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This document is the first in a series of Power Level. The character options you read
Unearthed Arcana articles that present material here might be more or less powerful than options
designed for the Player’s Handbook coming out in the Player’s Handbook (2014). If a design
in 2024. The material here uses the rules in the survives playtesting, we adjust its power to the
2014 Player’s Handbook, except where noted. desirable level before official publication. This
Providing feedback on this document is one means an option could be more or less powerful
way you can help shape the next generation of in its final form.
D&D.
Inside you’ll find the following content: DETERMINING YOUR ORIGIN
Character Races. These are the Race options After choosing your character’s Class, it’s time
being considered for the Player’s Handbook— to consider the character’s origin. Who are the
all with updated design. character’s ancestors? And how did the
Character Backgrounds. Here you’ll see the character spend the years leading up to a life of
fun role that a character’s Background is adventure? To help answer those questions, you
going to play in helping flesh out the choose three things for the character:
character’s origin.
Starting Languages. This section specifies the • a Race
number of languages a character knows when • a Background
created. • a language
Feats. Every 1st-level Feat mentioned herein
appears in the “Feats” section, which contains A character’s Race represents ancestry and
both new and revised Feats. confers game traits to the character. A
Rules Glossary. In this document, any term character’s Background is a collection of
followed by an asterisk appears in a glossary characteristics that represent the place and
at the end. This glossary defines certain rules occupation that were most formative for the
terms that appear in this document, focusing character. The Character Origin Overview table
on terms that have been clarified or redefined lists the traits your character gains from Race
or that don’t appear in the 2014 Player’s and Background.
Handbook.
CHARACTER ORIGIN OVERVIEW
Before delving into these new options, please Race Trait Description
read the “This Is Playtest Material” sidebar. Creature Type Every character and
To learn more about the design in this article, monster in the game has
we invite you to view the accompanying video. a Creature Type.*
Size A character’s Size
THIS IS PLAYTEST MATERIAL
determines the amount
This article is presented for playtesting and
of space the character
feedback. This D&D material is in draft form,
occupies, as explained in
usable in your D&D campaign but not refined by
the 2014 Player’s
full game development and editing. It isn’t
Handbook.
officially part of the game.
Speed Speed fuels a character’s
Feedback. The best way for you to give us
movement, as explained
feedback on this material is in the survey we’ll
in the 2014 Player’s
release on D&D Beyond. If we decide to make this
Handbook.
material official, it will be refined based on your
feedback, and then it will appear in a D&D book.
Celestial Legacy. You are the recipient of a to populate the worlds of dragons with people
celestial legacy that grants you magical abilities. created in their image. Another story holds that
Choose a legacy from the Celestial Legacies dragons created the first dragonborn without
table: Exalted, associated with Chaotic Good the gods’ blessings. Whatever their origin,
planes; Heavenly, associated with Lawful Good dragonborn have made homes for themselves
planes; or Idyllic, associated with Neutral Good on the worlds of the Material Plane.
planes. You gain the initial benefit of the chosen Dragonborn look like wingless, bipedal
legacy: a cantrip that you learn. You also choose dragons—scaly, bright-eyed, and thick-boned,
the animal you most closely resemble; the table with horns on their heads. Dragonborn of
provides a few suggestions for each legacy (you chromatic ancestry have scales that are black,
don’t gain wings by choosing an animal that can blue, green, red, or white, whereas dragonborn
fly). of metallic ancestry have scales that are the
Starting at 3rd level and again at 5th level, color of brass, bronze, copper, gold, or silver.
you gain the ability to cast a higher-level Spell When two dragonborn whose scales are of
with this trait, as shown on the table. Once you different colors produce a child, their offspring’s
cast the Spell with this trait, you can’t cast that scales match those of one parent or the other.
Spell with it again until you finish a Long Rest; Like their draconic ancestors, dragonborn can
however, you can cast the Spell using any Spell exhale acid, cold, fire, lightning, or poison. One
Slots you have of the appropriate level. can tell the type of energy a dragonborn
Intelligence, Wisdom, or Charisma is your breathes by the color of the dragonborn’s
spellcasting ability for the Spells you cast with scales.
this trait (choose the ability when you select the
legacy). DRAGONBORN TRAITS
Damage Resistance. You have Resistance to Creature Type: Humanoid
Radiant Damage. Size: Medium (about 5–7 feet tall)
Speed: 30 feet
ARDLINGS OF MANY WORLDS Life Span: 80 years on average
Ardlings bring a little bit of the Upper Planes
As a Dragonborn, you have these special traits.
with them wherever they go. On many worlds,
Draconic Ancestry. Your lineage stems from a
the first ardlings used the magic of their
dragon progenitor. Choose the type of dragon
celestial legacies to inspire and heal others.
from the Draconic Ancestor table. Your choice
By virtue of their celestial legacies, some
affects your Breath Weapon and Damage
ardlings strive to make the world a better place.
