I built a severely OP Aarakocra Sorlock that I'd really like to play sometime. I put together some debuffs with that in mind but I could use some objective feedback. Would these make my flying blaster more reasonable at table? Helpful feedback is appreciated.
Innate limitations:
When underground or in otherwise enclosed environments, experiences severe claustrophobia. Due to their training, they have learned techniques to overcome the panic response, but it takes time. For (2d6 minus character level) hours they have disadvantage on concentration saves and -2 to wisdom saves. Also, due to being hyper alert, has +2 to perception checks.
Vocal Flight: While using your flying speed, you can only cast spells that require Verbal (V) components. You cannot perform the precise hand movements required for Somatic (S) components, nor can you safely reach for and handle Material (M) components or a spellcasting focus while airborne.
Interruption: If you are airborne and cast a spell that violates these restrictions, or if you are forced to use your hands for a complex physical task, your flight path is instantly disrupted. You must immediately succeed on a DC 13 Dexterity saving throw or stall, falling 30 feet before catching yourself.
Feat options:
Battlefield Aerodynamics: You can now cast spells requiring Somatic (S) components while using your flying speed. Your wings and tail feathers have learned to subconsciously compensate for your hand gestures without disrupting your flight path. (+1 Dexterity)
Focus Attunement: You can magically bond with one spellcasting focus (like a wand, staff, or crystal) during a long rest. While flying, this specific bonded focus does not need to be held in a free hand; it can hover alongside you or be integrated into your armor/harness, allowing you to bypass Material (M) components (that do not have a gold cost) while airborne. (+1 Charisma)
Evasive Casting: When you cast a spell of 1st level or higher while flying, you can immediately use a bonus action to take the Disengage action, allowing you to swoop away from nearby enemies without drawing opportunity attacks. (+1 Dexterity)
If you want to 'debuff' Aarakocra, just have them start with a broken wing that won't heal until 6th level. After that, introduce enemies that can fly or have ranged attacks.
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Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
I built a severely OP Aarakocra Sorlock that I'd really like to play sometime. I put together some debuffs with that in mind but I could use some objective feedback. Would these make my flying blaster more reasonable at table? Helpful feedback is appreciated.
Innate limitations:
When underground or in otherwise enclosed environments, experiences severe claustrophobia. Due to their training, they have learned techniques to overcome the panic response, but it takes time. For (2d6 minus character level) hours they have disadvantage on concentration saves and -2 to wisdom saves. Also, due to being hyper alert, has +2 to perception checks.
Vocal Flight: While using your flying speed, you can only cast spells that require Verbal (V) components. You cannot perform the precise hand movements required for Somatic (S) components, nor can you safely reach for and handle Material (M) components or a spellcasting focus while airborne.
Interruption: If you are airborne and cast a spell that violates these restrictions, or if you are forced to use your hands for a complex physical task, your flight path is instantly disrupted. You must immediately succeed on a DC 13 Dexterity saving throw or stall, falling 30 feet before catching yourself.
Feat options:
Battlefield Aerodynamics: You can now cast spells requiring Somatic (S) components while using your flying speed. Your wings and tail feathers have learned to subconsciously compensate for your hand gestures without disrupting your flight path. (+1 Dexterity)
Focus Attunement: You can magically bond with one spellcasting focus (like a wand, staff, or crystal) during a long rest. While flying, this specific bonded focus does not need to be held in a free hand; it can hover alongside you or be integrated into your armor/harness, allowing you to bypass Material (M) components (that do not have a gold cost) while airborne. (+1 Charisma)
Evasive Casting: When you cast a spell of 1st level or higher while flying, you can immediately use a bonus action to take the Disengage action, allowing you to swoop away from nearby enemies without drawing opportunity attacks. (+1 Dexterity)
If you want to 'debuff' Aarakocra, just have them start with a broken wing that won't heal until 6th level. After that, introduce enemies that can fly or have ranged attacks.
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
If you think your character is overpowered, either talk to the DM about it beforehand, or don't make that build.
Let me guess: flying quickened spell eldritch blaster.
Or just don't use all your abilities every fight.
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.