Mages of Strixhaven.
Subclass is now in session.
Finally, we have a M:tG setting that actually breaks one of the fundamental rules of 5e for casters. Sadly it's not an RPG take on the 5 mana system, but it is something that people have speculated on for as long as 5e has existed: universal subclasses. Ok, maybe “universal” is a bit of a stretch, but calling them “multiple-class subclasses” would be even more confusing, and calling them “classless” would be just plain wrong.
Basically, these subclasses work like a traditional subclass, except that you can take them with different classes, and you get the powers siloed in at different levels, because classes get their subclass features at different levels. You can do some funky stuff on some classes, like skip features or choose to take them in a different order.
That last bit is really just for Bards and Sorcerers right now. Sorcerer capstones come on so late that they figured they needed to let you pick if you wanted to fast-track them so it looks like you can graduate on time with your piers, with a remedial course at level 18 to pick up whatever you missed. Bards, on the other hand, spend far too much time in school at the drunken frat parties, and thus lose access to one of the subclass features compared to their classmates.
So when you see these features keep in mind these levels in mind:
Sorcerers and Warlocks get their first two features at level 1.
Druids and Wizards get their first two features at level 2.
Bards get their first two features at level 3.
Everybody gets a feature at level 6.
Druids, Warlocks, and Wizards, get their last two features at levels 10 and 14, in order that order.
Bards get one, and only one, of the last two features at level 14, forever bypassing the other.
Sorcerers pick up one of the last two features at level 14 and the other at level 18.
Here is a handy reddit post that puts all that information into a spreadsheet if you want to see it better.
So, I want to tell you my thoughts about this system in general right now. Firstly, this is partly a way to get more than one Wizard subclass through an UA cycle. Wizard Schools tend to do horribly in UA for a multitude of reasons. And traditionally, only one squeaks by the process per cycle. Secondly, this is also a way to make it so that other full caster classes can fit in at school. Clerics are the notable exception due to the fact that their subclass features tie directly back into their core class features. Having said that, this is also a showcase for why this type of subclass has problems. Getting powers at level 1 instead of level 3 is a huge deal, because most games still start at level 1. Conversely the problems with the capstones won't actually show up for most games, as they don't tend to last 14 levels, let alone 18.
Now moving on to the Subclasses themselves.
Mage of Lorehold. Bard/Warlock/Wizard.
They are history nerds that use ghosts as first-hand sources instead of reading the books. Something that I can imagine going horribly wrong incredibly quickly.
Lorehold spells.
You learn
Sacred Flame and
Comprehend Languages.
Additionally you learn bonus spells at levels 3, 5, 7, and 9. They do not count against the number of spells you know for bards and warlocks, in contrast wizards just get them for free without spending gold. But the big draw is that everyone gets spells that aren't normally on their class list, even the wizards get access to spells that are traditionally cleric exclusive.
Looking at the list,
Spirit Guardians jumps out to me as being particularly powerful, though I don't know how much use a squishy mage is going to get from it.
Stone Shape is also really good for those that don't have access to it normally.
Ancient Companion.
You turn a statue into a combat pet. An incredibly beefy combat pet. One of three combat pets. A warrior, a healer, or a sage. While the statue requires your bonus action to use their action, as a bonus action they are really good. A minor nitpick is that the healer doesn't actually heal, not even once per day, or even have access to something like Spare the Dying. A bigger problem is that the sage uses melee combat instead of a ranged attack.
Lessons of the past.
Depending on your pet, you get a bonus.
Healers give you extra hit points.
Sages give you advantage on lore checks, and also additional leveled spell damage.
Warriors let you get a free weapon attack as part of the action that you cast a cantrip with.
That last one seems better than it actually is, considering your weapon attacks use your physical stats and your cantrips normally use your casting stat.
War Echoes.
You can cause an attack to deal double damage as a reaction, also they stay vulnerable to that damage type until the end of their next turn. This is great if you have a crit-fisher in the party. But it does bring up a big question: What if the target already has resistance to that damage type? Does the vulnerability neutralize or override it? I'm sure there is some obscure rule somewhere that covers that, but it would be handy to have that rule on-hand with this feature.
History's Whims.
A bunch of relatively minor bonuses for 1 minute. There are three bonuses and you have to pick a new bonus each round, which is kind of a pain if you really needed that one bonus. Over all an underwhelming capstone.
Thoughts.
I mean, that's a beefy pet. And the healer option is totally overpowered at level 1. It can basically double the amount of hit points a party has at that level. Unfortunately, it's power quickly tapers off. I would have a hard time picking which class this is best for due to that quirk, which I suppose is a good thing.
Mage of Prismari. Druid/Sorcerer/Wizard.
The Elementalists who set stuff on fire and call it art.
Creative Skills
You gain a skill. Acrobatics, Athletics, Nature, or Performance. All of these classes could stand to hit a gym so there is something for everyone. but nothing as good as getting more spells. This sublcass could easily have the Elemental Evil Cantrips,
Shape Water and
Control Flames. to start off with.
Kinetic Artistry
Dashing as a bonus action, with style. Of note: this isn't Disengage, so you are still eating OAs while dancing around.
Boreal sweep. You can walk on water, and when you run away from someone they can be knocked prone, handy for escapes.
Scorching swirl. You light the people next to you on fire. As a micro AoE for a bonus action it could be nice, but honestly if you are running into combat to get this particular bonus you will quickly end up a smear on the ground.
