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Sean Merwin

👤 Person
4276 total appearances

Appearances Over Time

Podcast Appearances

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yeah. So there's the first third-level feat. The second third-level feat is primal lorist, which is you learn the druidic language and one cantrip from the druid spell list, which counts as a bard spell for you, doesn't count against the cantrips known, and you can choose to become proficient in one of the druidy sort of skills like animal handling, medicine, nature, so on. Okay, cool.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yeah. So there's the first third-level feat. The second third-level feat is primal lorist, which is you learn the druidic language and one cantrip from the druid spell list, which counts as a bard spell for you, doesn't count against the cantrips known, and you can choose to become proficient in one of the druidy sort of skills like animal handling, medicine, nature, so on. Okay, cool.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

The second third-level thing makes sense to do that. Level six feature is Blessing of the Moon Wells. You always have the Moonbeam spell prepared. And then as a bonus action, you can cast Moonbeam without expending a spell slot. You can only do that once per long rest. So you can always cast it. But casting it in this way as a bonus action without expending a spell slot gives it a special feature.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

The second third-level thing makes sense to do that. Level six feature is Blessing of the Moon Wells. You always have the Moonbeam spell prepared. And then as a bonus action, you can cast Moonbeam without expending a spell slot. You can only do that once per long rest. So you can always cast it. But casting it in this way as a bonus action without expending a spell slot gives it a special feature.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

And then you can reset that ability by using a third level or higher spell slot, no action required. So what's this extra bonus thing that you can do? When you cast the Moonbeam, you begin to glow faintly while concentrating on the spell. It is a spell that lasts one minute, and it's a concentration spell.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

And then you can reset that ability by using a third level or higher spell slot, no action required. So what's this extra bonus thing that you can do? When you cast the Moonbeam, you begin to glow faintly while concentrating on the spell. It is a spell that lasts one minute, and it's a concentration spell.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

During that time, if a creature fails its saving throw against the effects of the Moonbeam spell, a different creature of your choice that you can see within 60 feet regains 2d4 hit points. Cool. Yeah. So overall, I actually like this sort of thing. I like this thing where you can take a relatively powerful ability, spell something,

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

During that time, if a creature fails its saving throw against the effects of the Moonbeam spell, a different creature of your choice that you can see within 60 feet regains 2d4 hit points. Cool. Yeah. So overall, I actually like this sort of thing. I like this thing where you can take a relatively powerful ability, spell something,

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

feature and add to it and make it more useful because it cuts down on the choices you need to make. There is an optimal thing that you can do and have fun with and make it well, if that makes sense.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

feature and add to it and make it more useful because it cuts down on the choices you need to make. There is an optimal thing that you can do and have fun with and make it well, if that makes sense.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

And the interesting part is the moonbeam spell, you cast it, and then you can move it around. So you can move it to a creature on your turn, and that will make it make another saving throw or take the damage. other creatures can push now even more easily than 2024 creatures into it. Forcing it to make a save once per turn. So it adds an element of... Tactics and camaraderie.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

And the interesting part is the moonbeam spell, you cast it, and then you can move it around. So you can move it to a creature on your turn, and that will make it make another saving throw or take the damage. other creatures can push now even more easily than 2024 creatures into it. Forcing it to make a save once per turn. So it adds an element of... Tactics and camaraderie.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

But very doesn't take a lot. It's like, oh, you pushed them in, another save. Oh, you pushed it in, another save. And the only thing that I would change is the 2d4. At third level, okay, five points of healing. Now you get up to 15th level, you upcast this spell maybe. Maybe you can. It doesn't say you can upcast it.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

But very doesn't take a lot. It's like, oh, you pushed them in, another save. Oh, you pushed it in, another save. And the only thing that I would change is the 2d4. At third level, okay, five points of healing. Now you get up to 15th level, you upcast this spell maybe. Maybe you can. It doesn't say you can upcast it.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yeah, so you would need a way to make it usable, as usable at 15th level as it is at 6th. So be able to upcast it and be able to heal more with it. Because otherwise, after about, well, 7th, 8th level, you're not using it anymore.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yeah, so you would need a way to make it usable, as usable at 15th level as it is at 6th. So be able to upcast it and be able to heal more with it. Because otherwise, after about, well, 7th, 8th level, you're not using it anymore.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yes. So I'm cool with that, and I love to see that sort of thing. Level 14 is Blessed Folktales. So this adds on to the third level Moonshade Folktales, Tales of Life, Gloam, and Mirth. what does it add? For the two, Tales of Life and Tales of Mirth, instead of expending your die, you can just roll a d6 and use that number instead of expending your bardic inspiration die.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yes. So I'm cool with that, and I love to see that sort of thing. Level 14 is Blessed Folktales. So this adds on to the third level Moonshade Folktales, Tales of Life, Gloam, and Mirth. what does it add? For the two, Tales of Life and Tales of Mirth, instead of expending your die, you can just roll a d6 and use that number instead of expending your bardic inspiration die.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

So you are saving that die, essentially. That's great. Mm-hmm. And for Gloam, in addition to being able to, as part of that bonus action, hide or was it disengage? Yeah, disengage or hide, yeah. You can teleport yourself up to 30 feet as part of that bonus action. So, it gives a little more oomph to that. And I'm cool with that. I actually like those things that

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

So you are saving that die, essentially. That's great. Mm-hmm. And for Gloam, in addition to being able to, as part of that bonus action, hide or was it disengage? Yeah, disengage or hide, yeah. You can teleport yourself up to 30 feet as part of that bonus action. So, it gives a little more oomph to that. And I'm cool with that. I actually like those things that