The Future of DnD - Expertise Needed

 

With October just beginning, Wizards of the Coast has released another set of play test material for the new upcoming updates to Dungeons and Dragons, currently called “One Dungeons and Dragons”. With the first Unearthed Arcana we got an idea of the changes that would come to creating characters, as well as how backgrounds would change with the next release. This document, 37 pages total, provides a lot of information on how some of the character classes will look moving forwards. 

The Unearthed Arcana document a few different areas, and goes into detail on each of them. I want to go over elements piece by piece to get a close look at some of the changes. Working my way through the UA, I will start off with the changes to characters classes, including the new-to-5e term “Class Groups”.


Groups

This pdf started off by giving us a way of organizing character classes. This concept is not entirely new, and this classification has been used in older editions. However, the idea of class groups is new to 5e. Class groups will all share certain attributes. Wizard’s current method for grouping classes has:

  • Experts, which comprise the Bard, Ranger, and Rogue. These classes all have a wide assortment of knowledge, represented by the Expertise feature.

  • Mages, which include the Sorcerer, Warlock, and Wizard classes. These classes have access to Arcane Magic, and can use it for both utility and combat.

  • Priests, which include the Cleric, Druid, and Paladin Classes. Thes classes have access to Divine or Primal Magic, and will primarily focus on defensive abilities, providing healing and utility.

  • Warriors, which includes the Barbarian, Fighter, and Monk. Theses classes focus on dealing and taking damage.

This section also noted that while they did not mention the Artificer, they would belong to the Expert Class when released in One Dungeons and Dragons. The material notes that while groups will not have their own rules, we may use them as prerequisites for items or features in the future. So we can infer from this statement that Class Groups will serve more for organization and key-wording purposes than anything else, although all the members of the Expert Group due share the Expertise feature.


Expert Classes


This guide starts the reveal of revised character classes, and starts with the Expert Group. The group, consisting of the Bard, Rogue, and Ranger classes as mentioned above, all have access to the Expertise feature. Like the original version, this gives the characters the ability to gain double proficiency in skills of their choosing (though the documents do offer what the traditional choices would be). Each class gains access to it multiple times as it increases in level. It has altered each of the classes a bit from their original (or 2014, as Crawford calls them) forms.

Bard

The biggest thing to note in the bard focuses on the changes to the Bardic Inspiration feature. Where Bardic Inspiration was a bonus action prior, it now works off of a reaction. In the interview focusing on the bard class Crawford explained that the reasoning was to give the Bard player more agency with their abilities. Previously Bardic Inspiration would give a die to a player on the Bard’s turn. The player could then use this die for the next ten minutes. Especially during combat, this could be easily forgotten. A player finishes their turn only to realize their bardic inspiration. Bardic inspiration also has an additional ability now, providing the “Heal” option, which restores hit points equal to the results of the dice roll. Now Bards will have an ability to heal that is all their own, and can be done as a reaction. Bardic Inspiration is now based on Proficiency Bonus instead of Charisma Modifier, which follows what we have seen recently.

The subclass they include, College of Lore, has had a few alterations as well. The biggest change is that Additional Magic Secrets, which Lore Bards got at level 6, is now a 15th level class feature for all Bards. In its place, we have Cunning Inspiration, which allows anyone using the Bard’s Inspiration to roll the die twice and take the higher number. As a final note, the Bard is now a prepared caster instead of a spontaneous caster.

Ranger 

The Ranger class has the most changes out of the three shown classes. Many agree that the original class is lacking when compared to the other classes, so this comes as a breath of fresh air. The first change is that the Favored Enemy class feature, gained at first level, now makes the Hunter’s Mark spell always prepared, not counting against spells prepared. Rangers no longer have to maintain concentration on the spell. The spell remains active until the character ends it (as a bonus action), or the ranger becomes incapacitated. This is a tremendous change, and something a lot of players have sought for a while.Rangers also are prepared spellcasters instead of spontaneous, just like Bards.

Looking at the Hunter subclass, we see a bunch of changes that seem to streamline and focus on the damage dealing. The third level feature, Hunter’s Prey, now allows a Ranger to deal extra damage once per turn when the ranger attacks with a weapon or unarmed strike. At level six, Hunter’s Mark now provides a list of resistances and vulnerabilities on the marked creature and the bonus to damage. Tenth level gives another spell always prepared, Conjure Barrage. Rangers also get the ability to cast the spell at levels lower than 3rd, reducing the damage for each spell level under 3rd.

