D&D 5E [Let's Read] 5e 3rd Party Class Sourcebooks

Libertad

Legend
Hello everyone! This is not a Let's Read of a single product so much as a bunch of smaller sourcebooks detailing new classes and subclasses for 5th Edition Dungeons & Dragons. The OP will serve as a WIP Table of Contents linking to later posts. I'm focusing on some of the more well-known classes, as well as ones which don't have detailed reviews around the Internet.

 
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Say what you will about 4th Edition, the warlord was one of the cooler concepts it brought to the table as a core class. When 5th Edition came around it was jettisoned like so many other concepts from that era. Barring the Commander’s Strike maneuver of the Battlemaster Fighter, a spell-less martial leader type of character wasn’t really a thing you can do in terms of raw class features of immediate combat use.

Enter Robert J. Schwalb. Already an old hand at writing D&D content for Green Ronin, he decided to self-publish 5th Edition content under Max Press. One of the line’s first products was a spiritual successor to the 4th Edition Warlord. As I am not well-read enough on the original class, I cannot tell you how faithful it is in the transition but will instead judge the class on its own merits.

The Warlord is a spell-less martial class which follows most of what you expect: d10 hit die with proficiency in all armor/weapons/shields, although in terms of skills and saving throws it’s a bit closer to the Paladin in being proficient in Wisdom and Charisma and has more cerebral choices such as History, Medicine, and Persuasion. The class is a bit MAD* in that most features are keyed off of Charisma, but for more physical pursuits a good Constitution and Strength/Dexterity is required to mix things up physically with enemies. The Warlord gets an Extra Attack like other martial classes, but interestingly gets a third one at 11th level.

*Multi-Ability Dependency, when a class needs at least three high ability scores in order to be effective in its ideal role. Counterpoint is SAD: Compare the Monk to the Wizard, the latter of whom is SAD.

Most of the Warlord’s core class features and those of its subclasses do not require an action to activate: most of them use a bonus action, reaction, or trigger automatically in response to specific conditions and attacks. Battlefield Commands are their first and perhaps most important class feature: they can give allies a number of d4s which they can apply in addition to a d20 roll before or after the die is rolled but before success/failure is known. The die’s size increases by one as the Warlord levels up, and can be applied to other things depending on their subclass. The other major feature is Commanding Presence, where characters within 10 to 60 feet (level-based) of the Warlord gain access to special perks.

Beyond this the Warlord has other means of aiding teammates, such as adding the Commanding Presence die (but not spending any actual die) as a bonus to allies’ initiative rolls, foregoing any number of their own attacks to grant allies the ability to make bonus attacks as reactions,* grant temporary hit points and even allow others to spend hit dice to deal without a short rest via inspiring speeches, and being able to use the Help action at range as a bonus action which can also end fright/stabilize a dying creature/grant temporary hit points. The Warlord’s 20th level capstone ability makes all allied creatures add the Warlord’s Charisma modifier to their saving throws within range of Commanding Presence, and allies can roll a Battlefield Command die twice and use either result.

*A callback to the Lazylord build.

Military Stratagems are the Warlord’s archetypes/subclasses, and we can choose from a generous six in this book. The Daring Gambler is all about getting greater risk vs greater reward, and includes such choices as granting allies a pseudo-Power Attack where they take -5 to attack but add 2d6/3d6 bonus damage, or roll a saving throw vs a damaging effect with disadvantage to take no damage instead of full. The Golden General* focuses more on the Warlord themselves doing things to grant boons by leading by example, such as granting advantage on a future attack made against an enemy they successfully hit, or doing a noble sacrifice where they grant advantage on a saving throw to an ally while suffering disadvantage themselves vs an effect hitting both of them. Stratagem of the Hordemaster is about mobility, where the Warlord grants themselves bonus movement if they don’t equip medium/heavy armor or a shield** while also gaining boons and imposing disadvantage on enemies who attempt to opportunity attack them and their allies when they move. Resourceful Leader allows the Warlord to shift Battlefield Command dice among allies as a bonus action, as well as limited-use abilities to add proficiency bonus or command dice to certain d20 rolls. Shrewd Commander’s features are a mixture of offense and defense, the former allowing the warlord to mark a target to grant attack rolls and damage and the latter expending Battlefield Command dice to impose disadvantage when said marked target attacks. The Supreme Tactician gets a unique d4 Tactics Die which can be stored round by round to increase it one die type, all the way up to d12 until the Warlord or an ally chooses to roll it, at which point it resets to a d4. Later features of Supreme Tactician include adding half a Battlefield Command die result to AC for one turn, and another being able to reroll said die until it’s a 3rd or higher.

