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How Unearthed Arcana ‘Class Feature Variants’ change D&D Classes

How Unearthed Arcana ‘Class Feature Variants’ change D&D Classes

– Yeah, so the Rogue
and the Wizard are both so solid in their base classes and they have pieces that
all need to be there. And with this UA, we wanted
to not force anything. We didn’t want to put in replacements or enhancements just because we could. – [Todd] Yeah. – We really wanted to be targeted. And because of that approach, the Wizard and the Rogue got just enough. (Todd laughs) Wizards are now gonna
have some versatility with their Cantrips.
– [Todd] Right. – There are a few spells that we added particularly to help
the divination sub-class but all Wizards are gonna
be happy to get them if given certain character concepts. The Rogue, they got one, but it’s a biggy. – [Todd] Yeah.
– It is the ability to use their cunning action to aim thereby giving themselves advantage on their next attack
roll on the same turn. The trade-off though,
is they have to give up all of their movement that turn. – [Todd] Yeah.
– They can’t have moved before using it and as soon as they use it their speed drops to zero. So, this really is for the Rogue who is locked toe-to-toe
in malaise with their foe, or the Rogue who is safely ensconced in some sniper position. – [Todd] Right. – And also for the
Rogue, who is in a group, maybe where there are
no malaise combatants to help set Sneak Attack up. – [Todd] Yeah. – Many Rogues are actually
gonna have no need for this. Because many Rogues are in
groups that have a Fighter or a Barbarian or somebody
else who is setting up Sneak Attack for them, round
after round after round. This is really for that Rogue who doesn’t have a malaise buddy, they’re in fights where
there’s nowhere to hide. – [Todd] Yeah. But, by golly, they would really love to be able to use their Sneak Attack. And if anyone’s wondering, oh my goodness, is this overpowered? No, it is not. The Rogue is actually
designed assuming they are using their Sneak Attack almost every single time they take a turn in combat. – It’s the key, well, it’s one of the key features of being a Rogue. And yeah, if you’re going to
have friend within five feet. – Well, but again, if you don’t and there’s no place to
hide, this aim option gives you a way to use your Sneak Attack. We also had other intents for this. The Rogue is designed in many ways to be the agile action hero,
and of all of our classes the Rogue is the person who,
let’s say you knock them prone. And normally when you’re knocked prone, you’re attacks have disadvantage. The Rogue of all people, should be able to line up a shot, while laying on the ground with their hand crossbow and fire. Being able to aim to wipe their disadvantage away from being prone. So, this, this option, it’s one option but its applications are
extremely powerful and appealing. – I love it, it’s like being a Wolverine. But yeah, the term, the saying, a knife
fight in a phone booth, comes to mind (laughs). – [Jeremy] Right, right. – Like this Rogue, that’s what the Rogue should be good at, is
that kind of situation. – [Jeremy] Yeah. – You do all these wonderful things for Rangers and Fighters and
I’m very excited about both. I’m strongly considering
playing a Fighter now. You just keep on giving
goodness to the Warlocks. Which, I like Warlocks, there’s a lot of juicy goodness with the Warlocks. And there’s a theme in this UA, to a certain degree, of helping. I’m seeing this more
and more in your design. Helping everyone else. You’ve got a, now you have a Talisman. And you, primarily the
function of this Talisman for a Warlock, is to help somebody else. To help them with Skill Checks, or– – Well, no, the Warlock
can use the Talisman just to help themselves, but it is true that its full potential is unlocked when you give it to somebody else. – [Todd] Right. – And this arose when we were looking at the Pact Boon options that
are already in the game. And people have let us know, can we at least have another option? ‘Cause even though people
love Pact of the Blade and Pact of the Chain
and Pact of the Tome, it was like, maybe another one. So, we had fun creating the Talisman. – [Todd] We’re never gonna
stop asking for more! – Oh, I know!
(Todd laughs) But it, it was non-interesting to us, to design something that is essentially just like the others, but
with a different aesthetic. I wanted this to be functionally
different in some way. To speak to a different play experience. So that, also Warlocks felt
like they had more options. That if you want to go the
full Spellcaster route, you can often take Pact of the Tome. If you really like the notion
of having a little critter who is helping you out,
whether it’s a little fiendish critter or a fey
critter or something else, well, Pact of the Chain is great. And if you really love
the kind of Warrior Mage kind of aesthetic, well, you
can get Pact of the Blade. What the Warlock was really missing was the more support Warlock. A person who has made a pact, but not necessarily for selfish reasons. And who might be using this magic, whatever its origin, to help
not only themselves but others. And so, the Talisman is a way to do that. That said, we even provided
some support options also for the Tome Warlock by giving you the ability to save a friend from death by having them sign their
name in your Book of Shadows. ‘Cause we wanted to do a
little, some more flavorful things with the Book of Shadows when we were doing this
on Unearthed Arcana. – I love that. It’s almost the opposite
of the Book of Death. If you were a fan of the Death series. – [Jeremy] Right, right.
(Todd laughs) – But yeah, to write your friend’s name down and that will save them once. – [Jeremy] Yeah. – Is lovely, and so narrative, it makes the Book of Shadows way
more interesting to me now. – [Jeremy] Yeah. – The other one I am
totally in love with is the one where you can cast sending. Tell me about that, because that is such rich narrative flavor. – Yeah, so here you can,
again, if someone has signed their name on the special
page in your Book of Shadows that has to do with this
communication, you can communicate with them wherever they are in the world. And you write the message on that page, and they hear it mentally
and then they can mentally respond, and their message
appears on the page. And again, it’s just, the Warlock is such a fertile ground when it
comes to this kind of flavor. – [Todd] Yeah. – Always fun to design for. And also, there are some more invocations as well in this UA, some of which are for the Talisman. Again, there are the ones we’ve just been talking about for the
Tome, and then we even have one for Pact of the Blade. – [Todd] Yes! – Which is the–
– [Todd] Very interesting! – Yes, it’s instantly don a Suit of Armor and be proficient with it. – Yeah, you got that little bit of that Iron Man thing going on. What’s interesting about it to me is, ’cause everyone thinks Hexblade. But Hexblade is, because I’ve played a Hexblade that was eight strength. So, I had a very wispy,
skinny Vincent Price man who could carry a fail fancy sized GRPG sword (laughs)!
– [Jeremy] Right. – ‘Cause you get to use
your charisma modifier. But, so, elder charmer as an invocation. You touch a piece of armor, any armor, and you’re proficient with it. That means Platemail, but Platemail has a strength requirement.
– [Jeremy] It sure does. – So, now you, I see that as an advantage of maybe you wanna play a big,
buff Warlock (laughs), right? – Yeah, yep, yeah. So, you, it’s just providing more options. – [Todd] Yeah. – And that is again what this
Unearthed Arcana is all about. New fighting styles also appear for the Fighter, the Ranger and the Paladin. – [Todd] Unarmed is very interesting. – Yeah, yeah, because people
have, people have told us they’d love to have a
character who’s very effective with unarmed fighting, without
necessarily being a Monk. Because the Monk is our
premier, unarmed fighter. But we decided we would give an option for Paladins, Rangers and Fighters. We also give Rangers and Paladins the option to essentially not
take a regular fighting style, and instead learn Cantrips,
because some Rangers and Paladins really want to delve deeper into the magical
side of their class. And this gives them that option. – The extended spell list also,
again, there’s this theme. The Talisman has this very like, help your party, feel to it. Now the Book of Shadows
has the same thing. You’re helping with communication, you’re helping flat out save their life by having their name in there
and this is the character I tend to like to play, but
I don’t wanna play a Paladin. Right? And now, you’re giving me the option to be the Warlock that actually cares, or is trying to help the party, or has a loved one they want
to make sure is always safe. Ranger now has Warding Bond. I thought that was very interesting because you could be a Ranger who is just shooting arrows,
but someone out there you’re now currently protecting. – Yeah and, we included several buffing spells on the expanded Ranger
list for several reasons. One, I love the classic
concept of the Ranger going all the way back to first edition, of the Ranger essentially
being to the Druid what the Paladin is to the Cleric. – [Todd] Yeah. – And I think you and I
have talked about before. The Ranger originally had to be good. – [Todd] Yes!
– In first edition D&D, there was no such thing as evil Rangers. – Oh yeah, I was a neutral, good Ranger. I showed you my original character. I had wonderful premonition
for an eight-year-old. – And so, I always love it when we have a chance to lean into the
Ranger not just as the person who’s roaming through the wilds, but is roaming with a purpose. They’re roaming to protect,
not only the natural world, but also the people who travel through it and the people who reside there. These buffing abilities are
also there for the Beast Master. A Warding Bond is actually a way for the Beast Master to
protect their companion. – [Todd] Yes (laughs)! – And it is also a nice
