One D&D Playtest 6: My Survey Responses
Here follow my responses to the Playtest 6 survey questions. I decided to compose them externally again since I didn’t want to lose anything in case the survey glitched out. Minus some minor formatting for this post, this is verbatim what I submitted, and unlike last time I kept track of how I marked my satisfaction for each element.
For more context and my Standard Disclaimer, check out the introduction to this series.
Bard
Base Class
Overall Comments
Satisfied.
This Bard is pretty good overall. I miss Song of Rest, though, and I’m a little disappointed about the rollback of some ideas from the Experts UA.
Feature Comments
Bardic Inspiration: Dissatisfied.
I like that it now triggers only on failed d20 tests, but I miss having it as a reaction (from the prior UA). Whenever I’ve played a Bard I had to nag my party members to remind them to use it.
Spellcasting: Very satisfied.
I REALLY like picking a primary spell list and having access to it all; it’s really good for thematic customizability. Optionally changing a spell on level increases feels right for the Bard too. But the “spells prepared” language is weird when really this Bard is a “spells known” caster.
Font of Inspiration: Satisfied.
I’m glad this is back at level 5. I like being able to exchange spell slots for Bardic Inspiration, similar to Sorcerers with Sorcery Points. I do miss the “rolling a 1 on a BI die doesn’t use up the BI die” rule from the prior UA.
Countercharm: Satisfied.
Being able to use a reaction instead of a full action is nice, since it means I can still do something on my turn, but it only lets me rescue one party member instead of buffing the whole group. It’s probably fine?
Magical Secrets: Satisfied.
Works for me.
Superior Inspiration: Very dissatisfied.
This should be named “Superior Bardic Inspiration” for consistency, and it should always refresh BI points, not just when they’re all exhausted.
Words of Creation: Dissatisfied.
This is cool for Bards, and a better capstone than they had in 2014, but you can’t tell me that the 2014 version of Twinned Spell was overpowered and then give Bards a free twinning of two of the game’s most powerful spells. I declare shenanigans!
College of (the) Dance
Overall Comments
Satisfied.
I don’t find the fantasy of this subclass appealing, at least not in the more serious campaigns I’ve been playing in, but I could see it being fun in a more whimsical group. I like that its abilities help make battlefield positioning more dynamic. It almost feels more like a Monk subclass though? (Also the survey name “College of the Dance” doesn’t match the “College of Dance” name from the UA. Remove the “the” please.)
Feature Comments
Dazzling Footwork: Dissatisfied.
This feels like it should be a Monk ability.
Inspiring Movement: Satisfied.
I think this could be pretty cool for making combat positioning more dynamic.
Leading Evasion: Dissatisfied.
This is a very cool ability that I can see being very helpful when the party is at risk of serious AoE damage, but it’s better than what the Rogue gets in Evasion, and arrives a level sooner to boot! This seems unfair to Rogues.
Tandem Footwork: Satisfied.
This is really cool, but I wish other Bard subclasses could do something similar. A music-oriented Bard can’t get everybody synced up for an initiative bonus?
Irresistible Dance: Satisfied.
It’s thematically appropriate. Might Bards already have taken this spell before this point though?
College of Glamour
Overall Comments
Satisfied.
I overall like the changes here. Beguiling Magic feels a lot more practical than Enthralling Performance did. Mantle of Inspiration has some added risk, but could be exciting. Mantle of Majesty is better now. Unbreakable Majesty is mostly good but a little disappointing in no longer conferring disadvantage to save against the Bard’s spells.
College of Lore
Overall Comments
Satisfied.
I like the restoration of Bonus Proficiencies. Magical Discoveries is good, and I like that Peerless Skill now benefits attack rolls as well as ability checks, and that it only triggers on a fail so that it isn’t wasted. I’m glad the basic Cutting Words behavior is back, but I’m very confused by it no longer requiring its target to hear you. I should be happy that it’s more flexible, but it feels off-theme without that requirement. I’m also disappointed by the removal of Cunning Inspiration; in general I want more mechanics for making Heroic Inspiration happen rather than it being DM fiat (one of my DMs is old school and has a hard time remembering that Inspiration exists at all).
College of Valor
Overall Comments
Very satisfied.
