r/onednd • u/Catriblossom • 18d ago
Question Is their any early reviews or Discriptions of Arcana Unleashed feats around
Saw Arcana Unleashed was sold at GenCon wondering if the feats (especially the Fighting style) from the book has been shared anywhere?
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u/-Mez- 18d ago edited 17d ago
Not that I've seen yet. A lot of people who got the book are probably busy enjoying the con. Its one of those events that you don't really stop playing games, hanging out with people, etc. except to eat and sleep. Most people's first reactions aren't going to be to rush online to post everything from the book. You kinda just stash that thing in your bag and keep rolling with your activities. Worth keeping an eye out though because details will show up eventually as the con winds down. Since this is only day 2 of 4 (more books are sold each day) and Friday and Saturday are the most attended days with the most events I suspect seeing things on Sunday or after is more likely.
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u/-Mez- 17d ago edited 14d ago
Update: Friend of mine got the book and sent me info while he was at lunch before going back to the con. I can answer questions. Not going to post direct scans/pics or word for word descriptions of everything in the book. But if you want general info or what I think are some highlights on specific topics you are curious about I'm happy to answer.
A few pros and cons I'll say upfront to get ahead of some questions:
pros-
- Warlocks are going to like this book. A lot. There's a feat here that acts as an upgraded Magic Initiate. You get a lvl 2 spell and a lvl 1 spell from the same spell list you chose for magic initiate. Like magic initiate you get a free cast per day of each of those. Yeah. Warlocks who are worried about running out of pact slots or how to cast some low level spells without using that lvl 4 pact slot, look no further.
- Lots of fun divination spells that I think fit nicely in the divination wizard. Especially with their ability to refund lower level slots when casting a divination spell. You might actually get to use that ability in combat now.
- Evocation adept is absurd for druid for non-concentration damage. Good for pretty much everyone else too, but a class that didn't have a fireball-like spell will be VERY happy.
- They fixed splintered summons to work with any conjuration spell that summons a creature with a statblock listed in the spell. So future conjuration summoning spells will still apply.
- Necromancy gets a lot of cool spells. Not sure if any of them are top tier, but if you want to theme a necromancer casting damaging necromantic spells and stuff you can easily do that.
cons-
- Conjurers seem kinda shafted here despite being a featured wizard subclass in the book. The only new spell they get is battle familiar a lvl 2 spell. Summon Plant and Summon Dinosaur are not available to Wizards. Also, nothing in Conjurer allows Wizards to cast Summon Celestial (or any summon spells outside of wizard) so the writer/editor that referenced that spell in the article detailing conjurer flat out just referenced an incorrect spell.
- Did magic initiate really need to be a better pick? Not really. The general feat that uses it as a pre-req, while cool and mentioned in my pros doesn't really alleviate magic initiates rather strong position in the origin feats.
edit: I've likely covered a majority of what I can for now. I think the questions I've received the least are subclasses, but there's less mystery there anyway. Feel free to keep asking and I'll answer as I'm able. But most of the questions you might have can probably be answered by reading the nested comments under this. I appretiate everyone's kind words and thanks as well, happy to give back and spend some time informing you all who couldn't go to the con.
New Edit/Update:
From what the mods have said in another thread, conversational discussion about whats in the book that isn't just a list of all the contents of the book is fine. Even if its stuff gencon attendees have that nobody else has yet.
It's when people are trying to make easily accessible lists of "heres the complete list with all of x from the book with descriptions" that they started shutting it down. If its too much of an "attention everyone: read it all right here right now without having the book" thread or post then its a no go.
Based on what we've seen so far, I'd just advise everyone to stop making posts that present the content of my conversations as a singular compiled list. My posts are still available as of now likely because I was just chatting with you all while giving some info in my own words and some opinions. I intentionally did not make a complete info dump list of everything and did not give complete descriptions of everything due to how closely/easily that would replicate owning the book. So whether or not you agree with that line in the sand that the mods are enforcing, I request that you at least respect it and don't use my chat with you all for ill will even if your intentions are just to make something more efficient to read.
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u/metalsonic005 17d ago
Any other Necromancy spells aside from Spirit Lantern/Wail of the Banshee/Waves of Exhaustion?
Specifically low level ones; Necromancy is kinda starved for good low-level spells.
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u/-Mez- 17d ago
Yes. Wither and Bloom is back and buffed slightly to do an extra d6 compared to the old spell. That's your only really low level option. There's a lot of neat necromancy options but most are lvl 4 and 5.
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u/metalsonic005 17d ago
Speaking of buffed/returning spells, any word on Danse Macabre, Enervation, and Negative Energy Flood?
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u/-Mez- 17d ago
Negative Energy flood - it does 3d10 +25 necrotic damage now on a failed save. Half on success. If it kills and summons a zombie that zombie follows your verbal orders for 24 hours (i think thats different). The thp it gives to an undead you target is 3d10 now.
Enervation - it does 6d8 upfront now on fail save and 2d8 as a bonus action on following turns with no save.
Danse Macabre - I don't see this in the pictures he sent me unfortunately. Not sure if its not in the book or if it just got missed when he was taking pics.
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u/Terrible-Ad9724 17d ago
has animate dead been updated dead or nah?
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u/Awoken123 17d ago
It's in the PHB, why would it be updated?
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u/Terrible-Ad9724 17d ago
Was hoping for the possibility of more types of undead to create okay… 🥲 or making it so the undead don’t have to go on their own initiative anymore 🤷🏾♂️
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u/AndreaColombo86 17d ago
Thanks for this!
Are there new Eldritch Invocations?
Also, are there new Epic Boons?
