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Triple Advantage
Triple Advantage

Season 3, Episode 46 · 1 year 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 wrap up a discussion around strict shaven, look for traps in the DMG and discuss our shortcomings as DM's. As always, follow our social media channels to see what we have coming next. Enjoy the show. Hello, welcome, members of the society, and today we're going to pick up a right where we left off last time, continuing the remaining schools in strict haven. Let's get right into it. We're going to start with the majors of quadricks. For those who become the majors of quadricks, math and magic go hand in hand. Dutch individuals learn to break down natural phenomena into their core numerical components and, through manipulating those, alter reality on a whim. Their targets range from tangible physics like multiplying plant growth and redistributing elements of probability and acceleration, to bizarrely theoretical exercises that warp the fundamentals of space and self. So going right into the quadrick spell list at the Level one feature at third level, we have and large, reduce and spike growth and you know, you don't often see, I haven't really seen people use in large reduce to often. So it's nice at the yeah, I mean it's got nice. What's trick? My character, the Alchemist, that blanking on newt he used it all the time. I mean technically, I guess. Yeah, for your transformation. Yes, yeah. At fifth level we have aura of vitality and haste, at seventh level we have control water and freedom of movement, and at ninth level we have circle of power and pass wall. The functions of probability, which are the second level. One mage of quonderus feature include diminishing function. The chosen creature must succeed on a wisdom saving throw against your spell save DC or the creature must roll a d six and subscript. Subscribe, substract the number rolled from the next attack roll it makes before the start of your next turn. So I settle de buff supplemental function. Once before the start of your next turn, the chosen creature can rule a d six and add the number rolled to an attack roll or saving through of its choice. The creature can roll the dsix after rolling the D twenty, but must decide before any effects of the role occur. Okay, so above ran deep, depending on here you're targeting. MMM, that also part of the quadrix spells. You also learned the guidance can trip and the first level spell, guiding bolt automatically. And these are sorcerers and wizards, so they can now have access to the guidance spell and, yeah, the guiding bolt. That's that's savage. So this is like a buffing debuffing class. Clearly right. Yeah, your support mage velocity shift at level six, the Mage of quander feature, you learn to manipulate kinetic formulas and alter the velocity of another creature. When a creature you can see starts its turn or moves in space within thirty feet of you, you can use your reaction to force a creature to make a charisma saving throw against your spell safetyc on a failure, the creature is teleported to an unoccupied space of your choice that you can see within thirty feet of you. You can use your reaction this way a number of times equals to your proficiency bonus, and you regain all expended uses when you finished a long rest, and then clothing. But this is you can choose to fail this right. So allies, you can teleport allies if you want. That's yeah, that's interesting. That would be the only time, honestly, that I like it would be it would be so much more difficult to use this against an enemy because it's only thirty feet.

So create like if they if they start thirty feet, at thirty feet from you, yeah, run up to you, you can just nope them, hmm, just, yeah, yeah, I mean it waste their entire movement. They're no close, that's true. In there, out of range of an attack. If you're, especially as a spellcaster, if you have like a melee guy that's just coming at you, you can just you can just know them right out of there. Yeah, and then you and then they and they're there for next turn. But then you got an opportunity, I guess, to get away from them again, but they dash in, them there, there for next turn. But now they've used their action and their movement just to get to you and as soon as their turn starts, you can just nope them again. Yeah, they back, but as well, if they're if they're already at you, like if they're already in melee range at the start of their turn, then you can't do much. But well, no, you can't. Or if anything has, when a creature you can see starts its term. So if they're yeah, yeah, but you can do that dazed for the bill have their yeah, but then they still have their full thirty feet movement. Right. So then they'll be to you, move and then attack. Yeah, but it's a start of their turn. So it's their turn. They're already at you and then you nope them to thirty feet away and then they just go, okay, I'm going to move thirty feet towards them again and attack. Now. What happens if instead you nope them within thirty feet of your raging barbarian with Sentinel? Yes, yes, okay, so it can't it can work out. It can. Yeah, I don't know. Also think I'd use it more for four allies, but that's maybe. That's just me. Yeah, not to mention we already know that some other majes here can essentially disable reactions. Yeah, with the shocking ability, HMM, at level ten, we get anull equation. Through careful calculations, you beset your enemies with abstract equations that reduce their might. So essentially you give them a math test. Yikes, once per turn, immediately after dealing damage a creature, you can force a creature to make a constitution saving through against your spell safe DC failure, the creature has a disadvantage on strength and dexterity saving throws and its weapon attacks still only half damage. These effects last until it started in next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. That's fun. Yeah, that's not frustrating at all. This seems like this doesn't really seem like a much of a classiccounter mages necessarily, but it seems like a really good class to counter any kind of melee or even ranged because it does dexterity as well. Yeah, there's any kind of like actual physical weapon dealer. I don't know buy my blanking on the word for that, but yes, I don't. I like this as a class that just negates anything non magic. HMM, you tempt to. And at level fourteen we get something called quantum tunneling. Your mathematical expertise extends to altering the fundamental equations of your very being. You gain resistance to bludgeoning, piercing and slashing damage. Additionally, you can move through other creatures and objects as if they were difficult terrain. Do you take one, D ten, four damage for every five feet you move while inside another creature or object? If you end your turn inside a creature object, you are shunted it to the nearest occupied space until you're shunted into the nearest unoccupied space you last occupied. So that's about that. I like. I like it in theory, when I can't picture when we would ever use them. Yeah, like it seems a little underwhelming, I think. I mean the big, biggest part. The biggest part is the resistant. Resistance is...

