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*Dungeons & Dragons
Spells & Magic Tattoos: New Unearthed Arcana
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<blockquote data-quote="RSIxidor" data-source="post: 7950913" data-attributes="member: 6695558"><p>I'm late to the party.</p><p></p><p>Acid Stream is meh.</p><p></p><p>Otherworldly Form is awesome for everyone who gets it, though certainly some classes get more out of it than others. I wonder if the spell level is right, though. Concentration certainly makes it a little limited.</p><p></p><p>Spirit Shroud I'm unsure about; I can't see Clerics using this over Spirit Guardians, maybe some Paladins will like it a bit more since they'll more consistently have a second attack, Eldritch Knights are probably getting the most benefit from this but they might still have better options.</p><p></p><p>The Summon spells overall are pretty nice. I think this is a much better route to take these types of spells than what was in the PHB. I used to maintain a guide on conjuring and when the ruling came out which removed player agency in the summon spells I didn't see much of a point in keeping it going. I like this direction <em>much </em>better. It also keeps away from the "wall of fur" which really was frustrating for some DMs to manage. I wonder if these only lasting an hour is good or annoying, though. They feel a bit like "pets" but they aren't pets that stick around. Maybe scaling the duration with spell level would help. Aside, if I use these as a player, I'm going to theme the conjurations from these spells to somehow be the same spirit that's changed somehow, with ditto eyes. I also don't think I like the 60' fly options.</p><p></p><p>The Summon Fey Spirit feels like it could be better, and it feels weird that you can summon an elf-looking spirit. I like how the "step" abilities work well enough. I find it odd that this is the only one of these spells that doesn't have a flying or ranged attack option. While Shadow Spirit also doesn't have a ranged or flying option, the abilities seem a bit stronger to make up for it (except Fear, which I think is bad, just because you're in dim light/darkness doesn't mean creatures can't see you so hidden kind of doesn't matter).</p><p></p><p>Summon Undead Spirit feels like a good frame to make a new Necromancer subclass with. Maybe allowing it to work similar to the variant ranger hunter's mark from a previous UA (some number of casts at basic level per day and no concentration, or maybe make it work like animate dead where they stick around longer). I much prefer this to animate dead and similar. Likewise, perhaps something similar could be used as a basis for a better beast master subclass.</p><p></p><p>The tattoos are all pretty cool <s>but I'm not sure how I feel about their attunement stacking. At the least, I think there should be a limit to the number of tattoos in some way, maybe higher Charisma gives you the ability to hold more but I'm not sure I like that either.</s> When originally reading this, I somehow managed to miss the section at the start of the tattoos that explained how they take up space. It works well enough that I feel my complaints aren't needed, except for: Illuminator's Tattoo, Masquerade Tattoo don't quite feel like they should take attunement at all. For the rest, attunement does make sense <s>but still not sure about being able to stack all of these together.</s></p></blockquote><p></p>
[QUOTE="RSIxidor, post: 7950913, member: 6695558"] I'm late to the party. Acid Stream is meh. Otherworldly Form is awesome for everyone who gets it, though certainly some classes get more out of it than others. I wonder if the spell level is right, though. Concentration certainly makes it a little limited. Spirit Shroud I'm unsure about; I can't see Clerics using this over Spirit Guardians, maybe some Paladins will like it a bit more since they'll more consistently have a second attack, Eldritch Knights are probably getting the most benefit from this but they might still have better options. The Summon spells overall are pretty nice. I think this is a much better route to take these types of spells than what was in the PHB. I used to maintain a guide on conjuring and when the ruling came out which removed player agency in the summon spells I didn't see much of a point in keeping it going. I like this direction [I]much [/I]better. It also keeps away from the "wall of fur" which really was frustrating for some DMs to manage. I wonder if these only lasting an hour is good or annoying, though. They feel a bit like "pets" but they aren't pets that stick around. Maybe scaling the duration with spell level would help. Aside, if I use these as a player, I'm going to theme the conjurations from these spells to somehow be the same spirit that's changed somehow, with ditto eyes. I also don't think I like the 60' fly options. The Summon Fey Spirit feels like it could be better, and it feels weird that you can summon an elf-looking spirit. I like how the "step" abilities work well enough. I find it odd that this is the only one of these spells that doesn't have a flying or ranged attack option. While Shadow Spirit also doesn't have a ranged or flying option, the abilities seem a bit stronger to make up for it (except Fear, which I think is bad, just because you're in dim light/darkness doesn't mean creatures can't see you so hidden kind of doesn't matter). Summon Undead Spirit feels like a good frame to make a new Necromancer subclass with. Maybe allowing it to work similar to the variant ranger hunter's mark from a previous UA (some number of casts at basic level per day and no concentration, or maybe make it work like animate dead where they stick around longer). I much prefer this to animate dead and similar. Likewise, perhaps something similar could be used as a basis for a better beast master subclass. The tattoos are all pretty cool [S]but I'm not sure how I feel about their attunement stacking. At the least, I think there should be a limit to the number of tattoos in some way, maybe higher Charisma gives you the ability to hold more but I'm not sure I like that either.[/S] When originally reading this, I somehow managed to miss the section at the start of the tattoos that explained how they take up space. It works well enough that I feel my complaints aren't needed, except for: Illuminator's Tattoo, Masquerade Tattoo don't quite feel like they should take attunement at all. For the rest, attunement does make sense [S]but still not sure about being able to stack all of these together.[/S] [/QUOTE]
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