It’s been some time, hasn’t it?
Well, it has been about 9 months since I started writing this. That was around the time of the OGL kerfuffle (or probably around its end) and I wasn’t feeling it to be honest. I wasn’t sure if I wanted to put time into this after all that had happened. That, along with an insane increase in my workload, made me decide to put this on the back burner and wait for it. Well, the workload hasn’t decreased since and it doesn’t seem it will ever will. However, have slowly started getting used to it which has allowed me some time to play a few sessions of D&D and also think. At some point, I decided that I wanted to get at least the 3 core books that will be released for One D&D and decide whether I want to invest in the new edition like I have in 5th (as in get most – if not all – the official physical publications). I thought of my decision recently and I remembered that I was doing an analysis of the playtest. Maybe that will help me have a clearer picture of what I want to do.
So here we are. I am continuing from where I paused my analysis. I don’t know if it will provide any interesting insights to you, since there are documents that are half a year old, but at least it may prove to be entertaining. That’s because I have absolutely zero idea of what any of the 6 or so playtest documents that have been released after the ones I wrote an analysis for talk about. So, if you decide to read this, you may see me talk nonsense about how good something is that is removed from the playtest in a couple of documents.
Enjoy…I guess…?
Let me see, how am I supposed to do this? Oh, right!
This playtest document explicitly mentions that it contains material for the next version of the Player’s Handbook. Moreover, when the playtest of the Player’s Handbook reaches its end, we will move to the Dungeon Master’s Guide and the Monster Manual.
But let’s take a quick look at what we get before jumping into the analysis.
- The Druid and the Circle of the Moon
- The Paladin the Oath of Devotion
- Some revised Epic Boon Feats
- A few Spells
- Additions and revisions to the Glossary
Apart from the document itself, you can also watch two videos where Jeremy Crawford talks about the two Classes covered in this document. Now, we can move on to the actual content.
Druid
The initial lore text of the Druid is pretty much the same.
- Class Group. Priest
- Primary Ability. Wisdom
- Hit Dice. d8
- Saving Throws. Intelligence, Wisdom
- Skills. You can choose two among History, Insight, Medicine, Persuasion, and Religion, but the suggested ones are Persuasion and Religion
- Weapons. Simple Weapons. This is a slight change here. We get the full list of Simple Weapons available.
- Tools. Herbalism Kit. It makes sense to add this Tool Proficiency.
- Armor Training. Light Armor, Shields. Medium Armor Proficiency has been removed but also the whole constraint of not being able to use metal. I don’t really understand why Druids can’t use Medium Armor…
1st Level. Channel Nature
Clerics have Channel Divinity. Druids, now, have Channel Nature as their signature Feature. You start with two uses of Channel Nature at level 1 and you get more uses as you level up. They refresh with a Long Rest but you also get 1 use back with a Short Rest. Again, like Channel Divinity, you get various effects you can use, but they slowly become available as you level up. For now, at level 1 we get Wild Shape.
Wild Shape is a Magic Action. This is something we have seen in 5e’s Druid but it has changed. You can stay in your Wild Shape form for a number of hours equal to half your Druid level. The effect ends earlier if you get Incapacitated, die, or use a Bonus Action to transform back. A major change is that you don’t get to choose an animal stat block. Instead, what we get is a set of three statblocks representing Animals of the Land, the Sea, and the Sky. At level 1, only Animal of the Land is available.
A huge change is that you keep your hit points when Wild Shaping. Changing hit points was a major boon for the Druid’s previous version. I don’t think the three different forms have a lot of outstanding differences. As you’d expect, Land gets a Climbing Speed, Sea gets a Swim Speed, and Sky gets a Flying Speed. Moreover, you can still speak while transformed and that would make things funny.
Taking a quick look at the three different statblocks available, you can turn into a Small, Medium, or Large creature. Your creature type does not change though. Your Armor Class is boosted by your Wisdom, which also affects some of your stats depending on the animal you have chosen to turn into. All animals grant you Darkvision which, I guess, probably makes sense(?). Finally, all forms have multiattack but the Animal of the Land gets it after the 5th level for balance reasons.
I don’t mind most of the changes, to be honest. I like the idea of one statblock on which you can put any form you want. However, this still translates mostly to combat situations. Darkvision and Keen Senses aren’t enough to cover all three pillars. However, we will see if the pillars will change. Maybe you already know that but I don’t and hopefully I will find out as I go through the documents.
