Unearthed Arcana: Class Feature Variants Part I

Unearthed Arcana: Class Feature Variants Part I

If you were living under a rock, another Unearthed Arcana has just dropped Right Here, and oh boy, what things do we got to playtest. Today we will be reviewing the Class Feature Variants, first of all looking at the Barbarian, Bard, Cleric, Druid, Fighter, Monk classes, and some other additions to this Unearthed Arcana. But looking at the whole picture of this edition of Unearthed Arcana, I can say that Wizards delivered with these improvements to the game. Now we have more versatility, and this is what this Unearthed Arcana post is all about - Versatility. More choices, more enhancements, and goodies all along.

In one sense, I love Dungeons and Dragons 5e, and it’s simplicity, but after spending many years with it, you can start to crave some complexity. But with these ideas, I see a path to the next chapters in means of new DnD editions. All of this playtest material paints a picture in my imagination, where 6e could be only made with these kinds of choices in regards to character creation. And in one sense, I don’t mind this at all if it would be balanced. One reason this could remind the current skill trees that you see in video games, but this kind of ability to freely choose whatever you want would be a disaster or a way to make whatever concept character you possibly can. But let’s stop ranting, imagining the future, and see what this Edition of Unearthed Arcana has brought to the table.

Proficiency Versatility

4th-level and higher feature (enhances Ability Score Improvement)

Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class). This change represents one of your skills atrophying as you focus on a different skill.

DG - I see the functional side of this feature, yet I think how the Players would role-play this change of focus that Wizards are implying. On the one hand, it’s excellent, if you decided to be a performer, yet DM doesn’t introduce the opportunities, and you are left with a useless stat or there just not that many religions to study. I like this idea, but on the same token, this has a risk of becoming a variant rule that can remind us why Diablo 3 failed, compared to others, because we could change characters rather quickly and whenever we want. This impacts after couple levels of play, but I see as some players would be more tempted to min-max the character down to the proficiencies, but it’s not that important for the non-skill-monkeys. However, skill monkeys can find a way to abuse this idea. But in the end, as a DM, I would allow this just for one reason - characters change. And if there is a significant reason and want to change somethings, I think it is healthy to implement into a game if the players require it.

Maneuvers from the Battle Master

If you know any maneuvers from the fighter’s Battle Master archetype, you have access to options in the fighter section of this document. See the “Maneuver Versatility” and “Maneuver Options” subsections there

DG - Bwahaha, More, MORE, MORE Maneuvers! Just love the ideas of maneuvers and more of them is great.

Barbarian

A barbarian has access to the following features.

Survival Instincts

2nd-level barbarian feature (replaces Danger Sense)

You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

DG - I like the idea of it, but I see not that many that will exchange an advantage on a dexterity saving throw whenever the Dragon is spitting fire, or a mad mage is playing bowling with fireballs trying to strike down the party. I think is good to encourage less social and skill-based classes with skills to shine, but even then only Perception and maybe Medicine is more used. But if Rogue has the expertise and needs to sink into making a double proficiency bonus I think it should apply here, but I guess that is the price of exchanging this from danger sense.

Instinctive Pounce

5th-level barbarian feature (replaces Fast Movement)

When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to space closer to the creature. This movement doesn’t provoke opportunity attacks.

DG - I love that barbarian can use his reaction to move, this makes an excellent way to make a berserker/Viking/zerg type of marauder that moves to swing his two hand axes along the way like a lawnmower. Yet. 15ft. It is a bit much which could potentially increase movement per turn to 45ft of a barbarian without opportunity attacks. I would say it also shouldn’t have Heavy armor on the Barbarian.

Bard

A bard has access to the following features.

Magical Inspiration

1st-level bard feature (enhances Bardic Inspiration)

If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost.

DG - Thank you, less confusion on the table. And the Bardic Inspiration becomes more useful and brings more utility and appreciation to the bard.

Spell Versatility

1st-level bard feature (enhances Spellcasting)

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.

DG - I think this makes it better for a player, but gives more things to track for the DM. But I think it should be limited to some cap of spell level. It seems like, without restrictions, you can entirely rebuild your character over time.

Rule Tip: Cantrips Are Spells 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.

Cleric

A cleric has access to the following features.