...pretty like mobility was. I don't really necessary. I don't necessarily think it's huge, considering yeah, you could just reduce your your size, and then wouldn't you just be able to pass through larger creatures? Where's that? Just that just halflings? That is just halflings, and I don't know if that's I can't even remember if that's enemies, if that includes enemies. I know it includes allies for sure, and normally you can move through an ally space, though, so it would make sense that it would go through. Yeah, yeah, if you yeah, if you reduce your size, though, then you are still technically an enemy. So at the very least they'd have opportunity tax against you, I guess. Yeah, that's that. You'd still get opportunity to tax against you as you move through them to you. So, but you could go around them through like objects. So you could, if you're in a closed in space, you could pop into the wall and then their opportunity attack it would be against a wall and then you move forward from there and get around them. But it's really weird. Yeah, there's a wall count. Does an object? I'm going to say I kind of blanked on the objects part. I read it as creatures exclusively. Each is an object. That yet, now that I'm reading that back, that that is a little bit more versatile. Yeah, yeah, I mean if you if you just kind of bamped yourself through a like if you're like fighting in the cave and you just kind of got on the other side of a big still like my doing that. Yeah, take a decent chunking damage, but it's a level fourteen feature, right. So if you're looking for a mechanism like this, would you not be able to take blink really around or something like that? Yeah, more than likely. Yeah, they're definitely other ways. It seems like it's like like a last thing about yeah, or like, without wasting your spell slots, you could just kind of get in to a spot you're not supposed to or whatever. You know what's going to act. Sorcerer and wizard wizards. One thing, sorcerer, you don't exactly have a ridiculous spell list. No, if you want to, if you want to not how my do something else. You could just use this. I guess something that I didn't really clue into, but this doesn't have like a cast timer activation. So it's it's just active all the time. Yeah, exactly. MMM, okay, I like not see nottically, you're just kind of in a state of constant like quant quantum flux. HMM, like the most the villain and in man to the Losopia. Yeah, most it hurts. Yeah, there's something I like that. thematically, there's some cool stuff there. Yeah, it's really cool, interesting. All right. Well, I mean this is definitely a very different type of castor that you'd be able to play. So sorcertain wizards getting a little bit of versatility for metal a combat. But well, guess we'll see if anyone of US decides to build one of a quandrics mage or quandrians wizard. So sorcerer whenever we play this. Moving right on to the next subclass available, we have the majors of silver quill, which is available to birds, warlocks and wizard. subclasses meanjes of the solar will home the power of words. They channel the magic of light and shadow through words, whether spoken aloud, written or assigned through gestures. The words a major the silver silver coil brings salvation to their allies and despair to their enemies. Using the subclass, upon detecting the major the silver...

...coil subclass, you gain two features, eloquent apprentice and Silvery Barbs, and this subclasses feature. Any reference to your class refers to the class from which you gain the subclass. That's all. Thanks. Yes, if you're a Bard, the College of Silver Coil counts as your college, if your warlock, the college counts as your patron and if you're a wizard, the college counts as your tradition. Yeah, that's subsequently less. Yeah. So at Level One we have eloquent apprentice. You learn one can trip of your choice, Either Sacred Flame or vicious mockery. That's kind of fun. It doesn't count against the number of cantrips you know, and it is added to your class bellows, as if it isn't already. Additionally, you gain proficiency in your choice of the two following skills deception, intimidation, performance, persuasion or insight. Yay skills. Yay Skills, this seems. This seems very bard focused. Yeah, just like, like thematically at the very least, but also like, now that we're starting to get into it, even just off at this, this seems like, Oh, if you're not a bard, you're kind of a bard now. If you're already aboard, here's some other cool stuff above yourself. At Level One we also get silvery barbs. You invoke words laced with Magic to demolar demoralize your foes and turn their misfortune into a boon to bolster your allies. Immediately after a creature you can see within sixty feet of you succeeds in attack role and ability to check or saving throat, you can use your reaction to demor lines the creature, unless the creature is immune to being charms. It rules. It rerules the d twenty and must use the lower roll. So you invoked disadvantage on them. Why not just say disadvantage if the attack rollability check or saving through then fails, you can choose a different creature you can see within sixty feet of you. Oh, you can choose yourself. That creature is empowered and can re rule one attack roll, ability check or saving through makes within one minute and use the higher result. A creature can be empowered by only one use of this feature at a time. Once a creature fails in attack role and ability check or saving through because of a rerule forced by this feature, you can't use a feature again until you finish, along or us, unless you expend a spell slot to use it again. Did you guys get that or do I need to read them? I got I got it, but it's go ahead. Sorry, I was just going to say it's really weird that they would say a creature empowered by the by can only be empowered by this feature once, you know, at a time. But then in the very next sensance says once a creature fails an attack role, in ability check or saving throw, which is how they get give the benefit in the first place, you can't use this feature again. And so you finish a long rest. So unless your long rest is somehow less than a minute, it's impossible to have more than one person empowered, isn't it well expense spell salts used again? Oh, true, true, true, true. I'm interested to see. So, Carlos kind of pointed out. Why would you not just say disadvantage. I'm wondering if it's like if you have disadvantage and the creature can give itself advantage due to something, that would nullify it with this, nullify it because it has to take the lower rink, and giving you advantage just gives you a third dice that you have to take the lower roll on. Yeah, this this. I wonder if this over rules. I the advantage disadvantage. That's how I read it, because I don't understand 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 weird then too, with like an empowered creature gets the same thing where they can roll a d twenty again. I guess I fails the same in throw, but if it's a disadvantage, just a roll the d twenty again at disadvantage, or doesn't just roll a single? I think the key, the the the devils in the details...

