D&D 5E Power Gamers Guide to Elemental Evil Players Companion

120' Darkvision is nothing to scoff at. At ranges between 60' and 120' it's as good as the Devil's Sight + Darkvision combo. Get advantage on all your attacks against regular old elves, dwarves, tieflings, etc.--everybody but drow and other svirfneblins. And they have disadvantage to attack you back.
 

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120' Darkvision is nothing to scoff at. At ranges between 60' and 120' it's as good as the Devil's Sight + Darkvision combo. Get advantage on all your attacks against regular old elves, dwarves, tieflings, etc.--everybody but drow and other svirfneblins. And they have disadvantage to attack you back.

It is still situational though. Always on abilities tend to beat situational ones.
 

It is still situational though. Always on abilities tend to beat situational ones.

Sure, just like flying is situational. You can manipulate the situation (e.g. make a habit to operate only at night) but you do need your party's cooperation. It's still way better than the drow version, and combined with stat boosts and magic resistance, I'd say the svirfneblin package is pretty solid. There are situations in which I'd take a svirfneblin over a variant human or a half-elf, and that means it must be a decent package. Not overpowered but not meh either. Better than any of the genasi.
 

Sure, just like flying is situational. You can manipulate the situation (e.g. make a habit to operate only at night) but you do need your party's cooperation. It's still way better than the drow version, and combined with stat boosts and magic resistance, I'd say the svirfneblin package is pretty solid. There are situations in which I'd take a svirfneblin over a variant human or a half-elf, and that means it must be a decent package. Not overpowered but not meh either. Better than any of the genasi.

Yeah I agree about the Genasi thing. I do not think the deep gnomes are super weak but they are not screaming out take me now.
 

Melfs Minute Meteors
Another AD&D spell last seen in the 2E PHB. Back then the main problem with this spell was the same problem Flame Arrows had- it was not fireball. This time around you get 6 meteors each dealing 2d6 damage to a 5’ radius and you can throw 2 of them per round. This spell I think could be insane for a fire sorcerer who can add charisma bonus to each meteor and the spell scales very well with an extra 2 meteors per spell level used which is an extra 4d6 damage not d6 like fireball. It looks like Melfs Minute Meteors has finally taken level 3 fire spells out of the shadow of big brother fireball. This spell looks useable over fireball and it may even be better.

The only advantage I see fireball having over this is that fireball lets you blow your load all at once, whereas MMM forces you to do a bit at a time although adding your CHA mod to each one helps...do sorcerers also add their CHA bonus to each ray from scorching ray?
 

Aarakocra Rogue with grapple feat and expertise in Athletics: Fly in, grapple foe, fly up, punch foe, let go of foe (hopefully off a cliff).
 
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Beast Bond gives your beast companion advantage on all attacks if you "tank" the target for it and stay 5 feet with the target.

Is this the "options" they are talking about?
 



It could go in a great number of forums. Unfortunately, the other thread on the subject has taken to talking about release schedules and business practices instead of game mechanics.

That really has no bearing on the fact that the stated purpose of this thread is to talk about the minmax/powergaming PoV and potential of the new material.

If that's not what an "Optimization" forum thread is, then I don't know what.
 

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