Fixing The Eldritch Knight
Let's take a moment and talk about the Fighter.
A standardized class across multiple fantasy tables, the Fighter solidified its home in Dungeons & Dragons as the quintessential bruiser and battle king. You had the best armor, the best weapons, and you could take it as well as you could dish it. Though that identity would fracture with the induction of the Barbarian and Paladin classes of 5th Edition (why hello there, NOVA damage), the core concept would remain the same.
My favorite Fighter version is easily found in Pathfinder 1E, where I'm rocking Feats at every level, building a shield wall monster that blocks everything and hits harder than a blunderbuss with a buckler. That's my jam. Customizable visionary characters who personify the idea of TANK - shrugging off blows while the wizard wrecks fools in the back row.
Fast-forward to 5th Edition, and I think we can all agree that Fighter took a nerf arrow to the knee. Subclass options, at least at the onset, left a bit to be desired in execution. Overall concepts were promising, but once we started playing, adjustments in the name of game balance turned us off to future prospects.
A little overview of our initial options:
The basic fighter with a little more basics. Big fan of increasing your threat range by +5% early on, rocking critical hits on a 19-20 at Level 3. Blend that feature alone with a Barbarian mix with Action Surge and Reckless Attack and you've got a "crit-fisher" in 5 levels (plus, add on some Rogue levels and you won't be sorry when that Sneak Attack feature doubles).
You'll get some nifty athletic and Dexterity buffs, and finally grab that sweet, sweet 18-20 critical at level 15. In my honest opinion, that happens a bit too late, considering the wizard is about to be dropping Meteor Swarm on your dumb ass.
The Battle Master
AKA the "good one", Battle Master has been played quite well at a number of my tables. You have sweet, versatile combat and utility options to trip, pull, push, and goad opponents, all while stacking on damage and forcing saving throws. And the suite of Battle Maneuvers to make that happen is a big enough pool that you won't have the same Battle Master often. Clearly the tactician of load out, a good Battle Master involves themselves intrinsically in the landscape of battle, scoring key moves and hits, and setting up their allies for greater success. It keeps you in the action, and it was clearly made with this in mind.
The Eldritch Knight
The Fighter with a "blasting hand", the Eldritch Knight in concept is freaking awesome. A sword-swinging badass with just enough magic for a sick one-two punch of arcane might and hard steel. You get access to 4th level spells at max level, but I ain't complaining, and you can shoot off cantrips while still hacking into fools with your multiple attacks...per...round.
Hey, wait a minute.
So. In case you weren't paying attention.
The defining feature of a 5th Edition Fighter is that they can attack more often than any other class. While everybody else caps at 2 attacks per Attack Action (shut up, Monks, those extras are your Bonus Action), Fighters cap at FOUR times per Action, and they get Action Surge to rock me Amadeus four MORE times if they so choose in a round.
So you saunter into this class archetype, wind blowing in your Maybelline hair, and you summon a Firebolt as you brandish your sword, ready to kick ass and take names - and you get to swing once. ONCE. You burn your Action on the Cantrip, and you swing ONE FREAKING TIME. And that's at SEVENTH LEVEL - where every other martial class is hitting at least twice, and your Wizard has access to 4th Level spells. Feels a bit late, doesn't it?
"OH. BUT IT GETS BETTER," he said mockingly.
ARE. YOU. SERIOUS!?
Not to sound ungrateful, but let's break this down.
Eldritch Strike sounds nice on paper. Hit a dude, they have Disadvantage on a Saving Throw from a spell YOU cast before the end of your next turn. That's nice, I guess. Snag Hold Person and you've got a clutch setup for you and your allies; in fact, because you can switch up the order (in most cases) of your Bonus Action and Action economy, you can achieve this debut in the same round. ...Still only hitting once, though, as that Bonus Action.
Arcane Charge is pretty nifty. Wreck somebody sideways, then teleport to another across the battlefield and do it again. That's cool - I admit it. Still feels like something's missing, though.
Improved War Magic - at 18th level, you can now cast a Spell (which you've been doing anyway, maybe), and attack ONCE as a Bonus Action. FACE. PALM.
*Not featured in the screen cap is a neat little flavor perk where you can call your weapon to you as a Bonus Action. ...More on that later.
