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* MagicKnight: The Paths of the Totem Warrior, Ancestral Guardian, Storm Herald, and Zealot cause/portray obvious supernatural or magical effects.

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* MagicKnight: The Paths of the Totem Warrior, Ancestral Guardian, Storm Herald, Zealot, and Zealot Wild Magic cause/portray obvious supernatural or magical effects.


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* WildMagic: Naturally with Barbarians taking the Path of Wild Magic, causing them to be emboldened by fey magic. Much like Wild Magic Sorcerers, practitioners of this path end up casting a random spell on certain conditions; in this case, it's simply any time they Rage. ''Unlike'' Wild Magic Sorcerers, Wild Magic Barbarians have a ''much'' smaller pool of possible outcomes (only 8 different as opposed to Sorcerers' 50), and none of them are outright negative to the user or their party, consisting of either buffs to the Barbarian and their allies or some means of impairing or damaging enemies (albeit still in different ways, requiring them to regularly adapt their gameplay).
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** Chant spell. For as long as the caster continues to chant, everyone within 10 yards who is friendly with the caster receives a +1 bonus to attack rolls, damage rolls, and saving throws.
** Prayer spell. Everyone within 20 yards who is friendly with the caster receives a +1 bonus to attack rolls, damage rolls, and saving throws.
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That's not how Bless works in this edition, and 5th edition, to my knowledge, doesn't have spells called "Chant" or "Prayer". There are spells with similar names, but their effects don't seem to match the trope.


** One spell, Bless, gives a blessing from the Cleric's god, which means a +1 bonus to attack and morale.

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** One spell, Bless, gives a blessing from the Cleric's god, which means the spell's targets can add a +1 bonus d4 to their attack rolls and morale.saving throws.
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Adding Blessing to the Cleric since their class can bless targets which translates to bonuses in gameplay.

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* {{Blessing}}:
** Clerics gain power from a deity and can cast thaumaturgy.
** One spell, Bless, gives a blessing from the Cleric's god, which means a +1 bonus to attack and morale.
** Chant spell. For as long as the caster continues to chant, everyone within 10 yards who is friendly with the caster receives a +1 bonus to attack rolls, damage rolls, and saving throws.
** Prayer spell. Everyone within 20 yards who is friendly with the caster receives a +1 bonus to attack rolls, damage rolls, and saving throws.

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