Alguém (um canadense) já tem o PH e tem respondido algumas dúvidas sobre ele
aqui. Parece-me bastante crível, então, o que foi colocado até agora (com algumas edições minhas para fazer cada trecho auto-contido).
1. Outlander
Skill: Atheltics, Survival
Tool: One musical instrument
Language: Choose one
Feature: Wanderer (memory for maps and geography, recall terrain, find food and water)
2.Warlock spell slots are regained when you finish a short or long rest.
3. Eldritch Invocations (total of 32) are like minor class features, some have spell or level requirements:
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
The Great Old One patron give telepathy, Entropic Ward (impose disadvantage as reaction), Thought Shield (thoughts cannot be read, resistance to psychic damage), Create Thrall (infect a humanoid to charm them).
4. Explaining multiclassing takes up two pages in the PHB, it is a bit complicated to summarize. There are ability score prerequisites, you only gain some of the proficiencies of the new class, your spell slots are based on total character level (spellcasting classes only), spells known and prepared are based on individual caster level, certain class features do not stack or have special rules (Extra Attack, Channel Divinity, Unarmored Defense).
5. Favored Enemy applies to Wisdom (Survival) and Intelligence checks related to your favored enemy.
All Battle Master maneuvers (total 16) have no level requirement.
6.Not quite sure what you mean by "limit", but Circle of the Moon gets Combat Wild Shape (Wild Shape as a bonus action, expend spell slots to regain hit points), and Circle Forms (higher CR of creatures you can Wild Shape into, starts at CR 1 and goes up).
Bardic Inspiration affects one creature other than yourself and you can use it Charisma modifier times per long rest.
7. The Hunter archetype has a feature called Hunter's Prey which carries some of the ranger's damage potential: Colossus Slayer (extra damage to an injured creature), Giant Killer (reaction to attack a Large or larger creature that attacks you), Horde Breaker (attack a second creature).
8. Knowledge domain gives lots of bonus divination spells (some from the wizard list), double proficiency bonus on two skills, Channel Divinity (Knowledge of the Ages and Read Thoughts), Potent Spellcasting, and Visions of the Past (Object Reading and Area Reading).
Trickery domain gives some illusion and disguise spells, Blessing of the Trickster (give one creature advantage on Stealth checks), Channel Divinity: Invoke Duplicity (illusion double), Channel Divinity: Cloak of Shadows, Divine Strike (extra poison damage), Improved Duplicity.
9. Circle of the Moon: Circle Forms (page 69): "Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down."
(I will try to not type stuff out word-for-word, but as I have not read the druid extensively, I cannot really summarize or explain it well.)
Otherwise, it seems it is maximum of CR 1 for non-Circle of the Moon druids.
10. Pact of the Blade weapon counts as magical for purpose of overcoming resistance and immunities has two invocations specifically meant for it, Lifedrinker (Charisma modifier to damage) and Thirsting Blade (attack with pact weapon twice).
11. Monks use d8 for hit dice.
The Way of the Four Elements monastic tradition allows monks to use their ki to duplicate certain spells and effects (not all of them are from the spell lists).
12. Evocation and abjuration for Eldritch Knight.
13. I have three easy ones:
1) what does the Martial Mastery feat do?
2) what does Heavy Armor Master feat do?
3) do Sorcerers get Firebolt as a cantrip?
1 - I think you mean the Martial Adept feat, and it gives you two battle master maneuvers and a superiority die
2 - +1 Strength, -3 damage from piercing, bludgeoning, slashing damage from non magical weapons
3 - yes
14. Was the Great Weapon Master feat changed. Before it allowed you to add an additional weapon die of damage and add your strength bonus twice to damage for a -5 penalty to hit.
When you drop a creature or score a critical hit, can take an extra attack as a bonus action, and -5 attack for +10 damage
15. So a blade-pact warlock can summon his melee weapon out of mid-air, gains automatic proficiency in it, and with the right incantations he gets two attack and adds his charisma bonus to damage? Plus a couple times per encounter you can lay the smack down with powerful spells?
Even assuming restrictions to keep this in line with clerics and others (for example, you probably need 5th level for the extra attack and maybe like 8th or 10th for the bonus damage), that is a super cool class.
