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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jgsugden

Legend
Not quite true. It only applies to bonus action casting, so if you have Action Surge you can use two spell slots just fine.
There is a limitation with action surge and bonus action spells. The spellcasting rules say that once you cast a spell as a bonus action, you "can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action." Accordingly, if you start your turn with a Misty Step, you can't cast a spell again that turn (other than a cantrip) regardless of whether you're using your normal action, or your action surge.
 

There is a limitation with action surge and bonus action spells. The spellcasting rules say that once you cast a spell as a bonus action, you "can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action." Accordingly, if you start your turn with a Misty Step, you can't cast a spell again that turn (other than a cantrip) regardless of whether you're using your normal action, or your action surge.
It only apples to bonus action spells though. You can cast two fireballs and a quickened firebolt.
 

Chaosmancer

Legend
Not quite true. It only applies to bonus action casting, so if you have Action Surge you can use two spell slots just fine.

True, but I figure that would be more confusing than helpful to mention, since it seems to be coming from a perspective of the basic rules, not multi-class shenagins (though EK is not a multi-class, I don't think most EKs Action surge to cast two spells on themselves, instead using their weapon attacks like most other fighters)
 

jgsugden

Legend
It only apples to bonus action spells though. You can cast two fireballs and a quickened firebolt.
From the UA artcle (and other sources):
Cantrips are 0-level spells, which don’t use spell slots. When a feature applies to spells, that feature applies to cantrips, unless the feature specifies that the spells must be of 1st level or higher or must expend a spell slot.
And the PHB....
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action
Together: You can't cast a spell during the same turn that you cast a spell, including a cantrip, using a bonus action, unless the other spell you cast is a cantrip.

What does this mean? If you use quickened spell to turn a one action spell into a bonus action spell, or otherwie cast a bonus action spell, even if it is a cantrip, you can only cast cantrips for the rest of the turn, regardless of how many actions you have.

Fireball+fireball from action surge? Yes.
Quickened Fireball + 2 cantrips (one from action surge)? Yes.
Fireball + fireball from action surge + bonus action spell of any type (including quickened cantrips) - No.
 

Pauln6

Hero
I am a bit nervous at the suggestion that every subclass should dish out similar damage in similar situations. Maybe if the extra die was downgraded to a d6?
 

5ekyu

Hero
I am a bit nervous at the suggestion that every subclass should dish out similar damage in similar situations. Maybe if the extra die was downgraded to a d6?
This would only be true (similar) if they also had parity in all the other places like defenses, hp, explore, etc.
 

Pauln6

Hero
This would only be true (similar) if they also had parity in all the other places like defenses, hp, explore, etc.
Different cleric builds shine in different places. We have two in our group (trickery and war) and they barely feel like the same classes. The damage they dish out is lower on average but overall contribution is on par with other PCs. If anything, I'm most frustrated by clerical healing being so lacklustre compared to paladins. Maybe a class feature upping the dice clerics roll for healing would do it for me. Would that make the healer subclass too powerful?
 

5ekyu

Hero
Different cleric builds shine in different places. We have two in our group (trickery and war) and they barely feel like the same classes. The damage they dish out is lower on average but overall contribution is on par with other PCs. If anything, I'm most frustrated by clerical healing being so lacklustre compared to paladins. Maybe a class feature upping the dice clerics roll for healing would do it for me. Would that make the healer subclass too powerful?
Exactly. This is why to be picking one element out of classes or sub-classes and seeking parity to ne misses the boat. Its tunnelvision.
 

I've spent a few days looking over these, and the only one I'm really disappointed with is the Sorcerer. I'd have liked to have seen an option to learn a spell as it's energy swapped version. As it stands now, you have a sorcery point tax on non-fire themes.
 

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