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  1. #1

    2024 Changes to 5e D&D

    Sources: WotC YouTube Videos, DnD Beyond website.

    Summary of things to expect from the updated rules.
    The Smiteworks Fantasy Grounds VTT edition "combo buy" option (Bundle) mirrors the D&D Beyond offerings.

    http://affiliates.fantasygrounds.com...5958/url_30958

    Comprehensive Guide to the 2024 5e D&D Updates
    Overview

    The 2024 update to the 5e Dungeons & Dragons Player's Handbook, (formerly known as One D&D), introduces numerous changes aimed at enhancing gameplay and expanding options for players. This guide consolidates the latest updates, changes, and new features for the D&D community and Fantasy Grounds VTT users.

    Spells and Spellcasting
    The updated and expanded 2024 edition retains the traditional class-based spell lists from the 2014 Player's Handbook instead of the previously proposed categories (Arcane, Divine, Primal). Classes such as bards, sorcerers, warlocks, and wizards will continue to use the Arcane spell list, while clerics and paladins use Divine spells, and druids and rangers use Primal spells.

    Additionally, the spell progression for several classes has been revised. Warlocks, for instance, will gain more spell slots as they progress, addressing previous limitations in their spellcasting abilities. These changes aim to provide a more balanced and satisfying progression for spellcasting classes.

    Summoning Spells
    Summoning spells have been revamped to provide more options and flexibility. Players can now choose from various creature types when casting summoning spells, such as aberrations, undead, or fiends. This allows for more tactical depth and customization, enabling players to adapt their summoned creatures to the needs of the moment.

    (To facilitate the increased prevalence of summoning in gameplay, I do hope that Fantasy Grounds can or will integrate an extension like Friend Zone into the base functionality. This would make managing summons easier and more accessible, enhancing the overall virtual tabletop experience.)

    Class Changes and Archetypes
    One significant change in the 2024 Player's Handbook is the standardization of archetype acquisition. All classes now receive their archetypes at the third level, rather than having them staggered across different levels. This uniformity simplifies the leveling process and ensures that all characters gain their defining features at the same point in their progression.

    To compensate for the delayed acquisition of archetypes, new cantrips and feats are introduced to provide meaningful character development during the early levels. This ensures that players still have engaging options and abilities to explore from the outset.

    Subclasses and New Features
    Each class in the new handbook has access to four subclasses, with the exception of the Wizard and Cleric. These subclasses include entirely new ones as well as significantly reworked versions of existing subclasses. For instance, the Totem Warrior Barbarian is now called Path of the Wild Heart, offering a wider variety of animal spirits. The Psi Warrior replaces the previously playtested Brawler subclass for fighters.

    Weapon Mastery
    Weapon Mastery is a new feature that adds unique properties to all simple and martial weapons. Characters with the Weapon Mastery feature can unlock these properties, which provide various tactical advantages.
    For example, the dagger's "Nick" property allows an extra attack without spending a bonus action, while the battle axe's "Topple" property can knock opponents prone.

    This feature enhances combat by adding more strategic depth and making each weapon choice more impactful. Fighters, in particular, benefit from having access to multiple mastery properties, allowing for diverse combat strategies.

    Races and Backgrounds
    The concept of "races" has been updated to "species," with a focus on providing more cultural and socioeconomic context to character creation. The new Player's Handbook removes "half" races, such as half-orcs and half-elves, and introduces species like Aasimar, Orcs, and Goliaths as base options.

    Backgrounds now play a more significant role in character creation, offering ability score bonuses and a first-level feat. This approach allows for greater flexibility and customization, reflecting the character's upbringing and experiences rather than just their biological traits.

    Monster Manual
    The updated Monster Manual will follow the newer NPC stat block format introduced in Monsters of the Multiverse (MoTM). This format streamlines the information and makes it easier for Dungeon Masters to manage encounters.

    New Subclasses and Spells
    The 2024 Player's Handbook introduces three brand new subclasses and a range of new spells, expanding the magical options available to players. These additions aim to enhance both combat and non-combat interactions, making spellcasters more versatile and impactful across different scenarios.

    Crafting System
    The new crafting system has also been enhanced to provide more depth and flexibility. It allows characters to craft a variety of items, including weapons, armor, and magical items. The crafting process involves gathering materials and spending time to create these items, integrating crafting more seamlessly into the adventuring and downtime activities of the campaign

    Bastion System
    The Bastion system is a new feature designed for players to establish and develop a base of operations. This system allows players to create their own headquarters from level five, which they can upgrade over time. Each Bastion can be customized with various facilities, such as an Arcane Study for spellcasters or a Smithy for fighters, providing unique benefits and special abilities. Every seven days in-game, players experience a "Bastion turn" where they can assign new orders to their facilities and roll on a table for potential events, ranging from beneficial magical discoveries to challenges like attacks on the Bastion.

    Critical Hits and Misses
    The updated rules for critical hits and misses introduce more clarity and excitement. Critical hits now provide additional benefits beyond just extra damage, and critical misses can lead to interesting complications in combat, enhancing the dynamic nature of battles.
    These updates aim to enrich the D&D gameplay experience, offering more customization, strategic options, and streamlined mechanics for both new and veteran players. For detailed information and ongoing updates, players are encouraged to participate in the playtest surveys and provide feedback to shape the final versions of these systems.

    (there are other changes not recognized or mentionrd here, but the information comes from the recent video releases by WotC)

    Video References
    https://www.youtube.com/watch/-nu-JmZ4joo
    https://www.youtube.com/watch/_nUsURlGMyA
    https://www.youtube.com/watch/h6FqFFPASw8
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    Last edited by Laerun; June 19th, 2024 at 18:24. Reason: formatting
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  2. #2
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    Excellent. Thanks for writing this up. Much appreciated

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  3. #3
    Thanks for the summary. I would definitely second the proposal to add something like Friend Zone to FGU. The current workaround where you have to enable the Party Movement/Vision toggle to allow PCs to control NPCs is a bit wonky.

  4. #4
    Quote Originally Posted by Lazybones1969 View Post
    Thanks for the summary. I would definitely second the proposal to add something like Friend Zone to FGU. The current workaround where you have to enable the Party Movement/Vision toggle to allow PCs to control NPCs is a bit wonky.
    There is an entry in the Feature request list that Deer Buster posted for giving NPC control to players feature.

    Please vote for this."Ownership Transfer of NPCs"
    https://www.fantasygrounds.com/featu...rerequests.php
    Last edited by Laerun; June 19th, 2024 at 18:06.
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  5. #5
    Class Specific Changes: (will add and update more later)

    Changes for the Fighter in One D&D (2024 Player's Handbook)

    1. Weapon Mastery. Fighters now gain the Weapon Mastery feature, allowing them to use secondary features of weapons in combat, enhancing their versatility on the battlefield.
    2. Tactical Mind. This new feature allows fighters to expend uses of their Second Wind to roll a die and add it to a failed ability check, potentially turning failures into successes.
    3. Tactical Shift: At level five, fighters can move up to half their speed without provoking opportunity attacks when using their Second Wind.
    4. Tactical Master: At level nine, fighters can replace a weapon's mastery property with Push, Sap, or Slow when they strike with it.
    5. Studied Attacks: At level thirteen, fighters gain advantage on their next attack roll against a target if they miss it.
    6. Epic Boon: At level nineteen, fighters can choose an Epic Boon feat, which can include abilities that go beyond normal feats and allow ability scores to exceed twenty.

    Changes for the Paladin in One D&D (2024 Player's Handbook)

    1. Spell Preparation: Paladins can now prepare a number of spells equal to their level plus their Charisma modifier, offering greater flexibility in spellcasting.
    2. Lay on Hands: This ability now allows the paladin to restore hit points or cure diseases/poison with more versatility, including a scaling feature that improves with level.
    3. Divine Smite: Paladins retain their signature ability but with some tweaks for balance, particularly regarding spell slot use.
    4. Aura of Protection: At level six, the Aura of Protection now grants a bonus to saving throws for the paladin and their allies, with a radius that increases at higher levels.
    5. Cleansing Touch: This feature has been enhanced to provide greater utility in removing spells and effects from allies.
    6. Epic Boon. Similar to fighters, paladins at level nineteen can choose an Epic Boon feat for powerful end-game abilities.

    Barbarian
    Weapon Mastery: At 1st level, barbarians gain access to Weapon Mastery, allowing them to unlock special properties for their weapons, such as Cleave and Graze, enhancing their combat effectiveness.

    Rage Maintenance: Barbarians can now maintain their rage more easily. If no enemies are nearby, they can either force an enemy to make a saving throw or burn a bonus action to keep their rage active.

    Danger Sense: Improved at 2nd level to no longer require sight of the danger source, making it only inactive if the barbarian is incapacitated.

    Primal Knowledge: At 3rd level, barbarians gain Primal Knowledge, allowing them to use strength for certain ability checks, regardless of the usual ability required, enhancing their non-combat capabilities.

    Instinctive Pounce: At 7th level, allows barbarians to leap in any direction when activating their rage.

    Brutal Strike: Replaces Brutal Critical at 9th level, allowing barbarians to add additional effects when using Reckless Attack, such as pushing or slowing enemies, and combining these with weapon masteries.

