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Unearthed Arcana: Mages of Strixhaven
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<blockquote data-quote="Kobold Avenger" data-source="post: 8297248" data-attributes="member: 779"><p>So my observations so far:</p><p>-The Bard cannot gain the full abilities of any of these subclasses because they gain additional subclass abilities at (6/14), I think we should either allow them to get both the 10th and 14th level ability on level 14, or allow they to replace the 6th level ability with the 10th level ability if they choose to.</p><p>-Sorcerers are also another class that doesn't fit into the 6/10/14 pattern they get (6/14/18), but they at least can get all the abilities</p><p>-The main ability of the Mage of Lorehold is dependent on there being an actual medium-sized statue around. On most other worlds this could be highly situational, unless they're willing to Stone Shape (a bonus spell they get) any rock they run into.</p><p>-Mage of Prismari is based on being mobile and flexible elemental bonuses, I feel there needs to be a some more touch spells around to take advantage of their mobility. Boreal Sweep can make a bunch of closely packed creatures prone, if they're willing to take a few opportunity attacks.</p><p>-Mage of Quandrix has some useful probability and space altering abilities. While Quantum Tunelling is a fairly strong ability (resistance to most attacks), Null Equation seems odd based on it's description that it's a constitution save, I feel it should be an intelligence save.</p><p>-Mage of Silverquill, silvery barbs is their signature ability and can basically be seen as using a 1st level spell, since I feel they're certainly going to use it more than once per long rest. Being able to apply Infusion of Eloquence to any creature damaged by their spells seems to be their most effective ability.</p><p>-Mage of Witherbloom, I like that they can do a bunch of necrotic damage (without resistance getting in the way) and can heal nearby companions. The potion granting resistance without requiring concentration is quite useful too.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 8297248, member: 779"] So my observations so far: -The Bard cannot gain the full abilities of any of these subclasses because they gain additional subclass abilities at (6/14), I think we should either allow them to get both the 10th and 14th level ability on level 14, or allow they to replace the 6th level ability with the 10th level ability if they choose to. -Sorcerers are also another class that doesn't fit into the 6/10/14 pattern they get (6/14/18), but they at least can get all the abilities -The main ability of the Mage of Lorehold is dependent on there being an actual medium-sized statue around. On most other worlds this could be highly situational, unless they're willing to Stone Shape (a bonus spell they get) any rock they run into. -Mage of Prismari is based on being mobile and flexible elemental bonuses, I feel there needs to be a some more touch spells around to take advantage of their mobility. Boreal Sweep can make a bunch of closely packed creatures prone, if they're willing to take a few opportunity attacks. -Mage of Quandrix has some useful probability and space altering abilities. While Quantum Tunelling is a fairly strong ability (resistance to most attacks), Null Equation seems odd based on it's description that it's a constitution save, I feel it should be an intelligence save. -Mage of Silverquill, silvery barbs is their signature ability and can basically be seen as using a 1st level spell, since I feel they're certainly going to use it more than once per long rest. Being able to apply Infusion of Eloquence to any creature damaged by their spells seems to be their most effective ability. -Mage of Witherbloom, I like that they can do a bunch of necrotic damage (without resistance getting in the way) and can heal nearby companions. The potion granting resistance without requiring concentration is quite useful too. [/QUOTE]
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