Apocalyptic Subclasses UA review
Hi there~!
Well, it's that time of the month again, no, is isn't a period. It's WOTC putting out their newest batch of unearthed arcana for 5e 2024! I am definitely not a month late for this!
Anyways, this document contains four brand spanking new subclasses based around the apocalypse (basically the dark sun setting, but it isn't officially called that in the UA), those being the Circle of Preservation Druid, Gladiator Fighter, Defiled Sorcery Sorcerer, and the Sorcerer King Warlock.
In this write up, I will give an overview of each of the subclasses, as well as giving my thoughts on each subclass, what I like, what I dislike and more, and then give my overall thoughts on this UA package right at the end. Let's go.
Circle of Preservation Druid
The first subclass in this UA drop is the Circle of Preservation, a druid that's about, get this...Preserving nature, shocking, I know. Limited flavor aside, how does the subclass itself fair?
The circle spells are decent enough, Bless is always good, Lesser and Greater restoration are nice, Death ward is good to have, an overall decent spell list.
My issues with this subclass begin, just about right away with the Preserve Land feature, which lets you expend a Wildshape use to create a 15-foot cube of revitalizing energy that either grants 1d4 + Druid level in temporary hit points, or ends a Poisoned or Frightened condition of a creature that ends its turn in the radius. For those familiar with 5e, this might be giving you PTSD flashbacks to the Twilight Sanctuary feature, granted, this version is weaker in some ways, that being its only a 15 foot cube as opposed to the 30 foot sphere that Twilight Sanctuary was (though unlike the former, you can move around the preservation area, since it isn't centered on you) and you get on average 1 less temp hit point, but I am still concerned about the number of temp hit points this feature gives, Twilight was known for being able to make the party neigh invincible, and while I haven't personally playtested the class, I have a feeling the same could happen here.
The last feature you get at 3rd-level: Student of Preservation is a ribbon, you can cast druid spells without material components, and you have a 10 percent chance not to consume a material component as part of a spell, which is nice but, why is there a codified percent? How am I meant to determine it? Do I roll for it? Is it up to the DM??? It's so confusing to have a built in percentage in the dice rolling game. Oh you also get proficiency with an artisan tool, which is nice.
6th-Level nets us the Improved Preservation feature, which grants us an all allies in our Preserved Land a bonus to CON saves equal to our Wisdom modifier, as well as a mini spirit guardians effect that deals 2d10 damage on a failed save, in addition to halving an enemies speed, as if Preserved Land wasn't strong enough I suppose? 10th-Levels Facilitated Restoration lets us cast Lesser or Greater Restoration a number of times equal to our WIS modifier without expend a spell slot, not exactly the most original feature for 2024, but I guess it makes sense for the preservation theme.
And the subclass capstone is Sacrosant Land, which increases the range of Preserved Land to a 30 foot cube, and lets us use our Reaction to half the damage a creature within the cube takes, simple but effective.
Final Thoughts. Yeah I don't like this subclass very much. Power wise, I worry the subclass might run into similar issues that Twilight Sanctuary was rather infamous for (IE: Bumping up the needed difficulty of an encounter by several CR). Granted, a 15 foot cube is much, much smaller than Twlights 30 foot sphere, but the preserved land area also gets several additional benefits as you gain levels on top of the temp HP, like a mini spirit guardians and bolstering Con saves (one of the most important saves in the game), whereas Twilight Sanctuary only ever gets an upgrade at 17th level, which is the end of the adventure for an average campaign. I obviously can't say anything definite about its power since its still in playtest, and I haven't tried this subclass, but I am still cautious about its power. I also don't vibe with the flavor of the subclass that much, obviously for the apocalyptic/dark sun style campaign its great, but it also feels kind of, generic in a sense? Like oh, you are a druid that protects nature...Like what most people envision a druid doing anyways, it's not that there isn't potential in the subclass, I just don't think the theme is super strong. Next subclass.
Gladiator Fighter
The next subclass is the Gladiator fighter, the best way to describe this subclass is that you're a showman or wrestler (a bit like the gladiator movie) turning every battle into a theatrical performance, but will said performance bring glee? Or put me to sleep?
The first feature the Gladiator fighter gets is Brutality, where once per turn you get to activate a Brutality effect, which adds an extra Weapon Mastery property to an attack, and adding an additional effect on top of it, to briefly go over each option
Bleed adds the Sap property and causes the target to take extra damage equal to your Charisma modifier
Bluff adds the Vex property and causes the next saving throw you make to be made at advantage
And Stumble adds the Topple property and allows the target to only take an Action or Bonus action on a turn, not both.
