[NEW] A section on Changing Your Subclass, which suggests you can change your subclass to a different one within your class at a level at which you would normally gain a subclass feature. This replaces all your previous subclass features with the new one. Suggestion for DMs is to require the character train for a number of days equal to their new level and spend 100 gp times their new level. It also may require a quest to make sense of the change -- a sorcerer seeking out an ancient dragon's blood or blessing for their new choice of bloodline, for example. Returning to a previous subclass takes 0 gp and half the training time. Alternately, a character might undergo a "sudden change" as a result of a story moment.
[NEW] A section on Changing Your Subclass, which suggests you can change your subclass to a different one within your class at a level at which you would normally gain a subclass feature. This replaces all your previous subclass features with the new one. Suggestion for DMs is to require the character train for a number of days equal to their new level and spend 100 gp times their new level. It also may require a quest to make sense of the change -- a sorcerer seeking out an ancient dragon's blood or blessing for their new choice of bloodline, for example. Returning to a previous subclass takes 0 gp and half the training time. Alternately, a character might undergo a "sudden change" as a result of a story moment.
So there will be a "respecc" option
Well thats certainly interesting;
Man the whole book leaked!
Lot of nerfs for stuff (Fey ranger, astral monk)
but some realllly unexpected buffs (Bladesinger 6th level holy crap!)
Sorcerers got screwed over hard....as a base class.
The new sorcerer subclasses just know 11 more spells for some reason lol.
[NEW] A section on Changing Your Subclass, which suggests you can change your subclass to a different one within your class at a level at which you would normally gain a subclass feature. This replaces all your previous subclass features with the new one. Suggestion for DMs is to require the character train for a number of days equal to their new level and spend 100 gp times their new level. It also may require a quest to make sense of the change -- a sorcerer seeking out an ancient dragon's blood or blessing for their new choice of bloodline, for example. Returning to a previous subclass takes 0 gp and half the training time. Alternately, a character might undergo a "sudden change" as a result of a story moment.
So there will be a "respecc" option
Well thats certainly interesting;
Man the whole book leaked!
Lot of nerfs for stuff (Fey ranger, astral monk)
but some realllly unexpected buffs (Bladesinger 6th level holy crap!)
Sorcerers got screwed over hard....as a base class.
The new sorcerer subclasses just know 11 more spells for some reason lol.
those are some brutal nerfs right there, was changing a single spell per long rest really too much to ask? was letting clerics swap a subclass feature to focus more on ether melee or cantrips really that strong? The bladesinger getting an arguably superior version of the eldrich knight's 7th level feature seems weird tho
also why is this leak considered trustworthy?
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Unlikely. The Community was excessively hypercritical of Spell Versatility. Anything which infringes on the ability of wizards or divine spellcasters to alter their spell lists at a whim was considered to be a nonsurvivable body blow to the very soul of the game. Many players espoused that if Spell Versatility made it into official format, the game would no longer be Dungeons and Dragons and they would all immediately burn their books prior to storming Wizards' headquarters and skinning the development team alive.
I'm not particularly exaggerating, either. The response to Spell Versatility was vicious. Anyone who defended it for any reason, or even who simply failed to condemn it, was attacked as a horrible powergamer at the kindest. Apparently spontaneous casters have some manner of innate edge over prepared casters - though this edge was never actually explained - that makes them absolutely, inarguably, and horrifyingly overpowered should they be allowed to switch their known spells ever. Via Spell Versatility, on level-up, doesn't matter. Sorcerers, bards, rangers, and the micro-wizard subclasses are all supposed to brand their spells into their very souls and never be permitted to change or alter their list of ten or twelve magical abilities, whilst the divine casters have daily access to their entire pool of spells and wizards build spellbooks containing hundreds of options for them to select from.
It's bizarre and frustrating, but it's also sadly inevitable. The hue and cry was so pervasive that there was no way the company would go against it, or even simply put a brief aside in their books that reminds a DM that it's okay to withdraw the hundred-foot iron rod three additional inches from their anus and let a player trade out a spell they aren't fond of or didn't fully understand when they selected it for something more fitting.
