Order of the Profane Soul: Major change to the Order.Order of the Ghostslayer: Minor clarifications to the Vengeful Spirit ability regarding moving through terrain/creatures, as well as the Spirit Form’s AC.To top it off, the feature now ALWAYS is restored upon a short rest, as opposed to long rest until lvl 15. This also gives the surge utility outside of battle. In addition, I removed the heal-upon-kill mechanic (which wasn’t very useful for a short-duration feature) and instead added a spectral movement element that allows the player to move through creatures and objects for the duration. I made it now function more like a Frenzy Rage, where the extra attack is a Bonus action. Found in playtesting that the extra attack action was a bit more powerful than I initially intended, especially when allowing a free bonus action to stack too many abilities in a single round. First off, I regretted the name, as it always made me think of a McFlurry. Order of the Ghostslayer: Major change to Supernal Flurry. This rite deals the additional Wis mod damage to Undead, and eventually all creatures at higher levels. It is now called Rite of the Dawn, and acts as an Esoteric Rite you learn at 3rd level. The Wisdom damage bonus, after testing, was unbalanced at lower levels and was intended to be more of an “anti-undead” tool in those levels in the initial design. Order of the Ghostslayer: Major change to Cleansing Rite.This gives the character incentive to battle in shadow, or snuff light sources. Dark Velocity: Made the bonus function under Dim Light or Darkness, to better balance it and reflect the theme of the ability.I did some minor tweaks of some Blood Curses to reflect this. Thus, I removed the Hit Die cost, and instead now have the character taking damage equal to their Crimson Rite die when amplifying. While I liked the new idea of the mechanic, I want it to be something that has a cost but doesn’t seriously dissuade the player from using it. After lots of feedback from the community and some playtest, it was found that using Hit Dice as a resource kinda unbalanced the short rest heal mechanic and seemed too steep a cost. Blood Maledict: Major change regarding Amplification of Blood Curses.Specified that Polearms and Quarterstaffs could have rites set on both ends (to clarify regarding feats like Polearm master and avoid exploitation). Crimson Rite: Removed the Acid damage rite, as it didn’t fit thematically with the Elemental nature of the magic.Trimmed the word usage on the Leveling table to look less… messy. General formatting changes to font-size and layout to make it better fit a smaller document with less pages.
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