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D&D 5E Xanathar's Guide errata coming

tetrasodium

Legend
Supporter
Epic
Why even bother with 15 STR when 14 DEX gets you to 17 AC? And for two levels, that Paladin now has a ranged attack every bit as powerful as a Fighter's weapon attack that scales with character level, not class level.

I was already leaning toward banning MCing into Warlock when I started campaign, and the arrival of Hexblade cemented that decision.
Going from my experience with a scorcadin at my table for a few months... To compete with the tank types & divine casters likely to care about armor for powerful armor or take their castoffs & ensure they don't get left behind.
 

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tetrasodium

Legend
Supporter
Epic
God forbid someone make a decent character that isn't an albatross around their party's neck in combat. ;)
It's not so much that. There is a lot of munchkin built into how scorlock interact & some of it is glaring things like how wotc realized 3.5 fighter1=bonus feat made it too tempting so removed that & set every extra attack ability to be linked to levels in that class with cantrips all scaling by having one attack roll with extra dice but decided to give warlock a 120ft force damage cantrip that still scales with character level but gets extra attacks, can add the caster's prime stat, knockback 10ft/blast among other things, and thought it was reasonable to have it scale better than fighter extra attack. failing to consider the absolute munchkin coffeelock stupidity xge aspect of the moon would encourage players to argue for was just beyond the pale. Another example is calling both regular and pact magic spell slots just "spell slots" then failing to consider the arguments that the words "You regain all expended spell slots when you finish a short or long rest" would cause. Having cleric/wizard +abilitymod damage abilities limit to cantrips/spells from that class while not doing the same for draconic sorcerer elemental affinity just reeks of the kind of thing you'd expect to see in a class written by the gm for their Significant other. That's just a couple glaring examples rather than an extensive list. There is so much of that kinda stuff. All of those kinda things add up into irritating grating annoyances that push GMs to be skeptical & harsh with scorlockadin type builds with a tendency to play like this in a group.
 

cbwjm

Seb-wejem
The errata has now been released with a new sage advice compendium. I had a quick look through the compendium and the only new item I could find involved twin spell.

Links to all the latest errata are listed at the front of the sage advice compendium.

 




Ashrym

Legend
The assumption is not opposite of what the text states. The text on spell level says spell levels given a general indication of how powerful a spell is. Keyword general. By using the term general it means1) there will be specific cases that are outside the norm and 2) there are factors besides a spells level to determine how powerful the spell is such as the components required, the time to cast, and who has access to the spell, etc. The fact that HS is limited to who has it serves as a counterweight to the spell.

Yes. I do think rangers need to be buffed. Guilty as charged ;):)

That being said UA and additional rules including spells absolutely have been used to shore up a seen weakness of a class.

Be safe traveling during these times!

For a specific rule to trump a general rule there needs to actually be a specific rule in existence. You've made an assumption as to the purpose of healing spirit that doesn't line up with the general rule, any specific rule, or the devs who created the errata to demonstrate healing spirit is over-performing.

Think they went to a little too far with this errata, if it's gonna be that few uses, should have increased the healing to 2d4 or 2d6.

I've been using a house rule that the caster could cause it to heal a max of 10 times, will have to decide if I keep that or use the new rule with either 2d4 or 2d6 of healing per use.

That still leaves healing spirit superior in every way to the very similar and higher level aura of vitality.

It doesn’t, though. It just synergizes well with some other classes. It doesn’t break anything.

And I don’t care about legacy. I’m saying that HS is a spell that hits above its weight class, and that’s fine, there are other spells that do the same. Fireball is just one example.
You disagree that it’s okay to have a few of those, and that’s fine, but I’m not especially interested in continuing to debate that.

There's "above it's weight class" and "significantly outperforming every single similar spell in the game". The only healing spells that are worthwhile in comparison are heal, power word heal, and mass heal because they can heal points faster, but healing spirit is worth a lot more healing in the same slots. A 9th level slot is 280 hp per target (28 per turn) barring shenanigans.

Prayer of Healing heals 45hp per target in a 9th level slot. Clearly just a bit out of it's weight class. ;)

I guess we define it differently.
IMO, power creep only exists if the new options are more powerful than the options available in the PHB, as in, if the Hexblade were more powerful than most of the PHB melee spellcaster options, it would be power creep. If an AT rogue with shadow blade and booming blade were more powerful than a PHB Paladin or EK fighter, that would be power creep.

But they aren’t. The overall power band of 5e remains inside the power band of the PHB.

Healing spirit looks like it meets your idea of power creep to me. And then some. ;)

The errata has now been released with a new sage advice compendium. I had a quick look through the compendium and the only new item I could find involved twin spell.

Links to all the latest errata are listed at the front of the sage advice compendium.


You need to click on the correct link within the sage advice doc. The errata is official.
 

Ashrym

Legend
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so. If your concentration is broken, the spell fails, but you don't expend a spell slot.

Fair enough that you can stop concentrating to save the slot, but that still doesn't enable the timing to match ending the spell at the same time healing needs done. It means running around with no other concentration spells up and hoping that one round in a hundred rounds of casting is the one that lines up.

Doesn't seem practical so far.
 

Iry

Hero
but that still doesn't enable the timing to match ending the spell at the same time healing needs done.
Assuming you have the time to precast you can make sure that it will go off a few moments after you've kicked open a door or charged the lines of a known enemy. I cannot speak to your table, but my table has encountered several times where this is useful.
 

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