Yes it is better. And I also like the relationship to the trinkets. That ability felt a little light until I read this one. But then I wondered, would this be that sugar level for the yeet?
The disadvantage on attack rolls is probably broken, now that I think about it. I don't know what you're trying to say with that last statement of yours.
I was saying that I wondered if the minmaxers would determine this to be the optimal level to shoot for in this subclass before abandoning it to focus elsewhere to best abuse it for multiclassing because of that mechanic.
Yes, this probably is the farthest a dip that multiclassers would go for this subclass. The later abilities are good, but not good enough.
Death Knell: Very nice ability. ...
I agree with your assessment in general. And at this point, the dip won’t make any difference, so it won’t matter. When minmaxers do their builds you know they always look at the 20-level spread. How many multiclasses have you seen with the 17/3 split? If that’s still the case with this then nothing’s changed and there’s little cause for concern. I guess we’ll see.
Basically no one multiclasses 17/3 in order to exploit something. This ability is fine, just gives a nice damage boost yet again.
That was my point. People MC 17/3 because they want a splash of something. If that is still the popular opinion for this then there is no reason for my concerns. But when minmaxing, you get all kinds of hodgepodge. If this subclass becomes exclusively a hodgepodge component with few people just looking for a splash of something else for funsies, then you know there’s a problem.
Yes, I was agreeing. It is a major problem if when you make a subclass, people only dip into it instead of playing it all the way.
(As a side note, the instant my mind formed the phrase “17/3 split” I got a mental image of the worst spare ever for bowling in the Nine Hells. That’s headcanon now btw.)
Okay, I want to preface this one by saying that the old version was so bad from head to toe that I actively ignored it. It left such a bad taste in my mouth that my willful ignorance automatically spilled over into this one, so my “first impression” was to pass right over this one. These are my opinions after actually reading it thoroughly:
I was dreading reading the new version of this subclass, because the last one was a flaming toilet. I am overall much more appreciative of this subclass and WotC because of the changes they made.
Yup.
Second, the Genie patron. I am glad they changed the name....
Yes. I agree. Remember what I said about only caring if the name was stupid. It was stupid.
I like making names better, it's an active thing I try to do when looking at Homebrew and UA material. It's normally minor changes, but I like naming things.
I have no issues with whatever name they go with because if I don’t like it I can change it for my home games. As a DM I can say “In this setting they are called (whatever’s). Usually I feel that “Class/Subclass” identification is metagamey in character unless you say your from “The Order of [subclass X]” or something as in in-game thing. So I am generally not worried about it so that people like you who care get a louder voice. But “Noble Genie” was just stupid. (Not as bad as that cleric was though. *shudders*)
It doesn't really matter, just flavor.
Expanded Spell List: I love these
It's too bad they can't include Xanathar's spells to this. Some of them would work really well, especially the cantrips.
I agree with that statement in general.
Genie's Vessel: Another much needed change...
I will agree this is better. We have already discussed my concerns about the mechanic. Remember though, that also means that at 9th level they could also take 8 Short Rests as well. Do you smell coffee? (PS-All you need are a few alchemy jugs and this and you could open your own pseudomedieval IKEA.)
I love the flavor of this ability, but over time I've realized the problems that come with this ability. They should have it scale by Warlock level, to avoid super coffee-locking.
That is exactly the kind of think I had been getting at.
Sanctuary Vessel: When I first read....
Same here. But I would like to point out that in some ways this is almost as good as Eldritch Master.
Eldritch Master? Whose ability is that?
Dude, it’s the Warlock 20th level base class feature. So, I probably shouldn’t be be that surprised this surprised that you forgot. Eldritch Master
Sorry, never really had many Warlocks in my games, and none of them have ever gotten that high. Just forgot the name of the capstone. It is almost as good as the capstone, that's probably problematic. Too bad the capstone kind of sucks.
Limited Wish: Also a great ability! I love this....
This is a good one. If the campaign actually goes long enough to get this then this would be fun.
Yes, if the campaign goes that far. They probably should remove the 1d4 long rests recharge, it just adds a more to keep track of.
I agree. But it reminds me a little of 2e so it kinda made me smile when I saw it.
