Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Dungeons & Dragons Announces Horror Subclasses Unearthed Arcana
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kobold Avenger" data-source="post: 9653399" data-attributes="member: 779"><p>My thoughts on this:</p><ul> <li data-xf-list-type="ul">It's really questionable why there isn't the Necromancy Wizard in this article, they must be saving it for something else</li> </ul><p><strong>Reanimator Artificer</strong></p><ul> <li data-xf-list-type="ul">The Reanimator does fit in with the concept of a Frankenstein inspired Artificer that I was constantly trying to push, they finally did it</li> <li data-xf-list-type="ul">I like that there's some lightning damage spell to the Reanimator's bonus spells</li> <li data-xf-list-type="ul">Jolt of Life is more of a flavour ability so I'm fine with it not being used to much, useful I guess if the Fighter goes down and the Reanimated Companion that's right beside them is low on HP.</li> <li data-xf-list-type="ul">I'm not too big on the Reanimated Companion starting out as small</li> <li data-xf-list-type="ul">I feel that at some level the based damage of the Reanimated Companion should be increased to 1d6+2</li> <li data-xf-list-type="ul">I feel the Reanimated Companion is quite expendable and but a very good usage of 1st level spell slots</li> </ul><p><strong>College of Spirits Bard</strong></p><ul> <li data-xf-list-type="ul">It's a trade-off with Empowered Channeling. Might be less relevant now that there's changes to magical secrets, but it's a loss of versatility. Still adding 1d6 to damage or heals, or getting Spirit Guardians for free is a good tradeoff</li> <li data-xf-list-type="ul">Spirits for Beyond is a lot more streamlined in that it's bonus action, roll for the effect and then choose the target. The old one was too much to setup</li> </ul><p><strong>Grave Cleric</strong></p><ul> <li data-xf-list-type="ul">Grave Cleric much like the other Clerics has subclass abilities that's more support-focused than before</li> <li data-xf-list-type="ul">I like that they're using the bloodied condition for the Grave Cleric</li> <li data-xf-list-type="ul">I guess they figured inflicting vulnerability might be too much with the right combo. Still Path to the Grave can setup some powerful combos with a coordinated spells and an attack to finish it off</li> <li data-xf-list-type="ul">Sentinel at Death's Door will see a lot more uses now</li> <li data-xf-list-type="ul">Divine Reaper could Raise Dead or Revivify twice with one casting, but I think the Cleric is also solely lacking Necromancy spells.</li> </ul><p><strong>Hollow Warden Ranger</strong></p><ul> <li data-xf-list-type="ul">Hollow Warden once again is another subclass that does extra things with Hunter's Mark, Ancient Armor can boost AC quite a lot if it's +WIS bonus in addition to wearing armor.</li> <li data-xf-list-type="ul">I like that there's an aura with Wrath of the Wild with a pseudo slow effect</li> <li data-xf-list-type="ul">Healing with Hungering Might I like</li> <li data-xf-list-type="ul">Ancient Endurance, I feel could be without the need to have Wrath of the Wild active, but that's probably something they'd have up almost all the time.</li> </ul><p><strong>Phantom Rogue</strong></p><ul> <li data-xf-list-type="ul">I like that they start with soul trinkets after a long rest, it makes the resource management aspect of that easier</li> <li data-xf-list-type="ul">I'm guessing they're doing away with the prof bonus per long rest thing for subclass abilities and keeping that only for species and feats</li> <li data-xf-list-type="ul">Voice of Death seems like an obvious thing a Phantom Rogue should do</li> </ul><p><strong>Shadow Sorcerer</strong></p><ul> <li data-xf-list-type="ul">Blindsight is always useful, and makes Eyes of the Dark more appealing than just "improved darkvision"</li> <li data-xf-list-type="ul">I think it's standard now that all Sorcerers get bonus spells (except for the Wild Mage), I think they get the theme done well though I'd have Evard's Black Tentacles on the list instead</li> <li data-xf-list-type="ul">I liked that Hound of Ill Omen had some uses like impose saving throw disadvantages, Spirits of Ill Omen seems too generic in comparison</li> </ul><p><strong>Hexblade Patron Warlock</strong></p><ul> <li data-xf-list-type="ul">Hexlbade is almost like a new subclass, and at least it's useful for non Pact of the Blade Warlocks</li> <li data-xf-list-type="ul">Hexblade Manifest certainly expands on Hex, I like that it's a lot of options once per turn</li> <li data-xf-list-type="ul">A lot Hexblade Curse's ability got moved around, it's now 14th level for some of them or the loss of +prof bonus damage. I feel the Hexblade's Maneuvers make up for that loss</li> </ul><p><strong>Undead Patron Warlock</strong></p><ul> <li data-xf-list-type="ul">Ignoring Necrotic damage resistance is really useful for a subclass that does a lot of necrotic damage</li> <li data-xf-list-type="ul">Necrotic Husk's revive ability now gets a lot more uses</li> <li data-xf-list-type="ul">Superior Dread might be less powerful than Spirit Projection, but certainly would be used more often.