Slingstaves were quite common throughout real history. They allow for higher range than standard slings, and could be used in melee with like a quarterstaff
Indeed, they are quite wonderful. Just a shame the game version they decided to make for us doesn't reflect any of the advantages the real version had. :/
@@bkane573 Oh, certainly that is a fair point to make. It's simply that I would hope for better. In fact, I've /done/ better with my own version of the Staff Sling that I homebrewed. It just feels... wasteful, and poorly compares to the alternatives.
I like the Hoopak, but there are other Kender weapons I liked better, specifically the Chapak, which is a hand ax/sling combo that the handle doubles as a flute. Kender could make for good bards because a lot of their weapons are also musical instruments.
The mirror of reflected pasts was owned by Soth when he was in The Domains of Dread. He spent all of his time staring into the mirrors neglecting his torment and the. The Dark Powers kicked him back to his old world.
Just, uh, don't tell the Hickmans that Lord Soth went there at all. Tracy and Laura weren't exactly keen about how one of the major villains of their own setting got ripped out of Dragonlance and shunted over to Ravenloft for a while. The Dragonlance novels written by them after Soth joined the Ravenloft cast insist that he never left Krynn at all, and they eventually persuaded TSR to put out "When Black Roses Bloom", the 2E Ravenloft module that kicked Soth out of the Domains of Dread and back to Krynn. This was compounded when WotC licensed out Ravenloft to White Wolf for 3E, the agreement of which didn't allow White Wolf to reference other settings, so Soth had to stay out anyway (and couldn't even be mentioned by name; they did still have his ex-Domain of Sithicus, and they could still vaguely talk about him and call him by titles like "the dark knight" or "the blackguard"), since he was tied to the Dragonlance rights. General consensus among fans (and seemingly agreed upon by WotC), though, is that Soth absolutely got sent to the Domains of Dread, but the Dark Powers' wibbly-wobbly timey-wimey shenanigans meant that even though he was stuck there for centuries of unceasing torment before he finally just gave up on everything, the point in time on Krynn that he returned to wasn't very long after he was originally taken by the Mists. This allowed him to be present for any stories that the Hickmans wrote which had him still be in Krynn during the time where he should have been too busy being the Dark Powers' plaything in Sithicus, while also not interfering with the Ravenloft canon.
To be fair, though, *no,* unless it is the specific culture of the town for that to be the case, historically it was /very/ normal for a person to walk around with their hood up. That should not be suspicious at all.
Much like the double scimitar, I kinda hope the hoopak doesn't become available to rogues. If a rogue can use it and takes fighting initiate to get great weapon fighting, they'll get a pretty massive boost to their average output on sneak attack. Also wish it was skinned as more like a staff sling; slingshots are fairly modern as they typically depend on the use of rubber.
It isn’t like rogue is very powerful in 5E. So not much risk really. And rubber use is just fine. When in 1493 Columbus came to America he found rubber in widespread use.
I'm glad you're doing the series of in depth reviews. But, I'm disappointed that the depth of this material is so shallow, especially compared to the same setting in any of the previous editions.
Good to see that they brought the good old Kender Apple picker, the Hoopak Staff, although bit of a pity, that they forgot the use as a staff, or maybe included the note about the tool side of it, to pick apples from tall trees... I like the lance, although I think they could use a boost when it comes to damage toward dragons, in the old days, where the damage either increased by the hit points of the wielder or the combined hit points of mount and wielder. But guess that might make them a bit too powerful. I know, I can always refit them in my campaign. and well yes, the cracy gnomes of Mount Nevermind and their throwing machine and hopefully working safety nets....
finesse means you can also use strength for the ranged weapon. That's pretty cool option too, because otherwise all ranged with strength are thrown, right?
