As someone who has played psionic characters all through out the various versions, I can see the shadows of the Complete Psionics Handbook in this UA.
I think the main ability should not be Intelligence but should be Constitution instead. All those places that would use the psion's Int Mod should use the Con Mod. The saves should be Con and Wisdom or Charisma. Since Charisma has been defined as strength of "Self" these days.
I see the Disciplines as a Warlock's choice of Eldritch Invocations. I see the Energy Dice as the way for the psion to pull a little extra into their effects. Maybe using the energy dice on top of the spell casting mechanic is too much? The only other classes that get an extra die like that are physical effecters, fighters and rogues.
Maybe it's time to make different spells for psions but keep the ones that make the most sense from the existing list?
Maybe, if Constitution is the spell casting ability for this class, instead of energy dice we use a hit point burn mechanic?
I do like where this UA is going and the Wild Talent Feats it introduces.
If psionics is using the power of mind to do things then intelligence makes sense to me. Kind of like mind flayers. I hope that they will create alot more new spells specific to the psion class to separate it more from other spellcasters.
Personally, I feel like intelligence makes sense as the main ability, since that feels very much like a mind mage. I am mostly comparing this to the bard, since it gets very similar spells to the bard, and the same amount of spells. The energy dice seem to be more powerful than bardic inspiration, however this is a 1d6 class with no armor proficiency, so that helps to make up for it.
When I first read it I thought it might be too powerful, since some of its uses for psionic dice are pretty good, but they are quite limited on the amount you can use it due to limited dice, and some of the most powerful ones use multiple dice.
I also enjoy that they removed some components from the spells you cast, letting you feel more like you only need your mind, while still keeping somatic components so that you don’t have a permanent subtle spell on your spells.
Overall, I think this is a well rounded class. There are definitely a few balancing changes to be made, and I don’t like the randomness of the telekinetic push at 1st level, but hopefully those are worked out before the final printing.
Intelligence is the right stat. 2e was built off Intelligence primarily but dipped into con and wisdom for some powers. If you gave them Con and Int for saves that would be fine. Int and wisdom is fine to.
Main critiques so far: 1. d6 vs d8 hit die AND no light armor proficiency. This imposes a mage armor tax on all characters. That means slot usage and other spell choice. 2. In particular the metamorph is going to have issues with that d6 hit die. They need something. Extra 1 HP per level or something defensive to keep them alive. 3. A lot of weird little powers between Psionic Displine, Modes, Subtle Telekinesis, Telekinetic Propel/Telepathic connection. That is a lot to manage before 3rd level. Overall lots to track and lots manage. 4. No class ability between 7th and 19th. Throw in something at 13th. Given you are getting higher spell slots it doesn't need to be that strong. I would recommend something permanent and easy to track. Save proficiency in Cha or something, exhaustion recovery. 5. Level 20 feature doesn't feel that great or epic. Not a big deal since level 20 features are not that important to the game.
Main things I love: 1. The subclasses are great. I think they mostly nail them. Metamorph needs a boost to AC or HP, but the rest is fine. I like the design here 2. I like favoring using spells over powers that are kind of like spells. It provides a reasonable framework with already existing rules that people know. This limits the "weird" powers to things from subclasses and other limited lists.
This is good enough for print, and would get played. Its a full caster with wizard/sorcerer level power.
The problem with "using spells over powers that are kind of like spells" is the same it's always been - it makes the "Master of Psychic Powers" permanently, irreparably, infinitely, and unnecessarily worse at literally everything than a normal spellcaster.
There is not one single thing this so-called "Psion" does that a wizard doesn't do better, more often, and for free while also being a wizard and thus getting to cast the strongest spells in the game while doing literally every last thing this "Psion" is capable of. A basic ordinary wizard gets every last inch of "Psychic Power" this dumb thing gets while also having access to more than twice the spell repertoire of this sad little wannabe, and in the meantime the "Psion" cannot actually use its psychic abilities freely. It's all Majik, and that means the Psion can at most use psychic abilities two or three times a day before being out of juice and having nothing left to do.
Every single bloody time they do this - every single time they try and squeeze The Psychic Character idea into basic spellcasting - they hit the same problem: the game's only worthwhile spellcaster is so much stronger than the so-called "Psychic" even at the thing The Psychic is meant to do that there's no reason to play a Psion when you could just play a wizard with every last single "psychic ability" the Psion gets, fifty extra spells besides, more spells prepared every day, the ability to steal spells from your enemies and loot them from your surroundings, and just generally better everything than you get as a Psion.
