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Hey I just signed up for this, but I didn't see anything about the extra stuff. Not sure if you're familiar with Patreon but this seems a bit weird to me. I guess we will see if it pans out
I think you misunderstood their "backwards compatible" statement. They said one d&d would be backwards compatible with all your favorite 5e adventures. Not all the 5e books. And not especially the 5e character rules options.
Okay but big thing with alert - you’re adding your prof. Bonus to an ability check! This means instead of the +5, you get a lower number, but a rogue can get cheeky with reliable talent and never roll below a 10 on the die
@@backcountry164 I'd be curious to see how the new crit fail works with that. I want to say reliable talent would still override the roll. Since a nat 1 is still a roll of 9 or lower.
Regarding common sign language and the idea of speaking it while holding a spell focus or weapon in one hand; personally my ruling would be that if you only have one free hand, you can still sign but you wouldn't have a full range of vocabulary. Like military hand signals you can convey basic tactical information, but would need both hands free in order to convey anything more complex.
@@MyAramil That's precisely the reason why I would just go "whatever" and let them sign with the weapons out, unless it's a very specific circumstance like holding onto a rope with your two handed axe in one hand.
@@Schilani I mean... people try to speak at the dentist. They sound muffled and weird with a dude's hands in their mouth, but they're still basically intelligible. I'd think that signing while holding an object would be the same way.
You can speak sign language with one hand. Anything that usually requires two hands to convey usually has an adaptable one handed variant, and if not, finger spelling by those adept at it is barely slower
...sign language exists in the real world, and people sign one handed. I feel a bit miffed on behalf of my deaf friend, but you didn't know, so no offense *suppresses hackles* :)
As a note on the alert feat, rogue's reliable talent applies to any skill check that you add your proficiency bonus to so now it applies to initiative for rogues with this feat
The "swapping initiative" part of Alert has some really interesting possibilities, maybe instead of you giving high initiative to the Wizard or Sorcerer, your Healer could swap with you the Tank cuz they're gonna want you up front.
Personally I don’t think it belongs on a feat called alert. It should be on a feat called tactical or something. Older alert actually fits perfectly this one doesn’t. I would always pick older alert over this especially with it just makes more sense with what the feat is called. Kinda like dungeon delver getting rid of the -5 perception removed when moving fast through a dungeon. Dungeons are meant to go through slow not fast it makes no sense but meh.
With alert you can make it so no matter what, the first PC to go is the dedicated buffer. This means that every other PC benefits from the buffs on their first turn, and it also means that the buffer can put themselves in a better position at the start of combat. Considering how strong buffers can be (twilight cleric, twincast sorcerer, peace cleric + fighter multiclass), it's a big deal.
@@cthulhu8976 That’s reliant on your teammates being a specific way tho. Your party might not have a dedicated buffer. But again this doesn’t take away from the point that I made (don’t know if u were responding to me or not). This should be on a feat called Tactical or Strategical not alert.
@@davidstratton696 I wasn't. Also, this feat being extremely good on a dedicated buffer is not reliant on their teammates being a specific way, the buffer themself can have alert and exchange their initiative to be the first among their team to go.
@@cthulhu8976 Well u literally said “with alert you can make it so no matter what, the first pc to go is the dedicated buffer”. Not every group is gonna have that. That’s the point I’m making it’s all based on how your allies are. Your teammates do have to be a specific way for it to work like u legit said in your last comment. Don’t be inconsistent now. And no matter what u say this should not be on an ability called alert. Alert fits perfectly for the phb one this one should be called Tactical or Strategical. That’s actually fits. Calling it alert makes no sense. I’m not saying it’s a bad feat and does have its uses but I have a serious problem with it being on a feat called alert.
Arcane also includes Artificer, Warlock, and Bard. For Primal it also includes Ranger. Imo this makes the game MASSIVELY more fun because it means classes share spell lists
They've said that it's backward compatible unless it directly changes something. So for the alert feat I would say that is a change and both aren't compatible. At least together. As a DM I wouldn't let them stack but I would be okay with a PC taking either version. Although if we were using the new character creation rules then I would have them use the new variant of alert. Otherwise if they wanted it at a level up and didn't have the new alert then I would let them choose between the two.
I'd probably let a player take both, but they'd have to take the weaker version before they take the stronger version (& perhaps fill an additional requirement to get the stronger "+5 to Initiative" version, like Perception proficiency).
I also don’t think backwards compatible will be applicable to the core 3 books, which are being replaced outright, it is more applicable to newer material (TCoE/MotM) and generally the rules won’t be changing so dramatically so most adventures will still be runnable without too much finagling.
In 5e you kinda already could do what both Alert feats do, must without swapping positions. Because you could have a weapon of warning for your advantage on initiative. One of my PCs was a swashbuckler rogue, having +5 Dex and +3 Cha, with Alert and weapon of warning (the weapon came after the feat). It was kinda amusing that he couldn't even go second in initiative anymore, with +13 and advantage. It doesn't do too much in my eyes, so if anybody wants to waste another feat for getting both alerts, I would give them that. Both versions of Lucky on the other hand... yeah no.
It's also worth noting that they've specified in the UA video that all we've seen are the first level feats, and there'll be many others at different levels. It's entirely possible that, with the new pre-requisite system, you can upgrade your alert feat with a level 4 feat but the pre-requisite is that you have to have taken alert at level 1 as well.
Yeah it kinda feels like they are officially handing over the reins to us, this is unknown territory here, and it's going to be really bad for new dm's that try to jump right in
I enjoy that they’re letting you start off with a feat now, since it gives you the option to immediately plan for the meta aspects of your character as you go. Even for a roleplay focused character this is useful, since you can essentially pick up a social feat right off the bat to indicate your talents.
I'll pick a +1 to 3 Stats and lv1 Magic Initiate. Then pick Human Ability Block for lv1 Tavern Brawler on my Dragonborn. With 100gp, I'll buy two Long Swords, Leather Armor, Bow + Arrows, and Crossbow + Bolts... Eldritch Knight is my Subclass. For language and Tools. Outside if Common, since every PC gets it... Dragon Language + a Utility/Support Tool Kit.
-Alert is god tier for Rogues now. Every single Rogue, at level 11, will have a minimum Initiative roll of ~21, which means Thief (if it still exists) is now a viable build for first round effectiveness, and every Rogue essentially gets to decide who goes first in combat. -Healer got nerfed, not buffed. 5e Healer was 1d6 +4 +# of hit dice for everyone (1d6+5 at 1st level to 1d6+24 at 20th level). Now, the martial classes are getting a higher ceiling at lower levels, but less healing overall (a fighter at level 20 gets 1d10+6 hp -> 7-16 hp, vs getting 1d6+24, or 25-30 hp), AND it takes a hit die to use at all, which is a finite resource. Yes, you're not limited to once per rest, but you're also simply supplanting a short rest in terms of spending hit dice without gaining any of the other benefits of a short rest. -Tavern Brawler - auto pushing someone with an unarmed strike with no way to oppose it is not just pretty good - it's straight up broken. Every Monk should have this, full stop.
Honestly, that does sound like it would be a great mechanic to have implemented for the Monk class. Perhaps even make it optional and so many times per short or long rest. Have it go up to 10 feet at higher levels.