1st Level. Druidic
Druidic is a magical language that is understood only by Druids. You can leave hidden messages that other Druids can automatically uncover and read, while others would have to use magical means to decipher. This is a niche, but interesting, feature and I can see myself using it as a hook.
1st Level. Spellcasting
Spellcasting hasn’t changed from the previous document, I believe, therefore there’s nothing to talk about, really. Oh, and the Druid uses the Primal Spell List.
2nd Level. Nature’s Aid
This feature adds two more options for Channel Nature.
- Healing Blossoms sounds pretty cool, flavour wise, but it’s kinda meh. You can do a long-ish range heal centered on a sphere. The problem is with the amount of hitpoints you get to heal people for. That amount is calculated by rolling d4s equal to your Wisdom modifier. So with a Wisdom of 20 you get to heal an average of 13 hit points. That’s not really great. And it gets worse because not everyone in that sphere is healed for the amount your rolled but you get to distribute the healing among those people. I would have liked that if the amount of healing was acceptable. How much is considered acceptable? It’s not my job to figure that out but it’s definitely not an average of 13 hitpoints with maxed out Wisdom.
- Wild Companion basically gives you a Fey familiar for free, until you finish a long rest. Okay, I guess?
3rd Level. Druid Subclass
You get to enjoy subclass features at levels 3, 6, 10, and 14. We will check them out later.
4th Level. Feat
Feats are served at levels 4, 8, 12, 16, and 19.
5th Level. Might of the Land
This one adds Multiattack to the Animal of the Land form, as well as a climbing speed. I understand why Multiattack is not available before the 5th level. However, locking climbing speed feels weird. It’s not flying at level 1 so I can’t come up with anything game breaking.
7th Level. Aquatic Form
You now can use the Animal of the Sea form. Nothing is locked since you are level 7 now.
9th Level. Aerial Form
You now can use the Animal of the Sky form. You can fly now. At level 9. Yay.
11th Level. Tiny Critter
So, this one allows you to transform into a Tiny sized creature, which halves your damage. And you can do that for 10 minutes. I get the flavour part, and I like it. It even has some out of combat utility, which adds bonus points. But for some reason, there is a tiny voice in my head that tells me that it’s somehow lacking.
13th Level. Alternating Forms
I like this one. It allows you to switch between your normal form and your Wild Shape form using a Bonus Action. Doing this within a minute does not require you to expend another Wild Shape use. I like that a lot. It can be fun and very useful. You can return to your normal form, do some spellcasting, and then go back to your Wils Shape.
15th Level. Wild Resurgence
When you Wild Shape, you get a free Healing Blossoms with it. At first glance, it’s fine. The healing is bad but, at least, you don’t expend a Channel Nature. But then you start thinking when this can actually be useful. Because in order for you to get value out of it, you need to be in your normal form and at least a member of your party to need healing. But not enough healing that it would require you to cast a spell. Plus, if you are high on the initiative you may either have to hold back on using Wild Shape or just miss the healing.
17th Level. Beast Spells
This one kinda allows you to cast spells while in Wild Shape form. It has some restrictions, though, so Alternating Forms still makes sense to exist. I still prefer Alternating Forms because I find the whole transition from creature, to normal, and back to creature really funny.
18th Level. Archdruid
You replenish one use of Channel Nature when you roll initiative. That’s not bad. Also, you age more slowly. That’s more of a flavour thing but there is a small chance it could be useful.
20th Level. Epic Boon
We get a design note that says they understand that Epic Boons kinda sucked so they changed them a bit. Now it also gives an Ability Score Increase that allows you to go over 20 but not over 30. The Druid also gets the Epic Boon of Spell Recall. We will see what that does later.
I can’t say I am happy with the current state of the Druid. Healing Blossoms isn’t worth using and Wild Shape feels a bit weird to use when it has annoying limitations. But let’s take a look at the Circle of the Moon Druid Subclass. Maybe it can change my mind.
Circle of the Moon
Why change the flavour when it’s fine?
3rd Level. Combat Wild Shape
Combat Wild Shape is trying to add some more value to Wild Shape when used in combat.
- Abjuration Spells. You can cast Abjuration spells that don’t require material components while in Wild Shape. I think there are less than 15 Abjurations spells in the Primal Spell List and they either heal or give some sort of utility protection.
- Quick Attack. Use your Bonus Action for an Unarmed Strike. If I do my math right, then the fact that this is a nice increase in damage is quite silly.
