Pact of the Blade.
- Create or bind a weapon as a Bonus Action.
- You can now use it as a spellcasting focus.
- Like Baldur’s Gate 3 or Hex Warrior, we now get Charisma to attack and damage.
- You can make it deal necrotic, psychic, or radiant damage, decided every time you hit.
- Ability increases provided by martial feats almost exclusively provide increases to Strength or Dexterity. This is going to make 1-level dips for Pact of the Blade much less appealing than Hexblade dips in the 2014 rules. It’s also going to make Dexterity-based builds the go-to option for weapon-focused warlocks.
Archfey Patron
- 3. Archfey Spells. Misty Step is added to the Level 2 spells.
- 3. Steps of the Fey. Misty Step for free Charisma modifier times per day, and adds a rider effect of your choice whenever you cast Misty Step (including with spell slots): temporary hp for you or a nearby ally, or impose Disadvantage on enemies that were adjacent before you teleported.
- 6. Misty Escape. Cast Misty Step as a Reaction when you take damage, triggering Steps of the Fey. Also adds two new rider effect options: turn invisible or deal psychic damage to adjacent enemies.
- 10. Beguiling Defenses. No more reflecting Charm effects. Instead, when you’re hit with an attack you can halve the damage and force the attack to take the same amount of Psychic damage on a failed save.
- 14. Bewitching Attack. When you cast Enchantment/Illusion spells with spell slots, cast Misty Step for free, triggering Steps of the Fey as usual. Multiclassing to get more spell slots may be worthwhile if you want to abuse this.
Celestial Patron
- 3. Celestial Spells. Level 2 spells replace Flaming Sphere with Aid. Level 5 spells replace Flame Strike with Summon Celestial.
- 10. Celestial Resilience. Now also works when you use Magical Cunning.
- 14. Searing Vengeance. Can now be used on yourself or on an ally within 60 feet.
Fiend Patron
- 3. Dark One’s Blessing. Now also applies when someone else kills a creature within 10 feet of you, so you no longer need to last-hit enemies.
- 3. Fiend Spells. Level 2 spells replace Blindness/Deafness with Suggestion. Flame Strike and Hallow are replaced by Geas and Insect Plague.
- 6. Dark One’s Own Luck. Now Charisma modifier uses per day rather than 1 per Short Rest.
- 10. Fiendish Resilience. Now prohibits you from selecting force damage, but isn’t bypassed by magic weapons or silver weapons.
- 14. Hurl Through Hell. Now allows a save and the damage is reduced from 10d10 to 8d10, but you can recharge it with a Pact Magic spell slot, so you can do it much more often. If you really hated someone, you could do it repeatedly over several turns.
Great Old One Patron
- 3. Awakened Mind. Now requires a Bonus Action to establish a link, and you can only have one link at a time. Once the link is in place, the range is several miles, but it also only lasts a few minutes. It’s better because you can establish a link and let a friend run off beyond the 30-foot range, but it’s also less convenient when you just need to talk to multiple nearby creatures. I think it’s still a better feature overall.
- 3. Great Old One Spells. Sending is replaced by Hunger of Hadar. Dominate and Evard’s Black Tentacles are replaced by Confusion and Summon Aberration. Dominate Person is replaced by Modify Memory.
- 3. Psychic Spells. New. You can change the damage of your Warlock spells to psychic damage.
- 6. Entropic Ward. Gone.
- 6. Clairvoyant Combatant. Force the target of your Awakened Mind to make a save. On a failure, they have Disadvantage to hit you, and you have Advantage to hit them. Once per Short Rest unless you spent a Pact Magic slot to recharge it.
- 10. Eldritch Hex. Hex always prepared for free, and the target also has Disadvantage on saving throws for the ability you choose when you cast Hex. Great setup for save-or-suck effects.
- 10. Thought Shield. Immune to telepathy without permissions, resistance to psychic damage, and creatures that deal psychic damage to you take as much damage as you do. Very cool, but not super impactful since psychic damage is rare.
- 14. Create Thrall. Get really good at casting Summon Aberration.
Wizard
Can I just take a moment to talk about how much I love the Wizard’s splash page art? That’s the fantasy I want. Floating through the air, surrounded by visible magical effects and flying books, operating a magic staff purely by thought. Glowing eyes optional, but strongly preferred.
- 1. Spellcasting. Now allows you to change a cantrip on Long Rest, which only Wizards can do. Everyone else needs to gain a class level.
- 1. Ritual Adept. Broken out from the Spellcasting feature, where it was buried and often overlooked in the 2014 rules. This remains one of the Wizard’s best tools.
- 2. Scholar. Expertise in one skill from the Wizard’s class skill list, excluding Insight. This makes the wizard feel very scholarly, which I love.
- 5. Memorize Spell. Replace one of your prepared spells on a Short Rest. Guessing which spells to prepare has long been the hardest part of playing a Wizard, and this takes some of that stress away. It also gives you even more excuses to collect spells like some kind of librarian magpie.
- 18. Spell Mastery. Your spell choices are limited to spells that can be cast as an Action, so no more Shield or Misty Step. They now count as always prepared, which was a weird omission from the 2014 version. You can now change the spells on a Long Rest, instead of with 8 hours of study. Mostly a nerf.
- 20. Signature Spells. Identical to the 2014 version. Spell Mastery is arguably still a better feature, but we’ll need to dig into the spell options to be certain.
Abjurer
- 3. Abjuration Savant. Now grants free Abjuration spells when you get access to new Wizard spell levels. The “X Savant” features in the 2014 rules were only useful if your DM made it easy to add additional spells to your spellbook, so I’m excited to see an improvement here.
- 3. Arcane Ward. Now allows you to burn a spell slot as a Bonus Action to get the same amount of hp that you would from casting the spell. Don’t do this unless you are absolutely desperate.
- 6. Projected Ward. The protected creature’s damage resistances now apply before damaging the ward.
- 10. Spell Breaker. Counterspell and Dispel Magic prepared for free, cast Dispel Magic as a Bonus Action, and add your Proficiency Bonus to the ability check. In addition, you don’t spend a spell slot if your Counterspell or Dispel Magic fails.
Diviner
- 3. Divination Savant. Now grants free Divination spells.
- 10. The Third Eye. The “Ethereal Sight” option was removed.
Evoker
- 3. Evocation Savant. Now grants free Evocation spells.
- 3. Potent Cantrip. Moved from level 6 to level 3. Always deal half damage with failed cantrips, rather than just when your target succeeds on a save, though other effects beyond damage still don’t apply. A huge upgrade. This notably applies to any cantrip, so a warlock/wizard multiclass for an Eldritch Blast build isn’t out of the question.
- 6. Sculpt Spells. Moved from level 2 to level 6.
