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I thought 5E and BA was designed to take some of the sting out of multi-classing? Are you that less capable or is the issue your spells or weapons will be better at various levels so they are not advancing together that hurts the concept?
I couldn't really say whether 5E had a design goal of taking some of the sting out of multiclassing or not, but there's definitely still a sting there.
Ability score boosts (and feats, if you use them) are tied to class level.
The scaling of weapon effectiveness (Extra Attack, Sneak Attack) is tied to class level.
There's a little less sting to spellcaster multiclassing since you get to merge your classes for determining your slots, but if I'm not mistaken, access to higher-level spells is still tied to individual classes.

bookrat |

Pan wrote:I thought 5E and BA was designed to take some of the sting out of multi-classing? Are you that less capable or is the issue your spells or weapons will be better at various levels so they are not advancing together that hurts the concept?I couldn't really say whether 5E had a design goal of taking some of the sting out of multiclassing or not, but there's definitely still a sting there.
Ability score boosts (and feats, if you use them) are tied to class level.
The scaling of weapon effectiveness (Extra Attack, Sneak Attack) is tied to class level.
There's a little less sting to spellcaster multiclassing since you get to merge your classes for determining your slots, but if I'm not mistaken, access to higher-level spells is still tied to individual classes.
I have two players who are multiclassed in my game, and while they're feeling the sting of ASI/Feat, it's not as bad as you might think. Due to bounded accuracy, not having that extra ability score bonus (yet) hasn't been noticed by my players. They're still just as competent and competitive.
As for higher level spells - it's true that you don't quite get the access to the higher level spells, but you do have access to higher level spell slots - and that's just as important. Since only a very few spells automatically scale with level, you need those higher level spell slots to increase the power of your lower level spells.
Multiclassing can still be very viable in this edition - and the difference in power isn't that noticeable - kind of like the difference between the stronger and weaker fighting styles. Yeah, there's a difference when you run the numbers, but in actual gameplay it's hard to tell.

hiiamtom |
Multi-classing spellcasters is still great thanks to the focus on spell level and not caster level, and it makes Warlock the ultimate splash class for a little more interest to Charisma classes. To me the limited multi-classing is solely because the current volume of material, and lack of easy dipping classes.
I think we're going to see psionics and prestige classes. I like 5e psionics so far, and the one prestige class wasn't bad. I'm definately for those additions.

Garrett Guillotte |

Voss |

From yesterday's WotC post:
Mike Mearls wrote:At this stage, we’ve begun considering what the first, major mechanical expansion to the game might look like.What does everyone hope this means?
That they're selling the license to someone willing to produce material for D&D, and support it.
Sadly, it likely just means they're vaguely talking about a book that will recycle mechanics they've previously posted to website.

Dustin Ashe |
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That they're selling the license to someone willing to produce material for D&D, and support it.
Sadly, it likely just means they're vaguely talking about a book that will recycle mechanics they've previously posted to website.
I actually like the pace of 5e materials. I can actually learn all the player options, even with a busy schedule, before the next release.
And I'd prefer to see Unearthed Arcana as an interest gauge and playtesting materials. I think it's a smart idea.
But that's just me.

Dustin Ashe |

Hopefully refined mechanics, and more content.
For example, there is just one PrC (that I know of) on the UA site. Hopefully, there are PrCs for lots of different concepts, including multiclass-based PrCs, like a monk/rogue ninja class, or a ranger/paladin or fighter cavalier class.
I'm with Mordo on this one. Prestige classes were made obsolete by class archetypes. I hope they don't release any or keep them very, very rare.
The one they did offer in Unearthed Arcana didn't seem very compelling.

Grey Lensman |
I also vote down prestige classes. I never cared for them in the first place.
I liked them when they first came out - but something better has come along. Now I only really like them in games where they are a built in part of the system - like D20 Modern* and SAGA.
* I just don't like D20 Modern for any sort of modern fantasy - something about waiting until level 5 or so before actually being able even resemble your concept.

Steve Geddes |

I actually like the pace of 5e materials. I can actually learn all the player options, even with a busy schedule, before the next release.
And I'd prefer to see Unearthed Arcana as an interest gauge and playtesting materials. I think it's a smart idea.
But that's just me.
Me too. I like expansion via campaign supplements and adventures, not and ever expanding list of mechanical options.
I can see that the PH archetypes are at the skimpy end, so I can live with another similarly sized release. I personally hope this isn't the beginning of another spiral though.

