D&D 5E (2024) A critical analysis of 2024's revised classes

I am not a fan of 2024 but haven't done the deep dive in why ( Just intial negative impressions). So I am looking forward to this even if I dont have much to contribute.
What's interesting is that I just went along with 2024 being better at the time. I have both 2014 and 2024 books. Ran campaigns with 2024 - no issues. But I have one campaign that was started as 2014 that we went back to. I cracked the books open again and, at the very least, the 2024 books are missing a lot of character. Maybe it make sense to move all the subclasses to 3rd level or maybe it didn't, but it sucks they're all called "sublasses" now. Before they had really cool names for the subclasses. Did it make things a little harder for new players? Sure! But for anyone with an ounce of intelligence it should have been pretty apparent pretty quickly that these are all "subclasses" it's just that each one has a cool name. In the same way that we all drive "Cars" on the street, but some cars are "SUVs" some are "compacts" and so on.

I was also sad that the books didn't have the silly dad humor on the first page that the 2014 books have. Like the DMG talking about how to kill your party or the Xanathar book talking about how the authors of the book didn't kill his fish.

About the only thing that is 99.9% better about 2024 is the DMG. It is MUCH, MUCH better for a new DM. However, I did write a blog post a little bit ago comparing Dungeon Master books ( Comparing Game Master / Dungeon Master books across TTRPGs ) and part of my conclusion was that D&D (and other systems) should make a "How to DM Book" that changes minimally across systems and versions and then a DMG/GMG that is for more advanced topics. Because while I found the 2014 DMG useless for learning D&D when I was new to the game, I found the 2024 one to be lacking in some of the more advanced topics from the 2014 book.
 

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It's very odd. Rage makes barbarians reckless, but if they need to sneak, they become very controlled and quiet. But still really angry. If they're not raging, not so good at stealth. Surely there was a better way?
Adventures in Middle-Earth 5E's Slayer(Barbarian) class describes their Rage in one of two ways: the angry HULK SMASH and the cool, zen-like focus where a Slayer is locking in basically. This allows the player to flavour how their character demonstrates/pictures/whatever the Rage.
 

Here is the description of Rage from the intro to Barbarian in the current PHB:
Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.

Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Personally, I'm not sure that "rage" is still the best term for what WotC is describing here, especially given that they also call it "primal power" later in the class description. On the other hand, "I would like to rage!" is iconic so I get why they chose to keep the word rather than rebranding it like they did with monk's Ki. "I would like to use primal power!"...nah, not as good.

But arguing about whether or not Rage would help you stealth or whatever is kind of ignoring how they specifically define Rage for the 2024 barbarian. Note, for example, that they link it to a predator's ferocity, so in terms of stealth I think you are meant to think of a tiger stalking prey.

Incidentally, Rage is not linked to reckless attacks; you can do those whether or not you choose to use Rage.

Setting semantics aside, the 2024 barbarian is better than the 2014 one and still a good class, but because other classes improved more (monk, in a somewhat similar niche, for example, not to mention fighters) they've probably slipped back in my personal tier rankings, at least at higher levels. They're still amazing in Tier 1 play but overall I now consider them weaker than fighters, monks, and paladins when considering frontline warriors (and yes, monks can now be considered a frontline warrior, if they want to be, as well as the best skirmisher). They definitely do suffer most from mobs, especially at mid-tier and above, typically doing an additional damage type on top of B/P/S and thus bypassing the damage reduction offered by rage.

At least berserker barbarian still maths out as the best damage dealer in the game, last time I checked.
 
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The Bard
What do you get for the man who has everything?

Foreword

The Bard's always held a bit of a contentious spot in 5e. Some adore it for its versatility, others feel it is able to do too much and infringes on other classes' niches, especially with abundant skill benefits, the ability to poach spells from other classes' spell lists, and martial-leaning subclasses.

As we'll see, being able to do what other classes do was made even stronger in 2024 5e.

Level 1
One thing to note is that, due to simplifying starting weapon proficiencies, Bards no longer get access to a few martial weapons like rapiers or hand crossbows. It's a wholly needless change, and kind of telling of how 2024 5e shifts towards laziness in design. Was anyone really mystified by the idea that classes could have specific weapon proficiencies rather than blanket categories?

Bardic Inspiration is now used when you fail an ability check, attack roll, or saving throw. This does have some benefit, in avoiding a "wasted" Inspiration when the original roll would have succeeded. It does make the feature unusable for situations where there isn't a strict "failure"—for example, initiative rolls, or other ability checks where the DM grants better success on a higher roll.

Their spellcasting has a bit of an oddity where they get a small boost in spells known early on but lag slightly at higher levels compared to 2014 5e.

I should also known that all spellcasting classes use the language "spells prepared" in 2024 5e, whereas 2014 5e made a distinction between "spells known" for classes that could only change spells at level-up and "spells prepared" for classes that could change on a rest. It's a needless terminology change and makes which rules apply to which classes much less clear.

Level 2
Song of Rest is omitted completely. It's a minor feature, but being minor doesn't make it totally meaningless. (Though with 2024's increased monster damage, the healing it would have provided is very much insignificant.)

Instead, the Bard now gets their first two Expertises at Level 2, along with Jack of All Trades. The latter feature now only explicitly applies to ability checks involving a skill, which plugs a few loopholes like initiative checks and Counterspell/Dispel Magic checks. Getting earlier Expertise, however, makes such easier to get for multiclass builds and diminishes a Rogue's niche in skill checks.

In addition, Magical Inspiration from Tasha's Cauldron of Everything is not included. I think that optional feature is a bit unnecessary, and suffers from a caster-favouring problem that became more endemic later in 5e's lifespan (and heavily defines 2024 5e), but it still would have been nice for the Bard to get some more stuff they could do with Bardic Inspiration rather than less.

Level 5
Font of Inspiration now lets you burn spell slots to regain Bardic Inspirations. It's perhaps unnecessary, as you get a sufficient number of them regularly and this benefits subclasses with stronger Bardic-fuelled features much more than others, but it's not the worst "burn spell slots to fuel class features" we'll see.

It is, however, questionable that burning higher-level spell slots doesn't give you any more uses of Bardic Inspiration than a 1st-level slot.

Level 7
Countercharm is now a reaction used on a specific creature, and lets them reroll a failed save against being charmed or frightened with advantage. Arguably a side-grade, since it switches the feature from a proactive ability to a reactive one, with lessened effectiveness (since it only works on one person).

Where this gets pretty dumb is when you consider that you can use your music to bolster yourself when you fail at not getting charmed, or the fact that despite the flavour of the feature the target no longer needs to be able to hear your "musical notes or words of power to disrupt mind-influencing effects" to benefit from this, or that this feature no longer specifies that it doesn't work if you yourself are silenced.

Level 9
Your second two Expertises are kicked down to this level, one level earlier. As mentioned in the previous analysis, I'm certain many changes in 2024 5e were made without consideration for other changes, and so I suspect this was done just so that a character could go Bard 9/Rogue 11 to pick up eight Expertises, Jack of All Trades, and Reliable Talent (before Reliable Talent was changed in 2024).

Level 10
Here is where Magical Secrets comes in, and this is...overhauled. Instead of getting two spells from other classes at certain levels, you can now pick any of your spells to be from the Cleric, Druid, and Wizard lists as well. You can replace any of your previous spells with spells from these lists as well.

On one hand, this change was done to keep certain "signature" spells from half-caster or more "unique" casters from easy access by the Bard, and I can understand that. But on the other hand, this means that the Bard can mish-mash spells of all levels from four different spell lists.

As mentioned at the start, blind power creep is not good game design. This is the sort of change that begs the question: is this necessary? Giving the Bard such massive and easy reach for their spell list just isn't a needed change. Magical Secrets was already a strong feature with its preexisting limitations.

And on the subject of keeping certain classes' "signature" spells out of the Bard's hands? There's still a way to do so for the Bard or any other class, albeit to a more limited degree. The Cartomancer feat, coupled with a one-level dip—which in 2024 5e doesn't delay your spell-slot progression if done with a half-caster like the Paladin or Ranger. You can still get access to stuff like Destructive Wave or Conjure Volley, along with other benefits of the dip.

(Incidentally, the College of Lore's 6th-level feature is largely unchanged, meaning it amounts to just getting two extra spells known in the long run.)

Level 18
Superior Inspiration is moved here, and gives you two uses if you have less than that. I find these sorts of features awkward, in that they reward you for having used up all of your resource and thus apply less if you don't blow through all of your Bardic uses.

Level 20
The Bard gets a new capstone at Level 20. And it's probably one of the dumbest capstones in the game.

As we've established, the Bard's ability to expand their spell list has been massively improved. So what would be the perfect capstone for such a class?

A capstone that tells you to use your 9th-level spell slot on two specific spells. Namely, Power Word Heal and Power Word Kill. And you can target two creatures within 10 feet of each other.

If you want to use these spells, that's a nice boon. If you don't, if you dared to use your Magical Secrets feature to do the thing it allowed you to do and pick a 9th-level spell of your choice, then this capstone is effectively wasted whenever you don't use your 9th-level spell slot on those specific spells.

Trying to force a class to use specific spells when a major gimmick of the class is being able to access so many different spells is just an absurd choice.

Conclusion
As mentioned, the Bard gets expanded abilities to Be Good At Everything. But as mentioned, it's not really necessary. The Bard was in a good place previously, and while it may be reasonable to not let them grab 5th-level Paladin or Ranger spells much earlier than those respective classes, that Magical Secrets is the most significant change highlights how 2024 5e values spellcasting as much higher than everything else in the game—even more so than their most unique features.

Building a Better Bard?
  • Bardic Inspiration should be more of a class feature. Give a few more ways to use Bardic Inspiration on the base class, rather than fewer. Have Superior Inspiration come online earlier, and have it just be a free use of your Bardic Inspiration feature once per initiative, encouraging more use of it.
  • Let Magical Secrets chosen spells be changed, but it's entirely reasonable to maintain a limit on how many spells a Bard can pilfer from other classes. Maybe 9th-level spells should also be off-limits?
  • The capstone should not restrict you to specific spells. Or if any spell, the capstone could just be evocative of Wish. Perhaps (in the vein of another capstone questionable for its own reasons) you can ritual-cast Wish once per XdY long rests, using it to cast a spell of 8th- or lower level. It's even flavourful as a feature: think of it as performing a song grand enough to alter reality.
 

We'll get to Monk, but I'm going to be frank: I've played several Monks in 2014 5e and never felt like they were sub-par. I've never been in a group where a Monk player seemed or felt like they were contributing less to the group—with the exception of rare sort who failed to Stunning Strike on one turn and complained about it.

The first time I played 2024 5e with several friends, all of us felt underwhelmed by certain aspects of the 2024 Monk, even the people not playing the class (i.e. people who got the stuff the Monk doesn't get) and the person playing the Monk felt it was this awkward combination of "things that are weak and underwhelming" and "things that are cheap and cheesy".
well, as someone also who played several monks in 2014, I can tell you that they are mechanically trash.
In roleplay, they can be great. They can be good in exploration. Social they are also F tier.

About Stunning strike, It's so hit and miss, that you are better spending ALL KI points on anything but stunning strike, so you are not depressed about wasting them.

Just move around battlefield, cast your Ki strike based spells, do anything but stunning strike.
 


well, as someone also who played several monks in 2014, I can tell you that they are mechanically trash.
In roleplay, they can be great. They can be good in exploration. Social they are also F tier.

About Stunning strike, It's so hit and miss, that you are better spending ALL KI points on anything but stunning strike, so you are not depressed about wasting them.

Just move around battlefield, cast your Ki strike based spells, do anything but stunning strike.

I found 2014 long death Monk to be pretty awesome and basically unkillable once Mastery of Death came online. A Long Death Monk is arguably the most powerful single class PC at level 15+.

I also had fun playing Shaow Monk and Drunken Monk, although they were on the weak side.
 
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I found 2014 long death Monk to be pretty awesome and basically unkillable once Mastery of Death came online. A Long Death Monk of level 11+ is arguably the most powerful single class PC at level 15+.
this is one broken ability that does not save the class.
either it should be once per turn, or all other people learn how it works so you are bombarded by magic missiles so it drains all your ki pts.
I also had fun playing Shaow Monk and Drunken Monk, although they were on the weak side.
yeah, shadow monk is fun, even if it's on the weaker side.
 

A better way to handle Primal Knowledge? Make it based on Constitution. That way you don't get the unbalancing auto-advantage, and it incentivizes building up your secondary ability score.
I think the devs didn't want the class to be more MAD, believability be damned.

And damn them they should
 

this is one broken ability that does not save the class.

The point is, if you play that subclass it is certainly not underpowered.

either it should be once per turn, or all other people learn how it works so you are bombarded by magic missiles so it drains all your ki pts.

Well it is not once a turn and does not even use a reaction and you need to see him to cast magic missile.

An 18th level Monk with a 10 Constitution has 93 hit points. Assuming you have a way of seeing invisible, and assuming he has 14 ki remaining and has no healing available:

It will take 6 rounds and 1 9th level, 1 8th level, 1 7th level, 1 6th level and 2 5th level slots to down him with magic missile. If you can't see invisible add another round and second level slot to cast see invisibility (assuming you have that as well).
 

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