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New Wild Shape
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<blockquote data-quote="Clint_L" data-source="post: 8949572" data-attributes="member: 7035894"><p>Okay having solved that problem...can we discuss how underwhelming the new elemental forms are?</p><p></p><p>I'm just gonna put this out there: I think they should keep the elemental transformation as is. Unlike regular wild shape, it doesn't add a ton of complexity: there are four options, and they are all next to each other in the MM. It's pretty powerful, but not if you move it back to level 9. And it's fun.</p><p></p><p>Or, it needs a bit of a nerf, make it similar to wild shape, so that you add temp hit points, but also give this one some extra damage of the appropriate element, resistance, and a related minor effect for flavour:</p><p></p><p>Example: elemental air - your beast takes on aspects of a whirlwind. Add 3 THP/level and resistance to thunder, plus your attacks each deal an extra 1d6 thunder damage and your target must make a str saving throw or be knocked back 10'.</p><p></p><p>Something like that.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8949572, member: 7035894"] Okay having solved that problem...can we discuss how underwhelming the new elemental forms are? I'm just gonna put this out there: I think they should keep the elemental transformation as is. Unlike regular wild shape, it doesn't add a ton of complexity: there are four options, and they are all next to each other in the MM. It's pretty powerful, but not if you move it back to level 9. And it's fun. Or, it needs a bit of a nerf, make it similar to wild shape, so that you add temp hit points, but also give this one some extra damage of the appropriate element, resistance, and a related minor effect for flavour: Example: elemental air - your beast takes on aspects of a whirlwind. Add 3 THP/level and resistance to thunder, plus your attacks each deal an extra 1d6 thunder damage and your target must make a str saving throw or be knocked back 10'. Something like that. [/QUOTE]
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