Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of.
- And we used them up just looking good. Inside you'll find bigger illustrations, lots more color, and pages that are easy to read. Making the switch turned out to be a lot more work than most of us expected it to be, but it was well worth the effort. Since the 2nd Edition was released, the AD&D game has grown in ways we never.
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War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
Source: Player's Handbook
War Domain Spells | |
---|---|
Cleric Level | Spells |
1st | Divine Favor, Shield of Faith |
3rd | Magic Weapon, Spiritual Weapon |
5th | Crusader's Mantle, Spirit Guardians |
7th | Freedom of Movement, Stoneskin |
9th | Flame Strike, Hold Monster |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Channel Divinity: War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
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Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Well friends, itâs time for my uber-geeky D&D post. I figure that if you can bear listening to me blab about version control software, banjos, and canned tuna⊠you can listen to my review of the new 4th Edition D&D rulebooks that came out this summer.
My affair with D&D has been on-and-off my whole life. I played 1st edition in 2nd and 3rd grade, then lost interest. I somehow missed the entire 2nd edition of the game completely. When the 3rd edition came out in 2000, I had just gotten back into the game by playing in NASCRAG touraments, so it was like learning the game all over. And now, eight years later, itâs time for the owners-du-jour to do another round of tax collection: everyone buy new books, relearn the rules.
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As usual, the internet is full of people screaming about how the game has been ruined and destroyed, how Wizards of the Coast is evil and greedy and oppressing the freedom of gamers everywhere, forcing us into a treadmill of upgrades. Just like what happened back in 2000. đ This time around, the biggest screams have been âOMG they dumbed it down into a video game!â Thereâs a grain of truth to the accusation, but I decided to give the new rules a good sincere try before condemning them. So I invited some friends over. Everyone rolled up a character, and we did a three-hour test game.
The verdict is: I really like 4th Edition. It was super fun. And everyone who played was raving about it as well. Weâre talking about continuing the game now. The common quote was how somehow the new rules (with all the âpowersâ) essentially made 1st-level combat feel like 5th level. No more 1st-level magic users with 3 hit points and 11 AC expending a single magic missile, then hiding in a closet until the next morning. Nope, the 1st level wizard was kicking ass just as much as the paladin, and having a blast!
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The new edition seems to be mainly a rewrite of combat rules, and done such that combat is much much much more fun. Not less complex, but way more entertaining. No more endless rounds of âI swing my sword for the 17th timeâ â itâs all about doing funky âpowersâ each round, which keeps things interesting. (The comparison to World of Warcraft is justified here!) However, my players werenât spacing out when it wasnât their turn â instead, they were on the edge of their seats to see what kind of crazy stunts their allies were going to do. When was the last time you saw that happen?
The other big change is that using a battlemat and miniatures is sort of a requirement now. In 3rd edition, the board-game aspect was an optional enhancement, one which made combat more visually accessible and strategic. In 4th edition, many powers are described in terms of the grid (âexplodes in a radius-3 burstâ), so itâs kind of hard to not have one now. Maybe this doesnât bug me, because Iâve always used a battlemat anyway.
If anything is to be criticized, itâs the writing and artwork in the new rulebooks. The art is cheap and cheesy looking. Imagine the worst fantasy art you can, and then take it down a notch. Itâs almost like the cover paintings on bodice-ripping romance novels. And the writing is horrible as well: a much bigger font, with writing style apparently targeting 9 year olds. I think itâs noble that the new owners want to indoctrinate a ânew generationâ of roleplaying gamers, but in the process the books have turned into what reads like a cartoonish self-mockery of the entire genre. For example, hereâs a lovely excerpt from the new Playerâs Handbook:
âImagine a world of bold warriors, mighty wizards, and terrible monsters [âŠ] ancient ruins, vast caverns, and great wild wastes where only the bravest heroes dare to tread. Imagine a world of swords and magic, a world of elves and goblins, a world of giants and dragons [âŠ]â Phstat for excel.
Gag me with a spoon.
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Ultimately, though, if youâre an experienced D&D player, this corny writing doesnât matter at all. Thereâs nothing stopping you from running a dark campaign, creating characters of real depth and motives, and doing serious roleplaying as youâve always done. The only ânewâ thing here is excitement of combat; the storytelling and improv acting hasnât been taken away.
As I was reading the rulebooks, I took notes as I went. You can read my notes here which compare the old and new rules. I hope theyâre useful to people thinking of trying out the new edition!
Iâm off to OSCON in Portland tomorrow, and Fitz and I are scheduled to give four joint presentations. Iâm sure Iâll have blog updates forthcoming!