- 10. Empowered Evocation. Mechanically identical, but that’s not the important part: They finally nerfed the Magic Missile machine gun. Magic Missile now reads “A dart deals 1d4 +1 Force damage to its target.”
- 14. Overchannel. Now only boosts damage on the turn that you cast the spell. No more max damage Sickening Radiance.
Illusionist
- 3. Illusion Savant. Now grants free Illusion spells.
- 3. Improved Illusions. Massive upgrade over 2014’s Improved Minor Illusion. Improved Minor Illusion gave you Minor Illusion, let you cast it without Verbal or Somatic components, and allowed you to create both sound and visual effects at once. Fun for shenanigans outside of combat, but not much else. Improved Illusions extends the range of illusion spells, removes all of their verbal components, gives you Minor Illusion for free, lets you create both sound and visual effects at once, and lets you cast it as a Bonus Action.
- 6. Malleable Illusions. Gone.
- 6. Phantasmal Creatures. Summon Beast and Summon Fey prepared, and you can turn them into illusions and cast each for free once per day. Changing the spells to illusions triggers Improved Illusions, thereby removing their Verbal components and extending the range of the both spells.
- 10. Illusory Self. Can now be recharged by spending a level 2+ spell slot.
Backgrounds
In addition to providing skill proficiencies, tool proficiencies, and some starting gear as they did in the 2014 rules, they now provide ability score improvements and an Origin Feat. The ability score improvements apply based on 3 ability scores specified by the background. You can choose +2/+1 to two of them, or you can choose +1 to all three.
Backgrounds no longer provide traits/ideals/bonds/flaws or a “feature”. Very few people used those anyway. They also provide just one tool proficiency now, and don’t provide language proficiencies.
While the names of Backgrounds overlap with those from the 2014 rules, I recommend thinking of them as totally independent because the rules of Backgrounds have changed so much.
The changes here make backgrounds a massively important decision point when building a character. Just as races/species have historically been locked into certain class choices, backgrounds will now be locked to specific classes.
Species
Renamed from “races”. There has been a lot of debate around what term to use here, but RPG companies almost universally agree that “races” is not the right answer. Pathfinder went with “Ancestries”, Tales of the Valiant went with “Lineages”, and D&D went with “Species”. Mechanically, they mean the same thing, but they shake off some of the problematic historical associations.
Species are now grouped into the “Character Origins” chapter alongside Backgrounds. It makes sense from a storytelling perspective, but for reference purposes it’s annoying.
Aasimar
New to the core rules.
Largely identical to the Monsters of the Multiverse version, but now you can choose your type of transformation every time that you transform instead of locking yourself into one at level 3.
The 2024 rules have moved towards using force, necrotic, psychic, and radiant damage to bypass damage resistances. While we don’t have the Monster Manual yet, the Aasimar’s damage resistances are likely to be very impactful at high levels.
Dragonborn
Similar in many ways to the Dragonborn presented in Fizban’s Treasure of Dragons, but it’s an upgrade even compared to that version. Breath Weapon now lets you choose between a cone or a line each time you use it, rather than being decided permanently at level 1, and the damage dice are upgraded from d6’s to d10’s.
All dragonborn now gain the ability to fly once per day starting at level 5 similar to Gem Flight from Fizban’s, except that the duration is now 10 minutes. They also gained Darkvision!
Tragically, Gem Dragons are omitted from the draconic ancestor options.
Dwarf
Darkvision expands to 120 feet, the Hill Dwarf’s hp bonus is now on all dwarves, and Stonecunning is now temporary Tremorsense. Their weapon proficiencies from the 2014 rules are gone, as is any sign of the Hill vs. Mountain distinction.
I have been playing various editions of D&D for over 20 years, and this is the first time I’ve expected Stonecunning to be useful. I’m actually excited about it, now.
Elf
Fey Ancestry was added. Keen Senses now lets you pick from a list of 3 skills. Trance went back to the 2014 version, rather than taking the version that Astral Elves and Sea Elves got in later content.
Elven Lineage is a new trait introduced to replace the concept of subraces. The three presented options, Drow, High Elf, and Wood Elf, all give you a base trait and some innate spellcasting at levels 3 and 5. For the High Elf and the Wood Elf, this is a huge buff. You can recast the spells using spell slots and you get to pick your spellcasting ability, as we’ve seen with races introduced post-Tasha’s.
Drow no longer have Sunlight Sensitivity. High Elves can now change their cantrip on a long rest. Wood elves are now appealing in a world where they’re not the only ones who can get bonuses to both Dexterity and Wisdom.
Gnome
Gnomish Lineage replaces the concept of subraces. Forest Gnome replaces their ability to talk to subterranean animals with the ability to cast Speak With Animals several times per day, which they can also recast with spell slots. Rock Gnomes now get Mending and Prestidigitation and can use Prestidigitation to create tiny clockwork devices which replicate the effects of Prestidigitation.
Goliath
New to the core rules.
Giant Ancestry replaces Stone’s Endurance, allowing you to pick a feature based on a giant ancestor. Stone’s Endurance is one of several options.
Large Form is new, allowing you to turn Large as a Bonus Action for a few minutes once per day.
Powerful Build now grants Advantage to end grapples in addition to allowing you to carry more.
Halfling
All halflings are nimble halflings now. No more stout halflings.
Human
All humans are now variant humans, and also you get Heroic Inspiration when you complete a Long Rest. Getting a feat at 1st level is less special thanks to the Background changes, but it’s still pretty great.
Orc
New to the core rules.
Mostly the same as the Monsters of the Multiverse version, but the Orc’s Darkvision improves to 120 feet, and they have lost Powerful Build.
Tiefling
Tieflings got more options than any other race over the course of the 2014 rules. Between Sword Coast Adventurer’s Guide and Mordenkainen’s Tome of Foes, it was an absolute mess. The new version trims that down considerably.
Fiendish Legacy now represents the differing heritage between tieflings, letting you choose from Abyssal, Cthonic, and Infernal, representing the chaotic evil, neutral evil, and lawful evil lower planes, respectively. Each option offers a damage resistance and a different set of innate spellcasting. Infernal is closest to the 2014 Tiefling, but trades Vicious Mockery for Fire Bolt.
As with other Species, the Tiefling can choose their spellcasting ability and can recast their innate spells using spell slots.
On top of that, Tieflings also get Thaumaturgy, so you get two cantrips from your Species, which is really nice for any spellcaster.
Feats
Feats now come in four varieties: Origin Feats, General Feats, Epic Boons, and Fighting Styles.
There are a lot of feats. For brevity, I’m going to skip the Epic Boons and any feats that didn’t change in function.
