Summary
Access to classes and subclasses might be the biggest reason to have aPlayer’s Handbookaround inDungeons & Dragons, and the new 2024 iteration doubles down on that core element. Classes define a character’s basic role in the party, whether that’s casting spells that support other party members or sneaking into guarded locations to steal goods and assassinate enemies.Subclasses add interesting specializations to the broader category of classes, giving characters more specific themes and unlocking a variety of unique abilities.
Almost everyDnDclass has moresubclasses in the 2024Player’s Handbookthan in the prior version, with a standard four subclasses apiece that’s consistent across the board. The new 48 subclass approach does mean that Wizards and Clerics take a hit after previously taking the lion’s share, but it’s still possible to combine previously covered subclasses with the base class rules from the new book. There’s plenty to choose from for any type of character, and some subclasses have received big buffs or exciting changes that should make them feel fresh.

D&D 2024 Player’s Handbook Release Date, Early Access, & Biggest Changes
The newly updated 2024 Player’s Handbook for Dungeons & Dragons is being released soon, and it will bring some exciting changes to the game.
12Barbarian
Path of the Berserker
Path of the Berserker Barbarians tend toward furious violence, with abilities that deal extra damage, grant the character immunities while Raging, and instill fear into others.

Path of the Wild Heart
The Path of the Wild Heart connects Barbarians with animalsthroughDnDspells likespeak with animalsand empowers their Rage with primal forces themed around varoius animals.
Path of the World Tree
Barbarians who follow the Path of the World Tree channel the world tree Yggdrasil with their Rage, using tendrils of Yggdrasil as offense against enemies and eventually gaining Teleportation.
Path of the Zealot

Path of the Zealot Barbarians channel divine fury with their Rage, gaining some support features for both themselves and allies within a nearby radius.
11Bard
College of Dance
Rather than song, College of Dance Bards express themselves through dance, with abilities focusing on mobility, especially when armor isn’t in the picture.
College of Glamour
College of Glamour Bards are skilled at illusions and enchantments, able to manipulate their presences to charm or impress others.
College of Lore
Bards in the College of Lore learn additional skill proficiencies and magic through their studies and interrupt enemy attacks with cutting words.
College of Valor
College of Valor brings Bards closer to martial classes inDnD, gaining additional attacks and the ability to channel Bardic Inspiration directly toward offense and defense.
Baldur’s Gate 3 Does Not Fix The Worst Bard Ability, But The 2024 Player’s Handbook Does
Baldur’s Gate 3 makes plenty of tweaks in its adaptation of 5e D&D, but it took a brand-new Player’s Handbook to fix this bard ability.
10Cleric
Life Domain
Clerics of the Life Domain tap into positive energy topower up their healing spells and abilities.
Light Domain
Light Domain Clerics focus on divine radiance, with flaming spells and features that pierce the darkness.
Trickery Domain
Duplicity is second nature to Clerics of the Trickery Domain, who can create distractions and illusions to give them an edge against enemies.
War Domain
War Domain Clerics up their offensive and defensive abilities while maintaining a greater focus on magic than Paladins.
9Druid
Circle of the Land
Druids specializing in the Circle of the Land gain spells and resistances themed around various types of terrain.

Circle of the Moon
Circle of the Moon Druids transform according to lunar magic, like were-creatures, and draw on the moon’s power for teleportation abilities.

Circle of the Sea
Circle of the Sea Druids call on the power of the waves and storms to surround themselves or allies with ocean spray and gain flight.

Circle of the Stars
Druids in the Circle of the Stars track the heavens and take on the starry forms of constellationsfor a variety of benefits and defensive properties.

8Fighter
Battle Master
Battle Master Fighters gain versatilitythrough a variety of battle maneuvers and are capable of sizing up enemies to learn their strengths and weaknesses.
Champion
Champion Fighters are resilient and powerful in battle, with abilities that help them land more attacks and stay on their feet in intense combat.
Eldritch Knight
Unlike the average Fighter,Eldritch Knights dip their toes into spellcastingand can replace some of their attacks with Wizard cantrips and bond weapons to themselves with magic.
Psi Warrior
Psi Warrior Fighters draw on psionic energy to bring telekinesis into combat, creating protective fields, moving objects, and infusing weapon strikes.
D&D: One Fighter Feature Can Do Way More In The 2024 Player’s Handbook
Fighters are getting some interesting changes in D&D’s 2024 Player’s Handbook, and one feature overhaul gives them a lot more options than before.
7Monk
Warrior of Mercy
Warrior of Mercy Monks take on a plague doctor flair, wearing masks while they heal allies, bring enemies to swift deaths, and even resurrect the recently deceased at high levels.
Warrior of Shadow
Warrior of Shadow Monks draw on the power of the Shadowfell, embracing darkness to teleport in the shadows of their own making and take enemies by surprise.
Warrior of the Elements

Monks that become Warriors of the Elements embrace the flexibility of employing every element inDnD, dealing extra damage in strikes and explosive bursts.
Warrior of the Open Hand
Warrior of the Open Hand Monks lean into unarmed combat, confusing, moving, and toppling their enemies with their bare hands and gaining an ability to potentially kill foes with single strikes.
6Paladin
Oath of Devotion
Taking the Oath of Devotion commits Paladins to justice and order,embodying the knight in shining armor imagewith sacred weapons, protective auras, and strong support spells.
Oath of Glory
Oath of Glory Paladins seek heroic repute, with showy magic, athletic skills, and the ability to use their legendary status to buff themselves at level 20.
Oath of the Ancients

Oath of the Ancients Paladins defend the world against threats of destruction and death, using nature-themed spells and gaining strong defensive features.
Oath of Vengeance
Paladins following the Oath of Vengeance seek punishment for wrongdoers, with spells to stop enemies in their tracks and abilities that assist in finishing them off before they escape.
5Ranger
Beast Master
Beast Master Rangers have a connection with an animal of the land, sea, or sky, commanding their bonded companion to take actions and even share in spell effects.
Fey Wanderer
Fey Wanderer Rangers bring fey magic to the table, whether in the form of charming spells and blessings or mind-scarring attacks that deal psychic damage.
Gloom Stalker
DnDRangers that take the path of the Gloom Stalker draw upon the Shadowfell like Warrrior of Shadow Monks, inflicting fear upon enemies and dealing pyschic damage.
Hunter
Hunter Rangers are tenacious and skilled at stalking prey, capable of quickly switching between targets to damage more foes in the same turn.
Every D&D Ranger Spell That No Longer Requires Concentration In The 2024 Player’s Handbook
A lot of Ranger spells still require Concentration in D&D’s 2024 Player’s Handbook., but a few have received tweaks that make them easier to use.
4Rogue
Arcane Trickster
Arcane Trickster Rogues dip into spellcasting withcantrips and spell slots, with a uniquely powerful version ofmage handand a spell-stealing feature giving them their rogueish flair.
Assassin
Assassin Rogues are the perfect choice for ambushing and quickly killing targets, with infiltration features and abilities that make one-shotting surprised enemies more viable.
Soulknife
Soulknife Rogues take the psionic approach, using psychic powers to form energy blades, mask themselves, and stun opponents.
Thief
Thief Rogues follow the traditional mold of adventurous burglars, able to sneak into second-story windows, make good use of magic items, and lay expert ambushes.
3Sorcerer
Aberrant Sorcery
Sorcerers empowered by Aberrant Sorcery have gained psionic power from an alien influence, with spells that draw upon the power of the mind, telepathic abilities, and unusual possibilities like altering the Sorcerer’s body or warping space.
Clockwork Sorcery
Clockwork Sorcerers embrace the cosmic force of order, equalizing chaos, aiding others, and buffing themselves with a trance feature that evens any odds that aren’t in their favor.
Draconic Sorcery
Draconic Sorcery is available to Sorcerers who received their magic from the power of dragons inDnD, gaining dragon-like elemental affinities and later abilities that let them to sprout dragon wings and summon dragons easily.
Wild Magic Sorcery
Wild Magic Sorcerers make power out of chaos, taking the opposite approach of Clockwork Sorcerers bytwisting fate to their own ends while embracing the uncertainty of Wild Magic Surges.
