting like they were before (they had some martial ability but it was pretty weak before, and as a support caster, couldn't really do much if they were in a bind).
Yeah, they're definitely making them more combat viable
So far a lot of the changes they're making to the classes are actually pretty good.
Beast Spells (level 18): Allows you to cast spells while in Wild Shape form
Archdruid (Level 20): When rolling initiative, if you don't have a Wild Shape use, gain 1.
Talking about the narrative uses of the Archrduid ability to slow your aging
New cantrip: starry wisp
New cantrip: elementalism, allows druid to "shape" elements in various ways
Circle of the Moon subclass:
Most concerned with Wild SHape
Gives Wild Shape a reliable combat dimension
AC is more reliable than before. Previous version used the beasts AC, which could be lower than the druids own. Can now either use 13+WIS AC or the beasts AC
Gain temp HP when transforming. All druids get this, but Circle of Moon druids get more
Threw out the whole "when transforming you get the critter's HP as temp HP, and you're forced back to regular form when those temp HP hit 0."
Now you just get some flat temp HP when in Wild Shape beast form, no longer forces you out of form.
Circle of the Moon spells: List of spells that can be cast while in beast form
Includes:
- cure wounds (self or someone else)
- moonbeam
- starry wisp
- conjure animals
- fount of moonlight
- mass cure wounds
Higher levels, beast form attacks can deal Radiant damage
Moonlight Step (level 10): teleport as bonus action, gain Advantage on next attack (does not require beast form)
Lunar Form (level 14): When attacking while in Wild Shape, deal extra Radiant damage; when using Moonlight Step, can also teleport 1 willing creature
Circle of the Land subclass:
All about spellcasting
Used to choose a type of land when taking the subclass, locking you into the spell list.
Now, can choose after a Long Rest, gives you a set of spells while you're connected to that land type
Land's Aid: Spend a use of Wild Shape to inflict magical damage to an enemy and heal someone
"I always like to be able to harvest my enemies for hit points!"
Natural Recovery: In addition to recovering spell slots, can cast a level 1 Circle spell without using a spell slot
Nature's Ward (level 10): Gain a Damage Resistance associated with your chosen land type, immune to Poison
Nature's Sanctuary (Level 14): use Wild Shape to cause trees & vines to erupt, giving you & allies Half Cover, plus sharing your land DR with them
Example art:
Circle of the Sea subclass (new):
Oceans & Storms
"Storm element was important to make sure we did not have an Aquaman problem."

Wrath of the Sea (level 3): Bonus action, spend a use of Wild Shape to manifest a whirling ocean spray around themselves to create an aura. 1 / turn can force a target to make a CON save, failure takes Cold damage & you can push them away
Ran through the spell list so fast I' mnot going to try typing it here (did catch lightning bolt though, woo!)
Level 6, Wrath of the Sea increases size by 10 feet, gain a swim speed
Storm Born (level 10): Wrath of the Sea gives you a Fly speed, resistant to Lightning, Cold, and Thunder damage
Oceanic Gift (Level 14): Can apply to aura to someone else
Circle of the Stars subclass:
largely the same as the Tasha's version, just some levesl rearranged to match getting the subclass at level 3
Enhanced by the base class changes
fin
Thanks for these summaries btw! while I am not looking to play DnD again anytime soon, it's very interesting to read through and see what they are changing
You get it because fish
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Fireball! Fireball!
ahem
did they fix fireball? or at least make other spells better?
They are saying they did the most changes in the spells themselves, since the Wizard is the consummate spell collector.
fair enough!
1st level: can change out 1 cantrip after a long rest
Ritual Adept (1st level): Allows Wizard to cast any spell with the Ritual tag in their spellbook as a ritual. This used to be part of the Spellcasting feature, they found a lot of players missed that or forgot about it, so they broke it out into its own thing.
Scholar (2nd level): Select a skill from a list, you gain Expertise in that skill.
Memorize Spell (5th Level): After a Short Rest, swap one prepared level 1 or higher spell for another spell of that same level from your spellbook.
Otherwise, still the same Wizard "you know and love." Mostly tweaks, plus the changes to spells
Abjurer subclass:
A number of spells that were not previously Abjurations now are
Each of the subclasses now has a new version of the Savant feature. Used to give a discount on scribing spells of their specialty; found it was rarely being used, and those using it found it wasn't doing much good.
Abjuration Savant: gives 2 free spells to add to your spellbooks. Every time you level up as a Wizard, gain another Abjuration spell for free.
This is in all four of the subclasses in PHB, makes sure you'll always get at least 1 spell for your subclass when you level up.
Arcane Ward: made a significant change that might be missed "if reading it too fast."
If Abjurer has Resistance, Vulnerability, or Immunity, those are applied before the Arcane Ward takes damage. "You'll be sad if you have Vulnerability and it's applied first." 
