Editing
Unearthed Arcana
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====January==== '''Three Subclasses:''' Just like the title says, three new subclasses for the [[Druid]], [[Fighter]] and [[Wizard]]. In hindsight, ''very '''very''''' obviously a playtest for the Guildmaster's Guide to [[Ravnica]]. The ''<s>[[Golgari Swarm]]</s> Circle of Rot Druid'' is a creepy [[swamp]] or [[Underdark]] favoring druid who worships fungi as one the great powers of nature, embracing them in their role as entities that break down dead matter and turn it into the stuff from which new life can prosper. As such, their vision of the cycle of life doesn't entirely exclude the [[undead]], although they will still come down hard on undead creatures that seek to break the cycle. Their Circle Spells thusly dip into the [[wizard]] and [[cleric]] pool, drawing forth a combination of [[necromancer]] spells (Chill Touch, Gentle Repose, Ray of Enfeeblement, Animate Dead, Contagion) and spells that fit the "fungal" theme (Gaseous Form, Blight, Confusion, Cloudkill). At level 2, they gain '''Halo of Spores''' (as a reaction, inflict 3 Poison damage on 1 creature within 10 feet, which upgrades to 6 damage at 6th level, 9 damage at 10th leve, and 12 damage at 14th level) and '''Symbiotic Entity''', where they can spend a use of Wild Shape to gain 3 temp HP per Druid level, double their Halo of Spores damage, and inflict +1d6 Poison damage with their melee attacks for 10 mins or until they use Wild Shape again. At level 6, they gain '''Fungal Infestation''', where any creature slain by their Halo of Spores rises as a 1 hit point zombie that obeys the druid for 1 hour and then decays into nothing. 10th level gives them '''Spreading Spores''', where they can sacrifice the ability to use Halo of Spores temporarily to create a 10ft cube up to 30 feet away where everyone that enters it is affected by Halo of Spores; this lasts 1 minute or until they use another action to relocate the spores. Finally, 14th level gives them '''Fungal Body''', making them immune to blindness, deafness, fear, poison and critical hits. All in all, its a weird class, but flavorful and decently strong. The ''<s>[[Gruul Clans|Gruul Brute]]</s> Brute Martial Archetype'' is for Fighters who want to dabble in [[Barbarian]], or for those who think that the Champion is too complicated, depending on who you ask. Their 3rd level ability is '''Brute Force''', which increases their weapon damage by a bonus amount based on their level (+1d4/3rd level, +1d6/10th level, +1d8/16th level, +1d10/20th level). 7th level gives them '''Brutish Durability''', which adds +1d6 to their death saving throws and boosts their chance of having rolled a 20. They pick up an '''Additional Fighting Style''' at level 10. Level 15 grants them '''Devastating Criticals''', where they add bonus damage equal to their Fighter level to all critical hits. Finally, level 18 gives them the '''Survivor''' trait, where they automatically regenerate 5 + Constitution modifier (minimum of 1) hit points per round so long as they have 1 hit point left. It's not a flashy subclass, but it is a bloody solid one. The ''<s>[[Izzet League|Izzet Researcher]]</s> School of Invention'', on the other hand, doesn't seem to know what it wants to be. Fluff-wise, it's an attempt to play the [[Artificer]] as a full-caster by making a [[wizard]] into someone who is constantly experimenting with new ways of performing magic. It gets three level 2 features; '''Tools of the Inventor''' (2 free tool proficiencies), '''Arcanomechanical Armor''', and '''Reckless Casting'''. The former feature grants the wizard proficiency with light armor and lets them turn a suit of studded leather armor into a magical version that A: only functions for them, B: grants Resistance to Force damage, and C: has an AC of 12 + Dexterity modifier. The latter feature lets a wizard choose to try and manipulate raw magic to their will instead of casting one of their prepared spells. For cantrips, this a simple roll on a D10 table. For spells, the wizard expends a spell slot of 1st through 5th level and rolls 2D10 on the table for that spell slot's level (6th+ level spell slots still work as rolls on the level 5 table); they can pick which of the two results to use, but rolling a 10 does give them the option to try and cast two spells from that list at the same time. These Reckless Magic spell lists include spells from other casting styles. At level 6, they gain the '''Alchemical Casting''' feature; when wearing their Arcanomechanical Armor, they can give up an extra 1st level or 2nd level spell slot whenever they cast a wizard spell; giving up a 1st level slot lets them change a spell that does Acid/Cold/Fire/Lightning/Thunder damage to dealing a different damage type from that list, whilst giving up a 2nd level spell bumps up a damage spell by letting them inflict +2d10 Force damage against one target of the spell's. Level 10 grants them '''Prodigious Inspiration''', which lets them swap out a memorized spell for one in their spellbook once per short rest. Finally, their 14th level feature is '''Controlled Chaos''', where they can choose to roll on the table 1 level higher for expended spell slots when using Reckless Casting (so, you can give up a 1st level spell slot and Reckless Cast a 2nd level spell). All in all, it's a real mess of a class thematically; the features are okay, and Reckless Casting is a hell of a lot more interesting for a [[Wild Mage]] than the actual Wild Magic table is, but they just don't mesh together. It's been argued that the School of Invention is an attempt to remake the controversial Lore Master, but others don't see it, given the Lore Master's fluff was a combination of "generalist wizard" and "arcane scholar", whilst the Inventor-Mage is an Artificer-Wild Mage hybrid in both fluff and crunch.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information