D&D 5E favourite UA subclasses

gyor

Legend
Now that the UA subclasses from Barbarian to Wizard have all been gone through, what are your favourites and which do you think were weak?

My favourite was the Sorceror, followed by the Barbarian, Bard, Fighter, and Ranger.

Least favourite was the Wizard, both Thuege and the Lore had great flavor, but the mechanics we're insanely over powered, the Wizard had access to domains in their entirety, including gaining the highest level feature before the cleric. It left the cleric with nothing unique except weapon, armour profs, miracle, and Turn Undead, the Wizard ended up with channel divinity, access to domain spells, domain features, cleric spells, and domain features, and its own CD was basically metamagic it could use 3 times per day at higher levels.

The Lore Wizard, oh heck we all know why that is so broken, it basically does to the sorceror what the Thuege did to the Cleric.

The Rogue had too few subclasses, although I really liked the scout, the inquistive from an eariler UA I'd reshape into a Bounty Hunter.

Ranger had some really cool subclasses, Guardian and Underdark one were awesome, the Guardian more directly recreates the 4e Warden then the Feyknight, the Underdark one was a tricky Ranger, but my favourite new Ranger subclass is the Horizon Walker, basically Blink from the marvel universe, favourite Ranger subclass, but could use Plane Shift some how.

Warlock I kind of liked the Hexblade and Raven Queen subclasses, but I'd combine them and make the Shadow Hound a Pact Boon, so there can be room for a different subclass. I didn't like Undying light, the fluff didn't allow for personalized Patron, the Positive Energy Plane has no personality, and both the name and the mechanics stepped on the Undying Patrons from the SCAGs toes and it was over powered.

Seeker is cool, but I'd expand it beyond Gods of Knowledge some how.

Bard I liked all of the subclasses, College of Glamour is an fey enchantment focused class, college of whisperers is are dark Bardic assassins/manipulators that are inspired by Darksun I believe, College of the Fool are Jesters, College of Swords is the return of the Blade Bard, excellent work.

Fighter, I loved the Arcane Archer although it needs more magic arrows. I loved both the Knight and the Samuri, but the Knight shouldn't get rapid strike and the name kind of steps on the Purple Dragon Knights toes, name wise. Monster Hunter is cool.

Barbarian, loved the unique approach to divine subclass that Zealot takes, Ancestorial is flavourful and useful, and Storm Herald is like a taste of Druid thematically, but in a different way then Beast Totem.

Cleric subclasses are well designed, but none of them interest me.

Monk, Kensai is clearly designed to be a monk/fighter, and Tranquility, a little bit of a Cleric/monk, descently done.

Druid, just convert the necrotic damage druid into a Blight Druid, Circle of Dreams sounds cool, but the mechanics are horribly weak, Circle of the Sheppard is great, a summoning and spirits focused
Druid.

Paladin, a Hell Knight and a Blackguard, both cool, but a less dark one to go with them would have been nice, a Holy Liberator would have been cool.

Sorceror the best article of them all, they could use some tweaks, but I love all the sorceror origins, but Favoured Soul is my favourite subclass period, but I hope they dump purity for wings, it fits the origin of angels, better and almost everyone seems to want that. Actually it doesn't mention them directly, but in the case of Favoured Souls in service to evil gods, being descended from fiends or evil gods makes sense too, so its kind of a Deity/Celestial/Fiend origin all rolled into one.

Blessed Counterance was a great addition, too often Sorcerors are pushed heavily towards the combat pillar, Favoured Souls are not. Some people suggest the Favoured Soul is flavourless compared to the last one, but I disagree.

So now that everyone can look back on them all, what do you think?
 

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In no particular order:

The Wizard UA blew across the board, with pretty much every new subclass they have being incredibly versatile and likely OP. Given how dominating wizards have been basically from the game's inception, I am staunchly against power creep for wizards.

Cleric was middling, with their features swinging in either direction of effectiveness. However, the protection cleric was incredibly bad, from both a thematic and mechanical standpoint. It also highlighted the fact that the armor/weapon/cantrip damage isn't being experimented with at all. I wish this had been something you chose as a base cleric, so you could have the option of being a melee life cleric or a ranged one.

Bard I had no strong feelings on at all really, aside from the small worry they might be a bit niche in concept.

The ranger update+ new subclasses has been amazing. All of them are pretty cool and have interesting mechanics, and at my table at least it has really reinvigorated interest in the class.

Fighter was...alright. I like where they're going with them, but they really need some work, especially arcane archer, which was pretty terrible. Samurai was great mechanically, but could use some lore adjustments, and knight needs some usability polish IIRC.

Barbarian was pretty good. Didn't wow me, but they seemed to be where they needed to be and had some cool story potential. I quite liked that they didn't step on the toes of other classes much, it'd be very difficult to mistake a zealot for a paladin.

Druid sucked. It was power-creepy in some ways and weirdly weak in others (and undead hunter that deals necrotic damage? How'd that slip through.). Especially for a class with as much potential for variation as the druid does it was a bummer.

