Let's take a look at the Barbarian Path of Wild Magic's design evolution from the Unearthed Arcana's Magic Reserves feature to the D&D Celebration preview's Bolstering Magic feature to see what kind of tips we can learn.
Tag: Unearthed Arcana
Animate Objects Fix
Animate Objects is a 5th level spell in D&D 5e that turns objects in your environment into living weapons. Come along as we tackle balance and action economy issues, and deliver a precise rework.
Draconic Bloodline Expanded Spells
Spice up your Draconic Bloodline Sorcerer with these expanded spell lists based on the color dragon you choose!
Proficiency Scaling
D&D's latest tech is proficiency scaling for class features. Let's dive into this new tech, see what the designers are saying about it, and figure out what we need to look out for in playtesting.
The Hunter’s Mark Shibboleth
Debunking the myth that Hunter's Mark is a "must take" spell... AKA The Ranger's Guide to Concentration Spells.
Tattoos (Unearthed Arcana)
A chart summarizing the rarity, persistent effects, and activated effects of new D&D tattoos from the March 26, 2019 Unearthed Arcana playtest material.
Is Oath of Heroism OP?
The Oath of Heroism Paladin subclass is D&D's latest Unearthed Arcana playtest release. While the mythological flavor is incredible, the subclass gets some goodies that were historically only available by multiclassing: expanded critical range, Haste as an oath spell, and free attacks. How does this add up to a standard Paladin? We ran the numbers.
Magic Reserves
Diving into Wizards of the Coast's latest Unearthed Arcana offering for a look at the Magic Reserves class feature and how you can turn your Barbarian into an infinite mana battery!
Breath Weapon Dice Pools
Torching the whole party with a dragon's breath weapon is one of the most fun moments as a Dungeon Master. How can we tweak this rule to have greater control over its power and establish ludonarrative harmony?
Design Tips: Trap Features
We used to build characters a different way. Back in 3.x, the splat got so numerous that you were practically forced to "work backwards from 20." In other words, you would build your ultimate character concept and work backwards to see what you needed to take at each level. For example, failure to properly plan … Continue reading Design Tips: Trap Features