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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #14: Warlock
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<blockquote data-quote="NotAYakk" data-source="post: 8232347" data-attributes="member: 72555"><p><strong>Scythe</strong>: 10' range, melee attack, 1d8 damage, you gain temporary HP equal to the damage done that lasts until the end of the Warlock's next turn. If you already have temporary HP when you hit, you deal additional damage equal to 1/2 of the temporary HP you have (max 10).</p><p></p><p>(You are harvesting life; the 1/2 return helps with multiple attacks. One turn to avoid bag-of-rats, these HP are very temporary.)</p><p></p><p>1d8+5 (9), 1d8+5+4 (14), 1d8+5+7 (16), 1d8+5+8 (18) damage if everything hits, and you end with 18 temporary HP. If foes don't damage you, you keep on ramping up. It is a damage-dealing mechanism that encourages foes to beat you down.</p><p></p><p>If you have Armor of Agathys with 20+ temporary HP up, instead you get +10 damage per hit (!); the +10 cap is intended to prevent it diverging.</p><p></p><p>Originally I had dealing bonus damage remove those temporary HP, but that didn't work well with Armor of Agathys well, which I considered a bad idea.</p><p></p><p><strong>Ray: </strong>As-is</p><p></p><p><strong>Spasm: </strong>Wisdom Save or suffer 1d4 damage and get a Spasm counter until the end of the Warlock's next turn. Whenever you are attacked with a Spasm counter, you lose a Spasm counter, and the attack has advantage.</p><p></p><p>(counter mechanics are to make multi-attacks do something interesting).</p><p></p><p>or something to make them less similar.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8232347, member: 72555"] [B]Scythe[/B]: 10' range, melee attack, 1d8 damage, you gain temporary HP equal to the damage done that lasts until the end of the Warlock's next turn. If you already have temporary HP when you hit, you deal additional damage equal to 1/2 of the temporary HP you have (max 10). (You are harvesting life; the 1/2 return helps with multiple attacks. One turn to avoid bag-of-rats, these HP are very temporary.) 1d8+5 (9), 1d8+5+4 (14), 1d8+5+7 (16), 1d8+5+8 (18) damage if everything hits, and you end with 18 temporary HP. If foes don't damage you, you keep on ramping up. It is a damage-dealing mechanism that encourages foes to beat you down. If you have Armor of Agathys with 20+ temporary HP up, instead you get +10 damage per hit (!); the +10 cap is intended to prevent it diverging. Originally I had dealing bonus damage remove those temporary HP, but that didn't work well with Armor of Agathys well, which I considered a bad idea. [B]Ray: [/B]As-is [B]Spasm: [/B]Wisdom Save or suffer 1d4 damage and get a Spasm counter until the end of the Warlock's next turn. Whenever you are attacked with a Spasm counter, you lose a Spasm counter, and the attack has advantage. (counter mechanics are to make multi-attacks do something interesting). or something to make them less similar. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #14: Warlock
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