What actual earthly reason is there to play this ridiculous farce over the usual dogwater answer of "just play a wizard and fLaVoR wItH yOuR iMaGiNaTiOn!"?
Intelligence is the right stat. 2e was built off Intelligence primarily but dipped into con and wisdom for some powers. If you gave them Con and Int for saves that would be fine. Int and wisdom is fine to.
Main critiques so far: 1. d6 vs d8 hit die AND no light armor proficiency. This imposes a mage armor tax on all characters. That means slot usage and other spell choice. 2. In particular the metamorph is going to have issues with that d6 hit die. They need something. Extra 1 HP per level or something defensive to keep them alive. 3. A lot of weird little powers between Psionic Displine, Modes, Subtle Telekinesis, Telekinetic Propel/Telepathic connection. That is a lot to manage before 3rd level. Overall lots to track and lots manage. 4. No class ability between 7th and 19th. Throw in something at 13th. Given you are getting higher spell slots it doesn't need to be that strong. I would recommend something permanent and easy to track. Save proficiency in Cha or something, exhaustion recovery. 5. Level 20 feature doesn't feel that great or epic. Not a big deal since level 20 features are not that important to the game.
Main things I love: 1. The subclasses are great. I think they mostly nail them. Metamorph needs a boost to AC or HP, but the rest is fine. I like the design here 2. I like favoring using spells over powers that are kind of like spells. It provides a reasonable framework with already existing rules that people know. This limits the "weird" powers to things from subclasses and other limited lists.
This is good enough for print, and would get played. Its a full caster with wizard/sorcerer level power.
Mostly agree with this analysis, with a couple of exceptions.
I think the fact that there are a lot of little, fiddly things to manage of was intentional. This really feels like an homage to the old 2nd Edition Psionicist from the Complete Psionics Handbook, which was a blast to play, but was also a MESS. You had Psionic Attack Modes and Defense Modes which were used for Psionic combat but differently against non-psionic opponents, and were different than your Disciplines, which had specific Powers associated with them that you also had to choose, and it went on from there. It was weird and delightful but inconsistent and confusing in the way that 2nd edition often was. Lots of the terminology is re-used here, but the mechanics fit more cleanly into the 5e ruleset, which is to say they are more streamlined and consistent. I really like the moderate complexity, and I hope they lean into it even more.
I'm not sure it's ready for print, though, and I'm not sure it would get played. I just don't think there's enough here to distinguish it from a Sorcerer...you could get the majority of the flavor of this core class with a handful of new Metamagics, the Aberrant Sorcerer subclass, and maybe a feat that mimics the Psi Die mechanic. I think it needs more to make it stand out as its' own thing.
The only current caster class with a short rest mechanic is the Warlock...what if we replaced the regular casting of the Psion with something more like the Warlock's pact slots, except intelligence-based? The Disciplines would be distinguished from the Warlock's invocations because they get fewer of them, but have more synergy with other class features.
I'd like to see the spell list impacted by the Disciplines the Psion takes; like, they have a smaller "core" spell list, but then when they learn the Biofeedback discipline, they can add the following <x> Necomancy and Transmutation spells to their list.
I think this is overall a step in the right direction, but it feels like it still needs some work to define its' own unique Thing.
The problem with "using spells over powers that are kind of like spells" is the same it's always been - it makes the "Master of Psychic Powers" permanently, irreparably, infinitely, and unnecessarily worse at literally everything than a normal spellcaster.
There is not one single thing this so-called "Psion" does that a wizard doesn't do better, more often, and for free while also being a wizard and thus getting to cast the strongest spells in the game while doing literally every last thing this "Psion" is capable of. A basic ordinary wizard gets every last inch of "Psychic Power" this dumb thing gets while also having access to more than twice the spell repertoire of this sad little wannabe, and in the meantime the "Psion" cannot actually use its psychic abilities freely. It's all Majik, and that means the Psion can at most use psychic abilities two or three times a day before being out of juice and having nothing left to do.
