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5E Treantmonk's Guide to Everything Xanathar

My guide to Xanathar's Guide to Everything, where I assess the options, then you use the comments below to either shower me with praise (yay!) or tell me how terrible it is (boo!)

Seriously though, I value feedback. I'm not too concerned about the occassional grammatical mess up, but if I read something wrong, or you noticed something I didn't, I would love to hear about it!

Treantmonk's Guide to Everything Xanathar
 
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FrogReaver

As long as i get to be the frog
Nice list.

First thing that stands out to me is that you have the ancestral guardian features all out of whack.

His best abilities are the reaction damage reduction at level 6 that gets damage added to it at level 14.

2d6 averages to 7. It will be used almost every turn on some ally. That's a lot of damage you are preventing. By level 14 it's preventing 14 damage almost every turn and causing 14 damage almost every turn. All that is required is an enemy damages an ally within 30ft of you. At level 14 it's causing more damage than the zlot oath feature at this level (albeit not directed damage like the zlot oath) and it's also mitigating damage on allys while it's doing that.

If any features of his should be green it's that level 6 and 14 one IMO. I would actually rate the level 3 ability right behind those.
 

Gladius Legis

Adventurer
Note about Holy Weapon (5th level, Cleric/Paladin): It doesn't have to be your own weapon. You can touch an ally's weapon instead of your own. So cast it on that Fighter with 3 attacks/round who's about to Action Surge ...

Also note for Oath of Conquest and frightening options: Wrathful Smite, Paladin 1st-level spell, is already one of the best frightening options in the game and becomes even nastier with the Aura. That'll be your bread-and-butter, AFAIC, far moreso than the Channel Divinity power would be. Note you also get the excellent Fear as a 3rd-level Oath spell.

By the way, also for Oath of Conquest: Shield Master goes great with it. Shove an enemy prone and they're not getting up, since their speed is 0. Wrathful Smite, again, is especially nasty with this combo, since they have to waste an action to even try to shake off the frightened condition.
 
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mellored

Explorer
Radiant sun bolt (sun monk), can use their ranged attack with "any of the attacks".
So you get 2 bolts at level 5, with the option of a third for a ki and a bonus action.

Still, i'd rate it brown considering you can just use a shorbow with more than twice the range (damage dice still scale). It's a main feature that only saves you from having to cary around a weapon.

Really, i'd rate the whole subclass brown. Searing sunburst is the only thing coming close to being an actual ability.
 
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basmith7

First Post
Have you ever thought about using a numbered ranking system instead of colors, or in conjunction with colors so its easier for the reader?
 

A couple notes. I would rate the healing spirit higher than you have, it's possibly the best out of combat heal in the game. A lot of people (not me) think it should be nerfed, and nerfed hard.

I'd also note that on maelstrom you should reread the description. It now works on the ground -or- in water.
 

Nice list.

First thing that stands out to me is that you have the ancestral guardian features all out of whack.
We have our first disagreement. Let's get into the details.

His best abilities are the reaction damage reduction at level 6 that gets damage added to it at level 14.
Can't say I agree, but let's dive into the numbers.

2d6 averages to 7. It will be used almost every turn on some ally.
This is the first point we disagree. If you are fighting one big bad guy, then you are probably locking him on round 1, and it becomes unlikely your allies are being attacked at all. You are being attacked. In which case, this isn't being used at all. If you are fighting multiple baddies, it's another story. That said, it depends on what you are fighting and how the battle is going, and what defenses your allies have, and whether they are being hit. Saying it will be used on almost every turn I would consider a fairly major overstatement.

That's a lot of damage you are preventing.
This is the second point we disagree. I don't think 7 HP in one round is a lot of damage or healing by level 6. That's subjective I know, but that's my take on it. Now maybe if a combat goes on and on, then that could add up to remarkable amounts. In my experience, 3 to 4 rounds is pretty average for combat length. Even if you used the ability every round, which I would consider unlikely, we are still talking maybe 21-28 HP. That's a decent amount of healing, but not remarkable.

By level 14 it's preventing 14 damage almost every turn and causing 14 damage almost every turn. All that is required is an enemy damages an ally within 30ft of you.
Again, we disagree on the effectiveness of locking. Also, we disagree on how much 14 HP is when you are 14th level. That's 1 hp per level. We also disagree on how often this will be used. We are disagreeing on a lot here.


At level 14 it's causing more damage than the zlot oath feature at this level (albeit not directed damage like the zlot oath)
Sorry, but it sounds to me like you are expecting me to be impressed with a 14th level ability doing more damage than one gained at 3rd level. I would expect a 14th level ability (that only does damage) would be doing massive amounts more damage than a 3rd level one. Not 14 compared to 10.5. Also, the latter doesn't use up your reaction.

and it's also mitigating damage on allys while it's doing that.
True, but that is another ability. Yes, the two abilities happen at the same time, but they use up 2 of the subclasses abilities.


If any features of his should be green it's that level 6 and 14 one IMO. I would actually rate the level 3 ability right behind those.
I might actually rate both those abilities higher if it weren't for that 3rd level ability. It's that 3rd level ability that makes allies less attractive targets, which reduces the likelyhood they will take damage from that enemy every round. (even possibly any round)
 

A couple notes. I would rate the healing spirit higher than you have, it's possibly the best out of combat heal in the game. A lot of people (not me) think it should be nerfed, and nerfed hard.
Yes, I read Jeremy Crawfords tweet on that spell. I think it's a good spell, particularly for out of combat healing, which I mentioned in the description, and I rated it accordingly. Like you, I don't think it needs a nerf, because honestly, I think it's good, but not game breakingly good, which is why I didn't rate it so. Honestly, it kind of sounds to me like we agree completely here, why would I adjust my rating?

