D&D 5E Power Gamers Guide to Elemental Evil Players Companion

It could go in a great number of forums. Unfortunately, the other thread on the subject has taken to talking about release schedules and business practices instead of game mechanics.
I think it is great that y'all take the boring stuff in one thread, and all the juicy fun stuff in another [emoji3]
 

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Yeah I agree about the Genasi thing. I do not think the deep gnomes are super weak but they are not screaming out take me now.
Thank god no new option screams out take me now.

I don't like power creep, so "meh" is a pretty good score to me.

You should use options to express stuff not easily doable otherwise, not because they make you strictly better.
 

The defensive spells (well, some of them) seem pretty interesting as well.

I particularly like Primordial Ward, potentially a life saver, and Absorb Elements which is a very good shield-like, last minute defense. Sure to enter Abjurers' spellbooks and Rangers' repertoiure, imho.
 

Absorb elements primary effect looks to be a very potent defensive option as a reaction- resistance to diverse elements and certain dragon breath types is nothing to sneeze at for a first level slot.
Yeah that defensive 1st level spell is huge, as you can choose the damage type at the time you need it. Probably OP for 1st level I think. Particularly when a non-evoker needs to drop a fireball at her feet...
 


Absorb Elements is really good IMHO. Better for wizards than a Sorcerer though.

Somewhat. Wizards and Sorcerers are bad at melee. It's better for a sorcerer. A dragon sorcerer gets bonus damage and has more HP.

It's best for rangers and eldritch knights.

As a reaction a ranger gets resistance to the dragon's breath or a fireball on top of Dex save proficiency, and posssibly Evasion or Uncanny dodge. EK Fighters get indomitable and Con saves.
 


Somewhat. Wizards and Sorcerers are bad at melee. It's better for a sorcerer. A dragon sorcerer gets bonus damage and has more HP.

It's best for rangers and eldritch knights.

As a reaction a ranger gets resistance to the dragon's breath or a fireball on top of Dex save proficiency, and posssibly Evasion or Uncanny dodge. EK Fighters get indomitable and Con saves.

The main problem with it is what to dump. Sorcerers know sod all spells and shield and burning hands are often the best spells for a Sorcerer to take. Replace burning hands with whatever elemental spell you want.
 

The above is my problem with 5E in general.

That's the double edged sword of less rigid mechanics for general actions.

Noncasters can do a lot on their own due to the few restrictions and freeform easy action resolution.

In turn, you need fewer noncaster classes as there are fewer rule restrictions to break.

For the elemental evil PDF, I expected little for noncasters outside of new races. And after races, only blasty casters got new spells. And only as options and not many full on buffs. Another more combat based PDF would have to contain more martial and skill stuff. I was surprised to see no war feats in the Mass Combat UA.
 

The main problem with it is what to dump. Sorcerers know sod all spells and shield and burning hands are often the best spells for a Sorcerer to take. Replace burning hands with whatever elemental spell you want.

Well it seems sorcerers don't even get the spell absorb elements anyway. So it doesn't matter. Dragon Sorcerers get the elemental spells lists filled.

White/Silver Cryomancers got some goodies.
 

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