©2023 Wizards of the Coast LLC
1
U NEARTHED ARCANA 2023
PLAYERS HANDBOOK PLAYTEST 7
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:%
Classes.'Five%classes%are%here:%Barbarian,%
Fighter,%Sorcerer,%Warlock,%and%Wizard.%Each%
of%those%classes%includes%multiple%subclasses,%
two%of%which%are%entirely%new:%the%Path%of%the%
World%Tree%in%the%Barbarian%and%the%Brawler%
in%the%Fighter.%
Spells.%Revised%spells%are%included.%
Weapons.'Weapon%revisions%are%included.%
The%following%sections%were%introduced%in%a%
previous%article%and%are%provided%here%for%
reference:%
Feats.'This%includes%a%revised%version%of%Ability%
Score%Improvement.%
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!
BARBARIAN$
Primary Ability: Strength
Barbarians%are%warriors%defined%by%their%
connection%to%the%primal%forces%of%the%
multiverse,%which%manifests%as%a%Rage.%Far%more%
than%a%mere%emotion,%and%not%limited%to%anger%or%
fury,%a%Barbarian’s%Rage%is%an%incarnation%of%a%
predator’s%ferocity,%a%storm’s%unrelenting%assault,%
and%the%churning%turmoil%of%the%sea.%
% Some%Barbarians%personify%their%Rage%as%a%
fierce%spirit%or%revered%forebear.%Others%see%it%as%
a%connection%to%the%pain%and%anguish%of%the%
world,%as%an%impersonal%tangle%of%wild%magic,%or%
as%an%expression%of%their%own%deepest%self.%For%
every%Barbarian,%their%Rage%is%a%power%that%fuels%
not%just%battle%prowess%but%also%uncanny%reflexes%
and%heightened%senses.%
©2023 Wizards of the Coast LLC
2
% Some%Barbarians%are%uncomfortable%when%
hedged%in%by%walls%and%crowds,%preferring%to%live%
in%regions%of%unspoiled%natural%vitality.%Others%
cherish%the%primal%forces%at%work%in%farmlands%
and%recognize%the%vitality%of%cities.%Barbarians%of%
all%sorts%embrace%their%own%place%in%the%
multiverse,%valuing%keen%instincts%and%raw%
physicality.%
% Even%without%the%power%of%their%Rage,%
Barbarians%are%skilled%in%combat%and%the%use%of%
weapons.%When%they%do%call%on%their%Rage,%it%
gives%them%superhuman%strength%and%resilience.%
It%also%heightens%their%senses%and%reflexes,%
making%the%Rage%useful%beyond%combat.%
% Barbarians%often%serve%as%protectors%and%
leaders%in%their%communities.%They%charge%
headlong%into%danger%so%those%who%are%under%
their%protection%don’t%have%to.%Their%courage%in%
the%face%of%danger%makes%Barbarians%perfectly%
suited%for%adventuring.%
DESIGN NOTE: BARBARIAN UPDATES
Here are the main updates in this class since its last
playtest version:
Danger Sense returns to level 2. It now works
even if you have the Blinded or Deafened
condition.
Reckless Attack now grants Advantage to your
Strength-based attack rolls until the start of your
next turn, which means an Opportunity Attack
can benefit, as can subclass features like
Retaliation.
Primal Knowledge has moved to level 3 from 2,
matching the level of Primal Knowledge in
Tasha’s Cauldron of Everything.
Instinctive Pounce has been imported from
Tasha’s Cauldron of Everything.
Brutal Critical returns to level 9, and now it deals
1d12 extra damage on a crit. This damage
increases at higher levels.
Relentless Rage returns to level 11.
Persistent Rage returns to level 15, and the
Unconscious condition, not Incapacitated, shuts
off your Rage. In addition, the feature
incorporates the function of Rage Resurgence
(regain a Rage on Initiative).
Indomitable Might returns to level 18, and it
now applies to Strength saving throws and
Strength checks.
Primal Champion returns to level 20 and once
again increases the scores by 4.
CREATING(A(BARBARIAN#
To%create%a%Barbarian,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%level%1%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Barbarian”%
sidebar.%
% Then%look%at%the%Barbarian%table%to%see%the%
class%features%you%get%at%each%level%in%this%class.%
Descriptions%of%those%features%appear%in%the%
“Barbarian%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d12 per Barbarian level
Hit Points at Level 1: 12 + your Constitution
modifier
Hit Points per Later Level: 1d12 (or 7) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Strength, Constitution
Skills (Choose 2): Animal Handling, Athletics,
Intimidation, Nature, Perception, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None
ARMOR TRAINING
Light Armor, Medium Armor, Shields
STARTING EQUIPMENT
As a level 1 character, you start with the following
equipment, or you can forgo it and spend 75 GP on
equipment of your choice.
Explorer’s Pack
(a) Greataxe or (b)
Battleaxe, Shield,
and 10 GP
Handaxe (4)
15 GP
MULTICLASSING AND THE BARBARIAN
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Barbarian as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Barbarian’s primary ability, Strength, to take a
level in this class or to take a level in another class
if youre already a Barbarian.
©2023 Wizards of the Coast LLC
3
Proficiencies Gained. If Barbarian isn’t your
initial class, you gain proficiency with Martial
Weapons when you take your first Barbarian level.
Armor Training. When you gain your first
Barbarian level, you gain armor training with
Shields.
BARBARIAN(CLASS(FEATURES#
As%a%Barbarian,%you%gain%the%following%class%
features%when%you%reach%the%specified%levels%in%
this%class.%These%features%are%listed%on%the%
Barbarian%table.%
LEVEL%1:%RAGE%
You%can%imbue%yourself%with%a%primal%power%that%
is%called%your%Rage,%a%force%that%grants%you%
extraordinary%might%and%resilience.%You%can%
enter%it%as%a%Bonus%Action,%provided%you%aren’t%
wearing%Heavy%Armor.%
% While%active,%your%Rage%has%the%following%
effects:%
Damage'Resistance.%You%have%Resistance%to%
Bludgeoning,%Piercing,%and%Slashing%damage.'
Rage'Damage.%When%you%make%an%attack%with%a%
weapon%using%Strength%or%an%Unarmed%Strike%
and%deal%damage%to%the%target,%you%gain%a%
bonus%to%the%damage%that%increases%as%you%gain%
levels%as%a%Barbarian,%as%shown%in%the%Rage%
Damage%column%of%the%Barbarian%table.%
Strength'Advantage.%You%have%Advantage%on%
Strength%checks%and%Strength%saving%throws.%
No'Concentration'or'Spells.%You%can’t%maintain%
Concentration,%and%you%can’t%cast%spells.%
The%Rage%lasts%until%the%end%of%your%next%turn,%
and%it%ends%early%if%you%don%Heavy%Armor%or%have%
the%Incapacitated%condition.%If%your%Rage%is%still%
active%on%your%next%turn,%you%can%extend%the%
Rage%for%another%round%by%doing%one%or%more%of%
the%following:%
Make%an%attack%roll%against%an%enemy.%
Force%an%enemy%to%make%a%saving%throw.%
Take%a%Bonus%Action%to%extend%your%Rage.%
BARBARIAN
Level
Prof. Bonus
Class Features
Rages
Weapon
Mastery
1
+2
Rage, Unarmored Defense, Weapon Mastery
2
2
2
+2
Danger Sense, Reckless Attack
2
2
3
+2
Barbarian Subclass, Primal Knowledge
3
2
4
+2
Ability Score Improvement
3
3
5
+3
Extra Attack, Fast Movement
3
3
6
+3
Subclass Feature
4
3
7
+3
Feral Instinct, Instinctive Pounce
4
3
8
+3
Ability Score Improvement
4
3
9
+4
Brutal Critical (1d12)
4
3
10
+4
Subclass Feature
4
4
11
+4
Relentless Rage
4
4
12
+4
Ability Score Improvement
5
4
13
+5
Brutal Critical (2d12)
5
4
14
+5
Subclass Feature
5
4
15
+5
Persistent Rage
5
4
16
+5
Ability Score Improvement
5
4
17
+6
Brutal Critical (3d12)
6
4
18
+6
Indomitable Might
6
4
19
+6
Ability Score Improvement
6
4
20
+6
Primal Champion
6
4
©2023 Wizards of the Coast LLC
4
Each%time%the%Rage%is%extended,%it%lasts%until%the%
end%of%your%next%turn.%You%can%maintain%a%Rage%
for%up%to%10%minutes.%
% You%can%enter%your%Rage%the%number%of%times%
shown%for%your%Barbarian%level%in%the%Rages%
column%of%the%Barbarian%table,%and%you%regain%all%
expended%uses%when%you%finish%a%Long%Rest.%
LEVEL%1:%UNARMORED%DEFENSE%
While%you%aren’t%wearing%any%armor,%your%base%
Armor%Class%equals%10%+%your%Dexterity%and%
Constitution%modifiers.%You%can%use%a%Shield%and%
still%gain%this%benefit.%
LEVEL%1:%WEAPON%MASTERY%
Your%training%with%weapons%allows%you%to%use%
the%Mastery%property%of%two%kinds%of%Simple%or%
Martial%melee%weapons%of%your%choice,%such%as%
Greataxes%and%Handaxes.%Whenever%you%finish%a%
Long%Rest,%you%can%practice%weapon%drills%and%
change%one%of%those%weapon%choices.%
% When%you%reach%certain%levels%in%this%class,%you%
gain%the%ability%to%use%the%Mastery%properties%of%
more%kinds%of%weapons,%as%shown%in%the%Weapon%
Mastery%column%of%the%Barbarian%table.%
LEVEL%2:%DANGER%SENSE%
You%gain%an%uncanny%sense%of%when%things%aren’t%
as%they%should%be,%giving%you%an%edge%when%you%
dodge%perils.%You%have%Advantage%on%Dexterity%
saving%throws,%provided%you%don’t%have%the%
Incapacitated%condition.%
LEVEL%2:%RECKLESS%ATTACK%
You%can%throw%aside%all%concern%for%defense%to%
attack%with%fierce%desperation.%When%you%make%
your%first%attack%roll%on%your%turn,%you%can%decide%
to%attack%recklessly.%Doing%so%gives%you%
Advantage%on%attack%rolls%using%Strength%until%
the%start%of%your%next%turn,%but%attack%rolls%
against%you%have%Advantage%during%that%time.%
LEVEL%3:%BARBARIAN%SUBCLASS%
You%gain%a%Barbarian%subclass%of%your%choice:%
Path%of%the%Berserker,%Path%of%the%Wild%Heart,%
Path%of%the%World%Tree,%or%Path%of%the%Zealot.%
Subclasses%are%detailed%after%this%class’s%
description.%
% A%subclass%is%a%specialization%that%grants%you%
special%features%at%certain%Barbarian%levels.%For%
the%rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Barbarian%
level%and%lower.%
LEVEL%3:%PRIMAL%KNOWLEDGE%
You%gain%proficiency%in%another%skill%of%your%
choice%from%the%list%of%skills%available%to%
Barbarians%at%level%1.%
% In%addition,%while%your%Rage%is%active,%you%can%
channel%primal%power%when%you%attempt%certain%
tasks;%whenever%you%make%an%ability%check%using%
one%of%the%following%skills,%you%can%make%it%as%a%
Strength%check%even%if%it%normally%uses%a%
different%ability:%Acrobatics,%Intimidation,%
Perception,%Stealth,%or%Survival.%When%you%use%
this%ability,%your%Strength%represents%primal%
power%coursing%through%you,%honing%your%agility%
and%senses.%
LEVEL%4:%ABILITY%SCORE%IMPROVEMENT%
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
% As%shown%on%the%Barbarian%table,%you%gain%this%
feature%again%at%levels%8,%12,%16,%and%19.%
LEVEL%5:%EXTRA%ATTACK%
You%can%attack%twice,%instead%of%once,%whenever%
you%take%the%Attack%action%on%your%turn.%
LEVEL%5:%FAST%MOVEMENT%
Your%speed%increases%by%10%feet%while%you%aren’t%
wearing%Heavy%Armor.%
LEVEL%7:%FERAL%INSTINCT%
Your%instincts%are%so%honed%that%you%have%
Advantage%on%Initiative%rolls.%
LEVEL%7:%INSTINCTIVE%POUNCE%
As%part%of%the%Bonus%Action%you%take%to%enter%
your%Rage,%you%can%move%up%to%half%your%Speed.%
LEVEL%9:%BRUTAL%CRITICAL%
When%you%score%a%critical%hit%with%a%weapon%
using%Strength%or%an%Unarmed%Strike,%the%target%
takes%1d12%extra%damage%of%the%same%type%dealt%
by%the%weapon%or%Unarmed%Strike.%
% This%extra%damage%increases%by%1d12%when%
you%reach%Barbarian%levels%13%(2d12)%and%17%
(3d12).%
LEVEL%11:%RELENTLESS%RAGE%
Your%Rage%can%keep%you%fighting%despite%
grievous%wounds.%If%you%drop%to%0%Hit%Points%
while%your%Rage%is%active%and%don’t%die%outright,%
you%can%make%a%DC%10%Constitution%saving%throw.%
©2023 Wizards of the Coast LLC
5
If%you%succeed,%your%Hit%Points%instead%change%to%
a%number%equal%to%twice%your%Barbarian%level.%
% Each%time%you%use%this%feature%after%the%first,%
the%DC%increases%by%5.%When%you%finish%a%Short%
Rest%or%Long%Rest,%the%DC%resets%to%10.%
LEVEL%15:%PERSISTENT%RAGE%
If%you%roll%Initiative%and%have%no%uses%of%Rage%
remaining,%you%regain%one%expended%use%of%it.%
% In%addition,%your%Rage%is%so%fierce%that%it%now%
lasts%for%10%minutes%without%you%needing%to%do%
anything%to%extend%it%from%round%to%round.%The%
Rage%ends%early%if%you%have%the%Unconscious%
condition%or%don%Heavy%Armor.%
LEVEL%18:%INDOMITABLE%MIGHT%
If%your%total%for%a%Strength%check%or%Strength%
saving%throw%is%less%than%your%Strength%score,%
you%can%use%that%score%in%place%of%the%total.%
LEVEL%20:%PRIMAL%CHAMPION%
You%embody%primal%power.%Your%Strength%and%
Constitution%scores%increase%by%4,%and%their%
maximum%is%now%24.%
BARBARIAN%SUBCLASSES$
A%Barbarian%subclass%is%a%specialization%that%
grants%you%special%abilities%at%certain%levels,%as%
specified%in%the%subclass.%This%section%presents%
the%following%subclasses:%Path%of%the%Berserker,%
Path%of%the%Wild%Heart,%Path%of%the%World%Tree,%
and%Path%of%the%Zealot.%%
PATH(OF(THE(BERSERKER#
For%Barbarians%who%walk%the%Path%of%the%
Berserker,%their%Rage%is%primarily%directed%
toward%violence.%Their%path%is%one%of%
untrammeled%fury,%and%they%thrill%in%the%chaos%of%
battle%as%they%allow%their%Rage%to%seize%and%
empower%them.%
DESIGN NOTE: PATH OF THE BERSERKER UPDATES
Here are the main updates in this subclass since its
last playtest version:
Intimidating Presence is now a Bonus Action
rather than an action.
LEVEL%3:%FRENZY%
You%can%go%into%a%frenzy%in%battle.%If%you%use%
Reckless%Attack%while%your%Rage%is%active,%you%
deal%extra%damage%to%the%first%target%you%hit%on%
your%turn%with%a%Strength-based%attack.%To%
determine%the%extra%damage,%roll%a%number%of%
d6s%equal%to%your%Rage%Damage%bonus,%and%add%
them%together.%The%damage%has%the%same%type%as%
the%weapon%or%Unarmed%Strike%used%for%the%
attack.%
LEVEL%6:%MINDLESS%RAGE%
You%have%immunity%to%the%Charmed%and%
Frightened%conditions%while%your%Rage%is%active.%
If%youre%Charmed%or%Frightened%when%you%enter%
your%Rage,%that%condition%ends%on%you.%
LEVEL%10:%RETALIATION%
When%you%take%damage%from%a%creature%that%is%
within%5%feet%of%you,%you%can%use%your%Reaction%to%
make%one%melee%attack%against%that%creature,%
using%a%weapon%or%an%Unarmed%Strike.%
LEVEL%14:%INTIMIDATING%PRESENCE%
As%a%Bonus%Action,%you%can%strike%terror%into%
others%with%your%menacing%presence%as%you%
swell%with%primal%power.%When%you%do%so,%each%
creature%of%your%choice%within%30%feet%of%youor%
60%feet%of%you%if%your%Rage%is%activemust%make%
a%Wisdom%saving%throw%(DC%equal%to%8%+%your%
proficiency%bonus%+%your%Strength%modifier),%
provided%the%creature%isn’t%behind%Total%Cover.%
On%a%failed%save,%a%creature%has%the%Frightened%
condition%for%1%minute.%At%the%end%of%each%of%the%
Frightened%creature’s%turns,%the%creature%repeats%
the%saving%throw,%ending%the%effect%on%itself%on%a%
successful%save.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%If%you’ve%run%out%of%
uses%of%this%feature,%you%can%expend%a%use%of%your%
Rage,%choosing%to%activate%Intimidating%Presence%
instead%of%Rage.%
PATH(OF(THE(WILD(HEART#
Barbarians%who%follow%the%Path%of%the%Wild%
Heart%view%themselves%as%kin%to%the%animal%
inhabitants%of%the%natural%world.%They%learn%
magical%means%to%connect%and%communicate%
with%animals,%and%their%Rage%heightens%their%
connection%to%animals%as%it%fills%them%with%
supernatural%might.%
©2023 Wizards of the Coast LLC
6
DESIGN NOTE: PATH OF THE WILD HEART UPDATES
Here are the main updates to the Path of the Wild
Heart, formerly called the Path of the Totem
Warrior, since the 2014 Player’s Handbook:
Animal Speaker, formerly called Spirit Seeker,
now has its spellcasting ability specified.
Rage of the Wilds, formerly called Totem Spirit,
contains revisions to each option. Bear no longer
grants Resistance to all but one damage type.
The former design was too powerful. It now
allows you to gain Resistance to two damage
types of your choice. Eagle lets you take both the
Dash and the Disengage action when you
activate your Rage and as a Bonus Action. The
range of Wolf increases to 10 feet.
Aspect of the Wilds, formerly called Aspect of
the Beast, contains revisions to each option.
Elephant (formerly Bear) now grants proficiency
in the Athletics or Insight skill, granting Expertise
if you already have proficiency. Owl (formerly
Eagle) now grants proficiency in the Investigation
or Perception skill, granting Expertise if you
already have proficiency. Spider (formerly Wolf)
now grants proficiency in the Stealth or Survival
skill, granting Expertise if you already have
proficiency.
Nature Speaker, formerly called Spirit Walker,
now has its spellcasting ability specified.
Power of the Wilds, formerly called Totemic
Attunement, contains revisions to each option.
Lion (formerly Bear) is no longer stopped by
immunity to the Frightened condition. Falcon
(formerly Eagle) now allows a persistent Fly
Speed while your Rage is active, provided you
aren’t wearing any armor. Ram (formerly Wolf)
no longer uses your Bonus Action but requires a
saving throw.
LEVEL%3:%ANIMAL%SPEAKER%
You%can%cast%the%;#$0&)<#"0#%and%<=#$4)>:&')
*":?$-0)spells,%but%only%as%Rituals.%Wisdom%is%
your%spellcasting%ability%for%them.%
LEVEL%3:%RAGE%OF%THE%WILDS%
Your%Rage%taps%into%the%primal%power%of%animals.%
You%gain%one%of%the%following%options%of%your%
choice.%Whenever%you%gain%a%Barbarian%level,%you%
can%change%your%choice.%
% Bear.%When%you%activate%your%Rage,%choose%
two%damage%types,%other%than%Force%or%Psychic.%
You%have%Resistance%to%the%chosen%types%until%the%
Rage%ends.%
& Eagle.%When%you%activate%your%Rage%and%as%a%
Bonus%Action%while%it’s%active,%you%can%take%both%
the%Disengage%and%the%Dash%action.%
% Wolf.%While%your%Rage%is%active,%your%allies%
have%Advantage%on%melee%attack%rolls%against%any%
enemy%of%yours%within%10%feet%of%you.%
LEVEL%6:%ASPECT%OF%THE%WILDS%
You%gain%one%of%the%following%options%of%your%
choice.%Whenever%you%gain%a%Barbarian%level,%you%
can%change%your%choice.%
% Elephant.%You%gain%proficiency%in%the%Athletics%
or%Insight%skill.%If%you%already%have%proficiency%in%
the%skill,%you%gain%Expertise%in%it%instead.%
% Owl.%You%gain%proficiency%in%the%Investigation%
or%Perception%skill.%If%you%already%have%
proficiency%in%the%skill,%you%gain%Expertise%in%it%
instead.%
% Spider.&You%gain%proficiency%in%the%Stealth%or%
Survival%skill.%If%you%already%have%proficiency%in%
the%skill,%you%gain%Expertise%in%it%instead.%
LEVEL%10:%NATURE%SPEAKER%
You%can%cast%the%@3??6"#)>:&')A$&6%#%spell,%but%
only%as%a%Ritual.%Wisdom%is%your%spellcasting%
ability%for%it.%
LEVEL%14:%POWER%OF%THE%WILDS%
You%gain%one%of%the%following%options%of%your%
choice.%Whenever%you%gain%a%Barbarian%level,%you%
can%change%your%choice.%
% Lion.%While%your%Rage%is%active,%any%of%your%
enemies%within%5%feet%of%you%have%Disadvantage%
on%attack%rolls%against%targets%other%than%you%or%
another%Barbarian%with%this%feature.%
% Falcon.%While%your%Rage%is%active,%you%have%a%
Fly%Speed%equal%to%your%Speed,%provided%you%
aren’t%wearing%any%armor.%
% Ram.%While%your%Rage%is%active,%when%you%hit%a%
Large%or%smaller%creature%with%a%melee%attack,%it%
must%succeed%on%a%Strength%saving%throw%(DC%
equal%to%8%+%your%Proficiency%Bonus%+%your%
Strength%modifier)%or%have%the%Prone%condition.%
PATH(OF(THE(WORLD(TREE#
Barbarians%who%follow%the%Path%of%the%World%
Tree%believe%that%their%Rage%links%them%to%the%
cosmic%ash%tree%Yggdrasil.%This%“world%tree”%
grows%among%the%Outer%Planes,%connecting%them%
to%each%other%and%to%the%many%worlds%of%the%
©2023 Wizards of the Coast LLC
7
Material%Plane,%and%the%greatest%plants%on%every%
world%are%said%to%be%distant%descendants%of%
mighty%Yggdrasil.%These%Barbarians%draw%on%
their%connection%to%the%world%tree%as%a%source%of%
vitality%and%as%a%means%of%travel%across%the%
multiverse.%
LEVEL%3:%VITALITY%OF%THE%TREE%
When%you%activate%your%Rage,%you%regain%a%
number%of%Hit%Points%equal%to%your%Barbarian%
level.%At%the%start%of%each%of%your%turns%while%
your%Rage%is%active,%you%can%choose%another%
creature%within%10%feet%of%yourself%to%gain%
Temporary%Hit%Points.%To%determine%the%number%
of%Temporary%Hit%Points,%roll%a%number%of%d6s%
equal%to%your%Rage%Damage%bonus,%and%add%them%
together.%If%any%of%these%Temporary%Hit%Points%
remain%when%your%Rage%ends,%they%vanish.%
LEVEL%6:%BRANCHES%OF%THE%TREE%
While%your%Rage%is%active,%whenever%a%creature%
you%can%see%ends%its%turn%within%20%feet%of%you,%
you%can%use%your%Reaction%to%summon%spectral%
branches%of%the%World%Tree%around%it.%The%target%
must%succeed%on%a%Strength%saving%throw%(DC%
equal%to%8%+%your%Proficiency%Bonus%+%your%
Strength%modifier)%or%be%teleported%to%an%
unoccupied%space%you%can%see%within%5%feet%of%
yourself%or%in%the%nearest%unoccupied%space%you%
can%see.%The%space%the%target%teleports%to%must%
be%on%a%surface%or%liquid%that%can%support%it;%
otherwise,%the%target%doesn’t%teleport.%
DESIGN NOTE: VOLUNTARILY FAILING A SAVE
The 2024 Player’s Handbook will clarify that any
creature can voluntarily fail any saving throw.