You could already have the same effect with a monk by picking up crusher (except maybe if you are an astral monk) It would also have been usefull to get a higer constitution and to do more funny stuff to your enemy when you crit
All true, except 5E Crusher is once per turn while the new TB is every hit. You can move between attacks. 2nd level Monk can, with a Flurry of Blows, move an opponent 15 feet in a round. At 5th level, it could be 20 feet. That's bonkers. Why grapple and move when you can do damage and move them the same amount?
I'm curious if this means, provided crusher is still a thing here, a monk can uppercut someone 10 feet off the ground. The air above you is, technically, empty space.
I mean, crafting is a rather niche field in current D&D. Unless you're talking magic items/potions, in which case you can tell it was specifically designed to keep rare or better things limited, which I think is reasonable considering how busted a character with 2 or 3 good rare items can be.
making it an overhauled version of Lizardfolk's racial trait and giving it more materials to work with, maybe even making downtime crafting more of a thing for more characters
@@jackmakila3776 I mean it just works better honestly especially with having more points. Advantage or disadvantage is noting to scoff at. Especially with being able to do so after knowing the roll cause if memory serves me correct with original lucky u could only do so before knowing the results of the roll (aka if it’s a success or failure). At least that’s how my groups have always done it idk if it’s right so don’t come at me. Honestly I didn’t think it was good still but after I heard the points u get are equal to your prof bonus I stated to like it. It’s just less game breaking but still really good and u get more uses. It’s kinda both a buff and a nerf at the same time.
Remember to let your voice be heard on all these changes in the survey that comes out next week! We can shape the future of D&D together, my brothers! LESS SEXY ELVES; MORE SEXY BEHOLDERS! Edit: Lucky gets you Luck Points equal to Proficiency Bonus, not just 3 like the old one!
Also @DnD Shorts, signed up for you patron and I gotta say worth. Love the secret weapon its amazing, looking forward to the next issue. I have very little income so will be supporting on and off. Thanks for all the great content.
@@jariel2568 thank so much! Please never feel pressured to join or stay, it's there for people who want to get access to the content and bonus videos etc.! Take care of yourself fam, thanks for the support!
I would argue that Healer (as described in the vid, I don’t have the text at hand to compare) got bonked quite hard by the nerf hammer. The reason I favored it was the nearly unlimited potential *of the “stabilize with one hit point” half of the feat. In the past, I’ve used the feat in low-level combat a dozen times on the same creature over an adventuring day (not many healing resources, and they were the frontliner for the group, so they kept getting dropped). In combat, coming back with 1hp is mathematically the same as coming back with 5-8hp most of the time, because that’s still getting hit once and dropping. Now, the feat apparently costs a very limited resource as well. This is... concerning. The once per short rest healing wasn’t as spamable for the original, but again, no “limited player resource” cost, just a tiny amount of gold.
Healing the same creature dozens of times per day? The current feat description says "The creature can't regain hit points from this feat again until it finishes a short or long rest." which means you were playing something considerably more powerful than is in the PHB, and not comparable to the OneD&D Healer Feat.
@@SimonClarkstone Read the first bullet point. “When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.” Notice. There’s no limitation on how many times you can do that. If initiative order allows, a person with Healer can pop a frontliner back up before their turn every round for an entire fight, despite them pretty much only having 1 or 0 hp the whole time.
It was 1d6 + 4 and consumed a healers kit. Not it uses a hit die with a proficiency modifier. Not as good as it has two consummable resources tied to itself. The hit die, and the healers kit themselves.
@@klassensj2 I will say while that is true, he was “technically” correct in that I wasn’t using it that way. The limited “chunk” healing is good, and helps get people back to full without wasting hit dice, spell slots, or potions. But, the REALLY big deal was the ability to stabilize a person AND give them a hit point, bringing them back into the fight for very low resource cost. THAT part is what I’d spam like no tomorrow, sometimes. Depended on the fight. *Especially on Thief Rogue, who can Use Object (like, I dunno, a Healer’s Kit) as a Bonus Action.. was verrry helpful.
LOL! "That's a plug!" Your adds are bloody hilarious!! Thank you for making it some of the most entertaining adds on RUclips, always worth it to watch them. Thank you for the efforts.
There were several times in the video you said "[...] And choose the highest," such as with Lucky and Savage Attacker. These feats allow you to choose any result, not just the highest. Why you wouldn't use the highest would be rare, but available (such as using Lucky and Portent to create "Murphy's Law" character).
When I first heard about Stone Cunning, I was reminded of the invisible Cleric that nearly killed us all a few sessions ago. Yeah, Tremor Sense within 60' would have downed that dude fast!
I remember when I first saw the play test spell lists, I was like “Oh, so primal spells, like Primal Savagery?” And the cantrip PRIMAL savagery wasn’t on the Primal spell list
I mean, it isn't in the book at all, neither is Eldritch Blast. It's possible some spells are getting removed/added in later/added in special ways like class specific abilities
On the first half of the Healer feat being less useful to those with healing spells who wold benefit from the second half...While that may be true at higher levels, having so few spell slots on level 1 characters (as this is a level one feat) actually does mean using a healer's kit can come into use enough to be a buff...as my level 1 druid learned when we ended up spending several sessions before out first ever long-rest, and I spent both of my spell slots pretty early. by the time we hit combat, I was grateful for even the earlier version of this feat. i do like this buff.
Just recently came across your channel and wanted to say I really enjoy the videos. Energetic and fun visuals and delivery, but balanced so as not to overshadow the content. Overall a great job of striking a balance of entertainment and information. keep up the great work!
Actually, Savage Attacker got nerfed hard. You used to be able to use it for any weapon attack once per turn, which includes blade cantrips and opportunity attacks. Now, it can only be used with the attack action on your turn. Why they decided to heavily nerf one of the worst martial feats in the game this badly, the world may never know.
Yeah, that has been one of my main, and maybe my only real gripe, about 5E making you choose between ability score increasing 4 times throughout the leveling process. The other of course being how kinda meh some of the reats are when compared to the fact that you're giving up ability score increases.
@@IStillJustLikeCats You know you can gain feats outside of ASI, right? They can be granted as divine gifts, or PCs can spent some time (and possibly money) to train at certain things during their downtime. You can also have magic items that give you the feat while you are wearing it. Magic items which give feats but require attunement to use are a good way to reward players in early levels when they don't have much in the way of magic items anyways, and items that don't require attunement can give mid and late-tier PCs some fun bonuses without really breaking anything if its handled properly. Its on the DM to present these as options, but they might not have thought about it if the players don't ask about it. The DM might say no, but it wouldn't hurt to ask. Of course, if your group are the type that like to create super broken combos and give the DM fits, then they are probably going to say no because you are already abusing the mechanics.
I actually really like the direction character creation is going. I did not at first but the amount of mechanical customization is so great that I changed my mind.
Are we reading the same material? The customization is taking a huge nerf, the difference between characters by the end game is going to be minuscule with the changes.
Strange what feats they left out like keen mind, that one is definitely the epitome of first level. Full of flavour but not much combat use. Or actor, dungeon delver, healer, linguist& skulker. Surely these feats are background based feats and should be ok to have at level 1 if feats are on the table at that point now.
