Yes, if "light" spell is cast in it. For better radius.
No, if regular oil lantern
Maybe, if it's some kind of solid fuel, like candle
Yes, if used out of combat, for lockpicking, searching or similar. No sudden movements.
Just use lantern shield:
the problem is not heighten spell metamagic, it's the spell itself.
heighten spell is just a mathematical fix of a spell effect that can happen, maybe it moves the chance from 40% to 64% or from 80% to 96%, but it gives nothing new to the spell or more powerful to the spell.
you still need to...
I would keep necromancer as single undead summon with option to summon more at the cost of spell slots.
I.E:
3rd level
undead master.
you gain Summon Undead spell.
you treat spell slot as one level higher for casting Summon Undead spell.
When you cast Summon undead it has no duration. It can...
while it sounds powerful in theory, and in some cases can save you, in effect you spend your 3rd level slot, 2 sorcery points and a reaction to negate one Action from enemy.
and it gets negated by 65ft of distance(not always possible).
I would say that if ability gives you that you can do something as Bonus action instead of Action, I would say that in extended action, you can do it 2× or 3× faster.
I.E: you need 20 successes to break open a safe, someone can make 1× roll per turn, but a thief would make 2× or maybe 3× if I...
your favorite meal in the world starts to taste foul if you only eat that.
like many said, it's most probably just D&D burnout.
it's summer now, maybe change one session for a barbecue with your group and their special ones/kids.
I like most the A5E version where warlock has spell points, as casting some spells at "level 5" is really awful ways to waste a 5th level spell slot.
also add that Short rest is 1minute long or it can even be "full round action" and you are "blinded" and "paralyzed" while you perform the...
I would say that you get 1 by default and you can spend an AP to get another.
some feats might give you free reaction or 2 reaction for 1 AP cost.
having 6 AP per turn might also make Haste scalable spell, by giving 1,2 or 3 AP to your turn.
I agree with that 100% and I have stated several suggestion that can be instead of mandatory HM, which is in it's base pretty meh.
it's a lousy spell to base an entire class on it.
It's OK as an option to take and even better when ignored.
I just added what can be added to HM to make it more...
yeah, ease up on class features on early levels 1-4, divorce feats from class levels(bonus feats from class can still be a thing)
and have one feat for levels 1-4 and then 1 feat every 4 levels, 8,12,16,20.
every character "needs" 3 or maybe 4 feats to define the mechanics, getting all 4 in 4...
that works also
or just when you take favored enemy dragons, gain advantage on Dex saves and resistance to one energy type of dragons, that you can change on long rest
this is a good idea
heh, maybe
but really, getting extra 1st level spells and maybe even a cantrip at 3rd level is too little too late for most spell.
they are good at 1st and 2nd level and fall of the cliff after.
frontloading is a problem, but on the other hand without it, characters are boring to play, I mean...
So true,
ranger features, even if they look specialized, need to have broad effect.
I.E:
favored enemy can have small combat boost, like once on YOUR TURN when you deal damage to your favored enemy, deal +1d6 extra damage of the same type, or different number.
then broader abilities can be...
6pts:
move 1 pt
attack. 4 pts
then you can have attack speed as extra attacks,
attack: 3 pts,
2 attacks: 5 pts
attack: 2 pts,
2 attacks: 3 pts
attack: 1 pt
spellcasting 1-5 points
quicken metamagic(-1 action point, minimum of 1)
gain extra reaction, 1 pt
using potion/weapon oil/poison: 1 pt...
sorcerer can be in ignorance about the source of it's power, but it still should be there to a degree,
I agree with @James Gasik in the next post as proficiencies(weapons, skills, armor, tools) and bonus spells should be added from 1st level.
Like Scout rogue,
Proficiency in Nature and Survival...
it's really not,
TWF is actually worst style for a fighter.
you only get one extra "off hand" attack, and even if you take the feat(that anyone can take) you still get only one extra attack as Bonus action.