I suspect we'll either get it this week or sometime after the feedback survey closes for the Expert classes. That said, what are your expectations? If it's for the Warriors, they are the least interesting to me, but at the same time, I'm glad they'd be next, since after looking at the UA Bard, I'd prefer WotC read the surveys before moving onto the Mages. Here are some of my thoughts:
- I think Fighters are fine as they are and I don't see any need for major changes, except maybe to the feats introduced in the last UA - Barbarians, too, are fine as they are, but I am interested in seeing what changes they make to Berserker. It's the most vanilla subclass in the PHB, and also the worst. How I'd resolve the problem with Berserker is make it so Exhaustion gained from their Frenzy feature goes away on a short rest. Still a risk, but not such a crippling one. - Monk is where things get spicy, especially with the changes to two weapon fighting of late. How would that stack with Martial Arts, or would it? As it is, most people regard Monk as one of the worst classes (along with Rogue), partly because the class wants you to be in melee but doesn't give you the ability to survive in melee very well.
I'm hoping for Warriors. I think it would help everyone to see how the martials fare before showing off the spellcasters. I'd like to see how far they go in upgrading them. If they do the spellcasting classes first and they get any improvement, people will spend all their energy upset about the 'divide.' If the Warriors look really good, the spellcasters won't be under as much pressure.
This last UA said we would see new weapon options for some classes, so I'm curious about that. I think that Monka are already looking much better with the two weapon rules, unarmed strikes, and grappling. It's amazing how far small changes can ripple out.
I also want to know if Battle Master maneuvers are going to be universal for fighters. I don't think I really want that honestly, but it would be a simple way to narrow the gap between subclasses, and there is some speculation about it. It doesn't look like fighting styles are going to have a major impact. I expect some new rules for heavy weapons, since dual wielding seems the clear winner at the moment.
I'm hoping we get to see the Warriors next. They're my favorites; I don't care for magic at all.
In particular, I'd like to see more feats/features that revolve around the use of armour and nonmagical defensive options, which I feel get kind of shortchanged in the game.
I'd like to see Equipment attached to this one, with a significantly expanded armour and weapons list (bring back Brigandine!), options for masterwork armours, and a revival of the old 1e/2e Weapon vs. Armour Type rules; I loved those.
Most of the rulebooks seem to have a huge chunk of their space consumed by spells, which are exciting options for the spellcaster classes; I think it's only fair to see a similar amount of space given to the tools of the Warriors' trade. :D
Personally, I'd like to see the number of spells learned by Sorcerers bumped in some way at the base class... Here's what I'm thinking:
Every time a sorcerer has an Ability Score improvement (normally get 5 ASI) they also pick up a second spell at that level (From anywhere they could normally learn)
If they use this feature, they forgo any other additional spell features from subclasses: What this means, is they have to choose between an extra 5 with no limits, or the Aberrant mind/Clockwork soul/lunar additional spells... I'm trying to think of a wording that keeps cleric spell list access that Divine soul sorcerer gets, since they get a single measly additional spell in the same feature that gives them said access.
I love the sorcerer, but it's always felt like it was hurting for spells too much... but Lunar sorcerer's 30 total spells is too far in the opposite direction, and offloading it on the subclass only works if all the old subclasses got revisited.
Hopefully by the end of DNDOne/5.5e they revisit every subclass and rebalance it... I think I've hit on the right method/number with the 20 spells total, learn 2 at each level with an ASI.
Ideally the subclasses all get revisited and rebalances to each be equally worth it from a number of spells gain standpoint (so you're looking at other subclass feats when choosing)
I suspect we'll either get it this week or sometime after the feedback survey closes for the Expert classes. That said, what are your expectations? If it's for the Warriors, they are the least interesting to me, but at the same time, I'm glad they'd be next, since after looking at the UA Bard, I'd prefer WotC read the surveys before moving onto the Mages. Here are some of my thoughts:
- I think Fighters are fine as they are and I don't see any need for major changes, except maybe to the feats introduced in the last UA - Barbarians, too, are fine as they are, but I am interested in seeing what changes they make to Berserker. It's the most vanilla subclass in the PHB, and also the worst. How I'd resolve the problem with Berserker is make it so Exhaustion gained from their Frenzy feature goes away on a short rest. Still a risk, but not such a crippling one. - Monk is where things get spicy, especially with the changes to two weapon fighting of late. How would that stack with Martial Arts, or would it? As it is, most people regard Monk as one of the worst classes (along with Rogue), partly because the class wants you to be in melee but doesn't give you the ability to survive in melee very well.
