We’ll likely feature them in Unearthed Arcana at some point.
— Mike Mearls (@mikemearls) February 14, 2018
I’m glad people are enjoying Happy Fun Hour, but I have to give credit where it is due. I was inspired by Harlan Ellison and his efforts to demystify the act of writing. https://t.co/VrISb9Q6a1
— Mike Mearls (@mikemearls) February 14, 2018
I really, really hope that people watching the stream get a sense that game design is something that they can do, whether as a career or a hobby.
halo out there welcome to the happy fun
hour with Mike morels so I am Mike
morals I am the creative director on
Dungeons & Dragons and that basically
means I oversee the creation of
storylines new mechanics both for the
stuff that Wizards of the coast
publishes and that we work on with our
partners like for instance we have the
never order memo we provide them with
information or upcoming storylines and
work with them to help shape that
storyline so it’s filled with everything
they need so if you’re with us last week
or the week before you know what we’re
in the middle of doing right now is
going through different classes from D&D
The Player’s Handbook and designing new
subclasses for each of them so last week
if you can see my text I’ll go ahead and
and begin this for you
we worked on the Acrobat for the rogue
and this one was pretty interesting
designing some classes for the rogue and
other classes that make their subclass
choice at third level is always a little
tricky because just by the nature of the
character class design the subclasses
usually don’t have as much space to work
with design wise so what you’re seeing
right now on your screen and don’t worry
if you can’t read it I’ll walk you
through it with each piece but the
concept here was that the Acrobat is a
character who is very mobile maybe the
most mobile character in the game and we
hit on this idea that well what if the
Acrobat could do some you could use some
sort of flight mechanic now what you’re
looking at right now if you can read
ahead and you’re looking at the text and
reading this is represent sort of a
first draft attempt to express what this
class does as we walk through this keep
in mind that what we would do next with
this text is it would then go over to
someone like Kate well sure Jeremy
Crawford
they would review the text and make sure
that the implementation is correct that
what this class is trying to do with the
subclass is trying to do is actually
reflecting what these rules say I’ve
said this before but I’ll say it again
for tabletop game development your
programming language is English or
whatever other spoken language spoken
the written language that you’re working
in so take me look at aerial artistry
this is our third level ability it’s the
ability you get
when you first choose this sub class for
your rogue and what we talked about last
time was looking at something where the
character could essentially fly and so I
put some thought into it
and what I kind of landed on was this
idea that it would be nice if we could
express this as like rather than one
movement that’s just new flying around
to really touch on this flavor that the
acrobats really bouncing off of things
that this idea is that you take two
short flight moves each of which is
equal to half your speed now this is an
area where normally if we’re working on
this for a project product I’d be
working much more closely with the other
designers to get the wording right and
also to get their input but you can see
here the language I’ve used the opening
text is flavored text well paragraph is
labor text missing a period and then the
second paragraph starts to get into the
actual mechanic now InDesign especially
at this stage this first paragraph is
actually very important early on looking
at it if you read it for used starting a
third level you gain the ability to move
with incredible speed precision in power
few obstacles can can prevent you from
reaching your destination that’s
important even if that paragraph doesn’t
make it to the final design what what
that’s doing is laying out for the next
designer to look at this if I’m not in
the room if I’m not there to answer
questions they can read that and
understand what we’re trying to do here
now in a product what this also does is
for a player they can read that and
understand here’s why I’d want to play
this character it’s laying out the movie
in your mind that shows you here’s
what’s happening at the table not every
ability gets this and typically as you
go head to higher levels you might not
see something that’s as precise because
you already kind of know what you’re
signed up for but it’s usually useful in
that first class feature that a subclass
gives you that you can just quickly
layout here’s what this should be doing
so our taking a look the mechanics when
you move you can instead take two short
movements by flying I’m gonna tell you
straight up this parent this is the
section I just highlighted it’s probably
not worded correctly to interact the
rest of the system because we’re really
creating something new here but we’ll
just go ahead the idea is that you don’t
just fly once you kind of fly twice and
then you’ll see kind of where we’re
going with this is that each movement is
that half your speed and you must end
each one on a solid
object or ground if you if you do not
you fall and your movement and you
remove it ends the movement ends thing
is important because you might do your
first one and then we want to sort of
penalize you for not playing by the
rules of this class now the idea here is
to capture the sense and this is
something us think about a lot the
Acrobat just flying around when I was
thinking about it one of the things that
you try to consider in building a
subclass is to think what is going
through the players mind as they’re
playing the game and the more you can
make the players thoughts mirror the
character’s thoughts the stronger your
design is because that really allows
that really immersive role-playing where
you get to really feel like your
character and so what this is trying to
capture is I could just say you can just
fly your speed but hey I worried a bit
that the flavor will just be off of the
table yeah you’re gonna fly 30 feet
straight up
you know and it’s fine but it’s not
quite the flavor I was looking for but
the other thing it does is it makes you
start thinking like a parkour expert
you’re gonna look around and think okay
I have to jump from here or bounce off
that then get up to here so if there’s a
rope just dangling in space above you
it’s not just a matter of I just fly up
and grab it it’s a matter of thinking
okay what I’m going to do is somersault
off the etins head because gettin’s
about 12 feet tall let’s say and then I
can do the remaining 10 feet I can then
jump up and reach the rope and then
there’s another thing we talked about
last week when subclass abilities can
interact well with class features that’s
really fun so then you think to yourself
okay I need to move off of that creature
and this should probably say creature
and object rather than just object and
ground so I’ll make that change the
moment it makes you think okay I need to
use my cutting action to cancel out
opportunity attacks or I need to cover
more distance so I’m going to use my my
my class feature – – so that’s another
way in which those two abilities are
working together really well so I’m
gonna say you must each one on a
creature solid object or ground so there
we go
so that’s the idea of getting you to
start thinking like an acrobat to make
you really look at the environment and
think how could I bounce off of things
how can I use things that might
otherwise be barriers to other other
care
to to my advantage so I can reach a spot
where either I’m safe I can mess with
the enemy’s plan I can foil a trap and
so on even in the sort of very mundane
like you know outside of combat let’s
say you’re trying to scale a castle wall
this gets you to think of like okay the
acrobat run moves up to the wall dashes
up the side of the wall vaults off the
gargoyle that sort of mounted halfway up
