I really like the abberant mind sorcerer. I'm not super into Psionics, but I can flavor this into something interesting. For a controller sorc, it looks like there's a lot of potential. That said, I doubt the bloodline spells will survive to a final cut, at least as bonus spells. They've resisted giving them out for far too long to open Pandora's box now and risk completely obsoleting the other archetypes. As much as I'd like to see it remain intact, I don't see WotC doing it.
The Kraken warlock? Meh. It scratches no itches for me and I'd never play one. Looks ok to strong mechanically, but strong and interesting do not mean the same thing to me. I can't see myself ever playing one.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
As a Warlock Fangirl I think the Lurklock is pretty cool!
Not gonna lie, I still greatly prefer my Goolocks, but I love the thematics of a Big Scary Water Monster as a patron. It's cool too because Lurklock clearly focuses on more nature and water based things. It's very different than the Gooluck who's all focused on the mind and manipulation. The Lurklock is about nature and AoEs apperently?
Spell List: A lot of AoEs! Thunderwave, Lighting bolt (sorta), Sleet Storm, Evard's Tentacles, Cone of Cold, etc. AoE's are great so I love it! Some fun spells with water control and nature stuff too. I wish there were a few more water based spells like Tidal Wave or Shape Water though.
Features: Pretty good! Grasp of the Deep has some excellent flavor and is overall effective. Scion of the Deep is pretty meh. Talking to swimming monsters is cool? It just doesn't do much. Fathomless Soul is pretty meh too. The Cold resistance is nice, but the swimming speed and waterbreathing is really situational. Its fun! But it likely wont get used in most campaigns. Guardian Grasp is neat! It gives some solid defensive options. Devouring Maw is GOOD! Oh lawd! The damage is meh, but the restrained and temp HP is nice! Especially since the temp HP can regen if you take damage so long as something is caught in the maw. And multiple enemies can get caught in the maw! It doesn't have a great radius but you could easily toss that on some archers or casters in the backline of an encounter and chuckle as they fail their strength saving throws. Unleash the Depths: Has S-tier thematics not gonna lie. Its pretty useful too! The damage is solid and can hit multiple folks, the teleport is fun if a bit more situational. Nothing spectacular here but its fun!
Overall Rating: I'd give it an A! I think its a balanced subclass that beefs some of the Warlock's damage and control options up. The thematics are juicy and I'd love to personally play a Lurklock on a pirate campaign or any campaign that heavily involves ships and sailing. There are a couple of niche features but every class has some. It doesn't seem busted to me in any regards, but maintains usefulness and power in its mechanics.
Then we have the Abberant mind Sorcerer which looks really cool! A Psionics class is great! But I've never played a Sorcerer before and I probably wont ever. So I can't give much input about it other than that it looks cool! :D
I think what is bugging me the most about Deep Lurker Warlock atm is that their subclass features don't work with Elemental Adept to bypass resistances. The Spell List is very much split between Thunder, Cold and Lightning damage. Allowing us to choose the damage type the subclass feature deals is a great help for a dedicated Elementalist, but not being able to combine that with Elemental Adept nullifies most of it.
I think what is bugging me the most about Deep Lurker Warlock atm is that their subclass features don't work with Elemental Adept to bypass resistances. The Spell List is very much split between Thunder, Cold and Lightning damage. Allowing us to choose the damage type the subclass feature deals is a great help for a dedicated Elementalist, but not being able to combine that with Elemental Adept nullifies most of it.
but wouldnt having that range negate the purpose of Ele Adept? between those 3 and your EB for backup, you should be able to switch types on the fly.. If anything because youre not locked into a specific type like the fire fiend you're in a safer position?
Otherwise you can always just focus your spell choices on a specific type & still pick it?
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I really like the abberant mind sorcerer. I'm not super into Psionics, but I can flavor this into something interesting. For a controller sorc, it looks like there's a lot of potential. That said, I doubt the bloodline spells will survive to a final cut, at least as bonus spells. They've resisted giving them out for far too long to open Pandora's box now and risk completely obsoleting the other archetypes. As much as I'd like to see it remain intact, I don't see WotC doing it.
The Kraken warlock? Meh. It scratches no itches for me and I'd never play one. Looks ok to strong mechanically, but strong and interesting do not mean the same thing to me. I can't see myself ever playing one.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
As a Warlock Fangirl I think the Lurklock is pretty cool!
Not gonna lie, I still greatly prefer my Goolocks, but I love the thematics of a Big Scary Water Monster as a patron. It's cool too because Lurklock clearly focuses on more nature and water based things. It's very different than the Gooluck who's all focused on the mind and manipulation. The Lurklock is about nature and AoEs apperently?
Spell List: A lot of AoEs! Thunderwave, Lighting bolt (sorta), Sleet Storm, Evard's Tentacles, Cone of Cold, etc. AoE's are great so I love it! Some fun spells with water control and nature stuff too. I wish there were a few more water based spells like Tidal Wave or Shape Water though.
Features: Pretty good!
Grasp of the Deep has some excellent flavor and is overall effective.
Scion of the Deep is pretty meh. Talking to swimming monsters is cool? It just doesn't do much.
Fathomless Soul is pretty meh too. The Cold resistance is nice, but the swimming speed and waterbreathing is really situational. Its fun! But it likely wont get used in most campaigns.
Guardian Grasp is neat! It gives some solid defensive options.
Devouring Maw is GOOD! Oh lawd! The damage is meh, but the restrained and temp HP is nice! Especially since the temp HP can regen if you take damage so long as something is caught in the maw. And multiple enemies can get caught in the maw! It doesn't have a great radius but you could easily toss that on some archers or casters in the backline of an encounter and chuckle as they fail their strength saving throws.
Unleash the Depths: Has S-tier thematics not gonna lie. Its pretty useful too! The damage is solid and can hit multiple folks, the teleport is fun if a bit more situational. Nothing spectacular here but its fun!
Overall Rating: I'd give it an A! I think its a balanced subclass that beefs some of the Warlock's damage and control options up. The thematics are juicy and I'd love to personally play a Lurklock on a pirate campaign or any campaign that heavily involves ships and sailing. There are a couple of niche features but every class has some. It doesn't seem busted to me in any regards, but maintains usefulness and power in its mechanics.
Then we have the Abberant mind Sorcerer which looks really cool! A Psionics class is great! But I've never played a Sorcerer before and I probably wont ever. So I can't give much input about it other than that it looks cool! :D
I think what is bugging me the most about Deep Lurker Warlock atm is that their subclass features don't work with Elemental Adept to bypass resistances.
The Spell List is very much split between Thunder, Cold and Lightning damage. Allowing us to choose the damage type the subclass feature deals is a great help for a dedicated Elementalist, but not being able to combine that with Elemental Adept nullifies most of it.
but wouldnt having that range negate the purpose of Ele Adept? between those 3 and your EB for backup, you should be able to switch types on the fly.. If anything because youre not locked into a specific type like the fire fiend you're in a safer position?
Otherwise you can always just focus your spell choices on a specific type & still pick it?