Hello, players who only play one class and at this point are too afraid to look at the
others. And TMs who know how to build every MC from
all of their favorite anime. Welcome to Table Talk, I'm Maddie Conway.
And I am Robert Lopez. What's on the schedule for today Robert?
So if you listen to the last one, you know that we attempted to approach like the behemoth
monolith of a fucking topic that is character creation and like delusionally thought that
we were going to get through a lot of it. Yeah, I don't know what our plan was going
into this. News flash we didn't. We got through all
of the classes and races and backstory in an hour or ten minutes.
Only got through races. So today is part two of character creation and it's going to be
just about classes. It's probably going to be our longest episode yet.
So I mean you'll see that I guess if you click on it, it's probably going to be around an
hour and 20. I think our longest so far is in an hour and 10.
So have fun with that. An hour and 20 is a good benchmark to shoot
for. We'll see if we get there. So there are 14 classes from Wizards of
the Coast currently like those are their core classes. There are 12 originally in the players
handbook. There are close to 120 subclasses although that number might just be off.
It was a search to find because I was not going to sit there individually and count
every single subclass because that's insane. And subclasses get added all the time too.
Like sometimes when they do like a content drop or a content addition they add subclasses
instead of because they haven't added a new class in the fucking forever.
But the two new classes at the very end of the list which we'll not talk about but kind
of have two artificer and bloodhunter are the newest ones.
Bloodhunter is I'm pretty sure from Critical Role and it's like the witcher kind of class
artificer you make robots and then there's of course your core 12, barbarian bar, cleric
druid, fighter, monk, paladin, ranger, roke, sorcerer, warlock and wizard.
What is a class anyway? A class is basically what type of character you are. So you've
chosen your race. You know what race your character is. But a class is going to tell
you how you function. Like if you use magic what type of magic do you use? Where does
that magic come from? If you just punch things and you're like some type of fighter what
type of fighting style are you doing?
It's very much like how do you fight, how do you roll, what are the checks you're making,
what kind of I guess role does your character fail if you're playing in a group, if you're
playing in a very connected group. So yeah your class in 5e is huge and in my opinion
it's a lot more important than your race because you can get to something that we'll talk about
much later called multi-classing where you put in levels in multiple classes. But for
your first time through just do a regular class. I promise you it'll save you a headache.
But yeah your class literally determines how you play for the rest of the game. So if you
have a nice DM or just a linear DM like I like to be I guess in theory. If you get 10
levels into a class and you're just absolutely fucking hating it just ask for a hard reset
and maybe do like a little character thing like a respec and like a Skyrim or Fallout.
Or even just like your character has like a come to God moment and it could literally
be a come to God moment because some of these classes have to do with like religion.
I'm switching from barbarian to paladin which is honestly not that much of a difference.
I want to follow Jesus now. I'm sure there's an equivalent of somewhere. I mean now that
they've they've clarified that 5e has multiple planes and realms. I don't think he's I don't
think it whatever. I don't think Jesus is like a part of their official.
Imagine just being like multiverse in the D&D universe.
You'd get fucking punked so fast dude. If you were like listen man this guy who got nailed
to a cross and lost is going to come back and save us all. You would get fucking pwned
so quick. That sounds like a D&D. Like that could fit into the universe.
It does but like outside of I mean let's we're not going to get into religion. I have so
many thoughts but like at least like I don't know a fucking bore god and D&D Theros is
going to give you like a bonus to your AC or your strength or whatever. You can call on
them in like a moment unless you fucking believe in miracles on like real world earth. What
is Jesus doing for you when you're about to die.
Okay.
Now what's he doing though. Does he give you pluses to AC. Does he make your skin thicker.
Does he make you hit harder. Like I guess if you believe enough in it right but that's
every religion in D&D. So it'd just be interesting to see like where his niche fits in.
No I would. If anyone is home I'm sure someone has home bird that.
Yeah. So first up on the docket Barbarian.
Barbarian. So there are eight barbarian subclasses. We're not really going to get into the barbarian
subclasses.
Eight.
I don't even know that.
So barbarians we wrote like little descriptions on our notes of like an overview of like what
the class is and for barbarians we have hit things hard be hard.
Barbarians are big strong. Well I mean they don't have to be big but they are very strong.
They're beefy and they have like the kind of defining feature that they have is they're
a martial class so they don't really use magic and they have something called a rage
where when you go into a rage.
And reckless attacks.
Yes. So when you go into a rage it lasts for I believe a minute and you get advantage
on strength checks strength saving throws. You get to add bonus damage die and you get
resistance to bludgeoning piercing and slashing damage which is like in my mind the biggest
perk because you're basically I mean rage is what makes the barbarian class the barbarian
class along with the reckless attacks.
So when you're a barbarian is going to be a tank of the party so that's going to be
the person kind of on the front lines doing the most physical damage or like taking the
most physical damage.
When you're in a rage and you're taking half of whatever damage is being dealt to you that's
fucking amazing.
It's crazy to just like say nope.
Yeah.
No you.
And then I think you also already get like kind of a bump to your AC from being a barbarian
and then the way that barbarians work and the way that some of these classes work is
you'll have to like you have to choose a subclass.
Yeah once you hit level three you unlock a subclass right and that's when you get it
at level yeah so at level three depending on what app or character sheet or whatever
the fuck you're using you'll be prompted to then choose a subclass and then that subclass
will give you a number of different benefits.
Kind of like last episode where we talked about some races where you have your overall
benefits that come with like elves and then you have sub benefits that then come from
being a wood elf or a sea elf.
It's just like that with classes.
So you'll get to choose different ones and it's basically just kind of like the flavor
of your character and we're like the it's a little less magic with a barbarian because
barbarians are martial class.
Yeah but and they have more like magical oriented barbarian classes where it's like there's
a wild magic barbarian which I have I've had this character in my back pocket and I'm
going to play her and um Robert keeps pushing me to play her is a wild magic barbarian fairy.
God it's so fucking cool.
The idea of being so small but like hitting so I don't know that idea is just funny what
I mean.
And also a barbarian who can fly.
It's like Ant-Man.
That's so solid to be able to just like yeah.
Getting a fly speed is crazy.
Yeah and then also I at later levels you get like a bunch of benefits.
One of them is brutal critical where you basically roll a crit with a melee attack if you roll
or when you roll a critical you get an extra damage die.
Yeah.
Which is really nice because depending on you're already doubling.
Yeah and it depends on how like your DM chooses to do criticals that could be even better.
Like yeah some DMs are just like double the amount of damage.
Some DMs will say roll a whole another set of damage dice.
So in theory if you hit a brutal critical that means that you get to I guess in theory
you roll two separate dice or two separate sets of damage dice.
It can get crazy depending on the rules at your table but like they are literally just
hitting things over and over and over again very hard.
I will say they kind of have a rep for being dumb.
Yeah.
Intelligence is up there.
Shout out to Gorg from fucking Brox Mokina right?
Grog.
Jesus fuck I'm so sorry.
I literally just watched a clip of them doing a live show.
No because I thought you were talking about Gorgug.
No.
Yeah that too though.
Kind of right but he's smart.
But yeah like Grog is one of the best examples of like the dumb barbarian and like some people
have kind of complained that like that portrayal has now infected everyone else's thought about
what a barbarian could be.
No and it's just like I don't know.
You don't intelligence doesn't have to be a high stat for barbarians and why would it
be?
Exactly why would it be?
What are you doing like in battle?
But that's something that we can talk about next episode when we talk about flavor right
the idea of having an intelligent barbarian like a John Wick type or a Sherlock or a fucking
what's his name?
Denzel Washington from Equalizer right?
Like where you plan out everything and you hit really fucking hard.
Yeah.
That could be kind of cool.
That would be kind of cool.
You also get a D12 for your hit dice.
Fucking nuts.
That's so fucking nice.
So nice you're gonna have a much higher HP than some of your spell casting friends.
So shotgun of benefits really quick so we can hit the next one.
Unarbor defense basically if you're not wearing anything but a loincloth your AC gets buffed
exponentially.
This is one of the only times where your constitution modifier matters as a barbarian if you're
not wearing anything at least armor wise you not only get to add your dex modifier
to your AC but your constitution modifier which is really nice.
So nice it actually gives you a fucking reason to dump points into constitution.
Reckless attack it basically just means that you get advantage on your first attack of
the turn you can decide to attack recklessly again and again.
The issue is that once you've attacked recklessly attack rolls against you then have advantage.
So it's like you run into battle and your only goal is to hit the fuck out of the guy
in front of you.
And you definitely can.
And you definitely will if you're rolling advantage but then it means everybody around
you is gonna have advantage until I think your next turn.
Danger sense you can basically feel when things like it's kind of like a second sense like
a low budget spider sense you can feel when things are off you kind of like can feel when
you're in danger so it makes them like a nice little metal detector for danger.
And forgetting your party out of city situations before they happen you move really fast you
have advantage on initiative rolls.
Persistent rage you basically can continue to do it over and over and over again and
you don't roll out of it or you don't end it until you fall unconscious.
So essentially the more points you put into it the longer you can stay in the one thing
that makes the barbarian class so fucking nuts yeah rage.
And then up next after barbarian in a very different kind of like tone is a barred Scanlon
our little description for that was a roll to fuck.
Role kind of get so Bards are they are a spell casting class roll to fuck full spellcasters
and their magic comes from instruments traditionally you there's definitely different ways you
can do bard where you're not using instruments but like traditionally it's like yeah you
have an instrument you play music yeah Chris Pine in the Dungeons and Dragons maybe or
Fig from Fantasy High.
Scanlon from Critical Role yeah that's not gonna.
There are eight Bards subclasses I personally love Bards.
I've never played one I want to play one eventually.
They're super fun I think Bards get this reputation for being very very horny because
they're like a very charisma front class yeah like they've got a ton in charisma and they're
kind of like goofy and it's like this nature and so.
This idea that like if you could roll to seduce anybody yeah why would you not do that I mean
if anything just for benefit or gain of the party not even to like legitimately have sex
just to be like hey man you want to fuck and then the guards like yeah I'll see you later
and then it's like okay well let me go grab something from behind you real quick and yeah
and they also have a ton of like charm options and there's literally two subclasses there's
one College of Glamour which is literally just making yourself as fucking attractive
as possible and then it benefits you in like fighting and then you also have like eloquence
which is like we're at level three you can't I believe you can't roll below like a ten on
persuasion which is pretty much nutty but you also get this really fun feature called
Bartek inspiration where it is basically.
One of the defining features of the Bart class.
So at like at the very base level you're going to get a D6 for your Bartek inspiration
and you'll get more Bartek inspiration dies you go on but you can give that D6 to anyone
at the table or even some NPCs if you want to and within the next 10 minutes of getting
that most of you will just like you kind of like keep it for as long as you need.
Whoever you give that dice to can roll that dice and add the number to any ability check
attack roll or saving throw so if you have like a companion who is dying Bartek inspiration
they're unconscious body and then they're going to get a D6 to add to their like death
saving rolls and as you get as you level up and level up your dice are going to get higher
until you eventually cap out at a D12 at level 15.
And then you get to use that a number of times equal to your charisma modifier which is if
you're playing a Bard should be pretty high which is really nice you also get some pretty
decent healing options you've got song of rest at second level which you do like a little
song for your companions and then you get to like roll a D6 at second level and then that
also gets higher and higher and then they also get a pretty good like a bump to all
of their like ability scores so you get to add half of your proficiency bonus to everything
that you don't have proficiency in which is so nice so that's kind of like I think it's
called jack of all trades and it's literally like jack of all trades pretty wild Bards
also have some of my personal favorite spells for cantrips you got vicious mockery which
is basically you just insult someone you make fun of somebody and then they they take psychic
damage and have disadvantage on their next attack while they make and then also at first
level you get dissonant whispers which is so fucking sweet and that's something that can
deal 3d6 psychic damage at as a first level spell yeah pretty nice and you can just do
because they're a spellcaster they're gonna have a lower hit dice it's 28 but that's still
nicer than several of the other spellcasters on this list a lot more squishy than barbarians
which most classes are going to be more squishy I think exception of a few so yeah but I I
absolutely love Bards yeah and say outside of that see here a couple of different things
so they have this fun ability at 6 level called counter charm where you basically get to do
a performance and then any friendly creature within 30 feet of you now has advantage on
saving throws against being frightened or charms which fighting things like dragons that have
like they have like or abilities that frighten all creatures by like hearing them or seeing
them or in general being able to do that is is pretty nice just to say nope actually you
don't get to do that see here what else do they have they also just get to as they level
up pick random spells and cantrips from other classes yeah just add them really nice which
is really nice so that way you're not just locked into like your boosting friend spells
yeah and then of course you have a couple of different you have a couple of different
subclasses for them so I think the two that they are the one that they mentioned at least
on D&D Beyond is College of Lore so the idea is that every subclass is a different college
which you can definitely roll it into your backstory they're like oh I just learned I
just learned how to play on my own my dad taught you know like it doesn't literally
have to be a college but that's what they call the subclasses but the one that they
have up there you get to basically gain proficiency with a bunch of different skills when you
join that college at level 3 and then you also get something called cutting words which
is very similar to Disnit Whispers and then the other one you mentioned before where essentially
you just get to make somebody have disadvantage or you get to like subtract a certain number
of whatever the fuck from their role so it's all pretty nice it's really nice and you can
also change I think Bards are very versatile in terms of like barbarians it doesn't really
matter what subclass you are there's a specific like vibe to a barbarian where Bards you
can totally change that like you can have someone with how crazy they are there's one
called like Bard of Whispers and it's like very edgy and like you're collecting the souls
of dead people and you can like use them and then you also have like a part of swords and
so you can like have like a more like melee focused person or you can have like glamour
and creation which are going to be a lot more like you know classic magically so you can
really do I think Bard is one of the most versatile classes in D&D.
