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Unearthed Arcana: Four New Subclasses
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<blockquote data-quote="Chaosmancer" data-source="post: 7893648" data-attributes="member: 6801228"><p>I like the Path of the Beast. </p><p></p><p>The tail is a big die with reach</p><p>Teeth gives you healing</p><p>Claws gives you more attacks</p><p></p><p>Infectious fury is great. Either get them to hit someone else or deal 2d12 damage. I think though it does need a clarification. You can only activate it X number of times, does that mean you can only force the save that number, or that you can only inflict one of the conditions? Because if you force a save and fail, it does nothing, and we generally don't like wasting abilities if we can avoid it. Call of the Hunt is not really that OP in terms of the temp hp... and maybe not even in terms of granting Reckless Attack. It is only useful for people who use strength to attack, which is a small subset of characters to be honest. </p><p></p><p></p><p>Way of Mercy is... odd. I think it is definitely an evolution of the Way of Tranquility monk, with healing and being able to use healing while flurrying. The thing is, while I like the aesthetic of the manipulation of life and death, the abilities aren't very evenly distributed for that. The level 11 ability is pretty minor, and with the aura giving disadvantage, poison which procs the Hands of Harm, and the poison damage, they lean heavily into their death side. </p><p></p><p>I like the paladin a lot. Definitely feels like an Anti-Abomination paladin with the massive boosting to mental saves, and that capstone. I also like the rebuke if you resist a spell, combined with the aura and the advantage, that could be almost guaranteed. </p><p></p><p></p><p>The Warlock is the only one I feel is way too rough. My guess is that it is actually going to end up combining the with Pact of the Talisman. I'm not sure why binding someone grants you a bonus to perception, and I can see the spell distance being a big thing... if you know to cast the spell, but there is an odd catch here. </p><p></p><p>See, the target has to be willing, and they get nothing out of this deal, until 6th level. That is a long time, and lasting only an hour kind of makes it a weird binding too. Additionally, that big benefit of casting a spell, I think this is meant to be a Pact of the Chain warlock match, but it doesn't actually do anything to make that better.</p><p></p><p>"Protective Wish" is decent, but again, it is only rarely going to be useful. It is great if you swap with the barbarian, put you are going to be pulling them out of position and forcing them to take damage instead of you. I feel like that might lead to bad situations, especially since, again, other than the level 6 ability the bound creature doesn't get anything. </p><p></p><p>Genie's Entertainment is... interesting. I like the idea of sending them to the court, and the genie granting you the ability back if they are there for a full minute. Because they were entertained. But, the ability specifically says the Genie doesn't do anything and that is boring from a story perspective </p><p></p><p>And the last ability is just bad. Other warlock caps are also bad, but that isn't an excuse. A DC check to even activate, it might do nothing, and even if it does, it isn't very impactful. 8d6 is about 27 points of healing, which is similar to a 4th level cure wounds, and you are using a capstone that required a check. Disadvantage is nice for saves, but one turn and you can't benefit from it? Or a 5th level spell that is a ritual anyways. </p><p></p><p>I like the idea of the sacrifice though. That is interesting, and the idea of your position as a warlock being to go out and find creatures and items to add to the menagerie is really cool, but I think this one needs some more spit and polish.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7893648, member: 6801228"] I like the Path of the Beast. The tail is a big die with reach Teeth gives you healing Claws gives you more attacks Infectious fury is great. Either get them to hit someone else or deal 2d12 damage. I think though it does need a clarification. You can only activate it X number of times, does that mean you can only force the save that number, or that you can only inflict one of the conditions? Because if you force a save and fail, it does nothing, and we generally don't like wasting abilities if we can avoid it. Call of the Hunt is not really that OP in terms of the temp hp... and maybe not even in terms of granting Reckless Attack. It is only useful for people who use strength to attack, which is a small subset of characters to be honest. Way of Mercy is... odd. I think it is definitely an evolution of the Way of Tranquility monk, with healing and being able to use healing while flurrying. The thing is, while I like the aesthetic of the manipulation of life and death, the abilities aren't very evenly distributed for that. The level 11 ability is pretty minor, and with the aura giving disadvantage, poison which procs the Hands of Harm, and the poison damage, they lean heavily into their death side. I like the paladin a lot. Definitely feels like an Anti-Abomination paladin with the massive boosting to mental saves, and that capstone. I also like the rebuke if you resist a spell, combined with the aura and the advantage, that could be almost guaranteed. The Warlock is the only one I feel is way too rough. My guess is that it is actually going to end up combining the with Pact of the Talisman. I'm not sure why binding someone grants you a bonus to perception, and I can see the spell distance being a big thing... if you know to cast the spell, but there is an odd catch here. See, the target has to be willing, and they get nothing out of this deal, until 6th level. That is a long time, and lasting only an hour kind of makes it a weird binding too. Additionally, that big benefit of casting a spell, I think this is meant to be a Pact of the Chain warlock match, but it doesn't actually do anything to make that better. "Protective Wish" is decent, but again, it is only rarely going to be useful. It is great if you swap with the barbarian, put you are going to be pulling them out of position and forcing them to take damage instead of you. I feel like that might lead to bad situations, especially since, again, other than the level 6 ability the bound creature doesn't get anything. Genie's Entertainment is... interesting. I like the idea of sending them to the court, and the genie granting you the ability back if they are there for a full minute. Because they were entertained. But, the ability specifically says the Genie doesn't do anything and that is boring from a story perspective And the last ability is just bad. Other warlock caps are also bad, but that isn't an excuse. A DC check to even activate, it might do nothing, and even if it does, it isn't very impactful. 8d6 is about 27 points of healing, which is similar to a 4th level cure wounds, and you are using a capstone that required a check. Disadvantage is nice for saves, but one turn and you can't benefit from it? Or a 5th level spell that is a ritual anyways. I like the idea of the sacrifice though. That is interesting, and the idea of your position as a warlock being to go out and find creatures and items to add to the menagerie is really cool, but I think this one needs some more spit and polish. [/QUOTE]
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