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D&D: A Look At All The “Advanced” 5th Edition Classes So Far

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Dec 27 2020
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As the year ends, let’s close with something to look forward to, the upcoming Advanced 5th Edition ruleset–here’s a look at all the classes so far.

The folks behind the “Advanced 5th Edition” rules have really been putting out some interesting imaginings of the 5th Edition we all know and love. From new rules for exploration to new takes on classes that inject a little more life into their veins, there’s something to dig into about most things. Today we’re taking a look back at all of the classes we’ve seen so far: the Fighter, Rogue, Druid, Ranger, and the Berserker.

Advanced Fighter

This is a fully backwards compatible version that’s meant to replace the core Fighter featured in the 5E SRD. And alongside it, a list of combat maneuvers that carry shades of my favorite book, the Book of Nine Swords. Check out the playtest, pick a fighting style, grab some maneuvers, and while we’re at it, check out the playtest documents for character creation and take your first crack at an Advanced 5E character.

Welcome to the second Level Up playtest document. This playtest contains a candidate for the first 10 levels of game’s fighter class, and our new combat maneuvers system. This playtest document begins to address three issues which you said were important in the survey we posted last month:

  • Meaningful character choices at each advancement level

  • A fully fleshed out exploration pillar*

  • A range of martial maneuvers to give non-spellcasters more options in combat

*Exploration knacks, as introduced in this playtest document, only form part of the exploration pillar.

Download the Fighter Level Up Playtest Document

Advanced Rogue

This one looks like a lot of fun, though there are some fairly big changes to the core Rogue. Expertise has been replaced with a die that allows for a greater range of possibilities (instead of doubling proficiency, you roll 1d4, 1d6, and so on, depending on your level). Every Rogue also gets an “Exploration Knack” that tweaks the way a specific skill works for them, so Rogues are not only skilled but good at making them work in ways other characters don’t. Check it out below.

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Download the Rogue playtest document

Advanced Druid

This version of the Druid moves away from being wild-shape-centric, instead opting to give the class choices at pretty much every tier.

At 3rd level you get to decide what your connection to the natural world looks like–beyond just proficiency with nature. You might speak with animals, be more of a scholarly druid, or become attuned to natural leylines which gives you a lot of information at your fingertips, such as knowing:

  • Which way is north
  • The direction of the nearest forest
  • The direction of the nearest natural body of water
  • The direction of the nearest city or other humanoid community
  • The general health of the local ecosystem, and if anything unnatural or magical is upsetting the natural order

On top of that you get choices at 7th and 9th level as well, these manifest as things like magical subtleties, poison resistance, and the ability to harvest creatures for valuable and/or rare parts.

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Every Druid also gets an “Exploration Knack” that tweaks the way a specific skill works for them, so Druids have ways that work different from other characters. Check it out below.

Download the Druid playtest document

Berserker

Overall the Berserker is a familiar framework. You’re still tougher than everyone else in terms of hit points and raw resistance capabilities. Nobody is capable of soaking up more damage for as little effort as you. But there are a few welcome changes to the old class. The Berserker now can pick a Battle Defense which grants them a choice between the Unarmored Defense and fast movement you’re familiar with, but you can also pick the new Juggernaut option which grants you Heavy Armor proficiency and doesn’t reduce your speed when wearing heavy armor.

So even if you’re heavily armored, you’re still fast. And like all the other classes, the Berserker gains a number of Exploration knacks. These, if you haven’t been playing along, are a bit like feats in that they give you special options you can take when using a skill. So a Berserker might, for instance:

  • Have their roll apply to themselves and an ally in a group Athletics or Acrobatics check
  • Always use Strength on Intimidation or Persuasion
  • Take advantage on saves vs. either hot weather or cold weather

On top of that you get combat maneuvers a few other things that will bolster you. Of particular note, when you’re raging, you gain a group of stacking temporary hit points, on top of your rage damage reduction, You can also gain special effects on a Critical hit, as well as a few more improvements that make your damage oh so spicy.

Download the Berserker playtest document

Advanced Ranger

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Overall you get to decide what your ranger playstyle will be–the familiar choices of “good with bow” and “good with mobility” are still around. The new ranger is very good with weapons, and can draw on accuracy at any time. You’re still great at surviving in nature, and the different knacks open up plenty of options:

  • Befriending a beast of CR 1/8 or less
  • Brewing a drink that removes exhaustion
  • Mimicing a monster
  • Detecting unseen creatures
  • Studying body language and more to know what a creature is thinking

On top of that you get combat maneuvers and extra survival options that benefit you when you’re in “familiar terrain” which is a choice you can make and swap as you travel through different natural environments.

Download the Ranger playtest document

Happy Adventuring!

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Author: J.R. Zambrano
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