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<blockquote data-quote="Stalker0" data-source="post: 9120627" data-attributes="member: 5889"><p>My quick and dirty:</p><p></p><p>1) Barb: The new tree barb is cool, but the temp HP ability is going to get tweaked, its way too good right now, feels like twilight cleric all over again. Over a 10 minute rage imagine how many temp hp rolls that is!</p><p></p><p>I like the new brutal crit.</p><p></p><p>2) Fighter: Tactical Mind....Chef's kiss, its so gosh darn simple but offers a HUGE boost to skill versatility. Hell with that and the battle master bonus to persuasion maneuver....could the BM fighter actually be the most persuasive character in the game now?</p><p></p><p>Tactical Shift also creates a lot of nice flexibility in a simple package. Hell even gives fighters a mini "charge" like effect if you want to use it for that.</p><p></p><p>Champion fighter at 10th level, hella sweet! forget advantage on attacks, I'm getting advantage on saving throws now!</p><p></p><p>3) Spell wise:</p><p>Jump is hella good now, like hot damn. Probably just shot expeditious retreat in the face, which I am all for.</p><p>New Arcane Eruption, I think the DC type change is enough to bring it into good. It was almost there, just needed a little love.</p><p></p><p>5) Wizard: So spell memorization lets you prepare any spell in 1 minute (which is huge), but your initial spell prep still needs 1 minute per level? Um.....what? While not too much here, I mean the ability to swap out prepared spells quickly is a MONSTER boost in versatility.</p><p></p><p>6) Sorc: The new innate power thing is solid, its been a common idea for the sorc for a long time great to finally see it included. Still can't believe sorcs need focuses to cast spells....how is this still a thing!</p><p></p><p>Looks like they rolled back on 3 metamagics out of the gate (its back to 2)....its a little strange at 7th when they say "you can apply two metamagics to a spell". Well I hoped you picked 2 at second level that actually work well together!</p><p></p><p>Wild Mage Surge: Seems like a LOT of rolling for little gain. You need a 20 on a d20 to actually activate the ability, so its going to be something the player has to remember, will roll, be disappointed 19 out of 20 times....not great. Also it provides caveats to various spells you roll on the wild magic table....and I'm assuming they wanted that for all uses of the wild magic table, but the way it technically reads, the wild surge you roll for tides of chaos doesn't have these caveats, which is a problem.</p><p></p><p>7) Warlock: Pretty slick, here we go with 5th level warlocks slinging 3 fireballs a SR!</p><p></p><p>8) Looks like no change to hide or invisibility....that's a pity.</p><p></p><p>9) Cleave is still clunky to use. Not sure why they don't just use the language of sweeping strike (use the same attack roll as the original attack). Saves some extra rolling that way.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9120627, member: 5889"] My quick and dirty: 1) Barb: The new tree barb is cool, but the temp HP ability is going to get tweaked, its way too good right now, feels like twilight cleric all over again. Over a 10 minute rage imagine how many temp hp rolls that is! I like the new brutal crit. 2) Fighter: Tactical Mind....Chef's kiss, its so gosh darn simple but offers a HUGE boost to skill versatility. Hell with that and the battle master bonus to persuasion maneuver....could the BM fighter actually be the most persuasive character in the game now? Tactical Shift also creates a lot of nice flexibility in a simple package. Hell even gives fighters a mini "charge" like effect if you want to use it for that. Champion fighter at 10th level, hella sweet! forget advantage on attacks, I'm getting advantage on saving throws now! 3) Spell wise: Jump is hella good now, like hot damn. Probably just shot expeditious retreat in the face, which I am all for. New Arcane Eruption, I think the DC type change is enough to bring it into good. It was almost there, just needed a little love. 5) Wizard: So spell memorization lets you prepare any spell in 1 minute (which is huge), but your initial spell prep still needs 1 minute per level? Um.....what? While not too much here, I mean the ability to swap out prepared spells quickly is a MONSTER boost in versatility. 6) Sorc: The new innate power thing is solid, its been a common idea for the sorc for a long time great to finally see it included. Still can't believe sorcs need focuses to cast spells....how is this still a thing! Looks like they rolled back on 3 metamagics out of the gate (its back to 2)....its a little strange at 7th when they say "you can apply two metamagics to a spell". Well I hoped you picked 2 at second level that actually work well together! Wild Mage Surge: Seems like a LOT of rolling for little gain. You need a 20 on a d20 to actually activate the ability, so its going to be something the player has to remember, will roll, be disappointed 19 out of 20 times....not great. Also it provides caveats to various spells you roll on the wild magic table....and I'm assuming they wanted that for all uses of the wild magic table, but the way it technically reads, the wild surge you roll for tides of chaos doesn't have these caveats, which is a problem. 7) Warlock: Pretty slick, here we go with 5th level warlocks slinging 3 fireballs a SR! 8) Looks like no change to hide or invisibility....that's a pity. 9) Cleave is still clunky to use. Not sure why they don't just use the language of sweeping strike (use the same attack roll as the original attack). Saves some extra rolling that way. [/QUOTE]
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