D&D (2024) 2024 Spell Changes

Can you expand on these 2?

Counterspell is a constitution save now, if the target fails the save he loses his action but does not lose the slot.

Sprit guardians no longer hurts an enemy at the start of their turn. This fixes the double damage from casting it and then pulling in an enemy.
 

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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.
You could be right, I would have to sit down and do the math but I expect all current videos to be more gut reactions than calculated analysis from all YouTubers for a while yet.
Infact I would not expect any useful analysis until people have played for a while and seen the Monster Manual.
 

I love inflict wounds thematically, but changing it to a save is going to make it worse most of the time.
I think one of the main reasons to make it a save was to remove the crit component. A 1st level spell that does 6d10 damage on a crit could even full kill a 2nd level character, or with a good roll a 3rd level character. I think they feared that was too much swing. of coruse with the save htey remove that concern, so it didn't need the damage nerf.
 


I think that's accurate but you still only get one magic action. You'd need bonus action, or action surge, to get the second spell.
I think those they are most interested in are Shield from Magic Initiate and Misty Step from Fey Touched, either of which would not be a magic action.
 



Yeah, but why would invisibility give you an advantage against foes that ignore invisibility?
That's what the rules say.
But it's only advantage on initiative, not to attack or be attacked.

If both sides are invisible and all have blind sight, everyone gets advantage on initiative.

You can always rule otherwise.
 

For one combat?

Nah. Unless you go heavy into TWF, it's not great.
It's a first level spell! And you're going to get many attacks. You will likely get two regular attacks and one bonus action attack for most of your adventuring career. So aside from the first round where you will cast the spell as a bonus action, it should apply to three attacks each round and possible an opportunity attack. Seems like a pretty decent first level spell.
 


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