One D&D Playtest 5 Deep Dive with DnD Shorts Part 2

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
foreign [Music] welcome everybody how's it going um so this is part two of Will from DND shorts and uh myself we are doing just like a live going in blind here to um the newest uh Unearthed Arcana the Wizards of the Coast just released for DND one 5.5 whatever you want to call it part one of this series is right up there in the top right corner of your screen just click on that and you'll get to it I will put a link in the video description as well of course you're going to want to watch part one over on Will's channel on DND shorts um so will thank you so much for agreeing to do this with me um it's been a lot of fun so far on the off chance that there is a viewer of mine who does is not familiar with you or your channel why don't you tell us a little bit about yourself and what you do uh yeah I'm uh d d shots uh I have a d d YouTube channel where I mostly um make light-hearted content uh about builds that I think are fun or interesting or just generally about d d stuff uh it's very like you know good times focused nothing too serious um but yeah mainly it's just a real honor to be here um it's a little surreal actually to be on a channel that you've watched for many years and looked up to um so yeah I'm just excited uh to be here and I'm breaking down some of this new stuff and having that insight and that conversation is really cool um because the list came out today and it's big yeah yeah you can probably already see the length of the video like that this is gonna be which my viewers were like oh yeah that's that's that's normal yeah I've yeah I've always thought because I've watched a lot of your stuff and you know really been super impressed with how quickly you know your Channel's grown and kind of thought oh like so this guy like kind of does the same sort of stuff that I do so if you're not familiar with the Indie shorts absolutely check it out if you like my content You're Gonna Love um will stuff I I almost am like oh he's just like kind of doing what I'm doing but he's just better at YouTube than I am no I don't know I'd say it's uh yeah I just uh yeah I just throw a lot of things yeah no you're like you're like okay here's something really cool that you can do in d d and you know and I'm like hi like yes you know get comfortable I'm the uh some some of my viewers say the the Bob Ross of d d right so yeah that makes sense yeah I feel that absolutely we're gonna talk about a character and we're gonna take our time and we're gonna explain all of the reasons for why I'm taking this choice and not that choice and you know what the numbers look like and and yeah it's the Thora it's the thorough deeper I think that's what's so great and that's why this is because my content usually focuses on one thing um because because you know I don't got time to make a long video man um so but like so in a way we we're bringing that perspective of like um this like individual combos as we go through and we see all this new stuff but also you're bringing that perspective of like on a macro level this is how this will evolve over the course of like many different builds so yeah um I think that's the exciting thing and we've got uh sorcerer Wizard and warlock left to go right so we went over in part one all of the Marshall Focus stuff the weapons which was really the biggest difference I think um yeah you know the the weapon specialization stuff and then barbarians and Fighters and so also in this on Earth Arcana which is too big as we've discussed already probably we get sorcerer Wizard and warlock um so there's still a lot to cover let's just jump right in so yes the Mages uh Sorcerers yeah this is this feels like the most significant amount of changes we've seen so far so far anyway all right so let's let's just go over this this little chart here to see if anything's jumping out at us yeah you're getting meta magic at second level which is awesome yeah it makes multi-classing much quicker so because most you're multicasting usually to get some kind of sorcery points right um feature we are now prepared spellcasters right and this is this is not new info I mean they've talked about this in previous um yeah uas so that's that's a big change but I I think I like it I think I like that all spellcasters are essentially going to be prepared spellcasters now it does it unifies them doesn't it and it gives you more you pick your spell you're not you're not landed with a permanent spout if you pick a bad spell if you don't know pick the crappy one and I didn't realize it yeah if your DM is very hardcore and does not let you change that's kind of lame so at least this this guard's against that yes um subclass at third level now instead of first obviously that's a big deal yeah that's a huge deal okay there's some new features here sorceress Vitality Arcane eruption sorcery incarnate that sounds like uh such a lot of these are just like awesome guitar solos from the 80s like yeah Arcane eruption that sounds like such a Van Halen thing ghostery and Connor that's another Van Halen Arcane eruption um right what is that word at the bottom Arcane apotheosis apotheosis it sounds a bit like an illness uh yeah yeah or that is also a new one something that an apothecary would uh yeah that's it right yeah it would kill yeah um all right okay well there's a lot there's a lot to go over it looks like so let's just jump in um hit points the same uh yeah your hit dice your proficiency are the same you still get your con safe throw proficiency that's good yeah yeah which is really nice for concentration checks um no simple simple weapons I think that's this I did they always I think they always got simple weapons I'm pretty sure yeah oh no no uh we used to just get daggers darts slings quarter staffs and light crossbows okay so so you get uh you took the short sword yeah okay that's pretty cool yeah um probably no armor proficiencies still I'm guessing yeah no yeah no Armor training okay um multi-classing see if there's anything different here you still need a 13 Charisma okay so first level you get innate sorcery an event in your past left an indelible mark on you you're simmering magic that is sometimes challenging to control you always have the Sorceress burst and Chaos bolt spells prepared so this is interesting because I think there was some pushback with previous uas where they're like look you're just gonna have a spell list right and and and as a sorcerer you're gonna get the Arcane spell lesson and as a wizard you're gonna get the arcane's palace and I said blah blah blah you're gonna get you know whatever and it's like cool but like you kind of then take away some of the ability to say okay this spell is just like unique and cool and special and like um what's the word I'm looking for like class defining right for this yeah and you kind of don't have that anymore but it looks like they're Maybe backtracking a little bit Yeah so they're giving you accounts right well I mean I sorcerer's burst that's a new spell right right or at least I don't know about that we we better uh we better figure out what that is oh there it is okay oh so it's a can trip so can I spoke to your first level option sorcerer's burst is a can trip okay I need to okay here we go um so yes it uh you cast sorceress energy at one creature or okay it's an action to cast um make a ranged attack roll spell attack roll against the target it's 120 foot range on a hit they take a D6 of damage if you roll a six on the D6 or the spell you can roll another D6 and add it to the damage okay so it's got a little chaos Bowl flavor a few so it's if you roll a six on ad6 for this spell so like other so it would other cantrips right like yeah but but my question is if you do two D6 yeah but if you get a six on that extra D6 do you add another D6 two sixes so if you if you roll your first six you get a six and then you roll another six you get another six you can go for a three D six I mean and it says if you roll a whenever you cast this is all the maximum number of these d6's you can add to the Spells damage equals your spell casting ability modifier okay so if you jump into that up until your charisma mod cap so we're up to five times I guess right I mean that's yeah that's fun that's cool that is fun yeah yeah is it better than Firebolts I mean well this is free so it's better than Fireball because it's free but is it in a vacuum same range right I mean you have a what a a a one in six chance of doing 2d6 what is it that like 18 chance or something um I'm getting my calculator out yeah yeah 17 chance um of of rolling a D6 so you know Fireball is going to do two more damage on average but 17 of the time you're getting an extra D6 out of it I don't know regardless spawn yes and you get to choose the damage type it looks right yes and that's cool so acid cool fire lightning poison psychic or thunder that will be better and cooler if they will increase um like what's it called I I've done too much Pathfinder lately um like the vulnerabilities vulnerability thank you yeah yeah I I really hope in the next version in 5.5 they we see more creatures with vulnerability yeah it's it's definitely something that I think they should put their toe into I mean it's worth mentioning that this gets better if they increase the number of vulnerabilities or if they keep increase the number of resistance resistances because you know fire damage is such a a common resistance already if they throw out anything there's so much poison yeah poison yeah exactly but but Thunder is a really good damage type so um I should imagine most of the time you'll be popping people with the with the thunder it's much harder to to get around that yeah and it strikes me that um as the cantrip scales the the not only you're gonna get more chances at your six not only is it better because you're doing more damage but also because you're having an increased chance of you know getting enough D6 out of it um I don't know that's fun yeah I think I I my guess is although I I can't do the maths at all but I'm guessing that fireball will come out as slightly stronger but the question is is it now worth ever taking Firebolt as well because you've already kind of got your niche of your damaging country done it might it be better to grab uh a minor illusion and you know another great um cantrip option that's a bit more utility focused right um shape water for example um a two minor illusion Shake water to my favorite country so I can see Sorcerers using that filling that Niche with Fireball and it's like yeah sure sometimes it'll do more most of the time it'll do a little less I think I think mathematically it's speaking if we're just talking about averages Firebolt is gonna be better right um they might want to consider bumping this to a d8 and then it's probably going to be a d8 would probably be strictly better than Fireball at that point yeah I think that would be but I mean but then if it was a d8 is it really so bad to give the sorcerer who's sort of like the Blaster of the spellcasters right a little more damage on a cantrip and no I agree absolutely I agree um I mean at that point it's getting closer to Eldritch Blast Level of good um although of course Eldritch Blast has the invocations you can stack on it yeah yeah I think that would be interesting no I think that's uh it seems like a cool spell and they get it for free so why not you know sure um chaos bolt is obviously you know it's the same yeah it's it will be yeah and it's a fine spell as well it's again it's just like uh it's slightly worse than chromatic or business yeah yeah yeah um okay so spell casting can trips I don't think there's anything too normal spells that's just all about changing your prepared spells yeah blah blah blah blah okay font of magic so you tap into Wellspring of magic and we're getting our sorcery points here the creating spell slots table shows the cost of creating small subscription level and the minimums oh and it lists the minimum sorcerer level you must be to create a slot okay so so you now need um yeah to be oh wow so you have to be ninth level to create a fifth level oh so it's the level that you have to be to cast sure that spell anyway okay but it's just basically saying look you can't take a dip here in the Sorcerer And I mean but you wouldn't have the sorcery points to create a high level yeah I guess there's the maximum meta magic adapt yeah um so it's just kind of a way to I don't know a little yeah something that was really abused yeah I don't know um I guess they didn't like it right uh yeah arbitrary but it's not going to hurt the sorcerer at all no and I think it seems like we're seeing a lot of that kind of stuff where Wizards Of The Coasters is trying to say look we don't want to prevent you from um multi-classing necessarily but we just don't want to we want the class to feel like they're the best version of themselves like we were talking about yeah right with the final yeah that's a great way of putting it they don't want a multi-class sorcerer to feel better like as a sorcerer than a pure sorcerer that makes total sense yeah yeah well said right okay metamagic at second level I love this because it always felt weird to me to get font of magic at second level but then no meta magic options until third um yeah it definitely felt like they didn't come up with a third level option so they bumped amount of magic you know it's like uh exactly okay so and and now there's cool stuff here we get three metamagic options instead of two um and we can we can swap them out with a long rest and that's huge I think that just adds a lot of like sort of Versatility and again if you took one that you're like oh this metamagic kind of sucks and now I'm stuck with it um you can you can swap it out once per day so that's cool yes and you can definitely see situational meta Magics I mean I love subtle spell but um I know a lot of people prefer the more powerful options right and you can see look we're going to be doing a heist tomorrow let's bring in subtle spell yeah you can totally see that yeah or we're gonna be in front of the noble and we want to like you know really get him on our side it'd be nice if we could charm person but you know we don't want them to know that we're you know whatever yeah exactly bringing subtle stuff for these specific things