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<blockquote data-quote="NotAYakk" data-source="post: 8104448" data-attributes="member: 72555"><p>Here is a very small rework:</p><p></p><p><strong>Paladin </strong>tweaks:</p><p></p><p><strong>Warcry</strong>: The number of creature's limit is pretty silly given that it is only a movement speed buff. And without undead/fiends/etc nearby, it is very lackluster. Beef that part up a bit.... Like:</p><p></p><p>In addition, a number of friendly creatures of your choice equal to your charisma bonus gain 10' of movement speed until the end of your next turn, and the first time they hit a creature while they have this bonus they deal extra damage equal to your proficiency bonus.</p><p></p><p>---</p><p></p><p><strong>Aura of Endurance</strong>, make it changable with an action, and a list of damage types (fire, cold, poison, acid, lightning, thunder, necrotic, radiant). The cost in combat is still large, so you'll want to plan ahead; but you don't need to plan ahead a full day (which seems very metagamey for a charismatic paladin).</p><p></p><p>You are still rewarded if you know "there is a dragon coming, fire resist" by not losing a (precious precious) action in combat. But if a dragon appears out of nowhere, you can go "rally to me!" and burn an action.</p><p></p><p>---</p><p></p><p><strong>Warlock</strong> tweaks:</p><p></p><p><strong>Pan's Stealth Hoof</strong>: As written, but as an action you can do that <strong>and hide</strong>.</p><p></p><p>This makes it usable in combat by RAW.</p><p></p><p>The Eidolon is so evocative but <strong>doesn't do anything</strong>. It needs to have some fun. A reason to chat with it.</p><p></p><p><strong>Pan's Protective Eidolon</strong>: The spirit is immune to taking damage, and it stays within 20' of you. It has truesight (but only on things within 30' of you), 8 intelligence 14 wisdom and 12 charisma, and adds twice your proficiency bonus to its nature and survival checks.</p><p></p><p>There, now it can be a character and it adds some fun utility. The extremely limited range truesight (it can see through illusions, being a spirit), modest stas and the ability to talk to you (and hence, aid with nature/survival checks).</p><p></p><p><strong>Pan's Beguiling Pipes</strong>:</p><p>Each target can make another Wisdom saving throw at the end of any turn there is danger or violence, such as combat, around it, ending the effect on it on a success.</p><p></p><p>This means if you use it out of combat, you get a guaranteed minute of charm on a success. In combat, it acts the same.</p><p></p><p><strong>Pan's Irresitable Vines</strong>:</p><p>A creature that has succeeded on a saving throw against these vines has advantage on all future saving throws agains the vines.</p><p></p><p>This is intended to soften it if your allies no-save immobalize a legendary creature and you drop your vines on it. (No save immobalize is grapple, for example, or sentinal). This would generate a save/turn that the monster couldn't afford to lose.</p><p></p><p>There are very, very few abilities in 5e that let you use 1 ability to force multiple successful save-or-sucks on a foe for pretty much exactly this reason.</p><p></p><p>We could even go further and make it "once you save, you are immune", but I like the idea that it is still perilous. Hence, you start saving with advantage.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8104448, member: 72555"] Here is a very small rework: [B]Paladin [/B]tweaks: [b]Warcry[/b]: The number of creature's limit is pretty silly given that it is only a movement speed buff. And without undead/fiends/etc nearby, it is very lackluster. Beef that part up a bit.... Like: In addition, a number of friendly creatures of your choice equal to your charisma bonus gain 10' of movement speed until the end of your next turn, and the first time they hit a creature while they have this bonus they deal extra damage equal to your proficiency bonus. --- [b]Aura of Endurance[/b], make it changable with an action, and a list of damage types (fire, cold, poison, acid, lightning, thunder, necrotic, radiant). The cost in combat is still large, so you'll want to plan ahead; but you don't need to plan ahead a full day (which seems very metagamey for a charismatic paladin). You are still rewarded if you know "there is a dragon coming, fire resist" by not losing a (precious precious) action in combat. But if a dragon appears out of nowhere, you can go "rally to me!" and burn an action. --- [B]Warlock[/B] tweaks: [b]Pan's Stealth Hoof[/b]: As written, but as an action you can do that [b]and hide[/b]. This makes it usable in combat by RAW. The Eidolon is so evocative but [b]doesn't do anything[/b]. It needs to have some fun. A reason to chat with it. [b]Pan's Protective Eidolon[/b]: The spirit is immune to taking damage, and it stays within 20' of you. It has truesight (but only on things within 30' of you), 8 intelligence 14 wisdom and 12 charisma, and adds twice your proficiency bonus to its nature and survival checks. There, now it can be a character and it adds some fun utility. The extremely limited range truesight (it can see through illusions, being a spirit), modest stas and the ability to talk to you (and hence, aid with nature/survival checks). [b]Pan's Beguiling Pipes[/b]: Each target can make another Wisdom saving throw at the end of any turn there is danger or violence, such as combat, around it, ending the effect on it on a success. This means if you use it out of combat, you get a guaranteed minute of charm on a success. In combat, it acts the same. [b]Pan's Irresitable Vines[/b]: A creature that has succeeded on a saving throw against these vines has advantage on all future saving throws agains the vines. This is intended to soften it if your allies no-save immobalize a legendary creature and you drop your vines on it. (No save immobalize is grapple, for example, or sentinal). This would generate a save/turn that the monster couldn't afford to lose. There are very, very few abilities in 5e that let you use 1 ability to force multiple successful save-or-sucks on a foe for pretty much exactly this reason. We could even go further and make it "once you save, you are immune", but I like the idea that it is still perilous. Hence, you start saving with advantage. [/QUOTE]
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