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[5e] Witcher: Mother of Monsters
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<blockquote data-quote="Axel" data-source="post: 6650298" data-attributes="member: 93196"><p>Thanks for taking the feedback in the spirit I meant it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Quen is still a very powerful sign. Solo monsters hit like a truck. Half the damage from one of their attacks is often the same damage as a hit-and-a-half from a PC. The tempest cleric has a similar feature. Theirs is probably a bit weak and it doesn't scale well with level. Maybe 1d8 per 10 damage dealt? Or just copy the cleric effect?</p><p></p><p>Heliotrope's weakness for at-will is that non-damage cantrips don't often have combat uses - heliotrope is almost a combat only sign. Halving or negating forced magical movement could be useful. I'm thinking thunder wave knock back effects here, not moving because you failed a save versus command.</p></blockquote><p></p>
[QUOTE="Axel, post: 6650298, member: 93196"] Thanks for taking the feedback in the spirit I meant it. :-) Quen is still a very powerful sign. Solo monsters hit like a truck. Half the damage from one of their attacks is often the same damage as a hit-and-a-half from a PC. The tempest cleric has a similar feature. Theirs is probably a bit weak and it doesn't scale well with level. Maybe 1d8 per 10 damage dealt? Or just copy the cleric effect? Heliotrope's weakness for at-will is that non-damage cantrips don't often have combat uses - heliotrope is almost a combat only sign. Halving or negating forced magical movement could be useful. I'm thinking thunder wave knock back effects here, not moving because you failed a save versus command. [/QUOTE]
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[5e] Witcher: Mother of Monsters
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