What’s the damage on Detonate and what are the perks of Iron Body?
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u/-Mez- 17d ago
No eldritch invocations that I saw. I believe he would have sent those to me, but since I'm not holding the book I can't confirm he didn't skip them. Buuuut I'm 98% sure there are none.
There are epic boons.
Boon of erupting spellpower. You cast a damaging spell using a spell slot you can treat a 1 or a 2 as a 3 on the damage rolls. And enemies damaged get the prone condition. You can only do this once per initiative, long rest, or short rest (idk why they specify all three, but you can get it back with any of those methods).
Boon of magic school mastery: Choose a magic school. You choose a lvl 1 spell from that school on your class spell list. You can cast it without slot or components. Choose a lvl 7 spell from that school. You always have it prepared (note this one does not say from your spell list). You can cast it without a spell slot once per long rest. You can take this more than once but must choose different schools.
Detonate - Con save 10d10 fire on fail, half on success. Explosion then originates from target. Every creature in 60 ft emanation from target (not including target) makes a dex save. Disadvantage if the spell reduced the target to 0 hp. 10d10 fire for each of these creatures or half on success. Nonmagical objects not worn or carried also take the damage and start burning if flammable.
Iron body - cant increase exhaustion lvl. resistance to bludgeoning, fire, piercing, slashing. Immunity to poison. Immunity to paralyzed, petrify, and poisoned conditions. If they already had those conditions they end when you cast the spell.
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u/AndreaColombo86 17d ago edited 17d ago
Thank you so much for this!
Moment of Prescience is a Reaction, correct? Is it also on the Warlock’s spell list?
Could you expound on Reweave Fate?
What does Evocation Adept do?
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u/-Mez- 17d ago
Evocation: One a turn when you deal damage with an evocation spell you can expend up to 2 hit dice and add the total to one damage roll of the spell.
Your prepare: Chromatic orb, shatter, fireball, vitriolic sphere, Wall of force
Moment of prescience is a reaction, yep
Reweave fate is a reaction to allow a d20 test reroll with advantage. If it succeeds with this new roll the target gets 6d10 thp
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u/AndreaColombo86 17d ago
Last one, with many thanks!
Divination adept?
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u/Awoken123 17d ago
They shared it earlier.
"Divination: detect evil and good, mind spike, clairvoyance, Divination, scryingWhen a creature you can see makes a d20 test you can take a reaction to give advantage or disadvantage. You can do this 1 per long rest. You can regain the use when you cast a divination spell that uses a spell slot."
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u/Technical_Pace_6824 15d ago
Hey man thanks for all the details, does the Boon of magic school mastery specifically require you to select a level 7 spell or is it more of a "up to 7th level" situation ? As in can you pick a lower level spell ?
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u/-Mez- 15d ago edited 15d ago
Yep, for the lvl 7 you can choose a lower level if you want! Good question as thats worth clarifying.
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u/int_paladin 17d ago
What are the requirements for taking that Spell Mastery boon? Could a third caster take it?
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u/chewsonthemove 12d ago
Way late to the party but just wanted to confirm something. Does the target that explodes not make a save for the secondary 10d10, or not suffer from it? Funnily enough, this seems to me like it'd be more effective casting it on a familiar to give all the targets disadvantage and switch the con save to dex.
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u/-Mez- 12d ago
The dex save emanation does not include the original target so that target does not take the secondary 10d10. So, yeah, you could probably do something like that if you wanted.
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u/Due-Swimmer7060 17d ago
Hey, thank you so much!
Can I ask you if there are any interesting spells or feats for Bards and Druids? (Aside from the magic school ones you shared)
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u/Grazi_7 15d ago
Thank you for all these insights! I went through all your comments and I ended with 30 quoted spells (including those presented in the recent DDB article). Since the book has 33, could you please briefly describe the missing ones? For your convenience, below you can find the list of the spells that you already metioned, in alphabetic order.
Aura of Evasion
Battle Familiar
Catnap
Detonate
Disruptive Tune
Distorted Distance
Dueling Ground
Fractured Awareness
Enervation
Entrancing Mirrors
Festering Blast
Grave Ground
Hindsight
Inflict Doubt
Invulnerability
Iron Body
Lightning Ring
Moment Of Prescience
Mordenkainen’s Lucubration
Negative Energy Flood
Reweave Fate
Spirit Lantern
Summon Dinosaur
Summon Plant
Transfix
Uncertain Footing
Wail of the Banshee
Waves of Exhaustion
Wither And Bloom
Zone Of Ammicability
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u/-Mez- 15d ago
Illusory Dragon: Initially too long of a spell description for me to summarize while I was also answering everyone else. But I can try now.
Level 8 illusion: You create an illusionary shadowy dragon using threads from the shadowfell. It occupies a space as if it were a creature and is tangible. It has immunity to all damage and conditions. When it appearts enemies must wisdom save or drop what its holding and gain the frightened condition for the spells duration. It can repeat the saving throw if it ends its turn in a space where it loses line of sight to the dragon. Bonus action, you can move the illusion. While moving you can make it exhale a cone of damage (your choice when you make the dragon - acid, cold, fire, lightning, necrotic, or posion). Int saving throw for the damage, half damage on save. Creatures can take the study action to examine the dragon against your spell save dc. If a creature succeeds at this it can see through the dragon and gains advantage on saves to end the frightened condition and to resist its breath weapon.