*That’s a Dragonlance reference: Laurana the Golden General was Tanis’ love interest who would later go on to lead the forces of good in battle against the wicked Dragonarmies.

**a big weakness considering the warlord gets no “add DEX + other ability score to AC” to make up for this as a martial.

In terms of overall appeal and usefulness, the Hordemaster is focused on a more specific party make-up, but the others are quite broad in being useful for various types of classes and roles. The Supreme Tactician’s core feature reminds me of 13th Age’s escalation die, in that while it is optimal for boss-style and longer fights it may not shine as much in volume-based dungeon crawls composed of many smaller fights. Daring Gambler is more optimal for players who have a better sense of their own and their enemy’s capabilities, as many of their features are risky to use if you don’t initially know the opposition’s save DCs/AC right off the bat. The rest of the Stratagems are broad in appeal, and I can see the Golden General being a favorite as it seems the most quintessentially “leader of men” type while also having an initial 3rd level ability (attack foe, next ally attack has advantage) as an appealing option.

Existing Class Comparisons: Valor Bards and Paladins are perhaps two of the closest leader types in the Core 5th Edition rules. The Bardic Inspiration die mimics several of the Warlord’s damage and AC boosting tactics. However, the Bardic Inspiration is more limited in that it refreshes every long rest, while a Warlord’s Command Die refreshes every short rest but activatse in more specific circumstances. The Battle Commands die starts out smaller at a d4 and reaches its max value later, but is more or less near-equivalent: the Warlord’s progression is d4 and grows in size every 4 levels, whereas the Bard starts at d6 and increases every 5 levels. The Warlord can also use defensive measures which allow their allies to resist damage once they’re hit or retaliate, whereas Bardic Inspiration with a Valor Bard only increases the initial roll/AC value but does nothing upon a failure or enemy hit.

For a Paladin comparison, much of the paladin’s teamwork-based abilities center around their spells and Channel Divinity. They have constantly-active auras, but they are limited in the types of resistances and immunities said can grant. As said abilities eat up the Paladin’s actions in most circumstances, they’d be less ‘active’ in combat than a Warlord who are more likely to have a proper Action of their own.

In terms of weak points, the core classes have a large advantage due to their spellcasting. While not as supplement-heavy as prior books, bards and paladins gain access to more things with the release of every new sourcebook containing spells. There’s also the fact that the bard has more general out of combat utility, and in terms of healing their allies’ wounds the Warlord is inferior.

Final Thoughts: In spite of the above, I’d allow the Warlord as a Dungeon Master. They do a good job in making the rest of the party do their iconic features better. As initiative is highly important, adding anywhere from 1d4 to 1d12 can make a large difference in the initial tide of battle.

Join us next time as we get all Council of Wyrms up in here and review In the Company of Dragons!
 
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Rite Publishing was one of the oldest and most prolific of 3rd party Pathfinder publishers in terms of the sheer volume of content. The company did not restrict itself to that one system and made OGL material for many other games which permitted such a license. In the Company of Dragons was one of its most popular products for making in-depth rules for dragon PCs in Pathfinder, and a conversion to 5th Edition was in the works almost as soon as said system got a proper OGL.

In the Company of Dragons is initially written from an in-character perspective by a dragon by the name Thunders in Defiance, offering his knowledge of dragon society to the reader as payment for said reader saving his young from an undefined danger.

This book’s fluff presents a specific setting for dragons a la Council of Wyrms. There’s a separate plane of existence home to a chain of islands known as the Lost Isles forged by Our Lady of the Rainbow Scales, a deific figure in draconic culture. A cancerlike magical taint was formed from uncertain origin and contained in the Well of Oblivion, where dark mockeries known as undragons spawn from and threaten the rest of their kind.

This book’s dragons are known as taninim, who are a distinct species from true dragons. They are primarily differentiated by their plane of birth: an egg which hatches on the Lost Isles becomes a taninim baby, while anywhere outside it becomes a true dragon wyrmling. In terms of thematics there’s not really any difference: both can fly, breathe lines or cones of harmful energy, grow large, and so on. The major difference is that taninim are not forever locked into a single alignment. Taninim dragons are divided into three major groups: the Organizers, or Lung dragons tasked with watching over the world at the behest of spirits; the Feykin, small dragons who have butterfly wings and claim to be spawned from dreams; and Truescale taninim of whom the writer belongs and are the prototypical European-style dragons.