Third, the Archivist, couch, hem . . . I mean the Scribe....
I still want an Archivist-ish Artificer.
I remember seeing somewhere on YouTube an interview where they said that the Archivist actually had better feedback than the Alchemist ever did, but most of it also said it should be a Wiz. They also said felt they had to do Alchemist
It does not surprise me at all that the Archivist ranked higher than the Alchemist. They did have to do the Alchemist, it's the classic Artificer subclass.
Awakened Spellbook: I can use my....
I will say that being able to have a 1st-level spell for every damage type and then just go for straight numbers after that instead of needing to diversify seems pretty gamey to me. And now the Wiz’s biggest liability is a nonissue. I have to wonder why anyone would want to play another Tradition instead of this one.
I know. This tradition is kind of overpowered, the more I think about it. It definitely needs some fixes, though I do still really like it.
That’s probably the popular opinion, which is probably going to be the issue
It really sucks that people have different opinions, doesn't it?
Master Scrivener: (Is that a word? I just looked it up. Yep, it's a word.) Okay, so you are....
Yep, always loved that word. And frankly I thought something like this feature should have been a base Wiz class ability.
It probably should be just that. That'd be good for a future Class Feature Variants UA, or something like it.
But if it’s a subclass feature for the scribe, that’ll never happen.
Yeah, too bad.
Manifest Mind: So, it's like a mix of a familiar and an Abjurer's Ward. You can cast spells with a 300 feet extended range. Very useful. It's a neat ability, and limited enough to not be broken. Well done Wizards!
I’m honestly not sure it is as balanced as it looks on paper. I expect that it is more abusable than it first seems. I’m just not sure how yet.
This is probably going to become a problem ability if it makes it into print this way. This definitely needs a fix.
That’s not what you said the last time.
I am aware of that. Opinions change over time. I look back at it, and can see what makes it a problem.
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Nobody has time to actually playtest these things fast enough for the survey. I think that’s why they keep crankin’ ‘em our so fast.
We run One-Shots to check out things that we may like. I am playing in one tomorrow. I am running two games this weekend, a 5th level game and 10th level game with the same characters. One of the players will be a Scribe and an our regular Rogue player is going to try out the Phantom.
If we can manage it, we may play a few more like this before the Survey.
Nobody has time to actually playtest these things fast enough for the survey. I think that’s why they keep crankin’ ‘em our so fast.
We run One-Shots to check out things that we may like. I am playing in one tomorrow. I am running two games this weekend, a 5th level game and 10th level game with the same characters. One of the players will be a Scribe and an our regular Rogue player is going to try out the Phantom.
If we can manage it, we may play a few more like this before the Survey.
Impressive. What with CV19 I haven’t played in I think 2 weeks. And we’ve been down to 1 small game over Skype. Heck, even before covid it was hard to schedule more than our regular (non playtest) games. But even you won’t get through a regular arch spanning 10+ levels with all three subclasses by next survey. It’s not possible.
Same here. But I would like to point out that in some ways this is almost as good as Eldritch Master.
Eldritch Master? Whose ability is that?
Dude, it’s the Warlock 20th level base class feature. So, I probably shouldn’t be be that surprised this surprised that you forgot. Eldritch Master
Sorry, never really had many Warlocks in my games, and none of them have ever gotten that high. Just forgot the name of the capstone. It is almost as good as the capstone, that's probably problematic. Too bad the capstone kind of sucks.
“😂”
Awakened Spellbook: I can use my....
I will say that being able to have a 1st-level spell for every damage type and then just go for straight numbers after that instead of needing to diversify seems pretty gamey to me. And now the Wiz’s biggest liability is a nonissue. I have to wonder why anyone would want to play another Tradition instead of this one.
I know. This tradition is kind of overpowered, the more I think about it. It definitely needs some fixes, though I do still really like it.
That’s probably the popular opinion, which is probably going to be the issue
It really sucks that people have different opinions, doesn't it?
Not at all, but when the majority of people will answer the survey with some version of “This tradition is kind of overpowered, the more I think about it. It definitely needs some fixes, though I do still really like it” that leads me to suspect it will probably get released as-is. They won’t know what to fix, but as long as people “do still really like it” it’s not going to stop sales.
