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Grim Hollow Player's Guide - 3rd Party Review
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<blockquote data-quote="Sparky McDibben" data-source="post: 9183518" data-attributes="member: 7041430"><p>And now, we start off with...</p><p></p><p style="text-align: center">[MEDIA=youtube]lHa5msY7t8g[/MEDIA]</p> <p style="text-align: center"></p> <p style="text-align: center"><em>The best wizards theme song of all time</em></p> <p style="text-align: center"></p><p><strong>Wizards:</strong></p><p><em>Plague Doctor:</em> At second level, you can bottle your spells for up to one long rest (which is a damned good catch, because otherwise this is completely OP). This ability, Potion Craft, lets you cast a spell into a potion and then hand it off to a friend, unlocking all kinds of action economy benefits. In addition, if the spell requires concentration, the drinker of the potion is the one concentrating on it, so you free up your own concentration slot. Finally! The battlemaster fighter can concentrate on his own <em>blur </em>spell! In addition, you can just spend a spell slot to create a healing potion that heals 1d8 hp per spell level spent (try saying that three times fast). At 6th level, though, you can create Bad Medicine...</p><p></p><p style="text-align: center">[MEDIA=youtube]eOUtsybozjg[/MEDIA]</p> <p style="text-align: center"></p> <p style="text-align: center"><em>Look, we were all thinking it, I'm just saying it.</em></p> <p style="text-align: center"></p><p>Bad Medicine lets you create some combat debuffs and chuck it at a point you can see within 30 feet of you. Anyone within 10 feet of that point has to make a Con save vs your spellcasting DC to resist. This can do damage, apply the poisoned condition, etc. At 10th level, whenever you take poison or necrotic damage, you gain temp hp equal to the damage taken. While I'm not a huge fan of temp hp and how freely it's given out, this is a great way to show off "I can resist diseases and stuff!" without going to "resistance to poison damage." Your level 14 feature simply makes Good and Bad Medicine more effective.</p><p></p><p>I really like this subclass - it's innovative in a couple interesting ways. Well done!</p><p></p><p><em>Sangromancy:</em> This is all about blood magic, so <em>Dragon Age </em>fans beware. At 2nd level, all the sangromancy spells are added to your spell list (that's like 17 - 20 new spells in this book, on top of your normal wizard spell list). You also gain a pool of d12's you can use to cast sangromancy spells (which typically require burning your HD - using d12's tends to yield better results). At 6th level, you can extra max hp, and you regain hit points equal to the spell level of any sangromancy spell you cast, which is <em>really good</em>. Imagine healing yourself in combat by burning spell slots left and right. At 10th level, when a spell you cast deals damage, you can either add one of your d12's or one of your HD to the damage. Finally, at 14th level, you can regain expended HD (and d12's!) at the end of a short rest (up to half your wizard level, 1x/long rest), meaning that this wizard is about to be the monk / fighter / warlock's best friend!</p><p></p><p>This is a really good damage-focused subclass. I'll have to wait to see how good the sangromancy spells are, but the base kit here is really well done.</p><p></p><p>All right, y'all. So we got through all the subclasses. I think that the actual mechanics are all over the place, the "pet" focus Libertad called out is clear, and some of the subclasses are way too friggin good. But two-thirds of those complaints apply to the base <em>PHB</em> so I'm cutting Ghostfire some slack here. More importantly, any player who flips through this is going to go, "Oath of Pestilence? That sounds <em>awesome!"</em> and immediately want to play it. So these subclasses immediately sell players on this setting. They also (mostly) avoid extra work for the DM, although you might have to work a bit harder to challenge these players. And it definitely exceeds what I could have come up with on my own. So this part of the book hits all three criteria from me, and gets a "Well done!"</p><p></p><p>Next time, we'll go into the Transformations chapter! See y'all then!</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9183518, member: 7041430"] And now, we start off with... [CENTER][MEDIA=youtube]lHa5msY7t8g[/MEDIA] [I]The best wizards theme song of all time[/I] [/CENTER] [B]Wizards:[/B] [I]Plague Doctor:[/I] At second level, you can bottle your spells for up to one long rest (which is a damned good catch, because otherwise this is completely OP). This ability, Potion Craft, lets you cast a spell into a potion and then hand it off to a friend, unlocking all kinds of action economy benefits. In addition, if the spell requires concentration, the drinker of the potion is the one concentrating on it, so you free up your own concentration slot. Finally! The battlemaster fighter can concentrate on his own [I]blur [/I]spell! In addition, you can just spend a spell slot to create a healing potion that heals 1d8 hp per spell level spent (try saying that three times fast). At 6th level, though, you can create Bad Medicine... [CENTER][MEDIA=youtube]eOUtsybozjg[/MEDIA] [I]Look, we were all thinking it, I'm just saying it.[/I] [/CENTER] Bad Medicine lets you create some combat debuffs and chuck it at a point you can see within 30 feet of you. Anyone within 10 feet of that point has to make a Con save vs your spellcasting DC to resist. This can do damage, apply the poisoned condition, etc. At 10th level, whenever you take poison or necrotic damage, you gain temp hp equal to the damage taken. While I'm not a huge fan of temp hp and how freely it's given out, this is a great way to show off "I can resist diseases and stuff!" without going to "resistance to poison damage." Your level 14 feature simply makes Good and Bad Medicine more effective. I really like this subclass - it's innovative in a couple interesting ways. Well done! [I]Sangromancy:[/I] This is all about blood magic, so [I]Dragon Age [/I]fans beware. At 2nd level, all the sangromancy spells are added to your spell list (that's like 17 - 20 new spells in this book, on top of your normal wizard spell list). You also gain a pool of d12's you can use to cast sangromancy spells (which typically require burning your HD - using d12's tends to yield better results). At 6th level, you can extra max hp, and you regain hit points equal to the spell level of any sangromancy spell you cast, which is [I]really good[/I]. Imagine healing yourself in combat by burning spell slots left and right. At 10th level, when a spell you cast deals damage, you can either add one of your d12's or one of your HD to the damage. Finally, at 14th level, you can regain expended HD (and d12's!) at the end of a short rest (up to half your wizard level, 1x/long rest), meaning that this wizard is about to be the monk / fighter / warlock's best friend! This is a really good damage-focused subclass. I'll have to wait to see how good the sangromancy spells are, but the base kit here is really well done. All right, y'all. So we got through all the subclasses. I think that the actual mechanics are all over the place, the "pet" focus Libertad called out is clear, and some of the subclasses are way too friggin good. But two-thirds of those complaints apply to the base [I]PHB[/I] so I'm cutting Ghostfire some slack here. More importantly, any player who flips through this is going to go, "Oath of Pestilence? That sounds [I]awesome!"[/I] and immediately want to play it. So these subclasses immediately sell players on this setting. They also (mostly) avoid extra work for the DM, although you might have to work a bit harder to challenge these players. And it definitely exceeds what I could have come up with on my own. So this part of the book hits all three criteria from me, and gets a "Well done!" Next time, we'll go into the Transformations chapter! See y'all then! [/QUOTE]
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