One D&D Playtest Breakdown: 2024 Player’s Handbook Class Changes Explained
- Apr 24
- 4 min read

Explore the latest updates in the ONE D&D play tests, focusing on the new Player's Handbook (PHB) and the exciting changes to class mechanics, spells, and abilities.
Like a party leveling up after a long campaign arc in Critical Role or unlocking new abilities in Baldur’s Gate 3, the upcoming Player’s Handbook refresh for One D&D reshapes how characters grow, fight, and survive. With sweeping updates to class mechanics, spell groupings, and subclass progression, the system aims to rebalance gameplay while preserving the core identity players expect.
With the release of the new Player's Handbook (PHB) imminent, it's the perfect time to revisit the ONE D&D play tests and explore what to expect from the updated content.
One significant change is that all subclasses now begin at level 3, providing uniformity across classes like Druids, Warlocks, and Sorcerers. Additionally, the new spell groups—Primal, Arcane, and Divine—introduce more balanced dynamics between classes.
This article examines the positive and negative aspects of these changes across multiple classes.
Barbarian
Positives
Extended Rage: Use a bonus action to extend rage
Rage Recovery: Regain 1 rage after a short rest
Brutal Strike: Forgo advantage for added damage and additional options
Persistent Rage: Regain all rages upon rolling initiative (once per long rest)
The Barbarian has undergone significant positive changes. The ability to maintain rage with a bonus action and recover rage after a short rest improves overall usability. Brutal Strike adds versatility, similar to a mini Great Weapon Master feature. These updates strengthen the Barbarian’s consistency in play.
Druid
Positives
Primal Order: Choose additional magic (extra cantrip) or martial weapon proficiency
Wild Companion: Gain a familiar
Wild Shape: Gain temporary HP equal to druid level instead of creature HP
Elemental Fury: Deal extra damage with cantrip or weapon attack
Archdruid: Gain spell slots or 1 Wild Shape upon initiative
Negatives
Wild Resurgence: Replace spell slot for Wild Shape and vice versa
Druids see adjustments that balance transformation with new utility and damage options. Temporary HP improves survivability, but Wild Resurgence feels limited due to Wild Shape charges. Overall, the class becomes more flexible without major power spikes.
Monk
Positives
Increased Martial Arts Damage: Higher base damage
Uncanny Metabolism: Regain all discipline points and hit points upon initiative
Deflect Attack: Reduce melee and ranged damage
Empowered Strike: Deal force or unarmed attack damage types
Heightened Discipline: Three attacks with Flurry of Blows
Deflect Energy: Deflect all damage types
Negatives
Body and Mind: Gain +4 Dexterity and Wisdom
Superior Defense: Resistance to all damage except force
Self-Restoration: Remove a condition per turn
Monks receive major upgrades in both offense and defense. However, some features appear overly strong and may affect balance. These changes significantly elevate the class.
Fighter
Positives
Second Wind: Usable twice, regains 1 charge per short rest
Action Surge: Limited to attacks only
Tactical Mind: Use Second Wind to gain 1d10 to an ability check
Tactical Shift: Move half-speed when using Second Wind
Weapon Mastery: Access to the most weapon masteries
Negatives
Studied Attacks: Gain advantage if a previous attack misses
The Fighter remains largely consistent, with improved flexibility through Second Wind. Studied Attacks may introduce consistent advantage that could require adjustment.
Sorcerer
Positives
Innate Sorcery: +1 spell save DC or advantage on spell attacks for 1 minute
Sorcerous Restoration: Gain sorcery points upon initiative
Sorcery Incarnate: Use 2 metamagics per spell when active
Arcane Apotheosis: Use metamagic once per turn without cost
Gain Sorcerer Burst and Arcane Eruption
Sorcerers gain stronger metamagic interaction and improved spellcasting flow, reinforcing their core identity.
Warlock
Positives
Eldritch Invocation: Start at level 1, up to 10 total
Magical Cunning: Gain half spell slots
Contact Patron: Access "Contact Other Patron"
Mystic Arcanum: Gain a level 6–9 spell (1/long rest)
Warlocks retain their unique structure while gaining better spell slot management and high-level spell access.
Wizard
Positives
Scholar: Gain expertise in a skill
Negative
Memorize Spell: Always have a prepared spell without a spellbook
Wizards see minimal changes. These additions improve utility and convenience without significantly altering power.
Bard
Positives
Bardic Inspiration: Usable when a roll fails
Superior Inspiration: Gain inspiration upon initiative
Words of Creation: Gain Power Word Heal and Power Word Kill
Bards gain stronger support tools and access to powerful spells, reinforcing their versatility.
Cleric
Positives
Channel Divinity: Increased from 2 to 4 uses
Divine Order: Choose caster or martial focus
Blessed Strikes: Add damage to attacks or spells
Commune: Gain Commune spell
Divine Intervention: Cast a level 5 or lower spell without cost
Clerics gain more flexibility in both combat and spellcasting roles.
Paladin
Positives
Lay on Hands: Now a bonus action
Smite: Uses smite spells once per turn
Channel Divinity: Regain after short rest
Abjure Foes: Frighten enemies
Negative
Faithful Steed: Gain a steed
Paladins improve significantly in action economy and offensive options, though Faithful Steed feels limited.
Ranger
Positives
Favored Foe: Uses Hunter’s Mark
Deft Explorer: Multiple expertises
Conjure Barrage: Always prepared
Tireless: Gain temporary HP or reduce exhaustion
Feral Sense: Blindsight 30 feet
Foe Slayer: Add Wisdom to attack and damage
Rangers receive strong improvements that address earlier weaknesses and increase overall effectiveness.
Rogue
Positives
Sneak Attack: Works on other turns
Cunning Strike: Trade damage for effects (trip, poison)
Steady Aim: Bonus action for advantage (no movement)
Rogues gain expanded tactical options, especially through Cunning Strike.
Conclusion
The ONE D&D play test updates introduce meaningful changes to D&D 5e. Subclass standardization at level 3 improves balance, while several classes receive notable enhancements. These updates increase mechanical diversity and character customization ahead of the new PHB.
FAQs
What is the biggest change in the new PHB?
All subclasses now begin at level 3, creating uniform progression.
How has the Barbarian class changed?
Barbarians gain extended rage options, short rest recovery, and new features like Brutal Strike and Persistent Rage.
What are the new spell groups?
Primal, Arcane, and Divine.
How has the Monk improved?
Higher damage, stronger defenses, and increased versatility.
What new abilities do Sorcerers have?
Innate Sorcery, Sorcerous Restoration, and new spells like Sorcerer Burst and Arcane Eruption.



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