5E 2024 Rules: Difference between revisions
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'''Just a place for me to jot down some stuff, nothing more than that.''' | '''Just a place for me to jot down some stuff, nothing more than that.''' | ||
== General == | |||
Big step up on the art. But that of course also increased page size and price. | |||
You can fail a save; 11. | They now write D20 instead of d20. Also now standardized things by using the term "D20 Test". | ||
They talk about Hit Point Dice but also Hit Dice. | |||
Bonus Action is now written with two capital letters but things like Magic action and Utilize action get just one capital. | |||
They did away with Prepared Spells vs Spells Known. Now everyone prepares spells; some classes get to change the list after a Long Rest, others only minimally when they level up. | |||
Saw this phrasing a few times: "Choose creatures within 30 feet of yourself (which can include you)", does that mean that any time the part between the parentheses is not there, you can't include yourself? In the past the wording was different and the default was that you were always included unless it said "other creatures" or words to that effect. | |||
== Chapter 1 - Playing== | |||
'''You can now fail a save again; 11.''' | |||
From XGE: If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage; 14. | From XGE: If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage; 14. | ||
Influence, Search, Study specifically called out as Actions; 15. | Influence, Search, Study specifically called out as Actions; 15. | ||
Finding hidden objects once again is calling out Perception where it should be Investigation; 20. Interesting quote [https://dmdavid.com/tag/stop-favoring-perception-for-searches-in-dd/#comment-458582 found]: “Would an animal notice anything remarkable about this?” If so; Perception, if not, Investigation. | Finding hidden objects once again is calling out Perception where it should be Investigation; 20. Interesting quote [https://dmdavid.com/tag/stop-favoring-perception-for-searches-in-dd/#comment-458582 found]: “Would an animal notice anything remarkable about this?” If so; Perception, if not, Investigation. | ||
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Forced March is gone but with mounts you can now go double speed for an hour and then need a rest; 20. | Forced March is gone but with mounts you can now go double speed for an hour and then need a rest; 20. | ||
'''Being surprised now gives disadvantage on Initiative and nothing more!''' | |||
'''Ally's space is no longer difficult terrain; 25.''' | |||
You can no longer move between attacks? 25. You can but that is only explained in the Glossary! | |||
Knocking Out a Creature; see Rules Glossary. | |||
==Chapter 2 - Character == | |||
Tying ability scores to backgrounds is criminally stupid and the ability choices made for the backgrounds are completely moronic in many cases; 36. | |||
Decoupled languages from race and background. Not bad, but now everyone starts with the same number, which is so dumb; 37. | |||
Appearance and Personality table is insultingly terrible; 39. | |||
Alignment is as bad as every edition; 39. | |||
Personality Traits by Alignment table, as bad as the previous table; 40. | |||
==Chapter 3 - Classes== | |||
Definite power creep; just about across the board the new classes are better than the old ones. | |||
Very good that all classes now have 4 subclasses. | |||
But absolutely indefensible that they removed a number of Cleric subclasses/domains. | |||
Removing over half of the Wizard subclasses/schools is slightly less bad but certainly from a lore and world building perspective really dumb. | |||
''They must release updated versions of the removed domains and schools as a free web enhancement, at least.'' | |||
Many classes now regain 1 use of an iconic class feature on a short rest, nice. | |||
Almost all spell casting classes get more spells from the first level of their subclass, nice. | |||
Quite nice that the spell lists are now listed with the class and show which spells are ritual spells, need concentration, or have a material component. | |||
Noticed that they completely dropped the flavor names for subclass groups (Druid Circle, Monastic Tradition, etc.), shame. | |||
Only going to comment below on class features up to about level 12. | |||
=== Barbarian=== | |||
'''Rage''' Good changes. No longer limited to melee attacks, Strength attacks with ranged weapons also work. No more needing to get hit. Duration max 10 min. Regain 1 use on Short Rest. Also nice to be able to use Rage to fuel other abilities. | |||
'''Reckless Attack''' No longer limited to melee attacks, Strength attacks with ranged weapons also work. Also works until start of next turn, as it should! | |||
'''Primal Knowledge''' Dumb 4th Edition nonsense, at least it's limited to rage. | |||
'''Feral Instinct''' No longer interacts with surprise but that's cause surprise was nerfed. | |||
'''Instinctive Pounce''' Nice. | |||
'''Brutal Strike''' Much more interesting than the Brutal Critical it replaces. | |||
'''Relentless Rage''' Made it actually useful. | |||
====Berserker==== | |||
Frenzy got better. Retaliation and Intimidating Presence got swapped around and both are better for it. | |||
====Wild Heart==== | |||
What used to be Totem Warrior; many changes for the better but very unfortunately lost the flavor of having a single animal totem all the way through. | |||
'''Rage of the Wilds (formerly Totem Spirit)''' Bear is no longer super overpowered, good. Eagle much more streamlined. Elk and Tiger are gone. | |||
'''Aspect of the Wilds (formerly Aspect of the Beast)''' Removed all the existing ones. New ones are meh in most scenarios. | |||
'''Power of the Wilds (formerly Totemic Attunement)''' Removed some, renamed some, added some. What's there now is ok and more streamlined. | |||
====World Tree==== | |||
I like it, interesting path. | |||
====Zealot ==== | |||
'''Warrior of the Gods''' Good change. | |||
===Bard=== | |||
Happened to notice they lost access to hand crossbow. | |||
'''Bardic Inspiration''' Now specifically says you roll it after failing a D20 Test. | |||
'''Jack of All Trades & Expertise''' Both at 2nd level now. | |||
'''Song of Rest''' Removed for some reason? | |||
'''Font of Inspiration''' Nice way to regain a use. | |||
'''Countercharm''' Now level 7 and actually useful! | |||
'''Magical Secrets''' You gain more spells, better spread over levels, it lets you change as well; this got really powerful. Maybe somewhat balanced by that you can't pick from all spell lists, just Bard, Cleric, Druid, and Wizard. And you can't pick cantrips. | |||
====Dance==== | |||
Fun Monk hybrid, I like it a lot. | |||
====Glamour ==== | |||
'''Beguiling Magic''' Good replacement for Enthralling Performance which wasn't very good. | |||
'''Mantle of Inspiration, Mantle of Majesty, and Unbreakable Majesty''' All improved. | |||
====Lore ==== | |||
'''Cutting Words''' Now specifically mentions succeeds on a roll. Also no one is immune to it anymore. | |||
'''Magical Discoveries''' Nerfed a little; spells can only come from the Cleric, Druid, or Wizard spell lists. | |||
====Valor==== | |||
No notes. | |||
===Cleric=== | |||
'''Divine Order''' Not very balanced; 99% of players are going to pick Protector. | |||
'''Channel Divinity''' Surprisingly you get only 1 back on a Short Rest instead of all, but you do get a max of 4 at high levels. | |||
'''Divine Spark''' Nice addition. | |||
