D&D 2024 New Rules Guide

Heroic Inspiration

Inspiration from 2014 has been renamed and has a new mechanic:

Re-roll any die immediately after rolling it, and you must use the new roll.

Actions

Actions have been expanded to provide more clarity of the options available.

Action Summary
Attack Attack with a weapon or an Unarmed Strike.
Dash For the rest of the turn, give yourself extra movement equal to your Speed.
Disengage Your movement doesn’t provoke Opportunity Attack for the rest of the turn.
Dodge Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0.
Help Help another creature’s ability check or attack roll, or administer first aid.
Hide Make a Dexterity (Stealth) check.
Influence Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude.
Magic Cast a spell, use a magic item, or use a magical feature.
Ready Prepare to take an action in response to a trigger you define.
Search Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
Study Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.
Utilize Use a nonmagical object.

Each action can be used only one at a time, either in a social encounter, exploration phase or combat round.

Social Interaction

In order to make social interaction better structured, consider the possible NPC's attitudes towards the player characters:

Attitude Disposition Effects
Friendly Views the PCs favourably Advantage on ability checks to Influence
Indifferent Doesn't want to help or hinder the PCs Default attitude
Hostile Views the PCs unfavourably Disadvantage on ability checks to Influence

Surprise

A surprised creature has disadvantage on initiative rolls.

Moving Around Other Creatures

Pass through other creature's space if:

Difficult Terrain if not an ally.

If movement ends in a hostile creature's space, you have the Prone condition.

Cover

Cover didn't really change, however it's always good to get reminded:

Degree Benefit to Target Offered By...
Half +2 bonus to AC and Dexterity saving throws Another creature or an object that covers at least half of the target
Three-Quarters +5 bonus to AC and Dexterity saving throws An object that covers at least three-quarters of the target
Total Can’t be targeted directly An object that covers the whole target

Weapon Mastery

Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character.

Putting on/away Armour and Shield

Now, donning and doffing armour has the requirements listed on the table below. Note, in case of the shield, doff means putting the shield away strapped to yourself.

Armour Don Doff
Light 1 min 1 min
Medium 5 min 1 min
Heavy 10 min 5 min
Shield 1 action 1 action

Utilize action.

Dropping the shield, as well as any other item, to the floor is a free action. However, if you move away from it, you can't retrieve it.

Tools

A tool helps you make specialized ability checks, craft certain items, or both. A tool’s description includes the tool’s cost and weight, as well as the following entries:

Example:

Alchemist’s Supplies (50 GP)

Ability: Intelligence
Utilize: Identify a substance (DC 15), or start a fire (DC 15)
Craft: Acid, Alchemist’s Fire, Component Pouch, Oil, Paper, Perfume

Adventuring Gear

Now each item of gear describes how it can be used, if it requires an ability check, or another action. As well as the effects it provides.

Example:

Acid (25 GP)

When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.

Crafting

Crafting now is more structured, and several items can be crafted: nonmagical items, potions of healing and spell scrolls.

The main mechanics require a tool, raw materials, and time.

Spell Casting Time

The rules now clarify:

Example:

Hellish Rebuke

Level 1 Evocation (Warlock)

Casting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself