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Triple Advantage
Triple Advantage

Season 3, Episode 46 · 3 months ago

Ep. 68 - Strixhaven Scholars

ABOUT THIS EPISODE

This week on Triple Advantage, we wrap up a discussion around Strixhaven, look for traps in the DMG, and discuss our shortcomings as DMs. 

This week on triple advantage, we wrapup a discussion round strick savin, look for traps in the d mg and discussour short comings as dns, as always follow our social media channels to seewhat we have coming next enjoy the show hello, welcome members of the societyand today we're going to pick up a right where we left off last timecontinuing the remaining schools in strict heaven. Let's go right into it.We're going to start with the majos of quandrary, become the mages of quandrymath and magic, go hand in hand. Such individuals learned to break downnatural phenomena into their corn, americal components and throughmanipulating those alter reality on a whim. Their targets range from tangiblephysics like multiplying plant growth and redistributing elements ofprobability and acceleration to bizarrely theoretical exercises thatwarp the fundamentals of space and self so going right into the quadric spellless at the level one feature at third level. We have enlarge, reduce andspike growth, and you know you don't often see i haven't really seen peopleusing large reduce too often so it's nice at yeah. I mean it's got a what's trick my character, the alchemist that m blinking on nut. He used it allthe time i mean technically, i guess yeah foryour transformation. Yes, yeah at fifth level, we have aura ofvitality and haste at seventh level. We have control water and freedom ofmovement, and at ninth level we have circle of power and pass wall. The functions of probability, which arethe second level one maje of quander, include diminishing function. Thechosen creature must succeed on a wisdom, saving throw against your spellsave dc or the creature of most roll. A d six and subscript subscribe to stractthe number rolled from the next attack role. It makes before the server nextturn. So i sold the buff supplemental function once before thestart of your next turn. The chosen creature can roll a d six and add thenumber role to an attack, a roll or saving through of its choice. Thechristain roll, the d six after role in the d twenty, but must decide beforeany effects of the rule occur. Okay, so i bore it to do pentagon you're,targeting that also part of the quadric spells.You also learn. The guidance can trip and the first level spell guiding boltautomatically, and these are sorcerers and wizards, sothey can now have access to the guidance spell and yeah the guidingbolt. That's that's savage. This is like a buffing d, buffing class.Clearly right yeah, your support made velocity shift at level six, the mageof quander feature. You learn to manipulate kinetic formulas and alterthe velocity of another creature. When a creature you can see starts its turnor moves in space within thirty feet of you, you can use your reaction to forcea creature to make a chrism saving throw against your spell saved on afailure. The creature is teleported to an unoccupied space of your choice thatyou can see within thirty feet of you. You can use your reaction. This way, anumber of times equals your proficiency ponus and you regain all expended useswhen you finish a long rest and the cool thing about this, is you canchoose to fail this right, so allies? You can teleport allies if you wantthat's yeah, that's interesting! That would be the only time honestly that ilike it would be. It would be so much more difficult to use this against anenemy, because it's only thirty feet so...

...e like if they, if they start thirtyfeet at thirty feet from you, ye run up to you. You can just notethem m. Just yeah yeah, i mean waste their entire movement,they're, no close your and they're out of range, one attack if you're,especially as a spell castor. If you have like a male guy, that's justcoming at you, you can just you can just nope them right out of there yeah and then you and then they dash andthey're there for next turn. But then you got an opportunity, i guess to getaway from them again, but they dashed and then they're there for next termbut other use their action and the movement as to get to you and as soonas the return starts, you can just note them again, yeah a back but as well. If they're, if they'realready at you like, if they're already in male range at the start of theirturn, then you can't do much. But well, no, you can't, or if anythinghas when a creature you can see starts its term. So if they're yeah yeah butyou and that a asel have their yeah, but then they still have their fullthirty feet at movement right. So then you body, so you moveand then attack yeah, but it's a sort of their turn. So it's their turn they're already atyou, and then you note them to thirty feet away, and then they just go. Okay,i'm going to move thirty feet towards them again and its back now. Whathappens if, instead, you note them within thirty feet of your ragingbarbarian with sente? Yes, yes, okay! So it can,it can work out, it can yeah. I don't know. Oh i to god, use itmore for allies, but that's maybe that's just me yeah and not to mention. We alreadyknow that some other majors here can essentially disable reactions. Yeah theshocking ability m at level. Ten. We get an ell equationthrough careful calculations, you beset your enemies with abstract equationsthat reduce their might. So, essentially, you give them a math testyaks. Once for turn. Immediately afterdealing damage a creature, you can force a creature to make constitutionsaving through against your spells of dc a failure. The creature has adisadvantage on strength and dexerity saving throws and its weapon attackssteal only half damage these effects last until it started their next term.You can use this feature a number of times equal to your proficiency ponusand you regain all expended uses when you finish a long rest, that's fun,yeah, that's not frustrating at all. It seems like this doesn't really seemlike a much of a classic count of majors necessarily, but it seems like areally good class to count or any kind of mele or even ranged, because it doesdexterity as well yeah this any kind of like actual physical weapon dealer. Idon't know why my blanket on the word for that. But yes, i don't. I like this as a class that just negates anything non magic, malrite and at level fourteen we get someonecalled quantum tunneling. Your mathematical expertise extend toaltering the fundamental equations of your very being. You gain resistance tobludgeoning, piercing and slashing damage. Additionally, you can movethrough other creatures and objects as if they were difficult to rain, but youtake one d: ten for damage for every five feet you move, while insideanother creature or object. If you end your turn inside a creature object, youare shunted to the nearest occupied space until you're shunted into the nearest in oncup by space you last occupied, so that's it o that i, like i like it intheory when i can't picture when we would ever use them. Yeah like it seems a little underwhelming. I think i mean the big ries part. The biggest part is a resistant.Resistance is pretty like mobility. Was...

