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Unearthed Arcana: Spirits Bard and Undeath Warlock
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<blockquote data-quote="Chaosmancer" data-source="post: 8056499" data-attributes="member: 6801228"><p>I'm on the fence about a lot of these. </p><p></p><p>The bard is nice. Ranged Guidance is something fun for them to do, and getting a +1d6 to all damage and healing at level six is very very nice. The tales are odd for me though. Spend a die as a bonus action, roll, and hold that story until it is needed, then use your action later to cast it on someone within 30ft. </p><p></p><p>And most of them are great. Here, Barbarian, take a reaction 1d8 force damage on anyone that hits you. Hey guys, who wants 2d12+15 healing and no spell slot cost. Or, the ability to teleport yourself and four people 30 ft as a reaction? </p><p></p><p>But, I dislike random tables instinctively. I think since the cost is only a single bardic inspiration, it is fine, even if you never find a time to use it, you haven't wasted anything a short rest won't return. Honestly, it might even be a bit too powerful. </p><p></p><p>The Ceremony is nice. Had a friend immediately point out Bard's grabbing Revivify. I'm sure someone is going to compile a list of best spells for this. And it scales up to a free 7th level spell, so some nice stuff.... wait... okay good, simulacrum is illusion. </p><p></p><p></p><p></p><p>The Warlock, woof. I love it but that is some power. </p><p></p><p>At 6th level you can gain 1d10+6 temp hp, one of your attacks every round carry a rider for fear, and you can turn each bolt of Eldritch blast into 2d10 necrotic damage. That is a lot, even with a limited number per long rest (up to 6 times)</p><p></p><p>Mortal Husk is amazing, but I'd just make it 1 long rest, 1d4 is too long for a revival ability you won't be using that often anyways. And since it hits every creature and gives exhaustion it already has too many negatives on it. I mean, if you are dropping and you aren't a bladelock, you are likely to be in the back row with other squishies who can't take 2d10+10 damage. </p><p></p><p>Then a 1 per day ghost form that gives you resistance, etherealness, and if you transform, you get to recover HP from dealing that massive necrotic damage. </p><p></p><p>It is concentration, and you do have to leave your body behind, but since you can choose to teleport to your body, or teleport your body to you, that really limits the downsides. </p><p></p><p>Potentially, just a little too powerful, but I love it.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8056499, member: 6801228"] I'm on the fence about a lot of these. The bard is nice. Ranged Guidance is something fun for them to do, and getting a +1d6 to all damage and healing at level six is very very nice. The tales are odd for me though. Spend a die as a bonus action, roll, and hold that story until it is needed, then use your action later to cast it on someone within 30ft. And most of them are great. Here, Barbarian, take a reaction 1d8 force damage on anyone that hits you. Hey guys, who wants 2d12+15 healing and no spell slot cost. Or, the ability to teleport yourself and four people 30 ft as a reaction? But, I dislike random tables instinctively. I think since the cost is only a single bardic inspiration, it is fine, even if you never find a time to use it, you haven't wasted anything a short rest won't return. Honestly, it might even be a bit too powerful. The Ceremony is nice. Had a friend immediately point out Bard's grabbing Revivify. I'm sure someone is going to compile a list of best spells for this. And it scales up to a free 7th level spell, so some nice stuff.... wait... okay good, simulacrum is illusion. The Warlock, woof. I love it but that is some power. At 6th level you can gain 1d10+6 temp hp, one of your attacks every round carry a rider for fear, and you can turn each bolt of Eldritch blast into 2d10 necrotic damage. That is a lot, even with a limited number per long rest (up to 6 times) Mortal Husk is amazing, but I'd just make it 1 long rest, 1d4 is too long for a revival ability you won't be using that often anyways. And since it hits every creature and gives exhaustion it already has too many negatives on it. I mean, if you are dropping and you aren't a bladelock, you are likely to be in the back row with other squishies who can't take 2d10+10 damage. Then a 1 per day ghost form that gives you resistance, etherealness, and if you transform, you get to recover HP from dealing that massive necrotic damage. It is concentration, and you do have to leave your body behind, but since you can choose to teleport to your body, or teleport your body to you, that really limits the downsides. Potentially, just a little too powerful, but I love it. [/QUOTE]
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