D&D 5E xanathar's guide to everything class options thread

That sounds like it could be fun, though I'm not sure how well the synergy works. You can't cast or concentrate on spells while raging, and using Hex Warrior would make it so you don't get the damage bonus from rage either. (Not that either of those things are dealbreakers.)

true no casting while raging , but raging is there for extra actions per day if needed and you can have things like armor of agathis and false life on , currently she is infernal pact for temp hp, but the attribute spread is a minor hassle, will need to see how hexblade will work but could be fun, she is in no way optimized but still playable. good point about rage damage so wont go with hex for her
hex blade im still thinking on other classes but sounds fun with a swash
 
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According to the rules, the DM decides.

The descriptions of each ability tell you what that ability does. It cannot be that even after reading the description you still don't know what it does!

Does this ability boost the healing power of spells cast by a caster who is standing near you, OR does it increase the amount of healing on the person being healed if that person is near you. It must be one or the other! It cannot be unknown to the ability itself!

On reflection, it think it boosts casters rather than targets. If you get hit by a fireball, a vicious DM might hand you the 8d6 and make you roll the damage you take, but that damage will not be increased by your own ability to add your Cha bonus to any fire damage you roll! That ability is for increasing damage from fire spells you cast, not fire damage you suffer! :D

So, on that principle, I think it's the caster of healing magic who 'officially' rolls the healing for purposes of rules that modify that healing, even if the players around the table hand the dice to someone else. Based on that, I think this new ability must affect the caster of the healing spell (if he is within range), not the recipient.

I still wish the wording was unambiguous.
 

I still wish the wording was unambiguous.
I got wondering if the weird wording came from an earlier revision, one that would let the feature apply when someone drinks a potion and similar examples where magic healing is happening without a spell being cast.

It's the only explanation I've been been able to come up with for why someone could reasonably write "when rolling healing dice" into the feature.
 

I have a quite big issue here: they made the Inquisitive stupid. You don't actually have to invest ANY point on Intelligence, but on Wisdom. You could actually play with an Inquisitive with 8 Int and you wouldn't being losing anything at all: in a fight you would be using Wisdom (Insight). I don't see how they are making anything to bolster Intelligence here,or why it is necessary. Same with the Mastermind and Charisma, instead of wisdom
 


Frankly, just posting to mark so I can follow conversation. I'm really glad about the changes to Zealot, it makes it so the abilities other than the 3rd will be used more often. Less enthusiastic about the changes to the Knight (Cavalier) and the Samurai, they really kind of weakened both of them in ways that I don't fully understand the need for yet.
 

Less enthusiastic about the changes to the Knight (Cavalier) and the Samurai, they really kind of weakened both of them in ways that I don't fully understand the need for yet.

Having played a samurai in a short high-level mini-campaign, I have to say... Despite how much fun I was having, yeah, it really did need a little bit of nerfing. Being able to gain advantage on all attacks and damage resistance for two rounds with each single use of their main power? It was a little overpowered.

As for the cavalier, I don't know if the new version is weaker, but it certainly interests me more than the old one. I hate subclasses that are just narrower battlemasters.
 

Having played a samurai in a short high-level mini-campaign, I have to say... Despite how much fun I was having, yeah, it really did need a little bit of nerfing. Being able to gain advantage on all attacks and damage resistance for two rounds with each single use of their main power? It was a little overpowered.

As for the cavalier, I don't know if the new version is weaker, but it certainly interests me more than the old one. I hate subclasses that are just narrower battlemasters.

Little overpowered maybe (though the resistance only really mattered for one round unless you constantly provoked AOs) but overpowered enough to turn it into a very small amount of temp hp and reduce it to only 3 times per day?

I mean, advantage is good and all, but it isn't that good that you should only be able to use an ability that grants it as a bonus action three times for the entire day.

And a bonus action attack that has advantage and does am extra few points of damage is good, bit good enough that you can do it only 5 times maximum per day? When it maxes out to plus 10 damage if my memory is correct?


While the Battlemaster and Arcane Archer can use their abilities per short rest instead? I'm just not seeing the logic here.
 

Little overpowered maybe (though the resistance only really mattered for one round unless you constantly provoked AOs) but overpowered enough to turn it into a very small amount of temp hp and reduce it to only 3 times per day?

It's more than three times/day when you get to higher levels. From 10th level on, it's basically once/encounter, with two extras you can toss in whenever.
 

Tip on Chaos Bolt, it interacts with Empower Spell Metamagic in a really weird way, because Empower Spell allows you to reroll damage dice from the spell, including the D8s, giving you another chance at causing the spell to jump to another target.

Another thing for those worried about Greater Demon and Lesser Demon and Infernal Calling, you can still summon them into an inverted magic circle and then cast Planar Ally on them, to gain control.
 

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