I'ma be real though but my DM let me use the wizard changes early and Memorize Spell has felt SO GOOD to use. Our warlock and fighter have also liked me asking for a short rest to swap spells.
My DM has gradually rolled out updated class stuff and it went a long way in preventing me from retiring my Berserker Barbarian. She only really does one thing but she sure does it really, really well
I feel a thing a lot of people are missing when they talk about the Warlock changes is that there is an "invisible" buff to the warlocks pact magic, in that a lot of other classes are now a lot more reliant on short rests as well, so short rests will be more common in the new rules.
@@rubenbylovandersen160 The reason they originally reworked Warlocks was to overall kill the need for short rests, they stated as such. Except they consistently forgot classes like monk are as short rest heavy and the community beat them down that they walked back their idea to kill short rests.
I might run a house rule on Warlocks, giving them their additional Pact Slots at the Warlock levels their proficiency bonus would increase as well as the second slot at level 2 (slots now gained at levels 2, 5, 9, 13, 17). Same scaling a la Apothecary class by the Dungeon Dudes.
The video didn't mention that warlocks get Magical Cunning lol. It's an action. The video straight up lies about Warlock "not getting more pact slots". Anytime you aren't in combat and have even just a few seconds you can pop magical cunning for more slots, no short rest required.
@@floofzykitty5072 Magical Cunning takes a minute, and it's only 1/lr. Video was half right, they just understated how much a third slot between rests affects you :p
The Eldritch Knight still got more than he lost. With how few spellslots he has and the low level of said spells the level 7 feature to be able to use extra Attack with Cantrips is what they really wanted.
Wait a minute, Bard's Magical Secrets used to grant spells of any class in previous version, while 2024 limits your choice 1:59 Sure, that makes sence, those spells are overpowered for a bard that early, but that was so much fun! Anyways that does not improve Bard.
In fairness, it does allow you to now get as many spells as you want from Druid, Cleric, and Wizard, where it was limited to only a few spells before. So I'd say it's still an upgrade...but not the one described in the video.
@DeadmanwalkingXI More like a side grade, since you need to accumulate those spells level by level and they are replacing Bard spells, rather than just getting 6 free spells. At high levels it'll definitely be an upgrade, but there's still a trade-off, especially initially.
Paladin got their main feature (divine smite) gutted something awful If it was about reducing the nova potential, they could have added a “this ability can only be used once per turn” to the end. Boom, problem solved. That was the ONLY thing that made smite so OP Now? It can be counter spelled, it is unuseable in a silence bubble, and all the full casters can use it better than you because the dice cap was removed Oh, and the bonus action thing is actually just the cherry on top. And nothing else they got even remotely makes up for it
Using your base hp instead of the creature's base hp is giving me nostalgia for 2e, with druids shapeshifting into hummingbirds with 70 hit points and spellcasting abilities
I just don't understand why they ignore artificer so much??????!!!!!!!!! Why can't they just make it core class???!!! I freaking love this class, so I just don't understand why so much ignorance......!!!!!!
Forgot to mention all the huge changes to the Paladin and Ranger spells and spellcasting that massively boosts them. The Paladin also got better Tasha's Mind Whip as a 9th level feature and huge buffs to the subclasses as well.
@jg2096 Oh yes, the singular change that cripples the class. The Paladin chassis was by far one of the best in all of 5e for two big featurea. One of those features were nerfed, but all of the alternatives were buffed. The other feature that made Paladin often a must have was left untouched. Nova potential isn't as good as before, but the class is far from dead. It's focus has shifted from spam all your spell slots with Smite at once to a more strategic smiting & defensive class.
@jg2096 how is it bad? You can still get solid burst damage, you still get incredible auras and other class features. Oath of Vengeance feels incredible overall. Only thing that's changed is you can't spam smites anymore. As someone who plays a paladin, I view the new Paladin as a net buff
@@ddurst1 I didn't see it as a net buff as you are already short on spell slots and now your smites can be countered. You are now more prone to becoming a glorified fighter and I'm a little confused about auras not stacking either. By level 10 you get 3 of them but I can only use one at a time now? My DM and I playtested the bonus action smite rules. It makes polearm master a contender to your class feature as it's damage is more consistent and scaleable also. Most fighter classes have the feature of only using damage boosting attacks once per turn but they aren't always limited by resource (rune knight for example is limited). And from what I've heard people talk about the new base paladin sounds more like a fighter subclass than it's own thing. I'll take another look at Vengeance to see what I might've missed but I think that this was a net nerf as that single feature that was core to the paladin is now another spell anyone could take or counter and a bad spell at that overall.
@jg2096 actually, with the new counterspell, you get the spell slot back if your spell is countered. Really not a huge deal. And I think your auras still stack, it's just auras from other paladins don't And I never played in a party with more than 1 paladin anyway
Guys, if you want all settings rule books just read Savage Worlds or GURPS. Books like DnD, Pathfinder and other genre locked system books will never give you as much freedom of choice (or illusion if you are min maxer) unless you buy more setting books
It was a campaign specific class. Not everybody likes steam punk in their DnD. They could throw it in an optional book like Tasha's but not in the PHB. Also the artificer requires knowledge of those replicate magic item infusions without actually having the stats for them. I expect we'll see an updated option book with the artificer included AFTER the DMG comes out.
They look at rage as more of an adrenaline boost, the barbarian being a “man beast” gets predator like boosts when raged. Perception Intimidation Stealth and I think something else. Think Kraven from Spider-Man comics
There's an old clip from one of the batman cartoons where a goon opens the door, sees batman, batman glares at him and he walks off saying "Nope, this room's empty". Look up "The Smartest Batman Goon" Its not so much being invisible, its more "If I admit that there's something there, I will end up in a world of pain. Better to not acknowledge the existence of [thing]"
Whisper bards are like oh exchanging a 1st lvl spellslot for a bardic inspiration, I can now smite better than the paladin. (14 lvl is 7d6 and double on a crit)
I'm pretty sure Whisper Bards can still only attack once. This is the problem of just looking at dice and adding them together without account for to-hit; It never gives you an accurate picture. Even Smite now effectively being only once per turn, Paladins Smite is still better because they have two chances to hit. Assuming the same chance to hit for both (let's say 70%), Whisper Bard's damage has to be multiplied by 0.7, while Paladin's damage is only multiplied by 0.91. That is a 20% difference. It's no different from those clickbait RUclips shorts that goes over a combo that does supposedly hundreds of damage but there is no to-hit factored in, enemy's chance to make a save etc... You never have a 100% chance to hit except through certain super late level features that guarantee a hit.
@@floofzykitty5072 I made my comment in the presumtion that you would multiclass and of course hit chance is important. I know that these psychic blades are only once per turn much like normal smite or eldritch smite, however eldritch smite and psychic blades are less restricted in how they can be used, like with bows, crossbows, slings etc. The idea was to give more alternative options that someone who wants to make a character that doesn't work anymore (barbarian/paladin and druid/paladin were cool with rage smite and wildshape smite. Now with eldritch smite or psychic blades you can still have a smite like effect during rage or wildshape), but player should ensure the other factors of the build too. Like weapon and armor proficiency, hit chance, extra attack etc.
Would love to see you do a rogue barbarian hybrid that would multiclass into bear shifter and Shadow dancer from 3.5 Pathfinder because I'm sorry but transforming into a dire polar bear slipping into the shadows inside a cave and coming out of a shadow in the ceiling while wielding two mastercrafted adamantium multi enchanted double twin axes on top of a Hydra would be dope if I had a green screen I would consider doing my own channel about my old rogue barbarian
But also everything I'm hearing in this video like one or two classes actually got a buff and the rest got screwed reminds me why 3.5 Pathfinder is better then 3, 4, and 5e and this new 2024 update
Haven't played DND in almost 2 decades now. I'm more into Sci-Fi and narrative systems (FFG SW and City of Mist). Happy to see it changed enough to be interesting. I would have maybe played a monk in the previous version, but sure would do it in the new one !
