Well I’ve seen a few of these, with many proposing concerns about things being underpowered or overpowered. I’m here to offer my thoughts as more of an optimist.
Posted byWizard1 year ago
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Let me go ahead and step in here and say I’m not a “white knight” for Wizards of the Coast. I do give them the benefit of the doubt because after years of experiencing this edition I haven’t seen any major breaks in balance. I simply trust them more than I do any one Redditor (including myself!) or any group of them, especially so early with this product. Having said that, I have my concerns and even an idea or two for those that have issues with such and such feature. Those will be voiced too.
I plan to talk about pros, cons, balance concerns, and fun ideas I have for characters reading through this. Let’s jump in.
Ancestral Guardian: Bear Totems are still the kings and queens of damage resistance, being far more difficult to take down. Ancestral Guardians are the other side of that coin, being extremely potent at keeping the other members of the party alive instead of just themselves. The flavor is so freaking cool, and I love how this translates into the mechanics. You literally can see how the spirits of the ancestors are harrying your foes and protecting your allies, focusing your enemies on facing their chosen champion. Flat damage reduction is fantastic as a reaction, and later on you get to punish your enemy even more by having the spirits automatically damage the source of the reduced damage. Oh and that level 10 utility feature is amazing. Awesome scouting potential that fits perfectly and interestingly with the theme and power set.
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Storm Herald: I’ve never been super excited about this one but it’s been a popular option from what Ive seen. An auto damage aura is really nice, but it’s not friendly. The lightning one is more targeted, but less potent overall, I feel. And the temp HP one is actually pretty cool. Some more hit points is nice for everyone. The secondary features give you a damage resistance and the third feature spreads that resistance to friends, which helps out the auto-damaging fire aura some. And the final feature grants some cool stuff as well, like even more fire damage, knocking an opponent over as with a wave, and freezing your opponents in place. Very cool idea, your rage literally invites the environment to storm and rage with you. This is the Land Druid Variant of Barbarians, which is neat, taking a portion of the land or environment with you fight. What really hurts this is the bonus action to activate the aura each round. Man, that stings. When comparing it to all of the other available options, it seems like the low man on the totem pole. Still viable, certainly, and cool flavor, but the effects of just about every other subclass seem stronger.
Zealot: I’ll admit that this has always been my favorite and I personally think it might be the mechanically strongest of these three. This essentially adds a “mini-Smite” feature on your rage, but it’s every single turn, and scaled reasonably well. Great single target damage feature. The next bit is flat-out amazing in any party with a cleric or access to one or anyone with resurrection spells. One of the biggest built in “balance factors” for resurrection is wealthy material components that can be rare to find if your DM or group is unhappy with how trivial death can seem in 5e. This takes that out of the equation. It’s a really neat flavorful ability that you hope doesn’t have to be used much, but it’s stellar when it does come into play. Zealous Presence is quite fantastic as well. It’s only one round, but advantage is strong, and giving it to all of your allies is superb. The final ability is another “defensive” ability, but really it just lets you keep trucking after 0 HP. Again, strong flavor and unique mechanics. I think of Valkyries, Warriors Empowered by the gods to defy death and usher in those warriors to the exalted halls of Valhalla, or an immortal warrior resurrected every few centuries when a major war breaks out by a certain civilization.
Bards:
College of Glamour: I really love this one. I know that Crawford and Mearls seem to say that David Bowie was The inspiration for this, and I totally see that, but all I can think of when I read this is a Disney Princess. I’ve seen homebrew of a “princess” class before, and this makes me feel like this has cool features that help with that. The first feature seems deceptively strong. You get a small temp hp buffer (and it scales with level), but you also get to basically reposition the party. They can move up to their speed without incurring opportunity attacks out of turn. This is notable because again, it affects multiple people with one use, which usually Bardic Inspiration cannot do. The other level 3 feature is amazing if you can get a chance to perform in front of important NPC’s. A chance to charm and they don’t have any clue you tried to do that to them if it doesn’t work. Very nice feature that encourages performances and roleplay. Mantle of Majesty is neat because command is a great spell and it allows you to use it for several rounds in a row, while still having access to cantrips at least. The 14th level feature is really cool to me as well. Again, I think of a princess or Prince Charming type who becomes so beautiful and enchanting that it’s literally hard to attack them, and even if you do you are more susceptible to their magic afterward. Very cool capstone.
