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At my table: Hexblade removed, Pact of the Blade enhanced
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<blockquote data-quote="Hawk Diesel" data-source="post: 7306743" data-attributes="member: 59848"><p>Oh? If that's so, then please enlighten and educate us with evidence that I seem to lack understanding. Patrons grant features at level 1, 6, 10, and 14. From my estimation each is balanced against the others in their own ways.</p><p></p><p>For example, at level 1. </p><p></p><p>GOO - Always on telepathy. Allows for being a universal translator, secret communication out in the open, and general subterfuge. </p><p>Fiend - Temp HP granted only when you personally have slain an enemy, so activated only when conditions are met. </p><p>Archfey - Area of effect charm or frighten. Short duration, but the only way at level 1 (minus spells from XGtE) to produce such effects. Recharges on short rest.</p><p></p><p>From my perspective, each of those abilities is fairly balanced against one another.</p><p></p><p>Level 6</p><p>GOO - Force and enemy to make an attack at disadvantage, and if miss then gain advantage against them.</p><p>Fiend - Add d10 to a save or ability check.</p><p>Archfey - reaction activated teleport and invisibility. </p><p></p><p>Each recharges on a short rest. All seem balanced against one another to change the outcome of a single action at least.</p><p></p><p>Level 10</p><p>GOO - Immunity to thought reading, resistance to Psychic, and damages those that attempt psychic damage.</p><p>Fiend - Ability to choose a resistance that lasts until changed. </p><p>Archfey - Immune to charm, and ability to countercharm those that attempt it.</p><p></p><p>Here Fiend may hedge out the others since their resistance is more adaptive. But it requires forethought and planning to use effectively. Also, the other abilities allow some sort of offensive ability in addition to their resistance/immunity, where the Fiend gains only defensive capacity. This seems to balance out.</p><p></p><p>Level 14</p><p>GOO - Permanent humanoid thrall until they are killed or you find someone better.</p><p>Fiend - Remove an enemy from the field for one round and deal massive damage. Recharge only on long rest.</p><p>Archfey - Ability to remove an enemy from the field for effectively a full combat (1 minute) and recharges on a short rest.</p><p></p><p>Please... tell me how I am misunderstanding the ways that the Patrons are imbalanced against one another.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7306743, member: 59848"] Oh? If that's so, then please enlighten and educate us with evidence that I seem to lack understanding. Patrons grant features at level 1, 6, 10, and 14. From my estimation each is balanced against the others in their own ways. For example, at level 1. GOO - Always on telepathy. Allows for being a universal translator, secret communication out in the open, and general subterfuge. Fiend - Temp HP granted only when you personally have slain an enemy, so activated only when conditions are met. Archfey - Area of effect charm or frighten. Short duration, but the only way at level 1 (minus spells from XGtE) to produce such effects. Recharges on short rest. From my perspective, each of those abilities is fairly balanced against one another. Level 6 GOO - Force and enemy to make an attack at disadvantage, and if miss then gain advantage against them. Fiend - Add d10 to a save or ability check. Archfey - reaction activated teleport and invisibility. Each recharges on a short rest. All seem balanced against one another to change the outcome of a single action at least. Level 10 GOO - Immunity to thought reading, resistance to Psychic, and damages those that attempt psychic damage. Fiend - Ability to choose a resistance that lasts until changed. Archfey - Immune to charm, and ability to countercharm those that attempt it. Here Fiend may hedge out the others since their resistance is more adaptive. But it requires forethought and planning to use effectively. Also, the other abilities allow some sort of offensive ability in addition to their resistance/immunity, where the Fiend gains only defensive capacity. This seems to balance out. Level 14 GOO - Permanent humanoid thrall until they are killed or you find someone better. Fiend - Remove an enemy from the field for one round and deal massive damage. Recharge only on long rest. Archfey - Ability to remove an enemy from the field for effectively a full combat (1 minute) and recharges on a short rest. Please... tell me how I am misunderstanding the ways that the Patrons are imbalanced against one another. [/QUOTE]
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