It’s time for another Unearthed Arcana playtest! For our final class-focused UA packet for the 2024 Player’s Handbook, we’re looking at the barbarian, druid, monk, and a few spell changes. Once we’ve gathered the feedback from this playtest, we’ll continue to work internally on the design of these classes and the other nine classes in the 2024 Player’s Handbook.
You can examine the playtest materials for yourself or click below for highlights on key changes in this latest packet, accompanied by insights from Jeremy Crawford.
Class Changes in Player’s Handbook Playtest 8
The following table highlights the more significant revisions to the classes included in this UA. Below the table, you’ll get a more in-depth look at the changes and also learn of the new spells and spell revisions included in the packet.
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Player’s Handbook Playtest 8 contains the following new spells for bards, clerics, and druids, as well as spell updates:
- Fount of moonlight is a new 4th-level spell for bards and druids that buffs melee attacks, provides resistance to radiant damage, and can blind targets.
- Starry wisp is a new cantrip for bards and druids that deals radiant damage and can prevent a creature from turning invisible.
- Power word fortify is a 7th-level new spell for bards and clerics that bestows 120 temporary hit points split evenly between up to six creatures.
- Healing spells like cure wounds, mass cure wounds, and mass healing word have increased their healing dice.
- “Conjure” spells, like conjure animals, conjure celestial, and conjure elemental, have been redesigned to differentiate them from the “summon” spells from Tasha’s Cauldron of Everything, which will be appearing in the 2024 Player’s Handbook.
Barbarian

Barbarians are whirlwinds of Rage on the battlefield, and the changes made in Player’s Handbook Playtest 8 ensure plenty of opportunities to harness your barbarian's Rage in combat and channel it into new and exciting ways to crush your enemies.
More Rages, Less Interruptions
"We've now changed the Rage feature so that you always regain an expended use of Rage on a short rest. Playtesters rightly pointed out that over this process, we've made sure that every class has a good reason to take a short rest, except for the core barbarian," said Crawford.
Also, at 15th level, when you gain Persistent Rage, you can restore all of your uses of Rage once per long rest when you roll initiative. In addition, it has been modified to only allow the unconscious condition to end your Rage early, not the incapacitated condition. This is an important distinction because the unconscious condition is less common than the incapacitated condition, which means your barbarian will be raging until they’re knocked out (or put to sleep).
Get Tactical With Reckless Attack
Crawford said, "We wanted to make sure that the Barbarian had something at the levels that were previously occupied by Brutal Critical that was going to be more reliably exciting. And so we have replaced Brutal Critical, at all three of the levels where it appeared previously (9th, 13th, and 17th level), with a brand new feature called Brutal Strike."
At 9th level, when barbarians gain Brutal Strike, they can forgo the advantage granted by Reckless Attack to gain an extra 1d10 of the weapon’s damage and additional effects.
Your first choice, Forceful Blow, sends your target flying 15 feet (without a save, I might add), and you can pursue them up to half your speed without provoking opportunity attacks. Your second choice, Hamstring Blow, reduces the target’s speed by 15 feet until the start of your next turn.
You get even more Brutal Strike options at 13th level when you gain access to Brutal Strike Improvement. Staggering Blow gives the target disadvantage on their next saving throw, and they can’t make opportunity attacks until the start of your next turn. And Sundering Blow gives an ally a bonus to their next attack roll against the target equal to your Rage damage until the start of your next turn.
Teleport Yourself and Others With Path of the World Tree
"We've gone through each of the [Path of the World Tree's] features and tuned them up in some way," said Crawford.
On top of some minor changes, like Vitality of the Tree providing temporary hit points instead of regular hit points, there have been some modifications to the ways Path of the World Tree barbarians can move themselves, allies, and even enemies around the battlefield.
First off, the 6th-level Branches of the Tree now activates at the start of the creature's turn, allowing you to transport your ally to the best location for their upcoming actions or move enemies away before they can attack. You can also reduce the speed of the creature you transport to 0, ensuring that the foe you moved out of the way can’t get back into the fray.
The 14th-level Travel Along the Tree has also been redesigned to allow you to teleport up to 60 feet as a bonus action as many times as you want while raging. Once per Rage, when you teleport in this way, you can instead choose to teleport up to 500 feet with up to 6 allies.
In addition, there have been modifications to the 10th-level Battering Roots feature. These changes specify that your range only increases on your turn, you can only use this property with heavy or versatile weapons, and you can use two Weapon Mastery traits when you hit.
