Go back Moonsoon before it's too late! www.kickstarter.com/projects/skies-of-sordane/moonsoon?ref=6mtnp5 ALSO! This is probably worth a pinned comment: I say that a lot of invocations are gone, but the reality is that a lot of the ones not included here were included in other books after the 2014 PHB so if you can play with that stuff, they’re not really gone :). ALSO ALSO! Had to blur out the wild magic table for now - looks like Wizards wasn't quite ready for us to show screen shots of the tables yet - sorry! Will put it back up once we get the green light :). ALSO: Apparently I said Familiars can’t take the help action? (It’s been a long time since I recorded this!) If so, I misspoke: that was the case at one point in the playtest, but they reverted!
The other question would be were any of them just added to the spell list or because we can now cast them as rituals? Because a warlock that can't put a curse on someone or turn someone into a toad seems sad.
Likewise, a Wildheart Barbarian (previously Totem Warrior) could still use the Elk and Tiger options from XGE. They're very situational, but that might be ok now that you can pick each time you enter rage.
I liked how Cleric, Sorcerer, and Warlock had subclasses at 1st level to show how the deity/patron/source affects the character, so I'll miss that. But there's a simple explanation for getting subclass abilities at 3rd level. The cleric (for example) isn't a generic cleric at 1st level and chooses a deity at 3rd. The cleric chooses the deity at 1st level, but the abilities received from the various gods don't start differentiating from each other until level 3. Same with Sorcerer and Warlock. It's kind of like when I was in college getting an engineering degree. I was in the computer engineering program, but my freshman and sophomore years were almost the same as the mechanical engineers, the electrical engineers, and all the others. It wasn't until we were upperclassmen that we really started to differentiate ourselves.
just came from treantmonk, THIS is what i've been looking for. can't wait to see all of the changes that the D&D beyond videos did NOT cover. ty colby.
Draconic Sorcerer still fails on one big detail. No access to Shapechange or True Polymorph. The Dragon Sorcerer can't turn into a dragon, but every wizard and druid can. Big fail.
What about just writing a custom spell for your campaign? Our house rule is usually that a limited spell is one oevel lower. So a True Polymorph, but can only do dragon forms would be one level lower
@@ogrehaslayers605 Of course there are ways around it, even something as simple as just allowing the spells in question. But this places the burden on the DM and on the table. Not every DM is willing to allow anything but what is written in the book. Not having at least one of these spells available in the book is an oversight on the part of the writers and designers of the book.
Holy shiii. Nearly 4 hours of content about a topic that I've been curious about for months? II cannot tell you how excited I'm to dive into this. Thank you, Colby. You've once for all proven that you're not The Homelander. He would never.
A lot of the Invocations you mentioned were "cut" during the Warlock section are originally from Xanathar's and Tasha's, not the 2014 PHB. So if your table allows those options post-2024, you can still totally use them. e.g. Grasp of Hadar/Lance of Lethargy/Improved Pact Weapon, etc.
Re: choosing to fail the worldtree barbarian's teleport Actually, under the new rules anyone can choose to fail any save. One of those subtle rule changes Chris mentioned in his video.
@@burgernthemomrailer I'm not trying to make it realistic. I'm trying to make it sensible. Those are two very different things. My rule at the table regarding this issue is that you can choose to fail any save where you have to do something to succeed. Which are pretty much all saves except poisons, dieseses and illusions
Everyone's missing this MAJOR BUFF to Warlock's Mystic Arcanum- it explicitly doesn't use a spell slot. IT DOESN'T USE A SPELL SLOT. This means Arcanum's can be combined with any Leveled Spell so long as you have the actions to do it, per new spellcasting rules. Obviously a RAI oversight- _one I will be abusing the hell out of_
Here's how you fix Hunter's Mark: - The Hunter's Mark can apply on a hit from a weapon attack (does not use an action or bonus action) - Hunter's Mark should be an ability not a spell (dispel magic, anti-magic area, counterspell should not work on the main feature of the class) - Hunter's Mark should scale in power better (1d6 at level 1, 2d6 at level 6, 3d6 at level 17) and should not require concentration at all - Foe Slayer should instead grant a single critical hit against a target under your Hunter's Mark once per Long Rest if you want to keep that name for the feature.
I like the change at Foe Slayer here. The D10 Hunter's Mark is just a bizarre capstone that feels painfully weak, while an auto-crit / Zariel's Boon of an Autocrit is all sorts of great for level 20 Ranger. I kinda wish I was in the room just to get the logic behind the 13th and 20th level features on Ranger, especially given how strong Warlock is here, lol.
I dont think hunters mark dmg needs to scale that much, high dmg in 1 turn has consistently been nerfed. In terms of damage scaling, dont think it needs more than being a d4 at lvl 1 and d10 by lvl 17/18
Since multi-casting rules now say you can only expend a single spell slot in a turn, since Hunter's Mark doesn't use a spell slot you can cast another leveled spell on the same turn as it.
24:11 the feature doesn't need to say you can willingly fail the saving throw, because the 2024 rules for saving throws themselves now specify that you can deliberately fail ANY saving throw
Hey man! I discovered your channel through this video. You've been in my ear for my drives to work or during late night bottle feeds for my kid... I greatly appreciate this! I love the vibe of you and your channel as a whole. I already subscribed days ago but I just wanted to say thank you!
@2:02:10 I believe Restoring Touch allows you to remove fear because specifically the Aura of Courage feature is stating allies are not affected by the fear condition, not that it removes it. This means once they leave the Pally's aura, they're under the affects of the condition again. Now the Pally can give them a reassuring pat on the shoulder and tell them "Everything is going to be alright" and their ally is no longer has the feared condition.
It is astonishing to me that Ranger was printed as is. Especially in the same book as the new Monk, Barbarian, and Warlock. Sure, on a spreadsheet your damage can be fine, but it just looks and feels so bad to have to dedicate Concentration and Bonus Action to Hunter's Mark. That was the meme since 2014 but WotC doubled down by literally tying practically all of the high level features to it.
I wouldn't say "astonishing" given the design team opted to declare Ranger was "done" midway through the playtest and then proceeded to buff Warlock, Monk and Fighter to the moon. While they did minor changes, they seemed totally math-driven with their approach to the "finished" classes, and that's why Ranger feels like flavorless conflicting doodoo, because whatever the math is at the end of the day, it was "good enough." Like, Eldritch-Knight and Warlock are like the new standard for what spell swords look like in d&d, while Ranger and Paladin (the former champ) are loaded with discarded design concepts (hello Faithful Steed, a relic of shared spell lists) before Warlock and Eldritch Knight came to the board. The half-casters were both in need of more playtest time just to arrive at the same destination as Warlock, which is independently strong across the board outside of being a multiclass dip, but much like 2014, got thrown to print as is.
@@nm2358 I am not at all impressed with the changes they made to Ranger and Paladin... they aren't bad on paper... but holy shit they look miserable to play now.
Yeah, it's absolutely wild (ha) to me that they basically just *gave up* on the Ranger. They showered so much love on the other classes, and talked about how they wanted to give everyone more options. More freedom. More choices. But when it comes to ranger, it's "Oops, all Hunter's Mark! Sorry, we didn't know how to do the class flavor mechanically so we, uh, we kinda accidentally threw it away. Here's a few more spells as an apology. Everyone likes spells right?"
@@blackshard641 That's because they shelved Ranger, Paladin, and Bard midway through the playtest. Paladins have 2 features (Paladin's Smite and Faithful Steed) that are relics of the shared spell-list system, both features being nerfed from the playtest to cast 1 first level spell (Divine Smite) at level 2, and 1 second level spell (Find Steed) at level 5, once per day, at lowest level. Both those spells are already on the Paladin spell list... and the Find Steed is literally a permanent summon (meaning a once per day casting is totally pointless). And that's the stinker: these features were only created to give the Paladin either more exclusive use of smites against the Cleric, or in faithful steed's case, cast Find Steed as an action (so it was mildly stronger than it was compared to how a Cleric casts it for 10 min). All that got axed, so the 2024 Paladin was rewarded with... spells they already have on their spell list... once per day... 2 features... that are a 1st and 2nd level spell that never see any improvement past level 2 and level 5 respectively. 2024 half caster were absolutely shafted as far as effort by the design team to do anything with them... because the bulk of the changes that went into them were ALL shelved or discarded... so Paladin and Ranger are super-samey with 2014.
