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Triple Advantage
Triple Advantage

Season 1, Episode 10 · 2 years ago

Bonus Action - Unearthing Arcana

ABOUT THIS EPISODE

First bonus action episode out now! In this extra podcast we talk about the some of the new unearthed arcana options in development.

Hello, hello, hello, everybody, and welcome to the first ever triple advantage bonus action. Oh yeah, fucking yet now. This is a little segment that we're going to be doing now and then. No promises. We have a little bit of an ice box idea of like a futures segments and whatnot that we might want to introduce, but we found that we've actually gotten into a bit of a rhythm when recording are the regular triple advantage of episodes that we bring to you guys every Monday, and so since we wanted to get through some more ideas, we figured this would be a great way to give you guys a little bit of extra content throughout the weeks and just get things off of our heads a little bit more often than just that weekly recording session. So this week, today, we're going to discuss the new options so that unearthed Arkana has released regarding some subclasses that you can take now or that are being developed for you to play affs, so, Britain, Jordan. Out of the ones that they released, which ones are your favorites to give me too you do. First off, I got to say unity cleric, partly because I like the idea of it, and partly because there was a little bit of controversy behind that, which I'm excited to get into. Are we are we just saying from this one that we're talking about today, or from because we've missed a couple? Now? That's true. That's true. Let's go with the last couple that you'd want to get into. I'd also like to get into the new druid subclass that focuses on astronomy and focuses on mapping the stars, because I think that's something that's something that I would love to play as a player. So I can't wait to dive into that. As as just looking over and critiquing this kind of abilities that it's got. I feel like that's a hot topic right now too. I've definitely seen increasing rising or these camaraderie between just astrology. WHO's noticed that? Online people are posting their star signs, and I've noticed that. Yeah, right, yeah, yeah, MMM, what about you, Jodan? I would have to go with the clockwork soul and the unity domain as well as my two favorites there. I just love the idea of the clockwork soul like bringing order to everything and just kind of like it's not like whoa crazy abilities that come out of nowhere kind of thing. It's like almost mitigating other people's advantages or disadvantages and just kind of being like everyone is the same. Yeah, it's pretty interesting. I actually with the for that we're going to be talking about today. My favorite by far is the college of creation from the bards. I think that we actually spoke about this in our episode of triple advantage this Monday about villas and how certain villains come up and where they come from, and I thought, well, what a great way to create a genie, then a barred from the college of Creation. Their essential final feet is to...

...create objects and to create fragments of from reality into the material plane. So what if you just again crank these NPCs to Leven, twenty whatever? So what I've this sourcer just continued doing what they were doing and eventually found themselves he in a bottle. Oh yeah, creating things for other people, and that's cool. I haven't had, I've been had a really good way of like tying that together, but that's two points that I'd like to somewhat arch he's a bard, so he's basically like literally the genie exactly, singing sounds all the day wollow that times and nicely. You guys can check out that conversation. That's in our episode nine of triple advantage. But yeah, and then the other one, from the other one that I saw here, was the clerk, the the the unity. I feel like it's something that is kind of like, I don't know, that what I when I read it it seemed like it was just here, the little separate pantheons and where they all kind of connect in where that forms into the magic. It's pretty interesting and because of that it's pretty easy to see where the taboo and controversy came from. This. It's just a game, guys, just the game. So diving in actually so with regards to the College of creation, barred the feats that you get with them. Our note of potential, so you can manipulate a song creation to someone, I floating musical note of possibility. You have a note of destruction, a note of protection and a note of ingenuity, of which one immediately after a creature rolls and inspiration die. The creature then can expend one note to create a burst of sound or, with the note of protection, immediately after the creature rolls, the Bartic inspiration die, the creature can expend the note to gain temporary hit points. Or the last one is when the creature rolls of Bart it conspiration die. Oh, and sorry, they do. It's dependent on whether you roll it for attacking, if you're rolling it for a saving thrower, if you're rolling as an ability check. With the note of Ingenuity Rolling and adding it to the ability check, they can essentially add they can roll another Bartic conspiration die and choose which role to use. So it seems a little bit of it seems like they're tying in a little bit with the dunomanci stuff introduced in the wild mount series. Right, you're adding this little sort of Ye, I feel like they're trying to add ability. Yeah, there's starting to add increase flavoring to this Dudamanci to make it maybe not so much just in the immediate castor domain, also following into what other classes could possibly tap into this energy in the world...

