Can cantrips be swapped out on levelling up after the release of any recent errata?

Based on this Q&A, it appears that, RAW, cantrips cannot be swapped out on level up like other spells can be (for classes that can swap out spells on level up, such as Sorcerers).

However, in last night’s game, some of my fellow players mentioned to me how there has been a recent errata that now officially allows cantrips to be swapped out like spells (basically, the conclusions that the above linked Q&A have now been contradicted by errata).

I have tried to search for this errata, but I can only find evidence to the contrary (i.e. supporting the linked Q&A), but what I’ve been able to find may not be the most recent errata that my fellow players were referring to.

Is what they claim true about there being an errata that now allows this, or were my fellow players mistaken?

In Out of the Abyss, characters are supposed to be level 15 by the last chapter; how can I get them there via milestone levelling?

I’m still running Out of the Abyss, and we’re currently half way through Chapter 9: Mantol-Derith. The party is level 9 now (awarded as we transitioned between Chapter 8 and Chapter 9).

As we started Chapter 6: Blingdenstone, we decided to start using milestone levelling rather than tracking XP as we had been doing up until that point (DMG, pg. 261):

Level Advancement without XP

You can do away with experience points entirely and control the rate of character advancement. Advance characters based on how many sessions they play, or when they accomplish significant story goals in the campaign. In either case, you tell the players when their characters gain a level.

This method of level advancement can be particularly helpful if your campaign doesn’t include much combat, or includes so much combat that tracking XP becomes tiresome.

This last point about tracking XP becoming tiresome is pretty much why I suggested the switch to this method. It’s worked well so far, since interesting significant story moments have made it feel well paced, and there have been enough random encounters as we travel between locations in the Underdark (in addition to the “story combat”) that the levels feel earned.

However, planning ahead, I want to make sure that the levels are awarded at the right pace so that it doesn’t feel rushed, but at the same time making sure that enough has happened so that it continues to feel earned. Personally, I don’t feel like enough is happening in Mantol-Derith to justify jumping up to level 10 at the end of that chapter, for example.

Also, although the players like roleplaying and love meeting the various characters of this adventure, they’re not too interested in the factions like the Harpers and all that, so they were kinda glossed over during Chapter 8, so although roleplaying experience can still contribute to these levels feeling earned, I can’t just have huge lengthy faction arguments to justify it because my players won’t really engage with that.

The PCs should be level 15 for the last chapter of the adventure, as suggested by OotA, pg. 217, which implies such by saying:

As well as being more explicit about it on pg. 143:

So, level 15 by Chapter 17, and before that, level 14 by Chapter 16. However, I can’t find anything more explicit about the levels in between, which means it’s up to me to judge that.

So, currently they are level 9 as we play Chapter 9, and they’ve got to reach level 14 by Chapter 16. There are more remaining chapters here than levels, so simply handing out a level at the end of each chapter won’t work.

I am hoping that this will still fall under the heading of “Good Subjective” if I word it in this way: For those who have experience running/playing in OotA, what levels were the party during each chapter or significant story moment during these chapters (10-15)?

How do I gain extra feats outside of normal levelling?

I’m new to D&D and new to version 3.5 particularly.

I’m creating a character using the PHB and need to know if there are any means for getting extra feats – perhaps some items or possibly quests?

This knowledge is very crucial for building characters, as two sets (for 7 feats and for 9 feats) differ dramatically.

We are adventuring through Faerun.

The DM says that for a novice, using PHB1, PHB2, Complete Arcana, Complete Divine, Complete Warrior, Complete Adventurer and DMG1 (prestige class section only) are sufficient, but he may for his own needs draw events, rewards and so on from additional sources.

I’m planing to breed Cleric lvl1, Wizard Lvl4, Dweomerkeeper lvl 10 (we agreed with DM to override experience cheat of this class) , Archmage lvl 5.

Three of my feats go towards archmage prereqs, eschew materials, and some metamagic. For others I may get more metamagic or get SLA from Archmage and use maximize SLA on it, or get extremely useful precise shot for not hitting my own companions that are all melee.

