New Unearthed Arcana Released, With 8 New Forgotten Realms-Themed Subclasses

spellfire.jpg


Today, Wizards of the Coast has announced a new Unearthed Arcana playtest featuring eight new Dungeons & Dragons subclasses that will appear in the upcoming Forgotten Realms Player's Guide. The new subclasses include five classes tied to Forgotten Realms regions, as well as the return of the Knowledge Domain Cleric subclass from the 2014 Player's Handbook and the Bladesinger Wizard subclass and Purple Dragon Knight Fighter subclass from the Sword Coast Adventurer's Guide.

Each of the five remaining subclasses are themed to one of the five regions explored in the Forgotten Realms Adventure Guide also coming out in November. The College of the Moon Bard subclass is tied to the Moonshae Isles, the Winter Walker Ranger subclass is tied to Icewind Dale, and the Oath of the Noble Genies is tied to Calimshan. The Scion of The Three is tied to the Dead Three (of Baldur's Gate fame). Meanwhile, Spellfire Sorcery dates back to 2nd Edition and can both heal allies and harm foes.

The eight new subclasses can be found below:
  • College Of The Moon (Bard)
  • Knowledge Domain (Cleric)
  • Purple Dragon Knight (Fighter)
  • Oath Of The Noble Genies (Paladin)
  • Winter Walker (Ranger)
  • Scion Of The Three (Rogue)
  • Spellfire Sorcery (Sorcerer)
  • Bladesinger (Wizard)
The Forgotten Realm's Players Guide comes out on November 11th.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer

So, are amethyst dragons going to be in the Forgotten Realms DMs book? Or will using the players book require groups to also have Monsters of the Multiverse? Historically, WotC has reprinted monsters, etc., when they weren't in the core three books.
I'm not sure what you mean. The "amethyst dragon" that the knight has raised is a "special" one - by which I mean it has its own stablock in the subclass. Do you mean, if the DM needs access to its mommy, for plot-reasons? They're in Fizbans, I think?
 

log in or register to remove this ad

What part of Mage Armor doesn't work for you, that isn't something that's simply tied to flavour?
Or is it that the fantasy is wearing leather armor?



If we assume 14 dex, 17 Int to start (pretty safe bets, in my experience, for any wizard), and a feat at 4 that gives +1 Int, you've got (13 + 2 (DEX) + 4 (INT)) 19 AC at level 4, for the cost of a single level-1 slot.


You are right on this -- my bad.
It is simply just a flavor thing for me, nothing more. To be fair, it is an extremely narrow nit pick on my part, and YMMV. It's an easy House Rule for me, so really, not a huge problem or issue. Elven Chain was never available for this subclass either, which always seemed weird to me. Again, my group has House Rules for all of this so not a game breaker by any stretch.

Plus, this is just a playtest. I will need to see the final form to make a good judgement.
 

I'm not sure what you mean. The "amethyst dragon" that the knight has raised is a "special" one - by which I mean it has its own stablock in the subclass. Do you mean, if the DM needs access to its mommy, for plot-reasons? They're in Fizbans, I think?
It's not like Fizban's isn't still in print, and compatible with the core rules.
 
Last edited:

College of the Moon review
Lore
: While I know quite a bit about the Forgotten Realms, I admit I’m not familiar with the Moonshaes. If this archetype existed in previous editions, I guess it makes sense to bring it back, but the base archetype just isn’t doing anything for me. We already have a Fey Bard subclass in the Glamour Bard and a lore keeper bard in the Lore Bard. There’s also a bit of overlap with the Spirit bard. This doesn’t really feel deserving of its own niche. It’s also pretty setting specific and I prefer my subclasses to have a broad enough archetype that they could fit in pretty much any setting. Just thematically I don’t like this subclass.

