Unearthed Arcana Unearthed Arcana: Mages of Strixhaven

An Unearthed Arcana playtest document for the upcoming Strixhaven: Curriculum of Chaos hardcover has been released by WotC!

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"Become a student of magic in this installment of Unearthed Arcana! This playtest document presents five subclasses for Dungeons & Dragons. Each of these subclasses allows you to play a mage associated with one of the five colleges of Strixhaven, a university of magic. These subclasses are special, with each one being available to more than one class."


It's 9 pages, and contains five subclasses, one for each the Strixhaven colleges:
  • Lorehold College, dedicated to the pursuit of history by conversing with ancient spirits and understanding the whims of time itself
  • Prismari College, dedicated to the visual and performing arts and bolstered with the power of the elements
  • Quandrix College, dedicated to the study and manipulation of nature’s core mathematic principles
  • Silverquill College, dedicated to the magic of words, whether encouraging speeches that uplift allies or piercing wit that derides foes
  • Witherbloom College, dedicated to the alchemy of life and death and harnessing the devastating energies of both
 

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Clearly they got in because of a scholarship. 😉

A scholarship and an injection of Arcanerine.
...



One thing I liked about the warlock fluff change of 4e and then 5e was that warlocks were empowered by minor powers. Strong magical beings that were not deities but were strong enough to lend power to or transform mortals to make them into semimagical beings. Demon princess, fey kings and queens, archdevils, archangels, powerful artifacts, vestiges of dead gods, old far beings of great power.

Turning a school into a patron is weird. It's like Captain America Super Serum. Johnny passes his entrance exam and is injected with magic? I dunno. I can get... like.. a magic military force gang-empowering troops into warlocks Sabbat style.

But a school?
 

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One of their stated goals early on was for people not to have to lug 45,000 books to a game. The core three plus two Everything books plus Strixhaven plus the actual adventure you're running is pushing the outer limit of portability.
They better get cracking on making Spelljammer, then, because currently to run my Spelljammer campaign, I do need to lug around about 45,000 books to my sessions! (Ship rules in Saltmarsh, Spelljamming and Space rules in Dungeon of the Mad Mage, Neogi in Volo's, Giff in Mordenkainen's, firearms and futuristic weapons in the DMG, Gnome Ceremorphs in Icewind Dale, gravity magic in Wildemount, et cetera, et cetera.)
 

Maybe but it would be more like the 1e to 2e class reorganization. In such a 5e to 6e, the 5e stuff would remain viable options.


But if there really is ever a 6e, I want them to rethink the ability scores. And that would be a structural shift.
Nah, after 5E stuff like ability scores are set in stone for the future: too central to the brand.
 

Why would they do a 5.5 or 6e when this is working just fine? Try things in books known to be a bit experimental, then adopt the popular stuff in later more core books, and while the PHB is doing just fine, leave the golden goose alone.

I think they are in a good position to leave 5.5 or 6e off to when their good and ready, if ever.
I don't see 6E happening anytime super soon...but when it does, this is what I would expect to see.
 

I do not like this subclass approach. While a bard, wizard and sorcerer of the College of Lorehold all may play differently, they have underlying class mechanics that do not fit this 'flexiblity'.

What does it mean for the Warlock to have the "College serve as their Patron"? They've "eschewed their patron’s usual boons for learning these more esoteric manifestations of power." If I am a Warlock and I select this College, with whom did I enter into a pact? What types of pacts would they make with me? Why? Normally, warlock pacts have some obvious paths (although you can certainly subvert expectations).

How is the college a sorcerer origin? Or a druid's circle? I can plug it in and make it work, but it will be a square peg in a round hole.

I would not take this approach. I would do a separate subclass for each of these classes devoted to the school, but specialized for the class. They might have a lot of overlap, but they'd be designed to match the design of the class, not trying to do a 'one size fits all' approach.
They did literally the exact same thing 8n Ravnica with the Guilds, actually, so there us precedent.
 

I said no game will last 20 years in response to someone saying it will be 2034 before we see 6e.
I understood what you meant. "No game edition" = "No, not any particular group's game but a rather published game edition doesn't last 20 years."

And I can't think of a single game that is still being produced and sold new that's 20 years old and isn't a specialty product like a 20th anniversary 2e rulebooks or something. But I still think 5e could last 20 years. The edition has completely changed the roleplaying markets, and WotC is NOT going to want to cut the edition off in 3 years just to celebrate an anniversary.
 

A scholarship and an injection of Arcanerine.
...



One thing I liked about the warlock fluff change of 4e and then 5e was that warlocks were empowered by minor powers. Strong magical beings that were not deities but were strong enough to lend power to or transform mortals to make them into semimagical beings. Demon princess, fey kings and queens, archdevils, archangels, powerful artifacts, vestiges of dead gods, old far beings of great power.

Turning a school into a patron is weird. It's like Captain America Super Serum. Johnny passes his entrance exam and is injected with magic? I dunno. I can get... like.. a magic military force gang-empowering troops into warlocks Sabbat style.

But a school?

Yeah, that's what I mean by it's weird. I want them to make it very clear that the school is not your patron, it's just replacing your patron's specific magic features with twists of the magic that you learned in class. You made your pact and got your patron magic before you enrolled, but when you enrolled you learned new ways to channel that magic.
 

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.
 
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Yeah, that's what I mean by it's weird. I want them to make it very clear that the school is not your patron, it's just replacing your patron's specific magic features with twists of the magic that you learned in class. You made your pact and got your patron magic before you enrolled, but when you enrolled you learned new ways to channel that magic.

Exactly. Your fey warlock still got their powers for Oberon. The teachers at Witherbloom just taught you a new way to tap into your Green. Your pact is still with Oberon and you better hope it doesn't have a removal clause if he doesn't like you messing with his gift.

Perhaps there could be a Archmage Patron later who casts a level 9 spell andspend 1,000,000 gp of gems to make you into a level 1 warlock. But that would be rare thing.

Wizards, bards and druids mass producing warlocks is a nono in my book. Warlocks are already cheating to get magic. Let's not make it easier.
 

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