The changes to Combat Inspiration are good (defense is less wasteful and more exciting), and I’m glad to see it applying to all attacks rather than just weapon attacks. Martial Training has a more thematic name and I like that it allows the user of a weapon as a spellcasting focus. I’d be happy to see this subclass in print as-is.
Cleric
Base Class
Overall Comments
Very satisfied.
This is a nice tune-up of an already very solid and fun class. I think it’s pretty close to ready for print.
I especially appreciate the clarification about Channel Divinity and multiclassing, as well as the adjustments to Channel Divinity – it’s better at level 2 (reduces issues from 1-level multiclass dips) and I REALLY like having more uses per long rest and regaining a use on a short rest.
Feature Comments
Divine Order: Dissatisfied.
I love this as a concept, please keep it but tune it up some more. Moving it to level 1 makes sense so that I don’t have to worry about equipment changes if I pick Protector later on, but I worry about it affecting balance with multiclassing. Protector is fine, but the revised Thaumaturge is uninspiring, and I lament the lack of a third option.
Channel Divinity: Divine Spark: Very satisfied.
The damage type flexibility is appreciated, and the scaling feels more appropriate in this revision. Nice work! Please keep this as-is.
Channel Divinity: Turn Undead: Very satisfied.
I like that this now imposes both Frightened and Incapacitated. I prefer this over both the prior UA and 2014 versions, as I find that conditions – and players’ understanding of them – are nicely reusable. Please keep this as-is.
Smite Undead: Satisfied.
I really like that it’s based on the Wisdom modifier instead of the proficiency bonus, and I’m VERY happy that damage from Smite Undead doesn’t end the Turn Undead effects! I’m only rating it as “Satisfied” because it kind of forces me into pushing my Wisdom over 20 in order to achieve the same maximum damage output that it did in the past.
Blessed Strikes: Very satisfied.
I like having to make a choice to double down as a weapon attacker or a spell attacker, which helps me shape my character.
Commune: Satisfied.
This doesn’t excite me, but it’s fine.
Divine Intervention: Very satisfied.
I like that this now provides a clear and reliable benefit, not subject to DM whims. I think the variety of spells available makes up for the loss of having a “freeform” intervention.
Improved Blessed Strikes: Satisfied.
I liked Blessed Strikes; this improves it. I’d maybe prefer it to come online a little sooner, but otherwise seems fine.
Greater Divine Intervention: Very Dissatisfied.
As a player, this seems COOL AS HECK and it could be quite clutch in a tight spot. But as a DM, it’s fabulously broken to allow free – and consequence-free – castings of Wish during downtime. It might be fine since so few games get to level 20 play, but it could be a total mess for games that do.
Life Domain
Overall Comments
Very satisfied.
The Domain Spells spell selection seems fine – definitely better than in the previous UA. I appreciate the clarifications in Disciple of Life and Blessed Healer, and I like that Supreme Healing applies to Channel Divinity healing in addition to casting spells.
I have mixed feelings about the Preserve Life changes – that extra pool of healing has come in VERY handy for me and my cleric-playing friends, so it’s sad to see it gone, but it was always a big time sink to figure out which party members could best benefit from it. I think it’ll be hard to get used to the change to “just cast an extra spell in a pinch”, but I do like that it applies to all Abjuration spells without a spell level restriction.
Light Domain
Overall Comments
Satisfied.
The Domain Spells selection is an improvement. Revealing Light is great and very on-brand. I am glad to see that Corona of Light also affects Radiance of the Dawn, as is only proper.
I’m confused about Warding Flare – it now impacts foes that can’t be blinded, who were immune in the 2014 PHB. This seems strange if intentional.
Similarly, I see that Radiance of the Dawn now affects creatures that are in total cover, where it didn’t in the PHB. Is this change intentional? (Perhaps to reduce how much a DM has to adjudicate a creature’s level of cover?)
Trickery Domain
Overall Comments
Very satisfied.
I’ve never been very interested in this subclass, but the changes all seem to be positive to me. The Domain Spells list is fine. I like that Blessing of the Trickster can be used at range, as well as on yourself. I really like that Invoke Duplicity now uses a Bonus Action, doesn’t require concentration, and teleports immediately upon casting (meaning we can use it and then immediately cast a spell on the same turn). Trickster’s Magic is a similarly good way to make the action economy more fun. And Improved Duplicity is a HUGE improvement over the 2014 PHB version. I might not be interested in the fantasy of this subclass, but it’s solid and probably ready to print as-is.