Monk was the worst UA article, I think. Kensai is the blandest iteration of the concept I've ever seen, and comes with a way too complicated method of determining monk weapons to make the concept work. If there was ever a sign of designers trying to force a square peg into a round hole, this is it. Tranquility monk was also awful, simply because I don't think the subclass gave enough room to embody the concept, which showed the limitation of subclasses in general.

Sorcerer ranged from fantastic (sea) to mediocre (phoenix) to “should be purged” (metal). Not much to say here, metal will never be an acceptable replacement for the swordmage, because subclasses do not have the potential to warp the main class to a necessary degree for that to work.

Paladin was great. I liked both options and I think they'll play sufficiently different even though they're both potentially evil.

Rogue was good, scout is an amazing alternative for those that want a different take on the spell-less ranger.

Warlock was super disappointing, which sucked as they've huge potential. The hexblade has weird theme issues, steps on the toes of bladelocks, and has the most broken 1 level dip potential ever. Raven queen is yet another edgy necrotic themed patron, woo. Then, a lot of the invocations are needlessly specific when they could easily be re-fluffed for multiple patrons.

Overall, my favorite was the ranger. The combination of the class overhaul with the new subclasses really breathed new life into the class.

Least favorite is actually monk. I figured it would be the wizard/warlock one, but in retrospect monk fails on basically every level for me
 


Considering all UA articles so far, the number of 5e classes is up to 14 and the number of archetypes is around 100. While a couple of classes are still somewhat left behind in terms of number of options, I would say that if they finalize and officially release almost all UA archetypes, the total amount is very good to make 5e large enough to cover many years of gaming before exhausting your options! I really hope they will drop only a minimum amount of these archetypes: clearly the Artificer as a Wizard subclass is very likely to be one of the dropped ones, if we get a whole Artificer class, but there will probably be more that won't make it in the book.

Personally I often had issues with the implementation of these archetypes, but this means I'd like them revised and corrected, but definitely not abandoned! The concepts are almost all good, and they would all be useful to a lot of gaming groups.

Here's my thoughts with some grades A-F (which ignore balance issues and focus on the concept, how much the features match such concept and sound interesting in play).

Fighter

My favourite was the Arcane Archer (A) although I wish it had a more free-form option for combining standard arcane spells with arrows. I liked the Knight (B) and Samurai (B) but I feel they could be merged into a single archetype representing noble warriors, with some secondary option on the side to pick a different cultural origin (medieval, celtic, oriental, middle-eastern, native american...). Monster Hunter (C) was ok, and so was the Cavalier (C) albeit I didn't like much the re-use of maneuvers. Scout (D) and Sharpshooter (D) are on the bottom of my list and I could definitely live without them, the first because we now have it better as a Rogue archetype, and the second because I really don't think it's a good idea to concentrate so much ranged attacks power into the same character.

Cleric

I absolutely want as many domains as we can get. Grave (A) is a really important addition for having good-aligned clerics of gods of death and the dead. Forge (B) and Protection (B) are both very useful. There is room for more.

Rogue

This is the class I most wish for more archetypes, because among the "core 4" it has the least amount of them: we still don't have a good enough Indiana Jones model, a MacGyver one, and a James Bond one! Inquisitive (A) is awesome, and Scout (B) should be improved mechanically but is a good concept too.

Wizard

The easiest class to design subclasses for, but actually it already has so many in core that it doesn't need more. Except that it needed a generic option, and Lore Mastery (A) does that. I know it's OP, but this means it needs fixing, not ditching! I fairly like Theurgy (C) even if I don't feel it's truly needed. Artificer (C) is almost certainly lost and will be a base class instead.

Bard

I just want all of them, the class was the most neglected in the PHB. Satire (A) is my favourite, followed by Glamour (B) and Whispers (B), Swords (C) a bit weaker but not bad.

Druid

Another one which needs more option. To be honest, neither Dreams (C), Shepherd (C) nor Twilight (C) truly amazed me, but any addition is welcome by me.

Paladin

Well these were the subclasses that disappointed me most. I really don't think that evil paladins are nearly as useful as anything else. They are a very niche character option, and with these UA additions we basically have 3 of them already. I would prefer that Treachery (E) (the weakest of the bunch) gets merged with the slightly better Conquest (D) as a single evil option, and perhaps make it more Darth Vader -inspired.

Ranger

I am very happy that they eventually decided to design a base class variant that is compatible with the PHB one. Took them a long time, and in the meantime the Ranger had to be left behind in terms of options. Now that the issue is practically resolved, we can have subclasses that work for both versions. Horizon Walker (B) is by far my favourite, although it could have been more travel-based than combat-based. I also really liked the Primeval Guardian (B), and hope it makes it. Deep Stalker (C) is not that special but solid and certainly useful. I don't care much for the Beastmaster (D) variant, as I thought the core version is fine.

