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===2017=== ====January==== '''Artificer:''' The second ever fully-fledged new class for 5e, in the form of a new take on the Artificer, complete with the Alchemist and Gunsmith subclasses. '''Ranger and Rogue:''' First edition of the Horizon Walker and the Primeval Guardian for the Ranger, and first edition of the Rogue's version of the Scout. ====February==== '''Sorcerer:''' First editions of the Phoenix Soul, Stone and Sea Origins for Sorcerers, and the second edition of the Favored Soul Sorcerer subclass. ''Favored Soul'' - This mark 2 version doesn't get free Cleric spells but is instead allowed to learn Cleric spells. They also get a boost to hit points, the ability to add 2d4 to a failed attack or saving throw, doubled proficiency on Charisma checks, immunity to poison and disease, and regaining half your health once per long rest. This might make a decent survival Sorcerer. ''Phoenix Soul'' - This lets you start fires, deal fire damage to anything that hits you, add your charisma bonus to fire damage you deal, ignore killing blows and deal fire damage when someone lands one, spend spell slots to heal themselves, and eventually fly, gain resistance to all damage, and deal even more damage when someone lands a killing blow. It's a bit of blastiness, mixed with some survivability. However, it's also been widely and intensely derided for having literally all of its features only matter when you're in your phoenix form, which you can only assume for one minute ''per day''. ''Stone Soul'' - Weirdly, this is a tank sorcerer and plays like a [[Battlemind]] or maybe a [[Swordmage]]. This nets you proficiency with shields, simple weapons, and martial weapons. You also can learn spells off a list that focuses on melee combat and tanking (you get a bunch of different smites), get a boost to your HP and an AC of 13 + Con. You can grant allies a reduction to physical damage equal to (2 + Sorcerer Level) / 4. When an ally with this reduction gets hit, you can teleport next to them and make a melee attack with bonus damage. At first, you can only give this reduction to one ally, but eventually, you can throw it on 3. Finally, you get a nice little bonus to your spell damage. It's the clear winner of the UA. It's hard to say why Wizards decided to remake the Battlemind as a sorcerer, but they did a pretty good job of it. It's also one of the better ways to make a gish in 5e. ''Sea Soul'' - Guess your mom got freaky with a water-elemental or something. This lets you breathe underwater and swim real good, curse people to trigger special effects when you hit them with a lightning/cold/forced movement spell, resist fire damage, reduce physical damage you take by your charisma modifier, turn into water, and eventually, resist physical damage, ignore critical hits, and, best of all, exist without food/drink/sleep (why does D&D keep trying to sell us this shitty, shitty feature as a goddamned capstone? It's not like most DMs use the fucking food rules!) It's kind of a mixed bag of features, without a real mechanical theme. Maybe a control sorcerer? '''Warlock and Wizard:''' First editions of two new Patrons for the Warlock, in the Hexblade and the Raven Queen, four new Warlock invocations, and the first edition of the Lore Master Tradition for Wizards, which has been derided as being even more broken than the bloody Theurge was. ''Lore Masters'' were... well, if you thought Theurgists got bitched about, you hadn't heard anything yet. Lore Masters are the return of the "Generalist Wizard" archetype, which is represented by giving them quite a bit of versatility, attracting complaints that now it outdoes the [[Sorcerer (Dungeons & Dragons)|5e Sorcerer]] at being the "versatile caster" as well as complaints about being overpowered. Its first 2nd level feature, Lore Master, doubles your proficiency bonus for Arcana, History, Nature and Religion checks (you still gotta be proficient in the first place) and lets you roll Initiative based on your choice of Int or Dex. The second level 2 feature, Spell Secrets, lets you change the damage types of elemental damage spells (that is, spells that inflict Acid, Cold, Fire, Force, Necrotic, Radiant, or Thunder damage) at will, and change the saving throw type of a single spell per encounter. This means that not only could you throw around all of the "force damage inflicting fireballs" that you want, you could also throw a fireball that is resisted with a Strength check once per encounter. Level 6's Alchemical Casting lets you modify certain spells by burning an extra spell slot; give up a 1st level spell slot when casting a spell that inflicts damage for +2d6 bonus Force damage, give up a 2nd level spell slot when casting a ranged spell of at least 30 feet to instead upgrade its range to 1 mile, and give up a 3rd level spell slot when casting a spell with a saving throw to increase its DC by +2. At level 10, you gain the Prodigious Memory trait, which lets you use a