Took me 3 days to finish this video, but I'm glad I did if just for the last message. Thank you for always welcoming us home and wishing us well. Means the world to me. And keep singing.
Doing playtest material in a spelljammer campaign. I saw the Way of the Elements with its reach... And something tickled the back of my mind... Bugbear. 20 reach with punches and kicks. Then I added grappler for the shenanigans of "make an unarmed strike, do damage, and can make a grapple check in the same attack." I now have a grappling monk with 20 ft reach. Ridiculous, is a word I use to describe him.
That amazing feeling when you have had a hard time at work (first day of school) and then you see your favorite RUclipsr has released a 4 hour video! Yay! Thank you, Colby!
Love the War Clerics changes, I am so happy, that you can now use the War Priest bonus attack without taking the attack action beforehand (something which Crawford didn't mention) and was one the the biggest things holding the subclass back (even more than Monks which got a similar treatment, since for them attacking was most of what they did anyways). Now you can cast a spell like for example Spirit Guardians and then make the BA attack. And, the lvl. 7 feature allowing the cast of Shield of Faith or Spiritual Weapon without a spell slot means that while in the new rules you can't cast two spells which require a spell slot to cast in one turn, you CAN cast a levelled spell + Shield of Faith or Spiritual Weapon with the feature since it doesn't consume a spell slot. So you can for example throw up Spirit Guardians and Shield of Faith in turn one of combat, which feels pretty nice.
Can't wait to combine all the Pact of the Blade boons and Agonizing Blast onto Magic Stone for a super sling build. A bonus action cantrip and three attacks all dealing 1d6+10 puts you on par with a fighter that has the old Sharpshooter, if that fighter had no attack penalties. And with the right subclass you might get even more damage out of it. (You'll definitely get plenty of damage out of it with a few spells like Hex thrown in.)
You are the goat for immediately dropping a 4 hour video going over what I'm sure most people are hyped for with this new book as soon as the embargo was lifted, great content
Question on Gloomstalker. Since Umbral Sight makes you Invisible, but the new Dread Ambusher/Stalker's Flurry grants the Frightened condition don't these two things work against one another? In affect you have to be visible during the enemy's turn for them to suffer the Disadvantage from Frightened as well as the ability to not move closer to you? Just checking if this the interpretation others are reading from these features.
I think raw it makes no sense, but thematically, it's really cool. If someone turned invisible after killing someone, you would also probably be afraid.
A player in a campaign of mine was playing a Cleric (forgot which subclass). We were fighting a reskinned Beholder. Right after we all had a drinking party to celebrate a party member completing their storyline, basically (they had to face an old lover from their past and put them down). We were all sapped of resources. Our Cleric friend did their Divine Intervention when we REALLY were tapped out of options to fight back. THEY SUCCEEDED. Their God (a God of Beer and Hops) LITERALLY SMASHED A DIVINE MUG OF BEER RIGHT ON TOP OF THE RESKINNED BEHOLDER AND ANNIHILATED IT. You remember that scene of the movie Thor where Thor smashes the coffee cup on the floor demanding more coffee? Imagine that, except it's a beer mug the size of a Beholder. IT WAS NUTS.
@1:27:31 in regard to your pondering about casting multiple spells on your turn: Treantmonk mentioned in his rules video the new spellcasting rule says you may only expend one spell slot per turn regardless of what type of action the spell uses. So if I understand that correctly, the whole leveled spell/cantrip confusion should be over and it only matters if you expend a spell slot because you can only expend 1 spell slot to cast a spell per turn, assuming I understood that rule correctly.
It's worth emphasizing that this means that spells cast using class / subclass / feat features without using a spell slot can be cast alongside leveled spells. And this is a huge buff to Magic items that allow you to cast a spell. So there's tons of optimization in space newly opened up.
@@jiminkpen9750 Dang, so a divine soul sorcerer with a staff of healing is the ultimate healer. They could drop two mass cure wounds in a single turn at level 9.
Colby! I haven't watched this yet but it may very well be my plane content on the way home from GenCon (like you suggested)! It was so cool to meet you and thanks so much for signing the copy of Valda's Spire of Secrets for my buddy Jeremy. You were every bit as bright and personable as I would have expected from your videos. Looking forward to a new era of DnD with the 2024 rules and looking forward to more Colby content! Keep up the great work and thanks again for being a friendly face at GenCon :)
@AruthaSilverthornBarbarians aren’t spell casters, so not being able to cast spells is extremely redundant unless you’re multiclassing. For Ranger, it’s always in your way. I’d much rather cast Zephyr Strike, Spike Growth, Healing Spirit, Conjure Animals, Elemental weapon, Swift Quiver, Guardian of Nature, Conjure Woodland Beings, etc. Hunters Mark shuts down the ability to cast other spells that are FAR stronger in terms of damage and defense. Hunters Mark is a trap. It’s not as effective as it seems.
A requirement for a target with your Hunter's Mark. This is a necessary component in order to cast Ranger specific spells associated with Hunter's Mark. An additional component requirement could include specific weapons to be wielded.
Really looking forward to your new Bard support build! The Bard with the 1 dip into Cleric is one of my favorites. Can't wait to see what you do for the replacement
So I hear what you're saying about Ranger not being "worse" if I take "worse" to mean "generally less powerful"... But I still feel it looks less fun, less flavourful, and less flexible with what playstyles it natively supports. There's pressure and friction there that wasn't there before. Yes there are some improvements, but to my mind it definitely comes across as worse overall. Meanwhile, I look at the Tales of the Valiant Ranger and see a much more satisfying take on the class.
Yes, the Ranger is now forced to use Hunter's Mark and has no class abilities to be an outdoor survivalist or monster hunter. Instead you are told that Expertise in Skills and Spells will do all that for you.
Colby, just wanted to thank you because I was getting ready for a three hour road trip today, and expected that I'd be able to spend an hour or so on it listening to whatever you put up now that the NDA is gone. I was very pleasantly surprised.
I love that the 4 hour video is the one I'm gonna watch in normal speed. Thank you Colby for most of my days entertainment, and I really appreciate all your work, you really do make this community a better place
The Paladin changes, particularly making Divine Smite a spell and merging Find Steed and Find Greater Steed, mostly just make it so it's not really worth sticking with Paladin for the long run instead of multiclassing into a full caster like Sorcerer after about 5-6 levels at most. Switching to Sorcerer instead of sticking with Paladin gives you more smites, bigger smites, the ability to alter your smites with metamagic, and an earlier flying steed, and that's before taking any of the Sorcerer subclass abilities into account. And by switching out of Paladin at level 5 or 6, you still gain 9th level spell slots, even if you don't learn 9th level spells. Another quirk I've heard regarding making all of the Auras buffs to Aura of Protection is that if you have two level 7+ Paladins in the party for whatever reason, you might not be able to get the benefits from both of their subclass auras RAW, because magical effects with the same name do not stack. So, if you were playing a Vengeance Paladin and were standing next to a Devotion, Glory, and Ancients Paladin, under the 2014 rules, you would gain immunity to Charm, a 10 foot increase to movement, and resistance to spell damage, since those were all separate auras. But under the 2024 rules, you arguably wouldn't gain the Charm immunity, speed boost, or Radiant/Necrotic/Psychic resistance from the other Paladins, because those abilities were rewritten to apply those buffs to allies within the Paladins' Aura of Protection, which you are already applying to yourself if you are a Vengeance Paladin.
Feels really wrong to me that Warlocks got to keep Eldritch Smite perfectly as it was and now it's simply better than Divine Smite, way too heavy handed on that nerf if I'm going to be honest, why couldn't they limit it to once per turn like Eldritch Smite if they really wanted to cut down on a Paladin's nova damage? Combining it with a smite spell that uses up your bonus action at the cost of two spell slots isn't all that much for them to be so clearly worried about it to the point of making Divine Smite a spell
It was already better to multiclass into sorcerer in the 2014 paladin. 6 paladin 14 sorcerer was the easiest broken multiclass to make. This actually significantly tones down that multiclass because you can't smite twice and quicken a spell on your turn. Overall, I really like the new paladin. They feel like much more of a tanky frontline support with an option to do some damage if they want. Previously, they were way overtuned between aura of protection and how smites worked.
your argument applies now. If you are building a damage dealer, stacking spell slots on a caster with 2 levels of Paladin is already the solution, the Divine Smite change does actually nothing to the class besides makes a un-counterable feature a little more counter-able. The aura of protection changes won't affect much considering you basically never see 2 paladins together, a niche example.
