Spellcasting in 5E vs 1E

In order of decreasing significance:

  1. 5E spell slots don’t have their usage decided when they’re recovered.
  2. 5E spellcasters have certain capabilities which are inexhaustible and mechanically significant enough to displace mundane capabilities (some of these are rituals, but most are cantrips, with attack cantrips displacing missile weapons; the light spell displacing use of torches, lamps, and lanterns; and various utility effects such as mending, message, mage hand, dancing lights, and minor illusion which tend to devalue various mundane capabilities or even other magical capabilities – unseen servant is worth less when mage hand is available at-will, and the same goes for silent image vs minor illusion).
  3. 5E saving throws are dependent on the caster rather than the target and can improve over advancement faster than a target’s ability to resist.
  4. In 5E, spellcasting cannot generally be interrupted or otherwise prevented.
  5. In 1E, a number of spell parameters scale automatically with the caster’s level (range, duration, damage, etc.) while others don’t scale at all. In 5E, only cantrips scale for free; some spells can be made to scale by casting them with higher-level spell slots, but only in specific ways. Some spells can be scaled by this which don’t scale in 1E (e.g. Sleep).
  6. In 5E spellcasting abilities combines across levels in different classes; in 1E they’re totally independent.
  7. Spells in 5E generally don’t impose on the beneficiaries any costs (like aging) or risks (like system shock rolls or chances of insanity or the ire of lower-planar beings).
  8. 5E spellcasters have no critical factors that can compromise their ability to use magic – the favor of a patron deity for clerical magic, access to a spellbook for Wizards/Magic-Users.
  9. Most limitations on 5E spellcasting classes purely indicate a lack of training (Wizard inability to cast spells in armor, limited selection of weapons for Clerics) rather than an actual limitation on what they can do

This is in addition to the effects of differences in individual spell definitions (concentration duration, ability to create long-lasting effects via repeated castings, and weirdly-redefined spells like Leomund’s Tiny Hut).

5.5E Playtest Packet 3 (Cleric and Species)