11:20 when the hell could you have cast twin fireball? There was a clear restriction where it could only work on a spell that can only target 1 creature…
The specific wording of Twinned Spell from 5e states "To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level" Fireball does not target creatures. It targets an area. The "Areas of Effect" section on page 204 says "Spells such as 'Burning Hands' and 'Cone of Cold' cover an area, allowing them to *affect* multiple creatures at once." This differentiates between 'target' and 'affected creature' - so basically, RAW, you can indeed twin-spell a fireball in original 5e D&D.
@@Telgar_ Twinned Spell also says "When you cast a spell that targets only one creature and does not have a range of self..." If you say Fireball doesn't trigger the "incapable of targeting more than one creature at the spell's current level" part of the restriction, it also doesn't match the "spell that targets only one creature" part of the metamagic feat. If it's targeting an area rather than a creature, it's not targeting one creature, and therefore is ineligible. You had my hopes up for a second. My DM has been rebalancing encounters since my sorcerer got Fireball.
Warlock got some nice stuff. Pact of the Blade, in particular, can now attack with Charisma and get a third attack like a Fighter, but all of them got some nice stuff. No more spell slots, but everything else is better, IMO. Artificer isn't in the PHB, but they'll be doing stuff with it elsewhere.
As a moon druid main, THE WHOLE POINT IS THAT WILDSHAPE CAN BOOST YOUR HP. Circle of the Moon is a tank subclass because you can boost your health a ton through wildshape, the tradeoff being that you have offensive disadvantages due to being limited by the creatures abilities. If you remove the health swap, it just makes moon druid an AWFUL subclass. You have crappy druid health AND no spells armor or weapons. I don't understand why they've done this.
Because it was absurdly fucking overpowered and deserved a nerf. You're still getting far more HP than the others and now there are spells you can cast in wildshape. You're gonna be fine.
You get a n increasing amount of Temp HP per level when you wildshape. And there are spells you can cast now in wild shape. maybe you should read the rules instead of watching a video that is leaving out information, and is blatantly inaccurate at times.
In most regards the Pact of the Blade have absorbed the best portions of Hexblade - using your CHA as weapon attack modifier. Now we just have to wish for a new version of Hexblade to grant us Medium armor and preferably something that allows us to use defensive magic - like Shield, and the resources to accompany using it. If not, Bladelocks are still somewhat poor compared to Bladesingers and possibly even Eldritch Knights. Bladelocks that pick up the best melee combat Eldritch Invocations go for: Pact of the Blade, Thirsting Blade (1x Extra Attack), Devouring Blade (2x Extra Attack), and Lifedrinker (+1d6 dmg and use 1 Hit Die to heal once per turn). That's 4 invocations out of 8 at level 12 (where you get Devouring Blade). We likely still want Agonizing Blast for a ranged option and Eldritch Blast is still the most reliable, flexible and scaling option available. Although it is interesting to go for an AoE option like Sword Burst - just mind the friendly fire. We could pick up Eldritch Smite to convert our 2-3 spell slots into Divine Smites with the bonus changed from extra damage to undeads/fiends, to instead cause Prone condition to sizes Huge or smaller. We likely still want the strong utility from Devil's Sight, and we're left with 1 other invocation choice and we get +1 on level 15 and 18. All in all, you use a LOT of invocations to spec a Bladelock and Agonizing Blast is still very strong, leaving not much room for additional choices. One good thing though is that they buffed every other class by granting them resource renewals on short rests, so we don't drag the party down by requiring those. It would have been nifty if we had also gotten in on some of that buff juice but alas we're still stuck on 2 spell slots for the majority/entirety of most campaigns. We did get the option to renew half or mostly just 1 spell slot once per long rest. Kinda had hoped Warlocks would leave behind these infinite free cast invocations and go over into a wider selection of spell options with limited resources. Imagine a bundle solution where you pick 1-2 options from a list of 5-6 spells and you get to cast them twice per long rest, possibly at the level of your spell slots. You don't need to cast Mage Armor every hour or fight or anything, so the infinite cast is somewhat wasted. This infinite-cast design also puts a damper on which spells and what scaling is allowed for these invocations - see Fiendish Vigor. Imagine instead an invocation that grants you Mage Armor, Absorb Elements and Shield prepared. Then you can cast these spells with your spell slots or twice per long rest through the invocation. Put in an upgrade resource-invocation that allows you to cast these spells equal to your proficiency bonus per long rest in addition. In other words twice per long rest from the base invocation and twice from the upgrade with +1 usage every 4th level. That could bring us closer to a Bladesinger who has access to a lot more spell slots, naturally has a defensive buff to AC, and further defenses at later levels. You could have done a lot more to allow Warlocks more access to spellcasting and especially utility spells, without making them as flexible as other full casters, and still in flavor of the Warlock theme. After all Warlocks are still casters by design. Instead we're still overly reliant on cantrips as a caster, and rather fragile as a frontliner.
Eldritch knights can use cantrips as part of the attack action at level 7 and spells as part of the attack action at level 18, so they can still cast spells on action surge.
No they cannot. At level 7 Eldritch Knights can replace one attack to cast a cantrip when they take the Attack action. It's at 18th level where they can replace two attacks with a casting of a 1st or 2nd level spell. The new Action Surge specifically says that you CANNOT use the Magic action (the action used to cast spells or use magic items) when you use the feature. The rules on spellcasting also clarify that on your turn you can only cast a spell using a spell slot once. So just to reiterate, in the 2024 rules there is NO WAY to use Action Surge to cast multiple spells. WotC has ended the Action Surge cheese for casters.
I will just keep this short. You are incorrect. Eldritch knight is casting using the attack action not the magic action. (Specific over rules general) You can still cast multiple leveled spells in a turn, but you can not use 2+ spell slots so racial, feat, or class features get around this. You can 100% still action surge to cast a spell IF YOU ARE AN ELDRITCH KNIGHT. It is almost like their features are designed to work with the class. @@nojusticenetwork9309
Only thing I don't like is that Warlock and Cleric don't decide who their patron/diety is until level 3. Who are they getting their powers from until then?
@@malmasterson3890 that still doesn't make sense. If I'm a Warlock, who am I making my Pact with at lvl 1 when I don't decide that until lvl 3? It's not hard, but it's not clear either. WHO is giving me my powers when I don't decide WHO I am making my Pact with until lvl 3? I can literally pick ANY of them at lvl 3. From both a story and game mechanic perspective it makes no sense.
@@bl1ndrag3 The only one overcomplicating this is yourself. You can still worship and make a Pact with that entity before you gain the subclass features. The only one stopping you from doing that is yourself, or if your DM is an asshole, in which case that's on them not you or WOTC. The subclass change is meant to make classes less frontloaded, which was a major problem in 5e. You can still treat it as if you've chosen your subclass initially for flavor and be devoted/in a Pact with your chosen entity. It's that easy.
@@malmasterson3890 i'm not overcomplicating this, WotC did that. I get the frontloading problem as I've complained about 5E with that for years, but this is blatant in that it sacrifices story for game mechanics, which is another problem entirely. A Warlock should have to sign the Pact before gaining powers, and with these game mechanics, you are not doing that until lvl 3. That's not me "overcomplicating" it, that's me pointing out it's flaws for what they are. But to each their own. I do not like these "game mechanics" and wish they would have found a better way to do it. That's all.
@@bl1ndrag3 I'm sorry, but that's just ridiculous to me. That's like saying that you HAVE to be angry while raging because it's called Rage. The mechanics are the outline, you write the story. As long as you aren't breaking the rules or mechanics who cares if you make your Pact at level 1. It's DnD, not a video game.
