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Bonus Unearthed Arcana Reveals The Bastion System
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9152263" data-attributes="member: 7040132"><p>I would now use every single one of those cantrips. I'm relieved that they got it right, IMO.</p><ul> <li data-xf-list-type="ul">Acid Splash as an actual cantrip AoE? Thank you.</li> <li data-xf-list-type="ul">Blade Ward is now a reaction to grant disadvantage on any one (*melee) attack, including melee spell attacks (like Chill Touch, Shocking Grasp and Thorn Whip). It's effectively "dodge" against one melee attack, but you don't have to use your Action. You can blast with an attack spell, and still be able to defend as a reaction. Between Blade Ward (for attacks) and Resistance (for save effects), wizards have their basic defensive tools for spell battles, baby!</li> <li data-xf-list-type="ul">Chill Touch doing more damage is much better for a melee attack. The Undead rider wasn't important. Lots of undead don't resist Necrotic damage. I would prefer updating the name to "Bonechill Touch". It makes the Necromancy effect more apparent, like the BG3 "Bone Chill" name change does, and it would still live in the same alphabetical order on any list.</li> <li data-xf-list-type="ul">Friends is a simple short-term Charm that doesn't mention negative hate-side effects. But it has to be Humanoid, and you can't really be in a fight at all, or have already cast Friends on it within 24 hours. Perfectly acceptable non-combat cantrip.</li> <li data-xf-list-type="ul">Poison Spray now being a crittable Necromancy attack at 30ft, for d12 poison damage? It's now worth considering.</li> <li data-xf-list-type="ul">Produce Flame has a cleaner design, IMO. Bonus action to start, and the light extends to a 20ft. radius. Much better spelunking tool available to the Druid. You still don't need to have an empty hand, so you can still interact with your flaming hand without causing damage until you decide to throw it. Though I still would like it to be able to be used as a melee attack as well.</li> <li data-xf-list-type="ul">Shillelagh is for Druids only (will Rangers use Druid list, or their own?). Sure, the damage die upgrades now and is better, but I'm still comparing it to other Druid cantrips. A 17th level druid with 20 Wisdom will do 2d6+5 (7-17) Force damage in melee using their Shillelagh, or 4d6 (4-24) Piercing damage with Thorn Whip at 30ft. range. However, if they updated the Shillelagh damage per strike even more (adding dice instead of increasing die-size), other characters who get Shillelagh easily, alongside multiple weapon attacks, could cause a balance concern.</li> <li data-xf-list-type="ul">Shocking Grasp's Opportunity Attack change should be an acceptable update, however the damage for this touch attack should be 1d10, like Chill Touch.</li> <li data-xf-list-type="ul">Spare the Dying is good with an increasing range, and I'm curious what the impact is for removing the Undead and Construct limitations. Do those monster types have built in rules to no longer count as "alive"? Or can they be helped with this spell?</li> <li data-xf-list-type="ul">True Strike is a good change that empowers weapon-wielding arcane casters, including warlocks that didn't choose the Pact of the Blade. Radiant is a good, illuminating damage for this Divination attack cantrip. Solid. Diviner Wizards who want to focus on their school would pretty much be weapon users if this was their only Divination attack cantrip.</li> </ul><p>I like that Blade Ward, Resistance (each Reactions) and True Strike (Action attack) all work with each other well, providing the baseline effectiveness for a weapon-using Bard, Sorcerer, Warlock, Wizard, or Eldritch Knight. And you still have a Bonus Action for other shenanigans.</p><p></p><p>(* Edited to clarify melee attacks and melee spell attacks for Blade Ward)</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9152263, member: 7040132"] I would now use every single one of those cantrips. I'm relieved that they got it right, IMO. [LIST] [*]Acid Splash as an actual cantrip AoE? Thank you. [*]Blade Ward is now a reaction to grant disadvantage on any one (*melee) attack, including melee spell attacks (like Chill Touch, Shocking Grasp and Thorn Whip). It's effectively "dodge" against one melee attack, but you don't have to use your Action. You can blast with an attack spell, and still be able to defend as a reaction. Between Blade Ward (for attacks) and Resistance (for save effects), wizards have their basic defensive tools for spell battles, baby! [*]Chill Touch doing more damage is much better for a melee attack. The Undead rider wasn't important. Lots of undead don't resist Necrotic damage. I would prefer updating the name to "Bonechill Touch". It makes the Necromancy effect more apparent, like the BG3 "Bone Chill" name change does, and it would still live in the same alphabetical order on any list. [*]Friends is a simple short-term Charm that doesn't mention negative hate-side effects. But it has to be Humanoid, and you can't really be in a fight at all, or have already cast Friends on it within 24 hours. Perfectly acceptable non-combat cantrip. [*]Poison Spray now being a crittable Necromancy attack at 30ft, for d12 poison damage? It's now worth considering. [*]Produce Flame has a cleaner design, IMO. Bonus action to start, and the light extends to a 20ft. radius. Much better spelunking tool available to the Druid. You still don't need to have an empty hand, so you can still interact with your flaming hand without causing damage until you decide to throw it. Though I still would like it to be able to be used as a melee attack as well. [*]Shillelagh is for Druids only (will Rangers use Druid list, or their own?). Sure, the damage die upgrades now and is better, but I'm still comparing it to other Druid cantrips. A 17th level druid with 20 Wisdom will do 2d6+5 (7-17) Force damage in melee using their Shillelagh, or 4d6 (4-24) Piercing damage with Thorn Whip at 30ft. range. However, if they updated the Shillelagh damage per strike even more (adding dice instead of increasing die-size), other characters who get Shillelagh easily, alongside multiple weapon attacks, could cause a balance concern. [*]Shocking Grasp's Opportunity Attack change should be an acceptable update, however the damage for this touch attack should be 1d10, like Chill Touch. [*]Spare the Dying is good with an increasing range, and I'm curious what the impact is for removing the Undead and Construct limitations. Do those monster types have built in rules to no longer count as "alive"? Or can they be helped with this spell? [*]True Strike is a good change that empowers weapon-wielding arcane casters, including warlocks that didn't choose the Pact of the Blade. Radiant is a good, illuminating damage for this Divination attack cantrip. Solid. Diviner Wizards who want to focus on their school would pretty much be weapon users if this was their only Divination attack cantrip. [/LIST] I like that Blade Ward, Resistance (each Reactions) and True Strike (Action attack) all work with each other well, providing the baseline effectiveness for a weapon-using Bard, Sorcerer, Warlock, Wizard, or Eldritch Knight. And you still have a Bonus Action for other shenanigans. (* Edited to clarify melee attacks and melee spell attacks for Blade Ward) [/QUOTE]
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