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On August 2022, Wizards of the Coast announced that they're working on "the next evolution" of ''Dungeons & Dragons'', updating the Fifth Edition ruleset while still being [[UsefulNotes/BackwardsCompatibility backwards compatible]] with Fifth Edition content. The project is code-named "[[https://www.dndbeyond.com/one-dnd One D&D]]" and is set to release in late 2024, with [[https://www.dndbeyond.com/sources/one-dnd various public playtests]] running in 2022 and '23.

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On August 2022, Wizards of the Coast announced that they're working on "the next evolution" of ''Dungeons & Dragons'', updating the Fifth Edition ruleset while still being [[UsefulNotes/BackwardsCompatibility [[MediaNotes/BackwardsCompatibility backwards compatible]] with Fifth Edition content. The project is code-named "[[https://www.dndbeyond.com/one-dnd One D&D]]" and is set to release in late 2024, with [[https://www.dndbeyond.com/sources/one-dnd various public playtests]] running in 2022 and '23.
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* AndIMustScream: While ''Imprisonment'' in previous editions explictly rendered the target unconcious, in 5th edition that detail's been removed, implying that now the victim is fully concious while trapped, unaging and with no biological needs, in a tiny sphere miles beneath the earth.

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* ''Phandelver and Below: The Shattered Obelisk'' (2023, UpdatedRerelease[=/=]ExpansionPack of ''Lost Mine of Phandelver'')

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* ''Phandelver and Below: The Shattered Obelisk'' (2023, [[/index]](2023, UpdatedRerelease[=/=]ExpansionPack of ''Lost Mine of Phandelver'')Phandelver'')[[index]]
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* BalkingSummonedSpirit: The spells ''conjure celestial'' and ''conjure fey'' summon a powerful magical creature that obeys the summoner by default, but [[ArtificialInsolence refuses]] any instructions that conflict with its CharacterAlignment[[invoked]].
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TabletopGame/{{Original|DungeonsAndDragons}} | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] | [[TabletopGame/DungeonsAndDragonsThirdEdition 3E]] | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | '''5E'''-]]]]]

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TabletopGame/{{Original|DungeonsAndDragons}} | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] AD&D1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] AD&D2E]] | [[TabletopGame/DungeonsAndDragonsThirdEdition 3E]] | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | '''5E'''-]]]]]
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[[header:[[center:[-'''''TabletopGame/DungeonsAndDragons'' Editions'''\\
TabletopGame/{{Original|DungeonsAndDragons}} | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] | [[TabletopGame/DungeonsAndDragonsThirdEdition 3E]] | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | '''5E'''-]]]]]
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* ''Chains of Asmodeus'' (2023, also available as a print-on-demand book)

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* ExactWords: Spells are worded very specifically so that their effects are clearly outlined and can't do anything beyond what's written.
** ''Zone of Truth'' is a magical TruthSerum that will make anyone who fails a Charisma save have to tell the truth when speaking. But it does not compel anyone to speak, it allows things that are MetaphoricallyTrue to be said, and the person who's talking might still be wrong by saying what they believe is the truth but is unknowingly incorrect.
** When a spell effects all creatures in an area, it means ''all creatures'' in an area, averting FriendlyFireproof. There are ways to get around damaging your allies through automatic saves and ExploitedImmunity to elements or status effects, but there's very few ways to not target allies with an AOE spell if they're caught in the blast raidus.



* TruthSerums: The ''zone of truth'' spell for the Cleric and the Paladin. Within it, anyone who's talking can only tell the truth when speaking if they fail a charisma saving throw. However, there are ways around it: after all, while everyone might have to tell the truth, there's nothing that compels them to speak.

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* TruthSerums: The ''zone of truth'' spell for the Cleric and the Paladin. Within it, anyone who's talking can only tell the truth when speaking if they fail a charisma saving throw. However, there are ways around it: after all, while everyone might have to tell the truth, truth in this area, there's nothing that compels them to speak.
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* FriendlyFireproof: Averted. If you use an area-of-effect spell or ability that damages creatures, it means ''every'' creature in the area, friend or foe. However, the Sorcerer class has a metamagic option called "Careful Spell" which makes some targets automatically pass a saving throw on spells that require one, but it still affects them. Also, the Evocation Wizard gets an ability which excludes their allies completely, and it's the only one of its kind.

