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

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

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

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The sister feat to Telekinetic, above, the Telepathic feat gives you the ability to speak to other creatures with your mind. Your powers of telepathy allow you to communicate in a language you know, and to read their thoughts. Great for communicating secrets silently with your party members in tense scenarios—or for spooking patrolling guards and learning your foes’ deepest secrets! The second scenario is when I would use the "Sudden Change" guidance. If we are nearing a level up, and my player says "I want to change subclasses", I don't have time to work in significant plot build-up to the change, so I will opt for something like is suggested in this section at the next level up. So, on knowing the player's desires, the DM can arrange their story to include that "moment of epiphany" where the player's subclass immediately changes.

Also, if you decide to take one of these feats and ultimately decide you want to multiclass into that class later, you can keep this feat and just have a few extra spells. However, if you want to diversify your skillset, you can also ask your Dungeon Master if they'll allow you to swap this feat out when you gain your first level in that class. They could let you trade your feat for any other feat, or for two +1 bonuses to any ability score. Chef Phantom rogues become so comfortable walking the line between life and death they nearly become ghosts themselves. The knowledge they gain from the dead is useful in a variety of ways. You’ve undergone rigorous martial training in your downtime, though not enough to become a full-fledged fighter. Instead, you’ve learned how to fight with a particular weapon, allowing you to gain a Fighting Style from the fighter class. Don’t forget that there are a handful of brand-new Fighting Styles in Tasha’s Cauldron of Everything including options for fighting bare-handed, fighting blind, and fighting with thrown weapons. Gunner

Slasher

This is a mighty skill for any adventurer to have, but it’s especially useful for bards, rogues, and any other talented expert that might be lovingly called a “skill monkey.” By granting you proficiency in an extra skill and expertise in any skill you’re proficient in, it makes you a master of whatever craft you choose to specialize in. Slasher Sometimes a character undergoes a dramatic transformation in their beliefs and abilities. When a character experiences a profound self-realization or faces an entity or a place of overwhelming power, beauty, or terror, the DM might allow an immediate subclass change. The central aspect of this class is the third level ability Wild Surge, which causes wild magic effects to occur when you rage. At higher levels you can use your connection to wild magic to help allies recoup spell slots and eventually control your wild magic effects. Despite the name, this doesn’t allow you any spellcasting abilities. Bard – College of Creation We start with a new artificer specialist: the armorer! As the name implies, this subclass is all about using your armor as a conduit for arcane magic. Using your smith’s tools, you can add a variety of buffs. At level three you can ignore armor strength requirements and use the armor as a spellcasting focus. You can also remove the armor as an action, and it can’t be removed from you against your will. It even replaces missing limbs!

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.I believe that you should always attempt to understand the rules as written first. Looking at this section of TGtE, we find that... The DM and players can work together to decide exactly how this works. A player may indicate their desire to change their subclass, and the DM can then work this out with the player, explaining how they can spend their downtime re-training and practising so that when they reach level X, they complete their training and acquire the features of their new subclass. 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. 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. How exactly do the rules on changing your subclass from Tasha's Cauldron of Everything work? How do they interact with one another (or not)?



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