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Ancestral Weapons
Publisher: Dungeon Masters Guild
by Austin B. [Verified Purchaser]
Date Added: 06/08/2022 09:33:14

This supplement is okay, but it's got some issues with it I guess the 5-star reviewers didn't notice. They talk about the good things, so I'll give some constructive criticism.

1. The balance of the weapon upgrades is iffy. Since the whole point of this system is to give players magic items, it can be super risky to trust these rules too closely as written. Some of these balance issues are overpowered, others are underpowered, and others just demonstrate a lack of consistency with existing rules.

For example, Magical Core lets you cast a cantrip twice per long rest. Cantrips are meant to be cast at will—why is this limitation added? Fearward and Charmward grant advantage on saving throws against fear and the charmed condition, but they each only cost 1 spirit point. Shadowed, as written, makes you have 3/4 cover when in half cover and total cover when in 3/4 cover. That means it's easy to get +5 AC or be untargetable with a low-level enhancement. Divine Touch heals your allies every time you hit with an attack; restoring hit points is one of the only things in 5e that should never have an unlimited supply like that. And I pity the DM who lets their player use Charged Smite, which multiplies a paladin's smite damage. Mentor lets you cast any spell you know with your highest-level open spell slot. As written, that means you could cast wish with a 1st-level spell slot if that's all you had. Battlemage gives you an ability that Eldritch Knights gain at 18th level, but you can get it at as early as 5th level. And Unflinching lets you ignore disadvantage with ranged attacks when enemies are close by—something you can only do with a feat—for 1 single spirit point at 1st level.

Some of the enhancements are marked as high level, but have very little use value. For instance, Homing lets you attack creatures you cannot see, but you do so at disadvantage and the target gets a +5 to its AC. Pretty poor for a Level 15 enhancement.

2. The editing is incomplete. There are typos in the book, as well as inconsistencies in the language of the enhancements that cause ambiguity. For instance, En Guard says "you gain advantage against the attacking creature until the end of your next turn." Advantage on what? Attack rolls? Saving throws? Does that mean the creature gets disadvantage on the attack roll instead? Some of the text says things like "difficulty" instead of DC, and several of the enhancements are out of alphabetical order.

3. It's just complicated. The supplement says that it's designed to be "simple, flexible, and fun to use." It's certainly flexible, but it's not simple. The spirit points, how you gain them, how to reallocate them and overwrite existing enhancements and fit them into the right rarity, etc., will take a while for DMs and players to fully understand, and even then there may be balance issues from misunderstanding them or trusting them too closely. In my opinion, it would be easier and more balancing for new DMs to simply implement the "upgrading heirloom" system from scratch, without spirit points, by upgrading the existing magic items in the DMG by rarity every 4 or 5 levels. But for DMs who don't mind a little chaos and want their players to determine the path that their weapon takes, this is a good supplement for it if they're willing to take the time to study it. Don't use the crafting table in the appendix though. It's not consistent with any of the crafting rules, and it doesn't take into account spending only a few spirit points at a higher tier.

All in all, I suppose this supplement is worth the low price. But this could be better with some more thorough testing, balance, and editing. If nothing else, the supplement also comes with some sample magic items that are interesting and that can inspire you to make your own. And it can help DMs work on better backstories for their players, which is great all in all.



Rating:
[3 of 5 Stars!]
Ancestral Weapons
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Domains of Delight (5e)
Publisher: Wizards of the Coast
by Austin B. [Verified Purchaser]
Date Added: 10/20/2021 16:03:56

Thanks to this supplement, I think I finally can wrap my head around how the Feywild works.

This PDF is amazing. It talks about the Seelie and Unseelie Courts. It talks about Fey Contracts and how they're made, including all kinds of things that fey might want in return for something else (which is so useful when creating hags in particular), as well as curses for breaking them.

It talks about how fey think, what forms they take, what their abodes are like, what variations of emotional personalities they might have, signature fey magic they might have, gifts they might offer, what their domains might look like, and how you might get there.

It even has a few quests based around what an archfey would ask, a Tasha's Cauldron-like table of fey magic effects that could happen in a fey domain, a list of native creatures you could find in the Feywild, and tons of random tables for inspiration on making a wacky fairy realm.

In short, it's everything you'd hope for in rounding out a Feywild adventure. With this and The Wild beyond the Witchlight, you have everything you need to make your own Feywild adventure. The only thing I don't understand is why all the appendix cards and story tracker from Wild beyond the Witchlight are part of this. They're useless without WbtW, but WbtW already includes them, so it's completely redundant.



