D&D General Unearthed Arcana presents another three villainous subclasses

New subclasses channel lament, venom, and elemental evil.
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The last Unearthed Arcana gave us some villainous options, including subclasses and feat chains which enabled your character to turn into a death knight or a lich. This week, a new Unearthed Arcana over on D&D Beyond presents us with three new villainous subclasses, following on from the subclasses and feat-chains in the previous playtest document. These subclasses are designed to let players "embrace their inner antiheroes or engage with sinister powers". In this one, we get the Path of Lament (barbarian), Warrior of Venom (monk), and Primordial Patron (warlock).

The barbarian's Path of Lament harnesses sorrow and anguish, leaning into a Banshee's Wail feature which allows the barbarian to cause psychic damage with their voice. The monk's Warrior of Venom enables the character to exude bodily toxins, including hallucinogens and truth serums. This monk also makes use of the Bloodied condition allowing the character's blood to splash onto their attacker when they receive a melee strike, Xenomorph-style. Finally, the warlock's primordial patron is an alliance with a destructive force of nature, such as the Elemental Evils.

You can check out the new Unearthed Arcana playtest here.
 

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These are pretty cool themes.

Lament barbarian - is this the first time we've seen a supernatural battle cry? It feels like this should be a (Cha-based) ability of more than one barbarian subtype. However, and this is a big however, the idea that a traumatized warrior slowly gains undead traits doesn't sit well with me. My village was destroyed so I become more and more undead? Yuck. Grief is an attribute of life, not undeath. Lazy design again. And generally speaking, I hate capstones that are just passively changing your creature type.

Now what would be thematically appropriate is if when you die in battle, you continue playing as a banshee-like ghost for up to Con rounds before dissipating. Then you can be raised normally.

Venom monk - I love that this lets you play with an infiltrator / spy style and not just as a poisonous fighter. Lots of interesting abilities here. This class should also really come with an expanded list of variant poisons that they can craft during downtime.

Elemental evil warlock - The node would be a cool toy to play with on a battle mat, but I can't quite imagine whether it is very useful. 1d6 AoE damage save for half is roughly in line with the other cantrips I guess, but the ability should specify that it is a cantrip (so can benefit from other abilities that boost cantrip damage). I also feel like this theme goes equally well on a cleric, druid, or sorcerer.
 

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I like the idea of the Lament Barbarian. Feels unique and fresh while something I can see barbarians doing. Doesn't get in the way of your regular attacks either. The level 3 and level 6 abilities are quite good. I don't really think they match up badly against other subclasses either at first glance. Level 14 feels pretty good at first glance - limited use, but two good immunities, extra damage and extra healing is always helpful.

Level 10... feels bad to me. At level 10, we're looking at an average of 19.5 damage from the scream and the cut off for insta-death is 20, so its going to be just a question of a few HP when you're fighting enemies in the 150-250 hp range at this point. Good luck measuring when it'd be worthwhile to use it; frankly, the ability will slow the game down more than help it. Possession immunity is a ribbon. The only real benefit is necrotic and cold resistance. Which... is okay. Cold damage is fairly rare, but necrotic is pretty common.

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Warrior of Venom is just... bad. First, I want to say that I do like the idea behind the subclass - a poison cultivator is actually something that I think is pretty nifty. The theme itself is top tier. But the mechanics just pain me.

At level 3, spending 1 ki point to envenom a -weapon- is a bad trade. Not even your fists, but specifically a weapon is bad. It also doesn't help that you don't have a lot of ki to waste, and its not a damage increase from just spending that 1 ki to Flurry of Blows instead. Probably worse in some cases, because Tavern Brawler is a common Origin Feat for monks, and you're getting a Poisoner's Kit that you can use to coat your weapon in toxin anyways. It'll be a lot better late game when you have ki to spare.

I do want to state that the idea of turning poison damage to acid is a brilliant way to avoid the poison immunity problem, and I think retroactivley applying it to the Poisoner feat is a good move.

Level 6... give up two attacks to make a Magic Action to give someone Poisoned Condition and a bit extra. This one isn't avoiding the immunity problem and, well... Truth Serum is, well, interesting I guess. Charmed is pretty useless in combat as well. Two out of combat social options. The only one I'd use is the one that puts them to sleep. Oddly, the Unconscious condition will end when shaken by an ally, but no word on damage in this case. Which meanst that its either an oversight, or this is a Save or Die effect. I'm guessing the former, which would mean its a worse Stunning Blow. Level 17's Hallucinagenic Breath isn't terrible, but its running up against that poison immunity problem again. Trade one attack for 3d12 poison damage and Frightened is okay. Not exciting, and not something I want to see at level 17. Frankly, this is the kind of thing I'd expect at level 6.