option for any Ranger who might use the Animal Friendship spell to befriend and animal and then have that animal as an MPC companion. – [Todd] Right.
– So, some of these additions are achieving multiple goals for us. There’s again the broader
narrative of the Ranger as this nature-flavored protector but then also helping Rangers who have beasts who are traveling with them and they want to give those
beasts a chance to survive. – That’s what I love about this UA. And all of the UAs that
have been coming out. There, there is some great, juicy strategy that you are introducing into the game, but they have narrative and role-playing consequence at the same time. You’re getting all of it at the same time. Giving a Ranger Warding Bond has so many implications like you just mentioned. And it’s lovely, I mean, you also have the Talisman has an ability, if you’re a Warlock and you use that and you give it to maybe a Fighter, not a Spellcaster, you,
they attack that person who’s wearing the Talisman and they can get shocked for psychic damage. And then knocked back 10 feet. If you’re putting that on a Barbarian I mean, that’s just a
nightmare (chuckles)! You’re just making him
even more of a tank. – [Jeremy] Yeah. And it’s more of this
players working together to form this cohesive group
and I adore all of it. It’s so flavorful and fun and leads you down a much
more role-playing path. – And that, that interaction between characters, those role-playing options
also are behind the options that we provided in the
Bard and the Barbarian. The Bard now has an option to enhance Spellcasters’ spells
with Bardic Inspiration. – [Todd] Yeah. – ‘Cause, baseline Bardic Inspiration isn’t really doing anything for a spell that doesn’t involve an attack roll. And so, this provides an option for the Bard to assist their,
say their Wizard friend or their Cleric friend or somebody who’s primarily casting spells that don’t involve attack rolls in combat. The Barbarian really gets
a role-playing option for one of their features,
which is the ability to get rid of danger
sends, to instead become and expert in a couple of skills, allowing the Barbarian
player to lean more into a Barbarian who maybe
is more than their rage. – [Todd] Yes. And I know most of us who
like playing Barbarians, and I love playing a Barbarian, are all about and love
that they’re rage machines. But also sometimes a person
wants another concept. And so, that’s here. Similarly, with the optional
replacement of fast movement, this is giving the Barbarian a chance to interact with a tactical situation in a way they can’t with
just a straight speed boost. We know not everyone
is going to want this. It is the nature of the
replacements in this Unearthed Arcana that people
are going to, in some cases, want to keep what’s in
the Player’s Handbook. That’s fine, we designed them that way. – [Todd] Right. – We designed them so that you could have a person at your table who’s using the Player’s Handbook
version of a feature, next to a person using the replacement version of that same feature. And they’re both going to perform well. Again, that’s part of these replacements. They are not like, once and for all replacing what’s in the
PH, it’s a new option. And as is again, this entire buffet that we’ve been talking about. – [Todd] Is there anything
that came out of this that is a particular favorite of yours? Personally, or are you not
allowed to play favorites? – Ah, so, I am so often the parent who loves all their children,
and so there is stuff I love in every single
one of these classes. And, I mean we have been working
on these for quite a while, tinkering with them,
revising them, deleting. I mean, there are actually a lot of things that died on the cutting room floor. And that’s the nature of design. And so, this set of options
that we’ve presented honestly, if I had the
time, I would love to play a character who gets to enjoy using everyone of these
enhancements or replacements. – Yeah, what do you think that, have you already started to see feedback? Because this is a big UA,
this is like an event UA. – So far people have
been very excited by it. And I’m looking forward to getting the survey feedback so that we can dig in. My hope is that people love them enough so that we can take
these to the next level. Because again, just as
a DM and as a player, I would love to see these as a part of DMs toolkits. That when they’re creating a campaign and they’re considering what’s going to be special about this campaign? What options are available
in this campaign? I think this set of
options are just gonna be another great tool for DMs to consider. Particularly to ease pain points, to bring new smiles to
peoples faces about characters that they might’ve been
like, I’ve been there, done that with Clerics or Bards or Rangers, but now suddenly see these new options as like,
wow, I thought I was done playing that class, but
now I’m all about it! So, it really it, I’m hoping these will bring fresh excitement for people about these classes
that they already love.