On a metagame level I feel that in the Pathfinder era the taninim distinction was meant to explain how dragon PCs lacked many of the more powerful features of the monster type. But in 5th Edition, where the rules for building PCs and NPCs are completely different even for the same race, this seems a bit unnecessary.

Taninim society is a feudal gerontocracy, where older dragons capable of holding the most land grant rights to less powerful dragons to live upon said land in exchange for service. The Elder Voices are a council of the five oldest dragons who only converge in times of crisis that affect the race as a whole. The creation of children and egg-laying has religious significance, where parents undergo magical rites to ensure the safe growth of their offspring.

Like true dragons their moral outlook has an effect on the physical make-up of their bodies, but unlike true dragons they are capable of changing their ethical outlook much as any human who undergoes a moral or philosophical re-examination. This causes taninim to be more guarded from their peers when they sense disillusionment with an ideology, and true dragons find taninim to be a bit disconcerting.

Finally, taninim names are varied but gained in three major ways: a hatchling name chosen by their parents, a deed name granted by the Elder Voices for some service, and a personally-chosen name. Tananim do not view names as an inherent part of one’s nature, and a dragon viewed as unworthy by the community or a rival of said name can be challenged for it much like a duel.

Taninim Race

Taninim are a race all their own with 3 subraces from which to choose. They can take classes like anyone else, but also have a Draconic Exemplar class unique to their race which emphasizes the stereotypical dragon traits.

Base taninim...don’t have much. In terms of advantageous traits they gain +1 to Constitution and Charisma, have darkvision, a natural bite attack, and proficiency in Insight and Perception. All base taninim can create lairs and hoards, the former granting an effective line of sight to all creatures within said lair regardless of cover, invisibility, or other conditions, while the latter grants advantage on saving throws and +1 AC if the tananim keeps a number of valuables equal to 1,000 gp times their level within said lair for a month.

Their (non-dangerous) foreclaws are manipulative enough to be as nimble as human hands, but that’s where the positives end. They are quadrupedal, meaning that they are limited in what kinds of equipment they can wear, all armor is more expensive, and they are never proficient with shields. And finally, you are a Small sized dragon: if you want to grow in size categories, you’ll either need to take appropriate feats or level up in Draconic Exemplar.

The three subraces are rather different in what kinds of boons they can give. Truescale gains +1 Strength and Wisdom, a true flight speed of 30 feet, along with a natural tail attack and a 1/long rest AoE air buffet wing attack. Lung dragons gain +2 Strength, a 40 feet speed in walking and climbing, +1 AC, natural claw attacks, and 1d10 bonus piercing damage to foes engaged in a grapple. Finally, the Feykin are Tiny size, have +2 Dexterity,a flight speed of 30 feet, elf-like resistances to charm and sleep effects, a sorcerer cantrip of their choice, and their size category can never change either short-term or permanently from any source.

In terms of the subraces, the Truescale is the most attractive one in terms of being a big honkin’ dragon. It has flight and unlike the feykin is optimized for melee combat. The Lung’s climbing ability is overall inferior to flight, and its natural claws deal less damage than the truescale’s tail attack and unlike said tail does not have reach. I can’t really see the Feykin as being appealing to most who’d buy this book save for one-off gimmicks, as there are already options for playing small fairy-like beings also from the same publisher.

Tananim also get 3 new subclasses exclusive to their race: the Scaled Juggernaut’s a fighter subclass which grants increased bonuses to attack and damage rolls with claws, treat said claws as magical at 7th level, resistance to fire and cold damage, proficiency in all saving throws, and can Dash and knock an enemy prone with a claw attack. Its 18th level capstone is a Cleave-style ability which allows them to move their speed and make a claw attack for free for every foe they drop to 0 hit points to a maximum of 3 times per short rest. There’s also a new Fighting Style for base Fighters where a tananim gains +1 AC and 1d8 claw attacks or increased damage if they had them already, making the Lung even less appealing.

The other subclass is the White Worm Apostate domain for Clerics, which marks your character as an undragon pledged to the service of the god-like White Worm as your scales become infested with mold and worms. It grants bonus spells related to sickness, madness, and weakness, and its other class features include immunity to disease, using Channel Divinity to reduce the damage from any attack to 0 as a reaction, vomiting a swarm of worms which are treated as their own monsters who can gain hit points and attack/damage bonuses as you increase in level, and a 17th level capstone where 1/day you can spend a reaction to revive to full hit points with 1 level of exhaustion whenever you fail a death saving throw.