Toxin Refiner/Blood at 11 is actually pretty cool. Sometimes a bit more damage, immunity to poison, and you heal from drinking poisons. Overall a pretty decent suite of abilities, and the only level I think is actually really interesting in the entire subclass.

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Primordial Patron... Okay, its the 5.5e twist of the Genie Patron, which was a 5e twist on the 4e Elemental Pact. I admit, I enjoyed the Pact of the Talisman as well. Gave a whole "you live in a genie lamp" vibe that i thought was pretty cool. I miss it. Anyways, onto the actual subclass.

Level 3 gives you a tiny, tiny AoE. On the one hand, its movable with a bonus action. On the other, it takes a Magic Action to cast. You'll be using this instead of Hex, since you're probably going to be able to hit several monster on the field with tihs every turn, followed by whatever else you usually do with your action or spell slots. Probably going to get very sick of the calls for Dex saves, though. Feels like the kind of thing that will massively slow down the game.

At level 6, however? Your elemental thingy turns from an attack option to a shield - you're supposed to stand in it. Once again, the developers want to just have +CHA as an option, ignoring potential AC shinanigans. Why do they keep doing this when they know its going to be bad? This just screams "dip Fighter, wear the armor, be untouchable." Does anyone thing that 26 AC without spells/magic items is an okay build?

This just feels like they're trying too hard. Like, if they want you to stand in the AoE... just make it an Emination? Granted, then you can't teleport in/around it, but I'm not opposed to getting something a bit different. Couple that with the Invocations meant to provide you with an off-brand Fire Shield effect...

Level 11 increases the size of the AoE, which I'm not sure is a great thing. 20 foot diameter means that there's going to be a lot of friendly fire going on.

Level 14 Vortex feels off to me. A bit of a pull effect when casting a spell, okay, sure. The hour long duration isn't as big of a deal, since its probably going to get in your party's way when dungeon delving. Planar Ally that is REQUIRING you to use your Patron's name as a summon? And your suggested patrons include the Elemental Evil Princes? CR 22 critters? And they show up?! Is this crazy to anyone else?!
I think the "speak the name of your patron" is supposed to reflect "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power.", not that the patron comes. You can request the primordial show up, but that is up to the DM. I mean, a cleric could request that Tiamat show up in person, and I have never heard of anyone trying that (she does have a fiend stat block). And I see no reason that a bard couldn't take this spell and ask for Orcus or Demogorgon, but any DM that accommodated request that deserves what he/she gets.

Now I am picturing Yan-C_Bin showing and being mad since you interrupted His spa day.
 


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Warrior of Venom is just... bad. First, I want to say that I do like the idea behind the subclass - a poison cultivator is actually something that I think is pretty nifty. The theme itself is top tier. But the mechanics just pain me.

At level 3, spending 1 ki point to envenom a -weapon- is a bad trade. Not even your fists, but specifically a weapon is bad. It also doesn't help that you don't have a lot of ki to waste, and its not a damage increase from just spending that 1 ki to Flurry of Blows instead. Probably worse in some cases, because Tavern Brawler is a common Origin Feat for monks, and you're getting a Poisoner's Kit that you can use to coat your weapon in toxin anyways. It'll be a lot better late game when you have ki to spare.

I do want to state that the idea of turning poison damage to acid is a brilliant way to avoid the poison immunity problem, and I think retroactivley applying it to the Poisoner feat is a good move.

Level 6... give up two attacks to make a Magic Action to give someone Poisoned Condition and a bit extra. This one isn't avoiding the immunity problem and, well... Truth Serum is, well, interesting I guess. Charmed is pretty useless in combat as well. Two out of combat social options. The only one I'd use is the one that puts them to sleep. Oddly, the Unconscious condition will end when shaken by an ally, but no word on damage in this case. Which meanst that its either an oversight, or this is a Save or Die effect. I'm guessing the former, which would mean its a worse Stunning Blow. Level 17's Hallucinagenic Breath isn't terrible, but its running up against that poison immunity problem again. Trade one attack for 3d12 poison damage and Frightened is okay. Not exciting, and not something I want to see at level 17. Frankly, this is the kind of thing I'd expect at level 6.

Toxin Refiner/Blood at 11 is actually pretty cool. Sometimes a bit more damage, immunity to poison, and you heal from drinking poisons. Overall a pretty decent suite of abilities, and the only level I think is actually really interesting in the entire subclass.

