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Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
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<blockquote data-quote="unknowable" data-source="post: 7708846" data-attributes="member: 6861330"><p>You forgot Int to initiative. It is a small bonus but allows for stupid amounts of stat dumping, even more for people who roll up characters.</p><p></p><p>I like the concepts presented here.</p><p></p><p>But DAMN lore wizard is EASILY the single most powerful wizard in the game.</p><p></p><p>- Four expertise in magical knowledge. </p><p>- Intelligence for initiative (if you want, but allowing for dex if a buff allows it to eclipse intelligence)</p><p>- Change the element of a spell at will (for overcoming DR)</p><p>- Spend spell slots for wizard metamagic that stays stupidly powerful/versatile at all levels</p><p>- Cast any spell from the spell list even ones you don't know at level 14.</p><p></p><p>Just... This is the elminster archtype if I ever saw one. All of the bonuses step away from being situational and to being constantly on super powers.</p><p></p><p>As for the warlocks. Some of the invocations are clear traps, like the +1 magical weapon (pact of blade weapons already count as magical for DR and you would have to choose it over better options like a second attack, I know you can pick it up later... but let's be honest. by then a +2 is a better choice as there is no prereq)</p><p></p><p>Raven is by far the more interesting of the two for me, at level 6 they become master escapists and I can see the abilities being really powerful in the hands of someone creative. </p><p>I would have ratherred it be tied to "a tiny creature under CR..." rather than specifically raven, not because raven is bad. Just because it would officially accommodate more concepts and I doubt it would break anything.</p></blockquote><p></p>
[QUOTE="unknowable, post: 7708846, member: 6861330"] You forgot Int to initiative. It is a small bonus but allows for stupid amounts of stat dumping, even more for people who roll up characters. I like the concepts presented here. But DAMN lore wizard is EASILY the single most powerful wizard in the game. - Four expertise in magical knowledge. - Intelligence for initiative (if you want, but allowing for dex if a buff allows it to eclipse intelligence) - Change the element of a spell at will (for overcoming DR) - Spend spell slots for wizard metamagic that stays stupidly powerful/versatile at all levels - Cast any spell from the spell list even ones you don't know at level 14. Just... This is the elminster archtype if I ever saw one. All of the bonuses step away from being situational and to being constantly on super powers. As for the warlocks. Some of the invocations are clear traps, like the +1 magical weapon (pact of blade weapons already count as magical for DR and you would have to choose it over better options like a second attack, I know you can pick it up later... but let's be honest. by then a +2 is a better choice as there is no prereq) Raven is by far the more interesting of the two for me, at level 6 they become master escapists and I can see the abilities being really powerful in the hands of someone creative. I would have ratherred it be tied to "a tiny creature under CR..." rather than specifically raven, not because raven is bad. Just because it would officially accommodate more concepts and I doubt it would break anything. [/QUOTE]
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