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
Latest Unearthed Arcana Introduces Rogue & Ranger Archetypes
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="Leatherhead" data-source="post: 7707341" data-attributes="member: 53176"><p>Lets get to cracking on this one:</p><p></p><p><em><u><strong>Extra Attack</strong></u></em> (UA Ranger Only)</p><p>Well, that's kind of disheartening. Though I guess it is to be expected that going forward, any new ranger subclass isn't going to get any cool form of alternate damage, like their pet, or sneak attack dice, because they can't retroactively make the UA Ranger the Default Ranger.</p><p></p><p><strong><em><u>Horizon Walker</u></em></strong></p><p>Protecting the Prime Material from Invasive Species.</p><p></p><p><strong>Planar Magic</strong></p><p>Handy list of stuff that is useful for fighting alien threats. <em>Alter Self</em> is a bit weird, but I suppose it is useful if you are trying to adapt to a different plane.</p><p></p><p><strong>Planar Warrior</strong></p><p>You get to ignore any targets damage resistance and deal 1d6 extra damage as a bonus action. Multi-class Sorcerers are drooling for this to make sure they don't get damage-screwed. For a single-class Ranger though? It's mostly just 1d6 extra damage, with a side of not having to get a magic weapon.</p><p></p><p><strong>Portal Lore</strong></p><p>Kind of a weak ribbon that gets weaker once you note that it's only 1000' range, used once per rest, and can be totally shut down by absolutely any kind of magic that obstructs information about the portal. They would have been better off getting a "Find the Outsider" detection ability.</p><p></p><p><strong>Ethereal Step</strong></p><p><em>Etherealness</em> is the level 7 spell that just loves to be given out as a t3 ability to subclasses, and I don't know why. In theory, a level 7 spell for free each rest is really powerful, but this one ends after 6 seconds, and takes your bonus action to use. Making it more like a slightly beefed up <em>Misty Step</em>. </p><p>Still, it is handy, so long as you aren't on one of the numerous planes of existence where the spell simply doesn't work.</p><p></p><p><strong>Distant Strike</strong></p><p>Oh, <em>wow</em>. I am sure this was intended for melee rangers, but seriously, this is just trivializing combat for bow-using rangers. Never again will they be threatened by a melee combatant. Additionally, they can always pick the best place for cover, even alternating between a few spots to give the illusion that there are multiple archers raining down on the enemy, or even using it to "jump" up to some higher ground.</p><p></p><p><strong>Spectral Defense</strong></p><p>This is just <em>Uncanny Dodge</em>, with a new coat of paint.</p><p></p><p><u>Thoughts:</u></p><p>The level 3 ability is potentially abusable, but not likely to outdo a Warlock in sustained damage, or an Evoker targeting an elemental weakness for burst.</p><p>The level 11 ability though, that's a game changer for any proper Ranger.</p><p></p><p><strong><em><u>Primeval Guardian</u></em></strong></p><p>This is what "Circle of the Sun" for Druids could have been, and they had to go and toss it to the Ranger. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p><strong>Guardian Magic</strong></p><p>Some Druid spells, they are ok.</p><p></p><p><strong>Guardian Soul</strong></p><p>It's more flash than substance, but it's workable, and interesting at least. You get 5' extra reach, temp HP each round, and large size, the downside is your movement becomes 5'. But if you are a UA Ranger you can use your bonus action to dash at level 8 and get 10' of movement~</p><p>You could use your large size to bypass some hazards or obstacles, maybe move a really heavy rock, but it doesn't do much for damage. Handy for Small Folk who want to use a greatsword or longbow at least.</p><p></p><p>You could theoretically make a Ranger Defender with this, they do have the hit die for it, and they do get shields (medium armor still isn't that good). Additionally you could use a whip, or alternatively a pole-arm for extra-extra reach to make up for that 5' move per turn. It is something to consider if your DM uses the optional Marking Mechanic in the DMG at least. Maybe just talk your DM into doing only dungeon crawls, tight spaces are to your benefit with this subclass. Or just use a Bow, Rangers get bows you know, it's not like they have to be a defender, they could just be an extra-resilient artillery.</p><p></p><p>But any way you slice it, this ability needs more speed. 