Quick Reference

The most important "muscle memory" changes. Print this section!

2e Habit 5e 2024 Reality
🛡️ Low AC is good High AC is good (ascending)
🎯 THAC0 calculation d20 + modifier ≥ target AC
💪 5 saving throw categories 6 ability-based saves (STR, DEX, CON, INT, WIS, CHA)
📖 Memorize specific spells per slot Prepare spell LIST, cast any with slots
💀 -10 HP = death 0 HP = death saves (3 successes/failures)
⚔️ Weapon speed factors Everyone acts once per round
⏱️ Segments in combat Action, Bonus Action, Reaction, Movement
🎲 % abilities (Bend Bars, etc.) Ability checks with proficiency

The Most Important Formula

d20 + Ability Mod + Proficiency ≥ Target Number

This applies to attacks (vs AC), saves (vs DC), and skill checks (vs DC). Higher is ALWAYS better.

🔄 What Happened To...

Familiar 2e concepts and their modern equivalents. Click to expand each one.

🎯 THAC0 & Attack Tables Proficiency bonus + ability modifier

Instead of subtracting from THAC0, you now add your proficiency bonus (+2 to +6 based on level) plus your ability modifier (STR for melee, DEX for ranged). Roll d20, add bonuses, compare to AC. Higher is always better!

🧰 Non-Weapon Proficiencies Skills (with proficiency/expertise)

There are 18 skills in 5e. If you're proficient, add your proficiency bonus to checks. Some classes can get 'expertise' for double proficiency. No more slot-based NWPs!

⚔️ Weapon Proficiencies Simple/Martial + Weapon Mastery (2024)

Weapons are now 'Simple' (anyone can use) or 'Martial' (need proficiency). In 5e 2024, martial classes also get Weapon Mastery - special effects when you hit (Topple, Vex, etc).

🛡️ Saving Throw Categories 6 ability-based saves

Gone are Paralyzation, Rod/Staff/Wand, Petrification, Breath Weapon, and Spell saves. Now each of the 6 abilities (STR, DEX, CON, INT, WIS, CHA) has its own save. Your class gives you proficiency in 2 of them.

📈 Level Limits for Demihumans Gone completely

Elves, dwarves, and other species can reach level 20 in any class. No artificial caps!

🚫 Class/Race Restrictions Gone completely

Any species can be any class. Want a halfling barbarian or a half-orc wizard? Go for it!

📊 Ability Score Minimums Gone completely

No minimum ability scores to be a class. A wizard with 8 INT is legal (though not optimal). Your character, your choice.

💪 Exceptional Strength (18/xx) Just "18" (scores go to 20, or 22 with items)

No more percentile strength. An 18 is an 18. The normal cap is 20, though some magic items can push you to 22 or higher.

🛡️ Negative AC AC 20+ is "very good"

AC 10 is baseline (unarmored, no DEX). Plate armor + shield = AC 20. Some builds can reach AC 25+, but that's exceptional.

Spell Memorization Spell preparation + spell slots

You prepare a LIST of spells each day. You can then cast ANY of those prepared spells using your spell slots. No need to memorize Fireball twice to cast it twice!

🎒 Material Components Component pouch or focus (most ignored)

Unless a component has a gold cost listed, you can use a component pouch or arcane/divine focus. Most tables ignore components entirely unless they have a cost.

⚖️ Alignment Restrictions Mostly suggestions now

Paladins don't have to be Lawful Good. Alignment is more of a roleplay guideline than a mechanical restriction.

💰 XP for Gold XP from encounters/milestones only

No more GP = XP. You gain experience from overcoming challenges (combat or otherwise) or when the GM awards milestone levels.

🆕 New Concepts

These mechanics didn't exist in 2e. They're fundamental to 5e!

Proficiency Bonus

A universal bonus (+2 at level 1, up to +6 at level 17+) added to everything you're trained in: attack rolls with proficient weapons, saving throws you're proficient in, skill checks for proficient skills, and spell attack rolls.

💡 Your proficiency bonus is always (Level ÷ 4) + 2, rounded down.
🎲

Advantage / Disadvantage

Roll 2d20 and take the higher (advantage) or lower (disadvantage). Replaces most situational modifiers. If you have both, they cancel out completely.

💡 Advantage is roughly equivalent to a +5 bonus on average.
📏

Bounded Accuracy

Numbers stay relatively small. A +10 is exceptional. This means lower-level creatures remain threats and high-level characters aren't invincible.

💡 Even a goblin can hit a level 20 fighter on a good roll.
🧘

Concentration

Many powerful spells require concentration. You can only concentrate on ONE spell at a time. Taking damage forces a CON save (DC 10 or half damage, whichever is higher) or you lose the spell.

💡 Check if your buff spells require concentration before stacking them!

Cantrips

At-will spells that never run out. Damage cantrips scale at levels 5, 11, and 17 (e.g., Fire Bolt goes 1d10 → 2d10 → 3d10 → 4d10).

💡 Cantrips ensure spellcasters always have something magical to do.

Bonus Actions

A secondary action each turn. Some abilities, spells, and class features use your bonus action. You can't take one unless something grants it.

💡 Most spells that use a bonus action can't be paired with another leveled spell.
🔄

Reactions

You get ONE reaction per round (resets at your turn start). Used for opportunity attacks, the Shield spell, Counterspell, etc. Triggered by specific events.

💡 Plan your reaction! Once you use it, you can't react again until your turn.
💀

Death Saves

At 0 HP, you're unconscious but not dead. Each turn, roll d20: 10+ = success, <10 = failure. Three successes = stable. Three failures = dead. A 20 = regain 1 HP. A 1 = two failures.

💡 Healing someone at 0 HP resets their death saves!
🛏️

Short & Long Rests

Short Rest = 1 hour (regain Hit Dice, some class features). Long Rest = 8 hours (regain all HP, half your Hit Dice, most features).

💡 Warlocks love short rests - they get all spell slots back!
❤️

Hit Dice

During a short rest, spend Hit Dice to heal. Roll your class's die (d6 to d12) + CON mod per die spent. You have Hit Dice equal to your level.

💡 You regain half your total Hit Dice on a long rest.

Inspiration

A DM reward for good roleplay. When you have it, you can spend it to gain advantage on one roll. You either have it or you don't (no stacking).

💡 Use it before you forget you have it!

⚔️ Combat Turn Structure

No more segments or weapon speed! Combat is streamlined and fast.

Your Turn

Movement Up to your speed. Can split before/after action!
Action Attack, Cast Spell, Dash, Dodge, Help, Hide, etc.
Bonus Action Only if you have an ability that uses one
Free Object Interaction Draw weapon, open door, pick up item

Not Your Turn

Reaction Once per round. Opportunity attacks, Shield spell, etc.

Standard Actions

Attack Make weapon attack(s). Extra Attack lets you attack more than once.
Cast a Spell Cast a spell with a casting time of 1 action.
Dash Gain extra movement equal to your speed for this turn.
Disengage Your movement doesn't provoke opportunity attacks this turn.
Dodge Attacks against you have disadvantage; you have advantage on DEX saves.
Help Give an ally advantage on their next ability check or attack roll.
Hide Make a Stealth check to hide from enemies.
Ready Prepare an action to trigger on a specific condition (uses your reaction).
Search Make a Perception or Investigation check to find something.
Use an Object Interact with an object that requires an action (potions, etc.).

Key Combat Changes from 2e

  • No weapon speed or initiative modifiers by weapon type
  • Everyone rolls initiative once at start (d20 + DEX mod)
  • You can move → attack → move more (split movement)
  • Opportunity attacks when enemies leave your reach
  • No facing rules (optional flanking variant exists)
  • Attacks of opportunity don't exist - they're "opportunity attacks" now

Spellcasting Explained

The spell slot system is probably the biggest mental shift from 2e.

How It Works

  1. Spell Slots: You have X slots of each level (e.g., 4 first-level, 3 second-level)
  2. Prepared Spells: Each day, choose spells from your list (usually = ability mod + level)
  3. Casting: Spend a slot of appropriate level to cast ANY prepared spell
  4. Upcasting: Many spells get stronger when cast with higher slots

Example

Rudiger (Wizard) has 3 first-level slots and prepares:

  • Magic Missile
  • Shield
  • Sleep

He can cast:

  • Magic Missile three times, OR
  • Magic Missile twice + Shield once, OR
  • One of each, OR
  • Any combination until slots are gone!

Important Mechanics

🧘 Concentration

Only ONE concentration spell active at a time. Taking damage = CON save (DC 10 or half damage) or lose the spell.

📿 Ritual Casting

Spells marked (ritual) can be cast in 10 minutes without using a slot. Great for utility spells!

✨ Cantrips

At-will, unlimited use. Damage scales at levels 5, 11, 17. You always have something to cast!

🎯 Attack vs Save

Spells either require YOUR attack roll OR the target's saving throw - never both.

📅 5e 2024 Specific Changes

These are new even compared to 5e 2014. Most online resources don't cover these yet!

🧬

Species (formerly "Race")

  • Ability score bonuses now come from your background, not species
  • Species provide unique traits, senses, and abilities
  • Many species have been updated with new or revised features
  • Terminology changed from "race" to "species" throughout
📜

Backgrounds

  • Now provide an Origin Feat at level 1 (e.g., Magic Initiate, Skilled)
  • Determine your starting ability score bonuses (+2/+1 or +1/+1/+1)
  • Include skill proficiencies and starting equipment
  • More mechanically important than in 2014 5e
⚔️

Weapon Mastery

  • Martial classes get mastery properties on specific weapons
  • 8 mastery properties: Cleave, Graze, Nick, Push, Sap, Slow, Topple, Vex
  • Can change which weapons you have mastered when you level up
  • Adds tactical depth to weapon choice
📚

Class Updates

  • Most classes have been revised with updated or new features
  • Subclass levels have been standardized (most at level 3)
  • Some new subclasses added to existing classes
  • Spell lists reorganized (Arcane, Divine, Primal)
📖

Rules Glossary

  • Official, standardized definitions for game terms
  • Conditions clearly defined with consistent effects
  • Keywords like "Emanation," "Unarmed Strike," "Exhaustion" clarified
  • Makes rules arguments easier to settle!