0% found this document useful (0 votes)
132 views50 pages

Barbarian: Class Features

This document provides class details for several Dungeons & Dragons character classes including barbarian. It includes descriptions of barbarian abilities that grow in power as they level up such as rage and damage resistance. It also provides gameplay mechanics for barbarians such as available proficiencies, hit points, and subclass options.

Uploaded by

dibbz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
132 views50 pages

Barbarian: Class Features

This document provides class details for several Dungeons & Dragons character classes including barbarian. It includes descriptions of barbarian abilities that grow in power as they level up such as rage and damage resistance. It also provides gameplay mechanics for barbarians such as available proficiencies, hit points, and subclass options.

Uploaded by

dibbz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 50

Confidential

information of Wizards of the Coast LLC.


Do not distribute.

This document contains the following classes: barbarian, bard, cleric, druid, fighter, mage, monk, paladin,
ranger, and rogue.

Barbarian
A barbarian relies on fury and unmatched
durability to overwhelm foes. Many barbarians
are chaotic, but the feral rage that this class
channels can burn in almost any heart.

Creating a Barbarian
You can make a barbarian quickly by following these
suggestions.
Background: Guide
Equipment: Maul, two hand axes, 4 javelins, and 140 gp


THE BARBARIAN

Proficiency
Level Bonus Class Features
1
+1
Rage, Thick Hide
2
+1
Feral Instinct, Reckless Attack
3
+2
Barbarian Path
4
+2
Ability Score Improvement
5
+2
Extra Attack, Fast Movement
6
+2
Path feature
7
+3
Feral Reflexes
8
+3
Brutal Critical
9
+3
Ability Score Improvement
10
+3
Path feature
11
+4
Relentless Rage
12
+4
Furious Resilience
13
+4
Ability Score Improvement
14
+4
Path feature
15
+5
Simmering Rage
16
+5
Ability Score Improvement
17
+5
Will to Live
18
+5
Ability Score Improvement
19
+6
Primal Might
20
+6
Death-Defying Rage


Rages
2
2
3
3
3
4
4
4
4
4
4
5
5
5
5
5
6
6
6
Unlimited

Tools: Mounts (land)



Saving Throws: Strength, Constitution
Skills: Choose one from Athletics, Intimidation, and
Survival

Class Features
As a barbarian, you gain the following class
features.

Hit Points

Hit Dice: 1d12 per barbarian level


Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per barbarian level after 1st

Proficiencies

Rage
Damage
+2

+2
+2
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+3
+3
+4
+4
+4
+4
+4

Rage
In battle, you can fight with unmatched ferocity.
On your turn, you can enter a rage as part of
your action or move.
While raging, you gain the following benefits:

Armor: Light armor, medium armor, shields


Weapons: Simple weapons, martial weapons

D&D Next Playtest

2013 Wizards

Confidential information of Wizards of the Coast LLC.


Do not distribute.

You have advantage on Strength checks and


saving throws.
You gain a bonus to melee damage rolls,
according to your barbarian level, as noted in
the Rage Damage column in the Barbarian
table.
You gain twice your barbarian level in
temporary hit points until the rage ends. These
hit points can exceed your hit point maximum,
and they cannot be regained. If you take any
damage, these hit points are lost first.
Raging also has drawbacks. During it, you cant
take reactions, except to make opportunity
attacks. And if you are able to cast spells, you
cant cast them while raging.
Your rage lasts for 1 minute. It ends early at
the end of your turn if you have taken no damage
since your last turn or if you havent attacked a
creature since then.
Once you have raged the number of times
shown for your barbarian level in the Rages
column in the Barbarian table, you must
complete a long rest before you can rage again.

Thick Hide
When you are defenseless, a glimmer of your
primal fury gives you an extraordinary knack for
avoiding harm.
While you are not wearing any armor or using
a shield, your Armor Class equals 10 + your
Dexterity modifier + your Constitution modifier.
Some barbarians glory in this toughness and
hurl themselves into battle unclad.

Feral Instinct

Barbarian Path
At 3rd level, you gain one barbarian path of your
choice: the path of the Berserker or the Totem
Warrior.
Each path is detailed at the end of the
barbarian section. Your choice grants you
features at certain barbarian levels.

Ability Score Improvement


When you reach certain levels noted in the
Barbarian table, you can increase one ability
score of your choice by 2, or you can increase
two ability scores of your choice by 1. You
cannot increase an ability score above 20 using
this feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your
ability scores to take a feat.

Extra Attack
Beginning at 5th level, you can attack one extra
time whenever you take the attack action on
your turn. If you havent used your whole move
for the turn, you can move between your attacks.

Fast Movement
Starting at 5th level, your speed increases by 10
feet while you are wearing light armor, medium
armor, or no armor.

Feral Reflexes

By 2nd level, you have advantage when you roll


initiative.

By 7th level, your instincts are so honed that if


you are surprised while you are conscious, you
can take a turn during the surprise round if you
enter your rage at the start of that turn.

Reckless Attack

Brutal Critical

Starting at 2nd level, you can grant yourself


advantage on melee attack rolls during your turn.
If you do so and you arent raging, attack rolls
against you have advantage until your next turn.

Beginning at 8th level, whenever you score a


critical hit with a melee attack, roll one
additional weapon damage die when
determining the critical hits extra damage.

D&D Next Playtest

2013 Wizards

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Relentless Rage

Barbarian Paths

Starting at 11th level, if you are raging and you


drop to 0 hit points and dont die, you can make
a DC 10 Constitution saving throw. If you
succeed, you drop to 1 hit point instead.
Each time you attempt this saving throw after
the first, before completing a short rest or long
rest, the DC increases by 5.

Path of the Berserker

Furious Resilience
Starting at 12th level, you make all saving
throws with advantage while you are raging.

Simmering Rage
Beginning at 15th level, your rage is such that
you have to end two consecutive turns without
being attacked or making an attack for your rage
to end early.

BERSERKER FEATURES
Level
3
6
10
14

Feature
Fearless Rage
Mindless Rage
Unchecked Fury
Brutal Rage

Fearless Rage
While raging, you cannot be frightened.

Mindless Rage

Will to Live
Beginning at 17th level, you have advantage on
death rolls.

Primal Might
Beginning at 19th level, the minimum total for
any Strength check or Strength saving throw you
make equals your Strength score.

Death-Defying Rage
At 20th level, while raging, you do not fall
unconscious due to dropping to 0 hit points, but
you still have to make death rolls while at 0 hit
points. In addition, it takes six failures on death
rolls for you to die.
If your rage ends while you have 0 hit points,
you fall unconscious. It then takes only three
failures on death rolls for you to die. If you
already have three failures, you die immediately.

D&D Next Playtest

You follow the berserker's way, and thrill in the


chaos of battle, your wrath uncontrollable.
Concern for your own safety is lost in a red
frenzy. You can work yourself into a rage so
intense that it becomes a state in which you are
without fear.

Beginning at 6th level, you cannot be charmed


while raging.

Unchecked Fury
Beginning at 10th level, if you miss with a melee
attack on your turn, you can make one, and only
one, additional melee attack on that turn.

Brutal Rage
Starting at 14th level, you can take 5 damage at
the start of your turn while you are raging. This
damage cannot be prevented. If you take it, you
roll an additional weapon damage die for your
melee attacks until the end of the turn.

Path of the Totem Warrior


You revere a spirit animal, or a group of such
spirits, as a symbol of your prowess. Through
ancient rites, you have bound that symbol to
your heart with more than just words and belief,
but actual magic. In battle, the totem fills you
with supernatural might.
Your totem can also influence you outside
combat. You might catch fish with your bare
hands if your totem spirit is a bear or howl if
your totem is a wolf. As you achieve greater

2013 Wizards

Confidential information of Wizards of the Coast LLC.


Do not distribute.

harmony with your totem, your appearance


might change in subtle ways to match, especially
when you rage.
TOTEM WARRIOR FEATURES
Level
3
6
10
14

Feature
Totem Spirit
Spirit Rage
Spirit Vitality
Guiding Totem

Totem Spirit
Your totem spirit is an animal that resonates
with your ancestry and mythic past. Pick a totem
spirit and gain its feature. At your option, you
also gain minor physical attributes that identify
your totem animal to an observer.
Bear. Whenever you expend a Hit Die to
regain hit points, you add your Constitution
modifier to the roll twice, rather than once.
Cougar. Your speed increases by 5 feet. You
gain proficiency in the Acrobatics skill.
Hawk. You can jump double your normal jump
distance. While raging, you also gain advantage
on all Dexterity-based attack rolls.
Wolf. You gain proficiency in the Perception
skill.

Spirit Rage
At 6th level, you gain a magical benefit based on
a totem animal of your choice. You can choose

D&D Next Playtest

the same animal you selected at 3rd level or a


different one.
Bear. When you enter your rage, you can
expend up to two Hit Dice to regain hit points.
Cougar. While you rage, opportunity attacks
have disadvantage against you.
Hawk. While you rage, you have resistance
against falling damage, and you can jump up to
triple your base jump distance.
Wolf. While you rage, you sense the location of
any creature within 15 feet of you, even if it is
invisible.

Spirit Vitality
Beginning at 10th level, your totem spirit heals
you when you are enraged and injured. While
raging, you regain 5 hit points whenever you
start your turn and your number of hit points
equals half your hit point maximum or less.

Guiding Totem
Starting at 14th level, you gain a totem spirit
guide, who occasionally appears to you in visions
and dreams.
You spirit gives you proficiency in Wisdom
saving throws. In addition, hidden creatures,
traps, and other threats you are unaware of do
not gain advantage on their attack rolls against
you.

2013 Wizards

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Bard
Bards master a form of magic that uses music
and oration to alter the listeners emotions and
mood. Their performances can inspire fear and
dismay or uplift, awakening courage, valor, and
bold action in those who hear. Many bards
wander the world, gathering a vast wealth of
information from their travels.

Creating a Bard
You can make a bard quickly by following these
suggestions.
Background: Minstrel
Equipment: Leather armor, rapier, dagger, musical
instrument (lute), adventurers kit, and 99 gp

THE BARD

Proficiency Spells
Lvl.
Bonus
Known
1
+1

2
+1
2
3
+2
3
4
+2
3
5
+2
4
6
+2
4
7
+3
5
8
+3
5
9
+3
6
10
+3
6
11
+4
7
12
+4
7
13
+4
8
14
+4
8
15
+5
9
16
+5
9
17
+5
10
18
+5
10
19
+6
11
20
+6
11


Features
Bardic Knowledge, Bardic Performance
Spellcasting
Bard College, Expertise
Ability Score Improvement
Jack of All Trades
Bard College Benefit
Countercharm
Extra Attack

Ability Score Improvement
Battle Magic
Bard College Benefit

Ability Score Improvement
Bard College Benefit
Improved Dispel

Bard College Benefit
Ability Score Improvement
Magical Secrets

As a bard, you gain the following class features.


Hit Dice: 1d6 per bard level
Hit points at 1st level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 + your Constitution
modifier per bard level after 1st

Proficiencies

Armor: Light armor


Weapons: Simple weapons, hand crossbows, light
crossbows, long swords, rapiers, short swords
Tools: Three musical instruments of your choice

D&D Next Playtest

Spells per Day


2
3
4












2


2


3


3


3
2

3
2

3
3

3
3

3
3
1
3
3
1
3
3
2
3
3
2
3
3
3
3
3
3
3
3
3
3
3
3

5
















1
1
2
2

Saving Throws: Intelligence, Charisma


Skills: Choose any three

Class Features
Hit Points

1

2
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

Bardic Knowledge
You learn a little bit about everything. Your
knowledge ranges from the obscure but useful to
the likely false, but the bits and pieces of tales you
have acquired serve you well.
When you make an Intelligence check, treat a
d20 roll of 9 or lower as a 10 if the check involves
any of the following skills: Arcana, History, Nature,
or Religion.

2013 Wizards

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Bardic Performance

number of times per day, and know cantrips,


which you can cast at will.

You are a master at magically manipulating others


through oration, music, and other special
performances. You start out knowing two such
performances: Call to Battle and Inspire
Competence.
To use one of these magical performances, you
must speak or play an instrument as an action.
Maintaining the performance requires
concentration, as some spells do (see the rules for
magic). You can switch to a different performance
by taking another action. The whole effect,
whether it is composed of one performance or
several, can last no longer than 10 minutes, and it
ends early if you are silenced. You cant use this
feature again until you rest for at least 10 minutes.
A creature can be affected by only one of these
performances at a time. If two or more bards try
to affect the same creature with such
performances, the creature is affected by neither.

Call to Battle
While you perform Call to Battle, friendly
creatures, including you, are inspired to fight with
greater zeal while within 25 feet of you. An
affected creature can roll an extra d4 when rolling
damage for melee and ranged attacks.
This extra damage die increases in size when
your bard level reaches 6 (1d6), 9 (1d8), 13
(1d10), and 17 (1d12).

Inspire Competence
Your performance of Inspire Competence fills
friendly creatures with confidence while they are
within 25 feet of you. When you start this
performance, choose one of the six abilities. An
affected creature can add your proficiency bonus
to any check it makes with the chosen ability.
You can use your action to change the chosen
ability.

Spellcasting
As a gatherer of esoteric knowledge, you learn a
few tricks and surprises from your research and
travels. Bards dabble in a variety of different kinds
of magic, picking up a few things here and there.
You learn spells that you can cast a certain

D&D Next Playtest

Cantrips
You know two cantrips, chosen from the bard
spell list.

Spells Known
You know two 1st-level spells, which you choose
from the bard spell list. You learn more spells as
you gain levels, as detailed on the Bard table. The
spells you learn must be of a level that you can
cast or a cantrip.

Spells per Day


Your bard level determines the number of bard
spells that you can cast of 1st level or higher, as
noted in the Bard table. You must complete a long
rest to regain any castingsalso called spell
slotsthat you use.
Casting a Known Spell. When you cast one of
the bard spells that you know, you expend a
casting of the spells level or higher. For example,
if you have the 1st-level spell cure wounds
prepared and can still cast a 1st-level spell and a
2nd-level spell, you can cast cure wounds at either
level.

Magic Ability
Charisma is your magic ability for your mage
spells.
Saving Throw DC. The DC to resist one of your
spells equals 8 + your Charisma modifier.
Spellcasting Bonus. If you are holding a
musical instrument when you cast a spell, you can
add your proficiency bonus to the spells saving
throw DC.

Ritual Casting
You can cast any bard spell you know as a ritual if
that spell has a ritual version. To cast a spell as a
ritual, you must add 10 minutes to the spells
casting time, during which you undertake a
ceremony that includes your musical instrument.

Bard College
The way of a bard is inherently gregarious. Bards
seek each other out to swap songs and stories,

2013 Wizards

Confidential information of Wizards of the Coast LLC.


Do not distribute.

boast of their accomplishments, and share their


knowledge. In fact, bards tend to form loose
associations, which they call colleges, to facilitate
their gatherings and preserve their particular
traditions. At 3rd level, you begin to learn the
advanced techniques of a particular college: the
College of Valor or the College of Wit.

Battle Magic

Expertise

Improved Dispel

At 3rd level, choose any mix of four of your skill


and tool proficiencies. You gain a +5 bonus to any
ability check you make that involves the chosen
proficiencies.

At 16th level, you learn the dispel magic spell, if


you do not already know it, and this spell does not
count toward your number of spells known.
Additionally, you add double your proficiency
bonus to the Charisma check you make as a part of
the dispel magic spell.

Ability Score Improvement


When you reach certain levels noted in the Bard
table, you can increase one ability score of your
choice by 2, or you can increase two ability scores
of your choice by 1. You cannot increase an ability
score above 20 using this feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your ability
scores to take a feat.

Jack of All Trades


Starting at 5th level, when you make an ability
check using a skill you dont have proficiency in,
you can add half your proficiency bonus (rounded
down) to the check.

Countercharm
At 7th level, you learn Countercharm, a new use
for your Bardic Performance. While you perform it,
you and friendly creatures within 25 feet of you
are protected from being maliciously influenced.
An affected creature has advantage on saving
throws against being charmed or frightened.

Extra Attack

Beginning at 11th level, youve mastered the art of


weaving together spellcasting and weapon use
into a single harmonious act. You can cast any
bard spell that has a casting time of 1 action as a
swift spell.

Magical Secrets
By 20th level, you have gathered secret magical
knowledge from across a wide spectrum of
learning. You learn five spells of your choice from
any classs spell list. Each spell must be a cantrip
or of level 15. The chosen spells count as bard
spells for you.

Bard Colleges
College of Valor
Bards of the College of Valor are daring skalds
whose tales keep alive the memory of the great
heroes of the past, and thereby inspire a new
generation of heroes. These bards gather in mead
halls or around great bonfires to sing the deeds of
the mighty, both past and present. They travel the
land to witness great events firsthand and to
ensure that memory of those events does not pass
from the world. And with their songs, they inspire
others to reach the same heights of
accomplishment as the heroes of old.

Beginning at 8th level, you can attack one extra


time whenever you take the attack action on your
turn. If you havent used your whole move for the
turn, you can move between your attacks.

D&D Next Playtest

2013 Wizards

Confidential information of Wizards of the Coast LLC.


Do not distribute.

COLLEGE OF VALOR FEATURES


Level
3
6
12
15
18

you know. You can also cast mass cure wounds


once per day without expending a spell slot.
When you cast this spell, it ends the charmed,
frightened, paralyzed, and stunned conditions on
its targets. Each target can also use its reaction to
stand up or move up to its speed.

Feature
Bonus Proficiencies, War College Training
Song of Rest
Coordinate Allies
Words of Warning
Rally

College of Wit

Bonus Proficiencies
You gain proficiency with medium armor and
martial weapons.

War College Training


Once on each of your turns, you can use the help
action as part of the attack action, aiding in an
attack against the target of yours.

Song of Rest
Once you reach 6th level, you can use a musical
instrument or bolstering words to revitalize your
wounded allies during a short rest. If you or any
friendly creature who can hear your performance
regains any hit points during the short rest, that
creature regains 1d6 extra hit points at the end of
the rest.
The extra hit points increase when you reach
level 9 (1d8), 13 (1d10), and 17 (1d12) in this
class.

Coordinate Allies
Starting at 12th level, when a target within 25 feet
of you that you can see is hit by an attack, you can
use your reaction to choose a friendly creature
who can see or hear you. The chosen friend has
advantage on his or her next attack roll against the
target before the end of the friends next turn.

Words of Warning
Beginning at 15th level, when a creature within 25
feet of you that you can see makes a Strength,
Dexterity, or Wisdom saving throw, you can use
your reaction to give that creature advantage on
the roll. The creature must be able to hear you to
benefit from this feature.

Rally
At 18th level, you know mass cure wounds, and it
does not count against the number of bard spells

D&D Next Playtest

Bards of the College of Wit are satirical tricksters


with sharp tongues and nimble fingers, but they
are not mere jesters. Their mission is to discover
and reveal the truth, regardless of consequences,
and so their humor has a biting edge. Performing
in tavern rooms, on street corners, or in royal
courts, they use their gifts to send audiences into
gales of laughter and raucous applause, but the
audience members might later find themselves
questioning everything they held to be true, from
their faith in the priesthood of the local temple to
their loyalty to the king.
These bards own loyalty lies in the pursuit of
truth, knowledge, and beauty, not in fealty to a
monarch or following the tenets of a single deity.
A noble who keeps such a bard as a herald or
advisor knows that the bard would rather be
honest than politic. Bards of the College of Wit
tend to gather at local festivals or affairs of state
where they can expose corruption, unravel lies,
and poke fun at self-important figures of authority.
COLLEGE OF WIT FEATURES
Level
3
6
12
15
18

Feature
Fascinating Performance
Eviscerating Wit
Seeds of Doubt
Inspire Dread
Seeds of Confusion

Fascinating Performance
You learn Fascinating Performance, a new use for
your Bardic Performance. While you perform it,
each creature within 50 feet of you that isnt
hostile to you must make a Wisdom saving throw
against your bard spell save DC at the start of its
turn. On a failed save, the target is charmed by you
until the performance ends or the target leaves its
radius. A charmed target cannot move or take
actions and makes Wisdom (Perception) checks
with disadvantage.

2013 Wizards

Confidential information of Wizards of the Coast LLC.


Do not distribute.

If you or another creature draws or brandishes a


weapon or casts a spell, each charmed creature
can make a new Wisdom saving throw to end the
effect. If any of the targets take damage or is
otherwise harmed, this effect ends for all of them.
If you make an attack or cast a spell that affects
anyone but yourself, this effect ends. You cannot
use this Bardic Performance if you or any creature
that would be affected by it is currently engaged in
combat.

Eviscerating Wit
At 6th level, you learn Eviscerating Wit, a new use
for your Bardic Performance. You can perform it
to plant the seeds of doubt in your foes minds,
using barbed insults and scathing satire to
undermine their confidence.
While you perform it, each hostile creature
within 50 feet of you that can understand you
must make a Charisma saving throw against your
bard spell save DC at the start of its turn. On a
failed save, the creature has disadvantage on all
ability checks while it remains in the
performances radius.
On a successful save, the creature becomes
immune to this performance for 10 minutes.

throw against your bard spell save DC at the start


of its turn. On a failed save, the creature becomes
frightened until the start of its next turn.
On a successful save, the creature becomes
immune to this performance for 10 minutes.

Seeds of Confusion
At 18th level, you know the confusion spell, and it
doesnt count against the number of bard spells
you know. You can also cast confusion once per
day without expending a spell slot.
When you cast confusion, you can affect
creatures that you choose within a 25-foot radius
centered on you. Additionally, as long as any
creature is affected by a confusion spell that you
cast, you can use your action to choose one of the
behaviors that the confusion spell creates. Until
the start of your next turn, all creatures affected
by your confusion spell use the behavior you chose,
instead of rolling a d10 at the start of its turn.

Level 12: Seeds of Doubt


Beginning at 12th level, you can sow the seeds of
doubt in your enemies, making them reluctant to
attack you. As an action, choose a creature within
25 feet of you that can hear you. For 1 minute, the
next time that creature attempts to target you
with an attack or harmful spell, it must first make
a Wisdom saving throw against your bard spell
save DC. On a failed save, it must choose a new
target or lose its action. This effect doesnt protect
you from spell effects that dont target you directly,
such as the explosion of a fireball.
If you make an attack or cast a spell that affects
anyone but yourself, this effect ends. Creatures
that cannot be charmed are immune to this effect.

Inspire Dread
At 15th level, you learn Inspire Dread, a new use
for your Bardic Performance. You can perform it
to cause a feeling of dread to creep over your foes.
While you perform it, each hostile creature
within 50 feet of you must make a Wisdom saving

D&D Next Playtest

2013 Wizards

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Cleric
A cleric is the devoted servant of a deity, a
pantheon, a philosophy, or a universal principle.
No ordinary priest or temple servant, a cleric is
imbued with the power to wield divine magic to
defend and heal companions and to smite foes.
Armed with a weapon and a holy symbol, a cleric
combines martial prowess in melee with divine
spellcasting.
Divine magic, as the name suggests, is the
power of the gods themselves, flowing from
them into the world. As a cleric, you are a
conduit for that power. You combine your will
with your deitys and manifest it as miraculous
effects. The gods do not grant this power lightly
or to everyone who seeks it, but only to those
they choose to fulfill a high calling of service to
their aims.
Harnessing and channeling divine magic
doesnt rely on study or training. You might
learn formulaic prayers and ancient rites, but
ultimately your ability to cast cleric spells relies

THE CLERIC
Proficiency
Lvl. Bonus Features
1
+1
Divine Domain, Spellcasting
2
+1
Channel Divinity (1/rest)
3
+2

4
+2
Ability Score Improvement
5
+2

6
+2
Channel Divinity (2/rest)
7
+3

8
+3
Ability Score Improvement,


Divine Strike (1d8)
9
+3

10
+3
Divine Intervention
11
+4

12
+4
Ability Score Improvement
13
+4

14
+4
Divine Strike (2d8)
15
+5

16
+5
Ability Score Improvement
17
+5

18
+5
Channel Divinity (3/rest)
19
+6
Ability Score Improvement
20
+6
Domain Benefit

D&D Next Playtest

on your intuitive understanding of your deitys


wishes, your ability to attune yourself to the
gods presence, and your zeal to impose your
combined wills on the world.

Your Clerics Deity


As a cleric, your dedicated service to your deity is what
makes you a cleric. This service influences not just your
capabilities, but the core of your being. The deity you
serve grants you access to divine magic and is the
source of the magical energy you need to cast spells.
Because of these facts, your choice of deity influences
your entire adventuring career.
Alternatively, you can choose a philosophical system
or a pantheon of gods to serve. Your meditations are
then focused on it, and it is the source of your magic.
Typically, a cleric is the same alignment as his or her
deity, though some clerics are one step away from their
respective deities in alignment.

1
2
3
4
4
4
4
4
4

2


2
3
3
3
3
3

3




2
3
3
3

4
4
4
4
4
4
4
4
4
4
4
4

3
3
3
3
3
3
3
3
3
3
3
3

3
3
3
3
3
3
3
3
3
3
3
3

2013 Wizards

Spells per Day


4
5
6


















1


2


3
3
3
3
3
3
3
3
3
3
3
3

1
2
2
2
2
2
2
2
2
2
2
2



1
1
1
1
1
1
1
1
1
1





1
1
1
1
1
1
1
1







1
1
1
1
1
1









1
1
1
1

10

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Class Features
As a cleric, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cleric level


Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor


Weapons: All simple weapons
Tools: Healers kit

Saving Throws: Wisdom, Charisma
Skills: Choose one from Insight, Medicine, Persuasion,
and Religion

Creating a Cleric
You can make a cleric quickly by following these
suggestions.
Background: Priest
Equipment Life Domain: Chain mail, shield, mace, 4
javelins, adventurers kit, flask of holy water, holy
symbol, and 19 gp
Equipment Light Domain: Scale mail, mace, light
crossbow, 20 bolts, adventurers kit, flask of holy water,
holy symbol, and 30 gp
Equipment War Domain: Chain mail, shield,
warhammer, 4 javelins, adventurers kit, flask of holy
water, holy symbol, and 9 gp

Spellcasting
As a conduit of divine magic, you have a
combination of cantrips, which you can cast at
will, and other spells that you can cast only a
certain number of times per day. See the Magic
section in the How to Play document for the
general rules of spellcasting.

Cantrips
You gain three cantrips, chosen from the cleric
spell list.

Spells per Day


Your cleric level determines the number of cleric
spells that you can cast of 1st level or higher, as
noted in the Cleric table. You must complete a

D&D Next Playtest

long rest to regain any castingsalso called spell


slotsthat you use.
Spell Preparation. You decide which cleric
spells are available to you to cast. Whenever you
complete a long rest, you prepare the list of
cleric spells that you can cast of 1st level or
higher, choosing from the list of spells available
to all clerics (see the Spells document).
Your list includes a number of cleric spells
equal to 1 + your cleric level, and the spells can
be of any spell level that is available to you, as
shown in the Cleric table.
Preparing your spells requires time spent in
prayer and meditation: at least one minute per
spell level for each cleric spell you prepare. You
dont have to prepare all your spells at once. If
you like, you can prepare some later in the day.
Casting a Prepared Spell. When you cast a
prepared spell, you expend a casting of the
spells level or higher. The spell itself is not
expended. For example, if you have the 1st-level
spell cure wounds prepared and can still cast a
1st-level spell and a 2nd-level spell, you can cast
cure wounds once or twice and at either level.

Magic Ability
Wisdom is your magic ability for your cleric
spells.
Saving Throw DC. The DC to resist one of your
spells equals 8 + your Wisdom modifier.
Spellcasting Bonus. If you present your holy
symbol when you cast a spell, you can add your
proficiency bonus to the spells saving throw DC
and to any attack roll you make for the spell.
To present your holy symbol, you need to hold
it, wear it visibly, or bear it on your shield.

Ritual Casting
You can cast any cleric spell as a ritual if you
have the spell prepared and the spell has a ritual
version. To cast a spell as a ritual, you must add
10 minutes to the spells casting time, during
which you undertake a prescribed ceremony
that includes your holy symbol.

Divine Domain
Each deity has certain concepts and
metaphysical aspects of existence, known as

2013 Wizards

11

Confidential information of Wizards of the Coast LLC.


Do not distribute.

domains, that they control. You are granted


powers from your god related to one of that
deitys domains.

times between rests. When you take a short rest


or a long rest, you regain your expended uses.

Choose a Domain

As an action, you present your holy symbol and


speak a prayer censuring the undead. Each
undead creature within 25 feet of you must
make a Wisdom saving throw (DC 10 + your
Wisdom modifier + your spellcasting bonus),
unless the creature has total cover against you. If
the creature fails its saving throw, it is turned for
1 minute or until it takes damage. If such a
creature has a hit point maximum equal to or
lower than your cleric level multiplied by 5, the
creature is destroyed instead of turned.
A turned creature must spend its turns trying
to move as far away from you as it can, and it
cannot willingly move closer than within 25 feet
of you. It cannot take reactions, and it can use its
actions only to hustle or to try to escape from an
effect that prevents it from moving.

Turn Undead

Choose one domain: Knowledge, Life, Light,


Nature, or War.
Each domain is detailed at the end of the cleric
section, and each one provides examples of gods
associated with it.
Your choice grants you features at certain
cleric levels, as well as domain spells.

Domain Spells
Each domain has a list of spells that are known
as its domain spells. You gain the spells at
certain cleric levels.
Once you gain a domain spell, you always have
it prepared, and it does not count against the
number of spells you can prepare each day.
If you have a domain spell that does not
appear on the cleric spell list, the spell is,
nonetheless, a cleric spell for you.

One God, Many Domains


A typical deity has influence over many different aspects
of existence, so any given deity might encompass
multiple domains.
Your domain choice might reflect a focus on only one
aspect of a deity. Thus, two clerics serving the same sun
god might make different choices for the purpose of this
class feature. One character might choose the Light
domain and another could choose the Life domain,
assuming both options relate to the same god.

Channel Divinity
At 2nd level, you gain the ability to channel
divine energy directly from your deity, using that
energy to fuel magical effects. You start with two
such effects: Turn Undead and an effect
determined by your domain.
When you use your Channel Divinity, you
choose which effect to create. You must then
complete a short rest or a long rest to use your
Channel Divinity again.
Beginning at 6th level, you can use your
Channel Divinity twice between rests, and
beginning at 18th level, you can use it three

D&D Next Playtest

Ability Score Improvement


When you reach certain levels noted in the Cleric
table, you can increase one ability score of your
choice by 2, or you can increase two ability
scores of your choice by 1. You cannot increase
an ability score above 20 using this feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your
ability scores to take a feat.