...here on this one, which is immediately after you see a creature you can see within sixty feet, succeed on an attack roll or succeed on an ability check or an ability through or a saving throne. So it's not it's not so much, I guess, that you're, you know, making it more difficult for that creature in the first back. Yeah, you're just, Oh, I am now changing fortune, which kind of seems a little bit quandrickxe a lot of the thing. Yeah, right, these are like you're changing the you know, I guess how they six. It's weird, like you're it's like they're they're there, there, they throw the that's so strange. thematically, and trying to fit this in because like usually, like if you're talking about like, you know, giving someone disadvent, like using your words to like distract right, like I'd be like, Oh, as Jordan is about to shoot his Arrow, I'm talking in your ear, kind of like, you know, a backcatcher to a to a batter and just trying to get in your head, you know, which would give you a disadvantage. But this seems kind of this seems kind of strange that after you, you know, you smack a home run, I somehow change the fate of of your ability. It's like, oh well, actually, now you just struck out instead. Yeah, but wait, what? Yeah, it's a little weird. Okay, moving on. At level six, we get inky shroud. You made me ink. Oh No, you learned the darkness fell and it's added to your class spell, as if it isn't there already. If you're a wizard, you added to your spell book. If it's not, they're already. You can cast a spell without expecting a spell slot and you can't do so again until you finish a long rest. When you cast a spell in this way, you can see, no, really through the darkness. Credit. That's so strong. Okay, okay, right, this is this is my this is the shadow sorcer ability, but better. Yeah, why does you ever pick shadow sorcerer when you can just do this? Well, you, yeah, no, that's it's true. 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 sorcery points is that you can use it to see in the dark. Yeah, see in your own yasical darkness. This just gives you that and you do a damnage at the same time, only once per long rest. It's fine. Yes, I know, it's still better. It's still better. I agree, the fact that you can cast a darkness without within being able to see, like inside of it, like when I was playing my when I was playing my shadow monk in Briden's campaign, I guess still playing. One of the biggest difficulties I have with is finding out when to cast because, like, I can cast darkness using key points, but I mean every I think, I think every time I've cast it has been largely ineffective. Yeah, like I cast it on a group of creatures while they just meander out of the spot, and great, and now they can see. Again, I cast it on myself for the party, and great, now I can't see anything. So what's my advantage here? You know, right, exactly. Yeah, just being able to see in magical darkness is Hella strong. And not only that this, but wait, there's more. In this darkness, when a creature you can see starts its turn in the darkness, you can deal to t tend psychic damage to that creature. Yeah, and it's not they don't reaction or anything. It's just not even a saving throat. They just take two d ten to detense like damage. Excuse me, darkness, but radius this is this is scuffed. Fifteen foot radius, isn't it? Yeah, fifteen or twenty.

Yeah, yeah, that's a big area for creatures. Yep, put Aoe Attacks Great, Uh Huh. And I guess, like if you can see into the darkness right, like you can cast a shower remotely and just I guess you just see like whoever's inside of that right, Yep, it's pretty freaking awesome. You can also cast the spell normally without the additional effects, by using spell slots of second level or higher. So I guess if you're using that method, you wouldn't be able to see inside in the darkness. Anyone to be dealing damage now. Just it's just although warlock is one of the classes you can choose with this, so you could take the invocation to be able to see in dark just normally. Anyway, you could. That seems a little redundant when you pid it does. You could also abuse the darkness spell with that warlock. I've done it before where you you take a chain pack to the chain, you have the the creature pick up a stick and then you cast darkness on the stick and then any time the creature moves, the darkness follows the stick. That's a point. You pick a point. Kind of point be an object? I think so. Maybe I'll talk about that later. What else we have here? Well, and okay, just last thing on this. This does not seem very on theme with your inspirational leader type thing. This is literally just aoe support. I was thinking the same or start like there's a little bit weird with but this is this isn't. This isn't like, Hey, let me get you guys excited about something or, you know, diminish your whatever. This is dark, just annoying. Okay, and a level time we get infusion of eloquence. When you cast the spells, the deals magic damage. You can devote additional words to power and change the spells damage type to your choice of psychic or radiant, and in creature damaged by the spell takes an ex damage equal to your proficiency bonus and has its emotions swayed with the spare or aderation based on the damage delt. It's like the creatures frightened until the sort of your next turn. Radiant, the creature is charmed by you until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended spell salots when you finish a long rest. That's kind of cool. It's like charm charm, your right. Oh wait, you know now when you're talking about inky shroud, is that how's it written? Did I'll be like an aoe frightened or an aoe charm? MMM Yeah, okay, that's fun. And again there's no saving through here. So aoe darkness into just wreck the team. They're all charmed. Gosh, that's not fair. Yeah, but that's going on there. It's still it's still does not bring the inky shroud in thematically. I'm still scratching my head is to how that works with the flavor of the college. But that is a really good Combo. That's just really strong in general, though. I mean like there's all you're hitting anybody, you heading in your hitting a group of people with shatter and you can just instantly charm everybody. I think, I think we're starting to see why this is still on Earth Darkana, because this is this is stupid strong. This whole this whole sub class, these last two abilities have just made it extremely strong. I don't know about the Silvery Barbs, eloquent, appear apprentice. Yeah, everything else like that. Nothing like dropping a you know, just dump a fire ball on a team and charm. Everybody are Afright and everybody big Yikes. That's really strong.