'''Turn Undead''' Streamlined, as long as you know what the Frightened and Incapacitated conditions do. | |||
'''Sear Undead''' Hmm, could go either way on this, the old Destroy Undead was more cinematic and took less admin, as long as you knew the max CR. | |||
'''Blessed Strikes''' Nice, bit better balanced than Divine Order. | |||
Domain choice has been moved to 3rd level. But nice to see that all Domains get more spells added to their Prepared Spells at 1st level. | |||
====Life ==== | |||
Abilities now specifically say "spell slot’s level" instead of spell level, not an actual change but making it more clear. | |||
====Light==== | |||
'''Bonus Cantrip''' Removed, you no longer get the Light cantrip for free. | |||
'''Radiance of the Dawn''' Dispels darkness of '''any''' level [this was already the case in the 2014 edition, but I'd house rule that]. | |||
'''Warding Flare''' Now works to save others. Blind creatures are no longer immune... | |||
'''Improved Warding''' Flare Big improvement over the old version. | |||
====Trickery ==== | |||
'''Blessing of the Trickster''' The range upgrade makes it way better. | |||
'''Invoke Duplicity''' No concentration needed now! | |||
'''Cloak of Shadows''' Removed, but you now already have access to the Invisibility spell. | |||
'''Trickster’s Transposition''' The wording could be a bit more clear; can you first move the illusion and then teleport? Cool either way! | |||
=== Druid === | |||
'''Druidic''' Smart way to add Speak with Animals. They changes Perception to Investigation, so it seems they are at least aware. | |||
'''Primal Order''' By far the most people will go for the medium armor proficiency, which all druids used to get under the old rules! | |||
'''Wild Companion''' Not sure what to think of giving Familiars to druids. | |||
'''Wild Shape''' Seems to be much weaker now, unless you go for the Moon circle. | |||
'''Wild Resurgence''' Nice bit of flexibility. | |||
'''Elemental Fury''' Most will pick Primal Strike which is a nice damage boost. | |||
==== Circle of the Land ==== | |||
Lose some flavor by no longer making them choose one kind of land but also makes sense that druids should be able to adapt to all kinds of nature. | |||
Shame there are fewer types of land and fewer spells per type. But you do get better spells now (fireball). | |||
'''Land's Aid''' Fun! Always nice to be able to harm and heal at the same time. | |||
'''Natural Recovery''' Moved up to level 6. Made better by giving one free spell per day. | |||
'''Nature's Ward''' Lost disease immunity but gaining resistance vs a damage type is definitely better. | |||
==== Circle of the Moon ==== | |||
The big bad Wild Shape subclass. Now also gains spells (that can even be cast when wild shaped) and a better AC and temp hp. And no more early limitations on fly and swim speeds. Now attacks are not magical but can be Radiant. No more elemental forms, which made no sense anyway, but get a bonus teleport with arriving. | |||
==== Circle of the Sea ==== | |||
Would seem rather limited if a campaign was mostly land based but none of the powers actually need water, except for the swim speed. | |||
'''Wrath of the Sea''' Interesting alternative to Wild Shape but duration makes it a little less flexible. | |||
'''Stormborn''' Gain a Fly Speed, clearly this is why the duration is limited. | |||
==== Circle of the Stars ==== | |||
A very out there take on Druid. :p | |||
'''Star Map''' Cool! And getting a number of Guiding Bolt uses is quite nice. | |||
'''Starry Form''' Also cool! The Dragon constellation is a quite nice out of combat option. | |||
=== Fighter === | |||
Persuasion is now a Fighter skill. | |||
'''Fighting Style''' Added most from TCE and made it a single list for all classes, good. Great Weapon Fighting has been nerfed, good. | |||
'''Second Wind''' Another ability that got a SR single refresh, nice. | |||
'''Weapon Master'''y Dumb addition that is just going to make combats even slower and make things more difficult for new players. | |||
'''Action Surge''' Specifically excludes the Magic Action, smart. | |||
'''Tactical Mind''' Nice new way to use Second Win when you need it, even better how it's not expended when you still fail. | |||
'''Tactical Shift''' Does what it says on the tin; giving more tactical options by letting you move when using Second Wind. | |||
'''Indomitable''' Made ''much'' stronger by adding your Fighter level. Assume fighters will succeed at the really nasty saves now. | |||
'''Studied Attacks''' Another incredibly powerful addition. | |||
==== Battle Master ==== | |||
'''Student of War''' Never really fit the flavor but now you also get another skill, dang. | |||
'''Combat Superiority''' No changes. | |||
'''Maneuver Options''' Added some of the TCE ones, clearly not all were a success. | |||
* Evasive Footwork now also gets Disengage. | |||
* Lunging Attack no longer magically increases range, good. Instead you get to Dash and add to damage if you move in straight line, bad wording. | |||
* Parry can now also use Strength. | |||
* Precision Attack now triggers after missing. | |||
* Rally gives a lot more temp hp now but is limited to someone within 30'. | |||
'''Know Your Enemy''' Now limited use and you learn Immunities, Resistances, Vulnerabilities instead of the weird stuff from the old one, better! | |||
==== Champion ==== | |||
'''Remarkable Athlete''' Brought from level 7 to 3 and completely changed. Now gives Advantage on Init and Athletics and let's you move after a crit. | |||
'''Heroic Warrior''' Terrible addition; giving a free Heroic Inspiration whenever you start your turn without it. | |||
==== Eldritch Knight ==== | |||
No longer limited to abjuration and evocation spells. | |||
'''Weapon Bond''' Now says you can't bond to a weapon attuned to someone else, good catch. | |||
'''War Magic''' Rephrased to streamline and close loopholes. | |||
==== Psi Warrior ==== | |||
New subclass, makes you wonder why they didn't add a Psionicist base class. Seems under-powered unless I am missing something. | |||
'''Psionic Power''' Sort of like the Battle Master but more limited. | |||
'''Telekinetic Adept''' Getting Fly, even for a round, is nice. And putting people prone or moving them... Enough said about that. | |||
'''Guarded Mind''' Not bad but you can definitely question if anyone would know they had the Charmed condition. | |||
=== Monk === | |||
''They are clearly moving away from the stereotypical Asian monk, removing non-combat stuff, mysticism, etc. Now they are a lot more warrior-like.'' | |||
'''Martial Arts''' Die upgraded by one step across the board, needed with all the other classes getting bumps. Also nice to see more weapons being allowed. Only allowing Unarmed Strike as the Bonus Action makes it so you can't get extra benefit from magic weapons. | |||
'''Monk's Focus''' Ki renamed to Focus, smart. No longer needing 30 minutes of meditating, losing flavor. Nice to see you can get Dash and Disengage for free now, should have been like this from the start. | |||
'''Uncanny Metabolism''' Another nice boost, getting more Focus into battles. | |||
'''Deflect Attacks''' Nice update, now also deflecting melee attacks and no limits on ranged weapon size. And later it works against all damage types! | |||
'''Stunning Strike''' Made even better than it was, now also a real benefit when they save. The fact the Stunned condition no longer means no movement is even weirder considering that those who make their save against this, lose half their speed. | |||
