DND_Reborn
The High Aldwin
The ones that work "better" are casters because due to higher spells they don't gain features. In essence access to higher spell levels IS their feature, which is why we considered imposing it (even the half-casters have blanks at those levels).This is interesting, but it works better for some classes than others. Here's a quick sample of the choices I might make, up to level 10. Some work better than others.
If you make full casters spend up to 8 features to gain spell levels 2 - 9, that makes their choices hard as well.
And the two classes that lose a lot (Monks and Paladins) have core classes that are SO strong, they don't even need subclasses IMO, so I am fine with that.
As a favor, if you do more in the future, could you post them as lists, with the level you select the feature? For example:
ROGUE BUILD (No Sneak Attack)
1. Expertise
2. Cunning Action
3. Scout Archetype (Survivalist 3rd)
4. ASI
5. Uncanny Dodge
6. Expertise
7. Evasion
8. ASI
9. Scout Archetype (Superior Mobility 9th)
10. ASI
11. Reliable Talent
12. ASI
13. Scout Archetype (Ambush Master 13th)
14. Blindsense
15. Slippery Mind
16. ASI
17. Scout Archetype (Skirmisher 3rd)
18. Elusive
19. ASI
20. Stroke of Luck
It is easier to follow IMO than:
Rogue: Expertise, Cunning Action, Scout-Level 3 feature, ASI, Uncanny Dodge, Expertise, Evasion, ASI, Scout-Level 9 feature, ASI, ...
Anyway, such a rogue would not be a combat-oriented PC with lacking Sneak Attack, but the only other feature lost would be Scout (Sudden Strike 17th), but that uses Sneak Attack so is nearly worthless anyway. Only two features (albeit SA is a big one for most players!) are lost.
Also, I'll append the OP to note that Druidic and Thieves' Cant are considered Languages, not features, so both those classes get them without having to choose them.