Barbarians -path of berserker-
Barbarian Subclass A Barbarian subclass is a specialization that grants you features at certain Barbarian levels, as specified in the subclass. This section presents the Path of the Berserker
subclass. Path of the Berserker Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury
Artificer -armorer
Armorer Crafts Magic Armor to Enhance Abilities. The Armorer Subclass modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer’s
nonmagical or magic armor, the amount of time required to craft it is halved. At Level 3: Armorer Spells When you reach an Artificer level specified in the Armorer Spells table, you thereafter always have
Bard -college of the moon
The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.
Druid -circle of the land-
Representing a Druid whose focus is on the land they tied themselves to, Circle of the Land is primarily a casting-focused subclass. The original provided a vast wealth of spells and this new play test starts off with the same. The Circle Spells, which now include the Bonus Cantrip feature and grant it at 3rd level, can be swapped out every Long Rest. Druids will have the choice of four different land types: Arid, Polar, Temperate, and Tropical. At a glance, this means that a Land Druid will, at a minimum, swap out three spells every long rest. This increases at 5th, 7th, and 9th for six spells. This ability always helped make the Circle of Land more focused on casting, and the ability to change over a Long Rest improves its flexibility. Narratively, this has changed from being focused on the home terrain of the Druid and more on representing their ties to the land.
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fighter -psychic warrior
Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force.
As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind's power as both weapon and shield.
monk -way of the drunken master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
paladin -oathbreaker-
An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.
sorcerer -draconic bloodline-
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Warlock -the great old one
Instead of real subclasses warlocks get patrons:
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
wizard -school of necromancy-
as a form of subclassing the wizards use schools,The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.