-More Warlock Patron/Pacts and more varied invocations to allow for better synergy between all combos (the last UA was almost perfect, but there were some odd omissions)
-Expanded Spell lists for Sorcerers and their Subclasses
I'm pretty happy with what they've been covering, so I'd like to see them refine some of the things that didn't get a great response (or something like druid, which I remember sort of had the rpoblem of underwhelming subclasses, getting new and revised ones)
Personally, and of course for my own personal reasons, a Druid revisit (like how Ranger keeps getting) that entails substitutes for Wild Shape, Beast Spells, & Archdruid. As Plane Shift: ____ is my motivation to start DMing and even touching 5th Edition, I feel like the RAW druid with Wild Shape just doesn't play the proper role for any typical druid in MTG's settings.
GO ahead and continue to churn out the Artificer until it's sharpened, and maybe even the Mystic ONE more time.
Personally, and of course for my own personal reasons, a Druid revisit (like how Ranger keeps getting) that entails substitutes for Wild Shape, Beast Spells, & Archdruid. As Plane Shift: ____ is my motivation to start DMing and even touching 5th Edition, I feel like the RAW druid with Wild Shape just doesn't play the proper role for any typical druid in MTG's settings.
GO ahead and continue to churn out the Artificer until it's sharpened, and maybe even the Mystic ONE more time.
Well there are three more druid archtypes in the unearthes arcana:
More non-sapient monsters. Not everything needs to be higher-level, cognitively. Also, more monsters based on non-European legends. There's Oni, but what about kapa? rougarou? Jenny Green Teeth? ningen? There also doesn't seem to be that much variation with the monsters in the MM. Other than hellish, underdark, undead, and general land treading monsters, there doesn't seem to be that much else. I would like to see more monsters for other environments, like ocean/deep sea environments. There's some there, but most of it is merfolk and tainted merfolk-types.
More Modern Magic stuff (and I mean actual modern magic and not futuristic magic. The Modern Magic UA seemed more in line with Shadowrun or Omikron: The Nomad Soul, rather than an urban fantasy).
A lot of what I see is focused mainly on catering to their official worlds like Faerun and Greyhawk, but would be nice if it was expanded so that more could fit into homebrew worlds without altering stats and whatnot.
I enjoy the content that comes out from Unearthed Arcana, but I sometimes wish that it offered other things.
What things would you like to see in Unearthed Arcana?
I'd like:
Article on new Feats
New Manoeuvre options, and have them available to all classes and feats that offer them.
Alternative Sorcerers lists - i.e. Sorcerers that cast only from the Cleric, Druid lists. Thus allowing me to have my nature caster without Wildshape.
What would you like?
I've seen this sentiment through this thread, but I'd also like more prestige classes and/or epuc level monsters/challenges.
I've always had a soft spot for the 3E Geomancer Prestige class, even though they weren't amazing. But the divine/arcane caster with druid-like body transformations was always cool, imho.
I enjoy the content that comes out from Unearthed Arcana, but I sometimes wish that it offered other things.
What things would you like to see in Unearthed Arcana?
I'd like:
Article on new Feats
New Manoeuvre options, and have them available to all classes and feats that offer them.
Alternative Sorcerers lists - i.e. Sorcerers that cast only from the Cleric, Druid lists. Thus allowing me to have my nature caster without Wildshape.
What would you like?
You currently can have a Nature Caster without Wildshape if you play a Cleric with the Nature Domain. I'd definitely like more Feats. The Feats UA they did was excellent with Alchemist, Gourmand, etc. I'd love a Wild Talent Feat now that Mystics are a thing.
Really the only UA I was disappointed with was the prestige class one. I think adding Prestige Classes is a mistake unless they're strictly available post 20th level for Epic games. The Paths that every class has provides the kind of diversity prestige classes offered before, especially with the UA material.
I'd really like a heap more races to show up in UA. Volo's was excellent for that but getting some of the Dark Sun races like Thri-Keen would be awesome. Also an Oni Blooded Tiefling since we have most of the Oriental Adventures material now.
As far as class content goes I'd love to see the Defiler druid, a Warlock Patron of the Genie, a Spellfilcher path for some class (Bard or Rogue most likely imo).
You currently can have a Nature Caster without Wildshape if you play a Cleric with the Nature Domain. I'd definitely like more Feats. The Feats UA they did was excellent with Alchemist, Gourmand, etc. I'd love a Wild Talent Feat now that Mystics are a thing.
