![]() ![]() Thomas Markov's answer highlights this issue when he starts with: "If I punch my friend in the arm for 1 damage." This needs to be replaced with a better requirement that won't get gamed. The first problem is that your requirement "whenever you use magic to restore one or more hit points to a creature" is easily gameable. The problem is that you're trying to build something to improve in-combat healing, but people who read this are going to see it as a way to do pre-combat buff spells without requiring concentration. The problems aren't exactly that the ability is too good. This scales with your level, and seems more appropriately balanced at each tier of play. I can suggest a solution: cap the temp hp to twice your character level. So that covers tiers 3 and 4, where the feat is pretty much broken when used in conjunction with those spells.įinally, this feat used in conjunction with beacon of hope and cure wounds produces similarly broken effects in tier 1 and 2 play.īeacon of hope ensures maximum healing, and a 2nd-level cure wounds would be 18-19 temp hp, and just gets better as those spell slots get higher. ![]() Even 70 temporary hp is significant, especially for your high AC tank. This feat also turns the spell heal into “ Tenser’s tranformation lite” for your friends. ![]() Balancing Tier 4 encounters is hard enough, but is now impossible when you have a character with 900+ hp, or four characters with 400+ hp. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range.Ĭast it, heal myself to 699 temp hp. This breaks the game with a casting of Mass Heal.Ī flood of healing energy flows from you into injured creatures around you. If I punch my friend in the arm for 1 damage, the feat is easily abused. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |