TEXT: ©2019 Wizards of the Coast LLC 
  1	
  UNEARTHED	ARCANA	
  Fighter,	Ranger,	and	Rogue	
  This	document	provides	playtest	options	for	the	
  fighter,	the	ranger,	and	the	rogue.	
  This Is Playtest Content 
  The material in this article is presented for playtesting 
  and to spark your imagination. These game mechanics 
  are in draft form, usable in your campaign but not 
  refined by final game design and editing. They aren’t 
  officially part of the game and aren’t permitted in D&D 
  Adventurers League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  Martial	Archetype	
  At	3rd	level,	a	fighter	gains	the	Martial	
  Archetype	feature.	Here	is	a	playtest	option	for	
  that	feature:	the	Rune	Knight.	
  Rune	Knight	
  You	discovered	how	to	enhance	your	martial	
  prowess	using	the	supernatural	power	of	runes.	
  The	ancient	practice	of	rune	magic	originated	
  with	giants.	Skiltgravr	(“rune	cutters”)	can	be	
  found	among	any	type	of	giants,	and	you	likely	
  learned	your	methods	first	or	second	hand	from	
  such	a	mystical	artisan.	Whether	you	found	the	
  giant’s	work	carved	into	a	hill	or	cave,	learned	of	
  the	runes	from	a	traveling	sage,	or	met	the	giant	
  in	person,	you	studied	the	giant’s	craft.	In	time,	
  you	learned	how	to	carve	and	apply	runes	to	
  your	equipment	and	how	to	invoke	their	magic,	
  ultimately	becoming	a	Rune	Knight.	
  Bonus	Proficiencies	
  3rd-level	Rune	Knight	feature	
  You	gain	proficiency	with	smith’s	tools,	and	you	
  learn	to	speak,	read,	and	write	Giant.	
  Rune	Magic	
  3rd-level	Rune	Knight	feature	
  You	learn	how	to	use	runes	to	enhance	your	
  gear.	When	you	gain	this	feature,	you	learn	how	
  to	inscribe	two	runes	of	your	choice	on	weapons,	
  armor,	or	shields	(see	“Rune	Options”).	
  	 Whenever	you	finish	a	long	rest,	you	can	touch	
  a	number	of	objects	equal	to	the	number	of	
  runes	you	know,	and	you	inscribe	a	different	
  rune	onto	each	of	the	objects.	To	be	eligible,	an	
  object	must	be	a	weapon,	a	suit	of	armor,	or	a	
  shield.	
  	 Your	rune	remains	on	an	object	until	you	finish	
  a	long	rest,	and	an	object	can	bear	only	one	of	
  your	runes.	
  	 Each	time	you	gain	a	level	in	this	class,	you	can	
  replace	one	rune	you	know	with	a	different	one.	
  Rune	Options	
  Here	are	rune	options	for	the	Rune	Magic	
  feature.	They	are	all	magical	effects.	
  	 If	a	rune	requires	a	saving	throw,	your	Rune	
  Magic	save	DC	equals	8	+	your	proficiency	bonus	
  +	your	Intelligence	modifier.	
  	 Haug	(Hill	Rune).	This	rune’s	magic	bestows	a	
  resilience	reminiscent	of	a	hill	giant.	While	
  wearing	or	carrying	an	object	inscribed	with	this	
  rune,	you	have	advantage	on	saving	throws	
  against	being	poisoned,	and	you	have	resistance	
  against	poison	damage.	
  	 In	addition,	you	can	invoke	the	rune	as	a	bonus	
  action,	gaining	resistance	to	bludgeoning,	
  piercing,	and	slashing	damage	for	1	minute.	Once	
  you	invoke	the	rune,	you	can’t	do	so	again	until	
  you	finish	a	short	or	long	rest.	
  	 Ild	(Fire	Rune).	This	rune’s	magic	channels	the	
  masterful	craftsmanship	of	fire	giant	smiths.	
  While	wearing	or	carrying	an	object	inscribed	
  with	this	rune,	your	proficiency	bonus	is	doubled	
  for	any	ability	check	you	make	that	uses	your	
  proficiency	with	a	tool.	