I agree.
Next up is Cleric.
Oh that's still me.
Still you?
So Cleric has an ungodly amount of subclasses.
There are 14 subclasses for Clerics.
Jesus Christ.
Yeah they heal people and they're religious.
Which is crazy.
Yeah.
What was the little?
Literally holding the party together.
Yeah.
Clerics are kind of like the main healing race.
Yeah they're like the de facto healer when they come like if you just need somebody in
your party that's just going to keep people alive Cleric has the most main line into that
100%.
Yeah.
They're another full spell casting class.
Nothing wisdom is their primary like modifier or like ability or whatever.
Yeah.
Yeah they're spell casting modifier.
Clerics are oh my gosh how do you like there's somewhat their magic comes from a god or a
deity that they follow.
It doesn't have to necessarily be good.
There's plenty of domains that are like death, dying, grave.
I think those are like all three different ones.
Yeah.
So it can be bad people.
Yeah but their powers come from deities from holy or demonic sources whatever.
Like it doesn't really matter.
All of their power comes from something religious generally speaking which there's another class
on the list that's the same as that that we'll talk about in a little bit called the warlock.
It's just where warlocks have to make a pact and then get magic.
Clerics just kind of follow.
So yeah they essentially they follow a god and they worship and then that's where a lot
of their like divine magic comes from.
Yes.
But like what Madison was saying truly the list of gods and like motivations that you
can choose from are endless.
It's the limit list.
Like there's one god that comes to mind I can't think of her name but she's in Theros
and she's like the god of pestilence with part of her thing is that a lot of people
choose her as a healing deity because she not only likes giving people plagues but she
also likes curing them.
Yeah.
And so the whole like your whole thing is a cleric for that then could be like I'm gonna
slip somebody up like a potion to make them ill and then I'm gonna cure them.
And now I'm gonna get a bonus thing because like I'm doing things for my god.
There's like a name for that which is like the hero complex thing.
Yeah.
You're like almost like the nurses that like used to kill people.
Yeah or like fire fighters.
Fire fighters there's a lot of them where they set fires and shit.
Yeah.
Well the statistic is that like there's more firefighter like pyromaniacs people that yeah
arsonist than there aren't like normal people that do it because you get to make your own
job.
Yeah.
And the clerics also have a bunch of good proficiencies.
They get proficiency with light armor medium armor and shields which is pretty nice because
most classes you really only get proficiency with one or two of those.
And you also get a shield when you like as you're starting equipment which is nice.
They've got access to so many good spells.
You've got Revivify.
You've got oh my gosh.
Your wounds.
Level one.
You've got to get in some like pretty solid.
Thaumaturgy is also one of my favorites which is just basically it's dramatic.
It's like you do like a small thing to like show your deities power which is like you
make the ground shake or like something like that.
It's just like I don't know why I like that one a lot but I do.
And so like when I say the domains can be anything you want there can war is one of
the options.
Peace is one of the options.
You can order nature light life grave death forge like truly anything that you can imagine
and those are just the like Wizards of the Coast ones.
And then there's dozens and dozens of like on earth darkana or like unofficial but like
still kind of designed by like Wizards of the Coast designers and they also have like
all of these different ones which are really really cool.
Then you also get this awesome effect called channel divinity which starting at second
level you get to basically channel like divine energy from your deity or whatever.
Which can do a couple different things.
Turn on dead is like the standard one which basically cause any undead they have can see
or hear you to like run away.
Several abilities that are very undead focused or that like do extra damage to undead.
And the only issue with that and you'll find this with some of the classes is that like
their abilities are very specific to a certain kind of enemy or a certain kind of whatever
or they make you lock in something really early and then that's the only thing you can
do with it.
Honestly just talk with your DM if there's a particular enemy type that you know you're
going to be fighting a lot in the game just be like hey could my destroy undead ability
that only deals with undead can we just make that so that we can do it with like different
kinds of creatures or just creatures of like evil nature like yeah cause it is a little
silly this idea that you're playing stuck into like undead only and it's like also if
you have undead people in your party you're fucked cause we've played with undead people
at our party.
You can't heal undead with traditional divine magics because it does damage to them so
that's actually a way that clerics can then turn into damage dealers when you're fighting
a specific kind of enemy is that any traditional holy healing spell like cure wounds whatever
whatever all of those do damage instead of healing when you're talking about undead you
have to do necrotic damage to them or they have to heal themselves.
So it's a little bit of a fucking stupid lock in for a class but truly just talk with your
DM and work it so that it's not detrimental.
If you're playing in a party full of undead people I would not suggest cleric simply because
you're not going to be able to heal anyone but channel divinity also has like you can
up some damage dealing for tempest cleric you basically do max damage on any thunder
or lightning spell with your channel divinity which is crazy cause if you're up there with
like chain lightning you're going to be doing some serious serious damage.
But basically like 5th level you've got destroy undead so if an undead creature fails its
saving throw against turn undead it's destroyed it's just straight up dead.
Just obliterate undead.
It's all it is.
And then you can also like straight up pray and just ask your deity to intervene.
And then like your DM will assign like a DC or dice or whatever whatever and then you'll
roll to see if the thing happens like obviously the crazier you're asked the bigger the dice
in the heart of the DC.
But if it's just like I'd like to heal 10 points so I don't die immediately.
Okay we'll call it DC 15 give me a wisdom saving throw or a religion check and we'll
see what happens.
And then like ta-da you've been healed.
But clerics are really nice class you can go like more damage dealing with them or you
can go more healing.
There are a lot of different features where you can dump spell slots into dealing extra
damage when you land an attack roll which is something that the paladin also shares
but tends to lean more heavy into.
So like at the beginning you are kind of locked into being a healer but once you hit
like levels 6 level 7 they start giving you more abilities based on your subclass to pour
spell slots on you spell slots into damage.
So it's nice.
Okay now it's me.
Druid.
So tree huggers and fuckers they they're exactly what you think of when you think of a druid
oh what's her fucking face from the D&D movie the albert check.
Oh my god.
Yeah she's got a name.
What's her name?
She's got a name she turns into an albert.
She also turns into multiple different animals during the movie which fun fact is somebody
who's played the game shout out to anybody else that has also played the game and knows
how the druid class worked that bitch.
Shape shifted like 17 times in one scene.
Her name's Doran.
And that's so fucking silly because every single switch is a different use of the ability
and she was just like making the switches like that like instantaneous which was.
It was cool as fuck.
It was cool.
It's just funny to sit back and look at it and be like wow that is so many separate actions
and you would have been out of wild shape centuries ago.
Yeah but the scene where she's like running through and she like ducks into like a suit
of armor and then they see her and then they're like chasing her and then she turns into a
little mouse and like runs out like it was so sick.
She also wild shaped into an owl bear which isn't in the rule book but also you know what
people who are like judging the movie to that T get fucked.
It's a movie.
Have fun.
I enjoyed it.
A lot of people enjoyed it.
Yeah so druids.
Druids gain their powers their spellcasters by trade.
Their power also comes from kind of like a more like holy or like deity based source
but it's usually just something revolving around nature like gods of the old faith or
god of the wood or like a Gaia type deal.
Like all of their abilities come essentially from their drive to not only protect nature
but to use it and to wield it and so there's really kind of like an endless amount of I
guess sources you can assign a druid in terms of where they get their powers but they have
a 1d8 for hit dice so not super super high.
They also spell cast I'm pretty sure with wisdom.
Let's make sure I'm getting there right.
Yeah with wisdom they come with light armor, medium armor shields so you kind of have kind
of a nice range there.
You can use a bunch of different weapons.
Let's see here.
You can also speak a secret language of druids called druidic which is kind of in the same
way.
Like vein is like a thieves can't type deal where like it's a class that gets its own
separate language that will only be used because you picked that class.
Yeah if it gets used at all.
If it gets used at all.
It's a weird thing that they keep trying to insert with like the weird language that
comes with the class and it's just you know if you're DM wants to rule then they can't
but their main thing is they get wild shape at second level.
They also get to switch out their spell slots every day.
Like every long rest they can switch out what spells they have prepared which is.
Yeah yeah we'll talk more about switching out spell slots when we get to wizard who's
spell slots galore but basically at second level you can wild shape and your rules on
wild shape are going to deal with something called CR which is like challenge rating
based on creatures.
So at second level you can't wild shape into anything that is higher than one fourth CR
which is fucking insane.
You also can't pick anything that's flying or can swim and an example is a wolf.
Wild shape is really only locked in based on one what your DM will allow and two the
CR of a creature.
Generally speaking the higher CR a creature the bigger it is the more destructive it is
the higher health the more abilities blah blah blah blah blah blah blah blah blah
like an example like a CR 25 is something called a terrasque which is basically just
like a world ending like T-Rex looking motherfucker that just walks around and stops on shit.
There's dinosaurs.
There's like no additional ability to this thing.
That shit is so funny.
It's just insanely powerful and has a ridiculous amount of health and power all the way down
to a fourth CR which is something like a wolf.
But like once you hit eighth level you can pick things with flying speed like an eagle
so that's when you can really start making use of shape shifting into things that will
actually get you into different environments and so on and so forth.
Your statistics all of that you lose everything when you wild shape though you only get what
comes with that creature.
No spell casting you can't speak unless that thing can speak your equipment can either
merge into you or fall down it's up to you but that's everything you do is a druid is
going to revolve around your wild shape generally speaking.
From there you can improve your wild shape with wild shape improvement at the fourth
level you basically can take the action to assume the sort of I don't know like the abuse
that you've seen before and then you can do it more as well so at fourth level you can
do it twice.
You can see here at second level you have a druid circle so you can basically identify
a circle of druids which are like the little things on the ground where they look like
sacrificing whatever the fucks.
You know one if you see one and then you can get different benefits for that.
You get an ability score improvement like a lot of other classes once you hit certain
levels at eighth level once again you wild shape improve so you can pick things with
a swim speed and a flying speed.
At eighteenth level you essentially age slower which is just kind of an interesting thing
to get at the eighteenth level as part of your class ability.
Basically for every ten years that pass your body only ages once which I guess could be
kind of cool if you're fighting something that's using like an aging spell or something
that deals with your age.
It feels more flavor.
I don't really age.
It's more of a flavor thing and less of an actual class feature.
Let's see here.
Yeah that's pretty much it.
They're all about nature so your subclasses are going to deal with what kind of nature
you can use.
So you generally kind of pick like what am I trying to say here.
There are ones that allow you to move between trees that allow you to like pass between
plants in an organic matter which is really cool.
There are ones where you can open portals in trees and then open a portal to another
tree that you've communed with.
That's actually really cool.
That's a box mackina.
It can be really useful in a pinch.
They also have a reincarnate which is a...
You need to come back to something when you die which is really cool.
Yeah a spell that comes in clutch and basically like if a creature dies you get to bring it
back however you can't control what race and like basically what body they come back in.
That it's up to DM discretion or rolling on the table.
So a lot of your subclasses are going to deal with like what kind of elements in nature
do you use.
Is it more elemental?
Is it more animal?
Is it more plant?
Like they've got good berry which is also a spell that will like add some healing and
stuff so druids can do some like pretty decent healing.
And then your circles.
I mentioned the druid circles earlier.
You basically get to pick from a fucking litany of different places so under dark swamp, mountain,
grassland, forest, desert, coast, arctic each one of those is going to grant you a different
spell once you actually use the circle.
So druids are also one of the most customizable classes in my opinion because you can land
into just full on fucking damage by really improving and buffing your animal, your wild
shape or you can be like I'm going to commune with nature and use plants to like wrap people
up with entangle and do that or you can be like I'm going to use lightning and earth
and be a fucking airbender from Avatar and just beat people up with elements.
One of my favorites is in one of the seasons of dimension 20 called the seven which is
one of my absolute favorites.
I cannot recommend it enough.
There's a character who Erica Ishii plays and their circle of spores druid and so they're
like very mushroomy, like very fungal, like sick fucking character.
I love her so much.
They're quite a bit of fun.
Next up is going to be the fighter.
So the fighter is also one of the more customizable classes when you're talking about subclasses.
Subclass plays a huge role when it comes to the fighter.
So they're not as tanky as the barbarian and they don't rely as heavily on doing just
a huge amount of damage with one hit.
So they're more like stick and poke the whole time.
They're kind of like finesse.
Yeah, they're like if you think as barbarians is more like brutish and more like kind of
hitting people with their hands and giant axes and kind of like the raging and shit.
Like fighters are much more of like dancing around people and tripping people up with
their feet and throwing dirt at them and then using.
The description you have written down is hit things soft be soft.
Yeah, hit things soft be soft.
Whereas barbarians are hit things hard be hard.
So the being soft also means that they are a lot more well-rounded.
