D&D General Arcane Subclasses UA Survey is up

Mistwell

Crusty Old Meatwad
The Arcane subclasses UA survey is up. Here is a link:


Here are my notes before filling it out. Feel free to add your thoughts here. I always find it helpful and interesting to see other opinions on these things before filling out the survey.

Arcane Subclasses UA Survey Feedback


Arcana Domain (Cleric)

Theme: Difference between Knowledge and Arcana should be more distinct

LEVEL 3: Domain spells:
Good list. I like Counterspell, Bigby’s Hand, Arcane Eye, Magic Missile, etc…

LEVEL 3: ARCANE INITIATE
Arcane Knowledge: Very similar to Knowledge cleric, but fine. This will now be the best subclass of any subclass in the game for Arcana with their regular bonus already for Arcana checks. Seems to step on the toes of Wizard a bit.
Cantrips: This is fine. Might be nice to add Booming Blade and Green Flame Blade

LEVEL 3: MODIFY MAGIC
Fortifying: Boring. There is already too much granting of temporary hit points in the game, and this has nothing to do with the theme of this subclass, and there are other channel-divinity options that grant temporary hit points. It feels like a default ability for subclasses is either temporary hit points or short range teleportation, and that diminishes the value of those features when everyone can do them. Particularly when you attach it to a subclass like this, where it’s not much on-theme. I’d like something new here.
Tenacious: This is OK but a tad powerful with the d6 penalty with saves that stacks with disadvantage to saves and other die-based penalties to saves. Also should specify CLERIC spell, not just any spell.

Level 6 Dispelling Recovery:
Too circumstantial for the only level 6 ability. Odds are the most common use of this would be to intentionally cast a first level cure wounds on a foe (and hope you roll low), just to be able to dispel magic on that foe and get rid of some of their buff spells. That’s silly and obviously not the intent here, but it’s the most likely use since the normal use comes up maybe once or twice a campaign for most campaigns. There should be a more useful feature here at level 6.

Level 17 Arcane Recovery:
This is a bit too strong because of the level 3 abilities of this subclass are now much more powerful than they used to be. This ability is more powerful than other 17th level features from other Cleric subclasses. Maybe just one of those spells per long rest? Or maybe the chosen spells do count as a preparation?

Overall: Very powerful subclass. Probably a bit too powerful.


Arcane Archer (Fighter)

Theme: Good theme. Everyone likes an archer class. Fine with expanding it to all ammunition weapons, though an “archer” seems like a bow-user (not a big deal, but you could do Arcane sharpshooter). Improvement on prior version.

However, there are too many fighter subclasses dependent on Intelligence. It would be nice to mix it up and get a Wisdom or Charisma based one instead. For instance, this subclass is an archer, and perception skills are based on Wisdom and not Intelligence, so it seems like this might work better with Wisdom.

LEVEL 3: ARCANE ARCHER LORE
Cantrip Fine

Skills Fine, glad you can get another skill if you already have it

LEVEL 3: ARCANE SHOT
I don’t like intelligence mod times. This subclass is too multiple ability dependent, with Dex, Int, and Con all being necessary to effectively play this kind of Fighter. The entire class depends on this Arcane Shot ability, and it suffers from the old 2014 Monk issue of everything powering off of a resource which is too limited.

Suggestion: Instead of Int times, it should instead be: Level 3 = 2 per short rest; Level 7 = 3 per shor rest; Level 10 = 4 per short rest; Level 15 = 5 per short rest; , Level 18 = on your turn you can take one arcane shot if you take the attack action.

If not going with this suggestion, then see suggestion on Ever Ready Shot.

ARCANE SHOT OPTIONS
Banishing :Good, but notably a bit more powerful than most other options
Beguiling : A bit weak. Charmed against one target is not enough. Maybe add a second rider of reducing move speed or disadvantage on their next attack or something. As written I would never pick this option.
Bursting : Fine, but there is no excluding allies which makes it a little more circumstantial.
Enfeebling : Pretty good
Grasping : This was too nerfed. The prior version was too strong, but you’ve gone too far the other direction and I would never pick this option anymore. Why even bother with the escaping rule when it disappears before their next turn anyways? Proposed fix: Duration of 1 minute, with a save at the end of each of their turns, and also ends if you use grasping shot on another target. The duration is the problem here.Other possible fix is leave it as written, but no saving throw so they’re always restrained until the start of their next turn. That makes the game go faster with no die role.
Piercing : Is this an attack, or not? Need language clarification on “as if it were hit” because too many other elements of the game depend on this language. Would Great Weapon Master apply because it’s part of the attack action, or Sneak Attack, but is it part of an attack that hits them, or “as if” it hits them? If it doesn’t allow for those extra things to apply extra damage, then this is a bit on the weak side. If it does act as an attack which hits and applies things like feat damage, then this is fine.
Seeking : It moves around corners, but does it work around corners if the corner provides full cover? It says “as if it were hit” which causes the same question about whether this is an attack which hit like the Piercing Shot and I don’t know if things like the Crusher feat or Great Weapon Master apply. I also wonder if a save is necessary here. What if it just automatically hits, but is only one roll of your arcane shot die. Instead of adding another die throw for a save it just hits.
Shadow : This is fine, I like blinded here instead of reduced vision to 5’.