As they're referred to as 1st level feats, this implies that other feats will have a level requirement. So feats like Actor, Athlete, Dungeon Delver may be getting significantly buffed, or are at least being saved for the 'Character Options' section of OneDND. They may also be giving class requirements which may or may not be a good thing. If they do that, it probably won't be a good thing tho
I wouldnt be surprised if classes had their own crit rule wording for their abilities. Like a smite or sneak attack dice do max damage on a crit, or some other sort of bonus.
Oh god I hope they don't do that. Smiting and sneak attack on Crit is already really powerful, and honestly, I think each class having different Crit rules is overly complicated.
I mean, we don't know if that's actually the case. Would they mention monsters being able to crit in the Player Character Creation document? I don't think so personally. Spells not being able to crit is wack though. Edit: I've been shown the part of the interview video with Jeremy Crawfish goes over crits. Yeah no it's just bull.
@@dracokaleb1239 We do, they can no longer crit - there's lots of stuff here that will basically be ignored by anyone with a brain cell (such as d20 test - call it what it fucking is, the no mob crit, no spell crit etc)
So one hit die plus proficiency bonus, 10 times per healing kit, without using a spell slot. Basically use it in place of cure light wounds to save spell slots and get a pretty nifty buff to the magic healing. Seems like a good thing to take for a healer. You could also share the cost of healing kits if you are using them enough for that to be a problem.
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I like the thought of more crafting. In the last game I was in I tried to gather bits of monsters to take back to town to be turned into various items. Several vials of a high-grade venom from a wyvern's tail was just one of the things that I did.
I'm praying they model "mundane" alchemical items and poisons with spell damage and that we can make them with equivalent costs to making _spell scrolls._ That would make crafting things WAY more desirable.
The new Alert's ability to swap initiative with friends is so cool, you might be a Rogue with plus 999 initiative and give your roll to the wizard or warlock so they throw out a controlling, debuffing spell and help you get that delicious sneak attack.
I mean, not allowing you to grapple as a bonus action is bad, the feat is already worse than taking fighting style and unarmed fighting to get a 1d8+str with unarmed strikes However that means that I can just shove people off of cliffs so…
the old lucky feat had been previously clarified that when at disadvantage you use the previous lowest result or the lucky die. so super advantage hasnt been a thing for a while now.
Not sure how many have noticed, but none of the feats have Ability score increases, meaning we probably aren't having those anymore except for perhaps higher level ones so you can't start with +2/+2 or +3/+1
Yes, they talked about that in the release video. None of the 1st level feats include ASI boosts. Those won't be available until the level 4 and higher feats. The 1st level feats are designed to be slight buffs and more for filling out your character's backstory than really augmenting the character growth. Thats part of the reason everyone gets a feat at level 1 now
@@seguaye If memory serves me correct that's what Jeremy Crawford said in the hour long release video. Maybe not both ASIs and feats but they are getting rid of half the half feats for sure.
Pointing this out, the DMG expands on the stacking spell effect rules and applies it to all game features (feats, racial bonuses, class skills, etc.) So I would rule you pick one Alret and that's what you get. No double-dipping.
Unfortunately from what I’m getting from all the new rules and stuff and the tweaks it’s not as backwards compatible as they’re making it sound I think the only things that are really backwards compatible are all the Module books and some outliers like the monsters of the multi-verse book now I could be wrong but at least to me that’s what it’s more looking like🤔
Haven't seen this many minis since the only Lore for the castle I made was "Mimic Bricks?" In a half-destroyed piece of paper... Have a great day, sir!
When I heard you mention common sign language as an AWESOME feature, I thought for sure you were going to reference accessibility and inclusion. But, when you took the calculated mechanics route I burst out laughing.
One of the biggest draws of the Half-Elf and Mountain Dwarf races were the rare collective +4 stat boosts they gave. I wish they would’ve made it so that you could do one of three options - a +2 and two +1s, two +2s, or 4 +1s. Not having that small boost at the beginning of the game to one stat can mean a world of difference.
@@thezerowulf2046I'm inclined to say stat increases would increase homogeneous characters as opposed to decrease them. If ALL characters can succeed at any roll, what unique aspect does each character have? Look I'd love a character with max stats as much as anyone else, but wouldn't making stat bonuses more uniform make people more likely to diversify their race choice which in theory should impact the narrative experience more than a stat bump here or there?
I like spike growth as an interaction with tavern brawler for the monks sake but an echo knight with dread ambusher at level 8ish can have 10 attacks per round turn in one blitz, so that's an insane extra 20d4 potential damage.
I recommend you watch the interview they did with Jeremy Crawford, since most of the things you bring up with regards to issues with races and backgrounds, he talks about being something for feats past 1st level feats. :) I can also recommend taking a look at some of the feats introduced for testing in the latest Unearthed Arcanas which do the things you're talking about.
Picking up Magic Initiate for access to Find Familiar and Minor Illusion on a class that doesn't normally get it sounds like the best option in most cases.
You know if play Human and take the right background you could take Magic Initiate twice from two different spell lists say Arcane and Devine or Arcane and Primal that's 4 Cantrips and 2 1st level spells at 1st level plus whatever Class you take!
About Musician.. It really depens on how easy it will be to generate inspiration on your own, but in a big party at high levels it's basically twice the first half of Lucky every short rest... You can't make enemies reroll and you have to spread the love around, but otherwise it's pretty close to giving that large, high level party 18 luck points if they eat lunch and drink a cup of tea.
That Alert feat is gonna be amazing on a fighter Archer who wants to backline, or a Rogue who wants to stay hidden until they can take advantage of it. I mean this is a major buff to Barbarian’s in particular as they can pop a rage before any damage is dealt.
I just wish they replaced the '1d4' roll with 'add proficiency bonus to unarmed damage', and gave unarmed damage a base 1d4 of damage instead of having it be a base of 1.
@@absolstoryoffiction6615 It is, but this isn't talking about using a feat to give unarmed strikes a 1d4. I'm saying unarmed strikes should deal 1d4 damage + the STR mod by default. Tavern Brawler, Monk Martial Arts, and the Unarmed Fighting style would then modify this in different ways (with me suggesting the Tavern Brawler feat allows the character to apply their proficiency bonus to their unarmed damage, perhaps their improvised weapon damage too).
@@DBArtsCreators I see... But isn't Improvised Weapon damage low??? Outside of 5e's optional "similar to a weapon you're proficient with" rule for Improvised Weapon.
@@absolstoryoffiction6615 Improvised weapons damage is 1d4 unless ruled otherwise (so, somehow higher than just using your bare hands without a feat in current 5e). So it is in the bottom rung of weapon damage; however, it is also where any 'exotic' or 'unorthodox' weapon would come into play (the latter especially being what Tavern Brawler is supposed to allow - being able to use you bare hands & whatever you have on hand as effective weapons).
I will say the feat options are my favorite of the new features. Mostly because I do kind of like the idea of leveled feats as it could provide a bit of balance to what players can take.
They did say the system was "backwards compatible", but I think it doesn't mean what most people think. They said it is backwards compatible because you could play the *adventures* from past editions (Like curse of strahd) with the new system, but the new system is something new, as we have already seen with rules like grapples and the feats with the same names as 5e.
Thats not what backwards compatability means then. You could always play older adventures with newer rules and they never once advertised New Edition as "backwards compatible" indicating the author know exactly what the term implies. For true backwards compatability all content created with the new system has to work with the old Version and vice versa be it rules, traits, chars, adventures, creatures etc.