I think this is where the confusion over the Cloak of Elvenkind is coming into play. The Cloak of Elvenkind grants two benefits: 1. Disadvantage on Perception checks to see you (so enemies will get -5 to their passive perception if sight plays a key component in the check) and 2. Advantage on ALL Stealth checks, not only for visibility benefits (new average roll of 13.825 instead of 10.5, an increase of +3.325). Combined, this gives the average wearer of a Cloak of Elvenkind a +8.325 bonus to all stealth checks to visibly hide from targets; which is supper important for closing the distance on a target, as sight based encounters start from much further away than sound based encounters. (RAW: visual encounters can start as far as 40 miles away with clear visibility and elevated positioning, usually starting a chase or a rush to close the distance; while audible encounters have a maximum start distance of 600ft, even with no effort to be quiet and causing extremely loud noises.)
It's nice seeing Ted excited about a hoopak. Those of us old hands know what it is. It's basically a Kender weapon that is so new to him. Kender get them automatically at least in old rules.
I like the Hoopak in theory, but it being two-handed locking it out hex warrior and special looking it out of Kensei kills a lot of the potential uses.
Kender have other weapons that have similar features that are not two handed. It would take a little bit to develop them for campaign use without the easy stats but there are hand ax/sling combos, a club/flail combo, as well as a few others.
@@KoiosDusklight the stat blocks and features from older editions can be brewed with the DM, using the Hoopak framework. My co DM and I are working through it right now for my Kender character. Milo was a Ranger/Thief in 1e and used the Chapak as his primary weapon. Once it is available on the 6th, I’m bringing my old Kender back and I want to use the Chapak again because he was a dual wielder back in the day.
@@KoiosDusklight the Sithak is a double bladed Scimitar that can be strung as a short bow. All cool and utilitarian designs…. The instrument aspect of it is like an Erhu almost.
The cloak of elven kind gives always on advantage on stealth, it technically has a hood that also gives disadvantage against being seen so it goes from just disadvantage to super advantage on sneaking
I don't know about the last two, but the Dragon Orbs are in the Dungeon Master's Guide (though in that book they are referred to as Orb of Dragonkind, the description talks about how they were made in the world of Krynn by the wizards of the Towers of High Sorcery and that there are 5 in existance, and it does at one point in the description refer to them as Dragon Orbs)
I don’t know much about the setting, but I thought there was a Legendary Lance called the Dragon Lance, and it had something to do with time? Could someone educate me, sorry I don’t know much about this cool setting.
The mirror would make for a great nonlethal trap to hold a creature. They could then be put in manacles (if the goal is interrogate/imprison/enslave) or attacked with advantage (and disadvantage vs fireball etc, I think). It would also include undead, provided they are *NOT* immune to paralyzed (mostly weaker ones, like zombies and skeletons). Of course, vampires are immune to anything that involves a reflection, so that's immediately out. (Though it would remove doubt about the *presence* of one). There are a lot of applications you could use it for. The limit is your imagination! (and Constructs, Vampires, and Undead who are Immune to being Paralzyed).
The free switching between weapons. Normally you'll need your free item interaction to un/sheath your sword, and then you need an action to pull out another weapon, unless you drop your sword, but that isn't always convinient. The hoopak saves you from all that hassle as you can just turn around the weapon for free depending on what type of attack you want to make.
Actually you can't, you can't trade away options from a class. The trading away things comes from customizing your origin, which is based on your race, not your class
I'd love talking about the whole book with a quick flip through even if it's a long video than breaking it up into small videos. I already pre-ordered the book but would love a quick review and flip through if you already have it. No need to drag it out.
A rapier works just fine for barb rogue (sneak attack only requires that the weapon be finesse, but you can still use your strength and get the SA and rage bonuses)
I think I still prefer the sending stone. Is more easy to hide, it works regardless of distance and you can even use it to communicate to other planes. It does have the limitation of 1 use per day, but...eh, usually I dont need to use it constantly either.
Congrats on 100K. the way the Dragonlance is worded means there are more then one. but I always feel like Legendary should mean that there is only one in existence. so in my game legendary's are unbreakable and cant be destroyed unless by a god or the wish spell, but there is only ever just one.
