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===2016=== ====January==== '''Kits of Old:''' New subclasses based on various [[kits]] from [[Advanced Dungeons & Dragons]], specifically for the [[Bard]] (College of Swords, College of Satire) and [[Fighter]] ([[Cavalier]], [[Scout]]). None were seen as particularly bad, although Cavaliers did elicit grumbles about how they fall into the same old traps and Scouts elicited outrage from Ranger fans for being better at their job than Rangers are. ====February==== '''Psionics And The Mystic, Take Two:''' An update and expansion of the original Mystic from the previous year, now going all the way up to 10th level. This one doesn't get a lot of attention because WoTC has screwed it up putting it into their own archives, forcing anons to search for it with the clumsy search engine the site boasts. ====March==== '''March 2016 Review:''' One of the lazier Unearthed Arcanas, this article consists of WoTC shilling the three DM's Guild products they most took a liking to, stating that if fans agreed with this like, such material could be ultimately made official content. The three products advertised were ''Blood Magic'', ''Book of Beasts: Demon Depository'', and ''Battle for the Undercity''. Fans were... not impressed. ====April==== '''Gothic Heroes:''' Introduced the [[Revenant]] PC race, the Monster Slayer subclass for [[Fighter]]s, and the Inquisitive subclass for [[Rogue]]s. ====June==== '''Feats:''' Just what it says on the tin; a bunch of new experimental feats, these ones focusing on weapon and tool proficiencies, like the official Polearm Master feat. Fell Handed, Blade Mastery, Flail Mastery, Spear Mastery, Alchemist, Burglar, Gourmand, and Master of Disguise all appear in this article. ====July==== '''Quick Characters:''' Optional rules intended to make generating characters quicker and easier to pull off. ====August==== '''The Faithful:''' New subclasses to allow arcane casters to get in on the divine casters' schtick. This article introduced the Seeker Patron for Warlocks, and the Theurgy tradition for Wizards. There was an immediate uproar that the Seeker was all over the place and the Theurge was overpowered. ''Theurges'' are incredibly powerful, and this has led to quite a bit of backlash from fans who denounce them as being the most ''broken'' Arcane Tradition in the game, a title they held until the Lore Master came out in 2017. Essentially, a Theurge is a "wizard-priest", an [[arcanist]] who is either devoted to a deity sufficiently to wield some of their magical powers, or has learned to imitate (or usurp) divine magic through arcane lore. Essentially, the Theurgy Tradition is an alternative to the Arcana Domain for [[Cleric]]s, in that it tries to make a singular class out of the Cleric/Wizard [[Mystic Theurge]], but by from the basis of being a wizard who studies and wields godly magic. Amusingly, by its default fluff, you can easily use it to represent an [[Ur-Priest]] as well. It's first second-level feature is, of course, Divine Inspiration, which lets you pick a specific Cleric Domain. Naturally, this should be one appropriate to the deity your Theurgist is worshipping/studying/ripping power from, though it notes that the most natural fits for a Theurgist are probably Arcana, Knowledge and Light. Its second level 2 feature is Arcane Initiate; when you gain a level, you can choose to trade one of the Wizard spells you know for a Cleric spell from a slot level you can cast - so, if you can cast 3rd level spells, you can snag a 1st, 2nd or 3rd level Cleric spell. You ''must'' concentrate on gaining the bonus spells from your chosen Domain first; only if you can cast all of the spells from that Domain can you pick up "generic" Cleric spells for your spellbook. Additionally, though you keep these spells in your spellbook, other wizards can't learn to cast them by copying from your spellbook. Its final 2nd level feature is Channel Arcana, which basically gives you Channel Divinity 1/short rest (2/short rest at 6th level, 3/short rest at 18th). When you make use of this power, you can gain either the Divine Arcana power-up (+2 to attack roll or saving throw of the next spell you cast) or the Channel Divinity effect granted by your chosen domain. The rest of its Tradition features are based on gaining access to your Cleric Domain's bonus features, with the exception of weapon and armor proficiencies. Arcane Acolyte (level 6) gives you access to the level 1 bonus feature, Arcane Priest (10th level) gives you access to the level 6 bonus feature, and finally Arcane High Priest (level 14) gives you access to the level 17 cleric bonus feature for your domain. Arcane High Priest is the most commonly cited and least legitimate source for complaints about the "overpowered" status of Theurges, with many falsely insisting that, [[RAW]], you could take the Arcana Domain and thusly get access to [[Wish]] at level 14. More legitimate complaints focus on the potential for abuse if you apply Spell Mastery to Cleric spells,or the fact you can effectively have two Domains by becoming a multiclassed Theurgist/Cleric. ''Seeker'' - The Seeker is a semi-divine warlock, sworn to the service of a deity or similar entity dedicated to gathering lore and knowledge. The UA article it appears in outright states that it mostly owes its inspiration to [[Celestian]], the [[Greyhawk]] god of stars, space and wanderers. At 1st level, it grants the Shielding Aurora feature, where you can invoke a 1-turn-long forcefield once per short rest that grants you Resistance (All) and inflicts Radiant damage on any enemy that ends their turn within 10 feet of you. At level 6, it grants Astral Refuse; spend an action and you teleport off the battlefield to a non-space, where you can cast two spells on yourself before returning to where you started and ending your turn. 10th level grants you the Far Wanderer feature; you no longer need to breathe and are now Resistant to Fire and Frost damage. Finally, at level 14, you gain the Astral Sequestion feature: once per day, you can spend five minutes performing a ritual that teleports you and your party (no more than 10 people plus yourself, mind) to the Astral Plane. There, you