yeah or you yeah exactly we want to dominate this guard let's bring heightened spell tomorrow yeah cool okay so subclass at third level now instead of first beat okay what's the Sorceress vitality yeah that's a new one so you can use your innate magic to heal yourself you always have the sources oh it's another spell okay so they just give you another free spell yeah and I'm guessing it's a healing option Vitality so uh so you regain a number of hit points so it's an action and You Begin a number of hit points equal to 2d6 plus your spell casting ability modifier uh and if you have any of the following conditions they end blinded deaf and poisons uh okay pretty isn't it I mean it's a and it's a third level spell so that's a pretty yeah that's a big investment but healing spells have always kind of sucked indeed yeah um and yeah and self-healing I mean 2d6 plus you're spell casting it 2d6 isn't doesn't end your Blended definite poison so it's kind of like lesser restoration plus uh you know a cure wounds light um or maybe healing word yeah there's an action not a bonus action it's only on yourself and it only scales by a D6 per level so that's not amazing frankly no I would have liked to have seen at least three D6 for a third level spell yeah but I mean and that's just splitting hairs even then I think it would still have been pretty bad um yeah I mean it is a free well it is a free I mean it's a free spell but it's also the only feature that we get at fifth level well I shouldn't say that it's still it still eats it still eats a spell slot right yeah yeah so it's kind of just giving you for free or anything yeah I think they definitely this does not feel good actually the fact that it also costs a spell slot of which you only get one third level spells like at this level yeah yeah no I think this is never going to be used this is going to be the new counter charm the bards have people just forget exists they'll be like what there's a fifth level there's a six level ability uh yeah yeah yeah I would think I would think only like if you're blinded and you're low on health okay you know what I mean um but otherwise probably not um and even then like if somebody's got lesser restoration well that's only a second level spell thought so hey cleric like yeah it feels yeah this I think this need would need a real kick up the ass to give it a give it a bonus action and honestly that would do it right actually a bonus action or use it once per day for free yeah or both honestly um uh or or some or just completely rework it if you want to have this idea as an action spell it would have to do more than give you extra hit point it would like maybe if it you know what instead of giving you 2d6 hit points maybe it killed those conditions and got you back some sorcery points maybe it got you resource reports or something that that could be interesting yeah it needs work though in that one um okay we got a subclass feature at six level Arcane eruption you can now unleash magical energy that Royals inside you you always have the Arcane Interruption spell professor okay just I should just know ahead of time yeah yeah you're going to be following cross at least we do have that control f um okay uh I'll read this one churning magical energy explodes in a 20-foot radius sphere at 120 feet as an action so it's a fireball uh when you cast this spell and you select a damage type between acids cold fire lightning poison psychic or thunder so that's some good options each creature in the sphere must make a con Save which is meh um on a failed save they take 66 of the chosen type on a success they take half as much damage um she's one of those d6s okay yeah the number rolled on that die determines a condition that's applied to each creature that failed the same as shown below the creature has a condition till the end of your next turn and you have incapacitated which is fantastic blinded which is good uh yeah it just happens if they fail the initial Save Right frightened which is good poison which is good Charmed which is good deaf and which is meh but but you get to choose you get to choose yeah so if your chances are you're gonna if you're rolling 66 you're gonna get something if even if you don't get okay you know sorry here's here's what's great is that it seems like they're trying to like make the the better effects are on the worst dance the weekend eyes yeah yeah so it's like so it's like oh crap I rolled the one oh but that means I'm gonna incapacitate them like that yeah exactly right whereas if you do get a six hey you're not gonna pick deafened if you can pick anything else but you've got a six yeah um I think Charmed is very good uh five to be fair it is it is and poisoned is pretty good at half damage on um yeah uh disadvantage on attacks like there's a frightened I mean there's good stuff in there and yeah because at first I was like well this is just a weaker Fireball that you can that is but you know so you can shoot the damage type cool 66 I mean it's not bad damage it's not great no it's not bad at all level spell slot but then yes this uh condition effect is pretty great and it's a 20 foot 20 foot radius sphere is not a small you could you could most encounters you're going to be hitting three or four people yeah if half fail you know just blinding a couple of I mean I I suppose you always got to balance it against what else is there right right would you rather just slam down a hypnotic pattern at third level and guarantee the incapacitated or or would you rather or a fireball and guarantee the damage this is kind of like in between yeah which is cool and and if again if nothing else it's interesting right it makes for us yes and it's always prepared so it's not like you have you're giving up a spell yeah you're not giving up but you are giving up a fourth level spell slot it's definitely a an expensive spell slot um the the the the the the worst part about it for me is it's conceive um and that's gonna make it like that's gonna be hard like you know because like if if I really want them to be you know incapacitated well hypnotic patterns of wisdom save and that's probably going to work a lot more effectively and you get to choose who it impacts don't you um I can't remember I think the range is about the same though and the people you're hitting hypnotic pattern is the better option for Reliable control um for Reliable control for sure and it's a spell swap below right and Fireball same thing spell slot below better damage better saving throw yeah I don't know um I can definitely see times where it would be useful but it's not maybe amazing I again it's one of those things where maybe this would make it too strong to give you one free fourth level spell a day yeah at this level but something like that sure where it was free once per day I think that would really make it like wow even if everybody makes their saving throw and you're only doing essentially three V6 yeah uh well here at least it didn't cost me a spell slot yeah um that or change up the save make it a deck save you know or a wizard yeah a deck say would really yeah because Nexus usually still very high sure um but it's not it's not quite as yeah pretty much everything has high con yeah because every every big creature they want you know they want it chunky with the hit points right still in it yeah you're right it's definitely interesting and that that seems like it could lead to some fun moments all right so at Ninth level we get sorcery incarnate and that's also a spell so this is automatically prepared it's a bonus action to cast nice um transform it does require concentration though up to a minute okay well a bonus action concentration spell those are not common no yeah um the magic within you well anyway the magic within humans transforming you into a glimmering being of magical energy for the duration you'd gain 1d4 sorcery points oh there you go okay until the spell ends you also gain the following benefits you can use up to two of your meta magic options on each spell you cast provided you pay the sorcery Point cost and you have advantage on the attack rules of every spell you cast hmm I'm interested yeah that's got me thinking um concentrate bonus action as well spell slot um it's a bonus action to cast and Because unless they change the rules on spell casting and maybe they will now that now that you can't use action search to cast a second that's multiple levels spell on your turn but you know you're using your bonus action to cast a spell so on this turn for the rest of your turn you can only cast can trips with a casting time of an action right um but still it lasts for a minute so you know on subsequent turns two of your meta magic options on each spell you cast you got to pay the sorcery points so you know you're going to run out of source requests pretty quick if you're doing this a lot but but it does give you you know an average of two or three bags yeah and advantage on the attack rolls of every spell you cast I mean this makes me think oh we haven't got there yet but this makes me think of the the one level warlock dip right and at level 11 you you'd be or a level 12 I guess you'd be um oh no it would be just level 11 sorcerer yeah you'd be hitting four you'd have advantage on every Eldritch blast so you could do this and fire off three Aldritch blasts yeah um interesting what what other good spells have uh at this level are there any significant attack roll spells they're mostly safes right like if you'd go for the big like disintegrate for example sure disintegrate to save um scorching Ray scorching Ray would probably be yeah that's true eight seven seven attacks level five yeah right yeah okay um yeah scorching Ray is definitely it yeah that's the pick isn't it um okay there they go yeah yeah that's that's the combo there's something to play with there I think for two fifth level spell slots yeah yeah it's a combo um Swisher incarnate okay so now what else do we have here subclass feature 10th feet additional meta magic three more meta magic options at 13th level yeah so you basically got them all yeah that's nice um so class features sorceress restoration is that the same you regain four expenditure points for every role initiative or finish a short rest I think that that was that old Capstone ability oh uh so it used to be level 20. okay well that's nice that it got moved up yeah yeah um and then Arcane apotheosis you read this one okay uh you are now so suffused with magic that you can alter reality itself you always have the wish spell prepared and if you undergo the Spells casting stress you have no chance of losing the ability to cast a spell in addition if you cast wish to replicate a spell of first through eighth level without expending a ninth level spell slot [Music] what so you can you can use wish to cast you can use wish to replicate any first to eighth level spell without using your ninth level spell slot to do this you instead expand a slot of the replicated spells level okay once you use wish this way okay once per long rest um I mean sorcerer's got wish anyway right so yes okay so it's not like a huge GM allowed it yeah um it's not like a huge uh shake up to what Sorcerers could do it just kind of opens up the opportunity for with this feels splashy but the more I'm thinking about it the more I'm like oh it's okay um I mean it's nice that you always have it prepared so you can prepare another night level spell yeah you can bring along so if you can bring yeah your meteor swarm or whatever um and access to any first eighth level spell is really good I mean there's some great like Paladin only spells and and yeah or cleric only yeah yeah um that you could you could bust out uh I don't even know power word kill or something that no that's not never mind yeah but yeah Power word stun is like the show powered pain yeah and then there's of course the thing about wish is the spell takes effect without its casting time so I I think the mo the most broken thing to do is wishing right yeah and then you just get another you instantly yeah um and interestingly if you wish simulacrum because you're only casting a seventh level spell not a ninth level spell your simulacrum could then also cast wish that's pretty funny because because it would still have your ninth level spell slot because you haven't used it that's actually really funny yeah um of course it would be copying you after you've used that feature so it wouldn't be able to cast wish I wouldn't be able to wish for free again sure um of course that's assuming they don't change simulacrum which is I think most people agree one of the most problematically powerful spells yeah I hope that yeah it's too strong I always get people being like how come you didn't you know use similar acronym and I'm just like because it's broken yeah yeah it's it's not only it's exactly the worst kind of broken as well where it's it's not fun for anyone to keep track of you you it's it's a pain in the ass to just you know you need 5 000 gold worth of whatever component yeah I need a bunch of snow and yeah powdered snow all this time to do it and they have like no hit points and it's and you've got to track the spell slots they don't regain the spell slots it feels like it's it's only ever cast in exploited and then it just makes and then suddenly you're getting two turns for everyone else's one turn it's just not a fun spell yeah so but but this feature though um it's it's all right it's good uh yes and that's pretty much it for like the base level sorcerer so let's So Meta Magics okay I'll go first with careful so when you make a you kind of smell it forces other creatures just make a save you can protect some of them you spend one sorcery points and choose any number of those creatures so you choose your allies and they automatically succeed on the saving throw against the spell and they take no damage oh so it's a it's Total Protection it's sculpted well yeah yeah they can't even it's not even the if they pass the save they take nothing they will they are guaranteed safe from that fireball okay that seems good that's great actually because yeah it was annoying to be like Oh I'm careful spelling now I can cast a fireball I don't care who it hits well it's like well I can assure that you make your saving throw my Ally but yeah you're still getting toasted now they can okay that's cool that's very cool yes it