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Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
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<blockquote data-quote="Blue" data-source="post: 7708792" data-attributes="member: 20564"><p>Random thoughts as I go through.</p><p></p><p>Hexblade - oh look, the fixes that people were putting on Blade Pact, but now you need to give up your patron to get them. Oh, and lots of concentration spells that don't play together. Oh, and Hex Warrior is so ready to be cherry picked by every none GWM paladin and every valor bard. And maybe the Earth sorcerer from last UA.</p><p></p><p>Caiphon's Beacon - advantage against charmed ... but doesn't that usually break the charm?</p><p></p><p>Chronicle of the Raven Queen - while I am not fond of specific patron and pact, I do like the power. Very flavorful.</p><p></p><p>Claw of Acamar - better damage then divine smite, and on a sorta full caster. Plus super flail - one handed reach that reduces speed to 0. Too bad it is great old one becuase I'd love to use this with Hexblade's Hex Warrior.</p><p></p><p>Cursebringer - hey, requires Hex Blade, but because it's a greatsword you can't use the Hex Warrior feature. Say what?</p><p></p><p>Kiss of Mephistopheles - WOW. Effectively an extra spell known plus extra good action economy. And with multiple bolts you ca be pretty sure of hitting and getting to trigger when you want. But it isn't perfect placement since you need to center on the target which actually is a big deal. I like.</p><p></p><p>Frost Lance - knock them back with one invocation, and slow them with this one. Can you say "Kite"?</p><p></p><p>Gaze of Khirad - I like this a lot.</p><p></p><p>Green Lord Gift - not playing around, this is nice.</p><p></p><p>Mace of Dispater - again great smite damage</p><p></p><p>Moon Bow - very nice. needs to be to compete with EB. Better than smite damage on a ranged weapon. Dex based unlike all the others. And unlimited arrows.</p><p></p><p>Relentless Hex - Between this and the Earth Sorcerer from last week I can make a functioning 5e swordmage.</p><p></p><p>Sea Twins' Gift - water breathing targets 10 for 24 hours. And others can cast it as a ritual so as not to use a slot. And it has no benefit from being upcast. Why make it take a slot to use, and why oh why limit it to once every 24 hours?</p><p></p><p>Tome of Levistus - one get-out-of-jail-free vs. damage every short rest. Very nice.</p><p></p><p>Lore Mastery - Int skill expertise, eh okay. You were already the best at them because no one else has your INT bonus, this will just force DC inflation to really bring them out of others reach. Spell secrets and Alchemical Casting really feel like they are infringing on metamagic, one of the biggest differentiators for sorcerers. Prodigious Memory is really cool - but perhaps too cool. Master of Magic goes too far. Once per day you have the right spell, no matter who's list. It could be that really odd corner case, it could be you need a revivify to use on the cleric. It just allows you to barge into anyone else's home and steal their perfect toy. (And you can still use Spell Secrets and Alchemical Casting to cast it BETTER then them.)</p><p></p><p>Conclusion: some gems, but not overly impressed.</p></blockquote><p></p>
[QUOTE="Blue, post: 7708792, member: 20564"] Random thoughts as I go through. Hexblade - oh look, the fixes that people were putting on Blade Pact, but now you need to give up your patron to get them. Oh, and lots of concentration spells that don't play together. Oh, and Hex Warrior is so ready to be cherry picked by every none GWM paladin and every valor bard. And maybe the Earth sorcerer from last UA. Caiphon's Beacon - advantage against charmed ... but doesn't that usually break the charm? Chronicle of the Raven Queen - while I am not fond of specific patron and pact, I do like the power. Very flavorful. Claw of Acamar - better damage then divine smite, and on a sorta full caster. Plus super flail - one handed reach that reduces speed to 0. Too bad it is great old one becuase I'd love to use this with Hexblade's Hex Warrior. Cursebringer - hey, requires Hex Blade, but because it's a greatsword you can't use the Hex Warrior feature. Say what? Kiss of Mephistopheles - WOW. Effectively an extra spell known plus extra good action economy. And with multiple bolts you ca be pretty sure of hitting and getting to trigger when you want. But it isn't perfect placement since you need to center on the target which actually is a big deal. I like. Frost Lance - knock them back with one invocation, and slow them with this one. Can you say "Kite"? Gaze of Khirad - I like this a lot. Green Lord Gift - not playing around, this is nice. Mace of Dispater - again great smite damage Moon Bow - very nice. needs to be to compete with EB. Better than smite damage on a ranged weapon. Dex based unlike all the others. And unlimited arrows. Relentless Hex - Between this and the Earth Sorcerer from last week I can make a functioning 5e swordmage. Sea Twins' Gift - water breathing targets 10 for 24 hours. And others can cast it as a ritual so as not to use a slot. And it has no benefit from being upcast. Why make it take a slot to use, and why oh why limit it to once every 24 hours? Tome of Levistus - one get-out-of-jail-free vs. damage every short rest. Very nice. Lore Mastery - Int skill expertise, eh okay. You were already the best at them because no one else has your INT bonus, this will just force DC inflation to really bring them out of others reach. Spell secrets and Alchemical Casting really feel like they are infringing on metamagic, one of the biggest differentiators for sorcerers. Prodigious Memory is really cool - but perhaps too cool. Master of Magic goes too far. Once per day you have the right spell, no matter who's list. It could be that really odd corner case, it could be you need a revivify to use on the cleric. It just allows you to barge into anyone else's home and steal their perfect toy. (And you can still use Spell Secrets and Alchemical Casting to cast it BETTER then them.) Conclusion: some gems, but not overly impressed. [/QUOTE]
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