KittenMagician
2021-10-24, 11:41 PM
Mage Hand Press recently had a Kickstarter to support the production of a book called Valda's Spire of Secrets (VSoS). I backed it and they sent me a PDF download of it as the physical book will take some time. The book is 385 pages and includes 10 new classes, each of which have 8 subclasses, 6 new subclasses for each class found in the Player's Handbook, not including Artificer, and a variety of additional weapons, armor, magic items, spells, and variant rules. A lot of the new classes found in Valda's Spire of Secrets can be purchased individually from Mage Hand Press. I would like to take some time to share my thoughts on the book and its contents and maybe hear your thoughts on it if you have it or just want to discuss the contents in more detail.
Overall book rating: 8.7/10
New classes
I know this group is covered by the Artificer subclass, but alchemists there feel more like they are wading about halfway into the pool that is alchemy. The new Alchemist class presented in VSoS feels more focused on alchemy and a deeper dive into it. This class uses Intelligence as its primary ability score and focuses on making bombs and potions, of which they can learn to make a variety of each. The potions made by this class tend to lose potency after 24 hours. This class does feel needlessly complicated with 2 long lists of optional bombs and discoveries.
The Fields of Study (subclasses) are Amorist, Apothecary, Dynamo Engineer, Mad Bomber, Mutagenist, Ooze Rancher, Venomsmith, and Xenoalchemist. Each has their own signature bomb formula and actually seem like they would play rather differently from each other.
Overall class rating: 6/10
Overall subclass rating: 7/10
(I'm willing to discuss the class and subclasses in more detail)
Captain is an unusual martial class that uses Charisma as its primary ability score. What makes them different from almost all the other martial classes is they don't get Extra Attack. they also have a friendly NPC under their control much like how Beastmaster Rangers have a beast companion. These allies, referred to as Cohorts can take the form of a simplified version of almost all the classes from an abbot (cleric) to a cultist (warlock) and a templar (paladin) and includes a construct and undead options. This class brings in a nice aspect to Charisma in the form of a leader that isn't inherently a paladin or bard and can fill the face role while providing group benefits like as a bonus action allowing a friendly creature within 60ft to use its reaction to make a melee attack or move up to its speed.
The Banners (subclasses) to choose from are Dragon, Eagle, Jolly Roger, Lion, Ram, Raven, and Turtle. Each would have a different play style but I think the Dragon Banner is the best and your choice of Cohort is what would really change how this class plays and would allow you to fill in that hole your party might otherwise have.
Overall class rating: 9/10
Overall subclass rating: 7.5/10
(I'm willing to discuss the class and subclasses in more detail)
The Craftsman is another interesting martial class that want a high Intelligence after its primary damage ability score. The Craftsman brings in a much needed light to the idea of crafting. They focus on making and upgrading or changing mundane weapons and armor. They can craft items by spending some time and money, half the cost of the item crafted, during a long rest. They can then also spend this same time adding or removing properties such as heavy, finesse, reach, and more to items rather than craft new items. This allows for some fun customization for the character/party. However the long, long lists of possible options for these upgrades, one for armor and one for weapons, make the class feel needlessly complicated much like the Alchemist above.
The Artisans' Guilds (subclasses) to choose from are Arcane Maesters', Armigers', Bladeworkers', Calibarons', Forgeknights', Mechanauts', Thunderlords', and Trappers'. Each subclass kinda feels similar to the others and makes the class just feel even more bogged down. Even though it feels a bit overwhelming I still actually quite like this class.
Overall class rating: 7.5/10
Overall subclass rating: 6.5/10
(I'm willing to discuss the class and subclasses in more detail)
Haven't read it yet as I'm not particularly keen on guns in D&D. Expect future edits and updates to fill this in.
The Investigator kinda feels Rogue-ish with a high need for Intelligence. The class has the Ritual Caster feat baked in starting at 1st level. This class feels like they were aiming at making a Sam or Dean Winchester from the show Supernatural in D&D. Although flavor wise they more or less achieve that goal, mechanically the class is heavily lacking.
The Occult Specializations (subclasses) are Antiquarian, Archivist, Detective, Exterminator, Inquisitor, Medium, Occultist, and Spy. Each subclass gets 1 or more trinkets which work similar to a cleric/paladin channel divinity but the base class lacking in mechanical strength drags down on the subclasses.