This is literally 3.0 vs 3.5 edition all over again. You CAN play previous stuff with the new updates but the updates change so much of the core rules that most DMs will just opt for just scrapping the old edition to avoid being bogged down by two separate editions of rules conflicting with each other.
I think you're misunderstanding the backwards compatibility of One D&D. They stated it would be backwards compatible with existing modules, not existing rules/character creation.
Exactly, that's how you sell more modules and new books. They've done this to us how many times already and we're expecting it's not about the money suddenly?
In the One DnD announcement they said that they would be tweaking and releasing new versions the three core books (DMG, PHB and MM) So it’s likely that all the feats in the PHB like alert and lucky will be replaced by the new versions
one thing that i found interesting is that in tasha's your companion spellcaster could be a mage, a healer, or a prodigy I wonder if that will be changed to fit into the new spell casting types
I am still wondering how the crit nerf is going to affect the Grave Cleric's Sentinel at Death's Door. It will literally be useless with the crit change.
I'm going to assume they're going to be reworking the classes quite a lot. They'll likely make Sentinel at Death's Door a very different ability given how only players can crit now
I kinda like the ability score increases tied to backgrounds. In my games, I tie it to class. So, a fighter would get +2 to Str or Dex (depending on preference) and +1 to Con, etc.
The new parts of Tavern Brawler, aka the reroll 1s and the free Push, are great for Monks. I mean, potentially higher damage dealing, as well as a free disengage. (Or you can do a "THIS IS SPARTA!"-moment with that)
I doubt it. Actually bards will be able to give bonus (bardic inspiration) and advantage (inspiration) if they take this feat. The instruments are a bit odd indeed, but you could already take them with backgroubds before. Nothing new except by the number of proficiencies.
To those of you worried about the crit changes coming it is to prevent a characters instadeath from a monster crit at lvl 1 but monsters are not getting nerfed they are likely going to get a number of legendary actions instead to allow them to be deadly and more in the dms control and not have a lvl 1 player get insta killed by having double their hp dealt to em in a hit. before you complain about this stuff wait till they release monsters with the new rules eh? liekly they will give multi attack to most martial enemies or a recharge to allow em an extra d4 to dmg every other turn or so at lower levels. this way a bandit or goblin with a lucky crit can't literally delete a wizards character or any squishy's it is a very annoying thing spending hours on a character to have them insta die without saves at lvl 1. (as a dm and player) SO JUST WAIT BEFORE YOU COMPLAIN! also to you dms getting salty this also means your rogue or pal wont one shot the boss you had planned for weeks before they even get a turn.
The rogues are still gonna one shot BBG's with solid builds and fighters can still hit something 6 times and leave it not feeling too good. The problem is they know the problem is level 1 so instead of fixing level 1 they wanted to mess with everything that wasn't level 1. The hole is still in the roof
I hope there will be a feat where you can add the finesse property to any weapon. Just think about how cool that would be to have your tiny scrawny character nimbly slashing a greatsword.
@@BumbleDoom Are you talking about a subclass??? I'm not sure what you're talking about. I just want a fighter who can use a pike but be Dex based for the flavor. :)
@@KrahzduulTheObliterator no class was specified, but monks can make any/most weapons a monk weapon once oer long rest which i believe would work with a greatsword.
The excitement you feel when you read 'New Feats' only to be crushingly disappointed when you realise he's talking about stuff that's been out for 2 weeks and everyone knows about by now.
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Also did you notice how none of the feats have half ASI
Hey I just signed up for this, but I didn't see anything about the extra stuff. Not sure if you're familiar with Patreon but this seems a bit weird to me. I guess we will see if it pans out
Where did you get that picture of the orc in your thumbnail? I need it for... reasons.
Did you even read the new Unarmed Strike? You can still grapple. However, grappling is drastically changed.
I think you misunderstood their "backwards compatible" statement. They said one d&d would be backwards compatible with all your favorite 5e adventures. Not all the 5e books. And not especially the 5e character rules options.
The new lucky feat has a number of charges equal to your proficiency bonus instead of just 3
Omg I totally missed that!! Good catch!
Wow that's.. pretty retarded
People thought Lucky was OP before this. Now it's even better mid-late game.
@@5-Volt Is free Advantage that is cancelled out by Disadvantage even better then another Reroll that you can choose to take or keep the original?
@@5-Volt lucky was OP because of additional die instead of advantage/disadvantage
Okay but big thing with alert - you’re adding your prof. Bonus to an ability check! This means instead of the +5, you get a lower number, but a rogue can get cheeky with reliable talent and never roll below a 10 on the die
Only harengon could do that before. Kinda interesting to have it opened up!
@@Logan-ef8hq Does that mean is aarakocra all over again?
@@DokuroHeartvore birb would be pretty nasty with this combo
Unless he rolls a nat 1...
@@backcountry164 I'd be curious to see how the new crit fail works with that. I want to say reliable talent would still override the roll. Since a nat 1 is still a roll of 9 or lower.
Imagine a party where every character has Alert. They roll initiative and then more or less just choose who goes when.
Only need half of the party to have the feat too.
Healer: Thats the point, they literally said that. Make is so the feat is appealing to both healers and non healers but not for the same reason.
Regarding common sign language and the idea of speaking it while holding a spell focus or weapon in one hand; personally my ruling would be that if you only have one free hand, you can still sign but you wouldn't have a full range of vocabulary. Like military hand signals you can convey basic tactical information, but would need both hands free in order to convey anything more complex.
Or can just put the weapon/focus/item under your armpit for a second, sign, then just grab it again.
@@MyAramil That's precisely the reason why I would just go "whatever" and let them sign with the weapons out, unless it's a very specific circumstance like holding onto a rope with your two handed axe in one hand.
@@Schilani I mean... people try to speak at the dentist. They sound muffled and weird with a dude's hands in their mouth, but they're still basically intelligible. I'd think that signing while holding an object would be the same way.
You can speak sign language with one hand. Anything that usually requires two hands to convey usually has an adaptable one handed variant, and if not, finger spelling by those adept at it is barely slower
...sign language exists in the real world, and people sign one handed.
I feel a bit miffed on behalf of my deaf friend, but you didn't know, so no offense
*suppresses hackles* :)
As a note on the alert feat, rogue's reliable talent applies to any skill check that you add your proficiency bonus to so now it applies to initiative for rogues with this feat
The "swapping initiative" part of Alert has some really interesting possibilities, maybe instead of you giving high initiative to the Wizard or Sorcerer, your Healer could swap with you the Tank cuz they're gonna want you up front.
Personally I don’t think it belongs on a feat called alert. It should be on a feat called tactical or something. Older alert actually fits perfectly this one doesn’t. I would always pick older alert over this especially with it just makes more sense with what the feat is called. Kinda like dungeon delver getting rid of the -5 perception removed when moving fast through a dungeon. Dungeons are meant to go through slow not fast it makes no sense but meh.
With alert you can make it so no matter what, the first PC to go is the dedicated buffer. This means that every other PC benefits from the buffs on their first turn, and it also means that the buffer can put themselves in a better position at the start of combat. Considering how strong buffers can be (twilight cleric, twincast sorcerer, peace cleric + fighter multiclass), it's a big deal.
@@cthulhu8976 That’s reliant on your teammates being a specific way tho. Your party might not have a dedicated buffer. But again this doesn’t take away from the point that I made (don’t know if u were responding to me or not). This should be on a feat called Tactical or Strategical not alert.
