I'm getting, like, unhealthy amounts of mad, clicking on that broken link.
There is no move action in 5e. During your turn you can move, and you can perform an action (and possibly a bonus action), but the move is not part of an action. It's just move.For the Sharpshooter, I do wonder if steady aim could be changed to spend your move action instead of 3x/short rest. It might have to reigned in a little, but I think that would be a better option.
Having done a quick read I like those. The best in this weekly series. I miss the use of superiority dice as they did in the Kits of Old UA. I also would like to have a gladiator archetype. I hope the 2017 mechanical expansion will take in consideration options from previous UA.
I really quite like these, I especially like the fact that we have two archery subclasses that weren't pushed into ranger. I think that if I was to play a fighter, all four of these would be considered.
For the Sharpshooter, I do wonder if steady aim could be changed to spend your move action instead of 3x/short rest. It might have to reigned in a little, but I think that would be a better option.
It's flavorful and makes sense in this case, but in the grand scheme of things WotC seems to be trying very very hard to avoid the "stand still and full attack" style of 3E, so I expect there to be a continued taboo on using movement for non-movement-based things.I like that idea, something along the lines of "If you have not moved yet on your turn, you can expend all your movement and take a bonus action to steady focus your aim on a given target, gaining the following benefits to each of your attacks against your chosen target on this turn:". It might be too powerful that way without some other limiting factor, or penalty. I just finished playing a rogue/fighter archer that was basically the party's sniper, and often I would just post up somewhere to take potshots, barely moving if at all during combat. The fact that the ability only works on one target per turn helps, I suppose. I would probably add something like "You cannot take a reaction until the start of your next turn", or maybe a nerf to Perception checks(unless it involves your target), or Disadvantage on attacks against other targets that turn, something to emphasize the tunnel vision aspect of the ability.
So, quick impressions.
I like the arcane archer. It is incredibly powerful, I think at first blush. An extra 4d6+awesome ability a day until level 15 when I believe the intent is that you essentially get 2, and then 1 for every combat after that. The Ever-Ready arrow gives you another arrow after you have used your last one, which then you use your last one and gain another arrow. I think this is the intent. All of the arrow abilities seem powerful and useful too, but I love Seeking arrow, hit someone anywhere within 600 ft as long as the arrow could potentially trace a path. Very awesome.