Happy September! We’re back with a new set of playtest materials for you to try out at your table. Player’s Handbook Playtest 7 revises five classes and introduces two new subclasses.
Feel free to jump right into the playtest materials, or click below for highlights on key changes you’ll find in this Unearthed Arcana, with insights from Jeremy Crawford, Game Architect of Dungeons & Dragons.
Class Changes in Player’s Handbook Playtest 7
Player’s Handbook Playtest 7 updates the barbarian, fighter, sorcerer, warlock, and wizard and introduces two new subclasses, the Path of the World Tree barbarian and the Brawler fighter. You’ll also find revised spells and weapons.
The following table highlights the more significant revisions to the classes included in this UA. You’ll also find more general updates below it.
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In this UA, you’ll see the return of class spell lists. Although grouping spells under the Arcane, Divine, and Primal spell lists was a fun experiment, we felt the benefits did not outweigh some of the new challenges we faced.
“While those lists worked well for certain classes—for instance, it was a big boon for the ranger to gain access to the entire Primal list—we found for other classes that shifting to those big lists tended to dampen their identity,” explained Crawford. The wizard, for example, is known to have the largest selection of spells of any class. By giving other classes access to the same list of spells, players felt that the wizard’s identity suffered.
In a similar vein, although we had fun experimenting with the bard getting access to the Arcane, Divine, or Primal spell list, having that selection degraded the bard’s identity.
Features From Tasha’s Ported Over
Early in playtests, we were careful about how much material from Tasha’s Cauldron of Everything we imported. But players have frequently asked for certain features to be made standard in the 2024 Player’s Handbook. So, you’ll notice in this UA that more popular features from Tasha’s are included. You can expect to see this for classes that appeared in Player’s Handbook Playtest 6, as well.
Spell Changes
You’ll also find updates to a few spells in this UA. The sorcerer-exclusive spells arcane eruption and sorcerous burst were well-received in Player’s Handbook Playtest 5 and return here with changes. Counterspell and jump have also been updated.
Barbarian

Barbarians are not just brutes that can swing a greataxe well—though they very much can be —they are warriors who revel in the wilds and on the chaotic streets of cities. Their rage reflects their capacity to embrace and hone their keen instincts and raw physicality.
Player’s Handbook Playtest 7 updates core barbarian features as well as subclasses. It also introduces the all-new Path of the World Tree subclass. Below, we cover some highlights of changes. But we encourage you to jump into this latest packet of UA materials for a complete look at revisions.
Reckless Attack Has Been Buffed
The 2014 barbarian’s Reckless Attack grants advantage on melee weapon attack rolls made using Strength until the end of your turn. This UA makes some quality-of-life improvements, now granting advantage on attack rolls made using Strength until the start of your next turn. This means your opportunity attacks now benefit from this feature.
Hitch a Ride With the Path of the World Tree
“The Path of the World Tree is a barbarian subclass that delves into the cosmic story of D&D that there is this world tree that connects all worlds,” said Crawford. With this barbarian subclass, your rage links you to the world tree Yggdrasil, granting you primarily defensive and utility features.
Notably, the subclass’s capstone feature allows you and your friends to traverse the planes along Yggdrasil’s branches.
More Animals to Choose As the Path of the Wild Heart
Formerly known as the Path of the Totem Warrior, the Path of the Wild Heart allows the barbarian to emulate the beasts of the natural world, and break skulls while doing so.
If the name of this subclass gives you pause, there’s a reason for that: “People who have played Baldur’s Gate 3 will recognize the name,” said Crawford. “What many people don’t know … is I personally worked with Larian to name that subclass. And we knew at the time that we would end up unifying the name when we came to the 2024 Player’s Handbook.”
In this subclass, you’ll find the animal options you can choose from have been expanded, and existing options have been updated.
Notably, the Bear no longer grants resistance to all but psychic damage. Instead, you’ll choose two damage types to be resistant to at the start of your rage. Further, the Eagle now lets you Dash or Disengage as a bonus action, and the Wolf’s effect has been extended to 10 feet, up from 5 feet.
You’ll see changes for higher-level options, as well. And for those fearing commitment, you can now change the options you choose when you level up.