A Nature cleric is limited to Cleric spells, that is not what a few people I have talked to want.
To surmise;
they want a Full Caster, with access to the full DRUID spell list, getting their power from nature, and not a god (yes you can fluff it)
More like a Sorcerer using Wisdom, with the druid skills list, and access to the Druid list, or
Wizard using Wisdom, with druid spell list and access to the Druid list.
Without Wildshape
but yes I like the idea of Sha'ir (Genie pact warlock) - was a great fan of them and the Binder when i played 3.5 pity old forums are gone, would show you some of the builds, and discussions around them)
You currently can have a Nature Caster without Wildshape if you play a Cleric with the Nature Domain. I'd definitely like more Feats. The Feats UA they did was excellent with Alchemist, Gourmand, etc. I'd love a Wild Talent Feat now that Mystics are a thing.
A Nature cleric is limited to Cleric spells, that is not what a few people I have talked to want.
To surmise;
they want a Full Caster, with access to the full DRUID spell list, getting their power from nature, and not a god (yes you can fluff it)
More like a Sorcerer using Wisdom, with the druid skills list, and access to the Druid list, or
Wizard using Wisdom, with druid spell list and access to the Druid list.
I'd love to see a re-flavoured Sorcerer like the favoured soul - but for nature. (this is favoured soul, with some words changed, and cleric changed for druid - everything else is the same)
Shamanic Soul Sometimes the spark of magic that fuels a sorcerer comes from a force of nature itself that glimmers within the soul. Having such a Shamanic soul, your innate magic might come from a distant but powerful familial connection to a nature spirit, dryad or other fae being. Perhaps your ancestor was a dryad sent to fight in a defence of Nature. Or your birth might align with an ancient prophecy, marking you as a servant of the nature or a chosen vessel of a nature spirit.
Natural Magic Your link to the divine allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Druid spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Natural hardiness At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Favoured by the Spirits Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Blessed Countenance At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
Natural Purity At 14th level, you become immune to disease, poison damage, and the poisoned condition.
Preternatural Recovery At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.
One of the things I really liked about 3.5 were the magic item creation spell lists. Basically you needed to know a collection of spells in order to know how to make a magic item ( along with the applicable feat) I thought this was kind of fun and gave me a good reason to select certain spells that I knew that I might only use during down time crafting. The whole loot system is very different in 5e and it feels like you are a lot less likely to get just random heaps of loot which in my mind makes me want to go make neat items myself, or go and find someone who can.
I'd love to see magic items creation formulas as well as good random creation tables. I really enjoyed the 5e magic item quirk and background tables presented in the DMG so something along those lines would be great!
I'm SO HAPPY this is a thread! I have a couple things I've been DYING to see in UA and I'd love just to get them off my chest.
-1 My big one. Tools. Those things are the bane of my existence, only because we have this big list of tools and Kits but it feels like there's no way to use them. I was so excited to play with all my Artisan's tools, excited to do things like create minor potions using my Alchemist's tools, make shelters/forts with my Carpenter's kit or Mason's tools. How cool would it be to be a Dwarf Cleric in the party (maybe Forge Domain) who worships their God by creating (progressively more) fine armor or weapons using the Smith's and/or Leatherworker's tools. Then the party Wizard could use his jewelers kit to inlay and enchant them. And that's JUST the Artisan's tools, I feel like there is a lot of potential greatness behind the Tool idea, but no infrastructure to utilize it.
-2 While we're at it, Crafting seems to be a popular opinion. I haven't looked too into it a ton yet, but the DM Guide touched on it for a bit. I need to look more, but I do recall thinking that it could use more refining I guess?
- 3 Profession examples (or the guidelines of them) would be potentially cool. You gave us Backgrounds that also give bonuses, which I think is super cool, but maybe more specificity in the ways of a profession would bring a cool Role Play part to the game. Optional/Variant rules of course, but maybe a character can get good enough at something (based on skill scores, tool proficiency, class, background could all be pre reqs) and at a certain point use that to make either steady income or gain respect in town, maybe they use that establishment/resources to craft finer items for themselves. It would both contribute to a richer fuller character, but also give a player more direction than the "Sure, they exist" that currently covers them in the PHB.
-4 Again in relation, maybe variant trading/economy rules. I feel it tends to be pretty heavily player based, throwing more gold at them than makes sense with what the DMs are given for an economy, leading to the only real loot worth getting be equipment. Magic items seem particularly difficult for some reason.