The Trueblood is a Sorcerer origin who represents the innate magical might of all dragons. They gain a draconic essence* which effectively grants them a breath weapon of scaling damage (max 6d6) in exchange for a moral compulsion, the ability to treat their own body as an arcane focus and not consume material components save on a natural 1 on a unique d20 roll, and at later levels gain more uses with their breath weapon between short rests and bonus essences. The 18th level capstone grants the ability to use a breath weapon as a bonus action for 3 sorcery points.

*described in the Draconic Exemplar class below.

The Scaled Juggernaut’s a bit of a one-trick pony, although proficiency in all saving throws is very nice. The White Worm Apostate has great defensive options, while the Trueblood is a bit overly-focused on breath weapons which makes it lack the versatile oomph of other sorcerer types. The ability to almost never need to worry about consuming material components is pretty nice, though.

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But forget about those measly options. Do any of them help us grow into a mean, lean, greater-than-Small fighting machine? Well the Draconic Exemplar is the answer to all your woes! This class is heavily martial but with a few utility abilities: it has an impressive d12 Hit Die, is proficient in Strength and Intelligence saving throws, and chooses 3 skills from mostly-cerebral options: Arcana, Athletics, History, Insight [even though the race is already proficient], Intimidation, Nature, Persuasion, and Survival. The class has absolutely no proficiencies in any weapons, armor, tools, and doesn’t even start with any gold or equipment. But you don’t care because you’re a motherfucking dragon. When’s the last time you’ve seen Smaug wield a sword like a toothpick?

A Draconic Exemplar has a natural bite and claw attack whose damage dice and natural reach increase as they gain size categories: both attacks start out at a respectable 1d6, but at Gargantuan they are a mighty fine 2d10 and 1d12 respectively. You’re also proficient in them, and to make up for the lack of armor you add both your Dexterity and Constitution modifiers to the base 10 AC.

At 1st level the class has two important choices: a Draconic Gift and a Draconic Essence. The Gift determines the dragon’s preferred tactics: Gift of the Behemoth is all about strength, and includes options such as knocking people prone or flinging them into the air with natural attacks, immunity to the frightened condition, restoring hit points via sheer grit, and barreling through multiple opponents with a charge. Gift of the Ancients emphasizes one’s elemental nature, granting bonus energy damage to natural weapons, emitting a damaging energy field which also restores the dragon’s hit points, and can reflect magical spells back on the caster. The Gift of the Third Eye embeds a magical pearl in the dragon’s forehead, which gives them increased mental control over targets ranging from charm effects to mental suggestions and even damage just by glaring really hard. Even the magical and subtle abilities of the last gift add the Strength modifier to the DC, meaning that you can totally charm a target with your incredible reptilian pecs.

A Draconic Essence determines the specifics of the dragon’s scale color, breath weapons (which is a static 2d6), and a matching energy resistance based upon said breath weapon. There’s quite a lot representing existing true dragon clans, but each comes with a Compulsion that forces you to make a Wisdom saving throw when one acts against the nature of their Essence. Not all Compulsions are equal, and some are more deleterious to the typical party than others. For instance, the Balance compulsion forces a save whenever the dragon tries to commit an overtly good or evil deed, meaning that they may very well end up standing around doing nothing when the evil overlord’s army invades a city and is engaged in combat with their fellow PCs. Meanwhile, the Just compulsion forces a save whenever they’d commit an unjust action or allow one to happen without intervening, which isn’t very much different than how many good-aligned PCsoperate.

Draconic Exemplars also permanently grow one size category every 5 levels, to a maximum of Gargantuan at 20th. Feykin do not benefit from this but instead gain the ability to cast a new specific illusion spell (or Sleep at 5th) 1/day each every time they’d grow. The text explicitly calls out that size increases your weight and melee attack reach, but leaves the damage dice of your natural weapons unmentioned which implies that Feykin can still do some good damage even if they’re Tiny. But if you wanted to be optimized for melee, you’d be a Truescale or Lung who have Strength bonuses, and the bonus spells aren’t enough to make the Feykin on par with a Bard, Rogue, or illusionist Wizard.

For those times when going around as a dragon is too unsubtle, draconic exemplars can transform into a single identity of a humanoid form at 3rd level. They cannot use most of their form-specific class features while in this form, and given that the class has no real spells or weapon/armor proficiencies so one cannot really do much in said form.