Unlikely. The Community was excessively hypercritical of Spell Versatility. Anything which infringes on the ability of wizards or divine spellcasters to alter their spell lists at a whim was considered to be a nonsurvivable body blow to the very soul of the game. Many players espoused that if Spell Versatility made it into official format, the game would no longer be Dungeons and Dragons and they would all immediately burn their books prior to storming Wizards' headquarters and skinning the development team alive.
I'm not particularly exaggerating, either. The response to Spell Versatility was vicious. Anyone who defended it for any reason, or even who simply failed to condemn it, was attacked as a horrible powergamer at the kindest. Apparently spontaneous casters have some manner of innate edge over prepared casters - though this edge was never actually explained - that makes them absolutely, inarguably, and horrifyingly overpowered should they be allowed to switch their known spells ever. Via Spell Versatility, on level-up, doesn't matter. Sorcerers, bards, rangers, and the micro-wizard subclasses are all supposed to brand their spells into their very souls and never be permitted to change or alter their list of ten or twelve magical abilities, whilst the divine casters have daily access to their entire pool of spells and wizards build spellbooks containing hundreds of options for them to select from.
It's bizarre and frustrating, but it's also sadly inevitable. The hue and cry was so pervasive that there was no way the company would go against it, or even simply put a brief aside in their books that reminds a DM that it's okay to withdraw the hundred-foot iron rod three additional inches from their anus and let a player trade out a spell they aren't fond of or didn't fully understand when they selected it for something more fitting.
Spell versatility was extremely good and even if it's not in Tasha's, I'm using it if it ever comes up in a game I run.
It's not relevant to my current game, because the only spells-known caster is a ranger, and from the moment I began playing 5e I've always houseruled that rangers prepare their spells just like paladins, but if it ever becomes relevant...
Unlikely. The Community was excessively hypercritical of Spell Versatility. Anything which infringes on the ability of wizards or divine spellcasters to alter their spell lists at a whim was considered to be a nonsurvivable body blow to the very soul of the game. Many players espoused that if Spell Versatility made it into official format, the game would no longer be Dungeons and Dragons and they would all immediately burn their books prior to storming Wizards' headquarters and skinning the development team alive.
I'm not particularly exaggerating, either. The response to Spell Versatility was vicious. Anyone who defended it for any reason, or even who simply failed to condemn it, was attacked as a horrible powergamer at the kindest. Apparently spontaneous casters have some manner of innate edge over prepared casters - though this edge was never actually explained - that makes them absolutely, inarguably, and horrifyingly overpowered should they be allowed to switch their known spells ever. Via Spell Versatility, on level-up, doesn't matter. Sorcerers, bards, rangers, and the micro-wizard subclasses are all supposed to brand their spells into their very souls and never be permitted to change or alter their list of ten or twelve magical abilities, whilst the divine casters have daily access to their entire pool of spells and wizards build spellbooks containing hundreds of options for them to select from.
It's bizarre and frustrating, but it's also sadly inevitable. The hue and cry was so pervasive that there was no way the company would go against it, or even simply put a brief aside in their books that reminds a DM that it's okay to withdraw the hundred-foot iron rod three additional inches from their anus and let a player trade out a spell they aren't fond of or didn't fully understand when they selected it for something more fitting.
So they should buff them using other abilities. Right now they gave away metamagic from sorcerer to everyone (feat). This is the only unique sorcerer thing. Also in previous editions wizard had to prepare spells one by one and assign slots to them, sorcerer had more spell slots than wizard. 5e changed that, sorcerer were worse than wizards for the very beginning. Also it wasn't that unique for a wizard - cleric and druid could do that too. Right now sorcerer has only 15 spells, bard 22, wizard 44 + scrolls. Sorcerer is the only spellcasting class that can't use rituals. Old sorcerer subclasses won't get more spells, only new ones. Sorcerer and bards can take spells that doesn't fit campaign/group and you can't do much about it. You can't change spells post 20 and before you can change only 1 spell every level. Meanwhile wizard (and only a wizard) got ability to swap cantrips every long rest. Also new wizard subclass got an ability to swap damage types of its spells for free, Sorcerers/bard are really behind a wizard. In my opinion they should get something more.