'''Empowered Strikes''' Another change to damage type, they moved completely away from player attacks counting as 'magical', good. | |||
'''Heightened Focus''' More nice upgrades, especially moving someone along with you. | |||
'''Self-Restoration''' Combines Stillness of Mind and Purity of Body. No more immunity to disease, not the worst, certainly enough flavor left. | |||
'''Higher Levels''' They changed a lot here. No more knowing all languages, invisibility, astral projection, no old age. The new additions are quite good. | |||
==== Elements ==== | |||
Renamed Way of the Four Elements to Warrior of the Elements (all the old subclasses were renamed from Way of... to Warrior of...). | |||
'''Elemental Attunement''' They completely changed the 3rd level properties and that's a good thing. The old thing where you get some spells to cast with Ki points was generally disliked. The new thing gives a lot of reach and flexibility with elemental damage types, very nice. | |||
'''Manipulate Elements''' Adds a fun cantrip that pairs well thematically. | |||
'''Elemental Burst''' A less damaging fireball but with the element of your choice, nice. | |||
'''Stride of the Elements''' Fly and Swim speeds! | |||
==== Mercy ==== | |||
Taken from TCE. | |||
'''Implements of Mercy''' No more mention of the mask; loss of flavor. | |||
'''Flurry of Healing and Harm''' Now limited to Wis mod per LR. | |||
==== Open Hand ==== | |||
'''Open Hand Technique''' Changed no Reactions to no Opportunity Attacks, makes sense this got nerfed. | |||
'''Wholeness of Body''' Now a Bonus Action, heals less but you can use it more often, good change. | |||
'''Fleet Step''' No more Tranquility (and thus no Sanctuary spell), another change to making monks more warrior-like. | |||
==== Shadow ==== | |||
'''Shadow Arts''' Loses a number of spells but becomes much more focused and quite powerful with being able to move the darkness and see inside it. | |||
'''Improved Shadow Step''' They moved Invisibility to level 17 (and removed Opportunist there). Removing the dim light requirement, not a fan. | |||
=== Paladin === | |||
'''Lay on Hands''' Now a Bonus Action, can no longer remove disease. | |||
'''Spellcasting''' 1st level now, changed the number of spells prepared to a set number on the table. Can also change at most one spell per long rest! | |||
'''Weapon Mastery''' Just no, see Fighter. | |||
'''Fighting Style''' Now adds Blessed Warrior from TCE, which lets you pick two Cleric cantrips. | |||
'''Divine Health''' Removed, no longer immune to disease. | |||
'''Paladin's Smite''' A much needed fix for '''Divine Smite'''. It is now a spell with a Bonus Action casting time, you get one use of it for free per LR. | |||
'''Channel Divinity''' Now gives '''Divine Sense''', which is no longer a 1st level ability, lasts longer (but fewer uses) and total cover no longer blocks. | |||
'''Aura of Protection''' Now stops working on Incapacitated instead of unconscious. | |||
'''Abjure Foes''' A new ability using '''Channel Divinity''' to work like Turn Undead but against all creature types and with less powerful frightening. | |||
'''Aura of Courage''' Good wording on how it suppresses the Frightened condition on an ally that enters the aura. | |||
'''Radiant Strikes''' Renamed Improved Divine Smite. | |||
'''Restoring Touch''' Formerly Cleansing Touch but now it can no longer end just any spell, which is good. Instead Lay on Hands removes conditions. | |||
==== Ancients ==== | |||
Mentioning it here but it's a general thing; they removed so much background info and flavor, now there's so much less roleplaying info, not good for newbies. Here the explanation of the oaths is incredibly lacking compared to 2014, bad, bad move. | |||
'''Channel Divinity''' Turn the Faithless has been removed completely. '''Nature's Wrath''' is now 15 feet and multiple creatures. | |||
'''Aura of Warding''' Nerfed a bit; now give Resistance to Necrotic, Psychic, and Radiant damage, but not just from spells. Tied to Aura of Protection size. | |||
==== Devotion ==== | |||
'''Spells''' Sanctuary replaced with Shield of Faith, Lesser Restoration with Aid. | |||
'''Channel Divinity''' Turn the Unholy removed but made into Abjure Foes for all paladins. '''Sacred Weapon''' now free activation, does Radiant damage. | |||
=== Warlock === | |||
'''Eldritch Invocations''' Moved to 1st level. Also put number gained in the table. Lots of changes to many invocations. | |||
'''Pact Magic''' As people have said; now talks about a patron but choice doesn't come till 3rd level! | |||
'''Pact Boon''' Removed as its own thing, they are now Invocations, with substantial changes. Pact of the Tome now includes Book of Ancient Secrets! | |||
'''Magical Cunning''' New, let's you regain half your slots once per day. | |||
'''Contact Patron''' New, get Contact Other Plane and cast it for free one a day, making the save automatically. | |||
'''Mystic Arcanum''' Now allows you to change spells on level up. | |||
==== Great Old One ==== | |||
'''Expanded Spell List''' Changes: Sending > Hunger of Hadar, Dominate Beast > Confusion, Evard’s Black Tentacles > Summon Aberration, Dominate Person > Modify Memory. | |||
'''Awakened Mind''' Now works both ways, uses a Bonus Action and from then on you have a distance of miles and a duration of minutes. | |||
'''Psychic Spells''' Allows you to change damage type to Psychic. And cast Enchantment or Illusion spells, without Verbal or Somatic components. | |||
'''Clairvoyant Combatant''' replaces '''Entropic Ward'''! Quite powerful, giving advantage to yourself and disadv to the other, but once per SR. | |||
'''Eldritch Hex''' New, Hex spell always prepared but also gives disadvantage on saves made with the ability! | |||
'''Create Thrall''' Certainly a lot less messy than the old version. | |||
==Chapter 4 - Origins== | |||
Background/Origins feats are a good idea but the feats themselves are more than a mixed bag; 177. | |||
But much worse is that all of the backgrounds '''lost the flavor feature''' (Urchin's City Streets, etc.) and every background get a set feat, no choice!! | |||
Giving every background the same number of skill and tool proficiencies removes so much flavor, sigh; 177. | |||
The book is all crunch and no flavor. There is hardly any lore info on the races, no name suggestions, etc. How are you supposed to roleplay? | |||
'''No more half-elves or half-orcs!''' | |||
"Regardless of life span, members of all species reach physical maturity at about the same age." Makes things easier but is a huge change and not very defendable; 177. | |||
Heights have changed a lot and weight isn't mentioned at all; pc gone too far? | |||
'''All races now have a 30 Speed''', with Goliaths and Wood Elves being the exception at 35. | |||
'''All races lost their weapon proficiencies.''' | |||
Some species can now choose to be M or S size at character creation, nice; 177. | |||
Tangent: I would have sworn up and down that gnomes were smaller than halflings but if I can believe ChatGPT that was never the case! | |||
Also surprising that humans can be Small but elves can't; in D&D elves were always described as (somewhat) shorter and slighter than humans. | |||
'''Dwarf''' Darkvision 120 is nice but then why Gnomes still at 60? Stonecunning seems too powerful, especially at lower levels. No more subraces. | |||
'''Elf''' Keen Senses; get to pick one of three skills now, nice. | |||
* '''Drow''' Another chance that is impossible to defend; '''lost Sunlight Sensitivity'''! | |||