I'm going to guess that the warrior UA is going to show what the design direction One D&D is going in. I'm honestly going to be furious if martials (or at least the fighter class) aren't basically overhauled to be honest. They need combat options, not just being DPS machines and hit point bags. They need utility... and good utility at that to at least somewhat rival caster utility. Honestly superhuman martials beyond level 5 are a good way to go. Level 5-10 is the "heros of the realm" tier, martials at that point should start gaining superhuman-traits. Levels 1-4 are what is specifically designed for low fantasy so go play that for that experience. The big issue with the martial/caster disparity (aside from the atrocious resting system) is that the devs let casters play high fantasy where they're much stronger than casters in a lot of media, where martials have to play gritty realism to a point in which they're basically just a strong town guard at level 20 (I'm exaggerating here but you get the point).
As for "simplistic martials" I think that would be great provided the fighter becomes the "complex" one. The fighter can replicate pretty much every martial archetype thematically very well, making it a good chassis for the "complex" one people want while the other ones could be a bit simplistic for more casual players. Yes, I'd personally like if they all got tons of mechanical depth, but I get it when I see players in my games and when I play a PC who just want to hit and make big number happen.
I suspect that the order is going to be priests than mages than warriors as that is the order they are listed on the current UA.
There might be something to the order they list them. But it's Experts, Mages, Priests, Warriors, which is just arranging them alphabetically. It would be a big misstep not to do warriors next I think.
I expect that the warriors will be next up. I have a sneaking suspicion that magic is going to be nerfed (everything they have done so far indicates power is being reigned in) and they likely want to spend as much time on the magic system as possible.
Rollback Post to RevisionRollBack
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.
Personally, I'd like to see the number of spells learned by Sorcerers bumped in some way at the base class... Here's what I'm thinking:
Every time a sorcerer has an Ability Score improvement (normally get 5 ASI) they also pick up a second spell at that level (From anywhere they could normally learn)
If they use this feature, they forgo any other additional spell features from subclasses: What this means, is they have to choose between an extra 5 with no limits, or the Aberrant mind/Clockwork soul/lunar additional spells... I'm trying to think of a wording that keeps cleric spell list access that Divine soul sorcerer gets, since they get a single measly additional spell in the same feature that gives them said access.
I love the sorcerer, but it's always felt like it was hurting for spells too much... but Lunar sorcerer's 30 total spells is too far in the opposite direction, and offloading it on the subclass only works if all the old subclasses got revisited.
Hopefully by the end of DNDOne/5.5e they revisit every subclass and rebalance it... I think I've hit on the right method/number with the 20 spells total, learn 2 at each level with an ASI.
Ideally the subclasses all get revisited and rebalances to each be equally worth it from a number of spells gain standpoint (so you're looking at other subclass feats when choosing)
I disagree. One of the big differences between playing a Wizard and playing a Sorcerer is the amount of spells that one or the other can know. What I do think they should do is leave all sorcerers with the same number of spells. I don't think it's a good design that some subclasses get more, like they did with Tasha's.
Mechanically a Sorcerer knows fewer spells than a Wizard, but they are potentially more powerful thanks to metamagic. The Wizard, on the other hand, is much more flexible thanks to the immense amount of spells he knows (and due to the ritual casting, something that was taken from him in the last UA. Well, rather than taking it away, they gave it to everyone ).
I suspect we will be seeing warriors next, Ranger and Rogue were two of the classes most in need of changes from 5E, following that logic, Monk is the class that needs most change and Barbarian has always needed more damage too. Then after that I suspect we will see the mages since 5E Warlock also needs rework, all of the priest classes are pretty strong as they are in 5E.
I suspect we will see Monks getting quiet a buff, Barbarian getting a damage bump and fighters being mostly the same but battle master getting a slight nerf. Guess we will see soon tho. If there is one thing I would like to see regarding fighter tho, it'd be moving away from extra attack to 3 and 4 attacks, while tiers 3 and 4 are rare, the whole 6-9 attacks in a single round can get a bit overwhelming when you then add on action surge.
I wouldn't be surprised if we get another variation on how heroic inspiration is handed out.
A silly variation I thought up the other day a was getting heroic inspiration if the number on the d20 equals your character level.
So rolling a 1 at level 1, 2 at level 2, etc up to rolling a 20 at level 20.
Lower levels it's like dumb luck/learning from failure, higher levels it's reflective of your increasingly legendary hero status complete with advantage feedback loops at level 20. Middle levels it wouldn't make much of any sense at all.
I doubt it would be good in practice though as players would need to keep track of their new bingo number for each level.
When making an attack during your attack action you can spend 1 Ki point to immediately make 2 unarmed attacks as part of the attack. You can only do this once on your turn even if you have ways of getting extra attack. (Fighter Ranger muti-attack)
Will an unarmed attack count as a weapon attack (as opposed to an attack with a weapon) - Smites punches, Spells that allow extra damage when making an attack.
How do spells treat enhance weapon damage work.