Talk about a lackluster reception, and it isn't for lack of players trying.
The flavor text of the Eldritch Knight sounds like the BEST TIME playing as a Fighter. The versatility of low-level Wizard magic and blasting power, and all the standard Fighter perks, plus more Feats than anyone else (so customization options). I've had a few players go for this build, only to be sorely disappointed by the extra features, to the point that they RARELY used their arcane abilities, defaulting to vanilla fighter most of the time (you know, the one that can attack eight times in a round?).
So without sounding too verbose or long-winded, I propose the following adjustments:
Let Go Of The Action Economy Lawyering AKA "Let Fighters Fight"
Let's address the first Treant in the room - War Magic is downright mean to the Fighter's primary ability set. Just swap it around. Change the language like this: "Beginning at 7th level, when you use your Action to make a weapon attack, you may cast a Cantrip as a Bonus Action."
"But what about spells that have a casting time of 1 Action!?" I hear you scream.
Don't care. Sorcerers get Quickened Spell, Eldritch Blast fires multiple separate rays, and Fireball has been around for three levels. Get over it and let the Knight swing their weapon into a skeleton twice and rock a Firebolt on the sabertooth tiger gnawing on your Cleric. It's their job - let them do it.
And later, just upgrade the Bonus Action to a spell of 1st or 2nd level. Yes, you're effectively "quickening" those spells, but the Fighter still burns their VERY LIMITED resources in the form of spell slots. By 18th level, they hold no ability to be a more effective Wizard than the Wizard, but they CAN hit 3-6 times a round and unload a Hold Person beforehand. Don't lie to yourself, you WANT that on your side.
Side Note: if you REALLY feel like they should sacrifice more to get that spell off, have them lose ONE of their attacks. But not more than that.
Let Arcane Charge...Charge
Action Surge is most often used to put a little extra punishment on a single target - whether they're looking rough and ready to fall, or as a means to pull more threat your direction and lay in some extra damage - so Arcane Charge mixes that up beautifully. By RAW, teleporting doesn't provoke Attacks Of Opportunity, so bamfing elsewhere doesn't get undermined by things like Sentinel.
To sweeten the pot a little more, I propose that IF you teleport, your first attack against the new target has Advantage. Teleporting is not the same as running up on somebody - it's surprising, so let's give them something for it. Nothing crazy here, but SOMETHING that sets it apart from, say, Misty Step.
Let Flavor Be...Flavorful?
Early DnD gets a little obsessive about picking things up and putting them down.
In previous editions and iterations, things like Swift Actions were burned to draw and drop, and, depending on WHAT you were interacting with, it would cost more. According to 5E RAW, you can draw a weapon as part of making an attack, and picking up a dropped weapon can be done as part of your movement. In fact, according to combat rules, the whole concept of drawing, dropping, and retrieving is very much UP TO THE DM in any circumstance. The Player's Handbook provides examples of what you COULD do, but no grounded rule.
...So WHY is Eldritch Knight so specific?
Weapon Bond is actually super cool. You're up against a gaggle of Rogues trying to get the jump on you at a gala (no weapons allowed, see?). It gets to your turn as they scoff at you...and you just re-summon your weapon back to your hand. That's awesome! What a great "gotcha." Do that with two weapons, and it's a massive hero moment!
Except it burns your Bonus Action. Now, here I'm sort of torn. On the one hand, it's still special; it's magical, only you can do it, and sometimes cool stuff should cost something. On the other hand, the Eldritch nature of the archetype is its whole flavor - a subtle summoned weapon for free feels cool enough to wave. HOWEVER, those poor Warlocks have to burn a whole Action to summon their Pact Weapon and they gave up their whole-ass soul to an Eldritch muscle mommy.
Hmm. Tell you what - keep the Bonus Action cost. Cool stuff can cost something (it's just for a round, anyway). BUT I propose adding one other benefit to your Bonded Weapons, a thing that is sorely lacking for Fighters, especially in a low Magic Item campaign.
"Starting at 9th level, your Bonded Weapon strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." No +1 longsword, but considering that Monks get that for their FISTS at 6th level, I'm not breaking anything that wasn't already cracked.
Also. What's Up With That Spell Progression Freeze?
You read that right.
Take a look at levels 17-18. No new spells known, no new spell slots, NO CHANGE WHATSOEVER.
