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===2020=== ====January==== '''Subclasses, Part 1:''' The first UA of 2020 provided four new subclasses; the Path of the Beast for the [[barbarian]], the Way of Mercy for the [[monk]], the Oath of the Watchers for the paladin, and the Noble Genie for the [[warlock]]. The Path of the Beast gives you [[therianthrope]]-esque shapeshifting abilities when you rage, similar to an archetype that [[Pathfinder]] did. The Way of Mercy is, despite the name, a "medic" flavored subclass for monks, granting them a number of healing abilities, as well as the ability to deliver a deadly touch and create a protective aura of lethal miasma. The Oath of the Watchers represents paladins sworn to guarding the world against planar invaders, primarily [[fiend]]s and [[aberration]]s, giving them various increased detection and abjuration abilities. Finally, the Noble Genie gives your warlock a [[genie]] patron, which grants a number of utility powers to represent their active meddling in their agents' lives. ====February==== '''Subclasses, Part 2:''' Three new subclasses; the [[Bard]]ic College of Creation (reality warping bard); the [[Cleric Domain]] of Love, and the Clockwork Soul [[Sorcerer (Dungeons & Dragons)|Sorcerous Origin]], representing sorcerers tied to the cosmic forces of order stemming from [[Mechanus]]. /tg/ actually ferreted this PDF earlier than was intended, and the article was taken down for a couple of days until it was restored by the 7th. This new version featured tweaked versions of the College of Creation and the Clockwork Soul, and replaced the Love domain with the Unity domain. '''Subclasses, Part 3:''' Yet more subclasses! This article comes three options for the Artificer, Druid, and Ranger. The Artificer gets the Armorer subclass, who as expected, specializes in wearing giant fuck-off pieces of [[Power armor]]. You gain proficiency in heavy armor, get a boatload of defensive/offensive spells, and the ability to turn any heavy armor you are wearing into [[Power Armor]] that you can wear without any penalty, even if your STR sucks. You can then modify said power armor into two different classes of armor: The Guardian set which lets you be a big tanky threat, or the Infiltrator set, which gives you a lightning gun and lets you move around faster and quieter. Eventually, you can modify this EVEN MORE by using your infusions. The Druid gets the Circe of the Stars, which is all about constellations. You get a special map that lets you cast augury and guiding bolt, and the ability to shift into special constellations using your wild shape which helps you heal, deal damage, or maintain concentration on your spells. You can also screw with dice rolls by adding or subtracting a d6 and can eventually go supernova. Finally, the Ranger gets the Fey Wanderer subclass, which represents a Ranger who got lost in the Feywild so much it started to affect them (isn't it weird that there are a lot of feywild themed subclasses lately?). The Fey Wanderer subclass enables two-weapon fighting, but can be used with any weapon to add a load of psychic damage to your attack by spending spell slots, imbuing weapons, or forcing saving throws. ====March==== '''Spells & Tattoos:''' A handful of new spells, mostly conjuration themed, and a new type of magic item in the form of magic tattoos. ====April==== '''Psionic Options Revisited:''' A re-rerelease and tweaking of several different psi-focused options from UAs past. The Psychic Warrior Fighter has now become the Psi Knight, Soulknife's Rogue Archetype incarnation has been tweaked, the Aberrant Mind Sorcerer is now the Psi Soul, and there are 5 new feats for Psychic powers. The article opens with the explanation that the [[Mystic]] UA class, as previously envisioned, was too problematic for multiple reasons to be worked on any further, and has more or less been scrapped. From now on, Psi powers are to be handled via spell, feats, and subclasses. According to a sidebar, Psionic power can be considered magical on a case-by-case basis. All three subclasses revolve around a "Psychic Talent Die", which starts as a d6 and grows or shrinks depending on how you roll. If you roll a 6 on your d6, it shrinks to a d4, and if you roll a 4 on that d4, you can't use your psi dice at all until you take a long rest (or if you reset it once per long rest as a bonus action). If you roll a 1 on the die, it grows bigger, up to where it started. As