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General Tabletop Discussion
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Should 5e have more classes (Poll and Discussion)?
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<blockquote data-quote="TwoSix" data-source="post: 8088616" data-attributes="member: 205"><p>Spell Strike is very well thought out. I don't see any real shenanigans in there, since the ability specifies "gish spells". That means you can't dip, go wizard and then spam a high level save or die until your attack hits. If anything, it's a trifle on the weak side, since there's no action economy gain and your spending 2 actions to load up a nova attack. (This changes hard at level 11, though.) It does let you use your weapon attack modifier instead of your spell attack modifier, which can be quite beneficial depending on build.</p><p></p><p>I like that you gave them heavy armor, too many gish concepts I see stop at medium armor which prevents Str builds from being prevalent.</p><p></p><p>I'm not a huge fan of Imbued Weapon. I'd rather either commit to being an Int-SAD class, or make the class be Str/Dex and casting stat dependent, like a paladin. Imbued Weapon is kind of sadly in the middle, you can't use it enough to really make your build around it, but it's strong enough to not just be a ribbon. It kinda makes me mad, lol.</p><p></p><p>I don't know if Strike Sustainer is too strong, but it's definitely pretty good.</p><p></p><p>The 17th level subclass ability mentions "running out of uses of Spell Strike", which doesn't seem possible in the current iteration of the ability, unless I'm missing it. </p><p></p><p>Somewhat related, I think the class has a few too many abilities that are all on separate recharge timers. The baseline class (no subclass) has 6 abilities on independent rest counters by level 14, which feels like a bit more tracking than is needed.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 8088616, member: 205"] Spell Strike is very well thought out. I don't see any real shenanigans in there, since the ability specifies "gish spells". That means you can't dip, go wizard and then spam a high level save or die until your attack hits. If anything, it's a trifle on the weak side, since there's no action economy gain and your spending 2 actions to load up a nova attack. (This changes hard at level 11, though.) It does let you use your weapon attack modifier instead of your spell attack modifier, which can be quite beneficial depending on build. I like that you gave them heavy armor, too many gish concepts I see stop at medium armor which prevents Str builds from being prevalent. I'm not a huge fan of Imbued Weapon. I'd rather either commit to being an Int-SAD class, or make the class be Str/Dex and casting stat dependent, like a paladin. Imbued Weapon is kind of sadly in the middle, you can't use it enough to really make your build around it, but it's strong enough to not just be a ribbon. It kinda makes me mad, lol. I don't know if Strike Sustainer is too strong, but it's definitely pretty good. The 17th level subclass ability mentions "running out of uses of Spell Strike", which doesn't seem possible in the current iteration of the ability, unless I'm missing it. Somewhat related, I think the class has a few too many abilities that are all on separate recharge timers. The baseline class (no subclass) has 6 abilities on independent rest counters by level 14, which feels like a bit more tracking than is needed. [/QUOTE]
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