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

I mean, I don’t think they want to “kill” their own product. I imagine the goal will be not to fully reproduce the content of either of those books, so there’s reason to want all three.
eh, those are 2014 books, maybe they do not port some stuff over to 2024, but that stuff then gets left behind
 

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It looks like the Necromancer will be leaning back in to the squad of undead theme instead of being a wizard specializing in necrotic magic. This may be the most discussed subclass in any session zero because of the possible balance and turn stagnation issues for Necromancers with many different minions that need to separate rolls-especially if you have ghouls paralyzing. Heaven help you if it's organized play and the Necro just goes all out army because there is no session zero. That might be a very boring 4 hour session for the other 5-6 players.
 

It looks like the Necromancer will be leaning back in to the squad of undead theme instead of being a wizard specializing in necrotic magic. This may be the most discussed subclass in any session zero because of the possible balance and turn stagnation issues for Necromancers with many different minions that need to separate rolls-especially if you have ghouls paralyzing. Heaven help you if it's organized play and the Necro just goes all out army because there is no session zero. That might be a very boring 4 hour session for the other 5-6 players.
That was, vocally, what people wanted to see: Diablo-themed necromancers.
 

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