LEVEL 7: CURVING SHOT
That’s a lot of words to say you can make your attack hit another target. Clarification is fine I guess, but I don’t think anyone was confused by the prior version. But nothing wrong with this text. It’s a fine feature.

LEVEL 7: EVER READY SHOT
Recovering one arcane shot isn’t really enough UNLESS you go with my recommendation for scaling number of shots with level instead of with Int mod, in which case this is fine. But if you’re going to keep Int mod, it would be better if this feature said once per long rest you can recover all your arcane shot uses when rolling initiative. And why do you have to be all out to recover? You solved the bag or rats problem in the DMG. Let people just recover shots when they want without the need to be fully out.

LEVEL 10: IMPROVED SHOTS
Fine, but I’d like some more arcane shot options here. Or maybe some more powerful arcane shot options here, but they’re only usable once per long rest or once per short rest or something. Also, number of arcane shots should scale up here.

LEVEL 15: POWERFUL SHOTS
Fine, but number of arcane shots should scale up here.

LEVEL 18: MASTERFUL SHOTS
Fine, but number of arcane shots should scale up here.


Tattooed Warrior (Monk)
Theme: I like the theme of this class. Cool concept. But, overall mechanically weak. Each level of the subclass should be compared to the similar level for other monk subclasses for balancing.

Level 3: Magic Tattoos:
A little odd scars, birthmarks and brands can change, might need some more description here but I do like the idea. I also like shopping for options. That’s a better structure than fixed options you automatically get.

Beast: All of these are a cantrip spell (which is nearly a ribbon feature), and a 1 focus point 1st level spell or a very short duration effect similar to a first level spell. This is simply too weak. No two of these is as powerful as any other third level Monk set of features. Example: a shadow monk with one focus point can cast a 2nd level spell, and it’s improved. I like the idea, but these are just underwhelming. Mostly situationally useful, and lasts too short a period of time. They really need something more here.

Level 6 Celestial:
These are even weaker than the too-weak level 3 options. Find traps is a nearly useless spell, since oddly it was not properly errata’ed for 2024 and still doesn’t actually find traps! Nobody takes that spell because of that problem. All of these should be 1 focus point at most and it would still be a bit weak unless you got all four options, or can cast your selections a number of times per day without using a focus point. Example comparison: Shadow monks teleport for free unlimited times as a bonus action at this level; Hand of Healing at this level restores hit points AND does Lesser Restoration AND removes stun, all for just replacing a flurry of blows with no additional focus cost. That’s what this is being compared to, and here you can spend TWO focus points to just do lesser restoration? Way too weak. All these options, another monk subclass already does the effect better. Maybe choose spells that no other monk can replicate and that’s still interesting?

Level 11 Nature:
Just so weak if you spend your entire action, AND they’re just for 1 minute, AND they’re highly situational. Suggested fix: These should simply be permanent. They should just be always on, and at the start of your turn you can spend 3 focus points (no action) to switch your choice.

Level 17: Monster:
Beholder: at this level you have better flying already through something. 10’ is nearly meaningless. It should just be your speed.
Blink Dog: This is OK, but should be just when you expend focus points to use your monk’s focus feature rather than specify which ones.
Displacer Beat: Fine, but again should just be able to trigger when you spend a focus point using your focus feature.
Guardian Naga: Just copies an ability found on so many other sublclasses, often at a lowerl level, and only once per short rest. This is both boring AND weak. This should be replaced with something more interesting and beneficial.


ANCESTRAL SORCERY (SORCERER)
Theme: I don’t get this one. Sorcerers are all based on the theme of ancestral power already. You can already do this theme with any other sorcerer subclass. This kinda feels like a random boring grab-bag of wizard-ish themes and abilities, and it doesn’t fill a unique niche. I would have preferred a new Divine Soul over this. To make it worse, most abilities of the subclass don’t reinforce the theme.

Additionally, mechanically, the subclass is too powerful. So it’s both thematically weak and doesn’t reinforce the theme well, but mechanically strong, meaning people will pick this subclass for power but it will play boring for the table.

Level 3 Ancestors Lore: Fine
Spell List:
This is OK, but some selections seem to have little relationship to the subclass theme. Why do your ancestors help you cast Command? Some of these spells you can cast on an ally, how do your ancestors help an ally do those things?

Visage of the Ancestor:
This is fine, but I have no idea how your ancestors help you be persuasive and deceptive and handle animals. The theme, which itself is weak, isn’t reinforced by this.

Level 6 Superior Spell Disruption
This is the Abjurer’s level 10 feature at level 6, but even better than the Abjurer’s level 10 feature. What? This is too powerful. Compare it to all the other Sorcerer level 6 features and you will find this is far more powerful than any of them. Nor does it really make sense thematically.

