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This Unearthed Arcana has some Fundamental Design Flaws

5K views · Jun 30, 2025 · Gaming

Comments · 130

  • @Adurnis · 1 year ago

    The fix for the Comet disaster is so clear: Augury instead of Find Traps.<br><br>I dunno if that brings it up to snuff as a 6th-level feature but some people may want it.

    24

  • @GhostlyPirateWyvernz · 1 year ago

    There is one thing that I have noticed about this UA and a lot of other ones is that Wotc seems to be stepping away from very &quot;unique&quot; subclass features to more mechanically &quot;safer&quot; ones. Using the Hexblade and Enchanter as examples, Hexblade&apos;s 2014l Armor of Hexes was &quot; If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.&quot; and of course you have 2014 Enchanter&apos;s Hypnotic Gaze and Alter Memories that were very unique mechanically AND had the flavor! Now a lot of features are just kinda same-y? Like amount of subclasses that are just a teleporter subclasses is kinda ridiculous(and I say this as someone who loves teleporting and enhanced movement with Fey-Touched being a pretty common pick for when playing casters lol) and also the amount &quot;You don&apos;t get knocked down 0 hp&quot; and similar features has been pretty lazy.

    17

  • @Venusmoder · 1 year ago

    <a href="https://www.youtube.com/watch?v=LP4flc_1V6U&amp;t=207">3:27</a> if you notice, all of the spells you bring up are enchantment spells. i think the easiest way to word this then is to say &quot;when you cast bestow curse or a warlock enchantment spell

    28

  • @joshl4751 · 1 year ago (edited)

    100% agree that the +2 AC needs to stack with light armor. &nbsp;Weapon using with a warlock is already consuming so many invocations that its very costly to pick up mage armor too.<br><br>Conjuration is both teleporting and summoning. &nbsp;I like that it supports both things.<br><br>I wish that Enchanting Talking was magical in nature. &nbsp;Maybe it boosts the friendship cantrip and you get to add your Int bonus to any charisma check against a creature charmed by you.

    5

  • @jonathanchapple9651 · 1 year ago

    Think enchanter getting to cast command at level 3 intelligence mod number of times per long rest.

    6

  • @MilkJugA_ · 1 year ago

    comparing lvl 14 ancestral sorcerer to ranger&apos;s hunters mark non concentration feature is crazy<br><br>also i also hate how the enchanter is about mobility and tanking &nbsp;it makes no sense

    6

  • @brouzofenjoyer9322 · 1 year ago

    I feel like the arcane shots should&apos;ve had the text &quot;you can use this feature once per short rest unless you use an arcane shot &apos;resources&apos; to recover a useage.&quot; <br><br>Once again, I feel like the usage scaling of fighter subclass features is being restrained by battle master not getting more die until level 15(compared to 2014).

    4

  • @fallenphoenixiv · 1 year ago

    Always awesome to see atlas getting his two cents in 😁

    1

  • @imthestein · 1 year ago

    Transmutation has always been my favorite in every edition and it’s never been treated right whenever someone tried to figure out what the school is about but I’ll say this is the closest we’ve gotten. That being said, the concentration proficiency should just be given for free to the Transmuter and removed from the stone because that’s barely a choice. More options should be available for the stone at higher levels but make it things like water breathing, maybe even fly, but they should be utility options.<br><br>The Master Transmuter Stone should have other options that feel like Transmutation like Create Homunculus but make it so that’s a choice for the day and doesn’t destroy the stone. You can transmute objects but they revert when after a day. Stuff like that. <br><br>Also, I’ve long argued that Transmuters should be able to transmute the energy type of their spells. This would be like the Order of Scribes feature but instead of using spells you have to determine the damage type you pick from a curated list for Transmutation (same list as the Resistance options). Make that level 3 but then at 6 or 10 (I haven’t decided yet) you give limited times per day that you can make a target resistant or vulnerable to a specific damage type (again from that list) for a limited time. Maybe as many times as your Int mod. <br><br>I love the Transmuter and I don’t need it to be the best but I do need it to be better.

    2

  • @chrisg8989 · 1 year ago

    The Tattoo Monk has a stellar structure and is very thematically strong. However, mechanically, it is abysmal. In its current state it is the worst 2024 Monk Subclass.

    27

  • @clarkside4493 · 1 year ago

    As a Necromancer player, I&apos;m sad that this take on the Necromancer doesn&apos;t feel like a master of the undead at all. I can see why they removed the extra Undead with <i>Animate Dead,</i> plus the &quot;I can dominate an undead&quot; at 14th level (no more hunting Mummy Lords with <i>Bags of Beans</i> ), but these new features are weird and completely underwhelming. I also hate that some of these feature require you to hold your spellbook. That might seem odd and nitpicky, but there aren&apos;t many good magic spellbooks to use and it isn&apos;t easy to replace a lost or destroyed spellbook. You&apos;re just without your features until it&apos;s replaced. I get what they were going for: a Necronomicon/Necromancy of Thay sort of deal, but this isn&apos;t the way to do it.<br><br>Also, why is it so hard to just give the Necromancer a feature to cast <i>Summon Undead</i> without Concentration, but it lasts for 1 minute, like with the Fey Wanderer or Draconic Sorcery or Great Old One? Why am I halving its HP to heal myself? And for the 14th level feature, why can&apos;t we have a version of <i>Danse Macabre</i> that acts like <i>Spirit Guardians</i> or <i>Conjure Animals</i> and I get extra benefits for casting it? Maybe enemies within 5 feet of me or one of my undead has Disadvantage on their save against my revised <i>Danse Macabre?</i> That way, it pays to have a few dippy skeletons or zombies from <i>Animate Dead</i> but I can make my undead from <i>Summon Undead</i> even more of a problem. That&apos;s what undead do, they swarm, they compound, they overwhelm.<br><br>Regarding the blasting, it sucks that our best options are <i>Circle of Death</i> and flippin&apos; <i>Abi-Dalzim&apos;s Horrid Wilting.</i> They&apos;re 6th- and 8th-level spells! What do we have before then? <i>Wither and Bloom?</i> IF a DM allows it, since it&apos;s from Strixhaven. <i>Inflict Wounds</i> isn&apos;t as good as it used to be. Necromancy doesn&apos;t even have an epic 9th-level spell like <i>Weird</i> or <i>Gate</i> or <i>Meteor Swarm</i> or <i>True Polymorph</i> or <i>Power Word Kill.</i> No, it has <i>Astral Projection.</i> If I wanted to be screwed by the Githyanki, I&apos;d just go hit up Lae&apos;zel.

    8

  • @Finalplayer14 · 1 year ago

    For the Conjurer <a href="https://www.youtube.com/watch?v=LP4flc_1V6U&amp;t=1632">27:12</a> I too would love a Summoner! I love the idea of the +1 spell level idea you mentioned- though I also want to add: Why does a Conjurer need to pay for these summon spells? Let them ignore the Material Components of Conjuration spells that summon creatures or create creatures. Couple that with the +1 spell level idea and keeping the extra hit points and we got a darn good summoner imo

    4

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