LEVEL%10:%BATTERING%ROOTS%
Tendrils%of%the%World%Tree%extend%from%your%
melee%weapons.%While%you%wield%any%melee%
weapon,%your%reach%with%that%weapon%increases%
by%10%feet,%and%when%you%hit%with%it,%you%can%
activate%the%Push%or%Topple%property%even%if%
you’re%using%another%Mastery%property%with%that%
weapon.%
LEVEL%14:%TRAVEL%ALONG%THE%TREE%
As%an%action,%you%touch%a%Huge%or%larger%tree%or%a%
Teleportation%Circle%to%create%a%link%through%the%
World%Tree%to%a%Teleportation%Circle%somewhere%
else%on%the%same%world%or%on%another%plane%of%
existence.%%When%you%do%so,%you%can%specify%a%
target%destination%in%general%terms,%such%as%the%
City%of%Brass%on%the%Elemental%Plane%of%Fire,%and%
you%and%up%to%five%willing%creatures%within%30%
feet%of%you%appear%at%the%Teleportation%Circle%
closest%to%that%destination.%If%a%Teleportation%
Circle%is%too%small%to%hold%all%the%creatures%you%
transported,%they%appear%in%the%unoccupied%
spaces%closest%to%the%circle.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%If%you’ve%run%out%of%
uses%of%this%feature,%you%can%expend%five%uses%of%
your%Rage,%choosing%to%activate%this%feature%
instead%of%Rage.%
PATH(OF(THE(ZEALOT#
For%Barbarians%who%walk%the%Path%of%the%Zealot,%
their%Rage%is%not%merely%a%connection%to%nature;%
it%is%a%gift%from%a%god.%These%Barbarians%often%
experience%their%Rage%as%an%ecstatic%experience%
of%union%with%their%gods,%infusing%them%with%
divine%power%to%pursue%the%gods’%purposes%in%the%
world.%%
DESIGN NOTE: PATH OF THE ZEALOT UPDATES
Here are the main updates in this subclass since its
appearance in Xanathar’s Guide to Everything:
Divine Fury now allows you to determine the
damage type each time you deal the damage.
Warrior of the Gods now includes the ability to
regain additional HP when healed by a spell or
magic item.
Zealous Presence now allows you to use it
multiple times between Long Rests by expending
uses of your Rage.
Rage Beyond Death now turns you into a warrior
spirit after you successfully use your Relentless
Rage.
LEVEL%3:%DIVINE%FURY%
You%can%channel%divine%power%into%your%strikes.%
On%each%of%your%turns%while%your%Rage%is%active,%
the%first%creature%you%hit%with%a%weapon%or%an%
Unarmed%Strike%takes%extra%damage%equal%to%1d6%
plus%half%your%Barbarian%level%(round%down).%The%
extra%damage%is%Necrotic%or%Radiant;%you%choose%
the%type%each%time%you%deal%the%damage.%
LEVEL%3:%WARRIOR%OF%THE%GODS%
A%divine%entity%helps%ensure%you%can%continue%to%
fight.%When%a%spell%or%magic%item%restores%any%of%
your%Hit%Points,%you%can%roll%a%d12%and%regain%
additional%Hit%Points%equal%to%the%number%rolled.%
You%can%use%this%benefit%a%number%of%times%equal%
©2023 Wizards of the Coast LLC
8
to%your%Constitution%modifier%(minimum%of%
once),%and%you%regain%all%expended%uses%when%
you%finish%a%Long%Rest.%
% In%addition,%if%a%spell,%such%as%the%B$:0#)5#$(%
spell,%has%the%sole%effect%of%restoring%you%to%life%
(but%not%undeath),%the%caster%doesn’t%need%
Material%components%to%cast%the%spell%on%you.%
LEVEL%6:%FANATICAL%FOCUS%
If%you%fail%a%saving%throw%while%your%Rage%is%
active,%you%can%reroll%it,%and%you%must%use%the%
new%roll.%You%can%use%this%feature%only%once%per%
active%Rage.%
LEVEL%10:%ZEALOUS%PRESENCE%
As%a%Bonus%Action,%you%unleash%a%battle%cry%
infused%with%divine%energy.%Up%to%ten%other%
creatures%of%your%choice%within%60%feet%of%you%
gain%Advantage%on%attack%rolls%and%saving%throws%
until%the%start%of%your%next%turn.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%If%you’ve%run%out%of%
uses%of%this%feature,%you%can%expend%a%use%of%your%
Rage%to%activate%Zealous%Presence%instead%of%
Rage.%
LEVEL%14:%RAGE%BEYOND%DEATH%
When%your%Relentless%Rage%successfully%restores%
your%Hit%Points,%you%can%assume%the%form%of%a%
spectral%warrior.%While%in%this%form,%you%gain%the%
following%benefits:%
You%have%a%Fly%Speed%equal%to%your%Speed%and%
can%hover.%You%can%move%through%creatures%
and%objects%as%if%they%were%Difficult%Terrain,%
but%you%take%1d10%Force%damage%if%you%end%
your%turn%inside%a%creature%or%an%object.%
When%youre%hit%by%an%attack%roll,%you%can%use%
your%Reaction%to%turn%that%hit%into%a%miss.%
The%form%lasts%for%1%minute%or%until%you%regain%
any%Hit%Points%or%drop%to%0%Hit%Points.%Once%you%
use%this%feature,%you%can’t%do%so%again%until%you%
finish%a%Long%Rest.%
%
©2023 Wizards of the Coast LLC
9
FIGHTER$
Primary Ability: Strength or Dexterity
Fighters%rule%many%battlefields.%Questing%knights,%
royal%champions,%elite%soldiers,%and%hardened%
mercenariesas%Fighters,%they%all%share%an%
unparalleled%prowess%with%weapons%and%armor.%
And%they%are%well%acquainted%with%death,%both%
meting%it%out%and%staring%it%defiantly%in%the%face.%
% Fighters%learn%the%basics%of%all%combat%styles.%
Every%Fighter%can%swing%an%axe,%fence%with%a%
rapier,%wield%a%longsword%or%a%greatswor d,%a nd%
use%a%bow.%Fighters%master%various%weapon%
techniques,%allowing%them%to%get%the %best%us e%
from%a%wide%variety%of%weapons,%and%a%well-
equipped%Fighter%always%has%the%right%tool%at%
hand%for%any%combat%situation.%Likewise,%a%
Fighter%is%adept%with%shields%and%every%form%of%
armor.%Beyond%that%basic%degree%of%familiarity,%
each%Fighter%specializes%in%certain%styles%of%
combat.%Some%concentrate%on%archery,%some%on%
fighting%with%two%weapons%at%once,%and%some%on%
augmenting%their%martial%skills%with%magic.%This%
combination%of%broad%general%ability%and%
extensive%specialization%makes%Fighters%superior%
combatants%everywhere.%
% The%dungeon%delving,%monster%slaying,%and%
other%dangerous%work%common%among%
adventurers%is%second%nature%for%a%Fighter.%There%
are%great%risks%but%also%great%rewards:%gold,%
magic%weaponry,%and%glory.%
DESIGN NOTE: FIGHTER UPDATES
Here are the main updates in this class since its last
playtest version:
Fighting Style now lets you replace the feat you
chose whenever you gain a Fighter level. This is
inspired by Martial Versatility in Tasha’s
Cauldron of Everything.
Second Wind now also restores one expended
use on a Short Rest.
Weapon Mastery now maxes out at 6 Mastery
options instead of 5.
Action Surge now allows any action, except the
Magic action, and it once again improves at level
17.
Tactical Mind is a new level 2 feature, which
allows the Fighter to excel in or out of combat.
FIGHTER
Level
Class Features
Second Wind
Weapon Mastery
1
Fighting Style, Second Wind, Weapon Mastery
2
3
2
Action Surge (One Use), Tactical Mind
2
3
3
Fighter Subclass
2
3
4
Ability Score Improvement
3
4
5
Extra Attack, Tactical Shift
3
4
6
Ability Score Improvement
3
4
7
Subclass Feature
3
4
8
Ability Score Improvement
3
4
9
Indomitable (One Use), Master of Armaments
3
4
10
Subclass Feature
4
5
11
Two Extra Attacks
4
5
12
Ability Score Improvement
4
5
13
Indomitable (Two Uses), Studied Attacks
4
5
14
Ability Score Improvement
4
5
15
Subclass Feature
4
5
16
Ability Score Improvement
4
6
17
Action Surge (Two Uses), Indomitable (Three Uses)
4
6
18
Subclass Feature
4
6
19
Ability Score Improvement
4
6
20
Three Extra Attacks
4
6
©2023 Wizards of the Coast LLC
10
Fighter Subclass and Ability Score Improvement
return to their 2014 levels.
Tactical Shift is a new level 5 feature that lets
you move without provoking Opportunity
Attacks when you activate your Second Wind.
Master of Armaments replaces Weapon Expert
and Weapon Adept at level 9. This new feature
lets you change the Mastery properties of all
your Mastery weapons.
Indomitable once again confers more uses at
higher levels.
Studied Attacks is a new level 13 feature that
increases the likelihood you’ll hit after you miss.
Unconquerable has been cut in favor of
Indomitable improving at higher levels.
Three Extra Attacks returns to level 20.
CREATING(A(FIGHTER#
To%create%a%Fighter,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%level%1%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Fighter”%
sidebar.%
% Then%look%at%the%Fighter%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%
Descriptions%of%those%features%appear%in%the%
Fighter%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d10 per Fighter level
Hit Points at Level 1: 10 + your Constitution
modifier
Hit Points per Later Level: 1d10 (or 6) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Strength, Constitution
Skills (Choose 2): Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation,
Persuasion, Perception, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None
ARMOR TRAINING
Light Armor, Medium Armor, Heavy Armor, Shields
STARTING EQUIPMENT
As a level 1 character, you start with the following
equipment, or you can forgo it and spend 175 GP
on equipment of your choice.
Chain Mail
Crossbow Bolts (20)
Dungeoneers Pack
(a) Greatsword or (b)
Longsword, Shield,
and 25 GP
Light Crossbow
Quiver
11 GP
MULTICLASSING AND THE FIGHTER
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Fighter as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
one of the Fighter’s primary abilities, Strength or
Dexterity, to take a level in this class or to take a
level in another class if youre already a Fighter.
Proficiencies Gained. If Fighter isn’t your initial
class, you gain proficiency with Martial Weapons
when you take your first Fighter level.
Armor Training. When you gain your first Fighter
level, you gain armor training with the following:
Light Armor, Medium Armor, and Shields.
FIGHTER(CLASS(FEATURES#
As%a%Fighter,%you%gain%the%following%class%
features%when%you%reach%the%specified%levels%in%
this%class.%These%features%are%listed%on%the%
Fighter%table.%
LEVEL%1:%FIGHTING%STYLE%
You%have%honed%your%martial%prowess%and%gain%a%
Fighting%Style%feat%of%your%choice%(those%feats%
have%this%feature%as%a%prerequisite).%
% Whenever%you%gain%a%Fighter%level,%you%can%
replace%the%feat%you%chose%with%a%different%
Fighting%Style%feat.%
LEVEL%1:%SECOND%WIND%
You%have%a%limited%well%of%physical%and%mental%
stamina%that%you%can%draw%on.%As%a%Bonus%Action,%
you%can%use%it%to%regain%Hit%Points%equal%to%1d10%
+%your%Fighter%level.%
% You%can%use%this%feature%twice.%You%regain%one%
expended%use%when%you%finish%a%Short%Rest,%and%
you%regain%all%expended%uses%when%you%finish%a%
Long%Rest.%
©2023 Wizards of the Coast LLC
11
% When%you%reach%certain%Fighter%levels,%you%
gain%more%uses%of%this%feature,%as%shown%in%the%
Second%Wind%column%of%the%Fighter%table.%
LEVEL%1:%WEAPON%MASTERY%
Your%training%with%weapons%allows%you%to%use%
the%Mastery%property%of%three%kinds%of%Simple%or%
Martial%weapons%of%your%choice.%Whenever%you%
finish%a%Long%Rest,%you%can%practice%weapon%
drills%and%change%one%of%those%weapon%choices.%
% When%you%reach%certain%Fighter%levels,%you%
gain%the%ability%to%use%the%Mastery%properties%of%
more%kinds%of%weapons,%as%shown%in%the%Weapon%
Mastery%column%of%the%Fighter%table.%
LEVEL%2:%ACTION%SURGE%
You%can%push%yourself%beyond%your%normal%
limits%for%a%moment.%On%your%turn,%you%can%take%
one%additional%action,%except%the%Magic%action.%
% Once%you%use%this%feature,%you%must%finish%a%
Short%Rest%or%Long%Rest%before%you%can%use%it%
again.%Starting%at%level%17,%you%can%use%it%twice%
before%a%rest%but%only%once%on%a%turn.%
LEVEL%2:%TACTICAL%MIND%
You%have%a%mind%for%tactics%and%getting%the%upper%
hand%on%and%off%the%battlefield.%When%you%fail%an%
ability%check,%you%can%expend%a%use%of%your%
Second%Wind%to%push%yourself%toward%success.%
Rather%than%regaining%Hit%Points,%you%roll%1d10%
and%add%the%number%rolled%to%the%ability%check,%
potentially%turning%it%into%a%success.%If%the%check%
still%fails,%this%use%of%Second%Wind%isn’t%expended.%
LEVEL%3:%FIGHTER%SUBCLASS%
You%gain%a%Fighter%subclass%of%your%choice:%Battle%
Master,%Brawler,%Champion,%or%Eldritch%Knight.%
Subclasses%are%detailed%after%this%class’s%
description.%
% A%subclass%is%a%specialization%that%grants%you%
special%features%at%certain%Fighter%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Fighter%level%
and%lower.%
LEVEL%4:%ABILITY%SCORE%I MPROVEMENT%
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
% As%shown%on%the%Fighter%table,%you%gain%this%
feature%again%at%levels%6,%8,%12,%14,%16,%and%19.%
LEVEL%5:%EXTRA%ATTACK%
You%can%attack%twice,%instead%of%once,%whenever%
you%take%the%Attack%action%on%your%turn.%
LEVEL%5:%TACTICAL%SHIFT%
Whenever%you%activate%your%Second%Wind%with%a%
Bonus%Action,%you%can%move%up%to%half%your%
Speed%without%provoking%Opportunity%Attacks.%
LEVEL%9:%INDOMITABLE%
If%you%fail%a%saving%throw,%you%can%reroll%it%with%a%
bonus%equal%to%your%Fighter%level.%If%you%do%so,%
you%must%use%the%new%roll,%and%you%can’t%use%this%
feature%again%until%you%finish%a%Long%Rest.%
% You%can%use%this%feature%twice%between%Long%
Rests%starting%at%level%13%and%three%times%
between%Long%Rests%starting%at%level%17.%
LEVEL%9:%MASTER%OF%A RMAMENTS%
You%are%a%master%of%weapons.%Whenever%you%
finish%a%Long%Rest,%you%can%choose%any%of%the%
kinds%of%Mastery%weapons%you’re%using%and%
replace%the%Mastery%property%of%each%with%
another%Mastery%property.%The%chosen%kind%of%
weapon%must%qualify%for%the%new%property.%For%
example,%you%could%replace%the%Longsword’s%Sap%
property%with%the%Push%property.%
% These%property%changes%apply%only%for%you,%not%
for%others,%and%the%changes%end%for%you%when%
you%finish%your%next%Long%Rest.%
LEVEL%11:%TWO%EXTRA%ATTACKS%
Your%Extra%Attack%feature%now%confers%two%extra%
attacks%rather%than%one.%
LEVEL%13:%STUDIED%ATTACKS%
You%masterfully%study%your%opponents%and%learn%
from%each%attack%you%make.%If%you%make%an%
attack%roll%against%a%creature%and%miss,%you%have%
Advantage%on%your%next%attack%roll%against%that%
creature%before%the%end%of%your%next%turn.%
LEVEL%20:%THREE%EXTRA%ATTACKS%
Your%Extra%Attack%feature%now%confers%three%
extra%attacks%rather%than%two.%
FIGHTER%SUBCLASSES$
A%Fighter%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%levels,%as%specified%
in%the%subclass.%This%section%presents%the%
following%subclasses:%Battle%Master,%Brawler,%
Champion,%and%Eldritch%Knight.%
©2023 Wizards of the Coast LLC
12
BATTLE(MASTER#
Battle%Masters%are%students%of%the%art%of%battle,%
learning%martial%techniques%passed%down%
through%generations.%The%most%accomplished%
Battle%Masters%are%well-rounded%figures%who%
combine%their%carefully%honed%combat%skills%with%
academic%study%in%the%fields%of%history,%theory,%
and%the%arts.%
DESIGN NOTE: BATTLE MASTER UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Student of War now also gives you proficiency in
a skill.
Know Your Enemy now allows you to know a
creatures damage resistances, immunities, and
vulnerabilities as a Bonus Action.
Relentless now allows you to use a Maneuver
once per turn without expending a Superiority
Die, but that free Maneuver uses a d8.
LEVEL%3:%COMBAT%SUPERIORITY%
Your%experience%on%the%battlefield%has%honed%
your%fighting%techniques.%You%learn%Maneuvers%
that%are%fueled%by%special%dice%called%Superiority%
Dice.%
% Maneuvers.%You%learn%three%different%
Maneuvers%of%your%choice%from%the%“Maneuvers%
Options”%section%later%in%this%subclass’s%
description.%Many%Maneuvers%enhance%an%attack%
in%some%way.%You%can%use%only%one%Maneuver%per%
attack.%
% You%learn%two%additional%Maneuvers%of%your%
choice%when%you%reach%Fighter%level%7,%10,%and%
15.%Each%time%you%learn%new%Maneuvers,%you%can%
also%replace%one%Maneuver%you%know%with%a%
different%one.%
% Superiority&Dice.%You%have%four%Superiority%
Dice,%which%are%d8s.%A%Superiority%Die%is%
expended%when%you%use%it.%You%regain%all%
expended%Superiority%Dice%when%you%finish%a%
Short%Rest%or%Long%Rest.%
% You%gain%an%additional%Superiority%Die%when%
you%reach%Fighter%level%7%(five%dice%total)%and%15%
(six%dice%total).%
% Saving&Throws.&If%a%Maneuver%requires%a%
saving%throw,%the%DC%equals%8%+%your%Proficiency%
Bonus%+%your%Strength%or%Dexterity%modifier%
(your%choice).%
LEVEL%3:%STUDENT%OF%W AR%
You%gain%proficiency%with%one%type%of%Artisan’s%
Tools%of%your%choice,%and%you%gain%proficiency%in%
one%skill%of%your%choice%from%the%skills%available%
to%Fighters%at%level%1.%%
LEVEL%7:%KNOW%YOUR%ENEMY%
As%a%Bonus%Action,%you%can%discern%certain%
strengths%and%weaknesses%of%a%creature%you%can%
see%within%30%feet%of%yourself;%you%know%whether%
that%creature%has%any%damage%immunities,%
resistances,%or%vulnerabilities,%and%if%the%creature%
has%any,%you%know%what%they%are.%
% Once%you%use%this%feature,%you%can’t%do%so%again%
until%you%finish%a%Long%Rest.%You%can%also%restore%
a%use%of%the%feature%by%expending%one%Superiority%
Die%(no%action%required).%
LEVEL%10:%IMPROVED%COMBAT%SUPERIORITY%
Your%Superiority%Die%becomes%a%d10.%
LEVEL%15:%RELENTLESS%
Once%per%turn,%when%you%use%a%Maneuver,%you%
can%roll%a%d8%and%use%the%number%rolled%instead%
of%expending%a%Superiority%Die.%
LEVEL%18:%ULTIMATE%COMBAT%SUPERIORITY%
Your%Superiority%Die%becomes%a%d12.%
MANEUVERS%OPTIONS%
The%Maneuvers%are%presented%here%in%
alphabetical%order.%
DESIGN NOTE: MANEUVER UPDATES
Here are the main updates to the Maneuvers:
Ambush from Tasha’s Cauldron of Everything is
included.
Bait and Switch from Tasha’s Cauldron of
Everything is included.
Commander’s Strike no longer uses your Bonus
Action.
Commanding Presence from Tasha’s Cauldron of
Everything is included.
Disarming Attack, Distracting Strike, Goading
Attack, Maneuvering Attack, Menacing Attack,
and Precision Attack now work with any type of
attack roll.
Evasive Footwork now lasts until the end of your
turn, not when you stop moving.
Lunging Attack now lets you take the Dash
action as a Bonus Action and adds the
©2023 Wizards of the Coast LLC
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Superiority Die if you hit a creature after moving
at least 10 feet in a straight line.
Parry now allows you to add your Strength or
Dexterity modifier to the damage reduction.
Precision Attack now triggers from missing an
attack roll, not before you know if the attack hit
or not.