- Swift Transformation. This one lets you use Wild Shape as a Bonus action. So you can cast a non-Abjuration spell and then go into Wild Shape. It’s not bad.
6th Level. Elemental Wild Shape
Whenever you Wild Shape you get to choose among Acid, Cold, Fire, Lightning, or Thunder. Then you get resistance to that element and you can also deal that type of damage instead of the damage type suggested by your Bestial Strike. This boosts your defence a bit, but also allows you to be useful damage wise when the enemies have resistance to non-magical damage.
10th Level. Elemental Strike
This one buffs the damage of Elemental Wild Shape a bit. At level 10 you add 1d6 of the elemental damage you have chosen and that gets buffed up to 2d6 at level 17. This is a feature I am happy with. It makes Wild Shape usable.
14th Level. Thousand Forms
This basically turns Alter Self into a cantrip for you.
Okay, if you count the Circle of the Moon features, the Druid from bad goes up to meh. The resistance and extra damage helps a lot but I don’t think that’s enough. I am curious to see how other subclasses will try to make the bad core of the Druid good. I think we are done with the Druid, at least for now. Time to move to the…
Paladin
I won’t stay at the flavour text at all for this one. I have a feeling it will be changed.
- Class Group. Priest
- Primary Ability. Strength, Charisma
- Hit Dice. d10
- Saving Throws. Wisdom, Charisma
- Skills. You can choose two among Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
- Weapons. Simple and Martial Weapons.
- Tools. Herbalism Kit. It makes sense to add this Tool Proficiency.
- Armor Training. Light Armor, Medium Armor, Heavy Armor, Shields. As it should be.
1st Level. Lay on Hands
This has been pretty much copied and pasted from the 5e Player’s Handbook. And why change it when it’s absolutely fine? The only change is that there is no option to cure disease. The poison part is there but only the disease part is missing. At this point (as in up to this document), I don’t think we have seen anything about diseases. So maybe that’s why.
1st Level. Spellcasting
It has been moved to level 1. We have seen this change again if I remember correctly, and I don’t mind it at all. Other than that, no changes to spellcasting.
2nd Level. Divine Smite
We have some interesting changes here. First of all, you can use Divine Smite when doing a weapon attack or an Unarmed Strike. The previous wording stated a melee weapon attack. I don’t mind this change. Paladins can shoot bows too, you know.
The next change is damage related. There is no maximum limit on how the damage die scale anymore. So there is a possibility to get 2 levels in Paladin and the rest in a spellcaster and do some pretty good Divine Smite damage with 9th level spell slots. Whether using a 9th level spell slot for a Divine Smite is something I will leave as a homework to you. Furthermore, Divine Smite no longer deals extra damage to Undead and Fiends. Boo I say, boo!
Finally, there is a restriction regarding the smiting frequency. You can use this one per turn and only if you didn’t also cast a spell on said turn. I have no issue with this because, if I read this correctly, you can do a smite of opportunity.
2nd Level. Fighting Style
This gives you a Fighting Style feat and also allows you to pick said feats whenever you can pick a feat. It suggests you take the Fighting Style: Defense feat, but nobody can stop you from picking anything you want. I used to find the Fighting Style restrictions silly so I support this change.
3rd Level. Channel Divinity
Channel Divinity works just like Channel Nature works for the Druids. This design decision can be discussed a lot, I think. Streamlining some mechanics and using them in various classes can result in them feeling the same, or giving a feeling of having fewer options. On the other hand, this could also allow the players to try different classes more easily. But let’s see what Channel Divinity offers.
Divine Sense. It has been upgraded! It only costs a Bonus Action now and it lasts for 10 minutes. And more importantly, it doesn’t care about cover anymore. This is much much better than the 5e version.
3rd Level. Paladin Subclass.
As usual, we get subclass features at levels 3, 6, 10, and 14.
4th Level. Feat
Get your feats at levels 4, 8, 12, 16, and 19.
5th Level. Extra Attack
Self explanatory. When you take the Attack Action you get to make two attacks.
5th Level. Faithful Steed
You get to cast Find Steed for free once per Long Rest. Also, it’s always prepared for free. I think I will have to get to the spell before I can have a better picture of whether this is good enough or not. Free spells are nice, though.
7th Level. Aura of Protection
I don’t think this has changed, other than the level you get it. You get a 10-foot aura that gives your friends a bonus to Saving Throws equal to your Charisma modifier. The aura can’t pass through total cover. The part about the aura extending to 30 feet isn’t here because it’s in a later feature. Oh, and you can’t stack Auras. That would be silly.