At 5th level onwards the majority of their class features are combat-related: extra attacks at 5th and 14th level, advantage on initiative rolls and immunity to surprise attacks at 7th, counting natural weapons as magical at 9th, an AoE belly-flop at 13th, and at 18th an AoE roar which can frighten and deafen all targets in a cone.

Existing Class Comparisons: As a class the Draconic Exemplar is good at one thing: doing dragon things in combat. More utility features such as Gift of the Third Eye and the Feykin’s spells can be better accomplished by casting classes who have far more choices on top of that. But when it comes to wreaking havoc the Draconic Exemplar kicks ass. Only the Fighter gets more Extra Attacks, but the Exemplar has higher damage dice and reach on said attacks, while also being able to impose additional conditions with the right Gift and gains limited-use AoE attacks with their breath weapon, roar, and belly-flop. In comparison to the Barbarian the Exemplar has some similarities (hit dice, Con modifier to AC, advantage on initiative, etc) but in terms of superiority the barbarian can do better in terms of raw staying power from raging and Strength rolls at higher levels. In terms of damage in melee combat, a dragon’s bite as Large (2d6) catches up with a 1d12 greataxe, and the bonus extra attack at 14th level can outdamage the barbarian in most cases barring Brutal Criticals.

Making one’s natural weapons count as magical is a good idea, given that there’s quite a bit of enemies in the Monster Manual which are either resistant or immune. In most cases they are extraplanar entities. It still doesn’t solve the problem of silver/adamantine/etc defenses, but is a step in the right direction.

The final section of the book are 12 new Taninim Feats, which as usual are specific to their race. 3 of them relate to enhancing one’s breath weapon, such as imposing disadvantage on ability checks of the dragon’s choice to those caught within the line/cone, the ability to breath twice in two different directions as part of the same action, and the ability to reshape one’s breath weapon and avoid friendly fire for up to 2 targets. 3 more feats relate to biting, such as giving the incapacitated condition on a critical hit for 1 round, the ability to swallow a small enough target whole and deal acid damage to those inside,* and the ability to behead a creature on a critical hit which can kill a target provided they need said head to live and aren’t a boss monster (aka have legendary actions).** Two of the feats raise the dragon’s size category by 1*** as well as granting +1 to an ability score of their choice, while the remaining feats are miscellaneous effects. Complex Essence grants a bonus draconic essence which can make your scale colors dual or mixed colors in addition to choosing from 2 kinds of breath weapons; Dreaded Presence grants +1 Charisma, can make your voice up to three times louder, and gain advantage on all Intimidation checks. Flyby Attack allows you to avoid opportunity attacks provided you use your movement to fly out of a creature’s reach. Finally Greater Crush increases the damage of a belly-flop from 3d8 to 5d8 and deals half damage on a failed save rather than no damage.

*but an unfinished sentence on how to escape and said attempt’s DC.

**in which case it adds 6d8 bonus damage in addition to the critical hit effects.

***can’t be taken as a Draconic Exemplar.

The feats centered around breath weapons are both useful and cool, although the bite-based feats are more situational. Flyby Attack is great as it allows for reliable hit and run tactics. I am a bit mum on the size category increasing ones. Although the +1 to an ability score each time prevents it from being too much of a tax, you can only grow to a maximum of Large size and the only benefits greater-than-Medium categories grant in 5th Edition are increased reach. Meaning that you’re making a long-term investment to hit up to 10 feet away (15 if Truescale with tail) with your natural weapons, which a human Fighter with a reach weapon can effectively do without any feat expenditures.

Final Thoughts: In the Company of Dragons is an okay book. The sample race on its own is not exactly impressive in terms of delivering on the “be a badass dragon” angle, and given their similarities in roles and styles I cannot see any player picking a Scaled Juggernaut Fighter over a Draconic Exemplar. The truescale subrace is way too appealing an option in comparison to the others.

The product’s new class is the star of the show, and it provides both a simple yet effective 20 level class. The Draconic Exemplar’s major weaknesses are that there’s not much it can do outside of combat, but the same can easily be said of the Barbarian and Fighter. The breath weapon is a bit weak at a static 2d6, and only a Trueblood Sorcerer increases its base value. As it is a once per short rest ability, I’d personally make it scale like the Sorcerer archetype given that said class already has a bunch of damage-increasing blasty spell options while the Draconic Exemplar doesn’t.