Smite does damage on an attack (Weapon and Unarmed) but an improved smite does +1D8 WEAPON damage.
I mean we have already seen Rogue so why do you think they boosted Fighter and Barbarian so much that this discussions will stop? Don't get me wrong i want them to stop. If WOTC don't want them all to be on the same powerlevel creating a gazillion reddit posts will not solve that.
I suspect we will be seeing warriors next, Ranger and Rogue were two of the classes most in need of changes from 5E, following that logic, Monk is the class that needs most change and Barbarian has always needed more damage too. Then after that I suspect we will see the mages since 5E Warlock also needs rework, all of the priest classes are pretty strong as they are in 5E.
I suspect we will see Monks getting quiet a buff, Barbarian getting a damage bump and fighters being mostly the same but battle master getting a slight nerf. Guess we will see soon tho. If there is one thing I would like to see regarding fighter tho, it'd be moving away from extra attack to 3 and 4 attacks, while tiers 3 and 4 are rare, the whole 6-9 attacks in a single round can get a bit overwhelming when you then add on action surge.
I think they are doing these not by order of what needs buffs, but by the new class grouping. The last one was 'expert classes', all classes that got expertise. I suspect the warriors will be next (I don't remember which classes belong there, perhaps fighter, monk and barb?)
Rollback Post to RevisionRollBack
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
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I suspect we'll either get it this week or sometime after the feedback survey closes for the Expert classes. That said, what are your expectations? If it's for the Warriors, they are the least interesting to me, but at the same time, I'm glad they'd be next, since after looking at the UA Bard, I'd prefer WotC read the surveys before moving onto the Mages. Here are some of my thoughts:
- I think Fighters are fine as they are and I don't see any need for major changes, except maybe to the feats introduced in the last UA
- Barbarians, too, are fine as they are, but I am interested in seeing what changes they make to Berserker. It's the most vanilla subclass in the PHB, and also the worst. How I'd resolve the problem with Berserker is make it so Exhaustion gained from their Frenzy feature goes away on a short rest. Still a risk, but not such a crippling one.
- Monk is where things get spicy, especially with the changes to two weapon fighting of late. How would that stack with Martial Arts, or would it? As it is, most people regard Monk as one of the worst classes (along with Rogue), partly because the class wants you to be in melee but doesn't give you the ability to survive in melee very well.
I'm hoping for Warriors. I think it would help everyone to see how the martials fare before showing off the spellcasters. I'd like to see how far they go in upgrading them. If they do the spellcasting classes first and they get any improvement, people will spend all their energy upset about the 'divide.' If the Warriors look really good, the spellcasters won't be under as much pressure.
This last UA said we would see new weapon options for some classes, so I'm curious about that. I think that Monka are already looking much better with the two weapon rules, unarmed strikes, and grappling. It's amazing how far small changes can ripple out.
I also want to know if Battle Master maneuvers are going to be universal for fighters. I don't think I really want that honestly, but it would be a simple way to narrow the gap between subclasses, and there is some speculation about it. It doesn't look like fighting styles are going to have a major impact. I expect some new rules for heavy weapons, since dual wielding seems the clear winner at the moment.
Warrior group will need a mechanic. Combat Focus
Unlike the Expert group where they all got expertise. I do not know of ONE mechanic they can all get.
Barbarian: Combat Focus RAGE
Fighter: Combat Focus Improved weapon use (Hit/Damage/Control)
Monk: Combat Focus - Ki enhanced abilities
I'm hoping we get to see the Warriors next. They're my favorites; I don't care for magic at all.
In particular, I'd like to see more feats/features that revolve around the use of armour and nonmagical defensive options, which I feel get kind of shortchanged in the game.
I'd like to see Equipment attached to this one, with a significantly expanded armour and weapons list (bring back Brigandine!), options for masterwork armours, and a revival of the old 1e/2e Weapon vs. Armour Type rules; I loved those.
Most of the rulebooks seem to have a huge chunk of their space consumed by spells, which are exciting options for the spellcaster classes; I think it's only fair to see a similar amount of space given to the tools of the Warriors' trade. :D
Monks need some serious love. Other classes can do more damage unarmed until like lvl 6 or something. That's just not right.
That's what happens when you wear a helmet your whole life!
My house rules
Not under the current one dnd rules. The rules have done a lot to help monk.
For monk maybe get a + WIs to Amount of KI (doubt it due to features being linked to Proficiency bonus)
Personally, I'd like to see the number of spells learned by Sorcerers bumped in some way at the base class... Here's what I'm thinking:
I love the sorcerer, but it's always felt like it was hurting for spells too much... but Lunar sorcerer's 30 total spells is too far in the opposite direction, and offloading it on the subclass only works if all the old subclasses got revisited.