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3:The need to use a weapon is not that bad and it fits the thematic of drawing your poisoned blood out and using it as a weapon. I do think that at lvl 6 when you get the poison touch that you should be able to use this with an unarmed strike.

The ability to change poison to acid is a great option, personally I prefer changing poison to necrotic but that's just me.

6: So this is not a combat ability and I feel like people are judging it like it is. Shaking hands with a new contact, hit them with a truth surum. Wandering down a castle hallway during a party, just pat the guard on the back and he is asleep.

That being said I would like a small bump to your poison touch.

11: I can drink poison as a healing potion, count me in. I just wish the opportunity cost to use this in combat wasn't so much, a bonus action to heal and get extra damage is nic but at the cost of not flurriying.

17: With the damage being acid and not poison 3d12 + fear is not bad for a once a turn ability. It is a little weak for the level, wish it was a cone.
 
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3:The need to use a weapon is not that bad and it fits the thematic of drawing your poisoned blood out and using it as a weapon. I do think that at lvl 6 when you get the poison touch that you should be able to use this with an unarmed strike.

The ability to change poison to acid is a great option, personally I prefer changing poison to necrotic but that's just me.
Its bad because it arbitrarily forces the unarmed class to use weapons; lots of people play monk specifically because they want that fantasy of not using any weapons. There's nothing about "drawing your poisoned blood out and using it as a weapon" themes that require using, say, a quarterstaff, versus splashing an enemy with your blood after a palm strike. You want to use a weapon, sure, you should be able to do so. Being forced to use a weapon? That sucks. The only monk subclass that should force you to use a weapon is if they remake Kensei.

Thematically, its an arbitrary restriction that's unnecessary and interferes the greater class fantasy. Mechanically, its worse for several reasons - one attack per turn to land the hit instead of taking advantage of monk's ability to make multiple attacks, easier on magic item support, doesn't synergize with popular feats like Tavern Brawler.

It'd be better if it really offered anything unique that made the restrictions worth the cost. This is effectively trading one flurry of blows for using a bit of sometimes-resisted damage. Mechanically, you're just not getting any real benefit from using the level 3 ability. We can talk all day about its vibes, but the simple fact of the matter is that we have a level with no real measurable impact on gameplay. Arguably negative impact, depending on what feats you took.

6: So this is not a combat ability and I feel like people are judging it like it is. Shaking hands with a new contact, hit them with a truth surum. Wandering down a castle hallway during a party, just pat the guard on the back and he is asleep.
Lets put aside the fact that D&D is primarily a game about dungeon exploration and combat, and the above are extremely niche situations that won't show up in many games, and definitely not the majority of sessions. Lets also put aside the fact that its weird for there to be a single level focusing on espionage in a subclass that has every other level be purely combat-focused.

The Monk does not have the skills to back any of this espionage up. By default, the monk is not stealthy. They're not good at deception. If the intent is for the monk to be a sneaky infiltrator type... Any attempt to use their blood-poison this way is going to be obvious. At best, you're going to be leveraging raw stats versus raw stats, which is practically a 50-50 gamble. That's not good odds.

Also... patting the guard on the back? What kind of guard lets you get behind behind them? Trying to shake hands with a bloody hand? Worse, the poisons here only last for a minute. That's a really-low duration for doing anything sneaky. They also inflict the poisoned condition, so its going to be a really obvious tell that something is wrong when you feel inexplicably woozy when this guy just touched you. Imagine it, you go to shake someone's hand, they take it, and then you hit them with the Poison + Charm conditions. Okay, they're charmed, but they're also reeling from being physically poisoned. You effectively just roofied them with a touch. That's not subtle. Even if they don't connect it to you immediately, that they feel poisoned is absolutely a thing.

Now, lets turn this back towards the fact that this is a dungeon-explorer and combat game. How do we use these abilities in situations that 90% of the game is going to revolve around?

The Unconscious status effect is good in exploration, because you can use it to put guards outside the bandit camp to sleep. Sleep spell acomplishes this at ranged, and can hit multiple poeple at once. The monk here can only affect one person per turn, and needs to be right in their face - this gives the guards plenty of time to react and sound an alarm. Ironically, this is a time when being able to coat a weapon is better, because you could be using a freaking blowdart to hit the guards from stealth. But as is, you're too obvious when using it.

Truth Serum is actually useful for interrogating a captured enemy. I'm actually fine with this one. Its a bit niche, but it works great when it does come up. The problem is that it can't carry a level on its own, and the other two are weak.

