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Category Archives: D&D 5.5

AT-02 Quest for the Mithral Sphere – Free PDF of Published Version

I am providing it free here as a thank you to my loyal followers on this blog.

Download your free PDF files below. These are the exact same files that I am selling on DriveThruRPG.

BAM – AT-02 Quest for the Mithral Sphere_v01.pdf [6,165KB]
BAM – AT-02 – VTT Pack.zip [21,596 KB]

Quest for the Mithral Sphere,written for 4 second level characters, can be played alone or as the second adventure in a series of adventures that make up the About Time campaign arc.
    The characters have been hired by the nearby fishing village to map this island and report any threats. It is about 10 miles long and 4 miles wide with an active volcano on one end. Believing it to be haunted, no one from the village will set foot on the island.
    The characters have another reason for going on this expedition; they have reason to believe there is hidden treasure somewhere on the island. And that treasure includes the Mithral Sphere, a powerful artifact that is needed to prevent an evil deity from escaping his imprisonment, loosing a destructive evil force on the world.

Also included:

➛ This is a micro-hex crawl. Where hex crawls typically use a scale of 6-10 miles per hex, or 20-70 miles per hex for larger regions, this adventure uses a map where each hex is only one mile across. This micro-hex crawl packs a lot of interesting features and exciting encounters into a relatively small area that has way too many undead creatures.
➛ This introduces a system for using a single random encounter table for encounters of different difficulties, depending on which die you roll.
➛ It has 26 monsters (12 of them new), all complete with full stat blocks and tokens.
➛ For each encountered monster, it lists the page number where that monsters full stat block can be found in the appendix. It then has an abbreviated version of the monster’s stat block on the page with the encounter.
➛ It includes Puck, a companion for the group, a detailed and illustrated NPC with a full stat block and information to help the GM play the character, a tiny fey creature (sprite) with a playful nature.
+ Free VTT Pack with high quality Battle Maps, player handouts, and Tokens.

Quest for the Mithral Sphere is written for the rules light, D&D 5E compatible, RPG Bold Against Monsters (also called BAM). It requires either the use of the Bold Against Monsters Core Rule Book, or the D&D fifth edition Player’s Handbook, or the Tales of the Valiant Player’s Guide.

The first adventure was “AT-01 An Ancient Evil” – primarily an urban adventure.
The next adventure is “AT-03 Secrets of the Shattered Temple” – a dungeon crawl.

If you would like to purchase An Ancient Evil as a (soon to be available) soft cover book, or to support me by paying for the PDF, go to DriveThruRPG.

Bold Against Monsters (BAM) – Heroic Actions

Slaying the Dragon” by fireflythegreat is licensed under CC BY 2.0.

This is an optional rule for Bold Against Monsters (BAM).
Also, heroic actions can replace Weapon Masteries in D&D 5.5 or Weapon Actions in ToV.
There are also Tips for the GM that might be useful when running any RPG.

In a combat round your character can move and take an action (or move twice if you don’t take an action). The core rules say, “Your action can be anything that your character can do, or attempt to do, that would normally take no more than 6 seconds.” And goes on to describe the “Attack Action” and the “Magic Action” – the two most common actions.

The “your character can do anything” rule may be intimidating to players, and GMs as well. So here a few examples of things the PCs can attempt and rules for succeeding. I’m calling these “Heroic Actions.”

Any player character can attempt a heroic action. Heroic actions do not do damage per se but may cause damage to be done as a result – dependent on environment or impact – so pushing someone off a cliff doesn’t do damage … it’s the fall that does it! If a heroic action forces a target creature into damaging terrain, such as lava or off a cliff, it can make a STR or DEX (target’s choice) save to avoid the move.

Performing a heroic action.
To perform a heroic action requires making an ability check. First name what you intend to do and the effect you want to achieve. Like all other ability checks, the GM chooses the relevant ability and the target number, called a difficulty class (DC). To make an ability check, roll 1d20 and add the relevant ability modifier. If this is something you are proficient at you also add your proficiency bonus (PB). If the total is equal to or greater than the DC, you succeed; otherwise, you fail.

When characters succeed in performing a heroic action with a weapon, rather than doing damage they use the weapon to perform some other function as described.

The guide-lines that follow are only a few examples of how heroic actions are to be resolved. Creative players will certainly come up with new heroic actions.

DISARM
(Unarmed) 
   You must have at least one hand free. You specify which weapon, shield, or object you are attempting to make the target creature drop. Make a STR or DEX check (you decide which), adding your PB to the roll. The DC of the ability check is the AC of the target creature. You make the check with disadvantage.
(With a light melee weapon)
   Select a weapon, shield, or object the target is holding. Make an attack roll against the target with a light melee weapon that you are proficient with. You make the attack roll with disadvantage.
(On a success)
    The target drops the item. The item lands in an unoccupied space, chosen by you, within 5 feet of the target. If no unoccupied space is within range, it lands at the target’s feet.

