|The Bane Company|
The Grandfather wrote:Is the Witches' coven hex overpowered in low to medium level play?So far, it's been useless in my campaign. Haven't met a Hag yet, nor would my witch even get caught dead talking to one and no one else is playing one... :/
If three or more players all agreed to play witches they could use animate dead, baleful polymorph, charm monster, bestow curse, commune, force cage, reincarnate, etc. at 1st lvl.
If the group is composed of 4 witches they could start out the game by sacrificing and then reincarnating each other in turn. They would stand to receive significant boosts to ability scores and special racial abilities in exchange for a temporary Constitution drop (temporary in the sense that ability drain can be cancelled with the right spells).
The biggest issue with this ability is that it's rather open-ended. The Green Hag entry (the only place for info on this ability), says that the GM can decide what other spells might be possible.
So now you have a class ability that lets the player ask "how many ways can I break this game in my favor", and the GM having to play confrontationally "No, because I said so."
I personally might limit the players (3 witches or more) from casting spells of higher caster level than the highest in the group.
If they manage to get a Green Hag (or other Hag) to enter the coven (something wholly in the control of the GM), then it at least allows the GM to decide what is and isn't allowed.
I don't want to take this away from the class, as it's highly thematic, and extremely appropriate. However, I'd really like to have this stay within the realms of normalcy.
I mean, Forcecage at 1st level just sounds ludicrous.