9th Level. Abjure Foes
I think that’s a new thing. You need to use your Magic Action and a Channel Divinity use to do some debuffing. You get to choose a number of enemies equal to your Charisma modifier within 60 feet of you and they have to make a Wisdom Saving Throw. If they fail they get the Dazed and Frightened conditions for 1 minute or until they take damage. If they succeed, they are just Dazed. I like that you still get something out of it, even if they fail, because using this feature requires an investment in your Action and your Channel Divinity.
11th Level. Radiant Strikes
This simply adds 1d8 Radiant damage to your Simple or Martial weapon attacks. No other restrictions. Feel free to find ways to make as many attacks as possible.
13th Level. Aura of Courage
Your Aura of Protection also grants immunity to the Frightened condition. Now, here’s a clarification I really like. If an already Frightened ally gets into your aura, the condition is only suppressed. If they leave the aura before the duration of their condition ends then they are Frightened again. This creates an interesting situation about how you, and your allies, should move during combat.
15th Level. Restoring Touch
This probably comes from Cleansing Touch but it has been changed. Cleansing Touch had a number of uses per Long Rest. Now you need to use 5 Hit Points from your Lay on Hands pool. Moreover, the previous version could end one spell, while this one can remove a condition. These conditions are Blinded, Charmed, Dazed, Deafened, Frightened, Paralyzed, or Stunned. The change regarding the spell is probably because of how monsters will work. As for using Lay on Hands Hit Points, this means you will have to manage your pool really well.
17th Level. Aura Expansion
Remember when I mentioned the 30 feet aura expansion was moved to another feature? That’s the one. Your aura goes from 10 feet to 30 feet. That’s all.
20th Level. Epic Boon
This follows the new pattern. Ability Score Increase that can go above 20 and an Epic Boon Feat. For the Paladin, the suggested one is the Epic Boon of Truesight.
The Paladin looks much better designed than the Druid to me. I think it has the potential to do some good damage, as well as provide some support to their allies. Moreover, the feeling of streamlining is stronger on the Paladin, since a bunch of stuff with different numbers of uses have been moved to Lay on Hands.
Before moving to the subclass, we get a note on what happens when a Paladin breaks their Oath. An option is that they can try to seek forgiveness. This can be done looking for a priest or Paladin of their Order and ask them for help. Another option is for the player to work with the DM and get a different subclass or even a new class.
Oath of Devotion
I don’t think there are any changes to the flavour of this Oath, it may almost be copied from the 5e PHB.
3rd Level. Oath Spells
The list has changed somewhat but the idea is basically the same. Changing the Spell List isn’t that interesting. You know what’s interesting? That you get to cast a spell from this list for free once per Long Rest. And that’s cool.
3rd Level. Sacred Weapon
This is the Channel Divinity option of this Oath. The main difference between this version and 5e is that it now costs only a Bonus Action instead of an Action, which makes it not a bad option, to be honest. The rest of the feature is more or less the same. You buff your weapon for 1 minute, or until it leaves your hand, and that adds a bonus to your attack rolls equal to your Charisma modifier. It also lets you choose between dealing the weapon’s normal damage or Radiant damage. And it also generates some light for flavour, utility, and to inconvenience the party’s Rogue.
6th Level. Smite of Protection
This one upgrades your Divine Smite so that whenever you use it you give yourself, or an ally within 30 feet of you, some Temporary Hit Points. The number of Hit Points is equal to 1d8 + the level of the Spell Slot you used for the Smite. I am not going to protest about the amount of Temporary Hit Points because they were always meant to be not a lot, especially since they don’t stack. This feature is fine.
10th Level. Aura of Devotion
In the list of conditions your Aura of Protection protects you from, you can now add the Charmed condition. It works just like Aura of Courage works for the Frightened condition.
14th Level. Holy Nimbus
As a Bonus Action you get to overload your Aura for 1 minute. It deals Radiant damage equal to your Proficiency Bonus + your Charisma modifiers to enemies that start their turn in the Aura. Note how it doesn’t say anything about taking the damage the moment they move into the Aura. Furthermore, the light inside the radius of your Aura is considered sunlight.
