NEED to stop locking a class or subclasses ENTIRE existence around Concentration Spells.. - Hexblade - Hollow Warden Single enemy cast dispel in your vicinity, or you get crit'd or hit and you roll bad. Geuss what you entire class stops existing. Enjoy~
Also seems kinda boring to remove unique Summon Special Minions for generic "Cast Summon Spell for Free. If you want No-Con its duration becomes 1 min"
Alot of unneeded nerfs or changes across the board for the most part.
Though there are a couple cool things, I guess. Overall I rate these as a 3/10 as a whole. Couple of them individually are MAYBE a 6/10
NEED to stop locking a class or subclasses ENTIRE existence around Concentration Spells.. - Hexblade - Hollow Warden Single enemy cast dispel in your vicinity, or you get crit'd or hit and you roll bad. Geuss what you entire class stops existing. Enjoy~
It's a bonus action to cast, you get free uses that scale as you level as a Ranger or based on your casting mod for an even faster growth curve with the Warlock subclass, Ranger has fairly limited competition for concentration in '24, and even for Warlocks there's a limited selection that's really clocking in better than a boosted Hex before you get the 6th level and higher spells. The existence of two relatively uncommon fail states doesn't make a feature useless, otherwise Rage would be useless.
At the end of the day, tying the features to these spells is fairly similar to a feature giving you a power up mode, except you'll pretty much always have more opportunities to make use of these features than you will a power up mode.
I mean, over 20 AC at level 3? (Medium armor (16)+ Shield+(2) Wisdom Modifier (At least a +2 Modifier) > 20) Plus, you basically can't break your concentration on it, thanks to the level 7 feature and the fact that enemies within 10 feet of you have a chance of not getting an action/bonus action on their turn! The higher level features aren't too bad, but...
I guess they realized making HM the main class feature of Ranger wasn't exactly a draw so they buffed it absurdly.
I saw this and then read the subclass. wow. It's like they decided that abilities should be dependent on using hunter's mark, and then made the abilities absolutely broken in the hopes that people wouldn't complain.
I mean, over 20 AC at level 3? (Medium armor (16)+ Shield+(2) Wisdom Modifier (At least a +2 Modifier) > 20) Plus, you basically can't break your concentration on it, thanks to the level 7 feature and the fact that enemies within 10 feet of you have a chance of not getting an action/bonus action on their turn! The higher level features aren't too bad, but...
I guess they realized making HM the main class feature of Ranger wasn't exactly a draw so they buffed it absurdly.
Druidic warrior, shillelagh, get 20 wisdom by level 8 and before magic armor comes into play you are pretty much 24/7 24AC. Going only 1 weapon your damage will be lacking though a tank without a canon. Though your aura offers a bit of control.
The newest Unearthed Arcana presents revised subclasses for the Bard (College of Spirits), Cleric (Grave Domain), Rogue (Phantom), Sorcerer (Shadow Sorcery), and Warlock (Hexblade Patron and Undead Patron) as well as new subclasses for the Artificer (Reanimator) and Ranger (Hollow Warden).
Remember: as with all playtest material, this cannot be used with D&D Beyond's character builder.
Listen to Todd and Makenzie talk about these terrifying subclasses and try them out yourself today!
I don't care much for spell casters, but the Sorcerer's Shadow Sorcery sounds interesting.
NEED to stop locking a class or subclasses ENTIRE existence around Concentration Spells.. - Hexblade - Hollow Warden Single enemy cast dispel in your vicinity, or you get crit'd or hit and you roll bad. Geuss what you entire class stops existing. Enjoy~
It's a bonus action to cast, you get free uses that scale as you level as a Ranger or based on your casting mod for an even faster growth curve with the Warlock subclass, Ranger has fairly limited competition for concentration in '24, and even for Warlocks there's a limited selection that's really clocking in better than a boosted Hex before you get the 6th level and higher spells. The existence of two relatively uncommon fail states doesn't make a feature useless, otherwise Rage would be useless.
At the end of the day, tying the features to these spells is fairly similar to a feature giving you a power up mode, except you'll pretty much always have more opportunities to make use of these features than you will a power up mode.
yes because being forced into one playstyle for the entire class is a great idea. why even bother putting other concentration spells on the list?
NEED to stop locking a class or subclasses ENTIRE existence around Concentration Spells.. - Hexblade - Hollow Warden Single enemy cast dispel in your vicinity, or you get crit'd or hit and you roll bad. Geuss what you entire class stops existing. Enjoy~
It's a bonus action to cast, you get free uses that scale as you level as a Ranger or based on your casting mod for an even faster growth curve with the Warlock subclass, Ranger has fairly limited competition for concentration in '24, and even for Warlocks there's a limited selection that's really clocking in better than a boosted Hex before you get the 6th level and higher spells. The existence of two relatively uncommon fail states doesn't make a feature useless, otherwise Rage would be useless.