GRAPPLE
(Unarmed)
    You must have at least one hand free. Against a large or smaller creature, make a STR check, adding your PB to the roll. The DC of the ability check is the AC of the target creature.
(On a success)
    The target must succeed on a STR or DEX save (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your STR modifier + your PB.
(Ending a Grapple)
    A Grappled creature can use its action to make a STR or DEX check against the grapple’s escape DC. It also ends if you are incapacitated. You can release the target at any time (no action required).
PUSHBACK
(Unarmed or with a shield)
    You must have at least one hand free or be wielding a shield. Make a STR check, adding your PB to the roll. You make the check with disadvantage unless you first move 20 feet in a straight line up to the creature. The DC of the ability check is the AC of the target creature.
(With a heavy melee weapon)
    Make an attack roll with a heavy melee weapon that you are proficient with, against a large or smaller creature. You make the attack roll with disadvantage.
(On a success)
    You push the creature up to 10 feet straight away from you.

TRIP OR THROW
(Unarmed)
    You must have at least one hand free. Against a large or smaller creature, male a STR or DEX check (you decide which), adding your PB to the roll. The DC of the ability check is the AC of the target creature.
(With a long melee weapon)
    Make an attack roll with a long melee weaponthat you are proficient with, against a large or smaller creature. You make the attack roll with disadvantage.
(On a success)
    The target falls prone. If the target is mounted, it can make a STR or DEX (target’s choice) save to avoid falling prone.

Tips for the GM:

How to handle it when a player wants to do something not covered in the rules.
What if a player wants his character to swinging on a chandelier, jump onto the back of a monster or throw sand in an opponent’s eyes? Game Masters (GMs) have to quickly respond to these and many other unique situations that crop up all of the time in any RPG. This is a skill that GMs develop with experience. For new GMs, or anyone who would appreciate a few pointers, this will walk you through my thought process when faced with unexpected player requests.

Have the player describe the action and what they expect it to accomplish.

This does two things.
First, it makes the player visualize the current situation and its environment.
     Would the action even be possible for the character to do? If not, it is part of your job to occasionally say no to a player. You should explain to the player why the action is impossible. Example: If they want to jump over a pit of lava that is 200 feet wide. Without flight or any kind of magical assistance, this will be impossible.
     Might it be possible if the rules were loosened? If they could “almost” do it, but the rules don’t allow it, you may want to make an exception in this specific case. It should require an ability check. Example: If they can jump over a 10 foot wide pit and the lava pit is 15 feet wide, I might allow a DC 15 STR check to succeed, but with a dire warning of the consequences of failing the attempt (you fall into the lava pit and take appropriate damage).
     How exactly will they do it? You may need to have the player explain how the character intends to accomplish what he is wanting to do. I find that the player is often thinking that all their character needs to do to accomplish something is to roll a high enough number on the die. By describing exactly how their character will do it, they often realize that they don’t have any way to accomplish their goal. Example: The player says, “While the others are fighting the monster, I run over to the coffin and remove its lid.” Depending on the specifics of the adventure, you might just describe what happens when he opens the coffin. If they haven’t examined the coffin or you haven’t described it, it might be made of stone and the lid is too heavy for a single PC to remove it. The lid may have been sealed by lead or gold. The coffin may be made of wood and the lid may be nailed shut. Another Example: The action may require a tool that the PC doesn’t possess. Maybe they could remove the lid if they had a crowbar. Does the character have what is needed and maybe the proficiency needed to accomplish the intended action?

Second, it gives you, the GM, a little time to decide how to handle the request.

Setting the difficulty.
Always remember, you set the DC and can also require the check to be made with advantage or disadvantage.
If they must succeed:
If it is important to the story that they succeed, don’t ask for a check. Regardless of how easy you make it, they might fail (it has happened to me!)
If they must fail:
If it would ruin the story if they do succeed, you must resist the temptation to make it too hard for them. Regardless of the difficulty, they may succeed! It will be much better if you don’t allow a check and just say that they can’t do it. If you make it impossible for them to succeed on a natural 20, then why are you letting them roll at all?

     If you feel that you must allow them a chance to succeed, be prepared for them to roll a natural 20. You must allow a natural 20 to succeed. If you allowed them to roll for it, they must have a chance to succeed or what is the point in rolling?  

The following rules apply to “unique” actions.