Druid

The druid’s Wild Shape is their most unique feature and is a crowd favorite among players. The updates in Player’s Handbook Playtest 8 boost the druid’s shapeshifting powers and introduce new features to everyone’s favorite Wild Shaping subclass, Circle of the Moon.
More Beast Forms and Temporary Hit Points
Regarding the revised druid, Crawford said, "You're going to be able to know more Beast forms than you could before, and we have heard people's desire to have more resilience in Wild Shape even if they're not a member of the Circle of the Moon."
In the redesigned Wild Shape feature, druids now gain access to a number of Beast forms equal to half their druid level, plus 2. This will give you 6 known forms by 8th level, instead of the previous 5, and increases to 12 Beast forms by 20th level. By the time you reach Archdruid, you’ll be a walking zoo!
Using Wild Shape now also gives you temporary hit points equal to your druid level to help tanky Wild Shapers.
Moon Druids Get More Moon Attacks and Spells
Speaking of tanky Wild Shapers, Circle of the Moon druids see a number of changes in this packet.
"We keep refining, trying to get Circle of the Moon to the place I think that will really resonate with people who love this subclass," explains Crawford, "and so one of the things we've done is introduced a set of spells that the druid can cast while in Wild Shape."
This spellcasting takes the form of the druid's 3rd-level Circle Spells feature. This ability grants you extra prepared spells, and, most notably, you can cast these spells while in Wild Shape. This is instead of being able to cast Abjuration spells while in Wild Shape, but the list still provides the ability to cast cure wounds.
On top of this, Combat Wild Shape has been trimmed and revised to streamline the Circle of the Moon druid's Wild Shape abilities in combat.
Crawford said, "When you adopt a Beast form [you can choose to] have an AC that equals 13 plus your Wisdom modifier. We're doing this because often the stat blocks that the druid player will select might have a pretty lousy AC, especially for a druid who is higher level."
In addition, Circle of the Moon druids gain access to Improved Circle Forms at 6th level, which allows them to add their Wisdom modifier to Constitution checks when Wild Shaped to help with those pesky Constitution checks to maintain concentration. They also get Lunar Form at 14th level, which allows them to deal 1d10 extra radiant damage when they attack with their Wild Shape form.
Monk

The monk class is a unique martial class, focusing on swift movement and lightning-quick reflexes for attacks and defense.
Regarding the changes to the monk class in Player’s Handbook Playtest 8, Crawford said, "We have gone through the whole class and have made quite a few changes, many of them aimed at addressing the Discipline Point issue that many people have had with the class. [...] The class simply does not have enough points to spend to keep up with other classes, and looking at the underlying math of everything that the class does, we agree."
He continued, "Also, one of the other things we were looking out for [was] making sure the class [did] not have too many competing bonus action options because that was another big piece of feedback we got."
Unarmed Strikes Get Buffed, and Monk Weapons Are Back
"We brought back the notion of monk weapons to the Martial Arts feature," Crawford said. "People really missed having their Martial Arts die interacting with their weaponry, and so we brought that back."
In this packet, when monks get the Martial Arts feature, they can now apply their Martial Arts die to monk weapons, which are simple melee weapons and martial weapons with the light property.
Furthermore, Crawford explained some ways they've gone about streamlining the monk's features. "The bonus unarmed strike that monks get as a part of their Martial Arts feature, you can now simply do as a bonus action. It's no longer tied to anything."
He continued to add, "We've also made it so that the monk can now use their dexterity to set the DCs of their Shove and Grapple attempts, and so monks now no longer have to rely on Strength to set those DCs."
Discipline Options
Martial Discipline has been renamed Monk’s Discipline, and Crawford explains how this feature has been reworked to fix Discipline Point disparity, "Here we see our first examples of us reducing some of the Discipline Point taxes that were on the monk previously.
"Flurry of Blows, Patient Defense, and Step of the Wind all required Discipline Points. Flurry of Blows still does, but Patient Defense and Step of the Wind now each have an option within them to do something without spending any Discipline Points."
For example, using Patient Defense without spending a Disciple Point provides the ability to use the Disengage action as a bonus action. But, if you spend the Discipline Point, you can use both the Disengage and Dodge actions with a single bonus action.
Monks now also receive Heightened Discipline at 10th level, which buffs your Monk’s Discipline options. With this ability, Flurry of Blows gives you 3 attacks, Patient Defense gives you temporary hit points equal to two rolls of your Martial Arts die, and Step of the Wind allows you to take another creature along with you while not provoking opportunity attacks.
