Dungeons & Dragons Releases Updated Unearthed Arcana for Arcane Subclasses

Six subclasses were presented for further feedback.
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Dungeons & Dragons has released an updated set of Unearthed Arcana, incorporating feedback about the Arcane Subclasses released for playtesting earlier this year. Included in the new subclass is the Arcane Archer Fighter, Tattooed Warrior Monk, and the Conjurer, Transmuter, Necromancer, and Enchanter Wizard classes.

The Arcane Archer has several new features, including Magical Ammunition that can be used outside of combat and a new Arcane Burst that pushes creatures away when the Indomitable feature is used. The Tattooed Warrior Monk has also been redesigned, with magical abilities that are no longer spellcasting, along with Beast Tattoos that provide cantrips in addition to enhancing other core Monk features.

Meanwhile, the Conjurer Wizard now emphasizes summoning spells with creatures that are much more durable, the Enchanter has moved back to a subclass similar to the 2014 design, the Necromancer now has ways to summon multiple Undead creatures, and the Transmuter now has shape-shifting ability. With the Transmuter ability, the Durability option of the Transmuter's Stone is now included as a default, as that option was seen as the strongest and other options were considered far inferior.

Three other subclasses from the original playtest - two Warlock subclasses and a Cleric Domain - were not included in the new playtest.
 

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Christian Hoffer

Christian Hoffer


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I think the improvements the tattooed Monk needs is to get something combat related at level 6 with those celestial tattoos. Or maybe combine Celestial Tattoo and Nature Tattoo at 6th level, get Monster Tattoo at 11th level, and something else at level 17 like some sort of ultimate form.
It's problem is certainly that it's heavily front-loaded with out-of-combat stuff. I think it needs to drop the cantrips all together. If a player wants cantrips like that it's easy to pick them up from species or background. Instead they should give an always on combat boost that is actually noticeable, and scales. E.g. Tortoise Tattoo gives an always on add your proficiency bonus to AC, Crane gives always on +5 ft reach and advantage on your next attack after an opponent misses you, Horse + 10 ft to your base speed and add your proficiency bonus to initiative rolls, Wolf gives your allies advantage when they attack any target within 5 ft. of you, Bear gives you +1 hp per level, etc.

Thematically, I think there should be a choice between celestial tattoos and fiendish tattoos at level 6, and monster tattoos should become dragon tattoos - dragons are more martial arts, beholders are silly, and I could come up with several different dragon themed abilities.
 


I think the tattoo monk needs to go back to start. The AA is looking pretty close but needs magic ammunition to be at lvl 3 starting maybe. Maybe the archers special shots should get a progression chart instead of tied to INT.
 



Trying to get a sense of some of the level 6 abilities in the playtest.
  • 5 spells total for both Transmuter and Enchanter, but many strong level-1 spells for the Enchanter if they can access the Cleric or Bard lists.
  • Neither of these come close to what the Necromancer and Conjuror get at 6.

Empowered Transmutation. The Transmuter ability at level 6 lets you cast spells as if they were 1-level higher. if they do not do damage. The description calls out Fly and Magic Weapon, but I thougth it worth pulling out the full list. The ability works on the following PHB spells:

1: Longstrider, Jump
2: Enhance Ability, Magic Weapon, Blind/Deafness, Spider Climb, (edit) and probably Dragon's Breath.
3: Fly, Gaseous Form
4: (none)
5: Animate Objects

It's a (edit) solid list: a total of (edit) 10 (ten wizard spells.
Other spell lists:
1: Create/Destroy Water (C/D)
3: (Elemental Weapon (D/P/R)
Neither of these is worth working to include.

Split Enchantment. Ditto for Enchanter, if it targets an additional creature.

1: Charm Person, Tahsa's Hideous Laughter
2: Hold Person
3: (none)
4: Charm Monster
5: Hold Monster

5 spells, (edit) which is fewer than transmuter. However, there are a much larger number of level-1 spells available from other lists:
1: Animal Friendship (B/D/R), Bane [B/C], Bless [C], Command (B/C/P), Heroism (B/P).
[no spells at higher levels?]

This is an impressive list, and I can see an Enchanter choosing either MI: Cleric for access to Bane, Bless, and Command, or a 1-level dip in Bard for access to all but Bless.
 
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Split Enchantment. Ditto for Enchanter, if it targets an additional creature.

1: Charm Person, Tahsa's Hideous Laughter
2: Hold Person
3: (none)
4: Charm Monster
5: Hold Monster
* (are there others?)
Hold Person is definitely one that's very useful for +1 target, and so is Tasha's Hideous Laughter.
 

Yes -- Even with Fly, I think the Enchanter gets the better part of this deal. Still doesn't touch the other two Wizard subclasses.
 


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