Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Subclasses Part III: Artificer, Druid, and Ranger
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Leatherhead" data-source="post: 7926519" data-attributes="member: 53176"><p><em><u><strong>Armorer</strong></u></em></p><p>I am Iron Man.</p><p></p><p>I'm going to take one moment here to remind people of something that needs to be addressed before this subclass even starts: There is no reasonable way for a PC to make a suit of Plate armor. None. Like seriously, of all the crafting classes, and subclasses, and rules, that have existed up to this point. This is the one idea that demands it, yet it is still left out in the cold!</p><p></p><p><strong>Tools of the Trade</strong></p><p>Expected, but not unwelcome.</p><p></p><p><strong>Armorer Spells</strong></p><p>A mix of Battlesmith and Artillerist.</p><p>Fun fact: Alchemist is still left in the dust without <em>Shield</em>.</p><p></p><p><strong>Power Armor</strong></p><p>Basically a free infusion. The added ability to get prosthetics without having to spend an atunement slot is nice.</p><p></p><p><strong>Armor Model</strong></p><p>Are you a melee unit, or a ranged unit? Fun fact: You can combine these weapons with the Kensei for some bizarre combinations.</p><p></p><p>I don't think Guardian armor is strong enough to function as a tank. Sure you have regenerating temp HP, but it's back-loaded and requires a bonus action. You could also forgo the weapon to not tank, but that feels like you are just kind of wasting half of your ability.</p><p></p><p>Infiltration armor is the alternative, for general use.</p><p></p><p>Also: These weapons use STR and DEX respectively, but you can also sub your INT score for either one. Weather or not you should is a question of your build. As a matter of fact, you can't even use them with infusions till level 9, so it might be better to just use a normal weapon unless you are exceptionally brainy.</p><p></p><p><strong>Extra attack.</strong></p><p>No strings attached this time~</p><p></p><p><strong>Armor Modifications</strong></p><p>Finally, you can infuse your armor and weapons. Also you get two extra infused items for your trouble, as long as you infuse them to your armor.</p><p></p><p><strong>Perfected Armor</strong></p><p>Guardians get a reaction based tractor beam.</p><p>Infiltration gets advantage on attacks.</p><p>I'll let you judge for yourselves which is cooler.</p><p></p><p><em>Thoughts:</em></p><p>This was clearly inspired. I think the infiltration armor's weapon might under perform a bit in the face of a Crossbow. Which is kind of a shame. And this subclass is shut down by Heat Metal, but what are you going to do?</p><p></p><p><em><u><strong>Infusions</strong></u></em></p><p>More toys to play with.</p><p></p><p><strong>Armor of Magical Strength</strong></p><p>You can use INT in place of STR for saves and Checks.</p><p>I don't see this as being really more useful than other armor infusions, even for the Artificer. Especially at level 10 or above.</p><p></p><p><strong>Armor of Tools</strong></p><p>Unlike the previous infusion, this one is totally worth your time.</p><p>You integrate a set of tools into your armor (for only 8 hours, what?, infusions should last at least 24). In addition to having the tools at all times, you can also gain your INT mod on tool checks with that tool.</p><p></p><p><strong>Helm of Awareness</strong></p><p>You can't be surprised, and gain a bonus on imitative rolls which is nice if you have room for it.</p><p></p><p><strong>Mind Sharpener</strong></p><p>You can auto-pass concentration saves as a reaction. Dang, that's clutch.</p><p></p><p><strong>Spell-Refueling Ring</strong></p><p>An extra spell slot per day is good.</p><p></p><p><em>Thoughts</em></p><p>I could see the want for most of these, and it's great to see that despite the artificer being a new class, there is still stuff in the pipe for it.</p><p></p><p><em><u><strong>Circle of the Stars</strong></u></em></p><p>“<em>We are made of star-stuff.</em></p><p><em>Our bodies are made of star-stuff.</em></p><p><em>There are pieces of star within us all.”</em></p><p></p><p><strong>Star Map</strong></p><p>It's an alternative focus with some cool aesthetics. The real draw is the extra spells per day you can get out of it.</p><p></p><p><strong>Starry Form</strong></p><p>This is an alternative to wildshape that is vaguely reminiscent of the psionic wizard.