We kick off 2018 with three new subclasses to try out in Unearthed Arcana: the Circle of Spores for the druid, the Brute for the fighter, and the School of Invention for the wizard. Later this month, a survey on these options will appear on the D&D website. Please try them out and let us know in that survey what you think.
I have a big complaint with the brute. I love the idea of this class but the "Brute Force" ability is so broken that I'm not sure how it made it out of the gate. It adds a 1d4 damage for every hit (equivalent to the Improved Smite Ability for paladins) which increases a step every 6-7 levels.
At level 20, with 4 attacks, a fighter greatly outclasses the barbarian in damage. A level 20 barbarian in a rage gets two attacks. That's a potential +8 damage every round. For the fighter, it's 4d10 (20). That's over twice as much damage, not to mention that the brute damage doubles on a crit. The barbarian is the melee damage dealing class. Only the paladin on a high level smite can really match or beat what the barbarian does in a rage.
A better alternative would be to keep the Brute Force ability but cap it at a d6. At level 20, that would be an average of 12 damage over four attacks. it's still more than the barbarian but the barbarian has some impressive damage mitigation abilities so it balances out. You will also want to consider how the barbarian and brute abilities will stack. Both fighters and barbarians are front stacked classes so a three level dip into each one is not out of the realm of possibility.
Also, the level 4 Brute fighter with the Tavern Brawler feat does twice the unarmed damage of a monk. However, I'm okay with this for two reasons. One, monks get a lot of abilities that make up for their low damage die and that's always been the case. As they are, monks are awesome. Two, I love the idea of the fighter beating the crap out of a monk in bare-knuckle boxing. However, the second reason is purely my own amusement so I'll understand if it has no weight in the review process.
I like the idea of the brute and it using sheer brute force to overcome things, but I'm in agreement its extra damage die is way too good. It should either work like the rogue's sneak attack damage where it only triggers on one hit per round and under certain parameters, or like be kept at a relatively low side die like 6. As a fighter, all your extra attacks are how you keep up with all the dice worth of damage the other classes can throw down, and this could easily overshadow them.
Like right off the back, here's how you make it real disgusting: two weapon for your first fighting style, dual weapon master for that +1 AC, defense for your second fighting style, done. By 11th level, you could have 19/20 AC and throwing four attacks every round for a potential of 4D6 extra damage every turn. A battle master can be pretty similar in raw damage output, but they have to spend resources to do so, where this is weaker, but free. I'd say this needs some rethinking.
Anyway, Invention wizard sounds neat, and there's some really good features going for it. But out of personal preference, I tend to avoid randomized effects when building a character. I simply prefer a more consistent experience/performance. This feels like a more refined wild magic sorcerer, except better, and some of the features are really neat flavor and gameplay wise. But it's just not my thing.
For my money, cordyceps druid is my favorite of the bunch. It's super weird and unique in concept, though your toxic spore aura feels lifted wholesale from the storm herald barbarian. Which, in both cases, I find it weird the damage just, ya know, automatically happens. Especially since you can throw it as a cube, as a bonus action no less, and everything in it just takes 9 "because I said so" damage. In that regard it feels a touch on the strong side. Aside from that, it's solid all around, far as I can tell.
I was so bummed out when Lore Mastery Wizards were thrown in the dumpster fires and I’m so glad it made a comeback. This means there was enough interest to merit a second try! YAY! I will ask my DM if I can try it.
Brute is just stupidly OP. Brute force is a stronger Rage. Brutish Durability adds 3.5 (on average) to every saving throw, which is better than a Paladin with 16 Charisma. Devastating Critical is a better Brutal Critical, but that is okay because you get it 6 levels later. Survivor is okay. The biggest problem I see is that Brute Force and Devastating Critical work on ranged weapons as well.
Brute force should only be when using Strength to attack. Otherwise, I don't mind it. It seems to be a different take on a Champion fighter that gives you a consistent bang for your buck instead of hoping for crits.
