Deep dive into the latest playtest subclasses for D&D 2024.
Wizards of the Coast have just revealed the new subclass options coming to the Forgotten Realms Player’s Guide later this year. Alongside this is the latest playtest material from unearthed arcana which I’ll be digging into in this article.
This book will give us 8 subclasses that are fairly specific to the Forgotten Realms. This includes 5 brand new subclasses as well as 3 refreshed subclasses from D&D 2014. These are:
- College Of The Moon Bard (new)
- Knowledge Domain Cleric (refreshed)
- Purple Dragon Knight Fighter (refreshed)
- Oath Of The Noble Genies Paladin (new)
- Winter Walker Ranger (new)
- Scion Of The Three Rogue (new)
- Spellfire Sorcery Sorcerer (new)
- Bladesinger Wizard (refreshed)
5 new subclasses feels like a generous offering with so many 2014 subclasses that could have been 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 book in November:
College of the moon bard
What is the college of the moon?
No, they are not shapeshifting bards (like moon druids), or even bards that draw their powers from lunar sources (like the lunar sorcerer). These bards actually trace back their origins to the Moonshae Isles, a place encompassed by Fey magic and primal power. It’s from the moonwells of these Isles that college of the moon bards draw their powers, accompanied with a commitment to protect the natural world.
Is it any good?
There’s some unevenness to the features for the moon bard. It starts with Moonshae folktales where tale of mirth is by far the best option. Saving throws are common and the option to turn a pass into a fail is quite strong.
This is just better than hiding or disengaging (which probably won’t be a big part of this bard’s tactics) or the extra healing from tale of life, which is going to be worse than what you can normally do by buffing with your bardic inspiration (albeit without using up your bonus action).
It also feels surprising that you can’t just pick from the 3 options whenever you like instead of having to swap the options in and out.
Blessing of the moonwells is another big part of the subclass and it’s kind of great and it’s kind of not. Casting it as a bonus action without a spell slot is pretty handy as you can still use your action and even cast a levelled spell on the same turn! Dishing out all the healing that comes with it too can turn you into a pretty effective healer. Especially on subsequent turns when you can weave your moonbeam through the enemy ranks.
The issue though is that using your moonbeam on later turns ties down your action in a big way. On top of this, it fails to scale damage as you can’t upcast this version of moonbeam as you gain levels and the healing doesn’t scale either making it become increasingly redundant as you gain levels. There’s something nearly really great about this feature, but it’s still too problematic to be excited about it.
Bolster folktales, on the other hand, feels a bit underwhelming at first, but I think is actually pretty great. To be able to use tale of mirth every round (especially as there should be lots of saving throws now) is actually a huge boon, even if many of these uses may be with a d6 instead of your higher bardic inspiration die at this level.
Personally, I think there’s some fun ideas in this subclass, and it could become a great healer option. But it’s got some reworking to do to properly balance the subclass.
3/5
Knowledge domain cleric

What is the knowledge domain cleric?
Clerics that devote themselves to academic study and the pursuit of knowledge. These clerics place great value in technology, the study of magic, lore and all other educational pursuits. They dedicate themselves to god’s of knowledge such as Gond and Ohgma or even just gods that value knowledge like Mystara or Asmodeus.
What has changed?
- You now get proficiency with a type of artisan’s tools instead of learning 2 additional languages.
- You now get more domain spells and better spells for use in combat.
- Mind magic is a new feature that lets you use your channel divinity to cast a spell without expending a spell slot.
- Unfettered mind is another new feature that grants you telepathy and consistent intelligence checks.
- Divine foreknowledge is also a new feature that gives you advantage on all d20 tests for the next hour.
- You no longer get potent spellcasting at level 8 which increased your cantrip damage a bit.
Is it any good?
This feels like a fairly robust subclass. Expertise in a couple of knowledge skills, lots of information gathering and utility spells (plus a few combat spells too) and telepathy are all quite useful.
The ability to cast knowledge domain spells without spell slots using your channel divinity instead is interesting. Handy if you want to do some information gathering, but probably even better with combat spells as it allows you to cast another levelled spells with your bonus action that turn as well.
Divine foreknowledge is a fantastic capstone feature. Advantage on everything for an hour is really strong and can be cast ahead of combat too!
Perhaps the slight drawbacks come in the form of your spell options. Confusion is weaker than similar spells a level below it (like hypnotic pattern). You also get some fairly situational spells in here too that may never get used, like nondetection and mind spike. Tongues and comprehend languages could also fit into this category depending on your DM.