@@watcherknight8760 the combining smite spells wasn't the issue with the ability, it was that its an ability, something Wizards is trying to get rid of to avoid confusion at tables. They are trying to get rid of abilities that behave exactly like spells, that's why a lot of invisibility-like features got changed to "you get the invisibility spell" to avoid the "does this detect all invisible creatures? is this invisibility special? can this invisibility be dispelled because its technically not a spell" issues that come with them. Similarly, Smite does not cost on the action economy, has no risk/reward factor, and is un-counterable because its not a spell. It very much needed the changes.
Looking forward to the builds! I'm kinda scared of back compat Thri-kreen. Weapon Mastery and the new feats means a mounted one might qualify for a Lance Dual wielder attack with Sneak Attack on little arms. Scary stuff!
About Monk I was so excited about the elements subclass that I didn’t notice how awesome the shadow subclass is! Love the feature that gives you greater invisibility and free flurry of blows, definitely super strong when you can get it
So treantmonk pointed out the importance of spells without spending a spell slot, such as divine intervention of the cleric: this means they can cast two spells per round (or more)
An almost 4 hour beaut of a video!? Holy Smokin' Paladins on a Crusade, I'm in! Edit: Lost the n of smokin, Jeff dropped it during the crusade. Jeff was punished, don't be like Jeff. 😂
You know I was so excited about the Brutal Strikes that the giving up advantage problem didn't really click for me at the time. That is a little rough, but I still think it'll be fun to be able to toss fools around, and it just says you have to be Reckless Attacking, which the way I understand that, you can still have Adv. from other things like Flanking, Prone, Faerire Fire.
Re: Eldritch Knight and two levelled spells As I understand it from the Dungeon Dudes there is still a hard restriction on casting "two spells with spell slots" so the Eldritch Knight could cast two levelled spells, but one of them couldn't be with a spell slot. You'd need something like Fey Touched or Shadow Touched that give you free castings without a spell slot or something similar. Additionally, this means that say you had Fey Touched. You could Fireball with a spell slot on your action and then use your Misty Step without a spell slot on your bonus action. This means basically any spellcaster with something that allows a spell without a spell slot can cast two levelled spells in a round, just with the limitation that one must be cast without using a slot.
World tree barbarian didn't say an ally could willingly fail the save to be teleported close to you. That's, for those who didn't watch Treantmonk's video yet, because it's a general rule now. You can aways automatically fail a saving throw if you want to
Thank you for my favorite post-embargo video! Breaking it into chapters let me find out what I most wanted to know before I get my hands on the book and some ideas for what characters I would most like to play now. Your instinct on that really paid off and I hope it boosts your subscriber level even more. Thanks again.
Apparently Wizards hates Paladin... "let's limit the building and flavor of paladin by forcing them to take a mount as a class feature. Also, let's gut the mechanical benefits of using this unique paladin mount feature in combat." "I can see that, since Paladin's are so strong with their smites anyway." "Oh no we grinded Smite into the dirt, too." "...then what did you give them? More spell slots? A larger spell list? improved auras?" "We're gonna make their class features ALL bonus actions!" "That's... a terrible idea." "I KNOW, ISN'T IT GREAT?!" Jokes aside, while there are some great things in the 2024 Paladin kit, overall I despise it. It sucks...
i watched this video and used it also as a way to sleep easier. you have a really soothing voice bro. thank you for helping me sleep. and also the input about the updated classes was awesome, i tried to figure out where i fell asleep to re-watch the missed contend
For Paladin. I’m pretty sure I’m going to remove the bonus action as a house rule for smiting. And make the casting time part of the attack action. I’ll still keep it a spell because that will keep the antinova stuff in check as they intended. But making it a bonus action is a bad design choice. Likely the same goes with hunters mark for Ranger. These bonus actions on top of attack actions don’t add balance.
this makes sense. I think I might take away that it's a spell but keep it once per turn. I would especially do this if someone wanted to play barbarian paladin
Ranger rework * Deft Explorer - Proficiency and advantage on perception and survival. If you are already proficient in either skill you also gain an additional proficiency from the ranger list. In addition learn 2 languages - 1 * Spellcasting 1/2 rounded up - 1 * Marked Foe - Know hunters mark automatically. In addition you can cast hunters mark once per long rest without a spell slot or concentration. You can do this as a 3rd lvl spell at ranger lvl 9 and 5th lvl spell at ranger lvl 17 - 1 * Fighting style - 2 * 2x weapon mastery - 2 * Rover - +10 movement speed - 2 * Primal Powers - starting at 3rd lvl you gain the ability to expend some of your primal power as special ability. You expend a corresponding spell slot as directed to perform the listed effect. You gain a new primal power at 5,7,9,11,13,15, and 17 - 3 * -PP Unseen Sight - Spend a 1st lvl spell slot as an action to see invisible things and see into either the ethereal plane, feywild, or shadowfell for 10 minutes - 3 * Subclass choice - 3 * Feat - 4 * -PP Predatory Wave - Spend a 2nd lvl spell slot as an action to cause each creature in a 10ft radius of you to become frightened on a failed WIS save. While frightened they must spend their reaction, action, and bonus action to dash and movement to move away from you. This lasts until the end of the creatures next turn - 5 * Extra attack - 5 * Expert explorer - Expertise on perception and survival and expertise on 2 skills you are proficient. If you’re already an expert in perception or survival, select another skill to become an expert in - 6 * Unyielding March - Can’t be affected by non magical difficult terrain and you gain a climb, crawl, and swim speed - 6 * Uncanny Recovery - When ever you expend hit die, roll 1d4 per hit die and regain that much hp - 6 * -PP Natures Veil - Spend a 2nd lvl spell slot to make yourself and everything you’re wearing/carrying invisible until the start of your next turn - 7 * Subclass feature - 7 * Tireless - You loose a lvl of exhaustion on a short rest. - 8 * Extreme Conditioning - Gain fire and cold resistance. If you already have a permanent source of such resistances then select from acid and poison. - 8 * Feat - 8 * -PP Predatory Gaze - Spend a 3rd lvl spell slot as an action to paralyze a non undead creature within 30ft with fear if they fail a WIS Save until the end of your next turn - 9 * Unerring Mark - Expertise in weapon attacks against hunters mark target. - 10 * -PP Elemental Invulnerability - Spend a 3rd lvl spell slot as a reaction when you take damage of a type you have resistance to. Give yourself immunity to that type including the triggering damage until the end of your next turn - 11 * Subclass feature - 11 * Feat - 12 * -PP Mend Flesh - Spend a 4th lvl spell slot as a bonus action to heal someone you touch 15 hit points, reattach a limb if it was removed in the past minute, or reattach a head if it was removed within the past round and revive them to 0hp but stable. In addition at the end of every round the target regains 1d8 hit points for 1 minute - 13 * Unstoppable Strikes - Your attacks can’t be disadvantaged, In addition hunters mark attacks are made with advantage - 14 * Predatory Awareness - When you use your marked foe ability and when you transfer the effect to a new target, choose one of the following to learn about the target. (1) CR, alignment, and able to speak/understand any language it does; (2) AC and damage vulnerabilities; (3) to hit bonus and save DC; (4) damage resistance and immunity; (5) high and low stat; (6) speed and sense types. For the full duration of your marked foe ability, you also detect one of the following creature types and their direction within 600 feet; aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, and undead - 14 * -PP Wilds Ward - Spend a 4th lvl spell slot over 8hr to give a huge or smaller thing or 200 foot cube area within 60ft the effect of antipathy/sympathy for 10 days - 15 * Subclass feature - 15 * Feat - 16 * -PP Forewarning - Spend a 5th lvl spell slot as a reaction to your d20 test or an attack against you to give yourself advantage on d20 tests and +5 AC for 1 hour - 17 * Primeval Perception - You gain 60ft truesight, blindsight, and tremorsense - 18 * Epic Boon - 19 * Foe Slayer - You can add your wisdom modifier to either the attack roll or damage roll of an attack. You can make this decision after knowing if it would be a hit or not - 20
4 hours?! You spoil us! Just had to skip ahead to the ranger and super bummed that hunters mark still requires a bonus action. Really hoped they would allow us to cast it (and transfer it) as part of the attack action since they weren't going to remove the concentration from it (which they also should have done). Overall the ranger is in a better spot but the focus on hunters mark and the capstone especially just leaves me a bit sad.