Front matter
  1. The notion of “Primary Ability” used to be called a Prime Requisite in earlier versions of D&D. Given 5E’s attempt to evoke older editions, I’m surprised they didn’t bring back that terminology. I realize this was in packet 2 and I didn’t comment on it then, but it just stood out to me now.
  2. Class Groups might serve as limitations on e.g. who can attune to a magic item. That actually is a return to classic D&D handling of things like magic items – starting with 3rd edition, there was a move toward a more diegetic approach – character options were based on their capabilities rather than on out-of-game abstractions like class; there would have been a rules like “must be able to cast at least 3rd level Arcane spells” instead of “must be a member of the Mages class group”
Cleric
  1. Clerics are noted as drawing power “from the realms of the gods,” and continue that “a Cleric can reach out to the divine magic of the Outer Planes – where the gods dwell – and channel that energy,” to do their magical thing. This description is setting the expectation that a Cleric need not draw on the power of any particular divinity or group of divinities, unlike 5E’s expectation that a Cleric served a singular deity – a reversion to the 4e concept of the Cleric
    1. That’s better in terms of giving players options for the sort of characters they want to play, but it probably needs to be stated even more explicitly: the Cleric’s abilities may be granted by a divine being or beings, but it’s a one-time thing and there’s no ongoing dependence. Though this doesn’t work very well with the Divine Intervention ability…
    2. This also goes with the assumption that some religious officiants have no clerical ability. However, the paragraph discussing this is all about vague wording – it doesn’t try to give a sense of how common clerical ability is in religious practitioners in the default setting. I’m not looking for super-precise numbers here, but something like “the vast majority” or “over half” or “perhaps one in ten” – a real rough description of a fraction to give players an idea of how much spellcasting ability they should expect from a well-staffed temple in a major city vs one far off in a tiny village – if clerical ability is rare enough, we shouldn’t expect to be able to predict where one might find a priest able to cast Raise Dead. If you want players to be able to make that sort of projection, you’ll have to make spellcasting more common than a freak occurrence, at least.
    3. A more general aesthetic hang-up of mine: it’s weird to me that all Clerics are hooked into radiant damage. I’m a bit more used to classical/old school D&D, where the Chaotic/evil clerics tended to be on the Cause Wounds, cast-Darkness-instead-of-Light side of the fence. It’s weird to me that all Clerics are into radiant, radiant, radiant without an option to have Clerics focused on necrotic damage or effects. Someone might say this will come as options in some later domains, but I can only judge based on what’s before me now.
  2. Channel Divinity moves from being usable once per short rest to Proficiency Bonus times per long rest. This is part of the general trend of moving away from 5E’s use of short rests – I don’t think that’s a good idea, since it was a good point of differentiation for some classes and class abilities.
    1. In classic D&D, the only such ability Clerics had was Turn Undead, and there was no limit on how many times that could be used. I think that gave Clerics better niche protection than anything which has been done since – people have decided that Clerics are fundamentally healbots, but classically they were anti-Undead specialists with a side of healing (in OD&D, B/X, and BECMI, Clerics can’t cast spells at 1st level, but they can Turn Undead). I think giving Clerics the ability to do other things with their Channel Divinity has really hollowed out their niche (to be fair, so have a number of other changes which have made undead less intimidating as opponents – they used to be the only enemies who didn’t check morale: now no-one does; and undead used to be able to inflict effects like aging and life level drain: now even their reduction of maximum HP goes away after a good night’s rest).
    2. Now everyone starts with a Channel Divinity ability to direct energy into a single target within 30’, either healing 2d8 HP (trying to bolster the healbot niche), or doing that as radiant damage with a Con save for half damage.
      1. At 1st level, the healing effect seems pretty significant – one use is more powerful than a Cure Wounds, and with 1/2 the range of a Healing Word.
        1. It requires a Magic Action, which probably requires a full Action in general rather than a Bonus Action like Healing Word does in 5E…but presumably casting Bonus Action spells will also require the use of the Magic Action, which means sometimes the Magic Action is a Bonus Action and sometimes it isn’t. Unclear terminology strikes again!
        2. This seems designed to further push the Cleric into healbot territory…but only if the Cleric is confident they won’t run themselves out of needed capability to Turn Undead. That concern about exhaustion of a shared resource may cause players to refrain from making full use of this ability. This wouldn’t be as big an issue if Channel Divinity was a short rest ability (and if short rests were designed so that groups actually took them regularly; I think this is a key design failure in 5E, and it looks like designers have given up on trying to address it). It would also be easier to make Channel Divinity a short rest ability if uses of it – like healing – couldn’t stack indefinitely. Some healing effects should probably just give temporary HP…
      2. The attack option isn’t all that great compared to Sacred Flame. It does twice as much damage to start and gains a bit more of a damage advantage starting at level 13 (both add 1d8 at level 5, but Sacred Flame gets another 1d8 – catching up completely on damage via level 7’s Blessed Strikes), it targets a Constitution save instead of a Dexterity save, and it does half damage if the target saves…but as downsides, it only has half the range and it’s on a Long Rest refresh instead of being an at-will ability.
    3. Turn Undead itself seems mostly unchanged – it’s still a Will save affecting all undead within 30 feet.
      1. 5E used to require the undead to be able to see or hear the Cleric; 5.5 does not
      2. 5.5 makes the undead who fail the save dazed, until it takes damage or the Cleric dies or is incapacitated; 5E doesn’t inflict Dazed and the condition doesn’t end if the Cleric dies or is incapacitated
        1. Dazed is pretty powerful – it’s basically most of what the Slow spell used to do
      3. 5.5 prevents the turned undead from doing anything at all but moving, and they have to move further away from you. That doesn’t prevent them from attacking you if they can do so in some way that involves doing nothing but moving away. The 5E version explicitly forces the turned undead to try to get away “and it can’t willingly move to a space within 30 feet of you” – which could keep it from trying to move away if its movement is constrained enough.
      4. Undead Will save bonuses range from -1 (Skeletons) to +9 (liches). This means that, just like in 5E, it’s possible for a Cleric to try turning a group of undead and fail to turn skeletons in the group but succeed at turning the lich commanding them.
  3. The use of the “Prepared Spells” terminology appears to include Cantrips. That means even cantrips can be changed out after a long rest. That’s really only relevant at low levels – the Divine spell list has all of 6 cantrips, and a Cleric will be able to prepare 5 by 10th.
    1. Incidentally, Clerics seem to have lost Mending from their spell list – it remains for Arcane and Primal lists. I wonder why they took that away?
    2. You can prepare 1 spell per spell slot you have – tied to the same spell levels as well. You used to be able to prepare Wisdom modifier + Cleric level, which was slightly more at many levels, but tied at a few – albeit with a free choice of which levels of spells were prepared.
    3. The list of recommended prepared spells makes some choices which seem odd to me:
      1. Spare the Dying is used to stabilize people who are dying, but you have to be able to touch them and any effect which heals even a single HP will do the same and get them back up. I would expect both Healing Word and the Channel Divinity ability to handle most of this need – that’s 4 rescues per long rest at 1st level, assuming the Cleric doesn’t use their 1st level spells for anything else. I’d expect the Cleric’s cantrip choices to be Sacred Flame and 2 from (Guidance, Resistance, and Light).
      2. 1st level spell choices are Shield of Faith (fine) and Cure Wounds. Cure Wounds doesn’t make much sense to me when Healing Word is available unless Healing Word is getting nerfed – Cure Wounds heals an extra 2 HP per level of spell slot used – at 1st level it’s 7.5 vs 5.5 HP – but it’s a touch spell and requires an action and a somatic component, while Healing Word is a bonus action with a range of 60 feet and only needs verbal components (so you can stay fully armed the whole time). The bonus action part is significant – it means you can use Healing Word and still take a normal action (casting Sacred Flame, making a melee attack, or helping someone else – maybe even casting Spare the Dying if that’s called for).
      3. As someone who played a lot of earlier D&D, it’s weird for me to think of a Cleric intentionally not having any ability to bring the dead back ready to go as soon as they become available. I understand putting off Raise Dead – you can just prepare it after a long rest, just as you’d usually memorize it only as needed. But there’s no suggestion the Cleric should prepare Revivify. At first I thought this suggested list might be taking into account the Domain spells from the sample Life Domain in the same packet, but the prepared spells suggest the Cleric prepare Death Ward at 9th level, while the Life Domain gives it automatically at 7th level. So I guess the designers think you mostly don’t have to worry about folks dying in combat at lower levels (“lower” meaning “below level 18” in this case – that’s when they suggest you prepare Raise Dead by default). 
  4. Holy Order your choice of specializations: combat, lore, or magic.
    1. With Protector you get martial weapons and heavy armor proficiency. Getting heavy armor at 2nd level creates a minor low-level character build issue – either you knew you were going to take this option and dumped your Dexterity, probably leaving yourself at a few points lower AC than you would have liked, or you didn’t know and may end up feeling you wasted points on Dexterity. Making these sort of build choices after 1st level may be good at helping minimize level dipping (and note that this is one of the few ways a character who doesn’t start with Heavy Armor training can pick it up later; the only other one I’m aware of is taking a feat), but it can create character building issues like this. It would work better if the game was better about openly treating 1st-2nd level as tutorial levels for 1st-time players and encouraging experienced groups to start at 3rd level. Martial Weapon proficiency doesn’t have the same issue.
    2. Scholar – Gain proficiency in 2 knowledge-type skills, each of which gets a bonus to rolls equal to your Wisdom modifier. This has the same issue as Protector – the skills you’d have been most interested in getting this good at are the ones you’d probably have wanted to start with anyway, so these selections feel potentially wasted. The Wisdom modifier addition to the roll is nice, and interestingly it’s completely independent of your proficiency bonus or any class levels, so if you really want to be good at these lore rolls you can dip for 2 levels to get this and maybe Expertise from another class.
      1. If you choose the wrong skills for this – ones that don’t get used all that often – you don’t have any ability to modify these choices after the fact. Maybe this should just be the ability to add your Wisdom modifier or Cleric level (whichever is lower) to any attribute check which would use one of those skills, whether or not you’re proficient in them.
    3. Thaumaturge – prepare 1 extra Divine cantrip (which means at high levels you’ll just have all of them prepared all the time), and you regain 1 Channel Divinity use per short rest. This is the only option that doesn’t have weird build order issues.
      1. This is one of the few options which is putting moving toward rather than away from short rests.
  5. The domain is now treated like other subclasses and is selected at 3rd level. Once again this makes it seem like your character really begins at 3rd level rather than at 1st. I mentioned my thoughts about this under Holy Order.
  6. At 5th level Turn Undead becomes Smite Undead, the replacement for the “D” (Destroy) option on old Turn Undead charts. Now every undead creature that fails its save takes (proficiency bonus)d8 radiant damage (so 3d8 when you gain this ability).
    1. A basic zombie has 3d8+9 Hit Points, so this won’t be enough to take them down until you get to 5d8 damage, which means you have to be at least 13th level. A big step down from classic D&D. Skeletons will probably go down to this at 5th level, and Shadows almost certainly will (low HP and a vulnerability to radiant damage). The issue here is inflated monster HP.
    2. Creatures that aren’t destroyed outright will take some damage…which immediately ends the Dazed condition imposed by being turned according to the Turn Undead description. Additional text could be added to clarify this problem away, but a larger problem is that doing damage to turned undead incentivizes the rest of the group to try piling more HP damage on them, which then nullifies the effect of turning. Better to just have this vaporize weak undead and be done with it – it’s not like modern D&D combat ends too quickly or anything.
    3. Hey, guess what: this is the last class-based advancement to turning undead. All other advancement is based on your Wisdom modifier and proficiency bonus, so at this point you could multiclass to Druid and your ability to Turn Undead would keep advancing just the same. You probably don’t actually want to do this – high-level Cleric spells are decent enough you wouldn’t want to actually stop progressing toward them – but Turn Undead isn’t doing anything to keep you coming to church, if you know what I mean.
  7. Blessed Strikes at 7th level – you can add 1d8 radiant damage to damage a creature takes from one of your weapon attacks or 0-level spells. It doesn’t specify that the spell has to make an attack (which is good – Sacred Flame inflicts a saving throw), nor that the 0-level spell has to be Divine. You can only do this once per turn (but it isn’t necessarily restricted to during your turn), and unlike the feature some domains gave in 5E, this doesn’t increase to 2d8 at higher levels. This is…better than nothing, I suppose. This doesn’t require any commitment of resources like Concentration or spell slots and isn’t affixed to a target, so it’s better than 5E Hex in that sense (except for Hex’s synergy with Eldritch Blast).
  8. At 9th level you get another Holy Order. I don’t think you’re likely to add on Protector at this point – you likely committed to having a Dexterity bonus or not back at 2nd level – so now you’re either expanding your skills or magical ability a bit. I think Scholar is probably a better choice now – you’re 9 levels into the game, so you probably have a better idea which of the listed skills is most likely to be actually useful. Thaumaturge was probably too useful at lower levels where the number of cantrips you could prepare and times you could Channel Divinity were key limitations, but if you chose Protector at 2nd level I could maybe see picking up Thaumaturge now.
  9. At 11th level you can ask for your deity or pantheon to directly intervene on your behalf.
    1. The concept doesn’t play nicely with the idea of a Cleric not needing to directly follow a deity or pantheon, and I think this should really have the description updated to address that or it’ll be a stumbling block for that expansion of the Cleric.
    2. This ability came online 1 level earlier in 5E. However, the chance of success is so low and its potential use so infrequent that it doesn’t make much of a difference until it becomes 100% reliable – 20th level in 5E, but 18th level in 5.5.
      1. In 5E, there was a 7-day cooldown on a success; in 5.5 it’s a 2d6 day cooldown. That’s still a 7-day average. I don’t see the value in randomizing this. Also, the cooldown is awfully long compared to every other ability I can think of – is the ability powerful enough to justify being available only 1/7th as often as the Wizard can cast Wish, or is it just the color text about invoking direct divine aid that makes it seem like the Cleric shouldn’t be using this once a day?
      2. I think it’s weird that at 18th level the ability is called “Greater” Divine Intervention, since it isn’t greater in any way – just more reliable.
    3. Any Divine spell is appropriate. 5E used to explicitly indicate that any Cleric or domain spell was appropriate as an effect for this – does this mean that domain spells will never include non-Divine spells, or that any spell the Cleric gets via a domain will be considered as a divine spell for them (and therefore for this), or that domain spells which aren’t on the divine list aren’t eligible?
      1. For that matter, I’m still not sure how to read the claim that any Divine spell is appropriate. I’m pretty sure that it’s at least saying that spell level is no object – if the character makes this roll at 11th level, they may get a 9th level spell effect even though they can’t prepare or cast anything above 6th level. I’m less sure if this directive is meant to be exclusive (i.e. spells from the divine spell list are fine, but other spells are not), or just a suggested starting point (i.e. any divine spell is totally OK; don’t worry about it. You may also want to consider other possible effects).
  10. Life Domain
    1. Domain spells – because domains start at 3rd level now, they don’t grant any 1st-level domain spells, so this domain doesn’t grant Cure Wounds or Healing Word. That means a Cleric of Life is being pushed to double down on committing resources to healing, by both choosing this domain and also committing 1st level spell preparation slots.
    2. At 3rd level, casting a spell via a spell slot that restores HP to a creature restores an additional [spell slot level +2] HP to the creature. This is pretty weak for single-target spells, but considerably better for spells that heal multiple targets. It does help narrow the difference between Healing Word and Cure Wounds, making Cure Wounds even less optimal: the difference now becomes 10.5 HP healed via Cure Wounds vs 8.5 HP healed via Healing Word.
      1. This ability used to be gained at 1st level. Having an ability pushed from 1st level to 3rd wouldn’t be much of a nerf since levels 1 and 2 aren’t meant to last very long, except that it’s reducing available healing when characters have relatively low HP.
    3. At 6th level you can Channel Divinity to spread out Cleric level * 5 HP in healing amongst anyone you can see within 30’, but can’t bring anyone about 1/2 their max HP; this starts at 30 HP of healing and scaled (unlike spells, for free!) up to 100 HP at 20th level. Compared to Mass Healing Word gained at 5th level:
      1. Mass Healing Word is 1d4 + Spellcasting modifier + 5 (from 3rd level Life domain ability), or 11.5 HP expected, targeting up to 6 creatures within 60’. That’s an expected healing value of 69 HP (nice), with no 1/2 max HP cap. This Channel Divinity ability can’t match that until 14th level, but on the flip side it doesn’t compete for spell slots, you can allocate healing as needed, and you can benefit any number of creatures within 30’. Ah, and Mass Healing Word is still a bonus action while this is an Action. The unlimited number of targets within a nearby range makes this a good candidate for healing a large number of targets – a sizable group of nearby allies, for example, or summons creatures.
      2. This ability used to come online at 2nd level; now it’s been pushed back to 6th. That means the competition with Mass Healing Word used to be less of an issue because this mass healing ability was exclusive to the life domain for levels 2-4, and other Clerics only gained a comparable ability at 5th level. Now this is merely a nice extra.
    4. Starting at 10th level you regain 2+spell slot level HP when you use a leveled spell to restore HP to another creature. This is the same ability that used to be gained at 6th level.
      1. At 10th level if you use 100% of your spell slots on spells that would trigger this ability, it buys you 71 HP of self-healing, and at 10th level you probably have about 73 HP – this is just about enough to take you from 1 HP to full. But one use of your 6th level Channel Divinity domain ability would get 50 HP of healing, of which you could personally use 35, and you’d still have spell slots left.
      2. Note that you don’t get this benefit by casting the healing spell on yourself – it has to heal “another creature”. How this works with e.g. Mass Healing Word if targeted at both yourself and multiple other creatures isn’t made explicit, but I assume you get this benefit exactly once if the spell restores HP to at least 1 creature other than yourself.
    5. The 14th level ability to maximize dice rolled on healing spells is unchanged from 5E. Normally the difference between a Healing Word (1d4 per level of spell slot) and a Cure Wounds (1d8 per level of spell slot) is 1.5 HP/level of spell slot; this increases it to 4 HP per level of spell slot. While this makes both spells better, it has the effect of making Healing Word worse than it was by comparison. More interestingly, this doesn’t have any effect on spells like Heal which restore a fixed amount of HP. It’s odd the way this feature has the secondary effect of altering the relative desirability of various healing spells.
Revised Species
  1. Ardling
    1. Conceptually, it’s now much clearer that these are anthro characters rather than a celestial parallel to Tieflings.
      1. Ardling subtypes all seem to be based around different types of movement advantages. I guess if you’re trying to fit another animal type into the Ardling mold you have to decide if it flies or swims or climbs or default to it being a Racer. I feel like this is a fairly narrow set of molds.
    2. Ardlings can still choose to be Small while Dwarfs cannot, at least in playtest packets to date.
    3. Animal Ancestries
      1. These give a list of animals which fit each category, and are very clear about how that impacts your appearance.
      2. Climber
        1. Climb speed just keeps climbing movement from being slower than regular movement; it doesn’t actually help you succeed – if there even is a risk of failure (5E doesn’t seem interested in that idea). I think that makes this ability less interesting.
        2. Once per turn add proficiency bonus to unarmed strike damage. This seems pretty minor, and really only interesting to characters who are going to be making a bunch of unarmed strikes (i.e. Monks), but not necessarily a lot of unarmed strikes each round (so, under 5E rules a Monk who’s using a weapon and using their bonus action to make 1 unarmed strike).
      3. Flyer
        1. When you fall at least 10’ you can use your reaction to glide down and avoid damage. This sucks. I mean, it’s at-will non-magical Feather Fall, but you can only use it on yourself. But the real reason it sucks is that 5E has rules for flight (which is great!) but none for gliding. If it had gliding rules, you could tell people that this is essentially Link’s parasail from Breath of the Wild, only without bullet time. It wouldn’t actually be that good, of course – the very direct experience of movement in a video game and the relative freedom the parasail brings won’t be matched in a TTRPG – but it would still open up a lot of possibilities in terms of going places and having a flight-like ability without the worry of giving out true flight at level 1.
          1. The solution is probably to steal/adapt gliding rules from Palladium’s Teenage Mutant Ninja Turtles and Other Strangeness – though frankly “steal from TMNT&OS” is generally the answer when designing procedural games where you’re playing anthro characters who are supposed to having mechanically significant animal traits
          2. A quick and dirty set of rules for gliding might be that while gliding:
            1. You move downward at 60 feet per round, which won’t result in any damage from falling
            2. For every foot you move downward, you can move forward a number of feet equal to your proficiency bonus.
            3. (note that this sort of gliding makes advantage on jump checks (below) a meaningful bonus, since it gives you a better chance to jump high enough to actually start a glide).
        2. Advantage on the ability check taken as part of the Jump action. This is allows you to Jump (as an Action, remember) without having to run 10 feet to avoid disadvantage. It’s still pretty underwhelming unless you have some actual use for jumping (like the glide rules I proposed, above).
        3. There’s no consideration of how your vestigial wings interact with armor. I suspect that’s because Wizards designers focus on mechanics within a theme rather than imagining how things would work diegetically. If this isn’t clarified to somehow not be an issue with armor or even  clothing, the Flyer type is probably a non-starter for most character classes – Monks, Sorcerers, and Wizards being the likely exceptions.
      4. Racer
        1. On a Dash, get a speed bonus of 10*Proficiency bonus. No units provided, but presumably this is feet.
        2. Good for characters who will Dash often (Rogues and to a lesser degree Monks) and who want addition movement for when they do (probably just Rogues). Probably not very useful otherwise.
      5. Swimmer
        1. Swim speed (which doesn’t make you more able to swim, just lets you swim without a movement penalty) – this isn’t that impressive.
        2. Resistance to Cold damage – this isn’t a big deal, but it’s something that’s broadly useful to a lot of character classes.
        3. Can hold breath for up to 1 hour – now this is a wildcard! Ordinary characters can hold their breath for 1+Con bonus minutes, animals that specialize in doing so (like whales) often top off at around 30 minutes. You can outdo all of them and there’s no spell that gives this ability. There are spells that give water breathing, or that allow a character to assume the form of another creature, but nothing lets a character hold their breath for an hour and keep acting normally. This isn’t particularly powerful, but it does have uses and it is a completely unmatched capability in the game, which makes it interesting. It would be better if the 5E designers hadn’t screwed up the poison rules and decided that inhaled poisons effect even creatures holding their breath because they do damage to other tissues. Hint: if it harms you without you breathing it, it isn’t inhaled – it’s a contact poison like tear gas, while an inhaled poison is more like carbon monoxide.
        4. This is the only Ardling type that seems broadly applicable across all character classes. You could make an entire party out of Swimmers and you wouldn’t be giving characters of any class a particular advantage or disadvantage, but you would be expanding the adventuring capabilities of the party as a whole – due to the ability to hold breath, they could go places that other creatures just can’t.
    4. You know a Divine cantrip which you can swap out after a long rest (it defaults to Thaumaturgy, but the swapping just means it has a starting value for players who don’t know what they want). Give characters Sacred Flame so they have a ranged radiant damage option! Give someone Resistance so they can use a reaction to boost a party member’s saves! The best part is the ability to swap out the cantrip after a long rest – you can’t do that with Magic Initiate. The only thing keeping this ability from being a bit too good is the very limited list of 0-level Divine spells.
      1. You also select one of the mental attributes to use as your spellcasting ability for this – really, just for Sacred Flame when you have that selected. That increases the number of classes this synergizes with
    5. Proficient with Perception to reflect keen senses. Actual real-world animals tend to use Advantage on some Perception checks to implement this. I have mixed feelings about this – it gives you one of the more broadly useful skill proficiencies, but in the process prevents a character with a dog head from being any better at sniffing things out than another character who’s trained to be perceptive.
      1. It’s nice to see more species who don’t have darkvision – humans were starting to look like a very oddly-limited species.
  2. Dragonborn
    1. Dragonborn entered the core books in 4E, and to be honest they’ve never worked for me. I have of course absolutely understood the appeal of playing a dragon person, but every implementation to date has left me cold. This one is much the same – I think it’s better than 5E’s implementation, but I still wouldn’t every consider playing a Dragonborn, while I could see making an Ardling.
    2. Creature Type is humanoid. This is the first thing I’d change – if you want to sell players on the idea they’re playing dragon people, make their Creature Type be Dragon. It has no direct mechanical effects, but the fact that the character is treated as a dragon by magical effects (albeit a human-sized, human-shaped one) would help sell the concept.
