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====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.
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