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
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.
I would personally change it to Proficiency bonus times per long rest, because it's more limiting at lower levels. At higher levels it doesn't make much of a difference if you can change spell damage 6 times a day, even if you are only dipping Wizard 2 to get this ability, because it's limited to spells in your spellbook.
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Please check out my homebrew, I would appreciate feedback:
I'm not so much opposed to swapping out damage types in principle but combining it with a reduced cost to adding spells to your spellbook is too much. You get both a greater breadth of spells and increased flexibility of those spells on a class that has the least need for both of those things.
And there's other ways to take advantage of it outside just forceballs.
Here's something that's probably not RAI but might work based on the wording of Awakened Spellbook. You can change a spells "damage type" but there's no specification on whether the spell has to be an offensive one or even inflict damage at all. There's also no specification that either spell be restricted to single damage type spells (though the pronoun use implies one type).
Absorb Elements is triggered on acid, cold, fire, lightning, or thunder damage and potentially deals damage of that type. Consider instead if the wizard swaps that damage type with another spell, the wizard can then get 1 round of resistance on just about any source of damage.
At level 2 a Wizard still has access to only level 1 spells however there are level 1 wizard spells that can cover bludgeoning, piercing, poison, and force damage. That's a wide variety of on demand generic damage resistance! Granted it still costs a spell slot and lasts only a single round but there you go.
And there are spells that grant immunity to damage as well, consider Investiture of Flame or rather Investiture of whatever the hell you want because your spellbook is alive and that somehow lets you change damage types on the fly.
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
Then they upcast it 6 times as well, 3 fourth and 3 fifth level spells.
I'm not so much opposed to swapping out damage types in principle but combining it with a reduced cost to adding spells to your spellbook is too much. You get both a greater breadth of spells and increased flexibility of those spells on a class that has the least need for both of those things.
And there's other ways to take advantage of it outside just forceballs.
Here's something that's probably not RAI but might work based on the wording of Awakened Spellbook. You can change a spells "damage type" but there's no specification on whether the spell has to be an offensive one or even inflict damage at all. There's also no specification that either spell be restricted to single damage type spells (though the pronoun use implies one type).
Absorb Elements is triggered on acid, cold, fire, lightning, or thunder damage and potentially deals damage of that type. Consider instead if the wizard swaps that damage type with another spell, the wizard can then get 1 round of resistance on just about any source of damage.
At level 2 a Wizard still has access to only level 1 spells however there are level 1 wizard spells that can cover bludgeoning, piercing, poison, and force damage. That's a wide variety of on demand generic damage resistance! Granted it still costs a spell slot and lasts only a single round but there you go.
And there are spells that grant immunity to damage as well, consider Investiture of Flame or rather Investiture of whatever the hell you want because your spellbook is alive and that somehow lets you change damage types on the fly.
oh that's a good catch, yes the absorb elements eats the spell slot on cast but it's not like you need the bludgeoning/piercing spell prepared as well you just have to have it in the book. same with any of the other ones you listed.
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.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I would personally change it to Proficiency bonus times per long rest, because it's more limiting at lower levels. At higher levels it doesn't make much of a difference if you can change spell damage 6 times a day, even if you are only dipping Wizard 2 to get this ability, because it's limited to spells in your spellbook.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm not so much opposed to swapping out damage types in principle but combining it with a reduced cost to adding spells to your spellbook is too much. You get both a greater breadth of spells and increased flexibility of those spells on a class that has the least need for both of those things.
And there's other ways to take advantage of it outside just forceballs.
Here's something that's probably not RAI but might work based on the wording of Awakened Spellbook. You can change a spells "damage type" but there's no specification on whether the spell has to be an offensive one or even inflict damage at all. There's also no specification that either spell be restricted to single damage type spells (though the pronoun use implies one type).
Absorb Elements is triggered on acid, cold, fire, lightning, or thunder damage and potentially deals damage of that type. Consider instead if the wizard swaps that damage type with another spell, the wizard can then get 1 round of resistance on just about any source of damage.
At level 2 a Wizard still has access to only level 1 spells however there are level 1 wizard spells that can cover bludgeoning, piercing, poison, and force damage. That's a wide variety of on demand generic damage resistance! Granted it still costs a spell slot and lasts only a single round but there you go.
Protection from Energy can now grant resistance to any damage type and Elemental Bane can remove any damage resistance.
And there are spells that grant immunity to damage as well, consider Investiture of Flame or rather Investiture of whatever the hell you want because your spellbook is alive and that somehow lets you change damage types on the fly.
Then they upcast it 6 times as well, 3 fourth and 3 fifth level spells.
oh that's a good catch, yes the absorb elements eats the spell slot on cast but it's not like you need the bludgeoning/piercing spell prepared as well you just have to have it in the book. same with any of the other ones you listed.
Where is the survey? I tried looking for it...
If you want sugar coating, go buy a dessert....