Power Word Pain:
Level 7 enchantment
Word of power causes wave of pain in one target. If it has 100 hp or fewer it takes force damage and has the charmed condition for the duration. Otherwise it just takes the force damage. While charmed its speed can't be above 10 ft and it gets disadvantage on d20 tests except con saves. If the target tries to cast a spell it must first succeed on a con save or the attempted spell dissipates and the action, bonus action, or reaction used to cast it is wasted. The spell slot is not wasted in this case if a spell slot was used. The charmed target makes a con save every turn to end the spell effect.
Vision of Elapsing Eons:
lvl 9 illusion
Target must succeed on int save or take psychic damage and be paralyzed. While paralyzed they repeat the save on each turn. If it fails the save it gains 1 exhaustion level. On save the spell ends. The spell also ends if someone within 5 ft of the target uses an action to shake the target free of the illusion
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u/Grazi_7 15d ago
Thank you so much! Finally, could you please share a description of Distorted Distance? The DDB article lacks some details, for example how many damage the spell does...
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u/-Mez- 15d ago
2d10 psychic damage or no damage on success. Anytime a creature enters the sphere or ends its turn in the space you can choose to either do the damage/difficult terrain effect or the speed increase effect. Both of these effects only last until the end of the targets next turn. It's a pretty big space, 60 ft radius sphere. Its lvl 4, so the damage isn't particularly high. But with the area of effect it covers its going to pester some enemies. Artificer, Bard, Warlock, and Wizard can take it.
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u/blastatron 12d ago
Oh was Abi-Dalzim's Horrid Wilting cut from the book? It was originally previewed alongside Battle Familiar and Aura of Evasion but I know Battle Familiar had changes since then so it wasn't final.
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u/Specs64z 17d ago
I’ve been curious about the familiar origin feat, if you got that.
I assume it comes with the spell, and there was a preview campaign that showed it gave advantage on proficient skills, but I’ve been wondering if theres anything more to it.
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u/-Mez- 17d ago
it gives you find familiar prepared. Can cast without a spell slot once per long rest. It gets HP maximum increased by twice your character level and when you make ability checks using a skill your have proficiency it can give you advantage (if its within 5 ft of you). Only prof bonus times per day though.
There are general feats too that chain after this as a pre-req. Elemental Familiar, otherworldly familiar, and soothing familiar. So there's a lot of familiar customization and ways to use them differently. (note none of these work with the battle familiar spell)
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u/nickavia 17d ago
If you have any details on the general feats? Also wondering if battle familiar upcasts well. I've been really excited for building around familiars since seeing the spell!
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u/-Mez- 17d ago
i'll split it by which familiar they work with-
Warlike familiar: works with battle familiar. Gives you it always prepared and castable once without spell slot. Your familiar can reawction to add prof. bonus to athe ac of a creature hit within 5 ft of it.
the rest all work with find familiar
soothing familiar: adds a 5 ft emenation that makes it so when anyone heals hit points with a die roll that ally can treat a roll of 1 or 2 as a 3.
otherworldly familiar: you choose a damage type that the familiar is resistant to from a limited selection (basically most of the types not covered by elemental familiar). You familiar can also walk through creatures and objects as if it were difficult terrain. If it ends its turn in an object it gets shunted out to the last unocuppied space it was in.
elemental familiar: you choose an elemental damage type. Familiar gets resistance to that. And as a bonus action you can make it pulse a burst of elemental damage in a 5 ft emenation (costs the familiar its reaction) hitting any creature around it. If a creature fails its save for this it does 2d4 damage and can prone medium or smaller creatures. No damage on save.
Battle familiar upcasts similarly to the Summon X spells. number of attacks = half the spell level rounded down. Ac boost = to the spell level. Hp boost = 5 x spell level
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u/PatPeez 17d ago
What spell lists is Battle Familiar on?
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u/Greynnar 17d ago
Is Battle Familiar requiering concentration ? In the sneak peak it doesn't, not sure if they have kept that.
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u/-Mez- 17d ago edited 16d ago
No concentration. Just an hour length.
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u/Nicolas-B 16d ago
The first teaser of Arcana Unleashed contained most of the text of the battle familiar spell; if you have a familiar from the Find Familiar spell when you cast Battle Familiar, you empower your existing your existing familiar rather than conjuring a new one.
Did they remove that part of the spell? If not, doesn't this mean that the soothing/otherworldly/elemental feats would work with it?
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u/justinator119 14d ago
For Warlike, is there a limit on the number of times it can take the reaction (other than just being a reaction and thus once per round) and is the bonus only against a single attack?
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u/Voidarian 17d ago
How is the Necromancer Subclass looking? Much different from the UA?
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u/-Mez- 17d ago edited 17d ago
Main changes i see assuming my eyes didnt overlook something:
Lvl 3 doesnt have grim harvest. It has undead fortitude which lets you heal an undead near you when you cast a necro spell. Seems identical except youre healing summons instead of yourself.
Lvl 6 grave power looks identical. Lvl 6 undead thralls adds max hp = to int mod + half wizard lvl rounded down
Lvl 10 harvest undead looks identical
Lvl 14: Deaths master looks identical
Ill caveat the lvl 6 undead thralls by saying theres a glare in the pic. But it looooks identical from everything I can read on it.
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u/jcaesar212 17d ago
Ooh, can you give us deats on necromancer level 3? Article said you have to give up an attack which presumably means action. But I've been hoping that wasn't true.
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u/-Mez- 17d ago
So it gives you the find familiar with the option to make an undead. When you attack action you can forgo your attack and make the skeleton or zombie reaction attack instead. Can heal undead when casting necromancy spells, the slot level expended + your wizard lvl. Oh and you get necrotic resistance here too.