Every single bloody time they do this - every single time they try and squeeze The Psychic Character idea into basic spellcasting - they hit the same problem: the game's only worthwhile spellcaster is so much stronger than the so-called "Psychic" even at the thing The Psychic is meant to do that there's no reason to play a Psion when you could just play a wizard with every last single "psychic ability" the Psion gets, fifty extra spells besides, more spells prepared every day, the ability to steal spells from your enemies and loot them from your surroundings, and just generally better everything than you get as a Psion.
What actual earthly reason is there to play this ridiculous farce over the usual dogwater answer of "just play a wizard and fLaVoR wItH yOuR iMaGiNaTiOn!"?
uhh it has a lot of features that arent spells, that can work with those spells, that wizard doesnt have.
also its a full caster, all wizard gets built in for spells is some back on short rest.
for example, modes, psiomic dice, disciplines.
and the subclass design is and theme is substantially different than wizard. I dont think this class feels like a broke wizard in any respect.
There is not one single thing this so-called "Psion" does that a wizard doesn't do better, more often, and for free while also being a wizard and thus getting to cast the strongest spells in the game while doing literally every last thing this "Psion" is capable of.
To be fair, you can copy and paste the class name of most of the full casters there instead of psion, and it still applies.
I think it mostly works as is. I am not a fan of intelligence here, mental strength it usually charisma or wisdom. But I think they kind of have gone this route with monsters and psionic powers so it works for the most part. Its a full caster, it gets some extras that can buff that full caster goodness, so it will be better at psionic stuff than a wizard, though not by a large margin. Whether that small bump in specialty is worth the loss of the generalist I kind of doubt, but not everything has to be as good as the wizard. Its up there with the other full casters.
I will say I am absolutely shocked they didn't give wizards every single spell here, they usually do which really sucks imo.
I've said it other places but I am not a fan even if its just a sub class/feat or other limited method of handing out warlock exclusive spells. Warlocks have like 3, let them keep them unique.
Parallel to that some of these spells should be Psion unique.
The problem with "using spells over powers that are kind of like spells" is the same it's always been - it makes the "Master of Psychic Powers" permanently, irreparably, infinitely, and unnecessarily worse at literally everything than a normal spellcaster.
There is not one single thing this so-called "Psion" does that a wizard doesn't do better, more often, and for free while also being a wizard and thus getting to cast the strongest spells in the game while doing literally every last thing this "Psion" is capable of. A basic ordinary wizard gets every last inch of "Psychic Power" this dumb thing gets while also having access to more than twice the spell repertoire of this sad little wannabe, and in the meantime the "Psion" cannot actually use its psychic abilities freely. It's all Majik, and that means the Psion can at most use psychic abilities two or three times a day before being out of juice and having nothing left to do.
Every single bloody time they do this - every single time they try and squeeze The Psychic Character idea into basic spellcasting - they hit the same problem: the game's only worthwhile spellcaster is so much stronger than the so-called "Psychic" even at the thing The Psychic is meant to do that there's no reason to play a Psion when you could just play a wizard with every last single "psychic ability" the Psion gets, fifty extra spells besides, more spells prepared every day, the ability to steal spells from your enemies and loot them from your surroundings, and just generally better everything than you get as a Psion.
What actual earthly reason is there to play this ridiculous farce over the usual dogwater answer of "just play a wizard and fLaVoR wItH yOuR iMaGiNaTiOn!"?
I mostly disagree. There are definitely things this does better than a Wizard, and it fulfills enough of a different fantasy I can understand the creation of a new class. I think the flaw is that the play style is so close to the Wizard it could be argued that the Psy Warper, Psykinetic and Telepath could just be Wizard subclasses. The metamorph doesn’t fit a wizard ascetic, but that’s just one subclass. This Psion does the best at not trying to reinvent the wheel. I think it just needs to cut back on the many resources and put more focus on things that make this not a wizard. I would remove everything after the “in addition” on the psionic modes and make it toggle between offense/defense and not an expended resource. Still 1 minute and a bonus action, just lose the amount of times per day. Lean in hard on the fact that it is casting with the mind and get rid of somatic components as well. They should mainly `focus on the Energy Dice and how they make it different from a Wizard.
The biggest issue i have with this class and sub-classes is how almost all of the features require you to expend a very limited pool of dice... that don't recharge easily. At L1-4, you have a max of 7 dice over the day. at L5-8 you have a max of 10... but every feature requires you to basically use 1 or more (some many more). It's not "Arcane Archer" bad but it's highly limiting. They need to adjust it so you get sub-class features that don't primarily build off your psionic energy dice usage... or make the refreshing of the dice every short rest and adjust how many are used / you start with.
