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Level Up: Advanced 5th Edition (A5E)
Questions about Oaken Fist archetype
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<blockquote data-quote="thuter" data-source="post: 9292837" data-attributes="member: 6975034"><p>I have a couple of questions with regards to the Oaken Fist archetype for Adepts, from GPG#13.</p><p></p><p><strong>1. Wooden Fists action usage</strong></p><p>At level 6, Oaken Fists gain the Wooden Fists ability, which states:</p><p></p><p>It does not specify an action type. Is it a free action?</p><p></p><p><strong>2. Mighty Boughs gives Barkskin</strong></p><p>At level 17, Oaken Fists gain the Mighty Boughs ability, which states: </p><p></p><p></p><p>Why does this ability give the Barkskin effect? While I understand it is flavourful, it does absolutely nothing for any Adept with non-horrible stats. It is well within the realm of possibilities to start the campaign with 16 AC at level 1, by having 16 Dex and Wis. After 4 ASI's, I would expect any Adept to have a combined Dex+Wis mod of more than 6. Even a Brutal Defense adept reaches 16 AC by the time they increase their Strength to 18 (with padded leather armor, which is achievable with starting funds).</p><p></p><p>Now you could argue that the true power of this feat is the Melee reach increase, to which I would reply that Deep Roots is a terrible ability and I would never use my action in combat to assume a stance that makes me unable to move and give me disadvantage on Dex saves, with the only benefit being a bonus to grappling enemies and dealing negligible damage (1d4 at lvl 11?) to those I grapple. More power is not necessary, this archetype gets carried to the heavens by its tertiary spellcasting and Wooden Fists, but this after the level 11 feature almost feels like an insult: The ability you were likely never going to use anyway now gives you something that does nothing for you. If you would argue that instead Choking Pollen is the real capstone feature here, I would agree, but also point to my next question.</p><p><strong></strong></p><p><strong>3. Choking Pollen action usage and save timing</strong></p><p>At level 17, Oaken Fists gain the Choking Pollen ability, which states:</p><p></p><p>It does not specify an action type. Is it a free action? </p><p></p><p>Also: The cloud lasts for 10 minutes, when do people make saves against it? "Caught in the cloud" implies at the time the ability is used. But afterwards? Can people move into it without needing saves? After the 1 minute of poisoning has passed, do you need to save again? Would you (re)save on entering the cloud, starting or ending your turn in the cloud? If the cloud were to be safe after the initial cast, why are there rules for its duration (10 min!) and its dispersion?</p></blockquote><p></p>
[QUOTE="thuter, post: 9292837, member: 6975034"] I have a couple of questions with regards to the Oaken Fist archetype for Adepts, from GPG#13. [B]1. Wooden Fists action usage[/B] At level 6, Oaken Fists gain the Wooden Fists ability, which states: It does not specify an action type. Is it a free action? [B]2. Mighty Boughs gives Barkskin[/B] At level 17, Oaken Fists gain the Mighty Boughs ability, which states: Why does this ability give the Barkskin effect? While I understand it is flavourful, it does absolutely nothing for any Adept with non-horrible stats. It is well within the realm of possibilities to start the campaign with 16 AC at level 1, by having 16 Dex and Wis. After 4 ASI's, I would expect any Adept to have a combined Dex+Wis mod of more than 6. Even a Brutal Defense adept reaches 16 AC by the time they increase their Strength to 18 (with padded leather armor, which is achievable with starting funds). Now you could argue that the true power of this feat is the Melee reach increase, to which I would reply that Deep Roots is a terrible ability and I would never use my action in combat to assume a stance that makes me unable to move and give me disadvantage on Dex saves, with the only benefit being a bonus to grappling enemies and dealing negligible damage (1d4 at lvl 11?) to those I grapple. More power is not necessary, this archetype gets carried to the heavens by its tertiary spellcasting and Wooden Fists, but this after the level 11 feature almost feels like an insult: The ability you were likely never going to use anyway now gives you something that does nothing for you. If you would argue that instead Choking Pollen is the real capstone feature here, I would agree, but also point to my next question. [B] 3. Choking Pollen action usage and save timing[/B] At level 17, Oaken Fists gain the Choking Pollen ability, which states: It does not specify an action type. Is it a free action? Also: The cloud lasts for 10 minutes, when do people make saves against it? "Caught in the cloud" implies at the time the ability is used. But afterwards? Can people move into it without needing saves? After the 1 minute of poisoning has passed, do you need to save again? Would you (re)save on entering the cloud, starting or ending your turn in the cloud? If the cloud were to be safe after the initial cast, why are there rules for its duration (10 min!) and its dispersion? [/QUOTE]
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