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*Dungeons & Dragons
Unearthed Arcana: Cleric, Druid, Wizard Options
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<blockquote data-quote="Salthorae" data-source="post: 7824268" data-attributes="member: 1095"><p>Druid's with Fireball was my first thought too! Love it. </p><p></p><p>I kind of also agree with you on the Relentless naming thing. I think it was an effort to ensure that it had some effect. There are many things out there that grant resistance to Psychic damage. Nothing does that really for Force. </p><p></p><p></p><p></p><p>It helps give Cleric back some of that healing power that they've been losing to Druids steadily in 5e outside of the Life domain, that's for sure. </p><p></p><p>Balance wise though? I mean it's 4.5 hp per round on average. Depending on what you're fighting, that might barely make a difference in a combat.</p><p></p><p>It is situationaly bad because it imposes dim-light on your party as well as enemies. So many people depending on party mix will be at disadvantage on sight-based Perception checks. </p><p></p><p></p><p></p><p>I mean... I guess maybe it's possible for some high CR fiends to fail that check, but all the Demon lords I looked at have both legendary resistances AND the lowest Wis save I saw was +10. So... they probably aren't going to fail it <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=":)" /> </p><p></p><p>Even at the top end with max stats, etc. most of the Demon lords would only need an 8 or higher to make the save.</p><p></p><p>It would just give them another reason to hate and hunt the party too. Fun RP <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=":)" /></p><p></p><p>I love the implications it has on the disguise/shifting/etc portion of things. Every Royal should have an Onomancer on their staff at the front door for important meetings and such. </p><p></p><p>It's also pretty limited 1-5 times per long rest isn't that many, and it burns a bonus action. If something has Legendary Resistances, it might be a good way to burn through some of those before casting other more powerful spells.</p></blockquote><p></p>
[QUOTE="Salthorae, post: 7824268, member: 1095"] Druid's with Fireball was my first thought too! Love it. I kind of also agree with you on the Relentless naming thing. I think it was an effort to ensure that it had some effect. There are many things out there that grant resistance to Psychic damage. Nothing does that really for Force. It helps give Cleric back some of that healing power that they've been losing to Druids steadily in 5e outside of the Life domain, that's for sure. Balance wise though? I mean it's 4.5 hp per round on average. Depending on what you're fighting, that might barely make a difference in a combat. It is situationaly bad because it imposes dim-light on your party as well as enemies. So many people depending on party mix will be at disadvantage on sight-based Perception checks. I mean... I guess maybe it's possible for some high CR fiends to fail that check, but all the Demon lords I looked at have both legendary resistances AND the lowest Wis save I saw was +10. So... they probably aren't going to fail it :) Even at the top end with max stats, etc. most of the Demon lords would only need an 8 or higher to make the save. It would just give them another reason to hate and hunt the party too. Fun RP :) I love the implications it has on the disguise/shifting/etc portion of things. Every Royal should have an Onomancer on their staff at the front door for important meetings and such. It's also pretty limited 1-5 times per long rest isn't that many, and it burns a bonus action. If something has Legendary Resistances, it might be a good way to burn through some of those before casting other more powerful spells. [/QUOTE]
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