    3. You have a dragon ancestor which gives you a damage resistance and a damage type for your breath weapon. Simple and straightforward enough, except for one catch: if you choose a damage type that comes up more often in the game (say, you end up fighting a lot of fire-based enemies) your resistance becomes more useful, but your breath weapon becomes less useful, and vice versa if you choose a damage type which doesn’t come up often.
    4. You no longer automatically know Draconic. I think that’s good – that means it’s treated more like a real language that has to be learned rather than some sort of racial memory thing.
    5. Breath weapon: Only usable on your turn by taking the Attack action; replaces 1 attack with Fire Bolt damage that has a (small) area of effect and always hits but offers a Dex save for 1/2 damage. The save DC is based on your Constitution (which every class values, but not as their main attribute; and which makes some sense in-character). You can use this proficiency bonus times per long rest.
      1. Making this take a single attack means it’s intended to compete with individual weapon attacks in terms of expected damage, not with spellcasting (except for cantrips).
      2. The nearest point of comparison is Fire Bolt, but that has a single target and can miss completely. A dragonborn who knows Fire Bolt will presumably save their breath weapon for when they can target at least 2 enemies, so assuming a 50% chance to miss or have the enemies save, this breath weapon will probably do about 3 times as much damage in a single use as Fire Bolt.
      3. This now lets the character choose the form of the breath attack when used, rather than having that determined at character creation. This isn’t a huge boost, but it’s still nice.
      4. One major downside of this feature is that the player decides on their damage type at 1st level and then they’re stuck with it, even if they might run into a ton of enemies who are resistant to that type of damage. I don’t think there’s a good way to change that without changing the Dragonborn concept so that the character doesn’t appear to have a single type of Dragon as an ancestor.
    6. Darkvision. For all I think this feature is too common it makes sense on dragon people. If anything, I’d prefer to see it taken away from most elves and other non-subterranean creatures…
    7. Draconic Flight – up to 10 minutes of flight that don’t require concentration; not available until 5th level and only usable once per long rest at that point no matter the character’s level.
      1. I’m calling out the limit on use because this feature is being treated like a competitor to the Fly spell – neither is available until 5th level. However, an arcane caster will be able to cast Fly more times per long rest as they gain levels; the Dragonborn’s feature never improves once they’ve gained it. That would be fine – species abilities are generally less significant than class features – but for the Aarakocra, who give a superior flying ability (50 feet instead of equal to your speed, no time, concentration, or use per day limits, but there are some restrictions on armor). This isn’t necessarily a fair comparison: in any campaign where it matters how well and often a character flies the Aarakocra is far and away the most powerful species.
        1. It will be interesting to see if and how the Aarakocra are modified. If they aren’t, that suggests the designers see this flight ability as fairly insignificant, with the breath weapon and damage resistance being the marquee features.
    8. On the topic of ribbon abilities: I don’t think the dragonborn really sells the idea of being draconic. Having creature type humanoid is part of it, but another part is that you supposedly have all these draconic features – scales, claws, teeth – with no mechanical heft. I’d prefer to given them at least a minor effect to make characters feel substantial:
      1. Scales: If you aren’t wearing armor, your AC is 10 + 1/2 your proficiency bonus + Dex bonus
      2. Claws: when you make an unarmed strike you can choose to use your claws, inflicting proficiency bonus + Strength bonus in slashing damage.
      3. Bite: when you make an unarmed strike you can choose to use your claws, inflicting proficiency bonus + Strength bonus in piercing damage.
  3. Goliath
    1. Goliaths are the playable-giants species, but they aren’t Large by default – they can only become Large starting at 5th level, only once per Long Rest, and only for 10 minutes. The 5E designers have long shown an incredible aversion to allowing PCs to just be Large and I’ve never understood why. That’s partly because they’ve never bothered to explain it. It’s so weird – 5E isn’t like 3rd edition, where different sizes had a whole bunch of predefined modifiers that applied to things like reach and attributes – the effects of size are basically defined on a case-by-case basis, except for the basic implication of the space a creature takes up.
      1. A Goliath gets Advantage on Strength checks and +10 feet to speed for the duration. This is somehow supposed to be an ability that’s too good to have before spellcasters get 3rd-level spells like Fly and Fireball, and well after Druids are able to Wild Shape. This doesn’t even include the extra damage that comes with the Enlarge spell. I just can’t get why 5E designers are so terrified of allowing Large characters.
    2. Goliaths get an ability specific to a giant type usable proficiency bonus times per long rest. These seem to be a pretty mixed bag, but mostly on the weaker side compared to just having a decent cantrip, and most have no utility outside of combat.
      1. Cloud Giant – bonus action to teleport 30’. This is pretty useful, especially at lower levels, and is the only option which has significant utility out of combat.
      2. Fire Giant – +1d10 fire damage on a successful attack roll. This is pretty good at lower levels but not very impressive at higher levels – compare to Sneak Attack, Hex, or Hunter’s Mark – or more pointedly, to Fire Bolt. This ability doesn’t mention what type of attack roll it applies to, which means it can be used with both spell and weapon attacks.
      3. Frost Giant – +1d6 cold damage on a successful attack roll and target has its speed reduced by 10 feet for 1 turn. The damage is once again not very impressive, but the slow effect is where this gets some utility, especially since you can use this both at range and in melee. As with the Fire Giant ability, this isn’t worht much if it isn’t applied to an already-meaningful attack, since this is basically just a 1st-level Ray of Frost on its own.
      4. Hill Giant – knock a Large or smaller target prone when you hit it with an attack roll. Since the target doesn’t have any way to resist this other than being too big or not getting hit this seems like a pretty decent anti-humanoid ability, and it doesn’t just duplicate a cantrip.
      5. Stone Giant – use a reaction to subtract 1d12 + Con modifier from damage you were about to take. This is actually more useful than it might appear, since it can prevent effects that require you to take damage from taking effect, like the Fire, Front, and Hill Giant Goliath abilities; this can also be used to help preserve concentration.
      6. Storm Giant – use a reaction to do 1d8 thunder damage to someone within 60 feet who just damaged you. I don’t see how this is particularly useful – it doesn’t seem like it’s going to do enough damage to discourage enemies from attacking you, or to contribute meaningfully to taking them out of the fight except at very low levels.
    3. Some abilities that actually don’t have a bounded number of uses:
      1. Advantage on saves to escape being grappled (but you aren’t actually better at grappling, just at breaking out)
      2. Count as 1 size larger for determining carrying, lifting, and dragging capacity (assuming your group pays any attention to these details – 5E doesn’t seem to care about them. In contrast, 1st edition reduced your movement rate based on how encumbered you were).
Feats
  1. Bonus Feats at 20th Level – This is unchanged from playtest packet 2, but there I skipped over it. I still don’t know quite what to make of it. This rules option appears to be the designers throwing a bone to people who want to get in a significant amount of play at 20th level including the potential for further advancement, but without the designers having to commit to any further character advancement design.
    1. It’s interesting that this advancement is stated in terms of Experience Points but the advancement doesn’t come with any additional levels – the character is not only done advancing in any classes (even by multiclassing), but also in terms of gaining additional HP and Hit Dice (save via feats). And there’s still just no way to increase their proficiency bonus – there isn’t even an epic boon to do that.
    2. In terms of XP, this is set at 30K XP increments – the size of the steps from 15th to 16th and 16th to 17th levels, rather than later level increases. That means each of these additional feats are treated as being equivalent to all of the following combined (for a single-classed spellcaster):
      1. +1 proficiency bonus
      2. +1 9th level-spell slot
      3. +1 step/die of cantrip damage
      4. +4 (at least) HP
      5. +1 HD
    3. I don’t feel characters are getting 30,000 XP worth of advancement out of additional feats – not even the epic boons. Likewise, I don’t think feats offer nearly enough mechanical coverage to suffice as a way of having continued improvement – for example, a character could never gain the ability to prepare higher-level spells, nor spell slots of a level they didn’t already have except via Magic Initiate (which allows 2 cantrips and a single 1st-level spell once per long rest).
    4. Overall, this whole approach strikes me 
  2. Ability Score Improvement – I think the formatting is the only change from playtest packet 2.
  3. Epic Boon of Fate
    1. Add or subtract 1d10 from a single d20 test done by somebody within 60 feet, usable once per rest (any type) or initiative roll.
    2. This is obviously meant to be the ‘epic” version of Lucky, but it doesn’t quire work way – it can’t be novaed when that’s what you really need, if you have a really bad roll this may well not be enough to save the day.
    3. This allows you to kind of blow bounded accuracy out of the water, since it gives you another bonus on d20 tests which is likely to be as big as your proficiency bonus. Does this mean that bounded accuracy just isn’t meant to be a concern in 5.5e once characters hit 20th level, or did the designers just not pay attention to this? My suspicion is the latter, since 5e and 5.5e’s limited skill systems mean that the problem with high totals on d20 rolls isn’t the number you can end up rolling, but how reliably you can hit various target numbers.
    4. I think the power on this is fine, but if I’d taken about it expecting some sort of ability to mess with fate I’d probably feel a little disappointed. Not terribly disappointed, but enough that it’d probably annoy me over time.
  4. Epic Boon of Spell Recall
    1. Once per long rest you can cast a prepared spell of up to 5th level without using a spell slot.
    2. Note that this doesn’t give you a 5th-level spell slot (which you could use to upcast a spell below 5th level), but the ability to cast a 5th level or lower spell without using a slot – it’s essentially the ability to treat a spell up to 5th level as a ritual  without altering its casting time (but only once per long rest).
    3. Compare this to the Wizard’s Arcane Recovery: at 9th level a Wizard can recover up to 5 levels of spell slots after a short rest, but only “[o]nce per day.” By the time the Wizard hits 19th level – before they can get this “epic” boon – they can recover 10 levels of spell slots (none of them above 5th level) per day, so up to 5 level spell slots. And since these are real spell slots, they can be used for upcasting Fly or Dispel Magic or whatever.
    4. The only real use for this ability is if you absolutely need to cast a spell right now and you are completely out of the resources to do so. In other circumstances you may have the ability via a short rest to recover a greater degree of spellcasting resources via Arcane Recovery if you’re a Wizard or Pact Magic if you’re a Warlock, and those without being 20th level. A Sorcerer can’t outright recover, but can at least upgrade their spell slots by going through Sorcery points.
    5. In short, this ability is weak – it comes online much too late to be this dependent on very precise circumstances to be useful.
  5. Epic Boon of Truesight
    1. You have Truesight. It isn’t a magical ability that can be suppressed or a heightened state that you have to invoke or maintain – it’s just always on. Truesight is pretty good – it lets you just ignore darkness, see through and automatically save against visual illusions, etc. This is an ability that does what it says, and is useful enough to really become a marquee ability for a character. The only downsides are the 60 foot range and only coming online at 20th level, but if you take this as a capstone for a character who’s maximized their Perception rolls the latter at least feels like hitting your peak competency.
    2. This epic boon is good in the way that I wish all epic boons were.
Rules Glossary
  1. Changelog
    1. I strongly feel this is the best part of not only this playtest packet, but of all the playtest packets to date: it highlights what has changed in a larger corpus. Ways this could be improved:
      1. Make this apply not just to the glossary, but to the entire packet
      2. Include discussion of why changes were made, perhaps not in the changelog itself but in each section or near each change.
  2. Aid [Spell]
    1. Affects 6 targets instead of 3, which is enough for an entire party. This makes the spell more likely to see use without actually being all that big a boost in practical terms. Yes, mathematically it’s a 100% increase in value (if you have 6 targets of value), but it won’t feel that big.
    2. Duration goes from 8 hours to Instant. This is good – you don’t have to think about when your temporary HP might expire.
  3. Attack [Action] (“Equipping Weapons” section)
    1. You can (1) equip or unequip (2) a weapon (3) before or after (4) each attack you make (5) as part of an Attack action, (6) even if the attack is an unarmed strike.
    2. I rewrote it that way to help illustrate the number of details that can get lost in the text of each of these little rule definitions. I don’t mean to say that the rules shouldn’t be this complex, but rather that even complex rules can be presented in a way that makes them easier to understand (or at least, to understand their level of complexity).
      1. For example, consider (2): you can only equip or unequip a weapon. You can’t do that ammunition for a weapon, or a potion or flask of oil.
      2. Or consider (5): you can’t do this when making an attack as part of a bonus action or reaction, or when making a weapon attack that isn’t part of the Attack action (for example, casting a cantrip like Greenflame Blade which includes a weapon attack).
    3. The main thrust of this change is intended to be (6), which extends this to unarmed strikes. It’s interesting to imagine someone using an unarmed strike to grapple, then pulling out a weapon right after that attack. I don’t think that’s a problem, but I’m not sure how that works with the “free hand” requirement of a grapple, though.
  4. Barkskin
    1. The rules glossary entry for this spell wasn’t updated. That means it still says “Here’s a new version of the Barkskin spell,” even though there isn’t anything new about it relative to playtest packet 2. 
  5. Banishment [Spell]
    1. Banishment is a spell that 5E completely screwed up by changing the intent from actually banishing beings from their non-native planes to a basic action-denial spell. Until they fix that there won’t be any fixing this spell as far as I’m concerned.
    2. Let’s look at the spell as if it was just an unnamed spell partway through the design process. In 5E the spell is like Hold Monster (5th level) except
      1. It’s 4th level
      2. Range is 60 feet instead of 90 feet
      3. Save targets Charisma instead of Wisdom
      4. Can affect undead
      5. A target that fails their save is incapacitated on a demiplane (or on their homeplane for those not native to the current plane) instead of in-place
        1. Planar non-natives who stay under the effect for the full duration remain on their home plances instead of returning to where they were
      6. Targets are only incapacitated rather than paralyzed, which means they can still move and speak, but can take neither actions nor reactions. The other features of the paralyzed status are irrelevant, since the affected target is removed from the field of battle.
        1. I don’t see how the ability to move and  speak is meaningfully better for the targets than being fully paralyzed, but I suppose that if multiple targets are affected by upcasting this spell, this allows them to at least plan for their return
      7. Importantly: the target only receives 1 save, instead of 1 per round.
      8. In short: either 5E Banishment is much too good, or 5E Hold Monster is much too weak
    3. In 5.5E the significant changes are
      1. Range is 30 feet instead of 60 (5E) or 90 (Hold Monster)
      2. Everyone who fails their save is incapacitated on a demiplane regardless of whether or not they’re planar natives
        1. Planar non-natives who stay under the effect for the full duration are sent to their home planes instead of returning to where they were
      3. Targets receive 1 save per round
      4. In short: 5.5E Banishment is still too good relative to Hold Monster, but at least it isn’t hugely better than all comparable action-denial spells.
    4. Overall, Banishment has been made less of an issue, but I’d still flunk it in the design process under any name
  6. Grappled [Condition]
    1. This condition is scarcely changed from playtest packet 2, clarifying only that
      1. The grappler can carry along the grappled “when it Moves”, and
      2. The escape condition that relies on moving you outside the range of the grapple removes the language about not using your own Speed (which is redundant because your Speed is fixed at 0 while grappled)
    2. I’ve realized I want to comment on some other aspects of grappling that I didn’t cover while reviewing playtest packet 2, so I’m including that here.
      1. Grappling’s only effect on the grappled creature is to fix their speed at 0 and give them disadvantage when trying to attack anyone other than the grappler. It does not otherwise prevent or even inhibit taking other types of actions – for example, a grappled character can use a greatsword or a halberd to attack their grappler without penalty. Likewise, they can continue to concentrate on spells without an issue, and they can continue to cast spells as before except for the limitations on attack rolls – spells that rely on saving throws (including cantrips such as Poison Spray) can be used against any target without any reduction in power or likelihood of having their full effect.
        1. The lack of limits on spellcasting means that a grappled spellcaster may make their saving throw to escape, narrowly fail, then use the Resistance cantrip as a reaction to give them a bonus that might allow them to actually escape anyway. This suggests that Rangers will be more difficult to successfully grapple than Fighters or Barbarians.
      2. Grappling does almost nothing to help the forces attacking the grappled creature – the grappler can carry or drag them around, but has no particular ability to move them otherwise (by shoving or throwing them), nor does either the grappler or their allies have any enhanced ability to attack the grappled creature, whether by gaining new options for attacking them or by having better odds of succeeding at what they could already try.
        1. This means you can’t
          1. hold an enemy in place so that one of your allies can hit them without the target dodging
          2. choke them out
          3. disarm them any better than you could if you hadn’t grappled them
          4. prevent them from taking actions like casting spells or speaking or drawing and using weapons or other equipment
          5. etc.
        2. In effect, grappling is almost entirely focused on controlling a target’s movement and guiding its attacks toward the grappler – the sort of thing you’d think of as “marking” as used by 4E Fighters. You can’t get Heracles vs Antaeus out of this mechanic
      3. The Grapple option for an unarmed strike indicates the grapple is only possible if the target is no more than 1 size larger than you and you have a hand free to grab the target. There’s no clear indication there or in the Grappled condition if those conditions must continue to be true for the grapple to persist (in fact, the “free hand” condition can’t generally remain true in a very literal sense, but we could imagine it to mean “you must have a hand you can use to do nothing other than initiate and maintain the grapple”) I bring this up for a couple reasons:
        1. It suggest that getting larger is a way to end the Grappled condition
        2. It imposes an additional cost on the grappler (which admittedly makes perfect intuitive sense): you have to keep a hand committed to the grapple. But this makes grappling someone an even worse deal: you’re committing a hand to (1) bind their movement to your own, and (2) give them disadvantage on attack rolls against someone other than you. And now you get to choose between using a one-handed weapon or a shield
  7. Guidance [Spell]
    1. Identical to playtest packet 2, except
      1. A creature can benefit from this effect any number of times rather than just once per long rest
      2. The range drops from 30 feet to 10 feet, which means it’s more of an out-of-combat ability
    2. Worth remembering that this cantrip can only be used when the caster or an ally within range actually fails an ability check – it can’t be used on a success to boost a skill roll total (for e.g. a Stealth or Jump check), nor can it be used in advance in an attempt to get a better roll.
    3. An improvement over playtest packet 2, and over the original version (since it’s available as-needed instead of requiring you to handle it in advance)
  8. Influence [Action]
    1. The description no longer suggests granting advantage or disadvantage on the roll to represent a request that fits a particular target of Influence particularly well or poorly, just temporarily shifting the target’s attitude.
    2. The updated version lists skills and situations where they’d apply to an Influence roll. This guidance seems good, but has issues:
      1. The suggestions (carried over from packet 2) that multiple rolls will be required to influence a hostile creature means that it’s much easier to intimidate someone who’s friendly to you than someone who’s hostile. This suggests the description of Influence was conceived in terms of using Persuasion and hasn’t been adjusted to consider other ways of Influencing targets.
    3. The new description no longer includes the descriptions of what Influence can accomplish on a target with a given attitude at a given DC.
      1. In fact, DCs are now specific to the target instead of having DC 10 and DC 20 thresholds. The minimum DC for a check is set at 15 or the target’s Intelligence, whichever is higher.
        1. This means it’s harder to Deceive, Intimidate, or Persuade very intelligent creatures. So it’s easier to intimidate Hulk than, say, early Kitty Pryde.
          1. Note that setting the DC this way suggests that Insight doesn’t serve as a defense against Deception – that seems counterintuitive.
    4. Labeling Influence as an Action suggests it isn’t an extended activity, but something you can attempt on your turn in combat – that you can make a complete attempt at persuasion or deception in 6 seconds or less (a combat round), the same amount of time it takes a Monk to try punching someone a couple of times. I don’t think that makes a lot of sense – I can see very limited attempts at Influence taking place at this timescale, but many of them should take longer, and not just because a character failed the initial check. This entry doesn’t provide any suggestion for how extended attempts to Influence a target should be run compared to Action-level attempts to Influence.
      1. I suspect the [Action] label put on this entry is part of a larger trend of trying to package the use of skills into Actions so that inexperienced players have a clear sense of when they might apply and how they might handle any interactions. I don’t think this approach has been sufficiently considered, though.
    5. Overall, I think the changes to this action make it less well-constructed than it was in the prior packet.
  9. Light [Weapon Property]
    1. I don’t believe the wording change on this (relative to packet 2) has any mechanical effect.
  10. Long Rest
    1. 0-level spells cast out of combat no longer interrupt a Long Rest
    2. You can now resume an interrupted Long Rest
    3. A Long Rest now reduces your level of Exhaustion by 1
    4. You now have to wait 16 hours after completing a long rest to begin a new one, whereas previously you could only benefit from 1 Long Rest in any given 24-hour period
    5. Overall, Long Rests were too restorative and remain too restorative. The boosts here are relatively minor – they don’t significantly worsen the problem and the ability to resume an interrupted rest may reduce player anxiety, so I don’t see any harm in these changes.
  11. Magic [Action]
    1. Specifies that this also applies to using a feature that requires a Magic Action, not just to casting spells and using items.
  12. Prayer of Healing [Spell]
    1. Affects spellcasting ability modifier targets instead of a flat 6
    2. Can only affect a creature once per Long Rest
    3. No longer adds spellcasting ability modifier to the 2d8 HP of healing
    4. Now gives targets the benefit of a Short Rest
    5. Basically, the spell is now “once per long rest, take a short rest in 10 minutes by using a 2nd-level spell slot (oh, and get some bonus healing as well)”
      1. The utility of this spell depends on how often the 1-hour length of a short rest was getting in the way of groups actually using them regularly. For groups that basically avoided short rests completely, this is almost a mandatory spell, with the once-per-long-rest limitation being the only aspect approaching a drawback. For groups that regularly took all their breaks this change is a nerf.
      2. Overall, I’d rather just see short rests changed to be shorter and have some limitation on how often characters can benefit from them.
  13. Priest’s Pack [Equipment]
    1. The pack has gone from 19 GP to 33 GP, and has seemed to change in focus: no longer the sort of equipment you’d expect for an indigent priest who may have to set up shop anywhere, it’s now focused on containing priestly adventuring equipment. I’d rather see both packs defined with names that make clear the purpose of each, just to help new players have a common understanding of setting conventions.
  14. Resistance [Spell]
    1. Just like Guidance, this is now usable as a reaction when someone within 10 feet fails a saving throw.
    2. This is tremendously useful – Divine casters usually don’t have a lot to do with their reactions anyway, and they can keep using this to help other characters break out of ongoing effects as long as they can get within 10 feet of the character.
    3. Note that when you take damage and have to try to maintain Concentration, that’s a Constitution saving throw. If you have to make one of those saves and you miss it by a couple points, you may be able to save it and keep your Concentration effect running – especially valuable if it’s based on a higher-level spell slot
    4. The range matches up with the radius of a Paladin’s aura that gives a bonus to saving throws. If a Paladin gets access to Resistance – perhaps via Magic Initiate – they become an even more powerful defensive force than they were before, whether that involves protecting others directly or (as mentioned above) keeping Concentration-based effects running.
    5. This change makes Resistance a must-have Divine cantrip (well, it helps that there’s only 6 of them), and pretty competitive on the Primal cantrip list as well.
  15. Spiritual Weapon [Spell]
    1. Now a Concentration spell, so you can’t cast this and a Concentration spell and just use your bonus actions for free damage from this spell
    2. Makes clear that the Spiritual Weapon can only damage targets within 5 feet of its current location (presumably an antidote to characters making spiritual weapons take the form of bows or guns to strike at range).
    3. Overall a nerf. Probably not a critical one, but not unwarranted or completely out of left field.
  16. Truesight
    1. Like the prior definition, but formatted to make it easier to see what capabilities it gives. The only difference is the 5.5E version doesn’t let you see the original form of a shapechanger. Note that it still lets the user see creatures transformed by magic – it just seems to assume that if a creature is a shapechanger, those changes can’t be seen through (presumably they’re natural enough, or perhaps shapechangers don’t really count as having “original” forms?).
    2. An improvement in presentation, and the loss of capability seems minor and probably useful in service of retaining at least some mysteries (like “is this person a doppelgänger or a werewolf or just a normal person?”)

