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D&D 5.5 PHB Review (Classes, Fighter)


Abbreviations : In the following I am referring to Dungeons and Dragons as D&D , the Players Handbook as the PHB , the 2014 version as 5E and to the 2024 version as 5.5.

I am assuming that the reader is familiar with the 5E PHB, so I am only commenting on things that are new or different from the 5E version.

The Fighter Class

CORE FIGHTER TRAITS

  • Hit Point Die: d10 per Fighter level
  • Saving Throw Proficiencies: Strength and Constitution
  • Skill Proficiencies: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
  • Weapon Proficiencies: Simple and Martial weapons
  • Armor Training: Light, Medium, and Heavy armor and Shields
  • Choose A, B, or C:
    • (A) Chain Mail, Greatsword, Flail, 8 javelins, Dungeoneer’s Pack, and 4 GP
    • (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP
    • (C) 155 GP

CLASS FEATURES

  • Level 1, Fighting Style: (Fighting Styles are now all Fighting Style Feats.) You gain a Fighting Style feat of your choice. Defense is recommended.
    • Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
    • 5E: You choose one Fighting Style option at level 1.
  • Level 1, Second Wind: As a Bonus Action, you can regain Hit Points equal to 1d10 plus your Fighter level.
    • You can use this feature twice per short or long rest.
    • 5E: You can use this feature once per short or long rest.
  • Level 1, Weapon Mastery: (This is new) You can use the mastery properties of three kinds of Simple or Martial weapons.
    • You can change one of those weapons when you finish a Long Rest.
    • At some higher levels, you gain mastery of more types of weapons.
  • Level 2, Action Surge: You gain an additional action that you can use on your turn.
    • You can use this feature twice per long rest.
    • 5E: You can use this feature once long rest.
  • Level 2, Tactical Mind: (This is new) When you fail an ability check, you can expend a use of your Second Wind to roll 1d10 and add the number rolled to the ability check. If the check still fails, this use of Second Wind isn’t expended.
  • Level 3, Subclass: (Described later)
  • Level 4, Ability Score Improvement: “You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, and 16.” This is the same as it was in 5E, it just made the ability score improvement a feat, and lets you choose another feat instead if you want to. Another minor change is that you don’t get this at level 19 anymore, you will get an Epic Boon instead (see below).
  • Level 5, Extra Attack: (No Change)
  • Level 5, Tactical Shift: (This is new) Using your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
  • Level 9, Indomitable: ( Same as 5E, but adds bonus to the re-roll) You can reroll a saving throw that you fail with a bonus equal to your Fighter level.
    • You can use this feature once (twice at 13th level, three times at 17th level) per long rest.
  • Level 9, Tactical Master: (This is new) You can replace a weapon mastery property with the Push, Sap, or Slow property.
  • Level 13, Tactical Master: (This is new) If you attack and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
  • Level 19, Epic Boon: (This is new) All classes get an epic boon feat at 19th level. There is a separate list of feats that are in the Epic Boon Category.
  • Level 20, Three Extra Attacks: (A change) You can attack four times with your Attack action.
    • 5E: You can attack 3 times.

SUBCLASSES

The D&D 5E PHB only has 3 subclasses; the Battle Master, the Champion, and the Eldritch Knight. The 5.5 PHB adds the Psi Warrior.

BATTLE MASTER

  • Level 3, Combat Superiority: (No change.)
  • Level 3, Student of War: (No change.)
  • Level 7, Know Your Enemy: (Changed from 5E) Once per long rest (or by spending a Superiority Die), as a bonus action, you know the Immunities, Resistances, and Vulnerabilities of a creature within 50 ft.
    • 5E: After 1 minute observing a creature outside combat, you learn how 2 features of the creature compare to your own. Choose between; CON, AC, HP, Class Level, and Fighter Level.
  • Level 10, Improved Combat Superiority: (No change.)
  • Level 15, Relentless: (Changed from 5E) For a maneuver, you can roll ld8 instead of expending a Superiority Die.
    • 5E: When you roll initiative and have no superiority dice remaining, you regain one superiority die.
  • Maneuvers: The Battle Master subclass features a variety of maneuvers. These Maneuvers, that were not in 5E, have been added; Ambush, Bait and Switch, Commanding Presence, and Tactical Assessment.

