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

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These are optional rules. As it says at the beginning of Chapter 1, one of the options featured in the chapter is (p. 7; emphasis mine):

With your wild shape, a Circle of Stars druid can draw from magical constellations in the shape of a chalice, dragon, or archer. At higher levels, you can read omens from the star map to add or subtract a d6 from nearby creatures rolls. At level 14 you even become incorporeal, making you resistant to natural damage. Druid – Circle of Wildfire You also gain the use of psychic blades; essentially soul-powered daggers that can be thrown or used as finesse weapons. As you level these blades grow in power, and you gain other options like invisibility. Sorcerer – Aberrant Mind Crusher movement is once per turn, so the bit about monks getting extra mileage isnt very accurate. Feats and multiclassing are both optional rules presented in the Player’s Handbook that allow a player to give their character gain powers normally inaccessible to their class, and to give their character narrative depth and nuance through new mechanics. Some gaming groups use both optional rules for maximum customizability, while other groups allow one, the other, or neither, to keep their game simpler or more focused. 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. SlasherSo, 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. 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.

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)? The higher level features include the ability to turn the dead into healing or damage dealing spectral fires. You can also sacrifice your spirit when you hit zero HP and regain half your hit points instead. Fighter – Psi Warrior Nothing in Crusher, Piercer, or Slasher says the damage has to be melee. I mean. Piercer would even work with the Ice Knife spell! The next subsection, " Training Time", goes on about how changing a subclass might take time, money, and/or a quest. How does this work with the previous paragraph's rule of only changing subclasses when a character gains a new subclass feature? For example, if the character needs time to train or complete a quest, I'm not sure how you could align that with gaining a new subclass feature. Sorcerers are masters of using their internal power to modify their spells. You, too, have a small wellspring of this power that allows you to exert your will to twist the nature of your spells. You now have a small pool of sorcery points and two Metamagic options from the sorcerer class to spend them on. Piercer

And all of the explanations make it clear that how it works is up to the DM. For instance, under " Training Time", it says (p. 8):

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