Zardnaar
Legend
2024 Shield Master doesn't use your bonus action (one change from 2014)
Derp I blame ze French.
2024 Shield Master doesn't use your bonus action (one change from 2014)
Sure, it's silly to say that maybe if a 1st-level slot converts into one Bardic Inspiration use, maybe a 9th-level spell slot should convert into more than one as well. (And as noted, the Artificer doesn't have this issue.)I'm sorry, but this complaint is just silly. The fact that you get diminishing returns for completely spamming Bardic Inspiration and only really want to dump your lowest level slots but can use higher is not a problem.
Every Cleric gets gifted spell lists by their domain, that's the entire point of the spell list. Knowledge Clerics arbitrarily get more than everyone else, with no sacrifice in other areas, and the designers explicitly stated in the UA for the subclass that the added spells and other changes to the subclass were about giving it more combat utility.Again this is silly. Knowledge clerics know a lot and are gifted knowledge by the gods. And the size of your spell list gives diminishing returns. Someone should know the most spells.
One class getting a significant reduction to its class resource—one that's shared between base class features and also required for their subclass features—when almost every other class gets much more uses of their class features is nonsensical.So your problem here is that (a) a small nerf went alongside the buffs and (b) you get diminishing returns on spamming wild shape?
Bad choices suck. At level 10 a Cleric can, once a day, cast any spell of 5th-level or lower from their spell list without having it prepared and without any components or spell slot. There's no cost beyond the one use per day. A Druid at that same level has to burn a use of a reduced class resource to get one 1st-level spell slot that still abides by prepared spells, components, etc.You just seem to dislike choices here. In general this is sub par and intended to be but sometimes you want that emergency heal.
People who play Monks by throwing Stunning Strike out on every attack and then complain when they run out of ki shouldn't be playing Monks, that much is obvious to everyone.Oh noes! You use your action to attack when in combat! Except the 2024 monk may take the dodge action and still attack. And you don't just spam Stunning Strike until out of Ki.
So ... Cloak of Shadows is for when the ninja monk is preparing an ambush rather than spamming. The shadow monk doesn't cheat round the action economy much. I don't get the complaint?
The Monk weapon mastery was an increased damage die which is a legit buff. Open hand technique is a decent add on
It hardly helps when you acknowledge that 2024 Rogues are in a terrible place, but a big part of that is due to 2024 not really thinking through how its design choices affect other areas of the game. Rogues rely more on their once-a-turn Sneak Attack, so being able to make more attacks doesn't benefit them as much as other classes. Rogues used to be top-tier skill-wise, but Fighters and Barbarians' new features blow past them especially at low levels. Rogues could already give themselves easy advantage without Vex, so that isn't a huge boon for them. The end result is that other classes have gotten much stronger at skill utility, while the Rogue doesn't get as much of a combat boost as those classes have gotten, making their place in the game much weaker because their deficiencies are more pronounced and their niche is eroded.As long as they use abilities. On the other hand someone has to be last and the 2024 rogue is it - but is way better than the 2014 monk or even the 2014 rogue while the ceiling hasn't moved much except for lawnmowers.
Vex is not "very little of a bump". For that matter Nick is surprisingly substantial for melee rogues.
1d6 at a time
Yeah, knowing to not poison the undead is useful
And take enemies out for an entire round as you do. This is a silly complaint.
Bladelock was never terrible, it was just that a certain subset of players believed that Bladelocks (and exclusively Bladelocks) needed to be just as strong as martials with weapon attacks on top of their full casting. The idea that they need to be able to attack with Charisma is something that never was a problem for Paladins or Rangers, and the popularity of this isn't about Bladelocks specifically but about multiclass builds that abuse the ability to use one ability score for weapon attacks and magic.This is sheer arrant nonsense. The problem was that the 2014 Bladelock was so terrible it needed an entire subclass (Hexblade) to make it playable. The Tome and the Chain were both very playable under 2014 rules and therefore only got minor buffs (and a lot of pure chaff was removed,).
This is a pure White Room analysis. The basic fact is that outside tier 1 the warlock is probably the squishiest class in the game. No Mage Armour, medium armour, or shields. No Shield (or Absorb Elements). No self heals on their spell list. The only exceptions are caused by the subclass and the False Life at will invocation which doesn't scale.
