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 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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Charlaquin

Goblin Queen (She/Her/Hers)
To be honest before you get a non magical ranger you need a decent exploration pillar in the first place. Get that in place, and you have a chance of a rangery ranger magical or otherwise. Then you can fight for the nonmagical ranger.
I do think 5e has a perfectly cromulent exploration system. The rules for it are hidden in random places throughout the PHB and DMG, but if you complete the exploration rules scavenger hunt, there’s enough there for a pretty solid system with which ranger class features could interact.
 

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dave2008

Legend
Correct in theory. In practice, I don’t think a subclass of any of the existing classes would capture the feel of the non-casting ranger effectively. But, no, I don’t care if it’s actually named “ranger” or not.

Wouldn’t work for me, as it would lack unique exploration and survival features.
I think you could get those through subclass features and expanding the concept of what a "maneuver" is, but of course I don't know what you want for exploration and survival features.
 

UngainlyTitan

Legend
Supporter
I do think 5e has a perfectly cromulent exploration system. The rules for it are hidden in random places throughout the PHB and DMG, but if you complete the exploration rules scavenger hunt, there’s enough there for a pretty solid system with which ranger class features could interact.
I disagree, at least in part. If you want an old style hex crawl exploration game, then there are rules scattered around that can give a good go at it. At least for low levels. However, the Outlander and ranger rules trivialise foraging and that is before considering Goodberrry.
If you want something more abstract then there is a very binary pass/fail ability check system.
I would like something where they party could acquire resources before journeying that could be spent to succeed in overcoming travel issues with the ranger mitigating those costs. Something along the lines of time, supply, fatigue and hit dice vs obstacles.
 

Micah Sweet

Level Up & OSR Enthusiast
I disagree, at least in part. If you want an old style hex crawl exploration game, then there are rules scattered around that can give a good go at it. At least for low levels. However, the Outlander and ranger rules trivialise foraging and that is before considering Goodberrry.
If you want something more abstract then there is a very binary pass/fail ability check system.
I would like something where they party could acquire resources before journeying that could be spent to succeed in overcoming travel issues with the ranger mitigating those costs. Something along the lines of time, supply, fatigue and hit dice vs obstacles.
All of that stuff is in Level Up (and in the Journey system, which LU is heavily inspired by).
 


dave2008

Legend
Yep, I'm not a class designer, but it seems the Fighter BM chassis could work. @Charlaquin, what about something like:

Strider

You are skilled in exploring and surviving the dangers of the wild places of the world. Fighters that embrace this archtype are at home in the wilderness and scout ahead for your companions during expeditions.

Survivalist Superiority​

When you choose this archetype at 3rd level, you learn knacks that are fueled by special dice called superiority dice.

Knacks. You learn three knacks of your choice, which are detailed under “Knacks" below. Many knacks enhance an attack in some way. You can use only one knack per attack.
  • Designer's note: survivalist knacks may be less attack dependent, who knows!
You learn two additional knacks of your choice at 7th, 10th, and 15th level. Each time you learn new knacks, you can also replace one knack you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your knacks require your target to make a saving throw to resist the knack’s effects. The saving throw DC is calculated as follows:

Knack save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of the Wild​

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
  • Designer's note: this might be replaced with skill proficiency or a more unique feature

Know Your Enemy​

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
  • Designer's note: this feels ranger-like to me, but you could revise to be a unique feature.

Improved Survivalist Superiority​

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless​

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
  • Designer's note: this is OO but I would revise it to be a unique feature.

Knacks​

The knacks are presented in alphabetical order.
  • Designer's note: this is where you could really give it a unique "ranger" feel IMO. I of course have no idea what those would be!
Design Analysis: This framework gives you the potential for 3-4 unique features to be make it a specialist in exploration and survival. Then you can add a dozen or so knacks to really emphasis that niche. It seems like a lot of design space to make a martial ranger. Now, if you need more, maybe you can swap out action surge or something too.
 


Zaukrie

New Publisher
They’ve said “Dexterity (Stealth) check” since the Next playtest, here they’re just reversing the order of “check” and the parenthetical skill. The reason they do so is because there’s no such thing as a skill check in 5e. Skills are a feature that allow you to add your proficiency bonus to a subset of ability checks.
I understand that, at I said above. There should be skill checks. It's bad syntax. And there is no reason not to have skill checks.
 

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