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Unearthed Arcana Waterborne Adventures: New from Unearthed Arcana

I, for one, am very pleased with the different options for existing classes over completely different classes.

I don't really have an balance thoughts. Balance isn't an issue with me unless it's incredibly flagrant.
 

Hmmm. In no particular order:

- I see a twisty labyrinth full of people trying to figure out how a minotaur monk and his horns is supposed to work. I'm not sure what to tell them.

- Swashbuckler seems fine, if not very supportive of someone using a buckler.

- Storm Origin has some nice bits and pieces. Triggering the 1st-level fly ability with feather fall would be fun.



Cheers,
Roger
 

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Looks good. The balance with most things seems fine to my cursory glance.

The storm sorcerer looks better than the PHB options to me. Wild Mage is difficult to assess, but it looks like it blows Draconic Bloodline out of the water (or maybe out of the air...). Since they've apparently been working on these for a while (not that the file is v3), it explains why they didn't have a problem giving the Favored Soul domain spells.
 

Horns are a Weapon, I would say as GM Yes you can use as a Monk Weapon.

If the fighter can a monk can. Your sort of Born to it.

Guns no, not a monk weapon even though your a cow.

It does look as if they are adding spells to the Sorcerer class.
 

Fun stuff.

Minotaur is very flavorful, Erol Flynn fighting options are always good, and who doesn't what their sorcerer to fly around after casting a spell?
 

I do like the unearthed arcana articles, but I am really irritated about thefact, that new races only have a combined +2 to ability scores instead of +3 like most races of the PHB...

I am also not very enthusiastic about the swashbuckler rogue. The ability to always use sneak attack in melee as well as the panache ability is causing me headaches. A one minute dominate with no means of escape (and nearly no means to resist, if you consider the rogue will have at least a +10 bonus on that check). Being 60 feet away is too much... a normal character can´t close the distance and the rogue can attack and escape 60 ft again.
The ability needs the condition, that if you are attacked by a rogue´s ally, it is automatically broken, and you need at least a chance to escape.
Also the ability is at will... so the rogue can keep it up forever... should I go on?
 

A fun Swashbuckler archetype and more Sorcerer origins were at the top of my wish list for new content. So I'm loving this update. Thank you, WotC!
 

Storm Sorcerers get added spells known, as did the Favored Soul. I wonder if this is some form of "stealth errata," and they've come to the conclusion that sorcerers need more of those.
I think it's more to enable storm sorcerers to always have storm-based spells without having to sacrifice spells they want, and thus avoid the oddity of a storm sorcerer that only has fire and acid spells.
 

A good bit of crunch, that's fo sho!

I'm a little vague on how this lets DMs run ocean-based games, but I can see these being good character options in such a game.

I wonder: why no knock prone on a minotaur hammering horns?

A little weird to see bonus spells appear again on a sorcerer build. All the spells fit, but this seems to be a patch for those who think the wild/dragon sorcerers don't have enough spell variety.

Horns are a weapon but decidedly not a "monk weapon." Which means a monk hitting with them is like a monk hitting with a greatsword or whatever...not much synergy..

Other than that, still digesting, but it looks solid.
 

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