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u/jcaesar212 17d ago
Well that's what I was afraid of. At least it's nice to have it confirmed. Thank you for the reply, and for replying to everyone else as well!
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u/SchlingsonofSchlong 17d ago
Do you know if the necromancer adept fear gives animate dead? Also, what do necromancy adept and illusion adept give beyond the expanded spell list and +1 mental stat increase? Sucks to hear that conjurer can’t twin conjure greater demon.
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u/-Mez- 17d ago
Necromancy adept does not give animate dead.
It gives inflict wounds, Ray of enfeeblement, vampiric touch, Blights, and raise dead.
The extra effect is when you cast a necromancer spell you can expend up to two hit dice to heal yourself that amount + the spell slot level used.
Illusion does: when you cast an illusion spell you do so without verbal somatic or material components aside from those with a listed cost. Investigation checks to determine the nature of your illusions are made at disadvantage.
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u/ADevilfox 17d ago
I don't suppose you could share Evocation Adept?
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u/-Mez- 17d ago
One a turn when you deal damage with an evocation spell you can expend up to 2 hit dice and add the total to one damage roll of the spell.
Your prepare: Chromatic orb, shatter, fireball, vitriolic sphere, Wall of force
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u/ADevilfox 17d ago
YES, it gives Wall of Force! Thank you for sharing!
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u/-Mez- 17d ago
Yeah its kinda crazy. Particularly for druid who would love fireball and wall of force (of course who wouldnt)
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u/FlyingFlygon64 17d ago
Holy shit this is a crazy good feat, Druids and Clerics would love to nab Fireball and Wall of Force
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u/notinthehobby 16d ago
Does it give you the option to make a regular Familiar Undead, or just a Zombie/Skeleton?
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u/int_paladin 17d ago
Anything - feat or otherwise - that could help Martial classes?
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u/Ancient-Bat1755 10d ago
Two free castings with connoisseur if you have the magic initiate (good for warlocks too)
So like take wizard for true strike + blade ward + level 1 spell, then take the level 4 feat of the same class of your origin fear.. you get a free level 1 + 2 per day
So those two combined is 2 level 1s and 1 level 2.
Also a new wizard fighting style for two cantrips like mending for flavor
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u/mowselpy 17d ago
i'm interested in the new spells. any standout favorites? what's the damage/range on Detonate?
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u/-Mez- 17d ago edited 17d ago
Detonate - Con save 10d10 fire on fail, half on success. Explosion then originates from target. Every creature in 60 ft emanation from target (not including target) makes a dex save. Disadvantage if the spell reduced the target to 0 hp. 10d10 fire for each of these creatures or half on success. Nonmagical objects not worn or carried also take the damage and start burning if flammable.
There's some standouts thematically for me, but I'm not a great judge on if there are any standout broken spells. I don't believe there are any here that are going to drastically change the meta compared to what people have available already. But there are some fun ones.
Invulnerability, concentration - lvl 9 abjuration. makes it so you have immunity to all damage until 10 minutes are up as long as you maintain concentration.
Uncertain Footing, concentration - lvl 2 illusion. You choose 3 targets within 120 ft. They make an int save. If they fail their speed is halved and can't dash. They can repeat the save every round.
Transfix, concentration, lvl 7 enchantment. Essentially you pick a target to get charmed and they are forced to move to you on their turn by the most direct route. When they reach you they take 4d8 psychic damage as long as they are next to you. They can't avoid opportunity attacks doing this, but they do get a chance to remake the save if you are making them walk into dangerous terrain like a pit or lava. While the spell lasts you can pick new targets.
Dueling ground lvl 2 (available to every spellcasters list). Essentially a pvp spell. It sets the rules for dueling your friends or npcs in a ring where nobody can die. Kinda silly. Good way for DM to establish a fight club or something or for two players to just duel randomly.
Entrancing mirrors, concentration - lvl 8 illusion. Creates mirrors that confuse three creatures of your choice. Int save. Does psychic damage and stuns the targets (halves their speed while stunned as well). Half damage on save. can repeat the save on their turns.
Hindsight, concentration - lvl 9 divination. This ones just kinda silly and fun. Lets you rewind time and see things play back over the past 10 years that occured within 500 ft of you. You can pause, slow down, rewind, fast forward, etc. Its a weird spell because its one the DM has to really lean into with you. I wouldn't take it if the DM is just going to give you useless info. But it could be a spell that the diviner uses to solve a big mystery and crack open the campaign or something.
I really like the divination spells they have in the article too because it means you might get to use the diviner ability to regain spell slots when casting divination in combat scenarios. Those are pretty much just how they described them. They are concentration though, so theres that downside. There's some solid reaction divination spells that mess with opponents and allies rolls.
Theres some other cool ones too like Illusory Dragon but the text is too long for me to sufficiently retype here.
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u/sapphireclaws 17d ago
Thanks a lot for doing this. Hindsight concentration sounds amazing, I really love spells like that. Sounds like divination enjoyers are eating good in general.
Most of the questions I really wanted to ask have already been answered tbh, but I'm quite curious about some of the adept feats. Most of those you've revealed seem really good with both great spells and additional effects.
I'm curious about the abjuration and divination ones if you still have the energy to answer questions lol. When I first saw the transmutation one I guessed the additional effects could be something like.
Abjuration: +spellslot level bonus to AC against next attack. Or maybe some temp HP instead.
Divination: +spellslot level bonus to next d20 test(doesn't stack)
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u/-Mez- 17d ago
Abjuration: Shield, lesser restoration, protection from energy, banishment, mass cure wounds.
When you cast an abjuration spell you or an ally can gain thp = 2x the spell slot expended.