Rally now uses your choice of Intelligence,
Wisdom, or Charisma when determining the
amount of Temporary Hit Points gained.
Tactical Assessment from Tasha’s Cauldron of
Everything is included.
% Ambush.%When%you%make%a%Dexterity%(Stealth)%
check%or%an%initiative%roll,%you%can%expend%one%
Superiority%Die%and%add%the%die%to%the%roll,%
provided%you%don’t%have%the%Incapacitated%
condition.%
% Bait&and&Switch.%When%you’re%within%5%feet%of%
a%creature%on%your%turn,%you%can%expend%one%
Superiority%Die%and%switch%places%with%that%
creature,%provided%you%spend%at%least%5%feet%of%
movement%and%the%creature%is%willing%and%
doesnt%have%the%Incapacitated%condition.%This%
movement%doesn’t%provoke Opportunity%Attacks.%
% Roll%the%Superiority%Die.%Until%the%start%of%your%
next%turn,%you%or%the%other%creature%(your%
choice)%gains%a%bonus%to%AC%equal%to%the%number%
rolled.%
% Commander’s&Strike.%When%you%take%the%
Attack%action%on%your%turn,%you%can%replace%one%
of%your%attacks%to%direct%one%of%your%companions%
to%strike.%When%you%do%so,%choose%a%willing%
creature%who%can%see%or%hear%you%and%expend%
one%Superiority%Die.%That%creature%can%
immediately%use%its%Reaction%to%make%one%attack%
with%a%weapon%or%an%Unarmed%Strike,%adding%the%
Superiority%Die%to%the%attack’s%damage%roll%on%a%
hit.%
% Commanding&Presence.%When%you%make%a%
Charisma%(Intimidation,%Performance,%or%
Persuasion)%check,%you%can%expend%one%
Superiority%Die%and%add%that%die%to%the%ability%
check.%
% Disarming&Attack.%When%you%hit%a%creature%
with%an%attack%roll,%you%can%expend%one%
Superiority%Die%to%attempt%to%disarm%the%target.%
Add%the%Superiority%Die%roll%to%the%attack’s%
damage%roll.%The%target%must%succeed%on%a%
Strength%saving%throw,%or%it%drops%one%object%of%
your%choice%that%it’s%holding,%with%the%object%
landing%in%its%space.%
% Distracting&Strike.%When%you%hit%a%creature%
with%an%attack%roll,%you%can%expend%one%
Superiority%Die%to%distract%the%target.%Add%the%
Superiority%Die%roll%to%the%attack’s%damage%roll.%
The%next%attack%roll%against%the%target%by%an%
attacker%other%than%you%has%Advantage%if%the%
attack%is%made%before%the%start%of%your%next%turn.%
% Evasive&Footwork.%When%you%move%at%least%5%
feet%on%your%turn,%you%can%expend%one%
Superiority%Die,%rolling%the%die%and%adding%the%
number%rolled%to%your%AC%until%the%end%of%the%
turn.%
% Feinting&Attack.%As%a%Bonus%Action,%you%can%
expend%one%Superiority%Die%to%feint,%choosing%
one%creature%within%5%feet%of%yourself%as%your%
target.%You%have%Advantage%on%your%next%attack%
roll%against%that%target%this%turn.%If%that%attack%
hits,%add%the%Superiority%Die%to%the%attack’s%
damage%roll.%
% Goading&Attack.%When%you%hit%a%creature%with%
an%attack%roll,%you%can%expend%one%Superiority%
Die%to%attempt%to%goad%the%target%into%attacking%
you.%Add%the%Superiority%Die%to%the%attack’s%
damage%roll.%The%target%must%succeed%on%a%
Wisdom%saving%throw%or%the%target%has%
Disadvantage%on%attack%rolls%against%targets%
other%than%you%until%the%end%of%your%next%turn.%
% Lunging&Attack.%As%a%Bonus%Action,%you%can%
expend%one%Superiority%Die%and%take%the%Dash%
action.%If%you%move%at%least%10%feet%in%a%straight%
line%immediately%before%hitting%with%a%melee%
attack%as%part%of%the%Attack%action%on%this%turn,%
you%can%add%the%Superiority%Die%to%the%attack’s%
damage%roll.%
% Maneuvering&Attack.%When%you%hit%a%creature%
with%an%attack%roll,%you%can%expend%one%
Superiority%Die%to%maneuver%one%of%your%
comrades%into%another%position.%Add%the%
Superiority%Die%roll%to%the%attack’s%damage%roll,%
and%choose%a%willing%creature%who%can%see%or%
hear%you.%That%creature%can%use%its%Reaction%to%
move%up%to%half%its%Speed%without%provoking%an%
Opportunity%Attack%from%the%target%of%your%
attack.%
% Menacing&Attack.%When%you%hit%a%creature%
with%an%attack%roll,%you%can%expend%one%
Superiority%Die%to%attempt%to%frighten%the%target.%
Add%the%Superiority%Die%to%the%attack’s%damage%
roll.%The%target%must%succeed%on%a%Wisdom%
saving%throw%or%have%the%Frightened%condition%
until%the%end%of%your%next%turn.%
% Parry.%When%another%creature%damages%you%
with%a%melee%attack,%you%can%use%your%Reaction%
©2023 Wizards of the Coast LLC
14
and%expend%one%Superiority%Die%to%reduce%the%
damage%by%the%number%you%roll%on%your%
Superiority%Die%plus%your%Strength%or%Dexterity%
modifier%(your%choice).%
& Precision&Attack.&When%you%miss%with%an%
attack%roll,%you%can%expend%one%Superiority%Die,%
roll%that%die,%and%add%it%to%the%attack%roll,%
potentially%causing%it%to%hit.%
% Pushing&Attack.%When%you%hit%a%creature%with%
an%attack%using%a%weapon%or%an%Unarmed%Strike,%
you%can%expend%one%Superiority%Die%to%attempt%to%
drive%the%target%back.%Add%the%Superiority%Die%to%
the%attack’s%damage%roll.%If%the%target%is%Large%or%
smaller,%it%must%succeed%on%a%Strength%saving%
throw%or%be%pushed%up%to%15%feet%directly%away%
from%you.%
% Rally.%As%a%Bonus%Action,%you%can%expend%one%
Superiority%Die%to%bolster%the%resolve%of%a%
companion.%Choose%an%ally%of%yours%who%can%see%
or%hear%you.%That%creature%gains%Temporary%Hit%
Points%equal%to%the%Superiority%Die%roll%plus%your%
Intelligence,%Wisdom,%or%Charisma%modifier%
(your%choice).%
% Riposte.%When%a%creature%misses%you%with%a%
melee%attack,%you%can%use%your%Reaction%and%
expend%one%Superiority%Die%to%make%a%melee%
attack%with%a%weapon%or%an%Unarmed%Strike%
against%the%creature.%If%you%hit,%add%the%
Superiority%Die%to%the%attack’s%damage.%
% Sweeping&Attack.%When%you%hit%a%creature%
with%a%melee%attack%using%a%weapon%or%an%
Unarmed%Strike,%you%can%expend%one%Superiority%
Die%to%attempt%to%damage%another%creature.%
Choose%another%creature%within%5%feet%of%the%
original%target%and%within%your%reach.%If%the%
original%attack%roll%would%hit%the%second%
creature,%it%takes%damage%equal%to%the%number%
you%roll%on%your%Superiority%Die.%The%damage%is%
of%the%same%type%dealt%by%the%original%attack.%
& Tactical&Assessment.&When%you%make%an%
Intelligence%(History%or%Investigation)%check%or%a%
Wisdom%(Insight)%check,%you%can%expend%one%
Superiority%Die%and%add%that%die%to%the%ability%
check.%
% Trip&Attack.%When%you%hit%a%creature%with%an%
attack%using%a%weapon%or%an%Unarmed%Strike,%you%
can%expend%one%Superiority%Die%and%add%the%die%
to%the%attack’s%damage%roll.%If%the%target%is%Large%
or%smaller,%it%must%succeed%on%a%Strength%saving%
throw%or%have%the%Prone%condition.%
BRAWLER#
Brawlers%focus%their%training%and%study%not%on%
swordplay%and%battle%tactics,%but%on%the%skills%
needed%to%turn%a%punch%or%kick%into%a%brutal%
strike%and%any%innocuous%object%into%a%deadly%
weapon.%Some%Brawlers%thrive%in%tavern%scuffles%
and%street%rumbles,%while%others%excel%in%
espionage,%wielding%ordinary%objects%with%the%
deadliness%of%an%assassin’s%knife.%
DESIGN NOTE: MAGIC ITEMS FOR UNARMED STRIKES
AND IMPROVISED WEAPONS
The 2024 Dungeon Master’s Guide will include
magic items that enhance Unarmed Strikes and
Improvised Weapons. These items will support the
Monk, Brawler Fighter, and College of Dance Bard,
along with other characters who rely on Unarmed
Strikes or Improvised Weapons.
LEVEL%3:%UNARMED%EXPERT%
You%can%roll%1d6%plus%your%Strength%modifier%in%
place%of%the%normal%damage%of%your%Unarmed%
Strike.%If%you%aren’t%holding%any%weapons%or%a%
Shield%when%you%make%the%attack%roll,%the%d6%
becomes%a%d8.%
LEVEL%3:%IMPROVISED%EXPERT%
You%are%proficient%with%Improvised%Weapons.%
Whenever%you%finish%a%Long%Rest,%choose%one%
weapon%property%from%the%One-Handed%list%and%
one%from%the%Two-Handed%list:%
One-Handed:%Light%or%Thrown%(Range%20/60)%
Two-Handed:%Reach%or%Thrown%(Range%10/30)%%%
Until%the%end%of%your%next%Long%Rest,%the%One-
Handed%choice%applies%to%the%one-handed%
Improvised%Weapons%you%wield,%and%the%Two-
Handed%choice%applies%to%the%two-handed%ones.%
% In%addition,%whenever%you%attack%with%an%
Improvised%Weapon,%you%can%give%it%one%of%the%
following%Mastery%properties%for%that%attack,%
depending%on%whether%it%can%be%wielded%in%one%
hand%or%two:%
One-Handed:%Sap,%Slow,%or%Vex%
Two-Handed:%Cleave,%Push,%or%Topple%
LEVEL%7:%GRAPPLING%EXPERT%
You%can%make%one%Unarmed%Strike%as%a%Bonus%
Action.%When%you%use%Unarmed%Strike%in%this%
way,%you%must%choose%the%Grapple%or%Shove%
option.%%%
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% In%addition,%at%the%start%of%each%of%your%turns,%
you%can%deal%1d6%Bludgeoning%damage%to%one%
creature%Grappled%by%you.%
LEVEL%10:%DIRTY%FIGHTING%
You%have%Advantage%on%attack%rolls%made%with%
Improvised%Weapons%and%Unarmed%Strikes%
against%a%creature%Grappled%by%you.%
LEVEL%15:%IMPROVISED%SPECIALIST%
You%are%a%master%at%making%the%ordinary%deadly.%
Whenever%you%hit%a%creature%with%an%Improvised%
Weapon,%you%can%add%your%Proficiency%Bonus%to%
the%damage%roll,%and%the%damage%die%of%your%two-
handed%Improvised%Weapons%becomes%1d12.%
% In%addition,%whenever%you%attack%with%an%
Improvised%Weapon,%you%can%use%two%Mastery%
properties%from%Improvised%Expert,%instead%of%
one.%%
LEVEL%18:%UNARMED%SPECIALIST%
Your%Unarmed%Strikes%improve%to%a%d8.%If%you%
aren’t%holding%any%weapons%or%a%Shield%when%you%
make%the%attack%roll,%the%d8%becomes%a%d10.%
CHAMPION#
A%Champion%focuses%on%the%development%of%
martial%prowess%in%a%relentless%pursuit%of%victory.%%
Champions%combine%rigorous%training%with%
physical%excellence%to%deal%devastating%blows,%
withstand%peril,%and%garner%glory.%Whether%in%
athletic%contests%or%bloody%battle,%Champions%
strive%for%the%crown%of%the%victor.%
DESIGN NOTE: CHAMPION UPDATES
Here are the main updates in this subclass since its
last playtest version:
Remarkable Athlete replaces Adaptable Victor
and moves to level 3. It now grants Advantage on
Initiative rolls and Strength (Athletics) checks, in
addition to increasing long-jump distance.
Heroic Warrior now gives you Heroic Advantage
at the start of each of your turns in combat.
LEVEL%3:%IMPROVED%CRITICAL%
Your%attack%rolls%with%weapons%and%Unarmed%
Strikes%can%score%a%critical%hit%on%a%roll%of%19%or%
20.%
LEVEL%3:%REMARKABLE%ATHLETE%
Thanks%to%your%athleticism,%you%have%Advantage%
on%Initiative%rolls%and%Strength%(Athletics)%
checks.%
% In%addition,%when%you%make%a%running%long%
jump,%the%distance%you%can%cover%increases%by%a%
number%of%feet%equal%to%your%Strength%modifier.%
LEVEL%7:%ADDITIONAL%FIGHTING%STYLE%
You%gain%another%Fighting%Style%feat%of%your%
choice.%
LEVEL%10:%HEROIC%WARRIOR%
The%thrill%of%battle%drives%you%toward%victory.%
During%combat,%you%can%give%yourself%Heroic%
Advantage%whenever%you%start%your%turn%without%
it.%
LEVEL%15:%SUPERIOR%C RITICAL%
Your%attack%rolls%with%weapons%and%Unarmed%
Strikes%can%now%score%a%critical%hit%on%a%roll%of%
1820.%
LEVEL%18:%SURVIVOR%
You%attain%the%pinnacle%of%resilience%in%battle,%
giving%you%these%benefits:%
Defy'Death.%You%have%Advantage%on%death%
saving%throws.%Moreover,%when%you%roll%1820%
on%a%death%save,%you%gain%the%benefit%of%rolling%
a%20%on%a%death%save.%
Heroic'Rally.%At%the%start%of%each%of%your%turns,%
you%regain%Hit%Points%equal%to%5%+%your%
Constitution%modifier%if%you%have%no%more%than%
half%your%Hit%Points%remaining.%You%don’t%gain%
this%benefit%if%you%have%0%Hit%Points.%
ELDRITCH(KNIGHT#
Eldritch%Knights%combine%the%martial%mastery%
common%to%all%Fighters%with%a%careful%study%of%
magic.%Their%spells%both%complement%and%extend%
their%combat%skills,%providing%additional%
protection%to%shore%up%their%armor%and%also%
allowing%them%to%engage%many%foes%at%once%with%
explosive%magic.%%
DESIGN NOTE: ELDRITCH KNIGHT UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Spellcasting contains no school-of-magic
restrictions after level 3 in the subclass.
Moreover, the Fighter can now change one
©2023 Wizards of the Coast LLC
16
cantrip when gaining a level, and the Fighter can
use an Arcane Focus.
War Magic now allows you to replace one of
your attacks with casting a cantrip, allowing the
Eldritch Knight to weave magic into their attacks.
Improved War Magic now allows you to replace
two of your attacks with casting a level 1 or 2
spell, allowing the Eldritch Knight to further
weave magic into their attacks.
LEVEL%3:%SPELLCASTING%
You%have%learned%to%cast%spells.%See%the%,-$.#%/0)
1$"(2334%for%rules%on%spellcasting.%The%
information%below%details%how%you%use%those%
rules%as%an%Eldritch%Knight.%
% Cantrips.%You%know%two%cantrips%of%your%
choice%from%the%Wizard%spell%list.%Whenever%you%
gain%a%Fighter%level,%you%can%replace%one%of%this%
feature’s%cantrips%with%another%cantrip%of%your%
choice%from%the%Wizard%spell%list.%
% When%you%reach%level%10%in%this%class,%you%
learn%another%Wizard%cantrip%of%your%choice.%
% Spell&Slots.%The%Eldritch%Knight%Spellcasting%
table%shows%how%many%spell%slots%you%have%to%
cast%your%spells%of%level%1%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&Level&1+.%You%prepare%a%list%
of%spells%of%level%1%and%higher%that%are%available%
for%you%to%cast%with%this%feature.%To%start,%choose%
three%level%1%spells%from%the%Wizard%spell%list,%
two%of%which%must%be%from%the%Abjuration%and%
Evocation%schools%of%magic.%
% The%number%of%spells%on%your%list%increases%as%
you%gain%Fighter%levels,%as%shown%in%the%Prepared%
Spells%column%of%the%Eldritch%Knight%Spellcasting%
table.%Whenever%that%number%increases,%choose%
additional%spells%from%the%Wizard%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%level%7%Fighter,%your%list%of%
prepared%spells%can%include%six%Wizard%spells%of%
levels%1%and%2,%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%Wizard%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%Eldritch%Knight%
spells.%
& Spellcasting&Focus.%You%can%use%an%Arcane%
Focus%as%a%Spellcasting%Focus%for%the%spells%you%
prepare%for%this%subclass.%
ELDRITCH KNIGHT SPELLCASTING
Fighter
Spells
Spell Slots per Spell Level
Level
Prepared
1
2
3
4
3
3
2
4
4
3
5
4
3
6
4
3
7
5
4
2
8
6
4
2
9
6
4
2
10
7
4
3
11
8
4
3
12
8
4
3
13
9
4
3
2
14
10
4
3
2
15
10
4
3
2
16
11
4
3
3
17
11
4
3
3
18
11
4
3
3
19
12
4
3
3
1
20
13
4
3
3
1
LEVEL%3:%WAR%BOND%
You%learn%a%ritual%that%creates%a%magical%bond%
between%yourself%and%one%weapon.%You%perform%
the%ritual%over%the%course%of%1%hour,%which%can%be%
done%during%a%Short%Rest.%The%weapon%must%be%
within%your%reach%throughout%the%ritual,%at%the%
conclusion%of%which%you%touch%the%weapon%and%
forge%the%bond.%
% Once%you%have%bonded%a%weapon%to%yourself,%
you%can’t%be%disarmed%of%that%weapon%unless%you%
have%the%Incapacitated%condition.%If%it%is%on%the%
same%plane%of%existence,%you%can%summon%that%
weapon%as%a%Bonus%Action,%causing%it%to%teleport%
instantly%to%your%hand.%
% You%can%have%up%to%two%bonded%weapons,%but%
can%summon%only%one%at%a%time%with%your%Bonus%
Action.%If%you%attempt%to%bond%with%a%third%
weapon,%you%must%break%the%bond%with%one%of%
the%other%two.%
LEVEL%7:%WAR%M AGIC%
When%you%take%the%Attack%action%on%your%turn,%
you%can%replace%one%of%the%attacks%with%a%casting%
of%one%of%your%Wizard%cantrips%that%has%a%casting%
time%of%an%action.%
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LEVEL%10:%ELDRITCH%STRIKE%
You%learn%how%to%make%your%weapon%strikes%
undercut%a%creature’s%ability%to%withstand%your%
spells.%When%you%hit%a%creature%with%an%attack%
using%a%weapon,%that%creature%has%Disadvantage%
on%the%next%saving%throw%it%makes%against%a%spell%
you%cast%before%the%end%of%your%next%turn.%
LEVEL%15:%ARCANE%CHARGE%
When%you%use%your%Action%Surge,%you%can%
teleport%up%to%30%feet%to%an%unoccupied%space%
you%can%see.%You%can%teleport%before%or%after%the%
additional%action.%
LEVEL%18:%IMPROVED%WAR%MAGIC%
When%you%take%the%Attack%action%on%your%turn,%
you%can%replace%two%of%the%attacks%with%a%casting%
of%one%of%your%Wizard%spells%that%has%a%casting%
time%of%an%action.% $
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SORCERER$
Primary Ability: Charisma
Sorcerers%wield%innate%magic%that%is%stamped%
into%their%being.%Some%Sorcerers%can’t%name%the%
origin%of%their%power,%while%others%trace%it%to%
strange%events%in%their%personal%or%family%
history.%The%touch%of%a%dragon,%the%blessing%of%a%
dryad%at%a%baby’s%birth,%or%the%strike%of%lightning%
from%a%clear%sky%might%spark%a%Sorcerer’s%gift.%So%
too%might%the%gift%of%a%deity,%exposure%to%the%
strange%magic%of%another%plane%of%existence,%or%a%
glimpse%into%the%inner%workings%of%reality.%
Whatever%the%origin,%the%result%is%an%indelible%
mark%on%the%mortal%Sorcerer,%a%churning%magic%
that%can%even%be%passed%down%through%
generations.%%
% Sorcerers%don’t%learn%magic;%the%raw,%roiling%
chaos%of%magic%is%part%of%them.%The%essential%art%
of%a%Sorcerer%is%learning%to%harness%and%channel%
that%innate%magic,%allowing%the%Sorcerer%to%
discover%new%and%staggering%ways%to%unleash%
their%power.%As%Sorcerers%master%their%innate%
magic,%they%grow%more%attuned%to%its%origin,%
developing%distinct%powers%that%reflect%the%
source%of%that%magic.%
% Sorcerers%are%rare.%Some%family%lines%produce%
exactly%one%Sorcerer%in%every%generation,%but%
most%of%the%time,%the%talents%of%sorcery%appear%as%
a%fluke.%People%who%have%this%magical%power%
soon%discover%that%the%power%doesn’t%like%to%stay%
quiet.%A%Sorcerer’s%magic%wants%to%be%wielded,%
and%it%tends%to%spill%out%in%unpredictable%ways%if%
it%isn’t.%
DESIGN NOTE: SORCERER UPDATES
Here are the main updates in this class since its last
playtest version:
Innate Sorcery empowers your spells’ attack rolls
and save DCs for a limited time.
Spellcasting returns to using the Sorcerer spell
list rather than the Arcane spell list. The Sorcerer
list now includes Sorcerous Burst and Arcane
Eruption, both of which appear in this document.
SORCERER
Prof.
Sorcery
Prepared
Spell Slots per Spell Level
Level
Bonus
Class Features
Points
Cantrips
Spells
1
2
3
4
5
6
7
8
9
1
+2
Innate Sorcery, Spellcasting
4
2
2
2
+2
Font of Magic, Metamagic
2
4
4
3
3
+2
Sorcerer Subclass
3
4
6
4
2
4
+2
Ability Score Improvement
4
5
7
4
3
5
+3
Sorcerous Restoration
5
5
9
4
3
2
6
+3
Subclass Feature
6
5
10
4
3
3
7
+3
Sorcery Incarnate
7
5
11
4
3
3
1
8
+3
Ability Score Improvement
8
5
12
4
3
3
2
9
+4
9
5
14
4
3
3
3
1
10
+4
Metamagic
10
6
15
4
3
3
3
2
11
+4
11
6
16
4
3
3
3
2
1
12
+4
Ability Score Improvement
12
6
16
4
3
3
3
2
1
13
+5
13
6
17
4
3
3
3
2
1
1
14
+5
Subclass Feature
14
6
17
4
3
3
3
2
1
1
15
+5
15
6
18
4
3
3
3
2
1
1
1
16
+5
Ability Score Improvement
16
6
18
4
3
3
3
2
1
1
1
17
+6
Metamagic
17
6
19
4
3
3
3
2
1
1
1
1
18
+6
Subclass Feature
18
6
20
4
3
3
3
3
1
1
1
1
19
+6
Ability Score Improvement
19
6
21
4
3
3
3
3
2
1
1
1
20
+6
Arcane Apotheosis
20
6
22
4
3
3
3
3
2
2
1
1
©2023 Wizards of the Coast LLC
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Font of Magic no longer requires a Bonus Action
to convert spell slots into Sorcery Points.
Metamagic gives you two options at level 2 and
two more at levels 10 and 17 each, and you can
now change one of your options whenever you
gain a Sorcerer level.
Sorcerer Subclass returns to the 2014 level
progression for Sorcerer subclasses, with the
exception of the level 1 feature being at level 3.
Sorcerous Vitality is gone.
Sorcerous Restoration has moved from level 15
to 5. If you have no Sorcery Points when you roll
Initiative, this feature restores a certain number.
Sorcery Incarnate has moved from level 9 to 7
and has been redesigned to enhance Innate
Sorcery.
Arcane Apotheosis has moved to level 20 and
has been redesigned to enhance Innate Sorcery.
CREATING(A(SORCERER#
To%create%a%Sorcerer,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%level%1%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Sorcerer”%
sidebar.%
% Then%look%at%the%Sorcerer%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%
Descriptions%of%those%features%appear%in%the%
“Sorcerer%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d6 per Sorcerer level
Hit Points at Level 1: 6 + your Constitution
modifier
Hit Points per Later Level: 1d6 (or 4) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Constitution, Charisma
Skills (Choose 2): Arcana, Deception, Insight,
Intimidation, Persuasion, Religion
Weapons: Simple Weapons
Tools: None
ARMOR TRAINING
None
STARTING EQUIPMENT
As a level 1 character, you start with the following
equipment, or you can forgo it and spend 50 GP on
equipment of your choice.
Arcane Focus (Crystal)
Dagger (2)
Dungeoneers Pack
Spear
28 GP
MULTICLASSING AND THE SORCERER
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Sorcerer as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Sorcerer’s primary ability, Charisma, to take a
level in this class or to take a level in another class
if youre already a Sorcerer.
Spell Slots. Add all your Sorcerer 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 rules of each class to
determine the number of spells you prepare for it.
SORCERER(CLASS(FEATURES#
As%a%Sorcerer,%you%gain%the%following%class%
features%when%you%reach%the%specified%levels%in%
this%class.%These%features%are%listed%on%the%
Sorcerer%table.%
LEVEL%1:%INNATE%SORCERY%
An%event%in%your%past%left%an%indelible%mark%on%
you,%infusing%you%with%a%simmering%magic.%As%a%
Bonus%Action,%you%can%unleash%that%magic%for%1%
minute,%during%which%you%gain%the%following%
benefits:%
The%spell%save%DC%of%your%Sorcerer%spells%
increases%by%1.%
You%have%Advantage%on%the%attack%rolls%of%
Sorcerer%spells%you%cast.%
% You%can%use%this%feature%twice,%and%you%regain%
all%expended%uses%of%it%when%you%finish%a%Long%
Rest.%
LEVEL%1:%SPELLCASTING%
Drawing%from%your%innate%magic,%you%can%cast%
spells.%See%the%,-$.#%/0)1$"(2334%for%rules%on%
©2023 Wizards of the Coast LLC
20
spellcasting.%The%information%below%details%how%
you%use%those%rules%as%a%Sorcerer.%
% Cantrips.%You%know%four%cantrips%of%your%
choice%from%the%Sorcerer%spell%list%(see%the%
“Sorcerer%Spell%List”%sidebar).%Rather%than%
choosing,%you%may%start%with%C:7'&,%
,%#0&:(:7:&$&:3",%<'3+4:"7)9%$0=,%and%<3%+#%360)
;6%0&.%Whenever%you%gain%a%Sorcerer%level,%you%
can%replace%one%of%your%cantrips%from%this%
feature%with%another%Sorcerer%cantrip%of%your%
choice.%
% When%you%reach%levels%4%and%10%in%this%class,%
you%learn%another%Sorcerer%cantrip%of%your%
choice,%as%shown%in%the%Cantrips%column%of%the%
Sorcerer%table.%
SORCERER SPELL LIST
As you playtest this version of the Sorcerer, please
use the Sorcerer spell list in the 2014 Player’s
Handbook, with the following spells added:
Sorcerous Burst (cantrip)
Arcane Eruption (level 4 spell)
If you have Xanathar’s Guide to Everything or
Tasha’s Cauldron of Everything, you may use the
Sorcerer spells there too.
% Spell&Slots.%The%Sorcerer%table%shows%how%
many%spell%slots%you%have%to%cast%your%spells%of%
level%1%and%higher.%To%cast%one%of%these%spells,%
you%must%expend%a%slot%of%the%spell’s%level%or%
higher.%You%regain%all%expended%spell%slots%when%
you%finish%a%Long%Rest.%
% Prepared&Spells&of&Level&1+.(You%prepare%the%
list%of%spells%of%level%1%an d%higher%that%ar e%
available%for%you%to%cast%with%this%feature.%To%
start,%choose%two%level%1%spells%from%the%Sorcerer%
spell%list.%Rather%than%choosing,%you%may%start%
with%;6%":"7)1$"(0%and%5#&#+&)8$7:+.%
% The%number%of%spells%on%your%list%also%increases%
as%you%gain%Sorcerer%levels,%as%shown%in%the%
Prepared%Spells%column%of%the%Sorcerer%table.%
Whenever%that%number%increases,%choose%
additional%spells%from%the%Sorcerer%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%level%3%Sorcerer,%your%list%of%
prepared%spells%can%include%six%Sorcerer%spells%of%
level%1%or%2%in%any%combination.%
% If%another%Sorcerer%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%Sorcerer%level,%you%can%replace%one%
spell%on%your%list%with%another%Sorcerer%spell%for%
which%you%have%spell%slots.%
% Spellcasting&Ability.&Charisma%is%your%
spellcasting%ability%for%the%spells%you%cast%with%
your%Sorcerer%features.%
& Spellcasting&Focus.&You%can%use%an%Arcane%
Focus%as%a%Spellcasting%Focus%for%the%spells%you%
cast%with%your%Sorcerer%features.%
LEVEL%2:%FONT%OF%MAGIC%
You%can%tap%into%the%wellspring%of%magic%within%
yourself.%This%wellspring%is%represented%by%
Sorcery%Points,%which%allow%you%to%create%a%
variety%of%magical%effects.%
% You%have%2%Sorcery%Points,%and%you%gain%more%
as%you%reach%higher%levels,%as%shown%in%the%
Sorcery%Points%column%of%the%Sorcerer%table.%You%
can%never%have%more%Sorcery%Points%than%the%
number%shown%on%the%table%for%your%level.%You%
regain%all%spent%Sorcery%Points%when%you%finish%a%
Long%Rest.%
% You%can%use%your%Sorcery%Points%to%fuel%the%
options%below,%along%with%other%features,%such%as%
Metamagic,%that%use%those%points.%
& Converting&Spell&Slots&to&Sorcery&Points.%You%
can%expend%a%spell%slot%to%gain%a%number%of%
Sorcery%Points%equal%to%the%slot’s%level%(no%action%
required).
% Creating&Spell&Slots.%As%a%Bonus%Action,%you%
can%transform%unexpended%Sorcery%Points%into%
one%spell%slot.%The%Creating%Spell%Slots%table%
shows%the%cost%of%creating%a%spell%slot%of%a%given%
level,%and%it%lists%the%minimum%Sorcerer%level%you%
must%be%to%create%a%slot.%You%can%create%a%spell%
slot%no%higher%in%level%than%5.%
% Any%spell%slot%you%create%with%this%feature%
vanishes%when%you%finish%a%Long%Rest.%
CREATING SPELL SLOTS
Spell Slot
Level
Sorcery Point
Cost
Min. Sorcerer
Level
1
2
2
2
3
3
3
5
5
4
6
7
5
7
9
%
©2023 Wizards of the Coast LLC
21
LEVEL%2:%METAMAGIC%
Because%your%magic%flows%from%within%you,%you%
can%alter%your%spells%to%suit%your%needs;%you%gain%
two%Metamagic%options%of%your%choice%from%the%
“Metamagic%Options”%section%later%in%this%class’s%
description.%You%gain%two%more%when%you%
become%a%level%10%Sorcerer%and%two%more%when%
you%become%a%level%17%Sorcerer.%
% You%can%use%only%one%Metamagic%option%on%a%
spell%when%you%cast%it,%unless%otherwise%noted%in%
one%of%those%options.%
% Whenever%you%gain%a%Sorcerer%level,%you%can%
replace%one%of%your%Metamagic%options%with%one%
you%don’t%know.%
LEVEL%3:%SORCERER%SUBCLASS%
You%gain%a%Sorcerer%subclass%of%your%choice:%
Aberrant%Sorcery,%Clockwork%Sorcery,%Draconic%
Sorcery,%or%Wild%Magic%Sorcery.%Subclasses%are%
detailed%after%this%class’s%description.%
% A%subclass%is%a%specialization%that%grants%you%
special%features%at%certain%Sorcerer%levels.%For%
the%rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Sorcerer%level%
and%lower.%
LEVEL%4:%ABILITY%SCORE%I MPROVEMENT%
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
% As%shown%on%the%Sorcerer%table,%you%gain%this%
feature%again%at%levels%8,%12,%16,%and%19.%
LEVEL%5:%SORCEROUS%RESTORATION%
When%you%roll%Initiative%or%finish%a%Short%Rest%
and%have%no%Sorcery%Points%remaining,%you%
regain%a%number%of%those%points%equal%to%your%
Sorcerer%level%divided%by%five%(round%down).%
LEVEL%7:%SORCERY%INCARNATE%
While%your%Innate%Sorcery%feature%is%active,%you%
can%use%up%to%two%of%your%Metamagic%options%on%
each%spell%you%cast.%
% In%addition,%if%you%have%no%uses%of%Innate%
Sorcery%left,%you%can%use%it%if%you%spend%2%Sorcery%
Points%when%you%take%the%Bonus%Action%to%
activate%it.%
LEVEL%20:%ARCANE%APOTHEOSIS%
While%your%Innate%Sorcery%feature%is%active,%you%
can%use%one%Metamagic%option%on%each%of%your%
turns%without%spending%Sorcery%Points%on%it.%
METAMAGIC(OPTIONS#
The%following%options%are%available%to%your%
Metamagic%features.%The%options%are%presented%
in%alphabetical%order.%
DESIGN NOTE: METAMAGIC UPDATES
Here are the main updates in the Metamagic
options since their last playtest version.
Distant Spell returns to doubling range.
Seeking Spell now costs 1 point rather than 2.
Subtle Spell now clarifies that it doesn’t remove
Material components that have a cost specified in
the affected spell.
Twinned Spell has some of its previous
multitargeting functionality but now within
appropriate limits.
CAREFUL%SPELL%
@30&D)E)<3%+#%.),3:"&)
When%you%cast%a%spell%that%forces%other%creatures%
to%make%a%saving%throw,%you%can%protect%some%of%
those%creatures%from%the%spell’s%full%force.%To%do%
so,%you%spend%1%Sorcery%Point%and%choose%a%
number%of%those%creatures%up%to%your%Charisma%
modifier%(minimum%of%one%creature).%A%chosen%
creature%automatically%succeeds%on%its%saving%
throw%against%the%spell,%and%it%takes%no%damage%if%
it%would%normally%take%half%damage%on%a%
successful%save.%
DISTANT%SPELL%
@30&D)E)<3%+#%.),3:"&)
When%you%cast%a%spell%that%has%a%range%of%at%least%
5%feet,%you%can%spend%1%Sorcery%Point%to%double%
the%spell’s%range.%
% When%you%cast%a%spell%that%has%a%range%of%
Touch,%you%can%spend%1%Sorcery%Point%to%make%
the%range%of%the%spell%30%feet.%
EMPOWERED%SPELL%
@30&D)E)<3%+#%.),3:"&)
When%you%roll%damage%for%a%spell,%you%can%spend%
1%Sorcery%Point%to%reroll%a%number%of%the%damage%
dice%up%to%your%Charisma%modifier%(minimum%of%
one),%and%you%must%use%the%new%rolls.%
% You%can%use%Empowered%Spell%even%if%you%have%
already%used%a%different%Metamagic%option%
during%the%casting%of%the%spell.%
©2023 Wizards of the Coast LLC
22
EXTENDED%SPELL%
@30&D)E)<3%+#%.),3:"&)
When%you%cast%a%spell%that%has%a%duration%of%1%
minute%or%longer,%you%can%spend%1%Sorcery%Point%
to%double%its%duration,%to%a%maximum%duration%of%
24%hours.%
% If%the%affected%spell%requires%Concentration,%
you%have%Advantage%on%any%saving%throw%you%
make%to%maintain%that%Concentration.%
HEIGHTENED%SPELL%
@30&D)F)<3%+#%.),3:"&0)
When%you%cast%a%spell%that%forces%a%creature%to%
make%a%saving%throw%to%resist%its%effects,%you%can%
spend%2%Sorcery%Points%to%give%one%target%of%the%
spell%Disadvantage%on%its%saving%throws%against%
the%spell.%
QUICKENED%SPELL%
@30&D)F)<3%+#%.),3:"&0)
When%you%cast%a%spell%that%has%a%casting%time%of%
an%action,%you%can%spend%2%Sorcery%Points%to%
change%the%casting%time%to%a%Bonus%Action%for%
this%casting.%You%can’t%modify%a%spell%in%this%way%
if%you’ve%already%cast%a%spell%of%level%1%or%higher%
on%the%current%turn,%nor%can%you%cast%a%spell%of%
level%1%or%higher%on%this%turn%after%modifying%a%
spell%in%this%way.%%
SEEKING%SPELL%
@30&D)E)<3%+#%.),3:"&)
If%you%make%an%attack%roll%for%a%spell%and%miss,%
you%can%spend%1%Sorcery%Point%to%reroll%the%d20,%
and%you%must%use%the%new%roll.%
% You%can%use%Seeking%Spell%even%if%you%have%
already%used%a%different%Metamagic%option%
during%the%casting%of%the%spell.%
SUBTLE%SPELL%
@30&D)E)<3%+#%.),3:"&)
When%you%cast%a%spell,%you%can%spend%1%Sorcery%
Point%to%cast%it%without%any%Verbal,%Somatic,%or%
Material%components,%except%Material%
components%that%are%consumed%by%the%spell%or%
that%have%a%cost%specified%in%the%spell.%
TRANSMUTED%SPELL%
@30&D)E)<3%+#%.),3:"&)
When%you%cast%a%spell%that%deals%a%type%of%
damage%from%the%following%list,%you%can%spend%1%
Sorcery%Point%to%change%that%damage%type%to%one%
of%the%other%listed%types:%Acid,%Cold,%Fire,%
Lightning,%Poison,%Thunder.%
TWINNED%SPELL%
@30&D)E)<3%+#%.),3:"&)
When%you%cast%a%spell,%such%as%@'$%?),#%03")or)
13-(),#%03",%that%can%be%cast%with%a%higher-level%
spell%slot%to%target%an%additional%creature,%you%
can%spend%1%Sorcery%Point%to%increase%the%spell’s%
effective%level%by%1.%
SORCERER%SUBCLASSES$
A%Sorcerer%subclass%is%a%specialization%that%
grants%you%special%abilities%at%certain%Sorcerer%
levels,%as%specified%in%the%subclass.%This%section%
presents%the%following%subclasses:%Draconic%
Sorcery%and%Wild%Magic%Sorcery.%See%G$0'$/0)
@$6-(%3")3H)IJ#%.&':"7%for%Aberrant%Sorcery%(aka%
Aberrant%Mind)%and%Clockwork%Sorcery%(aka%
Clockwork%Soul).%
DRACONIC(SORCERY#
Your%innate%magic%comes%from%the%gift%of%a%
dragon.%Perhaps%an%ancient%dragon%facing%death%
bequeathed%some%of%its%magical%power%to%you%or%
your%ancestor.%You%might%have%absorbed%magic%
from%a%site%infused%with%dragons’%power,%perhaps%
the%location%where%a%great%dragon%was%slain.%Or%
perhaps%you%handled%a%treasure%taken%from%a%
dragon’s%hoard,%some%precious%item%that%was%
infused%with%draconic%power.%Or%you%might%claim%
a%dragon%for%an%ancestor%or%wield%draconic%magic%
by%virtue%of%your%Dragonborn%heritage.%
DESIGN NOTE: DRACONIC SORCERY UPDATES
Here are the main updates in this subclass since its
last playtest appearance:
Dragon Speech now gives you the Draconic
language, and while creatures of the Dragon type
understand your speech, you don’t necessarily
understand them.
Dragon Wings once again allows you to sprout
wings without relying on a spell.
Draconic Presence replaces Draconic Exhalation.
The feature is now a Bonus Action, and it doesn’t
require Concentration.
LEVEL%3:%DRACONIC%RESILIENCE%
The%magic%in%your%body%manifests%physical%traits%
of%your%draconic%gift.%Your%Hit%Point%maximum%
©2023 Wizards of the Coast LLC
23
increases%by%3%and%increases%by%1%whenever%you%
gain%another%Sorcerer%level.%
% Parts%of%you%are%also%covered%by%dragon-like%
scales.%While%you%aren’t%wearing%armor,%your%
base%Armor%Class%equals%10%+%your%Dexterity%
modifier%+%your%Charisma%modifier.%
LEVEL%3:%DRAGON%SPEECH%
You%can%speak,%read,%and%write%Draconic.%In%
addition,%your%speech%can%be%understood%by%all%
creatures%of%the%Dragon%type.%
LEVEL%6:%ELEMENTAL%AFFINITY%
Your%draconic%magic%has%an%affinity%with%one%of%
the%damage%types%associated%with%dragons.%
Choose%one%of%those%types:%Acid,%Cold,%Fire,%
Lightning,%or%Poison.%
% You%have%Resistance%to%that%damage%type,%and%
when%you%cast%a%spell%that%deals%damage%of%that%
type,%you%can%add%your%Charisma%modifier%to%one%
damage%roll%of%that%spell.%
LEVEL%14:%DRAGON%WINGS%
Your%innate%magic%can%now%manifest%as%draconic%
wings%on%your%back.%As%a%Bonus%Action,%you%
sprout%those%wings,%gaining%a%Fly%Speed%equal%to%
your%Speed.%The%wings%last%until%you%dismiss%
them%as%a%Bonus%Action%or%you%have%the%
Incapacitated%condition.%
% When%the%wings%manifest,%you%decide%whether%
they’re%spectral%or%physical.%If%physical,%you%
mustn’t%be%wearing%something%that%obstructs%
them.%
LEVEL%18:%DRACONIC%PRESENCE%
You%can%channel%the%dread%presence%of%dragons.%
As%a%Bonus%Action,%you%can%spend%5%Sorcery%
Points%to%draw%on%this%power%and%exude%an%aura%
of%awe%or%fear%(your%choice)%within%60%feet.%For%1%
minute%or%until%you%have%the%Incapacitated%
condition,%each%creature%of%your%choice%that%
starts%its%turn%in%this%aura%must%succeed%on%a%
Wisdom%saving%throw%against%your%spell%save%DC%
or%have%the%Charmed%(if%you%chose%awe)%or%
Frightened%(if%you%chose%fear)%condition%until%the%
creature%is%outside%the%aura.%
WILD(MAGIC(SORCERY#
Your%innate%magic%stems%from%the%forces%of%chaos%
that%underlie%the%order%of%creation.%You%or%an%
ancestor%might%have%endured%exposure%to%raw%
magic,%perhaps%through%a%planar%portal%leading%
to%Limbo%or%the%Elemental%Planes.%Perhaps%you%
were%blessed%by%a%fey%being%or%marked%by%a%
demon.%Or%your%magic%could%be%a%fluke%with%no%
apparent%cause.%However%it%came%to%be,%this%
magic%churns%within%you,%waiting%for%any%outlet.%
DESIGN NOTE: WILD MAGIC UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Wild Magic Surge no longer requires DM
permission.
Tides of Chaos is now guaranteed to give you a
roll on the Wild Magic Surge table.
Bend Luck now costs 1 Sorcery Point instead of
2.
Wild Bombardment (formerly Spell
Bombardment) now allows you to use a Wild
Magic Surge effect that casts a spell or that
replenishes your expended Sorcery Points.
LEVEL%3:%WILD%MAGIC%SURGE%
Your%spellcasting%can%unleash%surges%of%untamed%
magic.%No%more%than%once%per%turn,%you%can%roll%a%
d20%immediately%after%you%cast%a%Sorcerer%spell%
with%a%spell%slot.%If%you%roll%a%20,%roll%on%the%Wild%
Magic%Surge%table%to%create%a%magical%effect%(see%
the%2014%,-$.#%/0)1$"(2334%for%that%table).%
% If%the%magical%effect%is%a%spell,%it%is%too%wild%to%
be%affected%by%your%Metamagic,%and%if%it%normally%
requires%Concentration,%it%doesn’t%require%
Concentration%in%this%case;%the%spell%lasts%for%its%
full%duration.%
LEVEL%3:%TIDES%OF%CHAOS%
You%can%manipulate%the%forces%of%chance%and%
chaos%to%gain%Advantage%on%one%d20%Test.%Once%
you%do%so,%you%must%finish%a%Long%Rest%before%
you%can%use%this%feature%again.%
% Immediately%after%you%cast%a%Sorcerer%spell%
with%a%spell%slot%before%you%regain%the%use%of%this%
feature,%you%automatically%roll%on%the%Wild%Magic%
Surge%table%and%regain%the%use%of%this%feature.%
LEVEL%6:%BEND%LUCK%
You%have%the%ability%to%twist%fate%using%your%wild%
magic.%Immediately%after%another%creature%you%
can%see%rolls%the%d20%for%a%d20%Test,%you%can%use%
your%Reaction%and%spend%1%Sorcery%Point%to%roll%
1d4%and%apply%the%number%rolled%as%a%bonus%or%
penalty%(your%choice)%to%the%creature’s%roll.%
©2023 Wizards of the Coast LLC
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LEVEL%14:%CONTROLLED%CHAOS%
You%gain%a%modicum%of%control%over%the%surges%of%
your%wild%magic.%Whenever%you%roll%on%the%Wild%
Magic%Surge%table,%you%can%roll%twice%and%use%
either%number.%
LEVEL%18:%WILD%BOMBARDMENT%
Immediately%after%you%cast%a%Sorcerer%spell%with%
a%spell%slot,%you%can%create%an%effect%of%your%
choice%from%the%Wild%Magic%Surge%table,%provided%
the%effect%casts%a%spell%or%restores%all%your%
expended%Sorcery%Points.%
% Once%you%use%this%feature,%you%can’t%do%so%again%
until%you%finish%1d4%Long%Rests.%
% %
©2023 Wizards of the Coast LLC
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WARLOCK$
Primary Ability: Charisma
Warlocks%quest%for%knowledge%that%lies%hidden%in%
the%fabric%of%the%multiverse.%They%make%pacts%
with%mysterious%beings%of%supernatural%power,%
unlocking%magical%effects%as%they%pry%into%the%
secrets%and%mysteries%of%reality.%Drawing%on%the%
ancient%knowledge%of%beings%such%as%angels,%
archfey,%demons,%devils,%hags,%and%alien%entities%
of%the%Far%Realm,%Warlocks%piece%together%arcane%
secrets%to%bolster%their%own%power.%
% Warlocks%are%defined%by%pacts%with%
otherworldly%beings.%Most%Warlocks%begin%their%
search%for%magical%power%by%delving%into%tomes%
of%forbidden%lore,%dabbling%in%invocations%meant%
to%attract%the%power%of%extraplanar%beings,%or%
seeking%out%places%of%power%where%the%influence%
of%these%beings%can%be%felt.%In%no%time,%each%
Warlock%is%drawn%into%a%binding%pact%with%a%
powerful%patron.%%
% In%contrast%to%Clerics,%who%are%devout%servants%
of%the%gods%they%serve,%Warlocks%view%their%
patrons%as%resources,%as%means%to%the%end%of%
achieving%magical%power.%Some%Warlocks%
respect,%revere,%or%even%love%their%patrons;%some%
serve%their%patrons%grudgingly;%and%some%seek%to%
undermine%their%patrons%even%as%they%wield%the%
power%their%patrons%have%given%them.%
% Once%a%pact%is%made,%a%Warlock’s%thirst%for%
knowledge%and%power%can’t%be%slaked%with%mere%
study.%No%one%makes%a%pact%with%extraplanar%
patrons%without%intending%to%use%the%power%thus%
gained.%Rather,%most%Warlocks%spend%their%days%
in%active%pursuit%of%greater%power%and%deeper%
knowledge,%which%typically%means%some%kind%of%
adventure.%
DESIGN NOTE: WARLOCK UPDATES
Here are the main updates in this class since its last
playtest version:
The class’s Armor Training entry returns to
including only Light Armor.
WARLOCK
Spells
Spell
Slot
Level
Prof. Bonus
Class Features
Invocations
Cantrips
Prepared
Slots
Level
1
+2
Eldritch Invocations, Pact Magic
1
2
2
1
1
2
+2
Magical Cunning
3
2
3
2
1
3
+2
Warlock Subclass
3
2
4
2
2
4
+2
Ability Score Improvement
3
3
5
2
2
5
+3
5
3
6
2
3
6
+3
Subclass Feature
5
3
7
2
3
7
+3
6
3
8
2
4
8
+3
Ability Score Improvement
6
3
9
2
4
9
+4
Contact Patron
7
3
10
2
5
10
+4
Subclass Feature
7
4
10
2
5
11
+4
Mystic Arcanum (Level 6 Spell)
7
4
11
3
5
12
+4
Ability Score Improvement
8
4
11
3
5
13
+5
Mystic Arcanum (Level 7 Spell)
8
4
12
3
5
14
+5
Subclass Feature
8
4
12
3
5
15
+5
Mystic Arcanum (Level 8 Spell)
9
4
13
3
5
16
+5
Ability Score Improvement
9
4
13
3
5
17
+6
Mystic Arcanum (Level 9 Spell)
9
4
14
4
5
18
+6
10
4
14
4
5
19
+6
Ability Score Improvement
10
4
15
4
5
20
+6
Eldritch Master
10
4
15
4
5
©2023 Wizards of the Coast LLC
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Pact Magic returns.
Eldritch Invocations moves to level 1, and at
level 20, you have 10 invocations rather than 8.
Many of the invocations are revised, as detailed
in their section.
Pact Boon is integrated into the Eldritch
Invocations feature. Over time, you’re now able
to choose more than one of the former Pact
Boon options.
Magical Cunning is a new level 2 feature that
allows a Warlock to quickly regain a certain
number of spell slots.
Contact Patron moves to level 9.
Mystic Arcanum returns to being a core feature,
and it now allows you to replace one of its spells
whenever you gain a level in this class.
Hex Master is gone.
Eldritch Master returns to level 20.
CREATING(A(WARLOCK#
To%create%a%Warlock,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%level%1%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Warlock”%
sidebar.%
% Then%look%at%the%Warlock%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%
Descriptions%of%those%features%appear%in%the%
“Warlock%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d8 per Warlock level
Hit Points at Level 1: 8 + your Constitution
modifier
Hit Points per Later Level: 1d8 (or 5) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Wisdom, Charisma
Skills (Choose 2): Arcana, Deception, History,
Intimidation, Investigation, Nature, Religion
Weapons: Simple Weapons
Tools: None
ARMOR TRAINING
Light Armor
STARTING EQUIPMENT
As a level 1 character, you start with the following
equipment, or you can forgo it and spend 100 GP
on equipment of your choice.
Arcane Focus (Orb)
Book (Occult Lore)
Dagger (2)
Leather Armor
Scholar’s Pack
Sickle
15 GP
MULTICLASSING AND THE WARLOCK
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Warlock as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
one of the Warlock’s primary abilities
Intelligence, Wisdom, or Charismato take a level
in this class or to take a level in another class if
youre already a Warlock.
Armor Training. When you gain your first
Warlock level, you gain armor training with Light
Armor.
Spell Slots. If you have both the Spellcasting
feature and the Pact Magic feature from this class,
you can use the spell slots you gain from Pact
Magic to cast spells you have prepared from
classes with the Spellcasting feature, and you can
use the spell slots you gain from the Spellcasting
feature to cast Warlock spells you have prepared.
WARLOCK(CLASS(FEATURES#
As%a%Warlock,%you%gain%the%following%class%
features%when%you%reach%the%specified%levels%in%
this%class.%These%features%are%listed%on%the%
Warlock%table.%
LEVEL%1:%ELDRITCH%INVOCATIONS%
In%your%study%of%occult%lore,%you%have%unearthed%
Eldritch%Invocations,%fragments%of%forbidden%
knowledge%that%imbue%you%with%an%abiding%
magical%ability%or%other%lessons.%You%gain%one%
invocation%of%your%choice,%such%as%Pact%of%the%
Blade%or%Pact%of%the%Tome.%Invocations%are%
described%in%the%“Eldritch%Invocation%Options”%
section%later%in%this%class’s%description.%
% If%an%invocation%has%a%prerequisite,%you%must%
meet%it%to%learn%that%invocation,%and%you%can%
learn%the%invocation%at%the%same%time%that%you%
meet%its%prerequisite.%For%example,%if%an%
invocation%requires%you%to%be%a%Warlock%of%level%
©2023 Wizards of the Coast LLC
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5%or%higher,%you%can%select%the%invocation%once%
you%reach%level%5%in%this%class.%
% When%you%gain%certain%Warlock%levels,%you%
gain%more%invocations%of%your%choice,%as%shown%
in%the%Invocations%column%of%the%Warlock%table.%
% You%can’t%pick%the%same%invocation%more%than%
once%unless%an%invocation’s%description%says%
otherwise.%
LEVEL%1:%PACT%MAGIC%
Through%occult%ceremony,%you%have%formed%a%
pact%with%a%mysterious%entity%to%gain%magical%
powers.%The%entity%is%a%voice%in%the%shadowsits%
identity%unclearbut%its%boon%to%you%is%concrete:%
the%ability%to%cast%spells.%See%the%,-$.#%/0)
1$"(2334%for%rules%on%spellcasting.%The%
information%below%details%how%you%use%those%
rules%as%a%Warlock.%
% Cantrips.%You%know%two%cantrips%of%your%
choice%from%the%Warlock%spell%list%(see%the%
“Warlock%Spell%List”%sidebar).%Rather%than%
choosing,%you%may%start%with%I-(%:&+');-$0&%and%
,%#0&:(:7:&$&:3".%Whenever%you%gain%a%Warlock%
level,%you%can%replace%one%of%your%cantrips%from%
this%feature%with%another%Warlock%cantrip%of%
your%choice.%
% When%you%reach%levels%4%and%10%in%this%class,%
you%learn%another%Warlock%cantrip%of%your%
choice,%as%shown%in%the%Cantrips%column%of%the%
Warlock%table.%
WARLOCK SPELL LIST
As you playtest this version of the Warlock, please
use the Warlock spell list in the 2014 Player’s
Handbook, with the following spells added:
Bane (level 1 spell)
Detect Magic (level 1 spell)
Speak with Animals (level 1 spell)
If you have Xanathar’s Guide to Everything or
Tasha’s Cauldron of Everything, you may use the
Warlock spells there too.
% Spell&Slots.%The%Warlock%table%shows%how%
many%spell%slots%you%have%to%cast%your%Warlock%
spells%of%levels%1–5.%The%table%also%shows%the%
level%of%those%slots,%all%of%which%are%the%same%
level.%To%cast%one%of%those%spells,%you%must%
expend%a%spell%slot.%You%regain%all%expended%Pact%
Magic%spell%slots%when%you%finish%a%Short%Rest%or%
Long%Rest.%
% For%example,%when%youre%a%level%5%Warlock,%
you%have%two%level%3%spell%slots.%To%cast%the%level%
1%spell%K:&+');3-&,%you%must%spend%one%of%those%
slots,%and%you%cast%it%as%a%level%3%spell.%
% Prepared&Spells&of&Level&1+.(You%prepare%the%
list%of%spells%of%level%1%and%higher%that%are%
available%for%you%to%cast%with%this%feature.%To%
start,%choose%two%level%1%spells%from%the%Warlock%
spell%list.%Rather%than%choosing,%you%may%start%
with%@'$%?),#%03"%and%1#L.%
% The%number%of%spells%on%your%list%increases%as%
you%gain%Warlock%levels,%as%shown%in%the%
Prepared%Spells%column%of%the%Warlock%table.%
Whenever%that%number%increases,%choose%
additional%spells%from%the%Warlock%spell%list%until%
the%number%of%spells%on%your%list%matches%the%
number%on%the%table.%The%chosen%spells%must%be%
of%a%level%no%higher%than%what’s%shown%in%the%
table’s%Slot%Level%column%for%your%level.%When%
you%reach%level%6,%for%example,%you%learn%a%new%
Warlock%spell,%which%can%be%of%level%1–3.%
% If%another%Warlock%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%feature,%but%those%spells%
otherwise%follow%the%rules%in%this%feature.%
& Changing&Your&Prepared&Spells.%Whenever%
you%gain%a%Warlock%level,%you%can%replace%one%
spell%on%your%list%with%another%Warlock%spell%of%
an%eligible%level.%
% Spellcasting&Ability.&Charisma%is%the%
spellcasting%ability%for%the%spells%you%cast%with%
your%Warlock%features.%
& Spellcasting&Focus.&You%can%use%an%Arcane%
Focus%as%a%Spellcasting%Focus%for%the%spells%you%
cast%with%your%Warlock%features.%
LEVEL%2:%MAGICAL%CUNNING%
If%all%your%Pact%Magic%spell%slots%are%expended,%
you%can%perform%an%esoteric%rite%for%1%minute,%at%
the%end%of%which%you%regain%half%of%those%spell%
slots%(round%up).%Once%you%use%this%feature,%you%
can’t%do%so%again%until%you%finish%a%Long%Rest.%
LEVEL%3:%WARLOCK%SUBCLASS%
You%gain%a%Warlock%subclass%of%your%choice:%
Archfey%Patron,%Celestial%Patron,%Fiend%Patron,%or%
Great%Old%One%Patron.%Subclasses%are%detailed%
after%this%class’s%description.%
% A%subclass%is%a%specialization%that%grants%you%
special%features%at%certain%Warlock%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Warlock%level%
and%lower.%
©2023 Wizards of the Coast LLC
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LEVEL%4:%ABILITY%SCORE%IMPROVEMENT%
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
% As%shown%on%the%Warlock%table,%you%gain%this%
feature%again%at%levels%8,%12,%16,%and%19.%
LEVEL%9:%CONTACT%PATRON%
In%the%past,%you%usually%contacted%your%patron%
through%intermediaries.%Now%you%can%
communicate%directly;%you%always%have%the%
@3"&$+&)M&'#%),-$"#%spell%prepared.%With%this%
feature,%you%can%cast%the%spell%without%expending%
a%spell%slot%to%contact%your%patron,%and%you%
automatically%succeed%on%the%spell’s%saving%
throw.%
% Once%you%cast%the%spell%with%this%feature,%you%
can’t%do%so%again%until%you%finish%a%Long%Rest.%
LEVEL%11:%MYSTIC%ARCANUM%
Your%patron%bestows%on%you%a%magical%secret%
called%an%arcanum.%Choose%one%level%6%spell%from%
the%Warlock%spell%list%as%this%arcanum.%
% You%can%cast%your%arcanum%spell%once%without%
expending%a%spell%slot,%and%you%must%finish%a%
Long%Rest%before%you%can%do%so%again.%
% As%shown%on%the%Warlock%table,%you%gain%
another%Warlock%spell%of%your%choice%that%can%be%
cast%in%this%way%when%you%reach%levels%13%(level%
7%spell),%15%(level%8%spell),%and%17%(level%9%spell).%
You%regain%all%uses%of%your%Mystic%Arcanum%
when%you%finish%a%Long%Rest.%
% Whenever%you%gain%a%Warlock%level,%you%can%
replace%one%of%your%arcanum%spells%with%another%
Warlock%spell%of%the%same%level.%
LEVEL%20:%ELDRITCH%MASTER%
When%you%use%your%Magical%Cunning%feature,%you%
regain%all%your%expended%Pact%Magic%spell%slots.%
ELDRITCH(INVOCATION(OPTIONS#
The%following%options%are%available%to%your%
Eldritch%Invocations%feature.%The%options%are%
presented%in%alphabetical%order.%
DESIGN NOTE: ELDRITCH INVOCATION UPDATES
Here’s a summary of the main changes to the
invocation options since they appeared in Player’s
Handbook Playtest 5”:
Agonizing Blast now lets you choose which
Warlock cantrip benefits from the invocation.
Ascendent Step now requires level 5+ rather
than level 9+.
Beast Speech is gone, since Speak with Animals
is now on the Warlock spell list and can be cast
as a Ritual.
Devil’s Sight now works in Dim Light as well as in
Darkness.
Eldritch Mind has been imported from Tasha’s
Cauldron of Everything.
Eldritch Sight is gone, since Detect Magic is now
on the Warlock spell list and can be cast as a
ritual.
Eldritch Smite has been imported from
Xanathar’s Guide to Everything.
Eldritch Spear now lets you choose which
Warlock cantrip benefits from the invocation.
Eyes of the Rune Keeper has been removed,
since Comprehend Languages is on the Warlock
spell list and can be cast as a ritual.
Favor of the Chain Master has been cut in favor
of importing Investment of the Chain Master
from Tasha’s Cauldron of Everything.
Fiendish Vigor no longer requires you to roll a
die when casting False Life; you instead gain the
maximum number of Temporary Hit Points.
Gaze of Two Minds now works on any willing
creature, not just Humanoids, and to cast spells
from the other creature’s space, you must be
within 60 feet of each other.
Gift of the Depths has been imported from
Xanathar’s Guide to Everything.
Eldritch Mind from Tasha’s Cauldron of
Everything replaces Hexer.
Investment of the Chain Master has been
imported from Tasha’s Cauldron of Everything.
Lessons of the First Ones can now be taken more
than once.
Lifedrinker now lets you choose to deal Necrotic,
Psychic, or Radiant damage, and its healing is
connected to your Hit Dice.
Master of Myriad Forms now requires level 5+
rather than level 15+.
One with Shadows now lets you cast Invisibility
without a spell slot while you’re in Dim Light or
Darkness.
Otherworldly Leap now requires level 2+ rather
than level 9+.
Pact of the Blade, Pact of the Chain, and Pact of
the Tome are now invocations. Pact of the Chain
©2023 Wizards of the Coast LLC
29
includes additional familiar options, and Pact of
the Tome now gives you a level 1 spell slot.
Thirsting Blade returns, and it now improves at
level 11.
Visions of Distant Realms now requires level 9+
rather than level 15+.
Whispers of the Grave now requires level 7+
rather than level 9+.
AGONIZING%BLAST%
,%#%#N6:0:&#D)*&)C#$0&)M"#)K$%-3+4)@$"&%:=)
Choose%one%of%your%known%Warlock%cantrips%that%
deals%damage.%You%can%add%your%spellcasting%
ability%modifier%to%that%spell’s%damage%rolls.%
% Whenever%you%gain%a%Warlock%level,%you%can%
change%which%of%your%damaging%Warlock%
cantrips%benefits%from%this%invocation.%
ARMOR%OF%SHADOWS%
,%#%#N6:0:&#D)A3"#)
You%can%cast%8$7#)*%?3%%on%yourself%without%
expending%a%spell%slot.%
ASCENDANT%STEP%
,%#%#N6:0:&#D)C#J#-)OP)K$%-3+4)
You%can%cast%C#J:&$&#%on%yourself%without%
expending%a%spell%slot.%
DEVILS%SIGHT%
,%#%#N6:0:&#D)A3"#)
You%can%see%normally%in%Dim%Light%and%
Darknessboth%magical%and%nonmagical
within%120%feet.%
ELDRITCH%MIND%
,%#%#N6:0:&#D)A3"#)
You%have%Advantage%on%Constitution%saving%
throws%that%you%make%to%maintain%Concentration%
on%a%spell.%
ELDRITCH%SMITE%
,%#%#N6:0:&#D)C#J#-)OP)K$%-3+4Q),$+&)3H)&'#);-$(#!
Once%per%turn%when%you%hit%a%creature%with%your%
pact%weapon,%you%can%expend%a%Warlock%spell%
slot%to%deal%an%extra%1d8%Force%damage%to%the%
target,%plus%another%1d8%per%level%of%the%spell%
slot,%and%you%can%give%the%target%the%Prone%
condition%if%it%is%Huge%or%smaller.%
ELDRITCH%SPEAR%
,%#%#N6:0:&#D)*&)C#$0&)M"#)K$%-3+4)@$"&%:=)
Choose%one%of%your%known%Warlock%cantrips%that%
deals%damage%and%that%has%a%range%of%at%least%10%
feet.%When%you%cast%that%spell,%its%range%increases%
by%a%number%of%feet%equal%to%30%times%your%
Warlock%level.%
% Whenever%you%gain%a%Warlock%level,%you%can%
change%which%of%your%damaging%Warlock%
cantrips%benefits%from%this%invocation.%
FIENDISH%VIGOR%
,%#%#N6:0:&#D)A3"#)
You%can%cast%R$-0#)C:H#%on%yourself%without%
expending%a%spell%slot.%When%you%cast%the%spell%
with%this%feature,%you%don’t%roll%the%die%for%the%
Temporary%Hit%Points;%you%automatically%get%the%
highest%number%on%the%die.%
GAZE%OF%TWO%MINDS%
,%#%#N6:0:&#D)C#J#-)OP)K$%-3+4)
You%can%use%a%Bonus%Action%to%touch%a%willing%
creature%and%perceive%through%its%senses%until%
the%end%of%your%next%turn.%As%long%as%the%creature%
is%on%the%same%plane%of%existence%as%you,%you%can%
use%a%Bonus%Action%on%subsequent%turns%to%
maintain%this%connection,%extending%the%duration%
until%the%end%of%your%next%turn.%The%connection%
ends%if%you%don’t%maintain%it%in%this%way.%
% While%perceiving%through%the%other%creature’s%
senses,%you%benefit%from%any%special%senses%
possessed%by%that%creature,%and%you%can%cast%
spells%as%if%you%were%in%your%space%or%the%other%
creature’s%space%if%the%two%of%you%are%within%60%
feet%of%each%other.%
GIFT%OF%THE%DEPTHS%
,%#%#N6:0:&#D)C#J#-)OP)K$%-3+4!
