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Grim Hollow Player's Guide - 3rd Party Review
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<blockquote data-quote="Sparky McDibben" data-source="post: 9177876" data-attributes="member: 7041430"><p><strong>Cleric:</strong></p><p><em>Eldritch Domain:</em> Have you ever wanted to be the personal handmaiden of a dire Cthulhu-type entity from beyond the stars, acting to usher in their unknowable reign, and not be a warlock? Well, here you go!</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/IFcjEpW.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><em>Dread Cthulhu will see you now...</em></p><p></p><p>This subclass leans heavily on a random d8 table of Eldritch Effects that the cleric can inflict on enemies using their Channel Divinity feature, or by using a bonus action on the same turn they cast a leveled spell. It's an OK effect, except that one of the entries give the target creature advantage on all attack rolls (while all attack rolls against it also have advantage). Personally, not my jam. </p><p></p><p><em>Inquisition Domain:</em> Didn't expect that one, did you? Well, what we've got here, friendos, is a gen-yoo-wine anti-wizard cleric. Your spell list includes <em>dispel magic, identify, remove curse, </em>etc. You get proficiency with martial weapons and heavy armor. And, whenever you hit someone in melee, you deal 1d8 force damage plus weapon damage. If the creature is concentrating on a spell, you deal 2d8 force damage instead. Your Channel Divinity option gives one creature resistance to all damage from spells, and advantage on all saving throws vs spells as long as they have temp hp (1d10 + your cleric level). Sadly, this cleric doesn't get <em>counterspell</em>, but at 6th level, as a reaction when you see someone cast a spell within 60 feet, you can force them to make a Con save. If they fail, they take 1d8 / level of the spell they just cast, plus your Wisdom modifier. That's deeply unpleasant; it would be better if the text clarified if the spell went off if the damage killed the caster. By my reading, the spell goes off initially (so a <em>fireball </em>or a <em>dispel magic</em> is unaffected), but something like <em>spirit guardians</em> that requires concentration ends as soon as the caster dies.</p><p></p><p>Personally, I'll stick with the Arcana cleric from SCAG, but this is a really good result.</p><p></p><p><strong>Druid:</strong></p><p><em>Circle of Blood:</em> Because some people just can't chill out for five minutes, man. These guys are flagged as being more "witchy" than "druidic;" the text talks about them performing "sacrificial rituals under a blood-red moon to appease the uncaring forces of nature." That personally just sounds like the Circle of the Moon with more emo branding, but OK. You get eight spells, six of which are in this book, ranging from 1st to 4th level. At 2nd level, when you see someone die, you can use a reaction to regain an HD and give someone within 60' of you temp hp equal to your druid level. While this is an almost classic "bag of rats" case, you can only do this a number of times per day up to your Wisdom modifier. You can also use your Wild Shape (at 6th level) to drive a willing creature into a rage, wherein they get a few benefits, including resistance to weapon damage, but they can still concentrate on spells (although they can't speak or cast spells). So use this on the warlock with <em>armor of Agathys</em> up and watch the games begin! There are a few other abilities, but mostly this subclass feels like it's not delivering on it's flavor to me. I'd want this to have the ability to trade hp for spell slots, sow terror among the enemies, and juice a fool like they got dropped in a blender. What I get here isn't quite giving me that.</p><p></p><p><em>Circle of Mutation:</em> These guys can modify their druid shapes to do more cool stuff! Alright, heck yeah! So to start, you can use a bonus action to Wild Shape. Whenever you're in your Wild Shape, you can use a spell slot to generate "mutation points" equal to the level of the spell slot expended. These mutation points can be used to do everything from giving your shape a swim speed to darkvision, to multiattack. You also ignore the max CR rating on the Wild Shape table in the PHB. Gee, is it just me, or is most of this straight out of the Moon Druid? You know, one of the most-cited examples of a subclass that's so OP it's practically mandatory? And then they want to give it even more flexibility with mutations?</p><p></p><p>Guys. Read the room.