RPGBOT.Podcast

RPGBOT.net

The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot. You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs. Support us at the following links: Patreon: https://www.patreon.com/rpgbot BlueSky: https://bsky.app/profile/rpgbot.net TikTok: https://www.tiktok.com/@rpgbotdotnet The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.

  1. 20 hr ago

    2014 DnD 5e WIZARDS Levels 1 - 7 with Treantmonk! (Remastered)

    Treantmonk joins us to talk about Wizards, which means we're about to spend an unreasonable amount of time discussing concentration saves, initiative bonuses, spell selection, and why standing anywhere near the enemy is a terrible lifestyle choice. We're taking the 2014 Wizard from levels 1 through 7, starting with a fragile academic who can be killed by an aggressively thrown sandwich and ending with a battlefield-control monster who can Web half the room, Fireball the other half, and still have enough magic left over to argue about which subclass is best. Along the way, we discover the Muscle Wizard, question why Medicine is still a skill, turn a spellbook into an arcane Predator drone, and once again prove that the strongest Wizard strategy is simple: Go first. Stay far away. Don't lose concentration. Easy. Show Notes Treantmonk joins Tyler, Ash, and Randall as we start building the 2014 D&D 5e Wizard from levels 1 through 7. We kick things off with ability scores, skills, defenses, and the eternal Wizard question: how much effort should you put into not immediately dying? That leads naturally into armor dips, Constitution saves, initiative, and why keeping concentration is often more important than squeezing out a little more damage. Then we get into subclasses. War Magic gets plenty of attention for its defensive tools and initiative bonus, Divination continues being Divination, Illusion gives Ash plenty to work with, and Order of Scribes eventually lets Tyler use his spellbook like a magical surveillance drone. Transmutation is also discussed. We'll leave it at that. Then comes the real Wizard experience: picking spells. Shield, Mage Armor, Find Familiar, Absorb Elements, and Magic Missile get us started before the gloves come off and everyone starts fighting over Web. From there we hit Fireball, Hypnotic Pattern, Slow, Fear, Counterspell, Tiny Hut, Summon Undead, Arcane Eye, Sickening Radiance, Greater Invisibility, Banishment, Polymorph, and enough other spells to remind everyone why building a Wizard takes three hours and a spreadsheet. By the end, one thing is very clear: Wizards don't need to solve every problem with damage. But they absolutely can. Key Takeaways The Wizard's biggest class feature is still its spell list. Your subclass matters, but your spell choices matter more. Protect your concentration. Positioning, Constitution saves, Shield, Absorb Elements, and simply refusing to stand next to angry monsters will keep your best spells running. Going first is incredibly powerful. War Magic gets a lot of love because dropping battlefield control before the enemy gets moving can completely change a fight. The classic Wizard staples are classics for a reason. Shield, Find Familiar, Mage Armor, Absorb Elements, Magic Missile, and rituals give you a ridiculous amount of mileage at low levels. Web is excellent. Everyone knows Web is excellent. This becomes a problem when multiple people are drafting spells and everybody wants Web. Third-level spells are where the Wizard really starts showing off. Fireball is Fireball, but Slow, Hypnotic Pattern, Fear, Counterspell, and other control options can be even more important depending on the fight. Don't build around a single saving throw or status effect. Having multiple ways to attack a problem keeps you useful when monsters inevitably refuse to cooperate with your favorite spell. Utility spells are a huge part of what makes Wizards so good. Scouting, teleportation, rituals, summons, battlefield control, and information gathering often solve problems before initiative is even rolled. Order of Scribes gets wonderfully weird once Manifest Mind enters the picture. Your floating spellbook can scout and act as the point of origin for your spells, turning your Wizard into a magical drone operator. And remember: dealing damage is technically a form of support if the thing threatening your party is no longer alive. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    2014 DnD 5e WIZARDS Levels 1 - 7 with Treantmonk! (Remastered)
  2. 2 days ago

    ARCANA UNLEASHED Part 2 - Necromancer's Finally Get Nice Things

    Four Wizards walk into Arcana Unleashed. One teleports around insisting that swapping places is exciting. One looks like somebody's tiefling dad going through a stage-magic phase. One brings an army of disposable skeletons specifically so he can blow them up. And the last one turns into a T-Rex and starts casting Disintegrate. Somehow, this is still a more functional party than most adventuring groups we've played in. Welcome back to Arcana Unleashed, where today's lesson is simple: Wizards apparently needed more things to do. Show Notes Part Two of our Arcana Unleashed review is all Wizards, all the time, and Tyler finally gets his moment. We start with the Conjurer, which continues its identity crisis between "master summoner" and "person who is really, really enthusiastic about Misty Step." Benign Transposition and its upgrades make teleportation useful, especially once Randall figures out how to combine swapping places with summoned monsters. But the real excitement comes later, when Durable Summons, Focused Conjuration, and Splintered Summons finally let the subclass lean into what everyone actually came here for: putting more creatures on the battlefield. Then we meet the Enchanter, whose artwork immediately gets described as a middle-aged tiefling dad who took up stage magic during a midlife crisis. The subclass gets better social skills, a much more playable version of Hypnotic Gaze, and some frustratingly limited spell-twinning. Things improve considerably at higher levels, especially when Alter Memories turns magical manipulation into full-on fantasy Men in Black nonsense. Necromancer is where things get wonderfully irresponsible. Undead familiars can finally contribute, Animate Dead gets stronger, summoned undead become tougher and hit harder, and eventually your disposable corpse army becomes a collection of walking necrotic grenades. Tyler tries repeatedly to explain the mathematical shortcomings of undead attack bonuses while Ash tries repeatedly to enjoy himself despite Tyler's best efforts. Finally, the Transmuter arrives with the traditional Transmuter's Stone, some questionable attempts to make Alter Self exciting, and a substantially improved Empowered Transmutation. Things really come alive with Shapeshifter, which lets the Wizard Polymorph themselves while keeping their mental abilities and continuing to cast qualifying Transmutation spells. Which leads to the discovery nobody knew they needed: T-Rex. Casting. Disintegrate. Arcana Unleashed (affiliate link) Arcana Unleashed: Deadfall (affiliate link) Fizban's Treasure of Dragons (affiliate link) AmateurJack.com - Recovery Long Rest - Cozy D&D Business Sim Key Takeaways Conjurer is much better when it remembers that people choosing Conjurer probably want to summon things, not just teleport slightly differently. Enchanter has some weak spots, but Instinctive Charm and Alter Memories offer genuinely fun tools for manipulation, infiltration, and absolutely horrifying roleplay possibilities. Necromancer may be the standout of the bunch. Stronger undead, useful familiars, better Animate Dead support, and exploding minions finally deliver the "commander of the dead" fantasy. Transmuter still has an unhealthy emotional attachment to its rock, but Empowered Transmutation and Shapeshifter give the subclass some genuinely exciting options. The most important rules discovery of the episode is that turning into a T-Rex apparently does not prevent you from solving problems with high-level Wizard magic. Tyler likes Wizards. Ash would like Tyler to stop explaining why the things Ash likes aren't as good as Ash thinks they are. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    ARCANA UNLEASHED Part 2 - Necromancer's Finally Get Nice Things
  3. 5 days ago

    D&D ARCANA UNLEASHED Part 1 - The Best Arcane Archer Ever Is Still an Arcane Archer