True, 16 gets a feat, and 18 is your archetype capstone, 17 nets you another Indomitable... But NOTHING? Even the Champion is owning fools on the battlefield with 15% crit-range, but you? You just sit tight.
Far be it for me to upset the laws of magic, but how about we allow the Eldritch Knight to replace a spell in those levels? They've been playing for some time by then; they should know what works and what doesn't - so let them "re-spec" their power set a little. "When you reach level 16, and again at 17th and 18th level, you can replace one spell you have learned with another spell equal to its level. This spell cannot be changed once it is learned."
These tiny adjustments I ensure will make your Eldritch Knight more effective, exciting, and FUN to play, while still honoring the spirit of its origin.
For every failed dynamic, I used to throw myself into a complete overhaul of a class or archetype, or worse, made my own; flawed and devastating in ways I could never have imagined - all in an attempt to fix what was only minutely broken. Grace (and age) have taught me that subtle adjustments carry the most elegance, and truly make all the difference.
There ya go. Eldritch Knight to Eldritch King.
These proposed adjustments, though allowed at my tables, are indeed HOMEBREW. Be sure to ask your DM for approval before utilizing them.
The monsters of Dungeons and Dragons sometimes fall into the swirling cyclone of the diametric. Two sides of an arcane coin, unequivocally linked to one another. Some grow out of opposition, while others are twisted transformations of one - a dark miasma of spitting fire and screaming madness.
With all my talk of pendulums swinging and balances shifting, my lens lingers on creatures of this influence. They are fascinating to consider - beyond our stats and alignments, to explore the STORY of their nature and what gives way in the imagination's gates when you do.
The Purity Of The Pegasus
The white winged horses known as Pegasi soar through moon-touched skies, a vision of grace and majesty. When glimpsed by mortals, they linger only for a moment, touching down for a drink from mountain springs or crystal lakes. Intelligent and vigilant, any sound or sign from the local wildlife will send them back into the safety of the clouds above.
Born in dens of starlight in the realms of Arborea, the overwhelming positive good of a newborn Pegasus would spill out into the astral sky, alighting new stars and sending the nearby plants to bloom. An equine marvel hatched from an egg, a Pegasus embraces flight almost immediately, its feathered wings glinting with astral efflorescence.
Pegasi nests are commonplace in Arborea, and the wondrous sentience of the creatures makes them loyal mounts to the Seldarine - the pantheon of Elven gods. Faster and calmer than any wyvern, a Pegasus must be persuaded to serve their rider, entering a partnership that can last millennia. The Seldarine will sometimes send Pegasi to the Material Realms to aid their followers or serve as messengers of their will, but depending on the forces in play, sending these faithful creatures has its own risks...
The Twisted Amalgamate Of A Nightmare
A visage of hellish terror, a Nightmare often appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in fire. The creature's onyx form moves with a wraith's speed, vanishing into the night in a burst of brimstone.
Though it can be ridden by the occasional antihero on a redemption kick, the Nightmare is a prime mount for creatures of exceptional evil. Demons, devils, death knights, and liches all call this fiendish horse a steed, and many more repugnant souls seek to claim their own by summoning one from the Lower Planes. Thing is, if you don't feed that hell horse a worthy sacrifice upon its arrival, it has no reason to stay loyal to you. A good many cultists have been burned to a crisp due to this small omission in the fine print.
The Story Between The Two
This is where things get interesting.
According to Dungeons & Dragons canon, a Nightmare isn't BORN, they are MADE. It takes a dark ritual involving the torturous removal of a Pegasus's wings, the more brutal the better. Literature is mixed, but the theme here is cruelty; the slower and more horrific the removal, the greater the Nightmare produced. And this isn't a bait and switch situation; the Nightmare IS that tortured Pegasus, driven insane by brutality and dark magic.
t's sick. And I kind of love it.
Because this relationship raises a few pathways that I want to consider:
First, the inner circle of the Seldarine would be indirectly responsible for the creation of a Nightmare in most cases, as these dark rituals often take place at the hands of mortals - or those directly tied to them. To send a Pegasus as an avatar of the Seldarine opens them to possible capture through dark forces, perpetuating a dangerous silent war of astral attrition. How insane to fathom an Archfey riding into battle only to come face-to-face with their old trusty mount, twisted by darkness and brutality.