Origin Feats
- Alert. Add your PB to initiative instead of the flat +5. No interaction with the Surprise mechanic since the mechanic is much gentler now. Instead, now you can swap initiative with a willing ally.
- Crafter. New!
- Healer. The action to heal an ally now lets them spend a hit die instead of the 2014 healing mechanic. There’s no cooldown, but it also means that allies need to save a hit die or two so that you can rescue them. As in the 2014 rules, the Thief Rogue can do this as a Bonus Action with Fast Hands. In addition, when you roll dice to heal someone (including with the Healer feat) you can reroll 1s.
- Lucky. Big changes. Luck Points equal to your PB, but they can grant you Advantage or impose Disadvantage on an attack against you. No more rerolls.
- Magic Initiate. Now limited to the Cleric, Druid, and Wizard spell lists. The 1st-level spell can now be recast with spell slots, you can retrain the spell selections when you gain a level (but not the class selection), and you can take this multiple times.
- Musician. New! Really good, too!
- Savage Attacker. Now works with ranged weapons, too. Still not great.
- Skilled. Can now be taken more than once.
- Tavern Brawler. No ability score increase. Allows you to reroll 1s on unarmed strike damage dice. Allows you to both damage and push enemies with an unarmed strike once per turn. There’s finally some appeal here for monks!
General Feats
General Feats all require that you’re level 4 or higher, and, with the exception of Ability Score Improvement (omitted from the list below), they all provide a +1 ability score increase, making feats a much easier choice.
- Athlete. Now gives you an actual climb speed.
- Charger. Reworked completely. Dash now gives you 10 extra feet of movement, and once per turn if you move 10 feet straight toward a target you can add bonus damage or push them 10 feet away. Not “directly away”, just “away”. WotC, I sincerely thought you had caught on to this one by now.
- Crossbow Expert. You can now load crossbows without a free hand. The ability to make ranged attacks safely while adjacent to enemies is now limited only to crossbows. The bonus action hand crossbow attack has been removed; instead, you’re expected to use two-weapon fighting with hand crossbows.
- Defensive Duelist. Now applies to all melee attacks until the start of your next turn, making this massively more impactful.
- Dual Wielder. Now grants you a separate Bonus Action from the one granted by the Light weapon property, which is a very important distinction. The Nick mastery allows you to make the additional attack from the Light property as part of your Attack action, but specifies that you can only make that attack once per turn. The additional Bonus Action from Dual Wielder is its own separate thing, so it appears that, if you use a Nick weapon, you attack with your off-hand weapon twice in a single turn. I’m not totally certain if this is correct or intended.
- Durable. Completely rewritten. Now grants Advantage on death saves and lets you spend a hit point die as a Bonus Action, though doing so doesn’t add your Constitution modifier to the hit points gained.
- Grappler. Completely rewritten. Once per turn when you hit with an unarmed strike, you can deal damage and grapple at the same time instead of picking one. You have Advantage to attack creatures which you have grappled, and you can move a grapple at full speed rather than half speed if the creature that you grappled is your size or smaller. Monks are going to have a ton of fun with this.
- Great Weapon Master. The bonus attack mechanic is unchanged, but the damage bonus mechanic is rewritten. No more -5 penalty, but now it only works during the Attack action on your turn, and the damage bonus is only +PB. No longer a must-have for two-handed melee builds, but the damage bonus is still good and you no longer need to do complicated math.
- Heavy Armor Master. The damage reduction is no longer bypassed by magic, and the reduction is now your Proficiency Bonus instead of a flat 3. A massive improvement, especially since you can’t get this until level 4, and your PB will improve to +3 at level 5.
- Inspiring Leader. Now works with your choice of Wisdom or Charisma, but the performance now takes place during a Short or Long Rest.This makes the feat more broadly appealing, but attaching the performance to rests means that you can’t put the feat on everyone in the party and have someone perform after every encounter. Now you won’t benefit from more than one Inspiring Leader in a party.
- Keen Mind. Completely rewritten. Now it’s either proficiency or Expertise in a knowledge skill, plus the ability to Study as a Bonus Action. Study is used primarily to roll knowledge skills like Arcana to know things about a subject, much like Pathfinder 2e’s Recall Knowledge.
- Lightly Armored. Now grants proficiency in shields. Problematic for Rogues that might want shields as they get Light but not Shield.
- Mage Slayer. Significantly different. The only thing retained was imposing Disadvantage on Concentration. The Reaction attack and Advantage on saves has been replaced by the ability to auto-succeed on an Intelligence/Wisdom/Charisma save once per Short or Long Rest. Since this isn’t limited to spells, it’s broadly appealing for martial characters who typically have poor mental saves.
- Martial Weapon Training. New! Very self-descriptive.
- Medium Armor Master. This got nerfed for some reason. It no longer negates Disadvantage on Dexterity (Stealth) checks from medium armor.
- Moderately Armored. No longer grants proficiency with shields.
- Observant. Completely reworked. Proficiency or Expertise in your choice of Insight, Investigation, or Perception, and take the Search action as a Bonus Action.
- Poisoner. The DC 14 is now 8 + PB + the modifier of the ability which you increase when you take the feat, making this viable for your whole career.
- Polearm Master. Nerfed, but still good. Now works with more two-handed polearms. The attack when enemies enter your reach is now explicitly not an Opportunity Attack to avoid synergizing with things like Sentinel.
- Ritual Caster. No longer requires you to pick a spellcasting class, and you can now cast the selected Ritual spells using spell slots. You can also cast one ritual per day using its normal casting time rather than adding 10 minutes. Unfortunately, it only works with level 1 rituals, and you only learn more by improving your PB.
- Sentinel. The Opportunity Attack when an enemy attacks someone other than you now takes place after they hit (does not apply on a miss), and can no longer be negated if the attacker also has Sentinel.
- Sharpshooter. Removes the option to trade attack bonus for damage. Instead, you’re able to make ranged attacks in melee without suffering Disadvantage.
- Shield Master. The shield bash no longer consumes a Bonus Action, which is a huge improvement. This is a must-have if you’re fighting sword-and-board. We go into more detail in our 2024 Shield Master Feat Guide.
- Skulker. Mostly rewritten. Blindsight, Advantage to Hide in combat, and you still don’t reveal your position if you miss a ranged attack while hiding.
- Speedy. Replaces “Mobile” from the 2014 rules. The only change is the interaction with Opportunity Attacks: you no longer need to make a melee attack, but Speedy only imposes Disadvantage on Opportunity Attacks rather than preventing them entirely.
- Spell Sniper. No more free cantrip. Instead, you can make ranged spell attacks in melee without suffering Disadvantage. The formula on extended range has also changed to +60 feet of range rather than doubling the spell’s existing range.