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* FriendlyFireproof: Averted. If you use an area-of-effect spell or ability that damages creatures, creatures in an area, it means ''every'' creature in the area, friend or foe. However, the Sorcerer class has a metamagic option called "Careful Spell" which makes some targets automatically pass a saving throw on spells that require one, but it still affects them. Also, the Evocation Wizard gets an ability which excludes their allies completely, and it's the only one of its kind.
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* ''TabletopGame/TyrannyOfDragons'' (2014, divided into ''Hoard of the Dragon Queen'' and ''Rise of Tiamat''. [[CompilationRerelease Rereleased as a single adventure]] in 2019.)

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* ''TabletopGame/TyrannyOfDragons'' (2014, divided into ''Hoard of the Dragon Queen'' and ''Rise of Tiamat''. [[CompilationRerelease Rereleased Re-released as a single adventure]] in 2019.)



* ''Vecna: Eve of Ruin'' (2024)
* ''Quests from the Infinite Staircase'' (2024)

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* ''Vecna: Eve of Ruin'' (2024)
(Not yet released, 2024)
* ''Quests from the Infinite Staircase'' (2024)(Not yet released, 2024)

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On August 2022, Wizards of the Coast announced that they're working on "the next evolution" of ''Dungeons & Dragons'', updating the Fifth Edition ruleset while still being [[UsefulNotes/BackwardsCompatibility backwards compatible]] with Fifth Edition content. The project is code-named "[[https://www.dndbeyond.com/one-dnd One D&D]]" and is set to release in 2024, with [[https://www.dndbeyond.com/sources/one-dnd various public playtests]] running in 2022 and '23.

to:

On August 2022, Wizards of the Coast announced that they're working on "the next evolution" of ''Dungeons & Dragons'', updating the Fifth Edition ruleset while still being [[UsefulNotes/BackwardsCompatibility backwards compatible]] with Fifth Edition content. The project is code-named "[[https://www.dndbeyond.com/one-dnd One D&D]]" and is set to release in late 2024, with [[https://www.dndbeyond.com/sources/one-dnd various public playtests]] running in 2022 and '23.



* ''Phandelver and Below: The Shattered Obelisk'' (2023, ExpansionPack of ''Lost Mine of Phandelver'')

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* ''Phandelver and Below: The Shattered Obelisk'' (2023, ExpansionPack UpdatedRerelease[=/=]ExpansionPack of ''Lost Mine of Phandelver'')


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* ''Vecna: Eve of Ruin'' (2024)
* ''Quests from the Infinite Staircase'' (2024)
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* AllAccessibleMagic: Spells with the "ritual" tag can be cast without using spell slots if a character spends ten minutes performing an elaborate ritual. A character does not need to be a member of a spellcasting class to learn ritual spells if they take the Ritual Caster feat, which only requires an Intelligence or Wisdom score of 13 and allows a character to learn any ritual spell of a specified class in the same manner as wizards, but only to cast them as rituals.
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* AnchoredTeleportation: The Teleportation Circle spell opens a brief portal to a permanent teleportation circle that the caster knows and has permission to use. One can create a new permanent circle by casting the spell in the same location every day for a year.

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* {{Cap}}: Every stat has a "soft cap" of 20. This soft cap means you can't increase it without using rare magic items or exceptional circumstances (such as the Barbarian's level 20 capstone that increases their Strength and Constitution as well as their maximum for those stats). Each stat also has a "hard cap" of 30; under the rules, a stat cannot go beyond 30, no matter what.

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* {{Cap}}: Every stat has CapRaiser:
** Most powers that don't use spell slots are limited to
a "soft cap" of 20. This soft cap means you can't few uses a day. The only way to increase it without using rare magic items or exceptional circumstances (such as the amount of uses is to gain character levels (or sometimes, increasing a stat).
** Each stat normally has a cap of 20. The capstone ability for the Barbarian, Primal Champion, increases
the Barbarian's level 20 capstone that increases their Strength and Constitution as well as scores by four points each, while also raising their maximum for those stats). Each stat also has cap to 24. Rare magic items can make it go even higher, but there's a "hard cap" of 30; under the rules, a stat cannot go beyond 30, no matter what.
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* RitualMagic: Spells with the "ritual" tag can be cast without expending spell slots by taking ten minutes to perform a ritualized version of the spell that draws magic from the ambient environment instead of the caster's normal spell source. Bards, Clerics, Druids, Wizards, and Artificers can perform rituals of any spell they know/prepared from 1st level, while the Ritual Caster feat allows a non-caster to learn how to perform rituals from one class spell list of their choice (but does not give them spell slots), and Warlocks can take an invocation that allows them to learn rituals from ''any'' spell list.