That's a you know, you're hoping wizard is is looking at this podcast for balancing tips right from DMS of up to three years of experience. You know, that is our target. That is berserve. No, but this is definitely extremely strong. The bad there's no saving through associated with any of these freight or charms. When have you ever seen this another abilities? We're just outright to do that. That's pretty strong, but well, leave it at that. I think it's really not much to like now. Just even, just even just getting to level ten here just makes this cause extremely strong. Shit like, well, what's up? That's the fourteen word of power. You can invoke a word of power that is a pickle of your magical study. You gain the following options. Deadly despair the target of your silvery barbs fails, and a tack role and a Billy Chuck, or saving through. Because of the rerule, you can work a word of despair to give the target vulnerability to one damage type of your choice until the started. Your next turn. Selfless invocation. When a creature you can see within sixty feet of you takes damage, you can invoke a word of power using your reaction to grant the creature resistance to that damage, and you can take an amount of psychic damage equal to the damage that creature takes. Dangerous as a sorcery, you really don't want to be absorbing too much damage, I don't think, but I guess it's there if you want to. That's definitely risky. HMM. Well, especially because this one is doesn't come with any of the resistances from the quadrics mage. Yep, that would have I think that that would have been kind of interesting, but deadly. Despair. Just give vulnerability to targetive choice to the server your next turn. I mean, I guess that's I guess that's strong, but pretty decent. How does this play with the rest of the class? So, I mean like everything else has just been like either you're charming, frightening them or making them losabilities. And now all of a sudden your Damonikiller like, no, not necessarily a damage dealer yourself, but you can give them vulnerability to one type of damage until the start of your next turn, which means you can choose something that you know somebody else is real good with. Right Rymatically, this class is a little bit all over the place. Yeah, I mean it's silver quail, which is essentially barred, so that means it's going to be all over the place. But even 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 an age to the last subclass in this segment, the mage of the weather bloom. This is a druid and warlock subclass. Majors of the weather bloom draw their magic from the energy that endlessly flows from life to death and back again. They see the duality of thriving life and inevitable death of all things, tapping and manipulating the transition of energy between these states. Some with a bloom adherents focus on vital energies to nurture life and empower others, while others embrace the drain vitality into decay and savage strike down their foes again. This is kind of similar to the silver quill idea. You empower or DPOWER, I guess in this case for a life and death seems a little doesn't seem too different. Okay, with a bloom spells. At Level One you learn the CANTRIP, spare the dying and cure wounds and in flick wounds. You can learn additional spells when you reach a certain levels and these include a third level, lesser restoration and ray of emfeeblement, at fifth level, vivify and vampire touch, at seventh level blight and greater restoration and at...

...ninth level antilifeeshell and maskure wounds. Hell, yeah, I kind of like. So there's back to dealer. There's some classes that I've seen and probably something that we've made as well of that. Like it feels like you kind of have to lock one side or the other, like he either got to go for the like the life or the death. Yeah, this this very much feels like an especially like given the lower of it. If very much feels like you've got this knowledge and the knowledge is of both things and you can use that knowledge however you want and it's just kind of neutral and it's not like you've devoted yourself to life or death as you expand this class, you just are kind of learning both sides, which is I like it. HMM. I love very interesting, hmm for sure, having having that option just to choose either or a level one. We also get essence tap, so as a bonus action you can drawn the reservoir of life essences to empower yourself for one minute or until you use this feature again. For the duration, you gain one of the following benefits of your choice. Overgrowth. When you choose this benefit as a bonus action. On subsequent turns, well, this benefit last, you can expend a rule one hit die. You gain a number of hit points equal to the number ruled plus your spellcasting ability modifier. That's pretty strong. Okay, it's so nice weathering strike. When you deal damage, you can change the damage type to necrotic and you ignore resistance to necrotic damage. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long or as is also the overgrowth. That's cool. That's like a little heel pop thought that you can just use on yourself, I guess, as a bonus action, which is so nice for casting classes. Honestly, they don't have enough bonus actions. So what does it like? A date return? Well, for warlock, I think it's yeah, druid and warlock, I think, are both the eights. Yeah, plus, you're a plus your ability modifier to yes, yeah, which is nice because like normally you'd be doing it off of your constitution. So this plays a little bit nicer to your the skills of your class itself exactly, and it's still I'm with. I'm going to keep tie it in thematically because that's like ninety percent of how I do my characters. Like it makes sense. You're researching all these plants and stuff. You know which plants are going to help you. That's not like your internal fortitude. That's like, Oh, I've got this knowledge, I'm going to eat this berry I got next or date plus, whatever. HMM. The withering strike is kind of interesting. I guess it just lets you ignore resistances when hitting opponents. So that's pretty nice. It's real nice. Ignoring resistances is pretty huge when you get a lot of them. HMM. And at level six we get wither bloom brew with her Bloom Brew blog. You can profession and see with herbalisms gets if you don't already have it. When you finish a long rest, you can cost you can use the herbalism kit and pot or caldron to create a magical brew. You create a number of brews equal to your proficiency. Bonus. Each brew requires its own flask. A brew retains its Magical Potency for twenty four hours or until it's used. For each brew, choose one of the following effects. Forty fine. When you create this brew, choose a damage type from the following list. Cold Fire and a chrotic, poison or radiant. Could you can drink this brew or administrate to another creature and action as an action, and the recipient gains resistance to the following damage type for one hour. Yeah, that's pretty strong. quickening. Could you can drink this brew and administrate to another creature and, as an action, the recipient gains to d six hit points and one disease or can and one disease or condition from the following list affecting the...

