Example characters built using the Universal Character Class. I've tweaked the costs of things a lot since making some of these. So there may be errors.
Core Sorcerer (24 pts)To gain the full abilities of a 20th level sorcerer, you'd need to take Spellcasting 9 times to reach 9th level spells. However, that would still only leave you with three spells known. So you'd need to take Spell Knowledge 6 times to get the same number of spells known as a base sorcerer. You'd then spend 1 more on an archetype. Since spell points equal sorcery points under the old system, you'd then need to spend 4 points to get the same number of sorcery points and 4 more points to get four metamagic abilities.
This would be fairly close to a sorcerer with the exception of its spell slots which are radically different because this is using a Spell Point system. However, if you calculate the sum of the spell slot levels (i.e. spell points) of a standard 20th level sorcerer, it comes out to 89 plus 20 from sorcery points, for a total of 109. The universal sorcerer character described above would have 101 spell points, which is slightly less, however they would have more flexibility in how they cast them, the ability to cast more high level spells, and they could choose spells known from any class list. So overall I’d say at level 20 this is slightly more powerful.
To reproduce the core sorcerer at level 5, we spend 3 points on Spellcasting, 1 point on an archetype, 1 on metamagic, and 3 on Extra Spell Points. This gives us a total of 21 spell points which exactly equals the core sorcerer’s 21.
We spend our last point on Spell Knowledge, bringing us up to a total of 5 spells known compared to the core sorcerer’s six. So we have one less spell known, but more flexibility. I’d call them equal at level 5.
Core Barbarian (20 pts)Take Tough 3 times to approximate d12 hit dice (3 pts), Rage x2 (2 pts), and Extra, Relentless, and Persistent Rage (3 pts) gives us all the rage related abilities. Pick an archetype (1 pt), and take Basic Armor Proficiency (1) and Martial Weapon Proficiency (1), as well as unarmored defense (3 pts). Add Reckless Attack and Extra Attack (2 pts). Danger Sense cannot be exactly reproduced, but if you chose Dexterity as a save to be proficient in (either starting out, or through a feat), you could then take Indomitable for that for (1 point) and get advantage on all Dex saves (not only those for which you can see the threat). I renamed Feral Instinct to Quick Reflexes, and so we take that (1 pt). We then add Brutal Critical x3 (3 pt) and Indomitable Might (1 pt). We can’t get the capstone of Primal Champion, but then again this system was really made to replace multiclassing not single classed characters.
Core Rogue (21 pts)Sneak attack 10x (10 pts), Tough (1), Basic Armor Proficiency (1), Cunning Action (1), Archetype (1), Expertise and Skilled (2 pts), Uncanny Dodge and Evasion (2 pts), Reliable Talent (1 pt), Blight Fighting (replaces Bindsense)(1 pt), Slippery Mind can be emulated via Indomitable (1 pt). The proficiencies don’t exactly match (gain med armor & shields, lose a couple weapons), and we miss out on Elusive and Stroke of Luck, but it’s pretty close.
Core Cleric (24 pts)Spellcasting 9
Armor 1
Archetype 1
Scholarly Caster 2
Domain 1
Channel Divinity 1
Spell Knowledge 8 (+16 spells known)
Tough 1
This does not get Divine Intervention or the Improved version, but those seem like DM fiat abilities, anyway. It gains proficiency in heavy armor. A cleric 20, assuming Wisdom 20, would be able to prepare 25 spells. This reproduction can also prepare 25. Our Universal Cleric only has 81 spell points, compared to 89 for the core cleric, but they can cast many more high level spells.
Core Wizard (23 pts)Spellcasting 9
Archetype 1
Scholarly Caster 2
Spell Knowledge 8 (+16 spells known)
Extra Spell Points (3x, for a total of 12 spell points to approximate Arcane Recovery which gives 10)
A wizard 20, assuming Int 20, would be able to prepare 25 spells. This character can also prepare 25 spells, but it loses Spell Mastery and Signature Spells. Our Universal Wizard only has 81 spell points, compared to 99 for the core wizard (including Arcane Recovery), but ours can cast many more high level spells.
Core Druid (24 pts)Spellcasting 9
Archetype 1
Scholarly Caster 2
Spell Knowledge 8 (+16 spells known)
Wild Shape (3 pts)
Tough 1
A druid 20, assuming Wisdom 20, would be able to prepare 25 spells. This can also prepare 25. Loses Timeless Body, Beast Spells and Archdruid. 81 vs 89 spell points.
Core Paladin (31 pts)Basic Armor, Heavy Armor (feat) + Martial Weapons 3
Tough 2x
Fighting Style 1
Spellcasting 5
Sense the Supernatural (Divine Sense) 1
Lay on Hands 1
Divine Smite (and Improved) 2
Divine Health 1
Archetype 1
Extra Attack 1
Aura of Protection 1
Courageous (Aura of Courage) 2
Cleansing Touch 1
Extra Spell Points 4x
Extra Spells Known 5x
Core Ranger (25 pts)Basic Armor & Martial Weapons 2
Tough 2x
Fighting Style 1
Spellcasting 5
Sense the Supernatural (Primal Awareness) 1
Archetype 1
Extra Attack 1
Skilled Hunter 4x (gives Favored Enemy, Natural Explorer, Hide in Plain Sight, Vanish, and Freedom of Movement - which is an improvement over Land’s Stride)
Blind Fighting (Feral Senses) 1
Extra Spell Points 4x
Extra Spells Known 3x
We would need 1 more point than available to recreate a 20th level core ranger!
