Okay then, mind sharing with me why you believe its incorrect?
For example: Battlerager barbarian and many other subclasses in the Sword Coast Adventure Guide were very underpowered. If they were making newer subclasses OP to sell more copies, why is that pattern not carried throughout the books since the original 3 core rulebooks?
Also, none of the subclasses in Xanathar's Guide to Everything are objectively better than the original subclasses from the Player's Handbook, with the exception of the Ranger subclasses. (Which are more powerful because WotC was aware that the Ranger subclass was underpowered and needed fixing.)
Also, Spores Druids, Order Clerics, Graviturgy Wizards, and basically every other subclass that has come out in an official release since the Player's Handbook are clearly not designed to be more powerful than previous subclasses.
This is why the assumption that they make new subclasses more powerful to sell more copies is a false assumption and a fallacy.
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Please check out my homebrew, I would appreciate feedback:
The phantom makes me want to play the witch doctor guy in princess and the frog. Pick up charlatan background and maybe a one level dip of warlock. Either genie for being able to hide, or hexblade for being able to steal people's shadows. Voodoo man is here😈! Ooohh, this is gonna be fun.😈
The new Phantom Rogue is interesting, but it's just not the same as the Revived Rogue was. That said, I can understand why they'd do away with it. The Revived would just suicide tank thanks to advantage on Death Saves, and force the DM to spill the beans on the plot while doing it.
Shame that an interesting playstyle has to be destroyed because some power-gaming tryhards can't play nice.
I don't really care for how much of a change they went for from the Revived to the Phantom. Will be continuing to use the original for my character as the concept thematically or mechanically just doesn't work with the new changes. The other two look fine, though it's really sad to see the Archivist taken away from Artificer.
What the frack, can you stop making overpowered subclass for five minutes.
lvl 13 abbility on rogue is just way to good (permanent disadvantage, not to mention Etherealness. Not to mention that his dmg output is higher than other rogue subclasses with his lvl 3 ability.
And Scribe with Forceballs (force fireball) and other similar spells, yeah lets just skip this one.
Geenie is good, except there must be a coffee lock hidden somewhere in lvl 10 ability (might be good to limit rest in the bottle to one 10 min short rest per day).
I really hope that one day we will receive classes that are similar in power to existing ones, and without DM rage infusing abilities.
I love the genie patron warlock subclass, feels like it would be good for a multiclass with a thief rouge! Just hide in a vessel, have a party member toss you over a small wall, and your in.
Really impressed with the changes to Genie Warlock. Great use of feedback and the subclass feels very unique and fun now.
Pretty impressed with the changes to the Rogue too. The mechanics are very good but the theme still feels a bit off...can't put my finger on it.
The abilities tied to proficiency for both is kinda weird....not sure why that is a thing now.
Wizard is pretty good...the damage type change is like the 3rd time they have tried this on a wizard. Feels more like a sorcerer thing and honestly it being infinite feels like it craps on the sorcerer UA Class features pretty hard.
The sorcerer keeps getting crapped on by UA. First it was the Rune Knight getting to impart disadvantage on a save on a spell 10 times per short rest with the Cloud Giant rune. A sorcerer has to spend 3 SP to do it once! How is a fighter at imparting DIS on spell saves than Sorcerer?
Now they get the Elemental Metamagic that allows them to spend SP to swap the damage type. Then the wizard gets to do it for free forever with no real cost and its not limited to elemental damage. They can change any spell to force damage if they have Magic Missile...and why wouldn't they? There is no downside to doing this.
It feels like they are completely lost on what to do with sorcerer and wizard....nothing they have tried has really panned out well. Then they go and make an option that is just worse than Aberrant Mind in about every way.
The only one that was somewhat well met was the Clockwork soul and its because they are doing more origin spells...which is obviously what people want but makes the old sub classes feel weak in comparison.
The sorcerer keeps getting crapped on by UA. First it was the Rune Knight getting to impart disadvantage on a save on a spell 10 times per short rest with the Cloud Giant rune. A sorcerer has to spend 3 SP to do it once! How is a fighter at imparting DIS on spell saves than Sorcerer?
