![]() ![]() Everything else in the subclass is combat-focused. So you have the ability to Detect planes, assuming they exist, which is either central to the campaign or not-even-a-ribbon. (Really, would it have broken anything to let an 11th-level Horizon Walker cast Plane Shift once/long rest, able to affect willing creatures only?). We see this tension in the expression of the Horizon Walker: at level 3 you can detect any portal within a mile of you (cool, but they then need to exist, and won't fit a typical dungeon crawl) but you have no special abilities to access other planes, at any point. That both (a) is an amazingly cool story and (b) one that won't come into play in almost every campaign. Let's start with the story concept, of a plane-hopping character. It provides something that has been implied in the game since Xanathar, in a way that makes it useful. Planar Wanderer almost works perfectly.The other Scion feats, with the prof/long limit, just feel lacklustre.I like the feat design because it opens up story possibilities. It would be so much fun playing a lawful cleric or paladin, powered in part by a Chaotic Outer Plane. What I like most about the feat is that there's no attempt to limit the choice of the plane that gives you power based on your alignment. ![]() THere's a range of options that aren't quite choose-one-from-column-a-and-one-from-column-b, which is good. Much less that Magic Initiate in terms of "weight", but something I could see myself choosing for a character who wanted an attack cantrip only and didn't want a familiar (for example). This is pretty good: you get one resistance and one cantrip. Let's start with Scion of the Outer Planes, which is (in my opinion) the best-written and most useful of the planar feats.That seems more interesting to me, especially since the option to tailor your background is RAW in the PHB. Why do we need "Planar Philosopher" when we have Sage? Is there a history of "Giant Foundling" stories that were dying for mechanical support? These seem to be specifically targeted for upcoming books (all well and good), buty in addition to upscaling the power of backgrounds (though the free feat), there is also a narrowing of the ambit of what these backgrounds represent. More interesting to me how specific these are.Let's get a wider range of feats in the game. What about adding: Athlete, Charger, Defensive Duelist, Elemental Adept, Healer, Mounted Combatant, Skulker, Tavern Brawler. a key aspect will be working up the list of feats available to the (established/PHB) backgrounds. The addition of the free feat is clearly here for all and sundry.I love clerics, but there is nothing here that is inspiring or makes me feel I want to play it. Particularly good for a rogue looking for SA when there's no advantage. But it leaves 1-5 uses per long rest where it helps substantially ensure that you get a hit when you need one first roll in a big combat almost all the time. Helps with death saves, sure, and saves vs damage when you are low on HP. In addition to the limited flight/superjump ability (eclipsing the races with superjumps), there's. It might be different if this were their Main Thing, but it isn't. Why would/should this be stronger? Who benefits?I'd suggest 13+DEX, allowing a shield, would still be of use in most cases. Armored plating feels too strong to me - 13+Dex is what mage armor, draconic sorc and lizardfolk get.
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