    Arcana Unleashed is here, bringing new subclasses, spells, feats, magic items, and—most importantly—fresh opportunities for Tyler to find loopholes Wizards of the Coast absolutely did not intend. In Part 1, we discover that Clerics can apparently wizard better than Wizards, the Arcane Archer has finally been upgraded from "why?" to "okay, I guess," Monks can punch people and cast spells at the same time, and Warlocks can carry around the fading remains of a dead god like a supernatural emotional-support animal. Also, somewhere at Wizards of the Coast, an editor just felt a disturbance in the Force because Tyler realized you can shoot a magical darkness arrow into someone's shield. Show Notes We kick off our review of Arcana Unleashed, the new setting-agnostic collection of character options, rules, spells, magic items, factions, monsters, and other magical nonsense for D&D. The book isn't quite Tasha's-sized, but there's plenty here to keep us busy—which is why this review is absolutely becoming a series. Part 1 is all about subclasses, starting with the Arcana Domain Cleric. The old "what if my Cleric wanted to be a Wizard?" concept finally feels like it knows what it wants to be. Great Wizard spells, a nasty saving-throw penalty through Channel Divinity, and eventually access to high-level Wizard spells make this an extremely strong hybrid. Tyler immediately starts planning for Contingency and Wish, because of course he does. Then we revisit everyone's favorite subclass to forget exists: the Arcane Archer. It is unquestionably better than the 2014 version, which unfortunately clears a bar located somewhere beneath the basement. More Arcane Shot uses, better utility ammunition, and some genuinely cool later-level abilities help, but the subclass still struggles to generate much excitement. We also spend far too long discovering that Darkening Ammunition can apparently stick to any "solid surface," which means shields, possibly whales, and whatever other nonsense your table is willing to litigate. The Warrior of Mystic Arts Monk fares much better. Mechanically, it's essentially the Monk answer to the Eldritch Knight: punch things, cast Sorcerer spells, and eventually do both with increasingly ridiculous efficiency. The old Tattooed Warrior concept may have been more flavorful, but the finished version is clean, effective, and potentially terrifying once its spellcasting and Monk abilities start feeding into each other. Finally, we meet the Vestige Patron Warlock, where your patron is also your pet because apparently the traditional Warlock power dynamic wasn't complicated enough. Your Vestige can shift between Celestial, Fiend, and Undead forms, bringing different abilities along with it, and eventually gets some impressive summoning upgrades. Ash begins thoroughly uninterested and ends up won over almost entirely by the possibility of worshipping the forgotten god of toads. Which, frankly, is the strongest possible argument for the subclass. We wrap things up before reaching the Wizard subclasses, mostly because making Tyler wait another episode to talk about Wizards is funny. Stuff for the Show Notes Arcana Unleashed (affiliate link) Arcana Unleashed: Deadfall (affiliate link) Fizban's Treasure of Dragons (affiliate link) AmateurJack.com - Recovery Long Rest - Cozy D&D Business Sim Key Takeaways Arcana Domain Cleric is excellent. It finally delivers the Cleric/Wizard hybrid fantasy without feeling like somebody stapled a spellbook onto a holy symbol. Arcane Archer is substantially improved, but "best Arcane Archer ever" still isn't the ringing endorsement Wizards probably hoped for. Darkening Ammunition should never have included the phrase "solid surface" anywhere Tyler Kamstra could see it. Warrior of Mystic Arts trades some of the Tattooed Warrior's flavor for straightforward mechanics, but those mechanics are very, very good. Spellcasting plus Monk action economy gets increasingly ridiculous at higher levels, and everybody seems fine with that. Vestige Patron is mechanically solid, narratively weird, and significantly better once you realize your patron can be the forgotten god of toads. The subclasses covered so far are generally simple, approachable, and effective without introducing a pile of unnecessary new systems. Wizards are next, assuming Ash eventually stops tormenting Tyler and allows him to talk about them. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    D&D ARCANA UNLEASHED Part 1 - The Best Arcane Archer Ever Is Still an Arcane Archer
  4. 7 Sept

    UNEARTHED ARCANA: UNDERDARK OPTIONS - We're unenlightened!!!