War Domain
Overall Comments
Very satisfied.
All the changes here seem positive as a player. I like War Priest getting a recharge on a short rest, and getting access to Weapon Mastery seems very thematic (even if it does step on the Fighter’s toes a bit). I like that Guided Strike now triggers on a miss and that it can be used for yourself or any allies. War God’s Blessing is a nice way to encourage using Shield of Faith to help your party. And I like that Avatar of Battle’s damage resistance now applies to magical Bludgeoning, Piercing, and Slashing damage as well as the nonmagical kinds. I think this is ready to print as-is.
Druid
Base Class
Overall Comments
Dissatisfied.
This is a huge improvement over the Druid from the previous UA. The base class still leans too hard into the transform-into-animals angle, and while Wild Shape is better balanced it’s still not quite there.
Also, “Wild Shape uses” is a terrible name for the Druid’s resource pool; call it “Primal Energy points” or something like that, and it’ll feel better for using it to fuel abilities that aren’t Wild Shape transformations.
Feature Comments
Druidic: Satisfied.
I don’t really love “spells as class features”, but this is at least on-brand for Druids.
Primal Order: Dissatisfied.
I REALLY LIKE this as a concept, especially its symmetry with the Cleric’s Divine Order, but like the Cleric’s Thaumaturge option, the Druid’s Magician option needs work to make it more appealing. A third option would also be great.
Wild Companion: Satisfied.
I dislike the removal of Healing Blossoms, but I like that the familiar now persists until the end of a long rest.
Wild Shape: Dissatisfied.
Having Wild Shape as a Bonus Action is VERY GOOD, keep that. Being able to speak while Wild Shaped is good, keep that too. The HP changes seem like a good balance as well (keep them!). Maintaining various features is interesting, but is weird and confusing with some species traits – does a Tortle still have a shell when it Wild Shapes into a bear? I really liked the idea of Wild Shape templates but thought they needed better customization. Preparing a limited set of Wild Shapes daily seems fine to me (it’s especially easier on DMs, thanks!), but it still means that players have to spend a bunch of time reviewing beast statblocks to make that decision. I don’t think DMs will be happy having players spend so much time “behind the curtain”. And it still doesn’t scale well in the middle levels because there aren’t enough good beasts (this is where templates really helped!).
Wild Resurgence: Satisfied.
This gives “I don’t want to Wild Shape” Druids a nice alternative for doing more Primal spellcasting, but is a good reason to call “Wild Shape uses” something else.
Elemental Fury: Very satisfied.
I appreciate that this gives the Druid customizability options (focusing on ranged or melee combat), and it has nice symmetry with the Cleric’s Blessed Strikes.
Commune with Nature: Satisfied.
I don’t love spells-as-features, but this is thematic and certainly better than the dead level in the 2014 PHB.
Improved Elemental Fury: Very satisfied.
Buffing my previous choice is certainly better than the 2014 PHB’s dead level.
Archdruid: Dissatisfied.
I like that it can now create spell slots of higher levels, and that it incorporates the PHB’s Timeless Body. BUT… This should recharge Wild Shape uses regardless of whether there aren’t any left, and it’s by no means as exciting as a Cleric getting free castings of Wish! It seems pretty boring as a level 20 capstone.
Circle of the Land
Overall Comments
Very satisfied.
The updated Circle of the Land is more flexible and practical – the new Circle Spells is great! Nature’s Ward is definitely more practical now. Land’s Aid is a cool way to do AoE while also supporting the party (also it emphasizing non-animal aspects of being a Druid), and Nature’s Sanctuary makes you more of a team player at higher levels. Nice!
Circle of the Moon
Overall Comments
Very satisfied.
I’m glad to see Circle Forms returned, and the new Improved Circle Forms is very practical. Combat Wild Shape’s is a nice improvement over the 2014 version – it seems especially handy to be able to transform AND cast Moonbeam in a single turn, and the AC and HP options are nice. (Also, permanently having Moonbeam prepared is a good thematic choice.) Moonlight Step is interesting – I see it as like an inverse Misty Step that encourages a Druid to get into the fray instead of escaping from it. And I like that Lunar Form lets me bring a party member along for my Moonlight Step – let’s hear it for making repositioning more frequent and fun in D&D!
Circle of the Sea
Overall Comments
Very satisfied.