How does spell levelling work with multiclassing? [duplicate]

This question already has an answer here:

  • Do Cantrips use your character level or class level? 5 answers

Suppose I am a level 10 rogue and take a level of sorcerer, giving me the firebolt cantrip. Normally, on a successful hit, the target takes 1d10 fire damage. Furthermore, the description says:

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

How much damage should I be rolling? 1d10, because I am a level 1 sorcerer? Or 3d10 because I have attained 11 levels?

Wear levelling score on smartctl does not match TBW claim

I have a small secondary Toshiba RC100 SSD with specified endurance of 120 TB. smartctl reports data units written of about 3% of that. But the wear levelling count(or “Percentage used”) reports at 16%. This is a big discrepancy. From what I can tell, Data Units Written is actual block writes to the device, not logical writes, so write amplification doesn’t explain the discrepancy. What’s going on?

Lack of character customisation options when levelling up [on hold]

One issue I have with D&D 5e is that I feel there’s really a lack of options when the character progresses. Don’t get me wrong, I like the concept of Bounded Accuracy as it makes room for epic situations where I can increase numbers as a challenge, instead of increasing levels, but I get the impression that once the player chooses a race + class + background, pretty much every level increase boils down to more hit points, better characteristics and an ability that is predefined for the class. Even with the inclusion of feats, I feel the characters are pretty much on a straight line with little room for the players to customise their character in non interpretative ways.

For example, if I’m interpreting the rules correctly, let’s say I create a pretty standard Dwarf Fighter. When I create the class, at Level 1, I get proficiency with all armours and all weapons and I get to choose two skills and a combat style. Then, at level 2, 5 and 9 I get a predefined new ability, there’s no choosing, I just get that one. At level 3 I get to choose a path, but still, once chosen it will follow from there with predefined advantages when I reach certain levels. My feeling is that every Warrior will be similar to each other, if two players choose to play a Fighter (even if they choose different races) they’ll end up with very similar characters from the capabilities point of view… Yes, they can personalise in background and history, but essentially I’ll have two players that can do more or less the same coming from different backgrounds.

The same logic applies to replayability. I have the feeling that running to adventures with two different warriors will feel exactly as if you were playing them with the same character all over again.

I have no experience actually playing the system so, is this just my misinterpretation of the rules or is it that lack of customisation real? If I’m misinterpreting the rules (I’ve reread over and over to try to find more flexible interpretations), are there any advice that you can give to make characters more flexible? Maybe an example of how two warriors starting at level 1 can be leveled up to look significantly different to each other.

To clarify, the main intent of the question is to verify if I’m misinterpreting or perceiving the rules wrongly and, in case I am, how to make character evolution appealing to players, as right now I can’t since it doesn’t look appealing to myself.

Example of answer would be: “Yes, that is a limitation of the system that streamlines character creation and ease of play” or “Not at all, you have the options to choose this and that and that will make your character significantly different at level 6 than if you had chosen this other advancement path”

Taking out levelling and classes – Replacements [on hold]

So, my RPG isn’t going to use levels or classes to determine advancement. I’m trying to keep it open as possible, and also I realize that if a character levels up, and then they fight slightly tougher monsters, then it’s the same difficulty level and they might as well not level up at all. Instead, I’m trying a feat/skill type system (like in Savage Worlds) where characters get Skills by spending Skill Points( which they get from doing important things – I’m trying to eliminate grinding as well). These skills won’t increase their primary stats, but instead, give them things to do in the tactics department and fill out the character’s portfolio. There are certain specialization areas, but it doesn’t hold lots of characters back. Because of the anti-leveling, most characters will have like 10 hitpoints, and so I’ve decreased damage rolls from d1(just a 1) to d6, instead of d4-d12 like in most systems. Characters won’t have a barrel of hitpoints for monsters to stab holes in. Thoughts? Ideas? Problems?