New Unearthed Arcana Released, With 8 New Forgotten Realms-Themed Subclasses

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Today, Wizards of the Coast has announced a new Unearthed Arcana playtest featuring eight new Dungeons & Dragons subclasses that will appear in the upcoming Forgotten Realms Player's Guide. The new subclasses include five classes tied to Forgotten Realms regions, as well as the return of the Knowledge Domain Cleric subclass from the 2014 Player's Handbook and the Bladesinger Wizard subclass and Purple Dragon Knight Fighter subclass from the Sword Coast Adventurer's Guide.

Each of the five remaining subclasses are themed to one of the five regions explored in the Forgotten Realms Adventure Guide also coming out in November. The College of the Moon Bard subclass is tied to the Moonshae Isles, the Winter Walker Ranger subclass is tied to Icewind Dale, and the Oath of the Noble Genies is tied to Calimshan. The Scion of The Three is tied to the Dead Three (of Baldur's Gate fame). Meanwhile, Spellfire Sorcery dates back to 2nd Edition and can both heal allies and harm foes.

The eight new subclasses can be found below:
  • College Of The Moon (Bard)
  • Knowledge Domain (Cleric)
  • Purple Dragon Knight (Fighter)
  • Oath Of The Noble Genies (Paladin)
  • Winter Walker (Ranger)
  • Scion Of The Three (Rogue)
  • Spellfire Sorcery (Sorcerer)
  • Bladesinger (Wizard)
The Forgotten Realm's Players Guide comes out on November 11th.
 

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Christian Hoffer

Christian Hoffer

I know you're trying to make some point about cost of scrolls vs. cost of armor, but this is...dubious advice.

I just finished a 1st-thru-20th level D&D campaign, which had far more than just 80 days of overland travel through a single swamp. Some days there were only one or two random encounters, most days there were none, but nobody gained 20 levels in the time it took them to explore the swamp.

If you use XP and you have standard days, going from level 1-20 should take about 35-40 days

If you are doing overland or exploration days with only 1 or 2 fights, then using the spell slot doesn't matter.

Either way, the argument that getting +1 armor is better because it saves a spell slot rests on a false premise considering the rarity and cost of +1 studded in comparison to other alternatives.
 
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You use equipment weight in your games?!

Yes we use weight, it is part of the rules, it is not optional like variant encumberance (which is not used in most games I play). If you are not using weight then you are not playing RAW, which is ok but which also changes the discussion.

PCs dumping strength (like most bladesingers) are generally going to be weight limited and armor can't be squirreled away in a bag of holding.
 
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Creates more room for the Dex paladin, but probably should be unarmoured in line with the change to Bladesinger.
There is alreqdy enough room for a dex paladin. I think it needs to be either limited duration (like bladesong) or in line with other base AC calculations. They really took care that AC calculations don't stack. No reason to throw that guideline to the winds.
 

There is alreqdy enough room for a dex paladin. I think it needs to be either limited duration (like bladesong) or in line with other base AC calculations. They really took care that AC calculations don't stack. No reason to throw that guideline to the winds.
Monk and Barbarian already have equivalent for unarmoured. Wizards are non martial, don't think Paladins need a time limited ability like this. It's a sub class choice, and Charisma is likely to be second stat, not main, unlike Int for Wizards.
 


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