This subclass is a great way to round out the core Druid offerings, and all of its features are thematic and fun. It seems kind of like a better Storm Sorcery Sorcerer. I haven’t been excited to play a Druid before, but for the right campaign, this subclass would be high on my list. Really well done for a first UA appearance, bravo!
Feature Comments
Circle Spells: Very satisfied.
A really good selection of on-theme spells. Nice job!
Wrath of the Sea: Very satisfied.
I suspect this may be a bit overpowered, but it seems pretty fun and on-brand.
Aquatic Affinity: Very satisfied.
Solid and thematic. Keep it!
Stormborn: Very satisfied.
Love it. Can’t wait to use this.
Oceanic Gift: Very satisfied.
A fun and exciting way to be a team player, though DMs will probably hate having two flying players all of a sudden. I’d perhaps rename this to make it clearer that it taps into Wrath of the Sea (“Gift of the Sea” maybe?).
Monk
Base Class
Overall Comments
Dissatisfied.
This class shouldn’t have been left for last as it needed (and still needs) the most work. I am grateful for the MANY improvements over the 2014 PHB version, but this still needs love.
It seems very strange that the art for the Monk video showed a Monk wielding an obviously-martial weapon, even though they don’t get access to them.
It also stinks that they’re locked out of all the Fighting Style feats, as well as not being able to apply Martial Arts to (most) weapon attacks.
Feature Comments
Martial Arts: Very dissatisfied.
Bonus Unarmed Strike should be “Bonus Strike” and allow a second attack with a Simple weapon. The Martial Arts Die should be usable with Simple weapons somehow. There should be some kind of “Dextrous Defense” or “Deflect Blows” that allows a Monk to deflect melee attacks (maybe using the Martial Arts Die to deflect the hit, or reduce damage, like a Monk version of Cutting Words). Dextrous Attacks is good and should stay as-is.
Unarmored Defense: Dissatisfied.
Monks should get a d10 for hit points instead of a d8 if they’re going to be so squishy on the armor front, or they should get some kind of ability to deflect melee attacks.
Weapon Mastery: Satisfied.
Okay, but what is going to make Fighters special?
Martial Discipline: Satisfied.
“Discipline Points” are a better name than “Ki Points”, but could still use an improvement. I like the Step of the Wind change to give both Disengage AND Dash as a single Bonus Action.
Unarmored Movement: Satisfied.
Deflect Missiles: Very satisfied.
Thanks for making this easier to use and capable of doing more damage when it happens. This might be a good level for deflecting melee attacks too.
Slow Fall: Satisfied.
Extra Attack: Very satisfied.
Stunning Strike: Dissatisfied.
It’s going to be really disappointing to have a single chance per turn to do something with this and spend a Discipline Point on it, just for it to possibly not work. Meanwhile, Arcane spellcasters get Fireball at this point.
Empowered Strikes: Very satisfied.
Being able to choose Force damage is a very good change. Thank you!
Evasion: Dissatisfied.
The feature itself is fine, but why does the College of Dance Bard get a better version of this a level earlier?
Heightened Metabolism: Very satisfied.
This is great for quickly recovering spent Discipline Points. Thanks!
Acrobatic Movement: Satisfied.
Self-Restoration: Satisfied.
I definitely prefer the newer phrasing here, but I do wonder about how the removal of immunity to disease will impact RP/storytelling at people’s tables.
Deflect Energy: Very satisfied.
This is some proper Jedi stuff, and I am here for it.
Disciplined Survivor: Satisfied.
Seems mechanically equivalent to Diamond Soul.
Perfect Discipline: Very satisfied.
It’s nice getting this 5 levels earlier than in the 2014 PHB.
Superior Defense: Satisfied.
Nerfed a bit, but it’s okay.
Defy Death: Satisfied.
Would be handy at this level, even though I’ll probably never get a chance.
Warrior of Shadow
Overall Comments
Dissatisfied.
Shadow Arts is all right, though losing Pass Without Trace is disappointing both from a thematic and practical standpoint. Shadow Step and Improved Shadow Step are going to be super annoying for anyone DMing Curse of Strahd. Cloak of Shadows seems like it could be cool in the right situations.
Warrior of the Elements
Overall Comments
Satisfied.
I thought the abilities were better and that the subclass was better streamlined. It seems pretty fun – though I was already an adult when “Avatar: The Last Airbender” aired, so I am not wedded to recreating a particular fantasy there.