You also lose augury, suggestion and speak with dead too. all 3 of which are really great spells and felt like they fit the knowledge domain nicely so feels a shame to lose them.
Overall this feels like a fairly solid subclass. It’s excellent when it comes to investigation with features that should be useful in many situations. While it does suffer from a couple of disappointing losses of spells and having less powerful cantrips, it didn’t really make sense to me that the knowledge domain would have enhanced cantrips anyway. I’d say this is a decent improvement on the old knowledge domain cleric.
3/5
Purple dragon Knight fighter
What is the purple dragon knight
The purple dragon knights are an order first established in Cormyr where warriors of incredible chivalry would bond with an amethyst dragon. For playable characters that become purple dragon knights, they bond with an amethyst dragon hatchling rather than a fully grown dragon, transforming both partners in the bond, allowing them to grow and develop together.
For those familiar with Forgotten Realms lore, much of this is altered from the original lore. This is not really an issue in my opinion, but one to be aware of.
How has it changed?
- Knightly envoy now comes in at level 3 and lets you learn an additional language and cast comprehend languages as a ritual.
- Purple dragon companion – A new feature that gives you a dragon hatchling as a companion.
- Dragon rider – Another new feature that gives you limited ability to ride your dragon companion, heal it with second wind and grant it enhancements.
- Rallying surge – Lets you target up to 3 creatures but in a smaller radius. It also grants options to retreat for the targets.
- Amethyst pinnacle – New feature that further enhances your dragon companion allowing you to ride it unrestricted and attack together.
- Enduring commander – Another new feature that gives both you and your dragon companion damage resistances.
Is it any good?
This primarily comes down to how good your dragon mount is. There are some cool things here like gravity breath which can push or pull multiple creatures 15ft. The fact you can ride it from level 7 is also great. Rallying surge also feels like a nice turn the tide of combat kind of feature.
Riding your mount, even at level 7 where it can only fly you for a turn, still feels useful. A lot of situations benefit from 30ft of flight. Also, because mounting and dismounting only requires 5ft of movement, you can actually travel much further than most characters by mounting, having your dragon move 30ft (because it does this on your turn), then dismounting and travelling the spare 20ft+ you still have available from your movement.
Of course, if you’re going to take this subclass, you’re going to be thinking about the mounted combatant feat. The best part of that is advantage on attack rolls against creatures smaller than your mount. Unfortunately, your dragon is medium sized when you can mount it and doesn’t become large until level 15, giving you a very small number of creatures you benefit against.
I might also quibble that full flight could come in sooner, find steed (which a paladin can get at level 5) gives 60ft flight speed, so why does a purple dragon knight have to wait until level 15 for this?
However, I have some bigger issues with the dragon companion.
I’ve already established that riding it isn’t hugely advantageous until level 15. This means it’s not great yet as a mount, so ideally you want it to be packing some damage. Unfortunately, even at level 15, when it’s grown to large size (so absolutely not a hatchling), but still only deals 1d6 plus your intelligence modifier in damage with no multi-attack. That’s pitiful!
Compare this to the drakewarden whose dragon scales in damage up to 3d6 + proficiency bonus (which is better than your intelligence modifier which many fighters may struggle to get beyond +2). Alternatively, we can look at the beast master whose land beast deals 1d8 +2 + wisdom modifier (plus an extra 1d6 if it moved 20ft). At level 11, it can attack twice and can benefit from hunter’s mark once per turn. But that makes sense because surely a tiger is more powerful than a freaking dragon!!!
It gets worse with your dragon’s AC linked to your intelligence modifier too and a relatively low hp as well. I feel like charisma would have been a better fit for this subclass anyway (they are an order or noble knights after all) and would be a more useful ability score to give these fighters.
There are advantages though. It makes the best lance steed available as fighters get more attacks and can grab feats more easily letting them combine the likes of great weapon mastery, polearm master and so on. Once extra attacks kick in, this exceeds a paladin on their steed, but is counterbalanced by the lack of advantage from mounted combatant on medium creatures (which are common).
While there’s the beginnings of something good here, I think they still need to strengthen the benefits of riding this dragon into combat. As it stands, it’s a weak option at low levels, if a strong option at high levels. They also need to scale the dragon’s damage and resilience much better too.
2/5
Oath of the noble genies paladin

What is the oath of the noble genies?
The oath of the noble genies is conceptually odd. Sure, some genies are noble beings, but many are outright scumbags (the dao are generally evil and quite relaxed about ignoble things like slavery)! The oath itself is strange as well. Normally oaths are sworn to uphold an ideal, but this oath is simply to revere the elemental planes. It’s an odd one, but at least give us something unique to work with.
