Changing damage types is a balanced ability. I agree that it should only be restricted to spells that do damage tho, for the damage type, absorb elements shouldn't just be "I take whatever I want whenever I want".
Changing damage types is a balanced ability. I agree that it should only be restricted to spells that do damage tho, for the damage type, absorb elements shouldn't just be "I take whatever I want whenever I want".
It isn't balanced. Changing damage types 100% of the time is broken.
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Changing damage types is a balanced ability. I agree that it should only be restricted to spells that do damage tho, for the damage type, absorb elements shouldn't just be "I take whatever I want whenever I want".
It isn't balanced. Changing damage types 100% of the time is broken.
Agreed.
Funny you mention absorb elements as it can invalidate that spell completely by changing types.
There are 80 or so creatures in the game that have damage vulnerability.
There are 168 creatures with fire resistance and 118 with fire immunity.
There are 0 creatures with force resistance and 3 with immunity.
Being able to take advantage of these numbers at will with no action economy, limit to use, or limitation in damage types is not something that is "balanced".
Changing damage types is a balanced ability. I agree that it should only be restricted to spells that do damage tho, for the damage type, absorb elements shouldn't just be "I take whatever I want whenever I want".
It isn't balanced. Changing damage types 100% of the time is broken.
I agree with this. Even though people from Wizards have said things like changing damage types doesn't affect balance, they're the same people who've made some decently big balance issues.
It's definitely an ability that's balanced as a subclass feature, but must have some sort of cap or condition to it. Even if the cap were a highish number like 2x your Int modifier. It isn't exactly balanced to make cold fireballs when fighting a salamander or iron golem, without a limit. The spell is strong, and there's monsters to counter fire damage. You have a limited number of prepared spells, but this can pretty much give you as many damage types as you need at will as it currently is.
Changing damage types is a balanced ability. I agree that it should only be restricted to spells that do damage tho, for the damage type, absorb elements shouldn't just be "I take whatever I want whenever I want".
It isn't balanced. Changing damage types 100% of the time is broken.
I agree with this. Even though people from Wizards have said things like changing damage types doesn't affect balance, they're the same people who've made some decently big balance issues.
It's definitely an ability that's balanced as a subclass feature, but must have some sort of cap or condition to it. Even if the cap were a highish number like 2x your Int modifier. It isn't exactly balanced to make cold fireballs when fighting a salamander or iron golem, without a limit. The spell is strong, and there's monsters to counter fire damage. You have a limited number of prepared spells, but this can pretty much give you as many damage types as you need at will as it currently is.
The one thing that balances out Fireball a little bit is that it does fire damage. If you strip that away 100% of the time, you're doing something wrong.
It should require a reaction, and have limited uses equal to your proficiency bonus, and be limited to when you deal damage. If they keep it as is, it's broken.
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I think a number of times per long rest equal to your proficiency modifier, only applies to spells that cause damage and it can only deal damage types of spells you already have prepared for the day.
I really like the genie warlock expanded spell list. Especially the spike growth on Dao seems fun. Grasp of Hadar plus repelling blast. Someone just got through the spiked corridor. You hit them with two eldritch blasts. First one blasts them 15 feet back into the spikes and drags them 15 feet towards you. Second blast sends them 15 feet back there. 45' unnecessary movement in spikes, and now they have to cross it again to get to you. That's one 18d4+2d10+10 cheese grater right there. And now you no longer need a druid to pull it off. Add in lance of lethargy and they might not have enough movement left to get to you on their turn through the difficult terrain.
For djinn, the standout is improved invisibility. Efreeti gets fireball and marid has cone of cold. It seems every option has one really good combat spell and a lot of nice thematic ones. I would have preferred wall of fire over flme strike and lightning bolt over wind wall, but I like the lists as their are. And the shared extra spells fit theme too. Between creation, phantasmal force and create food and water you can grant quite a lot of wishes already before you get limited wish.
Changing damage types is a balanced ability. I agree that it should only be restricted to spells that do damage tho, for the damage type, absorb elements shouldn't just be "I take whatever I want whenever I want".
It isn't balanced. Changing damage types 100% of the time is broken.
I agree with this. Even though people from Wizards have said things like changing damage types doesn't affect balance, they're the same people who've made some decently big balance issues.
It's definitely an ability that's balanced as a subclass feature, but must have some sort of cap or condition to it. Even if the cap were a highish number like 2x your Int modifier. It isn't exactly balanced to make cold fireballs when fighting a salamander or iron golem, without a limit. The spell is strong, and there's monsters to counter fire damage. You have a limited number of prepared spells, but this can pretty much give you as many damage types as you need at will as it currently is.
