Dungeons & Dragons (D&D) is in a well-publicized revamp. Hasbro-owned Wizards of the Coast does want you to know this is not a new edition of the beloved tabletop roleplaying game, but a fully compatible refresh of the 5th edition, which began with the release of the Player’s Handbook in 2014. Ten years later, the core rulebooks (the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual) are all being updated to bring the well-loved mechanics of 5th edition into the modern sensibilities that the game has adapted over the ensuing decade. More importantly, they updated and rebalanced much of the mechanics, righting many of the wrongs laid out in the original rules; and in the name of balance, the radicality of changes were not equal across the board. And navigating this handbook has never been easier, with rules glossaries, improved formatting and organization, and clearer representation of important information improving the quality of life of the player. All in all, Wizards of the Coast have created a new launching point for the future of the game that not only increases the ease of entry for new players, but provides veterans of the game sorely needed updates that players have been begging for since 2014.
The new 2024 Player’s Handbook is thick. About a third larger than the 2014 version, there is a wealth of new information here. There are more species (formerly “races”), subclasses, feats, and spells than before. The included species include all species from the 2014 handbook (with the exception of the “half races” of half-elves and half-orcs), with some additional species included in the Player’s Handbook for the first time: aasimar, goliaths, and orcs, which were all passed due to be included in this level of D&D text. Similarly, each class has four subclasses, with many well-loved subclasses from later-published supplemental books being included. There are new subclasses as well: the Circle of the Sea for druids, the Path of the World Tree for barbarians, and the College of Dance for bards. These new subclasses are all excellent additions, filling in niches that were missing from existing game content (and as a lover of aquatic species like the triton, it’s about time there was a druid circle that suits these groups). Some classes, namely clerics and wizards, have seen a reduction in their number of subclasses, but I suspect this decision was similarly chosen for balance and that there is a good chance we will see additional subclass reworks soon. It is disappointing, however, that Wizards of the Coast decided to exclude artificers from the Player’s Handbook; an established class added after the 2014 handbook was published, there is really no excuse for why the artificer was not included here. It would help make the 2024 Player’s Handbook as close to a one-stop shop as it could be in a game that is always releasing new content.
There are some particularly noteworthy changes to the core of character creation, as well. Dragonborn, for example, are based on the redesign first released in Fizban’s Treasure of Dragons. Rangers, on the other hand, received a much needed full rework, where basically every feature of this class and its subclasses were updated, tweaked, and improved. This has really helped balance out the different species, classes, and subclasses to where it feels that there is no one choice that hinders your ability to play the game successfully. The way this information is structured has also been redesigned, with text and illustrations that better explain what each option entails. Backgrounds, though, probably got the most significant change, with initial ability score improvements being moved from species to your background. More significantly, all backgrounds now come with an origin feat, canonizing level 1 feats that have become pretty standard in many table’s homebrew rules; in fact, this is just one of many changes that incorporate common homebrew rules that have been largely adopted by the D&D player base. (That’s right, you can drink potions as a bonus action now!)
One of the things that I am very happy to see is just how much content made its way from rules expansion books like Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything. Beyond just the subclasses, additional options for fighting styles, metamagic options, eldritch invocations, and battle master maneuvers have made their way into this book as well. Spells are another area that has seen a lot of new entrants, many of which originated in those books. Several new spells have been added as well, with some tasty options coming from D&D’s lore, such as Tasha’s Bubbling Cauldron, or added to fill in niches, such as the new bard and druid cantrip Starry Wisp. The spell lists for all the classes have been expanded as well, allowing for a wider spread of options when choosing or preparing spells, and many of the spells that were, honestly, useless in 2014 have been updated for 2024. Martial classes got some much-needed expansion of their abilities as well with the inclusion of weapon masteries. This new feature allows those who gain mastery in a weapon to unlock a new ability that increases the effects of weapon attacks, increasing the abilities that martial characters have on the field of battle and providing further balance between the classes.
One of the most amazing parts of this new book, however, is the visual aspects. Both covers are amazing, but the alternate cover in particular is just stunning. The art and graphic design throughout the book is intentional, diverse, and gorgeous. Standout pieces for me include the art for the orcs species page (probably one of the first major pieces of orc art that doesn’t depict them as savage), the draconic sorcerer subclass (featuring a trans man with magic tattoos over his top surgery scars), and the scenic art for all the backgrounds. The art plays an important role here as well, providing important context and visual descriptions of game aspects. Prime examples of this can be seen in the drawings in the rules overview showing the effect of player choices on the in-game world; the diagrams of weapons, armor, and other adventuring gear; and visual depictions of spell effects.
Dungeons & Dragons’s new Player’s Handbook is an impressive book. Dedication to the player’s understanding of the rules and ease of entry into a new campaign and character are evident here, and the staff at Wizards of the Coast not only improved the rules, but fulfilled many of our wildest dreams. Improvements to game mechanics and rebalancing of character options will lead to deeper, more fulfilling sessions at the table. Honestly, my biggest complaint with the book is just that I am selfish; I want more content! Luckily, the Player’s Handbook is just the first of three revised core rulebooks, which will probably satiate my hunger for more. For the time being, the Player’s Handbook is more than enough to keep me going, and I am more than pleased with the direction that Dungeons & Dragons is heading.
The new Player’s Handbook for Dungeons & Dragons (5th edition) releases on September 17, 2024, available at most local game stores, booksellers, and digitally on Roll20 and Wizards of the Coast’s D&D Beyond and Dungeon Masters Guild. The 2024 Dungeon Master’s Guide releases on November 12, 2024, and the 2025 Monster Manual releases on February 18, 2025.
