![]() The only difference is that the replacement spell has to be of the same level as the spell it replaces, not the same or lower level. Since posting this, I've found out that the UA playtest class features give almost exactly my example as a feature for the Bard, Ranger, Sorcerer, and Warlock classes at 1st level. But in the meantime, what principles can I use (in addition to the ones in the Unearthed Arcana article) to determine whether and at what level a new optional class feature is balanced? I've only been playing 5e for a few months so maybe when I have more experience it'll be easier. I've looked at other classes and can't find anything that really "feels" the same, so I'm having trouble using that as a guide. But maybe that's totally bonkers and it would be perfect at 1st level, or maybe it would break the game. I feel like this might be inappropriate at early levels, when the Sorcerer knows so few spells, but might be more appropriate later on, when switching out one spell would leave the character's spells known mostly unaffected. When you finish a long rest, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list of the same or lower level. This feels a little too restrictive to me, and I'd like to add the following benefit: How do I figure out: (1) whether they're overpowered/underpowered, and, if they're not, (2) what level they'd be appropriate at?įor example, the sorcerer's Spellcasting class feature currently includes the following text:Īdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Obviously the safest solution is to rule them out, but I'd like to try to be more thoughtful than that. I can't tell, though, whether a few features I'm considering adhere to or violate the principles in the Unearthed Arcana article. the sorcerer can use her body as an Arcane Focus from the get-go). Some of the features I'm adding seem so narratively essential to the class and also so mechanically negligible, at least in the campaigns I've played in so far, that it's easy to figure out where to put them (e.g. I've read the Unearthed Arcana article about modifying classes, and I've tried to adhere to all the principles it sets forth. With that in mind, here are a few additional entries to our list of the best 5e D&D subclasses for 2021.I'm working on a homebrew revision (and slight buff) of the Sorcerer class in D&D 5e that includes some additional class features. Even classes that seem to be dull and clichéd can enjoy some renewed life with the addition of something creative for characters to experience and enjoy. That includes an increase in the options for unique class and character builds, including some interesting new subclasses. ![]() Updated on November 11, 2021, by Kristy Ambrose: The D&D universe is always expanding to include new modules, supplemental materials, and collections of lore and local history for every backstory. ![]() Here are some of the most popular and interesting examples of D&D subclasses that come from various expansions. Today, thanks to the wealth of supplemental materials available with the release of 5e, there's a whole selection of character subclasses for players to enjoy. In the early days of D&D, there were fewer classes, and roleplaying was less sophisticated. ![]() RELATED: Pro Tips To Create A Cyberpunk D&D Campaign Typically, though, it refers to the specific type that a player falls into under the main class they have chosen, such as Fighter, Wizard, or Rogue. Others are homebrews or just creative twists on existing D&D rules. It can refer to a character that's dual- or multi-classed, one the has a trait or skill that makes them unique, or maybe they're an adherent of a mysterious school of spellcraft or spiritual discipline. A subclass in Dungeons & Dragons is a versatile term. ![]()
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