College of Swords: I thought this would step on the Valor Bard’s toes, but I think this comes at it from a pretty different angle. It’s a much better melee combatant, for one. A Fighting Style and the ability to use your weapons as a spellcasting focus really round out the initial features. The Flourishes are nice extra damage and great secondary effects. Extra AC is going to be the standard, but forced movement is super strong too in the right situation. Post level 5, these resources get a big boost by recharging on a short rest instead of long. Extra Attack is necessary for melee combatant, but it’s still nice to have, though a level “behind”. And of course your 14th level feature makes it so you don’t have to use Bardic Inspiration and split resources at all! Overall a nice package, by making the Bard a competent melee fighter as long as they have Inspiration, and as they level they can rely on spells to help round your melee skills out or provide a little more support.
College of Whispers: This is an interesting one. You can activate Sneak Attack for a use of Bardic Inspiration, essentially. That’s pretty cool. I guess it’s pretty nice for sneaking up on people and Bard’s have spells like invisibility and greater invisibility to help that style out. I’m a little unsure how to take Words of Terror. It’s a really neat and flavorful ability, but frightened as a status effect doesn’t seem to be as useful in non-combat situations. And if the target is attacked or damaged, the effect ends. So I’m just unclear on where this one goes. Maybe someone can help me there. The 6th level feature is honestly just cool as hell. You basically get to steal a creature’s entire appearance and some basic knowledge that the creature held after you kill it. The potential for infiltration here is staggering and that’s really awesome. The capstone is interesting because it can solve both a social and combat encounter depending on one save, if you can stop you comrades from murdering your target by that point. Super cool and super strong, especially in the hands of a creative player.
Forge: As Mearls said, “Why wasn’t this in the Player’s Handbook?” It’s an excellent concept and theme that I feel has been executed beautifully. You’re the guy who can augment weapons and armor. You can create or forge just about anything. You’re perfectly fitted to wade into battle and be an unbreakable anvil that your enemies crush themselves on. Fire damage resistance and eventual immunity, and nonmagical physical damage resistance really make you durable. Divine Strike with fire damage really helps you wade into battle with a forgehammer spiritual weapon and just go to town. It’s got all tools you could really want to fulfill this concept.
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Grave: This one surprised me with how interested I was. I really like the idea of preserving death, and not viewing death as evil. The mechanics are super neat too. You can help your enemies die, and prevent your allies from feeling its cold touch before their time. More of a caster, than a melee cleric, but that’s a good contrast to the DMG Death Domain. Toll the dead was practically made for this subclass. They’re an excellent support class with the ability to stop dying companions at range, hand out single-attack vulnerability, and stop critical hits from happening. Later, when anything dies they can use some of that energy to heal! Super fun, super flavorful, and it adds to that support role that the class is known for by interacting well with the theme upon which it is based.
Druid:
Circle of Dreams: I fall in love with this one the more I read it and think about it. The first feature grants some fantastic extra healing. The range is massive, it’s a bonus action, and it’s a separate resource than spell slots. The 6th level feature is really pretty nice too, by making your rest areas a tad safer, especially if you still have someone on watch duty. The 10 level feature is pretty strong. Free misty step, up to Wisdom modifier times per day, with better range. It that wasn’t enough, you can also grant misty step to a friend instead. Simply awesome. And the capstone.. Crawford talked about it in the video and I thought “How cool!” but it’s honestly even better than I thought. The option to use the special teleportation circle is great, but scrying and dream as options too is just super useful, super cool icing on an already delicious cake. No spell slots or material components needed, all at the very low cost of finishing a short rest! Only once per day, but still. That may be my favorite single new feature in this book. All around an amazing package that really evokes a spellcaster immersed in the feywild and focused on dreams. The flavor also reminds me of a Dalish Keeper, for those who know Dragon Age lore.
Circle of the Shepherd: I personally want to make one of these soon. Summoning can be tedious, but I hope to find a way to do it that won’t muddy things too much. Free speak with animals is pretty awesome, and an extra language to boot. The spirit companion is very cool too. Mostly, I can’t see why you would choose either Unicorn or Bear over Hawk, but there might be some niche situations where you really want more health. Free advantage on one attack per round is pretty sweet, to say the least. Mighty Summoner is why we’re here, though. Druids already have by far the best summoning spells and this just makes it all the better. You can use this to great effect right away with conjure animals, and you get woodland beings and eventually conjure fey for when you want to send a rampaging magical T-Rex at something late game. Extra HP and never having to worry about damage resistances or immunities for your summons is just the bees knees. The 10th level feature means when you’re using your totem and summoning cool shit (which will be constantly), they essentially have regeneration on top of their other goodies. And the capstone on this one is also just super damn cool and super effective, if you need it. It’s a bit of a bummer that you have to get knocked unconscious to see it happen, but Pelor help those that manage to knock you out. You summon four CR2 creatures with buffed hp to avenge you and protect you. This is just awesome. It also explicitly states that you get to choose the creatures this time, if your DM is strict about RAW for some of the other spells.
