Deep dive into the latest playtest subclasses for D&D 2024.
Another month and we have another Unearthed Arcana. This time Wizards have thrown what they’ve bundled as “arcane” subclasses our way. There’s 9 of them and it includes 2 never before seen subclasses, an even more refreshed Hexblade that featured in the recent Horror Unearthed Arcana and 6 other returning subclasses from the 2014 character options (which includes the 4 missing wizard schools of magic).
In this article, I’ll do a bit of a deep dive into these subclasses, how good they are and whether they stack up mechanically.
What’s included in the playtest?
The playtest comes with 2 new and 7 refreshed subclasses. They are:
- Cleric: Arcana Domain (refreshed)
- Fighter: Arcane Archer (refreshed)
- Monk: Tattoed Warrior (new)
- Sorcerer: Ancestral Sorcery (new)
- Warlock: Hexblade Patron (refreshed)
- Wizard: Conjurer (refreshed)
- Wizard: Enchanter (refreshed)
- Wizard: Necromancer (refreshed)
- Wizard: Transmuter (refreshed)
If you want to check out the full playtest material, you can find it all here. There’s also a video deep dive that I’ve embedded below. Just remember that this is playtest material and will likely change before we get the final version:
Cleric: Arcana Domain

What is it?
Some clerics worship the gods of magic (like Mystra). From this worship comes the gifts of magical knowledge and arcane power.
What’s changed?
- Domain spells: Some of these have changed You now get counterspell and Bigby’s hand. These have replaced magic circle and planar binding.
- Arcane initiate: You now get expertise in the arcana skill (previously it was just proficiency)
- Modify magic: New feature that replaces arcane abjuration allowing you to enhance a spell you cast using your channel divinity instead of using your channel divinity to turn (or banish) certain creature types.
- Dispelling recovery: A new name for spell breaker that works in a similar way, but with distinct differences I’ll get into below.
- Potent spellcasting is gone: But this is the case with all cleric’s level 8 subclass features which have been rolled into the core class as blessed strikes.
- Arcane mastery: You can now change the wizard spells you gain when you gain a cleric level.
Is it any good?
Better spells
First off, I’m not a big fan of magic circle and planar binding. It’s a lot of faffing around with lots of spell slots. I prefer counterspell and Bigby’s hand. Counterspell is a very arcane spell so this makes sense. Bigby was a wizard so I guess this works. It’s definitely a good spell so an improvement in my opinion.
The rest of the spells remain a solid bunch with some decent variety. Plus 2 wizard cantrips of your choice unlocks things like true strike and mind sliver for you so this is pretty good.
Expertise is better than proficiency
This kind of goes without saying, but expertise is better than proficiency so a nice, if minor, improvement.
A less situational channel divinity option
The old arcane abjuration was quite powerful and also situational at the same time. It only worked on extra-planar creature types (like fey and fiends) but could send them running (or even banish them) on a failed save. This made it quite powerful when you could use it and useless when you couldn’t.
This new version is less powerful, but always useful which I think is an improvement really. Reducing saving throw rolls for a spell could be very useful, but could be a whole use of channel divinity expended with no impact. The alternative is a decent number of temporary hit points which is decent and guaranteed. I don’t know how arcane that is, but it’s definitely cleric-y so I guess that’s fine.
New version of spell breaker is better and worse
So this has changed subtly. The obvious negative is you now use your bonus action to cast dispel magic (but without a spell slot). This means the action economy is worse as it didn’t require any kind of action to activate before.
But for that sacrifice, you do get some buffs. To start with, dispel magic ends all magical effects on the individual, not just the one given by the 2014 version. It also automatically dispels any spell of 3rd or lower and has a chance of dispelling higher level spells. The old version would only work against spells of the same level or less meaning the likes of cure wounds would only work against 1st level spells.
On top of this, it works for healing spells and spells that end conditions. However, a higher level healing spells won’t automatically end the effects of spells above level 3 now. You also only get a limited number of uses which you didn’t have before.
Despite all this, I do think this counts as an improvement.
High level wizard spells are strong
The fact you get prepared spells of the highest calibre from the wizard spells list (including wish) is a strong option at late levels.
Verdict
The subclass hasn’t changed in significant ways and it remains a solid option for an arcane-focused cleric. It does address some smaller issues that had previously been there so think overall, this is an improvement.
If you want to play a character that can disrupt enemy spellcasters and has more powerful high level spells, then this is a good option for a cleric.