feels like what it should have been yeah distant spell when you cast a spell that as a range of at least five feet you can spend a sorcery point to increase the Spells range by number of feet equal to 30 times your sorcerer Love full that feels different I think didn't it but I think before it just doubled yeah which which what was weird about that is you'd have you'd have a spell with a range of five feet and now it's only ten and you have a range of touch but that is 30 feet like because because it did not didn't it where it had yeah um where where touch spells went to 30 yeah so that was really good wait that was really good with the inflict wounds and you're familiar you could do stuff with your familiars right and so now it looks like so now you can't though well no no no it's still there you when you cast father as a range touch you can spend a sorcery point to make the range of the spell oh sorry I missed that bottom half yeah okay so so everything is at least 30 feet it's just that if it was five well now it's 35 if it was 10 well now it's 40. um and that's only at level one of course it's 30 feet 30 times your sorcerer level so at level 20 it's 600 feet um which is uh which is pretty good um very cool yeah I yeah I think yeah I mean it's better it's better yeah I don't know if it's going to be as good as um you know the other powerhouses that we used to sure but I'll take empowered spell when you roll damage for a spell you can spend one sorcery point to re-roll a number of the damage dice equal Joker isma modifier and you have to use the new rolls and you can use this even if you've already used a different metal magic option so seems pretty good with the uh the Arcane explosion eruption feature right you can re-roll your the same I think that is the same yeah you could re-roll your if you're looking for a specific condition or you could re-roll your pan trip to try and to try and get your extra your sixes maybe yeah yeah so there's some uses there for any one sorcery point and you can slap it on top of other things yeah it seems okay right extended spell cast spell the duration of a minute or longer Spinosaurus if the affected scope as far as concentration you have advantage on any saving throw you make to maintain that concentration I think that's the only thing that's new yeah that is new which is nice which is yeah a pretty decent Sorcerers already have the uh um yeah proficiency so you're usually rocking um a pretty tasty con save anyway you usually like by the time you you know you do plus nine is not uncommon um by the time you're getting to the high levels so yeah still with the directions especially at lower levels that's that's definitely useful and makes me think uh maybe I'll take extended spell after all especially if it's like an extended spell that lasts for an hour well two hours that's you know yes you'll really yeah for any one sorcery points uh um yeah I'll have to have a think about what spells you'd want to use that on but I know for a fact there will be some that you can get a lot out of that extra time in spell which used to cost three for sure so that's cost down now and when you cast spell that forces a creature to make a saving throw you can spend two Source reports to give one target of the spell disadvantage on its saving throws against that spell yeah so it's on all saving throws against that spell so if it's first yes so an ongoing spell effect where they can repeat saves they'll always have disadvantage I think that makes this a lot more useful yeah for spells like uh dominates domination type effects where people can repeat every time they take damage um and it's only two points two points yeah when it used to be three yeah it was overcasted before and people still took it I think this is going to be very popular Wiccan spell is the metamagic option that I have never not taken on any sorcerer's world that I've ever done it's fantastic yeah it's absolutely fantastic you cast a spell that has the casting time with action two sorcery points to change it to a bonus action you can't modify a spell in this way if you've already cast a spell of first level or higher on the current turn nor can you cast a spell at first level or higher on this turn after modifying a spell in this way okay so the the that that's covered by the rules anyway yeah there is already a rule that says you can't cast a bone section as well and that makes me think that they're going to change the rules yeah they well yeah either they're going to change that rule because it because it confused a lot of people anyway yeah or they're just putting this in here to remind people yeah because it's a rule that people very often get wrong casting multiple spells in a turn it's one of the big you know big three moves you're casting a spell with a bonus action you can only cast spells that it can't trips one action yes you know what this does this allows you to counter spell afterwards right yeah oh no you no it doesn't it doesn't it's it still doesn't okay never mind yeah it's on the it's the rest of your turn so it's still you still can't do the counter spell right yeah interesting okay I mean yeah no big change there it is yeah still a great option though um absolutely very powerful yeah uh and then you've got seeking spell if you make an attack roll for a spell and miss you can spend two sorcery points to re-roll the D20 and you can use that even if you've already used a different mathematic option um field is that the same seeking spell I don't remember make an attack rule yeah it is a spawn this two sorcery points re-roll must neither you use the new roll you can use it even if yeah it looks the same okay uh I'm not crazy about it then um that feels very expensive in terms of sorcery points I think the only one attack roll yeah the only time where you'd um well yeah I mean again like what are the attack rule what are the big attack roll spells that you're even gonna be wanting to spend two sorcery points to make sure they hit disintegrates a saving throw right yeah um I mean like and and scorching Ray you don't need you're fixing one of them yeah yeah there's I can't think of a tackle where it's just an attack roll and it's one attack um but you'd be like this is gonna land you know yeah I think this could afford to go down to one sorcery point and I still don't think anyone would take it yeah um fair enough okay subtle spell spend a sorcery point no verbal somatic or material components except material opponents well I think that's the same um uh yeah pretty much I think the original material material components you have to still have yeah so now it allows for everything unless it's uh you know material component that's consumed by the spell that's I mean that's a buff to buff it's a buff and this is already my favorite meta magic option like so I love subtle spell yeah um situationally useful yeah it is it is it's just you can have a lot of fun I I just I'm glowing it's because my lighting my room is bad you guys I'm actually not actually the devil why are you so embarrassed well when you cast a spell that uh deals a type of damage from the following list you can spend one sorcery point to change it okay so it's it's the same as it was yeah acid cold fire lightning poison thunder so they're really carving the sorcerer's niche as the you know the guy who can swap around all your damage types um Wizards yes yeah it is it's just taking it right out of the Skies well to be fair uh you know this is only Elemental damage whereas the scribes gets a little more yeah um okay and twin spell one to five sorcery points okay so that's well Castle spell first to fifth level that you also cast on your previous that you also cast on your previous turn by expending a spell slot you can fuel this turns casting of the spell by spending a number of sorcery points equal to the Spells level rather than oh that is gutted yeah I was gonna say this is uh this is a completely different ability with the same name this is like uh yeah terrible well terrible I mean we can talk about how good this is individually but this is I think we can agree this is so much worse than twin spell yes the meta magic um yeah I mean which one with uh yeah it just lets you use sorcery points instead of spell slots which you can use you can already deal with it as a bonus section yeah like so so a fifth level spell slot is worth like seven sorcery points so this would net you like two sorcery points um I mean but um twin spell is really really strong yes depending on the spell that you're twinning right um it is also really expensive um but yeah like man I had a one shot one time where the whole thing was built around like one of us twinning haste and then the other one would concentrate on something else that would also benefit both of us and it just made like a Powerhouse Duo um the yin yang comma that was one of my first two build uh oh that's such a cool idea yeah and and I think twin spell had loads of applications like that you could do so much with it yeah the obvious stuff is twinning your saves you know twin polymorph like two T-Rexes on your side you know absolutely fantastic um one thing I was gonna say one thing this does have going for it is it lets you cheat on available spell slots quicker so when you're level nine you can drop two cones of cold one after another like Bam Bam when when normally you can you only have one fifth level slot right right right right but I I still think this is a big L as a replacement as its own as its own option it might be okay um but I think twin smells too fun and too cool to and I have to believe that ultimately they were like this this is too powerful like like they have to think now with every spell that they come out with okay what would happen if we twinned this like would that be broken you know what I mean and I can see him and again like getting back to the point that we made in part one about like um uh the the martial spellcaster divide right and maybe potentially trying to bring them a little bit closer in power level maybe this is one again very small step towards kind of reigning in some of the powers I mean I I can you can see the design philosophy right you can see the logic here they're thinking okay what does twin spell actually do well it what it really does is it gives you a free casting of your spell again targeting someone else so if you cast haste you're using a third level spell slot and you're spending three spell uh uh sorcery once to cast haste again so it's they're kind of doing that but it's still over two turns which means the concentration isn't there the action economy isn't yeah it's split over two turns and you can't benefit by twinning a concentration spell yeah exactly um it's it's uh I don't I don't like it yeah well I mean it would be okay as its own thing but I I think it's a I think it's a shame to lose twin spell twin spell is two nobility it's definitely a Nerf okay so let's get into the subclass here draconic sorcery as opposed to draconic Bloodline but it's the dragon sorcerer right um okay so you get third level uh draconic resist resilience um your hit point maximum increases by three and by one again whenever you gain a sorcery level that's a little bit of a buff it used to just be one per level so you get a couple extra hit points well no but this comes in at third level not first oh yeah so it's the same so yeah it's the same yeah no no that's cool yeah um and then you you get dragon-like scales when you're not wearing armor your base in armor class equals 10 plus your Dex mod plus your charisma modifier so that's much better especially at later levels than than the old just 13 plus your the original was just mageama it was Major but yeah it was Major whereas this yeah like you're right your charisma modifier will be plus five yeah if you're doing sorcerer normally and I mean you know it's not unreasonable to expect that you'd have a 14 dexterity right as a sorcerer if you were you know concerned at all about your armor class yes so I think that's about right I I would I would assume it's normally Charisma Constitution dexterity is your third yeah that you care about so so now once we cap that Charisma we're at a 17 AC without armor that's a turtle yeah yeah exactly yeah yeah it's not so bad um or you could just pick a turtle yes I mean between you'd miss out on other cool uh racial yeah yeah that is your downside right you're giving up another thing I think this is okay it's definitely a buff right it's a buff yeah um it's unarmored defense for uh for sorcerers I like monks and barbarians okay what's Dragon speech uh So you you're oh so your speech is understood by All Creatures so you speak draconic right right only it's a little better in that it's better because it's all creatures of the Dragon type so even if there are dragons that don't speak languages I don't know if they're wrong they're presumably are some dragon types or even kobolds or Dragonborn yeah yeah that's true or any dragons I mean that's a tag isn't it creature humanoids yeah but I'm not sure that definitely are there will be some dragons that don't actually speak a language so this is better than draconic sure um flavor flavorability yeah um okay so Elemental affinity your kind of magic has an affinity with the damage type right um You have resistance to that damage type and when you cast a spell that deals damage the damage modifier to one damage roll as well I think the only thing that's different there is that you don't have to spend a sorcery point to gain resistance you just have results it's just it's just free yeah and that's it's a shame that we're we're we're we're beyond the days of them making mistakes like saying you can add your charisma modifier to the damage role of that spell right so people can break it with magic Missile and stuff like that yeah yeah yeah um it's still you know it's one of those things where it's like way better on Fireball than scorching Rey right because Fireball you just do all the damage once and there you go and now everybody gets you know extra damage yeah scorching Rey one of those Rays does a little more damage and then the rest are the same all right so draconic exhalation yeah so this is the tenth level um which is a new thing I think Sorcerers used to only get first 6th and 14th yeah and then 18th yeah you're right they got Dragon yeah it's the 14th so so um when you