Barbarian

Not overly interesting to me compared to PHB subclasses, but both Ancestral Guardian (C) and Zealot (C) are still nice enough, and Storm Herald (C) too even if it feels a bit too much considering how many "storm-based" archetypes we already have around.

Monk

Traditionally the base class I care the least for, I must say that the archetypes really surprised me in a very positive way. Tranquility (A) is truly an awesome concept that allows to play very differently. Kensei (B) is nicely simple and I could see it being used in many games.

Sorcerer

Not very original subclasses but definitely needed, considering the PHB options are scarce and too specific. Sea Sorcery (A) was my favourite, I really liked all its features. Phoenix Sorcery (B) was also very good, despite "fire" being practically the most trivial flavor ever, but they managed to avoid the most obvious implementation tropes. Favoured Soul (C) lacks a bit in flavor because the features are too generic, I hope it gets more unique features but the concept is sound. Stone Sorcery (D) a missed opportunity, because it's way too focused on combat, instead of having abilities to control the ground, shape or transmute minerals, travel though solid objects etc.

Warlock

Another class that traditionally I cared little for, and positively surprised me in 5e. I like all the archetypes. Hexblade (A) as a Warlock is genius (but shouldn't need the references to Shadowfell), Raven Queen (A) is awesome even if a bit too narrow, Undying Light (A) also was very original and unexpected (this is the archetype I am most afraid it won't make it in an official book!). Seeker (C) was the weakest of the bunch, but I still have a positive opinion on it. Please keep them all!

Artificer

Mostly I don't like the idea that this is a spellcaster class. I think it would be cooler and more useful (esp. in low-magic campaigns) if it was essentially non-magical, but considering that it started off as a wizard specialty, I don't have hopes that this will happen. Nevertheless, Alchemist (B) was as obvious as it was pretty cool. Gunsmith (C) is too modern for my tastes, but with some adaptations it can still work. There is clearly room for more archetypes, let's hope we get a couple more here.

Mystic

Not a huge fan of psionics here, but I think the 5e direction is right (minus the Far Realm references). I don't have much opinions on the Awakened (B?) and the Immortal (C?) specifically, and it feels like we might get a new look at them in the next UA article, as well as possibly to some of the other subclasses they have mentioned in the past they would work on.
 

I think people who see the Favoured Soul as generic, don't full grasp it's flexibility.

Yes you can do a generic healer with some blaster spells like a, light cleric high on metamagic, but it's capable of so much more.

imagine a Tiefling Favoured Soul of Asmodeaus, instead of taking cure wounds, she takes inflict wounds, instead of taking raise dead, she takes animate dead, instead of taking resurrection she takes create undead, along with spells charm, dominate person, dominate monsters, Gate to summon more powerful devils, Planeshift to send enemies straight to hell, fireball for that burnt flesh and brimstone feel, Alter Self for a succubus like disguise ect...

Blessed Countenance manifests as an upside down glowing red or yellow pentagram on the Tiefling's forehead and a forked tongue.

Favour of the Gods manifests like a helping fiend spirit protecting you from damage or boost your attacks, like diabolical energies to harass the threat to the character, perhaps subltlely interfering with the spell being cast

If the Favoured Soul gets it's wings back imagine adding bat wings to that.

A Favoured Soul of a deity of Love/Lust/Beauty, you focus on cleric and sorceror enchantments, healing, illusions, ect..., maybe Favour of the Gods manifests as your target being blinded by your beauty so they end up screwing up helping you succeed on a saving throw.

I'll come up with more ideas later, I need sleep, night.
 

I really liked the last wizard and warlock. There OP things? Yes, but I liked most parts and concepts. Revised ranger is great and necessary. Most of the rest was just "ok" or "meh".

sorcerer - "meh", they should check metamagic options how they did with invocations (let sorcerer get more, but less powerful than quick magic).
rogue - "meh" - all 4 officials are better
ranger - "meh" - revised was way cooler
paladin - "ok", I liked somethings in fact, but both are "neutral/evil"
monk - "meh"
fighter - some features are "ok", but the role package is "meh". None has the power level of battle master at beginning or eldritch knight at end. They all are closer to champion that is the most boring option.
druid - "meh", not even close to moon druid yet
cleric - "ok" for the role package
bard - really really "meh"
barbarian - liked
mystic - liked, somethings need to change, but is new stuff
artificer - great it is a separeted class, new stuffs
 

My favorites are the Bard College of Whispers (The rules are a bit complex but they seem like they would make for some engaging social interactions.), the Cleric Forge Domain (I like the ability to create a mundane item.), and the Raven Queen warlock patron (for the cool raven familiar and being able to transform into it). If it counts, I adore the Artificer's alchemy subclass.
 


My favorites have more to do with the flavor of the sub-class; I'm not too focused on the specifics of the abilities as that's easy to change.

Tranquility Monk: exactly what I've been looking for

Raven Queen Warlock: makes me really want to play one. (And I love the idea of patron-specific invocations.)

Phoenix Sorcerer: the details could be tweaked, but conceptually I like it a lot.
 

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