Steve Geddes |

Pan wrote:Couldn't multi-classing make a sword and spells character?There are issues with that, as well.
Any class that's supposed to have any significant reliance on using weapons (even including the Valor bard and the Blade-pact warlock) eventually gets an extra attack at about 5th level (except the rogue, whose combat ability scales via Sneak Attack instead). But if you multiclass, then you get that significantly later (how much later depends on how evenly you want to split your classes up to that point). In the meantime, your cantrip damage scales up at 5th (when the martials are getting Extra Attack), which leaves your cantrips being better than your weapons, at which point combat for you becomes all about casting spells, losing the original hybrid flavor and instead feeling like an ordinary caster with weaker spells.
Now, maybe if you were starting the campaign at 10th level, then you could be (for instance) a fighter 5/wizard 5, you'd have your Extra Attack, and you'd have 3rd-level spells. Assuming your fighter levels were EK, you'd be 1 level away from getting 4th-level spell slots, and 2 wizard levels away from actually getting to use 4th-level spells. You could probably go wizard from here on out and feel pretty alright.
But prior to that level? You either start with fighter 5 to get your Extra Attack on time but have to play catch-up on your magic; or you try to keep enough caster levels mixed in to keep magic as a meaningful aspect of your character but wait until quite possibly almost the end of the campaign before you start getting a second attack or even an ability score increase (in an already MAD build, too).
So... Not as easy as it sounds.
If you could build a multi-attacking fighter with spells, don't you run the risk that it will end up strictly better than a multi-attacking fighter?
I think the multi-attack thing is what's given up in exchange for other abilities. Whether archetype or multiclass option - whatever the solution is, it seems to me that it has to be worse than the pure fighter-types in fighting. The extra attack feature seems to me to be a big part of what makes the melee classes shine.
Maybe if it was a somewhat limited option (like the cleric 'number of times equal to your wisdom' extra attack option)?

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houstonderek wrote:No, not even that. There's a list of things they refer to in the SRD, like magic item attunement rules, random property tables, and spells, that make parts of what they released unusable for players and publishers alike.Garrett Guillotte wrote:That they'll actually finish the 5E SRD?If you're hoping for a 3x type SRD, don't hold your breath. They're not making that mistake twice, I'm sure. The SRD is more for 3pp than letting cheapskates have most of the game for free.
They expect you to actually own the books. Again, it's by design, it isn't meant to be a comprehensive rules database, it's an indication of what you're allowed to play with as a third party publisher.
They don't care if it's useful for players, that's what the books are for. They sell stuff, they're a business, not a gamer charity.

Raynulf |

While there are some downsides to multiclassing, they are comparatively minor next to the gain that comes from combining class abilities onto a single character.
Generally the 'sting' (as it were) results in certain trends in how characters multiclass:
- Unless you are only dipping 1-2 levels, take enough to get a stat boost.
- If weapon attacks are a focus, take enough levels in a class to get Extra Attack as soon as possible.
- Take your first level based off what proficiencies you want most (Saves, Weapon & Armor, Skills)
Additionally, while delaying the stat boosts may seem painful, with the cap of 20 (without magic items) it is actually much less of an issue than it could otherwise be.
YMMV with multiclassing, as some combinations give more than others, but generally speaking it usually works out as a (significant) power gain, in my experience.

SmiloDan RPG Superstar 2012 Top 32 |

SmiloDan wrote:Hopefully refined mechanics, and more content.
For example, there is just one PrC (that I know of) on the UA site. Hopefully, there are PrCs for lots of different concepts, including multiclass-based PrCs, like a monk/rogue ninja class, or a ranger/paladin or fighter cavalier class.
I'm with Mordo on this one. Prestige classes were made obsolete by class archetypes. I hope they don't release any or keep them very, very rare.
The one they did offer in Unearthed Arcana didn't seem very compelling.
I really don't think 5E needs PrCs, unless they're for something that really can't be done within the architecture of the current class designs.
For example, I could see a PrC for a class that specializes in using a magic item. It might unlock special abilities to the item, learn how to use an item more frequently, etc.
Alternatively, I could see a PrC that specializes in a particular feat or common class feature, like Extra Attack or Evasion or Divine Channel or even cantrips. Something multiple classes get.

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If you could build a multi-attacking fighter with spells, don't you run the risk that it will end up strictly better than a multi-attacking fighter?
I'm not talking about adding spells on top of everything the fighter has; I'm talking about a blend that's similar to the paladin and ranger.
This hypothetical class would get a Fighting Style early on and get Extra Attack at 5th, but the paladin and ranger get that too, and they're not strictly better than a fighter.
The fighter gets a third and fourth attack, gets a nigh-unlimited well of healing, gets a full extra action on his turn 1/rest (and later more, IIRC), and so forth. These are all things that the other semi-fighters (paladin and ranger) give up in exchange for getting spellcasting and other abilities.
I'm just talking about the same exchange, just with an arcane spell list and differently-themed set of supplemental abilities.

Hitdice |

Garrett Guillotte wrote:houstonderek wrote:No, not even that. There's a list of things they refer to in the SRD, like magic item attunement rules, random property tables, and spells, that make parts of what they released unusable for players and publishers alike.Garrett Guillotte wrote:That they'll actually finish the 5E SRD?If you're hoping for a 3x type SRD, don't hold your breath. They're not making that mistake twice, I'm sure. The SRD is more for 3pp than letting cheapskates have most of the game for free.They expect you to actually own the books. Again, it's by design, it isn't meant to be a comprehensive rules database, it's an indication of what you're allowed to play with as a third party publisher.
They don't care if it's useful for players, that's what the books are for. They sell stuff, they're a business, not a gamer charity.
You don't even have to own the books, the attunement mechanic is explained in the DM's Basic pdf. Not that WotC should be a gamer charity, my point is just that there are differences between what they offer in the basic pdf and in the SRD, and that's okay.

Kalshane |
I think the solution for "my cantrips are better than my sword, and I want to use my sword" problem with mutli-class fighters would be to take Green-flame Blade or Booming Blade. So even if you're attacking once, you're getting magical bonus damage on top of it.
As far as multi-classing in 5E in general, I like the way 5E sets it up where it's a trade off and you have to prioritize between single-class abilities among your classes and getting ASIs/Feats.

