©2023 Wizards of the Coast LLC
1
UNEARTHED(ARCANA(2023!
P LAYERS'HANDBOOK!PLAYTEST!6!
This%playtest%document%is%part%of%a%series%of%
!"#$%&'#()*%+$"$%articles%that%present%material%
designed%for%the%2024%version%of%the%,-$.#%/0)
1$"(2334.%The%material%here%uses%the%rules%in%
the%2014%,-$.#%/0)1$"(2334,%except%where%noted.%
% After%we%conclude%the%public%playtest%for%the%
,-$.#%/0)1$"(2334,%!"#$%&'#()*%+$"$%will%
explore%material%for%the%56"7#3")8$0&#%/0)96:(#%
and%83"0&#%)8$"6$-.%
LEARN MORE ON YOUTUBE
To learn more about the design in this article, we
invite you to view the videos about it on YouTube
(www.youtube.com/DNDWizards).
WHATS(INSIDE)
Here%are%the%new%and%revised%elements%in%this%
article:%
Seven%Classes.%Seven%classes%are%here:%Bard,%
Cleric,%Druid,%Monk,%Paladin,%Ranger,%and%
Rogue.%Each%of%those%classes%includes%multiple%
subclasses,%two%of%which%are%entirely%new:%
College%of%Dance%in%the%Bard%and%Circle%of%the%
Sea%in%the%Druid.%
Spells.%Revised%spell%lists%and%spells%are%
included.%
Feats.%Several%revised%feats%are%included%to%
support%the%included%classes.%
The%following%sections%were%introduced%in%a%
previous%article%and%are%provided%here%for%
reference;%these%sections%will%receive%some%
revisions%in%a%future%UA:%
Weapons.%The%revised%weapon%table%and%
Weapon%Mastery%options%appear%here.%
Rules%Glossary.%The%rules%glossary%includes%the%
few%rules%that%have%revised%definitions%in%the%
playtest.%In%this%document,%any%underlined%
term%in%the%body%text%appears%in%the%glossary.%
THIS IS PLAYTEST MATERIAL
This article is presented for playtesting and
feedback. The options here are experimental and
in draft form. They aren’t officially part of the
game. Your feedback will help determine whether
we adopt it as official.
How to Playtest This UA. We invite you to try
out this material in play. When you do so, you’re
welcome to combine this article with the other
articles in this series, starting with “Character
Origins.”
If you do combine this article with any previous
one, use only the rules glossary found here. In this
Unearthed Arcana series, the rules glossary of each
article supersedes the glossary of any previous
article.
To play with this material, you may either
incorporate it into your campaign or run one or
more special playtest sessions. For such a session,
you may create an adventure of your own or use a
short adventure from a source like Keys from the
Golden Vault, Journeys through the Radiant
Citadel, or Candlekeep Mysteries.
Power Level. The character options you read
here might be more or less powerful than options
in the 2014 Players Handbook. If a design survives
playtesting, we adjust its power to the desirable
level before publication. This means an option
could be more or less powerful in its final form.
Feedback. The best way for you to give us
feedback on this material is in the survey well
release on D&D Beyond. If we make this material
official, it will be refined based on your feedback,
and then it will appear in a D&D book.
Providing feedback on this document is one way
you can help shape the next generation of D&D!
BARD)
Primary Ability: Charisma
Invoking%magic%through%music,%dance,%and%verse,%
Bards%are%expert%at%inspiring%others,%soothing%
hurts,%disheartening%foes,%and%creating%illusions.%
% Bards%believe%that%the%creators%of%the%
multiverse%spoke%and%signed%it%into%existence%
and%that%remnants%of%those%Words%of%Creation%
still%resound%and%glimmer%on%every%plane%of%
existence.%The%magic%of%Bards%is%an%attempt%to%
harness%those%wordswhich%transcend%any%
languageand%direct%them%to%create%new%
wonders.%
©2023 Wizards of the Coast LLC
2
% Because%the%Words%of%Creation%resonate%
throughout%the%cosmos,%different%Bards%choose%
different%approaches%to%their%magic.%Some%Bards%
practice%their%arts%in%temples%or%monasteries,%
drawing%on%the%power%of%the%Outer%Planes%to%
channel%divine%magic.%Others%listen%to%bird%song%
and%the%music%of%the%wind,%associate%with%Druid%
circles,%and%wield%primal%magic.%Still%others%
immerse%themselves%in%the%study%of%magical%lore,%
collecting%scraps%of%mystic%knowledge%wherever%
their%journeys%take%them%as%they%master%the%
secrets%of%arcane%magic.%Ultimately,%though,%
these%various%paths%converge%as%the%most%
accomplished%Bards%learn%to%access%almost%the%
entire%breadth%of%magical%potential.%%
% Anything%can%inspire%a%new%song%or%tale,%so%
Bards%are%fascinated%by%almost%everything.%They%
have%a%wide-ranging%knowledge%of%many%subjects%
and%develop%an%aptitude%to%do%almost%anything%
well.%Bards%become%masters%of%many%things,%
including%performing%music,%working%magic,%and%
making%jests.%
% Not%every%singer%or%poet%in%a%tavern%or%jester%in%
a%royal%court%is%a%Bard.%Harnessing%the%Words%of%
Creation%requires%hard%work%and%some%measure%
of%natural%talent%that%most%troubadours%and%
jongleurs%lack.%A%Bard’s%life%is%spent%wandering%
across%the%land%gathering%lore,%telling%stories,%
and%living%on%the%gratitude%of%audiences,%much%
like%any%other%entertainer.%But%Bards’%depth%of%
knowledge%and%mastery%of%magic%sets%them%
apart.%
DESIGN NOTE: BARD UPDATES
Here are the main updates in this class since its last
playtest version:
Bardic Inspiration has returned to its 2014 form,
with the following changes: (1) a Bardic
Inspiration die is used in response to failing a d20
Testyou no longer have to guess whether you
failedand (2) a creature has up to an hour, not
just 10 minutes, to use the die. The healing
option in the previous Bard playtest has been
removed because, in playtesting, the healing
option was encouraging too much usage
hoarding, which easily resulted in the Bard not
using Bardic Inspiration at all.
BARD
Prof.
Bardic
Spell Slots per Spell Level
Level
Bonus
Class Features
Die
Cantrips
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Bardic Inspiration, Spellcasting
d6
2
2
2nd
+2
Expertise, Jack of All Trades
d6
2
3
3rd
+2
Bard Subclass
d6
2
4
2
4th
+2
Ability Score Improvement
d6
3
4
3
5th
+3
Font of Inspiration
d8
3
4
3
2
6th
+3
Subclass Feature
d8
3
4
3
3
7th
+3
Countercharm
d8
3
4
3
3
1
8th
+3
Ability Score Improvement
d8
3
4
3
3
2
9th
+4
Expertise
d8
3
4
3
3
3
1
10th
+4
Magical Secrets
d10
4
4
3
3
3
2
11th
+4
d10
4
4
3
3
3
2
1
12th
+4
Ability Score Improvement
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
d12
4
4
3
3
3
2
1
1
1
16th
+5
Ability Score Improvement
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 Inspiration
d12
4
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
d12
4
4
3
3
3
3
2
1
1
1
20th
+6
Words of Creation
d12
4
4
3
3
3
3
2
2
1
1
%
©2023 Wizards of the Coast LLC
3
Spellcasting has two noteworthy changes: (1)
each Bard gets to choose whether to use the
Arcane, Divine, or Primal spell list, and (2) spell
preparation is no longer tied to the level of your
spell slots. The first change leans into the fact
that a Bard might have learned their arts in an
Arcane, a Divine, or a Primal context, and the
second change was widely requested in the
playtest feedback.
Jack of All Trades has returned to 2nd level.
Bard Subclass levels now match the level
progression in the 2014 Bard, ensuring
compatibility with subclasses already in print.
Font of Inspiration has returned to 5th level, and
it now also allows you to expend spell slots to
use Bardic Inspiration if you’re out of uses.
Countercharm returns and has been improved.
It’s now 7th level and can be used as a Reaction
rather than an action.
Magical Secrets has returned to 10th level and
now affects your spell choice for all your later
Bard levels.
Words of Creation is a new 20th-level feature,
replacing Epic Boon (Epic Boon feats will return
in a future UA, but they won’t be built into a
class’s level progression).
CREATING(A(BARD#
To%create%a%Bard,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%1st-level%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Bard”%
section.%
% Then%look%at%the%Bard%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%The%
descriptions%of%those%features%appear%in%the%
“Bard%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d8 per Bard level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points per Level after 1st: 1d8 (or 5) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Dexterity, Charisma
Skills: Any three skills of your choice
Weapons: Simple Weapons
Tools: Three musical instruments of your choice
ARMOR TRAINING
Light Armor
STARTING%EQUIPMENT#
As%a%1st-level%character,%you%start%with%the%
following%equipment,%or%you%can%forgo%it%and%
spend%100%GP%on%equipment%of%your%choice.%
Dagger (2)
Entertainer’s Pack
Leather Armor
Musical Instrument (one
of your choice)
26 GP
MULTICLASSING AND THE BARD
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Bard as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Bard’s primary ability, Charisma, to take a level
in this class or to take a level in another class if you
are already a Bard.
Proficiencies. If Bard isn’t your initial class, here
are the proficiencies you gain when you take your
first Bard level: one skill of your choice and one
Musical Instrument of your choice.
Armor Training. When you gain your first Bard
level, you gain Light Armor training.
Spell Slots. Add all your Bard levels to the
appropriate levels from other classes to determine
your available spell slots for casting spells, as
detailed in the multiclassing rules.
You prepare spells for each of your classes
individually, referring to the spell slots of an
individual class to determine the number and
levels of the spells you prepare for it.
BARD(CLASS(FEATURES#
As%a%Bard,%you%gain%the%following%class%features%
when%you%reach%the%specified%levels%in%this%class.%
These%features%are%listed%on%the%Bard%table.%
1ST%LEVEL:%BARDIC%INSPIRATION#
You%can%supernaturally%inspire%others%through%
words,%music,%or%dance.%This%inspiration%is%
represented%by%your%Bardic%Inspiration%die,%
which%is%a%d6.%
% Using&Bardic&Inspiration.%As%a%Bonus%Action,%
you%can%inspire%another%creature%within%60%feet%
©2023 Wizards of the Coast LLC
4
of%yourself%who%can%see%or%hear%you.%That%
creature%gains%one%of%your%Bardic%Inspiration%
dice.%A%creature%can%have%only%one%Bardic%
Inspiration%die%at%a%time.%
% Once%within%the%next%hour%when%the%creature%
fails%a%d20%Test,%the%creature%can%roll%that%die%and%
add%the%number%rolled%to%the%d20,%potentially%
turning%the%failure%into%a%success.%A%Bardic%
Inspiration%die%is%expended%when%it’s%rolled.%
% Number&of&Uses.%You%can%confer%a%Bardic%
Inspiration%die%a%number%of%times%equal%to%your%
Charisma%modifier%(minimum%of%once),%and%you%
regain%all%expended%uses%when%you%finish%a%Long%
Rest.%
% At&Higher&Levels.&Your%Bardic%Inspiration%die%
changes%when%you%reach%certain%Bard%levels,%as%
shown%in%the%Bardic%Die%column%of%the%Bard%
table.%The%die%becomes%a%d8%at%5th%level,%a%d10%at%
10th%level,%and%a%d12%at%15th%level.%
1ST%LEVEL:%SPELLCASTING#
You%have%learned%to%cast%spells%through%your%
bardic%arts.%See%the%,-$.#%/0)1$"(2334%for%the%
rules%on%spellcasting.%The%information%below%
details%how%you%use%those%rules%as%a%Bard.%
% Chosen&Spell&List.%At%1st%level,%choose%a%spell%
list:%Arcane,%Divine,%or%Primal.%The%chosen%list%is%
your%Bard%spell%list%and%represents%the%magical%
tradition%in%which%you%learned%your%bardic%arts.%
Whichever%list%you%choose,%it%includes%the%;:+:360)
83+4#%.%cantrip%for%you.%
& Cantrips.%You%know%two%cantrips%of%your%
choice%from%your%Bard%spell%list.%
% Whenever%you%gain%a%Bard%level,%you%can%
replace%one%of%your%cantrips%with%another%
cantrip%of%your%choice%from%your%Bard%spell%list.%
% When%you%reach%4th%and%10th%level%in%this%
class,%you%learn%another%cantrip%of%your%choice%
from%your%Bard%spell%list,%as%shown%in%the%
Cantrips%column%of%the%Bard%table.%
& Spell&Slots.%The%Bard%table%shows%how%many%
spell%slots%you%have%to%cast%your%spells%of%1st%
level%and%higher.%To%cast%one%of%these%spells,%you%
must%expend%a%slot%of%the%spell’s%level%or%higher.%
You%regain%all%expended%spell%slots%when%you%
finish%a%Long%Rest.%
% Prepared&Spells&of&1st+&Level.(You%prepare%
the%list%of%spells%of%1st%level%and%higher%that%are%
available%for%you%to%cast%with%this%feature.%To%
start,%choose%four%1st-level%spells%fr om %y our %Bar d%
spell%list.%
% The%number%of%spells%on%your%list%also%increases%
as%you%gain%Bard%levels,%as%shown%in%the%Prepared%
Spells%column%of%the%Bard%table.%Whenever%that%
number%increases,%choose%additional%spells%from%
your%Bard%spell%list%until%the%number%of%spells%on%
your%list%matches%the%number%on%the%table.%The%
chosen%spells%must%be%of%a%level%for%which%you%
have%spell%slots.%For%example,%if%you’re%a%3rd-level%
Bard,%your%list%of%prepared%spells%can%include%six%
spells%of%1st%or%2nd%level,%in%any%combination.%
% If%another%Bard%feature%gives%spells%that%you%
always%have%prepared,%those%spells%don’t%count%
against%the%number%of%spells%on%the%list%you%
prepare%with%this%Spellcasting%feature,%but%those%
spells%otherwise%follow%the%rules%in%this%feature.%
% Changing&Your&Prepared&Spells.&Whenever%
you%gain%a%Bard%level,%you%can%replace%one%spell%
on%your%list%with%another%spell%for%which%you%
have%spell%slots%and%that%is%on%your%Bard%spell%
list.%
% Spellcasting&Ability.&Charisma%is%your%
Spellcasting%Ability%for%your%Bard%spells.%
& Spellcasting&Focus.&You%can%use%a%musical%
instrument%as%a%Spellcasting%Focus%for%the%spells%
you%cast%with%your%Bard%features.%
2ND%LEVEL:%EXPERTISE#
You%gain%Expertise%in%two%of%your%skill%
proficiencies%of%your%choice.%
% Performance%and%Persuasion%are%iconic%choices%
for%a%Bard%if%you%have%proficiency%in%them.%
2ND%LEVEL:%JACK%OF%ALL%TRADES#
You%can%add%half%your%Proficiency%Bonus%(round%
down)%to%any%ability%check%you%make%that%uses%a%
skill%proficiency%you%lack%and%that%doesn’t%
otherwise%use%your%Proficiency%Bonus.%
% For%example,%if%you%make%a%Strength%(Athletics)%
check%and%lack%Athletics%proficiency,%you%can%add%
half%your%Proficiency%Bonus%to%the%check.%
3RD%LEVEL:%BARD%SUBCLASS#
You%gain%a%Bard%subclass%of%your%choice:%College%
of%Dance,%College%of%Glamour,%College%of%Lore,%or%
College%of%Valor.%Subclasses%are%detailed%after%
this%class’s%description.%
% A%subclass%is%a%specialization%that%grants%you%
special%abilities%at%certain%Bard%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Bard%level%
and%lower.%
4TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
©2023 Wizards of the Coast LLC
5
5TH%LEVEL:%FONT%OF%INSPIRATION#
You%now%also%regain%all%your%expended%uses%of%
Bardic%Inspiration%when%you%finish%a%Short%Rest.%
% In%addition,%if%you%have%no%uses%of%Bardic%
Inspiration%left,%you%can%give%yourself%one%use%by%
expending%a%spell%slot%(no%action%required).%You%
can%do%so%only%once%per%turn.%
6TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Bard%subclass.%
7TH%LEVEL:%COUNTERCHARM#
You%can%use%musical%notes%or%words%of%power%to%
disrupt%mind-influencing%effects.%If%you%or%a%
creature%within%30%feet%of%you%fails%a%saving%
throw%against%an%effect%that%applies%the%Charmed%
or%Frightened%condition,%you%can%use%your%
Reaction%to%cause%the%save%to%be%rerolled,%and%the%
new%roll%has%Advantage.%
8TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
9TH%LEVEL:%EXPERTISE#
You%gain%Expertise%in%two%of%your%skill%
proficiencies%of%your%choice.%
10TH%LEVEL:%MAGICAL%SECRETS#
You%have%collected%magical%knowledge%from%a%
wide%spectrum%of%disciplines.%As%a%result,%your%
Bard%spell%list%now%includes%the%Arcane,%Divine,%
and%Primal%spell%lists.%
12TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
14TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Bard%subclass.%
16TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
18TH%LEVEL:%SUPERIOR%INSPIRATION#
When%you%roll%Initiative%and%have%no%uses%of%
Bardic%Inspiration%left,%you%regain%two%expended%
uses%of%it.%
19TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
20TH%LEVEL:%WORDS%OF%CREATION#
You%have%mastered%two%of%the%prime%Words%of%
Creation:%the%words%of%life%and%death.%You%
therefore%always%have%the%,3<#%)=3%()1#$-%and%
,3<#%)=3%()>:--)spells%prepared,%and%when%you%
cast%either%spell,%you%can%target%a%second%
creature%with%the%spell,%provided%that%creature%is%
within%10%feet%of%the%first%target.%
BARD(SUBCLASSES)
A%Bard%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%Bard%levels,%as%
specified%in%the%subclass.%
% Bards%form%loose%associations,%which%they%call%
colleges,%to%facilitate%their%gatherings%and%
preserve%their%traditions.%This%section%presents%
four%colleges:%College%of%Dance,%College%of%
Glamour,%College%of%Lore,%and%College%of%Valor.%%
COLLEGE(OF(DANCE#
Bards%of%the%College%of%Dance%know%that%the%
Words%of%Creation%can’t%be%contained%within%
speech%or%even%song;%they%are%uttered%by%the%
movements%of%celestial%bodies%and%flow%through%
the%motions%of%even%the%smallest%creatures.%To%
these%Bards,%dance%is%art%freed%from%the%
constraints%of%a%single%point%in%space%and%time;%it%
is%meaning%unconfined%by%narrow%definitions%of%
words%and%structures%of%grammar.%The%College%of%
Dance%practices%a%way%of%being%in%harmony%with%
the%ever-whirling%cosmos,%emphasizing%agility,%
speed,%and%grace.%%
3RD%LEVEL:%DAZZLING%FOOTWORK#
Your%practice%of%dance%gives%you%the%ability%to%
gracefully%dodge%and%make%agile%strikes.%While%
you%aren’t%wearing%armor%or%wielding%a%Shield,%
you%gain%the%following%benefits:%
Unarmored%Defense.%Your%base%Armor%Class%
equals%10%+%your%Dexterity%modifier%+%your%
Charisma%modifier.%
Agile%Strikes.%When%you%expend%a%use%of%your%
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
6
Bardic%Damage.%You%can%use%Dexterity%instead%
of%Strength%for%the%attack%rolls%of%your%
Unarmed%Strikes,%and%when%you%deal%damage%
with%an%Unarmed%Strike,%you%can%deal%
Bludgeoning%damage%equal%to%a%roll%of%your%
Bardic%Inspiration%die%plus%your%Dexterity%
modifier.%This%roll%doesn’t%expend%the%die.%%
3RD%LEVEL:%INSPIRING%MOVEMENT#
When%an%enemy%you%can%see%ends%its%turn%within%
5%feet%of%an%ally%of%yours%who%is%within%60%feet%of%
you,%you%can%use%your%Reaction%and%expend%one%
use%of%your%Bardic%Inspiration%to%move%up%to%half%
your%Speed.%Then%roll%your%Bardic%Inspiration%
die,%and%the%ally%can%move%up%to%a%number%of%feet%
equal%to%5%times%the%number%rolled.%None%of%this%
feature’s%movement%provokes%Opportunity%
Attacks.%
6TH%LEVEL:%LEADING%EVASION#
When%you%are%subjected%to%an%effect%that%allows%
you%to%make%a%Dexterity%saving%throw%to%take%
only%half%damage,%you%instead%take%no%damage%if%
you%succeed%on%the%saving%throw,%and%you%take%
only%half%damage%if%you%fail.%If%any%creatures%
within%5%feet%of%you%are%making%the%same%
Dexterity%saving%throw,%you%can%share%this%
benefit%with%them%for%that%save.%
% You%can’t%use%this%feature%if%you%have%the%
Incapacitated%condition.%
6TH%LEVEL:%TANDEM%FOOTWORK#
When%you%roll%Initiative,%you%can%spend%one%use%
of%your%Bardic%Inspiration%if%you%don’t%have%the%
Incapacitated%condition.%When%you%do%so,%roll%
your%Bardic%Inspiration%die,%and%choose%a%
number%of%creatures%within%60%feet%of%yourself%
(you%can%choose%yourself),%up%to%a%number%equal%
to%your%Charisma%modifier%(minimum%of%one%
creature).%Each%of%them%gains%a%bonus%to%their%
Initiative%equal%to%the%number%rolled.%
14TH%LEVEL:%IRRESISTIBLE%DANCE#
You%always%have%the%?&&3/0)@%%#0:0&:2-#)5$"+#%
spell%prepared.%You%can%cast%it%without%
expending%a%spell%slot.%Once%you%cast%the%spell%in%
this%way,%you%can’t%do%so%again%until%you%finish%a%
Long%Rest.%You%can%also%restore%your%use%of%the%
feature%by%expending%four%uses%of%your%Bardic%
Inspiration%(no%action%required).%
COLLEGE(OF(GLAMOUR#
The%College%of%Glamour%traces%its%origins%to%the%
beguiling%magic%of%the%Feywild.%The%Bards%who%
study%this%magic%weave%threads%of%beauty%and%
terror%into%their%songs%and%stories,%and%the%
mightiest%among%them%can%cloak%themselves%in%
otherworldly%majesty.%Their%performances%stir%
up%wistful%longing%for%forgotten%innocence,%evoke%
unconscious%memories%of%long-held%fears,%and%
tug%at%the%emotions%of%even%the%most%hard-
hearted%listeners.%%
DESIGN NOTE: COLLEGE OF GLAMOUR UPDATES
Here are the main updates in this subclass since its
appearance in Xanathar’s Guide to Everything:
Mantle of Inspiration now grants a number of
Temporary Hit Points determined by a roll of
Bardic Inspiration.
Beguiling Magic, formerly Enthralling
Performance, has been redesigned to focus on
enhancing your Enchantment and Illusion spells.
Mantle of Majesty now ensures you always have
the Command spell prepared, and you can
restore your use of the feature by expending a
spell slot of 3rd level or higher.
Unbreakable Majesty now triggers on a creature
hitting you and can negate the hit.
3RD%LEVEL:%BEGUILING%MAGIC#
You%always%have%the%A'$%B),#%03"%and%8:%%3%)
@B$7#%spells%prepared.%
% In%addition,%immediately%after%you%cast%an%
Enchantment%or%Illusion%spell,%you%can%cause%a%
creature%you%can%see%within%60%feet%of%yourself%to%
make%a%Wisdom%saving%throw%against%your%Spell%
Save%DC.%On%a%failed%save,%the%target%has%the%
Charmed%or%Frightened%condition%(your%choice)%
for%1%minute.%The%target%can%repeat%the%saving%
throw%at%the%end%of%each%of%its%turns,%ending%the%
effect%on%itself%on%a%success.%
% Once%you%use%this%benefit,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%You%can%also%restore%
your%use%of%the%feature%by%expending%one%use%of%
your%Bardic%Inspiration%(no%action%required).%
3RD%LEVEL:%MANTLE%OF%INSPIRATION#
You%can%weave%fey%magic%into%a%song%or%dance%to%
fill%others%with%vigor.%As%a%Bonus%Action,%you%can%
expend%a%use%of%Bardic%Inspiration,%rolling%a%
Bardic%Inspiration%die.%When%you%do%so,%choose%a%
number%of%other%creatures%within%60%feet%of%
©2023 Wizards of the Coast LLC
7
yourself,%up%to%a%number%equal%to%your%Charisma%
modifier%(minimum%of%one%creature).%Each%of%
them%gains%a%number%of%Temporary%Hit%Points%
equal%to%2%times%the%number%rolled%on%the%Bardic%
Inspiration%die,%and%then%each%of%them%can%use%its%
Reaction%to%move%up%to%its%Speed%without%
provoking%Opportunity%Attacks.%
6TH%LEVEL:%MANTLE%OF%M AJESTY#
You%always%have%the%A3BB$"(%spell%prepared.%
% As%a%Bonus%Action,%you%cast%A3BB$"(%without%
expending%a%spell%slot,%and%you%take%on%an%
unearthly%appearance%for%1%minute%or%until%your%
Concentration%ends%(as%if%you%were%
concentrating%on%a%spell).%During%this%time,%you%
can%cast%A3BB$"(%as%a%Bonus%Action%without%
expending%a%spell%slot.%
% Any%creature%Charmed%by%you%automatically%
fails%its%saving%throw%against%the%A3BB$"(%you%
cast%with%this%feature.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%You%can%also%restore%
your%use%of%the%feature%by%expending%a%spell%slot%
of%3rd%level%or%higher%(no%action%required).%
14TH%LEVEL:%UNBREAKABLE%MAJESTY#
As%a%Bonus%Action,%you%can%assume%a%magically%
majestic%presence%for%1%minute%or%until%you%have%
the%Incapacitated%condition.%For%the%duration,%
whenever%any%creature%hits%you%with%an%attack%
roll%for%the%first%time%on%a%turn,%the%attacker%must%
succeed%on%a%Charisma%saving%throw%against%
your%Spell%Save%DC,%or%the%attack%misses%instead,%
as%the%creature%recoils%from%your%majesty.%
% Once%you%assume%this%majestic%presence,%you%
can’t%do%so%again%until%you%finish%a%Short%Rest%or%
Long%Rest.%
COLLEGE(OF(LORE#
Bards%of%the%College%of%Lore%plumb%the%depths%of%
magical%knowledge,%collecting%spells%and%secrets%
from%sources%as%diverse%as%scholarly%tomes,%
mystical%rites,%and%peasant%tales.%The%college’s%
members%gather%in%libraries%and%universities%to%
share%their%lore%with%one%another.%They%also%
meet%at%festivals%or%affairs%of%state,%where%they%
can%expose%corruption,%unravel%lies,%and%poke%fun%
at%self-important%figures%of%authority.%
DESIGN NOTE: COLLEGE OF LORE UPDATES
Here are the main updates in this subclass since its
last playtest version:
Bonus Proficiencies has gone back to allowing
any skill to be chosen.
Cutting Words can once more reduce damage.
The damage reduction was absent in the
previous Bard playtest because of the now-
removed healing option in Bardic Inspiration.
Magical Discoveries, formerly called Additional
Magical Secrets, has returned, and it now allows
you to replace one of the chosen spells each time
you gain a Bard level.
Peerless Skill now benefits both ability checks
and attack rolls, not just ability checks.
3RD%LEVEL:%BONUS%PROFICIENCIES#
You%gain%proficiency%with%three%skills%of%your%
choice.%
3RD%LEVEL:%CUTTING%WORDS#
You%learn%how%to%use%your%wit%to%supernaturally%
distract,%confuse,%and%otherwise%sap%the%
confidence%and%competence%of%others.%When%a%
creature%that%you%can%see%within%60%feet%of%you%
makes%a%damage%roll%or%succeeds%on%an%ability%
check%or%attack%roll,%you%can%use%your%Reaction%to%
expend%one%use%of%your%Bardic%Inspiration,%roll%
your%Bardic%Inspiration%die,%and%subtract%the%
number%rolled%from%the%creature’s%roll,%reducing%
the%damage%or%potentially%turning%the%success%
into%a%failure.%
6TH%LEVEL:%MAGICAL%DISCOVERIES#
You%learn%two%spells%of%your%choice.%These%spells%
can%come%from%the%Arcane,%Divine,%or%Primal%
spell%list%or%any%combination%thereof.%A%spell%you%
choose%must%be%a%cantrip%or%a%spell%for%which%you%
have%spell%slots,%as%shown%on%the%Bard%table.%
% You%always%have%the%chosen%spells%prepared,%
and%whenever%you%gain%a%Bard%level,%you%can%
replace%one%of%the%spells%with%another%spell%that%
meets%the%requirements%above.%
14TH%LEVEL:%PEERLESS%SKILL#
When%you%make%an%ability%check%or%attack%roll%
and%fail,%you%can%expend%one%use%of%Bardic%
Inspiration,%roll%the%Bardic%Inspiration%die,%and%
add%the%number%rolled%to%the%d20,%potentially%
turning%a%failure%into%a%success.%On%a%failure,%the%
Bardic%Inspiration%isn’t%expended.%
COLLEGE(OF(VALOR#
Bards%of%the%College%of%Valor%are%daring%
storytellers%whose%tales%keep%alive%the%memory%
©2023 Wizards of the Coast LLC
8
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
9
CLERIC)
Primary Ability: Wisdom
Clerics%draw%power%from%the%realms%of%the%gods%
and%harness%it%to%work%miracles.%Blessed%by%a%
deity,%a%pantheon,%or%another%immortal%entity,%a%
Cleric%can%reach%out%to%the%divine%magic%of%the%
Outer%Planeswhere%gods%dwelland%channel%
that%energy%to%bolster%people%and%to%battle%foes.%
% Because%their%power%is%a%divine%gift,%Clerics%
typically%associate%themselves%with%temples%or%
shrines%dedicated%to%whatever%deity%or%other%
immortal%force%unlocked%their%magical%ability.%
Harnessing%divine%magic%doesn’t%rely%on%specific%
training,%yet%a%Cleric%might%learn%formulaic%
prayers%and%ancient%rites%that%help%them%focus%
their%minds%and%spirits%on%drawing%power%from%
the%Outer%Planes.%Even%a%Cleric%who%declines%to%
worship%their%divine%benefactor%might%perform%
their%benefactor’s%rites%if%doing%so%helps%the%
Cleric%feel%connected%to%the%immortal%realms.%
% Not%every%acolyte%or%officiant%at%a%temple%or%
shrine%is%a%Cleric.%Some%priests%are%called%to%a%
simple%life%of%temple%service,%carrying%out%their%
devotion%through%prayer%and%rituals,%not%through%
magic.%Some%of%the%most%influential%high%priests%
are%incapable%of%harnessing%divine%magic,%and%a%
few%of%them%feel%threatened%when%a%Cleric%
appears.%Many%can%pray,%and%some%mortals%claim%
to%speak%for%the%gods.%But%few%can%marshal%the%
power%of%those%gods%the%way%a%Cleric%can.%
DESIGN NOTE: CLERIC UPDATES
Here are the main updates in this class since its last
playtest version:
Divine Order, formerly called Holy Order, has
moved from 2nd level to 1st level. The
Thaumaturge option has been redesigned to
include elements from the former Thaumaturge
and Scholar options.
Spellcasting has one noteworthy change: spell
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
10
Channel Divinity has returned to 2nd level, and
its number of uses now increases with your Cleric
level and isn’t based on your Proficiency Bonus.
In addition, you regain one use whenever you
finish a Short Rest. The healing and damage of
Divine Spark has also changed, and Turn Undead
now uses the Incapacitated and Frightened
conditions. Finally, the multiclassing sidebar has
a new rule for Channel Divinity.
Cleric Subclass levels now match the level
progression in the 2014 Cleric, except for the
subclasses now starting at 3rd level.
Smite Undead now uses your Wisdom modifier
rather than your Proficiency Bonus. We have also
clarified that this damage doesn’t end the turn
effect on an Undead.
Blessed Strikes now lets you choose Divine Strike
or Potent Spellcasting. In 2014, a subclass gave
you one of those features. In this playtest, you
now get a choice.
Commune is a new 9th-level feature.
Improved Blessed Strikes is a new 14th-level
feature.
Divine Intervention and Greater Divine
Intervention have been redesigned to allow
reliable results. This was the most requested
change for these features.
Greater Divine Intervention has returned to
20th level, replacing Epic Boon (Epic Boon feats
will return in a future UA, but they won’t be built
into a class’s level progression).
CREATING(A(CLERIC#
To%create%a%Cleric,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%1st-level%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Cleric”%
section.%
% Then%look%at%the%Cleric%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%The%
descriptions%of%those%features%appear%in%the%
“Cleric%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points per Level after 1st: 1d8 (or 5) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Wisdom, Charisma
Skills (Choose 2): History, Insight, Medicine,
Persuasion, Religion
Weapons: Simple Weapons
Tools: None
ARMOR TRAINING
Light Armor, Medium Armor, Shields
STARTING EQUIPMENT
As a 1st-level character, you start with the
following equipment, or you can forgo it and spend
110 GP on equipment of your choice.
Chain Shirt
Holy Symbol
Mace
Priest’s Pack
Shield
7 GP
MULTICLASSING AND THE CLERIC
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Cleric as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Cleric’s primary ability, Wisdom, to take a level
in this class or to take a level in another class if you
are already a Cleric.
Armor Training. When you gain your first Cleric
level, you gain armor training with the following:
Light Armor, Medium Armor, and Shields.
Spell Slots. Add all your Cleric levels to the
appropriate levels from other classes to determine
your available spell slots for casting spells, as
detailed in the multiclassing rules.
You prepare spells for each of your classes
individually, referring to the spell slots of an
individual class to determine the number and
levels of the spells you prepare for it.
Channel Divinity. If you have more than one
class with the Channel Divinity feature, a class’s
uses of the feature can be expended only on that
class’s Channel Divinity options.
CLERIC(CLASS(FEATURES#
As%a%Cleric,%you%gain%the%following%class%features%
when%you%reach%the%specified%levels%in%this%class.%
These%features%are%listed%on%the%Cleric%table.%
©2023 Wizards of the Coast LLC
11
1ST%LEVEL:%DIVINE%ORDER#
You%have%dedicated%yourself%to%one%of%the%
following%sacred%roles%of%your%choice:%
Protector.%Trained%for%battle,%you%gain%Martial%
Weapon%proficiency%and%Heavy%Armor%
training.%
Thaumaturge.%You%know%one%extra%cantrip%from%
the%Divine%spell%list%(see%your%Spellcasting%
feature%for%information%on%preparing%spells).%In%
addition,%your%mystical%connection%to%the%
divine%gives%you%a%bonus%to%your%Intelligence%
(Religion)%checks.%The%bonus%equals%your%
Wisdom%modifier%(minimum%of%+1).
1ST%LEVEL:%SPELLCASTING#
You%have%learned%to%cast%spells%through%prayer,%
meditation,%and%devotion.%See%the%,-$.#%/0)
1$"(2334%for%the%rules%on%spellcasting.%The%
information%below%details%how%you%use%those%
rules%as%a%Cleric.%
& Cantrips.%You%know%three%cantrips%of%your%
choice%from%the%Divine%spell%list.%Rather%than%
choosing,%you%may%start%with%96:($"+#,%C$+%#()
D-$B#,%and%E'$6B$&6%7..%
% Whenever%you%gain%a%Cleric%level,%you%can%
replace%one%of%your%cantrips%with%another%
cantrip%of%your%choice%from%the%Divine%spell%list.%
% When%you%reach%4th%and%10th%level%in%this%
class,%you%learn%another%cantrip%of%your%choice%
from%the%Divine%spell%list,%as%shown%in%the%
Cantrips%column%of%the%Cleric%table.%
& Spell&Slots.%The%Cleric%table%shows%how%many%
spell%slots%you%have%to%cast%your%spells%of%1st%
level%and%higher.%To%cast%one%of%these%spells,%you%
must%expend%a%slot%of%the%spell’s%level%or%higher.%
You%regain%all%expended%spell%slots%when%you%
finish%a%Long%Rest.%
% Prepared&Spells&of&1st+&Level.(You%prepare%
the%list%of%spells%of%1st%level%and%higher%that%are%
available%for%you%to%cast%with%this%feature.%To%
start,%choose%four%1st-level%spells%fr om %the%D ivine%
spell%list.%Rather%than%choosing,%you%may%start%
with%F-#00,%A6%#)=36"(0,%96:(:"7)F3-&,%and%C':#-()
3G)D$:&'.%
% The%number%of%spells%on%your%list%also%increases%
as%you%gain%Cleric%levels,%as%shown%in%the %
Prepared%Spells%column%of%the%Cleric%table.%
Whenever%that%number%increases,%choose%
additional%spells%from%the%Divine%spell%list%until%
the%number%of%spells%on%your%list%m atche s%the%
number%on%the%table.%The%chosen%spells%must%be%
of%a%level%for%which%you%have%spell%slots.%For%
example,%if%you’re%a%3rd-level%Cleric,%your%list%of%
prepared%spells%can%include%six%spells%of%1st%or%
2nd%level,%in%any%combination.%
% If%another%Cleric%feature%gives%spells%that%you%
always%have%prepared,%those%spells%don’t%count%
against%the%number%of%spells%on%the%list%you%
prepare%with%this%Spellcasting%feature,%but%those%
spells%otherwise%follow%the%rules%in%this%feature.%
% Changing&Your&Prepared&Spells.&Whenever%
you%finish%a%Long%Rest,%you%can%change%your%list%
of%prepared%spells,%replacing%one%or%more%of%the%
spells%there%with%other%Divine%spells%for%which%
you%have%spell%slots.%Preparing%a%new%list%
requires%time%spent%in%prayer%and%meditation:%at%
least%1%minute%per%spell%level%for%each%spell%you%
add%to%the%list.%
% Spellcasting&Ability.&Wisdom%is%your%
Spellcasting%Ability%for%your%Cleric%spells.%
& Spellcasting&Focus.&You%can%use%a%Holy%Symbol%
as%a%Spellcasting%Focus%for%the%spells%you%prepare%
for%this%class.%
2ND%LEVEL:%CHANNEL%DIVINITY#
You%gain%the%ability%to%channel%divine%energy%
directly%from%the%Outer%Planes,%using%that%energy%
to%fuel%magical%effects.%You%start%with%two%such%
effects:%Divine%Spark%and%Turn%Undead,%each%of%
which%is%described%below.%Each%time%you%use%
your%Channel%Divinity,%you%choose%which%effect%
to%create,%and%you%gain%additional%effect%options%
at%higher%levels%in%this%class.%
% You%can%use%Channel%Divinity%twice.%You%regain%
one%expended%use%when%you%finish%a%Short%Rest,%
and%you%regain%all%expended%uses%when%you%
finish%a%Long%Rest.%You%gain%additional%uses%when%
you%reach%certain%Cleric%levels,%as%shown%in%the%
Channel%Divinity%column%of%the%Cleric%table.%
% If%a%Channel%Divinity%effect%requires%a%saving%
throw,%the%DC%equals%the%Spell%Save%DC%from%this%
class’s%Spellcasting%feature.%
% Divine&Spark.%As%a%Magic%action,%you%point%
your%Holy%Symbol%at%another%creature%you%can%
see%within%30%feet%of%yourself%and%focus%divine%
energy%at%them.%Roll%1d8%and%add%your%Wisdom%
modifier.%You%either%restore%Hit%Points%to%the%
creature%equal%to%that%total%or%force%the%creature%
to%make%a%Constitution%saving%throw.%On%a%failed%
save,%the%creature%takes%Necrotic%or%Radiant%
(your%choice)%damage%equal%to%that%total.%On%a%
successful%save,%the%creature%takes%half%as%much%
damage%(round%down).%
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% You%roll%an%additional%d8%when%you%reach%
certain%Cleric%levels:%7th%level%(2d8),%13th%level%
(3d8),%and%18th%level%(4d8).%
& Turn&Undead. As%a%Magic%action,%you%present%
your%Holy%Symbol%and%speak%a%prayer%censuring%
Undead%creatures.%Each%Undead%within%30%feet%of%
you%must%make%a%Wisdom%saving%throw.%If%the%
creature%fails%its%saving%throw,%it%has%the%
Frightened%and%Incapacitated%conditions%for%1%
minute.%This%effect%ends%early%on%the%creature%if%it%
takes%any%damage,%you%have%the%Incapacitated%
condition,%or%you%die.
3RD%LEVEL:%CLERIC%SUBCLASS#
You%gain%a%Cleric%subclass%of%your%choice:%Life%
Domain,%Light%Domain,%Trickery%Domain,%or%War%
Domain.%Subclasses%are%detailed%after%this%class’s%
description.%
% A%subclass%is%a%specialization%that%grants%you%
special%abilities%at%certain%Cleric%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Cleric%level%
and%lower.%
4TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
5TH%LEVEL:%SMITE%UNDEAD#
You%can%cause%your%Turn%Undead%feature%to%
smite%the%undying;%whenever%you%use%Turn%
Undead,%you%can%roll%a%number%of%d8s%equal%to%
your%Wisdom%modifier%(minimum%of%1d8)%and%
add%the%rolls%together.%Each%Undead%that%fails%its%
saving%throw%against%that%use%of%Turn%Undead%
takes%Radiant%damage%equal%to%the%roll’s%total.%
This%damage%doesn’t%end%the%turn%effect.%
6TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Cleric%subclass.%
7TH%LEVEL:%BLESSED%STRIKES#
Divine%power%infuses%you%in%battle.%You%gain%one%
of%the%following%options%of%your%choice:%
Divine%Strike.%Once%on%each%of%your%turns%when%
you%hit%a%creature%with%an%attack%with%a%
weapon,%you%can%cause%the%target%to%take%an%
extra%1d8%Necrotic%or%Radiant%(your%choice)%
damage.%
Potent%Spellcasting.%You%add%your%Wisdom%
modifier%to%the%damage%you%deal%with%any%
Divine%cantrip.%
If%you%get%either%option%from%another%source,%you%
use%only%the%option%you%chose%for%this%feature.%
8TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
9TH%LEVEL:%COMMUNE#
In%the%past,%you%have%reached%the%divine%source%
of%your%power%through%prayer.%Now%you%can%also%
have%brief%conversations;%you%always%have%the%
A3BB6"#%spell%prepared.%
10TH%LEVEL:%DIVINE%INTERVENTION#
You%can%call%on%your%deity%or%pantheon%to%
intervene%on%your%behalf.%As%a%Magic%action,%
choose%any%Divine%spell%of%5th%level%or%lower%that%
doesn’t%require%a%Reaction%to%cast.%As%part%of%the%
same%action,%you%cast%that%spell%without%
expending%a%spell%slot%or%needing%material%
components.%You%then%can’t%use%this%feature%
again%until%you%finish%a%Long%Rest.%
12TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
14TH%LEVEL:%IMPROVED%BLESSED%STRIKES#
The%option%you%chose%for%Blessed%Strikes%grows%
more%powerful:%
Divine%Strike.%The%extra%damage%of%your%Divine%
Strike%increases%to%2d8.%
Potent%Spellcasting.%When%you%cast%a%Divine%
cantrip%and%deal%damage%to%a%creature%with%it,%
you%can%give%vitality%to%yourself%or%another%
creature%within%60%feet%of%yourself,%granting%a%
number%of%Temporary%Hit%Points%equal%to%
twice%your%Wisdom%modifier.%
16TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
17TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Cleric%subclass.%
19TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
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20TH%LEVEL:%GREATER%DIVINE%
INTERVENTION#
You%are%able%to%call%on%even%more%powerful%
divine%intervention.%When%you%use%your%Divine%
Intervention%feature,%you%can%choose%=:0'%when%
you%select%a%spell.%If%you%do%so,%you%can’t%use%
Divine%Intervention%again%until%you%finish%2d4%
Long%Rests.%
% When%you%cast%=:0'%with%this%feature,%you%are%
immune%to%the%stress%caused%by%using%=:0'%to%do%
something%other%than%casting%a%spell.%
CLERIC(SUBCLASSES)
A%Cleric%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%Cleric%levels,%as%
specified%in%the%subclass.%%
% Each%Cleric%subclass%is%named%after%a%domain%of%
existence%that%is%favored%by%a%god,%a%pantheon,%or%
a%religious%order.%When%you%choose%a%subclass,%
you%decide%why%your%Cleric%chose%that%domain.%
This%section%presents%four%domains:%Life%Domain,%
Light%Domain,%Trickery%Domain,%and%War%
Domain.%
LIFE(DOMAIN#
The%Life%Domain%focuses%on%the%vibrant%positive%
energyone%of%the%fundamental%forces%of%the%
multiversethat%sustains%all%life.%Clerics%who%tap%
into%this%domain%are%masters%of%healing,%using%
that%force%of%life%to%cure%many%hurts.%
% Existence%itself%relies%on%the%positive%energy%
associated%with%this%domain,%so%a%Cleric%of%any%
religious%tradition%might%choose%it.%This%domain%
is%associated%with%agricultural%deities,%sun%gods,%
gods%of%healing%or%endurance,%and%gods%of%home%
and%community.%Religious%orders%of%healing%also%
seek%the%powers%of%this%domain.%
DESIGN NOTE: LIFE DOMAIN UPDATES
Here are the main updates in this subclass since its
last playtest version:
Domain Spells once again includes 1st-level
spells, and Prayer of Healing has been replaced
by Aid.
Disciple of Life is now clearer that its extra Hit
Points are based on the spell slot expended.
Preserve Life has been redesigned to give more
flexibility in how you protect yourself and others.
Healing spells are almost all Abjuration spells
now, so the revised feature applies to almost all
defensive and healing spells on the Divine list.
Blessed Healer is now clearer that its extra Hit
Points are based on the spell slot expended.
Divine Strike has been replaced by Blessed
Strikes in the base class.
Supreme Healing now applies to Channel
Divinity as well to spells.
3RD%LEVEL:%DOMAIN%SPELLS#
Your%connection%to%this%divine%domain%ensures%
you%always%have%certain%spells%ready.%When%you%
reach%a%Cleric%level%specified%in%the%Life%Domain%
Spells%table,%you%thereafter%always%have%the%
listed%spells%prepared.%
LIFE DOMAIN SPELLS
Cleric Level
Prepared Spells
3rd
Aid, Bless, Cure Wounds,
Lesser Restoration
5th
Mass Healing Word, Revivify
7th
Aura of Life, Death Ward
9th
Greater Restoration,
Mass Cure Wounds
3RD%LEVEL:%DISCIPLE%OF%LIFE#
Your%healing%spells%are%empowered%by%life%itself.%
When%a%spell%you%cast%with%a%spell%slot%restores%
Hit%Points%to%a%creature,%that%creature%regains%
additional%Hit%Points%on%the%turn%you%cast%the%
spell.%The%additional%Hit%Points%equal%2%plus%the%
spell%slot’s%level.%
3RD%LEVEL:%PRESERVE%LIFE#
As%part%of%casting%a%prepared%Abjuration%spell%
from%the%Divine%spell%list,%you%can%expend%uses%of%
Channel%Divinity%to%create%a%spell%slot%to%use%for%
the%casting.%You%must%expend%a%number%of%
Channel%Divinity%uses%equal%to%the%spell’s%level.%
For%example,%you%can%expend%one%use%of%Channel%
Divinity%to%create%a%1st-level%spell%slot%for%a%
casting%of%C':#-()3G)D$:&')if%you%have%that%spell%
prepared.%
6TH%LEVEL:%BLESSED%HEALER#
The%healing%spells%you%cast%on%others%heal%you%as%
well.%Immediately%after%you%cast%a%spell%with%a%
spell%slot%that%restores%Hit%Points%to%one%creature%
other%than%you,%you%regain%Hit%Points%equal%to%2%
plus%the%spell%slot’s%level.%
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17TH%LEVEL:%SUPREME%H EALING#
When%you%would%normally%roll%one%or%more%dice%
to%restore%Hit%Points%to%a%creature%with%a%spell%or%
Channel%Divinity,%don’t%roll%those%dice%for%the%
healing;%instead%use%the%highest%number%possible%
for%each%die.%For%example,%instead%of%restoring%
2d6%Hit%Points%to%a%creature%with%a%spell,%you%
restore%12.%
LIGHT(DOMAIN#
The%Light%Domain%emphasizes%the%divine%power%
to%bring%about%blazing%fire%and%revelation.%Clerics%
who%wield%this%power%are%enlightened%souls%
infused%with%radiance%and%the%power%of%their%
deities’%discerning%vision,%charged%with%chasing%
away%lies%and%burning%away%darkness.%
% The%Light%Domain%is%associated%with%gods%of%
truth,%vigilance,%beauty,%insight,%and%renewal.%
Some%of%these%gods%are%identified%with%the%sun%or%
as%charioteers%who%guide%the%sun%across%the%sky.%
Others%are%sentinels%who%pierce%every%shadow%
and%deception.%Some%are%deities%of%beauty%and%
artistry,%who%teach%that%art%is%a%vehicle%for%the%
soul’s%improvement.%Religious%orders%focused%on%
combating%the%Undead%also%draw%on%the%power%
of%this%domain.%
DESIGN NOTE: LIGHT DOMAIN UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Bonus Cantrip has been replaced by Divine Order
in the base class.
Domain Spells contains several different spells,
fleshing out the list with options that emphasize
revelation.
Warding Flare now has Improved Flare rolled
into it, allowing the Cleric to use the feature on
themselves and their allies.
Revealing Light is a new 6th-level feature.
Potent Spellcasting has been replaced by
Blessed Strikes in the base class.
Corona of Light now also benefits Radiance of
the Dawn, and it no longer requires an action to
deactivate early.
3RD%LEVEL:%DOMAIN%SPELLS#
Your%connection%to%this%divine%domain%ensures%
you%always%have%certain%spells%ready.%When%you%
reach%a%Cleric%level%specified%in%the%Light%Domain%
Spells%table,%you%thereafter%always%have%the%
listed%spells%prepared.%%
LIGHT DOMAIN SPELLS
Druid Level
Prepared Spells
3rd
Burning Hands, Faerie Fire,
Moonbeam, See Invisibility
5th
Daylight, Fireball
7th
Arcane Eye, Wall of Fire
9th
Flame Strike, Scrying
3RD%LEVEL:%WARDING%FLARE#
When%a%creature%that%you%can%see%within%30%feet%
of%you%makes%an%attack%roll,%you%can%use%your%
Reaction%to%impose%Disadvantage%on%the%attack%
roll,%causing%light%to%flare%before%the%attacker%
before%it%hits%or%misses.%
% You%can%use%this%feature%a%number%of%times%
equal%to%your%Wisdom%modifier%(minimum%of%
once).%You%regain%all%expended%uses%when%you%
finish%a%Long%Rest.%
3RD%LEVEL:%RADIANCE%OF%THE%DAWN#
As%a%Magic%action,%you%present%your%Holy%Symbol%
and%expend%a%use%of%your%Channel%Divinity%to%
emit%sunlight%in%a%30-foot-radius%sphere%centered%
on%yourself.%Any%magical%darknesssuch%as%that%
created%by%the%5$%4"#00%spellin%the%sphere%is%
dispelled.%Additionally,%each%creature%of%your%
choice%in%the%sphere%must%make%a%Constitution%
saving%throw,%taking%Radiant%damage%equal%to%
2d10%+%your%Cleric%level%on%a%failed%save,%or%half%
as%much%damage%on%a%successful%one.%
6TH%LEVEL:%REVEALING%LIGHT#
As%a%Bonus%Action,%you%can%present%your%Holy%
Symbol%and%cast%C##)@"H:0:2:-:&.%without%
expending%a%spell%slot.%When%you%cast%it%in%this%
way,%your%allies%also%gain%the%benefit%of%the%spell%
while%within%10%feet%of%you.%Until%the%spell%ends,%
you%emit%Bright%Light%in%a%10-foot%radius%and%
Dim%Light%for%an%additional%10%feet.%You%can%end%
the%spell%early%as%a%Bonus%Action.%
% Once%you%use%this%feature,%you%can’t%do%so%again%
until%you%finish%a%Long%Rest.%
17TH%LEVEL:%CORONA%OF%LIGHT#
As%a%Magic%action,%you%cause%yourself%to%emit%an%
aura%of%sunlight%that%lasts%for%1%minute%or%until%
you%dismiss%it%(no%action%required).%You%emit%
Bright%Light%in%a%60-foot%radius%and%Dim%Light%for%
an%additional%30%feet.%Your%enemies%in%the%Bright%
Light%have%Disadvantage%on%saving%throws%
against%your%Radiance%of%the%Dawn%and%any%spell%
that%deals%Fire%or%Radiant%damage.%
©2023 Wizards of the Coast LLC
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TRICKERY(DOMAIN#
The%Trickery%Domain%offers%magic%of%deception,%
illusion,%and%stealth.%Clerics%who%wield%this%magic%
are%a%disruptive%force%in%the%world,%puncturing%
pride,%mocking%tyrants,%stealing%from%the%rich,%
freeing%captives,%and%flouting%hollow%traditions.%
They%prefer%subterfuge,%pranks,%and%theft%rather%
than%direct%confrontation.%
% Gods%of%trickery%are%mischief-makers%and%
instigators%who%stand%as%a%constant%challenge%to%
the%accepted%order%among%both%gods%and%
mortals.%They%embody%the%forces%of%change%and%
social%upheaval,%and%they’re%patrons%of%thieves,%
scoundrels,%gamblers,%rebels,%and%liberators.%
Religious%orders%that%operate%in%secret,%
especially%those%that%seek%to%undermine%
oppressive%governments%or%hierarchies,%also%
draw%on%the%power%of%the%Trickery%Domain.%
DESIGN NOTE: TRICKERY DOMAIN UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Domain Spells has an updated spell list.
Blessing of the Trickster can target someone up
to 30 feet away, and Clerics can use it on
themselves.
Invoke Duplicity no longer requires
Concentration, and it requires a Bonus Action
rather than an action. In addition, you teleport
when you first use it, not just when you move
the illusion later.
Trickster’s Magic is a new feature that replaces
Cloak of Shadows, which was poorly rated, and
Domain Spells now includes Invisibility.
Divine Strike has been replaced by Blessed
Strikes in the base class.
Improved Duplicity was poorly rated and now
has entirely new functionality.
3RD%LEVEL:%DOMAIN%SPELLS#
Your%connection%to%this%divine%domain%ensures%
you%always%have%certain%spells%ready.%When%you%
reach%a%Cleric%level%specified%in%the%Trickery%
Domain%Spells%table,%you%thereafter%always%have%
the%listed%spells%prepared.%
TRICKERY DOMAIN SPELLS
Cleric Level
Prepared Spells
3rd
Charm Person, Disguise Self,
Invisibility, Pass without Trace
5th
Hypnotic Pattern, Nondetection
7th
Confusion, Dimension Door
9th
Hold Monster, Mislead
3RD%LEVEL:%BLESSING%OF%THE%TRICKSTER#
As%an%action,%you%can%choose%yourself%or%a%willing%
creature%within%30%feet%of%yourself%to%gain%
Advantage%on%Dexterity%(Stealth)%checks.%This%
blessing%lasts%for%1%hour%or%until%you%use%this%
feature%again.%
3RD%LEVEL:%INVOKE%DUPLICITY#
You%can%use%your%Channel%Divinity%to%create%an%
illusory%duplicate%of%yourself.%
% As%a%Bonus%Action,%you%can%expend%one%use%of%
your%Channel%Divinity%to%teleport%up%to%30%feet%to%
an%unoccupied%space%you%can%see,%and%you%create%
a%perfect%visual%illusion%of%yourself%in%the%space%
you%left.%The%illusion%lasts%for%1%minute,%but%it%
ends%early%if%you%have%the%Incapacitated%
condition%or%dismiss%it%as%a%Bonus%Action.%
% While%the%illusion%persists,%you%gain%the%
following%benefits:%
Cast%Spells.%You%can%cast%spells%as%though%you%
were%in%the%illusion’s%space,%but%you%must%use%
your%own%senses.%
Distract.%When%both%you%and%your%illusion%are%
within%5%feet%of%a%creature%that%can%see%the%
illusion,%you%have%Advantage%on%attack%rolls%
against%that%creature,%given%how%distracting%
the%illusion%is%to%the%target.%
Move.%As%a%Bonus%Action,%you%can%move%the%
illusion%up%to%30%feet%to%an%unoccupied%space%
you%can%see%that%is%within%120%feet%of%yourself,%
and%you%can%then%teleport,%swapping%places%
with%the%illusion.%
6TH%LEVEL:%TRICKSTERS%M AGIC#
If%you%cast%a%spell%of%the%Illusion%school%using%a%
spell%slot,%you%can%change%the%spell’s%casting%time%
to%a%Bonus%Action%for%this%casting,%provided%the%
spell’s%casting%time%is%normally%an%action.%
% You%can%use%this%feature%a%number%of%times%
equal%to%your%Wisdom%modifier%(minimum%of%
once),%and%you%regain%all%expended%uses%of%it%
when%you%finish%a%Long%Rest.%
17TH%LEVEL:%IMPROVED%DUPLICITY#
The%illusion%of%your%Invoke%Duplicity%has%grown%
more%powerful.%When%you%create%it,%you%can%
teleport%up%to%120%feet%rather%than%30%feet,%and%
when%you%move%it,%you%can%move%it%up%to%60%feet%
rather%than%30%feet.%In%addition,%when%you%and%
your%allies%make%attack%rolls%against%a%creature%
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within%5%feet%of%the%illusion,%the%attack%rolls%have%
Advantage.%Finally,%when%the%illusion%ends,%you%
or%a%creature%of%your%choice%within%5%feet%of%it%
regains%a%number%of%Hit%Points%equal%to%your%
Cleric%level.%
WAR(DOMAIN#
War%has%many%manifestations.%It%can%make%
heroes%of%ordinary%people.%It%can%be%desperate%
and%horrific,%with%acts%of%cruelty%and%cowardice%
eclipsing%instances%of%excellence%and%courage.%
Clerics%who%tap%into%the%magic%of%the%War%
Domain%excel%in%battle,%inspiring%others%to%fight%
the%good%fight%or%offering%acts%of%violence%as%
prayers.%%
% Gods%of%the%War%Domain%watch%over%warriors%
and%reward%them%for%their%great%deeds.%They%
include%champions%of%honor%and%chivalry%as%well%
as%gods%of%destruction%and%pillage.%Other%war%
gods%take%a%more%neutral%stance,%promoting%war%
in%all%its%manifestations%and%supporting%warriors%
in%any%circumstance.%
DESIGN NOTE: WAR DOMAIN UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Bonus Proficiencies has been replaced by Divine
Order in the base class.
Domain Spells includes Destructive Wave instead
of Flame Strike.
War Priest now lets you use the Mastery
property of a weapon. In addition, the bonus
attack recharges on a Short Rest, not just a Long
Rest, and it doesn’t have to be paired with the
Attack action anymore.
Guided Strike now lets you benefit yourself or
another creature, and it’s triggered by missing,
ensuring it has a greater chance of causing an
attack to hit.
War God’s Blessing has been redesigned to allow
the Cleric to protect allies. The former
functionality of this feature has been
incorporated into Guided Strike.
Divine Strike has been replaced by Blessed
Strikes in the base class.
Avatar of Battle now provides resistance to all
Bludgeoning, Piercing, and Slashing damage, not
just nonmagical versions.
3RD%LEVEL:%DOMAIN%SPELLS#
Your%connection%to%this%divine%domain%ensures%
you%always%have%certain%spells%ready.%When%you%
reach%a%Cleric%level%specified%in%the%War%Domain%
Spells%table,%you%thereafter%always%have%the%
listed%spells%prepared.%%
WAR DOMAIN SPELLS
Cleric Level
Prepared Spells
3rd
Divine Favor, Magic Weapon, Shield
of Faith, Spiritual Weapon
5th
Crusaders Mantle, Spirit Guardians
7th
Freedom of Movement, Stoneskin
9th
Destructive Wave, Hold Monster
3RD%LEVEL:%WAR%PRIEST#
Your%training%with%weapons%allows%you%to%use%
the%Mastery%property%of%one%kind%of%Simple%or%
Martial%weapon%with%which%you%have%
proficiency.%Whenever%you%finish%a%Long%Rest,%
you%can%change%the%kind%of%weapon%you%chose%to%
another%eligible%kind.%
% In%addition,%you%can%make%one%weapon%attack%
as%a%Bonus%Action.%You%can%use%this%Bonus%Action%
a%number%of%times%equal%to%your%Wisdom%
modifier%(minimum%of%once).%You%regain%all%
expended%uses%when%you%finish%a%Short%Rest%or%
Long%Rest.%
3RD%LEVEL:%GUIDED%STRIKE#
When%you%or%a%creature%within%30%feet%of%you%
misses%with%an%attack%roll,%you%can%use%your%
Reaction%to%expend%one%use%of%your%Channel%
Divinity%and%give%that%roll%a%+10%bonus,%
potentially%causing%it%to%hit.%
6TH%LEVEL:%WAR%GODS%BLESSING#
Whenever%you%cast%C':#-()3G)D$:&'%on%another%
creature,%the%spell%also%affects%you.%
% In%addition,%you%can%cast%the%spell%once%without%
expending%a%spell%slot,%and%you%regain%the%ability%
to%do%so%when%you%finish%a%Short%Rest%or%Long%
Rest.%%
17TH%LEVEL:%AVATAR%OF%BATTLE#
You%gain%resistance%to%Bludgeoning,%Piercing,%and%
Slashing%damage.%
% %
©2023 Wizards of the Coast LLC
17
DRUID)
Primary Ability: Wisdom
Druids%belong%to%ancient%orders%that%call%on%the%
forces%of%nature.%Harnessing%the%magic%of%
animals,%plants,%weather,%and%the%four%elements,%
Druids%can%heal,%transform%themselves,%and%
wield%elemental%destruction.%
% Revering%nature%above%all,%individual%Druids%
gain%their%magic%from%a%nature%deity,%from%nature%
itself,%or%both,%and%they%typically%unite%with%other%
Druids%in%performing%rites%to%mark%the%passage%
of%the%seasons%and%other%natural%cycles.%The%
ancient%druidic%traditions%are%sometimes%called%
the%Old%Faith,%in%contrast%to%the%worship%of%gods%
in%temples%and%shrines.%
% Druids%master%Primal%magic,%which%is%oriented%
toward%nature%and%animalsthe%power%of%tooth%
and%claw,%of%sun%and%moon,%of%fire%and%storm.%
Druids%also%gain%the%ability%to%take%on%animal%
forms,%and%some%Druids%focus%on%this%practice,%
even%to%the%point%where%they%feel%more%natural%in%
an%animal%form.%
% For%Druids,%nature%exists%in%a%precarious%
balance.%The%four%elements%that%make%up%a%
worldair,%earth,%fire,%and%watermust%remain%
in%equilibrium.%If%one%element%were%to%gain%
power%over%the%others,%the%world%could%be%
destroyed,%drawn%into%one%of%the%elemental%
planes%and%broken%apart%into%its%component%
elements.%Thus,%Druids%oppose%cults%of%Elemental%
Evil%and%others%who%promote%one%element%to%the%
exclusion%of%others.%
% Druids%are%also%concerned%with%the%delicate%
ecological%balance%that%sustains%plant%and%animal%
life%and%with%the%need%for%people%to%live%in%
harmony%with%nature,%not%in%opposition%to%it.%
Druids%are%often%found%guarding%sacred%sites%or%
watching%over%regions%of%unspoiled%nature.%But%
when%a%significant%danger%arises,%threatening%
nature’s%balance%or%the%lands%they%protect,%
Druids%take%a%more%active%role%as%adventurers%
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
18
DESIGN NOTE: DRUID UPDATES
Here are the main updates in this class since its last
playtest version:
Channel Nature has been cut in favor of
restoring Wild Shape at 2nd level.
Druidic now also makes sure you always have
Speak with Animals prepared.
Primal Order is a new 1st-level feature, which
lets you improve your armor and weapon
proficiencies or your spellcasting.
Wild Shape has returned to 2nd level. The
feature has returned to using Beast stat blocks
and has new rules for how you interact with
those stat blocks. In addition, using Wild Shape is
now a Bonus Action for all Druids, and Swim
Speeds are available from the beginning.
Spellcasting has one noteworthy change: spell
preparation is no longer tied to the level of your
spell slots.
Wild Resurgence has moved from 15th level to
5th level and has been redesigned. The new
feature answers the desire to have more
flexibility between using Wild Shape and spells.
Elemental Fury is a new 7th-level feature,
allowing the Druid to increase the effectiveness
of their cantrips or their attacks with weapons
and Wild Shape.
Commune with Nature is a new 9th-level
feature.
Improved Elemental Fury is a new 15th-level
feature, improving whatever option the Druid
chose for Elemental Fury.
Archdruid now includes the ability to turn
unexpended uses of Wild Shape into a spell slot.
It’s also returned to 20th level, replacing Epic
Boon (Epic Boon feats will return in a future UA,
but they won’t be built into a class’s level
progression).
CREATING(A(DRUID#
To%create%a%Druid,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%1st-level%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Druid”%
sidebar.%
% Then%look%at%the%Druid%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%The%
descriptions%of%those%features%appear%in%the%
“Druid%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d8 per Druid level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points per Level after 1st: 1d8 (or 5) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, Animal Handling, Insight,
Medicine, Nature, Perception, Religion, Survival
Weapons: Simple Weapons
Tools: Herbalism Kit
ARMOR TRAINING
Light Armor, Shields
STARTING EQUIPMENT
As a 1st-level character, you start with the
following equipment, or you can forgo it and spend
50 GP on equipment of your choice.
Druidic Focus
(Quarterstaff)
Explorers Pack
Herbalism Kit
Leather Armor
Shield
Sickle
9 GP
MULTICLASSING AND THE DRUID
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Druid as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Druid’s primary ability, Wisdom, to take a level
in this class or to take a level in another class if you
are already a Druid.
Armor Training. When you gain your first Druid
level, you gain armor training with the following:
Light Armor and Shields.
Spell Slots. Add all your Druid levels to the
appropriate levels from other classes to determine
your available spell slots for casting spells, as
detailed in the multiclassing rules.
You prepare spells for each of your classes
individually, referring to the spell slots of an
individual class to determine the number and
levels of the spells you prepare for it.
©2023 Wizards of the Coast LLC
19
DRUID(CLASS(FEATURES#
As%a%Druid,%you%gain%the%following%class%features%
when%you%reach%the%specified%levels%in%this%class.%
These%features%are%listed%on%the%Druid%table.%
1ST%LEVEL:%DRUIDIC#
You%know%Druidic,%the%secret%language%of%Druids.%
While%learning%this%ancient%tongue,%you%also%
unlocked%the%magic%of%speaking%to%animals;%you%
always%have%the%CI#$4)<:&')*":B$-0%spell%
prepared.%
% You%can%use%Druidic%to%leave%hidden%messages.%
You%and%others%who%know%Druidic%automatically%
spot%such%a%message.%Others%spot%the%message’s%
presence%with%a%successful%DC%15%Intelligence%
(Investigation)%check%but%can’t%decipher%it%
without%magic.%
1ST%LEVEL:%PRIMAL%ORDER#
You%have%dedicated%yourself%to%one%of%the%
following%sacred%roles%of%your%choice:%
Magician.%You%know%one%extra%cantrip%from%the%
Primal%spell%list%(see%your%Spellcasting%feature%
for%information%on%preparing%spells).%In%
addition,%your%mystical%connection%to%nature%
gives%you%a%bonus%to%your%Intelligence%(Nature)%
checks.%The%bonus%equals%your%Wisdom%
modifier%(minimum%of%+1).
Warden.%Trained%for%battle,%you%gain%Martial%
Weapon%proficiency%and%Medium%Armor%
training.%
1ST%LEVEL:%SPELLCASTING#
You%have%learned%to%cast%spells%through%studying%
the%mystical%forces%of%nature.%See%the%,-$.#%/0)
1$"(2334%for%the%rules%on%spellcasting.%The%
information%below%details%how%you%use%those%
rules%as%a%Druid.%
% Cantrips.%You%know%two%cantrips%of%your%
choice%from%the%Primal%spell%list.%Rather%than%
choosing,%you%may%start%with%5%6:(+%$G&%and%
,%3(6+#)D-$B#.%
% Whenever%you%gain%a%Druid%level,%you%can%
replace%one%of%your%cantrips%with%another%
cantrip%of%your%choice%from%the%Primal%spell%list.%
% When%you%reach%4th%and%10th%level%in%this%
class,%you%learn%another%cantrip%of%your%choice%
from%the%Primal%spell%list,%as%shown%in%the%
Cantrips%column%of%the%Druid%table.%
& Spell&Slots.%The%Druid%table%shows%how%many%
spell%slots%you%have%to%cast%your%spells%of%1st%
level%and%higher.%To%cast%one%of%these%spells,%you%
must%expend%a%slot%of%the%spell’s%level%or%higher.%
You%regain%all%expended%spell%slots%when%you%
finish%a%Long%Rest.%
% Prepared&Spells&of&1st+&Level.(You%prepare%
the%list%of%spells%of%1st%level%and%higher%that%are%
available%for%you%to%cast%with%this%feature.%To%
start,%choose%four%1st-level%spells%from %the %Primal%
spell%list.%Rather%than%choosing,%you%may%start%
with%*":B$-)D%:#"(0':I,%A6%#)=36"(0,%D$#%:#)D:%#,%
and%E'6"(#%<$H#.%
% The%number%of%spells%on%your%list%also%increases%
as%you%gain%Druid%levels,%as%shown%in%the %
Prepared%Spells%column%of%the%Druid%table.%
Whenever%that%number%increases,%choose%
additional%spells%from%the%Primal%spell%list%until%
the%number%of%spells%on%your%list%m atche s%the%
number%on%the%table.%The%chosen%spells%must%be%
of%a%level%for%which%you%hav e%spell%slots.%For%
example,%if%you’re%a%3rd-level%Druid,%your%list%of%
prepared%spells%can%include%six%spells%of%1st%or%
2nd%level,%in%any%combination.%
% If%another%Druid%feature%gives%spells%that%you%
always%have%prepared,%those%spells%don’t%count%
against%the%number%of%spells%on%the%list%you%
prepare%with%this%Spellcasting%feature,%but%those%
spells%otherwise%follow%the%rules%in%this%feature.%
% Changing&Your&Prepared&Spells.&Whenever%
you%finish%a%Long%Rest,%you%can%change%your%list%
of%prepared%spells,%replacing%one%or%more%of%the%
spells%there%with%other%Primal%spells%for%which%
you%have%spell%slots.%Preparing%a%new%list%
requires%time%spent%in%meditation:%at%least%1%
minute%per%spell%level%for%each%spell%you%add%to%
the%list.%
% Spellcasting&Ability.&Wisdom%is%your%
Spellcasting%Ability%for%your%Druid%spells.%
& Spellcasting&Focus.&You%can%use%a%Druidic%
Focus%as%a%Spellcasting%Focus%for%the%spells%you%
prepare%for%this%class.%
2ND%LEVEL:%WILD%COMPANION#
You%can%summon%a%nature%spirit%that%assumes%an%
animal%form%to%aid%you.%As%a%Magic%action,%you%
can%expend%a%spell%slot%or%a%use%of%Wild%Shape%to%
cast%the%D:"()D$B:-:$%%spell%without%material%
components.%
% When%you%cast%the%spell%in%this%way,%the%
familiar%is%a%Fey,%and%it%disappears%when%you%
finish%a%Long%Rest.%
2ND%LEVEL:%WILD%SHAPE#
The%power%of%nature%infuses%you,%allowing%you%to%
assume%the%form%of%an%animal.%As%a%Bonus%Action,%
©2023 Wizards of the Coast LLC
20
you%transform%into%a%Beast%form%that%you%have%
learned%for%this%feature%(see%“Known%Forms”%
below).%You%stay%in%that%form%for%a%number%of%
hours%equal%to%half%your%Druid%level%(round%
down)%or%until%you%use%Wild%Shape%again,%have%
the%Incapacitated%condition,%or%die.%You%can%also%
leave%the%form%early%as%a%Bonus%Action.%
% Known&Forms.&You%start%knowing%three%forms%
for%this%feature,%chosen%from%among%Beast%stat%
blocks%that%have%a%maximum%Challenge%Rating%of%
1/4%and%that%lack%a%Fly%Speed.%Rather%than%
choosing,%you%may%start%with%the%Riding%Horse,%
Spider,%and%Wolf.%Whenever%you%finish%a%Long%
Rest,%you%can%replace%one%of%your%known%forms%
with%another%eligible%form.%
% When%you%gain%certain%Druid%levels,%you%learn%
additional%forms,%and%the%maximum%Challenge%
Rating%for%your%forms%increases,%as%shown%in%the%
Beast%Shapes%table.%In%addition,%starting%at%8th%
level,%you%can%adopt%a%form%that%has%a%Fly%Speed.%
BEAST SHAPES
Druid Level
Known Forms
Max CR
Fly Speed
2nd
3
1/4
No
4th
4
1/2
No
8th
5
1
Yes
%
% Number&of&Uses.%You%can%use%Wild%Shape%
twice.%You%regain%one%expended%use%when%you%
finish%a%Short%Rest,%and%you%regain%all%expended%
uses%when%you%finish%a%Long%Rest.%
% You%gain%additional%uses%when%you%reach%
certain%Druid%levels,%as%shown%in%the%Wild%Shape%
column%of%the%Druid%table.%
% Rules&While&Transformed.%While%in%a%form,%
you%retain%your%personality,%memories,%and%
ability%to%speak,%and%the%following%rules%apply:%
Game%Statistics.%Your%game%statistics%are%
replaced%by%the%statistics%of%the%Beast,%but%you%
retain%your%Hit%Points;%Hit%Dice;%Intelligence,%
Wisdom,%and%Charisma%scores;%class%features;%
species%traits;%languages;%and%feats.%You%also%
retain%your%skill%and%saving%throw%
proficiencies%and%use%your%Proficiency%Bonus%
for%them,%in%addition%to%gaining%those%of%the%
creature.%If%the%creature%has%the%same%
proficiency%as%you%and%the%bonus%in%its%stat%
block%is%higher%than%yours,%use%the%creature’s%
bonus%instead%of%yours.%If%the%creature%has%any%
legendary%or%lair%actions,%you%can’t%use%them.%
No%Spellcasting.%You%can’t%cast%spells,%but%
transforming%doesn’t%break%your%
Concentration%on%a%spell%you’ve%already%cast%or%
prevent%you%from%taking%actions%that%are%part%
of%a%spell,%such%as%A$--)J:7'&":"7,%that%you’ve%
already%cast.%
Objects.%Your%ability%to%handle%objects%is%
determined%by%the%form’s%limbs,%rather%than%
your%own.%In%addition,%you%choose%whether%
your%equipment%falls%to%the%ground%in%your%
space,%merges%into%your%new%form,%or%is%worn%
by%it.%Worn%equipment%functions%as%normal,%
but%the%DM%decides%whether%it%is%practical%for%
the%new%form%to%wear%a%piece%of%equipment,%
based%on%the%creature’s%size%and%shape.%Your%
equipment%doesn’t%change%size%or%shape%to%
match%the%new%form,%and%any%equipment%that%
the%new%form%can’t%wear%must%either%fall%to%the%
ground%or%merge%with%it.%Equipment%that%
merges%with%the%form%has%no%effect%until%you%
leave%the%form.%
3RD%LEVEL:%DRUID%SUBCLASS#
You%gain%a%Druid%subclass%of%your%choice:%Circle%
of%the%Land,%Circle%of%the%Moon,%Circle%of%the%Sea,%
or%Circle%of%the%Stars.%Subclasses%are%detailed%
after%this%class’s%description%(for%this%playtest,%
use%Circle%of%Stars%from%E$0'$/0)A$6-(%3")3G)
KH#%.&':"7).%
% A%subclass%is%a%specialization%that%grants%you%
special%abilities%at%certain%Druid%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Druid%level%
and%lower.%
4TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
5TH%LEVEL:%WILD%RESURGENCE#
If%you%have%no%uses%of%Wild%Shape%left,%you%can%
give%yourself%one%use%by%expending%a%spell%slot%
(no%action%required).%You%can%do%so%only%once%per%
turn.%
% In%addition,%you%can%expend%one%use%of%Wild%
Shape%(no%action%required)%to%give%yourself%a%1st-
level%spell%slot,%and%you%can’t%do%so%again%until%
you%finish%a%Long%Rest.%
6TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Druid%subclass.%
©2023 Wizards of the Coast LLC
21
7TH%LEVEL:%ELEMENTAL%FURY#
The%might%of%the%elements%flows%through%you.%
You%gain%one%of%the%following%options%of%your%
choice:%
Potent%Spellcasting.%You%add%your%Wisdom%
modifier%to%the%damage%you%deal%with%any%
Primal%cantrip.%
Primal%Strike.%Once%on%each%of%your%turns%when%
you%hit%a%creature%with%an%attack%roll%using%a%
weapon%or%a%Beast%form’s%attack%in%Wild%Shape,%
you%can%cause%the%target%to%take%an%extra%1d8%
Cold,%Fire,%Lightning,%or%Thunder%damage%
(choose%when%you%hit).%
8TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
9TH%LEVEL:%COMMUNE%WITH%NATURE#
You%are%an%expression%of%nature%itself%and%can%
commune%with%the%natural%world%all%around%you;%
you%always%have%the%A3BB6"#)<:&')L$&6%#%spell%
prepared.%
10TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Druid%subclass.%
12TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
14TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Druid%subclass.%
15TH%LEVEL:%IMPROVED%ELEMENTAL%FURY#
The%option%you%chose%for%Elemental%Fury%grows%
more%powerful:%
Potent%Spellcasting.%When%you%cast%a%Primal%
cantrip%with%a%range%of%10%feet%or%greater,%the%
spell’s%range%increases%by%300%feet.%%
Primal%Strike.%The%extra%damage%of%your%Primal%
Strike%increases%to%2d8.%
16TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
18TH%LEVEL:%BEAST%SPELLS#
While%using%Wild%Shape,%you%can%cast%spells%in%
Beast%form,%except%for%any%spell%that%has%a%
Material%component%with%a%cost%specified%or%that%
consumes%its%Material%component.%
19TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
20TH%LEVEL:%ARCHDRUID#
The%vitality%of%nature%constantly%blooms%within%
you,%granting%you%the%following%benefits:%
Evergreen%Wild%Shape.%Whenever%you%roll%
Initiative%and%have%no%uses%of%Wild%Shape%left,%
you%regain%one%expended%use%of%it.%
Nature%Magician.%You%can%convert%uses%of%Wild%
Shape%into%a%spell%slot%(no%action%required).%
Choose%a%number%of%your%unexpended%uses%of%
Wild%Shape%and%convert%them%into%a%single%
spell%slot,%with%each%use%contributing%2%spell%
levels.%You%must%then%finish%a%Long%Rest%before%
you%can%do%so%again.%For%example,%if%you%
convert%two%uses%of%Wild%Shape,%you%produce%a%
4th-level%spell%slot.%
Longevity.%The%primal%magic%that%you%wield%
causes%you%to%age%more%slowly.%For%every%10%
years%that%pass,%your%body%ages%only%1%year.%
DRUID(SUBCLASSES)
A%Druid%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%Druid%levels,%as%
specified%in%the%subclass.%
% Druids%form%loose%associations,%which%they%call%
circles,%to%facilitate%their%gatherings%and%preserve%
their%traditions.%This%section%presents%three%
circles:%Circle%of%the%Land,%Circle%of%the%Moon,%and%
Circle%of%the%Sea.%%
CIRCLE(OF(THE(LAND#
The%Circle%of%the%Land%is%made%up%of%mystics%and%
sages%who%safeguard%ancient%knowledge%and%
rites%through%a%vast%oral%tradition.%These%Druids%
meet%within%sacred%circles%of%trees%or%standing%
stones%to%whisper%primal%secrets%in%Druidic.%The%
circle’s%wisest%members%preside%as%the%chief%
priests%of%communities%that%hold%to%the%Old%Faith%
and%serve%as%advisors%to%the%rulers%of%those%folk.%
DESIGN NOTE: CIRCLE OF THE LAND UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Circle Spells now lets you pick a different land
type each day. It has also absorbed the old Bonus
Cantrip feature. The spell lists are shorter than
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their 2014 equivalents since the Druid can now
change lists each day.
Land’s Aid is a new 3rd-level feature, which lets
the Druid expend uses of Wild Shape to heal and
harm in an area.
Natural Recovery is now at 6th level, replacing
Land’s Stride, and enhances Circle Spells.
Nature’s Ward has been redesigned to be more
useful and to interact with Circle Spells.
Nature’s Sanctuary has been redesigned to give
the Druid another way to use Wild Shape and to
provide protection to the Druid and allies.
3RD%LEVEL:%CIRCLE%SPELLS#
Your%connection%to%nature%infuses%you%with%the%
ability%to%cast%certain%spells.%Whenever%you%finish%
a%Long%Rest,%choose%one%type%of%land:%arid,%polar,%
temperate,%or%tropical.%Consult%the%table%below%
that%corresponds%to%the%chosen%type;%you%have%
the%spells%prepared%there%that%are%listed%for%your%
Druid%level%and%lower.%
ARID LAND
Druid Level
Circle Spells
3rd
Blur, Burning Hands, Fire Bolt
5th
Fireball
7th
Blight
9th
Wall of Stone
POLAR LAND
Druid Level
Circle Spells
3rd
Fog Cloud, Hold Person, Ray of Frost
5th
Sleet Storm
7th
Ice Storm
9th
Cone of Cold
TEMPERATE LAND
Druid Level
Circle Spells
3rd
Misty Step, Shocking Grasp, Sleep
5th
Lightning Bolt
7th
Freedom of Movement
9th
Tree Stride
TROPICAL LAND
Druid Level
Circle Spells
3rd
Acid Splash, Ray of Sickness, Web
5th
Stinking Cloud
7th
Polymorph
9th
Insect Plague
3RD%LEVEL:%LANDS%AID#
You%can%channel%the%power%of%the%land%itself%to%
bolster%friends%and%harm%foes.%As%a%Magic%action,%
you%can%expend%a%use%of%your%Wild%Shape%and%
choose%a%point%within%60%feet%of%yourself.%
Vitality-giving%flowers%and%life-draining%thorns%
appear%for%a%moment%in%a%10-foot-radius%sphere%
centered%on%that%point.%Each%creature%of%your%
choice%in%that%area%must%make%a%Constitution%
saving%throw,%taking%2d6%Necrotic%damage%on%a%
failed%save,%or%half%as%much%damage%on%a%
successful%one.%
% In%addition,%one%creature%of%your%choice%in%that%
area%regains%2d6%Hit%Points.%
% When%you%reach%certain%Druid%levels,%the%
damage%and%healing%increase%by%1d6:%10th%level%
(3d6)%and%14th%level%(4d6).%
6TH%LEVEL:%NATURAL%RECOVERY#
Tapping%into%nature,%you%can%conserve%and%
recover%your%magical%power.%You%can%cast%one%of%
the%spells%of%1st-level%or%higher%that%you%have%
prepared%from%your%Circle%Spells%feature%without%
expending%a%spell%slot,%and%you%must%finish%a%
Long%Rest%before%you%do%so%again.%
% In%addition,%when%you%finish%a%Short%Rest,%you%
can%choose%expended%spell%slots%to%recover.%The%
spell%slots%can%have%a%combined%level%that%is%
equal%to%or%less%than%half%your%Druid%level%(round%
up),%and%none%of%the%slots%can%be%6th%level%or%
higher.%For%example,%if%you’re%a%6th-level%Druid,%
you%can%recover%up%to%three%levels%worth%of%spell%
slots.%You%can%recover%a%3rd-level%spell%slot,%a%
2nd-level%spell%slot%and%a%1st-level%spell%slot,%or%
three%1st-level%spell%slots.%Once%you%recover%spell%
slots%with%this%feature,%you%can’t%do%so%again%until%
you%finish%a%Long%Rest.%
10TH%LEVEL:%NATURES%WARD#
Your%bond%with%the%land%protects%you.%You%are%
immune%to%the%Poisoned%condition,%and%you%have%
resistance%to%a%damage%type%associated%with%your%
current%land%choice%in%the%Circle%Spells%feature,%as%
shown%in%the%Nature’s%Ward%table.%
NATURES WARD
Land Type
Damage Resistance
Arid
Fire
Polar
Cold
Temperate
Lightning
Tropical
Poison
14TH%LEVEL:%NATURES%SANCTUARY#
Nature%can%rise%up%to%protect%you%and%your%allies.%
As%a%Magic%action,%you%can%expend%a%use%of%your%
Wild%Shape%and%cause%spectral%trees%and%vines%to%
appear%in%a%15-foot%cube%on%ground%within%120%
feet%of%yourself.%They%last%there%for%1%minute%or%
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until%you%have%the%Incapacitated%condition.%You%
and%your%allies%have%Half%Cover%while%in%that%
area,%and%your%allies%gain%the%current%damage%
resistance%of%your%Nature’s%Ward%while%there.%
% As%a%Bonus%Action,%you%can%move%the%cube%up%
to%60%feet%to%ground%within%120%feet%of%yourself.%
CIRCLE(OF(THE(MOON#
Druids%of%the%Circle%of%the%Moon%draw%on%the%
magic%of%the%moon%to%transform%themselves%and%
to%guard%the%wilds.%Their%order%gathers%under%the%
full%moon%to%share%news%and%perform%rituals.%
They%wander%the%deepest%parts%of%the%
wilderness,%where%they%might%go%for%weeks%
before%crossing%paths%with%another%person,%let%
alone%another%Druid.%
% Changeable%as%the%moon,%a%Druid%of%this%circle%
might%prowl%as%a%great%cat%one%night,%soar%over%
the%treetops%as%an%eagle%the%next%day,%and%crash%
through%the%undergrowth%as%a%bear%to%drive%off%a%
trespassing%monster.%The%wild%is%in%the%Druid’s%
blood.%
DESIGN NOTE: CIRCLE OF THE MOON UPDATES
Here are the main updates in this subclass since its
last playtest version, aimed at improving its play
and its connection to the lunar theme:
Circle Forms has returned from the 2014 version
of the subclass. As in that version, the feature is
improved at 6th levelnow in a feature called
Improved Circle Forms.
Combat Wild Shape now lets you use either your
AC or your Beast form’s AC, whichever is higher.
The feature also ensures you always have
Moonbeam prepared, and you can cast that spell
while in a Wild Shape form. As in the previous
Druid playtest, the feature also lets you cast
Abjuration spells while in a Wild Shape form
(most healing spells now belong to the
Abjuration school).
Moonlight Step is a new 10th-level feature,
which allows the Druid to teleport.
Lunar Form is a new 14th-level feature, which
enhances other features in the subclass.
3RD%LEVEL:%CIRCLE%FORMS#
The%rites%of%your%circle%grant%you%the%ability%to%
transform%into%more%dangerous%animal%forms;%
the%maximum%Challenge%Rating%for%your%Wild%
Shape%is%1.%
3RD%LEVEL:%COMBAT%WILD%SHAPE#
You%have%learned%ancient%techniques%that%allow%
you%to%channel%the%magic%of%the%moon%to%bolster%
yourself%while%using%Wild%Shape,%granting%you%
the%following%benefits:%
Armor%Class.%When%you%assume%a%Wild%Shape%
form,%compare%the%Beast’s%AC%to%your%AC%
(including%any%armor%you’re%wearing%but%not%a%
Shield).%While%in%that%form,%you%use%whichever%
AC%is%higher.%
Temporary%Hit%Points.%When%you%assume%a%
Wild%Shape%form,%you%gain%a%number%of%
Temporary%Hit%Points%equal%to%the%form’s%Hit%
Points%or%three%times%your%Druid%level,%
whichever%number%is%lower.%For%example,%if%
you%turn%into%a%Wolf%(11%HP)%as%a%5th-level%
Druid,%you%gain%11%Temporary%Hit%Points,%since%
three%times%your%Druid%level%is%higher%than%the%
Wolf’s%Hit%Points%
Abjuration%Spells.%While%in%a%Wild%Shape%form,%
you%can%cast%your%Abjuration%spells,%except%for%
any%spell%that%has%a%Material%component%with%a%
cost%specified%or%that%consumes%its%Material%
component.%
Moonbeam.%You%always%have%the%833"2#$B%
spell%prepared%while%in%a%Wild%Shape%form,%and%
you%can%cast%the%spell%in%that%form%without%
material%components.%
6TH%LEVEL:%IMPROVED%CIRCLE%FORMS#
The%maximum%Challenge%Rating%of%your%Wild%
Shape%now%equals%your%Druid%level%divided%by%3%
(round%down).%
% In%addition,%each%of%your%attacks%in%a%Wild%
Shape%form%can%deal%its%normal%damage%type%or%
Radiant%damage.%You%make%this%choice%each%time%
you%hit%with%those%attacks.%
10TH%LEVEL:%MOONLIGHT%STEP#
You%magically%transport%yourself,%reappearing%
amid%a%burst%of%moonlight.%As%a%Bonus%Action,%
you%teleport%up%to%30%feet%to%an%unoccupied%
space%you%can%see,%and%you%have%Advantage%on%
the%next%attack%roll%you%make%before%the%end%of%
this%turn.%
% You%can%use%this%feature%a%number%of%times%
equal%to%your%Wisdom%modifier%(minimum%of%
once),%and%you%regain%all%expended%uses%when%
you%finish%a%Long%Rest.%You%can%also%regain%uses%
by%expending%a%spell%slot%of%2nd%level%or%higher%
for%each%use%you%want%to%restore%(no%action%
required).%
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14TH%LEVEL:%LUNAR%FORM#
The%power%of%the%moon%suffuses%you,%granting%
you%the%following%benefits:%
Movable%Moonbeam.%While%your%833"2#$B%is%
active,%you%can%move%it%up%to%60%feet%at%the%
start%of%each%of%your%turns%(no%action%
required).%
Shared%Moonlight.%Whenever%you%use%
Moonlight%Step,%you%can%also%teleport%one%
willing%creature.%That%creature%must%be%within%
10%feet%of%you,%and%you%teleport%it%to%an%
unoccupied%space%you%can%see%within%10%feet%of%
your%destination%space.%
CIRCLE(OF(THE(SEA#
Druids%of%the%Circle%of%the%Sea%draw%on%the%
tempestuous%natural%forces%of%the%world’s%oceans%
and%storms.%Some%view%themselves%as%
embodiments%of%nature’s%wrath,%seeking%
vengeance%against%those%who%despoil%the%natural%
world.%Others%seek%mystical%unity%with%nature%by%
attuning%themselves%to%the%ebb%and%flow%of%the%
tides,%following%the%rush%of%currents%and%waves,%
and%listening%to%the%inscrutable%whispers%and%
roars%of%the%winds.%%
3RD%LEVEL:%CIRCLE%SPELLS#
Your%connection%to%this%circle%ensures%that%you%
always%have%certain%spells%ready.%When%you%
reach%a%Druid%level%specified%in%the%Circle%of%the%
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%
Save%DC%or%take%Thunder%damage%and,%if%the%
creature%is%Large%or%smaller,%be%pushed%up%to%15%
feet%away%from%you.%To%determine%this%damage,%
roll%a%number%of%d6s%equal%to%your%Wisdom%
modifier%(minimum%of%one%die).%
6TH%LEVEL:%AQUATIC%AFFINITY#
You%always%have%the%=$&#%)F%#$&':"7%spell%
prepared.%In%addition,%you%gain%a%Swim%Speed%
equal%to%your%Speed.%If%you%use%Wild%Shape%to%
assume%a%form%that%lacks%a%Swim%Speed,%that%
form%gains%your%Swim%Speed.%
10TH%LEVEL:%STORMBORN#
Your%Wrath%of%the%Sea%confers%two%more%benefits%
while%active:%
Flight.%You%gain%a%Fly%Speed%equal%to%your%Speed.%
Resistance.%You%have%resistance%to%Cold,%
Lighting,%and%Thunder%damage.%
14TH%LEVEL:%OCEANIC%GIFT#
Whenever%you%use%Wrath%of%the%Sea,%you%can%
manifest%the%aura%around%one%willing%creature%
within%60%feet%of%you%rather%than%manifesting%it%
around%yourself.%The%creature%gains%all%the%
benefits%of%the%aura%and%uses%your%Spell%Save%DC%
and%Wisdom%modifier%for%it.%
% In%addition,%you%can%manifest%the%aura%around%
both%the%other%creature%and%yourself%if%you%
expend%two%uses%of%your%Wild%Shape,%instead%of%
one,%when%manifesting%the%aura.%
%
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MONK)
Primary Ability: Dexterity and Wisdom
Monks%use%rigorous%combat%training%and%mental%
discipline%to%align%themselves%with%the%
multiverse%and%tap%into%internal%reservoirs%of%
power.%Different%Monks%conceptualize%this%
power%in%various%ways:%as%breath,%energy,%life%
force,%essence,%or%self,%for%example.%Whether%
channeled%as%a%striking%display%of%martial%
prowess%or%as%a%subtler%focus%of%defense%and%
speed,%this%power%infuses%all%that%a%Monk%does.%
% Monks%harness%and%focus%their%internal%power%
to%create%extraordinary,%even%supernatural,%
effects.%They%channel%uncanny%speed%and%
strength%into%their%attacks,%with%or%without%the%
use%of%weapons.%In%their%hands%and%guided%by%
their%power,%even%the%most%basic%weapons%can%
become%sophisticated%implements%of%combat%
mastery.%And%their%mightiest%attacks%can%stun%
their%opponents.%
% Many%Monks%find%that%a%structured%life%of%
ascetic%withdrawal%from%the%mundane%world%
helps%them%cultivate%the%physical%and%mental%
discipline%they%need%to%harness%their%power.%
Other%Monks%believe%that%immersing%themselves%
in%the%vibrant%confusion%of%life%helps%to%fuel%their%
determination%and%discipline.%%%
% Monks%generally%view%their%adventures%as%
personal%tests%of%their%physical%and%mental%
development.%They%are%driven%by%a%desire%to%
accomplish%a%greater%mission%than%merely%
slaying%monsters%and%plundering%treasure;%they%
strive%to%hone%themselves%into%living%weapons.%
DESIGN NOTE: MONK UPDATES
Here are the main updates in this class, most of
which were inspired by the Player’s Handbook
survey in 2021:
Martial Arts starts with a d6 rather than a d4 for
its Martial Arts die, and that die applies only to
Unarmed Strikes, not weapons. Weapons are
now enhanced by Weapon Mastery. To keep up
with other classes, the Monk’s Unarmed Strikes
needed this damage boost, which goes up to a
d12 rather than a d10.
MONK
Level
Prof. Bonus
Class Features
Martial
Arts
Discipline
Points
Unarmored
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
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Weapon Mastery is a new 1st-level feature,
giving you new ways to use weapons.
Martial Discipline (formerly Ki) gives an
improved version of Step of the Wind, which
now lets you take both the Disengage and the
Dash action.
Deflect Missiles has been redesigned, making it
easier to use in more situations and to deal more
damage on average.
Heightened Metabolism is a new 7th-level
feature, making it easier for the Monk to regain
Discipline Points and gain other benefits of a
Short Rest.
Stunning Strike can now be used only once per
turn, and the stun lasts until the start of your
next turn.
Empowered Strikes (formerly Ki-Empowered
Strikes) now lets you deal Force damage.
Acrobatic Movement is the new name of
Unarmored Movement improvement.
Self-Restoration replaces Stillness of Mind,
Purity of Body, and Timeless Body, and it allows
you to remove the conditions as a Bonus Action,
not an action.
Deflect Energy is a new 13th-level feature,
allowing you to use Deflect Missiles to deflect
any type of ranged attack, including spell attacks.
It replaces Tongue of the Sun and Moon, one of
the lowest-rated Monk features.
Disciplined Survivor was formerly called
Diamond Soul.
Superior Defense (formerly Empty Body) has
been redesigned to not rely on spells.
Perfect Discipline (formerly Perfect Self) has
moved from 20th level to 15th level.
Defy Death is a new 20th-level feature.
CREATING(A(MONK#
To%create%a%Monk,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%1st-level%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Monk”%
sidebar.%
% Then%look%at%the%Monk%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%The%
descriptions%of%those%features%appear%in%the%
Monk%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d8 per Monk level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points per Level after 1st: 1d8 (or 5) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Strength, Dexterity
Skills (Choose 2): Acrobatics, Athletics, History,
Insight, Religion, Stealth
Weapons: Simple Weapons
Tools: Choose one type of Artisan’s Tool or Musical
Instrument
ARMOR TRAINING
None
STARTING EQUIPMENT
As a 1st-level character, you start with the
following equipment, or you can forgo it and spend
65 GP on equipment of your choice.
Artisans Tools
Dagger (5)
Explorer's Pack
Musical Instrument
Spear
9 GP
MULTICLASSING AND THE MONK
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Monk as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Monk’s primary abilities, Dexterity and
Wisdom, to take a level in this class or to take a
level in another class if you are already a Monk.
MONK(CLASS(FEATURES#
As%a%Monk,%you%gain%the%following%class%features%
when%you%reach%the%specified%levels%in%this%class.%
These%features%are%listed%on%the%Monk%table.%
1ST%LEVEL:%MARTIAL%ARTS#
Your%practice%of%martial%arts%gives%you%mastery%
of%combat%styles%that%use%your%Unarmed%Strike%
and%Simple%Weapons.%
% You%gain%the%following%benefits%while%you%are%
unarmed%or%wielding%only%Simple%Weapons%and%
you%aren’t%wearing%armor%or%wielding%a%shield:%
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Bonus%Unarmed%Strike.%When%you%use%the%
Attack%action%with%an%Unarmed%Strike%or%a%
Simple%Weapon%on%your%turn,%you%can%make%
one%Unarmed%Strike%as%a%Bonus%Action%on%the%
same%turn.%
Dexterous%Attacks.%You%can%use%Dexterity%
instead%of%Strength%for%the%attack%and%damage%
rolls%of%your%Unarmed%Strikes%and%Simple%
Weapons,%except%those%that%have%the%Two-
Handed%property.%
Martial%Arts%Die.%You%can%roll%a%d6%in%place%of%
the%normal%damage%of%your%Unarmed%Strike.%
This%die%changes%as%you%gain%Monk%levels,%as%
shown%in%the%Martial%Arts%column%of%the%Monk%
table.%
1ST%LEVEL:%UNARMORED%DEFENSE#
While%you%aren’t%wearing%any%armor%or%wielding%
a%Shield,%your%base%Armor%Class%equals%10%plus%
your%Dexterity%and%Wisdom%modifiers.%
1ST%LEVEL:%WEAPON%MASTERY#
Your%training%with%weapons%allows%you%to%use%
the%Mastery%property%of%two%kinds%of%Simple%
weapons%of%your%choice,%such%as%Daggers%and%
Spears.%
% Whenever%you%finish%a%Long%Rest,%you%can%
change%the%kinds%of%Simple%weapons%you%chose.%
For%example,%you%could%switch%to%using%the%
Mastery%properties%of%Maces%and%Slings.%
2ND%LEVEL:%MARTIAL%DISCIPLINE#
Your%self-discipline%and%martial%training%allow%
you%to%harness%a%well%of%extraordinary%energy%
within%yourself.%Your%access%to%this%energy%is%
represented%by%a%number%of%Discipline%Points.%
Your%Monk%level%determines%the%number%of%
points%you%have,%as%shown%in%the%Discipline%
Points%column%of%the%Monk%table.%
% You%can%spend%these%points%to%fuel%various%
Martial%Discipline%features.%You%start%knowing%
three%such%features:%Flurry%of%Blows,%Patient%
Defense,%and%Step%of%the%Wind.%You%learn%more%
Martial%Discipline%features%as%you%gain%levels%in%
this%class.%
% When%you%spend%a%Discipline%Point,%it%is%
unavailable%until%you%finish%a%Short%Rest%or%Long%
Rest,%at%the%end%of%which%you%regain%all%your%
expended%points.%
% Some%of%your%Martial%Discipline%features%
require%your%target%to%make%a%saving%throw%to%
resist%the%feature’s%effects.%The%saving%throw%DC%
equals%8%plus%your%Proficiency%Bonus%plus%your%
Wisdom%modifier.%
% Flurry&of&Blows.%Immediately%after%you%take%
the%Attack%action%on%your%turn,%you%can%spend%1%
Discipline%Point%to%make%two%Unarmed%Strikes%as%
a%Bonus%Action.%
% Patient&Defense.%You%can%spend%1%Discipline%
Point%to%take%the%Dodge%action%as%a%Bonus%Action.%
% Step&of&the&Wind.%You%can%spend%1%Discipline%
Point%to%take%both%the%Disengage%and%Dash%
actions%as%a%Bonus%Action,%and%your%jump%
distance%is%doubled%for%the%turn.%
2ND%LEVEL:%UNARMORED%MOVEMENT#
Your%speed%increases%by%10%feet%while%you%aren’t%
wearing%armor%or%wielding%a%Shield.%This%bonus%
increases%when%you%reach%certain%Monk%levels,%as%
shown%in%the%Monk%table.%
3RD%LEVEL:%DEFLECT%MISSILES#
You%can%use%your%Reaction%to%deflect%ranged%
attacks%against%you%that%deal%Bludgeoning,%
Piercing,%or%Slashing%damage.%When%you%do%so,%
the%damage%you%take%from%the%attack%is%reduced%
by%1d10%plus%your%Dexterity%modifier%plus%your%
Monk%level.%
% If%you%reduce%the%damage%to%0,%you%can%spend%1%
Discipline%Point%to%redirect%the%attack%toward%
another%creature.%If%you%do%so,%choose%a%creature%
within%60%feet%of%yourself%that%isn’t%behind%Total%
Cover.%That%creature%must%succeed%on%a%
Dexterity%saving%throw%or%take%damage%equal%to%
two%rolls%of%your%Martial%Arts%die.%The%damage%is%
the%same%type%dealt%by%the%attack.%
3RD%LEVEL:%MONK%SUBCLASS#
You%gain%a%Monk%subclass%of%your%choice:%
Warrior%of%Mercy,%Warrior%of%Shadow,%Warrior%of%
the%Four%Elements,%or%Warrior%of%the%Open%Hand.%
Subclasses%are%detailed%after%this%class’s%
description%(for%this%playtest,%use%Way%of%Mercy%
from%E$0'$/0)A$6-(%3")3G)KH#%.&':"7%for%Warrior%
of%Mercy).%
% A%subclass%is%a%specialization%that%grants%you%
special%abilities%at%certain%Monk%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Monk%level%
and%lower.%
4TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
©2023 Wizards of the Coast LLC
28
4TH%LEVEL:%SLOW%FALL#
You%can%use%your%Reaction%when%you%fall%to%
reduce%any%damage%you%take%from%the%fall%by%an%
amount%equal%to%five%times%your%Monk%level.%
5TH%LEVEL:%EXTRA%ATTACK#
You%can%attack%twice,%instead%of%once,%whenever%
you%take%the%Attack%action%on%your%turn.%
5TH%LEVEL:%STUNNING%STRIKE#
Once%per%turn%when%you%hit%a%creature%with%a%
Simple%Weapon%or%an%Unarmed%Strike,%you%can%
spend%1%Discipline%Point%to%attempt%a%stunning%
strike.%The%target%must%succeed%on%a%Constitution%
saving%throw%or%have%the%Stunned%condition%until%
the%start%of%your%next%turn.%
6TH%LEVEL:%EMPOWERED%STRIKES#
Whenever%you%deal%damage%with%your%Unarmed%
Strike,%it%can%deal%your%choice%of%Force%dam age%or%
its%normal%damage%type.%
6TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Monk%subclass.%
7TH%LEVEL:%EVASION#
When%you%are%subjected%to%an%effect%that%allows%
you%to%make%a%Dexterity%saving%throw%to%take%
only%half%damage,%you%instead%take%no%damage%if%
you%succeed%on%the%saving%throw,%and%only%half%
damage%if%you%fail.%
% You%don’t%benefit%from%this%feature%if%you%have%
the%Incapacitated%condition.%
7TH%LEVEL:%HEIGHTENED%METABOLISM#
If%you%spend%at%least%1%minute%resting,%you%can%
give%yourself%all%the%benefits%of%a%Short%Rest.%
Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%
8TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
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%
Shield,%you%gain%the%ability%to%move%along%vertical%
surfaces%and%across%liquids%on%your%turn%without%
falling%during%the%movement.%
10TH%LEVEL:%SELF-RESTORATION#
Through%sheer%force%of%will,%you%can%use%a%Bonus%
Action%to%remove%one%of%the%following%conditions%
from%yourself:%Charmed,%Frightened,%or%
Poisoned.%
% In%addition,%forgoing%food%and%drink%doesn’t%
give%you%levels%of%Exhaustion.%
DESIGN NOTE: DISEASE
In the 2014 versions of the Monk and Paladin, both
classes gained immunity to disease. That immunity
has been removed from the playtest versions of
the classes because the worddiseasedoesn’t
have a solid meaning in the rules, and for years,
the rules have delivered disease-like effects
through the Poisoned condition. The game will
continue to use the condition in that fashion.
11TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Monk%subclass.%
12TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
13TH%LEVEL:%DEFLECT%ENERGY#
You%can%now%use%your%Deflect%Missiles%feature%
against%ranged%attacks%that%deal%any%damage%
type,%not%just%Bludgeoning,%Piercing,%or%Slashing.%
14TH%LEVEL:%DISCIPLINED%SURVIVOR#
Your%physical%and%mental%discipline%grant%you%
proficiency%in%all%saving%throws.%
% Additionally,%whenever%you%make%a%saving%
throw%and%fail,%you%can%spend%1%Discipline%Point%
to%reroll%it%and%take%the%second%result.%
15TH%LEVEL:%PERFECT%DISCIPLINE#
When%you%roll%Initiative,%you%regain%4%expended%
Discipline%Points%if%you%have%none%remaining.%
16TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
17TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Monk%subclass.%
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.%
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During%that%time,%you%have%resistance%to%all%
damage%except%Force%damage.%
19TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
20TH%LEVEL:%DEFY%DEATH#
If%you%drop%to%0%Hit%Points,%you%can%spend%4%
Discipline%Points,%roll%four%Martial%Arts%dice,%and%
add%the%dice%together.%Your%number%of%Hit%Points%
instead%changes%to%the%total%rolled.%
% Each%time%you%use%this%feature%after%the%first,%
the%Discipline%Point%cost%increases%by%2.%When%
you%finish%a%Short%Rest%or%Long%Rest,%the%
Discipline%Point%cost%resets%to%4.%
MONK(SUBCLASSES)
A%Monk%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%levels,%as%specified%
in%the%subclass.%This%section%presents%three%
subclasses:%Warrior%of%Shadow,%Warrior%of%the%
Elements,%and%Warrior%of%the%Hand.%
WARRIOR(OF(SHADOW#
Warriors%of%Shadow%practice%stealth%and%
subterfuge,%channeling%their%reservoirs%of%power%
to%harness%the%power%of%the%Shadowfell.%They%are%
at%home%in%darkness,%able%to%draw%gloom%around%
themselves%to%hide,%to%leap%from%shadow%to%
shadow,%and%even%to%take%on%a%wraithlike%form%of%
living%shadow.%
DESIGN NOTE: WARRIOR OF SHADOW UPDATES
Here are the main updates in this subclass
(formerly Way of Shadow) since the 2014 Player’s
Handbook:
Shadow Arts has been redesigned, giving the
Monk Darkvision, a Darkness that costs fewer
Discipline Points than before, and the darkness
can be moved each turn during the duration of
the spell. The Monk can also see in their own
Darkness.
Improved Shadow Step is a new feature that
allows Shadow Step to be used in Bright Light.
Cloak of Shadows has been moved to 17th level
and redesigned to empower the Monk while in
Dim Light or Darkness.