Resistance traits. The chosen dragon also affects
Others use their supernal gifts to be the best
your appearance, with you displaying
version of themselves they can be. Still others
coloration and other features reminiscent of
are delighted to have a connection to the Upper
that dragon.
Planes without the responsibility of always
having to do the right thing.
DRACONIC ANCESTOR
Dragon Damage Type
DRAGONBORN Black Acid
The earliest dragonborn hatched from the eggs Blue Lightning
of chromatic and metallic dragons. One story Brass Fire
holds that these eggs were blessed by the Bronze Lightning
dragon gods Bahamut and Tiamat, who wanted Copper Acid
ELVEN LINEAGES
Lineage 1st Level 3rd Level 5th Level
Drow The range of your Darkvision increases to 120 Faerie Fire Darkness
feet. You also know the Dancing Lights cantrip.
High Elf You know the Prestidigitation cantrip. Whenever Detect Magic Misty Step
you finish a Long Rest,* you can replace that
cantrip with a different cantrip from the Arcane
Spell List.*
Wood Elf Your Speed increases to 35 feet. You also know Longstrider Pass without Trace
the Druidcraft cantrip.
FIENDISH LEGACIES
Legacy 1st Level 3rd Level 5th Level
Abyssal You have Resistance to Poison Damage. You Ray of Sickness Hold Person
also know the Poison Spray cantrip.
Chthonic You have Resistance to Necrotic Damage. You False Life Ray of Enfeeblement
also know the Chill Touch cantrip.
Infernal You have Resistance to Fire Damage. You also Hellish Rebuke Darkness
know the Fire Bolt cantrip.
• How does your Background influence your ABILITY SCORE INCREASES FROM ELSEWHERE
current worldview? Since 2014, characters have received ability score
• Do you embrace or reject your Background? increases from several sources, either from a Race
• Did you form any relationships during your that has the Ability Score Increase trait or from
Background that endure today? the ability score rules in Tasha’s Cauldron of
Everything, Monsters of the Multiverse, and other
BUILD YOUR BACKGROUND books. If you make a character using one of those
older sources and get ability score increases from
Using the rules here, you can build a it, the character doesn’t also get ability score
Background from scratch or customize a increases from Background, unless you forgo the
premade Background, focusing on details older ability score increases to gain the increases
related to the backstory you have in mind for from the Background rules here.
your character.
When you build a Background, your character SAMPLE BACKGROUNDS
gains the features in the “Background Features”
Here is a collection of sample Backgrounds that
section below. As you make choices for those
you can choose from when making a character.
features, think about your character’s past.
These Backgrounds were built using the rules in
Where did they spend most of their time? What
did they do for a living? What capabilities and the “Build Your Background” section, and each
possessions did they acquire? What language of them contains story-oriented details that are
did they learn from their family, associates, or meant inspire you as you think of your
character’s backstory.
studies? How did their past affect their ability
The Feats mentioned in the Backgrounds
scores?
appear later in this document.
If you instead decide to customize a premade
Background, you can choose any features in that
Background and replace them with the features
ACOLYTE
below of the same name. For example, if you Ability Scores: +2 Wisdom, +1 Intelligence
want to change a Background’s Language Skill Proficiencies: Insight, Religion
feature, you can replace that feature with the Tool Proficiency: Calligrapher’s Supplies
Language feature below. Language: Celestial
Feat: Magic Initiate (Divine)
Background Features
Ability Scores. When you determine your You devoted yourself to service in a temple,
character’s ability scores, choose two of them, either nestled in a town or secluded in a sacred
and increase one by 2 and the other one by 1. grove. There you performed hallowed rites in
Alternatively, choose three ability scores, and honor of a god or pantheon. You served under a
increase each of them by 1. priest and studied religion. Thanks to your
Skill Proficiencies. Choose two Skills. Your priest’s instruction and your own devotion, you
character gains Proficiency in them. also learned how to channel a modicum of
divine power in service to your place of worship
Tool Proficiency. Choose one tool. Your character
and the people who prayed there.
gains Tool Proficiency* with it.