Or as I've been saying if they don't see this ability as to much than they need to put this spell manipulation ability on the class who's entire shtick is spell manipulation, the sorcerer. Wizard has enough going for it already and even with a limited number of uses per day I'd be hard pressed not to only play a scribes wizard or an evocation wizard. Getting all the flexibility of the wizard class than a metamagic ability without being stuck with all the negatives of a sorcerer?
And I know it's not combat focused by the ritual casting as base cast time is already pretty good, alarms in a minute if sneaking into a place instead of 11 minutes, comprehend languages to quickly eves drop on that conversation you came across or heck with a casting time of 1 action, no concentration and a duration of 1 hour just have comprehend languages up all the time and always know everything written or said, fast detect magics and identifys (great for magical mcguffins as well as that new item you just found) tensers disk and unseen servant in an action are wonderful too as well as 1 minute casts of phantom steed and leomunds hut. which again all turn into cast at will since they are unprepared rituals. It probably can't carry level 2 by itself but it's already a very strong ability that there doesn't need to be this than absurd damage swapping ability ontop of it
People throw around the word "broken" far too much. Damage swapping is strong, very strong even, but it's not broken.
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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.
Damage swapping is powerful situationally. How many creatures with vulnerabilities are you going to go up against on a daily basis? Oh boy, you sure will come in clutch against that army of salamanders. And those scarecrows had better worry now! And you will be the BANE of Udaaks! And yes, now you can cast fireball on creatures immune to fire. So what? It won't make a huge difference unless you are in a place like Avernus, where everything is immune to fire.
The reason the lore wizard was broken was not because it could change damage types. The reason the lore wizard was broken was because it could change SAVING THROWS. Fireball with an INT save, Cone of Cold with an INT save, it basically meant that they could easily shape their spells to always hit.
The way the community has decried this as broken immediately annoys me. It shows a clear jump onto a ship of "It has to be restricted or it will be overpowered!!!" without understanding how often an ability will actually be useful. This is a situational ability that will come in handy, sure, but the amount of times it will actually matter should (barring exceptions like Avernus) be used about once or twice per session. Let players have fun in between those times.
Damage type is 99% a flavor feature. It makes some monsters make more sense, like a Fire elemental not being affected by fire. It is never a balance feature on the MONSTERS. It is only a balance feature on PC classes, where something like resistance to poison can actually come in handy at lower levels.
I also agree. You won't get fireball for another 3 levels. And you don't even have second level spells. So forceballs are out of the question for the moment. Tell me 3 first level spells out of just PHB and xanathars that do force damage. Tell me how you would do forcing hands.
I also agree. You won't get fireball for another 3 levels. And you don't even have second level spells. So forceballs are out of the question for the moment. Tell me 3 first level spells out of just PHB and xanathars that do force damage. Tell me how you would do forcing hands.
Magic Missile is the only one (and I used D&D Beyond's search to confirm that), but on the other hand, Magic Missile is a common pick because it does guaranteed damage.
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Changing damage types is a balanced ability. I agree that it should only be restricted to spells that do damage tho, for the damage type, absorb elements shouldn't just be "I take whatever I want whenever I want".
It isn't balanced. Changing damage types 100% of the time is broken.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Agreed.
Funny you mention absorb elements as it can invalidate that spell completely by changing types.
There are 80 or so creatures in the game that have damage vulnerability.
There are 168 creatures with fire resistance and 118 with fire immunity.
There are 0 creatures with force resistance and 3 with immunity.
Being able to take advantage of these numbers at will with no action economy, limit to use, or limitation in damage types is not something that is "balanced".
I agree with this. Even though people from Wizards have said things like changing damage types doesn't affect balance, they're the same people who've made some decently big balance issues.
It's definitely an ability that's balanced as a subclass feature, but must have some sort of cap or condition to it. Even if the cap were a highish number like 2x your Int modifier. It isn't exactly balanced to make cold fireballs when fighting a salamander or iron golem, without a limit. The spell is strong, and there's monsters to counter fire damage. You have a limited number of prepared spells, but this can pretty much give you as many damage types as you need at will as it currently is.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
The one thing that balances out Fireball a little bit is that it does fire damage. If you strip that away 100% of the time, you're doing something wrong.
