The 10 Things You Need to Know About the 2024 Player’s Handbook
While it’s not a whole new edition, the 2024 Player’s Handbook has made some long-awaited updates to the fifth edition of D&D.

Table of Contents
- A New(-ish) Era for D&D
- #10: It Works with Other 5e Books
- #9: Classes Have More to Do
- #8: Feats Are More Accessible
- #7: Gameplay is Clarified
- #6: It Has Less Flavor, But It’s Not Bland
- #5: Species and Backgrounds Have Changed
- #4: The Glossary is SO Good
- #3: Tool Proficiencies and Mundane Items Have Been Made Relevant
- #2: It’s Easier to Learn How to Play
- #1: The Power Level is Higher
- In Conclusion, A Change and a Welcome One
A New(-ish) Era for D&D
As a Dungeon Master who loved fifth edition, I was interested to see what the new 2024 Player’s Handbook would bring to the table. I’ve read the entire book but held off writing one of these articles until I’ve had a chance to run games where my players use the new 2024 options.
After playing dozens of sessions in the new ruleset, here’s what I think everyone should know about the 2024 Player’s Handbook!
#10: It Works with Other 5e Books
One of the biggest concerns with any new edition is compatibility, and I’m happy to say the 2024 Player’s Handbook fits right in with your existing 5e library—mostly.
You can still run all those beloved adventures you’ve collected over the years, and if your favorite subclass didn’t get an update in the 2024 rules, you’re in the clear to use it as-is.
The same goes for older species and backgrounds—the book contains rules that allow them to be mixed and matched with new content.
If you own Tasha’s Cauldron of Everything, the way new options are presented won’t be a surprise to you. The class features, subclasses, spells, and feats brought from that book remain mostly unchanged.
Just be careful when using anything that’s been reworked in the 2024 Player’s Handbook. For instance, if your favorite subclass received an overhaul, you’ll want to stick with the updated version to keep things balanced.
#9: Classes Have More to Do
In 5e play, I found myself thinking that combat could sometimes get repetitive, with players doing the same thing every round. That’s one aspect I’ve really liked from the updated options in the 2024 Player’s Handbook.
They’ve added more modular options to classes, so your choices aren’t always predictable. For example, the Barbarian’s Brutal Strike allows them to trade off Advantage from Reckless Attacks to create multiple effects. Similarly, Rogues now get access to Cunning Strike, which lets them trade off damage from their Sneak Attack to apply debilitating conditions.
One of the more wholesale overhauls has been the new Weapon Mastery system. This allows martial classes (Fighters especially) to get more creative with their weapons, giving them more options akin to a caster’s retinue of spells.
A last, easy-to-overlook change is that there are more ways to avoid Opportunity Attacks without having to take the Disengage action. This allows the battlefield to move more freely, where characters aren’t standing still, slashing into enemies until one side dies.
#8: Feats Are More Accessible
In the 2024 Player’s Handbook, feats are no longer optional (even if it didn’t feel like they were in the 2014 edition).
Right from character creation, feats play a bigger role in customizing your character. Backgrounds now grant Origin feats at level 1, giving players a fun way to tweak their character’s abilities from the start. Also, at level 19, each class gets to choose an Epic Boon, which are powerful options that take characters from mere mortals into basic superheroes.
In addition, feats have been redesigned so that each “General” feat provides an ASI on top of a benefit. Some feats have been toned down to give players an actual choice, like Sharpshooter and Great Weapon Master no longer provides the +10 damage option that made them so highly sought after.
#7: Gameplay is Clarified
In the 2024 Player’s Handbook, actions are more refined. While some actions, like Attack and Disengage, didn’t need clarifying, others have been updated or expanded for better gameplay.
Take the Help action: now, to assist in an ability check, your character must actually be proficient in the relevant skill or tool, making teamwork feel more logical.
Hide has also been fleshed out. You must be Heavily Obscured or behind proper cover to attempt it, and your Stealth roll becomes the DC for any creature’s Wisdom (Perception) check to find you. There are clear guidelines for when hiding ends, like making noise, being discovered, attacking, or casting a spell with a Verbal component.
