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<blockquote data-quote="Stalker0" data-source="post: 8697783" data-attributes="member: 5889"><p>My quick and dirty:</p><p></p><p>Glitchlings: Pretty neat. The auto 10 might be a bit strong on saves, if you have the right bonuses and always pass on a 10, effectively you gain legendary resistance. Than again, against other abilities its 100% worthless, so probably fine.</p><p></p><p>Fate Domain: I know they get the augury ability, but shouldn't augury be on their domain spell list? The hunter's mark esque ability is a little weird, I also think it should be charisma save (charisma to me is better for more soul/extraplanar stuff, and I don't think the save should be as hard as a full wisdom save).</p><p></p><p>Cohort of Chaos: Possible exploit, if I can attack cantrip the ground or something, and keep my party a good distance away from me, I effectively gain and at-will teleport (just keep rolling until you get the teleport option, as none of the other options really trip you up if your allies are a distance away). Now its a slow teleport, but if your just exploring and you have time....you have a character that can just teleport whereever they want. Note that the per day uses is ONLY for the bonus action surge, not the attack roll portion.</p><p></p><p>Ember of the fire Giant: Now that's a feat! Lots of goodies in that one.</p><p></p><p></p><p>Antagonize Spell: Not sure about this one. Even assuming they fail the save AND hit with their attack, are they really doing that much damage as compared to fireball? The upcast is so weak its insulting. The loss of a reaction could be useful against a caster, but if I'm trying to disable there are way better options. This feels like a 2nd level spell.</p><p></p><p>House of Cards: Neat spell, not sure ultimately how useful it will be, but its a cool design.</p><p></p><p>Spirit of Death: Seems like a decent enough summons, the fact that it gets advantage on all its attacks is pretty solid and it does reasonable damage with a reasonable AC. I'd have to compare it to other summons but at first glance I like it.</p><p></p><p>Warrior's Spirit: I think the bonus action unarmed strike is needlessly complicated. Just give the monk version 1 extra attack over the other forms, easy peesy. There's no reason to perfectly replicate a monk or a fighter. Also again depending on how you rule attacks, that fighter could just keep giving the entire party temp hp for an entire hour over and over again. That seems pretty darn good.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8697783, member: 5889"] My quick and dirty: Glitchlings: Pretty neat. The auto 10 might be a bit strong on saves, if you have the right bonuses and always pass on a 10, effectively you gain legendary resistance. Than again, against other abilities its 100% worthless, so probably fine. Fate Domain: I know they get the augury ability, but shouldn't augury be on their domain spell list? The hunter's mark esque ability is a little weird, I also think it should be charisma save (charisma to me is better for more soul/extraplanar stuff, and I don't think the save should be as hard as a full wisdom save). Cohort of Chaos: Possible exploit, if I can attack cantrip the ground or something, and keep my party a good distance away from me, I effectively gain and at-will teleport (just keep rolling until you get the teleport option, as none of the other options really trip you up if your allies are a distance away). Now its a slow teleport, but if your just exploring and you have time....you have a character that can just teleport whereever they want. Note that the per day uses is ONLY for the bonus action surge, not the attack roll portion. Ember of the fire Giant: Now that's a feat! Lots of goodies in that one. Antagonize Spell: Not sure about this one. Even assuming they fail the save AND hit with their attack, are they really doing that much damage as compared to fireball? The upcast is so weak its insulting. The loss of a reaction could be useful against a caster, but if I'm trying to disable there are way better options. This feels like a 2nd level spell. House of Cards: Neat spell, not sure ultimately how useful it will be, but its a cool design. Spirit of Death: Seems like a decent enough summons, the fact that it gets advantage on all its attacks is pretty solid and it does reasonable damage with a reasonable AC. I'd have to compare it to other summons but at first glance I like it. Warrior's Spirit: I think the bonus action unarmed strike is needlessly complicated. Just give the monk version 1 extra attack over the other forms, easy peesy. There's no reason to perfectly replicate a monk or a fighter. Also again depending on how you rule attacks, that fighter could just keep giving the entire party temp hp for an entire hour over and over again. That seems pretty darn good. [/QUOTE]
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