Arcane Archer: This one’s pretty controversial, huh? Lore is a really nice extra feature. A skill proficiency and a cantrip is nice, and I like that you can flavor yourself as Arcane or make a bit of an alternative Ranger out of the subclass. Lots of people say the Arcane Shots aren’t that much more powerful than maneuvers, so they shouldn’t be so limited on use. I happen to disagree, but I’ll admit it’s a fine line they’re walking. The arrows themselves are super cool and flavorful. Banishing Arrow may seem lackluster, but it’s available at level 3, doesn’t require concentration, based on a typically weak save, and at the very least wastes your target’s next turn if they fail it. That’s a pretty awesome package to me. Grasping Arrow is a big standout, as it does extra base damage, and either forces the creature to waste their action or suffer even more continual damage, all with no save. Seeking Arrow can save the day against that invisible enemy. Bursting Arrow and Piercing Arrow bring some decent AOE that the Fighter normally lacks. The 7th level feature is pretty neat to me, as my groups tend to be a little more stingy about magic bows, since archery is so strong as it is. Never needing to worry about whether you have a magic bow or not is nice, but the second 7th level feature really rounds it out with a more concrete bonus that actually affects the way you can fight. Turn those misses into probable hits, if at least one other enemy is still around. 10th is a bit dead. I’d be inclined to offer a 3rd Arcane Shot per short rest at this level, to help with the feeling of being miserly about them. Then at 15 we get a much bigger boost insuring you always have at least one per combat. 18th boosts the Shots themselves and that will be very welcome by that stage of the game. Overall I don’t think it’s bad, like some people say, but I do understand the criticism that it is less fun with so few shots, so a small tweak to help that isn’t out of line as far as I’m concerned.
Cavalier: The 4e Fighter has returned! On glorious horseback! I loved the marking mechanic, personally, so seeing it return in a fashion that makes a lot sense for 5e makes me happy. This is the tank Fighter, and he/she is here to punish you for engaging anyone but him/her. The mount is just icing on the cake, and nothing but an extra feature if you can make use of it. This fighter functions perfectly well without it, but many features can also be used in conjunction with it or to help protect it. Warding Maneuver is sweet, and really helps your protect yourself and others as well. You also can’t waste it since it triggers on a hit, not just being attacked. Hold the Line prevents enemies from positioning themselves, and it adds even more to your opportunity attacks. Ferocious Charger is awesome because it has no size limit and really presents a cool image, mounted or not. Vigilant Defender lets you break Action economy a little bit and makes you a bit of a super-Sentinel overall. Good luck getting past the line in the sand that the Cavalier draws.
Samurai: This is another controversial one. I personally thought Fighting spirit was too strong as it was. Granting advantage on so many attacks is really just very powerful. It can be used in conjunction with Action Surge too, making for stunning Nova turns. The temp HP is somewhat negligible, but it’s not anything to sneeze at until higher levels. I was surprised to see them move the ability to recharge on a long rest though, on top of paring down the length of the advantage on attacks. The temp hp has no time limit though, and again it’s still a very powerful feature as it is. 7th level gives us proficiency in Wisdom saving throws and that’s honestly pretty badass on a Fighter. Especially when most other 7th level features tend to be utility and not applicable in combat. Mental defenses are often a major weakness. You also get some bonus to persuasion, which is a really nice thing to have on a Fighter as well. 10th level really helps out with Fighting Spirit; you’ll always have at least one use per combat. Rapid Strike synergizes beautifully with Fighting Spirit. Give up advantage for an extra attack: awesome. And Strength Before Death is just really damn cool. You get to take a full extra turn if knocked down to 0 hp. If you’ve still got Action Surge, Second Wind, or Fighting Spirit left, now is the time to use them. And even if you don’t, that’s at least 3 extra attacks you wouldn’t have normally had, and that can make all the difference on a Fighter.
