Mon 06 Sep 2021, 16:39
Page 143, Holy Aura : The example says « She gains 4 (1d4 + 2) temporary Corruption and does 12 points of radiant damage in addition to her weapon damage. » Shouldn’t she gain only (1d4+2) temporary corruption, and inflict 3(1d4+2) radiant damage ? The example is not consistent with the text.
Page 143, Witchhammer : does that include ranged weapon also ?
Page 144, Acrobatic Fighter : does that work with ranged or spell attack also ? One can understand that an acrobat fighter can dodge your melee weapon attack, but a crossbow bolt seems dubious and a spell unreal.
Page 144, Combat speciality : For Axe Artists, there is an action economy problem in the feature. Apparently the main ability of Axe Artists is to wield 2 weapons. The off-hand attack is done with a bonus action. Then you would have to choose to loose your off-hand attack to gain advantage on your 2nd attack coming from Multi Attack. This is almost pointless as you could roll already a 2nd d20 thanks to your off-hand, potentially inflicting damages twice.
Page 145, Wrathguard : « There are tales of barbarians who have been appointed to the Wrathguard after having left their clans, and therefore refused to serve » Shouldn’t it be more logical with « There are tales of barbarians who have left the Wrathguard after having been appointed, and therefore refused to serve. »
Page 145, Wrathful Fury : If I understand well, the feature lacks the damage resistance of Berserker’s Rage. So it shouldn’t be called « rage » in « You can also end your rage on your turn as a bonus action. »
Page 145, Blood Combat : do all the features works only when in wrathful fury, or permanently ? It is overpowered if permanently, especially the regeneration part.
Page 145, Relentless : similar to 5E but the DC is set to 5. Why do you change something that works well ? And the DC5 is pointless as a level 13 Warrior simply cannot fail a DC5 Constitution Saving Throw. So that’s a free shot.
Page 147 : text for the picture is not in English
Page 148 : Commanding Voice. What king of Saving throws ? Against fear, charm, etc.., which makes sense, or against Poison, Fire, etc which is nonsense ?
Page 152, Wanted : what is the DC of the test ?
As a general statement, the Burdens are quite useless : if a character wants to role play an addiction for example, he just role plays it, same for Seizures or Sickness. They don’t need a mechanical rule that will end up being activated at a no fun moment, like killing someone for Seizure or Sickness. And in the end the character just gets the same bonus as a normal Ability Score Increase…
Page 153, Retribution : is it intended to split between you and an enemy all the damages you receive whatever the origin, or just the damage this particular enemy inflicts you ? This is too powerful, no Saving Throw : you just end up killing the big boss by hitting the dwarf and healing him in parallel. Should have a Saving Throw each Turn I think.
Page 153, Change Self : How can it be detected ? Saving Throw ? By Touch ? By special senses like Blindsight ?
Page 153, Tough : « you must use the new value » so the feat could end up as a punishment, the player should be able to keep the best roll.
Page 153, Robust : the description talks about « weapon blows », but the mechanics as described would work for poison, fall, and all other kind of non magical damages. It should maybe talk about « piercing, slashing, bludgeoning weapon damage »
Page 154 : text for the picture is not in English
Page 155, Command Expert : the text should specify if it works for melee attacks, ranged weapon attacks (dubious concerning damage as the missile cannot receive command) and spell attacks (unreal)
Parry : a clearer wording could be « You can use your reaction when being attacked… », and the text should also specify if it works for melee attacks, ranged weapon attacks (dubious) and spell attacks (unreal)
Combat Magic Expert : the wording uses Bonus Action to add a d6 to damage, not Reaction unlike the other feats. It could provoque the fact that the feat cannot be used as the damage sometimes happens not on the Mystic turn, but on the creature turn (such as Flaming Sphere). I think keeping a Reaction works better.
Page 157, Unity : « After the first hour of being fused with you, any permanent Corruption in the staff is drawn to you. At the end of the second hour the staff loses a point of permanent Corruption and you gain that point. » Confusing, as the 1st sentence could mean the staff has already given its permanent corruption points.
Page 157 : Skirmish Expert, the fact it uses Bonus Action is not good for the action economy of the Scoundrel who usually already uses it for Cunning Action. Using Reaction could work better.
Page 157 : Melee Expert. Here again Bonus Action. It is not so annoying for the warrior, but anyway I think for clearer rules, it should use either Reaction, either Bonus Action for all similar feats. DMs will thank you.
Last edited by
Spat on Tue 28 Sep 2021, 12:52, edited 1 time in total.