3RD%LEVEL:%SHADOW%ARTS#
Through%rigorous%training,%you%have%learned%to%
draw%on%the%power%of%the%Shadowfell,%gaining%the%
following%benefits:%
Darkness.%You%can%spend%1%Discipline%Point%to%
cast%the%5$%4"#00%spell%without%any%spell%
components.%You%can%see%within%the%spell’s%
area%when%you%cast%it%with%this%feature.%While%
the%spell%persists,%you%can%move%its%area%of%
darkness%to%a%space%within%60%feet%of%you%at%the%
start%of%each%of%your%turns.%
Darkvision.%You%gain%Darkvision%with%a%range%of%
60%feet.%If%you%already%have%Darkvision,%its%
range%increases%by%60%feet.%
Shadowy%Figments.%You%know%the%8:"3%)@--60:3"%
cantrip%and%use%Wisdom%as%the%spellcasting%
ability%for%it.%
6TH%LEVEL:%SHADOW%STEP#
While%entirely%within%Dim%Light%or%Darkness,%you%
can%use%a%Bonus%Action%to%teleport%up%to%60%feet%
to%an%unoccupied%space%you%can%see%that%is%also%in%
Dim%Light%or%Darkness.%You%then%have%Advantage%
on%the%next%melee%attack%you%make%before%the%
end%of%the%turn.%
11TH%LEVEL:%IMPROVED%SHADOW%STEP#
You%can%draw%on%your%connection%to%shadow%to%
empower%your%teleportation.%When%you%use%your%
Shadow%Step,%you%can%spend%1%Discipline%Point%to%
remove%the%requiremen t%that%you%must%start%and%
end%in%Dim%Light%or%Darkness%for%that%use%of%the%
feature.%As%part%of%this%Bonus%Action,%you%can%
make%an%Unarmed%Strike%immediately%after %the%
teleportation.%
17TH%LEVEL:%CLOAK%OF%SHADOWS#
As%a%Bonus%Action%while%entirely%within%Dim%
Light%or%Darkness,%you%can%spend%3%Discipline%
Points%to%shroud%yourself%with%magical%darkness%
for%1%minute,%until%you%have%the%Incapacitated%
condition,%or%until%you%end%your%turn%in%Bright%
Light.%While%shrouded%in%darkness,%you%gain%the%
following%benefits:%
Invisibility.%You%have%the%Invisible%condition.%
Partially%Incorporeal.%You%can%move%through%
creatures%and%objects%as%if%they%were%difficult%
terrain,%but%you%take%1d10%Force%damage%if%you%
end%your%turn%inside%a%creature%or%an%object.%
Shadow%Flurry.%You%can%use%your%Flurry%of%
Blows%without%spending%any%Discipline%Points.%
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WARRIOR(OF(THE(ELEMENTS#
The%tradition%of%the%Four%Elements%encompasses%
Monks%who%tap%into%the%power%of%the%Elemental%
Planes%through%their%practice%of%martial%arts.%
Some%of%these%Monks%focus%on%a%single%element,%
learning%to%wreathe%their%fists%in%fire%and%cause%
explosive%bursts%of%flame,%or%to%wield%mighty%
gusts%of%icy%wind.%Others%weave%the%elements%
together%and%learn%a%variety%of%techniques%to%
harness%the%appropriate%elemental%force%for%each%
particular%circumstance.%
DESIGN NOTE: WARRIOR OF THE ELEMENTS UPDATES
This subclass (formerly Way of the Four Elements)
has been redesigned; it is often the lowest-rated
subclass in the 2014 Player’s Handbook. Here are
the main updates to it:
Disciple of the Elements has been replaced with
new features gained at the levels a Monk
normally gains subclass features.
Elemental Attunement is a new feature that
enhances the Monk’s Unarmed Strikes with
elemental powers, replacing Elemental Discipline
options like Fangs of the Fire Snake.
Environmental Burst is a new feature that allows
the Monk to create a blast of destructive energy
in an area, replacing Elemental Discipline options
like Flames of the Phoenix.
Stride of the Elements is a new feature that
enhances the Monk’s Step of the Wind.
Elemental Epitome is a new feature that further
enhances the Monk with elemental power.
3RD%LEVEL:%ELEMENTAL%ATTUNEMENT#
You%have%attuned%yourself%with%the%elemental%
forces%of%the%multiverse.%You%know%the%
K-#B#"&$-:0B%cantrip.%
% In%addition,%at%the%start%of%your%turn,%you%can%
spend%1%Discipline%Point%to%imbue%yourself%with%
elemental%energy.%The%energy%lasts%for%10%
minutes%or%until%you%have%the%Incapacitated%
condition.%You%gain%the%following%benefits%for%the%
duration:%
Elemental%Strikes.%Whenever%you%hit%with%your%
Unarmed%Strike,%you%can%cause%it%to%deal%your%
choice%of%Acid,%Cold,%Fire,%or%Lightning%damage%
rather%than%its%normal%damage%type.%When%you%
deal%one%of%these%types%with%your%Unarmed%
Strike,%you%can%also%force%the%target%to%make%a%
Strength%saving%throw.%On%a%failed%save,%you%
can%move%the%target%up%to%10%feet%toward%or%
away%from%you,%as%elemental%energy%swirls%
around%it.%
Reach.%When%you%make%an%Unarmed%Strike,%your%
reach%is%10%feet%greater%than%normal,%as%
elemental%energy%extends%from%you.%
6TH%LEVEL:%ENVIRONMENTAL%BURST#
As%a%Magic%action,%you%can%spend%2%Discipline%
Points%to%cause%environmental%energy%to%burst%in%
a%20-foot-radius%sphere%centered%on%a%point%
within%120%feet%of%yourself.%Choose%a%damage%
type:%Acid,%Cold,%Fire,%or%Lightning.%
% Each%creature%in%the%sphere%must%make%a%
Dexterity%saving%throw.%On%a%failed%save,%a%
creature%takes%damage%of%the%chosen%type%equal%
to%three%rolls%of%your%Martial%Arts%die.%On%a%
successful%save,%a%creature%takes%half%as%much%
damage.%
% Before%or%after%you%take%this%action,%you%can%
make%one%Unarmed%Strike%as%a%Bonus%Action.%
11TH%LEVEL:%STRIDE%OF%THE%ELEMENTS#
When%you%use%your%Step%of%the%Wind,%you%gain%a%
Fly%Speed%and%Swim%Speed%equal%to%your%Speed%
for%10%minutes.%
17TH%LEVEL:%ELEMENTAL%EPITOME#
When%you%use%the%Elemental%Attunement%feature,%
you%also%gain%the%following%benefits%for%the%
duration:%
Damage%Resistance.%You%gain%resistance%to%one%
of%the%following%damage%types%of%your%choice:%
Acid,%Cold,%Fire,%or%Lightning.%At%the%start%of%
each%of%your%turns,%you%can%change%this%choice.%
Destructive%Stride.%When%you%use%your%Step%of%
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.%
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Empowered%Strikes.%Once%on%each%of%your%
turns,%you%can%deal%extra%damage%to%a%target%
equal%to%one%roll%of%your%Martial%Arts%die%when%
you%hit%it%with%an%Unarmed%Strike.%The%damage%
is%the%same%type%you%chose%for%this%feature’s%
damage%resistance.%
WARRIOR(OF(THE(HAND#
Warriors%of%the%Hand%are%masters%of%unarmed%
combat.%They%learn%techniques%to%push%and%trip%
their%opponents%and%manipulate%their%own%
energy%to%protect%themselves%from%harm.%
DESIGN NOTE: WARRIOR OF THE HAND UPDATES
Here are the main updates in this subclass
(formerly Way of the Open Hand) since the 2014
Player’s Handbook:
Open Hand Technique now requires a saving
throw for all three effects, not just two of them.
Wholeness of Body now requires a Bonus Action
rather than an action, it can be used more than
once per Long Rest, and its healing is tied to your
Martial Arts die and Wisdom.
Fleet Step is a new 11th-level feature that
replaces Tranquility, one of the lowest-rated
Monk features.
Quivering Palm is no longer able to deal an
uncapped amount of damage (reducing a
creature with any number of Hit Points to 0),
which was too powerful for the number of
Discipline Points.
3RD%LEVEL:%OPEN%HAND%T ECHNIQUE#
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%
Wisdom%modifier%(minimum%of%1%Hit%Point%
regained).%
% You%can%use%this%feature%a%number%of%times%
equal%to%your%Wisdom%modifier%(minimum%of%
once),%and%you%regain%all%expended%uses%when%
you%finish%a%Long%Rest.%
11TH%LEVEL:%FLEET%STEP#
You%can%easily%stride%out%of%harm’s%way;%you%can%
use%the%Step%of%the%Wind%option%of%your%Martial%
Discipline%feature%without%spending%any%
Discipline%Points.%
17TH%LEVEL:%QUIVERING%PALM#
You%gain%the%ability%to%set%up%lethal%vibrations%in%
someone’s%body.%When%you%hit%a%creature%with%
an%Unarmed%Strike,%you%can%spend%3%Discipline%
Points%to%start%these%imperceptible%vibrations,%
which%last%for%a%number%of%days%equal%to%your%
Monk%level.%The%vibrations%are%harmless%unless%
you%use%your%action%to%end%them.%To%do%so,%you%
and%the%target%must%be%on%the%same%plane%of%
existence.%When%you%use%this%action,%the%target%
must%make%a%Constitution%saving%throw,%taking%
10d12%+%your%Monk%level%of%Force%damage%on%a%
failed%save%or%half%as%much%damage%on%a%
successful%one.%
% You%can%have%only%one%creature%under%the%
effect%of%this%feature%at%a%time.%You%can%end%the%
vibrations%harmlessly%without%using%an%action.%
%
)
©2023 Wizards of the Coast LLC
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PALADIN)
Primary Abilities: Strength, Charisma
Paladins%are%united%by%their%oaths%to%stand%
against%the%forces%of%annihilation%and%corruption.%
Whether%sworn%before%a%god’s%altar,%in%a%sacred%
glade%before%nature%spirits%and%fey%beings,%or%in%a%
moment%of%desperation%and%grief%with%the%dead%
as%the%only%witnesses,%a%Paladin’s%oath%is%a%
powerful%bond.%It%is%a%source%of%power%that%turns%
a%devout%warrior%into%a%blessed%champion.%
% A%Paladin%swears%to%stand%against%corrupting%
influences%and%to%hunt%the%forces%of%ruin%
wherever%they%lurk.%Different%Paladins%focus%on%
various%aspects%of%these%causes,%but%all%are%bound%
by%the%oaths%that%grant%them%power%to%do%their%
sacred%work.%
% Paladins%train%to%learn%the%skills%of%combat,%
mastering%a%variety%of%weapons%and%armor.%Even%
so,%their%martial%skills%are%secondary%to%the%
magical%power%they%wieldpower%to%heal%the%
sick%and%injured,%to%smite%their%foes,%and%to%
protect%the%helpless%and%those%who%fight%at%their%
side.%
% Almost%by%definition,%the%life%of%a%Paladin%is%an%
adventuring%life,%for%every%Paladin%lives%on%the%
front%lines%of%the%cosmic%struggle%against%
annihilation.%Fighters%are%rare%enough%among%the%
ranks%of%a%world’s%armies,%but%even%fewer%people%
can%claim%the%calling%of%a%Paladin.%When%they%do%
receive%the%call,%these%blessed%folk%turn%from%
their%former%occupations%and%take%up%arms%and%
magic.%Sometimes%their%oaths%lead%them%into%the%
service%of%the%crown%as%leaders%of%elite%groups%of%
knights,%but%even%then,%their%loyalty%is%first%to%
their%sacred%oaths,%not%to%crown%and%country.%
% Adventuring%Paladins%take%their%work%
seriously.%A%delve%into%an%ancient%ruin%or%a%dusty%
crypt%can%be%a%quest%driven%by%a%higher%purpose%
than%the%acquisition%of%treasure.%Malign%forces%
lurk%in%dungeons,%and%even%the%smallest%victory%
against%them%can%tilt%the%cosmic%balance%away%
from%oblivion.%
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
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DESIGN NOTE: PALADIN UPDATES
Here are the main updates in this class since its last
playtest version:
Lay on Hands is now a Bonus Action.
Spellcasting has three noteworthy changes: (1)
spell preparation is no longer tied to the level of
your spell slots, (2) the Paladin can change one
prepared spell upon finishing a Long Rest, and (3)
cantrips are no longer included; the Paladin
instead gets Weapon Mastery at 1st level.
Weapon Mastery is a new 1st-level feature.
Paladin’s Smite, formerly called Divine Smite,
now gives you a list of Paladin-exclusive smite
spells that you always have prepared.
Channel Divinity has a new rule in the
multiclassing sidebar.
Paladin Subclass levels now match the level
progression in the 2014 Paladin, ensuring
compatibility with subclasses already in print.
Aura of Protection has returned to 6th level, and
the aura is inactive if you’re Incapacitated.
Abjure Foes now does nothing on a successful
save.
Aura of Courage has returned to 10th level.
Radiant Strikes now works with melee weapons
and Unarmed Strikes.
Restoring Touch has moved to 14th level.
Divine Conduit has been removed in favor of
Aura Expansion returning to 18th level.
CREATING(A(PALADIN#
To%create%a%Paladin,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%1st-level%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Paladin”%
sidebar.%
% Then%look%at%the%Paladin%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%The%
descriptions%of%those%features%appear%in%the%
“Paladin%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points per Level after 1st: 1d10 (or 6) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Wisdom, Charisma
Skills (Choose 2): Athletics, Insight, Intimidation,
Medicine, Persuasion, Religion
Weapons: Simple Weapons, Martial Weapons
Tools: None
ARMOR TRAINING
Light Armor, Medium Armor, Heavy Armor, Shields
STARTING EQUIPMENT
As a 1st-level character, you start with the
following equipment, or you can forgo it and spend
150 GP on equipment of your choice.
Chain Mail
Holy Symbol
Javelin (6)
Longsword
Priest’s Pack
Shield
9 GP
MULTICLASSING AND THE PALADIN
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Paladin as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Paladin’s primary abilitiesStrength and
Charismato take a level in this class or to take a
level in another class if you are already a Paladin.
Proficiencies Gained. If Paladin isn’t your initial
class, you gain proficiency with Martial Weapons
when you take your first Paladin level.
Armor Training. When you gain your first Paladin
level, you gain armor training with the following:
Light Armor, Medium Armor, and Shields.
Spell Slots. Add half your Paladin levels (rounded
up) to the appropriate levels from other classes to
determine your available spell slots for casting
spells, as detailed in the multiclassing rules.
You prepare spells for each of your classes
individually, referring to the spell slots of an
individual class to determine the number and
levels of the spells you prepare for it.
Channel Divinity. If you have more than one
class with the Channel Divinity feature, a class’s
uses of the feature can be expended only on that
class’s Channel Divinity options.
©2023 Wizards of the Coast LLC
34
PALADIN(CLASS(FEATURES#
As%a%Paladin,%you%gain%the%following%class%
features%when%you%reach%the%specified%levels%in%
this%class.%These%features%are%listed%on%the%
Paladin%table.%
1ST%LEVEL:%LAY%ON%HANDS#
Your%blessed%touch%can%heal%wounds.%You%have%a%
pool%of%healing%power%that%replenishes%when%you%
take%a%Long%Rest.%With%that%pool,%you%can%restore%
a%total%number%of%Hit%Points%equal%to%five%times%
your%Paladin%level.%
% As%a%Bonus%Action,%you%can%touch%a%creature%
(which%could%be%yourself)%and%draw%power%from%
the%pool%of%healing%to%restore%a%number%of%Hit%
Points%to%that%creature,%up%to%the%maximum%
amount%remaining%in%the%pool.%
% In%addition,%you%can%expend%5%Hit%Points%from%
the%pool%of%healing%to%remove%the%Poisoned%
condition%from%the%creature,%rather%than%using%
those%points%to%restore%Hit%Points.%
1ST%LEVEL:%SPELLCASTING#
You%have%learned%to%cast%spells%through%prayer,%
meditation,%and%devotion.%See%the%,-$.#%/0)
1$"(2334%for%the%rules%on%spellcasting.%The%
information%below%details%how%you%use%those%
rules%as%a%Paladin.%
% Spell&Slots.%The%Paladin%table%shows%how%many%
spell%slots%you%have%to%cast%your%spells%of%1st%
level%and%higher.%To%cast%one%of%these%spells,%you%
must%expend%a%slot%of%the%spell’s%level%or%higher.%
You%regain%all%expended%spell%slots%when%you%
finish%a%Long%Rest.%
% Prepared&Spells&of&1st+&Level.(You%prepare%
the%list%of%spells%of%1st%level%and%higher%that%are%
available%for%you%to%cast%with%this%feature.%To%
start,%choose%two%1st-level%spells%from%the%Divine%
spell%list.%Rather%than%choosing,%you%may%start%
with%1#%3:0B%and%C#$%:"7)CB:&#.%
% The%number%of%spells%on%your%list%increases%as%
you%gain%Paladin%levels,%as%shown%in%the%
Prepared%Spells%column%of%the%Paladin%table.%
Whenever%that%number%increases,%choose%
additional%spells%from%the%Divine%spell%list%until%
the%number%of%spells%on%your%list%matches%the%
number%on%the%table.%The%chosen%spells%must%be%
of%a%level%for%which%you%have%spell%slots.%For%
example,%if%you’re%a%5th-level%Paladin,%your%list%of%
prepared%spells%can%include%six%Divine%spells%of%
1st%or%2nd%level,%in%any%combination.%
% If%another%Paladin%feature%gives%spells%that%you%
always%have%prepared,%those%spells%don’t%count%
against%the%number%of%spells%on%the%list%you%
prepare%with%this%Spellcasting%feature,%but%those%
spells%otherwise%follow%the%rules%in%this%feature.%
& Changing&Your&Prepared&Spells.%Whenever%
you%finish%a%Long%Rest,%you%can%replace%one%spell%
on%your%list%with%another%Divine%spell%for%which%
you%have%spell%slots.%
% Spellcasting&Ability.&Charisma%is%your%
Spellcasting%Ability%for%your%Paladin%spells.%
& Spellcasting&Focus.&You%can%use%a%Holy%Symbol%
as%a%Spellcasting%Focus%for%the%spells%you%prepare%
for%this%class.%
1ST%LEVEL:%WEAPON%MASTERY#
Your%training%with%weapons%allows%you%to%use%
the%Mastery%property%of%two%kinds%of%weapons%of%
your%choice%with%which%you%have%proficiency,%
such%as%Longswords%and%Javelins.%
% Whenever%you%finish%a%Long%Rest,%you%can%
change%the%kinds%of%weapons%you%chose.%For%
example,%you%could%switch%to%using%the%Mastery%
properties%of%Halberds%and%Flails.%
2ND%LEVEL:%PALADINS%SMITE#
You%have%mastered%smiting%your%targets%with%
divine%energy.%You%always%have%certain%spells%
ready;%when%you%reach%a%Paladin%level%specified%
in%the%Smite%Spells%table,%you%thereafter%always%
have%the%listed%spells%prepared.%
% In%addition,%you%can%cast%one%of%your%prepared%
spells%from%this%feature%without%expending%a%
spell%slot,%and%you%must%finish%a%Long%Rest%before%
you%use%this%benefit%again.%
SMITE SPELLS
Paladin Level
Spells
2nd
Divine Smite, Thunderous Smite
5th
Shining Smite
9th
Blinding Smite
13th
Staggering Smite
17th
Banishing Smite
2ND%LEVEL:%FIGHTING%STYLE#
You%have%honed%your%martial%prowess.%You%gain%
one%of%the%following%Fighting%Style%feats%of%your%
choice:%Defense,%Dueling,%Great%Weapon%Fighting,%
or%Protection.%
3RD%LEVEL:%CHANNEL%DIVINITY#
You%can%channel%divine%energy%directly%from%the%
Outer%Planes,%using%that%energy%to%fuel%magical%
©2023 Wizards of the Coast LLC
35
effects.%You%start%with%one%such%effect:%Divine%
Sense,%which%is%described%below.%Other%Paladin%
features%give%additional%Channel%Divinity%effect%
options.%Each%time%you%use%this%Channel%Divinity,%
you%choose%which%effect%to%create%from%among%
those%you%have%from%this%class.%
% You%can%use%Channel%Divinity%twice.%You%regain%
one%expended%use%when%you%finish%a%Short%Rest,%
and%you%regain%all%expended%uses%when%you%
finish%a%Long%Rest.%You%gain%additional%uses%when%
you%reach%certain%Paladin%levels,%as%shown%in%the%
Channel%Divinity%column%of%the%Paladin%table.%
% If%a%Channel%Divinity%effect%requires%a%saving%
throw,%the%DC%equals%the%Spell%Save%DC%from%this%
class’s%Spellcasting%feature.%
% Divine&Sense.%As%a%Bonus%Action,%you%can%open%
your%awareness%to%detect%Celestials,%Fiends,%and%
Undead.%For%the%next%10%minutes%or%until%you%
have%the%Incapacitated%condition,%you%know%the%
location%of%any%creature%of%those%types%within%60%
feet%of%yourself,%and%you%know%its%creature%type.%
Within%the%same%radius,%you%also%detect%the%
presence%of%any%place%or%object%that%has%been%
consecrated%or%desecrated,%as%with%the%1$--3<%
spell.%
3RD%LEVEL:%PALADIN%SUBCLASS#
You%gain%a%Paladin%subclass%of%your%choice:%Oath%
of%Devotion,%Oath%of%Glory,%Oath%of%the%Ancients,%
or%Oath%of%Vengeance.%Subclasses%are%detailed%
after%this%class’s%description.%
% A%subclass%is%a%specialization%that%grants%you%
special%abilities%at%certain%Paladin%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Paladin%level%
and%lower.%
4TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
5TH%LEVEL:%EXTRA%ATTACK#
You%can%attack%twice,%instead%of%once,%whenever%
you%take%the%Attack%action%on%your%turn.%
5TH%LEVEL:%FAITHFUL%STEED#
You%can%easily%call%on%the%aid%of%an%otherworldly%
steed.%You%always%have%the%D:"()C&##(%spell%
prepared.%
% You%can%also%cast%the%spell%once%without%
expending%a%spell%slot,%and%you%regain%the%ability%
to%do%so%when%you%finish%a%Long%Rest.%
6TH%LEVEL:%AURA%OF%PROTECTION#
You%radiate%a%protective,%invisible%aura%that%
extends%10%feet%from%you%in%every%direction,%but%
it%doesn’t%extend%through%Total%Cover.%The%aura%
is%inactive%while%you%have%the%Incapacitated%
condition.%
% You%and%your%allies%in%the%aura%gain%a%bonus%to%
saving%throws%equal%to%your%Charisma%modifier%
(minimum%bonus%of%+1).%
% If%another%Paladin%is%present,%a%creature%can%
benefit%from%only%one%Aura%of%Protection%at%a%
time;%the%creature%chooses%which%one%when%
entering%the%auras.%
7TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Paladin%subclass.%
8TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
9TH%LEVEL:%ABJURE%FOES#
As%a%Magic%action,%you%can%expend%one%use%of%
your%Channel%Divinity%to%overwhelm%foes%with%
divine%awe.%As%you%present%your%Holy%Symbol%or%
weapon,%you%can%target%a%number%of%creatures%
equal%to%your%Charisma%modifier%(minimum%of%
one%creature)%that%you%can%see%within%60%feet%of%
yourself.%
% Each%target%must%succeed%on%a%Wisdom%saving%
throw%or%have%the%Dazed%and%Frightened%
conditions%for%1%minute%or%until%it%takes%any%
damage.%
10TH%LEVEL:%AURA%OF%COURAGE#
You%and%your%allies%are%immune%to%the%
Frightened%condition%while%in%your%Aura%of%
Protection.%If%a%Frightened%ally%enters%the%aura,%
that%condition%has%no%effect%on%that%ally%while%
there.%
11TH%LEVEL:%RADIANT%STRIKES#
You%are%so%suffused%with%divine%might%that%your%
weapon%strikes%carry%supernatural%power%with%
them.%When%you%hit%a%target%with%an%attack%roll%
using%a%melee%weapon%or%an%Unarmed%Strike,%the%
target%takes%an%extra%1d8%Radiant%damage.%
12TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
©2023 Wizards of the Coast LLC
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14TH%LEVEL:%RESTORING%TOUCH#
When%you%use%Lay%on%Hands%on%a%creature,%you%
can%also%remove%one%or%more%of%the%following%
conditions%from%the%creature:%Blinded,%Charmed,%
Dazed,%Deafened,%Frightened,%Paralyzed,%or%
Stunned.%You%must%expend%5%Hit%Points%from%the%
healing%pool%of%Lay%on%Hands%for%each%of%these%
conditions%you%remove;%those%points%don’t%also%
restore%Hit%Points%to%the%creature.%
15TH%LEVEL:%SUBCLASS%F EATURE#
You%gain%a%feature%from%your%Paladin%subclass.%
16TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
18TH%LEVEL:%AURA%E XPANSION#
Your%Aura%of%Protection%now%extends%30%feet%
from%you%rather%than%10%feet.%
19TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
20TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Paladin%subclass.%
PALADIN(SUBCLASSES)
A%Paladin%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%Paladin%levels,%as%
specified%in%the%subclass.%This%section%presents%
three%subclasses:%Oath%of%Devotion,%Oath%of%
Glory,%Oath%of%the%Ancients,%and%Oath%of%
Vengeance.%
% Each%of%this%class’s%subclasses%represents%a%
body%of%oaths%that%a%Paladin%begins%taking%upon%
joining%the%class.%The%final%oath,%taken%at%3rd%
level,%is%the%culmination%of%a%Paladin’s%training.%
Some%characters%with%this%class%don’t%consider%
themselves%true%Paladins%until%they%have%reached%
3rd%level%and%made%this%oath.%For%others,%the%
actual%swearing%of%the%oath%is%a%formality,%an%
official%stamp%on%what%was%already%true%in%the%
Paladin’s%heart.%
BREAKING YOUR OATH
A Paladin tries to hold to the highest standards of
conduct, but even the most dedicated Paladin is
fallible. Sometimes the right path proves too
demanding, and sometimes the heat of emotion
causes a Paladin to transgress their oath.
A Paladin who has broken a vow typically seeks
absolution from a priest of the same faith or from
another Paladin of the same order. The Paladin
might spend an all-night vigil in prayer as a sign of
penitence or undertake a fast or similar act of self-
denial. After a rite of confession and forgiveness,
the Paladin starts fresh.
If a Paladin willfully violates their oath and shows
no sign of repentance, the consequences might be
more serious. At the DM’s discretion, an
impenitent Paladin might be forced to take a more
appropriate subclass or even to abandon the class
and adopt another one.
OATH(OF(DEVOTION#
The%Oath%of%Devotion%binds%Paladins%to%the%
loftiest%ideals%of%justice%and%order.%These%
Paladins%meet%the%ideal%of%the%knight%in%shining%
armor.%They%hold%themselves%to%the%highest%
standards%of%conduct,%and%some,%for%better%or%
worse,%hold%the%rest%of%the%world%to%the%same%
standards.%Many%who%swear%this%oath%are%
devoted%to%gods%of%law%and%good%and%use%their%
gods’%tenets%as%the%measure%of%their%devotion.%
They%hold%angels%as%their%ideals%and%incorporate%
images%of%angelic%wings%into%their%helmets%or%
coats%of%arms.%
DESIGN NOTE: OATH OF DEVOTION UPDATES
Here are the main updates in this subclass since its
last playtest version:
Oath Spells has a revised list of spells. Smite
spells were replaced since they’re now in the
Paladin’s Smite feature.
Smite of Protection has moved to 15th level. In
addition, it now works with all your Paladin’s
Smite spells, and it provides Half Cover to you
and your allies in your Aura of Protection.
Holy Nimbus now provides Advantage on saving
throws against effects from Fiends and Undead.
3RD%LEVEL:%OATH%SPELLS#
The%magic%of%your%oath%ensures%you%always%have%
certain%spells%ready;%when%you%reach%a%Paladin%
level%specified%in%the%Oath%of%Devotion%Spells%
table,%you%thereafter%always%have%the%listed%
spells%prepared.%
OATH OF DEVOTION SPELLS
Paladin Level
Spells
3rd
Protection from Evil and Good,
Shield of Faith
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37
5th
Aid, Zone of Truth
9th
Beacon of Hope, Dispel Magic
13th
Freedom of Movement, Guardian
of Faith
17th
Commune, Flame Strike
%
3RD%LEVEL:%SACRED%WEAPON#
As%a%Bonus%Action,%you%can%expend%one%use%of%
your%Channel%Divinity%to%imbue%one%melee%
weapon%that%you%are%holding%with%positive%
energy.%For%1%minute,%you%add%your%Charisma%
modifier%to%attack%rolls%you%make%with%that%
weapon%(minimum%bonus%of%+1),%and%each%time%
you%hit%with%it,%you%cause%it%to%deal%its%normal%
damage%type%or%Radiant%damage.%
% The%weapon%also%emits%bright%light%in%a%20-foot%
radius%and%dim%light%20%feet%beyond%that.%
% You%can%end%this%effect%as%a%Bonus%Action.%This%
effect%also%ends%if%you%aren’t%holding%or%carrying%
the%weapon%or%if%you%have%the%Incapacitated%
condition.%
7TH%LEVEL:%AURA%OF%DEVOTION#
You%and%your%allies%are%immune%to%the%Charmed%
condition%while%in%your%Aura%of%Protection.%If%a%
Charmed%ally%enters%the%aura,%that%condition%has%
no%effect%on%that%ally%while%there.%
15TH%LEVEL:%SMITE%OF%PROTECTION#
Your%magical%smites%now%radiate%protective%
energy.%Whenever%you%cast%any%of%your%Paladin’s%
Smite%spells,%you%and%your%allies%in%your%Aura%of%
Protection%have%Half%Cover%until%the%start%of%your%
next%turn.%
20TH%LEVEL:%HOLY%NIMBUS#
As%a%Bonus%Action,%you%can%imbue%your%Aura%of%
Protection%with%holy%power,%granting%the%
following%benefits%for%1%minute%or%until%you%end%
them%as%a%Bonus%Action:%
Holy%Ward.%You%have%Advantage%on%any%saving%
throw%you%are%forced%to%make%by%a%Fiend%or%an%
Undead.%
Radiant%Damage.%Whenever%an%enemy%starts%its%
turn%in%the%aura,%that%creature%takes%Rad iant%
damage%equal%to%your%Proficiency%Bonus%plus%
your%Charisma%modifier.%
Sunlight.%The%aura%is%filled%with%bright%light%that%
is%sunlight.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%You%can%also%restore%
your%use%of%it%by%expending%a%5th-level%spell%slot%
(no%action%required).%
TENETS OF DEVOTION
Though the exact words and strictures of the Oath
of Devotion vary, Paladins of this oath share these
tenets.
Honesty. Don’t lie or cheat. Let your word be
your promise.
Courage. Never fear to act, though caution is
wise.
Compassion. Aid others, protect the weak, and
punish those who threaten them. Show mercy to
your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your
honorable deeds be an example to them.
Duty. Be responsible for your actions and their
consequences, protect those entrusted to your
care, and obey those who have just authority over
you.
OATH(OF(GLORY#
Paladins%who%take%the%Oath%of%Glory%believe%they%
and%their%companions%are%destined%to%achieve%
glory%through%deeds%of%heroism.%They%train%
diligently%and%encourage%their%companions%so%
they’re%all%ready%when%destiny%calls.%
DESIGN NOTE: OATH OF GLORY
Here are the main updates in this subclass since
Tasha's Cauldron of Everything:
Inspiring Smite no longer requires a Bonus
Action, and it now works with all the spells
provided by the Paladin’s Smite feature.
Peerless Athlete now lasts for 1 hour rather than
10 minutes.
Aura of Alacrity now enhances Aura of
Protection, which results in the feature’s range
being greater than before.
3RD%LEVEL:%OATH%SPELLS#
The%magic%of%your%oath%ensures%you%always%have%
certain%spells%ready;%when%you%reach%a%Paladin%
level%specified%in%the%Oath%of%Glory%Spells%table,%
you%thereafter%always%have%the%listed%spells%
prepared.%
OATH OF GLORY SPELLS
Paladin Level
Spells
3rd
Guiding Bolt, Heroism
5th
Enhance Ability, Magic Weapon
9th
Haste, Protection from Energy
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13th
Compulsion, Freedom of Movement
17th
Commune, Flame Strike
3RD%LEVEL:%INSPIRING%S MITE#
Immediately%after%you%deal%damage%to%a%creature%
with%any%of%your%Paladin’s%Smite%spells,%you%can%
expend%one%use%of%your%Channel%Divinity%and%
distribute%Temporary%Hit%Points%to%creatures%of%
your%choice%within%30%feet%of%yourself,%which%can%
include%you.%The%total%number%of%Temporary%Hit%
Points%equals%2d8%+%your%Paladin%level,%divided%
among%the%chosen%creatures%however%you%like.%
3RD%LEVEL:%PEERLESS%ATHLETE#
As%a%Bonus%Action,%you%can%expend%one%use%of%
your%Channel%Divinity%to%augment%your%
athleticism.%For%1%hour,%you%have%Advantage%on%
Strength%(Athletics)%and%Dexterity%(Acrobatics)%
checks;%you%can%carry,%push,%drag,%and%lift%twice%
as%much%weight%as%normal;%and%the%distance%of%
your%long%and%high%jumps%increases%by%10%feet%
(this%extra%distance%costs%movement%as%normal).%
7TH%LEVEL:%AURA%OF%ALACRITY#
Your%Speed%increases%by%10%feet,%and%the%Speed%
of%any%ally%who%starts%their%turn%in%your%Aura%of%
Protection%increases%by%10%feet%until%the%end%of%
that%turn.%
15TH%LEVEL:%GLORIOUS%DEFENSE#
You%can%turn%defense%into%a%sudden%strike.%When%
you%or%another%creature%you%can%see%within%10%
feet%of%you%is%hit%by%an%attack%roll,%you%can%use%
your%Reaction%to%grant%a%bonus%to%the%target’s%AC%
against%that%attack,%potentially%causing%it%to%miss.%
The%bonus%equals%your%Charisma%modifier%
(minimum%of%+1).%If%the%attack%misses,%you%can%
make%one%weapon%attack%against%the%attacker%as%
part%of%this%Reaction,%provided%the%attacker%is%
within%your%weapon’s%range.%
% You%can%use%this%feature%a%number%of%times%
equal%to%your%Charisma%modifier%(minimum%of%
once),%and%you%regain%all%expended%uses%when%
you%finish%a%Long%Rest.%
20TH%LEVEL:%LIVING%LEGEND#
You%can%empower%yourself%with%the%legends
whether%true%or%exaggeratedof%your%great%
deeds.%As%a%Bonus%Action,%you%gain%the%following%
benefits%for%1%minute:%
Charismatic.%You%are%blessed%with%an%
otherworldly%presence,%gaining%Advantage%on%
all%Charisma%checks.%
Saving%Throw%Reroll.%If%you%fail%a%saving%throw,%
you%can%use%your%Reaction%to%reroll%it.%You%
must%use%this%new%roll.%
Unerring%Strike.%Once%on%each%of%your%turns%
when%you%make%an%attack%roll%with%a%weapon%
and%miss,%you%can%cause%that%attack%to%hit%
instead.%
Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%You%can%also%restore%
your%use%of%it%by%expending%a%5th-level%spell%slot%
(no%action%required).%
TENETS OF GLORY
Though the exact words and strictures of the Oath
of Glory vary, Paladins of this oath share these
tenets.
Actions over Words. Strive to be known by
glorious deeds, not words.
Challenges Are but Tests. Face hardships with
courage, and encourage your allies to face them
with you.
Hone the Body. Like raw stone, your body must
be worked so its potential can be realized.
Discipline the Soul. You must marshal the
discipline to overcome failings within yourself that
threaten to dim the glory of you and your friends.
OATH(OF(THE(ANCIENTS#
The%Oath%of%the%Ancients%is%as%old%as%the%first%
elves%and%the%rituals%of%Druids.%Paladins%who%
swear%this%oath%cherish%the%light;%they%love%the%
beautiful%and%life-giving%things%of%the%world%more%
than%any%principles%of%honor,%courage,%and%
justice.%They%adorn%their%armor%and%clothing%
with%images%of%growing%thingsleaves,%antlers,%
or%flowersto%reflect%their%commitment%to%
preserving%life%and%light%in%the%world.%
DESIGN NOTE: OATH OF THE ANCIENTS UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Nature’s Wrath can now restrain multiple
creatures of the Paladin’s choice within 15 feet
of them instead of one creature within 10 feet.