According to the Reddit link that was posted, Wizards can now change one cantrip when they take a long rest. I am going to assume that WotC hasn't completely lost their minds and conclude from this that Spell Versatility is indeed a thing now.
According to the Reddit link that was posted, Wizards can now change one cantrip when they take a long rest. I am going to assume that WotC hasn't completely lost their minds and conclude from this that Spell Versatility is indeed a thing now.
Unlikely. The Community was excessively hypercritical of Spell Versatility. Anything which infringes on the ability of wizards or divine spellcasters to alter their spell lists at a whim was considered to be a nonsurvivable body blow to the very soul of the game. Many players espoused that if Spell Versatility made it into official format, the game would no longer be Dungeons and Dragons and they would all immediately burn their books prior to storming Wizards' headquarters and skinning the development team alive.
I'm not particularly exaggerating, either. The response to Spell Versatility was vicious. Anyone who defended it for any reason, or even who simply failed to condemn it, was attacked as a horrible powergamer at the kindest. Apparently spontaneous casters have some manner of innate edge over prepared casters - though this edge was never actually explained - that makes them absolutely, inarguably, and horrifyingly overpowered should they be allowed to switch their known spells ever. Via Spell Versatility, on level-up, doesn't matter. Sorcerers, bards, rangers, and the micro-wizard subclasses are all supposed to brand their spells into their very souls and never be permitted to change or alter their list of ten or twelve magical abilities, whilst the divine casters have daily access to their entire pool of spells and wizards build spellbooks containing hundreds of options for them to select from.
It's bizarre and frustrating, but it's also sadly inevitable. The hue and cry was so pervasive that there was no way the company would go against it, or even simply put a brief aside in their books that reminds a DM that it's okay to withdraw the hundred-foot iron rod three additional inches from their anus and let a player trade out a spell they aren't fond of or didn't fully understand when they selected it for something more fitting.
Really? My playerbase, because the chars are long times on one level because of long going campaigns, loved spell versatility. They were happy for their teammates, that they could help them better that way.
Spell versatility is dead but Wizards can switch out a cantrip? Something nobody else can do? Wow. I hope the leak is wrong.
The signature feature of wizards is being able to change their spell loadout, so it's understandable, but there's a general balance problem with prepared vs spontaneous casters in 5e: prepared casters are just better. I'd be tempted to require prepared casters to use 3e spell preparation, though that might be an overly heavy nerf.
Disappointed to the changes to Favored Foe, looks like I'll be sticking with Hunter's Mark.
Also I'm eager to see the exact wording on the changes to Blessed Strike; it still adds to Divine Strike and doesn't replace it, right? I could probably live with that. And I'm loving the upgrade on the Channel Divinity -- much better than just a level 1 spell slot.
I'll admit to being one of those folks who's happy to see that Spell Versatility didn't stick around, though for me it just felt like the manner in which a class dealt with spellcasting as a feature was a defining part of a given class, and that you're knowingly taking on the risk of selecting a spell you might never use, or too situationally use if you pick Bard, Sorcerer, etc. and you have to live with it until level up. There's less of a risk in picking Earthbind if you can just swap it out again. Possibly if it had been tweaked a little more, like it was only available after 10th level, or once a week instead of once a long rest, but either way, it wasn't about power levels to me. But I'm not going to kick up a fuss if people still keep it as homebrew, and I don't really want to start a debate here, either.
New artificer magic item that can transform into an artisans tool of your choice; no matter what it turns into, you're prof in it. While holding it, it gives you save dc/spell attack roll bonus. Once per day, for 8 hours, cast any cantrip from any class list as if you know it. Available in +1, +2, +3 varieties.
Sounds like they took Right Tool for the Job, Hat of Wizardry, and Rod of the Pact Keeper and mixed them together into one heck of a magic item for artificers.
Useful to any artificer but essentially a must-have for an alchemist. Bonus to spell DC/Attack rolls, counts as Alchemist Supplies sometimes, allows you to cast a cantrip outside the Artificer spell list from it. Pick Toll The Dead and rock out with d12s and + INT + 1 (or 2 or 3) to damage rolls on a failed wisdom save.
