Counterpoint: being able to clear Exhaustion on a short rest means the party theoretically never has to take long rests. A Coffeelock with Chef could amass hundreds or thousands of free spell slots over the course of a months' downtime or a Travel Montage.
Exhaustion is meant to be punishing and difficult to clear. I don't really figure being able to pancake breakfast it away is a good idea.
Maybe choose healing or exhaustion removal? Or removing exhaustion costs valuable components? Or add a rider that you can only consume one "exhaustion clearing meal" until a long rest? Or it only removes exhaustion for a couple hours, and then it comes back worse? Just a bunch of random ideas.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
I'm mostly just pointing out that clearing Exhaustion for free on every short rest can and does Break Things. it doesn't break everything, but your assumption that it's a mostly harmless fluff ability strikes me as being strongly incorrect.
I don't think this should be a fluff ability; it should be the centerpiece of the feat. It would be very nice to have if a Berserker is in your party, and go a long way toward mitigating their drawback.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
I'm mostly just pointing out that clearing Exhaustion for free on every short rest can and does Break Things. it doesn't break everything, but your assumption that it's a mostly harmless fluff ability strikes me as being strongly incorrect.
Yay! It makes beserker reasonable at levels below 9 (greater restoration comes about then). Otherwise.... No. I think it all comes down on what your party is made up of: people who care nought about exhaustion (walk normally. Stop running), and then beserkers and everyone who's trying to run quickly. It makes a huge difference... Though the poor beserker does need help.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'm mostly just pointing out that clearing Exhaustion for free on every short rest can and does Break Things. it doesn't break everything, but your assumption that it's a mostly harmless fluff ability strikes me as being strongly incorrect.
Yay! It makes beserker reasonable at levels below 9 (greater restoration comes about then). Otherwise.... No. I think it all comes down on what your party is made up of: people who care nought about exhaustion (walk normally. Stop running), and then beserkers and everyone who's trying to run quickly. It makes a huge difference... Though the poor beserker does need help.
But the Berserker can be fixed by giving a patch to the subclass, not by giving out a feat that can be used by anyone and completely breaks other classes.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I'm mostly just pointing out that clearing Exhaustion for free on every short rest can and does Break Things. it doesn't break everything, but your assumption that it's a mostly harmless fluff ability strikes me as being strongly incorrect.
Yay! It makes beserker reasonable at levels below 9 (greater restoration comes about then). Otherwise.... No. I think it all comes down on what your party is made up of: people who care nought about exhaustion (walk normally. Stop running), and then beserkers and everyone who's trying to run quickly. It makes a huge difference... Though the poor beserker does need help.
But the Berserker can be fixed by giving a patch to the subclass, not by giving out a feat that can be used by anyone and completely breaks other classes.
With the exception of the Coffelock, (and that's a big exception), what other things does it break?
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Counterpoint: being able to clear Exhaustion on a short rest means the party theoretically never has to take long rests. A Coffeelock with Chef could amass hundreds or thousands of free spell slots over the course of a months' downtime or a Travel Montage.
Exhaustion is meant to be punishing and difficult to clear. I don't really figure being able to pancake breakfast it away is a good idea.
Maybe choose healing or exhaustion removal? Or removing exhaustion costs valuable components? Or add a rider that you can only consume one "exhaustion clearing meal" until a long rest? Or it only removes exhaustion for a couple hours, and then it comes back worse? Just a bunch of random ideas.
Maybe you can remove exhaustion once, and then a creature cannot gain this benefit again until after a long rest. Its extremely helpful but only once; i feel like thats fair.
It's worth noting that Martial Adept is, itself, not truly implemented correctly. Your "extra" superiority die is not added to your pool, nor are the maneuvers you get from Martial Adept listed with the other maneuvers in the Fattlemaster class. It's its own separate unique thingus that does not actually interact with 'regular' Maneuvers in the slightest.
It's functional, in that a player with a brain in their head can figure it out and keep track of their stuff properly, but yeah. Anyone who thinks any of this is getting implemented in DDB is off their rocker. Sadly, if it's not a janky subclass or a basic magic item, the current software tools are largely unable to support it.
This actually makes me more confident. When constructing this UA they can do the work around that they did for martial adept without us waiting for the entire revamp
That's possible, but at the very least they'd have to hook up wherever the Fighting Styles are in the system to homebrew modifiers. I've tried, as have uncountable legions before me, and there's no reasonable way in the current system to mimic the effects of most fighting styles. Those are custom modifiers somewhere in the system that we don't currently have access to, which means we can't implement Fighting Initiate. If, as DDB says, we're using the same tools they do with some permissions removed, that's an issue.
Everything else can be bodged, yeah, but man I'm sick of having to bodge and fudge and headbutt the homebrew system into submission every time I want to introduce anything but the simplest idea outside the core rules. I'm STILL waiting for editable spell slot progression so I can do my Beguiler rogue subclass with its proper Profane Soul-style half-Pact Magic spell progression. They did it for the Blood Hunter, they can freaking let us do it for other classes already.
Counterpoint: being able to clear Exhaustion on a short rest means the party theoretically never has to take long rests. A Coffeelock with Chef could amass hundreds or thousands of free spell slots over the course of a months' downtime or a Travel Montage.
Exhaustion is meant to be punishing and difficult to clear. I don't really figure being able to pancake breakfast it away is a good idea.
Maybe choose healing or exhaustion removal? Or removing exhaustion costs valuable components? Or add a rider that you can only consume one "exhaustion clearing meal" until a long rest? Or it only removes exhaustion for a couple hours, and then it comes back worse? Just a bunch of random ideas.
Maybe you can remove exhaustion once, and then a creature cannot gain this benefit again until after a long rest. Its extremely helpful but only once; i feel like thats fair.
I think this is very reasonable. With there being multiple ways to gain bonus healing during a short rest and abilities that give Temp HP, an ability like this would make this Feat stand out from the rest.
Crusher and Tracker with monks works very well (especially a Kensei with a warhammer). If you take this feat at level 5 (when your martial arts dice are 1d6), and you don't have enough movement to get all the way into combat, use your bonus action to cast hunter's mark on an enemy, throw a spear at them, and then on the next round, move up to them, and use your weapons and fists (with flurry of blows) to just do a ton of damage.
Total damage, if you hit:
1d10 + Dexterity modifier + 1d6 on the first attack of your action.
1d10 + Dexterity modifier + 1d6 on your second attack of your action.
2d6 + Dexterity modifier on your first bonus action attack.
2d6 + Dexterity modifier on your second bonus action attack.
If these are normal hits, and your Dexterity modifier is a +3, you deal an average of 44 bludgeoning damage on your turn, and with Crusher you get to move them 5 feet once, and if you get a critical hit, you get advantage on attacks until the end of your next turn.
This all at level 5 for a Variant Human.
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Please check out my homebrew, I would appreciate feedback:
Because Sorcerer Players should not feel compelled to give up an ASI to get something that their base class should already offer.
But the base class does already offer metamagic.
But many people (including I) feel that the amount of metamagic and sorcery points the class offers is not good enough. If they want to fix the Sorcerer, feats are not the way to do it. They should to a Class Feature Variants for the Sorcerer to make it at least on par with the Wizard, but that UA only gave them more options, and nothing more to fuel those options.
I don't think anyone's mad that we're getting more options. I think people are upset that these options seem to replace needed fixes to existing classes.
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Please check out my homebrew, I would appreciate feedback:
Well, here's a question: does Piercer apply to Sneak Attack crits, and if so, is it all the dice or just one of them?
I mean, if no then that isn't very strong at all.... I would rule yes. All the dice (as per a crit).
It says an additional damage die, one. You get one extra, and can reroll any one of the rolls.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Why am I seeing a Human Variant Cavalier taking Crusher, Piercer (because why not), Slasher, PAM, Sentinel, AND Dual Wielder (hmmm 6 feats, maybe that's why not), wielding a longsword and a spear, and becoming a board control nightmare?
As for Piercer, I think the once per turn reroll would apply to any damage die with piercing damage tied to the attack. The crit is similar to Brutal Critical or Half-Orcs Savage Attacks, without the specification of weapon die but it does seem to be tied to piercing damage. If that's true, sneak attack would only upgrade daggers. I'd assume that language to get tightened up before release.
I don't think tandem tactician would bury Mastermind, in fact, I think it meshes well with Mastermind. It does give a tank without a reliable bonus action something to help their attackers, though.
