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[Recopilatorio información] Manual del Jugador

Tel Arin

Administrator
Miembro del equipo
Magia salvaje

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Tel Arin

Administrator
Miembro del equipo
Contenido del manual del jugador, información sacada de reddit, y Enworld, puesto que algunos aficionados ya disponen de los manuales

The Book Itself:
~320 pages, really good index, thin but slick paper.

Multiclassing:
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).

Lore & Planes:
Forgotten Realms, Greyhawk, Dragonlance, Eberron, Nonhuman Deities, Celtic, Greek, Egyptian, Norse. Includes evil deities. Death domain is the only one not included in the PHB (probably in the DMG).
Appendix C shows the new cosmology for D&D, mixture of the great Wheel and the 4e cosmology.
Elemental Planes and Elemental Chaos are part of the Inner Planes.

Beast Appendix:
8 pages, beasts and mounts, familiars, and a couple undead.
Things a player would need for their character, basic stats only.

BACKGROUNDS
Outlander:
Skill: Athletics, Survival
Tool: One musical instrument
Language: Choose one
Feature: Wanderer (memory for maps and geography, recall terrain, find food and water)

Sailor:
Skill: Athletics, Perception
Tool: Navigator's tools, vehicles (water)
Feature: Ship's Passage (secure free passage on sailing ship)

FEATS
Dual Wielder:
+1 AC when using two melee weapons,
Can wield weapons that aren't light,
Can draw or stow two weapons instead of one.

Lightly Armored:
+1 to Strength or Dexterity (maximum 20), gives proficiency with light armor.

Martial Adept:
Gives 2 battlemaster maneuvers and a superiority die.

Great Weapon Master:
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

Heavy Armor Master:
+1 Strength, -3 damage from piercing, bludgeoning, slashing damage from non magical weapons

Resilient:
+1 in attribute, +1 proficiency in any saving throw.

Warcaster:
Has advantage on Constitution saves when taking damage to maintain Concentration,
Don't need a free hand for somatic components of spells,
Can cast a single target, one action spell instead of your opportunity attack


BARBARIAN
Barbarian Rage:
Resistance to bludgeoning, piercing and slashing damage when you enter a rage.
Reckless Attack:
Advantage on your attacks this turn, but advantage on attacks against you too (even when in rage apparently, might be a misunderstanding though)

BARD
Bardic Inspiration:
Affects one creature other than yourself and you can use it Charisma modifier times per long rest.
College of Valor:
Bonus Proficiencies, Combat Inspiration (add Inspiration die to damage or AC), Extra Attack, Battle Magic.

CLERIC
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).
Tempest Domain:
Gives bonus Proficiencies, Wrath of Storm (rebuke attackers), Channel Divinity: Destructive Wrath, Thunderbolt Strike, Divine Strike (thunder damage), Stormborn (flying when outdoors).
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.
Gods & Religion:
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.
Suggested Domains:
Mostly one suggested domain per deity, sometimes two. Lolth (trickery), Kemelvor (death), Iuz (death), Shar (death & trickery), Set (death, tempest & trickery).

DRUID
Circle of the Moon:
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).
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".
Otherwise, it seems it is maximum of CR 1 for non-Circle of the Moon druids.

FIGHTER
BattleMaster:
All Battle Master maneuvers (total 16) have no level requirement.
Maneuvers are generally universal, though some of them are melee specific (as opposed to ranged).
4 superiority dice, up to 6 total.
One maneuver can frighten craeature, another can give friendly creature temporary hitpoints, one can add reach & damage.
No way to recover superiority dice without resting, except for:
Relentless (lv15): Regain 1 superiority die when you roll initiative and have no superiority dice remaining.
Eldritch Knight (Subclass at lv3):
Evocation & Abjuration spells only

MONK
Hit Die: 1d8
Flurry of Blows:
Costs 1 Ki and allows the monk two unarmed strikes as a bonus action.
The Way of the Four Elements**:
Monastic tradition allowing to use their ki to duplicate certain spells and effects (not all of them are from the spell lists).

PALADIN
Saving throws: Wisdom & Charisma
Improved Divine Smite:
+1d8 radiant damage with EVERY melee hit (stack w/Divine Smite)

RANGER
Favored Enemy:
Favored Enemy applies to Wisdom (Survival) and Intelligence checks related to your favored enemy.
Ranger Archetypes:
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).
Hunter Ranger:
Hunter's Prey (3rd), Defensive Tactics (7th), Multiattack (11th), Superior Hunter's Defense (15th).
Primeval Awareness:
Expend a spell slot to gain creature awareness 1 mile around you. Duration is 1 minute per level of spell slot expended.

ROGUE
Assassin Archetype:
Assassin's get Assassinate lvl3 (advantage against someone who has not acted in combat / autocrit vs surprised creature (unsure)), Death Strike (17th level, save or double damage vs. surprised creature).

SORCERER
Sorcerer MetaMagic:
Sorcerer metamagic uses Sorcery points that you use when casting a spell. For example, when you have spell that normally take an action, you can spend 2 sorcery points to cast it as a bonus action if you took the Quicken metamagic ability. There's 8 options for metamagic.
Twinned Spell (metamagic) costs 1 sorcery point for cantrips. Careful Spell (metamagic) allows you to have a creature automatically succeed a saving throw, that is all.
Spell List:
Very similar to Wizards', but with less utility (Alarm spell is Wizard exclusive, for instance).