get to complete a short rest before returning to the material plane with no time having passed in the interim. Its bonus spells are a mixture of divination and mobility enhancers, from ''Feather Fall'' to ''Legend Lore''. ====September==== '''The Ranger, Revised:''' A follow-up to the UA from a year ago, this further expands the Revised Ranger's ruleset by making it a full 20th level class at last. ====October==== '''Encounter Building:''' New rules to make generating encounters quicker and easier. ====November==== In this month, WoTC introduced a glorious but ultimately short-lived changeover to make UAs come out more than once per month. '''Barbarian Primal Paths:''' First edition of the Ancestral Guardian, Storm Herald and Zealot subclasses. '''Bard Colleges:''' First editions of the College of Glamour and College of Whispers subclasses. '''Divine Domains:''' First editions of the Forge, Grave and Protection subclasses for Clerics. Forge and Grave would go on to become official in Xanathar's Guide to Everything, whilst Protection remains unofficial so far. ''Forge Clerics'' worship smithing creator deities like [[Moradin]], and so they get bonus spells relating to manipulating fire, augmenting gear, and creating stuff, like Heat Metal, Searing Smite, Animate Objects, Magic Weapon, etc. They get bonus proficiency with heavy armor, the ability to turn a non-magical weapon or suit of armor into a +1 version for a day, which is a power they can only use once per day, the ability to create simple items as part of a short rest (no, there's no real mechanical bonus to that), +1 AC in Medium or Heavy Armor, Fire Resistance (which ultimately improves itself to Fire Immunity), a once-per-turn Divine Strike that lets you deal bonus fire damage, and the ability to gain Resistance to non-magical physical damage whilst wearing heavy armor. ''Grave Clerics'' are, as you'd expect, the "non-evil necromancy clerics!" domain; whilst Death is mechanically aimed at gods of the undead, murder and other "death as an evil force to be feared" deities, the Grave Domain is aimed at gods of "death as a natural part of the cycle", like [[Kelemvor]], [[Pharasma]] and [[Wee Jas]]. They get bonus spells relating to "good" necromancy (false life, gentle repose, antilife shell) and "neutral" necromancy (blight, animate dead, bane), the Spare The Dying cantrip for free, the ability to always heal maximum damage with their healing spells, the ability to spend 1 minute to sense all undead within 1 mile once per day, the ability to use Channel Divinity to remove immunity/resistance (if present) or grant vulnerability to the next attack to strike that creature, the ability to negate a critical hit on an ally once per short rest, a Divine Strike that ca deal bonus necrotic damage, and the ability to give themselves or an ally some free healing in response to an enemy's death once per turn. ''Protection Clerics'' worship guardian deities, obviously, and so their powers basically make them more castery [[paladin]]s. They get protective bonus spells, the ability to impose disadvantage on combat rolls by enemies within 5 feet who're attacking someone else, a Channel Divinity that lets you armor an ally with an aura that burns the next guy to strike that ally, gaining healing when you cast a heal-spell on others, a radiant damage Divine Strike, and the ability to gain two damage resistances from the list of Slashing, Piercing, Bludgeoning, Necrotic and Radiant, which you can change every short rest and which you can transfer to someone else with a touch. '''Druid Circles and Wild Shape:''' First editions of the Circles of Dreams, the Shepherd and Twilight, plus alternate rules for governing druid wildshaping. ====December==== '''Martial Archetypes:''' First edition of the Arcane Archer, Knight, Samurai and Sharpshooter subclasses for Fighters. '''Monastic Traditions:''' First edition of the Way of the Kensei and the Way of Tranquility for Monks. ''The Way of the Kensei'' is essentially a monk-[[samurai]], based on the "unarmored weapon master" [[kits]] from the earliest editions of D&D and made infamous in [[Baldur's Gate]] for how broken they were through [[gish|dual-classing with wizards]]. Its big thing is that it grants the monk 3 free martial weapon proficiencies, and any weapon it's proficient with becomes a "kensei weapon". What this means in practice is that any weapon they're proficient with now benefits from all the traits of Martial Arts, including the "key off Dex instead of Str" thing. That's right, this lets you bring back your greatsword-wielding Soaring Blade monk from 4e - at 3rd level. Their other features revolve around bumping up their weapons even further; One With The Blade means that A: the kensei treats all of its kensei weapons as magical, and B: the kensei can double its proficiency bonus on an attack once per short rest, Sharpen The Blade lets it spend ki points to buff up attack & damage rolls, and Unerring Accuracy gives it a free reroll for failed weapon attacks once per turn. ''The Way of Tranquility'', in comparison to the Way of the Kensei, is a pacifist monk who thusly specializes in diplomancing; an effectively permanent Sanctuary spell on itself at 3rd level, the ability to heal others of wounds, poison and disease with a touch, free proficiency in Performance or Persuasion, Advantage on "Charisma checks made sincerely to diffuse violent situations", a charm attack delivered by touch that temporarily nullifies the victim's ability to fight, and finally a "you pushed me too far!" freak-out you can undergo when somebody kills somebody in your presence that buffs your damage, allowing them to lay down a righteous ass-whupping. While everyone likes the later-level class features, the first two are pure [[skub]]. There's just no getting around the fact that they are better versions of other people's class/archetype features, gained, in the case of the at-will ''sanctuary'' effect, at a lower level than the other monk archetype that grants it. '''Sacred Oaths:''' New material for [[Blackguard]]s, in the form of the first editions of the Oaths of Conquest and Treachery for the Paladin.
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