
We survived the subclasses. We survived the wizard subclasses. Now Arcana Unleashed Part 3 asks the truly dangerous questions: What if every wizard got a Pokémon? What if every magical faction agreed that the Ninth Quill sucks? And what if an invisible imp could carry your entire adventuring party through a wall while you relax inside a genie lamp like the world's most heavily armed first-class passengers? This week, we're digging into the rest of Arcana Unleashed, including new backgrounds, feats, spells, magical factions, evolving magic items, monsters, and a dungeon puzzle whose greatest challenge is apparently identifying which end of a snake has the head. Welcome aboard Infernal Air. Please keep your arms, legs, and extraplanar vessels inside the familiar at all times. Show Notes We've covered the Arcana Unleashed subclasses. We've given Tyler an entire episode of wizard content. Now it's time to dig through everything else Wizards of the Coast packed into the book, and there is a lot more here than we expected. We start with the new Arcana Unleashed backgrounds and origin feats, where the results range from flavorful-but-forgettable to options that could seriously change how characters are built. Familiar Friend immediately gets our attention, especially once the rest of the familiar feats enter the picture. Arcane Warrior opens wizard cantrips to characters with Fighting Styles, while the new school-specific Adept feats offer spellcasters ways to steal spells and tricks from outside their usual class options. Then things get weird. Battle Familiar might be one of the strongest new D&D 2024 spells in Arcana Unleashed. It looks suspiciously like Summon Beast, except it does not require concentration, which means there is very little reason not to have one running whenever possible. Add familiar feats, Conjurer interactions, Necromancer options, and Pact of the Chain nonsense, and suddenly your adorable magical pet is an active participant in breaking the action economy. We also discover that Otherworldly Familiar lets a familiar move through walls, which naturally leads to an invisible imp carrying a Genie Warlock's vessel, and potentially the entire party, directly through the dungeon. Congratulations. You have invented Infernal Air and apparently solved dungeon crawling. The new Arcana Unleashed spells keep the chaos going. Detonation inspires the return of bag-of-rats logic, Mordenkainen's Lucubration provides an expensive way to trade higher-level spell slots for lower-level ones, and Summon Dinosaur requires very little explanation because sometimes the spell name is already doing all the work. Beyond character options, Arcana Unleashed includes advice for building magic-heavy campaign settings, creating magical traditions, defining society's relationship with magic, and using group patrons. The magical faction system expands that idea with organizations tied to each school of magic, complete with goals, renown rewards, relationships, player options, and Bastion facilities. Some are noble. Some are creepy. The Crucible Keepers apparently treat magical disasters like sporting events. The Bringers of the Cosmic Dawn have decided transmutation needed more body horror. The Covenant of the Grave gives necromancy a surprisingly thoughtful treatment. And nearly everybody hates the Ninth Quill because, as it turns out, being an organized magical crime syndicate is not a great way to make friends. We also dig into the new D&D evolving magic item rules. There are several premade examples, a simple system for upgrading items into higher-rarity versions, and a more flexible framework for adding new powers as an item grows. The concept is useful, particularly for DMs building long-term rewards, even if we wish the book gave us a lot more material to work with. Arcana Unleashed also brings back creatures like the baelnorn, introduces archmages themed around the schools of magic, and includes the level 1 adventure Tomb of the Shadow Serpents. Venger has apparently created a multiversal dungeon-based recruitment program where surviving a few traps and assembling three pieces of a snake qualifies you for employment in an evil organization. Which explains a lot about Venger's career. By the end of our Arcana Unleashed Part 3 review, the mechanics remain the strongest part of the book. The feats offer some genuinely interesting character-building options, the familiar material could have a major impact on D&D 5e character optimization, and the spells contain several standouts. The magical factions and worldbuilding material provide useful starting points for DMs, while the evolving magic item system feels like a good idea that we wish had been given more room to grow. And Battle Familiar probably needs concentration. Seriously. Key Takeaways A
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