The discussion of taninim society feels a bit tacked on, and is actually cribbed from the much larger Pathfinder supplement. The fluff on the Council of Wyrms-flavored setting cannot help but make one feel that the word space could’ve been given over to further development on mechanics. I imagine that most players aren’t going to care about the differences from “true dragons,” and given how many settings handle the nature and culture of dragons differently the race and class are good enough as-is for a settingless Dragon PC option.

Join us next time as we teleport around in the air like we just don’t care with the Mist Walker!
 




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Taking 20 is a very popular YouTube channel specializing in 5th Edition content with a bit of Pathfinder and Starfinder on the side. Cody Lewis, the creator and owner of said channel, decided to try his hand in self-publishing a homebrew class. The Mist Walker takes the rather popular concept of a teleporting warrior and builds an entire class around it. While there are some archetypes capable of this already in 5th Edition, they usually don’t have it right off the bat or have to use it under certain circumstances, whereas the Mist Walker is capable of at-will short-range teleportation by default.

Fluffwise Mist Walkers are practitioners of a skill of unknown origins which utilizes “the mists” to move about unhindered. They tend to belong to martial orders, assassin’s guilds, and the like. As this book is OGL and not part of the DM’s Guild, the ode to Ravenloft is subtle rather than blatant. For those not read up on ‘Ravenloftian lore, the Mists are an omnipresent and seemingly intelligent force which makes up the foundation of the Demiplane of Dread. It is capable of being manipulated by its most infamous prisoners, the Darklords, to afflict and imprison those within their domains of influence. The Vistani are a human ethnic group based off of the Roma people who are the only known beings capable of traversing the Mists without difficulty or error.

Cody’s Mist Walker more or less tosses out the themes of subtle corruption in trying to control such a thing. The closest we get is with the Conviction of the Shroud subclass which manipulates life energy to harm foes, but there’s no Faustian bargains or alignment tendencies. You’re more akin to Noctis from Final Fantasy XV than a horror movie monster stalking one’s prey.

Mist Walkers as a class are a stealth/martial hybrid: d10 hit die, proficiency with light armor and shields, can use all simple weapons plus smaller blades (short swords, scimitars, rapiers), is proficient with the poisoner’s kit, and chooses three skills which are very close to the Rogue’s options (Acrobatics, Deception, etc).

The Mist Walker’s main class feature is...well, Mist Walk. It is an at-will teleportation which is performed as part of or in replacement of one’s movement rather than an action on its own. Its distance starts out at 30 feet but increases by 10 feet at 4th level and every 4 levels after, and its major restrictions are that you cannot combine it with the Dash action and you can only Mist Walk to places you can see, meaning that a blind Mist Walker loses the use of their primary feature. Mist Walk automatically avoids triggering opportunity attacks, which is one of the more common bits of contention on Drive-Thru RPG reviews besides the at-will teleport.

Beyond just teleporting, the Mist Walk ability’s total distance is halved if you mix it up with mundane forms of movement, which in turn are halved as well. At 3rd and higher levels you can add a +1 to +3 bonus on attack rolls when you first use Mist Walk, at 5th level you can teleport another half of your max Mist Walk as a bonus action, and at 7th level you can Mist Walk half your distance as a reaction to avoid hostile AoEs provided that you succeed on the saving throw in the first place.

As an example of said uses (plus some class features detailed below), let’s say that some foolish wizard shoots a Fireball at a 20th-level elven Mist Walker in an urban metropolis. Said Mist Walker can teleport onto a four-story roof (40 feet) as a reaction to avoid said Fireball, mundane move 15 feet to take cover behind a chimney and snipe back at their foe, and then teleport 40 feet onto a nearby balcony out of the sniper’s line of sight as part of their movement. But, as a bonus action they mist walk another 40 feet under an awning at ground level to further throw the wizard off their trail.

Beyond this core feature, the Mist Walker lets you add your Intelligence and Dexterity modifiers to your Armor Class while not wearing armor, and you can choose from Fighting Styles but only Dueling or Two-Weapon Fighting. You gain an Extra Attack at 5th level, can reroll an Intelligence-based ability or skill check 1/short rest at 6th level, add your Intelligence modifier to all weapon damage at 9th, add Intelligence bonus to all Wisdom and Charisma saves at 10th a limited number of times per day equal to said Intelligence bonus, and Blindsight of 15 feet at 13th level. A rather large number of utility features are unrelated to mist-walking, but several are quite good: adding two ability score modifiers to weapon damage is really nice, and given that Mist Walkers are proficient in Dexterity and Intelligence saves the ability to add the latter to the other mental saves helps shore up the class’ likely weak willpower.

