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UNEARTHED ARCANA 2023

PLAYER’S HANDBOOK PLAYTEST 6


This playtest document is part of a series of How to Playtest This UA. We invite you to try
Unearthed Arcana articles that present material out this material in play. When you do so, you’re
designed for the 2024 version of the Player’s welcome to combine this article with the other
Handbook. The material here uses the rules in articles in this series, starting with “Character
the 2014 Player’s Handbook, except where noted. Origins.”
After we conclude the public playtest for the If you do combine this article with any previous
Player’s Handbook, Unearthed Arcana will one, use only the rules glossary found here. In this
explore material for the Dungeon Master’s Guide Unearthed Arcana series, the rules glossary of each
and Monster Manual. article supersedes the glossary of any previous
article.
LEARN MORE ON YOUTUBE
To play with this material, you may either
To learn more about the design in this article, we
incorporate it into your campaign or run one or
invite you to view the videos about it on YouTube
more special playtest sessions. For such a session,
(www.youtube.com/DNDWizards).
you may create an adventure of your own or use a
WHAT’S INSIDE short adventure from a source like Keys from the
Golden Vault, Journeys through the Radiant
Here are the new and revised elements in this Citadel, or Candlekeep Mysteries.
article: Power Level. The character options you read
here might be more or less powerful than options
Seven Classes. Seven classes are here: Bard,
Cleric, Druid, Monk, Paladin, Ranger, and in the 2014 Player’s Handbook. If a design survives
Rogue. Each of those classes includes multiple playtesting, we adjust its power to the desirable
subclasses, two of which are entirely new: level before publication. This means an option
College of Dance in the Bard and Circle of the could be more or less powerful in its final form.
Sea in the Druid. Feedback. The best way for you to give us
Spells. Revised spell lists and spells are feedback on this material is in the survey we’ll
included. release on D&D Beyond. If we make this material
Feats. Several revised feats are included to official, it will be refined based on your feedback,
support the included classes. and then it will appear in a D&D book.
Providing feedback on this document is one way
The following sections were introduced in a
you can help shape the next generation of D&D!
previous article and are provided here for
reference; these sections will receive some
revisions in a future UA: BARD
Weapons. The revised weapon table and Primary Ability: Charisma
Weapon Mastery options appear here.
Rules Glossary. The rules glossary includes the Invoking magic through music, dance, and verse,
few rules that have revised definitions in the Bards are expert at inspiring others, soothing
playtest. In this document, any underlined hurts, disheartening foes, and creating illusions.
term in the body text appears in the glossary. Bards believe that the creators of the
multiverse spoke and signed it into existence
THIS IS PLAYTEST MATERIAL and that remnants of those Words of Creation
still resound and glimmer on every plane of
This article is presented for playtesting and
existence. The magic of Bards is an attempt to
feedback. The options here are experimental and
harness those words—which transcend any
in draft form. They aren’t officially part of the
language—and direct them to create new
game. Your feedback will help determine whether
wonders.
we adopt it as official.

©2023 Wizards of the Coast LLC 1


UNEARTHED ARCANA 2022
CHARACTER ORIGINS
By Jeremy Crawford, with Christopher Perkins and Ray Winninger

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.

©2022 Wizards of the Coast LLC 1


Life Span This life span is an imagination, as you ponder your character’s
average for a member of earliest days and imagine the character’s family,
the Race—assuming the occupation, hometown, and more.
dangers of adventure
don’t shorten that span! CHARACTER RACES
Special Traits Each Race provides
When you choose your character’s Race, you
special traits—a
determine whether your character is a member
collection of abilities that of the human race or of a fantastical race. This
characters gain from document provides descriptions and rules for
their ancestors. the following Race options: Human, Ardling,
Dragonborn, Dwarf, Elf, Gnome, Halfling, Orc,
Background Trait Description and Tiefling.
Ability Score Bonus A Background grants a +2 The description of each Race includes a
bonus to one ability score section of game traits, which your character
and a +1 bonus to a gains if you select that Race. NPCs of the same
different one. ancestry don’t necessarily have the same traits,
Skill Proficiencies You get two Skill as explained in the Monster Manual; the traits
Proficiencies from a here pertain to player characters.
Background.
Tool Proficiency Each Background gives CHILDREN OF DIFFERENT HUMANOID KINDS
Tool Proficiency* with Thanks to the magical workings of the multiverse,
one tool. Humanoids of different kinds sometimes have
Language A character learns one children together. For example, folk who have a
language from a human parent and an orc or an elf parent are
Background. particularly common. Many other combinations
Feat Each Background are possible.
provides a 1st-level If you’d like to play the child of such a wondrous
Feat—a special ability pairing, choose two Race options that are
acquired in the Humanoid to represent your parents. Then
character’s past. determine which of those Race options provides
Equipment A Background provides a your game traits: Size, Speed, and special traits.
portion of a character’s You can then mix and match visual
starting equipment, with characteristics—color, ear shape, and the like—of
the rest coming from the two options. For example, if your character
Class. has a halfling and a gnome parent, you might
choose Halfling for your game traits and then
Race and Background together help bring decide that your character has the pointed ears
your character’s backstory into focus, and they that are characteristic of a gnome.
distinguish the character from other members Finally, determine the average of the two
of the same Class. For example, two characters options’ Life Span traits to figure out how long
might both be members of the Fighter Class, but your character might live. For example, a child of a
if one is a Human Guard and the other is a halfling and a gnome has an average life span of
Dwarf Gladiator, the two bring different 288 years.
capabilities and flavor to the Class.
After choosing a Race and a Background, you HUMAN
choose a language that your character knows, in Found throughout the multiverse, humans are
addition to the Common tongue and whatever as varied as they are numerous. They are
language you gained from the Background you relatively short-lived, but they strive to achieve
chose. as much as they can in the years they are given.
The combination of Race, Background, and They are skilled pioneers and artisans. They are
languages provides fertile soil for your builders of nations, roads, cities, and ships. They

©2022 Wizards of the Coast LLC 2


strive to secure their place in the world and in An ardling has a head resembling that of an
the annals of history by creating art, amassing animal, typically one with virtuous associations.
wealth, making laws, and questing for Depending on the animal, the ardling might also
immortality. Their ambition and have soft fur, downy feathers, or supple bare
resourcefulness are commended, respected, and skin. The ardling’s celestial legacy determines
feared. the animal it resembles.
Humans are as diverse in appearance as the An ardling gains a measure of magical power
people of Earth, and they have many gods. from their celestial legacy, as well as the ability
Scholars dispute the origin of humanity, but one to manifest spectral wings. An ardling’s moral
of the earliest known human gatherings is said and ethical outlook is self-determined, however,
to have occurred in Sigil, the torus-shaped city not fixed by ancestry.
at the center of the multiverse and the place The three celestial legacies are as follows:
where the Common tongue was born. From
there, humans could have spread to every Exalted. The fierce passions of Arborea, the
corner of the multiverse, bringing Sigil’s heroic heart of Ysgard, and the wondrous
cosmopolitanism with them. nature of the Beastlands call to ardlings who
have the Exalted celestial legacy. Their
HUMAN TRAITS celestial ancestors are heroic champions of
Creature Type: Humanoid the Chaotic Good planes.
Size: Medium (about 4–7 feet tall) or Small Heavenly. The blissful harmony of Arcadia, the
(about 2–4 feet tall), chosen when you select unwavering justice of Mount Celestia, and the
this Race bucolic paradise of Bytopia touch the souls of
Speed: 30 feet ardlings who have the Heavenly celestial
Life Span: 80 years on average legacy. Their celestial ancestors are staunch
defenders of the Lawful Good planes.
As a Human, you have these special traits. Idyllic. The Idyllic celestial legacy connects
Resourceful. You gain Inspiration* whenever ardlings not only to the Beastlands and
you finish a Long Rest.* Bytopia but also to the eternal compassion of
Skillful. You gain Proficiency in one Skill of Elysium. Their celestial ancestors are
your choice. paragons of kindness who hail from the
Versatile. You gain the Skilled Feat or another Neutral Good planes.
1st-level Feat of your choice.
ARDLING TRAITS
HUMANS OF MANY WORLDS Creature Type: Humanoid
On any given world in the multiverse, the Size: Medium (about 4–7 feet tall) or Small
material culture of humans can change from (about 3–4 feet tall), chosen when you select
one region to another. In the Forgotten Realms, this Race
for example, the clothing, architecture, cuisine, Speed: 30 feet
music, and literature are wildly different in the Life Span: 200 years on average
Western Heartlands than in the frozen north of As an Ardling, you have these special traits.
Icewind Dale. Angelic Flight. As a Bonus Action, you sprout
As humans migrate, they bring elements of spectral wings for a moment and fly up to a
their cultures with them, giving rise to diverse number of feet equal to your Speed. If you are in
settlements that contain people with different the air at the end of this movement, you fall if
physical characteristics, not to mention a nothing is holding you aloft.
medley of clothing styles, customs, and beliefs. You can use this Bonus Action a number of
times equal to your Proficiency Bonus, and you
ARDLING regain all expended uses when you finish a Long
Ardlings are supernal beings who are either Rest.*
born on the Upper Planes or have one or more
ancestors who originated there. Their bright
souls shine with the light of immortal beings
who call the Upper Planes home.

©2022 Wizards of the Coast LLC 3


CELESTIAL LEGACIES
Legacy Suggested Animals 1st Level 3rd Level 5th Level
Exalted Cat, eagle, goat, mule Thaumaturgy Divine Favor Lesser Restoration
Heavenly Elephant, owl, pig, stork Light Cure Wounds Zone of Truth
Idyllic Bear, dog, raven, toad Guidance Healing Word Animal Messenger

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

©2022 Wizards of the Coast LLC 4


Gold Fire that god gave dwarves an affinity for stone and
Green Poison metal and for living underground.
Red Fire Squat and often bearded, the original dwarves
Silver Cold carved cities and strongholds into
White Cold mountainsides and under the earth. Their
oldest legends tell of conflicts with the monsters
Breath Weapon. As an Action, you exhale of mountaintops and the Underdark, whether
destructive energy in a 15-foot cone. Each those monsters were towering giants or
creature in that area must make a Dexterity subterranean horrors. Inspired by those tales,
saving throw against a DC equal to 8 + your dwarves of any culture often sing of valorous
Constitution modifier + your Proficiency Bonus. deeds—especially of the little overcoming the
On a failed save, a creature takes 1d10 + your mighty.
character level in damage of the type
determined by your Draconic Ancestry trait. On DWARF TRAITS
a successful save, a creature takes half as much Creature Type: Humanoid
damage. Size: Medium (about 4–5 feet tall)
You can use this Breath Weapon a number of Speed: 30 feet
times equal to your Proficiency Bonus, and you Life Span: 350 years on average
regain all expended uses when you finish a Long As a Dwarf, you have these special traits.
Rest.* Darkvision. You have Darkvision with a range
Damage Resistance. You have Resistance to of 60 feet.
the damage type determined by your Draconic Dwarven Resilience. You have Resistance to
Ancestry trait. Poison Damage. You also have Advantage on
Darkvision. You have Darkvision with a range saving throws you make to avoid or end the
of 60 feet. Poisoned Condition on yourself.
Draconic Language. You instinctively know Dwarven Toughness. Your Hit Point
the language of dragons. You can therefore Maximum increases by 1, and it increases by 1
speak, read, and write Draconic. again whenever you gain a level.
Forge Wise. Your divine creator gave you an
DRAGONBORN OF MANY WORLDS uncanny affinity for working with stone or
Like dragons, dragonborn have a mystical bond metal. You gain Tool Proficiency* with two of
to the Material Plane and are spread across its the following options of your choice: Jeweler’s
many worlds. Tools, Mason’s Tools, Smith’s Tools, or Tinker’s
On some worlds, the earliest dragonborn Tools.
settlements were built near dragon lairs so that Stonecunning. As a Bonus Action, you gain
the dragonborn could pay tribute to their Tremorsense* with a range of 60 feet for 10
draconic progenitors. Many of these ancient minutes. You must be on a stone surface or
settlements still exist. For example, the dragon- touching such a surface to use this
ruled continent of Argonnessen (on the world of Tremorsense. The stone can be natural or
Eberron) has dragonborn cities tucked among worked.
its mountain ranges. You can use this Bonus Action a number of
On other worlds, dragonborn ply their skills times equal to your Proficiency Bonus, and you
in settlements populated mostly by non- regain all expended uses when you finish a Long
dragonborn, fulfilling an urge to expand their Rest.*
presence and influence, much as dragons do.
DWARVES OF MANY WORLDS
DWARF On some worlds in the multiverse, the first
Resilient like the mountains, dwarves were dwarven settlements were built in hills or
raised up from the earth in the elder days by a mountains, and the dwarven families who trace
deity of the forge. Called by various names on their ancestry to those settlements call
different worlds—Moradin, Reorx, and others— themselves hill dwarves or mountain dwarves,
respectively. Oerth and Krynn (the worlds of

©2022 Wizards of the Coast LLC 5


the Greyhawk and Dragonlance settings, the elf has lived and the events that have
respectively) are examples of worlds that have shaped the elf’s existence.
such dwarven communities. Elves have pointed ears and tend to be light
In other worlds, dwarves have given on their feet. Another common physical
themselves other cultural designations. For characteristic of elves is their lack of facial and
example, on the continent of Faerûn in the body hair.
Forgotten Realms, the dwarves of the south call
themselves gold dwarves, and the dwarves of ELF TRAITS
the north are shield dwarves. Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
ELF Speed: 30 feet
Life Span: 750 years on average
Created by the god Corellon, the first elves
could change their physical forms at will. The As an Elf, you have these special traits.
elves lost this ability when Corellon exiled them Darkvision. You have Darkvision with a range
from Arvandor for plotting with another elven of 60 feet.
deity named Lolth, who tried and failed to usurp Elven Lineage. You are part of an elven
Corellon’s dominion. When Lolth was cast down lineage that grants you supernatural abilities.
into the Abyss, most elves renounced her Choose a lineage from the Elven Lineages table:
treachery and earned Corellon’s forgiveness, Drow, the lineage of the Underdark; High Elf,
but that which Corellon had taken from the the lineage of fey crossings and other magical
elves was lost forever. locations; or Wood Elf, the lineage of primeval
No longer able to shape-shift at will, the elves forests. You gain the 1st-level benefit of that
retreated to the Feywild, where their sorrow lineage.
was deepened by that plane’s influence. Over Starting at 3rd level and again at 5th level,
time, wanderlust and curiosity led many of you also gain the ability to cast a Spell with this
them to explore other planes of existence, trait. Once you cast the Spell with this trait, you
including various worlds in the Material Plane. can’t cast that Spell with it again until you finish
Elves have the mystical ability to take on a Long Rest*; however, you can cast the Spell
characteristics of the environments with which using any Spell Slots you have of the
they are bonded—drow to the Underdark, high appropriate level.
elves to fey crossings in the Material Plane, and Intelligence, Wisdom, or Charisma is your
wood elves to forests. These connections grant spellcasting ability for the Spells you cast with
elves access to certain kinds of magic. this trait (choose the ability when you select the
Elves are blessed with long lives and long lineage).
memories. From birth, they don’t sleep but Fey Ancestry. You have Advantage on saving
instead enter a trance when they need to rest. In throws you make to avoid or end the Charmed
this state, elves remain aware of their Condition on yourself.
surroundings while immersing themselves in Keen Senses. You have Proficiency in the
their own memories. What an elf remembers Perception Skill.
during this reverie depends largely on how long Trance. You don’t need to sleep, and magic
can’t put you to sleep. You can finish a Long

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.

©2022 Wizards of the Coast LLC 6


Rest* in 4 hours if you spend those hours in a gods like Garl Glittergold, Baervan
trancelike meditation, during which you retain Wildwanderer, and Baravar Cloakshadow, who
consciousness. often lived among them (usually in disguise).
Gnomes are petite folk with big eyes, pointed
ELVES OF MANY WORLDS ears, and wistful imaginations. Harkening back
After leaving the Feywild, elves established to a time when their ancestors hid in tunnels
deep roots on worlds throughout the and under thick forest canopies, many gnomes
multiverse. Within their respective domains, like the feeling of a roof over their head, even if
elves often use their magic and other resources that “roof” is nothing more than a hat.
to build fabulous enclaves. The subterranean
cities and outposts of the drow, the gleaming GNOME TRAITS
towers and citadels of the high elves, and the Creature Type: Humanoid
forest sanctuaries of the wood elves are nothing Size: Small (about 3–4 feet tall)
short of architectural wonders, which reflect Speed: 30 feet
their builders’ otherworldly origins. Life Span: 425 years on average
Drow. Known for their white hair and dusky-
As a Gnome, you have these special traits.
gray skin tones, drow typically dwell in the
Darkvision. You have Darkvision with a range
Underdark. Noteworthy exceptions include
of 60 feet.
Drizzt Do’Urden and Jarlaxle Baenre, two drow
Gnomish Cunning. You have Advantage on
adventurers of the Forgotten Realms who shun
Intelligence, Wisdom, and Charisma saving
their subterranean homeland. Some drow
throws.
societies avoid the Underdark altogether. On
Gnomish Lineage. You are part of a gnomish
the world of Eberron, for example, drow dwell
lineage that grants you supernatural abilities.
in gloomy rainforests and cyclopean ruins on
Choose a lineage from the Gnomish Lineages
the continent of Xen’drik.
table: Forest Gnome, the lineage of magic-filled
High Elves. On some worlds, high elves refer
forests, or Rock Gnome, the lineage of primeval
to themselves by other names. For example, the
mountains. You gain the benefits of that lineage.
sun elves and moon elves of Toril (the world of
Intelligence, Wisdom, or Charisma is your
the Forgotten Realms setting) are high elves, as
spellcasting ability for the Spells you cast with
are the Silvanesti and Qualinesti of Krynn (the
this trait (choose the ability when you select the
world of Dragonlance) and the Aereni of
lineage).
Eberron.
Wood Elves. Wood elves are known across
the multiverse by many other names, including
GNOMISH LINEAGES
Lineage Benefit
wild elves, green elves, and forest elves.
Grugach are reclusive wood elves on Oerth (the Forest You know the Minor Illusion cantrip.
world of the Greyhawk setting), while the Gnome You can also cast the Speak with
Kagonesti and the Tairnadal are wood elves of Animals Spell with this trait. You can
Krynn and Eberron, respectively. cast it with the trait a number of
times equal to your Proficiency
GNOME Bonus, and you regain all expended
uses when you finish a Long Rest.*
Gnomes are magical folk created by gods of You can also use any Spell Slots you
hard work, invention, trickery, and life have to cast the Spell.
underground. The earliest gnomes were seldom
Rock You know the Mending and
seen by other folk due to the gnomes’ secretive
Gnome Prestidigitation cantrips.
nature and their propensity for lairing in sylvan
forests, hillside burrows, and sprawling
warrens under mountains. What they lacked in
size, they made up for in cleverness and
cunning. They confounded predators with
elaborate traps and low, narrow, labyrinthine
tunnels. They also learned useful magic from

©2022 Wizards of the Coast LLC 7


In addition, you can spend 10 HALFLING
minutes casting Prestidigitation to
create a Tiny clockwork device (AC 5, Cherished and guided by gods who value life,
1 HP), such as a toy, a fire starter, or home, and hearth, halflings gravitate toward
a music box. Casting the Spell in this bucolic havens where family and community
help shape their lives. That said, many halflings
way consumes 10 GP worth of raw
are blessed (some might say cursed) with a
material (string, gears, and the like),
brave and adventurous spirit that leads them on
which you provide during the casting.
journeys of discovery, affording them the
When you create the device, you
chance to explore a bigger world and make new
determine its function by choosing friends along the way. Their size—being not
one effect from Prestidigitation; the unlike that of a human child—helps them avoid
device produces that effect unwanted entanglements and slip into and out
whenever you or another creature of tight spaces.
takes a Bonus Action to touch the Anyone who has spent time around halflings,
device and activate it. If the chosen and particularly halfling adventurers, has likely
effect has options within it, you witnessed the storied “luck of the halflings” in
choose one of those options for the action. When a halfling is in mortal danger, it
device when you create it. For seems as though an unseen force intervenes on
example, if you choose the spell’s the halfling’s behalf. Many halflings believe in
ignite-extinguish effect, you the power of luck, and they attribute their
determine whether the device ignites unusual gift to one or more of their benevolent
or extinguishes fire; the device gods, including Yondalla, Brandobaris, and
doesn’t do both. Charmalaine.
You can have three such devices in
existence at a time, and each one HALFLING TRAITS
dismantles itself 8 hours after its Creature Type: Humanoid
creation. You can also touch one of Size: Small (about 2–3 feet tall)
your devices and dismantle it as an Speed: 30 feet
Action. After a device is dismantled, Life Span: 150 years on average
the 10 GP of materials used to create As a Halfling, you have these special traits.
it can be reclaimed. Brave. You have Advantage on saving throws
you make to avoid or end the Frightened
GNOMES OF MANY WORLDS Condition on yourself.
Gnomes past and present are known to equate Halfling Nimbleness. You can move through
secrecy with safety, which is why gnome the space of any creature that is of a Size larger
settlements are often tucked away or concealed than yours, but you can’t stop there.
by magical illusions. Luck. When you roll a 1 on the d20 of a d20
Forest Gnomes. Gnomes who have ancestral Test,* you can reroll the die, and you must use
ties to forests are called forest gnomes. They the new roll.
use their magic to befriend small forest animals Naturally Stealthy. You have Proficiency in
and rely on them for news concerning their the Stealth Skill.
neighbors—be they malevolent or benign.
Rock Gnomes. Gnomes whose ancestors HALFLINGS OF MANY WORLDS
dwelled under mountains are called rock On many worlds, halflings are walking, talking
gnomes. On some worlds, including Krynn (the contradictions: home, tradition, and pastoral
world of the Dragonlance setting), rock gnomes pursuits collide with a gods-given love of
are also known as tinker gnomes due to their adventure and a knack for getting into and out
fondness for artifice and clockwork inventions. of trouble. Halfling communities come in all
varieties. For every sequestered halfling shire
tucked away in some unspoiled corner of the
world, there’s a halfling crime syndicate like the

©2022 Wizards of the Coast LLC 8


Boromar Clan on the world of Eberron or a Relentless Endurance. When you are reduced
territorial mob of halflings like those found on to 0 Hit Points but not killed outright, you can
the world of Athas. drop to 1 Hit Point instead. Once you use this
Some halfling settlers, particularly ones who trait, you can’t do so again until you finish a
prefer to live underground, are thought to have Long Rest.*
a little bit of dwarven blood coursing through
their veins and are sometimes called ORCS OF MANY WORLDS
strongheart halflings or stouts. Nomadic On many worlds, orcs occupy territory claimed
halflings, as well as those who live among by their ancestors. Their settlements and
humans and other tall folk, are sometimes strongholds can be found almost anywhere,
called lightfoot halflings or tallfellows. above ground and below.
Orcs sometimes flock to the banners of
ORC powerful monarchs. King Obould Many-Arrows
of Toril (the world of the Forgotten Realms
Orcs trace their creation to Gruumsh, the One-
setting) is one such figure, his strength
Eyed God, an unstoppable warrior and powerful
tempered by a willingness to make peace with
leader. Gruumsh armed his children with
his enemies.
certain gifts to help them thrive on worlds beset
On worlds such as Eberron, orcs were among
by monsters. Even when they turn their
those who defended the natural order from the
devotion to other gods, orcs retain the gifts that
encroachments of Fiends and other extraplanar
the One-Eyed God bestowed upon them: might,
threats. Their descendants learned to live in
endurance, determination, and the ability to see
harmony with their neighbors and the natural
in the dark.
world, and to many of them, Gruumsh’s wars
Orcs are, on average, tall and broad. They
are distant memories.
have gray skin, ears that are small and slightly
pointed, and prominent lower canines that
resemble small tusks. Young orcs are often told TIEFLING
about their ancestors’ ancient conflicts with Tieflings are either born in the Lower Planes or
elves in forests, dwarves under mountains, and have one or more fiendish ancestors who
invaders from evil planes of existence. Inspired originated there. A tiefling (pronounced TEEF-
by those tales, young orcs often wonder when ling) is linked by blood to a devil, a demon, a
Gruumsh will call on them to match the heroic yugoloth, or some other Fiend. This connection
deeds of their ancestors, and if they will prove to the Lower Planes is, for better or worse, the
worthy of the One-Eyed God’s grace. tiefling’s fiendish legacy, which comes with the
promise of power yet has no effect on the
ORC TRAITS tiefling’s moral outlook.
Creature Type: Humanoid A tiefling chooses whether to embrace or
Size: Medium (about 6–7 feet tall) lament their fiendish legacy. The three legacies
Speed: 30 feet are as follows:
Life Span: 80 years on average
Abyssal. The heartless entropy of the Abyss, the
As an Orc, you have these special traits. howling chaos of Pandemonium, and the vast
Adrenaline Rush. You can take the Dash despair of Carceri call to tieflings who have
Action as a Bonus Action. When you do so, you the Abyssal fiendish legacy. Horns, fur, tusks,
gain a number of Temporary Hit Points equal to black blood, and peculiar odors are common
your Proficiency Bonus. physical features of such tieflings, most of
You can use this trait a number of times equal whom have the blood of demons coursing
to your Proficiency Bonus, and you regain all through their veins.
expended uses when you finish a Long Rest.*
Darkvision. You have Darkvision with a range
of 60 feet.
Powerful Build. You count as one Size larger
when determining your carrying capacity and
the weight you can push, drag, or lift.

©2022 Wizards of the Coast LLC 9


Chthonic. Tieflings who have the Chthonic however, you can cast the Spell using any Spell
fiendish legacy not only feel the tug of Carceri Slots you have of the appropriate level.
but also the greed of Gehenna and the Intelligence, Wisdom, or Charisma is your
underworld gloom of Hades. Some of these spellcasting ability for the Spells you cast with
tieflings look cadaverous. Others possess the this trait (choose the ability when you select the
unearthly beauty of an incubus or a succubus, lineage).
or they have physical features in common Otherworldly Presence. You know the
with a night hag, a yugoloth, or some other Thaumaturgy cantrip. When you cast it with this
Neutral Evil fiendish ancestor. trait, the Spell uses the same spellcasting ability
Infernal. The Infernal fiendish legacy binds you use for your Fiendish Legacy trait.
tieflings by blood not only to Gehenna but
also the raging battlefields of Acheron and the TIEFLINGS OF MANY WORLDS
diabolical Nine Hells. Horns, spines, tails, Tieflings born in the Lower Planes often
golden eyes, and a faint odor of sulfur or migrate to other planes of existence and never
smoke are common physical features of such look back. Their descendants are scattered
tieflings, most of whom trace their ancestry to across many worlds and are especially
devils. prevalent in Sigil, the torus-shaped city at the
center of the multiverse.
TIEFLING TRAITS The earliest tieflings joined ranks with non-
Creature Type: Humanoid tieflings to repel fiendish incursions on many
Size: Medium (about 4–7 feet tall) or Small worlds, earning the trust of those who might
(about 3–4 feet tall) , chosen when you select otherwise have mistaken them for Fiends.
this Race Thanks to the victories and sacrifices of these
Speed: 30 feet legends, tieflings throughout the multiverse
Life Span: 100 years on average enjoy widespread acceptance.
As a Tiefling, you have these special traits.
Darkvision. You have Darkvision with a range CHARACTER BACKGROUNDS
of 60 feet.
Your character’s Background is a collection of
Fiendish Legacy. You are the recipient of a
characteristics that represent the place and
fiendish legacy that grants you supernatural
occupation that were most formative for the
abilities. Choose a legacy from the Fiendish
character before they embarked on a life of
Legacies table: Abyssal, associated with Chaotic
adventure.
Evil planes; Chthonic, associated with Neutral
When you choose a Background, you have
Evil planes; or Infernal, associated with Lawful
three options:
Evil planes. You gain the 1st-level benefit of the
chosen legacy. • Build a Background by using the rules in the
Starting at 3rd level and again at 5th level, “Build Your Background” section.
you gain the ability to cast a higher-level Spell • Select a premade Background from the
with this trait, as shown on the table. Once you “Sample Backgrounds” section.
cast the Spell with this trait, you can’t cast that
• Select a premade Background from the
Spell with it again until you finish a Long Rest*;
“Sample Backgrounds” section and then

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.

©2022 Wizards of the Coast LLC 10


customize it with the rules in the “Build Your Feat. Choose one 1st-level Feat. Your character
Background” section. gains that Feat.
Equipment. Your character gains 50 GP to spend
No matter which Background you choose, on starting equipment. The character keeps any
consider these questions from your character’s unspent GP as spare coin.
viewpoint:

• 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

©2022 Wizards of the Coast LLC 11


Language: Thieves’ Cant
ARTISAN Feat: Alert
Ability Scores: +2 Intelligence, +1 Charisma
Skill Proficiencies: Investigation, Persuasion You learned to earn your coin in dark alleyways,
Tool Proficiency: Artisan’s Tools* (one of your cutting purses or burgling shops. Perhaps you
were part of a small gang of like-minded
choice)
wrongdoers, who looked out for each other. Or
Language: Gnomish
maybe you were a lone wolf, fending for
Feat: Crafter
yourself against the local thieves’ guild and
older, more fearsome lawbreakers.
You began mopping floors and scrubbing
counters in an artisan’s workshop for a few Equipment
coppers per day as soon as you were strong
Crowbar Thieves’ Tools
enough to carry a bucket. When you were
Dagger (2) Traveler’s Clothes
finally old enough to apprentice, you learned to
Pouch (2) 16 GP
create basic crafts of your own, as well as how
to sweet-talk the occasional demanding
customer. As part of your studies, you picked up CULTIST
Gnomish, the tongue from which so many of the Ability Scores: +2 Intelligence, +1 Charisma
artisan’s terms of art are derived. Skill Proficiencies: Arcana, Religion
Tool Proficiency: Disguise Kit
Equipment Language: Abyssal
Abacus Pouch (2) Feat: Magic Initiate (Arcane)
Artisan’s Tools (same as Traveler’s Clothes
above) 25 GP You scarcely recall what drove you into the
Merchant’s Scale service of the otherworldly being. Those
memories were blotted out long ago by
CHARLATAN recurrent dreams of midnight gatherings round
Ability Scores: +2 Charisma, +1 Dexterity the obsidian pillar in the glade. By the light of
Skill Proficiencies: Deception, Sleight of Hand each waning moon, the hierophants instructed
Tool Proficiency: Forgery Kit you in the being’s creed and the rudiments of
Language: Infernal the arcane arts. When you came of age, you
Feat: Skilled were ordered to blend in among the
nonbelievers and await whatever mission the
Soon after you were old enough to order an ale, Great One has in store for you.
you already had a favorite stool in every tavern
within ten miles of where you were born. As Equipment
you traveled the circuit from public house to Bell Lamp
watering hole, you learned to prey on the Common Clothes Robe
unfortunates who were in the market for a Dagger 19 GP
comforting lie or two—perhaps a sham potion Disguise Kit
or a forged “treasure map.” You are fluent in
Infernal, the ancient language of deception. ENTERTAINER
Ability Scores: +2 Charisma, +1 Dexterity
Equipment Skill Proficiencies: Acrobatics, Performance
Costume Forgery Kit Tool Proficiency: Musical Instrument* (one of
Fine Clothes 15 GP your choice)
Language: Elvish
CRIMINAL Feat: Musician
Ability Scores: +2 Dexterity, +1 Intelligence
Skill Proficiencies: Sleight of Hand, Stealth You spent much of your youth following roving
Tool Proficiency: Thieves’ Tools fairs and carnivals, performing odd jobs for
musicians and acrobats in exchange for lessons.

©2022 Wizards of the Coast LLC 12


You may have learned how to walk a tightrope, Equipment
how to double pick a lute, or how to recite Chain Smith’s Tools
Elvish poetry with the impeccable trills of an elf Costume Traveler’s Clothes
poet. To this day, you thrive on applause and Healer’s Kit 15 GP
long for the stage. Javelin (6)
Equipment
GUARD
Costume (2) Steel Mirror
Ability Scores: +2 Strength, +1 Wisdom
Musical Instrument Traveler’s Clothes
Skill Proficiencies: Athletics, Perception
(same as above) 8 GP
Tool Proficiency: Gaming Set* (one of your
Perfume
choice)
Language: Dwarvish
FARMER Feat: Alert
Ability Scores: +2 Constitution, +1 Wisdom
Skill Proficiencies: Animal Handling, Nature Your feet begin to ache when you remember the
Tool Proficiency: Carpenter’s Tools countless hours you spent at your post in the
Language: Halfling tower. You were trained to keep one eye
Feat: Tough outside the wall, watching for marauders
sweeping from the nearby forest, and your
You grew up close to the land. Years tending other eye inside the wall, searching for
animals and cultivating the earth rewarded you cutpurses and troublemakers. At the end of
with patience and good health. You have a keen each shift, you bunked in the mayor’s barracks
appreciation for nature’s bounty alongside a alongside your fellow sentries and the dwarven
healthy respect for nature’s wrath. Like many smiths who kept your armor snug and your
farmers, you made frequent use of the weapons sharp.
agricultural almanacs produced by the greatest
halfling farmers. Equipment
Crossbow Bolt (20) Manacles
Equipment Gaming Set (same as Quiver
Carpenter’s Tools Sickle above) Spear
Healer’s Kit Traveler’s Clothes Hooded Lantern Traveler’s Clothes
Iron Pot 23 GP Light Crossbow 12 GP
Shovel
GUIDE
GLADIATOR Ability Scores: +2 Wisdom, +1 Dexterity
Ability Scores: +2 Strength, +1 Charisma Skill Proficiencies: Stealth, Survival
Skill Proficiencies: Athletics, Performance Tool Proficiency: Cartographer’s Tools
Tool Proficiency: Smith’s Tools Language: Giant
Language: Orc Feat: Magic Initiate (Primal)
Feat: Savage Attacker
You came of age in the outdoors, far from
Your first few appearances in the gladiatorial settled lands. Your home? Anywhere you chose
pits led you to appreciate every one of the scars to unfurl your bedroll. There are wonders on
you carry from your instructors and sparring the frontier—strange monsters, pristine forests
partners. Each scar was a lesson that taught you and streams, overgrown ruins of great halls
how to best your opponents and curry favor once trod by giants—and you learned to fend
with the crowds your brawls entertained. Your for yourself as you explored them. From time to
time in the pits left you with a strong hand and time, you traveled with a pair of friendly druids
a strong heart. You’ll forever share a who were kind enough to instruct you in the
remarkable bond with the other pit fighters in fundamentals of channeling the magic of the
your stable—humans, dragonborn, dwarves, wild.
and orcs—hardened warriors all.

