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Battle Domain, Shock Arcanist, Darkweaver & Mountaineer Archetypes feedback wanted
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<blockquote data-quote="Undrave" data-source="post: 7838772" data-attributes="member: 7015698"><p>Okay so some notes.</p><p></p><p><strong>Battle Domain Cleric</strong> : How come no Heavy Armor proficiency to go with the Martial Weapons? </p><p></p><p>I don't know about Flaming Sphere as a domain spell, I feel like one of the Paladin's Smite spell would have been a better fit if they're supposed to be Weapon masters. I'm not sure about Insect Plague and the 'battle' theme but it's beyond my experience. </p><p></p><p>Divine Fortitude should just be something that happens automatically when you finish a long rest I feel. You just always start the day with those Temp HP. It doesn't really matter if you lose them later or now so I think just cuttng the part where they go away at a Short Rest would keep needless book keeping away. You don't need to specific they run out at the end of a long rest since that's the default rule and they would be replaced anyway.</p><p></p><p>Decisive Strike is too strong in table top format because of how powerful Stun is. Note that the target will have disadvantage on subsequent saves due to the effect of the Stun condition. And there's the fact that it's Stun at level 2. The extra damage scaling should be worded differently and just outright state at what level it increases, the same way they do for Cantrips. Maybe trade the Stun for an auto crit instead (se Darkweaver)</p><p></p><p>Zealot of Battle feels like it should include a third attack at like Lv 15 or something. </p><p></p><p><strong>Shock Arcanist Wizard</strong> : The War List is an interesting idea and the boost is certainly potent, but as I am not a Wizard player I can't tell how powerful it is. I would certainly not allow a Wizard to 'virtually upcast' to a level they can't normally cast though. That seems too strong. Maybe take a page from the School Wizards and give a GP rebate to copying spells from the War List?</p><p></p><p>You could easily future-proof your War List by simply replacing it by the qualifier 'Spell with a Level' and 'Spell with an Attack Roll' and focus on that for your mechanics. Add features that boost spells attack rolls and damage rolls and stuff. But I suppose you would want to keep Magic Missile in there too...</p><p></p><p>As an aside it would be neat to see a Wizard subclass that really specializes their offensive capabilities on Magic Missile and have features to boost it (similar to Eldritch Blast boosting Invocatons for the Warlock). A sort of Artilerist Wizard? </p><p></p><p>Arcane Fury is a bit weird. Especially the way it interacts with multiple targets. Maybe it should be limited to like "One creature you damaged this turn" instead? Maybe make it a Bonus Action? Just spitballing here. </p><p></p><p>Arcane Shock feels like the CORE of the subclass but it only appears at level 10. I feel like it should be introduced earlier with only the lower level available at first and the more devastating version unlocking until level 10. You should also get more uses later on.</p><p></p><p>Magister's Wrath is pretty weird because the 'Arcane Spellcaster' term is NOT a formal descriptor in the rules and will lead to arguments. I think you could simply specify "Can cast a Spell from the War List' to keep it simple and not cause too much ambiguity. I'm not quite sure on the fluff of how it even works though. </p><p></p><p>Also this subclass should gain proficiency in Constitution saves at some point or no one will risk the Arcane Shock feature. </p><p><strong></strong></p><p><strong>Darkweaver Rogue</strong>: I would suggest instead of Advantage on Athletics, grant them advantage on ANY ability checks made while climbing. Could come in handy. </p><p></p><p>I think that instead of granting extra damage, you should simply like them use their Sneak Attack when attacking with a ranged weapon from Above. Synergize with the class features a bit. </p><p></p><p>Similarly, the ability to apply poison to a weapon as a Bonus Action as part of Cunning Action would do wonders for this subclass. </p><p></p><p>Spider Fall being a critical hit is a bit boring, plus you're already increasing your crit chance by attacking with advantage. I think NOW would be a good point to put in that Stun you love so much <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Give the auto-crit to the Domain Cleric. It would be more useful to a Rogue since it would let you get off another Sneak Attack on the following turn. </p><p></p><p>The Poison and Web stuff is a bit weird and feels like it comes out of nowhere. Why have the Poison Kit proficiency if you just get Poison Damage for free. Where is that Spider web from? Spider-man-ing it up is cool but confusing to write rules for in a tabletop format.</p><p></p><p>Shadowy could, instead of mentionning outside of combat and making you outright invisible, give you a massive bonus to stealth if you didn't move (or take any action really) for X amount of time.</p></blockquote><p></p>