Mist Walkers also gain Shroud Abilities at 2nd level, letting you gain a number of Shroud Points equal to their level which refresh on a long rest. Shroud Abilities represent quick summoning of the mist in order to avert disaster or act quickly. The class grants 3 different Shroud Abilities immediately: Cloaking Mist creates a 30 foot radius of mist which is similar to darkness in terms of concealment, Veiled Shield adds +2 to +4 AC* as a reaction to a melee attack, and Jaunt moves you as a reaction upon taking damage up to half your Mist Walk distance in a direction of your choice. All three abilities have very good uses, although I can see Veiled Shield seeing the most use.

*dependent upon level.

At 17th level and above our final 3 class features get more explicit in the use of mist. 17th level allows you to cast Mirror Image as a bonus action which can move and teleport in tandem with you; can do a normal Teleport spell without components at 18th level whose recharge rate varies from a long rest to 1d6 days depending on if you teleport additional creatures; and finally at 20th level you can create a clone of yourself 1/long rest out of the mists themselves. Said clone has near-identical stats save that they add only their Intelligence modifier to damage, cannot duplicate magic items (wielded and worn items become closest mundane equivalent), add Intelligence and no proficiency bonus to all saving throws, has half your Mist Walk distance, and is immune to various conditions due to being a mindless artificial entity.

Mist Walker Convictions serve as the subclass options, and we get 3 different ones representing differing ways for how Mist Walkers shape their talents and abilities. The Conviction of the Blade pursues its martial uses to the exclusion of others, Conviction of the Mind focuses on aiding allies and battlefield control, while Conviction of the Shroud taps into the mists’ pseudo-Ravenloftian vibe to drain others’ life force to power yourself or another.

Each gets an ability at 7th, 11th, and 15th levels, but the amount of initial 3rd level abilities varies wildly: Blade gets 2, Shroud gets 3, while Mind gets a whopping 6! The Mind is the most front-loaded and has the widest use in utility for tactics and builds, some of which even step on Blade’s toes in seeming more martial than usual.

Conviction of the Blade grants a Shroud Ability which can forcefully teleport opponents a short distance of your choosing into an open space, and can do so at no Shroud Point cost on a critical hit. At 7th level all of your weapons count as magical. At 11th level you can mark a struck target to deal 1d10 bonus force damage on attacks for infinite duration, or until said target moves farther than 150 feet away. The 15th level ability grants a 1/short rest feature where you deal 12d10 bonus force damage after studying a target via a successful Investigation check as a bonus action.

Conviction of the Mind is heavily front-loaded. Its 3 bonus Shroud Abilities include clouding a target’s mind with mist to impose -2 to AC, saves, and preventing use of reactions, using the mists to disarm-teleport the weapon of a creature that you struck as a bonus action, and creating obscuring mists over a nearby target to impose disadvantage on attacks for one turn. The three non-Shroud initial features include the ability to grant nearby allies short-range Mist Walking, the ability to refresh Shroud Points 1/day during a short rest instead of a long rest, and can swap the positions of two willing targets within half your Mist Walk distance.

The 7th level ability allows you to take creatures with you on a Mist Walk a limited number of times per day equal to your Intelligence modifier (or twice that at 13th level) and give them advantage on their next attack after ending said Mist Walk. At 11th level you can interrupt enemy spellcasting by teleporting up to 30 feet to them as a reaction and get in a free attack 1/short rest, and at 15th level you can swap places with a willing ally just about to be hit by an attack as a reaction.

Conviction of the Shroud grants a Shroud Ability that heals hit points equal to your Intelligence modifier to all allies within 10 feet, and double and triple that at higher levels. The other 2 initial features include the ability to Hide as a bonus action whenever you use Mist Walk as part of your movement, and the ability to transfer 1d6 to 5d6 plus your Intelligence modifier in hit points from yourself to a touched ally. At 7th level you can create a toxic mist which grants the drowning and incapacitated conditions to those who fail a Constitution save. At 11th level you can create life-sapping mist in a 30 foot radius centered on you that deals 4d6 damage to any number of creatures of your choice, and can divvy up the damage as restored hit points to any number of other creatures within range that you desire. The 15th level final ability allows you to wreath a number of creatures equal to your Intelligence modifier in a protective purple mist, gaining +2 AC, 1d4 temporary hit points, and they cannot be magically slowed. Besides the Shroud Ability and 15th level feature which is 1/short rest, all of Shroud’s abilities are usable a number of times per day equal to your Intelligence modifier, and twice or even thrice that depending on level.