5.5e Playtest packet 2 (Expert classes), part 3 – other rules

Spell Lists

I’m not patient enough to do a full before-and-after comparison of spell lists, but I’ll note things that stick out to me.

  1. This may seem minor, but I’m used to the lists of Cleric and Druid spells coming before Magic-User spells (and later, Wizard spells). Having them show up first (because “A” is for “Arcane”) is kind of disorienting.
  2. A bunch of Warlock spells have been moved to the Arcane list. There’s going to be less distinction magically between Warlocks and other arcane casters.
    1. Eldritch Blast is an exception, but Hex is not. I wonder who would benefit most from taking Hex? I recall it potentially had a long duration if cast using a higher-level spell slot, ultimately limited only by being a Concentration spell…could that be worked around if cast using Glyph of Warding? I wonder if it could be usefully combined with Hunter’s Mark for a set of very long buffs? An arcane caster could have access to all 3 of those now after taking Magic Initiate only once.
    2. I’d say Warlocks are the big winners here – their spell list wasn’t as good as Wizards’. Sorcerers will also benefit, since their spell list was almost precisely a subset of the Wizard spell list, so getting the full list Wizards had plus Warlock spells is at least something.
  3. Divine spell list merges Paladin and Cleric lists.
    1. This could be seen as a dilution of the Paladin’s identity as defined by not having to consider the whole Cleric spell list, but it’s more of a return to the status quo ante – they always used to cast off the Cleric list instead of having one of their own, at least prior to 3rd edition.
    2. This does dilute the Paladin’s identity because a number of key features were built as spells (a bunch of Smite spells, Find Steed, etc.) and those are now available to Clerics before Paladins can get to them. For more pointed examples: the Paladin list used to have Banishing Smite and Circle of Power as 5th level spells – ones the Paladin couldn’t cast until 17th level. That’s still when they get access to them, but Clerics can now cast those spells 8 levels earlier, at 9th level.
      1. I think the big issue here is that having distinct spell lists was concealing the issues with  the poor design that tended to turn class features into spells.
  4. Primal seems to merge Druid and Ranger lists. Although the Ranger sees their spell access more expanded, I think it’s likely to be more significant for Druids, who have lots of spell slots to blow on the occasional Conjure Volley, or an upcast Hunter’s Mark. Also, it puts Hunter’s Mark on the same spell list as Shillelagh – that isn’t huge or anything, but it’s helpful for characters who take Magic Initiate and feel they need a bit of a boost in weapon-based combat.
  5. Enough spells changed schools that they felt they needed it call it out on the spell lists. A few noteworthy changes:
    1. Thunderwave is now Transmutation. This is probably meant as some kind of balancing thing, but it doesn’t seem like a transmutation effect.
    2. Flaming Sphere is now Conjuration – I’m guessing there were too many goodHu 2nd-level offensive Conjuration spells. I don’t like it because I have a personal attachment to it having previously been a Conjuration spell, but it doesn’t feel totally weird at least.
    3. The healing spells have been made Abjuration, which is stupid. They should be Necromancy (since they deal with bodies and life force), or maybe Transmutation. Abjuration would be fine for spells granting temporary HP, but spells that actually heal shouldn’t be listed as Abjuration (which is about protective effects rather than restorative ones). That, or it’s time to get rid of these allegedly-diegetic schools of magic and replace them with descriptions of the game mechanical effects we mean to convey.
  6. Drawmij’s Instant Summons is just called “Instant Summons”. Creator names are often dropped from spells in system reference documents, but Bigby and Mordenkainen spells retain their creators’ names here. I wonder if this is just an accident, or an intentional omissions since Drawmij is a pretty clear reference to a real person involved in the creation of early D&D?

