Hiya folks!
How is everyone doing? We're getting ever closer to the release of our next DLC Palace of Ice, for which we'll be announcing the release date pretty soon! While we wait a little more, what say you to some additional information on what's to come? But before that...
A cat?! It's been forever since we last shared a picture, but know that our little furry friends are doing well.
Palace of Ice Community Stream Archive
Didn't manage to catch Palace of Ice Community Stream? No worries, you can watch the session here and take 2d10 psychic damage whenever I start going on unrelated tangents (Developer-exclusive cantrip, DC 12 Wisdom Saving Throw) - but more importantly, get some interesting information on the upcoming DLC. If you prefer the text version, don't worry we've got you covered below!
Palace of Ice - General Information
- The Gnome and the Tiefling ancestries are added to the Character Creator
- Palace of Ice is a level 10 - 16 campaign that takes place a few months after the Crown of the Magister campaign. We estimate the playtime to be around 25h.
- You will be able to import characters along with their gear and inventory from save files, unless those save files are modded, include a custom item from the Dungeon Maker or are way too old such as saves from Early Access versions.
- Characters below level 10 will be be granted enough experience to reach level 10 when launching Palace of Ice, prompting you to do the standard level up process.
- You can't import save files where characters are level 13+.
Level 13 - 16 Subclass Features
Now we know what most of you are really curious about - what new features will our adventurers get in order to challenge those higher levels? As a reminder, you do not need to buy Palace of Ice to have access to level 13 - 16 in Custom Campaigns - however, Crown of the Magister and Lost Valley are still locked to level 12 maximum (otherwise we would end up with people unable to import their save files into Palace of Ice).
Important Note: Some features may end up getting slightly tweaked shortly after launch. Also, just like on Tabletop, Cleric Domains and Monk Traditions do not get new features between level 13 and 16.
Barbarians (Level 14):
- Berserker - Retaliation: When an enemy within 1 cell of you attacks you, you can use your reaction to make a melee attack against them
- Magebane - Spell Crusher: While raging, you can use your action to cast Dispel Magic with Constitution as your spellcasting ability. You can use Spell Crusher a number of times equal to your Prof. Bonus per short rest.
- Stone - Last Stand: You deal additional damage equal to your proficiency on your weapon melee attacks.
- Claw - Frightful Strike: While raging, the first creature you hit each turn with a melee weapon attack must make a Wisdom Saving Throw (DC 8 + Prof. Bonus + STR Mod.) or become frightened until the end of their turn.
Bards (Level 14):
- Lore - Peerless Skill: You can cast Bardic Inspiration on yourself.
- Hope - Song of Hope: You can use your action to activate Song of Hope. All allies other than yourself within 6 cells gain resistance to all damage and gain advantage on all their saving throws until the start of your next turn. You can use your action to keep singing on subsequent turns, extending the Song of Hope effect. If you take damage while singing, you must make a Concentration Check or Song of Hope ends. You can use Song of Hope once per long rest.
- Traditions - Manacalon Perfection: You can use a bonus action to grant yourself and an ally the benefits of a maxed out bardic inspiration die without spending it. You can use Manacalon Perfection once per long rest.
- Heroism - At Road's End: When an ally within 12 cells is reduced to 0 hit points, you can use your reaction to immediately heal them back to 1 hit point instead. You can use At Road's End once per short rest.
Druids (Level 14):
- Land - Nature's Sanctuary: When you deal damage to an enemy with a spell of level 1 or higher, they must make a Strength Saving Throw or become restrained until the start of your next turn. After being affected once, they become immune to Nature's Sanctuary.
- Kindred Spirit - Spirit Rage: You can use your bonus action to activate Spirit Rage, granting your Kindred Spirit a bonus to their AC and damage rolls equal to your Prof. Bonus, as well as an additional attack per round. Spirit Rage lasts 1 minute and can be used a number of time equal to your Prof. Bonus per long rest.
- Wind - Unfettered: You are constantly under the effect of Freedom of Movement, and you also gain +1 cell movement and +3 bonus on initiative rolls.
- Balance - Balance of Power: You can use your bonus action to grant all allies within 12 cells advantage on attack rolls until the start of your next turn. However, enemies also have advantage on their attack rolls against allies under the effect of Balance of Power.
Fighters (Level 15):
- Champion - Superior Critical: Your weapon attacks now score critical hits on a roll of 18 - 20.
- Mountaineer - Pack Striker: While wielding a shield, you have advantage on melee attack rolls against your target if you have a non-incapacitated ally within one cell of them.
- Spellblade - Arcane Escape: After casting a spell on your turn, your move speed increases by 3 cells until the end of your turn.
- Commander - Lead by Example: The first creature you hit each turn will be marked until the start of your next turn. When an ally (including yourself) makes a weapon attack against a marked enemy, they deal additional damage equal to your proficiency bonus. This extra damage can only trigger once per turn.
Paladins (Level 15):
- Devotion - Purity of Spirit: You are constantly under the effect of Protection From Evil and Good.
- Motherland - Heart of Lava: You are immune to fire and reduce slashing / bludgeoning / piercing damage you take by 5.
- Tirmar - Sorak's Bane: After making a melee attack against an opponent who has natural darkvision or shapeshifting, you can use your bonus action to make an additional melee attack, adding your Charisma Bonus to the damage dealt.
- Judgement - Retribution: Whenever an enemy within 6 cells deals damage to you, you can use your reaction to force them to make a Wisdom Saving Throw against your spellcasting ability. They take 2d8 + CHA Mod. Psychic Damage on a failure, or half as much on a success.
