Getting Karlach a working heart is hinted at the epilogue, though whether we participate in that or it is just a "hopeful ending" for her remains to be seen. For Astarion it is not as hopeful, since while he says he would grab opportunity to cure vampirism if he gets it there is no concrete solution for him yet unlike Karlach. Though I agree - if one of them gets a solution to their problem in-game, second should get it as well.
Additions to opening post:
- New equipment, including legendary items. Currently there are no legendary cape, boots, jewelry, cloth, light & medium armour that could be added and offensive casters have just 1 staff weapon for several classes to share and could get more. There are also suprisingly no rare and higher rarity Light Crossbows and that could definitely be looked at.
- More options for difficulty customization in custom mode including possibility to add at least some tweaks from Honour mode - for example action economy / damage modifiers stacking changes / Haste tweaks etc.
- More optionally accessible spells for thematic subclasses or their classes in general. For example, Light Domain Clerics could get access to Sunbeam (as it is an optional spell for them in 5e), Copper Draconic Bloodline Sorcerers could learn or get from ancestry Acid Arrow (since it is one of the only decently scaling single-target Acid spells in 5e) and so on.
- Added several balance suggestions for not mentioned earlier undertuned / underused spells:
Color Spray: Quickly loses uses value at higher levels, as even Rogues that want advantage get things like bonus action True Strike, advantage on Stealth checks for bonus action Hide and so on and don't need it as much. Could use a boost.
Suggestion: Increase its duration to 2 turns - it would match duration of Sleep and can make the spell a bit more competitive, since it would be able to grant advantage for more than one turn.
Dethrone: Since it is comparable to a 6th level spell like other legendary spells, it should be once per short rest just like they are.
Contagion / Flesh to Stone / Flesh to Gold: They have decent effect, but necessity to wait 3 rounds and fail up to 4 saving throws severely reduces their viability, especially since many battles are already over by that time. Could use a faster ramp-up to become more competitive, for example 1 less round of ramp-up and 1 less failed saving throw for all of these spells.
True Strike - in addition to suggestions in starting post (can no longer edit), should not require Concentration. Its effect is already arguable on its own and Concentration on top is excessive.
Last edited by Volsalex; 10/12/23 03:42 PM.