So you kind of get a little bit of everything with the fighting class or with the fighter
class and really what makes them special is you have action surge.
So with barbarians you have rage and reckless attack.
With action surge essentially what that means is that you get a whole another action.
You're usually going to use it to attack people.
And action surge is really fucking nice.
So at the second level you get it.
It literally just allows you to hit people a second time.
You also get something called second wind which allows you to regain health in a pinch.
And unlike a lot of classes where you don't get your subclass until level three, you pick
your fighting style at level one which is like a subclass within a subclass itself.
So you can pick something like archery, defense, dueling, great weapon fighting, protection,
two weapon fighting.
And basically all of those different things are going to give you a benefit based on the
kind of weapons or fighting style you think your character is going to use.
So if you really want to lay into like being a tank and using like a tall tower shield
with like a spear in one hand, pick defense while you're wearing armor you gain plus one
to bonus AC.
If you want to be more of like throwing knives at people or like using a bow and arrow and
then very quickly switching to a long sword, there's archery which basically gives you
a plus two bonus to attack or as you make with ranged weapons.
So you really, really get to customize your fighter which is kind of the nice thing about
them.
They're very, I don't know, they're very open to change.
And there's so many different options of like there's things like elderage knight.
So you can go and like use some magic or you can just do champion.
And that's going to be your martial archetype that you hit at level three.
Yeah.
And there's some that are more like ladiator style or like this out of the other.
Very popular option.
People choose samurai because everybody likes the role plays of samurai every now and then
and basically like samurai is the one that I have the most samurai and elderage knight.
So like elderage knight is you're using a lot of really powerful magics in one hand
and a sword in the other.
And so it's all about doing a shit ton of damage from afar and then coming in with your
swords and like finishing them off.
Whereas samurai is actually really cool.
Well they're both really cool.
Sorry.
Samurais are very like locked in.
A lot of people pair it with compel duel which basically forces a creature to interact
with you.
Yeah.
If they fail with some saving throw.
They basically can't be moved by anything that would push them back.
They're like indomitable.
It's fucking crazy.
It's really cool to see because I mean it's, do you also get swashbuckler as well?
So if you want to be a fucking pirate.
Swashbuckler's rogue.
Swashbuckler's also fighter.
It is?
Yeah.
Swashbuckler's fighter.
Yeah.
Swashbuckler is indeed fighter.
Fuck.
Yep.
You also have gunslinger under fighter.
Yeah.
So if you want to use guns.
It's officially unofficial.
I don't know why it's not listed as official.
It's been like, Wizards of Coast has given it a stamp of approval and like has put things
out about it.
Right.
Yeah.
It's on D&D beyond but it's not listed as like an official one.
So gunslinger is if you've seen Vox Machina or like Percy's in kind of a role.
The guy that uses the gun.
Percy.
Yep.
So if you want guns.
Irmac from Mortal Kombat.
Yeah.
If you want to use guns.
It's really cool.
See I have somebody in another campaign that I'm playing and right now that's doing gunslinger
and he just pulls out like a fucking, like basically like an old timey sniper rifle and
just does a ridiculous amount of damage to people.
Whenever he wants to and then pulls out his little knife and then cuts people, you know?
Yeah.
It's nutty.
Yeah.
You also get an extra attack at 5th level.
Like the hallmark or an earmark of the fatter class is just taking a ridiculous amount of
fucking actions.
So not only do you have action surge, which gives you a second action, you can then do
extra attack which means that when you attack once, you attack twice instead.
And then when you hit fucking level 20, you get to do it four times.
Fun fact that I recently learned too, a lot of DMs would be like, oh if you hit somebody
once your second attack has to be against that person or you can't move and you do your
second attack.
There's, that's not in the rules anywhere that I can find.
You can initiate your first attack, move 30 feet and then hit somebody else in your second.
I remember that conversation.
There's nothing barring you from doing that, which is really fun when you look at fucking
monks that basically are just attack central.
I would say that's a perfect segue.
Yeah.
And say at 9th level, really quick, indomitable, you can reroll saving throws.
If you fail them, you can only do it once until you finish a long rest and then you
can continue to do it more and more when you level up.
And then everything from there is like what we were talking about, all your martial archetypes.
Literally everything about the fatter class that makes it special is the martial archetype.
Yeah.
And then two monks real quick.
So we had someone who played a monk at our table.
I've never played a monk and then I was like sitting here reading through some of this
stuff and it's kind of...
Or you just watched somebody fucking play it.
Yeah.
It's insane.
It looks like a lot.
It looks very intimidating.
You also get a D8 for it.
Monks are, well, it's, I don't even know.
They're basically someone who is like...
Hit things a lot.
They're monks.
Hit things a lot.
Be insane because that's what they are.
So you don't get any proficiencies with armor because you get an armored defense.
So you're going to get your AC, 10 plus decks plus wisdom, which is going to be higher for
monks.
And then on top of that, you're also going to get bonuses every time you're unarmored.
So if you're unarmored, you can use decks instead of strength for your attack rolls
and damage rolls.
Your unarmed strikes are going to do a D4 damage.
And that's just going to keep getting higher and higher as you go further.
And when you attack as an action with an unarmed strike or like a monk weapon, you get to make
another as a bonus action.
And then on top of all that, you get these things called key points.
So you can burn to do it again.
Yeah.
So key points, you'll get like a certain number of them and then you can use them to do different
things.
So there's like three main things that you can do.
So flurry of blows, which is after you take the attack action, you can spend a point and
get two unarmed strikes as a bonus action.
So if you are like...
So yeah, you could do four unarmed attacks at second level against someone, which is
crazy.
You also have patient defense, which you can spend a key point to take the dodge action
as a bonus action and then step of the wind, which you can use disengage or dash as a bonus
action and your jump distance is doubled.
You also get unarmed movement.
So if you don't have armor on, you just keep getting extra movement every time you level
up, which is crazy.
You can just move really fast.
What is it maxed out at?
Is it plus or back up?
I think it's 90 maybe.
Yeah, I couldn't tell you.
It just keeps getting crazy.
So you can move 30 feet at 20 level on top of your base feet.
So you can move 60 feet and then if you take dash action, you can then make that 120 feet.
And then also at 9th level, you can just walk on water and walk up walls.
That's not magic related.
And then of course you're also going to choose your monastic tradition.
So that's going to be...
It's your sub glass.
Yeah.
My personal favorite is Wave the Drunken Master.
I think that's really fun.
So they also have Wave the Four Elements, I think, where you basically just get...
Your avatar, the last art bender, that's the whole thing.
At third level, you can deflect missiles.
Or catch them.
You can catch missiles.
And then you can also use a key point to just throw it back at the person.
And a missile is loosely defined as you being hit by a ranged attack.
There is nothing in this description that says what a missile can or cannot be.
You can catch a bullet.
As long as it's fired at you.
You could catch a bullet.
You could catch a cannonball.
As long as it comes from a ranged weapon, you can catch it.
Which is crazy.
At fourth level, you can just say no to falling damage.
You can just say no.
And then you can take a little bit of it.
And then you can take that reaction when you catch it and throw it at a motherfucker.
If your damage is...
So when you catch the missile, if the damage you take from it is reduced to zero, which
most of the time it's going to be, you can then take your reaction and then throw it
back at the motherfucker.
At the same speed, they throw it at you.
It's fucking insane.
And then you also have got stunning strike at fifth level.
And these are very low level abilities, by the way.
Yeah, they give you a lot really quickly.
Oh, slow fall.
You get hit by a lot of damage when you fall, you reduce the amount of falling damage you
take.
That's what I was just talking about.
And when you hit another creature in stunning strike, you can use a key point.
They got to succeed in on constitution saving throw.
Or they're just stunned.
You can evade...
They've got evasion very similar to rogues, where it's like if there's an area of effect
spell, they can kind of dodge out of it.
You at tenth level immune to poison and disease.
It's just... and then you also like timeless body, fifteenth level.
You can no longer suffer from old age.
You can't be aged magically.
And you also no longer need food or water, which is a fun little addition there.
It's so fun.
I mean, food and water is rarely rolled in anyways, but like it's just fucking...
Why would you add that to you?
What purpose does that serve you?
Wizards adding that to a class?
What does that give you?
It's crazy.
Now I feel like I want to play a monk.
Fourteenth level, your mastery of key gains your proficiency in every saving throw.
And then whenever you make a saving throw and fail, you can then spend a key point to
reroll it.
I don't know how I missed that.
That's insane.
Something else you missed that I think is also nuts.
Key powered strikes.
So something you'll find when you're fighting a really high level monster is that a lot
of them will have resistance to non-magical attacks.
So what that means is if you're not a spellcaster, if you're not using a sword that's magically
imbued or you're not casting a spell on your sword that then gives it a magical property
or just weapon in general, you do half damage.
Well, Wizards said if we're only going to let this guy hit people with their fucking
fistacuffs and then we're going to make all their unarmed strikes count as magic for the
purpose of overcoming resistance and immunity to non-magical damage, which means their fists
become magical.
They become magical weapons.
I love that as a concept.
Just because they're a fucking monk.
I fucking love the word fistacuffs also by the way.
That is one of my favorite words in the English language.
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Do you have something you want to send in to make it better?
Criticisms, topics you'd like to see discussed, or an advertisement you'd like to run?
Maybe you even want to sponsor an episode.
If so, shoot us a message at mc460 at evansville.edu or DM us on Instagram at Crescent Magazine.
Or we'll never get better like these fucking guys.
Very quickly I'm going to talk about Paladins.
They are single-handedly, in my opinion, the most broken class in the game.
They have the potential damage output of barbarians.
They also have the fucking health and resistances of barbarians.
They also get an extra attack like fighters.
They gain holy magic to heal people like clerics.
The amount of bullshit they've packed into Paladins is nuts.
They have lay on hands, which you get immediately as a first level.
Basically every time you level up or you hit a milestone, you get more lay on hands points.
You spend an action.
I think right now my character in the other campaign is 40 lay on hands points.
I can spend one action, dump all 40 points and healing somebody and they automatically
heal 40 points.
There's nothing more to it.
I had a long rest, they come back.
I could never tell if you love or hate Paladins.
I love it when I'm playing them.
I hate it when I'm fighting against them.
So then you also get a fighting style like fighter.
Again they just rip from everything.
You get divine smite at the same level, which basically allows you to burn a spell slot and
then do even more damage when you hit somebody.
Or like banish them.
Or send them to another dimension, which is ridiculous.
Then you hit third level and you pick an oath.
This is where Paladins get even more broken.
So all those benefits I just told you about, you get those by leveling up, not by picking
a subclass.
Then you take an oath, which basically means I swear to do no harm on such and such fuck
heads name.
Or I swear to only beat up goblins because goblins are evil.
And then guess what, you get a whole secondary set of benefits that basically gain you access
to spells from different classes.
AC buffs, damage buffs.
You name it, you fucking get it.
And then if you decide you want to break your oath because that's a fun character thing,
then there's also oath breakers.
So don't worry, you're never not going to have a fucking oath as a paladin.
It's required.
You also get several aura abilities called aura protection, where basically everybody
around you gets your charisma bonus to their saving throws.
By the way, paladins are technically spellcasters, which means their spellcasting ability is
charisma.
So they also just use one of the most broken stats in the game.
They also roll the fuck.
It also means everyone fucking likes you.
Like you can just roll.
You can be the tank, you can be the spellcaster, the healer, and the face of the party.
So you could be a one man show, fully.
At six level, let's say you have a plus five to your charisma saving throw, a plus five
to your modifier, that means any time one of your allies is within 30 feet of you, they
get a plus five to their saving throws.
It does not matter what it is.
Which is fucking ridiculous.
Truly they can do it all.
See if there's anything else that's worth noting other than the fact that they're insane.
They get one d10 for hit points again because let's just make them more broken.
They have a lot of health.
Both spells, like I mentioned, you get a lot of different things that come with your oath
that you swear, extra attack, that you are a protection, or of courage.
Tenth level, creatures around you, creatures within 10 feet of you cannot be frightened.
Just can't be.
There's no disadvantage.
There's no advantage.
Just cannot be frightened.
So now, people within 10 feet, and then you hit 18th level and it goes up to 30.
So that means at the 18th level, all of your friendly allies get a plus five, plus six,
plus seven.
You have a crazy stat you have to every saving throw and they just can't be frightened.
Just because you're conscious.
You don't even have to do anything in that fight.
Wait, does it have to be, it doesn't even say, oh, while you're conscious.
While you're conscious.
It says it at the very end.
That sucks.
Yeah, you can also, if you spend enough healing points with lay on hands, you can just cleanse
people of diseases and poisons.
Yeah, there's really no other requirement for that.
You can just do that.
And yeah, that's pretty much it without going into the specific oaths.
That's why I figured this one was going to be quick.
They're just the do it all class.
Yeah.
Literally, they can do everything.
They can heal just as much as Clerics.
They can do as much damage as Barbarians.
They have Auras, which almost no other class in the game has, on top of just doing everything
else.
They can just do whatever they want.
They can sacrifice spell slots like Clerics and do more damage.
Their oaths, again, give them a whole extra added layer of bullshit.
They can do whatever they want.
And if this seems like a biased review of the Paladin class, it is.
They're insane.
And with that, I think we're going to go ahead and do a quick cut just because Madison has
class.
Sorry.
