0:00
how would I tweak Tasha's mind whip so
0:02
it's not as powerful as it is in the
0:04
2014 rules but it's better than the
0:07
version that we've seen in the Unear
0:08
Darkana play tests so just a recap of
0:11
what's in the Unear Darkana it's still
0:13
an intelligence save still does psychic
0:15
damage now the target can choose to take
0:18
an action or a bonus action but not both
0:21
but their movement is unaffected um some
0:23
folks in the comments on my videos about
0:26
the unearthed dracona had similar
0:27
suggestions but um having the target
0:31
speed so that it slows them down would
0:33
be a good option um if you wanted to
0:36
keep the effect from the 2014 version of
0:39
the spell I think making it a thirdle
0:41
spell makes perfect sense like just it's
0:44
too powerful for the spell level just
0:46
make it slightly higher level uh you
0:48
could also reduce the scaling in the
0:50
2014 rules it adds an additional target
0:53
for each spell level you could make it
0:55
one target per two spell levels and that
0:57
that would probably be a good choice my
1:00
go-to option would honestly just be make
1:02
it a thirdle spell maybe buff the damage
1:04
just a tiny bit as a result so go from
1:06
like 2d8 to 3d8 damage and that would be
1:09
perfectly fine but you're casting
1:11
Tasha's mind whip for that really really
1:14
powerful debuff and if you take away as
1:18
much of the debuff as they did with the
1:19
unearthed arcana honestly I the spell's
1:22
just not worth casting it's just
1:23
mediocre low-level psychic damage on an
1:26
intelligence save and denying enemies
1:29
both their action and bonus action like
1:31
making them choose between the two
1:32
that's really only going to matter for a
1:34
small subset of enemies and honestly a
1:37
lot of those enemies don't exist until