In addition, there are now more ways to regain Discipline Points. With the 2nd-level Uncanny Metabolism, you can regain all of your expended Discipline Points and heal a number of hit points equal to your monk level plus a roll of your Martial Arts die. Also, instead of giving you Discipline Points when you've got none at the start of combat, the monk’s 15th-level Perfect Discipline now tops you off to 4 Discipline Points if you have 3 or fewer at the beginning of combat.
Activate Abilities Without Giving Up Action Economy
Because monks have so many uses for their bonus action, some of their class features have been moved to activate at the beginning or end of your turn without having to spend a bonus action. For instance, you can now use your 18th-level Superior Defense to gain resistance to all damage except force at the beginning of your turn for 3 Discipline Points, rather than having to spend a bonus action to do so.
This change has also been made to the monk’s 10th-level Self-Restoration, but it can instead be activated at the end of your turn to clear the charmed, frightened, or poisoned conditions.
Other Defensive, Offensive, and Ability Score Resource Buffs
In regards to providing the monk with more survivability, Crawford said, "Deflect attacks can now deflect melee attacks in addition to ranged attacks." Deflect Energy has likewise been updated to work on melee attacks.
Stunning Strike can now deal damage equal to a roll of your Martial Arts die plus your Wisdom modifier if your target succeeds on the saving throw.
And finally, the monk’s capstone feature has been changed to Body and Mind and increases your Dexterity and Wisdom by 4, up to a maximum of 26. That’s a modifier of +8 for those doing the math.
Warrior of the Hand Updates
The monk subclass, Warrior of the Hand, has gotten some updates that improve its flexibility, resource management, and action economy. First, they can now use the Addle option when they hit a creature with their Flurry of Blows. This option prevents the target from making opportunity attacks until the start of its next turn.
"We've made it so that the wholeness of body feature in the Warrior of the Hand doesn't require Discipline Points for its healing," Crawford said. However, you can still only activate this feature a number of times equal to your Wisdom modifier per long rest.
The Warrior of the Hand’s 11th-level ability, Fleet Step ability, gets an improvement as well, allowing you to tack Step of the Wind onto any bonus action you make.
Last but not least, the damage portion of their 17th-level ability, Quivering Palm, can be activated by forgoing one of your attacks when you use the Attack action. This has been revised from having to spend your whole action to inflict the damage. While activating the ability is now more accessible, it costs 1 extra Discipline Point (rounding the total to 4) and no longer adds your monk level to the damage it outputs.
Closing off his statement on the monk revisions, Crawford said, "So again, a number of quality of life improvements here. Also, you see again that continuing theme of looking for places where we can stop charging you Discipline Points unless it's necessary.
"I think when people play the Warrior of the Hand that's presented here along with the base class, you're going to see the monk that we've been seeing in our internal playtests. Which really feels like [they] are firing on all cylinders."
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 for a survey on this particular playtest packet coming December 11. When the survey opens, let us know what you dislike, and if you love something, tell us why!
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.
The new spells sound really interesting! Gonna have to see how they work.
Here's a question: do you think that those of us who bought a ton of 5e books for dnd beyond will have that stuff carry over to onednd or will we have to buy more books? I know its supposed to be backwards compatible but with the class and spell and dm changes I'm really worried that the money I spent was wasted.
Thank you for updating the Monk, they were always such a great idea but was so weak and limited.
It’s my understanding that it will be similar to the current stance on legacy content. In fact I suspect DnD Beyond is a huge reason for One DnD being backwards compatible. I can’t say as to whether they will stop printing all 5e books right away, but I expect someday a lot of them will not be printed. Likely because of one DnD updated versions. I’d actually love to see Strahd or Tomb of Annihilation updated early in one dnd.
But this is all just speculation.
lineage not species
Took the words right out of my mouth. It's like these people forgot that homebrewing and changing whatever doesn't suit your fancy is half the fun of D&D.
The Hide [Action] states: "On a successful check, you have the Invisible condition. Make note of your check’s total, which becomes the DC for a creature to find you with a Wisdom (Perception) check."
Truesight "can see creatures that have the Invisible condition and objects that are obscured by magic."
Does this mean that a being with Truesight automatically detects the sneaky rogue no matter how high his stealth is, since Truesight can see creatures with the Invisible condition?
I personally always ruled that Truesight allows creatures to see through Lies, Deceit, and Magical Illusions. A good old fashion magic trick can fool even the wisest dragon in my world.
This is referring to the Level 15 Persistent Rage ability, not the basic rage.
The Monk Level 3: Deflect Attacks ability states:
Does this apply to attacks that ONLY deal Bludgeoning, Piercing, or Slashing damage? For example, could you say deflect or redirect a flaming arrow (1d6 piercing, 1d4 fire) or 5th level rapier Green Flame Blade (1d8 Piercing, 1d8 fire), by reducing its Piercing damage to 0?