So when we come back in like, for you, five seconds, we're going to talk about the other
Half the Classes and then we'll do another episode after that talking about background
and flavor.
Woo!
Cool, cool.
Bye.
And we're back.
I'm back from class.
She's back from class.
In real life time, it took a week for you.
It took like two seconds.
Okay, so we're going to hop right back into character stuff, picking up with Ranger.
So it's exactly what it sounds like.
They hit things from afar.
They are usually kind of like nature based in some way.
So like a lot of people like to role play them or give them flavor text or like Protector
of the Wood or like Protector of Culture.
They're usually elves because elves work really, really, really, really well with the sets they
need, which is high dexterity.
Like kind of extra perception and investigation checks.
They lend themselves naturally to be like more investigative characters.
They use bows and arrows.
However, comma, something that I wanted to note because literally before we started recording
we were talking about like, well, what can you really do with a Ranger in a modern setting?
Things like crossbows, things like throwing knives, things, I mean, any kind of thrown
projectile really.
So Rangers typically are bow and arrow, but what they get are a lot of bonuses to ranged
attacks because it's not specific to the weapon you're using.
I believe that there are some perks that you can get for Rangers that are specific to different
kinds of weapons, but for the most part it's just bonuses to ranged attacks.
I'll say I know there's feats like Crossbow Expert, which is what I used before with a
Rogue that was just seeing how many attacks that I could spam.
So that's the other thing to know about Rangers is that unfortunately every other class does
it better.
So the fighter with Gunslinger does it better.
Anything with Rogue also does it better.
The issue with Rangers is that there's not enough there in their class to make them stand
out amongst pretty much any other character or any other class at the table.
They get a fun little thing at first level called Favor Enemy where they basically pick
an enemy type and they get like advantage on any checks related to those enemies, sometimes
attack rolls depending on how your DM wants to play it.
So you could say it's kind of a fun way to like roll in some more backstory of like the
whole, ah, he hates goblins, goblins burn his family down, you know, stupid shit like that
and being like, and now he's hunting down all the goblins.
And now he has advantage on everything goblin related.
Well, that's good, but that's also so specific.
If you're not doing a campaign where you're like going to be dealing with those people.
This is another thing where you need to talk to your DM to figure out what kind of enemies
are going to be in there.
So like shout out to Dimension20 again, Crown of Candy.
There was a Ranger, I don't know what his name was, it was a little boy who was made
of, he was from the Rock Kingdom, remember what his name was?
Ali Beardsley played him.
Liam.
His favorite enemy, if I remember correctly, was the Meat People.
And it worked pretty well.
So it's kind of one of those things where like, yeah, to an extent, you're kind of, I don't
really know if I want to pick wolves, or if I want to pick ogres, or if I'm going to pick
goblins.
And then it's kind of an awkward thing to me, like, so do you have, how many goblins
are we going to fight in this campaign?
Yeah.
Comparison to every other kind of enemy.
Are we going to be fighting a lot of humans, what about halflings?
So I think when you're picking your favorite enemy, try and pick one that makes sense for
your backstory and just fingers crossed your DM rules that enemy
contenders are they will.
Yeah, I'll say I'm not a big fan of Rangers.
However, Vex from Critical Role and like Fox Machina,
who's like my favorite character in that like setting campaign,
I'm obsessed.
Everything Laura Bailey touches.
The throwing themselves too.
No, that's the brother.
Yeah, yeah, the brother's one of my favorite characters, Vex.
I love Vex and she's a Ranger and in like classic Ranger
fashion.
And she leans into the less like a lot of people
I play when they think of Rangers, they think of like the solemn
like out in the woods, loner.
She leans much into the more like fast and kind of like
charismatic, high decks, that kind of thing.
So there are different ways to play it.
But yeah, just note about playing in more modern settings.
Don't be afraid to just find different throwing weapons
because surely my next character that I play in any campaign
I've decided is going to be a Ranger that uses throwing knives
because I just think it's fun.
So, you know, there's that.
I also get the favorite terrain.
Yep, so they basically get to pick a kind of terrain
and they're like proficient in it.
So that means like any kind of checks related to it,
they get the proficiency is double.
That means if they're traveling in that particular kind
of terrain, you get benefits like your entire party
doesn't get slowed down by difficult terrain of that kind.
Your group can't become lost except by magical means,
which is also nice.
If you pick desert for some fucking reason,
if you hit a wandering in the desert arc,
you don't have to get lost because, you know,
you're an elf or a Ranger that likes dirt and sand.
So you also get a bunch of other things
when you go by yourself.
So like when you travel alone, you can move more stealthy.
When you forge, you get twice as much food.
When you track things, you can learn their exact number
and size and how long and go they pass the area.
So again, Ranger is very heavy to working with your DM
because if you don't work with your DM
and you just pick random things,
the chances of you hitting what you actually want to hit
is very low.
But if you're like, hey, here's this really cool backstory.
Here's why I picked their preferred terrain.
Here's the preferred enemy.
Here's the fighting style.
What can you do for me?
Chances are you're going to get a cool moment
instead of just being like, well,
we never really hit an Arctic plane.
So I'm useless.
Yeah, so I didn't get to use like a whole half
of my character.
I mean, that's like playing like a Sea Elf character
and then you're not any weird near water
for any of the campaign.
It's like, okay, well, this is going to kind of suck.
Yeah.
Cause I can't do half the things I'm supposed to be able to.
And so talking about the fact that they're just kind of
like fighters light, they also pick a fighting style
and you don't have to pick archery.
You can pick defense or dueling or two weapon fighting.
So like, I don't know,
what's the fucking point in playing a Ranger?
Yeah, like a melee Ranger is very funny.
Yeah, that's pretty much it.
They get a bunch of like nature spells as well.
They pick archetypes like every other class does.
They get an extra attack again, shout out to the fighter.
They also just in general, once they hit eight level,
they can move through difficult terrain
without any penalties to movement.
So we haven't explained difficult terrain so far.
What it means is that let's say that you're walking
through like a very craggy landscape
up the side of a mountain.
Your DM might rule that that's difficult terrain.
And what that means is that it takes twice as much movement
as it does normally.
So the average character has 30 feet of movement.
That means that on any given turn,
they can move 30 feet at a time.
So difficult terrain would say, actually, no,
it's going to only be 15 feet
because one foot counts for two in difficult terrain.
Which means when you are traveling in a group setting,
even outside of combat, it's going to take you twice
as long to get to where you're wanting to go.
And so the Ranger in this case says, actually,
it doesn't because I like the woods or I like sand
or I like snow.
And so in that sense, it's pretty cool.
They also get to take height as a bonus action
at the 14th level, which is pretty cool.
And they can't be tracked, which is also pretty nice.
That is nice.
It sucks that they save that to the 14th level.
Honestly, I feel like it should be something sooner
because it's kind of like the hunter kind of deal.
But it's not bad.
18th level, you also get to,
when you attack a creature that you can't see,
you don't have disadvantage, which is nuts.
So it basically means that like,
if any creature is invisible within 30 feet of you,
you can just be like, actually, no, it's not.
I'm going to hit it instead.
Yeah, that's crazy.
And that, and it'll see.
That's crazy.
If they had given you,
if they give the class all of these perks
before the 18th, like before 14th and level and up,
I would say it's a wonderful class to play.
Yeah, because you can just like,
there's other things that you can do
to kind of get that thing,
which shout out to the name, it's called Feral Senses.
And that's very funny.
And in my mind, every Ranger,
or the Ranger has the potential to be a very anti DM
or anti ambush character or class
because so many of its perks revolve around you basically
saying actually, incorrect.
This obstacle you've given me?
Try again.
It's not there.
It's not real.
No, fuck you.
And we've had one Ranger and he's,
Oh my God, I forgot he was a Ranger.
Yeah, Sam played a Ranger
and he actually did crazy amounts of damage.
Yeah.
It was really cool to see.
But yeah, all of your subclasses for Rangers
are basically gonna be like Hunter.
I don't know what any other ones are,
but that's just one of basically every one of the Hunter's
subclass features has to do with like killing things
of a specific kind and then getting bonuses.
There's Hunter, Monster Slayer, Swarm Keeper,
Horizon Walker, Gloom Stalker, Faye Wanderer.
Gloom Stalker is what Liam transitioned to
in the second half of Crown of Candy
when he started doing fuck tons of damage to everybody.
Beastmaster and Drakewernit, all of those names are very,
they all sound so similar.
All right, next up on the docket is Rogue.
Rogue, I love Rogues.
Well, I've got a love hate relationship with Rogues.
You know, Rogues are-
You're multi-class, half way through a campaign.
Yeah.
Listen, I love multi-classing Rogue.
I don't like playing a straight Rogue.
Rogues are sneaky little fucks.
I don't know that's what we rogue that was.
Is that what Vax was in Vox Machina?
Was it not?
Yeah.
So Rogues are, it's kind of what it sounds like.
They're like, oh, they're sneaky, they're edgy,
they're in the shadows.
They do, like, there's lots of different flavors
that you can give them.
There's a handful of like subclasses for them
so you can go more of like an assassin
or like a scout, a thief.
There's even a pirate one, Swashbuckler,
which is one that I played like just level nine
straight Rogue, which I don't recommend.
The fighter subclass also has an option
to do basically the same thing,
which is to be like a pirate Swashbuckler.
Yeah.
You can't tell, there's a lot of class overlap
in the design of Ivy.
They basically create static perks
and then like throw them in different classes
and then sometimes those cross over,
which is why people are like, why would you play a Ranger?
Because the Ranger only has like three unique abilities
and they're all gate-keaped at the 14th, 18th,
and 20th level.
Yeah.
I'll say Rogues are kind of a, similar to Bards
in a like Jack of all trades kind of vibe.
They get proficiencies with Thieves tools,
which is always gonna be really nice.
So that's gonna be like, you're able to use those
for just about anything that you can argue.
That'll be good for picking locks.
That'll be good for like sneaking in somewhere,
things like that.
You get expertise at the first level,
which you get to choose two of your skill proficiencies
at which you already at this point.
Become expert in.
Like you get to start with four proficiencies as a Rogue
and then you also get whatever ones you have
from your raise if you have one.
And then two of those you get to have,
your proficiency bonus doubled.
So that's, you can basically guarantee
at lower level that you're not gonna fail.
You also get something called Thieves' Cant,
which is fucking useless.
I want Thieves' Cant to work so bad,
which is basically you have access to this secret language
and it's like a mix of dialect, jargoting code.
It's only spoken by thieves and the underground shady people.
It sounds really cool,
but unless you're doing a campaign
where you're dealing with like different languages
and stuff like that,
you're not really gonna get to use it.
But you also get Sneak Attack, which is like,
Sneak Attack is the dopest thing about this.
It's the thing that makes Rogues, Rogues.
Which some DMs rule it to where like,
if you're behind an enemy,
you get Sneak Attack Dice no matter what,
which means the Rogue isn't as different
as some of the others.
But the fact that at, let's see, at the 20th level,
you get 10 D6 Sneak Dice is fucking insane.
So you get Sneak Attack any time
that you have advantage on an attack roll.
Any time that you've got an advantage on an attack roll,
then you get to...
You know what that means though?
That means that if you're in somebody's fucking face,
like up in their face and just have something
that gives you advantage, Sneak Attack.
Yeah, it's amazing.
Your eyeballs are literally on your forehead
and you're like, you didn't see this one coming.
Yeah, and there's different things
like the Swashbuckler one is basically you get Sneak Attack
if you're within five feet of people
just for the fucking fun of it.
It's so fucking stupid.
So you don't need advantage on the attack roll
if another enemy of the target is within five feet of it
and they aren't incapacitated
and you don't have disadvantage on the attack roll.
You can also use that,
you can use it with a finesse or ranged weapons
and that's gonna go up with every level.
So it starts at 1 D6 and then that keeps increasing
and increasing and that's really where
the power of Rogues comes from is because
there's no limit to how many times,
like it's something that reset,
this is an every turn thing.
It is not a once every now and then.
It would make more sense if it was like on a holy fuck.
On like a burner mode where it's like
you can only use so many times
like equal to your Thieve level,
like you can only sneak attack 10 times in a day,
which that would be more than enough
to kill literally anything you're trying to fight.
But like every single turn.
It's infinite as long as you can get advantage
or find a way to give you advantage,
which basically just means
stelting every combat hitting somebody,
bonus action hide, hitting somebody,
bonus action hide.
You just run around the map shanking people in the ass
and getting shit out of the damage.
It's amazing, which that's another thing,
bonus action hide, you get cunning action
at second level, which allows you to take
a bonus action on each of your turns,
but you can only use the action to dash,
disengage or hide, which are really the only three things
you need to do as a bonus action when you're a rogue.
Yeah, I can think of anything else
that you would even want to bonus action.
Which is I'm gonna come in, I'm gonna stab a motherfucker
and I'm gonna get the fuck out as quickly as possible
because that's where your strength
is gonna kinda come from.
Or if you do dash, you just get twice your movement speed.
Yeah.
Or disengage, which allows you to run past people
without taking opportunities of attack, which is awesome.
You'll find that happens a lot when your DM
doesn't want an enemy to die,
but your party has just cornered them.
Disengage, run past every one of you motherfuckers
until a paladin takes a feat that says it doesn't matter
and then hits you anyways.