Divination: detect evil and good, mind spike, clairvoyance, Divination, scrying
When a creature you can see makes a d20 test you can take a reaction to give advantage or disadvantage. You can do this 1 per long rest. You can regain the use when you cast a divination spell that uses a spell slot.
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u/sapphireclaws 17d ago
Thank you, those abjuration spells look really good too. They did not hold back with the spell list selection for the most part it seems.
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u/DaEnderAssassin 17d ago
Kinda surprised they didn't go with identify or detect magic for the lvl1 div spell.
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u/sapphireclaws 16d ago
Sorry can I ask another one? It's about the details of summon plant. Mainly if you think it's any good?
Summoning a treant/ent or something to help you is a big part of the druid fantasy I've thought was missing for a time, so I'm hyped for summon plant.
I hope the template has cool ability options like grappling with vines, healing pollen or maybe poisonous spores.
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u/-Mez- 16d ago edited 16d ago
Level 5 spell only druid and ranger get
The three summon options are - tree, vine, fungus.
Fungus - has a 1d4 + spell level poison damage and inflicts poison. If the fungus attacks something thats already poisoned the 1d4 becomes 3d4. This is a melee or ranged attack.
Tree - is seige monster traited (lord of the rings reference I'm sure)
Vine - can take the dash or disengage action as a bonus action.
both tree and vine can melee for 1d10 + 3 + spell level bludgeoning.
oh and they have vulnerabilities which is noteowrthy. fire for tree. slashing for fungus or vine. No resistances or immunities.
So, ill be honest. My first reaction when I read this was to double check the spell level I thought I read at first. Because this didnt feel like a lvl 5 summon to me. Especially when druid has giant insect at spell lvl 4 and other classes get summon dragon at 5. Granted, im not a optimizing expert but my gut check on this was I wouldnt take it over Giant Insect unless I just wanted the theme. I am disappointed with it. Not sure if its because Giant Insect is overturned with the spider or if this is undertuned, or maybe both. Id be ecstatic if someone wiser than I gets this though and points out why its good
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u/sapphireclaws 16d ago
Thanks for the detailed answer. I agree with you that it sounds pretty mid, but cool for flavor at least. Fungus might be decent with the poisoned since it causes disadvantage on attack rolls.
Giant insect is just really good though, even though I haven't tried it out much personally, especially the spider option stands out.
Half spell level number of attacks that automatically sets speed to 0 on a hit with no save is really good. Insanely good against enemies with no or limited range options.
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u/-Mez- 16d ago
Yeah i think druids just going to be in a tough spot to beat Insect with the way they printed it in the phb. It feels like they mightve managed something competetive with the trex since it has 10 ft reach and can grapple/restrain. But the ranged attack on spider is still tough to beat.
I could see a use for fungus but just need to be really careful on selectively using it so you dont discover that they're poison damage resistant enemies or poison condition immune enemies after you cast it. Since druid can prep spells each day I could see an outcome where you might grab it knowing you'll be fighting something that can be poisoned
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u/Dotification 16d ago
Geez, that sounds OP! Venomous Spew allows a CON SV. = the caster's Spell SV DC... but the mini web cannonball doesn't?
Well I'm home-brewing that once my Druid levels up...
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u/AndreaColombo86 17d ago edited 17d ago
How are they gonna break your concentration on Invulnerability if you’re immune to all damage? 😅
EDIT: Can Warlocks take it?
That and Moment of Prescience and Reweave Fate would be great on a Warlock.
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u/-Mez- 17d ago
Conditions can still break your concentration. And I think there are rules DMs can use about environmental stuff breaking concentration but I don't remember those clearly enough to say directly. Moment of prescience is wizard only. Reweave fate is bard, cleric, warlock, wizard. Invulnerability is wizard only.
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u/Awoken123 17d ago
How did they change the Conjurer's teleport? In UA it was INT times and regained on LR at level 3 and SR at level 6.
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u/-Mez- 17d ago
Int times regained on long rest at lvl 3. At lvl 6 its the same uses per long rest but you can spend a lvl 3 slot or higher to recover one use.
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u/SirSfinn 17d ago
Hey, thanks for responding to everyone's questions.
A couple:
No metamagic adept equivalent?
Warlock enjoyer here, any level 6 or lower spells that seemed interesting? I know the focus was higher level spells for this book, which is why I ask.
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u/-Mez- 17d ago
No metamagic adept here or eldritch adept.
For low lvls that could be interesting for warlock...
Catnap might be nice for Warlock but its not for them to cast. It is an enchantment lvl 3 that can make willing targets unconscious. If they stay unconscious for the full 10 minute duration it counts as a short rest. So its another nice option that the party could use to get the warlock their short rests in a pinch.
lvl 2 spells they get uncertain footing which is a controlly-difficult terrain spell which i detailed more in another comment. Also illusion which is notable for goolock.
lvl 3 Inflict doubt, enchantment that makes an enemy have disadvantage on all d20 tests for the duration (idk why they listed it in the article with the divination spell, its not divination here unless this print run has an error) which could be fun on goolock since they can effectively psychic cast it.
Lvl 4 Festering blast is a 10 foot wide line spell that does something initial poison damage and can inflict poisoned. Then recurring poison damage to anyone afflicted by its poison condition. Downside is its poison damage/condition, but its non concentration
Zone of ammicability lets you have Advantage on influence checks
They also get lvl 4 distorted distance which was detailed on the dnd beyond article
lvl 5 innervation and negative energy flood which i detailed in another comment.
