Recalculating starting gold dice based on the standard equipment options for each class.
The Oath of Heroism Paladin subclass is D&D's latest Unearthed Arcana playtest release. While the mythological flavor is incredible, the subclass gets some goodies that were historically only available by multiclassing: expanded critical range, Haste as an oath spell, and free attacks. How does this add up to a standard Paladin? We ran the numbers.
Today we're building a feat to alleviate action economy woes with thrown weapons and give them a nice damage boost to bring it in line with other weapon loadouts.
Once upon a time, a character came across a shrine deep within an abandoned Dwarven stronghold carved deep into the Iron Mountains. Struck by reverence to the shrine of the lost deity Dunathoin, he knelt and prayed. So his character changed forever. I worked with the player to create a Paladin subclass devoted to the … Continue reading Paladin: Oath of Secret Knowledge
Metagaming is one issue we encounter in tabletop RPGs. Players have their characters act on player knowledge that their character does not possess. A DM's defense against this is to gently remind the player to act within the confines of character knowledge. This can lead to an overcorrection where every time a single PC finds out information, the other players ask "do you tell us that?" Any time a strange routine like this becomes habitual, we should streamline the process.
It happened. On February 28, 2019, The Artificer Revisited was released to much fanfare. What did we get? Let's chew up the crunch. We'll start with the base class mechanics and move into the subclasses next week, when we build a template for how to homebrew an Artificer subclass. Base Class Hit Die (d8). A … Continue reading Artificer Teardown
The Player's Handbook errata released in November 2018 patched a gap between RAW and RAI by inflicting the poisoned condition. We're exploring the impact and duration of the poison effect with an updated odds calculator.
D&D Creative Director Mike Mearls recently tweeted about revised Two-Weapon Fighting rules, including a poll about where its damage output should lie: Mechanics Any discussion regarding two-weapon fighting involves these mechanics: Two-Weapon Fighting bonus action Dual Wielder feat Two-Weapon Fighting style Let's explore these mechanics first to identify where we have wiggle room to improve … Continue reading Two-Weapon Fighting
We're going to make the adventuring day agnostic as to character class. That way, everyone's going to be on a level playing field, regardless of how many encounters you run. How do we do this with linear fighters and quadratic wizards? It's simple. We kill the short rest.
Since Two-Weapon Fighting (TWF) only allows you to make an off-hand attack if both the weapons you wield are light, many new players are tempted by the allure of upgrading that damage die with the Dual Wielder feat. Often an Ability Score Improvement (ASI) to your attack stat is the more effective and versatile choice. … Continue reading Dual Wielder vs. ASI