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.”

B080A4DE-6E00-44A2-9047-F53CB302EA6D.png


 

log in or register to remove this ad


log in or register to remove this ad

Ashrym

Legend
I mean, it’s a pretty widespread suggestion.
The way they have it is too early now, though. A 1 level ranger dip gives WIS classes 5 slots for hunter's mark per day without the concentration req so they can have it up all the time. The choice for deft explorer allows the same with tireless.

Pretty much guaranteed hunter's mark and 25 temp hit points at 1st level or with a 1 level dip (assuming 16 WIS) looks pretty solid. Deft explorer is good enough now that favored foe might be worth moving to 2nd level. A 2 level dip seems more appropriate for the MC'ers out there.

Rangers weren't underpowered, just awkward. The changes clean up the awkward part but also buff at the same time.

I like the changes, but I think they need to be tweaked and evened out a bit. ;)
 

doctorbadwolf

Heretic of The Seventh Circle
Okay. I’ve read through it a couple times now, and I’ve got some thoughts.

*Clerics don’t need and should not ever have Smite Spells.

*Cunning Action: AIM is a great, but also removes the tactics of finding a way to use skills, movement, etc, to gain advantage.

*Rogue/Fighter can make an absolutely brutal sniper with these options. Maybe Rogue/Kensei Monk, as well.

*Druid Wild Shape Companion is great.

*New Fighting Styles and Maneuvers are all excellent and I love them.

Most of the ranger replacements will become enhancements at my table, for any player who chooses the PHB ranger instead of my updated version of the Revised Ranger.
 

lkj

Hero
Good ruling. But the text should be clearer.


Actually since it says: "The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. "

It seems pretty clear to me that the AC, attack rolls, damage rolls, saving throws and proficient skills increase just like any other Ranger's Companion. It's not a replacement. It's another option for companion.

AD

P.S. Haven't gotten to the end of the thread, so forgive me if this has been said already
 

lkj

Hero
How!?

Did everyone but me forget the rest of what the Kensei gets, or the fact that expanded monk weapons isn’t that powerful, or that this new option doesn’t give you longbows?


Honestly, this change made me more excited for the Kensei. One of the huge oddities of playing a Kensei is that if you wanted, say, the longsword to be your kensei weapon, you couldn't use it until 3rd level. Which seemed very, very odd for an individual who is training to be amazing with a particular weapon. Now Kensei can make sense.

AD
 

Salthorae

Imperial Mountain Dew Taster
A slightly more thorough response to these options. I have to agree overall, this is my favorite UA to date.

I dropped my thoughts in spoilers since it got... long winded. Sorry!

Proficiency Versatility: I like this. It's a fun option that lets you mold characters a bit as the campaign unfolds.

Barbarian
  • Survival Instincts:
    • Hmm, a great flavor ability and I can certainly see it being useful for some Barbarian builds, especially the double proficiency on Perception
  • Instinctive Pounce:
    • I've seen some poo-poo'ing of this ability in the thread already. But man, I think it's awesome for combat. Barbarians are going to be in the thick of it often, so chances are pretty good that an enemy will end their turn within 15' of you. You get to move up to them or near them without Opportunity Attacks.
    • This is great!
Bard
  • Bard Spells:
    • I'm ok with most of these spells, but some of them just seem like odd additions
      • Enlarge/reduce, SCatter, Tenser's transformations, Prismatic spray, Prismatic wall
      • other than these the list seems fine
  • Magical Inspiration:
    • this fills a hole in Bardic Inspiration for spells, though I feel like it should be split up.
      • Base class gets the ability to add inspiration to healing rolls
      • Valor bard college gets the ability to add inspiration to spell damage rolls like it already can to weapon damage rolls
  • Spell Versatility:
    • I'm a bit old school so I think of the Bards as dabblers... EDIT pointed out they already have this at level up. Still don't really like this on long rests for Bards.
Cleric
  • Cantrip Versatility:
    • Here's where I think the swap on a long rest should happen thematically. They get their spells from the gods... so praying for new spells on a daily preparation basis feels like it should include cantrips.
  • Cleric Spells
    • I like all these additions to the list
  • Channel Divinity: Harness Divine Power
    • Seems like it will lose effectiveness very quickly as you level up
  • Blessed Strikes:
    • shrug sure? I'm not sure who's really using Divine Strike or Potent spellcasting really, but this seems fine. Its a potential damage boost to Potent spellcasting in that it can apply now to Spiritual Hammers and such.
Druid
  • Cantrip Versatility:
    • Here I'm fine with level gain as the trigger for this since the Druid's have a much nicer cantrip list
  • Druid Spells:
    • Nice list additions, but I agree that I don't think Revivify should be on here. I guess it's just more eroding the sacred niches. I like all the others
  • Wild Companion:
    • I like this ability. It feels like a nice add-on to Wild Shape as a utility ability.
Fighting Style Options:
  • Martial Versatility
    • Interesting Boost to the fighter's versatility and flexibility
  • Superior Technique
    • A bit of niche erosion for the Battle Master, but I still like it since it's pretty limited.
    • OTOH - gives Battle Master one more maneuver and one more Sup. Die they can use which is a nice reinforcement of their abilities as well.
    • Coupled with Maneuver Versatility this really broadens a Fighter's abilities outside of Combat which is one of the biggest complaints lately on these boards. So that should appeal to a great many people.
  • Blessed Warrior
    • much more "meh" than Druidic Warrior, but still a nice option for some builds.
  • Blind Fighting
    • This is awesome and would be great in certain campaigns or build options.
    • I can finally build that blind swordsman Samurai :)
  • Druidic Warrior
    • I love this. Saves on Magic Initiate (Druid) to make a Wisdom based Ranger melee option
    • And the ability to swap out at level up is nice too for flexibility as you level up
  • Interception:
    • Awesome for tank/protector builds. A nice counter-point to the Protection Style
      • A Champion with this and Protection at 10th level with the Martial Adept Feat and combined with the Maneuver Versatility enhancement makes for a much more appealing Champion concept to me.
  • Thrown Weapon Fighting
    • just yes. It's about time!
    • A thrown weapon fighter with this could attack 5 times in a round at 20th level with two-weapon fighting. A champion with this and Two-weapon fighting would get their Str/Dex on that Bonus action attack as well. Champion really gets a boost from these new options
  • Unarmed Fighting
    • Just yes part 2
    • It really saves the two feat tax that anyone who wanted to do any sort of unarmed Fighter needed to burn to grab Tavern Brawler & Grappler, though those still have some functionality and would actually synergize with this really well with Auto grapple and restraining options
Fighter
  • Maneuver Versatility
    • I... kind of like it. Nice flexibility for the Battle Master/Martial Adept/Superior Technique fighter
    • OTOH - it strains immersion for me that one day a fighter can Riposte, but the next they mentally prepared and now they can really Deceive people.
    • It's weird, but mechanically it's nice.
  • Maneuver Options
    • Ambush - this is nice and seems right up the Battle Master's tactical alley
    • Bait & Switch - basically Benign Transposition + AC boost to ally. I like it for tactics/theme of the Battle Master. Also great for Protector/Tank concepts.
    • Brace - eats into part of the Polearm Master feat so would be redundant a bit if you were planning on taking that
    • Restraining Strike - wow. grapple after a hit AND they're restrained but you're not? talk about eating into a feat. Bye bye Grappler
      • Now I'm taking Superior Technique with Restraining Strike as my maneuver if I'm almost any fighter who might have a free hand in combat.
      • Bonus action to grapple that is +1d6 on the Str (athletics) check and the target is restrained but my character isn't? So now everyone gets advantage on their attacks against that target, including me, but I'm not also restrained so don't suffer the same issue.