Overall class rating: 4.5/10
Overall subclass rating: 5/10
(I'm willing to discuss the class and subclasses in more detail)
The Martyr is a very unique, interesting, and, dare I say, awesome class. This class uses a d12 hit die and is a very capable martial class with the ability to sacrifice hit points to cast cleric/paladin style spells. A 1st level spell costs them 5 hit points and a 2nd level spell costs 10. Their level determines the max level spell they can cast, capping out at 5th level for 45 hit points. The main downside to this class flavor wise is that their capstone ability is insanely powerful but at the end of it, short of divine intervention, you die and can't be returned to life by any means.
The Mortal Burdens (subclasses) are Atonement, Discord, the End, Mercy, Rebirth, revolution, Truth, and Tyranny. They each bring unique flavors of play to the self-sacrificing this class likes to do. The RP style of each subclass feels similar to cleric subclasses.
Overall class rating: 9/10
Overall subclass rating: 8.5/10
(I'm willing to discuss the class and subclasses in more detail)
This is the first full caster in VSoS and uses Intelligence as its primary ability score. much like the Captain you get NPC undead minions that follow your command. However unlike the Captain's Cohort which grow in strength with the Captain, the Necromancer's Thralls are stuck at one level of power. The Necromancer makes up for this lack of power in its minions with the ability to have more than one, limited based on the minions CR and the Necromancer's proficiency bonus. The Necromancer also has a pool of points much like a paladins Lay on Hands ability that the Necromancer can use to deal damage or for other abilities.
The Grave Ambitions (subclasses) are Blood Ascendant, Death Knight, Overlord, Pale Master Pharaoh, Plague Lord, Reanimator, and Reaper. Each subclass determines the form the class's capstone ability, Lichdom, takes. This class feels like what the Necromancy School for Wizard wishes it could dream of being.
Overall class rating: 10/10
Overall subclass rating: 9/10
(I'm willing to discuss the class and subclasses in more detail)
This class is a non-magical martial class that has a very paladin-esque feel to it. It makes for a very excellent tank class even though it doesn't get heavy armor proficiency as it has the ability to root all creatures around you in place unless they take the disengage action. This rooting ability is a bonus action, by the way. This class overall feels rather generic as there isn't a lot to make it feel stand out-ish from a RP stand point.
The Champion's Calls (subclasses) are Bloodwrath Guardian, Grey Watchman, Nightgaunt, Soulblood Shaman, Stoneheart Defender, Storm Sentinel, and Verdant Protector. These subclasses operate a lot like a paladin's oath and still feel as generic as the base class. This generic-ness doesn't mean there aren't fun abilities and ideas, it just doesn't immediately evoke character ideas to me.
Overall class rating: 6/10
Overall subclass rating: 6/10
(I'm willing to discuss the class and subclasses in more detail)
The Warmage is an interesting caster that focuses almost exclusively on cantrips, getting a total of 10 cantrips by 20th level. Their cantrips are more potent dealing more damage starting at 5th level and gaining tricks that give cantrips more capabilities. This cantrip centricity is a really unique and fun idea and I really like this class.
The Warmage Houses (subclasses) are Bishops, Cards, Dice, Kings, Knights, Lancers, Pawns, and Rooks. Each subclass has its own special tricks to empower themselves that the other Houses can't get. The House of Dice and House of Cards in particular have a fun time utilizing luck and chance to up the ante on their power.
Overall class rating: 8.5/10
Overall subclass rating: 8.5/10
(I'm willing to discuss the class and subclasses in more detail)
The Witch is the only other full caster in the new classes besides the Necromancer. They utilize curses and hexes to debilitate enemies and buff themselves/allies. They also automatically get the Find Familiar spell and the familiars they summon are a bit more powerful with they ability to become even more powerful. My favorite ability this class gets is the ability to make a coven with up to 2 other spellcasters (they need the spellcasting or pact magic feature) and it give all of them extra spells to cast along with 5 communal spell slots.
The Witch's Crafts (subclasses) are Black Magic, Blood Magic, Green Magic, Purple Magic, Red Magic, Steel Magic, Tea Magic, Technicolor Magic, and White Magic. Each one give a very different feel to a witch character and can make them feel like a nice old lady witch who just wants to help or an evil witch who wants to curse the world into oblivion.
Overall class rating: 10/10
Overall subclass rating: 9.5/10
(I'm willing to discuss the class and subclasses in more detail)
This is all the new classes presented in Valda's Spire of Secrets. I would really like to discuss these with people and want to share more about this fun 3rd party resource. I plan on making additional threads about the other new stuff added in VSoS.
Overall book rating: 8.7/10
New classes
I know this group is covered by the Artificer subclass, but alchemists there feel more like they are wading about halfway into the pool that is alchemy. The new Alchemist class presented in VSoS feels more focused on alchemy and a deeper dive into it. This class uses Intelligence as its primary ability score and focuses on making bombs and potions, of which they can learn to make a variety of each. The potions made by this class tend to lose potency after 24 hours. This class does feel needlessly complicated with 2 long lists of optional bombs and discoveries.
The Fields of Study (subclasses) are Amorist, Apothecary, Dynamo Engineer, Mad Bomber, Mutagenist, Ooze Rancher, Venomsmith, and Xenoalchemist. Each has their own signature bomb formula and actually seem like they would play rather differently from each other.
Overall class rating: 6/10
Overall subclass rating: 7/10
(I'm willing to discuss the class and subclasses in more detail)
Captain is an unusual martial class that uses Charisma as its primary ability score. What makes them different from almost all the other martial classes is they don't get Extra Attack. they also have a friendly NPC under their control much like how Beastmaster Rangers have a beast companion. These allies, referred to as Cohorts can take the form of a simplified version of almost all the classes from an abbot (cleric) to a cultist (warlock) and a templar (paladin) and includes a construct and undead options. This class brings in a nice aspect to Charisma in the form of a leader that isn't inherently a paladin or bard and can fill the face role while providing group benefits like as a bonus action allowing a friendly creature within 60ft to use its reaction to make a melee attack or move up to its speed.
The Banners (subclasses) to choose from are Dragon, Eagle, Jolly Roger, Lion, Ram, Raven, and Turtle. Each would have a different play style but I think the Dragon Banner is the best and your choice of Cohort is what would really change how this class plays and would allow you to fill in that hole your party might otherwise have.
Overall class rating: 9/10
Overall subclass rating: 7.5/10
(I'm willing to discuss the class and subclasses in more detail)
The Craftsman is another interesting martial class that want a high Intelligence after its primary damage ability score. The Craftsman brings in a much needed light to the idea of crafting. They focus on making and upgrading or changing mundane weapons and armor. They can craft items by spending some time and money, half the cost of the item crafted, during a long rest. They can then also spend this same time adding or removing properties such as heavy, finesse, reach, and more to items rather than craft new items. This allows for some fun customization for the character/party. However the long, long lists of possible options for these upgrades, one for armor and one for weapons, make the class feel needlessly complicated much like the Alchemist above.
The Artisans' Guilds (subclasses) to choose from are Arcane Maesters', Armigers', Bladeworkers', Calibarons', Forgeknights', Mechanauts', Thunderlords', and Trappers'. Each subclass kinda feels similar to the others and makes the class just feel even more bogged down. Even though it feels a bit overwhelming I still actually quite like this class.
Overall class rating: 7.5/10
Overall subclass rating: 6.5/10
(I'm willing to discuss the class and subclasses in more detail)
Haven't read it yet as I'm not particularly keen on guns in D&D. Expect future edits and updates to fill this in.
The Investigator kinda feels Rogue-ish with a high need for Intelligence. The class has the Ritual Caster feat baked in starting at 1st level. This class feels like they were aiming at making a Sam or Dean Winchester from the show Supernatural in D&D. Although flavor wise they more or less achieve that goal, mechanically the class is heavily lacking.
The Occult Specializations (subclasses) are Antiquarian, Archivist, Detective, Exterminator, Inquisitor, Medium, Occultist, and Spy. Each subclass gets 1 or more trinkets which work similar to a cleric/paladin channel divinity but the base class lacking in mechanical strength drags down on the subclasses.