As others have said, Brute is ridiculously overpowered, and just fills the role that the Barbarian is supposed to. School of Invention seems like it's already filled by Wild Magic Sorcerer. Plus, the random casting tables seem cumbersome to deal with.
Circle of Spores is a kind weird concept, and I'm not sure what I think of it. I'm not a big Druid fan, though.
Brute is just stupidly OP. Brute force is a stronger Rage. Brutish Durability adds 3.5 (on average) to every saving throw, which is better than a Paladin with 16 Charisma. Devastating Critical is a better Brutal Critical, but that is okay because you get it 6 levels later. Survivor is okay. The biggest problem I see is that Brute Force and Devastating Critical work on ranged weapons as well.
Geez I completely glanced over that part! That ability should absolutely be once per short rest. Then it would be completely balanced.
The Circle of Spores is a Golgari mage from Ravnica, the Brute is a barbarian with a fighter base instead of a barbarian base, and the School of Invention works equally well for an Izzet mage from Ravnica or a gnome mage from Krynn. All in all, I'm quite pleased with this month's offering.
Having reflected on these, I can safely say my favourite of the three is the druid subclass - Circle of Spores. I think it's great they tackle death in the theme, reminiscent of the forgotten Circle of Twilight UA, only more fitting for the class - death is a part of nature, and fungi have interesting interactions with decay and the deceased. I also think the alternative use of Wild Shape has a lot of potential, both here in this form and in any other future Druid UA. I'm not sure how often you will proc Fungal Infestation after hitting level 6 but sounds fun if you manage it. ...Circle of Spores also fits a villainous druid.
I like the idea of the Brute subclass, that you can represent a brutish character via class without being a barbarian, but it feels a little lacking in its design? It feels like a clone of Champion. Most of its features are copied or tweaked from Champion, and like Champion it offers very simple, very passive bonuses with minimal exploration/social benefits. At least Champion has the Remarkable Athlete feature. Change the flavour text and you can re-skin either Champion or Brute as each other. If that's the intention then they've succeeded but it feels a bit wasteful - what if Brute's arguably overpowered Brute Force feature was nerfed, and they also got a bonus to the Intimidation skill? - Whether it's some kind of advantage, expertise and/or free proficiency. Additionally perhaps Brutes could deal extra damage to objects and structures, akin to Earth Elemental's Siege Monster trait or XGtE Adamantine weaponry. Just some ideas.
Finally we have School of Invention for the Wizard. Plenty of subclasses borrow from each another, but I always felt the chaotic spellcasting theme was embodied by Sorcerers, and epitomized by Wild Magic Sorcerer. Like Wild Magic, School of Invention takes random magic effects/spells from a large table you roll against, both have feats called Controlled Chaos at the exact same level, and generally have the theme of chaos. I like the gist of School of Invention but I feel like it steals Sorcerer's Wild Magic theme and leaves Wild Magic in the shadows. I also don't feel like the School of Invention actually invents anything. Except armour.
In summary, I feel like School of Invention Wizard is less invention-like than the Lore Mastery Wizard UA (http://dnd.wizards.com/articles/unearthed-arcana/warlock-and-wizard) it seems based off, and more Wild Magic-y than Wild Magic, which I don't really think it should be. Like Brute for Fighter, this almost feels like another re-skin.
However, to end on a positive note, I'm a big fan of each of all three subclasses' themes from a roleplaying/story perspective. Brute is simple but applicable to a lot of characters, Circle of Spores is potentially very complex on the morality-scale (which I enjoy), and School of Invention sounds like it could be hilarious.
If you go two weapon fighting, that's eventually five attacks, for a potential +5D10 damage per round. That's totally bonkers. It's like if the battle master's extra damage die was applied to every single hit, except you don't have to spend a single resource for it.
Only one that frankly draws me in is Circle of Spores. That's pretty cool and thematic. The rest...I appreciate what the brute is supposed to represent, I don't think it meshes well with what the Fighter really tries to go for. It just screams Not!Barbarian to me.