Language. Choose one language from the Equipment
Standard Languages and Rare Languages tables Book (Prayers) Parchment (10 sheets)
(these appear later in the document). Your Calligrapher’s Supplies Robe
character knows that language. Holy Symbol 3 GP
HERMIT NOBLE
Ability Scores: +2 Wisdom, +1 Constitution Ability Scores: +2 Charisma, +1 Intelligence
Skill Proficiencies: Medicine, Religion Skill Proficiencies: History, Persuasion
Tool Proficiency: Herbalism Kit Tool Proficiency: Gaming Set* (one of your
Language: Sylvan choice)
Feat: Magic Initiate (Primal) Language: Draconic
Feat: Skilled
You spent your early years secluded in a hut or
monastery located well beyond the outskirts of You were raised in a castle as a creature of
the nearest settlement. In those days, your only wealth, power, and privilege—none of it earned.
companions were the creatures of the forest, Your family are minor aristocrats who saw to it
who would occasionally visit to bring news of that you received a first-class education, some
the outside world and supplies. The quiet and of which you appreciated and some of which
solitude you found in your time outside society you resented. (Was it truly necessary to read all
allowed you to spend many hours pondering those ancient histories in their original
the mysteries of creation, attuning your mind to Draconic?) Your time in the castle, especially
the magical energy flowing through the natural the many hours you spent observing your
world. family at court, also taught you a great deal
about leadership.
Equipment
Bedroll Oil (3 flasks) Equipment
Book (Philosophy) Quarterstaff Fine Clothes Signet Ring
Fishing Tackle Traveler’s Clothes Gaming Set 24 GP
Herbalism Kit 15 GP Perfume
Lamp
PILGRIM
LABORER Ability Scores: +2 Wisdom, +1 Constitution
Ability Scores: +2 Constitution, +1 Strength Skill Proficiencies: Religion, Survival
Skill Proficiencies: Athletics, Survival Tool Proficiency: Musical Instrument* (one of
Tool Proficiency: Mason’s Tools your choice)
Language: Dwarvish Language: Halfling
Feat: Tough Feat: Healer
Your apprenticeship consumed the better part You and a group of like-minded believers—
of your youth. First, you learned to cut and mostly humans and halflings—once endeavored
polish a stone. After several years of polishing to walk a thousand miles of road to reach a
stones, you learned how to cement those stones faraway shrine. Priests counseled at the outset
into a wall. After several years building walls, that, long after your journey was complete,
you learned to join your walls to form a you’d come to realize that you found the key to
structure. The structures you built were your salvation not at your destination, but
exceptionally durable. The masons who taught somewhere along the road that led there.
you were taught by even older masons who
were taught by dwarf artisans of old.
LUCKY MUSICIAN
1st-Level Feat 1st-Level Feat
Prerequisite: None Prerequisite: None
Repeatable: No Repeatable: No
You have inexplicable luck that can kick in at You are a practiced musician, granting you the
just the right moment, granting you the following benefits:
following benefits:
Instrument Training. You gain Tool
Luck Points. You have a number of Luck Points Proficiency* with three Musical Instruments*
equal to your Proficiency Bonus. You can of your choice.
spend the points on the benefits below, and Inspiring Song. As you finish a Short Rest or a
you regain your expended Luck Points when Long Rest, you can play a song on a Musical
you finish a Long Rest.* Instrument with which you have Tool
Advantage. Immediately after you roll a d20 for Proficiency and give Inspiration* to allies who
a d20 Test,* you can spend 1 Luck Point to hear the song. The number of allies you can
give yourself Advantage on the roll. affect in this way equals your Proficiency
Disadvantage. When a creature rolls a d20 for Bonus.
an attack roll against you, you can spend 1
Luck Point to impose Disadvantage on that SAVAGE ATTACKER
roll. 1st-Level Feat
Prerequisite: None
MAGIC INITIATE Repeatable: No
1st-Level Feat
You have trained to deal particularly damaging
Prerequisite: None
strikes. When you take the Attack Action and hit
Repeatable: Yes, but you must choose a
a target with a Weapon as part of that Action,
different Spell list each time
you can roll the Weapon’s damage dice twice
You have learned the basics of a particular and use either roll against the target. You can
magical tradition. Choose one Spell list: Arcane,* use this benefit only once per turn.