Turn the Faithless has been replaced by Abjure
Foes in the base class.
©2023 Wizards of the Coast LLC
39
Aura of Warding now enhances the Paladin’s
Aura of Protection and provides resistance to
Necrotic and Radiant damage.
Undying Sentinel now also heals you.
Elder Champion is now a Bonus Action instead of
an action, and it benefits all your spells, not just
Paladin spells. You can also regain the use of it by
expending a 5th-level spell slot.
3RD%LEVEL:%OATH%SPELLS#
The%magic%of%your%oath%ensures%you%always%have%
certain%spells%ready;%when%you%reach%a%Paladin%
level%specified%in%the%Oath%of%the%Ancients%Spells%
table,%you%thereafter%always%have%the%listed%
spells%prepared.%
OATH OF THE ANCIENTS SPELLS
Paladin Level
Spells
3rd
Ensnaring Strike, Speak with Animals
5th
Misty Step, Moonbeam
9th
Plant Growth, Protection from Energy
13th
Ice Storm, Stoneskin
17th
Commune with Nature, Tree Stride
%
3RD%LEVEL:%NATURES%WRATH#
As%an%action,%you%can%expend%one%use%of%your%
Channel%Divinity%to%conjure%grasping%spectral%
vines%around%nearby%creatures.%Each%creature%of%
your%choice%that%you%can%see%within%15%feet%of%
you%must%succeed%on%a%Strength%saving%throw%or%
have%the%Restrained%condition%for%1%minute.%A%
Restrained%creature%repeats%the%saving%throw%at%
the%end%of%each%of%its%turns,%ending%the%effect%on%
itself%on%a%success.%
7TH%LEVEL:%AURA%OF%WARDING#
Ancient%magic%lies%so%heavily%upon%you%that%it%
forms%an%eldritch%ward,%blunting%energy%from%
beyond%the%Material%Plane;%you%and%your%allies%
have%resistance%to%Necrotic,%Psychic,%and%Radiant%
damage%while%in%your%Aura%of%Protection.%
15TH%LEVEL:%UNDYING%SENTINEL#
When%you%are%reduced%to%0%Hit%Points%and%not%
killed%outright,%you%can%choose%to%drop%to%1%Hit%
Point%instead,%and%you%regain%a%number%of%Hit%
Points%equal%to%three%times%your%Paladin%level.%
Once%you%use%this%feature,%you%can’t%do%so%again%
until%you%finish%a%Long%Rest.%
% Additionally,%you%suffer%none%of%the%drawbacks%
of%old%age,%and%you%can’t%be%aged%magically.%
20TH%LEVEL:%ELDER%CHAMPION#
As%a%Bonus%Action,%you%can%imbue%your%Aura%of%
Protection%with%primal%power,%granting%the%
following%benefits%for%1%minute%or%until%you%end%
them%as%a%Bonus%Action:%
Diminish%Defiance.%Enemies%in%the%aura%have%
Disadvantage%on%saving%throws%against%your%
spells%and%Channel%Divinity%options.%
Regeneration.%At%the%start%of%each%of%your%turns,%
you%regain%10%Hit%Points.%
Swift%Spells.%Whenever%you%cast%a%spell%that%has%
a%casting%time%of%1%action,%you%can%cast%it%using%
a%Bonus%Action%instead.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%You%can%also%restore%
your%use%of%it%by%expending%a%5th-level%spell%slot%
(no%action%required).%
TENETS OF THE ANCIENTS
Though the exact words and strictures of the Oath
of Ancients vary, Paladins of this oath share these
tenets.
Kindle the Light. Through your acts of mercy,
kindness, and forgiveness, kindle the light of hope
in the world, beating back despair.
Shelter the Light. Where life flourishes, stand
against the forces that would render it barren.
Preserve Your Own Light. Delight in song,
laughter, and art. If you allow the light to die in
your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for all who live
in despair. Let the light of your joy and courage
shine forth in all your deeds.
OATH(OF(VENGEANCE#
The%Oath%of%Vengeance%is%a%solemn%commitment%
to%punish%those%who%have%committed%grievously%
evil%acts.%When%evil%armies%slaughter%helpless%
villagers,%when%a%tyrant%defies%the%will%of%the%
gods,%when%a%thieves’%guild%grows%too%violent%and%
powerful,%when%a%dragon%rampages%through%the%
countrysideat%times%like%these,%paladins%arise%
and%swear%an%Oath%of%Vengeance%to%set%right%
what%has%gone%wrong.%
DESIGN NOTE: OATH OF VENGEANCE UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Oath Spells now has Compelled Duel instead of
Hunter’s Mark.
©2023 Wizards of the Coast LLC
40
Vow of Enmity now lets you move your vow to
another creature if the previous creature was
reduced to 0 hit points before the duration of
the feature ends, and the feature’s range has
increased.
Relentless Avenger can now reduce the target’s
Speed to 0.
Abjure Enemy has been replaced by Abjure Foes
in the base class.
Avenging Angel now uses a Bonus Action instead
of an action, and its duration is now 10 minutes
rather than an hour. You can also regain the use
of it by expending a 5th-level spell slot.
3RD%LEVEL:%OATH%SPELLS#
The%magic%of%your%oath%ensures%you%always%have%
certain%spells%ready;%when%you%reach%a%Paladin%
level%specified%in%the%Oath%of%Vengeance%Spells%
table,%you%thereafter%always%have%the%listed%
spells%prepared.%
OATH OF VENGEANCE SPELLS
Paladin Level
Spells
3rd
Bane, Compelled Duel
5th
Hold Person, Misty Step
9th
Haste, Protection from Energy
13th
Banishment, Dimension Door
17th
Hold Monster, Scrying
%
3RD%LEVEL:%VOW%OF%ENMITY#
As%a%Bonus%Action,%you%can%expend%one%use%of%
your%Channel%Divinity%to%utter%a%vow%of%enmity%
against%a%creature%you%can%see%within%30%feet%of%
yourself.%You%gain%Advantage%on%attack%rolls%
against%the%creature%for%1%minute.%
% If%the%creature%drops%to%0%Hit%Points%before%the%
vow%ends,%you%can%transfer%the%vow%to%a%different%
creature%within%30%feet%of%yourself%(no%action%
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%
attack,%you%can%use%your%Reaction%to%make%a%
melee%attack%against%that%creature%if%it’s%within%
range.%
20TH%LEVEL:%AVENGING%ANGEL#
As%a%Bonus%Action,%you%can%imbue%your%Aura%of%
Protection%with%holy%power,%granting%the%
following%benefits%for%10%minutes%or%until%you%
end%them%as%a%Bonus%Action:%
Flight.%You%sprout%spectral%wings%on%your%back.%
You%have%a%Fly%Speed%equal%to%your%Speed%and%
can%Hover.%
Frightful%Aura.%Whenever%an%enemy%starts%its%
turn%in%the%aura,%that%creature%must%succeed%on%
a%Wisdom%saving%throw%or%have%the%Frightened%
condition%for%1%minute%or%until%it%takes%any%
damage.%Attack%rolls%against%the%Frightened%
creature%have%Advantage.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%You%can%also%restore%
your%use%of%it%by%expending%a%5th-level%spell%slot%
(no%action%required).%
TENETS OF VENGEANCE
Though the exact words and strictures of the Oath
of Vengeance vary, Paladins of this oath share
these tenets.
Fight the Greater Evil. Faced with a choice of
fighting my sworn foes or combating a lesser evil, I
choose the greater evil.
No Mercy for the Wicked. Ordinary foes might
win my mercy, but my sworn enemies do not.
By Any Means Necessary. My qualms can’t get in
the way of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it
is because I failed to stop them. I must help those
harmed by my misdeeds.
%
)
©2023 Wizards of the Coast LLC
41
RANGER)
Primary Ability: Dexterity, Wisdom
Far%from%the%bustle%of%cities,%amid%the%trees%of%
trackless%forests%and%across%wide%plains,%Rangers%
keep%their%unending%watch.%
% Wanderers%of%the%wilderness,%Rangers%
specialize%in%facing%monsters%that%threaten%the%
world.%Rangers%learn%to%track%their%quarry%as%a%
predator%does,%moving%stealthily%through%the%
wilds%and%hiding%themselves%in%brush%and%rubble.%
% Thanks%to%their%connection%with%nature,%
Rangers%can%also%cast%spells%that%harness%the%
primal%powers%of%the%wilderness.%A%Rangers%
talents%and%magic%are%honed%with%deadly%focus%
on%the%task%of%protecting%the%world%from%the%
ravages%of%monsters%and%tyrants.%
DESIGN NOTE: RANGER UPDATES
Here are the main updates in this class since its last
playtest version:
Deft Explorer replaces the Expertise feature at
1st level. Deft Explorer includes one Expertise
choice, along with some terrain-oriented
material, which playtesters requested. The
feature now improves at 9th level.
Spellcasting has three noteworthy changes: (1)
spell preparation is no longer tied to the level of
your spell slots, (2) the Ranger can change one
prepared spell upon finishing a Long Rest, and (3)
cantrips are no longer included; the Ranger
instead gets Weapon Mastery at 1st level.
Weapon Mastery is a new 1st-level feature.
Favored Enemy has moved to 2nd level, and it
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
42
Ranger Subclass levels now match the level
progression in the 2014 Ranger, ensuring
compatibility with subclasses already in print.
Conjure Barrage is a new 9th-level feature.
Nature’s Veil no longer uses spell slots, and it
has moved to 14th level.
Tireless now gives Temporary Hit Points as an
action, as in Tasha’s Cauldron of Everything.
Conjure Volley is a new 17th-level feature.
Feral Senses has returned to 18th level.
Foe Slayer is now an improved version of the
2014 feature and has returned to 20th level,
replacing Epic Boon (Epic Boon feats will return
in a future UA, but they won’t be built into a
class’s level progression). Foe Slayer is now not
limited to once per turn.
CREATING(A(RANGER#
To%create%a%Ranger,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%1st-level%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Ranger”%
section.%
% Then%look%at%the%Ranger%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%The%
descriptions%of%those%features%appear%in%the%
“Ranger%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points per Level after 1st: 1d10 (or 6) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Strength, Dexterity
Skills (Choose 3): Animal Handling, Athletics,
Insight, Investigation, Nature, Perception,
Stealth, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None
ARMOR TRAINING
Light Armor, Medium Armor, Shields
STARTING%EQUIPMENT#
As%a%1st-level%character,%you%start%with%the%
following%equipment,%or%you%can%forgo%it%and%
spend%150%GP%on%equipment%of%your%choice.%
Arrows (20)
Druidic Focus (Sprig of
Mistletoe)
Explorer’s Pack
Longbow or Shortbow
Quiver
Scimitar
Shortsword
Studded Leather Armor
7 GP
MULTICLASSING AND THE RANGER
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Ranger as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Ranger’s primary abilities, Dexterity and
Wisdom, to take a level in this class or to take a
level in another class if you are already a Ranger.
Proficiencies Gained. If Ranger isn’t your initial
class, here are the proficiencies you gain when you
take your first Ranger level: Martial Weapons and
one skill of your choice from the Ranger’s skill list.
Armor Training. When you gain your first Ranger
level, you gain the following armor training: Light
Armor, Medium Armor, and Shield.
Spell Slots. Add half your Ranger levels (rounded
up) to the appropriate levels from other classes to
determine your available spell slots for casting
spells, as detailed in the multiclassing rules.
You prepare spells for each of your classes
individually, referring to the spell slots of an
individual class to determine the number and
levels of the spells you prepare for it.
RANGER(CLASS(FEATURES#
As%a%Ranger,%you%gain%the%following%class%features%
when%you%reach%the%specified%levels%in%this%class.%
These%features%are%listed%on%the%Ranger%table.%
1ST%LEVEL:%DEFT%EXPLORER#
You%are%an%unsurpassed%explorer.%Choose%one%of%
your%proficiencies%in%a%skill%that%appears%on%the%
Ranger%skill%list.%You%gain%Expertise%in%that%skill.%
% In%addition,%choose%two%types%of%terrain:%arctic,%
coast,%desert,%forest,%grassland,%mountain,%
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
43
% Whenever%you%finish%a%Long%Rest,%you%can%
meditate%and%replace%one%of%the%chosen%terrain%
types%with%a%different%one%from%the%list.%
1ST%LEVEL:%SPELLCASTING#
You%have%learned%to%channel%the%magical%essence%
of%nature%to%cast%spells.%See%the%,-$.#%/0)
1$"(2334%for%the%rules%on%spellcasting.%The%
information%below%details%how%you%use%those%
rules%as%a%Ranger.%
% Spell&Slots.%The%Ranger%table%shows%how%many%
spell%slots%you%have%to%cast%your%spells%of%1st%
level%and%higher.%To%cast%one%of%these%spells,%you%
must%expend%a%slot%of%the%spell’s%level%or%higher.%
You%regain%all%expended%spell%slots%when%you%
finish%a%Long%Rest.%
% Prepared&Spells&of&1st+&Level.(You%prepare%
the%list%of%spells%of%1st%level%and%higher%that%are%
available%for%you%to%cast%with%this%feature.%To%
start,%choose%two%1st-level%spells%from%the%Primal%
spell%list.%Rather%than%choosing,%you%may%start%
with%A6%#)=36"(0%and%K"0"$%:"7)C&%:4#.%
% The%number%of%spells%on%your%list%increases%as%
you%gain%Ranger%levels,%as%shown%in%the%Prepared%
Spells%column%of%the%Ranger%table.%Whenever%
that%number%increases,%choose%additional%spells%
from%the%Primal%spell%list%until%the%number%of%
spells%on%your%list%matches%the%number%on%the%
table.%The%chosen%spells%must%be%of%a%level%for%
which%you%have%spell%slots.%For%example,%if%you’re%
a%5th-level%Ranger,%your%list%of%prepared%spells%
can%include%six%Primal%spells%of%1st%or%2nd%level,%
in%any%combination.%
% If%another%Ranger%feature%gives%spells%that%you%
always%have%prepared,%those%spells%don’t%count%
against%the%number%of%spells%on%the%list%you%
prepare%with%this%Spellcasting%feature,%but%those%
spells%otherwise%follow%the%rules%in%this%feature.%
& Changing&Your&Prepared&Spells.%Whenever%
you%finish%a%Long%Rest,%you%can%replace%one%spell%
on%your%list%with%another%Primal%spell%for%which%
you%have%spell%slots.%
% Spellcasting&Ability.&Wisdom%is%your%
Spellcasting%Ability%for%your%Ranger%spells.%
& Spellcasting&Focus.&You%can%use%a%Druidic%
Focus%as%a%Spellcasting%Focus%for%the%spells%you%
prepare%for%this%class.%
1ST%LEVEL:%WEAPON%MASTERY#
Your%training%with%weapons%allows%you%to%use%
the%Mastery%property%of%two%kinds%of%weapons%of%
your%choice%with%which%you%have%proficiency,%
such%as%Longbows%and%Longswords.%
% Whenever%you%finish%a%Long%Rest,%you%can%
change%the%kinds%of%weapons%you%chose.%For%
example,%you%could%switch%to%using%the%Mastery%
properties%of%Scimitars%and%Shortswords.%
2ND%LEVEL:%FAVORED%ENEMY#
You%are%adept%at%focusing%on%a%single%foe.%You%
always%have%the%16"&#%/0)8$%4%spell%prepared.%
You%can%cast%it%a%number%of%times%equal%to%your%
Wisdom%modifier%(minimum%of%once)%without%
expending%a%spell%slot,%and%you%regain%all%
expended%uses%of%this%ability%when%you%finish%a%
Long%Rest.%
2ND%LEVEL:%FIGHTING%STYLE#
You%have%honed%your%martial%prowess.%You%gain%
one%of%the%following%Fighting%Style%feats%of%your%
choice:%Archery,%Defense,%Dueling,%or%Two-
Weapon%Fighting.%
3RD%LEVEL:%RANGER%SUBCLASS#
You%gain%a%Ranger%subclass%of%your%choice:%Beast%
Master,%Fey%Wanderer,%Gloom%Stalker,%or%Hunter.%
Subclasses%are%detailed%after%this%class’s%
description%(for%this%playtest,%use%Fey%Wanderer%
from%E$0'$/0)A$6-(%3")3G)KH#%.&':"7).%
% A%subclass%is%a%specialization%that%grants%you%
special%abilities%at%certain%Ranger%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Ranger%level%
and%lower.%
4TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
5TH%LEVEL:%EXTRA%ATTACK#
You%can%attack%twice,%instead%of%once,%whenever%
you%take%the%Attack%action%on%your%turn.%
6TH%LEVEL:%ROVING#
Your%Speed%increases%by%10%feet%while%you%aren’t%
wearing%Heavy%Armor.%
% You%also%have%a%Climb%Speed%and%a%Swim%Speed%
equal%to%your%Speed.%
7TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Ranger%subclass.%
8TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
©2023 Wizards of the Coast LLC
44
9TH%LEVEL:%CONJURE%BARRAGE#
Channeling%nature’s%might,%you%can%cause%your%
weapon%to%multiply%and%strike%at%creatures%
before%you;%you%always%have%the%A3"M6%#)F$%%$7#%
spell%prepared.%
9TH%LEVEL:%DEFT%EXPLORER%IMPROVEMENT#
Choose%one%of%your%proficiencies%in%a%skill%that%
appears%on%the%Ranger%skill%list.%You%gain%
Expertise%in%that%skill.%
% In%addition,%choose%two%more%terrain%types%for%
your%Deft%Explorer%feature.%
10TH%LEVEL:%TIRELESS#
Primal%forces%now%help%fuel%you%on%your%
journeys,%granting%you%the%following%benefits:%
Temporary%Hit%Points.%As%an%action,%you%can%
give%yourself%a%number%of%Temporary%Hit%
Points%equal%to%1d8%plus%your%Wisdom%
modifier%(minimum%of%1).%You%can%use%this%
action%a%number%of%times%equal%to%your%
Wisdom%modifier%(minimum%of%once),%and%you%
regain%all%expended%uses%when%you%finish%a%
Long%Rest.%
Decrease%Exhaustion.%Whenever%you%finish%a%
Short%Rest,%your%Exhaustion%level,%if%any,%
decreases%by%1.%%
11TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Ranger%subclass.%
12TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
14TH%LEVEL:%NATURES%V EIL#
You%invoke%spirits%of%nature%to%magically%hide%
yourself%from%view.%As%a%Bonus%Action,%you%can%
give%yourself%the%Invisible%condition%until%the%end%
of%your%next%turn.%
% You%can%use%this%feature%a%number%of%times%
equal%to%your%Wisdom%modifier%(minimum%of%
once),%and%you%regain%all%expended%uses%when%
you%finish%a%Long%Rest.%
15TH%LEVEL:%SUBCLASS%F EATURE#
You%gain%a%feature%from%your%Ranger%subclass.%
16TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
17TH%LEVEL:%CONJURE%VOLLEY#
Propelled%by%primal%spirits,%your%weapon%can%
strike%a%group%of%targets%far%away;%you%always%
have%the%A3"M6%#);3--#.%spell%prepared.%
18TH%LEVEL:%FERAL%SENSES#
Your%connection%to%the%forces%of%nature%grants%
you%Blindsight%with%a%range%of%30%feet.%
19TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
20TH%LEVEL:%FOE%SLAYER#
You%become%an%unparalleled%hunter%of%your%foes.%
When%your%attack%roll%misses%the%target%of%your%
16"&#%/0)8$%4,%you%can%add%your%Wisdom%
modifier%to%the%attack%roll,%potentially%turning%it%
into%a%hit.%
% In%addition,%whenever%you%hit%that%target%with%
an%attack%roll%and%deal%damage%to%it,%you%can%add%
your%Wisdom%modifier%to%the%damage.%
RANGER(SUBCLASSES)
A%Ranger%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%Ranger%levels,%as%
specified%in%the%subclass.%
% This%section%presents%the%Beast%Master,%Gloom%
Stalker,%and%Hunter%subclasses.%
BEAST(MASTER#
A%Beast%Master%ranger%forms%a%mystical%bond%
with%a%special%beast,%drawing%on%primal%magic%
and%a%deep%attunement%to%the%natural%world.%
DESIGN NOTE: RANGER UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Primal Companion returns from Tasha’s
Cauldron of Everything, which was well received.
Exceptional Training now allows you to
command your beast to use its Bonus Action to
take the Dash, Disengage, Dodge, or Help action,
and the beast’s attacks ignore damage
resistance.
Bestial Fury now allows your beast to benefit
from your Hunter’s Mark spell.
3RD%LEVEL:%PRIMAL%COMPANION#
You%magically%summon%a%primal%beast,%which%
draws%strength%from%your%bond%with%nature.%The%
©2023 Wizards of the Coast LLC
45
beast%is%friendly%to%you%and%your%companions%
and%obeys%your%commands.%Choose%its%stat%
blockBeast%of%the%Land,%Beast%of%the%Sea,%or%
Beast%of%the%Skywhich%uses%your%Proficiency%
Bonus%(PB)%in%several%places.%You%also%determine%
the%kind%of%animal%the%beast%is,%choosing%a%kind%
appropriate%for%the%stat%block.%Whatever%kind%
you%choose,%the%beast%bears%primal%markings,%
indicating%its%supernatural%origin.%
% In%combat,%the%beast%acts%during%your%turn.%It%
can%move%and%use%its%Reaction%on%its%own,%but%the%
only%action%it%takes%is%the%Dodge%action,%unless%
you%take%a%Bonus%Action%on%your%turn%to%
command%it%to%take%a%different%action.%That%
action%can%be%one%in%its%stat%block%or%some%other%
action.%You%can%also%sacrifice%one%of%your%attacks%
when%you%take%the%Attack%action%to%command%the%
beast%to%take%the%Attack%action.%If%you%have%the%
Incapacitated%condition,%the%beast%can%take%any%
action%of%its%choice,%not%just%Dodge.%
% If%the%beast%has%died%within%the%last%hour,%you%
can%you%use%your%action%to%touch%it%and%expend%a%
spell%slot%of%1st%level%or%higher.%The%beast%returns%
to%life%after%1%minute%with%all%its%Hit%Points%
restored.%
% Whenever%you%finish%a%Long%Rest,%you%can%
summon%a%different%primal%beast.%The%new%beast%
appears%in%an%unoccupied%space%within%5%feet%of%
you,%and%you%choose%its%stat%block%and%
appearance.%If%you%already%have%a%beast%from%this%
feature,%it%vanishes%when%the%new%beast%appears.%
% The%beast%vanishes%if%you%die.%
BEAST OF THE LAND
Medium Beast
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your Ranger level (the beast has
a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses Darkvision 60 ft., passive Perception 12
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
the same turn, the target takes an extra 1d6 Slashing
damage. If the target is a creature, it must succeed on a
Strength saving throw against your Spell Save DC or
have the Prone condition.
Primal Bond. You can add your Proficiency Bonus to any
ability check or saving throw that the beast makes.
ACTIONS
Maul. Melee Weapon Attack: your Spell Attack Modifier
to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB
Bludgeoning, Piercing, or Slashing damage (your choice
when you summon the beast).
%
BEAST OF THE SEA
Medium Beast
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your Ranger level (the beast has
a number of Hit Dice [d8s] equal to your Ranger level)
Speed 5 ft., Swim 60 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses Darkvision 90 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus (PB) equals your Proficiency Bonus
Amphibious. The beast can breathe air and water.
Primal Bond. You can add your Proficiency Bonus to any
ability check or saving throw that the beast makes.
ACTIONS
Binding Strike. Melee Weapon Attack: your Spell Attack
Modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB
Bludgeoning or Piercing damage (your choice), and the
target has the Grappled condition (escape DC equals
your Spell Save DC). Until this grapple ends, the beast
can’t use this attack on another target.
%
BEAST OF THE SKY
Small Beast
Armor Class 13 + PB (natural armor)
Hit Points Hit Points 4 + four times your Ranger level
(the beast has a number of Hit Dice [d6s] equal to
your Ranger level)
Speed 10 ft., Fly 60 ft.
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
Proficiency Bonus (PB) equals your Proficiency Bonus
Flyby. The beast doesn’t provoke Opportunity Attacks
when it flies out of an enemy’s reach.
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
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ACTIONS
Shred. Melee Weapon Attack: your Spell Attack Modifier
to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB Slashing
damage.
7TH%LEVEL:%EXCEPTIONAL%TRAINING#
When%you%use%your%Bonus%Action%to%command%
your%Primal%Companion%beast%to%take%an%action,%
you%can%also%command%it%to%take%the%Dash,%
Disengage,%Dodge,%or%Help%action%as%a%Bonus%
Action.%
% In%addition,%whenever%the%beast%hits%with%an%
attack%and%deals%damage,%it%can%deal%your%choice%
of%Force%damage%or%its%normal%damage%type.%
11TH%LEVEL:%BESTIAL%FURY#
When%you%command%your%Primal%Companion%
beast%to%take%the%Attack%action,%the%beast%can%
make%two%attacks.%
% In%addition,%the%first%time%each%turn%it%hits%a%
creature%under%the%effect%of%your%16"&#%/0)8$%4%
spell,%the%beast%deals%extra%Force%damage%equal%
to%the%bonus%damage%of%that)spell.%%
15TH%LEVEL:%SHARE%SPELLS#
When%you%cast%a%spell%targeting%yourself,%you%can%
also%affect%your%Primal%Companion%beast%with%
the%spell%if%the%beast%is%within%30%feet%of%you.%
GLOOM(STALKER#
Gloom%Stalkers%are%at%home%in%the%darkest%places,%
wielding%magic%drawn%from%the%Shadowfell%to%
combat%enemies%that%lurk%in%darkness.%
DESIGN NOTE: RANGER UPDATES
Here are the main updates in this subclass since its
appearance in Xanathar’s Guide to Everything:
Dread Ambusher now allows the Ranger to deal
extra damage more often than only during the
first round of combat and includes the
Frightened condition.
Umbral Sight now increases your Darkvision by
60 feet, instead of 30 feet, if you already have
that sight.
Stalker’s Flurry has been redesigned to enhance
the Frighten effect granted by Dread Ambusher
Shadowy Dodge now allows you to teleport
immediately after the attack misses, and the
feature even works against an attack that has
Advantage.
3RD%LEVEL:%GLOOM%STALKER%MAGIC#
The%magic%of%the%Shadowfell%ensures%you%always%
have%certain%spells%ready;%when%you%reach%a%
Ranger%level%specified%in%the%Gloom%Stalker%
Spells%table,%you%thereafter%always%have%the%
listed%spells%prepared.%
GLOOM STALKER SPELLS
Ranger Level
Spells
3rd
Disguise Self
5th
Rope Trick
9th
Fear
13th
Greater Invisibility
17th
Seeming
3RD%LEVEL:%DREAD%AMBUSHER#
You%have%mastered%the%art%of%creating%
frightening%ambushes,%granting%you%the%
following%benefits:%
Ambusher’s%Leap.%At%the%start%of%the%first%turn%of%
each%combat,%your%Speed%increases%by%10%feet%
until%the%end%of%that%turn.%
Frighten.%Once%per%turn%when%you%attack%a%
creature%and%hit%it%with%a%weapon,%you%can%deal%
an%extra%1d8%Psychic%damage%to%the%target%and%
force%it%to%make%a%Wisdom%saving%throw%
against%your%Spell%Save%DC.%On%a%failed%save,%it%
has%the%Frightened%condition%until%the%start%of%
your%next%turn.%You%can%use%this%benefit%a%
number%of%times%equal%to%your%Wisdom%
modifier%(minimum%of%once),%and%you%regain%
all%expended%uses%when%you%finish%a%Long%Rest.%
Initiative%Bonus.%When%you%roll%Initiative,%you%
can%add%your%Wisdom%modifier%to%the%roll.%
3RD%LEVEL:%UMBRAL%SIGHT#
You%gain%Darkvision%out%to%a%range%of%60%feet.%If%
you%already%have%Darkvision%when%you%gain%this%
feature,%its%range%increases%by%60%feet.%
% You%are%also%adept%at%evading%creatures%that%
rely%on%Darkvision.%While%entirely%in%Darkness,%
you%have%the%Invisible%condition%to%any%creature%
that%relies%on%Darkvision%to%see%you%in%that%
darkness.%
7TH%LEVEL:%IRON%MIND#
You%have%honed%your%ability%to%resist%the%mind-
altering%powers%of%your%prey.%You%gain%
proficiency%in%Wisdom%saving%throws.%If%you%
already%have%this%proficiency,%you%instead%gain%
proficiency%in%Intelligence%or%Charisma%saving%
throws%(your%choice).%
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47
11TH%LEVEL:%STALKERS%F LURRY#
When%you%use%the%Frighten%effect%of%your%Dread%
Ambusher%feature,%you%can%cause%one%of%the%
following%additional%effects:%
Sudden%Strike.%You%can%make%another%attack%
with%the%same%weapon%against%a%different%
creature%that%is%within%5%feet%of%the%original%
target%and%that%is%within%the%weapon’s%range.%
Mass%Fear.%Each%creature%within%10%feet%of%the%
target%must%make%a%Wisdom%saving%throw%
against%your%Spell%Save%DC.%On%a%failed%save,%a%
creature%has%the%Frightened%condition%until%the%
start%of%your%next%turn.%
15TH%LEVEL:%SHADOWY%DODGE#
You%can%dodge%with%wisps%of%supernatural%
shadow%around%you.%When%a%creature%makes%an%
attack%roll%against%you,%you%can%use%your%
Reaction%to%impose%Disadvantage%on%that%roll.%If%
the%attack%then%misses,%you%can%teleport%up%to%30%
feet%to%an%unoccupied%space%you%can%see.%
HUNTER#
You%stalk%prey%in%the%wilds%and%elsewhere,%using%
your%abilities%as%a%Hunter%to%protect%nature%and%
people%everywhere%from%forces%that%would%
destroy%them.%
DESIGN NOTE: HUNTER UPDATES
Here are the main updates in this subclass since its
last playtest version:
Hunter’s Prey now contains the three feature
options that appeared in 2014. Giant Killer has
been renamed to Retaliator and now works
against attackers of any size.
Hunter’s Lore has moved from 6th level to 3rd.
Defensive Tactics returns, but it contains Evasion
and Uncanny Dodge from Superior Hunter’s
Defense. It also includes a new option, Hunter’s
Leap. Feedback on the 2014 Hunter strongly
preferred the options in Superior Hunter’s
Defense over the ones in Defensive Tactics.
Superior Hunter’s Prey replaces Multiattack and
lets you choose another option from Hunter’s
Prey.
Superior Hunter’s Defense now lets you choose
another option from Defensive Tactics.
3RD%LEVEL:%HUNTERS%PREY#
You%gain%one%of%the%following%feature%options%of%
your%choice.%
% Colossus&Slayer.%Your%tenacity%can%wear%down%
even%the%most%resilient%foes.%When%you%hit%a%
creature%with%a%weapon,%the%weapon%deals%an%
extra%1d8%damage%to%the%target%if%it’s%missing%any%
of%its%Hit%Points.%You%can%deal%this%extra%damage%
only%once%per%turn.%
% Horde&Breaker.%Once%on%each%of%your%turns%
when%you%make%an%attack%with%a%weapon,%you%
can%make%another%attack%with%the%same%weapon%
against%a%different%creature%that%is%within%5%feet%
of%the%original%target,%that%is%within%the%weapon’s%
range,%and%that%you%haven’t%attacked%this%turn.%
% Retaliator.%Immediately%after%a%creature%
within%5%feet%of%you%attacks%you,%you%can%use%
your%Reaction%to%make%one%attack%with%a%weapon%
against%that%creature,%whether%or%not%it%hit%you.%
3RD%LEVEL:%HUNTERS%LORE#
You%can%call%on%the%forces%of%nature%to%reveal%
certain%strengths%and%weaknesses%of%your%prey.%
While%a%creature%is%marked%by%your%16"&#%/0)
8$%4,%you%know%whether%that%creature%has%any%
damage%or%condition%immunities,%damage%
resistances,%or%damage%vulnerabilities,%and%if%the%
creature%has%any,%you%know%what%they%are.%
7TH%LEVEL:%DEFENSIVE%TACTICS#
You%gain%one%of%the%following%feature%options%of%
your%choice.%
& Evasion.&When%you%are%subjected%to%an%effect%
that%lets%you%to%make%a%Dexterity%saving%throw%to%
take%only%half%damage,%you%instead%take%no%
damage%if%you%succeed%on%the%saving%throw%and%
only%half%damage%if%you%fail.%You%can’t%use%this%
feature%if%you%have%the%Incapacitated%condition.%
& Hunter’s&Leap.&If%an%enemy%you%can%see%enters%
a%space%within%5%feet%of%you,%you%can%use%your%
Reaction%to%move%up%to%half%your%Speed%without%
provoking%Opportunity%Attacks.%
& Uncanny&Dodge.&When%an%attacker%that%you%
can%see%hits%you%with%an%attack%roll,%you%can%use%
your%Reaction%to%halve%the%attack’s%damage%
against%you%(round%down).%
11TH%LEVEL:%SUPERIOR%HUNTERS%PREY#
You%gain%another%feature%option%of%your%choice%
from%the%Hunter’s%Prey%feature.%
15TH%LEVEL:%SUPERIOR%HUNTERS%DEFENSE#
You%gain%another%feature%option%of%your%choice%
from%the%Defensive%Tactics%feature.%
% %
©2023 Wizards of the Coast LLC
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ROGUE)
Primary Ability: Dexterity
Rogues%rely%on%cunning,%stealth,%and%their%foes’%
vulnerabilities%to%get%the%upper%hand%in%any%
situation.%They%have%a%knack%for%finding%the%
solution%to%just%about%any%problem,%
demonstrating%a%versatility%that%is%the%
cornerstone%of%any%successful%adventuring%party.%
% Rogues%devote%as%much%effort%to%mastering%the%
use%of%a%variety%of%skills%as%they%do%to%perfecting%
their%combat%abilities,%giving%them%broad%
capabilities%that%few%other%characters%can%match.%
Many%Rogues%focus%on%stealth%and%deception,%
while%others%refine%skills%that%help%them%in%a%
dungeon%environment,%such%as%climbing,%finding%
and%disarming%traps,%and%opening%locks.%
% When%it%comes%to%combat,%Rogues%prioritize%
subtle%strikes%over%brute%strength.%A%Rogue%
would%rather%make%one%precise%strike%than%wear%
an%opponent%down%with%a%barrage%of%blows.%
Rogues%have%an%almost%supernatural%knack%for%
avoiding%danger,%and%a%few%learn%magical%tricks%
to%supplement%their%other%abilities.%
% Some%Rogues%began%their%careers%as%criminals,%
while%others%used%their%cunning%to%fight%crime.%
Whatever%a%Rogue’s%relation%to%the%law,%no%
common%criminal%or%officer%of%the%law%can%match%
the%subtle%brilliance%of%the%greatest%Rogues.%
DESIGN NOTE: ROGUE UPDATES
Here are the main updates in this class since its last
playtest version:
Sneak Attack is no longer required to be used on
your turn with the Attack action.
Weapon Mastery is a new 1st-level feature.
Rogue Subclass levels now match the level
progression in the 2014 Rogue, ensuring
compatibility with subclasses already in print.
Steady Aim is a new 3rd-level feature, imported
from Tasha’s Cauldron of Everything. This
addition was requested by many playtesters.
Cunning Strikes is a new 5th-level feature, giving
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
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Expertise has returned to 6th level.
Evasion has returned to 7th level.
Reliable Talent has moved from 11th level to 7th
level.
Subtle Strikes has been removed because of the
addition of Steady Aim.
Improved Cunning Strike is a new 11th-level
feature.
Devious Strikes is a new 14th-level feature,
which builds on Cunning Strike.
Elusive has returned to 18th level.
Stroke of Luck has returned to 20th level,
replacing Epic Boon (Epic Boon feats will return
in a future UA, but they won’t be built into a
class’s level progression).
