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<blockquote data-quote="Kobold Stew" data-source="post: 7158396" data-attributes="member: 23484"><p>You have asked for honest critiques: I feel this is too powerful. </p><p></p><p>1. Radiant rebuke isn't a '"good" version of hellish rebuke; it also substitutes a rare form of damage (radiant) against one much more easily stopped (fire); pulls it gives a warlock spell to a cleric. If the damage were dropped to d6, or perhaps d8 but nonlethal damage, it might be viable. Further, you should specify that the spell is available to anyone who can cast hellish rebuke. But really, just put hellish rebuke on the spell list, and do the fire damage. </p><p></p><p>2. Other bonus spells. Haste, dimension door, and telekinesis do not seem particularly relevant to the theme, and the first two are significant combat boosts.</p><p></p><p>3. Bonus proficiencies. You are giving a rouge's expertise on any two of four very useful skills. Too much choice. Remove perception and intimidation, and let players choose proficiency and expertise on one of either Investigation or Insight, and it's fine (I understand you are "balancing" against heavy armour and martial weapons; I'm not concerned about that, since this is not a front-line fighter. It should be weaker than the rogue ability. </p><p></p><p>4. Merciful death. I understand you see this as a ribbon ability. I do not, and it seems very powerful. It can turn a loyal NPC into a suicide bomber; it can make someone feel unaware that they are being attacked. It is a high-level ability that could change a game in the hands of a clever player. (Feels no pain? at all? without a save? Tell me you couldn't hack that in some way).</p><p></p><p>There are some proofreading things (this was once called the Executioner?), but they are easily caught. I think it just needs to be dialled back. A home-brew domain should be interesting, and point to a new way of playing a cleric, but shouldn't be an automatic choice. I hope this helps.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 7158396, member: 23484"] You have asked for honest critiques: I feel this is too powerful. 1. Radiant rebuke isn't a '"good" version of hellish rebuke; it also substitutes a rare form of damage (radiant) against one much more easily stopped (fire); pulls it gives a warlock spell to a cleric. If the damage were dropped to d6, or perhaps d8 but nonlethal damage, it might be viable. Further, you should specify that the spell is available to anyone who can cast hellish rebuke. But really, just put hellish rebuke on the spell list, and do the fire damage. 2. Other bonus spells. Haste, dimension door, and telekinesis do not seem particularly relevant to the theme, and the first two are significant combat boosts. 3. Bonus proficiencies. You are giving a rouge's expertise on any two of four very useful skills. Too much choice. Remove perception and intimidation, and let players choose proficiency and expertise on one of either Investigation or Insight, and it's fine (I understand you are "balancing" against heavy armour and martial weapons; I'm not concerned about that, since this is not a front-line fighter. It should be weaker than the rogue ability. 4. Merciful death. I understand you see this as a ribbon ability. I do not, and it seems very powerful. It can turn a loyal NPC into a suicide bomber; it can make someone feel unaware that they are being attacked. It is a high-level ability that could change a game in the hands of a clever player. (Feels no pain? at all? without a save? Tell me you couldn't hack that in some way). There are some proofreading things (this was once called the Executioner?), but they are easily caught. I think it just needs to be dialled back. A home-brew domain should be interesting, and point to a new way of playing a cleric, but shouldn't be an automatic choice. I hope this helps. [/QUOTE]
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