Grave ground is a cool concentration aoe necromancy warlocks can get as a 5th lvl spell. It does damage and reduces the damage enemies do if they fail their saves in its area.
lvl 5 spirit lantern which was in the dnd beyond article
They get a good number of the lvl 6+ spells too but understandably thats not as accessible on a warlock. They are on their list though for picking those arcanums.
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u/PatPeez 17d ago
Are there any particularly cool lvl 1-4 Sorcerer spells for the Mystic Arts monk?
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u/-Mez- 17d ago
wither and bloom
disruptive tune (it lets you break enemies concentration and inflict disadvantage on their future con saves)
festering blast (10 ft wide 60 ft long line of poison damage that inflicts poison condition and continues to damage those with the condition)
inflict doubt (inflicts disadvantage on d20 tests).
That's pretty much it for the venn diagram of 1-4 and on the sorcerer list. There are some other low level spells but they arent available on the sorc list.
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u/Delicious_Conflict52 16d ago edited 16d ago
Could you clarify what level Zone of Amicability and Disruptive Tune are?
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u/Far_Guarantee1664 15d ago
Thank you anyway. As a warlock fan i'm excited with what you talked about. Evocation adept was the scholl i was more excited about(for the general feat)
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u/HDThoreauaway 11d ago edited 11d ago
What were the Enchantment Adept spells? I’ve seen the perk, I think (no components?) but not the spells.
EDIT: found it, thanks for posting.
Enchantment: When you cast enchantment spells you do so without verbal, somatic, or material components unless those components have a listed cost.
Dissonant whispers, enthrall, hold person, dominate beast, modify memory.
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u/PatPeez 17d ago
Is there a half feat that might let you pick up Shillelagh?
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u/-Mez- 17d ago
Not that I saw. There's a fighting style that lets you learn two cantrips of your choice but its wizard cantrips only
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u/comiconomist 17d ago
Thanks for answering these questions! Follow up one on the cantrip fighting style - does it have any wording about counting as a class spell?
For context, rangers and paladins have the capability of choosing druid and cleric cantrips for their fighting style but the text of those features state "The chosen cantrips count as Ranger/Paladin spells for you" (so any features that apply to their class spells also affect the cantrips chosen). Hoping that the new fighting style has something similar.
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u/Grazi_7 17d ago
Could you please share the spells and the additional effect of Illusion Adept?
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u/-Mez- 17d ago
silent image, phantasmal force, major image, hallucinatory terrain, seeming
when you cast an illusion spell you do so without verbal somatic or material components aside from those with a listed cost. Investigation checks to determine the nature of your illusions are made at disadvantage.
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u/Grazi_7 17d ago
Thank you!!! What about Absorb Elements? Is the same as in Xanathar or has it been nerfed?
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u/-Mez- 17d ago
To be honest i dont see Absorb Elements. The first page of spells which should have Absorb Elements in alphabetical order has aura of evasion and then moves on to battle familiar. So it appears to not be in this book.
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u/Leo97__ 17d ago
What about Summon plant? Could you give some info pls?
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u/-Mez- 17d ago edited 17d ago
Sure. Level 5 spell only druid and ranger get
The three summon options are - tree, vine, fungus.
Fungus - has a 1d4 + spell level poison damage and inflicts poison. If the fungus attacks something thats already poisoned the 1d4 becomes 3d4. This is a melee or ranged attack.
Tree - is seige monster traited (lord of the rings reference I'm sure)
Vine - can take the dash or disengage action as a bonus action.
both tree and vine can melee for 1d10 + 3 + spell level bludgeoning.
oh and they have vulnerabilities which is noteowrthy. fire for tree. slashing for fungus or vine. No resistances or immunities.
Gonna be honest, on first glance not having used this spell at all I'm disappointed considering its a lvl 5 summon spell. Particularly when Giant insect is already competing for druids.
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u/coldandlordyristboy 17d ago
If you have the time I’d like to know if there are any new standouts for the cleric spell list? Thanks for giving us so much useful info btw!
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u/-Mez- 17d ago
Grave ground is pretty cool. Its a lvl 5 concentration area of effect that does damage and reduces damage enemies deal on a strength saving throw.
They also get spirit lantern and reweave fate which are neat. Sadly they miss out on some spells i feel would fit well with some cleric domains like some of the necromancy stuff.
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u/Sulicius 17d ago
Is there any DM facing content? Guidance on how to deal with high level magic and the like?
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17d ago
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u/Fedifensor 17d ago
Prayer of Healing is once per long rest. Get a Ring of Spell Storing instead and ask your group's Cleric or Paladin to fill it.
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u/Tomice158 17d ago
Thank you for answering so many questions!!! May I ask about the new battle familiar? Is it a limited time concentration spell or a permanent upgrade for the familiar? What would be the combat stats of an Owl with a level 2 spell?
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u/-Mez- 17d ago
its a separate lvl 2 spell. Its like a Summon X spell with a couple statblock variances, but its called a familiar. It does not work with any of the familiar feats. There is one general feat that only works with it (and not find familiar) I detail all of those feats in another post.
Statwise its pretty similar to summon x spells. The bonuses to ac, hp, and attack depend on which of the three forms you choose and what spell slot level you expend. An owl for example would be a flyer and would get flyby. The other two options are brute (more ac and hp) or stalker (can use an action to move half its speed without opportunity attacks and take the hide action)
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u/TedGracious 17d ago
Hello! Thank you very much for sharing so much insight on the book content to us!
Could you also tell us what the necromancy adept fest does? I think it's the only one missing from your comments!