Moonshae Folktales: An action to activate, choosing one of three options, and it lasts until you use an action to choose a different option. It might be better if this was reworded so you choose an option at the end of a long rest, but can change to a different option out of combat.
Tale of Life - Seems pretty weak. Not only is it for some reason limited to once a turn, but it also consumes your bardic inspiration only to heal a small amount. Compare it to the early healing abilities of the Life Cleric or Stars Druid, and it definitely seems underwhelming.
Tale of Gloam - Situationally useful, but also underwhelming. If it allowed for them to take the Dodge action it would be better and useful for Rogues and Monks.
Tale of Mirth - I swear a different subclass gets something like this. Add this to the pile of overlap it has with other subclasses.

Primal Lorist: A cantrip and skill is nice, and Druidic is nigh useless.

Blessing of the Moonwells: Does Moonbeam count against your maximum amount of prepared spells? Casting it as a bonus action a limited amount of times is nice, and probably worth a 3rd level spell slot. The glowing is basically pointless, and healing is fine.

Bolstered Folktales: Boring. When will WotC learn that having a capstone ability that just slightly improved abilities you got earlier is not sufficient?

Overall, I’m not a fan. Lots of overlap with other subclasses both mechanically and thematically. I cannot imagine myself or any of my players being inspired to play this subclass. I would prefer for this to be scrapped and replaced with something else.

Knowledge Domain review
Lore
: Basically the same as before. However I wonder if the Arcana Domain is being absorbed into this subclass.

Blessings of Knowledge: Fine. Artisan’s tools proficiency makes less sense than languages, though. Maybe they could give a choice between the two if this subclass is meant to include crafter gods like Gond.

Knowledge Domain Spells: Wow! 3 spells per level! Mostly utility spells, but still. Knowledge clerics will certainly know more spells than basically anyone else. Detect Magic and Comprehend Languages are completely new and free additions, Augury and Suggestion was changed to Detect Thoughts and Mind Spike. Speak with Dead is replaced with Dispel Magic and Tongues. Banishment is new and Synaptic Static are new. It seems to me that this is definitely subsuming the Arcana Cleric’s niche, and probably filling the role of a psionic cleric subclass. Huge upgrade. Most of these spells aren’t useful in combat, so it’s probably not too much.

Mind Magic: Interesting. Both former channel divinities were removed and now they only get this option. It’s good. Definitely has an Arcana Cleric vibe even if the original subclass didn’t get anything like this.

Unfettered Mind: Cool. Telepathy is nice, definitely makes me think this is the Psionic Cleric subclass. It definitely fits for my current setting. And the “replace the roll with set number” abilities are always good, even if Int checks are less common and important than others.

Divine Foreknowledge: Yet another completely new good ability.

I actually want to play a Knowledge Cleric now. What was quite possibly the most boring Cleric subclass before is now pretty good. I like this subclass and it could be printed pretty much as is.
 
Last edited:

The PDK name makes sense in its context, and provides a hook for greater exploration - why is this thing called that, what kind of world is this, what does it mean?

You don't inspire someone to dig into the lore by being obvious.
The thing is what the PDK invites greater exploration into is other, more interesting settings. Ones which don't promise interesting things and then deliver the banal that doesn't live up to the billing.

The Knights of the Purple Dragon are fine as a part of the lore, no more remarkable than The Knights of the Red Lion. But when they became one of only about a dozen fighter subclasses and a flagship of the Forgotten Realms. And the old version are at best fine but with a first rate name. Their marketing name is writing cheques their mediocre lore can't cash

So you have three choices. Kick them down the memory hole with the "axe-idiot" battlerager - but their name is too cool. Leave a bunch of mediocrities as flagships of the Realms. Or give them lore worthy of the name and status.
 

If what you want is a class option that is evocative of a setting, forcing the setting to conform to an outsider's idea of what it should be is actually erasing what the setting actually is. It's giving colonial vibes.

It's WOTC's native country and if they want to put up a casino on their tribal lands which used to be hunting grounds, that's not colonial it's their right.