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* RitualMagic: Spells with the "ritual" tag can be cast without expending spell slots by taking ten minutes to perform a ritualized version of the spell that draws magic from the ambient environment instead of the caster's normal spell source. Artificers, Bards, Clerics, Druids, Wizards, and Artificers Wizards can perform rituals of any spell they know/prepared from 1st level, while the Ritual Caster feat allows a non-caster to learn how to perform rituals from one class spell list of their choice (but does not give them spell slots), and Warlocks can take an invocation that allows them to learn rituals from ''any'' spell list.
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* RitualMagic: Spells with the "ritual" tag can be cast without expending spell slots by taking ten minutes to perform a ritualized version of the spell that draws magic from the ambient environment instead of the caster's normal spell source. Bards, Clerics, Druids, Wizards, and Artificers can perform rituals of any spell they know/prepared from 1st level, while the Ritual Caster feat allows a non-caster to learn how to perform rituals from one class spell list of their choice (but does not give them spell slots), and Warlocks can take an invocation that allows them to learn rituals from ''any'' spell list.
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* ''The Book of Many Things'' (Not yet released, anticipated 2023)

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* ''The Book of Many Things'' (Not yet released, anticipated 2023)(2023)
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** Sorcerers can be devastating fonts of magical firepower with powerful spells that can be further enhanced using Sorcery Points. However Sorcerers have ''no'' armour proficiency and the lowest hit die of any class in the game along with [[SquishyWizard Wizards]].

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** Sorcerers can be devastating fonts of magical firepower with powerful spells that can be further enhanced using Sorcery Points. However Metamagic. However, Sorcerers have ''no'' armour proficiency and the lowest hit die of any class in the game along with [[SquishyWizard Wizards]].
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* FragileSpeedster:
** A Monk who isn't wearing any armour gains a fairly substantial boost to their movement speed while also enjoying a reasonable AC thanks to their "Unarmoured Defense" feature. At 9th level they can even move up and along vertical surfaces and even across the surface of ''liquids''. Monks are also one of the few classes that can attack four times a turn by using "Flurry of Blows". They can even deflect projectiles! That said, their HP is quite low compared to other frontline fighters like Fighters and Barbarians of equal level, so if their special defenses fail them then they'll get walloped.
** When a Bladesinger Wizard has their "Bladesong" active, they gain a speed boost, proficiency in acrobatics, the ability to add their Intelligence modifier to their weapon attacks and AC (which, when combined with the Shield and Mage Armor spells can make the bladesinger ridiculously hard to hit), and the ability to reduce the damage they take when they do get hit. But at the end of the day, [[SquishyWizard they're still just Wizards]] - the class with the lowest hit die in the game, and they have no natural armour proficiency either.


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* GlassCannon:
** Rogues are generally very fragile because they are limited to the lightest armour types, but a well-placed Sneak Attack will inflict truly eye-watering amounts of damage. Swashbucklers emphasize this by being the only Rogue subclass dedicated to fighting enemies head-on.
** Sorcerers can be devastating fonts of magical firepower with powerful spells that can be further enhanced using Sorcery Points. However Sorcerers have ''no'' armour proficiency and the lowest hit die of any class in the game along with [[SquishyWizard Wizards]].


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* LightningBruiser:
** Barbarians who don't bother with armour are still ludicrously difficult to bring down with direct damage. Not only do they have the highest hit die of any class in the game, but they also gain resistance to physical damage types (and Bear Totemists get resistance on ''all'' damage types except Psychic), and they get Relentless Rage later on ensuring that they NoSell what would otherwise be a killing blow provided they pass a paltry DC 10 Constitution saving throw. Their "Unarmoured Defense" also means they can manage an AC just as high or even higher than if they were wearing something. Not to mention they're Barbarians, so they can use martial weapons and can really smack a poor sod with big attacks. But they're light on their feet too - Barbarians get extra movement speed at 5th level, a bonus to Initiative at 7th level, and Eagle Totemists can be even more absurd about this by hurtling around the battlefield with bonus action Dash moves while they are raging. [[MagicallyIneptFighter If they could cast spells]], Barbarians would be unstoppable.
** Vengeance Paladins defy the [[MightyGlacier usual expectation of heavily-armoured divine avengers]] by getting Haste, [[FlashStep Misty Step]], movement during opportunity attacks, and at 20th level, a whopping hour of 60ft Fly speed. Paladins of all stripes also get the unique Find Steed spell, so they can [[MountedCombat summon a horse to augment their otherwise poor mobility]].
** Certain Ranger archetypes fit this mould. Take the basic Hunter, which already has strong damage output at both melee and range, but ''Unearthed Arcana'' revises the class to give it increased movement and Advantage on Initiative rolls on top of that. Throw in some defensive tricks on top of the classes' Fighter-peer HP and armour ''and'' "Multiattack Defense" giving the class some protection against creatures with high attack volume, and you're onto a natural-born winner. Don't get us started on Horizon Walkers, with their TeleportSpam.


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* MightyGlacier:
** Paladins can equip all the best armour types and can deal out some really impressive damage with their Smites, but almost nothing in their class chassis offers anything to improve their movement, and they'll usually stay amidst the party where their powerful protective auras can be of the most benefit.
** Certain Cleric domains can wear the heaviest armour types along with shields and get special DamageReduction perks, and a good number of them also have martial weapon proficiency on top and the "Divine Strike" feature to enhance their weapon attacks and let them compete with the Fighters and Barbarians in the realm of physical combat - impressive given their wheelhouse is versatile and powerful divine magic. But without many mobility-enhancing features, Clerics aren't much threat at long distance, and their magic toolkit being geared towards supporting their allies means they rarely stray far from the party anyway.
** Mountain Dwarves have a base movement speed of 25, much less than most other races, but they have bonuses to Strength and Constitution allowing them hit a bit harder and have a little more HP. They also get natural racial proficiency with light and medium armour, as well as with battleaxes, handaxes, light hammers and warhammers - so even a Dwarf Wizard can be a fairly considerable threat in close combat. Provided they ever get there.

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''Dungeons & Dragons'' Fifth Edition (2014-present) is the fifth[[SequelNumberSnarl -ish]] edition of the TabletopRPG ''TabletopGame/DungeonsAndDragons''. Developed under the title "D&D Next", Fifth Edition was an attempt by Creator/WizardsOfTheCoast to recapture and unite some of the [[BrokenBase fractured fanbase]] after the divisiveness of [[TabletopGame/DungeonsAndDragonsFourthEdition 4th Edition]]. The basic mechanics resemble a mixture of [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition the second]] and [[TabletopGame/DungeonsAndDragonsThirdEdition third editions]], with some 4e influences.

The overall power levels have been reduced: the max level cap is 20 ''period'', magic items are much more rare and do not scale in levels, and the bonuses/penalties to an action seldom, if ever, break double digits. Stacking modifiers have been replaced with a simple advantage/disadvantage system where the character with the advantage/disadvantage rolls two dice for the action and picks the higher/lower die. Many non-instantaneous magic spells now require 'concentration', meaning a magic user can only have one such spell active at a time. Major, world-altering magics are often rituals that take minutes if not hours to cast. Each class is now firmly wedded to a single character concept, with subclasses and backgrounds being used to diversify characters.

Most post-creation exclusives are gone, but multiclassing has been returned to 3rd edition standards and feats are completely optional, fewer in number but much more powerful and robust than before. Roleplaying and flavor have been increased in importance, with the old 2nd edition alignment system restored and canonical D&D characters from related media being used as examples of their respective classes, alignments and backgrounds. Pinning down the primary world for Fifth Edition is a bit dodgy: while the core books are mostly written in a multiverse view and adaptable to any setting, most of the official material for organized play is set in the ''TabletopGame/ForgottenRealms''.