    Relentless Rage: Improved to make it more effective in keeping barbarians in the fight after dropping to zero hit points.

    Subclasses:
    Path of the Berserker: Frenzy no longer causes exhaustion and Mindless Rage ends the charmed and frightened conditions. Retaliation is moved to 10th level and Intimidating Presence now affects multiple creatures.

    Path of the Wild Heart (formerly Totem Warrior): Offers more flexibility with animal spirit choices, which can change with each rage or long rest. Improved features at 6th level provide practical benefits like swim speed, climb speed, and enhanced dark vision.

    Path of the World Tree: New subclass that offers teleportation, temporary hit points, and enhanced reach, focusing on the Barbarian's connection to a magical world tree.

    Path of the Zealot: Redesigned features include a pool of dice for self-healing and Rage of the Gods, which grants divine powers without needing to drop to zero hit points.
    Last edited by Laerun; June 22nd, 2024 at 10:22. Reason: Added Barbarian
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  6. #6
    "Every class In D&D's 2024 Player's Handbook REVEALED!"

    Overview:
    This summary reveals all 48 subclasses that will appear in the 2024 Dungeons & Dragons Player's Handbook. It details the subclasses included for each core class and mentions notable exclusions from previous editions.

    Key Points:

    1. Barbarian:
    - **Returning Subclasses:**
    - Path of the Berserker
    - Path of the Wild Heart (formerly Path of the Totem Warrior)

    - **New Subclasses:**
    - Path of the World Tree
    - Path of the Zealot (from Xanathar's Guide to Everything)

    - **Descriptions:**
    - Berserker: Traditional rage-focused Barbarian.
    - Wild Heart: Adopts various buffs based on animal spirits.
    - Zealot: Rage powered by the gods.
    - World Tree: Uses the power of the Multiverse and the world tree to grant buffs and teleport.

    2. Bard:
    - **Returning Subclasses:**
    - College of Lore
    - College of Valor

    - **New Subclasses:**
    - College of Dance
    - College of Glamour (from Xanathar's Guide to Everything)

    - **Descriptions:**
    - Lore: Jack of all trades, collects knowledge.
    - Valor: Warrior Bard focused on martial combat.
    - Glamour: Focused on illusions.
    - Dance: Dexterity-based, boosts mobility and surprise.

    3. Cleric:
    - **Returning Subclasses:**
    - Life Domain
    - Light Domain
    - Trickery Domain
    - War Domain

    - **Exclusions:**
    - Nature Domain
    - Tempest Domain

    - **Descriptions:**
    - Life: Pure healing.
    - Light: Banishes darkness with light spells.
    - Trickery: Creates duplicates.
    - War: Enhances combat abilities.

    4. Druid:
    - **Returning Subclasses:**
    - Circle of the Land
    - Circle of the Moon

    - **New Subclasses:**
    - Circle of the Sea
    - Circle of the Stars (from Tasha's Cauldron of Everything)

    - **Exclusions:**
    - Circle of Wildfire
    - Circle of Spores

    - **Descriptions:**
    - Land: Nature-focused.
    - Moon: Wild shaping.
    - Stars: Channels star power for prophecies.
    - Sea: Sea-themed spells with ocean spray effects.

    5. Fighter:
    - **Returning Subclasses:**
    - Battle Master
    - Champion
    - Eldritch Knight

    - **New Subclasses:**
    - Psionic Warrior

    - **Exclusions:**
    - Arcane Archer
    - Cavalier
    - Rune Knight

    - **Descriptions:**
    - Battle Master: Special combat maneuvers.
    - Champion: Pure fighter.
    - Eldritch Knight: Combines combat and magic.
    - Psionic Warrior: Uses psionic abilities.

    6. Monk:
    - **Returning Subclasses:**
    - Warrior of the Open Hand
    - Warrior of the Elements (formerly Four Elements)
    - Warrior of the Shadow

    - **New Subclasses:**
    - Warrior of Mercy (from Tasha's Cauldron of Everything)

    - **Descriptions:**
    - Open Hand: Classic unarmed combat.
    - Elements: Inspired by Avatar: The Last Airbender.
    - Shadow: Stealth and subterfuge.
    - Mercy: Combines healing and harm.

    7. Paladin:
    - **Returning Subclasses:**
    - Oath of Devotion
    - Oath of Vengeance
    - Oath of the Ancients

    - **New Subclasses:**
    - Oath of Glory (from Mythic Odyssey of Theros)

    **Exclusions:**
    - Oathbreaker
    - Oath of the Watchers

    **Descriptions:**
    - Devotion: Classic holy warrior.
    - Vengeance: Punishes enemies.
    - Ancients: Green knights with primordial magic.
    - Glory: Focuses on heroic feats.

