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.


Typos happen. More so on the phone.
Typos happen. More so on the phone.
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