Unearthed arcana pdf 5e 2018 downloadable






















Sorcerer [ PDF ]. Warlock and Wizard [ PDF ]. Mass Combat [ PDF ]. Traps Revisited [ PDF ]. Wizard Revisited [ PDF ]. Starter Spells [ PDF ]. Downtime [ PDF ]. Feats for Skills [ PDF ]. Feats for Races [ PDF ]. Revised Subclasses [ PDF ]. Unearthed Arcana Update. Greyhawk Initiative [ PDF ]. Fiendish Options [ PDF ]. Elf Subraces [ PDF ]. Three Subclasses [ PDF ]. Into the Wild [ PDF ]. Order Domain [ PDF ]. Centaurs and Minotaurs [ PDF ]. Races of Eberron [ PDF ]. Races of Ravnica [ PDF ].

Dragonmarks [ PDF ]. Sidekicks [ PDF ]. Artificer class with Alchemist, Archivist, Artillerist, and Battle Smith subclasses; arcane weapon spell. Barbarian and Monk [ PDF ]. Sorcerer and Warlock [ PDF ].

Bard and Paladin [ PDF ]. Subclasses, Part 1 [ PDF ]. Subclasses, Part 2 [ PDF ]. Subclasses, Part 3 [ PDF ]. Subclasses Revisited [ PDF ]. Subclasses, Part 4 [ PDF ]. Subclasses, Part 5 [ PDF ]. Gothic Lineages [ PDF ]. Folk of the Feywild [ PDF ]. I feel like the animalistic nature of shifters is going to make them more aware of their surroundings. In this case a went d4 bite and a 10 ft speed increase.

Warforged: OK the warforged, these guys are tricky. Their bonuses to strength and constitution completely make sense. Not sure how useful these will actually be. It also depends on how the DM interprets the not needing to breath as well. Does that make the warforged immune to inhaled poisons? The biggest benefit will be in avoiding drowning hazards. They need to be inactive for 4 hours. Lastly they are immune to disease.

So of there abilities I find there are two that matter the most during actual game play and will come up all the time. Here is an area where a lot of people are going to be unhappy. I will say the one thing that is definitely missing is crafting and thieves tool proficiencies. Artificers are good at making stuff, but their also good at figuring things out like traps.

The other problem is I feel like an artificer should get more weapon and armor proficiencies than a typical wizard. This tradition allows a wizard more versatility with using their spell slot resources.

It also gives the wizard a lot more spells prepared and access to healing magic. One of the things about artificer was it was a class that allowed you to pass yourself off as other classes with a little prep and forethought. Which is very fitting in a campaign setting like Eberron. Where intrigue lurked just around the next corner at all times. Now after reading through my whining and bitching we get to I do things I do feel Wizards of the Coast hit it out of the park.



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