That was a lot of work, Colby. My group will be using this video as a reference guide for years. Thanks for doing the heavy lifting for the rest of us.
Damn I probably won't watch this in one sitting. But the fact that all this is in one place, with Colby as my narrator, couldn't have been made any better. Thank you!
When it comes to Warlock, I treat level 1 and 2 as the "Cultist" phase. You're that creepy dude in the robe trying to summon the devil from the obviously evil knife that is your pact boon Sort of the same for Cleric. You can tellcthe divinity has chosen you, but they haven't revealed themselves to you yet. Sorcerer is a little weirder, but I guess it would work as "Huh? I have magic now, where is it coming from?" Then a few levels later the really weird traits start showing up like scales and stuff. For warlock, a lot of the invocations ghat were "removed" came from Xanathar's so they're still on the table. This includes I. Pact Weapon
Thanks for this! Truly a n epic feat going over all the class changes and havin it available all in one place! You deserve an inspiration point per short rest at least!
The GWF change is insane - I can't believe they managed to make it worse. I was convinced they might make the reroll 1, 2, and 3 to make it marginally better but nope
I just spent the last 26 hours watching the first 20 of Chris' 2024 PHB videos over at Treantmonk's Temple. A normal person would take a day off, but now I gotta see what Colby has for us. 😄 Thanks, Colby, for this 4-hour Epic guide!
I'm taking a break in the video just to share some love. Man, you're awesome! Thank you so much for this video. As always, you did an amazing content! Now, back to the new classes marathon.
Gonna be honest. I’ve listened to the podcast version of this probably around 3 times over the course of the last week or so while at work. I have so many character build ideas and with every listen more and more pop into my head.
Sir, I absolutely loved your points regarding the druid in general and the circle of the moon, that was my favorite and always struggled to make a true melee beast focused character that scales well, and in balance with other melee classes, very optimistic for this version. Thank you for the great analysis.
It took me a couple of days to get through it all but I appreciate a one stop video and not having to go through a dozen to find the one that I need. Thanks for the hard work the last time I wrote 69 pages was for my thesis so I guess we can issue you your Masters in D And D Classes.😅
I really respect you for doing this in one 4h video instead of making TONS for better monetization. I hope youtube algorythm works for once and on the long term this pays off.
Thanks, much appreciated. Will come in very handy for my players and for me, as their GM, as we learn the new ways of doing things. Keep up the great work that you do. 😁👍
After getting through this whole thing, I wanna note something...kinda subtle, but it always made me smile before and this time it did again. Recently your sign-offs have been edited to go like "but until then *cut* take care *cut* bye." Previously, and in this video, the jump cuts weren't there, and the sign-off is much smoother, more natural, and more heartfelt. "...but until then...take care." *Warm smile* "Bye." Like it's probably almost meaningless to anyone else...but it always made me feel much more at home, and I just appreciate seeing it from time to time 🫶
Got my copy of the PHB after 4 days of failed GenCon checks, only to give it to the guy who puppysat my doggo. Im very glad to have this video to tide me over until 9/17......
With the reduced cost to Heightened Spell, the increased duration of Heightened Spell, the +1 Save DC to Sorceror's, the -1d4 from Bend Luck on Wild Magic Sorceror, and the Wild Magic "I have Advantage on Initiative rolls forever after level 3"... This all combines into the greatest Save vs Suck spellcaster in existence. Absolutely crazy battlefield control not to mention the layerered effects of the new amazing Wild Magic table.
Warning: at the end of the Video, at the beginning of the outtake part, he is upcasting Sleep to us all. I liked it, all of it. Thank you so much for the time, work and constitution saves you put into this.
1:17:00 you can still cast levelled spells multiple times per turn, as long as they don't expend a spell slot. So you will probably be looking into optimizing things that give you free castings of spells, because you will now be able to combine those with another spell slot spell. Not with action surge of course since it straight out prohibits the magic action, but maybe with quicken spell (idk if it still exists yet)
Love the changes for illusionist, favorite subclass to play. If your DM is cool you can creatively come up with a solution to every problem with illusions
Go back Moonsoon before it's too late! www.kickstarter.com/projects/skies-of-sordane/moonsoon?ref=6mtnp5 ALSO! This is probably worth a pinned comment: I say that a lot of invocations are gone, but the reality is that a lot of the ones not included here were included in other books after the 2014 PHB so if you can play with that stuff, they’re not really gone :). ALSO ALSO! Had to blur out the wild magic table for now - looks like Wizards wasn't quite ready for us to show screen shots of the tables yet - sorry! Will put it back up once we get the green light :). ALSO: Apparently I said Familiars can’t take the help action? (It’s been a long time since I recorded this!) If so, I misspoke: that was the case at one point in the playtest, but they reverted!
This comment was 2 days ago, did this video take 2 days to upload? Lol
@@MrPenguin4538 Ha ha - just about!
Yeah, I was gonna say "But those are from Xanathar's. They weren't removed, they were just never there."
The other question would be were any of them just added to the spell list or because we can now cast them as rituals? Because a warlock that can't put a curse on someone or turn someone into a toad seems sad.
Likewise, a Wildheart Barbarian (previously Totem Warrior) could still use the Elk and Tiger options from XGE. They're very situational, but that might be ok now that you can pick each time you enter rage.
The only thing better than watching a four hour long Colby video is spending four hours hanging out with Colby at Gen Con.
- and looking forward to hanging out for four more days!!!
@@DnDDeepDive😂
Jealous lol
Lucky dudes
Truth!
Colby: "temp HP is more common now"
The War Cleric at my table: "all HP is temporary."
HAHAHAHAHAHAHAHAHHA
and every HP over 1 is just room to play ;o)
Barbarian stomping around yelling SNEAKING SNEAKING SNEAKING. and everyone around being to frightened to acknowledge he’s even there.
I'm married. So I'm used to someone angry giving me the silent treatment 😅
I said I'm sneaking, WHY ARE YOU LOOKING AT ME!!! >:C
Reminds me of crog “YOU NO SEE CROG!”
I liked how Cleric, Sorcerer, and Warlock had subclasses at 1st level to show how the deity/patron/source affects the character, so I'll miss that. But there's a simple explanation for getting subclass abilities at 3rd level. The cleric (for example) isn't a generic cleric at 1st level and chooses a deity at 3rd. The cleric chooses the deity at 1st level, but the abilities received from the various gods don't start differentiating from each other until level 3. Same with Sorcerer and Warlock.
It's kind of like when I was in college getting an engineering degree. I was in the computer engineering program, but my freshman and sophomore years were almost the same as the mechanical engineers, the electrical engineers, and all the others. It wasn't until we were upperclassmen that we really started to differentiate ourselves.
I'd more say the cleric having then proven themselves is granted boons from their god simply by reaching level 3
As an engineering student it figures that ur a dnd nerd (im one too)
just came from treantmonk, THIS is what i've been looking for. can't wait to see all of the changes that the D&D beyond videos did NOT cover. ty colby.
24:13 it does in the saving throw column of the general rules. you can now elect to fail any saving throw, it's now an official rule
Draconic Sorcerer still fails on one big detail. No access to Shapechange or True Polymorph. The Dragon Sorcerer can't turn into a dragon, but every wizard and druid can. Big fail.
agreed! so frustrating
What about just writing a custom spell for your campaign?
Our house rule is usually that a limited spell is one oevel lower. So a True Polymorph, but can only do dragon forms would be one level lower
@@ogrehaslayers605 Of course there are ways around it, even something as simple as just allowing the spells in question. But this places the burden on the DM and on the table. Not every DM is willing to allow anything but what is written in the book. Not having at least one of these spells available in the book is an oversight on the part of the writers and designers of the book.
