The Major Changes From 5e to 2024 PHB – Rules, Classes, Feats, & Spells
This article will focus on the major changes from 5e to 2024, predominately all the changes to classes (and subclasses), the major changes to feats, and all the spells that have been updated to be different from their 2014 version.
General Rules/Terminology Changes
New Terminology
- Ally – A member of your party, friend, familiar, anything your DM considered friendly
- Attitude – Monsters have inherent feelings about you
- Bloodied – Official term for half health
- Burning – A creature or item takes 1d4 fire damage each turn. You can extinguish fire on yourself by using your action to go prone and roll around. The fire will go out if doused by water, submerged, or suffocated.
- Curses – An official term for a curse and these can be removed by Remove Curse, Greater Restoration, or similar effects.
- D20 Test – Any d20 roll
- Dead – A creature with 0 hit points who can’t gain hit points unless revived. Creatures can refuse to be revived if they wish.
- Dehydration – Any creature that drinks less than half of the water as specified on the Water Needs Per Day table suffers from a level of exhaustion.
- Emanation – An AOE that extends from a creature or object in a straight line in all directions (a circle)
- Enemy – Something fighting you, plotting against you, or whatever the DM signifies as an enemy
- Expertise – Referring to both the ability and having double your PB on a skill
- Friendly – A target that views you favorably, you have advantage on ability checks to influence it.
- Hazard – Environmental danger
- Hostile – A target that views you unfavorably, you have disadvantage on all checks to influence a hostile target.
- Illusion – Some spells create illusions and these illusions interact in the world as a real manifestation would
- Indifferent – A target that feels indifferent to you and is the default for most things.
- Influence – New Action, you can attempt to coerce a target in some capacity and the way you go about it is how you roleplay it. If what you want aligns with what they want, it works automatically, if it’s unwilling, it won’t comply, if it’s hesitant, that’s when you do a contested roll based on their attitude towards you.
- Magic – A spell or magic item that costs an action uses the Magic action
- Magical Effect – An effect created by Magic
- Malnutrition – A creature that consumes less than half of the food required on the Food Needs Per Day table must make a DC 10 Constitution saving throw or gain 1 level of exhaustion. If you go 5 days without eating, you gain 1 level of Exhaustion. Exhaustion from malnutrition can only be removed by eating the required amount of food for a day.
- Object – Nonliving, distinct thing.
- Occupied Space – Completely filled space by a creature or object
- Passive Perception – General awareness of surroundings. This check equals 10 + Perception check bonus. If someone has Expertise, add 5 to this number.
- Per Day – Means you have this amount of something until completing a long rest
- Possession – Some entities can possess you and controls how you act. Possessions can be prevented by Protection from Evil and Good and dispelled by Dispel Evil and Good.
- Round Down – In general, if anything asks you to divide and you end up with a fraction, you round down. Some rules will tell you to round up, but round down is the baseline.
- Shape-shifting – Any effect that lets you change form. Conditions, spells, curses, and similar abilities carry over to your new form and you revert to your original form if you die.
- Simultaneous Effects – Things that would occur at the same time are resolved in the order of the player’s choosing on their turn (DM included here)
- Study – A new action that involves using an Arcana, History, Investigation, Nature, or Religion check.
- Target – A creature or object subject to an attack, forced to make a saving throw, or selected to receive an effect.
- Teleportation – Special type of movement that involves you disappearing in one space and reappearing in another. This never provokes opportunity attacks, doesn’t cost movement unless stated, transports all equipment on your person with you, and if the space you intend to teleport to is filled, you teleport to the nearest unoccupied space.
- Unoccupied Space – A space with no creatures or objects in it
Revised Terminology
- Area of Effect (AOE) – Spells and other features refer to AOE that can have one of six shapes: Cone, Cylinder, Line, Cube, Emanation, and Sphere. The spell/effect will determine where the point of origin can be.
- Armor Training – The ability to use armor of that class without penalty. Any armor you use that you aren’t proficient in causes disadvantage on all d20 tests involving STR or DEX and you can’t cast spells. If you lack Shield proficiency, you don’t gain an AC bonus from it.
- Attack (action) – You can equip/unequip one weapon as part of an attack and you can do that before or after an attack. If you equip a weapon prior to an attack, you aren’t required to specifically use it. Equipping a weapon involves drawing it from a sheath or picking it up. Unequpping a weapon involves sheathing it, stowing it, or dropping it.
- Blindsight – You can see within a certain range without relying on physical sight. This works against anything not behind total cover.
- Breaking Objects – Objects can be harmed with spells or attacks. An object’s AC and health are determined by the appropriate tables.
- Cylinder – An AOE where it specifies a radius and height.
- Dash (action) – Extra movement on your turn equal to your speed after any bonuses are applied. You may use alternate movement speeds as well such as Flying or Swimming.
- Difficult Terrain – Space that costs an additional foot for each foot moved (so half your movement speed). A space is Difficult Terrain if it contains: a creature that isn’t Tiny or your ally, furniture your size or larger, heavy snow, ice, undergrowth, or similar, liquid between shin and waist deep, an opening sized for a creature one size category smaller than you, or a slope of 20 degrees or more.
- Exhaustion – A negative modifier of Z x 2 where Z is the level of exhaustion (so a -2 on all d20 rolls at exhaustion level 1, -4 at 2, etc.) you are at and your speed is reduced by 5 per exhaustion level. Level 6 of exhaustion is still lethal.
- Falling – A target takes 1d6 damage for every 10 feet it falls to a maximum of 20d6. They land prone unless they avoid damage from the fall. If falling into a liquid, a target can make a DC 15 Athletics or Acrobatics check to halve the damage.
- Flying – Effects can let creatures fly. Anything that can fly can hover, You fall if you are Incapacitated, have the Prone condition, or your Fly speed is reduced to 0.
- Grappled – A condition with the following effects: speed is 0 and can’t increase, disadvantage on all attacks against targets other than the creature grappling you, and the grappler can drag or carry you at the cost of 1 extra foot of movement speed unless the grappled target is Tiny or 2 sizes smaller the grappler.
- Grappling – Grappling is started with an unarmed strike. A creature that is Grappled or is the target of a Grapple attempt makes a STR or DEX saving throw or it has the grappled condition. The DC for the saving throw to avoid the Grappled condition and to escape the Grappled condition is 8 + STR modifier + PB. This grapple is only possible if the target is no more than one size larger than you and you have a free hand. Successfully grappling a creature gives it the Grappled condition, you need one free hand per grapple, and a grappled creature can use its action to make an Athletics or Acrobatics check against the escape DC to end the grappled condition. The condition also ends if the grappler is Incapacitated or the distance between the two targets exceeds the grappler’s range.
- Help (action)- You can assist on an ability check when you have proficiency in that skill or tool to give an ally advantage on that check or you can distract a target within 5 feet of you to give Advantage on the next attack roll made by an ally. This benefit lasts until the start of your next turn.
- Heroic Inspiration – Replaces Inspiration. Now a reroll on any d20 test.
- Hide (action) – An action you can take to gain the Invisible condition. This works if: you pass a DC 15 Stealth check, you’re heavily obscured, behind 3/4 or total cover, and you are out of any enemy’s line of sight. Your Stealth check’s total is the DC for a creature to find you with a Perception roll.
- Improvised Weapons – An object wielded as a makeshift weapon or a weapon not being used as it’s designed. You do not add your Proficiency Bonus, it deals 1d4 damage of the appropriate type, if thrown it has a range of 20/60, or if the improvised weapon closely enough resembles a real weapon, the DM can rule that it will function as it (table leg as a club is the example given).
- Incapacitated – A condition in which the target can’t take any actions, reactions, or bonus actions. This also breaks concentration on spells, prevents the target from speaking, and also gives you the Surprised condition.
- Initiative – The order in combat in which creatures get to act. Sometimes DMs will use a passive Initiative score which is 10 + DEX (while not mentioned, appropriate modifiers would surely be added here like the Watchers Paladin Aura of Vigilance). If you have advantage or disadvantage on initiative, you have +5 or -5 respectively.
- Invisible – A condition in which you have advantage on initiative rolls, you aren’t effected by any spells or abilities that require line of sight, your equipment is concealed, all your attack rolls have advantage and attack rolls made against you have disadvantage (unless the target can see you).
- Knocking Out a Creature – When you would reduce a creature to 0 Hit Points with a melee attack, you can reduce them to 1 instead to render them unconscious which then forcibly begins a short rest for them. The creature is unconscious until they regain any Hit Points or someone administers first aid with a DC 10 Medicine check.
- Long Rest – Extended downtime including 6 hours of actual rest and no more of 2 hours of light activity. To gain the benefits of a long rest, you need at least 1 Hit Point. When you finish a Long Rest, you regain all health, restore any ability scores that were reduced, reduce Exhaustion by 1, and some features recharge. If Rest is interrupted by rolling initiative, casting a spell other than a cantrip, taking damage, or performing 1 hour of physical exertion, you can resume a Long Rest after the interruption and add 1 hour per interruption to finish.
- Monster – A general term for any character controlled by the DM including NPCs.
- Nonplayer Character – A Monster that has a name and distinct personality.
- Opportunity Attacks – Whenever a creature leaves your reach using an action, bonus action, reaction, or one of its speeds, you can take your reaction to make one melee attack against it using a weapon or Unarmed Strike before it leaves your reach. The Unarmed Strike can be substituted for other types of attacks (Grappling/Shoving) like it could be normally.
- Petrified – You and all non-magical equipment on your person is turned into a solid, inanimate object (most commonly stone). Your weight increases by a factor of 10 and you don’t age. The target is incapacitated, your speed is 0 and can’t increase, attacks against you have advantage, you fail all STR or DEX based saving throws, you have resistance to all damage, and you are immune to the Poisoned condition.
- Proficiency – When you have proficiency with something, you add your Proficiency Bonus to any d20 test involving them.
- Ready (action) – You can wait for a certain thing to happen to act. You describe what circumstance will trigger your reaction and you choose an action you would take in response. When that action happens, you can take it right after that trigger finishes or choose to not act. When you ready a spell, you cast it as normal but are considered Concentrating which you maintain until the start of your turn. You can only ready a spell with a cast time of an action.
- Search (action) – An action to use the Insight, Medicine, Perception, or Survival skill.
- Short Rest – A 1 hour period of down time in which creatures take no strenuous activity. You must have at least 1 Hit Point to start a short rest. During a short rest, you can spend Hit Dice to regain health by the result plus your Constitution modifier and some features recharge on a short rest. A Short Rest is interrupted by rolling Initiative, casting a spell higher than a cantrip, or taking any damage. If a Short Rest is interrupted, it must be restarted in its entirety to gain its benefits.
- Speed – Distance in feet a creature can travel. You can switch between different speeds in the same movement. If you use multiple speeds in the same movement, each part of it is cumulative and you can’t continue moving if you exhaust all of your movement for one of your movement speeds.
- Stat Block – The in game statistics of a monster.
- Stunned – You have the Incapacitated condition, you fail all STR or DEX saving throws, and all attacks have advantage against you.
- Suffocation – You can hold your breath for 1+CON Modifier minutes, but when that is up, you start to suffocate and gain 1 level of Exhaustion after every round. These levels of exhaustion clear if/when you breathe again.
- Surprise – A creature with the Surprised condition has disadvantage on initiative rolls.
- Telepathy – A magical communication method between two or more creatures within a specified range. The creatures do not need to share a language unless specified, but they do need to understand at least one language or be telepathic itself. A telepath doesn’t need to see its target and can start or end communication without needing an action. The telepathy breaks if either target becomes Incapacitated, a target is out of range, or the telepath chooses a new target. A creature without telepathy can receive messages, but can’t answer back unless specified.
- Tremorsense – The ability to pinpoint the location of creatures or moving objects within a specified range as long as they are in contact with the same surface. This does not count as a form of sight.
- Unarmed Strike – Instead of attacking with a weapon, you can make a melee attack with a body part instead. Your bonus to this attack is your STR modifier plus your PB and the damage is 1 plus your STR modifier. You can also use this to start a Grapple or shove a creature. A creature that is Grappled or is the target of a Grapple attempt makes a STR or DEX saving throw or it has the grappled condition. The DC for the saving throw to avoid the Grappled condition and to escape the Grappled condition is 8 + STR modifier + PB. This grapple is only possible if the target is no more than one size larger than you and you have a free hand. To shove a creature, the target makes a STR or DEX saving throw or be pushed 5 feet and have the prone condition. The DC for the saving throw and escape attempt is 8 + STR modifier + PB. The shove is only possible is the target is nor more than one size larger than you.
General Rule Changes
*This list may not be complete as these aren’t explicitly in the rules glossary thus harder to locate
- You can now only cast one spell using a spell slot per round
- The max Concentration check is 30.
- Drinking Health Potions are a bonus action rather than action
- All spellcasters can cast Ritual Cast
- If you are proficient with a skill and a tool for particular check, you get advantage on that check.
- Moving through an allies space is no longer difficult terrain.
Revised Terminology
2014 Term | 2024 Term |
---|---|
Armor proficiency | Armor Training |
Blowgun needle | Needle |
Branding Smite | Shining Smite |
Cast a Spell action | Magic action |
Cleansing Touch | Restoring Touch |
Crossbow bolt | Bolt |
Deflect Missiles | Deflect Attacks |
Destroy Undead | Sear Undead |
Diamond Soul | Disciplined Survivor |
Empty Body | Superior Defense |
Encumbrance | Carrying capacity |
Feeblemind | Befuddlement |
Flexible Casting | Font of Magic |
Guild Artisan | Artisan |
Guild Merchant | Merchant |
Improved Divine Smite | Radiant Strikes |
Inspiration | Heroic Inspiration |
Ki | Monk’s Focus |
Ki-Empowered Strikes | Empowered Strikes |
Ki Points | Focus Points |
Martial Archetype | Fighter Subclass |
Monastic Tradition | Monk Subclass |
Natural Explorer | Deft Explorer |
Otherworldly Patron | Warlock Subclass |
Path of the Totem Warrior | Path of the Wild Heart |
Perfect Self | Perfect Focus |
Primal Path | Barbarian Subclass |
Race | Species |
Sacred Oath | Paladin Subclass |
Shoving | Unarmed Strike |
Starvation | Malnutrition |
Stillness of Mind and Timeless Body (Combined) | Self-Restoration |
Use an Object action | Utilize action |
Vanish | Nature’s Veil |
2024 Barbarian Changes
Level 1
Same # of Rages per long rest, but regain 1 Rage per short rest.
Rage still requires STR based attacks, but no longer requires a melee attack .
Rage lasts up til 10 minutes and continues as long as you: make an attack, force an enemy to make a saving throw, or use a Bonus Action to maintain it.
Unarmored Defense Unchanged
Barbarians get mastery properties of two weapons of their choice.
Level 2
Danger Sense unchanged
Reckless Attack impacts all of your attacks until the start of your next turn.
Level 3
Subclass
Primal Knowledge is official now rather than just a Tasha’s Feature. Also has a change where you can use STR as your primary ability score for Acrobatics, Intimidation, Perception, Stealth, and Survival.
Level 7
Feral Instinct is functionally the same, but without the surprised ruling as surprised has changed in One (Surprised gives disadvantage on Initiative).
Instinctive Pounce is now official as well.
Level 9
Brutal Strike replaces Brutal Critical. You can give up advantage on an attack to get an additional d10 in damage then you can either push them 15 feet away and move half your movement speed towards them or reduce their speed by 15 feet until your next turn.
Level 11
Relentless Rage now doesn’t drop you to 1 HP, but instead twice your Barbarian level in HP.
Level 13
Improved Brutal Strike – You can now stagger enemies which gives them disadvantage on their next saving throw and they can’t make opportunity attacks until your next turn or you can Sunder them which gives an attack against that enemy +5 to hit until your next turn,
Level 15
Persistent Rage – Once per day when you roll Initiative, regain all Rage charges.
Level 17
Improved Brutal Strike – Damage goes to 2d10 and you can use two different Brutal Strike effects when you connect.
Level 18
Indomitable Might now affects Strength checks and saves.
Level 19
All classes now get a feat or Epic Boon.
Level 20
Primal Champion is unchanged except cap is up to 25 instead of 24.
Barbarian Subclasses
Berserker
Level 3
Frenzy changed to dealing extra damage while Raging to the first enemy you Reckless Attack. This extra damage is a d6 per extra damage you deal in Rage (if you’re level 3 and get +2 damage in Rage, you deal an additional 2d6 with this feature which is then 3d6 at level 9),
Level 6
Mindless Rage mostly unchanged except going into Rage eliminates the charmed or feared condition rather than suspending it.
Level 10
Retaliation is pretty much the same, just swapped places with Intimidating Presence. The reaction attack you make can now be an unarmed strike if you want it to be.
Level 14
Intimidating Presence now only takes a Bonus Action over an action, you can frighten as many targets as you want within 30 feet rather than one, the saving throw is based on your STR rather than CHA, and you don’t need to use your action each round to keep them frightened. You only get this 1x/day unless you use a Rage charge.
Wild Heart (formerly Totem Warrior)
Level 3
Totem Spirit renamed to Rage of the Wilds. Instead of choosing the animal when you get this feature, you can pick the animal whenever you Rage. There are fewer choices but that was mostly to condense the options.
Bear is the same except you lack resistance to Force, Necrotic, Psychic, and Radiant damage.
Eagle lets you Disengage and Dash as part of the same Bonus Action when you Rage and lets you use your Bonus Action to Disengage and Dash while raging.
Wolf is unchanged.
Elk and Tiger were removed.
Level 6
Aspect of the Wilds changed from Aspect of the Beast and you have three completely new animal choices with a benefit you can swap out during a long rest.
Owl gives or extends existing Darkvision by 60 feet.
Panther gives a climbing speed equal to your speed.
Salmon gives a swimming speed equal to your speed.
Level 10
Nature Speaker renamed from Spirit Walker, but functionally the same ability.
Level 14
Power of the Wilds renamed over Totemic Attunement, but fewer unique options, but can pick a different one each time you Rage:
Falcon grants a Fly speed equal to your Speed when Raging, but you must be unarmored.
Lion gives disadvantage to enemies within 5 feet if they are hitting anyone but you.
Ram knocks an enemy prone if they are Large or smaller when you hit an enemy with a melee attack.
World Tree
Level 3
Vitality of the Tree
When you Rage, gain temp HP equal to your Barbarian level. At the beginning of your turn, you may give a number of d6s of temporary HP to an ally within 10 feet equal to your Rage damage bonus.
Level 6
Branches of the Tree
While Raging, if a creature starts their turn within 30 feet of you, you can use your reaction to force a STR save based on your STR modifier, and if they fail, they are teleported to an unoccupied space next to you and their speed is reduced to 0 until the end of their turn.
Level 10
Battering Roots
During your turn, your reach with Heavy and Versatile weapons is 10 feet greater. When you hit with them, you can activate the Push or Topple masteries on top of any other mastery the weapon you’re using may have
Level 14
Travel Along the Tree
When you activate your Rage and as a Bonus Action during your Rage, you may teleport up to 60 feet. Also once per Rage, you can increase the teleport distance to 150 feet and you can take up to 6 willing creatures up to 10 feet away with you.
Zealot
Level 3
Divine Fury is the same
Warrior of the Gods now gives a pool of 4d12s that you can use to heal as a Bonus Action. This replenishes on a long rest and increases as you gain levels.
Level 6
Fanatical Focus is the same except you add your Rage Damage bonus to the reroll.
Level 10
Zealous Presence you can use more often now as you can expend Rage charges to activate it as well.
Level 14
Rage of the Gods instead of Rage Beyond Death. Once per long rest, you gain a Flying speed when you Rage (presumably equal to base speed, but wasn’t specified),
2024 Bard Changes
Level 1
You can replace a cantrip every level up (true for all spellcasters though)
No longer spells known, just prepared spells now
Like other casters, prepared spells is a set number based on level rather than increasing due to higher CHA
Bardic Inspiration needs to be used within an hour instead of 10 minutes. Your ally can now use Bardic Inspiration on any d20 check now (generally going to be the same). They can also use it on a check they know they failed rather than using it prior to knowing the outcome.
Level 2
Jack of All Trades is the same, but can no longer benefit initiative rolls
Level 3
Bard College Subclass
Level 5
Font of Inspiration is improved as you can use spell slots to recharge Bardic Inspiration as well, no action required.
Level 7
Countercharm given at 7 instead of 6, if you or a creature fail a save against being charmed or frightened, you can use your reaction to force a reroll on that save with advantage.
Level 10
Magical Secrets changed a bit – instead of just picking 2 spells from other classes you permanently know, from now and every time you get to prepare more spells (every level but 12, 14, and 16), those spells can come from the Bard, Cleric, Druid, or Wizard spell list. Furthermore, whenever you replace a spell, you can replace it with a spell from any of these lists.
Level 18
You get Superior Inspiration at level 18 instead of 20, and now when you roll initiative, you get two charges of Bardic Inspiration instead of one.
Level 19
Epic Boon
Level 20
Words of Creation
You always have Power Word: Heal and Power Word: Kill prepared and you can target an additional creature within 10 feet of your target.
Bard Subclasses
Dance
Level 3
Dazzling Footwork
When you are unarmored and not using a Shield, you get advantage on Charisma checks involving dancing. When you expend a use of Bardic Inspiration as part of an action, bonus action, or reaction, you can make an unarmed strike. When you make an unarmed strike, you can use DEX for your attack and damage roll, and the unarmed strike damage is equal to your Bardic Inspiration die.
Unarmored Defense
AC equals 10 + DEX + CHA
Level 6
Inspiring Movement
Whenever an enemy ends their turn within 5 feet of you, you can use your reaction and a Bardic Inspiration die for you and an ally within 30 feet of you to move up to half of your speed without provoking opportunity attacks.
Tandem Footwork
When you roll Initiative, you can roll Bardic Inspiration to add that number to your Initiative roll as well as all allies initiative rolls within 30 feet.
Level 14
Leading Evasion
Same as regular Evasion, but you can give Evasion to any number of allies within 5 feet.
Glamour
Level 3
Beguiling Magic replaces Enthralling Performance. You always have Charm Person and Mirror Image prepared. After casting an Enchantment or Illusion spell requiring a spell slot, a creature within 60 feet has to make a WIS save or be charmed or frightened of you for 1 minute. They can attempt the saving throw again at the end of their turn. You can only do this once per long rest or when you spend a Bardic Inspiration charge.
Mantle of Inspiration is pretty much unchanged, but it doesn’t work on yourself anymore. It now grants temp HP equal to 2 x Bardic Inspiration die
Level 6
Mantle of Majesty mostly unchanged, but you always have the Command spell prepared and you can use this feature once per long rest for free or when you spend a third level or higher spell slot.
Level 14
Unbreakable Majesty changes slightly to the first time a creature hits you on their turn, they have to make a CHA saving throw or they miss instead.
Lore
Level 3
Bonus Proficiencies unchanged
Cutting Words is mostly the same except it can now work on targets who can’t be charmed and you can use it after knowing they would succeed on an attack or ability check.
Level 6
Additional Magical Secrets changes to Magical Discoveries and you can pick two spells from the Bard, Cleric, Druid, or Wizard spell lists. However, whenever you gain a level in Bard, you can change what those spells are assuming you meet the requirements.
Level 14
Peerless Skill is improved to work for ability checks and attack rolls. You can also use your Bardic Inspiration die after knowing you failed the check or attack, and if it does fail, the die is not used.
Valor
Level 3
Martial Training renamed from Bonus Proficiencies, this ability is the same except your weapon can now count as your spell focus.
Combat Inspiration is mostly the same, except you can use the Bardic Inspiration die after they know an attack would hit them.
Level 6
Still get Extra Attack and now lets you replace one of your attacks with a cantrip with a casting time of 1 action.
Level 14
No change to Battle Magic
2024 Cleric Changes
Level 1
Like other casters, prepared spells is a set number based on level rather than increasing due to higher WIS
Divine Order (choose one):
Protector – Proficiency with heavy armor and martial weapons
Thaumaturge – Learn an additional cantrip and lets you add your WIS modifier to Arcana and Religion checks
Level 2
Channel Divinity now has two charges per long rest instead of one per short rest, but you still regain a charge every short rest. Channel Divinity scales up with levels as well. All Clerics get two base Channel Divinity features – Turn Undead and Divine Spark.
Turn Undead is pretty much the same, except it also makes undead incapacitated if they fail their save, but ends early if you become incapacitated.
Divine Spark lets you use your action to deal damage or heal equal to 1d8+WIS. This will also scale with Cleric levels
Level 3
Subclass Time
Level 5
Sear Undead
This upgrades Turn Undead, now undead who fail their save take damage equal to your WIS modifier in d8s (if you have a +3 modifier, 3d8 damage). This damage does not cause Turn Undead to end.
Level 7
You get Blessed Strikes a level earlier and you have to choose between Divine Strikes (1d8 damage per weapon attack once per turn) or Potent Spellcasting (cantrips get additional damage based on your WIS modifier).
Level 10
Divine Intervention is now an action that lets you call upon you deity once per day to cast a fifth level Cleric spell or lower without spending a spell slot or material components.
Level 14
Improved Blessed Strikes – Divine Strikes now deal 2d8 and Potent Spellcasting grants temp HP to you or an ally equal to twice your WIS modifier.
Level 19
Epic Boon
Level 20
Greater Divine Intervention lets you cast the Wish spell, if you do this though, you can’t use Divine Intervention again for 2d4 long rests.
Cleric Subclasses
Light
Level 3
Prepared Spell List has changed:
See Invisibility replaces Flaming Sphere
Arcane Eye replaces Guardian of Faith
Warding Flare is now slightly buffed to also work for allies immediately and works against enemies that can’t be blinded
Radiance of the Dawn is functionally the same, just enemies behind total cover now take the damage as well
Level 6
Improved Warding Flare now makes Warding Flare charges come back on a short rest and the recipient of the Warding Flare gains temporary HP equal to d6+WIS modifier
Level 17
Corona of Light is mostly the same except enemies also have disadvantage against Radiance of the Dawn, but you can only use it a number of times per day equal to your WIS modifier
Life
Level 3
Disciple of Life – Basically the same, but now it specifies only on the turn you cast the spell to prevent getting the bonus with Goodberry or Aura of Vitality.
Preserve Life is also functionally the same, but the creature has to be bloodied for this to work (which it was before anyway), but no longer specifies that this doesn’t work on constructs or undead.)
Prepared Spell list has changed:
Aid replaces Spiritual Weapon
Mass Healing Word replaces Beacon of Hope
Aura of Life replaces Guardian of Faith
Greater Restoration replaces Raise Dead
Level 6
Blessed Healer is the same
Level 17
Supreme Healing is the same
Trickery
Level 3
Blessings of the Trickster now gives advantage on Stealth checks until long rest instead of 1 hour
Invoke Duplicity is mostly the same, but is now a bonus action rather than an action and doesn’t require concentration
Prepared Spell List has changed:
Invisibility over Mirror Image
Hypnotic Pattern over Blink
Nondetection over Dispel Magic
Level 6
Trickster’s Transportation replaces Cloak of Shadow. When you use your Bonus Action to move your duplicate from Invoke Duplicity, you can teleport and swap places with it.
Level 17
Improved Duplicity is improved to you and allies gaining advantage on attacks if one of your illusions is within 5 feet of the target. When the illusion ends, a creature within 5 feet of it heals equal to your cleric level.
War
Level 3
War Priest is still the same, but the charges reset on short rest instead of long rest, you do not have to take the attack action in order to get the Bonus Action attack, and it can be an unarmed strike
Guiding Strike is improved where you can give your own attack or an allies attack +10, but if used on an ally, it costs your reaction
Prepared Spell List has changed:
Guiding Bolt replaces Divine Favor
Fire Shield replaces Stoneskin
Steel Wind Strike replaces Flame Strike
Level 6
War God’s Blessing changed to now allow you to use Channel Divinity to cast Shield of Faith or Spiritual Weapon without using a spell slot and without requiring Concentration (Spiritual Weapon now requires Concentration)
Level 17
Avatar of Battle is mostly the same, but you get blanket resistance to bludgeoning, piercing, or slashing damage rather than non-magical bludgeoning, piercing, or slashing damage.
2024 Druid Changes
Level 1
Like other casters, prepared spells is a set number based on level rather than increasing due to higher WIS
Inherent proficiency in light armor and shields (rather than medium armor), but the nonmetal armor restriction was lifted
Primal Order (choose one):
Magician – Choose an additional cantrip and add your WIS modifier to your Arcana and Religion checks
Warden – Gives medium armor and martial weapon proficiency
Level 2
Wild Shape Changes
- You can transform as a bonus action
- You can use it twice per long rest, get a charge back per short rest. Scales with levels
- You can choose four forms of beasts you know ¼ CR or lower and those are the only forms you can pick. They can not have a fly speed, but they can have a swim speed. You can swap out these forms every long rest and you will get to know more forms as you level up
- You can speak with Wild Shaped
- You retain your own HP, your creature type, class features, and feats. You also gain temp HP equal to your Druid level
- When you become incapacitated, you lose Wild Shape
Wild Companion is official and mostly unchanged, but it now lasts until long rest. Familiars in general are weaker now though as they can no longer take the Help action
Level 3
Subclass
Level 5
Wild Resurgence
Once on each of your turns, if you have no Wild Shape charges, you can spend a spell slot to regain a use of it without using an action. Once per day, you can spend a charge of Wild Shape to regain a first level spell slot
Level 7
Elemental Fury
You can choose between Potent Spellcasting and Primal Strike. Potent Spellcasting adds your WIS modifier to cantrips where Primal Strike adds a d8 of cold, fire, lightning, or thunder damage to a weapon attack or an attack in Wild Shape.
Level 15
Improved Elemental Fury
Potent Spellcasting increases all Druid cantrips with a range of 10 feet of greater to 300 feet
Primal Strike increases to 2d8
Level 18
Beast Spells replaces Timeless Body. You can now cast spells in Wild Shape (assuming it doesn’t require a material component with a cost or consumes a material component)
Level 19
Epic Boon
Level 20
Archdruid has changed to regain a charge of Wild Shape when you roll initiative if you have no charges and once per day you can convert Wild Shape charges into spell slots. You can regain slots equal to two times the Wild Shape charges spent, so if 2 Wild Shape charges were spent, you can regain a fourth level spell slot. You also get the effects of the previous Level 18 ability, Timeless Body. You no longer have unlimited Wild Shape charges.
Druid Subclasses
Land
Level 3
Fewer landscapes – reduced to Arid, Polar, Temperate, and Tropical. However, you can swap your Land affiliation each long rest.
Arid Spell List
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
1st Level Spell | Burning Hands |
2nd Level Spell | Blur |
3rd Level Spell | Fireball |
4th Level Spell | Blight |
5th Level Spell | Wall of Stone |
Polar Spell List
SPELL LEVEL | SPELL NAME |
Cantrip | Ray of Frost |
1st Level Spell | Fog Cloud |
2nd Level Spell | Hold Person |
3rd Level Spell | Sleet Storm |
4th Level Spell | Ice Storm |
5th Level Spell | Cone of Cold |
Temperate Spell List
SPELL LEVEL | SPELL NAME |
Cantrip | Shocking Grasp |
1st Level Spell | Sleep |
2nd Level Spell | Misty Step |
3rd Level Spell | Lightning Bolt |
4th Level Spell | Freedom of Movement |
5th Level Spell | Tree Stride |
Tropical Spell List
SPELL LEVEL | SPELL NAME |
Cantrip | Acid Splash |
1st Level Spell | Ray of Sickness |
2nd Level Spell | Web |
3rd Level Spell | Stinking Cloud |
4th Level Spell | Polymorph |
5th Level Spell | Insect Plague |
Lands Aid replaces Natural Recovery. This lets you spend a use of Wild Shape to create a 10ft radius sphere that harms enemies and heals allies. Enemies have to make a CON save or take 2d6 necrotic damage and one ally heals 2d6 HP. Scales to 3d6 at level 10 and 4d6 at 14.
Level 6
Natural Recovery is here now and you can cast a Circle spell for free once per day without spending a spell slot and recover spent spell slots the same way it worked previously.
Level 10
Nature’s Ward makes you immune to the poisoned condition and you gain resistance based on your current land choice – Arid = Fire, Polar = Cold, Temperate = Lightning, and Tropical = Poison.
Level 14
Nature’s Sanctuary is changed to spending your action and a Wild Shape charge to cause spectral trees and vines to appear in a 15ft cube for 1 minute. You and your allies have half cover while in the area and all your allies share your Nature’s Ward resistance. This cube can be moved up to 60 feet a turn with a bonus action.
Moon
Level 3
Circle Forms still lets you transform into beasts with a CR equal to 1/3 your Druid level, but adds an AC buff equal to 13 + WIS modifier and grants temporary hit points equal to 3 x Druid level.
You now get a Moon Druid spell list of always prepared spells and you can cast these spells while in Wild Shape.
Moon Druid Spell List
SPELL LEVEL | SPELL NAME |
Cantrip | Starry Wisp* |
1st Level Spell | Cure Wounds |
2nd Level Spell | Moonbeam |
3rd Level Spell | Conjure Animals |
4th Level Spell | Fount of Moonlight* |
5th Level Spell | Mass Cure Wounds |
* = New Spells. Starry Wisp does a little bit of damage and lights enemies up while Font of Moonlight gives resistance to radiant damage, deals damage to enemies, and potentially blinds enemies
Level 6
Improved Circle Forms replaces Primal Strikes – Wild Shape attacks can now deal regular or radiant damage. You can also add your WIS modifier to your CON saving throws.
Level 10
Moonlight Step replaces Elemental Wild Shape. As a bonus action, you can teleport and get advantage on your next attack roll up to a number of times equal to your WIS modifier. You can also use this again if you spend a second level spell slot or higher.
Level 14
Lunar Form replaces Thousand Forms. Lunar Form lets you deal an additional 2d10 radiant damage once per turn when you hit with a Wild Shape attack and Moonlight Step lets you take an ally within 10 feet of you as well.
Sea
Level 3
Wrath of the Sea
Wrath of the Sea lets you use your Bonus Action and a charge of Wild Shape to create a 5 foot aura around yourself for 10 minutes. You can then use your Bonus Action against an enemy in this aura to make a CON saving throw or take a number of d6s in damage equal to your WIS modifier and be pushed up to 15 feet away.
Sea Druid Spell List
SPELL LEVEL | SPELL NAME |
Cantrip | Ray of Frost |
1st Level Spell | Fog Cloud, Thunderwave |
2nd Level Spell | Gust of Wind, Shatter |
3rd Level Spell | Lightning Bolt, Water Breathing |
4th Level Spell | Control Water, Ice Storm |
5th Level Spell | Conjure Elemental, Hold Monster |
Level 6
Aquatic Affinity
Wrath of the Sea aura range extends to 10 feet and you gain a swimming speed equal to your speed.
Level 10
Stormborn
While Wrath of the Sea is active, you gain a Flying speed (not specified but likely equal to your speed) and you gain resistance to cold, lightning, and thunder damage.
Level 14
Oceanic Gift
You can now put your Wrath of the Sea on an ally and they gain all the abilities, and if you spend two charges of Wild Shape, you can put it around yourself and an ally.
Stars
Level 3
Star Map is functionally the same except the PB times per day was changed to WIS modifier per day to cast a free Guiding Bolt.
Starry Form is the same.
Level 6
Cosmic Omen is the same except you have a number of charges equal to your WIS modifier instead of your PB.
Level 10
Twinkling Constellation is unchanged.
Level 14
Full of Stars is unchanged.
2024 Fighter Changes
Level 1
You get a Fighting Style, but Fighting Styles are considered Feats now and you can swap out this Feat when you gain a Fighter level.
Most of the Fighting Styles are functionally unchanged sans the ones with the asterisks:
- Archery
- Blind Fighting
- Defense
- Dueling
- Great Weapon Fighter*
- Interception
- Protection*
- Thrown Weapon Fighting
- Two Weapon Fighting
- Unarmed Fighting
Great Weapon Fighting was changed slightly from rerolling a 1 or 2 on a damage roll to treating it as a 3 instead.
Protection is mostly the same function, but now all attacks made against the ally you’re interposing your Shield in front of as long as you stay within 5 feet of that ally.
Superior Technique was not included in the new rulebook.
Other classes such as Paladin and Ranger also get access to these Fighting Style.
Second Wind – Functionally the same at level 1, but 2 charges per day and you regain a charge every short rest. Second Wind can also be used for more abilities.
Weapon Mastery – Fighters get mastery properties of three weapons of their choice and gain more with Fighter levels.
Level 2
Action Surge is changed to you can take any action with it except the Magic action (casting a spell, using a magical ability, or activating a magic item).
Tactical Mind – When you fail an ability check, you can use a Second Wind charge, roll a d10, and add it to the roll. If the check still fails, you don’t lose the Second Wind charge.
Level 3
Subclass
Level 5
Extra Attack unchanged
Tactical Shift – When you use Second Wind as a bonus action, you can move up to half your speed without provoking opportunity attacks
Level 9
Indomitable now lets you add your Fighter level to the result of the roll when you fail a saving throw
Tactical Master
When you attack with a weapon with a mastery property you can use, you can replace that mastery property with Push, Sap, or Slow for that specific attack.
Level 13
Studied Attacks – If you miss an attack against an enemy, your next attack has advantage against that enemy.
Level 19
Epic Boon
Level 20
Still Extra Attack (x3)
Fighter Subclasses
Battle Master
Level 3
Student of War mostly unchanged, but you gain an additional skill proficiency in a skill you could’ve gotten proficiency in at level one.
Combat Superiority is unchanged and some maneuvers have been changed or removed: Brace, Commander’s Strike, Evasive Footwork, Grappling Strike, Lunging Attack, Parry, Precision Attack, Quick Toss, and Rally.
Brace was removed.
Commander’s Strike doesn’t require your Bonus Action anymore, but is the same otherwise.
Evasive Footwork now requires your Bonus Action which lets you disengage and you get the AC buff until your next turn.
Grappling Strike was removed.
Lunging Attack is changed to a Bonus Action to take the Dash action, and if you move at least 5 feet before attacking, you add the Superiority die in damage.
Parry lets you reduce damage equal to the Superiority die plus your STR or DEX modifier (your choice).
Precision Attack was slightly changed as you can use this after knowing you would miss rather than having to decide prior to the result.
Quick Toss was removed.
Rally now grants temporary HP equal to your superiority die plus half your Fighter level rounded down.
Level 7
Know Your Enemy has changed in a few ways.
- Now takes a bonus action instead of studying the enemy for a minute.
- Can only do once per day or when you spend a superiority die.
- Only tells you damage vulnerabilities, resistances, and immunities they may have.
Level 10
Improved Combat Superiority is unchanged.
Level 15
Relentless has changed to allow you to use a d8 for a maneuver once per turn without using a superiority die.
Champion
Level 3
Improved Critical is unchanged.
Remarkable Athlete now available at level 3 instead of 7 and gives advantage on Athletics checks and Initiative rolls. Furthermore, when you get a critical hit, you can move up to half your speed without provoking opportunity attacks.
Level 7
Additional Fighting Style moved from level 10 to level 7.
Level 10
Heroic Warrior
Whenever you start your turn in combat without Inspiration, you gain Inspiration.
Level 15
Superior Critical is unchanged.
Level 18
Survivor is mostly unchanged, but you also get advantage on death saves and you get critical success on death saves on 18 and up.
Eldritch Knight
Level 3
Spellcasting remains mostly the same, but you are no longer restricted to Abjuration and Evocation schools of magic.
Weapon Bond was renamed to War Bond, but functions the same.
Level 7
War Magic now lets you replace one of your attacks with a cantrip with a casting time of 1 action.
Level 10
Eldritch Strike is unchanged.
Level 15
Arcane Charge is unchanged.
Level 18
Improved War Magic has changed to allowing you to replace up to two attacks in an attack action with a first or second level spell with a casting time of 1 action (restricted to one leveled spell per turn still, but unclear how it works with Action Surge as you’re making a replacement with the Attack Action with Action Surge rather than implicitly using the Magic action, will likely work this way though).
Psi Warrior
Every ability is the exact same except Psionic Power with a marginal change – you no longer need a Bonus Action to restore your one Psionic die per short rest.
2024 Monk Changes
Level 1
Weapon proficiencies include simple and martial weapons that have the light property.
Martial Arts die now starts at a d6 and scales to d8 at level 5, d10 at level 11, and a d12 at level 17. You can now make an Unarmed Strike as a Bonus Action without taking the Attack action first.
Level 2
Instead of Ki points you get Focus points and you still get the same number of them per level and they still recharge on a short rest.
Flurry of Blows can now be used without taking the attack action by spending a Focus Point.
Patient Defense now lets you Disengage as a bonus action, but if you spend a Focus point, you can take the Disengage and Dodge action as the same bonus action.
Step of the Wind now lets you Dash as a bonus action, but if you spend a Focus point, you can Dash and Disengage as the same bonus action.
Uncanny Metabolism – Once per day, when you roll initiative, you can regain all Focus points and heal equal to your martial arts die plus your monk level.
Level 3
Subclass
Deflect Attacks replaces Deflect Missiles. If you are getting hit by an attack that uses bludgeoning, piercing, or slashing, you can use your reaction to reduce the damage by 1d10 + DEX + Monk level, and if you reduce it to 0, you can redirect the attack with a focus point. The recipient of the redirected attack has to make a DEX save or take (2 x Martial Arts Die) + DEX modifier.
Level 5
Stunning Strike changed to only using this once per turn and enemies are only stunned until the beginning of your next turn rather than the end of your next turn. If the enemy passes the saving throw, your next attack has advantage and their speed is halved until the beginning of your next turn.
Level 6
Empowered Strikes is functionally the same, but your unarmed strikes deal Force damage instead.
Level 9
Unarmored Movement Improvement renamed to Acrobatic Movement, but same otherwise.
Level 10
Heightened Focus replaces Purity of Body. Abilities that use focus points all get an improvement: Flurry of Blow now upgrades to 3 unarmed strikes, Patient Defense grants 2 x Martial Arts die in temporary HP when activated, and Step of the Wind lets you bring a friend that’s Large or smaller with you when Dashing (neither of you provoking opportunity attacks).
Self Restoration – At the end of your turn, you can the charmed, frightened, or poisoned condition on yourself. You also do not suffer exhaustion from not eating or drinking.
Level 13
Tongue of Sun and Moon replaced by Deflect Energy. You can use your Deflect Attacks on any damage type now, but it still has to be an attack rather than a spell.
Level 14
Diamond Soul renamed to Disciplined Survivor, but stays the same otherwise.
Level 15
Timeless Body replaced by Perfect Focus. Perfect Focus lets you regain up to four focus points when you roll initiative and have fewer than four.
Level 18
Empty Body is replaced by Superior Defense. You may spend 3 Focus points to gain resistance to all damage types (except Force) for 1 minute.
Level 19
Epic Boon
Level 20
Body and Mind – Buffs by DEX and WIS by 4, up to a max of 30.
Monk Subclasses
Elements
Level 3
Elemental Attunement – At the start of your turn, you can spend a Focus point to imbue yourself with elemental energy. For the next 10 minutes, your unarmed strikes have a range of 15 feet and you can deal elemental damage instead of bludgeoning damage and force the target to make a STR save to move the target 10 feet towards or away from you.
You also learn the Elementalism cantrip which is new, similar to Prestidigitation or Thaumaturgy with Fire, Earth, or Water.
Level 6
Elemental Burst – For two Focus points and your action, you can have a blast of damage in a 20 radius sphere of any element you choose that deals 3 x Martial Art die, half on a successful DEX saving throw.
Level 11
Stride of the Elements – When your Elemental Attunement is active, you have a fly and swim speed equal to your speed.
Level 17
Elemental Epitome – While Elemental Attunement is active, you get resistance to an elemental damage type that can be changed every turn. Furthermore, you get 20 extra feet of movement when you activate Step of the Wind, and you can deal damage equal to your martial arts die to any creature you get within 5 feet of (max once per turn per enemy). Once per turn, when you hit with an unarmed strike, you can deal an additional martial arts die in elemental damage.
Mercy
Completely unchanged except Flurry of Heal and Harm now has charges limited to your WIS modifier per day.
Open Hand
Level 3
Open Hand Technique is unchanged (but much better as you can Flurry of Blows before using an Attack action).
Level 6
Wholeness of Body is mostly unchanged, but you regain health equal to your Martial Arts die + WIS modifier and you gain charges equal to your WIS modifier to use this rather than once per long rest
Level 11
Fleet Step replaces Tranquility. When you take a Bonus Action other than Step of the Wind, you can also Step of the Wind as the same bonus action.
Level 17
Quivering Palm changes to spend 4 Focus points to set up vibrations in an opponent’s body, and then you can use your action or replace one attack in your attack action to activate this. The enemy has to make a CON save and they take 10d12 Force damage on a failed save, half on a passed save.
Shadow
Level 3
Shadow Arts now gives the Minor Illusion and Darkness spells and you can cast Darkness without any spell components and for just one Focus point. You can see inside this darkness, you can move it up to 60 feet per turn, and you gain or extend your Darkvision by 60 feet.
Level 6
Shadow Step is unchanged.
Level 11
Improved Shadow Step replaces Cloak of Shadows. You can now spend a Focus point when you Shadow Step so you don’t have to teleport into or out of dim light or darkness, and you get a free unarmed strike after teleporting.
Level 17
Cloak of Shadows replaces Opportunist. When you’re in dim light or darkness, you can spend 3 Focus points to become invisible for 1 minute or until you’re in bright light (this does not break from you attacking). You can pass through occupied spaces as if they’re difficult terrain and you can Flurry of Blows without spending a Focus point.
2024 Paladin Changes
Level 1
You now get Spellcasting at level 1 and you get half of your Paladin level rounded up for determining spell slots rather than rounded down. Like other casters, you have a set amount of prepared spells equal to your level.
Lay on Hands is the same except: it’s now a bonus action rather than an action, and 5 points of Lay on Hands no longer cures diseases as diseases aren’t mentioned in the PHB.
Paladins get mastery properties of two weapons of their choice and you can swap out one mastery per long rest.
Level 2
Paladin’s Smite – You always have the Divine Smite spell prepared (now a spell rather than ability) and you can cast it once per day without spending a spell slot. Divine Smite now takes a Bonus Action, but you take this Bonus Action right after you hit an enemy. Divine Smite is unchanged otherwise, but of course, you can only Smite once per turn now.
Furthermore, all the other Smite spells function the same way as Divine Smite.
You get a Fighting Style at level 2, but you are no longer limited by which ones you get to pick, but you do still have access to the Blessed Warrior fighting style which gives Paladins two cantrips from the Cleric Spell List. For a reference of the list, click here.
Level 3
Subclass (As a note, subclasses now get only one Channel Divinity option)
You still gain Channel Divinity which has two charges per day, one recharging on a short rest and two additional charges at level 11. You still have access to Divine Sense lets you detect the presence of undead, celestials, fiends, or an area affected by the Hallow spell within 60 feet as a bonus action for 10 minutes.
Level 5
Still get Extra Attack
Faithful Steed – This gives you the Find Steed spell for free and you can cast it once per day without using a spell slot.
Level 6
Aura of Protection is functionally the same, but the aura doesn’t work if you are incapacitated or unconscious now.
Level 9
Abjure Foes – You use a Channel Divinity charge and a Magic action to target any number of enemies up to your CHA modifier to make a WIS save or they are frightened of you for 1 minute or until they take damage. Enemies affected by this may only take the movement action, a regular action, or a bonus action on their turn.
Level 10
Aura of Courage is functionally the same, but it’s clarified that allies that are frightened and enter your aura are no longer affected by the frightened condition.
Level 11
Improved Divine Smite renamed to Radiant Strikes, but the ability is unchanged (beyond applying to unarmed strikes as well).
Level 14
Cleansing Touch changed to Restoring Touch. When you use Lay on Hands, you can spend 5 points to end the effect of a spell or end the blinded, charmed, deafened, frightened (unnecessary considering your Aura of Courage), paralyzed, or stunned condition on that target.
Level 19
Epic Boon
Paladin Subclasses
Ancients
Level 3
No changes to prepared spell list.
Channel Divinity Turn the Faithless has been removed.
Channel Divinity Nature’s Wrath has changed slightly to each creature of your choice within 15 feet, they must pass a STR saving throw rather than STR or DEX, and now it only lasts 1 minute.
Level 7
Aura of Warding is changed and now grants resistance to necrotic, psychic, and radiant damage.
Level 15
Undying Sentinel changed to heal you by 3 times your Paladin level when you would go to 0.
Level 20
Elder Champion is now activated as a Bonus Action and can be used more than once per day by spending a fifth level spell slot.
Devotion
Level 3
Prepared Spell List has changed:
Shield of Faith replaces Sanctuary.
Aid replaces Lesser Restoration.
Channel Divinity Turn the Unholy has been removed.
Channel Divinity Sacred Weapon has changed to when you take the attack action, you can spend a Channel Divinity charge to give your weapon bonus to hit equal to your CHA modifier. The weapon also gives off light and you can choose to do Radiant damage instead of regular damage on hit. This also no longer ends early if you are incapacitated or unconscious.
Level 7
Aura of Devotion is functionally the same, but allies who enter the auras radius while charmed are no longer charmed.
Level 15
Purity of Spirit is replaced by Smite of Protection. When you use a Divine Smite, you and your allies within your aura benefit from half-cover until the beginning of your next turn.
Level 20
Holy Nimbus mostly unchanged, but it can be activated as a bonus action, you have advantage on all saves fiends or undead force you to make, the damage done by your weapons is your CHA modifier + your PB, and you can reactivate this if you spend a fifth level spell slot.
Glory
Level 3
The Prepared Spell List has changed:
Legend Lore over Commune.
Regal Presence (new spell like a juiced up Spirit Guardians) over Flame Strike.
Channel Divinity Inspiring Smite has been removed.
Channel Divinity is now just Peerless Athlete which now lasts for an hour, but they removed the buffs to your ability to carrying, pushing, dragging, or lifting.
Level 7
Aura of Alacrity simplified to anyone benefiting from your Aura of Protection have an additional 10 feet of movement speed.
Level 15
Glorious Defense was unchanged.
Level 20
Living Legend mostly unchanged – just lasts 10 minutes now.
Vengeance
Level 3
Prepared spell list is unchanged.
Channel Divinity Abjure Enemy was removed.
Channel Divinity Vow of Emnity now allows you to spend your Channel Divinity during your attack action to gain advantage on all attack rolls against that creature, and if that creature is felled before the 1 minute timer is up, you can transfer the Vow to a different enemy for free.
Level 7
Relentless Avenger changed to now let you reduce enemies speed to 0 when you hit them with an opportunity attack. It is unchanged otherwise.
Level 15
Soul of Vengeance is unchanged, wording was just cleaned up.
Level 20
Avenging Angel is now activated as a Bonus Action, but only lasts 10 minutes. The ability is unchanged otherwise.
2024 Ranger Changes
Level 1
Rangers now get access to Spellcasting immediately and Ranger also has spells prepared rather than spells known. You can change one prepared spell per long rest.
Weapon Mastery – Rangers get mastery properties of two weapons of their choice and can change one each long rest.
Favored Enemy now gives you Hunter’s Mark for free and lets you cast it twice per day without using a spell slot.
Level 2
Deft Explorer from Tasha’s replaces Natural Explorer. Deft Explorer now gives Expertise in one skill and additional languages.
Rangers also get Fighting Styles and a unique Ranger fighting style with Druidic Warrior which allows you to learn two cantrips from the Druid spell list.
Level 3
Subclass
Level 6
Roving has a slight change as it now increases speed by 10 feet instead of 5 as well as giving a climb and swim speed equal to your base speed, however, this doesn’t work if you’re wearing Heavy Armor.
Level 8
Land’s Stride has been removed.
Level 9
You now gain two more skills to get Expertise in.
Level 10
Hide in Plain Sight replaced by Tireless. Tireless is the same as it was in Tasha’s, but instead of a number of charges equal to PB, it’s equal to your WIS modifier now.
Level 13
Relentless Hunter – Damage can’t break concentration on Hunter’s Mark anymore.
Level 14
Nature’s Veil replaces Vanish. You can use your Bonus Action to become invisible until the end of your next turn a number of times per day equal to your WIS modifier.
Level 17
Precise Hunter – You now have advantage against enemies marked with your Hunter’s Mark.
Level 18
Feral Senses changed to give you Blindsight up to 30 feet.
Level 19
Epic Boon
Level 20
Foe Slayer now increases damage die of Hunter’s Mark to a d10.
Ranger Subclasses
Beast Master
Level 3
Primal Companion replaces Ranger’s Companion, but it’s functionally the same otherwise beyond your WIS score mattering more.
Level 7
Exceptional Training now allows your companion to use their bonus action to Dash, Disengage, Dodge, or use the Help action when you use your bonus action to command them. The damage your companion can deal can also be Force damage rather than regular damage.
Level 11
Bestial Fury slightly changed to let the first attack your companion connects with to an enemy marked with Hunter’s Mark to deal extra damage based on the Hunter’s Mark damage.
Level 15
Shared Spells is unchanged.
Fey Wanderer
Level 3
Prepared spell list has changed:
Summon Fey replaces Dispel Magic.
Dreadful Strikes and Otherworldly Glamour are unchanged.
Level 7
Beguiling Twist is functionally unchanged, just clarified that you have advantage on saves to avoid or end the charmed or frightened condition.
Level 11
Fey Reinforcements is functionally unchanged (Summon Fey is no longer granted here as it’s granted earlier).
Level 15
Misty Wanderer is unchanged.
Gloom Stalker
Level 3
No changes to prepared spell list.
Dread Ambusher has changed to an extra 2d6 Psychic damage on a weapon attack a number of times per day equal to your WIS modifier.
Umbral Sight slightly changed to grant or add 60 feet of Darkvision and is unchanged otherwise.
Level 7
Iron Mind is unchanged.
Level 11
Stalker’s Flurry changed to increase Dread Ambusher damage to 2d8 from 2d6, and when you use it, you can make another attack to a different target within 5 feet of the initial target (assuming they are in range) or force the target and every creature within 10 feet to make a WIS saving throw or be frightened for 1 round.
Level 15
Shadowy Dodge changed slightly to work against enemies that have advantage against you and you can teleport up to 30 ft after activating it.
Hunter
Level 3
Hunter’s Lore – You know the vulnerabilities, resistances, and immunities of enemies marked by your Hunter’s Mark.
Hunter’s Prey was changed slightly as Giant Killer was removed and you can choose between Colossus Slayer and Horde Breaker every short rest.
Level 7
Defensive Tactics was changed slightly to lose Steel Will, but you can choose between Escape the Horde and Multiattack Defense every short rest.
Multiattack Defense was changed to giving disadvantage on all attacks a creature makes against you after hitting you for the rest of their turn.
Level 11
Superior Hunter’s Prey replaces Multiattack. Once per turn when you deal damage to an enemy marked by Hunter’s Mark, you can deal Hunter’s Mark damage to a different enemy within 30 feet of them.
Level 15
Superior Hunter’s Defense now lets you use your reaction to gain resistance from the damage type you’re being hit with and any other damage of the same type until the end of the current turn.
2024 Rogue Changes
Level 1
No more double PB to using Thieves Tools
Sneak Attack the same at level 1
Two weapon masteries for Rogue
Level 2
No changes
Level 3
Subclass
Steady Aim is official
Level 5
Cunning Strike now treats Sneak Attack dice as a resource – you can sacrifice 1d6 of Sneak Attack to do one of the following:
Poison – As long as you have a poisoner’s kit, you can force a CON save from an enemy or they have the poisoned condition for 1 minute. They can save out of it each turn.
Trip – Force DEX save or be knocked prone.
Withdraw – Move half your speed without provoking opportunity attacks
Level 6
No change
Level 7
No change to Evasion
You now get Reliable Talent at level 7 instead of 11
Level 10
Extra feat
Level 11
Improved Cunning Strike – you can use 2 cunning strike abilities (still have to pay the cost)
Level 14
Devious Strikes (upgraded Cunning Strike options)
Daze – Costs 2d6 – Force CON save or they can only move, use an action, or use a bonus action.
Knockout – Costs 6d6 – Force CON save or they are unconscious for 1 minute or until they take damage. They can save out of it each turn.
Obscure – Costs 3d6 – Force DEX save or they are blinded for a turn
Level 15
Slippery MInd gives proficiency in WIS and CHA saving throws
Level 18
No changes
Level 19
Epic Boon
Level 20
Stroke of Luck works for any d20 test, not just attacks
2024 Rogue Subclasses
Arcane Trickster
Level 3
Can swap out cantrips and you can pick any spells. Mage Hand can now be a bonus action cast
Level 9
Magical Ambush is the same except you need to have the Invisible condition (which Hide gives)
Level 13
Versatile Trickster makes it so if you use the trip option of cunning strike, your hand can try to knock another enemy prone if they’re within 5 ft
Level 17
Spell Thief is functionally the same except it’s an Intelligence saving throw rather than their spellcasting ability
Assassin
Level 3
Assassinate deals extra damage equal to Rogue level if you hit someone round 1 with your Sneak Attack
Level 9
Infiltration Expertise lets you mimic speech and writing if you spend an hour observing target and doesn’t reduce move speed to 0 if you use Steady Aim
Level 13
When you use the Poison option on Cunning Strike, enemies that fail the save take 2d6 poison damage that ignores resistance (but not immunity). If they continue to fail their save, you keep dealing this damage.
Level 17
Death Strike means double damage round 1 against enemies that fail CON save to resist it
Soulknife
Level 3
Psionic Power lets you recover a die with a short rest (no bonus action required). Abilities virtually unchanged. Can summon blades on attack and opportunity attacks. Psychic Blades have Vex mastery property and now gained a 120 ft long range
Level 9
Soulblade is the same
Level 13
Psychic Veil unchanged
Level 17
Rend Mind unchanged
Thief
Level 3
Fast Hands unchanged. Second Story work is similar, just gives climb speed equal to base and you can use DEX for jump distance
Level 9
Supreme Sneak – If you have the Hide actions Invisible condition, if you spend 1d6 of Sneak Attack damage, the attack you deal doesn’t dismiss the invisible condition if you end your turn behind ¾ or total cover. This only works on 1 attack per turn.
Level 13
Use Magic Device improved – attune up to 4 magic items. Whenever you use a magic item with charges, roll 1d6. If you roll a 6, you don’t expend a charge. You can use spell scrolls using Intelligence as your casting modifier the DC being 10+spell level.
Level 17
Thief’s Reflex unchanged
2024 Sorcerer Changes
Level 1
Sorcerers get a lot more prepared spells now
You can replace cantrips on level ups
Innate Sorcery – Twice per day as a bonus action, you can give yourself a bonus to spellcasting for 1 minute w/o concentration. Increases spell save DC by 1 and advantage on attack rolls of sorcery spells
Level 2
Font of Magic – Converting slots into points doesn’t use a bonus action now.
Metamagic moved down to level 2
All Metamagic Changes
Careful Spell – If allies would take half damage on saving throw for your spell, they take no damage now w/o needing to do saving throw
Extended Spell – Have advantage on concentration checks on spell you’re expanding
Heightened Spell – Only costs 2 sorcery points and works on all saves against the spell
Seeking Spell – Only costs 1 and can be used with other metamagic simultaneously
Subtle Spell – Doesn’t need material components as long as they don’t have a cost and/or they aren’t consumed
Twinned Spell – Only works on spells that upcast to include more targets, 1 point per new target
Level 3
Subclass
Level 5
Sorcerous Restoration moved from level 20 to level 5. Once per day after a short rest, recover sorcery points equal to half your level rounded down.
Level 7
Sorcery Incarnate – When you have no uses of Innate Sorcery left, you can use it again by spending 2 sorcery points. When your Innate Sorcery is active, you can use two Metamagic features on all spells you cast
Level 19
Epic Boon
Level 20
Arcane Apotheosis – While Innate Sorcery is active, you can use one metamagic option for free
Sorcerer Subclasses
Aberrant
Spells are the same, but you can’t swap out spells
Psionic Sorcery was nerfed as you now need material components if they cost something or are consumed on cast
No real changes to Aberrant Sorcery otherwise
Clockwork
Spells are the same, but you can’t swap out spells
Restore Balance slightly changed to CHA modifier times per day rather than PB times per day
Trance of Order now works on all d20 tests
Draconic
Level 3
Don’t need to pick dragon ancestor yet
Draconic Spell List
SPELL LEVEL | SPELL NAME |
1st Level Spell | Chromatic Orb, Command |
2nd Level Spell | Alter Self, Dragon’s Breath |
3rd Level Spell | Fear, Fly |
4th Level Spell | Arcane Eye, Charm Monster |
5th Level Spell | Legend Lore, Summon Dragon |
Draconic Resilience improved – 3 HP level 1 and 1 additional HP each Sorc level after. AC is now 10 + DEX + CHA
Level 6
Elemental Affinity – Choose acid, cold, fire, lightning, or poison. Gain resistance to the damage type inherently and you can add CHA to damage roll of one spell per turn of that damage type
Level 14
Dragon Wings – Only last an hour and only once per Long Rest. However, you can spend 3 Sorc points to do it again and it’s a Fly speed of 60 ft
Level 18
Dragon Companion – Can cast Summon Dragon without material components and without concentrating in general, can also cast without using a spell slot once per day.
Wild Magic
Level 3
Wild Magic Surge now lets the player choose when to surge, not the DM
You get to roll on the table when you roll a 20 instead of 1
Once you use advantage given by Tides of Chaos, every leveled spell activates Wild Magic surge
Level 6
Bend Luck only costs 1 Sorcery Point now
Level 14
Controlled Chaos unchanged
Level 18
Spell Bombardment now Tamed Surge – Once per day after casting a Sorc spell using a spell slot, you can choose a Wild Magic roll effect to activate (if the effect requires a roll, you still do that roll). You can not choose the final Wild Magic roll.
2024 Warlock Changes
Level 1
Spellcasting functionally the same beyond you can replace cantrips when you level up
Warlock Invocations
Removed Invocations (may be some misspelled):
- Aspect of the Moon
- Beast Speech
- Beguiling Influence
- Bewitching Whispers
- Anything involving Pact of the Talisman
- Book of Ancient Secrets
- Chains of Carceri
- Cloak of Flies
- Dreadful Word
- Eldritch Sight
- Eyes of the Rune Keeper
- Far Scribe
- Ghostly Gaze
- Gift of the Everliving Ones
- Grasp of Hadar
- Improved Pact Weapon
- Lance of Lethargy
- Maddening Hex
- Minions of Chaos
- Mire the Mind
- Relentless Hex
- Sculptor of Flesh
- Shroud of Shadows
- Sign of Ill Omen
- Thief of Five Fates
- Tomb of Levistus
- Trickster’s Escape
- Undying Servitude
- Voice of the Chain Master
Changed Invocations
- Agonizing Blast works for any cantrip (have to choose the cantrip) and is repeatable. Still best with EB
- Ascendant Step available at 5th level
- Devil’s Sight requires level 2
- Devouring Blade – Requires Pact of Blade Invocation and Level 12 – Thirsting Blade gives you two extra attacks with their pact weapon
- Eldritch Spear works for any cantrip and repeatable (like Agonizing Blast) and increases range by 30 x Warlock Level rather than flat 300 feet
- Fiendish Vigor has level 2 prereq, max number of temp HP when casting False Life
- Gaze of Two Minds has level 5 prereq, Bonus Action to maintain, doesn’t blind or deafen you anymore, lets you cast spells from your location or target’s location
- Gift of the Depths – Free Water Breathing once per day and swim speed equal to speed
- Gift of the Protectors lets you write names equal to CHA modifier rather than PB
- Investment of the Chain Master has level 5 prereq, makes familiar deal radiant or necrotic damage rather than magical damage (which has been phased out)
- Lessons of the First Ones – Free Origin feat (repeatable)
- Lifedrinker changed – Prereq level 9 – No CHA mod in extra damage, d6 in necrotic, radiant, or psychic damage once per turn. Lets you spend HD to heal like you would for short rest on hit as well
- Mask of the Many Faces has level 2 prereq
- Master of Many Forms now has level 5 prereq instead of level 15
- Misty Visions has level 2 prereq
- One with the Shadows – Free Invisibility when in dim light or darkness rather than Invisible condition
- Otherworldly Leap has level 2 prereq instead of 9
- Repelling Blast works on any cantrip (repeatable), level 2 prereq
- Visions of Distance Realms has level 9 prereq instead of level 15
- Whispers of the Grave has level 7 prereq instead of level 9
- Witch Sight – Now grants 30 feet True Sight
- Pact Boons are now Invocations
- Pact of the Chain lets you cast Find Familiar without spell slot and gives you these options: Skeleton, Slaad tadpole, Sphinx of Wonder, Venomous Snake
- Pact of the Tome lets you add two 1st level spells as well as cantrips (pretty much Book of Ancient Secrets worked into this)
- Pact of the Blade – CHA as attack stat for pact weapon. Weapon now does necrotic, psychic, or radiant damage that you can change
Level 2
Magical Cunning – Once per day, you can spend 1 minute on a ritual that lets you regain half Pact magic spell slots rounded up
Level 3
Subclass (subclass spells are now added to your spell list)
Level 9
Contact Patron – Always have Contact Other Plane prepared and once per day can cast it without spending spell slot, no check when cast this way
Level 11
You can switch Mystic Arcanum with every Warlock level up
Level 19
Epic Boon
Level 20
Eldritch Master functionally the same
Warlock Subclasses
Archfey
Level 3
Now get Misty Step
Steps of the Fey replaces Fey Presence – You can cast Misty Step CHA modifier times a day w/o spending spell slot. Whenever you cast Misty Step, you can choose to either give ourselves or ally within 10 feet (after teleport) 1d10 temp HP or force creatures within 5 feet of space that you left to make WIS save or have disadvantage on attack rolls against any target except for you until next turn. Technically this affects allies as well, but may have been missed in RAW
Level 6
Misty Escape changed – Can cast Misty Step as reaction when you take damage. Also get new options after casting Misty Step – can turn invisible after casting until start of your next turn (or after you attack, deal damage, or cast spell) or creatures within 5 feet of space you left or appear in make WIS save or take 2d10 psychic damage
Level 10
Beguiling Defenses – Same, but when you are hit with an attack roll, you can use reaction to halve the damage and force attacker to make a WIS save or take psychic damage equal to damage you take once per day unless you spend spell slot
Level 14
Bewitching Magic – After you cast an Enchantment or Illusion spell using an action and spell slot, you can Misty Step as part of the same action without spending the spell slot.
Celestial
Level 3
Aid added to spell list at level 3 over Flaming Sphere and Summon Celestial at level 9 instead of Flame Strike
Level 10
Celestial Resilience – Grants temp HP when you use Magical Cunning or finish a short/long rest. Otherwise the same
Level 14
Searing Vengeance is the same except you can use on yourself or an ally within 60 feet who’s about to make a death save
Fiend
Level 3
Spell List Changes:
Suggestion over Blindness/Deafness
Geas and Insect Plague over Flame Strike and Hallow
Dark One’s Blessing now works if you or anyone within 10 feet reduces an enemy to 0
Level 6
Dark One’s Own Luck is now CHA mod times per day and no more than once per roll
Level 10
Fiendish Resilience – Flat resistance to damage type of your choice
Level 14
Hurl Through Hell changed – Enemies can save against it (CHA save) and damage lowered to 8d10 from 10d10. Can use it more than once per day by expending spell slot
Great Old One
Level 3
Spell List Changes:
Hunger of Hadar over Sending
Confusion and Summon Aberration over Dominate Beast and Black Tentacles
Modify Memory over Dominate Person
Awakened Mind now allows telepathic link to work up to CHA modifier miles, but now uses Bonus Action to activate
Psychic Spells – When you cast a Warlock spell that deals damage, you can change the damage to Psychic. Whenever you cast an enchantment or illusion spell, you can do so without components
Level 6
Clairvoyant Combatant replaces Entropic Ward – When you use Awakened Mind, force WIS save or they have disadvantage on all attack rolls against you and you have advantage on all attack rolls against them. Refreshes on every short/long rest unless you spend a spell slot
Level 10
Eldritch Hex – Always have Hex prepared and when you cast Hex and you choose the ability in which they have disadvantage on skill checks, they also have disadvantage on saving throws with that ability
Still have Thought Shield
Level 14
Create Thrall buffed – When you cast Summon Aberration, you can choose to not have it use concentration, duration lasts 1 minute, and the Aberration has temp HP equal to Warlock Level + CHA modifier. The first time this Aberration hits an enemy that is under the effect of your Hex, they also deal the 1d6 Hex damage.
2024 Wizard Changes
Level 1
Can change cantrips on long rest
Can still use rituals they didn’t prepare as long as they know them
Level 2
Scholar – Expertise in any Wizard skill except Insight as long as you’re proficient
Level 3
Subclass
Level 5
Memorize Spell – Replace prepared leveled spells with another with a short rest
Level 18
Spell Mastery – Spells need casting time of 1 action, but you always have them prepared
Level 19
Epic Boon
Level 20
Signature Spells is the same
Wizard Subclasses
Abjuration
Level 3
Abjuration Savant – Pick 2 spells from the school no higher than level 2, add them to your spellbook for free. Whenever you gain new level in the spell slot, you can add a spell from the school in that spell level for free.
Small Arcane Ward change – Need to charge Ward with spell slot spell. Any resistances and vulnerabilities apply before Ward applies. As a bonus action, expand a spell slot to regain Ward HP equal to twice the slot level
Level 6
Projected Ward is the same, just says to apply resistances/vulnerabilities before damaging ward
Level 10
Spellbreaker replaces Improved Abjuration – Counterspell and Dispel Magic always prepared and you can cast Dispel Magic as a bonus action and add PB to ability check. If you cast either with a spell slot and fail, you don’t use up the spell slot.
Level 14
No changes
Divination
Divination Savant same as Abjuration Savant change
The Third Eye changed benefit takes Bonus Action, doesn’t end when incapacitated, Darkvision goes out to 120 feet, you can read all languages, or See Invisibility lets you cast it without using a spell slot. Ethereal Sight removed.
Evocation
Level 3
Evoker Savant same as Abjuration Savant
Potent Cantrip moved from level 6 to level 3
Level 6
Sculpt Spells moved to level 6 from level 2
Level 10
Empowered Evocation the same
Level 14
Overchannel nerfed to only boost damage on turn you cast the spell
Illusion
Level 3
Illusion Savant same as Abjuration Savant
Improved Illusion is similar, but now lets you cast Minor Illusion as bonus action, let you cast Illusions without Vocal or Somatic components, and if an illusion spell has a range of 10ft or more, it increases to 60 ft.
Level 6
Phantasmal Creatures replaces Malleable Illusions – Always have Summon Beast and Summon Fey prepared, and when you cast either of them you can change school to illusion. When you do so, they appear spectral. Once per day you can cast these spells as illusions for free, but they have half the HP.
Level 10
Illusory Self changed – Use this after you get hit rather than when someone attempts to hit you. Can use feature again by spending second level spell slot or higher
Level 14
Illusory Reality unchanged
2024 Feat Changes
Feats have changed a lot in 2024 as they are split into four categories: Origin, General, Epic Boons, and Fighting Styles. Origin Feats you get as part of your background, but you can take them as general feats as well. General feats have a level 4 prerequisite and all give a +1 to attributes. Some general feats also have additional prerequisites. Epic Boons have a level 19 prerequisite, but that’s total level, not 19 levels in one class. Finally, Fighting Styles are now considered feats.
If you want to see the tier list of the Feats, check out the link here.
Origin Feats
Alert: PB added to initiative rather than flat +5. Text about surprise gone as surprise is just disadvantage on initiative rolls now. You can swap your initiative with a willing ally
Crafter: You get a 20% discount on non-magical items and you have a table in which you can create temporary items from
Healer: You can exhaust a healer’s kit to have yourself or an ally expend a Hit Die to heal the rolled number plus PB. You can reroll 1s on healing spells and this ability.
Lucky: Luck points equal to PB instead of 3. You can use these points to give advantage/disadvantage to a roll, but you have to decide prior to the roll being made.
Magic Initiate: Choice between Cleric, Druid, and Wizard to gain two cantrips and a 1st level spell from their spell list. You can cast the 1st level spell for free once per long rest. When you gain a new level, you can change a spell you chose.
Musician: Proficiency in 3 instruments. At the end of each rest, give PB number of allies Heroic Inspiration.
Savage Attacker: Your damage rolls can now have advantage once per turn.
Skilled: Proficiency in three skills or tools.
Tavern Brawler: Unarmed Strikes now deal 1d4+STR. You can reroll 1s on your unarmed strikes. Proficiency with improvised weapons. Once per turn when you hit with an unarmed strike, you can push the target 5 ft.
Tough: Same as before
General Feats
Remember that all of these have the level 4 prerequisite (perhaps more) and they also give +1 to an ability socre.
Athlete: Climb speed equal to speed.
Charger: Dash increases your speed by 10 feet. Once per turn, moving 10 feet straight towards a target gives bonus damage or pushes them 10 feet in any direction.
Crossbow Expert: Ignore loading property of crossbows, you don’t have disadvantage against adjacent targets with crossbows, if you’re making an extra attack with a crossbow because of the light property, add modifier to damage if you aren’t already.
Defensive Duelist: AC increase stays until start of your turn.
Dual Wielder: Extra attack as a bonus action, can draw or stow two weapons when you could generally only do one.
Durable: Entirely rewritten. Grants Advantage on death saves and allows spending a hit die as a Bonus Action without adding Constitution modifier to healing.
Grappler: Can grapple as part of unarmed strike once per turn, you have advantage against the creature you’re grappling, and your speed isn’t halved when dragging a grappled target.
Great Weapon Master: -5/+10 trade off removed, now flat PB to damage. Bonus attack when you kill or crit remains the same.
Heavy Armor Master: Damage reduction is equal to PB rather than 3. Doesn’t stipulate non-magical damage anymore.
Inspiring Leader: Triggers after rests specifically and you can use WIS or CHA. Max of six allies gain this hp.
Keen Mind: Proficiency or Expertise in and INT skill. Bonus Action to Study.
Lightly Armored: Light Armor and Shield proficiency.
Mage Slayer: Functional Legendary Resistance charge (sans DEX throws) every short/long rest. Messing up concentration same as before
Martial Weapon Training: New and self explanatory.
Medium Armor Master: Lets you add 3 to AC if you have 16+ DEX wearing medium armor
Moderately Armored: No longer get proficiency with shields.
Observant: Proficiency or Expertise in Insight, Investigation, or Perception. Search action as Bonus Action.
Poisoner: The DC is now 10 + PB + Modifier that you increased.
Polearm Master: Functionally the same, but the reaction attack is no longer an opportunity attack so it doesn’t work with Sentinel.
Ritualist: Don’t have to pick a specific class anymore. Ritual spells castable with spell slots. One daily ritual at normal casting time rather than 10 minutes.
Sentinel: Opportunity Attack now only trigger when an enemy hits an ally rather than just attacks them.
Sharpshooter: Removes -5/+10 trade-off for no disadvantage attacking enemies adjacent to you with bow.
Shield Master: Shield bash now part of attack action. No longer add shield AC to DEX saving throws.
Skulker: Grants Blindsight, advantage on rolls to Hide in combat, and you stay hidden if you miss with an attack while hiding.
Speedy: Mobile renamed to Speedy. Now imposes Disadvantage on Opportunity Attacks instead of preventing them.
Spell Sniper: Free cantrip removed. No disadvantage attacking an adjacent enemy with a ranged spell attack. All cantrips with a range of at least 10 feet get an additional 60 feet of range.
Weapon Master: Weapon Mastery in one weapon, changeable on Long Rest.
Epic Boons
Combat Prowess – Increases STR or DEX by 1 to a cap of 30 and lets you turn a missed weapon attack into a hit once per turn
Dimensional Travel – Increases INT, WIS, or CHA by 1 to a cap of 30 and lets you teleport immediately after taking the attack or Magic action.
Energy Resistance – Increases CON by 1 to a cap of 30 and gives resistance to two energy damage types. When you take damage of one of those types, you can redirect some of that damage to a different target
Fate – Increases INT, WIS, or CHA by 1 to a cap of 30 and lets you add or subtract 2d4 from someone else’s D20 roll once per short rest
Fortitude – Increases CON by 1 to a cap of 30, increases HP by 40, and lets you regain extra HP equal to your CON modifier whenever you regain HP, but only once per turn
Irresistible Offense – Increases STR or DEX by 1 to a cap of 30, all bludgeoning, piercing, or slashing damage you deal ignores resistance and when you roll a NAT 20 on an attack, you deal extra damage equal to the ability score modifier you increased
Night Spirit – Increases any ability except STR or CON by 1 to a cap of 30, and you can use your Bonus Action to turn invisible if you are in dim light or darkness. This ends if you take an action, bonus action, or reaction. In dim light or darkness, you have resistance to all damage except for Psychic or Radiant.
Recovery – Increases CON by 1 to a cap of 30, once per day when you drop to 0 HP, instead go back up to 1 + half your Hit Point maximum. You also get a pool of 10d10s per day you can use a Bonus Action to heal
Skill – Increases any ability score by 1 to a cap of 30, gives you proficiency in all skills and Expertise in one skill
Speed – Increases DEX by 1 to a cap of 30, lets you Disengage or end the Grappled condition as a bonus action, increases base speed by 30 feet
Spell Recall – Increases INT, WIS, or CHA by 1 to a cap of 30 and when you cast a spell with a level 1-4 slot, you roll a d4 and if you roll the same number as the spell slot that would’ve been expended, you instead do not expend the spell slotTrue Sight – Increases INT, WIS, or CHA by 1 to a cap of 30 and gives True Sight out to 60 feet
Fighting Styles
Only 10 Fighting Styles available to all classes: Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Thrown Weapon Fighting, Two-Weapon Fighting, and Unarmed Fighting.
Great Weapon Fighting: When you roll a 1 or 2 for damage it’s changed to 3 instead of reroll
Protection: Imposes disadvantage on all melee attacks against protected ally until the start of your next turn as long as you stay within 5 feet
Thrown Weapon Fighting: Just +2 damage to thrown weapons now.
2024 Spell Changes
All hyperlinked spells will have updated 2024 rules text! The few spells that are missing hyperlinks are not covered by the OGL and can not be linked to. Spells not mentioned in this list, were either unchanged or functionally unchanged (terminology updates, etc.)
Acid Splash: 5 foot radius sphere instead of 1-2 targets
Alter Self: Natural Weapons scale off of spellcasting ability rather than being +1 weapons
Animal Messenger: Target can save out of it and CR 0+ animals auto pass save.
Animal Shapes: Grants temporary health instead of a separate health pool. Spell is dispelled when they run out of temporary health
Animate Objects: Number of objects limited, objects nerfed overall. Check out the linked spell for all changes.
Antipathy/Sympathy: No longer has a size restriction on the object beyond Huge, targets now need to be 120 feet or more away to resist effects, the conditions are specifically Charmed and Frightened now rather than just implying those effects so immunity comes into play.
Arcane Eye: Moving the eye is now a Bonus Action rather than an Action.
Arcane Hand: Buffed damage! Clenched Fist buffed from 4d8 to 5d8 and Grasping Hand buffed from 2d6 damage to 4d6.
Arcane Lock: Now impossible to unlock via non-magical means, but can still be smashed
Arcane Sword: Damage buffed to 4d12 from 3d10, now can move up to 30 feet
Arcane Vigor – New. Some amount of temporary health.
Armor of Agathys: Bonus action cast and is dispelled when you run out of temporary health, but it doesn’t have to be the temporary health from this spell to keep going
Augury – This received a big, covert buff as rather than a cumulative 25% chance to get wrong information, now you get no answer which is so much better and puts less burden on the DM.
Aura of Purity: No longer cures diseases as diseases were removed from 2024 rules
Aura of Vitality: Healing happens on cast and at the start of turn rather than requiring a bonus action
Banishing Smite – Like all Smites, you cast this using your Bonus Action when you connect with a melee attack/unarmed strike
Banishment: You have to concentrate for a full minute to banish extraplanar creatures
Barkskin: Bonus Action cast, doesn’t require concentration, now grants a floor of 17 AC
Befuddlement: Renamed from Feeblemind. A failed save deals 10d12 damage and they can’t take the Magic action or cast spells
Black Tentacles: Initial save is STR instead of DEX. Saves happen when they enter first time each turn or end their turn there rather than start their turn there. Targets only need to save once per turn and must use Athletics to escape instead of STR or DEX.
Blade Ward: Now a concentration cantrip that reduces incoming attack rolls by 1d4.
Blinding Smite: Like all Smites, you cast this using your Bonus Action when you connect with a melee attack/unarmed strike.
Blindness/Deafness: Range increased to 120 feet.
Branding Smite: Renamed to Shining Smite. Like all Smites, you cast this using your Bonus Action when you connect with a melee attack/unarmed strike.
Bubbling Cauldron: New. Creates PB amount of common or uncommon potions
Chill Touch: Now touch range, no debuff to undead, damage buffed to d10s
Chromatic Orb: Now “bounces” when you roll the same number on two or more dice. Can only bounce x+1 times where x is upcasted levels.
Circle of Death: Damage buffed from 8d6 to 8d8.
Cloud of Daggers: Can now be moved up to 30 feet with a Magic action
Color Spray: Now a CON save rather than using targets HD.
Compulsion: Now uses the Charmed condition.
Confusion: First option on table now uses cardinal directions rather than diagonals
Conjure Animals: Ball of damage that you can roll around when you move.
Conjure Barrage: Damage buffed from 3d8 to 5d8.
Conjure Celestial: 10 ft radius column that moves around and sears enemies while healing allies.
Conjure Elemental: Summons elemental to one spot that restrains nearby enemies and deals a lot of damage.
Conjure Fey: Similar to a juiced up Spiritual Weapon.
Conjure Minor Elementals: Emanantion that deals 2d8 elemental damage whenever you hit with any attack roll to those inside emanation. Upcast deals additional 2d8 per level.
Conjure Volley: Deals Force damage now.
Conjure Woodland Beings: Spirit Guardians-esque effect that has the same damage as a 5th level Spirit Guardians, deals Force damage, doesn’t have difficult terrain, and lets you Disengage as a bonus action.
Contact Other Plane: Failing the save gives Incapacitated condition rather than insanity
Contagion: Save or suck damage spell now.
Counterspell: Now forces CON save from target and if they fail, they don’t lose spell slot. No more upcast option.
Create Food and Water: No longer stipulates how many people/animals this can feed so your DM has more discretion here for some reason.
Cure Wounds: Healing increased to 2d8, each level upcast is additional 2d8.
Darkness: Can no longer target worn object and emanation begins from outer edge of the object targeted
Darkvision: Increased darkvision range from 60 feet to 150 additional feet.
Daylight: Now produces sunlight!
Demiplane: Creatures are expelled from Demiplane when spell ends.
Dimension Door: No longer has size restriction for ally brought along
Dispel Evil and Good: Dismissal no longer requires melee spell attack
Divination: This received a big, covert buff as rather than a cumulative 25% chance to get wrong information, now you get no answer which is so much better and puts less burden on the DM.
Divine Favor: No longer needs Concentration
Divine Smite – Now a spell rather than ability.
Dominate Beast: Target has advantage if you or allies are fighting it now.
Dominate Monster: Target has advantage if you or allies are fighting it now
Dominate Person: Target has advantage if you or allies are fighting it now
Earthquake: Save changed from CON to DEX. Failed save makes the target fall prone and they lose concentration on any spell they were concentrating on. Fissures option lets you place fissures versus DM doing it.
Elementalism – New. Like a Thaumaturgy or Prestidigitation, but for elemental effects
Enhance Ability: Changed to just give advantage on any STR, DEX, WIS, INT, or CHA ability checks.
Ensnaring Strike: No longer needs concentration. Can cast it when you hit by using your Bonus Action, like Smites.
Entangle: Entangle won’t entangle you. Athletics over STR rolls to escape.
Enthrall: Gives affected targets -10 Perception if they fail save
Etherealness: Wording change so spells that affect the Ethereal plane work as intended now.
Eyebite: Sickened just gives Poisoned condition with no additional save
False Life: Buffed to give 2d4+4 temporary health over 1d4+4.
Feeblemind: Renamed to Befuddlement. A failed save deals 10d12 damage and they can’t take the Magic action or cast spells
Find Familiar: Any CR 0 beast is fair game now.
Find Steed: Has its own stat block now and is now an automatic prepared spell for Paladin starting level 5.
Fireball: No longer spreads around corners.
Flame Blade: Adds spellcasting ability to damage on top of regular damage.
Flame Strike: Buffed to 5d6 Radiant and Fire damage. Upcast increases both damage types by 1d6.
Flesh to Stone: Slightly buffed as a creature that saves against this spell now has 0 speed for the turn.
Forcecage: Now requires concentration and consumes the 1,500 gp ruby dust.
Foresight: Spell now ends if you recast it.
Fount of Moonlight: Extra damage to melee attacks and can blind enemies that hit you
Friends: Uses Charmed condition, only works on humans, anyone you’re fighting autopasses save, and the spell ends if they take any damage or you make an attack roll, or force them to make a saving throw.
Gaseous Form: Can be upcast for additional targets.
Giant Insect: Summoning spell rather than converting small insect into larger one. Base stat block is actually broken as the HP for the spell forgot to include (for every spell level above 4) for the +10 health part.
Goodberry: Eating a berry is now a Bonus Action rather than action.
Grasping Vine: Now a melee spell attack that deals 4d8 damage per hit, drags up to 30 feet, and can grapple the target.
Grease: Specifies that the grease is non-flammable
Guidance: You must specify what skill you’re buffing, but lasts on all those checks for 1 minute
Hail of Thorns: Can be cast when you connect with a ranged weapon attack by using your Bonus Action and then concentration, like the Smite spells.
Harm: The hit point maximum reduction no longer stipulates that it lasts an hour.
Haste: Ending Haste now incapacitates target and reduces speed to 0 for the turn.
Heal: No longer cures diseases (as they don’t exist in the new rules), but cures the Poisoned condition instead.
Healing Word: Buffed to 2d4, upcast increases healing by 2d4 per spell level.
Heroes’ Feast: No longer gets advantage on WiS throws and no poison immunity
Holy Aura: Blindness only lasts until end of attacker’s turn rather than spell duration.
Hunger of Hadar: Now specified that this darkness can be seen through if you aren’t in it
Hunter’s Mark: Now deals force damage
Faithful Hound: Can move this 30 feet with a Magic action
Ice Storm: Damage buffed from 2d8 to 2d10.
Imprisonment: Spell component has changed to a 5000gp statuette of the target
Inflict Wounds: Damage reduced from 3d10 to 2d10, but target takes half on passed save.
Invisibility: Slight change that this only breaks if you make an attack, deal damage, or cast a spell specifically.
Jump: Trade 10 feet of movement for a 30 foot jump distance.
Legend Lore: Now works for anything famous and makes funny sad trombone noises if the specified target isn’t famous enough.
Lesser Restoration: Bonus Action cast
Lightning Arrow: When you hit with an attack, you can use your Bonus Action and concentration to cast this like the Smite spells.
Locate Creature: Changed a bit, now doesn’t work if the target is in a different form, but rather than this not working if they crossed 10 feet of water, any amount of lead blocks it. Technically speaking, you can wear head to toe lead lined clothing and be immune to this spell.
Magic Aura: Spell is permanent if cast every day for a month and makes other magical effects truly consider the target as the new creature type.
Magic Jar: You gain less stuff from the affected creature.
Magic Missile: Each missile deals its own damage rather than one roll dictating all missile damage.
Magic Weapon: Doesn’t need concentration, upcasting to 3rd level now gives +2 rather than upcasting to 4th.
Major Image: Upcast one level makes illusion permanent rather than 6th level.
Mass Cure Wound: Buffed from 3d8 to 5d8 healing.
Mass Heal: No longer cures diseases as those don’t exist in 2024 rules, but now cures the Poisoned condition.
Mass Healing Word: Buffed from 1d4 to 2d4 healing.
Mass Suggestion: Applies Charmed condition. Now explicitly says that you can’t suggest to harm allies.
Maze: Escaping now uses Study (Investigation) action rather than flat Intelligence check.
Meld into Stone: Nearly identical, just the damage is now force over bludgeoning.
Moonbeam: Slightly nerfed as shapeshifted creatures no longer have disadvantage against the save.
Phantasmal Force: Damage buffed from 1d6 to 2d8.
Phantasmal Killer: Now takes the damage upfront if they fail the save and have disadvantage on all ability and attack rolls.
Planar Ally: Now a 10 minute cast time instead of 1 action.
Plane Shift: No longer has the third paragraph which lets you use this against enemies.
Polymorph: Now you get temporary health equal to beast’s health rather than a separate health pool. The spell ends if you lose all your temporary health.
Power Word: Fortify: New. 120 health amongst your allies
Power Word: Heal: No longer stipulates that this doesn’t works on undead and constructs and cures the Poisoned condition.
Power Word: Kill: Now deals 12d12 psychic damage if target wasn’t below 100 health.
Prayer of Healing – Changed as now it can only target 5 creatures and a creature can only enjoy the benefits of this spell once per long rest, but this gives the creature the benefits of a Short Rest.
Prismatic Spray: Damage buffed to 12d6 from 10d6 for damaging rays
Prismatic Wall: Damage buffed from 10d6 to 12d6 for the first 5 layers.
Produce Flame: This now uses a bonus action to initially create and an action to throw it. Range increased to 60 feet when thrown.
Ray of Enfeeblement: Now gives either disadvantage on next attack or disadvantage on all STR based d20 tests and -1d8 damage.
Ray of Sickness: Now a ranged spell attack instead of CON save
Regal Presence: New. Emanation that deals damage and can knock enemies prone or push them.
Reincarnate: Slight change, list of species you can turn into is smaller than it used to be.
Resistance: Now reduces certain elemental damage by 1d4 for the duration.
Simulacrum: No longer can short or long rest
Sleep: 5 foot AOE CC spell rather than relying on enemy HD. Works in two stages.
See Invisibility: Reworded to not allow creatures to benefit from Invisible condition. Unclear how this works with hiding, but RAI should prevail here.
Sending: Minor wording changes and some rule clarifications – you know if the message fails and the receiver can purposely block communication for 8 hours.
Shapechange: Like Polymorph adjacent abilities, gives pool of temporary health rather than separate pool. Your temporary health resets when you change forms. You now get access to Legendary and Lair actions from your chosen creatures as well!
Sleet Storm – Slightly changed, you now get 30 more feet of range and instead of a spellcaster needing to make a concentration save to maintain concentration on a spell and make a save against being knocked prone, both of those saved are tied into the same Dexterity saving throw. This part is technically a nerf as Legendary Resistance then allows the target to miss both, but Concentration saves were probably easier than DEX saves for the most part so its a bit of a toss up if this spell is better or worse than it used to be.
Slow – Slight nerf, now spells cast with somatic components have a 25% fail rate rather than any spell having a 50% chance to happen a turn later.
Sorcerous Burst: New. Cantrip that deals d8s, can change elemental type, and deals additional damage if you roll an 8 on a damage roll.
Spider Climb – Can now be upcast.
Spirit Guardians: Changed to now trigger when enemy enters first time each turn and at the end of their turn.
Spiritual Weapon: Now requires concentration.
Starry Wisp: New. d8 cantrip that stops target from benefiting from Invisible condition.
Stinking Cloud: Functionally the same, now gives the Poisoned condition as well which will only matter if they can somehow make an attack or ability check.
Storm of Radiance – New. Pillar damage spell that blinds and deafens targets inside.
Storm of Vengeance: Acid Rain damage buffed from 1d6 to 4d6 (honestly don’t know why they even bothered here).
Swift Quiver: Can now use the Bonus Action attacks when cast.
Suggestion: Adds Charmed condition. Wording changed, now explicitly says you can’t suggest target harms allies.
Symbol: Hopelessness and Insanity options removed, same otherwise.
Telekinesis: Slight change, there’s no longer a weight limit on the object you can move, just a size limit.
Thunderous Smite: Like all Smites, you cast this using your Bonus Action when you connect with a melee attack/unarmed strike.
Tiny Hut: Higher level spells and all magical abilities can now pierce the Tiny Hut.
Tongues – Works for languages you hear and see now.
True Polymorph: Now works off of temporary health pool like similar effects so it’s way less true than it used to be.
True Strike: Now is a cantrip that lets you attack with spellcasting modifier for attack roll and damage.
Vicious Mockery: Damage buffed from 1d4 to 1d6.
Wall of Stone: Realistically the same, just now clairifies that the wall has immunity to poison and psychic damage as all inert objects should.
Water Walk: Nerfed as this now doesn’t propel you to the surface if you fall in.
Weird: Now deals damage immediately or half on pass. Damage 10d10 initially buffed to 5d10 at the end of their turn from 4d10.
Wind Walk: Functionally the same, just now have immunity to the Prone condition so you can’t fall out of the sky accidentally. Nonmagical bludgeoning, piercing, and slashing resistance was also changed to just regular resistance as 2024 doesn’t worry about magical vs nonmagical damage anymore.
Wind Wall: Damage buffed from 3d8 to 4d8.
Wish: Some rule updates, but still functionally the same.
Witch Bolt: Can now deal additional damage as a Bonus Action and even if you missed.
Wrathful Smite – No longer requires concentration, and like all Smites, you cast this using your Bonus Action when you connect with a melee attack/unarmed strike.