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3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
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<blockquote data-quote="jgsugden" data-source="post: 7244126" data-attributes="member: 2629"><p>#1: You're bypassing Legendary Resistance, so at high levels it is a massive change for critical battles. #2: A wizard with a Belt of Giant Strength can get an attack bonus up very high and gain advantage. Toss in some bonuses from Bard's or Battlemasters and, against foes with a very solid AC, you can get that chance to apply an effect that takes an enemy out of the battle up to 99.75%. And this is something you can do over and over and over... Build a wizard or warlock character that tries to abuse this feat. It is not hard to do.</p><p></p><p>The spells that use attack rolls are generally damage spells. Damage is something we associate with attack rolls. While exceptions to the general rule do exist, you're not swimming in spells that incapacitate or nerf enemies from a battle that rely merely on an attack roll.</p><p></p><p>This is not correct. If I can select the lowest save of a creature and have a good guess as to which save is the weakest, this allows me to effectively get as much as +10 penalties to enemy saves. As it is extremely powerful and, in many cases, makes no sense (strength save for Feeblemind?), I advise against it. Understood, but if the choice is between overpowered, underpowered, or only powered correctly because of a 'toss in' benefit, I believe that the choice is clear.We see the same thing. However, I see that limitation as a preventative measure to avoid abuse. You seem to see it as entirely a negative thing.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7244126, member: 2629"] #1: You're bypassing Legendary Resistance, so at high levels it is a massive change for critical battles. #2: A wizard with a Belt of Giant Strength can get an attack bonus up very high and gain advantage. Toss in some bonuses from Bard's or Battlemasters and, against foes with a very solid AC, you can get that chance to apply an effect that takes an enemy out of the battle up to 99.75%. And this is something you can do over and over and over... Build a wizard or warlock character that tries to abuse this feat. It is not hard to do. The spells that use attack rolls are generally damage spells. Damage is something we associate with attack rolls. While exceptions to the general rule do exist, you're not swimming in spells that incapacitate or nerf enemies from a battle that rely merely on an attack roll. This is not correct. If I can select the lowest save of a creature and have a good guess as to which save is the weakest, this allows me to effectively get as much as +10 penalties to enemy saves. As it is extremely powerful and, in many cases, makes no sense (strength save for Feeblemind?), I advise against it. Understood, but if the choice is between overpowered, underpowered, or only powered correctly because of a 'toss in' benefit, I believe that the choice is clear.We see the same thing. However, I see that limitation as a preventative measure to avoid abuse. You seem to see it as entirely a negative thing. [/QUOTE]
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3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master
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