We’re again for half two of this very, very giant endeavor. If you didn’t begin with Part One, properly, I’m not your boss, learn these in no matter order you wish to learn them. I simply needed to put the groundwork for among the modifications we see within the lessons afterward, as a result of among the nuance of why issues had been completed the best way they had been lies on how the adjoining guidelines have been modified. Also, only for some added context:
This time round, we’re going to take a look at class groupings, spell lists, and feats. We already noticed this a bit within the Rules Glossary, however quite a lot of the design house on this space is invested within the concept of making a broad definition, then referring to that broad definition, reasonably than totally describing gadgets a number of occasions, and standardizing comparable, however not equivalent, traits and guidelines from the 2014 guidelines.
I perceive this, and to an extent, I feel it is smart for designers to design “forward” to make their lives simpler, however as I mentioned final time round, I feel there are some pitfalls to this sort of design. Namely, referring to the identical bins typically makes you consider the bins and never the ultimate outcome, and referring to a broad definition appears less complicated, however typically makes somebody scrabble to refresh their reminiscence of that broad definition to verify they keep in mind the entire nuance for the reason that guidelines aren’t defined in plain language after they seem.
Class Groupings
This Unearthed Arcana is known as “Expert Classes” as a result of the entire D&D lessons are, as of now, and until modified later within the playtest, assigned to a broad class. Those classes are:
- Expert
- Bard
- Ranger
- Rogue
- Artificer
- Mages
- Priests
- Warriors
Now that these broad classes have been outlined, they will use them as necessities and as a method to reference different guidelines. For instance, within the feats, some feats are already constrained to a specific group.
It’s onerous to attract too many conclusions from this at this time. The main ingredient that they’ve recognized with the Expert lessons is that all of them acquire Expertise of some form. All of the Mages group get Arcane spells. All of the Priest group get both Divine or Primal magic. All of the Warriors “deal and endure many wounds.”
The two most concrete parts we now have seen on this doc is to standardize the degrees at which lessons inside a gaggle get their subclass skills, and to offer a prerequisite for feats. We know meaning they’ve modified the entire Expert group to third, sixth, tenth, and 14th, however that strongly implies that Druids and Paladins will most likely be transferring their subclasses to 1st degree. Lots extra on this after we get to the lessons themselves, however the definition of “backward compatibility” is de facto taking a beating if the entire modifications on this playtest stay in place.
Spell Lists
We already noticed a preview of the spell lists within the earlier Unearthed Arcana for One D&D. This time round, we see the entire spell checklist, going from 0 to ninth degree, for the entire Arcane, Divine, and Primal spells. I don’t need to spend so much of time dwelling on the lists as a complete, aside from to level out that in the event you take a look at the category groupings, and also you see some lessons that had distinctive spells to that class, these distinctive spells are most likely a part of the general spell checklist now. That means smite spells find yourself in divine lists, and issues like dissonant whispers find yourself on the Arcane checklist.
I’m nonetheless understanding how I really feel about this. I’m not going to say it’s good or dangerous, however as with among the different “bundling” that has appeared all through this doc, I feel taking among the distinctive spells that solely belonged to 1 class and making them extra common does take away among the persona constructed into these lessons.
Speaking of bundling guidelines for broad definition, it looks like some lessons can be gaining access to spells on this format:
“You have access to the [Arcane, Divine, or Primal] spell list, and may choose spells from the [insert list of spell schools].”
That implies that colleges instantly change into extra vital than they had been beforehand, outdoors of some nook instances and wizard specializations. That additionally leads us to some spells that switched colleges on this doc, and I think many of those modified colleges not from a “story logic” standpoint, however so that they aligned higher with what lessons they needed to have what spells.
The modified spells are:
- Aura of Vitality (Abjuration)
- Blindness/Deafness (Transmutation)
- Contingency (Abjuration)
- Cure Wounds (Abjuration)
- Dancing Lights (Illusion)
- Earthquake (Transmutation)
- Flaming Sphere (Evocation)
- Glibness (Enchantment)
- Hallow (Abjuration)
- Healing Word (Abjuration)
- Mass Cure Wounds (Abjuration)
- Mass Heal (Abjuration)
- Mass Healing Word (Abjuration)
- Power Word Heal (Abjuration)
- Prayer of Healing (Abjuration)
- Produce Flame (Evocation)
- Reincarnate (Necromancy)
- Sending (Divination)
- Shatter (Transmutation)
- Stoneskin (Transmutation)
- Telepathy (Divination)
- Thunderwave (Transmutation)
I don’t actually wish to spend an excessive amount of time arguing spell colleges and what spells must be the place, however there are a number of inner logic fails for me on that entrance. Thunderwave is a fast burst of energy, that usually denotes evocation, however they need bards to have entry to it. Anything that does injury that sticks round as an object from spherical to spherical, as an alternative of simply exploding or what have you ever, has usually been conjuration, however I’m positive there are some class consideration causes that they needed to bump issues like Flaming Sphere or Produce Flame into Evocation, most likely to verify they’re the sorts of issues solely Wizards or Druids are enjoying with, versus different lessons.
Feats
So, now we now have feats. There are a complete lot of feats on this UA, however there are some traits I needed to handle. Additionally, as a result of I needed to summarize issues like ranges and necessities multi functional place, please settle for my commentary within the type of a desk. I’m an information specialist throughout the day. My love language is spreadsheets.
Anyway, about these traits. First and foremost, these are the primary of the “above 1st level” feats we’re seeing now that the paradigm has moved to feats now not being optionally available, and feats having a degree related to them. Specifically, most of those feats are 4th-level feats, with a number of 1st-level and Twentieth-level feats thrown into the combination.
All of the fourth-level feats have a capability rating enhance constructed into them. In addition, Ability Score Increase is now only a feat that provides you two skill rating will increase as an alternative of the one tacked on to the entire 4th degree feats.
I’m already a little bit leery of feats having various energy ranges, however I needed to handle one thing that soar out at me as I used to be these feats. Every 4th degree feat has a capability rating enhance. You can take 1st degree feats, however that sort of throws off your anticipated development. As a lot as I hate that there’s anticipated development, you possibly can repair this very simply.
Every 4 ranges, you get an Ability Score Improvement. Ability Score Improvement, as a feat, permits you to get a second one in the event you use your feat in that method. All the remainder of these feats, you possibly can design with out worrying about “balancing” a capability rating development into the 4th degree feats, or making a 1st degree feat too unattractive. We’ll see the place goes, I assume.
Epic Boons from the Dungeon Master’s Guide additionally bought added to feats. While a few of this logic touches on the category redesigns, I needed to speak about it right here. Sure, Epic Boons had been sort of an attention-grabbing idea to reward gamers with skills in the event that they stored enjoying after they had been Twentieth degree. But I’m unsure any of them felt so compelling as to revamp lessons to get them at Twentieth degree, as an alternative of getting them in the event you stored enjoying after you reached Twentieth degree.
Some of those launched actually aren’t that jaw-dropping. The purpose they had been reworked into feats is in order that if in case you have characters that wish to take a feat as an alternative, they will try this, or in the event that they acquire new feats by adventuring previous Twentieth degree. But as a lot as these are jaw-dropping, they undoubtedly aren’t to scale with the first and 4th degree feats we now have seen up to now. I assume this appears like quite a lot of effort put in a course I’m unsure is all that thrilling.
