D&D (2024) 2024 Spell Changes

was hoping to get deleted in this one.

haven't seen it used once in 25 years of playing d&d.

waste of quality print space.
This incarnation might actually get used. The older versions I've only seen two times total in 41 years. Nobody wanted to come back as a badger or some other animal.
 

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Shield lasts 1 round.

Armor should cause spell failure chance for most spells.

Things like Bladesinger shouldn't exist as something that allows full Wizard casting ability with added melee ability.

Multiclassing shouldn't give people the same number of spellslots as if they didn't multiclass.
 

Shield lasts 1 round.

Armor should cause spell failure chance for most spells.

Things like Bladesinger shouldn't exist as something that allows full Wizard casting ability with added melee ability.

Multiclassing shouldn't give people the same number of spellslots as if they didn't multiclass.
The problem with blandesingers isn't the added melee ability, it's the ability to stand back and do the same kind of tactics that any other wizard would do, just with more AC.
 

In my Mad Mage campaign, I currently have one player playing a dwarf forge cleric / watcher paladin / storm sorcerer. He has full plate that he has enchanted through his forge cleric feature. He also has a shield. And he’s got something else that gives him +2 to AC, so his base AC is 23. Thanks to his sorcerer level, he can also cast shield, making his AC 28 for a round.

He also likes to Dodge to impose disadvantage on enemy attack rolls. Oh, and for the rare occasion where I actually manage to get through all his defenses, he has the Lucky feat and can make me reroll (which more than likely causes me to miss).

He used to rely heavily on dodging plus spirit guardians, but “Halaster” got sick of him doing that, so for a while, every time he cast SG, some mage hunter creatures would appear and attack him. He now doesn’t use SG nearly as much, but he’s still all but impossible to hit.

Dex saves are one of his only weaknesses. (He also has things like the Dungeon Delver feat and a high Perception, so he can automatically find secret doors and resist damage from all the traps.)

He’s as close to being an unkillable “I win!” machine as it’s possible to get in vanilla 5e. One of the most frustrating character combos I’ve ever DMed for! We’re nearly finished the campaign, and I’ve asked the player not to make a character like this again.
It's funny how many problems are solved by exercising the part where multiclassing is optional. I haven't had the balls to do it in a game yet, but most of my vanilla 5e "problem characters" were caused by multiclass combos.
 

Hey, Sleep is "any creature of your choice in a 5ft radius sphere within 60ft must succeed on a Wisdom Save or have the Incapacitated condition...". I'm not sure the rest, though it's Concentration up to 1 minute.

None of that annoying adding HP stuff, at least. Small area, though.
 

Original Question: Has anyone posted the full text of the invisibility spell and see invisibility yet?

Edit 1: Here is "See Invisibility" D&D (2024) - New stealth rules.

Edit 2: Here is "Invisibility" D&D (2024) - New stealth rules.

Edit 3: Here is the "Invisibility Condition" D&D (2024) - New stealth rules.

Updated post: So they fixed the sage advice problem of invisible creatures still getting the attack bonus when seen.

Updated question: Will the new sage advice still give seen invisible creatures the initiative bonus?
You can simultaneously have advantage on attacks against creatures that can’t see you and not have advantage on attacks against creatures that can see you. But there’s no way to simultaneously have advantage on initiative rolls against creatures that can’t see you and not have advantage on initiative rolls against creatures that can see you.
 

In my Mad Mage campaign, I currently have one player playing a dwarf forge cleric / watcher paladin / storm sorcerer. He has full plate that he has enchanted through his forge cleric feature. He also has a shield. And he’s got something else that gives him +2 to AC, so his base AC is 23. Thanks to his sorcerer level, he can also cast shield, making his AC 28 for a round.

He also likes to Dodge to impose disadvantage on enemy attack rolls. Oh, and for the rare occasion where I actually manage to get through all his defenses, he has the Lucky feat and can make me reroll (which more than likely causes me to miss).

He used to rely heavily on dodging plus spirit guardians, but “Halaster” got sick of him doing that, so for a while, every time he cast SG, some mage hunter creatures would appear and attack him. He now doesn’t use SG nearly as much, but he’s still all but impossible to hit.

Dex saves are one of his only weaknesses. (He also has things like the Dungeon Delver feat and a high Perception, so he can automatically find secret doors and resist damage from all the traps.)

He’s as close to being an unkillable “I win!” machine as it’s possible to get in vanilla 5e. One of the most frustrating character combos I’ve ever DMed for! We’re nearly finished the campaign, and I’ve asked the player not to make a character like this again.
Yeah, similarly one of the characters in our current game is a multiclass artificer (I don't know his exact build) with base AC of 22 and can cast shield. It's a little comical watching creatures try to hit him, but the DM's already made remarks along the lines of "don't know how to deal with this character".
It's funny how many problems are solved by exercising the part where multiclassing is optional. I haven't had the balls to do it in a game yet, but most of my vanilla 5e "problem characters" were caused by multiclass combos.
Good news! Multiclassing is no longer optional in 5.24, it's allowed by default.
 




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