bonus action to swap one of your memorized spells out for a prepared spell instead once per encounter. Finally, level 14 makes you a Master of Magic, letting you cast 1 spell from '''any''' spell list (must be a level you can actually cast for, though) once per day. This tradition has received a huge outcry for effectively being better at magical flexibility than the entire Sorcerer class is, to say nothing of their ability to make ''all'' their damage Force damage, and therefore nigh-irresistible. ''Hexblade'' - Pledge yourself to a sentient weapon of some description. Echoes the old [[Hexblade]] class and focuses on melee combat (it's a pretty obvious pairing with the Pact of the Blade). You get spells focused on making your weapon more magical (including three Paladin smite spells!), boosting your mobility, and a few kill-y spells. You also get proficiency with medium armor, martial weapons, and shields, and can substitute your charisma for dex or strength when making attacks with 1handed weapons. Other features include a curse you can put on people to make it easier to kill them (grants increased crit threshold, add proficiency to damage against them, regain hitpoints when they die, eventually makes it hard for them to hit you). Finally, you get a magic dog that lives in your shadow. You can make this dog go into someone else's shadow, which will let you ignore most cover they might be behind (I know that sounds made up, but it's real, I swear.) ''Raven Queen'' - Pledge yourself to the [[Raven Queen]]. Focuses mostly around having a raven familiar. Spells are themed around death, finding things, and cold. Features give you a magic raven that grants you some bonuses, which you can eventually merge with. You also get advantage on death saving throws, immunity to frighten, and resistance to necrotic damage, and the ability to cast "Finger of Death" once per long rest. '''Mass Combat:''' A revision of a concept touched upon in the very second every UA Article, way back in March 2015. '''Traps Revisted:''' New rules for DMs to handle managing, placing and disarming traps. ====March==== '''The Mystic Class:''' The complete version of the [[Mystic]], so far, a full 20th level class with all the mechanics that 5e plans to use to handle psionics, or so it seems. a fan-made modified, expanded, and illustrated version can be found [https://drive.google.com/file/d/0B2bXgsHg7PtJNXdRdjdaUDhRM2M/view?fbclid=IwAR0af_O9Ru-j4xmV6VtGYmQNxbf-DNXgbVYHnqP56ZQvMlcpf-g5r-oJT3A| here] '''Wizard Revisited:''' A second edition revamp of the Theurgy Tradition and a new Tradition in the form of [[Warmage|War Magic]]. ''[[Warmage]]s'' were released in a March 2017 Unearthed Arcana, and if you think about it, they make more sense in this edition, as Wizards and Sorcerers no longer use different casting styles, and they were always highly trained, which is the wizard's "thing". Surprisingly, they're not redundant nor do they step on the toes of Evokers; they're all about blasting smarter, not harder. The first of their second level features, ''Arcane Deflection'', lets them boost up their defenses with magical energy - when they take a hit against AC or fail a Con saving throw, they can burn their reaction to immediately boost their AC by +2 or their Con saving throw score by +4, as needed, in order to negate that particular attack. The downside is that they can't cast anything more powerful than a cantrip until the end of their next turn after using this trait. Their other level 2 feature, ''Tactical Wit'', lets them add their Int modifier to their initiative rolls. ''Power Surge'', unlocked at level 6, allows them to boost up their crowd-smiting attack spells once per short rest, in the form of adding +2 damage dice to the spell - this means they can launch a 10d6 fireball once per encounter, and at hitting level 20, they could unleash a ''16d6'' fireball. Their 10th level feature, ''Durable Magic'', continues the "mystical protection" theme, giving them +2 to AC and to all saving throws whilst they have a spell maintained. Finally, the level 14 ''Deflecting Shroud'' provides a nice mixture of defense and offense, as it lets the Warmage deal half their level in Force damage to all enemies within 10 feet whenever they use Arcane Deflection. This Tradition was made official in Xanathar's Guide to Everything, with Power Surge getting a complete rewrite, Arcane Deflection boosting all saves, and Deflecting Shroud gained greater range at the cost of hitting fewer targets. Mk2 ''Theurges'' are... literally unchanged from the mk1 version posted so long ago. '''A Trio of Subclasses:''' One new subclass for each of the Monk, Paladin and Ranger. The Monk gets the new Way of the Drunken Master, the Paladin gets the new Oath of Redemption, and the Ranger gets the Monster Slayer, a tweaked version of the Monster Hunter subclass released for Fighters in ''Gothic Heroes''. ''The Way of the Drunken Master'' is, as you would expect, the stereotypical drunken master, despite not