CREATING(A(ROGUE#
To%create%a%Rogue,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%1st-level%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Rogue”%
section.%
% Then%look%at%the%Rogue%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%The%
descriptions%of%those%features%appear%in%the%
“Rogue%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points per Level after 1st: 1d8 (or 5) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Dexterity, Intelligence
Skills (Choose 4): Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception,
Persuasion, Sleight of Hand, Stealth
Weapons: Simple Weapons, Martial Weapons that
have the Finesse Property
Tools: Thieves’ Tools
ARMOR TRAINING
Light Armor
STARTING%EQUIPMENT#
As%a%1st-level%character,%you%start%with%the%
following%equipment,%or%you%can%forgo%it%and%
spend%110%GP%on%equipment%of%your%choice.%
Arrows (20)
Burglar’s Pack
Dagger (2)
Leather Armor
Quiver
Shortbow
Shortsword
Thieves’ Tools
18 GP
MULTICLASSING AND THE ROGUE
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Rogue as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Rogue’s primary ability, Dexterity, to take a
level in this class or to take a level in another class
if you are already a Rogue.
Proficiencies Gained. If Rogue isn’t your initial
class, here are the proficiencies you gain when you
take your first Rogue level: Thieves’ Tools and one
skill of your choice from the Rogue’s skill list.
Armor Training. When you gain your first Rogue
level, you gain Light Armor training.
ROGUE(CLASS(FEATURES#
As%a%Rogue,%you%gain%the%following%class%features%
when%you%reach%the%specified%levels%in%this%class.%
These%features%are%listed%on%the%Rogue%table.%
1ST%LEVEL:%EXPERTISE#
You%gain%Expertise%in%two%of%your%skill%
proficiencies%of%your%choice.%
% Sleight%of%Hand%and%Stealth%are%iconic%choices%
for%a%Rogue%if%you%have%proficiency%in%them.%
1ST%LEVEL:%SNEAK%ATTACK#
You%know%how%to%turn%a%subtle%attack%into%a%
deadly%one.%Once%per%turn,%you%can%deal%extra%
damage%to%one%creature%you%hit%with%an%attack%
roll%if%you’re%attacking%with%a%Finesse%or%Ranged%
weapon%and%if%at%least%one%of%the%following%
requirements%is%met:%
Advantage.%You%have%Advantage%on%the%attack%
roll.%
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.%
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50
% To%determine%the%extra%damage,%roll%a%number%
of%d6s%equal%to%half%your%Rogue%level%(round%up),%
and%add%the%dice%together%(the%Rogue%table%
shows%the%number%of%Sneak%Attack%dice%you%get%
at%each%Rogue%level).%The%extra%damage’s%type%is%
the%same%as%the%weapon’s%Damage%Type.%
1ST%LEVEL:%THIEVES%CANT#
You%picked%up%various%languages%in%the%
communities%where%you%plied%your%roguish%
talents.%You%know%Thieves’%Cant%and%one%other%
language%of%your%choice,%which%you%choose%from%
the%Standard%Languages%and%Rare%Languages%
tables.%
1ST%LEVEL:%WEAPON%MASTERY#
Your%training%with%weapons%allows%you%to%use%
the%Mastery%property%of%two%kinds%of%weapons%of%
your%choice%with%which%you%have%proficiency,%
such%as%Daggers%and%Shortbows.%
% Whenever%you%finish%a%Long%Rest,%you%can%
change%the%kinds%of%weapons%you%chose.%For%
example,%you%could%switch%to%using%the%Mastery%
properties%of%Scimitars%and%Shortswords.%
2ND%LEVEL:%CUNNING%ACTION#
Your%quick%thinking%and%agility%allow%you%to%
move%and%act%quickly.%On%your%turn,%you%can%take%
one%of%the%following%actions%as%a%Bonus%Action:%
Dash,%Disengage,%or%Hide.%
3RD%LEVEL:%ROGUE%SUBCLASS#
You%gain%a%Rogue%subclass%of%your%choice:%Arcane%
Trickster,%Assassin,%Swashbuckler,%or%Thief.%
Subclasses%are%detailed%after%this%class’s%
description.%
% A%subclass%is%a%specialization%that%grants%you%
special%abilities%at%certain%Rogue%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Rogue%level%
and%lower.%
3RD%LEVEL:%STEADY%AIM#
As%a%Bonus%Action,%you%give%yourself%Advantage%
on%your%next%attack%roll%on%the%current%turn.%You%
can%use%this%feature%only%if%you%haven’t%moved%
during%this%turn,%and%after%you%use%it,%your%Speed%
is%0%until%the%end%of%the%current%turn.%
4TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
5TH%LEVEL:%CUNNING%STRIKE#
You%have%developed%cunning%ways%to%use%your%
Sneak%Attack.%When%you%deal%Sneak%Attack%
damage,%you%can%add%one%of%the%following%
Cunning%Strike%effects.%Each%effect%has%a%die%cost,%
which%is%the%number%of%Sneak%Attack%damage%
dice%you%must%forego%to%add%the%effect.%You%
remove%the%die%before%rolling,%and%the%effect%
occurs%immediately%after%the%attack’s%damage%is%
dealt.%For%example,%if%you%add%the%Poison%effect,%
remove%1d6%from%the%Sneak%Attack’s%damage%
before%rolling.%
% If%a%Cunning%Strike%effect%requires%a%saving%
throw,%the%DC%equals%8%+%your%Proficiency%Bonus%
+%your%Dexterity%modifier.%
& Disarm&(Cost:&1d6).%The%target%must%succeed%
on%a%Dexterity%saving%throw,%or%it%drops%one%item%
of%your%choice%that%it’s%holding.%
% Poison&(Cost:&1d6).%You%add%a%toxin%to%your%
strike,%forcing%the%target%to%make%a%Constitution%
saving%throw.%On%a%failed%save,%the%target%has%the%
Poisoned%condition%for%1%minute.%At%the%end%of%
each%of%its%turns,%the%Poisoned%target%can%repeat%
the%save,%ending%the%effect%on%itself%on%a%success.%
% To%use%this%effect,%you%must%have%a%Poisoner’s%
Kit%on%your%person.%
% Trip&(Cost:&1d6).%If%the%target%is%Large%or%
smaller,%it%must%succeed%on%a%Dexterity%saving%
throw%or%have%the%Prone%condition.%
& Withdraw&(Cost:&1d6).%Immediately%after%the%
attack,%you%move%up%to%half%your%Speed%without%
provoking%Opportunity%Attacks.%
5TH%LEVEL:%UNCANNY%DODGE#
When%an%attacker%that%you%can%see%hits%you%with%
an%attack%roll,%you%can%use%your%Reaction%to%halve%
the%attacks%damage%against%you%(round%down).%
6TH%LEVEL:%EXPERTISE#
You%gain%Expertise%in%two%of%your%skill%
proficiencies%of%your%choice.%
7TH%LEVEL:%EVASION#
You%can%nimbly%dodge%out%of%the%way%of%certain%
dangers.%When%you%are%subjected%to%an%effect%
that%allows%you%to%make%a%Dexterity%saving%throw%
to%take%only%half%damage,%you%instead%take%no%
damage%if%you%succeed%on%the%saving%throw%and%
only%half%damage%if%you%fail.%You%can’t%use%this%
feature%if%you%have%the%Incapacitated%condition.%
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51
7TH%LEVEL:%RELIABLE%TALENT#
You%have%refined%your%talents%until%they%
approach%perfection.%Whenever%you%make%an%
ability%check%that%uses%one%of%your%skill%or%Tool%
proficiencies,%you%can%treat%a%d20%roll%of%9%or%
lower%as%a%10.%
8TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
9TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Rogue%subclass.%
10TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
11TH%LEVEL:%IMPROVED%CUNNING%STRIKE#
You%can%use%up%to%two%Cunning%Strike%effects%
when%you%deal%Sneak%Attack%damage,%paying%the%
die%cost%for%each%effect.%
12TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
13TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Rogue%subclass.%
14TH%LEVEL:%DEVIOUS%STRIKES#
You%have%practiced%new%ways%to%use%your%Sneak%
Attack%deviously.%The%following%effects%are%now%
among%your%Cunning%Strike%options.%
% Daze&(Cost:&2d6).%The%target%must%succeed%on%
a%Constitution%saving%throw,%or%it%has%the%Dazed%
condition%until%the%end%of%its%next%turn.%
& Knock&Out&(Cost:&6d6).%The%target%must%
succeed%on%a%Constitution%saving%throw,%or%it%has%
the%Unconscious%condition%for%1%minute%or%until%
it%takes%any%damage.%The%Unconscious%target%can%
repeat%the%save%at%the%end%of%each%of%its%turns,%
ending%the%effect%on%itself%on%a%success.%
& Obscure&(Cost:&3d6).%You%strike%near%the%
target’s%eyes.%The%target%must%succeed%on%a%
Dexterity%saving%throw,%or%it%has%the%Blinded%
condition%until%the%end%of%its%next%turn.%
15TH%LEVEL:%SLIPPERY%MIND#
Your%cunning%mind%is%exceptionally%difficult%to%
control.%You%gain%proficiency%in%Wisdom%and%
Charisma%saving%throws.%
16TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
17TH%LEVEL:%SUBCLASS%FEATURE#
You%gain%a%feature%from%your%Rogue%subclass.%
18TH%LEVEL:%ELUSIVE#
You%are%so%evasive%that%attackers%rarely%gain%the%
upper%hand%against%you.%No%attack%roll%can%have%
Advantage%against%you%unless%you%have%the%
Incapacitated%condition.%
19TH%LEVEL:%ABILITY%SCORE%IMPROVEMENT#
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
20TH%LEVEL:%STROKE%OF%LUCK#
You%have%an%uncanny%knack%for%succeeding%when%
you%need%to.%If%you%fail%a%d20%Test,%you%can%turn%
the%roll%into%a%20.%
% Once%you%use%this%feature,%you%cant%use%it%again%
until%you%finish%a%Short%Rest%or%a%Long%Rest.%
ROGUE(SUBCLASSES)
A%Rogue%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%Rogue%levels,%as%
specified%in%the%subclass.%
% This%section%presents%the%Arcane%Trickster,%
Assassin,%Swashbuckler,%and%Thief%subclasses.%
ARCANE(TRICKSTER#
Some%Rogues%enhance%their%fine-honed%skills%of%
stealth%and%agility%with%Arcane%spells,%learning%
magical%tricks%to%aid%them%in%their%trade.%Some%
Arcane%Tricksters%use%their%talents%as%
pickpockets%and%burglars,%while%others%are%
pranksters,%mischief-makers,%or%adventurers.%
DESIGN NOTE: ARCANE TRICKSTER UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Spellcasting now uses the Arcane spell list rather
than the Wizard list, and there is no school-of-
magic restriction after 3rd level. Moreover, the
Rogue can now change one cantrip when gaining
a level, and the Rogue can use an Arcane Focus.
Versatile Trickster has been redesigned to allow
you to use certain options from your Cunning
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Strike with your Mage Hand. The ability to give
yourself Advantage now resides in Steady Aim.
3RD%LEVEL:%SPELLCASTING#
You%have%learned%to%cast%spells.%See%the%,-$.#%/0)
1$"(2334%for%the%rules%on%spellcasting.%The%
information%below%details%how%you%use%those%
rules%as%an%Arcane%Trickster.%
% Cantrips.%You%know%three%cantrips:%8$7#)1$"(%
and%two%other%cantrips%of%your%choice%from%the%
Arcane%spell%list.%
% Whenever%you%gain%a%Rogue%level,%you%can%
replace%one%of%your%cantrips,%except%8$7#)1$"(,%
with%another%cantrip%of%your%choice%from%the%
Arcane%spell%list.%
% When%you%reach%10th%level%in%this%class,%you%
learn%another%Arcane%cantrip%of%your%choice.%
% Spell&Slots.%The%Arcane%Trickster%Spellcasting%
table%shows%how%many%spell%slots%you%have%to%
cast%your%spells%of%1st%level%and%higher.%To%cast%
one%of%these%spells,%you%must%expend%a%slot%of%the%
spell’s%level%or%higher.%You%regain%all%expended%
spell%slots%when%you%finish%a%Long%Rest.%
% Prepared&Spells&of&1st+&Level.%You%prepare%a%
list%of%spells%of%1st%level%and%higher%that%are%
available%for%you%to%cast%with%this%feature.%To%
start,%choose%three%1st-level%spells%from%the%
Arcane%spell%list,%two%of%which%must%be%from%the%
Enchantment%and%Illusion%schools%of%magic.%
% The%number%of%spells%on%your%list%increases%as%
you%gain%Rogue%levels,%as%shown%in%the%Prepared%
Spells%column%of%the%Arcane%Trickster%
Spellcasting%table.%Whenever%that%number%
increases,%choose%additional%spells%from%the%
Arcane%spell%list%until%the%number%of%spells%on%
your%list%matches%the%number%on%the%table.%The%
chosen%spells%must%be%of%a%level%for%which%you%
have%spell%slots.%For%example,%if%you’re%a%7th-level%
Rogue,%your%list%of%prepared%spells%can%include%
six%Arcane%spells%of%1st%or%2nd%level,%in%any%
combination.%
% Changing&Your&Prepared&Spells.%Whenever%
you%gain%a%level%in%this%class,%you%can%replace%one%
of%the%spells%you%know%with%another%spell%of%your%
choice%from%the%Arcane%spell%list.%The%new%spell%
must%be%of%a%level%for%which%you%have%spell%slots.%
% Spellcasting&Ability.%Intelligence%is%your%
spellcasting%ability%for%your%Arcane%Trickster%
spells.%
% Spellcasting&Focus.%You%can%use%an%Arcane%
Focus%as%a%Spellcasting%Focus%for%the%spells%you%
prepare%for%this%subclass.%
ARCANE TRICKSTER SPELLCASTING
Rogue
Level
Prepared
Spells
Spell Slots per Spell Level
1st
2nd
3rd
4th
3rd
3
2
4th
4
3
5th
4
3
6th
4
3
7th
6
4
2
8th
6
4
2
9th
6
4
2
10th
7
4
3
11th
7
4
3
12th
7
4
3
13th
9
4
3
2
14th
9
4
3
2
15th
9
4
3
2
16th
10
4
3
3
17th
10
4
3
3
18th
10
4
3
3
19th
11
4
3
3
1
20th
11
4
3
3
1
3RD%LEVEL:%MAGE%HAND%LEGERDEMAIN#
When%you%cast%8$7#)1$"(,%you%can%make%the%
spectral%hand%invisible.%You%can%control%the%hand%
as%a%Bonus%Action,%instead%of%an%action,%and%
through%it,%you%can%use%Thieves’%Tools%and%make%
Dexterity%(Sleight%of%Hand)%checks.%
9TH%LEVEL:%MAGICAL%AMBUSH#
If%you%have%the%Invisible%condition%when%you%cast%
a%spell%on%a%creature,%it%has%Disadvantage%on%any%
saving%throw%it%makes%against%the%spell%on%the%
same%turn.%
13TH%LEVEL:%VERSATILE%TRICKSTER#
You%gain%the%ability%to%distract%targets%with%your%
8$7#)1$"(.%When%you%use%the%Disarm%or%Trip%
options%of%your%Cunning%Strike,%you%can%also%
target%that%option%at%a%creature%within%5%feet%of%
the%spectral%hand.%
17TH%LEVEL:%SPELL%THIEF#
You%gain%the%ability%to%magically%steal%the%
knowledge%of%how%to%cast%a%spell%from%another%
spellcaster.%
% Immediately%after%a%creature%casts%a%spell%that%
targets%you%or%includes%you%in%its%area%of%effect,%
you%can%use%your%Reaction%to%force%the%creature%
to%make%a%saving%throw%with%its%spellcasting%
ability%modifier.%The%DC%equals%your%Spell%Save%
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%
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can%cast%(it%doesn’t%need%to%be%an%Arcane%spell).%
For%the%next%8%hours,%you%know%the%spell%and%can%
cast%it%using%your%spell%slots.%The%creature%can’t%
cast%that%spell%until%the%8%hours%have%passed.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%
ASSASSIN#
An%Assassin’s%training%focuses%on%the%grim%art%of%
death,%using%stealth,%poison,%and%disguise%to%
eliminate%foes%with%deadly%efficiency.%While%
some%Rogues%who%follow%this%path%are%hired%
killers,%spies,%or%bounty%hunters,%the%capabilities%
of%this%subclass%are%equally%useful%for%
adventurers%facing%a%variety%of%monstrous%
enemies.%
DESIGN NOTE: ASSASSIN UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Assassinate now gives you Advantage on
Initiative rolls, and the extra damage of the
feature no longer requires a target to be
surprised.
Infiltration Expertise combines Infiltration
Expertise and Imposter from the 2014 version of
the subclass.
Envenom Weapons is a new 13th-level feature,
allowing you to benefit from your Poisoner’s Kit.
Death Strike no longer requires the target to be
surprised. It instead relies on your Sneak Attack.
3RD%LEVEL:%BONUS%PROFICIENCIES#
You%gain%proficiency%with%the%Disguise%Kit%and%
Poisoner’s%Kit.%
3RD%LEVEL:%ASSASSINATE#
You%are%adept%at%getting%the%drop%on%a%target,%
granting%you%the%following%benefits:%
Initiative.%You%have%Advantage%on%Initiative%
rolls.%
Surprising%Strikes.%During%the%first%round%of%
each%combat,%you%have%Advantage%on%attack%
rolls%against%any%creature%that%hasn’t%taken%a%
turn.%If%your%Sneak%Attack%hits%any%target%
during%that%round,%the%target%takes%extra%
damage%of%the%weapon’s%type%equal%to%your%
Rogue%level.%
9TH%LEVEL:%INFILTRATION%EXPERTISE#
You%are%expert%at%posing%as%someone%else%to%aid%
your%infiltrations.%While%in%a%disguise%created%
using%your%Disguise%Kit,%you%have%Advantage%on%
any%Charisma%(Deception)%check%you%make%while%
pretending%to%be%someone%else.%You%can%also%
unerringly%mimic%another%person’s%speech,%
handwriting,%or%both%if%you%have%spent%at%least%
one%hour%studying%each%one.%
13TH%LEVEL:%ENVENOM%WEAPONS#
When%you%use%the%Poison%option%of%your%Cunning%
Strike,%the%target%also%takes%2d6%Poison%damage%
whenever%it%fails%the%saving%throw.%This%damage%
ignores%resistance%to%Poison%damage.%
17TH%LEVEL:%DEATH%STRIKE#
When%you%hit%with%your%Sneak%Attack%on%the%first%
round%of%a%combat,%the%target%must%succeed%on%a%
Constitution%saving%throw%(DC%8%+%your%Dexterity%
modifier%+%your%Proficiency%Bonus),%or%the%
attack’s%damage%is%doubled%against%the%target.%
SWASHBUCKLER#
As%a%Swashbuckler,%you%focus%on%the%art%of%the%
blade,%bringing%speed,%elegance,%and%charm%to%
your%combat%styletopped%off%with%an%exquisite%
flourish%of%panache.%You%excel%in%single%combat,%
and%your%methods%make%a%duel%look%like%a%
flamboyant%performance.%
DESIGN NOTE: SWASHBUCKLER UPDATES
Here are the main updates in this subclass since its
appearance in Xanathar’s Guide to Everything:
Panache has been redesigned to apply its effects
through Cunning Strike.
Dashing Strikes replaces Elegant Maneuver at
13th level and gives you additional Cunning
Strike options.
Master Duelist has been redesigned to allow you
to make an additional attack, provided you meet
the requirements.
3RD%LEVEL:%FANCY%FOOTWORK#
You’ve%learned%how%to%land%a%strike%and%then%slip%
away%without%reprisal.%If%you%make%a%melee%
attack%against%a%creature%during%your%turn,%that%
creature%can’t%make%Opportunity%Attacks%against%
you%for%the%rest%of%that%turn.%
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3RD%LEVEL:%RAKISH%AUDACITY#
When%you%roll%Initiative,%you%can%give%yourself%a%
bonus%to%the%roll%equal%to%your%Charisma%
modifier.%
% You%also%gain%an%additional%way%to%use%your%
Sneak%Attack;%you%don’t%need%Advantage%on%the%
attack%roll%to%use%your%Sneak%Attack%against%a%
creature%if%you%are%within%5%feet%of%it,%no%other%
creatures%are%within%5%feet%of%you,%and%you%don’t%
have%Disadvantage%on%the%attack%roll.%All%the%
other%rules%for%Sneak%Attack%still%apply%to%you.%
9TH%LEVEL:%PANACHE#
You%have%practiced%new%ways%to%use%your%Sneak%
Attack.%The%following%effects%are%now%among%
your%Cunning%Strike%options.%
% Goad&(Cost:&1d6).&The%target%must%succeed%on%
a%Wisdom%saving%throw,%or%until%the%end%of%its%
next%turn,%the%target%has%Disadvantage%on%attack%
rolls%against%targets%other%than%you%and%can’t%
make%Opportunity%Attacks%against%targets%other%
than%you.%%
% Awe&(Cost:&3d6).&Each%creature%of%your%choice%
within%30%feet%of%you%must%succeed%on%a%Wisdom%
saving%throw%or%have%the%Charmed%condition%
until%the%end%of%your%next%turn.%
13TH%LEVEL:%DASHING%STRIKES#
You%have%practiced%new%ways%to%use%your%Sneak%
Attack.%The%following%effects%are%now%among%
your%Cunning%Strike%options.%
% Parrying&Stance&(Cost:&2d6).%Roll%a%d6.%Until%
the%start%of%your%next%turn,%you%gain%a%bonus%to%
your%AC%equal%to%the%number%rolled.%
& Invigorate&(Cost:&2d6).%Choose%a%creature%you%
can%see%within%30%feet%of%yourself.%Until%the%end%
of%that%creature’s%next%turn,%whenever%it%makes%
an%attack%roll%or%a%saving%throw,%it%can%roll%a%d6%
and%add%the%number%rolled%to%the%attack%roll%or%
saving%throw.%
17TH%LEVEL:%MASTER%DUELIST#
Immediately%after%you%use%your%Sneak%Attack,%
you%can%make%another%attack%against%the%same%
target,%provided%you%are%within%5%feet%of%it%and%no%
other%creatures%are%within%5%feet%of%you.%
THIEF#
A%mix%of%burglar,%treasure%hunter,%and%explorer,%
you%are%the%consummate%adventurer.%In%addition%
to%improving%your%agility%and%stealthiness,%you%
gain%abilities%useful%for%delving%into%ruins%and%
getting%maximum%benefit%from%the%magic%items%
you%find%there.%
DESIGN NOTE: THIEF UPDATES
Here are the main updates in this subclass since its
last playtest version:
Fast Hands now lets you take the Use an Object
action, instead of the Search action. It also lets
you use the Magic action to activate a magic
item.
Second-Story Work now lets you move along
ceilings without an ability check, and it causes
you to use your Dexterity, not Strength, for
jumping.
Supreme Sneak has new functionality: you can
sacrifice a Sneak Attack die to remain hidden
when you attack.
Thief’s Reflexes has been restored to its 2014
functionality.
3RD%LEVEL:%FAST%HANDS#
As%a%Bonus%Action,%you%can%do%one%of%the%
following:%
Sleight%of%Hand.%Make%a%Dexterity%(Sleight%of%
Hand)%check%to%pick%a%lock%or%disarm%a%trap%
with%Thieves’%Tools%or%to%pick%a%pocket.%
Use%an%Object.%Take%the%Use%an%Object%action,%or%
take%the%Magic%action%to%use%a%magic%item%that%
requires%that%action.%
3RD%LEVEL:%SECOND-STORY%WORK#
You%have%trained%to%reach%especially%hard-to-
reach%places,%granting%you%these%benefits:%
Climber.%You%gain%a%Climb%Speed%equal%to%your%
Speed.%On%your%turn,%you%can%move%on%a%ceiling%
without%making%an%ability%check,%provided%
there%is%at%least%one%handhold%during%the%move,%
but%you%fall%if%you%end%the%turn%there%without%a%
handhold.%
Jumper.%Your%jump%distance%is%determined%by%
your%Dexterity%rather%than%your%Strength.%
9TH%LEVEL:%SUPREME%SNEAK#
You%gain%the%following%Cunning%Strike%option.%
% Stealth&Attack&(Cost:&1d6).%If%you%have%the%
Hide%action’s%Invisible%condition,%this%attack%
doesn’t%end%that%condition%on%you%if%you%end%the%
turn%behind%Three-Quarters%Cover%or%Total%
Cover.%
©2023 Wizards of the Coast LLC
55
13TH%LEVEL:%USE%M AGIC%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%CI#--)C+%3--,%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:%THIEFS%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
56
SPELLS)
This%section%presents%new%or%revised%spells%for%
you%to%playtest.%It%also%includes%the%Arcane,%
Divine,%and%Primal%spell%lists.%
% In%the%spell%lists,%the%following%symbols%appear;%
here%are%their%meanings:%
†%N$"$&'$%/0)96:(#)&3)KH#%.&':"7%spell%
‡%E$0'$/0)A$6-(%3")3G)KH#%.&':"7%spell%
*% Changed%school%of%magic%
SOURCE(OF(A(SPELL#
The%magical%source%of%a%spell%is%noted%in%
parenthesis%after%the%spell’s%school%of%magic.%The%
main%sources%are%Arcane,%Divine,%and%Primal.%
% Some%spells%are%from%a%class,%such%as%Sorcerer%
or%Wizard.%You%can%cast%such%a%spell%only%if%a%
feature%gives%you%access%to%it.%
ARCANE(SPELL(LIST#
An%Arcane%spell%draws%on%the%ambient%magic%of%
the%multiverse.%Sorcerers,%Warlocks,%and%
Wizards%are%among%those%who%harness%this%
magic.%
% The%Arcane%Spells%table%is%a%partial%list%of%
Arcane%spells.%The%table%provides%a%spell’s%level,%
name,%and%school%of%magic.%The%list%also%indicates%
whether%a%spell%has%the%Ritual%tag.%
DESIGN NOTE: UPDATES TO THE ARCANE LIST
Here are the changes to this list since its last
playtest version:
Cantrips have been added to the list:
Elementalism, Frostbite, Mind Sliver,
Thunderclap, and Toll the Dead.
Dissonant Whispers has returned to this list.
Hex has been removed from the list. It’s now a
Warlock-exclusive spell.
Shatter is once again an Evocation.
Thunderwave is once again an Evocation.
ARCANE SPELLS
Lvl
Spell
School
Ritual
0
Acid Splash
Conjuration
No
0
Blade Ward
Abjuration
No
0
Chill Touch
Necromancy
No
0
Dancing Lights
Illusion*
No
0
Elementalism
Transmut.
No
0
Fire Bolt
Evocation
No
0
Friends
Enchantment
No
Lvl
Spell
School
Ritual
0
Frostbite†
Evocation
No
0
Light
Evocation
No
0
Mage Hand
Conjuration
No
0
Mending
Transmut.
No
0
Message
Transmut.
No
0
Mind Sliver‡
Enchantment
No
0
Minor Illusion
Illusion
No
0
Poison Spray
Conjuration
No
0
Prestidigitation
Transmut.
No
0
Ray of Frost
Evocation
No
0
Shocking Grasp
Evocation
No
0
Thunderclap†
Evocation
No
0
Toll the Dead†
Necromancy
No
0
True Strike
Divination
No
1
Alarm
Abjuration
Yes
1
Armor of Agathys
Abjuration
No
1
Arms of Hadar
Conjuration
No
1
Burning Hands
Evocation
No
1
Charm Person
Enchantment
No
1
Chromatic Orb
Evocation
No
1
Color Spray
Illusion
No
1
Comprehend
Languages
Divination
Yes
1
Detect Magic
Divination
Yes
1
Disguise Self
Illusion
No
1
Dissonant Whispers
Enchantment
No
1
Expeditious Retreat
Transmut.
No
1
False Life
Necromancy
No
1
Feather Fall
Transmut.
No
1
Find Familiar
Conjuration
Yes
1
Fog Cloud
Conjuration
No
1
Grease
Conjuration
No
1
Hellish Rebuke
Evocation
No
1
Identify
Divination
Yes
1
Illusory Script
Illusion
Yes
1
Jump
Transmut.
No
1
Longstrider
Transmut.
No
1
Mage Armor
Abjuration
No
1
Magic Missile
Evocation
No
1
Protection from Evil
and Good
Abjuration
No
1
Ray of Sickness
Necromancy
No
1
Shield
Abjuration
No
1
Silent Image
Illusion
No
1
Sleep
Enchantment
No
1
Tashas Hideous
Laughter
Enchantment
No
©2023 Wizards of the Coast LLC
57
Lvl
Spell
School
Ritual
1
Tensers Floating
Disk
Conjuration
Yes
1
Thunderwave
Evocation
No
1
Unseen Servant
Conjuration
Yes
1
Witch Bolt
Evocation
No
2
Alter Self
Transmut.
No
2
Arcane Lock
Abjuration
No
2
Blindness/
Deafness
Transmut.*
No
2
Blur
Illusion
No
2
Calm Emotions
Enchantment
No
2
Cloud of Daggers
Conjuration
No
2
Continual Flame
Evocation
No
2
Crown of Madness
Enchantment
No
2
Darkness
Evocation
No
2
Darkvision
Transmut.
No
2
Detect Thoughts
Divination
No
2
Enlarge/Reduce
Transmut.
No
2
Enthrall
Enchantment
No
2
Flaming Sphere
Evocation*
No
2
Gust of Wind
Evocation
No
2
Hold Person
Enchantment
No
2
Invisibility
Illusion
No
2
Knock
Transmut.
No
2
Levitate
Transmut.
No
2
Locate Object
Divination
No
2
Magic Mouth
Illusion
Yes
2
Magic Weapon
Transmut.
No
2
Melfs Acid Arrow
Evocation
No
2
Mirror Image
Illusion
No
2
Misty Step
Conjuration
No
2
Nystul’s Magic
Aura
Illusion
No
2
Phantasmal Force
Illusion
No
2
Ray of
Enfeeblement
Necromancy
No
2
Rope Trick
Transmut.
No
2
Scorching Ray
Evocation
No
2
See Invisibility
Divination
No
2
Shatter
Evocation
No
2
Spider Climb
Transmut.
No
2
Suggestion
Enchantment
No
2
Web
Conjuration
No
3
Animate Dead
Necromancy
No
3
Bestow Curse
Necromancy
No
3
Blink
Transmut.
No
3
Clairvoyance
Divination
No
3
Counterspell
Abjuration
No
Lvl
Spell
School
Ritual
3
Dispel Magic
Abjuration
No
3
Fear
Illusion
No
3
Fireball
Evocation
No
3
Fly
Transmut.
No
3
Gaseous Form
Transmut.
No
3
Glyph of Warding
Abjuration
No
3
Haste
Transmut.
No
3
Hunger of Hadar
Conjuration
No
3
Hypnotic Pattern
Illusion
No
3
Leomunds Tiny Hut
Evocation
Yes
3
Lightning Bolt
Evocation
No
3
Magic Circle
Abjuration
No
3
Major Image
Illusion
No
3
Nondetection
Abjuration
No
3
Phantom Steed
Illusion
Yes
3
Protection from
Energy
Abjuration
No
3
Remove Curse
Abjuration
No
3
Sending
Divination*
No
3
Sleet Storm
Conjuration
No
3
Slow
Transmut.
No
3
Stinking Cloud
Conjuration
No
3
Tongues
Divination
No
3
Vampiric Touch
Necromancy
No
3
Water Breathing
Transmut.
Yes
4
Arcane Eye
Divination
No
4
Banishment
Abjuration
No
4
Blight
Necromancy
No
4
Compulsion
Enchantment
No
4
Confusion
Enchantment
No
4
Conjure Minor
Elementals
Conjuration
No
4
Control Water
Transmut.
No
4
Dimension Door
Conjuration
No
4
Evards Black
Tentacles
Conjuration
No
4
Fabricate
Transmut.
No
4
Fire Shield
Evocation
No
4
Greater Invisibility
Illusion
No
4
Hallucinatory
Terrain
Illusion
No
4
Ice Storm
Evocation
No
4
Leomunds Secret
Chest
Conjuration
No
4
Locate Creature
Divination
No
4
Mordenkainens
Faithful Hound
Conjuration
No
4
Mordenkainens
Private Sanctum
Abjuration
No
©2023 Wizards of the Coast LLC
58
Lvl
Spell
School
Ritual
4
Otilukes Resilient
Sphere
Evocation
No
4
Phantasmal Killer
Illusion
No
4
Polymorph
Transmut.
No
4
Stone Shape
Transmut.
No
4
Stoneskin
Transmut.*
No
4
Wall of Fire
Evocation
No
5
Animate Objects
Transmut.
No
5
Bigbys Hand
Evocation
No
5
Cloudkill
Conjuration
No
5
Cone of Cold
Evocation
No
5
Conjure Elemental
Conjuration
No
5
Contact Other
Plane
Divination
Yes
5
Creation
Illusion
No
5
Dominate Person
Enchantment
No
5
Dream
Illusion
No
5
Geas
Enchantment
No
5
Hold Monster
Enchantment
No
5
Legend Lore
Divination
No
5
Mislead
Illusion
No
5
Modify Memory
Enchantment
No
5
Passwall
Transmut.
No
5
Planar Binding
Abjuration
No
5
Rarys Telepathic
Bond
Divination
Yes
5
Scrying
Divination
No
5
Seeming
Illusion
No
5
Telekinesis
Transmut.
No
5
Teleportation Circle
Conjuration
No
5
Wall of Force
Evocation
No
5
Wall of Stone
Evocation
No
6
Arcane Gate
Conjuration
No
6
Chain Lightning
Evocation
No
6
Circle of Death
Necromancy
No
6
Contingency
Abjuration*
No
6
Create Undead
Necromancy
No
6
Disintegrate
Transmut.
No
6
Eyebite
Necromancy
No
6
Flesh to Stone
Transmut.
No
6
Globe of
Invulnerability
Abjuration
No
6
Guards and Wards
Abjuration
No
6
Instant Summons
Conjuration
Yes
6
Magic Jar
Necromancy
No
6
Mass Suggestion
Enchantment
No
6
Move Earth
Transmut.
No
Lvl
Spell
School
Ritual
6
Otilukes Freezing
Sphere
Evocation
No
6
Ottos Irresistible
Dance
Enchantment
No
6
Programmed
Illusion
Illusion
No
6
Sunbeam
Evocation
No
6
True Seeing
Divination
No
6
Wall of Ice
Evocation
No
7
Delayed Blast
Fireball
Evocation
No
7
Etherealness
Transmut.
No
7
Finger of Death
Necromancy
No
7
Forcecage
Evocation
No
7
Mirage Arcane
Illusion
No
7
Mordenkainens
Magnificent
Mansion
Conjuration
No
7
Mordenkainens
Sword
Evocation
No
7
Plane Shift
Conjuration
No
7
Prismatic Spray
Evocation
No
7
Project Image
Illusion
No
7
Reverse Gravity
Transmut.
No
7
Sequester
Transmut.
No
7
Simulacrum
Illusion
No
7
Symbol
Abjuration
No
7
Teleport
Conjuration
No
8
Antimagic Field
Abjuration
No
8
Antipathy/
Sympathy
Enchantment
No
8
Clone
Necromancy
No
8
Control Weather
Transmut.
No
8
Demiplane
Conjuration
No
8
Dominate Monster
Enchantment
No
8
Feeblemind
Enchantment
No
8
Glibness
Enchantment*
No
8
Incendiary Cloud
Conjuration
No
8
Maze
Conjuration
No
8
Mind Blank
Abjuration
No
8
Power Word Stun
Enchantment
No
8
Sunburst
Evocation
No
8
Telepathy
Divination*
No
9
Astral Projection
Necromancy
No
9
Foresight
Divination
No
9
Gate
Conjuration
No
9
Imprisonment
Abjuration
No
9
Meteor Swarm
Evocation
No
9
Power Word Kill
Enchantment
No
©2023 Wizards of the Coast LLC
59
Lvl
Spell
School
Ritual
9
Prismatic Wall
Abjuration
No
9
Shapechange
Transmut.
No
9
Time Stop
Transmut.
No
9
True Polymorph
Transmut.
