this post was submitted on 24 Jul 2023
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Thanks for the feedback! That all makes sense. The flavor in my mind was primarily a squishy wizard-type that would typically be out of range, but there are lots of closer-combat casters that would find ridiculous amounts of use for this.
I purposely put the roll on the caster so they could take advantage of anything that boosts their concentration checks (e.g., War Caster), but the DC would definitely end up being kinda high compared to actually getting hit.
What would you think of the following changes?
Limit the range to the usual (10 feet typically)
Give the caster advantage on concentration checks against this feature after the first attempt (whether successful or not)
One of the following:
Nerfing the range to 10 definitely goes a long way to making it a more reasonably situational feature. Leaving it with less than half the number of squares it could affect on any given turn. That's probably the biggest need to make it balanced.
That would make sense flavor-wise, sure. I would include the caveat that they have to be able to see the whip coming to gain advantage on subsequent cracks. So if they're blinded, if the whip-weilder is obscured by fog, if they're successfully hidden, etc. then the caster does not gain advantage (i.e. advantage is not just canceled by disadvantage, but never granted at all, thus they could still get advantage/disadvantage from other sources). That would both make sense for flavor and make setting up clever ways to keep spamming casters a fun secondary goal.
I think of those options, I like the first the best. That way it's scaling with level only, it makes the weapon equally useful to all builds and doesn't just benefit dex-builds/min-maxers, and it's also a decent bottom and top end for a DC for such a powerful feature of the feat. Though I could see the argument for wanting to utilize dex into the success or failure of the feature too.