Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Paladin was one of Karlach's initial classes. Then Sorcerer. They landed on Barbarian after. I'll have to check my digital art book but I do believe there is drawings of her as either classes. Though, they are with her older appearance rather than her current.
5E (2014) druids are... in an odd spot. Early on, moon druids are unusually tanky for their level w/ the temp hp. After a few levels, this falls off, but comes back a little with elemental forms. And... if the campaign is one of the very few that ends up at high levels, they have absolutely amazing high-level class features like essentially permanently having a better version of Subtle Spell (no need for vocal or somatic components, and only caring about material components that are consumed or have a cost -- which means, for instance, that they're generally immune to Counterspell), or the ability to cast almost all their spells while in a seemingly innocuous animal form.
Where things get really fuzzy is which abilities druids retain while in wildshape. Jeremy Crawford once opined (on Twitter, not as an official ruling for Sage Advice) that, for instance, a dragonborn druid would still be able to use their dragonborn breath weapon when wildshaped, because the wildshape form was capable of breathing. This... was not universally agreed with.
I just read this and do not agree. They are transforming, fully, into the animal in question. Where the eff is the flame sac within, say, a Bear, or a Badger? Where is the flame sac within a household cat? That makes zero sense to retain this one organ when you gain/lose so much on transforming.
2e I can get that but 3e had a number of subclasses and variant paladins that could be any alignment.
It also had the favored soul, warpriest, crusader etc... for other martials with divine abilities.
(Pathfinder 1 expanded on it even further.)
There was literally 0 reason for them to play it that way unless they wanted to play lawful stupid.
I can see them keeping an ability like smite but anything tied to physiology should be a no.
And honestly they should be more clear on a number of things those animal forms can do.
To paraphrase Agent K, "A person is smart, people are dumb [...]"
On a related note, Druid spells are also frequently lacking in mechanical clarity.
What... the eff? This would absolutely bork the damage of Magic Missile. It will either hit like an absolute meteor, or a limp noodle. No range.
With druids calling down fire and lightning is something that druids have always had decent access to, and the limited spell selections in BG3 would make chain lightning a seemingly easy include in the druid list since they put it in for wizards/sorcerers.
Tempest clerics not getting Chain Lightning but getting Destructive Wave just seems like a horrible miss.
And the druid spell Call Lightning is supposed to only work outdoors, because they literally summon a thunderstorm cloud.
From a quick look up, they don't seem to have that spell in 5e DnD so that would be the reason why. Not even Circle of the Storm Druid, a Druid completely about Cold and Lightning damage gets Chain Lightning.
https://x.com/JeremyECrawford/status/774030989894955008
https://x.com/JeremyECrawford/status/774302859609251840
That's his opinion. He's labeling it as an AoE spell where the same damage is rolled once... ignoring the fact that it's usually not the case that magic missiles are distributed exactly evenly among all targets within an actual area of effect.
It's *not* an official Sage Advice ruling, so I don't think a DM running organized play (i.e. Adventurer's League) would be obligated to use it.
That ruling obviously makes a certain Evoker feature rather strong, because
Now munchkin evoker players will claim that it's (1d4 + 1 + INT mod) x (number of missiles), and now suddenly they're very good at single-target damage. Like, a 7th-level Magic Missile firing nine missiles would be doing 9d4 + 54 automatic-hit force damage (avg 76.5). That's not far off a 7th-level Disintegrate ( 13d6 + 40, average 85.5) but Disintegrate does nothing at all if the target passes a Dexterity save; and that saving throw passing is probably more likely than, say, the target being able to cast Shield to negate the MMs.
And you haven't even taken into consideration Critical Hit chance/damage which one of those Missiles being a Critical Hit statistically skyrocketing compared to Disintegrate's one chance. Christ above and below on a pogo stick; now that's a lot of damage!
Don't forget combining it with hex or hunters mark.
Congrats you now have the = of a nuke that cannot miss.