4/5
Fighter: Arcane Archer

What is it?
Fighters that specialise in ranged attacks and infusing those attacks with magical ammunition.
What’s changed?
- Arcane archer lore: Now gain proficiency in both arcana and nature instead of just one. Intelligence is also specified as your spellcasting ability for the cantrip you receive.
- Arcane shot: This is no longer limited to just a short bow or long bow, it can be used for any ranged weapon attack that uses ammunition. Your number of uses is tied to your intelligence modifier rather than just being limited to 2. Damage from arcane shots now scales with your level.
- Ever ready shot: Now available at level 7 instead of level 15.
- Damage scaling: Previously, damage from arcane shots increased only at level 18, now your damage die increases at levels 10, 15 and 18. This seems to result in more damage between levels 10 and 17 and slightly less damage at level 18+ (but not by much). It’s also worth noting that some arcane shots that previously only caused damage at level 18, now do so at earlier levels too.
Are they any good?
More potential uses of arcane shot
The good news is that with uses of arcane shot tied to your intelligence modifier, it’s not too hard to get this quite high and exceed the previous limit of 2. Especially with dexterity being your only other necessary ability score (though constitution is important too).
This is enhanced further with ever ready shot kicking in much earlier.
More effective at mid levels
With damage scaling more gradually, it ensures the arcane archer can keep up with other subclasses at mid levels for damage output.
Greater flexibility
I know some people don’t like the idea of a sling or gun-wielding archer, but I don’t mind that and this just gives us more flexibility in how we play.
Your best option for a ranged fighter
The arcane archer is naturally focused on archery. It wasn’t quite as good as it should have been in its previous version. However, more uses of arcane shot and more powerful shots a bit earlier help to make this subclass on par with an average subclass like the battle master when it comes to effectiveness.
Verdict
While not remarkable, the arcane archer does get some decent quality of life improvements that take what was a poor subclass, up to being a more decent one on par with the battle master.
3/5
Monk: Tattooed Warrior

What are they?
Monks that tattoo their bodies with magical tattoos that imbue them with arcane powers. Essentially, this is a monk subclass that allows you to cast spells.
Are they any good?
Odd ability combinations
There are some strange design choices in this subclass. For instance, the level 3 options tie you to 2 choices where you might not want one of them. For instance, if I want longstrider, I must also take message which I may not want. No other spellcaster has spell choices tied to one another like this.
I’d prefer to have a list of spells known that I can choose and some options of extra features available. Having said that, the idea of extra abilities layered onto other focus point uses is kind on your already over-burdened action economy. And blindsight from level 3 can be situationally very useful (but not something you want as your main benefit because it will often go unused).
Some pointless options
At level 6, your spell options can sometimes be a bit pointless. For example, find traps just isn’t a great option for a spell while misty step is less important for a class that can easily disengage and move quite far.
Resistances requiring a lot of focus points
At level 11, you can choose a damage resistance, but to activate it, you need to use 3 focus points. You do get another effect, but this is a high cost when many other subclasses just get always active resistances. This also requires a magic action, which is a high cost and seems to be counter-intuitive to 2024’s design philosophy.
Underwhelming capstone features
The level 17 features are a bit underwhelming. You get some level 2/3 spell options, but these don’t feel substantial enough for level 17. And things like a 10ft flight speed are extremely slow for this level.
Lack of flexibility
With so few spells known at one time, even at higher levels, it really restricts the effectiveness and flexibility of this subclass. With options also being tied to one another, you easily end up picking an option for one thing and being stuck with another that you’ll never use.
There are many situational spells here too, like lesser restoration or mending that will easily go unused for a long time, punishing players that choose them with no meaningful advantage. You need more spells options so that some can be situational, while others can have broader application so you always have a way to use your features.
Verdict
The concept of a spellcasting monk is great, but the application is all over the place. I’d like to see more flexibility on spell choices and uses with more spells known at one time and extra features not tied to the spell choices you make.
I’d like this to give a changeable damage resistance that you can switch each long rest. I’d also say that hamstringing design philosophy behind what creatures and aspects isn’t necessary. I don’t need a beholder tattoo, I just need a fly tattoo, and this way the design doesn’t need to reflect the slower beholder fly speed.
For me, this subclass is a big miss and really needs some reconsideration in its design philosophy.
1/5
Sorcerer: Ancestral Sorcery

What is it?
A sorcerer whose magic comes from a powerful spellcasting ancestor. Think the great grandson of Mordenkainen or maybe Mystra’s mortal offspring. But then the actual subclass features are more about a lingering ancestral spirit too that aids you.
Is it any good?
Knowledge skill backup
Most parties don’t have the luxury of a sorcerer and a wizard. Normally it’s one or the other. When that’s the case, who handles the knowledge skills? Ancestral sorcery solves this problem by tying your charisma to your knowledge skills which is handy.
Odd mix of spells
This is where we start to see some of the challenges with flavour seep through in the subclass. You get a bunch of knowledge gathering spells which I guess make sense, but are highly situational (things like legend lore, locate object and locate creature).
You then get more powerful, but also divine-focused spells like spirit guardians and spiritual weapon for some reason. Perhaps this is supposed to be the influence of a ‘spiritual’ ancestor creeping through, but I’m not sure if this is supposed to be the innate arcane magic of a magical ancestor or the guidance of a spiritual ancestor like in Mulan. Either way, the spell options are a mixed bag, but mostly, they’re quite situational.
Exceptional face skills
You might not get expertise like a bard, but advantage on influence skill checks is excellent for a subclass that already has high charisma, is already good at knowledge skills and can easily grab proficiency in every face skill.
Take a 2 level dip in bard for expertise too and you’ll be a formidable social presence! Who needs a bard anyway!?
Empowered counterspell and dispel magic
This is quite good, if a bit situational, and makes this subclass a bit of a spellcaster disruptor. One enhanced use every long rest is quite handy and better at this than the spell fire sorcery from the recent Forgotten Realms UA.
Melee protection
If anyone gets close to you, they have a chance of being made prone or frightened at level 14. This is quite a unique protection and I kind of like it. You’ll normally want to avoid letting people get too close to you, but if they do, this potentially means disadvantage on attack rolls plus other effects.
I’m not sure how much of this is intentional, but it reads like prone might last until the end of your next turn which means no chance for the creature to get up on this turn. If it’s intentional, it’s a unique approach to prone, but does make sense. If it’s not, then it’s too easy to get up now the creature has reached it’s destination (you) and feel no effects from this.
I do feel like it should have something here that says this doesn’t work for 24hrs once a creature has passed this saving throw.
Powerful spell protections at late levels
Advantage on spell saving throws, an automatic pass and no lost concentration from damage are great protection for a sorcerer.
Almost every feature is situational or reactive
So I actually think the features in this subclass are quite unique and interesting. I quite like what they’re experimenting with here. This is quite a resilient sorcerer in unique ways that’s really good at dealing with other spellcasters, and I like that.
My issue is that it’s all reactive. You have to wait to be attacked, moved close to or for harmful spell effects to be enacted to get much use out of your features. This is great against spellcasters, but many opponents are not spellcasters. When this happens, your features become quite redundant. The exception here is when it comes to social encounters, but this is out of combat stuff.
Verdict
I thought I wouldn’t like this subclass, but I kind of do. I think it manages to be unique in effective ways. But my problem is in the spread and variety of features. Great at knowledge and face skills and great against spellcasters, but almost nothing else. This makes them too situational.
Personally, I’d like to see this subclass have a bit more that’s active that it can use on a regular basis. I’d also like to see it lean more clearly into what your powers are. Do you have a guiding ancestral spirit that infuses you with power, or is this power from your bloodline. Personally, I think they’re different things.
While all this means I’m going to give it a 2/5, I actually think it’s nearly a 4/5 because the features are good, they just need more variety.
2/5
Warlock: Hexblade Patron

What is it?
Warlocks that makes a pact with a powerful, sentient weapon. This subclass was tackled in the Horror Subclasses UA but they hadn’t quite nailed it so looks like they’ve had another go.
What’s changed?
- Hexblade spells have changed: It’s lost magic weapon and dispel magic and has gained bestow curse.
- Hexblade’s curse has returned: Hungering hex has been brought to this level and accursed shield is a new aspect of this. This now works when casting a curse spell on a target rather than being a separate effect.
- Unyielding will: A new feature that replaces life stealer (though aspects of this have been brought into level 3).
- Malign brutality: A new feature that also includes what was stymieing curse previously.
- Armor of hexes: No longer has limited uses and scales with your warlock level.
- Masterful hex: Now increases the power of hexblade’s curse
Is it any good?