WARLOCK
General Feeling:
"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."
Spell Slots Replenishment:
After a short (or a long) rest.
Eldritch Invocations:
Total of 32 minor class features, some have spell or level requirements. For instance:
Agonizing Blast
Prerequisite: Eldritch Blast cantrip (1d10 force damage)
When you cast Eldritch Blast, add your Charisma modifier to the damage dealt.
Entropic Ward:
Deflect ranged attacks. Usable once per rest (short or long), also turns a miss into an advantage.
Eldritch Master (lv20):
Spend 1 minute to regain all your expended spell slots (from Pact Magic), once per long rest.
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).
Pact of the Blade:
Gain a weapon which counts as magical for purpose of overcoming resistance and immunities has two invocations specifically meant for it, Lifedrinker (lv12, extra Necrotic damage equal to your Charisma modifier) and Thirsting Blade (attack with pact weapon twice). You are now also able to bond a magic weapon as your pact weapon. In all regards this magic weapon will be treated as your pact weapon.
Pact of the Chain:
Gain find familiar spell, select a special form for familiar, forgo one of your own attacks to allow familiar to attack.
Fey Pact:
Fey Presence, Misty Escape (turn invisible and teleport), Beguiling Defenses (immune to being charmed, reaction to charm back), Dark Delirium.

WIZARD
Necromancy:
School of Necromancy has Necromancy Savant, Grim Harvest, Undead Thralls, Injured to Undeath, and Command Undead features.
Undead Thralls: Add animate dead to spellbook and target one additional corpse or pile of bones, created undead maximum hit points increased and proficiency bonus to damage rolls.
Spells Trivia:
There is a 6th level necromancy spell called Magic Jar in 5E. Duration is until dispelled.
Polymorph exists in this Edition.
6 total summoning spells (i.e. conjure animals, conjure elemental, etc.)
 

Tel Arin

Administrator
Miembro del equipo
Ilustración del pícaro y un guiño al old schoold con un Apéndice E, de fuentes de inspiración.

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Tel Arin

Administrator
Miembro del equipo
Un usuario de Enworld esta comentando sus impresiones del manual del jugador. Ha comentado la primera parte del manual, (esta dividido igual que el documento de reglas básico). He traducido un poco a vuelapluma sus impresiones e información que da. Cuando publique la segunda parte la colgaré aquí también.

Contenido: las reglas esenciales del juego. Reglas para crear personajes y participar en el juego. 9 razas y 12 clases, con reglas para subir de nivel, multiclase y crear la personalidad y trasfondo de los personajes. También contiene una amplia variedad de equipo: armas, armaduras, herramientas, incluso monturas y vehículos.
El manual provee de reglas de combate, exploración y aventura así como un listado de conjuros para muchas de las clases lanzadoras. Finalmente el manual tiene varios apéndices en los cuales cubre desde los panteones de dioses, los planos de existencia (vuelve la Gran Rueda NdT) y una selección de monstruos comunes etc.

Parte 1 del manual del jugador: 6 capítulos

Capítulo 1. Crear un personaje. Son seis pasos que explican cómo crear un PJ.

Capítulo 2. Razas
Razas: enano (montañas colinas) elfo (alto elfo, de los bosques) Mediano (piesligeros, fornidos), humanos (9 etnias culturales de los Reinos Olvidados, Calishita, Chondathan, Damarano, Ulluskano, Mulano, Rashemi, Shou, Tethyrian, Turami), Draconido, Gnomo (de los bosques, de las rocas), semielfo, semieorco y tieflin

Capítulo 3. Clases
Clases: bárbaro, bardo, brujo arcano, clérigo, druida, explorador, guerrero, hechicero, mago, monje, paladín y pícaro.

Cada clase tiene varias elecciones/construcciones de rasgos de clase. Por ejemplo el bardo puede elegir entre el Colegio del Conocimiento o entre el Colegio del Valor, o el monje que puede elegir entre tres tradiciones monásticas, los Caminos de la Mano Abierta, Sombra o Cuatro Elementos. Los clérigos vuelven a tener dominios y los magos tienen escuelas de magia.

Capítulo 4. Rasgos de personalidad y trasfondos.
Tablas de rasgos de personalidad, de altura y peso, junto a alineamientos (vuelven los 9), y trece trasfondos como Criminal, Artesano de una cofradía, Noble y Sabio.

Capítulo 5. Equipo. Armas, vestiduras, armaduras, equipo para excavar, alimentos y servicios, monturas etc., todo lo que un héroe puede necesitar. Hay una lista muy chula de 100 abalorios que se pueden usar como reliquias familiares

Capítulo 6. Personalización del personaje.
Los diseñadores en este capítulo exploran las reglas para multiclase y las dotes. La lista de dotes presentada, es, de lejos, mucho menor que la que existía en D&D3. Hay poco más que 40 dotes presentadas en el manual del jugador. En ediciones pasadas, la lista de dotes aumentó considerablemente debido a los posteriores suplementos publicados, está por ver si esto ocurrirá también en D&D5.

 
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