As for the wizards...well, I don't really like or use Wizards, so I have nothing really to say about it. Let me know when the Sorcerers show up. :P
Circle of Spores is my clear favorite. I feel like both gameplay and roleplay would be very fun and entertaining. I don't have any criticism for this at this time, but I think that is because I have some much criticism some of the other options.
I must agree on the brute being... not balanced enough for me to even consider it as acceptable. I think it needs just one more pass through the balancing wash and it will be very good. I think that none of their abilities should work when using finesse or dexterity based attacks including bows etc. They are brutish there should be some drawback to their brutishness. Maybe even just scaling back the die rolled for the extra damage by one more step (1d3?) or just nix the last level of its advancement so it maxes at d8. The Durability is similar to them getting their proficiency bonus to every saving throw, obviously there is the random factor but 3.5 average is significant. I think it would make them a very strong magical tank to resist spell effects. If you get to the upper levels for the Survivor you are not only a really tough guy (or gal) to kill but even if they knock you down to 0 chances are you are going to be back up in 3 rounds and start regaining health. The survivability is probably my favorite part of this subclass.
The School of Invention is pretty much what I originally wanted from the Wild Magic Sorcerer. I'm not sure how I feel about the magic armor bit, it should at least be as good as Mage Armor otherwise if feels a little unnecessary. The pseudo metamagic they can get is interesting but the second level spell slot option seems REALLY bland/weak. Yay an extra ten damage that likely won't be resisted, woohoo... boring. The later abilities and the random tables are good, even the chance for failure on te random tables is just enough of a reminder of speeding in monopoly that it makes me smile. The spells included in the random options are all pretty decent ones with some oddballs thrown in for fun (feign death) and I would enjoy seeing someone play this.
Overall I place the Sporomancer as my favorite, Invention second, and Brute third. With tuning I think the Brute would be more palatable. I also think I would call it the Juggernaught.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
For the brute: I did the math! Here are the results: -I calculated damage for levels 5,10,15 and 20 -No feats (unless mentioned) -18 STR/DEX at lvl 5 and 20 beyond (24 STR for barbarian lvl 20) -AC 17/18/19/20 for lvl 5/10/15/20 -The barbarian is always ragins and is always using reckless attack -No barbarian path features are used unless mentioned -Barbarian weapon is 2D6 for lvls 5 and 10 and 1D12 for lvls 15 and 20 -Fighter weapons tested are: 2x1D8 (with offhand attack), 2D6 (I let GWF reroll the 1&2's of the extra brute die) and 1D12 (h.crossbow, ranged, crossbow expert feat assumed)
Results: -For the brute: Two weapon fighting (3/3/4/5 1D8 attacks) wins vs other brutes, except at lvl 20 (and with a small margin at lvl 15) -For the brute: Great weapon fighting (2/2/3/4 2D6 attacks, reroll 1&2) wins with a very slim margin vs Archery (2/2/3/4 1D12 attacks, +2 To hit) and beats Two weapon fighting at lvl 20) -For the barbarian: without path features the barbarian's DPR is higher at lvls 5&10, but lower at lvl's 15 & 20 (the fighter overtakes the barbarian at lvl 11, with the extra attack) -For the barbarian: assuming a berserker with an extra attack (frenzy): the barbarian deals more damage at all lvls, but only by a small amount at lvl 20. (Retaliation is not calculated)
So I don't think the brute is that overpowered. My main issue is that RAW it works with a ranged attack like a crossbow.
I like the circle of spores, nothing to add.
The school of invention: I'm lacking inventions. The magic is indeed somewhat like a sorcerer's, but I think there is a large ideological difference: reckless casting is being able to control your spells, but not really wanting. A wild mage wants to control the magic, but is not really able to. I dislike the armor, it's only marginally better than studded leather and imho worse than mage armor, but it does take an attunement slot. It is sadly the only invention in the school of invention. I feel like they tried to mix two things: an inventor (the armor, alchemical casting) and a mad mage (reckless casting). They should've sticked to one of the two, as neither is really fleshed out now.
