I like the Path of the Beast-barbarian. My critique would be to add the ability to either use a bonus action to swap between the various natural weapons, or allow the ability to manifest multiple natural weapons simultaneously at higher level.
Also while admittedly very much a corner case, in an aquatic campaign, 2 of the 3 Movement enhancements would be either redundant or rendered moot. Aquatic races can already breath water. Climbing walls is unnecessary in an submerged environment. The ability might need some more options.
I would
love to play this subclass on a Lizardfolk character, just reskin as a shamanic warrior channeling
Lizard Power and it totally works.
Way of Mercy- Monk...like it except the poison part and capstone power. Sorta feel if you combine this with some of the elements of the elements of Way of the Long Death, onewould get a better ‘grey monk’.
Uncannily I had home brewed a magic item
The Scrolls of the Righteous Fist that allows the monk holding the scrolls (attunement required) to pretty much word for word use the Hands of Healing power. The monk has not used it yet, (just received the item), but
this makes me feel better about the design
Way of the Watchers- Paladin. I like the name and flavor. The spell list is jacked.
Some combination of Glyph of Warding, Arcane Eye, Magic Circle and Find Familiar would meet the flavor better.
Aura of the Sentinel is too weak and situational.
Initiative....snore who cares about going first, especially for a subclass that has
Counterspell and a Reaction based power. Change the aura to grant an extra Reaction use per turn, ( yup 2), and then we are talking.
Idea of the Geni lock is cool but it needs more work.
my two cents