Holy shiii. Nearly 4 hours of content about a topic that I've been curious about for months? II cannot tell you how excited I'm to dive into this. Thank you, Colby. You've once for all proven that you're not The Homelander. He would never.
thats just what the critlander wants you to think
A lot of the Invocations you mentioned were "cut" during the Warlock section are originally from Xanathar's and Tasha's, not the 2014 PHB. So if your table allows those options post-2024, you can still totally use them. e.g. Grasp of Hadar/Lance of Lethargy/Improved Pact Weapon, etc.
@@PhalanxRises truth! Talked about this in the pinned comment :)
4 hour Colby video? I've never been more seated.
At that video length I'm laying down, because this gonna take a while. Even at 1.75x speed this is gonna take some time.
@@woutvanostaden1299 well, it gets me through a large piece of my workday, so I'm excited.
Yeessssss I can do this all day
Yeah, I'm supposed to be driving home, but I'm sitting in my apartment geeking out.
Colby: "Just watch it in pieces, it's 4 hours"
Me: "Chuckles darkly in nerd"
Critics : the videos are too long
Colby: hold my druid scented candle 🕯️
I actually laughed so hard when the blurred Wild Magic table popped up
Re: choosing to fail the worldtree barbarian's teleport
Actually, under the new rules anyone can choose to fail any save. One of those subtle rule changes Chris mentioned in his video.
"I will will my immune system to not resist this sickness"- adventurers now apparently
@@Azrael178I mean, kindof. The intent does seem that you're actively fighting against it. And you definitely can give up when nearly dying
@@Azrael178 I will never understand nitpickers like you trying to force high fantasy like D&D into being something it’s not: realistic
@@burgernthemomrailer I'm not trying to make it realistic. I'm trying to make it sensible. Those are two very different things. My rule at the table regarding this issue is that you can choose to fail any save where you have to do something to succeed. Which are pretty much all saves except poisons, dieseses and illusions
@@Azrael178 Using the word “sensible” when referring to a game system which involves magic, dragons, and as you would know, illusions
Everyone's missing this MAJOR BUFF to Warlock's Mystic Arcanum- it explicitly doesn't use a spell slot. IT DOESN'T USE A SPELL SLOT. This means Arcanum's can be combined with any Leveled Spell so long as you have the actions to do it, per new spellcasting rules.
Obviously a RAI oversight- _one I will be abusing the hell out of_
Here's how you fix Hunter's Mark:
- The Hunter's Mark can apply on a hit from a weapon attack (does not use an action or bonus action)
- Hunter's Mark should be an ability not a spell (dispel magic, anti-magic area, counterspell should not work on the main feature of the class)
- Hunter's Mark should scale in power better (1d6 at level 1, 2d6 at level 6, 3d6 at level 17) and should not require concentration at all
- Foe Slayer should instead grant a single critical hit against a target under your Hunter's Mark once per Long Rest if you want to keep that name for the feature.
I like the change at Foe Slayer here. The D10 Hunter's Mark is just a bizarre capstone that feels painfully weak, while an auto-crit / Zariel's Boon of an Autocrit is all sorts of great for level 20 Ranger.
I kinda wish I was in the room just to get the logic behind the 13th and 20th level features on Ranger, especially given how strong Warlock is here, lol.
I like all of these proposed changes except the scaling damage at level 6. Level 11 strikes me as the time that boost would make the most sense.
I dont think hunters mark dmg needs to scale that much, high dmg in 1 turn has consistently been nerfed. In terms of damage scaling, dont think it needs more than being a d4 at lvl 1 and d10 by lvl 17/18
Since multi-casting rules now say you can only expend a single spell slot in a turn, since Hunter's Mark doesn't use a spell slot you can cast another leveled spell on the same turn as it.
@@linktristen5 That’s cool, but the good Ranger spells are also Concentration…
24:11 the feature doesn't need to say you can willingly fail the saving throw, because the 2024 rules for saving throws themselves now specify that you can deliberately fail ANY saving throw
I love that you decided to go for both the black and the white text. Looks awesome! Been eagerly awaiting this for WEEKS
Hey man! I discovered your channel through this video. You've been in my ear for my drives to work or during late night bottle feeds for my kid... I greatly appreciate this! I love the vibe of you and your channel as a whole. I already subscribed days ago but I just wanted to say thank you!
@@Kimbrell hey thanks!
@2:02:10 I believe Restoring Touch allows you to remove fear because specifically the Aura of Courage feature is stating allies are not affected by the fear condition, not that it removes it. This means once they leave the Pally's aura, they're under the affects of the condition again. Now the Pally can give them a reassuring pat on the shoulder and tell them "Everything is going to be alright" and their ally is no longer has the feared condition.
It is why I usually tell a player in my aura to roll for fear effects because of that reason.
Grappling is an unarmed strike now so you can TECHNICALLY smite with a bear hug
Best smite ever.
🤯
It is astonishing to me that Ranger was printed as is. Especially in the same book as the new Monk, Barbarian, and Warlock. Sure, on a spreadsheet your damage can be fine, but it just looks and feels so bad to have to dedicate Concentration and Bonus Action to Hunter's Mark. That was the meme since 2014 but WotC doubled down by literally tying practically all of the high level features to it.
They better have taken Concentration off of a LOT of Ranger spells to make this feel good
I wouldn't say "astonishing" given the design team opted to declare Ranger was "done" midway through the playtest and then proceeded to buff Warlock, Monk and Fighter to the moon.
While they did minor changes, they seemed totally math-driven with their approach to the "finished" classes, and that's why Ranger feels like flavorless conflicting doodoo, because whatever the math is at the end of the day, it was "good enough."
Like, Eldritch-Knight and Warlock are like the new standard for what spell swords look like in d&d, while Ranger and Paladin (the former champ) are loaded with discarded design concepts (hello Faithful Steed, a relic of shared spell lists) before Warlock and Eldritch Knight came to the board.
The half-casters were both in need of more playtest time just to arrive at the same destination as Warlock, which is independently strong across the board outside of being a multiclass dip, but much like 2014, got thrown to print as is.
@@nm2358 I am not at all impressed with the changes they made to Ranger and Paladin... they aren't bad on paper... but holy shit they look miserable to play now.
Yeah, it's absolutely wild (ha) to me that they basically just *gave up* on the Ranger. They showered so much love on the other classes, and talked about how they wanted to give everyone more options. More freedom. More choices. But when it comes to ranger, it's "Oops, all Hunter's Mark! Sorry, we didn't know how to do the class flavor mechanically so we, uh, we kinda accidentally threw it away. Here's a few more spells as an apology. Everyone likes spells right?"
@@blackshard641 That's because they shelved Ranger, Paladin, and Bard midway through the playtest.
Paladins have 2 features (Paladin's Smite and Faithful Steed) that are relics of the shared spell-list system, both features being nerfed from the playtest to cast 1 first level spell (Divine Smite) at level 2, and 1 second level spell (Find Steed) at level 5, once per day, at lowest level.
Both those spells are already on the Paladin spell list... and the Find Steed is literally a permanent summon (meaning a once per day casting is totally pointless).
And that's the stinker: these features were only created to give the Paladin either more exclusive use of smites against the Cleric, or in faithful steed's case, cast Find Steed as an action (so it was mildly stronger than it was compared to how a Cleric casts it for 10 min). All that got axed, so the 2024 Paladin was rewarded with... spells they already have on their spell list... once per day... 2 features... that are a 1st and 2nd level spell that never see any improvement past level 2 and level 5 respectively.
2024 half caster were absolutely shafted as far as effort by the design team to do anything with them... because the bulk of the changes that went into them were ALL shelved or discarded... so Paladin and Ranger are super-samey with 2014.
Took me 3 days to finish this video, but I'm glad I did if just for the last message. Thank you for always welcoming us home and wishing us well. Means the world to me.
And keep singing.
Doing playtest material in a spelljammer campaign.
I saw the Way of the Elements with its reach...
And something tickled the back of my mind...
Bugbear.
20 reach with punches and kicks. Then I added grappler for the shenanigans of "make an unarmed strike, do damage, and can make a grapple check in the same attack."
I now have a grappling monk with 20 ft reach. Ridiculous, is a word I use to describe him.
That amazing feeling when you have had a hard time at work (first day of school) and then you see your favorite RUclipsr has released a 4 hour video! Yay! Thank you, Colby!
