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New UA: 43 D&D Class Feature Variants
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<blockquote data-quote="NotAYakk" data-source="post: 7847177" data-attributes="member: 72555"><p>Known Spellcasters:</p><p>They can all swap out 1 spell per rest (including cantrips).</p><p>Prepared Spellcasters:</p><p>They can all swap out a cantrip per level up.</p><p></p><p>I am seeing this as a "don't get a character with a bad build choice have to reroll at level 10".</p><p></p><p>Spell lists:</p><p>There is some power creep here.</p><p></p><p>For the Bard, however, few if any of those would have been "arcane secret" fodder. So it isn't large power creep.</p><p></p><p>Revivify on Druid and Ranger list is an upgrade. Spirit Guardians on Paladin.</p><p></p><p>Barbarian:</p><p>These are both utility variants. Not seeing power creep here.</p><p></p><p>Druid:</p><p>Wild Companion is neat.</p><p></p><p>Fighter:</p><p>Battlemaster upgrade really. Fighting style lets you start as a Battlemaster at level 1, which is nice.</p><p></p><p>Monk:</p><p>Formalizes the "monestaries pick other weapons" bit.</p><p></p><p>Ki-Fueled strike fixes a problem with some subbuilds. 2 new Features are not power creep in my opinion.</p><p></p><p>Cantrip fighting styles:</p><p>Nice and flavorful. I guess could avoid a 1 level dip.</p><p></p><p>New Fighting Styles:</p><p>The interception style is the only one that seems stronger than the previous styles. Everything else just seems flavourful and quirky.</p><p></p><p>Ranger:</p><p>Lots of cleanup and power creep. The fact that Ranger 2 is a great dip for frenzied barbarians is neat. Favored Foe might be too tempting to dip for some builds.</p><p></p><p>The companions are an interesting patch. All of the "alternates" give you something that mechanically <em>works better</em> in 5e than the old one did and match the flavour. I approve.</p><p></p><p>Rogue:</p><p>You can aim. Lose mobility in exchange for 1 advantage.</p><p></p><p>Sorcerer:</p><p>Being able to warp elemental damage is going to change things. I also like unerring spell.</p><p></p><p>Warlock:</p><p>Piles of patches for the less favored pacts.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7847177, member: 72555"] Known Spellcasters: They can all swap out 1 spell per rest (including cantrips). Prepared Spellcasters: They can all swap out a cantrip per level up. I am seeing this as a "don't get a character with a bad build choice have to reroll at level 10". Spell lists: There is some power creep here. For the Bard, however, few if any of those would have been "arcane secret" fodder. So it isn't large power creep. Revivify on Druid and Ranger list is an upgrade. Spirit Guardians on Paladin. Barbarian: These are both utility variants. Not seeing power creep here. Druid: Wild Companion is neat. Fighter: Battlemaster upgrade really. Fighting style lets you start as a Battlemaster at level 1, which is nice. Monk: Formalizes the "monestaries pick other weapons" bit. Ki-Fueled strike fixes a problem with some subbuilds. 2 new Features are not power creep in my opinion. Cantrip fighting styles: Nice and flavorful. I guess could avoid a 1 level dip. New Fighting Styles: The interception style is the only one that seems stronger than the previous styles. Everything else just seems flavourful and quirky. Ranger: Lots of cleanup and power creep. The fact that Ranger 2 is a great dip for frenzied barbarians is neat. Favored Foe might be too tempting to dip for some builds. The companions are an interesting patch. All of the "alternates" give you something that mechanically [I]works better[/I] in 5e than the old one did and match the flavour. I approve. Rogue: You can aim. Lose mobility in exchange for 1 advantage. Sorcerer: Being able to warp elemental damage is going to change things. I also like unerring spell. Warlock: Piles of patches for the less favored pacts. [/QUOTE]
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