Rules Glossary

  1. Changing the term Armor Proficiency to Armor Training is good, since it doesn’t use your proficiency bonus at all
  2. Attack action
    1. Ability to equip or unequip one weapon per attack made is interesting, but I note that making this part of the action means it can’t be done as part of an attack made via a bonus action or reaction.
    2. The attack action makes a point of specifying you can make an attack with a weapon or an unarmed strike.
      1. I’m hopeful this means a move away from the term “weapon attack”, especially because it introduced ambiguity around whether a weapon was actually required for one of them.
      2. Does this mean attacks derived from bonus actions and reactions don’t have the ability to be based on an unarmed strike?
  3. Barkskin gives temporary hit points. However, it’s also Concentration, which means it isn’t likely to help the caster all that much.
    1. The switch to temporary HP seems like it was designed to work with Wild Shape
    2. Upcasting to allow more targets seems interesting
  4. Blindsight is explicit about letting you see anything that isn’t behind total cover, and perceiving creatures that are Invisible or Hidden. This suggests that being Hidden isn’t significantly better than simply being unseen.
  5. Climb speed is a much clearer description than was present in 5E, which didn’t make clear what benefits it does or doesn’t provide. Now it’s pretty clear that (1) it only gets rid of extra movement costs for moving, and (2) it only works when climbing vertically. This means it doesn’t help you make checks needed for difficult climbs (though it may not assume those exist), and that it isn’t good for climbing upside-down, for example. It’s also clear that you need the Spider Climb trait to handle #2.
  6. Giving inspiration on a natural 1 doesn’t make much sense in-character, but it’s obvious that it’s meant to keep players from feeling bad about rolling a natural 1. I’d prefer the game didn’t fetishize natural 1s and 20s, but I’m sure that’s a lost cause. 
  7. Dash changes from upping your speed to giving you an additional Move – Moves weren’t a thing in 5E (that is, you had movement during your turn, but it wasn’t treated as a discrete action you took).
  8. Difficult Terrain – whether a space counts as difficult terrain is defined based on criteria external to the creature moving through it. This means a pit or gap of 2-5 feet is difficult even for the Tarrasque or something much larger; a creature that isn’t Tiny makes a space difficult terrain even if it’s the size of a dragon and the creature trying to pass through is itself Tiny; etc. This probably makes it easier to design maps – just mark in advance which spaces are difficult – at the expense of making less sense in play.
  9. Divine Spells are defined as drawing on the power of Gods and the Outer Planes; Arcane Spells are also given a definition in terms of what power they draw on. Do they intend to stick to this for setting design? It’s already strange to see a term defined in terms of worldbuilding; it’ll be even weirder if it isn’t consistently applied. I’d think it better to define these types of magic in terms of the types of effects they’re meant to have.
  10. Exhausted – I totally hate this change. Exhaustion is one of the few 5E innovations worth stealing (it’s the first alternate damage track for D&D that doesn’t suck), and this change
    1. largely defangs it, by
      1. Increasing the number of levels before death from 5 to 10
      2. Making each level much less significant
    2. Makes each level generic, where previously each level had distinct effects
    3. Relies on variable spell save DCs, which is one of the very bad ideas 3E introduced
  11. Grappled – this conditions is much better defined, both in terms of setting out how it ends and in terms of making it a meaningful effect as defined in the condition itself. It’s interesting that the escape now relies on saving throws rather than skill/attribute checks; that keeps some skill proficiencies and Expertise selections from being must-haves? Also, trying to escape happens automatically rather than requiring your Action, though under the old grapple there wasn’t a huge incentive to try escaping – you could do anything you’d normally be able to, except moving using your Speed.
  12. Guidance – Now it’s a reaction (good) but a character can only benefit once per Long Rest. That’s bad for 2 reasons:
    1. It defeats the point of making it a Cantrip, since they’re supposed to be at-will effects. Now we have cantrips which are only useful a number of times per Long Rest equal to the number of people in your party
    2. It requires additional bookkeeping – each character needs to track whether they’ve benefited from Guidance since their last Long Rest. That’s bad enough for 1 spell, but as a design pattern which might be applied to other spells and effects it has the potential to lead to a ton of bookkeeping by players who didn’t even opt into that sort of tracking, since they aren’t the ones who took the spell. If the effect is actually that powerful, it should use some sort of resource. This is what the healing surges were for in 4e, and the equivalent resource to use in 5E would be Hit Dice. Or, you know, spell slots.
  13. Help limits its ability to assist on ability checks to (1) skills that (2) you’re proficient in. This means that you can’t, for example, help another party member force open a stuck door – something that dates back to OD&D. The wording is also much stiffer for no good reason I can see.
  14. Heroic Inspiration
    1. Does the change in name connote that it isn’t meant to be applied to NPCs? If so, the rules should really state that explicitly.
    2. An interesting implication of this: the more often a character makes d20 tests, the more often they’ll roll 1s and therefore get inspiration. Since Inspiration is (mostly) use-it-or-lose-it – the exception being the ability to transfer it to other party members – this is probably meant to encourage characters to use it often. However, this encouragement works better if you tell players about it explicitly instead of hoping they notice it emergently.
      1. It’s good that this clarifies that you can’t gain inspiration from a 1 on a roll that doesn’t get used.
  15. Hidden
    1. It’s interesting that Hidden is defined as a condition a character has rather than a relationship between characters – you aren’t hidden from some set of creatures, you’re either hidden from everybody or not hidden at all.
      1. Note that hidden ends if an enemy finds you – that means if one enemy notices you but doesn’t say anything, you instantly cease to be hidden with respect to all enemies. Since the condition is all or nothing, you also can’t sneak up behind an individual enemy and try to silently take them out, unless no other enemies are around.
    2. Invisibility has the same effects as hidden, but doesn’t meet the criteria of being either obscured or behind any cover, so you can’t use invisibility to hide – you actually need to get behind something. It’s weird to have these redundant conditions – I’d expect being Invisible to just qualify the character to Hide and give an automatic Hide check, possibly with some sort of bonus or advantage.
  16. Hide
    1. Requires a minimum DC 15 roll, even though you’re supposed to track your total for opposed Perception checks.
      1. DC 15 means that a Rogue specializing in Stealth fails to hide 40% of the time at 1st level, 35% at 4th, 25% of the time at 5th, 20% of the time at 8th, 10% of the time at 9th level, and 0% of the time at 11th – at which point you have a minimum roll of 23. I’m not sure I’d find that satisfying – I’d feel like as a Rogue I’m not particularly good at core abilities until at least 5th level, and more like 9th-11th. Other classes would tend to be even worse…
    2. Hiding requires you to be out of any visible enemy’s line of sight. So you can hide just fine if you’re in line of sight of a bunch of invisible enemies.
    3. Hide also requires you to be behind at least 3/4 cover or Heavily Obscured in addition to being out of line of sight. You can get Heavily Obscured by being in total darkness (but not just in shadows, so everyone in 5E has Hide in Shadows 0%), and total darkness is only counted as dim light if creatures have darkvision. It seems surprisingly difficult to hide…
  17. Incapacitated
    1. You can’t take Actions or Reactions. Does this mean you can take Bonus Actions, or are Bonus Actions included in other, non-Bonus Actions (but Reactions are not so included)?
    2. You can’t concentrate or speak, but you are capable of rolling initiative. This is a very specific state of being barely able to function. I’m not even sure why you’d bother to roll initiative – why not just assign a value of -10 or something, so the character’s turn comes after everyone else’s? What are you going to do besides roll saving throws or have effects expire?
  18. Influence
    1. The language tries to leave control of this very much with the DM, but even so it doesn’t account for things like attempts to Influence non-sapient beings (mindless constructs like animated objects and golems, mindless undead like skeletons and zombies, animals like e.g. giant ants, etc.), nor for attempts to influence creatures across a communication barrier like lack of a shared language. Disadvantage might be good enough to represent communication barriers (especially when dealing with other humanoid creatures when you can at least try to pantomime), but it feels like it would be insufficient in some cases.
      1. More generally, the game doesn’t actually show much interest in communication barriers – I don’t see any real advice in the 5.x family about how to deal with situations where there are vs aren’t shared languages. 
    2. Attitudes are listed in a strange order: Indifferent, Friendly, Hostile. That’s neither alphabetical (Friendly, Hostile, Indifferent), nor does it follow the spectrum of attitudes (Hostile, Indifferent, Friendly or vice-versa) – I’d think one of those would make more sense.
    3. Influence lets you get creatures to take action or withhold from acting, but doesn’t give you a path to actually modifying their attitudes toward you.
      1. The table obscures that each step in attitude creates a 10-point DC difference in what can be achieved. One wonders if a DC 30 roll on a Hostile creature could get the same results as a DC 20 Indifferent / DC 10 Friendly? Before we dismiss that as nearly impossible, recall that the description of DC 30 is “Nearly impossible”…
        1. Speaking of DCs, I note that 
      2. I seem to recall that in 2nd edition at least, Bards could try to sway creatures’ attitudes toward them.
    4. There’s qualitative variance within some of the attitudes, most notably Hostile:
      1. A Hostile creature “doesn’t necessarily attack [PCs] on sight,” (emphasis added), and “the DM might determine that the Hostile creature is so ill-disposed toward the characters that no Charisma Check can sway it.” These differences suggest there should be at least 2 different Attitudes – I’d probably split these into Unfriendly (the current default Hostile), and Hostile (will attack opportunistically, no Charisma check can sway the creature).
      2. Alternately, I’d probably want to assign a creature a numeric value indicating its modifier to Influence rolls, with numbers falling into various bands (so you can have varying degrees for friendliness, for example – the difference between fair-weather friends and found family who may find themselves in challenging circumstances)
      3. Probably I’d set DCs with Indifferent as a baseline (so centered on 10). Then the range would be something like: Friendly (+6 or greater, nominal value 10), Indifferent (-5 to +5, nominal value 0), Unfriendly (-15 to -6, nominal value 0), and Hostile (-16 or below, nominal value -20). Then our table of results could be based on Indifferent:
        1. Below 0: Attacks opportunistically
        2. 0-9: Offers no help but does no harm
        3. 10-19: Does as asked if there are no risks or sacrifices
        4. 20-29: Does as asked, accepting a minor risk or sacrifice
        5. 30 or above: Does as asked, accepting a significant risk or sacrifice
        6. (This means that even an Indifferent creature might be accidentally provoked to attack by a sufficiently inept attempt at Influence)
    5. Influence needs examples of use in play. Lots of examples of varying situations and with different considerations, not because there are a lot of rules but because there are so few rules – new DMs could use guidelines in how to handle these attempts.
      1. The text indicates a party may have to succeed “on one or more challenging Charisma checks” – this is awful advice. Successive rolls are just a waste of time unless they’re meant to represent distinct outcomes; if you’re asking for 3 favors then 3 rolls might be appropriate, but if you’re only asking for 1 it should be resolved with a single roll. Otherwise you’re bringing in iterative success rolls like 4e skill challenges, and one of the major problems those had was that chances of success on the overall challenge was very hard for most people to intuitively grasp based on the chance of success of any one roll.
  19. Invisible
    1. One of its properties is called “Unseeable”, which is…another way of saying “in visible”. It’s also exactly the same functionally as the “Concealed” property of the Hidden condition. In fact, aside from the name of this property and the fact that Concealed has a defined set of conditions which end it, I’d expect these 2 conditions should be merged somehow (as I mentioned above).
  20. Jump
    1. This is now an action which doesn’t expend your movement, but the distance you use can’t exceed your speed. I dislike this change, since it makes like jumping attacks require special rules lacunae to pull off.
    2. I also don’t like that you have to move at least 10 feet before attempting to jump vertically without disadvantage – I can see why building up horizontal speed is useful for a horizontal jump, but not for a vertical one.
    3. The distance you clear can’t exceed your speed, but there’s no requirement that it not exceed your remaining movement for the turn. I don’t think this is actually much of an exploit – it’s basically just the Dash action, except with a variable-length (but bounded) portion during which you aren’t traversing a surface.
    4. Jump is based on a Strength roll. That absolutely does make sense in terms of the mechanics of the situation, but:
      1. In terms of game mechanics, it will make melee Fighters – the ones clanking around in heavy armor – better jumpers than light-weapon Fighters, Rogues, or Monks (barring class abilities to the contrary – the Rogues in this playtest packet don’t have anything of the sort).
      2. Also in terms of game mechanics, being Strength-based will make Elephants (Speed 40 feet, 22 Strength) better at Jumping than Cats (Speed 40 feet, 4 Strength).
      3. The basic issue is that there’s no consideration for weight – not just encumbrance the character is dealing with but overall weight. But 5E has shown no interest in any of the logistical concerns of early D&D, so I wouldn’t expect this to be addressed.
  21. Light [Weapon Property] – the ability for Light Weapons is fine, but the description could be read to suggest that the character must be using different weapon types in each hand – I’d suggest amending the example to use a shortsword in one hand, and another shortsword in the other hand.
  22. Long Rest
    1. These are “available to any creature.” Interestingly, this means that both Undead and Constructs are able to take a long rest. For example, a Golem can take a long rest even though the Long Rest description indicates “you sleep for at least 6 hours,” but the Golem description’s property “Constructed Nature” says “A golem doesn’t require air, food, drink, or sleep.” I guess not requiring those things doesn’t prevent the golem from partaking when desired.
    2. A long rest restores all HP (which it already did in 5E), it also:
      1. Restores all spent HD (previously it restored up to half the character’s total HD in spent HD, so full restoration required up to 2 long rests)
      2. Undoes any reductions to Max HP (totally new; there was no single mundane way for characters to recover from this in 5E))
      3. and Undoes any Ability Score Reductions (also totally new)
    3. Also, if the Long Rest is interrupted but it lasted at least 1 hour, the characters gain the benefits of a Short Rest.
    4. In other words, Long Rests have been made more powerful. I don’t like this, because it provides even greater incentives for players to use Long Rests as often as feasible.
      1. I also don’t like that this turns nearly all threats to characters into one of exactly two possible outcomes: (1) lasts “forever” barring powerful magic (death, petrification, loss of limbs, permanently polymorphed into a toad, etc.), and (2) nothing a good night’s rest can’t cure. I like the idea that there are injuries and ailments you can recover from, but only after some noticeable amount of time like a week or a fortnight or a month – better still if there’s some amount of continuous recovery over that time. There don’t have to be a lot of these, but it does make the risk of adventuring feel a bit more real. Currently only exhaustion meets my needs.
  23. Magic [Action] – this is how you cast a spell with a casting time of 1 Action, and how you cast a spell with a casting time of 1 minute or longer (those apparently all require Concentration…). There’s nothing here about casting times greater than 1 Action but less than 1 minute – perhaps those don’t or can’t exist? There’s also nothing here about what you do to cast spells with a casting time of 1 Bonus Action or Reaction.
    1. Requiring Concentration while casting longer spells – which implicitly affects all rituals – is one way to get back some of the classic D&D ability to disrupt a spellcaster by doing damage, though it’s much less reliable now and not likely to affect anything they’d attempt in combat.
  24. Move
    1. You can’t use more than one of your Speeds in a turn unless you can take additional Moves (by using the Dash action, for example). That’s honestly a lot easier to explain than the prior rules about accounting for multiple distinct Speeds.
    2. Your Move can be broken up around an Action, but there’s no mention of whether you can do so around a Bonus Action or a Reaction used on your turn (run toward pit, cast Feather Fall as you go down, take Action at bottom, resume running).
      1. As in 5E, the term “Action” seems to be overloaded to refer to the set of all Actions as well as a specific member of that set. This is very confusing – I’d rather they adopt unambiguous terminology, e.g. “An Action is one of the following: Major Action, Minor Action (formerly known as a Bonus Action), Reaction.”
    3. There’s a lot of things that can cause you to spend additional feet of movement – it would be nice if there was a centralized list of that somewhere. So far as I can tell, it includes:
      1. Moving through difficult terrain
      2. Climbing without using a Climb Speed or Swimming without using a Swim Speed
      3. Moving while Slowed
      4. Zeroing your Speed causes other speeds to be zeroed as well is a good rules clarification, but it fights against the imagery of someone successfully grappling a wingless flyer who then proceeds to fly/flail around, trying to scrape the grappler off or just smash them into nearby objects. I think the issue is that this makes sense if all a creature’s speeds come from muscular exertion, but some forms of movement seem like they probably don’t – imagine two people grappling on a flying carpet.
  25. Ritual Casting – you no longer need a class feature for Ritual Casting, as long as you have the spell prepared. Previously some casters had Known spells instead of Prepared spells, but Bards and Rangers were among them and in this playtest packet they’re listed as having Prepared spells, so this probably applies to them and to all casters. This seems like it will be a minor benefit to tertiary casters (Eldritch Knights and Spellthieves) and secondary casters (Paladins and Rangers), and possibly a significant benefit to Sorcerers and Warlocks, neither of whom previously had the ability to use ritual casting. It might also be nice for characters who take the Magic Initiate feat, though they only have a single 1st-level spell and can already cast it once per day – it would take very particular spell selection to get any real use out of this.
  26. Search [Action]
    1. I sympathize with the desire to unify similar things under a single block of rules – see my comments about Invisible, Hide, and Hidden, above – but I think using the term “Search” to describe attempting to discern a creature’s state of mind or ailments is weird. I almost wonder if the Perception skill should be renamed to Notice and this action have its name changed to Perceive. This renaming would likely be more disruption than it’s worth, at least in a half-edition.
    2. I thought 3rd edition grouping all perception under Wisdom was pretty weird, and as of 5E analysis (at least for Medicine) is being grouped there as well; I would have thought Intelligence should have played a role in these attempts. I understand that keeping Medicine associated with Wisdom reinforces the Cleric’s role as a healer, but I’m a bit put out that Wisdom has become better-defined only by becoming less intuitive to me: Friar Tuck has sharper eyes than Conan.
  27. Shortsword – making a shortsword a simple weapon seems like a very minor change, which leads me to wonder what motivated designers to make it.
  28. Slowed
    1. This is a new condition – or rather, defining this as a condition instead of as the effects of the Slow spell is new. This presumably means numerous effects will be able to inflict this condition.
    2. Compared to the effects of the Slow spell, this is a gigantic nerf. Also a very necessary one – the spell used to hit enemies right in the action economy, dropping them from Reaction + (standard/major) Action + Bonus Action each turn to just one of {(standard) Action, Bonus Action}, they couldn’t make more than 1 melee or ranged attack per turn regardless of their abilities and magic items, and making 50% of 1-actions spells require an extra round to cast. The new condition emulates that by making all movement less effective (as if everything was difficult terrain), but imposing no limits or penalties on other actions
    3. The old condition gave a -2 to AC and Dex saves; now the character has Disadvantage on Dex saves (a buff to the effect) and attackers have advantage on attack rolls (a buff to the effect). The overall effect is still a giant nerf that was very much needed.
  29. Study [Action]
    1. I think most Medicine rolls should go under Study rather than Search, but as noted above it’s probably intended to stick with Wisdom to keep Clerics as the primary healers
    2. The idea of “studying” your own memory seems weird to me
    3. I don’t like the idea that we need distinct types of actions for Intelligence vs Wisdom checks. More precisely, I don’t think we actually need two distinct actions, and we probably shouldn’t have them.
  30. Tool Proficiency – if you have both a tool proficiency and a skill proficiency that would apply to a check, you get proficiency bonus from one and advantage from the other. The specific wording under tool proficiency suggests that a character who has a skill proficiency which has Expertise applied to it, and also a tool proficiency (but without Expertise), they get the proficiency bonus from the tool proficiency rather than the doubled bonus from the skill proficiency, and the skill proficiency only gives advantage. A couple of quick examples would clear this up much more easily than trying to word everything perfectly.
  31. Teleportation
    1. All equipment worn and carried goes with you, but creatures you’re touching don’t unless the effect specifies they do
      1. This means you can teleport out of a grapple. Put another way, it’s difficult to prevent a teleporter from escaping
      2. Can you wear or carry something which itself bears a creature and have them come along that way (e.g. you’re wearing a backpack containing your familiar, or a baby you’re trying to take back to its family)?
      3. What are the limits on what you can be considered to be wearing or carrying is probably a broader question, and also relevant to spells like Polymorph as well.
    2. Teleportation doesn’t expend movement or provoke Opportunity Attacks. I suspect the former wasn’t much in doubt, but the latter was – good to have that clarified.
  32. Tremorsense is defined more by its limitations than by what it lets you do: locate things. Notably, it doesn’t let you locate objects which aren’t moving, but it does allow you to locate creatures which aren’t moving (including golems and corporeal undead). It also doesn’t count as a form of sight.
    1. How this works with Hiding is weird – if the creature has both Tremorsense and sight, you can’t hide if you’re in line of sight, but if you break line of sight (say you’re both in total darkness) but within the range of the creature’s Tremorsense, you can hide even though the creature knows exactly where you are. I don’t think this is an issue with Tremorsense, just with the way the rules about hiding are written.
  33. Unarmed Strike
    1. Everyone is proficient with unarmed strikes. Given that even Wizards are assumed to be proficient with fighting using multiple types of weapons, it’s reasonable to assume they practiced some form of unarmed fighting while they were learning to knife fools or stave in their heads.
    2. You have a choice of Unarmed Strike effects, chosen when you hit.
      1. Damage does 1 + Strength Bludgeoning. There’s no minimum damage rule in either this playtest packet or the 2014 PHB, so if you have a Strength penalty you might end up doing 0 damage.
      2. Grapple – the target is immediately grappled, and can’t try to hit their Escape DC until the end of their turn (which means you’ve already interfered with their next turn to some degree). Note that being grappled limits your movement and gives disadvantage on attack rolls against anyone except the person grappling you, but
        1. Doesn’t give them any special ability to attack you
        2. Doesn’t impair your ability to attack them (with, say, a greatsword or halberd)
        3. Doesn’t impair your ability to cast spells, concentrate, or do anything that doesn’t involve using your speed or making an attack roll. You can also use a teleportation effect to get out of a grapple.
      3. Shove has no way of resisting it other than to be more than 1 size larger. Or just not get hit. This is much quicker than having the contested roll from the 2014 version of shoving, and prevents someone from Expertise in Athletics from being extraordinary good at shoving people around. 
    3. This is a distinct improvement in terms of unifying unarmed strike options. I suspect this will become more significant when the redesigned Monk becomes available. Grappling still seems weak because the grappled condition appears to be mostly pointless – you can redirect someone’s attacks at yourself and (maybe) carry them around in place. It’s more about tanking a specific enemy rather than doing anything to stop them by inflicting damage or even getting in a position to hurt them.

