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*Dungeons & Dragons
Dungeons & Dragons Releases Updated Unearthed Arcana for Arcane Subclasses
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<blockquote data-quote="Kobold Stew" data-source="post: 9757773" data-attributes="member: 23484"><p>Initial thoughts on the UA.</p><p></p><p>My initial sense is that it is a substantial improvement over the last version. They’ve clearly responded to at least some of the feedback.</p><p></p><p><strong>Arcane Archer.</strong></p><ul> <li data-xf-list-type="ul">This feels more solid overall. I love that it applies to any weapon with the ammunition property (Hello, blowgun!). Still think it should be able to bypass the loading property, but that’s in the Crossbow Expert Feat (covering crossbows, but not firearms (or blowguns)).</li> <li data-xf-list-type="ul">Banishing Shot is still the standout, but I think a player could have fun with many of these. I’d expect most would start with Banishing and either Piercing or Seeking.</li> </ul><p></p><p><strong>Tattooed Monk</strong>.</p><ul> <li data-xf-list-type="ul">While not as constrained as last time, this still feels underwhelming. Level 3 is great – Bat’s blindsight would always be my choice, probably with Crane. The higher-level tattoos don’t feel like they are offering substantial payoffs, and I might be looking for off-ramps after level 5.</li> <li data-xf-list-type="ul">At the very least, you should be able to take one of the new options or one of the options you haven’t chosen from a previous level.</li> </ul><p></p><p><strong>Conjuror</strong>.</p><ul> <li data-xf-list-type="ul">Durable Summons is the big buff now, giving THP as well as resistance to typical damage types.</li> </ul><p></p><p><strong>Enchanter.</strong></p><ul> <li data-xf-list-type="ul">Totally viable and reads like it would be fun to play, with a good range of abilities. Hypnotic Presence does what it should. This is the most coherent subclass in the package.</li> <li data-xf-list-type="ul">Enchanting Conversationalist. Weird name. Slightly weird that you can’t get the bonus to a skill you had from your background – it has to be the new skill you’ve gained proficiency in. It’s a needlessly complex choice that could accidentally hobble some players.</li> <li data-xf-list-type="ul">Instinctive charm can be reset with the casting of (e.g.) Command, which means it will be regularly available.</li> </ul><p></p><p><strong>Necromancer.</strong></p><ul> <li data-xf-list-type="ul">Much improved.</li> <li data-xf-list-type="ul">Necromancy Spellbook is solid. An undead familiar is exactly right. Grim Harvest restores hitpoints to wounded minions – curiously making spells like False Life more interesting.</li> <li data-xf-list-type="ul">Grave Power at 6 feels a little underwhelming.</li> </ul><p></p><p><strong>Transmuter.</strong></p><ul> <li data-xf-list-type="ul">Another very solid revision. I’d want to play it all the way up.</li> <li data-xf-list-type="ul">The stone is improved (proficiency in Constitution saves!), and has some fun choices, especially for players who want passive buffs.</li> <li data-xf-list-type="ul">When it says you can use it as a spellcasting focus, does it need to be wielded? Yes – PHB 237 says the focus must be “held”.</li> <li data-xf-list-type="ul">Wonderous Alteration now makes a 3-level caster dip desirable for a Charisma rogue. Guaranteed advantage on Deception checks, along with Expertise, adds up quite substantially.</li> <li data-xf-list-type="ul">Shapechanger at 10 does exactly what it should. Transform yourself into a T Rex and go adventuring. Awesome.</li> <li data-xf-list-type="ul">Master Transmuter. A good range of options here. Restore Life comes 4 levels later than divine intervention for the Cleric, but right on point. I think the wording for “restore Youth” is still awkward (do you just “appear” younger? It’s not an illusion – your body de-ages), and I think “carry” is wrong – you get these benefits when you “hold” your stone.</li> </ul></blockquote><p></p>
[QUOTE="Kobold Stew, post: 9757773, member: 23484"] Initial thoughts on the UA. My initial sense is that it is a substantial improvement over the last version. They’ve clearly responded to at least some of the feedback. [B]Arcane Archer.[/B] [LIST] [*]This feels more solid overall. I love that it applies to any weapon with the ammunition property (Hello, blowgun!). Still think it should be able to bypass the loading property, but that’s in the Crossbow Expert Feat (covering crossbows, but not firearms (or blowguns)). [*]Banishing Shot is still the standout, but I think a player could have fun with many of these. I’d expect most would start with Banishing and either Piercing or Seeking. [/LIST] [B]Tattooed Monk[/B]. [LIST] [*]While not as constrained as last time, this still feels underwhelming. Level 3 is great – Bat’s blindsight would always be my choice, probably with Crane. The higher-level tattoos don’t feel like they are offering substantial payoffs, and I might be looking for off-ramps after level 5. [*]At the very least, you should be able to take one of the new options or one of the options you haven’t chosen from a previous level. [/LIST] [B]Conjuror[/B]. [LIST] [*]Durable Summons is the big buff now, giving THP as well as resistance to typical damage types. [/LIST] [B]Enchanter.[/B] [LIST] [*]Totally viable and reads like it would be fun to play, with a good range of abilities. Hypnotic Presence does what it should. This is the most coherent subclass in the package. [*]Enchanting Conversationalist. Weird name. Slightly weird that you can’t get the bonus to a skill you had from your background – it has to be the new skill you’ve gained proficiency in. It’s a needlessly complex choice that could accidentally hobble some players. [*]Instinctive charm can be reset with the casting of (e.g.) Command, which means it will be regularly available. [/LIST] [B]Necromancer.[/B] [LIST] [*]Much improved. [*]Necromancy Spellbook is solid. An undead familiar is exactly right. Grim Harvest restores hitpoints to wounded minions – curiously making spells like False Life more interesting. [*]Grave Power at 6 feels a little underwhelming. [/LIST] [B]Transmuter.[/B] [LIST] [*]Another very solid revision. I’d want to play it all the way up. [*]The stone is improved (proficiency in Constitution saves!), and has some fun choices, especially for players who want passive buffs. [*]When it says you can use it as a spellcasting focus, does it need to be wielded? Yes – PHB 237 says the focus must be “held”. [*]Wonderous Alteration now makes a 3-level caster dip desirable for a Charisma rogue. Guaranteed advantage on Deception checks, along with Expertise, adds up quite substantially. [*]Shapechanger at 10 does exactly what it should. Transform yourself into a T Rex and go adventuring. Awesome. [*]Master Transmuter. A good range of options here. Restore Life comes 4 levels later than divine intervention for the Cleric, but right on point. I think the wording for “restore Youth” is still awkward (do you just “appear” younger? It’s not an illusion – your body de-ages), and I think “carry” is wrong – you get these benefits when you “hold” your stone. [/LIST] [/QUOTE]
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