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===2015=== ====February==== '''[[Eberron]] Update:''' Bare-bones mechanics for converting Eberron campaigns to 5e mechanics. Includes 5e PC stats for the [[Changeling]], [[Shifter]] and [[Warforged]], Dragonmark rules, and the first rendition of the [[Artificer]], as a [[Wizard]] subclass. More or less panned by fans of the setting, who feel most of it was phoned in - the Artificer was particularly loathed for being underpowerd, whilst the Warforged was so weak that Keith Baker himself put up his own version on his blog. ====March==== '''When Armies Clash:''' Rules for mass combat in 5th edition. ====April==== '''Modifying Class:''' As the name suggests, an extended discussion on how to mechanically tweak and homebrew classes and subclasses. Examples give are a non-spellcasting version of the [[Ranger]] class and the first edition of the [[Favored Soul]] as a [[Sorcerer (Dungeons & Dragons)|Sorcerer]] class. ''Favored Soul'' - This first attempt at converting the Favored Soul is relatively close to the original 3e version. Taking the Favored Soul option instead of Draconic Bloodline or Wild Origin means your sorcerer gets to pick options from one of the [[Cleric]] domains for themselves and adds those domain spells to their list as bonus spells. They get much better combat stuff (automatically proficient with light and medium armor, shields, simple weapons, and gain an Extra Attack at level 6), but they still have d6 hit dice, so it's not always the best idea to go wading into melee. They gain the ability to sprout wings for flying and healing whenever they cast a Domain spell. Take the Life Domain and your Sorcerer can toss around healing and buffing spells like nobody's business (and with metamagic, to boot. Twinned Cure Wounds? Don't mind if I do), or take the War domain to put your newfound ass-kicking skills to the best use. ====May==== '''Waterborne Adventures:''' Rules for playing naval campaigns, complete with the Krynnish [[Minotaur]] race, the Mariner fighting style, and the first drafts of the [[Swashbuckler]] and Storm subclasses for the [[Rogue]] and the [[Sorcerer (Dungeons & Dragons)|Sorcerer]] respectively. ''Storm Sorcery'' focuses on lightning, swooping around with wind powers, and controlling the weather to make navigating a ship a breeze (No pun intended). At high levels, they can fly and spend an action to let the party swoop around, too. In short, a pretty great "pure caster" bloodline that doesn't go for making you tough like a dragon or have a significant lol-random component like the wild one. This eventually got made official with the Sword Coast Adventurer's Guide, but with one key nerf: the extra "stormy" spells that they got for free and which didn't count against their allotment of spells? Gone now. Who the fuck knows why. ====June==== '''Variant Rules:''' The first of several UAs aimed at modifying and expanding the rules of 5e as a whole. This article contains the "Players Make All Rolls" rules variant, the "Custom Alignment" rules variant, and the Vitality optional rule. ====July==== '''Awakened Mystic:''' The first rendition of the [[Mystic]] class, 5e's first attempt at bringing [[psionics]] back into the game. ====August==== '''Modern Magic:''' 5e rules aimed at more "Urban Fantasy" games, ala [[D20 Modern]]. This particular article contains the City Domain for [[Cleric]]s, the Ghost In The Machine Patron for [[Warlock]]s, and the Technomancer Tradition for [[Wizard]]s, as well as new spells for all of them, and a gunslinging invocation for Warlocks. It ties into another article called "Behind The Screens: My New D20 Modern Campaign", which also features more urban fantasy equipment in the form of new firearms (sidearms and longarms) and modernistic armors. ''Technomancers'' represent a [[Wizard]] for a more modern age, one who focuses on mastering the interplay between magic and technology. A fairly fluff-accurate character, but unlikely to be of much use unless your DM wants to run either an urban fantasy game or a [[magitek]]/[[dungeonpunk]] game in the vein of [[Shadowrun]] - or at least with more advanced stuff than [[Eberron]]. The Technomancer gets free proficiency with sidearms (that is, pistols) and hacking tools at level 2, as well as trading their spellbook for an enchanted tablet computer. This lets