This was an existing feature that has been changed a bit. It used to be a level 20 feature. Also, you could use it only once per Long Rest. Now you get to use it again, as long as you expend a Spell Slot of level 4 or higher. The damage used to be a flat 10, which was probably more than the damage you will get to deal now. Finally, you used to get advantage against spells casts by fiends or undead but that’s gone. This is the second time we miss a mechanical part about fiends and undead, without not even counting the Turn the Unholy part.
Overall, I am fine with this Oath. You get to deal some nice damage and protect your friend. Again, how you position yourself during combat will be really important. Is this going to affect the style of play, moving away from theater of the mind to a more grid based approach. Maybe something that would suit a VTT better, perhaps?
Character Feats
I had to go check out the previous analysis and see which feats were added then. They are the same but they have been boosted a bit. There’s even a not regarding how they were a bit disappointing and not that much epic.
Epic Boon of Fate. Requires your class to be a Mage or a Priest. It increases your Intelligence, Wisdom, or Charisma by 1, but doesn’t go over 30. This increase is on top of the +2 you get from the 20th level class feature. I am a bit confused here (maybe it’s because I am writing this part at night after a hard work day). The wording has changed so that you can use this feat when someone FAILS a d20 Test. That’s fine. You get to roll 2d4 instead of 1d10. That’s fine as well. You can apply the result as a bonus OR A PENALTY to the roll. I can’t come up with a reason why you need to add a penalty to an already failed roll. Maybe that’s a pro strat or something. Finally, you get more uses out of this between Long Rests. Yeah, this has been buffed. Is it epic? I don’t know. Is it cool? Yes, it is.
Epic Boon of Spell Recall. Requires your class to be a Mage or a Priest. It increases your Intelligence, Wisdom, or Charisma by 1, but doesn’t go over 30. This one used to give you a free spell (up to level 5) once per Long Rest. Now, whenever you cast a spell with a Spell Slot of level 1, 2, 3, or 4 you get to roll a d4. If the roll matches the Spell Slot level, then the spell is free. Is it epic? It’s getting there. Do I love it? yes, I do! I love rolling dice. And if rolling dice gives me a 25% chance to get a free spell then that’s even better.
Epic Boon of Truesight. Requires your class to be a Priest. It increases your Intelligence, Wisdom, or Charisma by 1, but doesn’t go over 30. You get 60 feet of Truesight. No duration. No requirements. That’s a nice Epic Boon. When that came out for the first time, I said it was epic. I guess the design team agrees because the only change is the ability score increase.
Spells
Okay, let’s take a look at some spells.
Banishing Smite. This is now a Conjuration spell, instead of an Abjuration one. It costs a Bonus Action to cast but, and this is important, it can be cast only immediately after hitting a creature with a weapon or an Unarmed Strike. That’s important because it basically doesn’t let you do a Divine Smite on your turn if you want to do this. But wait, there’s more. This is not a concentration spell anymore. I believe that’s really big.
Furthermore, the condition to banishing stuff has changed. It used to be if the target gets reduced to below 50 hit points you get to banish them. Now, whenever you use this they must make a Charisma Saving Throw, or be banished temporarily on a harmless plane. However, if they get banished for 1 minute and they are an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, they are catapulted back to their native plane. Oh, and at the end of each of their turns, they can try making that Saving Throw again.
Moreover, while the damage remains 5d10 Force, you can buff it if you use higher level Spell Slots.
Blinding Smite. It has been changed from an Evocation Spell to a Transmutation one. Other than that, it follows the same pattern of changes with Banishing Smite. You cast it right after hitting, it does not require concentration, and it can be buffed with higher level Spell Slots.
Find Familiar. This has been worked a bit. In general, it works kinda the same but it has been standardized. We get a stat block that works like the Druid’s Wild Shape options.
Find Steed. It has been reworked similarly to the Find Familiar spell. We get a statblock and, based on the Spell Slot and the creature type you choose, you get a mount that can do some cool t things. If you use a 4th level Spell Slot, your mount can fly, Fey mounts have a teleport, Fiends frighten your enemies, and Celestials heal you. Moreover, if you get healed near your mount, it gets healed as well. I like how this works now, to be honest.
Glimmering Smite. Hey, that’s a new spell. It’s a 2nd level Transmutation and deals 2d6 damage. If the target is invisible, the effect ends and they also radiate bright light giving advantage to attacks against them. That’s a really good spell because of the advantage it gives without a Saving Throw. And that’s why this Smite requires concentration.
Searing Smite. Like with the rest of the Smite, the timing of the spell changes. Also, now the fire is magical and cannot be put out using an action. This one still requires concentration. Maybe because it’s a level 1 spell?