  	 In	addition,	when	you	hit	a	creature	with	a	
  weapon	attack,	you	can	invoke	the	rune	to	
  summon	fiery	shackles:	the	target	must	succeed	
  on	a	Strength	saving	throw	or	be	restrained	for	1	
  minute.	While	restrained	by	the	shackles,	the	
  target	takes	2d6	fire	damage	at	the	start	of	each	
  of	its	turns.	The	target	can	repeat	the	saving	
  throw	at	the	end	of	each	of	its	turns,	banishing	
  the	shackles	on	a	success.	Once	you	invoke	the	
  rune,	you	can’t	do	so	again	until	you	finish	a	
  short	or	long	rest.	
  	
  
  ©2019 Wizards of the Coast LLC 
  2	
  	 Ise	(Frost	Rune).	This	rune’s	magic	evokes	a	
  frost	giant’s	stoic	calm.	While	wearing	or	
  carrying	an	object	inscribed	with	this	rune,	you	
  have	advantage	on	Wisdom	(Animal	Handling)	
  checks	and	Charisma	(Intimidation)	checks.	
  	 In	addition,	you	can	invoke	the	rune	as	a	bonus	
  action	to	increase	your	Strength	score	by	2	for	
  10	minutes.	This	increase	can	cause	your	score	
  to	exceed	20,	but	not	30.	Once	you	invoke	the	
  rune,	you	can’t	do	so	again	until	you	finish	a	
  short	or	long	rest.	
  	 Skye	(Cloud	Rune).	This	rune’s	magic	
  emulates	the	deceptiveness	of	a	cloud	giant.	
  While	wearing	or	carrying	an	object	inscribed	
  with	this	rune,	you	have	advantage	on	Dexterity	
  (Sleight	of	Hand)	checks	and	Charisma	
  (Deception)	checks.	
  	 In	addition,	when	you	or	a	creature	you	can	
  see	within	30	feet	of	you	is	hit	by	an	attack	roll,	
  you	can	use	your	reaction	to	invoke	the	rune	and	
  cause	that	attack	to	target	a	different	creature	
  within	30	feet	of	you	(other	than	the	attacker),	
  using	the	same	roll.	This	magic	can	transfer	the	
  attack	regardless	of	the	attack’s	range.	Once	you	
  invoke	the	rune,	you	can’t	do	so	again	until	you	
  finish	a	short	or	long	rest.	
  	 Stein	(Stone	Rune).	This	rune’s	magic	
  channels	the	insightfulness	of	a	stone	giant.	
  While	wearing	or	carrying	an	object	inscribed	
  with	this	rune,	you	have	advantage	on	Wisdom	
  (Insight)	checks,	and	you	have	darkvision	out	to	
  a	range	of	60	feet.	If	you	already	have	darkvision,	
  its	range	increases	by	30	feet.	
  	 In	addition,	when	a	creature	you	can	see	ends	
  its	turn	within	30	feet	of	you,	you	can	use	your	
  reaction	to	invoke	the	rune	and	force	the	
  creature	to	make	a	Wisdom	saving	throw.	Unless	
  the	save	succeeds,	the	creature	is	charmed	by	
  you	for	1	minute.	While	charmed	in	this	way,	the	
  creature	has	a	speed	of	0	and	is	incapacitated,	
  descending	into	a	dreamy	stupor.	The	effect	ends	
  if	the	charmed	creature	takes	any	damage	or	if	
  someone	else	uses	an	action	to	shake	the	
  creature	out	of	its	haze.	Once	you	invoke	the	
  rune,	you	can’t	do	so	again	until	you	finish	a	
  short	or	long	rest.	
  	 Uvar	(Storm	Rune).	Using	this	rune,	you	can	
  glimpse	the	future	like	a	storm	giant.	While	
  wearing	or	carrying	an	object	inscribed	with	this	
  rune,	you	have	advantage	on	Intelligence	
  (Arcana)	checks,	and	you	can’t	be	surprised	as	
  long	as	you	are	not	incapacitated.	
  	 In	addition,	you	can	invoke	the	rune	as	a	bonus	
  action	to	enter	a	prophetic	state	for	1	minute	or	
  until	you’re	incapacitated.	Until	the	state	ends,	
  when	you	or	another	creature	you	can	see	within	
  60	feet	of	you	makes	an	attack	roll,	a	saving	
  throw,	or	an	ability	check,	you	can	use	your	
  reaction	to	cause	the	roll	to	have	advantage	or	
  disadvantage.	Once	you	invoke	the	rune,	you	
  can’t	do	so	again	until	you	finish	a	short	or	long	
  rest.	
  Giant	Might	
  3rd-level	Rune	Knight	feature	
  You	can	imbue	yourself	with	the	might	of	giants.	
  As	a	bonus	action,	you	magically	gain	the	
  following	benefits,	which	last	for	1	minute:	
  • If	you	are	smaller	than	Large,	you	become	
  Large,	along	with	anything	you	are	wearing.	If	
  you	lack	the	room	to	become	Large,	your	size	
  doesn’t	change.	
  • You	have	advantage	on	Strength	checks	and	
  Strength	saving	throws.	
  • Your	weapon	attacks	deal	an	extra	1d6	
  damage.	
  	 You	can	use	this	feature	twice,	and	you	regain	
  all	expended	uses	of	it	when	you	finish	a	long	
  rest.		
  Defensive	Runes	
  7th-level	Rune	Knight	feature	
  You	learn	to	invoke	your	rune	magic	to	protect	
  your	allies.	When	another	creature	you	can	see	
  within	60	feet	of	you	is	hit	by	an	attack	roll,	you	
  can	use	your	reaction	to	grant	a	bonus	to	the	
  creature’s	AC	against	that	attack.	The	bonus	
  equals	1	+	your	Intelligence	modifier	(minimum	
  of	+2).	
  	 In	addition,	you	learn	one	new	rune	of	your	
  choice	from	the	Rune	Magic	feature	(for	a	total	of	
  three).	
  Great	Stature	
  10th-level	Rune	Knight	feature	
  The	magic	of	your	runes	permanently	alters	you.	
  When	you	gain	this	feature,	roll	3d4.	You	grow	a	
  number	of	inches	in	height	equal	to	the	roll.	
  Moreover,	the	extra	damage	you	deal	with	your	
  Giant	Might	feature	increases	to	1d8.	
  	 In	addition,	you	learn	one	new	rune	of	your	
  choice	from	your	Rune	Magic	feature	(for	a	total	
  of	four).	
  
  ©2019 Wizards of the Coast LLC 
  3	
  Rune	Magic	Mastery	
  15th-level	Rune	Knight	feature	
  You	can	invoke	each	rune	you	know	from	your	
  Rune	Magic	feature	twice,	rather	than	once,	and	
  you	regain	all	expended	uses	when	you	finish	a	
  short	or	long	rest.	
  	 In	addition,	you	learn	one	new	rune	of	your	
  choice	from	the	Rune	Magic	feature	(for	a	total	of	
  five).	
  Blessing	of	the	All	Father	
  18th-level	Rune	Knight	feature	
  You	learn	how	to	share	your	rune	magic	with	
  your	allies.	When	you	use	your	Giant	Might	
  feature,	you	can	choose	one	willing	creature	you	
  can	see	within	60	feet	of	you.	The	chosen	
  creature	also	gains	the	benefits	of	your	Giant	
  Might	feature.	
  Ranger	Archetype	
  At	3rd	level,	a	ranger	gains	the	Ranger	Archetype	
  feature.	Here	is	a	playtest	option	for	that	feature:	
  the	Swarmkeeper.	