Charmed condition could be argued that you're magically making someone drunk and interogating them, but I'm at a loss on how to use this in a way that Truth Serum isn't just flat out better at. It only lasts a minute, so convincing someone to do something for you doesn't last long before the Charm wears off. This is just flat out worse than getting the ability to use Wisdom on social checks, or a skill proficency.


17: With the damage being acid and not poison 3d12 + fear is not bad for a once a turn ability. It is a little weak for the level, wish it was a cone.
Ah, right, the acid. Its still really weak for a level 17 ability. It costs 2 focus to deal 3d12 and fear.

At Elements 17, you get elemental resistances, an upgrade to Stride of the Wind that deals damage (just shy of a ribbon at this level, tbh), and deal an extra die of damage once per turn, no cost. That means that your normal attack, with that extra die? That 2d12+DEX is effectively the same as the damage from the Hallucinigenic Breath attack, and has no cost. Elements doesn't have a fear rider, but in exchange it has a free elemental resistance of choice. I'd call trading fear for resistance is roughly equal, and that's on top of it being absolutely free.

Open Palm 17 effectively trades one attack and 4 focus to deal 10d12. Double the cost of Hallucinegic Breath, but over three tiems the damage, and all stacked all at once instead of over 2 turns. If we include the opportunity cost of giving up an attack, that means we're comparing 8d12 damage verus 2d12 and fear spread across 2 turns. Its double the cost, but doing mass amounts of damage to a single target is a major benefit. Is fear worth giving up all that extra damage?

Shadows 17 is 3 focus to turn half-incorporeal and invisible for a full minute, and flurry of blows costs nothing. In a 3 rounds of combat, this ability is effectively cost neutral. Its much harder to judge the movement benefit from traveling through enemies, but the advantage on attacks, disadvantage from being invisible (and just unable to be attacked by many!) is really, really good.

Mercy is hard to judge, give its a combat resurrection effect.

I'd say that the extra damage and fear is about equal to what Elements 17 gets, and maybe could be on par with Shadows 17. But both of those are effectively free of cost. Open hand is better at raw damage. At level 17, you're gearing up to take on CR 20+ monsters to fight, and a crappy AoE isn't going to help much. Not when Fireballs and Conjure Baragges are so cheap for everyone at this point of the game.
 

Its bad because it arbitrarily forces the unarmed class to use weapons; lots of people play monk specifically because they want that fantasy of not using any weapons. There's nothing about "drawing your poisoned blood out and using it as a weapon" themes that require using, say, a quarterstaff, versus splashing an enemy with your blood after a palm strike. You want to use a weapon, sure, you should be able to do so. Being forced to use a weapon? That sucks. The only monk subclass that should force you to use a weapon is if they remake Kensei.
So, what your saying is that you don't like Monk Weapons?
 

So, what your saying is that you don't like Monk Weapons?
What I'm saying is that there should be a choice! The only time someone should be forced to use a monk weapon is when you're taking the Kensei subclass, and only then because weapons are the whole point of the subclass!

Arbitrarily restricting "poison blood" to weapons makes no sense, especially when the most iconic monk weapon is the quarterstaff. Not even a weapon that you could argue involves getting your blood into someone else's bloodstream. Its a giant bludgeon.
 

What I'm saying is that there should be a choice! The only time someone should be forced to use a monk weapon is when you're taking the Kensei subclass, and only then because weapons are the whole point of the subclass!

Arbitrarily restricting "poison blood" to weapons makes no sense, especially when the most iconic monk weapon is the quarterstaff. Not even a weapon that you could argue involves getting your blood into someone else's bloodstream. Its a giant bludgeon.
There's always splinters! 😉

But seriously, remember to address this in the survey.
 

What I'm saying is that there should be a choice! The only time someone should be forced to use a monk weapon is when you're taking the Kensei subclass, and only then because weapons are the whole point of the subclass!
I'm fine with Kensei not being the only Monk subclass that encourages weapon use. Some encourage weapons, some encourage Unarmed Strikes, and some are agnostic. That seems like good design to me.
 

What I'm saying is that there should be a choice! The only time someone should be forced to use a monk weapon is when you're taking the Kensei subclass, and only then because weapons are the whole point of the subclass!

Arbitrarily restricting "poison blood" to weapons makes no sense, especially when the most iconic monk weapon is the quarterstaff. Not even a weapon that you could argue involves getting your blood into someone else's bloodstream. Its a giant bludgeon.
Daggers, sickles, short swords and scimitars are Monk weapons, this feels like a subclass that probably uses daggers both in melee and as thrown weapons.

A Warrior of Venom Monk will probably Envenom Weapon on a dagger and throw it at their target, and the Martial Arts Damage Die very much applies to the damage of the thrown dagger.
 

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