cast your sorcerer's bursts that's the one that heals you if I remember uh no no that's the fish yeah Fireball that inflicts a condition okay you can exhale it in a 15-foot cone rather than selecting a Target within range okay no no no no I'm sorry sorcerer's burst is the cantrip right oh yes yes okay so so that gives you uh a breath weapon attack at this level which would be dealing two two D six at this point but 3d6 very soon 3d6 at your next level and then of course you've got all those extra d6s yeah so and you can choose the damage type associated with your Elemental affinity oh that is that's interesting so I mean I guess though because it's an area of effect it's not like you're rolling the damage for each Target you're still just rolling it once right oh no hey sorry I didn't finish it when you do you make a separate attack and uh damage rolls against each creature in the Spells cone so apologize it essentially lets you target up to how like you know three or four creatures maybe right if you're if you're willing to get very close and that's really smart of them to do that because what it does is it means a lot more opportunities to get to roll a six yes damage and get some bonus sixes um some bonus extra extra d6s so yeah I mean that's cool if you can hit two or three targets um it is good it does 15 foot is quite close range yeah it's a huge AOE you're you're getting you're getting if you want to get multiple creatures with this you're probably gonna get very up and close with the one that is to you yes so you might want to have at least a step just right yeah you you might be standing right next to someone but you might the the play pattern might be do this Missy step away sure and run yeah but you could potentially hit two or three targets with you know next level 3d6 each but then a pretty high likelihood of doing some extra d6s yeah yeah I think that's pretty uh pretty fun it's definitely a fun ability I don't the the I don't think this is gonna be the strongest source for Surplus out there but no and it's not like that's crazy damage at level 10 or 11 right like 3d6 3d6 3d6 uh I mean it is a can trip so it is nice in that it say yeah it's an area of effect can't trip right and it's and it's every turn as well like it really is like if you could find a way if you built in a way maybe a hill dwarf right and you build in a way to just really tank up there probably is room here for a build that wants to stay as close to the front as you can and just every turn yeah you you're kind of quick and spelling your main your main damaging spell and then your main action you know I think that's reasonable I'm I'm for sure building uh a character around this that's like an area of effect sustained damage dealer um yeah of course it doesn't work until 10th level so yeah it's hard to say yeah you've got to work your way what this character does but it doesn't actually take effect until your campaign's probably almost over um yeah that's fair enough okay and then yeah I think that's a fine ability I think that's fun and what's the last one dragon wings your innate magic can now manifest as the spectral draconic Wings on your back um which is the same but okay now before you just would you just had wings like kind of all the time you had flying speed equal to your current speed and they last until you dismiss them um but here it they only last while your sorcery incarnate spell is active and that was the one um you sprout those wings gain a fly speed equal to your speed and can hover in addition at the end of each of your turns you can flap the wings to unleash magical energy dealing damage to each creature of your choice within 15 feet of yourself damage equals your charisma modifier and it's the damage of your Elemental Affinity okay so and was that a bonus action uh that was a bonus action spell yeah at the end of each of your turns oh no it doesn't even require uh I'm just saying like an action yeah it doesn't really it just happens yeah yeah yeah um okay so it's a little AOE around me um you know probably at this point five damage to all the enemies within 15 feet of me I can fly but basically it's it's basically the fly spell without having to spend uh Spells a Lot yeah you get it when you do your fifth level thing you know actually I I don't think this subclass is crazy powerful but I I like it a lot because I can see how this all builds together right because yeah because that fifth level spell gives you advantage on all your attack rolls which you'll be making a ton of with your 10th level feature because you're making a tech roll against everything in a 15 foot cone and at 14th level you'll you'll be safe because you'll be hovering 15 feet above everyone that's the idea you hover above and you breathe fire you flap your wings you've got this sustained constant like draconic yeah it has a fun thematic flavor to it um yeah it all plays Builds on itself plays yeah wow and um it's it's pretty decent sustainable area of effect damage like you know you're doing damage to multiple enemies um at a fairly short range that's okay because you've got a decent Armor class to handle it right yeah yeah it all plays in I don't know I I like it um doesn't feel particularly overpowered um but it's cool yeah so what do you think about the sorcerer is all all together um I mean again it's it there's not there's not like these big major changes that I can think of it's more like a series of tweaks um that don't feel all bad that a lot of them are nice it feels like you know this version of the sorcerer compared to the current version of the sorcerer um some Nerfs some Buffs and overall still in a great place because they're a spellcaster in DND 5e yeah that's true you know I I I think the only thing I don't like about this from a I don't like the twin spell but from a design philosophy perspective I'm not sure I'm crazy about getting access to a spell as your whole class feature right I I think I would really like to see those spells I have a free casting once per day or something like that it just feels very anemic to be oh here's your ninth or tenth level feature you can cast a spell with your one one fifth level spell you know that feels a bit that said I think there's always for full casters there's always the built-ins there's always a built-in feature at these particular levels that we're talking about where you get third level spells now you know what I mean so like at fifth level because like if you look at this if you look at the source or as it exists today in 5e features if there's just a blank but yeah so this is what you get this is older level spell slots and third level spells right and same with seven so and nine that's yeah you're right in in that sense this is yeah you're right yeah in that sense giving you an extra ability to cast a free spell would actually be an insane buff yeah so maybe for a balanced reason it's necessary perhaps I'm expecting too much of these considering they're basically just very small upgrades right right yeah okay yeah so yeah previously at fifth level you didn't get anything you but you got third level spells and third level spell slots well now you get third level spells for third level spell thoughts and this one third level spell for free and it's full it's only for Sorcerers right so yeah and you make them feel a little makes them feel a little more unique I guess than just like what's the difference between a wizard at fifth level and a sorcerer fifth level and wizards get a bigger spell list yeah no no okay yeah no that makes sense I can understand that um okay well should we move on to the Warlock yeah let's jump into the Warlock okay so jumping into the warlocks let's just look at the table here first and see if there's anything that jumps out to us third level to first level and warlock subclass has moved from first level to third level right okay I mean that that of course makes sense right if you're doing the sub if everybody gets their subclass at third level pack Boone feels a little weird to me at first level where like you haven't made your pact with your other worldly being yet but you have a packed boom oh yeah good call it doesn't actually make any sense I guess this is this is like your initiation you're still going through um initiation with your with your Patron you just haven't been fully patronized yeah that makes sense um they also actually easy to miss but they get two first level spell slots now at level one not one okay so okay this okay I need to just slam yeah breaks because they are no longer getting just spell slots per short rest right it's like walking you're getting where does it say that smells okay here we go you get them on a long rest yep long rest so oh I don't know about that man well it doesn't change not only that that's a big change but they are they they're they get spell slots like a half Caster so look at this uh two at first level two still at second level three at third level three still at fourth level second level Spells at fifth level fifth so so this is a paladin Ranger spell progression oh man capping at fifth level Spells at 17th level so they do they still have the Mystic Arcana feature where you get sixth seventh eighth ninth level spells I mean that happened at 11th level previously you'd get a six level spell right and contact Patron Eldritch invocation we'll have to look yeah I I mean I'll be real with you Kobe man like the Warlock is my favorite class so any changes yeah any changes are gonna be tough um that was interesting to me that their most common piece of feedback is that warlocks want to cast their spells more often the here's the thing I mean maybe it was but this feels like something that a few people might have said who who don't play warlocks all that much um the thing about warlocks in my experience and they're to be fair they're not my favorite subclass or they're not my favorite class so you might have a different experience but you know it's almost like okay I have two spell slots maybe three if you're getting into later game right um and I'll and I get them back on a short rest that's awesome depending on your table right some tables that you might not get them back all that often some tables you might have your spell thoughts for every single combat encounter um and so I can see how that would feel problematic because it's like the power level of the Warlock greatly varies depending on the DM table it's a table right um but but in my experience playing a warlock for the most part it was like I cast a really awesome concentration spell right with one of my spell slots and then I saved the other one in case of emergency but for the most part it's either making weapon attacks or Elders blasting right you're depending on your yeah your packs basically yeah and and um and now it's like it feels like they're maybe a little bit more of a Caster but again not a forecaster more of a half Caster so like there's like a ranger Paladin feel to them in that okay you can use more spells per day maybe I mean once you get to fifth level third level depends on how many short rests you are getting yes I mean but but there's so okay I know I hear you um but we we should examine I mean I'm coming at this as well as a balance thing in terms of a flavor an identity thing and I think so much was exciting about the Warlock like how every spell was always upcast yes so you might be able to cast more first level spell starts at level four you can cast three first level spells instead of only two um maybe at level six level eight right you can cast three second level spells whereas before story can only cast two spells but they would always be at level four yeah at the end of the day yeah you can cast more spells per long rest unless you were playing at a table that was getting lots of short rests but you're casting weaker spells so you've traded you've traded this spell potency for Spell frequency we'll have to read it because we're going to learn more as you read it but but my instinct is that this is a radical change so to the point where immediately I look at this table and I wonder why play warlock are not Paladin right yeah I mean you know if this is another half Caster hmm that's a huge I didn't I had no I did never never in a million years actually expected that I thought like the short resting is so iconic to the Warlock the change it this almost feels just changing that one element almost feels like a whole different class I don't know why they wouldn't just make them full casters I mean I guess maybe Eldritch blast is still better than anybody else's can trip and so they think that's what's iconic about warlocks and we're gonna keep that in place and we didn't want to have to Nerf that so we had to nurse it's possible so um let's just jump in here and see what we can see so we're same hit die d8 um let's see proficiencies are the same weapons simple weapons that's the same um and then Armor training everybody gets medium armor that's different used to be just hex blades and it did used to be hex blade so that's definitely a that's a buff right it lets you you know 14 dexterity and you're getting your your half plate you've got your 17 AC no Shields though still which is kind of a bummer but um anyway okay uh dude to do multi-classing I'm guessing this is going to be the same yeah they've all been the same so okay so so this is important 13 in one of the warlock's primary abilities intelligence wisdom or Charisma so it looks like now you get to choose as a warlock and we'd heard rumors you'd heard rumors about this I I had heard intelligence or Charisma I had not heard intelligence wisdom or Charisma for your spell casting ability and that's pretty cool um it's strong it's interesting as well it's a it's a build choice right yeah it essentially lets you choose the skills that you want to build around so say you want to be a really perceptive you want really good insights you pick your wisdom as your primary forecasting modifier and then you get your you can put you build up that wisdom and your wisdom saves will be better which is probably the strongest that's how I'm thinking about it yeah the way I'm thinking about it is this let's this this opens up my multi-classing like to just oh of course yeah and the multi-classing yes so if you want to multi-class uh yeah you're right if you want a multi-class uh Ranger warlock yeah bam you've got