Divine,* or Primal.* You gain the following
benefits related to that choice: SKILLED
1st-Level Feat
Two Cantrips. You learn two cantrips of your
choice from the Spell list. Prerequisite: None
Repeatable: Yes
BARD
—Prepared Spells per Spell Level—
Level Prof. Bonus Class Features Bardic Die Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, d6 2 2 — — — — — — — —
Spellcasting
2nd +2 Expertise, d6 2 3 — — — — — — — —
Songs of Restoration
3rd +2 Bard Subclass d6 2 4 2 — — — — — — —
4th +2 Feat d6 3 4 3 — — — — — — —
5th +3 Jack of All Trades d8 3 4 3 2 — — — — — —
6th +3 Subclass Feature d8 3 4 3 3 — — — — — —
7th +3 Font of Bardic d8 3 4 3 3 1 — — — — —
Inspiration
8th +3 Feat d8 3 4 3 3 2 — — — — —
9th +4 Expertise d8 3 4 3 3 3 1 — — — —
10th +4 Subclass Feature d10 4 4 3 3 3 2 — — — —
11th +4 Magical Secrets d10 4 4 3 3 3 2 1 — — —
12th +4 Feat d10 4 4 3 3 3 2 1 — — —
13th +5 — d10 4 4 3 3 3 2 1 1 — —
14th +5 Subclass Feature d10 4 4 3 3 3 2 1 1 — —
15th +5 Further Magical d12 4 4 3 3 3 2 1 1 1 —
Secrets
16th +5 Feat d12 4 4 3 3 3 2 1 1 1 —
17th +6 — d12 4 4 3 3 3 2 1 1 1 1
18th +6 Superior Bardic d12 4 4 3 3 3 3 1 1 1 1
Inspiration
19th +6 Feat d12 4 4 3 3 3 3 2 1 1 1
20th +6 Epic Boon d12 4 4 3 3 3 3 2 2 1 1
BARD
Prof. Bardic Prepared —Spell Slots per Spell Level—
Level Bonus Class Features Die Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Spellcasting d6 2 4 2 — — — — — — — —
2nd +2 Expertise, Jack of All Trades d6 2 5 3 — — — — — — — —
3rd +2 Bard Subclass d6 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement d6 3 7 4 3 — — — — — — —
5th +3 Font of Inspiration d8 3 9 4 3 2 — — — — — —
6th +3 Subclass Feature d8 3 10 4 3 3 — — — — — —
7th +3 Countercharm d8 3 11 4 3 3 1 — — — — —
8th +3 Ability Score Improvement d8 3 12 4 3 3 2 — — — — —
9th +4 Expertise d8 3 14 4 3 3 3 1 — — — —
10th +4 Magical Secrets d10 4 15 4 3 3 3 2 — — — —
11th +4 — d10 4 16 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement d10 4 16 4 3 3 3 2 1 — — —
13th +5 — d10 4 17 4 3 3 3 2 1 1 — —
14th +5 Subclass Feature d10 4 17 4 3 3 3 2 1 1 — —
15th +5 — d12 4 18 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement d12 4 18 4 3 3 3 2 1 1 1 —
17th +6 — d12 4 19 4 3 3 3 2 1 1 1 1
18th +6 Superior Inspiration d12 4 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement d12 4 21 4 3 3 3 3 2 1 1 1
20th +6 Words of Creation d12 4 22 4 3 3 3 3 2 2 1 1
CLERIC
Prof. Channel Prepared —Spell Slots per Spell Level—
Level Bonus Class Features Divinity Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Divine Order, Spellcasting — 3 4 2 — — — — — — — —
2nd +2 Channel Divinity 2 3 5 3 — — — — — — — —
3rd +2 Cleric Subclass 2 3 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 2 4 7 4 3 — — — — — — —
5th +3 Smite Undead 2 4 9 4 3 2 — — — — — —
6th +3 Subclass Feature 3 4 10 4 3 3 — — — — — —
7th +3 Blessed Strikes 3 4 11 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 4 12 4 3 3 2 — — — — —
9th +4 Commune 3 4 14 4 3 3 3 1 — — — —
10th +4 Divine Intervention 3 5 15 4 3 3 3 2 — — — —
11th +4 — 3 5 16 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 3 5 16 4 3 3 3 2 1 — — —
13th +5 — 3 5 17 4 3 3 3 2 1 1 — —
14th +5 Improved Blessed Strikes 3 5 17 4 3 3 3 2 1 1 — —
15th +5 — 3 5 18 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 3 5 18 4 3 3 3 2 1 1 1 —
17th +6 Subclass Feature 3 5 19 4 3 3 3 2 1 1 1 1
18th +6 — 4 5 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 5 21 4 3 3 3 3 2 1 1 1
20th +6 Greater Divine Intervention 4 5 22 4 3 3 3 3 2 2 1 1
• Domain Spells once again includes 1st-level 6TH LEVEL: BLESSED HEALER
spells, and Prayer of Healing has been replaced The healing spells you cast on others heal you as
by Aid. well. Immediately after you cast a spell with a
• Disciple of Life is now clearer that its extra Hit spell slot that restores Hit Points to one creature
Points are based on the spell slot expended. other than you, you regain Hit Points equal to 2
• Preserve Life has been redesigned to give more plus the spell slot’s level.
flexibility in how you protect yourself and others.