Divine Strike
At 8th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each
of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal
1d8 extra damage to the target.
If your deity is good, the damage is radiant. If
your deity is evil, the damage is necrotic. If your
deity is neither good nor evil, choose one of
those damage types when you gain this feature.
When you reach 14th level, the extra damage
increases to 2d8.

2013 Wizards

12

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Divine Intervention
Beginning at 10th level, you can use your action
to call upon your deity to intervene on your
behalf when your need is great.
When you take this action, describe the
assistance you want your deity to provide, and
roll percentile dice. If you roll a number equal to
or lower than your cleric level, your deity
intervenes. The DM chooses the nature of the
intervention; the effect of any cleric spell or
cleric domain spell would be appropriate.
After you take this action, you cannot do so
again for 1 week.

Divine Domains
[Playtest note: This document includes three
domains. More are forthcoming.]

DOMAIN SPELLS
Cleric
Level
1
3
5
7
9

Spells
bless, cure wounds
lesser restoration, spiritual weapon
beacon of hope, prayer
death ward, guardian of faith
mass cure wounds, raise dead

Bonus Proficiencies
You gain proficiency with heavy armor and
shields.

Life
The gods of this domain are those that promote
life, health, and abundance as one of their
primary goals. They represent the overflowing
vitality of positive energy, one of the
fundamental forces of the universe, expressed
through healing the sick and wounded and
driving away the forces of death, including the
undead. Some are agricultural deities of grain
and harvest, while sun gods, gods of healing or
endurance, or gods of home and community also
often include life within their sphere of influence.
The gods of this domain are neutral or one of
the good alignments.

Gods and Tenets


Examples of the gods of this domain include Apollo,
Demeter, and Hestia of the Olympian pantheon; Isis and
Osiris of the Pharaonic pantheon; Frey, Freya, and Frigga
of the Asgardian pantheon; Chauntea, Ilmater, and
Lathander of the FORGOTTEN REALMS; and Ehlonna, Pelor,
and Zodal of GREYHAWK.
The gods of life have charged you with spreading
health and vitality throughout the world. You have
heard and answered the divine command to oppose evil
and death, and to mend the wounds of those harmed by
the forces of darkness. Your god answers your prayers
by bestowing upon you the gift of holy blessings, healing,

D&D Next Playtest

and the ability to act as a front-line combatant on the


war against evil.
Those of your faith who achieve the true blessings of
your god do so by putting themselves directly in the
path of anyone who would hurt the cause of good. The
most powerful clerics of this domain are truly blessed,
and their subtle air of devotion and willingness to help
those who suffer inspires those around them to piety.
Their touch heals the injured, and where they walk
miracles surely follow.

Disciple of Life
Whenever you restore hit points to a creature
with a spell, the creature regains additional hit
points equal to 2 + the spells level. The spell
must be at least 1st level.

Channel Divinity: Restore Health


Starting at 2nd level, you can use your Channel
Divinity to heal the badly injured.
As an action, you present your holy symbol
and evoke healing energy that can restore a
number of hit points equal to 5 times your cleric
level. Choose any creatures within 25 feet of you,
and divide those hit points among them. To be
affected, a creature must be at half its full hit
points or lower, and it cant be an undead
creature or a construct.

Supreme Healing
Starting at 20th level, maximize any die rolls you
make to determine the number of hit points you
restore with a spell.

2013 Wizards

13

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Light

Flare

The god of light is often a sun deity, whose


followers are infused with radiant light and the
power of the suns searing heat. This deity is
sometimes the ruler of a pantheon and is often
portrayed as the sun itself or as a charioteer who
guides the sun across the sky. The suns daily
course means that the gods of the sun can
embody principles of growth, rebirth or renewal,
but some sun deities are the sun at high noon,
looking down upon the mortal world to
pronounce judgment and burn away evil.
The gods of this domain are most often lawful
good, neutral good, chaotic good, or lawful
neutral.

Gods and Tenets


Examples of the gods of this domain include Apollo of
the Olympian pantheon; Re-Horakhty of the Pharaonic
pantheon; Balder, Frey, and Odur of the Asgardian
pantheon; Helm and Lathander of the FORGOTTEN REALMS;
and Atroa, Pelor, and Pholtus of GREYHAWK.
The gods of light entrust you with the suns power so
you can become a beacon of light in a darkened world.
You bring light wherever you go, chasing away shadows
and burning away darkness. Your prayers can bring forth
sunlight, which you might focus into burning rays or let
loose to shine its wholesome light.
The most devoted and enlightened followers of the
gods of light shine with their own inner light. Creatures
of darkness and death cower in the presence of the
mightiest of your faith, unable to bear the brightness of
their countenance.

DOMAIN SPELLS
Cleric
Level
1
3
5
7
9
11
15

Spells
burning hands, faerie fire
flaming sphere, scorching ray
daylight, fireball
guardian of faith, wall of fire
flame strike, true seeing
sunbeam
sunburst

Channel Divinity:
Radiance of the Dawn
Starting at 2nd level, you can use your Channel
Divinity to harness sunlight.
As an action, you present your holy symbol,
and any magical darkness within 25 feet of you is
dispelled. Additionally, each enemy creature
within 25 feet of you must make a Constitution
saving throw. A creature takes radiant damage
equal to 2d10 + your cleric level on a failed
saving throw and half as much damage on a
successful one.

Channel Divinity:
Revelation of Truth
At 6th level, you gain the ability to dispel
illusions with your Channel Divinity.
As an action, you present your holy symbol,
and any illusion spell within 25 feet of you is
dispelled if its level is equal to or lower than half
your cleric level.

Corona of Light
Starting at 20th level, you can use your action to
activate an aura of sunlight that lasts for 1
minute or until you dismiss it using another
action. You emit bright light in a 50-foot radius
and dim light 25 feet beyond that. Your enemies
in the bright light have disadvantage on saving
throws against any spell that deals fire or radiant
damage.

War

Bonus Spells
You gain the light and sacred flame cantrips if
you dont already have them. You also gain extra
domain spells at levels 11 and 15, as shown in
your Domain Spells table.

D&D Next Playtest

When a creature that you can see attacks you,


you can use your reaction to cause light to flare
before the attacker. This light imposes
disadvantage on the attack roll.
An attacker that cannot be blinded is immune
to this feature.

War has many manifestations. It can be glorious,


making heroes of ordinary people. It can be
desperate and horrific, mortals worst traits writ
large on the battlefield, with acts of cruelty,
malice, and cowardice eclipsing those instances

2013 Wizards

14

Confidential information of Wizards of the Coast LLC.


Do not distribute.

of excellence and courage. In either case, the god


of war watches over warriors and rewards them
for their great deeds.

Gods and Tenets


Examples of the gods of this domain include Ares,
Athena, and Nike of the Olympian pantheon; Odin, Sif,
Surtr, Thor, Thrym, and Tyr of the Asgardian pantheon;
Bane, Tempus, and Torm of the FORGOTTEN REALMS; and
Heironeous and Hextor of GREYHAWK.
The gods of the War domain attract a wide range of
individuals. You might be a courageous hero, a bold
champion who inspires others to fight the good fight. Or
you might see the battlefield as your temple and offer
violence as prayers to your deity. Whatever your
connection to warfare, you excel in battle and improve
those who fight at your side.
Paragons of your faith grow more and more like the
deity they serve or the ideal of warfare they uphold.
Most tales of the legendary followers of the gods of war
portray them as powerful generals or war chiefs, leading
hordes in conquest or mustering armies to drive off
invaders. They are often said to inspire courage or
berserk fury in those who fight beside them. The shout
of such a cleric can strike terror in enemies, and tales
are told of battles won without a single blow struck, as
armies quailed and fled before the wrath of a mighty
champion of the god of war.

You can use this feature a number of times


equal to your Wisdom modifier (a minimum of
once). You regain expended uses when you
complete a long rest.

Channel Divinity: Guided Strike


Starting at 2nd level, you can use your Channel
Divinity to strike with supernatural accuracy.
When you make an attack roll, you can use your
Channel Divinity to gain a +10 bonus to the roll.
You make this choice after you see the roll, but
before the DM says whether you hit or miss.

Avatar of Battle
At 20th level, you gain resistance to bludgeoning,
piercing, and slashing damage.

DOMAIN SPELLS
Cleric
Level
1
3
5
7
9

Spells
divine favor, shield of faith
magic weapon, spiritual weapon
holy vigor, prayer
divine power, freedom of movement
flame strike, hold monster

Bonus Proficiencies
You gain proficiency with martial weapons and
with heavy armor and shields.

War Priest
Your god delivers bolts of inspiration to you
while you are engaged in battle. Once on your
turn, you can attack one extra time when you
take the attack action. If you havent used your
whole move for the turn, you can move between
your attacks.

D&D Next Playtest

2013 Wizards

15

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Druid
Creating a Druid

Members of an ancient priesthood, druids


commune with the spirits of nature and protect
the common folk who live in harmony with the
land. After being initiated in mysterious rites, a
druid calls on the gods to wield the magic of the
moon, the sun, the storm, the forest, and the
beast.

You can make a druid quickly by following these


suggestions.
Background: Priest
Equipment: Leather armor, shield, spear, rod,
adventurers kit, sprig of mistletoe, and 55 gp

THE DRUID

Proficiency
Level Bonus Features
1
+1
Druidic, Spellcasting
2
+1
Wild Shape (2/day)
3
+2
Druid Circle
4
+2
Ability Score Improvement
5
+2
Wild Shape (3/day, Steed)
6
+2
Circle feature
7
+3
Wild Shape (Fish, Rodent)
8
+3
Ability Score Improvement, Extra Attack
9
+3
Wild Shape (Bird)
10
+3
Circle feature
11
+4
Wild Shape (4/day)
12
+4
Ability Score Improvement
13
+4
Wild Shape (5/day)
14
+4
Circle feature
15
+5
Thousand Faces
16
+5
Circle feature
17
+5

18
+5
Evergreen
19
+6
Ability Score Improvement
20
+6
Circle Feature

A druid gains the following class features.

Hit Points

3




1
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2

Spells per Day


4
5
6


















1


2


2
1

2
2

2
2
1
2
2
1
2
2
1
2
2
1
2
2
1
2
2
1
2
2
1
2
2
1
2
2
1
2
2
1

7












1
1
1
1
1
1
1
1

8














1
1
1
1
1
1

9
















1
1
1
1

Druidic

Hit Dice: 1d8 per druid level


Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per druid level after 1st

Armor: Padded armor, leather armor, dragon leather,


hide armor, and shields made of wood
Weapons: Club, dagger, dart, javelin, mace, quarterstaff,
scimitar, sickle, sling, and spear
Tools: Herbalism kit

D&D Next Playtest

2


1
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2


Saving Throws: Wisdom
Skills: Choose one from Animal Handling, Nature,
Religion, and Survival.

Class Features

Proficiencies

1
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3

You know Druidic, the secret language of druids.


You can speak the language and use it to leave
hidden messages. You and others who know this
language automatically spot such messages.
Others spot the messages presence with a
successful DC 15 Wisdom (Perception) check but
cannot decipher it without magic.

2013 Wizards

16

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Spellcasting
Drawing on the divine essence of nature itself,
you have a combination of cantrips, which you
can cast at will, and other spells that you can cast
only a certain number of times per day. See the
Magic section in the How to Play document
for the general rules of spellcasting.

Cantrips
You gain two cantrips, chosen from the druid
spell list.

Spells per Day


Your druid level determines the number of druid
spells that you can cast of 1st level or higher, as
noted in the Druid table. You must complete a
long rest to regain any castingsalso called spell
slotsthat you use.
Spell Preparation. You decide which druid
spells are available to you to cast each day. After
completing a long rest, you prepare the list of
druid spells that you can cast of 1st level or
higher, choosing from the list of spells available
to all druids (see the Spells document).
Alternatively, you can forgo spell preparation to
use the same list of spells you used the day
before.
Your list for the day includes a number of
druid spells equal to 1 + your druid level, and the
spells can be of any spell level that is available to
you, as shown in the Druid table.
Preparing your spells requires time spent in
prayer and meditation: at least one minute per
spell level for each druid spell you prepare. You
dont have to prepare all your spells at once. If
you like, you can prepare some later in the day.
Casting a Prepared Spell. When you cast one
of your prepared spells, you expend a casting of
the spells level or higher. The spell itself is not
expended. For example, if you have the 1st-level
spell cure wounds prepared and can still cast a
1st-level spell and a 2nd-level spell, you can cast
cure wounds once or twice and at either level.

Magic Ability
Wisdom is your magic ability for your druid
spells.

D&D Next Playtest

Saving Throw DC. The DC to resist one of your


spells equals 8 + your Wisdom modifier.
Spellcasting Bonus. If you are holding a magic
focusa rod, staff, or wand made of wood
when you cast a spell, you can add your
proficiency bonus to the spells saving throw DC.

Ritual Casting
You can cast any druid spell as a ritual if you
have the spell prepared and the spell has a ritual
version. To cast a spell as a ritual, you must add
10 minutes to the spells casting time, during
which you undertake a prescribed ceremony
that includes your magic focus, a rod, staff, or
wand made of wood.

Sacred Plants and Wood


Druids hold certain plants to be sacred, particularly
alder, ash, birch, elder, hazel, juniper, mistletoe, oak,
rowan, willow, and yew. A druid uses a wooden
implement to focus magic, such as a rod of yew, a staff
of oak, or (especially) a wand of mistletoe. Some druids
use druidcraft keep the wood of such implements alive,
along with leaves or needles and berries or nuts.
Similarly, a druid uses such woods to make other
objects, such as weapons and shields. Yew is associated
with death and rebirth, so weapon handles for scimitars
or sickles might be fashioned from it. Ash and oak are
hardash is associated with life and oak with strength.
These woods make excellent hafts or whole weapons,
such as clubs or quarterstaffs, as well as shields. Alder is
associated with air, and it might be used for thrown
weapons, such as darts.
Druids from regions that lack the specific plants
described here have chosen other plants to take on
similar roles and uses. For instance, a druid of a desert
region might value the yucca tree and palm trees.

Wild Shape
Starting at 2nd level, you can magically assume
the shape of a beast. You can do so as part of any
action that doesnt involve casting a spell or
activating a magic item. You can use this feature
twice, and you regain any expended uses of it
when you complete a long rest. You gain one
additional use at 5th, 11th, and 13th level.
When you transform, choose one of the shapes
available to you. To start with, you have access
to the shape of the hound (detailed below). As
you gain certain levels in this class, you gain

2013 Wizards

17

Confidential information of Wizards of the Coast LLC.


Do not distribute.

access to additional shapes, as summarized in


the druid table.
You can stay in a particular shape for a number
of hours equal to half your druid level, after
which time you revert to your normal form
unless you expend another use of this feature.
You can revert to your normal form earlier as
part of any action that doesnt involve casting a
spell or activating a magic item. And you
automatically revert to your normal form if you
fall unconscious or die.
While you are transformed, the following rules
apply:
The shapes statistics show changes to your
normal statistics. Some replace your normal
statistics, while others are modifications to
those statistics. If a shape does not show a
change to a given statistic, that statistic
remains the same as it is in your normal shape.
You have proficiency with the shapes attacks,
if any, and can use only those attacks while in
the shape. If a shape lacks attacks, you cannot
attack while in that shape.
You can speak, but you cannot cast spells.
You are limited to actions and movement the
new shape could reasonably perform.
Your gear is subsumed into the new shape, so
you cannot access such equipment to activate,
use, or wield it. (For instance, any weapon or
shield you have is of no benefit to you, and
only the magic bonus from your armor, if any,
applies to your AC.) A magic item that confers
only a passive magical effect without requiring
activation, such as magic armor or a ring of
protection, continues to do so.