...i don't really neces? Don't necessarilythink it's huge considering yeah you could just reduceyour your size and then wouldn't you just be able to passthrough larger creatures, or is that just the just have like that is just half lings and i don't know. Ifthat's, i can't even remember if that's enemies, if that includes enemies, iknow it includes allies for sure, and normally you can move through an alliedspace, though so it would make sense that it would go through yeah yeah ifyou yeah. If you reduce your size, though, then you are still technicallyan enemy, so at the very least, they'd haveopportunity tax against you. I guess yeah, that's that you'd still getopportunity tax against you as you move through them to so, but you could go around them throughlike objects, so you could, if you're in a closed in space, you could popinto the wall and then their opportunity attackwould be against a wall, and then you move forward from there and get aroundthem. But it's really weird yeah is a wall out as an object is gonna sayi kind of blanked on the objects part. I read it as creatures exclusively richis an object, not yeah. Now that i'm reading that back that, that is alittle bit more versatile, yeah yeah, i mean, if you, if you justkind of banked yourself through a like, if you're like fighting in a cave andyou just kind of got on the other side of a big stalagmitic, that yeah take adecent shock of damage, but it's a little fourteen feature right.So, if you're looking for a mechanism like this, would you not be able totake blink early round or something like that? Yeah more than likely yeah?There are definite other ways. It seems like there's i like a lass of tinea or without wasting your spell slots,you could just kind of get in to a spot you're not supposed to orwhatever you know. What's going up, sorcer and wizard wizards one thingsorcier, you don't exactly have a ridiculous bell list. No, if you want to, if you want to not now my ve something else, you couldjust use this. I guess something that i didn't really clue into, but thisdoesn't have like a cast time or activation. So s, it's just actis, allthe time, yeah, exactly hmm! Okay. I, like that sedately you're, just kindof in a state of constant, like quat quantum flocks m like the was a villain and a man to an the wasp yeah most it hurts yeah. There's something i like thatthematically there's some cool stuff there yeah it's really cool, interesting all right! Well, i meanthis is definitely a very different type of castor that you'd be able to play sosorcer and wizards getting a little bit of versatility for medle combat. But no, i guess we'll see if anyone of usdecides to build one of quadric, mage or quants wizard sorcerer. Whenever we play this moving right on to the next sub classavailable, we have the mages of silver will. It is available to bards warlocksand wizard sub classes, majus of the solar quill, whom thepower of words they channel the magic of light and shadow through wordswhether spoken, aloud, written or assigned through gestures. The wards ofage of the siliguri ver quote, brings salvation to their allies and despairto their enemies.

Using this sub class upon detecting themage of the sequil sub class, you gained two features: eloquentapprentice and silvery barbs, and this sub classes feature any reference toyour class refers to the class from which you gain the sub class. That's all of the e! Yes, if you're abard, the college of silver cole counts as your college. If your warlock, thecollege counts as your patron and if you're a wizard, the college counts asyour tradition, yeah, that's subsequently as yeah, so a level one. We have eloquentapprentice. You learn one cantrip of your choice: either a sacred flame or avicious mockery, that's kind of fun. It doesn't count against a number ofcantraps. You know, and it is added to your class poles as if it isn't already.Additionally, you gain proficiency in your choice of the two following skills,deception, intimidation, performance, persuasion or insight: yeah skills, yesskills. This seems this seems very bard, focused yeah, just like likethematically at the very least, but also like now that we're starting toget into it even just off at this. This seems like, oh, if you're, not a birdyou're kind of a bard. Now, if you're, already a bard, here's some other coolstuff above yourself a level one, we also get silvery barbs. You invokewords laced with magic to demoder, lize your foes and turn their misfortuneinto a boon. To bolster your allies immediately after a creature you cansee within sixty feet of you succeeds in a tack role and ability check or asaving throat. You can use your reaction to demoralize the creatureunless the creature is immune to being charms, it rules it reroll. The twentyand must use the lower role, so you invoke disadvantage on them. One, notyou say, disadvantage. If the attack, rollable, ty check or saving throughthem fails, you can choose a different creature. You can see within sixty feetof you. Oh you can choose yourself that creature is empowered and can re ruleone attack, role, ability, check or saving through makes within one minuteand use a higher result. A creature can be empowered by only one use of thisfeature at a time. Once a creature fails an attack, roll and a billy checkor saving through because of a re rule forced by this prater. You can't use afeature again until you finish a long or us. Unless you expend a spell slotto use it again. Did you guys get that or do i need to read the me you go likei got it, but it's go ahead, for i was just going to say it's really weirdthat they would say a creature empowered by the by can only beempowered by this feature once you know at a time, but then in thevery next sensee says, once a creature fails in a tackle and a villa check ora saving throw, which is how they get give the benefit in the first place.You can't use this feature again until you finish a long rest. So unless your long rest is somehow less than a minute, it's impossible to have more than oneperson empowered, isn't it well expense. Spellan, oh true, true toto true i'm interested to see so carlos kind of pointed out. Why would you notjust say disadvantage, i'm wondering if it's like, if you havedisadvantage and the creature can give it self advantage due to something thatwould nullify it, they sure nullify it because it has to take you the lowerbreak in pain. You advantage just gives you a third dice that you have to takethe lower role on yeah this this. I wonder if this overrules, the advantage disadvantage. That's how i read it because i don'tunderstand why they would say that if they just want a disadvantage, so that would be the same if like well, okay, so it becomes really weirdthen too, with like an empowered creature, gets the same thing where they can rolla d. Twenty again, i guess i pales a saving throat, but ifit's at disadvantage, does it roll the d twenty again at this advantage, ordoes it just roll a single? I think the...