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And here we have our first UA of the year!
http://dnd.wizards.com/articles/unearthed-arcana/three-subclasses
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My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
The fighter subclass is so drastically overpowered it seems like an intern wrote it.
Will this content be made available to DnD beyond for the character creator? I would love to play with some builds
Unearthed Arcana is most likely coming to D&D Beyond this year - no exact dates have yet been given.
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My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Glad to hear it!
I have a big complaint with the brute. I love the idea of this class but the "Brute Force" ability is so broken that I'm not sure how it made it out of the gate. It adds a 1d4 damage for every hit (equivalent to the Improved Smite Ability for paladins) which increases a step every 6-7 levels.
At level 20, with 4 attacks, a fighter greatly outclasses the barbarian in damage. A level 20 barbarian in a rage gets two attacks. That's a potential +8 damage every round. For the fighter, it's 4d10 (20). That's over twice as much damage, not to mention that the brute damage doubles on a crit. The barbarian is the melee damage dealing class. Only the paladin on a high level smite can really match or beat what the barbarian does in a rage.
A better alternative would be to keep the Brute Force ability but cap it at a d6. At level 20, that would be an average of 12 damage over four attacks. it's still more than the barbarian but the barbarian has some impressive damage mitigation abilities so it balances out. You will also want to consider how the barbarian and brute abilities will stack. Both fighters and barbarians are front stacked classes so a three level dip into each one is not out of the realm of possibility.
Also, the level 4 Brute fighter with the Tavern Brawler feat does twice the unarmed damage of a monk. However, I'm okay with this for two reasons. One, monks get a lot of abilities that make up for their low damage die and that's always been the case. As they are, monks are awesome. Two, I love the idea of the fighter beating the crap out of a monk in bare-knuckle boxing. However, the second reason is purely my own amusement so I'll understand if it has no weight in the review process.
I like the idea of the brute and it using sheer brute force to overcome things, but I'm in agreement its extra damage die is way too good. It should either work like the rogue's sneak attack damage where it only triggers on one hit per round and under certain parameters, or like be kept at a relatively low side die like 6. As a fighter, all your extra attacks are how you keep up with all the dice worth of damage the other classes can throw down, and this could easily overshadow them.
Like right off the back, here's how you make it real disgusting: two weapon for your first fighting style, dual weapon master for that +1 AC, defense for your second fighting style, done. By 11th level, you could have 19/20 AC and throwing four attacks every round for a potential of 4D6 extra damage every turn. A battle master can be pretty similar in raw damage output, but they have to spend resources to do so, where this is weaker, but free. I'd say this needs some rethinking.
Anyway, Invention wizard sounds neat, and there's some really good features going for it. But out of personal preference, I tend to avoid randomized effects when building a character. I simply prefer a more consistent experience/performance. This feels like a more refined wild magic sorcerer, except better, and some of the features are really neat flavor and gameplay wise. But it's just not my thing.
For my money, cordyceps druid is my favorite of the bunch. It's super weird and unique in concept, though your toxic spore aura feels lifted wholesale from the storm herald barbarian. Which, in both cases, I find it weird the damage just, ya know, automatically happens. Especially since you can throw it as a cube, as a bonus action no less, and everything in it just takes 9 "because I said so" damage. In that regard it feels a touch on the strong side. Aside from that, it's solid all around, far as I can tell.
I was so bummed out when Lore Mastery Wizards were thrown in the dumpster fires and I’m so glad it made a comeback. This means there was enough interest to merit a second try! YAY! I will ask my DM if I can try it.
Brute is just stupidly OP. Brute force is a stronger Rage. Brutish Durability adds 3.5 (on average) to every saving throw, which is better than a Paladin with 16 Charisma. Devastating Critical is a better Brutal Critical, but that is okay because you get it 6 levels later. Survivor is okay. The biggest problem I see is that Brute Force and Devastating Critical work on ranged weapons as well.
Brute force should only be when using Strength to attack. Otherwise, I don't mind it. It seems to be a different take on a Champion fighter that gives you a consistent bang for your buck instead of hoping for crits.