That's artifacts. Legendary items CAN have just one, but there are others that have more than one, and there being more than one is actually integral to the lore in which they appear(Holy Avengers being wielded by the greatest of Paladins, Moonblades being heirlooms among the great Elven noble families and there being several, each of them unique)
I really think the titular "Dragonlance" is rather underwhelming. It should act kinda like an arrow of dragonslaying would. Let it stay a +3 weapon for nondragon foes, but for a dragon it does an extra 6d10 magical piercing damage. No save, or rather, the 'save' is not being a dragon.
Hoopak being martial just doesn't make sense. Kinder are very un martial. Quite lack luster magic items list. Would have liked to see more dragon/anti dragon themed things. Or anything that is more useful in general.
What they did do with the existence of no Gods around in the campaign? they were not potions or heals or clerics. What they did do with draconian breaking your weapons 50% of the time? that still of the game or they butchered the campaign like Ravenloft so players felt safe?
Slingstaves were quite common throughout real history. They allow for higher range than standard slings, and could be used in melee with like a quarterstaff
Indeed, they are quite wonderful. Just a shame the game version they decided to make for us doesn't reflect any of the advantages the real version had. :/
D&D weapons have never been realistic.
Swords being even slightly competitive vs polearms & spears for example.
@@bkane573 Oh, certainly that is a fair point to make. It's simply that I would hope for better. In fact, I've /done/ better with my own version of the Staff Sling that I homebrewed. It just feels... wasteful, and poorly compares to the alternatives.
I like the Hoopak, but there are other Kender weapons I liked better, specifically the Chapak, which is a hand ax/sling combo that the handle doubles as a flute. Kender could make for good bards because a lot of their weapons are also musical instruments.
The mirror of reflected pasts was owned by Soth when he was in The Domains of Dread. He spent all of his time staring into the mirrors neglecting his torment and the. The Dark Powers kicked him back to his old world.
Just, uh, don't tell the Hickmans that Lord Soth went there at all. Tracy and Laura weren't exactly keen about how one of the major villains of their own setting got ripped out of Dragonlance and shunted over to Ravenloft for a while. The Dragonlance novels written by them after Soth joined the Ravenloft cast insist that he never left Krynn at all, and they eventually persuaded TSR to put out "When Black Roses Bloom", the 2E Ravenloft module that kicked Soth out of the Domains of Dread and back to Krynn. This was compounded when WotC licensed out Ravenloft to White Wolf for 3E, the agreement of which didn't allow White Wolf to reference other settings, so Soth had to stay out anyway (and couldn't even be mentioned by name; they did still have his ex-Domain of Sithicus, and they could still vaguely talk about him and call him by titles like "the dark knight" or "the blackguard"), since he was tied to the Dragonlance rights.
General consensus among fans (and seemingly agreed upon by WotC), though, is that Soth absolutely got sent to the Domains of Dread, but the Dark Powers' wibbly-wobbly timey-wimey shenanigans meant that even though he was stuck there for centuries of unceasing torment before he finally just gave up on everything, the point in time on Krynn that he returned to wasn't very long after he was originally taken by the Mists. This allowed him to be present for any stories that the Hickmans wrote which had him still be in Krynn during the time where he should have been too busy being the Dark Powers' plaything in Sithicus, while also not interfering with the Ravenloft canon.
My Tabaxi Artificer will enjoy making a flying city one day and a navy to with it. Thanks for the run down on the new items mundane/magical.
To be fair, though, *no,* unless it is the specific culture of the town for that to be the case, historically it was /very/ normal for a person to walk around with their hood up. That should not be suspicious at all.
Fargab to me, feels more like comms in a rucksack in the army
I think that was the intention yeah
@@NerdImmersion yeah had to huck that heavy ass thing. Was first thing I thought of when you read it out
Much like the double scimitar, I kinda hope the hoopak doesn't become available to rogues. If a rogue can use it and takes fighting initiate to get great weapon fighting, they'll get a pretty massive boost to their average output on sneak attack. Also wish it was skinned as more like a staff sling; slingshots are fairly modern as they typically depend on the use of rubber.
It isn’t like rogue is very powerful in 5E. So not much risk really. And rubber use is just fine. When in 1493 Columbus came to America he found rubber in widespread use.
