This is a thick one so the review will be a long one too. Damn, I need some glasses of speed reading!
Candlekeep Codex is all about value, you are getting a ton of content that you can drop on your Candlekeep game (or any library to be fair). I would be buying this product for the random book names alone, as somewhat my players keep asking me to search book on old libraries and book stores when I don't have prepared anything like that! Candlekeep Codex not only contains the names of the book, which anyone could do, but also a fully detailed description of its content, including author and languages.
That's not everything though, as Candlekeep Codex adds even more value by providing two new subclasses. I can't speak much about the monk one as I am not a monk expert, but I can say that I love the wizard one inspired on the age of enlightment. The ability to temporary grant proficiencies to your "dumb" friends is awesome for adventures in which ability checks take a bigger role over combat. It doesn't stay away by the ability of turning normal weapons on magical weapons! Trully a support wizard which sounds a lot of fun to play.
aaaand that's still not everything. This product contains spells! Most of them are utility spells which is great for your investigation games. I am always a fan of complex spells that can interact with others (such as nystul magical aura and ward), and this product contains some gems such as create bones and wild magic field chef kiss
I am not done with this, as there are also some magical items to talk about. I like the simple common ones, disappearing ammunition is such a trope that I wonder how it isn't an official item already!
And finally, we have monsters. Funny enough there are two version of animated books, which iirc appear on Candlekeep Mysteries. I wonder how different they will be, but the animated spellbook version is surely a blast. This product even contains an outsider from the far realm with its own regional effects, though I would say it needs a higher CR!
Some nitpicks:
I don't think the "---- (cont.)" are needed on most cases.
Shared Knowledge from the wizard could be reworded a bit, so everyone knows that that creature can cast that spell and that you can change the creature and spell at the end of the next long rest.
I don't like the fact that Blinding Light can be used as a reaction on initiative count 20, that's just so weird to me.
Raptor's mark is just slightly different from Hunter's mark.
I would make Wild Magic Field an Intelligence saving throw, that way sorcerers have a rougher time controlling their spells while wizards handle it better.
Would make the magnifying glasses rare and add the ability to cast detect magic with them.
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