Overall class rating: 4.5/10
Overall subclass rating: 5/10
(I'm willing to discuss the class and subclasses in more detail)
The Martyr is a very unique, interesting, and, dare I say, awesome class. This class uses a d12 hit die and is a very capable martial class with the ability to sacrifice hit points to cast cleric/paladin style spells. A 1st level spell costs them 5 hit points and a 2nd level spell costs 10. Their level determines the max level spell they can cast, capping out at 5th level for 45 hit points. The main downside to this class flavor wise is that their capstone ability is insanely powerful but at the end of it, short of divine intervention, you die and can't be returned to life by any means.
The Mortal Burdens (subclasses) are Atonement, Discord, the End, Mercy, Rebirth, revolution, Truth, and Tyranny. They each bring unique flavors of play to the self-sacrificing this class likes to do. The RP style of each subclass feels similar to cleric subclasses.
Overall class rating: 9/10
Overall subclass rating: 8.5/10
(I'm willing to discuss the class and subclasses in more detail)
This is the first full caster in VSoS and uses Intelligence as its primary ability score. much like the Captain you get NPC undead minions that follow your command. However unlike the Captain's Cohort which grow in strength with the Captain, the Necromancer's Thralls are stuck at one level of power. The Necromancer makes up for this lack of power in its minions with the ability to have more than one, limited based on the minions CR and the Necromancer's proficiency bonus. The Necromancer also has a pool of points much like a paladins Lay on Hands ability that the Necromancer can use to deal damage or for other abilities.
The Grave Ambitions (subclasses) are Blood Ascendant, Death Knight, Overlord, Pale Master Pharaoh, Plague Lord, Reanimator, and Reaper. Each subclass determines the form the class's capstone ability, Lichdom, takes. This class feels like what the Necromancy School for Wizard wishes it could dream of being.
Overall class rating: 10/10
Overall subclass rating: 9/10
(I'm willing to discuss the class and subclasses in more detail)
This class is a non-magical martial class that has a very paladin-esque feel to it. It makes for a very excellent tank class even though it doesn't get heavy armor proficiency as it has the ability to root all creatures around you in place unless they take the disengage action. This rooting ability is a bonus action, by the way. This class overall feels rather generic as there isn't a lot to make it feel stand out-ish from a RP stand point.
The Champion's Calls (subclasses) are Bloodwrath Guardian, Grey Watchman, Nightgaunt, Soulblood Shaman, Stoneheart Defender, Storm Sentinel, and Verdant Protector. These subclasses operate a lot like a paladin's oath and still feel as generic as the base class. This generic-ness doesn't mean there aren't fun abilities and ideas, it just doesn't immediately evoke character ideas to me.
Overall class rating: 6/10
Overall subclass rating: 6/10
(I'm willing to discuss the class and subclasses in more detail)
The Warmage is an interesting caster that focuses almost exclusively on cantrips, getting a total of 10 cantrips by 20th level. Their cantrips are more potent dealing more damage starting at 5th level and gaining tricks that give cantrips more capabilities. This cantrip centricity is a really unique and fun idea and I really like this class.
The Warmage Houses (subclasses) are Bishops, Cards, Dice, Kings, Knights, Lancers, Pawns, and Rooks. Each subclass has its own special tricks to empower themselves that the other Houses can't get. The House of Dice and House of Cards in particular have a fun time utilizing luck and chance to up the ante on their power.
Overall class rating: 8.5/10
Overall subclass rating: 8.5/10
(I'm willing to discuss the class and subclasses in more detail)
The Witch is the only other full caster in the new classes besides the Necromancer. They utilize curses and hexes to debilitate enemies and buff themselves/allies. They also automatically get the Find Familiar spell and the familiars they summon are a bit more powerful with they ability to become even more powerful. My favorite ability this class gets is the ability to make a coven with up to 2 other spellcasters (they need the spellcasting or pact magic feature) and it give all of them extra spells to cast along with 5 communal spell slots.
The Witch's Crafts (subclasses) are Black Magic, Blood Magic, Green Magic, Purple Magic, Red Magic, Steel Magic, Tea Magic, Technicolor Magic, and White Magic. Each one give a very different feel to a witch character and can make them feel like a nice old lady witch who just wants to help or an evil witch who wants to curse the world into oblivion.
Overall class rating: 10/10
Overall subclass rating: 9.5/10
(I'm willing to discuss the class and subclasses in more detail)
This is all the new classes presented in Valda's Spire of Secrets. I would really like to discuss these with people and want to share more about this fun 3rd party resource. I plan on making additional threads about the other new stuff added in VSoS.