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Unearthed Arcana Returns to Monthly With Some Revised Subclasses
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<blockquote data-quote="Leatherhead" data-source="post: 7714582" data-attributes="member: 53176"><p>This probably means they aren't going to redo the Lore Wizard, which was the Best Concept with the Worst Rules. And that makes me sad. Also noticeably absent, the Mystic and any mention of a Warlord.</p><p>Anyway, lets see the changes:</p><p></p><p><strong><u>Barbarian: Path of the Ancestral Guardian </u></strong></p><p></p><p><strong>Ancestral Protectors</strong></p><p>No longer a Bonus Action, which is good because Barbarians suffer from Bonus Action Scarcity. Instead, it's applied on the first attack of each round in a rage, so basically Marking.</p><p>No longer hinders movement, instead has the much more useful feature of everyone else gaining resistance to all attacks from the creature. Yes, even Psychic </p><p><strong></strong></p><p><strong>Ancestral Shield</strong></p><p>No longer transfers Resistance, instead it grants a 2d8 (scaling with level) damage negation for the barbarians reaction.</p><p>It's not as powerful, but it doesn't need to be due to the above changes. However, this means that you would rather use your reaction for an OA.</p><p>Kind of a filler now (it's no Eagle Vision) but it has it's uses. And it's streamlined, so no more headaches about who has what resistance.</p><p></p><p><strong>Consult the Spirits</strong></p><p>Instead of granting advantage on mental checks, it lets you cast<em> Clairvoyance</em> , once per rest even.</p><p>A total upgrade, but you have to wonder what the thought posses for such an upgrade was.</p><p></p><p><strong>Vengeful Ancestors</strong></p><p>Now a damage rider for your Ancestral Shield, makes using Ancestral Shield a no-brainer.</p><p></p><p><u>Thoughts:</u></p><p>Good changes over all, streamlined the rules, cleaned up Action Economy, and made the ribbon really good. Before I would have scoffed at the idea of playing one, not so much any more.</p><p></p><p><strong><u>Bard: College of Swords</u></strong></p><p>This one was in UA:Kit's of Old, for those confused about it, I know I was for a moment.</p><p></p><p><strong>Bonus Proficiencies</strong></p><p><strong></strong>You can now use your Melee Weapon as a Casting Focus. </p><p>This is really great, because casting with your hands full is kind of a problem for Gish types. </p><p></p><p><strong>Fighting Style</strong></p><p><strong></strong>Now you can also pick the Dueling Style. Which may be better, if you plan on casting a bunch of bonus action spells. Even if it kinda negates the above change.</p><p>Still no option for two-handed users though.</p><p></p><p><strong>Blade Flourish</strong></p><p>Made more complex, sadly.</p><p>No longer part of the Attack Action. Which means no more two weapon fighting, among other things.</p><p>Now You get a 10' speed bonus, which is mostly useless by itself unless you are using a reach weapon. And Bards don't automatically know how to use reach weapons, not even the Whip.</p><p><em>Defensive Flourish.</em></p><p><em></em>The same.</p><p><em>Slashing Flourish</em></p><p><em></em>Replaces <em>Trick Shooter’s Flourish</em> Instead of a bonus to ranged attack damage with dagger (kind of useless) it gives you a Smart PBAoE melee attack. Probably more useful.</p><p><em>Mobile Flourish.</em></p><p><em></em>Replaces<em> Unnerving Flourish</em> An automatic Push that triggers when you hit a target. The distance moved is really dumb: 5' +x' where X is your bardic die roll, meaning the X push distance is absolutely useless unless you roll a 5 or greater. Also, you can spend a reaction to get back into their face. </p><p>Still, it is a no-save push that works on any target of any size, so have fun knocking dragons into pits.</p><p></p><p><strong>Cunning Flourish</strong></p><p>It's basically Extra Attack, only named differently for ambiguous reasons that will inevitably lead to problems with rules interactions. </p><p><strong></strong></p><p><strong>Master’s Flourish</strong></p><p>Replaces Battle Magic, which I liked better.</p><p>Unlimited d6's for your Flourish attacks. Giving you the option for spending Bardic Inspiration on other things. It's Something I guess.</p><p></p><p><u>Thoughts.</u></p><p><u></u>The Focus as a weapon is good, the extra fighting style is good, Slashing Flourish is good.</p><p>Everything else is changed for the worse.</p><p></p><p><strong><u>Fighter: Arcane Archer</u></strong></p><p><strong><u></u></strong></p><p><strong>Magic Arrow</strong></p><p><strong></strong>Now grants +1 damage and +1 to hit because all of your ammo can be Magic +1 ammo. No longer Requires a Bonus action.