For my past columns about using D&D Fifth Edition sourcebooks with Freeport: The City of Adventure, see the Freeport 5E Index.
Tasha's Cauldron of Everything introduces a slew of new character options, from subclasses to spells to feats, as well as a number of new magic items and several tools for the GM. Much like Xanathar's Book of Everything, a significant fraction of the content of this book appeared in playtest form in Unearthed Arcana, and thus I have commented on those earlier iterations in past installments of this blog. I'll be compiling and revisiting those comments here, as well as reviewing brand-new additions. And as with Xanathar's, I'll be splitting my review into two parts, with this first part devoted to just Chapter 1: Character Options.
As the book's introduction points out, everything in this book is optional. Use as much or as little of it as you see fit for your campaigns.
Customizing Your Origin
These rules allow you to customize the ability score increases, languages, and proficiencies you receive from your race or subrace. This option allows for a greater diversity among the members of each race, and makes it easier to represent an upbringing that might be radically different from the stereotypical standard. A sidebar gives simple rules for playing a custom lineage instead of one of the game's races.
The Freeport setting frequently plays up the typical racial stereotypes built into the game (dwarves are known for craftsmanship and warfare, elves for magic and stealth, half-orcs and orcs for rage and bloodlust). However, the City of Adventure is also home to many NPCs who very much play against expectations about their ancestry (such as a half-orc noble, a half-orc lawyer, and a goblin wizard) and is something of a melting pot as well, despite all its racial tensions. A party of adventurers could easily include PCs built with the standard race packages as well as PCs with customized origins.
(While strictly optional, the customized origin rules have become the default assumption for all new lineages presented in Unearthed Arcana.)
Artificer
Artificers are master crafters who use their tools to imbue objects with magical power. They may create magical elixirs, enchant armors or weapons, or build mechanical servants. Even their spells manifest as wondrous effects produced by their inventions, rather than traditional spellcasting.
This class has four kinds of specialists (subclasses): Alchemists create elixirs and enhance their spells using their alchemist's supplies. The Armorer creates a powerful bond with their armor, turning it into fully enclosed power armor. The Artillerist is accompanied by an eldritch cannon, and gain potent battle magic. The Battle Smith focuses on protective enchantments and crafts a defensive construct companion.
Artificers work very well with Freeport's unusual mix of eldritch magic and experimental technology. The Armorer seems especially appropriate for experimenters who blur the lines between man and machine, such as the Manikins (Hell in Freeport) or Ironjack (The Ironjack Legacy).
Optional Class Features: Each of the next 12 sections begins with a selection of Optional Class Features for that class. Some replace a standard class feature, while others are available at the discretion of the GM. This might mean they're given for free, after a quest, or in place of a standard class feature, but no real guidance is given for determining that. The Unearthed Arcana article in which they originally appeared did provide more explicit instructions (typically, the character gave up a class feature of the listed level in order to gain the new feature), but much of that language was cut from the final print version. Players can be a greedy, pushy lot at times, so more explicit guidelines would have been welcome here.
Each spellcasting class is given an expanded spell list, which includes spells from the Player's Handbook as well as new spells from Chapter 3 of this book. Other options include:
- Replaced class features: The character trades away one class feature for a new one.
- Enhanced class features: The existing class feature is expanded to do a little more than before. (The following two items are specific kinds of enhancement.)
- Expanded options: Class features that require a choice from several options (fighting styles, metamagic, invocations, etc.) get new options.
- Retraining: The character can change one of their cantrips, maneuvers, or other class features more easily.
Barbarian
The Path of Wild Magic is a barbarian who is saturated with powerful magic, over which they have little control until later levels. It's very much a martial sibling to the Wild Magic sorcerer. (I'm not sure whether multiclassing between the two would be awesome or obnoxious--or both.)
Bard
The College of Eloquence gives a bard increased powers of persuasion, communication, and inspiration. The effects are less flashy than many other subclasses, but very well-suited to a silver-tongued bard.