Steed
Large Shapechanger
Armor Class 10 + your Dexterity modifier
Speed 50 ft.
Str increases by 2, up to 22
Special Senses low-light vision
Beast of Burden. Without being encumbered, you can
carry up to 40 times your Strength score in pounds.
Melee AttackGore or Slam. Proficiency bonus +
Strength modifier to hit (reach 5 ft.; one creature).
Hit: 1d6 + Strength modifier piercing or bludgeoning
damage.


Starting at 5th level, you can use Wild Shape to
assume the shape of the steed. In this shape, you
look like a horse, a stag, or another Large four-
legged beast that can move rapidly and carry
loads or riders.

Fish
Tiny Shapechanger
Armor Class 10 + your Dexterity modifier
Speed 5 ft., swim 50 ft.
Str 5 (3)
Special Senses low-light vision
Water Breathing. You can breathe underwater. (You can
still breathe air.)


By 7th level, you have learned to use Wild Shape
to take the shape of a Tiny fish or amphibian you
are familiar with.

Rodent

Beast Shapes
Hound
Medium Shapechanger
Armor Class 10 + your Dexterity modifier
Speed 50 ft.
Special Senses low-light vision
Keen Senses. You gain a +5 bonus to all ability checks to
detect hidden creatures.
Melee AttackBite. Proficiency bonus + Strength or
Dexterity modifier to hit (reach 5 ft.; one creature).
Hit: 1d8 + Strength or Dexterity modifier piercing or
slashing damage.

D&D Next Playtest

With the shape of the hound, you assume the


appearance of a canine you are familiar with
such as a wolf, a coyote, or a bloodhoundor a
similar predator.

Tiny Shapechanger
Armor Class 10 + your Dexterity modifier
Speed 30 ft.
Str 5 (3)
Special Senses low-light vision
Sneaky. You gain a +5 bonus to all ability checks to
become hidden.


Starting at 7th level, you can also assume the
shape of the rodent, which causes you to appear
like a rat or a similarly little, furtive beast.

2013 Wizards

18

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Bird
Tiny Shapechanger
Armor Class 12 + your Dexterity modifier
Speed 5 ft., fly 50 ft.
Str 5 (3)
Keen Senses. You gain a +5 bonus to all ability checks to
detect hidden creatures.
Nimble Flier. You provoke no opportunity attacks when
you fly out of a hostile creatures reach.
Melee AttackBite or Talons. Proficiency bonus +
Dexterity modifier to hit (reach 5 ft.; one creature).
Hit: 1 slashing damage.

Starting at 9th level, you can assume the shape of


a Tiny bird that you are familiar with.

Druid Circle
Druids embrace particular aspects of nature,
forming circles of likeminded druids around
such concepts. At 3rd level, you choose one druid
circle: Circle of the Land or Circle of the Moon.
Your circle grants you features at certain druid
levels, as shown in the Druid table. Each circle is
detailed at the end of the druid section.

Ability Score Improvement


When you reach certain levels noted in the Druid
table, you can increase one ability score of your
choice by 2, or you can increase two ability
scores of your choice by 1. You cannot increase
an ability score above 20 using this feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your
ability scores to take a feat.

Extra Attack

Evergreen
By 18th level, the secret of longevity that some
plants possess is now yours. For every 10 years
that pass, your body ages only 1 year.

Druid Circles
Circle of the Land
The Circle of the Land is made up of mystics and
sages who safeguard ancient knowledge and
rites through a vast oral tradition. These druids
meet within sacred circles of trees or stone to
whisper primal secrets in the druids tongue, and
the circles wisest members serve as the chief
priests of communities that follow the old ways
and as advisors to the rulers of those folk.
As a member of this circle, your magic is
influenced by the land where you were initiated
into the circles mysteries.
CIRCLE OF THE LAND FEATURES

Beginning at 8th level, you can attack one extra


time whenever you take the attack action on
your turn. If you havent used your whole move
for the turn, you can move between your attacks.

Thousand Faces

another race or gender, or you can alter your


appearance to look like a person you have seen.
You can also create minor changes in your
physical appearance, including altering hair and
eye color, height and build, and skin color and
texture. Your game statistics do not change, nor
do your clothes or the equipment you are
wearing.
The transformation stands up to scrutiny,
including physical contact, though other
creatures might be able to discern that you are
not who (or what) you appear to be by your
actions and speech.

Level
3
6
10
14
16
20

Feature
Circle Spells
Circle Spells (Bonus Spells)
Circle Spells (Bonus Spells), Lands Stride
Natures Ward
Lands Endurance
Beast Spells

By 15th level, you have learned to use Wild


Shape to take on the physical appearance of
another creature of the same size and type as
you. This can be a nonspecific member of

D&D Next Playtest

2013 Wizards

19

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Circle Spells

GRASSLAND

Your mystical connection to the land infuses you


with additional spells that you can cast and
prepare.

Bonus Cantrip
Bonus Spells per Day
Each day, you can cast two additional spells: a
1st-level druid spell and a 2nd-level druid spell.
Starting at 6th level, you can cast one
additional 3rd-level druid spell per day. And
starting at 10th level, you can cast one additional
4th-level druid spell per day.

Spells of the Land


Choose the land where you became a druid:
coast, desert, forest, grassland, mountain, swamp
or tundra. Your native land forever influences
your connection to primal magic, determining
spells that you always have prepared once you
reach certain druid levels.
These spells dont count against the number of
spells you can prepare each day. If a spell your
land grants you doesnt appear on the druid spell
list, the spell is, nonetheless, a druid spell for you.
COAST
Spells
augury, mirror image
water breathing, water walk
freedom of movement, solid fog*
scrying, true seeing

DESERT
Level
3
5
7
9

Spells
blur, silence
create food and water, protection from energy
blight, hallucinatory terrain*
control winds,* wall of stone

FOREST
Level
3
5
7
9

Spells
augury, barkskin
call lightning, plant growth
divination, freedom of movement
commune with nature,* plant door

D&D Next Playtest

Spells
augury, pass without trace
daylight, haste
air walk, divination
dream,* insect plague

MOUNTAIN

You learn one additional druid cantrip of your


choice.

Level
3
5
7
9

Level
3
5
7
9

Level
3
5
7
9

SWAMP
Level
3
5
7
9

Spells
spider climb, spike growth
elemental mantle, meld into stone
confusion, stoneskin
passwall, wall of stone

Spells
augury, locate object*
water walk, stinking cloud
freedom of movement, locate creature*
insect plague, scrying

TUNDRA
Level Spells
3
augury, spike growth
5
sleet storm, slow
7
freedom of movement, ice storm
9
commune with nature,* cone of cold

* This spell is not currently in the playtest.

Lands Stride
Starting at 10th level, moving through
nonmagical difficult terrain costs you no extra
movement. You can also pass through
nonmagical plant overgrowth at your normal
rate of movement, taking no damage from thorns
and similar natural hazards such plants possess.
In addition, you have advantage on saving
throws against plants that are magically created
or manipulated to impede movement, such those
created by the entangle spell.

Natures Ward
By 14th level, you cannot be charmed or
frightened by elemental or fey creatures.

Lands Endurance
Starting at 16th level, you are immune to poison
and disease.

2013 Wizards

20

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Bear

Beast Spells
At 20th level, you can cast spells in any shape
you assume using Wild Shape.

Circle of the Moon


Druids of the Circle of the Moon are fierce
guardians of the wilds. Their order gathers
under the face of the full moon to share news
and trade warnings. They haunt the deepest
parts of the wilderness, where they might go for
weeks on end before crossing paths with
another humanoid creature, let alone another
druid.
Changeable as the moon, a druid of this circle
might prowl as a great cat one night, soar over
the treetops as an eagle the next day, and crash
through the undergrowth in bear form to drive
off a trespassing monster. The wild is in the
druids blood.
CIRCLE OF THE MOON FEATURES
Level
3
6
10
14
16
20

Feature
Moon Shapes
Battle Shapes
Giant Battle Shapes
Ancient Battle Shapes
Behemoth Shape
Instinctive Wild Shape

Medium Shapechanger
Armor Class 14 + your Dexterity modifier
Armor Class increases by 2
Str increases by 2, up to 22
Special Senses low-light vision
Relentless. If you drop to 0 hit points but dont die, you
remain conscious until the end of your next turn. You
fall unconscious then if you still have 0 hit points.
Melee AttackBite or Claw. Proficiency bonus +
Strength modifier to hit (reach 5 ft.; one creature).
Hit: 2d6 + Strength modifier piercing or slashing
damage.

Cat
Medium Shapechanger
Armor Class 12 + your Dexterity modifier
Speed 50 ft.
Dex increases by 2, up to 22
Special Senses low-light vision
Feline Cunning. You can take a second action on each of
your turns. This action can be used only to disengage,
hide, or hustle.
Sneaky. You gain a +5 bonus to all ability checks to
become hidden.
Melee AttackBite or Claw. Proficiency bonus +
Dexterity modifier to hit (reach 5 ft.; one creature).
Hit: 2d6 + Dexterity modifier piercing or slashing
damage.

Moon Shapes

Giant Battle Shapes

You gain one extra use of Wild Shape. When you


revert to your normal form after using Wild
Shape and have half your hit points or fewer, you
regain a number of hit points equal to your druid
level, except when youre knocked unconscious
or die.
In addition, while youre in the shape of the
hound, your Strength and Dexterity each
increase by 2, up to 22.

You can choose to be Large or Medium when


you assume the shape.
Your Strength or Dexterity increases by 4
(rather than 2), up to 24.

Battle Shapes
Starting at 6th level, you can use Wild Shape to
assume either of two new shapes: the bear and
the cat. The two are well suited for battle. Using
the first, you assume the shape of a bear or a
similar brawny beast. Using the second, you
assume the appearance of a panther or other
catlike creature.

D&D Next Playtest

At 10th level, your battle shapes improve. While


in either shape, you gain the following traits:

Ancient Battle Shapes


At 14th level, your battle shapes improve again.
While in either shape, the shapes attack deals
1d6 extra damage.

Behemoth Shape
At 16th level, you can use Wild Shape to assume
the shape of a Huge animal, such as a mammoth
or a giant stag, so massive it can crush several
foes underfoot.

2013 Wizards

21

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Behemoth
Huge Shapechanger
Armor Class 12 + your Dexterity modifier
Speed 40 ft.
Str increases by 4, up to 24
Melee AttackGore or Bite. Proficiency bonus +
Strength modifier to hit (reach 5 ft.; one creature).
Hit: 3d6 + Strength modifier bludgeoning, piercing, or
slashing damage.
Trample. You can combine your action and movement
to move up to your speed and make your melee
attack against each Medium or smaller creature
whose space you enter during this move. You make
the attack against a creature only when you first enter
its space. Hit: In addition to taking damage, the target
must succeed on a DC 14 Strength saving throw or be
knocked prone.

Instinctive Wild Shape


Starting at 20th level, you can use your Wild
Shape feature an unlimited number of times
without resting.

D&D Next Playtest

2013 Wizards

22

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Fighter
With durability and unequaled weapon mastery,
the fighter dominates a battlefield.
THE FIGHTER

Proficiency
Level Bonus
1
+1
2
+1
3
+2
4
+2
5
+2
6
+2
7
+3
8
+3
9
+3
10
+3
11
+4
12
+4
13
+4
14
+4
15
+5
16
+5
17
+5
18
+5
19
+6
20
+6

Features
Fighting Style, Second Wind
Action Surge
Martial Path
Ability Score Improvement
Extra Attack
Ability Score Improvement
Martial Path benefit
Ability Score Improvement
Defy Death
Martial Path benefit
Extra Attack
Ability Score Improvement
Indomitable
Ability Score Improvement
Martial Path benefit
Ability Score Improvement
Improved Action Surge
Ability Score Improvement
Martial Path benefit
Extra Attack

You adopt a particular style of fighting as your


specialty. Choose one of the following options.

Archery
You gain a +1 bonus to the attack rolls you make
with ranged weapons.

Defense
While you are wearing armor, you gain a +1
bonus to AC.

Great Weapon Fighting

As a fighter, you gain the following class features.


Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, shields


Weapons: Simple weapons, martial weapons
Tools: Mounts (land)

Saving Throws: Strength, Constitution
Skills: Choose one skill from Acrobatics, Athletics, or
Intimidation.

D&D Next Playtest

You can make a fighter quickly by taking the suggested


background and picking one of the three equipment
packages.
Background: Soldier
Equipment Defense: Chain mail, shield, long sword,
4 javelins, adventurers kit, and 39 gp
Equipment Offense: Chain mail, great sword, 3
handaxes, adventurers kit, and 1 gp
Equipment Archery: Scale mail, longbow, long
sword, quiver with 20 arrows, adventurers kit, and 25
gp

Fighting Style

Class Features
Hit Points

Creating a Fighter

When you miss a target with a melee weapon


that you are wielding with two hands, the target
still takes damage from the weapon. The damage
equals your Strength modifier. The weapon must
have the two-handed or versatile property to
gain this benefit.

Protection
When a creature that you can see attacks you or
a target within 5 feet of you, you can use your
reaction to impose disadvantage on the attack
roll if you are wielding a melee weapon, a shield,
or both.

Two-Weapon Fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack.

2013 Wizards

23

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Second Wind

Extra Attack

You have a limited well of stamina that you can


draw upon to protect yourself from harm.
As an action, you can gain temporary hit points
equal to 1d6 + your fighter level. These hit points
can exceed your hit point maximum, and they
cannot be regained. If you take damage, these hit
points are lost first, and they go away after 5
minutes.
Once you use this feature, you must complete a
short rest or a long rest before you can use it
again.

Beginning at 5th level, you can attack one extra


time whenever you take the attack action on
your turn. If you havent used your whole move
for the turn, you can move between your attacks.
When you reach 11th level, this feature gives
you two extra attacks, instead of one.
When you reach 20th level, this feature gives
you three extra attacks, instead of two.

Action Surge
Starting at 2nd level, you can push yourself
beyond your normal physical limits for a
moment.
On your turn, you can take an additional action.
If you do so, you must complete a short rest or a
long rest before you can use this feature again.
Starting at 17th level, you can use this feature
twice before a rest, but you cannot use it twice
on the same turn.

Martial Path
At 3rd level, choose the path that you follow in
your martial training: the path of the Weapon
Master or the Warrior.
Each path is detailed at the end of the fighter
section. Your choice grants you features at
certain fighter levels.

Ability Score Improvement


When you reach certain levels noted in the
Fighter table, you can increase one ability score
of your choice by 2, or you can increase two
ability scores of your choice by 1. You cannot
increase an ability score above 20 using this
feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your
ability scores to take a feat.

D&D Next Playtest

Defy Death
Once you reach 9th level, you can rally yourself
despite grievous injuries.
When you are reduced to 0 hit points but are
not killed outright, you can make a DC 15
Constitution saving throw. If you succeed, you
are instead reduced to 1 hit point.

Indomitable
Beginning at 13th level, you have advantage on
all saving throws. A combination of cunning,
battle experience, and a dash of luck guard you
from harm.

Improved Action Surge


Starting at 17th level, you can use your Action
Surge twice before a rest, but you cannot use it
twice on the same turn.

Martial Paths
Path of the Weaponmaster
You are a master of maneuvers in battle. You rely
on cunning and prowess to defeat your enemies.
Intense training combined with a relentless
focus on victory propels you in combat. Victory
is one more sign of martial supremacy.