0:08 Yes sir, the moustache looks amazing on you, unfortunately it suffered the same fate as the "chaplin" and is now tainted in the eyes of everyone 😅
This video is like someone read the new changes while half asleep then tried to make a video purely off of memory based on what they read. Not even sure where to begin, but: Every Cleric can now get Heavy Armor and Martial Weapon prof., which I'd say is a buff to half of the cleric subclasses that only got medium armor. You *could* go for Thaumaturgist if you want a high Dex Cleric, but I personally think the Heavy Armor prof. is so good you'd need a very specific build to make me go otherwise. Cleric's Divine Intervention being really consistent now is actually game changing, I believe you can cast up to a 5th level spell without expending a spell slot. It's also incredibly disingenuous to say that druids "take across their base health"... Moon Druids get a tonne of Temp HP that scales with level. Druids no longer have hugely inappropriate health pools at low level by transforming, and at later levels their wild shapes actually have competitive HP, rather than being outscaled by monster damage because the CR of your beast forms does not scale as quickly as monster damage (unless you're Moon Druid). Framing healthy changes as "ahh scary nerfs ):" is one of the worst ways to go about discussing the changes because it is basically just trying to rile up the people who like that class rather than getting them to understand the changes. Wild Shape was a problem at low levels if you knew what beasts to pick. Artificers can still also be played... I'm sick of people constantly spreading the misinformation that it's a new edition. It's an UPDATE, there are literally instructions online FOR FREE that tell you how to use legacy content. You can still use the old classes and rules. There are people who genuinely watch these videos to be informed on the changes happening. When you say "artificer doesn't exist" in a video like this, people will ACTUALLY think Artificer has been deleted and won't come back. Just because artificer wasn't changed that doesn't suddenly stop it from existing. Sorcerers could also never Twin Fireball, or any non-single target spell for that manner. You can't cast two level spells in a turn unless you multiclass into Fighter for Action Surge due to the Bonus Action Spell rule. You could never even Quicken Fireball and Fireball with your action due to that rule. Warlock also gets Magical Cunning which allows them to replenish pact slots with an action once per long rest, which yes, IS MORE SPELL SLOTS if you can put two and two together. So the video is straight up lying about warlocks not getting more spell slots. When you talk about the amount of spell slots Wizard has, you have to factor in Arcane Recovery. Basically every Warlock subclass also got MASSIVELY improved; There weren't many base class changes but the subclasses were super buffed, which makes sense because the point of moving all subclasses to level three was to nerf multiclassing. Now that warlock subclasses are not tied to first level they are "allowed" to be much more powerful because you can't just do a one level dip to steal all their features and essentially build a better class.
So I got some friends to play this year all of us new to it I was the dm for a quite a while until one player wrote a home brew and I got to play. I decided to be a wizard and it’s all I wanna play now like it’s nuts I do crazy damage and got some items that helped with my health
Druid: The real positive (AND negative) is that rather than wild shape needing you to go into the player's handbook, you instead just get a generic wild-shape stat block
So can a bonus action smite still be activated after an attack roll crits to crit fish your smites, or do you just gotta risk mediocre smites every time now?
I am so glad hexblade is a full-on part of the customization; I hated having it as its own subclass and now I don’t even have to choose between Book, Animal and Blade ahah! Too bad Artificer isn’t in 2024 tho, it’smy favorite class
Well since they are insistant on the backwards compatibility, and J-craw is on record saying "You can use things from 2014 if they don't appear in the 2024 handbook" I am keeping my eyes of the Rune Keeper, and Eldritch sight when my Warlock gets reworked into the 2024 version. I am also going to keep them around as options for future players.
you really undersold the magical secrets change. Bards don't get to pick 2 spells from any spell list.... they get to pick. ALL their spells from any spell list. " In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists." ok it would take a WHILE to change all the spells since they can only replace 1 spell at a time, but over time they can replace 10 of their bard spells with spells from cleric, druid or wizard lists, which is... basically all of them.
Wait, Fighter, Hold Up. You got a bunch of cool stuff anyway... For Eldritch Knight you can ACTUALLY use war magic without it being a detriment. (now you just replace a weapon attack), and Improved war magic lets you replace 2 attacks with spells of 2nd level. Which... when bladetrips eventually come out I assume means you can smack someone with green flame blade twice.
Gloomstalker specifically got nerfed pretty heavily in terms of their first round surprise attack thing. They're still quite good, but less overpoweringly so. In general, otherwise, Rangers got most of the stuff from Tasha's some new features that do stuff with Hunter's Mark, and lost the flavor features that never came up. They also get Weapon Masteries, which are good and relevant. They're a fine martial class, IMO, but the focus on Hunter's Mark can be frustrating.
@@Mr.Brothybear They lose the additional attack and d8 damage on the first round. They instead gain +2d6 damage a number of times per day equal to Wis Mod (but usable whenever, though only once per turn). They keep the initiative and movement bonuses. Their level 11 feature is replaced by enhancements to that +2d6, upping it to +2d8 and giving an extra attack when you use it, or causing a fear effect. Their 15th level feature also gets an upgrade allowing a teleport when you use it.
It feels like D&D took ALOT of things from Pathfinder 2e....Cause Im seeing ALOT of similarities to how Pathfinder does it, Also I WAY prefer the Dedications to actual multiclassing
Paladin: I'll be 100% honest, you're my favorite class, but you kinda deserved it. Like, being able to use hold person and drop like 12d8 in a single turn at level 7 (granted that's burning all 3 of your second level spell slots for the day) is kinda ridiculous. Though you also ignored that Lay on Hands is a bonus action now which is good (no longer choosing between stabbing and healing).
i wanna say that a lot of the things they added in one dnd is just stuff added in SW5e but executed worse (especially with ranger, rogue and monk) i would recommend people who wanna play ranger check out sw5e's scout
Artificer doesn't exist YET. We know WotC wants money,so it's only a matter of time before they put out an expansion that includes artificer, and the 'subclasses' they didn't include in the PHB
Though sound like great things to add to the wizard that I've hated them not having for years, and this guy is just like "bleh, these are nothing special" BRUH. Why have the bigger spell list in my book if I can't adapt to use them timely, why can bards have better arcana than me, the wizard
You never could stack paladin auras. Paladins Smite Spells are better, and Paladin, though smiting only one per turn, get one more smite per day. Lay on hands is a bonus action, all of the Channel divinities improved, usually not taking an action to use for combat boosting effects--2024 Paladins are better.
Nope. Paladin’s smite is a dead feature that does not scale at all: You always cast it at first level, which just gets pointless as You level up and is barely a drop in the bucket past level 10. Your channel divinities, which are Your main combat boost now (unless You’re ancients or glory, in which case good luck feeling like You have a combat boost at all), compete with Your divine sense which feels awful. You can no longer turn undead as a devotion paladin, because that has been relegated to Abjure Foes.. which frightens. Will be a real useful one against fiends/undead with fear immunity. Divine health is gone, which while niche, was a super flavourful feature to me. The horse is forced onto You, and is also cast at the lowest level which makes it another barely noteworthy feature. A lot of the flavour is gone, and the class feels extremely clunky with basically everything being tied up in Your bonus action and channel divinity. That, on top of divine smite itself being turned into a BA spell makes the new paladin feel like nothing like the old one and more like someone’s bad homebrew cleric subclass that could’ve been avoided entirely by putting a 1/turn cap on smites. I was initially okay with the changes, but the more I looked into it the more I became disappointed at just how much they massacred my boy.
@@sketchyfox7368 It's amazing how completely wrong you are on every point. the free casting is base. then, you use your spell slots to upcast--o r use the improved smiting spells--in the end, more smites per day than the 2014 Paladin. Divine sense was rarely used--as it was mainly useless. As it is now, it smore or an investigatory tool. Channel divinities are far easier to use now, resulting in less wasted turns to bring into play for many, so are completely superior. And you start with two per short rest. Divine health is gone because disease has been removed as a mechanic. The horse is not forced--you don't have to cast the spell, which is free once per day, and doesn't count against your prepared spells. Of course, you'd be sort of dumb not to take advantage of a mount, but you aren't forced. You can always upcast with your highest level slot and keep it around, as it doesn't go away until killed. Flavor hasn't changed.. If you cant see how superior the 2024 Paladin is overall, then you don't know D&D.
does anyone know what he means by artificers don’t exactly exist anymore? I’m a newer player to say the least, I was talking to my friend who is planning on starting a campaign with me as a player but theres one slight issue, he said he wants to possibly use the 2024 edition after I’ve already planned my character with him as an Artificer Satyr. I’m a bit confused honestly if someone could help me out?