</li> </ul></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 9653399, member: 779"] My thoughts on this: [LIST] [*]It's really questionable why there isn't the Necromancy Wizard in this article, they must be saving it for something else [/LIST] [B]Reanimator Artificer[/B] [LIST] [*]The Reanimator does fit in with the concept of a Frankenstein inspired Artificer that I was constantly trying to push, they finally did it [*]I like that there's some lightning damage spell to the Reanimator's bonus spells [*]Jolt of Life is more of a flavour ability so I'm fine with it not being used to much, useful I guess if the Fighter goes down and the Reanimated Companion that's right beside them is low on HP. [*]I'm not too big on the Reanimated Companion starting out as small [*]I feel that at some level the based damage of the Reanimated Companion should be increased to 1d6+2 [*]I feel the Reanimated Companion is quite expendable and but a very good usage of 1st level spell slots [/LIST] [B]College of Spirits Bard[/B] [LIST] [*]It's a trade-off with Empowered Channeling. Might be less relevant now that there's changes to magical secrets, but it's a loss of versatility. Still adding 1d6 to damage or heals, or getting Spirit Guardians for free is a good tradeoff [*]Spirits for Beyond is a lot more streamlined in that it's bonus action, roll for the effect and then choose the target. The old one was too much to setup [/LIST] [B]Grave Cleric[/B] [LIST] [*]Grave Cleric much like the other Clerics has subclass abilities that's more support-focused than before [*]I like that they're using the bloodied condition for the Grave Cleric [*]I guess they figured inflicting vulnerability might be too much with the right combo. Still Path to the Grave can setup some powerful combos with a coordinated spells and an attack to finish it off [*]Sentinel at Death's Door will see a lot more uses now [*]Divine Reaper could Raise Dead or Revivify twice with one casting, but I think the Cleric is also solely lacking Necromancy spells. [/LIST] [B]Hollow Warden Ranger[/B] [LIST] [*]Hollow Warden once again is another subclass that does extra things with Hunter's Mark, Ancient Armor can boost AC quite a lot if it's +WIS bonus in addition to wearing armor. [*]I like that there's an aura with Wrath of the Wild with a pseudo slow effect [*]Healing with Hungering Might I like [*]Ancient Endurance, I feel could be without the need to have Wrath of the Wild active, but that's probably something they'd have up almost all the time. [/LIST] [B]Phantom Rogue[/B] [LIST] [*]I like that they start with soul trinkets after a long rest, it makes the resource management aspect of that easier [*]I'm guessing they're doing away with the prof bonus per long rest thing for subclass abilities and keeping that only for species and feats [*]Voice of Death seems like an obvious thing a Phantom Rogue should do [/LIST] [B]Shadow Sorcerer[/B] [LIST] [*]Blindsight is always useful, and makes Eyes of the Dark more appealing than just "improved darkvision" [*]I think it's standard now that all Sorcerers get bonus spells (except for the Wild Mage), I think they get the theme done well though I'd have Evard's Black Tentacles on the list instead [*]I liked that Hound of Ill Omen had some uses like impose saving throw disadvantages, Spirits of Ill Omen seems too generic in comparison [/LIST] [B]Hexblade Patron Warlock[/B] [LIST] [*]Hexlbade is almost like a new subclass, and at least it's useful for non Pact of the Blade Warlocks [*]Hexblade Manifest certainly expands on Hex, I like that it's a lot of options once per turn [*]A lot Hexblade Curse's ability got moved around, it's now 14th level for some of them or the loss of +prof bonus damage. I feel the Hexblade's Maneuvers make up for that loss [/LIST] [B]Undead Patron Warlock[/B] [LIST] [*]Ignoring Necrotic damage resistance is really useful for a subclass that does a lot of necrotic damage [*]Necrotic Husk's revive ability now gets a lot more uses [*]Superior Dread might be less powerful than Spirit Projection, but certainly would be used more often. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dungeons & Dragons Announces Horror Subclasses Unearthed Arcana
Top