Manifest Mind: So, it's like a mix of a familiar and an Abjurer's Ward. You can cast spells with a 300 feet extended range. Very useful. It's a neat ability, and limited enough to not be broken. Well done Wizards!
I’m honestly not sure it is as balanced as it looks on paper. I expect that it is more abusable than it first seems. I’m just not sure how yet.
This is probably going to become a problem ability if it makes it into print this way. This definitely needs a fix.
That’s not what you said the last time.
I am aware of that. Opinions change over time. I look back at it, and can see what makes it a problem.
Nobody has time to actually playtest these things fast enough for the survey. I think that’s why they keep crankin’ ‘em our so fast.
We run One-Shots to check out things that we may like. I am playing in one tomorrow. I am running two games this weekend, a 5th level game and 10th level game with the same characters. One of the players will be a Scribe and an our regular Rogue player is going to try out the Phantom.
If we can manage it, we may play a few more like this before the Survey.
Impressive. What with CV19 I haven’t played in I think 2 weeks. And we’ve been down to 1 small game over Skype. Heck, even before covid it was hard to schedule more than our regular (non playtest) games. But even you won’t get through a regular arch spanning 10+ levels with all three subclasses by next survey. It’s not possible.
We have been playing One-Shots over roll20. No actual campaigns until we get back to our regular schedules. We don't plan to play each level, just hitting 5th and 10th mostly. We may do 15th, but anything higher is kind of a waste of time since our campaigns tend to end between 10th and 15th level anyway.
Nobody has time to actually playtest these things fast enough for the survey. I think that’s why they keep crankin’ ‘em our so fast.
We run One-Shots to check out things that we may like. I am playing in one tomorrow. I am running two games this weekend, a 5th level game and 10th level game with the same characters. One of the players will be a Scribe and an our regular Rogue player is going to try out the Phantom.
If we can manage it, we may play a few more like this before the Survey.
Impressive. What with CV19 I haven’t played in I think 2 weeks. And we’ve been down to 1 small game over Skype. Heck, even before covid it was hard to schedule more than our regular (non playtest) games. But even you won’t get through a regular arch spanning 10+ levels with all three subclasses by next survey. It’s not possible.
We have been playing One-Shots over roll20. No actually campaigns until we get back to our regular schedules. We don't plan to play each level, just hitting 5th and 10th mostly. We may do 15th, but anything higher is kind of a waste of time since our campaigns tend to end between 10th and 15th level anyway.
Gotcha. Yeah, last two one-shots developed into campaigns lol. Our group do a theater of the mind and for the most part, the majority of us find the idea of using VTTs like Roll20 “distasteful” to say the least. You know the old adage about “no D&D being better than bad D&D.” I’m glad at least someone still gets to play.
Ooh. Just came up with this one: a noble human or half elf order of Scribes. Inspired by the ancient Egyptian scribes. Insect swarm and similar spells. Giant fire beetle familiar.(aka a scarab beetle).
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Wow, finally had a read and The Genie is awesome, even maybe too powerful. Here are some points.
- Playing a 2 Efreeti Genie Warlock/6 Red Draconic Bloodline Sorcerer Changeling (for 20 CHA), Your Eldritch Blast can be 1st bolt 1d10+5(Agonizing blast)+5(Genie's Wraith)+5(Elemental affinity)+1d6(Hex) and second one would be just 1d10+5(Agonizing blast)+1d6(Hex), 24-52dam, add quickened and it could be 38-94dam. Not bad if they all hit for a Cantrip.
- Can't find anywhere to long rest? Take pact of the Chain (Imp), Hop into your Vessel, get your imp to hold it and go invisible, then hide for the next 8 hours.
- At level 10, Your short rests only take 10 minutes, Might be worth taking Warlock to 11th level so you can have 3x5th level slots every 10 minutes and you still have your level 6 Mystic Arcanum.
Love the flavour of the Phantom, but advantage on death saves for having just ONE trinket is bullshit. Advantage on death save should only active once you have maximum trinkets (equal to your proficiency) mod and they are expended once you make those death saves at advantage. I like the idea of a death walker, but being just shy of immortal is dumb.
