©2023 Wizards of the Coast LLC
1
UNEARTHED ARCANA 2023
PLAYERS HANDBOOK PLAYTEST 8
This playtest document is part of a series of
Unearthed Arcana articles that present material
designed for the 2024 version of the Players
Handbook. The material here uses the rules in
the 2014 Player’s Handbook, except where noted.
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. Three classes are here: Barbarian,
Druid, and Monk. Each one includes one
subclass: Path of the World Tree (Barbarian),
Circle of the Moon (Druid), and Warrior of the
Hand (Monk).
Spells. New and revised spells are included.
The following sections were introduced in a
previous article and are provided here for
reference:
Weapons. Weapon revisions are included.
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.
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 place in the multiverse,
valuing keen instincts and raw physicality.
©2023 Wizards of the Coast LLC
2
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:
Rage now regains one expended Rage when you
finish a Short Rest.
Brutal Strike (formerly Brutal Critical) is a new
feature that lets you trade the Advantage
granted by your Reckless Attack for tactical
options.
Improved Brutal Strike expands the options of
your Brutal Strike feature at levels 13 and 17.
Persistent Rage now restores all uses of your
Rage once per Long Rest, and the Unconscious
condition, not Incapacitated, shuts off your Rage.
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 plus your Constitution
modifier
B
ARBARIAN
Level
Prof. Bonus
Class Features
Rages
Rage Damage
Weapon
Mastery
1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2
2 +2 Danger Sense, Reckless Attack 2 +2 2
3 +2 Barbarian Subclass, Primal Knowledge 3 +2 2
4 +2 Ability Score Improvement 3 +2 3
5 +3 Extra Attack, Fast Movement 3 +2 3
6 +3 Subclass Feature 4 +2 3
7 +3 Feral Instinct, Instinctive Pounce 4 +2 3
8 +3 Ability Score Improvement 4 +2 3
9 +4 Brutal Strike 4 +3 3
10 +4 Subclass Feature 4 +3 4
11 +4 Relentless Rage 4 +3 4
12 +4 Ability Score Improvement 5 +3 4
13 +5 Improved Brutal Strike 5 +3 4
14 +5 Subclass Feature 5 +3 4
15 +5 Persistent Rage 5 +3 4
16 +5 Ability Score Improvement 5 +4 4
17 +6 Improved Brutal Strike 6 +4 4
18 +6 Indomitable Might 6 +4 4
19 +6 Ability Score Improvement 6 +4 4
20 +6 Primal Champion 6 +4 4
©2023 Wizards of the Coast LLC
3
Hit Points per Later Level: 1d12 (or 7) plus 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
Players 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 you’re already a Barbarian.
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.
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. You regain one
expended use when you finish a Short Rest, 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.
©2023 Wizards of the Coast LLC
4
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, unless you 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. The
Path of the World Tree is 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 STRIKE
If you use Reckless Attack, you can forgo
Advantage on the next attack roll you make on
your turn with a Strength-based attack. If that
attack hits, the target takes an extra 1d10
damage of the same type dealt by the weapon or
Unarmed Strike, and you can cause one Brutal
Strike effect of your choice. You have the
following effect options.
For
ceful Blow. The target is pushed 15 feet
straight away from you. You can then Move up to
half your Speed straight toward the target
without provoking Opportunity Attacks.
Hamstring Blow. The target’s Speed is
reduced by 15 feet until the start of your next
turn.
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.
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 13: BRUTAL STRIKE IMPROVEMENT
You have honed new ways to attack furiously.
The following effects are now among your Brutal
Strike options.
Staggering Blow. The target has Disadvantage
on the next saving throw it makes, and it can’t
make Opportunity Attacks until the start of your
next turn.
Sundering Blow. Your blow leaves an opening
in the creature’s defense for an ally until the
start of your next turn. The next attack roll made
by another creature against the target gains a
bonus to that roll equal to your Rage Damage.
©2023 Wizards of the Coast LLC
5
LEVEL 15: PERSISTENT RAGE
When you roll Initiative, you can regain all
expended uses of Rage. After you regain uses of
Rage in this way, you can’t do so again until you
finish a Long Rest.
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, not
the Incapacitated, condition or don Heavy
Armor.
LEVEL 17: BRUTAL STRIKE IMPROVEMENT
The extra damage your Brutal Strike deals
increases to 2d10. In addition, you can use two
different Brutal Strike effects when you use your
Brutal Strike feature.
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 26.
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 Path of the World Tree subclass.
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
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.
DESIGN NOTE: PATH OF THE WORLD TREE UPDATES
Here are the main updates in this subclass since its
last playtest version:
Vitality of the Tree now provides Temporary Hit
Points to the Barbarian. In addition, the range to
give Temporary Hit Points to a character
increases to 20 feet at level 10.
Branches of the Tree now activates at the start
of a creature’s turn instead of the end. The range
has increased to 30 feet, and the Barbarian can
choose to reduce the Speed of a teleported
creature to 0.
Battering Roots now applies its increased range
only during your turn and only for weapons with
specific properties. The feature now clarifies you
can potentially use two Mastery properties in
one attack.
Travel Along the Tree has been redesigned to
allow you to teleport yourself while your Rage is
active, as well as to teleport yourself and your
allies a greater distance once per Rage.
LEVEL 3: VITALITY OF THE TREE
Your Rage taps into the lifeforce of the World
Tree. You gain the following benefits:
Vitality Surge. When you activate your Rage,
you gain a number of Temporary Hit Points
equal to your Barbarian level.
Life-Giving Force. 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 starts its turn within 30 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 plus your Proficiency Bonus plus 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.
After the target teleports, you can reduce its
Speed to 0 until the end of the current turn.
©2023 Wizards of the Coast LLC
6
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. During your turn, while you
wield a Melee weapon with the Heavy or
Versatile property, your reach with that weapon
increases by 10 feet. When you hit with this
weapon, you can activate the Push or Topple
property in addition to any other Mastery
property you are using with that weapon.
LEVEL 14: TRAVEL ALONG THE TREE
You can briefly travel along the World Tree.
When you activate your Rage and as a Bonus
Action while it’s active, you can teleport up to 60
feet to an unoccupied space you can see.
In addition, when you teleport using this
feature, you can bring up to six willing creatures
who are within 10 feet of yourself, and the range
you can teleport increases to 500 feet. Each
creature teleports to an unoccupied space of
your choice within 10 feet of your destination
space. You can teleport other creatures with you
only once per Rage.
©2023 Wizards of the Coast LLC
7
DRUID
Primary Ability: Wisdom
Druids belong to ancient orders that call on the
forces of nature. Harnessing the magic of
animals, plants, weather, and the four elements,
Druids can heal, transform themselves, and
wield elemental destruction.
Revering nature above all, individual Druids
gain their magic from a nature deity, from nature
itself, or both, and they typically unite with other
Druids in performing rites to mark the passage
of the seasons and other natural cycles. The
ancient druidic traditions are sometimes called
the Old Faith, in contrast to the worship of gods
in temples and shrines.
Druids master primal magic, which is oriented
toward nature and animalsthe power of tooth
and claw, of sun and moon, of fire and storm.