Steve Geddes |
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Garrett Guillotte wrote:houstonderek wrote:No, not even that. There's a list of things they refer to in the SRD, like magic item attunement rules, random property tables, and spells, that make parts of what they released unusable for players and publishers alike.Garrett Guillotte wrote:That they'll actually finish the 5E SRD?If you're hoping for a 3x type SRD, don't hold your breath. They're not making that mistake twice, I'm sure. The SRD is more for 3pp than letting cheapskates have most of the game for free.They expect you to actually own the books. Again, it's by design, it isn't meant to be a comprehensive rules database, it's an indication of what you're allowed to play with as a third party publisher.
They don't care if it's useful for players, that's what the books are for. They sell stuff, they're a business, not a gamer charity.
He's talking about it from a 3PP's perspective, not as a player wanting all the rules for free.
Attunement is referred to in the SRD but it isn't open content. That's a potential trap for 3PP who isn't careful or who skims the SRD and makes pretty reasonable assumptions. That link shows other examples too.

Steve Geddes |

Steve Geddes wrote:If you could build a multi-attacking fighter with spells, don't you run the risk that it will end up strictly better than a multi-attacking fighter?I'm not talking about adding spells on top of everything the fighter has; I'm talking about a blend that's similar to the paladin and ranger.
This hypothetical class would get a Fighting Style early on and get Extra Attack at 5th, but the paladin and ranger get that too, and they're not strictly better than a fighter.
The fighter gets a third and fourth attack, gets a nigh-unlimited well of healing, gets a full extra action on his turn 1/rest (and later more, IIRC), and so forth. These are all things that the other semi-fighters (paladin and ranger) give up in exchange for getting spellcasting and other abilities.
I'm just talking about the same exchange, just with an arcane spell list and differently-themed set of supplemental abilities.
Ah, I get you.
I wonder if that would render the Erdrich knight and arcane trickster archetypes redundant (or whether the chosen structure was just a legacy issue)?

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I wonder if that would render the Erdrich knight and arcane trickster archetypes redundant
Not really. The Eldritch Knight still gets Action Surge (and its eventual upgrade), Second Wind, and his 3rd and 4th attacks; none of which are shared by the ranger or paladin (or the hypothetical arcane version). Similarly, the Arcane Trickster still gets Expertise, lots of proficiencies, full Sneak Attack progression, and Cunning Action.

Steve Geddes |

It's not the ranger/paladin analog you're looking for, but The Sword Coast Adveturers Guide has a bladesinger arcane tradition, which is similar in concept (though has some specific flavor).
It's a wizard archetype with proficiency in light armour and any single one handed weapon, extra attack at sixth level and a blade song (?) limited use class feature which boosts AC,speed, concentration saves and stuff like that.
It's written as forgotten realms, elf-only but has the explicit "subject to DM modification" common in 5E.

Mordo |

houstonderek wrote:Garrett Guillotte wrote:houstonderek wrote:No, not even that. There's a list of things they refer to in the SRD, like magic item attunement rules, random property tables, and spells, that make parts of what they released unusable for players and publishers alike.Garrett Guillotte wrote:That they'll actually finish the 5E SRD?If you're hoping for a 3x type SRD, don't hold your breath. They're not making that mistake twice, I'm sure. The SRD is more for 3pp than letting cheapskates have most of the game for free.They expect you to actually own the books. Again, it's by design, it isn't meant to be a comprehensive rules database, it's an indication of what you're allowed to play with as a third party publisher.
They don't care if it's useful for players, that's what the books are for. They sell stuff, they're a business, not a gamer charity.
He's talking about it from a 3PP's perspective, not as a player wanting all the rules for free.
Attunement is referred to in the SRD but it isn't open content. That's a potential trap for 3PP who isn't careful or who skims the SRD and makes pretty reasonable assumptions. That link shows other examples too.
A 3PP that wants to create a magic item that requires attunement, they only need to say so, no needs to have the SRD explaining how it works, it's already in the DMG.