@@davidstratton696 I wasn't. Also, this feat being extremely good on a dedicated buffer is not reliant on their teammates being a specific way, the buffer themself can have alert and exchange their initiative to be the first among their team to go.
@@cthulhu8976 Well u literally said “with alert you can make it so no matter what, the first pc to go is the dedicated buffer”. Not every group is gonna have that. That’s the point I’m making it’s all based on how your allies are. Your teammates do have to be a specific way for it to work like u legit said in your last comment. Don’t be inconsistent now.
And no matter what u say this should not be on an ability called alert. Alert fits perfectly for the phb one this one should be called Tactical or Strategical. That’s actually fits. Calling it alert makes no sense. I’m not saying it’s a bad feat and does have its uses but I have a serious problem with it being on a feat called alert.
Arcane also includes Artificer, Warlock, and Bard. For Primal it also includes Ranger. Imo this makes the game MASSIVELY more fun because it means classes share spell lists
They've said that it's backward compatible unless it directly changes something. So for the alert feat I would say that is a change and both aren't compatible. At least together. As a DM I wouldn't let them stack but I would be okay with a PC taking either version. Although if we were using the new character creation rules then I would have them use the new variant of alert. Otherwise if they wanted it at a level up and didn't have the new alert then I would let them choose between the two.
I'd probably let a player take both, but they'd have to take the weaker version before they take the stronger version (& perhaps fill an additional requirement to get the stronger "+5 to Initiative" version, like Perception proficiency).
I also don’t think backwards compatible will be applicable to the core 3 books, which are being replaced outright, it is more applicable to newer material (TCoE/MotM) and generally the rules won’t be changing so dramatically so most adventures will still be runnable without too much finagling.
In 5e you kinda already could do what both Alert feats do, must without swapping positions. Because you could have a weapon of warning for your advantage on initiative. One of my PCs was a swashbuckler rogue, having +5 Dex and +3 Cha, with Alert and weapon of warning (the weapon came after the feat). It was kinda amusing that he couldn't even go second in initiative anymore, with +13 and advantage. It doesn't do too much in my eyes, so if anybody wants to waste another feat for getting both alerts, I would give them that.
Both versions of Lucky on the other hand... yeah no.
It's also worth noting that they've specified in the UA video that all we've seen are the first level feats, and there'll be many others at different levels. It's entirely possible that, with the new pre-requisite system, you can upgrade your alert feat with a level 4 feat but the pre-requisite is that you have to have taken alert at level 1 as well.
Yeah it kinda feels like they are officially handing over the reins to us, this is unknown territory here, and it's going to be really bad for new dm's that try to jump right in
I enjoy that they’re letting you start off with a feat now, since it gives you the option to immediately plan for the meta aspects of your character as you go. Even for a roleplay focused character this is useful, since you can essentially pick up a social feat right off the bat to indicate your talents.
I'll pick a +1 to 3 Stats and lv1 Magic Initiate. Then pick Human Ability Block for lv1 Tavern Brawler on my Dragonborn. With 100gp, I'll buy two Long Swords, Leather Armor, Bow + Arrows, and Crossbow + Bolts... Eldritch Knight is my Subclass.
For language and Tools. Outside if Common, since every PC gets it... Dragon Language + a Utility/Support Tool Kit.
Exactly, feats are so good for granting a game play aspect to your characters personality, like linguist or social
-Alert is god tier for Rogues now. Every single Rogue, at level 11, will have a minimum Initiative roll of ~21, which means Thief (if it still exists) is now a viable build for first round effectiveness, and every Rogue essentially gets to decide who goes first in combat.
-Healer got nerfed, not buffed. 5e Healer was 1d6 +4 +# of hit dice for everyone (1d6+5 at 1st level to 1d6+24 at 20th level). Now, the martial classes are getting a higher ceiling at lower levels, but less healing overall (a fighter at level 20 gets 1d10+6 hp -> 7-16 hp, vs getting 1d6+24, or 25-30 hp), AND it takes a hit die to use at all, which is a finite resource. Yes, you're not limited to once per rest, but you're also simply supplanting a short rest in terms of spending hit dice without gaining any of the other benefits of a short rest.
-Tavern Brawler - auto pushing someone with an unarmed strike with no way to oppose it is not just pretty good - it's straight up broken. Every Monk should have this, full stop.
Honestly, that does sound like it would be a great mechanic to have implemented for the Monk class. Perhaps even make it optional and so many times per short or long rest. Have it go up to 10 feet at higher levels.
The push part of tavern brawler feat is a lot like the crusher feat of 5E except 5 feet was turned to 10 (fist are bludgeon type dmg)
You could already have the same effect with a monk by picking up crusher (except maybe if you are an astral monk)
It would also have been usefull to get a higer constitution and to do more funny stuff to your enemy when you crit
All true, except 5E Crusher is once per turn while the new TB is every hit. You can move between attacks. 2nd level Monk can, with a Flurry of Blows, move an opponent 15 feet in a round. At 5th level, it could be 20 feet. That's bonkers. Why grapple and move when you can do damage and move them the same amount?
I'm curious if this means, provided crusher is still a thing here, a monk can uppercut someone 10 feet off the ground. The air above you is, technically, empty space.
I hope we do get a good crafting system! Like you said, too early to tell right now, but I’m looking forward to that possibility!
I mean, crafting is a rather niche field in current D&D. Unless you're talking magic items/potions, in which case you can tell it was specifically designed to keep rare or better things limited, which I think is reasonable considering how busted a character with 2 or 3 good rare items can be.
making it an overhauled version of Lizardfolk's racial trait and giving it more materials to work with, maybe even making downtime crafting more of a thing for more characters
Same, especially as the Artificer would benefit massively from it.
That "Italian Job" joke killed me
I love the fact they're balancing feats more
Rip lucky
How is that rip? Oh no for levels 1-5 you get one less Point, then 9-20 you get an extra 1-3 per LR.
Yes
@@gamergunn7139 because now its just advantage/disadvantage
@@jackmakila3776 I mean it just works better honestly especially with having more points. Advantage or disadvantage is noting to scoff at. Especially with being able to do so after knowing the roll cause if memory serves me correct with original lucky u could only do so before knowing the results of the roll (aka if it’s a success or failure). At least that’s how my groups have always done it idk if it’s right so don’t come at me.
Honestly I didn’t think it was good still but after I heard the points u get are equal to your prof bonus I stated to like it. It’s just less game breaking but still really good and u get more uses. It’s kinda both a buff and a nerf at the same time.
Remember to let your voice be heard on all these changes in the survey that comes out next week! We can shape the future of D&D together, my brothers! LESS SEXY ELVES; MORE SEXY BEHOLDERS!
Edit: Lucky gets you Luck Points equal to Proficiency Bonus, not just 3 like the old one!
Hell Yeah
Also @DnD Shorts, signed up for you patron and I gotta say worth. Love the secret weapon its amazing, looking forward to the next issue. I have very little income so will be supporting on and off. Thanks for all the great content.
@@jariel2568 thank so much! Please never feel pressured to join or stay, it's there for people who want to get access to the content and bonus videos etc.! Take care of yourself fam, thanks for the support!
