Wizards of the Coast has just released the third Unearthed Arcana with subclass experiments in it. The Artificer, a graduate from Unearthed Arcana itself, is included this time along with Druid and Ranger.
Many gamers will be downloading and saving the PDF, I imagine, rather than bookmarking the page to come back to later. The previous Unearthed Arcana was published and then switched out by Wizards of the Coast after some people found the “Love Cleric” creepy.
In this set of playtest material which might, or might not, become official D&D rules, we are introduced to the Armorer.
The Armorer is an Artificer Specialist with interest in armour and at third level gains proficiency with heavy armour and smith’s tools. The Armorer gets extra spells that don’t count to their artificer limit and Power Armour.
The metallurgical power armour acts a spellcasting focus, the Artificer can ignore any strength requirements for it, and the armour cannot be removed without permission.
Circle of the Stars
This subclass for Druids becomes available at the 2nd level, and the Unearthed Arcana offers up some features.
The Circle of the Stars Druid will have created a star map, a Tiny object that can be used as a spellcasting focus that allows the casting of augury and guiding bolt without expending a spell slot or preparing a spell.
At higher levels, the Druid’s ability to divine from the stars grants random bonuses in attacks or healing. More powerful Circle of the Stars Druids can become partially incorporeal, adopting a starry form themselves and even teleport willing creatures away from explosions of radiant damage.
I didn’t think much of the Ranger’s “bee keeper” subclass (aka Swarmkeeper), so it’s pleasing to see a better option this time around.
Rangers that are Fey Wanderers are those who guard the border between the Material Plane and the Feywild. The Ranger Archetype becomes available at 3rd level.
Fey Wanderers might even up with delicate horns or antlers or might be surrounded by illusory butterflies each time they rest. These Rangers are touched by the supernatural.
At 3rd, 5th, 9th, 13th and 17th the Fey Wanderer gets additional magic.
These Rangers are less likely to be charmed or frightened, thanks to their toughened minds and bonuses to charm or deceive. Techniques from the fey’s Gloaming Court and Summer Court allow Fey Wanderers to add psychic damage to some attacks and the most powerful can remove themselves from the perception of one creature for a day.
You can download Unearthed Arcana subclasses part 3 from Wizards.com.
Creative Commons credit: The golden armor will light our darkest hour! by ToaBastignika7
What do you think? Measured observations are welcome and you can leave them in the comment section below.