As others have said, Brute is ridiculously overpowered, and just fills the role that the Barbarian is supposed to. School of Invention seems like it's already filled by Wild Magic Sorcerer. Plus, the random casting tables seem cumbersome to deal with.
Circle of Spores is a kind weird concept, and I'm not sure what I think of it. I'm not a big Druid fan, though.
The Circle of Spores is a Golgari mage from Ravnica, the Brute is a barbarian with a fighter base instead of a barbarian base, and the School of Invention works equally well for an Izzet mage from Ravnica or a gnome mage from Krynn. All in all, I'm quite pleased with this month's offering.
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Having reflected on these, I can safely say my favourite of the three is the druid subclass - Circle of Spores. I think it's great they tackle death in the theme, reminiscent of the forgotten Circle of Twilight UA, only more fitting for the class - death is a part of nature, and fungi have interesting interactions with decay and the deceased. I also think the alternative use of Wild Shape has a lot of potential, both here in this form and in any other future Druid UA. I'm not sure how often you will proc Fungal Infestation after hitting level 6 but sounds fun if you manage it. ...Circle of Spores also fits a villainous druid.
I like the idea of the Brute subclass, that you can represent a brutish character via class without being a barbarian, but it feels a little lacking in its design? It feels like a clone of Champion. Most of its features are copied or tweaked from Champion, and like Champion it offers very simple, very passive bonuses with minimal exploration/social benefits. At least Champion has the Remarkable Athlete feature. Change the flavour text and you can re-skin either Champion or Brute as each other. If that's the intention then they've succeeded but it feels a bit wasteful - what if Brute's arguably overpowered Brute Force feature was nerfed, and they also got a bonus to the Intimidation skill? - Whether it's some kind of advantage, expertise and/or free proficiency. Additionally perhaps Brutes could deal extra damage to objects and structures, akin to Earth Elemental's Siege Monster trait or XGtE Adamantine weaponry. Just some ideas.
Finally we have School of Invention for the Wizard. Plenty of subclasses borrow from each another, but I always felt the chaotic spellcasting theme was embodied by Sorcerers, and epitomized by Wild Magic Sorcerer. Like Wild Magic, School of Invention takes random magic effects/spells from a large table you roll against, both have feats called Controlled Chaos at the exact same level, and generally have the theme of chaos. I like the gist of School of Invention but I feel like it steals Sorcerer's Wild Magic theme and leaves Wild Magic in the shadows. I also don't feel like the School of Invention actually invents anything. Except armour.
In summary, I feel like School of Invention Wizard is less invention-like than the Lore Mastery Wizard UA (http://dnd.wizards.com/articles/unearthed-arcana/warlock-and-wizard) it seems based off, and more Wild Magic-y than Wild Magic, which I don't really think it should be. Like Brute for Fighter, this almost feels like another re-skin.
However, to end on a positive note, I'm a big fan of each of all three subclasses' themes from a roleplaying/story perspective. Brute is simple but applicable to a lot of characters, Circle of Spores is potentially very complex on the morality-scale (which I enjoy), and School of Invention sounds like it could be hilarious.
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My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
I believe that Brute directly addresses the limitations of Champion, and re-establishes the fighter as the foremost melee combatant.
A level 20 Fighter dealing 4d10 extra damage per round is merely his due.
Perpetually annoyed that Eldritch Knights can't use Eldritch Blast, Eldritch Smite, and Eldritch Sight.
What I find very odd about a subclass called Brute is that not a single ability is based on strength.
You could just as easily build a brute is dex based with a bow.
If you go two weapon fighting, that's eventually five attacks, for a potential +5D10 damage per round. That's totally bonkers. It's like if the battle master's extra damage die was applied to every single hit, except you don't have to spend a single resource for it.
I'm sorry, but that is way too strong.
Only one that frankly draws me in is Circle of Spores. That's pretty cool and thematic. The rest...I appreciate what the brute is supposed to represent, I don't think it meshes well with what the Fighter really tries to go for. It just screams Not!Barbarian to me.