You%can%breathe%underwater,%and%you%gain%a%
Swim%Speed%equal%to%your%Speed.%
% You%can%also%cast%K$&#%);%#$&':"7%once%
without%expending%a%spell%slot.%You%regain%the%
ability%to%do%so%when%you%finish%a%Long%Rest.%
GIFT%OF%THE%PROTECTORS%
,%#%#N6:0:&#D)C#J#-)SP)K$%-3+4Q),$+&)3H)&'#)G3?#))
A%new%page%appears%in%your%Book%of%Shadows)
when%you%conjure%it.%With%your%permission,%a%
creature%can%use%its%action%to%write%its%name%on%
©2023 Wizards of the Coast LLC
30
that%page,%which%can%contain%a%number%of%names%
equal%to%your%Proficiency%Bonus.%
% When%any%creature%whose%name%is%on%the%page%
is%reduced%to%0%Hit%Points%but%not%killed%outright,%
the%creature%magically%drops%to%1%Hit%Point%
instead.%Once%this%magic%is%triggered,%no%creature%
can%benefit%from%it%until%you%finish%a%Long%Rest.%
% As%a%Magic%action,%you%can%erase%a%name%on%the%
page%by%touching%it.%
INVESTMENT%OF%THE%CHAIN%MASTER%
,%#%#N6:0:&#D)C#J#-)OP)K$%-3+4Q),$+&)3H)&'#)@'$:")
When%you%cast%R:"()R$?:-:$%,%you%infuse%the%
summoned%familiar%with%a%measure%of%your%
eldritch%power,%granting%the%creature%the%
following%benefits:%
Aerial'or'Aquatic.%The%familiar%gains%either%a%Fly%
Speed%or%a%Swim%Speed%(your%choice)%of%40%
feet.%
Quick'Attack.%As%a%Bonus%Action,%you%can%
command%the%familiar%to%take%
the%Attack%action.%
Necrotic'or'Radiant'Damage.%Whenever%the%
familiar%deals%Bludgeoning,%Piercing,%or%
Slashing%damage,%you%can%make%it%deal%Necrotic%
or%Radiant%damage%instead.%
Your'Save'DC.%If%the%familiar%forces%a%creature%to%
make%a%saving%throw,%it%uses%your%spell%save%
DC.%
Resistance.%When%the%familiar%takes%damage,%
you%can%use%your%Reaction%to%grant%it%
Resistance%against%that%damage.%
LESSONS%OF%THE%FIRST%ONES%
,%#%#N6:0:&#D)C#J#-)FP)K$%-3+4)
You%have%received%knowledge%from%an%elder%
entity%of%the%multiverse,%allowing%you%to%gain%one%
feat%of%your%choice,%such%as%Skilled,%that%lacks%
prerequisites.%
% Repeatable.&You%can%gain%this%invocation%more%
than%once.%Each%time%you%do%so,%you%must%select%a%
different%eligible%feat.%
LIFEDRINKER%
,%#%#N6:0:&#D)C#J#-)SP)K$%-3+4Q),$+&)3H)&'#);-$(#)
Whenever%you%hit%a%creature%with%your%pact%
weapon,%the%creature%takes%1d6%extra%Necrotic,%
Psychic,%or%Radiant%damage%(your%choice),%and%
you%can%expend%one%of%your%Hit%Dice%to%roll%it%and%
regain%a%number%of%Hit%Points%equal%to%the%roll%
plus%your%Constitution%modifier%(minimum%of%1).%
MASK%OF%MANY%FACES%
,%#%#N6:0:&#D)A3"#)
You%can%cast%5:076:0#)<#-H%without%expending%a%
spell%slot.%
MASTER%OF%MYRIAD%FORMS%
,%#%#N6:0:&#D)C#J#-)OP)K$%-3+4)
You%can%cast%*-&#%)<#-H%without%expending%a%spell%
slot.%
MISTY%VISIONS%
,%#%#N6:0:&#D)A3"#)
You%can%cast%<:-#"&)T?$7#%without%expending%a%
spell%slot.%
ONE%WITH%SHADOWS%
,%#%#N6:0:&#D)C#J#-)OP)K$%-3+4)
While%youre%in%an%area%of%Dim%Light%or%Darkness,%
you%can%cast%T"J:0:2:-:&.%on%yourself%without%
expending%a%spell%slot.%
OTHERWORLDLY%LEAP%
,%#%#N6:0:&#D)C#J#-)FP)K$%-3+4)
You%can%cast%U6?=%on%yourself%without%expending%
a%spell%slot.%
PACT%OF%THE%BLADE%
,%#%#N6:0:&#D)A3"#)
As%a%Bonus%Action,%you%can%trace%arcane%sigils%in%
the%air%to%conjure%a%pact%weapon%in%your%handa%
Simple%or%Martial%melee%weapon%of%your%choice%
with%which%you%bondor%create%a%bond%with%a%
magic%weapon%you%touch.%Until%the%bond%ends,%
you%have%proficiency%with%the%weapon,%you%can%
use%its%Mastery%property,%and%you%can%use%it%as%a%
spellcasting%focus.%
% Whenever%you%attack%with%the%bonded%weapon,%
you%can%use%your%Charisma%modifier%for%the%
attack%and%damage%rolls,%instead%of%using%
Strength%or%Dexterity,%and%you%can%cause%the%
weapon%to%deal%Necrotic,%Psychic,%or%Radiant%
damage%or%its%normal%damage%type.%
% Your%bond%with%the%weapon%ends%if%you%use%
this%feature’s%Bonus%Action%again,%if%the%weapon%
is%more%than%5%feet%away%from%you%for%1%minute%
or%more,%or%if%you%die.%A%conjured%weapon%
disappears%when%the%bond%ends.%
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31
PACT%OF%THE%CHAIN%
,%#%#N6:0:&#D)C#J#-)FP)K$%-3+4)
You%learn%the%R:"()R$?:-:$%)spell%and%can%cast%it%
as%an%action%without%expending%a%spell%slot.%
% When%you%cast%the%spell,%you%choose%one%of%the%
normal%forms%for%your%familiar%or%one%of%the%
following%special%forms:%imp,%pseudodragon,%
quasit,%skeleton,%slaad%tadpole,%or%sprite.%
% Additionally,%when%you%take%the%Attack%action,%
you%can%forgo%one%of%your%own%attacks%to%allow%
your%familiar%to%make%one%attack%of%its%own%with%
its%Reaction.%
PACT%OF%THE%TOME%
,%#%#N6:0:&#D)A3"#)
Stitching%together%strands%of%shadow,%you%
conjure%forth%a%book%in%your%hand%at%the%end%of%a%
Short%Rest%or%Long%Rest.%This%Book%of%Shadows%
(you%determine%its%appearance)%contains%eldritch%
magic%that%only%you%can%access,%granting%you%the%
following%benefits:%
Cantrips'and'Rituals.%When%the%book%appears,%
choose%three%cantrips,%and%choose%two%level%1%
spells%that%have%the%Ritual%tag.%The%spells%can%
be%from%any%class’s%spell%list,%and%they%must%be%
spells%you%don’t%already%have%prepared.%While%
the%book%is%on%your%person,%you%have%the%
chosen%spells%prepared,%and%they%function%as%
Warlock%spells%for%you.%
Spell'Slot.%You%gain%a%level%1%spell%slot.%Once%you%
expend%it,%you%can’t%gain%another%slot%from%this%
feature%until%you%finish%a%Long%Rest.%
Spellcasting'Focus.%You%can%use%the%book%as%a%
Spellcasting%Focus.%
The%book%disappears%if%you%conjure%another%book%
with%this%feature%or%if%you%die.%
REPELLING%BLAST%
,%#%#N6:0:&#D)I-(%:&+');-$0&)@$"&%:=)
When%you%hit%a%Large%or%smaller%creature%with%
I-(%:&+');-$0&,%you%can%push%that%creature%up%to%
10%feet%straight%away%from%you.%
THIRSTING%BLADE%
,%#%#N6:0:&#D)C#J#-)OP)K$%-3+4Q),$+&)3H)&'#);-$(#)
You%gain%the%Extra%Attack%feature%for%your%pact%
weapon%only.%With%that%feature,%you%can%attack%
twice%with%the%weapon,%instead%of%once,%when%
you%take%the%Attack%action%on%your%turn.%
% When%you%reach%level%11%in%this%class,%this%
Extra%Attack%confers%two%extra%attacks%rather%
than%one.%
VISIONS%OF%DISTANT%REALMS%
,%#%#N6:0:&#D)C#J#-)SP)K$%-3+4))
You%can%cast%*%+$"#)I.#%without%expending%a%
spell%slot.%
WHISPERS%OF%THE%GRAVE%
,%#%#N6:0:&#D)C#J#-)VP)K$%-3+4)
You%can%cast%<=#$4)>:&')5#$(%without%expending%
a%spell%slot.%
WITCH%SIGHT%
,%#%#N6:0:&#D)C#J#-)EOP)K$%-3+4)
You%have%Truesight%with%a%range%of%30%feet.%
WARLOCK%SUBCLASSES$
A%Warlock%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%Warlock%levels,%as%
specified%in%the%subclass.%This%section%presents%
the%following%subclasses:%Archfey%Patron,%
Celestial%Patron,%Fiend%Patron,%and%Great%Old%One%
Patron.%
ARCHFEY(PATRON#
Your%pact%draws%on%the%power%of%the%Feywild,%
the%mysterious%realm%of%the%Fey.%When%you%
choose%this%subclass,%you%might%make%a%deal%with%
a%single%mighty%archfey,%such%as%the%Prince%of%
Frost;%the%Queen%of%Air%and%Darkness,%ruler%of%the%
Gloaming%Court;%Titania%of%the%Summer%Court;%
Oberon,%the%Green%Lord;%Hyrsam,%the%Prince%of%
Fools;%or%an%ancient%hag.%Or%you%might%call%on%a%
wide%spectrum%of%Fey,%forging%a%complex%web%of%
favors%and%debts.%Your%patron’s%motivations%are%
often%inscrutable,%and%sometimes%whimsical,%and%
might%involve%a%striving%for%greater%magical%
power%or%the%settling%of%age-old%grudges.%
DESIGN NOTE: ARCHFEY UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Patron Spells (formerly called Expanded Spell
List) now lets you have its spells always
prepared, and it includes Misty Step.
Steps of the Fey (formerly Fey Presence) now
gives you the Misty Step spell and ways to
modify it.
©2023 Wizards of the Coast LLC
32
Misty Escape now modifies your Misty Step spell
and expands your choices from Steps of the Fey.
Beguiling Defenses now reacts to you taking
damage.
Bewitching Magic (formerly Dark Delirium)
allows you to cast Misty Step whenever you cast
an Enchantment or Illusion spell using a spell
slot.
LEVEL%3:%PATRON%SPELLS%
The%magic%of%your%otherworldly%patron%ensures%
you%always%have%certain%spells%ready;%when%you%
reach%a%Warlock%level%specified%in%the%Archfey%
Spells%table,%you%thereafter%always%have%the%
listed%spells%prepared.%
ARCHFEY SPELLS
Warlock Level
Spells
3
Calm Emotions, Faerie Fire, Misty
Step, Phantasmal Force, Sleep
5
Blink, Plant Growth
7
Dominate Beast, Greater Invisibility
9
Dominate Person, Seeming
%
LEVEL%3:%STEPS%OF%THE%FEY%
Your%patron%bestows%on%you%the%ability%to%move%
between%the%boundaries%of%the%planes.%You%can%
cast%8:0&.)<&#=%without%expending%a%spell%slot%a%
number%of%times%equal%to%your%Charisma%
modifier%(minimum%of%once),%and%you%regain%all%
expended%uses%when%you%finish%a%Long%Rest.%
% In%addition,%whenever%you%cast%that%spell,%you%
can%choose%one%of%the%following%additional%
effects.%
% Refreshing&Step.%Immediately%after%you%
teleport,%one%creature%you%can%see%within%10%feet%
of%you%gains%1d10%Temporary%Hit%Points.%
% Taunting&Step.%Creatures%within%5%feet%of%the%
space%you%left%must%succeed%on%a%Wisdom%saving%
throw%against%your%spell%save%DC%or%have%
Disadvantage%on%attack%rolls%against%creatures%
other%than%you%until%the%start%of%your%next%turn.%
LEVEL%6:%MISTY%ESCAPE%
You%can%vanish%in%a%puff%of%mist%in%response%to%
harm.%You%can%cast%8:0&.)<&#=%as%a%Reaction%in%
response%to%taking%damage.%
% In%addition,%the%following%effects%are%now%
among%your%Steps%of%the%Fey%options.%
& Disappearing&Step.&You%have%the%Invisible%
condition%until%the%start%of%your%next%turn%or%until%
immediately%after%you%make%an%attack%roll%or%cast%
a%spell.%
% Dreadful&Step.%Creatures%within%5%feet%of%the%
space%you%left%or%the%space%you%appear%in%(your%
choice)%must%succeed%on%a%Wisdom%saving%throw%
against%your%spell%save%DC%or%take%2d10%Psychic%
damage.%
LEVEL%10:%BEGUILING%DEFENSES%
Your%patron%teaches%you%how%to%guard%your%
mind%and%body.%You%are%immune%to%the%Charmed%
condition.%
% In%addition,%immediately%after%a%creature%you%
can%see%hits%you%with%an%attack%roll,%you%can%use%
your%Reaction%to%reduce%the%damage%you%take%by%
half%(round%down),%and%you%can%force%the%
attacker%to%make%a%Wisdom%saving%throw%against%
your%spell%save%DC.%On%a%failed%save,%the%attacker%
takes%Psychic%damage%equal%to%the%damage%you%
take.%
% Once%you%use%this%Reaction,%you%can’t%use%it%
again%until%you%finish%a%Long%Rest%unless%you%
expend%a%spell%slot%when%you%use%it%again.%%
LEVEL%14:%BEWITCHING%MAGIC%
Your%patron%bestows%on%you%the%ability%to%weave%
your%magic%with%teleportation.%Immediately%after%
you%cast%an%Enchantment%or%Illusion%spell%using%
an%action%and%a%spell%slot,%you%can%cast%8:0&.)<&#=%
as%part%of%the%same%action%and%without%
expending%a%spell%slot.%
CELESTIAL(PATRON#
Your%pact%draws%on%the%power%of%the%Upper%
Planes,%the%realms%of%everlasting%bliss.%You%might%
enter%an%agreement%with%an%empyrean,%a%couatl,%
a%sphinx,%a%unicorn,%or%some%similar%entity%
associated%with%those%realms.%Or%you%might%call%
on%numerous%such%beings%as%you%pursue%goals%
aligned%with%theirs.%Your%pact%allows%you%to%
experience%the%barest%touch%of%the%holy%light%that%
illuminates%the%multiverse.%
DESIGN NOTE: CELESTIAL UPDATES
Here are the main updates in this subclass since its
appearance in Xanathar’s Guide to Everything:
Patron Spells (formerly called Expanded Spell List
and Bonus Cantrips) now lets you have its spells
always prepared.
Celestial Resilience now works with Magical
Cunning.
©2023 Wizards of the Coast LLC
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LEVEL%3:%PATRON%SPELLS%
The%magic%of%your%otherworldly%patron%ensures%
you%always%have%certain%spells%ready;%when%you%
reach%a%Warlock%level%specified%in%the%Celestial%
Spells%table,%you%thereafter%always%have%the%
listed%spells%prepared.%
CELESTIAL SPELLS
Warlock Level
Spells
3
Cure Wounds, Flaming Sphere,
Guiding Bolt, Lesser Restoration,
Light, Sacred Flame
5
Daylight, Revivify
7
Guardian of Faith, Wall of Fire
9
Flame Strike, Greater Restoration
LEVEL%3:%HEALING%LIGHT%
You%gain%the%ability%to%channel%celestial%energy%to%
heal%wounds.%You%have%a%pool%of%d6s%that%you%
spend%to%fuel%this%healing.%The%number%of%dice%in%
the%pool%equals%1%plus%your%Warlock%level.%
% As%a%Bonus%Action,%you%can%heal%one%creature%
that%you%can%see%within%60%feet%of%yourself,%
spending%dice%from%the%pool.%The%maximum%
number%of%dice%you%can%spend%at%once%equals%
your%Charisma%modifier%(minimum%of%one%die).%
Roll%the%dice%you%spend,%and%restore%a%number%of%
Hit%Points%equal%to%the%roll’s%total.%
% Your%pool%regains%all%expended%dice%when%you%
finish%a%Long%Rest.%
LEVEL%6:%RADIANT%SOUL%
Your%link%to%your%patron%allows%you%to%serve%as%a%
conduit%for%radiant%energy.%You%have%Resistance%
to%Radiant%damage,%and%when%you%cast%a%spell%
that%deals%Radiant%or%Fire%damage,%you%can%add%
your%Charisma%modifier%to%one%Radiant%or%Fire%
damage%roll%of%that%spell%against%one%of%its%
targets.%
LEVEL%10:%CELESTIAL%RESILIENCE%
You%gain%Temporary%Hit%Points%whenever%you%
use%your%Magical%Cunning%feature%or%finish%a%
Short%Rest%or%Long%Rest.%These%Temporary%Hit%
Points%equal%your%Warlock%level%plus%your%
Charisma%modifier.%Additionally,%choose%up%to%
five%creatures%you%can%see%at%the%end%of%the%rest.%
Those%creatures%each%gain%Temporary%Hit%Points%
equal%to%half%your%Warlock%level%plus%your%
Charisma%modifier.%
LEVEL%14:%SEARING%VENGEANCE%
The%radiant%energy%you%channel%allows%you%to%
resist%death.%When%you%have%to%make%a%death%
saving%throw%at%the%start%of%your%turn,%you%can%
instead%spring%to%your%feet%with%a%burst%of%
radiant%energy.%You%regain%Hit%Points%equal%to%
half%your%Hit%Point%Maximum%and%then%stand%if%
you%so%choose.%Each%creature%of%your%choice%that%
is%within%30%feet%of%you%takes%Radiant%damage%
equal%to%2d8%plus%your%Charisma%modifier,%and%
each%has%the%Blinded%condition%until%the%end%of%
the%current%turn.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest.%
FIEND(PATRON#
Your%pact%draws%on%the%power%of%the%Lower%
Planesthe%homes%of%demons,%devils,%yugoloths,%
and%other%Fiends.%When%you%choose%this%
subclass,%you%might%forge%a%bargain%with%a%
demon%lord%such%as%Demogorgon,%Orcus,%
Fraz’Urb-luu,%or%Baphomet;%an%archdevil%such%as%
Asmodeus,%Dispater,%Mephistopheles,%or%Glasya;%
a%pit%fiend%or%balor%that%is%especially%mighty;%or%
an%ultroloth%or%some%other%lord%of%the%yugoloths.%
Alternatively,%you%might%call%on%a%varied%array%of%
Fiends%without%binding%yourself%to%the%service%of%
one.%In%any%case,%your%patron’s%aims%are%evilthe%
corruption%or%destruction%of%all%things,%ultimately%
including%youand%your%path%will%be%defined%by%
the%extent%to%which%you%strive%against%those%
aims.%
DESIGN NOTE: FIEND PATRON UPDATES
Here are the main updates in this subclass since its
last playtest version:
Patron Spells is updated to reflect the return of
Pact Magic. The list of spells is revised, and the
free casting is gone in favor of the spell-slot
recovery in Magical Cunning.
Dark One’s Blessing now works when someone
else reduces an enemy within 10 feet of you to 0
Hit Points.
Dark One’s Own Luck can be used only once per
roll.
Hurl Through Hell requires a Charisma saving
throw before affecting the target. The damage is
now 8d10, and the target has the Incapacitated
condition while hurtling through the Lower
Planes.
©2023 Wizards of the Coast LLC
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LEVEL%3:%PATRON%SPELLS%
The%magic%of%your%otherworldly%patron%ensures%
you%always%have%certain%spells%ready;%when%you%
reach%a%Warlock%level%specified%in%the%Fiend%
Spells%table,%you%thereafter%always%have%the%
listed%spells%prepared.%
FIEND SPELLS
Warlock Level
Spells
3
Burning Hands, Command,
Scorching Ray, Suggestion
5
Fireball, Stinking Cloud
7
Fire Shield, Wall of Fire
9
Geas, Insect Plague
LEVEL%3:%DARK%ONES%BLESSING%
When%you%reduce%an%enemy%to%0%Hit%Points,%you%
gain%Temporary%Hit%Points%equal%to%your%
spellcasting%ability%modifier%plus%your%Warlock%
level%(minimum%of%1).%You%also%gain%this%benefit%if%
someone%else%reduces%an%enemy%within%10%feet%of%
you%to%0%Hit%Points.%
LEVEL%6:%DARK%ONES%OWN%LUCK%
You%can%call%on%your%fiendish%patron%to%alter%fate%
in%your%favor.%When%you%make%an%ability%check%or%
a%saving%throw,%you%can%use%this%feature%to%add%a%
d10%to%your%roll.%You%can%do%so%after%seeing%the%
initial%roll%but%before%any%of%the%roll’s%effects%
occur.%
% You%can%use%this%feature%a%number%of%times%
equal%to%your%spellcasting%ability%modifier%
(minimum%of%once),%but%you%can%use%it%no%more%
than%once%per%roll.%You%regain%all%uses%when%you%
finish%a%Long%Rest.%
LEVEL%10:%FIENDISH%RESILIENCE%
Channeling%the%preternatural%resilience%of%
Fiends,%you%can%choose%one%damage%type,%other%
than%Force,%whenever%you%finish%a%Short%Rest%or%
Long%Rest.%You%gain%Resistance%to%that%damage%
type%until%you%choose%a%different%one%with%this%
feature.%
LEVEL%14:%HURL%THROUGH%HELL%
When%you%hit%a%creature%with%an%attack%roll,%you%
can%try%to%instantly%transport%the%target%through%
the%Lower%Planes.%The%target%must%succeed%on%a%
Charisma%saving%throw%against%your%spell%save%
DC,%or%the%target%disappears%and%hurtles%through%
a%nightmare%landscape.%The%target%takes%8d10%
Psychic%damage%if%it%isn’t%a%Fiend,%and%it%has%the%
Incapacitated%condition%until%the%end%of%your%
next%turn,%when%it%returns%to%the%space%it%
previously%occupied%or%the%nearest%unoccupied%
space.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Long%Rest%unless%you%expend%a%
level%5%spell%slot%when%you%use%it%again.%You%can%
use%this%feature%only%once%per%turn.%
GREAT(OLD(ONE(PATRON#
Your%pact%is%rooted%in%magic%that%is%utterly%
foreign%to%the%fabric%of%reality.%When%you%choose%
this%subclass,%you%might%bind%yourself%to%an%
ineffable%being%from%the%Far%Realm%or%an%elder%
god%known%only%in%legenda%being%such%as%
Ghaunadar,%called%That%Which%Lurks;%Tharizdun,%
the%Chained%God;%Dendar,%the%Night%Serpent;%
Zargon,%the%Returner;%Great%Cthulhu;%or%some%
other%unfathomable%and%uncaring%being.%Or%you%
might%rely%on%eldritch%lore%invoking%the%names%of%
several%such%entities,%without%yoking%yourself%to%
one%in%particular.%The%motives%of%these%beings%
are%incomprehensible%to%mortals,%and%their%
knowledge%is%so%immense%and%ancient%that%even%
the%greatest%libraries%pale%in%comparison%to%the%
vast%secrets%they%hold.%The%Great%Old%One%might%
be%indifferent%to%your%existence,%but%the%secrets%
you%have%learned%nevertheless%allow%you%to%draw%
your%magic%from%it.%
DESIGN NOTE: GREAT OLD ONE UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Patron Spells (formerly called Expanded Spell
List) now lets you have its spells always
prepared, and some of the spells have changed.
Awakened Mind now lets you create a two-way
telepathic connection with another creature.
Psychic Spells is a new level 3 feature.
Clairvoyant Combatant (formerly Entropic Ward)
uses your telepathic bond to impose
Disadvantage on attack rolls against you and
grant you Advantage on attack rolls against the
creature for the duration of the telepathic bond.
Eldritch Hex is a new level 10 feature.
Create Thrall now gives you the Summon
Aberration spell with additional properties.
