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D&D 2024 Player’s Handbook Changes

by Marius on April 26, 2025
Cover Art of the 2024 PHB by Tyler Jacobsen, property of Wizards of the Coast

The D&D 2024 revision of the Dungeons & Dragons Player’s Handbook brings a host of small mechanical changes to the game. If you’re a Dungeon Master already familiar with the 2014 ruleset, here’s a focused guide to what has changed—and how it might impact the way we run our tables.

Rather than being a full overhaul, the D&D 2024 rules changes attempt to rework, clarify, and codify many elements that were previously handled by intuition or scattered rulings. Below you’ll find the most important changes to conditions, actions, character options, and spellcasting.

Mechanical Changes

Exhaustion (p. 366)

Still goes from level 1 to 6 (you die at 6 levels). Each level of exhaustion causes a cumulative -2 penalty to D20 Tests, and -5 ft. of movement.

Grappled (Condition) (p. 367)

Grappled creatures now have disadvantage on attack rolls against anyone except their grappler. Movement is no longer halved—instead, moving a grappled target costs double movement (like difficult terrain).

Heroic Inspiration (p. 368)

Replaces standard Inspiration. Now used after any roll to reroll any one die (not just d20s). You must take the new result. Inspiration gained when you already have one can be gifted to another player.

Hide (Action) (p. 368)

Taking the Hide action now uses a base DC 15 Dexterity (Stealth) check. You must be Heavily Obscured or behind at least three-quarters cover to attempt it. Success grants the Invisible condition until revealed.

Invisible (Condition) (p. 370)

Initiative advantage if you’re unseen when combat starts. Successful hiding grants Invisible condition. Spells like See Invisibility still negate benefits.

Long Rest (p. 370-371)
  • Takes 8 hours.
  • Must sleep for at least 6 hours.
  • Must start with at least 1 HP.
  • Recovers all Hit Dice (was half).
  • Interruptions don’t invalidate the rest, but each requires an additional hour of rest.
  • Can only Long Rest again after 16 hours (once every 24 hours).
Surprised (p. 376)
  • Surprised creatures now only have disadvantage on initiative rolls. They no longer lose their first turn or reactions.
Unarmed Strike (p. 377)
  • Choose to:
    • Attack and deal damage
    • Grapple (target makes Strength or Dexterity save)
    • Shove (target makes Strength or Dexterity save)
  • One hand = one grapple
“One Spell Slot per Turn” (p. 236)
  • You can cast only one leveled spell per turn using a spell slot. You can still cast a cantrip and a leveled spell, or cast a spell as a reaction on another turn.
Two-Weapon Fighting & Light Weapons (p. 213-214)
  • Light weapons let you make a Bonus Action attack with a Light weapon (even if it’s not melee, e.g., hand crossbows, thrown daggers).

New Action Options

The following Action options formalize certain Ability Checks, making it clear that these take an Action, especially in combat.

Influence (p. 369)

A social interaction Action. The DM categorizes NPCs as Willing, Unwilling, or Hesitant. If Hesitant, a Charisma check is made using a relevant skill. On failure, you can’t repeat the request for 24 hours.

Magic (p. 371)

A new keyword for Actions that involve spellcasting or magical effects. Helps define interactions with antimagic or effects like Counterspell.

Search (p. 373)

Now codified as an action. Typically requires a Wisdom (Perception) or Intelligence (Investigation) check depending on the context.

Study (p. 375)

Used to examine or recall information. The DM calls for Intelligence- or Wisdom-based checks, depending on subject matter (e.g., Arcana, History, Insight).

Utilize (p. 377)

Renamed from “Use an Object”. Used to operate or interact with items or objects.

Character Option Changes

Feats (p. 200)

Feats are no longer optional. Every character starts with one (from background). Additional feats are gained during level-up progression.

Feat Types:

  • Origin Feats (choose at level 1)
  • General Feats (can grant +1 to an Ability Score)
  • Fighting Style Feats
  • Epic Boons (at level 19+)
Weapon Masteries (p. 214)
  • Martial classes get access to weapon masteries—special effects attached to certain weapons (like Push, Cleave, or Vex). These add tactical flavor to martial combat and vary by weapon.

Onboarding 5th Edition D&D 2024

In the end, we don’t need to overhaul our tables overnight to use the D&D 2024 rules changes. As we explored in a previous article, a gradual, selective integration—letting players choose between the 2014 and 2024 options, and introducing changes like the new exhaustion and surprise rules at our own pace—can ease the transition and even improve the game for everyone at the table.

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