Healing spells are almost all Abjuration spells
The Trickery Domain offers magic of deception, 3RD LEVEL: BLESSING OF THE TRICKSTER
illusion, and stealth. Clerics who wield this magic As an action, you can choose yourself or a willing
are a disruptive force in the world, puncturing creature within 30 feet of yourself to gain
pride, mocking tyrants, stealing from the rich, Advantage on Dexterity (Stealth) checks. This
freeing captives, and flouting hollow traditions. blessing lasts for 1 hour or until you use this
They prefer subterfuge, pranks, and theft rather feature again.
than direct confrontation.
Gods of trickery are mischief-makers and 3RD LEVEL: INVOKE DUPLICITY
instigators who stand as a constant challenge to
You can use your Channel Divinity to create an
the accepted order among both gods and
illusory duplicate of yourself.
mortals. They embody the forces of change and
As a Bonus Action, you can expend one use of
social upheaval, and they’re patrons of thieves,
your Channel Divinity to teleport up to 30 feet to
scoundrels, gamblers, rebels, and liberators.
an unoccupied space you can see, and you create
Religious orders that operate in secret,
a perfect visual illusion of yourself in the space
especially those that seek to undermine
you left. The illusion lasts for 1 minute, but it
oppressive governments or hierarchies, also
ends early if you have the Incapacitated
draw on the power of the Trickery Domain.
condition or dismiss it as a Bonus Action.
DESIGN NOTE: TRICKERY DOMAIN UPDATES While the illusion persists, you gain the
following benefits:
Here are the main updates in this subclass since
the 2014 Player’s Handbook: Cast Spells. You can cast spells as though you
• Domain Spells has an updated spell list. were in the illusion’s space, but you must use
• Blessing of the Trickster can target someone up your own senses.
to 30 feet away, and Clerics can use it on Distract. When both you and your illusion are
within 5 feet of a creature that can see the
themselves.
illusion, you have Advantage on attack rolls
• Invoke Duplicity no longer requires
against that creature, given how distracting
Concentration, and it requires a Bonus Action
the illusion is to the target.
rather than an action. In addition, you teleport Move. As a Bonus Action, you can move the
when you first use it, not just when you move illusion up to 30 feet to an unoccupied space
the illusion later. you can see that is within 120 feet of yourself,
• Trickster’s Magic is a new feature that replaces and you can then teleport, swapping places
Cloak of Shadows, which was poorly rated, and with the illusion.
Domain Spells now includes Invisibility.
• Divine Strike has been replaced by Blessed 6TH LEVEL: TRICKSTER’S MAGIC
Strikes in the base class. If you cast a spell of the Illusion school using a
• Improved Duplicity was poorly rated and now spell slot, you can change the spell’s casting time
has entirely new functionality. to a Bonus Action for this casting, provided the
spell’s casting time is normally an action.
3RD LEVEL: DOMAIN SPELLS You can use this feature a number of times
Your connection to this divine domain ensures equal to your Wisdom modifier (minimum of
you always have certain spells ready. When you once), and you regain all expended uses of it
reach a Cleric level specified in the Trickery when you finish a Long Rest.
Domain Spells table, you thereafter always have
the listed spells prepared. 17TH LEVEL: IMPROVED DUPLICITY
The illusion of your Invoke Duplicity has grown
TRICKERY DOMAIN SPELLS more powerful. When you create it, you can
Cleric Level Prepared Spells teleport up to 120 feet rather than 30 feet, and
3rd Charm Person, Disguise Self, when you move it, you can move it up to 60 feet
Invisibility, Pass without Trace rather than 30 feet. In addition, when you and
5th Hypnotic Pattern, Nondetection your allies make attack rolls against a creature
7th Confusion, Dimension Door
DRUID
Prof. Wild Prepared —Spell Slots per Spell Level—
Level Bonus Class Features Shape Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Primal Order, Spellcasting — 2 4 2 — — — — — — — —
2nd +2 Wild Companion, Wild Shape 2 2 5 3 — — — — — — — —
3rd +2 Druid Subclass 2 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 2 3 7 4 3 — — — — — — —
5th +3 Wild Resurgence 2 3 9 4 3 2 — — — — — —
6th +3 Subclass Feature 3 3 10 4 3 3 — — — — — —
7th +3 Elemental Fury 3 3 11 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 3 12 4 3 3 2 — — — — —
9th +4 Commune with Nature 3 3 14 4 3 3 3 1 — — — —
10th +4 Subclass Feature 3 4 15 4 3 3 3 2 — — — —
11th +4 — 3 4 16 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 3 4 16 4 3 3 3 2 1 — — —
13th +5 — 3 4 17 4 3 3 3 2 1 1 — —
14th +5 Subclass Feature 3 4 17 4 3 3 3 2 1 1 — —
15th +5 Improved Elemental Fury 3 4 18 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 3 4 18 4 3 3 3 2 1 1 1 —
17th +6 — 4 4 19 4 3 3 3 2 1 1 1 1
18th +6 Beast Spells 4 4 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 21 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 22 4 3 3 3 3 2 2 1 1
MONK
Martial Discipline Unarmored
Level Prof. Bonus Class Features Arts Points Movement
1st +2 Martial Arts, Unarmored Defense, Weapon Mastery 1d6 — —
2nd +2 Martial Discipline, Unarmored Movement 1d6 2 +10 ft.