LEVEL%3:%PATRON%SPELLS%
The%magic%of%your%otherworldly%patron%ensures%
you%always%have%certain%spells%ready;%when%you%
reach%a%Warlock%level%specified%in%the%Great%Old%
©2023 Wizards of the Coast LLC
35
One%Spells%table,%you%thereafter%always%have%the%
listed%spells%prepared.%
GREAT OLD ONE SPELLS
Warlock Level
Spells
3
Detect Thoughts, Dissonant
Whispers, Phantasmal Force,
Tasha's Hideous Laughter
5
Clairvoyance, Hunger of Hadar
7
Confusion, Evard's Black Tentacles
9
Modify Memory, Telekinesis
LEVEL%3:%AWAKENED%MIND%
You%can%form%a%telepathic%connection%between%
your%mind%and%the%mind%of%another.%As%a%Bonus%
Action,%choose%one%creature%you%can%see%within%
30%feet%of%yourself%and%create%a%telepathic%bond.%
You%and%the%chosen%creature%can%speak%
telepathically%with%each%other%while%the%two%of%
you%are%within%a%number%of%miles%of%each%other%
equal%to%your%Charisma%modifier%(minimum%of%1%
mile).%To%understand%each%other,%you%each%must%
speak%mentally%in%a%language%the%other%knows.%
% The%telepathic%connection%lasts%for%a%number%of%
minutes%equal%to%your%Warlock%level.%It%ends%
early%if%you%have%the%Incapacitated%condition%or%
die%or%if%you%use%this%feature%to%form%a%connection%
with%a%different%creature.%
LEVEL%3:%PSYCHIC%SPELLS%
When%you%cast%a%Warlock%spell%that%deals%
damage,%you%can%change%its%damage%type%to%
Psychic.%In%addition,%when%you%cast%a%Warlock%
spell%that%is%an%Enchantment%or%Illusion,%you%can%
do%so%without%verbal%or%somatic%components.%
LEVEL%6:%CLAIRVOYANT%COMBATANT%
You%learn%to%read%the%attacks%of%minds%you%touch.%
When%you%form%a%telepathic%bond%with%a%creature%
using%your%Awakened%Mind,%you%can%force%that%
creature%to%make%a%Wisdom%saving%throw%against%
your%spell%save%DC.%On%a%failed%save,%the%creature%
has%Disadvantage%on%attack%rolls%against%you,%and%
you%have%Advantage%on%attack%rolls%against%that%
creature%for%the%duration%of%the%bond.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Short%Rest%or%Long%Rest.%You%
can%also%restore%your%use%of%it%by%expending%a%
spell%slot%of%level%2%or%higher%(no%action%
required).%
LEVEL%10:%THOUGHT%SHIELD%
Your%thoughts%can’t%be%read%by%telepathy%or%
other%means%unless%you%allow%it.%You%also%have%
Resistance%to%Psychic%damage,%and%whenever%a%
creature%deals%Psychic%damage%to%you,%that%
creature%takes%the%same%amount%of%damage%that%
you%do.%
LEVEL%10:%ELDRITCH%HEX%
Your%alien%patron%grants%you%a%powerful%curse.%
You%always%have%the%1#L%spell%prepared.%When%
you%cast%1#L%and%choose%an%ability,%the%target%
also%has%Disadvantage%on%saving%throws%of%the%
chosen%ability%for%the%duration%of%the%spell.%
LEVEL%14:%CREATE%THRALL%
Your%patron%grants%you%the%ability%to%manifest%a%
part%of%itself.%You%always%have%the%<6??3")
*2#%%$&:3")spell)prepared%(for%this%playtest,%use%
the%spell%in%G$0'$/0)@$6-(%3")3H)IJ#%.&':"7).%
When%you%cast%the%spell,%you%can%modify%it%so%
that%it%doesn’t%require%Concentration.%If%you%do%
so,%the%spell’s%duration%becomes%1%minute%for%
that%casting%and%when%summoned,%the%
Aberration%has%a%number%of%Temporary%Hit%
Points%equal%to%your%Warlock%level%plus%your%
Charisma%modifier.%%
% In%addition,%the%first%time%each%turn%the%
Aberration%hits%a%creature%under%the%effect%of%
your%1#L,%the%Aberration%deals%extra%Psychic%
damage%to%the%target%equal%to%the%bonus%damage%
of%that%spell.% %
©2023 Wizards of the Coast LLC
36
WIZARD$
Primary Ability: Intelligence
Wizards%are%supreme%magic-users,%defined%by%
their%careful%and%exhaustive%study%of%magic’s%
inner%workings.%Drawing%on%the%subtle%weave%of%
magic%that%permeates%the%cosmos,%Wizards%cast%
spells%of%explosive%fire,%arcing%lightning,%subtle%
deception,%and%spectacular%transformations.%
Their%magic%conjures%monsters%from%other%
planes%of%existence,%glimpses%the%future,%or%turns%
slain%foes%into%zombies.%Their%mightiest%spells%
change%one%substance%into%another,%call%meteors%
from%the%sky,%or%open%portals%to%other%worlds.%
% Beyond%the%sheer%power%of%the%spells%they%cast,%
though,%Wizards%share%an%approach%to%magic%that%
is%scholarly%and%exacting.%Wizards%understand%
magic%at%a%fundamental%level,%giving%them%a%
precise%mastery%of%their%spells.%They%examine%the%
theoretical%underpinnings%of%magic,%particularly%
the%categorization%of%spells%into%schools%of%magic,%
and%use%those%foundations%to%alter%their%spells%
and%even%craft%entirely%new%spells.%Renowned%
Wizards%such%as%Bigby,%Tasha,%Mordenkainen,%
Yolande,%and%many%more%invented%iconic%spells%
now%used%across%the%multiverse.%
% Wizards’%lives%are%seldom%mundane.%The%
closest%a%Wizard%is%likely%to%come%to%an%ordinary%
life%is%working%as%a%sage%or%lecturer%in%a%library%or%
university,%teaching%others%the%secrets%of%the%
multiverse.%Other%Wizards%sell%their%services%as%
diviners,%serve%in%military%forces,%or%pursue%lives%
of%crime%or%domination.%
% But%the%lure%of%knowledge%and%power%calls%
even%the%most%unadventurous%Wizards%from%the%
safety%of%their%libraries%and%laboratories%and%into%
crumbling%ruins%and%lost%cities.%Most%Wizards%
believe%that%their%counterparts%in%ancient%
civilizations%knew%secrets%of%magic%that%have%
been%lost%to%the%ages,%and%discovering%those%
secrets%could%unlock%the%path%to%a%power%greater%
than%any%magic%available%in%the%present%age.%
WIZARD
Prof.
Prepared
Spells Slots per Spell Level
Level
Bonus
Class Features
Cantrips
Spells
1
2
3
4
5
6
7
8
9
1
+2
Arcane Recovery, Spellcasting
3
4
2
2
+2
Scholar
3
5
3
3
+2
Wizard Subclass
3
6
4
2
4
+2
Ability Score Improvement
4
7
4
3
5
+3
Memorize Spell
4
9
4
3
2
6
+3
Subclass Feature
4
10
4
3
3
7
+3
4
11
4
3
3
1
8
+3
Ability Score Improvement
4
12
4
3
3
2
9
+4
4
14
4
3
3
3
1
10
+4
Subclass Feature
5
15
4
3
3
3
2
11
+4
5
16
4
3
3
3
2
1
12
+4
Ability Score Improvement
5
16
4
3
3
3
2
1
13
+5
5
17
4
3
3
3
2
1
1
14
+5
Subclass Feature
5
18
4
3
3
3
2
1
1
15
+5
5
19
4
3
3
3
2
1
1
1
16
+5
Ability Score Improvement
5
21
4
3
3
3
2
1
1
1
17
+6
5
22
4
3
3
3
2
1
1
1
1
18
+6
Spell Mastery
5
23
4
3
3
3
3
1
1
1
1
19
+6
Ability Score Improvement
5
24
4
3
3
3
3
2
1
1
1
20
+6
Signature Spells
5
25
4
3
3
3
3
2
2
1
1
©2023 Wizards of the Coast LLC
37
DESIGN NOTE: WIZARD UPDATES
Here are the main updates in this class since its last
playtest version:
Arcane Recovery returns to level 1.
Spellcasting now allows you to change a cantrip
whenever you finish a Long Rest, incorporating
the functionality of the Cantrip Formulas feature
in Tasha’s Cauldron of Everything. This feature
also returns to using the Wizard spell list, and the
total number of spells prepared has increased
since the last playtest.
Wizard’s Spellbook is absorbed into the
Spellcasting feature.
Scholar replaces Academic at level 2, and it
offers Expertise in one skill chosen from a list.
Memorize Spell is now a feature rather than a
spell. It allows you to prepare a spell that you
didn’t already have prepared.
Modify Spell and Create Spell are gone.
Spell Mastery returns to level 18. In addition, the
chosen spells must have a casting time of an
action, you always have them prepared, and you
can change one of them whenever you finish a
Long Rest. Allowing at-will casting of non-action
spells, such as Shield, was too powerful.
Signature Spells returns to level 20.
CREATING(A(WIZARD#
To%create%a%Wizard,%consult%the%following%lists,%
which%provide%Hit%Points,%proficiencies,%and%
armor%training.%If%you’re%making%a%level%1%
character,%also%consult%the%“Starting%Equipment”%
section,%and%if%you’re%using%the%multiclassing%
rules,%see%the%“Multiclassing%and%the%Wizard”%
sidebar.%
% Then%look%at%the%Wizard%table%to%see%the%class%
features%you%get%at%each%level%in%this%class.%
Descriptions%of%those%features%appear%in%the%
“Wizard%Class%Features”%section.%
HIT POINTS
Hit Dice: 1d6 per Wizard level
Hit Points at Level 1: 6 + your Constitution
modifier
Hit Points per Later Level: 1d6 (or 4) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, History, Insight,
Investigation, Medicine, Religion
Weapons: Simple Weapons
Tools: None
ARMOR TRAINING
None
STARTING EQUIPMENT
As a level 1 character, you start with the following
equipment, or you can forgo it and spend 55 GP on
equipment of your choice.
Arcane Focus
(Quarterstaff)
Dagger (2)
Robe
Scholar’s Pack
5 GP
MULTICLASSING AND THE WIZARD
If your group uses the multiclassing rules in the
Player’s Handbook, here’s what you need to know
if you choose Wizard as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Wizard’s primary ability, Intelligence, to take a
level in this class or to take a level in another class
if youre already a Wizard.
Spell Slots. Add all your Wizard 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 rules of each class to
determine the number of spells you prepare for it.
WIZARD(CLASS(FEATURES#
As%a%Wizard,%you%gain%the%following%class%
features%when%you%reach%the%specified%levels%in%
this%class.%These%features%are%listed%on%the%
Wizard%table.%
LEVEL%1:%ARCANE%RECOVERY%
You%have%learned%to%regain%some%of%your%magical%
energy%by%studying%your%spellbook.%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%Wizard%level%(rounded%up),%and%none%of%the%
slots%can%be%level%6%or%higher.%
% For%example,%if%you’re%a%level%4%Wizard,%you%can%
recover%up%to%two%levels%worth%of%spell%slots,%
©2023 Wizards of the Coast LLC
38
regaining%either%a%level%2%spell%slot%or%two%level%1%
spell%slots.%
% Once%you%use%this%feature,%you%can’t%do%so%again%
until%you%finish%a%Long%Rest.%
LEVEL%1:%SPELLCASTING%
As%a%student%of%arcane%magic,%you%have%learned%
to%cast%spells.%See%the%,-$.#%/0)1$"(2334%for%rules%
on%spellcasting.%The%information%below%details%
how%you%use%those%rules%as%a%Wizard.%
% Cantrips.%You%know%three%cantrips%of%your%
choice%from%the%Wizard%spell%list%(see%the%
“Wizard%Spell%List”%sidebar).%Rather%than%
choosing,%you%may%start%with%C:7'&,%8$7#)1$"(,%
and%B$.)3H)R%30&.%Whenever%you%finish%a%Long%
Rest,%you%can%replace%one%of%your%cantrips%from%
this%feature%with%another%Wizard%cantrip%of%your%
choice.%
% When%you%reach%levels%4%and%10%in%this%class,%
you%learn%another%Wizard%cantrip%of%your%choice,%
as%shown%in%the%Cantrips%column%of%the%Wizard%
table.%
WIZARD SPELL LIST
As you playtest this version of the Wizard, please
use the Wizard spell list in the 2014 Player’s
Handbook. If you have Xanathar’s Guide to
Everything or Tasha’s Cauldron of Everything, you
may use the Wizard spells there too.
% Spellbook.%Your%wizardly%apprenticeship%
culminated%in%the%creation%of%a%unique%book%in%
your%possession:%your%spellbook.%It%is%a%Tiny%
object%that%weighs%3%pounds,%and%it%contains%100%
pages,%which%can%be%read%only%by%you%or%
someone%casting%T(#"&:H..%You%determine%the%
book’s%appearance%and%materials,%such%as%a%gilt-
edged%tome%or%a%collection%of%vellum%bound%
together%by%twine.%
% The%book%contains%the%spells%you%know%of%level%
1%and%higher.%It%starts%with%six%level%1%spells%of%
your%choice%from%the%Wizard%spell%list.%Instead%of%
choosing%spells,%you%can%have%your%book%contain%
the%following%spells:%5#&#+&)8$7:+,%R#$&'#%)R$--,%
8$7#)*%?3%,%8$7:+)8:00:-#,%<-##=,%and%
G'6"(#%>$J#.%
% Whenever%you%gain%a%Wizard%level%after%1,%add%
two%Wizard%spells%of%your%choice%to%your%
spellbook.%Each%of%these%spells%must%be%of%a%level%
for%which%you%have%spell%slots,%as%shown%on%the%
Wizard%table.%The%spells%are%the%culmination%of%
arcane%research%you%do%regularly.%
% Spell&Slots.%The%Wizard%table%shows%how%many%
spell%slots%you%have%to%cast%your%spells%of%level%1%
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&Level&1+.&You%prepare%the%
list%of%spells%of%level%1%and%higher%that%are%
available%for%you%to%cast%with%this%feature.%To%do%
so,%choose%four%spells%from%your%spellbook.%The%
chosen%spells%must%be%of%a%level%for%which%you%
have%spell%slots.%
% The%number%of%spells%on%your%list%increases%as%
you%gain%Wizard%levels,%as%shown%in%the%Prepared%
Spells%column%of%the%Wizard%table.%Whenever%that%
number%increases,%choose%additional%spells%from%
the%Wizard%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%level%3%
Wizard,%your%list%of%prepared%spells%can%include%
six%spells%of%levels%1%and%2%in%any%combination,%
chosen%from%your%spellbook.%
% If%another%Wizard%feature%gives%spells%that%you%
always%have%prepared,%those%spells%don’t%count%
against%the%number%of%spells%you%can%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.%Preparing%a%new%list%requires%time%
spent%studying%your%spellbook%and%memorizing%
the%incantations%and%gestures%you%must%make%to%
cast%a%spell:%at%least%1%minute%per%spell%level%for%
each%spell%you%add%to%the%list.%
& Ritual&Caster.%You%can%cast%any%spell%as%a%
Ritual%if%that%spell%has%the%Ritual%tag%and%the%spell%
is%in%your%spellbook.%You%needn’t%have%the%spell%
prepared,%but%you%must%read%from%the%book%to%
cast%a%spell%in%this%way.%
% Spellcasting&Ability.&Intelligence%is%your%
spellcasting%ability%for%the%spells%you%cast%with%
your%Wizard%features.%
& Spellcasting&Focus.&You%can%use%an%Arcane%
Focus%or%your%spellbook%as%a%Spellcasting%Focus%
for%the%spells%you%cast%with%your%Wizard%features.%
EXPANDING AND REPLACING YOUR SPELLBOOK
The spells that you add to your spellbook as you
gain levels reflect the magical research you
conduct on your own, but you might find other
spells during your adventures that you can add to
©2023 Wizards of the Coast LLC
39
your book. You could discover a spell on a Spell
Scroll or in an ancient tome, for example, and then
copy the spell into your spellbook, using the
process below.
Copying a Spell into the Book. When you find a
Wizard spell of level 1 or higher, you can copy it
into your spellbook if it is of a spell level you can
prepare and if you can spare the time to copy it.
For each level of the spell, the transcription
process takes 2 hours and costs 50 GP. The cost
represents the fine inks you use as well as Material
components you expend as you experiment with
the spell to master it. Once you have spent this
time and money, you can prepare the spell just like
the other spells in your spellbook.
Replacing the Book. You can copy a spell from
your own spellbook into another book—for
example, if you want to make a backup copy of
your spellbook. This is just like copying a new spell
into your spellbook but faster and easier, since you
already know how to cast the spell. You need
spend only 1 hour and 10 GP for each level of the
copied spell.
If you lose your spellbook, you can use the same
procedure to transcribe the Wizard spells that you
have prepared into a new spellbook. Filling out the
remainder of your spellbook requires you to find
new spells to do so, as normal. For this reason,
many wizards keep a backup spellbook.
LEVEL%2:%SCHOLAR%
While%studying%magic,%you%also%specialized%in%an%
academic%field%of%study.%Choose%one%of%the%
following%skills%in%which%you%have%proficiency:%
Arcana,%History,%Nature,%or%Religion.%You%have%
Expertise%in%the%chosen%skill.%
LEVEL%3:%WIZARD%SUBCLASS%
You%gain%a%Wizard%subclass%of%your%choice:%
Abjurer,%Diviner,%Evoker,%or%Illusionist.%
Subclasses%are%detailed%after%this%class’s%
description.%
% A%subclass%is%a%specialization%that%grants%you%
special%features%at%certain%Wizard%levels.%For%the%
rest%of%your%career,%you%gain%each%of%your%
subclass’s%features%that%are%of%your%Wizard%level%
and%lower.%
LEVEL%4:%ABILITY%SCORE%IMPROVEMENT%
You%gain%the%Ability%Score%Improvement%feat%or%
another%feat%of%your%choice%for%which%you%qualify.%
% As%shown%on%the%Wizard%table,%you%gain%this%
feature%again%at%levels%8,%12,%16,%and%19.%
LEVEL%5:%MEMORIZE%SPELL%
Studying%your%spellbook%for%1%minute,%you%can%
expend%mental%and%magical%effort%to%memorize%a%
spell.%Choose%one%spell%of%level%1%or%higher%from%
your%spellbook%that%you%don’t%have%prepared.%
You%now%have%that%spell%prepared%until%you%use%
this%feature%to%prepare%a%different%spell.%
LEVEL%18:%SPELL%MASTERY%
You%have%achieved%such%mastery%over%certain%
spells%that%you%can%cast%them%at%will.%Choose%a%
level%1%and%a%level%2%spell%that%are%in%your%
spellbook%and%that%have%a%casting%time%of%an%
action.%You%always%have%those%spells%prepared,%
and%you%can%cast%them%at%their%lowest%level%
without%expending%a%spell%slot.%If%you%want%to%
cast%either%spell%at%a%higher%level,%you%must%
expend%a%spell%slot%as%normal.%
% Whenever%you%finish%a%Long%Rest,%you%can%
study%your%spellbook%and%exchange%one%of%those%
spells%for%another%eligible%spell%of%the%same%level%
from%that%book.%
LEVEL%20:%SIGNATURE%SPELLS%
You%gain%mastery%over%two%powerful%spells%and%
can%cast%them%with%little%effort.%Choose%two%level%
3%spells%in%your%spellbook%as%your%signature%
spells.%You%always%have%these%spells%prepared,%
and%you%can%cast%each%of%them%once%at%level%3%
without%expending%a%spell%slot.%When%you%do%so,%
you%can’t%do%so%again%until%you%finish%a%Short%Rest%
or%Long%Rest.%
% If%you%want%to%cast%either%spell%at%a%higher%level,%
you%must%expend%a%spell%slot%as%normal.)
WIZARD%SUBCLASSES$
A%Wizard%subclass%is%a%specialization%that%grants%
you%special%abilities%at%certain%Wizard%levels,%as%
specified%in%the%subclass.%This%section%presents%
the%following%subclasses:%Abjurer,%Diviner,%
Evoker,%and%Illusionist.%%
ABJURER#
Your%study%of%magic%is%focused%on%spells%that%
block,%banish,%or%protectending%harmful%
effects,%banishing%evil%influences,%and%protecting%
the%weak.%Abjurers%are%sought%when%baleful%
spirits%require%exorcism,%when%important%
locations%must%be%guarded%against%magical%
©2023 Wizards of the Coast LLC
40
spying,%and%when%portals%to%other%planes%of%
existence%must%be%closed.%Adventuring%parties%
value%Abjurers%for%the%protection%they%provide%
their%companions%against%a%variety%of%hostile%
magic%and%other%attacks.%
DESIGN NOTE: ABJURER UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Abjuration Savant now adds one Abjuration spell
to your spellbook whenever you gain access to a
new level of spell slots in this class. This benefit
replaces the rarely used discount.
Arcane Ward now requires you to spend a spell
slot to create it, and it allows you to expend a
spell slot without casting a spell to restore it.
Spell Breaker replaces Improved Abjuration.
LEVEL%3:%ABJURATION%SAVANT%
Choose%two%Abjuration%spells%from%the%Wizard%
spell%list,%each%of%which%must%be%no%higher%than%
level%2,%and%add%them%to%your%spellbook%for%free.%
% In%addition,%whenever%you%gain%access%to%a%new%
level%of%spell%slots%in%this%class,%you%can%add%one%
Abjuration%spell%from%the%Wizard%spell%list%to%
your%spellbook%for%free.
LEVEL%3:%ARCANE%WARD%
You%can%weave%magic%around%yourself%for%
protection.%When%you%cast%an%Abjuration%spell%
with%a%spell%slot,%you%can%simultaneously%use%a%
strand%of%the%spell’s%magic%to%create%a%magical%
ward%on%yourself%that%lasts%until%you%finish%a%
Long%Rest.%The%ward%has%a%Hit%Point%maximum%
equal%to%twice%your%Wizard%level%plus%your%
Intelligence%modifier.%Whenever%you%take%
damage,%the%ward%takes%the%damage%instead.%If%
this%damage%reduces%the%ward%to%0%Hit%Points,%
you%take%any%remaining%damage.%While%the%ward%
has%0%Hit%Points,%it%can’t%absorb%damage,%but%its%
magic%remains.%
% Whenever%you%cast%an%Abjuration%spell%with%a%
spell%slot,%the%ward%regains%a%number%of%Hit%
Points%equal%to%twice%the%level%of%the%spell%slot.%
Alternatively,%as%a%Bonus%Action,%you%can%expend%
a%spell%slot,%and%the%ward%regains%a%number%of%Hit%
Points%equal%to%twice%the%level%of%the%spell%slot%
expended.%
% Once%you%create%the%ward,%you%can’t%create%it%
again%until%you%finish%a%Long%Rest.%
LEVEL%6:%PROJECTED%WARD%
When%a%creature%that%you%can%see%within%30%feet%
of%yourself%takes%damage,%you%can%use%your%
Reaction%to%cause%your%Arcane%Ward%to%absorb%
that%damage.%If%this%damage%reduces%the%ward%to%
0%Hit%Points,%the%warded%creature%takes%any%
remaining%damage.