Existing Class Comparisons: The Mist Walker is clearly meant to be a mobile striker with some stealth and scouting capabilities, which brings to mind classes such as Fighter, Monk, Ranger, and Rogue. But before we tackle anything else, let us bring up at-will short-range teleportation. Unless I’m missing something in the newer books such as Wildemount, the Way of Shadows Monk and the Horizon Walker Ranger are the only two subclasses which can do something close to what the Mist Walker can. They’re of more limited use: the Shadow Monk at 6th level can teleport 60 feet as a bonus action but only between areas of dim light and darkness, which interestingly means that they’re not likely limited by line of sight given visual obscurement. The Horizon Walker at 11th level can go but a mere 10 feet, but gets up to 3 attacks provided that they attack at least 2 different targets. The Shadow Sorcerer can do what the Shadow Monk does, but 120 feet and at 14th level.

In comparison to classes in general, the Mist Walker is pretty strong, although in ways other than Mist Walking. The ability to stack bonuses on attack rolls when making attacks as part of Mist Walk can break Bounded Accuracy, and adding Intelligence on top of Strength and Dexterity for weapon damage is pretty sweet. But in terms of raw damage output it can’t attack as much as a Fighter with Action Surge, nor does it have the Rogues’ Sneak Attack. Its lack of proficiency with martial ranged weapons* is a bit of a weak point. While conjuring concealing mists is nice, such an effect is more noticeable to guards than the vaunted Invisibility spell. That several of the pseudo-mist abilities can be blown away by strong winds or dissipate after a minute are more points against its favor. I can definitely see class’ potential brokenness, although this will vary for a variety of monsters and tactics: the Mist Walker’s going to shine in a wide open area and/or facing melee-focused monsters without much mobility. But against many offensive spellcasters, creatures which can blind, create obscuring or illusory effects, and prefer cramped dungeon corridors with lots of cover can befuddle the Mist Walker.

While it can seem rather powerful, opportunity attack-focused builds are more common on the PC side** than the NPC/Monster side in 5th Edition. While a Mist Walker can easily kite slower monsters without ranged attacks, the same can be said for an archer with a mount.

*unless you’re playing an elf or something.

**Namely feats such as Polearm Mastery and Sentinel.

Final Thoughts: The Mist Walker is a bit all over the place, and as such feels unfocused. The vibe one gets is a supernatural warrior unhindered by the limitations of physical space, with some assassin vibes thrown in. But besides teleportation the Mist Walker doesn’t have many means of actually concealing their presence from greater-than-normal perceptions and detection. The creation of concealing mist is a bit of a double-edged sword, as while the Mist Walker can conjure it to befuddle opponents it also negates their line of sight in or out of said mist which limits their core feature. The core class and subclass abilities are all over the place in terms of refresh rates, ranging from short rests to long rests to per-day uses which can double or triple all at different rates. This only serves to add more book-keeping for the player.

In terms of Convictions, Mind is the superior option, especially in comparison to Blade. Two of the Mind’s shroud abilities (disarming and disadvantage on attacks) feel more pertinent to Blade, whereas the forceful teleportations feel more in line with Mind’s battlefield control. Interrupting enemy spellcasters also sounds right up Blade’s alley. But most of all, Mind’s ability to refresh Shroud Points on a short rest 1/day effectively doubles said resource. This allows them to use both their base and Conviction-specific Shroud Abilities twice as often than if the Mist Walker picked either of the other two Convictions.

Conviction of Shroud’s a bit of a mixed bag. Its 7th and 11th level abilities are the sweetest, but its final 15th level ability is a bit underwhelming. The initial 3rd level features’ magical healing is both less than a Cure Wounds spell and saps the Mist Walker’s hit points which makes them less widely-useful as a typical divine healer. The 11th level ability opens up a variant Bag of Rats exploitation, but given its limited use and class’ overall lack of spell slots this isn’t really a big deal.

I don’t think I’d use this class as is in a campaign. I’d rebalance the Convictions at the very least, and try to make a more unified rest-based refresh rate of class features for consistency’s sake.

Join us next time as we review what a Jojo reference is with the Channeler!
 

Will you be comparing both versions of the Blood Hunter?

Unless they're hugely different and the newer one's inferior in several ways, no. I also noticed that the class was originally the Witch Finder designed by Vin Diesel, which I may explain when the post comes up. Can be an interesting history lesson on the class' evolution.
 

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