The Cloud rune doesn't impose disadvantage on saves on a spell, it does this.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
The sorcerer keeps getting crapped on by UA. First it was the Rune Knight getting to impart disadvantage on a save on a spell 10 times per short rest with the Cloud Giant rune. A sorcerer has to spend 3 SP to do it once! How is a fighter at imparting DIS on spell saves than Sorcerer?
The Cloud rune doesn't impose disadvantage on saves on a spell, it does this.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
You are right its the Storm Rune:
Uvar (Storm Rune)
Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you are not incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Geenie is good, except there must be a coffee lock hidden somewhere in lvl 10 ability (might be good to limit rest in the bottle to one 10 min short rest per day).
"Once you enter the vessel, you can’t enter again until you finish a long rest." I see what you mean about the 10 minutes, but it states:
" In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest" That doesn't mean they can do it multiple times, though.
Geenie is good, except there must be a coffee lock hidden somewhere in lvl 10 ability (might be good to limit rest in the bottle to one 10 min short rest per day).
"Once you enter the vessel, you can’t enter again until you finish a long rest." I see what you mean about the 10 minutes, but it states:
" In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest" That doesn't mean they can do it multiple times, though.
This also means that you can't put things into it or take them out more than once per day. That means that it is handy to have, but not a useful as a Bag of Holding.
The only ability in this UA that I believe needs work is the "unlimited" ability to switch damage types on the fly. Psychic or Force damage "Fireballs" at the drop of a hat may be a bit much.
For the Lore Master I put a limit on the number of times you could change your element type to a number of times equal to you INT mod.
For the Archivist, I'd do the same. Or maybe limited the uses to your Proficiency Modifier like the new mechanic they are testing out in this UA article.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
The only ability in this UA that I believe needs work is the "unlimited" ability to switch damage types on the fly. Psychic or Force damage "Fireballs" at the drop of a hat may be a bit much.
For the Lore Master I put a limit on the number of times you could change your element type to a number of times equal to you INT mod.
For the Archivist, I'd do the same. Or maybe limited the uses to your Proficiency Modifier like the new mechanic they are testing out in this UA article.
Yeah I agree fully with this. INT mod per day seems reasonable. I can deal with 5 forceballs a day.
I was just reading on the new version of the Genie Patron, and noticed that you can go inside of the vessel, and leave stuff inside. When the vessel is broken, it will leave the items outside...
There will 100% be a player who fills the vessel with nearly 20x20 feet of dynamite and throws it at a fire.
Five force damage Fireballs a day is still a lot, since that'll be most of your higher level spell slots until you get into higher tier play. I'd have it be once per day, and you have to expend the spell slot and spell at the start of the day when you prepare your spells. Maybe twice a day. It would fit with the general "scribing" theme of the subclass, casting and modifying a spell as part of your spell preparation, but storing it to use later.
For example: Battlerager barbarian and many other subclasses in the Sword Coast Adventure Guide were very underpowered. If they were making newer subclasses OP to sell more copies, why is that pattern not carried throughout the books since the original 3 core rulebooks?
Also, none of the subclasses in Xanathar's Guide to Everything are objectively better than the original subclasses from the Player's Handbook, with the exception of the Ranger subclasses. (Which are more powerful because WotC was aware that the Ranger subclass was underpowered and needed fixing.)
Also, Spores Druids, Order Clerics, Graviturgy Wizards, and basically every other subclass that has come out in an official release since the Player's Handbook are clearly not designed to be more powerful than previous subclasses.
This is why the assumption that they make new subclasses more powerful to sell more copies is a false assumption and a fallacy.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The phantom makes me want to play the witch doctor guy in princess and the frog. Pick up charlatan background and maybe a one level dip of warlock. Either genie for being able to hide, or hexblade for being able to steal people's shadows. Voodoo man is here😈! Ooohh, this is gonna be fun.😈
'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!
The new Phantom Rogue is interesting, but it's just not the same as the Revived Rogue was. That said, I can understand why they'd do away with it. The Revived would just suicide tank thanks to advantage on Death Saves, and force the DM to spill the beans on the plot while doing it.
Shame that an interesting playstyle has to be destroyed because some power-gaming tryhards can't play nice.