Metamagic adept currently gives two 1 point usages of metamagic or one 2 point usage of metamagic on a long rest as it does not convey Font of Magic. That will step all over low level sorcerers, but it doesn't scale. I could foresee a level prerequisite on this to prevent a human variant getting this early (or having this as a common house rule). It may still be more than Sorcerers want to give up. If this makes it in, I see an errata in the works for Sorcerers in general to grant the ability to change metamagic abilities.
Chef plus Inspired Leader could be a nice healing combo, though the temp HP don't stack. I wonder if the temp HP being changed to a flat max HP increase of 2 until the next long rest would overdrive the ability too much...
I know WotC seems to be averse to releasing a billion update splatbooks like in 3.5, but... a couple of classes really need the help. I don't think Feats are the way to do it, either. That being said, I don't think the goal is to use these as fixes necessarily; you CAN take the metamagic feat on Sorcerer, but you can also take it on Warlock with Distant Spell, Eldritch Lance and Spell Sniper to fire Eldritch Blast 1200 feet without having to spend levels on Sorcerer.
I like a lot of these as options to "dip" into other classes for desired build features, without actually needing to multiclass.
But it would be a lot nicer to get Ranger and Sorcerer updates (the former for balance, the latter for uniqueness) and maybe even Warlock options that aren't Eldritch Blast spam.
Why am I seeing a Human Variant Cavalier taking Crusher, Piercer (because why not), Slasher, PAM, Sentinel, AND Dual Wielder (hmmm 6 feats, maybe that's why not), wielding a longsword and a spear, and becoming a board control nightmare?
Ehh... that's 6 feats that don't really provide much focus, and Cavalier is irrelevant until level 18 because of PAM+Sentinel.
Instead, I would do Echo Knight, Crusher, Slasher, PAM, Sentinel, with a glaive/halberd. Bugbear if your DM allows it. One character with reach can threaten a 25 foot diameter (10 on each side + 5 for the character... and that goes up to 35 feet as Bugbear) where if an enemy enters your range, you get to attack them to stop them from moving instantly. Echo Knight means you can have ANOTHER source of threat radius up to 30 feet away, which means 30+5+10 on each side for a 55-foot wall of immobility-inducing reaction attacks (65 for bugbears).
And then PAM+Slasher+Crusher means when your turn comes around, you attack with Slasher as many times as you like within that range, plus use the PAM bonus action to shift the enemy 5 feet with the butt of your glaive.
Four feats means it comes online at level 10, or level 8 for Vuman... though technically, having PAM and Echo Knight already gives you most of the effectiveness of the build, because Sentinel/Slasher/Crusher just improve what you already do. That means either you have a level 3 Fighter who attacks anyone within 10 feet of a 55-foot wall, or you have a level 4 Fighter who attacks anyone within 15 feet of a 65-foot wall.
As for Piercer, I think the once per turn reroll would apply to any damage die with piercing damage tied to the attack. The crit is similar to Brutal Critical or Half-Orcs Savage Attacks, without the specification of weapon die but it does seem to be tied to piercing damage. If that's true, sneak attack would only upgrade daggers.
I'm not totally sure what you mean here - Piercer is good with literally every Sneak Attack weapon except for scimitars, whips, and slings. The wording suggests to me that you can add one of ANY of the damage die you use on a crit, so if you get a rapier sneak attack crit, it can deal 3d8+(sneak attack)*2.
Metamagic adept currently gives two 1 point usages of metamagic or one 2 point usage of metamagic on a long rest as it does not convey Font of Magic. That will step all over low level sorcerers, but it doesn't scale. I could foresee a level prerequisite on this to prevent a human variant getting this early (or having this as a common house rule). It may still be more than Sorcerers want to give up. If this makes it in, I see an errata in the works for Sorcerers in general to grant the ability to change metamagic abilities.
Agreed, the level of versatility here far outweighs the extra sorcery points in my opinion. A basic sorc at level 3 has 2 metamagic options and 3 sorc points, and they have to hope they picked the right metamagic choices because they never get to reselect. A level 3 sorc with Metamagic Adept has FOUR metamagic options and 5 sorc points, and two of those options can get swapped out for new options every level. Having four different ways to modify spells, up to 5 times per long rest, is exactly why I would want to play a Sorcerer.
On that note... does anyone else find it utterly mind-boggling that none of the Sorc subclasses give you any unique Metamagic options? That seems like a no-brainer.