Starts more defensive than offensive
I feel like the Hexblade should be more about offence than defence, but at level 3, your curse is more about giving you extra protection (but only when you’re close to your target) and healing hit points when you take out your target.
There is a problem here in that you mostly want to curse tough creatures, but most of those will be more resilient than you. This means the kinds of hit and run tactics you might have used before, will lead to lower AC and almost no tangible extra benefit to cursing someone.
On top of that, I don’t know why the Hexblade is being forced into not wearing armor for this feature. It means they have to take armor of shadows as an eldritch invocations, which isn’t so bad, but using light armor wasn’t such an issue. If it’s avoiding a situation where mage armor, 20 Dex, a shield and your curse gets you 22AC, I can understand that. But if that’s the case, maybe a different effect would have been better in the first place.
Implied hexing makes things work a little better
Hexblade’s curse is basically a free action effect when you cast hex (because it’s a curse). If you’re consistently concentrating on hex, then unyielding will makes more sense as you should usually be concentrating on a spell.
This means more damage to nearby opponents when they try to disrupt your hex. It does discourage casting other concentration spells though.
Sword and sorcery works
At level 6, you can cast spells and still get an attack as a bonus action. It seems like a nice solution for gish classes that’s similar to a valor bard.
Armor of hexes feels very potent now
Obviously they were trying to simplify how many expendable resources to keep track of and trying to make this more potent, but by doing both, you make it very potent against your main target. Maybe that’s by design, and only one attack will benefit from this, but still, that’s a lot of prevented hit points.
A lot of moving parts
One of the issues you will face is there’s so many areas of effect and fiddly requirements. Some effects only work against the cursed target, some work in a 10ft area, others in a 30ft area and there are so many dependencies. There aren’t really any always on effects making this a very complex subclass where it’ll be extremely easy to miss things you could do.
Verdict
This subclass just feels overly complex. I get the interesting ideas they’re throwing in here. A cursed target that can’t escape you, that struggles to really hurt you, that you want to constantly stalk. Thematically, that’s all great, but it’s so complicated that it’s going to take huge effort just to remember which effect is affecting who and when.
The main thing for me is this subclass needs simplifying.
2/5
Wizard: Conjurer

What is it?
Wizards that specialise in summoning things to aid them.
How’s it changed?
- Benign transportation: Now available at level 3 instead of level 6. Also replenishes by expending a level 2+ spell rather than by casting any conjuration spell.
- Distant transposition and quick transposition: New features that enhance benign transposition, giving it more range and the ability to use as a bonus action or reaction and allowing it to recover uses more easily.
- Conjuration savant: Now gives extra conjuration spells.
- Durable summons: Now available at level 6 instead of level 14 and the temporary hit points gained scale with your level.
- Minor conjuration: This has been removed.
Is it any good?
Improved teleportation, but is it improved enough?
I think the idea here is that conjurers manipulate space to summon creatures to them which also means they can summon themselves somewhere else. I like the idea and it was present in the 2014 conjurer.
However, I don’t like spending an action to teleport in a way that is basically an enhanced misty step. Other classes and species get enhanced misty step abilities like Eladrin, Shadar-Kai, archery patron warlock etc and this is allowed to be a bonus action. So why can’t the conjurer have this? This seems to have been a core design philosophy in D&D 2024 but the conjurer has to wait until level 14 for this to kick in.
Having said that, I do like that it’s easier to regenerate (you were unlikely to use more than 1 conjuration spell per combat so tying recovery to that didn’t make much sense). And I do like that it improves over time, I just think it should be a bonus action from level 3.
I also think there’s maybe a little too much focus on teleportation in the features, when I more want the focus on conjuring. I’d maybe roll up the level 14 aspects of teleportation into the level 3 and 6 features and have something more conjuration focused at level 14 instead.
Conjurer summons are better at early levels
I do like bringing the tougher summons feature to level 6 and having it scale. I think this makes your summons just better than everyone else’s fairly early on.
Great at concentrating
A lot of conjuration spells rely on concentration and the conjurer is very hard to prevent from concentrating on these things.
Verdict
The conjurer needed a bit of improving from the 2014 version and I think largely they’ve managed this. Summons are better earlier, there’s better scaling and teleportation, as a conjuration style spell, makes loads of sense to mostly be better than what everyone else can do.
My main issue is not having a misty step ability as a bonus action until level 14 which just feels worse than what some species with no training can accomplish.
