Dev Stream Summation

TomReneth
Level 14
5 months ago (edited)

Edit: Someone already did a thourough job on reddit: https://www.reddit.com/r/CrownOfTheMagister/comments/127zdht/confirmed_in_live_twitch_new_dlc_race_and_class/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button

A thread for summarizing what we saw in the dev stream ([Dev] Solasta Palace of Ice Community Stream - Twitch ). I'll begin by listing some of the high lvl subclass features I wrote down during the stream and add more when I have a chance to double check the stream. Some details might be off before I can check the stream. I'm not writing down any SRD classes unless they're different from tabletop unless or I feel I want to comment on something, and several classes don't have anything new, like the Clerics. I'll add comments in italics

Ranger. New subclass feature at level 15 

Shadow Tamer: You are proficient with all saving throws when in dim light or darkness

Marksman: Extra Attack 2. You can make 1 more attack per turn as part of your attack action.

Swift Blade: When you take damage, you can use your reaction to become invisible. Long rest recharge?

Hunter: Choose between Uncanny Dodge (Rogue lvl 5 feature), Evasion (Rogue lvl 7 feature) or Stand Against the Tide. We do not have any word on how the last option will be implemented yes. In tabletop it lets you redirect melee attacks that miss you.

Paladin. New subclass feature at level 14

Judgment: When a creature damages you, you can use a reaction to deal psychic damage to them in return. Save for half?

Motherland: Immunity to fire. Reduce physical damage taken by 5. 

Tirmar: Bonus action attack againt shapeshifters or creatures with natural darkvision.

Fighter. new subclass feature at level 15

Commander: Automatically mark an enemy when you hit them. Marked enemies take (proficiency bonus) extra damage when they are hit. The mark can only deal damage once per turn. (So every character in the party should be able to deal the damage 1 time on their turn)

Spellblade: Increase movement by 3 cells on your current turn when you cast a spell. I wonder how this will stack with Expeditious Retreat on the turn we cast it. Assuming we start with 6 cells movement, are we getting (6+3)x2=18 or 6x2+3=15? Either way, we gotta go fast!

Mountaineer: Advantage on attack rolls against enemies you are flanking. Requires a shield. The text was broken, but I think the feature is basically enabling the optional flanking rules in 5e for the Mountaineer.

Champion: Now crits on 18-20. If you want to know how good this is, let's look at the difference it makes on a Greatsword, which has the best crits of all the base weapons. Crits on 20 means it is an average dmg increase of 0.35 per round. 19-20 means 0.7 average increase. 18-20 means 1.05 average increase. So you can expect to do +0.7 more dmg on average with a greatsword compared to another class with the same number of attacks. 

Druid. new subclass feature at level 14

Balance: Bonus Action. Give everyone, enemies and allies, advantage on attack rolls until the start of your next turn. Basically the Barbarian's Reckless Attack for everyone

Freedom: Permanently under Freedom of Movement. +1 movement speed.

Kindred Spirit: Bonus action to buff your spirit animal.

Land (homebrew replacement): Damaging an enemy with a spell can restrain them. 

Bard. New subclass feature at level 14

Heroism: Reaction to reduce an ally to 1 hp instead of 0. Once per short (?) rest.

Tradition: 1 free max rolled Bardic Inspiration per short (?) rest.

Hope: Sing a song to give party members damage resistance (50%) and advantage on all saves until the start of your next turn. Song can end if you fail a concentration check when you take damage. I don't remember if it said it takes concentration or if it just uses concentration mechanics to let enemies interfere. Either way, this is insanely strong and anyone who played the Throne of Bhaal might recognize this as being similar to the Enhanced Bard Song. If it doesn't interfere with your regular concentration, it goes from strong to potentially busted.

Lore (homebrew replacement): You can use Bardic Inspiration on yourself.

Barbarian. New subclass feature at level 14

Claw: Fear on hit while raging. Once per turn?

Stone: Add proficiency to melee damage. While raging?

Mage Slayer: Dispel Magic as an action while raging. 

Rogue. New subclass feature at level 13

Darkweaver: Bonus action to become invisible when out of sight. And in darkness?

Shadowcaster: Sneak Attack damage on spells that target armor class. Spells or spells+cantrips? Probably the latter.

Hoodlum: Bonus action to blind enemy. Pocket sand!

Sorcerer. New subclass feature at level 14

Draconic: Wings! Depending on implementation, this means Draconic sorcs might have permanent flying speed. Very useful on a spellcaster.

Mana Painter: Restore 5 HP per sorcery point spent.

Child of the Rift: Feature not implemented in stream version of the game.

Haunted Soul: Regain sorcery point when killing creatures with a spell. Not cantrips.

Warlock. New subclass feature at level 14

Hive: Advantage on saving throws against magic and magical effects. Unsure what is going to be covered here, since it is clearly meant to cover more than spells.

Tree: +2 AC. Always half cover (+2 AC. Total +4) against ranged attacks.

Timekeeper: Feature not implemented in stream version of the game.

