"Non-open hand monks should not be able to self heal"
Way of Mercy would like a word.
Also, the quickened healing isn't that great of a class feature. You have to spend 2 ki points as an action to use it and you only get Martial Arts Die + Prof back in healing (Maximum of 16 HP by the time you are in Tier 4 play). If it was a bonus action, cost less ki, or the healing scaled better I would say it could be powerful.
Wholeness of body, while it can be used less often, restores 18 HP at 6th level and eventually scales to 60 HP, and you don't have to worry about getting less healing because of a bad dice roll.
Idk. It seems to me like the best use of Quickened Healing is to use up any remaining ki right before a short rest so you have to spend less Hit Die during the rest to recover. In combat, it just doesn't seem like a worthwhile ability because it costs too much ki at low level and at high level the healing you get is too small.
I was careful about the wording of 'self-healing', Mercy monks get healing, open hand gets self-healing, Way of Mercy is a great subclass and a great addition to the set, it gets standard healing they can use on anyone.
I mean, healing that they can use on anyone can include themselves. I appreciate you clarifying that you intentionally meant not to include Mercy Monk in your critique, but I hope you can see where the confusion came from on my end, since they are very much capable of self healing using their abilities.
Most of those additions were to classes that were considered to be on the lower end of the power spectrum in the first place.
Except wizard who got to swap out cantrips on a long rest...
I know a lot of them were boosts to maligned classes but Wizard got a huge benefit when it did not need it at all.
Honestly I don't consider the Wizard cantrip swap a huge benefit its nice and I like it, in my games I just require the wizard to inscribe new cantrips into their spellbooks like any other spell at a cost of 10 gold and 30 minutes time per cantrip I also allow a cantrip to be picked as one if not both free spells as they level but that is the wizards choice and it don't happen often.
Most of those additions were to classes that were considered to be on the lower end of the power spectrum in the first place.
Except wizard who got to swap out cantrips on a long rest...
I know a lot of them were boosts to maligned classes but Wizard got a huge benefit when it did not need it at all.
Honestly I don't consider the Wizard cantrip swap a huge benefit its nice and I like it, in my games I just require the wizard to inscribe new cantrips into their spellbooks like any other spell at a cost of 10 gold and 30 minutes time per cantrip I also allow a cantrip to be picked as one if not both free spells as they level but that is the wizards choice and it don't happen often.
I agree its not huge but it was totally un-needed especially after they removed spell versatility from sorcerers, bards, warlocks and rangers. Than not only buffed it from each lvl you can swap a cantrip to once per long rest. Kinda some epic levels of BS but thats kinda typical from wizards when it comes to the wizard
Even though I think that the wizard class is leaps and bounds better than sorcerers, wizards get very few cantrips known unless they have any as a result of their race or feats. That puts a limit on how much being able to swap them out on a daily basis will actually do for them, especially as they gain levels and cantrips become less and less important for them.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
First of all it is Tasha’s cauldron of everything. And there has most definitely been a power creep. I ban Tasha’s in my games.
Quite a bump on the thread.
Tasha's certainly had a bigger increase in power than previous books that can be put into 3 categories. I only have a problem with the third
The option of allowing "racial" ASIs to be any ability for any race. The community had been crying out for this for two reasons, one was that racial ASIs were considered to be endorsing real life racial stereotyping, goliaths being strong and gnomes being clever it the same as people of Afro-Carribean origin being strong and thoe of Caucasian origin being clever, the other twas that players felt if they wanted to play a Wizard they had to pick a race that have a bonus to intelligence otherwise they were nerfing their character and racial ASIs restricted Race / Class combinations, bumped up sub-optimal class / race combinations up to the level of the optimal ones and while other racial abilities might create a bit of power creep the difference is minor. Most objections I have heard to this change is for lore reasons (of course the average goliaith is going to be stronger then the average kobold)
Optional class rules. Again there were mostly aimed making a more level playing field among characters. For example if you want to play a life cleric that when not burning a resource with their action casts a cantrip rather than makes a weapon attack you don't find your character becomes sub-optimal when you hit level 8. Beastmaste rranger used ot be a joke but the new rules make is a reasonably (but not overpowered) option.
They introduced two new cleric classes that ar efar more powerful than any other cleric class and (arguably) any class at all (The moon druid is the most powerful at level 2 but quickly drops off)
Since then power creep has increased significantly. I don't know if it was expected that Strixhaven backgrounds would be used in a non-Strixhaven game but many people think any official source should be available in any game. (WotC would have know this as for example many people play warforged in a Faerun based campaign.
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Except wizard who got to swap out cantrips on a long rest...
I know a lot of them were boosts to maligned classes but Wizard got a huge benefit when it did not need it at all.
Undestood.
Mystic v3 should be official, nuff said.
Honestly I don't consider the Wizard cantrip swap a huge benefit its nice and I like it, in my games I just require the wizard to inscribe new cantrips into their spellbooks like any other spell at a cost of 10 gold and 30 minutes time per cantrip I also allow a cantrip to be picked as one if not both free spells as they level but that is the wizards choice and it don't happen often.
I agree its not huge but it was totally un-needed especially after they removed spell versatility from sorcerers, bards, warlocks and rangers. Than not only buffed it from each lvl you can swap a cantrip to once per long rest. Kinda some epic levels of BS but thats kinda typical from wizards when it comes to the wizard
Even though I think that the wizard class is leaps and bounds better than sorcerers, wizards get very few cantrips known unless they have any as a result of their race or feats. That puts a limit on how much being able to swap them out on a daily basis will actually do for them, especially as they gain levels and cantrips become less and less important for them.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
First of all it is Tasha’s cauldron of everything. And there has most definitely been a power creep. I ban Tasha’s in my games.
Bram Quikfoot fractured.
Quite a bump on the thread.
Tasha's certainly had a bigger increase in power than previous books that can be put into 3 categories. I only have a problem with the third
Since then power creep has increased significantly. I don't know if it was expected that Strixhaven backgrounds would be used in a non-Strixhaven game but many people think any official source should be available in any game. (WotC would have know this as for example many people play warforged in a Faerun based campaign.