...k t e the devils in the details here onthis one, which is immediately after you see a creature you can see withinsixty feet, succeed on an attack role or succeed on a ability check or anability through or a saving room. So it's not it's not so much. I guess thatyou're, you know making it more difficult for that creature in theversaret you're just oh. I am now changing fortune, which kind of seems alittle bit quand rix e, a i think, yeah right, this aren't like you're changing the you know. I guess how they sue. It'sweird, like your your it's like there they're there there they throw thethat's so strange thematically, i'm trying to fit this in because, likeusually like, if you're talking about like you, know, get giving someonedisadvantage using your words to like distract right, like i'd, be like, ohas jordan is about to shoot his arrow, i'm talking in your ear kind of, likeyou know, a back catcher to a to a batter and just trying to get in yourhead. You know which would give you disadvantage, but this teems kind ofthis seems kind of strange that after you, you know you smack a home run. Isomehow change the fate of of your ability. It's like! Oh well!Actually now you just struck out. Instead yeah wait what yeah it's a little weird, okay! Moving on at level! Six, we get inky shroud! Ah, you made me inc. Oh, no, you learnthe darkness fell and is added to your class spell lest, if it isn't therealready, if you're a wizard, you add it to your spell book. If it's not therealready, you can cast the spell without expending a spell slot, and you can'tdo so again until you finish a long rest when you cast this fell in thisway, you can see normally through the darkness credit. That's so strong, okay.This is this is my. This is the shadow source or ability,but better yeah. Why would you ever pick shadow sorcer when you can just dothis? Well, you should yeah. No that's it'strue. I mean the shadow sorcer is able to use sorcery points in order to do this more than once, but the big boon to using sorcerypoints is that you can use it to see in the dark. Yes see in your own, yesdarkness. This just gives you that and you a damn yet at the same time onlyonce per long rest. Fine! Yes, i know it's still better. It's still better. Iagree us the fact that you can cast a darkness without and being able to see like inside itlike when i was playing my when i was playing my shadow monk in bradin's campaign. I guess it'sstill playing one of the biggest difficulties i have with is finding outwhen to cast because, like i can cast darkness using key points, but i mean every. I think i think everytime i've cast it has been largely ineffective. Yeah like i cast it on a group of creatures, whilethey just me and are out of the spot and great and now they can see again. Icast it on myself for the party and great now i can't see anything sowhat's my advantage here, you know right exactly yeah, just being able tosee in magical darkness is hell as strong a not only that this, but wait. There's more in this darkness. When a creature youcan see, starts its turn in the darkness. You can deal two to tenpsychic damage to that creature yeah and it's not a at reaction or anythingit's just not even a saving throat. They just take to dten ten damage. Excuse me dark, but radius. This is a. This is cuffed...

...fifteen foot radius, isn't it yeahfifteen or twenty yeah yeah, that's a big area for yea, reachers yep, but a attacks, great huh, and i guess like if you can see intothe darkness right like you, can cast the shout remotely and just i guess youjust see like whoever's inside of that right yep, it's pretty freaking awesome. You can also cast the spell normallywithout the additional effects by using spouse slots of second level or higher.So i guess, if you're using that method, you wouldn't be able to see inside thedarkness and you wouldn't be deal in damage now. Just it's just our thouwarlock is one of the classes. You can choose with this, so you could take theinvocation to be able to see in darkness. Normally anyway, you could. That seems a littleredundant when you hid it does you could also abuse the darkness? Well with that warlocki've done it before. Where of you, you take a chain pack to the chain. Youhave the the creature pick up a stick and then you cast darkness on the stickand then any time the creature moves. The darkness follows the stick. Throws a point. You pick a point. Can apoint be an object e. I think so. Maybe i'll talk about that later. Whatwe got here? Well, an okay, just last thing on this.This does not seem very on theme with your inspirational leader type thin. This is literallyjust aoe support. I was thinking the same worster like this a little bitweird with, but this is this: isn't this isn't like hey? Let me get youguys excited about something, or you know, diminish your whatever. This isor just annoying, okay and a level ten. We get infusionof eloquence when you cast the spells, he tels magic damage. You can ivoesadditional words to power and change the spells damage type to your choiceof psychic or radiance, and a creature damaged by the spell takes an ex damageequal to your proficiency bonus and has its emotions. Swayed with despair oradoration based on the damage dealt. Siketa creature is frightened until thestart of your next turn. Radiant. The creature is charmed by you until thestart of your next turn. You can use this feature a number of times equal toyour proficiency pones and your regain all expended specious when you finish along rest, that's kind of cool. It's like a charm charm, your i oh wait. You know now when you'retalking about anky shroud o, is that how's it rita'll be like an aoefrighten or an a charm m yeah. Ok, that's fun and again, there's no saving through here so ae darkness into just erect the teamthey're all charmed gosh. That's not fair, yeah t going on there. It's stillit still does not bring the incise road in fanatically. I'm still scratching myhead as to how that works with the flavor of the college, butthat is a really good gabo. That is just a really strong andgeneral, though i mean like there's not you're, hitting anybody you're headingin your hinting a group of people with shatter, and you can just instantlycharm everybody. I think i think we're starting to see why this is still onearth dacota, because this is this is stupid. Strong this whole of this holesupplest, these last two abilities have just madeit extremely strong. I don't know about the silvery barbs eloquent, appearentapprentice, yeah everything else like nothing likedropping a you know, just dump a fire ball on a team and charm everybody orfrighten everybody,...

