1) A familiar typically has very few hit points and poor AC. Casting dragon's breath ensures the familiar becomes a primary target so the character uses a spell slot to cause the opponents to use an action killing the familiar. At higher levels the familiar will die very quickly to events like fireball and dragon's breath is much less of an issue. It can feel powerful against specific opponents or if the enemies don't prioritize killing the familiar.
2) Characters with PAM, Crossbow Expert, GWM (on a kill or crit), monks and any character using two weapon fighting all get two attacks before level 5. It isn't a big deal that the druid happens to get an extra attack from one of their animal forms. Yes, a moon druid in bear form will be more powerful than most fighters without these abilities. However, their AC is also substantially less and they will be hit more often. Due to the hit points they obtain in each form and not so much the extra attacks, they are above the power curve in tier 1. It goes away pretty quickly at level 5 and above though.
3) If a character wants to multiclass as a cleric/paladin + wizard/hexblade/sorcerer, I don't really see the issue. AC isn't the only stat, there are attacks against saving throws as well as grappling/shoving prone and other attacks that can be effectively used against characters with a high AC. This is up to the enemies realizing the defender has a high AC and then taking appropriate actions including ignoring them until the end and killing off all of their easier friends if necessary. (i.e. How a high AC plays out in practice has as much to do with how the DM runs it as it does with the character). In addition, there are often better spells to concentrate on than shield of faith. Bless would be a prime example.
4) The DM chooses what creatures are formed when a summon spell is cast. The caster chooses the CR and number while the DM chooses the specific creature. Many DMs will allow the character to choose the creature but they don't have to and if a player wants to summon flocks of pixies all the time, it is well within the capability of the DM, even in AL, to say no.
I've seen all of these used in play (except shield of faith + shield spell since most folks choose some other concentration spell - though they could have done this if they wished), and none of them were game breaking. The DM just needs the opponents to respond to the party tactics and provide an appropriate and fun challenge as outlined in the ALDMG.
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A potentialy broken one is Coffeelock. However, there is sufficient ambiguity in the rules that even an AL DM can say no to this one. (It depends on taking multiple short rests in place of long resting and never taking a long rest which is DM dependent) Unfortunately, it may cause some friction and arguments if a player shows up trying to use it but an AL DM can still say no.
Infinite simulacrums is already explicitly prevented in the AL rules which is good in my opinion.
1) A familiar typically has very few hit points and poor AC. Casting dragon's breath ensures the familiar becomes a primary target so the character uses a spell slot to cause the opponents to use an action killing the familiar. At higher levels the familiar will die very quickly to events like fireball and dragon's breath is much less of an issue. It can feel powerful against specific opponents or if the enemies don't prioritize killing the familiar.
2) Characters with PAM, Crossbow Expert, GWM (on a kill or crit), monks and any character using two weapon fighting all get two attacks before level 5. It isn't a big deal that the druid happens to get an extra attack from one of their animal forms. Yes, a moon druid in bear form will be more powerful than most fighters without these abilities. However, their AC is also substantially less and they will be hit more often. Due to the hit points they obtain in each form and not so much the extra attacks, they are above the power curve in tier 1. It goes away pretty quickly at level 5 and above though.
3) If a character wants to multiclass as a cleric/paladin + wizard/hexblade/sorcerer, I don't really see the issue. AC isn't the only stat, there are attacks against saving throws as well as grappling/shoving prone and other attacks that can be effectively used against characters with a high AC. This is up to the enemies realizing the defender has a high AC and then taking appropriate actions including ignoring them until the end and killing off all of their easier friends if necessary. (i.e. How a high AC plays out in practice has as much to do with how the DM runs it as it does with the character). In addition, there are often better spells to concentrate on than shield of faith. Bless would be a prime example.
4) The DM chooses what creatures are formed when a summon spell is cast. The caster chooses the CR and number while the DM chooses the specific creature. Many DMs will allow the character to choose the creature but they don't have to and if a player wants to summon flocks of pixies all the time, it is well within the capability of the DM, even in AL, to say no.
I've seen all of these used in play (except shield of faith + shield spell since most folks choose some other concentration spell - though they could have done this if they wished), and none of them were game breaking. The DM just needs the opponents to respond to the party tactics and provide an appropriate and fun challenge as outlined in the ALDMG.
----
A potentialy broken one is Coffeelock. However, there is sufficient ambiguity in the rules that even an AL DM can say no to this one. (It depends on taking multiple short rests in place of long resting and never taking a long rest which is DM dependent) Unfortunately, it may cause some friction and arguments if a player shows up trying to use it but an AL DM can still say no.
Infinite simulacrums is already explicitly prevented in the AL rules which is good in my opinion.
This is all sound sound advice. Thank you.
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1. Casting dragons breath on a familiar and having it be legal for a full minute
2. Druids of the Moon under level 5 wildshaping into a Brown Bear and getting Multiattack
3. Multiclass stacking of shield / shield of faith / shield spell....
4. Summon Fae turns into a party of flying t-rex
5. Etc...
Hi!
Just a few comments ...
1) A familiar typically has very few hit points and poor AC. Casting dragon's breath ensures the familiar becomes a primary target so the character uses a spell slot to cause the opponents to use an action killing the familiar. At higher levels the familiar will die very quickly to events like fireball and dragon's breath is much less of an issue. It can feel powerful against specific opponents or if the enemies don't prioritize killing the familiar.
2) Characters with PAM, Crossbow Expert, GWM (on a kill or crit), monks and any character using two weapon fighting all get two attacks before level 5. It isn't a big deal that the druid happens to get an extra attack from one of their animal forms. Yes, a moon druid in bear form will be more powerful than most fighters without these abilities. However, their AC is also substantially less and they will be hit more often. Due to the hit points they obtain in each form and not so much the extra attacks, they are above the power curve in tier 1. It goes away pretty quickly at level 5 and above though.
3) If a character wants to multiclass as a cleric/paladin + wizard/hexblade/sorcerer, I don't really see the issue. AC isn't the only stat, there are attacks against saving throws as well as grappling/shoving prone and other attacks that can be effectively used against characters with a high AC. This is up to the enemies realizing the defender has a high AC and then taking appropriate actions including ignoring them until the end and killing off all of their easier friends if necessary. (i.e. How a high AC plays out in practice has as much to do with how the DM runs it as it does with the character). In addition, there are often better spells to concentrate on than shield of faith. Bless would be a prime example.
4) The DM chooses what creatures are formed when a summon spell is cast. The caster chooses the CR and number while the DM chooses the specific creature. Many DMs will allow the character to choose the creature but they don't have to and if a player wants to summon flocks of pixies all the time, it is well within the capability of the DM, even in AL, to say no.
I've seen all of these used in play (except shield of faith + shield spell since most folks choose some other concentration spell - though they could have done this if they wished), and none of them were game breaking. The DM just needs the opponents to respond to the party tactics and provide an appropriate and fun challenge as outlined in the ALDMG.
----
A potentialy broken one is Coffeelock. However, there is sufficient ambiguity in the rules that even an AL DM can say no to this one. (It depends on taking multiple short rests in place of long resting and never taking a long rest which is DM dependent) Unfortunately, it may cause some friction and arguments if a player shows up trying to use it but an AL DM can still say no.
Infinite simulacrums is already explicitly prevented in the AL rules which is good in my opinion.
This is all sound sound advice. Thank you.