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Unearthed Arcana Light, Dark, Underdark - November's Unearthed Arcana



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Close Quarter Shooter: Hell, no!
Tunnel Fighter: I don't like the name, but I can see it a campaign that I would run.
Deep Stalker Ranger: Doesn't fit anything I would run.
Shadow Sorcerer: Also doesn't fit the style of any campaign that I would run
The Undying Light Warlock: It might be a good basis for the priests in one of my campaigns if I switch to using the Warlock as the basis for priests instead of clerics.
 

I think what makes the Undying Light look weird is that the abilities would look better swapped around and tweaked. Healing Light should come online at 6th level, and be a scaling pool of d6 equal to half warlock level + Cha. Searing Vengeance and Radiant Resilience should be bumped down to 10th and 14th level, respectively.

Close Quarter Shooter is the ideal choice for casters taking a Fighter dip. Best parts of two feats AND a +1 to attack rolls on top? Sign me up!

Deep Stalker seems like an alright subclass, but I don't really play Rangers that often.

Shadow Sorcerer feels kinda like a hodgepodge of abilities, with Hound of Ill Omen as a sort of "anti-familiar."
 

Overall, this is one of the most useful UA articles I've seen.

One thing: the Undying Light Warlock could use a real patron rather than "positive energy."

Seriously, it sounds like they get their powers from reading self-help books.
 


One thing: the Undying Light Warlock could use a real patron rather than "positive energy."

Seriously, it sounds like they get their powers from reading self-help books.

As described I look at it more in terms like the worship of the Holy Light in WoW or even (as a bit of a stretch) the Force in Star Wars. I have this vision of borderline insane inquisitors with this option running around trying to purge unclean thoughts from helpless peasants...

I'm sure you could have assign some entity of unfettered creation as appropriate.
 

I see that it is becoming a trend to have some good fluff ideas backed by rough overpowered crunch. I suppose it is easier to get people to play it to do it this way and then scale it back for the book.

Automatic blinding with no saving throw is the most glaring thing to me here.

I like the idea of the close quarters shooting. I think it will be perfect after dropping the +1 to hit. I think the +2 to hit of the original archery style is too good as well. Flat bonuses to hit are dangerous.
 


Here is my take on it:
  • Close Quarters Fighting: This is OP and is almost worth an entire feat. It grants 1/3 of the benefit of Crossbow Expert, 1/3 the benefit of Sharpshooter, and grants a +1 bonus to hit on top. Compared to other fighting styles, a fighting style should never come this close to the power of a feat. The fighting style also works with ranged spell attacks as worded. If the FS only negated cover within 30ft, it would be on par with the benefits of other FS.
  • Tunnel Fighter: This one is hard to rate, as it depends entirely on how frequently you can trigger an opportunity attack. With that being said, like CQF above - this FS is much more powerful than any existing FS to date, and is probably worth a feat by itself.
  • Deep Stalker: The 3rd level benefit is useful, but not broken. It is equivalent to Cunning Action in power and results in less overall damage than a Hunter. Bonus spells and extended darkvision are nice, but not OP. Proficiency in Wisdom saves at 7th level is very interesting, and is worth 1/2 feat (Resilience). It is also interesting that the Deep Stalker gets it much earlier than Rogues or Monks. Stalker's Flurry helps offset the reduced damage that a Deep Stalker deals compared to a Hunter. I love Stalker's Dodge. Would have been nice if it came in earlier (say 6th or 11th level), but the ability is far from broken (esp. at the level it is obtained).
  • Shadow Sorcerer: Being able to see through your own darkness spells (but not the darkness effects of others) is useful, and balanced (as this feature is less powerful than devil's sight). Casting darkness for 1 SP is balanced by concentration. Strength of the Grave is OP. If this feature only worked once/short or long rest, or only worked a limited number of times/day, it would be balanced - but as written, it is too powerful. Either the DC needs to increase considerably (DC10+damage at min) or the frequency needs to be reduced. Hound of Ill Omen is a very interesting ability, although OP as written. As it is not limited to once/rest, nor does it require concentration - the Shadow Sorcerer could summon a pack of these over multiple rounds. Shadow Walk and Shadow Form are both balanced for their level. Shadow Form is comparable to a 3rd level Totem Barbarian's Bear Rage.
  • Undying Light Warlock: Bonus spells increase the warlock's damage potential, but damage is not generally the best use of a spell slot. Radiant Soul is powerful, but not broken. Adding CHA damage to your radiant/fire spells is comparable to Agonizing Blast and will compete with said (esp. in light of the bonus cantrips). Searing Vengeance is powerful, but limited. I think it is fine as written. Radiant Resilience and Healing Light appear to be balanced for their level.
 

Overall, this is one of the most useful UA articles I've seen.

One thing: the Undying Light Warlock could use a real patron rather than "positive energy."

Seriously, it sounds like they get their powers from reading self-help books.


Yeah, if I were to use this, I'd probably go old-school and say that the patron is a Xag-ya.
 

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