    Welcome to the Underdark, where the sun doesn't shine, everyone wants to murder you, and Wizards of the Coast has apparently decided what this place really needed was more light. Sorry, Unlight. Totally different. We've got a glowing Barbarian who can't turn off the high beams, a Rogue whose subclass starts working sometime around retirement age, a Wizard with healing powers and questionable workplace safety practices, and finally a perfectly reasonable solution to all of these problems: put a tadpole in your skull and become a Mind Flayer. Somehow, that's the part we liked. Show Notes This week, we head underground to dig through the latest Unearthed Arcana: Underdark Options, featuring three new subclasses, a Ceremorphosis feat path, and the Mind Blast spell. First up is the Path of Unlight Barbarian, a character who rages so hard they become a walking lantern. There are some genuinely useful ideas here, including radiant retaliation, blindsight, and the ability to make enemies glow, but the damage numbers struggle to keep up and several abilities feel strangely dependent on fighting invisible creatures. Worse, your Barbarian apparently has no dimmer switch, so raging in the Underdark turns you into a thirty-foot beacon advertising free adventurers to every monster nearby. Then we meet the House Agent Rogue, built around charm, betrayal, and stabbing people who thought you were their friend. The fantasy is great. The mechanics are considerably less cooperative. Several of the subclass's signature abilities depend on creatures being friendly or charmed, but the tools needed to make that happen reliably either arrive far too late or don't interact with the rules the way the subclass seems to expect. By level 17, the House Agent can finally do much of what we wanted it to do at level 3. That is one hell of an onboarding process. The Imaskari wizard fares better mechanically. It can convert elemental damage to radiant damage, spend Hit Dice to hand out temporary hit points, heal allies, remove conditions, and eventually curse enemies with Unlight until they explode. There are some strong ideas here, particularly the bonus-action healing and restoration options, but the subclass feels like several different concepts sharing an apartment because none of them could afford rent alone. And then somebody finally releases the tadpoles. The Path of Ceremorphosis is easily the most interesting material in the UA. It lets characters gradually embrace Illithid abilities through a feat tree, picking up Psionic Energy Dice, telepathy, defensive abilities, tentacles, and eventually full Ceremorphosis. At the end of the path, you can become an aberration, gain Mind Flayer abilities, and choose between eating brains or spellcasting. Choose spellcasting. Mind Blast alone makes the decision pretty easy. A massive cone, an Intelligence save, psychic damage, and the stunned condition is an incredibly nasty combination. With Psionic Energy Dice potentially letting a high-level character use it repeatedly without spending normal spell slots, this is also the part most likely to receive a visit from the balance hammer before publication. Overall, Underdark Options is a mixed bag. The Barbarian looks salvageable with better scaling and stronger flavor. The Rogue probably needs to go back to the drawing board. The Wizard works, but doesn't inspire much excitement. Ceremorphosis, however, feels like exactly the kind of weird, dangerous character option the Underdark should be giving us. The Underdark is full of Drow assassins, Illithids, Umber Hulks, ancient civilizations, horrific monsters, political intrigue, poisons, spiders, and things with entirely too many tentacles. There is plenty of material here. We're just still trying to figure out why everyone is so excited about Unlight. Key Takeaways Path of Unlight Barbarian has some solid ideas, but weak damage scaling and mandatory glowing hold it back. The subclass's reliance on blindsight and revealing invisible enemies can become very campaign-dependent. House Agent Rogue has a fantastic betrayal fantasy, but its mechanics don't reliably support that fantasy. Several important House Agent abilities arrive far too late, with some of the subclass finally functioning properly around level 17. The Imaskari wizard is probably the strongest of the three subclasses mechanically, especially as a secondary healer. Spending Hit Dice for bonus-action healing and condition removal gives the Wizard some excellent action economy. Unlight still feels underdeveloped as a concept. The hosts wanted something stranger and more distinctly Underdark. Ceremorphosis is the highlight of the UA and continues the promising idea of character paths built through feat trees. Some Ceremorphosis options are niche, especially the tentacle and brain-eating mechanics. Mind Blast is extremely powerful thanks to its large area, Intelligence save, and ability to stun. Repeated Mind Blasts fueled by Psionic Energy Dice look strong enough that they may need adjustment. The hosts generally liked the villainous path concept and want to see more options built around it. Final verdict: mixed bag. The subclasses need work, but becoming a Mind Flayer is apparently a perfectly reasonable career move. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    UNEARTHED ARCANA: UNDERDARK OPTIONS - We're unenlightened!!!
  5. 5 Sept

