FrogReaver said: Nice list.



First thing that stands out to me is that you have the ancestral guardian features all out of whack. Click to expand...

FrogReaver said: His best abilities are the reaction damage reduction at level 6 that gets damage added to it at level 14. Click to expand...

FrogReaver said: 2d6 averages to 7. It will be used almost every turn on some ally. Click to expand...

FrogReaver said: That's a lot of damage you are preventing. Click to expand...

FrogReaver said: By level 14 it's preventing 14 damage almost every turn and causing 14 damage almost every turn. All that is required is an enemy damages an ally within 30ft of you. Click to expand...

FrogReaver said: At level 14 it's causing more damage than the zlot oath feature at this level (albeit not directed damage like the zlot oath) Click to expand...

FrogReaver said: and it's also mitigating damage on allys while it's doing that. Click to expand...

FrogReaver said: If any features of his should be green it's that level 6 and 14 one IMO. I would actually rate the level 3 ability right behind those. Click to expand...

We have our first disagreement. Let's get into the details.Can't say I agree, but let's dive into the numbers.This is the first point we disagree. If you are fighting one big bad guy, then you are probably locking him on round 1, and it becomes unlikely your allies are being attacked at all. You are being attacked. In which case, this isn't being used at all. If you are fighting multiple baddies, it's another story. That said, it depends on what you are fighting and how the battle is going, and what defenses your allies have, and whether they are being hit. Saying it will be used on almost every turn I would consider a fairly major overstatement.This is the second point we disagree. I don't think 7 HP in one round is a lot of damage or healing by level 6. That's subjective I know, but that's my take on it. Now maybe if a combat goes on and on, then that could add up to remarkable amounts. In my experience, 3 to 4 rounds is pretty average for combat length. Even if you used the ability every round, which I would consider unlikely, we are still talking maybe 21-28 HP. That's a decent amount of healing, but not remarkable.Again, we disagree on the effectiveness of locking. Also, we disagree on how much 14 HP is when you are 14th level. That's 1 hp per level. We also disagree on how often this will be used. We are disagreeing on a lot here.Sorry, but it sounds to me like you are expecting me to be impressed with a 14th level ability doing more damage than one gained at 3rd level. I would expect a 14th level ability (that only does damage) would be doing massive amounts more damage than a 3rd level one. Not 14 compared to 10.5. Also, the latter doesn't use up your reaction.True, but that is another ability. Yes, the two abilities happen at the same time, but they use up 2 of the subclasses abilities.I might actually rate both those abilities higher if it weren't for that 3rd level ability. It's that 3rd level ability that makes allies less attractive targets, which reduces the likelyhood they will take damage from that enemy every round. (even possiblyround)