your wisdom it used to be like sorlocks are all over the place Bard locks sure Paladin you know lockertons really yes popular but you never see a wizard warlock or a you know what I mean or a ranger warlock I had not even considered multicasting but you're right this instantly makes warlocks the best yeah the easiest to dip the the yeah the the easiest dip um yeah yeah as well yeah vice versa yeah okay so that's cool um okay so light and medium armor even when you multi-class into them you get medium armor so again like oh wow are they really building it up is a great multi-class option yeah that's fantastic a medium armor on a one level dip is is worth it um yeah that's a solid especially if you're already a Caster with no armor proficiencies and this is gonna not impact your spell slot progression as much or whatever yes get you a pact Okay add half your warlock levels okay yeah we that's they're half casters so yeah half casters yeah which is a shame all right tell us about the packed boom that we get at first level here okay so this used to be third level and you formed a pact with another world The Entity um you always have Eldritch blast and hex spells prepared and you choose one of the following Boons packs of the blade pack to the chain or packed with the Tome those are the three before um uh looks like packs of the Talisman has not made it in to this book uh you just shown the identity of the entity and choose its plane of existence okay so they're not even they're not going to give you a recommendation here you just pick okay you just pick anyone this is just free your your your other worldly Patron yeah your actual one you're dabbling in uh yeah in a little dabble and then each spoon gives you a choice of a spell casting ability right so the one you pick chooses your spell casting feature you don't just get to pick one of these three okay and you always have that spell prepared okay so it looks like the pacts are being treated as spells not being treated as flat abilities right then back to the blade gives you wisdom or Charisma chain gives you intelligence or Charisma and Tom gives you intelligence or wisdom got it so I guess we gotta we gotta look at these spells right no more Charisma based Tom locks which I just barely released a video on this week uh well you we got a year and a half before this change just comes into effect right so yeah we better look at these spells I guess so packed of the blade now gets the packed weapon spell um okay so this took us that um let's see it it's an action to cast it last 24 hours you conjure a weapon in your hand simple or Marshall um you create a bond it has to lack of heavy property and this is very much like a like similar I guess to the packed you know pack to the blade before watch the blade now yeah the spell fails if you touch a magic item that is attuned to someone else um wait the weapon you conjure a touch must like the heavy property oh I guess it's to stop you it's to stop you like touching someone else's sword yeah and make it your own that's a funny exploit prep yeah yeah that is really funny as a way of disarming someone okay um for the duration you get the following benefits When you attack with the weapon you can oh my gosh this makes me happy okay yeah because so because the hex blade everyone is a hex blade yes exactly and now it just opens up the it opens up the Warlock subclass options right everything I can't I cannot imagine anyone any build I mean like a any blade singer would take this dip right anyway you attack with the weapon you can use your spell casting ability modifier for the attack and damage rules instead of strength or decks oh so this this packed one this pact of the weapon this one was what was this Charisma or wisdom it was oh Charisma wisdom I think it was Charisma yeah pack to the blade is wisdom or Charisma so you can't you can't do this with blade singers um wisdom or Charisma got it but still now we could be Druid gishes um a lot easier yes yeah Druid uh Androids have some cool ones right they've uh already does this but yeah they've got some cool options um and it's also easier for you know it's still great for paladins for bards um man that's awesome and artifices as well yeah the artifices it's it's awesome and I'm sad that it doesn't include intelligence but if you did want intelligence the battlesmith artifice it gives you that third level so you can you can get it that's a bigger dip yeah I know it's not it's not the same yeah um but that is interesting hmm all right well if you've had a one level warlock dip was common before yes this is uh maybe I mean we're kind of gushing over it now but this is maybe too strong right this might be a issue well and it automatically gives you proficiency with the weapon so you don't have to worry about whether you're proficient in you know martial weapons or not because you can summon a martial weapon as long as it's not heavy and now you're proficient in it you can use your spell casting ability ability to attack with it and you don't have to use a bonus action to bring it back it just automatically returns to your hand yeah so you've got endless endless accessories it's the artificers uh returning weapon repeating yeah yeah uh repeating shot kind of thing I want to say invocation it's not invocation what is it um infusion yeah there's the Barbarian there's one magic Barbarian gets it as well with there and then Shadow Blade does it too although I think Shadow Blade's at the end of the turn yeah to read to bring the Shadow Blade back so yeah I mean if you've seen it seems fantastic um okay so I mean let's see pact of the CH so back to the blade basically combines the current packs of the packs of the blade with X blades yes so that's how they handle hex blades was just to um yeah you know everyone gets explained everyone gets it I'm actually familiar uh yeah I guess I'll take this one yeah so this one is intelligent soccer arisma so uh no wisdom which is unusual actually because out of guest familiars would be the most like wisdomy yeah kind of one you know it's like animals but uh one hour casting time 10 feet uh and yeah it's instantaneous so it's just like fine familiar so you saw it on an Earthly entity to serve you in an occupied space of your choice within range it uses the pack familiar stat block if you already have a familiar from this spell that familiar turns into a new one but retains its memories and you don't get a second okay when you cast a spell you choose the creature's type um between Celestial Dragon aberration Fey fiend or Undead and it affects the familiar's default appearance um and it's determines certain traits in its stat block okay so there's gonna be a lot of customization here yeah combat the familiarism Ally to you and your commander Companions and it obeys you in combat it shares your initiative count but it takes its turn immediately after yours this is how they do all of these now because find familiar it actually rolls into initiative it's kind of diff more difficult to manage but I think this is an important difference you used your reaction to command it [Music] um instead of a bonus action like so all the summons lately since tashas right have been they only take the Dodge action unless you use a bonus action on your turn to command them that's true this is saying your reaction which is kind of nice actually because it frees up that bonus yes yeah that's true um and then it disappears if it drops zero hit points or you can dismiss it as a bonus action or if you die uh and if you cast this spell again you can decide whether you're some of the familiar that just fit or a different one I think that's a new thing uh I think the original find familiar technically didn't disappear if you died so if you were brought back it might still be there um and there's a in in one of my games there is a an orphanage full of familiars whose Masters have died and they're kind of taken care of which is it's like a cute thing um but yes uh sorry USA well I think the biggest thing here and and I'm kind of grateful for this um is that I mean we're very explicitly told that are familiar on its Turn The Familiar takes the Dodge action and uses its move to avoid danger unless you use your reaction to command it to attack instead not to command to do another action right and so it looks like they're getting rid of familiarism of action and giving Advantage oh you're right yes and and also taking the magic they've got these new magic actions right so the the old the old-fashioned like the old school combo is to give you'll find familiar ring of spell story and let them cast Fireball or whatever right oh uh yeah okay so now it can only attack it seems um there's some other stuff that looks just like find familiar as a magic action you can see what your familiar season here what it hears until the end of your turn so before that blinded you to your own senses but now it seems you can just see both yeah but it just lasts for a turn unless you keep doing it everything until the end of your next turn so you so no no no you're right no I'm just thinking it through so the theory is you you position your familiar somewhere you hide behind full cover or something you look through its eyes to be able to cast a spell with range of sight maybe there's something you can do there and then can trip upgrade When You Reach fifth level you can telepathically communicate with your familiar and okay this is just uh this feels like a mistake why is this I I don't think this is supposed to be called Cantrell upgrade yeah it seems this is this feels like it should be called voice of the chain master or something right um but that's interesting yes voice of the chain Master invocation you get it for free okay so pack familiar stats AC 10 plus your spell casting ability modifier so it's going to be 15 you know hopefully quite quickly which is okay that's not great AC great and they don't have a lot of hit points either no five plus your warlock level is not great um still speed 40 feet fly 40 feet is pretty good yeah and uh strength plus minus three decks okay Dex is plus two so it looks like they'll be attacking based off decks yeah or casters and spells potentially and that's true yeah and you can add your proficiency bonus to any ability check or saving throw that the familiar makes okay okay and here so that yeah they've only got a couple of actions this I'll drip strike melee spell attack your spell attack modifier to hit five foot reach one target hit two plus half your warlock level round up damage of type determined by the creature's familiar type um it does have invisible and until which is that's the end of all right next turn ah but is that canceled if they do anything I like I guess it's not no it's just until the end of next turn but it is a whole action so it kind of feels like they've taken the Imp which was they could turn invisible and stay invisible uh and okay I'm a little disappointed with this stat block actually when they said that the familiar did something different based on its type I assumed that would be more than damage tape damage type that's a bit lame uh the this feels like a worse imp which was only one of three or four great options right yeah and and the big thing I mean I I guess really what it is is it's still a familiar that you can use to Scout and you know and and those things that the familiar can do which is great you've pretty you looks like they're removing and I'm assuming they're going to do the same with the find familiar spell um yes you know they're they're saying no no more like they can take whatever action that a creature can typically take it's like nope they can either they'll either they're just gonna Dodge and move around or you can use your reaction to have them make an attack and that's pretty much all they're good for in combat and to be fair yeah a free reaction attack even if it's not a great amount of damage or hit chance is not nothing right on a spellcaster who's rarely going to be making opportunity attacks um and probably not using them in action maybe that's it I mean the hit points and AC are so low though yeah but I'm wondering if you're gonna realistically well I suppose okay so I suppose this is how you potentially you'd have to use it right they turn invisible on the first turn and they Dodge second turn they make their attack at advantage and they can Retreat without provoking an opportunity attack because they're invisible and they stop being invisible yeah and then you just so every other attack in advance yeah uh it's not risking them getting killed hopefully hopefully they won't just die instantly right right and and at level 20 they're hitting for 12 damage uh at level 10 they're hitting for seven yeah so so it's it's not a crazy amount it's just a little something that that also provides some utility functionality yes you also get the fun I mean I think find familiar is a great spell it teaches around being my favorite spell in the game yeah uh but I I don't think this is very good this is this is a Nerf probably yeah this is enough um and it's a you get a level one but it's you've always got to consider what you give up you can't just evaluate these things in a in a vacuum and if you're giving up the blade for this that is you're huge right um by comparison into just in terms of the raw power of the ability no you know you might not want to play a character with a with a weapon right you might but um even so I think this is pretty bad I think this needs a bit more love here's something here's something that we missed from packed weapon I didn't go over to column two cantrip upgrade When You Reach fifth level as a warlock you gain the extra attack feature for the conjured or magic weapon only so now again this is uh this is what used to be an invocation wasn't it yeah it was uh uh it wasn't improved pack weapon it was Thurston blade thirsting blade yes yeah that's it um so free extra attack and again like now granted you need five levels in warlock to get here right but um again like Druid Druid gishes Rejoice like uh yeah this really opens up some some things that were not previously particularly viable and that excites me in and of itself yeah this this is spectacular in terms of that I'm and we're I mean it shows how good it is right we're talking about packed familiar and we're still discussion over this packed weapon um the pack