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UNEARTHED ARCANA 2023 PLAYER’S HANDBOOK PLAYTEST 7

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If you fail a saving throw while your Rage is active, you can roll it again and you must use the new save. If you run out of uses for this ability, you can use your Rage to activate Zealous Presence instead of Rage.

F IGHTER S UBCLASSES

When you make a Charisma check (Intimidation, Achievement, or Persuasion), you can expend one Superiority die and add that die to the skill check. When you hit a creature with an attack roll, you can use one Superiority die to distract the target.

S ORCERER

Font of Magic no longer requires a bonus action to convert spell slots to Sorcery Points. If you have no Sorcery Points when you roll Initiative, this function restores a certain number. Sorcery Incarnate has gone from level 9 to 7 and has been redesigned to improve Innate Sorcery.

C REATING A S ORCERER

When you cast a spell that has a range of at least 5 feet, you can spend 1 spell point to double the spell's range. When you cast a spell that has a ranged Touch, you can spend 1 Sorcery Point to make the range of the spell 30 feet. Whenever you cast a spell that deals a type of damage from the following list, you may spend 1 .

S ORCERER S UBCLASSES

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration, up to a maximum duration of 24 hours. When you cast a spell, you can spend 1 spell point to cast it without any verbal, somatic, or material components except Material. When you cast a spell, such as Charm Person or Hold Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.

D RACONIC S ORCERY

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to give one target of the spell Disadvantage on its saving throws against the spell. When you cast a spell that has a casting time of an action, you can spend 2 sorcery points to change the casting time to a Bonus Action for this casting. If you make an attack roll for a spell and miss, you can spend 1 spell point to reroll the d20, and you must use the new roll.

W ILD M AGIC S ORCERY

Every time you spin on the Wild Magic Surge table, you can spin twice and use any number. Immediately after you cast a sorcery spell with a magic slot, you can create an effect of your choice from the Wild Magic Surge table, provided the effect casts a spell or resets all of yours. Once you use this feature, you can't do it again until you finish 1d4 long rests.

W ARLOCK

Over time, you can now choose more than one of the previous Pact Boon options. The Mystic Arcanum is once again a core feature and now allows you to swap out one of its spells whenever you level up in that class. Then look at the Warlock table to see the class features you get at each level in that class.

W ARLOCK C LASS F EATURES

Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice. Once you use this feature, you can't do it again until you finish a long rest. Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.

W ARLOCK S UBCLASSES

In addition, whenever you cast that spell, you may choose one of the following additional effects. In addition, choose up to five creatures that you can see at the end of the next part. Once you use this feature, you can't use it again until you finish a long rest.

F IEND P ATRON

The maximum number of dice you can spend at one time is equal to your Charisma modifier (minimum one dice). When making a skill check or saving throw, you can use this feature to add a d10 to your roll. Once you use this feature, you can't use it again until you finish a long rest, unless you spend a level 5 magic slot when you use it again.

When you cast a Warlock spell that deals damage, you can change the damage type to Psychic. Once you use this feature, you cannot use it again until you finish a short rest or a long rest. When you cast the spell, you can adjust it so that no concentration is required.

W IZARD

Spellcasting now allows you to change a cantrip whenever you finish a long rest, including the functionality of the Cantrip Formulas feature in Tasha's Cauldron of Everything. This feature also goes back to using the Wizard spell list and the total number of prepared spells has been increased since the last playtest. In addition, the chosen spells must have a certain time of an action, you always have them ready, and you can change one of them every time you finish a long rest.

C REATING A W IZARD

Whenever you finish a long rest, you can swap one of your cantrips from this feature with another Wizard Cantrip of your choice. Whenever you finish a long rest, you can change your prepared spell list to replace one or more spells there. You have achieved such mastery over certain spells that you can cast them at will.

W IZARD S UBCLASSES

After spending this time and money, you can prepare the spell just like other spells in your spellbook. You can copy a spell from your own spellbook to another book—for example, if you want to back up your spellbook. If you lose your spellbook, you can use the same process to copy the sorcery spells you've prepared into a new spellbook.

