Thanks! I've had the class playtested the class on two separate occasions: once in a level 12 one-shot by a player of mine, and once by myself in an LMOP game, levels 1 through 5 (we fought the Green Dragon while level 5 and ended there). I figured that increasing the range did what I described in the earlier paragraph: help with making a melee-orientated Tome Necromancer viable. It's something you pick up on a pact warlock or tanky sorcerer, and is generally not worth the cantrip slot in any other situation. It has a miniscule range, deals low damage, may hit allies and has a save attached to it. Why so? Sword Burst, as it stands, is a terrible cantrip for casters in general. It needs to be roughly what it is, but it may need a small nerf.Īnd quadrupling sword bursts range at no risk to your allies seems a cop out. However, since Chill Touch also prevents healing, I'm a bit on the fence about this one. Note that Chill Touch is an action, so while you can be applying 'constant disadvantage' to one target, it'll be everything you do the entire fight. It uses a save instead of an attack roll. This was balanced against Vicious Mockery, which does the same thing but with less damage. I'll think about this one more, it may need a cap.īeing able to apply constant disadvantage through a cantrip with Numbing caress is frightening, As for Spirit Sight: it's a 3rd level spell at level 6, but it is nevertheless a completely non-combat spell with a 10 minute cast time. Visions of Distant Realms even gives a 4th level spell at level 15. The warlock pacts Ascendant Step and Master of Myriad Forms both do the same, except at level 9. Shadow Step gives you unlimited access to a 2nd level spell, starting from level 10. The main advantage of that acumen is the fact that it removes the 1000g material cost. And, after you've cast it twice, you'd normally have a long rest either way. There isn't much point to capping this: you could cast it twice before your entire day is over to begin with, which you'd be able to do at level 14 normally anyway. I'll think about how to approach this.Īnd even though its at a later level the free spells you gain via Essence Morphing/Shadow Step/Spirit Sight really should have a day/rest cap.Įssence Morphing gives you Awaken, which has an 8 hour cast time. That said, I do see where you are coming from an ancient dragon who chooses not to use legendary resistance against a Blight can suddenly be hit by this. It sorta has one: you need to deal necrotic damage to a target, which a Tome necromancer can only do through spells that have a save to begin with. Mark of Death needs a save for something so powerful. That said, I will consider what you're saying: simply adding one Green-Flame Blade acumen will help open up an entirely new possible playstyle, which seems like a huge advantage for so small a change. If someone wants to play Tome with a more melee-orientation, they've got the Spectral Manipulation and Black Ice acumens instead. I never really intended for Tome Necro's to be able to do this, in the same way that you wouldn't do it as a Divination School Wizard. The main reason I added Green-Flame Blade to begin with is to allow Siphon Necromancers to go with a melee build. Have you considered adding something for green flame blade in at all? Seems it would be a nice fit to the set could even retool it slightly to deal necrotic damage instead of fire, the tome necromancer gaining some of it back in hp similar to the siphon creeds sycophant.
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