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.”

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That said, if one truly feels the need to redress the scales of balance, I could see giving the wizard a bit more spellcasting flexibility through a mechanism similar to the cleric's domain spells, the druid's circle spells, and the paladin's oath spells. A specialist wizard can pick two spells of every level from 1st to 5th from his specialty school that are added to his spellbook and which he always has prepared. Other wizard traditions like the bladesinger have a similar list of spells which can include spells from the cleric, druid, or paladin spell list for extra crotch-kicking goodness. I think the paladin smite spells would be quite appropriate for a bladesinger, for example.
 

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What about a game not using optional rules like Feats and multiclassing?

You can't expect weird and cool but very niche stuff like "punchy barbarian" to work in games which refuse to use stuff like that. A game that does not use those rules is always going to be more limited. You're in "convince the DM" territory instead. It seems like dropping Martial Weapons proficiency would be a fair exchange for that style.
 
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So, I took a couple days to really think about the stuff in the new UA. Some good, some bad, some OP, some broken.

Overall, it is a nice concept and option for tables to try stuff out. I'll share it with our table and we might add some of it or a variation of it.
 

Wotc have access to a lot of feedback including survey, DnD beyond data.
I think they do their best to improve gaming experience for majority.
This UA proof that they want to keep the game interesting and fun.
it proof also that they are not stuck in old scheme of thinking.
With Xanathar guide I have some doubts about their capacity to make 5ed evolve.
hopefully they prove me wrong.
 

Wotc have access to a lot of feedback including survey, DnD beyond data.
I think they do their best to improve gaming experience for majority.
This UA proof that they want to keep the game interesting and fun.
it proof also that they are not stuck in old scheme of thinking.
With Xanathar guide I have some doubts about their capacity to make 5ed evolve.
hopefully they prove me wrong.

‘Improve experience for the majority’, seems to be the key.

I have seen WotC mention a couple of times that they only publish things that have 60% satisfaction rate, or higher.

So, if someone wants something specific, it is necessary raise awareness about it and to convince other gamers to be ok with it.

Also, a high satisfaction rate doesnt necessarily mean balanced mechanics. So, those who are concerned about mechanics need to call attention to that issue as well. There are many examples of unequal options in 5e. Even at fundamental mechanics like Dexterity versus Intelligence. The designers seem to make a special effort to prevent options that are broken powerful. But the accumulation of terrible options, now requires a substantial amount of 5e system mastery to avoid.
 

Wow it gives every spell-casting class the versatility of the wizard. And gives the wizard absolutely nothing.
I think spell versatility is needed,
of course paladin of justice will expect something for wizard.
why not an upgrade to the savant feature at level 2?
”When you gain a level you add 1 spell of that school to your spellbook.”
 

‘Improve experience for the majority’, seems to be the key.

I have seen WotC mention a couple of times that they only publish things that have 60% satisfaction rate, or higher.

So, if someone wants something specific, it is necessary raise awareness about it and to convince other gamers to be ok with it.

Also, a high satisfaction rate doesnt necessarily mean balanced mechanics. So, those who are concerned about mechanics need to call attention to that issue as well. There are many examples of unequal options in 5e. Even at fundamental mechanics like Dexterity versus Intelligence. The designers seem to make a special effort to prevent options that are broken powerful. But the accumulation of terrible options, now requires a substantial amount of 5e system mastery to avoid.
and to the “majority” I will add and “all the new players to come.”
we are here a band a veteran players that have a picky look on rules and updates.
Wotc respect veterans but they also look for new players and a world wide diffusion.
 


Spell Versatility is appropriate for the Bard. To swap out one spell per rest (but not all spells) is needed. Magical Secrets remains unavailable until the higher levels, from level 10 and up. But most of the experience and feel of the game is before level 10. Many campaigns fail to even reach the highest levels. Magical Secrets shows that versatility is thematically suitable for the Bard. Not only to gain special access to spells (Magical Secrets), but to make use of spells that are available (Spell Versatility). Some spells are more useful in many situations, while other spells are highly situational. Spell Versatility is necessary to allow the class to make use of those more situational spells, that the designers intended to be available.

I love where the Rules Tip specifies that one cantrip can be swapped.

The Sorcerer needs Spell Versatility for the same reason as the Bard, to make situational Sorcerer spells practicable. But thematically, it might seem less appropriate for the Sorcerer. The concept is the nature of the Sorcerer is inherently magical. So, swapping spells comes across as fundamentally altering ones own nature, like modifying ones own DNA sotospeak. It is awkward. But mechanically, the Sorcerer needs it, or else many Sorcerer spells that are more niche will never see the light of day (or the dark of night). Flavorwise, it takes effort to make sense of Sorcerer Spell Versatility. It is ok for one latent power to emerge while an other inherent power goes dormant. But it takes more thought to explain how this is happening.

I am satisfied with Wizard Cantrip Versatility that allows the Wizard to (officially) swap out one cantrip while leveling. It might surprise that the Wizard can only swap a cantrip while leveling, when the Wizard is simply preparing a spellbook spell, while the Sorcerer whose very nature is inherently the cantrip can swap it at any long rest. For me, the Wizard cantrips are especially important because they mechanically actualize the concept that the Wizard oneself is inherently magical (not the external spellbook). The always-on magic shows the magical potential. The Wizard can eventually learn and master the multiversal forces of magic. But it is the inherent cantrips that evidence the inherent capacity for magic, and the sensitivity to magic. The Wizard too has a magical nature. So, for me, the reason why it is easier for the Sorcerer to swap out a cantrip and more difficult for the Wizard to do so, is because the Sorcerer is more self-aware, more sensitive to ones own magical nature including latent magical potential. By contrast the Wizard is more outwardly oriented and less aware of inner potential.
 
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