    • Silver Tongue - this is... a bit odd, but ok. Fighter with social graces. Sure
      • Helps fill out those out of Combat pillars for any fighter with maneuvers, this one for Social.
    • Snipe - alternate option to two-weapon fighting with thrown weapons. Also lets your archers get an extra attack for a few rounds of combat. Pretty nice
    • Studious Eye - also a bit of an odd duck, but again a boost to fighters in the non-Combat Pillars, here it's for Exploration.
Monk
  • Monk Weapons
    • I'm not sure if people are reading this wrong of if I am. I know it says its an "enhancement" to Martial Arts, but it says in the ability that it actually swaps out standard monk weapons for this option of 5+Wis mod of monk weapons.
    • So if you go with this one, you dont' get all simple + short swords. You have to define a smaller list of weapons which still dont' include bows
    • Nice but not over the top and doesn't eat into Kensei as much as people are saying.
  • Ki-Fueled Strike
    • This is a great boost to both Four Elements monks
    • Touch of Long Death (17th level ability) gets a small potential boost here.
    • Sun Soul's Searing Sun Burst (11th level) gets a small boost as well
  • Ki Features
    • Distant Eye - sure. A boost to Dart throwing and Kensei longbowers
    • Quickened Healing - seems like a minor boost compared to the benefit. 2 ki to heal d4 until 5th level... at least it's not something you have to select. As in its always there for you if you need it I guess.
Paladin
  • Paladin Spells:
    • These seem fine. Spirit guardians seems a bit much but at 9th level... sure, why not. Flame Strike is an awesome addition to the list
    • Channel Divinity: Harness Divine Power
      • this is much better for Paladins since it's fuel for Divine Smites
Ranger
  • Deft Explorer - this is straight up a great replacement
    • Canny - Finally the Ranger is as good at being a Scout as the Rogue!
    • Roving - I love that you get a Climb AND a swim speed
      • in final print I bet this gets split up to two different roving options, each that gives +5' to speed
    • Tireless - I like this for a Ranger. It feels very thematic for a ranger to be able to push themselves both in combat and in long marches, etc.
  • Favored Foe - I love this.
    • Free, concentration-less hunter's mark? yes please. Much better mechanically than Favored Enemy, though far less thematic and historical
  • Ranger Spells
    • I like these. Revivify is nice here just for the Beast Master
  • Spell Versatility
    • I wish this one was on level up, not long rest
  • Spellcasting Focus
    • ok
  • Primal Awareness
    • I like these except for detect magic. I feel like it should be detect poison and disease
  • Fade Away
    • This is nice option in place of Hide in Plain Sight
  • Ranger Companion Option
    • I like these. Their resilience is a nice boost for the Beast Master
Rogue
  • Cunning Action: Aim
    • This can be pretty powerful. I'd rather it took effect on the next round, but... eh. I'll have to see it in practice.
Sorcerer
  • Sorcerer Spells
    • These are fine. Not like the Draconic Sorcerer needed MORE fire spells to choose from, but it gives them a nice option to Shadow Blade I guess
  • Spell Versatility
    • This is the one that I like as a long rest feature, especially cantrips
  • Font of Magic - as these are "free" with Font of Magic, they're fine... I guess
    • Empowering Reserves - nice boost to ability checks, but technically shouldn't apply to Initiative RAW because you don't have a turn until after Initiatives are rolled
    • Imbuing Touch - a nice little use for your innate magic power
    • Sorcerous Fortitude - sure? I'd almost rather just cast false life, but really how many sorcery points are you going to spend on this at one time to make it worth while?
  • Metamagic Options
    • Elemental Spell - I've been doing this in my games already so good to see in print. Nice option for Draconic Sorcerers
    • Seeking Spell - ok? I'd probably rather have Heighten Spell to give them disadvantage on saves and Spell Sniper to ignore cover
    • Unerring Spell - nice that it's reactive and can be used with another metamagic
      • You could have a Twinned Empowered Unerring spell if you wanted to blow the sorcery points.
Warlock
  • Spell Versatility
    • Again this is one I would have flipped to be on level up, not long rest EDIT: they already have this on level ups... still not sure I like it on long rests.
  • Spells
    • These are nice and thematic.
  • Invocations
    • Bond of the Talisman - fun ability though I don't know how much play it'd get
    • Chain Master's Fury - ok... familiar attacks are pretty crappy, but if you want to burn an invocation on it?
    • Eldritch Armor - ahh, burn an invocation to be almost as good as a Hexblade
    • Eldritch Mind - this is a great ability
    • Far Scribe - this is a super fun utility invocation option
    • Gift of the Protectors - fun for an NPC Warlock with minions to protect... or I guess other PC's :)
    • Investment of the Chain Master - nice abilities for a Pact of the Chain build
    • Protection of the Talisman - free always on Resistance cantrip
    • Rebuke fo the Talisman - maybe something to take at lower levels but then swap out when you gain some levels
  • Pact Boon Option
    • Pact of the Talisman
      • Free always on Guidance. Not sure I'd rather have this than... any of the other Pact Boons
Wizard
  • Cantrip Versatility
    • I like this though I'd rather this was added to spellbook like some have suggested.
  • Wizard Spells
    • Sure, these are fine. Diviner gets some new toys.
 