- War Caster. The feat itself hasn’t changed, but now that you can take Opportunity Attacks against any creature, you can use this to cast friendly spells on your allies.
- Weapon Master. Weapon Mastery in a single weapon, and you can change it on a Long Rest.
Fighting Styles
- Great Weapon Fighting. Rolling a 1 or a 2 now gets you a 3. Mathematically, this is even worse on average than the 2014 version. It will feel really nice with greatswords, though, since your minimum damage is now 6 instead of 2. This style is more for how it feels to play than how the actual math looks.
- Protection. Now imposes Disadvantage on all attacks against the creature that you protected until the start of your next turn. A massive improvement.
- Thrown Weapon Fighting. While the style itself hasn’t significantly changed, the context around it has changed. Two-weapon fighting works differently and Sharpshooter no longer provides a damage bonus, so Thrown Weapon Fighting may finally be appealing. We’ll need to do the math to find out for sure. Eagle-eyed readers may notice that Thrown Weapon Fighting no longer allows you to draw a thrown weapon as part of the attack. Don’t worry; that function has been added to the Thrown property, so now everyone can use thrown weapons effectively.
Epic Boons
Epic Boons we previously an optional reward for players who continue to play at level 20.
Like General Feats, all Epic Boons now provide a +1 ability score increase. In addition, they can increase your ability scores to a maximum for 30.
Existing Boons
- Boon of Combat Prowess. The automatic hit now works once per turn rather than once per Short Rest.
- Boon of Dimensional Travel. Completely reworked. Now lets you teleport when you take the Magic action. Note that the Magic action is only used when you take an Action (not a Bonus Action, not a Reaction, etc.) to do something magic like casting a spell, using a magic item, or using some class features.
- Boon of Fate. The bonus/penalty is changed from 1d10 to 2d4, and is now used after the D20 Test is rolled. Just as before, it’s still limited to once per Short Rest.
- Boon of Fortitude. In addition to the preexisting +40 hp, you now get bonus healing every time you’re healed (once per round).
- Boon of Irresistible Offense. Can only increase Strength or Dexterity. Now only allows you to bypass Bludgeoning/Piercing/Slashing resistances instead of all resistances. In addition, a natural 20 on an attack roll adds extra damage equal to the ability score used to make the attack. Score, not modifier.
- Boon of Recovery. Massively reworked. No longer a once-per-day heal. Now heals you to half if you would fall to 0, and you get 10d10 to spend to heal yourself each day, spending from the pool of dice as a Bonus Action.
- Boon of Skill. Still grants proficiency in all skills, but now also grants Expertise in one skill.
- Boon of Speed. No longer allows you to Dash as a Bonus Action, but you can still Disengage as a Bonus Action, and now when you Disengage you end the Grappled condition on yourself. Still grants +30 speed.
- Boon of Spell Recall. Can only increase Int/Wis/Cha. Totally reworked from 2014. Now gives you a 25% chance to not spend the spell slot when casting a level 1 through 4 spell.
- Boon of the Night Spirit. Turning invisible is now a Bonus Action instead of an Action. However, the invisibility now ends if you take an Action, a Bonus Action, or a Reaction instead of just an Action or Reaction. In addition, you now have resistance to nearly all damage while in Dim Light or Darkness.
- Boon of Truesight. Otherwise unchanged.
New Boons
- Boon of Energy Resistance. Two damage resistances that you can change on a long rest, and when you take damage of those types you can redirect some of it as a Reaction.
Removed Boons
- Boon of High Magic
- Boon of Immortality
- Boon of Invincibility
- Boon of the Fire Soul
- Boon of Perfect Health
- Boon of Planar Travel
- Boon of Quick Casting
- Boon of the Stormborn
- Boon of the Unfettered
- Boon of Undetectability
Equipment
- Acid and Alchemist’s Fire both now replace an attack during the Attack action and call for a saving throw rather than asking you to make an attack roll without proficiency. The DC is Dexterity-based.
- Caltrops. Failing the save now reduces a creature speed to 0 until the start of its next turn.
- Firearms are now in the PHB. Pistols and muskets are both martial ranged weapons. Their stats are the same as the 2014 rules, but the Gunner feat is conspicuously absent from the 2024 PHB. Without a way to ignore the Loading property, their appeal is extremely limited.
- Heavy weapon property now requires 13 Strength or Dexterity for ranged weapons, no longer cares about size.
- Nets now replace an attack during the Attack action, and call for a saving throw instead of the 2014 rules’ permanent Disadvantage nonsense. The DC is Dexterity-based.
- Oil. Similar to Acid and Alchemist’s fire, dousing a creature now replaces an attack during the Attack action and calls for a save.
- Potion of Healing. Now a Bonus Action to use or to administer to an ally, which was a very popular house rule. Previously, this was an Action to use for yourself, and no rules text addressed how to administer potions to allies. This is going to make Potions of Healing massively more useful.
- Two-weapon fighting mechanics are now a part of the “light” weapon property, and notably no longer limit you to melee weapons. You can now dual wield hand crossbows.
- Weapon Mastery is new. Check out our podcast episode digging into the mechanics.
Crafting
The Player’s Handbook includes some basic rules for crafting items. Players can generally craft items by spending half their purchase price on materials, then taking 1 day for each 10gp of the item’s purchase price (ex: 150 days for full plate). Potions of Healing are an exception, taking just 1 day to craft.
The PHB also includes rules for scribing scrolls, which was allowed in the 2014 rules but not really made clear. Now there’s a handy table of crafting cost and time to craft. Crafting a 9th level spell scroll takes 120 days (still less than full plate) and an incredible 50,000gp.
Spells
This is not yet comprehensive. There are a lot of spells. We’ll update this list when we get around to spell list breakdowns.
Spellcasting
Casting Multiple Leveled Spells Per Turn
The 2014 rules have a badly-worded bit of text which prohibits you from casting a leveled spell as both a Bonus Action and as an Action on the same turn. Many players struggle to understand this rule, so WotC rewrote it.
Page 236 of the 2024 Player’s Handbook includes a section clearly titled “One Spell with a Spell Slot per Turn”, which explains you can only cast one spell with a spell slot per turn. It specifically explains that you can still cast a cantrip.
This notably prevents using Reaction spells like Counterspell and Silvery Barbs to ensure that your spells land. This takes a lot of the power out of Silvery Barbs, which I previously considered to disruptive and too powerful to allow at the table in part because of spellcasters using it offensively to make their save-or-suck spells even more problematic.
But that also leaves a fun opportunity: You can cast spells without spell slots unrestricted. If you can use a magic item like a Spell Scroll or a class feature like the Archfey Warlock’s Steps of the Fey, you can still cast a spell using a spell slot on that turn.
