Talk:Super Warrior (5e Feat)

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Balance[edit]

A good start would be removing the hit dice expenditure, make it cast as per the spell, and make it once per long rest. Compare with Drow High Magic and Wood Elf Magic. --Ghostwheel (talk) 23:08, 4 December 2019 (UTC)

I'm cool with once per long rest. The only thing that bothers me is the concentration, since enlargement doesnt really come with a lot of benefits in combat besides the 1d4. Plus since the character would most likely be a fighting class, he would be in the action, and either be forced to make several small checks, or if up against a big bad, one large check. One fail, and the character has wasted and action, a one use ability, and take damage all in one turn.
What im saying is, when it can only be used on the character, and only be enlarged, it loses a lot of its utility power. And in combat, it has very little benefit if used to the letter. They will only gain a 1d4 on all attack for a minute, what is broken about that. And the more that i think about it, its really underwhelming. - Iskerbabble (talk)
I think you're discounting a couple of things; while the extra damage is nice, it's not the whole story. The two bigger things are the ability to grapple Huge enemies as a large creature, and the advantage on Strength checks; both of these are huge, much more so without the need to concentrate on a spell, and even more so as a bonus action. I'm playing a grappler in one game, and I would spend an entire attunement slot, let alone an ASI to get something similar to this in a heartbeat. All of the above things are very, very powerful. --Ghostwheel (talk) 16:04, 5 December 2019 (UTC)
The grapple thing i can see, but advantage on strength checks do not apply to a whole lot. The more that I look at it, I'm thinking I should make it a different kind of enlarge. One that is more geared toward fighting, and not grappling. And again, one bad save and its gone, even if you have a build that fully benefits form enlarge, it can easily go away before you even have a chance to use it.
And it only really benefits grapple build, anyone else gets almost nothing. - Iskerbabble (talk)
Yeah, still not going to fly. Compare to the other racial feats that grant spells. They don't add much vertical power to combat at all, and introduce instead utility. So in that aspect, this feat is stronger.
Now that would be fine, but you also want to make it grant an ASI, not require concentration, and grant more damage on average than Great Weapon Master adds often enough? This is just hands and shoulders above most other feats. Add on the ability to use this multiple times by spending a resource that can be replaced with a few potions which cost 50 gold each.
Again, to fix it, allow it to grant the character to cast Enlarge once per short rest, and that's it. --Ghostwheel (talk) 13:11, 6 December 2019 (UTC)
Im fine if its no ASI if its to much gravy. And without the super growth form only grants the 3 things, none of the benefits of the enlarge/reduce spell. If its just the spell, its worthless to everyone but a grappler. And i wasn't aware of any potions that restore Hit die, hit points of course, but not Hit die. As far as I know, you only regain half you level in Hit die from a long rest. If you could reference which potion exactly that would be great. - Iskerbabble (talk)
I was referring to the fact that hit dice are used to heal hit points, and you can replace that with healing potions without too much loss.
For non-grapplers, the increased reach is very tasty (especially when paired with sentinel and polearm master, for example), it gives more damage than enlarge, and for grapplers it lets you grapple Huge enemies.
Again, if you want this to be balanced, just make it the enlarge spell (yes, with concentration), and make it once per long rest rather than being able to spend hit dice for it. When comparing to other racial feats that grant spells, this would still be stronger than them objectively, as they tend to increase utility, while this straight up enhances combat power for characters that would take it. While stronger, it would be acceptable in that form, but with all the other things, it's too strong as it is. And yes, you should remove the ASI to strength at the same time while you're at it. Compare this to Drow High Magic and Wood Elf Magic, the two other racial feats that come to mind that which grant spells. --Ghostwheel (talk) 00:23, 7 December 2019 (UTC)
I can be fine with once per day, and maybe just not giving reach, and ASI is a bit gravy. But concentration is not on the table for me. No one wants to stop all that they are doing for a maybe at best, especially if it almost only panders to a grappler.
Also this at best to supposed to emulate PART of a spell, it only gives you access to a very small part of a second level spell if you were to go the enlarge/reduce route, not the whole spell. If anything your trading the massive utility of the spell, to have to no concentration.
Lastly, just because you can replace Hit points, doesn't change the fact you can only replenish Hit die on a long rest. No Hit die, no ability. A character only gets only half of their Hit die each long rest. Also, you cant benefit from 2 long rests within a 24 hour period, meaning to get all your Hit die back you would have to spend 2 days at the minimum to get it all back if you used all of them. That means if you are low level, its really not once per long rest, its once per 2 long rests to be able to use this ability again. And at 4th level if they get this and only ever use their Hit die for this, it still would basically, once per long rest. The first level you would be able to use this ability more than once is 6th level. It makes it limiting a low level, and less at high level. If they use up all their Hit die, they may be able to heal from potions, but they still HAVE to long rest to be able to use this ability again. - Iskerbabble (talk)
In that case, you might want to sandbox it and link people to it as it becomes relevant, since it's not balanced in that way. --Ghostwheel (talk) 13:33, 7 December 2019 (UTC)
Been in the lab with con saves since I decided to test how likely it is, since its best to see. Con saves not too much of an issue, to my surprise. So think rescind my last statement about concentration, cause I can admit when im kinda wrong.
I still think 3 Hit die is more than fair though. If i bump it to 4 instead, at 4th level it is literally once per 2 long rests with no way around that. So im starting to see your point on concentration, but I still don't think you realize how limiting Hit die really are, especially below 10th level. - Iskerbabble (talk)
Again, just make it once per long rest, just like all the other feats that do something similar, and just make it straight up the Enlarge spell instead of introducing mechanics that basically already exist in the game. It's simpler, more streamlined, and does the essence of what you want. --Ghostwheel (talk) 23:41, 7 December 2019 (UTC)