I'm glad you're doing the series of in depth reviews. But, I'm disappointed that the depth of this material is so shallow, especially compared to the same setting in any of the previous editions.
Good to see that they brought the good old Kender Apple picker, the Hoopak Staff, although bit of a pity, that they forgot the use as a staff, or maybe included the note about the tool side of it, to pick apples from tall trees...
I like the lance, although I think they could use a boost when it comes to damage toward dragons, in the old days, where the damage either increased by the hit points of the wielder or the combined hit points of mount and wielder. But guess that might make them a bit too powerful. I know, I can always refit them in my campaign.
and well yes, the cracy gnomes of Mount Nevermind and their throwing machine and hopefully working safety nets....
finesse means you can also use strength for the ranged weapon. That's pretty cool option too, because otherwise all ranged with strength are thrown, right?
I think this is where the confusion over the Cloak of Elvenkind is coming into play. The Cloak of Elvenkind grants two benefits: 1. Disadvantage on Perception checks to see you (so enemies will get -5 to their passive perception if sight plays a key component in the check) and 2. Advantage on ALL Stealth checks, not only for visibility benefits (new average roll of 13.825 instead of 10.5, an increase of +3.325). Combined, this gives the average wearer of a Cloak of Elvenkind a +8.325 bonus to all stealth checks to visibly hide from targets; which is supper important for closing the distance on a target, as sight based encounters start from much further away than sound based encounters. (RAW: visual encounters can start as far as 40 miles away with clear visibility and elevated positioning, usually starting a chase or a rush to close the distance; while audible encounters have a maximum start distance of 600ft, even with no effort to be quiet and causing extremely loud noises.)
It's nice seeing Ted excited about a hoopak. Those of us old hands know what it is. It's basically a Kender weapon that is so new to him. Kender get them automatically at least in old rules.
I like the Hoopak in theory, but it being two-handed locking it out hex warrior and special looking it out of Kensei kills a lot of the potential uses.
Kender have other weapons that have similar features that are not two handed. It would take a little bit to develop them for campaign use without the easy stats but there are hand ax/sling combos, a club/flail combo, as well as a few others.
@@syvajarvi2289 I looked into it. A Chapak or potentially a battak would be cool, but sadly neither is in the book.
@@KoiosDusklight the stat blocks and features from older editions can be brewed with the DM, using the Hoopak framework. My co DM and I are working through it right now for my Kender character. Milo was a Ranger/Thief in 1e and used the Chapak as his primary weapon. Once it is available on the 6th, I’m bringing my old Kender back and I want to use the Chapak again because he was a dual wielder back in the day.
@@KoiosDusklight the Sithak is a double bladed Scimitar that can be strung as a short bow. All cool and utilitarian designs…. The instrument aspect of it is like an Erhu almost.
Yes, I wish it didn't have the pointless special feature.
Anyone think of Usoop from One Piece when he was talking about the new weapon?
The cloak of elven kind gives always on advantage on stealth, it technically has a hood that also gives disadvantage against being seen so it goes from just disadvantage to super advantage on sneaking
Koboldflinger: similar to Gnomeflinger, except that there's no need for parachutes
No dragon orbs? No staff of Magius? No star jewels?
I don't know about the last two, but the Dragon Orbs are in the Dungeon Master's Guide (though in that book they are referred to as Orb of Dragonkind, the description talks about how they were made in the world of Krynn by the wizards of the Towers of High Sorcery and that there are 5 in existance, and it does at one point in the description refer to them as Dragon Orbs)
Thanks for the review!
I am definitely disappointed in the lack of options (so far) in this book, hopefully the adventure is good! lol
I don’t know much about the setting, but I thought there was a Legendary Lance called the Dragon Lance, and it had something to do with time? Could someone educate me, sorry I don’t know much about this cool setting.
Enjoyed the video, looking forward to going through all of this.
Great overview. Thank you Ted
The mirror would make for a great nonlethal trap to hold a creature. They could then be put in manacles (if the goal is interrogate/imprison/enslave) or attacked with advantage (and disadvantage vs fireball etc, I think).