the wall and is up at the top it still
helps bring out a narrative and a visual
identity in your mind that story that
looks different from say the warlock
casting a spell
you know casting a quick teleport or a
wizard using fly or levitate it feels
distinct and as drop exco it’s really
not that big of one because you have
cutting action you really cover up
either double your speed which now
essentially you’re moving your speed
then touching something solid then
moving your speed again or to avoid
opportunity attacks so that’s what we
ended up with that I also wanted to feel
really unique I didn’t wanna just be
just just fly because I just felt like
you know if you play an Eriko crow you
can just yeah why would you play this
when you can just play a flying
character so then going on we talked
about last week our 9th and 13th double
abilities really don’t have a big impact
on the character and so these were
fairly small elements they just kind of
overall augment your abilities though
you’ll see the 13th of the ones a bit
bigger but I’ll get to that in a second
at 99th oh yeah you no longer take the
image from falling so that’s just a
cover if you try to do something tricky
or you’re not you’re trying to move and
your eyes something changes like an
opponent uses a reaction to move out of
the way this kind of covers you it still
ends your movement for aerial artistry
but you’re not taking damage the net13
feather we give you a constant freedom
of movement effect this is really good
it shuts down a lot of things that could
slow you down but that kind of fits into
that flavor of the Acrobat that you’re
very agile very mobile and it’s very
hard to pin you down now this wording
what did what it says is there’s the
intro text you gain the benefits of
freedom of movement I’m not exactly sure
how how we phrase what’s essentially a
mundane character getting a constant
spell there might be a better way to
phrase that but again this is the kind
of thing where that would get pushed
over then for discussion about how how
should we phrases
what it’s also like who do we have but I
should do what I would do would I’d look
through some of our subclasses to see is
there is there a good example to look
for for the template or look in our
guide I didn’t have time to do that when
I was finishing this up but that’s
something I would do next and along that
we’re giving you freedom movement of
13th because it’s 17th level you know I
still wasn’t quite sure how we wanted to
do this 17th of abilities they’re really
good abilities in combat and as you see
I have one sentence here at 17th level
you gain the ability to leave hordes of
enemies scattered in your wake that was
me just kind of brainstorming trying to
think what’s a good idea for 17th level
I’m still not crazy about it like I get
that maybe just for balance reasons we
need to have something that’s offensive
here but for now you know one of the
nice things about this of being is the
high level ability is I can run a play
test I can think about it some more we
have enough stuff here to get a play
test after through 13th level we
actually don’t don’t even need to worry
about designing this now so I’m actually
going to leave that blank because what I
want to see is it getting real sensitive
in play what players are doing and what
they’re asking for then I can go back
and make sure that that high level high
level ability is really interesting and
useful my initial thought was to do
something where everything every
creature space you move through you get
to attack them but that I just didn’t
sit well yeah it felt kind of like it
was coming out of nowhere compared to
other abilities so I’m actually gonna
leave this one blank for now because
said what this is a great example of
play testing isn’t always about
validating mechanics sometimes it’s
about inspiring mechanics and so this is
something where what I would do next is
send this out for play test and then ask
and see what the feedback it comes back
as far as the what players are missing
and what they might want this is also
partly why sometimes you may have seen
us do play test for new classes that go
only from levels 1 to 10 because that
feedback really helps build out 11
through 20 we can go ahead and design
the entire spinner levels but if we can
we’d like to try to start like levels 1
to 5 1 to 10
because then that gives us more likely
that our extra design work will be
useful and on point so that’s where we
are the Acrobat will probably come back
at this one next week maybe I think I’ll
have time on Friday or maybe even
tonight actually I think I’m planting
I’m playing tonight so we’re gonna see
you have a chance to a try play
talk to the DM see if I can play one of
these characters and we’ll see how it
goes the so that’s where we are with the
Acrobat and like I said in your own
design don’t don’t be afraid of blank
spaces sometimes those are just things
where you could bang your head against
the wall for a while and really not make
any progress it can get frustrating
there’s nothing wrong with going off
what I often find is I work on something
completely different and that’s what
helps me get some clarity it helps bring
some inspiration I’ll watch a movie
especially just to watch a movie that
has a character that you think fits into
this so I could Jackie Chan movie would
be perfect to watch you know especially
say like maybe rumble in the Bronx one
of my favorites of his that has a lot of
instances where he’s moving around
really using his agility his character
in the movie is not like he often plays
it’s not like this big tough guy who
just goes around beating up people he’s
kind of this sort of madcap kind of
funny guy I think it’s it’s being in the
Bronx but it’s clearly Canada when you
watch the movie but it’s it’s it’s great
it’s and it’s also I mean it’s really
funny movies so it also kind of fits in
maybe what the actor at Stone would be
less I’m here to crush you and more like
oh I’m kind of doing these wacky things
bouncing off walls and turning my name’s
against each other and just being you
know really really agile all right so
that’s where we are with the Acrobat so
now it’s time to take a look at our next
class so I thought a little bit about
this I got a lot of good suggestions on
Twitter and on YouTube and we should
save this so I’ll save that for next
week and some expansions to it and let’s
take a look the class I settled on you
know I said I got a lot of really good
suggestions but what I figured what I
like to do is show off the design for
something from the sorcerer the sorcerer
is a really interesting class it’s
definitely a class okay so I like my my
downloads are right there the it’s
definitely a class that has had identity
issues in the game and we know in our
feedback overall there is some
unhappiness with it especially with the
classes selection of spells
so this is a good example of a class
where when we’re doing a sub class
having that sort of metagame knowledge
is really helpful because if you know
people who want to like the class have
some barriers between them and their
ideal version of it we’re not at a point
right now we want to go back and revise
the players handbook but what we can do
is develop new sub classes that maybe
start to fill some of those gaps to make
you feel like ok this is still power
level equal because we know in terms of
raw output the sorcerer is fine the
sorcerer can just cast the attack spells
and keep up damage wives of the
characters the issue of the sorcerer
that we see is the spell selection is
maybe too limited that we just don’t
give you enough spells now now we don’t
want to just come up with new sub
classes that are equal to the other sub
classes out there and they give you
spells known we actually did that and
initial play test the storm sorcerer
what feels like a billion years ago but
is probably more like three and players
loved it and we just weren’t crazy about
you know putting out a subclass in an
expansion that people really felt like
if you want to play a sorcerer you have
to play it play played this subclass it