</p><p><strong></strong></p><p><strong>Arcane Shot</strong></p><p>Also Benefits from the lack of a Bonus Action, but still limited to Once Per Turn.</p><p></p><p><strong>Archer’s Lore</strong></p><p><strong></strong>Nerfed! Now Only grants Arcana an Nature as skills.</p><p></p><p><strong>Curving Shot</strong></p><p><strong></strong>As a bonus action, you can re-roll a ranged attack miss, this re-roll must be against a different target. Arguably more useful than Conjure Arrows (which it replaced) because you can re-use magic arrow shots, but I still like the idea of being able to summon your weapon better.</p><p></p><p><strong>Ever-Ready Arrow</strong></p><p><strong></strong>Instead of being on a 60 second timer, you simply get one trick arrow per combat. Easier for the bookkeeping, but it kind of screws you over in Epic Battles with long duration. Oh well.</p><p></p><p><strong>Arcane Shot Options</strong></p><p><strong></strong>Of note, Arrows can Now require Saving throws in addition to hitting the target in the first place. Not cool, because now you have twice the opportunity for your resources to be wasted.</p><p><em>Banishing Arrow</em></p><p><em></em>New! Cha Saving throw (boo) or be banished for one turn. Poster child for the problem I was talking about before.</p><p><em>Beguiling Arrow.</em></p><p><em></em>See <em>Mind-Scrambling Arrow.</em></p><p><em>Brute Bane Arrow</em></p><p>Now does extra Necrotic damage, hooray. Also has a Con saving throw (against Brutes? It should be CHA or INT to be the Bane of Brutes). But at least it reduces all damage dealt now.</p><p><em>Bursting Arrow</em></p><p>Largely unchanged, however the AoE does get a damage boost at level 18, so that's nice.</p><p><em>Grasping Arrow</em></p><p>Now does poison damage in addition to all the other things. Also the check to remove them is now based on your Save DC. So, yeah, this got beefy.</p><p><em>Mind-Scrambling Arrow.</em></p><p>Once known as Beguiling Arrow. Now has a WIS saving throw, but has extra psychic damage to compensate.</p><p><em>Piercing Arrow</em></p><p>Streamlined into a DEX (save for half) saving throw that ignores cover, and gets a smattering of bonus damage. But no longer gets the benefit of things that boost attack damage rolls, like Sharpshooter.</p><p><em>Seeking Arrow.</em></p><p>Also changed into a Dex (save for 1/2) saving throw that ignores cover. Also also has the same problems with no longer counting as an attack roll.</p><p><em>Shadow Arrow</em></p><p>Now a Wis save, vision only extends 5' and deals extra psychic damage to compensate for the save.</p><p></p><p><u>Thoughts.</u></p><p><u></u>Appending an extra saving throw on top of an attack roll is less than fun. The changes to Piercing and Seeking Arrow makes them less desirable, even if they are streamlined.</p><p></p><p><u><strong>Monk: Way of the Kensei</strong></u></p><p><strong>Path of the Kensei</strong></p><p><strong></strong>No more Greatweapons or Nets, for arbitrary reasons. However they do count as monk weapons, which lets them actually work with Monk powers.</p><p>"Pummel" has been reworked into a generic damage bonus for Ranged weapons. Because they can't Flurry, you know.</p><p><strong>One with the Blade</strong></p><p><em>Precise Strike</em> is now a Ki point cost that gives you an extra damage die. Solving two problems with one stone, I suppose.</p><p><strong>Sharpen the Blade</strong></p><p>Can now only work on one weapon at a time.</p><p><strong>Unerring Accuracy</strong></p><p>Now only works on monk weapons. So no siege weapon mastery for you!</p><p></p><p><u>Thoughts:</u></p><p><u></u>Mostly just cleanup, which this subclass badly needed. The restriction on weapons was likely to quell the gnashing of teeth over Dex-Greatswords (I didn't think they were of great concern to begin with) and nip any confusion about nets in the bud. (seriously, when are Nets going to be viable main weapons?). I also don't get why they gain more weapons over the levels, it seems unnecessary.</p><p></p><p><strong><u>Sorcerer: Favored Soul</u></strong></p><p><strong><u></u></strong><strong>Divine Magic</strong></p><p>Same as the last one, with the exception that you get <em>Cure Wounds</em> for free (bonus spells are cool, but <em>Cure Wounds</em> itself kind of sucks)</p><p><strong>Favored by the Gods</strong></p><p><strong></strong>The same as before.</p><p><strong>Supernatural Resilience</strong></p><p>Deleted! </p><p><strong>Empowered Healing </strong></p><p>I see where this is going and I don't like it. Anyway, you get Empower with your healing spells for no cost to your normal metamagic picks. Can we get a ribbon up in this slot please?</p><p><strong>Blessed Countenance</strong></p><p><strong></strong>See <strong>Angelic Form</strong></p><p><strong>Angelic Form</strong></p><p>At level 14, you get spectral wings! Hooray! They aren't actually a part of your body, so the anti-body-mod crowd can't disprove of them because they are obviously magical energy.