Druids also gain the ability to take on animal
forms, and some Druids focus on this practice,
even to the point where they feel more natural in
an animal form.
For Druids, nature exists in a precarious
balance. The four elements that make up a
world—air, earth, fire, and watermust remain
in equilibrium. If one element were to gain
power over the others, the world could be
destroyed, drawn into one of the elemental
planes and broken apart into its component
elements. Thus, Druids oppose cults of Elemental
Evil and others who promote one element to the
exclusion of others.
Druids are also concerned with the delicate
ecological balance that sustains plant and animal
life and with the need for people to live in
harmony with nature, not in opposition to it.
Druids are often found guarding sacred sites or
watching over regions of unspoiled nature. But
when a significant danger arises, threatening
nature’s balance or the lands they protect,
Druids take a more active role as adventurers
who combat the threat.
D
RUID
Prof.
Wild
Prepared
Spell Slots per Spell Level
Level Bonus Class Features Shape Cantrips Spells 1 2 3 4 5 6 7 8 9
1 +2 Druidic, Primal Order, Spellcasting 2 4 2
2 +2 Wild Companion, Wild Shape 2 2 5 3
3 +2 Druid Subclass 2 2 6 4 2
4 +2 Ability Score Improvement 2 3 7 4 3
5 +3 Wild Resurgence 2 3 9 4 3 2
6 +3 Subclass Feature 3 3 10 4 3 3
7 +3 Elemental Fury 3 3 11 4 3 3 1
8 +3 Ability Score Improvement 3 3 12 4 3 3 2
9 +4 Commune with Nature 3 3 14 4 3 3 3 1
10 +4 Subclass Feature 3 4 15 4 3 3 3 2
11 +4 3 4 16 4 3 3 3 2 1
12 +4 Ability Score Improvement 3 4 16 4 3 3 3 2 1
13 +5 3 4 17 4 3 3 3 2 1 1
14 +5 Subclass Feature 3 4 17 4 3 3 3 2 1 1
15 +5 Improved Elemental Fury 3 4 18 4 3 3 3 2 1 1 1
16 +5 Ability Score Improvement 3 4 18 4 3 3 3 2 1 1 1
17 +6 4 4 19 4 3 3 3 2 1 1 1 1
18 +6 Beast Spells 4 4 20 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 4 4 21 4 3 3 3 3 2 1 1 1
20 +6 Archdruid 4 4 22 4 3 3 3 3 2 2 1 1
©2023 Wizards of the Coast LLC
8
DESIGN NOTE: DRUID UPDATES
Here are the main updates in this class since its last
playtest version:
Wild Shape now allows the Druid to know more
Beast forms, and it gives Temporary Hit Points to
the Druid. In addition, the Beast form no longer
retains the Druid’s species traits.
CREATING A DRUID
To create a Druid, 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 Druid
sidebar.
Then look at the Druid table to see the class
features you get at each level in this class. The
descriptions of those features appear in the
“Druid Class Features” section.
HIT POINTS
Hit Dice: 1d8 per Druid level
Hit Points at Level 1: 8 plus your Constitution
modifier
Hit Points per Later Level: 1d8 (or 5) plus your
Constitution modifier
PROFICIENCIES
Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, Animal Handling, Insight,
Medicine, Nature, Perception, Religion, Survival
Weapons: Simple Weapons
Tools: Herbalism Kit
ARMOR TRAINING
Light Armor, Shields
STARTING EQUIPMENT
As a level 1 character, you start with the following
equipment, or you can forgo it and spend 50 GP on
equipment of your choice:
Druidic Focus
(Quarterstaff)
Explorer’s Pack
Herbalism Kit
Leather Armor
Shield
Sickle
9 GP
MULTICLASSING AND THE DRUID
If your group uses the multiclassing rules in the
Players Handbook, here’s what you need to know
if you choose Druid as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Druid’s primary ability, Wisdom, to take a level
in this class or to take a level in another class if
youre already a Druid.
Armor Training. When you gain your first Druid
level, you gain armor training with the following:
Light Armor and Shields.
Spell Slots. Add all your Druid levels to the
appropriate levels from other classes to determine
your available spell slots for casting spells, as
detailed in the multiclassing rules.
You prepare spells for each of your classes
individually, referring to the spell slots of an
individual class to determine the number and
levels of the spells you prepare for it.
DRUID CLASS FEATURES
As a Druid, you gain the following class features
when you reach the specified levels in this class.
These features are listed on the Druid table.
LEVEL 1: DRUIDIC
You know Druidic, the secret language of Druids.
While learning this ancient tongue, you also
unlocked the magic of speaking to animals; you
always have the Speak with Animals spell
prepared.
You can use Druidic to leave hidden messages.
You and others who know Druidic automatically
spot such a message. Others spot the message’s
presence with a successful DC 15 Intelligence
(Investigation) check but can’t decipher it
without magic.
LEVEL 1: PRIMAL ORDER
You have dedicated yourself to one of the
following sacred roles of your choice:
Magician. You know one extra cantrip from the
Druid spell list (see your Spellcasting feature
for information on preparing spells). In
addition, your mystical connection to nature
gives you a bonus to your Intelligence (Nature)
checks. The bonus equals your Wisdom
modifier (minimum of +1).
©2023 Wizards of the Coast LLC
9
Warden. Trained for battle, you gain Martial
Weapon proficiency and armor training with
Medium Armor.
LEVEL 1: SPELLCASTING
You have learned to cast spells through studying
the mystical forces of nature. See the Player’s
Handbook for the rules on spellcasting. The
information below details how you use those
rules as a Druid.
Cantrips. You know two cantrips of your
choice from the Druid spell list. Rather than
choosing, you may start with the Druidcraft and
Produce Flame cantrips.
Whenever you gain a Druid level, you can
replace one of your cantrips with another
cantrip of your choice from the Druid spell list.
When you reach levels 4 and 10 in this class,
you learn another cantrip of your choice from
the Druid spell list, as shown in the Cantrips
column of the Druid table.
Spell Slots. The Druid table shows how many
spell slots you have to cast your spells of 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
start, choose four level 1 spells from the Druid
spell list. Rather than choosing, you may start
with the Animal Friendship, Cure Wounds, Faerie
Fire, and Thunderwave spells.
The number of spells on your list also
increases as you gain Druid levels, as shown in
the Prepared Spells column of the Druid table.
Whenever that number increases, choose
additional spells from the Druid 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 Druid, your list of
prepared spells can include six spells of levels 1
and 2 in any combination.
If another Druid feature gives spells that you
always have prepared, those spells don’t count
against the number of spells on the list you
prepare with this Spellcasting feature, but those
spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever
you finish a Long Rest, you can change your list
of prepared spells, replacing one or more of the
spells there with other Druid spells for which
you have spell slots. Preparing a new list
requires time spent in meditation: at least 1
minute per spell level for each spell you add to
the list.
Spellcasting Ability. Wisdom is your
Spellcasting Ability for your Druid spells.
Spellcasting Focus. You can use a Druidic
Focus as a Spellcasting Focus for the spells you
prepare for this class.