Thunderlight Jaunt. This one lets you pass through other creatures and makes you immune to OAs. The thing you would expect a power like this to do.
This bonus action is a pb/long rest thing, and it's about the right power level for level 1 or 2. The AoE fire damage will become almost useless in quick order, but the other two powers will remain useful.
Favored Medium.
Pick Cold, Fire, or Lightning. You gain resistance to elemental damage, and can share this resistance when you cast a damage dealing leveled spell. The resistance sharing is more fluff than practical, you are almost never going to drop a fireball on your head while your party is standing right next to you.
Focused expression.
Finally, after 10 levels of mostly fluff and running away, you get something with teeth. These bonuses are tied directly to the favored medium pick, so you can only swap them out once per day.
Cold: +1d6 cold damage and con save against -10 move speed.
Fire: +1d6 fire damage, and you grant 1d6 temp hp to a target.
Lightning: +1d6 lightning damage, and Dex save vs not being able to use reactions.
This feels like a level 6 power, honestly. The damage is pitiful, and only hits one target even if you AoE. The riders are mild at best.
Impeccable physicality
You gain Dex saves, and can't roll below a 10 on them. It's, something, I guess?
Thoughts.
I just don't get this subclass. It's all flash and no substance.
An elemental dancer, but not a bard, and also does kind of crappy damage? What were the design goals here?
And that's ignoring stuff like “where are the bonus spells” The elemental evil cantrips would be perfect for this subclass as a starter.
Mage of Quandrix. Sorcerer/Wizard
Mathamagical!
Quandrix Spells
Guidance and
Guiding bolt are great. Also, this is a Sorcerer Subclass that gives bonus spells, which is great. The spells themselves are ok. Quite a few things that you wouldn't have access to normally. Especially
Aura of Vitality, which gives some rare arcane healing.
Functions of probability.
Basically its a free Bardic Inspiration die whenever you cast a spell, that can also be used as a -1d6 on an attack roll if you aren't buffing. Really handy that.
Velocity Shift
Hey, it's a super-powered warlord callback, you can teleport people around as a reaction. Pb/lr but still really dang powerful.
Null Equation.
You weaken an enemy, making it deal half damage and setting it up with disadvantage on str/dex saving throws. It doesn't take up your action economy, which is good, but it's a con save trigger, which means it's never going to work. If it does land, it's great though. And one bad power out of 5 is still above average.
Quantum Tunneling
You gain resistance to weapon damage, handy also you can just walk through stuff whenever you want. The walk will damage you, but it's at will for no action which is good.
Thoughts.
Now this is a great subclass. Nothing it does is particularly new, but as a package deal you won't be disappointed.
Mage of Silverquill. Bard/Warlock/Wizard.
Yet another subclass that focuses on talking out their problems.
Eloquent Apprentice
You get a free cantrip,
Sacred Flame or
Vicious Mockery.
Unfortunately the bonus spells stop there, instead you get two free social skills. Better for wizards than the other two classes I suppose but still starting off behind the awesome power of math and history courses.
Silvery Barbs.
As a reaction you can force Super Disadvantage on a 20 check that already passed, and if they fail, a different target gets Super Advantage. This is a 1/lr power that can be recharged with spell slots. I clearly spoke too soon. The Art Classes can bring it if need be.
Inky Shroud.
The good old “Darkness but you can see in it” combination. The twist is it's just 1/lr and you can also deal damage to the poor souls trapped in your darkness. Still, handy.
Infusion of Eloquence.
Damage Swapping, with bonus damage, to Radiant and Psychic only, but there are basically no creatures that resist both of those types, so yeah. Also, the damage gives you a rider of charm or fear with no saving throw!
Word of Power
You can inflict damage vulnerability with your Silvery Barbs
And
when a creature takes damage you can give them resistance to that damage, while damaging your self.
As a capstone it's a bit meh, but again, the rest of the subclass makes up for it.
Thoughts.
I still would have had some bonus spells instead of skills. But other that that, it's ok.
Mage of Witherbloom. Druid/Warlock
Biology Majors and the first case of “Wizards Can't Have This”. Presumably because they can heal, but other subclasses can already do that, so I don't see the big deal at this point.
Witherbloom Spells.
Spare the Dying,
Cure Wounds, and
Inflict Wounds right off the bat, this class knows what it's about.
Other spells you get include all the greatest hits of healing and whatever necromatic spell wasn't about undead for that level. Over all Solid.
Essence Tap
A Bonus action that lets you either get extra healing power out of your HD or ignore damage resistance. Handy, but not exceptional.
Witherbloom Brew.
You can brew potions, way better than the alchemist can. Not only can you force-feed them, you can pick what they are instead of just randomly getting what you want. The only downside is that you only get pb/lr poitions, but that's still technically more than what an Artificer would dare to make because they have to blow spell slots. Is it good? Kinda, but mostly it just reminds me of Nelson pointing at Bart and going “Ha-Ha!”
Witherbloom Adept
You deal extra damage or heal extra hit points. Standard, if boring.
Withering Vortex.
When you cast a leveled spell, you can drain the life from one creature and use it to heal another.
Now this is a great power for a necro-healer to have, because it streamlines the action economy.
Thoughts.
I wish this was also for wizards. I have a Necro-healer House Jorasco Wizard in one of my home campaigns and this would fit him like a glove. I know it's an uphill battle, but this would be the perfect time to introduce a Doctor who isn't a divine caster of some kind.