Feat |
Level |
Prerequisite |
Notes |
Repeatable |
Fighting Style: Archery |
1 |
Warrior Group |
It’s attention-grabbing that we introduce teams, then introduce exceptions. Rangers get entry to Warrior group feats though they’re consultants, and I’m fairly positive the identical can be true of Paladins. |
No |
Fighting Style: Defense |
1 |
Warrior Group |
See above |
No |
Fighting Style: Dueling |
1 |
Warrior Group |
See above |
No |
Fighting Style: Great Weapon Fighting |
1 |
Warrior Group |
See above |
No |
Fighting Style: Protection |
1 |
Warrior Group |
See above |
No |
Fighting Style: Two-Weapon Fighting |
1 |
Warrior Group |
See above |
No |
Lightly Armored |
1 |
None |
Removed ASI, added medium armor and protect coaching. Pushing this one all the way down to 1st degree, this is likely one of the few that removes an ASI, however is a bit more helpful for the additional coaching concerned. |
No |
Ability Score Improvement |
4 |
None |
If you’re going to make feats customary, this is smart. |
Yes |
Actor |
4 |
Charisma 13+ |
Level requirement and skill rating requirement added, constrained particularly to carry out as an alternative of deception. So in case you are the DM, chances are you’ll wish to be beneficiant sufficient to border Ability Checks as issues that may be thought-about Perform checks as a lot as attainable. |
No |
Athlete |
4 |
Strength, Dexterity, or Constitution 13+ |
Level requirement and skill rating requirement added, added climb velocity, which obviates quite a lot of the Athletics talent. So a lot climb velocity. |
No |
Charger |
4 |
Any Martial Weapon Proficiency |
Added ASI, modified injury to a die as an alternative of a flat bonus, added additional motion. I truly like extra random skills, so I’m high-quality with shifting to a injury die as an alternative of a flat bonus, but in addition, with the “old” crit guidelines again in place, that’s one other die that may be doubled on a vital hit. |
No |
Crossbow Expert |
4 |
Any Martial Weapon Proficiency |
You must have martial proficiency to get this, though you should utilize a lightweight crossbow with out that proficiency. Added an ASI, added a slight change to utilizing a “light” crossbow because the observe up assault. Loads of these feats that add martial weapon proficiency appear to be charging a “feat tax” that I’m not keen on. |
No |
Defensive Duelist |
4 |
Dexterity 13+ |
Added ASI |
No |
Dual Wielder |
4 |
Any Martial Weapon Proficiency |
Added ASI, comparable however extra particular language about treating the non-light weapon as mild. |
No |
Durable |
4 |
Constitution 13+ |
Dropped the earlier model, added bonus motion to spend hit cube, benefit on loss of life saves. This one appears like lots to me, perhaps an excessive amount of. This would have been an important feat so as to add that “you can do this once, and it recharges when you roll initiative” kicker into. |
No |
Elemental Adept |
4 |
Spellcasting or Pact Magic Feature |
Added ASI, skill largely works because it did beforehand. |
Yes |
Grappler |
4 |
Strength or Dexterity 13+ |
Added ASI, retained benefit on attacking a grappled opponent, added no motion discount for you when grappling, can grapple whereas additionally inflicting unarmed injury. |
No |
Great Weapon Master |
4 |
Any Martial Weapon Proficiency |
Added ASI, cleaving nonetheless works, additional injury is computerized however decrease. I’m high-quality with this, though I’m fairly positive it’s going to be doing extra constant injury throughout time with out taking the penalty, which is skewing PC injury upwards over time. |
No |
Heavily Armored |
4 |
Medium Armor Training |
Largely the identical. |
No |
Heavy Armor Master |
4 |
Heavy Armor Training |
Added ASI, injury discount based mostly on proficiency bonus as an alternative of three. On one hand, I don’t assume a injury discount of six is an enormous deal at Twentieth degree, however alternatively, CR 20 vary monsters already don’t actually do as a lot injury as they most likely ought to. |
No |
Inspiring Leader |
4 |
Wisdom or Charisma 13+ |
Added ASI, elevated non permanent hit factors to 2d4+proficiency bonus versus Charisma bonus. So many non permanent hit factors, from so many sources. |
No |
Keen Mind |
4 |
Intelligence 13+ |
