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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Last edited:
Russ Morrissey

Comments

What section of what book is that in? I would like to get the wording of that rule. Seems like its definitely something ill want to be able to point to the book on so that the dm doesnt think im making that up. Thankyou.
 

jgsugden

Adventurer
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

Adventurer
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

Adventurer
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

Explorer
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

Adventurer
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

Explorer
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

Adventurer
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.
 

Twiggly the Gnome

Adventurer
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.
 

Leatherhead

Possibly a Idiot.
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.
A Sorcery Point Tax, and a Metamagic Tax. That "Frostball" spell you just tossed out can't have any other augments, like Quickened or Seeking Spell.

Like I said before, this is in no way the solution that Elemental Sorcerers were looking for.
 

tglassy

Adventurer
I was actually considering it earlier, and instead of spells for Warlocks, I’d prefer to be able to switch out Invocations on a long rest. I’m always so torn over which ones to get, and certain Invocations just never get chosen. I’ve had to specifically make a Sight Based Warlock in order to justify using Eyes of the Rune Keeper, since I love the idea but can never pass up some of those better ones. If i knew I could change them more often than once on a level up, I’d do it in a heartbeat.
 

LuisCarlos17f

Adventurer
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.
Do you mean anything like the metamagic feat energy substitution?

Energy Substitution
( Complete Arcane, p. 79)

[Metamagic]
You can modify an energy-based spell to use another type of energy instead.

Prerequisite
Knowledge (arcana) 5 ranks, any metamagic feat,

Benefit
Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type—for example, a fireball composed of cold energy is an evocation [cold] spell.

Special
You can gain this feat multiple times, choosing a different type of energy each time.
 
Eh, sort of. My thought is to let the sorcerer choose the default energy type for a spell at the time they add it to their repertoire. If you know the spell as Frostball, you can meta magic it as usual, including spending sorcery points to cast it as Fireball.
I might be inclined to limit it to the sorcerer's associated element (e.g. fire for red dragon, lightning for storm).

Reason being, I would just learn everything as Thunder damage by default - it's much less resisted than any other of the damage types.
 

Yaarel

Adventurer
I might be inclined to limit it to the sorcerer's associated element (e.g. fire for red dragon, lightning for storm).

Reason being, I would just learn everything as Thunder damage by default - it's much less resisted than any other of the damage types.
I am ok with this, because the flavor benefits. There is a vivid magical theme.

I still would like to see some diversity, such as Thunder and Lightning. Or so on. Maybe have two minimum.

There would need to be a way to make other damage types, like Poison and Fire, be more viable. But this seems needed anyway.
 

LuisCarlos17f

Adventurer
Eh, sort of. My thought is to let the sorcerer choose the default energy type for a spell at the time they add it to their repertoire. If you know the spell as Frostball, you can meta magic it as usual, including spending sorcery points to cast it as Fireball.
I have thought about a racial feat for genasi for a softer version of energy substitution.

Other idea is the sorcerer could craft a special single-use magic item, a metamagic gemstone, or a metamagic rod. This only could be made or crafted with enough time in a special place, like a power node.
 

doctorbadwolf

Heretic of The Seventh Circle
At least one existing Cleric subclass has a smite spell. Forge Clerics get it at first level: Searing Smite.
And I’d rather they not, but st least that is a thematically appropriate smite spell for a subclass. If these new spells were in the War Domain, I’d be less annoyed by them.

But I’d still rather not have searing Smite on the forge domain list.
 

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