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Unearthed Arcana: Mages of Strixhaven
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<blockquote data-quote="Ruin Explorer" data-source="post: 8299591" data-attributes="member: 18"><p>Casters don't move because it <em>isn't safe to do so</em>. Even though it would frequently be helpful. The lightning one makes it safe to do so. I mean dude, it allows you to effectively Disengage as a bonus action <em>and</em> move up to 60ft straight through the people trying to melee you, and through any PCs in the way without losing movement to squeezing. I don't know how much better you would want an ability to be.</p><p></p><p>The Fire one is at a dead minimum, free <em>AOE</em> bonus damage, to the tune of 1d4+mod, for a bonus action, PB times/day. That is not rubbish. Sorry, it isn't. Yeah not every caster wants to be in melee, but my last Druid had AC17 at level 1. He rarely had a use for his bonus action - not only would this got him into position faster, but it's extra damage.</p><p></p><p>The water one lets you potentially prone a BUNCH of people by moving around them - you don't even have to provoke OAs, if you do it right. Even if you do move away, if they were prone'd, the OA is at Disadvantage.</p><p></p><p>EDIT - Also, you understand that you get ALL THREE, right? You're not picking one permanently. You choose every time you use the bonus action. So you use the one appropriate for your situation.</p><p></p><p>As for "Oh no-one will care about a 1d6 bonus to save or attack!", I mean good god dude. You must have some very different players to any I've ever played with. Will people sometimes forget? Yeah but not often - people sometimes forget Bless or Inspiration, doesn't make them not awesome. I've played Bards and people with Bless a ton, and the amount of positive feedback I get from Inspiration and Bless is huge, so like, trying to tell me it's "unfun" design, just strikes me as incredibly false.</p><p></p><p>I feel like you saying this is telling me you haven't played/run 5E all that much. Because it's just not true, and it's not like enemies are never getting to casters, unless you have just a whole bunch of Fighters with very specific Feat choices. The ability to bonus action Disengage alone is huge. All the other stuff? That's gravy.</p><p></p><p>EDIT - I'm re-rereading through this because I was unsure if I'd missed weak stuff but I'm just seeing more eyebrow-raising powerful stuff for the most part. These are strong subclasses. Not perfect but like, strong and solid. Like the super-familiar the first guys get - the healer one for example can give out INFINITE 1d8+PB temporary HP blasts. Every time between combats, that lil guy can make sure every PC had 1d8+PB THP. Depending on the length of the adventuring day, that may compete with the Twilight Cleric and Artillerist in terms of OP subclass abilities. Again too it's flexible - you can change which companion you're using.</p><p></p><p>As an aside there are a ton of things here which work in a slightly novel way and I can basically hear the DNDBeyond staff screaming in terror from here as they try to implement them...</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8299591, member: 18"] Casters don't move because it [I]isn't safe to do so[/I]. Even though it would frequently be helpful. The lightning one makes it safe to do so. I mean dude, it allows you to effectively Disengage as a bonus action [I]and[/I] move up to 60ft straight through the people trying to melee you, and through any PCs in the way without losing movement to squeezing. I don't know how much better you would want an ability to be. The Fire one is at a dead minimum, free [I]AOE[/I] bonus damage, to the tune of 1d4+mod, for a bonus action, PB times/day. That is not rubbish. Sorry, it isn't. Yeah not every caster wants to be in melee, but my last Druid had AC17 at level 1. He rarely had a use for his bonus action - not only would this got him into position faster, but it's extra damage. The water one lets you potentially prone a BUNCH of people by moving around them - you don't even have to provoke OAs, if you do it right. Even if you do move away, if they were prone'd, the OA is at Disadvantage. EDIT - Also, you understand that you get ALL THREE, right? You're not picking one permanently. You choose every time you use the bonus action. So you use the one appropriate for your situation. As for "Oh no-one will care about a 1d6 bonus to save or attack!", I mean good god dude. You must have some very different players to any I've ever played with. Will people sometimes forget? Yeah but not often - people sometimes forget Bless or Inspiration, doesn't make them not awesome. I've played Bards and people with Bless a ton, and the amount of positive feedback I get from Inspiration and Bless is huge, so like, trying to tell me it's "unfun" design, just strikes me as incredibly false. I feel like you saying this is telling me you haven't played/run 5E all that much. Because it's just not true, and it's not like enemies are never getting to casters, unless you have just a whole bunch of Fighters with very specific Feat choices. The ability to bonus action Disengage alone is huge. All the other stuff? That's gravy. EDIT - I'm re-rereading through this because I was unsure if I'd missed weak stuff but I'm just seeing more eyebrow-raising powerful stuff for the most part. These are strong subclasses. Not perfect but like, strong and solid. Like the super-familiar the first guys get - the healer one for example can give out INFINITE 1d8+PB temporary HP blasts. Every time between combats, that lil guy can make sure every PC had 1d8+PB THP. Depending on the length of the adventuring day, that may compete with the Twilight Cleric and Artillerist in terms of OP subclass abilities. Again too it's flexible - you can change which companion you're using. As an aside there are a ton of things here which work in a slightly novel way and I can basically hear the DNDBeyond staff screaming in terror from here as they try to implement them... [/QUOTE]
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