D&D (2024) 2024 Spell Changes

Let me put it this way: imagine there are four enemies. One of them has blindsight and the other three don’t. How would you roll initiative in such a way that you have advantage against the three that can’t see you, but don’t have advantage against the one that sees you?
Advantage for the Invisible.
Normal for the blindsight
Disadvantage for the people without Blindsight.
 

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If I understand the new rules correctly, Shield (and other reaction spells) have been given a stealth nerf in that you can't cast more than one spell with a level per round so if you cast Shield you can't cast any non-cantrip spell on your turn, unless I'm mistaken.
Per turn, not per round.
So shield is fine.
 

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

After digesting all the classes, I think a Fey Warlock will probably be the most powerful single class melee character at the highest number of levels in 2024.

Maybe not, but that is my impression

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

Multiclassing is going to be more OP I think. Monk in particular is an awesome class for a dip as it gives you a free bonus action attack every turn. Two Weapon Fighting and Martial Arts used to be mutually exclusive, now they are going to stack.

A Monk multiclassed with a Rogue, Fighter, Barbarian or Ranger is going be able to do 3 attacks a round at will at level 2. Alternatively they are going to be able to cast a spell and then get in a bonus action attack and if that caster is a dance bard their unarmed strike damage is going to be higher than a single class Monk.

I am working on a build idea for a Ranger-Monk. At 6th level (Ranger 5-Monk1) they would be able to throw a net get the enemy to save or be restrained. Then follow that with 3 more attacks extra attack with a light weapon, nick attack, bonus action unarmed strike. All of them with advantage if the net lands restrained. With a few Monks levels they can add FOB multiple times for another attack even.
 

Just finished watching Treantmonk's video... and while he is usually on point, I'm kind of flabberghasted at the things he missed.

Inflict Wounds: He only talks about the damage decreasing. But he opens saying the damage wasn't worth it on a melee attack that "might miss". He then completely misses that it is a con save now and guaranteed to do at least half damage. Not sure if it balances the damage reduction, but it deserves mention at least.

Ray of Enfeeblement: Just... what? He focuses entirely on the statblock not making strength attacks clear and misses... literally everything else about this spell that say massive improvements. The old version needed to hit their AC. Miss and the spell does nothing. then future con saves could end the effect. Now, the spell is a con save from the start, however, in the old version the effect was they deal half damage on weapon attacks that use strength. Now, luckily the MM did define monster's claws and tails as weapons. However NOW the if the target saves on the initial save? Disadvantage on their next attack roll. And if they fail, it is disadvantage on every strength check, strength attack, and strength save for the duration and it reduces the damage by 1d8 REGARDLESS OF WHERE THE DAMAGE COMES FROM. They cast magic missile? That's a damage roll, subtract 1d8.

This is crazy strong. as written.
 


problem with multiclassing was 1-2 level dips, now that some features have been moved to 3rd level, that is less of a problem.


I would not call that a "problem" in 2014, I would call that a feature. :p

I think 2024 is going to be stronger. You won't get the subclass abilities, but classes have new abilities at level 1 that are going to be really good.

If you look at the 1 level dips you saw a lot of - Hexblade for Charisma Attacks, Cleric Subclass for Heavy Armor - those are still there as part of the class. Add in the weapon masterys you get on a lot of the martials with 1 level and the Monk's new martial arts and I think there is a lot of opportunity.
 

Just finished watching Treantmonk's video... and while he is usually on point, I'm kind of flabberghasted at the things he missed.

Inflict Wounds: He only talks about the damage decreasing. But he opens saying the damage wasn't worth it on a melee attack that "might miss". He then completely misses that it is a con save now and guaranteed to do at least half damage. Not sure if it balances the damage reduction, but it deserves mention at least.

I love inflict wounds thematically, but changing it to a save is going to make it worse most of the time. Half damage does salvage something, but it will still be a lot worse IMO. When you were using it with the old spell, it was when you were pretty confident you were going to hit.

Even with half damage, it is still going to average less damage on a 1st level slot than most cantrips at level 9+

With the spell as it was, you were usually only casting it when you had advantage and you were upcasting it too to deal A LOT of damage on a hit. I am playing a level Bard right now that has it with Shadow Touched. I don't actually use the free cast at all. When I use it most often it is to upcast it on an enemy that is paralyzed. On a hit you crit, and a couple weeks ago I hit for 80 damage on a guy an ally paralyzed with a a rod of lordly might. That is mostly what I use it for.

I don't see myself using it at all in the new version.

Ray of Enfeeblement: Just... what? He focuses entirely on the statblock not making strength attacks clear and misses... literally everything else about this spell that say massive improvements. The old version needed to hit their AC. Miss and the spell does nothing. then future con saves could end the effect. Now, the spell is a con save from the start, however, in the old version the effect was they deal half damage on weapon attacks that use strength. Now, luckily the MM did define monster's claws and tails as weapons. However NOW the if the target saves on the initial save? Disadvantage on their next attack roll. And if they fail, it is disadvantage on every strength check, strength attack, and strength save for the duration and it reduces the damage by 1d8 REGARDLESS OF WHERE THE DAMAGE COMES FROM. They cast magic missile? That's a damage roll, subtract 1d8.

This is crazy strong. as written.

Good catch. Thanks for the info.
 


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