...because, like Matt said, Dunomancy is not just a magic of time itself, but that energy that builds up before decisions are made and that's not only available to wizards or sorcerers. Right. This could also be available to spellcasters, maybe even monks later down the line, or like your monk subclass, which is tying into the way of the gravity between things and the forces that are holding things together. So the flavoring can be expanded outwards. But a level six you get an animating performance. Your mastery over the song of creation allows you to magically bring items to life and to know to touch on that. The the song of creationist something that they introduced for this subclass option as well. It's the idea of all bards sort of having this higher calling of what will, what made it. Thinks it's this. The song of creation is some sort of folk tale of how things were formed, for example. Then what else? After that? Level Fourteen we get the performance of creation. So your performance can manipulate the power of creation and briefly transforming the world around you. So, as an action, you can create one non magical item of your choice in an unoccupied space within ten feet of you. There's some limitations with regards to the gold amounts and values that this item can be and that's again a way to sort of mitigate having infinite money, for example, and things like that, or at least putting a damper on it. And this is where sort of that idea of that genie in a bottle came in, right. Maybe, with regards and tying this into the DUNOMANCI world, I think we've seen this before with a loss, right, but maybe how does it? How does a genie? How does because the limitation on this, the limitation on this feat is once per day almost, and you can only create one item out of time. M Right. So just sort of thinking about it now. In critical role, the introduced Halass's happy fun ball, which altered time. So, yeah, maybe that could be a lamp, right like that could have the same properties of the lamp and this bar throw himself throws himself in there, and that's how the genius just able to get three wishes whenever possible. Right, just sort of expanding on that as we go. kind of live, live thinking right here. But maybe that, maybe that's why I can tie that in together. Yeah. But yeah, Jordan, you mentioned that the unity domain was in your are you test Braden here or like to ray more than I did hill burn? Yeah, I do enjoy this Da. So, first off, the unity domain before it was the und domain. It was leaked that it was going to be the love domain, and that got a lot of flack, mostly because a lot of spells and abilities that surround the concept of love in the D...

...and in the yeah, in the in the DD cannon are more focused on magically charming versus true love, and it sounded like I didn't read too in depth to the prototype, but it sounded like the love domain was more along those lines, was less about actual love and more about magical manipulation of one's emotions to simulate the feeling of love or infatuation, which a lot of players have a problem with. So they kind of reworked this cleric into the unity domain, which is more about the idea of bonds. So that could be the bond of marriage, or it could be the bond of friendship or community or even, I wouldn't be surprised to see the bond of religion, like your God with your with your I don't know what what I'm looking for years your clergy. Yeah, that's a lot. But if we can scroll down just a bit, we've got an increased level of cleric spells, which pretty much every day, yeah, every domain gets a new list of spells that they're able to cheer choose from. This does seem again focused more on strengthening bonds than on charm, which I think is probably part of the reworks. You've got stuff like warding bond, beacon of hope or of purity, Guardian a faith, telepathic rate us on various telepathic bond. Never actually heard of that one, but more of this idea that your bonds can empower you versus any kind of charm ability. So emboldening bond is the first level feet of the unity domain. You can choose to willing creatures within thirty feet of you and tether them with a bond. Whenever they are within thirty feet of each other, they are able to add ad for to their attack rollability check or saving throw. It only lasts for about an hour, but this does still touch upon that kind of involuntary aspect of this. So you do. You don't necessarily have to ask beforehand. You can just kind of create this bond, but it does seem a it's definitely seems a lot less sinister than it could have and it seems absolutely like it's it meant to your men to empower each other. Yeah, because, yeah, the there's no disadvantage essentially too absolutely doing it, if not doing it. So your channel divinity at second level is known as shared burden, and you're able to protect your allies through the strength of your shared bond. As a result, so when your ally within thirty feet of you takes damage, you're able to use your reaction to choose a number of creatures equal to your wisdom modifier, at least one, and distribute your damage among all of these creatures. They must take at least one damage. But it's this idea of your bonds make you stronger. So...