15' is where I would say the sweet spot is. </p><p></p><p><strong>Piercing Thorns</strong></p><p>Less useful than <em>Planar Warrior</em>. HOWEVER, it doesn't require a bonus action, letting you dash to your wooden little heart's content at level 8. Or maybe dual wield I guess. I get the feeling there should be some kind of harassment rider on this ability. </p><p></p><p><strong>Ancient Fortitude</strong></p><p>It's a way better <em>Second Wind</em>. It heals for more, and raises to HP cap so you can Pre-buff. If you don't want to level dip into fighter for your self-healing needs, this will more than cover it.</p><p></p><p><strong>Rooted Defense</strong></p><p>This is much to late for a defender mechanic. Fortunately, it also works as a defensive mechanic for those tree-rangers who decided to keep using their bow. Unfortunately, tree-rangers are still stuck with 5' of movement.</p><p></p><p><strong>Guardian Aura</strong></p><p>That's actually quite a bit of healing for free. The main concern, however, should be how players can keep getting knocked down to 0 or less hp, then spring up fresh as a daisy for the next round of combat, perpetually Tubthumping their way though any fight. This should be an AoE temporary HP bonus simply to avoid problems with providing a source of eternal healing. Or they could scrap it for something else, like some kind of Amber-Sap-Blood that traps enemies when they strike the Ranger. That's a thing trees do.</p><p></p><p><u>Thoughts:</u></p><p>This should be a Druid Circle. It's <em>too</em> slow. It seems to be a defender, but doesn't get any real defenderish abilities until level 11. The AoE heal has problems. And where is the ribbon that lets the PC photosynthesize?</p><p>The thought of a PC turing into a tree is cool enough on it's own. Gnomes becoming large and in charge is hilarious, and something exotic like a warforged getting in touch with it's inner organic parts could be an interesting character arc.</p><p></p><p><strong><em><u>Rogue: Scout</u></em></strong></p><p>Joining the list of ill-chosen subclass names, this subclass goes the extra mile and shares a name with a different subclass for the Fighter, which is also a Ranger-light. Making it the most confusing out of it's shared-name piers.</p><p></p><p><strong>Survivalist</strong></p><p>Two more skills for the Rogue (Nature and Survival) and the Rogue automatically gets double the proficiency bonus in them. This is similar to what the Fighter gets (3 skills and they get to use superiority dice on them). But the most interesting part of this ability is that it can potentially stack with Expertise. Why would you want to? I have no idea, neither of those two skills have any kind of DC that would require such a high number.</p><p></p><p><strong>Skirmisher</strong></p><p>This isn't as useful for a Rogue as it would be for another class. <em>Uncanny Dodge</em>, and the highly coveted OA compete for the Rogue's Reaction. While <em>Cunning Action</em> lets the Rogue Disengage as a Bonus Action during their normal turn should they need to get away. That said, this can save you from being surrounded by enemies, but such an event is too rare to warrant making an entire class feature around it. Natural Explorer (what the Fighter and the Ranger Proper get) is a much more interesting and useful ability.</p><p></p><p><strong>Superior Mobility</strong></p><p>+10' to speed, but only for walking, climbing, and swimming. Aarakocra can go lay an egg. It's ok, but other classes get it earlier, better, and with better movement type coverage. All told, a bit boring and overly restricted.</p><p></p><p><strong>Ambush Master</strong></p><p>An interesting take on ambushes. Instead of damage, your entire party gets a speed bonus if you can get the drop on your enemies. Useful, fun for the entire group, and doesn't create highly situational and absurd DPR spikes in a few encounters. I rather like it.</p><p></p><p><strong>Sudden Strike</strong></p><p>At level 17 the Rogue can double their DPR, but only if they are fighting two targets and use their bonus action to do so. This, is kind of nuts, considering they have access to bows. Granted, it doesn't do nearly as much against a single boss monster fight, but who runs single boss monsters anymore?</p><p></p><p><u>Thoughts:</u></p><p>The Scout(Rogue) suffers from a plethora of problems. It is easily confused with Scout(Fighter). It isn't mechanically interesting until level 13. And it's a beast at level 17.