Maybe choose healing or exhaustion removal? Or removing exhaustion costs valuable components? Or add a rider that you can only consume one "exhaustion clearing meal" until a long rest? Or it only removes exhaustion for a couple hours, and then it comes back worse? Just a bunch of random ideas.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Counter Counterpoint: You still need a long rest to regain class abilities.
Also, fishermen have been using food and short rests for a long while to stave off exhaustion.
She/Her Player and Dungeon Master
I'm mostly just pointing out that clearing Exhaustion for free on every short rest can and does Break Things. it doesn't break everything, but your assumption that it's a mostly harmless fluff ability strikes me as being strongly incorrect.
Please do not contact or message me.
I don't think this should be a fluff ability; it should be the centerpiece of the feat. It would be very nice to have if a Berserker is in your party, and go a long way toward mitigating their drawback.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Yay! It makes beserker reasonable at levels below 9 (greater restoration comes about then). Otherwise.... No. I think it all comes down on what your party is made up of: people who care nought about exhaustion (walk normally. Stop running), and then beserkers and everyone who's trying to run quickly. It makes a huge difference... Though the poor beserker does need help.
'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!
Ok, your right.
She/Her Player and Dungeon Master
But the Berserker can be fixed by giving a patch to the subclass, not by giving out a feat that can be used by anyone and completely breaks other classes.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
With the exception of the Coffelock, (and that's a big exception), what other things does it break?
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Maybe you can remove exhaustion once, and then a creature cannot gain this benefit again until after a long rest. Its extremely helpful but only once; i feel like thats fair.
This actually makes me more confident. When constructing this UA they can do the work around that they did for martial adept without us waiting for the entire revamp
That's possible, but at the very least they'd have to hook up wherever the Fighting Styles are in the system to homebrew modifiers. I've tried, as have uncountable legions before me, and there's no reasonable way in the current system to mimic the effects of most fighting styles. Those are custom modifiers somewhere in the system that we don't currently have access to, which means we can't implement Fighting Initiate. If, as DDB says, we're using the same tools they do with some permissions removed, that's an issue.
Everything else can be bodged, yeah, but man I'm sick of having to bodge and fudge and headbutt the homebrew system into submission every time I want to introduce anything but the simplest idea outside the core rules. I'm STILL waiting for editable spell slot progression so I can do my Beguiler rogue subclass with its proper Profane Soul-style half-Pact Magic spell progression. They did it for the Blood Hunter, they can freaking let us do it for other classes already.
Please do not contact or message me.
But the base class does already offer metamagic.
"Not all those who wander are lost"
I think this is very reasonable. With there being multiple ways to gain bonus healing during a short rest and abilities that give Temp HP, an ability like this would make this Feat stand out from the rest.
She/Her Player and Dungeon Master
Crusher and Tracker with monks works very well (especially a Kensei with a warhammer). If you take this feat at level 5 (when your martial arts dice are 1d6), and you don't have enough movement to get all the way into combat, use your bonus action to cast hunter's mark on an enemy, throw a spear at them, and then on the next round, move up to them, and use your weapons and fists (with flurry of blows) to just do a ton of damage.
Total damage, if you hit:
1d10 + Dexterity modifier + 1d6 on the first attack of your action.
1d10 + Dexterity modifier + 1d6 on your second attack of your action.
2d6 + Dexterity modifier on your first bonus action attack.
2d6 + Dexterity modifier on your second bonus action attack.
If these are normal hits, and your Dexterity modifier is a +3, you deal an average of 44 bludgeoning damage on your turn, and with Crusher you get to move them 5 feet once, and if you get a critical hit, you get advantage on attacks until the end of your next turn.
This all at level 5 for a Variant Human.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Another point on the free feats at level one, MOoT seems to agree that it shouldn't be limited to Variant Humans that get feats at level one.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
People getting mad about having more options.
"Not all those who wander are lost"
But many people (including I) feel that the amount of metamagic and sorcery points the class offers is not good enough. If they want to fix the Sorcerer, feats are not the way to do it. They should to a Class Feature Variants for the Sorcerer to make it at least on par with the Wizard, but that UA only gave them more options, and nothing more to fuel those options.