Rogue

The Rogue subclass got some subtle changes to really lean into their place in Expert Group. The wording on Sneak Attack has changed, making it only occur on a player’s turn, not once per any turn. Thieves Cant now provides an additional language and access to Thieves Cant, expanding the languages known a bit more. One thing of note (and this might just be an oversight) is that the Rogue’s Expertise class features (at first and seventh level) no longer allow for double proficiency with the Thieves Tools, only focusing on skills. We see a new feature at the thirteenth level called Subtle Strike. This ability gives Rogues advantage (and therefore Sneak Attack) on any creatures that attack targets within 5 feet of the rogue besides themselves.

Looking at the subclass provided, the Thief, we see a few more changes. Fast Hands now adds the new Search Action to the list of Cunning Actions, allowing the rogue to use it as a Bonus Action. Second Story Work now allows Jumps to be based on Dexterity, not Strength. Supreme Sneak now always gives advantage on Stealth Checks as long as the character either avoids armor entirely or sticks with Light Armor.

Epic Boons - 

As a final note for the class features, Wizards of the Coast also introduced the concept of Epic Boons, a new capstone for characters. All of the shown character classes have had their final class feature moved to level 18, and the level 20 capstone is a choice of the available Epic Boons. These abilities include re-rolling of a d20 once per turn or turning a miss into a hit. Each character class has a recommendation, but allows players to a choice of all available feats.

Prepared Casting 

Prepared casting, which the Bard and Ranger both now have, has gotten alterned in this UA. Now you have specifications to the spells you can prepare based on level. Your spells prepared must correspond with your spell slots. For example, a third level bard has two cantrips, four level-one spells, and two level-two spells. That means that when they prepare spells for the day, they need two cantrips, four level-one spells, and two level-two spells.

Glossary

My favorite section of this tome of new information might be glossary of terms that Wizards are developing for the new system. Throughout this we are seeing a lot of key-wording, where effects or abilities that once did not have a name have one now. For example, there are three new actions: Search, Study, and Influence. The actions each word describes are nothing new (Influence is in fact the social interaction section of the DMG), containing it all in an Action means it will be easier to reference around the rest of the game. We already see that in the Thief subclass, that adds the Search Action to the Cunning Action List.

A lot of these conditions showed up before, but the formatting seems much more easily followed. Looking through the glossary terms for the Exhausted Condition, for example, took me seconds to read and comprehend. Having a set of terms like this, either in a book or on a DM Screen, helps keep a game moving when you need to check the rules quickly.

As a final note on the Exhausted Condition in particular, we see a big reworking. It now scales from one level to ten, and each just adds a -1 modifier onto all d20 Tests. Long rests only reduce it by one still, meaning that accumulated exhaustion can take multiple days to eliminate. This has changed from the original point system, that added new rebuffs that reduced different parts of the game as they increased.

Feats

There was a bit of change to some feats presented in this document. Of particular note are Great Weapons Master and Sharpshooter. Both used to have an effect that allowed you to take a -5 penalty to your attack roll for a +10 in damage, and that has been removed. Heavy Armor Master (which is now a noted fourth level feat) now increases the damage resistance alongside your Proficiency Bonus instead of being a flat three.


My Thoughts


This Unearthed Arcana provides a lot of material to review. Looking at some of the changes, and the intent behind these changes, we can start to see the direction that Wizards sees the newest iteration of this game headed. I like some options that are presented here, dislike a few, and think some just need a bit more adjusting to hit the correct spot.


Groups and Classes


The concept of Groups seems promising. I think having an organization type that exists above the classes can provide a great way to organize and generate prerequisites, as long as WoTC makes sure that the Group term mean something. In this play test, we see that Ranger already had access to Warrior Elements, despite being an Expert. While exceptions will make sense (there will always be exceptions to the rules), I am concerned that we will see more exceptions that areas following the newly created rules. Personally would prefer the groups to remain fairly independent of one another. The definitions as stated in this document feels like it provides specific focuses for each Group, and could help make sure different character builds do not accidentally overlap one another. If they have clear definitions, specific Groups will make a lot more sense. Line crossing would make more sense to happen in the subclasses specifically, giving players a reason to go a specific route in order to expand playstyle. I think potentially creating certain subclasses as a way for a character for characters to gain access to other Group features would be an interesting way of balancing classes, but keeping them separate.

Classes overall look like they are reducing down the amount that they can do in a turn, and I do not entirely dislike that. Looking at the Bard, we see that through the shift of Bardic Inspiration to Reaction from a Bonus Action. Although this would give them the ability to cast Bonus Action spells such as Healing Word, that would be only if the bard does not use their action for a bigger spell. Additionally, the reaction Bardic Inspiration means that the benefit given to a character will only happen when they need it, instead of gambling on a need in the future. However, I feel like we will need to wait to see the other Groups before anything definite can be confirmed. 

