Unearthed Arcana Unearthed Arcana Gives You Subclasses For Monk, Ranger, and Paladin


Wrathamon

Adventurer
I wish the Monster Hunter was exploiting more the favored enemy mechanic of the base class. Something like:
- Using a reaction to stop a Lair Action against F.E
- A ribon that gives advantage on Intimidate checks against F.E and counter monster's environemental effects when long resting in a place.
- final feature to ignore one Legendary Resistance on a hit. 1/long rest.

That would be my take on a Monster Hunter.


There is some good ideas in here.

Lair action counter is a good idea ... I also hate LR as a player, so being able to be better at countering that is also interesting.

Also, immunity to fearful presence of certain monsters
 

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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
There is some good ideas in here.

Lair action counter is a good idea ... I also hate LR as a player, so being able to be better at countering that is also interesting.

Also, immunity to fearful presence of certain monsters

Thanks. From my point of view, we already have a mundane beast hunter with the Hunter archetype. This is why I think we should have a ranger slaying epic creatures like griffon, chimeras, dragons etc for those wanting the Witcher. Once we have real downtime alchemic potion/poison crafting, mixing it with the above-mentioned archetype to create this trope will satisfy a lot of players (at least at my table)
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
OK, so what's the trope of archetype behind Drunken Master?

I wondered about it when it showed up in Sword & Fist back in 3E; it finally occurred to me to ask about it.

There's a whole lot of "drunken style" Chinese martial arts. It's been popularized in fiction, especially with Jackie Chan's Drunken Master movies (which the 3e prestige class obviously takes its influence), and most recently in an episode of Marvel's Iron Fist.
 

Valetudo

Explorer
I love the drunkenmaster style in theory, but this needs some work.

I think maybe they should have looked at the 4e avenger for a unarmored pally instead of a pacifist. Enough of these builds, there are not enough of players calling for them that we need a pally version. Maybe instead of a flat plus six, you get you prof. bonus instead. That will help stop all the dipping peeps are talking about.

These UA articles are showing how the ranger is badly designed at its core. I had actually started designing a spelless ranger a ways back that I called the slayer subclass. Funny thing is that I gave it a hunters quarry and improved fighting styles, along with expertise instead of spells. One of these days I should get around to finishing it.
 

occam

Adventurer
This hasn't been mentioned yet, but the oath of redemption is an excellent start to making the equivalent of a 1e shukenja; that seems the clear intent to me. What makes it less than ideal for this purpose is the first two levels, where one is encouraged to play an armored, fully armed warrior. (That's a problem with paladin oaths in general; for something so core to the class concept, I think they should be chosen at level 1, like a cleric's domain.) Also, the paladin's spell selection isn't a great fit.

But in tone, with the paladin's class abilities added in, this does a decent job of modeling the peaceful itinerant priest. If it's not perfect, it could point the way to a clerical domain that could work better, or an alternate paladin-based class.
 

Lanliss

Explorer
This hasn't been mentioned yet, but the oath of redemption is an excellent start to making the equivalent of a 1e shukenja; that seems the clear intent to me. What makes it less than ideal for this purpose is the first two levels, where one is encouraged to play an armored, fully armed warrior. (That's a problem with paladin oaths in general; for something so core to the class concept, I think they should be chosen at level 1, like a cleric's domain.) Also, the paladin's spell selection isn't a great fit.

But in tone, with the paladin's class abilities added in, this does a decent job of modeling the peaceful itinerant priest. If it's not perfect, it could point the way to a clerical domain that could work better, or an alternate paladin-based class.

If you could think of some Oath-related level 1 abilities, I would be happy to change Paladins in my world over to that system. I imagine they would have to be pretty small bonuses, like ribbons, to avoid tipping the whole class.
 




Chaosmancer

Legend
I'm actually a bit surprised to see the harshness on these, they seem pretty good to me.