familiar is is fine but but uh it's worse than it used to be I think this packed weapon is it's it's it always sucks to take something that's exciting and say like uh I don't know if we can keep this um right that that feels a little too strong potentially right and also though like sorry I was just gonna say like again kind of getting back to what we were talking about in the beginning you know it feels like by making warlocks half casters it feels like they're kind of saying hey you're gonna be attacking with weapons a lot or potentially like Eldritch blasting all the time um which they kind of were doing already anyway I guess it's just that now your spells your you can cast your spells more often maybe um and but they're not gonna be as powerful um but oh I don't know um yeah I'm I I think it might be too it might be too good I I'd so far I mean well this is to be expected right they're changing up so much that um it's going to have the most problems because this is a huge change to the class yeah um so they're going to have a lot of issues with balance and I think so far that that's not a balance um like that's that doesn't look very fair to me comparing the two side by side but we'll see how the Book of Shadows does do you want to take this one yeah um okay so it takes an hour to cast The Book of Shadow spell and um you yeah you conjure forth your book um and when the book appears two can trips two first level spells that have the ritual tag this is similar right the Spells can be from Arcane any spell list um must be spells you don't already have prepared um you can use the book I think this is fifth level here's here's the upgrade When You Reach fifth level as a warlock this spell also enhances other can trips while the book is on your person you can add your warlock spell casting ability modifier to the damage rules of any canned trips you cast that doesn't already have that mattifier attitude okay wow that's cool so this is this is this is um agonizing blast on whatever every time trip um that's it's potentially nice of course you know Eldritch blast is still better you're getting it's already the strongest yeah yes and you're already so you're adding your like modifier multiple times yeah every any country you can so again this is one of those ones which looks like it's gonna combo very nicely with the sorcerer one where you're making if if you could be bothered to take it that far sure we don't I don't want to get too deep into Theory crappy now you know the one where you're doing like that that cone attack and you're here yeah yeah and you're getting and you're getting multiple chances to re-roll those or to roll extra sixes giving a plus five to every single one of those that's going to be pretty significant yeah but yeah I I don't know about that that seems like a good ability but it it might just be better to like you're probably going to be using it on LG Splash all the time anyway right um yeah and so if it's a false Choice then it's not a choice right yeah exactly yeah um okay well those are major differences uh let's see what else do we have so we've gone over the packs um we've kind of gone over the spell casting and that yes yes it's long rest half Caster type stuff okay so um there are a lot of invocations a lot of changes we're gonna do quick high level stuff a lot of stuff didn't change agonizing blast armor of Shadows um yeah a lot of these are very similar but there were just a few that we thought maybe we ought to highlight um did you say favorite of the chain Master yeah I I think this is just significant because it plays into the it actually gives you a reason to choose a different Familia right so um this gives you an extra benefit when you're familiar attacks someone okay only from ninth level though so I don't know if this is going to be impactful enough in most games to justify taking the familiar but uh yeah let's talk about these it looks like I mean just to rush through them they reduce the speed by 15 feet and they can't Dash or disengage that's pretty good yeah Guiding Light gives advantage and it's not invisible so it's basically like verify for return um Dragon knocks them prone that's pretty good um no saving throw actually is on on any of these yeah um that's true but still that is actually true we have uh began sting is automatic charm that's pretty decent uh guaranteed charm um although of course a lot of powerful enemies room Amusement but still yeah uh same with the same with poison yeah good ability but a lot of people are immune and then Undead they're frightened of you or you're familiar okay so it's some utility those are I mean those are pretty cool a lot of them not getting it until ninth level is painful um but man like granted a lot of creatures are immune to poison but a lot more aren't you know what I mean yeah it's true so yeah automatically being able to poison stuff as long as you're familiar can hit I guess um or yeah or Charm or knock and prone I mean this is almost like you know a free fairy fire that's well just the next attack roll has Advantage so that's there there's there's you know there's how you get from there's how you get Advantage with your familiar but first that is it yeah if you're doing the vaccine thing um I I could I could see with some minor tweaks I could see all of these coming in at first level sure uh that would make the familiar right maybe your office yeah yeah if you want to if you want to you know you could either tweak it and bring it in at first like give give people saving throws or you you keep it as is and putting it fit yeah yeah ninth level too long to wait a lot of a lot of gangs end about level 11. I I I found right but yeah okay so I thought that was worth mentioning there were some others let's see here uh hexer this is new when you cast hex its range is 600 feet and you have advantage on any Constitution's saving throws you make to maintain your concentration on the spell okay so just a little a little buff for hex um that makes sense life Drinker this is different so this is the one that would add your charisma modifier to your weapon attacks every weapon attack um now it's it comes in at Ninth instead of 12th level so that's nice um but then and they take an extra D6 of necrotic damage not your charisma modifier so that's a little worse most of the time yeah it's an average of three but you also and you regain hit points equal to the necrotic damage dealt when you hit a creature with the weapon the creature takes an extra 1d6 so you only regain the hit points once per turn but you deal an extra D6 of damage on every single attack oh you do okay so it's 2d6 every turn if you're packed with the blade which you have to be sure which is not nothing an extra 2D sticks and you get back three yeah that's right I guess there's no option I'm not seeing anything that lets you is there like improved packed weapon that now we can use a heavy weapon to or something I'm not seeing that in here so maybe not maybe oh yeah good call I did not yeah that's a good point that was the old one let it be heavy yeah you're always limited so your best you're gonna be doing is the long sword maybe no no more no more Pam locks no more pull arm uh warlocks um yeah looks like unless it probably multi-classing but again you're not going to take back to the blade because the pack of the blade can't be a heavy weapon so yeah you could though well I don't know again don't want to get too much into the theory crafting but I'm sure there's yeah it's it's impossible not to isn't it you're starting to put together exactly yeah um um okay that's interesting any others that wanted that we wanted to oh okay yeah the mystery.com is like the big one right all right we better get into this here you go okay so your exploration's on the Arcane of unlocked magic within you so you choose one spell from the Arcane spell list that has a level for which you qualify as shown in the Mystic Arcanum table so can you scroll down to that it'll lead down oh here we go so you choose so if you're a level 11 to 12. um you get a sixth level 13 to 14 seventh so you can still access because we were talking about this before like warlocks can no longer get these high level spots well they still can and you can cast it once without a spell slots but you have to repeat you have to finish long vest before you do it again and then you can take this invocation more than once but each time you do the spell must be the different level from any other spell you've chosen for this invocation interesting so before um warlocks used to get uh one sixth level spell at level 11 one seventh level spell at level 13. now basically you have to take this invocation to pick up one spell of any level above third yeah um but you need to keep you need to keep taking it to get access to more right so if you wanted to feel more like a full spellcaster you could get close I mean So currently you know when this first becomes available at level five warlock you still only have second level spells right so if you take this you can get a third level spell but just one you and that's true yeah you do just get one which is all you'd get anyway is a wizard at that level it will you know in that defense you get two don't you get two spell slots oh yeah you get two thirds yeah I think you get two level spell slots at fifth okay so but at least so at least you can get a third level spell once per day right and then one fourth level spell at seventh level one fifth level spell at Ninth level um so yeah it definitely helps you feel more like um a a full spellcaster but um you're you're using your invocations to get there and so then it's almost like oh I should have just gone full spellcaster I mean yeah there's probably there's probably some things where because pact of the blade is so good um then you know well sure give me a third level spell I want Spirit shroud um yeah exactly you know and it can be from the Arcane spell list which which is the biggest spell list it's the wizard spell list uh so I think this is uh I'm not crazy about it but that's it's better than nothing yeah uh like when we first saw it we were like oh they don't get any spells now right that's crazy but this is better than that but I wish that that they would tweak this a little bit so that um so that you can change the spell that you took with this invocation at different levels do you know what I mean so that I don't have to take like if I take it at a fifth level Warlock and I get a third level spell well I can't just swap that to a fourth level spell when I hit seventh level I actually have to take the invocation again to get a fourth level spell do you know what I mean yeah and actually they have it this is really I I saw this when I was scrolling through earlier um you can do that uh it's for some reason it's not written here it should be but it's actually written up at the top I'll just read it out here it's written in the invocation section so yeah um whenever you get a warlock level you can chew use one of your invocations and replace it with another one or if the invocation involved a choice like Mystic Arcanum you can replace the invocation with itself but make a different Choice got it so every level you can choose a different spell that's cool that that gives you a little more flexibility and not feel like that third level spell I took seven levels ago now that I'm level 12 or whatever isn't quite as cool as it was back then and uh yeah so you can take your you can take fire Fireball a fireball at level five and six and then you can change it to polymorph at level seven you know and you can kind of just climb up which is pretty cool yeah okay so that's I mean oh repelling blast I think this is important whenever you hit a creature that is large or smaller with Eldritch glass you can push that creature horizontally up to 10 feet I think it used to not have a size it didn't say horizontally and maybe okay maybe I'm an egomaniac I don't know but literally like a month and a half ago I made a video about how you could be uh you could run underneath people as a halfling move through their space fire up knock them in the air uh it was the halfling Catapult um I don't know if I invented it I'd never seen it before maybe I didn't that's hilarious because it was new to me I did a build called the Catapult recently too we're riffing off each other well yeah totally well I mean that's that's always what happened whenever whenever someone makes a video some Reddit gets a whole gets out and then it gets pushed around yeah and everyone goes yeah but I I as far as I know I was the person who found that and um and uh it just it definitely feeds into my persecution complex that they are watching my videos specifically or watching our videos specifically to find things to forbid people from doing yeah um which is funny but like I I don't I don't think that's a necessary I mean whatever they can change it to horizontally I'll let my players link people through it has to be horizontal and [Music] um and it's larger smaller so it doesn't work on huge is that's new isn't it it used to just be anything yeah right yep so a Nerf to repelling blast okay but at least it is still as many times as you want put yes you know is there is the the grasp of her dance that's still once purchased once that was always weird that that one only worked it was always weird but it was once per time oh it's not even on the list okay I guess they didn't change anything then yeah fair enough I agree it was always it was always very weird that the the one that pulls them closer to you was once per turn but the one that pushes them away was as many times as you like I never yeah really understood why that was the case yeah because it feels no more exploitable and maybe less exploitable because at some point they're going to get to you so it's not like you can just pull them infinitely you know what I mean yes exactly [Music] um I don't know yeah I never really got that um but hey what can you do okay so so fiend Patron okay so jumping into the subclass here we've got the fiend um there's there's been some changes I think the biggest one to mention maybe and this this applies to all um all warlock subclasses is that previously you'd get an expanded spell list but it was just like you could potentially take these spells if you wanted to and now you just automatically always have them prepared