![]() Moving completely outside of the Forgotten Realms, Kalashtar (Eberron) gets a mention, and you'll see them talk about Ravenloft domains like Barovia and Darkon. You'll see plenty of Forgotten Realms stuff, but not all of it is strictly defined by the borders of Faerun as we see depicted in the Sword Coast Adventurer's Guide, so you'll find mentions of the Hordelands, Kara-Tur, and beyond. ![]() The many Spell Lore sidebars that accompany specific spells go into some pretty deep, well-researched campaign setting information that talks about the origins and uses of some of the new spells. It's much more in line with mixing roleplaying and mechanical consequences than some of 5th edition's rules tend to get, which is why it makes a great sidebar/variant rule, playing with the idea of seeking out mentors, performing dedication rituals, and creating decision points after accumulating a certain number of experience points. The Changing Deities sidebar provides some mechanics for Clerics changing domains or Paladins changing their oaths. The Sidebarsīefore we get to the spells, let's talk about the sidebars peppered liberally throughout this book.Īmong the first is a Psychic Spell List in a sidebar that reflavors the Sorceror into a psionic-style spellcaster, allowing you to ignore or compliment the Mystic class - also available on DMsGuild - at your leisure! So, even if you don't care about the new classes, or don't want to learn new class mechanics to get a psychic character, this guide offers you something that is a popular means of re-skinning something old to get something new and maintain all the careful balance of the existing classes and spells. Nice touch! The spell lists include all of the spellcasting classes so far, which means you're getting the addition of the Artificer - making this a great book to quickly expand on that relatively new class since it's offered via the DMsGuild now. Additionally, a handful of the spells appearing in this book are revised versions of those found in other Dungeon Masters Guild (AKA DMsGuild) products, so this book truly leverages all of the mechanics that've been released for 5th edition D&D so far. The book starts out with a brief intro that calls attention to the fact that spell lists found within will make reference to not just the spells you'll find in the Player's Handbook and this document, but also the spells found in later books like Elemental Evil Player's Companion and Sword Coast Adventurer's Guide. On top of that, throughout the gaggle of spells are a bunch of sidebars that provide alternative spell lists for a psychic-style Sorcerer (relevant because the official Mystic class was also just added to DMsGuild), new monsters, and a bunch of setting content that provides context and lore on the spells. Content 5/5Īrchetypal Spell Compendium: Artificers & Arcanists by Jeremy Forbing provides a spellbook's worth of new spells - 101 of them, as a matter of fact! - three Artificer specializations (notable because the official Artificer class just got added to the DMsGuild as a brand new class), a new divine domain for Clerics, a new Sorcerous Origin, and a new Wizard Tradition. Pick up Archetypal Spell Compendium: Artificers & Arcanists at Dungeon Masters Guild. This book is jam-packed with well-balanced, well-researched gaming material you can immediately start using at your table. ![]() The author's mechanical knowledge of 5th edition is fantastically showcased, as is the amount of lore that enhances the Forgotten Realms setting as well as touches upon other campaign worlds through the origin notes on several spells. It presents 101 new spells and a handful of new archetypes for spellcasting classes (including the official and newly-released-to-the-DMsGuild class, the Artificer). Archetypal Spell Compendium: Artificers & Arcanists is a mechanics-heavy supplement geared towards players.
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