Come one, come all, to the mighty mule's playtest! We discussed it in our previous podcast episode (Chapter 5, Episode 3), but we're here to release the mighty, masterful, magnificent mule into the wild for your playtesting desires.
You can view the playtest document on Homebrewery. Then, pretty please send us feedback and constructive criticism to email@example.com!
While we discussed the design goals of the mule in the podcast and have made a few notes in the document itself, here are the basics.
Sidekick-Adjacent. The Pack Mule functions similarly to the sidekick system debuted in Tasha's Cauldron of Everything, but we tweaked it slightly.
Utility, not Combat. The pack mule is not intended to be a combat class; its combat abilities are deliberately limited to focus on its primary function: carrying the party's inventory and not dying to hungry, hungry ogres.
L'Esprit of D&D. The pack mule is written with the spirit of D&D in mind: namely, delving into dark dungeons and returning with treasure. We've added a touch of old school "gonzo" to it to give it that feel.