As far as class reworks go, I think Ranger got some well-needed things. The change to Hunter’s Mark feels like something that was very much needed to happen. Looking at the class along with the Hunter subclass feels like it should have some decent damage output, however it feels like the flavor associated with the concept of a Ranger might need more enforcing. I think the changes in Bard are interesting, and seem to push to the character, having more of a focus on being reactive, and assisting the party that way. I felt like it will need some fine tuning regarding resources, though that will depend on what we see moving forwards.


Epic Boons


Epic Boons is a great idea in theory, but this implementation of the concept falls flat. That you pick your own capstone has a lot of potential for power, but the suggested boons so far feel dull for what is supposed to be the capstone of a character. Some of these options, like a re-roll once per long rest, feel lacking for something that is supposed to represent the culimination of a character’s hard work and their ascension into legend. I think if they go with epic boons they should be more powerful options than what we are seeing available. Something that feels fitting of characters that can go toe to toe with deities would be a better option.


Casting


The new prepared casting method feels unnecessarily complex, and at a glance, I dislike it. The restrictions feel arbitrary, and I think will make players feel a more constricted since they will have to take certain spells over others because of the new rules. If this eliminates spontaneous casting entirely, I do not think it is an alternative and distinguishes between the casting classes a little more blurry. I like Ranger getting prepared casting, it feels very right for what the class represents. In fact, that has been a house rule at my table for a while. I think the Ranger really needed that flexibility for both narrative and mechanical reason. However, I am unsure how I feel about the bard going to prepared. From a narrative standpoint, it aligns nicely with the concept of a bard being a jack of all trades, but I worry the added need for choosing a set of spells every day will make the class too complex.


Glossary


The glossary terms might in fact be my favorite part of this UA. Looking at this material and the first document released, it looks like Wizards is focusing on key-wording and creating terms that can then be used uniformly throughout the game. One of the more frustrating parts of 5e, from a technical standpoint, was how terms would vary in instances, often mostly adhering to the same structure but not always. This organization style will have great payoff for player and DM alike. Having a single term one could refer to will reduce overall text block lengths, and they could make exceptions on an individual instance basis without having to reword the entire definition. Codifying certain abilities to actions also feels useful. Creating the Study, Search, and Influence Actions feels like these skills might be used more, and abilities can improve those actions specifically. It should help with some of the other pillars of play, allowing them to come up more often at the table.


Feats


It seems like with feats, they have worked to clean up some of the amazingly powerful options that were available. Great Weapons Master and Sharpshooter seem to have significantly reduced now with the remove of the damage boost. Other feats got minor changes, which seems to avoid some of the feat synergy that would impress combat. Other feats, like Heavy Armor Master, got a needed boost that should help them be useful over a longer period. Adding this to the new level prerequisite system, I will be curious to see how feat choices change in this new system.


Overall


I think that this next play test for One Dungeons and Dragons gives us a lot to work with, and a lot to think about with the Future of DnD. We see a lot of new organizing through Groups, keywords, and new actions that could streamline a lot of the larger text blocks that currently exist in the game, and improve accessibility and readability. There are adjustments to the classes that seem to point towards a reducing down of character actions per turn, with an increased focus on reactions as being a valuable part of each player’s turn in combat. We see enhanced customization options through the adjustments of feats and the new Epic Boon System.

There are also elements that I think need some more fine tuning. The newly prepared spell-casting system feels unnecessarily complex, and a poor replacement for spontaneous casting. While the character adjustments feel like a good first step, some fine tuning will definitely need to be made to ensure that characters are not nerfed too much. The Epic Boon System seems like it has great potential, but the options given feel less like all power capstone and more like feats gathered along the way.


Final Thoughts


Ultimately, I think that while this iteration of the play test gave us a lot, we still need a bit more to figure out the path Wizards of the Coast have in mind for the Future of Dungeons and Dragons. We are seeing a lot of hints, but this is only one part of the puzzle early in its development. A lot can (and will) change in the coming time between now and the system’s eventual release, so the problems that have arisen do not concern me greatly. However, that does not mean I will stop talking about and reviewing these articles as they come up. 

Discussion and contemplation will be key in making useful feedback when the next survey opens. Make sure that you brush up on feedback and make sure that you are doing the best that you can to provide constructive options on sharing your thoughts and opinions on what you see here. I hope that my look at this will give you something to think about. Whether you agree with me, I want to help generate conversation and thoughts on this so that we can help shape this coming game.


This play test was massive, and definitely did not touch on everything. I wanted to keep my post length from getting too out of hand. If I did not talk about something you wanted to hear about, let me know. I would love to discuss it further.

What are your thoughts on this newest UA? Do you like the changes? Do you dislike it? What changes do you hope to see?

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Bryan Cetroni2 Comments