I have no idea if this is intentional. The 2024 rules no longer use the term “leveled spell”, which the 2014 rules used to distinguish leveled spells from cantrips. Instead, the 2024 rules now describe spells cast with a spell slot or as “level 1+ spells”. I imagine that this is to make the rules interactions easier to understand, but it leaves a gaping loophole in the rules as a result.
Cylinders
In the 2014 rules, Cylinder AOE’s could be placed on the ground, or in the air at a distance from the ground equal to their height, and could go upward or downward from those two points. Readers who have heard the word “clever” used in a sentence before may notice that that places an absurd limitation on where and when cylinders are usable. You can’t use them in mind-air, you can’t use them underwater unless you’re near the floor of the body of water, and in places like the Astral Sea, they’re absolutely non-functional. This made spells like Flame Strike borderline unusable even if the spell itself was worth casting.
The 2024 rules do not have this restriction. Players hunting through their new PHB will find descriptions of area effect shapes in the Rules Glossary.
Spell Changes
- Acid Splash. Now a 5-foot radius sphere rather than an attack against two targets.
- Alter Self. The “natural weapons” option no longer gives you a +1 attack and damage bonus. Instead, you use your spellcasting ability for attack and damage.
- Animal Messenger. Now allows a Charisma save, and beasts above CR 0 automatically pass the save. I think they were worried about folks using this on higher-CR tiny beasts to force them out of combat with no save. I’ve never seen it done, but it’s hypothetically possible.
- Animal Shapes. Now grants THP instead of a separate pool of hit points, and the spell ends for a target if their THP is depleted.
- Animate Objects. Significantly reworked. Instead of 10 objects, you now get a number equal to your spellcasting ability modifier. The animated objects now use your spellcasting ability modifier rather than a fixed modifier based on their size. Medium or smaller objects now have identical stats. Large and Huge objects have more hp, deal more damage, and add your spellcasting ability modifier to damage. All objects have considerably fewer hit points than the 2014 version. Rather than adding more objects, upcasting the spell increases your objects’ damage by one die for each spell level above 5.
- Antilife Shell. Not actually changed, but the text now clarifies that attacking into the emanation with reach weapons, ranged weapons, and spells still works.
- Arcane Lock. Now entirely prevents the object from being unlocked by nonmagical means, making life much harder for Rogues. It also no longer increases the object’s break DC, which means that smashing things is now a much more reliable approach to magical locks.
- Armor of Agathys. Now cast as a Bonus Action. The spell also lasts until you no longer have Temporary Hit Points, but RAW the THP can be from any source. If you have other sources of THP (Fiendish Vigor, etc.), you can keep Armor of Agathys running for an incredibly long time.
- Aura of Purity. No longer affects diseases.
- Aura of Vitality. Now heals immediately when you cast the spell and again at the beginning of each of your turns rather than consuming your Bonus Action. Still not great in combat, but much better than it was.
- Banishment. A very minor change with no real effect on gameplay. Extraplanar creatures that are banished spend the spell’s 1-minute duration in a demiplane rather than immediately going to their home plane, then potentially returning when the spell ends.
- Barkskin. Cast as a Bonus Action instead of an Action, concentration is removed, and the AC is raised from 16 to 17. It’s actually pretty good now.
- Blade Ward. Now a 1-minute defensive buff. -1d4 on all attack rolls against you, but requires Concentration. Amazing for martial characters.
- Blindness/Deafness. Range increased to 120 feet.
- Branding Smite. Renamed to Shining Smite. Now cast as a Bonus Action when you hit with a melee weapon/unarmed strike.
- Chill Touch. No longer works at range and no longer debuffs undead, but the damage improves from d8’s to d10’s.
- Chromatic Orb. Everything that you love about Chromatic Orb from the 2014 rules, but it also absorbed the bounce mechanic of Chaos Bolt. Rolling doubles on any of the damage dice causes the orb to bounce, and each spell level above 1 adds another die, making the orb more likely to bounce. Sorcerers with Empowered Spell and Seeking Spell are going to get a ton of mileage out of this.
- Circle of Death. Damage raised from 8d6 to 8d8.
- Cloud of Daggers. Can now be moved as an Action.
- Compulsion. Now applies the Charmed condition.
- Confusion.The first option in the table can now only make the creature move north, south, east, or west. No more diagonals.
- Conjure Animals. Totally rewritten. It’s now a remote-controlled Spirit Guardians that deals slashing damage.
- Conjure Barrage. Damage raised from 3d8 to 5d8.
- Conjure Celestial. Totally rewritten. Now summons a column AOE that heals allies and damages enemies each turn for the spell’s 10-minute duration. You can move the spell without an action whenever you move on your turn.
- Conjure Elemental. Totally rewritten. Now summons an immobile elemental that restrains and damages one creature within 5 feet of the elemental. The spell lasts 10 minutes, so you’ll want to force enemies into the spell’s reach to maximize the benefits.
- Conjure Fey. Totally rewritten. This is described much like a summon spell, but the creature can’t be attacked. It’s more similar to Spiritual Weapon.
- Conjure Minor Elementals. Totally rewritten. This is basically Spirit Shroud with a bigger slow radius. The damage boost here is absolutely insane, and combining it with Scorching Rays is immediately a balance problem.
- Conjure Volley. Now deals Force damage.
- Conjure Woodland Beings. This is Spirit Guardians for Druids, except that it deals Force damage, doesn’t slow creatures, and allows you to Disengage as a Bonus Action.
- Contact Other Plane. The drawback for failing the save now gives you the Incapacitated condition instead of the insanity thing that it did in the 2014 rules.
- Contagion. Totally reworked. Now an all-or-nothing Con save. On a failed save, the target takes necrotic damage and becomes Poisoned for a minimum of 3 rounds and has Disadvantgae on checks/saves with an ability of your choice.
- Counterspell. Now allows the target to make a Constitution save instead of you making an ability check. If a spell cast using a spell slot is countered, the spell slot isn’t spent. This conceptually makes it hurt less for players to be counterspelled, but it also means that you can effectively counter any spell with a 3rd-level spell slot.
- Create Food and Water. No longer specifies how many creatures it can feed.
- Cure Wounds. No more restrictions on creature type, and now heals 2d8 per spell level instead of 1d8. This makes healing in combat a little bit more appealing.
- Darkness. The option to cast Darkness on an object no longer allows you to target an object which you’re carrying. The new emanation AOE starts from the outer edges of the object. Congratulations, your castle now has a 15-foot darkness moat,
- Darkvision. Gives targets 150 feet of Darkvision instead of 60 feet.
- Daylight. Now produces sunlight! Finally! We’ve been complaining about this since 3rd edition! There’s even art of a Cleric burning a whole room full of vampires with it!