LEVEL%10:%SPELL%BREAKER%
You%always%have%the%5:0=#-)8$7:+%spell%prepared,%
you%can%cast%it%as%a%Bonus%Action,%and%you%can%
add%your%Proficiency%Bonus%to%its%ability%check.%
LEVEL%14:%SPELL%RESISTANCE%
You%have%Advantage%on%saving%throws%against%
spells,%and%you%have%Resistance%against%the%
damage%of%spells.%
DIVINER#
The%counsel%of%a%Diviner%is%sought%by%those%who%
seek%a%clearer%understanding%of%the%past,%present,%
and%future.%As%a%Diviner,%you%strive%to%part%the%
veils%of%space,%time,%and%consciousness%so%you%
can%see%clearly.%You%work%to%master%spells%of%
discernment,%remote%viewing,%supernatural%
knowledge,%and%foresight.%
DESIGN NOTE: DIVINER UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Divination Savant now adds one Divination spell
to your spellbook whenever you gain access to a
new level of spell slots in this class. This benefit
replaces the rarely used discount.
The Third Eye is now a Bonus Action rather than
an action, and it allows you to cast the See
Invisibility spell instead of having to choose
between seeing the invisible or seeing into the
Ethereal Plane. Finally, the Incapacitated
condition no longer shuts this feature off.
LEVEL%3:%DIVINATION%SAVANT%
Choose%two%Divination%spells%from%the%Wizard%
spell%list,%each%of%which%must%be%no%higher%than%
level%2,%and%add%them%to%your%spellbook%for%free.%
% In%addition,%whenever%you%gain%access%to%a%new%
level%of%spell%slots%in%this%class,%you%can%add%one%
Divination%spell%from%the%Wizard%spell%list%to%
your%spellbook%for%free.
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LEVEL%3:%PORTENT%
Glimpses%of%the%future%begin%to%press%in%on%your%
awareness.%Whenever%you%finish%a%Long%Rest,%roll%
two%d20s%and%record%the%numbers%rolled.%You%
can%replace%any%d20%Test%made%by%you%or%a%
creature%that%you%can%see%with%one%of%these%
foretelling%rolls.%You%must%choose%to%do%so%before%
the%roll,%and%you%can%replace%a%roll%in%this%way%
only%once%per%turn.%
% Each%foretelling%roll%can%be%used%only%once.%
When%you%finish%a%Long%Rest,%you%lose%any%
unused%foretelling%rolls.%
LEVEL%6:%EXPERT%DIVINATION%
Casting%Divination%spells%comes%so%easily%to%you%
that%it%expends%only%a%fraction%of%your%
spellcasting%efforts.%When%you%cast%a%Divination%
spell%of%level%2%or%higher%using%a%spell%slot,%you%
regain%one%expended%spell%slot.%The%slot%you%
regain%must%be%of%a%level%lower%than%the%spell%you%
cast%and%can’t%be%higher%than%level%5.
LEVEL%10:%THE%THIRD%EYE%
You%can%increase%your%powers%of%perception.%As%a%
Bonus%Action,%choose%one%of%the%following%
benefits,%which%lasts%until%you%start%a%Short%Rest%
or%Long%Rest.%You%can’t%use%this%feature%again%
until%you%finish%a%Short%Rest%or%Long%Rest.%
% Darkvision.%You%gain%Darkvision%out%to%a%range%
of%120%feet.%
% Greater&Comprehension.%You%can%read%any%
language.%
% See&Invisibility.%You%can%cast%<##)T"J:0:2:-:&.%
without%expending%a%spell%slot.%
DESIGN NOTE: INVISIBLE CONDITION
The 2014 version of the Invisible condition
contained an unintentional loophole in some
circumstances that allowed an Invisible creature to
benefit from the condition even when someone
could see the creature. The version of the
condition in the rules glossary closes that loophole.
LEVEL%14:%GREATER%PORTENT%
The%visions%in%your%dreams%intensify%and%paint%a%
more%accurate%picture%in%your%mind%of%what%is%to%
come.%Roll%three%d20s%for%your%Portent%feature%
rather%than%two.%
EVOKER#
You%focus%your%study%on%magic%that%creates%
powerful%elemental%effects%such%as%bitter%cold,%
searing%flame,%rolling%thunder,%crackling%
lightning,%and%burning%acid.%Some%Evokers%find%
employment%in%military%forces,%serving%as%
artillery%to%blast%enemy%armies%from%afar.%Others%
use%their%spectacular%power%to%protect%the%weak,%
while%some%seek%their%own%gain%as%adventurers.%
DESIGN NOTE: EVOKER UPDATES
Here are the main updates in this subclass since its
last playtest version:
Evocation Savant now adds one Evocation spell
to your spellbook whenever you gain access to a
new level of spell slots in this class. This benefit
replaces the rarely used discount.
Potent Cantrip moves to level 3. This change
gives the Evoker a feature that can be enjoyed
regularly.
Sculpt Spells moves to level 6. Few spells at
lower levels benefited from it. At level 6, it can
benefit many iconic spells.
LEVEL%3:%EVOCATION%SAVANT%
Choose%two%Evocation%spells%from%the%Wizard%
spell%list,%each%of%which%must%be%no%higher%than%
level%2,%and%add%them%to%your%spellbook%for%free.%
% In%addition,%whenever%you%gain%access%to%a%new%
level%of%spell%slots%in%this%class,%you%can%add%one%
Evocation%spell%from%the%Wizard%spell%list%to%your%
spellbook%for%free.
LEVEL%3:%POTENT%CANTRIP%
Your%damaging%cantrips%affect%even%creatures%
that%avoid%the%brunt%of%the%effect.%When%you%cast%
a%cantrip%at%a%creature%and%you%miss%with%the%
attack%roll%or%the%target%succeeds%on%a%saving%
throw%against%the%cantrip,%the%target%takes%half%
the%cantrip’s%damage%(if%any)%but%suffers%no%
additional%effect%from%the%cantrip.
LEVEL%6:%SCULPT%SPELLS%
You%can%create%pockets%of%relative%safety%within%
the%effects%of%your%evocations.%When%you%cast%an%
Evocation%spell%that%affects%other%creatures%that%
you%can%see,%you%can%choose%a%number%of%them%
equal%to%1%plus%the%spell’s%level.%The%chosen%
creatures%automatically%succeed%on%their%saving%
throws%against%the%spell,%and%they%take%no%
damage%if%they%would%normally%take%half%damage%
on%a%successful%save.%
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LEVEL%10:%EMPOWERED%EVOCATION%
Whenever%you%cast%an%Evocation%spell%from%the%
Wizard%spell%list,%you%can%add%your%Intelligence%
modifier%to%one%damage%roll%of%that%spell.%
LEVEL%14:%OVERCHANNEL%
You%can%increase%the%power%of%your%spells.%When%
you%cast%a%Wizard%spell%with%a%spell%slot%of%levels%
1–5%that%deals%damage,%you%can%deal%maximum%
damage%with%that%spell%on%the%turn%you%cast%it.%
% The%first%time%you%do%so,%you%suffer%no%adverse%
effect.%If%you%use%this%feature%again%before%you%
finish%a%Long%Rest,%you%take%2d12%Necrotic%
damage%for%each%level%of%the%spell,%immediately%
after%you%cast%it.%This%damage%ignores%Resistance%
and%Immunity%to%damage.%
% Each%time%you%use%this%feature%again%before%
finishing%a%Long%Rest,%the%Necrotic%damage%per%
spell%level%increases%by%1d12.%
ILLUSIONIST#
You%focus%your%study%on%magic%that%dazzles%the%
senses%and%tricks%the%mind.%Your%magic%is%subtle,%
but%the%illusions%you%craft%make%the%impossible%
seem%real.%Some%Illusionistsincluding%many%
Gnome%Wizardsare%benign%tricksters%who%use%
their%spells%to%entertain.%Others%are%more%sinister%
masters%of%deception,%using%their%illusions%to%
frighten%and%fool%others%for%their%personal%gain.%%
DESIGN NOTE: ILLUSIONIST UPDATES
Here are the main updates in this subclass since
the 2014 Player’s Handbook:
Illusion Savant now adds one Illusion spell to
your spellbook whenever you gain access to a
new level of spell slots in this class. This benefit
replaces the rarely used discount.
Malleable Illusions is now a Bonus Action rather
than an action.
Illusory Self can be reused by expending a spell
slot of level 2 or higher.
Illusory Reality has been clarified, noting that it
can’t deal damage or give any conditions.
LEVEL%3:%ILLUSION%SAVANT%
Choose%two%Illusion%spells%from%the%Wizard%spell%
list,%each%of%which%must%be%no%higher%than%level%2,%
and%add%them%to%your%spellbook%for%free.%
% In%addition,%whenever%you%gain%access%to%a%new%
level%of%spell%slots%in%this%class,%you%can%add%one%
Illusion%spell%from%the%Wizard%spell%list%to%your%
spellbook%for%free.
LEVEL%3:%IMPROVED%MINOR%ILLUSION%
You%know%the%8:"3%)T--60:3")cantrip.%If%you%
already%know%this%cantrip,%you%learn%a%different%
Wizard%cantrip%of%your%choice.%The%cantrip%
doesn’t%count%against%your%number%of%cantrips%
known.%
% When%you%cast%8:"3%)T--60:3",%you%can%create%
both%a%sound%and%an%image%with%a%single%casting%
of%it.%
LEVEL%6:%MALLEABLE%ILLUSIONS%
After%you%cast%an%Illusion%spell%that%has%a%
duration%of%1%minute%or%longer,%you%can%use%a%
Bonus%Action%to%change%the%nature%of%that%
illusion%(using%the%spell’s%normal%parameters%of%
the%illusion),%provided%you%can%see%it.
LEVEL%10:%ILLUSORY%SELF%
You%can%create%an%illusory%duplicate%of%yourself%
in%response%to%danger.%When%a%creature%makes%
an%attack%roll%against%you,%you%can%use%your%
Reaction%to%interpose%the%illusory%duplicate%
between%the%attacker%and%yourself.%The%attack%
automatically%misses%you,%then%the%illusion%
dissipates.%
% Once%you%use%this%feature,%you%can’t%use%it%again%
until%you%finish%a%Short%Rest%or%Long%Rest.%You%
can%also%restore%your%use%of%it%by%expending%a%
spell%slot%of%level%2%or%higher%(no%action%
required).%
LEVEL%14:%ILLUSORY%REALITY%
You%have%learned%the%secret%of%weaving%shadow%
magic%into%your%illusions%to%give%them%a%semi-
reality.%When%you%cast%an%Illusion%spell%with%a%
spell%slot,%you%can%choose%one%inanimate,%
nonmagical%object%that%is%part%of%the%illusion%and%
make%that%object%real.%You%can%do%this%on%your%
turn%as%a%Bonus%Action%while%the%spell%is%ongoing.%
The%object%remains%real%for%1%minute.%For%
example,%you%can%create%an%illusion%of%a%bridge%
over%a%chasm%and%then%make%it%real%long%enough%
for%your%allies%to%cross.%
% The%object%can’t%deal%damage%or%give%any%
conditions.$ %
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SPELLS$
This%section%presents%new%or%revised%spells%for%
you%to%playtest.%
CLASS(TAGS#
A%spell’s%description%contains%one%or%more%tags%
indicating%the%class%spell%lists%that%contain%the%
spell.%For%example,%if%a%spell%has%the%“Wizard”%tag,%
the%spell%is%on%the%Wizard%spell%list.%
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:
The Arcane, Divine, and Primal lists are gone. All
spellcasting classes return to using their own
lists.
Arcane Eruption now requires a Dexterity save
rather than a Constitution save.
Counterspell now requires the target to make a
saving throw, instead of requiring the caster to
make an ability check. The spell’s previous design
failed to account for the capabilities of the
target, which is rectified by the new design. The
new design also specifies that the countered
spell must be cast with spell components, and if
the countered spell used a spell slot, that slot
isn’t expended.
Eldritch Blast and Hex revert to their 2014
versions.
Jump is now a Bonus Action, its target must be
willing, its benefit no longer relies on your
Strength or Speed, and it can be improved at
higher levels.
Sorcerous Burst now uses a d8 for damage rather
than a d6.
ARCANE%ERUPTION%
C#J#-)W)IJ3+$&:3")X<3%+#%#%Y)
Casting'Time:%Action%
Range:%120%feet)
Component:%V,%S%
Duration:'Instantaneous%
Churning%magical%energy%explodes%in%a%20-foot-
radius%sphere%centered%on%a%point%you%choose%
within%range.%When%you%cast%the%spell,%you%select%
the%type%of%damage%dealt%by%the%explosion:%Acid,%
Cold,%Fire,%Lightning,%Poison,%Psychic,%or%
Thunder.%Each%creature%in%the%sphere%must%make%
a%Dexterity%saving%throw.%On%a%failed%save,%a%
creature%takes%6d6%damage%of%the%chosen%type.%
On%a%successful%save,%a%creature%takes%half%as%
much%damage.%
% Choose%one%of%those%d6s.%The%number%rolled%on%
that%die%determines%a%condition%that’s%applied%to%
each%creature%that%failed%the%save,%as%shown%
below.%A%creature%has%the%condition%until%the%end%
of%your%next%turn.%
d6
Additional Effect
1
Incapacitated
2
Blinded
3
Frightened
4
Poisoned
5
Charmed
6
Deafened
At&Higher&Levels. When%you%cast%this%spell%
using%a%spell%slot%of%level%5%or%higher,%the%damage%
increases%by%1d6%for%each%slot%level%above%4.%
COUNTERSPELL%
C#J#-)Z)*2[6%$&:3")X<3%+#%#%Q)K$%-3+4Q)K:\$%(Y)
Casting'Time:%Reaction,%which%you%take%when%
you%see%a%creature%within%60%feet%of%yourself%
casting%a%spell%with%Verbal,%Somatic,%or%
Material%components%
Range:%60%feet%
Components:%S%
Duration:%Instantaneous%
You%attempt%to%interrupt%a%creature%in%the%
process%of%casting%a%spell.%The%creature%must%
make%a%Constitution%saving%throw.%On%a%failed%
save,%the%spell%dissipates%with%no%effect,%and%the%
action,%Bonus%Action,%or%Reaction%used%to%cast%it%
is%wasted.%If%that%spell%was%cast%with%a%spell%slot,%
the%slot%isn’t%expended.%
JUMP%
C#J#-)E)G%$"0?6&$&:3")X5%6:(Q)B$"7#%Q)<3%+#%#%Q)
K:\$%(Y)
Casting'Time:%Bonus%Action%
Range:%Touch)
Component:%V,%S,%M%(a%grasshopper’s%hind%leg)%
Duration:'1%minute%
You%touch%a%willing%creature.%Once%on%each%of%its%
turns%until%the%spell%ends,%that%creature%can%jump%
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up%to%30%feet%by%spending%only%10%feet%of%
movement.%
% At&Higher&Levels.%When%you%cast%this%spell%
using%a%spell%slot%of%level%2%or%higher,%you%can%
target%one%additional%creature%for%each%slot%level%
above%1.%
SORCEROUS%BURST%
@$"&%:=)IJ3+$&:3")X<3%+#%#%Y)
Casting'Time:%Action%
Range:%120%feet)
Component:%V,%S%
Duration:'Instantaneous%
You%cast%sorcerous%energy%at%one%creature%or%
object%within%range.%Make%a%ranged%attack%roll%
against%the%target.%On%a%hit,%the%target%takes%1d8%
damage.%If%you%roll%an%8%on%a%d8%for%this%spell,%you%
can%roll%another%d8,%and%add%it%to%the%damage.%
Whenever%you%cast%this%spell,%the%maximum%
number%of%these%d8s%you%can%add%to%the%spell’s%
damage%equals%your%spellcasting%ability%modifier.%
% You%choose%the%damage%type%each%time%you%
cast%this%spell:%Acid,%Cold,%Fire,%Lightning,%Poison,%
Psychic,%or%Thunder.%
% Cantrip&Upgrade.%This%spell’s%damage%
increases%by%1d8%when%you%reach%level%5%(2d8),%
11%(3d8),%and%17%(4d8).%
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%states%otherwise.%
BONUS FEATS AT LEVEL 20
A DM can use bonus feats as a form of
advancement after characters reach level 20 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 level 20 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%!"#$%&'#()
*%+$"$)series.%
% If%a%feat%appears%in%this%article%and%also%in%one%
of%those%earlier%articles,%use%the%version%of%the%
feat%in%this%article.%
% The%following%feats%are%presented%in%
alphabetical%order.%
ABILITY%SCORE%IMPROVEMENT%
,%#%#N6:0:&#D&C#J#-)WP)
Increase%one%ability%score%of%your%choice%by%2,%or%
increase%two%ability%scores%of%your%choice%by%1.%
You%cant%increase%an%ability%score%above%20%
using%this%feat.%However,%if%youre%at%least%level%
19,%that%maximum%increases%to%22.%
% Repeatable.%You%can%take%this%feat%more%than%
once.%
WEAPONS$
This%section%contains%playtest%versions%of%
weapons%in%the%2014%,-$.#%/0)1$"(2334.%Here%
you’ll%find%weapon%tables,%revised%weapon%
properties,%and%a%new%type%of%property:%Mastery%
properties.%
DESIGN NOTE: WEAPON UPDATES
Here are the main changes to this section since its
last playtest version:
The Heavy property is redesigned. Rather than
being based on size, it’s based on your Strength
or Dexterity score.
The Flex property is gone.
The Push property now works on any creature
that is Large or smaller, and it requires you to
push the target straight away from yourself.
©2023 Wizards of the Coast LLC
45
The Sap property now works with weapons that
have the Versatile property or no property.
The Quarterstaff now has the Topple property.
The Spear now has the Sap property.
The Longsword now has the Sap property.
The Warhammer now has the Push property.
The War Pick now has the Sap property.
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)
Topple
4 lb.
2 SP
Sickle
1d4 Slashing
Light
Nick
2 lb.
1 GP
Spear
1d6 Piercing
Thrown (Range 20/60), Versatile (1d8)
Sap
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)
Sap
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
Warhammer
1d8 Bludgeoning
Versatile (1d10)
Push
2 lb.
15 GP
War Pick
1d8 Piercing
Versatile (1d10)
Sap
2 lb.
5 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
©2023 Wizards of the Coast LLC
46
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
%
%
WEAPON(PROPERTIES#
Here%are%properties%whose%definitions%have%
changed%for%this%playtest.%
HEAVY%
A%Heavy%weapon%is%unwieldy%compared%to%other%
weapons.%You%have%Disadvantage%on%your%attack%
rolls%with%a%Heavy%weapon%if%it’s%a%melee%weapon%
and%your%Strength%score%isn’t%at%least%13%and%if%
it’s%a%ranged%weapon%and%your%Dexterity%score%
isn’t%at%least%13.%
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%other—each%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%
,%#%#N6:0:&#D)8#-##)K#$=3"Q)1#$J.),%3=#%&.)
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.%
GRAZE%
,%#%#N6:0:&#D)8#-##)K#$=3"Q)1#$J.),%3=#%&.)
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%
,%#%#N6:0:&#D)C:7'&),%3=#%&.)
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
47
PUSH%
,%#%#N6:0:&#D)1#$J.Q)G>3]1$"(#(Q)3%)^#%0$&:-#)
,%3=#%&.)
If%you%hit%a%creature%with%this%weapon,%you%can%
push%the%creature%up%to%10%feet%straight%away%
from%yourself%if%it%is%Large%or%smaller.%
SAP%
,%#%#N6:0:&#D)^#%0$&:-#),%3=#%&.)3%)A3)K#$=3")
,%3=#%&.)
If%you%hit%a%creature%with%this%weapon,%that%
creature%has%Disadvantage%on%its%next%attack%roll%
before%the%start%of%your%next%turn.%
SLOW%
,%#%#N6:0:&#D)A3"#)
If%you%hit%a%creature%with%this%weapon%and%deal%
damage%to%the%creature,%you%can%reduce%its%Speed%
by%10%feet%until%the%start%of%your%next%turn.%If%you%
hit%the%creature%more%than%once%with%this%
property,%the%Speed%reduction%doesn’t%exceed%10%
feet.%
TOPPLE%
,%#%#N6:0:&#D)1#$J.Q)B#$+'Q)3%)^#%0$&:-#),%3=#%&.)
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%used%to%make%the%
attack%roll.%On%a%failed%save,%the%creature%has%the%
Prone%condition.%
VEX%
,%#%#N6:0:&#D)*??6":&:3"Q)R:"#00#Q)3%)C:7'&)
,%3=#%&.)
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%
@30&D)E)9,_)K#:7'&D)Z)-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%yourself.%
The%target%must%make%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%
@30&D)ZZ)9,_)K#:7'&D)FS)-2_)
A%Priest’s%Pack%contains%the%following%items:%
Backpack%(5%lb.),%Blanket%(3%lb.),%Holy%Water%(1%
lb.),%Lamp%(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.%
DESIGN NOTE: RULES GLOSSARY UPDATE
The section on death saving throws has been
removed.
ARMOR(TRAINING#
Armor%training%is%the%new%name%for%armor%
proficiency.%Any%existing%rule%that%involves%
armor%proficiency%now%applies%to%armor%training.%
©2023 Wizards of the Coast LLC
48
% 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.%
% 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%@'$%?),#%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.%
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:%
Creature that isn’t Tiny or your ally
Furniture that is one size smaller than you or larger
Heavy snow
Heavy undergrowth
©2023 Wizards of the Coast LLC
49
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,%giving%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.%
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%
©2023 Wizards of the Coast LLC
50
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%youre%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;%however,%
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.%
CHARISMA%CHECK%
To%determine%whether%your%request%or%demand%
is%successful,%make%a%Charisma%check.%You%have%
Advantage%on%the%check%if%the%creature%is%
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
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51
Intimidation
Intimidating a creature
Persuasion
Persuading a creature that can
understand you
%% Setting&the&DC.%The%DM%sets%the%check’s%DC.%A%
good%guideline%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%youre%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.%
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%
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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%CREATURES%
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.%
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.%
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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%youre%
wearing%and%carrying%teleports%with%you.%If%
youre%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.%
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.%
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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%youre%
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.%Youre%unaware%of%your%surroundings.$