-5 More backgrounds wouldn't be terrible, not high on the list, but might be fun.
-6 Nobody would ever be mad about new magic items, they're always fun.
-7 Just more UA, I don't want these to seem like gripes, 5e is great, but UA can bring a lot to the table here. As long as it continues I'm a happy fan.
I'd love to see a re-flavoured Sorcerer like the favoured soul - but for nature. (this is favoured soul, with some words changed, and cleric changed for druid - everything else is the same)
Shamanic Soul Sometimes the spark of magic that fuels a sorcerer comes from a force of nature itself that glimmers within the soul. Having such a Shamanic soul, your innate magic might come from a distant but powerful familial connection to a nature spirit, dryad or other fae being. Perhaps your ancestor was a dryad sent to fight in a defence of Nature. Or your birth might align with an ancient prophecy, marking you as a servant of the nature or a chosen vessel of a nature spirit.
Natural Magic Your link to the divine allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Druid spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Natural hardiness At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Favoured by the Spirits Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Blessed Countenance At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
Natural Purity At 14th level, you become immune to disease, poison damage, and the poisoned condition.
Preternatural Recovery At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.
A Nature Sorcerer would be AWESOME! I'd say make 20th level the usual 'Timeless Body' feature. It's practically standard for the Divine casters since the Monks, Paladins AND Druids have some version of it.
I'd love to see a re-flavoured Sorcerer like the favoured soul - but for nature. (this is favoured soul, with some words changed, and cleric changed for druid - everything else is the same)
Shamanic Soul Sometimes the spark of magic that fuels a sorcerer comes from a force of nature itself that glimmers within the soul. Having such a Shamanic soul, your innate magic might come from a distant but powerful familial connection to a nature spirit, dryad or other fae being. Perhaps your ancestor was a dryad sent to fight in a defence of Nature. Or your birth might align with an ancient prophecy, marking you as a servant of the nature or a chosen vessel of a nature spirit.
Natural Magic Your link to the divine allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Druid spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Natural hardiness At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Favoured by the Spirits Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Blessed Countenance At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
Natural Purity At 14th level, you become immune to disease, poison damage, and the poisoned condition.
Preternatural Recovery At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.
A Nature Sorcerer would be AWESOME! I'd say make 20th level the usual 'Timeless Body' feature. It's practically standard for the Divine casters since the Monks, Paladins AND Druids have some version of it.
I would Like ot see more sub races and more equipment and magical items. Also new weapons and armour, and materials to make it ou of such as eleven white wood.
I would Like ot see more sub races and more equipment and magical items. Also new weapons and armour, and materials to make it ou of such as eleven white wood.
Eleven wood: so much louder than ten wood.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Thing's I'd Like:
-More Warlock Patron/Pacts and more varied invocations to allow for better synergy between all combos (the last UA was almost perfect, but there were some odd omissions)
-Expanded Spell lists for Sorcerers and their Subclasses
-New Feats!
-A "create a magical item" template
I'm pretty happy with what they've been covering, so I'd like to see them refine some of the things that didn't get a great response (or something like druid, which I remember sort of had the rpoblem of underwhelming subclasses, getting new and revised ones)
Personally, and of course for my own personal reasons, a Druid revisit (like how Ranger keeps getting) that entails substitutes for Wild Shape, Beast Spells, & Archdruid. As Plane Shift: ____ is my motivation to start DMing and even touching 5th Edition, I feel like the RAW druid with Wild Shape just doesn't play the proper role for any typical druid in MTG's settings.
GO ahead and continue to churn out the Artificer until it's sharpened, and maybe even the Mystic ONE more time.
More non-sapient monsters. Not everything needs to be higher-level, cognitively. Also, more monsters based on non-European legends. There's Oni, but what about kapa? rougarou? Jenny Green Teeth? ningen? There also doesn't seem to be that much variation with the monsters in the MM. Other than hellish, underdark, undead, and general land treading monsters, there doesn't seem to be that much else. I would like to see more monsters for other environments, like ocean/deep sea environments. There's some there, but most of it is merfolk and tainted merfolk-types.
More Modern Magic stuff (and I mean actual modern magic and not futuristic magic. The Modern Magic UA seemed more in line with Shadowrun or Omikron: The Nomad Soul, rather than an urban fantasy).