</p><p>You gain the powers of Bonus healing, Shooting Stars, or Reliable talent that applies to WIS or INT skills and your concentration checks.</p><p></p><p></p><p><strong>Cosmic Omen</strong></p><p>It's like bardic inspiration, except it only applies to d20 rolls and you already know what the modifier is.</p><p></p><p><strong>Full of Stars</strong></p><p>You get resistance to weapon attacks. Handy, but is that it all? Like no movement options whatsoever?</p><p></p><p><strong>Star Flare</strong></p><p>It's good teleportation ability, reminds me of the Lurker Warlock.</p><p></p><p><em>Thoughts:</em></p><p>I am whelmed by the Star Druid, not underwhelmed, or overwhelmed, just whelmed. It's an aesthetics-first kind of subclass that isn't tied to any lore at all. I suppose I was just expecting a “Druid of the Rose” or a “Druid of the Tree” or maybe even a “Druid of Winter” based on past UA givings. Heck, for a brief moment when I read the name, I thought maybe this was the psionic druid attached to Star Spawn or whatever kind of Star that the Mindflayers were running from. This could have been the missing link in lore, but no, its just a big ball of flaming gas.</p><p></p><p><em><u><strong>Fey Wanderer</strong></u></em></p><p>Taking a trip on the wild side.</p><p></p><p><strong>Fey Wanderer Magic</strong></p><p>More magic is more good. And this is a solid list.</p><p></p><p><strong>Cunning Will</strong></p><p>Advantage on saves could come in handy, and the extra skills especially so.</p><p></p><p><strong>Dreadful Strikes</strong></p><p>And now for the first oddity: You can deal 1d6 extra damage per attack, but only once per creature per turn. Which encourages you do spread out your attacks, but are you really going to do that? At least it gets around a bit of Bonus Action Scarcity by not conflicting with two weapon fighting, but then again the damage restriction makes it so two weapon fighting isn't that great anyway.</p><p></p><p><strong>Blessings of the Courts</strong></p><p>Ranger Smites, but why are they 3d6 regardless of spell slot used? The WIS bonus to CHA checks is also nice.</p><p></p><p><strong>Beguiling Twist</strong></p><p>Kind of a nice way to throw salt in the wound of a creature that tried to charm you. Unfortunately your party isn't any harder to charm than normal.</p><p></p><p><strong>Misty Presence</strong></p><p>Selective invisibility, against one target, who gets a saving throw against it. A 24 hour duration is interesting, but this is by no means capstone worthy, when the normal <em>Invisibility</em> spell is arguably better.</p><p></p><p><em>Thoughts:</em></p><p>This subclass has some interesting ideas and themes, but the experimental mechanics really snag up the class.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7926519, member: 53176"] [I][U][B]Armorer[/B][/U][/I] I am Iron Man. I'm going to take one moment here to remind people of something that needs to be addressed before this subclass even starts: There is no reasonable way for a PC to make a suit of Plate armor. None. Like seriously, of all the crafting classes, and subclasses, and rules, that have existed up to this point. This is the one idea that demands it, yet it is still left out in the cold! [B]Tools of the Trade[/B] Expected, but not unwelcome. [B]Armorer Spells[/B] A mix of Battlesmith and Artillerist. Fun fact: Alchemist is still left in the dust without [I]Shield[/I]. [B]Power Armor[/B] Basically a free infusion. The added ability to get prosthetics without having to spend an atunement slot is nice. [B]Armor Model[/B] Are you a melee unit, or a ranged unit? Fun fact: You can combine these weapons with the Kensei for some bizarre combinations. I don't think Guardian armor is strong enough to function as a tank. Sure you have regenerating temp HP, but it's back-loaded and requires a bonus action. You could also forgo the weapon to not tank, but that feels like you are just kind of wasting half of your ability. Infiltration armor is the alternative, for general use. Also: These weapons use STR and DEX respectively, but you can also sub your INT score for either one. Weather or not you should is a question of your build. As a matter of fact, you can't even use them with infusions till level 9, so it might be better to just use a normal weapon unless you are exceptionally brainy. [B]Extra attack.