Cross Class Subclasses are completely unexpected and intriguing.
Each subclass is generic enough that it could fit well with multiple classes that have a spellcasting feature, but unique enough to be an compelling character choice.
I like them so far. If nothing else I appreciate that WotC is experimenting with a large mechanical change in the UA rather than just introducing new subclasses that are slightly OP, as is the usual pattern.
I havent finished reading them all yet, but the only one that irks me a little is the Mages of Quandrix. I am a STEM graduate student, so I find this one interesting, but for me there is a line for D&D where I feel like the use of scientific jargon in a magic-based fantasy setting can go too far. I am not sure EXACTLY where that line is (I quite like the quasi-scientific magic of Artificers for example), but when you start talking about Quantum Tunneling in 5e, thats where I start to think it could be going too far.
I don't know. I am on the fence with it. I guess I just dont have a good grasp on how well developed scientific understanding is within the Forgotten Realms (or Strixhaven in this case).
I’m not sure about balance or any weird interactions, a few of them seem pretty powerful, as usual. They seem really cool though, and I like the idea of multiple classes having the same thing. That might be a bit of a problem though. Classes get different value from subclasses. For example, Warlocks and Rangers get a lot more from their subclass than Barbarians or Paladins do, so anything shared between them would result in at least one class not being balanced.
Just gonna throw this one out here into the void of the thread. Witherbloom's Withering Vortx feature + Life Transference spell
Life Transference deals necrotic damage to the caster and heals another creature for twice damage dealt. The caster can target itself with Withering Vortex to heal the other creature for half the damage the caster took, effectively making the heal to the other creature equal to 2.5 x the damage the caster took.
Not sure this is OP by an means, but did stick out to me as a "free" upgrade to the Life Transference.
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I’m not sure about balance or any weird interactions, a few of them seem pretty powerful, as usual. They seem really cool though, and I like the idea of multiple classes having the same thing. That might be a bit of a problem though. Classes get different value from subclasses. For example, Warlocks and Rangers get a lot more from their subclass than Barbarians or Paladins do, so anything shared between them would result in at least one class not being balanced.
From what I can tell, each base class that can draw from these subclasses get roughly the same number of subclass features as they level up so I don't think that will be an issue here. I could be wrong though, as I am just going off the number of features and not the usual "quality" as I am not sure how those vary from the class to class
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Just gonna throw this one out here into the void of the thread. Witherbloom's Withering Vortx feature + Life Transference spell
Life Transference deals necrotic damage to the caster and heals another creature for twice damage dealt. The caster can target itself with Withering Vortex to heal the other creature for half the damage the caster took, effectively making the heal to the other creature equal to 2.5 x the damage the caster took.
Not sure this is OP by an means, but did stick out to me as a "free" upgrade to the Life Transference.
I don't know if it is OP or not, considering taking the damage is already a steep price to pay for healing another character, but it is a interaction to be aware of.
I really like the idea of cross-class subclasses. I was hesitant at first, thinking it would make the classes all feel too "samey", but I like the fact that you have a degree of customization available when picking subclass features.
The only thing I find lacking is the amount of choices you actually get to make. You really only have a choice between the 1+ features, so while various characters from level 1-5 of the same school will still have some refreshing variety, 6+ they go back to having all the same options again.
I think more customization is always good, and that that's especially where 3.5 really shined and that 5e has been criticized by older fans for lack of that crunch. I thought it was really cool when they released the alternate class features in Tashs's to allow for more customization, so I support the idea of doing the same with subclasses-- I just think there needs to be more options to live up to what they're trying to do.
Prismari should be a Bard/Sorcerer subclass (maybe even artificer) instead of Druid/Sorcerer/Wizard.
I'm kinda pissed they just shafted clerics, and half casters.
As for these multi-subclasses, I like the attempt because there are so many time when I think to myself "wow this is really cool thematically but I just wish they had made it for class x". On the other hand, I'm worried that this type of customization that will become too common and have an adverse effect on the overall mechanical feel of the game. That's just a gut feeling though.
For a lot of subclasses, characters get more than one subclass feature to start with. These only allow you to pick one when you get the subclass. That could really be a draw back to selecting one of these over a "traditional' subclass.
For a lot of subclasses, characters get more than one subclass feature to start with. These only allow you to pick one when you get the subclass. That could really be a draw back to selecting one of these over a "traditional' subclass.
I'm confused, these subclasses don't say to pick a 1st level feature but instead you gain both 1st level features for all of the subclasses. Am I missing something?
While I absolutely would've loved it if Rangers and especially Artificers could've gotten in on the fun (Witherbloom or Prismati Rangers? Lorehold or Quandrix Artificers? Hell yes please,) I do understand why they didn't go that route.
Leaving Clerics completely in the dust is pretty baffling tho.
While I absolutely would've loved it if Rangers and especially Artificers could've gotten in on the fun (Witherbloom or Prismati Rangers? Lorehold or Quandrix Artificers? Hell yes please,) I do understand why they didn't go that route.
Leaving Clerics completely in the dust is pretty baffling tho.
i see why they left arfticers out (they are semi-new to the wider dnd multiverse being setting locked until tasha's)
the choice to leave ranger and cleric out still baffles me.
For a lot of subclasses, characters get more than one subclass feature to start with. These only allow you to pick one when you get the subclass. That could really be a draw back to selecting one of these over a "traditional' subclass.
I'm confused, these subclasses don't say to pick a 1st level feature but instead you gain both 1st level features for all of the subclasses. Am I missing something?