At the end of the day, tying the features to these spells is fairly similar to a feature giving you a power up mode, except you'll pretty much always have more opportunities to make use of these features than you will a power up mode.
yes because being forced into one playstyle for the entire class is a great idea. why even bother putting other concentration spells on the list?
It's a subclass, it's not exactly shocking that it steers you towards a particular playstyle. Did you throw this much of a fuss over the Dance Bard or Moon Druid?
NEED to stop locking a class or subclasses ENTIRE existence around Concentration Spells.. - Hexblade - Hollow Warden Single enemy cast dispel in your vicinity, or you get crit'd or hit and you roll bad. Geuss what you entire class stops existing. Enjoy~
It's a bonus action to cast, you get free uses that scale as you level as a Ranger or based on your casting mod for an even faster growth curve with the Warlock subclass, Ranger has fairly limited competition for concentration in '24, and even for Warlocks there's a limited selection that's really clocking in better than a boosted Hex before you get the 6th level and higher spells. The existence of two relatively uncommon fail states doesn't make a feature useless, otherwise Rage would be useless.
At the end of the day, tying the features to these spells is fairly similar to a feature giving you a power up mode, except you'll pretty much always have more opportunities to make use of these features than you will a power up mode.
yes because being forced into one playstyle for the entire class is a great idea. why even bother putting other concentration spells on the list?
It's a subclass, it's not exactly shocking that it steers you towards a particular playstyle. Did you throw this much of a fuss over the Dance Bard or Moon Druid?
Turning hunter's mark into the ranger equivalent of a druid's wild shape, or a barbarian's rage, is just not good game design
Imagine if a cleric's subclass features only activated while they had bless going
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
NEED to stop locking a class or subclasses ENTIRE existence around Concentration Spells.. - Hexblade - Hollow Warden Single enemy cast dispel in your vicinity, or you get crit'd or hit and you roll bad. Geuss what you entire class stops existing. Enjoy~
It's a bonus action to cast, you get free uses that scale as you level as a Ranger or based on your casting mod for an even faster growth curve with the Warlock subclass, Ranger has fairly limited competition for concentration in '24, and even for Warlocks there's a limited selection that's really clocking in better than a boosted Hex before you get the 6th level and higher spells. The existence of two relatively uncommon fail states doesn't make a feature useless, otherwise Rage would be useless.
At the end of the day, tying the features to these spells is fairly similar to a feature giving you a power up mode, except you'll pretty much always have more opportunities to make use of these features than you will a power up mode.
yes because being forced into one playstyle for the entire class is a great idea. why even bother putting other concentration spells on the list?
It's a subclass, it's not exactly shocking that it steers you towards a particular playstyle. Did you throw this much of a fuss over the Dance Bard or Moon Druid?
Turning hunter's mark into the ranger equivalent of a druid's wild shape, or a barbarian's rage, is just not good game design
Imagine if a cleric's subclass features only activated while they had bless going
THIS EXACTLY THIS. Ranger is sooo bad. They made an already struggling class WORSE, and have doubled down on the idiotic nonsense for its Subclasses. And now they are trying to make other class/subclasses this way. In this case Hexblade, warlock. Or should I call it Hex Warlock, since there is basically NO BLADE in this version of HexBLADE
Rollback Post to RevisionRollBack
"Not getting cut into bloody littles slices, That's the key to a sound plan."
NEED to stop locking a class or subclasses ENTIRE existence around Concentration Spells.. - Hexblade - Hollow Warden Single enemy cast dispel in your vicinity, or you get crit'd or hit and you roll bad. Geuss what you entire class stops existing. Enjoy~
It's a bonus action to cast, you get free uses that scale as you level as a Ranger or based on your casting mod for an even faster growth curve with the Warlock subclass, Ranger has fairly limited competition for concentration in '24, and even for Warlocks there's a limited selection that's really clocking in better than a boosted Hex before you get the 6th level and higher spells. The existence of two relatively uncommon fail states doesn't make a feature useless, otherwise Rage would be useless.
At the end of the day, tying the features to these spells is fairly similar to a feature giving you a power up mode, except you'll pretty much always have more opportunities to make use of these features than you will a power up mode.
yes because being forced into one playstyle for the entire class is a great idea. why even bother putting other concentration spells on the list?