I don't think anyone's mad that we're getting more options. I think people are upset that these options seem to replace needed fixes to existing classes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It says an additional damage die, one. You get one extra, and can reroll any one of the rolls.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Why am I seeing a Human Variant Cavalier taking Crusher, Piercer (because why not), Slasher, PAM, Sentinel, AND Dual Wielder (hmmm 6 feats, maybe that's why not), wielding a longsword and a spear, and becoming a board control nightmare?
As for Piercer, I think the once per turn reroll would apply to any damage die with piercing damage tied to the attack. The crit is similar to Brutal Critical or Half-Orcs Savage Attacks, without the specification of weapon die but it does seem to be tied to piercing damage. If that's true, sneak attack would only upgrade daggers. I'd assume that language to get tightened up before release.
I don't think tandem tactician would bury Mastermind, in fact, I think it meshes well with Mastermind. It does give a tank without a reliable bonus action something to help their attackers, though.
Metamagic adept currently gives two 1 point usages of metamagic or one 2 point usage of metamagic on a long rest as it does not convey Font of Magic. That will step all over low level sorcerers, but it doesn't scale. I could foresee a level prerequisite on this to prevent a human variant getting this early (or having this as a common house rule). It may still be more than Sorcerers want to give up. If this makes it in, I see an errata in the works for Sorcerers in general to grant the ability to change metamagic abilities.
Chef plus Inspired Leader could be a nice healing combo, though the temp HP don't stack. I wonder if the temp HP being changed to a flat max HP increase of 2 until the next long rest would overdrive the ability too much...
I know WotC seems to be averse to releasing a billion update splatbooks like in 3.5, but... a couple of classes really need the help. I don't think Feats are the way to do it, either. That being said, I don't think the goal is to use these as fixes necessarily; you CAN take the metamagic feat on Sorcerer, but you can also take it on Warlock with Distant Spell, Eldritch Lance and Spell Sniper to fire Eldritch Blast 1200 feet without having to spend levels on Sorcerer.
I like a lot of these as options to "dip" into other classes for desired build features, without actually needing to multiclass.
But it would be a lot nicer to get Ranger and Sorcerer updates (the former for balance, the latter for uniqueness) and maybe even Warlock options that aren't Eldritch Blast spam.
Ehh... that's 6 feats that don't really provide much focus, and Cavalier is irrelevant until level 18 because of PAM+Sentinel.
Instead, I would do Echo Knight, Crusher, Slasher, PAM, Sentinel, with a glaive/halberd. Bugbear if your DM allows it. One character with reach can threaten a 25 foot diameter (10 on each side + 5 for the character... and that goes up to 35 feet as Bugbear) where if an enemy enters your range, you get to attack them to stop them from moving instantly. Echo Knight means you can have ANOTHER source of threat radius up to 30 feet away, which means 30+5+10 on each side for a 55-foot wall of immobility-inducing reaction attacks (65 for bugbears).
And then PAM+Slasher+Crusher means when your turn comes around, you attack with Slasher as many times as you like within that range, plus use the PAM bonus action to shift the enemy 5 feet with the butt of your glaive.
Four feats means it comes online at level 10, or level 8 for Vuman... though technically, having PAM and Echo Knight already gives you most of the effectiveness of the build, because Sentinel/Slasher/Crusher just improve what you already do. That means either you have a level 3 Fighter who attacks anyone within 10 feet of a 55-foot wall, or you have a level 4 Fighter who attacks anyone within 15 feet of a 65-foot wall.
I'm not totally sure what you mean here - Piercer is good with literally every Sneak Attack weapon except for scimitars, whips, and slings. The wording suggests to me that you can add one of ANY of the damage die you use on a crit, so if you get a rapier sneak attack crit, it can deal 3d8+(sneak attack)*2.
Agreed, the level of versatility here far outweighs the extra sorcery points in my opinion. A basic sorc at level 3 has 2 metamagic options and 3 sorc points, and they have to hope they picked the right metamagic choices because they never get to reselect. A level 3 sorc with Metamagic Adept has FOUR metamagic options and 5 sorc points, and two of those options can get swapped out for new options every level. Having four different ways to modify spells, up to 5 times per long rest, is exactly why I would want to play a Sorcerer.
On that note... does anyone else find it utterly mind-boggling that none of the Sorc subclasses give you any unique Metamagic options? That seems like a no-brainer.