Then you are not making an argument and have left the conversation to point out random facts.
And, here's the thing. NPCS DO CHANGE DAMAGE TYPES! In almost every module you will find some sort of alternate version of a monster or spellcaster that has some attack or effect that deals a different form of damage.
And again, resistances for PCs are about balance because they are repeatedly used again and again and have to be watched like a hawk. Unless you are fighting the same monster every game, every combat, it is not anywhere close to an equal comparison.
I really don't see any issues with this one. The abilities that struck me as being pretty powerful were Wails from the Grave and Ghost Walk, but both have limiting factors that help keep them in check.
Or you could not limit the ability and let players have fun flavorful abilities without falling for reactionary "balancing" without playtesting anything.
Then you are not making an argument and have left the conversation to point out random facts.
Correct, I was not making an argument. I was simply confirming a correct statement. What is incorrect is that I have clearly not left the conversation, nor was the fact that I had confirmed “random.”
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.
Yup. And once you have that, with this feature every 1st level spell could do force damage.
That seems topical and non-random. Perhaps you are unaware of what “random” means?
Or you could not limit the ability and let players have fun flavorful abilities without falling for reactionary "balancing" without playtesting anything.
You should avoid making assumptions. Playing in three games this weekend using these subclasses. How much play testing have you done or are doing?
Also the sorcerer is getting damage type changes in the Variant Class features, but it is absolutely in flavor for the wizard too.
Yes, but the sorcerer doesn't get it for free! This Wizard does. 100% of the time when it casts any spell from their spellbook that has any associated damage type, they can just swap it out. It's broken!
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Yep. I'm not saying that you wouldn't have access to force damage.
But SERIOUSLY, come ON.
Wow, it would be so broken if this goblin took cold damage instead of fire.
No, it wouldn't. We're not arguing about goblins because of an obvious reason: THEY'RE NOT RESISTANT, VULNERABLE, OR IMMUNE TO ANY DAMAGE TYPE IN ANY WAY!
By restricting it to a limited number per day, it turns into a rarely used (if ever) ability that you are saving SPECIFICALLY to have a silver bullet against an enemy. As opposed to an interesting feature in flavor that makes your wizard feel unique and makes casting spells feel more flavorful and fun. The outcry that people are having as they try to balance something for the game designers in a reactionary way without considering the consequences for session by session is going to destroy this subclass.
Aren't most wizard abilities at this level "silver bullets"? Portent? Sculpt Spells? Grim Harvest? These all are situational. It still makes you feel unique, flavorful, and fun when you use this ability. It feels more special if you get to use it limited amounts of times. That's why Level 17 spellcasters only get one 9th level spell slot. It's more special when it's restricted, and more balanced.
This subclass will not be broken if this broken ability is fixed.
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Or you could not limit the ability and let players have fun flavorful abilities without falling for reactionary "balancing" without playtesting anything.
You don't need to playtest something in order to know whether or not an ability is broken, if you're a good DM or player. I am an experienced 5e DM, I know every rule you need to know, and I know how the game is balanced well enough to know this ability is broken.
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It should be just elemental damage. Don't put a limit, just do that. Or put on a limit and make it any damage. I think that works well.
No. It shouldn't be unlimited. It's still broken if it's unlimited. This clearly is stepping on the toes of the Sorcerer's damage swapping meta magic a ton, which is an ability that is extremely limited.
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dang, this is a good reply.
Then you are not making an argument and have left the conversation to point out random facts.
And, here's the thing. NPCS DO CHANGE DAMAGE TYPES! In almost every module you will find some sort of alternate version of a monster or spellcaster that has some attack or effect that deals a different form of damage.
And again, resistances for PCs are about balance because they are repeatedly used again and again and have to be watched like a hawk. Unless you are fighting the same monster every game, every combat, it is not anywhere close to an equal comparison.
Swapping damage types is good for flavor. This wizard's actual level 2 ability is to copy down all spells faster.
Good, we are in agreement. We can limit the ability or drop it all together since it won't affect you at all.
She/Her Player and Dungeon Master
Correct, I was not making an argument. I was simply confirming a correct statement. Much like this one.
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Yep. Let's go away from the damage types. Anyone got anything that they think is too powerful in phantom?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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I really don't see any issues with this one. The abilities that struck me as being pretty powerful were Wails from the Grave and Ghost Walk, but both have limiting factors that help keep them in check.
She/Her Player and Dungeon Master
Or you could not limit the ability and let players have fun flavorful abilities without falling for reactionary "balancing" without playtesting anything.
You are certainly very good in cutting out segments of quotes without even keeping the whole sentence.
Would this make you happier?
Correct, I was not making an argument. I was simply confirming a correct statement. What is incorrect is that I have clearly not left the conversation, nor was the fact that I had confirmed “random.”
That seems topical and non-random. Perhaps you are unaware of what “random” means?
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You should avoid making assumptions. Playing in three games this weekend using these subclasses. How much play testing have you done or are doing?
She/Her Player and Dungeon Master
Yes, but the sorcerer doesn't get it for free! This Wizard does. 100% of the time when it casts any spell from their spellbook that has any associated damage type, they can just swap it out. It's broken!
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It should be just elemental damage. Don't put a limit, just do that. Or put on a limit and make it any damage. I think that works well.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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No, it wouldn't. We're not arguing about goblins because of an obvious reason: THEY'RE NOT RESISTANT, VULNERABLE, OR IMMUNE TO ANY DAMAGE TYPE IN ANY WAY!
What makes it broken is that it's infinite, doesn't change action economy at all, is free, and can obliterate certain types of enemies frequently.
Aren't most wizard abilities at this level "silver bullets"? Portent? Sculpt Spells? Grim Harvest? These all are situational. It still makes you feel unique, flavorful, and fun when you use this ability. It feels more special if you get to use it limited amounts of times. That's why Level 17 spellcasters only get one 9th level spell slot. It's more special when it's restricted, and more balanced.
This subclass will not be broken if this broken ability is fixed.
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So you're admitting this subclass already has too much, or you're saying that this ability is useless?
It's good flavor, and isn't any worse in flavor when it's limited.
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You don't need to playtest something in order to know whether or not an ability is broken, if you're a good DM or player. I am an experienced 5e DM, I know every rule you need to know, and I know how the game is balanced well enough to know this ability is broken.
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No. It shouldn't be unlimited. It's still broken if it's unlimited. This clearly is stepping on the toes of the Sorcerer's damage swapping meta magic a ton, which is an ability that is extremely limited.
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I like the idea of equal to proficiency bonus. It is different than the standard stat modifier limitations we normally see.
She/Her Player and Dungeon Master
I agree, I just feel it would be more appropriate for racial features than class features.
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Yes, imagine if Dragonborn's breath weapon was able to be used an amount of times equal to your proficiency bonus. That could be fairly good.
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