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Mythological Figures: Coyote (5E)
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<blockquote data-quote="StormFont" data-source="post: 7747107" data-attributes="member: 6855737"><p>Spells that do something for battle, surely. Perhaps illusion or escape spells. For a warlock to take a spell, it's gotta either scale or be almost always relevant. Those up there are some of the most situational spells in D&D. Only Color Spray is good for battle and it scales terribly.</p><p></p><p>Warlocks are pretty much always good at diplomacy. They have charisma focus and their goal is pumping it high as soon as possible. Anyway, even intrigue-focused subclasses like Glamor and Whispers Bard and Inquisitive and Mastermind Rogue have something for combat.</p><p></p><p>Advantage against charm effects is literally weaker than the elf racial feature. You should just give immunity up front. And advantage against fear is the halfling racial feature. Just give immunity.</p><p></p><p>So those are the only combat buffs in there, anti-charm and anti-fear. Pretending you're charmed or frightened while you're not has no benefit. If you act like it, isn't it as good as someone having charmed you anyway? And if you don't, that little extra feature does nothing. Anyone can pretend to be charmed or frightened anyway, all they need is a perform check. From what I see, the charm and fear spells don't even tell you whether the effect succeeded or failed.</p><p></p><p>A much more fitting effect would be turning the effect back on the caster, though Archfey already has something like that. Maybe you could broaden the scale of conditions it'd work against. Advantage in mental saves in general would be fitting.</p><p></p><p>How about instead of diplomancer, you have it play tricks on the enemy?</p><p></p><p>About the level 6 feature, rolling an 11 isn't a very impressive thing to do once per rest. Rogues can auto-succeed on things by level 11. And Glibness is nice and all but it still doesn't help in combat. It also renders the level 6 feature irrelevant.</p></blockquote><p></p>
[QUOTE="StormFont, post: 7747107, member: 6855737"] Spells that do something for battle, surely. Perhaps illusion or escape spells. For a warlock to take a spell, it's gotta either scale or be almost always relevant. Those up there are some of the most situational spells in D&D. Only Color Spray is good for battle and it scales terribly. Warlocks are pretty much always good at diplomacy. They have charisma focus and their goal is pumping it high as soon as possible. Anyway, even intrigue-focused subclasses like Glamor and Whispers Bard and Inquisitive and Mastermind Rogue have something for combat. Advantage against charm effects is literally weaker than the elf racial feature. You should just give immunity up front. And advantage against fear is the halfling racial feature. Just give immunity. So those are the only combat buffs in there, anti-charm and anti-fear. Pretending you're charmed or frightened while you're not has no benefit. If you act like it, isn't it as good as someone having charmed you anyway? And if you don't, that little extra feature does nothing. Anyone can pretend to be charmed or frightened anyway, all they need is a perform check. From what I see, the charm and fear spells don't even tell you whether the effect succeeded or failed. A much more fitting effect would be turning the effect back on the caster, though Archfey already has something like that. Maybe you could broaden the scale of conditions it'd work against. Advantage in mental saves in general would be fitting. How about instead of diplomancer, you have it play tricks on the enemy? About the level 6 feature, rolling an 11 isn't a very impressive thing to do once per rest. Rogues can auto-succeed on things by level 11. And Glibness is nice and all but it still doesn't help in combat. It also renders the level 6 feature irrelevant. [/QUOTE]
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