Fan response has been very positive, with some praising the return to a more roleplaying-based system based on in-universe-justified abilities as well as its streamlining of overly-complex rules and reducing character options to a more manageable level that makes it easier for newcomers to the hobby to learn it. However, complaints exist about a lack of character options on release, a feeling that the game has returned to LinearWarriorsQuadraticWizards, poor and slow post-launch support compared to the prior editions, Rangers and Sorcerer players complaining that those classes are less relatively powerful, and less intricate character building compared to 3rd edition. Despite those complaints, it's been seen as a triumph by long time fans, and has been been a major reason for D&D's resurgence in the 2010s and beyond.

In an effort to get the game in as many hands as possible, Wizards has released free "Basic Rules" [=PDFs=] containing a fully functional subset of the rules via their website. The idea is that one can use them to play basic games using the four archetypical races (Dwarf, Elf, Halfling, and Human) and classes (Cleric, Fighter, Rogue and Wizard), and will eventually buy books to get the rest of the stuff.

''Unearthed Arcana'' made a return in February 2015 as a monthly R&D Workshop article instead of its own supplement book. Just like the "Basic Rules", the ''Unearthed Arcana'' articles are available for free on the Wizards website. The articles are stated to be "written in pencil, not ink", meaning that the contents are still a work-in-progress until they're officially released in sourcebooks. Due to a reputation for unbalanced-ness, many [=DM=]s refuse to allow UA content at their tables.

As a show of good faith to the digital distribution market and the Open-Gaming License, [=WotC=] started their own storefront, the [[http://www.dmsguild.com/ Dungeon Masters Guild]], which allows the fans to self-publish their own material and [=WotC=] to publish both [=PDFs=] of all the past TSR/[=WotC=] releases from the "Original" Edition through 4th Edition and new Adventurers League content. As of November 2016, they've started a print-on-demand service so people can get physical copies of select TSR products.

On August 2022, Wizards of the Coast announced that they're working on "the next evolution" of ''Dungeons & Dragons'' by updating and expanding the Fifth Edition ruleset while still being [[UsefulNotes/BackwardsCompatibility backwards compatible]] with Fifth Edition content. This project is code-named ''[[https://www.dndbeyond.com/one-dnd One D&D]]'' and is set to release in 2024, with [[https://www.dndbeyond.com/sources/one-dnd various public playtests]] running in 2022 and '23.

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''Dungeons & Dragons'' Fifth Edition (2014-present) is the fifth[[SequelNumberSnarl 5th[[SequelNumberSnarl -ish]] edition of the TabletopRPG ''TabletopGame/DungeonsAndDragons''. Developed under the title "D&D Next", Fifth Edition was an attempt by Creator/WizardsOfTheCoast to recapture and unite some of the [[BrokenBase fractured fanbase]] after the divisiveness of [[TabletopGame/DungeonsAndDragonsFourthEdition 4th Edition]]. The basic mechanics resemble a mixture of [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition the second]] and [[TabletopGame/DungeonsAndDragonsThirdEdition third editions]], with some smaller 4e influences.

The overall power levels have been reduced: the max level cap is 20 ''period'', magic items are much more rare rarer and do not scale in levels, with you, and the bonuses/penalties to an action a dice roll seldom, if ever, break double digits. Stacking modifiers have been replaced with a simple advantage/disadvantage system where the character with the advantage/disadvantage rolls you roll two dice for the action and picks use the higher/lower die. number. Many non-instantaneous magic spells now require 'concentration', meaning a magic user caster can only have one such spell active at a time. Major, world-altering magics are often rituals that take minutes if not hours to cast. Each class is now firmly wedded to a single character concept, with subclasses and backgrounds being used to diversify characters.

Most post-creation exclusives are gone, but multiclassing has been returned to 3rd edition standards and feats are completely optional, fewer in number but much more powerful and robust than before. Roleplaying and flavor have been increased in importance, with the old 2nd edition alignment system restored and canonical D&D characters from related media being used as examples of their respective classes, alignments and backgrounds. Pinning down the primary world for Fifth Edition is a bit dodgy: while the core books are mostly written in a multiverse view and adaptable to any setting, most of the official material for organized play is adventures are set in the ''TabletopGame/ForgottenRealms''.