Yeah, then you also have study aim at third level,
which you can as a bonus action give yourself advantage
on the next attack roll if you don't move.
So you can just straight up give yourself sneak attack damage.
Then you keep getting like, you get uncanny dodge,
which is if an attacker you see hits you with an attack,
you can use your reactions to just have the damage.
That is the most bullshit.
And it's not a like, that is also one that you can do
every single time.
It is not like, there is no limit to that one.
Which is really fucking nice.
What's stupid about that is that it's not,
it doesn't specify that it has to be a ranged melee attack.
It doesn't specify that it's a melee attack.
So that means if somebody hits you,
specifically you with fireball,
well, fireball I guess you don't actually get hit
because you're making saves.
Well, you use evasion and you get to dodge out of the way
and do the same thing.
Better.
So you have uncanny dodge that says,
somebody hits you with a knife.
I'm gonna use my reaction to half that damage instead.
Okay, cool.
That's fine.
I'll hit you with a magical like breath weapon.
Area of a firestorm.
Incorrect.
Two more levels up evasion.
They say actually you can dodge out of certain area of effects,
which then does the same thing.
Half.
And you know what's crazy?
This one gives you the opportunity to take no damage.
Oh yeah.
If you pass the like roll where you're supposed to take
like half damage from an area of effects.
Well, you can then get a sheer roll of damage.
No damage.
And that's, is that even a,
it's suddenly nearly done.
When you are subjected to an effect that makes you,
that's not even a reaction or bonus action.
That's just a permanent effect.
So you as a DM, you go, okay, fine.
I can't hit him with Marshall weapons.
We're gonna move to area of effects spells.
No.
Incorrect.
You know that plus 10 they have
the dexterity saving throws?
Fuck you.
Zero damage.
Fuck you again.
Zero more damage.
Yeah.
It's my, my alternative.
My, my alternative to fighting rogues is to take control
of larger characters in the party and whack fuck them.
Just whack fuck them.
You've done that several times.
I've done it several times
or take control of the rogue themselves.
Yeah. It's, there's so many ways you can get out of things.
They're slippery motherfuckers.
If you paid attention, you would realize that
the rogue does everything the Ranger does, but better.
Yeah.
But literally better in it earlier levels.
Like significantly lower.
It's fucking ridiculous.
And then for like 11th level,
you get whenever you make an ability check
that lets you add your proficiency bonus,
anything you roll nine or lower, it's a 10.
Which is pretty nice.
Which is super nice.
And then blindside at 14th level,
if you're able to spear.
Same thing, Rangers.
You're aware of the location of any creature.
Anything that's invisible.
But see the difference between Rangers,
I gotta say this,
difference between Rangers and rogues in this case
is that for rogues, it's only within 10 feet.
Rangers, it's within 30 feet,
which is a pretty significant difference.
But if you're going to be up close as a rogue.
That it doesn't.
To get your sneak attack damage anyway.
Matter.
Yeah.
15th level, you get proficiency
and wisdom saving throws, 18th level.
18th level is the only thing that I care about
on this list being absurd.
28th level, I don't even really care.
So 18th level says that you are so evasive.
You're so good at slipping and dipping and dodging.
That nothing, nobody ever gets advantage on hitting you
while you are conscious.
Fuck it legendary action.
Fuck a big boss.
Fuck a rogue playing against you with the same exact
move set and using the thing that gives them advantage.
Incorrect.
So that means rogues can't.
Your eyes are open baby.
You can't sneak attack damage.
You see it the fuck all dude.
Yeah.
And in 20th level, you can just do basically
whatever you want to.
So if your attack misses a target, incorrect it hits.
And if you fail an ability check.
Incorrect it hits.
You can treat the G20 role as a 20.
Not natural 20, but as a 20.
Which is still insane.
But that is 20th level and that is a really hard level
to get to and you can only use this feature once
until you've finished a long rest.
So that, it's cool, but it's a 20th level ability.
It's like your ultimate in any kind of video game
or whatever you're talking about.
20th level abilities are for people that are on par
with gods.
Yeah.
Like in the new Baldur's Gate 3,
they only let you go up to I think 12 or 13.
And the reason for that being 20th level,
you're literally fighting gods.
Yeah.
Which is insane.
Yeah.
So what's next on the list?
My babies sorcerers.
Sorcerer.
I.
I can do two things at once.
And then I can do those two things twice.
And then I can do those two, two things four times.
Sorcerers are.
Fucking annoying.
In my opinion.
Annoying.
The best class.
No they're not.
So sorcerers are basically, there's full spellcasters,
but where they differ from like other spellcasting classes.
I'm gonna take a potty break, I'll be right back.
Is that they have, their magic is innate to them.
They don't have to practice, they don't have to do anything.
It's not like wizards where they've gotta learn
from a spell book, and it's not like warlocks
where they've gotta make a deal with somebody.
They're just good at everything.
They're just fucking great at everything.
Naturally.
They're a charisma based class.
And then at the first level you're gonna choose your origin.
And that's gonna be basically your subclass.
So the options for that are Everett Mind,
Clockwork Soul, Draconic Bloodline,
Divine Soul, Lunar Sorcery, Shadow Magic Storm Sorcery,
and my personal favorite, Wild Magic.
Which we'll probably talk about more when Robert gets back.
Because I played a Wild Magic Sorcer for the longest time.
And it's probably the most popular subclass of sorcerers.
And if it's not, it should be.
It is so much fun.
Downsides of sorcerers, you do get D6 Hip Dice,
and you get a pretty low AC unless you max out your decks.
So you're a squishier character.
But you get Form Can Trips at the first level along with,
oh my gosh, my page is not loading,
with two first level spell slots.
So your Can Trips are really gonna be what carries you,
because you get so many of them, which is really nice.
You also have your Font of Magic,
which you get these things called sorcery points.
You start at second level with two sorcery points.
And these points allow you to do just about anything
that you want.
At second level you get Flexible Casting,
which is you can spend sorcery points
to gain more spell slots.
Or alternatively, you can burn spell slots
and turn those into sorcery points.
So at first level, if you're out of spell slots,
you can spend your two sorcery points
and change that into a first level spell slot,
which is nice, because you could basically
infinitely create spell slots
as long as you have a way to continue earning
sorcery points, which is really nice,
especially when you get to higher levels.
At third level, you get to use Meta Magic,
which is you get to use those sorcery points
for more things.
They each cost a different amount,
and some of the things they can do
are pretty nutty, all things considered.
You've got careful spells, so you can spend one sorcery point
and choose a number of creatures
up to your Charisma modifier,
which is your spell casting class,
so it's probably gonna be pretty high.
And you can cause that creature to automatically succeed
against a saving throw for you.
So if you're about to cast Fireball in a little room
and you know that your teammates,
like your party members, can take the damage,
you can spend one sorcery point,
and so you've got a Charisma modifier of four,
and you can choose those four people,
and you can get them to automatically pass
that saving throw, which is really, really nice,
especially if you're gonna be doing
a big area of effect spell.
Then you've also got Distant spell,
so you could increase the range that your spell has,
and powered spell, you can reroll the number of damage die
up to your Charisma modifier again for one sorcery point.
Sorceries are basically just a damage and a bottle.
So.
Yeah, it's amazing.
You've got extended spell to make one sorcery point
to double its duration for whatever spell, heighten spell.
You can spend three sorcery points
to give a target disadvantage on the saving throw.
Yeah, yeah.
Quick and spell, which is one of my favorites.
Second spell can get fucked, respectively.
You spend two sorcery points
and change the casting time of a spell
to one bonus action, and let me tell you,
I spammed the fuck out of that one.
It's crazy.
Goes nutty.
Then you also have.
You can try doing Elder's Blast twice in one round.
Oh yeah, and there's feats you can take.
So like, even as a sorcerer,
you can take a feat to get Elder's Blast spell sniper.
You get to choose one ranged attack, cantrip,
and you could just spam that.
You can use Twin Spell, which is,
when you cast a spell that targets only one creature
and doesn't have a range of self,
you can spend a number of sorcery points
equal to the spells level,
and target a second creature within the same range.
Yeah, baby.
One sorcery point if it's a cantrip.
So you can spend one sorcery point and cast.
How far down on this are we?
Are we just at Meta Magic?
Yeah.
Jesus Christ.
There's a lot that they do.
Yeah, but we gotta like.
I'm gonna speed through the rest.
We gotta step.
Meta Magic is what makes a sorcerer a sorcerer.
Also, their whole shtick is,
she didn't already say it, raw magic.
They have magic for no fucking reason.
They're powerful for no reason.
Your DM's gonna be like, oh, mysterious sorcerers,
picked you, but if they've picked you,
then you're just a fucking warlock.
So you're just, you're magic.
That's the whole thing, you're magic.
End of story.
Twin Spell at higher levels,
you can, basically, if you have Eldritch Blast,
you're able to cast four Eldritch Beams at once.
Which is a lot.
And then. Eldritch Blast for reference,
which we'll talk about when we get to the warlock,
which I think is next,
which is one of my favorite classes.
Eldritch Blast is like a warlock native cantrip.
And it basically just means that you get to do
a fuck ton of damage all the time, every time.
And it's one of the only cantrips
that there are specific perks to level up.
Yeah, it's really, really nice.
Or features, I guess, sorry.
At fifth level as a sorcerer,
you get to tap into that inner spring of magic,
and you can basically reroll a d21 sorcery point.
The rest of the kind of bumps to sorcery
are gonna come from your subclasses.
I said I would wait to have mentioned
about Wild Magic until you got back.
Okay, yeah, that's fun.
So what's?
What's Wild Magic?
I'm just gonna look at the list,
because I don't, I don't,
I'm using D&D Mion right now just for reference,
like my notes are,
because they have a lot of the features laid out
in a different way.
So I'm just trying to look at the subclasses.
I'm gonna talk about Wild Magic for just a second.
Yeah, go ahead and hit Wild Magic.
Wild Magic is one of, in my opinion,
Wild Magic is what the sorcerer is most known for.
It's inspired a ridiculous amount of people
to play characters that are just really fun
and wacky and powerful.
Isn't, is Allie Beardsley a Wild Magic sorcerer in?
Unsleeping City.
Yeah, Unsleeping City.
Yeah, so if you've seen it,
that's a great example of Allie Beardsley.
Allie Beardsley's.
Allie Beardsley.
Character, Beardsley's character is a Wild Magic sorcerer.
So the whole time it's like,
ah, cast a spell and something wacky and crazy happens.
And you can do so many fun things with that.
Yeah, every time you cast a spell, you roll a d20.
And if you get a one on that d20,
then you roll on something called the Wild Magic Table,
which has the, the official one has 50 options.
We made our own custom one for my character
that I was playing that had a hundred options on it.
So you roll a d100 or two d10s.
And this random effect happens.
And you don't really have control.
Some of them are like, you turn into a potted plant.
Others are like, you cast fucking fireball
in the center of the room.
Yeah, some are like, you cast like oil slick at your feet.
You are invisible for the next minute and 20.
Next time you would die and come back with full hit points.
They're also somewhere it's just like you die.
Yeah, it's some of them are good.
Some of them are not so good.
It's Wild Magic for you.
Yeah, but it's super, super awesome.
I love sorcerers.
You multi class sorcerer and warlock.
You could just say, fuck you infinite spell slots,
which is really nice.
Yeah, so Tiza chaos, level one.
You basically just get to,
re-roll something equal to, what is it?
How many times are you good to do that?
Tiza chaos?
Just once.
So just once.
But basically just means actually no, re-roll that.
But there's also, before you regain the use of this feature,
you can have the DM roll on the Wild Magic table
and then you regain the use of this feature.
So if you take the risk of rolling on the Wild Magic table,
you could use that.
Having an infinite tides of chaos
while increasing your chance to do the only thing
your subclass is amazing at might as fucking well, dude.
Yeah, no, I.
Why wouldn't you do that?
Why wouldn't you take infinite tides of chaos
if it means that you just get to do what your character
already wants to do?
Yeah, it's so much fun.
Been luck and then we'll probably move on.
Yeah, so you get to kind of use your Wild Magic.
Anytime you see a creature that makes an attack roll ability
check or saving throw, you can use your reaction,
spend two sorcery points to roll a d4
and apply it as a bonus or a penalty.
There was a big fight at the end of our last campaign
and he took things from all of our subclasses.
It'd been luck, fucked us over.
Yep.
So many times.
So my, we'll talk about this at some point
because I think we both have interest in doing an episode
just talking about our previous campaign.
Yeah.
The BBEG big bad guy right over the fuck.
Big bad evil guy.
Yeah, big bad evil guy.
I always forget evil.
I just, you know, you're villain, you're main guy.
Mine was a character that basically like kind of lost
himself in sort of this like magical fuckery
that he kind of did to himself.
And like the character's natural ability was to shape shift
and take on the abilities and the appearance of anybody else.
Well, he was incredibly powerful.
And so the way that I wanted to make that more fun
was saying, what if that ability was broken
and he just randomly shifted into different,
like any creature or a character that he saw at any time
in his life being a God that's lived like a really,
really long time and been to a lot of different worlds.
Well, at the very end, something that happened was
he was brought back and he was brought back fixed,
which is scary.
In the moment, he did a lot to help the party,
but it was like, cool, now I'm gonna do what I wanna do.
