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<blockquote data-quote="Kobold Stew" data-source="post: 8699270" data-attributes="member: 23484"><p>Planar Feats. </p><ul> <li data-xf-list-type="ul">Let's start with Scion of the Outer Planes, which is (in my opinion) the best-written and most useful of the planar feats. This is pretty good: you get one resistance and one cantrip. Much less that Magic Initiate in terms of "weight", but something I could see myself choosing for a character who wanted an attack cantrip only and didn't want a familiar (for example). THere's a range of options that aren't quite choose-one-from-column-a-and-one-from-column-b, which is good. What I like most about the feat is that there's no attempt to limit the choice of the plane that gives you power based on your alignment. It would be so much fun playing a lawful cleric or paladin, powered in part by a Chaotic Outer Plane. I like the feat design because it opens up story possibilities. All six options are kind of cool.</li> <li data-xf-list-type="ul">The other Scion feats, with the prof/long limit, just feel lacklustre.</li> <li data-xf-list-type="ul">Planar Wanderer almost works perfectly. It provides something that has been implied in the game since Xanathar, in a way that makes it useful. Let's start with the story concept, of a plane-hopping character. That both (a) is an amazingly cool story and (b) one that won't come into play in almost every campaign. We see this tension in the expression of the Horizon Walker: at level 3 you can detect any portal within a mile of you (cool, but they then need to exist, and won't fit a typical dungeon crawl) but you have no special abilities to access other planes, at any point. (Really, would it have broken anything to let an 11th-level Horizon Walker cast Plane Shift once/long rest, able to affect willing creatures only?). So you have the ability to Detect planes, assuming they exist, which is either central to the campaign or not-even-a-ribbon. Everything else in the subclass is combat-focused.</li> <li data-xf-list-type="ul">So here's a feat that shows exactly what the HW could have given: the DCs on Portal Cracker are pretty high, but it gives players a chance to hop planes (assuming the portals exist by DM fiat). This should be a skill that HWs get from level 3. Portal Sense gives the detecting ability a much smaller range (30 feet -- so it becomes blind chance unless you have reason to believe something is there anyways). The Planar Adaptation gives a resistance that gives SOMETHING from the feat when the portals just aren't part of the campaign.</li> <li data-xf-list-type="ul">So why does Portal knoweldge and cracking require being a Scion? I would at least open it up to Horizon Walkers (which incidentally maintains the 4th level prereq as default). I still think that Horizon Walkers should be able to planeshift as their level-11 feature, just slightly ahead of other spellcasters, for non-combat uses only.</li> </ul></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8699270, member: 23484"] Planar Feats. [LIST] [*]Let's start with Scion of the Outer Planes, which is (in my opinion) the best-written and most useful of the planar feats. This is pretty good: you get one resistance and one cantrip. Much less that Magic Initiate in terms of "weight", but something I could see myself choosing for a character who wanted an attack cantrip only and didn't want a familiar (for example). THere's a range of options that aren't quite choose-one-from-column-a-and-one-from-column-b, which is good. What I like most about the feat is that there's no attempt to limit the choice of the plane that gives you power based on your alignment. It would be so much fun playing a lawful cleric or paladin, powered in part by a Chaotic Outer Plane. I like the feat design because it opens up story possibilities. All six options are kind of cool. [*]The other Scion feats, with the prof/long limit, just feel lacklustre. [*]Planar Wanderer almost works perfectly. It provides something that has been implied in the game since Xanathar, in a way that makes it useful. Let's start with the story concept, of a plane-hopping character. That both (a) is an amazingly cool story and (b) one that won't come into play in almost every campaign. We see this tension in the expression of the Horizon Walker: at level 3 you can detect any portal within a mile of you (cool, but they then need to exist, and won't fit a typical dungeon crawl) but you have no special abilities to access other planes, at any point. (Really, would it have broken anything to let an 11th-level Horizon Walker cast Plane Shift once/long rest, able to affect willing creatures only?). So you have the ability to Detect planes, assuming they exist, which is either central to the campaign or not-even-a-ribbon. Everything else in the subclass is combat-focused. [*]So here's a feat that shows exactly what the HW could have given: the DCs on Portal Cracker are pretty high, but it gives players a chance to hop planes (assuming the portals exist by DM fiat). This should be a skill that HWs get from level 3. Portal Sense gives the detecting ability a much smaller range (30 feet -- so it becomes blind chance unless you have reason to believe something is there anyways). The Planar Adaptation gives a resistance that gives SOMETHING from the feat when the portals just aren't part of the campaign. [*]So why does Portal knoweldge and cracking require being a Scion? I would at least open it up to Horizon Walkers (which incidentally maintains the 4th level prereq as default). I still think that Horizon Walkers should be able to planeshift as their level-11 feature, just slightly ahead of other spellcasters, for non-combat uses only. [/LIST] [/QUOTE]
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