I really want to like the Genie patron and have wanted one for a long long time. But I just cant take it seriously; I would be able to stop myself slapping my forearms together and wiggling my nose every time I cast a spell or used an invocation. The blatant desert oasis theme of this subclass does make me a little more hopeful for an incoming Dark Sun though.
I'm heavily disappointed that the Archivist is gone and replaced with THIS. The thing Im most vibing with in this subclass in the quill and scroll making reduced time, which speaks tragically for the rest of the class. Swapping damage type for spells? At level one?! Nope. Force fireballs are janky as ****. We negged on the Lore Wizard for a reason. And the animated spellbook is cute RP but its just a familiar in essence. I know the over riding majority whined for the Archivist to be a wizard subclass, but instead this is what we got. It was fine as it was, especially as an Artificer subclass. The intro flavour made so much sense in terms of golem builders. Really disappointed in the decision.
Can't be arsed reading through the last seven pages, so apologies if I've repeated things or stepped on toes (which Im certain I have).
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Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
Phantom is pretty meh to me. I’m just not interested. I really like what they did with the genie lock. Looks pretty solid. The scribe though seems really, really good. I fully expect the damage changing to be nerfed to int mod/day. In general I’m happy with the direction they are going with these.
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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.
Love the flavour of the Phantom, but advantage on death saves for having just ONE trinket is bullshit. Advantage on death save should only active once you have maximum trinkets (equal to your proficiency) mod and they are expended once you make those death saves at advantage. I like the idea of a death walker, but being just shy of immortal is dumb.
I really want to like the Genie patron and have wanted one for a long long time. But I just cant take it seriously; I would be able to stop myself slapping my forearms together and wiggling my nose every time I cast a spell or used an invocation. The blatant desert oasis theme of this subclass does make me a little more hopeful for an incoming Dark Sun though.
I'm heavily disappointed that the Archivist is gone and replaced with THIS. The thing Im most vibing with in this subclass in the quill and scroll making reduced time, which speaks tragically for the rest of the class. Swapping damage type for spells? At level one?! Nope. Force fireballs are janky as ****. We negged on the Lore Wizard for a reason. And the animated spellbook is cute RP but its just a familiar in essence. I know the over riding majority whined for the Archivist to be a wizard subclass, but instead this is what we got. It was fine as it was, especially as an Artificer subclass. The intro flavour made so much sense in terms of golem builders. Really disappointed in the decision.
Can't be arsed reading through the last seven pages, so apologies if I've repeated things or stepped on toes (which Im certain I have).
Technically it's at level two. Not one. And you won't get fireball for another 3 levels. So it's not as overpowered as you think.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Awakened spellbook: - Stop. Giving. Wizards. META MAGIC
Seriously WotC, you've already given evocation wizards a far better version of careful spell as there is no resource cost associated or limit on how many times a day it can be done. Ontop of giving them a maximized spell damage ability, you've given enchantment wizards twinned spell on the enchantments, again with no limit or resource cost.
And now you want to give this new subclass the ability to swap damage types. and unlike the sorcerer who spends a meta magic point and can only swap elemental damage you wanna give wizards a no cost, no limit, damage swap AND let it be any damage type?? Bludgeoning for dropping it on your bludgeoning resistant barbarian? cold dmg EVERYTHING if playing Avernus? Radiant dmg your spells up? play a psuedo evocation wizard as a tempest cleric 2 and deal maximum dmg on any spell once a day when you turn it into lightning/thunder.
Seriously, why do sorcerers have a limited spell list, less spells known AND have to pay resources to use meta magic which for the bulk of campaigns you get a WHOLE two of when you look at the wizard and go, huh spell book? big list of spells? more spells known? ritual casting? learn more spells anytime? get em off scrolls? man.. if only wizards could do that ONE thing sorcerers can do..
I know its playtest material but this is something that shouldn't even be considered, this is like giving a fighter sneak attack dmg and giving it to them with d8s cuse f rogues
AS mentioned earlier, the easiest fix for this is a limit of the number of times per long rest that they can use the ability equal to either the wizard's INT modifier, or to the character's Proficiency bonus.