...once your hit, you don't have to share this burden on your own. You have this support network that helps shoulder the burden for you, which I think is really, really neat idea. Yeah, especially when that you know big bad gets a critical hit and you're like, Oh, no, is it is literally the power of friendship. Yeah, I want. I think that's fantastic. So, six level, we've got to protective bond, which lets you shield people from harmon in this place quite literally. So if you see you yes, so when you have formed a bond between two creatures, either one, when the other is hit, can use his reaction to gain resistance to damage. For that turn, for that term. Yes, exactly, which is again empowering your allies through the bond. Level Eight is potent spell casting. You're able to add you wisdom modifier to damage. You deal with any CANTRIP. Basic claric thing. Basic claric thing. Enduring unity is the seventeen and final, sorry, the seventeen level feature, which is the final feature. So the bonds that you create indoor cross vast distances. So at first, at your first level, you could only do it with creatures that were within thirty feet of each other. And thirty feet of each other, I can't speak today, I'm sorry, but with this upgrade at seventeen level they keep the bond as long as it's on the same plane of existence, which is much more than thirty feet. Yeah. Also, when one of the creatures that is chosen is reduced to zero hit points, the other partner gains a certain amount of benefits, either for one minute or until the bonding creature comes back up to one hip point, whichever happens first. So those benefits are advantage on attack rolls, ability to checks and saving throws, resistance to all damage types and they are able to touch the creature in the bond and expend and roll any number of hit dice in order to heal their partner back up, which I would that's a nice little utility feature that that's really cool. See how that works out. And the really interesting part here is there's no limit on how many times you can do that. So like if if one of you goes down, then the other one and you can kind of just keep getting each other back up. Yes, which is yikes. From a DM perspective it's like, Oh Gosh, what do I do? Well, take, I mean until you're until you're out of hit dice, right until you're out of hit does. But you're also a cleric and you're at seventeen level. Yeah, if you're just using one hit dice, okay, your back up. Okay, back up, okay, you back up. Yes, Seventeen, please God times too. But I believe that the final class that we are subclass feature that we were looking at is the...

...clockwork soul and it's strawn. You've express some interest in this. Yeah, so the clockwork soul is really interesting. It's the idea of bringing in a couple of gears and I don't know, that's what comes to mind anyway. For me it's like gears and clocks and things like that to kind of bring order to the world. So at first level you get additional spells, which is pretty normal for sorcerers and things like that, things that aren't going to go towards your your spell lists, that it won't cover any of that stuff. So you get other spells as well. Your next ability that you got is restore balance. So this is when you can bring absolute order to equalize chaot chaotic moments. So when a creature within sixty feet of you is about to roll a d twenty with advantage or disadvantage, you can use a reaction to prevent the rule from being affected by that advantage or disadvantage, which is awesome, I think. So anytime, like a monster stunts you or whatever, or someone else and there there's they're about to have an advantage attack against you, you can just be like no, you don't, you know. Or someone is shooting from a really far distance and they would normally have disadvantage. Is like no, you don't, it's just you know, this is normal. Let's do that. You know. It's really cool. I think that's your first level ability. So right from the get go you're able to mitigate the advantage or disadvantage to having those rolls. The six level ability is bullwork, bullwork of law, which enables you to create wards using sorcery points, and those wards will mitigate the amount of day damage by by bringing up award any time you are about to take damage. So you use your sorcery points, you can use between one and five, and then you can roll a d eight for each one that you spent and that will decrease the amount of damage that you take by the roll. Yeah, you would have to use your reaction to be able to do that as well. And then the last ability is called trance of order, which enables you to use a bonus action and, as that bonus action for the next minute, your attack rolls can't benefit from advantage and whenever you make an attack roll in a billage check or a saving throw, you just treat it a roll of nine or lower as a ten instead, which is kind of like the thieves ability. The thieves ability on Canada, on no, not on Kinny Dodge. The I think, is a ten level ability where any time they roll an ability check...