* '''High''' Gained spells. | |||
* '''Wood''' Lost Mask of the Wild (made it easier to hide) but gained spells. | |||
'''Gnome''' Gnomish Cunning now works against everything. Nicely streamlined the Forest and Rock abilities but loss of Artificer's Lore is big. | |||
'''Goliath''' The Ancestry options are very uneven. Large Form; very strange how this doesn't line up with the Enlarge/Reduce spell. | |||
'''Halfling''' No more subraces and they kept Naturally Stealthy and did away with Stout Resilience. | |||
'''Human''' What was the variant in 5E has become the default; gaining a feat, though it now has to be an Origin feat. | |||
'''Orc''' Darkvision 120 makes no sense. MM '14 describes 'Tribes like Plagues', will be a huge change. No more Spine of the World orc hosts attacks? | |||
'''Tiefling''' I'll mention it here; interesting change to now also let you use spell slots from classes to cast spells gained from race, etc. | |||
Complete removal of the Ideal, Bond, and Flaw tables is bad, even if they weren't great, they gave new players at least something; 177. | |||
== Chapter 5 - Feats == | |||
'''Actor''' Mimicry DC is a lot better now, no variance but a set number. | |||
'''Crafter''' Very nice but the discount goes too far and makes no sense. | |||
'''Crossbow Expert''' Lots of changes, limiting it more, now only crossbows gets no disadvantage at 5', etc. | |||
'''Defensive Duelist''' Now you keep the AC increase till start of turn. | |||
'''Durable''' Advantage vs Death saves and using HD on the fly. | |||
'''Elemental Adept''' Also give ability increase now. | |||
'''Great Weapon Master''' Adds ability increase, removed the +10 damage but might have become even better. | |||
'''Healer''' Now allows to reroll 1's on healing spells you cast. | |||
'''Heavy Armor Master''' Now reduces damage by Proficiency Bonus instead of a flat 3, nice. | |||
'''Inspiring Leader''' Adds ability increase and new version works better, though no word on how long it takes. | |||
'''Keen Mind''' Much more fun and useful, giving you a new skill or Expertise, and Bonus Action Study. | |||
'''Lightly Armored''' Also gives training with shields now. | |||
'''Linguist''' Removed from the 2024 rules, why?? | |||
'''Lucky''' Now gives number of point by Proficiency Bonus instead of a flat 3, nice. | |||
'''Mage Slayer''' Now more defensive, no more Reaction attack, better this way. | |||
'''Magic Initiate''' Only Cleric, Druid, and Wizard now, for the best. | |||
'''Martial Adept''' Removed, no more maneuvers. | |||
'''Martial Weapon Training''' Ability increase and proficiency with Martial weapons. | |||
'''Medium Armor Master''' Adds ability increase, loses Stealth benefit. | |||
'''Mobile''' Renamed to Speedy, see there. | |||
'''Mounted Combatant''' Adds ability increase, and tightened up wordings. | |||
'''Musician''' New, uses Heroic Inspiration, bleh. | |||
'''Observant''' Gives a new skill or Expertise, but no more +5 on Passive Perception/Investigation, Bonus Action Search instead. | |||
'''Piercer''' Brought from TCE without change. | |||
'''Poisoner''' Also from TCE, now adds ability increase and bases save DC on Proficiency Bonus instead of a flat number. | |||
'''Polearm Master''' Adds ability increase, changed which weapons it works with. | |||
'''Ritual Caster''' Ability increase, get '''lvl 1''' spells equal to PB, from any class(!), they are always prepared, can't add from book/scroll, quick cast 1/LR. | |||
'''Sentinel''' Adds ability increase, better wording. | |||
'''Shadow-Touched''' Brought from TCE without change. | |||
'''Sharpshooter''' Adds ability increase, removed the +10 damage, and is viable now. | |||
'''Shield Master''' Adds ability increase, removed shield bonus to Dex saves but now you get a free shove, too powerful! | |||
'''Skill Expert''' Brought from TCE without change. | |||
'''Skulker''' Adds ability increase, gains Blindsight(!), no more hiding in lightly obscured. | |||
'''Slasher''' Brought from TCE without change. | |||
'''Speedy''' What used to be Mobile. Adds ability increase, made all AoO's have disadvantage against you. | |||
'''Spell Sniper''' Adds ability increase, no disadvantage on casting spells within 5' of enemy, range increase set to 60', no more free cantrip, better. | |||
'''Tavern Brawler''' Much changed and loses ability increase! | |||
'''Telekinetic''' Brought from TCE with the only difference being you always get the range bonus. | |||
'''Telepathic''' Brought from TCE without change. | |||
'''War Caster''' Adds ability increase. | |||
'''Weapon Master''' Now works with Mastery, bleh. | |||
== Chapter 6 - Equipment == | |||
'''Heavy Armor no longer reduces Speed!''' | |||
Food prices have gone down, other prices remained the same. | |||
==Chapter 7 - Spells== | |||
'''Guidance''' Now select 1 skill and get 1d4 for the full minute, good change. | |||
==Rules Glossary== | |||
'''Attack''' You can either equip or unequip one weapon when you make an attack as part of this action. Even includes sheathing and picking up. | |||
'''Burning''' Explicitly says how to douse. | |||
'''Damage Threshold''' Back from older editions but why the change in it taking all damage if over the threshold instead of just subtracting? | |||
'''Dead''' Nice to see this included with all the effects it has, including losing attunement! | |||
'''Dehydration''' Good to see it back. Extreme Heat is gone but it was in the DMG before, might turn up there. | |||
'''Difficult Terrain''' Nice listing. | |||
'''Exhaustion''' Huge change that '''makes it a lot easier and more useful''', but the penalty should go on spell save DC's as well. | |||
'''Falling''' Nice to see a rule for falling into liquid. | |||
'''Grappled''' Finally disadvantage to attack anyone but grappler, ending it now under Grappling (no 2014 weird Thunderwave thing). Dragging rule, nice. | |||
'''Grappling''' Really '''much improved''', especially how it's now done via '''Unarmed Attack''' (see there). Ending by being out of reach is much cleaner. | |||
'''Heroic Inspiration''' Truly terrible idea; and to make it worse, at higher levels many characters will have a free reroll every or every other round. | |||
'''Hide''' Interesting '''changes to''' '''Stealth, just one successful roll now giving you the Invisible condition'''. Potential issue: rerolling for a 20. | |||
'''Incapacitated''' The new catch-all for being stopped from acting. No speech, no concentration. But you '''can still move'''! | |||
'''Influence''' '''action''' Very regimented social skills. Interesting idea to use monster Intelligence score but incorrect DC's remain ''the'' skill issue of 5E. | |||
'''Invisible''' No more mention of heavily obscured. A crying shame they haven't made the conditions to lose Invisibility the same across the board. | |||
'''Knocking Out a Creature''' Still stupid but a tiny bit less so, they go unconscious, have 1 hp, start a short rest (no heal?), waking up at end; 29 & 370 | |||
'''Long Rest''' Now '''also restores all ability damage'''! Finally spelled out the interrupts and made an interrupted LR be a SR as I already house ruled. But now also recovers '''all''' Hit Dice... | |||
'''Magic action''' Smart to quantify it so it can be referenced not just by spells but also magic items, class abilities, etc. | |||
'''Malnutrition''' Nice to see quantified. | |||