It should require a reaction, and have limited uses equal to your proficiency bonus, and be limited to when you deal damage. If they keep it as is, it's broken.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I've never understood the "Damage type doesn't affect balance" train of thought. Why even have damage types then?
Yeah, you'd expect it just to have everything do damage with no associated name of damage, then.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah or just be "magical" or "non-magical"
Why, so we can play overly-complicated Rock-Paper-Scissors of course!
What’s that? Is that anything like Boulder-Parchment-Shears?
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Too be fair, Pokemon is an incredibly popular franchise.
It needs a limit.
I think a number of times per long rest equal to your proficiency modifier, only applies to spells that cause damage and it can only deal damage types of spells you already have prepared for the day.
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So, the consensus seems to be on the damage-swapping is that it's broken, and needs fixing.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I really like the genie warlock expanded spell list. Especially the spike growth on Dao seems fun. Grasp of Hadar plus repelling blast. Someone just got through the spiked corridor. You hit them with two eldritch blasts. First one blasts them 15 feet back into the spikes and drags them 15 feet towards you. Second blast sends them 15 feet back there. 45' unnecessary movement in spikes, and now they have to cross it again to get to you. That's one 18d4+2d10+10 cheese grater right there. And now you no longer need a druid to pull it off. Add in lance of lethargy and they might not have enough movement left to get to you on their turn through the difficult terrain.
For djinn, the standout is improved invisibility. Efreeti gets fireball and marid has cone of cold. It seems every option has one really good combat spell and a lot of nice thematic ones. I would have preferred wall of fire over flme strike and lightning bolt over wind wall, but I like the lists as their are. And the shared extra spells fit theme too. Between creation, phantasmal force and create food and water you can grant quite a lot of wishes already before you get limited wish.
Or as I've been saying if they don't see this ability as to much than they need to put this spell manipulation ability on the class who's entire shtick is spell manipulation, the sorcerer. Wizard has enough going for it already and even with a limited number of uses per day I'd be hard pressed not to only play a scribes wizard or an evocation wizard. Getting all the flexibility of the wizard class than a metamagic ability without being stuck with all the negatives of a sorcerer?
And I know it's not combat focused by the ritual casting as base cast time is already pretty good, alarms in a minute if sneaking into a place instead of 11 minutes, comprehend languages to quickly eves drop on that conversation you came across or heck with a casting time of 1 action, no concentration and a duration of 1 hour just have comprehend languages up all the time and always know everything written or said, fast detect magics and identifys (great for magical mcguffins as well as that new item you just found) tensers disk and unseen servant in an action are wonderful too as well as 1 minute casts of phantom steed and leomunds hut. which again all turn into cast at will since they are unprepared rituals. It probably can't carry level 2 by itself but it's already a very strong ability that there doesn't need to be this than absurd damage swapping ability ontop of it
People throw around the word "broken" far too much. Damage swapping is strong, very strong even, but it's not broken.
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
Damage swapping is powerful situationally. How many creatures with vulnerabilities are you going to go up against on a daily basis? Oh boy, you sure will come in clutch against that army of salamanders. And those scarecrows had better worry now! And you will be the BANE of Udaaks!
And yes, now you can cast fireball on creatures immune to fire. So what? It won't make a huge difference unless you are in a place like Avernus, where everything is immune to fire.
The reason the lore wizard was broken was not because it could change damage types. The reason the lore wizard was broken was because it could change SAVING THROWS. Fireball with an INT save, Cone of Cold with an INT save, it basically meant that they could easily shape their spells to always hit.
The way the community has decried this as broken immediately annoys me. It shows a clear jump onto a ship of "It has to be restricted or it will be overpowered!!!" without understanding how often an ability will actually be useful. This is a situational ability that will come in handy, sure, but the amount of times it will actually matter should (barring exceptions like Avernus) be used about once or twice per session. Let players have fun in between those times.
Damage type is 99% a flavor feature. It makes some monsters make more sense, like a Fire elemental not being affected by fire. It is never a balance feature on the MONSTERS. It is only a balance feature on PC classes, where something like resistance to poison can actually come in handy at lower levels.
Also the sorcerer is getting damage type changes in the Variant Class features, but it is absolutely in flavor for the wizard too.
I also agree. You won't get fireball for another 3 levels. And you don't even have second level spells. So forceballs are out of the question for the moment. Tell me 3 first level spells out of just PHB and xanathars that do force damage. Tell me how you would do forcing hands.
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Magic Missile is the only one (and I used D&D Beyond's search to confirm that), but on the other hand, Magic Missile is a common pick because it does guaranteed damage.