2013 Wizards

24

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Advanced Maneuvers

WEAPONMASTER FEATURES
Level
3
7
10
15
19

Feature
Combat Superiority
Combat Superiority, Advanced Maneuvers
Combat Superiority
Improved Combat Superiority
Relentless

Combat Superiority
As a master of combat, you are able to pull off
exceptional maneuvers in battle that are fueled
by dice called superiority dice. A superiority die
is a d6.
You know three maneuvers: Dirty Trick,
Spring Away, and Trip. When you hit a creature
with a melee attack, you can use a maneuver you
know if you have at least one superiority die. The
die you use with the maneuver is then expended.
The number of superiority dice that you have
is determined by your fighter level.
Fighter
Level
3
7
10

Dice
2
3
4

You can use your action to regain one


superiority die. When you complete a short rest
or a long rest, you regain all of them.
Dirty Trick. You try to throw your target off
guard. Roll one superiority die. If the number
rolled is equal to or greater than the targets
Wisdom modifier, the next attack roll against the
target has advantage. Otherwise, add the number
rolled to the attacks damage against the target.
Spring Away. After striking your target, you
try to leap away. Roll one superiority die. If the
number rolled is equal to or greater than the
targets Dexterity modifier, you can move up to
half your speed. This movement does not
provoke opportunity attacks, and you can move
through the targets space during it. Otherwise,
add the number rolled to the attacks damage
against the target.
Trip. Roll one superiority die. If the number
rolled is equal to or greater than the targets
Strength modifier, you knock the target prone.
Otherwise, add the number rolled to the attacks
damage against the target.

D&D Next Playtest

When you reach 7th level, you learn more


maneuvers.
Bell Ringer. You try to addle your target. Roll
one superiority die. If the number rolled is equal
to or greater than the targets Constitution
modifier, the target cannot use reactions until
the end of your next turn, and the target has
disadvantage on the first attack it makes before
your next turn. Otherwise, add the number
rolled to the attacks damage against the target.
Drive Back. Roll one superiority die. If the
number rolled is equal to or greater than the
targets Strength modifier, you push the target
15 feet away from you in a straight line.
Otherwise, add the number rolled to the attacks
damage against the target.
Hamstring. Roll one superiority die. If the
number rolled is equal to or greater than the
targets Dexterity modifier, the targets speed is
reduced by 15 feet, and opportunity attacks
against it have advantage. Both effects last until
the end of your next turn. Otherwise, add the
number rolled to the attacks damage against the
target.

Improved Combat Superiority


Starting at 15th level, your superiority dice are
d10s instead of d6s.

Relentless
Starting at 19th level, when you start your turn
with no superiority dice available, you regain
two of them at the end of that turn.

Path of the Warrior


The path of the warrior is walked by more
fighters than any other. A typical warrior fights
out of necessity, either as a lone wolf or as part
of an army, a towns watch, or a mercenary band.

2013 Wizards

25

Confidential information of Wizards of the Coast LLC.


Do not distribute.

WARRIOR FEATURES
Level
3
7
10
15
19

fewer of your hit points. You dont gain this


benefit if you are at 0 hit points.

Feature
Improved Critical
Superior Critical
Additional Fighting Style
Devastating Critical
Survivor

Improved Critical
Your weapon attacks can score a critical hit on a
roll of 19 or 20.

Superior Critical
Starting at 7th level, your weapon attacks can
score a critical hit on a roll of 1820.

Additional Fighting Style


You can choose a second option from the
Fighting Style class feature.

Devastating Critical
Beginning at 15th level, when you score a critical
hit with a weapon against a creature, you can
impose an additional effect on the target if the
attack deals damage to it. The damages type
determines the effect. A target is immune to the
additional effect if the target is a construct or if
the attack deals no damage to it.
Bludgeoning. The target must make a
Constitution saving throw with a DC of 10 + your
Strength modifier. On a failure, the target is
stunned until the end of its next turn.
Slashing. The targets speed drops to 0 until
the end of its next turn, as a result of your attack
hamstringing it or causing it a vexing wound.
Piercing. The target suffers a nagging wound.
Until the target is healed or drops to 0 hit points,
it takes damage at the end of each of its turns.
The damage equals 1d6 + half your fighter level.
The target or a creature within 5 feet can end
this damage by using its action to tend to the
wound.

Survivor
At 19th level, you have nearly attained the
pinnacle of resilience in battle. At the start of
each of your turns, you regain hit points equal to
5 + your Constitution modifier if you have half or

D&D Next Playtest

2013 Wizards

26

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Mage
Mages are supreme magic-users. Drawing on the
subtle weave of magic that permeates the
cosmos, they cast spells of explosive fire, arcing
lightning, subtle deception, brute-force mind
control, and more. Their mightiest spells can
change one substance into another or alter a
creatures form, open pathways to other planes
of existence, or even kill with a single word.

Wild and enigmatic, varied in form and


function, the power of magic draws many
students who seek to master its mysteries, and
some who aspire to become like the gods,
shaping reality itself. You have chosen the
mages path to magical mastery, which requires
keen intellect and mental discipline to master
the complex formulas you use to bend this
power to your will.


THE MAGE

Proficiency
Level Bonus Features
1
+1
Wizardry
2
+1
Arcane Tradition
3
+2

4
+2
Ability Score Improvement
5
+2

6
+2
Tradition Benefit
7
+3

8
+3
Ability Score Improvement
9
+3

10
+3
Ability Score Improvement
11
+4

12
+4
Tradition Benefit
13
+4

14
+4
Ability Score Improvement
15
+5

16
+5
Tradition Benefit
17
+5

18
+5
Spell Mastery
19
+6
Ability Score Improvement
20
+6
Tradition Benefit

1
2
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

Class Features
As a mage, you gain the following class features.

Hit Points

Hit Dice: 1d6 per mage level


Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per mage level after 1st

Proficiencies
Armor: None

D&D Next Playtest

2


2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3

3




2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3

Spells per Day


4
5
6


















1


2


3
1

3
2

3
2
1
3
2
1
3
2
1
3
2
1
3
2
1
3
2
1
3
2
1
3
2
1
3
2
1
3
2
1

7












1
1
1
1
1
1
1
1

8














1
1
1
1
1
1

9
















1
1
1
1

Weapons: Daggers, darts, slings, quarterstaffs, and light


crossbows
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Choose one from Arcana, History, and Religion

Creating a Mage
You can make a mage quickly by following these
suggestions.
Background: Sage
Equipment: Robes, quarterstaff, spellbook,
adventurers kit, 64 gp, and 8 sp

2013 Wizards

27

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Wizardry
As a student of arcane magic, you have collected
a spellbook containing a combination of minor
spells called cantrips and the more powerful
spells that show the first glimmerings of your
true power. See the Magic section in the How
to Play document for the general rules of
spellcasting.

Spellbook
You have a spellbook that contains the mage
spells you know. It starts with three cantrips and
four 1st-level spells of your choice.
Each time you gain a mage level, you can add
two spells to your spellbook. You choose the
spells from the mages spell list, and they must
be of a level that you can cast, as noted on the
Mage table. On your adventures, you might find
other spells that you can add to your spellbook
(see the Your Spellbook sidebar).

Spells per Day


Your mage level determines the number of mage
spells that you can cast of 1st level or higher, as
noted in the Mage table. You must complete a
long rest to regain any castingsalso called spell
slotsthat you use.
Spell Preparation. You decide which mage
spells are available to you to cast each day. After
completing a long rest, you can prepare the list
of mage spells that you will be able to cast in the
coming day, choosing from the spells of 1st level
or higher in your spellbook. (You do not need to
prepare cantrips.) Alternatively, you can forgo
spell preparation to use the same list of spells
you used the day before.
Your list can contain a number of mage spells
equal to 1 + your mage level, and the spells can
be of any spell level that is available to you, as
shown in the Mage table.
Preparing a spell requires you to study your
spellbook and memorize the incantations and
gestures you must make to cast the spell, taking
at least one minute per spell level for each spell
you prepare. You dont have to prepare all your
spells at once. If you like, you can prepare some
later in the day.

D&D Next Playtest

Casting a Prepared Spell. When you cast one


of your prepared spells, you expend a casting of
the spells level or higher. The spell itself is not
expended. For example, if you have the 1st-level
spell magic missile prepared and can still cast a
1st-level spell and a 2nd-level spell, you can cast
magic missile once or twice and at either level.

Magic Ability
Intelligence is your magic ability for your mage
spells.
Saving Throw DC. The DC to resist one of your
spells equals 8 + your Intelligence modifier.
Spellcasting Bonus. If you are holding a magic
focusa component pouch, orb, rod, staff, wand,
or your spellbookwhen you cast a spell, you
can add your proficiency bonus to the spells
saving throw DC.

Ritual Casting
You can cast any mage spell as a ritual if you
have the spell in your spellbook and the spell has
a ritual version. To cast a spell as a ritual, you
must add 10 minutes to the spells casting time,
during which you undertake a prescribed
ceremony that includes your spellbook.

Arcane Recovery
Once per day during a short rest, you can regain
some of your magical energy by studying your
spellbook. You choose expended spell slots to
recover. The spell slots can have a combined
level that is less than or equal to half your mage
level (round up), and none of the slots can be 6th
level or higher.
For example, when you are a 4th-level mage,
you can recover up to two levels worth of spell
slots. You can recover either a 2nd-level spell
slot or two 1st-level spell slots.

Your Spellbook
The spells that you add to your spellbook as you gain
levels reflect the arcane research you conduct on your
own, as well as intellectual breakthroughs you have had
about the nature of the cosmos. You might find other
spells during your adventures. You might find a spell
recorded on a scroll in an evil wizards chest or in a
dusty tome in an ancient library, for example.
Copying a Spell into the Book. When you find a spell,
you can add it to your spellbook if it is of a level you can

2013 Wizards

28

Confidential information of Wizards of the Coast LLC.


Do not distribute.
normally cast, if it appears on the mages spell list, and if
you can read it (some spellcasters use secret alphabets
and ciphers to record spells).
Copying a spell into your spellbook confers knowledge
of the spell to you. For each level of the spell, the
process takes 1 hour and requires 50 gp. The cost
represents material components you expend as you
experiment with the spell to master it.
Replacing the Book. You can copy a spell from your
own spellbook into another bookfor example, if you
want to make a backup copy of your spellbook. This is
just like copying a new spell into your spellbook. In
addition, if you lose your spellbook, you can use the
same procedure to transcribe spells that you have
prepared into a new spellbook. Filling out the remainder
of your spellbook requires you find new spells to do so,
as normal. For this reason, many mages keep backup
spellbooks in a safe place.
The Books Appearance. Your spellbook is a unique
compilation of spells, with its own decorative flourishes
and margin notes. Your school of magic, how you prefer
to organize your knowledge, how much coin youve
devoted to the materials, and the outcome of your
latest adventure are all factors bearing on your
spellbooks appearance.
Your spellbook might be a plain but functional leather
tome you received as a gift from your master when you
struck out on your own, a finely bound gilt-edged tome
you found in an ancient library, or even a loose
collection of notes scrounged together after you lost
your previous tome in a mishap.

Arcane Tradition
When you reach 2nd level, you choose an arcane
tradition to focus your magical studies. Three
arcane traditions are detailed at the end of the
class description.

Ability Score Improvement


When you reach certain levels noted in the Mage
table, you can increase one ability score of your
choice by 2, or you can increase two ability
scores of your choice by 1. You cannot increase
an ability score above 20 using this feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your
ability scores to take a feat.

D&D Next Playtest

Spell Mastery
At 18th level, pick a 1st-level mage spell and a
2nd-level mage spell. You can cast the lowest-
level version of those spells at will.
By spending 8 hours in study, you can change
one or both of the spells you chose to different
spells of the same levels.

Arcane Traditions
The arcane tradition of wizardry is ancient,
stretching back to the earliest mortal discoveries
of magic. It is firmly established in the worlds of
D&D, with academic institutions dedicated to its
study. Although other traditions existincluding
sorcery and witchcraftmost mages study
wizardry.
The study of magic in wizardry is complex and
varied. Wizards through the ages have cataloged
thousands of spells, grouping them into
categories called schools. In some places, the
schools of magic are literally schools; a mage
might study at the school of Illusion while
another studies across town at the school of
enchantment. In other institutions, the schools
are more like academic departments, with rival
faculties competing for students and funding.
Even solitary wizards who train apprentices in
the solitude of their own towers use the division
of magic into schools as a learning device, for the
spells of different schools require different
approaches and the mastery of different
techniques.
The eight schools of magic are abjuration,
conjuration, divination, enchantment, evocation,
illusion, necromancy, and transmutation. The
mastery of any school of magic is effectively its
own arcane tradition.
Enchantment, evocation, and illusion are
presented in this document.

Wizardry: School of
Enchantment
You know how to magically entrance and beguile
other people and monsters. Some enchanters are
peacemakers, who bewitch the violent to lay

2013 Wizards

29

Confidential information of Wizards of the Coast LLC.


Do not distribute.

down their arms and the cruel to show mercy.


Other enchanters are tyrants, who spellbind the
unwilling into their service. And many other
enchanters fall somewhere in between.
Enchanters rarely get on well with one another,
for possessing the power to control others
minds doesnt ensure immunity to the same
treatment.
ENCHANTMENT FEATURES
Level
2
5
12
16
20

Feature
Aura of Antipathy
Instinctive Charm
Split Enchantment
Rapid Enchantment
Alter Memories

Aura of Antipathy
Starting at 2nd level, you radiate a magical aura
that causes nearby attackers to doubt their
resolve to strike you. Any creature within 10 feet
of you has disadvantage on melee attacks against
you while you can take actions. Creatures that
cannot be charmed are immune to this effect.

Instinctive Charm
Beginning at 5th level, when a creature that you
can see attacks you from within 50 feet of you,
you can use your reaction to magically compel
the attacker to direct its attack elsewhere. You
must choose to use this feature before knowing
whether the attack hits or misses.
If you use it, the attacker must make a Wisdom
saving throw against your spell save DC. A
creature that cannot be charmed automatically
succeeds. On a failed save, the attacker must
target the creatureother than youthat is
closest to it. If multiple creatures are closest, the
attacker chooses which one to target. The attack
is wasted if no eligible targets are within range.

enchantment spell of 1st level or higher that has


a casting time of 1 action, its casting time
becomes swift.

Alter Memories
At 20th level, when a creature is charmed by a
spell you cast, you can alter the creatures
understanding so that it is unaware of the fact
that you cast the spell on it and therefore
perceives its charmed behavior as nonmagical.
Additionally, once before the spell expires, you
can use your action to try to make the creature
forget some of the time it spends charmed. The
creature must succeed on a Intelligence saving
throw against your spell save DC or lose
memories from that time, up to a number of
hours equal to 1 + your Charisma modifier.
If the creature fails the saving throw, you can
also contest a Charisma (Deception) check
against its Intelligence check. If you succeed, you
can describe to the creature what it experienced
during the forgotten time, and it believes your
deception to be true, not realizing that you are
the source of its new memories.

Wizardry: School of
Evocation
You focus your study on magic that creates
powerful elemental effects. Spells like burning
hands, lightning bolt, and cone of cold live within
your domain. You evoke the elemental powers of
the Inner Planes of existence to harness spells
that deal with bitter cold, searing flame, rolling
thunder, crackling lightning, and burning acid.
Evocation specialists are usually called
evokers and are among the most common mages
employed by military forces.

Split Enchantment
Starting at 12th level, when you cast an
enchantment spell of 1st level or higher that
targets only one creature, you can have it target
a second creature.