LEVEL 2: WILD COMPANION
You can summon a nature spirit that assumes an
animal form to aid you. As a Magic action, you
can expend a spell slot or a use of Wild Shape to
cast the Find Familiar spell without material
components.
When you cast the spell in this way, the
familiar is a Fey, and it disappears when you
finish a Long Rest.
DESIGN NOTE: WILD SHAPE FORMS
The creature statistics section of the 2024 Player’s
Handbook will include more Beast options than the
2014 book contains.
LEVEL 2: WILD SHAPE
The power of nature infuses you, allowing you to
assume the form of an animal. As a Bonus Action,
you transform into a Beast form that you have
learned for this feature (see “Known Forms”
below). You stay in that form for a number of
hours equal to half your Druid level or until you
use Wild Shape again, have the Incapacitated
condition, or die. You can also leave the form
early as a Bonus Action.
K
nown Forms. You know a number of forms
for this feature equal to 2 plus half your Druid
level (round up), chosen from among Beast stat
blocks in the Player’s Handbook that have a
maximum Challenge Rating of 1/4 and that lack
a Fly Speed. Rather than choosing, you may start
with the Riding Horse, Spider, and Wolf.
Whenever you finish a Long Rest, you can
replace one of your known forms with another
eligible form.
W
hen you gain certain Druid levels, the
maximum Challenge Rating for your forms
increases, as shown in the Beast Shapes table. In
addition, starting at level 8, you can adopt a form
that has a Fly Speed.
©2023 Wizards of the Coast LLC
10
When choosing a new form, you may look in
the Monster Manual or elsewhere for eligible
Beasts if the DM permits you to do so.
BEAST SHAPES
Druid Level
Max CR
Fly Speed
2
1/4
No
4
1/2
No
8
1
Yes
Number of Uses. You can use Wild Shape
twice. You regain one expended use when you
finish a Short Rest, and you regain all expended
uses when you finish a Long Rest.
You gain additional uses when you reach
certain Druid levels, as shown in the Wild Shape
column of the Druid table.
Rules While Transformed. While in a form,
you retain your personality, memories, and
ability to speak, and the following rules apply:
Game Statistics. Your game statistics are
replaced by the statistics of the Beast, but you
retain your Hit Points; Hit Dice; Intelligence,
Wisdom, and Charisma scores; class features;
languages; and feats. You also retain your skill
and saving throw proficiencies and use your
Proficiency Bonus for them, in addition to
gaining those of the creature. If the creature
has the same proficiency as you and the bonus
in its stat block is higher than yours, use the
creature’s bonus instead of yours. If the
creature has any legendary or lair actions, you
can’t use them.
Temporary Hit Points. When you assume a
Wild Shape form, you gain a number of
Temporary Hit Points equal to your Druid
level.
No Spellcasting. You can’t cast spells, but
transforming doesn’t break your
Concentration on a spell you’ve already cast or
prevent you from taking actions that are part
of a spell, such as the Call Lightning spell, that
you’ve already cast.
Objects. Your ability to handle objects is
determined by the form’s limbs rather than
your own. In addition, you choose whether
your equipment falls to the ground in your
space, merges into your new form, or is worn
by it. Worn equipment functions as normal,
but the DM decides whether it is practical for
the new form to wear a piece of equipment
based on the creature’s size and shape. Your
equipment doesn’t change size or shape to
match the new form, and any equipment that
the new form can’t wear must either fall to the
ground or merge with it. Equipment that
merges with the form has no effect until you
leave the form.
LEVEL 3: DRUID SUBCLASS
You gain a Druid subclass of your choice: Circle
of the Land, Circle of the Moon, Circle of the Sea,
or Circle of the Stars. The Circle of the Moon
subclass is detailed after this class’s description.
A subclass is a specialization that grants you
special abilities at certain Druid levels. For the
rest of your career, you gain each of your
subclass’s features that are of your Druid level
and lower.
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 Druid table, you gain this
feature again at levels 8, 12, 16, and 19.
LEVEL 5: WILD RESURGENCE
If you have no uses of Wild Shape left, you can
give yourself one use by expending a spell slot
(no action required). You can do so only once per
turn.
In addition, you can expend one use of Wild
Shape (no action required) to give yourself a
level 1 spell slot, and you can’t do so again until
you finish a Long Rest.
LEVEL 7: ELEMENTAL FURY
The might of the elements flows through you.
You gain one of the following options of your
choice:
Potent Spellcasting. You add your Wisdom
modifier to the damage you deal with any
Druid cantrip.
©2023 Wizards of the Coast LLC
11
Primal Strike. Once on each of your turns when
you hit a creature with an attack roll using a
weapon or a Beast form’s attack in Wild Shape,
you can cause the target to take an extra 1d8
Cold, Fire, Lightning, or Thunder damage
(choose when you hit).
LEVEL 9: COMMUNE WITH NATURE
You are an expression of nature itself and can
commune with the natural world all around you;
you always have the Commune with Nature spell
prepared.
LEVEL 15: IMPROVED ELEMENTAL FURY
The option you chose for Elemental Fury grows
more powerful:
Potent Spellcasting. When you cast a Druid
cantrip with a range of 10 feet or greater, the
spell’s range increases by 300 feet.
Primal Strike. The extra damage of your Primal
Strike increases to 2d8.
LEVEL 18: BEAST SPELLS
While using Wild Shape, you can cast spells in
Beast form, except for any spell that has a
Material component with a cost specified or that
consumes its Material component.
LEVEL 20: ARCHDRUID
The vitality of nature constantly blooms within
you, granting you the following benefits:
Evergreen Wild Shape. Whenever you roll
Initiative and have no uses of Wild Shape left,
you regain one expended use of it.
Nature Magician. You can convert uses of Wild
Shape into a spell slot (no action required).
Choose a number of your unexpended uses of
Wild Shape and convert them into a single
spell slot, with each use contributing 2 spell
levels. You must then finish a Long Rest before
you can do so again. For example, if you
convert two uses of Wild Shape, you produce a
level 4 spell slot.
Longevity. The primal magic that you wield
causes you to age more slowly. For every 10
years that pass, your body ages only 1 year.
DRUID SUBCLASSES
A Druid subclass is a specialization that grants
you special abilities at certain Druid levels, as
specified in the subclass.
Druids form loose associations, which they call
circles, to facilitate their gatherings and preserve
their traditions. This section presents the Circle
of the Moon subclass.
CIRCLE OF THE MOON
Druids of the Circle of the Moon draw on the
magic of the moon to transform themselves and
to guard the wilds. Their order gathers under the
full moon to share news and perform rituals.
They wander the deepest parts of the
wilderness, where they might go for weeks
before crossing paths with another person, let
alone another Druid.
Changeable as the moon, a Druid of this circle
might prowl as a great cat one night, soar over
the treetops as an eagle the next day, and crash
through the undergrowth as a bear to drive off a
trespassing monster. The wild is in the Druid’s
blood.
DESIGN NOTE: CIRCLE OF THE MOON UPDATES
Here are the main updates in this subclass since its
last playtest version:
Circle Spells is a new feature that provides spells
that you always have prepared and can cast in
Wild Shape form.