Is it any good?
At level 3 you’ll be able to enhance your divine smites with a use of your channel divinity and yikes, are some of these powers effective!
Dao’s crush will automatically restrain a creature, and while they can attempt to escape on their turn, this requires an action (and may fail). Compare this to ensnaring strike (a similar level 1 ranger spell) and it requires a strength saving throw and will struggle against a large or larger creature. Essentially, this means you can auto-restrain a tarrasque at level 3!
Marid’s surge could be useful for some wider crowd control, but the other options for your elemental strike feel a little weaker than dao’s crush.
Noble genie paladins get a decent set of spells and also get a kind of unarmored defense where if they’re not wearing medium or heavy armor, they can add their charisma modifier to their AC. This means a paladin wearing studded leather and with a dexterity and charisma of 20 will have an AC of 22. Add in a shield and you’ve got 24 AC.
They get a +2 AC boost on monks and barbarians who have a similar feature because of their light armor option and can grab a shield (unlike monks). In fact, this becomes abusable because it can stack with unarmored defence if you go the multiclass route.
Damage resistance for you and allies in your aura that you can change without using an action is really strong and adaptable too!
On top of all of this, you can use your reaction to halve damage from an attack and send more damage back at your attacker and you can gain flight and the ability to turn a d20 test for you or allies into an automatic success each turn!
To be honest, the oath of the noble genies paladin is probably the most powerful subclass I’ve ever seen and it absolutely needs toning down. In terms of balance, it scores poorly, but in terms of raw power and capability, it’s phenomenal!
6/5
Winter walker ranger
What is the winter walker?
Rangers capable of surviving the frigid wastelands of Icewind Dale and the terrors that stalk its icy slopes. Hardened by the aggressive frost and the monsters that lurk there. winter walkers have been gifted with knowledge and power that can aid them in their survival.
Is it any good?
This particular subclass lends itself well to melee combat with features that prevent enemies disengaging and frightening creatures that hit them (which is more likely when on the frontline). And they do a decent job here.
Frigid explorer is reminiscent of the fey wanderer’s dreadful strikes with bonus of cold resistance (it’s an uncommon damage type, but very thematic).
The extra spells aren’t that great, but chilling retribution is a really strong use of your reaction. It feels very much like the idea of this subclass is to freeze your enemies in place so they can’t escape, which is quite a “chilling” prospect! Frozen haunt is really interesting and feels strong. I do wonder if at this level though, higher damage is probably in order.
Fortifying soul feels like the weak link in the winter walker’s repertoire. Healing on a short rest is fine for long adventuring days (near pointless when there are few encounters each day) and while advantage against the frightened condition is decent enough, the problem is you get this for an hour after a rest. Often, this will never get used as either you won’t have an encounter within the next hour, or no one will attempt to frighten you. Too many situational aspects to make this helpful in my opinion.
Overall, it’s a solid subclass that probably only needs a few tweaks.
3/5
Scion of the three rogue

What is the scion of the three?
Particularly violent and malevolent rogues that worship one of the dead three; Bane, Bhaal or Myrkul. Each a terrible and evil god. These rogues have their roots in Baldur’s Gate and the Bhaalspawn saga. While not specifically named as such, there are worshippers of Bhaal that murder in his name in the game, while others are cursed/gifted his powers.
Is it any good?
The scion of the three not only works to make an absolutely bloodthirsty rogue, but also to bring in the ability to land extra sneak attacks more reliably using their reaction.
Bloodthirst is a really meaty level 3 feature giving you extra damage against bloodied creatures (this is a condition now). It also lets you teleport and make an attack when a nearby enemy drops to 0 hit points. Because this can occur outside of your turn, it gives you an opportunity to land a 2nd sneak attack each round.
Dread allegiance is interesting giving you a cantrip and a resistance. Minor illusion feels like the obvious choice here. I suppose chill touch could be useful if you can’t land a sneaky attack, and though blade ward can be useful, the turn to set it up feels like a waste of a sneak attack opportunity. Meaning I mostly see people choosing Bane.
it does feel a little odd that these rogues can switch allegiances so quickly. I guess being a rogue isn’t a career path for the loyal…
Strike fear is a strong option for your cunning strike. In fact the 1d6 sacrifice to damage feels quite generous to me.