This is part of the reason the Pact of the Blade was so bad - and even with the upgraded Pact of the Blade you need another reason to want to be close to enemies because it gets suicidal otherwise. The Archfey gets a melee boost because without it it just wants to hang back and spam Eldritch Blast for safety's sake. The buff is to make the play style work at all.
Except for the mechanics in 2024 that let a player obtain exactly the magic weapon they want.You don't care about "the majority of weapons". You only care about one. If you're a Paladin who finds a Holy Avenger longsword (or just a flametongue longsword) you will be wielding a Sap weapon regardless of whether you care about style or effectiveness. Saying Topple > Sap may be true - but Topple > Sap therefore you will be automatically wielding a Topple weapon is pure White Room theory crafting.
Oh geez, thanks for pointing out that you can't use Polearm Master's reaction attack if you're using a weapon that supports Defensive Duelist. Or that a feat that gives you a substantial increase to your AC makes you bad at tanking. This is all very logical.There's also the matter that Defensive Duelist eats your reactions to work. Which means
Basically Defensive Duelist is for dueling and tanks your ability to tank.
- If you're mezzed your AC collapses
- You can't use the Sentinel feat or the Polearm Master's interrupt attack
- You're shut out of a number of good class and subclass features
Or maybe there's no reason to make just spamming one ability look like a good idea.Sure, it's silly to say that maybe if a 1st-level slot converts into one Bardic Inspiration use, maybe a 9th-level spell slot should convert into more than one as well.
Knowledge clerics know more than other clerics. W00tEvery Cleric gets gifted spell lists by their domain, that's the entire point of the spell list. Knowledge Clerics arbitrarily get more than everyone else,
No it isn't. You just don't like it.One class getting a significant reduction to its class resource—one that's shared between base class features and also required for their subclass features—when almost every other class gets much more uses of their class features is nonsensical.
The ninja does that before combatAlso, Cloak of Shadows has combat utility so a Monk would want to dedicate a turn to using it.
Yes it does if you actually run the numbers and don't combo with additional damage features like Hunter's Mark or Divine Favour. To simplify we're going to assume all attacks have the same to hit chanceLastly, the Monk getting a slight increase on its damage die doesn't come close to comparing to the additional damage output granted by Cleave or Nick or the benefits and options of other masteries.
Someone has to be last. And no Primal Rage (Stealth) doesn't step on their toesIt hardly helps when you acknowledge that 2024 Rogues are in a terrible place,
This actually isn't soRogues rely more on their once-a-turn Sneak Attack, so being able to make more attacks doesn't benefit them as much as other classes.
Fighters possibly at the cost of their self healing - but at the levels Guidance does as well. Barbarians no because they have to be raging.Rogues used to be top-tier skill-wise, but Fighters and Barbarians' new features blow past them especially at low levels.
Just a decent QoL feature.Rogues could already give themselves easy advantage without Vex, so that isn't a huge boon for them.
Breaking this down by level:The end result is that other classes have gotten much stronger at skill utility, while the Rogue doesn't get as much of a combat boost as those classes have gotten
Because you are trying for a straight up save or lose. Those are really powerful effects."1d6 at a time" is only if you use one of the base options, once per Sneak Attack. You get the ability to use two per Sneak Attack, then you get options that consume more and more of your Sneak Attack dice. Using Daze twice or Knock Out eats up 6d6 of your Sneak Attack dice,
Oh noes. I guess no one should ever cast spells that require saving throws and lose their entire action and the spell slot.And of course worth noting that a.) it's possible to spend Sneak Attack dice on a Cunning Strike option and then have the target pass the save,
So no debuff spells ever - instead spam damage. Gotcha.and b.) any condition you inflict with Cunning Strikes isn't as strong as making the target dead.
This is arrant nonsense. The Bladelock was best played like the Bladesinger - you treat your blade as a ribbon, hang back, and throw spells.Bladelock was never terrible, it was just that a certain subset of players believed that Bladelocks (and exclusively Bladelocks) needed to be just as strong as martials with weapon attacks on top of their full casting.
And you don't have to use it. Can you play a Feylock as a bladelock? Yes. But due to squishiness and high resource investment it would be objectively inferior to do this if there were no synergies with the subclass.Also, it isn't "White Room analysis" to say that a subclass with a feature that only functions when you activate it when you're within 5 feet of a creature or which discourages the target from attacking anyone but you is clearly meant for a melee combatant rather than a typical squishy Warlock.