Last edited:

Honestly, this change made me more excited for the Kensei. One of the huge oddities of playing a Kensei is that if you wanted, say, the longsword to be your kensei weapon, you couldn't use it until 3rd level. Which seemed very, very odd for an individual who is training to be amazing with a particular weapon. Now Kensei can make sense.

AD
My reading is this is not actually the case:

One of the criteria is "you must be proficient with this weapon". So you would need to acquire longsword proficiency from some other source (multiclassing, racial or feat) , then you could make it a monk weapon. So you could be an elf for example.
 

Now I am wondering about the 5.5 edition.... and I wouldn't like to buy again the corebooks, and if I want to buy the translated version, then I will have to await more time. And people don't want troubles about some concept, hexblade, for example, should be a base class or only a subclass. Other fans would want a D&D version of Pathfinder classes. A 3rd Party could publish a new class mixing the summoner and shifter classes from Pathfinder, adding powers about monster traits with game mechanic akasha/incarnum and this become a sleeping hit.

Now we have only three new classes, the blood hunter, the artificer and the psionic mystic. We know nothing about future projects linked with other classes as vestige pact binder or martial adepts. Maybe they have some ideas about Kara-Tur but after feedback by Asian videogame studios they start to change things.

I like to conjecture and share my thoughts (you never know, sometimes some crazy idea started as a prank or April's fool and later somebody used that idea to become reality):

There is a smart way to introduce a 5.5 Ed through a back-door, and it is a D&D board game with simple and easy rules for +12 children, and with an free app to show reactions by the nPCs or the environment, as a virtual DM, if the player plays solo mode. This app would receive free updating patches to fix power balance broken by munchkins. This board game could sell as merchandising expansion packs miniatures with the fantasy version of famous franchises from comics, big and little screen, or videogames (for example Disney princess as shonen-action-girls or maho-shojo/magical girls heroines). Some close to a Stranger Things D&D or Rick & Morty D&D. Who would buy that? The same people who buy funko figures.

Other option to try a hidden 5.5 version could be an anniversary edition of AD&D, published in 1977. But we are talking about something will be published in 2022.

---

If people love the variant options, does this mean we will see a Unearthed Arcana book or a 5.5 Edition?
 

Charlaquin

Goblin Queen (She/Her/Hers)
I think with this UA, 5e is getting close to the customization sweet point for me, if we had: PHB + racial feats + skill feats (UA) + Variant Features (UA). I would like to see some more variant features options though.
For me, too many of these options are pure upgrade rather than replacement for it to quote hit the customization mark for me. It’s nice to see them moving in that direction though!
 

Salthorae

Imperial Mountain Dew Taster
I think my big take away from these is that it feel like they are taking little mini parts of feats and inserting them directly into the classes.

only parts of different feats mind you. But in my full write up above I could see at least all of these being put partially into class abilities

magic Initiate
Martial adept
Tavern brawler
Grappler
Skilled/prodigy

those seemed the most often poached.
 

Remove ads

Remove ads

Top