</p><p></p><p>So far in this, I'm seeing a troubling trend of designers crossing class lines to hand out other class' special abilities like candy. I gotta say, I am not a fan of this so far. Let's see what happens as we continue onwards tomorrow with Fighters!</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9177876, member: 7041430"] [B]Cleric:[/B] [I]Eldritch Domain:[/I] Have you ever wanted to be the personal handmaiden of a dire Cthulhu-type entity from beyond the stars, acting to usher in their unknowable reign, and not be a warlock? Well, here you go! [CENTER][IMG]https://i.imgur.com/IFcjEpW.png[/IMG] [I]Dread Cthulhu will see you now...[/I][/CENTER] This subclass leans heavily on a random d8 table of Eldritch Effects that the cleric can inflict on enemies using their Channel Divinity feature, or by using a bonus action on the same turn they cast a leveled spell. It's an OK effect, except that one of the entries give the target creature advantage on all attack rolls (while all attack rolls against it also have advantage). Personally, not my jam. [I]Inquisition Domain:[/I] Didn't expect that one, did you? Well, what we've got here, friendos, is a gen-yoo-wine anti-wizard cleric. Your spell list includes [I]dispel magic, identify, remove curse, [/I]etc. You get proficiency with martial weapons and heavy armor. And, whenever you hit someone in melee, you deal 1d8 force damage plus weapon damage. If the creature is concentrating on a spell, you deal 2d8 force damage instead. Your Channel Divinity option gives one creature resistance to all damage from spells, and advantage on all saving throws vs spells as long as they have temp hp (1d10 + your cleric level). Sadly, this cleric doesn't get [I]counterspell[/I], but at 6th level, as a reaction when you see someone cast a spell within 60 feet, you can force them to make a Con save. If they fail, they take 1d8 / level of the spell they just cast, plus your Wisdom modifier. That's deeply unpleasant; it would be better if the text clarified if the spell went off if the damage killed the caster. By my reading, the spell goes off initially (so a [I]fireball [/I]or a [I]dispel magic[/I] is unaffected), but something like [I]spirit guardians[/I] that requires concentration ends as soon as the caster dies. Personally, I'll stick with the Arcana cleric from SCAG, but this is a really good result. [B]Druid:[/B] [I]Circle of Blood:[/I] Because some people just can't chill out for five minutes, man. These guys are flagged as being more "witchy" than "druidic;" the text talks about them performing "sacrificial rituals under a blood-red moon to appease the uncaring forces of nature." That personally just sounds like the Circle of the Moon with more emo branding, but OK. You get eight spells, six of which are in this book, ranging from 1st to 4th level. At 2nd level, when you see someone die, you can use a reaction to regain an HD and give someone within 60' of you temp hp equal to your druid level. While this is an almost classic "bag of rats" case, you can only do this a number of times per day up to your Wisdom modifier. You can also use your Wild Shape (at 6th level) to drive a willing creature into a rage, wherein they get a few benefits, including resistance to weapon damage, but they can still concentrate on spells (although they can't speak or cast spells). So use this on the warlock with [I]armor of Agathys[/I] up and watch the games begin! There are a few other abilities, but mostly this subclass feels like it's not delivering on it's flavor to me. I'd want this to have the ability to trade hp for spell slots, sow terror among the enemies, and juice a fool like they got dropped in a blender. What I get here isn't quite giving me that. [I]Circle of Mutation:[/I] These guys can modify their druid shapes to do more cool stuff! Alright, heck yeah! So to start, you can use a bonus action to Wild Shape. Whenever you're in your Wild Shape, you can use a spell slot to generate "mutation points" equal to the level of the spell slot expended. These mutation points can be used to do everything from giving your shape a swim speed to darkvision, to multiattack. You also ignore the max CR rating on the Wild Shape table in the PHB. Gee, is it just me, or is most of this straight out of the Moon Druid? You know, one of the most-cited examples of a subclass that's so OP it's practically mandatory? And then they want to give it even more flexibility with mutations? Guys. Read the room. So far in this, I'm seeing a troubling trend of designers crossing class lines to hand out other class' special abilities like candy. I gotta say, I am not a fan of this so far. Let's see what happens as we continue onwards tomorrow with Fighters! [/QUOTE]
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