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<blockquote data-quote="Ancalagon" data-source="post: 9009922" data-attributes="member: 23"><p>I have some experience with a similar concept (level 1-6, ongoing campaign) as a player, so let me explain what I'm playing, and the potential pitfalls we've noted.</p><p></p><p>I'm playing a soon-ish to be published new class, the apothercary. It's a bit like if an alchemist had warlock style casting (a few slots coming back on a short rest) with theories instead of invocations/infutions. One of the subclass, the mutagenist, can use its spell slots to transform into a large, bruting version of themselves - essentially "hulking up" (int and str switch, lots of temp HP, AC/speed boost, big fist damage). As you go up in level and the level of your spell slots goes up, so does the power of the hulk form. It's a lot of fun! </p><p></p><p>This character is clearly different from a druid, but I think we can see the parallels to your proposal? So here is the pitfall:</p><p></p><p>In combat, my PC is far better hulking up than doing anything else. This is true because unlike the warlock, the apothecary doesn't have a "killer cantrip" as a backup, so once I run out of spells I'm not very useful - but a slot turned into a hulking will last the entire fight. It also doesn't help that in my party my PC <em>is</em> the tank, so he's sort of needed jumping around making a huge nuisance of himself and punching foes.</p><p></p><p>Because of this, I almost <em>never</em> cast a spell outside of combat that isn't a cantrip or a ritual. I need to conserve the few precious slots I do have to use in combat. If a fight erupts and my PC is out of slots, his combat effectiveness plummets. </p><p></p><p>So that is my observation/warning: if using spell slots to attain your "combat form" works really well... you may end up with a PC that almost never uses spells! Now the short rest vs long rest-based structure of spell slot gain makes a difference, but I don't think it entirely removes the problem either.</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 9009922, member: 23"] I have some experience with a similar concept (level 1-6, ongoing campaign) as a player, so let me explain what I'm playing, and the potential pitfalls we've noted. I'm playing a soon-ish to be published new class, the apothercary. It's a bit like if an alchemist had warlock style casting (a few slots coming back on a short rest) with theories instead of invocations/infutions. One of the subclass, the mutagenist, can use its spell slots to transform into a large, bruting version of themselves - essentially "hulking up" (int and str switch, lots of temp HP, AC/speed boost, big fist damage). As you go up in level and the level of your spell slots goes up, so does the power of the hulk form. It's a lot of fun! This character is clearly different from a druid, but I think we can see the parallels to your proposal? So here is the pitfall: In combat, my PC is far better hulking up than doing anything else. This is true because unlike the warlock, the apothecary doesn't have a "killer cantrip" as a backup, so once I run out of spells I'm not very useful - but a slot turned into a hulking will last the entire fight. It also doesn't help that in my party my PC [I]is[/I] the tank, so he's sort of needed jumping around making a huge nuisance of himself and punching foes. Because of this, I almost [I]never[/I] cast a spell outside of combat that isn't a cantrip or a ritual. I need to conserve the few precious slots I do have to use in combat. If a fight erupts and my PC is out of slots, his combat effectiveness plummets. So that is my observation/warning: if using spell slots to attain your "combat form" works really well... you may end up with a PC that almost never uses spells! Now the short rest vs long rest-based structure of spell slot gain makes a difference, but I don't think it entirely removes the problem either. [/QUOTE]
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