[QUOTE="Undrave, post: 7838772, member: 7015698"] Okay so some notes. [B]Battle Domain Cleric[/B] : How come no Heavy Armor proficiency to go with the Martial Weapons? I don't know about Flaming Sphere as a domain spell, I feel like one of the Paladin's Smite spell would have been a better fit if they're supposed to be Weapon masters. I'm not sure about Insect Plague and the 'battle' theme but it's beyond my experience. Divine Fortitude should just be something that happens automatically when you finish a long rest I feel. You just always start the day with those Temp HP. It doesn't really matter if you lose them later or now so I think just cuttng the part where they go away at a Short Rest would keep needless book keeping away. You don't need to specific they run out at the end of a long rest since that's the default rule and they would be replaced anyway. Decisive Strike is too strong in table top format because of how powerful Stun is. Note that the target will have disadvantage on subsequent saves due to the effect of the Stun condition. And there's the fact that it's Stun at level 2. The extra damage scaling should be worded differently and just outright state at what level it increases, the same way they do for Cantrips. Maybe trade the Stun for an auto crit instead (se Darkweaver) Zealot of Battle feels like it should include a third attack at like Lv 15 or something. [B]Shock Arcanist Wizard[/B] : The War List is an interesting idea and the boost is certainly potent, but as I am not a Wizard player I can't tell how powerful it is. I would certainly not allow a Wizard to 'virtually upcast' to a level they can't normally cast though. That seems too strong. Maybe take a page from the School Wizards and give a GP rebate to copying spells from the War List? You could easily future-proof your War List by simply replacing it by the qualifier 'Spell with a Level' and 'Spell with an Attack Roll' and focus on that for your mechanics. Add features that boost spells attack rolls and damage rolls and stuff. But I suppose you would want to keep Magic Missile in there too... As an aside it would be neat to see a Wizard subclass that really specializes their offensive capabilities on Magic Missile and have features to boost it (similar to Eldritch Blast boosting Invocatons for the Warlock). A sort of Artilerist Wizard? Arcane Fury is a bit weird. Especially the way it interacts with multiple targets. Maybe it should be limited to like "One creature you damaged this turn" instead? Maybe make it a Bonus Action? Just spitballing here. Arcane Shock feels like the CORE of the subclass but it only appears at level 10. I feel like it should be introduced earlier with only the lower level available at first and the more devastating version unlocking until level 10. You should also get more uses later on. Magister's Wrath is pretty weird because the 'Arcane Spellcaster' term is NOT a formal descriptor in the rules and will lead to arguments. I think you could simply specify "Can cast a Spell from the War List' to keep it simple and not cause too much ambiguity. I'm not quite sure on the fluff of how it even works though. Also this subclass should gain proficiency in Constitution saves at some point or no one will risk the Arcane Shock feature. [B] Darkweaver Rogue[/B]: I would suggest instead of Advantage on Athletics, grant them advantage on ANY ability checks made while climbing. Could come in handy. I think that instead of granting extra damage, you should simply like them use their Sneak Attack when attacking with a ranged weapon from Above. Synergize with the class features a bit. Similarly, the ability to apply poison to a weapon as a Bonus Action as part of Cunning Action would do wonders for this subclass. Spider Fall being a critical hit is a bit boring, plus you're already increasing your crit chance by attacking with advantage. I think NOW would be a good point to put in that Stun you love so much ;) Give the auto-crit to the Domain Cleric. It would be more useful to a Rogue since it would let you get off another Sneak Attack on the following turn. The Poison and Web stuff is a bit weird and feels like it comes out of nowhere. Why have the Poison Kit proficiency if you just get Poison Damage for free. Where is that Spider web from? Spider-man-ing it up is cool but confusing to write rules for in a tabletop format. Shadowy could, instead of mentionning outside of combat and making you outright invisible, give you a massive bonus to stealth if you didn't move (or take any action really) for X amount of time. [/QUOTE]
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