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<blockquote data-quote="Stalker0" data-source="post: 8234717" data-attributes="member: 5889"><p>This guy has a lot of cool flavor and some really slick abilities. Honestly I actually think he's over abilitied:</p><p></p><p>1) Time Warp - the creature already has a bonus action teleport and lots of "stop you" effects, this one seems like overkill to me.</p><p></p><p>2) Time Leap - This one is really interesting, its probably one of the few times I could actually imagine giving up my entire round to get cooler on the next round....though most of the time its still probably not worth it, I would at least consider it. I don't know if it needs to be recharge, 1/day is probably more than enough, and one less thing for the DM to worry about.</p><p></p><p>3) Between Stasis Touch and Null Time field, players are going to HATE this guy with a passion! I do think its weird that one save is wisdom and one intelligence....as they are both dealing with time. I don't have a strong preference on which one is which, but it feels like they should be the same type personally.</p><p></p><p>4) I feel like Shadowy Escape and Temporal Resistance could be combined in a way, again to reduce the things the DM has to think about. The idea.</p><p></p><p><em>Shadowy Escape (Recharge 5-6)</em>: When hit by an attack or a targeted spell, the phane is unaffected and may teleport up to 30 feet. This ability does not work on area effects.</p><p></p><p>5) Time Leach - Does it have a range or is it infinite?</p><p></p><p>6) In 5e, even ghosts have strength scores, so its probably worth giving it something. A standard ghost has a 7 for reference.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8234717, member: 5889"] This guy has a lot of cool flavor and some really slick abilities. Honestly I actually think he's over abilitied: 1) Time Warp - the creature already has a bonus action teleport and lots of "stop you" effects, this one seems like overkill to me. 2) Time Leap - This one is really interesting, its probably one of the few times I could actually imagine giving up my entire round to get cooler on the next round....though most of the time its still probably not worth it, I would at least consider it. I don't know if it needs to be recharge, 1/day is probably more than enough, and one less thing for the DM to worry about. 3) Between Stasis Touch and Null Time field, players are going to HATE this guy with a passion! I do think its weird that one save is wisdom and one intelligence....as they are both dealing with time. I don't have a strong preference on which one is which, but it feels like they should be the same type personally. 4) I feel like Shadowy Escape and Temporal Resistance could be combined in a way, again to reduce the things the DM has to think about. The idea. [I]Shadowy Escape (Recharge 5-6)[/I]: When hit by an attack or a targeted spell, the phane is unaffected and may teleport up to 30 feet. This ability does not work on area effects. 5) Time Leach - Does it have a range or is it infinite? 6) In 5e, even ghosts have strength scores, so its probably worth giving it something. A standard ghost has a 7 for reference. [/QUOTE]
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