I would argue that Healer (as described in the vid, I don’t have the text at hand to compare) got bonked quite hard by the nerf hammer.
The reason I favored it was the nearly unlimited potential *of the “stabilize with one hit point” half of the feat. In the past, I’ve used the feat in low-level combat a dozen times on the same creature over an adventuring day (not many healing resources, and they were the frontliner for the group, so they kept getting dropped). In combat, coming back with 1hp is mathematically the same as coming back with 5-8hp most of the time, because that’s still getting hit once and dropping. Now, the feat apparently costs a very limited resource as well. This is... concerning. The once per short rest healing wasn’t as spamable for the original, but again, no “limited player resource” cost, just a tiny amount of gold.
Healing the same creature dozens of times per day? The current feat description says "The creature can't regain hit points from this feat again until it finishes a short or long rest." which means you were playing something considerably more powerful than is in the PHB, and not comparable to the OneD&D Healer Feat.
@@SimonClarkstone
Read the first bullet point. “When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.”
Notice. There’s no limitation on how many times you can do that. If initiative order allows, a person with Healer can pop a frontliner back up before their turn every round for an entire fight, despite them pretty much only having 1 or 0 hp the whole time.
It was 1d6 + 4 and consumed a healers kit. Not it uses a hit die with a proficiency modifier. Not as good as it has two consummable resources tied to itself. The hit die, and the healers kit themselves.
@@SimonClarkstone a short rest can be as little as an hour. You can have dozens of healers kits being used.
@@klassensj2
I will say while that is true, he was “technically” correct in that I wasn’t using it that way. The limited “chunk” healing is good, and helps get people back to full without wasting hit dice, spell slots, or potions. But, the REALLY big deal was the ability to stabilize a person AND give them a hit point, bringing them back into the fight for very low resource cost. THAT part is what I’d spam like no tomorrow, sometimes. Depended on the fight.
*Especially on Thief Rogue, who can Use Object (like, I dunno, a Healer’s Kit) as a Bonus Action.. was verrry helpful.
06:55 you actually get luck points equal to you Proficiency bonus per long Rest.
LOL! "That's a plug!" Your adds are bloody hilarious!! Thank you for making it some of the most entertaining adds on RUclips, always worth it to watch them. Thank you for the efforts.
There were several times in the video you said "[...] And choose the highest," such as with Lucky and Savage Attacker. These feats allow you to choose any result, not just the highest. Why you wouldn't use the highest would be rare, but available (such as using Lucky and Portent to create "Murphy's Law" character).
I'm hoping they give Rangers a good upgrade, because I'm definitely gonna make a Dwarf Ranger to put that Stonecunning to good use.
*listening to rocks intensifies*
When I first heard about Stone Cunning, I was reminded of the invisible Cleric that nearly killed us all a few sessions ago. Yeah, Tremor Sense within 60' would have downed that dude fast!
I love your channel for the D&D, but your ad reads... are a thing of beauty. I would watch a super-cut of your ad reads all day. Great job man!!!
I remember when I first saw the play test spell lists, I was like “Oh, so primal spells, like Primal Savagery?” And the cantrip PRIMAL savagery wasn’t on the Primal spell list
I mean, it isn't in the book at all, neither is Eldritch Blast. It's possible some spells are getting removed/added in later/added in special ways like class specific abilities
You can actually stack some feats that have the "repeatable" option in the description.
On the first half of the Healer feat being less useful to those with healing spells who wold benefit from the second half...While that may be true at higher levels, having so few spell slots on level 1 characters (as this is a level one feat) actually does mean using a healer's kit can come into use enough to be a buff...as my level 1 druid learned when we ended up spending several sessions before out first ever long-rest, and I spent both of my spell slots pretty early. by the time we hit combat, I was grateful for even the earlier version of this feat. i do like this buff.
Just recently came across your channel and wanted to say I really enjoy the videos. Energetic and fun visuals and delivery, but balanced so as not to overshadow the content. Overall a great job of striking a balance of entertainment and information. keep up the great work!
hold on ... if I'm a bard I will access to the Arcane list ... this means counterspell without Magic Secrets!
Actually, Savage Attacker got nerfed hard. You used to be able to use it for any weapon attack once per turn, which includes blade cantrips and opportunity attacks. Now, it can only be used with the attack action on your turn.
Why they decided to heavily nerf one of the worst martial feats in the game this badly, the world may never know.
If we can get ASI & Feats, then I'd be happy/ok with the early nerfs. Since we can't get a feat like resilience at the beginning.
Yeah, that has been one of my main, and maybe my only real gripe, about 5E making you choose between ability score increasing 4 times throughout the leveling process. The other of course being how kinda meh some of the reats are when compared to the fact that you're giving up ability score increases.
@@IStillJustLikeCats You know you can gain feats outside of ASI, right? They can be granted as divine gifts, or PCs can spent some time (and possibly money) to train at certain things during their downtime. You can also have magic items that give you the feat while you are wearing it. Magic items which give feats but require attunement to use are a good way to reward players in early levels when they don't have much in the way of magic items anyways, and items that don't require attunement can give mid and late-tier PCs some fun bonuses without really breaking anything if its handled properly.
Its on the DM to present these as options, but they might not have thought about it if the players don't ask about it. The DM might say no, but it wouldn't hurt to ask. Of course, if your group are the type that like to create super broken combos and give the DM fits, then they are probably going to say no because you are already abusing the mechanics.
Anyone else wanna sit down with DnD Shorts and jam? LOVE the insight you provide on One D&D!
likewise dude! Let's make it happen for sure (maybe when the one D&D hype cools off and I'm not recording/editing 24 hours a day lol)
@@DnDShorts no kidding! there has been A LOT of content pushed out in the past 30 days alone!
Loved the video can't wait for the one about crits
Thanks for letting me know why my players are going to start asking what I count as furntiture
Anything is "Furniture" if you're creative enough. From Flesh to Metal. Human Corpses to Heated Metal.
The Chaos God Nurgle would be proud...
I actually really like the direction character creation is going. I did not at first but the amount of mechanical customization is so great that I changed my mind.
Are we reading the same material? The customization is taking a huge nerf, the difference between characters by the end game is going to be minuscule with the changes.
@@momomomocensoredbyyoutube9085 Yeah. Not sure what others are reading but i see the same thing that you do.
That is a plug!
It certainly is! For Dragon Trapper's Lodge!
I love all the MTG art you use in your videos ♥️
Thanks for another great video. This is my new favorite channel
Strange what feats they left out like keen mind, that one is definitely the epitome of first level. Full of flavour but not much combat use. Or actor, dungeon delver, healer, linguist& skulker. Surely these feats are background based feats and should be ok to have at level 1 if feats are on the table at that point now.
As they're referred to as 1st level feats, this implies that other feats will have a level requirement. So feats like Actor, Athlete, Dungeon Delver may be getting significantly buffed, or are at least being saved for the 'Character Options' section of OneDND. They may also be giving class requirements which may or may not be a good thing. If they do that, it probably won't be a good thing tho
I agree for all bar one: healer is included in this UA
(5:35) - Crafter 20% discount : Now wizards/clerics can purchase those expensive spell components (500gp diamond) for less... (400gp) great!
I wouldnt be surprised if classes had their own crit rule wording for their abilities. Like a smite or sneak attack dice do max damage on a crit, or some other sort of bonus.