A lot of what I see is focused mainly on catering to their official worlds like Faerun and Greyhawk, but would be nice if it was expanded so that more could fit into homebrew worlds without altering stats and whatnot.
More Modern Magic stuff, another draft of the Revised Ranger, and expanded Magic Item crafting.
A Nature cleric is limited to Cleric spells, that is not what a few people I have talked to want.
To surmise;
but yes I like the idea of Sha'ir (Genie pact warlock) - was a great fan of them and the Binder when i played 3.5 pity old forums are gone, would show you some of the builds, and discussions around them)
I'd love to see a re-flavoured Sorcerer like the favoured soul - but for nature. (this is favoured soul, with some words changed, and cleric changed for druid - everything else is the same)
Shamanic Soul
Sometimes the spark of magic that fuels a sorcerer comes from a force of nature itself that glimmers within the soul. Having such a Shamanic soul, your innate magic might come from a distant but powerful familial connection to a nature spirit, dryad or other fae being. Perhaps your ancestor was a dryad sent to fight in a defence of Nature. Or your birth might align with an ancient prophecy, marking you as a servant of the nature or a chosen vessel of a nature spirit.
Natural Magic
Your link to the divine allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Druid spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Natural hardiness
At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Favoured by the Spirits
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Blessed Countenance
At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing.
Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.
Natural Purity
At 14th level, you become immune to disease, poison damage, and the poisoned condition.
Preternatural Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
One of the things I really liked about 3.5 were the magic item creation spell lists. Basically you needed to know a collection of spells in order to know how to make a magic item ( along with the applicable feat) I thought this was kind of fun and gave me a good reason to select certain spells that I knew that I might only use during down time crafting. The whole loot system is very different in 5e and it feels like you are a lot less likely to get just random heaps of loot which in my mind makes me want to go make neat items myself, or go and find someone who can.
I'd love to see magic items creation formulas as well as good random creation tables. I really enjoyed the 5e magic item quirk and background tables presented in the DMG so something along those lines would be great!
OHOhoh,
I'm SO HAPPY this is a thread! I have a couple things I've been DYING to see in UA and I'd love just to get them off my chest.
-1 My big one. Tools. Those things are the bane of my existence, only because we have this big list of tools and Kits but it feels like there's no way to use them. I was so excited to play with all my Artisan's tools, excited to do things like create minor potions using my Alchemist's tools, make shelters/forts with my Carpenter's kit or Mason's tools. How cool would it be to be a Dwarf Cleric in the party (maybe Forge Domain) who worships their God by creating (progressively more) fine armor or weapons using the Smith's and/or Leatherworker's tools. Then the party Wizard could use his jewelers kit to inlay and enchant them. And that's JUST the Artisan's tools, I feel like there is a lot of potential greatness behind the Tool idea, but no infrastructure to utilize it.
-2 While we're at it, Crafting seems to be a popular opinion. I haven't looked too into it a ton yet, but the DM Guide touched on it for a bit. I need to look more, but I do recall thinking that it could use more refining I guess?
- 3 Profession examples (or the guidelines of them) would be potentially cool. You gave us Backgrounds that also give bonuses, which I think is super cool, but maybe more specificity in the ways of a profession would bring a cool Role Play part to the game. Optional/Variant rules of course, but maybe a character can get good enough at something (based on skill scores, tool proficiency, class, background could all be pre reqs) and at a certain point use that to make either steady income or gain respect in town, maybe they use that establishment/resources to craft finer items for themselves. It would both contribute to a richer fuller character, but also give a player more direction than the "Sure, they exist" that currently covers them in the PHB.
-4 Again in relation, maybe variant trading/economy rules. I feel it tends to be pretty heavily player based, throwing more gold at them than makes sense with what the DMs are given for an economy, leading to the only real loot worth getting be equipment. Magic items seem particularly difficult for some reason.
-5 More backgrounds wouldn't be terrible, not high on the list, but might be fun.
-6 Nobody would ever be mad about new magic items, they're always fun.
-7 Just more UA, I don't want these to seem like gripes, 5e is great, but UA can bring a lot to the table here. As long as it continues I'm a happy fan.
Revised Wildmage Sorc archetype
Additional subraces
More spells
Animal Companion Druid circle
Racial feats for volo's guide and EE races
I would Like ot see more sub races and more equipment and magical items. Also new weapons and armour, and materials to make it ou of such as eleven white wood.
Some new settings or revivals of settings past such as Eberron. Or really some game play ideas for the fey wild or underdark.