'''Opportunity Attack''' Uses less words to cover the old rule but now you have to intuit that you need to look under '''Teleportation''' for it being exempt. Also now changed to "a creature you can see", allowing you to AoO friendlies. | |||
'''Ready''' Surprisingly no changes, this could really have done with some love. | |||
'''Ritual''' General rule so '''now Paladins, Rangers, etc. can also ritual cast'''. | |||
'''Search action''' Went completely off the reservation; so many complaints from the start about Investigation and now they remove it from this?! | |||
'''Simultaneous Effects''' Probably a good thing to let player/DM decide, saves on bookkeeping. | |||
'''Speed''' Really annoying they didn't give this another word in front of it but I guess "Walk Speed" would get questions about running, etc. | |||
'''Stat Block''' They saw the errors of their ways and included Initiative again and made the increased Saves much easier to see. | |||
'''Study action''' Breaks down which skill knows about what monster types. | |||
'''Suffocation''' Not as punishing as the old rule. The new exhaustion rules might still make for a nice death spiral. | |||
'''Telepathy''' Now specifies that the default is two-way communication. Weird they went with Incapacitated breaking contact as you could still listen. | |||
'''Teleportation''' Again really saves on individual spell descriptions. | |||
'''Unarmed Strike''' Like the way they did this, including Grapple and Shove. Some might say Dexterity should be able to be used instead of Strength. | |||
== DMG == | |||
This from page 19 is certainly to be kept in mind: | |||
* '''Rules Aren't Physics''' The rules of the game are meant to provide a fun game experience, not to describe the laws of physics in the worlds of D&D, let alone the real world. Don't let players argue that a bucket brigade of ordinary people can accelerate a spear to light speed by all using the Ready action to pass the spear to the next person in line. The Ready action facilitates heroic action; it doesn't define the physical limitations of what can happen in a 6-second combat round. | |||
* '''The Game Is Not an Economy''' The rules of the game aren't intended to model a realistic economy, and players who look for loopholes that let them generate infinite wealth using combinations of spells are exploiting the rules. | |||
* '''Combat Is for Enemies''' Some rules apply only during combat or while a character is acting in Initiative order. Don't let players attack each other or helpless creatures to activate those rules. | |||
* '''Rules Rely on Good-Faith Interpretation''' The rules assume that everyone reading and interpreting the rules has the interests of the group's fun at heart and is reading the rules in that light. | |||
[[Category:Rules]] | [[Category:Rules]] |
Latest revision as of 17:47, 27 November 2024
Just a place for me to jot down some stuff, nothing more than that.
General
Big step up on the art. But that of course also increased page size and price.
They now write D20 instead of d20. Also now standardized things by using the term "D20 Test".
They talk about Hit Point Dice but also Hit Dice.
Bonus Action is now written with two capital letters but things like Magic action and Utilize action get just one capital.
They did away with Prepared Spells vs Spells Known. Now everyone prepares spells; some classes get to change the list after a Long Rest, others only minimally when they level up.
Saw this phrasing a few times: "Choose creatures within 30 feet of yourself (which can include you)", does that mean that any time the part between the parentheses is not there, you can't include yourself? In the past the wording was different and the default was that you were always included unless it said "other creatures" or words to that effect.
Chapter 1 - Playing
You can now fail a save again; 11.
From XGE: If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage; 14.
Influence, Search, Study specifically called out as Actions; 15.
Finding hidden objects once again is calling out Perception where it should be Investigation; 20. Interesting quote found: “Would an animal notice anything remarkable about this?” If so; Perception, if not, Investigation.
Normal (travel) pace now gives disadvantage on Stealth; 20.
Forced March is gone but with mounts you can now go double speed for an hour and then need a rest; 20.
Being surprised now gives disadvantage on Initiative and nothing more!
Ally's space is no longer difficult terrain; 25.
You can no longer move between attacks? 25. You can but that is only explained in the Glossary!
Knocking Out a Creature; see Rules Glossary.
Chapter 2 - Character
Tying ability scores to backgrounds is criminally stupid and the ability choices made for the backgrounds are completely moronic in many cases; 36.
Decoupled languages from race and background. Not bad, but now everyone starts with the same number, which is so dumb; 37.
Appearance and Personality table is insultingly terrible; 39.
Alignment is as bad as every edition; 39.
Personality Traits by Alignment table, as bad as the previous table; 40.
Chapter 3 - Classes
Definite power creep; just about across the board the new classes are better than the old ones.
Very good that all classes now have 4 subclasses.
But absolutely indefensible that they removed a number of Cleric subclasses/domains.
Removing over half of the Wizard subclasses/schools is slightly less bad but certainly from a lore and world building perspective really dumb.
They must release updated versions of the removed domains and schools as a free web enhancement, at least.
Many classes now regain 1 use of an iconic class feature on a short rest, nice.
Almost all spell casting classes get more spells from the first level of their subclass, nice.
Quite nice that the spell lists are now listed with the class and show which spells are ritual spells, need concentration, or have a material component.
Noticed that they completely dropped the flavor names for subclass groups (Druid Circle, Monastic Tradition, etc.), shame.
Only going to comment below on class features up to about level 12.
Barbarian
Rage Good changes. No longer limited to melee attacks, Strength attacks with ranged weapons also work. No more needing to get hit. Duration max 10 min. Regain 1 use on Short Rest. Also nice to be able to use Rage to fuel other abilities.
Reckless Attack No longer limited to melee attacks, Strength attacks with ranged weapons also work. Also works until start of next turn, as it should!
Primal Knowledge Dumb 4th Edition nonsense, at least it's limited to rage.
Feral Instinct No longer interacts with surprise but that's cause surprise was nerfed.
Instinctive Pounce Nice.
Brutal Strike Much more interesting than the Brutal Critical it replaces.
Relentless Rage Made it actually useful.
Berserker
Frenzy got better. Retaliation and Intimidating Presence got swapped around and both are better for it.
Wild Heart
What used to be Totem Warrior; many changes for the better but very unfortunately lost the flavor of having a single animal totem all the way through.
Rage of the Wilds (formerly Totem Spirit) Bear is no longer super overpowered, good. Eagle much more streamlined. Elk and Tiger are gone.
Aspect of the Wilds (formerly Aspect of the Beast) Removed all the existing ones. New ones are meh in most scenarios.
Power of the Wilds (formerly Totemic Attunement) Removed some, renamed some, added some. What's there now is ok and more streamlined.
World Tree
I like it, interesting path.
Zealot
Warrior of the Gods Good change.
Bard
Happened to notice they lost access to hand crossbow.