Bleed and Bluff are good, Stumble I think i kind of meh, though that might be out of my disdain for the Topple property as a whole, but the features decent overall. You also gain the Combat Theatrics feature at this level, which grants proficiency with your choice Acrobatics, Athletics, Deception, Intimidation, or Performance. As well as granting a bonus to any Acrobatics and Athletics checks you make equal to your Charisma modifier, not a crazy ribbon, but it fits the "Fight for the crowd" idea that gladiators are known for.
7th-Level brings us the Flourish Parry feature, which lets you add your Charisma modifier to your AC in response to an attack, and if it misses, you get to make a melee attack against them, which also allows you to use one of your Brutality effects without expending a use for it. You can only make the counterattack once per long rest (meaning the parry itself is infinite use), interestingly though, you can regain an expended use of the counterattack whenever you use Second Wind, which I think is neat. I do wish this feature was instead a taunt personally, the parry and counterattack fits, but I also think a "get over here and fight me" style taunt would fit the showman vibe, but that's just a personal gripe.
The next feature you get is Bolstered Brutality, which adds the following three options to your Brutality feature
Rive adds the Cleave property and lets you add your ability modifier to the cleave attack
Rush adds the Push property and lets you move up to your speed without provoking opportunity attacks
And Stagger adds the Slow property and causes the target to suffer disadvantage on the next saving throw it makes.
All of these options are alright, with Stagger probably being the standout for its potential to combine with save or suck effects, not a bad improvement overall.
15th-level grants you Brutal Resurgence, which lets you regain one use of Brutality when you use Action Surge, or when you use Second wind to regain hit points, which means by this level (assuming you have a +4 in your Charisma at least) you can have up to 9 uses of Brutality, not counting the uses you'd get as part of Flourish Parrys counterattack which is a shame, but hey, i'll take more uses of my core feature any day.
Rounding off this subclass at 18th-level you get the mutilate feature, which lets you, once per turn force a Bloodied creature to make a Constitution saving throw, and on a failed save they either can only make one attack as part of the attack action, or have their speed halved and suffer a -2 penalty to their AC, which lasts until they regain hit points. The best part? This feature only goes on "cool down" once a creature fails its saving throw, so you can keep doing this over and over until they finally fail their save
Final Thoughts. Yeah honestly? I like this subclass. I wouldn't say its great, but I do like how it utilizes all the weapon masteries, and I like the idea of a showy prize fighting style fighter, which the subclass revels in. That being said, I do think it needs some improving, in which I have listed some ways it can get buffed bellow.
Brutality: I'd change it from once per turn to once per attack action, it'd function largely the same, but it would have better synergy with Action Surge, which the subclass encourages the use of thanks to Brutal Resurgence, speaking of which.
Brutal Resurgence; I'd remove the "to restore hit points" cause from the feature, since you already are encouraged to spend Second Wind to regain a use of Flourish Parrys counterattack, I also just don't think being able to regain the counterattack, and a use of Brutality at once is that crazy in the grand scheme of things?
Mutilate: I think it'd be fine if you could use this against non bloodied creatures, it's 18th level for crying out loud, why does the capstone only work near the end of a combat? But to keep the critical injure theme, maybe have it where, if you do use it on a Bloodied creature, you extra damage equal to half your Fighter level + Charisma modifier, maybe half as much on a successful save too? Maybe let you regain a use of it after using Action Surge, or maybe when you score a critical hit cause its just so exciting? Something like those to give it the slight push it needs to turn it from an okay capstone to a great one.
Other than those changes, I generally like the gladiator for what it is, certainly better than the bruiser fighter that was in the pre release UA's, that's for sure. Onto the next subclass.
Defiled Sorcery Sorccerer
Our next subclass is the, third new sorcerer subclass in the UA (the lucky bastards), titled: Defiled Sorcery. (As a side note, I hate that all 2024 sorcerer subclasses have sorcery in their name)
Rant aside, this subclass is all about draining the life from yourself and foes alike, using them to bring rot and devastation upon the world, defile it if you will.
The Defiler spells is, meh? A lot of poisoning which, while on making sense for thematic reasons, I hope I don't have to tell you why it isn't particularly strong. That being said, inflict wounds, bestow curse and hallucinatory terrain are nice.
