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<blockquote data-quote="ro" data-source="post: 7250184" data-attributes="member: 6890747"><p>Got it.</p><p></p><p><strong>Athlete</strong></p><p></p><p></p><p>Yeah, I thought about it that way, too, but I think it all evens out in the end. Simply treating it as one level less is nearly the same as the long rest will still cure you of a level, just as this ability resets. One other consequence with that wording is that you have to clarify that there can be 8 levels of exhaustion: otherwise at the max level, level 7 = death, you would treat it at 6 and be un-killable by exhaustion. But yes, you could go into the day with levels and then ignore the next level: you may decide, "Hey, I'm ok with levels 1 and 2, but level 3 is too much. I'm resisting!" I'm not sure that in matters which order you do things in.</p><p></p><p><strong>Mounted Combatant</strong></p><p></p><p></p><p>I see! There is ambiguity then. How about one of these?:</p><p></p><p>1) "You can make the roll to shove using either your own, or your mount’s ability and size."</p><p>2) "You can make the roll to shove using either your own, or your mount’s characteristics."</p><p>3) "You can make the roll to shove using either your own, or your mount’s statistics."</p><p></p><p><strong>Brawler</strong></p><p></p><p></p><p>Ah, but you can't use your bonus action to grapple until after you have used an attack and hit the target. That limits some of the craziness. So you gain one attack, but it is not with advantage. Similarly, you cannot pin the creature on that same turn, as that requires a full action. Unless you Action Surge, but it had to be an unarmed strike to get the bonus action, so you are already likely not maximizing damage.</p><p></p><p>If the biggest problem is the advantage, you could change:</p><p>"- You have advantage on attack rolls against a creature you are grappling."</p><p>to:</p><p>"- You ignore disadvantage on attack rolls against a creature you have pinned."</p><p>This in effect gives you advantage against the pinned creature, but not a merely grappled creature.</p><p></p><p><strong>Dungeon Delver</strong></p><p></p><p></p><p>I appreciate your concerns and your compromise, and I will be wary to consider them if there are future revisions.</p><p></p><p></p><p></p><p>Yay!</p><p></p><p><strong>Mage Slayer</strong></p><p></p><p></p><p>I think my wording definitely needs some simplification: the mechanic is there, but he wording is not.</p><p></p><p>I did see a suggestion elsewhere about a simple attack, but that disadvantage which comes from the rest of the feat anyway seems too good. I don't want this feat to overshadow a 10th level Abjuration Wizard.</p><p></p><p></p><p><strong>Mage Slayer</strong></p><p>-- When a creature that you can target casts a spell, you can use your reaction to make <strong>an attack</strong> against that creature.</p><p><strong>- Once per long rest, you may use your reaction attack to attempt to stop the spell from being cast. Rather than rolling for the attack, use your attack ability to make an ability check against the spell. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.</strong></p><p>- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.</p><p>- You have advantage on saving throws against spells cast by creatures within 5 feet of you.</p><p></p><p><strong>Magic Initiate</strong></p></blockquote><p></p>
[QUOTE="ro, post: 7250184, member: 6890747"] Got it. [b]Athlete[/b] Yeah, I thought about it that way, too, but I think it all evens out in the end. Simply treating it as one level less is nearly the same as the long rest will still cure you of a level, just as this ability resets. One other consequence with that wording is that you have to clarify that there can be 8 levels of exhaustion: otherwise at the max level, level 7 = death, you would treat it at 6 and be un-killable by exhaustion. But yes, you could go into the day with levels and then ignore the next level: you may decide, "Hey, I'm ok with levels 1 and 2, but level 3 is too much. I'm resisting!" I'm not sure that in matters which order you do things in. [b]Mounted Combatant[/b] I see! There is ambiguity then. How about one of these?: 1) "You can make the roll to shove using either your own, or your mount’s ability and size." 2) "You can make the roll to shove using either your own, or your mount’s characteristics." 3) "You can make the roll to shove using either your own, or your mount’s statistics." [b]Brawler[/b] Ah, but you can't use your bonus action to grapple until after you have used an attack and hit the target. That limits some of the craziness. So you gain one attack, but it is not with advantage. Similarly, you cannot pin the creature on that same turn, as that requires a full action. Unless you Action Surge, but it had to be an unarmed strike to get the bonus action, so you are already likely not maximizing damage. If the biggest problem is the advantage, you could change: "- You have advantage on attack rolls against a creature you are grappling." to: "- You ignore disadvantage on attack rolls against a creature you have pinned." This in effect gives you advantage against the pinned creature, but not a merely grappled creature. [b]Dungeon Delver[/b] I appreciate your concerns and your compromise, and I will be wary to consider them if there are future revisions. Yay! [B]Mage Slayer[/b] I think my wording definitely needs some simplification: the mechanic is there, but he wording is not. I did see a suggestion elsewhere about a simple attack, but that disadvantage which comes from the rest of the feat anyway seems too good. I don't want this feat to overshadow a 10th level Abjuration Wizard. [B]Mage Slayer[/B] -- When a creature that you can target casts a spell, you can use your reaction to make [B]an attack[/B] against that creature. [B]- Once per long rest, you may use your reaction attack to attempt to stop the spell from being cast. Rather than rolling for the attack, use your attack ability to make an ability check against the spell. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.[/B] - When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. - You have advantage on saving throws against spells cast by creatures within 5 feet of you. [b]Magic Initiate[/b] [/QUOTE]
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