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5e Familiar thread (both warlock and animal/spirit thingies)
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<blockquote data-quote="Cleon" data-source="post: 8541993" data-attributes="member: 57383"><p>Updated the <strong><a href="https://enworld.org/index.php?posts/8540033" target="_blank">Devadragonet</a></strong>.</p><p></p><p>Upon reflection, the bite should have "plus 2 (1d3) radiant damage" rather than "1d3 radiant damage" so I amended that.</p><p></p><p>Don't know how I miscalculated 3d4+3 as being 11 rather than 10 in an earlier post, but the Working Draft's HP are correct which is the main thing.</p><p></p><p>Now for the breath weapon! Let's do them one at a time.</p><p></p><p>For the "Healing Breath" what is the "for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior" about?</p><p></p><p>It sounds very much like it's causing <em>confusion</em> which seems a bit odd, plus there's no explanation at to how to determine the result of the d6 roll.</p><p></p><p>If it <em>does</em> have a brief deleterious effect on the target I would think <strong>Healing Breath</strong> should be able to apply said effect every time it hits a target. It's just the healing wounds that only works once per subject.</p><p></p><p>For the deleterious effect, rather than a confusion style effect how about it puts the target into a brief "healing sleep" and/or disorientates them with divine visions, causing disadvantage on attacks and skill checks for a few rounds?</p><p></p><p>Also, as written its breath can heal undead. Shouldn't it either be unable to heal an unliving creature like the <em>cure wounds</em> spell or be harmful to undead? Maybe have it damage fiends too?</p><p></p><p>If we go that route, I'd call it something different like, say, <strong>Purifying Breath</strong> and have it heal most creature types but cause respectable damage to fiends and undead.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8541993, member: 57383"] Updated the [B][URL='https://enworld.org/index.php?posts/8540033']Devadragonet[/URL][/B]. Upon reflection, the bite should have "plus 2 (1d3) radiant damage" rather than "1d3 radiant damage" so I amended that. Don't know how I miscalculated 3d4+3 as being 11 rather than 10 in an earlier post, but the Working Draft's HP are correct which is the main thing. Now for the breath weapon! Let's do them one at a time. For the "Healing Breath" what is the "for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior" about? It sounds very much like it's causing [I]confusion[/I] which seems a bit odd, plus there's no explanation at to how to determine the result of the d6 roll. If it [I]does[/I] have a brief deleterious effect on the target I would think [B]Healing Breath[/B] should be able to apply said effect every time it hits a target. It's just the healing wounds that only works once per subject. For the deleterious effect, rather than a confusion style effect how about it puts the target into a brief "healing sleep" and/or disorientates them with divine visions, causing disadvantage on attacks and skill checks for a few rounds? Also, as written its breath can heal undead. Shouldn't it either be unable to heal an unliving creature like the [I]cure wounds[/I] spell or be harmful to undead? Maybe have it damage fiends too? If we go that route, I'd call it something different like, say, [B]Purifying Breath[/B] and have it heal most creature types but cause respectable damage to fiends and undead. [/QUOTE]
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