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<blockquote data-quote="steeldragons" data-source="post: 7413397" data-attributes="member: 92511"><p>It's a decent write up.</p><p></p><p>My concern is the 6th level ability might be a bit OPed. Advantage on Con. checks for temperature. Fine, situational, flavorful. Depending on the campaign, might come up all of the time...might never come up. Only need to eat once a week? Flavor mostly, I suppose as I don't expect too many games worry about daily eating/drinking by the time you get to 6th level. But a good "creepy" kind of ribbon. Advantage on Con saves vs. poison & disease AND resistance to poison? That's pretty significant. Poison and disease are likely to be regular -if not significant - reoccurring dangers. Not like "fire damage," of course. But (for most games) not like "psychic damage," either. Save advantage, by itself, is a solid feature. Damage resistance is a solid feature. </p><p></p><p>I dunno, I feel like all of it together might be too powerful. It might not be! Might not be at all in actual play. Just a sense I get from the reading. </p><p></p><p>My other, more serious note, is the 10th level feature, Potent Spell. You're 10th level...theoretically "halfway" through the game. For most games campaigns, I'd say you are nearing the end of this group's run. And if not, you are still VERY powerful in [again, "generally" or "in most"] the given world. It seems like adding "dim light" to advantage your spells is...to borrow from Elmer Fudd, "too wittle, too wate."</p><p></p><p>I would propose, as this is the"shadow caster" not the "darkness caster" that dim light be added to the 2nd level feature. Targets have disadvantage to saves in dim light and darkness. That's really not so powerful or out of control as it is balanced with the disadvantage in bright light, which is likely to happen just as much/often as dim or darkness (unless the party/player takes to only ever operating at night or underground).</p><p></p><p>What I think, both flavorful and powerful enough to warrant 10th level, would be a cool "halfway through the game" feature is something that let's the shadowcaster "absorb/dim the lights around them"...iow, IMPOSING disadvantage on their targets by being able to cause bright light to become dim lightand dim light to become darkness. 15' radius? What's a standard feature ability radius? What's a Cleric's channel or Paladin's aura these days? Make it the same as that...</p><p></p><p>Plus it's just a cool visual. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The lights/illumination in the area seem to falter and your vision darkens a bit. In the still flickering torchlight, the shadows surrounding you all become deeper, more distinct, and seem to dance with a carefree ferocity...</p><p></p><p>THAT's "Potent Spells", the caster imposing disadvantage on their targets...the caster MAKING his/her spells more potent.</p><p></p><p>If it seems too potent (and maybe it is), slap a typical "X times per short rest" restriction/limitation on there, so that "balancing" advantage to targets in bright light isn't completely removed every time. Or if you fear it is much to potent, make a once-per-day-er/once per long rest. But I don't know (or think) other mage's 10th level feature is limited to long rests...do whatever some other mages' or classes' 10th level features do.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7413397, member: 92511"] It's a decent write up. My concern is the 6th level ability might be a bit OPed. Advantage on Con. checks for temperature. Fine, situational, flavorful. Depending on the campaign, might come up all of the time...might never come up. Only need to eat once a week? Flavor mostly, I suppose as I don't expect too many games worry about daily eating/drinking by the time you get to 6th level. But a good "creepy" kind of ribbon. Advantage on Con saves vs. poison & disease AND resistance to poison? That's pretty significant. Poison and disease are likely to be regular -if not significant - reoccurring dangers. Not like "fire damage," of course. But (for most games) not like "psychic damage," either. Save advantage, by itself, is a solid feature. Damage resistance is a solid feature. I dunno, I feel like all of it together might be too powerful. It might not be! Might not be at all in actual play. Just a sense I get from the reading. My other, more serious note, is the 10th level feature, Potent Spell. You're 10th level...theoretically "halfway" through the game. For most games campaigns, I'd say you are nearing the end of this group's run. And if not, you are still VERY powerful in [again, "generally" or "in most"] the given world. It seems like adding "dim light" to advantage your spells is...to borrow from Elmer Fudd, "too wittle, too wate." I would propose, as this is the"shadow caster" not the "darkness caster" that dim light be added to the 2nd level feature. Targets have disadvantage to saves in dim light and darkness. That's really not so powerful or out of control as it is balanced with the disadvantage in bright light, which is likely to happen just as much/often as dim or darkness (unless the party/player takes to only ever operating at night or underground). What I think, both flavorful and powerful enough to warrant 10th level, would be a cool "halfway through the game" feature is something that let's the shadowcaster "absorb/dim the lights around them"...iow, IMPOSING disadvantage on their targets by being able to cause bright light to become dim lightand dim light to become darkness. 15' radius? What's a standard feature ability radius? What's a Cleric's channel or Paladin's aura these days? Make it the same as that... Plus it's just a cool visual. :) The lights/illumination in the area seem to falter and your vision darkens a bit. In the still flickering torchlight, the shadows surrounding you all become deeper, more distinct, and seem to dance with a carefree ferocity... THAT's "Potent Spells", the caster imposing disadvantage on their targets...the caster MAKING his/her spells more potent. If it seems too potent (and maybe it is), slap a typical "X times per short rest" restriction/limitation on there, so that "balancing" advantage to targets in bright light isn't completely removed every time. Or if you fear it is much to potent, make a once-per-day-er/once per long rest. But I don't know (or think) other mage's 10th level feature is limited to long rests...do whatever some other mages' or classes' 10th level features do. [/QUOTE]
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