Love the War Clerics changes, I am so happy, that you can now use the War Priest bonus attack without taking the attack action beforehand (something which Crawford didn't mention) and was one the the biggest things holding the subclass back (even more than Monks which got a similar treatment, since for them attacking was most of what they did anyways). Now you can cast a spell like for example Spirit Guardians and then make the BA attack. And, the lvl. 7 feature allowing the cast of Shield of Faith or Spiritual Weapon without a spell slot means that while in the new rules you can't cast two spells which require a spell slot to cast in one turn, you CAN cast a levelled spell + Shield of Faith or Spiritual Weapon with the feature since it doesn't consume a spell slot. So you can for example throw up Spirit Guardians and Shield of Faith in turn one of combat, which feels pretty nice.
Aren’t Spirit Guardians and Shield of Faith both concentration spells or did OneDnD change something?
@@SantaKrewOGyes but casting shield of faith or spiritual weapon through channel divinity of the war cleric makes them concentration less
Commenting for the algorithm because I know it's better to release lots of videos, but this is incredibly appreciated.
Can't wait to combine all the Pact of the Blade boons and Agonizing Blast onto Magic Stone for a super sling build. A bonus action cantrip and three attacks all dealing 1d6+10 puts you on par with a fighter that has the old Sharpshooter, if that fighter had no attack penalties. And with the right subclass you might get even more damage out of it. (You'll definitely get plenty of damage out of it with a few spells like Hex thrown in.)
It only works on melee weapons...no ranged weapons on pact of blade
@@k0jaq Improved Pact Weapon invocation extends the pact weapon properties to ranged weapons.
@@sir_gort At 3:17:00 he said that Improved Pact Weapon has been removed. So, that doesn't work anymore.
maybe sprinkle in evocation wizard for that half damage if you miss so you can still use regular sharpshooter
@@Gmen6197 Aw, well that sucks. I house rule and homebrew anyway, so I'll ignore that part.
You are the goat for immediately dropping a 4 hour video going over what I'm sure most people are hyped for with this new book as soon as the embargo was lifted, great content
Question on Gloomstalker. Since Umbral Sight makes you Invisible, but the new Dread Ambusher/Stalker's Flurry grants the Frightened condition don't these two things work against one another? In affect you have to be visible during the enemy's turn for them to suffer the Disadvantage from Frightened as well as the ability to not move closer to you? Just checking if this the interpretation others are reading from these features.
You are correct. WotC turned their brains off for this class.
I think raw it makes no sense, but thematically, it's really cool. If someone turned invisible after killing someone, you would also probably be afraid.
I’d be pretty scared if a dude that shot my buddy just went invisible. So I figure you’d just play it as a unique gloomstalker trait.
A player in a campaign of mine was playing a Cleric (forgot which subclass). We were fighting a reskinned Beholder. Right after we all had a drinking party to celebrate a party member completing their storyline, basically (they had to face an old lover from their past and put them down). We were all sapped of resources.
Our Cleric friend did their Divine Intervention when we REALLY were tapped out of options to fight back. THEY SUCCEEDED. Their God (a God of Beer and Hops) LITERALLY SMASHED A DIVINE MUG OF BEER RIGHT ON TOP OF THE RESKINNED BEHOLDER AND ANNIHILATED IT. You remember that scene of the movie Thor where Thor smashes the coffee cup on the floor demanding more coffee? Imagine that, except it's a beer mug the size of a Beholder. IT WAS NUTS.
ha ha! awesome!
@1:27:31 in regard to your pondering about casting multiple spells on your turn: Treantmonk mentioned in his rules video the new spellcasting rule says you may only expend one spell slot per turn regardless of what type of action the spell uses. So if I understand that correctly, the whole leveled spell/cantrip confusion should be over and it only matters if you expend a spell slot because you can only expend 1 spell slot to cast a spell per turn, assuming I understood that rule correctly.
@@riverplasmahero2508 this is correct
It's worth emphasizing that this means that spells cast using class / subclass / feat features without using a spell slot can be cast alongside leveled spells. And this is a huge buff to Magic items that allow you to cast a spell. So there's tons of optimization in space newly opened up.
@@SamanthaVimes177 So in theory I could use my staff of healing to do cure wounds and healing word? Interesting.
Makes sorcerers even more amazing with items and Quickened spell...
@@jiminkpen9750 Dang, so a divine soul sorcerer with a staff of healing is the ultimate healer. They could drop two mass cure wounds in a single turn at level 9.
Colby! I haven't watched this yet but it may very well be my plane content on the way home from GenCon (like you suggested)!
It was so cool to meet you and thanks so much for signing the copy of Valda's Spire of Secrets for my buddy Jeremy. You were every bit as bright and personable as I would have expected from your videos.
Looking forward to a new era of DnD with the 2024 rules and looking forward to more Colby content!
Keep up the great work and thanks again for being a friendly face at GenCon :)
The worst part about the Ranger, all those features they dedicated to hunters mark, they could’ve just made all that upcasting for the spell.
Or just have it be a class feature just like vengeance paladin vow. If it didn't require concentration they'd actually get to use their spell slots
@AruthaSilverthornBarbarians aren’t spell casters, so not being able to cast spells is extremely redundant unless you’re multiclassing. For Ranger, it’s always in your way. I’d much rather cast Zephyr Strike, Spike Growth, Healing Spirit, Conjure Animals, Elemental weapon, Swift Quiver, Guardian of Nature, Conjure Woodland Beings, etc.
Hunters Mark shuts down the ability to cast other spells that are FAR stronger in terms of damage and defense. Hunters Mark is a trap. It’s not as effective as it seems.
A requirement for a target with your Hunter's Mark. This is a necessary component in order to cast Ranger specific spells associated with Hunter's Mark. An additional component requirement could include specific weapons to be wielded.
Really looking forward to your new Bard support build! The Bard with the 1 dip into Cleric is one of my favorites. Can't wait to see what you do for the replacement
2:23:00 I feel like we are going to see a lot of homebrew methods of making hunter's mark slightly better.
I know that's what I'll be doing.
All it needs is scaling damage like they had in the playtest. 2d6 per hit at level 6 is basically just 2 extra greatsword hits, can't beat that.
This man is the goat. Makes us a super long video of all the stuff we wanted to know AND uses TIMESTAMPS?? King. Long may he reign.
So I hear what you're saying about Ranger not being "worse" if I take "worse" to mean "generally less powerful"... But I still feel it looks less fun, less flavourful, and less flexible with what playstyles it natively supports. There's pressure and friction there that wasn't there before. Yes there are some improvements, but to my mind it definitely comes across as worse overall.
Meanwhile, I look at the Tales of the Valiant Ranger and see a much more satisfying take on the class.
Yes, the Ranger is now forced to use Hunter's Mark and has no class abilities to be an outdoor survivalist or monster hunter. Instead you are told that Expertise in Skills and Spells will do all that for you.
Colby, just wanted to thank you because I was getting ready for a three hour road trip today, and expected that I'd be able to spend an hour or so on it listening to whatever you put up now that the NDA is gone. I was very pleasantly surprised.
I love that the 4 hour video is the one I'm gonna watch in normal speed.
Thank you Colby for most of my days entertainment, and I really appreciate all your work, you really do make this community a better place
The Paladin changes, particularly making Divine Smite a spell and merging Find Steed and Find Greater Steed, mostly just make it so it's not really worth sticking with Paladin for the long run instead of multiclassing into a full caster like Sorcerer after about 5-6 levels at most. Switching to Sorcerer instead of sticking with Paladin gives you more smites, bigger smites, the ability to alter your smites with metamagic, and an earlier flying steed, and that's before taking any of the Sorcerer subclass abilities into account. And by switching out of Paladin at level 5 or 6, you still gain 9th level spell slots, even if you don't learn 9th level spells.
Another quirk I've heard regarding making all of the Auras buffs to Aura of Protection is that if you have two level 7+ Paladins in the party for whatever reason, you might not be able to get the benefits from both of their subclass auras RAW, because magical effects with the same name do not stack. So, if you were playing a Vengeance Paladin and were standing next to a Devotion, Glory, and Ancients Paladin, under the 2014 rules, you would gain immunity to Charm, a 10 foot increase to movement, and resistance to spell damage, since those were all separate auras. But under the 2024 rules, you arguably wouldn't gain the Charm immunity, speed boost, or Radiant/Necrotic/Psychic resistance from the other Paladins, because those abilities were rewritten to apply those buffs to allies within the Paladins' Aura of Protection, which you are already applying to yourself if you are a Vengeance Paladin.