Lifedrinker is a level 12+ ability.
The warlock seems really versatile. You could focus on very different things, and have a different play experience. The difference in the patrons combined with the different pacts also seems well done. I came up with 5 different character ideas based on different combinations of pact and patron.
16. Warcaster Feat
- advantage on Con saves when taking damage to maintain concentration
- don't need a free hand for somatic components of spells
- cast a single target, one action spell instead of opportunity attack
17. I can't confirm the whole appendix, will have to wait until Palladion gets back from dinner, but the Forgotten Realms gods are well represented. They include ones that had previously died like Bhaal and Myrkul. There's a list of Eberron gods and other faiths. Also the non human deities are very well represented as well, including Surtur and Thrym.
The domains listed are Death, Knowledge, Life, Light, Nature, Tempest, Trickery, War.
18. Barbarian Rage: It says you have resistance to bludgeoning, piercing and slashing damage when you enter a rage.
19. What are the Assassin Rogue's Lv. 3 and Lv. 17 features like?
Assassin's get Assassinate (advantage against someone who has not acted in combat), Death Strike (17th level, save or double damage vs. surprised creature). Assassinate against a surprised creature is a critical hit.
20. Dual Wielder feat: +1 AC when using two melee weapons, wield weapons that aren't light, draw or stow two weapons instead of one.
21. Does the barbarian still get automatic advantage on attacks while raging?
No. Barbarians get Reckless Attack at 2nd level, advantage on Strength attacks, but attacks against you have advantage until next turn.
22. How do summoned monsters and animal companions work? Do they act independently or do you have to spend some of your actions to command them?
From ranger, it takes your action to command your beast companion to Attack, Dash, Disengage, Dodge, or Help. No action (on your turn) to have it move.
23. 1) what does the Sailor background grant?
2) does the Sorcerer metamagic skill "Twinned" say anything specific about cantrips, or does it simply state "you can spend a number of sorcery points equal to the spells level to..."?
3) does the Sorcerer metamagic skill "Careful" have wording similar to Evocation Wizard's "Sculpt Spells" (specifically in regards to "taking no damage if they would normally take half damage")?
Sailor
Skill: Athletics, Perception
Tool: Navigator's tools, vehicles (water)
Feature: Ship's Passage (secure free passage on sailing ship)
Twinned Spell - 1 Sorcery Point.
Careful Spell allows you to have a creature automatically succeed a saving throw, that is all.
24. Is the resilient feat just proficiency in one save and a stat boost?
Correct.
25. Appendix C shows the new cosmology for D&D, mixture of the great Wheel and the 4e cosmology. Hard to explain, sorry, you will need to see the book when it comes out.
26. How many superiority dice does the Battle Master get? Any flashy/anime/wuxia kind of maneuvers? What are some interesting maneuvers? Any that are damage focused? Any way to recover Superiority dice without taking a 1 hour short rest?
Start with 4 superiority dice, up to 6 total. Not sure anything is extremely flashy (one maneuver can frighten a creature, another can give a friendly creature temporary hit points, etc.). At least one adds reach and damage. I cannot see anything immediately that allows them to regain superiority dice without resting.
27. What options does the Hunter Ranger get past 3rd level?
Hunter's Prey (3rd), Defensive Tactics (7th), Multiattack (11th), Superior Hunter's Defense (15th).
28. So on that note, what is the Battle Master's Lv. 15 feature?
Relentless: Regain 1 superiority die when you roll initiative and have no superiority dice remaining.
29. I know it's specifically a spell question but...did my favorite spell from 2nd edition make it in (Magic Jar)? If so what kind of duration did they put on it? Any information on Necromancers?
There is a 6th level necromancy spell called magic jar. Duration is until dispelled.
School of Necromancy has Necromancy Savant, Grim Harvest, Undead Thralls, Injured to Undeath, and Command Undead features.
30. What sorts of creatures are in the beast appendix? Is it just like wizard familiars, druid wildshape creatures, and that sort of thing? Or is it a fully-fledged mini bestiary with goblins and such in it too?
8 pages, beasts and mounts, familiars, and a couple undead. Things a player would need for their character.