The 2024 Player's Handbook isn't D&D 6th Edition—it's a refined, updated version of 5th Edition incorporating 10 years of feedback and playtesting. Here's everything that's changed.
Major Improvement: "How to Play" Comes First
For the first time, the PHB teaches you how to play before character creation. The opening chapter covers:
- What a D&D session looks like
- D20 Tests (new umbrella term for attack rolls, ability checks, and saving throws)
- Combat mechanics with examples
- Social interactions and exploration
- An annotated character sheet explaining every section
Rules Glossary
The back of the book now contains a comprehensive Rules Glossary that consolidates most rules you'll need during play. It's monochrome and makes looking up rules dramatically faster. This may be the single best quality-of-life improvement in the book.
Page Count: 384 pages (up from 320 in 2014)
Backgrounds now do the heavy lifting in character creation.
What Backgrounds Provide:
- Ability Score Increases (moved from Species!) — Choose either +2/+1 to two scores, or +1 to three scores. Each background offers 3 specific ability scores to choose from.
- Origin Feat (NEW!) — Every background grants a specific level 1 feat. No more waiting until level 4.
- Skill & Tool Proficiencies
- Starting Equipment
16 Backgrounds Available:
Acolyte, Artisan, Charlatan, Criminal, Entertainer, Farmer, Guard, Guide, Hermit, Merchant, Noble, Sage, Sailor, Soldier, Wayfarer (new), Scribe
Using Older Backgrounds:
- Apply +2/+1 or +1/+1/+1 to any abilities you choose
- Pick an Origin Feat of your choice if the old background doesn't have one
- Ignore ability scores from old species
Species now focus entirely on unique traits rather than stats.
What Species Provide:
- Size, speed, darkvision
- Special abilities (flight, breath weapons, resistances)
- Languages
- NO ability score bonuses (moved to backgrounds)
New Core Species:
- Aasimar: Celestial transformation abilities
- Goliath: Can become Large size temporarily
- Orc: 120-foot darkvision
Key Species Changes:
- Humans: Get the Versatile feat (choose an extra Origin Feat)
- Dragonborn: Breath weapon scales with level, usable as part of Attack action
- Dwarves & Orcs: 120-foot darkvision
- Wood Elves: Get Longstrider at level 3, Pass Without Trace at level 5
- Half-races removed: Half-elves and half-orcs aren't in the core book (use Elf or Orc traits + appropriate background)
Feats now organized into 4 categories:
- Come from backgrounds
- Don't include ability score increases
- Examples: Alert, Crafter, Healer, Lucky, Magic Initiate, Musician, Savage Attacker, Skilled, Tavern Brawler, Tough
- Humans get an extra Origin Feat through their Versatile trait
- Taken at ASI levels (4, 8, 12, 16, 19)
- Most now include a +1 to a specific ability score — you're not choosing between ASI and feat anymore
- For classes with the Fighting Style feature
- Replaces the level 19 ASI for most classes
- Powerful endgame abilities (e.g., Boon of Fate raises an ability to 30)
Total Feats: 75 feats (37 new, 35 revised)
¶ Weapon Mastery — Brand New System
The only truly "new" mechanic in 2024. Available to martial classes only.
Classes with Weapon Mastery:
Barbarian, Fighter, Paladin, Ranger, Rogue
How It Works:
- Each weapon has a Mastery Property
- Martial classes learn 2-3 masteries at level 1 (Fighters gain the most)
- Can swap mastery choices during a Long Rest
| Property |
Weapons |
Effect |
| Cleave |
Greataxe, Greatsword, Halberd |
Hit → second attack vs creature within 5 ft |
| Graze |
Glaive, Morningstar, War Pick |
Miss → deal damage = ability modifier |
| Nick |
Dagger, Scimitar, Sickle |
Off-hand attack as part of Attack action (frees bonus action) |
| Push |
Greatclub, Heavy Crossbow, Pike |
Hit Large/smaller → push 10 ft |
| Sap |
Mace, Spear, Flail |
Hit → target has disadvantage on next attack |
| Slow |
Club, Longsword, Pike |
Hit → reduce speed by 10 ft |
| Topple |
Flail, Greataxe, Trident |
Hit → STR save or prone |
| Vex |
Shortbow, Rapier, Shortsword, Hand Crossbow |
Hit → advantage on next attack vs same target |
The 2024 rules let you draw or stow a weapon as part of the Attack action. With Extra Attack, you can use two different Mastery properties in one turn.
- Reroll any d20 immediately after rolling (must take new result)
- If you gain it while already having it, pass it to another player
- Much more impactful than old Inspiration
Previously had 6 levels with escalating specific effects. Now:
- Each level: Subtract (2 × level) from all d20 rolls; reduce speed by 5 ft per level
- Level 6 still means death
- Recovery: Remove 1 level per Long Rest
No longer a whole condition. If surprised:
- Disadvantage on Initiative roll. That's it.
- Bonus action to drink (was an action) — most groups already house-ruled this
- Confirmed: Add Strength modifier to damage (1 + STR modifier)
Total Spells: 391 (30 brand new)
- Cure Wounds: 2d8 + modifier (was 1d8), scales by +2d8 per level
- Healing Word: 2d4 + modifier (was 1d4), scales by +2d4 per level
- Prayer of Healing: Now grants Short Rest benefits to 5 creatures
- Aura of Vitality: Healing is now a free action (not bonus action)
- Spiritual Weapon: Now requires concentration — can't stack with Spirit Guardians
- Divine Smite: Now a spell (always prepared for Paladins)
- Conjure Animals: Summons spirits with fixed stat blocks — no more flipping through Monster Manual
- Grease: Officially not flammable (ends the debate)
- Damage rolls: Spells hitting multiple targets now roll separately for each target
- Power Word Fortify (powerful defensive buff)
- Sunburst (added to Cleric list)
- Fount of Moonlight, Yolande's Regal Presence, and 27 more
New Actions Codified:
- Influence Action: Use Deception, Intimidation, or Persuasion in combat
- Study Action: Learn about a creature's capabilities
- Weapon Draw/Stow: Can draw/stow one weapon per attack in Attack action
All Classes Get 4 Subclasses
- 48 total subclasses (3 brand new)
- New: College of Dance (Bard), Path of the World Tree (Barbarian), Soulknife (Rogue — promoted from Tasha's)
Subclass Level Standardization:
- Clerics, Sorcerers, Warlocks, and Wizards now get subclass at Level 3 (was Level 1)
- Slows multiclass dipping
Epic Boons at Level 19: More dramatic high-level progression for all classes.
General Power Increases: Most classes are noticeably stronger. Martial classes benefit hugely from Weapon Mastery.
Still usable from 2014:
- 7 subclasses not reprinted in 2024 PHB
- Half-Elf, Half-Orc species
- 3 specific feats
Replaced when overlap exists:
- Any spell, feat, or subclass appearing in both books uses the 2024 version
- Xanathar's and Tasha's content: Use 2024 version where overlap exists
| Old Term |
New Term |
| Races |
Species |
| Spell Attack |
Spell Attack Roll |
| Ability Check/Saving Throw/Attack Roll |
D20 Test (umbrella term) |
- Core d20 system: Advantage/Disadvantage works the same
- Action economy: Action, Bonus Action, Reaction, Movement
- Spell slot progression: Unchanged for full casters
- Multiclassing: Still available
- Six ability scores
What Makes 2024 Better:
- Clearer rules organization and Rules Glossary
- Dramatically improved healing
- Tactical depth for martial characters via Weapon Mastery
- More character customization (backgrounds + species separation)
- Streamlined Exhaustion and Surprise
- Better high-level play through Epic Boons
- 10 years of balance adjustments baked in
Controversial Changes:
- Spiritual Weapon nerf (can't stack with Spirit Guardians)
- Ability scores tied to backgrounds instead of species
- Some domain spells removed or reshuffled
- Weapon Mastery adds complexity (though most find it exciting)