Artificer isn't in the 2024 player's handbook. Hence the 2024 version "doesn't exist". Rules as written, you can still play an artificer, as the 2024 player's handbook was made with backwards compatibility in mind it should be fine use what isn't in it from other 5e books. The only thing I think that would need any tweaking is that the initial ability score increase (2 of one stat, one of another) when making a character has been moved from the "race" or "species section" to the origin section. That said ask your friend their opinion on whether or not you can play artificer. They might be wanting to stick just to the one book, it is DM's prerogative what books are allowed to be used and which ones are not.
I'm not using the 2024 Paladin. Why would I smite when I can SMITE. I understand why it was nerfed but maiby they should have done it in different way and Horses don't matter. 99% of campaigns are inside or in dungeons not in the open field. I wish warlock would have gotten at least 1 or 2 spell slots. What's the point for Warlock spells being so cool if you can't use them more often. Ranger is still completely useless but now because most of the classes where improved less players will play a ranger then before so maiby that's a good thing.If less players chose to play ranger then less players are disappointed in their choice. I kinda get why artificer is not in the book because it's already the best class in the game but they could at least remake the alchemist. Moon Druid was nerfed but that's fine. Base Druid was already a strong class but because Moon was so strong a lot of players did not even look to other subclasses like Sheppard, Stars or Dreams who are maiby more fun to play. Wizard should have gotten a nerf. It was already to strong enough. And did the Abjuration needed a free Counterspell use? The sorcerer, Cleric, Rogue, Fighter and Barbarian where great before are great now. They all got improvements so there is no point in playing the older of those Classes. The most excited I'm about the Monk. Finally it's a playable class . Honestly I'm surprise WotC didn't put the Monk on the cover. I don't like they nerfed quivering palm. It was a capstone manouver and it was already ballencevby being a con saving throw. Most bosses at lv 17 have a good con . But it's still the class that I will play first
Yeah let’s just make the classes lack any need for management, make them overpowered as if they aren’t already overpowered….and focus on gameplay over story… Seriously ..how does a rage make you more perceptive?
You forgot to put the change un the warlock pact boon, how chain and book are nerfed to oblinion, and you can only play blade BC, blade have like 4 or 5 invocations to upgrade, but chain and book have only one each. Also, Book losses the hability to Cast all the rituals.
@@edwinfrerichs8674 yes, but pact of the tome used to being able to use all the rituals from all the spell list, and those were always prepare onice written in the book. This feature have been removed.
@@argeorunter9009 I'm still confused though, I thought BoAS only gave you access to two ritual spells initially not all of them? I don't even think it's possible to get all the ritual spells either. Oh I get it, you're saying it was removed BoAS was removed.
@@edwinfrerichs8674 the invocation that let you to use rituals has also the feature to let you write rituals in the book like the feat ritual caster, but unlike the feat, it allows any ritual that is fron any class to be written un the book of shadows spending gold in inks and materials, the ritual has to be of a level equal to half your level of warlock or less, and as long as they are written in the book they are always prepared and dont count Against your warlock spell maximum.
Druid is actually quite good, IMO. Moon Druids have less Temp HP, but get to have AC 13+ Wis Mod in animal form, and non-Wild Shape users are better than they were for the most part.
@@DeadmanwalkingXI Yeah the problem is that you wildshape into a bear, cool... you still have the hit points of a caster. So 18 AC is great, but if they swing over that you're dead.
@@TheLastSane1 You get less temp HP, not none. To be specific, Moon Druids get their Level x3 in Temp HP when wild-shaping. That takes them to well above most martial HP. Like...a 6th level Moon Druid with Con 14 has 45 HP and 18 Temp HP for 63 total. A 6th level Fighter or Ranger with Con 14 has 52 HP. That's still a total HP advantage for the Moon Druid.
@@DeadmanwalkingXI "When you transform, you gain Temporary Hit Points equal to your Druid level." Taken directly from DnD Beyond so I think you might have gotten confused
@@TheLastSane1 Normal Druids get equal to level. Moon Druids, as part of their subclass get 3x level, as well as the AC bump and better CR on what they can turn into.
If I said it once I’ll say it a million times, nerfing the favored build in order to make the other options seem better is the laziest way of balancing
Wizards thinking they're somehow better than the absolute best class, the sorcerer, when they lose their power when they lose their book. Those nerds, lmao (my character is literally the biggest nerd in the entire campaign, LMAO)
I'ma be real though but my DM let me use the wizard changes early and Memorize Spell has felt SO GOOD to use. Our warlock and fighter have also liked me asking for a short rest to swap spells.
My DM has gradually rolled out updated class stuff and it went a long way in preventing me from retiring my Berserker Barbarian. She only really does one thing but she sure does it really, really well
@@M_Alexander I'm hella excited for Eldritch Knight changes. I already got some evil concoctions brewing between weapon masteries and spells
I'm in a party with a geni warlock
I'm gonna have fun at his ring home swaping spells
I feel a thing a lot of people are missing when they talk about the Warlock changes is that there is an "invisible" buff to the warlocks pact magic, in that a lot of other classes are now a lot more reliant on short rests as well, so short rests will be more common in the new rules.
Yea..."buff"
after WotC changed Warlock to kill short rests
@@kalebdavis7080 sorry... what?
@@rubenbylovandersen160 The reason they originally reworked Warlocks was to overall kill the need for short rests, they stated as such. Except they consistently forgot classes like monk are as short rest heavy and the community beat them down that they walked back their idea to kill short rests.
@@kalebdavis7080 i don't really see how thjat is relevant to my comment though, considering they Didn't do that.
Monks are finally eating good. My githzerai monk is no longer a pacifist and has taken up the act of genocide.
I might run a house rule on Warlocks, giving them their additional Pact Slots at the Warlock levels their proficiency bonus would increase as well as the second slot at level 2 (slots now gained at levels 2, 5, 9, 13, 17). Same scaling a la Apothecary class by the Dungeon Dudes.
The video didn't mention that warlocks get Magical Cunning lol. It's an action. The video straight up lies about Warlock "not getting more pact slots". Anytime you aren't in combat and have even just a few seconds you can pop magical cunning for more slots, no short rest required.
@@floofzykitty5072 One slot for most of play. once per long rest, not much.
@@floofzykitty5072 Magical Cunning takes a minute, and it's only 1/lr. Video was half right, they just understated how much a third slot between rests affects you :p
The Eldritch Knight still got more than he lost. With how few spellslots he has and the low level of said spells the level 7 feature to be able to use extra Attack with Cantrips is what they really wanted.
Great vid! One small note is that you could never twin cast fireball :)
The twin cast fireball confusion came from BG3 sorcerer twin casting fireball.
@@Razdasoldier mmm, lots of rules get confused now cause of Bg3 haha
Have I ever mentioned how much I love your wall of marvel
Someone, please tell me how raging makes you stealthier
Raging does not mean you jave to be a screaming brick wall
Enemies choose to pretend they don't see you, because you're giving them a horrendous death glare.
I feel like they changed rage from "big mad" to basically being able give yourself an adrenaline spike.
Spite
People get Scared so they try to Ignore you?
Wait a minute, Bard's Magical Secrets used to grant spells of any class in previous version, while 2024 limits your choice 1:59
Sure, that makes sence, those spells are overpowered for a bard that early, but that was so much fun! Anyways that does not improve Bard.
In fairness, it does allow you to now get as many spells as you want from Druid, Cleric, and Wizard, where it was limited to only a few spells before. So I'd say it's still an upgrade...but not the one described in the video.
And all clerics now get access to circle of power. You know 5th lvl spell that was supposed to be paladin exclusive.
Wizards too@@woutvanostaden1299
@DeadmanwalkingXI More like a side grade, since you need to accumulate those spells level by level and they are replacing Bard spells, rather than just getting 6 free spells. At high levels it'll definitely be an upgrade, but there's still a trade-off, especially initially.