is a it’s a very tricky thing to solve
because you want to make new subclasses
useful and exciting but they can’t be so
great that people feel like and this is
what I like to think it was a good new
player scenario new player comes to the
table says they want to play a sorcerer
their first answer is well you need to
buy this expansion and that’s just you
don’t really want to have that be the
default now it’s okay if the player says
I want to play a sorcerer and I really
want to play a sorcerer who can command
the elements like they’re taking that
kind of next step then we’re okay with
that because we know we can’t possibly
offer everything that’s in the you know
the players handbook can’t hit every
archetype but if the player is thinking
like you know I saw in chat someone
mentioned you know the last airbender
their thing of a character like that and
they think oh it’d be cool to put a
spell caster like that then I think it’s
okay for more experienced players to
direct them to an expansion because the
player already has a good sense of what
they want to play they’re probably not
as much of a beginner as someone who’s
just doesn’t know anything about D&D or
really has no real clear idea of what
how the game’s gonna work
so with all that in mind we’re gonna
tackle a sorcery we’re gonna kind of
look at like can we do something to kind
of address those issues without really
stepping on the toes of the the dragon
sorcerer and the the wild sorcerer to
the two of the players handbook so I’m
gonna scroll down here and take a look
at our class table
so like the Warlock and unlike the rogue
the Sorcerer’s origin that is your
subclass that is a choice that comes in
at first level like the warlock we feel
like if you’re saying I’m a sorcerer
that means something important about
your character but also it really should
be attached to an origin that a sorcerer
for a sorcerer with a draconic bloodline
should just from the beginning seem
different from one say with chaos magic
so this means that our subclasses
probably a little bit weightier than the
rogue and probably about the same size
as the Warlock the one thing to keep in
mind about the sorcerer depend other
classes the sorcerers font of magic
feature which kicks in at second level
and meta magic a third level those are a
bit weightier than maybe class features
you might find in and classes that get a
subclass choice at first level we scroll
down and take a look at those does see
your font of magic fonda magic gives you
a pool of sorcery points the key to
sorcery points is that they allow you to
create new spell slots so technically
speaking the sorcerer has more spell
slots per day than the wizard now the
wizard has a does of a mechanic where
with a short rest you can get back some
numbers of spells and that’s essentially
the balancing mechanism here the key to
sorcery points is you can use those
whenever you want they’re not dependent
on how you taking a rest and then as you
get higher level once you get to a high
level third meta magic allows you to
spend sorcery points to alter the
effects of your spell’s I’ll go straight
to the one that everyone takes twin
spell twin spell lets you take a spell
that targets one creature and instead
target two so that’s actually crazy
useful and it’s probably the one that
people take the most often it allows you
basically to spend a sorcery point
equal to the it’s the spells level the
texts are in front of me as well take a
look yep you can spend a number of
sorcery points equal the spells level to
target a second creature what’s really
powerful about this is it lets you get
around the restriction on hey I have one
action which lets me cast one spell this
says you can use one action to cast a
spell twice and a spell that normally
would cost an action secondly very
useful and it’s this is a good example
something that might be good to the
point that these other features aren’t
really smooth as much because this is so
powerful but that’s that’s a story for
another day we’re talking about the core
class and kind of the perception of it
and how it’s working we wouldn’t really
try to mess with that or here in
subclass design because it’s just it’s
not really you know hey we if there are
more meta magic options within a
subclass I’m just I’m not really crazy
about that and I’ll get into a little
bit more detail on the why but it
basically comes down to you don’t want a
subclass to compete with the core class
for resources and so I’ll get into that
a little bit more as we go further but
compared to wizards you do have this
class feature that’s baked into the core
class that’s pretty robust and as twin
spell shows is very useful so we might
not have as much space compared to a
wizard or a warlock but we probably have
more space than the rogue so going on to
our origins and against this is the
handy dandy dandy beyond I have all why
might be options unlock in this account
we get to see everything affirmed
zennith ours including some play test
material that’s uh that’s label as such
but we’re gonna go straight to gigantic
bloodline as I mentioned last week I
always like to start with the players
handbook ones that’s our reference we
might look at the other subclasses to
get a sense of what’s out there
well we start thinking of power balance
but it’s really good to start the
players handbook because we always
assume that if someone’s buying an
expansion the only thing we assumed they
they they own is the players handbook we
don’t want people to feel like they have
to buy every book to keep up with the
game so taking a peek at first level
draconic bloodline sorcerer picks a a
type of dragon it’s a chromatic dragon
the color metallic dragon the metal and
that that gives you an associate of
damage type so for instance if you to
take
you would get lightning and all the
other dragon types are listed here with
their their damage types this is a
little bit detail thing this is also a
case where we know some damage types are
better than others but we don’t worry
about that balancing wise because this
is a player choice and it’s also a
choice now we don’t want to make it so
pervasive that like oh you’re the you
know if you chose a bomb let’s say gold
and are fire that everything you do is
fire based want some things be fire
based but we always had to kind of think
of the back for mines how does this
character feel if you run into creatures
that are immune to fire and for instance
we know that fire is the most common
elemental damage type that a creature
would be immune to as opposed to say
acid poisons another good example a lot
of creatures are immune to poison there
are constructs and undead that just
ignore it and so this is the kind of
design where it’s it’s fun
players naturally a drawn to it but we
don’t want to make it so overwhelming
that it becomes so defining that a very
simple encounter just makes your
character feel like oh I’m not really
doing anything useful generally these
abilities are more additive rather than
being the meat of your character and
you’ll see that as we go through the
dragon source reckon I’ll point out a
couple places were that that comes into
play you also get the ability to speak
speak read and write drew conic and when
you make a charisma tech and interacting
with Dragons you double your proficiency
bonus these are really ribbons it’s not
really meant to be something that’s
really load-bearing it’s just something
that we figure if you meet a dragon this
is the character you’d probably ask to
interact with the dragon so it makes me
feel good for doing that for standing in
front of the giant ancient red worm that
could kill you in one bite for taking
that one for the team now we get into
chronic resilience what we also see here
is a mechanic that says at first level
your hit point maximum increases by one
and increases by one again whenever you
gain a level on this class what this
essentially means is that rather than
having a d6 hit die you have a d8 now
obviously you don’t doesn’t say change
from t6 to d8 and when you’re recovering
during the short rest you’re not getting
beginning as many hit points but it does
mean your overall capacity to take
damage is better than other characters
we also have when you’re aren’t when you
aren’t wearing armor you’re AC equals 13
plus turd X dirty modifier
for baking on which actually be with a
good dexterity a pretty pretty durable
character compared to other spellcasters
and this the idea pie this was to just
to get across the idea of the the dragon
sorcerer being more durable than other
spell casters because of that drew conic
influence so these are passive they’re
pretty simple but they’re pretty useful
we do have an Zenith ours I believe we
talked about about armor there’s a lot
of misconceptions about how this ability
works the idea is this essentially
replaces any armor that you’re wearing
or could wear or any other effect lets
you calculate your armor class as
opposed to granting an AC bonus so for
instance if you had another class
feature that said when you aren’t
wearing armor you’re AC equals 12 plus
your constitution modifier you use
either this calculation or the
constitution modifier calculation if you
had a feature that just said you gain
plus one bonus today see that plus one
would just stack right on top of this so
that’s the dragon sorcerer at first
level you feel like a dragon sorcerer
and it’s something which again you might
might not seem really active but it’s
making your character operate
differently compared to other Sorcerer’s
in a very really notable way give a
significantly better armor class and you
have noticeably more hit points
especially at higher levels coming out
of six level you get a defensive ability
the notes are traversed that you get an
offensive ability and then a defensive
ability with a sorcery point so with
elemental fit affinity when you cast a
spell that deals damage of the type
associated with your ancestry you add
your charisma modifier to one damage
role of that spell visibility is it’s
not a game changer it it gives you a
reason to use spells that are associated
with your damage type in power
calculations this is probably be treated
as effectively neutral again because we
don’t necessarily think of damage type
as being something we want to rest too
much stuff on plus also your charisma
modifier I mean that’s gonna top out at
plus five and when it hits that it’s
useful I’m not gonna say you don’t want
to use it but it’s also something that I
mean you really want to try to associate
this with a can trip so that’s kind of a
nice design element that the spells are
using all the time will be tied to your
ancestry you’re bigger spells a plus
five is not gonna make as big of a
difference as it will say on a can
troupe let me get the second half this
is the first time we see you can
and a sorcery point to gain resistance
to that damage for one hour this is
design type to us and it kind of touched
on this earlier snow will go fully into
it this is a style of design we used a
few times in the players handbook we
used it here for the sorcerer we also
use it on the the way of the elements
path for the monk and we’ve found people
really don’t like it the idea here was
you have a resource let’s give you a
subclass that lets you use that resource
in more ways what we found though is
players really overall felt that this
type of ability where I can spend a
resource I already have anyway didn’t
really feel like they were getting more
powerful they really felt like well I
still only have so much fuel that then
in the tank this is a new way to spend
it which is nice but power-wise it just
feels really power neutral cuz I could
use my sorcery points to twin a spell
and now this is competing with it this
goes back to if you member last week I
talked about the rogue and how one of
the challenges for building rogue
subclasses is the core class accounts
for your your action usually with a
sneak attack that’s what you want to use
your action to do when you’re fighting
someone your bonus action is that’s well
that’s what cutting action is going to
use and that higher levels you have you
gain to access to a defensive ability
let you use your reaction every round to
reduce damage from incoming attacks this
is similar you only have so much to go
around for your class abilities in terms
of resources where the rogue was really
consuming its actions and a subclass
that gave you new ways to use those
actions would not be as useful giving
you new ways to spend a resource that
your character cumulated just doesn’t
feel as useful because you’re already
using interests safer twin spell but by
six level you probably have a pretty
good sense of the tempo or the uses you
have for your sorcery points adding a
new one especially when you don’t get to
choose just doesn’t feel as good now
there is one exception to this it’s not
something I’d use often but I would
consider it would be designed that say
let’s say if you had twin spell might be
something here looks like hey with this
you can spend a bunch of sorcery points
and get triple spell that’s something
where we know based on feedback people
are using that a lot well okay a
basically the ability to break the rule
to use the thing you like using and then
use it
or that might be one where it would feel
it would feel good to players because it
is you know it’s not a powerup and that
you’re still spending your points but it
lets you take something that you’re
doing and then do it in a way that other
characters can’t but it’s also kind of
sitting in that idea that if you’re
playing a sorcerer and you think hey I
use my sorcery points between my spell
well now I can use it to hit three
targets at once and that’s really good
now that’s also probably broken it’s
probably maybe too good but if that’s
the kind of direction it might take
things is let you break a limit with
your resource that you otherwise had had
to respect so fourteenth of all you gain
the ability to sprout a pair of dragon
wings you get a fly speed it’s a bonus
action and then you can dismiss them as
a bonus action and there’s also the now
this is also the kind of design which I
don’t think we worry about as much
anymore it says you can’t manifest your
wings all wearing armor unless the
armors made to accommodate them we
really don’t worry too much about these
this is something which is gets a little
fiddly and it’s not balancing anything
it’s not like well if you’re wearing
armor or something this is broken it’s
more just there we’re worried about the
logic of it but I don’t think I don’t
think this is the kind of thing we worry
about it as much then an 18th bubble you
get a fairly big ability you can channel
the dread presence of your Dragon
ancestor causing those around you to
become awestruck or frightened that’s
cool but as an action you can spend five
sorcery points and they were already
like oh that seems really cool but I can
do that or I can’t win a fifth level
spell I might maybe I’d rather twin a
fifth level spell so this is another one
where this is pretty good but maybe
pulling its weight so the what I want to
do quick I took some notes irreverence
already at 1:30 so I don’t want to just
go through the entire chaos mage but the
other one is the sources as well magic
I’ve got some notes here hopefully not
the sound of my pages moving and
drowning everything out but essentially
what thickened the kidney with a wild
mage gets is the wild mage mechanic at
first level or if you roll a natural one
something weird happens and the ability
to gain advantage in a die roll that you
also gain the ability at six level if my
notes right hoping that’s right or wrong
checked I’m sure travel let me know
but it’s not it’s not too important what
we’re doing here you get 234 for a
couple sorcery points and now that to a
result at six that we get to roll twice
on the wild magic table and pick the
results and it looks like an 18th level
you get the ability to boost the damage
of your spell’s I think it’s similar I’m
gonna take a quick look at that because
my notes are not all that useful we’d
roll damage for spell and roll the
highest possible number possible in any
of the dice choose one of those dice and
roll it again so and that doesn’t cost
you any sorcery points unlike the true
conic one so what we’re seeing here is
overall compared to especially the
warlock the this this subclass not as
power not as offering as much power as a
warlock subclass but offering broader
and more utility in terms of its of its
features compared to the rogue alright
so this is great well vive give me this
entire preamble let’s actually get to
the fun part which is let’s take a look
at building our subclass so I’m gonna
open up our handy dandy 5e template as I
do every week I do select all because
this is just the filler of the different
styles and I’m gonna go through and I
come straight into our heading two and
I’m gonna take a quick look back at the
sorcerer cuz I remember how are you fine
soul sorceress origin so what I want to
do I found a little about this when we
were doing Zanna thar’s we had the
different elemental sorcerers that
people seem to really like but um
they’re playtesting was like wasn’t
quite where we wanted it to be and I
thought a little bit about that and I
also thought about had a suggestion a
couple people come in on Twitter for
doing giant soul so basically this is a
sorcerer who ties back into a some sort
of a bloodline or the influence of
giants the really fun thing about this
is that the when you think of giants we
have multiple giant types we have Hill
Giants frost giants fire Giants storm
Giants and cloud Giants so this is a
subclass that we’d actually you know we
could make a separate subclass reach
giant type or what I’m gonna try to do
here is create a single subclass that
gives you a couple options
if you’re familiar with the barbarian
the the the totem path that lets you
choose different animals at different
levels so we’re gonna do something
similar here build out a subclass that
offers you choices at certain levels you
get to choose what kind of giant soul
sorcerer you want to be and this might
give us a way to kind of get an
elemental sorcerer without having a lot
of cluttered and subclasses and maybe
give us a theme that maybe connects a
bit better than just generic elementals
I thought about doing a genie themed one
but I think that I like the idea of a
genie being a pact that a warlock can
take so maybe once we get through our
character classes we’ll go back around
and do another warlock subclass with
this relates to genies the different
types of genies so flavor text would go
here I’m gonna just basically kind of
give me an over so overview of what I
was thinking when I think giant soul but
I think we want you to do is you want
you to get big bit big and giant
probably some Cermak anak lets you grow
because you’re claiming heritage of
giants like now here’s a nice thing
large characters in fifth edition the
way the mechanics work are almost
impossible to balance because a big guy
with a sword just does more damage and
little guy with a sword because the
weapon gets bigger we have Mechanics for
that but if it’s a spell caster then
things a little bit different if we give
us ability to you at a sufficiently high
level that means multi classing is a bit
trickier you can become more of a weapon
wielder but it’s gonna be a little bit
cost and we can kind of put some limits
on this like if it comes in and like in
the double digit levels it’s a little
bit harder to just out of the box out of
the gate just run around swinging a
really giant weapon so that’s the first
thing it’s gonna be it’s also some sort
of elemental an elemental element as we
might say in the pros yeah the there’s
an element to the elemental here so you
know we got fire Giants we know we got
frost giants we know we have stone
giants we know have cloud Giants I’m
gonna be honest I think I’m gonna skip
hill Giants here mainly because the
flavor hill giants are basically big
dumb dopes we used to joke that the art
and the monster male makes them look
like almost like a giant angry baby
which actually fits because they’re not
very smart and they’re just kind of
impulsive and do whatever they want
if you have small children or interact
with them you know sometimes kids can be
pretty uh pretty stubborn and so I’m
gonna skip that for now cuz I don’t know
if that’s necessary good flavor match
but again like I talked about the
Acrobat this might be something where we
do a few of them we leave some of them
blank we might just concept out one of
them has a template then go back and do
the others and there’s also the storm a
giant the storm drains so kind of funny
because we had a storm sorcerer that
showed up in Zenith ours and also in the
Sword Coast Avengers guide so I’m gonna
tread carefully with that one we’re
probably not gonna go into it too much
because I’d want to review that subclass
and make sure it actually feels
different compared to this one now I’m
confident we can do that but I don’t
want to be like say do the storm giant
first and completely flush that one out
and then find like how I just recreated
an existing subclass that is one of the
tricky things with working on the design
is sometimes you forget what you’ve done
in other places and then it comes back
and feels like oh that’s a great idea
and you forget wait I’ll use that over
here so I’m not really gonna touch this
the the storm giant yet and then the
other idea I had so I thought about this
this idea that and I flipped my notes
because I didn’t I do think all this I
don’t just start doing it live though be
fun to kind of do that maybe so maybe
swap some episode we’ll do like an
audience participation thing I’ll just
take things out of chat and try to make
them work but but not today
I also I wrote down this phrase and if
you if you played third edition you
might remember there was this prestige
class that did this and I called its
spell rage I kind of liked the idea of a
sorcerer who goes into like a Super
Saiyan mode and maybe that’s tied to
becoming huge or big that the more giant
like you get the more power you transfer
like that you know your spells get
stronger and bigger like you get
physically bigger so your magic gets
bigger and that’s just something that we
could reflect in why would I go to a
spell range because why why not let you
know sorcerers have fun too barbarians
get to rage so why not let Sorcerer’s do
it too alright so there we go
that’s kind of the flavor begin we don’t
need a ton because we’re looking at for
class features not having quite the same
breath as the warlock and when thinking
back to the example we used with the
dragon sorcerer you know at first of all
having things that more enable the style
of play
and higher level ones that were
dependent on sorcery points which we
don’t want to do so to keep that balance
we can’t go crazy with abilities and
then a a feature that was a little it
was a nice damage boost but it’s not
really something that’s like defining
your character alright so let’s start
out what I also need to do is I got to
make sure at least one of these features
preferably the first feature you get is
something that it can accommodate
different giant types so like the dragon
sorcerer I can say okay now go go ahead
and pick your type of dragon and that’s
gonna give you something that will then
would be reflected later on in the class
so I’m just gonna write down first of
all to remind myself this is coming
their first level and what I looked at
was okay to start off the gate I don’t
want we know well we know I know I don’t
want you turning size larger size you
dude first level because that’s an
immediate dip into multi classing
normally we don’t worry about multi
class until after play testing or at
least we play test first get that
feedback then shift if I set this out
saying first of all you can go to size
large then I already know the plates
have feedback it’s going to be
I built a pallet in one of these guys
multi class and just beat people to
death with my enormous great sword
smites so we’re not gonna even try it
instead what I really like the idea I’m
gonna steal this straight-up from the
dragon sorcerer because I think this is
also another sorcerer who’s more durable
so plus one hit point per level like we