3rd +2 Deflect Missiles, Monk Subclass 1d6 3 +10 ft.
4th +2 Ability Score Improvement, Slow Fall 1d6 4 +10 ft.
5th +3 Extra Attack, Stunning Strike 1d8 5 +10 ft.
6th +3 Empowered Strikes, Subclass Feature 1d8 6 +15 ft.
7th +3 Evasion, Heightened Metabolism 1d8 7 +15 ft.
8th +3 Ability Score Improvement 1d8 8 +15 ft.
9th +4 Acrobatic Movement 1d8 9 +15 ft.
10th +4 Self-Restoration 1d8 10 +20 ft.
11th +4 Subclass Feature 1d10 11 +20 ft.
12th +4 Ability Score Improvement 1d10 12 +20 ft.
13th +5 Deflect Energy 1d10 13 +20 ft.
14th +5 Disciplined Survivor 1d10 14 +25 ft.
15th +5 Perfect Discipline 1d10 15 +25 ft.
16th +5 Ability Score Improvement 1d10 16 +25 ft.
17th +6 Subclass Feature 1d12 17 +25 ft.
18th +6 Superior Defense 1d12 18 +30 ft.
19th +6 Ability Score Improvement 1d12 19 +30 ft.
20th +6 Defy Death 1d12 20 +30 ft.
DESIGN NOTE: WARRIOR OF THE HAND UPDATES 17TH LEVEL: QUIVERING PALM
Here are the main updates in this subclass You gain the ability to set up lethal vibrations in
(formerly Way of the Open Hand) since the 2014 someone’s body. When you hit a creature with
Player’s Handbook: an Unarmed Strike, you can spend 3 Discipline
Points to start these imperceptible vibrations,
• Open Hand Technique now requires a saving which last for a number of days equal to your
throw for all three effects, not just two of them. Monk level. The vibrations are harmless unless
• Wholeness of Body now requires a Bonus Action you use your action to end them. To do so, you
rather than an action, it can be used more than and the target must be on the same plane of
once per Long Rest, and its healing is tied to your existence. When you use this action, the target
Martial Arts die and Wisdom. must make a Constitution saving throw, taking
• Fleet Step is a new 11th-level feature that 10d12 + your Monk level of Force damage on a
replaces Tranquility, one of the lowest-rated failed save or half as much damage on a
Monk features. successful one.
• Quivering Palm is no longer able to deal an You can have only one creature under the
uncapped amount of damage (reducing a effect of this feature at a time. You can end the
creature with any number of Hit Points to 0), vibrations harmlessly without using an action.
which was too powerful for the number of
Discipline Points.