And everybody was like, actually no.
So then it ended up in this big climactic end fight.
It was one of my favorites, I think we'd done.
And basically the way that I had done his character,
it was very like custom.
He had the ability to basically bank,
he had no spell slots, but he had the ability to bank
any spell, cantrip or ability that somebody did
if he saw it and then could then use it
whenever he wanted to.
Did he trade that last fight?
Yeah, the limitation was of course that
he could only cast it at the same time that they casted it.
So if they used it as a bonus action,
he can only use it as a bonus action,
so on and so forth.
But it basically meant that like any spell
that he saw somebody cast,
even if multiple people cast a spell before his turn,
he got to bank every one of those spells and then use it.
He had nothing he could do on his own,
but he could do everything else everyone else could see.
And so that was really fun to-
And this was a party full of spellcasters.
So we were fucked in terms of like hitting it.
The amount of spells that I got from ridiculous,
just ridiculously broken things that I got to use
because I don't know, like it was to a point
where you write yourself into a hole,
all of these classes are really broken.
How do you make a fucking, a 1v4,
1v, was it four or five?
1v5, fair.
And I was just like, well,
what if he could just do everything they could do?
Yeah, it was really fun.
We used to Cinegrate a lot during that fight,
which we stopped using real quick.
Cinegrate's an absurdly broken spell.
Yeah, it was really fun to like watch them figure out
what was happening and being like,
hmm, every time I use this, he uses it too.
Yeah.
Isn't that funny?
That wasn't funny.
And he's still fucking lost.
Yeah.
Not, not hard, but he lost.
He survived the fight because we chose to save
a party member instead of kill him.
Yeah, which was fun.
But he died anyway.
All right.
Kind of died.
Next, this is one of my favorite subclasses, Warlock.
They're a glass cannon and they're taglin' as I love Cthulhu.
Insert any God or deity's name here.
Demon fuckers.
Demon, demon fuckers, angel suckers.
I mean, it's all of it, right?
Like, truly they do it all.
Like, there's no, there's no deity they won't touch.
So we talked about paladins already.
And paladins are typically like this, this,
they worship or they give praise
to a traditionally very holy or like a good cause.
Normally, I mean, there are some paladins that are like,
you know, oath of get fucked and then they pick
like a demon or something and that's where
the magic comes from.
But you have paladins who are very like holy
and that's where they get the power from
and they channel it and they worship.
Warlocks typically fall on the opposite side of the line,
which is I'm gonna make a pact with something
incredibly powerful, usually a little evil.
And that's where all of my magic comes from.
So sorcerers, they have spell slots, wizards,
which we haven't talked about, right?
Yeah, we didn't talk about wizards yet.
Wizards have spell slots, paladins spell slots.
Anything that's a spellcaster has spell slots.
And it typically has a lot of them.
Warlocks have some of the fewest spell slots in the game,
sorry, game, but what they can do
is every one of their spell slots is a certain level.
So when you look at a sorcerer or a wizard,
they're gonna have like three first level spell slots,
two second level and the four, I don't know, third level.
I know that's not how it works,
but that's what I'm saying, it works for now.
What Warlock says is no, all of your spell slots
are the exact same level, but you have fewer of them.
So if you cast a spell that says at the fifth level,
you get an additional effect.
You basically, every one of your spell slots
is at the fifth level.
So instead of having three ones, two twos, and one three,
you just have five fifth level spells,
which means every single thing you cast
is going to be upcast if it has the potential to do so.
Yeah.
So the reason I call them glass cannons
is because their whole thing is casting very few spells
at a very, very high level.
So at first level, they get what's called
an otherworldly patron in Pact Magic,
so they basically choose their deity or their like,
well yeah, essentially like their god,
where their powers come from,
they make a bond or a bargain.
Yeah.
So whereas Paladins, it's usually, or even with clerics,
it's more of a mutual relationship
where it's like I give praise, they give me power.
Warlocks are like, no, I'm gonna literally
put my name on a contract
and you're gonna give me a ridiculous amount of power.
As a cleric or a paladin, you could go your entire life
without actually meeting your patron or whatever.
Warlocks, you're normally having conversations.
Yeah, warlocks are you are like,
you met them some of the times you fuck them,
other times you're dead.
That's where the multi-classing with Madison's character
came in really cool because like the Warlock feature
then allowed her to have that like Pact Magic
and otherworldly patron of which she had one.
Yeah.
And so it was a really cool like story moment
to be able to tap into it.
But anyways, so you pick your Pact Magic,
that also means that you get like a couple
of additional things, cantrips,
you have a ridiculously broken lineup of cantrips
because you have fewer spell slots.
So that's where the trade off is.
Warlock has half as many spell slots as a wizard,
but they're all upcast.
However, comma, the way that they compensate for that
is they give you cantrips.
The number one broken cantrip in the fucking game
is Eldritch Blast and it's a Warlock class specific cantrip.
Yes.
So you basically just make a ranged attack,
you throw out basically, I like to call them force bullets
because that's basically what they fucking are.
You throw like little beams of force at people
and you can like, you can kind of say what they are,
what kind of element you want them to be,
but typically they're just like little bullets of fuck you.
Yeah.
And another cool thing about Warlock is that
whenever you level up, your features give you access
to things that improve Eldritch Blast specifically.
Yeah.
So one is doubling the range on Eldritch Blast.
One is you can have it push people back
since they're like force bullets,
you can have it to where if somebody gets hit with it,
they physically get pushed back.
Skies the fucking limit.
There's my favorite is agonizing,
which adds your charisma modifier to everyone
and you're a charisma class.
Yeah, that's nuts too.
So if you get a 20 in charisma.
I get so excited about this class,
I forget to talk about the basic stuff.
They're charisma casting or a charisma
and or wisdom casting class,
but it's almost always gonna be charisma.
Cause why the fuck would you pick?
Why would you pick wisdom?
Wisdom is for paladins and for clerics, use charisma.
Yeah.
Well, really just for clerics,
paladins also use charisma, but whatever.
But yeah, if you have an Eldritch and vocations.
20, then you can do Eldritch Blast does 1d10.
So you could do 1d10 plus five on a single hit.
And then as you get like higher and higher Eldritch Blast,
you get to create more.
Yeah, more beams.
And you can have them target different people too,
which is really cool.
So on one action, you can throw out
like three different Eldritch Blasts.
You can have them all hit the same person
for a lot of damage,
or you can have them hit three separate people.
Which is really fucking cool
cause you don't have to burn any extra spell slots
or any sorcery points like you do with a sorcerer.
You just get to do that because it's a cantrip.
Yeah.
And if you crit on one of those,
it's so satisfying to kill people.
The Eldritch Blast is so fun.
And it happens so fucking often, dude.
So the first character I ever played in the campaign
was a Warlock and my DM is one of my best friends
in high school, still one of my best friends today.
He's in the campaign that I'm,
in both of the campaigns I've been right now.
It was the first time any of us had played.
It was the first time he DMed
and he just wanted to see like how broken
our characters could get.
Cause we all watched Handaway and we liked the idea
of like all the protagonists getting absurdly powerful
with their own different things.
I want, so it was only a campaign of three players.
It was me and two other people.
I single-handedly at the end of that campaign,
one V2, then both at the same time.
And one by a ridiculously large margin
and just basically became the new big bad evil guy
at the end of the campaign.
And so now it's a running joke that my character
in the new campaign that I'm playing with them
is that character's son from like a love affair
that can I actually actually happened.
And so every time I do something evil,
cause I'm a paladin, they're all like,
your father's showing because that character
just fucking killed people willy nilly at the end.
But it's fun.
So Eldritch invocations when you level up.
I'm trying to be a little evil.
Agonizing blast, prerequisite, Eldritch blast cantrip.
You can also get armor shadow.
So you can cast major armor at yourself
without spending anything, which is nice.
Which is so nice.
You can cast levitate on yourself again
without casting spells as long as you're at the ninth level.
You can get beast speech, talk with animals without,
all of these are basically do whatever you want
without casting a spell slot, which is really cool.
You can also get some kind of flavor text here.
Beguiling influence.
So you gain in proficiency and deception
and persuasion skills, so on and so forth
and so on and so forth.
Yeah, you can also get what's called a book of ancient secrets,
which is another thing that makes World of Schools.
They basically just rip the wizard book
and make it their own like unholy artifact.
So you basically just get to put spells in that book
to then use it later times for fun.
And I won't go on up there.
Truly the list of Eldritch invocations
is fucking long as shit.
You basically get your own private catered list of features.
Which is ridiculous.
It's so nice.
You also get the packed boons, which are another bonus.
Yep, yep, yep.
Let's see, is anything else to talk about?
So basically every time you get to a certain level
milestones, a lot of those are going to be like
second, third, fifth, seventh, 11th, 14th, 18th, and 20.
Every single time you hit one of those big ones,
you're going to get like your patron
is going to give you another like gift.
So at the 11th level, your patron bestows upon you
a magical secret called an Arcanum.
And then you basically get to choose one sixth level spell
from the Warlock's list as this Arcanum.
You can cast it without expending a spell slot,
finish a long rest.
You just get to have a sixth level spell granted to you
that you can use for free whenever you'd like.
And then you get to do that more and more as you level up.
You just get to use it even more.
So for reference at the 17th level,
you get a ninth level spell, which is the highest they go.
And for Warlock spells, the ones that you have access to
with spell slots, the highest they can go is fifth,
which is why it's so exciting to get the high level spell.
Then when they just give them to you.
They also do a fuck ton.
13th level, yeah, all of these are just going to be
Mystic Arcanum.
So that's the thing that just gives you more and more spells.
And then at the 20th level Eldred's Master,
you can draw on your inner reserve of mystical power
while basically in treating your patron
to regain spell slots.
So you get to spend a minute basically being like,
Cthulhu, please help me.
I love you.
You're great and amazing.
And then they'll give you all of your spell slots back.
Yeah.
Just, that's it.
You get to use it once a day, but like as a fucking class
that has no spell slots and also does some of the most damage
in a single turn out of any class on the list.
Just a minute in the corner,
and like, hey guys, give me five, not even five,
give me one.
Yeah.
And I'm going to go pray to Cthulhu real quick
and come back with all of your fifth level spell slots.
It's just imagining like standing in the corner
like Blair Witch style.
Just like, hang on guys, just a minute.
And then the one thing that I didn't talk about
that she reminded me of that I guess I completely
glist over is Pac Boon, so third level,
your otherworldly patron bestows a gift.
And then you basically get to pick like a pack.
So there's pack to the blade,
and you get a weapon that you can basically manifest,
which is really cool because they're not a very
martial class, but they can be,
which is kind of interesting thing about warlocks.
And then you can also, you have
Eldritch invocations that can like,
You can also turn one magic weapon that in your possession
to your packed weapon by performing a ritual,
which is really fucking cool too.
So if it's a thing where like you have this really cool
magical weapon that your DM has given you
that like levels up with you or a sentient,
you can then make that your packed weapon
and you can just manifest it whenever you want to,
which is really fucking cool.
Yeah.
And like thematic I guess.
There's also pack to the chain,
so you basically get a familiar,
and you can choose from imp, pseudo dragon,
quasi, which is a fucking dumb little thing.
It's like a demon and then aura sprite,
and then you can kind of control them, which is cool.
And then pack to the tone, which gives you a grimoire,
and it basically has, same thing,
that's kind of what I was talking about earlier,
where it's like, there are a lot of rip offs
of the wizard spell book.
This is one of them.
You get to do all sorts of fun things out of your book
of shadows, add spell slots to them, so on and so forth.
And it's cantrips from any class,
so you can choose like cleric and paladin ones
where you can heal people, so you can add healing
to your fucking warlocks.
Warlocks are another really customizable class
in terms of what you can do with them,
but yep, that's one of my favorite classes.
It's also one of the most broken characters
I've ever seen was the one that I played,
because you know, if you DM lets a warlock
get off the chain, it's really sky's the limit.
So next we're gonna hit wizards.
So wizards are basically, they can do everything
all the time. They're wizards.
So the description we have for them is gifted kids,
kid, burnouts favorite, too many things.
So sorcerers, they have a limit of how many spell slots
they can have, so on and so forth.
Warlocks, few spell slots, high damage paladins.
They're like supplemental healing, clerics,
they're just healing, wizard,
there's no end to what you can have.
You have a book, you can put anything in that book
that's a spell, and then you can then ready those spells
for the next day and cast any one of them.
So the first thing you're gonna pick whenever you become
a wizard is your arcane, so you'll get something
called an arcane recovery, and then,
what was the other thing?
What was the other thing?
Spell casting.
So you cast your intelligence, which is a fun thing
to dump points into, because just being that guy
is much more smart.
You're not the only one that's going to dump intelligence.
Yeah, because there's no real reason for anybody else
to dump intelligence.
I don't wanna be smart.
But with wizards, your wizard usually is gonna be
the only really smart person in the party,
because you're the only person at the table
that wasn't incentivized to dump points into intelligence.
You get access to cantrips, anything else,
and then you have your spell book,
which is what makes wizards unique,
so at first level you have a spell book containing six,
first level wizard spells of your choice.
Your spell book is basically where you keep all your spells.
So the big difference between sorcerers and warlocks
and wizards is that the other two spell casting classes
basically memorize their spells on their own volition,
because they're just that powerful,
or because their magic is granted them
by a different deity.