No, I miss read it. I saw this part
"When you reach certain levels, you might be eligible to choose from among multiple features in the subclass. When you reach such a point, you select one of these features for your character to gain."
For a lot of subclasses, characters get more than one subclass feature to start with. These only allow you to pick one when you get the subclass. That could really be a draw back to selecting one of these over a "traditional' subclass.
I'm confused, these subclasses don't say to pick a 1st level feature but instead you gain both 1st level features for all of the subclasses. Am I missing something?
Actually it says you get to pick a subclass feature at higher levels each time your class would normally gain a subclass feature.
Mages of Strixhaven UA.
Link provided in OP. Discuss
First impressions.
Cross Class Subclasses are completely unexpected and intriguing.
Each subclass is generic enough that it could fit well with multiple classes that have a spellcasting feature, but unique enough to be an compelling character choice.
She/Her Player and Dungeon Master
I like them so far. If nothing else I appreciate that WotC is experimenting with a large mechanical change in the UA rather than just introducing new subclasses that are slightly OP, as is the usual pattern.
I havent finished reading them all yet, but the only one that irks me a little is the Mages of Quandrix. I am a STEM graduate student, so I find this one interesting, but for me there is a line for D&D where I feel like the use of scientific jargon in a magic-based fantasy setting can go too far. I am not sure EXACTLY where that line is (I quite like the quasi-scientific magic of Artificers for example), but when you start talking about Quantum Tunneling in 5e, thats where I start to think it could be going too far.
I don't know. I am on the fence with it. I guess I just dont have a good grasp on how well developed scientific understanding is within the Forgotten Realms (or Strixhaven in this case).
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Prismari should be a Bard/Sorcerer subclass (maybe even artificer) instead of Druid/Sorcerer/Wizard.
She/Her Player and Dungeon Master
Druid makes sense to me. Elements, forces of nature, and all. I think the odd man out is the Wizard. I think Prismari should be Bard/Druid/Sorcerer.
That works. It just seems odd that the one class most known for artistic expression is left out off the list for this one.
She/Her Player and Dungeon Master
I’m not sure about balance or any weird interactions, a few of them seem pretty powerful, as usual. They seem really cool though, and I like the idea of multiple classes having the same thing. That might be a bit of a problem though. Classes get different value from subclasses. For example, Warlocks and Rangers get a lot more from their subclass than Barbarians or Paladins do, so anything shared between them would result in at least one class not being balanced.
Just gonna throw this one out here into the void of the thread. Witherbloom's Withering Vortx feature + Life Transference spell
Life Transference deals necrotic damage to the caster and heals another creature for twice damage dealt. The caster can target itself with Withering Vortex to heal the other creature for half the damage the caster took, effectively making the heal to the other creature equal to 2.5 x the damage the caster took.
Not sure this is OP by an means, but did stick out to me as a "free" upgrade to the Life Transference.
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From what I can tell, each base class that can draw from these subclasses get roughly the same number of subclass features as they level up so I don't think that will be an issue here. I could be wrong though, as I am just going off the number of features and not the usual "quality" as I am not sure how those vary from the class to class
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I don't know if it is OP or not, considering taking the damage is already a steep price to pay for healing another character, but it is a interaction to be aware of.
She/Her Player and Dungeon Master
I really like the idea of cross-class subclasses. I was hesitant at first, thinking it would make the classes all feel too "samey", but I like the fact that you have a degree of customization available when picking subclass features.
The only thing I find lacking is the amount of choices you actually get to make. You really only have a choice between the 1+ features, so while various characters from level 1-5 of the same school will still have some refreshing variety, 6+ they go back to having all the same options again.
I think more customization is always good, and that that's especially where 3.5 really shined and that 5e has been criticized by older fans for lack of that crunch. I thought it was really cool when they released the alternate class features in Tashs's to allow for more customization, so I support the idea of doing the same with subclasses-- I just think there needs to be more options to live up to what they're trying to do.
I'm kinda pissed they just shafted clerics, and half casters.
As for these multi-subclasses, I like the attempt because there are so many time when I think to myself "wow this is really cool thematically but I just wish they had made it for class x". On the other hand, I'm worried that this type of customization that will become too common and have an adverse effect on the overall mechanical feel of the game. That's just a gut feeling though.
For a lot of subclasses, characters get more than one subclass feature to start with. These only allow you to pick one when you get the subclass. That could really be a draw back to selecting one of these over a "traditional' subclass.
She/Her Player and Dungeon Master
I'm confused, these subclasses don't say to pick a 1st level feature but instead you gain both 1st level features for all of the subclasses. Am I missing something?
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While I absolutely would've loved it if Rangers and especially Artificers could've gotten in on the fun (Witherbloom or Prismati Rangers? Lorehold or Quandrix Artificers? Hell yes please,) I do understand why they didn't go that route.
Leaving Clerics completely in the dust is pretty baffling tho.
i see why they left arfticers out (they are semi-new to the wider dnd multiverse being setting locked until tasha's)
the choice to leave ranger and cleric out still baffles me.
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No, I miss read it. I saw this part
"When you reach certain levels, you might be eligible to choose from among multiple features in the subclass. When you reach such a point, you select one of these features for your character to gain."
And it threw me off.
She/Her Player and Dungeon Master
Actually it says you get to pick a subclass feature at higher levels each time your class would normally gain a subclass feature.
I feel like, because Artificers are so recent, is precisely why WotC should be giving them a bit more attention. But that's off-topic at this point.