Each class in Dungeons and Dragons Player’s Handbook 2024 gains a “final feature” at level 20. These features are incredibly powerful and either enhance the power of existing class features or provide characters with new ways to interact with the world. AND Most of the options here are completely new in this guide.replacing or modifying existing functions.
But even then, there is a huge power imbalance in what characters get at max level. These core abilities should encourage players to become stronger and more proficient at what they do. Some activities will be more motivating than others.. In many games, players may take a long time to reach level 20, but they should still take a look at the power that awaits them, preparing for excitement or disappointment.
12
The Ranger suffers from focusing too much on a particular spell
Hunter’s Mark both makes and breaks this class
Among the many great abilities and powerful enhancements, the ranger stands out because it has the only cornerstone feature that most would consider objectively bad. There’s not even much to say. At 20th level, the ranger’s hunter’s mark damage increases from 1d6 to 1d10.
This is bad, and not just because rangers constantly use level 1 spells to increase their damage. Increasing damage by an average of two points is borderline insulting. At this same level, wizards can cast a wish or stop time, as well as This 2 point increase in damage is a drop in the health reserve of a high level monster.
11
Warlock gains more spell slots, but too late in the game
A feature that would have been more interesting in earlier levels
I’ll say right off the bat that the Warlock’s capstone function is much better than the Ranger’s, although it’s still not all that interesting. It enhances their magical cunning, which allows warlocks to regain spell slots in a minute of concentration. Previously, he restored half of the total number of warlocks. slot machines “Pact of Magic”; now he restores them all.
Warlocks have always had an interesting relationship with spell slots: they only gain a few at a time, but regain them on a short rest. It hasn’t changed, but this magic trick can be used much faster once a day. It’s nice to have, but the amount of time a group can rest in safety for a minute rather than an hour is less than one might think, and it probably won’t happen as often.
10
The Druid gains a combination of strong and symbolic abilities
A little bark and a little bite
Druids gain several different abilities combined into their core element. They can restore wild form charge at the beginning of the battleconvert wild shape charges into spell slots and they now age much slower.
The aging feature is more like a feed than anything else, but the first two items are quite useful. Wild Shape is the Druid’s main ability other than spellcasting, and it allows him to do that a little better. However, converting wild shape into a spell slot only grants lower level slots. and quickly burns up this resource. Often this will not be a good deal.
9
The bard relies on the power of the spoken word
Unique versions of some powerful spells
Bards gain permanent access to two ninth-level iconic spells.: The word of power kills and the word of power heals. Casting classes can’t learn a ton of this high level magic, so adding two to their sheet is pretty good. Additionally, bards can use these spells to affect two targets instead of one.
Admittedly, this is a pretty powerful tool, especially since Killing Power Words was improved in the update. 2024 PCB. But it’s worth noting that bards still have to cast these spells in ninth-level slots, and they still only get one of them per day. This feature has potential, but is by no means a game changer.
8
Wizard casts new signature spells
A feature that prioritizes endurance over strength
Wizards now get a new version of their signature spell ability allow them to add two third-level spells to this list. Wizards can cast signature spells without a slot and keep them ready at all times. The more spells a wizard has prepared, the more powerful they are, and there are some great third-level options to choose from, such as blink and fireball.
Unfortunately, this version doesn’t work exactly the same as at 18th level, when wizards get it for first- and second-level spells. These third level options can only be used without a slot once per short rest.which is a little more limiting. Additionally, some spells, such as counterspell, which were once the obvious choice, have received severe debuffs.
7
The robber relies on his skills
Combining luck and talent for a powerful boost
Rogues gain a trait that, like their reliable talents, allows them to bend the rules of chance in favor of pure mastery. Once per short rest, when a rogue fails a check, instead, they can turn that test into a decisive success. This means automatic critical hits on weapon attacks, guaranteed saves, and overall greater skill proficiency than before.
Of course, this ability can only be used occasionally, but it is powerful enough that it won’t be much of a problem. The only real problem is that ability may conflict with reliable talent, since a rogue must fail a check to use it, and a reliable talent makes failure rare. However, if the only problem is that they don’t fail enough, that seems like a good problem to have.
Upgrades to several new Sorcerer abilities
The main feature of a sorcerer depends on his two early abilities: innate spellcasting and metamagic. Innate Sorcery is new to this sourcebook, but essentially allows wizards to enter a state of heightened magical energy to enhance the DC of their spell saving throws and spells in general. Now, being in this form, wizards can use one metamagic ability per turn without spending sorcery points..
This is already good, but it gets better when you take into account the earlier feature – the embodiment of magic. This allows wizards spend two sorcery points to activate their innate sorcery, instead of just using it twice per long rest. In other words, as long as this state lasts for more than one or two turns, the sorcerer can save points in each combat or encounter.
5
The fighters continue to improve their fighting skills
More attacks than any other class
The main function of the fighter is very simple, but very effective. This gives them an extra attack on their turn. bringing their total per turn to four with an additional attack. Making four attacks per turn, every turn, without spending any resources is great. The potential for stacking buffs from damage and disrupting enemy concentration is huge.
Fighters may still have difficulty dealing with the damage dealt by spellcasters using area of effect spells such as fireball. But this makes them incredibly formidable when it comes to dealing damage to a single target and quickly wearing down a strong opponent.
4
Barbarians receive some basic stat boosts
Effective but boring update
The Barbarian is one of two classes whose key feature is simply increasing ability scores. In this case, barbarians receive a +4 bonus to strength and constitution.up to a maximum of 25. Obviously, the extra eight points to the stats is phenomenally powerful and increases the barbarian’s health, AC, and damage.
The disadvantage here only occurs if the barbarian already has insanely high stats, such as 29 Strength from the Storm Giant’s Strength Belt. At maximum level, characters can have this legendary equipment. which could render this performance increase useless.
3
Monks receive a similar ability point boost
Faster and wiser than before
The monk gets the same boost as the barbarian, but with +4 bonus to their Dexterity and Wisdom scores. As with the Barbarian, this trait is very powerful, but it has several factors that give it an advantage.
Firstly, there are not many items that provide huge bonuses to dexterity and wisdom, but rather those that enhance strength and constitution. It is less likely that monks will already have stats above 25. Additionally, the dexterity and wisdom of the monk are combined in a certain way, such as increasing their AC and some subclasses using Wisdom to increase damage.
2
The priest can communicate with his deity on a higher level
The novice’s wish has finally come true
The Priest capstone’s function represents what these high-level abilities should be: powerful, impressive, and giving players a new way to use their character. In this case, The priest can now use his divine intervention ability to cast a wish spell. Wish is one of the most powerful spells in the game, if not the most powerful, and is generally unavailable to most classes.
The wish can copy any spell of eighth level or lower and can change the world around the players forever. Of course, if the clergy use divine intervention for this, they will not be able to use this feature for another 2d4 days.. But this is actually more lenient than the typical wish restriction, since for most characters, when using this spell, there is a chance that they will never be able to use it again.
1
Paladins gain many amazing abilities at max level
The final form of a holy warrior depends on its subclass
Finally, the Paladin key element stands above the rest because it actually represents many different functions. The paladin’s subclass determines what temporary buff he can apply to himself. and those around you, either once per day or using fifth-level spell slots.
These boosts range from increasing flight speed to increasing damage, regenerating health, and granting more powerful spells. Everyone is good in their own way, but Oath of the Ancients Paladin gains the most powerful defensive form in the entire game. The fact that these abilities are limited in duration is of course important, but the ability to cast them as spells makes them much more powerful than they were in the original 5th edition rules. Dungeons and Dragons.