    2014 DnD 5e BARBARIAN Levels 1 - 4 (Remastered): The Frat Bro' of the DnD World

    Today we're building Barbarians, the D&D class for anyone who looked at tactical combat and thought, This needs fewer tactics and significantly more upper body strength. We've got Rage, Reckless Attack, enormous hit points, questionable wardrobe choices, and an ongoing debate over whether a shield is sensible equipment or an admission that you lack confidence in your own face. By level four, Ash has become a flying fairy giant with a pike, Tyler is weaponizing irritation, and Randall has embraced the ancient Barbarian tradition of solving probability with violence. Grab your protein shake, yell something incomprehensible, and roll initiative. SHOW NOTES In this episode of the RPGBOT.Podcast, we finally tackle the 2014 D&D 5e Barbarian from levels 1 through 4, and things immediately become louder, sweatier, and considerably less concerned with personal safety. We start with the fundamentals: Strength, Constitution, that glorious d12 Hit Die, armor choices, and why Unarmored Defense looks much better on paper than it usually works in practice. Then we get into Rage, the feature that turns getting punched in the face from a problem into something approaching a class strategy. We also talk about managing those limited early Rage uses and why running into every fight screaming may be thematically correct but mechanically questionable. At level 2, Reckless Attack gives Barbarians one of their defining tactical choices: advantage for you, advantage for everyone trying to murder you. Fortunately, Barbarians have a lot of hit points and remarkably little respect for consequences. Danger Sense adds some much-needed protection against Dexterity saves, because apparently surviving fireballs through sheer gym-bro intuition is a legitimate class feature. Level 3 brings Primal Knowledge and, more importantly, subclasses. We run through the Barbarian options, separating the powerful from the interesting and occasionally discovering that those are not the same thing. Ancestral Guardian is an effective defender but can feel repetitive, Wild Magic brings some desperately needed unpredictability, and Path of the Giant lets Ash fulfill the perfectly reasonable fantasy of playing a tiny fairy who gets angry, becomes enormous, and starts stabbing things from fifteen feet away. By level 4, the builds are taking shape. Tyler leans into Ancestral Guardian with a whip, shield, and Slasher to become an incredibly annoying battlefield defender. Randall grabs Great Weapon Master and combines it with Reckless Attack because accuracy penalties matter considerably less when you've already decided to roll everything with advantage. Ash takes Strike of the Giants, picks up a pike, and continues transforming his fairy into a flying problem with an increasingly ridiculous reach. It's everything you need to get a 2014 Barbarian through tier one: Rage management, big weapons, bigger hit points, questionable decisions, and enough tactical depth to prove that smash actually has several different settings. KEY TAKEAWAYS Strength and Constitution are the Barbarian's priorities. Dexterity helps, but investing heavily in it just to improve Unarmored Defense is usually difficult to justify. Medium armor is often better than it feels. The shirtless Barbarian fantasy is great, but half plate can save you a lot of ability-score investment. Rage is your core resource, especially at low levels when you only have a few uses. Don't waste it on fights that don't need it. Rage doesn't have to mean screaming fury. It can be cold focus, a physical transformation, magical power, or whatever fits the character. Reckless Attack is the Barbarian bargain: you get advantage on Strength-based attacks, but enemies get advantage against you. Fortunately, getting hit is already part of the job description. Danger Sense helps compensate for one of the Barbarian's defensive weaknesses by giving advantage on many Dexterity saves. Barbarians have limited utility outside combat, so backgrounds, racial abilities, and creative roleplaying can do a lot to make the character feel more rounded. Subclass power and subclass fun are not necessarily the same thing. Ancestral Guardian is strong but mechanically repetitive, while options like Wild Magic and Giant bring more toys to the table. Great Weapon Master pairs beautifully with Reckless Attack because advantage helps offset the feat's attack penalty. By level 4, the Barbarian already knows exactly what it wants to be: difficult to kill, extremely dangerous, and preferably standing much too close to whoever made the mistake of starting this fight. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    2014 DnD 5e BARBARIAN Levels 1 - 4 (Remastered): The Frat Bro' of the DnD World
  6. 29 Aug

