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Light, Dark, Underdark - November's Unearthed Arcana
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<blockquote data-quote="kalani" data-source="post: 7685496" data-attributes="member: 88085"><p>Here is my take on it:</p><ul> <li data-xf-list-type="ul"><strong>Close Quarters Fighting:</strong> This is OP and is almost worth an entire feat. It grants 1/3 of the benefit of <em>Crossbow Expert</em>, 1/3 the benefit of <em>Sharpshooter</em>, and grants a +1 bonus to hit on top. Compared to other fighting styles, a fighting style should never come this close to the power of a feat. The fighting style also works with ranged spell attacks as worded. If the FS only negated cover within 30ft, it would be on par with the benefits of other FS.</li> <li data-xf-list-type="ul"><strong>Tunnel Fighter:</strong> This one is hard to rate, as it depends entirely on how frequently you can trigger an opportunity attack. With that being said, like CQF above - this FS is much more powerful than any existing FS to date, and is probably worth a feat by itself. </li> <li data-xf-list-type="ul"><strong>Deep Stalker:</strong> The 3rd level benefit is useful, but not broken. It is equivalent to <em>Cunning Action</em> in power and results in less overall damage than a Hunter. Bonus spells and extended darkvision are nice, but not OP. Proficiency in Wisdom saves at 7th level is very interesting, and is worth 1/2 feat (Resilience). It is also interesting that the Deep Stalker gets it much earlier than Rogues or Monks. <em>Stalker's Flurry</em> helps offset the reduced damage that a Deep Stalker deals compared to a Hunter. I love <em>Stalker's Dodge</em>. Would have been nice if it came in earlier (say 6th or 11th level), but the ability is far from broken (esp. at the level it is obtained).</li> <li data-xf-list-type="ul"><strong>Shadow Sorcerer:</strong> Being able to see through your own <em>darkness</em> spells (but not the <em>darkness</em> effects of others) is useful, and balanced (as this feature is less powerful than <em>devil's sight</em>). Casting <em>darkness</em> for 1 SP is balanced by concentration. <em>Strength of the Grave</em> is OP. If this feature only worked once/short or long rest, or only worked a limited number of times/day, it would be balanced - but as written, it is too powerful. Either the DC needs to increase considerably (DC10+damage at min) or the frequency needs to be reduced. <em>Hound of Ill Omen</em> is a very interesting ability, although OP as written. As it is not limited to once/rest, nor does it require concentration - the Shadow Sorcerer could summon a pack of these over multiple rounds. <em>Shadow Walk</em> and <em>Shadow Form</em> are both balanced for their level. <em>Shadow Form</em> is comparable to a 3rd level Totem Barbarian's Bear Rage. </li> <li data-xf-list-type="ul"><strong>Undying Light Warlock:</strong> Bonus spells increase the warlock's damage potential, but damage is not generally the best use of a spell slot. <em>Radiant Soul</em> is powerful, but not broken. Adding CHA damage to your radiant/fire spells is comparable to <em>Agonizing Blast</em> and will compete with said (esp. in light of the bonus cantrips). <em>Searing Vengeance</em> is powerful, but limited. I think it is fine as written. <em>Radiant Resilience</em> and <em>Healing Light</em> appear to be balanced for their level.</li> </ul></blockquote><p></p>
[QUOTE="kalani, post: 7685496, member: 88085"] Here is my take on it: [LIST] [*][B]Close Quarters Fighting:[/B] This is OP and is almost worth an entire feat. It grants 1/3 of the benefit of [I]Crossbow Expert[/I], 1/3 the benefit of [I]Sharpshooter[/I], and grants a +1 bonus to hit on top. Compared to other fighting styles, a fighting style should never come this close to the power of a feat. The fighting style also works with ranged spell attacks as worded. If the FS only negated cover within 30ft, it would be on par with the benefits of other FS. [*][B]Tunnel Fighter:[/B] This one is hard to rate, as it depends entirely on how frequently you can trigger an opportunity attack. With that being said, like CQF above - this FS is much more powerful than any existing FS to date, and is probably worth a feat by itself. [*][B]Deep Stalker:[/B] The 3rd level benefit is useful, but not broken. It is equivalent to [I]Cunning Action[/I] in power and results in less overall damage than a Hunter. Bonus spells and extended darkvision are nice, but not OP. Proficiency in Wisdom saves at 7th level is very interesting, and is worth 1/2 feat (Resilience). It is also interesting that the Deep Stalker gets it much earlier than Rogues or Monks. [I]Stalker's Flurry[/I] helps offset the reduced damage that a Deep Stalker deals compared to a Hunter. I love [I]Stalker's Dodge[/I]. Would have been nice if it came in earlier (say 6th or 11th level), but the ability is far from broken (esp. at the level it is obtained). [*][B]Shadow Sorcerer:[/B] Being able to see through your own [I]darkness[/I] spells (but not the [I]darkness[/I] effects of others) is useful, and balanced (as this feature is less powerful than [I]devil's sight[/I]). Casting [I]darkness[/I] for 1 SP is balanced by concentration. [I]Strength of the Grave[/I] is OP. If this feature only worked once/short or long rest, or only worked a limited number of times/day, it would be balanced - but as written, it is too powerful. Either the DC needs to increase considerably (DC10+damage at min) or the frequency needs to be reduced. [I]Hound of Ill Omen[/I] is a very interesting ability, although OP as written. As it is not limited to once/rest, nor does it require concentration - the Shadow Sorcerer could summon a pack of these over multiple rounds. [I]Shadow Walk[/I] and [I]Shadow Form[/I] are both balanced for their level. [I]Shadow Form[/I] is comparable to a 3rd level Totem Barbarian's Bear Rage. [*][B]Undying Light Warlock:[/B] Bonus spells increase the warlock's damage potential, but damage is not generally the best use of a spell slot. [I]Radiant Soul[/I] is powerful, but not broken. Adding CHA damage to your radiant/fire spells is comparable to [I]Agonizing Blast[/I] and will compete with said (esp. in light of the bonus cantrips). [I]Searing Vengeance[/I] is powerful, but limited. I think it is fine as written. [I]Radiant Resilience[/I] and [I]Healing Light[/I] appear to be balanced for their level. [/LIST] [/QUOTE]
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