This was referred to in the UA text as both “the Four Elements” and “the Elements” – which one is it going to be?
Feature Comments
Elemental Attunement: Satisfied.
This seems so much less cumbersome than having to manage a bunch of Elemental Discipline options. The extra reach provided to Unarmed Strikes is great, as is adding elemental damage types. Elementalism sounds like an elemental version of Prestidigitation, which could be fun.
Environmental Burst: Satisfied.
I like being able to customize the damage type of this “Monk Fireball”. Please change the name, though: “Elemental Burst” was right there!
Stride of the Elements: Very satisfied.
Flying and swimming, yay!
Elemental Epitome: Satisfied.
This is all fun, and and improvement over the 2014 offerings for this level, but the name is bad. “Elemental Mastery” would be better!
Warrior of the Hand
Overall Comments
Very dissatisfied.
Wholeness of Body is okay (I like moving it to a Bonus Action). Fleet Step is okay, but comes on too late. I like Quivering Palm doing Force damage instead of Necrotic, and the damage cap seems reasonable. Meanwhile, the Open Hand Technique’s “Addle” option is a less-reliable Shocking Grasp and so a bit disappointing.
My biggest source of dissatisfaction is that there’s no point to giving Weapon Mastery to Monks and then having entire subclasses encourage them to use Unarmed Strikes, where Weapon Mastery doesn’t apply.
I’m just not excited to play this Monk.
Also the UA has it as both “the Open Hand” and “the Hand”. Which one will it be?
Paladin
Base Class
Overall Comments
Very satisfied.
Overall very nice tune-ups. The base class is in good shape.
It was a little confusing that Faithful Steed dropped the text that says having Find Steed always prepared doesn’t count against the number of spells that can be prepared, and instead relies on a blanket mention in the Spellcasting text that addresses feature-added spells. It seems like a weird inconsistency.
Feature Comments
Lay on Hands: Very satisfied.
I love, love, love this as a Bonus Action. Yes, please!
Spellcasting: Satisfied.
The changes here make sense to me, and only changing out one spell after a long rest keeps Paladins from stepping on Clerics’ toes too much. I don’t mind losing cantrips because Paladins are getting Weapon Mastery now.
Weapon Mastery: Satisfied.
Okay, but what is going to make Fighters special?
Paladin’s Smite: Satisfied.
If smites are all going to be spells, we might as well have them all be spells and always prepared. I’m glad to see that (almost) all of them are Paladin-exclusive. However, a side effect of these all being spells is that they can now be Counterspelled, which would feel BAD for a player.
Faithful Steed: Very satisfied.
Glad this is a Paladin exclusive.
Aura of Protection: Very satisfied.
I’m glad to see this back at level 6, and I’m glad it’s kept the clearer wording from the prior UA. Ship it!
Abjure Foes: Satisfied.
The light nerf here over the prior UA seems fine. It’s certainly better than the dead level from the 2014 PHB.
Radiant Strikes: Very satisfied.
Having this on unarmed strikes and melee weapons but not ranged weapons is juuuuust right.
Restoring Touch: Very satisfied.
I like that this ties into the overall conditions system, and that it comes online sooner than it did in the prior UA.
Aura Expansion: Very satisfied.
Oath of Devotion
Overall Comments
Very satisfied.
This is a nice return to form and fine-tuning of an already solid subclass. It’s not super glamorous, but that was never it’s deal in the first place. Ship it!
The updated Oath Spells list makes sense. Sacred Weapon is solid (I really like choosing to do Radiant damage) and should stay as-is in this UA. I prefer the new wording of Aura of Devotion over the 2014 version, but I’m very glad to see it back at its original 2014 level. Smite of Protection moving to providing half cover is interesting and I think good. I like that Holy Nimbus returns to granting advantage on saving throws and expands it to all saves forced by a Fiend or Undead, the Spirit Guardians-like behavior is nice, and the clarification that its light counts as sunlight is welcome.
Oath of Glory
Overall Comments
Satisfied.
I probably shouldn’t have expected big changes to a Tasha subclass. The changes here are good, common sense tweaks. I like that Inspiring Smite just happens without needing a Bonus Action. I like that Aura of Alacrity plugs into the Aura of Protection. And the reformatted Living Legend is much easier to read.