Core Fighter is actually one that is completely impossible to reproduce because they are the only one that gets more than one extra attack, and I think adding this to a character built with this system would likely be overpowering. They also get extra uses of Action Surge and Indomitable at higher levels, which is not possible with this universal character class.
Likewise, Warlock has such weird mechanics compared to the other classes that it is also impossible to reproduce exactly with this system, and if we tried to accommodate perfectly recreating it, we’d wind up breaking the system in some other way. The Font of Power feat emulates the Warlock’s spell slot mechanism, but it would be very weird to use Build Points to buy access to a single spell known at a given level (Mystic Arcanum) when you could instead spend a point on improving your full spellcasting. In some ways it’s like a class that was 10 levels long, and then they decided to change it into a totally different class from levels 11-20.
Now let’s try to break this system… I bet it won’t be that hard. 😀
Smite Cleric (6th level)
Tough 1x
Spellcasting 3
Divine Smite 1
Channel Divinity 1
Domain 1 (choose War for the attack as a bonus action plus armor and weapon proficiencies and +10 to hit as a reaction)
Extra Attack 1
Font of Magic 1
1: Spellcasting, Divine Smite, Channel Divinity, Domain, Tough
2: Font of Magic
3: Spellcasting
4: Sneak Attack (+1d6)
5: Spellcasting
6: Extra Attack
I tried to fit all of this in at level 5, but you have to delay the 3rd Spellcasting point until level 5, and therefore can’t take Extra Attack until level 6. We'd have effectively d8 hit dice, heavy armor and martial weapons for free from the War domain, extra attack, SMITE, and +1d6 Sneak Attack,. A number of times equal to our Wis mod (per LR) we get a 3rd attack as a bonus action from the War domain. As a reaction, we can also add +10 to hit using Channel Divinity. This is on top of full spellcasting. We only know 3 spells (not counting the War domain), but who cares? We’re going to be using those spell points to SMITE SMITE SMITE, and we get 3 free spell points for each SHORT REST! We don’t need a super high Wisdom, but it will be determining both spell DCs (if we decide to cast anything on anyone else) and our number of bonus action attacks. So we shouldn’t completely ignore it, either.
I don’t think this is broken, but it’s quite powerful. With that +10 to hit as a reaction, we could also consider taking the Great Weapon Master feat instead of Sneak Attack (or swap out our Ability Score Improvement.at 4th). It would likely average a bit higher on damage, and definitely be a more dynamic way to play.
The Glass Cannon (5th level)Spellcasting x3
Font of Magic
Extra Spell Points x4
Archetype (Evocation wizard)
This character only knows 5 spells (and 4 cantrips), but has 29 spell points (vs core sorcerer’s 21), and can regain 3 with a short rest. He can only cast 3 Fireballs per day, but he won’t hit any friends, and he still has enough firepower to throw out 10 Scorching Rays after that.
To be honest, this kind of sucks.
The Bladesinger (6th level)Spellcasting x3
Archetype (Bladesinger) 1
Tough 1
Metamagic (Quicken) 1
Extra Spell Points x4
The extra attack from Bladesinger is interesting, in that it lets us substitute a cantrip for an attack. With Quicken Spell, we can further Quicken a Booming Blade every round, basically giving us 3 attacks per round for 2 spell points. Per Jeremy Crawford, we can do this with a Shadow Blade. So that’s 3 attacks doing 2d8+dex for damage each round. We also add our Int mod to AC on top of Light armor (from Bladesinger). So our AC is 12 + Int + Dex (could easily have +3 in each, for 18), and although we only know 3 spells (and 3 cantrips), our third one could be Shield for another +5 AC when needed. We have 29 spell points. So we can run this combo for many rounds of combat.
Although we only have 2 uses of Bladesong, the only thing we lose is the Int bonus to AC. The main thing we want from this archetype is the extra attack with Booming Blade. The light armor and weapon proficiencies are also nice.
A variation on the above is to take Empower instead of Quicken, since the 2d8 is spell damage. This would be much cheaper (since you only need to spend it when you first cast the spell), and free up Spell Points for something else.
Building Sun Wukong If he was given all the powers and strength from his various portrayals, Sun Wukong would obviously be too powerful to be allowed as a player character. However, you could build something covering a wide variety of what he does using this Universal Character Class. Here’s my shot at it.
Sun Wukong, Muscle Wizard Monk (20th level)(24 pts)Unarmored Defense (strength) 1
Spellcasting (strength) x9
Archetype (Way of the Open Hand?) 1
Tough 1
Martial Arts 1
Ki (strength) 1
Flurry of Blows 1
Diamond Soul 3
Ki-Empowered Strikes 1
Perfect Self 3
Font of Power 2
Extra Attack 1
Step of the Wind (free with Ki Class Ability)
Spellcasting: he has 81 spell points, 9 refresh with Short Rests, Strength is casting stat
Spells known:
True Polymorph (72 transformations)
Fly
Invisibility
Major Image (there is no balanced way to allow a character to make a bunch of actual copies of themself like he does with his magical hairs he got from Guanyin, but with this they could make an illusion of them)
Teleport
True Seeing
Time Stop
2 more spells known (he does a bunch of other things, so pick one that is most important to your vision of him)
His main ability score is strength, and this system allows you to really focus on that as your main stat, using it for unarmored defense, spellcasting, and even Ki abilities. He can change himself or someone else into another creature, fly, turn invisible, Teleport, cast Time Stop, and create powerful illusions to at least create the appearance of many of the other abilities the character does.