  Swarmkeeper	
  Feeling	a	deep	connection	to	the	world	around	
  them,	some	rangers	reach	out	through	their	
  magical	connection	to	nature	and	gather	a	host	
  of	fey	spirits,	which	take	the	form	of	swarming	
  beasts—be	they	buzzing	insects,	fluttering	birds,	
  slippery	squids,	or	otherwise.	The	swarm	
  becomes	a	potent	force	in	battle,	as	well	as	
  helpful—if	potentially	disturbing—company	for	
  the	ranger.	Some	Swarmkeepers	are	outcasts	or	
  hermits,	keeping	to	themselves	and	their	
  attendant	swarms	rather	than	dealing	with	the	
  discomfort	of	others.	Other	Swarmkeepers	enjoy	
  building	vibrant	communities	that	work	for	the	
  mutual	benefit	of	all	those	they	consider	part	of	
  their	swarm.	
  Swarmkeeper	Magic	
  3rd-level	Swarmkeeper	feature	
  You	learn	the	mage	hand	cantrip	if	you	don’t	
  already	know	it.	When	you	cast	it,	the	hand	takes	
  the	form	of	swarming	nature	spirits.	
  	 You	also	learn	an	additional	spell	when	you	
  reach	certain	levels	in	this	class,	as	shown	in	the	
  Swarmkeeper	Spells	table.	These	spells	count	as	
  ranger	spells	for	you,	but	don’t	count	against	the	
  number	of	ranger	spells	you	know.		
  Swarmkeeper Spells 
  Ranger Level 
  Spell 
  3rd 
  faerie fire 
  5th 
  web 
  9th 
  gaseous form 
  13th 
  giant insect 
  17th 
  insect plague 
  	
  Gathered	Swarm	
  3rd-	and	11th-level	Swarmkeeper	feature	
  You	magically	attract	a	swarm	of	fey	spirits	that	
  look	like	Tiny	beasts	of	your	choice.	The	swarm	
  remains	in	your	space,	crawling	on	you	or	
  through	your	clothing,	or	flying	and	skittering	
  immediately	around	you	within	your	space.		
  	 As	a	bonus	action,	you	can	agitate	the	swarm	
  for	1	minute.	For	the	duration,	some	of	the	
  swarm	clings	to	your	weapons	or	follows	your	
  strikes	when	you	attack:	once	during	each	of	
  your	turns	when	you	hit	a	creature	with	a	
  weapon	attack,	you	can	deal	an	extra	1d6	force	
  damage	to	that	creature,	and	the	swarm	moves	
  the	creature	up	to	5	feet	toward	you	or	away	
  from	you	(your	choice).	At	11th	level,	the	extra	
  damage	increases	to	2d6.	
  	 You	can	use	this	feature	a	number	of	times	
  equal	to	your	Wisdom	modifier	(minimum	of	
  once),	and	you	regain	all	expended	uses	when	
  you	finish	a	long	rest.		
  Writhing	Tide	
  7th-level	Swarmkeeper	feature	
  You	can	condense	part	of	your	swarm	into	a	
  focused	mass	that	lifts	or	sweeps	you	along.	
  Whenever	you	activate	your	Gathered	Swarm	
  feature,	choose	one	of	the	following	additional	
  benefits:	
  • Your	walking	speed	increases	by	10	feet,	and	
  you	can	take	the	Disengage	action	as	a	bonus	
  action.	
  • You	gain	a	climb	speed	equal	to	your	walking	
  speed.	You	can	climb	difficult	surfaces,	
  including	upside	down	on	ceilings,	without	
  making	an	ability	check.	
  • You	gain	a	flying	speed	of	10	feet	and	can	
  hover.	
  
  ©2019 Wizards of the Coast LLC 
  4	
  Scuttling	Eyes	
  11th-level	Swarmkeeper	feature	
  As	an	action,	you	can	magically	form	one	of	the	
  spirits	of	your	swarm	into	the	shape	of	a	Tiny	
  beast	of	your	choice.	The	transformation	lasts	for	
  1	hour,	at	which	point	the	spirit	disappears.	For	
  the	duration,	the	spirit	has	a	speed	of	40	feet,	
  which	it	can	use	to	walk,	climb,	fly,	or	swim.	The	
  spirit	has	your	senses	and	telepathically	relays	
  what	it	sees	and	hears	to	you.	During	your	turn,	
  you	can	speak	through	the	spirit,	telepathically	
  command	it	to	move,	and	it	can	Hide	using	your	
  bonus	to	Dexterity	(Stealth)	checks.	The	spirit	
  has	AC	18.	If	it	takes	damage,	you	must	succeed	
  on	a	Wisdom	saving	throw	(DC	equal	to	10,	or	
  half	the	damage	dealt,	whichever	is	higher)	or	
  the	spirit	disappears.	
  	 As	an	action,	you	can	dismiss	the	spirit	early.	If	
  you	do,	you	can	magically	teleport	to	an	
  unoccupied	space	within	5	feet	of	where	the	
  spirit	disappeared.	
  	 Once	you	use	this	feature,	you	can’t	do	so	again	
  until	you	finish	a	long	rest.	You	can	also	use	it	
  again	by	expending	a	spell	slot	of	3rd	level	or	
  higher.	
  Storm	of	Minions	
  15th-level	Swarmkeeper	feature	
  Your	swarm	can	expel	a	seething	storm	of	spirits	
  that	drains	life	from	others.	As	an	action,	you	
  create	a	magical	sphere	filled	with	an	enraged	
  swarm	centered	on	a	point	you	can	see	within	
  120	feet	of	you.	The	sphere	has	a	10-foot-radius	
  and	lasts	for	1	minute.	The	sphere	is	difficult	
  terrain	for	creatures	other	than	you.	A	creature	
  other	than	you	that	starts	its	turn	in	the	sphere’s	
  area	must	make	a	Constitution	saving	throw	
  against	your	spell	save	DC.	On	a	failed	save,	the	
  creature	takes	2d8	necrotic	damage	and	is	
  blinded	until	the	start	of	its	next	turn.	On	a	
  successful	save,	it	takes	half	as	much	damage	
  and	isn’t	blinded.	At	the	start	of	your	turn,	if	any	
  number	of	Small	or	larger	creatures	took	
  necrotic	damage	from	the	swarm,	you	regain	1d8	
  hit	points.	On	subsequent	turns,	you	can	use	a	
  bonus	action	to	move	the	sphere	up	to	30	feet.	
  	 When	you	activate	this	feature,	you	can	choose	
  any	number	of	creatures	you	can	see	to	be	
  unaffected	by	it.	
  	 Once	you	use	this	feature,	you	can’t	do	so	again	
  until	you	finish	a	long	rest.	You	can	also	use	it	
  again	by	expending	a	spell	slot	of	4th	level	or	
  higher.	
  Roguish	Archetype	
  At	3rd	level,	a	rogue	gains	the	Roguish	Archetype	
  feature.	Here	is	a	playtest	option	for	that	feature:	
  The	Revived.	
  The	Revived	
  You’ve	had	a	soul-shaking	realization:	you’ve	
  been	dead	before,	yet	somehow	you	are	alive	
  again.	This	life	isn’t	your	first;	it	might	not	even	
  be	your	second.	Your	past	life,	or	lives,	are	
  unclear	to	you,	but	you	know	that	you	passed	
  through	the	gates	of	death.	And	the	powers	of	
  death,	or	some	other	influence,	wasn’t	done	with	
  you.	You	might	have	convinced	a	deity	to	let	you	
  return	to	the	Material	Plane,	perhaps	you	signed	
  a	deal	with	a	fiend,	or	maybe	you	used	an	artifact	
  that	revived	you.	Whatever	force	brought	you	
  back,	you	now	know	the	truth	about	yourself:	
  that	you	are	one	of	death’s	representatives	
  among	the	living.	
  Tokens	of	Past	Lives	
  3rd-level	Revived	feature	
  You	remember	talents	you	had	in	your	previous	
  life.	When	you	finish	a	long	rest,	you	gain	one	
  skill	or	tool	proficiency	of	your	choice.	You	can	
  replace	this	proficiency	with	another	when	you	
  finish	a	long	rest.	
  Revived	Nature	
  3rd-level	Revived	feature	
  Your	newfound	connection	to	death	gives	you	
  the	following	benefits:	
  • You	have	advantage	on	saving	throws	against	
  disease	and	being	poisoned,	and	you	have	
  resistance	to	poison	damage.	
  • You	don’t	need	to	eat,	drink,	or	breathe.	
  • You	don’t	need	to	sleep.	When	you	take	a	long	
  rest,	you	must	spend	at	least	four	hours	in	an	
  inactive,	motionless	state,	rather	than	sleeping.	
  In	this	state,	you	remain	semiconscious,	and	
  you	can	hear	as	normal.	
  
  ©2019 Wizards of the Coast LLC 
  5	
  Bolts	from	the	Grave	
  3rd-level	Revived	feature	
  You	have	learned	to	unleash	bolts	of	necrotic	
  energy	from	within	your	revived	body.	
  Immediately	after	you	use	your	Cunning	Action,	
  you	can	make	a	ranged	spell	attack	against	a	
  creature	within	30	feet	of	you,	provided	you	
  haven’t	used	your	Sneak	Attack	this	turn.	You	
  are	proficient	with	it,	and	you	add	your	Dexterity	
  modifier	to	its	attack	and	damage	rolls.	A	
  creature	hit	by	this	attack	takes	necrotic	damage	
  equal	to	your	Sneak	Attack.	This	uses	your	Sneak	
  Attack	for	the	turn.	
  Connect	with	the	Dead	
  9th-level	Revived	feature	
  You	can	create	a	link	with	a	spirit	through	their	
  corpse.	When	you	do	so,	you	cast	the	speak	with	
  dead	spell,	without	using	a	spell	slot	or	material	
  components.	Intelligence	is	your	spellcasting	
  ability	for	this	spell.	
  	 Speaking	with	the	dead	in	this	way	
  temporarily	gives	you	a	capability	from	a	past	
  life—you’re	unsure	whether	it’s	from	your	past	
  or	the	spirit’s.	When	the	spell	ends,	you	gain	one	
  random	benefit	from	the	Revived	Capabilities	
  table.	The	benefit	lasts	until	you	finish	a	short	or	
  long	rest.	
  Revived Capabilities 
  d3 
  Capability 
  1 
  You learn how to speak, read, and write one 
  language of your choice. 
  2 
  You gain one skill or tool proficiency of your 
  choice. 
  3 
  You gain proficiency with one saving throw of 
  your choice. 
   
  	 After	you	cast	the	spell	with	this	feature,	you	
  can’t	do	so	again	until	you	finish	a	short	or	long	
  rest.	
  Audience	with	Death	
  13th-level	Revived	feature	
  When	at	death’s	door,	you	can	converse	with	the	
  powers	of	death.	You	have	advantage	on	death	
  saving	throws,	and	whenever	you	make	a	death	
  saving	throw,	your	spirit	can	ask	an	entity	of	
  death	a	question	that	can	be	answered	with	
  “yes,”	“no,”	or	“unknown.”	The	entity	answers	
  truthfully,	using	the	knowledge	of	all	those	who	
  have	died.	
  	 In	addition,	whenever	you	have	0	hit	points	
  and	are	healed	or	stabilized,	you	can	change	any	
  of	your	personal	characteristics:	personality	
  trait,	ideal,	bond,	or	flaw.		
  Ethereal	Jaunt	
  17th-level	Revived	feature	
  Like	a	ghost,	you	have	the	ability	to	slip	in	and	
  out	of	the	Ethereal	Plane.	You	can	now	use	your	
  Cunning	Action	to	teleport	to	an	unoccupied	
  space	within	30	feet	of	you.	You	don’t	need	to	
  see	that	space	to	teleport	to	it,	but	your	
  teleportation	fails,	wasting	your	bonus	action,	if	
  you	attempt	to	teleport	through	magical	force	
  that	is	Medium	or	larger,	such	as	a	wall	of	force.	
  If	you	appear	in	a	space	occupied	by	another	
  creature	or	filled	by	an	object,	you	are	
  immediately	shunted	to	the	nearest	unoccupied	
  space	that	you	can	occupy	and	take	force	damage	
  equal	to	twice	the	number	of	feet	you	are	
  shunted.		
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA64 - Fighter, Ranger, and Rogue.pdf