I also feel that although teleportation is a conjuration thing, it’s perhaps less thematic than actually conjuring something to you. I’d like to see the feature spread a little less dedicated to teleportation and more to the summoning of other things.
Mostly though, I think these are solid improvements with only minor alterations needed.
4/5
Wizard: Enchanter

What are they?
Wizards that specialise in enchantment spells that magically seek to influence the mind and people’s attitudes.
How has it changed?
- Enchantment savant: Like other wizard schools, this now gives you extra enchantment spells for your spellbook.
- Enchanting talker and vexing movement: Replaces hypnotic gaze.
- Reflecting charm: Replaces instinctive charm and instead of forcing attacks against another, more reliably reduces the damage and might lead to damage to the attacker.
- Bolstering belief: New feature to aid yourself and allies. It replaces alter memories.
Is it any good?
Better party face
I’ve read some people have issues with the scholarly wizard being good at face skills explaining that knowing lots about enchantment spells doesn’t necessarily make you a better talker. I sort of get this line of thinking, however, I’m going to counter it a little.
While knowledge of enchantment doesn’t make you more charismatic, I do think it’s hard to get away from it. If you’ve ever read the Mistborn series, there’s a similar type of ability where some characters can influence emotional states. These types of characters often learn to combine those abilities with how they talk and influence others. In my mind, this is what enchanters are doing. Either they’re using low level magic to influence, or the fact that they’re used to influencing makes them more charismatic. Either way, I think adding your intelligence modifier to charisma checks and proficiency in a face skills makes sense to me.
Vexing change of abilities
However, what I don’t get is how vexing movement is really an enchantment specialty. I don’t think this makes sense for the subclass. And it replaces a feature (hypnotic gaze) that did.
I’ve heard some justify that hypnotic gaze is a problematic feature because of hypnotising people, but, I don’t think this is that problematic in the context. First off, you’re not getting them to do anything, they just go into a trance. Second, we have spells that actually let you control someone else which are much more problematic if this is the route you want to go down.
I kind of liked what hypnotic gaze did and I’d maybe say just change it so the effect is maintained with a bonus action rather than an action.
Less situational, less thematic
In fact, at a broader sense, I do think they’ve sacrificed thematics for functionality when I wish they’d accomplished both. The change from alter memories to bolstering belief I think exemplifies this.
Alter memories felt really good out of combat, and while very situational, really leaned into what an enchanter can accomplish. Again, I think that if this is a problematic ability, then so are many enchantment spells. But we’ve stuck with them so I don’t see why we can’t stick with things like alter memories.
Having said that, I do agree that alter memories is too situational and deserved changing, but I’d have preferred this to be in ways that remained more thematic.
Reflecting charm is much less situational
Instinctive charm was too hard to engineer with the need to be next to someone else to divert an attack too. I think reflective charm manages to make this more frequently useful.
I guess the idea is having enchanting barriers up that make it harder for someone to mentally come to terms with the idea of striking you. I do think it’s worth emphasising that flavour in the text, but otherwise, I think this is an improvement.
Verdict
These changes are a bit hit and miss to me. It feels like they’ve lost the theme of this subclass a bit too much and have tried to avoid controversy where I don’t think there was any. Ultimately, I think they’ve landed on an enchanter that doesn’t do enough enchanting.
2/5
Wizard: Necromancer

What is it?
Wizards that specialise in harnessing the powers of undeath and necromancy.
What’s changed?
- Necromancy savant: In line with other wizard subclasses, this now gives you extra necromancy spells for your spellbook.
- Necromancy spellbook: A new feature that also incorporates grim harvest. Grim harvest itself has changed, providing temporary hit points when casting a necromancy spell rather than regaining hit points when you kill.
- More New features: Grave power, undead secrets and death’ master are all new features. They replace inured to undeath and command undead.
- Undead thralls: Redesigned to include the summon undead spell.
Is it any good?
More regular life draining
I think the new version of grim harvest is going to result in more regular draining of life and providing vitality to others. You don’t have to kill anything now, just use a necromancy spell. I think this is better and incentivises using necromancy spells more.
Necrotic resistance
This makes sense. If you’re dealing with the powers of necromancy a lot, it follows that you develop a resistance to it, or know how to protect yourself from it. Necrotic resistance is decent too.
I like that this works the other way too. Now you’re built so heavily around necromancy spells, bypassing resistances to necrotic damage makes a lot of sense, but is also practical when fighting undead (which you should be better at, but would otherwise be hamstrung by your necromancy leaning).