Rapid Enchantment
At 16th level, you gain the ability to cast your
enchantments more swiftly. When you cast an
D&D Next Playtest

2013 Wizards

30

Confidential information of Wizards of the Coast LLC.


Do not distribute.

EVOCATION FEATURES
Level
2
5
12
16
20

If you dont already know these spells, you can


now add them to your spellbook.

Benefit
Sculpt Spells
Potent Cantrip
Overchannel
Empowered Evocation
Evocation Master

Wizardry: School of Illusion

Sculpt Spells
Beginning at 2nd level, when you cast an
evocation spell that affects other creatures, you
can choose a number of creatures equal to the
spells level + 1. The chosen creatures
automatically succeed on their saving throws
against the spell, and they take no damage if they
would normally take half damage from the spell.

Potent Cantrip
Starting at 5th level, when a creature is missed
by or succeeds on a saving throw against your
evocation cantrip that deals damage, the
creature still takes half the damage but suffers
no additional effect.

Overchannel
Starting at 8th level, when you cast a mage spell
of 3rd level or lower that deals damage, you can
use this feature to deal maximum damage with
that spell.
The first time you do so between completing
long rests, you suffer no adverse effects. If you
do so a second time before a long rest, you must
succeed on a DC 15 Constitution saving throw or
drop to 0 hit points after casting the spell. Each
additional use before a long rest increases the
saving throw DC by 5.

Empowered Evocation
Beginning at 12th level, when you roll damage
for an evocation spell you cast, add your
Intelligence modifier to the damage.

Evocation Master
At 20th level, you can cast the fireball and
lightning bolt spells as 3rd-level spells without
expending a spell slot. You also always have
them prepared, and they dont count against the
number of spells you can prepare.

D&D Next Playtest

You study magic that dazzles the senses,


befuddles the mind, and tricks even the wisest
folk. Your magic is subtle, but when combined
with a keen mind, illusions can bring an entire
kingdom to its knees. You might have studied
under a private tutor, perhaps a disgraced
wizard or witch, or in a small group of
likeminded mages. Among gnomes, the study of
illusion is greatly admired.
Illusion specialists are usually called
illusionists and often have something of a
sinister reputation, owing to their penchant for
trickery. Some illusionists revel in others
suspicion, casting themselves as mysterious
figures. Other illusionists prefer to keep a low
profile and might never reveal their study of this
tradition.
ILLUSION FEATURES
Level
2
5
12
16
20

Benefit
Improved Minor Illusion
Disappearing Trick
Illusory Self
Illusionary Reality
Illusion Master

Improved Minor Illusion


You learn the minor illusion cantrip. If you
already know this cantrip, you learn a different
mage cantrip of your choice.
When you cast minor illusion, you can use both
the Ghost Sound and the Silent Image effects
with a single casting of the spell.

Disappearing Trick
Starting at 5th level, you always have the
invisibility spell prepared, and it doesnt count
against the number of spells you can prepare.
Right after you take damage, you can use your
reaction to cast invisibility.
If you dont already know this spell, you can
now add it to your spellbook.

2013 Wizards

31

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Illusory Self
Beginning at 12th level, you can create an
illusory duplicate of yourself as an instant,
almost instinctual reaction to danger. If you are
attacked before you take your first turn in
combat, you can use your reaction to interpose
the illusory duplicate between your attacker and
yourself. The attack automatically misses you
and destroys the illusion.

Illusionary Reality
By 16th level, you have learned the secret of
weaving shadow magic into your illusions to give
them a semi-reality.
When you cast an illusion spell of 1st level or
higher, at any time on your turn during that
spells duration you can choose one inanimate,
nonmagical object that is part of the illusion to
become real. You must be able to take actions to
do so, and the object remains real until the end
of your next turn. The object you choose can be
of any size within the spells area of effect. For
example, you can create an illusion of a bridge
over a chasm and then make it real long enough
for your allies to cross.
The object cannot deal damage or otherwise
directly harm anyone.

Illusion Master
At 20th level, you can cast major image without
expending a spell slot. You also always have the
spell prepared, and it doesnt count against the
number of spells you can prepare.
If you dont already know this spell, you can
now add it to your spellbook.

D&D Next Playtest

2013 Wizards

32

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Monk
Monks are masters of unarmed combat. They
train in monasteries where they pursue personal
perfection through action and contemplation.
Monks have no need for weapons and armor, for
their relentless practice has allowed them to
unlock their physical and spiritual abilities.
While most monks are lawfulthe focus and
discipline needed to master their arts demands
rigid dedicationthey vary among good, neutral,
and evil alignments. Lawful evil monks are
schemers and conquerors. The insidious Scarlet
Brotherhood of GREYHAWK is the most notable

THE MONK

Proficiency Ki Unarmed
Level Bonus Points Strike
1
+1
2
1d6
2
+1
2
1d6
3
+2
3
1d6
4
+2
3
1d6
5
+2
3
1d8
6
+2
4
1d8
7
+3
4
1d8
8
+3
4
1d8
9
+3
5
1d8
10
+3
5
1d8
11
+4
5
1d10
12
+4
6
1d10
13
+4
6
1d10
14
+4
6
1d10
15
+5
7
1d10
16
+5
7
1d10
17
+5
7
1d12
18
+5
8
1d12
19
+6
8
1d12
20
+6
8
1d12

You can make a monk quickly by following these


suggestions.
Background: Commoner
Equipment: Quarterstaff, 10 darts, adventurers kit,
and 70 gp

Proficiencies

As a monk, you gain the following class features.


Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per monk level after 1st

D&D Next Playtest

Creating a Monk


Features
Flurry of Blows, Ki, Unarmed Strike, Unarmored Defense
Supreme Flurry, Slow Fall
Monastic Tradition, Step of the Wind
Ability Score Improvement
Stunning Strike
Tradition Feature
Uncanny Dodge
Improved Flurry of Blows, Step of the Wind
Ability Score Improvement
Purity of Body
Tradition Feature
Ability Score Improvement
Tongue of Sun and Moon
Diamond Soul
Ability Score Improvement
Timeless Body
Tradition Feature
Ability Score Improvement
Empty Body
Perfect Self

Class Features
Hit Points

example of an evil monk tradition in D&D.


Lawful neutral monks focus on inner mastery
and care little for the world at large. Lawful good
monks are champions of the common folk.

Armor: None
Weapons: Club, dagger, handaxe, light crossbow,
longspear, quarterstaff, short sword, sling, spear, and
unarmed strike
Tools: None

Saving Throws: Dexterity, Wisdom
Skills: Choose one from Acrobatics, Athletics, or Religion

2013 Wizards

33

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Unarmed Strike
As a result of your training with martial arts,
your unarmed strike is considered to be a finesse
weapon that deals 1d6 bludgeoning damage on a
hit.
Your unarmed strike damage increases as you
gain levels, as noted in the Unarmed Strike
column in the Monk table.
Your unarmed strikes count as being magical
for the purpose of overcoming resistance and
immunities.

Unarmored Defense

Supreme Flurry
At 2nd level, on your turn, you can spend 1 ki
points to give yourself advantage on all attacks
you make during this turn.

Slow Fall
Beginning at 2nd level, when you take damage
from a fall, you can use your reaction to reduce
the damage you take from the fall by an amount
equal to your monk level.
If you spend 1 ki point, you instead reduce the
damage by 5 times your monk level.

While you are wearing no armor and using no


shield, your Armor Class equals 10 + your
Dexterity modifier + your Wisdom modifier.

Ki
Your training allows you to channel energy,
called ki, to create supernatural effects, including
dazzlingly fast attacks and blinding speed. Your
access to this magical energy is represented by a
number of ki points. Your monk level determines
the number of points you have, as shown in the
Ki Points column in the Monk table.
When you spend a ki point, it is unavailable
until you complete a short rest or a long rest.
The rest allows you to meditate and draw ki
back into yourself.
You start with one way to use your ki points:
Flurry of Blows, which is detailed below. You
gain additional ki options at higher levels.
Whenever one of your ki abilities forces a
creature to make a saving throw, the DC equals 8
+ your Wisdom modifier + your proficiency
bonus.

Flurry of Blows
You can make unarmed strikes with
supernatural speed, using your fists, kicks, and
head-butts. You can use your attack action to
make two unarmed attacks. If you havent used
your whole move for the turn, you can move
between the attacks.

D&D Next Playtest

You can spend 1 ki point to make an additional


unarmed attack as a part of the same action. You
can decide to spend this point after seeing the
result of the previous attack.

Monastic Tradition
When you reach 3rd level, you choose the
monastic tradition to which you dedicate
yourself: the Way of the Four Elements or the
Way of the Open Hand.
Your tradition grants you features at certain
monk levels, as shown in the Monk table. Each
tradition is detailed at the end of the class
description.

Step of the Wind


At 3rd level, your speed increases by 5 feet.
You can spend 1 ki point to increase your
speed by an additional 15 feet until the end of
the turn. When you spend this point at 8th level
and higher, you can also move along vertical
surfaces and across liquids until the end of the
turn.

Ability Score Improvement


When you reach certain levels noted in the Monk
table, you can increase one ability score of your
choice by 2, or you can increase two ability
scores of your choice by 1. You cannot increase
an ability score above 20 using this feature.

2013 Wizards

34

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Alternatively, when you reach one of the noted


levels, you can forgo improving any of your
ability scores to take a feat.

Stunning Strike
Starting at 5th level, when you score a critical hit
on a creature, you can try to stun the creature.
The target must succeed on a Constitution saving
throw (DC 8 + your Wisdom modifier + your
proficiency bonus) or be stunned until the end of
your next turn.

cannot be aged magically. In addition, you no


longer need food or water.

Empty Body
Beginning at 19th level, you can use your action
to spend 4 ki points to become incorporeal and
invisible for 1 minute. You can end this effect at
any time.

Perfect Self

Uncanny Dodge

At 20th level, you are an embodiment of your ki.


You regain 1 ki point at the start of each of your
turns.

At 7th level, your agility is instinctive. When you


make a Dexterity saving throw to take only half
damage from an effect, you instead take no
damage if you succeed on the saving throw, and
only half damage if you fail.

Monastic Traditions

Improved Flurry of Blows


When you reach 8th level, your Flurry of Blows
gives you two extra unarmed attacks, instead of
one.

Purity of Body
At 10th level, the ki flowing through you makes
you immune to disease and poison.

Tongue of Sun and Moon


Starting at 13th level, your mind is infused with
ki and easily touches the ki of other minds so
that you understand all spoken languages.
Moreover, any creature that can understand
speech can understand what you say.

Diamond Soul
Beginning at 14th level, your mastery of ki
grants you advantage on all saving throws
against spells.

Timeless Body
By 16th level, your ki sustains you so that you
suffer none of the drawbacks of old age, and you

D&D Next Playtest

Way of the Four Elements


You follow a monastic tradition that teaches you
to harness the elements by focusing your ki.
When you focus your ki, you can align yourself
with the fundamental forces of creation and then
bend the four elements to your will, using them
as an extension of your body. Some members of
this tradition dedicate themselves to a single
element, but many weave the elements together.
WAY OF THE FOUR ELEMENTS FEATURES
Level
3
6
11
17

Feature
Disciple of the Elements
Elemental Power
Elemental Master
Fist of Four Elements

Disciple of the Elements


You have learned the basics of harnessing the
elements. You gain one of the following features
of your choice.
Fire Riposte (Fire). When you take damage
from a melee attack, you can use your reaction to
spend 1 ki point to channel a tongue of flame at
the attacker. The attacker must make a Dexterity
saving throw. It takes fire damage equal to 1d10
+ your monk level on a failed save and half as
much damage on a successful one.
Wind Riposte (Air). When you are hit by a
melee attack, you can use your reaction to spend

2013 Wizards

35

Confidential information of Wizards of the Coast LLC.


Do not distribute.

1 ki point to batter your attacker with wind. The


attacker must make a Strength saving throw. The
attacker is pushed 20 feet on a failed save, or 10
feet on a successful one.
Iron Root Defense (Earth). As part of an
action, you can spend 1 ki point to root yourself
in place. Until the start of your next turn, the
damage you take from any source is reduced by
an amount equal to your monk level.
You cannot move while this benefit is in effect.
If you are somehow moved against your will, the
effect ends.
Shelter of the Flowing River (Water). When
you make a Strength, Dexterity, or Constitution
saving throw, you can spend 1 ki point to
channel the flexibility and cleansing power of
water, gaining advantage on that saving throw.

Elemental Power
At 6th level, your mastery of the elements
improves. You gain one of the following features
of your choice, or a feature that you lack from
Disciple of the Elements.
Crashing Waves (Water). When you hit a
creature with a melee attack, you can spend 1 ki
point. The creature must make a Strength saving
throw. The creature is pushed 20 feet on a failed
save, or 10 feet on a successful one.
Flames of the Phoenix (Fire). As an action,
you can spend 1 ki point to emit a 15-foot cone
of magical fire. Each creature in the cone must
make a Dexterity saving throw. It takes fire
damage equal to 1d10 + your monk level on a
failed save, and half as much damage on a
successful one.
Grasp of Stone (Earth). When you hit a
creature with a melee attack, you can spend 1 ki
point. Unless the target succeeds on a Strength
saving throw, it is grappled by you. Until this
grapple ends, your unarmed attacks
automatically hit the creature.
Vortex Punch (Air). When you hit a creature
with a melee attack, you can spend 1 ki point to
emit a 50-foot line of air that includes the target.
Each creature in the line must succeed on a
Strength saving throw. It takes bludgeoning
damage equal to 1d6 + your monk level and is
knocked prone on a failed save. On a successful
save, the creature takes only half damage.

D&D Next Playtest

Elemental Master
At 11th level, your mastery of the elements
improves further. You gain one of the following
features of your choice, or a feature that you lack
from Disciple of the Elements or Elemental
Power.
Spirit of the Tsunami (Water). You can use
your action to spend 1 ki point to emit a 15-foot
cone of water. Each creature in the cone must
make a Constitution saving throw. On a failed
save, a creature takes bludgeoning damage equal
to 1d10 + your monk level and is knocked prone.
On a successful save, the creature takes only half
damage.
Touch of Stony Doom (Earth). When you hit
a creature with a melee attack, you can spend 1
ki point. Unless the target succeeds on a
Constitution saving throw, it becomes vulnerable
to bludgeoning damage for 1 minute.
Vengeful Flame (Fire). When you drop to 0
hit points, you can spend 1 ki point. If you do so,
each creature within 25 feet of you must make a
Dexterity saving throw. It takes fire damage
equal to 1d10 + your monk level on a failed save
and half as much damage on a successful one.
Warriors Gale (Air). You can spend 1 ki point
to gain a fly speed of 50 feet until the end of this
turn. If your flight ends in midair, you do not fall
until the end of your turn.

Fist of Four Elements


By 17th level, on your turn, when you make a
melee attack, you can spend 1 ki point to channel
elemental power. Choose cold, fire, lightning, or
thunder damage. For 1 minute, or until you use
this feature again, your melee attacks deal an
additional 1d10 damage of the type you chose.

Way of the Open Hand


Monks of the Way of the Open Hand are the
ultimate masters of unarmed combat. They can
turn aside arrows and bolts with their palms,
heal damage to their body, and strike down even
the most defensive foes with nothing but bare
hands.

2013 Wizards

36

Confidential information of Wizards of the Coast LLC.


Do not distribute.

WAY OF THE OPEN HAND FEATURES


Level
3
6
11
17

throw. If the creature fails, it dies. If the creature


succeeds, this effect ends.
Once attempted, this ability cannot be used
again for one week.