...recipient ends. So you can end charm, frightened, paralyzed, poisoned or stunt the toxic flying brew. As an action, a creature can applies brew to a simple or mare our martial weapon. The next time this weapon, or a piece of ammunition fired by it, hits a creature within one hour, the target takes two D six poison damage and must have seed it in a constitution saving throw or against your spell SAFETYC or be poisoned for one minute. Now, I guess in this universe it's quite good to note that there are no I mean like you might have rogues, but that's extra. D Six is more. You're nice little yeah, nick it pack. I like this. This to me is like an alchymist class done right. Like this disability. I've always seen a bunch of things that try to do like a you have these potions and it's either like they do one thing or it's like decide. It's like decide what your what your potions will do. Work it out with your DM. This gives you like a nice little list and they all feel pretty impactful. Yeah, I I guess you can create. You can staff the abilities right. So if you have plus through person to your proficiency, you can drink all three Brus and good job. Yep. or You could drink three fortifyings. Yep, just become immune to all forms of damage. There we well, actually, in the I'm thinking that in the Gameplay of this of this expansion here, that might actually not even be that strong because although although your wither bloom age can essentially create multiple resistances to various damage types, your major the wither booms, can also ignore all set resistances, Oh and dealing damage. So withering strike kind of becoming a little bit strong here and again. It seems that, like if you're doing any sort of like wizards tournament, you'd want to have one of each class here to really balance you out, whatever team you're running, I guess. But moving on to the level ten feature, with a bloom addapt your connection to the flow of life for steepens. Once per turn when it deal necrotic damage or store hit points using a spell, one target of the spell takes additional damage or regains additional hit points equal to your proficiency bonus. Now that's kind of Nice. That's that's kind of real nice. That flips your overgrowth into witheringstrect pretty fast. Oh yes, if you're doing the Oh, you are doing the extra damage and your healing basing them. That's not a contest. Oh yes, that's most nice. And not only that, but I mean, it's only it's also when you heal, so you could also trigger the over growth and in the same time as those ticks. He'al and Alle Yep. Yeah, it's kind of a strong so clause. I kind of like this. I would like, I would want to see this in you know what, this this is actually really nice because it does give you a really strong tool, tool set to to heal and combat, and I'd like to see this class be used in like regular adventuring parties as well. I think there's a I think like from just like a gameplay aspect here. This should actually give groups a really strong healer per se, which has it's kind of hard to find at lower levels, right, because you're usually often like tapped 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 you're stronger heels, maybe from like a pallide or something like that, right, like you have a limited pool early on. This gives you a lot of versatility. Now, mind do this is a level ten feature, obviously, but that's like this this would literally be like if I was, if I was...

...playing any other video game that had maybe a class like this is would literally be like you target this person first, they must go down, otherwise you're not getting anybody else down. If it's like a pvp kind of scenario or something like that. There's a lot of healing, a lot of damage dealing here. Yeah, and finally, at level fourteen, we get weathering vortex. When you cast a spell salt using a spell stop that deals in the chronic damage or to any number of creatures that aren't on dead or constructs. Choose one of the creatures that took damage. You drained amount of life energy equal to half of the damage Delta of the chosen creature. Long creature other than yourself, you can see within sick thirty feet, regains a number of hit points equal to the life energy drained. You can use the feature a number of times equal to your proficiency bonus, and you can getting all expended sauce when you finish a long rest. That's real cool. Okay, average. Oh, nothing like dealing a ton of damage and the healing your parties not same time. Yeah, well, Damn, that's thing that's might have turned into one of my favorites out of all the five. What about you, guys, after reading all of them, have you your opinion has changed in any of them? Perhaps? I think for me we got I thought Quandricks, we thought Quandrius is going to be a little bit cooler initially. It turns out with the bloom is definitely the coolest for me, but I still like the Pris Marii that that was my call, I think, at the beginning. Like last time, I think they're really cool. I they don't don't think that they're overly powerful comparatively, especially to something like the wither bloom, though. Yeah, Silver Coal and Willard Bloom surprisingly strong after level ton. Yeah, the big passion there. I think. I think a lot of people might go towards with a bloom. I was excited to jump into quandricks and I still really, really like thematically what they're doing there. But yeah, it's super cool and it's not that their abilities are not good. It's that, look at what we just read through, it's know that this is it, like this is my problem that I'm running into with these last two classes is that it's really hard to compete with that. Yeah, yeah, I mean in a in a pvp like damage and healing per perspective. For sure, I still feel like the other classes 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. Everyone wants to do damage and healing like you just do. Well, well, we'll keep taped on this and let's compare notes, I guess, once this is officially released, and see what wizards has fixed, both, I guess, in the sense of odd thematic assignments, which regards to like, I don't know, mentioning that to the what was it? The prismari college has some sense something to do with the visual arts, which is kind of weird to mention when it's all physical performance. Of not to seeing how they balance out abilities in the weather bloom class, because that's fucking strong, guys, and same thing as aoe. Aoe charms, aoe frightens without saving throws. Also kind of strong. But again, this game isn't designed for PDP, which is kind of where I can see the argument being drawn here, like you're really only going to be using these abilities against your DM's board of monsters, which I still really fun. Yes, but that's still quite strong. So we'll see how they'll see how they balance those things out. But a last that is it for this week's echoes of the outlands turn.