©2022 Wizards of the Coast LLC 13


Equipment Equipment
Arrow (20) Shortbow Bullseye Lantern Mess Kit
Bedroll Tent Common Clothes Oil (1 flask)
Cartographer’s Tools Traveler’s Clothes Handaxe Shovel
Fishing Tackle 2 GP Light Hammer Waterskin
Quiver Mason’s Tools 15 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.

©2022 Wizards of the Coast LLC 14


Equipment Tool Proficiency: Gaming Set* (one of your
Bedroll Rations (2 days) choice)
Healer’s Kit Traveler’s Clothes Language: Goblin
Holy Symbol 16 GP Feat: Savage Attacker
Musical Instrument
You began training for war at such an early age
SAGE that you carry only a precious few memories of
Ability Scores: +2 Intelligence, +1 Wisdom what life was like before you took up arms.
Skill Proficiencies: Arcana, History Battle is in your blood. Sometimes you catch
Tool Proficiency: Calligrapher’s Supplies yourself reflexively performing the basic
fighting exercises you learned as a youth.
Language: Elvish
Eventually, you put that training to use on the
Feat: Magic Initiate (Arcane)
battlefield, protecting the realm by waging war
and studying the strategies of goblinoid
You spent your formative years traveling
generals.
between manors and monasteries, performing
various odd jobs and services in exchange for Equipment
access to their libraries. You wiled away many a
Arrow (20) Shortbow
long evening with your nose buried in books
Gaming Set (same as Spear
and scrolls, learning the lore of the multiverse—
above) Traveler’s Clothes
even the rudiments of magic—and your mind
only yearns for more. Healer’s Kit 14 GP
Quiver
Equipment URCHIN
Book (History) Quarterstaff Ability Scores: +2 Dexterity, +1 Wisdom
Calligrapher’s Supplies Robe Skill Proficiencies: Insight, Stealth
Parchment (8 sheets) 8 GP Tool Proficiency: Thieves’ Tools
Language: Common Sign Language
SAILOR Feat: Lucky
Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Acrobatics, Perception You grew up on the streets, surrounded by
Tool Proficiency: Navigator’s Tools similarly ill-fated castoffs, a few of them friends
Language: Primordial and a few of them rivals. You slept where you
Feat: Tavern Brawler could and did odd jobs for food. At times, when
the hunger became unbearable, you resorted to
Thus far, you’ve spent most of your days living theft. Still, you never lost your pride and never
the life of a seafarer, wind at your back and abandoned hope. Fate is not yet finished with
decks swaying beneath your feet, as you sailed you.
toward your next adventure. You’ve perched on
barstools in more ports of call than you can Equipment
remember, faced down mighty storms, and Bedroll Pouch
swapped stories with the folk who live beneath Common Clothes Thieves’ Tools
the waves. Dagger (2) 18 GP
Gaming Set
Equipment
Dagger Silk Rope STARTING LANGUAGES
Fishing Tackle Traveler’s Clothes
Navigator’s Tools 10 GP Your character begins play knowing at least
three languages: Common, a language provided
by the character’s Background, and a language
SOLDIER that you choose from the Standard Languages
Ability Scores: +2 Strength, +1 Constitution table below. Knowledge of a language means
Skill Proficiencies: Athletics, Intimidation

©2022 Wizards of the Coast LLC 15


your character can communicate in that Prerequisite. You must meet any prerequisite
language and can read and write it. specified in a Feat to take that Feat. If you lose
The Standard Languages table lists languages a Feat’s prerequisite, you can’t use that Feat
that are widespread on D&D worlds in the until you regain the prerequisite.
Material Plane, and the Rare Languages table Repeatable. If a Feat is repeatable, you can take
lists languages that are more rarely known on it more than once. If it isn’t repeatable, you
those worlds. In each table, typical users of a can take the Feat only once.
language are mentioned.
FEAT DESCRIPTIONS
STANDARD LANGUAGES Here are the descriptions of Feats mentioned in
Language Typical Users this document’s Backgrounds. The Feats are
Common Anyone presented in alphabetical order.
Common Sign Language Anyone
Dwarvish Dwarves ALERT
Elvish Elves 1st-Level Feat
Giant Giants
Prerequisite: None
Gnomish Gnomes Repeatable: No
Goblin Goblinoids
Halfling Halflings Always on the lookout for danger, you gain the
Orc Orcs following benefits:

Initiative Proficiency. When you roll Initiative,


RARE LANGUAGES you can add your Proficiency Bonus to the
Language Typical Users roll.
Abyssal Demons Initiative Swap. Immediately after you roll
Celestial Celestials Initiative, you can swap your Initiative with
Deep Speech Aberrations the Initiative of one willing ally in the same
Draconic Dragons combat. You can’t make this swap if you or the
Druidic Druids ally is Incapacitated.*
Infernal Devils
Primordial (includes the Elementals CRAFTER
Aquan, Auran, Ignan, 1st-Level Feat
and Terran dialects) Prerequisite: None
Sylvan Fey Repeatable: No
Thieves’ Cant Rogues You are adept at crafting things and bargaining
Undercommon Underdark folk with merchants, granting you the following
benefits:
FEATS Tool Proficiency. You gain Tool Proficiency*
This section offers a collection of 1st-level Feats, with three different Artisan’s Tools* of your
which are special features not tied to a single choice.
Class. At 1st level, your character gains a Feat Discount. Whenever you buy a nonmagical
from the character’s Background. item, you receive a 20 percent discount on it.
Faster Crafting. When you craft an item using a
PARTS OF A FEAT tool with which you have Tool Proficiency, the
The description of a Feat contains the following required crafting time is reduced by 20
parts, which are presented after the Feat’s percent.
name: HEALER
Level. Each Feat has a level. To take a Feat, your 1st-Level Feat
level must equal or exceed the Feat’s level. Prerequisite: None
Repeatable: No

©2022 Wizards of the Coast LLC 16


You have the training and intuition to 1st-Level Spell. Choose one 1st-level Spell from
administer first aid and other care effectively, the Spell list. You always have that Spell
granting you the following benefits: prepared. You can cast it once without a Spell
Slot, and you regain the ability to cast it in
Battle Medic. If you have a Healer’s Kit, you can that way when you finish a Long Rest.* You
expend one use of it and tend to a creature can also cast the Spell using any Spell Slots
within 5 feet of you as an Action. That you have.
creature can expend one of its Hit Dice, and
you then roll that die. The creature regains a Intelligence, Wisdom, or Charisma is your
number of Hit Points equal to the roll plus spellcasting ability for these Spells (choose
your Proficiency Bonus. when you select this Feat). Consult the Player’s
Healing Rerolls. Whenever you roll a die to Handbook for the rules on spellcasting.
determine the number of Hit Points you Whenever you gain a new level, you can
restore with a spell or with this feat’s Battle replace one of the Spells you chose for this Feat
Medic benefit, you can reroll the die if it rolls with a different Spell of the same level from the
a 1, and you must use the new roll. chosen Spell list.

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

©2022 Wizards of the Coast LLC 17


You have exceptionally broad learning. Choose ARCANE SPELLS
three Skills in which you lack Proficiency. You
gain Proficiency in those Skills. An Arcane Spell draws on the ambient magic of
the multiverse. Bards, Sorcerers, Warlocks, and
TAVERN BRAWLER Wizards harness this magic, as do Artificers. For
1st-Level Feat a partial list of Arcane Spells, see the “Spell
Lists” section later in this document.
Prerequisite: None
Repeatable: No ARTISAN’S TOOLS
Accustomed to brawling, you gain the following Artisan’s Tools are a category of tool with which
benefits: a character can gain Tool Proficiency. For a list
of Artisan’s Tools, see the 2014 Player’s
Enhanced Unarmed Strike. When you hit with
Handbook, but ignore the prices there; those
your Unarmed Strike* and deal damage, you
tools now cost 15 GP apiece.
can deal Bludgeoning Damage equal to 1d4 +
your Strength modifier, instead of the normal
damage of an Unarmed Strike. CREATURE TYPE
Damage Rerolls. Whenever you roll a damage Every creature in D&D, including every player
die for your Unarmed Strike, you can reroll character, has a special tag in the rules that
the die if it rolls a 1, and you must use the new identifies the type of creature they are. Most
roll. player characters are of the Humanoid type.
Shove. When you hit a creature with an Here’s a list of the game’s Creature Types in
Unarmed Strike as part of the Attack Action alphabetical order:
on your turn, you can deal damage to the
target and also push it 5 feet away. You can Aberration Fiend
use this benefit only once per turn. Beast Giant
Furniture as Weapons. You can wield Celestial Humanoid
furniture as a Weapon, using the rules of the Construct Monstrosity
Greatclub for Small or Medium furniture and Dragon Ooze
the rules of the Club for Tiny furniture. Elemental Plant
Fey Undead
TOUGH
1st-Level Feat These types don’t have rules themselves, but
Prerequisite: None some rules in the game affect creatures of
Repeatable: No certain types in different ways. For example, the
description of Cure Wounds specifies that the
Your Hit Point Maximum increases by an Spell doesn’t benefit a Construct.
amount equal to twice your character level
when you gain this Feat. Whenever you gain a D20 TEST
level thereafter, your Hit Point Maximum
increases by an additional 2 Hit Points. The term d20 Test encompasses the three main
d20 rolls of the game: ability checks, attack
rolls, and saving throws. If something in the
RULES GLOSSARY game affects d20 Tests, it affects all three of
This glossary includes game terms that have those rolls.
new or revised meaning in these playtest rules, The DM determines whether a d20 Test is
as well as terms, such as Creature Type, that warranted in any given circumstance. To be
aren’t defined in the 2014 Player’s Handbook. warranted, a d20 Test must have a target
The terms are organized alphabetically. number no less than 5 and no greater than 30.
If a term doesn’t appear here, use its
definition in the 2014 Player’s Handbook. ROLLING A 1
If you roll a 1 on the d20, the d20 Test
automatically fails, regardless of any modifiers
to the roll.

©2022 Wizards of the Coast LLC 18


PARTS OF A CLASS magic item, or a Feat might be available only to
members of the Warrior Group.
Each Class contains the rules elements described When creating a party of adventurers, one way
below. Characters who have levels in a Class are to form a well-rounded group is to include at
exceptional; most of the inhabitants of the least one member of each Class Group. That said,
multiverse aren’t members of a Class. mix and match Classes to your heart’s content!

PRIMARY ABILITY CREATING A MEMBER OF THE CLASS


The primary ability of a Class is critical to some A Class’s description includes a section on how
of the Class’s features, so when you create your to create a member of that Class. That section
character, that ability is a great place to put one tells you how to determine your Hit Points,
of your highest scores. which Proficiencies and Armor Training you gain
Similarly, whenever you gain the Ability Score from the Class, the equipment the Class provides
Improvement Feat, consider increasing your at 1st level, and how to use the multiclassing
primary ability. rules with the Class.
Finally, to use the multiclassing rules, you
must have at least a score of 13 in the primary CLASS FEATURES
ability of all your classes.
Each Class grants special features at certain
CLASS GROUP levels in the Class. Those features are listed on
the Class’s table and detailed in the Class’s
Each Class is a member of a Class Group—a set description.
of Classes that have certain features and themes
in common. The Class Groups table lists the SUBCLASSES
groups and summarizes characteristics the
members of a group have in common. A Class’s description is followed by a section
dedicated to Subclasses for that Class. A Subclass
CLASS GROUPS represents an area of specialization for a
Group Classes Characteristics member of a Class, and the Subclass grants
Experts* Bard, Ranger, Polymaths who have special features at certain levels.
Rogue the Expertise feature When playtesting the new version of a Class,
and elements of you can use a Subclass from an older source,
other Classes such as the 2014 Player’s Handbook or Tasha’s
Mages Sorcerer, Adepts of Arcane Cauldron of Everything. If the older Subclass
Warlock, magic, focusing on offers features at levels that are different from
Wizard utility and the Subclass levels in the Class, follow the older
destruction Subclass’s level progression after the Class lets
Priests Cleric, Druid, Stewards of Divine or you gain the Subclass.
Paladin Primal magic,
focusing on healing, THREE CLASS HIGHLIGHTS
utility, and defense Here are three highlights in this article’s classes:
Warriors Barbarian, Masters of combat • All three Classes have new features, as well as
Fighter, Monk who can deal and revised versions of old features.
endure many wounds
• When a Class offers a decision, a suggested
* The Artificer is also an Expert. That Class appears in choice is usually presented, especially at lower
Tasha’s Cauldron of Everything and Eberron: Rising levels. This makes it easier to create characters
from the Last War, not the Player’s Handbook. quickly.
• Each Class’s old 20th-level feature has moved to
A Class Group has no rules in itself, but 18th level, opening up 20th level for Epic Boons.
prerequisites and other rules can refer to these
groups. For example, only members of the Mage
Group might be able to attune to a particular

©2022 Wizards of the Coast LLC 2


BARD knowledge of many subjects and develop an
aptitude to do almost anything well. Bards
Class Group: Expert become masters of many things, including
Primary Ability: Charisma musical performance, the workings of magic, and
the formation of jests.
Invoking magic through music, dance, and verse, Not every singer or poet in a tavern or jester in
Bards are expert at inspiring others, soothing a royal court is a Bard. Harnessing the Words of
hurts, disheartening foes, and creating illusions. Creation requires hard work and some measure
Bards believe that the creators of the of natural talent that most troubadours and
multiverse spoke and signed it into existence jongleurs lack. It can sometimes be hard to spot
and that remnants of those Words of Creation the difference between these performers and
still resound and glimmer on every plane of Bards, though. A Bard’s life is spent wandering
existence. The magic of Bards is an attempt to across the land gathering lore, telling stories,
harness those words—which transcend any and living on the gratitude of audiences, much
language—and direct them to create new like any other entertainer. But Bards’ depth of
wonders. knowledge, level of musical skill, and mastery of
Almost anything can inspire a new song or magic sets them apart.
tale, so Bards are fascinated by almost
everything. They have a wide-ranging

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

©2022 Wizards of the Coast LLC 3


Because the Words of Creation resonate Creation requires hard work and some measure
throughout the cosmos, different Bards choose of natural talent that most troubadours and
different approaches to their magic. Some Bards jongleurs lack. A Bard’s life is spent wandering
practice their arts in temples or monasteries, across the land gathering lore, telling stories,
drawing on the power of the Outer Planes to and living on the gratitude of audiences, much
channel divine magic. Others listen to bird song like any other entertainer. But Bards’ depth of
and the music of the wind, associate with Druid knowledge and mastery of magic sets them
circles, and wield primal magic. Still others apart.
immerse themselves in the study of magical lore,
collecting scraps of mystic knowledge wherever DESIGN NOTE: BARD UPDATES
their journeys take them as they master the Here are the main updates in this class since its last
secrets of arcane magic. Ultimately, though, playtest version:
these various paths converge as the most
• Bardic Inspiration has returned to its 2014 form,
accomplished Bards learn to access almost the
with the following changes: (1) a Bardic
entire breadth of magical potential.
Anything can inspire a new song or tale, so Inspiration die is used in response to failing a d20
Bards are fascinated by almost everything. They Test—you no longer have to guess whether you
have a wide-ranging knowledge of many subjects failed—and (2) a creature has up to an hour, not
and develop an aptitude to do almost anything just 10 minutes, to use the die. The healing
well. Bards become masters of many things, option in the previous Bard playtest has been
including performing music, working magic, and removed because, in playtesting, the healing
making jests. option was encouraging too much usage
Not every singer or poet in a tavern or jester in hoarding, which easily resulted in the Bard not
a royal court is a Bard. Harnessing the Words of using Bardic Inspiration at all.

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

©2023 Wizards of the Coast LLC 2


• Spellcasting has two noteworthy changes: (1) Tools: Three musical instruments of your choice
each Bard gets to choose whether to use the
Arcane, Divine, or Primal spell list, and (2) spell ARMOR TRAINING
preparation is no longer tied to the level of your Light Armor
spell slots. The first change leans into the fact
that a Bard might have learned their arts in an STARTING EQUIPMENT
Arcane, a Divine, or a Primal context, and the As a 1st-level character, you start with the
second change was widely requested in the following equipment, or you can forgo it and
playtest feedback. spend 100 GP on equipment of your choice.
• Jack of All Trades has returned to 2nd level.
• Bard Subclass levels now match the level Dagger (2) Musical Instrument (one
progression in the 2014 Bard, ensuring Entertainer’s Pack of your choice)
compatibility with subclasses already in print. Leather Armor 26 GP
• Font of Inspiration has returned to 5th level, and
it now also allows you to expend spell slots to MULTICLASSING AND THE BARD
use Bardic Inspiration if you’re out of uses. If your group uses the multiclassing rules in the
• Countercharm returns and has been improved. Player’s Handbook, here’s what you need to know
It’s now 7th level and can be used as a Reaction if you choose Bard as one of your classes.
rather than an action. Ability Score Minimum. As a multiclass
• Magical Secrets has returned to 10th level and character, you must have a score of at least 13 in
now affects your spell choice for all your later the Bard’s primary ability, Charisma, to take a level
Bard levels. in this class or to take a level in another class if you
• Words of Creation is a new 20th-level feature, are already a Bard.
replacing Epic Boon (Epic Boon feats will return Proficiencies. If Bard isn’t your initial class, here
in a future UA, but they won’t be built into a are the proficiencies you gain when you take your
class’s level progression). first Bard level: one skill of your choice and one
Musical Instrument of your choice.
CREATING A BARD Armor Training. When you gain your first Bard
To create a Bard, consult the following lists, level, you gain Light Armor training.
which provide Hit Points, proficiencies, and Spell Slots. Add all your Bard levels to the
armor training. If you’re making a 1st-level appropriate levels from other classes to determine
character, also consult the “Starting Equipment” your available spell slots for casting spells, as
section, and if you’re using the multiclassing detailed in the multiclassing rules.
rules, see the “Multiclassing and the Bard” You prepare spells for each of your classes
section. individually, referring to the spell slots of an
Then look at the Bard table to see the class individual class to determine the number and
features you get at each level in this class. The levels of the spells you prepare for it.
descriptions of those features appear in the
“Bard Class Features” section.
BARD CLASS FEATURES
HIT POINTS As a Bard, you gain the following class features
Hit Dice: 1d8 per Bard level when you reach the specified levels in this class.
Hit Points at 1st Level: 8 + your Constitution These features are listed on the Bard table.
modifier
Hit Points per Level after 1st: 1d8 (or 5) + your 1ST LEVEL: BARDIC INSPIRATION
Constitution modifier You can supernaturally inspire others through
words, music, or dance. This inspiration is
PROFICIENCIES represented by your Bardic Inspiration die,
which is a d6.
Saving Throws: Dexterity, Charisma
Using Bardic Inspiration. As a Bonus Action,
Skills: Any three skills of your choice
you can inspire another creature within 60 feet
Weapons: Simple Weapons

©2023 Wizards of the Coast LLC 3


of yourself who can see or hear you. That Spells column of the Bard table. Whenever that
creature gains one of your Bardic Inspiration number increases, choose additional spells from
dice. A creature can have only one Bardic your Bard spell list until the number of spells on
Inspiration die at a time. your list matches the number on the table. The
Once within the next hour when the creature chosen spells must be of a level for which you
fails a d20 Test, the creature can roll that die and have spell slots. For example, if you’re a 3rd-level
add the number rolled to the d20, potentially Bard, your list of prepared spells can include six
turning the failure into a success. A Bardic spells of 1st or 2nd level, in any combination.
Inspiration die is expended when it’s rolled. If another Bard feature gives spells that you
Number of Uses. You can confer a Bardic always have prepared, those spells don’t count
Inspiration die a number of times equal to your against the number of spells on the list you
Charisma modifier (minimum of once), and you prepare with this Spellcasting feature, but those
regain all expended uses when you finish a Long spells otherwise follow the rules in this feature.
Rest. Changing Your Prepared Spells. Whenever
At Higher Levels. Your Bardic Inspiration die you gain a Bard level, you can replace one spell
changes when you reach certain Bard levels, as on your list with another spell for which you
shown in the Bardic Die column of the Bard have spell slots and that is on your Bard spell
table. The die becomes a d8 at 5th level, a d10 at list.
10th level, and a d12 at 15th level. Spellcasting Ability. Charisma is your
Spellcasting Ability for your Bard spells.
1ST LEVEL: SPELLCASTING Spellcasting Focus. You can use a musical
You have learned to cast spells through your instrument as a Spellcasting Focus for the spells
bardic arts. See the Player’s Handbook for the you cast with your Bard features.
rules on spellcasting. The information below
details how you use those rules as a Bard. 2ND LEVEL: EXPERTISE
Chosen Spell List. At 1st level, choose a spell You gain Expertise in two of your skill
list: Arcane, Divine, or Primal. The chosen list is proficiencies of your choice.
your Bard spell list and represents the magical Performance and Persuasion are iconic choices
tradition in which you learned your bardic arts. for a Bard if you have proficiency in them.
Whichever list you choose, it includes the Vicious
Mockery cantrip for you. 2ND LEVEL: JACK OF ALL TRADES
Cantrips. You know two cantrips of your You can add half your Proficiency Bonus (round
choice from your Bard spell list. down) to any ability check you make that uses a
Whenever you gain a Bard level, you can skill proficiency you lack and that doesn’t
replace one of your cantrips with another otherwise use your Proficiency Bonus.
cantrip of your choice from your Bard spell list. For example, if you make a Strength (Athletics)
When you reach 4th and 10th level in this check and lack Athletics proficiency, you can add
class, you learn another cantrip of your choice half your Proficiency Bonus to the check.
from your Bard spell list, as shown in the
Cantrips column of the Bard table. 3RD LEVEL: BARD SUBCLASS
Spell Slots. The Bard table shows how many You gain a Bard subclass of your choice: College
spell slots you have to cast your spells of 1st of Dance, College of Glamour, College of Lore, or
level and higher. To cast one of these spells, you College of Valor. Subclasses are detailed after
must expend a slot of the spell’s level or higher. this class’s description.
You regain all expended spell slots when you A subclass is a specialization that grants you
finish a Long Rest. special abilities at certain Bard levels. For the
Prepared Spells of 1st+ Level. You prepare rest of your career, you gain each of your
the list of spells of 1st level and higher that are subclass’s features that are of your Bard level
available for you to cast with this feature. To and lower.
start, choose four 1st-level spells from your Bard
spell list. 4TH LEVEL: ABILITY SCORE IMPROVEMENT
The number of spells on your list also increases You gain the Ability Score Improvement feat or
as you gain Bard levels, as shown in the Prepared another feat of your choice for which you qualify.

©2023 Wizards of the Coast LLC 4


5TH LEVEL: FONT OF INSPIRATION 19TH LEVEL: ABILITY SCORE IMPROVEMENT
You now also regain all your expended uses of You gain the Ability Score Improvement feat or
Bardic Inspiration when you finish a Short Rest. another feat of your choice for which you qualify.
In addition, if you have no uses of Bardic
Inspiration left, you can give yourself one use by 20TH LEVEL: WORDS OF CREATION
expending a spell slot (no action required). You You have mastered two of the prime Words of
can do so only once per turn. Creation: the words of life and death. You
therefore always have the Power Word Heal and
6TH LEVEL: SUBCLASS FEATURE Power Word Kill spells prepared, and when you
You gain a feature from your Bard subclass. cast either spell, you can target a second
creature with the spell, provided that creature is
7TH LEVEL: COUNTERCHARM within 10 feet of the first target.
You can use musical notes or words of power to
disrupt mind-influencing effects. If you or a BARD SUBCLASSES
creature within 30 feet of you fails a saving
throw against an effect that applies the Charmed A Bard subclass is a specialization that grants
or Frightened condition, you can use your you special abilities at certain Bard levels, as
Reaction to cause the save to be rerolled, and the specified in the subclass.
new roll has Advantage. Bards form loose associations, which they call
colleges, to facilitate their gatherings and
8TH LEVEL: ABILITY SCORE IMPROVEMENT preserve their traditions. This section presents
You gain the Ability Score Improvement feat or four colleges: College of Dance, College of
another feat of your choice for which you qualify. Glamour, College of Lore, and College of Valor.

9TH LEVEL: EXPERTISE COLLEGE OF DANCE


You gain Expertise in two of your skill Bards of the College of Dance know that the
proficiencies of your choice. Words of Creation can’t be contained within
speech or even song; they are uttered by the
10TH LEVEL: MAGICAL SECRETS movements of celestial bodies and flow through
You have collected magical knowledge from a the motions of even the smallest creatures. To
wide spectrum of disciplines. As a result, your these Bards, dance is art freed from the
Bard spell list now includes the Arcane, Divine, constraints of a single point in space and time; it
and Primal spell lists. is meaning unconfined by narrow definitions of
words and structures of grammar. The College of
12TH LEVEL: ABILITY SCORE IMPROVEMENT Dance practices a way of being in harmony with
You gain the Ability Score Improvement feat or the ever-whirling cosmos, emphasizing agility,
another feat of your choice for which you qualify. speed, and grace.

14TH LEVEL: SUBCLASS FEATURE 3RD LEVEL: DAZZLING FOOTWORK


You gain a feature from your Bard subclass. Your practice of dance gives you the ability to
gracefully dodge and make agile strikes. While
16TH LEVEL: ABILITY SCORE IMPROVEMENT you aren’t wearing armor or wielding a Shield,
You gain the Ability Score Improvement feat or you gain the following benefits:
another feat of your choice for which you qualify.
Unarmored Defense. Your base Armor Class
18TH LEVEL: SUPERIOR INSPIRATION equals 10 + your Dexterity modifier + your
When you roll Initiative and have no uses of Charisma modifier.
Bardic Inspiration left, you regain two expended Agile Strikes. When you expend a use of your
uses of it. Bardic Inspiration as part of an action, a Bonus
Action, or a Reaction, you can make one
Unarmed Strike as part of that action, Bonus
Action, or Reaction.

©2023 Wizards of the Coast LLC 5


Bardic Damage. You can use Dexterity instead COLLEGE OF GLAMOUR
of Strength for the attack rolls of your
Unarmed Strikes, and when you deal damage The College of Glamour traces its origins to the
with an Unarmed Strike, you can deal beguiling magic of the Feywild. The Bards who
Bludgeoning damage equal to a roll of your study this magic weave threads of beauty and
Bardic Inspiration die plus your Dexterity terror into their songs and stories, and the
modifier. This roll doesn’t expend the die. mightiest among them can cloak themselves in
otherworldly majesty. Their performances stir
3RD LEVEL: INSPIRING MOVEMENT up wistful longing for forgotten innocence, evoke
When an enemy you can see ends its turn within unconscious memories of long-held fears, and
5 feet of an ally of yours who is within 60 feet of tug at the emotions of even the most hard-
you, you can use your Reaction and expend one hearted listeners.
use of your Bardic Inspiration to move up to half
your Speed. Then roll your Bardic Inspiration DESIGN NOTE: COLLEGE OF GLAMOUR UPDATES
die, and the ally can move up to a number of feet Here are the main updates in this subclass since its
equal to 5 times the number rolled. None of this appearance in Xanathar’s Guide to Everything:
feature’s movement provokes Opportunity
• Mantle of Inspiration now grants a number of
Attacks.
Temporary Hit Points determined by a roll of
6TH LEVEL: LEADING EVASION Bardic Inspiration.
When you are subjected to an effect that allows • Beguiling Magic, formerly Enthralling
you to make a Dexterity saving throw to take Performance, has been redesigned to focus on
only half damage, you instead take no damage if enhancing your Enchantment and Illusion spells.
you succeed on the saving throw, and you take • Mantle of Majesty now ensures you always have
only half damage if you fail. If any creatures the Command spell prepared, and you can
within 5 feet of you are making the same restore your use of the feature by expending a
Dexterity saving throw, you can share this spell slot of 3rd level or higher.
benefit with them for that save. • Unbreakable Majesty now triggers on a creature
You can’t use this feature if you have the hitting you and can negate the hit.
Incapacitated condition.
3RD LEVEL: BEGUILING MAGIC
6TH LEVEL: TANDEM FOOTWORK You always have the Charm Person and Mirror
When you roll Initiative, you can spend one use Image spells prepared.
of your Bardic Inspiration if you don’t have the In addition, immediately after you cast an
Incapacitated condition. When you do so, roll Enchantment or Illusion spell, you can cause a
your Bardic Inspiration die, and choose a creature you can see within 60 feet of yourself to
number of creatures within 60 feet of yourself make a Wisdom saving throw against your Spell
(you can choose yourself), up to a number equal Save DC. On a failed save, the target has the
to your Charisma modifier (minimum of one Charmed or Frightened condition (your choice)
creature). Each of them gains a bonus to their for 1 minute. The target can repeat the saving
Initiative equal to the number rolled. throw at the end of each of its turns, ending the
effect on itself on a success.
14TH LEVEL: IRRESISTIBLE DANCE Once you use this benefit, you can’t use it again
You always have the Otto’s Irresistible Dance until you finish a Long Rest. You can also restore
spell prepared. You can cast it without your use of the feature by expending one use of
expending a spell slot. Once you cast the spell in your Bardic Inspiration (no action required).
this way, you can’t do so again until you finish a
Long Rest. You can also restore your use of the 3RD LEVEL: MANTLE OF INSPIRATION
feature by expending four uses of your Bardic You can weave fey magic into a song or dance to
Inspiration (no action required). fill others with vigor. As a Bonus Action, you can
expend a use of Bardic Inspiration, rolling a
Bardic Inspiration die. When you do so, choose a
number of other creatures within 60 feet of

©2023 Wizards of the Coast LLC 6


yourself, up to a number equal to your Charisma • Bonus Proficiencies has gone back to allowing
modifier (minimum of one creature). Each of any skill to be chosen.
them gains a number of Temporary Hit Points • Cutting Words can once more reduce damage.
equal to 2 times the number rolled on the Bardic The damage reduction was absent in the
Inspiration die, and then each of them can use its previous Bard playtest because of the now-
Reaction to move up to its Speed without removed healing option in Bardic Inspiration.
provoking Opportunity Attacks. • Magical Discoveries, formerly called Additional
Magical Secrets, has returned, and it now allows
6TH LEVEL: MANTLE OF MAJESTY you to replace one of the chosen spells each time
You always have the Command spell prepared.
you gain a Bard level.
As a Bonus Action, you cast Command without
• Peerless Skill now benefits both ability checks
expending a spell slot, and you take on an
unearthly appearance for 1 minute or until your and attack rolls, not just ability checks.
Concentration ends (as if you were 3RD LEVEL: BONUS PROFICIENCIES
concentrating on a spell). During this time, you You gain proficiency with three skills of your
can cast Command as a Bonus Action without choice.
expending a spell slot.
Any creature Charmed by you automatically 3RD LEVEL: CUTTING WORDS
fails its saving throw against the Command you You learn how to use your wit to supernaturally
cast with this feature. distract, confuse, and otherwise sap the
Once you use this feature, you can’t use it again confidence and competence of others. When a
until you finish a Long Rest. You can also restore creature that you can see within 60 feet of you
your use of the feature by expending a spell slot
makes a damage roll or succeeds on an ability
of 3rd level or higher (no action required). check or attack roll, you can use your Reaction to
expend one use of your Bardic Inspiration, roll
14TH LEVEL: UNBREAKABLE MAJESTY your Bardic Inspiration die, and subtract the
As a Bonus Action, you can assume a magically number rolled from the creature’s roll, reducing
majestic presence for 1 minute or until you have the damage or potentially turning the success
the Incapacitated condition. For the duration, into a failure.
whenever any creature hits you with an attack
roll for the first time on a turn, the attacker must 6TH LEVEL: MAGICAL DISCOVERIES
succeed on a Charisma saving throw against You learn two spells of your choice. These spells
your Spell Save DC, or the attack misses instead,
can come from the Arcane, Divine, or Primal
as the creature recoils from your majesty. spell list or any combination thereof. A spell you
Once you assume this majestic presence, you choose must be a cantrip or a spell for which you
can’t do so again until you finish a Short Rest or have spell slots, as shown on the Bard table.
Long Rest. You always have the chosen spells prepared,
and whenever you gain a Bard level, you can
COLLEGE OF LORE replace one of the spells with another spell that
Bards of the College of Lore plumb the depths of meets the requirements above.
magical knowledge, collecting spells and secrets
from sources as diverse as scholarly tomes, 14TH LEVEL: PEERLESS SKILL
mystical rites, and peasant tales. The college’s When you make an ability check or attack roll
members gather in libraries and universities to and fail, you can expend one use of Bardic
share their lore with one another. They also Inspiration, roll the Bardic Inspiration die, and
meet at festivals or affairs of state, where they add the number rolled to the d20, potentially
can expose corruption, unravel lies, and poke fun turning a failure into a success. On a failure, the
at self-important figures of authority. Bardic Inspiration isn’t expended.

DESIGN NOTE: COLLEGE OF LORE UPDATES COLLEGE OF VALOR


Here are the main updates in this subclass since its
Bards of the College of Valor are daring
last playtest version:
storytellers whose tales keep alive the memory

©2023 Wizards of the Coast LLC 7


of the great heroes of the past. These Bards sing
the deeds of the mighty, both past and present,
in vaulted halls or to crowds gathered around
great bonfires. They travel the land to witness
great events firsthand and to ensure that the
memory of these events doesn’t pass from the
world. With their songs, they inspire new
generations to reach the same heights of
accomplishment as the heroes of old.

DESIGN NOTE: COLLEGE OF VALOR UPDATES


Here are the main updates in this subclass since
the 2014 Player’s Handbook:
• Martial Training (formerly Bonus Proficiencies)
now allows you to use a weapon as a spellcasting
focus to cast spells from your Bard spell list,
which was often requested.
• Combat Inspiration has two changes: (1) the
defense option is now triggered by being hit, and
(2) the offense option works with attacks of any
kind, not just weapon attacks.

3RD LEVEL: COMBAT INSPIRATION


You can use your wit to turn the tide of battle. A
creature that has a Bardic Inspiration die from
you can use it for one of the following effects:

Defense. When the creature is hit by an attack


roll, that creature can use its Reaction to roll
the Bardic Inspiration die and add the number
rolled to its AC against that attack, potentially
causing the attack to miss.
Offense. Immediately after the creature hits a
target with an attack roll, the creature can roll
the Bardic Inspiration die and add the number
rolled to the attack’s damage against the
target.
3RD LEVEL: MARTIAL TRAINING
You gain proficiency with Martial Weapons and
armor training with Medium Armor and Shields.
In addition, you can use a Simple or Martial
weapon as a spellcasting focus to cast spells
from your Bard spell list.

6TH LEVEL: EXTRA ATTACK


You can attack twice, instead of once, whenever
you take the Attack action on your turn.

14TH LEVEL: BATTLE MAGIC


After you cast a spell that has a casting time of an
action, you can make one attack with a weapon
as a Bonus Action.

©2023 Wizards of the Coast LLC 8


CLERIC Not every acolyte or officiant at a temple or
shrine is a Cleric. Some priests are called to a
Primary Ability: Wisdom simple life of temple service, carrying out their
devotion through prayer and rituals, not through
Clerics draw power from the realms of the gods magic. Some of the most influential high priests
and harness it to work miracles. Blessed by a are incapable of harnessing divine magic, and a
deity, a pantheon, or another immortal entity, a few of them feel threatened when a Cleric
Cleric can reach out to the divine magic of the appears. Many can pray, and some mortals claim
Outer Planes—where gods dwell—and channel to speak for the gods. But few can marshal the
that energy to bolster people and to battle foes. power of those gods the way a Cleric can.
Because their power is a divine gift, Clerics
typically associate themselves with temples or DESIGN NOTE: CLERIC UPDATES
shrines dedicated to whatever deity or other Here are the main updates in this class since its last
immortal force unlocked their magical ability. playtest version:
Harnessing divine magic doesn’t rely on specific
training, yet a Cleric might learn formulaic • Divine Order, formerly called Holy Order, has
prayers and ancient rites that help them focus moved from 2nd level to 1st level. The
their minds and spirits on drawing power from Thaumaturge option has been redesigned to
the Outer Planes. Even a Cleric who declines to include elements from the former Thaumaturge
worship their divine benefactor might perform and Scholar options.
their benefactor’s rites if doing so helps the • Spellcasting has one noteworthy change: spell
Cleric feel connected to the immortal realms. preparation is no longer tied to the level of your
spell slots.

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

©2023 Wizards of the Coast LLC 9


• Channel Divinity has returned to 2nd level, and PROFICIENCIES
its number of uses now increases with your Cleric Saving Throws: Wisdom, Charisma
level and isn’t based on your Proficiency Bonus. Skills (Choose 2): History, Insight, Medicine,
In addition, you regain one use whenever you Persuasion, Religion
finish a Short Rest. The healing and damage of Weapons: Simple Weapons
Divine Spark has also changed, and Turn Undead Tools: None
now uses the Incapacitated and Frightened
conditions. Finally, the multiclassing sidebar has ARMOR TRAINING
a new rule for Channel Divinity. Light Armor, Medium Armor, Shields
• Cleric Subclass levels now match the level
progression in the 2014 Cleric, except for the
STARTING EQUIPMENT
subclasses now starting at 3rd level.
As a 1st-level character, you start with the
• Smite Undead now uses your Wisdom modifier
following equipment, or you can forgo it and spend
rather than your Proficiency Bonus. We have also
110 GP on equipment of your choice.
clarified that this damage doesn’t end the turn
effect on an Undead. Chain Shirt Priest’s Pack
• Blessed Strikes now lets you choose Divine Strike Holy Symbol Shield
or Potent Spellcasting. In 2014, a subclass gave Mace 7 GP
you one of those features. In this playtest, you
now get a choice. MULTICLASSING AND THE CLERIC
• Commune is a new 9th-level feature. If your group uses the multiclassing rules in the
• Improved Blessed Strikes is a new 14th-level Player’s Handbook, here’s what you need to know
feature. if you choose Cleric as one of your classes.
• Divine Intervention and Greater Divine Ability Score Minimum. As a multiclass
Intervention have been redesigned to allow character, you must have a score of at least 13 in
reliable results. This was the most requested the Cleric’s primary ability, Wisdom, to take a level
change for these features. in this class or to take a level in another class if you
• Greater Divine Intervention has returned to are already a Cleric.
20th level, replacing Epic Boon (Epic Boon feats Armor Training. When you gain your first Cleric
will return in a future UA, but they won’t be built level, you gain armor training with the following:
into a class’s level progression). Light Armor, Medium Armor, and Shields.
Spell Slots. Add all your Cleric levels to the
CREATING A CLERIC appropriate levels from other classes to determine
To create a Cleric, consult the following lists, your available spell slots for casting spells, as
which provide Hit Points, proficiencies, and detailed in the multiclassing rules.
armor training. If you’re making a 1st-level You prepare spells for each of your classes
character, also consult the “Starting Equipment” individually, referring to the spell slots of an
section, and if you’re using the multiclassing individual class to determine the number and
rules, see the “Multiclassing and the Cleric” levels of the spells you prepare for it.
section. Channel Divinity. If you have more than one
Then look at the Cleric table to see the class class with the Channel Divinity feature, a class’s
features you get at each level in this class. The
uses of the feature can be expended only on that
descriptions of those features appear in the
class’s Channel Divinity options.
“Cleric Class Features” section.

HIT POINTS CLERIC CLASS FEATURES


Hit Dice: 1d8 per Cleric level As a Cleric, you gain the following class features
Hit Points at 1st Level: 8 + your Constitution when you reach the specified levels in this class.
modifier These features are listed on the Cleric table.
Hit Points per Level after 1st: 1d8 (or 5) + your
Constitution modifier

©2023 Wizards of the Coast LLC 10


1ST LEVEL: DIVINE ORDER example, if you’re a 3rd-level Cleric, your list of
You have dedicated yourself to one of the prepared spells can include six spells of 1st or
following sacred roles of your choice: 2nd level, in any combination.
If another Cleric feature gives spells that you
Protector. Trained for battle, you gain Martial always have prepared, those spells don’t count
Weapon proficiency and Heavy Armor against the number of spells on the list you
training. prepare with this Spellcasting feature, but those
Thaumaturge. You know one extra cantrip from spells otherwise follow the rules in this feature.
the Divine spell list (see your Spellcasting Changing Your Prepared Spells. Whenever
feature for information on preparing spells). In you finish a Long Rest, you can change your list
addition, your mystical connection to the of prepared spells, replacing one or more of the
divine gives you a bonus to your Intelligence spells there with other Divine spells for which
(Religion) checks. The bonus equals your you have spell slots. Preparing a new list
Wisdom modifier (minimum of +1). requires time spent in prayer and meditation: at
least 1 minute per spell level for each spell you
1ST LEVEL: SPELLCASTING add to the list.
You have learned to cast spells through prayer, Spellcasting Ability. Wisdom is your
meditation, and devotion. See the Player’s Spellcasting Ability for your Cleric spells.
Handbook for the rules on spellcasting. The Spellcasting Focus. You can use a Holy Symbol
information below details how you use those as a Spellcasting Focus for the spells you prepare
rules as a Cleric. for this class.
Cantrips. You know three cantrips of your
choice from the Divine spell list. Rather than 2ND LEVEL: CHANNEL DIVINITY
choosing, you may start with Guidance, Sacred You gain the ability to channel divine energy
Flame, and Thaumaturgy. directly from the Outer Planes, using that energy
Whenever you gain a Cleric level, you can to fuel magical effects. You start with two such
replace one of your cantrips with another effects: Divine Spark and Turn Undead, each of
cantrip of your choice from the Divine spell list. which is described below. Each time you use
When you reach 4th and 10th level in this your Channel Divinity, you choose which effect
class, you learn another cantrip of your choice to create, and you gain additional effect options
from the Divine spell list, as shown in the at higher levels in this class.
Cantrips column of the Cleric table. You can use Channel Divinity twice. You regain
Spell Slots. The Cleric table shows how many one expended use when you finish a Short Rest,
spell slots you have to cast your spells of 1st and you regain all expended uses when you
level and higher. To cast one of these spells, you finish a Long Rest. You gain additional uses when
must expend a slot of the spell’s level or higher. you reach certain Cleric levels, as shown in the
You regain all expended spell slots when you Channel Divinity column of the Cleric table.
finish a Long Rest. If a Channel Divinity effect requires a saving
Prepared Spells of 1st+ Level. You prepare throw, the DC equals the Spell Save DC from this
the list of spells of 1st level and higher that are class’s Spellcasting feature.
available for you to cast with this feature. To Divine Spark. As a Magic action, you point
start, choose four 1st-level spells from the Divine your Holy Symbol at another creature you can
spell list. Rather than choosing, you may start see within 30 feet of yourself and focus divine
with Bless, Cure Wounds, Guiding Bolt, and Shield energy at them. Roll 1d8 and add your Wisdom
of Faith. modifier. You either restore Hit Points to the
The number of spells on your list also increases creature equal to that total or force the creature
as you gain Cleric levels, as shown in the to make a Constitution saving throw. On a failed
Prepared Spells column of the Cleric table. save, the creature takes Necrotic or Radiant
Whenever that number increases, choose (your choice) damage equal to that total. On a
additional spells from the Divine spell list until successful save, the creature takes half as much
the number of spells on your list matches the damage (round down).
number on the table. The chosen spells must be
of a level for which you have spell slots. For

©2023 Wizards of the Coast LLC 11


You roll an additional d8 when you reach If you get either option from another source, you
certain Cleric levels: 7th level (2d8), 13th level use only the option you chose for this feature.
(3d8), and 18th level (4d8).
Turn Undead. As a Magic action, you present 8TH LEVEL: ABILITY SCORE IMPROVEMENT
your Holy Symbol and speak a prayer censuring You gain the Ability Score Improvement feat or
Undead creatures. Each Undead within 30 feet of another feat of your choice for which you qualify.
you must make a Wisdom saving throw. If the
creature fails its saving throw, it has the 9TH LEVEL: COMMUNE
Frightened and Incapacitated conditions for 1 In the past, you have reached the divine source
minute. This effect ends early on the creature if it of your power through prayer. Now you can also
takes any damage, you have the Incapacitated have brief conversations; you always have the
condition, or you die. Commune spell prepared.

3RD LEVEL: CLERIC SUBCLASS 10TH LEVEL: DIVINE INTERVENTION


You gain a Cleric subclass of your choice: Life You can call on your deity or pantheon to
Domain, Light Domain, Trickery Domain, or War intervene on your behalf. As a Magic action,
Domain. Subclasses are detailed after this class’s choose any Divine spell of 5th level or lower that
description. doesn’t require a Reaction to cast. As part of the
A subclass is a specialization that grants you same action, you cast that spell without
special abilities at certain Cleric levels. For the expending a spell slot or needing material
rest of your career, you gain each of your components. You then can’t use this feature
subclass’s features that are of your Cleric level again until you finish a Long Rest.
and lower.
12TH LEVEL: ABILITY SCORE IMPROVEMENT
4TH LEVEL: ABILITY SCORE IMPROVEMENT You gain the Ability Score Improvement feat or
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
another feat of your choice for which you qualify.
14TH LEVEL: IMPROVED BLESSED STRIKES
5TH LEVEL: SMITE UNDEAD The option you chose for Blessed Strikes grows
You can cause your Turn Undead feature to more powerful:
smite the undying; whenever you use Turn
Undead, you can roll a number of d8s equal to Divine Strike. The extra damage of your Divine
your Wisdom modifier (minimum of 1d8) and Strike increases to 2d8.
add the rolls together. Each Undead that fails its Potent Spellcasting. When you cast a Divine
saving throw against that use of Turn Undead cantrip and deal damage to a creature with it,
takes Radiant damage equal to the roll’s total. you can give vitality to yourself or another
This damage doesn’t end the turn effect. creature within 60 feet of yourself, granting a
number of Temporary Hit Points equal to
6TH LEVEL: SUBCLASS FEATURE twice your Wisdom modifier.
You gain a feature from your Cleric subclass. 16TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or
7TH LEVEL: BLESSED STRIKES another feat of your choice for which you qualify.
Divine power infuses you in battle. You gain one
of the following options of your choice: 17TH LEVEL: SUBCLASS FEATURE
Divine Strike. Once on each of your turns when You gain a feature from your Cleric subclass.
you hit a creature with an attack with a
weapon, you can cause the target to take an 19TH LEVEL: ABILITY SCORE IMPROVEMENT
extra 1d8 Necrotic or Radiant (your choice) You gain the Ability Score Improvement feat or
damage. another feat of your choice for which you qualify.
Potent Spellcasting. You add your Wisdom
modifier to the damage you deal with any
Divine cantrip.

©2023 Wizards of the Coast LLC 12


20TH LEVEL: GREATER DIVINE now, so the revised feature applies to almost all
INTERVENTION defensive and healing spells on the Divine list.
You are able to call on even more powerful • Blessed Healer is now clearer that its extra Hit
divine intervention. When you use your Divine Points are based on the spell slot expended.
Intervention feature, you can choose Wish when • Divine Strike has been replaced by Blessed
you select a spell. If you do so, you can’t use Strikes in the base class.
Divine Intervention again until you finish 2d4 • Supreme Healing now applies to Channel
Long Rests. Divinity as well to spells.
When you cast Wish with this feature, you are
immune to the stress caused by using Wish to do 3RD LEVEL: DOMAIN SPELLS
something other than casting a spell. Your connection to this divine domain ensures
you always have certain spells ready. When you
reach a Cleric level specified in the Life Domain
CLERIC SUBCLASSES Spells table, you thereafter always have the
A Cleric subclass is a specialization that grants listed spells prepared.
you special abilities at certain Cleric levels, as
specified in the subclass. LIFE DOMAIN SPELLS
Each Cleric subclass is named after a domain of Cleric Level Prepared Spells
existence that is favored by a god, a pantheon, or 3rd Aid, Bless, Cure Wounds,
a religious order. When you choose a subclass, Lesser Restoration
you decide why your Cleric chose that domain. 5th Mass Healing Word, Revivify
7th Aura of Life, Death Ward
This section presents four domains: Life Domain,
9th Greater Restoration,
Light Domain, Trickery Domain, and War
Mass Cure Wounds
Domain.
3RD LEVEL: DISCIPLE OF LIFE
LIFE DOMAIN Your healing spells are empowered by life itself.
The Life Domain focuses on the vibrant positive When a spell you cast with a spell slot restores
energy—one of the fundamental forces of the Hit Points to a creature, that creature regains
multiverse—that sustains all life. Clerics who tap additional Hit Points on the turn you cast the
into this domain are masters of healing, using spell. The additional Hit Points equal 2 plus the
that force of life to cure many hurts. spell slot’s level.
Existence itself relies on the positive energy
associated with this domain, so a Cleric of any 3RD LEVEL: PRESERVE LIFE
religious tradition might choose it. This domain As part of casting a prepared Abjuration spell
is associated with agricultural deities, sun gods, from the Divine spell list, you can expend uses of
gods of healing or endurance, and gods of home Channel Divinity to create a spell slot to use for
and community. Religious orders of healing also the casting. You must expend a number of
seek the powers of this domain. Channel Divinity uses equal to the spell’s level.
For example, you can expend one use of Channel
DESIGN NOTE: LIFE DOMAIN UPDATES Divinity to create a 1st-level spell slot for a
Here are the main updates in this subclass since its casting of Shield of Faith if you have that spell
last playtest version: prepared.

• 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

©2023 Wizards of the Coast LLC 13


17TH LEVEL: SUPREME HEALING LIGHT DOMAIN SPELLS
When you would normally roll one or more dice Druid Level Prepared Spells
to restore Hit Points to a creature with a spell or 3rd Burning Hands, Faerie Fire,
Channel Divinity, don’t roll those dice for the Moonbeam, See Invisibility
healing; instead use the highest number possible 5th Daylight, Fireball
7th Arcane Eye, Wall of Fire
for each die. For example, instead of restoring
9th Flame Strike, Scrying
2d6 Hit Points to a creature with a spell, you
restore 12.
3RD LEVEL: WARDING FLARE
LIGHT DOMAIN When a creature that you can see within 30 feet
of you makes an attack roll, you can use your
The Light Domain emphasizes the divine power Reaction to impose Disadvantage on the attack
to bring about blazing fire and revelation. Clerics roll, causing light to flare before the attacker
who wield this power are enlightened souls before it hits or misses.
infused with radiance and the power of their You can use this feature a number of times
deities’ discerning vision, charged with chasing equal to your Wisdom modifier (minimum of
away lies and burning away darkness. once). You regain all expended uses when you
The Light Domain is associated with gods of finish a Long Rest.
truth, vigilance, beauty, insight, and renewal.
Some of these gods are identified with the sun or 3RD LEVEL: RADIANCE OF THE DAWN
as charioteers who guide the sun across the sky. As a Magic action, you present your Holy Symbol
Others are sentinels who pierce every shadow and expend a use of your Channel Divinity to
and deception. Some are deities of beauty and emit sunlight in a 30-foot-radius sphere centered
artistry, who teach that art is a vehicle for the on yourself. Any magical darkness—such as that
soul’s improvement. Religious orders focused on created by the Darkness spell—in the sphere is
combating the Undead also draw on the power dispelled. Additionally, each creature of your
of this domain. choice in the sphere must make a Constitution
saving throw, taking Radiant damage equal to
DESIGN NOTE: LIGHT DOMAIN UPDATES 2d10 + your Cleric level on a failed save, or half
Here are the main updates in this subclass since as much damage on a successful one.
the 2014 Player’s Handbook:
• Bonus Cantrip has been replaced by Divine Order 6TH LEVEL: REVEALING LIGHT
in the base class. As a Bonus Action, you can present your Holy
• Domain Spells contains several different spells, Symbol and cast See Invisibility without
fleshing out the list with options that emphasize expending a spell slot. When you cast it in this
revelation. way, your allies also gain the benefit of the spell
while within 10 feet of you. Until the spell ends,
• Warding Flare now has Improved Flare rolled
you emit Bright Light in a 10-foot radius and
into it, allowing the Cleric to use the feature on
Dim Light for an additional 10 feet. You can end
themselves and their allies.
the spell early as a Bonus Action.
• Revealing Light is a new 6th-level feature. Once you use this feature, you can’t do so again
• Potent Spellcasting has been replaced by until you finish a Long Rest.
Blessed Strikes in the base class.
• Corona of Light now also benefits Radiance of 17TH LEVEL: CORONA OF LIGHT
the Dawn, and it no longer requires an action to As a Magic action, you cause yourself to emit an
deactivate early. aura of sunlight that lasts for 1 minute or until
you dismiss it (no action required). You emit
3RD LEVEL: DOMAIN SPELLS Bright Light in a 60-foot radius and Dim Light for
Your connection to this divine domain ensures an additional 30 feet. Your enemies in the Bright
you always have certain spells ready. When you Light have Disadvantage on saving throws
reach a Cleric level specified in the Light Domain against your Radiance of the Dawn and any spell
Spells table, you thereafter always have the that deals Fire or Radiant damage.
listed spells prepared.

©2023 Wizards of the Coast LLC 14


TRICKERY DOMAIN 9th Hold Monster, Mislead

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

©2023 Wizards of the Coast LLC 15


within 5 feet of the illusion, the attack rolls have 3RD LEVEL: DOMAIN SPELLS
Advantage. Finally, when the illusion ends, you Your connection to this divine domain ensures
or a creature of your choice within 5 feet of it you always have certain spells ready. When you
regains a number of Hit Points equal to your reach a Cleric level specified in the War Domain
Cleric level. Spells table, you thereafter always have the
listed spells prepared.
WAR DOMAIN
War has many manifestations. It can make WAR DOMAIN SPELLS
Cleric Level Prepared Spells
heroes of ordinary people. It can be desperate
3rd Divine Favor, Magic Weapon, Shield
and horrific, with acts of cruelty and cowardice
of Faith, Spiritual Weapon
eclipsing instances of excellence and courage.
5th Crusader’s Mantle, Spirit Guardians
Clerics who tap into the magic of the War 7th Freedom of Movement, Stoneskin
Domain excel in battle, inspiring others to fight 9th Destructive Wave, Hold Monster
the good fight or offering acts of violence as
prayers. 3RD LEVEL: WAR PRIEST
Gods of the War Domain watch over warriors Your training with weapons allows you to use
and reward them for their great deeds. They the Mastery property of one kind of Simple or
include champions of honor and chivalry as well Martial weapon with which you have
as gods of destruction and pillage. Other war proficiency. Whenever you finish a Long Rest,
gods take a more neutral stance, promoting war you can change the kind of weapon you chose to
in all its manifestations and supporting warriors another eligible kind.
in any circumstance. In addition, you can make one weapon attack
as a Bonus Action. You can use this Bonus Action
DESIGN NOTE: WAR DOMAIN UPDATES a number of times equal to your Wisdom
Here are the main updates in this subclass since modifier (minimum of once). You regain all
the 2014 Player’s Handbook: expended uses when you finish a Short Rest or
Long Rest.
• Bonus Proficiencies has been replaced by Divine
Order in the base class.
3RD LEVEL: GUIDED STRIKE
• Domain Spells includes Destructive Wave instead
When you or a creature within 30 feet of you
of Flame Strike.
misses with an attack roll, you can use your
• War Priest now lets you use the Mastery Reaction to expend one use of your Channel
property of a weapon. In addition, the bonus Divinity and give that roll a +10 bonus,
attack recharges on a Short Rest, not just a Long potentially causing it to hit.
Rest, and it doesn’t have to be paired with the
Attack action anymore. 6TH LEVEL: WAR GOD’S BLESSING
• Guided Strike now lets you benefit yourself or Whenever you cast Shield of Faith on another
another creature, and it’s triggered by missing, creature, the spell also affects you.
ensuring it has a greater chance of causing an In addition, you can cast the spell once without
attack to hit. expending a spell slot, and you regain the ability
• War God’s Blessing has been redesigned to allow to do so when you finish a Short Rest or Long
the Cleric to protect allies. The former Rest.
functionality of this feature has been
incorporated into Guided Strike. 17TH LEVEL: AVATAR OF BATTLE
• Divine Strike has been replaced by Blessed You gain resistance to Bludgeoning, Piercing, and
Strikes in the base class. Slashing damage.
• Avatar of Battle now provides resistance to all
Bludgeoning, Piercing, and Slashing damage, not
just nonmagical versions.

©2023 Wizards of the Coast LLC 16


DRUID even to the point where they feel more natural in
an animal form.
Primary Ability: Wisdom For Druids, nature exists in a precarious
balance. The four elements that make up a
Druids belong to ancient orders that call on the world—air, earth, fire, and water—must remain
forces of nature. Harnessing the magic of in equilibrium. If one element were to gain
animals, plants, weather, and the four elements, power over the others, the world could be
Druids can heal, transform themselves, and destroyed, drawn into one of the elemental
wield elemental destruction. planes and broken apart into its component
Revering nature above all, individual Druids elements. Thus, Druids oppose cults of Elemental
gain their magic from a nature deity, from nature Evil and others who promote one element to the
itself, or both, and they typically unite with other exclusion of others.
Druids in performing rites to mark the passage Druids are also concerned with the delicate
of the seasons and other natural cycles. The ecological balance that sustains plant and animal
ancient druidic traditions are sometimes called life and with the need for people to live in
the Old Faith, in contrast to the worship of gods harmony with nature, not in opposition to it.
in temples and shrines. Druids are often found guarding sacred sites or
Druids master Primal magic, which is oriented watching over regions of unspoiled nature. But
toward nature and animals—the power of tooth when a significant danger arises, threatening
and claw, of sun and moon, of fire and storm. nature’s balance or the lands they protect,
Druids also gain the ability to take on animal Druids take a more active role as adventurers
forms, and some Druids focus on this practice, who combat the threat.

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

©2023 Wizards of the Coast LLC 17


DESIGN NOTE: DRUID UPDATES descriptions of those features appear in the
Here are the main updates in this class since its last “Druid Class Features” section.
playtest version:
HIT POINTS
• Channel Nature has been cut in favor of Hit Dice: 1d8 per Druid level
restoring Wild Shape at 2nd level. Hit Points at 1st Level: 8 + your Constitution
• Druidic now also makes sure you always have modifier
Speak with Animals prepared. Hit Points per Level after 1st: 1d8 (or 5) + your
• Primal Order is a new 1st-level feature, which Constitution modifier
lets you improve your armor and weapon
proficiencies or your spellcasting. PROFICIENCIES
• Wild Shape has returned to 2nd level. The Saving Throws: Intelligence, Wisdom
feature has returned to using Beast stat blocks Skills (Choose 2): Arcana, Animal Handling, Insight,
and has new rules for how you interact with Medicine, Nature, Perception, Religion, Survival
those stat blocks. In addition, using Wild Shape is Weapons: Simple Weapons
now a Bonus Action for all Druids, and Swim Tools: Herbalism Kit
Speeds are available from the beginning.
• Spellcasting has one noteworthy change: spell
ARMOR TRAINING
preparation is no longer tied to the level of your
Light Armor, Shields
spell slots.
• Wild Resurgence has moved from 15th level to
5th level and has been redesigned. The new
STARTING EQUIPMENT
feature answers the desire to have more As a 1st-level character, you start with the
flexibility between using Wild Shape and spells. following equipment, or you can forgo it and spend
50 GP on equipment of your choice.
• Elemental Fury is a new 7th-level feature,
allowing the Druid to increase the effectiveness
Druidic Focus Leather Armor
of their cantrips or their attacks with weapons
(Quarterstaff) Shield
and Wild Shape.
Explorer’s Pack Sickle
• Commune with Nature is a new 9th-level
Herbalism Kit 9 GP
feature.
• Improved Elemental Fury is a new 15th-level MULTICLASSING AND THE DRUID
feature, improving whatever option the Druid If your group uses the multiclassing rules in the
chose for Elemental Fury. Player’s Handbook, here’s what you need to know
• Archdruid now includes the ability to turn if you choose Druid as one of your classes.
unexpended uses of Wild Shape into a spell slot. Ability Score Minimum. As a multiclass
It’s also returned to 20th level, replacing Epic character, you must have a score of at least 13 in
Boon (Epic Boon feats will return in a future UA, the Druid’s primary ability, Wisdom, to take a level
but they won’t be built into a class’s level in this class or to take a level in another class if you
progression). are already a Druid.
CREATING A DRUID Armor Training. When you gain your first Druid
level, you gain armor training with the following:
To create a Druid, consult the following lists, Light Armor and Shields.
which provide Hit Points, proficiencies, and Spell Slots. Add all your Druid levels to the
armor training. If you’re making a 1st-level appropriate levels from other classes to determine
character, also consult the “Starting Equipment” your available spell slots for casting spells, as
section, and if you’re using the multiclassing detailed in the multiclassing rules.
rules, see the “Multiclassing and the Druid”
You prepare spells for each of your classes
sidebar.
individually, referring to the spell slots of an
Then look at the Druid table to see the class
individual class to determine the number and
features you get at each level in this class. The
levels of the spells you prepare for it.

©2023 Wizards of the Coast LLC 18


DRUID CLASS FEATURES must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you
As a Druid, you gain the following class features finish a Long Rest.
when you reach the specified levels in this class. Prepared Spells of 1st+ Level. You prepare
These features are listed on the Druid table. the list of spells of 1st level and higher that are
available for you to cast with this feature. To
1ST LEVEL: DRUIDIC start, choose four 1st-level spells from the Primal
You know Druidic, the secret language of Druids. spell list. Rather than choosing, you may start
While learning this ancient tongue, you also with Animal Friendship, Cure Wounds, Faerie Fire,
unlocked the magic of speaking to animals; you and Thunderwave.
always have the Speak with Animals spell The number of spells on your list also increases
prepared. as you gain Druid levels, as shown in the
You can use Druidic to leave hidden messages. Prepared Spells column of the Druid table.
You and others who know Druidic automatically Whenever that number increases, choose
spot such a message. Others spot the message’s additional spells from the Primal spell list until
presence with a successful DC 15 Intelligence the number of spells on your list matches the
(Investigation) check but can’t decipher it number on the table. The chosen spells must be
without magic. of a level for which you have spell slots. For
example, if you’re a 3rd-level Druid, your list of
1ST LEVEL: PRIMAL ORDER prepared spells can include six spells of 1st or
You have dedicated yourself to one of the 2nd level, in any combination.
following sacred roles of your choice: If another Druid feature gives spells that you
always have prepared, those spells don’t count
Magician. You know one extra cantrip from the against the number of spells on the list you
Primal spell list (see your Spellcasting feature prepare with this Spellcasting feature, but those
for information on preparing spells). In spells otherwise follow the rules in this feature.
addition, your mystical connection to nature Changing Your Prepared Spells. Whenever
gives you a bonus to your Intelligence (Nature) you finish a Long Rest, you can change your list
checks. The bonus equals your Wisdom of prepared spells, replacing one or more of the
modifier (minimum of +1). spells there with other Primal spells for which
Warden. Trained for battle, you gain Martial you have spell slots. Preparing a new list
Weapon proficiency and Medium Armor requires time spent in meditation: at least 1
training. minute per spell level for each spell you add to
1ST LEVEL: SPELLCASTING the list.
You have learned to cast spells through studying Spellcasting Ability. Wisdom is your
the mystical forces of nature. See the Player’s Spellcasting Ability for your Druid spells.
Handbook for the rules on spellcasting. The Spellcasting Focus. You can use a Druidic
information below details how you use those Focus as a Spellcasting Focus for the spells you
rules as a Druid. prepare for this class.
Cantrips. You know two cantrips of your
choice from the Primal spell list. Rather than 2ND LEVEL: WILD COMPANION
choosing, you may start with Druidcraft and You can summon a nature spirit that assumes an
Produce Flame. animal form to aid you. As a Magic action, you
Whenever you gain a Druid level, you can can expend a spell slot or a use of Wild Shape to
replace one of your cantrips with another cast the Find Familiar spell without material
cantrip of your choice from the Primal spell list. components.
When you reach 4th and 10th level in this When you cast the spell in this way, the
class, you learn another cantrip of your choice familiar is a Fey, and it disappears when you
from the Primal spell list, as shown in the finish a Long Rest.
Cantrips column of the Druid table.
Spell Slots. The Druid table shows how many 2ND LEVEL: WILD SHAPE
spell slots you have to cast your spells of 1st The power of nature infuses you, allowing you to
level and higher. To cast one of these spells, you assume the form of an animal. As a Bonus Action,

©2023 Wizards of the Coast LLC 19


you transform into a Beast form that you have No Spellcasting. You can’t cast spells, but
learned for this feature (see “Known Forms” transforming doesn’t break your
below). You stay in that form for a number of Concentration on a spell you’ve already cast or
hours equal to half your Druid level (round prevent you from taking actions that are part
down) or until you use Wild Shape again, have of a spell, such as Call Lightning, that you’ve
the Incapacitated condition, or die. You can also already cast.
leave the form early as a Bonus Action. Objects. Your ability to handle objects is
Known Forms. You start knowing three forms determined by the form’s limbs, rather than
for this feature, chosen from among Beast stat your own. In addition, you choose whether
blocks that have a maximum Challenge Rating of your equipment falls to the ground in your
1/4 and that lack a Fly Speed. Rather than space, merges into your new form, or is worn
choosing, you may start with the Riding Horse, by it. Worn equipment functions as normal,
Spider, and Wolf. Whenever you finish a Long but the DM decides whether it is practical for
Rest, you can replace one of your known forms the new form to wear a piece of equipment,
with another eligible form. based on the creature’s size and shape. Your
When you gain certain Druid levels, you learn equipment doesn’t change size or shape to
additional forms, and the maximum Challenge match the new form, and any equipment that
Rating for your forms increases, as shown in the the new form can’t wear must either fall to the
Beast Shapes table. In addition, starting at 8th ground or merge with it. Equipment that
level, you can adopt a form that has a Fly Speed. merges with the form has no effect until you
leave the form.
BEAST SHAPES
Druid Level Known Forms Max CR Fly Speed 3RD LEVEL: DRUID SUBCLASS
2nd 3 1/4 No
You gain a Druid subclass of your choice: Circle
4th 4 1/2 No
of the Land, Circle of the Moon, Circle of the Sea,
8th 5 1 Yes
or Circle of the Stars. Subclasses are detailed
after this class’s description (for this playtest,
Number of Uses. You can use Wild Shape
use Circle of Stars from Tasha’s Cauldron of
twice. You regain one expended use when you
Everything).
finish a Short Rest, and you regain all expended
A subclass is a specialization that grants you
uses when you finish a Long Rest.
special abilities at certain Druid levels. For the
You gain additional uses when you reach
rest of your career, you gain each of your
certain Druid levels, as shown in the Wild Shape
subclass’s features that are of your Druid level
column of the Druid table.
and lower.
Rules While Transformed. While in a form,
you retain your personality, memories, and
ability to speak, and the following rules apply:
4TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or
Game Statistics. Your game statistics are another feat of your choice for which you qualify.
replaced by the statistics of the Beast, but you
retain your Hit Points; Hit Dice; Intelligence, 5TH LEVEL: WILD RESURGENCE
Wisdom, and Charisma scores; class features; If you have no uses of Wild Shape left, you can
species traits; languages; and feats. You also give yourself one use by expending a spell slot
retain your skill and saving throw (no action required). You can do so only once per
proficiencies and use your Proficiency Bonus turn.
for them, in addition to gaining those of the In addition, you can expend one use of Wild
creature. If the creature has the same Shape (no action required) to give yourself a 1st-
proficiency as you and the bonus in its stat level spell slot, and you can’t do so again until
block is higher than yours, use the creature’s you finish a Long Rest.
bonus instead of yours. If the creature has any
legendary or lair actions, you can’t use them. 6TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Druid subclass.

©2023 Wizards of the Coast LLC 20


7TH LEVEL: ELEMENTAL FURY 19TH LEVEL: ABILITY SCORE IMPROVEMENT
The might of the elements flows through you. You gain the Ability Score Improvement feat or
You gain one of the following options of your another feat of your choice for which you qualify.
choice:
20TH LEVEL: ARCHDRUID
Potent Spellcasting. You add your Wisdom The vitality of nature constantly blooms within
modifier to the damage you deal with any you, granting you the following benefits:
Primal cantrip.
Primal Strike. Once on each of your turns when Evergreen Wild Shape. Whenever you roll
you hit a creature with an attack roll using a Initiative and have no uses of Wild Shape left,
weapon or a Beast form’s attack in Wild Shape, you regain one expended use of it.
you can cause the target to take an extra 1d8 Nature Magician. You can convert uses of Wild
Cold, Fire, Lightning, or Thunder damage Shape into a spell slot (no action required).
(choose when you hit). Choose a number of your unexpended uses of
Wild Shape and convert them into a single
8TH LEVEL: ABILITY SCORE IMPROVEMENT spell slot, with each use contributing 2 spell
You gain the Ability Score Improvement feat or levels. You must then finish a Long Rest before
another feat of your choice for which you qualify. you can do so again. For example, if you
convert two uses of Wild Shape, you produce a
9TH LEVEL: COMMUNE WITH NATURE 4th-level spell slot.
You are an expression of nature itself and can Longevity. The primal magic that you wield
commune with the natural world all around you; causes you to age more slowly. For every 10
you always have the Commune with Nature spell years that pass, your body ages only 1 year.
prepared.
DRUID SUBCLASSES
10TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Druid subclass. A Druid subclass is a specialization that grants
you special abilities at certain Druid levels, as
12TH LEVEL: ABILITY SCORE IMPROVEMENT specified in the subclass.
Druids form loose associations, which they call
You gain the Ability Score Improvement feat or
circles, to facilitate their gatherings and preserve
another feat of your choice for which you qualify.
their traditions. This section presents three
circles: Circle of the Land, Circle of the Moon, and
14TH LEVEL: SUBCLASS FEATURE
Circle of the Sea.
You gain a feature from your Druid subclass.

15TH LEVEL: IMPROVED ELEMENTAL FURY CIRCLE OF THE LAND


The option you chose for Elemental Fury grows The Circle of the Land is made up of mystics and
more powerful: sages who safeguard ancient knowledge and
rites through a vast oral tradition. These Druids
Potent Spellcasting. When you cast a Primal meet within sacred circles of trees or standing
cantrip with a range of 10 feet or greater, the stones to whisper primal secrets in Druidic. The
spell’s range increases by 300 feet. circle’s wisest members preside as the chief
Primal Strike. The extra damage of your Primal priests of communities that hold to the Old Faith
Strike increases to 2d8. and serve as advisors to the rulers of those folk.
16TH LEVEL: ABILITY SCORE IMPROVEMENT DESIGN NOTE: CIRCLE OF THE LAND UPDATES
You gain the Ability Score Improvement feat or Here are the main updates in this subclass since
another feat of your choice for which you qualify. the 2014 Player’s Handbook:
18TH LEVEL: BEAST SPELLS • Circle Spells now lets you pick a different land
While using Wild Shape, you can cast spells in type each day. It has also absorbed the old Bonus
Beast form, except for any spell that has a Cantrip feature. The spell lists are shorter than
Material component with a cost specified or that
consumes its Material component.

©2023 Wizards of the Coast LLC 21


their 2014 equivalents since the Druid can now Vitality-giving flowers and life-draining thorns
change lists each day. appear for a moment in a 10-foot-radius sphere
• Land’s Aid is a new 3rd-level feature, which lets centered on that point. Each creature of your
the Druid expend uses of Wild Shape to heal and choice in that area must make a Constitution
harm in an area. saving throw, taking 2d6 Necrotic damage on a
• Natural Recovery is now at 6th level, replacing failed save, or half as much damage on a
Land’s Stride, and enhances Circle Spells. successful one.
• Nature’s Ward has been redesigned to be more In addition, one creature of your choice in that
area regains 2d6 Hit Points.
useful and to interact with Circle Spells.
When you reach certain Druid levels, the
• Nature’s Sanctuary has been redesigned to give
damage and healing increase by 1d6: 10th level
the Druid another way to use Wild Shape and to (3d6) and 14th level (4d6).
provide protection to the Druid and allies.
3RD LEVEL: CIRCLE SPELLS 6TH LEVEL: NATURAL RECOVERY
Your connection to nature infuses you with the Tapping into nature, you can conserve and
ability to cast certain spells. Whenever you finish recover your magical power. You can cast one of
a Long Rest, choose one type of land: arid, polar, the spells of 1st-level or higher that you have
temperate, or tropical. Consult the table below prepared from your Circle Spells feature without
that corresponds to the chosen type; you have expending a spell slot, and you must finish a
the spells prepared there that are listed for your Long Rest before you do so again.
Druid level and lower. In addition, when you finish a Short Rest, you
can choose expended spell slots to recover. The
ARID LAND spell slots can have a combined level that is
Druid Level Circle Spells equal to or less than half your Druid level (round
3rd Blur, Burning Hands, Fire Bolt up), and none of the slots can be 6th level or
5th Fireball higher. For example, if you’re a 6th-level Druid,
7th Blight you can recover up to three levels worth of spell
9th Wall of Stone slots. You can recover a 3rd-level spell slot, a
2nd-level spell slot and a 1st-level spell slot, or
POLAR LAND three 1st-level spell slots. Once you recover spell
Druid Level Circle Spells
slots with this feature, you can’t do so again until
3rd Fog Cloud, Hold Person, Ray of Frost
5th Sleet Storm
you finish a Long Rest.
7th Ice Storm
9th Cone of Cold 10TH LEVEL: NATURE’S WARD
Your bond with the land protects you. You are
TEMPERATE LAND immune to the Poisoned condition, and you have
Druid Level Circle Spells resistance to a damage type associated with your
3rd Misty Step, Shocking Grasp, Sleep current land choice in the Circle Spells feature, as
5th Lightning Bolt shown in the Nature’s Ward table.
7th Freedom of Movement
9th Tree Stride NATURE’S WARD
TROPICAL LAND Land Type Damage Resistance
Druid Level Circle Spells Arid Fire
3rd Acid Splash, Ray of Sickness, Web Polar Cold
5th Stinking Cloud Temperate Lightning
7th Polymorph Tropical Poison
9th Insect Plague
14TH LEVEL: NATURE’S SANCTUARY
3RD LEVEL: LAND’S AID Nature can rise up to protect you and your allies.
You can channel the power of the land itself to As a Magic action, you can expend a use of your
bolster friends and harm foes. As a Magic action, Wild Shape and cause spectral trees and vines to
you can expend a use of your Wild Shape and appear in a 15-foot cube on ground within 120
choose a point within 60 feet of yourself. feet of yourself. They last there for 1 minute or

©2023 Wizards of the Coast LLC 22


until you have the Incapacitated condition. You 3RD LEVEL: COMBAT WILD SHAPE
and your allies have Half Cover while in that You have learned ancient techniques that allow
area, and your allies gain the current damage you to channel the magic of the moon to bolster
resistance of your Nature’s Ward while there. yourself while using Wild Shape, granting you
As a Bonus Action, you can move the cube up the following benefits:
to 60 feet to ground within 120 feet of yourself.
Armor Class. When you assume a Wild Shape
CIRCLE OF THE MOON form, compare the Beast’s AC to your AC
(including any armor you’re wearing but not a
Druids of the Circle of the Moon draw on the
Shield). While in that form, you use whichever
magic of the moon to transform themselves and
AC is higher.
to guard the wilds. Their order gathers under the
Temporary Hit Points. When you assume a
full moon to share news and perform rituals.
Wild Shape form, you gain a number of
They wander the deepest parts of the
Temporary Hit Points equal to the form’s Hit
wilderness, where they might go for weeks
Points or three times your Druid level,
before crossing paths with another person, let
whichever number is lower. For example, if
alone another Druid.
you turn into a Wolf (11 HP) as a 5th-level
Changeable as the moon, a Druid of this circle
Druid, you gain 11 Temporary Hit Points, since
might prowl as a great cat one night, soar over
three times your Druid level is higher than the
the treetops as an eagle the next day, and crash
Wolf’s Hit Points
through the undergrowth as a bear to drive off a
Abjuration Spells. While in a Wild Shape form,
trespassing monster. The wild is in the Druid’s
you can cast your Abjuration spells, except for
blood.
any spell that has a Material component with a
DESIGN NOTE: CIRCLE OF THE MOON UPDATES cost specified or that consumes its Material
Here are the main updates in this subclass since its component.
last playtest version, aimed at improving its play Moonbeam. You always have the Moonbeam
spell prepared while in a Wild Shape form, and
and its connection to the lunar theme:
you can cast the spell in that form without
• Circle Forms has returned from the 2014 version material components.
of the subclass. As in that version, the feature is
improved at 6th level—now in a feature called 6TH LEVEL: IMPROVED CIRCLE FORMS
Improved Circle Forms. The maximum Challenge Rating of your Wild
Shape now equals your Druid level divided by 3
• Combat Wild Shape now lets you use either your
(round down).
AC or your Beast form’s AC, whichever is higher.
In addition, each of your attacks in a Wild
The feature also ensures you always have Shape form can deal its normal damage type or
Moonbeam prepared, and you can cast that spell Radiant damage. You make this choice each time
while in a Wild Shape form. As in the previous you hit with those attacks.
Druid playtest, the feature also lets you cast
Abjuration spells while in a Wild Shape form 10TH LEVEL: MOONLIGHT STEP
(most healing spells now belong to the You magically transport yourself, reappearing
Abjuration school). amid a burst of moonlight. As a Bonus Action,
• Moonlight Step is a new 10th-level feature, you teleport up to 30 feet to an unoccupied
which allows the Druid to teleport. space you can see, and you have Advantage on
• Lunar Form is a new 14th-level feature, which the next attack roll you make before the end of
enhances other features in the subclass. this turn.
You can use this feature a number of times
3RD LEVEL: CIRCLE FORMS equal to your Wisdom modifier (minimum of
The rites of your circle grant you the ability to once), and you regain all expended uses when
transform into more dangerous animal forms; you finish a Long Rest. You can also regain uses
the maximum Challenge Rating for your Wild by expending a spell slot of 2nd level or higher
Shape is 1. for each use you want to restore (no action
required).

©2023 Wizards of the Coast LLC 23


14TH LEVEL: LUNAR FORM Save DC or take Thunder damage and, if the
The power of the moon suffuses you, granting creature is Large or smaller, be pushed up to 15
you the following benefits: feet away from you. To determine this damage,
roll a number of d6s equal to your Wisdom
Movable Moonbeam. While your Moonbeam is modifier (minimum of one die).
active, you can move it up to 60 feet at the
start of each of your turns (no action 6TH LEVEL: AQUATIC AFFINITY
required). You always have the Water Breathing spell
Shared Moonlight. Whenever you use prepared. In addition, you gain a Swim Speed
Moonlight Step, you can also teleport one equal to your Speed. If you use Wild Shape to
willing creature. That creature must be within assume a form that lacks a Swim Speed, that
10 feet of you, and you teleport it to an form gains your Swim Speed.
unoccupied space you can see within 10 feet of
your destination space. 10TH LEVEL: STORMBORN
Your Wrath of the Sea confers two more benefits
CIRCLE OF THE SEA while active:
Druids of the Circle of the Sea draw on the
tempestuous natural forces of the world’s oceans Flight. You gain a Fly Speed equal to your Speed.
and storms. Some view themselves as Resistance. You have resistance to Cold,
embodiments of nature’s wrath, seeking Lighting, and Thunder damage.
vengeance against those who despoil the natural 14TH LEVEL: OCEANIC GIFT
world. Others seek mystical unity with nature by Whenever you use Wrath of the Sea, you can
attuning themselves to the ebb and flow of the manifest the aura around one willing creature
tides, following the rush of currents and waves, within 60 feet of you rather than manifesting it
and listening to the inscrutable whispers and around yourself. The creature gains all the
roars of the winds. benefits of the aura and uses your Spell Save DC
and Wisdom modifier for it.
3RD LEVEL: CIRCLE SPELLS In addition, you can manifest the aura around
Your connection to this circle ensures that you both the other creature and yourself if you
always have certain spells ready. When you expend two uses of your Wild Shape, instead of
reach a Druid level specified in the Circle of the one, when manifesting the aura.
Sea Spells table, you thereafter always have the
listed spells prepared.

CIRCLE OF THE SEA SPELLS


Druid Level Prepared Spells
3rd Fog Cloud, Gust of Wind, Ray of
Frost, Shatter, Thunderwave
5th Sleet Storm, Lightning Bolt
7th Control Water, Ice Storm
9th Conjure Elemental, Hold Monster

3RD LEVEL: WRATH OF THE SEA


As a Bonus Action, you can expend a use of your
Wild Shape to manifest an aura that takes the
form of ocean spray that surrounds you. The
aura lasts for 10 minutes. It ends early if you
have the Incapacitated condition, dismiss it (no
action required), or manifest the aura again.
At the end of each of your turns, you can
choose another creature you can see within 10
feet of yourself. The target must succeed on a
Constitution saving throw against your Spell

©2023 Wizards of the Coast LLC 24


MONK helps them cultivate the physical and mental
discipline they need to harness their power.
Primary Ability: Dexterity and Wisdom Other Monks believe that immersing themselves
in the vibrant confusion of life helps to fuel their
Monks use rigorous combat training and mental determination and discipline.
discipline to align themselves with the Monks generally view their adventures as
multiverse and tap into internal reservoirs of personal tests of their physical and mental
power. Different Monks conceptualize this development. They are driven by a desire to
power in various ways: as breath, energy, life accomplish a greater mission than merely
force, essence, or self, for example. Whether slaying monsters and plundering treasure; they
channeled as a striking display of martial strive to hone themselves into living weapons.
prowess or as a subtler focus of defense and
speed, this power infuses all that a Monk does. DESIGN NOTE: MONK UPDATES
Monks harness and focus their internal power Here are the main updates in this class, most of
to create extraordinary, even supernatural, which were inspired by the Player’s Handbook
effects. They channel uncanny speed and survey in 2021:
strength into their attacks, with or without the
use of weapons. In their hands and guided by • Martial Arts starts with a d6 rather than a d4 for
their power, even the most basic weapons can its Martial Arts die, and that die applies only to
become sophisticated implements of combat Unarmed Strikes, not weapons. Weapons are
mastery. And their mightiest attacks can stun now enhanced by Weapon Mastery. To keep up
their opponents. with other classes, the Monk’s Unarmed Strikes
Many Monks find that a structured life of needed this damage boost, which goes up to a
ascetic withdrawal from the mundane world d12 rather than a d10.

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.

©2023 Wizards of the Coast LLC 25


• Weapon Mastery is a new 1st-level feature, HIT POINTS
giving you new ways to use weapons. Hit Dice: 1d8 per Monk level
• Martial Discipline (formerly Ki) gives an Hit Points at 1st Level: 8 + your Constitution
improved version of Step of the Wind, which modifier
now lets you take both the Disengage and the Hit Points per Level after 1st: 1d8 (or 5) + your
Dash action. Constitution modifier
• Deflect Missiles has been redesigned, making it
easier to use in more situations and to deal more PROFICIENCIES
damage on average. Saving Throws: Strength, Dexterity
• Heightened Metabolism is a new 7th-level Skills (Choose 2): Acrobatics, Athletics, History,
feature, making it easier for the Monk to regain Insight, Religion, Stealth
Discipline Points and gain other benefits of a Weapons: Simple Weapons
Short Rest. Tools: Choose one type of Artisan’s Tool or Musical
• Stunning Strike can now be used only once per Instrument
turn, and the stun lasts until the start of your
next turn. ARMOR TRAINING
• Empowered Strikes (formerly Ki-Empowered None
Strikes) now lets you deal Force damage.
• Acrobatic Movement is the new name of STARTING EQUIPMENT
Unarmored Movement improvement.
As a 1st-level character, you start with the
• Self-Restoration replaces Stillness of Mind,
following equipment, or you can forgo it and spend
Purity of Body, and Timeless Body, and it allows
65 GP on equipment of your choice.
you to remove the conditions as a Bonus Action,
not an action. Artisan’s Tools Musical Instrument
• Deflect Energy is a new 13th-level feature, Dagger (5) Spear
allowing you to use Deflect Missiles to deflect Explorer's Pack 9 GP
any type of ranged attack, including spell attacks.
It replaces Tongue of the Sun and Moon, one of MULTICLASSING AND THE MONK
the lowest-rated Monk features. If your group uses the multiclassing rules in the
• Disciplined Survivor was formerly called Player’s Handbook, here’s what you need to know
Diamond Soul. if you choose Monk as one of your classes.
• Superior Defense (formerly Empty Body) has Ability Score Minimum. As a multiclass
been redesigned to not rely on spells. character, you must have a score of at least 13 in
• Perfect Discipline (formerly Perfect Self) has the Monk’s primary abilities, Dexterity and
moved from 20th level to 15th level. Wisdom, to take a level in this class or to take a
• Defy Death is a new 20th-level feature. level in another class if you are already a Monk.
CREATING A MONK
MONK CLASS FEATURES
To create a Monk, consult the following lists,
which provide Hit Points, proficiencies, and As a Monk, you gain the following class features
armor training. If you’re making a 1st-level when you reach the specified levels in this class.
character, also consult the “Starting Equipment” These features are listed on the Monk table.
section, and if you’re using the multiclassing
rules, see the “Multiclassing and the Monk” 1ST LEVEL: MARTIAL ARTS
sidebar. Your practice of martial arts gives you mastery
Then look at the Monk table to see the class of combat styles that use your Unarmed Strike
features you get at each level in this class. The and Simple Weapons.
descriptions of those features appear in the You gain the following benefits while you are
“Monk Class Features” section. unarmed or wielding only Simple Weapons and
you aren’t wearing armor or wielding a shield:

©2023 Wizards of the Coast LLC 26


Bonus Unarmed Strike. When you use the equals 8 plus your Proficiency Bonus plus your
Attack action with an Unarmed Strike or a Wisdom modifier.
Simple Weapon on your turn, you can make Flurry of Blows. Immediately after you take
one Unarmed Strike as a Bonus Action on the the Attack action on your turn, you can spend 1
same turn. Discipline Point to make two Unarmed Strikes as
Dexterous Attacks. You can use Dexterity a Bonus Action.
instead of Strength for the attack and damage Patient Defense. You can spend 1 Discipline
rolls of your Unarmed Strikes and Simple Point to take the Dodge action as a Bonus Action.
Weapons, except those that have the Two- Step of the Wind. You can spend 1 Discipline
Handed property. Point to take both the Disengage and Dash
Martial Arts Die. You can roll a d6 in place of actions as a Bonus Action, and your jump
the normal damage of your Unarmed Strike. distance is doubled for the turn.
This die changes as you gain Monk levels, as
shown in the Martial Arts column of the Monk 2ND LEVEL: UNARMORED MOVEMENT
table. Your speed increases by 10 feet while you aren’t
wearing armor or wielding a Shield. This bonus
1ST LEVEL: UNARMORED DEFENSE increases when you reach certain Monk levels, as
While you aren’t wearing any armor or wielding shown in the Monk table.
a Shield, your base Armor Class equals 10 plus
your Dexterity and Wisdom modifiers. 3RD LEVEL: DEFLECT MISSILES
You can use your Reaction to deflect ranged
1ST LEVEL: WEAPON MASTERY attacks against you that deal Bludgeoning,
Your training with weapons allows you to use Piercing, or Slashing damage. When you do so,
the Mastery property of two kinds of Simple the damage you take from the attack is reduced
weapons of your choice, such as Daggers and by 1d10 plus your Dexterity modifier plus your
Spears. Monk level.
Whenever you finish a Long Rest, you can If you reduce the damage to 0, you can spend 1
change the kinds of Simple weapons you chose. Discipline Point to redirect the attack toward
For example, you could switch to using the another creature. If you do so, choose a creature
Mastery properties of Maces and Slings. within 60 feet of yourself that isn’t behind Total
Cover. That creature must succeed on a
2ND LEVEL: MARTIAL DISCIPLINE Dexterity saving throw or take damage equal to
Your self-discipline and martial training allow two rolls of your Martial Arts die. The damage is
you to harness a well of extraordinary energy the same type dealt by the attack.
within yourself. Your access to this energy is
represented by a number of Discipline Points. 3RD LEVEL: MONK SUBCLASS
Your Monk level determines the number of
You gain a Monk subclass of your choice:
points you have, as shown in the Discipline
Warrior of Mercy, Warrior of Shadow, Warrior of
Points column of the Monk table.
the Four Elements, or Warrior of the Open Hand.
You can spend these points to fuel various
Subclasses are detailed after this class’s
Martial Discipline features. You start knowing
description (for this playtest, use Way of Mercy
three such features: Flurry of Blows, Patient
from Tasha’s Cauldron of Everything for Warrior
Defense, and Step of the Wind. You learn more
of Mercy).
Martial Discipline features as you gain levels in
A subclass is a specialization that grants you
this class.
special abilities at certain Monk levels. For the
When you spend a Discipline Point, it is
rest of your career, you gain each of your
unavailable until you finish a Short Rest or Long
subclass’s features that are of your Monk level
Rest, at the end of which you regain all your
and lower.
expended points.
Some of your Martial Discipline features
require your target to make a saving throw to
4TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or
resist the feature’s effects. The saving throw DC
another feat of your choice for which you qualify.

©2023 Wizards of the Coast LLC 27


4TH LEVEL: SLOW FALL 10TH LEVEL: SELF-RESTORATION
You can use your Reaction when you fall to Through sheer force of will, you can use a Bonus
reduce any damage you take from the fall by an Action to remove one of the following conditions
amount equal to five times your Monk level. from yourself: Charmed, Frightened, or
Poisoned.
5TH LEVEL: EXTRA ATTACK In addition, forgoing food and drink doesn’t
You can attack twice, instead of once, whenever give you levels of Exhaustion.
you take the Attack action on your turn.
DESIGN NOTE: DISEASE
5TH LEVEL: STUNNING STRIKE In the 2014 versions of the Monk and Paladin, both
Once per turn when you hit a creature with a classes gained immunity to disease. That immunity
Simple Weapon or an Unarmed Strike, you can has been removed from the playtest versions of
spend 1 Discipline Point to attempt a stunning the classes because the word “disease” doesn’t
strike. The target must succeed on a Constitution have a solid meaning in the rules, and for years,
saving throw or have the Stunned condition until the rules have delivered disease-like effects
the start of your next turn. through the Poisoned condition. The game will
continue to use the condition in that fashion.
6TH LEVEL: EMPOWERED STRIKES
Whenever you deal damage with your Unarmed 11TH LEVEL: SUBCLASS FEATURE
Strike, it can deal your choice of Force damage or You gain a feature from your Monk subclass.
its normal damage type.
12TH LEVEL: ABILITY SCORE IMPROVEMENT
6TH LEVEL: SUBCLASS FEATURE You gain the Ability Score Improvement feat or
You gain a feature from your Monk subclass. another feat of your choice for which you qualify.

7TH LEVEL: EVASION 13TH LEVEL: DEFLECT ENERGY


When you are subjected to an effect that allows You can now use your Deflect Missiles feature
you to make a Dexterity saving throw to take against ranged attacks that deal any damage
only half damage, you instead take no damage if type, not just Bludgeoning, Piercing, or Slashing.
you succeed on the saving throw, and only half
damage if you fail. 14TH LEVEL: DISCIPLINED SURVIVOR
You don’t benefit from this feature if you have Your physical and mental discipline grant you
the Incapacitated condition. proficiency in all saving throws.
Additionally, whenever you make a saving
7TH LEVEL: HEIGHTENED METABOLISM throw and fail, you can spend 1 Discipline Point
If you spend at least 1 minute resting, you can to reroll it and take the second result.
give yourself all the benefits of a Short Rest.
Once you use this feature, you can’t use it again 15TH LEVEL: PERFECT DISCIPLINE
until you finish a Long Rest. When you roll Initiative, you regain 4 expended
Discipline Points if you have none remaining.
8TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or 16TH LEVEL: ABILITY SCORE IMPROVEMENT
another feat of your choice for which you qualify. You gain the Ability Score Improvement feat or
another feat of your choice for which you qualify.
9TH LEVEL: ACROBATIC MOVEMENT
While you aren’t wearing armor or wielding a 17TH LEVEL: SUBCLASS FEATURE
Shield, you gain the ability to move along vertical You gain a feature from your Monk subclass.
surfaces and across liquids on your turn without
falling during the movement. 18TH LEVEL: SUPERIOR DEFENSE
As a Bonus Action, you can spend 3 Discipline
Points to perfectly bolster yourself against harm
for 1 minute or until you are Incapacitated.

©2023 Wizards of the Coast LLC 28


During that time, you have resistance to all 3RD LEVEL: SHADOW ARTS
damage except Force damage. Through rigorous training, you have learned to
draw on the power of the Shadowfell, gaining the
19TH LEVEL: ABILITY SCORE IMPROVEMENT following benefits:
You gain the Ability Score Improvement feat or
another feat of your choice for which you qualify. Darkness. You can spend 1 Discipline Point to
cast the Darkness spell without any spell
20TH LEVEL: DEFY DEATH components. You can see within the spell’s
If you drop to 0 Hit Points, you can spend 4 area when you cast it with this feature. While
Discipline Points, roll four Martial Arts dice, and the spell persists, you can move its area of
add the dice together. Your number of Hit Points darkness to a space within 60 feet of you at the
instead changes to the total rolled. start of each of your turns.
Each time you use this feature after the first, Darkvision. You gain Darkvision with a range of
the Discipline Point cost increases by 2. When 60 feet. If you already have Darkvision, its
you finish a Short Rest or Long Rest, the range increases by 60 feet.
Discipline Point cost resets to 4. Shadowy Figments. You know the Minor Illusion
cantrip and use Wisdom as the spellcasting
MONK SUBCLASSES ability for it.

A Monk subclass is a specialization that grants 6TH LEVEL: SHADOW STEP


you special abilities at certain levels, as specified While entirely within Dim Light or Darkness, you
in the subclass. This section presents three can use a Bonus Action to teleport up to 60 feet
subclasses: Warrior of Shadow, Warrior of the to an unoccupied space you can see that is also in
Elements, and Warrior of the Hand. Dim Light or Darkness. You then have Advantage
on the next melee attack you make before the
WARRIOR OF SHADOW end of the turn.
Warriors of Shadow practice stealth and
subterfuge, channeling their reservoirs of power
11TH LEVEL: IMPROVED SHADOW STEP
You can draw on your connection to shadow to
to harness the power of the Shadowfell. They are
empower your teleportation. When you use your
at home in darkness, able to draw gloom around
Shadow Step, you can spend 1 Discipline Point to
themselves to hide, to leap from shadow to
remove the requirement that you must start and
shadow, and even to take on a wraithlike form of
end in Dim Light or Darkness for that use of the
living shadow.
feature. As part of this Bonus Action, you can
DESIGN NOTE: WARRIOR OF SHADOW UPDATES make an Unarmed Strike immediately after the
Here are the main updates in this subclass teleportation.
(formerly Way of Shadow) since the 2014 Player’s
Handbook:
17TH LEVEL: CLOAK OF SHADOWS
As a Bonus Action while entirely within Dim
• Shadow Arts has been redesigned, giving the Light or Darkness, you can spend 3 Discipline
Monk Darkvision, a Darkness that costs fewer Points to shroud yourself with magical darkness
Discipline Points than before, and the darkness for 1 minute, until you have the Incapacitated
can be moved each turn during the duration of condition, or until you end your turn in Bright
the spell. The Monk can also see in their own Light. While shrouded in darkness, you gain the
Darkness. following benefits:
• Improved Shadow Step is a new feature that
Invisibility. You have the Invisible condition.
allows Shadow Step to be used in Bright Light.
Partially Incorporeal. You can move through
• Cloak of Shadows has been moved to 17th level creatures and objects as if they were difficult
and redesigned to empower the Monk while in terrain, but you take 1d10 Force damage if you
Dim Light or Darkness. end your turn inside a creature or an object.
Shadow Flurry. You can use your Flurry of
Blows without spending any Discipline Points.

©2023 Wizards of the Coast LLC 29


WARRIOR OF THE ELEMENTS Elemental Strikes. Whenever you hit with your
Unarmed Strike, you can cause it to deal your
The tradition of the Four Elements encompasses choice of Acid, Cold, Fire, or Lightning damage
Monks who tap into the power of the Elemental rather than its normal damage type. When you
Planes through their practice of martial arts. deal one of these types with your Unarmed
Some of these Monks focus on a single element, Strike, you can also force the target to make a
learning to wreathe their fists in fire and cause Strength saving throw. On a failed save, you
explosive bursts of flame, or to wield mighty can move the target up to 10 feet toward or
gusts of icy wind. Others weave the elements away from you, as elemental energy swirls
together and learn a variety of techniques to around it.
harness the appropriate elemental force for each Reach. When you make an Unarmed Strike, your
particular circumstance. reach is 10 feet greater than normal, as
elemental energy extends from you.
DESIGN NOTE: WARRIOR OF THE ELEMENTS UPDATES
This subclass (formerly Way of the Four Elements) 6TH LEVEL: ENVIRONMENTAL BURST
has been redesigned; it is often the lowest-rated As a Magic action, you can spend 2 Discipline
subclass in the 2014 Player’s Handbook. Here are Points to cause environmental energy to burst in
the main updates to it: a 20-foot-radius sphere centered on a point
within 120 feet of yourself. Choose a damage
• Disciple of the Elements has been replaced with type: Acid, Cold, Fire, or Lightning.
new features gained at the levels a Monk Each creature in the sphere must make a
normally gains subclass features. Dexterity saving throw. On a failed save, a
• Elemental Attunement is a new feature that creature takes damage of the chosen type equal
enhances the Monk’s Unarmed Strikes with to three rolls of your Martial Arts die. On a
elemental powers, replacing Elemental Discipline successful save, a creature takes half as much
options like Fangs of the Fire Snake. damage.
• Environmental Burst is a new feature that allows Before or after you take this action, you can
the Monk to create a blast of destructive energy make one Unarmed Strike as a Bonus Action.
in an area, replacing Elemental Discipline options
like Flames of the Phoenix. 11TH LEVEL: STRIDE OF THE ELEMENTS
• Stride of the Elements is a new feature that When you use your Step of the Wind, you gain a
enhances the Monk’s Step of the Wind. Fly Speed and Swim Speed equal to your Speed
• Elemental Epitome is a new feature that further for 10 minutes.
enhances the Monk with elemental power.
17TH LEVEL: ELEMENTAL EPITOME
3RD LEVEL: ELEMENTAL ATTUNEMENT When you use the Elemental Attunement feature,
You have attuned yourself with the elemental you also gain the following benefits for the
forces of the multiverse. You know the duration:
Elementalism cantrip.
In addition, at the start of your turn, you can Damage Resistance. You gain resistance to one
spend 1 Discipline Point to imbue yourself with of the following damage types of your choice:
elemental energy. The energy lasts for 10 Acid, Cold, Fire, or Lightning. At the start of
minutes or until you have the Incapacitated each of your turns, you can change this choice.
condition. You gain the following benefits for the Destructive Stride. When you use your Step of
duration: the Wind, your Speed increases by 20 feet until
the end of the turn. For that duration, any
creature of your choice takes damage equal to
one roll of your Martial Arts die when you
enter a space within 5 feet of it. The damage is
the same type you chose for this feature’s
damage resistance. A creature can take this
damage only once per turn.

©2023 Wizards of the Coast LLC 30


Empowered Strikes. Once on each of your Wisdom modifier (minimum of 1 Hit Point
turns, you can deal extra damage to a target regained).
equal to one roll of your Martial Arts die when You can use this feature a number of times
you hit it with an Unarmed Strike. The damage equal to your Wisdom modifier (minimum of
is the same type you chose for this feature’s once), and you regain all expended uses when
damage resistance. you finish a Long Rest.