Level 14
Ancestral Majesty
This feature at least ties back to a prior feature of Visage of the Ancestor. This is fine, if it were the only 14th level feature. Otherwise it’s overpowered.

Steady Spellcaster
This is too powerful when combined with the other 14th level feature. Too strong, compared to all other sorcerers. AND has no real connection to the theme of the subclass. Your ancestral deep connection “steadies” you? That doesn’t make good sense.

Level 18 Ancestor’s Ward
Advantage against spells, AND legendary resistance, and basically once per round at this level. That’s very overpowered relative to other sorcerer 18th level abilities. And, this again has essentially nothing to do with the theme.

This subclass needs work on the theme, and it’s overpowered.


HEXBLADE PATRON (WARLOCK)
Theme: I like the hexblade theme and I am glad you’re trying again with this subclass.

Level 3
Spells:
Pretty decent spell list. I like the spells which upcast for a Warlock specifically, like smite spells and conjure barrage.

Overall comment: this subclass could use medium armor and shield proficiency, because it’s obviously slanted towards a melee combatant

Hexblade’s Curse: I need to know what spells curse a target. Hex and Bestow Curse and that’s all? If you cast Hex with this feature, do the benefits transfer when you transfer Hex? If I lose my Hex before the duration is up, do these benefits still apply beyond the spell’s duration? If your target dies, and you have another feature up like accursed shield, do you still get the benefits if your in 10’ of their corpse? Otherwise, this feature is mostly OK with some rules explanation. It would be improved by transferring your curse at a later level, or allowing you to apply the curse with an attack in addition to casting a curse spell.

Hungering Hex: Meh. Feels like this is some other subclasses feature. Not terrible though.

Accursed Shield: Not great. Armor remains a better option, and people will still multiclass for armor instead. Would be nice if this worked while wearing armor?

Undying Will: The first part of this is strong at first. That’s not bad. The first feature sounds fun, though the damage needs to scale. Foes walk up to you and attack, and you go boom. This is a reason for me to play this subclass, though again it needs to scale that damage. But, I admit it means I will want armor, and I will want Constitution saving throw proficiency. Which means I now want a one level dip in Fighter, or three levels of Draconic Sorcerer. Probably would be better if this subclass just got medium armor proficiency and maybe proficiency with con saves or advantage on concentration saves instead somewhere. Maybe just ditch the second part of this feature and give advantage on concentration saves.

Level 6 Malign Brutality
Harrowing Hex: good
Hindering Curse: good
Inescapable Hex: good, glad no reaction needed on this

Level 10: Armor of Hexes
This is odd being linked to hexblade curse target and should be decoupled from curse or at least from any attack rather than your curse target. Otherwise fine, and I like I don’t need to track a resource for this.

Level 14: Masterful Hex
Accursed Crit: Fine
Explosive Curse: I am liking the cursed explosion theme! This is fine but the damage is a bit low for this level if you’re expending a pact magic slot. Maybe make ones done with the pact magic slot scale to the spell level your slots are at times of d6s?
Hex Restoration: Fine


Conjurer (Wizard)
Theme: Conjurers should be summoners and teleporters. It needs to be set apart from archfey, or fey wanderer, or clod goliath, or eladrin, misty step, etc.. It needs to feel unique.

LEVEL 3:
Benign Transposition: This is boring because so many subclasses have short range teleport now, and its on the weaker side due to the action usage when misty step is a bonus action already. I’d prefer if you could do the swapping teleport only, as a bonus action, an unlimited number of times. I don’t think that will be broken in play since it’s circumstantial, but I do think it will fill the niche better than the more generic version in this UA. Leave the limitation on uses for the higher level modification at level 14. IF you’re going to go with this version, please at least allow it to be a bonus action.

Conjuration Savant: Fine

Level 6:
Distant Transposition: Fine, IF Benign gives you a choice of bonus action or magic action to use. If you’re going with the unlimited swap ability at level 3, then make this the limited use 60’ teleport.

Durable Summons: I like this

Level 10:
Focused Conjuration: I like this


Level 14:
Quick Transposition: This is boring, and way too late. It doesn’t feel like a capstone ability. You should always be able to optionally use Benign Transposition as a bonus action. To make it more interesting I’d allow the limited use version against an unwilling creature here with a saving throw, in addition to the willing ally without a save.


Enchanter (Wizard)
Theme: An enchanter uses magic to control someone. This subclass doesn’t do a good job of reinforcing that theme.

Level 3:
Enchanting Talker: This is fine mechanics-wise but it doesn’t make a lot of sense theme-wise. How is this related to the magic of being an enchanter? IF you’re going to include this, then include some mechanic for doing something magical later if you successfully use a charisma check against a target.

Enchantment Savant: Fine

Vexing Movement: What does this have to do with enchantment magic? I prefer an improved Hypnotic Gaze here, as a bonus action to use, and to maintain on later turns, instead of an action.That ability felt more like an Enchanter in theme. If that’s too powerful as a bonus action then reduce its power to some lesser debuff that feels like an enchantment, but make it at least as interesting as the Illusionist Wizard’s bonus action minor illusion.