Tune into next week, where we will most definitely give you an update on the one shot everyone here has death. Definitely been working on right, guys, yes, definitely all right, and with that turn, please take the reins. Okay, so we are going to jump into divining the DMG. Guys. We are on page one hundred and twenty two of the Dungeon Masters Guide. We're looking at traps. We finish the section on like how trap works and like you know the differences between simple and complex traps, and now there's just some sample traps here, and I looked up a few online as well just to kind of like give us some ideas here. So sample traps, guys, can you you're going to love this. Also, you know what the biggest section is here on? You know what it's on. What's a pits? Oh good, pits. Where is the biggest section in this part of the of the the sample traps here? All right, so sample traps, the magical and mechanical traps presented here very in deadliness and are presented in alphabetical 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 supports keeping an unstable section of ceiling in place. The trip wire is three inches off the ground and stretches between two support beams. The DC to spot the trip wire is ten. A successful DC fifteen dexterity check using thieves tools disables the trip wire harmlessly. A character without thieves tools can attempt this a check, this check with disadvantage, using any edged weapon or edge tool. On a failed check, the trap triggers. That's really interesting. Like I'd always wondered, like how does someone just disable a trap without, you know, tools to do so? It's good that they have like something in there. That's that's nice. Yeah, okay, continuing on. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action. A character can knock over a beam, causing the trap to trigger. The ceiling above the trip wire is in bad repair. Anyone who can see it is can tell it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a dex dirty a DC fifteen dexterity saving throat or take twenty two dten legending damage on a failed save or half as much on a successful one. Once this trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain. That's like, honestly, like just having that section. They're telling you exactly how it works and what it does and how much damage deals and the after effects of a roof collapsing on an area is just it's real nice, I think. For sure. I like having these, like these traps here just so I can just be like here, input, cut and paste this into campaign. All right, there's a falling net here, which is another mechanical trap. Uses a trip wired to release a net suspended from the ceiling. The trip wires three inches off the ground strips between the two columns of trees. The net is hidden by cobwebs or foliage DC the spot the trip wire is ten. Once again, a successful DC fifteen decks thirty. Each check using thieves tools once again breaks the trip wire harmlessly. Again. You can try this without thieves tools, with disadvantage. On a failed Save, the trap triggers. When the trap is triggered, the net is released, covering a ten foot square area. Those in the area or trapped under 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 a DC ten strength check, freeing itself or another creature within its reach. On a success, the net has an AC of ten and twenty hit points dealing five slashing damage to the net. AC Ten destroyers F five foot square section of it, 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 like, yeah, I'm just going to cut my way out of this, and that makes sense to me. Nuts are so strong. Yeah, like if you can met an enemy, Hud please. Yeah, yeah, yeah, it's bad. I guess when you are restrained you do have disadvantage, but it's an AC ten so it shouldn't be too difficult. But yeah, all right, next one fire breathing statue. This trap is activated when an intruder steps on ahead and pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or wizard casting spout. The DC is fifteen to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effects that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue, so it doesn't indicate where the the pressure plate is. The trap activates when more than twenty pounds of weight is placed on the pressure plate, causing the statue to release a thirty foot cone fire. Each creature in the fire must make a DC thirteen dick dirty saving throw, taking twenty two D ten fire damage on a failed saver half as much unex successful one. I like the twenty pounds of weight thing because that means you can't just like throw a pebble and expect it to trigger a pressure plate thing. It's good wedging an iron spike or other object under the pressure plate prevents the trap from activating. A six a successful dispelled magic DC thirteen cast on a statue also destroys the trap. Lots of ways that they tell you these things can be taken care of. How your party goes about doing it is always the fun part. All right, pits, guys, you know that it's very it's a very difficult the whole ancle trap. Yes, there are four basic pit traps that are presented here. There is the simple pit. A simple pit trap is a whole dug in the ground. The hole is covered by large cloth anchored on the pit's edges and camouflaged with dirt and debris. The DC to spot the pit is ten. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's death usually ten feet, but some pits are deeper. No, you keep seeing the DC to spot the pit is ten. That's is that passive as well as active, or only active? I can't remember. Good question. I do not know the answer. That's always assumed passive for this kind of stuff because Mons your players are actively looking for a trap. But a DC ten means that like no one like to miss it. We were are everyone in the group to have, you know, a negative one to wisdom, or more I mean, like if you're talking about a whole. It is a simple pit trap, I know, but like even the like, because not even I covered the trolling that the collapsing roof, all the trip wires are a DC ten to see them. So like you're gonna see them. I usually it in my in my dming style. I don't know if...

