D&D (2024) 2024 Spell Changes

Yup, the main aspect of 4e that I didn't like is coming back while the aspects that I did like about 4e aren't. I much prefer various things that characters can do to be fiction first with the rules trying to put that fiction into effect but with DM rulings being there in order to make sure that the rules conform to the fiction in edge cases, not specific mechanical concepts with a thin veneer of flavor text that can be ignored.

Command is the perfect example of that. The fiction is that you say a one word verb and if they can't resist your magical power then they do that verb. The rules go part of the way towards implementing that fiction in terms of gameable rules but DMs often have to fill in the cracks. What if people have wax in their ears? What if they're plugging their ears with their fingers so they can't hear you? What if it's really noisy and its hard to hear your command word? What if they're ignorant peasants and they don't know the fancy vocab words you're throwing around? All of this requires some DM rulings but it makes the fiction feel real and important, not just a "free" bit of flavor text that can be reskinned at-will because it doesn't matter.

If you take all of that away and just have a list of specific effects that can be done with Command then you take away a chunk of what makes D&D fun for me personally. I understand that a lot of other people have different perspectives but I'm sad that summon animals doesn't summon animals anymore, that sleep doesn't put people to sleep, and all the rest.
This issue more than anything else is a reason for me to give up on WotC D&D. Pushing this playstyle actively makes the game less fun for me.
 

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Right, I think I got that part.

So you get advantage on initiative when invisible, even if everyone you are attacking can see you.

(As opposed to not getting advantage on initiative if just a single opponent can see you).
Yeah, that seems to be how it works
 


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.

That is AMAZING, even with the small radius.
 




From what I read upthread, the Sleep spell applies the Incapacitated condition. So, thematically, being asleep (from the Sleep spell) is the same as being Incapacitated. Lots of sleepwalkers / sleepflyers / sleepclimbers around. Or more accurately the Sleep spell no longer puts anyone to sleep.
I've read that the it inflicted Incapacited on casting, then Unconscious if the enemy fails a save on their turn.

I think its from @DavyGreenwind thread, IIRC.
 

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.

This is almost true and will be a small nerf to some. The limit is not on casting 2 spells, it is on using 2 slots. So you will still see this happen with Sheild from the Origin Feat.

I expect a lot of casters will get the Origin Feat with Shield on it and when this happens (need to shield on their turn) they will use the free casting.

So small nerf yes.
 

Not a change to a specific spell, but an interesting change is the following (from Treantmonk’s first PHB video):



Many people are interpreting this to mean any free castings of a leveled spell that some classes/races get don’t count for this restriction. So a ranger could cast Hunter’s Mark and another spell on the same turn.

Not sure how it interacts with a sorcerer’s Quickened Spell metamagic, without seeing the text on that

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.
 

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