I've never really wanted a Drunken Master, but I like what I see here. First off, they don't need to actually be stupidly drunk to use their abilities meaning A) They don't need to worry about running out of booze during long adventurers and B) We don't need to start wondering about the penalties everyone else gets for drinking too much.

Drunken Technique is really good, I can attest since I've got a Swashbuckler Rogue in my game that giving a mobile class free disengages is annoyingly powerful. Limiting it to Flurry is a very good choice and, it also allows it to synergize with Intoxicated Frenzy

Which I'll jump to, because it could actually be really good. This is clearly a mob killing ability right? At 17th levels those are all 1d10+5 hits, and you can hit a total of 7 different targets. Let's say you wanted to go for broke and nova, make every hit a stunning strike. Sure, it is 8 ki, but you have a decent chance of stunning at least a few of them, and you are already disengaging and moving, with a move of 65 ft you could potentially get pretty far away.

If you don't want to use it? Fine, it actually is just improving your normal flurry, so if bearing down one target for 4 attacks is better, do that, but if you've got a few extra enemies surrounding you, hit one guy for 3 attacks and spread some love around before you flee.

I could see Tipsy sway being ki and Luck being short rest, but Sway is really the only weak link ability here. With Monks eventually getting proficiency in every save, prof+advantage is incredibly powerful.

So, I think the Drunken Master gives up some of the direct power of Open Hand and Shadow for some better mobility and defensive options.



Redemption Paladin is a really cool idea, I think. This plus the Tranquil Monk with some bards and a few other things could be a great "diplomatic service" party. The people the kingdom sends to defuse wars and deal with sensitive political situations. It requires a certain type of game and a certain type of group, but that doesn't mean it can't be well done.

I'm not too worried about the Armor of Peace (plus it helps set up the visual of the robed holy man) especially since this Paladin is encouraged to use Quarterstaffs which are not dex based. That means you either have a high strength and dex, or you keep your damage or AC lower.

Aura of the Guardian, combined with your High AC is potentially very powerful, and makes this guy the best at escort missions, but it takes a while for protective spirit to come online and keep you standing long enough to make it the best choice.

Then they just get resistance to damage caused by hostiles and hit them back for hitting you.

By the way, I think those two abilities work like this (Enemy deals 10 damage, you reduce it to 5, since the enemy dealt 10 damage they take 5) which prevents you from harming them more than they harmed you, but with healing and a high enough health pool your character could sit there and allow an enemy to continue hitting them and watch the enemy die from their own violent actions.

IF you use Guardian Aura to take the damage while you are an Avatar of Peace... does that count as the enemy dealing the damage to you, and thus they get burnt for it?



I think I like the Monster Slayer. The Revised Ranger isn't a master of one land type, they know about all the lands of nature, so being able to unravel all monsters doesn't strike me as too odd, in fact, I think it helps make the ranger more epic like some of the other classes. They aren't just good in one area, but in all the dangerous walks of life. Plus, it is possible that most of that information would be pretty standardized or common.

I do agree with the comment earlier though, that Ranger's just auto-succeeding in their niche, which is then otherwise ignored does make it more difficult to have them feel good at the table.

I like them getting more spells, and those look like good spells for them to have access to.

I'm not sure if Slayer's Counter is too powerful. As a reaction make an attack, as long as you hit, you auto save against the ability the target just used. If it is half damage on a save, it still hurts, but if it's save or nothing that is a lot of good things for the Ranger. Especially since you want this guy to have Hunter's Mark running with Slayer's Eye so that you get +2d6 on every attack you make. That is +6d6 a turn if you get to Counter, which is some really nice damage. Plus improving all your saves and making it very difficult for the enemy to flee you. This is a Ranger that is truly dangerous against a single supernatural foe and I like that.


So yeah, I think I really like all three of these. A bit rough, but each of them has a powerful vision for a character that I wouldn't mind seeing at the table at one time or another.
 

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