SmiloDan RPG Superstar 2012 Top 32 |
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Steve Geddes wrote:If you could build a multi-attacking fighter with spells, don't you run the risk that it will end up strictly better than a multi-attacking fighter?I'm not talking about adding spells on top of everything the fighter has; I'm talking about a blend that's similar to the paladin and ranger.
This hypothetical class would get a Fighting Style early on and get Extra Attack at 5th, but the paladin and ranger get that too, and they're not strictly better than a fighter.
The fighter gets a third and fourth attack, gets a nigh-unlimited well of healing, gets a full extra action on his turn 1/rest (and later more, IIRC), and so forth. These are all things that the other semi-fighters (paladin and ranger) give up in exchange for getting spellcasting and other abilities.
I'm just talking about the same exchange, just with an arcane spell list and differently-themed set of supplemental abilities.
Here is a little something I put together a while back.
MAGUS
The magus combines fighting prowess with sorcerous talent to excel in combat.
LEVEL FEATURES
1. Cantrips, Spell Combat
2. Font of Magic, Spellcasting, Spellstrike
3. Magus Archetype
4. Ability Score Improvement
5. Extra Attack
6. Magus Arcana
7. Archetype Feature
8. Ability Score Improvement
9. -
10. Magus Arcana
11. Archetype Feature
12. Ability Score Improvement
13. -
14. Magus Arcana
15. Archetype Feature
16. Ability Score Improvement
17. -
18. Magus Arcana
19. Ability Score Improvement
20. True Magus
CLASS FEATURES
HIT POINTS
Hit Dice: 1d8 per magus level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magus level after 1st
PROFICIENCIES
Armor: Light and medium armor
Weapons: Simple and martial weapons
Tools: none
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, or Investigation
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword or (b) any martial weapon
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) any simple weapon or (b) two daggers.
(a) Leather armor or (b) or scale armor
CANTRIPS
At 1st level you know two cantrips of your choice from the magus spell list. You learn an additional cantrip at 5th level, 9th level, 13th level, and 17th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated study and memorization. You use the paladin spell slots per day table. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
SPELL COMBAT
At 1st level you learn to combine weapon attacks and spellcasting. Whenever you use the Attack action with a one-handed melee weapon and your other hand is empty or holding an arcane focus, you may use a bonus action to cast a cantrip.
FONT OF MAGIC
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magic effects.
Sorcery Points
You have a number of sorcery points equal to your magus level. You can never have more sorcery points than your magus level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
CREATING SPELL SLOTS
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
SPELLCASTING
Spellbook
At 2nd level, you have a spellbook containing 4 1st-level magus spells of your choice.
Preparing Spells
You prepare the list of magus spells that are available for you to cast. To do so, choose a number of magus spells from your spellbook equal to your Intelligence modifier + ½ your magus level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You use the paladin spells per day table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of magus spells requires time spent studying your spellbook and memorizing magical formulas and complex gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Ritual Casting
You can cast a magus spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Learning Spells of 1st Level and Higher
Each time you gain a magus level, you can add one magus spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. You can also add wizard spells to your magus spellbook if the spell is on both the magus spell list and the wizard spell list.
SPELLSTRIKE
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of making the spell attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. The magus can make this attack in concert with spell combat.
ARCHETYPE
At 3rd level, you focus on one of the following magus archetypes: the Aegis, the Arcane Archer, the Duskblade, the Kensai, the Myrmidon, the Spellthief, or the Witchblade, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
MAGUS ARCANA
You learn arcane secrets tailored to your specific way of blending martial puissance and magical skill. Starting at 6th level, you gain one magus arcana. You gain an additional magus arcana for every four levels of magus attained after 6th level. Unless specifically noted in a magus arcana’s description, you cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
TRUE MAGUS
At 20th level, when you hit an opponent with a weapon attack, it suffers disadvantage on the saving throw on the next spell you cast on it. When you target an opponent with a spell, you gain advantage on the next attack roll you make against it. You have advantage on Constitution saving throws made to maintain Concentration on spells.
ARCHETYPES
[spoiler=AEGIS]
AEGIS
The Aegis focuses on protecting his allies and himself with his arcane talents.
Bonus Proficiencies
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Protection Fighting Style. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Arcane Shield
You gain the ability to enchant your shield. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your shield grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast shield, you can spend 1 sorcery point and increase the bonus to your AC the shield spell grants by an amount equal to your proficiency bonus.
AEGIS SPELLS
Aegis Level Spells
3rd hellish rebuke, shield
5th aid, warding bond
9th counterspell, protection from energy
13th deathward, fireshield
17th circle of power, wall of force
Shield of Protection
At 7th level, when you use your Protection Fighting Style, you may spend 1 sorcery point to add your proficiency bonus to your ally’s AC. If the attack against your ally is successful, your ally gains resistance to the damage from that attack.
Saving Shield
At 11th level, while you can use your reaction to grant an adjacent ally advantage on a saving throw. You may spend 1 sorcery point to add your proficiency bonus to your ally’s saving throw. Your ally gains resistance to any damage from that attack. You must be wielding a shield.
Deflecting Shield
At 15th level, when you succeed on a saving throw, you can use your reaction to spend 1 sorcery point and redirect the effect back to its source. When a melee attack misses you, you can use your reaction to make a Shove attack against your opponent. You must be wielding a shield.
ARCANE ARCHER
Fighting Style
You gain the Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.
Imbue Arrow
You learn to combine ranged weapon attacks and spellcasting. Whenever you use the Attack action with a ranged weapon, you may use a bonus action to cast a spell from the magus spell list and imbue the ranged weapon or its ammunition with that spell. The spell originates from where the ranged weapon or its ammunition lands. A creature struck by the ranged weapon or its ammunition imbued with a spell has disadvantage on the spell’s saving throw. If you choose, your ranged weapon or its ammunition causes no damage when you imbue it with a spell.
Arcane Arrow
You gain the ability to enchant your ranged weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your ranged weapon, or any ammunition it fires, is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons and has its range doubled.
ARCANE ARCHER SPELLS
Arcane Archer Level Spells
3rd hail of thorns, thunderwave
5th cordon of arrows, shatter
9th conjure barrage, lightning arrow
13th blight, confusion
17th conjure volley, swift quiver
Storm Bow
At 7th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, does an additional 1d6 points of lightning or thunder damage.
Seeker Arrow
At 11th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, ignores cover (but not full cover) and even alters its path to avoid obstacles, including going around corners, until it reaches the limits of its range or reaches its target.
Phase Arrow
At 15th level, when you use your Arcane Arrow ability, you gain advantage on your attack rolls.
DUSKBLADE
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Duelist Fighting Style. When you wield a melee weapon in one hand and wield no other weapons, you add +2 to your weapon damage.
Arcane Weapon
You gain the ability to enchant your melee weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your melee weapon is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons. As a bonus action, you can make an attack with your arcane weapon and add twice your proficiency bonus to the attack roll (and damage roll if you hit), but this ends the duration of your Arcane Weapon ability.
DUSKBLADE SPELLS
Duskblade Level Spells
3rd burning hands, chromatic orb
5th misty step, scorching ray
9th elemental weapon, haste
13th dimension door, wall of fire
17th Bigby’s hand, cone of cold
Improved Spell Combat
At 7th level, your ability to combine weapon attacks and spellcasting improves. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make a single melee attack with a one-handed or light weapon.
Greater Spell Combat
At 11th level, your ability to combine weapon attacks and spellcasting becomes greater. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make two melee attacks with a one-handed or light weapon.
Spell of Opportunity
At 15th level, whenever you are able to make an opportunity attack, you can choose to target the creature with a casting time of one action, one bonus action, or one reaction.
KENSAI
Unarmored Defense
At 3rd level, when you are not wearing any armor or using a shield, your AC = 10 + your Dexterity modifier + your Intelligence modifier.
Improved Unarmed Strike
At 3rd level, your unarmed strikes do 1d4 points of damage. At 9th level, your unarmed strikes do 1d6 points of damage. At 15th level, your unarmed strikes do 1d8 points of damage. You may use your choice of Strength or Dexterity when making unarmed strikes.
Flurry of Blows
At 3rd level, when you take the Attack action, you can use your bonus action to make an unarmed strike. You can spend 1 sorcery point and make 2 unarmed strikes as part of your bonus action.
KENSAI SPELLS
Kensai Level Spells
3rd expeditious retreat, jump
5th enhance ability, spider climb
9th fly, haste
13th dimension door, freedom of movement
17th Bigby’s hand, telekinesis