If you're thinking of warlocks,
you're thinking of Dr. Strange,
I've made a pact with a person I can cast a magic.
If you're thinking sorcery,
or thinking more of Harry Potter bullshit,
where it's just like, I just know this.
But wizards are a little different,
so wizards have to actually study their magic
and write down their spells.
The thing that makes that special though
is that the amount of spells they can know
is nearly endless.
So basically when you go to rest,
you do what's called preparing a spell,
so you basically get to choose what spells from your book
become your prepared spells for the next day,
and then you can cast them and so on and so forth.
They get a ridiculous amount of spell slots as well.
They're the most locked in
when it comes to your level spell slots though,
so they have a lot of level ones,
a few level twos, fewer threes, fewer fours,
so on and so forth.
So you're not necessarily casting
really, really powerful spells,
but you're casting more spells than anybody else
in your party, probably combined.
Unless you're competing with a sorcerer
who's just spending fucking sorcery points
to get all their spells back.
Sorcerers can just do whatever they want.
Yeah, and wizards are a little more bound
to what their spell slots allow them to do.
You can cast a wizard spell as a ritual as well,
so rituals basically take longer time,
but they don't necessarily use a spell slot.
I will tell you the amount of times
I've seen people cast a ritual at my table is maybe one.
They just, they're not picked.
There's no reason for them to be picked,
so on and so forth.
So yeah, wizard, it's called your spell book,
so you can spend time copying a spell into the book.
You can also replace the book if you want,
which is fun.
Or if you wanna make a backup,
because sometimes what your DM will do
or what a smart enemy will do
is try and steal the book or burn it.
Having a copy of that book then,
or having an extra book on hand.
Real nice.
It's really nice.
Now that isn't to say that like if you lose your book,
you're now incapable,
like you have to go back and relearn all the spells.
Your character still technically knows the spells.
It just means that until you write them down in another book
and then take the actions or prepare them,
you won't have any.
Yeah, except for cantrips.
Except for cantrips, yeah.
And the ones that you had already prepared the day before.
So one of the things is called arcane recovery,
so you've learned to regain some of your magical energy
by studying your spell book.
Once per day, when you finish a short rest,
you can choose to expend spell slots to recover.
So that basically means that your spell slots then
can be used to heal yourself
and to gain other higher spell slots back.
So it allows you, because you have so many,
to then turn them into bits of utility.
Also at second level,
you get something called arcane tradition
where you basically have to choose your school.
Your subclass.
Yeah, yeah, this is your subclass.
Which there are a luck card.
Which happens, technically happens one level earlier
than it happens with any other class.
Most of them are subclass locked until three.
Warlock is kind of one, but not really.
And then wizards are two.
So wizards, you get to choose from abjuration,
conjuration, divination, enchantment, evocation,
illusion, necromancy, or transmutation.
Quick breakdown of what those mean.
Abjuration is usually like creating,
that's, abjuration is usually creating illusions, right?
Or is that conjuration?
That's illusion.
Yeah, all right.
There's literally a fucking thing called illusion.
Excuse the fuck out of me.
Anyways, divination is gonna be casting things like
light, cure wounds, mass heal wounds.
Oh, abjuration.
Enchantment is like, you can enchant weapons,
you can enchant.
Abjuration is like protection.
Yeah, abjuration is like a lot of shield stuff.
Conjuration, you're gonna make familiars,
you're gonna summon demons, you're gonna summon
all sorts of fun shit to fight for you.
Enchantment, you learn a lot of ritual spells.
You learn how to cast things as rituals
at regular casting speed, which is really cool.
Evocation, you'd have to tell me what that is.
I don't know what evocation is.
Elemental effects.
So you just get to cast fun elemental stuff.
Necromancy sounds exactly what it sounds like.
You get to raise things from the dead.
Necromancers are very fun.
And then transmutation, you get to turn things
into other things, which is also very fun.
So you, yeah, you choose that at your second level is a lot.
Sorry, we don't have more time to come over to subclasses.
There's so many of them.
There are a lot.
And every one of those is going to give you
a completely different list of spell slots.
So then you get your ability score improvements,
regular, same as anybody else.
And then spell mastery, 18th level,
you have achieved such a mastery over certain spells
that you can cast them at will.
So you can choose a first level spell slot,
or first level spell in a second level spell.
And then you can cast those at the lowest level
without spending anything, which is kind of neat.
And then essentially you can cast those higher as well.
And you can switch them out.
And then signature spells, when you reach 20th level,
you gain mastery over two powerful spells
and cast them with little effort.
Choose two third level wizard spells
in your spell book as your signature spells.
You can always have these prepared.
They don't count against the number of spells
you can have prepared.
And you can cast each one of them
without spending a spell slot.
So yeah, wizards are kind of like a do-it-all.
They're usually your utility at the table.
They'll do a little bit of everything.
They'll have detect magic.
They'll have counterspell.
They'll have mending.
They'll basically, I mean, they are your utility
at the end of the day.
Like if you need to solve a problem,
or if you need to fix something,
or figure out how to get around a magical barrier,
or figure out what a magical weapon is.
Ask the wizard.
Ask the wizard, because the wizard is probably
gonna have access to a spell
that they can just use or do a long rest,
switch the spells, and then cast it the next day.
And so sometimes it's, a lot of people
don't wanna play wizards, and they'd rather play a sorcerer
or a warlock, because the idea of doing more damage is fun.
I will say, and all the times that we've played,
I think I've seen wizards come through the most
in terms of pulling something out of their ass
that was really beneficial for the party,
because the list, truly the list of things
that they can do is endless.
Warlock, endless damage sorcerer, endless spells, wizards,
they just, they know how to do everything.
And sometimes it's a little annoying
to have to deem for a player that's like,
I have an intelligence score of 20,
I'm gonna roll an investigation,
and Arkana checks every 30 seconds and never fail.
That's when you start giving them like 25 and 30s
on their DCs.
But believe it or not, they'll hit it every fucking time.
So if you just wanna be the smartest guy in the party,
and also the person that has a solution
to everything that happens.
For our last campaign, we had,
it was like a plus 14 to Arkana.
To Arkana.
Ooh, I've been gate-keaped by D&D Beyond,
to do not own the books, to look at the Artificer
and Blood Hunter rolls.
I got it.
So I will steal Madison's campaign,
or not campaign, Jesus Christ, or laptop.
Yeah, sorry, talking about a lot of the same stuff, so.
Okay, I'm pulling them up now.
I personally don't know a lot about either of these classes,
so I'm gonna hand that over to Robert,
because he is my laptop now, so I can't have my notes.
Yeah, I know a little bit.
So Artificers are your.
I was going to reject it, be my charming self.
Artificers are like your tinkerer class.
Proficiencies, light armor, medium armor, shields,
simple weapons, they can have access to these tools,
tinkerers, tools, anything, tools related.
They're saving throws, a constitution, and intelligence.
Where does it say, how am I not finding this?
What is their casting ability?
Do they have one?
Scroll down.
Spell casting.
Jesus Christ, how am I this unprepared?
I don't see what is.
All right, we're gonna Google.
We're gonna Google, okay, Googling live.
What is an Artificer?
You don't hear the clack of the keyboard.
Spell casting ability.
Intelligence.
Holy shit, it's another intelligence-based class.
I'll be damned.
I'll say logically, I should have come to that conclusion.
We should have figured that out.
They're tinkerers, that's their whole thing.
It says right there.
Oh, Jesus Christ.
It says on the screen.
Sorry, it was literally in front of me,
but because D&D Beyond was gatekeeping its information,
I didn't read the screen.
And the little thing I have literally says
primary abilities, intelligence.
I'm so sorry.
First level, you've learned how to invest a spark of magic
into regular objects.
To use this ability, you have to have these tools
or artesian tools in hand.
And then you can touch a tiny non-magical object
as an action and give it a property.
So you can make it glow, which is kind of funny.
Whenever tapped by a creature,
the object permits a recorded message.
So you can program messages into things,
which is kind of cool.
Object continuously emits your choice of an odor
or non-verbal sound like wind waves chirping or the like,
which is funny.
You can just fuck with people
or you can just make things stink.
It's like prestigitation, but you put it on a rock.
Yeah, and then a static visual effect appears
on the object's surface.
It can be a picture up to 25 words of text,
line shapes, or a mixture of these elements.
So basically at the first level,
you just get to do fun random shit with random objects
that are non-magical and tiny.
Which if you don't have something called a sending stone,
which basically allows you to talk to people
wherever the fuck you're at as long as the other person
has one, this is a fun way to like pass messages
back and forth if somebody also doesn't have the ability
to like telepathic approach to the partner.
Like passing notes on a rock.
Yeah, you can just like,
or I love the idea of having multiples of these rocks
on you at all times.
And then like whenever you need to say something in combat,
like throwing the, that particular rock,
like taking the time to open your pouch
and look for the right rock that says like help
and throwing in it your teammate.
That's very funny.
And it hits them and it just says help.
Anyways, sorry, I think I'm funny.
So the biggest difference about the art of the art of fissures
compared to a lot of other spell casting classes
is that their tools are required to do their spells.
Because every one of their spells basically is like them
with a hammer and a piece of metal, they tap it, it goes.
They have their own cantrips, which is also really cool.
They have their own art of fissures spell list
like a lot of other things do.
So they also prepare spells like every other spell casting
thing, whatever, whatever.
You can cast an art of fissures spell as a ritual.
If the spell has a ritual tag and you have the spell prepared
that basically means that you can cast it
without needing a spell slot, which is kind of cool.
Second level, you've gained the ability to imbue
mundane items with magical infusion,
turning those objects into magical items.
And then there is a list of infusions.
So at the third, I'm not gonna go over the infusion
of an item, but you basically get to give them
different properties.
So the infusion also disappears after a number of days
equal to your intelligence modifier.
You can infuse more than one thing, blah, blah, blah,
blah, blah, blah, blah, blah, blah.
Yeah.
So at the third level, you choose the type
of specialist you are.
So it's essentially like what things do I like
to tinker on the most?
There's alchemist, there's armor, there's artilleryist,
there's battle smith, and then it looks like
some other things are kind of homebrewy.
There's also forge adept, master maker, maverick,
archivist armor.
So all of these things, all these subclasses
are basically like how do you like to tinker?
So an alchemist, it's gonna be more chemical stuff,
like throwing potions at people,
crafting potions mid-combat, using chemicals
to create really powerful effects.
Armor is gonna be more.
Like honey lemon from Big Hero 6.
Yeah, like honey lemon.
Armor is gonna be more like buffing your allies a lot,
creating really powerful sets of armor for your allies,
also making your armor do things for you in combat,
which is really cool.
Artillerist, it's, you know, artillery,
you're launching rockets and missiles and grenades
to people, which is just fun.
You basically just get to be like a high damaged guy
in the back who's like setting up his mortar,
is everybody else is going to combat,
and just firing like fucking wild battle smith.
You're running in there with like a hammer,
a suit of armor, like a suit of armor on,
and a little tech gadget in your right hand
that like shoots people with lasers or some stupid shit.
So on and so forth, you get the idea.
So at third level, you've learned how to produce
exactly the tool you need.
With thieves tools or artesian tools in hand,
you can magically create one set of artesian tools
in an unoccupied space.
This creation requires an hour of uninterrupted work,
which can coincide with a long rest or short rest,
which is nice.
Through the product of magic, these tools are non-magical,
and they vanish when you use this feature again.
So what that basically means,
because it's not very specific,
if you find a door, and the door has a really,
really, really, really big lock on it,
that your rogue for some reason cannot seem to pick through
and your wizard cannot find a spell for,
and for some reason you also have an artifice
around your party.
Your artifice can then just spend-
You can make a wizard and an artifice or walk into a bar.
Which is, they're all incredibly good at getting through doors,
but anyways, you can basically sit down
and then make the exact tool you would need
to get through the door.
Now as a DM, I would not be so generous as to say,
you spend an hour of your time,
it took, like the rogue didn't break it on,
on like a 26-slat of hand check,
and your wizard doesn't have a spell for it.
So that means you just get to open the door
with a fucking tool you put together an hour, incorrect.
What I might say for that then is like,
you can let your rogue use the tool,
and the DC goes from like 30 to 15.
What door are they trying to get into?
This is a very-
Sorry, I use extreme examples.
It doesn't always have to be like that.
It could also just be like,
you need to make a grappling gun to get across a cavern,
or you need to make a really cool use of this is,
if you have an enemy that you keep running into,
that for some reason your team can't seem to damage
or take down, give your artifice for an hour,
and they'll make a weapon that maybe allows them
to then get through that shield or damage the enemy.
So they're also very utility, kind of like the wizard,
but it's a little more like tinker,
and a little less spell slot.
Yeah.
At six level, your proficiency is now doubled
for any ability check you use
that uses your proficiency with the tool,
considering you will be using your tools 24-7.
That's pretty fucking nice.
Seventh level, you gain the ability
to come up with solutions under pressure.
When you or another creature you can see within 30 feet
of you makes an ability check or saving throw,
you can use a reaction to add your intelligence modifier
to that roll.
Damn.
You can use that a number of times
equal to your intelligence modifier.
You regain all expended uses
when you finish a long rest.
So you're incentivized in this case for being smart.