Bardic Inspiration Now specifically says you roll it after failing a D20 Test.
Jack of All Trades & Expertise Both at 2nd level now.
Song of Rest Removed for some reason?
Font of Inspiration Nice way to regain a use.
Countercharm Now level 7 and actually useful!
Magical Secrets You gain more spells, better spread over levels, it lets you change as well; this got really powerful. Maybe somewhat balanced by that you can't pick from all spell lists, just Bard, Cleric, Druid, and Wizard. And you can't pick cantrips.
Dance
Fun Monk hybrid, I like it a lot.
Glamour
Beguiling Magic Good replacement for Enthralling Performance which wasn't very good.
Mantle of Inspiration, Mantle of Majesty, and Unbreakable Majesty All improved.
Lore
Cutting Words Now specifically mentions succeeds on a roll. Also no one is immune to it anymore.
Magical Discoveries Nerfed a little; spells can only come from the Cleric, Druid, or Wizard spell lists.
Valor
No notes.
Cleric
Divine Order Not very balanced; 99% of players are going to pick Protector.
Channel Divinity Surprisingly you get only 1 back on a Short Rest instead of all, but you do get a max of 4 at high levels.
Divine Spark Nice addition.
Turn Undead Streamlined, as long as you know what the Frightened and Incapacitated conditions do.
Sear Undead Hmm, could go either way on this, the old Destroy Undead was more cinematic and took less admin, as long as you knew the max CR.
Blessed Strikes Nice, bit better balanced than Divine Order.
Domain choice has been moved to 3rd level. But nice to see that all Domains get more spells added to their Prepared Spells at 1st level.
Life
Abilities now specifically say "spell slot’s level" instead of spell level, not an actual change but making it more clear.
Light
Bonus Cantrip Removed, you no longer get the Light cantrip for free.
Radiance of the Dawn Dispels darkness of any level [this was already the case in the 2014 edition, but I'd house rule that].
Warding Flare Now works to save others. Blind creatures are no longer immune...
Improved Warding Flare Big improvement over the old version.
Trickery
Blessing of the Trickster The range upgrade makes it way better.
Invoke Duplicity No concentration needed now!
Cloak of Shadows Removed, but you now already have access to the Invisibility spell.
Trickster’s Transposition The wording could be a bit more clear; can you first move the illusion and then teleport? Cool either way!
Druid
Druidic Smart way to add Speak with Animals. They changes Perception to Investigation, so it seems they are at least aware.
Primal Order By far the most people will go for the medium armor proficiency, which all druids used to get under the old rules!
Wild Companion Not sure what to think of giving Familiars to druids.
Wild Shape Seems to be much weaker now, unless you go for the Moon circle.
Wild Resurgence Nice bit of flexibility.
Elemental Fury Most will pick Primal Strike which is a nice damage boost.
Circle of the Land
Lose some flavor by no longer making them choose one kind of land but also makes sense that druids should be able to adapt to all kinds of nature.
Shame there are fewer types of land and fewer spells per type. But you do get better spells now (fireball).
Land's Aid Fun! Always nice to be able to harm and heal at the same time.
Natural Recovery Moved up to level 6. Made better by giving one free spell per day.
Nature's Ward Lost disease immunity but gaining resistance vs a damage type is definitely better.
Circle of the Moon
The big bad Wild Shape subclass. Now also gains spells (that can even be cast when wild shaped) and a better AC and temp hp. And no more early limitations on fly and swim speeds. Now attacks are not magical but can be Radiant. No more elemental forms, which made no sense anyway, but get a bonus teleport with arriving.
Circle of the Sea
Would seem rather limited if a campaign was mostly land based but none of the powers actually need water, except for the swim speed.
Wrath of the Sea Interesting alternative to Wild Shape but duration makes it a little less flexible.
Stormborn Gain a Fly Speed, clearly this is why the duration is limited.
Circle of the Stars
A very out there take on Druid. :p
Star Map Cool! And getting a number of Guiding Bolt uses is quite nice.
Starry Form Also cool! The Dragon constellation is a quite nice out of combat option.
Fighter
Persuasion is now a Fighter skill.
Fighting Style Added most from TCE and made it a single list for all classes, good. Great Weapon Fighting has been nerfed, good.
Second Wind Another ability that got a SR single refresh, nice.
Weapon Mastery Dumb addition that is just going to make combats even slower and make things more difficult for new players.
Action Surge Specifically excludes the Magic Action, smart.
Tactical Mind Nice new way to use Second Win when you need it, even better how it's not expended when you still fail.
Tactical Shift Does what it says on the tin; giving more tactical options by letting you move when using Second Wind.
Indomitable Made much stronger by adding your Fighter level. Assume fighters will succeed at the really nasty saves now.
Studied Attacks Another incredibly powerful addition.
Battle Master
Student of War Never really fit the flavor but now you also get another skill, dang.
Combat Superiority No changes.
Maneuver Options Added some of the TCE ones, clearly not all were a success.
- Evasive Footwork now also gets Disengage.
- Lunging Attack no longer magically increases range, good. Instead you get to Dash and add to damage if you move in straight line, bad wording.
- Parry can now also use Strength.
- Precision Attack now triggers after missing.
- Rally gives a lot more temp hp now but is limited to someone within 30'.
Know Your Enemy Now limited use and you learn Immunities, Resistances, Vulnerabilities instead of the weird stuff from the old one, better!
Champion
Remarkable Athlete Brought from level 7 to 3 and completely changed. Now gives Advantage on Init and Athletics and let's you move after a crit.
Heroic Warrior Terrible addition; giving a free Heroic Inspiration whenever you start your turn without it.
Eldritch Knight
No longer limited to abjuration and evocation spells.
Weapon Bond Now says you can't bond to a weapon attuned to someone else, good catch.
War Magic Rephrased to streamline and close loopholes.
Psi Warrior
New subclass, makes you wonder why they didn't add a Psionicist base class. Seems under-powered unless I am missing something.
Psionic Power Sort of like the Battle Master but more limited.
Telekinetic Adept Getting Fly, even for a round, is nice. And putting people prone or moving them... Enough said about that.
Guarded Mind Not bad but you can definitely question if anyone would know they had the Charmed condition.
Monk
They are clearly moving away from the stereotypical Asian monk, removing non-combat stuff, mysticism, etc. Now they are a lot more warrior-like.
Martial Arts Die upgraded by one step across the board, needed with all the other classes getting bumps. Also nice to see more weapons being allowed. Only allowing Unarmed Strike as the Bonus Action makes it so you can't get extra benefit from magic weapons.
Monk's Focus Ki renamed to Focus, smart. No longer needing 30 minutes of meditating, losing flavor. Nice to see you can get Dash and Disengage for free now, should have been like this from the start.
Uncanny Metabolism Another nice boost, getting more Focus into battles.
Deflect Attacks Nice update, now also deflecting melee attacks and no limits on ranged weapon size. And later it works against all damage types!
Stunning Strike Made even better than it was, now also a real benefit when they save. The fact the Stunned condition no longer means no movement is even weirder considering that those who make their save against this, lose half their speed.