Wizard. New subclass feature at level 14

Shock Arcanist: Bonus Action. Make a constitution save and take xd6 psychic damage on a failed save, or half on a successful one. Until the end of your turn, all damage from spells is rolled at its maximum damage. For example, a 3rd lvl Fireball goes from dealing 8d6 damage (28 avg) to 48 damage (max roll)

Loremaster: You get one more spellslot for spell level 1, 2, 3 and 4. You get 4 additional cantrips from any class and use intelligence for these cantrips. Loremaster look like they'll be pretty strong in Palace of Ice, between getting more spells per level up, being able to prepare more spells, have more spellslots and get even more cantrips. Not a lot of cantrips we really need, but more cantripsis always welcome. Spare the Dying, Guidance, Vicious Mockery and Eldritch Blast are decent options. 

Greenmage: Entangling Shot (lvl 6) now imposes disadvantage on saving throws in addition to restrain.

Court Mage: +1 target for Spell Shield. Incresead range for Spell Shield. This is absurdly strong. At level 14-16, Spell Shield gives 70-80 temporary hit points PER TARGET and advantage on saving throws against magic. This means Court Mages now provide 210-240 temporary hit points per Spell Shield charge. Since we have 2 of them, that's 420-480 temporary hit points per long rest.




Typos happen. More so on the phone.

5 months ago

Champion: Now crits on 18-20. If you want to know how good this is, let's look at the difference it makes on a Greatsword, which has the best crits of all the base weapons. Crits on 20 means it is an average dmg increase of 0.35 per round. 19-20 means 0.7 average increase. 18-20 means 1.05 average increase. So you can expect to do +0.7 more dmg on average with a greatsword compared to another class with the same number of attacks. 

Well done for this example! I have noticed when people are busy complaining how bad the Champion is, they almost always assume they are using sword and board, when they are mechanically much better with a greatsword (or maul). It also stacks with Great Weapon fighting style.

TomReneth
Level 14
5 months ago (edited)

Champion: Now crits on 18-20. If you want to know how good this is, let's look at the difference it makes on a Greatsword, which has the best crits of all the base weapons. Crits on 20 means it is an average dmg increase of 0.35 per round. 19-20 means 0.7 average increase. 18-20 means 1.05 average increase. So you can expect to do +0.7 more dmg on average with a greatsword compared to another class with the same number of attacks. 

Well done for this example! I have noticed when people are busy complaining how bad the Champion is, they almost always assume they are using sword and board, when they are mechanically much better with a greatsword (or maul). It also stacks with Great Weapon fighting style.

Champions are awful though. 0.35 dmg per attack at lvl 3, and another 0.35 at lvl 15.  Slightly higher on the best weapons in Solasta.

Edit: Great Weapon Style is, IIRC, 1.33 DPR increase on avg for 2d6. So that's roughly 0,0665 dpr on crits, or 0.1995 for lvl 15 Champions.

So  a Great Weapon Style Champion at lvl 15 usibg a greatsword gets roughly 0,9 dmg from the increaded crit chance per attack.

For reference, Colossus Slayer (also a lvl 3 feature) gives roughly 3.2 (1 attack), 4.2 (2 attacks) and 4.6 (3 attacks) DPR if you account for crits and the adjusted accuracy on once-per-turn effects. And Hunters are pretty average as far as Rangers go. 


Typos happen. More so on the phone.

Thaladar
Level 10
5 months ago

I also updated the class pages on the Fandom Wiki with the high level class features.

Thaladar
Level 10
5 months ago

Spellblade: Increase movement by 3 cells on your current turn when you cast a spell. I wonder how this will stack with Expeditious Retreat on the turn we cast it. Assuming we start with 6 cells movement, are we getting (6+3)x2=18 or 6x2+3=15? Either way, we gotta go fast!

Dash doubles your movement including any bonuses. So, it should be 18 cells. But you won't get the +3 movement bonus *until* you cast a spell, so it matters when they do the calculation for movement bonuses.

TomReneth
Level 14
5 months ago

Spellblade: Increase movement by 3 cells on your current turn when you cast a spell. I wonder how this will stack with Expeditious Retreat on the turn we cast it. Assuming we start with 6 cells movement, are we getting (6+3)x2=18 or 6x2+3=15? Either way, we gotta go fast!

Dash doubles your movement including any bonuses. So, it should be 18 cells. But you won't get the +3 movement bonus *until* you cast a spell, so it matters when they do the calculation for movement bonuses.

I would rule 18 at my table, but there's no guarantee for how it has been implemented. 


I also updated the class pages on the Fandom Wiki with the high level class features.

Nice. I was going to look into that if no one else had when easter holidays begin for us, so you saved me some work =) 


Typos happen. More so on the phone.

dfyoly
Visitor
5 months ago
so great
sandeechik
Visitor
5 months ago (edited)

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Birbin
Level 6
4 months ago

Rock gnomes have useless perks, they could skip them entirely and use a single gnome race with the shadow gnome additions.

That annoying bee cantrip is useless, it would be better to choose an illusion cantrip.

Tieflings will be good. 

bekeanloinse
Visitor
4 months ago (edited)

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paxtonleiny
Visitor
3 months ago (edited)

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Esmiranda23
Visitor
3 months ago (edited)

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MeanJim
Level 8
3 months ago

Maraike! What's with the spam replies in here?  I reported them, but I think I accidentally reported a legit reply, but it has a quoted reply with a spam link in it.

jeffreestar
Level 1
1 month ago (edited)

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jannick
Level 1
1 month ago (edited)

This post has been deleted.

orborneee
Visitor
1 week ago (edited)

This post has been deleted.