The Path of the Zealot Gets Better Healing
The barbarian subclass that channels divine fury has been updated from its first appearance in Xanathar’s Guide to Everything. You now get to choose your damage type each time Divine Fury triggers, and Warrior of the Gods has been expanded so that you gain additional hit points whenever the party cleric throws a healing word your way (up to a certain number of times).
You can also burn your uses of rage to get more uses of Zealous Presence. Finally, since the original Rage Beyond Death subclass feature has been integrated into the barbarian’s core class features, you now get to turn into a flying, spectral warrior whenever you restore hit points with Relentless Rage.
Pump Your Crits, Strength, and Constitution
Barbarians are known for their mean melee damage, and we’re leaning into that more. The Brutal Critical feature now comes online at 9th level, as opposed to 11th level, and the damage you deal increases by a d12 at 13th level (2d12) and 17th level (3d12), no matter what kind of weapon you’re wielding.
Also, Primal Champion is back as the barbarian capstone feature, and increases your Strength and Constitution by 4, up to a max of 24.
Fighter

Fighters are the masters of the battlefield. The changes presented in this playtest packet allow them to be more versatile, changing out abilities to better suit the enemies they are preparing to face. It also ensures you’re always ready for a fight, allowing you to regain critical resources on a short rest.
You’ll find a few new base class features here, notably a couple that get you more use out of Second Wind, and Master of Armaments, which allows you to swap out the Mastery properties of all your weapons.
As for subclasses, you’ll see some changes to the Champion subclass, which was presented in the Player’s Handbook 5 Playtest, as well as some familiar faces, the Eldritch Knight and Battle Master subclasses. You’ll also get to meet the all-new Brawler subclass.
Excel Out of Combat With Tactical Mind
You may be a fighter, but that doesn’t mean you can’t rock at rolls that aren’t meant to deal damage. Tactical Mind allows you to expend a use of Second Wind to add a d10 to an ability check that you’ve failed. Better yet, your use of Second Wind isn’t expended if the bonus doesn’t turn your failure into a success. Handy on days when you’ll be discussing politics dressed in noble garb rather than hacking your enemies to pieces in heavy armor.
“One of the things we have been doing throughout this playtest is looking for ways to give classes that had little non-combat utility some way to contribute more outside of combat. We already did that in the barbarian with Primal Knowledge, we’ve done it in the ranger … this time around, it’s the fighter’s turn,” said Crawford.
Better Navigate the Battlefield and Learn From Your Mistakes
At 5th level, when you gain the new Tactical Shift feature, you’ll be able to move half your speed without provoking opportunity attacks when you use your Second Wind feature. This is great for getting to an ally to help out or getting out of dodge when you’re low on hit points.
Also, the 13th-level Weapon Adept feature has been replaced with Studied Attacks, which gives you advantage on an attack roll against a creature that you’ve missed with an attack.
Battle Master Gets More Strategic
The updates presented in Player’s Handbook Playtest 7 allow the Battle Master to come off as a studied strategist. When you get Student of War at 3rd level, you now get proficiency in a fighter skill as well as an artisan’s tool. Also, your 7th-level feature, Know Your Enemy, now tells you an enemy’s damage immunities, vulnerabilities, or resistances instead of their AC, ability scores, and hit points, and can be used as a bonus action.
Of course, the Battle Master’s main event, maneuvers, also see a big update. “We have now revisited every one of the maneuver options, and a number of them have gotten tweaks, in most cases, to make them easier or more fun to use,” said Crawford.
Get Ready for a Tussle With the New Brawler Subclass
Grapple enemies and bludgeon them with improvised weapons! This new subclass focuses on fighting dirty, grappling opponents, and attacking with unarmed strikes (or whatever you find lying around).
“The fighter’s identity has long been the master of weapons and armor, and we realized that what we hadn't yet explored in fifth edition is being a master of improvised weapons,” explained Crawford. “This fighter [subclass] is going to be able to pick up all sorts of odds and ends, and then apply weapon Mastery properties to them.”
The Eldritch Knight Is More Magical
This magic-martial hybrid has been tweaked from the 2014 Player’s Handbook to better allow Eldritch Knights to weave magic into their attacks. You are no longer restricted to choosing spells from the abjuration or evocation schools after 3rd level, and you can swap out cantrips when you gain a level. Also, War Magic and Improved War Magic now allow you to replace one of your many attacks with a cantrip or two of your attacks with a spell, respectively.
Sorcerer

Sorcerers are arcane casters brimming with powerful, innate magic. In this Unearthed Arcana, their ability to bend magic to their will with sorcery points and innate class features has been dialed up a notch.
A pair of sorcerer subclasses also see changes in this UA, Draconic Sorcery and Wild Magic Sorcery. We’ll only cover the latter below as Wild Magic Sorcery has seen bigger changes.
Translating Flavor Into Features
“We are continuing to explore this notion of this boiling magic inside the sorcerer and giving it expression in game mechanics,” said Crawford. “Innate Sorcery is a fun way of expressing that.”
Instead of providing prepared spells, the 1st-level Innate Sorcery feature now gives you advantage on attack rolls from your sorcerer spells while also increasing their spell save DC by 1 for 1 minute.
As you level up, Innate Sorcery will grow more powerful. Sorcery Incarnate (7th level) allows you to use two Metamagic options on a single spell and Arcane Apotheosis (20th level) gives you a free Metamagic option each turn.
Twinned Spell Gets Another Revision
Of the Metamagic options we previously playtested, only Twinned Spell scored poorly, so we’re back with another version of it.
Twinned Spell once more allows you to target an additional creature with a spell but with a new restriction; this Metamagic option only functions with spells that can already be upcasted to target additional creatures (such as charm person and hold person).
This version of Twinned Spell allows us to avoid any confusing rules or breaking any spells that were never designed to target more than one creature at a time.
Wild Magic Sorcery Offers More Control
This updated sorcerer subclass gives you a modicum of control over your wild magic. The 3rd level feature Tides of Chaos allows you to roll on the Wild Magic Surge table after casting a sorcerer spell using a spell slot. Wild Magic Surge—also at 3rd level—gives you a chance of producing an effect from the Wild Magic Surge table after you cast a spell.
The capstone of this subclass also now lets you choose which Wild Magic Surge result you want, as long as the effect casts a spell or restores all your sorcery points. With this ability, you can cast fireball centered on yourself at will!
Warlock

Warlocks are one-of-a-kind casters known for their bursty spellcasting, unique abilities granted by their patron, and, of course, their hexes and blasts. This UA has brought back the Pact Magic feature, restored Mystic Arcanum, and introduced a lengthy list of changes to the warlock’s beloved Eldritch Invocations.
We’ll also be taking a look at revisions to the Fiend Patron from the Player’s Handbook 5 Playtest, as well as the newly updated Archfey Patron (2014 Player’s Handbook), Celestial Patron (Xanathar’s Guide to Everything), and Great Old One Patron (2014 Player’s Handbook) subclasses.
Pact Magic Is Back With a Friend
Playtest feedback shows that you love this uniquely warlock feature, so we’ve brought it back. However, we do still want to solve for the class’s restrictive number of spell slots and heavy reliance on short rests. Here’s where the new feature Magical Cunning comes into play.
Magical Cunning allows a warlock to spend 1 minute each day conducting an esoteric rite to regain half their Pact Magic spell slots. This feature allows the warlock to cast their spells without fear of getting caught without spell slots should their party need to push ahead without a short rest.
Eldritch Invocations Reworked
The warlock’s invocations get an extensive facelift in this playtest packet. They now get their first invocation at 1st level, and the previous options under the Pact Boon feature are instead available as invocations.
There have also been many changes to the long list of invocations available to the warlock, which can be seen starting on page 28 of the playtest packet.
Patron Spells Are Always Prepared
For all of the warlock subclasses, the spells provided by your patron are now always prepared. This allows you to always feel like your warlock is thematic to the patron you chose (or the one that chose you).
Teleport Around the Battlefield With the Archfey Patron
Do you want to flit around the battlefield like an evasive fey creature? The updates to this subclass grant you access to the beloved bonus action teleporting spell, misty step. They also allow you to cast it a number of times equal to your Charisma modifier per long rest, on top of providing additional benefits whenever you cast it.
Want more misty steps? Once you hit 14th level, you’ll be able to cast it for free as part of the same action whenever you cast an enchantment or illusion spell!