</p><p>Gone is the immunity to disease thing, that wasn't really useful anyway. Unfortunately, some will still disaprove of this due to the supernatural face lift part of the fluff.</p><p><strong>Unearthly Recovery</strong></p><p>The same as the last time, again.</p><p></p><p><u>Thoughts:</u></p><p>Why healing? I dunno. Divinity has so much more going for it than healing. At least they get the one mandatory healing spell for free . But I feel the need to reiterate: Being a healer involves more than just HP Damage, you have to be able to cure conditions, stat damage, and even death. Perhaps granting Lesser/Greater Restoration for free if you really want to hammer the healer thing in?</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7714582, member: 53176"] This probably means they aren't going to redo the Lore Wizard, which was the Best Concept with the Worst Rules. And that makes me sad. Also noticeably absent, the Mystic and any mention of a Warlord. Anyway, lets see the changes: [B][U]Barbarian: Path of the Ancestral Guardian [/U][/B] [B]Ancestral Protectors[/B] No longer a Bonus Action, which is good because Barbarians suffer from Bonus Action Scarcity. Instead, it's applied on the first attack of each round in a rage, so basically Marking. No longer hinders movement, instead has the much more useful feature of everyone else gaining resistance to all attacks from the creature. Yes, even Psychic [B] Ancestral Shield[/B] No longer transfers Resistance, instead it grants a 2d8 (scaling with level) damage negation for the barbarians reaction. It's not as powerful, but it doesn't need to be due to the above changes. However, this means that you would rather use your reaction for an OA. Kind of a filler now (it's no Eagle Vision) but it has it's uses. And it's streamlined, so no more headaches about who has what resistance. [B]Consult the Spirits[/B] Instead of granting advantage on mental checks, it lets you cast[I] Clairvoyance[/I] , once per rest even. A total upgrade, but you have to wonder what the thought posses for such an upgrade was. [B]Vengeful Ancestors[/B] Now a damage rider for your Ancestral Shield, makes using Ancestral Shield a no-brainer. [U]Thoughts:[/U] Good changes over all, streamlined the rules, cleaned up Action Economy, and made the ribbon really good. Before I would have scoffed at the idea of playing one, not so much any more. [B][U]Bard: College of Swords[/U][/B] This one was in UA:Kit's of Old, for those confused about it, I know I was for a moment. [B]Bonus Proficiencies [/B]You can now use your Melee Weapon as a Casting Focus. This is really great, because casting with your hands full is kind of a problem for Gish types. [B]Fighting Style [/B]Now you can also pick the Dueling Style. Which may be better, if you plan on casting a bunch of bonus action spells. Even if it kinda negates the above change. Still no option for two-handed users though. [B]Blade Flourish[/B] Made more complex, sadly. No longer part of the Attack Action. Which means no more two weapon fighting, among other things. Now You get a 10' speed bonus, which is mostly useless by itself unless you are using a reach weapon. And Bards don't automatically know how to use reach weapons, not even the Whip. [I]Defensive Flourish. [/I]The same. [I]Slashing Flourish [/I]Replaces [I]Trick Shooter’s Flourish[/I] Instead of a bonus to ranged attack damage with dagger (kind of useless) it gives you a Smart PBAoE melee attack. Probably more useful. [I]Mobile Flourish. [/I]Replaces[I] Unnerving Flourish[/I] An automatic Push that triggers when you hit a target. The distance moved is really dumb: 5' +x' where X is your bardic die roll, meaning the X push distance is absolutely useless unless you roll a 5 or greater. Also, you can spend a reaction to get back into their face. Still, it is a no-save push that works on any target of any size, so have fun knocking dragons into pits. [B]Cunning Flourish[/B] It's basically Extra Attack, only named differently for ambiguous reasons that will inevitably lead to problems with rules interactions. [B] Master’s Flourish[/B] Replaces Battle Magic, which I liked better. Unlimited d6's for your Flourish attacks. Giving you the option for spending Bardic Inspiration on other things. It's Something I guess. [U]Thoughts. [/U]The Focus as a weapon is good, the extra fighting style is good, Slashing Flourish is good. Everything else is changed for the worse. [B][U]Fighter: Arcane Archer [/U][/B] [B]Magic Arrow [/B]Now grants +1 damage and +1 to hit because all of your ammo can be Magic +1 ammo. No longer Requires a Bonus action. [B] Arcane Shot[/B] Also Benefits from the lack of a Bonus Action, but still limited