So they should hang back and use distance as their main defence.Yes, Warlocks don't have good defensive features—
Because they were suicidal otherwise. If you have to multiclass to make it work it's because it's not working by itself.but as mentioned, Bladelocks were often played as multiclass builds
Which doesn't fix the Bladelock, just patches it., and taking/starting with a single level in Fighter or Paladin eliminates every weakness of the 2024 Bladelock.
With low enough challenge so was the monk.Pact of the Blade was always viable in 2014.
What are you thinking of? Thirsting Blade? Eldritch Smite from Xanathar's? The Hexblade? Devil's Sight + Darkness for easy Advantage to help you hit? Or something homebrew?You can easily pick up Moderately Armored for durability, and Pact of the Blade always had an invocation that alleviates a lower investment in Strength/Dexterity.
[Citation needed]Just because the designers of 2024 expected everyone playing Bladelocks to also have a level elsewhere
It's their focus because they want it to actually work. You can practically vomit out a set of random abilities and they will work for Eldritch Blast spammers. But an Infernal Bladelock feels very different from a Fey Bladelock and it's a fun design challenge.doesn't change that it's clearly their focus,
To put things another way Tomelocks spend a single invocation, possibly two, on the Tome and one on Agonizing blast and they are good and can spend their other invocations on interesting things. Likewise Chainlocks. Bladelocks need to go almost all in because they are worse.and not just based on subclass design as listed. Chainlocks get very little that doesn't help their familiars stay relevant at higher levels, and Tomelocks are significantly nerfed with the loss of Book of Ancient Secrets. Only Bladelocks get new invocations at higher levels, and Bladelocks retain the one facet that made the one-level Warlock dips popular.
Tell me you don't understand what tanking is without telling me you don't understand what tanking is.It Or that a feat that gives you a substantial increase to your AC makes you bad at tanking. This is all very logical.
This isn't the only time you've done this, where you misinterpret/misrepresent what you're responding to. No one said "absurd number of magic items", what was said was "absurd number of magic items that boost AC". You can't weigh mechanics on the basis that one character of yours has a total of +7 AC from all of their magic item bonuses—most PCs aren't going to have that specific setup at level 13.
(After all, you already mentioned you're using random treasure, which resulted in unoptimal weapons and at least one player disappointed that their character hadn't gotten anything good for them.)
And remember: at the same level, Defensive Duelist is an unlimited-use +5 AC that's completely independent of magic item drops, and everything but the shield is compatible with it (and before you say "not the longsword", Defenders can come in shortsword/scimitar).
And how exactly does the warlock have the spell slots to have all three of those up before level 11? You've also nothing left for more than an Eldritch Blast offensivelyWarlock never struck me as particularly squishy, they have a solid selection of defensive spells they are supposed to cast on themselves before engaging in melee, and their class features are usually defensive in nature as well.
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Squishy Warlock argument vs Armor of Agathys, Mirror Image, and Shadow of Moil.
Lastly, the Monk getting a slight increase on its damage die doesn't come close to comparing to the additional damage output granted by Cleave or Nick or the benefits and options of other masteries.
Also, it isn't "White Room analysis" to say that a subclass with a feature that only functions when you activate it when you're within 5 feet of a creature or which discourages the target from attacking anyone but you is clearly meant for a melee combatant rather than a typical squishy Warlock. Yes, Warlocks don't have good defensive features—but as mentioned, Bladelocks were often played as multiclass builds, and taking/starting with a single level in Fighter or Paladin eliminates every weakness of the 2024 Bladelock.
Or that a feat that gives you a substantial increase to your AC makes you bad at tanking.
simple, it's once per turn.But how do you handle the once per turn restriction?
usually not a problem.Bonus action prevents stacking too many things.
From a number of posts I've seen from people before on this message board, anything that isn't "optimal" is therefore wrongbadfun or your playing the game wrong or using the wrong weapons for PCs.Whats wrong with a sword and board paladin?
Bonus actions are 1/turn in total.simple, it's once per turn.
Bad example. That is already possible.if someone is a rogue/paladin, they can sneak attack and smite each once per turn.
Define problem? I think it is a problem when stacking 5 things on the same effect makes interactions very complex.usually not a problem.
Overpowered is not a measurement here. It is about reducing complexity.if it's not spellcasting, it is not overpowered 99% of the time.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.