    8. Ranger:
    - **Returning Subclasses:**
    - Hunter
    - Beast Master
    - **New Subclasses:**
    - Gloomstalker
    - Fey Wanderer

    - **Exclusions:**
    - Monster Slayer
    - Swarmkeeper

    - **Descriptions:**
    - Hunter: Martial versatility.
    - Beast Master: Magical animal companion.
    - Gloomstalker: Hunts dark foes.
    - Fey Wanderer: Uses Feywild magic.

    9. Rogue:
    - **Returning Subclasses:**
    - Thief
    - Assassin
    - Arcane Trickster

    - **New Subclasses:**
    - Psionic Soul Knife

    - **Exclusions:**
    - Inquisitive
    - Mastermind
    - Swashbuckler

    - **Descriptions:**
    - Thief: Classic rogue.
    - Assassin: Stealth and poison.
    - Arcane Trickster: Combines stealth and magic.
    - Soul Knife: Uses psionic powers.

    10. Sorcerer:
    - **Returning Subclasses:**
    - Draconic Sorcery
    - Wild Magic
    - **New Subclasses:**
    - Aberrant Sorcery
    - Clockwork Sorcery
    -
    **Exclusions:**
    - Shadow Magic
    - Divine Soul
    - Lunar Sorcery

    - **Descriptions:**
    - Draconic: Taps into dragon power.
    - Wild Magic: Uses chaos magic.
    - Clockwork: Focuses on cosmic order.
    - Aberrant: Uses psionic powers.

    11. Warlock:
    - **Returning Subclasses:**
    - Archfey
    - Fiend
    - Great Old One
    - **New Subclasses:**
    - Celestial

    - **Exclusions:**
    - Hexblade
    - Undead
    - Undying
    - **Descriptions:**
    - Archfey: Uses Fey magic.
    - Fiend: Makes deals with devils.
    - Great Old One: Uses eldritch magic.
    - Celestial: Divine spells.

    12. Wizard:
    - **Returning Subclasses:**
    - Abjurer
    - Diviner
    - Evoker
    - Illusionist

    - **Exclusions:**
    - Necromancer
    - Enchanter
    - Conjurer
    - Transmuter
    - Bladesinger

    - **Descriptions:**
    - Abjurer: Shields and banishes.
    - Diviner: Sees glimpses of the future.
    - Evoker: Focuses on destruction.
    - Illusionist: Creates illusions.

    This is a detailed overview of the 48 subclasses included in the 2024 Player's Handbook for Dungeons & Dragons. While many subclasses from the 2014 edition are returning, there are notable new additions and some exclusions that may require homebrew solutions.
    Last edited by Laerun; June 24th, 2024 at 21:44. Reason: Formatting
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  7. #7
    The Updated & New Rogue | 2024 Player's Handbook | D&D

    Main Highlights:

    1. Core Enhancements:
    - Weapon Mastery: Adds exciting combo options and tactical abilities.
    - Cunning Strike: New feature allowing Rogues to trade sneak attack damage dice for various effects (e.g., poisoning, tripping, withdrawing from melee).

    2. Features Adjustments:
    - Reliable Talent: Moved to a lower level.
    - Thieves' Cant: Now grants an additional language.
    - Steady Aim: Provides advantage on the next attack roll, now in the core books.

    3. Subclass Updates:

    Assassin:
    - Advantage on Initiative Rolls: Ensures going first more reliably.
    - Redesigned Assassinate Feature: No longer relies on surprise; can deal extra damage to targets that haven't acted yet.
    - Tools Proficiency: Now includes disguise kit and poisoners kit.
    - Infiltration Expertise: Allows use of Steady Aim on the move.
    - Venom Weapons: Deal more damage and ignore poison resistance with Cunning Strike.
    - Death Strike: No longer relies on surprise, just requires sneak attack in the first round.

    Arcane Trickster:
    - Spellcasting: No school of magic restrictions; can use an Arcane focus.
    - Versatile Trickster: Interacts with Cunning Strike for additional trip options using Mage Hand.

    Soul Knife:
    - Psychic Blades: Can now be used for opportunity attacks and have the Vex Mastery property, setting up the next attack with advantage.

    Thief:
    - Fast Hands: Can activate magic items as a bonus action.
    - Second-Story Work: Uses Dexterity for jump distance and grants a climb speed.
    - Supreme Sneak: Allows making an attack while hidden and staying hidden.
    - Use Magic Device: Can attune to four magic items and has a chance not to expend charges when using items.
    Last edited by Laerun; June 25th, 2024 at 04:27. Reason: Formatting
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