Wizard

A true master of the arcane arts, wizards are scholars who have studied the secrets of magic’s inner workings. This playtest packet has simplified some of the wizard’s new features while also revising the core class features to more closely mirror the 2014 Player’s Handbook wizard.
These revisions bring back Arcane Recovery as a 1st-level feature, Spell Mastery as an 18th-level feature (with some changes), and Signature Spells as a 20th-level feature. You’ll also find that the wizard can swap out their cantrips, a feature first seen in Tasha’s Cauldron of Everything.
Modify Spell and Create Spell Have Been Nixed
We previously introduced create spell and modify spell as options for wizards looking to tweak and craft their own spells. But those options received a mixed response, so we’re putting them back on the shelf. However, Memorize Spell returns as a class feature.
Changes to Wizard Subclasses
This playtest includes a revised version of the Evoker subclass from the Player’s Handbook 5 Playtest, as well as updated versions of the 2014 Player’s Handbook Abjurer, Diviner, and Illusionist.
These subclasses have all seen their Savant feature updated so that you gain access to more spells of your chosen specialty when you get access to new spell slot levels. This replaces the rarely used previous feature, which discounted the cost of copying spells of your chosen school to your spellbook.
On top of that, these subclasses have seen some other minor updates:
- Abjurer: You can now expend spell slots as a bonus action to replenish your Arcane Ward’s hit points, and you can cast a buffed dispel magic as a bonus action with your 10th-level Spell Breaker feature.
- Diviner: Your 10th-level The Third Eye feature no longer makes you choose between seeing invisible creatures or into the Ethereal Plane. Instead, you can use this feature to cast see invisibility without expending a spell slot. You can also use it as a bonus action.
- Evoker: The Potent Cantrip and Sculpt Spells have been swapped around so that Potent Cantrip is now a 3rd-level feature and Sculpt Spells is a 6th-level feature. Also, Potent Cantrip now deals half damage when you miss with spells that require attack rolls.
- Illusionist: This subclass has seen some quality-of-life improvements. Malleable Illusions is now a bonus action, Illusory Self can be reused by expending spell slots, and Illusory Reality has been revised to be less ambiguous about its effects.
Your Feedback Matters

Whether you’re casually reading through Unearthed Arcana, theorycrafting new character builds based on it, or taking these materials straight into your games, your feedback is paramount to the 2024 core rulebooks.
The best way to get us your feedback are the UA surveys we regularly release. Keep an eye out in the future for a survey on this particular playtest packet. When the survey opens, let us know what you dislike, and if you love something, tell us why!
Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
i do not got this whole warlocks can still only have 4 spell slots max thing. the core issue was the fact they had so few compared to every other casters, and had to take a short rest after every single fight since you burn through all of them every fight. the fact the new ability only gives half of those back once a day until you are at level 20 is just baffling since that is by far one of the worst cap stones since 1: most players do not get to that level and 2: it is a band aid fix for the bad ability. that cap stone should just be baked into the ability to make up for that extremely low number of slots this caster class has.
I love the idea of a world tree bar-bar
So... No love for the Storm Sorcerer ? The new Barbarian class could be dope though. IF the roots that are being used are not spectral, that is.
So very sad to see flex go away. I was so happy that I was going to be able to make a viable spear build fighter for once but we’ll that got screwed like so many other things.
Let's friggin GO!!!
This is more like it!!!
I COMPLETELY LOVE this version of the Warlock! All of the patrons rock and this is super fluffy and fun to use!
No the ranger needs the same attention in fact, if you can Warlock up the ranger (as in have the same person make similar adjustments) that would be Insanely awesome!
3 attacks in melee if you want it, bunch of fun cool and fluffy features what else could anybody want from this badass class, and the best part that the coolest stuff comes late enough to block some insane multiclass shenanigans and early enough to be rewarding still, I SIMPLY LOVE IT!!! It's level 20 is kinda meh, but everything else is awesome (Level 20 could just be regaining a warlock spell slot whenever you roll initiative), but otherwise this looks like a fun class that I could play at least 4 - 6 different characters out of <3
All in all like the new barbarian look it seems pretty cool modifications, Fighter as well I LOVE the relentless feature obtained at level 15, IT'S THE FEATURE I HAVE WANTED since College of blades was released!!! Also eldritch knight getting to replace one of his attacks with a cantrip and the upgrade to cast a spell CHEFS KISS!!!
