Talk:Karsite (5e Race)

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Alterations made as response to feedback. -Added design tag specifiying Karsite race as anti-spellcaster in nature.

-Antimagical Alacritiy now specifies it triggers off enemies with "innate spellcasting" or "spellcasting" traits.

-Dispelling Strikes no longer limited to beneficial spells to avoid confusion. Also removed knowledge element.

-Hex Ward specifies it reduces potion healing since they are wondrous items. Added minimum damage and healing.

-Magus Ancestry no longer heals you via Magic Missiles. I did anticipate the magic missiles ranged healing though.

In response to other issues, yes, Hex Ward is suppose to balance out the reduction in damage with a reduction in healing. This can even be incorporated in group tactics as the wizard hitting you with a Fireball you amidst a pack of werewolves can be more sure you will survive than they will. On the other hand, any hit points lost in a battle are that much harder to regain outside of rests thanks to your magic resistance. I view the Spell Siphon points as a pretty meager, if flavorful substitute since Dispelling strikes is unreliable at best and even with the healing reductions, Healing Word is going to be more effective than resisting a Charm Person. I hope I explained my reasoning well enough. --Dondatis (talk) 03:23, 09 August 2024 (EST)

For dispelling strikes, I am curious if spell level should be taken into account, than just a flat charisma save? Like, hypothetically, you shouldn't so easily dispel a 9th-level spell. That's one of the pet peeves with stuff like counterspell in this edition (which they subsequently nerfed in the new 5.5e stuff iirc)--Yanied (talk) 21:57, 4 October 2024 (MDT)