Fan Overall fan response has been very positive, with some praising the return to a more roleplaying-based system based on in-universe-justified abilities abilities, as well as its streamlining the reduction of overly-complex rules rules, and reducing the number of character options to a more manageable level that makes it easier for newcomers to the hobby to learn it. no longer being "choice-paralysis-inducingly huge". However, complaints exist about a lack an excessively small amount of character options on release, a feeling that (mostly in the game has returned early years), an alleged return to LinearWarriorsQuadraticWizards, poor and slow post-launch support compared to the prior editions, Rangers Ranger and Sorcerer players fans complaining that those classes are less relatively less powerful, and less intricate character building compared to 3rd edition. Despite those these complaints, it's been seen as a triumph by long time fans, and 5th Edition has been been a major reason for D&D's resurgence in the 2010s and beyond.

In an effort to get the game in as many hands as possible, Wizards has released free "Basic Rules" [=PDFs=] containing a fully functional subset of the rules via their website. The idea is that one can use them to play basic games using with the four archetypical races (Dwarf, Elf, Halfling, and Human) and classes (Cleric, Fighter, Rogue and Wizard), as well as a handful of monsters and treasure, and will eventually buy books to get the rest of the stuff.

''Unearthed Arcana'' made a return in February 2015 as a monthly R&D Workshop article instead of its own supplement book. Just like the "Basic Rules", the ''Unearthed Arcana'' articles are available for free on the Wizards website. The articles are stated to be "written in pencil, not ink", meaning that the contents are still a work-in-progress until they're officially released in sourcebooks. Due to a reputation for unbalanced-ness, many [=DM=]s refuse to allow UA content at their tables.

As a show of good faith to the digital distribution market and the Open-Gaming License, [=WotC=] started their own storefront, the [[http://www.dmsguild.com/ Dungeon Masters Guild]], which allows the fans to self-publish their own material and [=WotC=] to publish both [=PDFs=] of all the past TSR/[=WotC=] releases from the "Original" Edition through 4th Edition and new Adventurers League content. As of November 2016, they've started a print-on-demand service so people can get physical copies of select TSR products.

On August 2022, Wizards of the Coast announced that they're working on "the next evolution" of ''Dungeons & Dragons'' by Dragons'', updating and expanding the Fifth Edition ruleset while still being [[UsefulNotes/BackwardsCompatibility backwards compatible]] with Fifth Edition content. This The project is code-named ''[[https://www."[[https://www.dndbeyond.com/one-dnd One D&D]]'' D&D]]" and is set to release in 2024, with [[https://www.dndbeyond.com/sources/one-dnd various public playtests]] running in 2022 and '23.



* ''TabletopGame/TyrannyOfDragons'' (2014, divided into ''Hoard of the Dragon Queen'' and ''Rise of Tiamat''. Compiled into a single adventure in 2019)

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* ''TabletopGame/TyrannyOfDragons'' (2014, divided into ''Hoard of the Dragon Queen'' and ''Rise of Tiamat''. Compiled into [[CompilationRerelease Rereleased as a single adventure adventure]] in 2019)2019.)



* ''VideoGame/SolastaCrownOfTheMagister'' (video game, 2021)



* ''VideoGame/SolastaCrownOfTheMagister'' (video game, 2021)



* AbsurdlyHighLevelCap: Like many other editions of ''D&D'', the maximum level for a player character is 20. For most of Fifth Edition's official adventure modules, a character starts at level 1 and will end up at around level 15 if they make it all the way to the end without dying. The expectation after that is that the party will want to start another module with new characters; official published material for characters above level 15 is practically nonexistent. The power level of monsters tends to be [[SchizophrenicDifficulty very erratic at higher levels]], given that high-level monsters have increasing numbers of abilities that simply kill the target outright [[NoSavingThrow and can't be defended against]], on top of having very high HP, armor, and damage outputs. For all these reasons, getting a character to level 20 is vanishingly uncommon.

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* AbsurdlyHighLevelCap: Like many other editions of ''D&D'', the maximum level for a player character is 20. For most of Fifth Edition's official adventure modules, a character starts at level 1 and will end up at around level 15 if they make it all the way to the end without dying. The expectation after that is that the party will want to start another module with new characters; official published material for characters above level 15 is practically nonexistent. The power level of monsters tends to be [[SchizophrenicDifficulty very erratic at higher levels]], given that high-level monsters have increasing numbers of abilities that simply kill the target outright [[NoSavingThrow and can't be defended against]], on top of having very high HP, armor, and damage outputs. For all these reasons, getting a character to level 20 is vanishingly uncommon.



* ActionInitiative: Similarily to previous editions, turn order is determined by an Initiative roll. Players and monsters alike roll a [=d20=] each, and add their Initiative bonus, with the highest number going first, then second-highest, and so on. A creature's Initiative bonus is the same as Dexterity when the game starts, but can be increased with certain class features or spells.

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* ActionInitiative: Similarily Similarly to previous editions, turn order is determined by an Initiative roll. Players and monsters alike roll a [=d20=] each, and add their Initiative bonus, with the highest number going first, then second-highest, and so on. A creature's Initiative bonus is the same as Dexterity when the game starts, but can be increased with certain class features or spells.
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** For spellcasters on a budget, there's ''silence'', which conjures up a 20ft magical sphere on a point of your choosing within 120ft. It shuts down any spells that rely on a verbal component for casting - handy for fighting Liches because ''all'' of their spells need verbal components to cast.
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** Downplayed but present for Battlemaster subclass Fighters. While still not as complex as a full caster, a Battlemaster has quite a complex toolkit for a martial class. They have access to 15 or so different maneuvers, the best of which tend to add a potent short-term debuff or disable plus some extra damage to their regular attacks. An expert Battlemaster can be exert a lot of control over the battlefield, making their most dangerous opponents a lot less dangerous or much more vulnerable temporarily.

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** Downplayed but present for Battlemaster the Battle Master subclass Fighters. for Fighter. While still not as complex as a full caster, a Battlemaster Battle Master has quite a complex toolkit for a martial class. They have access to 15 or so different maneuvers, the best of which tend to add a potent short-term debuff or disable plus some extra damage to their regular attacks. An expert Battlemaster Battle Master can be exert a lot of control over the battlefield, making their most dangerous opponents a lot less dangerous or much more vulnerable temporarily.



** Fighters (Technician) vs. Barbarians (Performer). Fighters enjoy access to heavy armour, a fighting style, extra feats and ability score increases, an Action Surge that allows them to make an addition action in a turn, and depending on the archetype chosen, an additional fighting style and enhanced crit range (Champion), battle manoeuvres (Battlemaster) or rudimentary spellcasting (Eldritch Knight). Barbarians have more HP (the only class to use d12 as hit die), [[TheBerserker Rage]] and all the benefits with it, Reckless Attack, bonuses to saving throws from enhanced senses, extra movement and the bonuses of their chosen primal path. Barbarians fight harder, but Fighters fight ''smarter''.

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** Fighters (Technician) vs. Barbarians (Performer). Fighters enjoy access to heavy armour, a fighting style, extra feats and ability score increases, an Action Surge that allows them to make an addition action in a turn, and depending on the archetype chosen, an additional fighting style and enhanced crit range (Champion), battle manoeuvres (Battlemaster) (Battle Master) or rudimentary spellcasting (Eldritch Knight). Barbarians have more HP (the only class to use d12 as hit die), [[TheBerserker Rage]] and all the benefits with it, Reckless Attack, bonuses to saving throws from enhanced senses, extra movement and the bonuses of their chosen primal path. Barbarians fight harder, but Fighters fight ''smarter''.
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** Downplayed but present for Battlemaster subclass Fighters. While still not as complex as a full caster, a Battlemaster has quite a complex toolkit for a martial class. They have access to 15 or so different maneuvers, the best of which tend to add a potent short-term debuff or disable plus some extra damage to their regular attacks. An expert Battlemaster can be exert a lot of control over the battlefield, making their most dangerous opponents a lot less dangerous or much more vulnerable temporarily.
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Reworded to emphasize high utility instead of superiority over other classes. Previous wording indicated that Champion was the absolute best class and subclass, which is certainly not the case as Champions aren't even considered the best Fighter subclass, let alone best subclass in the game..


*** Champion Fighter, which is a {{Homage}} to "classic" fighter characters of previous editions. No magic or fiddly skills to speak of, just a big block of high physical stats and passive bonuses to make an exceptional athlete and physical combatant. Champions receive an expanded crit range, an additional fighting style over other Fighter subtypes, and RegeneratingHealth when below 50% HP. Playing a Champion Fighter isn't an especially interesting experience (which is why most players recommend it as a multiclass dip rather than an exclusive 1-to-20 standby) but in any fight against any monster or a character [=NPC=] of equal level, the Champion Fighter is going to kick its ass.

