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New D&D Unearthed Arcana Reveals Two New Subclasses for Monk and Sorcerer, Plus Revamps For Seven More
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<blockquote data-quote="Kobold Avenger" data-source="post: 9692489" data-attributes="member: 779"><p>My initial thoughts on these subclasses:</p><p></p><p><strong>Arcana Domain Cleric</strong></p><ul> <li data-xf-list-type="ul">They seem to be all about undoing and countering magic, even more so with the free castings on dispel magic. Though I'll note it it's with Cure Wounds and not Healing Word that it can be used with.</li> <li data-xf-list-type="ul">They don't get fireball, but being able to learn any Wizard cantrip is quite a bonus when combined with Potent Spellcasting</li> <li data-xf-list-type="ul">Being able to cast a 6th, 7th, 7th and 9th level spell from the Wizard spell list I guess is the big payoff for this subclass. It'll probably be Meteor Swarm, since Clerics sort of have Wish covered.</li> </ul><p><strong>Arcane Archer Fighter</strong></p><ul> <li data-xf-list-type="ul">With the choice between Prestidigitation and Druidcraft as cantrips, I think I'd most certainly pick Prestidigitation in all cases.</li> <li data-xf-list-type="ul">Arcane Archers can now their abilities with guns, that's a big plus</li> <li data-xf-list-type="ul">They can use Arcane Shot more often, though that makes intelligence more important now.</li> <li data-xf-list-type="ul">Overall, I feel like they'll be using their magic more often unlike the previous one that had only 2 uses.</li> </ul><p><strong>Tattooed Warrior Monk</strong></p><ul> <li data-xf-list-type="ul">Horse tattoo, even more speed for the Monk!</li> <li data-xf-list-type="ul">Crane, well I guess I have to think of using Flurry of Blows first.</li> <li data-xf-list-type="ul">Celestial Tattoos aren't as impressive though a Monk with Misty Step or invisibility is something to watch out for</li> <li data-xf-list-type="ul">Nature Tattoos, I feel these could be always on (pick at long rest), because they take magic action to use to cast, cost 3 points and only last 1 minute, which I feel it means they're not getting used.</li> <li data-xf-list-type="ul">Beholder tattoo I feel it needs to be more about blasting and less about the big eye</li> <li data-xf-list-type="ul">Blink Dog tattoo I feel should be 2 points since you're already using a focus point to use patient defense.</li> </ul><p><strong>Ancestral Sorcerer</strong></p><ul> <li data-xf-list-type="ul">I guess it makes sense a Sorcerer decedent of a Wizard might be good at Arcana</li> <li data-xf-list-type="ul">Free usage of Dispel Magic and Counterspell is good for those Innate Sorcery moments</li> <li data-xf-list-type="ul">This subclass is very much dependent on Innate Sorcery though, they'll probably be spending sorcery points to invoke Innate Sorcery</li> <li data-xf-list-type="ul">Not losing concentration to damage though, that's a big draw to this subclass.</li> <li data-xf-list-type="ul">Manifesting one's ancestor through the Visage of the Ancestors and some spells like the Spirit Guardians, I guess is evocative for a subclass that was once the default assumption of a Sorcerer.</li> </ul><p><strong>Hexblade Warlock</strong></p><ul> <li data-xf-list-type="ul">Curse can be combined with certain spells like Hex or Bestow Curse, what other spells count as a curse though?</li> <li data-xf-list-type="ul">Unyielding Will potentially gets a Hexblade into melee</li> <li data-xf-list-type="ul">They're still very much about the Pact of the Blade, though some of those do work with something like Eldritch Blase</li> </ul><p><strong>Conjurer Wizard</strong></p><ul> <li data-xf-list-type="ul">I see that the emphasis is on Benign Transposition, but is recharging it the same as just casting Misty Step?</li> <li data-xf-list-type="ul">Overall while the changes aren't significant, I feel there's been a lot of changes to conjuration spells that changes this subclass in practice a lot. Unbreakable Conjure Minor Elementals for one thing.</li> </ul><p><strong>Enchanter Wizard</strong></p><ul> <li data-xf-list-type="ul">I feel that Enchanters should be good at using skills like Deception, Diplomacy or Intimidation, good thing they can add INT to those checks now</li> <li data-xf-list-type="ul">So Enchanters are good at getting out of the way now...</li> <li data-xf-list-type="ul">Damage reduction with the chance of doing some damage instead of charming them to hit someone else, not completely sold on that change</li> <li data-xf-list-type="ul">Bolstering Belief, Power Word Fortify is a fairly good spell that Wizards don't get so I feel this is a good big one to pull out before a big fight.</li> </ul><p><strong>Necromancer Wizard</strong></p><ul> <li data-xf-list-type="ul">No more having to just kill a creature with necromancy to gain temp HP</li> <li data-xf-list-type="ul">Of course I think Necromancers should get resistance to necrotic damage (though less useful for certain species like Chthonic Tieflings)</li> <li data-xf-list-type="ul">Ignoring Necrotic resistance is also a plus for necromancers</li> <li data-xf-list-type="ul">Undead Thralls, it at least addresses the big problem I had with the earlier Necromancer and the dependence on Animate Dead. That spell is still broken, but at least the Necromancer is more playable now</li> <li data-xf-list-type="ul">Undead Secrets, cheating death if you put aside a level 4+ spell everyday. But I do like the bloodied teleport thing out of those 2 features.