Yeah, for some reason a lot of people just don't know what they're talking about. Like the people who think Ranger got nerfed.
Paladin got their main feature (divine smite) gutted something awful
If it was about reducing the nova potential, they could have added a “this ability can only be used once per turn” to the end.
Boom, problem solved. That was the ONLY thing that made smite so OP
Now?
It can be counter spelled, it is unuseable in a silence bubble, and all the full casters can use it better than you because the dice cap was removed
Oh, and the bonus action thing is actually just the cherry on top.
And nothing else they got even remotely makes up for it
Using your base hp instead of the creature's base hp is giving me nostalgia for 2e, with druids shapeshifting into hummingbirds with 70 hit points and spellcasting abilities
I just don't understand why they ignore artificer so much??????!!!!!!!!! Why can't they just make it core class???!!! I freaking love this class, so I just don't understand why so much ignorance......!!!!!!
To make you buy more books
It's technically restricted to one campaign world, like the Warforged
Because it isn't, and never has been a core class.
@@Klaital1 neither has Eldritch Knight, but it's in the core books
@@bastionsea2829 What are you talking about? Eldritch Knight was in the 2014 phb also.
Eldritch Knights can still use action surge to cast extra spells through war magic.
Warlock and eldritch blast was like that "crucifiction?" scene from Monthy Python
Forgot to mention all the huge changes to the Paladin and Ranger spells and spellcasting that massively boosts them. The Paladin also got better Tasha's Mind Whip as a 9th level feature and huge buffs to the subclasses as well.
Yeah but the chassis is just bad overall. A few subclass features aren't going to change the stuff that cripples the class
@jg2096 Oh yes, the singular change that cripples the class. The Paladin chassis was by far one of the best in all of 5e for two big featurea. One of those features were nerfed, but all of the alternatives were buffed. The other feature that made Paladin often a must have was left untouched. Nova potential isn't as good as before, but the class is far from dead. It's focus has shifted from spam all your spell slots with Smite at once to a more strategic smiting & defensive class.
@jg2096 how is it bad? You can still get solid burst damage, you still get incredible auras and other class features. Oath of Vengeance feels incredible overall. Only thing that's changed is you can't spam smites anymore. As someone who plays a paladin, I view the new Paladin as a net buff
@@ddurst1 I didn't see it as a net buff as you are already short on spell slots and now your smites can be countered. You are now more prone to becoming a glorified fighter and I'm a little confused about auras not stacking either. By level 10 you get 3 of them but I can only use one at a time now?
My DM and I playtested the bonus action smite rules. It makes polearm master a contender to your class feature as it's damage is more consistent and scaleable also. Most fighter classes have the feature of only using damage boosting attacks once per turn but they aren't always limited by resource (rune knight for example is limited). And from what I've heard people talk about the new base paladin sounds more like a fighter subclass than it's own thing. I'll take another look at Vengeance to see what I might've missed but I think that this was a net nerf as that single feature that was core to the paladin is now another spell anyone could take or counter and a bad spell at that overall.
@jg2096 actually, with the new counterspell, you get the spell slot back if your spell is countered. Really not a huge deal. And I think your auras still stack, it's just auras from other paladins don't And I never played in a party with more than 1 paladin anyway
“So both the Edgelords AND the Weebs will be happy! Amazing!” 😂😂😂
What I want to know is, why was artificer not in the new phb?
Money. I have no doubt.
Money and possibly the campaign world 'restrictions'
Guys, if you want all settings rule books just read Savage Worlds or GURPS. Books like DnD, Pathfinder and other genre locked system books will never give you as much freedom of choice (or illusion if you are min maxer) unless you buy more setting books
It was a campaign specific class. Not everybody likes steam punk in their DnD. They could throw it in an optional book like Tasha's but not in the PHB. Also the artificer requires knowledge of those replicate magic item infusions without actually having the stats for them. I expect we'll see an updated option book with the artificer included AFTER the DMG comes out.
Those dnd only channels deleting non-dnd comments...
0:58 I’m sorry whaaaaat? In what world would getting mad make you better at sneaking around?
You intimidate anyone who's looking into believing they don't see you.
They look at rage as more of an adrenaline boost, the barbarian being a “man beast” gets predator like boosts when raged.
Perception
Intimidation
Stealth and I think something else.
Think Kraven from Spider-Man comics
There's an old clip from one of the batman cartoons where a goon opens the door, sees batman, batman glares at him and he walks off saying "Nope, this room's empty". Look up "The Smartest Batman Goon"
Its not so much being invisible, its more "If I admit that there's something there, I will end up in a world of pain. Better to not acknowledge the existence of [thing]"
@@m05513 mystery of batwoman
That was really fun to watch and a really good overview thank you :D
Whisper bards are like oh exchanging a 1st lvl spellslot for a bardic inspiration, I can now smite better than the paladin. (14 lvl is 7d6 and double on a crit)
Fun!
@@Razdasoldier Not bad for a 1st lvl spellslot and this still works with ranged weapons.
@woutvanostaden1299 yeah. Take shillelagh it will level with you and get you a d8-d12 weapon for the low cost of a bonus action.
I'm pretty sure Whisper Bards can still only attack once. This is the problem of just looking at dice and adding them together without account for to-hit; It never gives you an accurate picture. Even Smite now effectively being only once per turn, Paladins Smite is still better because they have two chances to hit.
Assuming the same chance to hit for both (let's say 70%), Whisper Bard's damage has to be multiplied by 0.7, while Paladin's damage is only multiplied by 0.91. That is a 20% difference. It's no different from those clickbait RUclips shorts that goes over a combo that does supposedly hundreds of damage but there is no to-hit factored in, enemy's chance to make a save etc... You never have a 100% chance to hit except through certain super late level features that guarantee a hit.
@@floofzykitty5072 I made my comment in the presumtion that you would multiclass and of course hit chance is important. I know that these psychic blades are only once per turn much like normal smite or eldritch smite, however eldritch smite and psychic blades are less restricted in how they can be used, like with bows, crossbows, slings etc. The idea was to give more alternative options that someone who wants to make a character that doesn't work anymore (barbarian/paladin and druid/paladin were cool with rage smite and wildshape smite. Now with eldritch smite or psychic blades you can still have a smite like effect during rage or wildshape), but player should ensure the other factors of the build too. Like weapon and armor proficiency, hit chance, extra attack etc.
As a sorcerer main, I am extremely happy 10:34
Looking forward to the PHB dropping for the masses.
Im so hype to try monk again
Would love to see you do a rogue barbarian hybrid that would multiclass into bear shifter and Shadow dancer from 3.5 Pathfinder because I'm sorry but transforming into a dire polar bear slipping into the shadows inside a cave and coming out of a shadow in the ceiling while wielding two mastercrafted adamantium multi enchanted double twin axes on top of a Hydra would be dope if I had a green screen I would consider doing my own channel about my old rogue barbarian
But also everything I'm hearing in this video like one or two classes actually got a buff and the rest got screwed reminds me why 3.5 Pathfinder is better then 3, 4, and 5e and this new 2024 update
Haven't played DND in almost 2 decades now. I'm more into Sci-Fi and narrative systems (FFG SW and City of Mist).
Happy to see it changed enough to be interesting.
I would have maybe played a monk in the previous version, but sure would do it in the new one !
The paladin hit me hard costume wise
11:20 when the hell could you have cast twin fireball? There was a clear restriction where it could only work on a spell that can only target 1 creature…
The specific wording of Twinned Spell from 5e states "To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level"
Fireball does not target creatures. It targets an area. The "Areas of Effect" section on page 204 says "Spells such as 'Burning Hands' and 'Cone of Cold' cover an area, allowing them to *affect* multiple creatures at once."
This differentiates between 'target' and 'affected creature' - so basically, RAW, you can indeed twin-spell a fireball in original 5e D&D.
@@Telgar_ Twinned Spell also says "When you cast a spell that targets only one creature and does not have a range of self..." If you say Fireball doesn't trigger the "incapable of targeting more than one creature at the spell's current level" part of the restriction, it also doesn't match the "spell that targets only one creature" part of the metamagic feat. If it's targeting an area rather than a creature, it's not targeting one creature, and therefore is ineligible.
You had my hopes up for a second. My DM has been rebalancing encounters since my sorcerer got Fireball.
@@ronnycook3569 Yeah, no, good spot. I missed that due to lack of sleep. RIP
I am rather Upset about Warlock and Artificer. Since those are my mains.
Warlock got some nice stuff. Pact of the Blade, in particular, can now attack with Charisma and get a third attack like a Fighter, but all of them got some nice stuff. No more spell slots, but everything else is better, IMO.
Artificer isn't in the PHB, but they'll be doing stuff with it elsewhere.
But they did switch when you picked your pact type and patron around.
As a moon druid main, THE WHOLE POINT IS THAT WILDSHAPE CAN BOOST YOUR HP. Circle of the Moon is a tank subclass because you can boost your health a ton through wildshape, the tradeoff being that you have offensive disadvantages due to being limited by the creatures abilities. If you remove the health swap, it just makes moon druid an AWFUL subclass. You have crappy druid health AND no spells armor or weapons. I don't understand why they've done this.
Because it was absurdly fucking overpowered and deserved a nerf. You're still getting far more HP than the others and now there are spells you can cast in wildshape. You're gonna be fine.
Not to mention your base ac is far better
And you have more wildshapes... If one breaks, wildshape again.
You get a n increasing amount of Temp HP per level when you wildshape. And there are spells you can cast now in wild shape. maybe you should read the rules instead of watching a video that is leaving out information, and is blatantly inaccurate at times.
@@martinandersson6903 More instances of wildshape, you have fewer animal shapes to be wildshapeing into.
After tons of Shorts, first normal video I watch in this channel!
Warlock: Bladelock also actually works without needing Hexblade
In most regards the Pact of the Blade have absorbed the best portions of Hexblade - using your CHA as weapon attack modifier. Now we just have to wish for a new version of Hexblade to grant us Medium armor and preferably something that allows us to use defensive magic - like Shield, and the resources to accompany using it.
If not, Bladelocks are still somewhat poor compared to Bladesingers and possibly even Eldritch Knights.
Bladelocks that pick up the best melee combat Eldritch Invocations go for: Pact of the Blade, Thirsting Blade (1x Extra Attack), Devouring Blade (2x Extra Attack), and Lifedrinker (+1d6 dmg and use 1 Hit Die to heal once per turn). That's 4 invocations out of 8 at level 12 (where you get Devouring Blade). We likely still want Agonizing Blast for a ranged option and Eldritch Blast is still the most reliable, flexible and scaling option available. Although it is interesting to go for an AoE option like Sword Burst - just mind the friendly fire. We could pick up Eldritch Smite to convert our 2-3 spell slots into Divine Smites with the bonus changed from extra damage to undeads/fiends, to instead cause Prone condition to sizes Huge or smaller. We likely still want the strong utility from Devil's Sight, and we're left with 1 other invocation choice and we get +1 on level 15 and 18.
All in all, you use a LOT of invocations to spec a Bladelock and Agonizing Blast is still very strong, leaving not much room for additional choices.
One good thing though is that they buffed every other class by granting them resource renewals on short rests, so we don't drag the party down by requiring those. It would have been nifty if we had also gotten in on some of that buff juice but alas we're still stuck on 2 spell slots for the majority/entirety of most campaigns. We did get the option to renew half or mostly just 1 spell slot once per long rest.
Kinda had hoped Warlocks would leave behind these infinite free cast invocations and go over into a wider selection of spell options with limited resources. Imagine a bundle solution where you pick 1-2 options from a list of 5-6 spells and you get to cast them twice per long rest, possibly at the level of your spell slots.
You don't need to cast Mage Armor every hour or fight or anything, so the infinite cast is somewhat wasted. This infinite-cast design also puts a damper on which spells and what scaling is allowed for these invocations - see Fiendish Vigor.
Imagine instead an invocation that grants you Mage Armor, Absorb Elements and Shield prepared. Then you can cast these spells with your spell slots or twice per long rest through the invocation. Put in an upgrade resource-invocation that allows you to cast these spells equal to your proficiency bonus per long rest in addition. In other words twice per long rest from the base invocation and twice from the upgrade with +1 usage every 4th level. That could bring us closer to a Bladesinger who has access to a lot more spell slots, naturally has a defensive buff to AC, and further defenses at later levels.
You could have done a lot more to allow Warlocks more access to spellcasting and especially utility spells, without making them as flexible as other full casters, and still in flavor of the Warlock theme. After all Warlocks are still casters by design. Instead we're still overly reliant on cantrips as a caster, and rather fragile as a frontliner.
5:46 nice Owen Wilson impression
Eldritch knights can use cantrips as part of the attack action at level 7 and spells as part of the attack action at level 18, so they can still cast spells on action surge.
No they cannot. At level 7 Eldritch Knights can replace one attack to cast a cantrip when they take the Attack action. It's at 18th level where they can replace two attacks with a casting of a 1st or 2nd level spell.
The new Action Surge specifically says that you CANNOT use the Magic action (the action used to cast spells or use magic items) when you use the feature.
The rules on spellcasting also clarify that on your turn you can only cast a spell using a spell slot once.
So just to reiterate, in the 2024 rules there is NO WAY to use Action Surge to cast multiple spells. WotC has ended the Action Surge cheese for casters.
I will just keep this short. You are incorrect. Eldritch knight is casting using the attack action not the magic action. (Specific over rules general)
You can still cast multiple leveled spells in a turn, but you can not use 2+ spell slots so racial, feat, or class features get around this.
You can 100% still action surge to cast a spell IF YOU ARE AN ELDRITCH KNIGHT. It is almost like their features are designed to work with the class. @@nojusticenetwork9309
@@nojusticenetwork9309they can cast a spell,then action surge and cast a spell in place of one of their attacks
Casting multiple spells per turn
Only thing I don't like is that Warlock and Cleric don't decide who their patron/diety is until level 3. Who are they getting their powers from until then?
Their chosen patron and deity. They just don't decide to give you their specific stuff until later as a trial period. It's not that hard.
@@malmasterson3890 that still doesn't make sense. If I'm a Warlock, who am I making my Pact with at lvl 1 when I don't decide that until lvl 3? It's not hard, but it's not clear either. WHO is giving me my powers when I don't decide WHO I am making my Pact with until lvl 3? I can literally pick ANY of them at lvl 3. From both a story and game mechanic perspective it makes no sense.
@@bl1ndrag3 The only one overcomplicating this is yourself. You can still worship and make a Pact with that entity before you gain the subclass features. The only one stopping you from doing that is yourself, or if your DM is an asshole, in which case that's on them not you or WOTC. The subclass change is meant to make classes less frontloaded, which was a major problem in 5e. You can still treat it as if you've chosen your subclass initially for flavor and be devoted/in a Pact with your chosen entity. It's that easy.
@@malmasterson3890 i'm not overcomplicating this, WotC did that. I get the frontloading problem as I've complained about 5E with that for years, but this is blatant in that it sacrifices story for game mechanics, which is another problem entirely. A Warlock should have to sign the Pact before gaining powers, and with these game mechanics, you are not doing that until lvl 3. That's not me "overcomplicating" it, that's me pointing out it's flaws for what they are. But to each their own. I do not like these "game mechanics" and wish they would have found a better way to do it. That's all.
@@bl1ndrag3 I'm sorry, but that's just ridiculous to me. That's like saying that you HAVE to be angry while raging because it's called Rage. The mechanics are the outline, you write the story. As long as you aren't breaking the rules or mechanics who cares if you make your Pact at level 1. It's DnD, not a video game.
It's crazy how much they took from homebrewers, barbarian warlord theme became base barbarian with manouvers and shiet.
0:08 Yes sir, the moustache looks amazing on you, unfortunately it suffered the same fate as the "chaplin" and is now tainted in the eyes of everyone 😅
This video is like someone read the new changes while half asleep then tried to make a video purely off of memory based on what they read. Not even sure where to begin, but:
Every Cleric can now get Heavy Armor and Martial Weapon prof., which I'd say is a buff to half of the cleric subclasses that only got medium armor. You *could* go for Thaumaturgist if you want a high Dex Cleric, but I personally think the Heavy Armor prof. is so good you'd need a very specific build to make me go otherwise. Cleric's Divine Intervention being really consistent now is actually game changing, I believe you can cast up to a 5th level spell without expending a spell slot.
It's also incredibly disingenuous to say that druids "take across their base health"... Moon Druids get a tonne of Temp HP that scales with level. Druids no longer have hugely inappropriate health pools at low level by transforming, and at later levels their wild shapes actually have competitive HP, rather than being outscaled by monster damage because the CR of your beast forms does not scale as quickly as monster damage (unless you're Moon Druid). Framing healthy changes as "ahh scary nerfs ):" is one of the worst ways to go about discussing the changes because it is basically just trying to rile up the people who like that class rather than getting them to understand the changes. Wild Shape was a problem at low levels if you knew what beasts to pick.
Artificers can still also be played... I'm sick of people constantly spreading the misinformation that it's a new edition. It's an UPDATE, there are literally instructions online FOR FREE that tell you how to use legacy content. You can still use the old classes and rules. There are people who genuinely watch these videos to be informed on the changes happening. When you say "artificer doesn't exist" in a video like this, people will ACTUALLY think Artificer has been deleted and won't come back. Just because artificer wasn't changed that doesn't suddenly stop it from existing.
Sorcerers could also never Twin Fireball, or any non-single target spell for that manner. You can't cast two level spells in a turn unless you multiclass into Fighter for Action Surge due to the Bonus Action Spell rule. You could never even Quicken Fireball and Fireball with your action due to that rule.
Warlock also gets Magical Cunning which allows them to replenish pact slots with an action once per long rest, which yes, IS MORE SPELL SLOTS if you can put two and two together. So the video is straight up lying about warlocks not getting more spell slots. When you talk about the amount of spell slots Wizard has, you have to factor in Arcane Recovery. Basically every Warlock subclass also got MASSIVELY improved; There weren't many base class changes but the subclasses were super buffed, which makes sense because the point of moving all subclasses to level three was to nerf multiclassing. Now that warlock subclasses are not tied to first level they are "allowed" to be much more powerful because you can't just do a one level dip to steal all their features and essentially build a better class.
So I got some friends to play this year all of us new to it I was the dm for a quite a while until one player wrote a home brew and I got to play. I decided to be a wizard and it’s all I wanna play now like it’s nuts I do crazy damage and got some items that helped with my health
You couldn't double fireball before either?!
Druid: The real positive (AND negative) is that rather than wild shape needing you to go into the player's handbook, you instead just get a generic wild-shape stat block
ah yes my right ear enjoined this
Get better headphones
So can a bonus action smite still be activated after an attack roll crits to crit fish your smites, or do you just gotta risk mediocre smites every time now?
wild shape as bonus action is pretty big
I am so glad hexblade is a full-on part of the customization; I hated having it as its own subclass and now I don’t even have to choose between Book, Animal and Blade ahah!
Too bad Artificer isn’t in 2024 tho, it’smy favorite class
the best part about dnd is you can say fuck what you hate and keep what you like
I gotta ask, do you still stream? What's the schedule? Do you stream or record any DnD? I would love to see your games, lowkey obsessed.
The background changes annoy me most. My investigator is now annoying the city guards😢
We are playing bg3 with extra words.
Am I crazy or did I read that rogues no longer have cunning action when I looked up the new differences?
Well since they are insistant on the backwards compatibility, and J-craw is on record saying "You can use things from 2014 if they don't appear in the 2024 handbook" I am keeping my eyes of the Rune Keeper, and Eldritch sight when my Warlock gets reworked into the 2024 version. I am also going to keep them around as options for future players.
you really undersold the magical secrets change. Bards don't get to pick 2 spells from any spell list.... they get to pick. ALL their spells from any spell list. " In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists." ok it would take a WHILE to change all the spells since they can only replace 1 spell at a time, but over time they can replace 10 of their bard spells with spells from cleric, druid or wizard lists, which is... basically all of them.
Wait, Fighter, Hold Up. You got a bunch of cool stuff anyway... For Eldritch Knight you can ACTUALLY use war magic without it being a detriment. (now you just replace a weapon attack), and Improved war magic lets you replace 2 attacks with spells of 2nd level. Which... when bladetrips eventually come out I assume means you can smack someone with green flame blade twice.
3:50 Is anything good except its health?
Most of the best changes are just pathfinder 1/2 features…
Paladin was done dirty In this edition I will not lie
Warlocks still get their spell slots back on a short rest.
Useful outside of combat... But isn't the Barbarian's main idea being like, heavy damage dealer, but needs support when facing non combat encounters?
kinda sad to lose artificer they were such a great idea
Can Someone Maybe Clarify The Ranger Changes?
I Play a Gloomstalker if that helps
Gloomstalker specifically got nerfed pretty heavily in terms of their first round surprise attack thing. They're still quite good, but less overpoweringly so. In general, otherwise, Rangers got most of the stuff from Tasha's some new features that do stuff with Hunter's Mark, and lost the flavor features that never came up. They also get Weapon Masteries, which are good and relevant. They're a fine martial class, IMO, but the focus on Hunter's Mark can be frustrating.
What did they do to Dread Ambusher?
They moved the bonus attack to 11th lvl.
@@Mr.Brothybear They lose the additional attack and d8 damage on the first round. They instead gain +2d6 damage a number of times per day equal to Wis Mod (but usable whenever, though only once per turn). They keep the initiative and movement bonuses.
Their level 11 feature is replaced by enhancements to that +2d6, upping it to +2d8 and giving an extra attack when you use it, or causing a fear effect.
Their 15th level feature also gets an upgrade allowing a teleport when you use it.
11th? Seriously?
Okay well
Can My Gloomstalker Archer at least do the Extra 1d8 piercing damage When it Hits?
It feels like D&D took ALOT of things from Pathfinder 2e....Cause Im seeing ALOT of similarities to how Pathfinder does it, Also I WAY prefer the Dedications to actual multiclassing
I was so confused as to why people act like older invocations are out the window until I realized so many people use dnd beyond
Paladin: I'll be 100% honest, you're my favorite class, but you kinda deserved it. Like, being able to use hold person and drop like 12d8 in a single turn at level 7 (granted that's burning all 3 of your second level spell slots for the day) is kinda ridiculous. Though you also ignored that Lay on Hands is a bonus action now which is good (no longer choosing between stabbing and healing).
You're playing level 76 games?
@@echo_ironside8006 I meant to say level 7
@@aquamarinerose5405 ik im joking
The Wizard is gonna rub this in the Sorcerer's face until the Sorcerer claps back with the inevitable truth that they're better than the Wizard now.
yea a game i have played since D&D is now 4e+5e with a mix of 3.5 moves lol
i wanna say that a lot of the things they added in one dnd is just stuff added in SW5e but executed worse (especially with ranger, rogue and monk) i would recommend people who wanna play ranger check out sw5e's scout
Feels like only the ranger got screwed basically
They just deleted Artificer?
Man, fuck that.
Rage helping in stealth is fricking bizarre
Would you look at the angry person with a +5 to strength
Artificer doesn't exist YET.
We know WotC wants money,so it's only a matter of time before they put out an expansion that includes artificer, and the 'subclasses' they didn't include in the PHB
wizards being insufferable as always
You're welcome, peasant! *sips tea with pinky finger pointing up*
Well obviously not every other class got buffed to match wizard. Such as ranger and artificer for instance
5:59 doesn’t that mean if someone casts magic missile. They can catch the darts and throw it back?
Well, no. Cause it says "all ATTACK types" Magic missile doesnt need attacks, they just hit.
@@_Lunaria So what happens with chain lighting?
@@destroyercreater98 Chain Lightning is not an attack either. Its a Dex Save spell. So cannot deflect that either.
But you couldn't twin spell fireball in the first place???
