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xanathar's guide to everything class options thread
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<blockquote data-quote="gyor" data-source="post: 7275100" data-attributes="member: 6670153"><p>Shadow Magic got beaten hard with the nerf stick, but it had to be, and it's still awesome. </p><p></p><p> Being able to cast Darkness at 1st level for 1 spell point (which is normally a second level spell) and being able to see through it was over powered, so now you don't get that trick till third level, and now it costs 2 spell points, which is still a nice discount for 2nd level spell especially since you can see through it.</p><p></p><p> Hound of Ill Omen should have just been called Bale Hound in my opinion, but an awesome feature.</p><p></p><p> Umbral Form (previously called Shadow Form) also got hit by the nerf stick, but it was crazy powerful. It was for 3 sorcery points resistance to all damage except force, the ability to move through objects and creatures as if they were difficult terrain and you take 5 force damage if you end up in the same space as an object. No concentration required. </p><p></p><p> Now it's more expensive at 6 sorcery points, yet still absolutely worth it as it's powerful, and both force and radiant damage ignores your resistance. It's still shockingly good, it's resistance to all damage types except two, the ability to move through objects and creatures (admittedly less of an issue given you can teleport around 120 feet to shadows), but while you take damage you can share the space with a creature or object and that is crazy powerful. </p><p></p><p> Imagine a group of monsters is trying to kill you, so you move into the same space as their boss, so to hit you, they have to risk hitting their boss. Just one example of what could be done with this feature. </p><p></p><p> Between Shadow Walk and Umbral Form, you have basically become a shadow. </p><p></p><p> Imagine a Shadow Sorceror using Umbral Form and casting darkness, then next turn summoning a Hound and casting Dragons Breath on it, to attack a target in the Darkness you summoned. </p><p></p><p> Shadow Sorceror did get a couple of buffs to make up for its needs, it's darkvisions range was doubled to 120 feet and it can now cast Darkness using a slot, so it can up cast darkness using a higher slot, but at the cost of the slot verson not being seen through by the Shadow Sorceror, unlike the points version.</p></blockquote><p></p>
[QUOTE="gyor, post: 7275100, member: 6670153"] Shadow Magic got beaten hard with the nerf stick, but it had to be, and it's still awesome. Being able to cast Darkness at 1st level for 1 spell point (which is normally a second level spell) and being able to see through it was over powered, so now you don't get that trick till third level, and now it costs 2 spell points, which is still a nice discount for 2nd level spell especially since you can see through it. Hound of Ill Omen should have just been called Bale Hound in my opinion, but an awesome feature. Umbral Form (previously called Shadow Form) also got hit by the nerf stick, but it was crazy powerful. It was for 3 sorcery points resistance to all damage except force, the ability to move through objects and creatures as if they were difficult terrain and you take 5 force damage if you end up in the same space as an object. No concentration required. Now it's more expensive at 6 sorcery points, yet still absolutely worth it as it's powerful, and both force and radiant damage ignores your resistance. It's still shockingly good, it's resistance to all damage types except two, the ability to move through objects and creatures (admittedly less of an issue given you can teleport around 120 feet to shadows), but while you take damage you can share the space with a creature or object and that is crazy powerful. Imagine a group of monsters is trying to kill you, so you move into the same space as their boss, so to hit you, they have to risk hitting their boss. Just one example of what could be done with this feature. Between Shadow Walk and Umbral Form, you have basically become a shadow. Imagine a Shadow Sorceror using Umbral Form and casting darkness, then next turn summoning a Hound and casting Dragons Breath on it, to attack a target in the Darkness you summoned. Shadow Sorceror did get a couple of buffs to make up for its needs, it's darkvisions range was doubled to 120 feet and it can now cast Darkness using a slot, so it can up cast darkness using a higher slot, but at the cost of the slot verson not being seen through by the Shadow Sorceror, unlike the points version. [/QUOTE]
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