It's a subclass, it's not exactly shocking that it steers you towards a particular playstyle. Did you throw this much of a fuss over the Dance Bard or Moon Druid?
Turning hunter's mark into the ranger equivalent of a druid's wild shape, or a barbarian's rage, is just not good game design
Imagine if a cleric's subclass features only activated while they had bless going
The difference being Cleric is a full caster with significantly better competing options for their concentration slot, whereas most of the Ranger attack spells that used to use concentration don’t, and the remainder are either field effects you won’t typically hold through a game even when you use or save or suck effects that don’t play so hot on Rangers. There is very little if anything you’re going to consistently want to hold concentration on over Hunter’s Mark, you get free uses of it that scale with your Ranger level, and with Nick there aren’t even action economy issues anymore. Where exactly is the drawback to using HM that makes it getting additional benefits so onerous?
When they buff and/or nerf things, it's for the sake of generating FEEDBACK from US. It's not intended to be the final release.
Hollow Warden Ranger gives the OPTION to have a subclass that leans into a different playstyle than designated Entangler/Spike Grower, but needs more features divorced from Hunter's Mark. Otherwise this is an EXCELLENT option for those who don't lock themselves into the(still completely valid) optimizer playstyle.
While I do question whomever loves Hex so much on the design team, It's not Pact of the Hexblade or Pact of the Blade+. Pact of the Blade & Hexblade Patron need to be more divorced from each other than ever, since you are asking a sentient weapon for power, not your Pact Weapon itself. By internally limiting it to just Pact of the Blade+/Pact of the Hexblade playstyles, perspective-wise, you cut out Warlocks who want to use Pacts of the Tome & Chain(& hopefully, The Talisman gets a full rework sooner than later). It may not be what oodles of Reddit threads, Non-Beyond forum posters & content creators have talked about, but it's overdue for a divorce from one pact in particular. THAT BEING SAID, I think that a fair compromise would be the medium armor & shields w/o a feat.
Spirits Bard needs a bit more time in the oven. Bring back the skull & spirit board foci, & add back meaty flavor to the Tales.
Shadow Sorcerer now being able to see in Darkness they generate is a MAJOR fix. I'm not too fond of losing the hound instead of buffing it, and I question who loves these "Summon X" standardized spell blocks(It's probably to do with the DMing mess that was Conjure spells RAW(As in, RAW, no homebrew, no house rules, no quickfixes, no specialization) very casual in 2014)...that being said...why not revive Summon Shadowspawn, noticeably missing from Tashas ports, instead of stapling Undead to the slot if that's the route we're taking here?
Grave Cleric 2014 had a few redundant/outpaced features when pushed into 2024. This is a good fix that addresses some common complaints about backwards compatibility.
Phantom Rogue having more reliable Soul Trinkets is a good thing. Needs a few adjustments. Namely, a way for Wails of the Grave to not be useless against undead & constucts. Perhaps Thunder Damage, since it is called WAILS From the Grave?
NGL, relatively inactive Artificer subclass development is something that bothered me about 2014 Artificer, so I'm glad we're getting more than 1 new one so far. I love everything to do with this one, but the Jolt needs SOME kind of way to prevent accidentally hurting your party, & more features separated from the pet would be nice. IT'S ALIIIIVE! IT'S ALIIIIIIVE!
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
The difference being Cleric is a full caster with significantly better competing options for their concentration slot
You are completely missing the point by focusing on concentration
With Hollow Warden, what if a player wants to use Wrath of the Wild before combat starts to boost their AC? Or use it out of combat completely to try and aid an Intimidation check or something with Unnerving Aura? Are they supposed to HM another member of their party?
Key subclass features -- and Hollow Warden is built around Wrath of the Wild -- should not be triggered by any spell, concentration or otherwise. Does Form of Dread on the Undead warlock require casting armor of agathys first?
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The new Artificer is super cool. But that coolness is watered down by how weak it is. Artificer already struggles to compete with Paladin and Ranger, and it's (almost) useless compared to a full caster, especially without Extra Attack. Why do they insist on the subclasses doing the bare minimum?
The Reanimated Companion needs more AC. This is supposed to be your personal Tank. Bump it up to at least 13 + INT mod.
The Reanimated Companion needs to do more damage. Make the 1d4 a 1d8 and allow us to do Bludgeoning OR Necrotic, instead of just Necrotic.
Death Burst needs to do more damage. It essentially costs a spell slot. This also means even more damage at Level 15, this thing should be hitting harder than a 3rd level Fireball at that level like come on.
