Hexmage-EN
Legend
I didn't get to play anywhere near as much of 4E as I would have liked (chiefly due to how difficult it was to find a gaming group in general until Critical Role helped bring D&D back into the public consciousness), but so far I've been pleasantly surprised to see how much of 4E actually made it into the latest edition. I thought it might be fun to list features of 5E it inherited from its predecessor.
I'll start:
- Healing Surge-like Hit Dice
- Abilities that recharge on a short rest
- Supernatural origins for the Barbarian's powers (especially the primal spirit link)
- Second Wind and Maneuvers for the Fighter
- The Oath of Ancients (similar to the 4E Warden) and Oath of Vengeance (similar to the 4E Avenger) archetypes for the Paladin
- Much of the Warlock's design
- The 4E take on the Eladrin (mostly)
- An increased emphasis on origin stories for monsters (with the 5E hydra's origin being very similar to the 4E hydra's, save for the identity of the entity whose blood is shed)
- The Feywild, Shadowfell, and Elemental Chaos
- Elemental myrmidons (formerly archons in 4E)
- Warlocks as the "priests" of beings that aren't gods (for example, in 3.5 Imix's priests were clerics, but in 4E and 5E are Warlocks)
- The Raven Queen (she's apparently in every Shadowfell now, but only a true goddess in the Dawn War setting)
- Primordials (not counting Imix, Yan-C-Bin, Olhydra, and Ogremoch, the adventure Storm King's Thunder features the primordial Maegera)
- The racial feats of Xanathar's Guide to Everything were racial powers in 4E
- The Sentinel feat gives features that the 4E Fighter had by default
- Spells like Vicious Mockery, Lightning Lure, Witchbolt, etc
I'm sure I'm missing dozens, or even hundreds of examples!
I'll start:
- Healing Surge-like Hit Dice
- Abilities that recharge on a short rest
- Supernatural origins for the Barbarian's powers (especially the primal spirit link)
- Second Wind and Maneuvers for the Fighter
- The Oath of Ancients (similar to the 4E Warden) and Oath of Vengeance (similar to the 4E Avenger) archetypes for the Paladin
- Much of the Warlock's design
- The 4E take on the Eladrin (mostly)
- An increased emphasis on origin stories for monsters (with the 5E hydra's origin being very similar to the 4E hydra's, save for the identity of the entity whose blood is shed)
- The Feywild, Shadowfell, and Elemental Chaos
- Elemental myrmidons (formerly archons in 4E)
- Warlocks as the "priests" of beings that aren't gods (for example, in 3.5 Imix's priests were clerics, but in 4E and 5E are Warlocks)
- The Raven Queen (she's apparently in every Shadowfell now, but only a true goddess in the Dawn War setting)
- Primordials (not counting Imix, Yan-C-Bin, Olhydra, and Ogremoch, the adventure Storm King's Thunder features the primordial Maegera)
- The racial feats of Xanathar's Guide to Everything were racial powers in 4E
- The Sentinel feat gives features that the 4E Fighter had by default
- Spells like Vicious Mockery, Lightning Lure, Witchbolt, etc
I'm sure I'm missing dozens, or even hundreds of examples!
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