It would also include undead, provided they are *NOT* immune to paralyzed (mostly weaker ones, like zombies and skeletons).
Of course, vampires are immune to anything that involves a reflection, so that's immediately out. (Though it would remove doubt about the *presence* of one).
There are a lot of applications you could use it for. The limit is your imagination! (and Constructs, Vampires, and Undead who are Immune to being Paralzyed).
Oh my God, they basically gave us Sniper King's weapon.
How is the hoopak any better than just using a short sword and a sling?
The free switching between weapons. Normally you'll need your free item interaction to un/sheath your sword, and then you need an action to pull out another weapon, unless you drop your sword, but that isn't always convinient. The hoopak saves you from all that hassle as you can just turn around the weapon for free depending on what type of attack you want to make.
Using Tasha's CoE Rogues can trade their Longsword proficiency (martial) for the Hoopak if they really want to use that weapon.
Actually you can't, you can't trade away options from a class. The trading away things comes from customizing your origin, which is based on your race, not your class
Congratz 100K!!!!!!!!
Also Hoopak makes you Usopp from one piece
Oh thats cool
It let's you mentally scar a woman with magic Webster's Disease?!
Cool!
11:00 you can just say sussy we don't judge
I'd love talking about the whole book with a quick flip through even if it's a long video than breaking it up into small videos. I already pre-ordered the book but would love a quick review and flip through if you already have it. No need to drag it out.
Does the hoopak make the barbarian rogue work?
A rapier works just fine for barb rogue (sneak attack only requires that the weapon be finesse, but you can still use your strength and get the SA and rage bonuses)
I think I still prefer the sending stone. Is more easy to hide, it works regardless of distance and you can even use it to communicate to other planes. It does have the limitation of 1 use per day, but...eh, usually I dont need to use it constantly either.
Who’s gonna notice if your cloak of elven kind’s hood is up, they gave disadvantage to see you and you have advantage to not be see
Congrats on the 100k!
Hmm
I can’t see using anything here other than with Dragonlance and some people are upset about that
Congrats on 100K. the way the Dragonlance is worded means there are more then one. but I always feel like Legendary should mean that there is only one in existence. so in my game legendary's are unbreakable and cant be destroyed unless by a god or the wish spell, but there is only ever just one.
That's artifacts. Legendary items CAN have just one, but there are others that have more than one, and there being more than one is actually integral to the lore in which they appear(Holy Avengers being wielded by the greatest of Paladins, Moonblades being heirlooms among the great Elven noble families and there being several, each of them unique)
Welp time to make my Usopp sniper
Still waiting on that Dark sun book that was promised a while ago…
Are there any new spells in this book? I remember some in the UA.
Nope, no new spells
@@NerdImmersion That sucks. Thanks for the reply!
Great stuff friend 👏 👍
do kender not automatically come with hoopak proficiency? wotc done goofed AGAIN
I really think the titular "Dragonlance" is rather underwhelming. It should act kinda like an arrow of dragonslaying would. Let it stay a +3 weapon for nondragon foes, but for a dragon it does an extra 6d10 magical piercing damage. No save, or rather, the 'save' is not being a dragon.
Hoopak being martial just doesn't make sense. Kinder are very un martial.
Quite lack luster magic items list. Would have liked to see more dragon/anti dragon themed things. Or anything that is more useful in general.
What they did do with the existence of no Gods around in the campaign? they were not potions or heals or clerics. What they did do with draconian breaking your weapons 50% of the time? that still of the game or they butchered the campaign like Ravenloft so players felt safe?
There definitely was some language around healing and gods in the beginning of the book
Booo! They severely nerfed the damage from a falling fortress crashing on you/with you on it! D:
Good analysis, Bad source.
What a disappointing book
Certainly for people just looking for more options, might be a fun adventure though, which seems more the point
@@ARatherDapperTapir but the price is ridiculously prohibitive
@@numen7778 well, yeah. Welcome to WOTC marketing. Shame that it is.
ONE HUNDRED THOUSAND LETS GOOOOOOO