Player's Handbook Playtest 5 | Unearthed Arcana | D&D Classes

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foreign let's delve into a couple of these classes and subclasses some big changes some medium-sized changes a very dramatic change is the Warlock yeah let's start there and then we can go back to our Warrior friends yeah later um let's talk a bit about the Warlock and the other two Mages who are in the same UA so as we looked at the three Mages the Warlock the Sorcerer And The Wizard we had several goals that are similar to the goals we've had for all of the classes in this play test process one we wanted to make sure we address concerns that fans have expressed about the classes over the last eight years right particularly focusing on the massive survey we did in 2021 on the player's handbook where people told us directly what they thought about the options in the 2014 Players handbook we also wanted to make sure that each of the classes had a satisfying level progression where you felt like you were getting core elements of the class at low level learning how those elements work then you know make a sequence of decisions that feel satisfying uh leading you all the way up to 20th level so level progression is something and satisfying level progression is something that we've been looking at we also look for opportunities to clarify things and every element of the game as we go through this process fix things that might be overpowered and also fix things that might be underpowered and there all of that flows into the Mages now with the majors we also had a special goal with both the Warlock and the Sorcerer and that was to give each class a bit more of its own identity and that might sound like an strange thing for me to say given that the Warlock in particular has always had such wonderful flavor and has a beloved identity right so here I'm not talking about narrative identity I'm talking about mechanical identity because one of the things that was masked in the 2014 versions of the Warlock and the Sorcerer by us giving you your subclass at first level is that the subclass was basically subbing in for the classes mechanical identity because you were choosing a subclass immediately yeah whether that was draconic uh you know bloodline or the fiend Patron over in the Warlock that basically became your class rather than you having any time just being a warlock or just being a sorcerer and so as a part of that having a more satisfying level progression and also giving the class a little more of a core mechanical identity we wanted to give you a couple of levels as a warlock and a sorcerer of being a warlock and a sorcerer and so as a part of that we have rearranged some of the elements in each of the classes and also giving you some brand new options in the Warlock packed Boon which used to be a third level feature is now a first level feature and this helps shape how your warlock is going to play if you choose pact of the blade at first level you are now kind of venturing down a path that is going to include weapon use in contrast if you pick the pact of the Tome you're going You're emphasizing spell casting more and then if you choose pact of the chain you're more sort of in a hybrid space where it's about using your packed familiar in new and exciting ways now coupled with this at first level is and this is probably the biggest update to the Warlock We have replaced packed magic with spell casting here's what this means practically for the Warlock probably like the high level thing it means for the Warlock is you're going to have way more spell slots right one of the main points of dissatisfaction in warlock feedback we've gotten for years is how few spell Slots of warlock gets and then the fact that getting those spell slots back was tied to the short rest which in many campaigns was hard to have because not every group takes short rests sometimes it's difficult to pull off and that meant you had the Warlock one of the only classes in the game who had a key resource that they needed short rests for right and so what this now means is this warlock when you get to 20th level you're going to have 15 spell slots instead of four that is that is a huge change and Improvement we have found playing with the Warlock because it now suddenly means that you as a warlock player you can feel like you can actually cast your spells because one of the things that we have found not only when we read the feedback but observe warlocks being played is that those spell slots in the 2014 version were so few that what that often led to people doing was hoarding hoarding them and never using them so that four spell slots functionally became zero spell slots because if you never use the thing you essentially don't have it and so this is again a big motivation for us getting the Warlock having a more easy to use spell casting subsystem so that again you actually feel like you can truly be a spellcaster yeah you don't have to be so precious about your spouse lots and you are on the same timetable as everyone else instead of having to beg your dungeon master for hey can I get a short rest even though no one else needs one necessarily right now in terms of the spell casting progression uh people are going to see that the Warlock has been built similarly to a paladin and a ranger in having a spell casting progression that goes up to fifth level now under the hood that's basically what was already going on in the Warlock so we rather than the Warlock having sort of