The content creator embargo was lifted this morning, so there have been a flurry of deep dive videos from folks like Treantmonk, d4, Dungeon Dudes and Nerd Immersion covering the changes, but for those who hate wading through long videos I wanted to bring the RPGBot 2024 5e Transition Guide to people's attention, as this captures a huge swathe of the changes in written format - both to underlying base rules and to individual classes, subclasses, and even spells.
This change is very interesting, related to the previous bonus action spell rules:
CASTING MULTIPLE LEVELED SPELLS PER TURN The 2014 rules have a badly-worded bit of text which prohibits you from casting a leveled spell as both a Bonus Action and as an Action on the same turn. Many players struggle to understand this rule, so WotC rewrote it.
Page 236 of the 2024 Player’s Handbook includes a section clearly titled “One Spell with a Spell Slot per Turn”, which explains you can only cast one spell with a spell slot per turn. It specifically explains that you can still cast a cantrip.
But that also leaves a fun opportunity: You can cast spells without spell slots unrestricted. If you can use a magic item like a Spell Scroll or a class feature like the Archfey Warlock’s Steps of the Fey, you can still cast a spell using a spell slot on that turn.
I have no idea if this is intentional. The 2024 rules no longer use the term “leveled spell”, which the 2014 rules used to distinguish leveled spells from cantrips. Instead, the 2024 rules now describe spells cast with a spell slot or as “level 1+ spells”. I imagine that this is to make the rules interactions easier to understand, but it leaves a gaping loophole in the rules as a result.
Doesn't Pathfinder let you cast a leveled spell on pretty much every action? Now that's unbalanced
Almost every class has one function that will allow this in some way.
You keep going to martial, but have you seen everything they can now do? Look at the feats, look at the new martial features and you will see the gap has been reduced. It's still there, but not as glaring as in 2014
A martial can swing their weapon on their turn. A caster can nuke the battlefield and summon a powerful helper. On the same turn.
One of those is going to be minimum level, because it has no spell slot. So either your summon is going to be made of paper or your "nuke" is going to be a hot dry fart.
The ideal combination for this is something that doesn't need to scale (e.g. Misty Step, Hunter's Mark) combined with something that does.
A martial can swing their weapon on their turn. A caster can nuke the battlefield and summon a powerful helper. On the same turn.
One of those is going to be minimum level, because it has no spell slot. So either your summon is going to be made of paper or your "nuke" is going to be a hot dry fart.
The ideal combination for this is something that doesn't need to scale (e.g. Misty Step, Hunter's Mark) combined with something that does.
That might help the Ranger a bit, given their two free uses of Hunter’s Mark.
I may be the only person in the world who is sorry to see this note:
Traits/Ideals/Bonds/Flaws have been removed
I always thought those little nudges to flesh out a character and make it feel a bit less "generic dwarf fighter" or whatever the case might be were helpful thought starters. I'll miss these if/when they get removed from the DDB character sheets.
The more I read on RPGBot, the more excited I am for the 2024 rules to be released. I want to play at least 1 subclass from each class and previously, someone would have had to cuff me to the table to get me to play the 2014 Ranger.
The more I read on RPGBot, the more excited I am for the 2024 rules to be released. I want to play at least 1 subclass from each class and previously, someone would have had to cuff me to the table to get me to play the 2014 Ranger.
I donno why we have to wait so long they could just release it.. now?
I may be the only person in the world who is sorry to see this note:
Traits/Ideals/Bonds/Flaws have been removed
I always thought those little nudges to flesh out a character and make it feel a bit less "generic dwarf fighter" or whatever the case might be were helpful thought starters. I'll miss these if/when they get removed from the DDB character sheets.
They're useful things to think about when creating a character, but as game mechanics they didn't actually work. I expect there will be some section in the PHB about how to create a personality and backstory, but it doesn't need tables in the backgrounds section to enable it.
I may be the only person in the world who is sorry to see this note:
Traits/Ideals/Bonds/Flaws have been removed
I always thought those little nudges to flesh out a character and make it feel a bit less "generic dwarf fighter" or whatever the case might be were helpful thought starters. I'll miss these if/when they get removed from the DDB character sheets.
They're useful things to think about when creating a character, but as game mechanics they didn't actually work. I expect there will be some section in the PHB about how to create a personality and backstory, but it doesn't need tables in the backgrounds section to enable it.
They also took up a lot of space for something that could be a web article. I wouldn't have minded if they stuck around (maybe consolidated in one list with the repetitive ones removed, rather than tied to each and every background), but at the end of the day I'd much rather have the art. That's going to inspire my next dozen characters way better than a bunch of dry tables would.
Starting to look through all this and I am now reminded of the killing room floor some of the general feats were subjected to. I remember now wailing about Mage Slayer (among others) back during the playtest and sad to see it came through as it is. Its less Mage Slayer and more Mage Survivor.
Looking at improved spells martials might want to take with the Magic Initiate feat:
True Strike (Wizard cantrip) now lets you make a weapon attack with your spellcasting ability (ability of choice between INT/WIS/CHA via Magic Initiate) with extra radiant damage (1D6/2D6/3D6 at levels 5/11/17) and the weapon damage can be radiant. This also works for ranged weapons.
Blade Ward (Wizard cantrip) - An action to cast and concentration are downsides, though you can layer this with the Shield spell (Wizard 1) gained from the same feat or the general feat Defensive Duelist (Reaction, Finesse weapon: +PB to AC against all melee attacks until your next turn) to help protect your concentration and bane (-1d4) all enemy attacks against you. (I think Rapier will be super popular being Finesse, 1D8, and Vex.) +3 or more to AC from Defensive Duelist, -1d4 to hit you from Blade Ward, and +1 AC from Defense fighting style (or a Monk's Deflect Attacks, or a Rogue being invisible from hiding) sounds solid. Plus it would stack if someone cast Bane, and if you use Lucky defensively, that's even more defense. Defense! Defense!
Witch Bolt (wizard 1) - An action to cast and concentration are downsides, but an automatic 1D12 damage for your bonus action has got to be a nice boost to your DPR.
The change to the Animate Objects spell really powers it down. It removes flying and hover. Everything sprouts legs. So no more flying furniture mounts. Adds "aren't fixed to a surface" to the targeting rules - shame, I guess we can't animate a safe and command it to open anymore, or get shackles or doors to pull themselves off of a wall. Upcasting seems really poor. Making more medium or small objects (1D4+3 damage, 10 HP) seems worse than making large (2D6+3+Mod damage, 20 HP) or huge (2D12+3+Mod, 40HP), and I assume you'd have +4 or +5 for your spellcasting ability mod, so making 2 large or 1 large+1 huge would always be the best? I guess it depends what is around to animate. Seems like a bunch of creative uses of this spell were sucked out. Command was also changed to only allow a fixed list of options. That's kind of sad, tbh. Spells that encouraged creative thinking are some of the best parts about D&D.
Lots of good changes, too. Gotta look through some more later.
Is there any information how double bladed scimitars are going to work with the 2024 changes and what their mastey might be?
I do not see it in the new PHB, so either it's not usable, or if you want to bring it in, you could pick a mastery for it. I might suggest Nick to modify the special property for a bonus attack so you could take that bonus attack as part of the attack action. Or Vex, to get advantage on the next attack if you hit.
I think the second bullet of Invisible condition specify if they can see you and since the PC is not magically transparent I would call it more like misdirection, now if the PC run out in the open I call him seen as the Condition specify.
Is there any information how double bladed scimitars are going to work with the 2024 changes and what their mastey might be?
I do not see it in the new PHB, so either it's not usable, or if you want to bring it in, you could pick a mastery for it. I might suggest Nick to modify the special property for a bonus attack so you could take that bonus attack as part of the attack action. Or Vex, to get advantage on the next attack if you hit.
Yeah I was thinking the same, seems like a great weapon for paladins with both options esp f you take GWF - you basically are rolling 3 or 4 in a hit.
a) Regarding the new Casting Multiple Leveled Spells Per Turn rule, this will mean you can no longer counterspell another counterspell if you were the first caster who used a spell slot.
b) Concerning actions, I'm curious why only Influence and Study were added, and not others, based on different abilities. Is it because Influence and Study are more typical?
I'll take this opportunity to share the DM screen with some of the revised rules (found on EN World):
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The content creator embargo was lifted this morning, so there have been a flurry of deep dive videos from folks like Treantmonk, d4, Dungeon Dudes and Nerd Immersion covering the changes, but for those who hate wading through long videos I wanted to bring the RPGBot 2024 5e Transition Guide to people's attention, as this captures a huge swathe of the changes in written format - both to underlying base rules and to individual classes, subclasses, and even spells.
You can view it here: https://rpgbot.net/2024-dnd-5e-transition-guide-and-change-log-everything-thats-different-in-the-new-players-handbook/. Enjoy!
Thank you very much, PsyrenXY!
This change is very interesting, related to the previous bonus action spell rules:
Doesn't Pathfinder let you cast a leveled spell on pretty much every action? Now that's unbalanced
Almost every class has one function that will allow this in some way.
You keep going to martial, but have you seen everything they can now do? Look at the feats, look at the new martial features and you will see the gap has been reduced. It's still there, but not as glaring as in 2014
One of those is going to be minimum level, because it has no spell slot. So either your summon is going to be made of paper or your "nuke" is going to be a hot dry fart.
The ideal combination for this is something that doesn't need to scale (e.g. Misty Step, Hunter's Mark) combined with something that does.
That might help the Ranger a bit, given their two free uses of Hunter’s Mark.
I may be the only person in the world who is sorry to see this note:
I always thought those little nudges to flesh out a character and make it feel a bit less "generic dwarf fighter" or whatever the case might be were helpful thought starters. I'll miss these if/when they get removed from the DDB character sheets.
Finally they fixed Dragonborns who can now nuke you
The more I read on RPGBot, the more excited I am for the 2024 rules to be released. I want to play at least 1 subclass from each class and previously, someone would have had to cuff me to the table to get me to play the 2014 Ranger.
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I donno why we have to wait so long they could just release it.. now?
They're useful things to think about when creating a character, but as game mechanics they didn't actually work. I expect there will be some section in the PHB about how to create a personality and backstory, but it doesn't need tables in the backgrounds section to enable it.
They also took up a lot of space for something that could be a web article. I wouldn't have minded if they stuck around (maybe consolidated in one list with the repetitive ones removed, rather than tied to each and every background), but at the end of the day I'd much rather have the art. That's going to inspire my next dozen characters way better than a bunch of dry tables would.
Starting to look through all this and I am now reminded of the killing room floor some of the general feats were subjected to. I remember now wailing about Mage Slayer (among others) back during the playtest and sad to see it came through as it is. Its less Mage Slayer and more Mage Survivor.
Looking at improved spells martials might want to take with the Magic Initiate feat:
True Strike (Wizard cantrip) now lets you make a weapon attack with your spellcasting ability (ability of choice between INT/WIS/CHA via Magic Initiate) with extra radiant damage (1D6/2D6/3D6 at levels 5/11/17) and the weapon damage can be radiant. This also works for ranged weapons.
Blade Ward (Wizard cantrip) - An action to cast and concentration are downsides, though you can layer this with the Shield spell (Wizard 1) gained from the same feat or the general feat Defensive Duelist (Reaction, Finesse weapon: +PB to AC against all melee attacks until your next turn) to help protect your concentration and bane (-1d4) all enemy attacks against you. (I think Rapier will be super popular being Finesse, 1D8, and Vex.) +3 or more to AC from Defensive Duelist, -1d4 to hit you from Blade Ward, and +1 AC from Defense fighting style (or a Monk's Deflect Attacks, or a Rogue being invisible from hiding) sounds solid. Plus it would stack if someone cast Bane, and if you use Lucky defensively, that's even more defense. Defense! Defense!
Witch Bolt (wizard 1) - An action to cast and concentration are downsides, but an automatic 1D12 damage for your bonus action has got to be a nice boost to your DPR.
The change to the Animate Objects spell really powers it down. It removes flying and hover. Everything sprouts legs. So no more flying furniture mounts. Adds "aren't fixed to a surface" to the targeting rules - shame, I guess we can't animate a safe and command it to open anymore, or get shackles or doors to pull themselves off of a wall. Upcasting seems really poor. Making more medium or small objects (1D4+3 damage, 10 HP) seems worse than making large (2D6+3+Mod damage, 20 HP) or huge (2D12+3+Mod, 40HP), and I assume you'd have +4 or +5 for your spellcasting ability mod, so making 2 large or 1 large+1 huge would always be the best? I guess it depends what is around to animate. Seems like a bunch of creative uses of this spell were sucked out. Command was also changed to only allow a fixed list of options. That's kind of sad, tbh. Spells that encouraged creative thinking are some of the best parts about D&D.
Lots of good changes, too. Gotta look through some more later.
Great post, learned a lot.
Is there any information how double bladed scimitars are going to work with the 2024 changes and what their mastey might be?
I do not see it in the new PHB, so either it's not usable, or if you want to bring it in, you could pick a mastery for it. I might suggest Nick to modify the special property for a bonus attack so you could take that bonus attack as part of the attack action. Or Vex, to get advantage on the next attack if you hit.
Moved hiding discussion
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/202692-hiding-in-2024
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I think the second bullet of Invisible condition specify if they can see you and since the PC is not magically transparent I would call it more like misdirection, now if the PC run out in the open I call him seen as the Condition specify.
Can we get to a better topic then hide is broken and op now...
So Heroic Inspiration is awesome now.
Yeah I was thinking the same, seems like a great weapon for paladins with both options esp f you take GWF - you basically are rolling 3 or 4 in a hit.
Just a couple of new thoughts.
a) Regarding the new Casting Multiple Leveled Spells Per Turn rule, this will mean you can no longer counterspell another counterspell if you were the first caster who used a spell slot.
b) Concerning actions, I'm curious why only Influence and Study were added, and not others, based on different abilities. Is it because Influence and Study are more typical?
I'll take this opportunity to share the DM screen with some of the revised rules (found on EN World):