Oh, cool! Easy then.
I was just thinking that it'd be an interesting character concept to have a sorcerer having a bunch of monstrous forms up the sleeve to transform into... kind of an aberrant mirror to a Circle of the Moon druid. It might be a lot of fun to play. :-)
That's what I'd do. You could also allow the player to research or acquire polymorph spells that allow transformations into other specific creatures or monsters. That way you can keep track of the forms the player can take and the player keeps the same sort of wizardry they enjoyed in...
Thanks for the breakdown.
Though it seems to be 'balanced' mechanically, I think I'll add the earth and air-focused cantrips to the earth and air genasi. I just feel like they should be there flavor-wise and I don't think they're game-breaking enough to deny them.
I really like the material...
I bought it. Great work... there are a few wonky spells that I'll houserule but great stuff for the vast majority of it and I'm happy to have it. I'm particularly happy to round out the elemental spells for sorcerers (although I imagine we'll be getting a slew of those with the next WotC...
I haven't gotten up to higher levels yet, so I can't speak from experience, but I believe the other issue with the beast ranger's companion is that they just don't scale well enough to stand for a round at higher levels... between their saves, defenses and their hit points, they just get torn apart.
Yeah, that's an amazing ability.
However, the berserker idea is pretty evocative and folks gravitate towards it and that extra attack with your screaming, greatsword or great axe wielding half-orc, dwarf, or whatever, is also a bunch of fun. Some people would rather swing away than know they're...
Ugh.
Yeah, sorry. I've been in Chicago working for the past month and didn't bring my books so the specific names of powers got a little fuzzy while I was typing... and I was typing on my phone, which is always an adventure, so my post may have been a little confusing. :-)
To clarify a little...
One level per long rest. Or one level removed per casting of greater restoration, a fifth level spell I believe.
They're penalized from the first time they do it. Then they're walking around at disadvantage (at the very least) for all ability checks until they take a long rest or they have a...
I also wrote about issues I've encountered with the cornerstone feature of the path of the berserker barbarian and how it costs exhaustion levels, a condition that seems to be about as easy to remove as petrification in 5e.
Well, I really don't know what 'gamergate' is but I do know he was involved in the creation of the Adventurer, Conqueror, King system, which I personally love and think is awesome.
I wish him all the best and success in his new job.
I'll gladly accept your faux offense.
Really man. Look over your posts. You went after the guy whose only offense was excitement. And you just didn't stop.
I have broad shoulders. Shovel away. It's not cool. 'Nuff said.
Seriously, the guy has been nothing but nice and has only shown excitement for the Realms. To face such an onslaught of basement pedantry, really. It hurts my soul. Truly, the worst side of these forums.
Cut the dude some slack.
Ugh.
Edit: Removed the semi-naughty language.
I could be totally shooting in the dark but I have a feeling they're going to release a couple of set pieces per year and focus on their digital initiative and the upcoming digital magazines for new player and rules content. No warehousing, cheaper to produce, and there will a lot demand for...
I lean on the side of letting the target know that they were hit by some sort of spell. That makes the enchanter's ability to memory wipe against hostile charms more effective.
You're not correct. A rogue can make a sneak attack once per turn. All they need is advantage on the attack roll or an enemy of the target to be within 5 feet of it and you to not have disadvantage.
But it is ironic that you listed page 128 as a reference to that [fictitious] rule. It's the...
Since you add your Charisma modifier to the damage the blast does on a hit, and you have to roll to hit for each blast, you add your Charisma modifier to each beam that hits.
I didn't like the behir art. There - I said it. I love that iconic Lost Caverns of Tsjojcanth behir on the cover of that module and wish they'd have stayed with that kind of nasty. [emoji16]
I think the MM art was pretty stellar. And I'm into the DMG art. A few pieces in the PH weren't my favorite but even there most of it I liked more when I had the book in my hands as opposed to when I pored over the preview art releases on my computer. They look better to me in the context of the...