PALADIN
Channel Prepared —Spell Slots per Spell Level—
Level Prof. Bonus Class Features Divinity Spells 1st 2nd 3rd 4th 5th
1st +2 Lay on Hands, Spellcasting, Weapon Mastery — 2 2 — — — —
2nd +2 Fighting Style, Paladin’s Smite — 3 2 — — — —
3rd +2 Channel Divinity, Paladin Subclass 2 4 3 — — — —
4th +2 Ability Score Improvement 2 5 3 — — — —
5th +3 Extra Attack, Faithful Steed 2 6 4 2 — — —
6th +3 Aura of Protection 2 6 4 2 — — —
7th +3 Subclass Feature 2 7 4 3 — — —
8th +3 Ability Score Improvement 2 7 4 3 — — —
9th +4 Abjure Foes 2 9 4 3 2 — —
10th +4 Aura of Courage 2 9 4 3 2 — —
11th +4 Radiant Strikes 3 10 4 3 3 — —
12th +4 Ability Score Improvement 3 10 4 3 3 — —
13th +5 — 3 11 4 3 3 1 —
14th +5 Restoring Touch 3 11 4 3 3 1 —
15th +5 Subclass Feature 3 12 4 3 3 2 —
16th +5 Ability Score Improvement 3 12 4 3 3 2 —
17th +6 — 3 14 4 3 3 3 1
18th +6 Aura Expansion 3 14 4 3 3 3 1
19th +6 Ability Score Improvement 3 15 4 3 3 3 2
20th +6 Subclass Feature 3 15 4 3 3 3 2
RANGER
Prepared —Spells Slots per Spell Level—
Level Prof. Bonus Class Features Spells 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Spellcasting, Weapon Mastery 2 2 — — — —
2nd +2 Favored Enemy, Fighting Style 3 2 — — — —
3rd +2 Ranger Subclass 4 3 — — — —
4th +2 Ability Score Improvement 5 3 — — — —
5th +3 Extra Attack 6 4 2 — — —
6th +3 Roving 6 4 2 — — —
7th +3 Subclass Feature 7 4 3 — — —
8th +3 Ability Score Improvement 7 4 3 — — —
9th +4 Conjure Barrage, Deft Explorer Improvement 9 4 3 2 — —
10th +4 Tireless 9 4 3 2 — —
11th +4 Subclass Feature 10 4 3 3 — —
12th +4 Ability Score Improvement 10 4 3 3 — —
13th +5 — 11 4 3 3 1 —
14th +5 Nature’s Veil 11 4 3 3 1 —
15th +5 Subclass Feature 12 4 3 3 2 —
16th +5 Ability Score Improvement 12 4 3 3 2 —
17th +6 Conjure Volley 14 4 3 3 3 1
18th +6 Feral Senses 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Foe Slayer 15 4 3 3 3 2
ROGUE
Level Prof. Bonus Class Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6
2nd +2 Cunning Action 1d6
3rd +2 Rogue Subclass, Steady Aim 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Cunning Strike, Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion, Reliable Talent 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Subclass Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Improved Cunning Strike 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Subclass Feature 7d6
14th +5 Devious Strikes 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Subclass Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6
POWER WORD HEAL Casting Time: Bonus Action, which you take
9th-Level Enchantment Spell (Divine) immediately after hitting a creature with a
melee weapon or an Unarmed Strike
Casting Time: Action Range: Self
Range: 60 feet Component: V
Component: V Duration: Concentration, up to 1 minute
Duration: Instantaneous
As you hit the creature, your strike flares with
A wave of healing energy washes over a creature divine light. The target hit by the strike takes an
you can see within range. The target regains all extra 2d6 Radiant damage from the attack. If the
its Hit Points. If the creature has the Charmed, target has the Invisible condition, that condition
Dazed, Frightened, Paralyzed, or Stunned ends on it. In addition, until the spell ends, the
condition, the condition ends. If the creature has target sheds bright light in a 5-foot radius, attack
the Prone condition, it can use its reaction to rolls against it have Advantage, and it can’t
stand up. benefit from the Invisible condition.
At Higher Levels. When you cast this spell
POWER WORD KILL using a spell slot of 3rd level or higher, the extra
9th-Level Enchantment Spell (Arcane) damage increases by 1d6 for each slot level
Casting Time: Action above 2nd.
Range: 60 feet
Component: V STAGGERING SMITE
Duration: Instantaneous 4th-Level Enchantment Spell (Paladin)
You utter a word of power that can compel one Casting Time: Bonus Action, which you take
creature you can see within range to die immediately after hitting a creature with a
instantly. If the creature you choose has 100 Hit melee weapon or an Unarmed Strike
Points or fewer, it dies. Otherwise, the target Range: Self
takes 12d12 Psychic damage. Component: V
Duration: Instantaneous
SEARING SMITE As you hit the creature, your strike pierces both
1st-Level Evocation Spell (Divine) body and mind. The target takes an extra 4d6
Casting Time: Bonus Action, which you take Psychic damage from the attack, and the target
immediately after hitting a target with a melee must succeed on a Wisdom saving throw or have
weapon or an Unarmed Strike the Stunned condition until the end of your next
Range: Self turn.
Component: V At Higher Levels. When you cast this spell
Duration: 1 minute using a spell slot of 5th level, the extra damage
increases by 1d6.
As you hit the target, your strike flares with
white-hot intensity, and the target takes an extra THUNDEROUS SMITE
1d6 Fire damage from the attack and ignites 1st-Level Evocation Spell (Paladin)
with magical fire. At the start of each of its turns
until the spell ends, the target takes 1d6 Fire Casting Time: Bonus Action, which you take
damage and then must make a Constitution immediately after hitting a target with a melee
saving throw. On a failed save, the spell weapon or an Unarmed Strike
continues. On a successful save, the spell ends. Range: Self
At Higher Levels. When you cast this spell Component: V
using a spell slot of 2nd level or higher, any Duration: Instantaneous
damage dealt by the spell increases by 1d6 for As you hit the target, your strike rings with
each slot level above 1st. thunder that is audible within 300 feet of you,
and the target takes an extra 2d6 Thunder
NICK
Prerequisite: Light Property
When you make the extra attack of the Light
property, you can make it as part of the Attack
action, instead of as a Bonus Action. You can still
make this extra attack only once per turn.