Worse undead summons
Sadly, while the old necromancer created more powerful undead, this new version does not. Instead, it bolsters you and allies draining life force. I think this is a shame and is exemplified in the new version of undead thralls. I don’t mind that you can drain the essence of your undead summons, that feels very necromantic to me. But I am disappointed that an Enchanter can summon the same quality of undead that the necromancer can.
Hard to kill
There’s an underlying concept within this version of the necromancer that they should be hard to kill as they’ve unlocked secrets of life, death and undeath and I quite like that.
However, I’m less keen on the idea of a necromancer as an escape artist. I think teleportation features on a conjurer make sense, but making these more substantial than an average wizard for a necromancer doesn’t make sense to me. I’d like to see them do something else with this part of undead secrets.
Verdict
I like some of the ideas for the necromancer, but it definitely needs a bit more work. I like the life draining aspects of the subclass and the organic way it encourages casting necromancy spells. But, this is tempered by a couple of features that don’t quite fit thematically and the lack of more powerful undead summons.
3/5
Wizard: Transmuter

What is it?
Wizards that specialise in magic that can alter matter.
What’s changed?
- Transmutation savant: Like other wizards, this now grants extra transmutation spells for their spellbook.
- Transmuter’s stone: Now available at level 3 instead of level 6.
- Wondrous enhancement and split transmutation: These are new features that replace minor alchemy.
- Potent stone: A new feature that enhances your transmuter’s stone.
- Master transmuter: The option to perform a major transformation is gone and panacea becomes less potent.
Is it any good?
Adaptable benefits at an earlier level
Transmuter’s stone is pretty good and nicely adaptable. Making it the core feature of the subclass makes sense with it not only kicking in at level 3, but also having 2 options at level 10 makes this even more useful.
I do wonder if this should have been even better if you could create 2 stones and have benefits passed to different characters. And I don’t think that would have been over-powered either. But I still think this is pretty great and I like the change.
Shifting away from open ended transformations
Minor alchemy and the major transformation aspect of master transmuter both got cut. It seems the designers weren’t keen on such open ended transformations.
My best guess is that such open ended transformations led to a lot of pushing the boundaries on what can be done. I think RAW, minor alchemy is at best, situationally useful. I think major transformation could have been easy to abuse (like can you recreate a key to a bank for example)? Largely I think this nerf is fine and makes sense.
Enhance ability could just be forgotten
A new addition to the subclass is a free casting of enhance ability. I quite like this aspect as enhance ability is quite good on ability checks when you don’t really have anything else competing for your concentration, but you may not want to expend a spell slot on it.
What I think could easily just go wasted is the fact that this version can grant advantage on saving throws too. While this is decent for a 2nd level spell slot, the problem is it’s a concentration spells and spending your concentration on something like this will easily feel like a waste unless you really know the kinds of saving throws an enemy will definitely be chucking at the party.
Split transmutation is potent though
On the flip side is split transmutation, another new feature that lets you upcast some transmutation spells so they target additional creatures. Doing this for free preserves your higher level spell slots and is a great incentive to focus on transmutation spells rather than just whatever spells are powerful.
This works on quite a few spells, including things like jump, longstrider, blindness/deafness and fly. That’s a fair bit of extra utility, and there’s other options too.
Verdict
I think they’ve done a solid job with the transmuter. It subtly encourages transmutation spells casting, gives you some good transmutation enhancements, but now at earlier levels and with more potency. There may be a place for a little bit of tweaking, but largely, I think they’ve got something of the right kind of power and flavour for this subclass.
4/5
Summary
There are definitely some good quality of life changes in here and I think the arcana domain, arcane archer and transmuter largely get a lot right with their changes. However, where the wheels come off a bit on there is when more substantial changes are introduced.
I think subclasses like the tattooed monk need a complete rethink in approach while the Hexblade is unnecessarily complicated. There’s also some missteps in the themes of the subclasses as well.
While I think there’s a lot to work on, it’s also worth remembering that this is playtest material. This is the space for Wizards to test new approaches and this may be what we’re seeing here. They may be asking whether their’s an appetite for more complex subclasses (like the Hexblade) or different approaches to spells known (like the tattooed monk).
What do you think of the new and revised subclass playtests? Let me know in the comments below.
Spotlight on the D&D 2024 revision
All the latest updates on what’s changing with the 2024 rules revision.