100 comments on “How Unearthed Arcana ‘Class Feature Variants’ change D&D Classes

  1. I really love the work that Jeremy has put into these Class Feature Variants and the amount of versatility it brings to all of the classes involved. It breathes such a fresh life into the game after so many years of playing it and I can't tire of how excited he seems about implementing them.

    I cannot wait to use them in my games and test them out. I really hope this makes it out of Unearthed Arcana and into some Official content soon, because it's really quality stuff!

    Thank you, Jeremy and Wizards of the Coast for giving such an exciting twist to the game we're already loving.
    And thank you, D&D Beyond, for delivering this!

  2. Just to be clear, but when you say "But heavy armor has a strength req" and JC says "that it does" he means "you still need 15 str to use Heavy Armor without penalties with this invocation", right?

  3. I literally JUST made a warlock who’s backstory has them being given an amulet by a fey as a child, and their parents got rid of it. And now as an adult that same amulet has appeared in their hope chest. And now, NOW this UA about Talismans appears before me??? Now I really have to decide if she is gonna go Pact of the Chain, like I had planned (cuz I really want a fey fox familiar) or go with this new Pact that really fits thematically.

  4. I love the idea that special class abilities have both a combat and a non-combat application. In the case of the Barbarian "Survival Instincts", which is excellent, I see no need to replace Danger Sense. Both mechanical effects should be under one ability header imo.

  5. I feel like the unarmed fighting, fighting style is a little much and takes alot from the monk with the using 2 hands for a 1d8 damage and the fighter can get that at level 1

  6. Am I missing something with the talisman? It's whole deal ( not including invocations) is that you can add a d4 to a check you're not prof in? That's really not impressive, that's literally worse than the cantrip Guidance

  7. make a Bard / Warlock multiclass, choose half elf, grab the Prodigy and Skilled feats, pick the Pact of the Talisman and the Protection of the Talisman invocation for Warlock. You're now the ultimate Jack of All Trades.

  8. You still have failed the sorcerer. Not enough spells added and no unique sorcerer spells. Still only two meta magic abilities before 10th level and no way to change them out. If they are innate they should have some druid, bard and warlock spells as well if you are not going to give them unique spells. I disagree with you, you don't love the sorcerer as they are your Cinderella.

  9. Spell replacement really should be limited for gritty realism mode or at least 1/week, removes the flavour of learning spells instead of being prep caster.

    And lack of capstone replacements and fillers for dead levels really makes the UA seem like "lets scramble some stuff in 4 days so that we can release a patch for rangers and test a UA boon instead of patron" more than anything.

  10. I now have a desire to make a Rogue who never uses stealth and just stands out in the open to aim for that on demand advantage/sneak attack. A one attack per round archer/ranger that isn't nature inclined basically.

  11. The team is hard at work implementing this new Unearthed Arcana onto D&D Beyond, but when its live which new class features are you going to be testing out first? Any ideas for new and innovative character builds?

  12. Aim is good, but not as much as Hiding at bonus action. When You are hidden enemies can't target You at all. But then again not always there will be a place to hide and nothing sucks as much as being a rogue without sneak attacks

  13. the biggest gripe i have is that, even with the new spellist expansions, the sorcerer still doesnt have shapechange or true polymorph. i presonally feel those are spells that would fit right in with the sorcerer

  14. I'm not sure how I feel about the warlock changes also at base the talisman is weaker then the guidance spell, if I wanted to play a warlock as a utility or support class I'd use the pact of the tome. Considering how the artificer and the circle of fire druid get to command their companion at lol 2 or 3 making the warlock wait to lvl 9 and forcing them to spend an invocation on it seems strange, investment of the chain master feels like it should be a lvl 5 invocation. eldritch mind feels like a weird way to bypass the feat and is a bit boring. I'm being kinda nitpicky but I really think a couple adjustments would make it feel a lot better. I really like gift of the protector and far scribe, but overall I wouldn't use these variants (for the warlock).

  15. Awaken is super duper fun for beast master becuase i need no bard or druid to make the mad giant crab build i made

  16. Some incredibly cool stuff in this UA. I'm playing a Great Old One Tomelock in my current campaign & I'm salivating over those invocations. The Concentration one that lets me use a feat slot for something other than Warcaster (or an ASI) is always appreciated, and the extra uses for my Book of Shadows are both just incredible both in form & function. I'd love to RP a scene where I'm trying to convince my party's benefactor to sign his name in a water-damaged half ship's log half conspiracy wall tome of insanity. Also, the ability to swap spells on a long rest is just perfect. Love it. Then, other warlock stuff is so nice, the ability for non-Hexblade patron Blade Pact warlocks to use armor better than light is golden and then the invocations for Chain that add scaling DCs to your familiar so it remains effective throughout your adventuring career is appreciated as well. So much good stuff.

  17. I wish you would have asked him if he actually meant to add ranged weapons to selection of Monk Weapons, or if that was an error.

  18. I love what he said about the ranger. I think all the new xanathar's classes are amazing but none of them really spoke, Ranger of the wilderness" like BM and Hunter. So with these new changes you can be that character without having to worry about being left behind in the party in terms of usefulness.

  19. Will have to go check out the new ua stuff it sounds interesting but what I’d love most would be more options for healing other than magical healing

  20. So I've been working on a brawler type battlerager, utilizing working on my armor, artisan backstory. What I've come up with is a monk type scaling system utilizing parts of the armor vs damage die. IE while wearing armor all non unarmed attack gave disadvantage, while d6 for fist and while I level I can unlock modifications to my armor to deal more damage. Upward to a charging spiked headbutt maxing out with a 10 + feet charge dealing d12 + str/profiecent. Str saving throw to be pushed 5ft back. As well as a modified version b if the grappling damage based on how the target is grappled. Still working on balance obviously. And the unlock of the abilities I handed to the dm for narrative or a suggested level requirement much like the monks martial abilities.

  21. I love these changes! I think the only thing they overlooked is maybe giving the Eldritch Knight and Arcane Trickster some versatility as well.

  22. I wasn't sure about the unarmed fighting style at first, since I was afraid it would butt in on the monk's identity, but I have noticed a lot of the people at my FLGS have a desire to play a character who's more of a western martial artist (Like a wrestler or a boxer). This looks like it give a way for a strength character to be a punchy dude and not necessarily have ass AC.

  23. "[Aim] is really for that Rogue who doesn't have a melee buddy, they're in fights where there's nowhere to hide, but by golly, they would love to be able to use their Sneak Attack."
    Translation: "We just gave you one more reason to choose Assassin as your Rogue Archetype." 😉

  24. I mean, if you have elven accuracy rogue starts to get broken especially if you take 3 levels of fighter or say one level of hexblade to crit on 19.

  25. since all the other classes can now swap a spell on long rests and wizards are a little less special, wizards should be able to swap one prepared spell during a short rest

  26. That rogue feature is made for the Tabaxi rogue.
    Move x2, then stand still, and get advantage + recharge your double movement.

  27. I'm playing a rogue / wizard multi. I don't even plan on taking 2nd level rogue. I wish wizards could switch out cantrips every once in a while, even if it was only once a week. Versatility is what makes the wizard great, but now a bard has access to a far larger set of cantrips than the wizard does. Feels bad man.

  28. the pact of the talisman seems really weak, you'd be more help to your ally by taking pact of the chain and having your familiar follow them to use the help action or by taking the tomb pact and the new invocations for that. the talisman should at least start with the effect of the Protection of the Talisman invocation that adds a d4 to non-proficient saving throws

  29. if it's just for added options then maybe the players handbook wizards could get an option for something better than the 'savant' ability at level 2?

  30. I don't like the ability to auto gain sneak attack for rouges. Might as well make them 4E "strikers". Classes should have a few drawbacks. Not a fan of the sorcerer spell swap either. Luckily I don't have to use these rules. Would probably house rule them out if they ever become official. If I want to play superhero adventurers I can use a Hero system Champions/Fantasy Heroes. When does the power creep end for 5E?

  31. Hey all this is great but we have very few necromancy spells for the necromancy wizard. When are they going to get some love?

  32. Why not let wizards alternate some of their spells during their short rest? Like a number of spells that equals their intelligence modifier.

  33. I would love unarmed for the Barb, I have to Barb/Monk to do this (which isnt bad but I'd like the option to not need this, think Conan and his vast knowledge of fighting styles) or make "Rage" more than I get angry and hit harder. Monk/Barb for a "focused rage" to harness their Ki energy into more potent attacks or something (Bruce Lee's 1inch punch for example), or give up rage for the ability to cast spells as a Barb.

  34. I'd say that giving rogues proficiency in everything that's a finesse weapon would be nice. Not having scimitars is dumb IMO, I'm usually just allowed to make a "slashing shortsword" instead which is functionally and mechanically the same as a scimitar. The lack of whips is sad as well. I feel like every class except rogue gets reach.

  35. What Ranger class really need is a way of changing the Hunter's Mark target without using a bonus action cause they already competing bonus actions as any archetype they have. Loved the Favored Foe feature but this spell is awful cause of that.

  36. We can finally make a MMA fighter 🙂 but I believe that the fighter that picks this fighting style should also be able to consider the unarmed attacks as a weapon since most of the manuevers require not a melee weapon attack but a weapon attack…

  37. I played a rogue who grew up in a wealthy family and had literally no reason to know THIEVES CANT. My GM said it was a class feature and didn't need a change, it's like the druids druidic feature. but the truth is neither ever came up…. ever. it's a wasted feature and needs an alternative. i've played tons of D&D and THIEVES CANT is a vestigial limb.

  38. One thing I find interesting about the Warlock is how a lot of the focus is on fixing it. Hexblade was an attempt to fix Pact of the Blade, for example. The Pact of the Tome while great suffers from the little fact its own Cantrip is already the best but you at least get a lot of flexibility (plus some other abilities)… and Pact of the chain is just raw flavor and you would never chose it outside roleplay (I mean your sacrificing one of your major abilities as a Warlock… for something Wizards can get with a 1st level spellslot)

    If the Warlock suffers from anything it is that it has too many cooks in the kitchen. Oddly enough the way I fixed it was just… letting their spells refresh… in 5 minutes rather than a short rest.

    What is funny is that the Bladedancer Wizard suffers from this too… but wizard spellcasting is such a powerful ability that a Wizard could have 0 class features other than spellcasting and still be amazing.

  39. Interestingly enough, the new Rogue Cunning Action "Aim" is worded in such a way, where it applies to all attacks, not just ranged attacks

  40. You kind of ruined wizards know. Seeing as every other magic class now knows all spells from their class and can switch them up.

    Sure you can switch cantrip when you level up. But that doesn’t happen to often, and you usually already picked the right cantrip for your character anyway so you shouldn’t need to switch it.

    Maybe make it a little more difficult for other class to switch spells then just a long rest. Or make it easier for wizards to switch between spells seeing as they actually have to work and spend gold getting their spells

  41. Honeslty, this needs to become official. There are so many things in this that help fix and patch probelms that classes have. The most important being spell Versatility. Being able to change out even one spell on Bards, Sorcerers and Warlocks make a world of a difference and help them feel less static compared to classes that can chnage their entire spell list.

  42. I'm wondering if it would be too much for the cleric's "Harness Divine Power" to scale up? As in, expending 2 uses of Channel Divinity to regain a single 2nd-level spell slot, or for a high-level cleric to expending all 3 uses to regain a single 3rd-level spell slot?

  43. I hope they make this stuff official soon, in a book that sums up the classes and spells in their entirety. Feels like something more interesting could be added to the fighter still. Something with a skill that is not part of the manuevers, perhaps a proficiency, or a choice of something. It is much better though.

  44. Important question: will Unarmed Fighting paladins still be able to use their of Divine Smites and related spells with these unarmed strikes?

  45. I love this UA. The ranger has all the signature and flavorful spells (that everyone took anyway) and the climbing and swimming speed you need to explore.

  46. Gotta love more spells for ranger, I'm abit concerned with the hunters mark bitb persobaly I think that the best way to prevent serious cheese with hintersmakr hex and stuff like that is to make the huntersmark not cost a spell, but still require concentration

  47. my first character was a sorcerer I wanted vampiric touch and demiplane so much on my list I am really happy with the UA if the UA was just the spell list I would have been happy, but you all made my day with all the new options both as a DM and as a player

  48. Best feature of all is Spell Versatility, the thing that always kept me from playing a Sorcerer was being stuck with the same 15 spells forever.

  49. Wizards get to change out cantrips, while Sorcerers get better flexibility and spell access than Wizards, removing their only limiting feature, and completely undermining the role and identity of the Wizard.

  50. With the ability that almost all casters can switch one spell now (of the same level) per long rest, what about the supposed flexibility of the wizard?

    They sure have the largest list of spells available to them but they must learn them to be able to prepare them. I believe the wizards need some work after this buff to other casters or else, they will become a lot less flexible than they are intended to be.

  51. If you wanted to do support warlock before Talisman, I did a Pact of the Chain Supportlock via the Kraken Warlock from Mike Mearls & Triton. You had innate castings of Fog Cloud & Gust of Wind, the ability to have movable darkness by casting it on a object and having your imp flying around invisible with it (or help actions everywhere), and grappling at range. Along with Silent Image at will, you're able to manipulate advantage/disadvantage a LOT, and when youre not doing that you have Eldritch Blast & Call Lightning.

    Talisman is cool, but Chain is still the best support pact w/o extra help from Eldritch Invocations.

  52. The unarmed fighting style looks to be a lot of fun. Take a fight with that Tavern Brawler and Grappler and you get to be "The Macho Man"

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