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Unearthed Arcana Returns to Monthly With Some Revised Subclasses
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<blockquote data-quote="pukunui" data-source="post: 7714587" data-attributes="member: 54629"><p><strong>Ancestral Guardian</strong>: I'm not too fussed about this one. This version is probably better than the previous one. It's certainly been streamlined quite a bit. I doubt I'd ever pick this subclass no matter what it does, though, as the concept just doesn't appeal to me. Meh.</p><p></p><p><strong>Blade</strong>: This was my favorite bard kit from 2e. I quite liked the previous version. This one has some improvements in some areas (like being able to use a weapon as a spellcasting focus) but I'm not sure about the flourishes. I liked the Trick Shot one, as I liked the idea of being a dagger thrower (I even built a carnival knife thrower pregen for a one-shot once using this subclass). Also, the Mobile Flourish is kinda odd ... if you're using a grid, rolling under a 5 on the inspiration die is useless.</p><p></p><p><strong>Arcane Archer</strong>: This is a lot better, but I still don't like the arbitrary 2/rest limit on Arcane Shot. I'm also not sure that the basic magic arrow needs to be +1. Why can't it just be considered magical, like a level 6+ monk's fists?</p><p></p><p><strong>Kensei</strong>: Sounds like a neat class in concept. I'm not that familiar with the source material, so I don't really have a horse in this race, but I can understand why some people are upset that you can't use a polearm with it. I also don't get the need to increase the number of weapons. Seems a bit extraneous.</p><p></p><p><strong>Favored Soul</strong>: Meh. Still not doing it for me. I want to see them take the plunge and make it so you use the cleric spell list instead of the sorcerer spell list, rather than in addition to. You can add in a chosen domain's bonus spells to help differentiate favored souls by patron deity, too.</p></blockquote><p></p>
[QUOTE="pukunui, post: 7714587, member: 54629"] [B]Ancestral Guardian[/B]: I'm not too fussed about this one. This version is probably better than the previous one. It's certainly been streamlined quite a bit. I doubt I'd ever pick this subclass no matter what it does, though, as the concept just doesn't appeal to me. Meh. [B]Blade[/B]: This was my favorite bard kit from 2e. I quite liked the previous version. This one has some improvements in some areas (like being able to use a weapon as a spellcasting focus) but I'm not sure about the flourishes. I liked the Trick Shot one, as I liked the idea of being a dagger thrower (I even built a carnival knife thrower pregen for a one-shot once using this subclass). Also, the Mobile Flourish is kinda odd ... if you're using a grid, rolling under a 5 on the inspiration die is useless. [B]Arcane Archer[/B]: This is a lot better, but I still don't like the arbitrary 2/rest limit on Arcane Shot. I'm also not sure that the basic magic arrow needs to be +1. Why can't it just be considered magical, like a level 6+ monk's fists? [B]Kensei[/B]: Sounds like a neat class in concept. I'm not that familiar with the source material, so I don't really have a horse in this race, but I can understand why some people are upset that you can't use a polearm with it. I also don't get the need to increase the number of weapons. Seems a bit extraneous. [B]Favored Soul[/B]: Meh. Still not doing it for me. I want to see them take the plunge and make it so you use the cleric spell list instead of the sorcerer spell list, rather than in addition to. You can add in a chosen domain's bonus spells to help differentiate favored souls by patron deity, too. [/QUOTE]
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