to Once Per Turn. [B]Archer’s Lore [/B]Nerfed! Now Only grants Arcana an Nature as skills. [B]Curving Shot [/B]As a bonus action, you can re-roll a ranged attack miss, this re-roll must be against a different target. Arguably more useful than Conjure Arrows (which it replaced) because you can re-use magic arrow shots, but I still like the idea of being able to summon your weapon better. [B]Ever-Ready Arrow [/B]Instead of being on a 60 second timer, you simply get one trick arrow per combat. Easier for the bookkeeping, but it kind of screws you over in Epic Battles with long duration. Oh well. [B]Arcane Shot Options [/B]Of note, Arrows can Now require Saving throws in addition to hitting the target in the first place. Not cool, because now you have twice the opportunity for your resources to be wasted. [I]Banishing Arrow [/I]New! Cha Saving throw (boo) or be banished for one turn. Poster child for the problem I was talking about before. [I]Beguiling Arrow. [/I]See [I]Mind-Scrambling Arrow.[/I] [I]Brute Bane Arrow[/I] Now does extra Necrotic damage, hooray. Also has a Con saving throw (against Brutes? It should be CHA or INT to be the Bane of Brutes). But at least it reduces all damage dealt now. [I]Bursting Arrow[/I] Largely unchanged, however the AoE does get a damage boost at level 18, so that's nice. [I]Grasping Arrow[/I] Now does poison damage in addition to all the other things. Also the check to remove them is now based on your Save DC. So, yeah, this got beefy. [I]Mind-Scrambling Arrow.[/I] Once known as Beguiling Arrow. Now has a WIS saving throw, but has extra psychic damage to compensate. [I]Piercing Arrow[/I] Streamlined into a DEX (save for half) saving throw that ignores cover, and gets a smattering of bonus damage. But no longer gets the benefit of things that boost attack damage rolls, like Sharpshooter. [I]Seeking Arrow.[/I] Also changed into a Dex (save for 1/2) saving throw that ignores cover. Also also has the same problems with no longer counting as an attack roll. [I]Shadow Arrow[/I] Now a Wis save, vision only extends 5' and deals extra psychic damage to compensate for the save. [U]Thoughts. [/U]Appending an extra saving throw on top of an attack roll is less than fun. The changes to Piercing and Seeking Arrow makes them less desirable, even if they are streamlined. [U][B]Monk: Way of the Kensei[/B][/U] [B]Path of the Kensei [/B]No more Greatweapons or Nets, for arbitrary reasons. However they do count as monk weapons, which lets them actually work with Monk powers. "Pummel" has been reworked into a generic damage bonus for Ranged weapons. Because they can't Flurry, you know. [B]One with the Blade[/B] [I]Precise Strike[/I] is now a Ki point cost that gives you an extra damage die. Solving two problems with one stone, I suppose. [B]Sharpen the Blade[/B] Can now only work on one weapon at a time. [B]Unerring Accuracy[/B] Now only works on monk weapons. So no siege weapon mastery for you! [U]Thoughts: [/U]Mostly just cleanup, which this subclass badly needed. The restriction on weapons was likely to quell the gnashing of teeth over Dex-Greatswords (I didn't think they were of great concern to begin with) and nip any confusion about nets in the bud. (seriously, when are Nets going to be viable main weapons?). I also don't get why they gain more weapons over the levels, it seems unnecessary. [B][U]Sorcerer: Favored Soul [/U][/B][B]Divine Magic[/B] Same as the last one, with the exception that you get [I]Cure Wounds[/I] for free (bonus spells are cool, but [I]Cure Wounds[/I] itself kind of sucks) [B]Favored by the Gods [/B]The same as before. [B]Supernatural Resilience[/B] Deleted! [B]Empowered Healing [/B] I see where this is going and I don't like it. Anyway, you get Empower with your healing spells for no cost to your normal metamagic picks. Can we get a ribbon up in this slot please? [B]Blessed Countenance [/B]See [B]Angelic Form[/B] [B]Angelic Form[/B] At level 14, you get spectral wings! Hooray! They aren't actually a part of your body, so the anti-body-mod crowd can't disprove of them because they are obviously magical energy. Gone is the immunity to disease thing, that wasn't really useful anyway. Unfortunately, some will still disaprove of this due to the supernatural face lift part of the fluff. [B]Unearthly Recovery[/B] The same as the last time, again. [U]Thoughts:[/U] Why healing? I dunno. Divinity has so much more going for it than healing. At least they get the one mandatory healing spell for free . But I feel the need to reiterate: Being a healer involves more than just HP Damage, you have to be able to cure conditions, stat damage, and even death. Perhaps granting Lesser/Greater Restoration for free if you really want to hammer the healer thing in? [/QUOTE]
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