Iaijutsu
At 7th level, you have advantage on initiative rolls. You may spend 1 sorcery point to add your proficiency bonus and your Intelligence modifier to an initiative roll.
Perfect Strike
At 11th level, you can spend 1 sorcery point when you hit with an unarmed strike and choose to cause maximum damage instead of rolling for damage.
Iaijutsu Focus
At 15th level, When you attack an opponent during a surprise round or before your opponent has taken any actions in combat, you add your Intelligence bonus to your attack and damage rolls.
MYRMIDON
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.
Arcane Armor
You gain the ability to enchant your armor. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your armor grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast mage armor or shield of faith, you can spend 1 sorcery point and increase the bonus to your AC the spell grants by an amount equal to your proficiency bonus.
MYRMIDON SPELLS
Myrmidon Level Spells
3rd armor of agathys, shield of faith
5th blur, enlarge/reduce
9th crusader’s mantle, protection from energy
13th fire shield, stoneskin
17th insect plague, telekinesis
Uncanny Dodge
At 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You can spend 2 sorcery points to negate the damage.
Battle Mind
At 11th level, you can maintain Concentration on a number of spells equal to half your proficiency bonus. You must be the sole target of these spells. You can spend 1 sorcery point to double your proficiency bonus on Constitution saving throws to maintain Concentration.
War Magic
At 15th level, you can use your reaction to spend 1 sorcery point to give yourself advantage on saving throws until the end of your next turn.
SPELLTHIEF
Bonus Proficiencies
You gain proficiency in one of the following skills: Deception, Sleight of Hand, Stealth.
You gain proficiency in one of the following tools: disguise kit, poisoner’s kit, or thieves’ tools.
Fighting Style
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Steal Spell
When you hit a spellcaster with two different weapons during the same round, you can use your reaction to force the spellcaster to make a Charisma saving throw. If the spellcaster fails, you steal one of its spells. Make an Intelligence (Arcana) skill check with a DC equal to the spellcaster’s spellcasting ability score. If you succeed, you learn all the spells currently prepared or known by the spellcaster; you may choose which spell to steal. If you fail, you steal a random spell of a random level (including cantrips). The highest level spell you can steal is equal to half your magus level (maximum 9th level).
When you steal a spell, you remove the selected spell from the target’s list of prepared spells or list of spells known until the next time the target prepares spells. You can cast the stolen spell once or choose to expend the stolen spell to cast a spell you have prepared of the same or lower level of the stolen spell. When you cast a stolen spell, you use your own spell saving DC or spell attack bonus, if applicable.
You can maintain a number of stolen spell levels equal to your magus level at any given time. You can choose to lose a spell in order to make room to steal a new spell; losing a spell requires no action.
SPELLTHIEF SPELLS
Myrmidon Level Spells
3rd charm person, disguise self
5th invisibility, pass without trace
9th major image, slow
13th greater invisibility, phantasmal killer
17th seeming, telekinesis
Steal Resistance
At 7th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its resistance against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of resistance the creature has; you may choose which resistance to steal. If you fail, you steal a random resistance from the creature.
When you steal a creature’s resistance, you gain resistance to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that resistance until it finishes a long rest.
You can maintain a number of resistances equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a resistance in order to steal a different resistance; losing a resistance requires no action.
Steal Spell Resistance
At 11th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its spell resistance.
When you steal a creature’s spell resistance, you gain spell resistance until you finish a long rest or you choose to lower it; the creature loses its spell resistance until it finishes a long rest.
Steal Immunity
At 15th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its immunity against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of immunity the creature has; you may choose which immunity to steal. If you fail, you steal a random immunity from the creature.
When you steal a creature’s immunity, you gain immunity to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that immunity until it finishes a long rest.
You can maintain a number of immunities equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a immunity in order to steal a different immunity; losing an immunity requires no action.
WITCHBLADE
Fighting Style
When you select the Witchblade archetype you gain the Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Witchblade’s Curse
At 3rd level, you can use your reaction to spend 1 sorcery point and grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent.
WITCHBLADE SPELLS
Witchblade Level Spells
3rd hex, witchbolt
5th blindness/deafness, crown of madness
9th bestow curse, vampiric touch
13th confusion, Evard’s black tentacles
17th contagion, hold monster
Jinx
At 7th level, you can use your reaction to grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent, and your opponent must be able to see or hear you.
Steal Luck
At 11th level, when you use your Jinx ability, you gain inspiration.
Horrid Jinx
At 15th level, when you use your Jinx ability, your opponent subtracts your proficiency bonus from its affected rolls. When you use the inspiration gain from your Steal Luck ability, you add your proficiency to the affected rolls.
MAGUS ARCANA
Accurate Strike
You can spend 1 sorcery point as a bonus action and you double your proficiency bonus on your attack rolls until the beginning of your next turn.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day wen you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your magus level (rounded up), and none of the spell slots can be of a level that you cannot cast.
For example, if you’re a 6th-level magus, you can recover up to three levels of spell slots. You can recover either a 2nd level slot and a 1st level slot, or three 1st level slots, but you could not recover a 3rd level slot because your highest level spell slot is 2nd.
Arcane Smite
Prerequisite: Charisma 13+
You add a number of paladin spells equal to your proficiency bonus to your spellbook. These paladin spells must have the word “Smite” in its title and be of a spell level you can cast. When your proficiency bonus increases, you may add an additional paladin spell to your spellbook.
Arcane Tradition
Select one school of magic. You gain the Arcane Tradition abilities of the selected school of magic as if you were a wizard of the same level as your magus level.
Bonus Feat
You gain one of the following feats. You must meet any prerequisites of the selected feat.
Elemental Adept, Mage Slayer, Magic Initiate, Ritual Caster, Spell Sniper, or War Caster.
An Aegis may select Shield Master, an Arcane Archer may select Sharp Shooter, Duskblade may select Defensive Duelist, a Kensai may select Grappler, a Myrmidon may select Heavy Armor Master, a Spellthief may select Dual Weapon Wielding, and a Witchblade may select Great Weapon Mastery.
Critical Strike
When you score a critical hit with a melee weapon, you can use your reaction to cast a spell that targets the opponent you scored the critical hit against.
Dispelling Strike
You can spend 1 sorcery point as a bonus action to imbue your weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a dispel magic with a spell slot equal to half your magus level. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Hasted Assault
You can spend 1 sorcery point as a bonus action and gain the benefits of haste on yourself for a number of rounds equal to your Intelligence modifier (minimum 1 round).
Maneuver Mastery
You add double your proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks made to grapple or shove an opponent. You may spend 1 sorcery point as a bonus action to add your Intelligence modifier on Strength (Athletics) and Dexterity (Acrobatics) checks until the beginning of your next turn.
Metamagic
You gain one Metamagic option as described in the sorcerer class. You may select this Magus Arcana multiple times. Each time you do, you must select a different kind of Metamagic option.
Prescient Defense
You can spend 1 sorcery point and use your reaction to Dodge until the end of your next turn.
Shining Blade
You add the following spells to your magus spellbook: dancing lights, light, faerie fire, guiding bolt, moonbeam, daylight, flame strike.
Tactical Striker
You use your Intelligence modifier in place of your Strength modifier or Dexterity modifier when you make attack and damage rolls with melee or ranged weapon attacks.
Wand Wielder
When you use your action to use a wand, you may use your bonus action to do one of the following: make a single melee attack, cast a cantrip, or use a different wand.
MAGUS SPELL LIST
Cantrips (0 level)
acid splash, blade ward, chill touch, dancing lights, fire bolt, light, mage hand, minor image, poison spray, prestidigitation, ray of frost, resistance, sacred flame, shillelagh, shocking grasp, thorn whip, true strike
1st Level
burning hands, chromatic orb, color spray, detect magic, expeditious retreat, feather fall, grease, heroism, identify, jump, magic missile, ray of sickness, shield, silent image, sleep, thunderwave, unseen servant, witch bolt.
2nd Level
alter self, blur, darkness, darkvision, enhance ability, enlarge/reduce , flaming sphere, glitterdust, gust of wind, invisibility, levitate, Melf’s acid arrow, magic weapon, mirror image, misty step, pyrotechnics, ray of enfeeblement, scorching ray, see invisibility, shatter, spider climb, web
3rd Level
blink, counterspell, crusader’s mantle, dispel magic, elemental weapon, fireball, fly, gaseous form, haste, lightning bolt, major image, phantom steed, protection from energy, sleet storm, slow, stinking cloud, vampiric touch, water breathing, wind wall.
4th Level
dimension door, Evard’s black tentacles, fire shield, greater invisibility, ice storm, phantasmal killer, polymorph, stoneskin, wall of fire
5th Level
Bigby’s hand, cloudkill, cone of cold, telekinesis, wall of force, wall of stone