...big yeg, that's really strong! That's ayou know, hoping wizards is looking at this podcast for balancing tips rightfrom d. Ms of up to three years of experience. Youknow that is our chart. Oat is presero, but this is definitely extremely strong.The but there's no saving through associated with any of these frights orcharms. When have you ever seen, this in other abilities were just outrightto do that. That's pretty strong, but well leave it atthat. I think it's really not much to like now, just even just even justgetting to level ten here just makes his cause extremely strong shit likewell. What's the what's the fourteen word of power, you can invoke a word ofpower. That is the pickle of your magical study. You gain the followingoptions: deadly despair, the target of your cilvers barbs, fails in a tack rowand a village check or a saving through because of the re rule. You can work aword of despair to give a target vulnerability to one damage type ofyour choice until it started your next turn selfless invocation. When a creatureyou can see within sixty feet of you take damage, you can invoke a word ofpower using your reaction to grant the creature resistance to the damage andyou can take an amount of psychic damage equal to the damage thatcreature takes dangerous as a sorcerer. You reallydon't want to be absorbing too much damage. I don't think, but i guess it's there. If you want tothat's, definitely risky well, especially because this one isdoesn't come with any of the resistances from the quadric maje yep. That would have. I think that thatwould have been kind of interesting, but deadly despair just give vulnerabilityto target ive choice until sarver next turn. I mean, i guess that's. I guess that's strong, but it's pretty decent. How does this play with the rest of theclass? The i mean, like everything else, has just been like: either yourcharming, frightening them or making them lose abilities, and now all of asudden, you're damneder like no, not nearly damage dealer yourself,but you can give them vulnerability to one type of damage until the start ofyour next turn, which means you can choose something that you know.Somebody else is real good with right, right, yeah automatically, this classis a little bit all over the place. Yeah i mean it's silver quill, which isessentially barred. So that means it's going to be all over the place, buteven then i feel like i feel like it could be more focused than it is it's.It could be probably yeah anyways, let's move along with the mage,the last subclass in this segment, the mage of the weather bloom. This is adruid and warlocks of class majors of the wither bloom draw their magic fromthe energy that endlessly flows from life to death and, back again, they seethe duality of thriving life and inevitable death of all things, tappingand manipulating the transition of energy between these states. Somewither bloom adherants focus on vital energies to nurture life and empowerothers, while others embrace he drained vitality into decay and sap and strikedown their foes again. This is kind of similar to the silverquill idea you empower or de power. I guess in this case for life and death teams, a little doesn't seem too different. Okay, whither blum spells at level one. Youlearn the can trip, sparely dying and cure wounds and in flick wounds. Youcan learn additional spells when you reach certain levels, and these include a third level: lesserrestoration and ray of impevan at fifth level. Rubii and vampiric touch atsimit level, blight and greater...

...restoration and at ninth level antilife shell and mask your wounds. Hell yeah, i kind of like so there's that toeler there's some classes that i've seen and probably some that we've madeas well, that, like it feels like you kind of have to walk one side or theother like you, either got to go for the like the life or the death yeah. This.This very much feels like and especially like, given the lore of it.If everybody feels like you've got this knowledge and the knowledge is of boththings and you can use that knowledge. However, you want- and it's just kindof neutral and it's not like you've devoted yourself to life or death asyou expand this class. You just are a pond of learning both sides, which is, i, like it, mis a very interesting m for sure having having that option just to choose either or a level one. We also get essence taps.So, as a bonus action, you can draw in the reservoir of life essences toempower yourself for one minute or until you use this feature again forthe duration, you get in one of the following benefits of your choice:overgrowth when you choose this benefit as a bonus action on subsequent terms.While this benefit last you're going to spend a rule, one hit die. You gain anumber of hip points equal to the number rold, plus your specs ingability. Modifier, that's pretty strong! Oh it's so nice, whether in strike.When you deal damage, you can change the damage type to necrotic and youignore assistance to necrotic damage. You can use this feature a number oftimes equal to your proficiency ponus and you regain all expended uses whenyou finish a long rest is also the overgrowth. That's cool. That's like a little heel pop thought that you canjust use on yourself. I guess as a bonus section, which is so nice forcasting classes. Honestly, they don't have enough bonus actions. So what isit like? A dat return? Well for warlock. I think it's a yeahdrew it. Ann warlock, i think, are both the eights yeah plus your plus your ability modifier toyes, yeah, which is nice because, like normally you'd, be doing it off of yourconstitution. So this plays a little bit nicer to your the skills of yourclass itself. Exactly and it's still, i i i'm going to keep tying it intemateally, because that's like ninety percent of how i do my characters likeit makes sense, you're researching all these plants and stuff. You know whichplants are going to help you. That's not like your internal fortitude. This,like. Oh i've, got this knowledge. I'm going to eat this berry. I got an extrad plus whatever m the weathering strike is kind ofinteresting. I guess it just lets you ignore resistances when hitting uponits. So that's pretty nice, it's real nice, ignoring resistance. This ispretty huge when you get a lot of them hm and at level six we get wither, bloom,broom, wither, bloom brulo, you gain proficiency with herbalism gets. If youdon't already have it. When you finish a long rest, you can cost, you can usea urbain kit and pot or a caldron to create a magical brew. You create anumber of brewse equal to your proficiency bonus. Each brew requiresits own flask. A brew retains its magical potency for twenty four hoursor until it's used for each brew, choose one of the following effects:fortifying when you create this brew, choose a damage sight from thefollowing list: cold fire and a crotin poison or radiant. A creature can drinkthis brute or administer it to another creature in action as an action and theresident gains resistance to the following damage: ive for one hour,yeah, that's pretty strong, i in quickening i could you can drink thisbrew and administer it to another creature as an action. The residentgains, two d six hid points and one disease orcan and one disease orcondition from the following list...