Spare the Dying. The description has gotten even shorter. Touch a creature with the Dying condition and it regains 1 Hit Point. Also, the part about not affecting undead and constructs has been removed. More about the Dying condition when we get to the glossary.
Staggering Smite. It has been moved from Evocation to Enchantment and now Stuns, which is definitely an upgrade.
Thunderous Smite. It has been moved from Evocation to Transmutation. The other changes are pretty much the same with the other Smites. It does not require concentration and the damage can scale with Spell Slots. Though to be honest, I would use that only if I wanted to knock someone prone.
Wrathful Smite. It has been moved from Evocation to Enchantment and gets the Thunderous Smite treatment.
And that’s all about the spells this time. We got the Paladin’s Smite package and we see an attempt to standardize the writing of them. In most cases, it’s working.
Rules Glossary
I see that the Glossary starts at page 21 when the document is 29 pages long. That gives me the Frightened condition. I will probably (definitely) skip ones that are way too simple and mention things that have changed or are new and interesting.
Some entries have been removed, which means they work the way the 2014 rules say they work. These are Ability Checks and Attack Rolls, a weird part about Climbing, Swimming, and Speed, the Dash and Jump actions, and the Hidden and Slowed conditions.
D20 Test. It stays the same but now doesn’t give you Inspiration when you roll a 1. The inspiration part is a thing on its own called Heroic Advantage and we’ll check it out soon.
Difficult Terrain. Allies aren’t Difficult Terrain. Well, in a fantasy world that could be true but try moving in full plate armor next to your buddy in a 5 feet wide alley. Also, furniture that is one size smaller than you or larger is Difficult Terrain. So an IKEA session would run itself.
Dying. It’s a condition, as we previously saw. I was a bit confused at first (don’t judge me, it’s 11.30 at night and I’ve been writing a paper all day) but managed to spot the change in the end. You can’t be stable with 0 Hit Points. I am not sure how this changes things. Yeah, Spare the Dying has changed because you can’t be stable with 0 Hit Points, but I don’t see why this change is taking place. Sorry.
Fly Speed. You now fall if you don’t have the Hover trait and you get either the Incapacitated of Prone conditions, or if your speed becomes 0.
Grappled has changed a bit. The Slowed condition has been removed so the part about moving while grappling has changed its wording. Moreover, you can use your action to perform an Athletics or Acrobatics check to attempt to escape the grapple.
Help. This has only changed to allow you to give advantage in tool checks as well.
Heroic Advantage. It was called Heroic Inspiration in previous documents. It allows you to reroll your d20 right after you’ve rolled it for a d20 Test. You no longer get it when rolling 1s, and I am happy with this change. How do you get it now? The DM can give it to you by doing cool stuff or being in character. Also some mechanics can give it.
Hide. The Hidden condition is gone. Now you can take the Hide action in order to get the Invisible condition.
Knocking a Creature Out. My guess is that this now exists because Dying has changed so they need to mention stuff about 1 Hit Point etc.
Long Rest. This has been changed and I think, again, it’s partly because of Dying. But apart from that, during a long rest, the characters have the Unconscious condition. I kinda get that, to be honest. Long Rests can be interrupted by rolling Initiative, casting non cantrip spell, taking damage, or 1 hour of physical exertion.
I like that if the Long Rest lasted for at least an hour, you get the benefits of a Short Rest. Also, if you start resting again right after the interruption, you just have to rest one more hour to balance that.
Telepathy. This is here just to standardise a few things and have all the rules about it in one place.
And that’s pretty much it. I skimmed over some of the glossary items because I mentioned them elsewhere.
Final Thoughts
The Druid needs some work. And it probably got that because a new UA document is out now. But I won’t be seeing the changes for some time since I will continue my linear approach. The Paladin is in a better shape than the Druid, but it can use some tweaks. The various mechanics we’ve seen in this document are okay ish. They will change again, probably, so I am not too worried about it.
Before I finish with this and click on the Publish button, I need to make a note. This thing took me way too long to finish. And I’m not talking about my break. I mean since I started writing this again. I can’t finish an analysis in one sitting now due to work. I also can’t have this as a draft for a month. Therefore, I will be releasing my analysis articles in parts. And that will be quite helpful especially since I saw that one of the later documents is almost 60 pages long. I will try to keep the number of parts per document low, though. And I think that’s all for now.
And until next time, have fun!