This document is designed to be used with the PHB or SRD, giving players more options for the 'core' characters of Fighter, Cleric, Rogue and Wizard. Below, I'll review each specialization :
Cleric
Beauty Domain - I was interested in this at first, because there ARE gods of beauty in the Forgotten Realms and so it makes sense as a domain. The domain spells are great, but that's where "great" ends. At first level, you gain proficiency with heavy armor? WHY? You can chanel divinity to charm humanoids, which is cool, although the document should follow the standard of writing and put in what that means (the effect of Charmed). Not that you can't look it up, but it's better when it's included. At 6th level you can use your Channel Divinity to frighten creatures, which I don't understand why that belongs with the beauty domain. Then at 8th level you get your wisdom damage added to cantrips. Overall it just doesn't click thematically.
Disease Domain - Another exciting domain for how prevelant the disease/poison gods are in Faerun, this was much better. All of it's abilities are thematically cohesive and remain balanced and I literally have nothing that could be negative to say.
Fighter
Beast Blood Warrior - A shape shifting fighter who becomes a boar, bear or wolf. All of the abilities you gain are great, except the 18th level one. Summoning a large number of low CR beasts feels like it would slow down combat too much.
Pit Fighter - A dirty fighting fighter. The abilities here are all quite what I would expect, if a little tame. Some more editing could have gone into this class, with lots of "(Attack Action)" after an ability to denote what sort of action it is, where they should have written the abilities "As an attack action..." but not bad.
Rogue
Brigand - A more martial rogue, expanding on the number of weapons the rogue can use as well as which ones benefit sneak attack. It doesn't do much other than that, which is a bit of a disappointment as these abilities often give you some stuff you can RP with.
Scout - A ranger-like rogue. They move quickly, can spot things easily, and fight at range. I like the "Light Feet" ability preventing them from being hindered by magical and nonmagical difficult terrain.
Wizard
Animancer - Focusing on animating objects, repairing damage goods magically, and commanding their animated lackies around. It's actually quite good, for it uses your action to tell your constructs to do things but they'll continue to do them until the task is complete.
Thaumaturgist - This wizard specialization looks into all things ummoning and the planes. It's basically a summoner, but having an alternative to the conjurer in the PHB is a great thing.
So overall the classes came across very well with only the beauty domain being sort of... halfway there. Everything else I'd say is usable.
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