The last example I’ll provide is the new Influence action brings a formal framework to social interactions, providing structure for Persuasion, Intimidation, and Deception, both in and out of combat. It deserves its own deep dive, but trust me—it’s a game-changer.
#6: It Has Less Flavor, But It’s Not Bland
The 2024 Player’s Handbook packs a lot more in than its predecessor, but it comes at a cost: Flavor. Each class and species used to have multiple paragraphs detailing its history, origins, and culture, but those have been shortened drastically.
While I hate losing flavor, I’m not sure I fully dislike the change. D&D is about creating a world of your own, even if you’re playing in an established setting. A lot of flavor is made by the players themselves or provided by the DMs. Plus, flavor is usually abundant in setting guides.
So, will I take more mechanics for less flavor? I think I will.
#5: Species and Backgrounds Have Changed
In the 2024 Player’s Handbook, backgrounds now provide Ability Score Improvements (ASIs) instead of species. This shift allows for greater character variety in terms of class and species, but it also narrows the options available when combining classes and backgrounds.
Since backgrounds grant specific feats, they can often lock classes into particular backgrounds, making it more logical that a Soldier might become a Fighter or Barbarian, reflecting their upbringing.
I personally like this change, but luckily for those who don’t, the book includes rules for customizing your origin using backgrounds and species from older sources.
#4: The Glossary is SO Good
The 2024 Player’s Handbook includes a comprehensive glossary of all game terms at the back, and as a DM, this is a lifesaver. Gone are the days of flipping through the book mid-session to find the exact wording on a rule or mechanic.
Now, everything is organized and easy to reference in one place. Whether you’re looking up conditions, actions, or game terms, the glossary ensures you have the right information at your fingertips.
Honestly, I’d have paid just for this.
#3: Tool Proficiencies and Mundane Items Have Been Made Relevant
Tool proficiencies and mundane items were often overlooked in the past, but the 2024 Player’s Handbook revitalizes them. Tools now have clear, practical uses tied directly into gameplay and that comes in the form of crafting.
Now that you can brew Potions of Healing and craft nonmagical items like armor and weapons, your proficiency in tools feels meaningful.
Similarly, every single mundane item, which were once just filler in an adventurer’s kit, now have real mechanical implications. Even simple things like rope or caltrops can come in handy.
For instance, the Grappling Hook provides this specific mechanical benefit: As a Utilize action, you can throw a Grappling Hook at a target within 50 feet. If you succeed on a DC 13 Dexterity (Acrobatics) check, the hook catches. If the hook is tied to a rope, you can climb it.
This is the case for every. single. item. and I love that this gives players more reasons to think creatively about their inventory.
#2: It’s Easier to Learn How to Play
The 2024 Player’s Handbook makes D&D more accessible than ever. It streamlines rules, and, most importantly in my opinion, presents them in a more intuitive order. The first couple of chapters teach you exactly how to play the game and include helpful examples to guide new players.
Character creation, in particular, is much simpler with clear steps.
From a gameplay perspective, I wouldn’t say much has changed, except there are fewer “trap” options.
#1: The Power Level is Higher
The 2024 Player’s Handbook definitely raises the power level of most classes, and trims out underwhelming or detrimental features.
For example, the Berserker Barbarian no longer suffers from Exhaustion after a Frenzied Rage, and healing spells restore more Hit Points overall.
Action economy has also been generously improved. A lot of situational features that used to require actions or Bonus Actions can now trigger without requiring them, like the Monk’s Self-Restoration.
You’ll also see a change in expendable resources, either increasing the number of times you can use them per Short or Long Rest or giving you more bang-for-your-buck.
While this could leave older options feeling a bit behind, especially those from early 5e, anything from Tasha’s Cauldron of Everything onward aligns well with the new power level. Overall, the game feels more balanced and empowering for players across the board.
In Conclusion, A Change and a Welcome One
There’s so much to unpack from the 2024 Player’s Handbook that we can’t do it all in one article. We’ll be updating guides and writing new ones to make sure players and DMs know how to play the game in its new state effectively.
I know there’s a lot of skepticism around these 2024 Core Rulebooks, but I do think that the 2024 Player’s Handbook is a substantial upgrade from its previous iteration, and I’m excited to see what comes with the 2024 Dungeon Master’s Guide and 2024 Monster Manual!




