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)