Level 6:
Reflecting Charm: This has little to do with the theme, and it’s also on the weaker side. Maybe improve your hypnotic gaze here?

Level 10:
Split Enchantment: Fine

Level 14:
Bolstering Belief: This is a good spell mechanically for this level and power-wise it’s fine, but what does this have to do with enchantment? This should be more aligned with the theme, like bypass peoples immunity to charm, or Mass Suggestion, or something else more aligned with the theme.


Necromancer (Wizard)
Theme: I like Necromancers, provided they focus on creating undead thralls, and dealing necrotic damage.

Level 3: Necromantic Spellbook
Necrotic Resistance: This is good, but should apply to your summoned and created undead too.
Grim Harvest: I have no idea why a necromancer would grant temporary hitpoints. This both feels off-theme, and also is redundant with so many other subclasses already. No more temporary hit points or short range teleport as a default low level ability, please. I’d prefer if you gave max hitpoints to undead creatures you summoned or created.

Level 6: Grave Power
Grave Resilience: This is nearly meaningless, and also has nothing to do with the theme of this subclass.
Overwhelming Necrosis: Most necromancy spells which deal necrotic damage don’t deal enough damage, and many creatures (28 of them in the Monster Manual) are immune instead of resistant (only 23 creatures in the Monster Manual) to necromantic damage. I’d prefer if you also made creatures resistant instead of immune, if they have immunity to necrotic damage, and added something to spells that deal necrotic damage.
Undead Thralls: This is just too weak. Please do something here which buffs your Summon Undead spell. Make it not require concentration, or last longer, or buff their AC or hit points, or do more damage, something. And make that buff happen whether or not you spend a spell slot. But most importantly, PLEASE REMOVE THE 300 GOLD COST FOR THIS SPELL FOR THIS SUBCLASS. You shouldn’t have to pay gold to use the core features of your subclass.

Level 10: Undead Secret
This is OK, though the teleport is a bit off-theme and the damage should scale in some manner.

Level 14: Deaths Master
Bolster Undead: Boring, but OK. Would prefer a buff to your summoned undead, like an an extra attack.
Harvest Power: A bit too weak with a duration this short at this level, and not on theme.. Needs to be a bit stronger, like a longer duration. Or replace this with something more on-theme.


Transmuter (Wizard)
Theme: Transmuters as a theme are good. I like this theme. I just wish the abilities were more interesting based on this theme.

Level 3:
Transmutation Savant: Fine
Transmuter Stone: I’m only ever taking proficiency on Con saves, unless you let me switch these for free with a bonus action, reaction, or at the start of a turn for free. That, or make the other choices comparable to proficiency in Con saves, like increase your spell DC, a much bigger speed increase, short range true sight, application to allies in 10’, etc..
Wonderous Enhancement: I like this, but it doesn’t scale very well since you wouldn’t want to cast this second level spell as concentration at higher levels.

Level 6 Split Transmutation:
The list of spells this applies to is: Jump, longstrider, blindness/deafness, enhance ability, spiderclimb, fly, and elemental bane. That’s an OK list. The ability isn’t very original and I’d prefer a more original transmutation-themed ability here, but I think it’s fine.

Level 10: Potent Stone:
This is too weak because all the options for transmuter stone except proficiency in Con saves is too weak. Fix the other ones and this is fine.

Level 14 Master Transmuter:
This is a tad on the weak side. I think the prior version of this ability was a bit better and not overpowered. I’d like some more options.

Overall this is fine, but a bit boring. I wish it does some more unique things, like the new Illusionist does with their minor illusion spell changes.
 
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I was so excited to see a new monk subclass! And I like the idea of a tattooed monk!

Admittedly, I am torn between the "color" of a monk with tattoos that give him power (that have to be chosen and remain the same) and the idea of mystic tattoos that can change as needed. Both could be cool, depending on circumstances.

...but this subclass is just terrible in implementation.

Overall, I'd give this UA an F-.*

The Monk sucked.
The Hexblade doublesucked (the first one was better, and I don't understand why they are having so much difficulty with this. YOU ARE OVERCOMPLICATING IT!)
The Arcane Archer blows. But at least it's not as bad as the last one.
And there are a bunch of Wizard. Don't like Wizards. Maybe they're good? Don't care.


Also an Arcane Cleric. Maybe that's good, but if I wanted an Arcane Cleric, I'd play a Wizard. And I don't play Wizards.


*The Horror one was pretty decent, and the FR was as well ... and I don't much like FR, but some good things in there. Still, the F- here was better than what they did to the poor Psion.
 

WotC needs to stop jerking around and reintroduce Prestige Classes. All this UA material has been done before in other editions and can be done better with homebrew. We need to see how the 5e system handles elite class hybrids. I see so many builds that are just .... all over the place and make no sense. The structure and enhanced proficiency provided by Prestige classes would be a welcomed addition to a system that IMO falls a little flat at higher levels.
 

The Arcane subclasses UA survey is up. Here is a link:


Here are my notes before filling it out. Feel free to add your thoughts here. I always find it helpful and interesting to see other opinions on these things before filling out the survey.