Thoughts on D&D 5.5e playtest packet 2 (Expert classes), part 2 – Feats

A bunch of feats come with +1 to an attribute now. That makes them seem much better, but it’ll have weird side effects – some feats will become worse choices as you gain levels and your primary attributes top out, at least until 20th level.

These feats are a mixed bag. Some are definitely improved from 5E, others aren’t much better, some don’t have any basis in 5E (like the Epic Boons, which are all awful)…and then there’s Lightly Armored, which seems like it’ll become obligatory for Wizards, and possibly some Sorcerers as well.

  1. Ability Score Improvement – looks weaker in the face of other feats giving a +1 to various attributes. Not weak enough to go unselected, of course – this allows a character to maximize their primary attribute by 8th level rather than 12th. That’s why I don’t like it very much – it’s a straight-out attribute increase which is likely to be too tempting for many players to avoid in favor of something more distinctive and interesting.
  2. Athlete
    1. Here’s another example of similar names causing confusion: you can have the Athlete feat without having the Athletics skill proficiency and vice-versa
    2. A character apparently can’t extensively train as an Athlete without already being physically fit. As far as I’m concerned, this makes this an inferior version of the Physical skills from Palladium RPGs – at least those can model, for example, Mob Psycho 100’s Shigeo joining the Body Improvement Club to start improving basically from 0.
  3. Charger
    1. A feat for what was classically a basic maneuver is exactly what’s wrong with feats, and what has always been the problem with them. The cost is much too high for such a small improvement – experienced combatants who know how to use a wide range of weapons should know how to charge. Hell, junior high football players know how to charge, yet this ability is not only a feat but one that requires the character to be at least 4th level? This sort of thing is why I think that feats have encouraged bad design in D&D.
  4. Crossbow Expert
    1. The requirement is “Proficiency with Any Martial Weapon”. Does this mean proficiency with at least one martial weapon, like Rogues have, or proficiency with any in the sense of all martial weapons, like Fighters have? Given some of the abilities I suspect the former, but it would be better if the wording was clearer.
    2. Ignore Loading – in other words, ignore one of the few things that makes crossbows distinct.  The real problem is with the lack of mechanical distinctions between weapons in D&D. At least this is enough of a mechanical improvement to reflect extraordinary ability
    3. Firing in Melee looks like it was tailored for ranged Rogues. Good for them, but I don’t feel great about feats that seem like they’re targeted at a single class.
    4. Dual wielding – isn’t this ability captured elsewhere, for all weapons? Or is that only for melee weapons?
  5. Defensive Duelist – Parry is like Shield, except it takes a while to get to +5, it’s at-will, and it’s only good against 1 attack. A high-level Wizard can cast Shield at-will, so this should really get better over time – not just the AC bonus, but also how long it lasts.
  6. Dual Wielder
    1. Enhanced Dual Wielding – I can’t tell how good this is supposed to be. Or rather, I can’t tell in what way this is supposed to be good. I don’t like the feat on that basis – I’d like to have an intuitive sense of exactly how a mechanical benefit is supposed to actually benefit my character, even if that requires providing an example.
  7. Durable
    1. Speedy Recovery – There’s no limit to how many of your Hit Dice you can burn through this way – 1 per bonus action, and limited but the total you have. That means this is great for a Druid using wildshape, since they get he HD of the assigned form. Normally that doesn’t help – they can’t use those without a short rest, during which the wild shape expires – but this allows those HD to actually be useful between encounters. It’s also useful for someone using Shapechange, and appears to be useful for creatures who are under a Polymorph effect. I suspect this isn’t intended, but that’s a problem with shapechanging effects in 5E.
  8. Elemental Adept – the damage benefit is worth almost nothing – about 1/(die size) points per die. For a basic Fireball (8d6 fire damage), that comes out to 1.3 damage total
  9. Epic Boons – all of these suck. All of them. Some of them are insultingly bad.
    1. Epic Boon of Combat Prowess – once per combat you can turn a single melee miss into a hit, and that’s supposed to be a 20th level ability? One additional melee hit per combat hardly seems worthwhile – either you’re hitting most of the time and this makes very little difference proportionally, or you’re almost never hitting and a single additional hit is unlikely to do anything significant.
    2. Epic Boon of Dimension Travel – Once per combat or rest you can use a 2nd level spell. Meanwhile, a Wizard of a lower level gets Spell Mastery and can use 1 1st and 1 2nd level spell of choice at will. Weak.
    3. Epic Boon of Energy Resistance – resistance that’s changeable after a rest seems decent. It’s a bit better than Protection from Energy, which has a more limited set of resistance choices, lasts no more than 1 hour, and requires Concentration. On the other hand, Protection from Energy is a 3rd level spell, which means it’s available at 5th level. Is this enough better to be limited to 20th level? Uh, no.
    4. Epic Boon of Fortitude – +40 HP maximum is just Tough taken at 20th level. Adding con modifier to HP recovery once per round is pretty minor as well. For a 20th level ability this is garbage.
    5. Epic Boon of Irresistible Offense – ignoring all Resistance seems worthwhile. Coming online at 20th level means it’s too late to build anything around.
    6. Epic Boon of Luck – Once per encounter or rest, add 1d10 to a d20 roll. That seems pretty weak for a 20th level ability
    7. Epic Boon of the Night Spirit – Invisible in darkness while not moving. Isn’t there a Warlock invocation that does this at much lower than 20th level? Isn’t this basically just a Stealth roll?
    8. Epic Boon of Peerless Aim – like Epic Boon of Combat Prowess but for ranged attacks? They have to separate something this weak into melee vs ranged versions?
    9. Epic Boon of Recovery – Once per long rest recovery of 1/2 your HP max as a bonus action, and succeed on every death save except a 1. That’s…OK. It still seems pretty mild for 20th level, but unlike some other epic boons it doesn’t feel insulting
    10. Epic Boon of Skill Proficiency – proficiency in all skills. I guess this at least creates the image of omnicompetence, but skills are weak in 5E so this is weak as well. Especially for 20th level
    11. Epic Boon of Speed – +30 feet to speed at 20th level? Come on
    12. Epic Boon of Undetectability – this is much weaker than an old Nondetection spell.
    13. Epic Boon of the Unfettered – a bonus action disengage is a 2nd level Rogue ability. Letting it also end the restrained and grappled conditions is, again, not much at 20th level.
  10. Fighting Styles are just feats exclusive to Warriors now, huh? So a 1-level dip into a Warrior class means characters can keep picking them up with whatever feats they get? They’re even 1st-level feats, so characters can pick up one with their initial Background feat. They aren’t super-powerful, but they might be just good enough to make this worth something…
  11. Grappler – ???
  12. Great Weapon Master
    1. A bonus action attack on a critical is no great prize – that’s infrequent enough you’ll ideally have lined up something to do with your bonus action the other 85%+ of the time. Being able to get it when you drop an enemy is better, but it’s still mostly an ability for slightly increasing the rate at which you clear out weak enemies. Since you can’t get this feat until 4th level, you’re probably 1 level away from getting Extra Attack, which will make this extra attack feel proportionally less valuable.
    2. Extra damage equal to proficiency bonus is decent, even if it’s only once per turn
    3. The attribute increase has an interesting side effet of not only directly making the feat better, but also making your attacks more likely to hit and therefore more likely to trigger the feat’s other benefits.
  13. Heavily Armored
    1. We won’t know until we see the whole ruleset, but I believe this will be one of the very few ways to pick up Heavy Armor Training if you don’t start with it at 1st level – some Cleric domains had it previously, but multiclassing in general didn’t let you get it. That said, I don’t see much benefit in waiting after 1st level to pickup Heavy Armor Training – if you didn’t start with it you’re either spending 3 levels depending on a Dexterity bonus that’ll be going to waste, or you’ll spend 3 levels at a noticeably sub-par AC. I’m sure someone can come up with an edge case where this is a good idea, but I’m not seeing it.
  14. Heavy Armor Master – Reducing bludgeoning, piercing, and slashing damage by your proficiency bonus seems pretty decent at low levels, but I feel like per-attack damage is likely to increase faster than your proficiency bonus, so this probably becomes less useful over time. Ultimately, this seems kind of weak for PCs – it would probably be much more useful for people dealing with a lot of mundane combat situations.
  15. Inspiring Leader – A maximum of 14 temporary HP for 6 characters once per rest doesn’t feel that valuable. I’m sure there’ll be some analysis that shows it’s actually pretty decent, but it just doesn’t feel like it’s worth all that much. Maybe at 4th level it’s better when it’s being compared to characters with 2 2nd-level spells per long rest?
  16. Keen Mind
    1. Giving proficiency seems much less useful than giving Expertise. And this isn’t repeatable, so it’s your one chance to pick up Expertise without multiclassing. Just give Expertise along with proficiency if you don’t have it already.
    2. Can take the Study Action as a bonus action – I suspect the utility of this feature will be very campaign-dependent. Overall, this seems like a good feat for characterization, but a poor choice for optimization, and that’s the sort of ugly choice I think feats have been forcing on players since 3rd edition.
  17. Lightly Armored – This is one of the best 1st-level feats in 5.5 – arguably, one of the best feats overall in 5.5, at least if you belong to one of the classes that would benefit from it (Sorcerer for bloodlines that don’t give a natural AC at level 1, but mostly Wizards).
    1. So this is a 1st level feat that gives light armor, medium armor, and shield proficiencies. I have a hard time seeing how a Wizard or Sorcerer picks any other feat than this one at 1st level, since it lets you have a better AC than you’re going to get from class abilities and lets you de-prioritize Dexterity.
    2. Here’s the scenario: at level 1 you take this and spend 50 GP on Scale Armor (AC 14 + Dex bonus, max 2) and 10 GP on a shield (+2 AC); your starting attributes would be something like a 17 for spellcasting attribute, 14 for Con, 14 for Dex. This gets you an AC of 18. Compare that to Mage Armor:
      1. At 1st level Mage Armor is 13 + full Dex bonus, which maxes out at 16. So it starts out 2 points lower
      2. Mundane armor can scale with level – with a bit more gold you can move up to Half Plate for another point of AC. You can also get magic armor and shields, and while you’re probably the last in line in the party for these items you should eventually be able to get something. Meanwhile, Mage Armor doesn’t naturally scale with your level and can’t even be made to scale by using higher-level spell slots
      3. …and speaking of spell slots, Mage Armor requires you to use one at 1st level when you only have 2 for the day (well, 3 for the Wizard using Arcane Restoration via a short rest). The mundane armor is better in combat and leaves you with more magic in the tank.
      4. Also, while Mage Armor only requires an Action to get started (vs 5 minutes to don a suit of Medium armor), you can don a shield with a single action, and that’s a +2 to AC right there – most of the benefit of Mage Armor without using a spell slot. And your mundane armor can’t be dispelled
      5. Also also! Walking around in a big suit of armor removes one of the most obvious indications that you’re the sort of person who casts Fireball and therefore needs to be taken down ASAP
    3. BTW, other competitors for best 1st-level Feat:
      1. Lucky
      2. Magic Initiate (Shillelagh for any mental attribute!)
      3. Musician (It’s free Inspiration!)
  18. Mage Slayer
  19. Medium Armor Master – increasing the maximum dexterity bonus usable with medium armor is strictly worse than the Defense Fighting Style, since it works with any armor. Adding the 1-point attribute increase is the only thing that makes this competitive, and even then it seems iffy.
  20. Mounted Combatant – I wonder how many campaigns are structured in a way that leads to enough mounted combat for this feat to be meaningful? 
  21. Observant
  22. Polearm Master
    1. Bonus action attack + reaction attack is already quite good. Adding a Strength increase probably makes this too good
  23. Resilient – gaining a saving throw proficiency only seems good because everyone should be proficient in every save. The attribute on this is a bit of a trap – if you’re taking this to make a saving throw better, it’s probably tied to an attribute that isn’t very high, and the boost probably won’t make you significantly more competent. The saving throw bonus should probably just be moved to the Ability Score Improvement feat
  24. Ritual Caster
    1. Tying the casting attribute to the attribute you increased makes sense – it makes the feat feel like a single thing, the result of hard work and training
    2. The ability to mix-and-match lists for which rituals you choose is nice, but…they’re 1st level. This feat is only available starting at 4th level. Choosing 1st level rituals at a point when full spellcasters are well into 2nd-level spells isn’t that bad, but there’s no upgrade path – whether you take this feat later in your career or early and just live with it, this becomes much less valuable over time. Like, I hope those 1st-level rituals are pretty awesome.
      1. That you can cast these spells with spell slots you have makes this feat more valuable to spellcasters – it’s about allowing casters to diversify their spell list, not about giving mundane characters broader options.
    3. Once per long rest, can cast a prepared ritual without the ritual casting time and without using a spell slot. This is great – if you have a high-level ritual you’d like to cast, this is a free spell slot of up to that level once per long rest. I don’t know what the highest-level ritual spell is – maybe Forbiddance at 6th level? Divination at 4th is probably better, since it’s 1 action as a non-ritual vs 10 minutes as a ritual, is useful in a wide variety of circumstances, and the material components aren’t too expensive. And then this feat is a free 4th-level spell per long rest. At lower levels, a Cleric could use Gentle Repose as a single action – meaning it’s useful in combat – to keep someone eligible for Revivify for up to 10 days, which means even if someone does die in combat and you can’t get to them or don’t have the spell slots, you can still bring them back via a 5th level Cleric rather than a 9th-level one.
  25. Sentinel
    1. The benefits of this depend on your use of an Opportunity Attack – a melee attack that uses your reaction. That means this feat isn’t good for characters who think they’re likely to have other frequent uses for their reactions.
    2. This is pretty clearly meant to be a 4E-style marking feature: someone can’t just move away because of conventional opportunity attacks, can’t Disengage because of this, and can’t attack someone else because of this and a successful opportunity attack drops the target’s Speed to 0. Note that the expanded ability to make Opportunity Attacks is limited to enemies within 5 feet, which means this doesn’t particularly benefit reach weapons.
    3. This is…probably pretty decent as a feat. It gives you a capability you don’t have as a Fighting character but very much might want – as long as you weren’t doing anything better with your reactions.
  26. Sharpshooter
    1. Ignore anything less than full cover. Ignore disadvantage when shooting while in melee. Ignore disadvantage from shooting at long range. I’m not really sure I’d say all these are about being a “sharpshooter” as such, but they’re all relevant to being good at ranged attacks and they’re all pretty good.
  27. Shield Master
    1. Shield bash now doesn’t take your bonus action (even though it can only be used once per turn – I don’t know if that’s one attempt or one success), doesn’t do damage, and either pushes back or knocks down only if the opponent fails a Strength save. This apparently doesn’t have an enemy size restriction
    2. Turn half damage on Dex save to no damage on dex save by using your reaction.
    3. The shield bash feels broadly useful for a melee fighter, while the interpose shield ability seems awfully circumstantial. In terms of effect, well – it turns Fireball expected damage (assuming a 50% chance to save) from 21 to 14 points of damage. It’s the sort of ability that’s more useful if you’re very good at making Dexterity saves, which oddly makes it a better ability for a Ranger than a Fighter or Paladin…except if you’ve focused on Dexterity, the shield bash (whose save DC is based on Strength) is likely to suffer. I’d say this seems to be on the weak side. It’s still clearly better than the prior, 5E version.
  28. Skulker
    1. Blindsight 10’ is pretty good, at least if you’re melee-focused
    2. Advantage on Dex (Stealth) checks made as part of the Hide action is more useful if the Hide action doesn’t require a full action, which benefits Rogues. That combined with no loss of hidden on a missed attack roll favors characters who really just want to hit on a single attack – again, Rogues. This is probably pretty good for them, but of very limited use for other characters.
  29. Speedster
    1. +10 feet when not wearing heavy armor. 5E doesn’t feature a lot of fleeing from battle for either PCs or NPCs, so this is really only going to be meaningful for characters who want to maneuver around on the battlefield. This combined with the ability to ignore difficult terrain but only when using Dash cements this as only useful for characters who are going to really focus on trying to get around quickly – Rogues and Monks, basically.
    2. This is pretty circumstantial – it requires there to be a substantial number of battles that take place in locations large enough to maneuver around, and with some amount of difficult terrain.
  30. Spell Sniper
    1. The ability score increase associated with this pretty clearly indicates the designers don’t think there are supposed to ever be spellcasters based on physical attributes.
    2. Other features are basically Sharpshooter but for spells. This will mostly be used for characters whose spell damage is more dependent on cantrips than on higher-level spells (i.e. Warlocks). For them it seems pretty good, and it probably retains decent utility for Sorcerers and Wizards. It would probably be a mistake for anyone else to take this.
  31. War Caster
    1. Advantage on Constitution saves to maintain concentration
    2. Instead of an opportunity attack for moving out of your reach, can cast a single-target spell with a normal 1 Action casting time at the creature. This means you have to be up close and personal with enemies as well as the sort of target they’d want to move away from – either because you’re too threatening or too hard to hit compared to other targets. This wouldn’t apply to most casters – this mostly seems like something to be used by martial casters like Paladins, Rangers, and Eldritch Knight Fighters. This works well with the ability to perform Somatic components even when your hands are holding weapons and/or a shield. Frankly even a Paladin shouldn’t bother, since they can just try to get a conventional hit in and use that to smite if they’re going to be casting leveled spells.
    3. I’m not sure if this would be better to use cantrips (in which case you want an Eldritch Knight) or leveled spells. Honestly, it might be funny to hit people with something like a Charm Person when they try to get out of your reach…At any rate, cantrips get you free damage scaling., which is generally better performance than you’ll get out of a weapon attack.
  32. Weapon Training
    1. Gaining proficiency with all martial weapons is much better than the old version, which only gave you proficiency with 4 of them. It still seems fairly weak – what’s a character going to do with a martial weapon proficiency if they don’t get it from their class? It doesn’t seem like they’d be a let to get much benefit form it.