WARRIOR OF THE HAND 11TH LEVEL: FLEET STEP


Warriors of the Hand are masters of unarmed You can easily stride out of harm’s way; you can
combat. They learn techniques to push and trip use the Step of the Wind option of your Martial
their opponents and manipulate their own Discipline feature without spending any
energy to protect themselves from harm. Discipline Points.

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.

3RD LEVEL: OPEN HAND TECHNIQUE


Whenever you hit a creature with one of the
attacks granted by your Flurry of Blows, you can
impose one of the following effects on that
target:

Addle. The target must succeed on a


Constitution saving throw, or it can’t take
Reactions until the end of your next turn.
Push. The target must succeed on a Strength
saving throw, or you push it up to 15 feet away
from yourself.
Topple. The target must succeed on a Dexterity
saving throw, or it has the Prone condition.
6TH LEVEL: WHOLENESS OF BODY
You gain the ability to heal yourself. As a Bonus
Action, you can spend 1 Discipline Point and roll
your Martial Arts die. You regain a number of Hit
Points equal to the number rolled plus your

©2023 Wizards of the Coast LLC 31


PALADIN protect the helpless and those who fight at their
side.
Primary Abilities: Strength, Charisma Almost by definition, the life of a Paladin is an
adventuring life, for every Paladin lives on the
Paladins are united by their oaths to stand front lines of the cosmic struggle against
against the forces of annihilation and corruption. annihilation. Fighters are rare enough among the
Whether sworn before a god’s altar, in a sacred ranks of a world’s armies, but even fewer people
glade before nature spirits and fey beings, or in a can claim the calling of a Paladin. When they do
moment of desperation and grief with the dead receive the call, these blessed folk turn from
as the only witnesses, a Paladin’s oath is a their former occupations and take up arms and
powerful bond. It is a source of power that turns magic. Sometimes their oaths lead them into the
a devout warrior into a blessed champion. service of the crown as leaders of elite groups of
A Paladin swears to stand against corrupting knights, but even then, their loyalty is first to
influences and to hunt the forces of ruin their sacred oaths, not to crown and country.
wherever they lurk. Different Paladins focus on Adventuring Paladins take their work
various aspects of these causes, but all are bound seriously. A delve into an ancient ruin or a dusty
by the oaths that grant them power to do their crypt can be a quest driven by a higher purpose
sacred work. than the acquisition of treasure. Malign forces
Paladins train to learn the skills of combat, lurk in dungeons, and even the smallest victory
mastering a variety of weapons and armor. Even against them can tilt the cosmic balance away
so, their martial skills are secondary to the from oblivion.
magical power they wield—power to heal the
sick and injured, to smite their foes, and to

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

©2023 Wizards of the Coast LLC 32


DESIGN NOTE: PALADIN UPDATES PROFICIENCIES
Here are the main updates in this class since its last Saving Throws: Wisdom, Charisma
playtest version: Skills (Choose 2): Athletics, Insight, Intimidation,
• Lay on Hands is now a Bonus Action. Medicine, Persuasion, Religion
• Spellcasting has three noteworthy changes: (1) Weapons: Simple Weapons, Martial Weapons
spell preparation is no longer tied to the level of Tools: None
your spell slots, (2) the Paladin can change one
prepared spell upon finishing a Long Rest, and (3) ARMOR TRAINING
cantrips are no longer included; the Paladin Light Armor, Medium Armor, Heavy Armor, Shields
instead gets Weapon Mastery at 1st level.
• Weapon Mastery is a new 1st-level feature. STARTING EQUIPMENT
• Paladin’s Smite, formerly called Divine Smite, As a 1st-level character, you start with the
now gives you a list of Paladin-exclusive smite following equipment, or you can forgo it and spend
spells that you always have prepared. 150 GP on equipment of your choice.
• Channel Divinity has a new rule in the
multiclassing sidebar. Chain Mail Priest’s Pack
• Paladin Subclass levels now match the level Holy Symbol Shield
progression in the 2014 Paladin, ensuring Javelin (6) 9 GP
compatibility with subclasses already in print. Longsword
• Aura of Protection has returned to 6th level, and
the aura is inactive if you’re Incapacitated. MULTICLASSING AND THE PALADIN
• Abjure Foes now does nothing on a successful If your group uses the multiclassing rules in the
save. Player’s Handbook, here’s what you need to know
if you choose Paladin as one of your classes.
• Aura of Courage has returned to 10th level.
Ability Score Minimum. As a multiclass
• Radiant Strikes now works with melee weapons
character, you must have a score of at least 13 in
and Unarmed Strikes.
the Paladin’s primary abilities—Strength and
• Restoring Touch has moved to 14th level.
Charisma—to take a level in this class or to take a
• Divine Conduit has been removed in favor of
level in another class if you are already a Paladin.
Aura Expansion returning to 18th level.
Proficiencies Gained. If Paladin isn’t your initial
CREATING A PALADIN class, you gain proficiency with Martial Weapons
when you take your first Paladin level.
To create a Paladin, consult the following lists, Armor Training. When you gain your first Paladin
which provide Hit Points, proficiencies, and level, you gain armor training with the following:
armor training. If you’re making a 1st-level Light Armor, Medium Armor, and Shields.
character, also consult the “Starting Equipment” Spell Slots. Add half your Paladin levels (rounded
section, and if you’re using the multiclassing
up) to the appropriate levels from other classes to
rules, see the “Multiclassing and the Paladin”
determine your available spell slots for casting
sidebar.
spells, as detailed in the multiclassing rules.
Then look at the Paladin table to see the class
features you get at each level in this class. The You prepare spells for each of your classes
descriptions of those features appear in the individually, referring to the spell slots of an
“Paladin Class Features” section. individual class to determine the number and
levels of the spells you prepare for it.
HIT POINTS Channel Divinity. If you have more than one
Hit Dice: 1d10 per Paladin level class with the Channel Divinity feature, a class’s
Hit Points at 1st Level: 10 + your Constitution uses of the feature can be expended only on that
modifier class’s Channel Divinity options.
Hit Points per Level after 1st: 1d10 (or 6) + your
Constitution modifier

©2023 Wizards of the Coast LLC 33


PALADIN CLASS FEATURES If another Paladin feature gives spells that you
always have prepared, those spells don’t count
As a Paladin, you gain the following class against the number of spells on the list you
features when you reach the specified levels in prepare with this Spellcasting feature, but those
this class. These features are listed on the spells otherwise follow the rules in this feature.
Paladin table. Changing Your Prepared Spells. Whenever
you finish a Long Rest, you can replace one spell
1ST LEVEL: LAY ON HANDS on your list with another Divine spell for which
Your blessed touch can heal wounds. You have a you have spell slots.
pool of healing power that replenishes when you Spellcasting Ability. Charisma is your
take a Long Rest. With that pool, you can restore Spellcasting Ability for your Paladin spells.
a total number of Hit Points equal to five times Spellcasting Focus. You can use a Holy Symbol
your Paladin level. as a Spellcasting Focus for the spells you prepare
As a Bonus Action, you can touch a creature for this class.
(which could be yourself) and draw power from
the pool of healing to restore a number of Hit 1ST LEVEL: WEAPON MASTERY
Points to that creature, up to the maximum Your training with weapons allows you to use
amount remaining in the pool. the Mastery property of two kinds of weapons of
In addition, you can expend 5 Hit Points from your choice with which you have proficiency,
the pool of healing to remove the Poisoned such as Longswords and Javelins.
condition from the creature, rather than using Whenever you finish a Long Rest, you can
those points to restore Hit Points. change the kinds of weapons you chose. For
example, you could switch to using the Mastery
1ST LEVEL: SPELLCASTING properties of Halberds and Flails.
You have learned to cast spells through prayer,
meditation, and devotion. See the Player’s 2ND LEVEL: PALADIN’S SMITE
Handbook for the rules on spellcasting. The You have mastered smiting your targets with
information below details how you use those divine energy. You always have certain spells
rules as a Paladin. ready; when you reach a Paladin level specified
Spell Slots. The Paladin table shows how many in the Smite Spells table, you thereafter always
spell slots you have to cast your spells of 1st have the listed spells prepared.
level and higher. To cast one of these spells, you In addition, you can cast one of your prepared
must expend a slot of the spell’s level or higher. spells from this feature without expending a
You regain all expended spell slots when you spell slot, and you must finish a Long Rest before
finish a Long Rest. you use this benefit again.
Prepared Spells of 1st+ Level. You prepare
the list of spells of 1st level and higher that are SMITE SPELLS
available for you to cast with this feature. To Paladin Level Spells
start, choose two 1st-level spells from the Divine 2nd Divine Smite, Thunderous Smite
spell list. Rather than choosing, you may start 5th Shining Smite
with Heroism and Searing Smite. 9th Blinding Smite
The number of spells on your list increases as 13th Staggering Smite
you gain Paladin levels, as shown in the 17th Banishing Smite
Prepared Spells column of the Paladin table.
Whenever that number increases, choose 2ND LEVEL: FIGHTING STYLE
additional spells from the Divine spell list until You have honed your martial prowess. You gain
the number of spells on your list matches the one of the following Fighting Style feats of your
number on the table. The chosen spells must be choice: Defense, Dueling, Great Weapon Fighting,
of a level for which you have spell slots. For or Protection.
example, if you’re a 5th-level Paladin, your list of
prepared spells can include six Divine spells of 3RD LEVEL: CHANNEL DIVINITY
1st or 2nd level, in any combination. You can channel divine energy directly from the
Outer Planes, using that energy to fuel magical

©2023 Wizards of the Coast LLC 34


effects. You start with one such effect: Divine 6TH LEVEL: AURA OF PROTECTION
Sense, which is described below. Other Paladin You radiate a protective, invisible aura that
features give additional Channel Divinity effect extends 10 feet from you in every direction, but
options. Each time you use this Channel Divinity, it doesn’t extend through Total Cover. The aura
you choose which effect to create from among is inactive while you have the Incapacitated
those you have from this class. condition.
You can use Channel Divinity twice. You regain You and your allies in the aura gain a bonus to
one expended use when you finish a Short Rest, saving throws equal to your Charisma modifier
and you regain all expended uses when you (minimum bonus of +1).
finish a Long Rest. You gain additional uses when If another Paladin is present, a creature can
you reach certain Paladin levels, as shown in the benefit from only one Aura of Protection at a
Channel Divinity column of the Paladin table. time; the creature chooses which one when
If a Channel Divinity effect requires a saving entering the auras.
throw, the DC equals the Spell Save DC from this
class’s Spellcasting feature. 7TH LEVEL: SUBCLASS FEATURE
Divine Sense. As a Bonus Action, you can open You gain a feature from your Paladin subclass.
your awareness to detect Celestials, Fiends, and
Undead. For the next 10 minutes or until you 8TH LEVEL: ABILITY SCORE IMPROVEMENT
have the Incapacitated condition, you know the You gain the Ability Score Improvement feat or
location of any creature of those types within 60 another feat of your choice for which you qualify.
feet of yourself, and you know its creature type.
Within the same radius, you also detect the 9TH LEVEL: ABJURE FOES
presence of any place or object that has been As a Magic action, you can expend one use of
consecrated or desecrated, as with the Hallow your Channel Divinity to overwhelm foes with
spell. divine awe. As you present your Holy Symbol or
weapon, you can target a number of creatures
3RD LEVEL: PALADIN SUBCLASS equal to your Charisma modifier (minimum of
You gain a Paladin subclass of your choice: Oath one creature) that you can see within 60 feet of
of Devotion, Oath of Glory, Oath of the Ancients, yourself.
or Oath of Vengeance. Subclasses are detailed Each target must succeed on a Wisdom saving
after this class’s description. throw or have the Dazed and Frightened
A subclass is a specialization that grants you conditions for 1 minute or until it takes any
special abilities at certain Paladin levels. For the damage.
rest of your career, you gain each of your
subclass’s features that are of your Paladin level 10TH LEVEL: AURA OF COURAGE
and lower. You and your allies are immune to the
Frightened condition while in your Aura of
4TH LEVEL: ABILITY SCORE IMPROVEMENT Protection. If a Frightened ally enters the aura,
You gain the Ability Score Improvement feat or that condition has no effect on that ally while
another feat of your choice for which you qualify. there.

5TH LEVEL: EXTRA ATTACK 11TH LEVEL: RADIANT STRIKES


You can attack twice, instead of once, whenever You are so suffused with divine might that your
you take the Attack action on your turn. weapon strikes carry supernatural power with
them. When you hit a target with an attack roll
5TH LEVEL: FAITHFUL STEED using a melee weapon or an Unarmed Strike, the
You can easily call on the aid of an otherworldly target takes an extra 1d8 Radiant damage.
steed. You always have the Find Steed spell
prepared. 12TH LEVEL: ABILITY SCORE IMPROVEMENT
You can also cast the spell once without You gain the Ability Score Improvement feat or
expending a spell slot, and you regain the ability another feat of your choice for which you qualify.
to do so when you finish a Long Rest.

©2023 Wizards of the Coast LLC 35


14TH LEVEL: RESTORING TOUCH A Paladin who has broken a vow typically seeks
When you use Lay on Hands on a creature, you absolution from a priest of the same faith or from
can also remove one or more of the following another Paladin of the same order. The Paladin
conditions from the creature: Blinded, Charmed, might spend an all-night vigil in prayer as a sign of
Dazed, Deafened, Frightened, Paralyzed, or penitence or undertake a fast or similar act of self-
Stunned. You must expend 5 Hit Points from the denial. After a rite of confession and forgiveness,
healing pool of Lay on Hands for each of these the Paladin starts fresh.
conditions you remove; those points don’t also If a Paladin willfully violates their oath and shows
restore Hit Points to the creature. no sign of repentance, the consequences might be
more serious. At the DM’s discretion, an
15TH LEVEL: SUBCLASS FEATURE impenitent Paladin might be forced to take a more
You gain a feature from your Paladin subclass. appropriate subclass or even to abandon the class
and adopt another one.
16TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or OATH OF DEVOTION
another feat of your choice for which you qualify. The Oath of Devotion binds Paladins to the
loftiest ideals of justice and order. These
18TH LEVEL: AURA EXPANSION Paladins meet the ideal of the knight in shining
Your Aura of Protection now extends 30 feet armor. They hold themselves to the highest
from you rather than 10 feet. standards of conduct, and some, for better or
worse, hold the rest of the world to the same
19TH LEVEL: ABILITY SCORE IMPROVEMENT standards. Many who swear this oath are
You gain the Ability Score Improvement feat or devoted to gods of law and good and use their
another feat of your choice for which you qualify. gods’ tenets as the measure of their devotion.
They hold angels as their ideals and incorporate
20TH LEVEL: SUBCLASS FEATURE images of angelic wings into their helmets or
You gain a feature from your Paladin subclass. coats of arms.

PALADIN SUBCLASSES DESIGN NOTE: OATH OF DEVOTION UPDATES


Here are the main updates in this subclass since its
A Paladin subclass is a specialization that grants
last playtest version:
you special abilities at certain Paladin levels, as
specified in the subclass. This section presents • Oath Spells has a revised list of spells. Smite
three subclasses: Oath of Devotion, Oath of spells were replaced since they’re now in the
Glory, Oath of the Ancients, and Oath of Paladin’s Smite feature.
Vengeance. • Smite of Protection has moved to 15th level. In
Each of this class’s subclasses represents a addition, it now works with all your Paladin’s
body of oaths that a Paladin begins taking upon Smite spells, and it provides Half Cover to you
joining the class. The final oath, taken at 3rd and your allies in your Aura of Protection.
level, is the culmination of a Paladin’s training. • Holy Nimbus now provides Advantage on saving
Some characters with this class don’t consider
throws against effects from Fiends and Undead.
themselves true Paladins until they have reached
3rd level and made this oath. For others, the 3RD LEVEL: OATH SPELLS
actual swearing of the oath is a formality, an The magic of your oath ensures you always have
official stamp on what was already true in the certain spells ready; when you reach a Paladin
Paladin’s heart. level specified in the Oath of Devotion Spells
table, you thereafter always have the listed
BREAKING YOUR OATH spells prepared.
A Paladin tries to hold to the highest standards of
conduct, but even the most dedicated Paladin is OATH OF DEVOTION SPELLS
fallible. Sometimes the right path proves too Paladin Level Spells
demanding, and sometimes the heat of emotion 3rd Protection from Evil and Good,
causes a Paladin to transgress their oath. Shield of Faith

©2023 Wizards of the Coast LLC 36


5th Aid, Zone of Truth your use of it by expending a 5th-level spell slot
9th Beacon of Hope, Dispel Magic (no action required).
13th Freedom of Movement, Guardian
of Faith TENETS OF DEVOTION
17th Commune, Flame Strike Though the exact words and strictures of the Oath
of Devotion vary, Paladins of this oath share these
3RD LEVEL: SACRED WEAPON tenets.
As a Bonus Action, you can expend one use of Honesty. Don’t lie or cheat. Let your word be
your Channel Divinity to imbue one melee your promise.
weapon that you are holding with positive Courage. Never fear to act, though caution is
energy. For 1 minute, you add your Charisma wise.
modifier to attack rolls you make with that Compassion. Aid others, protect the weak, and
weapon (minimum bonus of +1), and each time punish those who threaten them. Show mercy to
you hit with it, you cause it to deal its normal your foes, but temper it with wisdom.
damage type or Radiant damage. Honor. Treat others with fairness, and let your
The weapon also emits bright light in a 20-foot honorable deeds be an example to them.
radius and dim light 20 feet beyond that. Duty. Be responsible for your actions and their
You can end this effect as a Bonus Action. This consequences, protect those entrusted to your
effect also ends if you aren’t holding or carrying
care, and obey those who have just authority over
the weapon or if you have the Incapacitated
you.
condition.
OATH OF GLORY
7TH LEVEL: AURA OF DEVOTION
You and your allies are immune to the Charmed Paladins who take the Oath of Glory believe they
condition while in your Aura of Protection. If a and their companions are destined to achieve
Charmed ally enters the aura, that condition has glory through deeds of heroism. They train
no effect on that ally while there. diligently and encourage their companions so
they’re all ready when destiny calls.
15TH LEVEL: SMITE OF PROTECTION
Your magical smites now radiate protective
DESIGN NOTE: OATH OF GLORY
energy. Whenever you cast any of your Paladin’s Here are the main updates in this subclass since
Smite spells, you and your allies in your Aura of Tasha's Cauldron of Everything:
Protection have Half Cover until the start of your • Inspiring Smite no longer requires a Bonus
next turn. Action, and it now works with all the spells
provided by the Paladin’s Smite feature.
20TH LEVEL: HOLY NIMBUS • Peerless Athlete now lasts for 1 hour rather than
As a Bonus Action, you can imbue your Aura of 10 minutes.
Protection with holy power, granting the • Aura of Alacrity now enhances Aura of
following benefits for 1 minute or until you end
Protection, which results in the feature’s range
them as a Bonus Action:
being greater than before.
Holy Ward. You have Advantage on any saving
3RD LEVEL: OATH SPELLS
throw you are forced to make by a Fiend or an
The magic of your oath ensures you always have
Undead.
certain spells ready; when you reach a Paladin
Radiant Damage. Whenever an enemy starts its
level specified in the Oath of Glory Spells table,
turn in the aura, that creature takes Radiant
you thereafter always have the listed spells
damage equal to your Proficiency Bonus plus
prepared.
your Charisma modifier.
Sunlight. The aura is filled with bright light that OATH OF GLORY SPELLS
is sunlight. Paladin Level Spells
Once you use this feature, you can’t use it again 3rd Guiding Bolt, Heroism
until you finish a Long Rest. You can also restore 5th Enhance Ability, Magic Weapon
9th Haste, Protection from Energy

©2023 Wizards of the Coast LLC 37


13th Compulsion, Freedom of Movement Charismatic. You are blessed with an
17th Commune, Flame Strike otherworldly presence, gaining Advantage on
all Charisma checks.
3RD LEVEL: INSPIRING SMITE Saving Throw Reroll. If you fail a saving throw,
Immediately after you deal damage to a creature you can use your Reaction to reroll it. You
with any of your Paladin’s Smite spells, you can must use this new roll.
expend one use of your Channel Divinity and Unerring Strike. Once on each of your turns
distribute Temporary Hit Points to creatures of when you make an attack roll with a weapon
your choice within 30 feet of yourself, which can and miss, you can cause that attack to hit
include you. The total number of Temporary Hit instead.
Points equals 2d8 + your Paladin level, divided Once you use this feature, you can’t use it again
among the chosen creatures however you like. until you finish a Long Rest. You can also restore
your use of it by expending a 5th-level spell slot
3RD LEVEL: PEERLESS ATHLETE (no action required).
As a Bonus Action, you can expend one use of
your Channel Divinity to augment your TENETS OF GLORY
athleticism. For 1 hour, you have Advantage on Though the exact words and strictures of the Oath
Strength (Athletics) and Dexterity (Acrobatics) of Glory vary, Paladins of this oath share these
checks; you can carry, push, drag, and lift twice tenets.
as much weight as normal; and the distance of Actions over Words. Strive to be known by
your long and high jumps increases by 10 feet glorious deeds, not words.
(this extra distance costs movement as normal).
Challenges Are but Tests. Face hardships with
courage, and encourage your allies to face them
7TH LEVEL: AURA OF ALACRITY
with you.
Your Speed increases by 10 feet, and the Speed
Hone the Body. Like raw stone, your body must
of any ally who starts their turn in your Aura of
be worked so its potential can be realized.
Protection increases by 10 feet until the end of
that turn. Discipline the Soul. You must marshal the
discipline to overcome failings within yourself that
15TH LEVEL: GLORIOUS DEFENSE threaten to dim the glory of you and your friends.
You can turn defense into a sudden strike. When OATH OF THE ANCIENTS
you or another creature you can see within 10
feet of you is hit by an attack roll, you can use The Oath of the Ancients is as old as the first
your Reaction to grant a bonus to the target’s AC elves and the rituals of Druids. Paladins who
against that attack, potentially causing it to miss. swear this oath cherish the light; they love the
The bonus equals your Charisma modifier beautiful and life-giving things of the world more
(minimum of +1). If the attack misses, you can than any principles of honor, courage, and
make one weapon attack against the attacker as justice. They adorn their armor and clothing
part of this Reaction, provided the attacker is with images of growing things—leaves, antlers,
within your weapon’s range. or flowers—to reflect their commitment to
You can use this feature a number of times preserving life and light in the world.
equal to your Charisma modifier (minimum of
once), and you regain all expended uses when DESIGN NOTE: OATH OF THE ANCIENTS UPDATES
you finish a Long Rest. Here are the main updates in this subclass since
the 2014 Player’s Handbook:
20TH LEVEL: LIVING LEGEND • Nature’s Wrath can now restrain multiple
You can empower yourself with the legends— creatures of the Paladin’s choice within 15 feet
whether true or exaggerated—of your great of them instead of one creature within 10 feet.
deeds. As a Bonus Action, you gain the following
• Turn the Faithless has been replaced by Abjure
benefits for 1 minute:
Foes in the base class.

©2023 Wizards of the Coast LLC 38


• Aura of Warding now enhances the Paladin’s 20TH LEVEL: ELDER CHAMPION
Aura of Protection and provides resistance to As a Bonus Action, you can imbue your Aura of
Necrotic and Radiant damage. Protection with primal power, granting the
• Undying Sentinel now also heals you. following benefits for 1 minute or until you end
• Elder Champion is now a Bonus Action instead of them as a Bonus Action:
an action, and it benefits all your spells, not just
Paladin spells. You can also regain the use of it by Diminish Defiance. Enemies in the aura have
expending a 5th-level spell slot. Disadvantage on saving throws against your
spells and Channel Divinity options.
3RD LEVEL: OATH SPELLS Regeneration. At the start of each of your turns,
The magic of your oath ensures you always have you regain 10 Hit Points.
certain spells ready; when you reach a Paladin Swift Spells. Whenever you cast a spell that has
level specified in the Oath of the Ancients Spells a casting time of 1 action, you can cast it using
table, you thereafter always have the listed a Bonus Action instead.
spells prepared. Once you use this feature, you can’t use it again
until you finish a Long Rest. You can also restore
OATH OF THE ANCIENTS SPELLS your use of it by expending a 5th-level spell slot
Paladin Level Spells
(no action required).
3rd Ensnaring Strike, Speak with Animals
5th Misty Step, Moonbeam
TENETS OF THE ANCIENTS
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
Though the exact words and strictures of the Oath
17th Commune with Nature, Tree Stride of Ancients vary, Paladins of this oath share these
tenets.
Kindle the Light. Through your acts of mercy,
3RD LEVEL: NATURE’S WRATH
kindness, and forgiveness, kindle the light of hope
As an action, you can expend one use of your
Channel Divinity to conjure grasping spectral in the world, beating back despair.
vines around nearby creatures. Each creature of Shelter the Light. Where life flourishes, stand
your choice that you can see within 15 feet of against the forces that would render it barren.
you must succeed on a Strength saving throw or Preserve Your Own Light. Delight in song,
have the Restrained condition for 1 minute. A laughter, and art. If you allow the light to die in
Restrained creature repeats the saving throw at your own heart, you can’t preserve it in the world.
the end of each of its turns, ending the effect on Be the Light. Be a glorious beacon for all who live
itself on a success. in despair. Let the light of your joy and courage
shine forth in all your deeds.
7TH LEVEL: AURA OF WARDING
Ancient magic lies so heavily upon you that it OATH OF VENGEANCE
forms an eldritch ward, blunting energy from The Oath of Vengeance is a solemn commitment
beyond the Material Plane; you and your allies to punish those who have committed grievously
have resistance to Necrotic, Psychic, and Radiant evil acts. When evil armies slaughter helpless
damage while in your Aura of Protection. villagers, when a tyrant defies the will of the
gods, when a thieves’ guild grows too violent and
15TH LEVEL: UNDYING SENTINEL powerful, when a dragon rampages through the
When you are reduced to 0 Hit Points and not countryside—at times like these, paladins arise
killed outright, you can choose to drop to 1 Hit and swear an Oath of Vengeance to set right
Point instead, and you regain a number of Hit what has gone wrong.
Points equal to three times your Paladin level.
Once you use this feature, you can’t do so again DESIGN NOTE: OATH OF VENGEANCE UPDATES
until you finish a Long Rest. Here are the main updates in this subclass since
Additionally, you suffer none of the drawbacks the 2014 Player’s Handbook:
of old age, and you can’t be aged magically.
• Oath Spells now has Compelled Duel instead of
Hunter’s Mark.

©2023 Wizards of the Coast LLC 39


• Vow of Enmity now lets you move your vow to attack, you can use your Reaction to make a
another creature if the previous creature was melee attack against that creature if it’s within
reduced to 0 hit points before the duration of range.
the feature ends, and the feature’s range has
increased. 20TH LEVEL: AVENGING ANGEL
• Relentless Avenger can now reduce the target’s As a Bonus Action, you can imbue your Aura of
Speed to 0. Protection with holy power, granting the
• Abjure Enemy has been replaced by Abjure Foes following benefits for 10 minutes or until you
in the base class. end them as a Bonus Action:
• Avenging Angel now uses a Bonus Action instead Flight. You sprout spectral wings on your back.
of an action, and its duration is now 10 minutes You have a Fly Speed equal to your Speed and
rather than an hour. You can also regain the use can Hover.
of it by expending a 5th-level spell slot. Frightful Aura. Whenever an enemy starts its
turn in the aura, that creature must succeed on
3RD LEVEL: OATH SPELLS a Wisdom saving throw or have the Frightened
The magic of your oath ensures you always have condition for 1 minute or until it takes any
certain spells ready; when you reach a Paladin damage. Attack rolls against the Frightened
level specified in the Oath of Vengeance Spells creature have Advantage.
table, you thereafter always have the listed
spells prepared. Once you use this feature, you can’t use it again
until you finish a Long Rest. You can also restore
OATH OF VENGEANCE SPELLS your use of it by expending a 5th-level spell slot
Paladin Level Spells (no action required).
3rd Bane, Compelled Duel
5th Hold Person, Misty Step TENETS OF VENGEANCE
9th Haste, Protection from Energy Though the exact words and strictures of the Oath
13th Banishment, Dimension Door of Vengeance vary, Paladins of this oath share
17th Hold Monster, Scrying these tenets.
Fight the Greater Evil. Faced with a choice of
3RD LEVEL: VOW OF ENMITY fighting my sworn foes or combating a lesser evil, I
As a Bonus Action, you can expend one use of choose the greater evil.
your Channel Divinity to utter a vow of enmity No Mercy for the Wicked. Ordinary foes might
against a creature you can see within 30 feet of win my mercy, but my sworn enemies do not.
yourself. You gain Advantage on attack rolls By Any Means Necessary. My qualms can’t get in
against the creature for 1 minute. the way of exterminating my foes.
If the creature drops to 0 Hit Points before the Restitution. If my foes wreak ruin on the world, it
vow ends, you can transfer the vow to a different is because I failed to stop them. I must help those
creature within 30 feet of yourself (no action harmed by my misdeeds.
required). You can make this transfer no more
than once per turn.

7TH LEVEL: RELENTLESS AVENGER


Your supernatural focus helps you close off a
foe’s retreat. When you hit a creature with an
Opportunity Attack, you can reduce the
creature’s Speed to 0, and you can then move up
to half your Speed as part of the same Reaction.
This movement doesn’t provoke Opportunity
Attacks.

15TH LEVEL: SOUL OF VENGEANCE


Immediately after a creature under the effect of
your Vow of Enmity hits or misses with an

©2023 Wizards of the Coast LLC 40


RANGER DESIGN NOTE: RANGER UPDATES
Here are the main updates in this class since its last
Primary Ability: Dexterity, Wisdom playtest version:
Far from the bustle of cities, amid the trees of • Deft Explorer replaces the Expertise feature at
trackless forests and across wide plains, Rangers 1st level. Deft Explorer includes one Expertise
keep their unending watch. choice, along with some terrain-oriented
Wanderers of the wilderness, Rangers material, which playtesters requested. The
specialize in facing monsters that threaten the feature now improves at 9th level.
world. Rangers learn to track their quarry as a • Spellcasting has three noteworthy changes: (1)
predator does, moving stealthily through the spell preparation is no longer tied to the level of
wilds and hiding themselves in brush and rubble. your spell slots, (2) the Ranger can change one
Thanks to their connection with nature, prepared spell upon finishing a Long Rest, and (3)
Rangers can also cast spells that harness the cantrips are no longer included; the Ranger
primal powers of the wilderness. A Ranger’s instead gets Weapon Mastery at 1st level.
talents and magic are honed with deadly focus • Weapon Mastery is a new 1st-level feature.
on the task of protecting the world from the
• Favored Enemy has moved to 2nd level, and it
ravages of monsters and tyrants.
no longer removes Concentration from Hunter’s
Mark, which was overpowered in playtests. The
feature instead now allows you to cast the spell a
number of times without expending a spell slot.

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

©2023 Wizards of the Coast LLC 41


• Ranger Subclass levels now match the level STARTING EQUIPMENT
progression in the 2014 Ranger, ensuring As a 1st-level character, you start with the
compatibility with subclasses already in print. following equipment, or you can forgo it and
• Conjure Barrage is a new 9th-level feature. spend 150 GP on equipment of your choice.
• Nature’s Veil no longer uses spell slots, and it
has moved to 14th level. Arrows (20) Quiver
Druidic Focus (Sprig of Scimitar
• Tireless now gives Temporary Hit Points as an
Mistletoe) Shortsword
action, as in Tasha’s Cauldron of Everything. Explorer’s Pack Studded Leather Armor
• Conjure Volley is a new 17th-level feature. Longbow or Shortbow 7 GP
• Feral Senses has returned to 18th level.
• Foe Slayer is now an improved version of the MULTICLASSING AND THE RANGER
2014 feature and has returned to 20th level, If your group uses the multiclassing rules in the
replacing Epic Boon (Epic Boon feats will return Player’s Handbook, here’s what you need to know
in a future UA, but they won’t be built into a if you choose Ranger as one of your classes.
class’s level progression). Foe Slayer is now not Ability Score Minimum. As a multiclass
limited to once per turn. character, you must have a score of at least 13 in
the Ranger’s primary abilities, Dexterity and
CREATING A RANGER Wisdom, to take a level in this class or to take a
To create a Ranger, consult the following lists, level in another class if you are already a Ranger.
which provide Hit Points, proficiencies, and Proficiencies Gained. If Ranger isn’t your initial
armor training. If you’re making a 1st-level class, here are the proficiencies you gain when you
character, also consult the “Starting Equipment” take your first Ranger level: Martial Weapons and
section, and if you’re using the multiclassing one skill of your choice from the Ranger’s skill list.
rules, see the “Multiclassing and the Ranger” Armor Training. When you gain your first Ranger
section. level, you gain the following armor training: Light
Then look at the Ranger table to see the class Armor, Medium Armor, and Shield.
features you get at each level in this class. The Spell Slots. Add half your Ranger levels (rounded
descriptions of those features appear in the up) to the appropriate levels from other classes to
“Ranger Class Features” section. determine your available spell slots for casting
spells, as detailed in the multiclassing rules.
HIT POINTS You prepare spells for each of your classes
Hit Dice: 1d10 per Ranger level individually, referring to the spell slots of an
Hit Points at 1st Level: 10 + your Constitution individual class to determine the number and
modifier levels of the spells you prepare for it.
Hit Points per Level after 1st: 1d10 (or 6) + your
Constitution modifier
RANGER CLASS FEATURES
PROFICIENCIES As a Ranger, you gain the following class features
Saving Throws: Strength, Dexterity when you reach the specified levels in this class.
Skills (Choose 3): Animal Handling, Athletics, These features are listed on the Ranger table.
Insight, Investigation, Nature, Perception,
Stealth, Survival 1ST LEVEL: DEFT EXPLORER
Weapons: Simple Weapons, Martial Weapons You are an unsurpassed explorer. Choose one of
your proficiencies in a skill that appears on the
Tools: None
Ranger skill list. You gain Expertise in that skill.
In addition, choose two types of terrain: arctic,
ARMOR TRAINING coast, desert, forest, grassland, mountain,
Light Armor, Medium Armor, Shields swamp, or the Underdark. You have Advantage
on Intelligence (Nature) checks about the chosen
terrains, and you have Advantage on Wisdom
(Survival) checks to track creatures in them.