Second, the Nightmare retains the intelligence of Pegasus form. This is no mindless beast bent to one's will, and though the rituals require sacrifice to link the mare to the rider, I would venture that a mental or verbal bargain is still required. In fact, I could see the maddening steps of a certain ritual play out deliciously - fool a Pegasus into believing it is making a heroic pact and companion, only for the creature's true nature to slowly twist the poor being into its Nightmare; like a frog slowly boiling in the pot.
You're not breaking down a pet, you're convincing a sentient creature - this requires more nuance. I like to think that every Pegasus has a name, a personality; hopes, dreams, goals, not unlike a heroic PC. How does one twist and manipulate a hero into becoming a villain? If the Star Wars prequels taught us anything, it was how NOT to portray one's turn to the dark side (sudden is bad writing) - what if this process could be more insidious? Slow and manipulative, with a grand payoff.
Finally, the monster lore stated that the more brutal the shift, the STRONGER the Nightmare. Which pulls me down the jackal hole. If you have a particularly twisted or prolonged "ritual", could you create a "greater" Nightmare? I'd imagine that Pegasi under the Seldarine would make names for themselves similar to their heroic riders. Perhaps the greater the renown, the harder the fall. Such a change might yield something along the lines of a Night Terror (or "Knight Terror"); the twisted mirror of a once great heroic steed.
And if this is possible, could a Nightmare be redeemed? Perhaps its flight is never restored, but its good nature and starlit white coat, with blue fire for its crest, restored. What story could that creature tell?
As I research, I leave you with one more idea through the ether. A Nightmare canonically can pass through the Ethereal Plane, carrying its rider and several others along for the journey. Imagine what it sees in the mist of the dead. Old soldiers failing to pass on? The spirits of lingering beasts and the wisps of old sages? Or do they see themselves...the Pegasus inside, a haunting specter of their past life.
And does a Pegasus dream of its other possible lives? Does its innate senses of fate and danger paint the picture of its dark future, its Nightmare, in cool reflections of mountain springs.
The pendulum swings.
Take care, lovely people.
Monster Lore: Peryton
A Shadow Betrayed
A cursed mix of wings, talons, and a vampiric stag's head, the Peryton is a monstrous entity. It is depraved relentless in its vicious pursuit to maim and devour the hearts of other creatures, holding a specific hatred for humans and elves. Even injured, these creatures will hunt down detected foes, until at least one of them is dead.
Their feathering from a distance could be considered beautiful, and with wings tucked, settled upon the ground, the Peryton might pass for a lesser woodland being. The moment one gets closer, though, you'll notice a good many things are off.
First, actually, would be the smell. In this case, a lack of one. Less sensitive noses would identify the creature as human, but those with a modicum of training or enhanced primal senses would pick no smell at all, coupled with an overwhelming sense of dread.
Standing over 7 feet tall, the Peryton's demonic stag face smiles with rows of razor-sharp teeth. The plumage of their chest might tell you their gender (males tend to be blue, while females are a pale white), but soon you won't care. Their antlers, jet black and harder than steel, are used to rend and impale, and their depraved form is resilient to all but magical weapons.
As their eyes of orange flame pierce through the fog, any light that passes over them lies about their true form.
For you see, the most peculiar element of a Peryton is their shadow. This winged, evil beast will hiss before you, but its shadow will present as human. Always. Human.
This oddity presents a plethora of curious theories, but few had evidence to match.
Some Loremasters believe the false shadow to be an echo of the last creature the Peryton killed. Given its penchant for violence against humans and elves, this was the prevailing theory for hundreds of years. It wasn't until the haphazard findings of one Grenaldi Mayweather, a gnomish priest under the cover of twilight, who one night happened upon a nest of the creatures in the Ghastshadow Mountains. She observed the flock tear into a pack of roaming Aarakocran, ambushed or set upon as they slept. Just as history told us, the Peryton ripped open the chests of their victims, consuming the still-warm hearts with grim satisfaction. Mayweather watched in dread curiosity, eager to solve the riddle of the shadow... But the humanoid echo remained. No winged shadows manifested.
Mayweather was lucky to escape with her life, but returned soon after for more observation, this time with an elite guard to watch her back; the knowledge was too important not to be careful...