CHAMPION

  • Level 3, Improved Critical: (No change.)
  • Level 3, Remarkable Athlete: (Changed from 5E) You have Advantage on Initiative rolls and STR (Athletics) checks. And after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
    • 5E: Add half your PB (round up) to any STR, DEX, or CON check if you aren’t proficient. And, add your STR mod to your running long jump distance.
  • Level 7, Additional Fighting Style: (No change.)
  • Level 10, Heroic Warrior: (This is new) You get Inspiration (now called Heroic Inspiration) every turn you start without it.
  • Level 15, Superior Critical: (No change.)
  • Level 18, Survivor: (Changed from 5E)
    • Defy Death. Advantage on Death Saving Throws. Treat 18-20 as a 20 on the roll.
    • Heroic Rally. Regain Hit Points each turn equal to 5 plus your CON modifier if you are down by half (now called Bloodied) and have at least 1 Hit Point.
    • 5E: At the start of your turn, you gain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

Eldritch Knight

  • Level 3, Spellcasting: (Minor change.) The only difference I see is that all of your spells are no longer required to be abjuration or evocation spells.
  • Level 3, War Bond: (Called Weapon Bond in 5E, otherwise no change)
  • Level 7, War Magic: (Minor change.) You can replace one attack with a cantrip.
    • 5E: When you cast a cantrip, you can make one weapon attack as a bonus action.
  • Level 10, Eldritch Strike: (No change.)
  • Level 15, Arcane Charge: (No change.)
  • Level 18, Improved War Magic: (Minor change.) You can replace two attacks with one level 1 or level 2 Wizard spell.
    • 5E: When you cast a spell, you can make one weapon attack as a bonus action.

PSI WARRIOR (This subclass is new.)

  • Level 3, Psionic Power: You gain a number of Psionic Energy dice. The number and size of dice you have depends on your Psi Warrior level, as shown in the Psi Warrior Features table.
    • You regain all expended dice when you finish a Long Rest.
    • Protective Field. As a reaction, when you or another within 50 feet, takes damage, you can roll one Psionic Energy Die and reduce the damage by that amount plus your INT mod.
    • Psionic Strike. When you hit and do damage to a target within 30 feet, you can roll one Psionic Energy Die and add to the damage by that amount plus your INT mod.
    • Telekinetic Movement. Once per short or long rest (or spend a Psionic Energy Die), as a Magic action, you can transport an object or creature up to 30 feet to an unoccupied space, or to or from your hand if it is tiny.
  • Level 7, Telekinetic Adept:
    • Psi-Powered Leap. Once per short or long rest (or spend a Psionic Energy Die), as a Bonus Action, you get a Fly Speed equal to twice your Speed for this turn.
    • Telekinetic Thrust. On a Psionic Strike that does damage, target makes a STR save or you either make it prone or transport it up 10 ft. horizontally.
  • Level 10, Guarded Mind:
    • You have Resistance to Psychic damage.
    • You can spend a Psionic Energy Die and end the Charmed or Frightened condition on yourself.
  • Level 15, Bulwark of Force: Once per long rest (or spend a Psionic Energy Die), as a bonus action, anyone within 50 ft. of your choice (up to your INT mod) has Half Cover for 1 minute.
  • Level 18, Telekinetic Master: Once per long rest (or spend a Psionic Energy Die), you can cast Telekinesis. While concentration on it, you can make one weapon attack as a Bonus Action.

This review covers the key changes to the Fighter class in the 5.5 PHB. Remember to refer to the full text of both PHB versions for complete details.

Please share your thoughts in the comments below.

2 responses to “D&D 5.5 PHB Review (Classes, Fighter)

  1. Unknown's avatarAnonymous November 25, 2024 at 4:12 am

    how is this a review? You dont seem to give an opinion on anything in the book?

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    • Ronny's avatarRonny November 25, 2024 at 6:50 am

      You are correct. These fall more into the definition of “review” as “to look at or examine” than “to report on or judge the quality of”.
      After posting these on each of the character classes in the new PHB, I will post a more traditional review (“a report that gives someone’s opinion about the quality of a book”) of the classes in the 2024 PHB.
      For now, I must say that I like most of the changes.
      I am a little disappointed in that I haven’t been getting many comments on these. I am interested. What is your opinion of these and other changes that are in the new PHB?

      [Definitions are from the Britannica Dictionary on line.]

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