Basically Paladin is terrible. It can bring some fun toys to OTHER classes, but Paladin itself got curbstomped.
Feels really wrong to me that Warlocks got to keep Eldritch Smite perfectly as it was and now it's simply better than Divine Smite, way too heavy handed on that nerf if I'm going to be honest, why couldn't they limit it to once per turn like Eldritch Smite if they really wanted to cut down on a Paladin's nova damage? Combining it with a smite spell that uses up your bonus action at the cost of two spell slots isn't all that much for them to be so clearly worried about it to the point of making Divine Smite a spell
It was already better to multiclass into sorcerer in the 2014 paladin. 6 paladin 14 sorcerer was the easiest broken multiclass to make. This actually significantly tones down that multiclass because you can't smite twice and quicken a spell on your turn. Overall, I really like the new paladin. They feel like much more of a tanky frontline support with an option to do some damage if they want. Previously, they were way overtuned between aura of protection and how smites worked.
your argument applies now. If you are building a damage dealer, stacking spell slots on a caster with 2 levels of Paladin is already the solution, the Divine Smite change does actually nothing to the class besides makes a un-counterable feature a little more counter-able. The aura of protection changes won't affect much considering you basically never see 2 paladins together, a niche example.
@@watcherknight8760 the combining smite spells wasn't the issue with the ability, it was that its an ability, something Wizards is trying to get rid of to avoid confusion at tables. They are trying to get rid of abilities that behave exactly like spells, that's why a lot of invisibility-like features got changed to "you get the invisibility spell" to avoid the "does this detect all invisible creatures? is this invisibility special? can this invisibility be dispelled because its technically not a spell" issues that come with them. Similarly, Smite does not cost on the action economy, has no risk/reward factor, and is un-counterable because its not a spell. It very much needed the changes.
For Relentless rage. 22 HP is 44HP for a resisted damage type. Thats about 2 extra hits that you can take instead of going down. Not bad
Looking forward to the builds!
I'm kinda scared of back compat Thri-kreen. Weapon Mastery and the new feats means a mounted one might qualify for a Lance Dual wielder attack with Sneak Attack on little arms. Scary stuff!
Hey thanks! Yeah that could be interesting :)
Totally agree about wild magic, bring on the Chaos!
Finished all Videos of Chris already, so thank you for 4 hours of content 😊
About Monk
I was so excited about the elements subclass that I didn’t notice how awesome the shadow subclass is!
Love the feature that gives you greater invisibility and free flurry of blows, definitely super strong when you can get it
So treantmonk pointed out the importance of spells without spending a spell slot, such as divine intervention of the cleric: this means they can cast two spells per round (or more)
Watching an old D4 deepdive vid for inspiration and this notification comes up
There is a rule in the new book that specifically says a spell caster may never expend two spell slots in the same turn
An almost 4 hour beaut of a video!? Holy Smokin' Paladins on a Crusade, I'm in!
Edit: Lost the n of smokin, Jeff dropped it during the crusade. Jeff was punished, don't be like Jeff. 😂
I want to extend my greatful thanks for doing this. This gives a great synopsis on each class. I plan to share this with my DM group. Great work!
You know I was so excited about the Brutal Strikes that the giving up advantage problem didn't really click for me at the time. That is a little rough, but I still think it'll be fun to be able to toss fools around, and it just says you have to be Reckless Attacking, which the way I understand that, you can still have Adv. from other things like Flanking, Prone, Faerire Fire.
Re: Eldritch Knight and two levelled spells
As I understand it from the Dungeon Dudes there is still a hard restriction on casting "two spells with spell slots" so the Eldritch Knight could cast two levelled spells, but one of them couldn't be with a spell slot. You'd need something like Fey Touched or Shadow Touched that give you free castings without a spell slot or something similar.
Additionally, this means that say you had Fey Touched. You could Fireball with a spell slot on your action and then use your Misty Step without a spell slot on your bonus action. This means basically any spellcaster with something that allows a spell without a spell slot can cast two levelled spells in a round, just with the limitation that one must be cast without using a slot.
Truth!
My take on "no patron" for Warlock: Levels 1-2 are you "proving yourself" to the patron. Once you prove yourself, they grant you a bit of their power.
Eldritch knight fight actually sounds like so much fun now
World tree barbarian didn't say an ally could willingly fail the save to be teleported close to you. That's, for those who didn't watch Treantmonk's video yet, because it's a general rule now. You can aways automatically fail a saving throw if you want to
I thought that was always a rule lol weird that it wasn't
Many thanks for this detailed guide!
Loved the outtakes as well!
Amazing job Colby!
Homelander shouldn't apologize! You are amazing, thanks for the 4-hour long of knowledge
*Season 1 Homelander
Thank you for my favorite post-embargo video! Breaking it into chapters let me find out what I most wanted to know before I get my hands on the book and some ideas for what characters I would most like to play now. Your instinct on that really paid off and I hope it boosts your subscriber level even more. Thanks again.
Apparently Wizards hates Paladin... "let's limit the building and flavor of paladin by forcing them to take a mount as a class feature. Also, let's gut the mechanical benefits of using this unique paladin mount feature in combat."
"I can see that, since Paladin's are so strong with their smites anyway."
"Oh no we grinded Smite into the dirt, too."
"...then what did you give them? More spell slots? A larger spell list? improved auras?"
"We're gonna make their class features ALL bonus actions!"
"That's... a terrible idea."
"I KNOW, ISN'T IT GREAT?!"
Jokes aside, while there are some great things in the 2024 Paladin kit, overall I despise it. It sucks...
they hate rangers more it seems
i watched this video and used it also as a way to sleep easier. you have a really soothing voice bro. thank you for helping me sleep. and also the input about the updated classes was awesome, i tried to figure out where i fell asleep to re-watch the missed contend
For Paladin. I’m pretty sure I’m going to remove the bonus action as a house rule for smiting. And make the casting time part of the attack action. I’ll still keep it a spell because that will keep the antinova stuff in check as they intended. But making it a bonus action is a bad design choice.
Likely the same goes with hunters mark for Ranger. These bonus actions on top of attack actions don’t add balance.
Don’t, just don’t they did it because of all the smites that you get and the multiclass builds, this is a way to antinova the paladin
this makes sense. I think I might take away that it's a spell but keep it once per turn. I would especially do this if someone wanted to play barbarian paladin
My cat fell asleep on my iPad and this was playing when a woke up
@@Ex0tic_Cat_nah 😂
1:33:37 “until the beginning of the next lvl, my favourite misspoken phrase in the vod.”
So great seeing you Colby! Thank you for the short video about all the changes, even though I'm playing pf2e now is good to know what changed.