Metamgic is of limited use, tons of sub classes have limited use baked into their core features. They are full casters with a good spell list and a decent number of known spells. I'm sure there can be some adjustments on costs, and how many points they have but I don't think its bad these abilities cost points.
limited use is a thing, the question is, is it enough compared to amount used up? id have to really xompare and think about it, but at surface glance it does seem a bit low
Would the Psionic Energy Dice of the Psion synergize with the ones granted by subclasses which also receive Psionic Energy Dice like the Soulknife and the Psi Warrior? I'm assuming they are meant to be the same resource and could be used interchangeably by multiclass characters.
I have questions. In old psionics, they would work in anti magic fields because the core component of psionics wasn't magic but psychic energy. The UA seems to act like psionics is just magic like anything else now but doesn't distinctly clarify. Would psionics work in anti-magic? Can you counterspell a psionic casting?
Would the Psionic Energy Dice of the Psion synergize with the ones granted by subclasses which also receive Psionic Energy Dice like the Soulknife and the Psi Warrior? I'm assuming they are meant to be the same resource and could be used interchangeably by multiclass characters.
Unfortunately the Soulknife and Psi Warrior subclasses both explicitly disallow this already.
I have questions. In old psionics, they would work in anti magic fields because the core component of psionics wasn't magic but psychic energy. The UA seems to act like psionics is just magic like anything else now but doesn't distinctly clarify. Would psionics work in anti-magic? Can you counterspell a psionic casting?
Since the UA rules don't say otherwise, psionic spells wouldn't work in an anti-magic field. And in general they can be counterspelled, though note that because they can be cast without verbal or material components, they can only be counterspelled if they have a somatic component (or a costly material component) since counterspell doesn't work on a spell that doesn't have any components.
Would this class work better if it were more like the Half Caster Warlock UA and added in a lot more Disciplines that utilize the Psionic Mechanic more? Seems to me that it would help it stand out from Wizard and Sorcerer more.
Would the Psionic Energy Dice of the Psion synergize with the ones granted by subclasses which also receive Psionic Energy Dice like the Soulknife and the Psi Warrior? I'm assuming they are meant to be the same resource and could be used interchangeably by multiclass characters.
Unfortunately the Soulknife and Psi Warrior subclasses both explicitly disallow this already.
I went back and saw that. That's dumb! That seems like it would be great synergy for multiclass! Why even give them the same name if you can't share them?
Would the Psionic Energy Dice of the Psion synergize with the ones granted by subclasses which also receive Psionic Energy Dice like the Soulknife and the Psi Warrior? I'm assuming they are meant to be the same resource and could be used interchangeably by multiclass characters.
Unfortunately the Soulknife and Psi Warrior subclasses both explicitly disallow this already.
I went back and saw that. That's dumb! That seems like it would be great synergy for multiclass! Why even give them the same name if you can't share them?
Well, they weren't like that originally (in the version from Tasha's Cauldron of Everything). That language was added in the 2024 version. I think, in general, the designers at WotC are not big fans of people doing tricky multiclass builds and have tried to discourage it in a variety of ways in the 2024 rules.
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If psionics is using the power of mind to do things then intelligence makes sense to me. Kind of like mind flayers. I hope that they will create alot more new spells specific to the psion class to separate it more from other spellcasters.
Personally, I feel like intelligence makes sense as the main ability, since that feels very much like a mind mage. I am mostly comparing this to the bard, since it gets very similar spells to the bard, and the same amount of spells. The energy dice seem to be more powerful than bardic inspiration, however this is a 1d6 class with no armor proficiency, so that helps to make up for it.
When I first read it I thought it might be too powerful, since some of its uses for psionic dice are pretty good, but they are quite limited on the amount you can use it due to limited dice, and some of the most powerful ones use multiple dice.
I also enjoy that they removed some components from the spells you cast, letting you feel more like you only need your mind, while still keeping somatic components so that you don’t have a permanent subtle spell on your spells.
Overall, I think this is a well rounded class. There are definitely a few balancing changes to be made, and I don’t like the randomness of the telekinetic push at 1st level, but hopefully those are worked out before the final printing.