No
9
Weird
Illusion
No
9
Wish
Conjuration
No
DIVINE(SPELL(LIST#
A%Divine%spell%draws%on%the%power%of%gods%and%
the%Outer%Planes.%Clerics%and%Paladins%harness%
this%magic.%
% The%Divine%Spells%table%is%a%partial%list%of%Divine%
spells.%The%table%provides%a%spell’s%level,%name,%
and%school%of%magic.%The%list%also%indicates%
whether%a%spell%has%the%Ritual%tag.%
DESIGN NOTE: UPDATES TO THE DIVINE LIST
Here are the changes to this list since its last
playtest version:
Cantrips have been added to the list: Toll the
Dead and Word of Radiance.
Smite spells have been removed from the list,
except Searing Smite and Wrathful Smite. The
removed smite spells are now exclusive to the
Paladin.
Find Steed has been removed. It’s now a Paladin-
exclusive spell.
DIVINE SPELLS
Lvl
Spell
School
Ritual
0
Guidance
Divination
No
0
Light
Evocation
No
0
Resistance
Abjuration
No
0
Sacred Flame
Evocation
No
0
Spare the Dying
Necromancy
No
0
Thaumaturgy
Transmut.
No
0
Toll the Dead†
Necromancy
No
0
Word of Radiance†
Evocation
No
1
Bane
Enchantment
No
1
Bless
Enchantment
No
1
Command
Enchantment
No
1
Compelled Duel
Enchantment
No
1
Cure Wounds
Abjuration*
No
1
Detect Evil and
Good
Divination
No
1
Detect Magic
Divination
Yes
1
Detect Poison and
Disease
Divination
Yes
Lvl
Spell
School
Ritual
1
Divine Favor
Transmut.*
No
1
Guiding Bolt
Evocation
No
1
Healing Word
Abjuration*
No
1
Heroism
Enchantment
No
1
Inflict Wounds
Necromancy
No
1
Protection from Evil
and Good
Abjuration
No
1
Purify Food and
Drink
Transmut.
Yes
1
Sanctuary
Abjuration
No
1
Searing Smite
Evocation
No
1
Shield of Faith
Abjuration
No
1
Wrathful Smite
Necromancy*
No
2
Aid
Abjuration
No
2
Augury
Divination
Yes
2
Blindness/
Deafness
Transmut.*
No
2
Calm Emotions
Enchantment
No
2
Find Traps
Divination
No
2
Gentle Repose
Necromancy
Yes
2
Hold Person
Enchantment
No
2
Lesser Restoration
Abjuration
No
2
Locate Object
Divination
No
2
Magic Weapon
Transmut.
No
2
Prayer of Healing
Abjuration*
No
2
Protection from
Poison
Abjuration
No
2
Silence
Illusion
Yes
2
Spiritual Weapon
Evocation
No
2
Warding Bond
Abjuration
No
2
Zone of Truth
Enchantment
No
3
Aura of Vitality
Abjuration*
No
3
Beacon of Hope
Abjuration
No
3
Clairvoyance
Divination
No
3
Create Food and
Water
Conjuration
No
3
Crusaders Mantle
Transmut.*
No
3
Daylight
Evocation
No
3
Dispel Magic
Abjuration
No
3
Feign Death
Necromancy
Yes
3
Glyph of Warding
Abjuration
No
3
Magic Circle
Abjuration
No
3
Mass Healing Word
Abjuration*
No
3
Remove Curse
Abjuration
No
3
Revivify
Necromancy
No
3
Speak with Dead
Necromancy
No
3
Spirit Guardians
Conjuration
No
3
Tongues
Divination
No
©2023 Wizards of the Coast LLC
60
Lvl
Spell
School
Ritual
4
Aura of Life
Abjuration
No
4
Aura of Purity
Abjuration
No
4
Banishment
Conjuration*
No
4
Death Ward
Abjuration
No
4
Divination
Divination
Yes
4
Freedom of
Movement
Abjuration
No
4
Guardian of Faith
Conjuration
No
4
Locate Creature
Divination
No
5
Circle of Power
Abjuration
No
5
Commune
Divination
Yes
5
Contagion
Necromancy
No
5
Destructive Wave
Evocation
No
5
Dispel Evil and
Good
Abjuration
No
5
Flame Strike
Evocation
No
5
Geas
Enchantment
No
5
Greater
Restoration
Abjuration
No
5
Hallow
Abjuration*
No
5
Legend Lore
Divination
No
5
Mass Cure Wounds
Abjuration*
No
5
Planar Binding
Abjuration
No
5
Raise Dead
Necromancy
No
5
Scrying
Divination
No
6
Blade Barrier
Evocation
No
6
Find the Path
Divination
No
6
Forbiddance
Abjuration
Yes
6
Harm
Necromancy
No
6
Heal
Abjuration*
No
6
HeroesFeast
Conjuration
No
6
Planar Ally
Conjuration
No
6
Sunbeam
Evocation
No
6
True Seeing
Divination
No
6
Word of Recall
Conjuration
No
7
Conjure Celestial
Conjuration
No
7
Divine Word
Evocation
No
7
Etherealness
Transmut.
No
7
Plane Shift
Conjuration
No
7
Regenerate
Transmut.
No
7
Resurrection
Necromancy
No
7
Symbol
Abjuration
No
8
Antimagic Field
Abjuration
No
8
Antipathy/
Sympathy
Enchantment
8
Holy Aura
Abjuration
No
8
Sunburst
Evocation
No
9
Astral Projection
Necromancy
No
Lvl
Spell
School
Ritual
9
Foresight
Divination
No
9
Gate
Conjuration
No
9
Mass Heal
Abjuration*
No
9
Power Word Heal
Enchantment*
No
9
True Resurrection
Necromancy
No
PRIMAL(SPELL#
A%Primal%spell%draws%on%the%forces%of%nature%and%
the%Inner%Planes.%Druids%and%Rangers%harness%
this%magic.%
% The%Primal%Spells%table%is%a%partial%list%of%
Primal%spells.%The%table%provides%a%spell’s%level,%
name,%and%school%of%magic.%The%list%also%indicates%
whether%a%spell%has%the%Ritual%tag.%
DESIGN NOTE: UPDATES TO THE PRIMAL LIST
Here are the changes to this list since its last
playtest version:
Cantrips have been added to the list:
Elementalism, Frostbite, and Thunderclap.
Hunter’s Mark has been removed. It’s now a
Ranger-exclusive spell.
Conjure Barrage and Conjure Volley have been
removed. They’re now Ranger-exclusive spells.
PRIMAL SPELLS
Lvl
Spell
School
Ritual
0
Druidcraft
Transmut.
No
0
Elementalism
Transmut.
No
0
Frostbite†
Evocation
No
0
Guidance
Divination
No
0
Mending
Transmut.
No
0
Message
Transmut.
No
0
Poison Spray
Conjuration
No
0
Produce Flame
Evocation*
No
0
Resistance
Abjuration
No
0
Shillelagh
Transmut.
No
0
Spare the Dying
Necromancy
No
0
Thorn Whip
Transmut.
No
0
Thunderclap†
Evocation
No
1
Animal Friendship
Enchantment
No
1
Create or Destroy
Water
Transmut.
No
1
Cure Wounds
Abjuration*
No
1
Detect Magic
Divination
Yes
1
Detect Poison and
Disease
Divination
Yes
1
Ensnaring Strike
Conjuration
No
©2023 Wizards of the Coast LLC
61
Lvl
Spell
School
Ritual
1
Entangle
Conjuration
No
1
Faerie Fire
Evocation
No
1
Fog Cloud
Conjuration
No
1
Goodberry
Transmut.
No
1
Hail of Thorns
Conjuration
No
1
Healing Word
Abjuration*
No
1
Jump
Transmut.
No
1
Longstrider
Transmut.
No
1
Purify Food and
Drink
Transmut.
Yes
1
Speak with Animals
Divination
Yes
1
Thunderwave
Transmut.*
No
2
Animal Messenger
Enchantment
Yes
2
Augury
Divination
Yes
2
Barkskin
Transmut.
No
2
Beast Sense
Divination
Yes
2
Cordon of Arrows
Transmut.
No
2
Darkvision
Transmut.
No
2
Enhance Ability
Transmut.
No
2
Enlarge/Reduce
Transmut.
No
2
Find Traps
Divination
No
2
Flame Blade
Evocation
No
2
Flaming Sphere
Evocation*
No
2
Gentle Repose
Necromancy
Yes
2
Gust of Wind
Evocation
No
2
Heat Metal
Transmut.
No
2
Lesser Restoration
Abjuration
No
2
Locate Animals or
Plants
Divination
Yes
2
Locate Object
Divination
No
2
Moonbeam
Evocation
No
2
Pass without Trace
Abjuration
No
2
Protection from
Poison
Abjuration
No
2
Silence
Illusion
Yes
2
Spike Growth
Transmut.
No
3
Call Lightning
Conjuration
No
3
Conjure Animals
Conjuration
No
3
Daylight
Evocation
No
3
Dispel Magic
Abjuration
No
3
Elemental Weapon
Transmut.
No
3
Feign Death
Necromancy
Yes
3
Lightning Arrow
Transmut.
No
3
Mass Healing Word
Abjuration*
No
3
Meld into Stone
Transmut.
Yes
3
Nondetection
Abjuration
No
3
Plant Growth
Transmut.
No
Lvl
Spell
School
Ritual
3
Protection from
Energy
Abjuration
No
3
Revivify
Necromancy
No
3
Sleet Storm
Conjuration
No
3
Speak with Plants
Transmut.
No
3
Water Breathing
Transmut.
Yes
3
Water Walk
Transmut.
Yes
3
Wind Wall
Evocation
No
4
Conjure Minor
Elementals
Conjuration
No
4
Conjure Woodland
Beings
Conjuration
No
4
Control Water
Transmut.
No
4
Dominate Beast
Enchantment
No
4
Freedom of
Movement
Abjuration
No
4
Giant Insect
Transmut.
No
4
Grasping Vine
Conjuration
No
4
Ice Storm
Evocation
No
4
Locate Creature
Divination
No
4
Polymorph
Transmut.
No
4
Stone Shape
Transmut.
No
4
Stoneskin
Transmut.*
No
4
Wall of Fire
Evocation
No
5
Antilife Shell
Abjuration
No
5
Awaken
Transmut.
No
5
Commune with
Nature
Divination
Yes
5
Conjure Elemental
Conjuration
No
5
Greater Restoration
Abjuration
No
5
Insect Plague
Conjuration
No
5
Mass Cure Wounds
Abjuration*
No
5
Reincarnate
Necromancy*
No
5
Scrying
Divination
No
5
Swift Quiver
Transmut.
No
5
Tree Stride
Conjuration
No
5
Wall of Stone
Evocation
No
6
Conjure Fey
Conjuration
No
6
Find the Path
Divination
No
6
Heal
Abjuration*
No
6
Move Earth
Transmut.
No
6
Sunbeam
Evocation
No
6
Transport via
Plants
Conjuration
No
6
Wall of Ice
Evocation
No
6
Wall of Thorns
Conjuration
No
6
Wind Walk
Transmut.
No
7
Fire Storm
Evocation
No
©2023 Wizards of the Coast LLC
62
Lvl
Spell
School
Ritual
7
Regenerate
Transmut.
No
7
Reverse Gravity
Transmut.
No
8
Animal Shapes
Transmut.
No
8
Control Weather
Transmut.
No
8
Earthquake
Transmut.*
No
8
Sunburst
Evocation
No
8
Tsunami
Conjuration
No
9
Power Word Heal
Abjuration*
No
9
Shapechange
Transmut.
No
9
Storm of
Vengeance
Conjuration
No
9
True Resurrection
Necromancy
No
SPELL(DESCRIPTIONS#
The%following%spells%are%presented%in%
alphabetical%order.%
DESIGN NOTE: SPELL UPDATES
Here are the main updates in this section since its
last playtest version:
Smite spells now work with melee weapons and
Unarmed Strikes, not ranged weapons, and only
two of the spellsSearing Smite and Wrathful
Smiteare on the Divine spell list. The rest of
them are Paladin-exclusive spells.
Banishing Smite once again requires
Concentration, but it allows only one saving
throw, not one at the end of each of the target’s
turns. As in 2014, it doesn’t permanently banish
certain creatures, which is the domain of the
Banishment spell.
Blinding Smite has no initial saving throw,
meaning the target is Blinded automatically, but
the target can end the effect with subsequent
saves. The school is now Evocation rather than
Transmutation.
Conjure Barrage is now a Ranger-exclusive spell,
and it now works with any melee weapon. It
deals 5d8 damage rather than 3d8, and it has
gained an “At Higher Levels” section.
Conjure Volley is now a Ranger-exclusive spell,
and it works with any melee weapon.
Divine Smite is a new Paladin-exclusive spell,
designed to unify the smite family of effects.
Before they were all spells except Divine Smite.
Now they’re all spells, making it easier to figure
out how to use these effects from turn to turn.
Elementalism is a new cantrip on the Arcane and
Primal spell lists.
Hunter’s Mark is now a Ranger-exclusive spell,
and it can deal its extra damage only once per
turn. Its damage now increases at higher levels.
Power Word Heal is now an Enchantment spell,
and its range is increased to 60 feet.
Power Word Kill now deals damage to a target
that has more than 100 Hit Points.
Searing Smite now deals its ongoing damage
before the saving throw is made, and it doesn’t
require Concentration.
Shining Smite (formerly Glimmering Smite) now
prevents the target from benefiting from the
Invisible condition.
Thunderous Smite is once again an Evocation.
Vicious Mockery now scales only with your Bard
level, and its damage has increased from 1d4 to
1d6. You can also target a creature you can see
or hear, not just see, and that creature doesn’t
need to hear you to be affected by the magic.
Wrathful Smite no longer requires
Concentration, its school is now Necromancy,
and it deals Necrotic damage rather than Psychic.
BANISHING%SMITE#
O&'PJ#H#-)A3"M6%$&:3")CI#--)Q,$-$(:"R)
Casting%Time:%Bonus%Action,%which%you%take%
immediately%after%hitting%a%creature%with%a%
melee%weapon%or%an%Unarmed%Strike%
Range:%Self)
Component:%V%
Duration:%Concentration,%up%to%1%minute%
As%you%hit%the%creature,%your%strike%erupts%with%
divine%power.%The%target%hit%by%the%strike%takes%
an%extra%5d10%Force%damage%from%the%attack.%If%
the%attack%reduces%the%target%to%50%Hit%Points%or%
fewer,%the%target%must%succeed%on%a%Charisma%
saving%throw%or%be%transported%to%a%harmless%
demiplane%for%the%duration.%
% While%in%the%demiplane,%the%target%has%the%
Incapacitated%condition.%When%the%spell%ends%on%
the%target,%it%reappears%in%the%space%it%left%or%in%
the%nearest%unoccupied%space%if%that%space%is%
occupied.%
BLINDING%SMITE#
S%(PJ#H#-)KH3+$&:3")CI#--)Q,$-$(:"R)
Casting%Time:%Bonus%Action,%which%you%take%
immediately%after%hitting%a%creature%with%a%
melee%weapon%or%an%Unarmed%Strike%
©2023 Wizards of the Coast LLC
63
Range:%Self)
Component:%V%
Duration:%1%minute%
As%you%hit%the%target,%your%strike%flares%with%light.%
The%target%hit%by%the%strike%takes%an%extra%3d8%
Radiant%damage%from%the%attack,%and%the%target%
has%the%Blinded%condition%until%the%spell%ends.%At%
the%end%of%each%of%its%turns,%the%Blinded%target%
repeats%the%saving%throw,%ending%the%spell%on%
itself%on%a%success.%
% At&Higher&Levels.%When%you%cast%this%spell%
using%a%spell%slot%of%4th%level%or%higher,%the%extra%
damage%increases%by%1d8%for%each%slot%level%
above%3rd.%
CONJURE%BARRAGE#
S%(PJ#H#-)A3"M6%$&:3")CI#--)QT$"7#%R)
Casting%Time:%Action%
Range:%Self%(60-foot%cone)%
Components:%V,%S,%M%(a%melee%or%ranged%weapon%
worth%at%least%1%CP)%
Duration:%Instantaneous%
You%brandish%the%weapon%used%to%cast%the%spell%
and%conjure%similar%spectral%weapons%(or%
ammunition%appropriate%to%the%weapon)%that%
shoot%forward%and%then%disappear.%Each%creature%
of%your%choice%that%you%can%see%in%a%60-foot%cone%
must%succeed%on%a%Dexterity%saving%throw.%A%
creature%takes%5d8%Force%damage%on%a%failed%
save,%or%half%as%much%damage%on%a%successful%
one.%
& At&Higher&Levels.%When%you%cast%this%spell%
using%a%spell%slot%of%4th%level%or%higher,%the%
damage%increases%by%1d8%for%each%slot%level%
above%3rd.%
CONJURE%VOLLEY#
O&'PJ#H#-)A3"M6%$&:3")CI#--)QT$"7#%R)
Casting%Time:%Action%
Range:%150%feet%
Components:%V,%S,%M%(a%melee%or%ranged%weapon%
worth%at%least%1%CP)%
Duration:%Instantaneous%
You%brandish%the%weapon%used%to%cast%the%spell%
and%choose%a%point%within%range.%Hundreds%of%
similar%spectral%weapons%(or%ammunition%
appropriate%to%the%weapon)%fall%in%a%volley%from%
above%and%then%disappear.%Each%creature%of%your%
choice%that%you%can%see%in%a%40-foot-radius,%20-
foot-high%cylinder%centered%on%that%point%must%
make%a%Dexterity%saving%throw.%A%creature%takes%
8d8%Force%damage%on%a%failed%save,%or%half%as%
much%damage%on%a%successful%one.%
DIVINE%SMITE#
U0&PJ#H#-)KH3+$&:3")CI#--)Q,$-$(:"R)
Casting%Time:%Bonus%Action,%which%you%take%
immediately%after%hitting%a%target%with%a%melee%
weapon%or%an%Unarmed%Strike%
Range:%Self)
Component:%V%
Duration:%Instantaneous%
As%you%hit%the%target,%your%strike%glows%with%
divine%power.%The%target%takes%an%extra%2d8%
Radiant%damage%from%the%attack.%The%damage%
increases%by%1d8%if%the%target%is%a%Fiend%or%an%
Undead.%
& At&Higher&Levels.&When%you%cast%this%spell%
using%a%spell%slot%of%2nd%level%or%higher,%the%
damage%increases%by%1d8%for%each%slot%level%
above%1st.%
ELEMENTALISM#
E%$"0B6&$&:3")A$"&%:I)Q*%+$"#V),%:B$-R)
Casting%Time:%Action%
Range:%30%feet%
Components:%V,%S%
Duration:%Instantaneous%
You%exert%control%over%the%elements,%creating%
one%of%the%following%effects%within%range:%
Beckon%Air.%You%create%a%breeze%strong%enough%
to%ripple%cloth,%stir%dust,%rustle%leaves,%and%
close%open%doors%and%shutters,%all%in%a%5-foot%
cube.%Doors%and%shutters%being%held%open%by%
someone%or%something%aren’t%affected.%
Beckon%Earth.%You%create%a%thin%shroud%of%dust%
or%sand%that%covers%surfaces%in%a%5-foot-square%
area,%or%you%cause%a%single%word%to%appear%in%
your%handwriting%in%a%patch%of%dirt%or%sand.%
Beckon%Fire.%You%create%a%thin%cloud%of%harmless%
embers%and%colored,%scented%smoke%in%a%5-foot%
cube.%You%choose%the%color%and%scent,%and%the%
embers%can%light%candles,%torches,%or%lamps%in%
that%area.%The%smoke’s%scent%lingers%for%1%
minute.%
Beckon%Water.%You%create%a%spray%of%cool%mist%
that%lightly%dampens%creatures%and%objects%in%a%
5-foot%cube.%Alternatively,%you%create%1%cup%of%
clean%water%either%in%an%open%container%or%on%a%
surface,%and%the%water%evaporates%in%1%minute.%
©2023 Wizards of the Coast LLC
64
Sculpt%Element.%You%cause%dirt,%sand,%fire,%
smoke,%mist,%or%water%that%can%fit%in%a%1-foot%
cube%to%assume%a%crude%shape%(such%as%that%of%a%
creature%or%an%object)%for%1%hour.%
FIND%STEED#
W"(PJ#H#-)A3"M6%$&:3")CI#--)Q,$-$(:"R)
Casting%Time:%Action%
Range:%30%feet)
Component:%V,%S%
Duration:%Instantaneous%
You%gain%the%service%of%an%otherworldly%being,%
which%manifests%as%a%loyal%steed%in%an%
unoccupied%space%of%your%choice%within%range.%
This%creature%uses%the%Otherworldly%Steed%stat%
block.%If%you%already%have%a%steed%from%this%spell,%
your%steed%is%replaced%by%the%new%one.%
% The%steed%resembles%a%Large,%rideable%animal%
of%your%choice,%such%as%a%horse,%a%camel,%a%dire%
wolf,%or%an%elk.%Whenever%you%cast%the%spell,%
choose%the%steed’s%creature%typeCelestial,%Fey,%
or%Fiendwhich%determines%certain%traits%in%the%
stat%block.%
% Combat.%The%steed%is%an%ally%to%you%and%your%
companions.%In%combat,%it%shares%your%initiative%
count,%and%it%functions%as%a%controlled%mount%
while%you%ride%it%(as%defined%in%the%rules%on%
mounted%combat).%If%you%have%the%Incapacitated%
condition,%the%steed%takes%its%turn%immediately%
after%yours%and%acts%independently,%focusing%on%
protecting%you.%
% Disappearance&of&the&Steed.%The%steed%
disappears%if%it%drops%to%0%Hit%Points,%if%you%
dismiss%it%as%a%Bonus%Action,%or%if%you%die.%When%
it%disappears,%it%leaves%behind%anything%it%was%
wearing%or%carrying.%If%you%cast%this%spell%again,%
you%decide%whether%you%summon%the%steed%that%
disappeared%or%a%different%one.%
% At&Higher&Levels.
When%you%cast%this%spell%
using%a%Spell%Slot%of%3rd%level%or%higher,%use%the%
higher%level%wherever%the%spell’s%level%appears%in%
the%stat%block.%
OTHERWORLDLY STEED
Large Celestial, Fey, or Fiend (Choose When Casting the
Spell), Neutral
Armor Class 10 + 1 per spell level (natural armor)
Hit Points 5 + 10 per spell level (the steed has a number
of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires 4th-level spell or higher)
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 6 (2) 12 (+1) 8 (
1)
Senses Passive Perception 11
Languages Telepathy 1 mile (only between you and the
steed)
Challenge Proficiency Bonus equals your bonus
Life Bond. When you regain Hit Points from a spell of 1st
level or higher, the steed regains the same number of
Hit Points if you’re within 5 feet of it.
ACTIONS
Otherworldly Slam. Melee Spell Attack: your Spell
Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +
the spell’s level of Radiant damage (Celestial), Psychic
damage (Fey), or Necrotic damage (Fiend).
BONUS ACTIONS
Fey Step (Fey Only; Recharges after a Long Rest). The
steed teleports, along with its rider, to an unoccupied
space of your choice up to 60 feet away from itself.
Fell Glare (Fiend Only; Recharges after a Long Rest).
The steed’s eyes gleam with fiendish light as it targets
one creature it can perceive up to 60 feet away. The
target must succeed on a Wisdom saving throw against
your Spell Save DC or have the Frightened condition
until the end of your next turn.
Healing Touch (Celestial Only; Recharges after a Long
Rest). The steed touches another creature and restores
a number of Hit Points to it equal to 2d8 + the spell’s
level.
HUNTERS%MARK#
U0&PJ#H#-)5:H:"$&:3")CI#--)QT$"7#%R)
Casting%Time:%Bonus%Action%
Range:%90%feet%
Components:%V%
Duration:%Concentration,%up%to%1%hour%
You%choose%one%creature%you%can%see%within%
range%and%magically%mark%it%as%your%quarry.%Until%
the%spell%ends,%you%deal%an%extra%1d6%Force%
damage%to%the%target%the%first%time%you%hit%it%with%
an%attack%roll%on%any%turn.%You%also%have%
Advantage%on%any%Wisdom%(Perception%or%
Survival)%check%you%make%to%find%it.%
% If%the%target%drops%to%0%Hit%Points%before%this%
spell%ends,%you%can%use%a%Bonus%Action%to%mark%a%
new%creature.%
% At&Higher&Levels.%When%you%cast%this%spell%
using%a%spell%slot%of%3rd%or%4th%level,%you%can%
maintain%your%concentration%on%the%spell%for%up%
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
65
the%spell%for%up%to%24%hours,%and%the%extra%
damage%increases%to%3d6.%
POWER%WORD%HEAL#
X&'PJ#H#-)K"+'$"&B#"&)CI#--)Q5:H:"#R)
Casting%Time:%Action%
Range:%60%feet)
Component:%V%
Duration:%Instantaneous%
A%wave%of%healing%energy%washes%over%a%creature%
you%can%see%within%range.%The%target%regains%all%
its%Hit%Points.%If%the%creature%has%the%Charmed,%
Dazed,%Frightened,%Paralyzed,%or%Stunned%
condition,%the%condition%ends.%If%the%creature%has%
the%Prone%condition,%it%can%use%its%reaction%to%
stand%up.%
POWER%WORD%KILL#
X&'PJ#H#-)K"+'$"&B#"&)CI#--)Q*%+$"#R)
Casting%Time:%Action%
Range:%60%feet)
Component:%V%
Duration:%Instantaneous%
You%utter%a%word%of%power%that%can%compel%one%
creature%you%can%see%within%range%to%die%
instantly.%If%the%creature%you%choose%has%100%Hit%
Points%or%fewer,%it%dies.%Otherwise,%the%target%
takes%12d12%Psychic%damage.%
SEARING%SMITE#
U0&PJ#H#-)KH3+$&:3")CI#--)Q5:H:"#R)
Casting%Time:%Bonus%Action,%which%you%take%
immediately%after%hitting%a%target%with%a%melee%
weapon%or%an%Unarmed%Strike%
Range:%Self)
Component:%V%
Duration:%1%minute%
As%you%hit%the%target,%your%strike%flares%with%
white-hot%intensity,%and%the%target%takes%an%extra%
1d6%Fire%damage%from%the%attack%and%ignites%
with%magical%fire.%At%the%start%of%each%of%its%turns%
until%the%spell%ends,%the%target%takes%1d6%Fire%
damage%and%then%must%make%a%Constitution%
saving%throw.%On%a%failed%save,%the%spell%
continues.%On%a%successful%save,%the%spell%ends.%
& At&Higher&Levels.&When%you%cast%this%spell%
using%a%spell%slot%of%2nd%level%or%higher,%any%
damage%dealt%by%the%spell%increases%by%1d6%for%
each%slot%level%above%1st.%
SHINING%SMITE#
W"(PJ#H#-)E%$"0B6&$&:3")CI#--)Q,$-$(:"R)
Casting%Time:%Bonus%Action,%which%you%take%
immediately%after%hitting%a%creature%with%a%
melee%weapon%or%an%Unarmed%Strike%
Range:%Self)
Component:%V%
Duration:%Concentration,%up%to%1%minute%
As%you%hit%the%creature,%your%strike%flares%with%
divine%light.%The%target%hit%by%the%strike%takes%an%
extra%2d6%Radiant%damage%from%the%attack.%If%the%
target%has%the%Invisible%condition,%that%condition%
ends%on%it.%In%addition,%until%the%spell%ends,%the%
target%sheds%bright%light%in%a%5-foot%radius,%attack%
rolls%against%it%have%Advantage,%and%it%can’t%
benefit%from%the%Invisible%condition.%
% At&Higher&Levels.%When%you%cast%this%spell%
using%a%spell%slot%of%3rd%level%or%higher,%the%extra%
damage%increases%by%1d6%for%each%slot%level%
above%2nd.%
STAGGERING%SMITE#
Y&'PJ#H#-)K"+'$"&B#"&)CI#--)Q,$-$(:"R)
Casting%Time:%Bonus%Action,%which%you%take%
immediately%after%hitting%a%creature%with%a%
melee%weapon%or%an%Unarmed%Strike%
Range:%Self)
Component:%V%
Duration:%Instantaneous%
As%you%hit%the%creature,%your%strike%pierces%both%
body%and%mind.%The%target%takes%an%extra%4d6%
Psychic%damage%from%the%attack,%and%the%target%
must%succeed%on%a%Wisdom%saving%throw%or%have%
the%Stunned%condition%until%the%end%of%your%next%
turn.%
% At&Higher&Levels.%When%you%cast%this%spell%
using%a%spell%slot%of%5th%level,%the%extra%damage%
increases%by%1d6.%
THUNDEROUS%SMITE#
U0&PJ#H#-)KH3+$&:3")CI#--)Q,$-$(:"R)
Casting%Time:%Bonus%Action,%which%you%take%
immediately%after%hitting%a%target%with%a%melee%
weapon%or%an%Unarmed%Strike%
Range:%Self)
Component:%V%
Duration:%Instantaneous%
As%you%hit%the%target,%your%strike%rings%with%
thunder%that%is%audible%within%300%feet%of%you,%
and%the%target%takes%an%extra%2d6%Thunder%
©2023 Wizards of the Coast LLC
66
damage%from%the%attack.%Additionally,%if%the%
target%is%a%creature,%it%must%succeed%on%a%
Strength%saving%throw%or%be%pushed%10%feet%away%
from%you%and%have%the%Prone%condition.%
& At&Higher&Levels.&When%you%cast%this%spell%
using%a%spell%slot%of%2nd%level%or%higher,%the%
damage%increases%by%1d6%for%each%slot%level%
above%1st.%
VICIOUS%MOCKERY#
K"+'$"&B#"&)A$"&%:I)QF$%(R)
Casting%Time:%Action%
Range:%60%feet%
Components:%V%
Duration:%Instantaneous%
You%unleash%a%string%of%insults%laced%with%subtle%
enchantments%at%one%creature%you%can%see%or%
hear%within%range.%The%target%must%succeed%on%a%
Wisdom%saving%throw%or%take%1d6%Psychic%
damage%and%have%Disadvantage%on%the%next%
attack%roll%it%makes%before%the%end%of%its%next%
turn.%
% Cantrip&Upgrade.%This%spell’s%damage%
increases%by%1d6%when%you%reach%certain%Bard%
levels:%5th%level%(2d6),%11th%level%(3d6),%and%17th%
level%(4d6).%
WRATHFUL%SMITE#
U0&PJ#H#-)L#+%3B$"+.)CI#--)Q5:H:"#R)
Casting%Time:%Bonus%Action,%which%you%take%
immediately%after%hitting%a%creature%with%a%
melee%weapon%or%an%Unarmed%Strike%
Range:%Self)
Component:%V%
Duration:%1%minute%
As%you%hit%the%creature,%your%strike%channels%
divine%wrath.%The%target%takes%an%extra%1d6%
Necrotic%damage%from%the%attack,%and%it%must%
succeed%on%a%Wisdom%saving%throw%or%have%the%
Frightened%condition%until%the%spell%ends.%At%the%
end%of%each%of%its%turns,%the%Frightened%target%
repeats%the%saving%throw,%ending%the%spell%on%
itself%on%a%success.%
& At&Higher&Levels.&When%you%cast%this%spell%
using%a%spell%slot%of%2nd%level%or%higher,%the%
damage%increases%by%1d6%for%each%slot%level%
above%1st.%
FEATS)
This%section%offers%a%collection%of%character%feats,%
which%are%special%features%not%tied%to%a%single%
character%class.%
PARTS(OF(A(FEAT#
The%description%of%a%feat%contains%the%following%
parts,%which%are%presented%after%the%feat’s%name:%
Prerequisite.%You%must%meet%any%prerequisite%
specified%in%a%feat%to%take%that%feat%unless%a%
special%feature%allows%you%to%take%the%feat%
without%the%prerequisite.%If%a%prerequisite%is%a%
level,%your%character%level%must%meet%or%exceed%
that%level.%If%a%prerequisite%is%a%class,%you%must%
have%at%least%one%level%in%that%class%to%qualify%
for%the%feat.%
Benefit.%The%benefit%of%the%feat%is%then%detailed.%If%
you%have%a%feat,%you%gain%its%benefit.%
Repeatable.%A%feat%can%be%taken%only%once%
unless%it%contains%a%section%allowing%it%to%be%
taken%more%than%once.%
BONUS FEATS AT 20TH LEVEL
A DM can use bonus feats as a form of
advancement after characters reach 20th level to
provide greater power to characters who have no
more levels to gain. With this approach, each
character gains one feat of their choice for every
30,000 XP the character earns above 355,000 XP.
Epic Boon feats are especially appropriate for these
bonus feats, but a player can choose any feat for
which their 20th-level character qualifies.
FEAT(DESCRIPTIONS#
Here%are%descriptions%of%some%feats%that%are%
available%to%characters%using%this%playtest%article.%
Playtest%characters%can%also%select%feats%from%
previous%installments%of%the%2022%!"#$%&'#()
*%+$"$)series.%
% If%a%feat%appears%in%this%article%and%also%in%one%
of%those%earlier%articles,%please%use%the%version%of%
the%feat%in%this%article.%
% The%following%feats%are%presented%in%
alphabetical%order.%
DESIGN NOTE: FEAT UPDATES
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
67
Fighting Style feats have a new prerequisite: the
Fighting Style feature.
Fighting Style: Protection has returned to
imposing Disadvantage.
ABILITY%SCORE%IMPROVEMENT#
,%#%#Z6:0:&#[&Y&'\)J#H#-)
You%increase%one%ability%score%of%your%choice%by%
2,%or%you%increase%two%ability%scores%of%your%
choice%by%1.%You%cant%increase%an%ability%score%
above%20%using%this%feat.%However,%if%you%are%at%
least%19th%level,%that%maximum%increases%to%22.%
% Repeatable.%You%can%take%this%feat%more%than%
once.%
FIGHTING%STYLE:%ARCHERY#
,%#%#Z6:0:&#[)D:7'&:"7)C&.-#)D#$&6%#)
You%gain%a%+2%bonus%to%attack%rolls%you%make%
with%Ranged%weapons.%
FIGHTING%STYLE:%DEFENSE#
,%#%#Z6:0:&#[)D:7'&:"7)C&.-#)D#$&6%#)
While%you%are%wearing%armor,%you%gain%a%+1%
bonus%to%Armor%Class.%
FIGHTING%STYLE:%DUELING#
,%#%#Z6:0:&#[)D:7'&:"7)C&.-#)D#$&6%#)
When%you%are%wielding%a%Melee%weapon%in%one%
hand%and%no%other%weapons,%you%gain%a%+2%bonus%
to%damage%rolls%with%that%weapon.%
FIGHTING%STYLE:%GREAT%WEAPON%FIGHTING#
,%#%#Z6:0:&#[)D:7'&:"7)C&.-#)D#$&6%#)
When%you%roll%a%1%or%2%on%a%damage%die%for%an%
attack%you%make%with%a%Melee%weapon%that%you%
are%wielding%with%two%hands,%you%can%reroll%the%
die,%and%you%must%use%the%new%roll.%The%weapon%
must%have%the%Two-Handed%or%Versatile%
property%to%gain%this%benefit.%
FIGHTING%STYLE:%PROTECTION#
,%#%#Z6:0:&#[)D:7'&:"7)C&.-#)D#$&6%#)
When%a%creature%you%can%see%attacks%a%target%
other%than%you%that%is%within%5%feet%of%you,%you%
can%use%your%Reaction%to%interpose%your%Shield%
and%impose%Disadvantage%on%the%attack%roll.%You%
must%be%wielding%a%Shield%to%use%this%Reaction.%
FIGHTING%STYLE:%TWO-WEAPON%FIGHTING#
,%#%#Z6:0:&#[)D:7'&:"7)C&.-#)D#$&6%#)
When%you%make%the%extra%attack%granted%by%the%
Light%weapon%property,%you%can%add%your%ability%
modifier%to%the%damage%of%the%extra%attack.%
WEAPONS)
This%section%contains%playtest%versions%of%
weapons%in%the%,-$.#%/0)1$"(2334.%Here%you’ll%
find%weapon%tables,%several%revised%weapon%
properties,%and%a%new%type%of%property:%Mastery%
properties.%
DESIGN NOTE: WEAPON UPDATES
Here are the new elements in this weapons
section:
Each weapon now has a Mastery property, a
special property that requires a feature to
unlock. The Mastery properties are described in
this document.
Shortsword has returned to being a Martial
weapon.