Steve Geddes |
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Steve Geddes wrote:A 3PP that wants to create a magic item that requires attunement, they only need to say so, no needs to have the SRD explaining how it works, it's already in the DMG.houstonderek wrote:Garrett Guillotte wrote:houstonderek wrote:No, not even that. There's a list of things they refer to in the SRD, like magic item attunement rules, random property tables, and spells, that make parts of what they released unusable for players and publishers alike.Garrett Guillotte wrote:That they'll actually finish the 5E SRD?If you're hoping for a 3x type SRD, don't hold your breath. They're not making that mistake twice, I'm sure. The SRD is more for 3pp than letting cheapskates have most of the game for free.They expect you to actually own the books. Again, it's by design, it isn't meant to be a comprehensive rules database, it's an indication of what you're allowed to play with as a third party publisher.
They don't care if it's useful for players, that's what the books are for. They sell stuff, they're a business, not a gamer charity.
He's talking about it from a 3PP's perspective, not as a player wanting all the rules for free.
Attunement is referred to in the SRD but it isn't open content. That's a potential trap for 3PP who isn't careful or who skims the SRD and makes pretty reasonable assumptions. That link shows other examples too.
Sure - you're not forced to use it (and no doubt simply referencing it is probably fine, even though it isn't open content).
The point is that since there is a whole bunch of content mentioned in the SRD which is not Open Content, a publisher might mistakenly cite something which is in fact not part of the OGL.
If you're careful it won't be a problem - my only comment was that "You're not getting the books for free, the SRD is for publishers" misses the point Garrett raised. He wasn't asking for the rules for free, he was indicating several instances where a reading of the SRD could reasonably lead one astray about what is open content.