    2014 DnD 5e DRUID Levels 5 - 20 (Remastered): Summoning Cows to Fall from the Skies onto our Enemies

    Nature is healing. Unfortunately, nature has chosen violence. We're taking the Druid from level 5 all the way to 20, which means summoning packs of velociraptors, turning into dinosaurs, raising fungal zombies, weaponizing potted plants, becoming an angry celestial nature wizard, and eventually gaining the power to erase armies with natural disasters. But none of that matters because we discovered the true pinnacle of Druid magic: summoning cows sixty feet above our enemies and letting gravity finish the spell. Welcome to high-level Druid optimization, where Mother Nature loves you, but she has absolutely had enough of your crap. Show Notes We return to our 2014 D&D 5e Druid builds and take Tyler's Circle of Spores, Randall's Circle of the Moon, and Ash's Circle of Stars from level 5 all the way to 20. Third-level spells immediately send us down the Conjure Animals rabbit hole, where velociraptors look terrifying until someone suggests cows. From there, the entirely reasonable discussion of battlefield control becomes the Twister Gambit: summon livestock above your enemy and allow physics to contribute to the encounter. As the levels climb, the Druids only become more ridiculous. Randall gets increasingly dangerous Wild Shape options and eventually Elemental Wild Shape. Tyler builds an expanding fungal entourage while becoming increasingly difficult to kill. Meanwhile, Rain Shadow graduates from peaceful celestial hippie to terrifying flying star mage with an alarming willingness to unleash the wrath of nature. We dig through the Druid spell list, separating great options from traps, discussing Polymorph, Wall of Fire, summoning, battlefield control, Draconic Transformation, Foresight, Shapechange, and the point where spells like Earthquake and Tsunami stop feeling like combat abilities and start feeling like natural-disaster plot devices. By level 18, Beast Spells lets Druids cast while Wild Shaped, and level 20's Archdruid removes the practical limit on Wild Shape altogether. The result is a class that starts by talking to squirrels and ends as a nearly unkillable force of nature capable of turning into monsters, casting world-altering magic, and presumably still dropping cows on people whenever the situation demands it. Key Takeaways Conjure Animals remains enormously powerful, especially when quantity, Pack Tactics, battlefield control, and questionable applications of gravity get involved. The Twister Gambit proves that cows are not merely livestock. They are ammunition. Druids excel at battlefield control, with spells like Plant Growth capable of making movement extremely difficult under the right circumstances. Circle of the Moon keeps improving its Wild Shape options, eventually gaining Elemental Wild Shape and much stronger beast forms. Circle of Spores develops into a durable melee caster surrounded by fungal undead and eventually gains excellent defensive abilities. Circle of Stars becomes increasingly flexible as its Starry Forms improve, allowing Ash's Rain Shadow to become the terrifying celestial nature prophet she was always destined to be. Higher-level Druid magic increasingly shifts from winning encounters to reshaping entire situations with spells like Earthquake and Tsunami. Beast Spells dramatically changes Wild Shape by allowing Druids to cast while transformed. Foresight and Shapechange provide outstanding ninth-level options and make already-powerful Druids even harder to deal with. Archdruid's unlimited Wild Shape makes the level 20 Druid extraordinarily difficult to kill, especially for Circle of the Moon. The Druid's greatest strength is versatility. It can summon, heal, control the battlefield, transform, deal damage, support allies, infiltrate, and eventually become a walking ecological catastrophe. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    2014 DnD 5e DRUID Levels 5 - 20 (Remastered): Summoning Cows to Fall from the Skies onto our Enemies
  7. 24 Aug

    PF2e IMPOSSIBLE MAGIC REVIEW Pt. 1: Finally, the Summoner Reads It's Own Job Description

    Impossible Magic promises to break the boundaries of spellcasting, which apparently means letting the Magus move, allowing the Summoner to actually summon things, and giving Ash even more ways to kill player characters. We've got lightning-powered sword dashes, six-action summon turns, weapons made out of your own soul, teleporting rogues, and an archetype that looks at another caster's spell and says, "Actually, I'm in charge of this now." Paizo may have called the book Impossible Magic, but after reading some of these archetypes, the only impossible thing is pretending Pathfinder still has a three-action economy. Show Notes Impossible Magic is here, and Pathfinder 2e's magic users are getting some long-overdue attention. We start with the returning Magus and Summoner, two classes that had great concepts but spent years fighting their own mechanics almost as often as they fought monsters. The Magus gets one of the biggest glow-ups. More spell slots and dramatically improved action economy mean Spellstrike finally feels like the centerpiece of the class instead of an elaborate three-action hostage situation. New options like Running Recharge, Sprinting Spellstrike, Twofold Twine, and the gun-toting Volatile Spark make the class more mobile, flexible, and gloriously anime. Then we tackle the Summoner, which has accomplished the revolutionary feat of becoming good at summoning. Expanded spellcasting means you can actually spend spell slots on summons without feeling like you just burned half your daily resources. Combined with Act Together, an Eidolon, and summoned creatures, the class can start doing deeply irresponsible things with the action economy. Just remember: summon creatures for useful abilities, not just attacks. Unicorn healthcare is apparently the future. We finish by digging into Impossible Magic's archetypes. Captivator weaponizes being ridiculously charming, Hedge Mage becomes the master of an absurd number of little spells, Living Nexus eats magic and turns it into violence, and Soulforger gives you a magical weapon powered by your convictions and potentially your terrible life choices. Spell Shifter gets especially weird by manipulating spells already in play, while Veil Dancer offers teleportation, concealment, and stabbing people from gaps in reality. World Rouser rounds things out by turning the surrounding environment into a growing magical support zone. And somehow, despite spending more than an hour on all of that, we still barely scratched the book. Key Takeaways Magus is dramatically better thanks to more spell slots and major improvements to its action economy. Running Recharge looks like an extremely strong Magus option because it combines movement with recharging Spellstrike. New Magus options lean heavily into the class fantasy, including dual weapons, firearms, area Spellstrikes, and extremely anime movement abilities. Summoner finally has enough spellcasting to actually summon creatures without sacrificing most of its daily resources. Act Together combined with an Eidolon and summoned creatures can produce some spectacular action-economy nonsense. Utility summons may outperform creatures chosen purely for damage. Healing, spellcasting, and special abilities are where summoning really shines. Hedge Mage is built around mastering low-rank magic, cantrips, and heightened spells rather than gaining a traditional collection of high-rank spells. Soulforger is extremely flavorful and potentially powerful, but brings enough rules and subsystems that it practically deserves its own episode. Spell Shifter can manipulate ongoing magic by sustaining, redirecting, altering, or dismantling spells, making it one of the book's most unusual archetypes. Veil Dancer is essentially teleportation plus stealth plus stabbing, or as the episode puts it, a little bit of Misty Step: The Archetype. Impossible Magic appears very willing to bend Pathfinder 2e's sacred three-action economy in the name of making magic more fun. The overall verdict is strongly positive: there is a lot of mechanically interesting, flavorful material here, and there is far too much of it to cover in one episode. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