this tricky different spell casting system we've now brought the Warlock in with everybody else while maintaining the warlock's distinctiveness and here's how we did that warlocks still have their Eldritch invocations and in fact you now will cap out at nine instead of eight and one of those new invocations is Mystic Arcanum so the Mystic Arcana feature that warlock Scott before which was how they got to access spells higher than fifth level is now an Eldritch invocation that you can start taking sooner than you could before and it also allows you to get lower level spells than it allowed you to get before we made it an Eldritch invocation because we wanted you as a player to be able to decide how much you wanted to delve into the spell casting pool versus some of the other options that are now available to the Warlock because they're also new invocations here many of the invocations that are present also have gotten sort of a Fresh coat of paint new functionality uh like we've redesigned some of the lower rated invocations like gaze of two minds now allows you to actually cast spells from the space of the person whose mind your your sharing I agree yeah so they're the Warlock gets a ton of new functionality here uh there is also you know some wonderful new flavor at 11th level warlocks get a new feature called Contact Patron because we realized a big gap yeah in the Warlock class before was they didn't have an easy or direct way to call up their Patron even though that's a major part of a lot of DnD campaigns involving warlocks so I was like let's make this a part of the class yeah I mean I I've been on So Many Adventures and that is inevitable so many times for many warlocks probably even more than a cleric who has you know divine intervention and all these other abilities to like contact their God more like you know their boss may be a bit more Hands-On that might be a little bit more communication happening yeah uh because there's a darker vibe the design update notes uh on the Warlock go in deeper into the many things that are new here uh one of the thing I'll I'll talk about before we move on maybe to the sorcerer is warlocks also now get the hex spell and Eldritch Blast for free we consider those to be core functionality for warlocks and we don't want you to have to spend one of your Spell choices on these things that just need to be functionality for you because we when we originally designed hacks for the Warlock hex was for the Warlock what Hunter's Mark is for the Ranger and so just as in the ranger we now just give you Hunter's Mark in the play test same thing here with the Warlock giving you hex I do have one question though like with with the fact that you have you get your packed right away at first level but you are not specific to a patron like well you can't I think you described it as your your baby warlock years in some ways right you are getting the attention of another entity by the way that you are gaining power right so you you'd still make a pact at first level but you don't make your big pact right with your Patron until third level and we in the story text we've left it up to you to decide if that initial pact is with the same entity who becomes your Patron or is it with somebody else because the Warlock has always the story of the Warlock has always been they get magic where they can find it because even in the 2014 version Eldritch invocations for instance are not from the warlocks Patron and the Warlock has always had elements of its class that was not from the patron right and so we wanted to highlight that a little more while still having pact be a thematic through line so you're still making a pact at first level it can still be with the entity who is eventually your Patron but we now leave it open you might decide well I started dabbling with this other choice but now at third level when I've I've succeeded at gaining the attention of uh this Patron maybe it's the same being but maybe it's somebody else and maybe I'm now seeing some fun warlock stories maybe those two beings are not friendly with it yeah uh yeah it's it's kind of a gold mine of narrative uh play so yeah I'm excited yeah people will also see that the fiend Patron uh option which is the subclass included here has a number of uh changes all aimed at just taking things that were already beloved and simply improving them uh so it the theme Patron is going to feel very familiar and because it it's it was a subclass that was very popular and so we decided uh we're just going to go in and improve the things people already liked so just two examples one dark one's blessing will now trigger when uh a creature perishes within five feet of you even if you were not the one who dealt the killing blow thank you uh because we wanted dark one's blessing to be able to trigger more often yeah uh and then the other uh change I want to highlight is We have replaced the expanded spell list feature with a new feature that we call Patron spells and now rather than getting a list of spells that are simply added to the spells that you can choose from when just choosing your spells you now like a paladin with their oath you simply get these spells and have them always prepared and similar to what we did in the paladin on Earth darkhana once per day you can also cast one of your Patron spells without expending a spell slot that is going to definitely add to a warlocks magical tool kit yeah that sounds great yeah I the the the fiend has always been very much beloved yeah so it's nice seeing these little enhancements we should jump into Sorcerers so the sorcerer like the Warlock now has these initial levels of just getting to experience what it is to be a member of their class before they make their subclass choice at third level and that has allowed us to add at first level a new feature called innate sorcery which gives the sorcerer two sorcerer exclusive spells one of them a new cantrip called sorceress burst that allows the sorcerer to control what damage type they're sending out and it also has an exploding dime mechanic where the damage if you roll a six you can then roll and so you can have the we have found in our play testing this really fun excitement of whenever the sorcerer cast sorceress burst which represents them tapping into their innate magic and just unleashing it that it might unleash more powerfully than even the sorcerer expected part of this is wanting us also wanting to do good by the story text that the sorcerer had back in 2014 because the 2014 story text for the sorcerer talked about you know magic roiling inside you that can sometimes burst out in unpredictable ways but other than in the wild magic sorcerer that didn't actually play out in the mechanics of the class so we have now we're now delivering that in this play test and the Sorceress burst can't trip is one of the ways that we're doing that sorcerer's burst also has a subtle other purpose the sorcerer is one of the classes that has a number of features particularly in its subclasses that really care about the damage type that you're dealing this is true in draconic sorcery for example and so we wanted to give Sorcerers more control over what damage type are they dealing with their bread and butter can trip and so that's one of the things that we're exploring with sorceress burst the other spell that Sorcerers get at first level is chaos bolt chaos bolts was a spell that appeared in xanathar's Guide to Everything and was also a source or exclusive spell there we feel that it really represents well again this idea that you were a person with magic just almost bursting out of you and you now just get this spell and can use it and it also has this sort of unpredictable quality which I think is a lot of fun the other thing that we have done is we've moved metamagic to second level so you're now going to be able to use medic metamagic sooner than you could before and we've made it so that you get more metamagic options than you did before you are going to start with three instead of two and you can now change one of those each time you finish a long rest we want source source to have more flexibility with how they use this core feature of the class their ability to shape this magic that is Flowing you know directly from them so many other spellcasters are drawing Magic from elsewhere warlocks from you know Eldritch powers and their patrons Wizards from the ambient magic that's present in the entire Multiverse you know the Divine and Primal spellcasters from their sources the sorcerer though it comes from within right and so all of these features are about really delving into that and that became such an exciting theme for us that we kept going with it and so you're going to see that the sorcerer has multiple new features that they didn't have before there's a new sorceress Vitality there's Arcane eruption and there is sorcery incarnate and one of my favorite new features in any of the play tests up at 18th level Arcane apotheosis and all of this is about the sorcerer embodying magic itself and these different features manifest as spells that the sorcerer will get for free they are exclusive to this class because they again are all about the sorcerer tapping into their innate Magic and by creating sorcerer exclusive spells which we have also now there are also some new warlock exclusive spells and some wizard exclusive spells we can create spells that tap into the identity of the class itself and play around with that classes mechanics I'll give one example here and then people can see more when they don't I was wondering why the design choice to like focus on spells yeah so uh part of it is these are spellcasters we wanted to give them spells that are not only all their own but also that use their core resource spell slots and again we're able to do things with these spells because they're class exclusive that we couldn't do otherwise and here's an example of that in sorcery incarnate when you cast the spell you immediately get a random number of sorcery points back and while sorcery incarnate is active we think of it almost as like the sorcerer's version of rage you can use more than one meta magic option on your spells that you cast you have advantage on your spell attack rolls this kind of thing where you just you become you know magic incarnate and for a short period of time you can sort of alpha yeah yeah very bursty yes potentially yeah which the sorcerer has often been about and so much of what we're digging into here just as we are with the Warriors is how can we bring out their identities even better and we're going to be doing the same when we revisit the experts and the priests we've gotten some great feedback in the play tests and now that we have the weapon Mastery system ready for people to try out in the broader world and we've been digging deeper into class exclusive feet spells rather uh when we then return to the experts and Priests these approaches will then inform some of what we're going to do in those classes as well yeah let's jump into the draconic sorcerer yeah so draconic sorcery uh has a number of quality of life improvements as well as some brand new features so when it comes to quality of life improvements one of the big examples is you no longer have to spend a sorcery point to gain the resistance associated with the damage type that you've selected we've expanded some things like before you learn the draconic language we've made it now so that you can communicate with any creature that has the dragon creature type so we've made this broader we have then also given you a brand new feature in draconic exhalation in with we felt it was a a big missing piece that the dragon themed sorcerer didn't exhale anything right and this new new draconic exhalation feature uh it now plays around with sorceress burst so that sorceress burst can't drip that all Sorcerers get in the play test you can now use it to rather than hit one person instead exhale that energy out and potentially hit multiple people now this new feature does replace a feature we ended up retiring draconic presence because of how low rated it has been in surveys for years and we felt rather than having this unloved feature right how about gives people a new exciting way to delve into this draconic theme also in play test feedback we've gotten on the draconic sorcerer for years a big ask has been please give us more ways to use the damage type that was selected because you make the selection but the 2014 version did actually very little with that selection now there are three features in the subclass that use that damage type Elemental affinity draconic exhalation and the revised dragon wings because dragon wings now rather than being always on wings which I know it's really cool to have always on wings however that was a bit overpowered and at the same time we wanted to also give you more ways to use your damage type right and so how we've done that is we've made it so that while you have the sorcery incarnate spell active when you again you you go into your you know your Arcane Mode you sprout These Wings and while the spell is active you also can flap These Wings to just deal damage to people around you so you don't have flight for as long but when you have it it's more powerful right because you aren't just flying now you're getting these other benefits nice perfect the wizard yes also kind of a big deal yes uh the wizard does not have as many new things as the Sorcerer And the Warlock part of that is the wizard is one of the most beloved classes in the game also the the wizard has had unparalleled flexibility that often translate in translates into really satisfying tactical options strategic options because Wizards can be like what am I going to need several days from now yeah the wizard in general was in really solid shape so here though there are still some new things that really lean into the wizard as the planner and the scholar so one you're there's a new feature at second level called academic that just makes Wizards really good at their ability checks when they're just using their big brains uh to figure things out there's also a new feature at first level called Wizards spell book the spell book for wizards before was a core part of their identity but mechanically it sort of existed in another realm where there was a little bit about the spell book in the Wizard's spell casting feature there was then more about the spell book in a really long sidebar in the 2014 Players handbook and you had to kind of go to these two separate places to figure out what the heck does my spell book do and how do I use it so what we did is we took all the spell book related rules and combined them into a new feature called wizard Spellbook this is now the feature that gives you your special form of ritual casting since you know Wizards are able to Ritual cast easier than anybody else because they can even ritual cast a spell they don't have prepared as long as it's in that spell book we've also made it so that the wizard can now use the spell book as a spell casting focus in art wizards are often shown even holding their book while they're casting their spells so we feel like okay they should be able to actually cast their spell with the book so I've we've really enjoyed just aesthetically that now being present we've also now in that feature given you a new spell called scribe spell and this is the first in a sequence of spells Wizards now get that really are all about them interacting with the Wizards spell book so later Wizards then get a another new spell that's wizard exclusive called memorize spell and even the name is a nod to you know early days of wizard design and DND when it was always rather than talking about preparing spells it was we talked about the memorizing spells this is a spell that allows the wizard if they if they choose to cast it to change spell they have prepared again leaning into this planning aspect but then later Wizards get a new spell called modify spell which they can cast to tweak a spell and we give you a a menu of options of ways you can change a spell whether it's changing its damage type or some other element a wizard can have only one of these modified spells prepared at a time but again it's about the Wizards studying their spell book and tweaking their magic we are doing this also to lean more into the classic DND wizard story of wizards being the creators of spells there are a number of spells in the game the warden Kanan spells Big B spells the liaman Spells they're all about Wizards creating spells and so we felt let's have more of that in the class itself and so this theme culminates appropriately enough in a new spell called create spell and what this spell allows you to do is take a spell that you've modified with modify spell and turn it into a new spell that is in your spell book and then vents forth you are able to prepare and so really this is a way for us to finally give in class feature form this kind of ultimate wizard fantasy of I made my own spell right now the dungeon Masters Guide will still have other guidance on how spells can be created sort of permanently in a campaign but this is a way for a wizard to do it on their own using their class features and it really shows off their ability to hack magic in a way exactly but they have to do it in a planned way yeah this is very distinct from the sorcerer's metamagic Sorcerers can who basically are improvisers yeah they can they can modify their spells on the Fly and we wanted to make sure when we gave the wizard the ability to do some uh sort of almost scientific adjustments that it had a very different feel and really leaned into again the wizard having to be a planner and having to have their book and ultimately with the goal of creating something new that will then also go into that book whereas again in contrast the sorcerer doesn't have to plan at all it's just I cast the spell and in the moment I'm going to decide do I want to tweak the spell in one of the ways that my meta magic options allow me to tweak them that brings us to the evoker the evoker mostly has some quality of life improvements for instance the the starting feature evocation savant uh now actually gives you some evocation spells because we realize one of the misses not only in the evoker but uh people will see this in future uas when we do other wizard subclasses is a Miss was the school of magic focused subclasses weren't actually giving you any spells in those in those schools right so that is something we've addressed uh we have also enhanced potent cantrip so that it is no longer useful only with saving throw cantrips it now also works with attack World fantastic so far more useful those are the main things there I mean the evoker is amazingly solid and beloved and so really it was just like similar to in the fiend Patron how can we make some quality of life improvements uh and then just send it back out yes my partner is a big fan of sculpt spell so uh being able to like drop a fireball not here buddy always fun and and speaking of sculpt spell then looping back to our sorcerer friend uh every one of the sorcerers metamagic options has been Revisited and we have a design note devoted just to metamagic detailing what we've done in the various metamagic options I connected it to sculpt spell because listening to play test feedback we have altered careful spell right meta magic so that it's a bit more like sculpt spell this is something that people have requested and we agreed that careful spell could use some some help and again you'll see you'll see notes on a number of them uh some have just gotten some quality of life changes a few have been completely redesigned right again the fiend very iconic for the Warlock the draconic sorcerer very very most people are very pleased with it but like those enhancements are fantastic coming evoker has always been fantastic as well so nice to have those little quality of life enhancements now we can go back to our Warrior friends yeah so let's jump into the warriors uh I feel like just their tools alone is a giant update yeah yeah so weapon weapon Mastery for the fighter in the Barbarian are huge right because basically each each class just got a whole new subsystem yeah that they get to play around with now we still took this opportunity though to give various Improvement quality of life improvements and fun improvements where we could in each class so starting with the fighter uh We've made it so that you can now use second wind more than once between rests and you have the number of times you can use it increases as you go up in level we have given you also those new features I talked about before that allow you to actually customize Master which Mastery properties are on which of your your weapons their is a new feature at high level called unconquerable that gives you some extra use of indomitable while also being able to use second wind at the same time okay uh so some really nice uh new features here but again the the big ticket Edition for the fighter are the weapon Mastery weapon expert and weapon Adept features all right three brand new features for the fighter that give you this whole new mini game with weapons that you get to play and that only the fighter gets to play I mean I I will admit like I've always gravitated towards the Battle Master in that the sense of like this almost feels like having can trips and having that many different options to flavor what you were doing and and having that ability with the weapons is giving that tell basically all these classes which is fantastic and and the difference too between weapon Mastery and the Battle Masters Maneuvers is weapon Mastery is always on on the weapons in which you unlock it because you don't get it unlocked on all weapons at once it's always just a subset of weapons but once you've unlocked it on those weapons that's it it you get to use it over and over and over again right uh so that brings us to the champion yes so the champion that is always meant to be the simplest subclass in the game we our aim is for this to be super beginner friendly and also I I often think of the champion because I have fun playing the champion the champion is what I've been playing in our play test it's also a great choice for the veteran player who kind of wants to take a break just Monsters uh and and have pretty straightforward but satisfying features and so with that in mind the champion continues to have their improved critical but the champion also has gotten a couple of brand new features so the remarkable athlete feature that Champions had before has consistently been low rated we looked at improving it but instead we decided to replace it with two features so the champion gets a new feature called adaptable Victor because Champions are always winning and you know they are the champions and we realized the champion needed something that allowed them more flexibility and some chances to shine outside combat and so adaptable Victor gives the champion the ability to change around actually skill proficiencies and that will allow them to have the kind of adaptability that you would associate with someone who's all about winning and similarly at six level there is a new feature called heroic Warrior that allows the champion to give themself in combat heroic Advantage if they don't have it part of this is again to just give them something simple that makes you know gives them a little boost and like suddenly okay I now have advantage on this attack roll but it's also a way for them to have more of a chance of triggering their improved criticals uh so we wanted there to be a bit more of a chance for the champion to be critting since that is one of their core capabilities we also have improved their Survivor feature because in revisiting it we thought it was actually a little funny that a feature that's all about the champion being hard to kill gave them no advantage on death saving throws so we have now added that Champions also have Advantage once they get Survivor on death saving throws and riffing on their improved critical feature we've made it so that a champion when they're making death saving throws if they roll in 18 19 or 20 they get the effect of rolling a 20 on a death saving throw so and essentially they have improved critical now on death-saving throws as well so it's going to be easier for them than pretty much anyone else in the game to just hop back up and and continue fighting perfect so kill them with fire noted uh that's fantastic and now we have our Barbarian friends yes so the Barbarian in addition to getting weapon Mastery at first level has some really significant quality of life improvements one of the main ones if not the main one is the Barbarian can now keep their rage going simply by spending a bonus action because we've seen not only in our own play of the Barbarian watching other people's play also reading play test feedback that one of the biggest concerns for barbarian players is it being too easy for their rage to get shut off you know any of us who've played barbarians we've had that experience where we turn it on and then suddenly like oh my goodness wait I don't have someone to attack yeah I took no damage oh my rage just turned off and rage is such a critical part of the classes kit and so we wanted the Barbarian who can turn rage on with a bonus action to be able to keep it going by spending a bonus action now you still have other ways of keeping it going because you're sometimes going to want to use your bonus action for something else and you still can so you can still keep your rage going by making an attack roll against an enemy we've also now added that if you force it into me to make a saving throw that also keeps your rage going now we've emphasized now the Barbarian keeping their own rage going and so we no longer have the I take damage and it keeps going yeah we really want the focus to be on this is under the barbarian's control right other people are not keeping their rage going they are you're now going to be able to do that far easier than you ever could before your rage also lasts longer now lasts up to 10 minutes meaning in some dungeon environments a single rage could potentially extend into more than one combat perfect so again huge quality of life Improvement there uh other than that we have combined some things danger sense and feral Instinct have have merged into a a single feature we have moved brutal critical to a higher level but made it more powerful and made it scale more directly with your level a lot of nice things here that are again about just making it like getting as many things out of the way as possible of the Barbarian being this just amazing Warrior fueled by their rage perfect the subclass for the Barbarian that we were showing off is the Berserker yes and talk about quality of life improvements the biggest pain point in the Berserker for years has been unfortunately the berserker's signature feature frenzy yeah because as anyone who knows who's read the Berserker or played it frenzy had the painful trade-off that if you used it you gained a level of exhaustion and that felt painful enough that for many people it made it undesirable to even use the feature which is a major issue because that's the signature feature right of the subclass so the main thing we have done in the Berserker is completely redesigned frenzy so now frenzy does not uh charge you basically exhaustion to use it instead the Berserker while you have Reckless attack going which is the core Barbarian