
Petty Alchemy RPG Superstar Season 9 Top 16 |
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Another month, another Unearthed Arcana. Standard disclaimer stuff that this stuff is playtest rather than book, but check it out!
My thoughts:
Minotaur: Too deep in horns. Would've preferred the horn options to be split up into a pick 1 of 3 (Advantage on shoving, Goring Rush, Hammering Horns) and give them some other feature, or +2 to Str and +1 to either Int/Wis/Con.
Fighting Style (Mariner): Exciting that this is effectively a versatility pick, useful outside of combat (though I expect some people will dislike it for the same reason), I hope to see more like this.
Rogue Archetype (Swashbuckler): Weaker than the Assassin, but fills a niche. The early abilities don't excite me (perhaps a playstyle thing). Panache is great however, either the truest tanking mechanic (why is it on the rogue) or make a friend fast. Elegant Maneuver comes in at 13, and I wish it was sooner. This makes the Rogue an excellent grappler (expertise on Atheltics, bonus action to get advantage on Athletics, then stab them with sneak attack damage while your allies stay out of reach. Or....you could just use Panache which limits their movement and attack options in a very similar way, and no foe is too big for your taunts).
Sorcerer Origin (Stormborn): Reminds me of Storm Spirit. Can spells, jump around and shock people. Doesn't trigger on cantrips. The lvl 18 capstone is super cool for team play, but who can't fly by then?
Designer Jargon (Ribbon): Apparently flavor abilities (behold, I can stay dry in a storm!) that can potentially be useful out of combat (behold, if there is wind, I can make it take us the direction I want to go!) are referred to as "Ribbons". I like the term, personally.

Laurefindel |

The charm effect on Panache for the Swashbuckler rogue is intriguing. The ability is not out of its level range (by level 9th, caster have had access to charm person for a while now), but it's the first time (in my modest knowledge) that this kind of ability is given to a martial charatcer.
as I said, I'm intrigued

Logan1138 |

Perhaps I am not reading this feature correctly, but under the Rogue Swashbuckler archetype it states: "...you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it.", which seems to mean that this subclass can get a sneak attack EVERY turn even if fighting by him/herself.
Anyone think I am misinterpreting this feature? If so, what is your interpretation?

jolt9 |
i love the swashbuckler because it fixes what i hated about the assassin(that its ability's are only good round one) , but i would have preferred it getting a lvl5 extra attack over being built for two-weapon fighting. they always seemed more like a duelist style build, and fancy footwork is only partially emulates the mobile feat. i prefer only races cut into feat territory.
i think id be much happy if it got the second attack instead of fancy footwork so that they didn't devalue the rouges bread and butter of cunning action and got a fighting style(duelist, or mariner. and two weapon fighting if they insist that that's how it should be) passably instead of the initiative boost which isn't all that important for a non assassin.
but the note on ribbons is very useful for class customizing and will probably fix a few balancing issues i had

Steve Geddes |

Perhaps I am not reading this feature correctly, but under the Rogue Swashbuckler archetype it states: "...you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it.", which seems to mean that this subclass can get a sneak attack EVERY turn even if fighting by him/herself.
Anyone think I am misinterpreting this feature? If so, what is your interpretation?
Is it a limitation?
Perhaps it replaces the rogue "if adjacent to an ally" benefit. That is, does it mean you get sneak attack in one on one duels instead of when you're ganging up (in which case you only get it with advantage)?