Cantrip Versatility 1st-level cleric feature (enhances Spellcasting) Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.

DG - This makes for more versatility, for the Cleric, doesn’t look like a big thing in means of this enhancement.

Channel Divinity: Harness Divine Power

2nd-level cleric feature (enhances Channel Divinity)

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

DG - This is rather a powerful ability for low-level clerics, but in general, if you by the end of the game only have extra three 1lvl spell slots, I don’t think that makes a huge of a difference.

Blessed Strikes

8th-level cleric Divine Domain feature (replaces Divine Strike or Potent Spellcasting)

In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

DG - So Divine Strike could be more of a damage dealing feature. Still, looking at it, this feature shines as it can be applied to spells and weapon attacks, giving a weaker, but overall more damage, since sometimes, weapon wielders can’t reach their targets efficiently. I’m not a big fan of mixing to separate abilities into one, but I see a more versatile Cleric choosing this thing over Divine Strike or Potent Spell Casting.

Druid

A druid has access to the following features.

Cantrip Versatility

1st-level druid feature (enhances Spellcasting)

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list.

DG - Same thing here. It seems that Wizards are wanted the players to be able to change things up.

Wild Companion

2nd-level druid feature (enhances Wild Shape)

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

DG - An okay enhancement, but I would want to see a subclass where a druid could summon his Companions to the battlefield and use them as a way to deal damage, Perhaps a Shaman subclass or own Class would be interesting.

Fighter

A fighter has access to the following features.

Fighting Style Options

1st-level fighter feature (enhances Fighting Style)

When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see page 12). The Superior Technique style is also added to the list of style options available to you.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

DG - I love the idea of making fighting styles and have at least one thing to them. Since most of the time, fighting styles just become a passive feature rather than a something that players can use. It gives a small bit of complexity, and it’s just amazing.

Maneuver Versatility

1st-level feature (enhances Maneuvers)

If you know any maneuvers from the fighter’s Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.

DG - As a lover of Battlemasters - this makes my day. And I like the idea of a soldier practicing maneuvers for his next opponent or a monster that he is trying to take down.

Maneuver Options

1st-level feature (enhances Maneuvers)

If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters and to characters who have the Superior Technique fighting style or the Martial Adept feat.

Ambush When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.

DG - Lovely idea for that mercenary, bounty hunter types.

Bait and Switch When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.

DG - I see this more of a defensive RP move, but it’s alright. Maybe an increase in range would be better.

Brace When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.

DG - Lovely.

Restraining Strike Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.

DG - As a DM, I would see this as a bit of a nuisance.

Silver Tongue When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.

DG - I see this more of an RP flavoring thing, but knowing that fighters are not big on having excellent skills, looks somewhat okay.

Snipe As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.

DG - An extra range attack, I don’t know the idea is cool, but it seems to lack some restrictions since range attacks can reach pretty much everyone on the battlefield.

Studious Eye When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.

DG - Same thing as a Silvered Tongue, nothing much to add here.

Monk

A monk has access to the following features.

Monk Weapons

1st-level monk feature (enhances Martial Arts)

You can use this feature to define your monk weapons, rather than using the definition in Martial Arts. You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria:

  • The weapon must be a simple or martial weapon.

  • You must be proficient with the weapon.

  • The weapon must lack these properties: heavy, special, or two-handed.

DG - What is the point of Monk carrying five weapons at once? Unless if you are into 80s Kung Fu Movie Cheese(I don’t judge, but why would you need more weapons, at the end of the game, more than Neo requires Guns).

Ki-Fueled Strike

2nd-level monk feature (enhances Ki)

If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.

DG - Well, maybe you need those weapons now...

Ki Features

2nd-level monk feature (enhances Ki)

When you gain the Ki feature at 2nd level, you get access to the following features.

Distant Eye When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.

DG - This is becoming an 80s cheese movie I swear. Yet this is a pretty neat situational feature.

Quickened Healing As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.

DG - For those squishy Monks, I see this as a useful ability to have, yet the question is it worth 2 Ki and an action? That’s a possible 3 attacks if everything falls in order.

So there it was the Class Feature Variants, what are your thoughts on the changes? Part Two of the Class Feature Variants are coming soon.


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