Ranger (Level 15):
- Hunter - Superior Hunter's Defense: You can select one of the following options.
- Stand Against the Tide: When an enemy misses you with a melee attack, you can use your reaction to force them to make that same attack against another adjacent creature.
- Evasion: When you make a Dexterity Saving Throw, you take no damage if you succeed and only half damage if you fail.
- Uncanny Dodge: When an enemy you can see hits you with an attack, you can use your reaction to halve the damage you take.
- Marskman - Extra Attack (2): You can attack three times whenever you take the Attack Action.
- Shadow Tamer - At Home in the Dark: While in dim light or darkness, you have proficiency in all saving throws. If you are already proficient, you gain a +1 bonus on your roll with the given proficiency.
- Swift Blade - Uncatchable: Whenever you take damage, you can use your reaction to become invisible until you attack, cast a spell or your turn ends (whichever comes first). You can use Uncatchable a number of times equal to your Prof. Bonus per long rest.
Rogues (Level 13):
- Thief - Use Magic Device: You can ignore all requirements on the use of magic items (except attunement).
- Darkweaver - Shadowy: While in dim light or darkness and not in an enemy's line of sight, you can use your bonus action to become hidden and invisible until the end of your turn.
- Shadowcaster - Shadow Casting: You can use your Sneak Attack when damaging enemies with spells requiring an attack roll as if you were using a finess or ranged weapon. All the other rules for Sneak Attack still apply.
- Hoodlum - Dirty Fighting: You can use your bonus action to force an enemy within 1 cell to make a Constitution Saving Throw (DC 8 + Prof. Bonus + STR Mod.) or become blinded and incapacitated until the end of your next turn. After being affected once, they become immune to Dirty Fighting.
Sorcerers (Level 14):
- Draconic - Dragon Wings: You can use your bonus action to sprout a pair of wings at will, gaining flying speed equal to your current speed.
- Mana Painter - Mana Balance: You heal 5 HP per sorcery point you spend.
- Child of the Rift - Riftwalk: You can use a bonus action to teleport up to 6 cells to an unoccupied space you can see. Any enemy with 1 cell of your target destination take force damage equal to your CHA modifier. You can use Riftwalk an number of times equal to your Prof. Bonus per long rest.
- Haunted Soul - Soul Drain: You regain 1 sorcery point whenever you kill a creature of CR 1 or above with a spell of level 1 or higher. You can't regain more than 1 sorcery point per turn.
Warlock (Level 14):
- Fiend - Hurl Through Hell: After hitting an enemy with an attack, you can banish them until the end of your next turn. Upon their return, they take 10d10 Psychic Damage. You can use Hurl Through Hell once per long rest.
- Hive - Antimagic Chitin: You have advantage on saving throws against spells and magic effects.
- Tree - One with the Tree: You gain +2 AC and you are always considered under the effect of half-cover against ranged attacks. Piercing Branch now deals an additional 1d6 Poison Damage when it triggers.
- Timekeeper - Time Warp: You can activate Time Warp to take an additional action on top of your regular action. You can use Time Warp once per long rest.
Wizards (Level 14):
- Shock Arcanist - Greater Arcane Shock: You can use your bonus action to make all spells you cast until the end of your turn roll maximum values on their damage dice. Additionally you must make a DC 16 Constitution Saving Throw, taking 7d6 Psychic Damage on a failure or half on a success.
- Loremaster - Arcane Professor: You gain one extra level 1, 2, 3 and 4 spell slots. Additionally you learn 4 cantrips from any classes, they count as wizard spells for you.
- Greenmage - Weakening Entangling Shot: When affected by Entangling Shot, the target also has disadvantage on all saving throws until the end of your next turn.
- Court Mage - Expanded Spell Shield: Spell Shield cast range is now 12 cells and affects an extra ally.
High Level Spells
More levels also mean more spells! Here is the list of spells you can look forward to when leveling up.
Level 7:
- Arcane Sword
- Conjure Celestial
- Delayed Blast Fireball
- Divine Word
- Finger of Death
- Firestorm
- Gravity Slam (Replaces Reversed Gravity): Deal massive amount of bludgeoning damage in a large AoE and inflict Prone & Incapacitated on a failed STR Saving Throw
- Prismatic Spray
- Regenerate
- Resurrection
- Symbol
Gravity Slam on the entire party with one person being protected by Spell Ward
Level 8:
- Divine Blade (Homebrew): Create a blade of pure divine energy in your hand, allowing you to make melee spell attacks with it. On hit, deals 6d8 radiant damage and briefly stuns the enemy on a failed WIS Saving Throw. Concentration, 10 minutes maximum.
- Dominate Monster
- Earthquake (Heavily Modified): Creates a large area of difficult terrain, dealing bludgeoning damage and inflicting Prone on a failed DEX Saving Throw each round. Also randomly pushes affected creatures by 1 cell each round.
- Feeblemind
- Holy Aura
- Incendiary Cloud
- Maze
- Power Word: Stun
- Spell Ward (Replaces Antimagic Field): Create an Improved Globe of Invulnerability that can be moved with your bonus action. Any creature inside it is immune to spells of level 8 or below. Concentration, 1 minute maximum.
- Sunburst
- Thunderstorm (Replaces Control Weather): Deal large amount of lightning and thunder damage in a large AoE and inflict Stun on a failed CON Saving Throw or Blind on a success.
Thunder Thunder Thunder Thunder Thunder, you've been Thunderstruck!
Alright folks, this is the end for today! As always thank you for reading, and check out our Forums and our Discord Server to chat with other players :D
Article by Tactical Myzzrym