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*** Champion Fighter, which is a {{Homage}} to "classic" fighter characters of previous editions. No magic or fiddly skills to speak of, just a big block of high physical stats and passive bonuses to make an exceptional athlete and physical combatant. Champions receive an expanded crit range, an additional fighting style over other Fighter subtypes, and RegeneratingHealth when below 50% HP. Playing a Champion Fighter isn't an especially interesting experience (which is why most players recommend it as a multiclass dip rather than an exclusive 1-to-20 standby) but in their very solid damage output and high defense is a huge asset for any fight against any monster or a character [=NPC=] of equal level, the Champion Fighter is going to kick its ass.party.
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* ''Turn of Fortune's Wheel'' (Not yet released, anticipated 2023, part of the ''Planescape: Adventures in the Multiverse'' set)

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* ''Turn of Fortune's Wheel'' (Not yet released, anticipated 2023, (2023, part of the ''Planescape: Adventures in the Multiverse'' set)
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* ''Sigil and the Outlands'' (Not yet released, anticipated 2023, part of the ''Planescape: Adventures in the Multiverse'' set)
* ''Morte's Planar Parade'' (Not yet released, anticipated 2023, part of the ''Planescape: Adventures in the Multiverse'' set)

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* ''Sigil and the Outlands'' (Not yet released, anticipated 2023, (2023, part of the ''Planescape: Adventures in the Multiverse'' set)
* ''Morte's Planar Parade'' (Not yet released, anticipated 2023, (2023, part of the ''Planescape: Adventures in the Multiverse'' set)



* ''Phandelver and Below: The Shattered Obelisk'' (Not yet released, anticipated 2023, ExpansionPack of ''Lost Mine of Phandelver'')

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* ''Phandelver and Below: The Shattered Obelisk'' (Not yet released, anticipated 2023, (2023, ExpansionPack of ''Lost Mine of Phandelver'')
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Crosswicking.

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* AttackFailureChance: Attacks are represented by rolling a twenty-sided dice and adding the character's attack bonus to the result, hitting if the total exceeds the target's Armor Class. However, if the dice lands on "1" before attack bonus is added the attack is a CriticalFailure, conversely a "natural 20" is an automatic hit and a CriticalHit if it would have hit anyways in some editions.
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* ''Bigby Presents: Glory of the Giants'' (Not yet released, anticipated 2023)

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* ''Bigby Presents: Glory of the Giants'' (Not yet released, anticipated 2023)(2023)
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* FooledByTheSound: Spellcasters can use ''minor illusion'' to create illusory sounds. Subjects of the spell don't get a save unless they're actively scrutinizing what they hear.

Added: 951

Removed: 651

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** The Druid-exclusive spell ''goodberry'' summons ten magical berries into the hand that each recover 1HP when consumed, and satiates one person for an entire day. It has a very low resource cost being a 1st Level spell, lets the party save some money that would otherwise be spent on rations, and all it takes is 1HP recovered to prevent a dying character from bleeding out. It's like having the ability to make [[Anime/DragonBallZ Senzu beans]]. Zee Bashew of ''Animated Spellbook'' recommends introducing a "''Goodberry'' consumes its material component" house-rule to prevent the spell becoming an utter GameBreaker in survival-focused campaigns.


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** The Druid-exclusive spell ''goodberry'' summons ten magical berries into the hand that each recover 1HP when consumed, and satiates one person for an entire day. It has a very low resource cost being a 1st Level spell, lets the party save some money that would otherwise be spent on rations, and all it takes is 1HP recovered to prevent a dying character from bleeding out. It's like having the ability to make [[Anime/DragonBallZ Senzu beans]]. Zee Bashew of ''Animated Spellbook'' recommends introducing a "''goodberry'' consumes its material component" house-rule to prevent the spell becoming an utter GameBreaker in survival-focused campaigns. And better still, ''goodberry'' benefits from the Life Cleric's "Disciple of Life" subclass feature so your magic berries now recover 4HP each - a character can heal '''40'''HP by gulping down all ten berries in one handful like Smarties, incredible healing economy from just a 1st level spell slot.

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