Monk:
Way of the Drunken Master: This monk loves fighting groups of enemies. They are even better than regular monks at wading into a melee and wandering back out unharmed. Their crazy mobility really gears them toward the hit-and-run tactics that the class is built for. You get a nice ribbon feature to give you performance. The standout here is the ability to force your opponent to attack one of their allies with a single ki point! That’s so flavorful and cool. Later on we get to attack five different targets at once with our Flurry of Blows. That’s quite a Flurry if you’ve got enough targets to use it on. As I mentioned earlier, this monk loves lots of enemies, preferably with two standing very close to one another. It’s a really fun subclass, but I prefer to have my melee types better at one-on-one combat than mass combat. I do love the flavor though, and think it is translated well mechanically.
Way of the Kensei: I absolutely love this one. This is how you get Samurai Jack in D&D. Rurouni Kenshin. Basically those mythic, anime Samurai that only wear robes and focus solely on their mastery of the blade. Zen Archer concept is alive and well here too. You get to buff your AC by using your weapon for extra defense, get a small boost to ranged attacks if you need them, and you even get more weapons to master as you go along. The weapons become magical, even if you don’t get a magic weapon, and you can get a smidge of extra damage out of them with some ki. Then you get to turn your weapon into a legendary level item, with the bonus to hit and damage, if not extra rider effects. Ask your DM to give you magic weapons without a bonus so you can use this feature with them still! And rerolling a miss is always handy too.
Conquest: Very strong mechanics, paired with a strong theme. Great extra spell list. Lots of flavorful options that feel like a hell knight, or a combat oriented Paladin that focuses on might and conquering the opponent. Channel Divinities are nice; induce fear, which works nicely with a later feature. And Guided Strike is a classic and loved by War Clerics. It’s great to see on a smiting machine like Paladin. Aura of Conquest can get really nasty of you can get your opponents to receive the frightened condition - again, that channel divinity will come in handy. Scornful Rebuke is awesome; you hit me? How dare you! Feel some pain. And Invincible Conquerer is as amazing as any of the Paladin capstones. Possibly better than many. Resistance, flat out, doesn’t matter if it’s magical. A third attack form Extra Attack. And expanded crit range. Wow.
Redemption: I’ll be honest, I completely lost interest without the no armor/simple weapons features gone. I’d have been perfectly fine if they had rolled those into a Channel Divinity that last the full day or something, to keep it in line, design-wise, with the other Paladins. But that fact, as it is, just feels bad so far. Objectively looking at the features, it’s still strong, and would probably be fun if I didn’t have these expectations from the UA. The spells are great ways to shut down encounters and violence; thematic and effective. The channel Divinities are neat. One helps with social encounters, which I find appropriate for the theme. The other is awesome in combat; essentially make your opponent feel the same pain they inflicted on one of your allies - very nice. Aura of the Guardian is pretty awesome; soak up all of your friend’s damage so they don’t have to take it. Protective Spirit is cool, and much needed, as you’ll be eating a lot of your friend’s damage. Emissary of Redemption is really neat, and unique from the other super modes that all the other Paladin’s get at 20. It’s always active and makes you much tackier and they essentially have to just take some of the damage they deal to you. That’s pretty stellar for a peaceful emissary type of character.
Ranger:
Gloom Stalker: First of all, I want to say how thankful I am for the devs making this concept way broader than just an “Underdark only” Ranger. That was my biggest criticism on the survey and it looks like I wasn’t alone. A bonus to initiative is always great, and some buffs to your first turn in a combat are really nice. Emphasizes the “ambusher” theme really well. Umbral Sight is just cool as hell. Darkvision, even for your Humans and Dragonborn and such. But the best thing is that you basically “ignore” darkvision. So cool! Getting proficiency in Wisdom saving throws is fantastic, so this is an awesome feature at 7th level. Stalker’s Flurry gives a nice overall damage boost that isn’t just locked into your first turn. And Shadowy Dodge is amazing as well. Imposing disadvantage as a reaction with no other limits is a very thematic and strong defensive feature. A great addition to the class.
Horizon Walker: I’ll admit, I thought the theme of this one was pretty niche and a little odd when it first showed up. But man, people loved it, and I’ve been convinced too. I think of Plansewalkers, as well as guardians of interplanar portals and such. It is a pretty damn cool theme, if seemingly out of the box. The portal sending ability has been appropriately balanced, but still very cool and thematic. And the extra damage ability on a bonus action is pretty great and universally useful too. It even scales a bit! Casting a high level spell, even for a single turn, is bonkers and super cool, super strong, and very thematic. Distant Strike is amazing because it increases mobility between every normal combat turn, and also adds some extra bonuses if you’re fighting several opponents. Spectral Defense is kind of like Uncanny Dodge, but that’s an extremely strong feature, and explained well within the concept of the subclass. The extra spells are absolutely killer too. Haste?! Damn. This is an overall fantastic implementation of an out of the box concept and I love it.
Monster Slayer: This was my most anticipated Ranger subclass, and I still plan on playing one. I’ll say this upfront though; it is my least favorite mechanically speaking. I think it is a little too niche in its usefulness, especially compared to the other two in this book. I’m glad Hunter’s Sense was given limits, because the benefits of knowing that much meta knowledge about an enemy is huge. However, what bothers me is that Slayer’s Prey is a tad weak. It’s a lesser Colossus Slayer. It’s not concentration and it is unlimited in resource, so that’s awesome. But I was hoping for a bit more. And maybe some scaling like Planar Warrior gives us in the Horizon Walker. Supernatural Defense is cool, and adds to the feel of focusing on a single creature and taking it down. Magic-User’s Nemesis is the worst name ever, and while I think it’s very, very cool, it’s pretty niche in its use. Not exactly the offensive boost most Ranger archetypes receive. Slayer’s Counter is awesome and thematic and strong though. Big fan of that one. It’s a bit of a mixed bag, honestly, but I really like the theme and the mechanics aren’t unbearable. I still want to play one!
Inquisitive: I honestly just love this one. Batman/Sherlock, welcome to D&D. The ability to single out an enemy and make them always susceptible to Sneak Attack, regardless of ally placement or advantage. That’s pretty awesome. I love features that generally work around existing rules. As it is, only this subclass and the Swashbuckler can safely engage in one on one combat against another opponent. The rest of the features are all built around rooting out deception and being insanely good at finding the stuff you need to find in and out of combat. Very flavorful, very fun. The final ability makes even more use out of your base feature by granting extra damage on that sweet Sneak Attack. I plan to play one as soon as I get a chance.
Scout: Ah here it is! The illustrious no-spells Ranger. Some may chafe at that, but that seems the obvious intent here. And I personally think it works extremely well. You get not just proficiency, but full on Expertise in Nature and Survival skills, the benchmark skills for a Ranger survivalist type. Then you are really hard to pin down. You can dodge in and out of combat, using a short sword or rapier to hit heavy in melee, but I think it works best with a shortbow. Then if someone does come into your sacred space, you just have to use a reaction to dodge away. It’s a neat trick. Then you get some extra movement to help that out. Later you get a really nice feature that helps out your initiative and gives a boost to the whole party against slow acting creatures. And the capstone is super cool. Sneak Attack twice! It has to be two different targets, but still, it’s amazing. I have a couple gripes with the subclass though. I’d really liked to have had scimitar and longbow proficiency. I guess I can grab those with a feat or what have you, but I still miss it on an archetype like this. And my bigger gripe is that for a character concept that is supposed to operate as a bit of a loner, scouting ahead of their allies, they have no way to reliably activate Sneak Attack. I guess the “don’t get caught and strike first” philosophy is fair, with Stealth Expertise being a thing. It’s a small gripe for an otherwise awesome and fun subclass.
Sorcerer:
Divine Soul: Let’s be honest. We’re all here for Divine Magic. It’s not overpowered, but it is so strong it makes the other features weak in a kind of necessary way. Having access to an entire different spell list is astounding, and getting an extra spell known to start with is awesome too. Favored By the Gods is super cool, but pretty limited. Really awesome when it comes into play, but once per rest isn’t a lot. Empowered Healing is cool, but it honestly disappoints me. I wish this subclass had more options than focusing on healing but the the features seem to encourage it more than enough. Otherworldly Wings is great, but we’ve kind of seen this before.. I like it though. It’s strong. Unearthly Recovery is very strong, but again kind of shoehorns this subclass into a healing flavor. Since you’re choosing from the whole cleric spell list still by this point, it’s still a very potent subclass for the Sorcerer and a fun to play with. I just wish it were a bit broader than it seems (healing focus).
Shadow: Ever since this subclass was released in UA I have been holding onto hope that it gets published. I’m a big fan of “dark/evil” oriented subclasses for basically every class, and this was the perfect way to do it for the Sorcerer. Darkvision right at level one is awesome, and a fantastic range. Then at level 3 you get a free second level spell in darkness, and if you cast it directly with Sorcery Points, you can see through the darkness! That’s an amazing combo right out of the gate. And extra spells known is always a boon for this class. Strength of the Grave is also very thematic and cool, if a bit limited. It’s very undead-like, and that’s very cool. The Quirks table, while we’re at it, is just super cool and I’m so happy they kept it and published it. Hound of Ill Omen is just amazingly cool. It’s an extremely unique feature for Sorcerers, and it’s quite potent as well. Disadvantage on saves against your spells is really great, and being able to use it as a summon that attack and harries on top of that is stellar. Shadow Walk lets you teleport in darkness, which is similar to the shadow monk, but still very cool and thematic. Umbral Form provides an amazing defensive feature that halves all damage except for some very rare types, and some increased mobility to boot. This subclass is very potent, but every feature speaks explicitly to the concept and they interact in a unique and seemingly fun way.
Celestial: I’m glad this exists. In the same way that I enjoy subclasses that evoke a “darker, more evil” theme, I think this fills a unique niche within the Warlock class concept. This is the “stereotypically good” Warlock. An angel, a titan/demigod, a Unicorn, and a ki-rin are all great inspirations for a being of pure light and bliss that might make a Pact. The extra healing isn’t as good as Dreams Druid, but it’s still very nice. The extra cantrips are always great too. Radiant Soul makes this more effective, since you can add your charisma modifier to any radiant or fire damage you do. Celestial Resilience really adds to the overall hp to you and your party as well. An excellent support feature. Searing Vengeance is an amazing feature to bounce back from unconsciousness, regaining a ton of hp and providing damage to all your enemies within range without fear of friendly fire. Overall it’s a mixed bag, but it’s a very potent mixed bag that adds a lot of unique features to the Warlock class.
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Hexblade: To begin with, I want to talk about flavor. I love that it’s hinted heavily that it’s the Raven Queen because I find that fitting and interesting. But any shadowy entity that crafts weapons or items of power can make a Pact like this. My immediate thought here is Sauron. He is associated with darkness, necromancy (to a degree, as “The Necromancer”), and most importantly forging items of power that he used as binding contracts to other beings. With that aside, this subclass is mechanically pretty potent for melee Charisma based spellcasters. You get to fold in your casting stat as your melee Attack and damage stat and that’s unique in 5e so far (excluding spells like shillelagh). It works without Pact of the Blade, but taking Pact of the Blade give you some nice benefits as well, and opens up what I would see as some necessary Invocations to properly make a melee monster out of this class. It also comes with a non-concentration curse feature that really puts the pain on one creature a rest for a full minute. Then.. you get to summon a specter from a defeated enemy that can fight for you. Absolutely awesome flavor and some decent power baked in here. It gets more accurate and a teensy bit more tough, which makes it a nice minion that you can still lose pretty easily if you don’t play careful. It’s on a powerful chassis already though, so if you do lose it you’re not necessarily hurting. Armor of Hexes is bonkers and makes your curse feature even more powerful, especially against a duel situation or something similar. And the final ability lets you get more mileage out of the key feature here, which is that awesome curse. Still only good for a single encounter most likely, but you can spread that love around instead of only putting it on the big bad first. Overall a great concept that really makes that melee Warlock a competitive pick with anything else out there.
Wizard:
War Magic: Another semi-controversial one. A lot of people are reasonably upset about the nerf to Power Surge. And I’ll admit, it is disappointing. I think if I were to play it or DM for it I’d be open to buffing it; probably just add Intelligence modifier to the half Wizard level. That way it at least has some oomph to it, being a limited resource and all. With that out of the way, we can talk about all the other features, which are honestly pretty awesome. Arcane Deflection is amazing. The +2 AC is middling but an on-demand chance to give yourself a +4 to a saving throw is just stellar. You give up a turn to cast a leveled spell, but it’s worth flinging a cantrip for a turn if you get out of some nasty effect. Tactical Wit is awesome, going before others is always excellent, especially as a Wizard. Power surges are a little damage boost, and I love the flavor of getting it back upon dispelling or counterspelling other spells. Very evocative and cool. The bonus to concentration at 10 is fantastic because by that level you’ll have awesome concentration spells at your disposal like bigby’s hand or animate objects. Making it harder to hit you when you are concentrating is great, and this stacks with Arcane Deflection. And the penalty for Arcane Deflection isn’t as bad then too, because you’re probably using an action or bonus action on whatever spell you’re concentrating on anyway. The 14th feature is cool as well, because it’s a good damage type and further incentivizes uses of your key feature. Overall I think it’s a good package, but like I mentioned before Power Surges could use a tiny bump, on initial reading.
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