If you hit a creature with this weapon, you can A Priest’s Pack contains the following items:
force the creature to make a Constitution saving Backpack (5 lb.), Blanket (3 lb.), Lamp (1 lb.),
throw with a DC equal to 8 + your Proficiency Holy Water (1 lb.), Rations (7 days; 14 lbs.), Robe
Bonus + the ability modifier you used to make (4 lb.), and Tinderbox (1 lb.).
the attack roll. On a failed save, the creature has
the Prone condition. RULES GLOSSARY
This glossary includes game terms that have new
VEX meaning in this playtest document, as well as
Prerequisite: Ammunition, Finesse, or Light terms, such as creature type, that aren’t defined
Property in the 2014 Player’s Handbook. The terms are
If you hit a creature with this weapon and deal organized alphabetically.
damage to the creature, you have Advantage on If a term doesn’t appear here, use its definition
your next attack roll against that creature before in the 2014 Player’s Handbook, and when
the end of your next turn. playtesting this document, don’t use the rules
glossary of any other Unearthed Arcana article.
ARMOR TRAINING
Armor training is the new name for armor
proficiency. Any existing rule that involves
armor proficiency now applies to armor training.
If you wear Light, Medium, or Heavy Armor
and lack armor training with that type of armor,
you have Disadvantage on any d20 Test you
make that involves Strength or Dexterity, and
you can’t cast spells.
The DM may determine that other things make a Assist Ability Check. Choose one of your skill or
space count as Difficult Terrain, based on the tool proficiencies and one ally who can
examples here. perceive you. You give Advantage to the next
ability check that ally makes with the chosen
EXPERTISE skill or tool. This benefit expires if the ally
doesn’t use it before the start of your next
Expertise is a special feature that enhances your
turn. To give this assistance, you must be near
use of a particular skill proficiency. If you gain
enough to the ally to assist verbally or
Expertise, you gain it in one skill in which you
physically when the ally makes the check. The
have proficiency. You can never have Expertise
DM has final say on whether your assistance is
in the same skill proficiency more than once.
possible.
When you make an ability check with a skill
Assist Attack Roll. You momentarily distract an
proficiency in which you have Expertise, your
enemy within 5 feet of you, granting
Proficiency Bonus is doubled for that check.
Advantage to the next attack roll by one of
your allies against that enemy. This benefit
FLY SPEED expires at the start of your next turn.
A Fly Speed can be used to travel through the air.
While you have a Fly Speed, you can stay aloft HEROIC ADVANTAGE
until you land, fall, or die.
While flying, you fall if you lack the Hover trait When you have Heroic Advantage (also called
and have the Incapacitated or Prone condition or Inspiration), you can expend it to give yourself
your Fly Speed is reduced to 0. Advantage on a d20 Test. You decide to do so
immediately after rolling the d20.
GRAPPLED [CONDITION]
GAINING HEROIC ADVANTAGE
While Grappled, you experience the following The DM can award Heroic Advantage to a player
effects: character who’s done something that is
particularly heroic or in character.
Speed 0. Your Speed is 0 and can’t change. Some game features, such as the Human, also
Attacks Affected. You have Disadvantage on award Heroic Advantage.
attack rolls against any target other than the
grappler. ONLY ONE AT A TIME
Movable. The grappler can drag or carry you
You can never have more than one instance of
when it Moves, but every foot of movement
Heroic Advantage. If something gives it to you
costs it 1 extra foot, unless you are Tiny or two
and you already have it, you can give it to a
or more sizes smaller than the grappler.
player character in your group who lacks it.
KNOCKING OUT A CREATURE If the rest was at least 1 hour long before the
interruption, you gain the benefits of a Short
Sometimes an attacker wants to knock out a foe
Rest.
rather than deal a killing blow. When an attacker
You can resume a Long Rest immediately after
would reduce a creature to 0 Hit Points with a
an interruption. If you do so, the rest requires 1
Melee Attack, the attacker can instead reduce the
additional hour to finish per interruption.
creature to 1 Hit Point. The creature then has the
Unconscious condition and starts a Short Rest.
The creature remains Unconscious until it
regains any Hit Points or until someone uses an
UNARMED STRIKE
An Unarmed Strike is a Melee attack that
involves you using your body to damage,
grapple, or shove a target within 5 feet of you.
Whenever you use your Unarmed Strike,
choose one of the following options for its effect: