Monster strike divination7/2/2023 ![]() The prone option (now called Knock Down) remains, and the others are replaced by Push. ![]() Since the saving throw DC is so low, and since it targets Charisma, it’s probably best aimed not at the leader of the enemy side but at one of its stooges.Īside from being given two extra Dart attacks in its Multiattack, the only change to the martial arts adept is to the additional effects of its Unarmed Strike, but it’s a big one: The drop and stun options are gone. ![]() But since there are only three of them-four if you count Cacophony-the bard defaults to its Shortbow attack much more often.Īs for the Taunt bonus action, now that it’s no longer competing with healing word, the bard must be slightly choosier about how to apply it. The remaining spells can and should be used under the same circumstances, and for the same reasons, as before. The bard gains dancing lights and prestidigitation, both utility spells without direct combat application. Thunderwave is reskinned as Cacophony, which is on a 4–6 recharge and thus can be used approximately once every other round. Along with healing word, the bard loses shatter, heroism, friends and vicious mockery (discarded, presumably, as being redundant to Taunt). Dexterity, rather than Constitution, is still their primary defensive ability, inclining them toward the long-range spellslinger role rather than the short-range support caster role (although they need to stay within 30 feet of their enemies if they want to use Taunt). To be honest, this NPC is not going to give you a lot of magical support at all. This NPC is not going to play medic for you. Healing word is gone from its repertoire as well. The bard gains a Multiattack and the Cacophony action but loses Song of Rest. An untrained one, however, might forget to cast it even after combat begins and need to be reminded to do so. ![]() A levelheaded apprentice wizard casts it as soon as things begin to look dangerous-most likely, before an actual combat encounter ensues. A more levelheaded one is able to make the appropriate calculation in the heat of the moment.Īs for mage armor, again, it’s a matter of temperament. An untrained and panicky apprentice wizard rushed by an enemy busts out burning hands even if it would be wiser to save that one use per day for a more dire situation. ![]() Normally, burning hands should be saved for when the apprentice wizard has to fight off two or more close-range opponents and kept in reserve against just one-but this depends on their temperament. Since Arcane Burst can also be used in self-defense against a melee attacker, it now competes with burning hands-but it’s not really much of a competition, because burning hands is an area-effect spell, whereas Arcane Burst is aimed at just one target. Whenever the apprentice wizard would have cast fire bolt before, it uses Arcane Burst now. Also, mage armor replaces shield, and mage hand replaces mending. It deals more damage than the laughably useless dagger, which has been taken away (“You’re too young to be playing with sharp things-give me that!”). The apprentice wizard’s fire bolt is replaced by a non-elementally-flavored Arcane Burst spell attack that can be used in melee as well as at range. Since the majority of NPCs in Volo’s Guide to Monsters (they all come from Volo’s-there are no NPC stat blocks in Mordenkainen’s Tome of Foes) are spellcasters, and since spellcasting is the most frequently changed mechanic in Multiverse, all but a few of these NPCs have received some substantive change, and the ones that haven’t are all non-spellcasters. Continuing my examination of the stat block updates in Monsters of the Multiverse, today I look at nonplayer characters. ![]()
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