Thoughts on D&D 5.5e playtest packet 2 (Expert classes), part 1 – the classes themselves

Bard

  1. I feel weird about grouping Bards in with other expert classes because they’re full spellcasters, on par with Wizards. Well, part of my problem is that there are full spellcasters for each class group except Warriors, but I’m also bothered because I think being a full spellcaster is likely to be much more mechanically significant than having Expertise in a few skills unless the game is substantially changed to make skill use a peer to at least low-level spellcasting.
    1. Also, Bards have spellcasting starting at 1st level, but only gain Expertise at 2nd. They feel more focused on spellcasting than on Expertise.
  2. The discussion of being able to use legacy subclasses with a new class design (even if it’s only for playtest purposes) seem to impose a pretty low upper bound on the quality of feedback to be received from playtesting.
  3. Providing default selections whenever a player would have to make a choice (of skill proficiencies or spells known, for example) is good for a number of reasons:
    1. Helps players generate their characters (though this is in tension with the idea of everyone custom-building their backgrounds from the Character Origins packet…)
    2. It causes the Bard to have Perform by default, meaning a player would have to make an affirmative choice to not have it. That makes a lot of sense to me.
  4. Multiclassing rules directly in the class entry: well, it has the advantage of being specific instead of requiring players to try to apply general rules to specific classes. I’m not sure how well that would work in a whole Player’s Handbook, where I think I’d rather look at the general rules for multiclassing to see how they work.
    1. I note that multiclassing is still treated as an optional rule even though feats are being promoted to a standard rule. I’d rather it was the other way around, or that both of them were kept optional.
  5. Bardic Inspiration gives a creature a Bardic Inspiration die to add as a bonus to a roll, in contrast to Inspiration which lets a creature re-roll a d20 Test. I think the overlap in terms is unnecessarily confusing, especially when the Musician feat allows the user to give characters Inspiration, and being a Bard lets a character hand out Bardic Inspiration, and a fair number of Bards are likely to take the Musician feat.
    1. I also note that Bardic Inspiration dice are handed out as a reaction, which clearly isn’t enough time for any sort of a performance. I like the idea of bards inspiring people with their performances, but this seems like a mechanic without any real thought to what it looks like in-character – I mean, the bard might not even be in a position to give someone finger guns and say “You got this, buddy”. I’d much rather just give all bards Musician and then leave them to have their 1st-level feat choice to be more differentiated.
  6. Bard spellcasting – I wish we could back down from Bards being full spellcasters – I think putting them on the same schedule of spell level gains as Wizards and the like makes those other casters feel less special. I don’t think the spell school limitations are enough to make up for that, though it’s good to explicitly have them because it makes it easier to see what future spells and spell effects are open to bards, though I have no idea why Transmutation is one of the spell schools they have available – it doesn’t seem to match the theme of Bards as I understand them.
    1. Prepared spells – This is probably easier for new players, but it’s once again a buff not just to spellcasters (who haven’t needed any since 3.0), but to bards in particular (who certainly didn’t need any buffs over other spellcasters in 5E)
  7. Expertise – this would be more meaningful if the main player-facing book gave concrete examples of what specific skills and tools accomplish at specific DCs. It would also help if DC tiers weren’t 5 points apart, since Expertise won’t make that big a difference until 13th level – at 2nd level when this is gained it’s only worth a 2-point difference, and it’s hard to feel the value of this feature on anything other than opposed rolls like Perception and Stealth, or Deception and Insight. What can Performance do at various DCs, or Persuasion, or a musical instrument proficiency?
    1. Part of the reason expertise doesn’t feel like much of a class feature: compare how much space is dedicated to Expertise in the class write-ups. Now compare how much space the Ranger’s relatively limited spellcasting takes up, both in the spellcasting description and in the table of class features. That presentation sure makes it seem like the game cares more about spellcasting than about expertise, or about being good at skills in general. 

Ranger

  1. Rangers in general – rangers are originally supposed to be about surviving, exploring, and traveling through the wilderness. As long as 5E doesn’t care about those activities – and it hasn’t so far – any Ranger class will be pointless at best.
  2. Favored Enemy – finally an implementation that doesn’t amount to game mechanical bonuses for racism. But this ignores so many of the usual rules for a spell, I wonder why it’s even treated as a spell – just make it a non-magical class feature.
  3. Spellcasting – so Rangers get this at 1st level now. And they get cantrips, which means they have an unlimited amount of magic. That’s kind of odd to me – like, a Ranger can just decide one day that they’re going to prepare Produce Flame and then they don’t have to worry about firebuilding skills (or ammunition for close-range attacks). Also, they can have Goodberry as a 1st level spell, so there’s no need to think about foraging for food for the party – once again, magic makes mundane skill pointless.
  4. Roving – giving rangers Climbing and Swimming speeds is the first change made to the ranger that makes them feel more like skilled wilderness travelers. On the other hand, all it does is make them move a bit faster – it doesn’t give them an improved chance of success when attempting to swim or climb is difficult. That’s a larger issue with Swim and Climb speeds, though.
  5. Tireless – the temporary HP seems pretty minor – it’s essentially 1 free HD of healing per short rest. Good if you’re taking those all the time. Reducing exhaustion by 1 level every short rest – and in particular without food or water – defeats a large part of the value of exhaustion as a mechanic. It would be better if this didn’t work if the character had suffered exhaustion due to deprivation.
    1. It’s pretty strange to see a short rest-based mechanic given the way the rest of the the edition is trying to move away from abilities that refresh on a short rest. It almost feels like this got copied out of another source without being updated to the new design philosophy.
  6. Nature’s Veil – another magical ability, this time relying on 5E’s second-favorite innovation: the completely unexamined concept of “spirits”.
  7. Hunter
    1. Hunter’s Prey was pretty bad before and it still feels bad now – an additional 1d8 damage once per turn against a creature which is already wounded is both not very mechanically significant and not very useful for hunting small prey. I’d think this would be better handled by something like sneak attack.
    2. Hunter’s Lore – This is actually decent and thematic and arguably a reason to keep Hunter’s Mark magical.
    3. Multi-attack doesn’t have much to offer for melee-focused characters. It’s also kind of a weird concept for a Hunter, since it involves an area attack on their surroundings – like they’ve ended up in the middle of an area potentially full of targets. But really it feels more like the hunter is the one being hunted.
    4. Superior Hunter’s Defense doesn’t seem like an ability that’s useful in actual hunting (which means I don’t see how the character would come by the ability), since it requires the character to be fighting a group of enemies

Rogue

  1. I’m nonplussed by the suggestion rogues take Acrobatics but not Athletics, because I keep forgetting that people generally don’t have to roll to climb things (bearing in mind that Climb Walls was classically a Thief/Rogue skill). I’d personally prefer this was handled by creating very low Climb DCs, ones that very poor climbers (aka weak characters without Athletics proficiency) might not be able to pass, and allow someone beating a climb DC by some fixed amount to treat the climb as not being difficult terrain – but none of this is an issue with the playtest changes.
  2. I see it’s no longer possible to take Expertise in Thieves’ Tools, or in other tool proficiencies
  3. Evasion has moved back to 9th level, 2nd archetype feature to 6th. Other subclass features moved up from 13th to 10th, and 17th to 14th.
  4. Blindsense replaced by Subtle Strikes. This turns the rogue into more of a team player, since it gives them free advantage when supporting party members in melee with an enemy (note that the Rogue would qualify for Sneak Attack either way)
  5. Thief
    1. Fast Hands – didn’t this used to have Use Object as an option? If it was removed, you need to say why (at least in playtest documents) so people understand both that it’s an intentional change and the rationale; otherwise you’ll get a bunch of noise in the feedback about a design choice that’s likely to be treated as an error or a whim.
    2. Second-Story Work
      1. This seems like one of the issues of class-defining abilities not coming online until an archetype is selected, around levels 2-3 for many classes. That’s OK, but I think it requires some explicit discussion of prior levels as being apprentice levels, and perhaps a wider discussion of that concept and why it’s included (to allow player to get used to the game and how the class works, for example)
      2. I notice that a Climb speed never obviates the need for an Athletics check, so it’s possible to end up with a surface Conan could theoretically climb faster than other folks – except they make the Athletics check to climb it and he doesn’t.
      3. The ability to use Dexterity rather than Strength for jumps is thoroughly unimpressive. At 3rd level this is at best a +4 difference, but at least this makes some (minor) difference in how much distance you can actually jump
    3. Supreme Sneak now allows you to move at full speed, but doesn’t work if you’re wearing medium or heavy armor – in effect, discouraging players from multiclassing in a way that tends to dilute the archetype
    4. Use Magic Device.
      1. I like the new version, especially compared to the old one. The ability to bypass class restrictions tended to hurt niche protection, and the ability to bypass alignment restrictions felt like…I don’t know, an ability to tinker on a metaphysical level? That could be a valid character ability, but doesn’t feel right for a Thief.
      2. The ability to attune to more magic items is straight out a power boost assuming characters have access to enough magic items
      3. The ability to avoid using charges 1 time in 6 feels pretty minor – it won’t come up very often, and items tend to regain some charges each day. It’s also worth noting that “charges” have wildly different values in some items – for a Wand of Magic Missiles, a charge is worth 1 spell level; for a Luck Blade or a Ring of Wishes, a charge is worth 1 Wish spell. I’d probably want this to trigger more often, at least for some items – maybe 50% of the time if the item regains charges on its own, but still 1 time in 6 if the item doesn’t regain charges, like the various wish-granting items
      4. The ability to use scrolls is good, though I don’t see why there would ever be scrolls of cantrips – at-will casting makes those pretty redundant. The ability to use higher-level scrolls via an Arcana roll using Intelligence as your spellcasting attribute is interesting, especially when you end up using spells usually not available to Intelligence-based casters. This does create an incentive to take Expertise with Arcana, but your last Expertise pick is at 6th level and I don’t see anything about being able to retrain Expertise decisions or skill proficiency choices.