Oh god I hope they don't do that. Smiting and sneak attack on Crit is already really powerful, and honestly, I think each class having different Crit rules is overly complicated.
i believe that is the idea of the healer feat. to benefit two types of healers.
I like the feats and backgrounds
But the “only PCs can crit” no
Same. My worried on the next edition was them buffing characters and weakening monsters making the game “easier”. It looks like that might be the case
I mean, we don't know if that's actually the case. Would they mention monsters being able to crit in the Player Character Creation document? I don't think so personally. Spells not being able to crit is wack though.
Edit: I've been shown the part of the interview video with Jeremy Crawfish goes over crits. Yeah no it's just bull.
Don't forget that spells can't crit. That's soo bad!
@@dracokaleb1239 We do, they can no longer crit - there's lots of stuff here that will basically be ignored by anyone with a brain cell (such as d20 test - call it what it fucking is, the no mob crit, no spell crit etc)
@@edwardlomeli5657 agreed
I'm actually looking forward to one DnD which is something I didn't expect. Good job wizards of the coast.
I laughed so hard at the joke in the ad spot, never change.
Magic initiate is repeatable. A first LVL human can take it twice from 2 different spell lists, starting with 4 cantrips and 2 first LVL spells.
Love the vids. The best dnd content on RUclips 😁
So one hit die plus proficiency bonus, 10 times per healing kit, without using a spell slot. Basically use it in place of cure light wounds to save spell slots and get a pretty nifty buff to the magic healing. Seems like a good thing to take for a healer. You could also share the cost of healing kits if you are using them enough for that to be a problem.
Holy... I bought a 3d printer recently and Dragon Trappers Lodge was my first purchase/subscription because I loved their Yokai Lodge collection. Never heard of them before, then come here and you're sponsored by them now.
I like the thought of more crafting. In the last game I was in I tried to gather bits of monsters to take back to town to be turned into various items. Several vials of a high-grade venom from a wyvern's tail was just one of the things that I did.
The "Italian Job-appreciation" car park
That is amazing
I'm praying they model "mundane" alchemical items and poisons with spell damage and that we can make them with equivalent costs to making _spell scrolls._ That would make crafting things WAY more desirable.
The new Alert's ability to swap initiative with friends is so cool, you might be a Rogue with plus 999 initiative and give your roll to the wizard or warlock so they throw out a controlling, debuffing spell and help you get that delicious sneak attack.
Imagine a party where they all have Alert. They roll initiative, and then more or less just choose who goes when.
I mean, not allowing you to grapple as a bonus action is bad, the feat is already worse than taking fighting style and unarmed fighting to get a 1d8+str with unarmed strikes
However that means that I can just shove people off of cliffs so…
the old lucky feat had been previously clarified that when at disadvantage you use the previous lowest result or the lucky die. so super advantage hasnt been a thing for a while now.
8:22 Ranger: "Am I a joke to you?"
Old Tavern Brawler: "I am going to kill you with this teacup."
Not sure how many have noticed, but none of the feats have Ability score increases, meaning we probably aren't having those anymore except for perhaps higher level ones so you can't start with +2/+2 or +3/+1
Yes, they talked about that in the release video. None of the 1st level feats include ASI boosts. Those won't be available until the level 4 and higher feats. The 1st level feats are designed to be slight buffs and more for filling out your character's backstory than really augmenting the character growth. Thats part of the reason everyone gets a feat at level 1 now
They’ll probably get rid of half feats and let you take both ASI and feats, if i had to guess
@@seguaye If memory serves me correct that's what Jeremy Crawford said in the hour long release video. Maybe not both ASIs and feats but they are getting rid of half the half feats for sure.
Pointing this out, the DMG expands on the stacking spell effect rules and applies it to all game features (feats, racial bonuses, class skills, etc.) So I would rule you pick one Alret and that's what you get. No double-dipping.
Unfortunately from what I’m getting from all the new rules and stuff and the tweaks it’s not as backwards compatible as they’re making it sound I think the only things that are really backwards compatible are all the Module books and some outliers like the monsters of the multi-verse book now I could be wrong but at least to me that’s what it’s more looking like🤔
Correct... 5e Adventure Books are compatible with OneDnD. Not the core rule book's like 5e PHB and DMG.
Haven't seen this many minis since the only Lore for the castle I made was "Mimic Bricks?" In a half-destroyed piece of paper...
Have a great day, sir!
When I heard you mention common sign language as an AWESOME feature, I thought for sure you were going to reference accessibility and inclusion. But, when you took the calculated mechanics route I burst out laughing.
8:29 ranger primal too, no??
One of the biggest draws of the Half-Elf and Mountain Dwarf races were the rare collective +4 stat boosts they gave. I wish they would’ve made it so that you could do one of three options - a +2 and two +1s, two +2s, or 4 +1s. Not having that small boost at the beginning of the game to one stat can mean a world of difference.
Welcome to homogenized dnd where choices are just a skin change
@@thezerowulf2046 yup.
@@thezerowulf2046I'm inclined to say stat increases would increase homogeneous characters as opposed to decrease them. If ALL characters can succeed at any roll, what unique aspect does each character have?
Look I'd love a character with max stats as much as anyone else, but wouldn't making stat bonuses more uniform make people more likely to diversify their race choice which in theory should impact the narrative experience more than a stat bump here or there?
I like spike growth as an interaction with tavern brawler for the monks sake
but an echo knight with dread ambusher at level 8ish can have 10 attacks per round turn in one blitz, so that's an insane extra 20d4 potential damage.
"if you consider yourself an allie"
Nah bro I don't trust me
I'll be honest Tough and Alert seem like optimal choices depending on your needs.
I recommend you watch the interview they did with Jeremy Crawford, since most of the things you bring up with regards to issues with races and backgrounds, he talks about being something for feats past 1st level feats. :) I can also recommend taking a look at some of the feats introduced for testing in the latest Unearthed Arcanas which do the things you're talking about.
The crafting feat with an artificer who can craft magic items for a fraction of the time with a lower cost to craft is something I can get behind.
Picking up Magic Initiate for access to Find Familiar and Minor Illusion on a class that doesn't normally get it sounds like the best option in most cases.
You know if play Human and take the right background you could take Magic Initiate twice from two different spell lists say Arcane and Devine or Arcane and Primal that's 4 Cantrips and 2 1st level spells at 1st level plus whatever Class you take!
About Musician.. It really depens on how easy it will be to generate inspiration on your own, but in a big party at high levels it's basically twice the first half of Lucky every short rest... You can't make enemies reroll and you have to spread the love around, but otherwise it's pretty close to giving that large, high level party 18 luck points if they eat lunch and drink a cup of tea.
That Alert feat is gonna be amazing on a fighter Archer who wants to backline, or a Rogue who wants to stay hidden until they can take advantage of it. I mean this is a major buff to Barbarian’s in particular as they can pop a rage before any damage is dealt.
"which are basically wizard/sorcerer, cleric/paladin, and druid"
Ranger: Am I a joke to you
Tavern Brawler got a SERIOUS glow-up. I might need to make my first One D&D character an unarmed fighter! Hopefully the Monk is similarly interesting!
I just wish they replaced the '1d4' roll with 'add proficiency bonus to unarmed damage', and gave unarmed damage a base 1d4 of damage instead of having it be a base of 1.