Paladins can't stack Aura of Protections. Nothing says they can't stack the other auras.
paladin auras are all one aura.
Though sound like great things to add to the wizard that I've hated them not having for years, and this guy is just like "bleh, these are nothing special" BRUH. Why have the bigger spell list in my book if I can't adapt to use them timely, why can bards have better arcana than me, the wizard
They essentially killed my two favorite classes, the artificer and the warlock. Ugh.
@@jamesseraph8813 how did they kill warlock exactly?
Warlock is in many cases the same just more easy to uss
You never could stack paladin auras. Paladins Smite Spells are better, and Paladin, though smiting only one per turn, get one more smite per day. Lay on hands is a bonus action, all of the Channel divinities improved, usually not taking an action to use for combat boosting effects--2024 Paladins are better.
Nope. Paladin’s smite is a dead feature that does not scale at all: You always cast it at first level, which just gets pointless as You level up and is barely a drop in the bucket past level 10. Your channel divinities, which are Your main combat boost now (unless You’re ancients or glory, in which case good luck feeling like You have a combat boost at all), compete with Your divine sense which feels awful. You can no longer turn undead as a devotion paladin, because that has been relegated to Abjure Foes.. which frightens. Will be a real useful one against fiends/undead with fear immunity. Divine health is gone, which while niche, was a super flavourful feature to me. The horse is forced onto You, and is also cast at the lowest level which makes it another barely noteworthy feature. A lot of the flavour is gone, and the class feels extremely clunky with basically everything being tied up in Your bonus action and channel divinity. That, on top of divine smite itself being turned into a BA spell makes the new paladin feel like nothing like the old one and more like someone’s bad homebrew cleric subclass that could’ve been avoided entirely by putting a 1/turn cap on smites. I was initially okay with the changes, but the more I looked into it the more I became disappointed at just how much they massacred my boy.
@@sketchyfox7368 It's amazing how completely wrong you are on every point. the free casting is base. then, you use your spell slots to upcast--o r use the improved smiting spells--in the end, more smites per day than the 2014 Paladin. Divine sense was rarely used--as it was mainly useless. As it is now, it smore or an investigatory tool. Channel divinities are far easier to use now, resulting in less wasted turns to bring into play for many, so are completely superior. And you start with two per short rest. Divine health is gone because disease has been removed as a mechanic. The horse is not forced--you don't have to cast the spell, which is free once per day, and doesn't count against your prepared spells. Of course, you'd be sort of dumb not to take advantage of a mount, but you aren't forced. You can always upcast with your highest level slot and keep it around, as it doesn't go away until killed. Flavor hasn't changed.. If you cant see how superior the 2024 Paladin is overall, then you don't know D&D.
WAIT ARTIFICIERS DONT EXIST BUT BUT NOOOO
Man druid got nerfed hard
does anyone know what he means by artificers don’t exactly exist anymore? I’m a newer player to say the least, I was talking to my friend who is planning on starting a campaign with me as a player but theres one slight issue, he said he wants to possibly use the 2024 edition after I’ve already planned my character with him as an Artificer Satyr. I’m a bit confused honestly if someone could help me out?
Artificer isn't in the 2024 player's handbook. Hence the 2024 version "doesn't exist".
Rules as written, you can still play an artificer, as the 2024 player's handbook was made with backwards compatibility in mind it should be fine use what isn't in it from other 5e books.
The only thing I think that would need any tweaking is that the initial ability score increase (2 of one stat, one of another) when making a character has been moved from the "race" or "species section" to the origin section.
That said ask your friend their opinion on whether or not you can play artificer. They might be wanting to stick just to the one book, it is DM's prerogative what books are allowed to be used and which ones are not.
I'm not using the 2024 Paladin. Why would I smite when I can SMITE. I understand why it was nerfed but maiby they should have done it in different way and Horses don't matter. 99% of campaigns are inside or in dungeons not in the open field. I wish warlock would have gotten at least 1 or 2 spell slots. What's the point for Warlock spells being so cool if you can't use them more often. Ranger is still completely useless but now because most of the classes where improved less players will play a ranger then before so maiby that's a good thing.If less players chose to play ranger then less players are disappointed in their choice. I kinda get why artificer is not in the book because it's already the best class in the game but they could at least remake the alchemist. Moon Druid was nerfed but that's fine. Base Druid was already a strong class but because Moon was so strong a lot of players did not even look to other subclasses like Sheppard, Stars or Dreams who are maiby more fun to play. Wizard should have gotten a nerf. It was already to strong enough. And did the Abjuration needed a free Counterspell use? The sorcerer, Cleric, Rogue, Fighter and Barbarian where great before are great now. They all got improvements so there is no point in playing the older of those Classes. The most excited I'm about the Monk. Finally it's a playable class . Honestly I'm surprise WotC didn't put the Monk on the cover. I don't like they nerfed quivering palm. It was a capstone manouver and it was already ballencevby being a con saving throw. Most bosses at lv 17 have a good con . But it's still the class that I will play first
Sorcerer is officially better than wizard as long as rituals aren’t your forte
The new starting equipment options for each class suck.
I still hate that they nerfed paladins
Heres a notable change me not buying 2024 dnd
Davis Anna Hall Timothy Garcia Ruth
I like artificer and monk one gut buffed the other gone why
Artificer was never in the PHB. They've said they're gonna do stuff with it, just elsewhere.
Yeah let’s just make the classes lack any need for management, make them overpowered as if they aren’t already overpowered….and focus on gameplay over story…
Seriously ..how does a rage make you more perceptive?
You forgot to put the change un the warlock pact boon, how chain and book are nerfed to oblinion, and you can only play blade BC, blade have like 4 or 5 invocations to upgrade, but chain and book have only one each.
Also, Book losses the hability to Cast all the rituals.
Don't every spell caster get access to ritual now?
@@edwinfrerichs8674 yes, but pact of the tome used to being able to use all the rituals from all the spell list, and those were always prepare onice written in the book.
This feature have been removed.
@@argeorunter9009 I'm still confused though, I thought BoAS only gave you access to two ritual spells initially not all of them? I don't even think it's possible to get all the ritual spells either.
Oh I get it, you're saying it was removed BoAS was removed.
@@edwinfrerichs8674 the invocation that let you to use rituals has also the feature to let you write rituals in the book like the feat ritual caster, but unlike the feat, it allows any ritual that is fron any class to be written un the book of shadows spending gold in inks and materials, the ritual has to be of a level equal to half your level of warlock or less, and as long as they are written in the book they are always prepared and dont count Against your warlock spell maximum.
Rip Druid
Druid is actually quite good, IMO. Moon Druids have less Temp HP, but get to have AC 13+ Wis Mod in animal form, and non-Wild Shape users are better than they were for the most part.
@@DeadmanwalkingXI Yeah the problem is that you wildshape into a bear, cool... you still have the hit points of a caster. So 18 AC is great, but if they swing over that you're dead.
@@TheLastSane1 You get less temp HP, not none. To be specific, Moon Druids get their Level x3 in Temp HP when wild-shaping. That takes them to well above most martial HP.
Like...a 6th level Moon Druid with Con 14 has 45 HP and 18 Temp HP for 63 total. A 6th level Fighter or Ranger with Con 14 has 52 HP.
That's still a total HP advantage for the Moon Druid.
@@DeadmanwalkingXI "When you transform, you gain Temporary Hit Points equal to your Druid level." Taken directly from DnD Beyond so I think you might have gotten confused
@@TheLastSane1 Normal Druids get equal to level. Moon Druids, as part of their subclass get 3x level, as well as the AC bump and better CR on what they can turn into.
Hard pass..especially what they've done with the flavor of the races and how they've nerfed paladin..oh and ranger..LOL
very e
Bro does not know how to play warlock
First
If I said it once I’ll say it a million times, nerfing the favored build in order to make the other options seem better is the laziest way of balancing
Wizards thinking they're somehow better than the absolute best class, the sorcerer, when they lose their power when they lose their book. Those nerds, lmao (my character is literally the biggest nerd in the entire campaign, LMAO)