actually using alcohol in any way, instead opting for acting drunk. Roleplaying may vary. Drunken technique gives you proficiency in the Performance skill, as well as giving you disengage whenever you use Flurry of Blows and increasing your speed by 10 feet for that turn. Tipsy sway emulates the drunken swaying, making it so that, when you are missed by a melee attack, you can use your reaction to redirect it at another creature within 5 feet except the attacker. However it is only once per short or long rest. Drunkard's luck allows you to spend 1 ki to give yourself advantage on any saving throw, but must be used before the saving throw. Intoxicated frenzy allows you to make up to five attacks with Flurry of blows at the cost that every attack must target a different creature. ====April==== '''Starter Spells:''' An assortment of new cantrips and 1st level spells for all of the casting classes in 5e. '''Downtime:''' New rules on how to handle what PCs do during downtime in between adventuring encounters. '''Feats for Skills:''' An assortment of new feats based on skill proficiencies. '''Feats for Races:''' An assortment of new feats restricted to characters of specific races. ====May==== In this month, Unearthed Arcana returned to being a once-per-month production. '''Revised Subclasses:''' Five 2nd edition revamps of subclasses from the past year; the barbarian’s Path of the Ancestral Guardian, the bard’s College of Swords, the fighter’s Arcane Archer, the monk’s Way of the Kensei, and the sorcerer’s Favored Soul. ''Favored Soul'' - This third and final unofficial redraft of the Clerical Sorcerer subclass goes for more of a heal-bot approach. Divine Magic, acquired at 1st level, means it can learn Cleric spells and Sorcerer spells at will, and gets a "free" Cure Wounds spell - an automatically learned spell that doesn't use up its limited supply of spells known. It also retains Favored By The Gods, as per the last version. At level 6, it gains Empowered Healing, allowing it to spend sorcery dice to reroll the dice results for healing spells it casts. Level 14 gives it access to Angelic Form, where it can summon or dismiss ethereal wings that grant it a Fly speed of 30 feet. Finally, at level 18, it gains Unearthly Recovery, which lets it regain 50% of its hit points after dropping to half or less of its HP once per long rest. ====June==== '''Revised Class Options:''' More tweaked 2nd editions of subclasses from earlier Unearthed Arcanas; the druid’s Circle of the Shepherd, the fighter’s Cavalier, the paladin’s Oath of Conquest, and the warlock’s Celestial (formerly known as the Undying Light) Patron. It also has some new Warlock invocations. ''Celestial'' - This is the "good guy warlock" patron option, where you make a pact with an [[angel]] of some description. In mechanics, it's a refluffed version of the Undying Light Patron presented in an earlier UA. The big difference is that it adds some healing spells to its list of bonus spells, instead of just fire/radiant damage-dealers, and rearranges what levels you get which features at. At 1st level, you gain Healing Light - the "heal with a touch" feature from the UL Patron, which it didn't get until level 14 - and Light & Sacred Flame as bonus cantrips. At level it gets Radiant Soul, which is Resistance (Radiance) and bonus to radiant & fire damage, a feature the UL got at 1st level. They both get the same "bonus temporary HP on completing a rest" feature at level 10, but the Celestial renames it the Celestial Resilience trait. Finally, it gets Searing Vengeance - 1/day, when reduced to death, spring up at half maximum hitpoints and inflict radiant damage & blindness on all enemies within 30 feet - as its 14th level trait, when for the UL Patron it was a 6th level feature. This would go on to be reprinted exactly as-is for Xanathar's Guide to Everything. ====July==== '''Greyhawk Initiative:''' Old-school styled rules for handling initiative amongst PCs, using random dice rolls made in each turn of combat. Pretty much universally held up as the absolute '''worst''' UA that WoTC has put out to date. ====August==== '''Three-Pillar Experience:''' New rules for gaining experience, in an effort to make exploration and social interaction as important to a game as combat, because traditionally all your XP comes from killing shit and that only really encourages [[murderhobo]]s. ====September==== '''Race Options: Eladrin & Gith:''' New racial rules for the [[Eladrin]], the [[Githyanki]] and the [[Githzerai]], with the latter two being presented as subraces of a singular [[gith]] race. ====October==== '''Fiendish Options:''' New subraces for [[tiefling]]s based on the [[Archdevil]]s, new monster powers and other tips to represent diabolic and demonic cultists. ====November==== '''Elf Subraces:''' Four new subraces for the [[elf]]; the [[Avariel]], the Grugach, the Sea Elf, and the [[Shadar-Kai]], in an attempt at amalgamating its 3e and 4e fluff.
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