D&D (2024) New One D&D Playtest Includes 5 Classes & New Weapon Mastery System

The latest playtest packet for One D&D has just landed, and features five classes (Barbarian, Fighter, Sorcerer, Warlock, and Wizard) and the new Weapon Mastery system.

In this new Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Player’s Handbook. This playtest document presents the rules on the Weapon Mastery property, updates to weapons, new and revised spells, several new feats, and five classes: Barbarian, Fighter, Sorcerer, Warlock, and Wizard. You will also find an updated rules glossary that supercedes the glossary of any previous playtest documents.


 

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I think it stinks that Sorcerer's don't get Bloodlines anymore. I wonder if they did that cuz Bloodlines are also Paizo sorcerers as well.
Could also be the fact they are making everything less "sexy" now.
To be fair, there was only ever one "bloodline"

Aberrant Mind
Clockwork Soul
Divine Soul
Draconic Bloodline
Lunar Sorcery
Shadow Magic
Storm Sorcery
Wild Magic
 

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What does everybody think of the Sorcerer so far?
I've been listening to the Wheel of Time on audiobook again, and as a big Sorcerer fan I've always been frustrated that they don't feel more like the inprovisation-within-rules Channeling of the Aes Sedai. This Sorcerer gives much more of that feel, so I'm stoked to play around with it.
 
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Hmm. So, while I have long wished that 5E had better and more robust spell creation rules, the new wizard spell creation rules feel under-cooked, unless there's something I'm missing.

Specifically, if the spells stay the same level -- which they appear to -- why wouldn't every group fund the wizard creating bespoke enhanced spells for all of their go-to spells?

Fireballs that never injure the wizard's allies? Obviously you would prefer that and the martials (and put-upon healer) would likely be very happy to pay for the arcane focus cost. (Also, burning up a wand to do that feels weird in the fiction. Maybe some other sort of material cost should be included instead. Maybe I just haven't gotten to the new definition of Arcane Focus. EDIT: Nope, no new definition. The example starting arcane focus is a quarterstaff.)

For everything else, by default, the wizard should create silent versions of all their spells. This seems like a no-brainer for Illusionists and enchanters especially. I guess we now have a money sink, which is good, but a silent spell that's only balanced by a one-time spell component cost doesn't make sense to me, as a DM.

And for evokers, everything should be made into force damage, unless there's a new most effective damage type in 2024.

Am I missing something that balances modified spells?
 
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So you have a pact with an entity that you do not know what it is until 3rd level, am I reading this correctly?

Edit I should read the fluff, at least it's explained
 

So you have a pact with an entity that you do not know what it is until 3rd level, am I reading this correctly?
I kind of love that, from a fiction standpoint.

EDIT: In fact, this is the story of my campaign's warlock, whose character, even now, only has a vague idea of where his powers are coming from at level 9. (The character is a big jerk, so it's hard to tell if he's figured it out and is grumpy or whether he hasn't put together 2 + 2 yet, despite getting an info dump from a literal archangel whom he insulted and walked away from.)
 

So you have a pact with an entity that you do not know what it is until 3rd level, am I reading this correctly?
If that is the narrative you want. The old narrative is still an option, just not the default, and you don't get everything up front. You got to prove yourself a little, get a little skin in the game, to get the good stuff.
 


More thoughts on the document with a read through
Sorcerer
-I definitely like that they get more spells known
-A bunch of the class features are now tied up in special class exclusive spells.
-There's more ways of regaining sorcery points, which are good
-Bringing some of the metamagic abilities from Tasha's to the core PHB is a good decision
-Arcane Eruption might seem meh, but than I realized if you roll even a single 1 you can make all failed saves incapacitated.
-Having the Wish spell with some versatility applied to it fits into my idea of a Sorcerer shaping raw magic.
-Dragon Sorcerers get a better AC bonus now, I think there should be more things that get 10+cha mod+dex mod AC
-Draconic Exhalation makes using Sorcerous Burst a good option for a cantrip if taking this subclass. Definitely more chances to roll 6's which is the key for that cantrip.
Warlock
-The changes are more about the Invocations and the spell casting
-I like that there's options to pick a spellcasting mod, but it's tied to pact type which might cause some characters to be in need of a re-stat.
-I'm fine with Warlocks being half casters, they sort of were before
-Contact Patron is a very suitable ability for a Warlock
-Hex Master, it at least cements Hex as the Warlocks signature spell
-Mystic Arcanum as an invocation, I guess not every Warlock player thought too much about even if they could get 9th level spells
-I like that all of the "you cast x spell once" have gone away. I didn't like most of those choices
-Medium Armor training is certainly a much needed addition
-Hurl Through Hell uses the improvement of allowing you to spend a spell slot to use, which other more recent Warlock subclasses have gained. But it now has a saving throw to resist, and I feel the save should be a Charisma save, saves against banishment should be Charisma.
Wizard
-Wizard's spellbook is given more attention and can be used as a focus, though there's special attention in that scribing a spell is now a Wizard spell instead
-Academic really suits the Wizard, they should be good at doing research
-Being able to change some spells prepared or modifying existing spells ahead of time, adds a bunch to the Wizard.
-Overall it's the Wizard feels the same, not much changes and never needed too many changes
 

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