Circle Forms (formerly Combat Wild Shape) has
been streamlined to determine your AC and the
number of Temporary Hit Points gained.
Improved Circle Forms allows you to make two
Lunar Swipe attacks as an action, as well as add
your Wisdom modifier to your Constitution
saving throws while in a Wild Shape form.
Lunar Form now also improves Lunar Swipe.
LEVEL 3: CIRCLE SPELLS
Your connection to this circle ensures that you
always have certain spells ready. When you
reach a Druid level specified in the Circle of the
Moon Spells table, you thereafter always have
the listed spells prepared.
In addition, you can cast the spells from this
feature while you are in Wild Shape form.
©2023 Wizards of the Coast LLC
12
CIRCLE OF THE MOON SPELLS
Druid Level
Prepared Spells
3
Cure Wounds, Moonbeam, Starry
Wisp*
5
Vampiric Touch
7
Fount of Moonlight*
9
Dawn
*The spell is introduced in this document.
LEVEL 3: CIRCLE FORMS
You have learned ancient techniques that allow
you to channel lunar magic when you assume a
Wild Shape form, granting you the following
benefits:
Challenge Rating. The maximum Challenge
Rating for the form equals your Druid level
divided by 3 (round down).
Armor Class. Your AC equals 13 plus your
Wisdom modifier until you leave the form.
Temporary Hit Points. You gain a number of
Temporary Hit Points equal to three times
your Druid level.
LEVEL 6: IMPROVED CIRCLE FORMS
While in a Wild Shape form, you gain the
following benefits:
Lunar Radiance. Each of your attacks in a Wild
Shape form can deal its normal damage type or
Radiant damage. You make this choice each
time you hit with those attacks.
Increased Toughness. You can add your
Wisdom modifier to your Constitution saving
throws.
LEVEL 10: MOONLIGHT STEP
You magically transport yourself, reappearing
amid a burst of moonlight. As a Bonus Action,
you teleport up to 30 feet to an unoccupied
space you can see, and you have Advantage on
the next attack roll you make before the end of
this turn.
You can use this feature a number of times
equal to your Wisdom modifier (minimum of
once), and you regain all expended uses when
you finish a Long Rest. You can also regain uses
by expending a spell slot of level 2 or higher for
each use you want to restore (no action
required).
LEVEL 14: LUNAR FORM
The power of the moon suffuses you, granting
you the following benefits:
Improved Lunar Radiance. Each of your
attacks in a Wild Shape form deals an extra
1d10 Radiant damage on a hit.
Shared Moonlight. Whenever you use
Moonlight Step, you can also teleport one
willing creature. That creature must be within
10 feet of you, and you teleport it to an
unoccupied space you can see within 10 feet of
your destination space.
©2023 Wizards of the Coast LLC
13
MONK
Primary Ability: Dexterity and Wisdom
Monks use rigorous combat training and mental
discipline to align themselves with the
multiverse and tap into internal reservoirs of
power. Different Monks conceptualize this
power in various ways: as breath, energy, life
force, essence, or self, for example. Whether
channeled as a striking display of martial
prowess or as a subtler focus of defense and
speed, this power infuses all that a Monk does.
Monks harness and focus their internal power
to create extraordinary, even supernatural,
effects. They channel uncanny speed and
strength into their attacks, with or without the
use of weapons. In a Monk’s hands, even the
most basic weapons can become sophisticated
implements of combat mastery. A Monk’s
mightiest attacks can stun their opponents.
Many Monks find that a structured life of
ascetic withdrawal from the mundane world
helps them cultivate the physical and mental
discipline they need to harness their power.
Other Monks believe that immersing themselves
in the vibrant confusion of life helps to fuel their
determination and discipline.
Monks generally view their adventures as
personal tests of their physical and mental
development. They are driven by a desire to
accomplish a greater mission than merely
slaying monsters and plundering treasure; they
strive to hone themselves into living weapons.
DESIGN NOTE: MONK UPDATES
Here are the main updates in this class since its last
playtest version:
Martial Arts sees the return of Monk Weapons,
and the Martial Arts die applies to both Unarmed
Strikes and Monk Weapons.
Bonus Unarmed Strike is no longer tied to the
Attack action.
Dexterous Attacks now allows you to use your
Dexterity Modifier in place of your Strength
modifier when setting the saving throw DC of the
M
ONK
Level
Prof. Bonus
Class Features
Martial
Arts
Discipline
Points
Unarmored
Movement
1 +2 Martial Arts, Unarmored Defense 1d6
2 +2 Monk’s Discipline, Unarmored Movement, Uncanny Metabolism 1d6 2 +10 ft.
3 +2 Deflect Attacks, Monk Subclass 1d6 3 +10 ft.
4 +2 Ability Score Improvement, Slow Fall 1d6 4 +10 ft.
5 +3 Extra Attack, Stunning Strike 1d8 5 +10 ft.
6 +3 Empowered Strikes, Subclass Feature 1d8 6 +15 ft.
7 +3 Evasion 1d8 7 +15 ft.
8 +3 Ability Score Improvement 1d8 8 +15 ft.
9 +4 Acrobatic Movement 1d8 9 +15 ft.
10 +4 Heightened Discipline, Self-Restoration 1d8 10 +20 ft.
11 +4 Subclass Feature 1d10 11 +20 ft.
12 +4 Ability Score Improvement 1d10 12 +20 ft.
13 +5 Deflect Energy 1d10 13 +20 ft.
14 +5 Disciplined Survivor 1d10 14 +25 ft.
15 +5 Perfect Discipline 1d10 15 +25 ft.
16 +5 Ability Score Improvement 1d10 16 +25 ft.
17 +6 Subclass Feature 1d12 17 +25 ft.
18 +6 Superior Defense 1d12 18 +30 ft.
19 +6 Ability Score Improvement 1d12 19 +30 ft.
20 +6 Body and Mind 1d12 20 +30 ft.
©2023 Wizards of the Coast LLC
14
Grapple and Push options of your Unarmed
Strikes.
Weapon Mastery is cut.
Monk’s Discipline (formerly Martial Discipline)
options have been redesigned to have options
that don’t require spending Discipline Points.
Uncanny Metabolism (formerly Heightened
Metabolism) moves to level 2, and now regains
Discipline Points when you roll Initiative as well
as regaining a number of Hit Points.
Deflect Attacks (formerly Deflect Missiles) now
also works against melee attacks, and the
damage of the Reaction now includes your
Dexterity modifier.
Stunning Strike now deals Force damage if the
creature succeeds on the saving throw.
Heightened Discipline is a new feature that
increases the effects of Flurry of Blows, Patient
Defense, and Step of the Wind.
Self-Restoration now allows you to remove
some conditions at the end of your turns.
Deflect Energy now also works against melee
attacks.
Superior Defense can now be activated at the
start of your turn instead of using an action or a
Bonus Action.
Perfect Discipline (formerly Perfect Self) now
gives you expended Discipline Points if you have
3 or less.
Body and Mind is a new level 20 feature.
CREATING A MONK
To create a Monk, consult the following lists,
which provide Hit Points, proficiencies, and
armor training. If you’re making a level 1
character, also consult the “Starting Equipment
section, and if you’re using the multiclassing
rules, see the “Multiclassing and the Monk”
sidebar.