The Net, which doesn’t deal damage, is now
adventuring gear rather than a weapon. See
“Adventuring Gear” below for the item’s playtest
description.
The Trident’s damage die has changed from 1d6
to 1d8, and its Versatile die is now 1d10 rather
than 1d8.
The Lance has the Heavy and Two-Handed
properties rather than the Special property
(which imposed Disadvantage on some of its
attack rolls), and its damage die has changed
from 1d12 to 1d10.
The War Pick now has the Versatile property.
The Musket and Pistol, which previously
appeared in the Dungeon Master’s Guide, now
appear in the Martial Weapons: Ranged table. As
always, the DM oversees what is available for
purchase in shops.
The Light property now appears in the “Weapon
Properties” section rather than in the glossary.
The Thrown property now allows you to draw a
weapon as part of the ranged attack.
©2023 Wizards of the Coast LLC
68
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-
Handed
Slow
5 lb.
25 GP
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,
Two-Handed
Push
18 lb.
50 GP
Longbow
1d8 Piercing
Ammunition (Range 150/600), Heavy, Two-
Handed
Slow
2 lb.
50 GP
Musket
1d12 Piercing
Ammunition (Range 40/120), Loading, Two-
Handed
Slow
10 lb.
500 GP
Pistol
1d10 Piercing
Ammunition (Range 30/90), Loading
Vex
3 lb.
250 GP
%
©2023 Wizards of the Coast LLC
69
%
WEAPON(PROPERTIES#
Here%are%properties%whose%definitions%have%
changed%for%this%playtest.%
LIGHT#
When%you%take%the%Attack%action%on%your%turn%
and%attack%with%a%Light%weapon,%you%can%make%
one%extra%attack%as%a%Bonus%Action%later%on%the%
same%turn.%That%extra%attack%must%be%made%with%
a%different%Light%weapon,%and%you%dont%add%your%
ability%modifier%to%the%extra%attacks%damage,%
unless%that%modifier%is%negative.%
% For%example,%if%you%take%the%Attack%action%on%
your%turn%and%have%a%Shortsword%in%one%hand%
and%a%Dagger%in%the%othereach%of%which%has%the%
Light%propertyyou%can%make%one%attack%with%
each%weapon,%using%your%action%and%a%Bonus%
Action,%but%you%don’t%add%your%Strength%or%
Dexterity%modifier%to%the%damage%roll%of%the%
Bonus%Action,%unless%that%modifier%is%negative.%
THROWN#
If%a%weapon%has%the%Thrown%property,%you%can%
throw%the%weapon%to%make%a%ranged%attack,%and%
you%can%draw%that%weapon%as%part%of%the%attack.%%
% If%the%weapon%is%a%melee%weapon,%you%use%the%
same%ability%modifier%for%that%attack%roll%and%
damage%roll%that%you%would%use%for%a%melee%
attack%with%the%weapon.%For%example,%if%you%
throw%a%Handaxe,%you%use%your%Strength,%but%if%
you%throw%a%Dagger,%you%can%use%either%your%
Strength%or%your%Dexterity,%since%the%Dagger%has%
the%Finesse%property.%
MASTERY(PROPERTIES#
Each%weapon%now%has%a%Mastery%property,%as%
shown%in%the%weapon%tables%above.%That%
property%is%usable%only%by%a%character%who%has%a%
feature,%such%as%Weapon%Mastery,%that%unlocks%
the%property%for%the%character.%
% Here%are%descriptions%of%each%Mastery%
property.%The%properties%are%provided%in%
alphabetical%order.%
% If%a%game%feature%lets%you%replace%a%weapon’s%
Mastery%property%with%another%one,%that%weapon%
must%meet%any%prerequisite%specified%for%the%new%
property.%
CLEAVE#
,%#%#Z6:0:&#[)8#-##)=#$I3"V)1#$H.),%3I#%&.)
If%you%hit%a%creature%with%a%melee%attack%using%
this%weapon,%you%can%make%an%attack%roll%with%
the%weapon%against%a%second%creature%within%5%
feet%of%the%first%that%is%also%within%your%reach.%On%
a%hit,%the%second%creature%takes%the%weapon’s%
damage,%but%don’t%add%your%ability%modifier%to%
that%damage,%unless%that%modifier%is%negative.%
You%can%make%this%extra%attack%only%once%per%
turn.%
FLEX#
,%#%#Z6:0:&#[);#%0$&:-#),%3I#%&.)
When%you%hit%with%a%melee%attack%using%this%
weapon,%you%deal%its%Versatile%damage%even%if%
you’re%wielding%it%with%one%hand.%
GRAZE#
,%#%#Z6:0:&#[)8#-##)=#$I3"V)1#$H.),%3I#%&.)
If%your%attack%roll%with%this%weapon%misses%a%
creature,%you%can%deal%damage%to%that%creature%
equal%to%the%ability%modifier%you%used%to%make%
the%attack%roll.%This%damage%is%the%same%type%
dealt%by%the%weapon,%and%the%damage%can’t%be%
increased%in%any%way,%other%than%increasing%the%
ability%modifier.%
NICK#
,%#%#Z6:0:&#[)J:7'&),%3I#%&.)
When%you%make%the%extra%attack%of%the%Light%
property,%you%can%make%it%as%part%of%the%Attack%
action,%instead%of%as%a%Bonus%Action.%You%can%still%
make%this%extra%attack%only%once%per%turn.%
©2023 Wizards of the Coast LLC
70
PUSH#
,%#%#Z6:0:&#[)1#$H.V)E<3P1$"(#(V)3%);#%0$&:-#)
,%3I#%&.)
If%you%hit%a%creature%with%this%weapon,%you%can%
push%the%creature%up%to%10%feet%away%from%you%
horizontally%if%it%is%no%more%than%one%size%larger%
than%you.%
SAP#
,%#%#Z6:0:&#[)L3)?&'#%),%3I#%&:#0)
If%you%hit%a%creature%with%this%weapon,%that%
creature%has%Disadvantage%on%its%next%attack%roll%
before%the%start%of%your%next%turn.%
SLOW#
,%#%#Z6:0:&#[)L3"#)
If%you%hit%a%creature%with%this%weapon%and%deal%
damage%to%the%creature,%you%can%reduce%its%Speed%
by%10%feet%until%the%start%of%your%next%turn.%If%you%
hit%the%creature%more%than%once%with%this%
property,%the%Speed%reduction%doesn’t%exceed%10%
feet.%
TOPPLE#
,%#%#Z6:0:&#[)1#$H.V)T#$+'V)3%);#%0$&:-#),%3I#%&.)
If%you%hit%a%creature%with%this%weapon,%you%can%
force%the%creature%to%make%a%Constitution%saving%
throw%with%a%DC%equal%to%8%+%your%Proficiency%
Bonus%+%the%ability%modifier%you%used%to%make%
the%attack%roll.%On%a%failed%save,%the%creature%has%
the%Prone%condition.%
VEX#
,%#%#Z6:0:&#[)*BB6":&:3"V)D:"#00#V)3%)J:7'&)
,%3I#%&.)
If%you%hit%a%creature%with%this%weapon%and%deal%
damage%to%the%creature,%you%have%Advantage%on%
your%next%attack%roll%against%that%creature%before%
the%end%of%your%next%turn.%
ADVENTURING(GEAR)
Here%are%descriptions%of%miscellaneous%items%
whose%rules%have%changed%for%this%playtest.%
NET#
A30&[)U)9,])=#:7'&[)S)-2])
When%you%take%the%Attack%action%on%your%turn,%
you%can%replace%one%of%your%attacks%with%a%throw%
of%the%net%at%a%creature%within%15%feet%of%you.%The%
target%must%succeed%on%a%Dexterity%saving%throw%
against%a%DC%equal%to%8%+%your%Proficiency%Bonus%
+%your%Dexterity%modifier.%The%target%succeeds%
automatically%if%it’s%Huge%or%larger.%
% On%a%failed%save,%the%target%has%the%Restrained%
condition%until%it%escapes%the%net.%To%escape,%the%
target%must%use%its%action%to%make%a%DC%10%
Strength%(Athletics)%check,%escaping%on%a%success.%
A%creature%within%5%feet%of%the%target%can%use%its%
action%to%attempt%the%same%thing.%Destroying%the%
net%(AC%10;%5%HP;%immunity%to%Bludgeoning,%
Poison,%and%Psychic%damage)%also%frees%the%
target,%ending%the%effect.%
PRIESTS%PACK#
A30&[)SS)9,])=#:7'&[)WX)-2])
A%Priest’s%Pack%contains%the%following%items:%
Backpack%(5%lb.),%Blanket%(3%lb.),%Lamp%(1%lb.),%
Holy%Water%(1%lb.),%Rations%(7%days;%14%lbs.),%Robe%
(4%lb.),%and%Tinderbox%(1%lb.).%
RULES(GLOSSARY)
This%glossary%includes%game%terms%that%have%new%
meaning%in%this%playtest%document,%as%well%as%
terms,%such%as%creature%type,%that%aren’t%defined%
in%the%2014%,-$.#%/0)1$"(2334.%The%terms%are%
organized%alphabetically.%
% If%a%term%doesn’t%appear%here,%use%its%definition%
in%the%2014%,-$.#%/0)1$"(2334,%and%when%
playtesting%this%document,%don’t%use%the%rules%
glossary%of%any%other%!"#$%&'#()*%+$"$)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
71
% If%you%equip%a%Shield%and%lack%armor%training%
with%it,%you%don’t%gain%the%Armor%Class%bonus%of%
the%Shield.%
ATTACK([ACTION]#
When%you%take%the%Attack%action,%you%can%make%
one%attack%with%a%weapon%or%an%Unarmed%Strike.%
EQUIPPING%AND%UNEQUIPPING%WEAPONS#
You%can%either%equip%or%unequip%one%weapon%
when%you%make%an%attack%as%part%of%this%action.%
You%do%so%either%before%or%after%the%attack.%If%you%
equip%a%weapon%before%an%attack,%you%don’t%need%
to%use%it%for%that%attack.%
% Equipping%a%weapon%includes%drawing%it%from%
a%sheath,%picking%it%up,%or%retrieving%it%from%a%
container.%Unequipping%a%weapon%includes%
sheathing,%stowing,%or%dropping%it.%
MOVING%BETWEEN%ATTACKS#
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%
Attack,%that%gives%you%more%than%one%attack%as%
part%of%the%Attack%action.%
BLINDSIGHT#
If%you%have%Blindsight,%you%can%see%within%a%
specific%range%without%relying%on%physical%sight.%
Within%that%range,%you%can%effectively%see%
anything%that%isn’t%behind%Total%Cover,%even%if%
you%have%the%Blinded%condition%or%are%in%
Darkness.%Moreover,%in%that%range,%you%can%
effectively%see%a%creature%that%has%the%Invisible%
condition.%
CLIMB(SPEED#
A%Climb%Speed%can%be%used%to%traverse%a%vertical%
surface%without%expending%the%extra%movement%
normally%associated%with%climbing.%
% Some%creatures%have%the%Spider%Climb%trait,%
which%allows%their%Climb%Speed%to%work%even%on%
the%underside%of%horizontal%surfaces.%
CREATURE(TYPE#
Every%creature%in%D&D,%including%every%player%
character,%has%a%special%tag%in%the%rules%that%
identifies%the%type%of%creature%it%is.%Most%player%
characters%are%of%the%Humanoid%type.%
% Heres%a%list%of%the%games%creature%types%in%
alphabetical%order:%
Aberration
Beast
Celestial
Construct
Dragon
Elemental
Fey
Fiend
Giant
Humanoid
Monstrosity
Ooze
Plant
Undead
% These%types%dont%have%rules%themselves,%but%
some%rules%in%the%game%affect%creatures%of%
certain%types%in%different%ways.%For%example,%the%
description%of%the%A'$%B),#%03")spell%specifies%
that%its%target%must%be%a%Humanoid.%
D20(TESTS#
The%term%d20%Test%encompasses%the%three%main%
d20%rolls%of%the%game:%ability%checks,%attack%rolls,%
and%saving%throws.%If%something%in%the%game%
affects%d20%Tests,%it%affects%all%three%of%these%rolls.%
% The%DM%determines%whether%a%d20%Test%is%
warranted%in%any%given%circumstance.%
DAZED([CONDITION]#
While%Dazed,%you%experience%the%following%
effect:%
Limited%Activity.%You%can%Move%or%take%one%
action%on%your%turn,%not%both.%You%also%can’t%
take%a%Bonus%Action%or%a%Reaction.%
DEATH(SAVING(THROWS#
On%your%third%successful%death%save,%you%regain%1%
Hit%Point,%but%you%are%Unconscious%and%start%a%
Short%Rest.%You%remain%Unconscious%until%you%
regain%more%Hit%Points%or%until%another%creature%
uses%an%action%to%administer%first%aid%to%you,%
which%requires%a%successful%DC%10%Wisdom%
(Medicine)%check.%
% This%playtest%rule%removes%the%notion%of%being%
stable%at%0%Hit%Points,%and%it%removes%the%
“Stabilizing%a%Creature”%rule%on%page%197%of%the%
,-$.#%/0)1$"(2334.%
DIFFICULT(TERRAIN#
If%a%space%is%Difficult%Terrain,%every%foot%of%
movement%in%that%space%costs%1%extra%foot.%For%
example,%moving%5%feet%through%Difficult%Terrain%
costs%10%feet%of%movement.%Difficult%Terrain%isn’t%
cumulative;%either%a%space%is%Difficult%Terrain%or%
it%isn’t.%
% A%space%is%Difficult%Terrain%for%a%creature%if%the%
space%contains%any%of%the%following:%
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Creature that isn’t Tiny or your ally
Furniture that is one size smaller than you or larger
Heavy snow
Heavy undergrowth
Ice
Liquid that’s between shin- and waist-deep (any
deeper and you need to swim)
Narrow opening that is sized for a creature one size
smaller
Pit or another gap of 2–5 feet
Rubble
Slope of 20 degrees or more
The%DM%may%determine%that%other%things%make%a%
space%count%as%Difficult%Terrain,%based%on%the%
examples%here.%
EXPERTISE#
Expertise%is%a%special%feature%that%enhances%your%
use%of%a%particular%skill%proficiency.%If%you%gain%
Expertise,%you%gain%it%in%one%skill%in%which%you%
have%proficiency.%You%can%never%have%Expertise%
in%the%same%skill%proficiency%more%than%once.%
% When%you%make%an%ability%check%with%a%skill%
proficiency%in%which%you%have%Expertise,%your%
Proficiency%Bonus%is%doubled%for%that%check.%
FLY(SPEED#
A%Fly%Speed%can%be%used%to%travel%through%the%air.%
While%you%have%a%Fly%Speed,%you%can%stay%aloft%
until%you%land,%fall,%or%die.%
% While%flying,%you%fall%if%you%lack%the%Hover%trait%
and%have%the%Incapacitated%or%Prone%condition%or%
your%Fly%Speed%is%reduced%to%0.%
GRAPPLED([CONDITION]#
While%Grappled,%you%experience%the%following%
effects:%
Speed%0.%Your%Speed%is%0%and%can’t%change.%
Attacks%Affected.%You%have%Disadvantage%on%
attack%rolls%against%any%target%other%than%the%
grappler.%
Movable.%The%grappler%can%drag%or%carry%you%
when%it%Moves,%but%every%foot%of%movement%
costs%it%1%extra%foot,%unless%you%are%Tiny%or%two%
or%more%sizes%smaller%than%the%grappler.%
Escape.%While%Grappled,%you%can%use%your%action%
to%make%a%Strength%(Athletics)%or%Dexterity%
(Acrobatics)%check%against%the%grapple’s%
escape%DC,%ending%the%condition%on%yourself%on%
a%success.%The%condition%also%ends%if%the%
grappler%has%the%Incapacitated%condition%or%if%
the%distance%between%you%and%the%grappler%
exceeds%the%grapple’s%range.%
HELP([ACTION]#
When%you%take%the%Help%action,%you%do%one%of%the%
following:%
Assist%Ability%Check.%Choose%one%of%your%skill%or%
tool%proficiencies%and%one%ally%who%can%
perceive%you.%You%give%Advantage%to%the%next%
ability%check%that%ally%makes%with%the%chosen%
skill%or%tool.%This%benefit%expires%if%the%ally%
doesn’t%use%it%before%the%start%of%your%next%
turn.%To%give%this%assistance,%you%must%be%near%
enough%to%the%ally%to%assist%verbally%or%
physically%when%the%ally%makes%the%check.%The%
DM%has%final%say%on%whether%your%assistance%is%
possible.%
Assist%Attack%Roll.%You%momentarily%distract%an%
enemy%within%5%feet%of%you,%granting%
Advantage%to%the%next%attack%roll%by%one%of%
your%allies%against%that%enemy.%This%benefit%
expires%at%the%start%of%your%next%turn.%
HEROIC(ADVANTAGE#
When%you%have%Heroic%Advantage%(also%called%
Inspiration),%you%can%expend%it%to%give%yourself%
Advantage%on%a%d20%Test.%You%decide%to%do%so%
immediately%after%rolling%the%d20.%
GAINING%HEROIC%ADVANTAGE#
The%DM%can%award%Heroic%Advantage%to%a%player%
character%who’s%done%something%that%is%
particularly%heroic%or%in%character.%
% Some%game%features,%such%as%the%Human,%also%
award%Heroic%Advantage.%
ONLY%ONE%AT%A%TIME#
You%can%never%have%more%than%one%instance%of%
Heroic%Advantage.%If%something%gives%it%to%you%
and%you%already%have%it,%you%can%give%it%to%a%
player%character%in%your%group%who%lacks%it.%
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HIDE([ACTION]#
With%the%Hide%action,%you%try%to%conceal%yourself.%
To%do%so%stealthily,%you%must%succeed%on%a%DC%15%
Dexterity%(Stealth)%check%while%you’re%Heavily%
Obscured%or%behind%Three-Quarters%Cover%or%
Total%Cover,%and%you%must%be%out%of%any%visible%
enemy’s%line%of%sight;%if%you%can%see%a%creature,%
you%can%discern%whether%it%can%see%you.%
% On%a%successful%check,%you%have%the%Invisible%
condition.%Make%note%of%your%check’s%total,%which%
becomes%the%DC%for%a%creature%to%find%you%with%a%
Wisdom%(Perception)%check.%
% The%condition%ends%on%you%immediately%after%
any%of%the%following%occurrences:%you%make%a%
sound%louder%than%a%whisper,%an%enemy%finds%
you,%you%make%an%attack%roll,%or%you%cast%a%spell%
with%a%verbal%component.%
INCAPACITATED([CONDITION]#
While%Incapacitated,%you%experience%the%
following%effects:%
Inactive.%You%cant%take%any%action,%Bonus%
Action,%or%Reaction.%
No%Concentration.%Your%Concentration%is%
broken.%
Speechless.%You%can’t%speak.%
Surprised.%If%you%are%Incapacitated%when%you%
roll%Initiative,%you%have%Disadvantage%on%the%
roll.%
INFLUENCE([ACTION]#
With%the%Influence%action,%you%can%try%to%
influence%another%creature%to%do%one%thing%that%
you%request%or%demand.%
% The%DM%determines%when%this%action%is%
available,%and%it%can%be%used%only%on%creatures%
controlled%by%the%DM.%It%isn’t%mind%control;%it%
can’t%force%a%creature%to%do%something%that%is%
counter%to%the%creature’s%alignment%or%that%is%
otherwise%repugnant%to%the%creature.%
% This%action%has%three%main%parts:%Attitude,%
interaction,%and%a%Charisma%check.%
ATTITUDE#
A%creature’s%Attitude%determines%how%a%
character%can%influence%that%creature.%Each%DM-
controlled%creature%has%one%of%the%following%
Attitudes%toward%player%characters:%
Indifferent.%This%is%the%default%Attitude%for%DM-
controlled%creatures.%An%Indifferent%creature%
might%help%or%hinder%the%party,%depending%on%
what%the%creature%sees%as%most%beneficial.%A%
creatures%indifference%doesnt%necessarily%
make%it%standoffish%or%disinterested.%
Indifferent%creatures%might%be%polite%and%
genial,%surly%and%irritable,%or%anything%in%
between.%A%successful%Charisma%check%is%
usually%necessary%when%the%adventurers%try%to%
influence%an%Indifferent%creature%to%do%
something.%
Friendly.%A%Friendly%creature%wants%to%help%the%
adventurers%and%wishes%for%them%to%succeed.%
For%tasks%or%actions%that%require%no%particular%
risk,%effort,%or%cost,%Friendly%creatures%often%
help%happily,%with%the%Charisma%check%
succeeding%automatically.%If%an%element%of%
personal%risk%is%involved,%a%successful%
Charisma%check%is%usually%required%to%convince%
a%Friendly%creature%to%take%that%risk.%
Hostile.%A%Hostile%creature%opposes%the%
adventurers%and%their%goals%but%doesnt%
necessarily%attack%them%on%sight.%The%
adventurers%need%to%succeed%on%one%or%more%
Charisma%checks%to%convince%a%Hostile%creature%
to%do%anything%on%the%party’s%behalf;%how ever,%
the%DM%might%determine%that%the%Hostile%
creature%is%so%ill-disposed%toward%the%
characters%that%no%Charisma%check%can%sway%it.%
In%which%case,%the%first%check%fails%
automatically%and%no%further%Influence%
attempts%can%be%made%on%the%creature%unless%
its%Attitude%shifts.%
INTERACTION#
When%you%take%the%Influence%action,%either%
roleplay%how%your%character%interacts%with%the%
creature%or%describe%your%character’s%behavior,%
focusing%on%your%character’s%request%or%demand.%
If%the%interaction%is%especially%suited%to%the%
creature’s%desires%and%outlook,%the%DM%might%
temporarily%shift%a%Hostile%creature%to%Indifferent%
or%an%Indifferent%creature%to%Friendly.%
% Similarly,%if%the%interaction%is%particularly%
irksome%to%the%creature,%the%DM%might%
temporarily%shift%a%Friendly%creature%to%
Indifferent%or%an%Indifferent%creature%to%Hostile.%
ABILITY%CHECK#
To%determine%whether%your%request%or%demand%
is%successful,%make%a%Charisma%check.%You%have%
Advantage%on%the%check%if%the%creature%is%
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74
Friendly,%and%you%have%Disadvantage%if%the%
creature%is%Hostile.%
% Choosing&a&Skill.&The%Influence%Skills%table%
suggests%which%skills%are%applicable%when%you%
make%the%Charisma%check,%depending%on%the%
interaction%that%precedes%the%roll.%
INFLUENCE SKILLS
Skill
Interaction
Animal Handling
Gently coaxing a Beast or a
Monstrosity
Deception
Deceiving a creature that can
understand you
Intimidation
Intimidating a creature
Persuasion
Persuading a creature that can
understand you
%
%% Setting&the&DC.%The%DM%sets%the%check’s%DC.%A%
good%rule%of%thumb%is%to%set%the%DC%at%15%or%at%the%
creature’s%Intelligence%or%Wisdom%score,%
whichever%of%those%three%numbers%is%highest.%
% Outcome.%If%your%check%succeeds,%the%creature%
does%as%you%requested%or%demanded,%based%on%its%
understanding%and%driven%by%its%alignment;%it%
won’t%do%anything%that%it%finds%repugnant.%If%your%
check%fails,%you%must%wait%to%make%the%same%
request%again.%The%default%wait%time%is%24%hours,%
which%the%DM%may%shorten%or%extend%depending%
on%the%circumstances.%
INVISIBLE([CONDITION]#
While%Invisible,%you%experience%the%following%
effects:%
Concealed.%You%aren’t%affected%by%any%effect%that%
requires%its%target%to%be%seen.%
Surprise.%If%you%are%Invisible%when%you%roll%
Initiative,%you%have%Advantage%on%the%roll.%
Attacks%Affected.%Attack%rolls%against%you%have%
Disadvantage,%and%your%attack%rolls%have%
Advantage.%If%a%creature%can%somehow%see%you,%
as%with%magic%or%Blindsight,%you%don’t%gain%this%
benefit%against%that%creature.%
KNOCKING(OUT(A(CREATURE#
Sometimes%an%attacker%wants%to%knock%out%a%foe%
rather%than%deal%a%killing%blow.%When%an%attacker%
would%reduce%a%creature%to%0%Hit%Points%with%a%
Melee%Attack,%the%attacker%can%instead%reduce%the%
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%
action%to%administer%first%aid%to%it,%which%requires%
a%successful%DC%10%Wisdom%(Medicine)%check.%
LONG(REST#
A%Long%Rest%is%a%period%of%extended%downtime
at%least%8%hours%longavailable%to%any%creature.%
During%a%Long%Rest,%you%sleep%for%at%least%6%hours%
and%perform%no%more%than%2%hours%of%light%
activity,%such%as%reading,%talking,%eating,%or%
standing%watch.%
% During%the%sleep,%you%have%the%Unconscious%
condition.%
BENEFITS%OF%THE%REST#
To%start%a%Long%Rest,%you%must%have%at%least%1%Hit%
Point.%When%you%finish%the%rest,%you%gain%the%
following%benefits:%
Regain%All%HP.%You%regain%all%lost%Hit%Points.%
Regain%All%HD.%You%regain%all%spent%Hit%Dice.%
HP%Max%Restored.%If%your%Hit%Point%Maximum%
was%reduced,%it%returns%to%normal.%
Ability%Scores%Restored.%If%any%of%your%Ability%
Scores%were%reduced,%they%return%to%normal.%
Exhaustion%Reduced.%If%you%have%the%
Exhaustion%condition,%your%level%of%exhaustion%
decreases%by%1.%
Special%Feature.%Some%features%are%recharged%
by%a%Long%Rest.%If%you%have%such%a%feature,%it%
recharges%in%the%way%specified%in%its%
description.%
% After%you%finish%a%Long%Rest,%you%must%wait%at%
least%16%hours%before%starting%another%one.%
INTERRUPTING%THE%REST#
A%Long%Rest%is%stopped%by%the%following%
interruptions:%
Rolling%Initiative%
Casting%a%spell%other%than%a%cantrip%
Taking%any%damage%
1%hour%of%walking%or%other%physical%exertion%
If%the%rest%was%at%least%1%hour%long%before%the%
interruption,%you%gain%the%benefits%of%a%Short%
Rest.%
% You%can%resume%a%Long%Rest%immediately%after%
an%interruption.%If%you%do%so,%the%rest%requires%1%
additional%hour%to%finish%per%interruption.%
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MAGIC([ACTION]#
When%you%take%the%Magic%action,%you%magic%
something%by%casting%a%spell%that%has%a%casting%
time%of%an%action%or%by%using%a%feature%or%Magic%
Item%that%requires%a%Magic%action%to%be%activated.%
% If%you%cast%a%spell%that%has%a%casting%time%of%1%
minute%or%longer,%you%must%take%the%Magic%action%
on%each%turn%of%that%casting,%and%you%must%
maintain%Concentration%while%you%do%so.%If%your%
Concentration%is%broken,%the%spell%fails,%but%you%
don’t%expend%a%Spell%Slot.%
MOVE#
When%you%Move,%you%can%go%a%distance%equal%to%
your%Speed%or%less.%For%example,%if%you%have%a%
Speed%of%30%feet,%you%can%go%up%to%30%feet%when%
you%Move.%Difficult%Terrain%can%slow%you%down.%
BREAKING%UP%YOUR%MOVE#
You%can%break%up%your%Move,%using%some%of%its%
movement%before%and%after%any%action%you%take%
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.%
MOVING%AROUND%OTHER%C REATURES#
During%your%Move,%you%can%pass%through%the%
space%of%an%ally,%a%creature%that%has%the%
Incapacitated%condition,%a%Tiny%creature,%or%a%
creature%who%is%two%sizes%larger%or%smaller%than%
you.%
% Another%creature’s%space%is%Difficult%Terrain%
for%you,%unless%that%creature%is%Tiny%or%your%ally.%
% You%can’t%willingly%end%your%Move%in%a%space%
occupied%by%another%creature.%
CHANGES%TO%YOUR%S PEEDS#
If%an%effect%increases%or%decreases%your%Speed%for%
a%time,%any%special%speed%you%have%increases%or%
decreases%by%an%equal%amount%for%the%same%
duration.%For%example,%if%your%Speed%is%reduced%
to%0%and%you%have%a%Climb%Speed,%your%Climb%
Speed%is%also%reduced%to%0.%Similarly,%if%your%
Speed%is%halved%and%you%have%a%Fly%Speed,%your%
Fly%Speed%is%also%halved.%
RITUAL(CASTING#
If%you%have%a%spell%prepared%that%has%the%Ritual%
tag,%you%can%cast%that%spell%as%a%Ritual.%A%special%
feature%is%no%longer%required%for%Ritual%casting.%
All%the%other%rules%on%Rituals%in%the%2014%,-$.#%/0)
1$"(2334%still%apply.%
SEARCH([ACTION]#
When%you%take%the%Search%action,%you%make%a%
Wisdom%check%to%discern%something%that%isn’t%
obvious.%The%Search%table%suggests%which%skills%
are%applicable%when%you%take%this%action,%
depending%on%what%you’re%trying%to%detect.%
SEARCH
Skill
Thing to Detect
Insight
Creature’s state of mind
Medicine
Creature’s ailment
Perception
Concealed creature or object
Survival
Tracks or food
SHORT(REST#
A%Short%Rest%is%a%1-hour%period%of%downtime,%
during%which%a%creature%does%nothing%more%
strenuous%than%eating,%drinking,%reading,%dozing,%
and%standing%watch.%
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%
following%benefits:%
Spend%Hit%Dice.%You%can%spend%one%or%more%of%
your%Hit%Dice%to%regain%Hit%Points.%For%each%Hit%
Die%you%spend%in%this%way,%roll%the%die,%and%add%
your%Constitution%modifier%to%it.%You%regain%Hit%
Points%equal%to%the%total%(minimum%of%1%Hit%
Point).%You%can%decide%to%spend%an%additional%
Hit%Die%after%each%roll.%
Special%Feature.%Some%features%are%recharged%
by%a%Short%Rest.%If%you%have%such%a%feature,%it%
recharges%in%the%way%specified%in%its%
description.%
INTERRUPTING%THE%REST#
A%Short%Rest%is%stopped%by%the%following%
interruptions:%
Rolling%Initiative%
Casting%a%spell%other%than%a%cantrip%
Taking%any%damage%
An%interrupted%Short%Rest%confers%no%benefits,%
and%it%must%be%started%over%to%confer%any.%
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STUDY([ACTION]#
When%you%take%the%Study%action,%you%make%an%
Intelligence%check%to%study%your%memory,%a%book,%
a%creature,%a%clue,%an%object,%or%another%source%of%
knowledge%and%call%to%mind%an%important%piece%
of%information%about%it.%
% The%Areas%of%Knowledge%table%suggests%which%
skills%are%applicable%when%you%take%this%action,%
depending%on%the%area%of%knowledge%the%
Intelligence%check%is%about.%
AREAS OF KNOWLEDGE
Skill
Areas
Arcana
Spells, magic items, eldritch symbols,
magical traditions, planes of
existence, and certain creatures
(Aberrations, Constructs, Elementals,
Fey, and Monstrosities)
History
Historic events and people, ancient
civilizations, wars, and certain
creatures (Giants and Humanoids)
Investigation
Traps, ciphers, riddles, and gadgetry
Nature
Terrain, flora, weather, and certain
creatures (Beasts, Dragons, Oozes,
and Plants)
Religion
Deities, religious hierarchies and rites,
holy symbols, cults, and certain
creatures (Celestials, Fiends, and
Undead)
%
SWIM(SPEED#
A%Swim%Speed%can%be%used%to%travel%through%a%
liquid%without%expending%the%extra%movement%
normally%associated%with%swimming.%
TELEPATHY#
Telepathy%is%a%magical%ability%that%allows%a%
creature%to%communicate%mentally%with%another%
creature%within%a%specified%range.%The%contacted%
creature%doesn’t%need%to%share%a%language%with%
the%telepath%to%understand%this%communication,%
but%the%contacted%creature%must%be%able%to%
understand%at%least%one%language%or%be%
telepathic%itself%to%understand.%
% A%telepath%doesn’t%need%to%see%a%contacted%
creature,%and%the%telepath%can%start%or%end%the%
telepathic%contact%at%any%time%(no%action%
required).%Telepathic%contact%is%broken%as%soon%
as%the%contacted%creature%is%no%longer%within%the%
telepathy’s%range,%if%the%telepath%contacts%a%
different%creature%within%range,%or%if%the%telepath%
has%the%Incapacitated%condition.%
% A%creature%without%telepathy%can%receive%
telepathic%messages%but%can’t%initiate%a%telepathic%
conversation.%Once%a%telepathic%conversation%
starts,%the%nontelepath%can%communicate%
mentally%to%the%telepath%until%the%telepathic%
connection%ends.%
TELEPORTATION#
Teleportation%is%a%special%kind%of%magical%
transportation.%If%you%teleport,%you%disappear%
and%reappear%elsewhere%instantly,%without%
moving%through%the%intervening%space.%This%
transportation%doesn’t%expend%movement,%unless%
a%rule%tells%you%otherwise,%and%teleportation%
never%provokes%Opportunity%Attacks.%
% When%you%teleport,%all%the%equipment%you%are%
wearing%and%carrying%teleports%with%you.%If%you%
are%touching%another%creature%when%you%
teleport,%that%creature%doesn’t%teleport%with%you,%
unless%the%teleportation%effect%says%otherwise.%
% If%the%destination%space%of%your%teleportation%is%
occupied%by%another%creature%or%blocked%by%a%
solid%obstacle,%you%instead%appear%in%the%nearest%
unoccupied%space%of%your%choice.%
% The%description%of%a%teleportation%effect%tells%
you%if%you%must%see%the%teleportation’s%
destination.%
TOOL(PROFICIENCY#
If%you%have%proficiency%with%a%tool,%you%can%add%
your%Proficiency%Bonus%to%any%ability%check%you%
make%that%uses%that%tool.%
% If%you%have%proficiency%in%the%skill%that’s%also%
used%with%that%check,%you%have%Advantage%on%the%
check%too.%This%means%you%can%benefit%from%both%
a%skill%and%a%tool%proficiency%on%the%same%ability%
check.%
TREMORSENSE#
A%creature%with%Tremorsense%can%pinpoint%the%
location%of%creatures%and%moving%objects%within%
a%specific%range,%provided%that%the%creature%with%
Tremorsense%and%anything%it’s%detecting%are%
both%in%contact%with%the%same%surface%(such%as%
the%ground,%a%wall,%or%a%ceiling)%or%the%same%
liquid.%
% Tremorsense%can’t%detect%creatures%or%objects%
in%the%air,%and%Tremorsense%doesn’t%count%as%a%
form%of%sight.%
©2023 Wizards of the Coast LLC
77
TRUESIGHT#
A%creature%with%Truesight%has%enhanced%vision%
within%a%specified%range.%Within%that%range,%the%
creature’s%vision%pierces%through%the%following:%
Darkness.%The%creature%can%see%in%normal%and%
magical%darkness.%
Invisibility.%The%creature%can%see%creatures%that%
have%the%Invisible%condition%and%objects%that%
are%obscured%by%magic.%
Visual%Illusions.%Visual%illusions%appear%
transparent%to%the%creature,%and%the%creature%
automatically%succeeds%on%saving%throws%
against%them.%
Transformations.%The%creature%discerns%the%
true%form%of%any%creature%or%object%it%sees%that%
has%been%transformed%by%magic.%
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.%
UNCONSCIOUS([CONDITION]#
While%Unconscious,%you%experience%the%following%
effects:%
Inert.%You%have%the%Incapacitated%and%Prone%
conditions,%and%you%drop%whatever%you%are%
holding.%When%this%condition%ends,%you%remain%
Prone.%
Speed%0.%Your%Speed%is%0%and%can’t%change.%
Attacks%Affected.%Attack%rolls%against%you%have%
Advantage.%
Fail%Str.%and%Dex.%Saves.%You%automatically%fail%
Strength%and%Dexterity%saving%throws.%
Critical%Hits.%Any%attack%roll%that%hits%you%is%a%
critical%hit%if%the%attacker%is%within%5%feet%of%you.%
Unaware.%You%are%unaware%of%your%
surroundings.
)