Hearts and Minds
It would also be Mayweather that would witness the first instance of a Peryton being born. Though there are documented family units of a male and a female Peryton (though they'd be hard-pressed to care for their young, if not kill them), this instance within the nest involved two females.
Both left to hunt, smelling blood on the wind. They were gone for hours. When they returned, blood dripping from their claws, they delivered several chunks of flesh to the next to feast upon, and a still writhing human man! Mayweather watched as her lookout - a young brown-eyed ranger - was clutched by one of the pair and pulled toward the other, like it was presenting a gift. Firey smoke and twisting gray tendrils spilled from the one in waiting, before its teeth sank into the man's chest, ripping his beating heart from the cavity. His body went limp, and Peryton female scarfed down the heart, her eyes shifting translucence in the penumbra.
Then Mayweather heard a sound that sent chills down her spine.
Like an echo of a child's laugh. A giggle in the gloom, small and innocent. Then it grew, warping and dancing along the walls, raising in pitch and warble, until it is a chorus of cackling. The other eyes in the nest rise and join in, their necks convulsing and twisting backward with the sound, a malevolent inversion of mirth and satisfaction. The sound becomes a beast in and of itself, a roiling mass of whoops and hollers, striking chords and stark dissonance. Vibrations spill out the mouth of the cave, whispers at the ears of the hidden spies, and shouts upon the walls that surround them.
The guards around the gnome begin to clutch and claw at their ears, the cacophony bringing a few to tears. Mayweather instinctually covers the sob of her closest ranger, insisting that he get himself together.
The smell of dread hits Mayweather's nostrils as she dares to peer into the nest. All the Peryton stare straight ahead, their mouths gaping open - a frozen, terrifying smile. Until they all snap their eyes...to her.
They made it out with one casualty. Her second blue-eyed scout, snatched by a rogue talon before he could slip into the wooden door of a magnificent mansion.
Safe within the dimensional space, Mayweather vigorously wrote down her conclusions:
1. New Peryton are born by a female consuming the heart of a freshly killed humanoid.
2. Their shadows flicker into monstrous forms during the process of incubation.
3. When incubation begins, nearby Peryton gain heightened senses to protect the pregnant female, becoming even more violent. The more there are, the stronger the pack's senses.
Her fourth note she added weeks later, when her guards - while out hunting - were set upon by a pair of Peryton, seemingly tracking them for miles. When they finally confronted the creatures, they were surprised to see two young Peryton, newborns - one with brown eyes and the other with blue, both with shadows of human form. ...Felling the creatures was tough, but much worse for their psychology. Poor guys.
4. Newborn Peryton share the eyes of the creature whose heart they were born from. As they get older, and kill more for their own survival and pleasure, the blood tarnishes the eye color, shifting it to match the orange-red of the others.
Mayweather and others theorized that the first Peryton was a cursed human or elf, twisted by a god of chaos. The bards of old expanded upon this, marking its origin to infidelity, curses, and carrions feasting on cursed corpses.
Given Mayweather's most recent expeditions, however, the clearest line exists through pure vehemence. These aren't cursed humans - they were MADE by something. Sometime in the first age, when great magics could be wielded by mere mortals, a wizard general - whose name is lost to time - sought a tactical edge against the elven and human alliances. So he juxtaposed what he had on hand with fiendish blood. An intellect unmatched, the alchemist rivaled the gods for a moment - before his heart was ripped from his chest...
Mind the shadows. Watch the skies.
See you next time.
Monster Of The Week: Pseudodragon
Went fought the drudgentree,
Found the sight bequeath to thee,
And discovered here, a chosen three,
Beneath the hallowed wood.
Curled in twain,
A thoughtful mane,
Sleeping, the book his thane,
I reached for the spine.
And there it was,
The subtle cost, very nearly a finger lost,
As the little drak nipped here and there,
Yipping as a small pup.
I rested my arm upon the book,
The drak curling into the nook,
Between the plates and mail,
I have inherited a new friend,
Do not fail.
-- Sir Horace Flagstone, of Leylocke
Not Your Average Dragon
Pseudodragons dwell in the quiet corners of the fantasy realm. Adventurers can stumble upon them in old libraries, nestled in the dark nooks behind dusty tomes. Others will happen upon them sleeping in the hollow woods of a dense forest, curled around their subtle hoard of acorns and berries.