</p><p>But, by far and large, the worst problem with this subclass is the implication that it's the only idea that they had for the Rogue. I know the Rogue has an expanded selection of existing subclasses to pick from. But having only one thing (which is a variant of something they did for the fighter already) makes me wonder. </p><p></p><p>Then again, this could just be something they had left over from the Kits of Old UA, and stuck it on to the Ranger document so they could pad it out a bit. We will see next week.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7707341, member: 53176"] Lets get to cracking on this one: [I][U][B]Extra Attack[/B][/u][/i] (UA Ranger Only) Well, that's kind of disheartening. Though I guess it is to be expected that going forward, any new ranger subclass isn't going to get any cool form of alternate damage, like their pet, or sneak attack dice, because they can't retroactively make the UA Ranger the Default Ranger. [B][I][U]Horizon Walker[/U][/I][/B] Protecting the Prime Material from Invasive Species. [B]Planar Magic[/B] Handy list of stuff that is useful for fighting alien threats. [I]Alter Self[/I] is a bit weird, but I suppose it is useful if you are trying to adapt to a different plane. [B]Planar Warrior[/B] You get to ignore any targets damage resistance and deal 1d6 extra damage as a bonus action. Multi-class Sorcerers are drooling for this to make sure they don't get damage-screwed. For a single-class Ranger though? It's mostly just 1d6 extra damage, with a side of not having to get a magic weapon. [B]Portal Lore[/B] Kind of a weak ribbon that gets weaker once you note that it's only 1000' range, used once per rest, and can be totally shut down by absolutely any kind of magic that obstructs information about the portal. They would have been better off getting a "Find the Outsider" detection ability. [B]Ethereal Step[/B] [I]Etherealness[/I] is the level 7 spell that just loves to be given out as a t3 ability to subclasses, and I don't know why. In theory, a level 7 spell for free each rest is really powerful, but this one ends after 6 seconds, and takes your bonus action to use. Making it more like a slightly beefed up [I]Misty Step[/I]. Still, it is handy, so long as you aren't on one of the numerous planes of existence where the spell simply doesn't work. [B]Distant Strike[/B] Oh, [I]wow[/I]. I am sure this was intended for melee rangers, but seriously, this is just trivializing combat for bow-using rangers. Never again will they be threatened by a melee combatant. Additionally, they can always pick the best place for cover, even alternating between a few spots to give the illusion that there are multiple archers raining down on the enemy, or even using it to "jump" up to some higher ground. [B]Spectral Defense[/B] This is just [I]Uncanny Dodge[/I], with a new coat of paint. [U]Thoughts:[/U] The level 3 ability is potentially abusable, but not likely to outdo a Warlock in sustained damage, or an Evoker targeting an elemental weakness for burst. The level 11 ability though, that's a game changer for any proper Ranger. [B][I][U]Primeval Guardian[/U][/I][/B] This is what "Circle of the Sun" for Druids could have been, and they had to go and toss it to the Ranger. :( [B]Guardian Magic[/B] Some Druid spells, they are ok. [B]Guardian Soul[/B] It's more flash than substance, but it's workable, and interesting at least. You get 5' extra reach, temp HP each round, and large size, the downside is your movement becomes 5'. But if you are a UA Ranger you can use your bonus action to dash at level 8 and get 10' of movement~ You could use your large size to bypass some hazards or obstacles, maybe move a really heavy rock, but it doesn't do much for damage. Handy for Small Folk who want to use a greatsword or longbow at least. You could theoretically make a Ranger Defender with this, they do have the hit die for it, and they do get shields (medium armor still isn't that good). Additionally you could use a whip, or alternatively a pole-arm for extra-extra reach to make up for that 5' move per turn. It is something to consider if your DM uses the optional Marking Mechanic in the DMG at least. Maybe just talk your DM into doing only dungeon crawls, tight spaces are to your benefit with this subclass. Or just use a Bow, Rangers get bows you know, it's not like they have to be a defender, they could just be an extra-resilient artillery. But any way you slice it, this ability needs more speed. 