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D&D (2024) One D&D Expert Classes Playtest Document Is Live

The One D&D Expert Class playest document is now available to download. You can access it by signing into your D&D Beyond account at the link below. It contains three classes -- bard, rogue, and ranger, along with three associated subclasses (College of Lore, Thief, and Hunter), plus a number of feats. https://www.dndbeyond.com/sources/one-dnd

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The One D&D Expert Class playest document is now available to download. You can access it by signing into your D&D Beyond account at the link below. It contains three classes -- bard, rogue, and ranger, along with three associated subclasses (College of Lore, Thief, and Hunter), plus a number of feats.

 

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Yaarel

He-Mage
"
JUMP [ACTION]
With the Jump Action, you attempt to leap more
than 5 feet (a jump of 5 feet or less is treated as
Difficult Terrain). When you take this Action,
your Speed must be greater than 0, and you must
make a DC 10 Strength Check (Acrobatics or
Athletics). If you don’t Move at least 10 feet
immediately before this Action, you have
Disadvantage on the check.
On a failed check, you leap 5 feet horizontally
or vertically.
On a successful check, the check’s total
determines the distance in feet that you can clear
horizontally, or half that total if you’re jumping
vertically (round down). This jump doesn’t
expend your movement, but the distance you
clear can’t exceed your Speed.

"

Please, please, please.

Merge Acrobatics and Athletics into a single "mobility" skill called Athletics.

Climbing includes balancing. Jumping includes falling.

Athletics can sometimes apply to a Strength check and sometimes a Dexterity check − but it is the same skill.

(The abilities themselves are problematic. The Athletics skill is a single skill.)
 




Ath-kethin

Elder Thing
What if at level 1 you choose between half-casting and a pet? Or spellcasting and…something else cool?
Chaosium/Nocturnal Press has a book in which the ranger loses the Spellcasting trait and gets proficiency in Strength, Dexterity, Constitution, and Wisdom saving throws, a second extra attack at 11th level, and Expertise at 3rd, 6th, 9th, and 12th level.

This is the Ranger I've used in my games for years and it's been pretty popular as an option.
 


occam

Adventurer
That's exactly what the scout subclass for rogue does.
Except that the scout knows Thieves' Cant for some reason, and is skilled with thieves' tools (not a ton of locks to pick out in the wilds!), and doesn't know how to use a longbow. The smaller hit die isn't great, either.

I was really hoping that 1D&D was going to relegate Thieves' Cant and thieves' tools proficiency to backgrounds, but so far that isn't the case. As it is, the rogue is a poor choice on which to base a martial wilderness warrior; there's just too much residue of the guild thief in the base chassis.
 


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