Then look at the Monk table to see the class
features you get at each level in this class. The
descriptions of those features appear in the
“Monk Class Features” section.
HIT POINTS
Hit Dice: 1d8 per Monk level
Hit Points at Level 1: 8 plus your Constitution
modifier
Hit Points per Later Level: 1d8 (or 5) plus your
Constitution modifier
PROFICIENCIES
Saving Throws: Strength, Dexterity
Skills (Choose 2): Acrobatics, Athletics, History,
Insight, Religion, Stealth
Weapons: Simple Weapons, Martial Weapons that
have the Light property
Tools: Choose one type of Artisan’s Tools or
Musical Instrument
ARMOR TRAINING
None
STARTING EQUIPMENT
As a level 1 character, you start with the following
equipment, or you can forgo it and spend 65 GP on
equipment of your choice:
Artisan’s Tools
Dagger (5)
Explorer’s
Pack
Musical Instrument
Spear
9 GP
MULTICLASSING AND THE MONK
If your group uses the multiclassing rules in the
Players Handbook, here’s what you need to know
if you choose Monk as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have a score of at least 13 in
the Monk’s primary abilities, Dexterity and
Wisdom, to take a level in this class or to take a
level in another class if youre already a Monk.
MONK CLASS FEATURES
As a Monk, you gain the following class features
when you reach the specified levels in this class.
These features are listed on the Monk table.
LEVEL 1: MARTIAL ARTS
Your practice of martial arts gives you mastery
of combat styles that use your Unarmed Strike
and Monk Weapons, which are Simple Melee
Weapons and Martial Weapons with the Light
property.
You gain the following benefits while you are
unarmed or wielding only Monk Weapons and
you aren’t wearing armor or wielding a Shield:
Bonus Unarmed Strike. You can make one
Unarmed Strike as a Bonus Action.
©2023 Wizards of the Coast LLC
15
Dexterous Attacks. You can use Dexterity
instead of Strength for the attack and damage
rolls of your Unarmed Strikes and Monk
Weapons. In addition, when you choose the
Grapple or Shove option, you can use your
Dexterity modifier instead of Strength to
determine the saving throw DC.
Martial Arts Die. Y
ou can roll a d6 in place of
the normal damage of your Unarmed Strike or
Monk Weapons. This die changes as you gain
Monk levels, as shown in the Martial Arts
column of the Monk table.
LEVEL 1: UNARMORED DEFENSE
While you aren’t wearing any armor or wielding
a Shield, your base Armor Class equals 10 plus
your Dexterity and Wisdom modifiers.
LEVEL 2: MONKS DISCIPLINE
Your self-discipline and martial training allow
you to harness a well of extraordinary energy
within yourself. Your access to this energy is
represented by a number of Discipline Points.
Your Monk level determines the number of
points you have, as shown in the Discipline
Points column of the Monk table.
You can spend these points to fuel certain
Monk features. You start knowing three such
features: Flurry of Blows, Patient Defense, and
Step of the Wind, each of which is detailed
below.
When you spend a Discipline Point, it is
unavailable until you finish a Short Rest or Long
Rest, at the end of which you regain all your
expended points.
Some features that use Discipline Points
require your target to make a saving throw. The
saving throw DC equals 8 plus your Proficiency
Bonus plus your Wisdom modifier.
Flurry of Blows. You can spend 1 Discipline
Point to make two Unarmed Strikes as a Bonus
Action.
Patient Defense. You can take the Disengage
action as a Bonus Action. Alternatively, you can
spend 1 Discipline Point to take both the
Disengage and the Dodge actions as a Bonus
Action.
Step of the Wind. You can take the Dash action
as a Bonus Action. Alternatively, you can spend 1
Discipline Point to take both the Disengage and
Dash actions as a Bonus Action, and your jump
distance is doubled for the turn.
LEVEL 2: UNCANNY METABOLISM
When you roll Initiative, you can regain all
expended Discipline Points. When you do so, roll
your Martial Arts die, and regain a number of Hit
Points equal to your Monk level plus the number
rolled.
Once you use this feature, you can’t use it again
until you finish a Long Rest.
LEVEL 2: UNARMORED MOVEMENT
Your speed increases by 10 feet while you aren’t
wearing armor or wielding a Shield. This bonus
increases when you reach certain Monk levels, as
shown on the Monk table.
LEVEL 3: DEFLECT ATTACKS
You can use your Reaction to deflect melee and
ranged attacks against you that deal
Bludgeoning, Piercing, or Slashing damage.
When you do so, the total damage you take from
the attack is reduced by 1d10 plus your
Dexterity modifier plus your Monk level.
If you reduce the damage to 0, you can spend 1
Discipline Point to redirect some of the attack’s
force. If you do so, choose a creature within 5
feet of you if the attack was a melee attack or 60
feet of yourself that isn’t behind Total Cover if
the attack was a ranged attack. That creature
must succeed on a Dexterity saving throw or
take damage equal to two rolls of your Martial
Arts die plus your Dexterity modifier. The
damage is the same type dealt by the attack.
LEVEL 3: MONK SUBCLASS
You gain a Monk subclass of your choice:
Warrior of Mercy, Warrior of Shadow, Warrior of
the Four Elements, or Warrior of the Hand. The
Warrior of the Hand subclass is detailed after
this class’s description.
A subclass is a specialization that grants you
special abilities at certain Monk levels. For the
rest of your career, you gain each of your
subclass’s features that are of your Monk level
and lower.
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 Monk table, you gain this
feature again at levels 8, 12, 16, and 19.
©2023 Wizards of the Coast LLC
16
LEVEL 4: SLOW FALL
You can use your Reaction when you fall to
reduce any damage you take from the fall by an
amount equal to five times your Monk level.
LEVEL 5: EXTRA ATTACK
You can attack twice, instead of once, whenever
you take the Attack action on your turn.
LEVEL 5: STUNNING STRIKE
Once per turn when you hit a creature with a
Monk Weapon or an Unarmed Strike, you can
spend 1 Discipline Point to attempt a stunning
strike. The target must make a Constitution
saving throw. On a failed save, the target has the
Stunned condition until the start of your next
turn. On a successful save, the target takes Force
damage equal to a roll of your Martial Arts die
plus your Wisdom modifier.
LEVEL 6: EMPOWERED STRIKES
Whenever you deal damage with your Unarmed
Strike, it can deal your choice of Force damage or
its normal damage type.
LEVEL 7: EVASION
When you are subjected to an effect that allows
you to make a Dexterity saving throw to take
only half damage, you instead take no damage if
you succeed on the saving throw, and only half
damage if you fail.
You don’t benefit from this feature if you have
the Incapacitated condition.
LEVEL 9: ACROBATIC MOVEMENT
While you aren’t wearing armor or wielding a
Shield, you gain the ability to move along vertical
surfaces and across liquids on your turn without
falling during the movement.
LEVEL 10: HEIGHTENED DISCIPLINE
Your training has pushed your body and mind to
new levels. Your Flurry of Blows, Patient
Defense, and Step of the Wind gain the following
benefits:
Flurry of Blows. You can spend 1 Discipline
Point to use Flurry of Blows and make three
Unarmed Strikes with it instead of two.