...affecting the recipient ends. So youcan end charm, frightened, paralyze, poisoned or stunned. The toxic finebrew as an action, a critur can apply this bree to a simple or mar or martialweapon. The next time. This weapon or a piece of ammunition fired by it, hits a creature within onehour. The target takes two d, six poisoned damage and must so see on aconstitution saving through or against your spell safe tc or be poisoned forone minute. Now i guess in this universe, it's quite good to note thatthere are no, i mean i you might have rogues, but that's extra dix is moreyour nice little nick attack. I like this. This to me, is like analchemist class done right, like this disability, i've always seena bunch of things that try to do like you. Have these potions and it's eitherlike they do one thing or it's like this. I it's like decide what your,what your potions will do, work it out with your d. This gives you like a nicelittle list and they all feel pretty impactful yeah. I do guess you can create. You canstaff the abilities right. So, if you have plus through do pesto profisionsat you can drink all three brews and could jump yep or you could drink.Three fortifyings yep just become immune to all forms ofdamage there we o actually in the i'm thinking that in the game play of this of this expansion here, that mightactually not even be that strong, because, although, although yourweather blue made can essentially create multiple resistances to variousdamage types, your major the willer booms can also ignore all setresistances o and dealing image. So withering strike kind of becoming alittle bit strong. Here and again, it seems that, like, if you're doing anysort of like wizards tournament, you'd want to have one of each class here toreally balance you out. Whatever team you're running, i guess, but moving on to the level ten feature.Whither bloom adept, your connection to the flow of life for stevens onceperter when a deal in a carotid damage or store hip points. Using a spell onetarget of the spell takes additional damage or regains additional hit pointsequal to your proficiency bonus. Now, that's kind of nice, that's t's kind of real nice that flipsyour overgrowth into withering strek, pretty fast. Oh yes, if you're doing the o of doing theextra damage and your oat, that's not a contest. Oh yes, that's that's nice! Not only that, but i mean it's only.It's also when you heal, so you could also trigger the overgrowth and in thesame time as those ticks, heal and ally, yep, o yeah. It's got of a strong, so class. I kindof like this i would like. I would want to see this in. You know what this thisis actually really nice, because it does give you a really strong tool toolset to to heal in combat and i'd like to see this class be used in likeregular adventuring parties as well. I think there's a d i think like from just like a game play aspect here. This wouldactually give groups a really strong, healer per se, which, as it's kind ofhard to find lower levels right, because you're usually often liketapped out rather quickly, if you have some sort of healing abilities,especially early on as bards or you know, whatever else right like, even even like your stronger heels,maybe from like a pallet or something like that right, like you, have alimited pool early on this gives you a lot of versatility now mind you. Thisis a level ten feature. Obviously, but that's like this this, this would literally belike if i was if i was playing like any...

...other video game that had maybe a classlike this, as would literally be like you target this person first, they mustgo down otherwise you're, not getting anybody else down if it's like a pdpkind of scenario, or something like that, there's a lot of heal in a lot ofdamage dealing here, yeah and finally, at level fourteen weget withering vortex when you cast a spell lot using a spells up at deals ina crotin damage or to any number of creatures. That aren't on dead orconstructs choose one of the creatures that took damage you drain amount oflafe energy, equal to half of the damage dealt of the chosen creature,long creature, other than yourself. You can see within six thirty feet regainsa number of hip points equal to the life energy drained. You can usefeature a number of times equal to your proficiency ponus and you can regainall its pine sauce pan y fish along rest. That's real cool, okay, savage, nothing like dealing a ton of damageand the healing your parties in the self at the same time, yeah! Well, damn that's a thing that might have turned into oneof my favorites out of all the five. What war you guys after reading? All ofthem have you your opinions changed in any them? Perhaps i think we for me. We go a tout kanberg.I thought quande going to be a little bit cooler. Initially, it turns outwhether bloom is definitely the coolest for me, but i still like the primary that that was my call, i think at the beginning, likelast time, i think they're really cool. They don't don't think that they'reoverly powerful, comparatively especially to something like the witherbloom, though yeah silver cool, on willer bloom.Surprisingly strong after a level ten yeah the big pass on there. I think ithink a lot of people might go towards with a bloom. I was excited to jump atthe quadri and i still really really like demailly what they're doing therebut yeah it's super coon. It's not that their abilities are not good. It's thatlook at what we just read through it's now that this is a like. This is myproblem that i'm running into with these last two classes is that itreally hard to compete with that yeah yeah i mean in a in a pvp likedamage and healing for perspective, for sure i still feel, like the otherclasses, have certain advantages as more like mobility or like the ability to you know like outside,of combat stuff like there might be a bit more for certain ones, but but yeah,it's really hard to just compete with these in general. It's hard everyonewants to do damage and healing, like you. Just do we'll keep tapped on this, and, let'scompare notes, i guess once this is officially released and see what we otshas fixed both. I guess in the sense of odd thematic assignments which regardsto like, i don't know mentioning that to the what was it the pris mari college hassome sins something to do with the visual arts, which is kind of weird tomention, when it's all physical performance of mo to seeing how they balance outabilities in the wither bloom class, because that's strong guys and samething as a e aoe charms aole frightens without saving throws also kind ofstrong. But again this game isn't designed or pdp, whichis kind of where i can see. The argumentbeing drawn here, like you're, really only going to be using these abilitiesagainst your d m's or of monsters which is really fun yes, but that'sstill quite strong, so we'll see how they we'll see how they balance thosethings out, but alast. That is it for...

...this week's echoes of the outlands turntune into next week, where we will most definitely give you an update on theone shot. Everyone here has definitely been working on right guys. Yes,definitely all right, and with that turn, pleasetake the reins. Okay, so we are going to jump into divining the d mg guys weare on page one hundred and twenty two of the dungeon master's guide we'relooking at traps. We finished the section on like how trap works and,like you know, the differences between simple and complex traps, and nowthere's just some sample traps here, and i looked up a few online as welljust to kind of like give us some ideas here, so sample traps guys can you're going to love this also. Youknow what the biggest section is here on. You know what it's on. What's a pits, oh good pitts is the biggestsection in this part of the of the the sample traps here, all right so sample traps. The magicaland mechanical traps presented here very in deadliness and are presented analphabetical order, so collapsing roof is the first one that they have here.It's a mechanical trap. This trap uses a trip wire to collapse. The supportskeeping an unstable section of ceiling in place. The trip wire is three inchesoff the ground and stretches between two support beams: the dc to spot the trip wire is ten. Asuccessful dc fifteen dexterity check using thieves tools, disables the tripwire harmlessly a character without thieves. Stools can attempt as a checkthis check, with disadvantage using any edged weapon or edged tool on a failedcheck or the trap. Triers. That's really interesting, like i had always wondered like howdoes someone just disable a trap without you know tools to do so, it'sgood that they have like something in there. That's that's nice, yeah, okay, continuing on anyone whoinspects the beams can easily determine that they are merely wedged in place asan action. A character can knock over a being causing the trap to trigger the ceiling above. The trip wire is inbad repair. Anyone who can see it is, i can tell it's in danger of collapsewhen the trap is triggered the unstable ceiling collapses. Any creature in thearea beneath the unstable section must succeed on a dexterity, a dc fifteensix, thirty saving throat or take twenty two four d, ten legendi damageon a failed, save or half as much on a successful one. Once this trap is tried,the floor of the area is filled with rubble and becomes difficult to reign. That's like honestly like just having thatsection. There telling you exactly how it works and what it does and how muchdamage deals and the after effects of a roof collapsing on an area is just, idon't know it's real nice. I think i like having these like these traps here.Just so i can just be like here. Input cut and pace this into campaign. All right. There's a falling net here,which is another mechanical trap, uses a trip wired to release that netsuspended from the ceiling. It requires three inches off the ground stretchbetween the two columns of trees. The net is hidden by cobwebs or foilage dc.The spot the trip wire is ten once again, a successful dc. Fifteendexerity each check using thieves tools once again break the trip wireharmlessly again. You can try this without festoons, with disadvantage ona failed, save the trap triggers when the trap is triggered. The net isreleased covering a ten foot square area. Those in the area are trappedunder the net and are restrained and...

...those that failed dc. Ten strength,saving throw are also knocked prone. A creature can use its action to make adc ten strength check, freeing itself or another creature within its reach ona success. The net has an ac of ten and twenty hip points. Dealing fiveslashing damage to the net. Ac ten destroys a five foot square section ofit, freeing any creature trapped in that section again: real nice. Having that there,i've always found nets to be like a really weird thing to use, just because people are likeyeah, i'm just going to cut my way out of this, and that makes sense to me.Nets are so strong ye like if you can met an enemy head, please yeah, yeahyeah. It's bad, i guess, when you are restrained, you do have disadvantage,but it's an aten, so it shouldn't be toodifficult but yeah all right. Next, one fire breathingstatue. This trap is activated when an intruder steps on a head e pressureplate releasing a magical gout of flame from a nearby statue. The statue can beof anything including a dragon or a wizard casting a spout. The dc isfifteen to spot the pressure plate, as well as faint scorch marks on the floorand walls a spell or other effects that can sense. The presence of magic, suchas detect magic, reveals an aura of evocation magic around the statue, soit doesn't indicate where the pressure plate is the trap. Activates on more than twentypounds of weight is placed on the pressure plate, causing the statue torelease a thirty foot cone fire. Each creature in the fire must make adc thirteen ix, thirty seven throat taking twenty two four d: ten fire damage on a failed, savor, half asmuch a successful one. I, like the twenty pounds of weight thing, becausethat means you can't just like throw a pebble and expect it to trigger apressure plate thing. It's good wedging, an iron spike or other objectunder the pressure plate prevents the trap from activating a six a successfuldispel magic dc. Thirteen casts on a statue also destroys the trap, lots of ways that they tell you thesethings can be taken care of how your party goes about doing. It is alwaysthe fun part all right pits guys. You know that it'svery it's a very difficulte trap. Yes, there are fourbasic pit traps that are presented here. There is the simple pit: a simple pittrap is a whole bug in the ground. The whole is covered by large cloth,anchored on the pits, edges and camouflaged with dirt and debris the dcto spot. The pit is ten. Anyone stepping on the cloth falls through andpulls the cloth down into the pit taking damage based on the pits depthusually ten feet, but some pits are deeper. No, you keep seeing the dcdespot. The pit is ten. That's is that passive. As well as active or onlyactive, i can't remember good question. I do not know the answerthat always assume passive for this kind of stuff, because, as your playersare actively looking for a trap, but a dc ten means that, like no one liked tomiss it, we require everyone in the group to have. You know a negative oneto wisdom or more i mean like if you're talking about awhole. It is a simple pit trap. I know, but like even the like, because noteven i covered the train met the collapsing roof. All the trip wires area dc ten to see them so like you're going to see them, iusually it in my in my deming style. I...

