the fighter’s Sharpshooter subclass was, by far, the least popular
No one in their right mind liked that abomination. A terrible concept from the start.
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the fighter’s Sharpshooter subclass was, by far, the least popular
but at least your kensai weapon now counts as a monk weapon meaning you don't lose the abilities from your martial arts so you can use dex with your kensai weapon.
This implementation of the Kensai doesn't seem bad, per se. The wording of the rules seem a bit clumsy, though. I think I like it better, over all, though.
Maybe, change the name of the sorcerer subclass to radiant soul?![]()
You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll.
I like how they handled that, by adding that one spell rather than having it come at the expense of spells known. So healing isn't coming at the expense of other spells. A solid compromise from knowing too many cleric spells but still having the option to choose to heal.I haven't read through them all, yet, but I've got a Favored Soul, in my game. I think I'll be sticking with the previous version. I hate having cure wounds hardwired into the class. Totally ruins it, IMO. The backstory for the FS in my game would have worked extremely well without cure wounds (he had an extra slot, so took it, but sure didn't need to). Having it forced upon the class seems so very limiting.
Empowered Healing compounds the issue, even further, by turning cure wounds from a bonus ability to a forced focus. While there's the possibility that Blessed Countenance could be milked a bit (I'd rather see "pick two Cha skills and gain expertise"), I liked it much, much better.
This probably means they aren't going to redo the Lore Wizard, which was the Best Concept with the Worst Rules. And that makes me sad. Also noticeably absent, the Mystic and any mention of a Warlord.
I kinda agree, kinda not. If the demand is "sorcerous cleric" then it makes a ton of sense. That only appealed to me, in 3.5 because I hated the psuedo-Vancian magic (and still do). 5E preparation rules have evolved to the point where that mechanical drive for sorcerer is gone; you would do just as well by having a cleric who never prepared different spells.I like how they handled that, by adding that one spell rather than having it come at the expense of spells known. So healing isn't coming at the expense of other spells. A solid compromise from knowing too many cleric spells but still having the option to choose to heal.
(You still have to opt into lesser restoration and greater restoration though...)
This probably means they aren't going to redo the Lore Wizard, which was the Best Concept with the Worst Rules. And that makes me sad. Also noticeably absent, the Mystic and any mention of a Warlord.
The rule for two weapon fighting is: "When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand."I don't know where others are getting that you can't use Blade Flourish and Two-Weapon Fighting at the same time. Blade Flourish is "As an action", there's no mention of using a bonus action so therefore one could make an attack using their off-hand weapon, as they still have a bonus action left after using the Blade Flourish action, which can be used regardless of how many inspiration uses are left as the options are well optional.
So, overall, there is absolutely no feature of the latest Favored Soul that is better than the previous one. At best, an individual feature might be a break even. Some of them are substantively worse. If this becomes the official version (assuming "big book o' crunch, 2017 edition"), it's unlikely to see play at my table.
Blade Flourish isn't an Attack action, it's its own type of action, so the rules for two weapon fighting don't apply to it. I suspect this was an oversight, not an intentional design decision.
Maybe. But probably not, as it seems to have been added to Divine Magic. The other 1st level power isn't changed. You are losing the extra hit point, but I imagine that was as much for the balance of not getting three features at level one.If you're going for sorcerer with divine origin, then forcing cure wounds kinda sucks. If your heritage is from the god of pestilence, then why would you have cure wounds? You're "paying for" the ability, in terms of design balance, presumably.
Which is fine. If you can play a dragon sorcerer as a buffer rather than DPS you can play a favoured soul that isn't a healbot. And since you still have access to the regular sorcerer spells, you can alternate between healing and blasting.But, you don't get to use it without running counter to concept.
Could work, but much more complicated. And so many cleric domain spells might already be sorcerer spells, so it's just a free bonus spell. And giving that choice adds extra balance concerns: they need to worry about interactions with every existing domain and newly added domain.I'd rather see them do a sub-origin, like they did with dragon blood. Pick a Cleric domain, get one of the listed 1st level spells for free. Granted, some of them kinda suck, but it at least gives an option for someone who likes the idea of divine blood magic without having to be the healbot. Or, skip the domains and have them pick a "divine nature" that's not perfectly aligned with the domains and grants a bonus spell and a 6th level ability.