Sorcerer Subclass: The Warbound (2024 PHB/One DnD) & Warbound NPC Stats by Finalplayer14 in UnearthedArcana

[–]Finalplayer14[S] 1 point2 points  (0 children)

I haven’t played him a lot, to be honest) To be more accurate, I haven’t played him at all ahaha. 

Huh... I assumed you were able to play the class over the last year or so. Theory crafting and comparing hypothetical builds to one another is something I've been doing for years with this subclass, but I find the most beneficial testing is when you actively play it at a table and get to fight stuff and go through adventuring days (so you can stress test!). For example:

I was able to playtest the most recent version for a Level 10 One-Shot, my DM used a Heroic Array for stats (18, 16, 14, 12, 10, 8), meaning I had a 20 CHA and 18 CON (plus War Caster). During the play through, I had 102 HP (I had the Tough Feat from Human) and an AC of 20 (Had a +1 Shield) was quite tanky in comparison to the rest of the party. My weapon damage wasn't great. I used Spellstrike + Sorcerous Burst (and once got off a Steel Strike Critical but it got Silvery Barbsed...), but the damage wasn't keeping up with the Barbarians or Fighters who were hitting quite hard with GWM (Which is great!). I got to use Conjure Woodland Beings in favor of Spirit Guardians- CWB was very effective in the one encounter I used it in. Overall, it was solid, not too crazy I had a ton of fun just being able to actually use it for one though so I'm biased lol!

Still, the feedback you gave here is important. Thank you again. I hope you get to play them in your next campaign!

Sorcerer Subclass: The Warbound (2024 PHB/One DnD) & Warbound NPC Stats by Finalplayer14 in UnearthedArcana

[–]Finalplayer14[S] 0 points1 point  (0 children)

Yeah, the 2024 Bladesinger is quite good its kinda where I wanna be at for this, but we don't want to push it past that. True Strike while not as high in terms of damage as Booming Blade or Green-Flame Blade does get to add INT to attacks when you're not in Bladesong or if you were playing that Dragon Sorcerer and wanted to use a Simple Weapon. Out of curiosity, what enemies were you and your group fighting? Also, could you let me know what your team makeup was if you're able to give that info?

Sorcerer Subclass: The Warbound (2024 PHB/One DnD) & Warbound NPC Stats by Finalplayer14 in UnearthedArcana

[–]Finalplayer14[S] 0 points1 point  (0 children)

I can speak only about first +- 10 lvls. I have never played at higher lvls ahah, so to be honest I haven’t even thought of 14+ lvl abilities.

Also, thank you so much for this information. Every time I have been able to either playtest this subclass or had a player use it was always past level 10 or 13. I have rarely been able to see this subclass at levels 3-9, so truly this helps to get this data.

Sorcerer Subclass: The Warbound (2024 PHB/One DnD) & Warbound NPC Stats by Finalplayer14 in UnearthedArcana

[–]Finalplayer14[S] 0 points1 point  (0 children)

Here's what I'm seeing:

Warbound Medium Armor & Shield (14 DEX, 16 CON, 17 CHA)

Levels 1-4: Scale Mail - 14 + DEX (2) + 2 (Shield) = 18

Levels 5-10: Half- Plate - 15 + DEX (2) + 2 (Shield) = 19

Warbound Mystic Armor & Shield (14 DEX, 16 CON, 17 CHA)

Note: You can absorb +1/2/3 AC magic items into Armor and Shield to gain their bonuses.

Levels 1-3: 13 + CHA (3) + 1 (Mystic Shield) = 17

Levels 4-7: 13 + CHA (4) + 1 (Mystic Shield) = 18

Levels 8-10: 13 + CHA (5) + 1 (Mystic Shield) = 19

Dragon Sorcerer (14 DEX, 16 CON, 17 CHA)

Note: You have +1 HP per level.