Feature
Deflect Missiles
Wholeness of Body
Improved Flurry of Blows
Quivering Palm

Deflect Missiles
When you are hit by a ranged weapon attack,
you can use your reaction to deflect or catch the
missile with a free hand. Roll a d10, add your
Dexterity modifier, and reduce the damage you
take from that attack by the total. If you reduce
the damage to 0, you can catch the missile if it is
small enough for you to hold in one hand.
You can spend 1 ki point to reduce the damage
by a further d10.

Wholeness of Body
At 6th level, you gain the ability to heal your own
wounds. As an action, you can regain hit points
equal to twice your monk level. If you do so, you
must complete a long rest before you can use
this feature again.

Improved Flurry of Blows


Beginning at 11th level, when you spend a ki
point to make an additional attack with Flurry of
Blows, you can choose one secondary effect from
the following options:
Sweep. If you hit with the attack, you knock
the target prone.
Knockback. If you hit with the attack, you can
push the target up to 10 feet away from you.
Daze. If you hit with the attack, the target cant
take reactions until the end of your next turn.

Quivering Palm
Starting at 17th level, when you hit a creature
with an unarmed attack, you can spend 3 ki
points to create deadly vibrations in the
creatures body. Afterward you can try to slay
the creature at any time, as long as the attempt is
made within a number of days equal to your
monk level. To make such an attempt, you
merely use your action to will the creature to die.
The creature must make a Constitution saving

D&D Next Playtest

2013 Wizards

37

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Paladin
An oath sworn in a temple, before a gods altar
and the witness of a priest, is a powerful bond.
When a warrior is bound by such an oath, sworn
to uphold the highest ideals of the gods
teachings and the highest standards of conduct,
the oath itself is a source of power, turning the
warrior into a blessed champion, a paladin. Even
during the period of preparation before the oath
is taken, the paladin is marked, set aside as holy.
Those who swear and uphold their oaths wield

THE PALADIN

Proficiency
Level Bonus
1
+1
2
+1
3
+2
4
+2
5
+2
6
+2
7
+3
8
+3
9
+3
10
+3
11
+4
12
+4
13
+4
14
+4
15
+5
16
+5
17
+5
18
+5
19
+6
20
+6

divine power in the service of their gods and


their vows, healing and warding their allies and
smiting their foes with divine wrath.

Creating a Paladin
You can make a paladin quickly by following these
suggestions.
Background: Noble
Equipment: Chain mail, heavy shield, long sword, 4
javelins, adventurers kit, and 29 gp

Features
Divine Sense, Lay on Hands
Divine Smite, Fighting Style, Spellcasting
Divine Health, Oath
Ability Score Improvement
Extra Attack
Aura of Protection
Ability Score Improvement
Oath feature

Aura of Courage
Improved Divine Smite
Ability Score Improvement

Cleansing Touch
Aura of Resolve
Ability Score Improvement

Oath feature
Ability Score Improvement
Oath feature

Class Features
A paladin gains the following class features.

Hit Points

Hit Dice: 1d10 per paladin level


Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per paladin level after 1st

Proficiencies

Armor: All armor, shields

D&D Next Playtest

1

2
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

Spells per Day


2
3
4












2


2


3


3


3
2

3
2

3
3

3
3

3
3
1
3
3
1
3
3
2
3
3
2
3
3
3
3
3
3
3
3
3
3
3
3

5
















1
1
2
2

Weapons: Simple weapons, martial weapons


Tools: Mounts (land)

Saving Throws: Constitution, Charisma
Skills: Choose one from Athletics, Persuasion, and
Religion

Divine Sense
As an action, you open your awareness to the
divine. Until the end of your next turn, you know
the location of any celestial, fiend, or undead

2013 Wizards

38

Confidential information of Wizards of the Coast LLC.


Do not distribute.

creature within 50 feet of you, regardless of any


intervening obstacles. Within the same radius,
you also detect the presence of any place or
object that has been consecrated or desecrated.

Lay on Hands
Your blessed touch can heal wounds. You have a
pool of healing power that replenishes when you
take a long rest. With that pool, you can restore a
total number of hit points equal to your paladin
level times 5.
As an action, you can touch a creature and
draw power from the pool to restore any
number of hit points to that creature, up to the
maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from
your pool of healing to cure the target of one
disease or neutralize one poison affecting it. You
can cure multiple diseases and neutralize
multiple poisons with a single use of Lay on
Hands, expending hit points separately for each
one.
This feature has no effect on an undead
creature or a construct.

Divine Smite
Starting at 2nd level, when you hit a creature
with a weapon attack, you can expend one
paladin spell slot to smite, dealing extra damage.
The extra damage is 2d8 for a 1st-level spell,
plus 1d8 for each spell level higher than 1st. If
the creature is undead or a fiend, the damage
increases by 1d8.
The extra damage is radiant if your deity is
good and necrotic if your deity is evil. If your
deity is neither good nor evil, choose one of
these types when you gain this feature.

Spellcasting
By 2nd level, you have learned to draw on divine
magic through prayer, as a cleric does, to cast
spells a certain number of times per day. See the
Magic section in the How to Play document
for the general rules of spellcasting.

D&D Next Playtest

Spells per Day


Your paladin level determines the number of
paladin spells that you can cast of 1st level or
higher, as noted in the Paladin table. You must
complete a long rest to regain any castingsalso
called spell slotsthat you use.
Spell Preparation. You decide which paladin
spells are available to you to cast each day. After
completing a long rest, you prepare the list of
paladin spells that you can cast of 1st level or
higher, choosing from the list of spells available
to all paladins (see the Spells document).
Alternatively, you can forgo spell preparation to
use the same list of spells you used the day
before.
Your list for the day includes a number of
paladin spells equal to 1 + half your paladin level,
and the spells can be of any spell level that is
available to you, as shown in the Paladin table.
Preparing your spells requires time spent in
meditation and prayer: at least one minute per
spell level for each paladin spell you prepare.
You dont have to prepare all your spells at once.
If you like, you can prepare some later in the day.
Casting a Prepared Spell. When you cast one
of your prepared spells, you expend a casting of
the spells level or higher. The spell itself is not
expended. For example, if you have cure wounds
and divine favor prepared and have two 1st-level
castings available, you can cast each spell once
or cast one of those spells twice.

Magic Ability
Charisma is your magic ability for your paladin
spells. The DC to resist one of your spells equals
8 + your Charisma modifier.

Fighting Style
At 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the
following options.

Archery
You gain a +1 bonus to the attack rolls you make
with ranged weapons.

2013 Wizards

39

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Defense

Channel Divinity

While you are wearing armor, you gain a +1


bonus to AC.

Your oath allows you to channel divine energy to


fuel magical effects. Each Channel Divinity
option, which your oath provides, explains how
to use it.
When you use your Channel Divinity, you
choose which option to use. You must then
complete a short rest or a long rest to use your
Channel Divinity again.

Great Weapon Fighting


When you miss a target with a melee weapon
that you are wielding with two hands, the target
still takes damage from the weapon. The damage
equals your Strength modifier. The weapon must
have the two-handed or versatile property to
gain this benefit.

Protection
When a creature that you can see attacks you or
a target within 5 feet of you, you can use your
reaction to impose disadvantage on the attack
roll if you are wielding a melee weapon, a shield,
or both.

Two-Weapon Fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack.

Ability Score Improvement


When you reach certain levels noted in the
Paladin table, you can increase one ability score
of your choice by 2, or you can increase two
ability scores of your choice by 1. You cannot
increase an ability score above 20 using this
feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your
ability scores to take a feat.

Extra Attack

By 3rd level, the divine magic flowing through


you makes you immune to disease.

Beginning at 5th level, you can attack one extra


time whenever you take the attack action on
your turn. If you havent used your whole move
for the turn, you can move between your attacks.

Oath

Aura of Protection

At 3rd level, you take an oath to a knighthood, to


a code, and to the gods. You gain one oath of
your choice. Each oath is detailed at the end of
the paladin section. [Playtest note: Only one oath,
the Oath of Devotion, appears in this document.]
Your choice grants you features at certain
paladin levels, as noted in the Paladin table, as
well as oath spells.

Starting at 6th level, whenever you or a creature


within 10 feet of you must make a saving throw
while you are conscious, you can grant that
creature a bonus to the saving throw equal to
your Charisma modifier (a minimum bonus of
+1).

Oath Spells

Starting at 10th level, you and friendly creatures


within 10 feet of you cannot be frightened while
you are conscious.

Divine Health

Each oath has a list of associated spells. You gain


access to these spells at certain paladin levels.
Once you gain access to an oath spell, you always
have it prepared. It does not count against the
number of spells you can prepare each day.
If you gain an oath spell that does not appear
on the paladin spell list, the spell is, nonetheless,
a paladin spell for you.

D&D Next Playtest

Aura of Courage

Improved Divine Smite


By 11th level, you are so suffused with divine
might that all of your weapon strikes carry with
them some divine power. Whenever you hit a

2013 Wizards

40

Confidential information of Wizards of the Coast LLC.


Do not distribute.

creature with a weapon, the creature takes 1d8


extra damage of the same type as your Divine
Smite. This extra damage stacks with the extra
damage you deal when you use your Divine
Smite.

Cleansing Touch
Beginning at 14th level, you can use your action
to end one magical effect on yourself or on one
friendly creature that you touch.
You can use this feature a number of times
equal to your Charisma modifier (a minimum of
once). You regain expended uses when you
complete a long rest.

Aura of Resolve
Starting at 15th level, you and friendly creatures
within 10 feet of you cannot be charmed while
you are conscious.

Paladin Oaths
Oath of Devotion
Paladins who swear the oath of devotion do so
after spending several nights in vigil at a shrine
or temple dedicated to gods of good and law.
Paladins of this oath are paragons of justice,
virtue, and order, sometimes called cavaliers,
white knights, or holy warriors.
OATH SPELLS






Paladin
Level
3
5
9
13
17

Spell
protection from evil, sanctuary
lesser restoration, zone of truth
beacon of hope, dispel magic
freedom of movement, guardian of faith
commune, flame strike

Turn Fiends
Starting at 8th level, your Turn Undead also
affects fiends.

Banishing Smite
Beginning at 18th level, when you use your
Smite feature to damage a fiend that is not on its
home plane, that creature must succeed on a
Charisma saving throw against your paladin
spell save DC or be banished back to its home
plane.

Channel Divinity: Holy Nimbus

Channel Divinity
You gain two Channel Divinity options.
Sacred Weapon. As an action, you can imbue
one weapon that you are holding with positive
energy, using your Channel Divinity. For 1
minute, you add your Charisma modifier to
attack rolls made with that weapon (a minimum

D&D Next Playtest

bonus of +1), and the weapon emits bright light


in a 20-foot radius and dim light 20 feet beyond
that. If the weapon is not already magical, it
becomes magical for the duration.
You can end this effect on your turn as part of
any other action. If you are no longer holding or
carrying this weapon, or if you fall unconscious,
this effect ends.
Turn Undead. As an action, you present your
holy symbol and speak a prayer censuring
undead, using your Channel Divinity. Each
undead creature within 25 feet of you must
make a Wisdom saving throw (DC 10 + your
Charisma modifier), unless the creature has total
cover against you. If the creature fails its saving
throw, it is turned for 1 minute or until it takes
damage. If such a creature has a hit point
maximum equal to or lower than your paladin
level multiplied by 3, the creature is destroyed
instead of turned.
A turned creature must spend its turns trying
to move as far away from you as it can, and it
cannot willingly move closer than within 25 feet
of you. It cannot take reactions, and it can use its
actions only to hustle or to try to escape from an
effect that prevents it from moving.

At 20th level, as an action, you can use your


Channel Divinity to emanate bright light in a 25-
foot radius, and dim light 25 feet beyond that, for
1 minute. This light is sunlight.
Whenever an enemy creature starts its turn in
the bright light, it takes 10 radiant damage.
In addition, for the duration, you have
advantage on saving throws made against spells
that fiends or undead cast.

2013 Wizards

41

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Ranger
Far from the bustle of cities and towns, past the
hedges that shelter the most distant farms from
the terrors of the wild, amid the dense-packed
trees of trackless forests and across the wide and
empty plains, rangers keep their unending watch.
Though a ranger might make a living as a hunter,
a guide, or a tracker, a rangers true calling is to
defend even the outskirts of civilization from the

THE RANGER

Proficiency
Level Bonus
1
+1
2
+1
3
+2
4
+2
5
+2
6
+2
7
+3
8
+3
9
+3
10
+3
11
+4
12
+4
13
+4
14
+4
15
+5
16
+5
17
+5
18
+5
19
+6
20
+6

Features
Tracking
Favored Enemy, Fighting Style
Spellcasting
Ability Score Improvement
Extra Attack
Natural Explorer
Favored Enemy Feature
Ability Score Improvement, Lands Stride

Hide in Plain Sight
Favored Enemy Feature
Ability Score Improvement

Master Stalker
Favored Enemy Feature
Ability Score Improvement

Unmatched Hunter
Feral Senses
Terrain Superiority

Class Features
As a ranger, you gain the following class features.

Hit Points

Hit Dice: 1d10 per ranger level


Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per ranger level after 1st

Proficiencies

Armor: Light armor, medium armor, shields


Weapons: Simple weapons, martial weapons
Tools: Mounts (land)

D&D Next Playtest

ravages of monsters and humanoid hordes that


press in from the wild. In some places, rangers
gather in secretive orders or join forces with
druidic circles. Many more rangers, though, are
independent almost to a fault, knowing that
when a dragon or a band of orcs attacks, the only
sword you can truly trust is your own.

1


3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

Spells per Day


2
3
4








2

2

3

3

3
2
3
2
3
3
3
3
3
3
1
3
3
1
3
3
2
3
3
2
3
3
3
3
3
3
3
3
3
3
3
3

5
















1
1
2
2

Saving Throws: Dexterity, Wisdom


Skills: Choose three from Animal Handling, Athletics,
Nature, Perception, Stealth, and Survival

Creating a Ranger
You can make a ranger quickly by following these
suggestions.
Background: Guide
Equipment: Studded leather armor, two short swords,
longbow, 20 arrows, adventurers kit, and 45 gp

2013 Wizards

42

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Tracking

Archery

You can spend 1 minute to track other creatures.


You succeed automatically, except in the
following circumstances:

Defense

More than 24 hours have passed since the


creatures passed.
The creatures intentionally obscured their trail.
Weather, such as snow or heavy rain, has
obscured the trail.
The terrain, such as a river or hard rock,
makes discerning a trail difficult.
Many creatures have traveled through the area,
such as along a road or inside a city.
In such circumstances, a successful Wisdom
check against a DC set by the DM is required to
track.
If you track successfully, you discern whether
creatures have passed through the area within
100 feet of you. You learn the number of
creatures and their sizes, when they passed
through, and the direction they were traveling.
Based on the age and arrangement of the tracks,
you can tell the difference between separate
groups.
If you successfully navigate while exploring,
you can also follow tracks.

Favored Enemy
At 2nd level, you choose the sort of enemy you
are dedicated to hunting: colossal monsters like
dragons or hordes of orcs, hobgoblins, and
similar creatures. Your choice leads you on the
path of the Colossus Slayer or the Horde Breaker.
Each option is detailed at the end of the ranger
section. Your choice grants you features at
certain ranger levels, as noted in the Ranger
table.

Fighting Style
At 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the
following options.

D&D Next Playtest

You gain a +1 bonus to the attack rolls you make


with ranged weapons.

While you are wearing armor, you gain a +1


bonus to AC.

