![]() ![]() Ultimately, either Roll20 or Fantasy Grounds will be a useful tool for your campaign. ![]() That said, if you use a lot of home-brew material (classes, monsters, whatever) in your campaign, Fantasy Grounds absolutely gives you the complete freedom to set those things up yourself, and use them along side the "official" published materials. To achieve that level of ease-of-use from Roll20 requires a lot more set-up ahead of time. are tracked) will give the DM clickable abilities and a fully populated list of clickable spells or spell-like abilities, meaning you just need to target a PC and click to attack and again to apply damage. For example, dragging a monster from the FG version of the Monster Manual onto the combat tracker (where initiative and hit points, etc. These typically cost about as much as the physical product's MSRP, but often have a lot of functionality built in to support the automation Fantasy Grounds is capable of. Where Fantasy Grounds really begins to shine for the user who has the ability (or willingness) to buy the full 5e set of materials. Roll20 starts free for the most basic functionality, while subscribers get "bells and whistles." The free version of Fantasy Grounds will let you become familiar with the software and connect to a host with an "ultimate" license, and comes with the 5e SRD and basic rules packages included. As people have said, the application and its digital tools are constantly being tweaked and upgraded to improve the user's experience.Įither platform will let you start for almost nothing. It does have a steep learning curve, but once you become familiar with the program and its quirks it spoils you rotten. Lastly, the Dragon Knight offers a unique spin on the martial playstyle by using Charisma in several of its class features, rewarding players for creating a likable, social character who also excels on the front lines.I use Fantasy Grounds, and I would be unhappy to give up its ease and automation. This homebrew class also comes with four different subclasses to further customize the character's experience with their scaley compatriot. The knight's dragon grows in strength alongside them, eventually serving as a mount that can fly. By providing players with a well-balanced dragon companion, the Dragon Knight functions like a fighter with a pet playstyle. Reddit user Rain-Junkie fixes this problem with the Dragon Knight. But if a player wishes to capture a true fantasy feeling of a magic beast at their side, there aren't really any solid choices in official D&D 5e content. A Ranger's faithful furry ally can only do so much in combat, and only recently did Wizards of the Coast provide another option to have dedicated companions with the official publication of the Artificer alongside other content in Tasha's Cauldron of Everything the new tinkering class has various subclasses that create mechanical companions. Ultimately this makes the Philosopher a flexible half-caster that can prepare herself for anything.ĭue to some design issues, playing Rangers with animal companions can feel underwhelming. For example, by 11th level, the Philosopher can cast a 3rd-level Fireball spell seven times in a row. ![]() Finally, this unique magic class always casts its spells at the highest slot it has access to, but its number of magic uses remains the same. The Philosopher prepares their spells, meaning they are never locked in and can adapt to the situation with the massive list of spells they have access to. With each of these upgrades, the Philosopher also learns more Cantrips, leading to the character knowing more than fifteen of them. First, the Philosopher continually learns each other magic class's spell lists until the only spells not available are those belonging to the Ranger and the Paladin every other spell in the game is available. While these sound like notable downsides, this 5e homebrew class compensates by having entirely unique benefits. Related: D&D Subclasses That Add Magic To Melee Classes In early levels, Philosophers shouldn't be expected to pump out as much damage as some other overpowered D&D character builds. Additionally, Philosophers are only half-casters the highest spells they will ever learn are 5th level. So at level 7, if the Philosopher has 18 Charisma and 19 Intelligence, but their Wisdom is only 15, her spell save DC will only be 14, and their spell attack modifier will only be +5. ![]() While other arcane wielders determine their spell save DC and spell attack modifiers by how high their singular ability score is, the Philosopher looks at all three abilities and determines its power based on the lowest among them. For a new spellcasting experience unlike any other, fans should check out the Philosopher by Reddit user Cometdance. ![]()
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