The core feature this subclass provides you is Defile and Empower, which lets you, once per turn to expend and roll a number of hit dice equal to half the level a spell you cast, adding it to the damage of the spell you caster. Alternatively, you can force a creature within 30 feet to make a Constitution save, or you can steal their hit dice to replicate the same effect
6th level gets you the Corrupted Caster feature, which nets you two benefits. Firstly, whenever you create a spell slot using sorcery points, you gain temporary hit points equal to 1d6 per the level of the spell slot you created, and if a creature hits you with a melee attack while these are active, they take Necrotic or Poison damage equal to your Charisma modifier. Your sorcerer spells and features also ignore resistance to Necrotic and Poison. Getting a mini armor of agathys when you create a spell slot is always nice, ignoring Resistance to Necrotic and Poison isn't that helpful (last I checked I don't think sorcerer gets that many poison or acid spells, besides the ones on the Defiler spells table) but it makes sense, and if you are gonna lean into being a necrotic and poison caster, ignoring resistance is obviously welcomed.
14th-Level grants you the Withering Aura feature, while Inate sorcery is active, you emit a 15 foot emmination that both reduces damage you take equal to your Charisma modifier, and if a creature dies in your auras radius, you regain 1d4 Sorcery points. The reduction in damage is nice and pairs nice with both Defile and Empower and Defilers Ward, additionally, while 1d4 isn't a whole lot of sorcery points, regaining sorcery points is still nice to have, its an alright feature all around.
Rounding this subclass off, 18th-level gets you the Superior Defiler feature, which causes you to be immune to being Poisoned and Exhaustion, increasing your Withering Aura to a 30 foot aura, and causing anyone in the aura to be unable to regain hit points. This is, honestly a meh capstone, the best part is probably the poison immunity and the improvement to defiler aura, the other two features are meh
Final Thoughts. I think this subclass is alright, there's nothing that particularly stands out as "wow I love this" or "this shit is ass," its just a bunch of decent features, there's really nothing else I can say about this subclass to be honest. Onto the final subclass.
Sorcerer King Patron
The last subclass in this UA is the Sorcerer King Patron warlock, your patron is, for lack of better words, a fascist, and you channel and enforce their authority. It's also a partially psionic subclass? I assume it cause the sorcerer kings from dark sun are partially psionic? But if any viewer is familiar with the Dark Sun lore, you can correct me on that one in the comments.
To start, the Sorcerer King spells are rather decent: Command, Fear, Compulsion, Dominate Monster and Synaptic Static are all great, you also get Compelled Duel and two smite spells which, I think is a little odd cause the subclass doesn't particularly feel martially, but they do fit the overwhelming authority thing the subclass has going on, so i'll take it. You also get the Tyrants Herald feature at this level, which grants proficiency in Intimidation (expertise if already proficient) and you get to cast command as a Bonus action
6th-level grants you the Decisive Edict, whenever you cast a pact magic spell, you create a 30 foot emmination that causes creatures to either gain advantage on their next attack roll, or become Frightened on a failed wisdom save, you can only use it once per short or long rest, and regain a use whenever you utilize Magic Cunning. Personally? I like the idea of the feature, but I hate that you can only use it once, on top of needing to expend a Pact slot to use it, like for a Warlock, a pact slot is already a big resource to expend as a Warlock (even with magical cunning) like even if it means reducing the range or making it so you can only target like, a number of creatures equal to the level of the pact slot instead? The ideas good, but needs more refining
10th level grants you Vindictive Rebuke where when a creature hits you with an attack roll, you can use your Reaction to have it reroll the attack, and if it misses you, it takes Psychic damage equal to your Warlock level
And finally, at level 14, you get the Absolute Tyranny feature your capstone, which lets you target an extra creature when you cast command, and any creature that you Frightened automatically fails its saving throw against any Command spell you cast. Do I have to reiterate how strong the feature is? A free "upcasting" of command, and a way to make creature automatically fail their saving throw against it? If you combine this feature with Decisive Edict, you could cast command, use the Oppress option, frightened a creature with it, and then cause the creature to fail its save against command. Its not a particularly innovative capstone, but it is really good for what it is.
Final Thoughts. Honestly, I like this subclass way more upon rereading it than I did on an initial read through, the features arn't exactly the most innovative, but every feature here synergizes well withh eacother and fits the tyrannical ruler theme the subclass is going for, they knocked it out of the park with this one.
Closing thoughts
Overall, I think this UA packet was decent, definitely better than the Arcane subclasses UA (which I forgot to do a review of). There's definitely some work to still be done, i'm concerned about Preservation Druid after all, but I think at a baseline, this is probably my favorite of the UA's they've done so far, at least there weren't any previous subclasses for them to butcher this time.
That's about all I have for this Unearthed Arcana review, If you enjoyed my late night ramblings about D&D's playtest content, I hope you'll join me again for any future reviews I do, or anything else I put up on this blog.
Stay safe, go out and play some D&D, see you later and bye.