</li> <li data-xf-list-type="ul">Bolster Undead though can be really broken with the 9th level casting of Animate Dead, which is something they need to avoid.</li> </ul><p><strong>Transmuter Wizard</strong></p><ul> <li data-xf-list-type="ul">Transmuter's stone gives a lot of versatility, especially when you can change it's benefits any time you use a spell slot</li> <li data-xf-list-type="ul">Split Transmutation is part of the new trend of a free higher level slot if it's number of targets</li> <li data-xf-list-type="ul">Overall I like the changes to this one.</li> </ul></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 9692489, member: 779"] My initial thoughts on these subclasses: [B]Arcana Domain Cleric[/B] [LIST] [*]They seem to be all about undoing and countering magic, even more so with the free castings on dispel magic. Though I'll note it it's with Cure Wounds and not Healing Word that it can be used with. [*]They don't get fireball, but being able to learn any Wizard cantrip is quite a bonus when combined with Potent Spellcasting [*]Being able to cast a 6th, 7th, 7th and 9th level spell from the Wizard spell list I guess is the big payoff for this subclass. It'll probably be Meteor Swarm, since Clerics sort of have Wish covered. [/LIST] [B]Arcane Archer Fighter[/B] [LIST] [*]With the choice between Prestidigitation and Druidcraft as cantrips, I think I'd most certainly pick Prestidigitation in all cases. [*]Arcane Archers can now their abilities with guns, that's a big plus [*]They can use Arcane Shot more often, though that makes intelligence more important now. [*]Overall, I feel like they'll be using their magic more often unlike the previous one that had only 2 uses. [/LIST] [B]Tattooed Warrior Monk[/B] [LIST] [*]Horse tattoo, even more speed for the Monk! [*]Crane, well I guess I have to think of using Flurry of Blows first. [*]Celestial Tattoos aren't as impressive though a Monk with Misty Step or invisibility is something to watch out for [*]Nature Tattoos, I feel these could be always on (pick at long rest), because they take magic action to use to cast, cost 3 points and only last 1 minute, which I feel it means they're not getting used. [*]Beholder tattoo I feel it needs to be more about blasting and less about the big eye [*]Blink Dog tattoo I feel should be 2 points since you're already using a focus point to use patient defense. [/LIST] [B]Ancestral Sorcerer[/B] [LIST] [*]I guess it makes sense a Sorcerer decedent of a Wizard might be good at Arcana [*]Free usage of Dispel Magic and Counterspell is good for those Innate Sorcery moments [*]This subclass is very much dependent on Innate Sorcery though, they'll probably be spending sorcery points to invoke Innate Sorcery [*]Not losing concentration to damage though, that's a big draw to this subclass. [*]Manifesting one's ancestor through the Visage of the Ancestors and some spells like the Spirit Guardians, I guess is evocative for a subclass that was once the default assumption of a Sorcerer. [/LIST] [B]Hexblade Warlock[/B] [LIST] [*]Curse can be combined with certain spells like Hex or Bestow Curse, what other spells count as a curse though? [*]Unyielding Will potentially gets a Hexblade into melee [*]They're still very much about the Pact of the Blade, though some of those do work with something like Eldritch Blase [/LIST] [B]Conjurer Wizard[/B] [LIST] [*]I see that the emphasis is on Benign Transposition, but is recharging it the same as just casting Misty Step? [*]Overall while the changes aren't significant, I feel there's been a lot of changes to conjuration spells that changes this subclass in practice a lot. Unbreakable Conjure Minor Elementals for one thing. [/LIST] [B]Enchanter Wizard[/B] [LIST] [*]I feel that Enchanters should be good at using skills like Deception, Diplomacy or Intimidation, good thing they can add INT to those checks now [*]So Enchanters are good at getting out of the way now... [*]Damage reduction with the chance of doing some damage instead of charming them to hit someone else, not completely sold on that change [*]Bolstering Belief, Power Word Fortify is a fairly good spell that Wizards don't get so I feel this is a good big one to pull out before a big fight. [/LIST] [B]Necromancer Wizard[/B] [LIST] [*]No more having to just kill a creature with necromancy to gain temp HP [*]Of course I think Necromancers should get resistance to necrotic damage (though less useful for certain species like Chthonic Tieflings) [*]Ignoring Necrotic resistance is also a plus for necromancers [*]Undead Thralls, it at least addresses the big problem I had with the earlier Necromancer and the dependence on Animate Dead. That spell is still broken, but at least the Necromancer is more playable now [*]Undead Secrets, cheating death if you put aside a level 4+ spell everyday. But I do like the bloodied teleport thing out of those 2 features. [*]Bolster Undead though can be really broken with the 9th level casting of Animate Dead, which is something they need to avoid. [/LIST] [B]Transmuter Wizard[/B] [LIST] [*]Transmuter's stone gives a lot of versatility, especially when you can change it's benefits any time you use a spell slot [*]Split Transmutation is part of the new trend of a free higher level slot if it's number of targets [*]Overall I like the changes to this one. [/LIST] [/QUOTE]
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