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<blockquote data-quote="Mistwell" data-source="post: 9673846" data-attributes="member: 2525"><p>I genuinely think all four subclasses are new and interesting and I challenge you to make something close-enough to those four subclasses with existing material. It will though require that you read the details of all four, and how they mesh with the base class and other abilities of that subclass, and not just skim.</p><p></p><p>This is a complicated class with a lot of moving parts that interact with each other. But it's a tad hard to see that if you just skim it.</p><p></p><p>Example:</p><p></p><p>Base class gets Telekinetic Propel which can pull a foe towards you at level 1 with a Strength save as a bonus action.</p><p></p><p>Metamorph gets Organic Weapon: Flesh Maul at level 3 which gives you a d10 one-handed weapon, which also provides disadvantage on that targets next strength or con save before the start of its next turn.</p><p></p><p>Metamorph gets Extended Limbs at level 3 which grants some extra speed and reach</p><p></p><p>Methamorth gets Extra Attack at level 6 granting a second attack, and they can sub a cantrip for one of those attacks. Like, for example, Mind Sliver, which is an Int save or take d6 damage and have d4 subtracted from their next save before the end of your next turn.</p><p></p><p>Metamorph gets Superior Strike at level 10, which (among other things) gives a climb speed equal to your speed.</p><p></p><p>Now if you just skim all this, it adds up to a handful of abilities. But if you actually focus on those details, it suggests a powerful combination. You can hit someone from 10' range with the d10 one-handed Maul and apply disadvantage on their next strength/con save, and then Mind Sliver them to apply -1d4 on their next save, then climb a wall with superior speed and bonus action pull that target up towards you into the air, and they'll have disadvantage <strong>and </strong>-1d4 on the save to resist that. They then fall of course, taking more damage, and becoming prone. All in the same round. And you don't need to hit with both attacks - you will harm their ability to make the save if either the attack or cantrip lands, and you're spreading this out against Str, Int, and AC so the odds are one of those will be weak.</p><p></p><p>And that's just ONE of the many combos in just that one subclass.</p><p></p><p>All the subclasses are like that. They all have combos with the base class and the other abilities of that subclass. Sometimes with a spell the subclass or base class gives them. It's hard to see all this interesting granular detail if you just skim it all quickly. These are subclasses which reward tactical thinking and awareness of all the moving parts with the base class and subclass.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 9673846, member: 2525"] I genuinely think all four subclasses are new and interesting and I challenge you to make something close-enough to those four subclasses with existing material. It will though require that you read the details of all four, and how they mesh with the base class and other abilities of that subclass, and not just skim. This is a complicated class with a lot of moving parts that interact with each other. But it's a tad hard to see that if you just skim it. Example: Base class gets Telekinetic Propel which can pull a foe towards you at level 1 with a Strength save as a bonus action. Metamorph gets Organic Weapon: Flesh Maul at level 3 which gives you a d10 one-handed weapon, which also provides disadvantage on that targets next strength or con save before the start of its next turn. Metamorph gets Extended Limbs at level 3 which grants some extra speed and reach Methamorth gets Extra Attack at level 6 granting a second attack, and they can sub a cantrip for one of those attacks. Like, for example, Mind Sliver, which is an Int save or take d6 damage and have d4 subtracted from their next save before the end of your next turn. Metamorph gets Superior Strike at level 10, which (among other things) gives a climb speed equal to your speed. Now if you just skim all this, it adds up to a handful of abilities. But if you actually focus on those details, it suggests a powerful combination. You can hit someone from 10' range with the d10 one-handed Maul and apply disadvantage on their next strength/con save, and then Mind Sliver them to apply -1d4 on their next save, then climb a wall with superior speed and bonus action pull that target up towards you into the air, and they'll have disadvantage [B]and [/B]-1d4 on the save to resist that. They then fall of course, taking more damage, and becoming prone. All in the same round. And you don't need to hit with both attacks - you will harm their ability to make the save if either the attack or cantrip lands, and you're spreading this out against Str, Int, and AC so the odds are one of those will be weak. And that's just ONE of the many combos in just that one subclass. All the subclasses are like that. They all have combos with the base class and the other abilities of that subclass. Sometimes with a spell the subclass or base class gives them. It's hard to see all this interesting granular detail if you just skim it all quickly. These are subclasses which reward tactical thinking and awareness of all the moving parts with the base class and subclass. [/QUOTE]
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