...don't know if this is the officialrules. I usually force a a role when they're coming up on that kind ofarea. If somebody asks for prentice even better, but if i know that they'recoming up on like a have lay trapped area, i'll ask for a preemptive rulejust to see if anybody actually does notice yeah, that's probably a better way todo it because, like i don't know like unless you're like it is tough to likehide a trip far, but at the same time like what's the point of having trapsthere, if it feels weird okay, hidden pitch is the next type ofpet guys at this pit has a cover constructed from material identical tothe floor around it so successful dc. Fifteen wisdom perception check,discerns the absence of foot traffic over the section of the floor. All thatforms the pit's cover a successful dc. Fifteen investigation check isnecessary to confirm that the trap section of the floor is actually thecover of a pit when a creature steps on the cover it swings open, like a trapdoor caused in the intruder or to spill into the pit below the pit is usuallyten for twenty feet deep, but can be deeper once the pit trap is detected, an ironspike or similar object that is wedged between the pits cover and thesurrounding floor in such a way as to prevent the cover from opening, therebymaking it safe to cross. The cover can also be magically held,shut using an arcane, lock spell or similar magic very interesting. So this is more like a trap door. I think that was like yeah, that's cool, but it didn't use the same like itdoesn't? It's not. You know it's a dc ten to see this a dc fifteen wisdomperception check specifically to the certain ness. So that's that's got tobe active right. I think so all right, locking pit is the next one. This pit trap is identical to a hiddentrap, with one key exception: a trap door that covers the pit is springloaded. So after a creature falls into the pit, the cover snap shut to trapits victim inside awesome, a successful dc. Twenty strength check is necessaryto pry open the cover. The cover can also be smashed open, determine thecovers statistics using the guidelines in chapter eight. A character in the pit can also attemptto disable the the spring mechanism from inside with the dc fifteendexterity check, using thieves tools, provided that the mechanism can bereached and the character can see in some cases a mechanism usually hiddenbehind a secret door near by opens the pit yeah. I might just put that there justa case unless you really wanted to kill off a character. I don't know that could be tough, although i guess you just keep makingthe strange checks until you hit the twenty to open it up, but maybe throw in goblins that attack orsomething like that. As that happens, time has to have some sort ofconsequence in this game. I spiked pitt. So this pit trap issimple: hidden or locking pit trap, with a sharpened wooden with sharpenedwooden or iron spikes. At the bottom, a creature calling into the pit takeseleven tty ten piercing damage from the spikes, in addition to any of thefalling damage, even nastier versions, have poison smeared on the spikes. Inthat case, anyone taking piercing damage from the spikes must also make adc thirteen constitution saving through taking twenty two or four d, ten poison damageon a failed, save or half as much on a...

...successful one, yet hearts all right, poison, dart or the next one. When acreature steps on to a hidden fisher plate, the poison tip darts shoots fromthe spring loaded, pressurized tubes, cleverly embedded in the surroundingarea, which might include multiple pressure plates each one triggered itsown section of darts, a tiny. The tiny holes in the walls are obscured by dustand cobwebs or cleverly hidden amid base reliefs or murals or frescoes thatadorn the walls. The dc de spot them is fifteen. With his sex, a successful dc,fifteen intelligence investigation check a character can deduce thepresence of the pressure plates from variations in the mortar and the stoneused to create it. I compared to the surrounding floor wedging, an irons,pike or other object under the pressure of play, prevents the traps fromactivating stuffing the holes with bother wax prevents the darts contained withinfrom launching the trap. Activates won more than twenty pounds of pressurewhen he wait is placed on the pressure plate. Releasing four darts each startmakes a range attack with plus eight bonus against a random target withinten feet of a pressure plate. Vision is irrelevant to this attack role. Ifthere are no targets in the area, the dart doesn't hit anything a target thathits to a target that is hit, takes two h e ty four piercing damage and mustsucceed on a dc fifteen constitution saving through taking eleven twanty tenpoison damage on a failed, save or half as m, which are a successful one,possibly four times yeah. That's that can be pretty nasty. You know, as i'm like reading over these things,i'm like. I don't think i ever take irons, bikes or you know, tools in general to stoptraps. Are you gonna think that's not something that i've, maybe maybe thatis well. I mean like certain characters would but like is that something i don't knowlike? I guess when i look at my inventory, i'm just like. Ah it's stuff,maybe i can pull something out and try and use that. But yeah i don't knowit's weird. Did you use a rock in the area just tolike as the iron spike? Instead, i don't know all right poisoned needle a poisonneedle is hidden within a treasure chest lock or something else that acreature might open opening a chest without the proper key causes thisneedle to spring out delivering a dose of poison when the trap is triggered.The needle extends three inches straight out from the lock. A creaturewithin range takes one piercing, damage and eleven to t ten poison damage andmust succeed on a dc fifteen constitution, saving through or bepoisoned for one hour. I'm a big fan of that way. I use that yeah rate a successful dc. Twenty intelligenceinvestigation check allows a character to deduce the traps presence from altaralterations made to lock to accommodate the needle a successful dc fifteen deckthere to check using the thieves tools, disarms the trap, removing the needlefrom the lock unsuccessfully attempting to pick the lock also triggers the trap. Yeah, that's a that's a fun one rolling sphere, a mechanical trap whentwenty or more pounds of pressure are playplace on those traps. Pressureplate a hidden trap door in the ceiling opens releasing a ten foot. Diameterrolling spear of solid stone. Guys is indiana jones, yes, yeah, who, with a successful dc fifteenwisdom, perception check the character,...