Arcane Subclasses UA Survey Feedback


Arcana Domain (Cleric)

Theme: Difference between Knowledge and Arcana should be more distinct

LEVEL 3: Domain spells:
Good list. I like Counterspell, Bigby’s Hand, Arcane Eye, Magic Missile, etc…

LEVEL 3: ARCANE INITIATE
Arcane Knowledge: Very similar to Knowledge cleric, but fine. This will now be the best subclass of any subclass in the game for Arcana with their regular bonus already for Arcana checks. Seems to step on the toes of Wizard a bit.
Cantrips: This is fine. Might be nice to add Booming Blade and Green Flame Blade

LEVEL 3: MODIFY MAGIC
Fortifying: Boring. There is already too much granting of temporary hit points in the game, and this has nothing to do with the theme of this subclass, and there are other channel-divinity options that grant temporary hit points. It feels like a default ability for subclasses is either temporary hit points or short range teleportation, and that diminishes the value of those features when everyone can do them. Particularly when you attach it to a subclass like this, where it’s not much on-theme. I’d like something new here.
Tenacious: This is OK but a tad powerful with the d6 penalty with saves that stacks with disadvantage to saves and other die-based penalties to saves. Also should specify CLERIC spell, not just any spell.

Level 6 Dispelling Recovery:
Too circumstantial for the only level 6 ability. Odds are the most common use of this would be to intentionally cast a first level cure wounds on a foe (and hope you roll low), just to be able to dispel magic on that foe and get rid of some of their buff spells. That’s silly and obviously not the intent here, but it’s the most likely use since the normal use comes up maybe once or twice a campaign for most campaigns. There should be a more useful feature here at level 6.

Level 17 Arcane Recovery:
This is a bit too strong because of the level 3 abilities of this subclass are now much more powerful than they used to be. This ability is more powerful than other 17th level features from other Cleric subclasses. Maybe just one of those spells per long rest? Or maybe the chosen spells do count as a preparation?

Overall: Very powerful subclass. Probably a bit too powerful.


Arcane Archer (Fighter)

Theme: Good theme. Everyone likes an archer class. Fine with expanding it to all ammunition weapons, though an “archer” seems like a bow-user (not a big deal, but you could do Arcane sharpshooter). Improvement on prior version.

However, there are too many fighter subclasses dependent on Intelligence. It would be nice to mix it up and get a Wisdom or Charisma based one instead. For instance, this subclass is an archer, and perception skills are based on Wisdom and not Intelligence, so it seems like this might work better with Wisdom.

LEVEL 3: ARCANE ARCHER LORE
Cantrip Fine

Skills Fine, glad you can get another skill if you already have it

LEVEL 3: ARCANE SHOT
I don’t like intelligence mod times. This subclass is too multiple ability dependent, with Dex, Int, and Con all being necessary to effectively play this kind of Fighter. The entire class depends on this Arcane Shot ability, and it suffers from the old 2014 Monk issue of everything powering off of a resource which is too limited.

Suggestion: Instead of Int times, it should instead be: Level 3 = 2 per short rest; Level 7 = 3 per shor rest; Level 10 = 4 per short rest; Level 15 = 5 per short rest; , Level 18 = on your turn you can take one arcane shot if you take the attack action.

If not going with this suggestion, then see suggestion on Ever Ready Shot.

ARCANE SHOT OPTIONS
Banishing :Good, but notably a bit more powerful than most other options
Beguiling : A bit weak. Charmed against one target is not enough. Maybe add a second rider of reducing move speed or disadvantage on their next attack or something. As written I would never pick this option.
Bursting : Fine, but there is no excluding allies which makes it a little more circumstantial.
Enfeebling : Pretty good
Grasping : This was too nerfed. The prior version was too strong, but you’ve gone too far the other direction and I would never pick this option anymore. Why even bother with the escaping rule when it disappears before their next turn anyways? Proposed fix: Duration of 1 minute, with a save at the end of each of their turns, and also ends if you use grasping shot on another target. The duration is the problem here.Other possible fix is leave it as written, but no saving throw so they’re always restrained until the start of their next turn. That makes the game go faster with no die role.
Piercing : Is this an attack, or not? Need language clarification on “as if it were hit” because too many other elements of the game depend on this language. Would Great Weapon Master apply because it’s part of the attack action, or Sneak Attack, but is it part of an attack that hits them, or “as if” it hits them? If it doesn’t allow for those extra things to apply extra damage, then this is a bit on the weak side. If it does act as an attack which hits and applies things like feat damage, then this is fine.
Seeking : It moves around corners, but does it work around corners if the corner provides full cover? It says “as if it were hit” which causes the same question about whether this is an attack which hit like the Piercing Shot and I don’t know if things like the Crusher feat or Great Weapon Master apply. I also wonder if a save is necessary here. What if it just automatically hits, but is only one roll of your arcane shot die. Instead of adding another die throw for a save it just hits.
Shadow : This is fine, I like blinded here instead of reduced vision to 5’.