Patient Defense. When you spend a Discipline
Point to use Patient Defense, you gain a
number of Temporary Hit Points equal to two
rolls of your Martial Arts die.
Step of the Wind. When you spend a Discipline
Point to use Step of the Wind, you can choose a
willing creature within 5 feet of you that is
Large or smaller. You move the creature with
you until the end of your turn. The creature’s
movement doesn’t provoke Opportunity
Attacks.
LEVEL 10: SELF-RESTORATION
Through sheer force of will, you can remove one
of the following conditions from yourself at the
end of each of your turns: Charmed, Frightened,
or Poisoned.
In addition, forgoing food and drink doesn’t
give you levels of Exhaustion.
LEVEL 13: DEFLECT ENERGY
You can now use your Deflect Attacks feature
against attacks that deal any damage type, not
just Bludgeoning, Piercing, or Slashing.
LEVEL 14: DISCIPLINED SURVIVOR
Your physical and mental discipline grant you
proficiency in all saving throws.
Additionally, whenever you make a saving
throw and fail, you can spend 1 Discipline Point
to reroll it and take the second result.
LEVEL 15: PERFECT DISCIPLINE
When you roll Initiative and have 3 Discipline
Points or fewer, you regain expended Discipline
Points until you have 4.
LEVEL 18: SUPERIOR DEFENSE
At the start of your turn, you can spend 3
Discipline Points to perfectly bolster yourself
against harm for 1 minute or until you have the
Incapacitated condition. During that time, you
have resistance to all damage except Force
damage.
LEVEL 20: BODY AND MIND
You have honed your body and mind to new
heights. Your Dexterity and Wisdom scores
increase by 4. Your maximum for those scores is
now 26.
MONK SUBCLASSES
A Monk subclass is a specialization that grants
you special abilities at certain levels, as specified
in the subclass. This section presents the
Warrior of the Hand subclass.
©2023 Wizards of the Coast LLC
17
WARRIOR OF THE HAND
Warriors of the Hand are masters of unarmed
combat. They learn techniques to push and trip
their opponents and manipulate their own
energy to protect themselves from harm.
DESIGN NOTE: WARRIOR OF THE HAND UPDATES
Here are the main updates in this subclass since its
last playtest version:
Open Hand Technique now has the Addle option
to prevent creatures from making Opportunity
Attacks and no longer requires a saving throw.
Wholeness of Body now allows you to regain Hit
Points without expending Discipline Points.
Fleet Step now allows you to take the Step of the
Wind option alongside other Bonus Actions.
Quivering Palm now allows you the option to
replace one of your attacks with the action to
end the vibrations on the creature. To
compensate for this increased flexibility, the cost
and damage of the feature has been adjusted.
LEVEL 3: OPEN HAND TECHNIQUE
Whenever you hit a creature with an attack
granted by your Flurry of Blows, you can impose
one of the following effects on that target:
Addle. The target can’t make Opportunity
Attacks until the start of its next turn.
Push. The target must succeed on a Strength
saving throw, or you push it up to 15 feet away
from yourself.
Topple. The target must succeed on a Dexterity
saving throw, or it has the Prone condition.
LEVEL 6: WHOLENESS OF BODY
You gain the ability to heal yourself. As a Bonus
Action, you can roll your Martial Arts die. You
regain a number of Hit Points equal to the
number rolled plus your Wisdom modifier
(minimum of 1 Hit Point regained).
You can use this feature a number of times
equal to your Wisdom modifier (minimum of
once), and you regain all expended uses when
you finish a Long Rest.
LEVEL 11: FLEET STEP
You can easily stride out of harm’s way. When
you take a Bonus Action other than Step of the
Wind, you can also use Step of the Wind as part
of that Bonus Action.
LEVEL 17: QUIVERING PALM
You gain the ability to set up lethal vibrations in
someone’s body. When you hit a creature with
an Unarmed Strike, you can spend 4 Discipline
Points to start these imperceptible vibrations,
which last for a number of days equal to your
Monk level. The vibrations are harmless unless
you use your action to end them. Alternatively,
when you take the Attack action on your turn,
you can replace one of the attacks with this
action. To use this action, you and the target
must be on the same plane of existence. When
you use this action, the target must make a
Constitution saving throw, taking 10d12 Force
damage on a failed save or half as much damage
on a successful one.
You can have only one creature under the
effect of this feature at a time. You can end the
vibrations harmlessly without using an action.
©2023 Wizards of the Coast LLC
18
SPELLS
This section presents new or revised spells 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:
Conjure Animals, Conjure Celestial, Conjure
Elemental, Conjure Fey, Conjure Minor
Elementals, and Conjure Woodland Beings have
all been redesigned to differentiate them from
the summoning spells from Tasha’s Cauldron of
Everything, which will appear in the 2024
Players Handbook.
Cure Wounds healing has increased to 2d8, and
the healing improves by 2d8 at higher levels.
Fount of Moonlight is a new level 4 spell for
Bards and Druids.
Healing Word healing has increased to 2d4, and
the healing improves by 2d4 at higher levels.
Mass Cure Wounds now heals for 5d8 instead of
3d8.
Mass Healing Word now heals for 2d4 instead of
1d4.
Power Word Fortify is a new spell for Bards and
Clerics.
Starry Wisp is a new cantrip for Bards and
Druids.
CONJURE ANIMALS
Level 3 Conjuration (Druid, Ranger)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon nature spirits that take the form of
a Large swarm of spectral animals in an
unoccupied space that you can see within range.
The swarm lasts for the duration, and you
choose the animal form of the spirits, such as
wolves, serpents, or birds.
When a creature hostile to you enters a space
within 10 feet of the swarm for the first time on
a turn or starts its turn there, you can make a
melee spell attack against that creature. On a hit,
the target takes Radiant damage equal to 2d10
plus your spellcasting ability modifier.
You have Advantage on Strength saving
throws while you’re within 10 feet of the swarm,
and when you Move on your turn, you can also
move the swarm up to 30 feet to an unoccupied
space you can see.
At Higher Levels. When you cast this spell
using a spell slot of level 4 or higher, the damage
increases by 1d10 for each slot level above 3.
CONJURE CELESTIAL
Level 7 Conjuration (Cleric)
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon the protective presence of a
Celestial spirit, which manifests as a pillar of
divine light that shines in a 10-foot-radius, 40-
foot-high Cylinder centered on a point within
range. Until the spell ends, Bright Light fills the
Cylinder, and when you Move on your turn, you
can also move the Cylinder up to 30 feet.
When a creature enters the Cylinder for the
first time on a turn or starts its turn there, you
can bathe that creature in one of the following
lights:
Healing Light. The creature that isn’t an Undead
or a Construct regains Hit Points equal to 4d12
plus your spellcasting modifier. A creature can
be healed by this light only once per casting of
this spell.
Searing Radiance. The creature must make a
Dexterity saving throw, taking 8d12 Radiant
damage on a failed save or half as much
damage on a successful one.