...this is the official rules. I usually force a a rule when they're coming up on that kind of area. If somebody asks for a preemptively even better. But if I know that they're coming up on like a have la trapped area, I'll ask for a preemptive rule just to see if anybody actually does notice. Yeah, that's probably a better way to do it because, like, I don't know, like unless you're like it is tough to like hide a trip wire. But at the same time, like what's the point of having traps there if it feels weird? Okay, hidden pitch is the next type of pit. Guys. This pit has a cover constructed from material identical to the floor around it. So successful DC fifteen wisdom perception check discerns the absence of foot traffic over the section of the floor all that forms the pits cover. A successful DC fifteen investigation check is necessary to confirm that the trap section of the floor is actually the cover of a pit. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually ten or twenty feet deep, but can be deeper once the pit trap is detected. An iron spike or similar object that is wedged between the pits cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using an arcane lockspell or similar magic. Very interesting. So this is more like a trapdoor type. Think that's like, yeah, that's cool, but it didn't use the same like it doesn't it's not. You know, it's a DC tend to see this. It's a DC fifteen wisdom perception check, specifically to the certainness. So that's that's got to be active, right, I think so. All right, locking pit is next one. This pit trap is identical to a hidden trap, with one key exception. The trap door that covers the pit is spring loaded. So after a creature falls into the pit, the cover snap shut to trap its victim inside. Awesome. A successful DC twenty strength check is necessary to pry open the cover. The cover can also be smashed open. Determine the covers statistics using the guidelines in chapter eight. A character in the pit can also attempt to disable the spring mechanism from inside with a DC fifteen dexterity check using thieves tools, provided that the mechanism can be reached and the character can see. In some cases, of mechanism usually hidden behind a secret door nerby opens the pit. Yeah, I might just put that there just case. Unless you really wanted to kill off a character, I don't know. That could be tough, although I guess you just keep making the string checks until you hit the twenty to open it up. But maybe throwing Goblin side attack or something like that as that happens. Time has to have some sort of consequence in this game. Spiked pit. So this pit trap is a simple hidden or locking pit trap with a sharpened would with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes eleven two D ten piercing damage from the spikes in addition to any of the falling damage. Even nastier versions have poison smeared on the spikes. In that case anyone taking piercing damage from the spikes must also make a DC thirteen constitution saving throw, taking twenty two or dten poison damage on a failed...

...save, or half as much. I'm going to successible one. Yikes Arts, all right, poison dart sir. The next one. When a creature steps onto a hidden pressure plate, the poison tip darts shoot from the spring loaded pressureized tubes cleverly embedded in the surrounding area, which might include multiple pressure plates, each one triggered its own section of Darts. A tiny the tiny holes in the walls are obscured by dust and cobwebs or cleverly hidden amid base reliefs or murals or frescoes that adorn the walls. The DC to spot them is fifteen and with it to sex as successful DC fifteen intelligence investigation check. A character can deduce the presence of the pressure plates from variations in the mortar and the stone used to create it compared to the surrounding floor, wedging in irons, bike or other object under the pressure plate prevents the traps from activating. Stuffing the holes with both or wax prevents the darts contained within from launching. The trap activates when more than twenty pounds of pressure on the weight is placed on the pressure plate, releasing four darts. Each dart makes a range attack with plus eight bonus against a random target within ten feet of a pressure plate. Vision is irrelevant to this attack role. If there are no targets in the area, the DART doesn't hit anything. A target that hits to a target that is hit takes to dy four piercing damn which and must succeed on a DC fifteen constitution saving throw, taking eleven, two, ten poison damage on a failed save, or half, as some which on a successful what 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 iron spikes or, you know tools in general to stop traps. Are you going to start's not something that I've maybe maybe that is well, I mean like certain characters would, but like is that something? I don't know. Like 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 know. It's weird. Did you use a rock in the area just to like as as the Iron Spike instead? I don't know. All right. Poison needle. A poison needle is hidden within a treasure chest, lock or something else that the creature might open. Opening a chest without the proper key causes this needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends three inches straight out from the lock. A creature within range takes one piercing damage and two D ten poison damage and must succeed on a DC fifteen constitution saving throw or be poisoned for one hour. On the big fan of Alley, I use that. Yeah, rate a successful DC twenty. Intelligence investigation check allows a character to deduce the traps presence from altar alterations made to the lock to accommodate the needle. A successful DC fifteen decks thearity check using the thieves tools disarms the trap. Removing the needle from the lock. Unsuccessfully attempting to pick the lock also triggers the trap. Yeah, that's a that's a fun one. Rolling Sphere Mechanical Trap. When twenty or more pounds of pressure are placed on those traps pressure plate, a hidden trap door in the ceiling opens, releasing a ten foot diameter rolling sphere of solid stone. Guys, is Indiana Jones, yes, yeah, who? With a successful DC fifteen wisdom perception check, a character can spot the trapdoor in the pressure plate.