LEVEL 7: CURVING SHOT
That’s a lot of words to say you can make your attack hit another target. Clarification is fine I guess, but I don’t think anyone was confused by the prior version. But nothing wrong with this text. It’s a fine feature.

LEVEL 7: EVER READY SHOT
Recovering one arcane shot isn’t really enough UNLESS you go with my recommendation for scaling number of shots with level instead of with Int mod, in which case this is fine. But if you’re going to keep Int mod, it would be better if this feature said once per long rest you can recover all your arcane shot uses when rolling initiative. And why do you have to be all out to recover? You solved the bag or rats problem in the DMG. Let people just recover shots when they want without the need to be fully out.

LEVEL 10: IMPROVED SHOTS
Fine, but I’d like some more arcane shot options here. Or maybe some more powerful arcane shot options here, but they’re only usable once per long rest or once per short rest or something. Also, number of arcane shots should scale up here.

LEVEL 15: POWERFUL SHOTS
Fine, but number of arcane shots should scale up here.

LEVEL 18: MASTERFUL SHOTS
Fine, but number of arcane shots should scale up here.


Tattooed Warrior (Monk)
Theme: I like the theme of this class. Cool concept. But, overall mechanically weak. Each level of the subclass should be compared to the similar level for other monk subclasses for balancing.

Level 3: Magic Tattoos:
A little odd scars, birthmarks and brands can change, might need some more description here but I do like the idea. I also like shopping for options. That’s a better structure than fixed options you automatically get.

Beast: All of these are a cantrip spell (which is nearly a ribbon feature), and a 1 focus point 1st level spell or a very short duration effect similar to a first level spell. This is simply too weak. No two of these is as powerful as any other third level Monk set of features. Example: a shadow monk with one focus point can cast a 2nd level spell, and it’s improved. I like the idea, but these are just underwhelming. Mostly situationally useful, and lasts too short a period of time. They really need something more here.

Level 6 Celestial:
These are even weaker than the too-weak level 3 options. Find traps is a nearly useless spell, since oddly it was not properly errata’ed for 2024 and still doesn’t actually find traps! Nobody takes that spell because of that problem. All of these should be 1 focus point at most and it would still be a bit weak unless you got all four options, or can cast your selections a number of times per day without using a focus point. Example comparison: Shadow monks teleport for free unlimited times as a bonus action at this level; Hand of Healing at this level restores hit points AND does Lesser Restoration AND removes stun, all for just replacing a flurry of blows with no additional focus cost. That’s what this is being compared to, and here you can spend TWO focus points to just do lesser restoration? Way too weak. All these options, another monk subclass already does the effect better. Maybe choose spells that no other monk can replicate and that’s still interesting?

Level 11 Nature:
Just so weak if you spend your entire action, AND they’re just for 1 minute, AND they’re highly situational. Suggested fix: These should simply be permanent. They should just be always on, and at the start of your turn you can spend 3 focus points (no action) to switch your choice.

Level 17: Monster:
Beholder: at this level you have better flying already through something. 10’ is nearly meaningless. It should just be your speed.
Blink Dog: This is OK, but should be just when you expend focus points to use your monk’s focus feature rather than specify which ones.
Displacer Beat: Fine, but again should just be able to trigger when you spend a focus point using your focus feature.
Guardian Naga: Just copies an ability found on so many other sublclasses, often at a lowerl level, and only once per short rest. This is both boring AND weak. This should be replaced with something more interesting and beneficial.


ANCESTRAL SORCERY (SORCERER)
Theme: I don’t get this one. Sorcerers are all based on the theme of ancestral power already. You can already do this theme with any other sorcerer subclass. This kinda feels like a random boring grab-bag of wizard-ish themes and abilities, and it doesn’t fill a unique niche. I would have preferred a new Divine Soul over this. To make it worse, most abilities of the subclass don’t reinforce the theme.

Additionally, mechanically, the subclass is too powerful. So it’s both thematically weak and doesn’t reinforce the theme well, but mechanically strong, meaning people will pick this subclass for power but it will play boring for the table.

Level 3 Ancestors Lore: Fine
Spell List:
This is OK, but some selections seem to have little relationship to the subclass theme. Why do your ancestors help you cast Command? Some of these spells you can cast on an ally, how do your ancestors help an ally do those things?

Visage of the Ancestor:
This is fine, but I have no idea how your ancestors help you be persuasive and deceptive and handle animals. The theme, which itself is weak, isn’t reinforced by this.

Level 6 Superior Spell Disruption
This is the Abjurer’s level 10 feature at level 6, but even better than the Abjurer’s level 10 feature. What? This is too powerful. Compare it to all the other Sorcerer level 6 features and you will find this is far more powerful than any of them. Nor does it really make sense thematically.

Level 14
Ancestral Majesty
This feature at least ties back to a prior feature of Visage of the Ancestor. This is fine, if it were the only 14th level feature. Otherwise it’s overpowered.