Hell yeah, scholar of acrobatics
Also applied to Protected Ward feature, uses their Resistance etc., instead of yours in that case.
Heh. I'm pretty sure that will not be on the list, but it'd be funny.
I did a divination wizard campaign and noticed the number of divination spells and opportunities to use them lacking, which made it difficult to utilize the school's features
Spellbreaker (level 10): Now always have counterspell and dispel magic prepared, dispel magic can be cast as a bonus action; if either spell fails, your spell slot is not expended.
"The Abjurer can just walk up, as a bonus action try to shatter the spell, and still take their action to do something else."
Spell Resistance (level 14): same as before
Diviner subclass:
"very beloved subclass, a very effective subclass"
Divination Savant, as the other subclasses
Third Eye (level 10): can be used as a Bonus Action
It was fine as a full action
Fine tuned and upgraded the options within Third Eye
Darkvision is now 120 ft
Combined some abilities into See Invisibilty: cast see invisibility without expending a spell slot
(going a bit more into the changes for stuff that is now a Bonus Action, stuff that used to be a BA but now is part of another action, or is just a regular Action now)
Invoker subclass:
"If you love dealing damage and also not destroying your entire party, this is the subclass for you!"
"Our job was mostly 'don't mess anything up.'"
Evocation Savant
Potent Cantrip (Level 3): Used to pertain only to saving throws (particularly saving throw cantrips). Weren't many to use in 2014 PHB.
Now applies not just to cantrips with a saving throw but also ones with an Attack roll. Now if you miss or creature succeeds on saving throw, deal half damage.
(Reminder that all subclasses are at level 3 now)
Sculpt Spell: "Continuing to be a pivotal part of the Evoker's kit."
Illusionist subclass:
Illusion Savant
Two new features
Improved Illusions (level 3)
Phantasmal Creatures (level 6)
Improved Illusions: Can now cast Illusion spells without Verbal components. Any of their Illusion spells with a range of at least 10 feet is increased by 60 feet.
minor illusion cantrip, does not count towards number of cantrips known, create both visual and audible illusion simultaneously, can be cast as a Bonus Action
Phantasmal Creatures: summon beast and summon fey spells always prepared (new spells); can cast them as normal; 1 / day Illusionist can change the school for the spell to Illusion & cast the Illusory version without expending a spell slot but the illusion has half the hit points of the regular summon.
Stat blocks are in the summoning spells, but you can flavor how they look
Illusory Self (level 10): Triggered by you being hit, rather than an Attack roll being made against you. You can restore the use of this feature by expending a spell slot of level 2 or higher.
Only part of the subclass that is really the same is the capstone level 14 ability, Illusory Reality.
More guidance about Illusion magic in the Rules Glossary
(Discussing how the Rules Glossary has lots of explanation for spell effects, "teleportation, telepathy, on being dead." States maybe in Cleric video they'll explain more about being dead.
)
fin
Clarification:
All Wizard subclasses get two free spells from their school and another free spell each time they gain access to a new level of spell slot.
Sounds like Jeremy Crawford misspoke in the video.
Includes sponsored previews by notable D&D YouTubers
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I doubt i'll have time to watch this today
So just two videos next week, then the final four classes the week after.
Article is up
Amazing video
Zee is absolutely worth subscribing to, he's amazing
Him & Pointy Hat are my favorite D&D Youtubers right now
Still so fuckin weird that warlocks, clerics, and sorcerers get their subclasses at 3
It works mechanically I guess but thematically it's fucked
...Don't all classes get their subclasses at level 3?
Now they do
Not in current 5e no. The new 5.5e yes
Huh, TIL.
Previously it was some of the ones that make sense to get immediately, like warlocks who gain their powers from a patron should probably get to choose the patron as soon as they get their power
5.24 
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"There is a ton going on in this chapter"
Talking about how they've gone over all the spells and revised them
A decade of questions about spells, now the answers are in the spell descriptions themselves
More art of the spells, so you can see them "in use"
Streamlined the wording of spells, so it's easier to understand what they do & skim the spells to find the one you want
Spells say which class they're available for, so y ou don't have to flip back and forth to class spell lists to see if you're allowed to use a spell
Ritual tag is now on the Casting timeline instead of the name
Higher level damaging spells have been buffed so people feel they're worth taking (flame strike called out)
New spells
Includes some spells from Tasha's & Xanathar's, but with improvements
Summoning spells from Tasha's imported to PHB and upgraded
Stat blocks are in them
Upgraded stat blocks format
Lots of talk about how much variety there is now
Spells they brought in to support subclass design. Example, dragon's breath because they wanted to give it to the Draconic Sorcerer.
elementalism cantrip for Warrior of the Elements monk, plus replacing a bunch of elemental cantrips that had been introduced in various books