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June Unearthed Arcana: Druid Shepherd, Fighter Cavalier, and Paladin of Conquest
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<blockquote data-quote="evilbob" data-source="post: 7717716" data-attributes="member: 9789"><p>It took a while but I see what you're saying here. While I would personally rule that transferring the spell to a new target would be the equivalent of casting, frankly it doesn't matter if the king sees you or not: Hex is a no-save, no-attack, 1st-level spell that takes a bonus action to cast and lasts a minimum of an hour (but can last 24!). Maddening Hex is no-save, no-attack, no-restriction bonus damage to anything you've Hexed (it does regular damage, not Cha damage, unless I missed something). This effectively lets you kill anything you can see and get within 90' of, so long as you have the time to do it and they cannot access Remove Curse during that time (a 3rd level spell). It's more like: a 5th level Warlock can kill the tarrasque, so long as they can survive being within 90 feet of it for at least part of one turn!</p><p></p><p>And that's beside the point that between Hex (a 1st level spell) and Maddening Hex you could do an unstoppable d6+CHA bonus damage to a creature each round you hit it. It's like empowering your Eldritch Blast; that cantrip at level 5, assuming you hit twice, would do 2d10+2d6+2xCHA damage a round. Which... actually isn't that bad, compared to a 5th level paladin using a first level spell to smite I suppose, but it would last until the end of the encounter.</p><p></p><p>Back to the new class options: I like the druid idea in theory, but it feels lopsided; the 2nd level encounter power is extremely strong, but the rest of the powers aren't that good. Summoning wolves is a great tactic but you don't actually care about their HP or damage - that's sort of pointless for what they are really for (absorbing enemy actions and tripping). And the 14th level power is basically, "protect me from getting coup de graced by the DM" - which is just sort of weird. To me it goes back to the idea that a power that only triggers on death is not a good power - it encourages the wrong kind of play. Then again most 5E druids seem to be better in low-level play, and all their higher-level powers are sort of "meh," so they're keeping with that theme.</p></blockquote><p></p>
[QUOTE="evilbob, post: 7717716, member: 9789"] It took a while but I see what you're saying here. While I would personally rule that transferring the spell to a new target would be the equivalent of casting, frankly it doesn't matter if the king sees you or not: Hex is a no-save, no-attack, 1st-level spell that takes a bonus action to cast and lasts a minimum of an hour (but can last 24!). Maddening Hex is no-save, no-attack, no-restriction bonus damage to anything you've Hexed (it does regular damage, not Cha damage, unless I missed something). This effectively lets you kill anything you can see and get within 90' of, so long as you have the time to do it and they cannot access Remove Curse during that time (a 3rd level spell). It's more like: a 5th level Warlock can kill the tarrasque, so long as they can survive being within 90 feet of it for at least part of one turn! And that's beside the point that between Hex (a 1st level spell) and Maddening Hex you could do an unstoppable d6+CHA bonus damage to a creature each round you hit it. It's like empowering your Eldritch Blast; that cantrip at level 5, assuming you hit twice, would do 2d10+2d6+2xCHA damage a round. Which... actually isn't that bad, compared to a 5th level paladin using a first level spell to smite I suppose, but it would last until the end of the encounter. Back to the new class options: I like the druid idea in theory, but it feels lopsided; the 2nd level encounter power is extremely strong, but the rest of the powers aren't that good. Summoning wolves is a great tactic but you don't actually care about their HP or damage - that's sort of pointless for what they are really for (absorbing enemy actions and tripping). And the 14th level power is basically, "protect me from getting coup de graced by the DM" - which is just sort of weird. To me it goes back to the idea that a power that only triggers on death is not a good power - it encourages the wrong kind of play. Then again most 5E druids seem to be better in low-level play, and all their higher-level powers are sort of "meh," so they're keeping with that theme. [/QUOTE]
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June Unearthed Arcana: Druid Shepherd, Fighter Cavalier, and Paladin of Conquest
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