like every other subclass of every other spellcaster in DND 5e I think you just you just get these spells and I appreciate that yeah I used to screw that up all the time I'd be like oh yeah I I'm a hex blade warlock I automatically have Shield it's like no you still have to choose it yeah which was a shame especially yeah warlock's being so limited um right the old warlocks right um but then also you can cast one of one of those free spells that you get once per day without spending a spell slot um so that's that's kind of nice too just a little extra spell casting and might actually have a bigger influence now on what you choose for your subclass based on yes getting one free but I mean this would have been huge if it was back when warlocks only had two spell Source all together sure now it's not not so much but yes even so okay so I think the Spells are all the same they seem fine spells I'm a big fan of wall of fire and suggestion are two of my favorites yeah yeah there's a couple of differences it looks like but well and of course you're not getting them until much later because you're a half Caster right yes um uh let's have a look at the fiends just so I can see any differences uh yeah so dark one's blessing is when you reduce an enemy or an enemy within five feet of view Falls so if someone knocks out an enemy next to you um it kind of makes me feel like the fiend will be best as a uh a blade warlock you know getting a proposed with enemies yeah you get a bit of temporary HP and this only used to work if you specifically reduce them to zero hit points now it's if an enemy you know if an enemy drops to zero hit points within five feet of you so if somebody else knocks them out you still get the temporary hit points which is nice yeah it does seem like it'll combo nicely with an up front line um yeah you know sword and board type right uh and then it's six level dark ones own look uh so you make an ability check or saving throw you can add 1d10 to the roll after you see the roll so it's a bit of consistency yeah and you can use it up to your spell casting modifier okay that's pretty decent um actually it used to be once per short or long rest and now so I guess this plays into the warlocks not having short rests right anymore like not being a shot rest Caster anymore right right um 10th level fiendish resilience uh channeling the natural results of things you can choose one damage type other than Force whenever you finish a short or long rest you gain resistance to that damage type um that's nice it used to there used to not be a force uh prohibition um okay yeah and and damage from magical weapons or silver weapons ignores this resistance used to say that now that's calm too so okay so you just have some a free resistance of your choice which is kind of nice you can you can switch it up too you can plan ahead can't you if you're going up against a red dragon you know you pick up the fire and then hurl through hell which was their their their big Capstone what's that do any difference uh when you I don't I think it's the same apart from um it did it takes a saving throw basically yeah it's 10d10 psychic damage if they um fail a save and on a success it takes half as much and you can use it again if you expend a fourth level spell slot um which which you get this at level 14 so I think you must have a four thousand spell slot by then but you don't get many yeah with the Warlock but still I mean you know 10d10 damage for a fourth level spell so that's pretty good yeah it's not bad at all and of course and it's automatic on feeds if the target is not a fiend right then it gets a wisdom save yeah okay so I'm guessing if it is a fiend it doesn't get a wisdom save at all so maybe if it's maybe it doesn't not work on fiends at all super effective that's my interpretation I think it doesn't work on fiends doesn't do anything oh okay I initially I was like oh if it's not a fiend it just Auto Fails but actually it looks like if it's not a fiend it doesn't which makes sense right you're sending them to the abyss or avernus or something so it makes sense that a fiend wouldn't care the previous version did not give a saving throw it just happened [Music] um yes which is with a big deal a big Nerf yeah this is a pretty significant uh downgrade yeah um and let's see at the end of your next turn yeah okay well anyway um so yeah they get a saving throw now so that's a that's a big Nerf okay yeah so final thoughts on warlock changes I well I think there's too much here to just be like oh this is amazing or you know all this sucks um there's just too many things that have changed to evaluate my instinct is although some of the ideas are exciting uh this feels unbalanced it feels like pact is way too good um relative to the others and it and I I like you know I liked how warlocks were before a lot um I'm I I liked their identity so I I feel like this is a a loss of flavor quite significantly but um I'm not too concerned about the the new mystic Arcanum I actually don't mind that as an invocation I think that feature's fine um I think this is just an issue of I would rather you know you know we've kind of said would you take this or would the new one or the older we've said that as we've gone through and this is a situation where I think the old warlock is um leads to a much more unique and exciting way to play the game this to me feels like the best reason to be a warlock is now gone and you might as well be a sorcerer a little bit I I kind of feel like um well I so I love the new pact of the blade yeah and I hope that it survives the play test um but it is definitely it definitely feels more overpowered than the other two options so I'm hoping that they'll bring those up in power and not Nerf this one personally but that's mostly because I just love gishes so much I just love spell swords and so having more options to make more of them is wonderful um for me I would say that like I can see where they're going because it it is frustrating it can be frustrating to be a warlock and to have like more than one combat per short rest and feel like I don't ever want to use my spells because like I don't get to even cast one per combat encounter you know what I mean I think there's a very real possibility that that could happen at your table and that can be frustrating I but I feel like you know in an attempt to like give them more spell casting abilities making them just a straight up half Caster was maybe going too far right it's almost like yeah how about just keep them like they were but give them give them a third spell slot at fifth level or something like that right just like yeah it feels like it might be an over correction right yeah um or or I mean could you make this version of the Warlock a full spellcaster like Sorcerers and wizards would they be too strong if you did that I don't I don't think so it's hard to say I guess but um yeah at the end of the day yeah it would be they might be they might be too strong with the the d8 hit Dice and the medium armor and stuff it's a whole conversation I think there's so much changing as good as it is yeah there's so much change that you have to like like you can't really change one piece without having to change everything else as well because it's almost like they've built a new subclass from scratch like this is a completely different this isn't like a tweaked warlock this is like in a whole reimagining of what it might mean to be a warlock so yeah more so than any other class that we've seen so far in any of the UA yeah yeah even more than the range actors this feels like yeah this feels like a whole thing but also like I said the new packs of the blades is so ridiculously good that this is probably the strongest um class we've seen as well yeah absolutely yeah it makes me want to make you know a better cleric-ish or a better Druid Gish or yeah cleric Druid Gish I just wish oh I wish the intelligence was an option there yeah me too I would love to see a the blade singer x-blade is like a what a world maybe I made I made one a a hex blade singer um really wow few months ago and you've got to have this you have to work for that it's so mad so mad um for sure but it was it was a fun experiment if nothing else yeah for real um okay coming down the home stretch last one yeah yeah four hours into this thing or whatever we are [Music] um wizard okay Wizards um you are overpowered everybody knows it so what did they do about it see how they go let's see let's look at this shirt okay so academic that looks that's new uh um was it subclass at third level not second obviously memorize spell that's that's you new um modify spell create spell I just create I created a load of um Mechanics for crafting your own spells recently in my magazine it looks like they're doing some kind of spell crafting mechanic here as well which is which is cool yeah um nothing at 11th or 12th because you're getting again new better spells this is like sixth level seventh level yeah it looks pretty spell Mastery they had that already didn't they uh and signature spells they had on that already so yeah it looks this looks pretty similar okay so let's see um as far as uh like hit Dice and things are the same um proficiencies Armor training none of course weapon training oh sorry there's the proficiencies same saving throws yep uh simple weapons so that's a little different it's just a little easier instead of saying like light crossbows daggers and it's just like simple weapons um no armor okay and then yeah your spell casting stuff is pretty much par for the course it looks like um you can swap out your prepared spells so what's this spell book okay this is a new one yeah they they say it's gonna like consolidate everything so uh you it's a tiny object weighs three pounds 100 Pages Each of which can hold a spell so it holds all the Spells you know um we know you can use it as a spell casting Focus now and so when you write in a magical Cipher using the spelled scribe spell okay so you so no one can read it apart from you steal it yeah and maybe that magic yeah um known spells it's insane spells you know first level or higher this is all all the same you can add spells to your book um you and every time you get in a level you can add two Arcane spells without needing to cast scribe as well so it seems there is a there's a spell now called scribe spell which is what you use to learn and use that yeah like convert existing spell into your Spellbook and then ritual casting is the same and you can create another spell book um yeah there you go and yeah that's nice and easy to do pretty straightforward some a couple of just quality of life clarification things yeah it's simple stuff but uh it looks like academic is a new one so yeah do you want to just do this yeah your time as a Scholars could you recall rather than Laura when you take the study action which is new yeah I've never heard of that you have advantage on any intelligence check you make as part of that action so you have advantage on um on intelligence checks yeah you take the study action you make an intelligence check to study your memory a book creature clue object um and recall something about it the areas of knowledge table suggest which skills are applicable when you take this action so yeah it's sort of uh well for those that are familiar with Pathfinder it looks like it's the recall knowledge same thing as like recall knowledge so you're just trying to learn or remember something about a thing using a variety of skills depending on what it is that you're trying to remember or learn about right um and so now as a wizard because you're a scholar you get advantage on on any that use an intelligence-based skill like religion or investigation wait it's religion intelligence yeah yeah it is uh yeah um Arcana but not so it's basically just using an action to make a check that uh so that for some reason they've looks like they've given you this these search action as well so it looks like instead of just saying oh you can use an action to make an intelligence check it's like you use an action to to search or use an action to study right so basically you have advantage on that um a little utility little utility bump yeah um okay Arcane recovery I think is the same it just moved us out it's the same right yeah uh was it so class obviously used to be at second now it's third okay what's memorize spell oh it's a spell it is a spell so it's just like the sorcerer's yeah it looks like they're getting spouts okay okay so memorize well there we go Okay so yeah walk us I'll take it yeah so it takes a minute to cast so you are not doing this in combat um you choose one spell from your Spellbook that you don't have prepared and you choose another spell that you do have prepared the unprepared spell replaces the repaired spell on your list of prepared spells Okay so normally when you wake up each day you you choose your spells right this basically lets you swap one of them out at the cost I mean this is a ritual spell so at the cost of 11 minutes worth of time you can swap swap a couple of spells around so if you if you didn't bring I'm guessing this is like if you didn't bring your uh water walk spell yeah or you know some some kind of utility shot can you can swap it out with um between combat yeah 11 minutes and now we can go you know um now we can go underwater or whatever so scenes that's nice reason nice utility okay and yeah I like that because it sucks to prepare water walk or water breathing because you're just like what am I going to use this like it's so you know but it's like okay now it's just in your spell book and you know if you need it you'll have it which is yes exactly okay so this is your fourth level option uh do you want to take this one sure so again cast casting time of a minute um you magically alter one Arcane spell you have prepared you can change its color sound smell and you make one of the following modifications components remove one of the Spells components hmm you can't remove the material component of a spell that consumes that component okay interesting so it's almost like a subtle spell light but permanently for this yeah you can give you can give that spell so the cost of a minute you do it in the morning or 11 minutes because it's a ritual you choose one spell and you make it so you can cast it silently yep uh that's pretty good or you know you remove