Personally, I'd go with the INT mod since the Proficiancy mod is the character's overall class level and this ability is a wizard ability.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
AS mentioned earlier, the easiest fix for this is a limit of the number of times per long rest that they can use the ability equal to either the wizard's INT modifier, or to the character's Proficiency bonus.
Personally, I'd go with the INT mod since the Proficiancy mod is the character's overall class level and this ability is a wizard ability.
4-5 times a day is still a lot of times a day for a freebie ability given at lvl 2. A sorcerer would have to be lvl 4-5 to get that many uses out of their equivalent ability, which is their entire resource pool of meta magic points for only elemental dmg swaps. Even at lvl 20 it's still a quarter of the sorcerers MM point pool for an inferior option.
It should be replaced with something different they need to stop contemplating giving the wizard sorcerer like abilities as they've only given the sorcerer meta magic as a leg up over the wizard in the world of spell casting. I could understand this ability and get behind it if the roles where reversed and the sorcerer had all the spell slinging perks and the only advantage a wizard had was ritual casting but coming in and trying to give out the one perk a sorcerer (messing with spellz) has is some hot bs
you only have to deal with forceball 6 times a day at most as is and that is if they are lvl 18 or higher and use there arcane recovery for 3 lvl 3 spell slots
and i'm seeing people mentioning problems with the genie's short rests not being limited. it is limited by the fact you can only enter your bottle once per long rest
Golaryn,
Nobody has time to actually playtest these things fast enough for the survey. I think that’s why they keep crankin’ ‘em our so fast.
Creating Epic Boons on DDB
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Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
We run One-Shots to check out things that we may like. I am playing in one tomorrow. I am running two games this weekend, a 5th level game and 10th level game with the same characters. One of the players will be a Scribe and an our regular Rogue player is going to try out the Phantom.
If we can manage it, we may play a few more like this before the Survey.
She/Her Player and Dungeon Master
Impressive. What with CV19 I haven’t played in I think 2 weeks. And we’ve been down to 1 small game over Skype. Heck, even before covid it was hard to schedule more than our regular (non playtest) games. But even you won’t get through a regular arch spanning 10+ levels with all three subclasses by next survey. It’s not possible.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
We have been playing One-Shots over roll20. No actual campaigns until we get back to our regular schedules. We don't plan to play each level, just hitting 5th and 10th mostly. We may do 15th, but anything higher is kind of a waste of time since our campaigns tend to end between 10th and 15th level anyway.
She/Her Player and Dungeon Master
Gotcha. Yeah, last two one-shots developed into campaigns lol. Our group do a theater of the mind and for the most part, the majority of us find the idea of using VTTs like Roll20 “distasteful” to say the least. You know the old adage about “no D&D being better than bad D&D.” I’m glad at least someone still gets to play.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Ooh. Just came up with this one: a noble human or half elf order of Scribes. Inspired by the ancient Egyptian scribes. Insect swarm and similar spells. Giant fire beetle familiar.(aka a scarab beetle).
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Wow, finally had a read and The Genie is awesome, even maybe too powerful. Here are some points.
- Playing a 2 Efreeti Genie Warlock/6 Red Draconic Bloodline Sorcerer Changeling (for 20 CHA), Your Eldritch Blast can be 1st bolt 1d10+5(Agonizing blast)+5(Genie's Wraith)+5(Elemental affinity)+1d6(Hex) and second one would be just 1d10+5(Agonizing blast)+1d6(Hex), 24-52dam, add quickened and it could be 38-94dam. Not bad if they all hit for a Cantrip.
- Can't find anywhere to long rest? Take pact of the Chain (Imp), Hop into your Vessel, get your imp to hold it and go invisible, then hide for the next 8 hours.
- At level 10, Your short rests only take 10 minutes, Might be worth taking Warlock to 11th level so you can have 3x5th level slots every 10 minutes and you still have your level 6 Mystic Arcanum.
So... it has been brought up, you can only enter your bottle 1 time per long rest, so "all your short rests" is a little bit of an exaggeration.
as for the eldritch blast... you forgot "Hex". it's a bread-and-butter spell. I mean, if you're trying to break things, lets break 'em.
Love the flavour of the Phantom, but advantage on death saves for having just ONE trinket is bullshit. Advantage on death save should only active once you have maximum trinkets (equal to your proficiency) mod and they are expended once you make those death saves at advantage. I like the idea of a death walker, but being just shy of immortal is dumb.