15' is where I would say the sweet spot is. [B]Piercing Thorns[/B] Less useful than [I]Planar Warrior[/I]. HOWEVER, it doesn't require a bonus action, letting you dash to your wooden little heart's content at level 8. Or maybe dual wield I guess. I get the feeling there should be some kind of harassment rider on this ability. [B]Ancient Fortitude[/B] It's a way better [I]Second Wind[/I]. It heals for more, and raises to HP cap so you can Pre-buff. If you don't want to level dip into fighter for your self-healing needs, this will more than cover it. [B]Rooted Defense[/B] This is much to late for a defender mechanic. Fortunately, it also works as a defensive mechanic for those tree-rangers who decided to keep using their bow. Unfortunately, tree-rangers are still stuck with 5' of movement. [B]Guardian Aura[/B] That's actually quite a bit of healing for free. The main concern, however, should be how players can keep getting knocked down to 0 or less hp, then spring up fresh as a daisy for the next round of combat, perpetually Tubthumping their way though any fight. This should be an AoE temporary HP bonus simply to avoid problems with providing a source of eternal healing. Or they could scrap it for something else, like some kind of Amber-Sap-Blood that traps enemies when they strike the Ranger. That's a thing trees do. [U]Thoughts:[/U] This should be a Druid Circle. It's [I]too[/I] slow. It seems to be a defender, but doesn't get any real defenderish abilities until level 11. The AoE heal has problems. And where is the ribbon that lets the PC photosynthesize? The thought of a PC turing into a tree is cool enough on it's own. Gnomes becoming large and in charge is hilarious, and something exotic like a warforged getting in touch with it's inner organic parts could be an interesting character arc. [B][I][U]Rogue: Scout[/U][/I][/B] Joining the list of ill-chosen subclass names, this subclass goes the extra mile and shares a name with a different subclass for the Fighter, which is also a Ranger-light. Making it the most confusing out of it's shared-name piers. [B]Survivalist[/B] Two more skills for the Rogue (Nature and Survival) and the Rogue automatically gets double the proficiency bonus in them. This is similar to what the Fighter gets (3 skills and they get to use superiority dice on them). But the most interesting part of this ability is that it can potentially stack with Expertise. Why would you want to? I have no idea, neither of those two skills have any kind of DC that would require such a high number. [B]Skirmisher[/B] This isn't as useful for a Rogue as it would be for another class. [I]Uncanny Dodge[/I], and the highly coveted OA compete for the Rogue's Reaction. While [I]Cunning Action[/I] lets the Rogue Disengage as a Bonus Action during their normal turn should they need to get away. That said, this can save you from being surrounded by enemies, but such an event is too rare to warrant making an entire class feature around it. Natural Explorer (what the Fighter and the Ranger Proper get) is a much more interesting and useful ability. [B]Superior Mobility[/B] +10' to speed, but only for walking, climbing, and swimming. Aarakocra can go lay an egg. It's ok, but other classes get it earlier, better, and with better movement type coverage. All told, a bit boring and overly restricted. [B]Ambush Master[/B] An interesting take on ambushes. Instead of damage, your entire party gets a speed bonus if you can get the drop on your enemies. Useful, fun for the entire group, and doesn't create highly situational and absurd DPR spikes in a few encounters. I rather like it. [B]Sudden Strike[/B] At level 17 the Rogue can double their DPR, but only if they are fighting two targets and use their bonus action to do so. This, is kind of nuts, considering they have access to bows. Granted, it doesn't do nearly as much against a single boss monster fight, but who runs single boss monsters anymore? [U]Thoughts:[/U] The Scout(Rogue) suffers from a plethora of problems. It is easily confused with Scout(Fighter). It isn't mechanically interesting until level 13. And it's a beast at level 17. But, by far and large, the worst problem with this subclass is the implication that it's the only idea that they had for the Rogue. I know the Rogue has an expanded selection of existing subclasses to pick from. But having only one thing (which is a variant of something they did for the fighter already) makes me wonder. Then again, this could just be something they had left over from the Kits of Old UA, and stuck it on to the Ranger document so they could pad it out a bit. We will see next week. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Latest Unearthed Arcana Introduces Rogue & Ranger Archetypes
Top