One attack doesn't sound like a lot but when paired with stealth for advantage and sharpshooter for extra damage you can unleash a huge amount of damage in the first round of combat, and heavily tilt fights in your parties favor. I've used them to make minis, in fact. I think the abilities are nicely balanced. The real winner here is the arcane trickster since this weapon is both an illusion spell and a light, finesse-able and throwable! College of Whispers Just a hot mess of a subclass. It's also an excellent source of on demand radiant damage, a very powerful tool in the right type of campaign read: undead focused. Flames of Phlegethos Tiefling : Love the 4e callbacks on these names. What you've created here is nothing short of remarkable in terms of production quality.
Still, passive bonuses are always strong. Some highlights, but still easily the weakest of the three. It's a little weaker on humans and halflings than it used to be 60ft. New unearthed arcana will be linked here as it is released. A nice defensive subclass with some interesting offensive tools thrown in. Power Surge: What is the point of this? For everything else it's bad. He gains the total as hit points, up to his maximum.
Barbarian Barbarians can now add personal totems, tattoos and superstitions to their backstory. Remember: just because a weapon can be used with dexterity doesn't mean it has to be. Specialises in easing the transition from death to life by casting animate dead. The second part now gives you the Spare the Dying cantrip. Best Seller on Amazon: It is the best seller book on Amazon and it also has 656 customer reviews on Amazon.
Master Duelist: A decent ability, but being limited to once per short rest, and the 17 level investment required doesn't make it good enough imo. If you can hit 3 or more it may be worth it, for less than that I would prefer the other options. Still, it's not bad when you can activate it. The good news: Leomund's Tiny Hut is great! As mentioned earlier, the games can either be modules that come from Wizards of the Coast - who are the ones who create Dungeons and Dragons material - or games of their own imagination. It's still situational, but the ability to disguise self and gain information from the humanoid you just killed will be useful even in games that aren't heavily based around intrigue and subterfuge.
Tireless Spirit: Slowly the Samurai improves. Is this worth a precious feat? Ancestral Guardian- I really like the flavor. It used to deal cold damage, but now it grants temporary hit points to creatures of your choice that are inside your aura. At level 14 it's causing more damage than the zlot oath feature at this level albeit not directed damage like the zlot oath Sorry, but it sounds to me like you are expecting me to be impressed with a 14th level ability doing more damage than one gained at 3rd level. Also gives you additional something with those skills. Erupting Earth: Worse damage than fireball but with a control aspect and better scaling. Invulnerability: Being invincible is overrated.
Getting around cover is nice, but chances are you'll take the sharpshooter feat at some point anyway. This subclass is pretty underwhelming outside of a single, incredible feature that comes too late to matter in most games. This includes blogs, art commissions, modules, maps, podcasts, streams, etc, whether you are charging for them or not. Thankfully with wisdom saving throw proficiency added to it, this is no mere ribbon. It's hardly top-flight invocation material, but I'd say it's competitive with most of the utility options. Did I just blow your mind? Horrible phrasing of some of the rules. Transmute Rock: Transmuting an area of the floor to mud will be the ability you're most likely to use, and although the ability is hardly the most powerful cc ability on your list, the size of the area and -most importantly- the lack of concentration make this potent.
They're not protected in any way. Seeing as you can get revivify as early as level 5 cleric or 6 lore bard you can leap into the fray without any fear of death right from the lower levels. There will, even in higher level campaigns, always be situations where you need to blast a lot of weak enemies all at once, and nothing most monks get will give you the equivalent of this versatility. The art looks excellent and the cover is less glossy than the regular edition. Here this buyer gave it 4 stars out of 5 stars. The changes here are tweaks that help the subclass perform a bit better.
Monster Slayer Is that you Geralt? Strength of the Grave: Unreliable and comes with some limitations, nevertheless a nice addition. Aura of the Guardian: The problem with this ability is that at lower levels your aura is fairly small and the targets you would want to use this on will usually be in the backline i. First thing that stands out to me is that you have the ancestral guardian features all out of whack. In a more serious answer, Dungeons and Dragons is a story telling game where you have a person - called a dungeon master - running a campaign in a world, which was either created by them or one of the many modules which Wizards of the Coast, and have a number of players exploring the world. Invincible Conquer: An extra attack that doesn't require a bonus action and enhanced criticals? Not really good to copy off of, but good when you want to find spells quickly to see what they do.