Rating:
[5 of 5 Stars!]
Domains of Delight (5e)
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Fey Gifts & Bargains
Publisher: Dungeon Masters Guild
by Austin B. [Verified Purchaser]
Date Added: 09/30/2021 16:04:23

The bargains, what fey want, and boons and things are okay, but Domains of Delight (here on dmsguild) does a much more thorough job of explaining it, complete with more examples. I also didn't really like the "hierarchy" of the Feywild and the "terms of contract" and whatnot. Fey aren't lawful evil devils; they're less concerned with legalities and terms and physical contracts, so they didn't feel right.

The supernatural charms are pretty neat. The magic items are so-so. The NPC examples don't really feel whimsical or chaotic enough to be interesting fey.

This supplement is cheap, so it's worth the money for the inspiration alone, but overall I think (like most 3rd-party homebrew) the custom items, elements, and NPCs lack some more daringly fantastical and wondrous elements, sticking a little too close to what's already been published and what can be created without too much effort.



Rating:
[3 of 5 Stars!]
Fey Gifts & Bargains
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We See It Differently: Bringing Factions into Conflict
Publisher: Dungeon Masters Guild
by Austin B. [Verified Purchaser]
Date Added: 08/27/2021 12:27:12

This PDF is okay. It mainly focuses on the specific factions of Faerun (Order of the Gauntlet, Harpers, etc.) instead of factions in general, which was disappointing, and all the tips and examples in the PDf are overly complicated, in my opinion. Sometimes too complex to even be accessible as a common, casual DM. It has one example "custom" faction at the end, but it's a very unique one that would be hard to reverse-engineer and utilize for your own purposes.

If you're hoping, like I was, for a guide of hard-and-fast tips and steps to take for making solid factions and coming up with good conflicts between factions in any setting, you may be disappointed.



Rating:
[3 of 5 Stars!]
We See It Differently: Bringing Factions into Conflict
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Infernal War Machine Loot List
Publisher: Dungeon Masters Guild
by Austin B. [Verified Purchaser]
Date Added: 10/15/2020 09:55:55

This table is okay, but it doesn't really add much that a decent DM could just improvise on the spot. It basically consists of junk (chairs, pillows, cans of worms), infernal machine parts and additions, and miscellaneous stuff like demon parts. None of the infernal machine parts or demon parts have descriptions explaining what use they might have, and none of them are existing addons in Descent to Avernus, such as infernal screamers or bile sprayers, so they're all up for interpretation. It could be useful if you need some inspiration while running Avernus, but to be honest, it's probably not worth more than a dollar.



Rating:
[3 of 5 Stars!]
Infernal War Machine Loot List
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Xanathar's Lost Notes to Everything Else
Publisher: Dungeon Masters Guild
by Austin B. [Verified Purchaser]
Date Added: 04/16/2020 16:12:46

At first I thought this supplement was okay, but after looking at it closer, it has an inexcusable amount of balance issues in its subclass additions. It seems that no thought at all was put into whether the classes would actually be playable or multiclassable or not—only that they sound like cool concepts. There's a bard whose only ability is opening traps. There's a cleric who gains advantage on death saving throws at level one. There are unnecessary and nonsensical cross-classes like a spellcasting barbarian, a rogue wizard, and a religious rogue. There are abilities that are ridiculously overpowered (for example, "You can use a bonus action to make a Perception check to notice hidden enemies. If you notice one, you can move up to half your movement speed and make an additional weapon attack against that target with advantage and an additional 2d8 damage dealt to it." I'm not an expert class designer, but anyone can see that these are absurd and not much thought was put into their balance or even use at all.

I was also turned off immediately by the number of typos in the piece, as well as the clunky organization in some places (the feyblood race lists "advantage on saving throws against being charmed" in two separate places, and the "critical hits" bonus rules are listed under "Character Options" in the table of contents rather than DM rules) and a lot of the sections just seem unnecessary. For example, the critical failure and critical hit tables go on about variations of the same mechanic, such as pushing the target 5 feet away, 10 feet away, and 15 feet away; pushing the target 5, 10, and 15 feet away but knocking them prone, etc., and cycling through the various conditions in the game. I think those types of critical failure effects could be easily made up on the fly—there's little point in making an entire table for effects as uncreative as they are. I guess I just expected more.

The magic items are hit-and-miss—Some are pretty inventive, while others (like almost all the subclasses) seem somewhat juvenile in their ideation.

The backgrounds were somewhat underwhelming, as was the new feyblood race, and the sanity and suspicion rules are needlessly complex, especially for 5e; I did like the list of story items and the death and returning rules, and the lingering injuries bonus rules were somewhat underdeveloped, but inspiring.

I cannot recommend this, especially for its high price. I was deceived by its professional outer appearance and judged a book by its cover, and regret purchasing it for how little I got out of it.



Rating:
[2 of 5 Stars!]
Xanathar's Lost Notes to Everything Else
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