...that has to do with dexterity. Any roll of that type is rolled at any time they roll a nine or lower, they have it as a ten, which is super useful for them because they usually have ridiculous expertise and things like sneaking and slight of hand in that kind of thing. But this just really at fourteen level. Your ability modifiers and spell attack things are usually pretty decently high. So anytime you roll a ten or higher is generally speaking going to hit whatever you're attacking. It's pretty which is awesome. So I take that over an advantage anytime. Yeah, you can only do that once per rest unless you spend sorcery points to get it back, which I think is really cool. They're using sorcery points a lot of different ways here to bring things back. Yeah, and then the eighteen level ability that you get for the sorcerer is you can summon spirits within a thirty foot cube, which I think is kind of weird, but I guess the spirits look like modrons are other constructs, but the idea of a spirit construct is kind of weird to me. The cool, but weird. The spirits are intangible and invulnerable and then you get to do a certain certain things within the sorry foot cube. So the spirits can restore up to a hundred hit points divided among any number of creatures that you want. Any damage objects are automatically repaired, and every spell of six level or lower ends on creatures or objects of your choice within that Cube. So you can get rid of any ban effects or you can get rid of any wards on doors or objects and things like that. It's pretty cool. And again, you can you can only do this once per long rest unless you spend sorcery points to be able to do it again. And the one hundred hit points divided on people is really cool too. So yeah, I think the just this class in general. When I first heard about it, funny enough, the first thing that came to mind wasn't, like you mentioned, gears and met it was mechanisms of swords. But you know, in spirited away, the the guy the steam, forget his name, the engine, the furnace guy, the furnace, I forgot his name. Shit, the one that's managing the furnaces was the first person that I thought with regards to this class, because it's a character I've seen spirited away Jordan. I haven't. Okay, well, it's this character that essentially has assumed by your reaction you have. Yeah, it's that's killing me that I can't remember his name. But yeah, but watching it, he essentially manages the hot water and had a heat the water for the spiritual bathhouse that he that he controls. He's the clockwork of the bathhouse right and funny enough, with the clockwork calcate that the eighteen level feature comes with. He's got a...

...crew of modrons himself and they're these little pieces of soot. The little pieces of soot are the ones that carry the coal from whatever storage location he's got to the blast furnace and all these the job of these little pieces of soot are literally just to carry the coal to go burn it or in other time, so to go and I'm assuming clean and do a little miniscule things, but you mentioned that. You know you're coming a hard time picture in them as a little for me, but I think, I think the flavor could just be applied to a lot of things, because I thought, well, that's those are little modorun themselves and there a little pieces of soap with arms and legs and there's wall around or throwing coal and right the moment I heard clockwork, I immediately went to dishonored. Okay, so then I was thinking like big, like clockwork soldiers kind of things, right, and so for me the idea here was, you know, they are supposed to bring order and they're supposed to be kind of like taking away any advantages that were gained by a person through guns and things like that, because now they're just completely metallic and they're they've got metal everywhere that blocks things like that. So that that was where my head went. But that makes sense that. You know, there's obviously things I have I think. I think it's a the control aspect of it. Yeah, like, yeah, we'll like timing control. That's the story in the balance right. Yeah, it can be applied to different versions of what you like. Your time is very direct on the paper, like mm mechanisms, and times like the machinery. Yeah, especially with like the the content that wizards just released with shoot, I forget the name of a Britain was called the the mechs. There we talking about this. Remember. Oh my God, Geez, this is a huge brain fart, guys. Yeah, the new module that wizards just really's not wild. Month one before that, it would have been avarns? No, Oh my God, I forget the name. Do you remember the name? Let us know at Lever on. Every. Yeah, ever on, yes, everyone, yeah, whatever, play and ever on. Yeah, how long? Why didn't you help? Because I didn't know who it was? The last thing that was released by wizards. Listen, anyways, that doesn't matter. With ever on. And like the creation of the WARFORGE, the warforged. Yeah, like the clockwork kind of mechanisms were how the warforge work? Yeah, and I think in in the domain of clerics and unity and control, I think it's all. It all kind of fits in together in that space. And Yeah, that's actually something I wanted to dive into. Maybe we can talk about that and a following episode. But you know what I think with regards to our bonus action, it's been very long bonus action to take.

Yeah, we'll take up another topic with you, guys, in the next bonus action that we release. Make sure you keep tuned to our regular schedule. Podcast comes out on Mondays, so check out triple advantage episode ten this coming Monday.

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