Steady Spellcaster
This is too powerful when combined with the other 14th level feature. Too strong, compared to all other sorcerers. AND has no real connection to the theme of the subclass. Your ancestral deep connection “steadies” you? That doesn’t make good sense.

Level 18 Ancestor’s Ward
Advantage against spells, AND legendary resistance, and basically once per round at this level. That’s very overpowered relative to other sorcerer 18th level abilities. And, this again has essentially nothing to do with the theme.

This subclass needs work on the theme, and it’s overpowered.


HEXBLADE PATRON (WARLOCK)
Theme: I like the hexblade theme and I am glad you’re trying again with this subclass.

Level 3
Spells:
Pretty decent spell list. I like the spells which upcast for a Warlock specifically, like smite spells and conjure barrage.

Overall comment: this subclass could use medium armor and shield proficiency, because it’s obviously slanted towards a melee combatant

Hexblade’s Curse: I need to know what spells curse a target. Hex and Bestow Curse and that’s all? If you cast Hex with this feature, do the benefits transfer when you transfer Hex? If I lose my Hex before the duration is up, do these benefits still apply beyond the spell’s duration? If your target dies, and you have another feature up like accursed shield, do you still get the benefits if your in 10’ of their corpse? Otherwise, this feature is mostly OK with some rules explanation. It would be improved by transferring your curse at a later level, or allowing you to apply the curse with an attack in addition to casting a curse spell.

Hungering Hex: Meh. Feels like this is some other subclasses feature. Not terrible though.

Accursed Shield: Not great. Armor remains a better option, and people will still multiclass for armor instead. Would be nice if this worked while wearing armor?

Undying Will: The first part of this is strong at first. That’s not bad. The first feature sounds fun, though the damage needs to scale. Foes walk up to you and attack, and you go boom. This is a reason for me to play this subclass, though again it needs to scale that damage. But, I admit it means I will want armor, and I will want Constitution saving throw proficiency. Which means I now want a one level dip in Fighter, or three levels of Draconic Sorcerer. Probably would be better if this subclass just got medium armor proficiency and maybe proficiency with con saves or advantage on concentration saves instead somewhere. Maybe just ditch the second part of this feature and give advantage on concentration saves.

Level 6 Malign Brutality
Harrowing Hex: good
Hindering Curse: good
Inescapable Hex: good, glad no reaction needed on this

Level 10: Armor of Hexes
This is odd being linked to hexblade curse target and should be decoupled from curse or at least from any attack rather than your curse target. Otherwise fine, and I like I don’t need to track a resource for this.

Level 14: Masterful Hex
Accursed Crit: Fine
Explosive Curse: I am liking the cursed explosion theme! This is fine but the damage is a bit low for this level if you’re expending a pact magic slot. Maybe make ones done with the pact magic slot scale to the spell level your slots are at times of d6s?
Hex Restoration: Fine


Conjurer (Wizard)
Theme: Conjurers should be summoners and teleporters. It needs to be set apart from archfey, or fey wanderer, or clod goliath, or eladrin, misty step, etc.. It needs to feel unique.

LEVEL 3:
Benign Transposition: This is boring because so many subclasses have short range teleport now, and its on the weaker side due to the action usage when misty step is a bonus action already. I’d prefer if you could do the swapping teleport only, as a bonus action, an unlimited number of times. I don’t think that will be broken in play since it’s circumstantial, but I do think it will fill the niche better than the more generic version in this UA. Leave the limitation on uses for the higher level modification at level 14. IF you’re going to go with this version, please at least allow it to be a bonus action.

Conjuration Savant: Fine

Level 6:
Distant Transposition: Fine, IF Benign gives you a choice of bonus action or magic action to use. If you’re going with the unlimited swap ability at level 3, then make this the limited use 60’ teleport.

Durable Summons: I like this

Level 10:
Focused Conjuration: I like this


Level 14:
Quick Transposition: This is boring, and way too late. It doesn’t feel like a capstone ability. You should always be able to optionally use Benign Transposition as a bonus action. To make it more interesting I’d allow the limited use version against an unwilling creature here with a saving throw, in addition to the willing ally without a save.


Enchanter (Wizard)
Theme: An enchanter uses magic to control someone. This subclass doesn’t do a good job of reinforcing that theme.

Level 3:
Enchanting Talker: This is fine mechanics-wise but it doesn’t make a lot of sense theme-wise. How is this related to the magic of being an enchanter? IF you’re going to include this, then include some mechanic for doing something magical later if you successfully use a charisma check against a target.

Enchantment Savant: Fine

Vexing Movement: What does this have to do with enchantment magic? I prefer an improved Hypnotic Gaze here, as a bonus action to use, and to maintain on later turns, instead of an action.That ability felt more like an Enchanter in theme. If that’s too powerful as a bonus action then reduce its power to some lesser debuff that feels like an enchantment, but make it at least as interesting as the Illusionist Wizard’s bonus action minor illusion.

Level 6:
Reflecting Charm: This has little to do with the theme, and it’s also on the weaker side. Maybe improve your hypnotic gaze here?