them scribe spells in half the time of a normal wizard. At level 6, they get Program Spell, which lets them use any basic computational device (mobile phone or better) to "hold" a spell for them. The charge only lasts 48 hours, is one-use only, and a technomancer can only have one at a time. On the other hand, this lets you give somebody an undetectable improvised explosive device by handing them a cheap mobile primed to detonate a Fireball when they answer it. At level 10, they get Online Casting, where they can use networked electronic devices to channel spells for them. So, if you can get yourself into the mall's security room, you can promptly blast every fucker who walks into a room with a working security camera, without leaving the place. Finally, at level 14, they get the Chained Device feature, where they can have a tablet computer or better gizmo maintain concentration on a spell for them, allowing them to hold two concentration spells at once. ''Ghost in the Machine'' - A [[Warlock]] with this pact comes from a hyper-[[dungeonpunk]], high-[[magitek]] or [[Urban Fantasy]] type setting, having made a pledge with some sort of [[Deep Rot|powerful artificial intelligence]]. This warlock gains the ability to mentally control computers, teleport along electrical wires & data cables, resistance to magical forms of detection and information retrieval, and the ability to "infect" others with a techno-virus by touching them, which hurts them with Psychic damage and lets you control them like puppets. This is awesome, but sadly useless in the standard high fantasy setting your group insisted on playing in. ''City Domain'' - An [[Urban Fantasy]] or high-[[magitek]]/hyper-[[dungeonpunk]] worshipper of [[Urbanus]] or conceptually similar deities. Enhanced Charisma, Perception, and Insight in urban areas, a Channel Divinity that lets you mentally control all city utilities (and knock over or grab enemies by making the city grab them), bonus Psychic damage with melee attacks, and free teleportation between mass transit points (so bus stops, subway entrances, train stations, etc). ====September==== '''Ranger:''' This month's edition presents a 1st through 5th level look of an updated, revised ranger, born as a result of all the people complaining about just how awful the default 5e ranger was. ====October==== '''Prestige Classes & Rune Magic:''' As its name suggests, this article tries to bring back the concept of [[Prestige Class]]es, and introduce the Rune Magic subsystem on the side. The response was lackluster and PrCs don't seem likely to ever officially come back, though that might be due to how bad the [[Rune Scribe]] sample PrC was. ====November==== '''Light, Dark, Underdark!:''' As you can probably tell, this UA was inspired by the [[Underdark]]. Two fighting styles - the Close Quarters Shooter ad the Tunnel Fighter, the Deep Stalker Archetype for Rangers, the Shadow origin for Sorcerers, and the Undying Light Patron for Warlocks. ''Undying Light'' - Making a pledge to the force of Positive Energy itself, these warlocks are a weird melding of warlock and [[cleric]], making them a pretty interesting alternate take on the [[Favored Soul]]. In addition to a bunch of fire/light based spells, including two new cantrips, it gives Radiant resistance, a bonus to Radiant or Fire damage that it inflicts, increased vitality, and a healing touch. It also comes with a d6 table of optional personality flaws, which basically revolve around hating the dark and loving the light - despising the undead, being afraid of the dark, always needing to light up any place that's dark, things like that. This would receive some tweaks and ultimately give rise to the official Celestial Patron in "Xanathar's Guide to Everything". ''Shadow Magic'' - gives no new spells, but does get a bunch of "umbramancer" class features, like burning sorcery points for Darkness, summoning a "Hound of Ill Omen" (ghostly dire wolf), teleporting between shadows and assuming a shadow form. It comes with a list of weird undead-themed optional quirks, like slow bleeding or a tendency to stare without blinking. ====December==== '''That Old Black Magic:''' Demon-focused UA article, presenting the new Abyssal [[Tiefling]] variant race and new Wizard spells for conjuring various low-level fiends.
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