So where a wizard might just have a spell to heal you
or give you armor, an artifice is gonna say,
I'm so smart, I'm gonna make you smart.
And because you being smarter in this instance
means you don't get hit, Merry Christmas.
Yeah.
So that's kind of fun.
So there's a little bit of support in there as well.
Magical item adept, when you reach level 10,
you achieve a profound understanding
of how to use and make magical items.
You can attune up to four magical items at once
for reference, isn't it normally, is it three or two?
I don't, I thought it was two.
I'm pretty sure you can only be attuned up
to two magical items at a time,
which means that the wizard's,
wizard's artificers just get to double that.
Magical items for anybody that isn't familiar
with a magical item are fucking broken.
99% of the time, they do ridiculously crazy things.
All right, we're gonna try and get through this
fastest medicine in this class soon.
So at 11th level, spell storing,
you basically get to store a spell in an object,
which is really cool.
So while holding the object, that person,
a creature can take an action to then produce
the spells effect from it, which is really cool.
So if you have a lot of time,
you basically can give each of your party members
an object with one of your spells in it,
which is really cool.
There's a feature similar to that
for the subclass of wizard called tech,
or chronomancy, which you basically get to do
the same thing, but with beads.
So Artificer just does this in a little more official way.
At the 14th level, your skills with magical items
deepens even more.
You can tune up to five magical items at once,
which is nuts. God damn.
You ignore all class race, spell, and level requirements
on a tuning or using a magical item.
So that means say that your party has a magical item
that they picked up and they just haven't gotten rid of
that says you need to have a,
make sure I read that right.
Yeah, let's say that the requirement is that
you have to be level 20, you have to be a dragon,
and you have to be a barbarian,
because it's like some big dragon boys magical item,
like it's their fucking claw or some shit.
You could just say no.
You can say no and attune to it anyways.
What's crazier about this is if it's five magical items,
that's like a helmet, a chest piece,
a set of boots, a set of gauntlets, and a weapon.
You're like a-
You're Iron Man.
Yeah, you can basically turn yourself into Iron Man,
which is what the whole fucking class is.
Starting at the 18th level, that number goes up again.
Six magical items at once.
You're now dual wielding two magical items in both hands
and have a full suit of set, a full set of magical armor.
It's like magical nun shucks.
20th level, you develop a mystical connection
to your magic items, which allows you,
which you can draw on for protection.
You gain a plus one to all bonus saving throws
per magic item you're currently attuned to.
So if you're attuned to six.
So six, plus six to every saving throw.
Every saving throw, because you've magically attuned
to six of them.
And let me remind you that he can,
the artificer can make magical items.
You don't even have to find cool stuff.
You can just turn rocks into magic items
and then have them on your person
and like spend the time to attune with them.
And then just get a plus six.
I have six magical rocks.
I'm good friends with all of them.
They all say different things.
I have a plus six, fuck you.
You might have to work with your DM a little bit
because the artificer abilities
doesn't necessarily make them do that exactly,
but I would allow that to happen.
And then the other thing says,
if you would be reduced to zero hit points
but not killed outright,
you can use a reaction to end one of your
artificer infusions causing you to drop to one
instead of zero hit points.
So let's say you have,
You can do that for every infusion.
So you have like six infusions out
on each item you're wearing.
Every time somebody tries to knock you to zero
and not outright killed, you can say nope one.
Next item, nope one, up to six times.
You just get to nope your DMs damage five different times.
That's fun.
Yeah, honestly, I kind of want to play an artificer
after reading this because it sounds so fun.
I, so do I.
That sounds sick as hell.
All right, next and the last thing
to get through very quickly is Blood Hunter.
We're gonna skim this one.
Critical role, I'm pretty sure,
are the ones that came up with Blood Hunter.
If anybody has seen the Witcher series on Netflix
or played the games, they're witchers.
They're monster hunters.
They like using silver weapons.
They like hunting monsters.
They get their fighting style.
They're kind of like a fighter spinoff
but were given their own class
because why the fuck not?
Yeah.
Let's see here, a constitution, reading through things.
Alchemist supplies, saving throws or dexterity
and intelligence.
Again, is interesting.
Equipment, martial light or two simple weapons.
A light crossbow and 20 bolts or a hand crossbow.
Leather, armor, explorers pack.
So they have one of the most stacked equipment lists
out there.
They get a lot of things.
First level, Hunter's Bane.
You've survived the Hunter's Bane,
a dangerous long guarded ritual that alters your life.
It's basically the Witcher thing
where you give them a bunch of poisons
and if they don't die, they come out big and strong.
Same thing with Halo and all the other fucking games
and magical series that are just like,
oh, you survived a hard thing, you're crazy now.
Same shit.
So Hunter's Bane also,
so basically what that does is you have advantage on
wisdom slash survival checks to track fey,
fiends or undead, as well as on intelligence checks
to recall information about creatures.
Hunter's Bane also empowers your body
to control and shape hemicraft magic
using your own blood and life essence to fuel your abilities.
Some of the features require your targets
to make a saving throw to resist this effect,
whatever, whatever, whatever.
So basically they get access
to what are called hemicraft spells.
They use their own life to then cast spells,
but those spells are really, really cool.
So at the first level, on top of that,
you also get something called blood maldict
where basically you know a blood curse
and I'm not gonna go over the blood curses
because there are also a lot of them,
but it basically just means that you get to cast curses
for free and then you can amplify them.
So this is where the hemicraft things come in.
You can then use what are called hemicraft die
or sac or take necrotic damage
to then empower those curses to a further level.
So it allows you to upcast like the,
kind of like the warlock,
but at the expense of your own life,
which if you're a healthy character, who the fuck cares?
You get the same thing.
I'm not your con.
Max out your con.
Max out your con, stab yourself.
Fighting style, same thing with fighters, second level,
archery, dueling, great weapon fighting,
two weapon fighting, y'all don't understand
where it's going.
Crimson Wright, second level,
you learn to invoke a right of hemicraft
that infuses your weapon strikes with elemental energies.
As a bonus action, you can activate any right you know
on one weapon you're holding.
It lasts until you finish a longer short rest.
When you activate a right,
you take necrotic damage equal to one roll
of your hemocratic die.
So I don't understand a lot about this class.
This is the first time I've read a lot of it,
but from my understanding, a hemocratic die
is something you get additional to like your hit die.
So you can roll your hemocratic die
instead of taking necrotic damage
or it looks like in some cases,
when you roll that die,
you take damage equal to what it rolls.
That's cool.
So some of the rights you can perform on your weapons,
your right damage is fire, cold, lightning,
necrotic, psychic, or thunder.
It looks like the last three are locked at the 14th level,
but what that means is that if you find out,
a lot of creatures that you're gonna fight,
even humans, are gonna have some sort of vulnerability
or weakness.
And if you roll, which it looks like this class is very geared
towards finding out what that is very quickly
and with advantage, you can then perform your right
to give your weapon the kind of damage
that that creature is vulnerable to.
That's nice.
So basically, I mean, you're a monster hunter.
So the whole idea is that like you know
what you're fighting and if you don't know what you're
fighting, you're gonna figure it out very quickly
and then adjust your abilities and your weapons
to then kind of be able to fight that thing.
At third level, you commit to an order of blood hunters.
Then it guided you through your life,
blah, blah, blah, blah, blah, blah.
Ghost Slayer, Lichen, Mutant, Profane Soul.
I'm not gonna go and read them all.
It sounds like Ghost Slayer.
You like the hunt ghost.
It sounds like Lichen.
You probably are a werewolf
or imbue yourself with some sort of werewolf powers,
Mutant, same thing, Profane Soul.
Probably something like more heretical
or some shit like that.
They get an extra attack.
Again, they're fighters, but a different class.
Brand of cast digitization, sixth level
when you damage a creature with a weapon
for which you have an active crimson right,
you can channel hemocratic magic to sear
an arcane brand into that creature
with no action required.
You always know the direction to the branded creature
as long as it's on the same plane as you
and each time a branded creature deals damage to you
or a creature you see within five feet,
the branded creature takes psychic damage
equal to your hemocratic modifier.
So basically, you hit somebody,
you don't want them to get away.
You brand them, you sacrifice some of your health.
Anytime they hit you or somebody else,
they're gonna take damage equal to your hemocratic dice
or you can basically just track them forever
as long as they don't plane shift.
God damn.
Yeah, you're a monster hunter.
Grim psychometry, when you reach the ninth level,
you gain a supernatural talent for discerning
the secret surrounding mysterious relics
or places touched by evil.
When you make an intelligence slash history check
to recall information about the sinister
or tragic history of an object you are touching
or your current location, you have advantage.
And then it says at the DM's discretion,
a suitably high roll might cause your character
to experience brief visions of the past
connected with that object or location.
Another fun witcher feat.
Truly, this is just the witcher.
Somebody wanted to play the witcher,
which makes sense, critical roll, it's high fantasy stuff.
So basically, you get to say,
I want to know what the history of this object is,
you touch it, you roll a natural 20,
you get to see everything that happened with it,
which is really cool.
10th level, dark augmentation,
the magic of hemacraft suffuses your body
to permanently reinforce your resilience.
Your speed is up to by five feet,
you have a bonus to strength,
decks and constitution saving throws
equal to your hemacratic modifier.
It's cool.
Brand of tethering, starting at the 13th level,
psychic damage from your brand of cast digitation
increases to twice your hemacratic modifier.
Additionally, a branded creature cannot take the dash action
and if it attempts to teleport
or leave its current planes by any means,
it takes four d6 psychic damage
and must make a wisdom saving throw.
On failure, the attempt to teleport
or leave the plane fails.
So my understanding of this class so far is,
you know how to kill creatures,
you lock it on one particular creature,
you hit the shit out of it by casting your right
to know what vulnerability it has,
and then you brand it so that if that motherfucker
attempts to leave or hit you
or do anything you don't want it to do,
incorrect.
It's not going far.
14th level, hardened soul,
you have advantage on saving throws
against being charmed and frightened.
It's kind of a 14th level spell or 14th level feature,
but we'll take it.
And then at the 20th level,
singuin mastery, your mastery of blood magic
reaches its height, mitigating your sacrifice
and empowering your expertise.
Once per turn, whether a blood hunter feature,
whenever a blood hunter feature requires you
to roll a hemacraft die,
you can re-roll the die and use the other.
Additionally, when you score a critical hit
for a weapon of what you have an act of crimson right,
you regain one expended use
of your blood maledict feature.
So basically what the 20th level feature allows you to do
is it ties in a lot of your other abilities
so that you can gain things back
when you hit things by using things
that you use as the class.
So you basically kind of get to like put your character
in sort of a loop where you get to do
a lot of your powerful magic for hitting people.
Oh my God, I ain't talking so fast.
I know I talk fast.
This was even faster than usual.
It looks like the one thing I did miss
is that the order thing that I mentioned earlier
where you pick the order,
it looks like at certain levels
you get another order feature.
I didn't feel like clicking on the link
to then go and read what the orders were.
Because we don't really have the time for it.
But you basically get bonuses for having a subclass
like every other class.
Hell yeah.
And with that, 10 minutes before Madison has to go to class.
I think this is probably our longest episode
if I had to guess, we're close to an hour and 40.
I think we might be at two hours.
Yeah, let's take a gander real quick
if this fucking Mac wants to work.
What are we at, does it say?
Hour 53.
Hour and 53, we're almost at two hours.
Woo!
There you go, Dakota.
Our roommate has been like,
I mean, you guys should do longer episodes.
Why aren't you doing longer episodes?
Because we didn't want to bore fucking people
with like two hours of content.
But I guess depending on how well this goes,
maybe we'll start doing more two hour episodes.
It just kind of depends on what you guys like.
If not, we'll drop back to closer to an hour.
Can you believe that we thought about trying to make
these 30 to 40 minutes in the beginning?
And then our first episode went to 45 minutes
and we were like, okay, I guess we're shooting for 45.
And then it went to 50 and we were like, okay,
I guess if it's under an hour.
And then it went to an hour and 10 and we were like,
well, I guess if it's not that far over an hour.
This is two people with severe time blind this.
Yeah.
Another heads up, this episode might have some weird audio
mixing the first half of it might be a little quieter
than the second half of it.
But if somebody's also complained, shout out to Dakota,
that our episodes are too quiet,
even though I have turned the audio on this bitch
all the way up.
So the first half was recorded with everything turned down.
The second half was recorded with everything turned up.
So if it's a little odd, blame him.
I'm not gonna dox him and give out his last name,
but it's his fault.
No, do give us criticisms and like suggestions.
Okay, give us feedback.
That will help improve everything.
Feedback is nice.
It's just I can.
Don't be scared away from it.
Because Rob is yelling.
I can rag on my roommate because I live with him.
I will not rag on you if you send in criticism
or a suggestion or so on and so forth.
Speaking of which, please do that.
Send in suggestions, topics you'd like us to cover,
so on and so forth.
Over that, we're gonna go ahead and end.
Thank you all for tuning in to our longest episode.
We will see you next Thursday.
We will talk.
Not quite sure what the theme is gonna be yet.
We're gonna figure that out when we get there.
Yep.
Probably more about character creation stuff.
Don't worry, we'll hop off the wagon eventually.
But for now, we're stuck on it.
So again, thank you for tuning in.
We will see you later.
See you guys.