If anyone wanted to see the leak's contents in a condensed (and hopefully as neutral as possible) form:
[sblock]
Stats
· Rolling primary method. Array is something like 15, 14, 13, 12, 10, 8.
· Race is +1/-1. Class is +1 to the prime stat (but only if it’s your first class—3.x multiclassing is in effect).
· At level 3, +1 to one stat.
· CON: Your starting hit points is equal to your CON score.
· INT: Extra languages.
· CHA: Loyalty and Max Henchmen
· WIS: Gives bonus to CHA saves (?)
· Score maximums: 18+class+race, so 20 is max, but not clear what “max” means.
Races
· +1/-1 to stats.
· Dwarf: Dwarven weapon training (good with hammers and axes); darkvision 10’.
· Halfling: Automatic proficiency in slings, thrown, etc.
· Human: +1 to all saves, and two bonus d6 that can be applied to any d20 roll(s) in a day.
· Dwarves move 20’, halflings 25’, everyone else seems to be 30’.
Classes
· Skills: +2 for passive checks; +1 for active checks.
· Wizard[FONT="]o [/FONT]Detect Magic
[FONT="]o [/FONT]Flame Javelin (at-will)
[FONT="]o [/FONT]ritual caster
[FONT="]o [/FONT]Mage Armor (+2 AC for the rest of the day).
· Fighter[FONT="]o [/FONT]d10 HD
[FONT="]o [/FONT]d10 crit dice (don’t have to confirm to deal the extra damage, but can confirm to deal even more damage)
[FONT="]o [/FONT]Fighting Style
§ Archer: When you shoot, you can shoot again at -5
§ Guardian: Adjacent enemies get -2 to attacks if they don’t include you
§ Slayer: Do an extra d10 on a hit, but then can’t do it again until your next long or short rest
§ Two-weapon fighting: +1 to AC; when you hit with your main weapon, you can attack with your off-hand weapon at -5 (but if you do, you lose the AC bonus until your next turn)
[FONT="]o [/FONT]“Skills”: +1 to break down doors, smash “compartments”, or destroy objects
[FONT="]o [/FONT]+2 to damage rolls with weapon attacks
[FONT="]o [/FONT]Fighter’s surge: Once per day, the fighter can take an action at any time.
Spells
· Spell lists, “spells per level” tables
· Knock: Opens anything. Stuff that’s welded shut, portals held by chains, etc.
· Charm Person: level 1 (brd, drd, wrlk, wiz); Turns someone into a trusted friend and companion. Won’t do anything outside of normal, etc. Target remembers being charmed.
· Invisibility: level 2 (brd, src, wrlk, wiz): DC 17 concealment, advantage against all creatures you attack. It goes away if you do anything harmful.
· Animate Dead: Exists in some form; has a max HD
System
· "Advantage," "combat advantage," "skill advantage," "+2 to skill" - Not normalized yet.
· Crits: Max damage on 20, plus crit dice on confirm, and 20s explode.
· Rules for donning and removing armor
[FONT="]o [/FONT]Heavy armor takes 1d4+1 minutes to remove
· Many of the rules for the playtest documents were copied directly from older sources
[FONT="]o [/FONT]Many 4e-like rules are reworded
· Monsters can lack ability scores—they aren’t susceptible to attacks vs. that ability.
[FONT="]o [/FONT]A wraith with "–" STR can’t be bull rushed; a golem with "–" CON can’t be poisoned
[FONT="]o [/FONT]Undead lack CHA, which means the current version of Turn Undead technically doesn’t work on them.
· Nine alignment axis is back, as are items that have mechanical effects based on alignment.
· 20 status conditions, many of them similar or overlapping
· Healing surges are gone; each rest gives you a certain amount of HP back.
· Action economy is not strictly called out.
[FONT="]o [/FONT]There are no “move actions”, etc.; such things are described in prose.
· “the core maths of the system don't scale with level anymore. There's no base attack bonus and no 4e-style +halflevel, no skill points and no +level to skills either. Absent feats and so on, you have the same chance to hit at level 12 as you did at level 2.”
Monsters
· "Monsters are built 4e-style. They're divided into minion/standard/elite/solo and monsters of increasing rank get more hp and damage per round. Their hp, damage, and AC/to-hit/to-hit-with-spell all scale with level."
· "So anyway, the rules tell you to pencil in what you think the monster's ability scores might be, then compute its hitpoints and attacks and so on. If it makes multiple attacks, divide its per-round damage by the number of attacks it's supposed to make and otherwise mess with the math so everything lines up with the provided table. (Presumably, this is the point when you go back and fill in the monster's precise ability scores, carefully massaging its Str to line up with the static damage bonus on its melee attack, etcetera)."
Items
· Potion of Delusion (Healing): When you drink it, it heals d8 HP, but the next time you take damage, you take an extra d8.
· Unknown item: Each enemy you kill is raised as a 1 HD zombie under your control which doesn’t count against the max HD of undead you can control with
Animate Dead.[/sblock]
Of course, it goes without saying that all this information could be false. And even if it's true, it's likely far outdated by now.