Intelligence is the right stat. 2e was built off Intelligence primarily but dipped into con and wisdom for some powers. If you gave them Con and Int for saves that would be fine. Int and wisdom is fine to.
Main critiques so far:
1. d6 vs d8 hit die AND no light armor proficiency. This imposes a mage armor tax on all characters. That means slot usage and other spell choice.
2. In particular the metamorph is going to have issues with that d6 hit die. They need something. Extra 1 HP per level or something defensive to keep them alive.
3. A lot of weird little powers between Psionic Displine, Modes, Subtle Telekinesis, Telekinetic Propel/Telepathic connection. That is a lot to manage before 3rd level. Overall lots to track and lots manage.
4. No class ability between 7th and 19th. Throw in something at 13th. Given you are getting higher spell slots it doesn't need to be that strong. I would recommend something permanent and easy to track. Save proficiency in Cha or something, exhaustion recovery.
5. Level 20 feature doesn't feel that great or epic. Not a big deal since level 20 features are not that important to the game.
Main things I love:
1. The subclasses are great. I think they mostly nail them. Metamorph needs a boost to AC or HP, but the rest is fine. I like the design here
2. I like favoring using spells over powers that are kind of like spells. It provides a reasonable framework with already existing rules that people know. This limits the "weird" powers to things from subclasses and other limited lists.
This is good enough for print, and would get played. Its a full caster with wizard/sorcerer level power.
The problem with "using spells over powers that are kind of like spells" is the same it's always been - it makes the "Master of Psychic Powers" permanently, irreparably, infinitely, and unnecessarily worse at literally everything than a normal spellcaster.
There is not one single thing this so-called "Psion" does that a wizard doesn't do better, more often, and for free while also being a wizard and thus getting to cast the strongest spells in the game while doing literally every last thing this "Psion" is capable of. A basic ordinary wizard gets every last inch of "Psychic Power" this dumb thing gets while also having access to more than twice the spell repertoire of this sad little wannabe, and in the meantime the "Psion" cannot actually use its psychic abilities freely. It's all Majik, and that means the Psion can at most use psychic abilities two or three times a day before being out of juice and having nothing left to do.
Every single bloody time they do this - every single time they try and squeeze The Psychic Character idea into basic spellcasting - they hit the same problem: the game's only worthwhile spellcaster is so much stronger than the so-called "Psychic" even at the thing The Psychic is meant to do that there's no reason to play a Psion when you could just play a wizard with every last single "psychic ability" the Psion gets, fifty extra spells besides, more spells prepared every day, the ability to steal spells from your enemies and loot them from your surroundings, and just generally better everything than you get as a Psion.
What actual earthly reason is there to play this ridiculous farce over the usual dogwater answer of "just play a wizard and fLaVoR wItH yOuR iMaGiNaTiOn!"?
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Mostly agree with this analysis, with a couple of exceptions.
I think the fact that there are a lot of little, fiddly things to manage of was intentional. This really feels like an homage to the old 2nd Edition Psionicist from the Complete Psionics Handbook, which was a blast to play, but was also a MESS. You had Psionic Attack Modes and Defense Modes which were used for Psionic combat but differently against non-psionic opponents, and were different than your Disciplines, which had specific Powers associated with them that you also had to choose, and it went on from there. It was weird and delightful but inconsistent and confusing in the way that 2nd edition often was. Lots of the terminology is re-used here, but the mechanics fit more cleanly into the 5e ruleset, which is to say they are more streamlined and consistent. I really like the moderate complexity, and I hope they lean into it even more.
I'm not sure it's ready for print, though, and I'm not sure it would get played. I just don't think there's enough here to distinguish it from a Sorcerer...you could get the majority of the flavor of this core class with a handful of new Metamagics, the Aberrant Sorcerer subclass, and maybe a feat that mimics the Psi Die mechanic. I think it needs more to make it stand out as its' own thing.
The only current caster class with a short rest mechanic is the Warlock...what if we replaced the regular casting of the Psion with something more like the Warlock's pact slots, except intelligence-based? The Disciplines would be distinguished from the Warlock's invocations because they get fewer of them, but have more synergy with other class features.
I'd like to see the spell list impacted by the Disciplines the Psion takes; like, they have a smaller "core" spell list, but then when they learn the Biofeedback discipline, they can add the following <x> Necomancy and Transmutation spells to their list.