[/B] No strings attached this time~ [B]Armor Modifications[/B] Finally, you can infuse your armor and weapons. Also you get two extra infused items for your trouble, as long as you infuse them to your armor. [B]Perfected Armor[/B] Guardians get a reaction based tractor beam. Infiltration gets advantage on attacks. I'll let you judge for yourselves which is cooler. [I]Thoughts:[/I] This was clearly inspired. I think the infiltration armor's weapon might under perform a bit in the face of a Crossbow. Which is kind of a shame. And this subclass is shut down by Heat Metal, but what are you going to do? [I][U][B]Infusions[/B][/U][/I] More toys to play with. [B]Armor of Magical Strength[/B] You can use INT in place of STR for saves and Checks. I don't see this as being really more useful than other armor infusions, even for the Artificer. Especially at level 10 or above. [B]Armor of Tools[/B] Unlike the previous infusion, this one is totally worth your time. You integrate a set of tools into your armor (for only 8 hours, what?, infusions should last at least 24). In addition to having the tools at all times, you can also gain your INT mod on tool checks with that tool. [B]Helm of Awareness[/B] You can't be surprised, and gain a bonus on imitative rolls which is nice if you have room for it. [B]Mind Sharpener[/B] You can auto-pass concentration saves as a reaction. Dang, that's clutch. [B]Spell-Refueling Ring[/B] An extra spell slot per day is good. [I]Thoughts[/I] I could see the want for most of these, and it's great to see that despite the artificer being a new class, there is still stuff in the pipe for it. [I][U][B]Circle of the Stars[/B][/U][/I] “[I]We are made of star-stuff. Our bodies are made of star-stuff. There are pieces of star within us all.”[/I] [B]Star Map[/B] It's an alternative focus with some cool aesthetics. The real draw is the extra spells per day you can get out of it. [B]Starry Form[/B] This is an alternative to wildshape that is vaguely reminiscent of the psionic wizard. You gain the powers of Bonus healing, Shooting Stars, or Reliable talent that applies to WIS or INT skills and your concentration checks. [B]Cosmic Omen[/B] It's like bardic inspiration, except it only applies to d20 rolls and you already know what the modifier is. [B]Full of Stars[/B] You get resistance to weapon attacks. Handy, but is that it all? Like no movement options whatsoever? [B]Star Flare[/B] It's good teleportation ability, reminds me of the Lurker Warlock. [I]Thoughts:[/I] I am whelmed by the Star Druid, not underwhelmed, or overwhelmed, just whelmed. It's an aesthetics-first kind of subclass that isn't tied to any lore at all. I suppose I was just expecting a “Druid of the Rose” or a “Druid of the Tree” or maybe even a “Druid of Winter” based on past UA givings. Heck, for a brief moment when I read the name, I thought maybe this was the psionic druid attached to Star Spawn or whatever kind of Star that the Mindflayers were running from. This could have been the missing link in lore, but no, its just a big ball of flaming gas. [I][U][B]Fey Wanderer[/B][/U][/I] Taking a trip on the wild side. [B]Fey Wanderer Magic[/B] More magic is more good. And this is a solid list. [B]Cunning Will[/B] Advantage on saves could come in handy, and the extra skills especially so. [B]Dreadful Strikes[/B] And now for the first oddity: You can deal 1d6 extra damage per attack, but only once per creature per turn. Which encourages you do spread out your attacks, but are you really going to do that? At least it gets around a bit of Bonus Action Scarcity by not conflicting with two weapon fighting, but then again the damage restriction makes it so two weapon fighting isn't that great anyway. [B]Blessings of the Courts[/B] Ranger Smites, but why are they 3d6 regardless of spell slot used? The WIS bonus to CHA checks is also nice. [B]Beguiling Twist[/B] Kind of a nice way to throw salt in the wound of a creature that tried to charm you. Unfortunately your party isn't any harder to charm than normal. [B]Misty Presence[/B] Selective invisibility, against one target, who gets a saving throw against it. A 24 hour duration is interesting, but this is by no means capstone worthy, when the normal [I]Invisibility[/I] spell is arguably better. [I]Thoughts:[/I] This subclass has some interesting ideas and themes, but the experimental mechanics really snag up the class. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Subclasses Part III: Artificer, Druid, and Ranger
Top