I really want to like the Genie patron and have wanted one for a long long time. But I just cant take it seriously; I would be able to stop myself slapping my forearms together and wiggling my nose every time I cast a spell or used an invocation. The blatant desert oasis theme of this subclass does make me a little more hopeful for an incoming Dark Sun though.
I'm heavily disappointed that the Archivist is gone and replaced with THIS. The thing Im most vibing with in this subclass in the quill and scroll making reduced time, which speaks tragically for the rest of the class. Swapping damage type for spells? At level one?! Nope. Force fireballs are janky as ****. We negged on the Lore Wizard for a reason. And the animated spellbook is cute RP but its just a familiar in essence. I know the over riding majority whined for the Archivist to be a wizard subclass, but instead this is what we got. It was fine as it was, especially as an Artificer subclass. The intro flavour made so much sense in terms of golem builders. Really disappointed in the decision.
Can't be arsed reading through the last seven pages, so apologies if I've repeated things or stepped on toes (which Im certain I have).
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
Phantom is pretty meh to me. I’m just not interested. I really like what they did with the genie lock. Looks pretty solid. The scribe though seems really, really good. I fully expect the damage changing to be nerfed to int mod/day. In general I’m happy with the direction they are going with these.
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
Technically it's at level two. Not one. And you won't get fireball for another 3 levels. So it's not as overpowered as you think.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Awakened spellbook: - Stop. Giving. Wizards. META MAGIC
Seriously WotC, you've already given evocation wizards a far better version of careful spell as there is no resource cost associated or limit on how many times a day it can be done. Ontop of giving them a maximized spell damage ability, you've given enchantment wizards twinned spell on the enchantments, again with no limit or resource cost.
And now you want to give this new subclass the ability to swap damage types. and unlike the sorcerer who spends a meta magic point and can only swap elemental damage you wanna give wizards a no cost, no limit, damage swap AND let it be any damage type?? Bludgeoning for dropping it on your bludgeoning resistant barbarian? cold dmg EVERYTHING if playing Avernus? Radiant dmg your spells up? play a psuedo evocation wizard as a tempest cleric 2 and deal maximum dmg on any spell once a day when you turn it into lightning/thunder.
Seriously, why do sorcerers have a limited spell list, less spells known AND have to pay resources to use meta magic which for the bulk of campaigns you get a WHOLE two of when you look at the wizard and go, huh spell book? big list of spells? more spells known? ritual casting? learn more spells anytime? get em off scrolls? man.. if only wizards could do that ONE thing sorcerers can do..
I know its playtest material but this is something that shouldn't even be considered, this is like giving a fighter sneak attack dmg and giving it to them with d8s cuse f rogues
AS mentioned earlier, the easiest fix for this is a limit of the number of times per long rest that they can use the ability equal to either the wizard's INT modifier, or to the character's Proficiency bonus.
Personally, I'd go with the INT mod since the Proficiancy mod is the character's overall class level and this ability is a wizard ability.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
4-5 times a day is still a lot of times a day for a freebie ability given at lvl 2. A sorcerer would have to be lvl 4-5 to get that many uses out of their equivalent ability, which is their entire resource pool of meta magic points for only elemental dmg swaps. Even at lvl 20 it's still a quarter of the sorcerers MM point pool for an inferior option.
It should be replaced with something different they need to stop contemplating giving the wizard sorcerer like abilities as they've only given the sorcerer meta magic as a leg up over the wizard in the world of spell casting. I could understand this ability and get behind it if the roles where reversed and the sorcerer had all the spell slinging perks and the only advantage a wizard had was ritual casting but coming in and trying to give out the one perk a sorcerer (messing with spellz) has is some hot bs
you only have to deal with forceball 6 times a day at most as is and that is if they are lvl 18 or higher and use there arcane recovery for 3 lvl 3 spell slots
Does anyone know how long it might take dndbeyond to add these to use in the character creation?
and i'm seeing people mentioning problems with the genie's short rests not being limited. it is limited by the fact you can only enter your bottle once per long rest
It normally comes out by the Monday after it was released.
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