Cleric
The Peace Domain [renamed from the Unity Domain] emphasizes teamwork and emotional bonds. This domain would be an excellent way to translate the Community domain from Third Edition. (That is one gap that The Book of the Righteous did not fill.)
The Twilight Domain is a natural fit for heroes who brave the darkness to combat the dangers that it hides. Two examples in Freeport canon include Tagmata's dualistic light-based faith of Astrape, and the cult of Nut in Hamunaptra.
Druid
The Circle of Stars for druids involves studying the night sky and channeling the power of starlight. Some of the features gained are tied to astrological foretelling, while others alter wild shape to take on a starry form tied to a constellation's power. The powers of this subclass are thematically appropriate for both the Order of Starry Wisdom and the Wanderer, though druids are not obvious candidates for either cult.
The Circle of Wildfire embraces both the destructive side of fire and the new growth that it makes possible. It's imminently suited for druids who live near volcanoes like the one on A'Val--but such a character is likely to inspire a great deal of terror in Freeporters due to painful memories of the Great Green Fire that ravaged the island a few years ago.
Fighter
Rune Knights learn how to imbue their possessions with the power of giantish rune magic. In the World of Freeport, this archetype would be most common among the northern barbarian tribes of Druzhdin. or possibly the dwarves of Vorizar.
Monk
The Way of the Astral Self provides a way for a monk to manifest their true form using their ki. This astral form is mastered a piece at a time, starting with extra arms that deal radiant or necrotic damage, then later a mask (visage) that enhances their senses. Later levels enhance both the offensive and defensive benefits of this astral self. This subclass seems best suited for an exotic, possibly psionic-flavored, monastic order, perhaps one started by a planar-traveling race such as the githyanki or githzerai.
Paladin
Paladins who swear the Oath of the Watchers are guardians against extraplanar threats. This manifests as heightened vigilance and methods to punish unworldly foes. This archetype is very well suited to servants of the Inquisition and other champions who hunt the devils and demons who plague Freeport from time to time.
Ranger
The Swarmkeeper ranger archetype has a connection to a fey nature spirit that manifests as a swarm of tiny beasts sharing their space. As the ranger advances in level, this swarm can increase their weapon damage and enhance their movement. This subclass is rather bizarre and potentially offputting in social encounters, but could be appropriate to a wide variety of characters, from fey-bonded wood elves from Rolland, to worshipers of insect or plague gods from Hamunaptra, to weird outcasts who dwell in the sewers beneath Freeport.
Rogue
A Soulknife can create a blade of pure psychic energy, and at very high level, can target an enemy's mind directly. As with the Psi Warrior, Soulknives would be most common in Naranjan.
Sorcerer
The Clockwork Soul is a sorcerous origin tied to Mechanus, the plane of ultimate order. The archetype's powers focus on warding magic and reducing the extremes of random chance (usually by denying advantage or disadvantage). The World of Freeport includes enough constructs (particularly in adventures such as Hell in Freeport and The Ironjack Legacy) that this subclass has a solid place there.
Warlock
The Genie is an otherworldly patron from among the nobles of geniekind. Warlocks of this subclass actually take on some of the properties of their genie masters: they start with a genie's vessel, in which they can retreat from the outer world to rest. At later levels, they gain resistance based on their master's element, can take others into their vessel, and eventually gain some limited wish magic. Genie-binders are an established part of Freeport history, both in the construction of the Wizards Guild, and among the efreeti-blooded azhar, and this subclass offers an interesting inversion of that master-servant relationship.
Wizard
A wizard of the Order of Scribes can create a magical quill at will, and instills some limited sentience in his own spellbook. At higher levels, they become expert spell scroll makers, and their spellbook gains new abilities. This subclass seems ideal for a lorekeeper at the Wizard's Guild or an archivist at the Temple of the God of Knowledge.
No comments:
Post a Comment