What part did not strike your fancy? the focus on undead? or simply liked the tanky cursed Necro from before? I would say we can mix them a little.
I liked being able to hand out temp hitpoints before. Now it just buffs it's pet. That's not interesting to me. I've always viewed necromancy as both positive and negative life magic, probably goes back to the 2e days when healing spells were necromancy. This incantation is just an undead pet class.
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I understand that, but the white necromancer concept that was possible with the original UA is gone. I'm never going to like the undead pet class that they are putting out this time. I want to help my friends, not buff a pet. Oh well, cleric is still there. This is a huge miss, but I guess people are happy because it fits into their tiny box, so it's probably what we'll get. I hope they actually play it and enjoy it since they ruined something cool to get it.
The last UA Necromancer wasn’t a Necromancer. It just had the name. It was a just party buffer that really only gave out temp hp. It wasn’t really better at necromancy than other Wizards. The new UA gave up giving out temp HP, to be the best at the school of Necromancy. I’ll take that trade. If you want to to heal your party with the new version you need Nystul’s Magic Aura to make them count as undead. That’s it.
That's not even remotely the same, but I am glad you like this. I won't touch it.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tatooed Monk is kinda boring. It would be great if they'd made him make his tattoos come to life, like summon spells, and maybe some find familiar utility shenanigans.
I feel like Arcane Archer needs an offensive nuke as last ability and only one high level defensive ability. I would drop burst and move current masterful shots to 15 with a misty step as the movement for more magical feel. I don't think this improvement and lower level would make it to strong but look at use limits if needed.
Conjurer Wizard got some solid revisions; and I think is ready for play (they should probably add “Summon Fiend” to the capstone spell list, though).
Enchanter Wizard is frustrating me slightly, compared to the previous version…I’m relieved that they still get their Intelligence bonus to (most) Charisma checks; it supports a few character concepts I can finally play in earnest.
But this latest version seems like a reversion to the original subclass; with just a few quality-of-life tweaks, but the same niche uses.
(which, upon writing that out, is perfectly fair)
(waves hand)
…I suppose “Hypnotic Presence” is fine; but 10ft is still pretty close for an ability that requires a successful saving throw; and will be ignored by charm immunity. It will fall out at higher level play; but at least the wizard can fling a spell while sustaining it, without the Action tax from the previous version.
Having “Modify Memory” as a capstone, and just making it work double-time, still baffles me a bit.
Necromancer Wizard is a return-to-basics, giving us back the ability to make multiple undead, and beefing them up in ways that are pretty balanced. Some new stuff I like that buffs the wizard, too (and keeps that “life / soul absorption” theme I kind of liked from the previous UA.
But Transmuter Wizard…wow!
Didn’t expect this subclass to become my number-one anticipated Wizard subclass!
They gave Con save bonus for free when you have the Transmuter Stone; and then a beefed up “Alter Self” (a solid bonus for the random aquatic adventure, a bonus for “Deception” when you’re assuming a different identity in social play, and even a (admittedly situational) melee weapon.
Nothing earth-shattering; but fun & solid.
And I like that the Transmuter Stone gets more options at higher levels; I think the “mighty” build should give advantage on Strength checks (in addition to saving throws), if for no other reason than it’d be funny to have a muscle wizard. XD
Tremor-sense, though, is VERY interesting…picture that with “Fog Cloud”.
Honestly, if WotC added just one or two more Potent Stone options at that level…a Dex based one, maybe, where the wizard can become more acrobatic; or a Charisma one to further boost social play (good callout to the “Witcher” series, too).
The free & upgraded “Polymorph” is undeniably useful (and I can be a talking dire wolf; or a Giant Ape).
And the capstone is perfectly solid…some healing, some resurrection, some utility…
(the de-aging without the benefit of longevity is a bit weird; just like the higher-level Monk stuff is odd)
Still…the utility & versatility of Transmuter is just GOOD.
A big reason Transmuters got the Con save proficiency for free was that making it one of the options reduced those options to two. Con saves and Wrong. When one option is far and away better than any other, or maybe even any two other choices, it's no choice at all.
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That's not even remotely the same, but I am glad you like this. I won't touch it.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Tatooed Monk is kinda boring. It would be great if they'd made him make his tattoos come to life, like summon spells, and maybe some find familiar utility shenanigans.
I feel like Arcane Archer needs an offensive nuke as last ability and only one high level defensive ability. I would drop burst and move current masterful shots to 15 with a misty step as the movement for more magical feel. I don't think this improvement and lower level would make it to strong but look at use limits if needed.
Conjurer Wizard got some solid revisions; and I think is ready for play (they should probably add “Summon Fiend” to the capstone spell list, though).
Enchanter Wizard is frustrating me slightly, compared to the previous version…I’m relieved that they still get their Intelligence bonus to (most) Charisma checks; it supports a few character concepts I can finally play in earnest.
But this latest version seems like a reversion to the original subclass; with just a few quality-of-life tweaks, but the same niche uses.
(which, upon writing that out, is perfectly fair)
(waves hand)
…I suppose “Hypnotic Presence” is fine; but 10ft is still pretty close for an ability that requires a successful saving throw; and will be ignored by charm immunity. It will fall out at higher level play; but at least the wizard can fling a spell while sustaining it, without the Action tax from the previous version.
Having “Modify Memory” as a capstone, and just making it work double-time, still baffles me a bit.
Necromancer Wizard is a return-to-basics, giving us back the ability to make multiple undead, and beefing them up in ways that are pretty balanced. Some new stuff I like that buffs the wizard, too (and keeps that “life / soul absorption” theme I kind of liked from the previous UA.
But Transmuter Wizard…wow!
Didn’t expect this subclass to become my number-one anticipated Wizard subclass!
They gave Con save bonus for free when you have the Transmuter Stone; and then a beefed up “Alter Self” (a solid bonus for the random aquatic adventure, a bonus for “Deception” when you’re assuming a different identity in social play, and even a (admittedly situational) melee weapon.
Nothing earth-shattering; but fun & solid.
And I like that the Transmuter Stone gets more options at higher levels; I think the “mighty” build should give advantage on Strength checks (in addition to saving throws), if for no other reason than it’d be funny to have a muscle wizard. XD
Tremor-sense, though, is VERY interesting…picture that with “Fog Cloud”.
Honestly, if WotC added just one or two more Potent Stone options at that level…a Dex based one, maybe, where the wizard can become more acrobatic; or a Charisma one to further boost social play (good callout to the “Witcher” series, too).
The free & upgraded “Polymorph” is undeniably useful (and I can be a talking dire wolf; or a Giant Ape).
And the capstone is perfectly solid…some healing, some resurrection, some utility…
(the de-aging without the benefit of longevity is a bit weird; just like the higher-level Monk stuff is odd)
Still…the utility & versatility of Transmuter is just GOOD.
A big reason Transmuters got the Con save proficiency for free was that making it one of the options reduced those options to two. Con saves and Wrong. When one option is far and away better than any other, or maybe even any two other choices, it's no choice at all.