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[Homebrew] Greater Produce Flame
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<blockquote data-quote="Quickleaf" data-source="post: 7157502" data-attributes="member: 20323"><p>I don't think you're grokking what I'm saying. </p><p></p><p>Let me go through your examples and explain how those are different from your proposed 24-hour no-concentration 1st-level <em>produce flame</em> bonus action variant...</p><p></p><p><strong>Cleric - War Domain - War Priest 1st level feature</strong></p><p>This lets you make a weapon attack as a bonus action Wisdom modifier #times/long rest. You could <em>sacred flame</em> (action) and weapon attack (bonus action), for example. This is different from what you suggest in 3 ways:</p><ol> <li data-xf-list-type="ol">Your <em>produce flame</em> could let you use a cantrip (action) + <em>produce flame</em> (bonus action). Letting a PC use two spells on their turn for a 1st level slot (whose effect is ongoing without concentration) is unquestionably OP.</li> <li data-xf-list-type="ol">Your <em>produce flame</em> relies on your primary attribute. A War Domain Cleric is relying either on Strength or Dexterity (secondary attributes).</li> <li data-xf-list-type="ol">Your <em>produce flame</em> is better because there's no limit on #times you can throw the flame as a bonus action. 24 hours is a long long time, easily letting you surpass the War Priest feature.</li> </ol><p></p><p>Not the same.</p><p></p><p><strong>Fighter - Second Wind 2nd level feature</strong></p><p>Second Wind is a an ability wholly unique to the Fighter - no other class gets bonus action healing, so it's a poor example to choose as a comparison because it's apples-to-oranges. If we do compare them, however, we see that Second Wind is limited by requiring a short or long rest. Your <em>produce flame</em>, however, lasts for 24 hours. </p><p></p><p>Not the same.</p><p></p><p><strong>Warlock - 1st level <em>hex</em> spell</strong></p><p>There's a difference between "bonus action to cast" and "bonus action to make an attack with an ongoing spell." With <em>hex</em>, the +1d6 damage is limited by concentration (1 hour). I think it's very telling of how OP your <em>produce flame</em> variant is, that <em>hex</em> lasts for 24 hours <strong>if cast with a 5th level spell slot</strong> (and even then still requires concentration).</p><p></p><p>Not the same.</p><p></p><p><strong>Druid - <em>shillelagh</em> cantrip</strong></p><p>Shillelagh is the best comparison of those you gave IMO. It empowers a staff to deal d8 instead of d6, makes it magical, and lets you use your Wisdom instead of Strength. It does NOT let you make a bonus action attack, however. Your <em>sacred flame</em> lets you make a bonus action attack dealing 1d8 damage.</p><p></p><p>Not the same.</p><p></p><p style="margin-left: 20px">It's also worth noting that <em>hex</em> is a Warlock-only spell & <em>shillelagh</em> is a Druid-only spell that is hard for other PCs to get without using optional rules like feats/multiclassing. This point is more subjective, but I suspect it has to do with the party roles the designers were trying to steer certain classes toward. YMMV about whether that's important in your games.</p><p></p><p>Ultimately, everyone has to find the metric for balance that works at their table. A casual group not too concerned with balance could allow your version, likely without it rocking the boat too much. Personally, I would not use it in my games without toning it down.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7157502, member: 20323"] I don't think you're grokking what I'm saying. Let me go through your examples and explain how those are different from your proposed 24-hour no-concentration 1st-level [I]produce flame[/I] bonus action variant... [B]Cleric - War Domain - War Priest 1st level feature[/B] This lets you make a weapon attack as a bonus action Wisdom modifier #times/long rest. You could [I]sacred flame[/I] (action) and weapon attack (bonus action), for example. This is different from what you suggest in 3 ways: [list=1][*]Your [I]produce flame[/I] could let you use a cantrip (action) + [I]produce flame[/I] (bonus action). Letting a PC use two spells on their turn for a 1st level slot (whose effect is ongoing without concentration) is unquestionably OP. [*]Your [I]produce flame[/I] relies on your primary attribute. A War Domain Cleric is relying either on Strength or Dexterity (secondary attributes). [*]Your [I]produce flame[/I] is better because there's no limit on #times you can throw the flame as a bonus action. 24 hours is a long long time, easily letting you surpass the War Priest feature.[/list] Not the same. [B]Fighter - Second Wind 2nd level feature[/B] Second Wind is a an ability wholly unique to the Fighter - no other class gets bonus action healing, so it's a poor example to choose as a comparison because it's apples-to-oranges. If we do compare them, however, we see that Second Wind is limited by requiring a short or long rest. Your [I]produce flame[/I], however, lasts for 24 hours. Not the same. [B]Warlock - 1st level [I]hex[/I] spell[/B] There's a difference between "bonus action to cast" and "bonus action to make an attack with an ongoing spell." With [I]hex[/I], the +1d6 damage is limited by concentration (1 hour). I think it's very telling of how OP your [I]produce flame[/I] variant is, that [I]hex[/I] lasts for 24 hours [B]if cast with a 5th level spell slot[/B] (and even then still requires concentration). Not the same. [b]Druid - [I]shillelagh[/I] cantrip[/b] Shillelagh is the best comparison of those you gave IMO. It empowers a staff to deal d8 instead of d6, makes it magical, and lets you use your Wisdom instead of Strength. It does NOT let you make a bonus action attack, however. Your [I]sacred flame[/I] lets you make a bonus action attack dealing 1d8 damage. Not the same. [INDENT]It's also worth noting that [I]hex[/I] is a Warlock-only spell & [I]shillelagh[/I] is a Druid-only spell that is hard for other PCs to get without using optional rules like feats/multiclassing. This point is more subjective, but I suspect it has to do with the party roles the designers were trying to steer certain classes toward. YMMV about whether that's important in your games.[/INDENT] Ultimately, everyone has to find the metric for balance that works at their table. A casual group not too concerned with balance could allow your version, likely without it rocking the boat too much. Personally, I would not use it in my games without toning it down. [/QUOTE]
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