More thoughts on D&D 5.5e playtest packets

These notes are from the 1st playtest packet, concerning character origins and the first revision of the glossary (which includes redefining some core game mechanical terms). At the point I was writing this (September 2022), I was still writing as if I intended to submit comments as part of the feedback process, and thus addressing Wizards of the Coast designers as “you”.

  1. “Race”. You’re making a good effort to avoid unfortunate implications by associating ability score increases at character generation with background, but retaining “race” as a term for the character’s biological origins means you’re still sending a message to players and potential players that you’re on the same wavelength as the worst sort of people. It’s time to ditch Race as a term – I’d suggest going with Ancestry. It also works with mixed-origin characters, since you can describe them as having multiple Ancestries, while you’d have to be very delicate about calling them multi-racial, or of mixed race.
  1. Mixed origin characters. I think the removal of previous options like the half-elf and half-orc would go down a bit better if the mixed-origin rules included some ability to have mechanical abilities from each ancestry. I realize a complete free-form mix-and-match isn’t viable, but perhaps certain individual features from each ancestry could be marked as minor features, and a character could trade minor ancestries 1-for-1. Examples of minor features would probably be things like Darkvision, an automatic proficiency or language (the halfling’s Stealth, the Dragonborn’s knowledge of Draconic, the Ardling’s very limited flight), but not a lineage or subtype, as seen on Ardlings, Elves, Gnomes, and Tieflings.
    1. Aarakocra are an interesting counter-example to Ardlings – their flight certainly isn’t a minor feature, but their natural attacks are.
  1. Character origin overview says that Size “determines the amount of space the character occupies”, but the Orc’s Powerful Build feature indicates it influences carrying capacity and the weight you can push, drag, or lift. Size also determines who you can grapple and be grappled by (pages 19-20). If players are going to choose the Size for a character, the text shouldn’t mislead them about the effects of their choice – ideally,  there would be a complete list of what’s affected by Size in one place in the text.
    1. It’s also very strange that (for example) Humans can choose to be Small but Dwarves cannot, and that nobody can choose to be Large. If there’s a reason PCs shouldn’t be allowed to be size Large, the text should address that outright (even if it’s just to say that the option of Large PCs hasn’t been sufficiently playtested at this time).
  1. Ardlings. As a counterpart of Tieflings they seem fine, but at first I was thinking of their limited flight as a headline feature and was pretty disappointed at what is essentially the ability to multi-jump up to 6 times per day. I think calling that out as a minor feature (or at least emphasizing their lineage/spell abilities as their major feature) might help avoid player discontent here.
    1. I’ve seen some discussion of the idea that Ardlings are presented partially as an anthro/furry PC option. I think they’re pretty half-hearted on that front – their animal nature is purely cosmetic. I realize the my preferred approach is unrealistic (I prefer the mutant animal generation rules from Palladium’s Teenage Mutant Ninja Turtles and Other Strangeness, later imported into their After the Bomb game), but I personally would like an anthro option to have a bit more mechanical heft than a permanent Disguise Self – I’d prefer something like the hengeyokai (as presented in earlier editions) for that purpose.
  1. Dragonborn still feel pretty uninspiring. I’m not speaking in terms of power in play; my problem is that they just don’t feel very draconic. I think they could benefit from some additional features, even if those are at the level of what the optimization types refer to as “ribbons”: for example, changing creature type to Dragon, and providing at least some mechanical effect for the scales, teeth, and claws we see in all the art. The scales might give an unarmored AC of 10 + 1/2 proficiency bonus; claws and teeth might give the ability to make unarmed attacks that do proficiency bonus + strength bonus in slashing (claws) or piercing (teeth) damage – hardly the sort of thing that will change the balance of power, but it does let that mouth full of teeth mean something.
  1. I like having multiple options for Tieflings now. I also like that mechanical differences between types of Tieflings, Ardlings, and Elves have been compressed enough to fit in a table so it’s easy to see the different options available. I’m less thrilled about not having options for different types of Dwarves, if only because it might make it harder to add Duergar as a Dwarf lineage later on.
  1. I think that making all types of D20 Tests have the same auto-fail on 1/auto-succeed on 20 behavior is a good idea because so many players were obviously missing that wasn’t the case in 5E. The flipside of this is there are still some features that confuse players by having different mechanics even though they seem like they should be similar. For example, the Lucky feature of Halflings works very differently than Luck and doesn’t involve Luck Points at all. The advantage granted by Luck (can be invoked after the initial dice roll) works differently than the advantage granted by Inspiration (must be invoked before the die is rolled). People are going to get these kinds of fiddly differences mixed up all the time. I suggest you standardize: if you have to spend a metagame resource to get Advantage on a roll, you can spend it after the die roll to get what is effectively a re-roll.
  1. I preferred feats as optional, mostly because I think they’re a bad influence on the way players think about the game, pushing character personalization more towards out-of-game time and away from playtime; sadly that doesn’t seem to be the popular opinion. I like that as long as we have feats there’s a somewhat restricted pool of feats available at 1st level and that everybody gets one – I think 5E’s variant Human was like a character building black hole, drawing in players not only because some they were the only characters who could start with a feat but also because some of the starting feats were so powerful. With that said:
    1. I hope that aren’t a ton of different tiers of feats above 1st level, or prerequisite chains – those both tend to encourage people to spend more time developing their characters as theoretical builds well in advance of what they do in play.
    2. Some of the feats seem to be much better than others. The document says that options will be re-balanced over time, but I still don’t see how you’re going to make Skilled feel nearly as valuable as Magic Initiate, especially since everyone gets a background that gives them 2 skill proficiencies of their choice. Unless perhaps classes are going to be skill-starved? I guess Skilled could give the option of gaining a single Skill Proficiency and Expertise in a skill…
  1. The Musician feat makes me think of Bards, and how weird it was in 5E that it was possible to make a Bard who didn’t have Perform as a skill proficiency. I know the class document isn’t out yet, but I think it’ll be weird if we have that situation again or one like it, where the party’s Druid might be a Musician while the Bard somehow isn’t.
  1. Short rests still take too long. 5 minutes like 4E is fine, 10 minutes (like an old-school dungeon exploration turn) is also good. 1 hour discourages players from taking short rests, which causes intra-party tension if some but not all PCs have short rest refreshes. 
  2. No feats that customize combat proficiencies at 1st level. You can gain all the skills you want, but there’s no way to improve your weapon or armor options, even though there are ways to improve your magical options.
  3. It isn’t clear that custom backgrounds are the default – clearly present examples as examples (attached to characters, with different versions of a same-named background for different characters, or with construction examples)
  4. I don’t know how I feel about power source-based spell lists. I like the idea of the “arcane” part of an arcane caster meaning something, but I’m hesitant to buy into anything that would make Sorcerers less distinct from Wizards than they are now.
  5. Bad: crappy re-roll powers (Savage Attacker, for example)
  6. Critical hits only for weapon dice damage for PCs – seems bad, at least out of context of classes (Sneak Attack dice, Smite dice)
  7. Limit 1 instance of Inspiration per character will tend to cause hoarding for some hypothetical time when it’s really needed (see how CRPG players tend to handle recovery items). Characters should probably be able to have multiple instances – perhaps a number equal to proficiency bonus? I suspect even that won’t be enough to get players to spend Inspiration, but I think they’re more likely to do so if they know they’ll have some left in the tank afterward.

Thoughts on recent D&D playtest packets

I’m not very likely to spend any real money on new D&D products anytime soon, not only because of Hasbro shooting themselves in the foot with their OGL 1.2 power grab, but also as a result of the way they shielded staff members who enabled organized harassment of their critics years earlier. But I did get a bit into 5th edition years before I was aware of all that, and D&D has been part of my life long enough that even if I don’t put any more money into the franchise, I have a hard time excising it from my thoughts. So I’m reading through these playtest packets even though I don’t plan to play the new edition (and it is a new edition, or a half-edition – the mechanical changes appear to be more significant than the 1e -> 2e transition, perhaps moreso than 3.0 -> 3.5, but less than any step in the sequence 2nd -> 3rd -> 4th -> 5th; I think of it as 5.5e). And similarly, I don’t fill out any of the playtest feedback forms, but I still spend time writing up my thoughts, if only for my own satisfaction.

Druids

  1. The wording about losing features when you Wild Shape is terribly unclear; I have no clear idea what it’s supposed to include or exclude.
  2. All specific animal shapes assumed are basically identical except for the ability to use equipment, which means we’re likely to see a lot of apes or other primates, raccoons, or other forms that have humanlike hands
  3. Allegedly being a specific type of creature feels hollow: you aren’t really a dog without Scent, a skunk without musk, a bat without Blindsight, etc.
  4. You can be Large (unlike Goliaths?), but can’t be Tiny, which means you can’t be a squirrel-sized squirrel until other party members have been Raising Dead and Teleporting for 2 levels. If designers want to deny players an ability that seems like it should be available they ought to explain why.
  5. Elemental form is a disaster as a replacement for the ability to change into an actual elemental. Thematically, your druid was supposed to be turning into forms at the root of nature, not turning into forms which never occur in nature. Just get rid of it if it’s going to be this half-hearted.
  6. Druids are being used as the games shapeshifter character type, but the game doesn’t appear that interested in having a shapeshifter – it might be better to lean away from Wild Shape if that’s the case. I mean, if Druid is the least popular class in play, maybe there’s no particular reason to maintain a Circle of the Moon, or a Druid where Wild Shape is a major feature.
    1. Also: it feels like designers are attempting to balance Druids around Wild Shape as a combat mode, which requires throwing away a lot of the interesting parts of the class (such as taking on various animal forms for useful features specific to that animals form – a chameleon’s ability to camouflage itself, for example). I’d rather see an ability to turn into animals that’s thematically meaningful but of limited combat use than a bland combat mode.
  7. Other thematic issues
    1. Dropping the prohibition against metal armor takes away the thematic point of the Druid having Heat Metal; now that seems more like it should be a Wizard spell.
    2. Healing Blossoms is “nature” dressing on a ability that doesn’t feel Druidic.

The overall trend I see with the Druid redesign is an obsession with addressing perceived mechanical issues which neglects the thematic point of the class. There are other mechanical issues others have pointed out (the defined forms will have AC values which are much too low, for example), but I consider the thematic issues much more critical since they can’t be fixed by publishing errata with new numbers. I’m not fond of this approach to game design.

Paladins

  1. Paladins get at-will spellcasting in the form of cantrips now. At this point, why not just give that to everyone? Why not just make every class a spellcaster – maybe not at level 1, but eventually?
    1. The idea of at-will spellcasting was an attempt to make magic characters that didn’t run out of magic. However, 5e gives it not just to characters whose primary schtick is magic (like Wizards and Clerics), but also classes who have only minor magical abilities (subclasses like Eldritch Knight and Spellthief). Full caster classes are still much more powerful in terms of their magical abilities, but the ubiquity of magic class abilities makes non-magical characters stand out, and not in a positive way – for example, characters with cantrips can generally make ranged attacks without worry of running out of ammunition. I feel at-will magic needs to be either restricted only to classes who are ride or die with magic, or it needs to be given to all classes even if it gets pushed back a tier or two.
  2. Dropping previously iconic abilities like immunity to disease and strictly limiting abilities like the old detect-evil should come with a rationale – not necessarily in the finished document, but at least in design materials. Why are these changes being made?
    1. I’ve seen a lot of speculation that immunity to disease is being dropped because disease as a specific thing will be dropped and just replaced by more generic status conditions such as poisoned, or suffering levels of exhaustion, or reductions in maximum HP. Those might all be a reasonable mechanical implementation of disease effects, but I think it’s vital to immersion – at least for me – that class abilities are defined diegetically rather than just mechanically, if only because that tends to guide and inspire how players think about their characters and their place in the larger setting.
    2. I suspect the ability to detect evil is being minimized in part because recent editions have shown no idea what to do with alignment. That’s a shame – it wouldn’t be too hard to make alignment mechanically significant using existing 5e rules concepts and without a lot of overhead (and no limits on player decisions, either). I’ll have to write that up sometime…

I’ve seen a lot of other commentary about purely mechanical concerns – changes to the Paladin’s ability to smite and how that interacts with their various Smite spells, critical hits, etc. I’ll be honest: I recognize a lot of these considerations may be very significant to how the class actually works in play, but (a) they’re pretty boring to me, since they’re almost purely mathematical concerns, and (b) they mostly concern abilities which were added to Paladins in editions well after I started playing, so they seem extraneous to me; I think I’d rather see the Paladin rendered as a Fighter archetype rather than a class of its own (and I’d definitely prefer that for Rangers given 5e’s lack of concern for the thematic concerns Rangers were originally built around).

Can I use the iPhone X in the sun?

One of the questions I heard people asking about the newly-announced iPhone X is if they could use it in sunlight. The short answer is: no (or at least not any better than you can currently use an iPhone 6 or 7).

The iPhone X’s listed maximum screen brightness is 625 nits (that is, 625 candelas/square meter); Apple advertised the same brightness for the iPhone 7. The Apple Watch 2 and later advertise a maximum brightness of 1000 nits. According to this page if you’re in full sunlight under a bright sky, you’d want your display to have a brightness of 800-1000 nits in order to be readable (that level of sunlight itself has an ambient brightness of 7000 – 10,000 nits). So the Apple Watch is usable in sunlight, but iPhones – including the iPhone X – would need to be 30-70% brighter to do the same.

Zeno’s Bow

Any arrow fired from this bow will fly in a straight line to the first target it hits; its range is unlimited (but remember that unlike normal arrows, it flies in a straight line, unaffected by gravity – the bow can’t be used to fire arrows in a parabolic arc over obstacles). An arrow thus fired cannot hit a target who was moving away from the bow  when it was fired until the target ceases such movement. This may allow the target a chance to take cover behind an object which will take the arrow hit for them – the bow doesn’t provide perfect aim, after all.

Carte Blanche

This takes the form of a blank white card. It appears to be whatever document the bearer claims it to be when they show or otherwise present it to someone. The resemblance isn’t perfect – the DC to see through it is 13 + the bearer’s proficiency bonus.

The card itself is an embodiment of fairy glamour, so this effect is neutralized any time the card touches cold iron (prolonged contact may cause the card to evaporate away, like the fading memories of a dream). The effect otherwise lasts as long as the card is observed