you level up, the starting size of the die gets bigger, up to a d12. This UA also marks the introduction to 5e of Feats having other Feats as prerequisites, as you need to have the Wild Talent feat if you want to take any of the other introduced feats if you aren't already one of the psionic subclasses. ====May==== '''Subclasses Revisited:''' Another re-examination of subclasses from recent history. This UA looks touches upon the Revived Rogue, Noble Genie Warlock, and Archivist Artificer, turning them into the Phantom, Genie, and the Order of Scribes Wizard respectively. The Phantom trades the Cunning Action bolt blast for a smaller secondary Sneak Attack on another dude that triggers when you Sneak Attack. You can also turn souls into trinkets you can use for your own benefit and the capstone lets you move around like a spooky ghost. The Genie Warlock now gets a choice of the four types of genies, and grants spells and abilities based upon the chosen element, as well as Generic Genie spells that all the types get. Instead of being tied to your teammates, this subclass is more self-focused, allowing you to pop into your own little pocket dimension and granting bonus damage on attack rolls. At later levels, you can invite your friends to crash in your place, granting them a short rest in the span of 10 minutes, and your capstone lets you cast a Limited Wish that can mimic any other spell that is level 6 or lower, and only takes 1 action. The Order of Scribes, notably, is not actually an Artificer Subclass. Rather, it was made into a Wizard subclass. You get a special quill to write your spells into your book on the cheap, and you can turn your book into a proper spellcasting focus, which also has the benefit of letting you Ritual Cast using the normal casting time, and lets you swap the damage type of your spells with another spell's damage type, as long as it is in your book. The Order of Scribes also lets you make scrolls on the cheap, and the capstone lets you come back from death at the exchange of permanently losing spells. ====July==== '''Unearthed Arcana: Feats''' A collection of 16 feats and half-feats. Many of the feats give a small ability or proficiency alongside a skill increase. The Gunner feat gives an opportunity for characters to get access to fire-arm proficiency, which was pretty much un-available to any character aside from an Artificer normally. Fey Touched, Shadow Touched and Tracker give once per day spells alongside a skill increase. More notably, was the Metamagic-Adept and Eldritch-Adept, which gave 2 sorcery points and a metamagic or an eldritch invocation (That doesnโt have a prerequisite) respectively. Thus wizards of the coast further bullies the sorcerer. Or you could just use this to get extra metamagics/eldritch invocations on your sorcerer/warlock. ====August==== '''Subclasses Part 4:''' Has some more supernaturally-themed subclasses for the Warlock and Bard. Introduces the Deathless Warlock Patron, a sort-of variant to the Undying Patron from the SCAG. For the most parts, it swapped around features, though it does have the ability by level 10 to self-destruct, exploding into a shower of limbs and gore in order to harm anyone in range and the ability to astrally project on level 14. The College of Spirits Bard acts like a medium, allowing you to turn Bardic Inspiration into a more randomized bonus to your recipient. As a bit of a fringe benefit, you also add a bonus to any healing or damage done by your spells so long as you cast through a suitable focus. ====October==== '''Subclasses Part 5:''' In which things became dragons, including subclasses for the Monk and Ranger. The Way of the Ascendant Dragon is more focused on being the dragon, initially via dealing elemental damage with your fists and a breath weapon. Later features show more powerful tricks, like an aura of elemental damage (that acts as resistance for allies) and limited flight. The Drakewarden Ranger acts as yet another pet-focused ranger, though this pet is more of a long-term summon than lifelong pet. Unlike the PHB's embarrassment of a subclass, this drake has both the ability to attack while letting the owner fight as well and has worthwhile abilities that improve as the player progresses. It gains a new mode of movement, extra elemental damage to its attacks and a capstone ability that lets you both gain resistance to any damage you suffer.
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