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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="Benjamin Olson" data-source="post: 9692616" data-attributes="member: 6988941"><p>Well the basic 2024 Wizard chassis is pretty strong, and it's a good thing too because WotC seems to want to make all the Wizard subclasses a little underwhelming.</p><p></p><p>I used to play a 5e Conjuration Wizard and my favorite part was Minor Conjuration. It had little practical value, but every use of it was a creative exercise and and I had a lot of fun. That wizard used a conjured wand for her arcane focus, because she had style dammit. Now the feature is gone and instead they get earlier access to Benign transposition, which, more often than not, is just a free Misty Step. Basically WotC has decided 30 foot teleportations are balanced and so rather than trying anything they have to playtest they just hand out 30 foot teleporations to subclasses like candy.</p><p></p><p>The Necromancer has thematic abilities, but they don't really help with the care and feeding of an unholy army of the damned until level 14. I get that the giant army of raised zombies can be a pain at the table, but either support it or remove it from the game. Nobody signs up for necromancer just so they can do another generic spirit summons spell (except with an undead theme!) they want to lead an army of disgusting corpses of their enemies. Really, from an army optimization standpoint, you might be better off using Evoker for a Necromancer, as then you wouldn't lose minions to your own fireballs. And the core problem of being a Necromancer, not getting to raise the dead and feel like a real Necromancer until level 5, remains. Give them a skeletal familiar or something.</p><p></p><p>Supporting the Enchanter being a party face is great, and its a good thing because the rest of what they get doesn't amount to a whole lot. I think the Transmuter got dealt the best hand of this bunch here mechanically, but thematically it's just all transmuter stone all the time, and really the Master Transmuter options are the only part with much real flavor to them (and they should have more, let them turn some lead to gold or something!)</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 9692616, member: 6988941"] Well the basic 2024 Wizard chassis is pretty strong, and it's a good thing too because WotC seems to want to make all the Wizard subclasses a little underwhelming. I used to play a 5e Conjuration Wizard and my favorite part was Minor Conjuration. It had little practical value, but every use of it was a creative exercise and and I had a lot of fun. That wizard used a conjured wand for her arcane focus, because she had style dammit. Now the feature is gone and instead they get earlier access to Benign transposition, which, more often than not, is just a free Misty Step. Basically WotC has decided 30 foot teleportations are balanced and so rather than trying anything they have to playtest they just hand out 30 foot teleporations to subclasses like candy. The Necromancer has thematic abilities, but they don't really help with the care and feeding of an unholy army of the damned until level 14. I get that the giant army of raised zombies can be a pain at the table, but either support it or remove it from the game. Nobody signs up for necromancer just so they can do another generic spirit summons spell (except with an undead theme!) they want to lead an army of disgusting corpses of their enemies. Really, from an army optimization standpoint, you might be better off using Evoker for a Necromancer, as then you wouldn't lose minions to your own fireballs. And the core problem of being a Necromancer, not getting to raise the dead and feel like a real Necromancer until level 5, remains. Give them a skeletal familiar or something. Supporting the Enchanter being a party face is great, and its a good thing because the rest of what they get doesn't amount to a whole lot. I think the Transmuter got dealt the best hand of this bunch here mechanically, but thematically it's just all transmuter stone all the time, and really the Master Transmuter options are the only part with much real flavor to them (and they should have more, let them turn some lead to gold or something!) [/QUOTE]
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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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