Facilitated Revival needs to just remove the Material cost from those spells entirely. Your whole thing is REANIMATING things.
The Level 9 Modifications need to be buffed. Especially Bloated and Moist. (Not sure what they could do tbh)
The Spell list needs to be revised for Levels 3 and 5. Witch bolt in particular sounds cool but makes no sense now that it uses up a Bonus Action.
Death Burst can hit your friends with how it's worded rn. That's not good.
Remove the line "but you must use your own senses" from Arcane Conduit, it's an unnecessary limitation. You should be able to see and hear through your Animated Companion at Level 5, it should be better than a Familiar, like come on.
I'll also say that with the most recent UA for Artificer we can have up to 5 free casts of Lightning Bolt every day through Spell Storing Item, which pairs really well with the Reanimated Companion's Lightning Absorption Trait. You can fire a LB at the enemies around your companion while healing it at the same time. I really hope they don't change this interaction.
If you're going to turn the Hound of Ill Omen into a Summon spell, revive Summon Shadowspawn, which is missing from all the other Summon spells ported forward, instead of sampling Summon Undead, which isn't as intrinsically Shadowfell as Shadowspawn is.
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Hey everyone! The feedback survey for this Unearthed Arcana is now live! Don't forget to get your feedback in and let us know what you think!
Did the survey, but would like if the Devs actually gave us a Feedback section to explain why we don't like something, or what we feel needs to be adjusted. Could you please pass that on? Otherwise these Surveys feel less like "How can we make this better?" and more of "Do you want this exactly how it is, yes or no?"
Rollback Post to RevisionRollBack
"Not getting cut into bloody littles slices, That's the key to a sound plan."
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NEED to stop locking a class or subclasses ENTIRE existence around Concentration Spells..
- Hexblade
- Hollow Warden
Single enemy cast dispel in your vicinity, or you get crit'd or hit and you roll bad. Geuss what you entire class stops existing. Enjoy~
Also seems kinda boring to remove unique Summon Special Minions for generic "Cast Summon Spell for Free. If you want No-Con its duration becomes 1 min"
Alot of unneeded nerfs or changes across the board for the most part.
Though there are a couple cool things, I guess. Overall I rate these as a 3/10 as a whole. Couple of them individually are MAYBE a 6/10
"Not getting cut into bloody littles slices, That's the key to a sound plan."
It's a bonus action to cast, you get free uses that scale as you level as a Ranger or based on your casting mod for an even faster growth curve with the Warlock subclass, Ranger has fairly limited competition for concentration in '24, and even for Warlocks there's a limited selection that's really clocking in better than a boosted Hex before you get the 6th level and higher spells. The existence of two relatively uncommon fail states doesn't make a feature useless, otherwise Rage would be useless.
At the end of the day, tying the features to these spells is fairly similar to a feature giving you a power up mode, except you'll pretty much always have more opportunities to make use of these features than you will a power up mode.
The sunk cost fallacy of game design.
Druidic warrior, shillelagh, get 20 wisdom by level 8 and before magic armor comes into play you are pretty much 24/7 24AC. Going only 1 weapon your damage will be lacking though a tank without a canon. Though your aura offers a bit of control.
I don't care much for spell casters, but the Sorcerer's Shadow Sorcery sounds interesting.
yes because being forced into one playstyle for the entire class is a great idea. why even bother putting other concentration spells on the list?
No Oathbreaker Paladin, Necromancer Wizard, or Death Domain Cleric?
It's a subclass, it's not exactly shocking that it steers you towards a particular playstyle. Did you throw this much of a fuss over the Dance Bard or Moon Druid?
Turning hunter's mark into the ranger equivalent of a druid's wild shape, or a barbarian's rage, is just not good game design
Imagine if a cleric's subclass features only activated while they had bless going
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
THIS EXACTLY THIS. Ranger is sooo bad. They made an already struggling class WORSE, and have doubled down on the idiotic nonsense for its Subclasses. And now they are trying to make other class/subclasses this way. In this case Hexblade, warlock. Or should I call it Hex Warlock, since there is basically NO BLADE in this version of HexBLADE
"Not getting cut into bloody littles slices, That's the key to a sound plan."
The difference being Cleric is a full caster with significantly better competing options for their concentration slot, whereas most of the Ranger attack spells that used to use concentration don’t, and the remainder are either field effects you won’t typically hold through a game even when you use or save or suck effects that don’t play so hot on Rangers. There is very little if anything you’re going to consistently want to hold concentration on over Hunter’s Mark, you get free uses of it that scale with your Ranger level, and with Nick there aren’t even action economy issues anymore. Where exactly is the drawback to using HM that makes it getting additional benefits so onerous?