feature of I just I attack recklessly I give myself advantage on my attack rolls but other people have advantage on their attack rolls against me as long as I'm reckless attacking the first Target you hit on each of your turns is going to take extra damage and you get to roll a number of d6s equal to your rage damage bonus and just throw that onto the damage pile so now frenzy is just all about if I'm reckless attacking which is all in theme for the Berserker once per turn there's going to be this burst of extra damage perfect yeah it's a lot of fun uh in our play testing and again removed that very painful cost that frenzy used to have there's almost like a theme of like the burstiness and more random occurrence happening for some classes uh so one of the things we're always looking at is where do we want more burstiness which is characteristic of like the new frenzy uh some of the new sorcerer features the Rogue sneak attack versus where do we want more predictability and planning and when we make that decision it's all about the identity of the class or subclass and all about its theme so some it's on theme like in the Wizard to be all about planning and predictability but then other classes which is or subclasses were often the theme and the play style that people are looking for is a more sort of Gonzo unpredictability that's where we then incorporate more burstiness there is also I believe a spell the sorcerer has now that they can actually get hit points back yes yeah the sorcerer's Vitality uh feature which gives them a spell of the same name allows the sorcerer to channel their innate magic to restore themselves yeah I very much appreciate that because you always think of somehow Sorcerers in my head because you associate them sometimes like with a dragon or some other very Monumental Primal force uh the idea that they can like kill themselves and be a little bit tougher than maybe their counterparts uh all right good fit and they got that that little big little boost of survivability and so do warlocks uh something that we didn't talk about earlier when we talked about warlocks is in this play test all warlocks now get training with medium armor yeah and we did that because many warlocks end up being melee focused or sort of hybrid they spend part of the time at range part of the time in melee and because warlocks actually occupy a design space akin to the Paladin and the ranger of kind of a hybrid character we wanted to give them a little more resilience and this will be particularly helpful for any warlocks who choose pact of the blade so that they are not quite as squishy when when they go into melee I always want more stuff for my warlocks a little bit more armor it doesn't hurt that's fantastic now this UA in addition to all of the new spells that we've mentioned that are offered by various uh class features also has uh tweaked versions of several spells like hex Eldritch blast but they're also a handful of new Feats here we continue our series of presenting new epic Boons right I feel like with with each UA they get more and more epic because again that's the feedback we're getting as people like we like this but please do more turn up turn up the volume on how epic it is and then also there is the weapon Master feat that I mentioned for people to try out uh weapon Mastery even if they are not a member of one of the warrior classes boy if only this UA had more stuff it's so much it is a weighty UA but it's fantastic there's a lot to delve into so uh as always feedback is important feedback is critical to this entire process we are here with with this material because of the feedback we've been receiving for years weapon Mastery grew out of the feedback we've been receiving for years about give us more tactical options right if we're a weapon focused character and it is it is a prime example of how the ongoing conversation that we've been having for the life of fifth edition is feeding these various experiments and then will fuel where we end up in the 2024 version of The Player's handbook we will once we wrap up the player's handbook play testing later this year we'll also then move into dungeon Masters Guide play testing monster manual play testing so lots of exciting stuff ahead a lot of videos to make yes all right thank you I guess I guess that's it we covered everything somehow we did it we did although there are this this UA is so big that there are many important details that yeah you need to read it yeah people will see they're going to see the new version of twin spell uh in here new versions of various Eldritch invocations uh there are all sorts of gems to go find in the mine that is the sun art tarkana uh perfect uh well thank you so much for talking about on Earth Arcana again and thank you everyone who watched this probably very long video including everyone who has had to watch it at two times speed that's a lot of content to get through uh but we appreciate you so thank you so much for watching
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Channel: Dungeons & Dragons
Views: 98,642
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Keywords: Dungeons & Dragons, D&D, gaming, roleplaying game, ttrpg, forgotten realms, eberron, Wizards of the Coast, Jeremy Crawford, Chris Perkins, tabletop, RPG, Todd Kenreck, dnd, Wildemount, Critical Role
Id: mgngcZpt_YQ
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Length: 49min 1sec (2941 seconds)
Published: Wed Apr 26 2023
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