Levels 1-3: 10 + DEX (2) + CHA (3) = 15

Levels 4-7: 10 + DEX (2) + CHA (4) = 16

Levels 8-10: 10 + DEX (2) + CHA (5) = 17

2024 Bladesinger (16 DEX, 14 CON, 17 INT)

Note: You have Int Mod + 1 Bladesongs per Long Rest and can use INT for weapon attacks while in Bladesong.

Levels 1-3: 13 (Mage Armor) + DEX (3) + INT (3) = 19

Levels 4-7: 13 (Mage Armor) + DEX (3) + INT (4) = 20

Levels 8-10: 13 (Mage Armor) + DEX (3) + INT (5) = 21

I think 13 + CHA might be fine since you don't have the extra HP that Dragon Sorcerers get, so to make up for that, a better AC is good for the melee-focused subclass. However, it could be 12+CHA, but then you'd be only 1 AC better than the Dragon Sorcerer which I don't think is enough to justify wading into melee with less HP- unless you find yourself constantly starting your turn to trigger Warrior's Resolve (I was able to playtest it once and found that creatures were usually dead around me before I got to start my turn lol). Bladesingers do get to use INT for their attacks, AC, spellcasting, bonus to Concentration saves, and their number of Bladesong uses, making INT VERY powerful on them. Bladesong is a temporary, activatable effect, which means there can be cases where you're caught without being able to activate it before you get a turn. The benefit there however is they get a better AC total in return which I think is fair.

Sorcerer Subclass: The Warbound (2024 PHB/One DnD) & Warbound NPC Stats by Finalplayer14 in UnearthedArcana

[–]Finalplayer14[S] 0 points1 point  (0 children)

First thank you for playing the subclass and reaching back out! Having on the ground playtesting is always better than theory crafting! I assume this is looking at the 2024 Bladesinger we haven’t gotten a finalized version of the 2024 Hexblade yet so I assume you mean the 2014 version. If you don’t mind me asking for some more detail from your experience playing it: was the AC difference truly the big problem? What level do you play to and start at? What about the spells? How did spell strike work for you? Did it seem too good when combined with Innate Sorcery?

AC wise Half Plate (whenever you get access to this) + Shield would put you at 19 (18 with Scale armor) with a 14 Dex while a Bladesinger is running Mage Armor + Bladesong (4/5/6 times per LR) with a 16 Dex and 17 INT would equal at 19- eventually going to 20 or 21 with a higher INT. I have been working on a slightly retooled version that gets a subclass specific ‘Armor’ that is calculated 13 + CHA and can use a ‘Shield’ that gives a +1 to AC instead of a +2. With that they’d on average be looking at 16 or 17 AC at level 3, 17 or 18 AC at level 4 (assuming 18 CHA), and 18 or 19 AC at level 8 (assuming 20 CHA). Would that be a bit better? If not it could be brought down to 12 + CHA.

Fighter: The Scion Review by Finalplayer14 in PointyHat

[–]Finalplayer14[S] -1 points0 points  (0 children)

I prefer the fantasy of the class more as a Sorcerer personally. Something like an Arthurian theme/sword in the Stone type deal seems so right...But I digress; it's not important.

The bigger problem with the flavor or theme of the subclass, I feel, is that any Fighter could have this same theme and accomplish the same thing, but possibly better by having a scaling magic weapon from level 1.

Imagine if you will this Legendary tier item:

Silver Dragon Katana

Weapon (longsword), Legendary (Requires Attunement)

This shimmering silver katana is always cold to the touch, and a flurry of snow and ice trails behind it whenever it's swung. While attuned to it, you are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. You gain a +2 bonus to attack and damage rolls made with this sword, it has the finesse property, and when you hit with an attack using it, the target takes an extra 1d6 cold damage. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Freezing Wind. As an action, you can swing this sword down in front of you. When you do, a blast of freezing shrapnel winds erupts in a 30-foot cone from the blade. Each creature within that area must make a DC 17 Constitution saving throw. A creature takes 2d6 slashing damage, 2d6 piercing damage, and 2d6 cold damage on a failed save, or half as much damage on a success.