Level 10:
Split Enchantment: Fine

Level 14:
Bolstering Belief: This is a good spell mechanically for this level and power-wise it’s fine, but what does this have to do with enchantment? This should be more aligned with the theme, like bypass peoples immunity to charm, or Mass Suggestion, or something else more aligned with the theme.


Necromancer (Wizard)
Theme: I like Necromancers, provided they focus on creating undead thralls, and dealing necrotic damage.

Level 3: Necromantic Spellbook
Necrotic Resistance: This is good, but should apply to your summoned and created undead too.
Grim Harvest: I have no idea why a necromancer would grant temporary hitpoints. This both feels off-theme, and also is redundant with so many other subclasses already. No more temporary hit points or short range teleport as a default low level ability, please. I’d prefer if you gave max hitpoints to undead creatures you summoned or created.

Level 6: Grave Power
Grave Resilience: This is nearly meaningless, and also has nothing to do with the theme of this subclass.
Overwhelming Necrosis: Most necromancy spells which deal necrotic damage don’t deal enough damage, and many creatures (28 of them in the Monster Manual) are immune instead of resistant (only 23 creatures in the Monster Manual) to necromantic damage. I’d prefer if you also made creatures resistant instead of immune, if they have immunity to necrotic damage, and added something to spells that deal necrotic damage.
Undead Thralls: This is just too weak. Please do something here which buffs your Summon Undead spell. Make it not require concentration, or last longer, or buff their AC or hit points, or do more damage, something. And make that buff happen whether or not you spend a spell slot. But most importantly, PLEASE REMOVE THE 300 GOLD COST FOR THIS SPELL FOR THIS SUBCLASS. You shouldn’t have to pay gold to use the core features of your subclass.

Level 10: Undead Secret
This is OK, though the teleport is a bit off-theme and the damage should scale in some manner.

Level 14: Deaths Master
Bolster Undead: Boring, but OK. Would prefer a buff to your summoned undead, like an an extra attack.
Harvest Power: A bit too weak with a duration this short at this level, and not on theme.. Needs to be a bit stronger, like a longer duration. Or replace this with something more on-theme.


Transmuter (Wizard)
Theme: Transmuters as a theme are good. I like this theme. I just wish the abilities were more interesting based on this theme.

Level 3:
Transmutation Savant: Fine
Transmuter Stone: I’m only ever taking proficiency on Con saves, unless you let me switch these for free with a bonus action, reaction, or at the start of a turn for free. That, or make the other choices comparable to proficiency in Con saves, like increase your spell DC, a much bigger speed increase, short range true sight, application to allies in 10’, etc..
Wonderous Enhancement: I like this, but it doesn’t scale very well since you wouldn’t want to cast this second level spell as concentration at higher levels.

Level 6 Split Transmutation:
The list of spells this applies to is: Jump, longstrider, blindness/deafness, enhance ability, spiderclimb, fly, and elemental bane. That’s an OK list. The ability isn’t very original and I’d prefer a more original transmutation-themed ability here, but I think it’s fine.

Level 10: Potent Stone:
This is too weak because all the options for transmuter stone except proficiency in Con saves is too weak. Fix the other ones and this is fine.

Level 14 Master Transmuter:
This is a tad on the weak side. I think the prior version of this ability was a bit better and not overpowered. I’d like some more options.

Overall this is fine, but a bit boring. I wish it does some more unique things, like the new Illusionist does with their minor illusion spell changes.
Dude could you put that in a spoiler block? It’s almost a full thread page long!
 

While I know that you respect Trentmonk this looks like it is exactly as I would imagine him, or Cody would fill out their survey almost to the letter.
I did watch Colby (D4), Chris (TreantMonk), Pack Tactics, HermitHutGames, Todd Kenrick, Insight Check (?), and a few others. It's kind of what I've listened to for the last week while exercising. I then added some of my own views, and didn't include some things I disagreed with.
 
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I was so excited to see a new monk subclass! And I like the idea of a tattooed monk!

Admittedly, I am torn between the "color" of a monk with tattoos that give him power (that have to be chosen and remain the same) and the idea of mystic tattoos that can change as needed. Both could be cool, depending on circumstances.

...but this subclass is just terrible in implementation.

Overall, I'd give this UA an F-.*

The Monk sucked.
The Hexblade doublesucked (the first one was better, and I don't understand why they are having so much difficulty with this. YOU ARE OVERCOMPLICATING IT!)
The Arcane Archer blows. But at least it's not as bad as the last one.
And there are a bunch of Wizard. Don't like Wizards. Maybe they're good? Don't care.


Also an Arcane Cleric. Maybe that's good, but if I wanted an Arcane Cleric, I'd play a Wizard. And I don't play Wizards.


*The Horror one was pretty decent, and the FR was as well ... and I don't much like FR, but some good things in there. Still, the F- here was better than what they did to the poor Psion.

In general I agree. The Horror one was better. I feel like a lot of these are very conservative in this UA. Like they didn't want people angry at them for trying something new. So instead of something unique and interesting that might need some tweaking, they'd throw in a short range teleport, or granting of temporary hit points.
 


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