Honestly, the thing I'm most glad about is that they are on playtest 8 of constantly revising the classes to make 6e the best it can be. Cheers to those poor sould at WotC sifting through polls to make things balanced.
I liked the original stat block idea of Wild Shape. You could still be any creature you wanted for RP purposes and Druids wouldn't be flipping through every beast everytime they used it.
It just needed some sort of addon custom ability you could pick for flavor. Eg: Venomous Sting, Charge, or Web Restraint, etc
Calm down. I read this article completely. I meant that I haven't reread every single playtest in detail that I recall every change. This is a significant nerf to Moon above what is necessary and tables will figure this out quickly. Hopefully it is toned down some. They also need to rethink moving all subclasses to lvl 3.
Why does putting on Heavy Armor suddenly cause you to be knocked out of rage? That doesn't sound right.
My main problem with all of this is that I don't think the system really needs an update. The spell's are okay, the classes are okay, and the races/species are okay. Just give us like, a new core book with new UA stuff like another tashas or xanathars.
"Your first choice, Forceful Blow, sends your target flying 15 feet (without a save, I might add), and you can pursue them up to half your speed without provoking opportunity attacks."
Now, I love the idea of a flexible set of Reckless Attack options that Brutal Strike grants. I've done a bit of homebrew stuff in my DM-ing along a similar thread and enjoy seeing something with a bit more polish.
However, I believe that Forceful Blow shouldn't send an enemy flying 15 feet for free. Don't get me wrong. I like the ability and it should be kept. (The idea of sending enemies airborne does make me happy.) But that's a considerable distance for nothing more than hitting the target and could severely undermine an encounter's difficulty. As a DM, I know there are many ways to get around this but it could get annoying real fast to deal with it constantly.
Therefore, I suggest applying a high STR DC to the 15 ft shove as a good medium. It's difficult for enemies to prevent but not impossible. DMs should be aware that it can happen but they don't have to worry about it always happening. Weaker enemies will still be sent flying more frequently but stronger enemies won't be cheap shot off a cliff unless they roll poorly. Ballpark somewhere between STR 15 DC and STR 18 DC. That would feel a bit more balanced for me.
Re: Druid/Barbarian from 5e to earlier UA. I play tested the earlier UA and got eaten alive. Those changes eliminated the ability of a druid to wild shape into a fighting beast. With the drastic reduction of HP, I became a Pooh bear instead of a fierce Black bear, and reverted back to my hoppy harengon self after just one hit! And I had hoped to Rabbit hop out of trouble without any attack of opportunity, when I discovered that my Racial Traits disappeared.
Re: earlier UA to UA8. I'm hoping the changes restore my lost wild shape power. Although I still lose my hopping birthright, as a Circle of the Moon Druid/Barbarian, I can become hopping mad/rage and still get 3xDruid level temp HP (3x5), plus my barbarian rage resistance to piercing, slashing, and bludgeoning weapons; I gain effectively 30 temp HP against those attacks. Now that I can become an Actual Beast - a CR1 Beast (Druid level/3, rounded down, not just a CR 1/4) from any Beast in the 5e Player's Handbook (and not just the tiny pool of UA animals), I can kick some a**!!!!
I have been reading playtest 8, about weapons table, first thank you for fixing the trident, i still dont understand how to apply martial property of weapons so i asume a New feats?
With the New light property i asume dualwield of light crossbow. Feels really strong but i cant further evaluate without testing the New crossbow expert feat
About the Dart my study in 5e have shown me that is the only weapon with thrown property that apply sharpshootter, but i really dont understand the lack of light, this force me to or go free hand or use a shield. Is this something to keep after changing sharpshooter,
Also the monk weapons are now simple melee weapons and martial weapons with light property so crossbow is available, but no darts or light bow feels weird
I would like to see a Giant Vulture artwork in the new books. I don't like how Giant Eagle and Giant Owl have artwork on D&D Beyond but not Giant Vulture which for some reason looks like a... feline monster?
I find the monk changes pretty exciting! My first character was a monk, can't wait to try this new one!
I agree. The druid as spellcaster is noticeably less potent than other spellcasters. Druids need more and improved spells, including some that scale well. This includes better spells at level 18 and epic boon at 20. These have been inadequate forever. And since druids were created, they have had noticeably less potent magical weapons and items. Druids need their own set of magical items (i.e., staffs, rings, cloaks, amulets, etc.) from common to legendary.