did with a dragon sorcerer sorry yeah so
just gonna steal that mechanics straight
up with the dragon sorcerer we look back
the if and see this a good example
always look things up so like wait what
is what was the stat the dragon sorcerer
had an AC I could not remember so I’ll
go look it up and it’s decks 30 modifier
I might make a constitution modifier for
a giant in fact I’m going to cuz giants
they’re not the most agile of creatures
so making a constitution further
solidifies this character is gonna feel
different I can maybe tank my dexterity
and that’s okay so I’m gonna say
something like AC bonus with con but you
know as I think about that that’s pretty
cool that’s pretty tanky but does that
apply to all of our Giants and now am I
just recreating the Dragons
like really interesting ah hob well I’m
glad I asked myself those questions
because it’s true that’s exactly what
I’m doing
but if I instead say I want this make us
a choice what I just described actually
probably works pretty well for a stone
giant that’s torn stone Giants are
pretty durable
they have rocky skin so why not say if
you’re a stone giant sorcerer I can give
you a modification to the dragon armor
class benefit the great thing is is has
been tested started I know I’m pretty
stable ground as far as power but it’s
also very flavorful I’m playing a stone
giant sorcerer I’m really hard to hurt
but then we’d have to compensate fire
and frost so I’m thinking of the three
what what you really want to do when
you’re making a subclass like this is
you want these three things to feel
really different as far apart from each
other as possible but also they need to
be distinct let me give an example let’s
say if we said the stone giant got a C
bonus with con the fire got a C bonus
with strength and the frost got a C
bonus with wisdom I just made those up I
would not do those they’re different but
they’re not different enough and more
importantly they don’t really point out
what the characters gonna be like at
higher levels we really want your choice
here if you like this looks great
I don’t let’s take the stone Johnny’s
example if I’m gonna give me more stone
giant specific benefits later on they’re
going to make you tankier because what
I’ve said is stone giant Sorcerer’s
you’re tough you’re hard to hurt and
since this is calm handed I maxed out my
con I’ll play a dwarf awesome I’ve got a
really good AC and I have a bunch more
hit points cuz you’ve just given me free
hit points and I want to make my con
maybe my second highest ad so Wow I have
a bunch more hit points than typical
sorcerer cuz I’m gonna prioritize
Constitution more than I’d normally
would and then maybe I’ll look to play a
race that gives me a Khan benefit to the
but that you know that’s a great flavor
but the other classes are just using
stats kind of at random it doesn’t
necessary say what’s gonna happen next
like maybe I guess I said fire was AC
bonus with strength it’s gonna be a guy
who’s hitting people but does that
really carry through the sorcerer it’s
not really enough within this character
class it might work with say something
like a fighter
where those stats are really important a
DEXA fighter versus a strength fighter
is very different you know an archer or
a rapier wielder versus a character the
sword and maybe Kondo Khan you don’t use
conduit axe it’s a little dicey but to
make you tanky and maybe but you know
this idea of offense defense tank things
like that those are good elements to
start from so what we want to do is kind
of take that sort of role and really
make it bigger and make it something
that really follows through so what I’ve
decided is in my notes I like the idea
of fire being destructive so what’s
something here that gives me plus
offense I want an effect that hey I’m a
fire jayam I command fire I’m dangerous
fire is usually a burn stuff it’s the
classic thing I want you to feel like
this is the option where I can lay I can
really lay down some serious damage if
I’m the fire giant soul sorcerer and the
frost giant sorcerer that kind of feels
more like control I can command ice I
can freeze people in place I can turn
the ground into 2i so you can’t move it
move over it easily I can cover things
in frost so this is something where we
right now I’m gonna walk there I’m gonna
complete this the stone giant option but
what’s important is that I’ve put a flag
in the ground for fire and for frost and
this is where I want them to go now
we’re at 141 so I want to go ahead and
do the other higher level abilities and
then if we have time loop around and
fill these out or we’ll we’ll finish it
up next week you’re kind of getting like
two or three subclasses here so it might
take a little bit longer that it’s done
in the past but the idea is when you’re
doing these these these subclasses that
have these choices within them you
really need to make those choices feel
distinct and you’ve got to make them
feel distinct as soon as they can now
this is not designed we’ve necessarily
you know a design approach we’ve always
enacted this is definitely something
we’ve learned and so but I you know it
you might be able to look back and see
subclasses we’ve done that don’t quite
follow this pattern but it’s one of
those things where as you get more
fluent in the game as you get more
feedback it starts really bringing to
focus how you want to handle these
things and how you want to present
things in a way that’s pleasing because
we get so much feedback and lets us see
what’s working what’s not and you don’t
always just want to take the feedback
and play testing on a specific thing say
okay this is numbers too big so I’ll
make it smaller
what’s really great is when you can take
a bigger picture lessons from it and say
now okay not only if I made this design
better but I’ve learned something that
can apply to my future design that will
improve it and more importantly let that
play test feedback I like to think that
as it seeps deeper into the the design
be like I mentioned earlier if I could
just let you get size larger huge at
first level I already know it’s gonna
trigger a ton of play test feedback
rightfully so that’s like this is a
broken multi class great
so people plated immediately hit
reversible and already found things that
made them go this won’t work the more
refined I am the more we can really dig
into those deeper issues that might not
be apparent immediately that might be
like you know those are the kind of
errors I could show up in a printed
product and even like a year after
publication people figure out or you
know a few or you know so it’s you want
to kind of make sure yours refined right
in the beginning as you possibly can be
because that means you can put more
polish and design that’s sharper and
tighter right from the get-go which
means you’re gonna really really zero in
on some issues that you might otherwise
have missed if your design was sloppy
you’re upfront all right so first level
that’s where you got their six level we
saw you know that this was an ability
for the dragon sorcerer that wasn’t
necessarily something that was a huge
effect you know the elemental affinity
it’s a damage bonus and I can spend a
sorcery Bob point to get resistance not
that big but useful enough and getting
use again it’s it’s really great for
your can trips so what I thought it’s
six level was the idea of Spiller age
this is actually well I’ll bring that in
and this is probably to be something
that’s a bit larger than the damage
bonus but since it’s limited use we
might be able get away with it the six
level ability being constant means okay
that’s happening every time you cast a
spell in theory you pick the right
spells so if I could give you something
that’s on a timer a rest timer I can
increase the intensity a little bit now
this would be something I need to play
test but I’m a little more comfortable
kind of messing around
also because like I said earlier this is
a class of people like it’s maybe has
some issues especially with it with the
spell selection so I’m gonna say and
spell rage that you get size large and
your spell’s
are channeled back into you as per your
giant choice so this is a useful note
because I I’m not gonna really do fire
in frost right now
but what I will basically this is
communicating doesn’t matter to me is
that I want spell rain should be
something you enter you become size
large whatever and this is why having
that category is useful so what I’m
saying is whatever that category that
I’ve kind of decided to map this this
sub the sub choice into I want you to
get better at that noticeably so for
instance for the stone giant you might
get a reserve of temporary hit points
the so that’s like okay so I want to be
tanky and be tough so great I can spell
rage and I get temporary hit points and
then you know on the other side of it
what we might say is now this is what
we’re gonna get a little tricky but this
is not quite you know we want your
spell’s to feel more powerful so there’s
a stone right we’re saying that you’re
tanky the other thing we could say also
to is when you cast a spell heal damage
so maybe it’s based on the spell slot
maybe it spits a can trip you get – I’m
gonna say double spell a slot level or
one for a cancer that might be too small
for a cancer but the numbers would kind
of like okay though those will come out
in the wash and we’ll figure out what
those numbers should be but the idea
being hey we’ve said stone giant you’re
tanky so when you spell your age you get
size large which means you get even
tougher you got some temporary hit
points and as now when you cast spells
you’re getting some sort of healing now
this is the important thing – because
then the movie in my mind as I picture
it when I picture this source we’re
going to their spell rage I want it to
be a spell rage you just go woof and
start pouring out magic as quickly as
you can and the idea here is to really
incentivize you to cast a a bonus action
spell in a standard spell you want to
throw as many spells out there as you
can because that’s giving you this
benefit this healing benefit it’s making
you tank here the the fire one obviously
want to crank up your offense and for
the frost right now there’s something
interesting here with control might not
be interesting to think about how we
tackle that one but
I’ll get myself a Lextran I’m because
we’re already 15 minutes or so left
that’s something which want to ruminate
on and this is also a good example we
might just play test the stone giant
your option to start with and see if the
concept works and then use that to that
inform design that might require more
finesse so that’s where a speller age
comes in you get big which can be useful
is actually especially useful stone
giant which we have a good AC and auto
hit points you can control the
battlefield a bit more in a fight it’ll
let you climb things you know you’re
taller now you can reach stuff so this
might be something that has some amount
of utility but it’s really focused on
making a good at beating stuff down
all right then at xiv level which i will
go here in july handy heading 3 let’s
take a quick look of the Jacana course
remember always look things up even if
you think you memorized it you haven’t
the mind plays tricks on us this is when
you get your flying speed so that’s
pretty good and I can dismiss them and
bring the back as an action it’s kind of
neutral it’s really I guess just more
for the role-playing thing if you don’t
walk around with giant wings you know so
we can fit their door as easily people
I’m just pointing go look like I have
wings right you make them disappear and
no one knows who they’re talking about
but this is actually really big ability
and speaking of big what I might do here
because I just gave you a really nice
thing is spell range size huge so you’re
now a giant now this might be something
here with large and huge coming to these
levels it still might be six level this
maybe this is one I hop out of this
class and go back to be to gaining
levels in fighter but at 14th of all I
feel I feel kind of confident I mean
here let’s let’s do a reality check here
let’s take a look at the fighter I want
to take a look at the fighter character
class when does the fighter get their
additional attack mm fifth level hmm so
that means that I want to build a guy
who’s is beating stuff down I probably
play paladin’s mites are awesome but it
means that if I put this ability here an
11th level I’m attacking twice but
tension and I’m sighs large do I want to
just say in this thing that your weapons
still still do the normal damage I could
do that but
you’re not living the dream right like
you want to live it you want have a
giant staff you’re bashing people the
head with or an axe yeah if you’re
you’re you chose a character that get
some more weapons so who I might need to
move these sizes around but I’m not
going to yet so and so I’m gonna just
put it here for now and what I want to
do here is since you get a constant
ability I don’t want to do a bunch of
other things that interact with your
spell rage I think that it’s pretty good
and I’m gonna put spell range in quotes
because we probably wouldn’t actually
call it that you probably off with some
poetic name that has some do with Giants
but here we want to give you another
constant benefit and I think what I
would do here for the stone giant is I
don’t want to do some contemporary hit
points I don’t want to compete with a
six level ability I don’t like to make
you feel like oh okay my spell rage now
is just not as useful as interesting but
I have said early on that I want the
stones ID to feel like hey my AC and my
tankyness matters I think what I would
look here is doing something like you
know now damage reduction I’m gonna type
this word it’s kind of a pain because it
makes you do math every time but reduce
damage from attacks by con Bob makes you
really tanky now I do have some where
you see about playtesting like is this
just every time I get a hit at remember
to reduce this damage at 14th level you
have to really think about a lot of
different stuff but I’m gonna leave it
there for now because it does make you
really tanky and then we hit 18th level
and this is one where as I mentioned
before the the the the dragon sorcerer
which what those navigate back to go to
our classes oops I don’t need to go PBR
exactly to go back the dragon sorcerer
option was a little lame it’s okay but
it’s you know it’s five sorcery points
to basically make people charmed or
afraid I’d rather just cast a spell to
do that to be honest so I mean it’s fine
it’s good it’s capturing the idea of the
Dragon aura but it’s not necessary
something that I’m gonna use to base my
design on and then the wild magic
version was when I roll a die for spell
damage and roll the highest number
possible I get to roll again one day
it’s nice but it’s kind of random
a lot of that goes back to if we go back
to the core sorcery class the sorcery
class we’re probably gonna see at high
levels a really nice 20th level ability
and we’re gonna see yeah so it’s a
sorceress restoration you regain for
expended sorcery points whenever you
finish a short rest that’s pretty good
it’s probably not top end it does rely
on you taking a short rest but
especially when we’re designing the game
back in 2012-13 we probably may be heard
on the side of making this weaker just
thinking it might take more short rest
than we expected but that’s clearly
these those two things are in
competition so the endcap thing can’t be
too powerful and that’s kind of why I’m
reluctant to like I’d rather test size
large coming at 6 size huge coming into
14th even though I’m really worried
about this I’m going to work the but
something at at 18th that is in flavor
but not too big and do I want to let you
I want to have it Spencer any points I’d
really rather not unless it’s something
that sorcery points can’t otherwise we
spent for but if 18th of all I mean
you’ve been to venturing for a long time
you’ve hit the caps turn this thing it’s
no way to spend your sorcery points it’s
just not exciting so what I wanted to
put here for the stone giant the stone
giant blood I could go to the stone
giant stats I’m not going to excite
looked at earlier the stone giant their
one of their signature abilities is they
can catch things that are thrown at them
and they won’t they tell the sorcerer I
can catch stuff it’s really pulling its
weight um but so what I would like to do
here is again increasing this sense of
tankiness what I thought we could do is
something that is not it’s not something
that you can be using all the time and
kind of come up randomly it’s just
something like you know when you take a
crit you can cancel it once pressed and
that’s okay again it makes you tanky it
lets you cancel out the effects of luck
it doesn’t come up super often when you
compare it to the spell the the chaos
mage ability with the wild magic ability
every time you roll a die that’s
maximized rule and extra die that’s
gonna happen a lot more than you might
think at first glance you might be
rolling rolling he hates exciters for a
fireball it means are gonna be roll one
of those dice
but you know so this is something create
you can cancel it kind of doesn’t work
with damage reduction your damage
reductions in your c’mon if you take a
crit that con want as a percentage of
the damage you’re taking is much lower
so canceling a crit can be useful now
the immediate wary with this is you’ll
forget or you’ll think well this guy
quit me for like you know 20 do I want
to cancel that will someone crypt me for
more so this is kind of more of a
placeholder and I gotta make my feeling
that these two abilities might slide
down I don’t necessarily want to spend a
lot of time thinking of this because the
first thing I’m gonna do is play tests
at first level then I want to play tests
at 6 then I plays tested fourteenth and
I know them then gonna have to either
decide this works or shift huge 18th
which was a nice huge to be really good
that can make it bigger shift large to
14th probably keep the spell rage
effects here but I can kind of see where
I may have to do some redesign so quick
recap that if I have to if my testing
shows that size large at six level is
just too good even on a limited basis oh
and I should note that’s what I’m
thinking of this is maybe once for long
rest
it’s like make it really big I’d want to
keep the special effect you get if
you’re a giant type and then just move
the size benefits down to 14th 19th what
I do want to note the hair though is I’m
gonna quit no to myself size benefits
would be really good weapon damage and
probably benefits to strength checks and
saves so the so yeah now I want to get
really I mean the stone giants the
tanking one do I want to make all the
Giants tanky like maybe maybe the
temporary points is something that all
the giant types get just for being
larger but will solve that one get to it
so this is kind of gets down to like
this sort of the down-and-dirty with
this sort of subclass design when you
have a lot of options coming into play
and then you’re touching a basically
it’s a live wire in the game system
making something large maybe we get
there’s requests all the time
people want a size large character race
and we probably we won’t do it in any
version of D&D that’s really worried
about a combat power we could easily do
it in the game where if your campaign is
not
with fighting that no problem right but
just off the shelf making you larger is
really good in tactical combat and so
it’s one of those things where it’s very
tricky to be right because it means
there’s one type of campaign that is
going to be really really powerful in
and other types of campaigns where it’s
just it’s a flavor element right your
your size large character has to squeeze
through the doorway into the tavern
stands out in crowds things like that
so this will be got so far they’ve got
giant soul which we know is all about
getting big it’s all about elemental
attunement we know we wanted to make
this more durable and they give you
special effects aligned to the type of
giant you chose we settled on tankiness
and toughness with a stone giant offense
for fire giant control for frost giant
cloud giant to come later once we get
these um figured out and this idea of
this spell rage we’re basically get to
grow to giant size and then because
magic flows through you get some sort of
benefit now the big question that the
looms over this is this doesn’t
necessarily answer the the spells known
but and we know that’s kind of a point
pain point for sorcerer players but one
thing this might do is since it it gives
you it might give you a focus on types
of spells that makes that limited nature
just seem natural because you just want
to use a certain type of spell it’s kind
what the dragon sorcerer was trying to
do now then we ran into the immediate
problem of while fire and frost have an
obvious solution stone we don’t really
have a lot of our things bells and
there’s no real useful descriptor for it
so that’s something which you know again
maybe playtesting will come into or I’ll
just think about it a bit more it’s kind
of funny I started saying here we know
this is the drawback to the sorcerer but
I didn’t want to start by saying let’s
make a sorcerer who just gives you more
spells because that you know it’s always
good again to start with the flavor
what’s the story what is your character
in this world then are there ways a
simple one might be rather than giving
you benefits based on spouse or a
sorcery point expenditure maybe ways two
more ways to expend spell slots so we’ll
see about that
I’ll give it a little thinking
especially because we know that the size
art inside you huge stuff might need to
move around I’ll talk to some of the
designers here and we’ll get some sense
of it build even just making sample
characters it really helps because it
gives you a sense of what this character
feels like you can just do an immediate
like I don’t know how many times I’ve
been working
something and I just made up a first
little character and just immediately
knew like oh yeah this doesn’t work like
oh I was trying to make this this new
fighter you whatever a paladin option
whatever and it’s supposed to be all
about stealth and you know the service
Acin right just assassin and like now I
can’t even buy my stealth check is
horrible and I don’t have enough space
and mice mice skill selections to really
enable this character so I hope that was
useful um we’re probably spend more time
next week and what I imagine is gonna
happen is each week goes by will spend
more and more time in the prior weeks
design because I mean a subclass in an
hour is not always necessarily gonna
happen but we’ll go through and do some
more detail on this and I’ll also talk
about the Acrobat we’re also gonna have
a little traffic jam so I’m hoping to
play in Acrobat sometime this week so I
can give you a little like my first hand
play test report and we’ll go from there
now remember on Twitter I am Mike
Murrells all one word mi ke m EA RL s
tweet it me name of the class name of
the subclass and that’s it for something
you want me to tackle same thing in
comments one of some video goes up on
YouTube chat I don’t know if we really
capture it and little bit hard to go
through and find everything in there I
did wasn’t able to like talk to chat as
much because this is like like some
serious design now and then you can’t
okay I already know which one I’m going
to do for the fighter and that one I may
even have like a spreadsheet open to
show stuff to and it’s gonna be
something like a really deep geekery but
I didn’t want what I didn’t want to do
that one first I want to do that one
later once we get a few get through a
few of these to show you the different
elements of subclass design so the video
this should go up on YouTube tomorrow
usually goes up around late morning put
a west coast USA time so yeah so I hope
you enjoyed the show I keep those
suggestions coming in for classes and
subclasses and I’m gonna put some more
thought into this and hopefully get in a
play test of our Acrobat rogue this week
and report back
thank you much for tuning in and have
enjoy the rest of your day
[Music]— Mike Mearls (@mikemearls) February 14, 2018