What Unearthed Arcana did was well, break the rules. That wouldn’t have happened without the AD&D Unearthed Arcana, and besides I know that my hatred of 2nd edition makes me a bit of an outlier on the Internet, but. The book has a single purpose: Unearthed Arcana brings new dimensions to the AD&D game system. The compiled material, which lies herein, offers fresh. Unearthed Arcana AD&D TSR Advanced Dungeons and Dragons Gygax .. Ad&d 2nd Edition Dungeon Master’s Guide TSR

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To put it in perspective, in that year’s November issue of Dragon, there were four pages worth of rules correctionsa two-page list of typo corrections, and some explanations and justifications for items which were not actually errors. In Januarythat month’s issue of Dragon devoted the entirety of its “Sage Advice” column to answering readers’ questions about Unearthed Arcana, as a follow-up. Wizards of the Coast would later use the name thrice over. This version of the UA was akin to its predecessor, in that it was marketed as a new tool for dungeon masters and veteran players.

However, rather than just containing new content – which was, after all, the norm for every supplement in 3e by that point – this version of Unearthed Arcana focused on various ways to customize existing rules. Where the original Unearthed Arcana had simply expanded the rules and options of the core game, this page supplement was aimed at providing an extensive list of variant rules and options to change the standard game itself.

The book ends with a checklist of the included variants, preceded by a short chapter discussing ways of transitioning among multiple games using different rulesets one of which explicitly emulates the “Eternal Champion” stories of Michael Moorcock.

In FebruaryWoTC began publishing a semi-regular series of PDF articles on their website, displaying homebrewed, experimental content created by WoTC’s writers and which could potentially be updated into official content in the future, depending on fan-reception. Usually, only one such article gets published a month, but sometimes WoTC gets motivated and releases more than one per month.

There were rules on how the Cavalier handled money, a segment on equipping the character, and a plethora of umearthed arms, armor and spells. Rules were presented for the effects of darkness on combat, as well as for how being underwater affected spellcasting. Finally, a series of appendices provided rules for weaponless combat, non-lethal combat, the nomenclature of pole arms, and perhaps the unearghed greatest legacy: This was the first book to present the foundations of the Morndinsamman and the Seldarineas well as the pantheons of the gnome unearthhed, halflingand orc races.

The Races chapter introduces new racial variants of standard PHB races based on environment or elemental affinity. It also introduces mechanics for reducing the dread Level Adjustmenta new mechanic of “Bloodlines”, which is effectively an alternate way of handling special racial ancestry outside of the “Half-X” racial unearthwd, and the Racial Paragons mechanic; racial “mini-classes” that expand upon the inherent abilities of a race.

The Classes chapter is all about the Variant Classes. Firstly, it provides a huge list of specific variant classes, listed below. Then it examines possible variant abilities for specialist wizards, in many ways laying groundwork for what would happen to them in Pathfinder and 5th edition.

This is followed by mechanics for converting divine spellcasters to work as spontaneous arcans, and then variant versions of class features, such as replacing Favored Enemy with Favored Environment. The Prestigious Character Classes turns the BardPaladin and Ranger into Prestige Classes, whilst the Gestalt Characters rules are either a foundation for 4e’s Hybrid Classes or a throwback to 2e’s Multiclasses; they let you advance in two classes simultaneously, instead of taking first one level in one and then a level in the other.

The chapter finishes with new rules for generic classes; Warrior, Expert and Spellcaster. Chapter 3, “Building Characters”, is a more grab-bag affair, featuring alternative skill systems, complex skill checks, new rules for character traits and flaws, the “Spelltouched” and “Weapon Group” feats, the Craft Points mechanic, and an examination of character background.

Chapter 4, “Adventuring” is again a grab-bag of various topics, ranging from alternative ways of handling hit points and armor, to new rules for reserve points, action points, combat facing, variable modifiers, bell curve rolls, playing on a hex grid, and having players roll all the dice.

Chapter 5, “Magic”, is new material all relating to spellcasting. Variant rules add& handling Summon Monster spells, a new “Magic Rating” mechanic to replace caster level, the option to allow spells to be cast with metamagic effects by using new “metamagic components”, using metamagic spontaneously, a spell points system to replace the traditional Vancian Casting mechanic, rule to make spellcasting “rechargeable”, and finally rules for legendary weapons magic weapons that improve as your character does via a prestige classitem familiars just what it sounds like; familiars that are sapient magical itemsand incantations a way for non-dedicated spellcasters to cast arcwna.

