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D&D 5E Pages from the PHB

Let's fill in or correct some wild magic table entries, from the larger scan:

05 - 06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

09 - 10 You cast magic missile as a 5th level spell.

17 - 18 You grow a long beard made of feathers that remains until you sneeze at which point the feathers explode out from your face.

27 - 28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action

29 - 30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31 - 32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

37 - 38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They disappear after 1 minute.

41 - 42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks and your form reverts.
43 - 44 At the start of each of your turns for the next minute, you teleport 20 feet horizontally in a random direction. If the destination is occupied, repeat the teleport.
45 - 46 You cast levitate on yourself.

65 - 66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

73 - 74 A random creature within 60 feet of you becomes poisoned for the next 1d4 hours.
75 - 76 You glow with bright light in a 30 foot radius for the next minute. Any creature that starts its turn within 5 feet of you is blinded until the end of its next turn.

81-82 You can take one additional[/c] action immediately.
83 - 84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage taken.
85 - 86 You cast mirror image (This one was already correct, but there seemed to be some doubt.)
87 - 88 You cast fly on a random creature within 60 feet of you.
89 - 90 You become invisible for the next minute. During this time other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91 - 92 If you die within the next minute, you immediately come back as if by the reincarnate spell.
93 - 94 Your size increases by one size category for the next minute.
95 - 96 You become incorporeal and have a spectral appearance for that time.
97 - 98 You are surrounded by faint ethereal music for the next minute.
99 - 00 You regain all expended sorcery points (The first person had this right, then was incorrectly "corrected".)

EDIT: Ninja'd by PinkRose! However, on a quick glance, he has at least four mistakes I don't (in the 05-06, 27-28, 41-42 and 73-74 entries).
 
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We don't know exactly when the classes chapter starts. If this PHB follows the pattern I expect, there'll be some preamble, a character creation overview, the background/skills chapter, the races chapter, then classes. I can see the class chapter kicking in around pages 40-45, and ending around 120.

Here's a really rough guess at the subclasses that will no doubt need correcting as previews come in. Especially some of the names.

Cleric: Life, Light, War, Nature, Knowledge (I've heard rumours that Death will live in the DMG)
Fighter: Warrior, Battlemaster, Eldritch Knight, Guardian
Rogue: Thief, Assassin, Swashbuckler
Wizard: The eight schools (duh).
Barbarian: Berserker, Totemic Warrior, Elemental Warrior'
Bard: Valor Bard, Tricky Bard
Druid: Shapechanger(Moon), Spellcaster(Land), Beastmaster
Monk: Open Hand, Elemental, Weapon based (staffs, nunchakus, etc)
Paladin: Devotion, Vengeance, Blackguard, (hopefully) Green Knight.
Ranger: Colossus Slayer, Horde Breaker, Beastmaster(again)
Sorcerer: Draconic, Chaos(wild mage), Elemental
Warlock: Infernal Pact, Fey Pact, Star Pact.
 

One interesting entry in the table is at 57-5[8], the forced alignment change that can only be corrected with a Remove Curse. That's pretty hardcore, to and points to the inclusion of a fairly rigid sense of alignment.

It'll have impact if the character is multi classed with Clerics (and possibly Monk, Paladin, whatever) -- but it also synchs with the statement in the play test materials (Character Creation, pp. 4-5) about devils somehow becoming other than LE and no longer being devils.

Since the change is to a random alignment (and so may even be to LG), it will have impact on how characters have to play their character. She'd be immune to temptation (no voluntary straying from LG, only a remove curse)... pretty interesting.

I have no doubt there are ways around this, but it does provoke a whole lot of story ideas -- whether they are meant to or not.
 


Bonus Actions

Bonus Actions sound suspiciously like (3.5) swift / (4E) minor actions that are not required to be used in a turn.

I like it. :D
 




This is by far the worst glimpse of the new edition by far.

I dislike the art a bunch, it is like they asked a random person on the deviant art for a picture of a warlock, and they asked "What is a warlock?" and WoTC a D&D witch, and this is the result...so bad.

The fluff for the warlock is not bad, but I don't care about the fluff I change it from what they have all the time I consider it wasted word count for the most part.

The wild magic surge chart is hands down just bad, with things like alignment changes, age effects, and damaging aoe attacks that can cause a TPK on the heroes. I hate having to tell players they can't be something in a core book especially but I will not have one of these wild magic sorcerers at my table.

EDIT: as far as bonus actions go we know from other sources, things like action surge and off-hand weapon attacks will use these bonus actions, this means a rogue will have to either stick with single weapon attacks or give up his bonus move action ability every round.
 

Into the Woods

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