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

Barbarian, Fighter, Sorcerer, Warlock, and Wizard

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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Maxperson

Morkus from Orkus
Between modify spell, create spell and the tons of money 5e gives, a wizard will eventually and permanently have spells with no components, extreme range and require no concentration. Like every single spell he knows. :p

Edit: Except for spells that consume components.
 



cbwjm

Seb-wejem
I've just had a quick pass-over, a few things of note:
  • I don't really like the weapon mastery rules, I'm not sure how I'd do them, but I do feel like they could be better.
  • I hate the wizard spell creation spells, I won't be including them in games I run since I want players to spend downtime researching spells rather than just casting a few spells to create more.
  • I don't like that sorcerers get chaos bolt and sorcerous burst, I'd rather they be allowed to choose 2 cantrips from any list that fit their theme and will be running them as such.
  • I think I prefer the warlock being half-casters, it means they interact better with the multiclassing rules. Probably going to change eldritch blast though.
  • I'll be adding vicious mockery and dissonant whispers back onto the arcane spell list.
 

Between modify spell, create spell and the tons of money 5e gives, a wizard will eventually and permanently have spells with no components, extreme range and require no concentration. Like every single spell he knows. :p
I do think there needs to some sort of limitation for modified/created spells. Perhaps a 1-spell-level bump, per modification? That would keep Spell Mastery and Signature Spells at a lower power level.
 


Sparky McDibben

Adventurer
No thanks on this Warlock. Just shorten short rests, or give warlocks some kind of control when Pact Magic spells come back. Weapon Mastery is...not great. The ones that trigger saves slow down combat, and the rest just aren't interesting to me. I'm looking for the Book of 9 Swords, not whatever the heck this weak sauce is. Dammit, let martials be fantastic.
 


okay anyone else?
Band aids don't fix bullet holes. This new fighter is an improvement on the 2014 fighter. Levels 12-19 are no longer the complete yawning void they were - but they are still "slightly better sword swinger". Also two weapon masteries is all you need (one melee, one ranged) so just give everyone who gets any the lot.

My suggestion would be to ditch Fighting Styles entirely from the game in favour of Weapon Mastery for paladins and rangers - and fighters also get Weapon Expert and Weapon Adept as a merged ability at level 1. (Versatile (d10) goes up to (d12), keeping the equivalent of duelist style). I'd then merge Indomitable and Unconquerable at level 9 as 1/day just isn't that much.

And that frees up levels 13 and 17 for big stuff. Because the fighter gets less and less relevant.

But still. A huge step in the right direction.
 

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