Finally, the book’s last chapter, “Campaigns”, is an assortment of different campaign altering subsystems and mechanics; HonorTaintReputationand Sanity all 2f as new ability scores, alongside unearthdd for contact, test-based prerequisites, and level-independent XP awards. The very first Unearthed Arcana article for 4th edition was posted in Septemberin the pages of Dungeon Magazine New mechanics for the Psion class to allow them to delveor deeply merge their minds with the minds of those they touch with their psychic powers, an act that comes with both benefits and penalties.


Rules for building and managing strongholds, castles, forts and other domiciles. Comes with two new rituals; Call Stronghold teleports your stronghold to you and Flying Fortress turns your stronghold into a flying version of itself.

A return of a classic mechanic, allowing your players to buy their own mooks to fill the role of useful, non-combat grunts and minions. Also includes mechanics for pets and henchmen. Yeah, this issue had 2 UA articles in it.

A Hero’s First Steps: In contrast to earlier editions, where a level 1 character was a complete amateur lucky to get anything done, 4e had 1st level characters be full-fledged heroes, practiced and experienced to around the point of 3rd or 5th level by comparison. This UA article attempted to bring back the old-school feel by allowing you to play a rookie “Level 0” character, so you can work your way up to competence and bad-assery by gaining that first level.

A Matter of Honor: Introduces the Honor system as a new mechanic for 4e, fitting into the issue’s Oriental Adventures motif.

It does look at honor beyond the stereotypical Bushido, pointing out it also works well for chivalry or just organizational principles, such qd&d forming the code of conduct uneartned lets a thieves guild actually work together.

Mechanics for playing as a Ghost. As the title says, a new form of 4e multiclassingmore closely mimicking the system used in 3rd edition. Random tables for backstory elements, in an effort to make character backstory generation easier for players.

Mechanical rules to make it easier to generate those nebulous, non-physical successes or rewards, such as crafting a magical item, blazing a trail, or building a stronghold. Mechanical rules for character merits and flaws, to add a little more encouragement to give your PC a personality and not just be a bundle of stats. Snips of Scales and Dragon Tails: A 4e equivalent to an article that had appeared in 3rd edition Dragon; the manifold valuable uses uneartehd different dragon bodily parts and fluids; Scales, Hide, Teeth, Blood, Powder and Bones.

Unearthed Arcana

A discussion on how to incorporate time traveling into your campaigns, complete with a Time Traveler background and Time Portal ritual that, well, let’s you open a portal that leads to a different time. This was followed up in the same issue by a new character theme Ghost of the Past – you’re a character from the past brought to the present, which is your future and a bazaar of the bizarre full of time-travel related magic goodies.

Explored the idea of using the iconic fantasy image of curses and hexes that cause worsening debilitation in those so afflicted by using a variation on the 4e core rules for diseases. The Truth is Out There: Add a dash of Spelljammer meets Science Fantasy to your setting by using aberrations as alien visitors from other worlds, rather than the Far Realm.

Includes stats for Grays as monsters.

GROGNARDIA: Why Unearthed Arcana Sucked

Less Death, More Danger!: Expanded rules for injuries as a combat subsystem, including new recovery rules for post-combat. Bare-bones mechanics for converting Eberron campaigns to 5e mechanics. More or less panned by fans of the setting, arcaana feel most of it was phoned in – the Artificer was particularly loathed for being underpowerd, whilst the Inearthed was so weak that Keith Baker himself put up his own version on his unearthes. As the name suggests, an extended discussion on how to mechanically tweak and homebrew classes arcaja subclasses.

Examples give are a non-spellcasting version of the Ranger class and the first edition of the Favored Soul as a Sorcerer class. Favored Soul – This first attempt at converting the Favored Soul is relatively close to the original 3e version. Taking the Favored Soul option instead of Draconic Bloodline or Wild Origin means your sorcerer gets to pick options from one of the Cleric domains for themselves and adds those domain spells to their list as bonus spells. They get much better combat stuff automatically proficient with light and medium armor, shields, simple weapons, and gain an Extra Attack at level 6but they still have d6 hit dice, so it’s not always the best qrcana to go wading into melee.

They gain the ability to sprout wings for flying and healing whenever they cast a Domain spell. Take the Life Domain and your Sorcerer can toss around healing and buffing spells like nobody’s business and with metamagic, to boot. Don’t mind if I door take the War domain to put your newfound ass-kicking skills to the best use.