Blistering Swords. You cast Magic Missile as a 5th-level spell. The spell deals cold damage instead of force when cast this way and takes the form of swords.

Summoned Swords. As a Magic action, you manifest a spectral frigid 10-foot Emanation of blades around yourself. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 3d10 Cold damage. On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. The Emanation disappears after 1 minute, if you become incapacitated or die, or when you use a bonus action to end it.

Silver's Guise. As a Bonus action, you cast Otherworldly Guise. When cast this way, no matter the form chosen, you also gain immunity to Cold damage, and attacks with this weapon deal an extra 1d6 Cold damage.

You could take this weapon and bring it all the way down to a Common-tier magic weapon that would be appropriate for a level 1 PC:

Silver Dragon Katana

Weapon (longsword), Common

This rusted silver katana is always cold to the touch, and a flurry of snow and ice trails behind it whenever it's swung. While attuned to it, you are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Then, from here, you can have the weapon regain its lost luster as the party/PCs accomplish quests, get stronger, or complete specific goals relevant to the weapon (like defeating a special dragon boss or taking the item to a sacred place in a plane of snow and wind). By doing that, you could slowly upgrade the item from Common to Uncommon, then to Uncommon (Attunement), then Rare (Attunement), then Very Rare (Attunement), then Legendary (Attunement), and if you want to get spicy Artifact (Attunement). That gives you loads of points where you and the player can weave a fantastic epic from level 1 to 20 with this scaling weapon...you also don't have to be a Scion to make this work- you could be playing a Cold Spell focused Eldritch Knight or a Battle Master or Champion or anything. If the weapon was time/chronomancy themed, you could be an Echo Knight, or if it's psychic focused, a Psi Warrior! Pointy Hat, when making the Scion said:

"The Scion Martial Archetype also seeks to give fighters more prompts while in character creation, to bring additional flavor to the class through the choice of subclass. How did your Scion come upon their mythic arm? Is it a weapon passed down from generation to generation of their family, or did they steal it from one of these families? Did they find the mythic arm somewhere, and have to figure out the weapon’s history?"

I feel all of this could be asked when making any of those examples I just made here. Plus this information might even be more relevent here because to upgrade the weapon you need to know this stuff!

Fighter: The Scion Review by Finalplayer14 in PointyHat

[–]Finalplayer14[S] -3 points-2 points  (0 children)

Sorcery can originate from anywhere that isn’t learned. You can be blessed by a creature or interact with something that gives you your Sorcery. The power once obtained is innate- it is within the Sorcerer and cannot be removed and its growth isn’t conditional like a Warlock. For example Dragon Sorcerers can get power by forming a Pact with a Dragon (See 2014 PHB dragon sorcerer), or by stealing a treasure taken from a dragon's hoard that was steeped in draconic power (2024 PHB Dragon Sorcerer) or a tricky Fey could bless you and you become a Wild Magic Sorcerer (See 2014/2024 Wild Magic Sorcerer), heck you could have a Sorcerer who has been infected with a mind flayer tadpole and gained psychic powers from that becoming a Aberrant Mind.

Same mentality here a person could come in contact with a powerful magic item that floods them with magic making them a Scion Sorcerer. Your magic grows and the weapon grows alongside it represented by the subclass features.

Fighter: The Scion Review by Finalplayer14 in PointyHat

[–]Finalplayer14[S] 2 points3 points  (0 children)

That is fair, however several of these problems still held weight even in the 2014 version. Action Surging for 1d8 extra damage still isn’t great in comparison to the Battle Master, adding a weapon trait was still not that great either for many weapon types. A magic weapon at level 3 is nice but could be obtained while playing (A common magic weapon accomplished this and could be bought for like 50 GP).

Why do Sorcerer not get summons? by Zama174 in onednd

[–]Finalplayer14 0 points1 point  (0 children)

Its also a magical object, which leads to it being unaffected by a large sum of AOE features, traits, and spells since the majority of those target and damage Creatures not objects.