...can spot the trap door in the pressureplate. A search of the four accompanied by a successful dc. Fifteenintelligence investigation check reveals variations in the mortar andstone, but that betray the pressure plates presence. The same check madewhile inspecting the ceiling notes variations in the stone work thatreveal the trap door, wedging, an iron spike or other objects under thepressure plate prevents the trap from activating activation of the sphererequires all creatures present to roll. Initiate the spear rolls initiativewith a plus eight bonus on its turn. It moves sixty feet in a straight line.The sphere can move through creature, spaces and creatures can move throughits space, treading it as difficult rain. Whenever the sphere enters acreature, space or a creature answers its space. While it's rolling thatcreature must succeed on a dc, fifteen dexterity saving, throw or take fiftyfive ten d, ten bledge damage and be knocked pro. Well, that's a decentamount of t, yeah yeah yeah. Now i assume it moves through you andthen it once once you've taken that damage. You don't take it again unlessyou decide to run ahead of it again or there's more than one stone which case your screwed. The sphere stops when it hits a wall orsimilar barrier. It can't go around corners, but smart, dungeon buildersincorporate gentle curving, turns into nearby passages that allow the sphereto keep moving as an action. A creature within five feet of the sphere canattempt to slow it down with a dc twenty strength check on a successfulcheck. This fears speed is reduced by fifteen feet. If the spears speed dropsto zero, it stops moving and is no longer a threat. Now i like the slow, i assume, iscumulative and stacks eventually, i think so. So ifyou make that four times, then it stops and like turns after you make your firstsuccessful one. It only moves forty five feet. Instead of sixty interesting, i w general as a jink here two feet in diameter and roughlycircular no sound issues from it. No light can illuminate the inside of itand any matter that enters it is instantly obliterated, cool, successful, dc, twentyintelligence, or can a check reveals that the mouth contains a sphere ofannihilation? It can't be controlled or moved. It is otherwise identical to anormal sphere of annihilation, as described in chapter seven treasure,which is coming up in two chapters. Some versions of this trap include anenchantment placed on the stone face, such that specified creatures feel anoverwhelming urge to approach it and crawl inside its mouth. This effect isotherwise like a sympathy. Aspect of the antipathy sympathy spell asuccessful dispel magic dc. Eighteen removes this enchantment yeah per of anila ion is scary, guys,yes yeah, so i was doing them some researchonline here. I just want to quickly say a few things that popped up pay fisherwas a big one or i just clicked on the first one that came up. Kate fisher wasthe first thing that popped up to basically a crab like creature, that'sgoing to reel people in with it filaments that are kind of like aspider, clapsing, roof duplicate...

...mirrors following nets, fire breathing statues, greased, slidesmagic mouths, magnetic ceilings, pit traps, of course, poison, darts, ofcourse, poison needles, of course, rolling spheres. Of course, sphere ofannihilation was number three teleport doorway and then the last one they hadhere was a web of flames which essentially fires fire balls at people yeah. Those were the first thing thatcame up as like the top fifteen that people have decided on traps so do withthose as you will. Hopefully they give you ideas for your campaigns or ball doorway yeah, but for now braden take her away we'll get into between the adventuresnext time. All right, let's jump right into thisweek's talk of the town, that segment. Where we ask you the society, aquestion, then we respond to your responses to those questions, and thequestion that were responding to responses of this week is one that we're going to get a littlebit introspective on. I want you guys to kind of look in on yourself reflectback on your dand games that you've demmed, and i want toknow what you think looking at yourself. We can't comment on each others. Whatdo you think your biggest shortcoming as a dm is? Oh definitely sometimes. I am, i'm usually pretty comfortable,improving a lot of stuff, but there have been times where i'veseverely miscalculated how much improve i'm capable of reliably doing for acampaign. So sometimes you know, in the sake ofkeeping the the timeline true and staying and staying on top of, likeactually playing when we say we're going to be playing. I have had certaindays were little to no prep have gone into asession and my brain just goes yeah, don't worry, you can wing it and halfway through the session. My brain is like yeah. You could definitelyshouldn't have done that. So definitely like planning out more and i've got. Igot a lot better at that, i think later on in the campaigns, but i think that was initially one of mybiggest shortcomings still sort of battling between you know, being a newdm and just going into the yeah just just kind of try it and you know wingsessions just so you can still play now going into like okay. Well like howcan i craft better story lines and actuallylike prepare more information for the players has been something that i'vebeen like actively working on? I think for the last little little while, butthat was i think those are some of my biggest things it just you know it it's hard, sometimessometimes you're, like oh, no purpose, my door. We got this yeah for me. I think the biggest thing thati've noticed of late is my descriptions. I love like reading books and watching movies and stuff like that andbeing able to see the scene itself. You know and all of it right like not justlike bits and pieces of it that are important but like being able to likereally set a scene and get that feeling attached to it. But when you walk into a dark hallway,i don't want to just say it's a dark hallway. You know i want to add thedetail to it, but i am trying to figure out how to express that in a way.That's not just it's a to our call way. You know and no light escapes from itor something like that, but i feel like...

...that's all like em prob stuff and if idon't have it written out ahead of time to have that description. It's it fallsapart, a little bit so when i am doing improven, which happens automaticallyin any dd session, the descriptions are much less descriptive. I guess of the scenarios,and so i feel like i need to work on being able to describe scenes andbecome more colorful colorful with things that i say so. That's me i'd say mine is the similar, but almost opposite ofcarlos. I really i love like being in the improve space. I really thrive there. I find, where i'm kind oflike on my toes and constantly having to come up with what's happening next, but because ofthat i tend to neglect a decent amount of actual prep, to the point where i i'm so focused onbeing in the moment, and somebody will break out something that i should know about, like an ability of theirs that theyhave, and i don't. I can't react to it because i didn't prep knowledge of that particular ability. So i think i need to start living less in the in the improv spaceand living more in the the prepared. I know what's going onleading into this space, because i think when i'm, when i'm caught offguard by that kind of stuff, i think it really shows, but looking at what the society had tosay, we had exactly one response this week over an instagram at robs toninety four, so that the biggest impediment to his deming is the factthat he is never d m t d and d campaign, and i got to say out of everything thatwe say to today. I do think that is the worst impediment to having a d nd tobeing a da. Is this not not being a dm? That's yeah! That's a good one. Ishould have said that, but you know what it's also one of theeasier ones to over. True, yes, rob. We look forward to it dm for us. Yes, allright! That's going to do it for us this week over triple advantage. If youwant to be part of the conversation, find us on our social media pages,that's at resty society on instagram, atira, social on twitter links to thecommunity. Discord can be found in both keep it locked over on there. We postour talk of the town questions there. We post new episodes. We have new content coming out verysoon. It's in its final stages, just going over the last draft and thenit'll be coming at you, hopefully sometime this week or next week, butuntil then keep it locked for new episodes of triple advantage coming atyou. Every monday, we'll see you next time. I.

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