- Demiplane. Now allows creatures inside the demiplane to be shunted out when the spell ends, preventing you from trapping creatures inside.
- Disguise Self. Functionally the same, but the wording is updated to match the 2024 rules terminology.
- Dispel Evil and Good. The Dismissal option no longer requires a melee spell attack. You go straight to the Charisma save.
- Divine Favor. No longer consumes a Bonus Action. In a lengthy fight, this will be a much more efficient use a level 1 spell slot than Divine Smite, especially once you have Extra Attack.
- Divine Word. Reworded, but functionally identical.
- Dominate Monster / Dominate Person. The target now has Advantage on the save if you’re fighting them, which is a huge nerf. They’ve also removed the ability to spend your Action to precisely control the target, though you can still use your Reaction to force the creature to take a Reaction.
- Drawmij’s Instant Summons. Reworded, but functionally identical.
- Dream. Reworded, but functionally identical.
- Earthquake. The initial save is changed from a Con save to a Dex save, and on failure the target now falls Prone in addition to losing Concentratin. The Fissues option now allows you to place the fissures rather than allowing the DM to do so.
- Enhance Ability. Constitution was removed as a choice, and anything except Advantage on ability checks was removed. We’ve also lost the fun names (Bull’s Strength, etc.), which have hung around at least 3rd edition.
- Ensnaring Strike. Now works like Divine Smite: Cast as a Bonus Action when you hit with an attack, rather than casting it beforehand, Concentrating, and eating through the duration until you hit. Once you hit, you do need to Concentrate to maintain the effect.
- Entangle. You are now excluded from the initial Restrained effect. In addition, Restrained creatures now make a Strengh (Athletics) check rather than a straight Strength cvheck to escape.
- Enthrall. Totally rewritten. Creatures that you are fighting automatically succeed on the save. Creatures that fail the save take -10 to Perception instead of just Disadvantage, and the penalty no longer excludes you.
- Etherealness. The text stating that you ignore objects/effects not on the Ethereal plane has been removed. It conflicted with things like Wall of Force, which was confusing. In addition, the spell now specifies that it immediately ends if you cast it while on a plane that doesn’t border the Ethereal plane.
- Evard’s Black Tentacles. The initial save is now a Strength save instead of a Dex save. The timing of additional saves is now when a creature enters the area or when they end their turn there, rather than when they start their turn in the area. The spell now limits creatures to making the save once per turn. Restrained creatures now make a Strength (Athletics) check to escape rather than their choice of a straight Strength or Dexterity check.
- Eyebite. The Sickened option now imposes the Poisoned condition and no longer allows additional saves.
- Faerie Fire. Reworded to match the current rules, but functionally identical. However, the changes to the stealth rules mean that this now prevents affected creatures from hiding.
- False Life. Buffed from 1d4+4 to 2d4+4.
- Find Familiar. While it still lists several beasts with stat blocks included in the Player’s Handbook, Find Familiar now allows you to choose any CR 0 beast.
- Find Steed. The steed now has its own stat block like a Summon X spell. The steed scales with level, and its stats are pretty good. The steed has a melee attack and a Bonus Action decided by the creature that you choose. The spell also specifies that the steed behaves as a controlled mount in combat, answering one of the many frustrating parts of the mounted combat rules.
- Fireball. No longer spreads around corners, so cover actually protects creatures now.
- Flame Blade. Now adds your spellcasting ability modifier to damage. A modest buff.
- Flame Strike. +2d6 damage. It’s now only slightly worse than Fireball’s damage, rather than significantly worse. The AOE still sucks.
- Flaming Sphere. Reworded, but mechnically identical.
- Flesh to Stone. Reworded, but mechnically identical.
- Forcecage. Now requires Concentration, and now consumes the 1,500 gp material component. This is a big nerf, but much needed for a spell that can end encounters with no save.
- Foresight. No longer prevents you from being surprised. Surprise just imposes Disadvantage on initiative now, so Advantage on all D20 tests would offset being Surprised. The spell also ends earl if you cast it again, so you can no longer use Extended spell before a Long Rest in order to have two Foresight buffs running at the same time.
- Friends. Now uses the Charmed condition, and now only affects humanoids. Creatures which you are currently fighting automatically succeed on the save, preventing you from using this to end (or at least pause) fights. The spell also ends early if the the target takes damage if you do something hostile to any creature.
- Gaseous Form. Can now be cast at a higher level to target additional creatures.
- Giant Insect. Now summons a creature using the standardized summoning mechanics instead of requiring you to keep a jar of spiders handy. You choose between centipede, spider, and wasp forms for the creature.
- Goodberry. Eating a berry is now a Bonus Action instead of an action. Life Clerics will briefly rejoice until they notice the updated wording on Disciple of Life.
- Grasping Vine. Now a spell attack instead of a Dexterity save, and you deal 4d8 damage pull the creature up to 30 feet, and can grapple the target. The damage and the grapple effect are both new, and they’re fantastic additions to what was previously a borderline worthless spell. Upcasting now allows you to grapple additional creatures, but with only one attack from the vine, it’ll be rare that you can grapple more than 2 creatures at the same time in the space of one combat. This is a massive buff.
- Grease. Now explicitly nonflammable.
- Guidance. You must now pick a specific skill to buff, so it doesn’t apply to initiative rolls, checks with tools, etc. But it also works on all checks with that skill for a full minute, and skills were the primary usage anyway.
- Hail of Thorns. Now works like Divine Smite: cast as a Bonus Action on hit rather than casting it ahead of time and concentrating. The effects are the same.
- Haste. The effect when the spell ends is much more severe. Now you’re Incapacitated and your speed is reduced to 0, so no actions, no movement, no Concentration.
- Healing Word. Now heals twice as many dice.
- Holy Aura. The blindness effect now only lasts until the end of the attacker’s next turn rather than until the spell ends. This is arguably a debuff, but it also means that losing Concentration won’t immediately end the blindness effect.
- Hunter’s Mark. Now deals Force damage.
- Ice Storm. The bludgeoning damage increased from 2d8 to 2d10.
- Inflict Wounds. Damage reduced from 3d10 to 2d10 and now targets a Con save. Absolutely ruined. Never cast this spell.
- Invisibility. The wording has been updated so that the effect ends if the target make san attack roll, deals damage, or casts a spell. It still allows you to force saving throws by any other means.
- Jump. Spend 10 feet of movement to jump 30 feet. No more jump distance multiplication. This makes it much more useful, but also negates a lot of jumping-related shenanigans in the 2014 rules.
- Legend Lore. Reworded significantly. No longer requires the subject to be of “Legendary Importance”. Now, it just needs to be fmous. Also: “If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.” Casting this on yourself is now a fun way to find out that you’re not famous.