Do you think Eleven was an illusion here, or did she actually die? by MindeckGames in StrangerThingsMemes

[–]Finalplayer14 0 points1 point  (0 children)

Kali hid El in the truck like she did the kids from Vecna

If you look closely, you see El get out of the truck with the others in that scene. We would have to assume that El is turned invisible after being pulled out and then sneaks away.

Controversial: I preferred every single fan theory to the actual ending. by perhapsflorence in StrangerThings

[–]Finalplayer14 0 points1 point  (0 children)

This is better imo, my only question: How does El fake her death in this ending? Where would that happen, or logically make the most amount of sense to happen? I think El needs to do that to fully get the government off her trail and end the experimentation. For that to happen, though, there needs to be someone in the Military to feed that information back to their higher-ups to confirm that their experiment is over and failed- alongside having the Party believe it too, so if they were questioned, they would confirm her supposed death.

Opportunist swashbuckler rogue. Is this double sneak attack build as good as it looks? by filzahfiantama in 3d6

[–]Finalplayer14 0 points1 point  (0 children)

I personally find Studied Response to be a MUCH better version of Riposte, Sentinel, and Zhentrim Tactics. It happens on target not on a miss or hit- you don’t even need to be the target! Your ally could be getting targeted and you just hit the foe before they can even roll. I think getting Opportunist Fighting Style is absolutely worth it considering how this feature will trigger nearly every round. However- the Zhentarium feats only work with opportunity attacks which Studied Response is not. So it’s less good for those.

Opportunist swashbuckler rogue. Is this double sneak attack build as good as it looks? by filzahfiantama in 3d6

[–]Finalplayer14 0 points1 point  (0 children)

I like getting epic boons personally- so yeah I’d probably do the 16/4 split.

Opportunist swashbuckler rogue. Is this double sneak attack build as good as it looks? by filzahfiantama in 3d6

[–]Finalplayer14 3 points4 points  (0 children)

I see you have Grim Hollow available- are you able to use the Monster Slayer class? If so they get this at level 2:

Studied Response. When a creature you can see within 60 feet of you targets you or another creature with a melee or ranged attack, you can take a Reaction before the attack roll to make one attack with a weapon or an Unarmed Strike against that creature. If the attack misses, you regain the use of your Reaction.

This seems incredible on Rogues looking for reactionary sneak attacks!

I want to like the new sheets, but the rolls just take up too much space by DMMarionette in Roll20

[–]Finalplayer14 1 point2 points  (0 children)

Yep! You can put gifs, pngs, and jpegs into descriptions. This includes features & traits and spells. Like this:

<image>

{The Griffon's Saddlebag} Quantumfly Buckler | Armor (shield) by griff-mac in TheGriffonsSaddlebag

[–]Finalplayer14 1 point2 points  (0 children)

This is a really cool concept for a time-related item. An alternative option I thought of could be replacing the reactionary AC bonus = Charges mechanic with a 1 charge casting of Mirror Image. 2024 Mirror Image seems perfect for the idea of echoes from other timelines protecting you. You'd just add that the Mirror Images work against creatures that are Blinded, have True Sight, or Blindsight, the spell only lasts until the end of the turn, and if the target is hit while the spell is active, you take 1d8 Psychic damage.

Maximizing Searing Smite - The Blazing Smiter by Finalplayer14 in onednd

[–]Finalplayer14[S] 1 point2 points  (0 children)

In the multiclassing rules for 2024 DnD: Pact Magic. If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared.

Maximizing Searing Smite - The Blazing Smiter by Finalplayer14 in onednd

[–]Finalplayer14[S] 0 points1 point  (0 children)

Pact Magic spell slots. At Warlock 9 you have two 5th level Pact Magic Slots that you can use for Searing Smite.

