Bigger numbers (when every target number raises by the same amount) is just busywork and constant adjusting of your values with every level - just hassle that doesn't change anything. But what it does do, is severely restrict what are reasonable opponents to throw at the PCs.
It gives more than most Rogue subclasses (resistance, start most fights with Blade Ward on, damage boost on finishing off bloodied targets, actual resource to decide when to spend for off-turn boost)... but I do get that it's just making numbers bigger/smaller/faster.
Rogue subclasses just are...
I doubt anyone would be trading the usefulness of a Dex combat feat that they use every round, to instead get one more use out of a daily resource.
True Strike Rogues might actually want some combat feats, so they could go to Dex 16 naturally... But they could also just wear medium armor and...
The Rogue subclass is kind of basic (sneak attack better, start every fight with Blade Ward on), but I really like it.
When an enemy dies, teleport and attack (which could get you another sneak attack if it's on someone else's turn!)
(this is again limited to Intmod amount of uses, but at least...
I think it's a little weird to give Fighter a pet, but I don't hate it. Extra body + push/pull breath is control... even if 2/day is a ridiculously stingy allotment for something that is weaker than a lv1 Thunderwave... and, of course, there it is, WotC special, the pet uses Intelligence for its...
Fighter still has just the one opportunity attack. No feats (or subclasses!) let you get more. It's basically meaningless when there's still a dozen other gribblies.
I'm not seeing any AoE spells in their repertoire... so unless you always have a conveniently placed one-square doorframe around, if you are a 300hp tank with AC25+, and facing non-zombie enemies, they can just go past you at someone squishier.
Yeah, it applied to like... uh... Sacred Flame, Disintegrate, Hellish Rebuke...
They could've literally listed the few things it applies to in the feat description.
But if you can bonus action sneak attack, yes, you can Ready as your main action (+reaction when it triggers, so it's not totally free) to sneak attack again off-turn. But I also would want the trigger to be something other than 'my turn ended'...
It's because their history is a mess. Sometimes egyptian soul reincarnation destined lovers, sometimes alien society whose high-techness manifests in blunt hitting instruments...
They're just there for aesthetics, which means they need the rest of the team around them to carry plot/character...
I thought it looked promising, but then they felt the need to actually put in all the characters at once, I guess because they're worried they won't get a chance to do so if this one doesn't do well..
I briefly looked over the document, and... I'm not seeing anything that'd make me go OMG I NEED TO PLAY THIS HALF-CASTER. Which is a shame, as I love the concept of an artificer.
Edit: It still feels like core class elements have been cut off into the subclasses, rather than the subclasses...
There aren't really, and it feels super-bad when every dialog is structured like 'huh, what is a qunari I have no idea'. And they have no armor options, because they were a very late addition.
The reason to play qunari is for the fun of the camera cutting your head out of shots and just...