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Dungeons & Dragons: Tasha’s Cauldron of Everything (D&D Rules Expansion book): 1 (Dungeons & Dragons )

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This interesting archetype is based on the concept of a barbarian that is infused with the power of wild magic. Due to the barbarian’s rage, their emotional state makes them susceptible to the forces of natural magic. Narratively, on the other hand, it might seem odd to say that a character can encounter "an entity or a place of overwhelming power, beauty, or terror" only at certain pre-determined level breaks. The three specific examples given of circumstances in which a GM might allow a "Sudden change" are all plot-driven, and there is certainly a disconnect with saying that such events matter only if they coincide with the steady progression in class ability measured by experience points. Here it appears that the circumstances around which a "Sudden change" is justified also argue for allowing the change at any level.

These three sections almost seem like different rules altogether for changing subclasses. I get that the two subsections, "Training Time" and "Sudden Change", shouldn't be mixed. However, the rule about only changing a subclass when gaining a new subclass feature is under the main section heading. This makes me believe this rule should be applied to both of the subsections. If not, then I feel like this should have been its own separate subsection as well. On the other hand, if you have a table of "Storytellers", a change at any time is fine, as long as it connects to the character and plot arcs you are creating. Allowing the change to coincide with an important dramatic event can even reinforce the player's connection to their character concept. In this case, you are likely using "Story-based advancement" (DMG 261) anyway, so the events that justify their "Sudden change" are also likely to be level breaks as well - although you can safely ignore whether or not the new level comes with a subclass feature. With your wild shape, a Circle of Stars druid can draw from magical constellations in the shape of a chalice, dragon, or archer. At higher levels, you can read omens from the star map to add or subtract a d6 from nearby creatures rolls. At level 14 you even become incorporeal, making you resistant to natural damage. Druid – Circle of Wildfire The book also reprints the original three artificer subclasses from Eberron as well. Wrapping Up Our Tashas Cauldron of Everything New Subclasses GuideThese are not rules in the traditional sense. These are suggestions a DM might use to facilitate a subclass change in their game. Under " Training Time", we see (emphasis mine): I would ditch the limitation of " you can change your subclass when you would normally gain a new subclass feature." The other stand out for me is Piercer;any DEX-build martial with a Shortbow or Longbow and a Spear or Rapier gets a pretty significant damage boost. I can see Rangers or Kensei Monks especially getting alot of benefitout of this with their other bonuses ( Hunter's Mark or Swift Quiver for the Ranger, Kensei features and Ki-fuelled strike for the Kensei).

at level 7, the swarm can lift you up to give you a flying speed of 10 feet for one minute. As you level, the swarm’s ability to do damage and move creatures grows as well. At level 15 you can become one with the swarm, allowing your to give yourself resistance to damage after you’ve already been hit. Rogue – Phantom The DM might also require an expenditure of money to pay for training, [...] This cost might be accompanied by a quest of some sort.And all of the explanations make it clear that how it works is up to the DM. For instance, under " Training Time", it says (p. 8): More psionics! this time, you even get a spellcaster with some psionic powers. the Aberrant Mind sorcerer gains psionic spells and telepathic speech at level 1. At level 6, you can use sorcery points to cast a spell instead of slots. As you level, you gain resistance to psychic damage and advantage against being charmed or frightened.

The impact of permitting a subclass change at any point in time compared to one allowed at certain levels only largely depends on your play style. You may want to review "Know your players" (DMG 6). At one extreme would be if you had a table of "Optimizers", who "welcome any opportunity to demonstrate their characters' superiority." In this case, I would strongly recommend that you keep to a hard requirement of changing subclass only at subclass-defining level breaks, and that you impose the time and gold requirement of "Training time" as well (although not the quest). Anything less will invite these players to switch subclass solely for the mechanical advantages involved, and you will have things like them reasoning, "Now that I have magic item x or spell y, I get better synergy with subclass z, so I want to switch now." Granting a subclass change to one of them while disallowing it to another one is also likely to generate hard feelings.

The final subsection, " Sudden Change" says characters could have an immediate subclass change. Does this mean immediately when a character would gain a new subclass feature, or at any time at all? There is an initial introductory paragraph under the section heading, and then two sections under subheadings. Textually / Structurally it would appear that the first paragraph contains the general rules, and then the two subheadings offer contrasting implementations. Thus, the design and layout of the rules imply that changing your subclass can occur only at level breaks when you gain a new subclass feature; that is a hard requirement for invoking this rule. Once the rule is in play, the GM then selects from two contrasting options for implementing it - will it cost resources ("Training time"; time, gold, a quest), or not ("Sudden change")? In either situation, I would work the subclass change at their next level up. In the first scenario, if they give me time to work in some plot, there is going to be some significant plot leading up to their next level up that will culminate in a change of subclass when they finally level up. The oath of the Watcher is focused on protecting the mortal realm from extraplanar creatures. Their tenets are vigilance, loyalty, and discipline. Much like clerics with undead, these paladins can turn aberrations, celestials, elementals, fey, and fiend using channel divinity.

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