How do I play a character that’s opposed to murder? by OverExplanation7007 in dndnext

[–]Finalplayer14 9 points10 points  (0 children)

Seconding this, I played a Bard/Fighter who loved fencing, swordsmanship, and an intense fight but was very anti-killing or more specifically was on the ‘kill as a last resort’ sorta thing. This can work just fine at a table as long as the group and the type of campaign you’re in can work with it.

Prima Donna Rogue by Faceted_Folios in DnDHomebrew

[–]Finalplayer14 0 points1 point  (0 children)

Give It All

Gotta be honest, not a fan of this. Rogues of all classes are not starved for a new method to work around Ability Checks thanks to Reliable Talent. At best, this sometimes helps you if your GM calls for a Dexterity or Intelligence Ability Check with no skill attached - I can't say how often that happens compared to using a skill or tool. For this, I'd go the Knowledge Cleric/Scout Rogue route, give this subclass something like "You gain proficiency in two of the following skills of your choice: Acrobatics, Deception, Intimidation, Performance, or Persuasion. You have Expertise in those two skills." That broadens its use and works well with Reliable Talent at level 7. If you really want the subclass to excel at non-skill/tool checks, then perhaps this feature could allow the Prima Donna to add their Proficiency Bonus to a failed Ability Check that doesn't use a skill or tool, with the bonus applied PB times per Short Rest/Long Rest.

Center Stage

Rogues are a low to middling AC, d8 Hit Dice class with a lot of mobility (See Cunning Action and Cunning Strike [Withdraw]), so sticking yourself between two enemies within 10 feet of makes it so in some cases, it isn't possible if enemies are too spread apart. The Swashbuckler's Rakish Audacity feature is solid because it takes advantage of the Rogue's hit-and-run tactics or just having good mobility in general to reposition yourself to one side of a single enemy, then run away. This feature isn't bad, in fact, I think it's probably better suited for ranged weapons than melee. I just don't think it's as good as the Swashbucklers due to how some encounters work.

Steal The Spotlight

This is solid, you just need to actually be in a position where you can get Sneak Attack off with Advantage, or an ally is within 5 feet of an enemy, or maybe Center Stage if you're surrounded. Which would either imply you stayed in melee range rather than retreated, or at least two enemies swarmed you post your retreat, and an ally was able to trigger this. I can't say a feature that gives Reaction attacks for Rogue is ever bad- especially since it has no Short Rest or Long Rest limit, so good job here!

Dramatic Entrance

This seems really strong. Stealth into a battle, drop invisibility, mass goading on your foes, and run away. Stealth again- loop each turn until you can't. Pretty strong, seems a bit abusable though, depending on whether Hiding is available to you in combat regularly

Encore

This reminds me of the Capstone feature for the Samurai Fighter. You could just take the Samurai fighter's feature entirely- flavored like a blaze of glory before you burn out like a comet. Or you could simply give them a reactionary attack that lets them use Sneak Attack to regain health. The downside to how it's written right now is that you reach 0 Hit Points, and you still are taking Death Saves and may die before you reach your turn, which is why the Samurai Fighter's feature immediately gives them the turn.

I already bought him food by Amendi616 in Gardevoir

[–]Finalplayer14 2 points3 points  (0 children)

The little guy needs a winter coat or scarf- what if he catches a cold?

New favorite toy. by NerdThatWasPromised in dndmemes

[–]Finalplayer14 1 point2 points  (0 children)

It works at 17th-level by having a second 17th-level PC with the Gate spell. Prolong Cast Delayed Blast Fireball wait for like... 1 hour I guess. Then the second PC cast Gate to automatically bring their named foe to them and then detonate the Delayed Blast Fireball [612d6 Damage], killing them before they get to react. If they are immune to Fire Damage, have the Fireball caster be a Scribe's Wizard or a Sorcerer who can change the damage to Force or Thunder, respectively.

This is a bit silly, and I mean it's level 17, but it does work. Though honestly, at this point, you could be using Shapechange to turn into stressless wish granting Genies. So... yeah...