4 HOURS?!?! What a treat
Ranger rework
* Deft Explorer - Proficiency and advantage on perception and survival. If you are already proficient in either skill you also gain an additional proficiency from the ranger list. In addition learn 2 languages - 1
* Spellcasting 1/2 rounded up - 1
* Marked Foe - Know hunters mark automatically. In addition you can cast hunters mark once per long rest without a spell slot or concentration. You can do this as a 3rd lvl spell at ranger lvl 9 and 5th lvl spell at ranger lvl 17 - 1
* Fighting style - 2
* 2x weapon mastery - 2
* Rover - +10 movement speed - 2
* Primal Powers - starting at 3rd lvl you gain the ability to expend some of your primal power as special ability. You expend a corresponding spell slot as directed to perform the listed effect. You gain a new primal power at 5,7,9,11,13,15, and 17 - 3
* -PP Unseen Sight - Spend a 1st lvl spell slot as an action to see invisible things and see into either the ethereal plane, feywild, or shadowfell for 10 minutes - 3
* Subclass choice - 3
* Feat - 4
* -PP Predatory Wave - Spend a 2nd lvl spell slot as an action to cause each creature in a 10ft radius of you to become frightened on a failed WIS save. While frightened they must spend their reaction, action, and bonus action to dash and movement to move away from you. This lasts until the end of the creatures next turn - 5
* Extra attack - 5
* Expert explorer - Expertise on perception and survival and expertise on 2 skills you are proficient. If you’re already an expert in perception or survival, select another skill to become an expert in - 6
* Unyielding March - Can’t be affected by non magical difficult terrain and you gain a climb, crawl, and swim speed - 6
* Uncanny Recovery - When ever you expend hit die, roll 1d4 per hit die and regain that much hp - 6
* -PP Natures Veil - Spend a 2nd lvl spell slot to make yourself and everything you’re wearing/carrying invisible until the start of your next turn - 7
* Subclass feature - 7
* Tireless - You loose a lvl of exhaustion on a short rest. - 8
* Extreme Conditioning - Gain fire and cold resistance. If you already have a permanent source of such resistances then select from acid and poison. - 8
* Feat - 8
* -PP Predatory Gaze - Spend a 3rd lvl spell slot as an action to paralyze a non undead creature within 30ft with fear if they fail a WIS Save until the end of your next turn - 9
* Unerring Mark - Expertise in weapon attacks against hunters mark target. - 10
* -PP Elemental Invulnerability - Spend a 3rd lvl spell slot as a reaction when you take damage of a type you have resistance to. Give yourself immunity to that type including the triggering damage until the end of your next turn - 11
* Subclass feature - 11
* Feat - 12
* -PP Mend Flesh - Spend a 4th lvl spell slot as a bonus action to heal someone you touch 15 hit points, reattach a limb if it was removed in the past minute, or reattach a head if it was removed within the past round and revive them to 0hp but stable. In addition at the end of every round the target regains 1d8 hit points for 1 minute - 13
* Unstoppable Strikes - Your attacks can’t be disadvantaged, In addition hunters mark attacks are made with advantage - 14
* Predatory Awareness - When you use your marked foe ability and when you transfer the effect to a new target, choose one of the following to learn about the target. (1) CR, alignment, and able to speak/understand any language it does; (2) AC and damage vulnerabilities; (3) to hit bonus and save DC; (4) damage resistance and immunity; (5) high and low stat; (6) speed and sense types. For the full duration of your marked foe ability, you also detect one of the following creature types and their direction within 600 feet; aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, and undead - 14
* -PP Wilds Ward - Spend a 4th lvl spell slot over 8hr to give a huge or smaller thing or 200 foot cube area within 60ft the effect of antipathy/sympathy for 10 days - 15
* Subclass feature - 15
* Feat - 16
* -PP Forewarning - Spend a 5th lvl spell slot as a reaction to your d20 test or an attack against you to give yourself advantage on d20 tests and +5 AC for 1 hour - 17
* Primeval Perception - You gain 60ft truesight, blindsight, and tremorsense - 18
* Epic Boon - 19
* Foe Slayer - You can add your wisdom modifier to either the attack roll or damage roll of an attack. You can make this decision after knowing if it would be a hit or not - 20
I am still so salty over the smite nerf on paladin. It’s going to take me a long time to convert over to the 2024 rules.
Good night 😴 thanks for keeping me company.
4 hours?! You spoil us! Just had to skip ahead to the ranger and super bummed that hunters mark still requires a bonus action. Really hoped they would allow us to cast it (and transfer it) as part of the attack action since they weren't going to remove the concentration from it (which they also should have done). Overall the ranger is in a better spot but the focus on hunters mark and the capstone especially just leaves me a bit sad.
Literally clicked this video fot this exact reason. 😂😂😂
That was a lot of work, Colby. My group will be using this video as a reference guide for years. Thanks for doing the heavy lifting for the rest of us.
i’ve been waiting for this one
Damn I probably won't watch this in one sitting. But the fact that all this is in one place, with Colby as my narrator, couldn't have been made any better. Thank you!
When it comes to Warlock, I treat level 1 and 2 as the "Cultist" phase. You're that creepy dude in the robe trying to summon the devil from the obviously evil knife that is your pact boon
Sort of the same for Cleric. You can tellcthe divinity has chosen you, but they haven't revealed themselves to you yet.
Sorcerer is a little weirder, but I guess it would work as "Huh? I have magic now, where is it coming from?" Then a few levels later the really weird traits start showing up like scales and stuff.
For warlock, a lot of the invocations ghat were "removed" came from Xanathar's so they're still on the table. This includes I. Pact Weapon
Thanks for this! Truly a n epic feat going over all the class changes and havin it available all in one place! You deserve an inspiration point per short rest at least!
The GWF change is insane - I can't believe they managed to make it worse. I was convinced they might make the reroll 1, 2, and 3 to make it marginally better but nope
I just spent the last 26 hours watching the first 20 of Chris' 2024 PHB videos over at Treantmonk's Temple. A normal person would take a day off, but now I gotta see what Colby has for us. 😄
Thanks, Colby, for this 4-hour Epic guide!
Time to get a coffee and get comfortable. This gon be good!
I'm taking a break in the video just to share some love.
Man, you're awesome!
Thank you so much for this video.
As always, you did an amazing content!
Now, back to the new classes marathon.
Gonna be honest. I’ve listened to the podcast version of this probably around 3 times over the course of the last week or so while at work. I have so many character build ideas and with every listen more and more pop into my head.
Sir, I absolutely loved your points regarding the druid in general and the circle of the moon, that was my favorite and always struggled to make a true melee beast focused character that scales well, and in balance with other melee classes, very optimistic for this version. Thank you for the great analysis.
It took me a couple of days to get through it all but I appreciate a one stop video and not having to go through a dozen to find the one that I need. Thanks for the hard work the last time I wrote 69 pages was for my thesis so I guess we can issue you your Masters in D And D Classes.😅
I really respect you for doing this in one 4h video instead of making TONS for better monetization. I hope youtube algorythm works for once and on the long term this pays off.
Thanks, Colby.
I watched over a few days and learned a lot. I enjoyed the end, too 😂. I'm excited to build toons and play!
Thanks, much appreciated. Will come in very handy for my players and for me, as their GM, as we learn the new ways of doing things. Keep up the great work that you do. 😁👍
@@michaelbutcher6269 hey thanks!
Going to listen to this while I go to sleep and to prep. I may have to watch it three or four times.
This took me many days to watch. I can imagine the time it took to make.
You have my gratitude, and my sword.
I just got the book a few days ago, and I can't tell you how helpful this video has been!
Wow really didn't expect the sudden serenading at the very end. Color me...flustered haha
Thank you for doing this, it's taken me three separate installments but I got through it all and it was amazing.
Okay now I am finished. It WAS great plane ride material. Thanks for putting in all this hard work, Colby!
took me 16 days to get through the video, nice job colby. You have a great singing voice and a normal soothing voice when talking.
Colby is an absolute BEAST and a LEGEND for putting together this 4 hour video for us. THANK YOU COLBY!
After getting through this whole thing, I wanna note something...kinda subtle, but it always made me smile before and this time it did again. Recently your sign-offs have been edited to go like "but until then *cut* take care *cut* bye."
Previously, and in this video, the jump cuts weren't there, and the sign-off is much smoother, more natural, and more heartfelt. "...but until then...take care." *Warm smile* "Bye."
Like it's probably almost meaningless to anyone else...but it always made me feel much more at home, and I just appreciate seeing it from time to time 🫶
I am driving to the Bay area from LA. that's 4-5 hours. This is a great listen on tthis long drive. Thanks.
Got my copy of the PHB after 4 days of failed GenCon checks, only to give it to the guy who puppysat my doggo. Im very glad to have this video to tide me over until 9/17......
With the reduced cost to Heightened Spell, the increased duration of Heightened Spell, the +1 Save DC to Sorceror's, the -1d4 from Bend Luck on Wild Magic Sorceror, and the Wild Magic "I have Advantage on Initiative rolls forever after level 3"... This all combines into the greatest Save vs Suck spellcaster in existence. Absolutely crazy battlefield control not to mention the layerered effects of the new amazing Wild Magic table.
Warning: at the end of the Video, at the beginning of the outtake part, he is upcasting Sleep to us all. I liked it, all of it. Thank you so much for the time, work and constitution saves you put into this.
1:17:00 you can still cast levelled spells multiple times per turn, as long as they don't expend a spell slot. So you will probably be looking into optimizing things that give you free castings of spells, because you will now be able to combine those with another spell slot spell. Not with action surge of course since it straight out prohibits the magic action, but maybe with quicken spell (idk if it still exists yet)
Love the changes for illusionist, favorite subclass to play. If your DM is cool you can creatively come up with a solution to every problem with illusions