Talk:Witcher, Variant (5e Class)

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Regarding the image, of course it is under copyright, but it is hosted on a site that it using under fair use. Linking to it is ethically a grey area. However, I recommend replacing it anyway, as the source is not an image hosting site: the path will possibly change if the article is archived or whatever. Marasmusine (talk) 11:05, 17 September 2016 (MDT)


Sorry if this comes across as mean or something along those lines but I don't mean for it to be and they are also just suggestions. Alright, aside from this being rife with spelling/grammar(granted I don't have much room to talk about grammar) mistakes there's something wonky with the Signs section unless I'm just misunderstanding something. How can I empower a Sign for 1 Vigor if I can't use the empowered versions until 10th? Also along with that, why are there dice listing for 5th level on the empowered signs when I can't use them until 10? A few more things that don't make sense is only 2 creatures within Aard's cone being affects, Igni's damage being divided among the affected targets when it's <5d6 if it even works in the first place since the targets take no damage on a successful save instead of half(I understand the regular signs are supposed to be cantrip-esque but still), and in my opinion it's also kind of odd that regular Quen gives melee resistances but Empowered Quen doesn't even though it's supposed to be better. Also, it might be a good idea to give Swallow for non witchers a high-ish save against the posion to see if they partially resist its effects since if you can manage to force feed it to an unwilling target those effects would be kinda crazy given that it's able to cause way more damage than pretty much everything than a lot of things people can do at that level. In addition to this there should be a check to see if making the swallow succeeds and seeing if you make between 1 and 3 doses of Swallow, because 3 free healing potions that are one dice better than regular healing potions is a bit OP at that level. Going back to the level issue with the empowered signs, this also affects Burning Heart of The Wolf since you receive this ability at 7th but can't empower Igni until 10th it's also a little overpowered given that it's a powered down fire version of Chain Lightning. Relentless Hunter is also a bit OP given that it only requires the initial Survival check to pick up a MONTHS old scent when usually it's difficult to catch one that's hours old and besides that there's the automatic strengths and weaknesses knowledge and the never ending advantage against that creature. Also the Heliotrop Sign is literally a pc version of Legendary Resistance that's been souped up since you also gain resistance against that damage type and you even get more uses of it than the usual Legendary creature would given the boost to 4 uses at 18th. Trickery of the Cat is also overpowered given at 7th level (if the Sign could be empowered in the first place) that's a possible FIFTY d8 per target that you could set up with a single action. Mental Fortitude also seems to be a bit much at that level since it's pretty much just BOOM you can now NEVER be controlled by anyone ever, might be better for it to be advantage on saving throws against those effects at 14, then immunity at 17 or 18. For blade of sickness all attacks might be a bit much, would be better for it to be for the first attack or disadvantage for each successful attack made with the poisoned blade. Again, I'm not trying to be mean or anything, believe me I LOVE this idea and where this class is going, it's just that right now it seems both incomplete and CRAZY unbalanced so it still needs a fair amount of work before it can be readily playable unless the DM doesn't mind the imbalance. -- ThatOneGuy 12:50AM 28 October 2016(CST)

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