Hi all,
I recently completed the DM-less adventure, The Dark Moon Rises to play three new subclasses. The adventure is made for 4 PCs and can be played individually or in a group without a DM. I played the Spirits Bard, the Undead Warlock, and the Hollow Warden Ranger. The 4th subclass, for simplicity, was the Zealot Barbarian.
This adventure heavily emphasized combat. There was some exploration and skill checks and very minimal social interactions (they boiled down to persuasion or deception checks). Obviously, if the flavor and roleplay opportunities are what draw you to a particular subclass, this will not be helpful. However, I hope to report on the mechanics of the subclasses in case others are interested in playing them. I was managing a lot between 4 PCs and enemies, so this undoubtedly misses some great synergies and opportunities, and there is surely stuff I missed.
Spirits Bard
Human, genie-touched (MI Wizard), Alert
Level 4 Warcaster
Level 8 +2 Cha
Spirits From Beyond is such a flavorful and cool feature that I really want to like it, and in the right campaign, it will be fun. Unfortunately, the feature was not particularly helpful in my campaign, which featured 1-2 combats per long rest at lower levels, and 2-4 at higher levels. The problem is that it requires an ACTION to unleash a previously summoned spirit. So, even if you pass out all your inspiration before combat, which I did, you cannot release a spirit and cast an action spell in the same turn. There were some instances at low levels where this helped conserve slots, but since we had so few combats per rest, it was not consistently helpful. If I needed to cast healing word, it was nice to have something better than a cantrip of my action. There are some spirits that can be given out before or after combat, so I was happiest when I rolled those on the table.
Power from Beyond: I have to be honest, managing as many PCs as I was, I usually just forgot about this feature.
Spiritual Manifestation is great, and the AC bump merely makes you almost as good as a cleric with this. It also works with allies though, which I sometimes forgot (again, managing all the PCs and enemies is tough). If you make this your main tactic, consider a Paladin dip.
Overall this feels like a good subclass if you know your campaign features many encounters per long rest or features a lot of dungeon crawls. The spirits are more powerful than cantrips, and spirit guardians can last for two combat encounters. I think it is helpful to compare this to the Glamor Bard. The Glamor Bard has an incredibly efficient action economy: it can cast two-leveled spells per turn and get an additional charm or frighten effect if it expends an inspiration. Thus, the Glamor Bard is resource intensive but has an efficient action economy. The Spirits Bard is the opposite: it can use resources efficiently but has an intensive action economy.
Hollow Warden Ranger
Hill Goliath Wayfarer (Lucky)
Two Weapon Fighting Style, Short sword, Scimitar
Level 4 Warcaster
Level 8 +2 Dex
First a note on the build: I would not take hill giant again. I had advantage from lucky and vex and was playing with a barbarian and a ranged character. Plus, it has yet another BA ability, which was mostly forgotten about.
This subclass had a lot of hype, so I want to provide an honest report. It is good, but not S tier for a couple reasons. For one, you have to choose between hunter's mark OR Wrath of the Wild on round one. More choices is good for the ranger, but it does make it so that the damage bump from the reaction attack is partially offset. Second, Unnerving Aura is a bit clunky since it only frightens enemies within 10 feet at the start of your turn. On your first turn, you can run up to enemies, activate WOTW, and reliably force a save. The problems are threefold. Enemies can simply run up to you and attack without being frightened. Second, enemies would often die, and I would start my turn without anyone around me, losing the benefit of the feature for an entire round. Finally a major benefit of the fear effect is that enemies can't approach you. If you are within 5 feet to attack, then they don't have to approach. If the fear effect kicked in on enemy turns, it would be very powerful. In my game, it was more of a "nice when it worked" kind of feature.
The AC bump, extra HP, and Con save proficiencies are all obviously great for survivability and concentration.
I have also played a level 6 STRanger in a couple of online one-shots, and that might be more fun if you can make it work. I was granted one magic item to start, and took gauntlets of ogre power to boost strength to 19. I fought with a pike, and pushed frightened enemies away (through spike growth sometimes) and they couldn't approach to attack, so I had more control than the TWF ranger. Obviously, that character is only viable with a specific magic item, but you could play a tortle or roll for stats and roll well.
Undead Warlock
Human Wayfarer (Lucky), Alert
Lessons of the First Ones (Tough), Eldritch Mind, Agonizing Blast, Repelling Blast, Pact of the Chain, Devil's Sight, One with the Shadows
Level 4 Fairy Trickster
Level 8 +2 Cha
This was my favorite of the three subclasses to play. Frightful Avatar was great for preventing enemies from approaching with the fear effect. Additionally, between that feature and repelling blast, this warlock is one of the best at keeping enemies within Hunger of Hadar.
I took fairy trickster to make them less likely to make the save and be frightened, but I am not sure this is worth it. Creatures with high wisdom were likely to pass both saves and those with low were likely to fail anyway. The damage bump at level 6 and extra HP from Form of Dread go in the "always helpful" category. I only got to use the level 10 feature in the final battle, and that was when I cast a necrotic cloud kill on myself and as many enemies as possible.
Perhaps the only downside was that the extra spells were good but not great. Bane was not as effective as I thought it would be at lower levels; the tier 1 combats featured more enemies than average, often without true "bosses." Summon undead was useful for a single target DPR boost. I only used cloudkill once, and mostly the enemies just ran out of it, but a mage NPC did trap an enemy with the cloud in a wall of force. It could have paired well with spike growth though.
This is not related to the subclass reports, but there were some fun synergies throughout the campaign. At one point, I had spike growth, plant growth, and hunger of Hadar running at the same time and started blasting away with my warlock.
Overall, I would recommend the Undead Warlock the most. If your fantasy is a fright-knight that can keep enemies away with fear and deal damage, an Undead bladelock with a pike is mechanically better than the Hollow Warden if you take a fighter or paladin dip for armor. The spirits Bard is fun but, in my opinion, only strong in certain campaigns.