When they buff and/or nerf things, it's for the sake of generating FEEDBACK from US. It's not intended to be the final release.
Hollow Warden Ranger gives the OPTION to have a subclass that leans into a different playstyle than designated Entangler/Spike Grower, but needs more features divorced from Hunter's Mark. Otherwise this is an EXCELLENT option for those who don't lock themselves into the(still completely valid) optimizer playstyle.
While I do question whomever loves Hex so much on the design team, It's not Pact of the Hexblade or Pact of the Blade+. Pact of the Blade & Hexblade Patron need to be more divorced from each other than ever, since you are asking a sentient weapon for power, not your Pact Weapon itself. By internally limiting it to just Pact of the Blade+/Pact of the Hexblade playstyles, perspective-wise, you cut out Warlocks who want to use Pacts of the Tome & Chain(& hopefully, The Talisman gets a full rework sooner than later). It may not be what oodles of Reddit threads, Non-Beyond forum posters & content creators have talked about, but it's overdue for a divorce from one pact in particular. THAT BEING SAID, I think that a fair compromise would be the medium armor & shields w/o a feat.
Spirits Bard needs a bit more time in the oven. Bring back the skull & spirit board foci, & add back meaty flavor to the Tales.
Shadow Sorcerer now being able to see in Darkness they generate is a MAJOR fix. I'm not too fond of losing the hound instead of buffing it, and I question who loves these "Summon X" standardized spell blocks(It's probably to do with the DMing mess that was Conjure spells RAW(As in, RAW, no homebrew, no house rules, no quickfixes, no specialization) very casual in 2014)...that being said...why not revive Summon Shadowspawn, noticeably missing from Tashas ports, instead of stapling Undead to the slot if that's the route we're taking here?
Grave Cleric 2014 had a few redundant/outpaced features when pushed into 2024. This is a good fix that addresses some common complaints about backwards compatibility.
Phantom Rogue having more reliable Soul Trinkets is a good thing. Needs a few adjustments. Namely, a way for Wails of the Grave to not be useless against undead & constucts. Perhaps Thunder Damage, since it is called WAILS From the Grave?
NGL, relatively inactive Artificer subclass development is something that bothered me about 2014 Artificer, so I'm glad we're getting more than 1 new one so far. I love everything to do with this one, but the Jolt needs SOME kind of way to prevent accidentally hurting your party, & more features separated from the pet would be nice. IT'S ALIIIIVE! IT'S ALIIIIIIVE!
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
You are completely missing the point by focusing on concentration
With Hollow Warden, what if a player wants to use Wrath of the Wild before combat starts to boost their AC? Or use it out of combat completely to try and aid an Intimidation check or something with Unnerving Aura? Are they supposed to HM another member of their party?
Key subclass features -- and Hollow Warden is built around Wrath of the Wild -- should not be triggered by any spell, concentration or otherwise. Does Form of Dread on the Undead warlock require casting armor of agathys first?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The new Artificer is super cool. But that coolness is watered down by how weak it is. Artificer already struggles to compete with Paladin and Ranger, and it's (almost) useless compared to a full caster, especially without Extra Attack. Why do they insist on the subclasses doing the bare minimum?
I'll also say that with the most recent UA for Artificer we can have up to 5 free casts of Lightning Bolt every day through Spell Storing Item, which pairs really well with the Reanimated Companion's Lightning Absorption Trait. You can fire a LB at the enemies around your companion while healing it at the same time. I really hope they don't change this interaction.
Hey everyone! The feedback survey for this Unearthed Arcana is now live! Don't forget to get your feedback in and let us know what you think!
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I didn't realize that Red didn't let you comment.
Alright, I'll post it here.
If you're going to turn the Hound of Ill Omen into a Summon spell, revive Summon Shadowspawn, which is missing from all the other Summon spells ported forward, instead of sampling Summon Undead, which isn't as intrinsically Shadowfell as Shadowspawn is.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
I'm still confused why they put age restrictions on the surveys. Isn't a key demographic for D&D under 18 or 16 or whatever it is?
COPPA.
That's why.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Looking into it, the age limit is definitely not 13.
Did the survey, but would like if the Devs actually gave us a Feedback section to explain why we don't like something, or what we feel needs to be adjusted. Could you please pass that on?
Otherwise these Surveys feel less like "How can we make this better?" and more of "Do you want this exactly how it is, yes or no?"
"Not getting cut into bloody littles slices, That's the key to a sound plan."