Unearthed Arcana Unearthed Arcana: Four New Subclasses

There's a new Unearthed Arcana from Ben Petrisor, Dan Dillon, Bill Benham, Jeremy Crawford, F. Wesley Schneider. This one has four new subclasses Path of the Beast (Barbarian), Way of Mercy (Monk), Oath of the Watchers (Paladin), Noble Genie (Warlock).


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Russ Morrissey

Russ Morrissey

doctorbadwolf

Heretic of The Seventh Circle
Part of it is that many of these abilities aren't terribly useful.

Starting with the level 1 ability. It does only two things. It gives the warlock a bonus to perception, and it allows them to cast spells from the space of the bound creature. They can set up the bound between 3 or 4 times a day, and it lasts an hour.

Now, casting from someone else's space does have some uses. I won't deny that. But, the example of binding the rogue and letting them scout probably doesn't work. Because the tether is visible (so the guards or monsters might wonder why a string of fire is hanging in the middle of a hall and follow it to either the rogue or the party) and while you can cast from the space, you cannot see from the space. So, let us say that the rogue is ninety feet ahead, and sees a cave full of goblins. It would be awesome to cast Hunger of Hadar into that cave and mess them up. But you likely can't. Because you don't know the spell is ready to be cast, you have no way to communicate with the rogue.

Weirdly, another limitation I thought there was was the limitation of spells being cast "to a point you can see" but both the examples I looked at (Hunger of Hadar and Shatter) just have something happen to a point within range. Which is odd, since that would allow you to cast through a closed door. But, I'm sure these are anomalies. Generally, you have to see the target to cast the spell, and that still applies whether or not you can deliver the spell from the bound creatures space.


The only two improvements on the bond include granting resistance and the Protective Wish.

The resistance is decent, it covers you and one ally. But the wish is odd. Warlocks aren't tanks, so you would rarely want to teleport and take the blow aimed at your bound companion. This warlock offers no benefits from being in melee, so they will likely be a back liner. This means not only are they less likely to be attacked, but when they use this ability to teleport say, their barbarian friend, and swap places, they are going to end up on the frontline and the barbarian ends up in the back. And, actually, that is a dangerous consideration. Let us say a single enemy charges the warlock and hits them, but the barbarian is in melee with three enemies who haven't gone yet. Tactically, you do not want to use this ability. Because it puts both characters out of position and is likely to cause your warlock to take more damage.

It can be fun and useful, but it is niche, which is why I think they get two abilities at level 10. This wish is just not terribly useful, in general. But, it is one of only two improvements to this binding, which is their only level 1 ability.

So, by level 10, the most you get out of this subclass in general, is the ability to grant a single ally fire resistance for an hour. Which, just saves someone a Protection From Energy spell slot. It just, isn't great.
Why would I care about that at this stage, though? The concepts are what matter.
 

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doctorbadwolf

Heretic of The Seventh Circle
Beast looks cool overall but I still hate that 5E didn't do a better job clearing up the difference between weapons, melee attacks, unarmed strikes, natural weapons, etc, etc.

In general, abilities that grant natural weapons aren't all that great and create confusion. I've read up the differences and I still have questions every time.

For example, can natural weapons be used with Reckless Attack? Reckless Attack states "...advantage on melee weapon attacks using Strength...". 🤯
It’s actually simple. Yes. Natural weapons and unarmed strikes can be used to make melee weapon attacks.
 

First off, love everything but the Genie pact, which, while I love the concept, probably needs to go back to the drawing board.

Now for a wild theory. These last six months or so of UAs seem to keep flipping between the outer and inner planes (in the same UA as well as overall). How about a two or three book connected set this fall?

Guide to the Inner Planes - Feywild/Shadowfell, Elemental Planes, Overview of select classic settings (Greyhawk, Dragonlance, Dark Sun, Nerith, etc); along with new player options
and
Guide to the Outer Planes - Outer Planes, Sigil, Spelljammer; along with new player options

or

Players Guide to the Multiverse- Classes, Spells and alternate player rules for the D&D Multiverse
and
DMs Guide to the Multiverse - Guide to inner and outer planes along with overview of select classic prime material settings
and
Monsters of the Multiverse - Monster Book to support DMs Guide
Based on 5E thus far, I think it’ll be all of this, except just one book.
 

Chaosmancer

Legend
I worded it to synergise with Pact of the Chain (it can turn your imp or sprite into an elemental). I don't think the financial cost of FF is a big deal, just a minor slap on the wrist for getting your familiar killed.

Gaining Find Familiar isn't itself a big deal either, it's easy to pick it up with Book Pact or feats.

How does turning into an elemental matter at all? I mean, I guess if something was designed to only keep out fey, but you could just resummon your familiar as an Imp via RAW if that was the case.


And, again, I'm not sold on giving a major part of a pact to a single patron. Sure, You can get it via tome, or via feat, or via a ring of spell storing and a friendly wizard, but that doesn't seem to justify it to me.

Take Bladelocks for a counter example. Is their major thing getting a martial weapon? You can do that but multi-classing, a feat, ect. But, their weapon is special in that it can be any weapon, they are always proficient and it can be summoned at-will. Even when they made the Hexblade which was a warlock which granted martial weapons, and made them CHA based, pact of the Blade still had a place, because only pact of the Blade Hexlocks can use Heavy weapons like Greatswords and Polearms with their Cha.

Your just giving Find Familiar to the Genie-lock isn't like that.


Why would I care about that at this stage, though? The concepts are what matter.

Because poor execution kills concepts. We've seen it in other versions. The Sea and Pheonix Sorcerers were cool concepts. They died because they were not executed well. I don't want the Genie-Lock to go that route, because I do think it is an awesome idea.
 