Removed course and time sense, photographic reminiscence, changed with proficiency and/or Expertise and fast research. Quick research is additional quantifying that sure talent makes use of are a hard-defined “action,” which might be shifted to a bonus motion with the feat. Also, that is extra proliferation of Expertise, which I really feel like is de facto taking pictures difficulties all to hell. |
No |
Mage Slayer |
4 |
Any Martial Weapon Proficiency |
Adding ASI, eliminated assault towards a spellcaster as a response, added one autosave on an intelligence, knowledge, or charisma save as soon as per lengthy relaxation. I’m questioning if this one was modified as a result of caster stat blocks is probably not utilizing precise spells. If so, this feels much less “mage slayer.” |
No |
Medium Armor Master |
4 |
Medium Armor Training |
Added ASI, eliminated with the ability to stealth with out drawback in medium armor, different advantages the identical. I’m questioning if this presages some modifications to armor varieties coming down the street. Also, not an enormous fan of this transformation, as a result of I do know quite a lot of rangers that like being “medium armored” and nonetheless being the sneaky ambush sort. |
No |
Mounted Combatant |
4 |
Any Martial Weapon Proficiency |
Added ASI, added extra particular language that does successfully the identical factor for attacking unmounted, added benefit to animal dealing with checks. I discussed this above, however once more, I’m not a fan of those fiddly modifications requiring martial weapon proficiency, as a result of typically folks have a personality idea in thoughts that is probably not value burning a feat to qualify. |
No |
Observant |
4 |
Intelligence or Wisdom 13+ |
Removes studying lips, provides vary of abilities you might be proficiency with and/or Expertise, search as a bonus motion. I’m actually to see what the logic was for eradicating studying lips was. Also, it’s one other feat that broadens how many individuals have Expertise, and additional quantifies skill checks as discreetly outlined actions. |
No |
Polearm Master |
4 |
Any Martial Weapon Proficiency |
Added ASI, made it so you possibly can’t be a polearm grasp with a spear, retain pole/haft strike, retain alternative assault when coming into space. Unless there’s a change coming down the pike for spears and quarterstaves in their very own discreet guidelines, this isn’t quite a lot of enjoyable and feels prefer it simply steps on quite a lot of enjoyable character concepts. I think this was completed as a result of design is shifting to referencing broad definitions as an alternative of specifics, and this is likely one of the causes I don’t like that as an total development. |
No |
Resilient |
4 |
None |
Pretty a lot unchanged. |
No |
Ritual Caster |
4 |
Intelligence, Wisdom, or Charisma 13+ |
You simply know two extra spells from one spell checklist that are at all times ready on your, and as soon as per lengthy relaxation, you possibly can forged them, with out casting them as a ritual, at their non-ritual casting velocity. This feels bizarre, particularly because you don’t want this in case you are a spellcaster to forged ritually. I’m unsure how bizarre this can really feel till we see extra spellcasters. |
No |
Sentinel |
4 |
Any Martial Weapon Proficiency |
Added ASI, largely unchanged in any other case. |
No |
Sharpshooter |
4 |
Any Martial Weapon Proficiency |
Added ASI, eliminated bonus injury, stored cowl negation and vary, can shoot at level clean vary with out drawback. I do know sharpshooter was a scorching button difficulty for lots of people, however I’m sort of shocked this didn’t go the identical route as nice weapon grasp, with a static injury bonus as soon as per spherical based mostly on proficiency bonus. Also, taking pictures folks at level clean vary doesn’t actually really feel like a sharpshooter, and perhaps higher suited to the Archery Fighting Style feat. |
No |
Shield Master |
4 |
Shield Training |
Added ASI, shove motion is extra difficult due to modifications to shove and grappling, eliminated dex save bonus from protect, nonetheless permits you to use a response to negate half injury from a profitable save. I’m actually curious concerning the reasoning behind eradicating the protect bonus to dex saves. |
No |
Skulker |
4 |
Dexterity 13+ |
Added ASI, switched a scarcity to drawback to full blindsight out to 10 ft, no language about obscurement ranges, simply benefit to cover in battle. This is one other instance of referring to a broad definition as an alternative of detailing the person advantages, and I don’t see as a lot of an issue with it right here, however I could also be lacking one thing. It feels much less egregious than the extra motion charges. |
No |
Speedster |
4 |
Dexterity or Constitution 13+ |
All new, ASI for Dex or Con, +10 ft motion in non-heavy armor, sprint motion negates troublesome terrain. The half about negating troublesome terrain appears sort of unusual, until that is alleged to be a sort of Flash type of speedster transferring so quick you nearly run above issues. |
No |
Spell Sniper |
4 |
Spellcasting or Pact Magic Feature |
Added ASI, eliminated bonus cantrip, eliminated vary bonus, can assault at level clean vary with out drawback. It’s bizarre {that a} “sniper” feat eliminated the range-boosting a part of the feat. They actually wish to let folks have that point-blank vary ranged assault with no drawback. Maybe that point-blank vary ought to go into War Caster? |
No |
War Caster |
4 |
Spellcasting or Pact Magic Feature |
Added ASI, largely unchanged in any other case. |
No |
Weapon Training (Mastery) |
4 |
None |
Changed from 4 weapons to proficiency in all martial weapons. I’ve bought no drawback with this transformation because it felt sort of fiddly particularly in comparison with multi-classing. |
No |
Epic Boon of Combat Prowess |
20 |
Expert or Warrior Group |
Changed recharge from quick relaxation to subsequent initiative. |
No |
Epic Boon of Dimensional Travel |
20 |
Expert or Mage Group |
Unchanged, aside from clarifying lengthy relaxation along with quick relaxation. Since it doesn’t seem as a boon on this doc, I’ll point out it right here . . . Boon of Planar Travel actually did really feel epic, and doesn’t get transformed to those guidelines. |
No |
Epic Boon of Energy Resistance |
20 |
Expert or Mage Group |
Brand new, can shift vitality resistance with a brief or lengthy relaxation. |
No |
Epic Boon of Fortitude |
20 |
None |
Added a bonus equal to your structure bonus in hit factors everytime you regain hit factors, as soon as per spherical. |
No |
Epic Boon of Irresistible Offense |
20 |
Expert or Warrior Group |
Unchanged. |
No |
Epic Boon of Luck |
20 |
Expert Group |
Changed recharge from quick relaxation to subsequent initiative. |
No |
Epic Boon of the Night Spirit |
20 |
Expert or Mage Group |
New, you change into invisible in dim mild or darkness as an motion, and don’t reappear till you’re taking an motion or response. Given the variety of Ability Checks that outline what you do with them as an motion, you possibly can be reappearing greater than you assume you’ll as worded. |
No |
Epic Boon of Peerless Aim |
20 |
Expert or Warrior Group |
Changed to match Combat Prowess, robotically hitting as an alternative of including +20, additionally recharges with a brand new initiative. |
No |
Epic Boon of Recovery |
20 |
None |
Only fail a loss of life save on a 1, as soon as per lengthy relaxation get better 50% of your hit factors. |
No |
Epic Boon of Skill Proficiency |
20 |
None |
New, you realize each talent ever. Congratulations. There might be just one. |
No |
Epic Boon of Speed |
20 |
Expert or Warrior Group |
New, you get +30 ft to your motion. |
No |
Epic Boon of Undetectability |
20 |
Expert Group |
New, no one can see or hear you when you are hidden. So I’m guessing no pinpointing you with out having Blindsight or Tremorsense, and many others. |
No |
Epic Boon of the Unfettered |
20 |
Expert or Warrior Group |
New, bonus motion disengage and get out of grappled and restrained. This one most likely feels the least Epic of the entire Epic Boons. |
No |
I’m hoping that among the hurdles which can be being launched through weapon proficiency or class teams fade away considerably. I can perceive the idea of future-proofing your designs to make it simpler to fit new parts into your work, but it surely appears like as soon as the weather get outlined, the playtest actually needs to begin utilizing these divisions now, and never sooner or later, and that pushes us farther from backward compatibility.
And talking of backward compatibility, that’s going to be quite a lot of what drives the dialog about lessons and subclasses after we take a look at them within the final installment of this sequence. I hope you’re sticking with me for this experience.