Talk:Soul-Stealer (5e Subclass)
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Split[edit]
The baseline familiar has moved to its own page Cacodaemon Familiar (5e Creature) and is currently incomlpete. Coaldstone (talk) 02:24, 19 June 2024 (MDT)
- Soul cage is a Arcanum spell for warlocks... Did yea have to separate everything? I do appreciate the format the familiars stat block is in now though
- I understand this site is not my domain so I will attempt to discuss.....please know I put a bit of thought into this subclass, but this is my original content please discuss before you go editing....if you want you can to make your own it is free to copy
- Considering a 8 hour rest is the time needed to use soul Lock I don't think it's overwhelming to regain a spell slot —The preceding unsigned comment was added by SigmaTeam6 (talk • contribs) . Please sign your posts.
- If you want the page to yours exclusively it can be moved to be a user subpage. However, if it's in the main space it's intended to be plug-and-play for general audiences.
- The way the Hunger for Souls is wrote, it seems to assume that the player has soul cage but doesn't grant it to the player (as Pact of the Chain does). Coaldstone (talk) 22:20, 24 June 2024 (MDT)
Various Concerns[edit]
Warlocks have access to 2 spell slots between the levels of 2 and 10, and 3 spells slots between the levels of 11 and 16 after resting. Increasing that by 1, once a day represents a 50% or 33% increase respectively. I would expect most players to fall somewhere in this range. That is a large increase, especially the way Warlock spell slots function. Additionally, through the subclass the number of times Soul Lock can be used increases up to 5 times a day (unless I'm misunderstanding, it's 2 from your familiar at 10th level, and 3 from you at 20th level.) and it's a guaranteed success. Other concerns I have are as follows:
- Hunger for Souls
- Regaining a spell slot seem to be the best option.
- Haste without concentration and no lethargy is pretty strong. Especially combined with Vessel Switch's natural armor, new natural weapons and spells.
- Soul Trade
- Examples of what you believe are fair trades for CR would be helpful to DMs.
- Vessel Switch
- The "physical and mental stats and abilities" are not detailed so players might guess which are which.
- Skills. What proficiencies do you have after this? Only those your class has, the creature had, or both? Are they differentiated by physical/mental?
- Does this change your alignment, Type, speed, saving throws?
- What about creature resistances, immunities, etc.?
- It would be easiest to detail what is gained (inclusionary instead of exclusionary) and declare all other things having "fallen into the void" or "consumed in the process" (something flavorful but inarguable).
- I assume that gaining attacks means actions. This would include Multiattack. I assume this does not include legendary/lair actions though.
- There is never a mention of actions being removed. Presumably, if over the course of a campaign I successfully absorbed 6 dragon souls, I could have 20+ natural armor, several 20+ ability scores, a d12+ hit die, and 6 dragon breaths on a 5-6 recharge.
- If various statistics do not stack, the feature should use the word "replace" instead of gain. Gain sounds additive.
- Based on the description, Vessel Switch seems to indicate you gain Charisma-based spells the creature may have had. Do you gain access to all of them instantly, or do you have the option to switch them when leveling as per Pact Magic?
- The "physical and mental stats and abilities" are not detailed so players might guess which are which.
- Artisan Soul Sculptor
- Gaining a feature at 20th level is non-standard for Warlock subclasses.
- I believe this removes the "once a week" but it still takes 1 hour to perform the ritual.
This is a lot and someone that is a 5e balancer could look at this more clearly than I can. Especially as the spellcaster economy is delicate. Coaldstone (talk) 22:20, 24 June 2024 (MDT)