Parmandur

Book-Friend
I've heard about Thunderbolt Fantasy! It's definitely on my to-watch list.

If you check out Ice Fantasy, I strongly recommend watching the first two episodes before you make up your mind about it. The first episode ends in a weird place and really just introduces the main characters. The second episode is where things really get going.


Yes, this show is the best: I thought about the Healer Clan with this Monk Subclass, too. Wouldn't shock me if someone at Wizards also saw this on Netflix.
 



Undrave

Hero
I LOVE THAT THING TO DEATH! Where can I find the subtitled version? I've been wanting to introduce my friends to it, but I can only find short clips online with subtitles. (Send me a PM if you prefer.)
Yes, please PM me, too. I think I need that.
Unfortunately I am in the same boat as you all; nothing but a handful of subtitled scenes.

What are the rules on here about fansubs? 'cause I know who fansubbed both seasons...

EDIT: Hmm... no longer on their blog...weird. They're probably still floating around though...
 


Incorrect, Ki progression is geometric since it is a short rest refreshed resource
I'm afraid your mathematical knowledge is lacking. If you multiply a linear function you get a linear function. If function F is linear then 3F is also linear.

A level 20 monk has 10 times the ki of a level 2 monk. This ratio does not change for long or short rests. 20/2 = 60/6.

Using spell points, a 20th level caster has 22.2 (to 1 dp) times as many spell points as a 2nd level caster. To put it another way, if ki scaled in the same way spell points a 20th level monk should have 44 ki points. This is all done on ratios, so long rest/short rest changes nothing.
 
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Parmandur

Book-Friend
I'm afraid your mathematical knowledge is lacking. If you multiply a linear function you get a linear function. If function F is linear then 3F is also linear.

A level 20 monk has 10 times the ki of a level 2 monk. This ratio does not change for long or short rests. 20/2 = 60/6.

Using spell points, a 20th level caster has 22.2 (to 1 dp) times as many spell points as a 2nd level caster. To put it another way, if ki scaled in the same way spell points a 20th level monk should have 44 ki points. This is all done on ratios, so long rest/short rest changes nothing.

Me degree are in English, so me reading comprehension be real good but math are hard.

Nevertheless, a Level 2 Monk will have 6 Ki points a day, while a Paladin/Ranger/Artificer will have 4 Spell Points. At Level 20, the Monk will have 60 Ki, with the potential for mucb more if they sneak in a bonus short rest, whereas the Paladin/Ranger/Artificer will have 64 Spell Points with no chance to get more. They stay within a few points of each other at all steps up the 20 Level ladder. The Monk is a short rest recharging half-caster, just as the Warlock is a short rest full caster, when you break it all down.

Additionally, Ki points can be demonstrated to ha e an identical value to DMG Spell Points through various Monk powers, though it is particularly obvious in the case of the Way of the Four Elements (which people get frustrated with for having the same Spell capability of other half-casters, to which the designers can only rationally respond by shrugging and suggesting a different Subclass). As such, half a Level 1 Spell Slot for half a Cure Wounds, albeit one that scales up with Monk Level, is exceedingly fair.
 

Me degree are in English, so me reading comprehension be real good but math are hard.
My degree is in in Astrophysics, and I teach Maths, so you can trust me when I say I know what I'm talking about.

What you are observing with half casters is a phenomena which is key to calculus - if you look at a small enough part of a curve it starts to approximate to a straight line. But monks are not half casters - they are far more dependant on ki than a ranger is on spell points.
 

Thurmas

Explorer
Barbarian: I like it. I really like the feel of a lycan or vampire. My only real complaint is the first ability at 3. I'd like to see you get both the bite and claws when you transform, and not get the tail. This does limit the general beast option more, but improves the lycan or vampire aspect. 2 Bite attacks, 2 (3) claw attacks, 1 bite, 1 (2) claw attacks. From a damage standpoint I don't think that sounds unreasonable and really reinforces the bestial nature of attacking with tooth and nail. The tail, while useful, goes in a different direction.

Monk: Looks good overall. Not really something I would play personally, but an interesting concept. The Noxious Aura reads a bit too much as bad body odor to me.

Paladin: Spells, awesome. Worthwhile additions that mean you just won't be using them all to smite. Channel Divinity gives some good options that make it worth using. The aura is very thematic. I like the Vigilant Rebuke, although I'm not really sure that it fits the Watcher theme as much. The Capstone seems like one of the weaker capstones, but being a bonus action helps to balance it. It makes me wish the other capstones were bonus actions, even if their power decreased.

Warlock: A good concept, but the powers are all over the place. I just don't understand how the tethered creature correlates to a Genie. Genie's Entertainment is the only one that seems to fit. Collector's Call, while useful, has a clunky mechanic. It encourages multiclassing for expertise and punishes using items like Rod of the Pact Keeper that increase your spell DC.
 

Parmandur

Book-Friend
My degree is in in Astrophysics, and I teach Maths, so you can trust me when I say I know what I'm talking about.

What you are observing with half casters is a phenomena which is key to calculus - if you look at a small enough part of a curve it starts to approximate to a straight line. But monks are not half casters - they are far more dependant on ki than a ranger is on spell points.

I'm not sure why you would say that: the Ranger and Paladin have plenty of Spell slot dependency, while the Monk's bread and butter is not Ki dependent at all: a naked Monk with no weapons at higher levels can have 20 AC and make three d10 magic weapon attacks and move a billion feet with no Ki usage.
 

My degree is in in Astrophysics, and I teach Maths, so...
So, can you explain when/why it stopped being Math or Mathematics and became 'Maths?'
(which my spellchecker righteously underlines in red)
;)


(Edit: British usage? ... funny I missed that, all these years, and here I'd always thought I'd watched too much Dr Who in the 80s...)
 
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