Unearthed Arcana 7: The Back Section
I have wrapped up my dive into the latest Unearthed Arcana's classes and subclasses. You can look at the Barbarian [LINK], Fighter [LINK], Sorcerer [LINK], Warlock [LINK], and Wizard [LINK] classes at the links provided. While that covers most of the play test document, there are still about a dozen pages left. I will quickly cover everything here.
Spells
We have had a few changes to spells in this play test. While there are not a lot of spells listed, there are some large changes here.
Spell Lists
First off in spell tweaks: say goodbye to the Arcane, Divine, and Primal lists. The 2014 spell list versions have returned, with each spell-casting class having their own specific lists.
This new method of organizing had a lot of potential when they started, and could have had a better way of handling what classes had what spells. The problem, I saw, was that this new method ended up having more exceptions than hard rules to it. Most of the spell-casting classes would include most of a list, but then specify other specific spells. The developers obviously saw this as a change that had diminished returns and reverted.
Between the spell list revision and losing the Class Group, I feel like a large amount of the keywording that was planned for One D&D has gone away. I think we will receive more conditions, but they have removed everything else.
Spell Changes
There are a few spells that have received significant changes in this new iteration of the game. Specifically, Counterspell, Hex, and Eldritch Blast have been tinkered with in ways that'll definitely impact how you play.
Counterspell
Counterspell has had a huge amount of changes. Now the spell forces a Constitution saving throw for the target. If the target fails the Constitution saving throw, they cannot cast the spell and their spell slot remains unused. This is a rather large change from the previous version, which would cancel out spells of equal or lesser level, and result in a die roll for higher levels.
This is a mixed bag for me. On one hand, I think that this takes away some of the more ridiculous moments in the game. Previously, a 3rd level Counterspell could, with the right dice rolls, cancel out a 9th level spell, wasting the spell slot and disrupting the action. This new version at least will not expend the spell slot if the Counterspell works.
This new option feels a bit lacking, and more beneficial to the players. Creatures often have spell-like abilities instead of spell slots, some of which need recharging. Rules as written, this would expend any ability not tied to a Spell Slot. Players will do most of their spell casting through spells. There is also an argument to be made that this makes Counterspell less effective as an ability. Instead of removing a resource, a spellcaster is now trading a spell slot to delay a spell.
This definitely needs more fine-tuning. Counterspell itself is something that I have mixed opinions about. The entire mechanic around Counterspell and identifying spells itself needs some more definitive rules, but that is a conversation for another time.
Hex and Eldritch Blast
Hex and Eldritch blast revert to their 2014 versions. For Hex, this means removing the limit of gaining the extra damage once per turn, making it benefit characters with multiple attacks. Eldritch Blast returns to scaling at spellcaster level instead of just Warlock level, and no longer becomes available as a bonus spell for all Warlocks.
The Hex update? Makes sense. When weighed against Hunter's Mark, it should definitely hit on every attack. This change makes sense to me. I preferred the power limitation on Eldritch Blast due to how powerful this spell gets. This is the only damage cantrip that gets multiple attacks while levels increase, and because of this, it gets a much larger boost from any feature or other option that increases damage per attack. Couple this with the fact that a [LINK] level 1 Warlock can now get both Eldritch Blast and the Agonizing Blast invocation, and it feels like everyone will look for a supernatural Sugar Daddy (or Mommy) to get their hands on some spell-casting power.
Other Notable Spell Changes
There are also a few more minor spell changes worth noting.
Arcane Eruption now requires a Dexterity save instead of a Constitution save. This feels more accurate for what the spell is representing. Spells like Fireball use Dexterity, representing how quickly you can get out of the way.
Jump now works as a Bonus Action and only takes 10 feet of movement to jump up to 30 feet (the distance required to do a long jump). Previously, the spell just tripled the jump distance, but per the rules as written would still require you to expend action. This seems like a solid change all around.
Finally Sorcerous Burst gets an increase in damage, going from a d6 to a d8. This makes the cantrip a little less powerful than Firebolt, but it makes up for it with the additional effects in the spell.
Weapon Changes
Let's dig into some significant changes surrounding weapons in the game, focusing first on general properties and then diving into the more complex mastery properties.
A Heavy Situation
While most of the weapon changes focus around the Weapon Actions, the play test changes one of the weapon properties. The Heavy property no longer relates to the size of a creature, and instead focuses on the Strength or Dexterity score. Now Heavy melee weapons require a 13 in Strength and Heavy ranged weapons require a Dexterity score of 13, otherwise any attacks are made with disadvantage.
I do not like the change. The intent here seems to be not punishing small sized characters, and instead allowing any character to use any weapon as long as they have the scores appropriate. But the original wording of the property was “A heavy weapon’s size and bulk make it too large for a Small creature to use effectively”. I can understand Strength for a melee weapon, but Dexterity for a ranged weapon feels wrong to me. How would being more dexterous allow you to better handle a weapon made unwieldy by both size and weight? I think if they plan on keeping this style in place, all Heavy weapons should require a minimum Strength score, not Dexterity. It also gives Strength more of a purpose, especially in ranged characters.
Weapon Masteries
Weapon Masteries have had some changes
The Flex property, which gave the larger damage die whenever attacking with a versatile weapon, has been removed.
The Push property now works on any creature Large or smaller but requires you to push the target straight away.
The Sap property now works with weapons that have Versatile property or no property at all.
Some options weapons received have changed as well.
The Spear, Longsword, and War Pick gained the Sap property.
The Quarterstaff now has the Topple property.
The Warhammer now has the Push property.
Flex had been called the most powerful of the abilities mathematically, and I think that is why it was removed. The developers were probably worried that having an option that was much better at dealing damage would be too much, though I disagree. I think this means that we will see more interesting options used more often.
Sap is a simple ability, and it makes sense for it to fill in any weapons that are currently missing masteries. This ability only working on the next attack roll keeps it balanced out.
Overall, I like these as options for the martial fighters. But the developers originally sold the concept as a “way to fix fighters”. While this has obviously expanded past that point, I think it feels like giving the spoiled kid at your birthday party one of your presents so he does not feel left out.
It's cool that other martial classes get in on the action, but it dilutes the uniqueness intended for the Fighter. These options feel boring as a central class feature. Even with the Fighter being able to do a lot with these abilities, many are just passive additions to their attacks. I would have preferred something more similar to BG3’s Weapon Action system, which provides alternate attack options that can change up the battlefield.
Conclusion
In UA7, I notice a trend: many changes revert back to the 2014 model. 5E has been solid for a while, but I think it defeats the purposes of One D&D. They originally marketed it to update and improve 5E. While I understand that involves a certain amount of returning previous content, I feel like the approach has been a bit too conservative to market this as anything more than a bunch of creeps and house rules becoming official. As I have seen, it now, I do not think this does much to ease some problems that have arisen in 5E, and I think we are instead sliding in the other direction by providing more to players.
I hope that the DMG and monster elements of the play test lessen my concerns, but I really worry that we are taking the teeth from our Dungeon Masters for the sake of making an easier to learn, easier to play system that better feeds into the Power Fantasy that comes with Dungeons and Dragons.