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    posted a message on Thief: Use Magic Device

    Another belated response but people talking about rogue features but forgetting the haste spell. A hasted thief can use a powerful spell like fire ball or lightning bolt then still stab someone. And if he hasted himself then you're not even taking up a party concentration spot for a spell that is insane for thieves. Additionally, many rogues choose between close range and long range. If you're a close range and the enemy is far instead of having two great magic items for sneak attack you can misty step to get in range, or maybe vice versa. Plus a rogue with easy access to invisibility or disguise self. It's easy to see noncompaitibility between rogues and spells or other items but they help out big time in certain scenarios. No feature in the game should be a game breaking feature, they should all be occasionally useful. That's what this is. And the thing about the legendary item being taken isn't necessarily accurate because many of those are also alignment focused. Like the Robe of the archmagi so if you steal it from an evil Caster, the only person who can use it would be the thief. 

    Posted in: Rogue
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    posted a message on Thief: Use Magic Device

    Bit delayed but my highest level character I've ever played was a thief. What made him strong was 

    1) we got a staff of power, obviously good for a spell Caster but it helps thieves come online too. Bonus to AC, and a couple great spells. Super useful. 

    2) spell scrolls. Due to the wording a level 13 thief could use a ninth level spell scroll. No problem. A dm might make you roll still, just take expertise in arcana. Newer spells are useful too like steel wind strike. You also can get spell scrolls for non wizard spells. I always kept a revivfy spell scroll on me. 

    And finally 3) your still a rogue. You're the best scout in the game and can drop meteor swarm to boot. 

    The detrimental side of the class is how expensive it can become, but you're a thief so go steal something. If you can get a scribe wizard that could help a lot. You can also use items like an archmages robes or something else that requires a specific alignment but I never ran into that. 

    Tldr; thief + stealth + meteor swarm = a very fun game 

    Posted in: Rogue
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    posted a message on Can't add dunamancy spells?

    The issue I'm stating is that this, in the book, states that in other settings they could be accessible to other forms of wizards. The source includes what they're talking about. Additionally due to their homebrew policy there isn't a public homebrew for this and for people who have never used their homebrew system it isn't "easy" I spent an hour after making that post trying to make a homebrew for this purpose and failed. The feat was always broken and messed up the character when I tried to use it. 

     

    As a consumer the allowance for options features that are mentioned in books I have purchased I want to be able to use or toggle on. And even if tasha removed the restriction (which I don't think it did, at least not fully) it was like this before. A hard block with an optional removal, same as dunamancy. If they were following it to the letter we would have access to it. And I saw someone state that "critical role homebrews and isn't official rulings" well I would say as far as official rulings for HIS OWN SOURCE BOOK Matt is a final say and he says that all wizards can learn the spells just in his world need to be taught to the wizard by a dunamancer. I get that it isn't a priority, but I wanted to speak and let my voice hopefully be seen by dndbeyond staff, and hopefully if enough of us say something they'll implement it. It isn't about high priority it's about being a priority no matter how low. It seems that Stormknight below mentioned that they might implement a system to adjust for this later on.  Which is enough. For someone who is partial to wizards, and is obsessed with time and gravity magic in general, I would like to see this implemented and I know occasionally the staff looks at what people ask for and do something to make it happen. That's all we are trying for here and the "just homebrew it" isn't a good answer because it isn't a fix to something that many of us consider a problem. That's all, especially because for some people who don't use the tool almost ever, or homebrew, it is an annoyance trying to figure it out just to allow us to play RAI and from my (possibly wrong) opinion RAW. 

    Posted in: D&D Beyond Feedback
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    posted a message on Can't add dunamancy spells?

    This is only half right, in the official text there is a subclause that says if the dm allows the spells aren't restricted. Just like bladesinging and battlerager, so why are those allowed for everyone but these spells aren't? This is just a bad dndbeyond feature. The point of dnd is for freedom of choice, and they can just put a notice in the spell description like "this spell is typically only accessible to chronurgy or graviturgy wizards". This is unnecessarily restrictive, its a new "school" of magic, the point is that people can learn the spells because they've been created in the world now. Imagine if only evocation wizards could learn evocation spells, or illusion or substitute any school. I get the restrictiveness in the official text, but it explicitly says that that's just how it is in wildemount but could be different in other games. So locking it like this isn't even true to the text. People like you are defending an unnecessary restriction for no reason. And if people want to stick strickly to this feature of only these mages can use it then the person can just not use the spells, there is no point in a game, where freedom and choice is a key factor, to lock something like this in this way. If they were going to do this then they should lock everything with wording like this, such as battlerager and bladesinging, and remove human variant from dndbeyond. (Human variant because it says "if your dm allows" in the same way these spells do). 

    Posted in: D&D Beyond Feedback
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