I think this is overall a step in the right direction, but it feels like it still needs some work to define its' own unique Thing.
uhh it has a lot of features that arent spells, that can work with those spells, that wizard doesnt have.
also its a full caster, all wizard gets built in for spells is some back on short rest.
for example, modes, psiomic dice, disciplines.
and the subclass design is and theme is substantially different than wizard. I dont think this class feels like a broke wizard in any respect.
To be fair, you can copy and paste the class name of most of the full casters there instead of psion, and it still applies.
Wizard is a problem child.
I think it mostly works as is. I am not a fan of intelligence here, mental strength it usually charisma or wisdom. But I think they kind of have gone this route with monsters and psionic powers so it works for the most part. Its a full caster, it gets some extras that can buff that full caster goodness, so it will be better at psionic stuff than a wizard, though not by a large margin. Whether that small bump in specialty is worth the loss of the generalist I kind of doubt, but not everything has to be as good as the wizard. Its up there with the other full casters.
I will say I am absolutely shocked they didn't give wizards every single spell here, they usually do which really sucks imo.
I've said it other places but I am not a fan even if its just a sub class/feat or other limited method of handing out warlock exclusive spells. Warlocks have like 3, let them keep them unique.
Parallel to that some of these spells should be Psion unique.
I mostly disagree. There are definitely things this does better than a Wizard, and it fulfills enough of a different fantasy I can understand the creation of a new class. I think the flaw is that the play style is so close to the Wizard it could be argued that the Psy Warper, Psykinetic and Telepath could just be Wizard subclasses. The metamorph doesn’t fit a wizard ascetic, but that’s just one subclass. This Psion does the best at not trying to reinvent the wheel. I think it just needs to cut back on the many resources and put more focus on things that make this not a wizard. I would remove everything after the “in addition” on the psionic modes and make it toggle between offense/defense and not an expended resource. Still 1 minute and a bonus action, just lose the amount of times per day. Lean in hard on the fact that it is casting with the mind and get rid of somatic components as well. They should mainly `focus on the Energy Dice and how they make it different from a Wizard.
The biggest issue i have with this class and sub-classes is how almost all of the features require you to expend a very limited pool of dice... that don't recharge easily. At L1-4, you have a max of 7 dice over the day. at L5-8 you have a max of 10... but every feature requires you to basically use 1 or more (some many more). It's not "Arcane Archer" bad but it's highly limiting. They need to adjust it so you get sub-class features that don't primarily build off your psionic energy dice usage... or make the refreshing of the dice every short rest and adjust how many are used / you start with.
Metamgic is of limited use, tons of sub classes have limited use baked into their core features. They are full casters with a good spell list and a decent number of known spells. I'm sure there can be some adjustments on costs, and how many points they have but I don't think its bad these abilities cost points.
limited use is a thing, the question is, is it enough compared to amount used up? id have to really xompare and think about it, but at surface glance it does seem a bit low
Would the Psionic Energy Dice of the Psion synergize with the ones granted by subclasses which also receive Psionic Energy Dice like the Soulknife and the Psi Warrior? I'm assuming they are meant to be the same resource and could be used interchangeably by multiclass characters.
I have questions. In old psionics, they would work in anti magic fields because the core component of psionics wasn't magic but psychic energy. The UA seems to act like psionics is just magic like anything else now but doesn't distinctly clarify. Would psionics work in anti-magic? Can you counterspell a psionic casting?
Unfortunately the Soulknife and Psi Warrior subclasses both explicitly disallow this already.
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Since the UA rules don't say otherwise, psionic spells wouldn't work in an anti-magic field. And in general they can be counterspelled, though note that because they can be cast without verbal or material components, they can only be counterspelled if they have a somatic component (or a costly material component) since counterspell doesn't work on a spell that doesn't have any components.
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Would this class work better if it were more like the Half Caster Warlock UA and added in a lot more Disciplines that utilize the Psionic Mechanic more? Seems to me that it would help it stand out from Wizard and Sorcerer more.
Just a thought
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I went back and saw that. That's dumb! That seems like it would be great synergy for multiclass! Why even give them the same name if you can't share them?
Well, they weren't like that originally (in the version from Tasha's Cauldron of Everything). That language was added in the 2024 version. I think, in general, the designers at WotC are not big fans of people doing tricky multiclass builds and have tried to discourage it in a variety of ways in the 2024 rules.
pronouns: he/she/they