With sharp teeth, shiny scales, and a vicious hooked stinger for a tail, these tiny dragons look almost menacing while asleep, but once those eyes open, they are immediately playful. If attacked, that stinger will be put to good use, rendering other beasts and aberrants catatonic for a few hours. Though sometimes mischievous, a pseudodragon is not a social creature; they tend to keep to themselves and whatever makeshift hoard they have been gathering. Magic users tend to seek pseudodragons as familiars, as their natural magical resistances and superior senses make them awesome companions. But a dragon is still a dragon, and these little guys are no exception. Mistreat or abuse your familiar, and they're out, severing whatever connection you thought you built. They will not tolerate ill treatment.
Though they cannot speak, pseudodragons understand both Common and Draconic, and may learn other languages as well. They communicate through limited telepathy, granting simple ideas like hunger, curiosity, or perhaps affection. They will also utilize common animal noises to indicate these simple responses; a purr for pleasure, a hiss for surprise or alarm, chirping to indicate desire, or a growl to communicate anger. These noises and its limited telepathic imagery akins them to many as fantasy cats - which is, if you think about it, a pretty accurate analog.
By The Numbers
Seems weird to analyze these little dudes and dudettes by their stats - they're quite killable by just about anyone.
Rocking a level 1 wizard's armor class and just as many hit points, they're not really meant for a frontline assault. They have the rare feature of Magic Resistance, though, so saving throws are in their favor, but with such a low hit point count, anything that deals half damage might still fell them (bummer); difficult to charm, though! Plus, their Sting attack can render an opponent poisoned if their Constitution is garbage. Nothing to sneeze about (no, seriously, don't sneeze, it'll kill them).
Out of combat, however, they're extremely useful. Their telepathy reaches up to 100 feet, so they're excellent scouts and their keen senses make them ideal familiars. Darkvision and blindsight don't hurt either.
As a legit Familiar, Pseudodragons can communicate their senses up to a mile away from their companion, and they can share that sweet sweet Magic Resistance while they're hanging out. The only downside to a Pseudodragon as a familiar is that if they can end that service whenever they like, and for whatever reason. Moral of the story: treat your Pseudodragon well, otherwise they might not have your back when you need it.
Pseudodragons In My Worlds
These little buddies are so intrinsically in tune with the magical world that I have taken the liberty to codify a few with magical persuasions of their own. Sure, you'll have the standard pseudodragon flapping around your nooks and crannies and old libraries, but if you dig deep enough and scour long enough, you'll undoubtedly run into one of these variants.
Illusory - Pseudodragons don't have a specific language, instead communicating telepathically simple ideas. Those that are steeped in illusion magic has found a way to interpret the innate basics of their school to help communicate better, manifesting in a sort of "thought bubble" above their heads communicating more intricate picturesque ideas. I just love the idea of a pseudodragon with an ellipsis over its head as it ponders, and then watching it blip back and forth between steak and its studies; the ultimate SQUIRREL moment. :)
Evocata - a little friend who spends a lot of time around battle mages and explosives can evolve into a combustion dragon. Highly emotional, passionate, and excitable, an Evocata will manifest its core magic in explosive bouts. Get too excited? Fireball. Or Fog Cloud. Or Plant Growth. Get too sad? Cast Darkness. Get protective of their master, their binky, or their new bestest friend that they've known for five minutes? Ray Of Frost. Or Finger Of Death. You know, TOTALLY NORMAL reactions.
The list continues, and I have a feeling the more I play with this concept, the more hilarious it will become. Does a Cleric use her Pseudodragon as her own personal lie detector because it's infused with Divination magic? Does a diplomat use his to win over a crowd because he steeps in Enchantment? The possibilities abound!
(and now my players know...good luck)
See you at the table.
I've been running campaigns long enough that I've stacked up NPCs like Pokemon cards, ready to unleash them onto unsuspecting players. Sometimes they work wonders, other times they suck wind through a straw. Let's take a look at a few and see what I could have done better.
Jedrek Remo - Blackweave Monk
Professional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author.
1st Saturday: Etsy updates*
2nd Saturday: Monster
3rd Saturday: Worldbuilding
4th Saturday: REST DAY