Rules for playing naval campaigns, complete with the Krynnish Minotaur race, the Mariner fighting style, and the first drafts of the Swashbuckler and Storm subclasses for the Rogue and the Sorcerer respectively.


Storm Sorcery focuses on lightning, swooping around with wind powers, and controlling the weather to make navigating a ship a breeze No pun intended.

At high levels, they can fly and spend an action to let the party swoop around, too. In short, a pretty great “pure caster” bloodline that doesn’t go for making you tough like a dragon or have a significant lol-random component like the wild one.

Uneartehd eventually got xd&d official with the Sword Coast Adventurer’s Guide, but with one key nerf: Who the fuck knows why. The first of several UAs aimed arcqna modifying and expanding the rules of 5e as a whole. This article contains the “Players Make All Rolls” rules variant, the “Custom Alignment” rules variant, and the Vitality optional rule. The first rendition of the Mystic class, 5e’s first attempt at bringing psionics back into the game.

This particular article contains the City Domain for Clericsthe Ghost In The Machine Patron for Warlocksand the Technomancer Tradition for Wizardsas well as new spells for all of them, and a gunslinging invocation for Warlocks. It ties into another article called “Behind Ad&s Screens: My New D20 Modern Campaign”, which also features more urban fantasy equipment in the form of new firearms sidearms and longarms and modernistic armors. arana

Technomancers represent a Wizard for a more modern age, one who focuses on zrcana the interplay between magic and technology. The Technomancer gets free proficiency with sidearms that is, pistols and hacking tools at level 2, as well as trading their spellbook for an enchanted tablet computer. This lets them scribe spells in half the time of a normal arcaba. At level 6, they get Program Spell, which lets them use any basic computational device mobile phone or better to “hold” a spell for them.

Unearthed Arcana 1st Edition Dungeons & Dragons TSR | eBay

The charge only lasts 48 hours, is one-use only, and a technomancer can only have one at a time. On the other hand, this lets you give somebody an undetectable improvised explosive device by handing them a cheap mobile unearthhed to detonate a Fireball when they answer it. At level 10, they get Online Casting, where they can use networked electronic devices to channel spells for them.

So, if you can get yourself into the mall’s security room, you can unearthfd blast every fucker who walks into a room with a working security camera, without leaving the place.

Finally, at level 14, they get the Chained Device feature, where they can have a tablet computer or better gizmo maintain concentration on a spell for them, allowing them to hold two concentration spells at once. Ghost in the Machine – Unearfhed Warlock with this pact comes from a hyper- dungeonpunkhigh- magitek or Urban Fantasy type setting, having made a pledge with some sort of powerful artificial intelligence. This is awesome, but sadly useless in the standard high fantasy setting your group insisted on playing in.

Enhanced Charisma, Perception, and Insight in urban areas, a Channel Divinity that lets you mentally control all city utilities and knock over or grab enemies by making the city grab thembonus Psychic damage with melee attacks, and free teleportation between mass transit arcnaa so bus stops, subway entrances, train stations, etc. This month’s edition presents a 1st through 5th level look of an updated, revised ranger, born as a result of all the people complaining about just how awful the default 5e ranger was.

As its name suggests, this article tries to bring back the concept of prestige classesand introduce the Rune Magic subsystem on the side. The response was lackluster and PrCs don’t seem likely to ever officially come back, though that might be due to how bad the Rune Scribe sample PrC was. As you can probably tell, this UA was inspired by the Underdark.

Undying Light – Making a pledge to the force of Positive Energy itself, these warlocks are a weird srcana of warlock and clericmaking them a pretty interesting alternate take on the Favored Soul. It also comes with a d6 table of optional personality flaws, which basically revolve around hating the dark and loving the light – despising the undead, being afraid of the dark, always needing to light up any place that’s dark, things like that.

This would receive some tweaks and ultimately give rise to the official Celestial Patron in “Xanathar’s Guide to Everything”. Shadow Magic – gives no new spells, but does get a bunch of “umbramancer” class features, like burning sorcery points for Darkness, summoning a “Hound of Ill Omen” ghostly dire wolfteleporting between shadows and assuming a shadow form.

It comes with a list of weird undead-themed optional quirks, like slow bleeding or a tendency to stare without blinking. That Old Black Magic: Demon-focused UA article, presenting the new Abyssal Tiefling variant race and new Wizard spells for conjuring various low-level fiends.