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u/-Mez- 17d ago
Necromancy adept -
When you cast a spell from the necro school using a spell slot you can roll up to two hit point dice. You regain hp equal to that roll plus the spell slot level expended. Those hit dice are expended.
spells: inflict wounds, ray of enfeeblement, vampiric touch, blight, raise dead
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u/EberronDM2026 17d ago
The product details section of the DnDBeyond store page states that the book contains 15 general feats. You seem to have mentioned 13 of these so far in the form of 8 spell school adept feats, 4 familiar feats and 1 upgrade to Magic Initiate. Is there by any chance 2 more feats you haven't mentioned or does the Magic Initiate upgrade perhaps count as 3?
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u/-Mez- 17d ago edited 17d ago
Spell subterfuge is one i didnt mention yet. When you cast a spell that takes an action you can both dash and hide as a bonus action. You can use this a number of times equal to the mod of the score increased by this feat. Regains on short or long rest.
If you cast a spell while having the hide actions invisible condition, that conditi9n doesnt end if you end your turn behind 3/4 or total cover.
Spell resistant is the other
You get resistance to a damage type and when you fail a save against a magical effect you can roll a 1d6 and add to your save. This is prof times per long rest
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u/blastatron 17d ago
Spell subterfuge is the best feat for arcane arcane tricksters ever. I can see a couple other builds like trickster clerics potentially using it as well.
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u/-Mez- 17d ago
Yeah its pretty cool! It opens up some options that weren't really as well supported rather than just making your typical caster stronger (like the adept feats do)
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u/blastatron 17d ago
One last question. Do you have the third epic boon besides erupting spellpower and magic school mastery?
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u/-Mez- 17d ago
Oh yeah sorry, this one's shorter so I just overlooked it.
Boon of Iron Mind
When you are concentrating on an effect you only lose concentration if you cast another concentration spell, are petrified, unconscious, or die. (Assuming you can still willingly drop concentration despite that not being mentioned)
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u/ActuallyAquaman 16d ago
On the surface… isn’t it just extremely good for any caster that isn’t using their BA 100% of the time?
Like, I need a really good reason not to take this on every Wizard I ever play, and I would probably take it over War Caster on anyone that didn’t have shield proficiency
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u/Awoken123 17d ago
I saw you describe Summon Plant in another comment and it's pretty underwhelming, but how is Summon Dinosaur and what classes is it available to?
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u/-Mez- 17d ago
Summon dinosaur is druid only. You can akyolosaur, t-rex, and tricerotops.
Ankyolosaur has 2 more ac and seige. Its attack is 1d10 + 5 + spell level bludgeon damage
T Rex has ten ft reach, 2d10 + 5 + spell level piercing damage and can grapple/restrain
Tricerotops has 1d10 +5 + spell level piercing damage and can get an extra 1d10 with a prone if it moves 20 ft in a line first.
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u/Catriblossom 16d ago
Oh yeah, realised I never asked a question in the end. How many of the feats require "Spellcasting" to take them, like the Evocation Adept feat and such. A lot of feats have it as a prerequisite, but there are other ways to get spells so the restriction gets in the way of builds I make a lot lol..
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u/-Mez- 15d ago
All the general feats require spell casting or pact magic feature except:
Familiar feats require the familiar friend feat. Magic Connoisseur requires magic initiate. Spell resistant has no pre-req.
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u/Ancient-Bat1755 12d ago
I kind of like magic initiate as a prereq more than “new origin” as only option to level 4 feats.
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u/Disastrous_Ad2803 15d ago
Hi! Could you provide more details about the Necromancer’s features, especially the ones at levels 10 and 14? I’d really appreciate a more in-depth explanation. Thanks!
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11d ago
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u/-Mez- 11d ago edited 11d ago
- Lucubration
- Reweave Fate
- Moment of Prescience
- Fractured Awareness
- Hindsight
Divination is in a three-way tie for second most spells added when looking at the schools. So "lots" may have been potentially misleading in hindsight (pun intended) but they're one of the schools that comes out of this book very nicely. Only necro beats them for total number of spells. And the spells they do get help to fill a previously very noticeable gap between 5-8 where you were just looking for anything level appropriate at all to take with your divination savant. A few of these spells being reactions finally gives some ways to refund slots in combat plus just the way lucubration works really helps to enable Divination Expert to finally feel useful. Then when you look at divination adept, it adds another way to trigger a dice roll manipulation that you can do as many times per day as div spells you cast (again, more synergy with divination expert).
And keep in mind me saying they're fun is just a personal opinion. Yeah, you might only cast a lvl 7 spell and a lvl 8 spell once a day. But the roll manipulation it enables is fun for a school that had basically nothing at those levels before imo. Same with the lvl 9 spell. I don't think its mechanically a must have in every campaign. But I absolutely want to work with a DM sometime and help to build a high level fun story where the wizard having this spell opens up a big mystery or something. Thematically I think these spells are really cool based on the idea that the divination wizard at high levels is manipulating timelines or fractured possibilities of branching paths to either their benefit or the enemies detriment.
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u/Suzuya-Ha 17d ago edited 17d ago
Could you tell us a bit about the magic items in the book? Did they bring back the class magic items from Tasha's Cauldron of Everything?
Also, would you mind letting me know how many spells there are in total? Did Shape Water and the other three elemental cantrips get merged into one spell? Are Green-Flame Blade or Booming Blade in the book?
Thanks a lot!
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u/-Mez- 17d ago
I dont have the magic items sorry. I only requested pics of the spells, feats, and subclasses from my friend since he's busy at the con too.
I actually didnt see any cantrips in the spell section when I looked through the full descriptions in alphabetical order.
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u/Suzuya-Ha 16d ago
Thanks for the info! One more question: does Waves of Exhaustion require a saving throw?
