Unearthed Arcana New UA: 43 D&D Class Feature Variants

The latest Unearthed Arcana is a big 13-page document! “Every character class in D&D has features, and every class gets one or more class feature variants in today’s Unearthed Arcana! These variants replace or enhance a class’s normal features, giving you new ways to enjoy your character’s class.”

The latest Unearthed Arcana is a big 13-page document! “Every character class in D&D has features, and every class gets one or more class feature variants in today’s Unearthed Arcana! These variants replace or enhance a class’s normal features, giving you new ways to enjoy your character’s class.”

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Yaarel

He Mage
Is it though? I guess it depends on your party composition and feat choices. Being next to an enemy for free right before the rogue takes his/her turn isn't wasted. Pick up a fighter level so that you have the interception fighting style and you are able to take the hit for someone who didn't disengage before moving. Keep the caster from being completely surrounded, etc. These are just the tactical thoughts that leap to my mind immediately.
It isnt for free. Because Pounce requires that opponent has to END ITS MOVE right up near to you anyway.

Even if Pounce was something like within 30 feet, that is less useful, since the Barbarian can walk 30 feet normally. But 15 feet is crap.
 

Sacrosanct

Legend
It isnt for free. Because Pounce requires that opponent has to END ITS MOVE right up near to you anyway.

Even if Pounce was something like within 30 feet, that is less useful, since the Barbarian can walk 30 feet normally. But 15 feet is crap.

the barbarian essentially gets a free 15ft teleport as a reaction if any enemy comes within 15ft of him or her. Which happens frequently to barbarians, seeing as how they are usually first in melee. That has value. It’s not crap. You’re also forgetting how many times, there is more then just one opponent on the battlefield. See my comment above re: opportunity attack opportunities gained.
 

Yaarel

He Mage
the barbarian essentially gets a free 15ft teleport as a reaction if any enemy comes within 15ft of him or her. Which happens frequently to barbarians, seeing as how they are usually first in melee. That has value. It’s not crap. You’re also forgetting how many times, there is more then just one opponent on the battlefield. See my comment above re: opportunity attack opportunities gained.
Again, it isnt ‘free’ because the Barbarian LOST 10 feet of Fast Movement. The Barbarian no longer has access to distant opponents. (Nor the ability to outrun threats.)
 

gyor

Legend
Holy Sh!t, I was not expecting this. This is a lot, and I can only offer my first impressions.

1. A lot of the Versatility options are things I already offer as a DM. Being able to retrain when you realize that some things aren't working is important. But I like having them in print.

2. Expanded Spell Lists: Still no Shapechange for Sorcerers? 😡 Aside from that, these are solid expansions, and I have no major quibbles.

Class Specific Notes:
Druid: Wild Companion is very good, and I really like it. It often feels like if you're not a Moon Druid, you don't get a lot of use out of Wildshape (which, isn't really true, but until you get flight modes, it can be tough). Getting a short term familiar is pretty good use of Wildshape.

Monk: Poor Kensei. With the expanded Monk weapons, I feel like the Kensei subclass needs more juice.

Ranger: A solid power boost. Still need to digest. Hunter's Mark without Concentration or expending a Spell Slot is really good.

Sorcerer: I like the new ways to use Sorcery Points, and the new Metamagic options are okay. I feel like the new Metamagic can't compete with the top tier Metamagic, so I don't know if they'll see play.

I'll add the Shadow Dragon and True Polymorph should have been added to the Sorcerers list, Shadow Dragon is thematic for both Shadow Sorcerers and Dragon Sorcerers, and even depending on deity Divine Souls. And True Polymorph allows the Character to turn into a Dragon, Angel, A Slaadi, Air Elemental, Shadow Demon, ect... or create such beings.
 

Sacrosanct

Legend
Again, it isnt ‘free’ because the Barbarian LOST 10 feet of Fast Movement. The Barbarian no longer has access to distant opponents.

not true at all. You can take a reaction to move 15 feet. Which is more than 10 feet. So instead of moving up to 40 ft per round on your turn only, you can move up to 45 ft at different points in the combat round (not counting dash obviously). How many times in melee combat does an opponent come within 15 ft of the barbarian? That’s how often this can come up.

round 1: barbarian moves 30ft to engage in combat. Enemy caster stays in the back. Another enemy moves forward into the battle, ending up within 15ft of the barbarian, who then uses his reaction to move next to that creature (putting him 15 ft closer to the enemy caster, which is closer than the 40ft if the barbarian kept the old version). A third monster now has the realization that if they move to engage the rest of the party, it’s suddenly facing an opportunity attack from said barbarian that wasn’t near him just a second ago.
 


JPL

Adventurer
Blindfighting! I always thought that playing a blind swordsman would be an interesting roleplaying challenge.

But the real baller combo is Oath of Heroism (from a couple months back) + Unarmed Fighting. Just run around punching and wrassling and being mighty, like Kevin Sorbo in the 1990s.
 

OB1

Jedi Master
not true at all. You can take a reaction to move 15 feet. Which is more than 10 feet. So instead of moving up to 40 ft per round on your turn only, you can move up to 45 ft at different points in the combat round (not counting dash obviously). How many times in melee combat does an opponent come within 15 ft of the barbarian? That’s how often this can come up.

round 1: barbarian moves 30ft to engage in combat. Enemy caster stays in the back. Another enemy moves forward into the battle, ending up within 15ft of the barbarian, who then uses his reaction to move next to that creature (putting him 15 ft closer to the enemy caster, which is closer than the 40ft if the barbarian kept the old version). A third monster now has the realization that if they move to engage the rest of the party, it’s suddenly facing an opportunity attack from said barbarian that wasn’t near him just a second ago.
Not a bad use, but would be even better if you got to make an attack at the end of the movement.
 

gyor

Legend
Holy Sh!t, I was not expecting this. This is a lot, and I can only offer my first impressions.

1. A lot of the Versatility options are things I already offer as a DM. Being able to retrain when you realize that some things aren't working is important. But I like having them in print.

2. Expanded Spell Lists: Still no Shapechange for Sorcerers? 😡 Aside from that, these are solid expansions, and I have no major quibbles.

Class Specific Notes:
Druid: Wild Companion is very good, and I really like it. It often feels like if you're not a Moon Druid, you don't get a lot of use out of Wildshape (which, isn't really true, but until you get flight modes, it can be tough). Getting a short term familiar is pretty good use of Wildshape.

Monk: Poor Kensei. With the expanded Monk weapons, I feel like the Kensei subclass needs more juice.

Ranger: A solid power boost. Still need to digest. Hunter's Mark without Concentration or expending a Spell Slot is really good.

Sorcerer: I like the new ways to use Sorcery Points, and the new Metamagic options are okay. I feel like the new Metamagic can't compete with the top tier Metamagic, so I don't know if they'll see play.

Elemental magic sure as heck can, not only does it allow the Sorcerer to target vulneribles and avoid resistance, but it makes sure that any type of Dragon Sorcerer has more spell options that fit their element.
 

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