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D&D (2024) Upcoming One D&D: Unearthed Arcana 'Expert' Classes (Bard, Ranger, Rogue)

WotC has posted a video describing the upcoming Unearthed Arcana playtest document which will feature three of the core character classes, each with a single subclass. This document is the second in a series of Unearthed Arcana articles that present material designed for the next version of the Player's Handbook. The material here uses the rules in the 2014 Player's Handbook, except where...

WotC has posted a video describing the upcoming Unearthed Arcana playtest document which will feature three of the core character classes, each with a single subclass.


This document is the second in a series of Unearthed Arcana articles that present material designed for the next version of the Player's Handbook. The material here uses the rules in the

2014 Player's Handbook, except where noted. Providing feedback on this document is one way you can help shape the next generation of D&D!

Inside you'll find the following content:

Expert Classes. Three Classes appear in this document, each one a member of the Expert Group: the Bard, the Ranger, and the Rogue. Each Class appears with one Subclass. More Subclasses will appear in Unearthed Arcana in the months ahead.

Feats. Feats follow the Class descriptions, particularly feats available to the classes in this document.

Spell Lists. Three Spell lists-the Arcane, Divine, and Primal lists-are featured here. The Ranger uses the Primal list, and the Bard potentially uses all three, thanks to the Magical Secrets feature.

Rules Glossary. In this document, any term in the body text that is underlined appears in a glossary at the end. The glossary defines game terms that have been clarified or redefined for this playtest or that don't appear in the 2014 Player's Handbook.


 

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FallenRX

Adventurer
Oh look, roles are back in a new form! Hopefully this means the Monk will have an actual design goal this time.

Don't tell the Gauls!
The Roles have always been in the game still, they have designed 5E like this since inception they are just focusing on it now.

Warriors are Fighter-like classes focused on attacks, and health, there are Fighter, Monk, and Barbarian.

Experts are Rogue-like classes, focused on versatility and skill expertise, these are Bard, Rogue, and Ranger.

Mages are Wizard-like classes focused on Arcane magic and Utility, these are Sorcerer, Warlock, and Wizard.

Last one is Priests, which are Cleric-like classes focused on support, and Holy magic, which are Druid, Cleric, and Paladin.

This like the Arcane, Primal, Divine, split of spell lists, have always been in the game in a soft sense, but never officially said, now they are just confirming it, but its quite clear they grouped the classes like this for a long time. Since 5E.
 




Amrûnril

Adventurer
Just a list to keep track:
  • Rolling a 1 giving inspiration, I've seen a lot of people suggesting this.
I definitely prefer this to the previous version. A natural 20 is enough of a reward in and of itself. I'm still not sure I buy the argument that inspiration needs to be more common, though, and if it does, accomplishing that through feats, class abilities, and so forth would be more interesting than automatically handing it out based on die rolls. or rests

  • 40k people did the survey.
On the one hand it's great to have this much engagement/feedback. On the other hand, I doubt the D&D team has the resources to meaningfully consider written answers for this many surveys, and in many cases, I feel like the reasoning presented there is more important than the approval ratings.

  • There'll be feats and magic items that'll have class groups as requirements.
I hope they don't go overboard with this. I'm sure there are some cases where it makes sense, but I like having feats function as a largely class-independent form of customization.

  • There'll be a list of suggested spells from level 1 to 20, to make it simpler for players.
This seems like an excellent addition. It's great to have the option of longer spell lists, but for newer players, spell choice can be a pretty overwhelming part of character creation. Feats were an optional rule for a reason, but a first level spellcaster has to make a similarly complicated choice half a dozen times.

  • Every caster can use rituals, don't need the specific ritual casting feature.
This makes a lot of conceptual sense, though in practice, it seems like a major buff to half-casters that could leave non-casters further behind.
 





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