I feel like the brawler should get all of his improvised weapon thingies added to his brawling attacks as well since why the hell not, it does not feel like it would be overpowered in the slightest compared to what we are seeing now. As is, I do not feel compelled in the slightest to play brawler fighter compared to the other 3. ALSO ALSO I love what you did with the champion I CANNOT wait for champion fighters to be COMPLETELY BALLER CHADS!!!
I LOVE dragon sorcerers and think wild magic sorcerers are simply OH WOW I AM SO RANDOM KEK LOL!!! Again I am not interested in playing it as it is written now.
I like the new wizard a lot, I like the changes to evocation wizards, and I think the other 3 are pretty kickass as well, Honestly I have no problem with wizards being able to cast shield each round, if they do the don't get to counter spell (queue evil laugh!), but I do understand why you would not like that to be a thing, sorcerers are looking mighty drab on higher levels 18+(based on how it is written not sure how it plays tbh), because they do not get infinite casts of a level 1 or 2 spell and a free cast of a 3rd spell, but do get to METAMAGIC THE SHIT out of the magics they do not, again I would like to play this out to see how it feels.
Now with this KICKASS playtest (which btw I am going to keep this pdf forever as a reminder how awesome it is!!!), I hope that the war cleric FINALLY can get his second attack to actually be worth playing (IMHO of course) and let's get the Ranger his third attack and some kickass upgrades (like the warlock) to go from meh to YEAH!!!
Keep it up this playtest is the best thing I have read, GIVE ME MORE!!!
Love the idea of making the original caster roll a save for counter spell instead of it being and auto counter, however the last line makes it much less desirable to have your spell list. If the spell is countered the spell slot should still be used. Not worth it to maybe have a chance to just cancel an action or bonus action.
I think the warlock is an improvement with regards to the invocations and pacts, but 1 minute spell recovery doesn't fix the problem of too few spells. Usually unless you are in a dungeon or a timed event you will have an hour to short rest if you have a minute. If time is so important that you can't rest (Have to finish before something bad happens or in a chase), then you probably don't have a full minute to waste either. Also someone who has campaigns that last until higher levels, warlock still struggles late game to do much more than EB because mystic Arcanum is so limited when it is 1 spell known of each level 6-9 and only gained every other level.
D&D One is just the project name; this material is for potential changes to the players handbook/base rules.
So many pros and cons up above. Y'all need to start using modified rules and just, change what you want to change. I have a Wis paladin in one of my parties, just have fun with it.
Praying for a full Monk rework that will make them feel more like a badass martial artist in a more interesting way then Punch - Punch - Bonus Action Punch - Flurry of Blows (aka punch but again). A lot of monk's flavor comes from Subclass, but I feel like the core mechanics of Monk could benefit from some changes to their playstyle.
I agree that the counterspell change is...harsh and unwarranted. And that you are correct about the changes to monsters.
But honestly totem barbarian(specifically bear) needed to be knocked down a peg or two. For totem barbarian the only *real* choice is to go bear. It is by and far the best choice for your first totem. I'm glad to see it more In Line with the other options.
Por favor que vuelva el Brujo con características principal en Inteligencia, Sabiduría o Carisma según su patrón, tiene un gran potencial narrativo y le da una sutileza única a la clase. El Guerrero a puños está muy bueno, demasiado quizás ¿Cómo se diferenciará de un Monje? Vuelvan a incluir al Mago creador de hechizos, pero limitándose, como que lo logre hacer en nivel 17, aunque deba estar preparando su creación desde el nivel 1.
I wish the Eldritch knight got a spell focus... You know like the BARD of the Sword college, that uses SWORDS as focus? It wouldn't be a big stretch to say that the Eldritch knight can use their pact weapon as focus? Would make it feel more magical.
I agree, i also think you could fix it with diverse spells and roleplay? You could make artistic spells that either a bard uses or an artistic wizard or sorcerer! In the end it is roleplay flavor but i wouldn't mind using a spell to amplify the power of a played instrument to deafen and hurt my enemies! Recite poetry to summon spectral warriors within the story!
breath life into a painting to summon it and do your bidding!
Gimme an art Golem!
