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<blockquote data-quote="mellored" data-source="post: 9790187" data-attributes="member: 6801209"><p>You are correct that Disengage from an enemy isn't going to come up very often, but I think you missed the fact that the THP doesn't go away when the spell ends.</p><p></p><p>Just free cast HM at the start of the day, drop concentration, and carry on with your THP.</p><p></p><p></p><p>level 3</p><p>+1d4 damage once per turn.</p><p>Resistance, which w</p><p>1d10+3 THP * 3 uses.  Which scales better than it seems, as at high level, using a level 1 slot and bonus action for 20+ THP is pretty good value (as long as your not concentration on something else).</p><p>Combined all the features and thus is pretty strong.</p><p></p><p>Level 7</p><p>Mass Heal for 1d10+7 * 3 targets.  Advantage vs frightened is a bit niche, but it may come up now and then.  Not sure what this has to do with Winter, but it's between meh and ok.</p><p></p><p>Level 11:</p><p>reaction stun.  Which is much worse than it sounds.  3 times per day * 50% save chance * 50% of 1 enemies turn (since they had to hit you first, and it's over before their next turn) = .75 turns of stun.   Very weak.</p><p></p><p>Level 17:</p><p>+5 damage zone is pretty meh.</p><p>Walk through walls is extremely good utility.  That can win many combats by itself, just pop though a wall, shoot, and retreat.</p><p></p><p>Reminder that damage can't break it (ranger 13), and you have a climb speed (ranger 6), so going into the ground is great too.  Really would be worth upcast HM to level 5 and you can stay in ghost mode all day (at the cost of any other concentration spell).</p><p></p><p>So it's really just the level 17 feature that requires HM, but is probably a bit too strong if you do it.</p></blockquote><p></p>
[QUOTE="mellored, post: 9790187, member: 6801209"] You are correct that Disengage from an enemy isn't going to come up very often, but I think you missed the fact that the THP doesn't go away when the spell ends. Just free cast HM at the start of the day, drop concentration, and carry on with your THP. level 3 +1d4 damage once per turn. Resistance, which w 1d10+3 THP * 3 uses. Which scales better than it seems, as at high level, using a level 1 slot and bonus action for 20+ THP is pretty good value (as long as your not concentration on something else). Combined all the features and thus is pretty strong. Level 7 Mass Heal for 1d10+7 * 3 targets. Advantage vs frightened is a bit niche, but it may come up now and then. Not sure what this has to do with Winter, but it's between meh and ok. Level 11: reaction stun. Which is much worse than it sounds. 3 times per day * 50% save chance * 50% of 1 enemies turn (since they had to hit you first, and it's over before their next turn) = .75 turns of stun. Very weak. Level 17: +5 damage zone is pretty meh. Walk through walls is extremely good utility. That can win many combats by itself, just pop though a wall, shoot, and retreat. Reminder that damage can't break it (ranger 13), and you have a climb speed (ranger 6), so going into the ground is great too. Really would be worth upcast HM to level 5 and you can stay in ghost mode all day (at the cost of any other concentration spell). So it's really just the level 17 feature that requires HM, but is probably a bit too strong if you do it. [/QUOTE]
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