A BJURER

Additionally, when you gain access to a new level of spells in this class, you can add an abjuration spell from the sorcerer's spell list to your spellbook for free. Alternatively, as a bonus action, you can use a spell slot and the ward regains a number of Hit Points equal to twice the level of the spell used. Additionally, when you gain access to a new level of spell slots in this class, you can add a Divination spell from the Wizard spell list to your spellbook for free.

E VOKER

Additionally, whenever you gain access to a new level of magic slots in this class, you can add one. When you cast Minor Illusion, you can create a sound and an image with a single cast of it. You can also restore its use by spending a spell slot of level 2 or higher (no action required).

S PELLS

When you cast this spell using a spell slot of level 2 or higher, you may target one additional creature for each slot level above 1. Whenever you cast this spell, the maximum number of these d8s you can roll at the spell's damage can add, equal to your spellcasting ability modifier. You choose the type of damage each time you cast this spell: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

F EATS

If you roll an 8 on a d8 for this spell, you can roll another d8 and add it to the damage.

W EAPONS

The Juice trait now works with weapons that have the Versatile trait or no trait.

W EAPON T ABLES

W EAPON P ROPERTIES

M ASTERY P ROPERTIES

If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from you if it is Large or smaller. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. If you hit a creature with this weapon and deal damage to the creature, you can reduce its speed by 10 feet until the start of your next turn.

A DVENTURING G EAR

Prerequisite: Heavy, Range, or Versatile When you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + the ability modifier used to roll the attack. If you hit a creature with this weapon and deal damage to the creature, you gain advantage on your next attack roll against that creature before the end of your next turn.

R ULES G LOSSARY

If you equip a shield and don't have weapon training with it, you don't get the weapon class bonus from the shield. When you take the Attack action, you can make one attack with a weapon or an unarmed attack. EQUIP AND UNEQUIP WEAPONS You can either equip or unequip one weapon when you make an attack as part of this action.

B LINDSIGHT

If you wear Light, Medium, or Heavy Armor and do not have armor training with that type of armor, you have Disadvantage on any d20 check you make involving Strength or Dexterity, and you cannot cast spells. If you equip a weapon before an attack, you don't need to use it for that attack. When you move on your turn, you can use some or all of that movement to move between the attacks of this action if you have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action.

D20 T ESTS

Equipping a weapon involves unsheathing, picking up, or removing it from a container.

D AZED [C ONDITION ]

D IFFICULT T ERRAIN

If you gain Expertise, you gain it in a skill in which you have proficiency. While you have a flying speed, you can stay up until you land, fall, or die. While flying, you fall if you lack the Hover trait and have the disabled or prone condition or your fly speed is reduced to 0.

G RAPPLED [C ONDITION ]

Your Speed is 0 and can’t change

When you make a skill check for a skill in which you have Expertise, your Proficiency bonus for that check is doubled.

H IDE [A CTION ]

The DM can determine that other things make a space count as difficult terrain, based on the examples here. The condition ends on you immediately after any of the following events: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a verbal component.

I NFLUENCE [A CTION ]

A good guideline is to set the DC to 15 or the creature's Intelligence or Wisdom score, whichever is higher. If your check succeeds, the creature does what you asked or asked, based on its meaning and prompted by its alignment; he will not do anything he finds repugnant. The default waiting time is 24 hours, which the DM can shorten or extend depending on the circumstances.

M AGIC [A CTION ]

M OVE

For example, if your speed is reduced to 0 and you have a climb speed, your climb speed is also reduced to 0. Likewise, if your speed is halved and you have a fly speed, your fly speed is also halved. If you have prepared a spell with the Ritual tag, you can cast that spell as a Ritual.

S HORT R EST

You can break up your Move by using some of its movement before and after any action you take on the same turn. Another creature's space is Difficult Terrain for you, unless that creature is Tiny or your ally. Religion Gods, religious hierarchies and rituals, sacred symbols, cults and certain creatures (Celestials, Devils and Undead).

S WIM S PEED

History Historical events and people, ancient civilizations, wars and some creatures (giants and humanoids) Investigation Traps, ciphers, puzzles and gadgets Nature Terrain, vegetation, weather and something.

T ELEPATHY

T REMORSENSE

Visual illusions appear transparent to the creature, and the creature automatically gets saving throws against them. The creature recognizes the true form of any creature or object it sees that has been transformed by the spell.

U NARMED S TRIKE

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