At Higher Levels. When you cast this spell
using a spell slot of level 8 or higher, the healing
and damage increase by 1d12 for each slot level
above 7.
©2023 Wizards of the Coast LLC
19
CONJURE ELEMENTAL
Level 5 Conjuration (Druid, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon an Elemental spirit that fills a 10-
foot Cube within range. The spirit lasts for the
duration and is composed of air, earth, fire, or
water (your choice) when you cast this spell.
When a creature hostile to you Moves within 5
feet of the spirit, you can make a melee spell
attack against that creature. On a hit, the target
takes 8d8 damage of a type determined by the
spirit’s element: Bludgeoning (earth), Cold
(water), Fire (fire), or Lightning (air). If the
target is a Large or smaller creature, it is also
pulled into the Cube and has the Restrained
condition. At the start of each of its turns, the
target must make a Strength saving throw
against your spell save DC. On a success, the
target frees itself. On a failure, the target takes
4d8 damage of the same type as the spell attack.
The spirit can have only one creature restrained
at a time.
At Higher Levels. When you cast this spell
using a spell slot of level 6 or higher, the damage
increases by 2d8 for each slot level above 5.
CONJURE FEY
Level 6 Conjuration (Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon the awesome presence of a
Medium Fey spirit in an unoccupied space you
can see within range. The spirit lasts for the
duration, and it looks like a Fey creature of your
choice. When the spirit appears, you can
immediately make one melee spell attack against
a creature within 5 feet of the spirit. On a hit, the
target takes Psychic damage equal to 3d12 plus
your spellcasting ability modifier, and the target
must succeed on a Wisdom saving throw or have
the Frightened condition until the start of your
next turn.
As a Bonus Action on your later turns, you can
teleport the spirit to an unoccupied space you
can see within 30 feet of the space it left and
repeat the attack against a creature within 5 feet
of it.
At Higher Levels. When you cast this spell
using a spell slot of level 7 or higher, the damage
increases by 2d12 for each slot level above 6.
CONJURE MINOR ELEMENTALS
Level 4 Conjuration (Druid, Wizard)
Casting Time: Action
Range: Self (15-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
You summon elemental spirits that a flit around
you for the duration. Until the spell ends, any
attack you make deals an extra 2d8 damage
when you hit a creature within 15 feet of you.
This damage is Bludgeoning, Cold, Fire, or
Lightning (your choice when you make the
attack).
In addition, the ground within 15 feet of you is
Difficult Terrain for your enemies.
At Higher Levels. When you cast this spell
using a spell slot of level 5 or higher, the damage
increases by 2d8 and the range of Difficult
Terrain increases by 5 feet for each slot level
above 4.
CONJURE WOODLAND BEINGS
Level 5 Conjuration (Druid, Ranger)
Casting Time: Action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
You summon nature spirits that flit about you for
the duration. Until the spell ends, each creature
you choose that enters a space within 10 feet of
you for the first time on a turn or starts its turn
there must make a Wisdom saving throw, taking
5d8 Force damage on a failed save or half as
much damage on a successful one.
In addition, you can take the Disengage action
as a Bonus Action for the spell’s duration.
At Higher Levels. When you cast this spell
using a spell slot of level 6 or higher, the damage
increases by 1d8 for each slot level above 5.
CURE WOUNDS
Level 1 Abjuration (Bard, Cleric, Druid, Paladin,
Ranger)
Casting Time: Action
Range: Touch
©2023 Wizards of the Coast LLC
20
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of Hit
Points equal to 2d8 plus your spellcasting ability
modifier. This spell has no effect on Constructs
and Undead.
At Higher Levels. When you cast this spell
using a spell slot of level 2 or higher, the healing
increases by 2d8 for each slot level above 1.
FOUNT OF MOONLIGHT
Level 4 Evocation (Bard, Druid)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
A cool light wreathes your body for the duration,
emitting Bright Light in a 20-foot radius and Dim
Light for an additional 20 feet.
Until the spell ends, you have Resistance to
Radiant damage, and your melee attacks deal an
extra 2d6 Radiant damage on a hit.
In addition, immediately after you take
damage from a creature you can see within 60
feet of yourself, you can use your Reaction to
force the creature to make a Constitution saving
throw. On a failed save, the creature has the
Blinded condition until the end of your next turn.
HEALING WORD
Level 1 Abjuration (Bard, Cleric, Druid)
Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within
range regains Hit Points equal to 2d4 plus your
spellcasting ability modifier. This spell has no
effect on Constructs or Undead.
At Higher Levels. When you cast this spell
using a spell slot of level 2 or higher, the healing
increases by 2d4 for each slot level above 1.
MASS CURE WOUNDS
Level 5 Abjuration (Bard, Cleric, Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy emanates from a point
you can see within range. Choose up to six
creatures in a 30-foot-radius Sphere centered on
that point. Each target regains Hit Points equal to
5d8 plus your spellcasting ability modifier. This
spell has no effect on Constructs or Undead.
At Higher Levels. When you cast this spell
using a spell slot of level 6 or higher, the healing
increases by 1d8 for each slot level above 5.
MASS HEALING WORD
Level 3 Abjuration (Bard, Cleric)
Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
As you call out words of restoration, up to six
creatures of your choice that you can see within
range regain Hit Points equal to 2d4 plus your
spellcasting ability modifier. This spell has no
effect on Constructs or Undead.
At Higher Levels. When you cast this spell
using a spell slot of level 4 or higher, the healing
increases by 1d4 for each slot level above 3.
POWER WORD FORTIFY
Level 7 Enchantment (Bard, Cleric)
Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
You speak a word of power that fortifies up to
six creatures you can see within range. The spell
bestows 120 Temporary Hit Points, which are
divided equally among the spell’s recipients.
STARRY WISP
Evocation Cantrip (Bard, Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You launch a mote of light at one creature or
object within range. Make a ranged spell attack
against the target. On a hit, the target takes 1d8
Radiant damage, and until the end of your next
turn, it emits Dim Light in a 10-foot radius and
can’t benefit from the Invisible condition.
©2023 Wizards of the Coast LLC
21
Cantrip Upgrade. This spell’s damage
increases by 1d8 when you reach levels 5 (2d8),
11 (3d8), and 17 (4d8).
FEATS
PARTS OF A FEAT
The description of a feat contains the following
parts, which are presented after the feat’s name:
Category. A feat is a member of a category,
which is noted in the feat. If you are instructed
to choose a feat from a specific category, such
as the Background category, that category
must appear under the feat’s name.
Prerequisite. You must meet any prerequisite
specified in a feat to take that feat unless a
special feature allows you to take the feat
without the prerequisite. If a prerequisite is a
level, your character level must meet or exceed
that level. If a prerequisite is a class, you must
have at least one level in that class to qualify
for the feat.
Benefit. The benefit of the feat is then detailed. If
you have a feat, you gain its benefit.
Repeatable. A feat can be taken only once
unless it contains a “Repeatable” subsection.
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 Unearthed
Arcana 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.
ABILITY SCORE IMPROVEMENT
General Feat (Prerequisite: Level 4+)
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 you’re 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 Player’s Handbook. Here
you’ll find weapon tables, revised weapon
properties, and a new type of property: Mastery
properties.