Oath of the Ancients
Overall Comments
Satisfied.
I like that Nature’s Wrath moves into area control territory by affecting multiple foes in a wider radius. I’m a little disappointed about Aura of Warding no longer providing defense for elemental damage from spells (hello, Fireball and/or Cone of Cold…). Having Undying Sentinel provide a nice healing bump is great; I’m curious about whether protection from “the drawbacks of old age” includes things like death by natural causes, though. I really like that Elder Champion now uses a Bonus Action instead of an Action, and that it extends its benefits to ALL spells, not just Paladin-specific spells.
All that said, I still feel like this subclass has too much overlap with Druids.
Oath of Vengeance
Overall Comments
Dissatisfied.
I like that Vow of Enmity can be transferred similar to Hunter’s Mark without any action economy cost. I appreciate the clarification in Soul of Vengeance about when it triggers relative to processing an attack. Avenging Angel seemed overpowered in the 2014 version, but is about right here, and I like that it’s invoked with a Bonus Action instead of an action, though I can see folks being sad about the reduced duration and speed (but hovering is good). I mostly like Relentless Avenger, but it doesn’t say how long a target will have a zero speed for, which seems hastily written.
It feels like not much work went into this subclass. None of the tweaks are very compelling, and I’m still not interested in playing one of these.
Ranger
Base Class
Overall Comments
Satisfied.
The base Ranger is in much better shape than the original 2014 PHB version. It seems to be dialed back a little from the previous UA, which it probably needed. I also like the options of starting with a Druidic Focus as well as the option of a Longbow or Shortbow. I didn’t get prompted for it, but Roving is cool too; I’m hopeful that it encourages more battlefield mobility.
I can sense, however, the growing annoyance of Fighters at having to share their one new special thing (Weapon Mastery) with what seems like everybody else.
Feature Comments
Deft Explorer: Dissatisfied.
I’m just barely on the dissatisfied side of this one. I’m glad to see Expertise dialed back as it seemed like they had too much in the prior UA. Selecting a couple terrains and swapping one of them out after a long rest adds some welcome flexibility, but I miss the wilderness survival/travel functionality from Natural Explorer, as it’s come in VERY handy in the Rime of the Frostmaiden game I’m in. It would be nice to have some of that back.
Spellcasting: Satisfied.
There are some cantrips that would have been thematically useful, but I understand losing them to gain Weapon Mastery. Changing out one spell after a long rest is good, as is being able to use a Druidic Focus.
Weapon Mastery: Satisfied.
Okay, but how will Fighters be special?
Favored Enemy: Dissatisfied.
I like that Hunter’s Mark is a Ranger exclusive. I like its free castings being based on the Wisdom modifier. What I don’t like – strongly – is that it requires concentration, putting it at odds with other Ranger abilities that require concentration as well. It feels very limiting.
Conjure Barrage: Dissatisfied.
I don’t love spells-as-features, but it’s better than having this be a dead level. But it’s not at all what I think of when I think “Ranger”.
Deft Explorer Improvement: Satisfied.
Having more terrain types is good.
Tireless: Satisfied.
I prefer this version over the Tasha version. I like having uses based on Wisdom modifier, and that it can provide temporary HP as an Action.
Nature’s Veil: Satisfied.
I prefer this over both the Tasha and prior UA versions. This needed a limit, and I think Wisdom modifier is the right one.
Conjure Volley: Dissatisfied.
I don’t love spells-as-features, but it’s better than having this be a dead level. But it’s not at all what I think of when I think “Ranger”.
Feral Senses: Satisfied.
The wording here is better than in the 2014 PHB. Keep it as-is.
Foe Slayer: Dissatisfied.
I like that this triggers from missing an attack on a Hunter’s Mark target, which is much more flexible than when it depended on attacking a favored enemy. It’s good, but feels lackluster for a capstone, when other classes get free castings of Wish!
Beast Master
Overall Comments
Satisfied.
This is a good hybrid of the original PHB and Tasha versions, but Primal Companion’s interaction with the action economy has GOT to be cleaned up. It says you use a Bonus Action to command it to take an action, which can be one in its stat block, or another action, but the stat block actions are all attacks, which require you to take an Attack action to command the beast to take an Attack action. So is it a Bonus Action to activate or not?
Exceptional Training is good – particularly the choice of Force or regular damage. I love that Bestial Fury lets your animal buddy share in your Hunter’s Mark.
Gloom Stalker
Overall Comments
Dissatisfied.
Dread Ambusher is definitely more useful now, thank you! I like that Umbral Sight now works better with existing Darkvision. I’m on the fence about Stalker’s Fury; it was previously beneficial in one-on-one situations, but now needs more foes nearby in order to be useful.
Shadowy Dodge needs work. It’s basically a free Misty Step, which is cool for the player, but it’s unclear as written about whether it turns an opponent’s Advantage into Disadvantage, or if the Advantage and Disadvantage cancel. There’s also no limit here, so if you’ve got Reactions to burn, you might as well spam this thing!
Hunter
Overall Comments
Dissatisfied.
This is overall a big improvements from the 2014 PHB version, but it’s not without issues. I am just over the line into dissatisfied.
I like that Hunter’s Lore comes online immediately with the subclass. I also really like the revised options for Defensive Tactics – Hunter’s Leap in particular.
Colossus Slayer should include unarmed strikes. The Horde Breaker change is kind of annoying in its new restriction. Retaliator is basically a better Riposte, and Battle Master Fighters should be upset about it.
Superior Hunter’s Defense is all right, but should either be renamed to “Additional Defensive Tactics” for consistency with Defensive Tactics, or Defensive Tactics should be renamed to “Hunter’s Defense”. But “just pick another one” feels kind of uninspiring as the capstone for a subclass.
Rogue
Base Class
Overall Comments
Very satisfied.
This Rogue is so much better than the prior UA (thank you for listening!) and it seems like it has really nice improvements on the 2014 version as well. Cunning Strikes is great – even if it muscles in on the Battle Master’s territory quite a bit – and whoever added it to this UA should get a bonus or a raise.
My ONLY complaint about the base class is that there’s too large of a gap in subclass feature levels. I really liked the standardized subclass progression from the previous UAs and I’m disappointed that it’s been reverted.
Feature Comments
Sneak Attack: Very satisfied.
Thank you for making this possible as a Reaction (via Opportunity Attack) again.
Weapon Mastery: Satisfied.
I think this is going to be fun for Rogues, but I worry about it inspiring some inane multiclass dips, as it feels like there’s a lot happening at level 1 for Rogues.
Steady Aim: Dissatisfied.
This is a fun feature, but it really feels like something a Ranger or other archery-focused class should be able to do.
Cunning Strike: Very satisfied.
Seriously, this is great, easily one of the best things introduced in the playtest process so far. I’d love to see more classes get something that works like this.
Expertise: Satisfied.
Evasion: Satisfied.
I’m glad to see this back at level 7, but the College of Dance Bards get a better version a level earlier, which is frustrating.
Reliable Talent: Satisfied.
I’m glad to see this coming online so much sooner than it did before.
Improved Cunning Strike: Very satisfied.
A nice enhancement to the thing I already loved. Cool!
Devious Strikes: Very satisfied.
More fun things to do with Cunning Strike! Love it. These options all seem more interesting and generally applicable than Blindsense did.
Elusive: Satisfied.
Stroke of Luck: Very satisfied.
I love that this applies to ANY failed d20 test – more than turning a miss into a hit as the PHB says, this now turns a missed attack into a crit. Super cool!
Arcane Trickster
Overall Comments
Satisfied.
I like that Spellcasting now uses the Arcane list, and that an Arcane Focus can be used. I like the cleanup of Mage Hand Legerdemain, and that it leans on Sleight of Hand. Magical Ambush’s updated trigger conditions are good. Versatile Trickster seems fun.
Assassin
Overall Comments
Satisfied.
I appreciate that the signature feature, Assassinate, no longer requires a target to be surprised, and that it gives Advantage on Initiative rolls. This feels so much better! Envenom Weapons is cool and is something Assassins should have had from the get-go. And Death Strike’s updated trigger condition is also very good – subtle, but nice.
I noticed that Infiltration Expertise assumes you have a disguise kit, and Envenom Weapons assumes you have a poisoner’s kit… I like that these features give us something to do with these items, but nowhere do we actually GET these items. Seems like something that should get cleared up!
Swashbuckler
Overall Comments
Very satisfied.
This version took one of my favorite Rogue subclasses and dialed up the fun with the Cunning Strike mechanic. Master Duelist’s potential nova could be really fun too. I like it a lot and I’m eager to play one!