©2023 Wizards of the Coast LLC 42


Whenever you finish a Long Rest, you can Whenever you finish a Long Rest, you can
meditate and replace one of the chosen terrain change the kinds of weapons you chose. For
types with a different one from the list. example, you could switch to using the Mastery
properties of Scimitars and Shortswords.
1ST LEVEL: SPELLCASTING
You have learned to channel the magical essence 2ND LEVEL: FAVORED ENEMY
of nature to cast spells. See the Player’s You are adept at focusing on a single foe. You
Handbook for the rules on spellcasting. The always have the Hunter’s Mark spell prepared.
information below details how you use those You can cast it a number of times equal to your
rules as a Ranger. Wisdom modifier (minimum of once) without
Spell Slots. The Ranger table shows how many expending a spell slot, and you regain all
spell slots you have to cast your spells of 1st expended uses of this ability when you finish a
level and higher. To cast one of these spells, you Long Rest.
must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you 2ND LEVEL: FIGHTING STYLE
finish a Long Rest. You have honed your martial prowess. You gain
Prepared Spells of 1st+ Level. You prepare one of the following Fighting Style feats of your
the list of spells of 1st level and higher that are choice: Archery, Defense, Dueling, or Two-
available for you to cast with this feature. To Weapon Fighting.
start, choose two 1st-level spells from the Primal
spell list. Rather than choosing, you may start 3RD LEVEL: RANGER SUBCLASS
with Cure Wounds and Ensnaring Strike. You gain a Ranger subclass of your choice: Beast
The number of spells on your list increases as Master, Fey Wanderer, Gloom Stalker, or Hunter.
you gain Ranger levels, as shown in the Prepared Subclasses are detailed after this class’s
Spells column of the Ranger table. Whenever description (for this playtest, use Fey Wanderer
that number increases, choose additional spells from Tasha’s Cauldron of Everything).
from the Primal spell list until the number of A subclass is a specialization that grants you
spells on your list matches the number on the special abilities at certain Ranger levels. For the
table. The chosen spells must be of a level for rest of your career, you gain each of your
which you have spell slots. For example, if you’re subclass’s features that are of your Ranger level
a 5th-level Ranger, your list of prepared spells and lower.
can include six Primal spells of 1st or 2nd level,
in any combination. 4TH LEVEL: ABILITY SCORE IMPROVEMENT
If another Ranger feature gives spells that you You gain the Ability Score Improvement feat or
always have prepared, those spells don’t count another feat of your choice for which you qualify.
against the number of spells on the list you
prepare with this Spellcasting feature, but those 5TH LEVEL: EXTRA ATTACK
spells otherwise follow the rules in this feature. You can attack twice, instead of once, whenever
Changing Your Prepared Spells. Whenever you take the Attack action on your turn.
you finish a Long Rest, you can replace one spell
on your list with another Primal spell for which 6TH LEVEL: ROVING
you have spell slots. Your Speed increases by 10 feet while you aren’t
Spellcasting Ability. Wisdom is your wearing Heavy Armor.
Spellcasting Ability for your Ranger spells. You also have a Climb Speed and a Swim Speed
Spellcasting Focus. You can use a Druidic equal to your Speed.
Focus as a Spellcasting Focus for the spells you
prepare for this class. 7TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Ranger subclass.
1ST LEVEL: WEAPON MASTERY
Your training with weapons allows you to use 8TH LEVEL: ABILITY SCORE IMPROVEMENT
the Mastery property of two kinds of weapons of You gain the Ability Score Improvement feat or
your choice with which you have proficiency, another feat of your choice for which you qualify.
such as Longbows and Longswords.

©2023 Wizards of the Coast LLC 43


9TH LEVEL: CONJURE BARRAGE 17TH LEVEL: CONJURE VOLLEY
Channeling nature’s might, you can cause your Propelled by primal spirits, your weapon can
weapon to multiply and strike at creatures strike a group of targets far away; you always
before you; you always have the Conjure Barrage have the Conjure Volley spell prepared.
spell prepared.
18TH LEVEL: FERAL SENSES
9TH LEVEL: DEFT EXPLORER IMPROVEMENT Your connection to the forces of nature grants
Choose one of your proficiencies in a skill that you Blindsight with a range of 30 feet.
appears on the Ranger skill list. You gain
Expertise in that skill. 19TH LEVEL: ABILITY SCORE IMPROVEMENT
In addition, choose two more terrain types for You gain the Ability Score Improvement feat or
your Deft Explorer feature. another feat of your choice for which you qualify.

10TH LEVEL: TIRELESS 20TH LEVEL: FOE SLAYER


Primal forces now help fuel you on your You become an unparalleled hunter of your foes.
journeys, granting you the following benefits: When your attack roll misses the target of your
Hunter’s Mark, you can add your Wisdom
Temporary Hit Points. As an action, you can modifier to the attack roll, potentially turning it
give yourself a number of Temporary Hit into a hit.
Points equal to 1d8 plus your Wisdom In addition, whenever you hit that target with
modifier (minimum of 1). You can use this an attack roll and deal damage to it, you can add
action a number of times equal to your your Wisdom modifier to the damage.
Wisdom modifier (minimum of once), and you
regain all expended uses when you finish a
Long Rest.
RANGER SUBCLASSES
Decrease Exhaustion. Whenever you finish a A Ranger subclass is a specialization that grants
Short Rest, your Exhaustion level, if any, you special abilities at certain Ranger levels, as
decreases by 1. specified in the subclass.
This section presents the Beast Master, Gloom
11TH LEVEL: SUBCLASS FEATURE Stalker, and Hunter subclasses.
You gain a feature from your Ranger subclass.
BEAST MASTER
12TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or A Beast Master ranger forms a mystical bond
another feat of your choice for which you qualify. with a special beast, drawing on primal magic
and a deep attunement to the natural world.
14TH LEVEL: NATURE’S VEIL
DESIGN NOTE: RANGER UPDATES
You invoke spirits of nature to magically hide
yourself from view. As a Bonus Action, you can Here are the main updates in this subclass since
give yourself the Invisible condition until the end the 2014 Player’s Handbook:
of your next turn. • Primal Companion returns from Tasha’s
You can use this feature a number of times Cauldron of Everything, which was well received.
equal to your Wisdom modifier (minimum of • Exceptional Training now allows you to
once), and you regain all expended uses when command your beast to use its Bonus Action to
you finish a Long Rest. take the Dash, Disengage, Dodge, or Help action,
and the beast’s attacks ignore damage
15TH LEVEL: SUBCLASS FEATURE resistance.
You gain a feature from your Ranger subclass.
• Bestial Fury now allows your beast to benefit
from your Hunter’s Mark spell.
16TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or 3RD LEVEL: PRIMAL COMPANION
another feat of your choice for which you qualify. You magically summon a primal beast, which
draws strength from your bond with nature. The

©2023 Wizards of the Coast LLC 44


beast is friendly to you and your companions ACTIONS
and obeys your commands. Choose its stat Maul. Melee Weapon Attack: your Spell Attack Modifier
block—Beast of the Land, Beast of the Sea, or to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB
Beast of the Sky—which uses your Proficiency Bludgeoning, Piercing, or Slashing damage (your choice
Bonus (PB) in several places. You also determine when you summon the beast).
the kind of animal the beast is, choosing a kind
appropriate for the stat block. Whatever kind
you choose, the beast bears primal markings, BEAST OF THE SEA
indicating its supernatural origin. Medium Beast
In combat, the beast acts during your turn. It
can move and use its Reaction on its own, but the Armor Class 13 + PB (natural armor)
only action it takes is the Dodge action, unless Hit Points 5 + five times your Ranger level (the beast has
you take a Bonus Action on your turn to a number of Hit Dice [d8s] equal to your Ranger level)
command it to take a different action. That Speed 5 ft., Swim 60 ft.
action can be one in its stat block or some other STR DEX CON INT WIS CHA
action. You can also sacrifice one of your attacks 14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
when you take the Attack action to command the
Senses Darkvision 90 ft., passive Perception 12
beast to take the Attack action. If you have the Languages understands the languages you speak
Incapacitated condition, the beast can take any Proficiency Bonus (PB) equals your Proficiency Bonus
action of its choice, not just Dodge.
If the beast has died within the last hour, you Amphibious. The beast can breathe air and water.
can you use your action to touch it and expend a Primal Bond. You can add your Proficiency Bonus to any
spell slot of 1st level or higher. The beast returns ability check or saving throw that the beast makes.
to life after 1 minute with all its Hit Points
restored. ACTIONS
Whenever you finish a Long Rest, you can Binding Strike. Melee Weapon Attack: your Spell Attack
Modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB
summon a different primal beast. The new beast
Bludgeoning or Piercing damage (your choice), and the
appears in an unoccupied space within 5 feet of
target has the Grappled condition (escape DC equals
you, and you choose its stat block and
your Spell Save DC). Until this grapple ends, the beast
appearance. If you already have a beast from this can’t use this attack on another target.
feature, it vanishes when the new beast appears.
The beast vanishes if you die.

BEAST OF THE LAND BEAST OF THE SKY


Medium Beast Small Beast
Armor Class 13 + PB (natural armor) Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your Ranger level (the beast has Hit Points Hit Points 4 + four times your Ranger level
a number of Hit Dice [d8s] equal to your Ranger level) (the beast has a number of Hit Dice [d6s] equal to
Speed 40 ft., Climb 40 ft. your Ranger level)
Speed 10 ft., Fly 60 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0) STR DEX CON INT WIS CHA
6 (−2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)
Senses Darkvision 60 ft., passive Perception 12
Languages understands the languages you speak Senses Darkvision 60 ft., passive Perception 12
Proficiency Bonus (PB) equals your Proficiency Bonus Languages understands the languages you speak
Proficiency Bonus (PB) equals your Proficiency Bonus
Charge. If the beast moves at least 20 feet straight
toward a target and then hits it with a Maul attack on Flyby. The beast doesn’t provoke Opportunity Attacks
the same turn, the target takes an extra 1d6 Slashing when it flies out of an enemy’s reach.
damage. If the target is a creature, it must succeed on a Primal Bond. You can add your Proficiency Bonus to any
Strength saving throw against your Spell Save DC or ability check or saving throw that the beast makes.
have the Prone condition.
Primal Bond. You can add your Proficiency Bonus to any
ability check or saving throw that the beast makes.

©2023 Wizards of the Coast LLC 45


ACTIONS 3RD LEVEL: GLOOM STALKER MAGIC
Shred. Melee Weapon Attack: your Spell Attack Modifier The magic of the Shadowfell ensures you always
to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB Slashing have certain spells ready; when you reach a
damage. Ranger level specified in the Gloom Stalker
7TH LEVEL: EXCEPTIONAL TRAINING Spells table, you thereafter always have the
listed spells prepared.
When you use your Bonus Action to command
your Primal Companion beast to take an action,
GLOOM STALKER SPELLS
you can also command it to take the Dash, Ranger Level Spells
Disengage, Dodge, or Help action as a Bonus 3rd Disguise Self
Action. 5th Rope Trick
In addition, whenever the beast hits with an 9th Fear
attack and deals damage, it can deal your choice 13th Greater Invisibility
of Force damage or its normal damage type. 17th Seeming

11TH LEVEL: BESTIAL FURY 3RD LEVEL: DREAD AMBUSHER


When you command your Primal Companion You have mastered the art of creating
beast to take the Attack action, the beast can frightening ambushes, granting you the
make two attacks. following benefits:
In addition, the first time each turn it hits a
creature under the effect of your Hunter’s Mark Ambusher’s Leap. At the start of the first turn of
spell, the beast deals extra Force damage equal each combat, your Speed increases by 10 feet
to the bonus damage of that spell. until the end of that turn.
Frighten. Once per turn when you attack a
15TH LEVEL: SHARE SPELLS creature and hit it with a weapon, you can deal
When you cast a spell targeting yourself, you can an extra 1d8 Psychic damage to the target and
also affect your Primal Companion beast with force it to make a Wisdom saving throw
the spell if the beast is within 30 feet of you. against your Spell Save DC. On a failed save, it
has the Frightened condition until the start of
GLOOM STALKER your next turn. You can use this benefit a
number of times equal to your Wisdom
Gloom Stalkers are at home in the darkest places,
modifier (minimum of once), and you regain
wielding magic drawn from the Shadowfell to
all expended uses when you finish a Long Rest.
combat enemies that lurk in darkness.
Initiative Bonus. When you roll Initiative, you
DESIGN NOTE: RANGER UPDATES can add your Wisdom modifier to the roll.
Here are the main updates in this subclass since its 3RD LEVEL: UMBRAL SIGHT
appearance in Xanathar’s Guide to Everything: You gain Darkvision out to a range of 60 feet. If
• Dread Ambusher now allows the Ranger to deal you already have Darkvision when you gain this
extra damage more often than only during the feature, its range increases by 60 feet.
first round of combat and includes the You are also adept at evading creatures that
Frightened condition. rely on Darkvision. While entirely in Darkness,
you have the Invisible condition to any creature
• Umbral Sight now increases your Darkvision by
that relies on Darkvision to see you in that
60 feet, instead of 30 feet, if you already have
darkness.
that sight.
• Stalker’s Flurry has been redesigned to enhance 7TH LEVEL: IRON MIND
the Frighten effect granted by Dread Ambusher You have honed your ability to resist the mind-
• Shadowy Dodge now allows you to teleport altering powers of your prey. You gain
immediately after the attack misses, and the proficiency in Wisdom saving throws. If you
feature even works against an attack that has already have this proficiency, you instead gain
Advantage. proficiency in Intelligence or Charisma saving
throws (your choice).

©2023 Wizards of the Coast LLC 46


11TH LEVEL: STALKER’S FLURRY Colossus Slayer. Your tenacity can wear down
When you use the Frighten effect of your Dread even the most resilient foes. When you hit a
Ambusher feature, you can cause one of the creature with a weapon, the weapon deals an
following additional effects: extra 1d8 damage to the target if it’s missing any
of its Hit Points. You can deal this extra damage
Sudden Strike. You can make another attack only once per turn.
with the same weapon against a different Horde Breaker. Once on each of your turns
creature that is within 5 feet of the original when you make an attack with a weapon, you
target and that is within the weapon’s range. can make another attack with the same weapon
Mass Fear. Each creature within 10 feet of the against a different creature that is within 5 feet
target must make a Wisdom saving throw of the original target, that is within the weapon’s
against your Spell Save DC. On a failed save, a range, and that you haven’t attacked this turn.
creature has the Frightened condition until the Retaliator. Immediately after a creature
start of your next turn. within 5 feet of you attacks you, you can use
your Reaction to make one attack with a weapon
15TH LEVEL: SHADOWY DODGE against that creature, whether or not it hit you.
You can dodge with wisps of supernatural
shadow around you. When a creature makes an 3RD LEVEL: HUNTER’S LORE
attack roll against you, you can use your You can call on the forces of nature to reveal
Reaction to impose Disadvantage on that roll. If certain strengths and weaknesses of your prey.
the attack then misses, you can teleport up to 30 While a creature is marked by your Hunter’s
feet to an unoccupied space you can see. Mark, you know whether that creature has any
damage or condition immunities, damage
HUNTER resistances, or damage vulnerabilities, and if the
You stalk prey in the wilds and elsewhere, using creature has any, you know what they are.
your abilities as a Hunter to protect nature and
people everywhere from forces that would 7TH LEVEL: DEFENSIVE TACTICS
destroy them. You gain one of the following feature options of
your choice.
DESIGN NOTE: HUNTER UPDATES Evasion. When you are subjected to an effect
Here are the main updates in this subclass since its that lets you to make a Dexterity saving throw to
last playtest version: take only half damage, you instead take no
damage if you succeed on the saving throw and
• Hunter’s Prey now contains the three feature only half damage if you fail. You can’t use this
options that appeared in 2014. Giant Killer has feature if you have the Incapacitated condition.
been renamed to Retaliator and now works Hunter’s Leap. If an enemy you can see enters
against attackers of any size. a space within 5 feet of you, you can use your
• Hunter’s Lore has moved from 6th level to 3rd. Reaction to move up to half your Speed without
• Defensive Tactics returns, but it contains Evasion provoking Opportunity Attacks.
and Uncanny Dodge from Superior Hunter’s Uncanny Dodge. When an attacker that you
Defense. It also includes a new option, Hunter’s can see hits you with an attack roll, you can use
Leap. Feedback on the 2014 Hunter strongly your Reaction to halve the attack’s damage
preferred the options in Superior Hunter’s against you (round down).
Defense over the ones in Defensive Tactics.
• Superior Hunter’s Prey replaces Multiattack and 11TH LEVEL: SUPERIOR HUNTER’S PREY
lets you choose another option from Hunter’s You gain another feature option of your choice
Prey. from the Hunter’s Prey feature.
• Superior Hunter’s Defense now lets you choose
another option from Defensive Tactics.
15TH LEVEL: SUPERIOR HUNTER’S DEFENSE
You gain another feature option of your choice
3RD LEVEL: HUNTER’S PREY from the Defensive Tactics feature.
You gain one of the following feature options of
your choice.

©2023 Wizards of the Coast LLC 47


ROGUE avoiding danger, and a few learn magical tricks
to supplement their other abilities.
Primary Ability: Dexterity Some Rogues began their careers as criminals,
while others used their cunning to fight crime.
Rogues rely on cunning, stealth, and their foes’ Whatever a Rogue’s relation to the law, no
vulnerabilities to get the upper hand in any common criminal or officer of the law can match
situation. They have a knack for finding the the subtle brilliance of the greatest Rogues.
solution to just about any problem,
demonstrating a versatility that is the DESIGN NOTE: ROGUE UPDATES
cornerstone of any successful adventuring party. Here are the main updates in this class since its last
Rogues devote as much effort to mastering the playtest version:
use of a variety of skills as they do to perfecting
their combat abilities, giving them broad • Sneak Attack is no longer required to be used on
capabilities that few other characters can match. your turn with the Attack action.
Many Rogues focus on stealth and deception, • Weapon Mastery is a new 1st-level feature.
while others refine skills that help them in a • Rogue Subclass levels now match the level
dungeon environment, such as climbing, finding progression in the 2014 Rogue, ensuring
and disarming traps, and opening locks. compatibility with subclasses already in print.
When it comes to combat, Rogues prioritize • Steady Aim is a new 3rd-level feature, imported
subtle strikes over brute strength. A Rogue from Tasha’s Cauldron of Everything. This
would rather make one precise strike than wear addition was requested by many playtesters.
an opponent down with a barrage of blows. • Cunning Strikes is a new 5th-level feature, giving
Rogues have an almost supernatural knack for tactical options to Sneak Attack.

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

©2023 Wizards of the Coast LLC 48


• Expertise has returned to 6th level. STARTING EQUIPMENT
• Evasion has returned to 7th level. As a 1st-level character, you start with the
• Reliable Talent has moved from 11th level to 7th following equipment, or you can forgo it and
level. spend 110 GP on equipment of your choice.
• Subtle Strikes has been removed because of the
Arrows (20) Shortbow
addition of Steady Aim.
Burglar’s Pack Shortsword
• Improved Cunning Strike is a new 11th-level Dagger (2) Thieves’ Tools
feature. Leather Armor 18 GP
• Devious Strikes is a new 14th-level feature, Quiver
which builds on Cunning Strike.
• Elusive has returned to 18th level. MULTICLASSING AND THE ROGUE
• Stroke of Luck has returned to 20th level, If your group uses the multiclassing rules in the
replacing Epic Boon (Epic Boon feats will return Player’s Handbook, here’s what you need to know
in a future UA, but they won’t be built into a if you choose Rogue as one of your classes.
class’s level progression). Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
CREATING A ROGUE the Rogue’s primary ability, Dexterity, to take a
To create a Rogue, consult the following lists, level in this class or to take a level in another class
which provide Hit Points, proficiencies, and if you are already a Rogue.
armor training. If you’re making a 1st-level Proficiencies Gained. If Rogue isn’t your initial
character, also consult the “Starting Equipment” class, here are the proficiencies you gain when you
section, and if you’re using the multiclassing take your first Rogue level: Thieves’ Tools and one
rules, see the “Multiclassing and the Rogue” skill of your choice from the Rogue’s skill list.
section. Armor Training. When you gain your first Rogue
Then look at the Rogue table to see the class level, you gain Light Armor training.
features you get at each level in this class. The
descriptions of those features appear in the ROGUE CLASS FEATURES
“Rogue Class Features” section.
As a Rogue, you gain the following class features
when you reach the specified levels in this class.
HIT POINTS These features are listed on the Rogue table.
Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + your Constitution 1ST LEVEL: EXPERTISE
modifier You gain Expertise in two of your skill
Hit Points per Level after 1st: 1d8 (or 5) + your proficiencies of your choice.
Constitution modifier Sleight of Hand and Stealth are iconic choices
for a Rogue if you have proficiency in them.
PROFICIENCIES 1ST LEVEL: SNEAK ATTACK
Saving Throws: Dexterity, Intelligence You know how to turn a subtle attack into a
Skills (Choose 4): Acrobatics, Athletics, Deception, deadly one. Once per turn, you can deal extra
Insight, Intimidation, Investigation, Perception, damage to one creature you hit with an attack
Persuasion, Sleight of Hand, Stealth roll if you’re attacking with a Finesse or Ranged
Weapons: Simple Weapons, Martial Weapons that weapon and if at least one of the following
have the Finesse Property requirements is met:
Tools: Thieves’ Tools
Advantage. You have Advantage on the attack
ARMOR TRAINING roll.
Light Armor Ally Adjacent to Target. At least one of your
allies is within 5 feet of the target, the ally
doesn’t have the Incapacitated condition, and
you don’t have Disadvantage on the attack roll.

©2023 Wizards of the Coast LLC 49


To determine the extra damage, roll a number 5TH LEVEL: CUNNING STRIKE
of d6s equal to half your Rogue level (round up), You have developed cunning ways to use your
and add the dice together (the Rogue table Sneak Attack. When you deal Sneak Attack
shows the number of Sneak Attack dice you get damage, you can add one of the following
at each Rogue level). The extra damage’s type is Cunning Strike effects. Each effect has a die cost,
the same as the weapon’s Damage Type. which is the number of Sneak Attack damage
dice you must forego to add the effect. You
1ST LEVEL: THIEVES’ CANT remove the die before rolling, and the effect
You picked up various languages in the occurs immediately after the attack’s damage is
communities where you plied your roguish dealt. For example, if you add the Poison effect,
talents. You know Thieves’ Cant and one other remove 1d6 from the Sneak Attack’s damage
language of your choice, which you choose from before rolling.
the Standard Languages and Rare Languages If a Cunning Strike effect requires a saving
tables. throw, the DC equals 8 + your Proficiency Bonus
+ your Dexterity modifier.
1ST LEVEL: WEAPON MASTERY Disarm (Cost: 1d6). The target must succeed
Your training with weapons allows you to use on a Dexterity saving throw, or it drops one item
the Mastery property of two kinds of weapons of of your choice that it’s holding.
your choice with which you have proficiency, Poison (Cost: 1d6). You add a toxin to your
such as Daggers and Shortbows. strike, forcing the target to make a Constitution
Whenever you finish a Long Rest, you can saving throw. On a failed save, the target has the
change the kinds of weapons you chose. For Poisoned condition for 1 minute. At the end of
example, you could switch to using the Mastery each of its turns, the Poisoned target can repeat
properties of Scimitars and Shortswords. the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s
2ND LEVEL: CUNNING ACTION Kit on your person.
Your quick thinking and agility allow you to Trip (Cost: 1d6). If the target is Large or
move and act quickly. On your turn, you can take smaller, it must succeed on a Dexterity saving
one of the following actions as a Bonus Action: throw or have the Prone condition.
Dash, Disengage, or Hide. Withdraw (Cost: 1d6). Immediately after the
attack, you move up to half your Speed without
3RD LEVEL: ROGUE SUBCLASS provoking Opportunity Attacks.
You gain a Rogue subclass of your choice: Arcane
Trickster, Assassin, Swashbuckler, or Thief. 5TH LEVEL: UNCANNY DODGE
Subclasses are detailed after this class’s When an attacker that you can see hits you with
description. an attack roll, you can use your Reaction to halve
A subclass is a specialization that grants you the attack’s damage against you (round down).
special abilities at certain Rogue levels. For the
rest of your career, you gain each of your 6TH LEVEL: EXPERTISE
subclass’s features that are of your Rogue level You gain Expertise in two of your skill
and lower. proficiencies of your choice.

3RD LEVEL: STEADY AIM 7TH LEVEL: EVASION


As a Bonus Action, you give yourself Advantage You can nimbly dodge out of the way of certain
on your next attack roll on the current turn. You dangers. When you are subjected to an effect
can use this feature only if you haven’t moved that allows you to make a Dexterity saving throw
during this turn, and after you use it, your Speed to take only half damage, you instead take no
is 0 until the end of the current turn. damage if you succeed on the saving throw and
only half damage if you fail. You can’t use this
4TH LEVEL: ABILITY SCORE IMPROVEMENT feature if you have the Incapacitated condition.
You gain the Ability Score Improvement feat or
another feat of your choice for which you qualify.

©2023 Wizards of the Coast LLC 50


7TH LEVEL: RELIABLE TALENT 16TH LEVEL: ABILITY SCORE IMPROVEMENT
You have refined your talents until they You gain the Ability Score Improvement feat or
approach perfection. Whenever you make an another feat of your choice for which you qualify.
ability check that uses one of your skill or Tool
proficiencies, you can treat a d20 roll of 9 or 17TH LEVEL: SUBCLASS FEATURE
lower as a 10. You gain a feature from your Rogue subclass.

8TH LEVEL: ABILITY SCORE IMPROVEMENT 18TH LEVEL: ELUSIVE


You gain the Ability Score Improvement feat or You are so evasive that attackers rarely gain the
another feat of your choice for which you qualify. upper hand against you. No attack roll can have
Advantage against you unless you have the
9TH LEVEL: SUBCLASS FEATURE Incapacitated condition.
You gain a feature from your Rogue subclass.
19TH LEVEL: ABILITY SCORE IMPROVEMENT
10TH LEVEL: ABILITY SCORE IMPROVEMENT You gain the Ability Score Improvement feat or
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
another feat of your choice for which you qualify.
20TH LEVEL: STROKE OF LUCK
11TH LEVEL: IMPROVED CUNNING STRIKE You have an uncanny knack for succeeding when
You can use up to two Cunning Strike effects you need to. If you fail a d20 Test, you can turn
when you deal Sneak Attack damage, paying the the roll into a 20.
die cost for each effect. Once you use this feature, you can’t use it again
until you finish a Short Rest or a Long Rest.
12TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or ROGUE SUBCLASSES
another feat of your choice for which you qualify.
A Rogue subclass is a specialization that grants
13TH LEVEL: SUBCLASS FEATURE you special abilities at certain Rogue levels, as
You gain a feature from your Rogue subclass. specified in the subclass.
This section presents the Arcane Trickster,
14TH LEVEL: DEVIOUS STRIKES Assassin, Swashbuckler, and Thief subclasses.
You have practiced new ways to use your Sneak
Attack deviously. The following effects are now ARCANE TRICKSTER
among your Cunning Strike options. Some Rogues enhance their fine-honed skills of
Daze (Cost: 2d6). The target must succeed on stealth and agility with Arcane spells, learning
a Constitution saving throw, or it has the Dazed magical tricks to aid them in their trade. Some
condition until the end of its next turn. Arcane Tricksters use their talents as
Knock Out (Cost: 6d6). The target must pickpockets and burglars, while others are
succeed on a Constitution saving throw, or it has pranksters, mischief-makers, or adventurers.
the Unconscious condition for 1 minute or until
it takes any damage. The Unconscious target can DESIGN NOTE: ARCANE TRICKSTER UPDATES
repeat the save at the end of each of its turns, Here are the main updates in this subclass since
ending the effect on itself on a success. the 2014 Player’s Handbook:
Obscure (Cost: 3d6). You strike near the
target’s eyes. The target must succeed on a • Spellcasting now uses the Arcane spell list rather
Dexterity saving throw, or it has the Blinded than the Wizard list, and there is no school-of-
condition until the end of its next turn. magic restriction after 3rd level. Moreover, the
Rogue can now change one cantrip when gaining
15TH LEVEL: SLIPPERY MIND a level, and the Rogue can use an Arcane Focus.
Your cunning mind is exceptionally difficult to • Versatile Trickster has been redesigned to allow
control. You gain proficiency in Wisdom and you to use certain options from your Cunning
Charisma saving throws.

©2023 Wizards of the Coast LLC 51


Strike with your Mage Hand. The ability to give ARCANE TRICKSTER SPELLCASTING
yourself Advantage now resides in Steady Aim. Rogue Prepared —Spell Slots per Spell Level—
Level Spells 1st 2nd 3rd 4th
3RD LEVEL: SPELLCASTING 3rd 3 2 — — —
You have learned to cast spells. See the Player’s 4th 4 3 — — —
Handbook for the rules on spellcasting. The 5th 4 3 — — —
information below details how you use those 6th 4 3 — — —
rules as an Arcane Trickster. 7th 6 4 2 — —
Cantrips. You know three cantrips: Mage Hand 8th 6 4 2 — —
and two other cantrips of your choice from the 9th 6 4 2 — —
Arcane spell list. 10th 7 4 3 — —
Whenever you gain a Rogue level, you can 11th 7 4 3 — —
replace one of your cantrips, except Mage Hand, 12th 7 4 3 — —
13th 9 4 3 2 —
with another cantrip of your choice from the
14th 9 4 3 2 —
Arcane spell list.
15th 9 4 3 2 —
When you reach 10th level in this class, you
16th 10 4 3 3 —
learn another Arcane cantrip of your choice. 17th 10 4 3 3 —
Spell Slots. The Arcane Trickster Spellcasting 18th 10 4 3 3 —
table shows how many spell slots you have to 19th 11 4 3 3 1
cast your spells of 1st level and higher. To cast 20th 11 4 3 3 1
one of these spells, you must expend a slot of the
spell’s level or higher. You regain all expended 3RD LEVEL: MAGE HAND LEGERDEMAIN
spell slots when you finish a Long Rest.
When you cast Mage Hand, you can make the
Prepared Spells of 1st+ Level. You prepare a
spectral hand invisible. You can control the hand
list of spells of 1st level and higher that are
as a Bonus Action, instead of an action, and
available for you to cast with this feature. To
through it, you can use Thieves’ Tools and make
start, choose three 1st-level spells from the
Dexterity (Sleight of Hand) checks.
Arcane spell list, two of which must be from the
Enchantment and Illusion schools of magic. 9TH LEVEL: MAGICAL AMBUSH
The number of spells on your list increases as
If you have the Invisible condition when you cast
you gain Rogue levels, as shown in the Prepared
a spell on a creature, it has Disadvantage on any
Spells column of the Arcane Trickster
saving throw it makes against the spell on the
Spellcasting table. Whenever that number
same turn.
increases, choose additional spells from the
Arcane spell list until the number of spells on
your list matches the number on the table. The
13TH LEVEL: VERSATILE TRICKSTER
You gain the ability to distract targets with your
chosen spells must be of a level for which you
Mage Hand. When you use the Disarm or Trip
have spell slots. For example, if you’re a 7th-level
options of your Cunning Strike, you can also
Rogue, your list of prepared spells can include
target that option at a creature within 5 feet of
six Arcane spells of 1st or 2nd level, in any
the spectral hand.
combination.
Changing Your Prepared Spells. Whenever
you gain a level in this class, you can replace one
17TH LEVEL: SPELL THIEF
of the spells you know with another spell of your You gain the ability to magically steal the
choice from the Arcane spell list. The new spell knowledge of how to cast a spell from another
must be of a level for which you have spell slots. spellcaster.
Spellcasting Ability. Intelligence is your Immediately after a creature casts a spell that
spellcasting ability for your Arcane Trickster targets you or includes you in its area of effect,
spells. you can use your Reaction to force the creature
Spellcasting Focus. You can use an Arcane to make a saving throw with its spellcasting
Focus as a Spellcasting Focus for the spells you ability modifier. The DC equals your Spell Save
prepare for this subclass. DC. On a failed save, you negate the spell’s effect
against you, and you steal the knowledge of the
spell if it is at least 1st level and of a level you

©2023 Wizards of the Coast LLC 52


can cast (it doesn’t need to be an Arcane spell). 9TH LEVEL: INFILTRATION EXPERTISE
For the next 8 hours, you know the spell and can You are expert at posing as someone else to aid
cast it using your spell slots. The creature can’t your infiltrations. While in a disguise created
cast that spell until the 8 hours have passed. using your Disguise Kit, you have Advantage on
Once you use this feature, you can’t use it again any Charisma (Deception) check you make while
until you finish a Long Rest. pretending to be someone else. You can also
unerringly mimic another person’s speech,
ASSASSIN handwriting, or both if you have spent at least
An Assassin’s training focuses on the grim art of one hour studying each one.
death, using stealth, poison, and disguise to
eliminate foes with deadly efficiency. While 13TH LEVEL: ENVENOM WEAPONS
some Rogues who follow this path are hired When you use the Poison option of your Cunning
killers, spies, or bounty hunters, the capabilities Strike, the target also takes 2d6 Poison damage
of this subclass are equally useful for whenever it fails the saving throw. This damage
adventurers facing a variety of monstrous ignores resistance to Poison damage.
enemies.
17TH LEVEL: DEATH STRIKE
DESIGN NOTE: ASSASSIN UPDATES When you hit with your Sneak Attack on the first
Here are the main updates in this subclass since round of a combat, the target must succeed on a
the 2014 Player’s Handbook: Constitution saving throw (DC 8 + your Dexterity
modifier + your Proficiency Bonus), or the
• Assassinate now gives you Advantage on attack’s damage is doubled against the target.
Initiative rolls, and the extra damage of the
feature no longer requires a target to be SWASHBUCKLER
surprised.
• Infiltration Expertise combines Infiltration As a Swashbuckler, you focus on the art of the
Expertise and Imposter from the 2014 version of blade, bringing speed, elegance, and charm to
the subclass. your combat style—topped off with an exquisite
flourish of panache. You excel in single combat,
• Envenom Weapons is a new 13th-level feature,
and your methods make a duel look like a
allowing you to benefit from your Poisoner’s Kit.
flamboyant performance.
• Death Strike no longer requires the target to be
surprised. It instead relies on your Sneak Attack. DESIGN NOTE: SWASHBUCKLER UPDATES
Here are the main updates in this subclass since its
3RD LEVEL: BONUS PROFICIENCIES
appearance in Xanathar’s Guide to Everything:
You gain proficiency with the Disguise Kit and
Poisoner’s Kit. • Panache has been redesigned to apply its effects
through Cunning Strike.
3RD LEVEL: ASSASSINATE • Dashing Strikes replaces Elegant Maneuver at
You are adept at getting the drop on a target, 13th level and gives you additional Cunning
granting you the following benefits: Strike options.
• Master Duelist has been redesigned to allow you
Initiative. You have Advantage on Initiative
rolls. to make an additional attack, provided you meet
Surprising Strikes. During the first round of the requirements.
each combat, you have Advantage on attack 3RD LEVEL: FANCY FOOTWORK
rolls against any creature that hasn’t taken a You’ve learned how to land a strike and then slip
turn. If your Sneak Attack hits any target away without reprisal. If you make a melee
during that round, the target takes extra attack against a creature during your turn, that
damage of the weapon’s type equal to your creature can’t make Opportunity Attacks against
Rogue level. you for the rest of that turn.

