D&D 5E Mark of Passage of PC wants to change some functions of the mark

The changes are balanced for this swap?

  • No

  • Yes


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TrueBagelMan

Explorer
So a PC at my table wants to swap her intuition dice ability with the ability to have a 40ft speed, and regain her misty step on a short rest. This seems a bit powerful to swap for basically the guidance spell on acrobatics and land vehicles. d4 is added to them, and they can benefit from guidance so 2d4 at most on an acrobatics or land vehicles.
 

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DND_Reborn

The High Aldwin
One or the other (speed 35, misty-step-short-rest) seems reasonable). IMO speed 40 even seems a bit much, but if you are okay with it, it won't break anything. :)
 

Eladrin get an approximation of short rest misty step as their main subrace feature (albeit with additional riders based on season), which would seem to make that of equivalent value to, say, a High Elf's Elf Weapon Training, Wizard Cantrip, and extra language. Certainly I don't think intuition dice is a fair trade for both teleportation being short rest AND extra movement. Always on guidance for acrobatics is pretty cool (if the DM allows acrobatics checks a lot), but getting it for land vehicles is of very campaign dependent value.

I'd say trade it for one or the other.
 

TrueBagelMan

Explorer
One or the other (speed 35, misty-step-short-rest) seems reasonable). IMO speed 40 even seems a bit much, but if you are okay with it, it won't break anything. :)
In what situations does 40 movement makes it better then 35? Just curious, since I can’t think of any situations where it would change something huge.
 

If you're playing theater of the mind, I'd say you could allow it. It's thematic for the mark of passage to allow misty step and more useful to an adventurer than the ability to drive your carriage more reliably. The increased speed won't really change anything unless you're doing it for flavour (where the PC is the fastest runner of the group) if you're not tracking distance very closely. On the other hand I guess that if the players wants the increased speed, it's because he feels it will be useful to move 8 squares insteand of 6; either because he wants to use speed tactically (and then, it's powerful enough on its own at your table, don't cumulate it with improved misty step) or because he has an idea (and it's better to say no until he discusses it with you).
 

TrueBagelMan

Explorer
If you're playing theater of the mind, I'd say you could allow it. It's thematic for the mark of passage to allow misty step and more useful to an adventurer than the ability to drive your carriage more reliably. The increased speed won't really change anything unless you're doing it for flavour (where the PC is the fastest runner of the group) if you're not tracking distance very closely. On the other hand I guess that if the players wants the increased speed, it's because he feels it will be useful to move 8 squares insteand of 6; either because he wants to use speed tactically (and then, it's powerful enough on its own at your table, don't cumulate it with improved misty step) or because he has an idea (and it's better to say no until he discusses it with you).
I asked and she just wants to have a character that runs around the battle field. She is building a Scout Rogue. For some reason it bothers her that she would have to play an Aarakocra for 5ft of extra movement. The PC wants to play a Mark of Passage PC and wants to swap out the intuition d4s for 5ft more movement so she wouldn’t have to play an Aarakocra.

Aarakocra
Flight is 50ft + Mobile Feat 10ft = 60ft
Mark of Passage
35ft + Mobile Feat 10ft + 9th Scout = 55ft.
 

TheSword

Legend
I asked and she just wants to have a character that runs around the battle field. She is building a Scout Rogue. For some reason it bothers her that she would have to play an Aarakocra for 5ft of extra movement. The PC wants to play a Mark of Passage PC and wants to swap out the intuition d4s for 5ft more movement so she wouldn’t have to play an Aarakocra.

Aarakocra
Flight is 50ft + Mobile Feat 10ft = 60ft
Mark of Passage
35ft + Mobile Feat 10ft + 9th Scout = 55ft.
Where’s the harm. None that I can see.

If you want to, give the other PCs a minor benefit. Everyone will be happy, everyone starts the campaign full of beans. Then you can have the Emerald Claw F them up.
 

Eltab

Lord of the Hidden Layer
So a PC at my table wants to swap her intuition dice ability with the ability to have a 40ft speed, and regain her misty step on a short rest. This seems a bit powerful to swap for basically the guidance spell on acrobatics and land vehicles. d4 is added to them, and they can benefit from guidance so 2d4 at most on an acrobatics or land vehicles.
Does this PC have something in mind that would involve a 20-foot Charge, every round?

If I were playing a Monk, Tabaxi, or Wood Elf in that party I would think she was "stepping on my character's toes" with all the extra movement.
But if no other speedsters are in the party, let her try it out for a while.

You could "take it back" after a few sessions or at a level-up, in the worst case.
 

In what situations does 40 movement makes it better then 35? Just curious, since I can’t think of any situations where it would change something huge.

Honestly the only time speed really becomes a huge factor is in any sort of chase scenario, where a difference in movement speed drastically effects whether or not a target can get away or not. In any situation rogues already have the ability to dash as a bonus action anyway, so let her do as she will. I'd suggest as others have said either the misty step recharge on short rest or the 35/40 ft movement speed.
 

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