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houstonderek wrote:Garrett Guillotte wrote:houstonderek wrote:No, not even that. There's a list of things they refer to in the SRD, like magic item attunement rules, random property tables, and spells, that make parts of what they released unusable for players and publishers alike.Garrett Guillotte wrote:That they'll actually finish the 5E SRD?If you're hoping for a 3x type SRD, don't hold your breath. They're not making that mistake twice, I'm sure. The SRD is more for 3pp than letting cheapskates have most of the game for free.They expect you to actually own the books. Again, it's by design, it isn't meant to be a comprehensive rules database, it's an indication of what you're allowed to play with as a third party publisher.
They don't care if it's useful for players, that's what the books are for. They sell stuff, they're a business, not a gamer charity.
He's talking about it from a 3PP's perspective, not as a player wanting all the rules for free.
Attunement is referred to in the SRD but it isn't open content. That's a potential trap for 3PP who isn't careful or who skims the SRD and makes pretty reasonable assumptions. That link shows other examples too.
I'm sure WotC has a phone. And a way to find the number for that phone. If it's that important, you can dial ten digits and have an answer. I think e-mail is a thing, too.
Effort, it pays off. Especially if you're trying to publish something to make $$$.

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1 person marked this as a favorite. |

Are we so entitled in 2016 that it's an imposition to just ask the publisher if something is ok?
Seriously, if you're trying to publish and make money, the onus is on you to figure out what's allowed, and ask questions before you do something. WotC is being nice and letting people play in their sandbox. If their mistakes are too much to handle, make up your own game rules and publish them.

Hitdice |

Isn't this one of those situations where the magic item format, including the word attunement, or more accurately the phrase "(requires attunement)" is open content, but the description of how attunement functions mechanically is not? I guess my point is that you don't have to be particularly careful, you just have to be careful about the difference between open content and product identity if you're going to publish 3pp, full stop.
Edit ninja'd by HD; that'll teach me to go get a cup of coffee halfway through composing my answer.

thejeff |
Are we so entitled in 2016 that it's an imposition to just ask the publisher if something is ok?
Seriously, if you're trying to publish and make money, the onus is on you to figure out what's allowed, and ask questions before you do something. WotC is being nice and letting people play in their sandbox. If their mistakes are too much to handle, make up your own game rules and publish them.
Asking the publisher is probably not as simple as calling WotC up on the phone. A simple verbal "Yes" or "no" from whoever answers isn't going to be legally binding.
That's not how big companies work. If you want any answer beyond "look at the SRD and the OGL", you're going to have to get lawyers involved and it's probably not worth it to them to spend the time on you unless there's money involved. Maybe if you're a major player who has a working relationship with them already.