    PF2e IMPOSSIBLE MAGIC REVIEW Pt. 1: Finally, the Summoner Reads It's Own Job Description
  8. 22 Aug

    2014 DnD 5e DRUIDS Levels 1 - 4 (Remastered) - Druidic is just Elvish for Hipsters

    Druids are what happens when a wizard looks at civilization and decides indoor plumbing was a mistake. You get questionable armor, inexplicable scimitar proficiency, the ability to become a bear, and a secret language apparently reserved for people who think Elvish is too mainstream. This week we build three dirt wizards, including an emo mushroom warrior, a cosmic hippie named Rain Shadow, and a Moon Druid who discovers that inside him there are apparently two wolves per short rest. Nature is healing. Unfortunately, it has also prepared Spike Growth. Show Notes We're digging into the 2014 DnD 5e Druid from levels 1 through 4, starting with ability scores, weapons, armor, spellcasting, and the ancient mystery of why Druids can wield metal scimitars but get weird about metal armor. We also confront Druidic, the secret language nobody asked for, before getting into the real reason most people showed up: Wild Shape. At level 2, we break down the Druid Circles and discover that not all hippies are created equal. Tyler embraces complexity with Circle of Spores and begins his transformation into an angry mushroom with a stick. Ash creates Rain Shadow, a Circle of Stars Druid fueled by cosmic energy, Guiding Bolt, and an aura that desperately needs balancing. Randall chooses Circle of the Moon because sometimes optimization means turning into a bear and eating the problem. By levels 3 and 4, second-level spells bring control options like Spike Growth, summoning gets increasingly useful, and the builds start finding their identities. We talk feats, Wild Shape tactics, concentration, battlefield control, and why a group of Druids working together might actually be more frightening than whatever encounter the DM prepared. Key Takeaways Wisdom comes first, with Dexterity and Constitution doing important work keeping your poorly armored nature wizard alive. Druidic is basically Thieves' Cant for people who compost, and the episode's theory that it is Elvish for hipsters remains disturbingly plausible. Wild Shape varies enormously by subclass. Moon Druids turn it into a major combat tool, while other Druids often have better uses for those resources. Circle of Stars is exceptionally versatile, offering damage, healing, and better concentration through its Starry Forms. Circle of Spores can be powerful but complicated, rewarding careful building while offering plenty of opportunities to accidentally build an underperforming mushroom. Circle of the Moon is the straightforward animal violence option, especially at low levels when Wild Shape provides a ridiculous pile of extra hit points. Spike Growth is fantastic battlefield control, particularly when combined with summoned creatures, mobile Wild Shapes, and party members waiting to maul anything that escapes. At level 4, the builds take shape: Tyler goes Spores, Ash goes Stars, and Randall goes Moon, proving there are at least three completely different ways to weaponize a hike through the woods.

    2014 DnD 5e DRUIDS Levels 1 - 4 (Remastered) - Druidic is just Elvish for Hipsters

About

The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot. You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs. Support us at the following links: Patreon: https://www.patreon.com/rpgbot BlueSky: https://bsky.app/profile/rpgbot.net TikTok: https://www.tiktok.com/@rpgbotdotnet The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.

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