Still noticing problems with dark one's own luck and false life reapplying temporary hitpoints after the temporary hitpoints have been reduced or removed.
These effects on trigger or cast should compare with you present temporary hit points and keep the higher total.(they do not stack but you keep the greater amount)
aka :: you have 3 temp hit points out of battle you cast false life it becomes 7 instead (discarding the 3 because the 7 was higher), you go into battle and suffer 5 damage putting you at 2 hit points, you kill an enemy as the warlock your level + cha = 5 the 5 is compared to the 2 and kept instead. this mechanic is intended to allow the warlock to "Vamp" temp Hp in a fight since thier AC cap is generally so low without multiclassing they need to have buffer HP to be a "Gish" warlock.
Presently very dodgy if dark ones will even apply temp hit points past the first time per day(even when you have 0 temp hp), and they definitely do not compare and keep the greater of the two if either is used when temp hit points still exist, they just fail wasting your action/passive effect.
Also it is intended that Hex triggers on EVERY hit from the owning warlock when they make an attack roll to hit. so for instance when dual wielding and hitting with 2 weapons, hex should be triggered 2 times. Spells like scorching ray combo with this as well ....since it is three attack rolls.
2nd level abjuration spells ?
Wizard can presently learn non wizard spells still. i realize this is probably a known bug but i figured i would relist it after the most recent patch to certify it still exists.
It would also be great if in a multi-hit attack such as dual wielding if the first hit fells the enemy you get to keep your offhand attack and spend it as you see fit. yes you could always just manually distribute each attack but for combat speed having it calculate if you need the second attack and automatically stop you if you dont would be much faster and better game play. Especially when considering multiplayer.
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This is one of the main reasons i had made my long ago damage parse charts to show why splitting more classes into multi acting action economies is safer than just adding dice for game balance.
In addition it just gives players more control over where and when they want to put their damage at present only fighters and warlocks and war-priests can do this.it doesn't have to be slow when selecting multiple targets for attacks one could easily have it function just like scorching ray where you initiate attack and just click as many times as you have and the game executes them.
Im not so sure that druids rehash of goodberries is going to be healthy ... when you hit multiclassing i want to put up there that a lvl 2 cleric of life lvl 2 druid casting goodberries for one lvl 1 spell slot is putting 4d4+12 healing downrange that only costs a character a bonus action to snarfle ......
The only weakness of the godberries build was the speed of healing ... each berry doing 1d4+3 before any magic items (like the sickle) basically nulifies that and makes them a demonstrable better healer. now im not opposed to there being better healers in 5th edition that would be great.... but like that is better than a raw life cleric who is supposed to be the healing throughput character .... the average healing on a goodberry in your current state is honestly better than or equivalent to cure light wounds from other clerics and you get 4 of them, you only need to dip cleric 2 for that ... or dip druid 2 when building a life cleric. I think you should break from RAW here and put a little more healing into all healers kits and nerf the outrageous standout that is these two builds. They should still be better and maybe heal the same amount total but the distance should not be this incredibly stark more should come from core healing and less from their advantage.
I was also sad to see the backpedal on being able to recast or for spells to last longer than RAW, bring back better bless, etc.