The Wizard is still incredibly versatile since they can learn and choose form the list when they need to. Or if you want them to be more diverse, let them use their books to create new spells altogether with help of their year long training. Like wouldn't that be cool? Let them tap into the weave and use raw magic and weave it into a new true signature spell.
This is one issue I have always had with the Eldritch knight as well and have always just home ruled in for anyone who wanted to play one as it just make sense. I’d say I was surprised to not see it included this time around but I have come to not expect to much from WotC.
I think their spell focus should be their bonded weapon.
In my opinion, this level of change appears to be a bundle of option rules under the name PHB2, rather than a grand name like One D&D.
There are some opinions that the 6th edition of the playtest is an excessive change, but I think that something that makes such a big change deserves the name ONE D&D.
Aside from that, we see the return of the spell list as a positive thing.
Wizard
Terrible idea to nix these spells! Create Spell in particular already had a super costly consumable component which would allow DMs to limit shenanigans if they wanted to. Modify Spell was not that powerful and cost a 4th Level Slot. Both spells were fine as they were, they encouraged creativity and ideas, and they were easy for a DM to limit shenanigans (if not outright ban them at their own tables)!
If there's a situation where "this group love the idea and this group don't love the idea" then you should ALWAYS include it for those who love it, and just put somewhere "this is optional, ask your DM if this will be available to you in your game" for those DMs who don't love it!
Ah well, not a huge deal, can always Homebrew it back in, just like we can with the handful of good changes that have been suggested in each UA at this point, whether or not they've survived to the next round of testing, and then completely ignore the Revised 5e Core Books when they come out. At this stage, with all the walk-backs and reversions to 2014 Rules, there might as well be no new Core Books, and just release the changes that were kept in a "Tasha's 2.0", if there are even enough changes left to fill a book, though it seems like more of a pamphlet worth of changes now.
Here's one for free, D&D!
If you insist on having all Subclasses be unlocked at 3rd Level (a silly insistence, given that it makes very little sense for Warlocks, Clerics and Sorcerers), then take this opportunity to really update Wild Magic, not just some meaningless change like "it now triggers on a 20 rather than a 1" - this is LITERALLY the same end result!
LEVEL 3: WILD MAGIC SURGE
Your spellcasting can unleash surges of untamed magic. No more than once per turn, you must roll a d20 immediately after you cast a Sorcerer spell with a spell slot of 2nd Level or higher. If the result of your roll is equal to or lower than the Spell Level of the spell being cast, roll on the Wild Magic Surge table to create a magical effect (see the 2014 Player’s Handbook for that table). If the magical effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration.
Why "must"? Well, because it's WILD magic! You don't control it, it just happens, it's a consequence of casting powerful spells!
Why "of 2nd Level or higher"? Well, because Cantrips and 1st Level Spells are too weak to trigger Wild Magic Surges (this is the ONLY logical explanation for why Wild Magic Surge, and the Subclass as a whole, isn't unlocked until Sorcerer Level 3)!
Why "the result of your roll is equal to or lower than the Spell Level of the spell being cast"? Well, because more powerful spells should be harder to control, they should take more of a toll, they should trigger a Wild Magic Surge more often. A spell of 2nd Level triggers on a 1 or a 2 (10% chance), and a spell of 8th Level triggers on a 1 to 8 (40% chance)!
I'll even go one better! Have multiple Wild Magic Surge tables. At low character levels (or even stick with Sorcerer levels), the table used for Wild Magic Surges have mostly benign, harmless but also not beneficial, effects. As the player character levels up, the tables they use for Wild Magic Surges can change, the character can handle more devastating Wild Magic Surges, as well as take advantage of more potent beneficial effects. Zero chance of a self-immolation via 3rd Level Fireball as a Level 3 character (who uses Wild Magic Surge Table A), Fireball centered on self is now on Table B, which is the one to use from Level 7 to Level 12. Then use Table C from Level 13 to Level 20, but be careful, on that table you can end up casting Chain Lightning with yourself as the initial target.
Make Wild Magic Surge FUN! Trigger it more often, but don't have effects on a table that can outright kill a character, and let the effects change based on the characters growth!
Modify spell and create spell could substitute spell mastery (non as useful as lv 18 with the new "1 action" restiction) and Signature spell (Always been non very good)
Totall agreed on that. You already bond to it so why not make it a focus too?