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<blockquote data-quote="GroverA125" data-source="post: 7279987" data-attributes="member: 6920371"><p>Have to disagree on Shadow of Moil. Nowhere does it say that you are in non-magical darkness that affects a creature's ability to see you. It specifically says you become heavily obscured, THEN it turns down the lights around you. A person can see around you and your square fine, but you specifically are obscured.</p><p></p><p>Also have to disagree on your grading of Shepherd's Spirit Totem feature. Bear spirit gives everyone a set of temp HP which has no duration attached to it, meaning a HP buffer until the next long rest (it only says the Str bonuses are for being in the aura for the duration). Unicorn means that for 1 minute, any heal works as a Mass Healing Word. Half the party down? In one turn the Druid can get every single one of them up with about 10-20% of their HP back AND heal someone in melee range or themselves another chunk of HP. Then every turn afterwards, they can essentially convert Healing Word into Mass Healing Word. For 1 minute per Short Rest, Unicorn Spirit lets them laugh in the face of a Life Cleric or really any healing class. Hell, they can still be concentrating on a Call Lightning or any of the countless multi-turn damaging spells they have while they spend their slots healbotting.</p><p></p><p>Also Tenser's Transformation, being a Wizard-only option, you should really be looking at how it works with Subclasses. You will NEVER wear armour with it. Ever. It doesn't last long enough to put on Heavy Armour and Medium is cutting it. That part may as well be fluff since you'll be using Mage armor or be a Bladesinger and wearing Light armour anyway. Look at it on a Bladesinger who has activated Bladesong: You're adding +4 at least to those Con Saves, which already likely is a +2 (ability score), then Bladesong gives that +5. You're looking at +11 to Con saves, before you've even bothered with War Caster or a Paladin being around. Then you have advantage on those +7 rapier attack rolls, dealing 1d8+3+2d12 (+5 at level 14) twice for an average of 44.41 damage (54.41 at level 14). Compare that to the GWF doing 40.64 damage at level 11 (not factoring Great Weapon Master), and that's far from bad damage, considering you need to be taking 26 damage a hit to even have a chance at breaking concentration, and even there you can burn spell slots to thin the damage AND your AC is sat comfortably at 21 while Bladesong is up. War Magic gets a load of bonuses to their Con too, and can also spend reactions to make themselves more likely to pass their Con saves or avoid damage outright.</p></blockquote><p></p>
[QUOTE="GroverA125, post: 7279987, member: 6920371"] Have to disagree on Shadow of Moil. Nowhere does it say that you are in non-magical darkness that affects a creature's ability to see you. It specifically says you become heavily obscured, THEN it turns down the lights around you. A person can see around you and your square fine, but you specifically are obscured. Also have to disagree on your grading of Shepherd's Spirit Totem feature. Bear spirit gives everyone a set of temp HP which has no duration attached to it, meaning a HP buffer until the next long rest (it only says the Str bonuses are for being in the aura for the duration). Unicorn means that for 1 minute, any heal works as a Mass Healing Word. Half the party down? In one turn the Druid can get every single one of them up with about 10-20% of their HP back AND heal someone in melee range or themselves another chunk of HP. Then every turn afterwards, they can essentially convert Healing Word into Mass Healing Word. For 1 minute per Short Rest, Unicorn Spirit lets them laugh in the face of a Life Cleric or really any healing class. Hell, they can still be concentrating on a Call Lightning or any of the countless multi-turn damaging spells they have while they spend their slots healbotting. Also Tenser's Transformation, being a Wizard-only option, you should really be looking at how it works with Subclasses. You will NEVER wear armour with it. Ever. It doesn't last long enough to put on Heavy Armour and Medium is cutting it. That part may as well be fluff since you'll be using Mage armor or be a Bladesinger and wearing Light armour anyway. Look at it on a Bladesinger who has activated Bladesong: You're adding +4 at least to those Con Saves, which already likely is a +2 (ability score), then Bladesong gives that +5. You're looking at +11 to Con saves, before you've even bothered with War Caster or a Paladin being around. Then you have advantage on those +7 rapier attack rolls, dealing 1d8+3+2d12 (+5 at level 14) twice for an average of 44.41 damage (54.41 at level 14). Compare that to the GWF doing 40.64 damage at level 11 (not factoring Great Weapon Master), and that's far from bad damage, considering you need to be taking 26 damage a hit to even have a chance at breaking concentration, and even there you can burn spell slots to thin the damage AND your AC is sat comfortably at 21 while Bladesong is up. War Magic gets a load of bonuses to their Con too, and can also spend reactions to make themselves more likely to pass their Con saves or avoid damage outright. [/QUOTE]
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