Starting at sixth level, you may enter a watery trance whenever you take a short or long rest. to do so, you must be in direct contact with uncontaminated fresh or salt water for the duration of the rest. While trancing in this way, the time needed to finish the rest is halved. In addition, whenever you finish a short or long rest this way, you gain 30 temporary hit points if its a long rest, and you regain one expended hit die if its a short rest.
this seems very powerful, and i‘m wondering what Can do to nerf it while still keeping it similar in its use.
I would change the temp hit points to be 5 multiplied by Proficiency bonus. 30 temp hit points is far too strong - at 6th level it's like having the Tough feat 2.5 times. If you link it to proficiency bonus then it scales as the PC gets stronger.
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the sixth level feature states:
Starting at sixth level, you may enter a watery trance whenever you take a short or long rest. to do so, you must be in direct contact with uncontaminated fresh or salt water for the duration of the rest. While trancing in this way, the time needed to finish the rest is halved. In addition, whenever you finish a short or long rest this way, you gain 30 temporary hit points if its a long rest, and you regain one expended hit die if its a short rest.
this seems very powerful, and i‘m wondering what Can do to nerf it while still keeping it similar in its use.
What class/subclass is this from?
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
This is a homebrew sorcerer subclass.
I'd say to make it a straight 10 temp HP after a clean-water short or long rest, and don't regain the hit die.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I would change the temp hit points to be 5 multiplied by Proficiency bonus. 30 temp hit points is far too strong - at 6th level it's like having the Tough feat 2.5 times. If you link it to proficiency bonus then it scales as the PC gets stronger.