Great Weapon Fighting


When you miss a target with a melee weapon
that you are wielding with two hands, the target
still takes damage from the weapon. The damage
equals your Strength modifier. The weapon must
have the two-handed or versatile property to
gain this benefit.

Protection
When a creature that you can see attacks you or
a target within 5 feet of you, you can use your
reaction to impose disadvantage on the attack
roll if you are wielding a melee weapon, a shield,
or both.

Two-Weapon Fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack.

Spellcasting
By 3rd level, you have learned to use the magical
essence of nature, much as a druid does, to cast
spells a certain number of times per day. See the
Magic section in the How to Play document
for the general rules of spellcasting.

Spells per Day


Your ranger level determines the number of
ranger spells that you can cast of 1st level or
higher, as noted in the Ranger table. You must
complete a long rest to regain any castingsalso
called spell slotsthat you use.
Spell Preparation. You decide which ranger
spells are available to you to cast each day. After
completing a long rest, you prepare the list of
ranger spells that you can cast of 1st level or
higher, choosing from the list of spells available
to all rangers (see the Spells document).
Alternatively, you can forgo spell preparation to

2013 Wizards

43

Confidential information of Wizards of the Coast LLC.


Do not distribute.

use the same list of spells you used the day


before.
Your list can contain a number of ranger spells
equal to 1 + half your ranger level, and the spells
can be of any spell level that is available to you,
as shown in the Ranger table.
Preparing your spells requires time spent in
meditation: at least one minute per spell level for
each ranger spell you prepare. You dont have to
prepare all your spells at once. If you like, you
can prepare some later in the day.
Casting a Prepared Spell. When you cast one
of your prepared spells, you expend a casting of
the spells level or higher. The spell itself is not
expended. For example, if you have animal
friendship and goodberry prepared and have two
1st-level castings available, you can cast each
spell once or cast one of those spells twice.

Magic Ability
Wisdom is your magic ability for your ranger
spells. The DC to resist one of your spells equals
8 + your Wisdom modifier.

Ability Score Improvement


When you reach certain levels noted in the
Ranger table, you can increase one ability score
of your choice by 2, or you can increase two
ability scores of your choice by 1. You cannot
increase an ability score above 20 using this
feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your
ability scores to take a feat.

Natural Explorer
Starting at 5th level, while exploring wilderness
environments, you and any creature you choose
that follows your lead, does so at twice the
normal rate.
When you navigate, you and those who travel
with you cannot become lost. When you scout,
you can scout twice as far as normal. When you
forage, you automatically find one days worth of
food for yourself and up to ten other people, plus
an equal number of mounts, unless the region is
unusually desolate.

D&D Next Playtest

Extra Attack
Beginning at 5th level, you can attack one extra
time whenever you take the attack action on
your turn. If you havent used your whole move
for the turn, you can move between your attacks.

Lands Stride
Starting at 8th level, moving through nonmagical
difficult terrain costs you no extra movement.
You can also pass through nonmagical plant
overgrowth at your normal rate of movement,
taking no damage from thorns and similar
natural hazards such plants possess.

Hide in Plain Sight


Starting at 10th level, you can spend 1 minute
camouflaging yourself, allowing you to hide even
without concealment. You must have access to
mud, dirt, plants, soot, and other naturally
occurring materials with which to create your
camouflage.
Once you are camouflaged in this way, you can
hide by pressing yourself up against a solid
surface that is at least as tall and wide as you are.
You have a +10 bonus on all Dexterity (Stealth)
checks as long as you remain there without
moving or taking actions.

Master Stalker
At 14th level, at the end of each of your turns if
you are conscious and can take actions you can
make a Dexterity (Stealth) check to hide without
using an action; all normal restrictions on being
able to hide from another creature still apply.
Additionally, you can choose to make
absolutely no noise when you move, you cannot
be tracked, you cannot be detected with
tremorsense, and you cannot be detected with
magic by creatures that cannot see you.

Unmatched Hunter
Starting at 18th level, the first time you attack
and hit a surprised creature on the first round of

2013 Wizards

44

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Steel Will

combat, the damage of the attack is tripled


against that creature.

Starting at 7th level, you have advantage on


saving throws against being frightened.

Feral Senses
Beginning at 19th level, being unable to see a
target does not impose disadvantage on your
attack rolls against it. In addition, while you are
conscious and are not blinded or deafened, you
are aware of the location of any invisible
creature within 25 feet of you, provided the
creature isnt hidden from you.

Terrain Superiority
By 20th level, you use terrain to such great effect
that you always have advantage on attack rolls
and saving throws made in wilderness
environments.

Favored Enemy Options


Path of the Colossus Slayer
You are one of the only things standing between
civilization and the gigantic terrors of the wilds,
everything from rampaging owlbears to
terrifying dragons. You are at your best in
combat when you can focus your attention on a
single creature, relentlessly tearing down its
defenses and standing firm against its frightful
devastation.
COLOSSUS SLAYER FEATURES
Level
2
7
11
15

Feature
Slayers Momentum
Steel Will
Staggering Attack
Uncanny Dodge

By 11th level, when you hit a creature with a


weapon attack, you have advantage on all
attacks against that same creature until the end
of the same turn.

Uncanny Dodge
Beginning at 15th level, when you make a
Dexterity saving throw to take only half damage
from an effect, you instead take no damage if you
succeed on the saving throw, and only half
damage if you fail.

Path of the Horde Breaker


You hunt savage humanoids and their ilk. Such
brutes rely on numbers to overrun their victims,
so you have learned to fight well while
outnumbered.
HORDE BREAKER FEATURES
Level
2
7
11
15

Feature
Hordeslayer
Hunters Mobility
Whirlwind Attack
Pack Awareness

Hordeslayer
When you damage a creature on your turn with a
weapon attack, you deal 1d8 extra damage to
each other creature you damage later in the
same turn.

Hunters Mobility
Starting at 7th level, opportunity attacks against
you have disadvantage.

Slayers Momentum
You are able to concentrate your attacks so that
you can take down a mighty foe. If you damage a
creature with a weapon attack, you deal 1d6
extra damage to that creature the next time you
deal damage to it before the end of your next
turn.

D&D Next Playtest

Staggering Attack

Whirlwind Attack
By 11th level, you can use your action to make a
melee attack against each enemy creature within
5 feet of you.

Pack Awareness
Beginning at 15th level, your extraordinary
alertness extends to your allies. If you are not

2013 Wizards

45

Confidential information of Wizards of the Coast LLC.


Do not distribute.

surprised at the start of combat, conscious


creatures of your choice within 25 feet of you are
also not surprised.

D&D Next Playtest

2013 Wizards

46

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Rogue
THE ROGUE

Rogues use skill, stealth, and their foes


vulnerabilities to get the upper hand. With the
knack for finding solutions to just about any
problem, a rogue brings versatility to an
adventuring party.

Class Features
As a rogue, you have the following class features.

Hit Point

Hit Dice: 1d6 per rogue level


Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per rogue level after 1st

Proficiencies

Armor: Light and medium armor


Weapons: Simple weapons, hand crossbow, light
crossbow, long sword, rapier, and short sword
Tools: Thieves tools

Saving Throws: Dexterity
Skills: Choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Perception, Performance,
Persuasion, Search, Sleight of Hand, and Stealth

Creating a Rogue
You can make a rogue quickly by following these
suggestions.
Background: Charlatan
Equipment: Leather armor, rapier, 2 daggers,
shortbow, quiver of 20 arrows, adventurers kit,
climbers kit, thieves tools, and 26 gp.

D&D Next Playtest


Proficiency Sneak
Level Bonus Attack
1
+1
1d6
2
+1
1d6



3
+2
1d6
4
+2
1d6
5
+2
2d6
6
+2
2d6
7
+3
2d6
8
+3
3d6
9
+3
3d6
10
+3
3d6
11
+4
4d6
12
+4
4d6
13
+4
4d6
14
+4
5d6
15
+5
5d6
16
+5
5d6
17
+5
6d6
18
+5
6d6
19
+6
6d6
20
+6
7d6


Class Features
Expertise, Sneak Attack
Cunning Action,
Thieves Cant
Rogue Style
Ability Score Improvement
Evasion
Rogue Style feature
Ability Score Improvement
Uncanny Dodge
Rogue Style feature
Ability Score Improvement
Reliable Talent
Blindsense
Rogue Style feature
Ability Score Improvement
Slippery Mind
Rogue Style feature
Ability Score Improvement
Elusive
Ability Score Improvement
Ace in the Hole

Expertise
Choose up to four of your skill or tool
proficiencies. You gain a +5 bonus to any ability
check you make that involves those proficiencies.

Sneak Attack
You know how to strike to take advantage of a
foes distraction. When you attack a creature and
hit, you can deal extra damage to that target if
you have advantage against it or if another
enemy of the target is within 5 feet of it and that
enemy is able to take actions.
The amount of this extra damage is
determined by your rogue level, as noted in the
Sneak Attack column in the Rogue table.
You can use this feature only once per turn.

2013 Wizards

47

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Cunning Action

Uncanny Dodge

Starting at 2nd level, your quick thinking and


agility allow you to move and act quickly, so you
can take a second action on each of your turns.
This action can be used only to disengage, hide,
or hustle.

Beginning at 8th level, whenever you make a


Dexterity saving throw to take only half damage
from an effect, you instead take no damage if you
succeed on the saving throw, and only half
damage if you fail.

Thieves Cant

Reliable Talent

By 2nd level, you have learned Thieves Cant, a


secret code language. The cant allows you to
hide messages in seemingly normal conversation.
Only a fellow speaker can understand such
hidden messages. It takes four times longer to
convey such a hidden message than it does to
speak the same idea plainly.
In addition, you understand a set of secret
signs and symbols used to covey short, simple
messages, such as whether an area is dangerous
or the territory of a thieves guild, whether good
loot is nearby, or whether the people in an area
are trustworthy.

By 11th level, your skill is refined enough that


when you make an ability check and gain your
proficiency bonus to that check, treat a d20 roll
of 9 or lower as a 10.

Rogue Style
By 3rd level, you have specialized in a style you
might have learned from a guild, a teacher, or life
on the streets. Choose Assassination or Thievery,
each of which is detailed at the end of the class.

Ability Score Improvement


When you reach certain levels noted in the
Rogue table, you can increase one ability score of
your choice by 2, or you can increase two ability
scores of your choice by 1. You cannot increase
an ability score above 20 using this feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your
ability scores to take a feat.

Evasion
Starting at 5th level, when an attacker that you
can see hits you with an attack, you can use your
reaction to halve the attacks damage against you.

D&D Next Playtest

Blindsense
Starting at 12th level, while you are able to hear,
you are aware of the location of any a hidden or
invisible creature within 10 feet of you.

Slippery Mind
By 15th level, you have acquired greater mental
strength. You gain proficiency in Wisdom saving
throws.

Elusive
Beginning at 18th level, you are so evasive that,
if you are able to take actions, creatures cant
benefit from advantage on attacks against you.

Ace in the Hole


By 20th level, you have an uncanny knack for
succeeding when you need to. If your attack
misses a target, you can turn the miss into a hit
against that target. If you can take actions and
fail an ability check or a saving throw, you can
treat the d20 roll as a 20.
Once youve used this feature, you regain its
use only after you complete a short rest or a long
rest.

2013 Wizards

48

Confidential information of Wizards of the Coast LLC.


Do not distribute.

Rogue Styles
Assassination
You have studied the art of murder, for profit or
to rid the world of the wicked. You use planning,
stealth, and disguises to eliminate your foes with
deadly efficiency.
ASSASSINATION FEATURES
Level
3
6
9
13
16

Feature
Assassinate, Bonus Proficiencies
Poison Mastery
Infiltration Expertise
Impostor
Death Strike

The creature is intoxicated for 24 hours. While


the creature is intoxicated, its hit point
maximum is also halved.
The creature is affected as if by a confusion
spell for 1 hour, but the effect is not magical.

Infiltration Expertise
Starting at 9th level, you can create false
identities for yourself. You must spend one week
and 25 gp to establish the history, profession,
and affiliations for an identity. However, you
cannot establish an identity that already belongs
to an existing person. Thereafter, if you adopt a
new identity as a disguise, other creatures
believe you to be that person until given a good
reason not to.

Impostor

Assassinate
You are at your deadliest when you get the drop
on your enemies. After initiative is rolled for a
combat, you have advantage on attacks against
any creature that has not yet taken a turn in the
combat.
In addition, if you attack and hit a creature that
is surprised, you score a critical hit against that
creature. If you use Sneak Attack on such a
critical hit, instead of rolling for your Sneak
Attack damage, use the maximum result for each
Sneak Attack die.

At 13th level, you gain the ability to mimic


another persons speech, writing, and behavior
with extraordinary accuracy. To mimic one of
these things, you must spend at least one hour
studying it: listening to the person speak,
examining the persons handwriting, or
observing the persons mannerisms.
Your ruse is indiscernible to the casual
observer. If a creature suspects something is
amiss, you have advantage on any Charisma
(Deception) check you make to avoid detection.

Bonus Proficiencies

Death Strike

You are proficient with the disguise kit and the


poisoners kit.

Poison Mastery
By 6th level, youve learned to use a poisoners
kit to create three special poisons. You must
spend 1 hour to create a single dose of poison,
which is a tasteless, odorless, colorless liquid. If
another creature ingests a full dose of the poison,
it must succeed on a Constitution saving throw
(DC 10 + your Intelligence modifier) or suffer
one of the following effects, based on the kind of
poison you created.
The creature falls unconscious for 2d6 + 4
hours. The creature regains consciousness if it
takes damage.

D&D Next Playtest

By 16th level, you are a master of instant death.


When you attack and hit a creature that is
surprised, it must succeed on a Constitution
saving throw (DC 10 + your Dexterity modifier).
If it fails, double the damage of the attack against
that creature.

Thievery
You are a criminal. You might be a burglar,
bandit, cutpurse, or some other form of
scoundrel. Wherever your talents lie, you often
put your own interests first. You are most at
home in societys seedy underworld, rubbing
elbows with others who share your dubious
regard for law and order.

2013 Wizards

49

Confidential information of Wizards of the Coast LLC.


Do not distribute.

THIEVERY FEATURES
Level
3
6
9
13
16

second turn at your initiative minus 10. You


cannot use this feature when you are surprised.

Feature
Burglary, Fast Hands
Decipher Script
Supreme Sneak
Use Magic Device
Thiefs Reflexes

Burglary
Climbing doesnt halve your speed. In addition,
your long jump distance increases by 10 feet,
and your high jump distance increases by 5 feet.

Fast Hands
You can use the extra action granted by your
Cunning Action to make Dexterity (Sleight of
Hand) checks, use your thieves tools to disarm a
trap or open a lock, or use an object in the
environment.

Decipher Script
By 6th level, you have learned to decipher
languages. When you spend at least 1 minute
studying a page of text in a language you dont
know, you can puzzle out the general meaning of
that text. If you spend at least 1 hour studying
the same text, you decipher the pages full
meaning.

Supreme Sneak
Starting at 9th level, you have advantage on any
ability check you make to hide if you move no
more than half your speed on the turn you make
the check.

Use Magic Device


By 13th level, you have learned enough about
the workings of magic that you can improvise
the use of items even when they are not
intended for you. You ignore all class, race, and
level requirements on the use of magic items.

Thiefs Reflexes
When you reach 16th level, you have become
adept at laying ambushes and quickly getting out
of danger. As a result, you can take two turns
during the first round of any battle. You take
your first turn at your normal initiative and your

D&D Next Playtest

2013 Wizards

50

You might also like