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One D&D Playtest Breakdown: 2024 Player’s Handbook Class Changes Explained

  • Apr 24
  • 4 min read
Five fantasy adventurers—a barbarian, wizard, rogue, cleric, and ranger—stand together beneath glowing streams of arcane, divine, and primal magic in a dramatic high fantasy scene.
Adventurers stand united as Arcane, Divine, and Primal forces shape the future of One D&D.

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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