Thief
Overall Comments
Very satisfied.
I’m very pleased with how Thief has evolved since the prior UA. I like that Fast Hands once again can Use an Object – including magic items. (Does this mean that they can drink potions as a Bonus Action?!) The new Second Story Work is great and seems like it could be a heap of fun. Supreme Sneak is a great option for Cunning Strike too, very cool. Use Magic Device is better here than in the 2014 PHB version, please keep it as-is. And I’m glad to see the return of the 2014 version of Thief’s Reflexes, which I strongly preferred over the prior UA. I think this is just about done!
Spells
Banishing Smite: Satisfied.
Concentration is fair here, and the other changes are solid. But it is weird that a Paladin’s smites can be Counterspelled.
Blinding Smite: Dissatisfied.
It doesn’t make sense that creatures immune to Blindness can be affected by this spell. Also it’s weird that a Paladin’s smites can be Counterspelled.
Divine Smite: Satisfied.
I guess it can be easier to adjudicate smites if they’re all spells… but it’s weird that a Paladin’s smites can be Counterspelled.
Elementalism: Very satisfied.
Elemental Prestidigitation! All righty.
Hunter’s Mark: Very dissatisfied.
I’m glad this is now Ranger-exclusive and that it can be upcast, but I don’t like that it requires concentration. It competes too much with other concentration-based spells and doesn’t scale well, which feels bad if it’s going to be the Ranger’s signature thing.
Power Word Heal: Very satisfied.
What an amazing improvement in range, wow!
Power Word Kill: Very satisfied.
I love that hits now does damage if targets have more than 100 HP.
Searing Smite: Very satisfied.
I like that this does damage at least once before the target gets a saving throw. (But it’s weird that a Paladin’s smites can be Counterspelled.)
Shining Smite: Very satisfied.
The updated mechanic is very nice, and the new name is a big improvement too.
Staggering Smite: Satisfied.
It’s weird that a Paladin’s smites can be Counterspelled.
Thunderous Smite: Satisfied.
It’s weird that a Paladin’s smites can be Counterspelled.
Vicious Mockery: Dissatisfied.
I was ALMOST “Very satisfied” with this. I love the upgraded damage dice here, and that it scales explicitly with Bard levels (reducing the value of multiclass dips). I also love that you can target creatures that you can hear but not necessarily see. Where I have a problem is that the target doesn’t have to hear you for it to be affected. If I unleash a torrent of insults, how does something that can’t see me or hear me going to even notice them? Fix this and then Vicious Mockery is perfect.
Wrathful Smite: Satisfied.
I like that the concentration requirement is removed. it’s weird that a Paladin’s smites can be Counterspelled.
Feats
Ability Score Improvement: Satisfied.
Being able to take an ability score above 20 is cool, but it feels like it will be mandatory to do this at level 19 instead of choosing a more flavorful option.
One thing I don’t like is that where previous class progressions leaned into Feats by calling out “Feat” and suggesting picking ASI, the class progressions now say “Ability Score Improvement” and meekly offer “or another Feat.” It really makes me wish that ASIs and Feats were completely decoupled.
Fighting Style: Protection: Satisfied.
I like that fighting styles have been moved to Feats. Reverting to the previous mechanic is fine.
Additional Comments
I liked the standardized subclass progressions and am disappointed to see them being reverted. I’d rather abandon non-2024 subclasses, or have an appendix that shows how to convert non-core subclasses for use in 2024. It seems like it’d be a lot easier to make new subclasses that way, and it would fix Rogue having huge gaps in its subclass progression.
I preferred the update Exhaustion rules and would like to see them return in some form so that they’d be more usable.
I like Feats a lot and have been excited to see more emphasis on them, so I don’t love having a return to having Ability Score Improvement as the headline here with “or another Feat” buried in the description. Either decouple ASIs and Feats completely, or lean into ASIs BEING Feats! This feels weird after nearly a year of making Feats a core game mechanic.
I also noticed that the notion of Class Groups seems to have been quietly abandoned, which is a shame because I really liked it as an organizing principle.
Weapon Mastery is not looking as special for Fighters any more now that so many other classes get it. Fighters are going to need something REALLY GOOD in the next revision.
There is a LOT of good stuff in this UA, and I remain optimistic about the process and the eventual destination. Thanks for listening to our feedback!