I look forward to seeing the exact wording of that magic item cause it sounds almost too good to be true.
"Hey, be careful guys! People might actually want to play a ranger or sorcerer now!"
"You're right! Let's nerf the hell out of these changes!"
After the travesty that was the Alchemist, I can't say I'm surprised that WOTC continues to make crappy choices when it comes to nerfing UA content.
My favored enemy fix from long ago was simply adding this to it:
Additionally, you know the Hunter's Mark spell. It does not count against the number of spells you know. You may cast Hunter's Mark on one of your favored enemies without expending a spell slot. When cast in this way, the spell ends once the target drops to 0 hit points.
I still think it's better than any of the other fixes.
https://old.reddit.com/r/dndleaks/comments/ifwgvl/everything_we_know_about_tashas_cauldron_of/
So there will be a "respecc" option
Well thats certainly interesting;
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
Man the whole book leaked!
Lot of nerfs for stuff (Fey ranger, astral monk)
but some realllly unexpected buffs (Bladesinger 6th level holy crap!)
Sorcerers got screwed over hard....as a base class.
The new sorcerer subclasses just know 11 more spells for some reason lol.
Yeah there is quite a bit of Nerfs or cuts...
https://www.reddit.com/r/dndnext/comments/jjhlq3/complied_info_from_the_tashas_leak/
In some cases its not even funny...
WotC really should do more than just One round of testing before making definitive decisions about the tested materials.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
Agreed. Seems they made Wizard a lot better (LR Cantrip change out just for them? WTF is that?)
But Sorcerer on the whole got hosed hard....they got two metamagic but they are just ok at best.
The sorcerer subclasses know a whole boatload of new spells but that screws over the older versions.
Its a mixed bag for sure....
those are some brutal nerfs right there, was changing a single spell per long rest really too much to ask? was letting clerics swap a subclass feature to focus more on ether melee or cantrips really that strong?
The bladesinger getting an arguably superior version of the eldrich knight's 7th level feature seems weird tho
also why is this leak considered trustworthy?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Cause the leak comes from Fantasy Grounds.
They did a Gooff, by setting the pre-order date of the digital content to October 26.
People noticed that they could edit the Link and thus got acces to the whole thing, and quickly made screenshots/copies of it.
The FG team quickly caught up on it and took the thing down and set it to the correct date of Nov 17th, but it was too late.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
Still hope, someone read that wrong with the spell versatility.
Unlikely. The Community was excessively hypercritical of Spell Versatility. Anything which infringes on the ability of wizards or divine spellcasters to alter their spell lists at a whim was considered to be a nonsurvivable body blow to the very soul of the game. Many players espoused that if Spell Versatility made it into official format, the game would no longer be Dungeons and Dragons and they would all immediately burn their books prior to storming Wizards' headquarters and skinning the development team alive.
I'm not particularly exaggerating, either. The response to Spell Versatility was vicious. Anyone who defended it for any reason, or even who simply failed to condemn it, was attacked as a horrible powergamer at the kindest. Apparently spontaneous casters have some manner of innate edge over prepared casters - though this edge was never actually explained - that makes them absolutely, inarguably, and horrifyingly overpowered should they be allowed to switch their known spells ever. Via Spell Versatility, on level-up, doesn't matter. Sorcerers, bards, rangers, and the micro-wizard subclasses are all supposed to brand their spells into their very souls and never be permitted to change or alter their list of ten or twelve magical abilities, whilst the divine casters have daily access to their entire pool of spells and wizards build spellbooks containing hundreds of options for them to select from.
It's bizarre and frustrating, but it's also sadly inevitable. The hue and cry was so pervasive that there was no way the company would go against it, or even simply put a brief aside in their books that reminds a DM that it's okay to withdraw the hundred-foot iron rod three additional inches from their anus and let a player trade out a spell they aren't fond of or didn't fully understand when they selected it for something more fitting.
Please do not contact or message me.
Spell versatility was extremely good and even if it's not in Tasha's, I'm using it if it ever comes up in a game I run.
It's not relevant to my current game, because the only spells-known caster is a ranger, and from the moment I began playing 5e I've always houseruled that rangers prepare their spells just like paladins, but if it ever becomes relevant...