A search of the floor accompanied by a successful DC fifteen intelligence investigation check, reveals variations in the mortar and stone, but to that betray the pressure plates presence. The same check made while inspecting the ceiling notes variations in the stone work that reveal the trapdoor. WEDGING and iron spike or other object under the pressure plate prevents the trap from activating. Activation of the sphere requires all creatures present to roll initiative. The sphere Rolls Initiative with 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 through its space, treating it as difficult terrain. Whenever the sphere enters a creature space or a creature answers its space while it's rolling, that creature must succeed on a DC fifteen deck sarity saving throw, or take fifty five ten dten bludgeoning damage and be knocked prone. Well, that's a decent amount of it's yeah, yeah, yeah, now I assume it moves through you and then it once. Once you've taken that damage, you don't take it again, unless you decide to run ahead of it again, or there's more than one stone, which case you screwed. The sphere stops when it hits a wall or similar barrier. It can't go around corners, but Smart Dungeon builders incorporate gentle curving turns into nearby passages that allow the sphere to keep moving. As an action, a creature within five feet of the sphere can attempt to slow it down with a DC twenty strength check. On a successful check, the spheres speed is reduced by fifteen feet. If the spears speed drops to zero, it stops moving and is no longer a threat. Now I like the slow. I assume is cumulative and stacks eventually. I think so. So if you make that four times, then it stops and like turns, after you make your first successful one, it only moves forty five fee instead of sixty. Interesting general as a giant character, two feet in diameter and roughly circular, no sound issues from it's no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. Cool. A successful DC twenty intelligence Arcana check reveals that the mouth contains a sphere of annihilation. It can't be controlled or moved. It is otherwise identical to a normal sphere of annihilation as described in Chapter Seven treasure, which is coming up in two chapters. Some versions of this trap include an enchantment placed on the stone face such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like a sympathy aspect of the antipathy sympathy spell. A successful dispelled magic DC eighteen removes this enchantment. Yes, fear Nihilation is scary, guys. Yes, yeah, so I was doing some research online here. I just want to quickly say a few things that popped up. Hey, Fisher was a big one. Are I just clicked on the first one that came up. Ka, Fisher was the first thing that popped up to basically a crab like creature that's going to real people in with it. filaments that are kind of like a spider, clapsing roof, duplicate mirrors, falling nets, fire breathing...

...statues, greased slides, magic mouths, make net ex ceilings, pit traps, of course, poisoned darts, of course, poison needles, of course, rolling spheres, of course. Sphere ventilation was number three, teleport doorway, and then the last one they had here was a web of flames, which essentially fires fireballs at people. Yeah, those were the first thing that came up as like the top fifteen that people have decided on. Traps, so do with those as you will. Hopefully they give you ideas for your campaigns for wall doorway. Yeah, but for now, Braden, take her away. We'll get into between the adventures next time. All right, let's jump right into this week's talk of the town, that segment where we ask you the Society of question then we respond to your response. As of those questions in the question that we're responding to responses of this week is one that we're going to get a little bit introspective on. I want you, guys to kind of look in on yourself, reflect back on your DD Games that you've dmed and I want to know what you think looking at in yourself. We can't comment on each other's what do you think your biggest shortcoming as a DM is? Oh, definitely sometimes I'm usually pretty comfortable improving a lot of stuff, but there have been times where I've severely missed calculated how much Improv I'm capable of reliably doing for a campaign. So sometimes, you know, in the sake of keeping the timeline true and staying and staying on top of like actually playing when we say we're going to be playing, I have had certain days were little to no prep. Have Gone into a session and my brain just goes, yeah, I don't worry, you can wing it, and halfway through the session my brain is like, yeah, you could, definitely shouldn't have done that. So definitely like planning out more, and I've got I got a lot better at that, I think, later on in the campaigns, but I think that was initially one of my biggest shortcomings. Still sort of battling between, you know, being in new DM and just going into the yeah, just just kind of try it and, you know, wing sessions just so you can still play. Now going into like okay, well, like how can I craft better story lines and actually like prepare more information for the players? Has Been something that I've been like actively working on, I think, for the last little little while. But that was, I think those are some of my biggest things and you know, so it's it's hard sometimes. Sometimes it was like, Oh, no, prepose my door. We got this. Yeah, for me, I think the biggest thing that I've noticed of late is my descriptions. I love like reading books and watching movies and stuff like that and being able to see the scene itself, you know, and all of it right, like not just like bits and pieces of it that are important, but like being able to like really set a scene and get that feeling attached to it. 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 the detail to it. But I am trying to figure out how to express that in a way that's not just it's a dark hallway, you know, and no light escapes from it or something like that. But I feel like that's all like Improv stuff and if...

I don't have it written out ahead of time to have that description it's it falls apart a little bit. So when I am doing improv scenes, which happens automatically in 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 and become more colorful, colorful with things that I say. So that's me. I'd say mine is a similar, but almost opposite of Carlos. I really I love like being in the Improv space. I really thrive there. I find room kind of like on my toes and constantly having to come up with a what's happening next. But because of that I tend to neglect a decent amount of actual prep to the point where I'm so focused on being in the moment and somebody will break out something that I should know about, like an ability of theirs that they have, 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 space and living more in the the prepared iim I know what's going on leading into this space, because thinks when I'm when I'm caught off guard by that kind of stuff. I think it really shows. But looking at what the society had to say, we had exactly one response this week. It's over on our Instagram at Rob's to ninety four. So that the biggest impediment to his dming is the fact that he is never DMD DD campaign. And I got to say, out of everything that we've said to today, I do think that is the worst impediment to having a DD, to being a DM is is not not being a DM. That's yeah, that's a good one. I should have said that, but you know what, it's also one of the easier Wednesday o. That is true. Yes, rob, we look forward to it. DM for us. Yes, all right, that's going to do it for us this week. Over, a triple advantage. If you want to be part of the conversation, find us on our social media pages. That's at Roal City Society on Instagram, at roal city social on twitter. Links to the community discord can be found in both. Keep it locked over on there. We post our talk at the town questions. There we post new episodes. We have new content coming out very soon. It's in its final stages. Just going over the last draft and then it'll be coming at you, hopefully sometime this week or next week, but until then keep it locked for new episodes of triple advantage having at you every Monday. We'll see you next time.

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