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
©2023 Wizards of the Coast LLC
22
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
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.
F
or example, if you take the Attack action on
your turn and have a Shortsword in one hand
and a Dagger in the othereach of which has the
Light propertyyou can make one attack with
each weapon using your action and a Bonus
Action, but you don’t add your Strength or
Dexterity modifier to the damage roll of the
Bonus Action unless that modifier is negative.
THROWN
If a weapon has the Thrown property, you can
throw the weapon to make a ranged attack, and
you can draw that weapon as part of the attack.
If the weapon is a Melee weapon, 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.
©2023 Wizards of the Coast LLC
23
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
Prerequisite: Melee Weapon, Heavy Property
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
Prerequisite: Melee Weapon, Heavy Property
If your attack roll with this weapon misses a
creature, you can deal damage to that creature
equal to the ability modifier you used to make
the attack roll. This damage is the same type
dealt by the weapon, and the damage can’t be
increased in any way, other than increasing the
ability modifier.
NICK
Prerequisite: Light Property
When you make the extra attack of the Light
property, you can make it as part of the Attack
action instead of as a Bonus Action. You can
make this extra attack only once per turn.
PUSH
Prerequisite: Heavy, Two-Handed, or Versatile
Property
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
Prerequisite: Versatile Property or No Weapon
Property
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
Prerequisite: None
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
Prerequisite: Heavy, Reach, or Versatile Property
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
Prerequisite: Ammunition, Finesse, or Light
Property
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.
©2023 Wizards of the Coast LLC
24
ADVENTURING GEAR
Here are descriptions of miscellaneous items
whose rules have changed for this playtest.
NET
Cost: 1 GP. Weight: 3 lb.
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
Cost: 33 GP. Weight: 29 lb.
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 Player’s Handbook. The terms are
organized alphabetically.
If a term doesn’t appear here, use its definition
in the 2014 Player’s Handbook, and when
playtesting this document, don’t use the rules
glossary of any other Unearthed Arcana article.
ARMOR TRAINING
Armor training is the new name for armor
proficiency. Any existing rule that involves
armor proficiency now applies to armor training.
If you wear Light, Medium, or Heavy Armor
and lack armor training with that type of armor,
you have Disadvantage on any d20 Test you
make that involves Strength or Dexterity, and
you can’t cast spells.
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:
©2023 Wizards of the Coast LLC
25
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 Charm Person 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
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
if 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. W
hile 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:
©2023 Wizards of the Coast LLC
26
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 has done something that is
particularly heroic or in character.
Some game features, such as the Human
species, 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
becomes the DC for a creature to find you with a
Wisdom (Perception) check.
The condition ends on you immediately after
any of the following occurrences: you make a
sound louder than a whisper, an enemy finds
you, you make an attack roll, or you cast a spell
with a verbal component.
INCAPACITATED [CONDITION]
While Incapacitated, you experience the
following effects:
Inactive. You cant take any action, Bonus
Action, or Reaction.
No Concentration. Your Concentration is
broken.
Speechless. You can’t speak.
Surprised. If you’re 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
creature’s 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.
©2023 Wizards of the Coast LLC
27
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
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 you’re 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.
©2023 Wizards of the Coast LLC
28
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
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 it
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.
A
nother 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 SPEEDS
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 Player’s
Handbook 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
©2023 Wizards of the Coast LLC
29
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.
AREAS OF KNOWLEDGE
Skill
Areas
Arcana
Spells, magic items, eldritch symbols,
magical traditions, planes of
existence, and certain creatures
(Aberrations, Constructs, Elementals,
Fey, and Monstrosities)
History
Historic events and people, ancient
civilizations, wars, and certain
creatures (Giants and Humanoids)
Investigation
Traps, ciphers, riddles, and gadgetry
Nature
Terrain, flora, weather, and certain
creatures (Beasts, Dragons, Oozes,
and Plants)
Religion
Deities, religious hierarchies and rites,
holy symbols, cults, and certain
creatures (Celestials, Fiends, and
Undead)
SWIM SPEED
A Swim Speed can be used to travel through a
liquid without expending the extra movement
normally associated with swimming.
TELEPATHY
Telepathy is a magical ability that allows a
creature to communicate mentally with another
creature within a specified range. The contacted
creature doesn’t need to share a language with
the telepath to understand this communication,
but the contacted creature must be able to
understand at least one language or be
telepathic itself to understand.
A telepath doesn’t need to see a contacted
creature, and the telepath can start or end the
telepathic contact at any time (no action
required). Telepathic contact is broken as soon
as the contacted creature is no longer within the
telepathy’s range, if the telepath contacts a
different creature within range, or if the telepath
has the Incapacitated condition.
A creature without telepathy can receive
telepathic messages but can’t initiate a telepathic
conversation. Once a telepathic conversation
starts, the nontelepath can communicate
mentally to the telepath until the telepathic
connection ends.
TELEPORTATION
Teleportation is a special kind of magical
transportation. If you teleport, you disappear
and reappear elsewhere instantly, without
moving through the intervening space. This
transportation doesn’t expend movement, unless
a rule tells you otherwise, and teleportation
never provokes Opportunity Attacks.
When you teleport, all the equipment you’re
wearing and carrying teleports with you. If
©2023 Wizards of the Coast LLC
30
you’re 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.
Visual Illusions. Visual illusions appear
transparent to the creature, and the creature
automatically succeeds on saving throws
against them.
Transformations. The creature discerns the
true form of any creature or object it sees that
has been transformed by magic.
Ethereal Plane. The creature can see into the
Ethereal Plane.
UNARMED STRIKE
An Unarmed Strike is a melee attack that
involves you using your body to damage,
grapple, or shove a target within 5 feet of you.
Whenever you use your Unarmed Strike,
choose one of the following options for its effect:
Damage. You make an attack roll against the
target. Your bonus to hit equals your Strength
modifier + your Proficiency Bonus. On a hit,
the target takes Bludgeoning damage equal to
1 + your Strength modifier.
Grapple. The target must succeed on a Strength
or Dexterity saving throw (it chooses which),
or it has the Grappled condition. The DC for the
saving throw and any escape attempts equals 8
+ your Strength modifier + your Proficiency
Bonus. This grapple is possible only if the
target is no more than one size larger than you
and if you have a hand free to grab it.
Shove. The target must succeed on a Strength or
Dexterity saving throw (it chooses which), or
you either push the target 5 feet away or cause
it to have the Prone condition. The DC for the
saving throw equals 8 + your Strength
modifier + your Proficiency Bonus. This shove
is possible only if the target is no more than
one size larger than you.
UNCONSCIOUS [CONDITION]
While Unconscious, you experience the following
effects:
Inert. You have the Incapacitated and Prone
conditions, and you drop whatever you’re
holding. When this condition ends, you remain
Prone.
Speed 0. Your Speed is 0 and can’t change.
Attacks Affected. Attack rolls against you have
Advantage.
Fail Str. and Dex. Saves. You automatically fail
Strength and Dexterity saving throws.
Critical Hits. Any attack roll that hits you is a
critical hit if the attacker is within 5 feet of you.
Unaware. You’re unaware of your surroundings.