D&D 5E: 2014 vs. 2024 CORE MECHANICAL CHANGES While the "D20 + Modifiers" loop remains, several tactical rules have changed. --- 1. WEAPON MASTERIES --- Martial classes now have "Mastery" properties that trigger on every hit: NICK: Off-hand attack is now part of the Main Action (saves Bonus Action). TOPPLE: Force a saving throw to knock the target Prone. VEX: Gain Advantage on your next attack against that target. PUSH: Knock a creature 10ft away (no saving throw). SLOW: Reduce target speed by 10ft. --- 2. UPDATED CONDITIONS --- EXHAUSTION: Each level gives a flat -2 to all D20 tests and -5ft speed. SURPRISE: Creatures no longer lose a turn; they just take Disadvantage on their Initiative roll. GRAPPLING/SHOVING: The attacker makes an attack roll against the target's Saving Throw DC (8 + Str/Dex + Prof) rather than a contested check. --- 3. ACTION ECONOMY --- POTIONS: Drinking a potion yourself is now a Bonus Action. EQUIP/UNEQUIP: You can draw or stow a weapon as part of every attack. INVISIBILITY: Grants Advantage on Initiative rolls. MAGIC ACTION: Casting spells and using magic items are now grouped under one action type for clarity. --- 4. NEW FORMALIZED ACTIONS --- STUDY (INT): Action to identify creature weaknesses or recall lore. SEARCH (WIS): Action to find hidden creatures or objects. INFLUENCE (CHA): Set DCs for social interaction based on NPC attitude (Friendly, Indifferent, or Hostile). --- 5. HEALING & INSPIRATION --- HEALING BUFF: Most healing spells now roll double the dice (e.g., Cure Wounds is 2d8 instead of 1d8). HEROIC INSPIRATION: You can now use it to reroll a die AFTER seeing the result. You can also gift it to an ally if you earn a second one.