To put it another way, I find your misuse of the concept of "colonial" at best distasteful and out of place in a conversation like this.
If you wanted a Middle-Earth setting, you wouldn't give Gandalf a Hogwarts House just because that's something that a general audience thinks wizards should have.
Hufflepuff. Obviously.

And "Wizard" makes it sound like Gandalf could be a Hufflepuff,

Oh well I am glad we agree on something then.
 
Last edited:

College of the Moon review

Blessing of the Moonwells
: Does Moonbeam count against your maximum amount of prepared spells?
no.

Bolstered Folktales: Boring. When will WotC learn that having a capstone ability that just slightly improved abilities you got earlier is not sufficient?

Agreed.

Knowledge Domain review
Lore
: Basically the same as before.
Almost, but not quite. Many clerics are going to have proficiency in Religion from level 1. This incentivizes them not to do so -- indeed, taking any knowledge skills at level 1 that are relevant is counter productive. It has to be you gain proficiency in two of the skills AND you gain expertise in any two INT skills you have.

I like that they call it Expertise (the 2014 PHB didn't); honestly, it would make as much sense to add WIS (or PB) to rolls of any of the four skills, and not invoke Expertise at all.

This is the biggest change I would make.

However I wonder if the Arcana Domain is being absorbed into this subclass.
Possibly, and if so not a bad thing. All it needs is one tweak... (see below)
Knowledge Domain Spells: Wow! 3 spells per level! Mostly utility spells, but still. ... Huge upgrade. Most of these spells aren’t useful in combat, so it’s probably not too much.
Agreed.
Mind Magic: Interesting. Both former channel divinities were removed and now they only get this option. It’s good. Definitely has an Arcana Cleric vibe even if the original subclass didn’t get anything like this.
What Arcana Cleric gave you, and this doesn't, is the option to take a cantrip that includes a roll to-hit.

Clerics can now get that, keyed off of Wisdom, with the background feat, but it remains a big gap. Let them have a wizard cantrip of choice instead of Artisan's tools.

Unfettered Mind: Cool. Telepathy is nice, definitely makes me think this is the Psionic Cleric subclass. It definitely fits for my current setting. And the “replace the roll with set number” abilities are always good, even if Int checks are less common and important than others.
It's still pretty sweet, setting a base for hitting a DC 15, but not guaranteeing a DC 20, so you still need to invest in Intelligence. For me, this is exactly the constraint that should be in place.

Divine Foreknowledge: Yet another completely new good ability.

I actually want to play a Knowledge Cleric now. What was quite possibly the most boring Cleric subclass before is now pretty good. I like this subclass and it could be printed pretty much as is.
Yes!
 

Knowledge Domain Spells: Wow! 3 spells per level! Mostly utility spells, but still. Knowledge clerics will certainly know more spells than basically anyone else.
Naw, they're mostly rituals, which Wizards will have in abundance without the need to prepare them. It's sort of catching a cleric up to where wizards are already at with some ritual utility spells. Which makes sense for a class like this.
 

Is it though? Or was it bad work to have a subclass called purple dragon knights that don’t tame purple dragons, aren’t part of a knightly order, and are tied to one specific nation in one specific setting that your fanbase is kind of sick of anyway?
It's not weird, in history or fantasy, to have a chivalric order named after a patron creature and not actually have one as a pet. It's not weird to create a character option for a campaign setting that pulls from the lore. Or "bad work".

The purple dragon knight in the UA is a neat concept that I hope gets developed, but should not break with the lore of the Forgotten Realms in such a huge left-turn. IMO, of course.

And . . . it's just complainers on the internet who are "sick" of the Forgotten Realms. It has long been WotC's most popular setting. Why else would they release TWO books this year for the setting?
 

The only reason why I don't like the Bladesinger armor change is that means they can't even use Elven Chain. Which granted, isn't really the same like in previous editions due to how spells/proficiency works in 5E.

But mentally, I always associated Elven Chain as being one of the few armors Bladesingers could wear.
 

Remove ads

Remove ads

Top