If the content Spell Compendium not Found or Blank, you must refresh this page manually.ĭownload Spell Compendium PDF/ePub, Mobi eBooks by Click Download or Read Online button. This site is like a library, Use search box in the widget to get ebook that you want. Click Download or Read Online button to get Spell Compendium book now. OP did do a good job with maintaining low level action economy and not giving cantrips broken effects as you mentioned.Home › eBooks Download › spell compendium Spell Compendiumĭownload Spell Compendium PDF/ePub or read online books in Mobi eBooks. Actually, even the spells I mentioned aren't necessarily big game breakers. Though, I do think OP actually did a very good job at being more conservative than the vast majority of homebrews I see. Other spells seem stronger than they should be in their own way, but these were kind of the main offenders IMO. I foresee the use of spell sniper eldritch spear sorlocks who know both burrow and soar for the purpose of fighting in big open areas and enclosed spaces. now you don't even need to worry about other flying creatures being able to keep up and ranged creatures need a lot of range unless you are in an enclosed enough space. Soar, that's a lot of flying speed! Like burrow, this gives insane ability to become untouchable. Considering how much health it provides, we must remember that any overkill damage is negated, the creature would've just dropped to 0 hp this would mean than the 'healing' you get from this spell will almost always be more than 52 hp. Rescue the Dying, heal, a 6th level spell restores 70 hp for an action rescue the dying is a 7th level spell that restores an average of 52 hp, and gives resistance to all damage and an average of 26 temporary hp until the end of your next turn, all for a reaction, this is actually a lot of action economy for a spell that heals. Actually, I think this spell is comparable to the pre-nerf armorer artificer which I think was nerfed for good reasons. I think heroism having more targets for upcasting instead of more THP is because that much sustain could be broken. It is like a heroism spell that gains 5 more temp hp per spell level above first instead of additional targets-cast at 5th level. Rejuvenate, 4.5 average healing and 20.5 THP at the start of every turn, this spell is amazing. It doesn't scale as well so this is really only a level 2 spell slot concern (and is a minor concern at that). It also forces disadvantage on the concentration save, but scorching ray by comparison has 3 chances to force the save so it loses in that aspect. Jolt of Pain, the spell does slightly more damage than scorching ray, and has the benefit of denying the reaction, not particularly broken though. It also does deal less damage than meteor swarm so there is that. The spell is way too strong against mages without subtle spell.Įlemental Step, the spell has very close damage the Meteor spell, except it allows you to reposition, slow creatures by 30 ft for a turn, knock targets prone, and create difficult terrain, it has a weakness in comparison to meteor swarm in that the area of the spell is a lot less vast, you can't get that full damage on a lot of creatures. Not actually that bad of a spell though, but I can see it getting a lot of value in the hands of a sorlock who doesn't depend on spell slots for high damage output.īurrow, natural flying is often banned by DMs because it completely negates any threat that isn't flying or ranged itself, burrow provides a much stronger benefit than flying, you can come out of the earth and make attacks then retreat to where no ranged attacks can reach, you effectively become immune to many, many threats that may appear.ĭrown, this spell is only a second level spell, it requires a strength saving throw and may effectively prevent mages from using verbal components there are few combat spells available that don't require a verbal component, and only sorcerers can ignore the need to use this component. Some of the spells I have issues with are as follows:īarrier, the spell gives an uncommonly large amount of sustain and is completely superior to false life if it weren't for the duration and concentration requirement. Some of these spells also do strong things that can't be replicated by any other spell. A lot of the spells feel balanced, but a few feel like they are well over the power level of what that spell level tends to offer. I'm actually finding the opposite, to a degree.
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