- Leomund’s Tiny Hut. Now allows spells of level 4 or above to pass through the sphere. This means that you can use the hut like a bunker, but also that enemy spellcasters can nuke your campsite.
- Lesser Restoration. Now cast as a Bonus Action instead of as an Action,
- Lightning Arrow. Now works like Divine Smite: Cast as a Bonus Action when you hit with an attack, rather than casting it beforehand and Concentrating. No longer requires Concentration because it’s an instantaneous effect and it never should have required Concentration in the first place.
- Locate Creature. Reworded, but functionally identical.
- Magic Jar. You no longer gain most of the creature’s game statistics. Instead, you gain their hp, hit dice, physical abilities scores, speed, and senses. You don’t get stuff like proficiencies, innate spellcasting, etc. It’s not explicitly clear what happens to your size or creature type.
- Magic Missile. The missiles now each get their own damage roll. No more Evoker machine gun.
- Magic Weapon. Cast as a Bonus Action instead of an Action, concentration is removed, and you now get a +2 bonus from level 3-5 spell slots instead of level 4-5. A massive buff.
- Major Image. The permanent version of the spell now requires a level 4 spell slot instead of a level 6 spell slot.
- Mass Cure Wounds. The healing is now 5d8 instead of 3d8. The scaling remains unchanged, which feels odd.
- Mass Healing Word. Now heals 2d4 instead of 1d4. The scaling remains unchanged, which feels odd.
- Mass Suggestion. Now applies the Charmed condition, and includes some helpful examples of suggestions which you might use.
- Maze. Escaping now uses the Study action and an Intelligence (Investigation) check rather than a straight Intelligence check. Very few creatures are proficient in Investigation, so this will have very little impact.
- Nystul’s Magic Aura: Two major changes. First, the spell becomes permanent if you cast it for 30 days in a row. Second, it gains the ability to disguise a creature’s creature type, making all magical effects treat it as the new creature type. This can protect creatures from effects like Hold Person or Dominate Beast, but remember that the new creature type will also come with weaknesses. Constructs and Undead can’t be targeted by Cure Wounds or Healing Word. Many other creature types are affected by Protection from Evil and Good. Weirdly, Beast may be the safest type unless you’re facing enemy Druids and Rangers.
- Polymorph. You no longer get the beast’s hit points as a separate pool. Instead, you get the same amount as Temporary Hit Points, and the spell ends if the THP are depleted. The THP don’t explicitly go away when the spell ends, so by a very strict RAW reading you can use Polymorph to give the target a massive pile of THP by briefly turning them into a beast.
- Produce Flame. Bonus Action to create the flame, Action to throw it. Can no longer be used in melee. This was intended to make the spell easier to understand, but the result is a massive nerf. Now it’s massively worse than Fire Bolt, whereas in the 2014 rules you traded a bit of damage for more utility and the ability to use it in melee.
- Ray of Enfeeblement: Completely reworked. Now it’s a fairly strong debuff, though targeting Constitution saves and allowing repeated saves does make it unreliable.
- Ray of Sickness. Now a spell attack instead of a Constitution save.
- Resistance. 1 minute duration with Concentration. Pick one of several damage types. Once per turn when the target takes damage of that type, reduce it by 1d4. The only omitted damage types are Custard, Force, and Psychic. Tragically, you won’t be able to use this to cheat in the cupcake eating contest at the beginning of Wild Beyond the Witchlight. I see this being used a lot at low levels to mitigate weapon damage.
- Simulacrum: Significantly restricted to prevent the infinite naked wizards abuse case. Unfortunately, the updated text of Wish still leaves a loophole big enough to drive an army of naked wizards through.
- Sleep: Completely reworked. No longer cares about targets’ hit points, which has been a constant since at least 3.0. Now it’s a tiny AOE save-or-suck, but the effects are nuanced. Failing an initial save makes the target Incapacitated, which is great at any level. At the end of their turn, targets that failed the initial save make another save or fall unconscious for the remainder of the 1-minute duration. It’s extremely easy to break the spell (any damage or another creature shaking affected targets as an Action), but trading your Action to cast this is absolutely worth the cost in many situations.
- See Invisibility: Somewhere in the design process, several design decisions were made that resulted in See Invisibility automatically revealing hidden creatures. The Hide action now gives you the Invisible condition. See Invisibility negates the Invisible condition. We no longer have the absurd RAW scenario when See Invisibility didn’t negate the benefits of being invisible; now we have something else that’s equally absurd. Progress!
- Shapechange. Now gives you temporary hp instead of a separate pool of hp. The THP resets when you shape-shift again. In addition, the spell no longer prevents you from gaining Lair Actions or Legendary Actions. We haven’t seen stats for monsters with Lair/Legendary Actions yet, and monster design has moved toward Reactions instead of Legendary Actions, so it’s unclear if this will actually change things.
- Spiritual Weapon. Now requires Concentration, but also adds a damage die per spell level instead of one die per two spell levels. It won’t be as impactful as summon spells, but Clerics don’t get any summons until Summon Celestial, which is level 5, so Spiritual Weapon may still have a niche.
- Swift Quiver. You now get to make the attacks as part of the Bonus Action to cast the spell, removing the setup turn. The material component now requires the requisite quiver to be worth 1gp, so you may need to buy a nicer leather cylinder to put your arrows in so that you can cast the spell.
- True Polymorph. Turning a creature into a creature now gives them temporary hp instead of a separate pool of hp. Depleting the temporary hp ends the spell.
- True Strike: Totally redesigned. Now it lets you make a weapon attack using your spellcasting ability, lets you deal radiant damage instead of your normal damage type, and adds scaling radiant damage starting at level 5. Unlike previous weapon attack cantrips (Booming Blade, etc.) it works with ranged weapons.
- Vicious Mockery: Damage raised from d4s to d6s.
- Wish: Certain wishes will be specifically blocked by the Lady of Pain.
- Witch Bolt: The additional damage is now activated as a Bonus Action instead of as an Action, and it can be done even if the original attack missed. The target getting out of range is still an issue, but the now-60-foot range does help because nearby creatures typically can’t walk out of range without Dashing.
Spells That Were Removed
We have not yet identified any spells that were removed.
New Spells
- Arcane Vigor. Bonus Action self-healing for Sorcerers and Wizards.
- Befuddlement. Renamed from Feeblement. Int save or the target can’t cast spells or use the Magic action for 30 days. Definitely won’t become a problem in a game where most high-CR creatures cast spells and most things have awful Intelligence saves.
- Elementalism. Largely useless beyond the ability to create infinite water one cup at a time.
- Fount of Moonlight. A combat buff for martial Bards (Swords, Valor, etc.) and martial Druids (Moon, Spores, etc.). However, it’s a level 4 spell and can’t be upcast more more damage, so it competes with Conjure Minor Elementals for space. Conjure Minor Elements does more damage and can be upcast for even more, but Fount of Moonlight has a defensive benefit.
- Jallarzi’s Storm of Radiance. 10-foot radius cylindar, and creatures in the area are blinded, deafened, and can’t use Verbal components, making them unable to cast most spells. It deals ongoing area damage, but the repeat trigger is at the end of creatures’ turns, and there’s no built-in way to force enemies to remain inside the area. If you have allies who like rappling, this could be great. Otherwise, enemies will easily walk out of the area and ignore the spell’s presence.
- Sorcerous Burst. New!
Conditions
- Exhaustion. Instead of the table, you now suffer -2 to all ability checks and -5 speed for each level of exhaustion. Death at 6 exhaustion remains in place, and the recovery mechanic is unchanged.
- Grappled.
- Grappled creatures now suffer Disadvantage to attack rolls against creatures other than the grappler. The text isn’t explicit about what happens if one creature is grappled by multiple creatures, but it appears that they would have Disadvantage to attack everyone, which is an exciting prospect for players outnumbering boss monsters.
- The mechanics for moving a grapple have been reworded, which resulted in a possibly unintentional change. In the 2014 rules, your speed was halved. Now, each foot of movement costs an additional foot. This is the same wording as difficult terrain, and I think that means that the additional costs stack, so moving a grapple through difficult terrain costs 3 times as many feet of movement as normal. Compared to the 2014 rules, this is a buff: in 2014, moving a grapple through difficult terrain effectively cost 4 times as many feet of movement as normal.
- The action limitation was clarified. The 2014 rules had a general rule (which almost no one knew about) that if you couldn’t take actions, you couldn’t take Bonus Actions. This was a terrible way to handle things. Now Incapacitated specifically prohibits Actins, Reactions, and Bonus Actions,
- Breaking Concetration was already a rule, but it was buried in the rules for Concentration and not addressed in the condition’s effects.
- You can’t speak.
- Disadvantage on initiative if you’re unfortunate enough to roll while Incapacitated
- Surprise. Advantage on initiative is really nice. This is especially useful if creatures are hiding, which now gives you the Invisible condition. If you want Advantage on initiative, make a Stealth check.
- Concealed / Attacks. Invisiblity now works the way that we all thought it did in 2014 until Jeremy Crawford told us otherwise.
- No longer says that the creature is not aware of its surroundings. You don’t age, either, so welcome to being immortal, aware of the world around you, but unable to act.
- No longer suspends diseases or poisons currently affecting the creature.
- I just noticed that neither the 2014 nor the 2024 rules address food or water, so technically you can die of dehydration and/or starvation while petrified. I don’t think anyone would actually rule it that way, but RAW you’re still a very hungry rock.
PHB Stat Blocks
A handful of stat blocks are included in the appendices to support Find Familiar.
Rules Glossary
The Rules Glossary was first used in the OneD&D playtest documents as a way to consolidate the changing rules. It is now included as a quick reference for the core rules of the game, defining many conceptual and technical terms used throughout the rules. This is a huge usability improvement, removing the need to hunt through the PHB and DMG to find specific and often obscure rules terms.
In many cases, the 2024 rules now much more explicitly define actions taken to accomplish specific tasks. For example, the “Search” action lists what it does and some associated skill proficiencies which apply when searching.
Mixing 2014 and 2024 Content
According to Jeremy Crawford, it is safe to use 2014 characters with the 2024 core rules. So if you prefer the 2014 character creation rules or have a pre-existing character, you’re okay to use them as they are. I expect that there will be some difficulty in actually doing this, but it does mean that your whole table doesn’t need to convert at the same time if aspects of your character (such as the entire Artificer class) haven’t been updated.
Using 2014 character options on 2024 characters may work on a case-by-case basis, but the 2024 rules largely assume that you’re not using the legacy rules. Bringing in options like the Gunner feat or legacy backgrounds will impact game balance. Legacy subclasses will require you to adjust any features granted at level 1 or 2 to be granted at level 3.
Using 2024 characters with the 2014 rules will not work because they’re built assuming that you have things like Weapon Mastery and the updated grapple rules.
What About the Artificer?
The Artificer is the only non-core class in 5e. While I think it’s likely that we see it updated in a future supplement, Wizards of the Coast has made no mention of the Artificer in the context of the 2024 rules except to confirm that it wouldn’t be in the Player’s Handbook.
For now, that leaves the class in a weird design space. It’s very powerful, capable of breaking the math of the game significantly, so it’s likely fine to use as-is alongside 2024 classes. Any spells on the Artificer’s spell list should be updated to use the 2024 versions.
Since they haven’t been updated to the 2024 rules, Artificers notably don’t get access to the new Weapon Mastery mechanic.
Legacy Races/Lineages/Species
Page 38 of the 2024 Player’s Handbook includes a sidebar describing how to handle species from older books. To summarize: ignore their ability score increases. There’s nothing else to it. Races published post-Tasha’s basically won’t change.
Legacy Backgrounds
Page 38 of the 2024 Player’s Handbook includes a sidebar describing how to handle backgrounds from older books. To summarize: +2/+1 or three +1’s for your ability scores, and one Origin Feat of your choice.
Observant players will immediately notice some issues here. This provides considerably more flexibility in your build than the published 2024 Backgrounds do, the languages/tools/vehicles portion of your Background is more generous, and you still get the “feature” portion of the Background (though that generally amounts to a supernatural ability to couch surf). This makes legacy backgrounds objectively more powerful than 2024 Backgrounds.
While the intent here is to provide backwards-compatibility, WotC has essentially left us an exploit. I don’t think using this for optimization purposes is within the spirit of the rules, and I don’t think most tables will be this permissive, so we won’t be using this in our optimization guides.
Legacy Feats
The 2024 rules split feats into “Origin Feats” and “General Feats”. Origin Feats are available at level 1 without prerequisites, allowing you to gain them from your background and allowing Humans to select them as part of the Species traits. General Feats always include the ability to increase an ability score by +1, typically chosen from a restricted list of ability scores which make sense for the feat.
When considering legacy feats, consider whether they should be Origin Feats or General Feats. Origin Feats should have no prerequisites and should not provide an ability score increase. General Feats should add the prerequisite “level 4 or higher”, and if they do not include an ability score increase, one should be added. Be sure to discuss which ability scores make sense with your DM and the other players at the table.
We can look at feats which existed in both versions of the rules as an example: The Skilled feat is now an Origin Feat, while the Skill Expert feat is now a General Feat.