As for the wizards...well, I don't really like or use Wizards, so I have nothing really to say about it. Let me know when the Sorcerers show up. :P
Circle of Spores is my clear favorite. I feel like both gameplay and roleplay would be very fun and entertaining. I don't have any criticism for this at this time, but I think that is because I have some much criticism some of the other options.
I must agree on the brute being... not balanced enough for me to even consider it as acceptable. I think it needs just one more pass through the balancing wash and it will be very good. I think that none of their abilities should work when using finesse or dexterity based attacks including bows etc. They are brutish there should be some drawback to their brutishness. Maybe even just scaling back the die rolled for the extra damage by one more step (1d3?) or just nix the last level of its advancement so it maxes at d8. The Durability is similar to them getting their proficiency bonus to every saving throw, obviously there is the random factor but 3.5 average is significant. I think it would make them a very strong magical tank to resist spell effects. If you get to the upper levels for the Survivor you are not only a really tough guy (or gal) to kill but even if they knock you down to 0 chances are you are going to be back up in 3 rounds and start regaining health. The survivability is probably my favorite part of this subclass.
The School of Invention is pretty much what I originally wanted from the Wild Magic Sorcerer. I'm not sure how I feel about the magic armor bit, it should at least be as good as Mage Armor otherwise if feels a little unnecessary. The pseudo metamagic they can get is interesting but the second level spell slot option seems REALLY bland/weak. Yay an extra ten damage that likely won't be resisted, woohoo... boring. The later abilities and the random tables are good, even the chance for failure on te random tables is just enough of a reminder of speeding in monopoly that it makes me smile. The spells included in the random options are all pretty decent ones with some oddballs thrown in for fun (feign death) and I would enjoy seeing someone play this.
Overall I place the Sporomancer as my favorite, Invention second, and Brute third. With tuning I think the Brute would be more palatable. I also think I would call it the Juggernaught.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
For the brute: I did the math! Here are the results:
-I calculated damage for levels 5,10,15 and 20
-No feats (unless mentioned)
-18 STR/DEX at lvl 5 and 20 beyond (24 STR for barbarian lvl 20)
-AC 17/18/19/20 for lvl 5/10/15/20
-The barbarian is always ragins and is always using reckless attack
-No barbarian path features are used unless mentioned
-Barbarian weapon is 2D6 for lvls 5 and 10 and 1D12 for lvls 15 and 20
-Fighter weapons tested are: 2x1D8 (with offhand attack), 2D6 (I let GWF reroll the 1&2's of the extra brute die) and 1D12 (h.crossbow, ranged, crossbow expert feat assumed)
Results:
-For the brute: Two weapon fighting (3/3/4/5 1D8 attacks) wins vs other brutes, except at lvl 20 (and with a small margin at lvl 15)
-For the brute: Great weapon fighting (2/2/3/4 2D6 attacks, reroll 1&2) wins with a very slim margin vs Archery (2/2/3/4 1D12 attacks, +2 To hit) and beats Two weapon fighting at lvl 20)
-For the barbarian: without path features the barbarian's DPR is higher at lvls 5&10, but lower at lvl's 15 & 20 (the fighter overtakes the barbarian at lvl 11, with the extra attack)
-For the barbarian: assuming a berserker with an extra attack (frenzy): the barbarian deals more damage at all lvls, but only by a small amount at lvl 20. (Retaliation is not calculated)
So I don't think the brute is that overpowered. My main issue is that RAW it works with a ranged attack like a crossbow.
I like the circle of spores, nothing to add.
The school of invention: I'm lacking inventions. The magic is indeed somewhat like a sorcerer's, but I think there is a large ideological difference: reckless casting is being able to control your spells, but not really wanting. A wild mage wants to control the magic, but is not really able to. I dislike the armor, it's only marginally better than studded leather and imho worse than mage armor, but it does take an attunement slot. It is sadly the only invention in the school of invention. I feel like they tried to mix two things: an inventor (the armor, alchemical casting) and a mad mage (reckless casting). They should've sticked to one of the two, as neither is really fleshed out now.