Empowered Strikes Another change to damage type, they moved completely away from player attacks counting as 'magical', good.
Heightened Focus More nice upgrades, especially moving someone along with you.
Self-Restoration Combines Stillness of Mind and Purity of Body. No more immunity to disease, not the worst, certainly enough flavor left.
Higher Levels They changed a lot here. No more knowing all languages, invisibility, astral projection, no old age. The new additions are quite good.
Elements
Renamed Way of the Four Elements to Warrior of the Elements (all the old subclasses were renamed from Way of... to Warrior of...).
Elemental Attunement They completely changed the 3rd level properties and that's a good thing. The old thing where you get some spells to cast with Ki points was generally disliked. The new thing gives a lot of reach and flexibility with elemental damage types, very nice.
Manipulate Elements Adds a fun cantrip that pairs well thematically.
Elemental Burst A less damaging fireball but with the element of your choice, nice.
Stride of the Elements Fly and Swim speeds!
Mercy
Taken from TCE.
Implements of Mercy No more mention of the mask; loss of flavor.
Flurry of Healing and Harm Now limited to Wis mod per LR.
Open Hand
Open Hand Technique Changed no Reactions to no Opportunity Attacks, makes sense this got nerfed.
Wholeness of Body Now a Bonus Action, heals less but you can use it more often, good change.
Fleet Step No more Tranquility (and thus no Sanctuary spell), another change to making monks more warrior-like.
Shadow
Shadow Arts Loses a number of spells but becomes much more focused and quite powerful with being able to move the darkness and see inside it.
Improved Shadow Step They moved Invisibility to level 17 (and removed Opportunist there). Removing the dim light requirement, not a fan.
Paladin
Lay on Hands Now a Bonus Action, can no longer remove disease.
Spellcasting 1st level now, changed the number of spells prepared to a set number on the table. Can also change at most one spell per long rest!
Weapon Mastery Just no, see Fighter.
Fighting Style Now adds Blessed Warrior from TCE, which lets you pick two Cleric cantrips.
Divine Health Removed, no longer immune to disease.
Paladin's Smite A much needed fix for Divine Smite. It is now a spell with a Bonus Action casting time, you get one use of it for free per LR.
Channel Divinity Now gives Divine Sense, which is no longer a 1st level ability, lasts longer (but fewer uses) and total cover no longer blocks.
Aura of Protection Now stops working on Incapacitated instead of unconscious.
Abjure Foes A new ability using Channel Divinity to work like Turn Undead but against all creature types and with less powerful frightening.
Aura of Courage Good wording on how it suppresses the Frightened condition on an ally that enters the aura.
Radiant Strikes Renamed Improved Divine Smite.
Restoring Touch Formerly Cleansing Touch but now it can no longer end just any spell, which is good. Instead Lay on Hands removes conditions.
Ancients
Mentioning it here but it's a general thing; they removed so much background info and flavor, now there's so much less roleplaying info, not good for newbies. Here the explanation of the oaths is incredibly lacking compared to 2014, bad, bad move.
Channel Divinity Turn the Faithless has been removed completely. Nature's Wrath is now 15 feet and multiple creatures.
Aura of Warding Nerfed a bit; now give Resistance to Necrotic, Psychic, and Radiant damage, but not just from spells. Tied to Aura of Protection size.
Devotion
Spells Sanctuary replaced with Shield of Faith, Lesser Restoration with Aid.
Channel Divinity Turn the Unholy removed but made into Abjure Foes for all paladins. Sacred Weapon now free activation, does Radiant damage.
Warlock
Eldritch Invocations Moved to 1st level. Also put number gained in the table. Lots of changes to many invocations.
Pact Magic As people have said; now talks about a patron but choice doesn't come till 3rd level!
Pact Boon Removed as its own thing, they are now Invocations, with substantial changes. Pact of the Tome now includes Book of Ancient Secrets!
Magical Cunning New, let's you regain half your slots once per day.
Contact Patron New, get Contact Other Plane and cast it for free one a day, making the save automatically.
Mystic Arcanum Now allows you to change spells on level up.
Great Old One
Expanded Spell List Changes: Sending > Hunger of Hadar, Dominate Beast > Confusion, Evard’s Black Tentacles > Summon Aberration, Dominate Person > Modify Memory.
Awakened Mind Now works both ways, uses a Bonus Action and from then on you have a distance of miles and a duration of minutes.
Psychic Spells Allows you to change damage type to Psychic. And cast Enchantment or Illusion spells, without Verbal or Somatic components.
Clairvoyant Combatant replaces Entropic Ward! Quite powerful, giving advantage to yourself and disadv to the other, but once per SR.
Eldritch Hex New, Hex spell always prepared but also gives disadvantage on saves made with the ability!
Create Thrall Certainly a lot less messy than the old version.
Chapter 4 - Origins
Background/Origins feats are a good idea but the feats themselves are more than a mixed bag; 177.
But much worse is that all of the backgrounds lost the flavor feature (Urchin's City Streets, etc.) and every background get a set feat, no choice!!
Giving every background the same number of skill and tool proficiencies removes so much flavor, sigh; 177.
The book is all crunch and no flavor. There is hardly any lore info on the races, no name suggestions, etc. How are you supposed to roleplay?
No more half-elves or half-orcs!
"Regardless of life span, members of all species reach physical maturity at about the same age." Makes things easier but is a huge change and not very defendable; 177.
Heights have changed a lot and weight isn't mentioned at all; pc gone too far?
All races now have a 30 Speed, with Goliaths and Wood Elves being the exception at 35.
All races lost their weapon proficiencies.
Some species can now choose to be M or S size at character creation, nice; 177.
Tangent: I would have sworn up and down that gnomes were smaller than halflings but if I can believe ChatGPT that was never the case!
Also surprising that humans can be Small but elves can't; in D&D elves were always described as (somewhat) shorter and slighter than humans.
Dwarf Darkvision 120 is nice but then why Gnomes still at 60? Stonecunning seems too powerful, especially at lower levels. No more subraces.
Elf Keen Senses; get to pick one of three skills now, nice.
- Drow Another chance that is impossible to defend; lost Sunlight Sensitivity!
- High Gained spells.
- Wood Lost Mask of the Wild (made it easier to hide) but gained spells.
Gnome Gnomish Cunning now works against everything. Nicely streamlined the Forest and Rock abilities but loss of Artificer's Lore is big.
Goliath The Ancestry options are very uneven. Large Form; very strange how this doesn't line up with the Enlarge/Reduce spell.
Halfling No more subraces and they kept Naturally Stealthy and did away with Stout Resilience.
Human What was the variant in 5E has become the default; gaining a feat, though it now has to be an Origin feat.
Orc Darkvision 120 makes no sense. MM '14 describes 'Tribes like Plagues', will be a huge change. No more Spine of the World orc hosts attacks?
Tiefling I'll mention it here; interesting change to now also let you use spell slots from classes to cast spells gained from race, etc.
Complete removal of the Ideal, Bond, and Flaw tables is bad, even if they weren't great, they gave new players at least something; 177.
Chapter 5 - Feats
Actor Mimicry DC is a lot better now, no variance but a set number.
Crafter Very nice but the discount goes too far and makes no sense.
Crossbow Expert Lots of changes, limiting it more, now only crossbows gets no disadvantage at 5', etc.
Defensive Duelist Now you keep the AC increase till start of turn.
Durable Advantage vs Death saves and using HD on the fly.
Elemental Adept Also give ability increase now.
Great Weapon Master Adds ability increase, removed the +10 damage but might have become even better.
Healer Now allows to reroll 1's on healing spells you cast.
Heavy Armor Master Now reduces damage by Proficiency Bonus instead of a flat 3, nice.
Inspiring Leader Adds ability increase and new version works better, though no word on how long it takes.
Keen Mind Much more fun and useful, giving you a new skill or Expertise, and Bonus Action Study.
Lightly Armored Also gives training with shields now.
Linguist Removed from the 2024 rules, why??
Lucky Now gives number of point by Proficiency Bonus instead of a flat 3, nice.
Mage Slayer Now more defensive, no more Reaction attack, better this way.
Magic Initiate Only Cleric, Druid, and Wizard now, for the best.
Martial Adept Removed, no more maneuvers.
Martial Weapon Training Ability increase and proficiency with Martial weapons.
Medium Armor Master Adds ability increase, loses Stealth benefit.
Mobile Renamed to Speedy, see there.
Mounted Combatant Adds ability increase, and tightened up wordings.
Musician New, uses Heroic Inspiration, bleh.
Observant Gives a new skill or Expertise, but no more +5 on Passive Perception/Investigation, Bonus Action Search instead.
Piercer Brought from TCE without change.
Poisoner Also from TCE, now adds ability increase and bases save DC on Proficiency Bonus instead of a flat number.
Polearm Master Adds ability increase, changed which weapons it works with.
Ritual Caster Ability increase, get lvl 1 spells equal to PB, from any class(!), they are always prepared, can't add from book/scroll, quick cast 1/LR.
Sentinel Adds ability increase, better wording.
Shadow-Touched Brought from TCE without change.
Sharpshooter Adds ability increase, removed the +10 damage, and is viable now.
Shield Master Adds ability increase, removed shield bonus to Dex saves but now you get a free shove, too powerful!
Skill Expert Brought from TCE without change.
Skulker Adds ability increase, gains Blindsight(!), no more hiding in lightly obscured.
Slasher Brought from TCE without change.
Speedy What used to be Mobile. Adds ability increase, made all AoO's have disadvantage against you.
Spell Sniper Adds ability increase, no disadvantage on casting spells within 5' of enemy, range increase set to 60', no more free cantrip, better.
Tavern Brawler Much changed and loses ability increase!
Telekinetic Brought from TCE with the only difference being you always get the range bonus.
Telepathic Brought from TCE without change.
War Caster Adds ability increase.
Weapon Master Now works with Mastery, bleh.
Chapter 6 - Equipment
Heavy Armor no longer reduces Speed!
Food prices have gone down, other prices remained the same.
Chapter 7 - Spells
Guidance Now select 1 skill and get 1d4 for the full minute, good change.
Rules Glossary
Attack You can either equip or unequip one weapon when you make an attack as part of this action. Even includes sheathing and picking up.
Burning Explicitly says how to douse.
Damage Threshold Back from older editions but why the change in it taking all damage if over the threshold instead of just subtracting?
Dead Nice to see this included with all the effects it has, including losing attunement!
Dehydration Good to see it back. Extreme Heat is gone but it was in the DMG before, might turn up there.
Difficult Terrain Nice listing.
Exhaustion Huge change that makes it a lot easier and more useful, but the penalty should go on spell save DC's as well.
Falling Nice to see a rule for falling into liquid.
Grappled Finally disadvantage to attack anyone but grappler, ending it now under Grappling (no 2014 weird Thunderwave thing). Dragging rule, nice.
Grappling Really much improved, especially how it's now done via Unarmed Attack (see there). Ending by being out of reach is much cleaner.
Heroic Inspiration Truly terrible idea; and to make it worse, at higher levels many characters will have a free reroll every or every other round.
Hide Interesting changes to Stealth, just one successful roll now giving you the Invisible condition. Potential issue: rerolling for a 20.
Incapacitated The new catch-all for being stopped from acting. No speech, no concentration. But you can still move!
Influence action Very regimented social skills. Interesting idea to use monster Intelligence score but incorrect DC's remain the skill issue of 5E.
Invisible No more mention of heavily obscured. A crying shame they haven't made the conditions to lose Invisibility the same across the board.
Knocking Out a Creature Still stupid but a tiny bit less so, they go unconscious, have 1 hp, start a short rest (no heal?), waking up at end; 29 & 370
Long Rest Now also restores all ability damage! Finally spelled out the interrupts and made an interrupted LR be a SR as I already house ruled. But now also recovers all Hit Dice...
Magic action Smart to quantify it so it can be referenced not just by spells but also magic items, class abilities, etc.
Malnutrition Nice to see quantified.
Opportunity Attack Uses less words to cover the old rule but now you have to intuit that you need to look under Teleportation for it being exempt. Also now changed to "a creature you can see", allowing you to AoO friendlies.
Ready Surprisingly no changes, this could really have done with some love.
Ritual General rule so now Paladins, Rangers, etc. can also ritual cast.
Search action Went completely off the reservation; so many complaints from the start about Investigation and now they remove it from this?!
Simultaneous Effects Probably a good thing to let player/DM decide, saves on bookkeeping.
Speed Really annoying they didn't give this another word in front of it but I guess "Walk Speed" would get questions about running, etc.
Stat Block They saw the errors of their ways and included Initiative again and made the increased Saves much easier to see.
Study action Breaks down which skill knows about what monster types.
Suffocation Not as punishing as the old rule. The new exhaustion rules might still make for a nice death spiral.
Telepathy Now specifies that the default is two-way communication. Weird they went with Incapacitated breaking contact as you could still listen.
Teleportation Again really saves on individual spell descriptions.
Unarmed Strike Like the way they did this, including Grapple and Shove. Some might say Dexterity should be able to be used instead of Strength.
DMG
This from page 19 is certainly to be kept in mind:
- Rules Aren't Physics The rules of the game are meant to provide a fun game experience, not to describe the laws of physics in the worlds of D&D, let alone the real world. Don't let players argue that a bucket brigade of ordinary people can accelerate a spear to light speed by all using the Ready action to pass the spear to the next person in line. The Ready action facilitates heroic action; it doesn't define the physical limitations of what can happen in a 6-second combat round.
- The Game Is Not an Economy The rules of the game aren't intended to model a realistic economy, and players who look for loopholes that let them generate infinite wealth using combinations of spells are exploiting the rules.
- Combat Is for Enemies Some rules apply only during combat or while a character is acting in Initiative order. Don't let players attack each other or helpless creatures to activate those rules.
- Rules Rely on Good-Faith Interpretation The rules assume that everyone reading and interpreting the rules has the interests of the group's fun at heart and is reading the rules in that light.