@@DBArtsCreators
Unarmed Fighting Style or Monk is much better than 1 + Str Mod / 1d4 + Str Mod.
@@absolstoryoffiction6615
It is, but this isn't talking about using a feat to give unarmed strikes a 1d4. I'm saying unarmed strikes should deal 1d4 damage + the STR mod by default.
Tavern Brawler, Monk Martial Arts, and the Unarmed Fighting style would then modify this in different ways (with me suggesting the Tavern Brawler feat allows the character to apply their proficiency bonus to their unarmed damage, perhaps their improvised weapon damage too).
@@DBArtsCreators
I see...
But isn't Improvised Weapon damage low??? Outside of 5e's optional "similar to a weapon you're proficient with" rule for Improvised Weapon.
@@absolstoryoffiction6615
Improvised weapons damage is 1d4 unless ruled otherwise (so, somehow higher than just using your bare hands without a feat in current 5e). So it is in the bottom rung of weapon damage; however, it is also where any 'exotic' or 'unorthodox' weapon would come into play (the latter especially being what Tavern Brawler is supposed to allow - being able to use you bare hands & whatever you have on hand as effective weapons).
I will say the feat options are my favorite of the new features. Mostly because I do kind of like the idea of leveled feats as it could provide a bit of balance to what players can take.
“Which basically means Sorcerer/Wizard, Cleric/Paladin, and Druid.”
Ah yes, glad to see that even a new edition won’t stop the Ranger dissing 😂
They did say the system was "backwards compatible", but I think it doesn't mean what most people think. They said it is backwards compatible because you could play the *adventures* from past editions (Like curse of strahd) with the new system, but the new system is something new, as we have already seen with rules like grapples and the feats with the same names as 5e.
Thats not what backwards compatability means then. You could always play older adventures with newer rules and they never once advertised New Edition as "backwards compatible" indicating the author know exactly what the term implies. For true backwards compatability all content created with the new system has to work with the old Version and vice versa be it rules, traits, chars, adventures, creatures etc.
This is literally 3.0 vs 3.5 edition all over again. You CAN play previous stuff with the new updates but the updates change so much of the core rules that most DMs will just opt for just scrapping the old edition to avoid being bogged down by two separate editions of rules conflicting with each other.
Awesome vid!!
I think you're misunderstanding the backwards compatibility of One D&D. They stated it would be backwards compatible with existing modules, not existing rules/character creation.
Exactly, that's how you sell more modules and new books. They've done this to us how many times already and we're expecting it's not about the money suddenly?
@@momomomocensoredbyyoutube9085 huh? The modules are backwards compatible. And they're doing physical/digital bundles.
@@RFraser22 yes, if you don't already have those then... you see where I'm going with this?
Skilled was slightly changed from the PHB to no longer allow picking a tool proficiency. That functionality was moved to Crafter.
For the musician feat, the easiest way to give yourself inspiration is just be a Human Bard. Or actually just Human.
In the One DnD announcement they said that they would be tweaking and releasing new versions the three core books (DMG, PHB and MM) So it’s likely that all the feats in the PHB like alert and lucky will be replaced by the new versions
Sign language!! Hell yeah! I can finally create a Mime!
Bard college of whispers
I actually like the changes to lucky because now it is expressly said to be advantage.
Like seriously I’m sitting at the edge of my seat about it
one thing that i found interesting is that in tasha's your companion spellcaster could be a mage, a healer, or a prodigy I wonder if that will be changed to fit into the new spell casting types
I don't know if nee Alert is really nerfed. I mean, a Cleric choosing to go later can be huge
I'm with you in this. It's more like a personal nerf but a huge tactical improvement
Alert did more than just give you more initiative, it made you immune to surprise which is huge.
Me seeing that it's about One DnD: Full breakdown makes sense to me.
I am still wondering how the crit nerf is going to affect the Grave Cleric's Sentinel at Death's Door. It will literally be useless with the crit change.
This is a very good point
I'm going to assume they're going to be reworking the classes quite a lot. They'll likely make Sentinel at Death's Door a very different ability given how only players can crit now
a bard with multiple persionalities disorder, and know each differant persionality, i would say yes you can consiter the bard as an ally to the bard.
Great stuff friend 👏 👍
War caster is also a half feat now, which is insane
One big change you've overlooked for Savage Attacker
It works on Ranged Weapons now too. A nice little bonus for Rogues
And Rangers.
No more mountain dwarfs? The hill dwarfs on Krynn will be happy with that. LOL
I kinda like the ability score increases tied to backgrounds. In my games, I tie it to class. So, a fighter would get +2 to Str or Dex (depending on preference) and +1 to Con, etc.
I like this. Id put it a step further tho and have it based on class, background and race. With a slightly changed standar array to keep it balanced.
The new parts of Tavern Brawler, aka the reroll 1s and the free Push, are great for Monks.
I mean, potentially higher damage dealing, as well as a free disengage. (Or you can do a "THIS IS SPARTA!"-moment with that)
Wait, the musician feat sounds like the basis of the bard class. Is the Bard class going away for One D&D?
I doubt it. Actually bards will be able to give bonus (bardic inspiration) and advantage (inspiration) if they take this feat. The instruments are a bit odd indeed, but you could already take them with backgroubds before. Nothing new except by the number of proficiencies.
To those of you worried about the crit changes coming it is to prevent a characters instadeath from a monster crit at lvl 1 but monsters are not getting nerfed they are likely going to get a number of legendary actions instead to allow them to be deadly and more in the dms control and not have a lvl 1 player get insta killed by having double their hp dealt to em in a hit. before you complain about this stuff wait till they release monsters with the new rules eh? liekly they will give multi attack to most martial enemies or a recharge to allow em an extra d4 to dmg every other turn or so at lower levels. this way a bandit or goblin with a lucky crit can't literally delete a wizards character or any squishy's it is a very annoying thing spending hours on a character to have them insta die without saves at lvl 1. (as a dm and player) SO JUST WAIT BEFORE YOU COMPLAIN! also to you dms getting salty this also means your rogue or pal wont one shot the boss you had planned for weeks before they even get a turn.
The rogues are still gonna one shot BBG's with solid builds and fighters can still hit something 6 times and leave it not feeling too good.
The problem is they know the problem is level 1 so instead of fixing level 1 they wanted to mess with everything that wasn't level 1.
The hole is still in the roof
I hope there will be a feat where you can add the finesse property to any weapon. Just think about how cool that would be to have your tiny scrawny character nimbly slashing a greatsword.
Make a monk, reach level 2, profit?
@@BumbleDoom Are you talking about a subclass??? I'm not sure what you're talking about.
I just want a fighter who can use a pike but be Dex based for the flavor. :)
@@KrahzduulTheObliterator no class was specified, but monks can make any/most weapons a monk weapon once oer long rest which i believe would work with a greatsword.
@@BumbleDoom That only applies to that aren't two handed or heavy. Greatswords are both.
@@KrahzduulTheObliterator shame, that. F
The new Lucky is no longer 3 times per day. Its now a number of times equal to your proficiency bonus.
I do not have the UA up, but I thought that was a change from the old version that this video got wrong. Thanks for verifying.
The excitement you feel when you read 'New Feats' only to be crushingly disappointed when you realise he's talking about stuff that's been out for 2 weeks and everyone knows about by now.
I appreciated the Italian Job joke, for the record.