This can be done a number of times up to your charisma modifier before you need to take an extended rest at your stronghold to recharge them.īy "Smite spells" I mean Thunderous smite, searing smite, wrathful smite, branding smite, banishing smite, staggering smite and blinding smite. In addition, whenever you would make a regular smite, you can instead replace it wit hthe effects of one of these smite spells (but using the same level spell slot). These don't count towards your normal spells known. You can prepare a number of "Smite" spells equal to your charisma modifier. I like the idea of rewarding players for doing research on their quests as well, it ties in well with the sage follower. This ability may seem quite mechanically weak on the surface, but if the players do their research and learn that the place they're going on their next adventure is goingto be full of giants, or elementals, then this ability could really shine, as unlike the other abilities, it lasts until changed, meaning the paladin will be getting this small benefit for the entire quest, not just one or two battles. I like the idea of giving paladins more flexibility in how their smites manifest - a fallen paladin might bot find it particularly flavourful to have their smites deal radiant damage, and may instead prefer necrotic just to fit their character. Force damage: bonus vs Elementals and Constructs ![]() ![]() Psychic damage: bonus vs Giants and Beasts Necrotic damage: bonus vs Celestials and Fey Radiant damage: bonus vs Undead and Fiends In addition, The creature types that it is more powerful against, lose resistance to that damage type if they have it, or gain resistance instead of immunity if they have that. This alters the damage type and what enemies it is more powerful against. When spending an extended rest in a stronghold with a Chapel (Or other establishment fitting their oath) they can change how their divine smite manifests. Whereas if they used it in advance, they would have healed to 11 hp and still been dropped to 0 by the 18. For example if a fighter has 1/25 hp remaining, and is hit for 18 points of damage, they drop to 0, then second wind to heal back 10 hp. Mechanically this is a significant buff to second wind, especially in the early levels, as a fighter with this available doesn't need to pre-emptively heal themselves, freeing up their bonus action for other thingsthey may want to do - two weapon fighting, poelarm masterattacks, shield master shoves or other abilities. After you have done this a number of times equal to your con modifier, you must finish an extended rest at your stronghold to repleneish these special uses.įrom a flavour perspective, this way of using second wind fits more with what I have always understood the concept of second wind to mean in other games - usually you drop to 0, but you can get back up with a few hp for another chance in the battle. Improved second wind, you may use your second wind as a reaction to taking damage from an attack, instead of a bonus action. I liked it, I just thought it needed a slight nerf to the CR, but otherwise I know my druid player will love this. That creature becomes a one-time wild shape option for you.Įxpalantion: This one is the least changed from the book. When spending an extended rest at your druid grove, you may choose a beast,monstrosity, fey or dragon you are familiar with up to 1/3 your character level in CR. But if you guys like my thoughts here I'll be sure to post a part 2 when I finish the other half of the classes. I have so far only done new benefits for the Druid, Fighter, Paladin, Ranger, Warlock and Wizard so far. ![]() What I really like about these class specific benefits is that they give the inventive for players to slow down, take extendedrests, and care more about what's going on in their strongholds backyard than to be constantly touring the world going from point A to point B to point C. I love the ideas in Strongholds and Followers, I just don't believethey are balanced enough for my table, so I have been slowly coming up with my own forsome time.
0 Comments
Leave a Reply. |