![]() ![]() Just be aware that since this is playtest content it won’t be allowed in official D&D organized play like the Adventurer’s Guild, and it’s not required of your DM to allow any of it. For example, there are variants to class features for certain classes, a new system to add a companion called a sidekick, and new subclasses to try out. By going to the Wizards of the Coast site, you can download PDFs for the latest Unearthed Arcana, which allows you to make changes to the way your game works. Essentially, it’s the Dungeons and Dragons version of a public test realm. The modern incarnation of the concept isn’t a whole new rulebook, as it was before - it’s a series of playtest documents that offer the same basic concept but combine it with mechanics and features that aren’t fully shaken out yet. The original and the 3rd Edition versions of Unearthed Arcana was a new rulebook that provided optional classes and rules for Dungeon Masters and players to use to change up their game - the original Barbarian and Cavalier, for example, were Unearthed Arcana classes back then. I am exited to try this out and hope that it gets released into an official book after it is refined.There’s a tradition behind Wizards of the Coast’s Unearthed Arcana which goes all the way back to the original Advanced Dungeons and Dragons line of games, before even 2nd Edition AD&D or the consolidation of both lines into what we called 3rd Edition. Even if they decide that it isn't for them the party doesn't have to lose a member. If people have friends that have not played before, but are interested, this could be a good way to get their toes wet and learn without having to get too invested. We have been talking about letting a friend who is not a player in the campaign, but has been joining us as a spectator of sorts, run him with his new class so as not to have him become a drone or fodder. This being said I am currently playing a homebrew campaign as a Shifter Druid who had a pet fox before these rules came out and my DM has been kind enough to allow us to test this in our next session. This can help to even the field and make encounter's more dangerous if a villain crits on a 19 or at higher levels an 18 it can turn one attack into a more sever injury. If one still believes this is too much power for sidekicks one could also decide that certain monsters(an alpha shadow mastiff guarding a villain's lair perhaps) would reasonably have these classes as well. As far as humanoid or other intelligent NPCs go you could already give them PC classes to bolster them so this seems like a much easier way for a DM/GM to handle them. The armor rating only goes up by 1 when it reaches the 10th level which isn't game breaking either. I also want to point out that this doesn't allow animal companions to do any more damage per attack than normal with the warrior class sidekick(the only ones animals can be without homebrew) unless you crit. It helps to supplement what the base archetype lacks and give more substance to your animal companion. ![]() I don't see why this couldn't/shouldn't be used with beastmaster rangers. Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse ![]()
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