©2023 Wizards of the Coast LLC 53


3RD LEVEL: RAKISH AUDACITY getting maximum benefit from the magic items
When you roll Initiative, you can give yourself a you find there.
bonus to the roll equal to your Charisma
modifier.
DESIGN NOTE: THIEF UPDATES
You also gain an additional way to use your Here are the main updates in this subclass since its
Sneak Attack; you don’t need Advantage on the last playtest version:
attack roll to use your Sneak Attack against a • Fast Hands now lets you take the Use an Object
creature if you are within 5 feet of it, no other action, instead of the Search action. It also lets
creatures are within 5 feet of you, and you don’t you use the Magic action to activate a magic
have Disadvantage on the attack roll. All the item.
other rules for Sneak Attack still apply to you. • Second-Story Work now lets you move along
ceilings without an ability check, and it causes
9TH LEVEL: PANACHE
you to use your Dexterity, not Strength, for
You have practiced new ways to use your Sneak
jumping.
Attack. The following effects are now among
your Cunning Strike options. • Supreme Sneak has new functionality: you can
Goad (Cost: 1d6). The target must succeed on sacrifice a Sneak Attack die to remain hidden
a Wisdom saving throw, or until the end of its when you attack.
next turn, the target has Disadvantage on attack • Thief’s Reflexes has been restored to its 2014
rolls against targets other than you and can’t functionality.
make Opportunity Attacks against targets other
than you.
3RD LEVEL: FAST HANDS
Awe (Cost: 3d6). Each creature of your choice As a Bonus Action, you can do one of the
within 30 feet of you must succeed on a Wisdom following:
saving throw or have the Charmed condition Sleight of Hand. Make a Dexterity (Sleight of
until the end of your next turn. Hand) check to pick a lock or disarm a trap
with Thieves’ Tools or to pick a pocket.
13TH LEVEL: DASHING STRIKES Use an Object. Take the Use an Object action, or
You have practiced new ways to use your Sneak take the Magic action to use a magic item that
Attack. The following effects are now among requires that action.
your Cunning Strike options.
Parrying Stance (Cost: 2d6). Roll a d6. Until 3RD LEVEL: SECOND-STORY WORK
the start of your next turn, you gain a bonus to You have trained to reach especially hard-to-
your AC equal to the number rolled. reach places, granting you these benefits:
Invigorate (Cost: 2d6). Choose a creature you
can see within 30 feet of yourself. Until the end Climber. You gain a Climb Speed equal to your
of that creature’s next turn, whenever it makes Speed. On your turn, you can move on a ceiling
an attack roll or a saving throw, it can roll a d6 without making an ability check, provided
and add the number rolled to the attack roll or there is at least one handhold during the move,
saving throw. but you fall if you end the turn there without a
handhold.
17TH LEVEL: MASTER DUELIST Jumper. Your jump distance is determined by
Immediately after you use your Sneak Attack, your Dexterity rather than your Strength.
you can make another attack against the same
target, provided you are within 5 feet of it and no
9TH LEVEL: SUPREME SNEAK
You gain the following Cunning Strike option.
other creatures are within 5 feet of you.
Stealth Attack (Cost: 1d6). If you have the
THIEF Hide action’s Invisible condition, this attack
doesn’t end that condition on you if you end the
A mix of burglar, treasure hunter, and explorer, turn behind Three-Quarters Cover or Total
you are the consummate adventurer. In addition Cover.
to improving your agility and stealthiness, you
gain abilities useful for delving into ruins and

©2023 Wizards of the Coast LLC 54


13TH LEVEL: USE MAGIC DEVICE
In your treasure hunting, you have learned how
to maximize use of magic items, granting you the
following benefits:

Attunement. You can attune to up to four magic


items at once.
Charges. Whenever you use a magic item
property that expends charges, roll a d6. On a
roll of 6, you use the property without
expending the charges.
Scrolls. You can use any Spell Scroll, using
Intelligence as your Spellcasting Ability for the
spell. If the spell is a cantrip or a 1st-level spell,
you can cast it reliably. If the scroll contains a
higher-level spell, you must first succeed on an
Intelligence (Arcana) check with a DC equal to
10 plus the spell’s level. On a successful check,
you cast the spell from the scroll. On a failed
check, the scroll disintegrates.
17TH LEVEL: THIEF’S REFLEXES
You are adept at laying ambushes and quickly
escaping danger. You can take two turns during
the first round of any combat. You take your first
turn at your normal Initiative and your second
turn at your Initiative minus 10.

©2023 Wizards of the Coast LLC 55


SPELLS Lvl
0
Spell
Frostbite†
School
Evocation
Ritual
No
This section presents new or revised spells for 0 Light Evocation No
you to playtest. It also includes the Arcane, 0 Mage Hand Conjuration No
Divine, and Primal spell lists.
0 Mending Transmut. No
In the spell lists, the following symbols appear;
0 Message Transmut. No
here are their meanings:
0 Mind Sliver‡ Enchantment No
† Xanathar’s Guide to Everything spell 0 Minor Illusion Illusion No
‡ Tasha’s Cauldron of Everything spell 0 Poison Spray Conjuration No
* Changed school of magic 0 Prestidigitation Transmut. No
SOURCE OF A SPELL 0 Ray of Frost Evocation No
0 Shocking Grasp Evocation No
The magical source of a spell is noted in 0 Thunderclap† Evocation No
parenthesis after the spell’s school of magic. The
0 Toll the Dead† Necromancy No
main sources are Arcane, Divine, and Primal.
Some spells are from a class, such as Sorcerer 0 True Strike Divination No
or Wizard. You can cast such a spell only if a 1 Alarm Abjuration Yes
feature gives you access to it. 1 Armor of Agathys Abjuration No
1 Arms of Hadar Conjuration No
ARCANE SPELL LIST 1 Burning Hands Evocation No
An Arcane spell draws on the ambient magic of 1 Charm Person Enchantment No
the multiverse. Sorcerers, Warlocks, and 1 Chromatic Orb Evocation No
Wizards are among those who harness this 1 Color Spray Illusion No
magic. 1 Comprehend Divination Yes
The Arcane Spells table is a partial list of Languages
Arcane spells. The table provides a spell’s level, 1 Detect Magic Divination Yes
name, and school of magic. The list also indicates 1 Disguise Self Illusion No
whether a spell has the Ritual tag. 1 Dissonant Whispers Enchantment No
1 Expeditious Retreat Transmut. No
DESIGN NOTE: UPDATES TO THE ARCANE LIST
1 False Life Necromancy No
Here are the changes to this list since its last
1 Feather Fall Transmut. No
playtest version:
1 Find Familiar Conjuration Yes
• Cantrips have been added to the list: 1 Fog Cloud Conjuration No
Elementalism, Frostbite, Mind Sliver, 1 Grease Conjuration No
Thunderclap, and Toll the Dead. 1 Hellish Rebuke Evocation No
• Dissonant Whispers has returned to this list.
1 Identify Divination Yes
• Hex has been removed from the list. It’s now a
1 Illusory Script Illusion Yes
Warlock-exclusive spell.
1 Jump Transmut. No
• Shatter is once again an Evocation.
1 Longstrider Transmut. No
• Thunderwave is once again an Evocation.
1 Mage Armor Abjuration No
ARCANE SPELLS 1 Magic Missile Evocation No
Lvl Spell School Ritual 1 Protection from Evil Abjuration No
0 Acid Splash Conjuration No and Good
0 Blade Ward Abjuration No 1 Ray of Sickness Necromancy No
0 Chill Touch Necromancy No 1 Shield Abjuration No
0 Dancing Lights Illusion* No 1 Silent Image Illusion No
0 Elementalism Transmut. No 1 Sleep Enchantment No
0 Fire Bolt Evocation No 1 Tasha’s Hideous Enchantment No
0 Friends Enchantment No Laughter

©2023 Wizards of the Coast LLC 56


Lvl Spell School Ritual Lvl Spell School Ritual
1 Tenser’s Floating Conjuration Yes 3 Dispel Magic Abjuration No
Disk 3 Fear Illusion No
1 Thunderwave Evocation No 3 Fireball Evocation No
1 Unseen Servant Conjuration Yes 3 Fly Transmut. No
1 Witch Bolt Evocation No 3 Gaseous Form Transmut. No
2 Alter Self Transmut. No 3 Glyph of Warding Abjuration No
2 Arcane Lock Abjuration No 3 Haste Transmut. No
2 Blindness/ Transmut.* No 3 Hunger of Hadar Conjuration No
Deafness
3 Hypnotic Pattern Illusion No
2 Blur Illusion No
3 Leomund’s Tiny Hut Evocation Yes
2 Calm Emotions Enchantment No
3 Lightning Bolt Evocation No
2 Cloud of Daggers Conjuration No
3 Magic Circle Abjuration No
2 Continual Flame Evocation No
3 Major Image Illusion No
2 Crown of Madness Enchantment No
3 Nondetection Abjuration No
2 Darkness Evocation No
3 Phantom Steed Illusion Yes
2 Darkvision Transmut. No
3 Protection from Abjuration No
2 Detect Thoughts Divination No
Energy
2 Enlarge/Reduce Transmut. No 3 Remove Curse Abjuration No
2 Enthrall Enchantment No 3 Sending Divination* No
2 Flaming Sphere Evocation* No 3 Sleet Storm Conjuration No
2 Gust of Wind Evocation No 3 Slow Transmut. No
2 Hold Person Enchantment No 3 Stinking Cloud Conjuration No
2 Invisibility Illusion No 3 Tongues Divination No
2 Knock Transmut. No 3 Vampiric Touch Necromancy No
2 Levitate Transmut. No 3 Water Breathing Transmut. Yes
2 Locate Object Divination No 4 Arcane Eye Divination No
2 Magic Mouth Illusion Yes 4 Banishment Abjuration No
2 Magic Weapon Transmut. No 4 Blight Necromancy No
2 Melf’s Acid Arrow Evocation No 4 Compulsion Enchantment No
2 Mirror Image Illusion No 4 Confusion Enchantment No
2 Misty Step Conjuration No 4 Conjure Minor Conjuration No
2 Nystul’s Magic Illusion No Elementals
Aura 4 Control Water Transmut. No
2 Phantasmal Force Illusion No 4 Dimension Door Conjuration No
2 Ray of Necromancy No 4 Evard’s Black Conjuration No
Enfeeblement Tentacles
2 Rope Trick Transmut. No 4 Fabricate Transmut. No
2 Scorching Ray Evocation No 4 Fire Shield Evocation No
2 See Invisibility Divination No 4 Greater Invisibility Illusion No
2 Shatter Evocation No 4 Hallucinatory Illusion No
2 Spider Climb Transmut. No Terrain
2 Suggestion Enchantment No 4 Ice Storm Evocation No
2 Web Conjuration No 4 Leomund’s Secret Conjuration No
3 Animate Dead Necromancy No Chest
3 Bestow Curse Necromancy No 4 Locate Creature Divination No
3 Blink Transmut. No 4 Mordenkainen’s Conjuration No
Faithful Hound
3 Clairvoyance Divination No
4 Mordenkainen’s Abjuration No
3 Counterspell Abjuration No Private Sanctum

©2023 Wizards of the Coast LLC 57


Lvl Spell School Ritual Lvl Spell School Ritual
4 Otiluke’s Resilient Evocation No 6 Otiluke’s Freezing Evocation No
Sphere Sphere
4 Phantasmal Killer Illusion No 6 Otto’s Irresistible Enchantment No
4 Polymorph Transmut. No Dance
4 Stone Shape Transmut. No 6 Programmed Illusion No
Illusion
4 Stoneskin Transmut.* No
6 Sunbeam Evocation No
4 Wall of Fire Evocation No
6 True Seeing Divination No
5 Animate Objects Transmut. No
6 Wall of Ice Evocation No
5 Bigby’s Hand Evocation No
7 Delayed Blast Evocation No
5 Cloudkill Conjuration No Fireball
5 Cone of Cold Evocation No 7 Etherealness Transmut. No
5 Conjure Elemental Conjuration No 7 Finger of Death Necromancy No
5 Contact Other Divination Yes 7 Forcecage Evocation No
Plane 7 Mirage Arcane Illusion No
5 Creation Illusion No
7 Mordenkainen’s Conjuration No
5 Dominate Person Enchantment No Magnificent
5 Dream Illusion No Mansion
5 Geas Enchantment No 7 Mordenkainen’s Evocation No
5 Hold Monster Enchantment No Sword
7 Plane Shift Conjuration No
5 Legend Lore Divination No
7 Prismatic Spray Evocation No
5 Mislead Illusion No
7 Project Image Illusion No
5 Modify Memory Enchantment No
7 Reverse Gravity Transmut. No
5 Passwall Transmut. No
7 Sequester Transmut. No
5 Planar Binding Abjuration No
7 Simulacrum Illusion No
5 Rary’s Telepathic Divination Yes
Bond 7 Symbol Abjuration No
5 Scrying Divination No 7 Teleport Conjuration No
5 Seeming Illusion No 8 Antimagic Field Abjuration No
5 Telekinesis Transmut. No 8 Antipathy/ Enchantment No
5 Teleportation Circle Conjuration No Sympathy
8 Clone Necromancy No
5 Wall of Force Evocation No
8 Control Weather Transmut. No
5 Wall of Stone Evocation No
8 Demiplane Conjuration No
6 Arcane Gate Conjuration No
8 Dominate Monster Enchantment No
6 Chain Lightning Evocation No
8 Feeblemind Enchantment No
6 Circle of Death Necromancy No
8 Glibness Enchantment* No
6 Contingency Abjuration* No
8 Incendiary Cloud Conjuration No
6 Create Undead Necromancy No
8 Maze Conjuration No
6 Disintegrate Transmut. No
8 Mind Blank Abjuration No
6 Eyebite Necromancy No
8 Power Word Stun Enchantment No
6 Flesh to Stone Transmut. No
8 Sunburst Evocation No
6 Globe of Abjuration No
Invulnerability 8 Telepathy Divination* No
6 Guards and Wards Abjuration No 9 Astral Projection Necromancy No
6 Instant Summons Conjuration Yes 9 Foresight Divination No
6 Magic Jar Necromancy No 9 Gate Conjuration No
6 Mass Suggestion Enchantment No 9 Imprisonment Abjuration No
6 Move Earth Transmut. No 9 Meteor Swarm Evocation No
9 Power Word Kill Enchantment No

©2023 Wizards of the Coast LLC 58


Lvl Spell School Ritual Lvl Spell School Ritual
9 Prismatic Wall Abjuration No 1 Divine Favor Transmut.* No
9 Shapechange Transmut. No 1 Guiding Bolt Evocation No
9 Time Stop Transmut. No 1 Healing Word Abjuration* No
9 True Polymorph Transmut. No 1 Heroism Enchantment No
9 Weird Illusion No 1 Inflict Wounds Necromancy No
9 Wish Conjuration No 1 Protection from Evil Abjuration No
and Good
DIVINE SPELL LIST 1 Purify Food and
Drink
Transmut. Yes

A Divine spell draws on the power of gods and 1 Sanctuary Abjuration No


the Outer Planes. Clerics and Paladins harness 1 Searing Smite Evocation No
this magic. 1 Shield of Faith Abjuration No
The Divine Spells table is a partial list of Divine 1 Wrathful Smite Necromancy* No
spells. The table provides a spell’s level, name,
2 Aid Abjuration No
and school of magic. The list also indicates
whether a spell has the Ritual tag. 2 Augury Divination Yes
2 Blindness/ Transmut.* No
DESIGN NOTE: UPDATES TO THE DIVINE LIST Deafness
Here are the changes to this list since its last 2 Calm Emotions Enchantment No
playtest version: 2 Find Traps Divination No
2 Gentle Repose Necromancy Yes
• Cantrips have been added to the list: Toll the
2 Hold Person Enchantment No
Dead and Word of Radiance.
2 Lesser Restoration Abjuration No
• Smite spells have been removed from the list,
2 Locate Object Divination No
except Searing Smite and Wrathful Smite. The
removed smite spells are now exclusive to the 2 Magic Weapon Transmut. No
Paladin. 2 Prayer of Healing Abjuration* No
• Find Steed has been removed. It’s now a Paladin- 2 Protection from Abjuration No
exclusive spell. Poison
2 Silence Illusion Yes
DIVINE SPELLS 2 Spiritual Weapon Evocation No
Lvl Spell School Ritual 2 Warding Bond Abjuration No
0 Guidance Divination No 2 Zone of Truth Enchantment No
0 Light Evocation No 3 Aura of Vitality Abjuration* No
0 Resistance Abjuration No 3 Beacon of Hope Abjuration No
0 Sacred Flame Evocation No 3 Clairvoyance Divination No
0 Spare the Dying Necromancy No 3 Create Food and Conjuration No
0 Thaumaturgy Transmut. No Water
3 Crusader’s Mantle Transmut.* No
0 Toll the Dead† Necromancy No
3 Daylight Evocation No
0 Word of Radiance† Evocation No
3 Dispel Magic Abjuration No
1 Bane Enchantment No
3 Feign Death Necromancy Yes
1 Bless Enchantment No
3 Glyph of Warding Abjuration No
1 Command Enchantment No
3 Magic Circle Abjuration No
1 Compelled Duel Enchantment No
3 Mass Healing Word Abjuration* No
1 Cure Wounds Abjuration* No
3 Remove Curse Abjuration No
1 Detect Evil and Divination No
Good 3 Revivify Necromancy No
1 Detect Magic Divination Yes 3 Speak with Dead Necromancy No
1 Detect Poison and Divination Yes 3 Spirit Guardians Conjuration No
Disease 3 Tongues Divination No

©2023 Wizards of the Coast LLC 59


Lvl Spell School Ritual Lvl Spell School Ritual
4 Aura of Life Abjuration No 9 Foresight Divination No
4 Aura of Purity Abjuration No 9 Gate Conjuration No
4 Banishment Conjuration* No 9 Mass Heal Abjuration* No
4 Death Ward Abjuration No 9 Power Word Heal Enchantment* No
4 Divination Divination Yes 9 True Resurrection Necromancy No
4 Freedom of Abjuration No
Movement PRIMAL SPELL
4 Guardian of Faith Conjuration No
4 Locate Creature Divination No
A Primal spell draws on the forces of nature and
the Inner Planes. Druids and Rangers harness
5 Circle of Power Abjuration No
this magic.
5 Commune Divination Yes The Primal Spells table is a partial list of
5 Contagion Necromancy No Primal spells. The table provides a spell’s level,
5 Destructive Wave Evocation No name, and school of magic. The list also indicates
5 Dispel Evil and Abjuration No whether a spell has the Ritual tag.
Good
5 Flame Strike Evocation No DESIGN NOTE: UPDATES TO THE PRIMAL LIST
5 Geas Enchantment No Here are the changes to this list since its last
5 Greater Abjuration No playtest version:
Restoration
• Cantrips have been added to the list:
5 Hallow Abjuration* No
Elementalism, Frostbite, and Thunderclap.
5 Legend Lore Divination No
• Hunter’s Mark has been removed. It’s now a
5 Mass Cure Wounds Abjuration* No
Ranger-exclusive spell.
5 Planar Binding Abjuration No • Conjure Barrage and Conjure Volley have been
5 Raise Dead Necromancy No removed. They’re now Ranger-exclusive spells.
5 Scrying Divination No
6 Blade Barrier Evocation No PRIMAL SPELLS
6 Find the Path Divination No Lvl Spell School Ritual
0 Druidcraft Transmut. No
6 Forbiddance Abjuration Yes
0 Elementalism Transmut. No
6 Harm Necromancy No
0 Frostbite† Evocation No
6 Heal Abjuration* No
0 Guidance Divination No
6 Heroes’ Feast Conjuration No
0 Mending Transmut. No
6 Planar Ally Conjuration No
0 Message Transmut. No
6 Sunbeam Evocation No
0 Poison Spray Conjuration No
6 True Seeing Divination No
0 Produce Flame Evocation* No
6 Word of Recall Conjuration No
0 Resistance Abjuration No
7 Conjure Celestial Conjuration No
0 Shillelagh Transmut. No
7 Divine Word Evocation No
0 Spare the Dying Necromancy No
7 Etherealness Transmut. No
0 Thorn Whip Transmut. No
7 Plane Shift Conjuration No
0 Thunderclap† Evocation No
7 Regenerate Transmut. No
1 Animal Friendship Enchantment No
7 Resurrection Necromancy No
1 Create or Destroy Transmut. No
7 Symbol Abjuration No
Water
8 Antimagic Field Abjuration No 1 Cure Wounds Abjuration* No
8 Antipathy/ Enchantment 1 Detect Magic Divination Yes
Sympathy
1 Detect Poison and Divination Yes
8 Holy Aura Abjuration No
Disease
8 Sunburst Evocation No 1 Ensnaring Strike Conjuration No
9 Astral Projection Necromancy No

©2023 Wizards of the Coast LLC 60


Lvl Spell School Ritual Lvl Spell School Ritual
1 Entangle Conjuration No 3 Protection from Abjuration No
1 Faerie Fire Evocation No Energy
1 Fog Cloud Conjuration No 3 Revivify Necromancy No
1 Goodberry Transmut. No 3 Sleet Storm Conjuration No
1 Hail of Thorns Conjuration No 3 Speak with Plants Transmut. No
1 Healing Word Abjuration* No 3 Water Breathing Transmut. Yes
1 Jump Transmut. No 3 Water Walk Transmut. Yes
1 Longstrider Transmut. No 3 Wind Wall Evocation No
1 Purify Food and Transmut. Yes 4 Conjure Minor Conjuration No
Drink Elementals
1 Speak with Animals Divination Yes 4 Conjure Woodland Conjuration No
Beings
1 Thunderwave Transmut.* No
4 Control Water Transmut. No
2 Animal Messenger Enchantment Yes
4 Dominate Beast Enchantment No
2 Augury Divination Yes
4 Freedom of Abjuration No
2 Barkskin Transmut. No Movement
2 Beast Sense Divination Yes 4 Giant Insect Transmut. No
2 Cordon of Arrows Transmut. No 4 Grasping Vine Conjuration No
2 Darkvision Transmut. No 4 Ice Storm Evocation No
2 Enhance Ability Transmut. No 4 Locate Creature Divination No
2 Enlarge/Reduce Transmut. No 4 Polymorph Transmut. No
2 Find Traps Divination No 4 Stone Shape Transmut. No
2 Flame Blade Evocation No 4 Stoneskin Transmut.* No
2 Flaming Sphere Evocation* No 4 Wall of Fire Evocation No
2 Gentle Repose Necromancy Yes 5 Antilife Shell Abjuration No
2 Gust of Wind Evocation No 5 Awaken Transmut. No
2 Heat Metal Transmut. No 5 Commune with Divination Yes
2 Lesser Restoration Abjuration No Nature
2 Locate Animals or Divination Yes 5 Conjure Elemental Conjuration No
Plants 5 Greater Restoration Abjuration No
2 Locate Object Divination No 5 Insect Plague Conjuration No
2 Moonbeam Evocation No 5 Mass Cure Wounds Abjuration* No
2 Pass without Trace Abjuration No 5 Reincarnate Necromancy* No
2 Protection from Abjuration No 5 Scrying Divination No
Poison 5 Swift Quiver Transmut. No
2 Silence Illusion Yes
5 Tree Stride Conjuration No
2 Spike Growth Transmut. No
5 Wall of Stone Evocation No
3 Call Lightning Conjuration No
6 Conjure Fey Conjuration No
3 Conjure Animals Conjuration No
6 Find the Path Divination No
3 Daylight Evocation No
6 Heal Abjuration* No
3 Dispel Magic Abjuration No
6 Move Earth Transmut. No
3 Elemental Weapon Transmut. No
6 Sunbeam Evocation No
3 Feign Death Necromancy Yes
6 Transport via Conjuration No
3 Lightning Arrow Transmut. No Plants
3 Mass Healing Word Abjuration* No 6 Wall of Ice Evocation No
3 Meld into Stone Transmut. Yes 6 Wall of Thorns Conjuration No
3 Nondetection Abjuration No 6 Wind Walk Transmut. No
3 Plant Growth Transmut. No 7 Fire Storm Evocation No

©2023 Wizards of the Coast LLC 61


Lvl Spell School Ritual • Elementalism is a new cantrip on the Arcane and
7 Regenerate Transmut. No Primal spell lists.
7 Reverse Gravity Transmut. No • Hunter’s Mark is now a Ranger-exclusive spell,
8 Animal Shapes Transmut. No and it can deal its extra damage only once per
8 Control Weather Transmut. No turn. Its damage now increases at higher levels.
8 Earthquake Transmut.* No • Power Word Heal is now an Enchantment spell,
8 Sunburst Evocation No and its range is increased to 60 feet.
8 Tsunami Conjuration No • Power Word Kill now deals damage to a target
9 Power Word Heal Abjuration* No that has more than 100 Hit Points.
9 Shapechange Transmut. No • Searing Smite now deals its ongoing damage
before the saving throw is made, and it doesn’t
9 Storm of Conjuration No
Vengeance require Concentration.
9 True Resurrection Necromancy No • Shining Smite (formerly Glimmering Smite) now
prevents the target from benefiting from the
SPELL DESCRIPTIONS Invisible condition.
• Thunderous Smite is once again an Evocation.
The following spells are presented in • Vicious Mockery now scales only with your Bard
alphabetical order. level, and its damage has increased from 1d4 to
1d6. You can also target a creature you can see
DESIGN NOTE: SPELL UPDATES
or hear, not just see, and that creature doesn’t
Here are the main updates in this section since its
need to hear you to be affected by the magic.
last playtest version:
• Wrathful Smite no longer requires
• Smite spells now work with melee weapons and Concentration, its school is now Necromancy,
Unarmed Strikes, not ranged weapons, and only and it deals Necrotic damage rather than Psychic.
two of the spells—Searing Smite and Wrathful
Smite—are on the Divine spell list. The rest of BANISHING SMITE
them are Paladin-exclusive spells. 5th-Level Conjuration Spell (Paladin)
• Banishing Smite once again requires Casting Time: Bonus Action, which you take
Concentration, but it allows only one saving immediately after hitting a creature with a
throw, not one at the end of each of the target’s melee weapon or an Unarmed Strike
turns. As in 2014, it doesn’t permanently banish Range: Self
certain creatures, which is the domain of the Component: V
Banishment spell. Duration: Concentration, up to 1 minute
• Blinding Smite has no initial saving throw, As you hit the creature, your strike erupts with
meaning the target is Blinded automatically, but divine power. The target hit by the strike takes
the target can end the effect with subsequent an extra 5d10 Force damage from the attack. If
saves. The school is now Evocation rather than the attack reduces the target to 50 Hit Points or
Transmutation. fewer, the target must succeed on a Charisma
• Conjure Barrage is now a Ranger-exclusive spell, saving throw or be transported to a harmless
and it now works with any melee weapon. It demiplane for the duration.
deals 5d8 damage rather than 3d8, and it has While in the demiplane, the target has the
gained an “At Higher Levels” section. Incapacitated condition. When the spell ends on
• Conjure Volley is now a Ranger-exclusive spell, the target, it reappears in the space it left or in
and it works with any melee weapon. the nearest unoccupied space if that space is
• Divine Smite is a new Paladin-exclusive spell, occupied.
designed to unify the smite family of effects.
Before they were all spells except Divine Smite. BLINDING SMITE
Now they’re all spells, making it easier to figure 3rd-Level Evocation Spell (Paladin)
out how to use these effects from turn to turn. Casting Time: Bonus Action, which you take
immediately after hitting a creature with a
melee weapon or an Unarmed Strike

©2023 Wizards of the Coast LLC 62


Range: Self 8d8 Force damage on a failed save, or half as
Component: V much damage on a successful one.
Duration: 1 minute
As you hit the target, your strike flares with light.
DIVINE SMITE
The target hit by the strike takes an extra 3d8 1st-Level Evocation Spell (Paladin)
Radiant damage from the attack, and the target Casting Time: Bonus Action, which you take
has the Blinded condition until the spell ends. At immediately after hitting a target with a melee
the end of each of its turns, the Blinded target weapon or an Unarmed Strike
repeats the saving throw, ending the spell on Range: Self
itself on a success. Component: V
At Higher Levels. When you cast this spell Duration: Instantaneous
using a spell slot of 4th level or higher, the extra
As you hit the target, your strike glows with
damage increases by 1d8 for each slot level
divine power. The target takes an extra 2d8
above 3rd.
Radiant damage from the attack. The damage
increases by 1d8 if the target is a Fiend or an
CONJURE BARRAGE Undead.
3rd-Level Conjuration Spell (Ranger)
At Higher Levels. When you cast this spell
Casting Time: Action using a spell slot of 2nd level or higher, the
Range: Self (60-foot cone) damage increases by 1d8 for each slot level
Components: V, S, M (a melee or ranged weapon above 1st.
worth at least 1 CP)
Duration: Instantaneous ELEMENTALISM
You brandish the weapon used to cast the spell Transmutation Cantrip (Arcane, Primal)
and conjure similar spectral weapons (or Casting Time: Action
ammunition appropriate to the weapon) that Range: 30 feet
shoot forward and then disappear. Each creature Components: V, S
of your choice that you can see in a 60-foot cone Duration: Instantaneous
must succeed on a Dexterity saving throw. A
You exert control over the elements, creating
creature takes 5d8 Force damage on a failed
one of the following effects within range:
save, or half as much damage on a successful
one. Beckon Air. You create a breeze strong enough
At Higher Levels. When you cast this spell to ripple cloth, stir dust, rustle leaves, and
using a spell slot of 4th level or higher, the close open doors and shutters, all in a 5-foot
damage increases by 1d8 for each slot level cube. Doors and shutters being held open by
above 3rd. someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust
CONJURE VOLLEY or sand that covers surfaces in a 5-foot-square
5th-Level Conjuration Spell (Ranger) area, or you cause a single word to appear in
Casting Time: Action your handwriting in a patch of dirt or sand.
Range: 150 feet Beckon Fire. You create a thin cloud of harmless
Components: V, S, M (a melee or ranged weapon embers and colored, scented smoke in a 5-foot
worth at least 1 CP) cube. You choose the color and scent, and the
Duration: Instantaneous embers can light candles, torches, or lamps in
that area. The smoke’s scent lingers for 1
You brandish the weapon used to cast the spell minute.
and choose a point within range. Hundreds of Beckon Water. You create a spray of cool mist
similar spectral weapons (or ammunition that lightly dampens creatures and objects in a
appropriate to the weapon) fall in a volley from 5-foot cube. Alternatively, you create 1 cup of
above and then disappear. Each creature of your clean water either in an open container or on a
choice that you can see in a 40-foot-radius, 20- surface, and the water evaporates in 1 minute.
foot-high cylinder centered on that point must
make a Dexterity saving throw. A creature takes

©2023 Wizards of the Coast LLC 63


Sculpt Element. You cause dirt, sand, fire, STR DEX CON INT WIS CHA
smoke, mist, or water that can fit in a 1-foot 18 (+4) 12 (+1) 14 (+2) 6 (–2) 12 (+1) 8 (–1)
cube to assume a crude shape (such as that of a Senses Passive Perception 11
creature or an object) for 1 hour. Languages Telepathy 1 mile (only between you and the
steed)
FIND STEED Challenge — Proficiency Bonus equals your bonus
2nd-Level Conjuration Spell (Paladin)
Life Bond. When you regain Hit Points from a spell of 1st
Casting Time: Action level or higher, the steed regains the same number of
Range: 30 feet Hit Points if you’re within 5 feet of it.
Component: V, S
Duration: Instantaneous ACTIONS
Otherworldly Slam. Melee Spell Attack: your Spell
You gain the service of an otherworldly being, Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +
which manifests as a loyal steed in an the spell’s level of Radiant damage (Celestial), Psychic
unoccupied space of your choice within range. damage (Fey), or Necrotic damage (Fiend).
This creature uses the Otherworldly Steed stat
block. If you already have a steed from this spell, BONUS ACTIONS
your steed is replaced by the new one. Fey Step (Fey Only; Recharges after a Long Rest). The
The steed resembles a Large, rideable animal steed teleports, along with its rider, to an unoccupied
space of your choice up to 60 feet away from itself.
of your choice, such as a horse, a camel, a dire
wolf, or an elk. Whenever you cast the spell, Fell Glare (Fiend Only; Recharges after a Long Rest).
choose the steed’s creature type—Celestial, Fey, The steed’s eyes gleam with fiendish light as it targets
or Fiend—which determines certain traits in the one creature it can perceive up to 60 feet away. The
stat block. target must succeed on a Wisdom saving throw against
Combat. The steed is an ally to you and your your Spell Save DC or have the Frightened condition
companions. In combat, it shares your initiative until the end of your next turn.
count, and it functions as a controlled mount Healing Touch (Celestial Only; Recharges after a Long
while you ride it (as defined in the rules on Rest). The steed touches another creature and restores
mounted combat). If you have the Incapacitated a number of Hit Points to it equal to 2d8 + the spell’s
condition, the steed takes its turn immediately level.
after yours and acts independently, focusing on
protecting you. HUNTER’S MARK
Disappearance of the Steed. The steed 1st-Level Divination Spell (Ranger)
disappears if it drops to 0 Hit Points, if you Casting Time: Bonus Action
dismiss it as a Bonus Action, or if you die. When Range: 90 feet
it disappears, it leaves behind anything it was Components: V
wearing or carrying. If you cast this spell again, Duration: Concentration, up to 1 hour
you decide whether you summon the steed that
disappeared or a different one. You choose one creature you can see within
At Higher Levels. When you cast this spell range and magically mark it as your quarry. Until
using a Spell Slot of 3rd level or higher, use the the spell ends, you deal an extra 1d6 Force
higher level wherever the spell’s level appears in damage to the target the first time you hit it with
the stat block. an attack roll on any turn. You also have
Advantage on any Wisdom (Perception or
OTHERWORLDLY STEED Survival) check you make to find it.
Large Celestial, Fey, or Fiend (Choose When Casting the If the target drops to 0 Hit Points before this
Spell), Neutral spell ends, you can use a Bonus Action to mark a
new creature.
Armor Class 10 + 1 per spell level (natural armor) At Higher Levels. When you cast this spell
Hit Points 5 + 10 per spell level (the steed has a number using a spell slot of 3rd or 4th level, you can
of Hit Dice [d10s] equal to the spell’s level)
maintain your concentration on the spell for up
Speed 60 ft., Fly 60 ft. (requires 4th-level spell or higher)
to 8 hours, and the extra damage increases to
2d6. When you use a spell slot of 5th level or
higher, you can maintain your concentration on

©2023 Wizards of the Coast LLC 64


the spell for up to 24 hours, and the extra SHINING SMITE
damage increases to 3d6. 2nd-Level Transmutation Spell (Paladin)

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

©2023 Wizards of the Coast LLC 65


damage from the attack. Additionally, if the
target is a creature, it must succeed on a
FEATS
Strength saving throw or be pushed 10 feet away This section offers a collection of character feats,
from you and have the Prone condition. which are special features not tied to a single
At Higher Levels. When you cast this spell character class.
using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level PARTS OF A FEAT
above 1st.
The description of a feat contains the following
parts, which are presented after the feat’s name:
VICIOUS MOCKERY
Enchantment Cantrip (Bard) Prerequisite. You must meet any prerequisite
Casting Time: Action specified in a feat to take that feat unless a
Range: 60 feet special feature allows you to take the feat
Components: V without the prerequisite. If a prerequisite is a
Duration: Instantaneous level, your character level must meet or exceed
that level. If a prerequisite is a class, you must
You unleash a string of insults laced with subtle have at least one level in that class to qualify
enchantments at one creature you can see or for the feat.
hear within range. The target must succeed on a Benefit. The benefit of the feat is then detailed. If
Wisdom saving throw or take 1d6 Psychic you have a feat, you gain its benefit.
damage and have Disadvantage on the next Repeatable. A feat can be taken only once
attack roll it makes before the end of its next unless it contains a section allowing it to be
turn. taken more than once.
Cantrip Upgrade. This spell’s damage
increases by 1d6 when you reach certain Bard BONUS FEATS AT 20TH LEVEL
levels: 5th level (2d6), 11th level (3d6), and 17th A DM can use bonus feats as a form of
level (4d6). advancement after characters reach 20th level to
provide greater power to characters who have no
WRATHFUL SMITE more levels to gain. With this approach, each
1st-Level Necromancy Spell (Divine) character gains one feat of their choice for every
30,000 XP the character earns above 355,000 XP.
Casting Time: Bonus Action, which you take
Epic Boon feats are especially appropriate for these
immediately after hitting a creature with a
melee weapon or an Unarmed Strike bonus feats, but a player can choose any feat for
Range: Self which their 20th-level character qualifies.
Component: V
Duration: 1 minute
FEAT DESCRIPTIONS
Here are descriptions of some feats that are
As you hit the creature, your strike channels
available to characters using this playtest article.
divine wrath. The target takes an extra 1d6
Playtest characters can also select feats from
Necrotic damage from the attack, and it must
previous installments of the 2022 Unearthed
succeed on a Wisdom saving throw or have the
Arcana series.
Frightened condition until the spell ends. At the
If a feat appears in this article and also in one
end of each of its turns, the Frightened target
of those earlier articles, please use the version of
repeats the saving throw, ending the spell on
the feat in this article.
itself on a success.
The following feats are presented in
At Higher Levels. When you cast this spell
alphabetical order.
using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level DESIGN NOTE: FEAT UPDATES
above 1st. Here are the main changes in the feats here:
• Ability Score Improvement now allows an ability
score to go as high as 22 if the feat is taken at
19th level.

©2023 Wizards of the Coast LLC 66


• Fighting Style feats have a new prerequisite: the FIGHTING STYLE: TWO-WEAPON FIGHTING
Fighting Style feature. Prerequisite: Fighting Style Feature
• Fighting Style: Protection has returned to
When you make the extra attack granted by the
imposing Disadvantage.
Light weapon property, you can add your ability
ABILITY SCORE IMPROVEMENT modifier to the damage of the extra attack.
Prerequisite: 4th+ Level
You increase one ability score of your choice by
WEAPONS
2, or you increase two ability scores of your This section contains playtest versions of
choice by 1. You can’t increase an ability score weapons in the Player’s Handbook. Here you’ll
above 20 using this feat. However, if you are at find weapon tables, several revised weapon
least 19th level, that maximum increases to 22. properties, and a new type of property: Mastery
Repeatable. You can take this feat more than properties.
once.
DESIGN NOTE: WEAPON UPDATES
FIGHTING STYLE: ARCHERY Here are the new elements in this weapons
Prerequisite: Fighting Style Feature section:
You gain a +2 bonus to attack rolls you make • Each weapon now has a Mastery property, a
with Ranged weapons. special property that requires a feature to
unlock. The Mastery properties are described in
FIGHTING STYLE: DEFENSE this document.
Prerequisite: Fighting Style Feature • Shortsword has returned to being a Martial
While you are wearing armor, you gain a +1 weapon.
bonus to Armor Class. • The Net, which doesn’t deal damage, is now
adventuring gear rather than a weapon. See
FIGHTING STYLE: DUELING “Adventuring Gear” below for the item’s playtest
Prerequisite: Fighting Style Feature description.
• The Trident’s damage die has changed from 1d6
When you are wielding a Melee weapon in one
to 1d8, and its Versatile die is now 1d10 rather
hand and no other weapons, you gain a +2 bonus
than 1d8.
to damage rolls with that weapon.
• The Lance has the Heavy and Two-Handed
FIGHTING STYLE: GREAT WEAPON FIGHTING properties rather than the Special property
Prerequisite: Fighting Style Feature (which imposed Disadvantage on some of its
attack rolls), and its damage die has changed
When you roll a 1 or 2 on a damage die for an from 1d12 to 1d10.
attack you make with a Melee weapon that you • The War Pick now has the Versatile property.
are wielding with two hands, you can reroll the
• The Musket and Pistol, which previously
die, and you must use the new roll. The weapon
appeared in the Dungeon Master’s Guide, now
must have the Two-Handed or Versatile
appear in the Martial Weapons: Ranged table. As
property to gain this benefit.
always, the DM oversees what is available for
FIGHTING STYLE: PROTECTION purchase in shops.
Prerequisite: Fighting Style Feature • The Light property now appears in the “Weapon
Properties” section rather than in the glossary.
When a creature you can see attacks a target • The Thrown property now allows you to draw a
other than you that is within 5 feet of you, you weapon as part of the ranged attack.
can use your Reaction to interpose your Shield
and impose Disadvantage on the attack roll. You
must be wielding a Shield to use this Reaction.

©2023 Wizards of the Coast LLC 67


WEAPON TABLES
SIMPLE WEAPONS: MELEE
Weapon Damage Properties Mastery Weight Cost
Club 1d4 Bludgeoning Light Slow 2 lb. 1 SP
Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP
Greatclub 1d8 Bludgeoning Two-Handed Push 10 lb. 2 SP
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb. 5 GP
Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 5 SP
Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) Nick 2 lb. 2 GP
Mace 1d6 Bludgeoning — Sap 4 lb. 5 GP
Quarterstaff 1d6 Bludgeoning Versatile (1d8) Flex 4 lb. 2 SP
Sickle 1d4 Slashing Light Nick 2 lb. 1 GP
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Flex 3 lb. 1 GP

SIMPLE WEAPONS: RANGED


Name Damage Properties Mastery Weight Cost
Crossbow, Light 1d8 Piercing Ammunition (Range 80/320), Loading, Two- Slow 5 lb. 25 GP
Handed
Dart 1d4 Piercing Finesse, Thrown (Range 20/60) Vex 1/4 lb. 5 CP
Shortbow 1d6 Piercing Ammunition (Range 80/320), Two-Handed Vex 2 lb. 25 GP
Sling 1d4 Bludgeoning Ammunition (Range 30/120) Slow — 1 SP

MARTIAL WEAPONS: MELEE


Name Damage Properties Mastery Weight Cost
Battleaxe 1d8 Slashing Versatile (1d10) Topple 4 lb. 10 GP
Flail 1d8 Bludgeoning — Sap 2 lb. 10 GP
Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze 6 lb. 20 GP
Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 7 lb. 30 GP
Greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb. 50 GP
Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP
Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 10 GP
Longsword 1d8 Slashing Versatile (1d10) Flex 3 lb. 15 GP
Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10 lb. 10 GP
Morningstar 1d8 Piercing — Sap 4 lb. 15 GP
Pike 1d10 Piercing Heavy, Reach, Two-Handed Push 18 lb. 5 GP
Rapier 1d8 Piercing Finesse Vex 2 lb. 25 GP
Scimitar 1d6 Slashing Finesse, Light Nick 3 lb. 25 GP
Shortsword 1d6 Piercing Finesse, Light Vex 2 lb. 10 GP
Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) Topple 4 lb. 5 GP
War Pick 1d8 Piercing Versatile (1d10) Flex 2 lb. 5 GP
Warhammer 1d8 Bludgeoning Versatile (1d10) Flex 2 lb. 15 GP
Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 2 GP

MARTIAL WEAPONS: RANGED


Name Damage Properties Mastery Weight Cost
Blowgun 1 Piercing Ammunition (Range 25/100), Loading Vex 1 lb. 10 GP
Crossbow, Hand 1d6 Piercing Ammunition (Range 30/120), Light, Loading Vex 3 lb. 75 GP
Crossbow, Heavy 1d10 Piercing Ammunition (Range 100/400), Heavy, Loading, Push 18 lb. 50 GP
Two-Handed
Longbow 1d8 Piercing Ammunition (Range 150/600), Heavy, Two- Slow 2 lb. 50 GP
Handed
Musket 1d12 Piercing Ammunition (Range 40/120), Loading, Two- Slow 10 lb. 500 GP
Handed
Pistol 1d10 Piercing Ammunition (Range 30/90), Loading Vex 3 lb. 250 GP

©2023 Wizards of the Coast LLC 68


WEAPON PROPERTIES MASTERY PROPERTIES
Here are properties whose definitions have Each weapon now has a Mastery property, as
changed for this playtest. shown in the weapon tables above. That
property is usable only by a character who has a
LIGHT feature, such as Weapon Mastery, that unlocks
When you take the Attack action on your turn the property for the character.
and attack with a Light weapon, you can make Here are descriptions of each Mastery
one extra attack as a Bonus Action later on the property. The properties are provided in
same turn. That extra attack must be made with alphabetical order.
a different Light weapon, and you don’t add your If a game feature lets you replace a weapon’s
ability modifier to the extra attack’s damage, Mastery property with another one, that weapon
unless that modifier is negative. must meet any prerequisite specified for the new
For example, if you take the Attack action on property.
your turn and have a Shortsword in one hand
and a Dagger in the other—each of which has the CLEAVE
Light property—you can make one attack with Prerequisite: Melee Weapon, Heavy Property
each weapon, using your action and a Bonus
Action, but you don’t add your Strength or If you hit a creature with a melee attack using
Dexterity modifier to the damage roll of the this weapon, you can make an attack roll with
Bonus Action, unless that modifier is negative. the weapon against a second creature within 5
feet of the first that is also within your reach. On
THROWN a hit, the second creature takes the weapon’s
If a weapon has the Thrown property, you can damage, but don’t add your ability modifier to
throw the weapon to make a ranged attack, and that damage, unless that modifier is negative.
you can draw that weapon as part of the attack. You can make this extra attack only once per
If the weapon is a melee weapon, you use the turn.
same ability modifier for that attack roll and
damage roll that you would use for a melee
FLEX
attack with the weapon. For example, if you Prerequisite: Versatile Property
throw a Handaxe, you use your Strength, but if When you hit with a melee attack using this
you throw a Dagger, you can use either your weapon, you deal its Versatile damage even if
Strength or your Dexterity, since the Dagger has you’re wielding it with one hand.
the Finesse property.
GRAZE
Prerequisite: Melee Weapon, Heavy Property
If your attack roll with this weapon misses a
creature, you can deal damage to that creature
equal to the ability modifier you used to make
the attack roll. This damage is the same type
dealt by the weapon, and the damage can’t be
increased in any way, other than increasing the
ability modifier.

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.

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PUSH ADVENTURING GEAR
Prerequisite: Heavy, Two-Handed, or Versatile
Property Here are descriptions of miscellaneous items
whose rules have changed for this playtest.
If you hit a creature with this weapon, you can
push the creature up to 10 feet away from you NET
horizontally if it is no more than one size larger Cost: 1 GP. Weight: 3 lb.
than you.
When you take the Attack action on your turn,
SAP you can replace one of your attacks with a throw
Prerequisite: No Other Properties of the net at a creature within 15 feet of you. The
target must succeed on a Dexterity saving throw
If you hit a creature with this weapon, that against a DC equal to 8 + your Proficiency Bonus
creature has Disadvantage on its next attack roll + your Dexterity modifier. The target succeeds
before the start of your next turn. automatically if it’s Huge or larger.
On a failed save, the target has the Restrained
SLOW condition until it escapes the net. To escape, the
Prerequisite: None target must use its action to make a DC 10
If you hit a creature with this weapon and deal Strength (Athletics) check, escaping on a success.
damage to the creature, you can reduce its Speed A creature within 5 feet of the target can use its
by 10 feet until the start of your next turn. If you action to attempt the same thing. Destroying the
hit the creature more than once with this net (AC 10; 5 HP; immunity to Bludgeoning,
property, the Speed reduction doesn’t exceed 10 Poison, and Psychic damage) also frees the
feet. target, ending the effect.

TOPPLE PRIEST’S PACK


Prerequisite: Heavy, Reach, or Versatile Property Cost: 33 GP. Weight: 29 lb.

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.

©2023 Wizards of the Coast LLC 70


If you equip a Shield and lack armor training Aberration Fiend
with it, you don’t gain the Armor Class bonus of Beast Giant
the Shield. Celestial Humanoid
Construct Monstrosity
ATTACK [ACTION] Dragon Ooze
Elemental Plant
When you take the Attack action, you can make Fey Undead
one attack with a weapon or an Unarmed Strike.
These types don’t have rules themselves, but
EQUIPPING AND UNEQUIPPING WEAPONS some rules in the game affect creatures of
You can either equip or unequip one weapon certain types in different ways. For example, the
when you make an attack as part of this action. description of the Charm Person spell specifies
You do so either before or after the attack. If you that its target must be a Humanoid.
equip a weapon before an attack, you don’t need
to use it for that attack. D20 TESTS
Equipping a weapon includes drawing it from
The term d20 Test encompasses the three main
a sheath, picking it up, or retrieving it from a
d20 rolls of the game: ability checks, attack rolls,
container. Unequipping a weapon includes
and saving throws. If something in the game
sheathing, stowing, or dropping it.
affects d20 Tests, it affects all three of these rolls.
The DM determines whether a d20 Test is
MOVING BETWEEN ATTACKS warranted in any given circumstance.
If you Move on your turn, you can use some or all
of that movement to move between the attacks
of this action if you have a feature, such as Extra
DAZED [CONDITION]
Attack, that gives you more than one attack as While Dazed, you experience the following
part of the Attack action. effect:

BLINDSIGHT Limited Activity. You can Move or take one


action on your turn, not both. You also can’t
If you have Blindsight, you can see within a take a Bonus Action or a Reaction.
specific range without relying on physical sight.
Within that range, you can effectively see DEATH SAVING THROWS
anything that isn’t behind Total Cover, even if On your third successful death save, you regain 1
you have the Blinded condition or are in
Hit Point, but you are Unconscious and start a
Darkness. Moreover, in that range, you can Short Rest. You remain Unconscious until you
effectively see a creature that has the Invisible regain more Hit Points or until another creature
condition. uses an action to administer first aid to you,
which requires a successful DC 10 Wisdom
CLIMB SPEED (Medicine) check.
A Climb Speed can be used to traverse a vertical This playtest rule removes the notion of being
surface without expending the extra movement stable at 0 Hit Points, and it removes the
normally associated with climbing. “Stabilizing a Creature” rule on page 197 of the
Some creatures have the Spider Climb trait, Player’s Handbook.
which allows their Climb Speed to work even on
the underside of horizontal surfaces. DIFFICULT TERRAIN
If a space is Difficult Terrain, every foot of
CREATURE TYPE movement in that space costs 1 extra foot. For
Every creature in D&D, including every player example, moving 5 feet through Difficult Terrain
character, has a special tag in the rules that costs 10 feet of movement. Difficult Terrain isn’t
identifies the type of creature it is. Most player cumulative; either a space is Difficult Terrain or
characters are of the Humanoid type. it isn’t.
Here’s a list of the game’s creature types in A space is Difficult Terrain for a creature if the
alphabetical order: space contains any of the following:

©2023 Wizards of the Coast LLC 71


Creature that isn’t Tiny or your ally Escape. While Grappled, you can use your action
Furniture that is one size smaller than you or larger to make a Strength (Athletics) or Dexterity
Heavy snow (Acrobatics) check against the grapple’s
Heavy undergrowth escape DC, ending the condition on yourself on
Ice a success. The condition also ends if the
Liquid that’s between shin- and waist-deep (any grappler has the Incapacitated condition or if
deeper and you need to swim) the distance between you and the grappler
Narrow opening that is sized for a creature one size exceeds the grapple’s range.
smaller
Pit or another gap of 2–5 feet HELP [ACTION]
Rubble When you take the Help action, you do one of the
Slope of 20 degrees or more following:

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.

©2023 Wizards of the Coast LLC 72


HIDE [ACTION] Indifferent. This is the default Attitude for DM-
controlled creatures. An Indifferent creature
With the Hide action, you try to conceal yourself. might help or hinder the party, depending on
To do so stealthily, you must succeed on a DC 15 what the creature sees as most beneficial. A
Dexterity (Stealth) check while you’re Heavily creature’s indifference doesn’t necessarily
Obscured or behind Three-Quarters Cover or make it standoffish or disinterested.
Total Cover, and you must be out of any visible Indifferent creatures might be polite and
enemy’s line of sight; if you can see a creature, genial, surly and irritable, or anything in
you can discern whether it can see you. between. A successful Charisma check is
On a successful check, you have the Invisible usually necessary when the adventurers try to
condition. Make note of your check’s total, which influence an Indifferent creature to do
becomes the DC for a creature to find you with a something.
Wisdom (Perception) check. Friendly. A Friendly creature wants to help the
The condition ends on you immediately after adventurers and wishes for them to succeed.
any of the following occurrences: you make a For tasks or actions that require no particular
sound louder than a whisper, an enemy finds risk, effort, or cost, Friendly creatures often
you, you make an attack roll, or you cast a spell help happily, with the Charisma check
with a verbal component. succeeding automatically. If an element of
personal risk is involved, a successful
INCAPACITATED [CONDITION] Charisma check is usually required to convince
While Incapacitated, you experience the a Friendly creature to take that risk.
following effects: Hostile. A Hostile creature opposes the
adventurers and their goals but doesn’t
Inactive. You can’t take any action, Bonus necessarily attack them on sight. The
Action, or Reaction. adventurers need to succeed on one or more
No Concentration. Your Concentration is Charisma checks to convince a Hostile creature
broken. to do anything on the party’s behalf; however,
Speechless. You can’t speak. the DM might determine that the Hostile
Surprised. If you are Incapacitated when you creature is so ill-disposed toward the
roll Initiative, you have Disadvantage on the characters that no Charisma check can sway it.
roll. In which case, the first check fails
automatically and no further Influence
INFLUENCE [ACTION] attempts can be made on the creature unless
With the Influence action, you can try to its Attitude shifts.
influence another creature to do one thing that INTERACTION
you request or demand.
When you take the Influence action, either
The DM determines when this action is
roleplay how your character interacts with the
available, and it can be used only on creatures
creature or describe your character’s behavior,
controlled by the DM. It isn’t mind control; it
focusing on your character’s request or demand.
can’t force a creature to do something that is
If the interaction is especially suited to the
counter to the creature’s alignment or that is
creature’s desires and outlook, the DM might
otherwise repugnant to the creature.
temporarily shift a Hostile creature to Indifferent
This action has three main parts: Attitude,
or an Indifferent creature to Friendly.
interaction, and a Charisma check.
Similarly, if the interaction is particularly
irksome to the creature, the DM might
ATTITUDE temporarily shift a Friendly creature to
A creature’s Attitude determines how a Indifferent or an Indifferent creature to Hostile.
character can influence that creature. Each DM-
controlled creature has one of the following ABILITY CHECK
Attitudes toward player characters:
To determine whether your request or demand
is successful, make a Charisma check. You have
Advantage on the check if the creature is

©2023 Wizards of the Coast LLC 73


Friendly, and you have Disadvantage if the action to administer first aid to it, which requires
creature is Hostile. a successful DC 10 Wisdom (Medicine) check.
Choosing a Skill. The Influence Skills table
suggests which skills are applicable when you LONG REST
make the Charisma check, depending on the
A Long Rest is a period of extended downtime—
interaction that precedes the roll.
at least 8 hours long—available to any creature.
INFLUENCE SKILLS During a Long Rest, you sleep for at least 6 hours
Skill Interaction and perform no more than 2 hours of light
Animal Handling Gently coaxing a Beast or a activity, such as reading, talking, eating, or
Monstrosity standing watch.
Deception Deceiving a creature that can During the sleep, you have the Unconscious
understand you condition.
Intimidation Intimidating a creature
Persuasion Persuading a creature that can BENEFITS OF THE REST
understand you To start a Long Rest, you must have at least 1 Hit
Point. When you finish the rest, you gain the
Setting the DC. The DM sets the check’s DC. A following benefits:
good rule of thumb is to set the DC at 15 or at the
creature’s Intelligence or Wisdom score, Regain All HP. You regain all lost Hit Points.
whichever of those three numbers is highest. Regain All HD. You regain all spent Hit Dice.
Outcome. If your check succeeds, the creature HP Max Restored. If your Hit Point Maximum
does as you requested or demanded, based on its was reduced, it returns to normal.
understanding and driven by its alignment; it Ability Scores Restored. If any of your Ability
won’t do anything that it finds repugnant. If your Scores were reduced, they return to normal.
check fails, you must wait to make the same Exhaustion Reduced. If you have the
request again. The default wait time is 24 hours, Exhaustion condition, your level of exhaustion
which the DM may shorten or extend depending decreases by 1.
on the circumstances. Special Feature. Some features are recharged
by a Long Rest. If you have such a feature, it
INVISIBLE [CONDITION] recharges in the way specified in its
description.
While Invisible, you experience the following
effects: After you finish a Long Rest, you must wait at
least 16 hours before starting another one.
Concealed. You aren’t affected by any effect that
requires its target to be seen. INTERRUPTING THE REST
Surprise. If you are Invisible when you roll A Long Rest is stopped by the following
Initiative, you have Advantage on the roll. interruptions:
Attacks Affected. Attack rolls against you have
Disadvantage, and your attack rolls have • Rolling Initiative
Advantage. If a creature can somehow see you, • Casting a spell other than a cantrip
as with magic or Blindsight, you don’t gain this • Taking any damage
benefit against that creature. • 1 hour of walking or other physical exertion

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

©2023 Wizards of the Coast LLC 74


MAGIC [ACTION] All the other rules on Rituals in the 2014 Player’s
Handbook still apply.
When you take the Magic action, you magic
something by casting a spell that has a casting SEARCH [ACTION]
time of an action or by using a feature or Magic
Item that requires a Magic action to be activated. When you take the Search action, you make a
If you cast a spell that has a casting time of 1 Wisdom check to discern something that isn’t
minute or longer, you must take the Magic action obvious. The Search table suggests which skills
on each turn of that casting, and you must are applicable when you take this action,
maintain Concentration while you do so. If your depending on what you’re trying to detect.
Concentration is broken, the spell fails, but you
don’t expend a Spell Slot. SEARCH
Skill Thing to Detect
Insight Creature’s state of mind
MOVE Medicine Creature’s ailment
When you Move, you can go a distance equal to Perception Concealed creature or object
your Speed or less. For example, if you have a Survival Tracks or food
Speed of 30 feet, you can go up to 30 feet when
you Move. Difficult Terrain can slow you down. SHORT REST
BREAKING UP YOUR MOVE A Short Rest is a 1-hour period of downtime,
during which a creature does nothing more
You can break up your Move, using some of its
strenuous than eating, drinking, reading, dozing,
movement before and after any action you take
and standing watch.
on the same turn. For example, if you have a
Speed of 30 feet, you could go 10 feet, take an
action, and then go 20 feet.
BENEFITS OF THE REST
To start a Short Rest, you must have at least 1 Hit
Point. When you finish the rest, you gain the
MOVING AROUND OTHER CREATURES
following benefits:
During your Move, you can pass through the
space of an ally, a creature that has the Spend Hit Dice. You can spend one or more of
Incapacitated condition, a Tiny creature, or a your Hit Dice to regain Hit Points. For each Hit
creature who is two sizes larger or smaller than Die you spend in this way, roll the die, and add
you. your Constitution modifier to it. You regain Hit
Another creature’s space is Difficult Terrain Points equal to the total (minimum of 1 Hit
for you, unless that creature is Tiny or your ally. Point). You can decide to spend an additional
You can’t willingly end your Move in a space Hit Die after each roll.
occupied by another creature. Special Feature. Some features are recharged
by a Short Rest. If you have such a feature, it
CHANGES TO YOUR SPEEDS recharges in the way specified in its
If an effect increases or decreases your Speed for description.
a time, any special speed you have increases or
decreases by an equal amount for the same INTERRUPTING THE REST
duration. For example, if your Speed is reduced A Short Rest is stopped by the following
to 0 and you have a Climb Speed, your Climb interruptions:
Speed is also reduced to 0. Similarly, if your
Speed is halved and you have a Fly Speed, your • Rolling Initiative
Fly Speed is also halved. • Casting a spell other than a cantrip
• Taking any damage
RITUAL CASTING
An interrupted Short Rest confers no benefits,
If you have a spell prepared that has the Ritual and it must be started over to confer any.
tag, you can cast that spell as a Ritual. A special
feature is no longer required for Ritual casting.

©2023 Wizards of the Coast LLC 75


STUDY [ACTION] different creature within range, or if the telepath
has the Incapacitated condition.
When you take the Study action, you make an A creature without telepathy can receive
Intelligence check to study your memory, a book, telepathic messages but can’t initiate a telepathic
a creature, a clue, an object, or another source of conversation. Once a telepathic conversation
knowledge and call to mind an important piece starts, the nontelepath can communicate
of information about it. mentally to the telepath until the telepathic
The Areas of Knowledge table suggests which connection ends.
skills are applicable when you take this action,
depending on the area of knowledge the TELEPORTATION
Intelligence check is about.
Teleportation is a special kind of magical
AREAS OF KNOWLEDGE transportation. If you teleport, you disappear
Skill Areas and reappear elsewhere instantly, without
Arcana Spells, magic items, eldritch symbols, moving through the intervening space. This
magical traditions, planes of transportation doesn’t expend movement, unless
existence, and certain creatures a rule tells you otherwise, and teleportation
(Aberrations, Constructs, Elementals, never provokes Opportunity Attacks.
Fey, and Monstrosities) When you teleport, all the equipment you are
History Historic events and people, ancient wearing and carrying teleports with you. If you
civilizations, wars, and certain are touching another creature when you
creatures (Giants and Humanoids) teleport, that creature doesn’t teleport with you,
Investigation Traps, ciphers, riddles, and gadgetry
unless the teleportation effect says otherwise.
Nature Terrain, flora, weather, and certain
If the destination space of your teleportation is
creatures (Beasts, Dragons, Oozes,
and Plants)
occupied by another creature or blocked by a
Religion Deities, religious hierarchies and rites, solid obstacle, you instead appear in the nearest
holy symbols, cults, and certain unoccupied space of your choice.
creatures (Celestials, Fiends, and The description of a teleportation effect tells
Undead) you if you must see the teleportation’s
destination.

SWIM SPEED TOOL PROFICIENCY


A Swim Speed can be used to travel through a If you have proficiency with a tool, you can add
liquid without expending the extra movement your Proficiency Bonus to any ability check you
normally associated with swimming. make that uses that tool.
If you have proficiency in the skill that’s also
TELEPATHY used with that check, you have Advantage on the
check too. This means you can benefit from both
Telepathy is a magical ability that allows a a skill and a tool proficiency on the same ability
creature to communicate mentally with another check.
creature within a specified range. The contacted
creature doesn’t need to share a language with TREMORSENSE
the telepath to understand this communication,
but the contacted creature must be able to A creature with Tremorsense can pinpoint the
understand at least one language or be location of creatures and moving objects within
telepathic itself to understand. a specific range, provided that the creature with
A telepath doesn’t need to see a contacted Tremorsense and anything it’s detecting are
creature, and the telepath can start or end the both in contact with the same surface (such as
telepathic contact at any time (no action the ground, a wall, or a ceiling) or the same
required). Telepathic contact is broken as soon liquid.
as the contacted creature is no longer within the Tremorsense can’t detect creatures or objects
telepathy’s range, if the telepath contacts a in the air, and Tremorsense doesn’t count as a
form of sight.

©2023 Wizards of the Coast LLC 76


TRUESIGHT UNCONSCIOUS [CONDITION]
A creature with Truesight has enhanced vision While Unconscious, you experience the following
within a specified range. Within that range, the effects:
creature’s vision pierces through the following:
Inert. You have the Incapacitated and Prone
Darkness. The creature can see in normal and conditions, and you drop whatever you are
magical darkness. holding. When this condition ends, you remain
Invisibility. The creature can see creatures that Prone.
have the Invisible condition and objects that Speed 0. Your Speed is 0 and can’t change.
are obscured by magic. Attacks Affected. Attack rolls against you have
Visual Illusions. Visual illusions appear Advantage.
transparent to the creature, and the creature Fail Str. and Dex. Saves. You automatically fail
automatically succeeds on saving throws Strength and Dexterity saving throws.
against them. Critical Hits. Any attack roll that hits you is a
Transformations. The creature discerns the critical hit if the attacker is within 5 feet of you.
true form of any creature or object it sees that
Unaware. You are unaware of your
has been transformed by magic.
surroundings.
Ethereal Plane. The creature can see into the
Ethereal Plane.

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:

Damage. You make an attack roll against the


target. Your bonus to hit equals your Strength
modifier + your Proficiency Bonus. On a hit,
the target takes Bludgeoning damage equal to
1 + your Strength modifier.
Grapple. The target must succeed on a Strength
or Dexterity saving throw (it chooses which),
or it has the Grappled condition. The DC for the
saving throw and any escape attempts equals 8
+ your Strength modifier + your Proficiency
Bonus. This grapple is possible only if the
target is no more than one size larger than you
and if you have a hand free to grab it.
Shove. The target must succeed on a Strength or
Dexterity saving throw (it chooses which), or
you either push the target 5 feet away or cause
it to have the Prone condition. The DC for the
saving throw equals 8 + your Strength
modifier + your Proficiency Bonus. This shove
is possible only if the target is no more than
one size larger than you.

©2023 Wizards of the Coast LLC 77

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