it's it's got verbal and somatic you remove the somatic and now you can cast it with your hands full yeah it seems useful oh wow no keep going yeah did you see that concentration if the spot requires concentration damage can't break your concentration on the spell yay here's what I love both of these things are removing the warcaster attacks which I greatly appreciate yeah yeah you're right it's kind of giving warcaster that's really struck because usually the answer to these these busted wizard spells um like uh wall of force uh and others uh is to shatter the concentration yeah most monsters don't have a concentration shaking option other than damage so this is extremely strong yeah um you can change the damage tape um if it's oh well acid cold fire lightning necrotic poison or thunder so that's an addition to the elemental types that the sorcerers were getting um if it has multiple damage types you can change only one of them that's pretty so you can only make one of these modifications we should clarify that yes yeah okay so you can't do all of this stuff onto one range I mean this is like metamagic stuff you can increase the rate it is basically metamagic yeah um if it lacks the ritual tag and has a casting time of at least 10 minutes give it a ritual tag okay that's okay sure marginally useful targets the spell if the spell affects one or more creatures and doesn't have a range of self it now affects only your allies or enemies oh so it's a you know it's a great spell careful spell yeah yeah um okay this is good but it really eats into that sorcerer space doesn't it like yes it does a little bit it lasts until you cast modify spell again or finish the long run so you gotta wake up and do it again the next day um interesting that's cool yeah it's it's very strong that concentration one is extremely strong I think strong yeah in the comments one and the damage type one could be fun to play with yeah there's a lot to play yeah you can play around okay and then level eight you get a feat and level nine you get create spell um and that's like the last of the the really new features so create spell go ahead okay so as a reaction in response to your self-casting modify spell wow okay this is getting pretty deep in terms of spell things so to do this you would have to cast modifies balance and then burn a fifth level spell slot and so synthesizing and a thousand gold yes of the spell altered okay so if you're altering a fifth level spell you'd be paying 5 000 gold to do this once that is prohibitively expensive in most campaigns to the point where you probably unless your DM is cool with it you're probably only going to be using this spell maybe even like three or four times a campaign until you get to like level 10 to 12 whatever money starts not mattering um okay so synthesizing your Arcane knowledge and power you create a new spell you must concentrate for an hour and meditate on the spell you just altered with modify spell otherwise this fails if you succeed you then have to describe that you can scribe spell so then you have to immediately scribe it into your spell book and you add that altered spell to your Spellbook and once it's in your Spellbook it becomes one of your known spells and it gains the wizard Source tag rather than the Arcane tag and it gains a name of your choice that's really strong because yeah that is um now you can I mean now correct me if I'm wrong would this then allow you to eventually like put multiple modifications on this yeah you would you could use your first one on a fireball to make it so it only affects your your enemies right and then you could use your second one to turn the fireball into narcotic damage or increase the range right um or you know you could do one to make it so that you can't lose concentration on a spell and then later you know make it so that was there a duration increasing one like I don't think there was I don't know they're like I'm just thinking of like oh yeah just keep like making a spell more and more and more powerful um or just I would just what I would probably do is just go through and like make all of my concentration spells so that yeah concentration and you can remove you can remove one component one at a time as well so you can remove the verbal then the somatic then you make it so you can't lose concentration then you can make the range whatever you want um I think the the most powerful the most powerful one is definitely the concentration yes um I the only limit this is a disgustingly powerful spell uh the only limit is the money the money which means that this is going to be either insane in in uh in some campaigns where you're where your DM just throws money yeah um or it's going to be in you'll never be able to use it because 5 000 Golds to to make it so you can't drop concentration on wall of force yeah is a lot of money um but that's crazy yeah that's interesting isn't it that's a that's something to think about that's that's really really cool and really good um so maybe it tells us hold on it's just complete battery I suppose you create a spot you know okay nope never mind so yeah it doesn't seem to say that like you can't you can't further modify a new spell you know so the intent is that you you slowly I mean at the cost of a lot of gold and Wizard's already are low on gold because you're constantly buying stuff to describe spells but um the cost of a lot of gold you can kind of slowly craft up level by level you can craft a really powerful unique version of Fireball or make you know your two or three or four most used most popular concentration spells all essentially concentration free or Not Sorry unable to to lose confidence yeah unless being able to drop come yeah unless you get knocked out right um yeah it's like not being able to drop concentration on a dominate person or something is is crazy can I give you a a deeply cynical take about this yeah I'm gonna hit you with something um so you know this feature all wizards get it right so a lot of people are going to be using it and one of the features is that it lets you change your spell right uh to deal a different damage type and look different I I'm willing to bet that the new vtt they're making will have a ton of microtransactions that lets you change how your spells appear when you cast them right and you'll be able to pay 89 cents to change a fireball to lock screen yeah or whatever yeah and you can and it'll look different and I mean this is it it's ridiculously cynical to say is this an ability that is designed to just to lean into micro transactions yeah um I mean I know that's like wild as a concept but do you know what I mean this feels almost like look if we were to design something that would encourage people to spend money on a vtt to change an aesthetic this is how I would do it this is this is something that I'd come up with right let's make something where they can customize it in their head and then oh you've made this awesome spell wouldn't you wouldn't you just want to spend a dollar just a dollar to make it actually look like what it should and then oh and now you can change it again you know and now you can change with the smell why don't you pay you know 45 cents and you can have these stink lines uh that's funny uh I wonder I I seriously wonder if that was a conversation that was had it might not be the only reason they made this but I'm really curious did someone bring that up did someone hire up um did Chris KO say to Jeremy Crawford look make a feature that encourages people to to spend money on Microsoft I'm actually fascinated I don't know if they if there's that level of communication um but I'm actually you know that's what this makes me think of yeah all right um anything else spell Mastery got moved up from 18th to 15th level um but it is basically the same yeah and it gets you a free Shield everyone uses Shields or silvery Bobs yeah yeah for sure uh yeah signature spells got moved from 20 to 18 and I think that's it epic Boon at 20. oh well we got the evoker so okay last one yeah let's finish something to the subclass here okay so not a lot has changed here it looks like um evocation Savant just instead of making it easier and cheaper to you know learn new evocation spells you just get two evocation spells from the Arcane spell list yeah so that's the big yeah that's the big difference I'm guessing this will be all wizard so classes do this now yeah yeah it's not half the it's not half the oh no you do still get half the gold cost okay yeah um but but also you just get two evocation starts like no higher than second level so just a couple of free evocations at low levels yeah um what's is sculpt spells change uh no that looks the same it it's uh probably it's gonna be less impactful now that they've got that modify spell right but you know yeah the other amount of magic yeah um potent can trip looks like it's different in that before it would only work on cantrips where they were making saving throws now it's saves or spell attacks um oh okay yeah it's pretty pretty useful reliable damage wait actually you miss even if you miss they still take half damage um on your attack roll so yeah I mean again I'm fighting back to getting back to that sorcerer thing you know yeah yeah you're thinking of like the ultimate can trip you can definitely do something with um yeah this is just good reliable damage right uh so you can hit them like say your fire bolt is dealing even if it misses at this level it's still dealing um you know a good five six damage I mean and that's that's great right like how many how many martial characters like get to do half damage on their weapon attacks if they miss exactly yeah although there is the new weapon there's the new the Grays feature yeah specialization but it's not as good it's it's your it's your ability score modifier and that's it um so yeah this seems good in in grindy games where you're where you are expending your spell slots regularly sure having a can trip upgrade is worth it yeah empowered evocation um let's see so 300 intelligence modifier to one damage roll yeah fair enough the same right um and then and over channel is the same I think first through fifth level wizard spell maximum damage oh the first time you do you used to take okay to know versus yeah it's the same you take a 2d12 necrotic damage um if you just keep if you can't Yeah so basically you can't repeatedly use it yeah um still it's not bad it's a Max damage Fireball is is you know it's quite tasty yeah um all right all right bro I think that was a that was a long a long time I think I want to show a pitch to you on this collaboration was like it'd only take us like an hour or two we'll just kind of go through it well we we kind of went through it at the beginning I don't think we were recording at the time but yeah this is probably in terms of um as a way to deliver information uh not not really appropriate in in terms of size I don't think it's reasonable to expect your your your average D D fan um you know to to read through all this and then play test it and then play test it yeah exactly so it's it's almost like I I worry that they're gonna get less feedback um than they otherwise would because not everybody's going to be able to to play everything right it's like oh well yeah and you know yeah that analysis paralysis as well of just like oh yeah I gotta check everything I'll just not bother them yeah um and as I said before I I I I saw how long this was and I did kind of feel for the designers who've had to put this out such a tiny amount of time they they clearly are crunching hard um so whether you like this stuff or not I don't think anyone can accuse the designers of of not working hard they are really going for it right um uh but yeah we'll have to see we'll have to see what people think as well um but yeah do you have any like overall like closing thoughts I don't think so I mean we've probably kind of covered everything it seems to me like aside from the Warlock most of the class changes are you know small incremental sometimes a lot sometimes a few um it doesn't change anything massively it's like the Warlock changes and the changes to weapon weapon specialization stuff were like the big like oh this can really alter the game um a lot fighter barbarians got some kind of some small bumps um Sorcerers and wizards got some bumps some Nerfs um and warlocks are totally different yeah warlocks are crazy different and I I don't I know a lot of people are thinking or hoping that uh Marshalls we brought more in line with swellcasters I didn't see anything nothing in either made me think like oh finally they're even now yes no I still think there's a massive power it's not in their intents to close that Gap it's smaller than it was but it didn't go from here to here it went from here to here you know what I mean like that's kind of it's a very minor um and mostly that's just due to the weapon upgrade system right now any actual classic features yeah but added a new weapons feature so yeah and of course even even in this huge breakdown that we've done we haven't touched on all there was loads of new spells we didn't look at and loads of defeats uh like balloons and stuff so but yeah I mean this was awesome dude it was an honor to listen yeah thanks for taking it yeah so much time no no it was my pleasure man uh and it's just fun uh this and now I've looked at it too which I would have taken me ages to get through this right about a week or two before I found time to do this so exactly so um I guess yeah let everyone everyone can let us know what they think in the comments there's probably stuff we missed right but uh yeah thanks so much man and I guess um if you haven't seen part one check it out on my channel and uh yeah if you hear from my channel subscribe to Kobe right now okay uh of course first all right bro cool everyone have a great day great evening I should say and yeah yeah for real in a bit [Music] foreign [Music]
Info
Channel: d4: D&D Deep Dive
Views: 72,671
Rating: undefined out of 5
Keywords: One D&D, UA, Unearthed Arcana, test, sorcerer, warlock, wizard, fighter, barbarian, weapon specialization, buff, nerf, caster, martial, overpowered, OP, Underpowered, UP, over, under, powered, players handbook
Id: 7vDdU0BEBYw
Channel Id: undefined
Length: 124min 21sec (7461 seconds)
Published: Thu Apr 27 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.