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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Champion has a pretty specific big buff for non-combat. in adaptable victor.

It’s kind of funny how they decided that fighters should be flexible like Wizards, switching up weapon masteries and skills the way Wizards change their spells, and then hope it makes narrative sense with martial-sounding names (“Adaptable Victor”? WTF? Does that mean if you ran away from your last fight you can’t magically change Animal Handling to Persuasion?) and non-sensical fluff like swapping weapon masteries with a bit of special training exercises before you go to bed.
 

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It’s kind of funny how they decided that fighters should be flexible like Wizards, switching up weapon masteries and skills the way Wizards change their spells, and then hope it makes narrative sense with martial-sounding names (“Adaptable Victor”? WTF? Does that mean if you ran away from your last fight you can’t magically change Animal Handling to Persuasion?) and non-sensical fluff like swapping weapon masteries with a bit of special training exercises before you go to bed.
I'm okay with non-sensical fluff if it makes the class work well. I can always refluff something or just suspend my disbelief....
 




This is just a playtest, I doubt this will survive feed back, so don't worry so much. What I think will happen is instead they go with pack magic, but replace short rests for getting magic back, with something like a pact magic version of Arcane Recovery that can be used 2 to 3 times a day, and maybe an extra slot.
My comment on the YT video was that if they wanted to solve for Warlocks hoarding their slots and never using them, the best fix is to make recharging the slots something beyond their control, so if they recharge event happens and they are capped on that resource, the recharge is wasted. You’re incentivized to use spells and have open slots ready for recharge.
 





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