Hitdice |

SmiloDan wrote:I really need to look into that DM's Guild.Yes, yes you do. I know an editor and layout person who might be able to help.
Keep in mind that you can still publish OGL 5e supplements without the DM's Guild, and might have to in some cases. I don't think the 3.5 Duskblade was ever open content, so it would have to be on the DM's Guild, whereas a 5e version of the Pathfinder Magus might cause a lot of IP issues, given the ownership and republication rights WotC claims for DM's Guild published material.
. . . Look, I never said it would be easy, I just said that you had know what you were doing with any SRD, 5e or not. :P

Steve Geddes |

Isn't this one of those situations where the magic item format, including the word attunement, or more accurately the phrase "(requires attunement)" is open content, but the description of how attunement functions mechanically is not? I guess my point is that you don't have to be particularly careful, you just have to be careful about the difference between open content and product identity if you're going to publish 3pp, full stop.
Absolutely - that's exactly what I mean by "being careful". Especially if you're used to using the 3.5 SRD and are now switching to the 5th edition SRD, since they seem quite similar, but the latter is much more limited in what has been ported over from the core books.
You see people confusing how the OGL works all the time (claims that "This bit is OGL, but that bit is copyright" being one common example). Personally, I'm very much of the view that if you're serious about publishing under the OGL you should invest in paying a lawyer to explain it all to you first. (I'll give anyone 10-1 that ringing Wizards of the Coast to ask them how it works is not going to bear anything more helpful than a link to the OGL and the SRD).

Steve Geddes |

Are we so entitled in 2016 that it's an imposition to just ask the publisher if something is ok?
Seriously, if you're trying to publish and make money, the onus is on you to figure out what's allowed, and ask questions before you do something. WotC is being nice and letting people play in their sandbox. If their mistakes are too much to handle, make up your own game rules and publish them.
I presume that was directed in response to me? If so, you've jumped rather prematurely to "OMG entitlement!" without actually understanding what I said.
If it was just some open question, then I agree with you broadl: I don't think one should expect to publish without effort. However, I very much doubt you're going to get any meaningful answer by "ringing the publisher".
I think the OGL was a great initiative by Wizards of the Coast, as are all the various SRD's (and the GSL, for that matter). I'm particularly enamored with the DMGuild innovation - I think that's even better, personally (although I doubt I'd go that route if I had dreams of becoming a professional publishing company).

thejeff |
Hitdice wrote:Isn't this one of those situations where the magic item format, including the word attunement, or more accurately the phrase "(requires attunement)" is open content, but the description of how attunement functions mechanically is not? I guess my point is that you don't have to be particularly careful, you just have to be careful about the difference between open content and product identity if you're going to publish 3pp, full stop.Absolutely - that's exactly what I mean by "being careful". Especially if you're used to using the 3.5 SRD and are now switching to the 5th edition SRD, since they seem quite similar, but the latter is much more limited in what has been ported over from the core books.
You see people confusing how the OGL works all the time (claims that "This bit is OGL, but that bit is copyright" being one common example). Personally, I'm very much of the view that if you're serious about publishing under the OGL you should invest in paying a lawyer to explain it all to you first. (I'll give anyone 10-1 that ringing Wizards of the Coast to ask them how it works is not going to bear anything more helpful than a link to the OGL and the SRD).
The problem is that the lawyer approach works well for anyone who actually wants to put a game publishing company together. For more amateur efforts it's a killer.
And one of the great things about the 3.5 SRD/OGL was that it worked well on both levels.

Steve Geddes |

I agree that there is a problem - although I'd say it's treating the new (5ESRD/OGL and DMGuild) paradigm like it's the same as the 3.5SRD/OGL paradigm.
In my view, Wizards of the Coast are offering the DMGuild for amateurs and the OGL for professional or at least semi-professional undertakings.
I think it's a moot point (since I'm not willing to provide examples) but I'm not so sure the 3.5SRD and OGL worked all that well for the casual user except by virtue of the fact that they're not very important - I have seen plenty of examples of "OGL" products which blatantly break the rules. Just because they were never pursued by WotC doesn't actually mean there's no problem - especially if their unlicensed work they think is OGL were to suddenly breakout into a huge success (with the spillover effects to anyone who has mistakenly cited it as 'open content').
Personally, I think consulting an IP lawyer is part and parcel of entering an IP license arrangement, even if you're not being charged a license fee. I accept that a lot of people don't share that view, but that's why I don't see "I can't use this without asking a lawyer" to be a problem.

Garrett Guillotte |

The rules in the 5E SRD provide enough content to do a lot of cool stuff. There's no lack of options, and no sense of entitlement to a fully open 5E system. Considering the sort of creative workarounds publishers were doing reproducing chunks of 5E from previously opened content before the SRD, there's not even any real need for the full system to be opened.
I genuinely just hope the next round of 5E content includes the fixes for the SRD that Mike Mearls already acknowledged so publishers can confidently build new protectable content for 5E on the SRD—the sort of content Mearls has also said, publicly and repeatedly, that he wants the SRD to enable.
I disagree with Steve about the DM Guild being aimed at amateurs, though. It's certainly drawn them, but Wizards would rather 3PPs use the Guild and share profits with them, particularly for setting-neutral content. DM Guild publishers can use and descriptively cite the full 5E rules, including content Wizards protected (intentionally or not) through its omission from the SRD. If you're a publisher making setting-neutral content right now, the Guild's compelling, and publishers like Kobold Press are already taking advantage of it.
But for publishers like Cubicle 7, who're making big, high-profile OGL 5E projects with a licensed setting, having a clear, internally complete, consistent, unambiguous SRD is extremely valuable.