Aura of malevolence on the other hand, seems to go against the usual roguish tactics of staying out of reach of enemies, instead encouraging you to get close. I feel like this makes it somewhat wasted. Perhaps if the effect could be initiated at any point during your turn, it would work better.
Dread incarnate boosts your sneak attack damage a bit, but this is only going to be by a handful of damage per sneak attack. With battle tyrant, I feel there are so many ways to gain advantage that at this level, this may be less consequential than expected, but I may be underestimating this.
Overall, this feels like an excellent subclass at lower levels that fades a bit at higher levels. Perhaps that’s part of the balance, but I can imagine underwhelming feelings when levelling up at higher levels even if it’s broadly a good subclass.
4/5
Spellfire sorcery sorcerer

What is the spellfire sorcerer?
The source of magic for the spellfire sorcerer literally comes from… the source of magic… I guess that does check out! Literally crackling with magical energy from the weave, these individuals are supercharged with magical powers.
Is it any good?
Your primary feature is your spellfire burst which can let you add a bit of temporary hit points to an ally or damage to an enemy. This gets beefier at level 14. Unfortunately, the increase at level 3 is so small as to barely be worthwhile (though it expends no extra resources at least). I think I’d prefer it scaled more generally with your level and worked more evenly between temporary hit points and damage. Increasing by 1 per sorcerer level would be a good way to approach this and just have this scale from level 3.
I like the idea of regenerating sorcery points by some kind of success. The problem is that spellfire sorcerers do this by casting counterspell, which is only going to happen when facing enemy spellcasters, which isn’t guaranteed (and may never happen in some campaigns).
I would say that crown of spellfire is a pretty awesome feature for making you resilient, but is perhaps too much in one go. With the changes to spellfire burst I’ve suggested above, you would free up the level 14 feature and could have spell avoidance there instead (basically evasion for magic). Having all these cool features locked behind the upper echelons of the class feels like a bit much for me.
Overall, I think the subclass doesn’t scale particularly well and locks it’s best options behind a level 18 feature. It’s not terrible, but still misses the mark in my opinion.
2/5
Bladesinger wizard
What is the bladesinger?
The ancient Elven art of bladesinging is both deadly and beautiful. It combines wizardry with swordsmanship, and while a typically Elven art, is opened up to other species (so everyone can enjoy the artistry of the bladesong).
What’s changed?
- Your bladesong is now tied to your intelligence modifier, including your attack and damage rolls.
- You get an extra skill proficiency, expanded weapon proficiency (instead of armor training) and can use a weapon as a spellcasting focus.
- Song of victory now let’s you make a weapon attack with a bonus action after casting a spell as an action.
Is it any good?
The bladesinger takes some nods from other spellcasters turned martials like the Valor bard to bring the subclass up to speed with their martial counterparts. You get what is essentially unarmored defence (but using your intelligence to add to your AC). There is an important distinction here though. Your intelligence adds to your AC meaning it can stack with actual unarmored defence or something like a Tortle’s base 17AC which could be very powerful, though this is a nerd on the previous bladesinger as they could do this with light armor on too.
You’ll also get weapon training, better concentration saving throws, intelligence based attacks, weapons as spellcasting focuses and an extra attack. You can also use a cantrip in place of one of your attacks (something that becomes increasingly powerful as you gain levels.
With a focus on dual wielding, it’s a shame you don’t get weapon mastery nick as standard, which means investing in the weapon mastery feat and potentially dual wielder as well. You might want to invest in war caster while you’re at it, though that’s a lot of feats! And on that note, it’s nice that the adjustment to improved concentration is now compatible with war caster too.
I like that you’re made more resilient with song of defense which is much needed for a class with d6 hit dice! I also like that casting spells that require an action will still let you use a bonus action to make an attack. My only quibble here is this comes in at higher levels, but maybe that’s not so bad.
Overall, this is a solid subclass, which is unsurprising considering the foundations that were being worked with. It’s nicely balanced (other than it’s AC modifier) and does what you need to make a caster into a half-martial.
4/5
That’s my take on the Forgotten Realms playtest subclasses. There’s clearly a lot more work to do here, but often we do see more outlandish ideas in the playtests that become more streamlined and workable for the main release.
I really like the look of the scion of the three while the bladesinger and knowledge domain cleric are really solid. The winter walker isn’t far off either. However, the rest range from woefully underpowered, like the purple dragon knight, to overwhelmingly overpowered like the oath of the noble genie. I expect to see some big improvements though before we get the final release.
What do you think of the playtests? Any that you’re particularly excited for or underwhelmed by? Let me know in the comments below.
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