So they should buff them using other abilities. Right now they gave away metamagic from sorcerer to everyone (feat). This is the only unique sorcerer thing. Also in previous editions wizard had to prepare spells one by one and assign slots to them, sorcerer had more spell slots than wizard. 5e changed that, sorcerer were worse than wizards for the very beginning.
Also it wasn't that unique for a wizard - cleric and druid could do that too.
Right now sorcerer has only 15 spells, bard 22, wizard 44 + scrolls. Sorcerer is the only spellcasting class that can't use rituals. Old sorcerer subclasses won't get more spells, only new ones. Sorcerer and bards can take spells that doesn't fit campaign/group and you can't do much about it. You can't change spells post 20 and before you can change only 1 spell every level. Meanwhile wizard (and only a wizard) got ability to swap cantrips every long rest. Also new wizard subclass got an ability to swap damage types of its spells for free,
Sorcerers/bard are really behind a wizard. In my opinion they should get something more.
According to the Reddit link that was posted, Wizards can now change one cantrip when they take a long rest. I am going to assume that WotC hasn't completely lost their minds and conclude from this that Spell Versatility is indeed a thing now.
Leak says that spell versatility is dead.
Really?
My playerbase, because the chars are long times on one level because of long going campaigns, loved spell versatility. They were happy for their teammates, that they could help them better that way.
I am gonna keep it for my campaigns too.
Spell versatility is dead but Wizards can switch out a cantrip? Something nobody else can do? Wow. I hope the leak is wrong.
The signature feature of wizards is being able to change their spell loadout, so it's understandable, but there's a general balance problem with prepared vs spontaneous casters in 5e: prepared casters are just better. I'd be tempted to require prepared casters to use 3e spell preparation, though that might be an overly heavy nerf.
Disappointed to the changes to Favored Foe, looks like I'll be sticking with Hunter's Mark.
Also I'm eager to see the exact wording on the changes to Blessed Strike; it still adds to Divine Strike and doesn't replace it, right? I could probably live with that. And I'm loving the upgrade on the Channel Divinity -- much better than just a level 1 spell slot.
I'll admit to being one of those folks who's happy to see that Spell Versatility didn't stick around, though for me it just felt like the manner in which a class dealt with spellcasting as a feature was a defining part of a given class, and that you're knowingly taking on the risk of selecting a spell you might never use, or too situationally use if you pick Bard, Sorcerer, etc. and you have to live with it until level up. There's less of a risk in picking Earthbind if you can just swap it out again. Possibly if it had been tweaked a little more, like it was only available after 10th level, or once a week instead of once a long rest, but either way, it wasn't about power levels to me. But I'm not going to kick up a fuss if people still keep it as homebrew, and I don't really want to start a debate here, either.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I'm hoping that some of these leaks are wrong, because a few are dissappointing as shit. However...
...Am I to understand that the Psionic Power Dice WASN'T brutally murdered in it's sleep like I thought is was?
"Hey, be careful guys! People might actually want to play a ranger or sorcerer now!"
"You're right! Let's nerf the hell out of these changes!"
After the travesty that was the Alchemist, I can't say I'm surprised that WOTC continues to make crappy choices when it comes to nerfing UA content.
Quoted From the reddit compilation page:
Sounds like they took Right Tool for the Job, Hat of Wizardry, and Rod of the Pact Keeper and mixed them together into one heck of a magic item for artificers.
Useful to any artificer but essentially a must-have for an alchemist. Bonus to spell DC/Attack rolls, counts as Alchemist Supplies sometimes, allows you to cast a cantrip outside the Artificer spell list from it. Pick Toll The Dead and rock out with d12s and + INT + 1 (or 2 or 3) to damage rolls on a failed wisdom save.
I look forward to seeing the exact wording of that magic item cause it sounds almost too good to be true.
My favored enemy fix from long ago was simply adding this to it:
Additionally, you know the Hunter's Mark spell. It does not count against the number of spells you know. You may cast Hunter's Mark on one of your favored enemies without expending a spell slot. When cast in this way, the spell ends once the target drops to 0 hit points.
I still think it's better than any of the other fixes.