I don't really care for how much of a change they went for from the Revived to the Phantom. Will be continuing to use the original for my character as the concept thematically or mechanically just doesn't work with the new changes. The other two look fine, though it's really sad to see the Archivist taken away from Artificer.
Dear Wizards of the Coast
What the frack, can you stop making overpowered subclass for five minutes.
Geenie is good, except there must be a coffee lock hidden somewhere in lvl 10 ability (might be good to limit rest in the bottle to one 10 min short rest per day).
I really hope that one day we will receive classes that are similar in power to existing ones, and without DM rage infusing abilities.
I love the genie patron warlock subclass, feels like it would be good for a multiclass with a thief rouge! Just hide in a vessel, have a party member toss you over a small wall, and your in.
They do this so that they can make it less powerful. It's easier that way. And no-one from wizards is gonna look at this.
'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!
Aladdin. You ain't never has a friend like me!
'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!
I agree with limiting the short rest in the bottle thing, otherwise you've just given them the spell "Catnap" without a spell slot or resource slot.
Maybe if you limit the "wails of the dead" thing to when you actually reduce a creature to 0 hit points with sneak attack, that might better limit it.
I like that idea. Maybe make it full Sneak Attack damage to even it out, but I'm spitballing hard here.
Really impressed with the changes to Genie Warlock. Great use of feedback and the subclass feels very unique and fun now.
Pretty impressed with the changes to the Rogue too. The mechanics are very good but the theme still feels a bit off...can't put my finger on it.
The abilities tied to proficiency for both is kinda weird....not sure why that is a thing now.
Wizard is pretty good...the damage type change is like the 3rd time they have tried this on a wizard. Feels more like a sorcerer thing and honestly it being infinite feels like it craps on the sorcerer UA Class features pretty hard.
The sorcerer keeps getting crapped on by UA. First it was the Rune Knight getting to impart disadvantage on a save on a spell 10 times per short rest with the Cloud Giant rune. A sorcerer has to spend 3 SP to do it once! How is a fighter at imparting DIS on spell saves than Sorcerer?
Now they get the Elemental Metamagic that allows them to spend SP to swap the damage type. Then the wizard gets to do it for free forever with no real cost and its not limited to elemental damage. They can change any spell to force damage if they have Magic Missile...and why wouldn't they? There is no downside to doing this.
It feels like they are completely lost on what to do with sorcerer and wizard....nothing they have tried has really panned out well. Then they go and make an option that is just worse than Aberrant Mind in about every way.
The only one that was somewhat well met was the Clockwork soul and its because they are doing more origin spells...which is obviously what people want but makes the old sub classes feel weak in comparison.
The Cloud rune doesn't impose disadvantage on saves on a spell, it does this.
You are right its the Storm Rune:
Uvar (Storm Rune)
Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you are not incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
"Once you enter the vessel, you can’t enter again until you finish a long rest."
I see what you mean about the 10 minutes, but it states:
" In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest"
That doesn't mean they can do it multiple times, though.
This also means that you can't put things into it or take them out more than once per day. That means that it is handy to have, but not a useful as a Bag of Holding.
She/Her Player and Dungeon Master
For the Lore Master I put a limit on the number of times you could change your element type to a number of times equal to you INT mod.
For the Archivist, I'd do the same. Or maybe limited the uses to your Proficiency Modifier like the new mechanic they are testing out in this UA article.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Yeah I agree fully with this. INT mod per day seems reasonable. I can deal with 5 forceballs a day.
I was just reading on the new version of the Genie Patron, and noticed that you can go inside of the vessel, and leave stuff inside. When the vessel is broken, it will leave the items outside...
There will 100% be a player who fills the vessel with nearly 20x20 feet of dynamite and throws it at a fire.
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.
My bro in our next campaign 😂😂
'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!
Five force damage Fireballs a day is still a lot, since that'll be most of your higher level spell slots until you get into higher tier play. I'd have it be once per day, and you have to expend the spell slot and spell at the start of the day when you prepare your spells. Maybe twice a day. It would fit with the general "scribing" theme of the subclass, casting and modifying a spell as part of your spell preparation, but storing it to use later.