I'd also note that on maelstrom you should reread the description. It now works on the ground -or- in water.
Thank you! Yes, this changes my view on the spell significantly. Great catch!
 

Seems great so far! Though maybe you could change either brown or orange to a different color? Maybe a darker shade of one of them? They're both pretty bright on my monitor and its hard to tell the difference between the two at a glance.
 

Radiant sun bolt (sun monk), can use their ranged attack with "any of the attacks".
So you get 2 bolts at level 5, with the option of a third for a ki and a bonus action.

Still, i'd rate it brown considering you can just use a shorbow with more than twice the range (damage dice still scale). It's a main feature that only saves you from having to cary around a weapon.

Really, i'd rate the whole subclass brown. Searing sunburst is the only thing coming close to being an actual ability.
You don't mess around Mellowred! I use crap-brown sparingly, but I think we are in agreement that neither of us are likely to make a Sun Soul Monk...well, ever. It just is not a good option. I

Good note though on the wording. You are right, a Sun Bolt is just an attack, not a full action (assuming you are getting multiple attacks). I agree, that it remains a poor option. That said, a bit lower range than a shortbow isn't cause for Brown, or even Red. It's not your best option, but I'm not sure I would consider it a trap. I'm still comfortable with Orange, my non-recommended option.

Same for the subclass as a whole. It's not a good subclass, but orange is the worst rating I gave any subclass, and there are other "oranges" I would consider comparably bad. Inquisitive Rogue?
 

Seems great so far! Though maybe you could change either brown or orange to a different color? Maybe a darker shade of one of them? They're both pretty bright on my monitor and its hard to tell the difference between the two at a glance.
If in doubt, it is orange. I don't use brown often...at all. If I ranked it brown, the text should make it crystal clear how I felt about the option. I save this for the real terrible stuff.
 

You misread Empowered Healing for the Divine Soul Sorcerer. Its 1 Sorcerer Point to reroll ANY NUMBER of dice, not just one die. Much, much better. Edit: But they do have to be within 5ft which is...not great.
 

mellored

Explorer
This is the second point we disagree. I don't think 7 HP in one round is a lot of damage or healing by level 6.
Considering most CR 6 monsters do 10 damage with their attack, it's like giving resist to a melee attack.

I do agree it doesn't quite keep up at higher levels.

If you are fighting one big bad guy, then you are probably locking him on round 1
I wouldn't. Nothing about astral protection requires you to stay close.
I would recklessly attack with polearm master from 10', then move a little bit away.
Their choice is to either provoke an OA from an ally and take your polearm attack, or if you completely cancel out the damage their attack with spirit shield (which is now effectivly doubled).

Heck, i'm tempted to use a bow and hamper enemies from the back lines. Or eldrich blast + repelling blast, since that auto-scales.
 

mellored

Explorer
That said, a bit lower range than a short bow isn't cause for Brown or even Red.
Let me reword sun souls big level 3 feature.

Radiant Sun Bolt: If you make a short bow attack within 30', it doesn't expend arrows and it does radiant damage.


If there was ever a time to use the worst rating, that's it.
 

Li Shenron

Legend
My guide to Xanathar's Guide to Everything, where I assess the options, then you use the comments below to either shower me with praise (yay!) or tell me how terrible it is (boo!)

Seriously though, I value feedback. I'm not too concerned about the occassional grammatical mess up, but if I read something wrong, or you noticed something I didn't, I would love to hear about it!

Treantmonk's Guide to Everything Xanathar
This is so good that I feel compelled to write my "Li Shenron's Guide to Everything in Treantmonk's Guide to Everything in Xanathar's Guide to Everything"...
 


Yes, I read Jeremy Crawfords tweet on that spell. I think it's a good spell, particularly for out of combat healing, which I mentioned in the description, and I rated it accordingly. Like you, I don't think it needs a nerf, because honestly, I think it's good, but not game breakingly good, which is why I didn't rate it so. Honestly, it kind of sounds to me like we agree completely here, why would I adjust my rating?



Thank you! Yes, this changes my view on the spell significantly. Great catch!
No problem! I was surprised too, it really improved the maelstrom spell.

Regarding healing spirit, I'd call it blue simply because I think it's the "best in class" spell of its kind. Sure, combat healing might not be great in this edition, but healing spirit is among the most cost effective ways to do it; and, on top of that, it is a virtually guaranteed post-combat recovery. You can never be sure you'll get a short rest in before an ambush, but you can probably bar a door for a minute in most situations.

Most importantly to me, it allows a moon druid to heal (and pretty well) someone downed without dropping beast shape. I play a lot of moon druid, and the ability to have a repeatable bonus action heal without wasting a charge of beast shape to pick someone up (or top them off, since it's on already and repeatable) is just amazing. There is some opportunity cost (druids get a lot of good concentration stuff), but I think it's a very solid option and should be blue just by virtue of filling a role that was totally missing from the druid kit before. Even if Bob the Rogue doesn't get slapped down, you can still use the bonus action to heal yourself, making your wild shape last longer.

Whether you agree or disagree, thanks for the guide! It is very helpful to get opinions and other ideas on uses for a lot of these spells.
 
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