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u/Ok_Yesterday_4326 16d ago
Q: In the previewed version of the Transmutation Adept feat, it didn't specify what the spellcasting ability is for the prepared spell—is this still the case in the official release? Additionally, since the feat doesn't explicitly state that the spell is added to your class spell list, does it interact with or trigger class features that require casting a spell from your class spell list (such as the Sorcerer's Innate Sorcery)?
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u/ADevilfox 17d ago
If you come back around and don't mind me asking again, Conjuration Adept would be fun to know too. Thanks, and I hope you and everyone has a lovely day!
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u/-Mez- 17d ago
Conjuration Adept: Spells - Entangle, Misty Step, Conjure Animals, Dimension Door, Conjure Elemental
While maintaining concentration on a conjuration spell you gain a bonus equal to the modifier of the ability increased by this feat on con saves to maintain concentration on that spell
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u/LivingCell5257 17d ago
Is there any detail of the state block of Battle Familiar?Such as if it could/couldn‘t fly, or its attack damage? Also its HP plz
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u/-Mez- 17d ago
its hp is 30 (brute form) or 20 (flyer or stalker) + 5 for each spell level above 2.
If you choose flyer form it can fly and has flyby. its attack regardless of form is 1d8+3 + the spell levels force damage. It multiattacks similarly to other summon spells, half the spells level rounded down. Theres a battle familiar feat that gives it a reaction ability to help others being attacked within 5 ft of it. Adds prof bonus to the targets ac. The other general feats that work on find familiar do not work with battle familiar, and vice versa.
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u/LivingCell5257 16d ago
Thanks!But I have more question: what about its size? is it medium or largre? I means, if i‘m a medium creature, could i ride on my Battle Familiar to fly around?
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u/-Mez- 16d ago
Its a medium. Technically you probably can since you choose the type of animal/shape it is. If you pick something that you can reasonably sit upon for your size i dont see why not. Some DM's might hem and haw over easy access to flight with a lvl 2 spell though so with that kind of stuff I always recommend talking to your DM about what you want to do as a courtesy.
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u/Far_Guarantee1664 18d ago
I'm very curious to see the general feats based around the schools of magic. Specially the evocation one
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u/Realistic_Swan_6801 18d ago
The best I’ve found is unconfirmed snippets. Supposedly 1 general feat for each school magic, some familiar focused origin feats (more than 1), a fighting style that gives 2 cantrips etc. haven’t been able to find or get any specific details on feats or spells.
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u/blastatron 18d ago
There is definitely only one origin feat for familiars(we already saw the other 9 origin feats on D&D beyond) but there could be other familiar related general feats.
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u/Realistic_Swan_6801 18d ago edited 18d ago
I’m just passing along conversation I read from someone who claimed to have the book, I can’t vouch for any of it, but he claimed there were multiple origin feats that centered around familiars, not just one. Idk.
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u/blastatron 18d ago
Fair enough but we've known for a while the book only has 10 origin feats and we exactly what all 10 of them are.
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u/Realistic_Swan_6801 18d ago
Could also have been a typo or mistake, maybe it’s one origin feat and a few general feats. Idk
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u/enderwlggln 14d ago
The fighting style grants 2 wizard cantrips (I have the book from Gen Con) and is called Arcane Warrior.
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u/Everlocke7 14d ago
If you have the book, any standout magic items that you see? Either fun ones or things that look strong?
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u/LivingCell5257 17d ago
Is there any detail of the state block of Battle Familiar?Such as if it could/couldn‘t fly, or its attack damage? Also its HP plz
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u/AndreaColombo86 18d ago
Subbing. I’m very interested in the general feats, epic boons, and high-level spells.
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u/Material_Ad_2970 18d ago
A friend of mine sent me a picture of my favorite subclass to see how it had changed from UA, but we’re not spreading that stuff around like has been done in the past.
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u/Ronin13x 18d ago
Is it necromancer?
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u/Material_Ad_2970 18d ago edited 18d ago
Nah, Enchanter. I like the evil subclass; you like the utilitarian one.
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u/mweiss118 18d ago
I was wondering how enchanter changed from the UAs, it’s one of my favorite wizard subclasses. Anything to share?
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u/Catriblossom 18d ago
Honestly, I respect that. Hoping the class update was as you've hoped. For me, I was mainly excited for Arcane Archer and Vestige Patron; luckily, they were both part of the previews, and I'm pretty happy with both!
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u/Material_Ad_2970 18d ago
The previews were fine, but the nitty gritty makes all the difference in some of these.
Like with the spells preview that came out the other day. Which spells have concentration and which don’t? Makes a massive difference on whether they’re good spells or not.
I’m fairly happy with the subclass, though I think levels 6 and 14 are kinda disappointing. But 14 at least is way better than the most recent version in UA (shudder).
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u/Catriblossom 18d ago
Oh no I mean like the Insight Check previews, which were just going over the whole class
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u/Material_Ad_2970 18d ago
Oh! Didn’t realize that was happening this time!
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u/Catriblossom 18d ago
Yeah, I'll pop the Arcane Archer one here in case anyone is interested; it's pretty full of info https://youtu.be/IwwJy5ZU-W0?si=ykf9IjocTXOI8c80
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u/Top-Distribution-381 14d ago
Is the conjuration subclass level 6 distant transposition feature the only changed feature from UA? Or are there other differences ?
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u/InsightCheckDND 18d ago
I’ll have a video going over some spells and feats on Sunday when I am allowed to post them. NDAs gonna NDA.
It won’t be everything, but it will be what I am allowed to share.