Hopefully by the end of DNDOne/5.5e they revisit every subclass and rebalance it... I think I've hit on the right method/number with the 20 spells total, learn 2 at each level with an ASI.
Ideally the subclasses all get revisited and rebalances to each be equally worth it from a number of spells gain standpoint (so you're looking at other subclass feats when choosing)
I wouldn't be surprised if we get another variation on how heroic inspiration is handed out.
I'm going to guess that the warrior UA is going to show what the design direction One D&D is going in. I'm honestly going to be furious if martials (or at least the fighter class) aren't basically overhauled to be honest. They need combat options, not just being DPS machines and hit point bags. They need utility... and good utility at that to at least somewhat rival caster utility. Honestly superhuman martials beyond level 5 are a good way to go. Level 5-10 is the "heros of the realm" tier, martials at that point should start gaining superhuman-traits. Levels 1-4 are what is specifically designed for low fantasy so go play that for that experience.
The big issue with the martial/caster disparity (aside from the atrocious resting system) is that the devs let casters play high fantasy where they're much stronger than casters in a lot of media, where martials have to play gritty realism to a point in which they're basically just a strong town guard at level 20 (I'm exaggerating here but you get the point).
As for "simplistic martials" I think that would be great provided the fighter becomes the "complex" one. The fighter can replicate pretty much every martial archetype thematically very well, making it a good chassis for the "complex" one people want while the other ones could be a bit simplistic for more casual players. Yes, I'd personally like if they all got tons of mechanical depth, but I get it when I see players in my games and when I play a PC who just want to hit and make big number happen.
I suspect that the order is going to be priests than mages than warriors as that is the order they are listed on the current UA.
There might be something to the order they list them. But it's Experts, Mages, Priests, Warriors, which is just arranging them alphabetically. It would be a big misstep not to do warriors next I think.
I expect that the warriors will be next up. I have a sneaking suspicion that magic is going to be nerfed (everything they have done so far indicates power is being reigned in) and they likely want to spend as much time on the magic system as possible.
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
I disagree. One of the big differences between playing a Wizard and playing a Sorcerer is the amount of spells that one or the other can know. What I do think they should do is leave all sorcerers with the same number of spells. I don't think it's a good design that some subclasses get more, like they did with Tasha's.
Mechanically a Sorcerer knows fewer spells than a Wizard, but they are potentially more powerful thanks to metamagic. The Wizard, on the other hand, is much more flexible thanks to the immense amount of spells he knows (and due to the ritual casting, something that was taken from him in the last UA. Well, rather than taking it away, they gave it to everyone ).
I suspect we will be seeing warriors next, Ranger and Rogue were two of the classes most in need of changes from 5E, following that logic, Monk is the class that needs most change and Barbarian has always needed more damage too. Then after that I suspect we will see the mages since 5E Warlock also needs rework, all of the priest classes are pretty strong as they are in 5E.
I suspect we will see Monks getting quiet a buff, Barbarian getting a damage bump and fighters being mostly the same but battle master getting a slight nerf. Guess we will see soon tho. If there is one thing I would like to see regarding fighter tho, it'd be moving away from extra attack to 3 and 4 attacks, while tiers 3 and 4 are rare, the whole 6-9 attacks in a single round can get a bit overwhelming when you then add on action surge.
A silly variation I thought up the other day a was getting heroic inspiration if the number on the d20 equals your character level.
So rolling a 1 at level 1, 2 at level 2, etc up to rolling a 20 at level 20.
Lower levels it's like dumb luck/learning from failure, higher levels it's reflective of your increasingly legendary hero status complete with advantage feedback loops at level 20. Middle levels it wouldn't make much of any sense at all.
I doubt it would be good in practice though as players would need to keep track of their new bingo number for each level.
Monk Flurry of blows.
When making an attack during your attack action you can spend 1 Ki point to immediately make 2 unarmed attacks as part of the attack. You can only do this once on your turn even if you have ways of getting extra attack. (Fighter Ranger muti-attack)
Will an unarmed attack count as a weapon attack (as opposed to an attack with a weapon) - Smites punches, Spells that allow extra damage when making an attack.
How do spells treat enhance weapon damage work.
Smite does damage on an attack (Weapon and Unarmed) but an improved smite does +1D8 WEAPON damage.
Hunter's mark and Hex add damage on a hit.
I’m dreading that. I jus wish they would drop the mechanic entirely.
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I mean we have already seen Rogue so why do you think they boosted Fighter and Barbarian so much that this discussions will stop? Don't get me wrong i want them to stop. If WOTC don't want them all to be on the same powerlevel creating a gazillion reddit posts will not solve that.
I think they are doing these not by order of what needs buffs, but by the new class grouping. The last one was 'expert classes', all classes that got expertise. I suspect the warriors will be next (I don't remember which classes belong there, perhaps fighter, monk and barb?)
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