1.    A unique action will be your action for a combat round but it can also include some or all of your move for the round.
2.    You must describe the action before you roll.
3.    The action must be within the reasonable ability of your character to perform, as decided by your GM, given the character’s level and the difficulty of the action.
4.    If the action is approved by the GM, they will determine the DC and the result of success or failure.
5.    If you roll a natural 1 your attempt fails regardless of any bonuses.
6.    A natural 20 is always a success.

Here are a couple of example unique actions.

Action: “I want to swing on the chandelier and land on the ogre’s back.”
If the proposed action can’t be done, explain why not. But for this example let’s say that it is possible. You could always say something like, “Make a DC15 DEX check, if you fail you land prone at the ogre’s feet, if you succeed you are on his back.”     Or you could make it more interesting. First, you need to visualize the physical layout of the room in 3 dimensions and the location of all the actors. To keep it simple, let’s say this is a large room with a chandelier hanging in the center of the room. It is hanging 10 feet above the floor from a chain attached to the ceiling high above. There is an open staircase on the side of the room with a landing 15 feet above the floor. Let’s also say that the chandelier would reach just above the handrail on the landing, if it were pulled over there. You might say that the character can’t just jump over and grab the chandelier where it is hanging, or if they did they wouldn’t make it swing very far, not far enough to reach the ogre on the other side of the room. For now, we will assume the chandelier is well made and could support the character’s weight. Remember we have already made the assumption that this action is possible. So, assuming the character is standing on the landing, you might ask, “How are you going to move the chandelier over to where you can grab it?”      There may be several different options here. He, or another character may have some magic spell they could cast to move the chandelier. He might say he will use his whip, or make a lasso out of his rope and pull it over that way. Most options for retrieving the chandelier will use his action this round, and may also require an ability check.      Let’s say at the start of his next round he has retrieved the chandelier and is ready to swing across the room and land on the ogre’s back. When he describes exactly how he will do this, he realizes (perhaps with some prompting from you) that he must have both hands free to hold the chandelier. If you are feeling generous, you may allow him to stow his shield and sheath his sword as part of this action. Where the chandelier is now, the center of the room and the ogre should form a straight line. You, as the GM, could dismiss with this requirement, especially if you are playing a more theater of the mind kind of game. That leaves, how does the character land on the ogre’s back and what happens if he fails? I wouldn’t make it too hard, perhaps a DC 10 DEX check to land on the ogre’s back without falling off. If he fails the check he falls prone within 5 feet of the ogre and takes 1d6 points of damage. At the end of his turn he will either be prone at the ogre’s feet, or hanging on to the ogres back. Either way he is holding no weapon and no shield. But if he succeeds, I would reward him for his creativity by giving him one luck point. And, if he is now on the ogre’s back I would give him advantage on melee attacks he makes against the ogre, and give the ogre disadvantage on attacks against the character. I might add that at the start of each of the characters turns, he must make a STR check to remain on the ogre’s back (The GM sets the DC, maybe 15). I might allow the ogre to use his action to attempt to remove the character from his back. This would be a good place to use a contest comparing a STR check from the ogre to a STR or DEX (player’s choice) check from the character.

You might make different decisions, but the point is that you and the player really need to take a minute to visualize, and analyze the situation. What would it look like if you were actually there? Base your decisions on that and you will do fine. Everyone will have fun.

Action: I want to throw sand in the assassin’s eyes.
You could always say something like, “Make a DEX check, adding your PB to the roll. The DC of the check is 8 + the DEX modifier of the target creature. On a success the target is blinded until the end of your next turn.” This would be good if their response to your request to “Describe the action and what you want to accomplish.” Was something like, “The assassin just knocked me prone and you said that the ground there was sandy. I try to keep the assassin from noticing that I close my fist around a handful of sand. As I stand up I fling the sand into his face, trying to blind him.”     Or, if the player didn’t make it so easy for you, you could still just make it a DEX check, or there are several things you may want to consider.

  • You can’t throw a handful of sand very far, so I think the target would need to be within 5 feet of the character.
  • Also, you would have to be unaware that someone is about to throw sand in your face, or you would instinctively block against it. So the player needs to indicate that he is attempting to be stealthy. Even if they do, you may want them to make a stealth check opposed by the targets perception check for the target to not notice the handful of sand about to be flung in their face.
  • Preventing sand from going into your eyes is relatively easy. You could turn away; block it with your hand, arm or shield; close your eyes; or all three. So I would either make the DC relatively high, have the PC make the check with disadvantage, or give the target a DEX save to avoid bring blinded.

As you see, there is always a balance between a fast, easy to play game and one that takes longer but is more “realistic.” The decision is up to you as the GM. The trick is to be consistent. Don’t make it easy for one player but more complicated for another player. And don’t get bogged down in all the numbers and the physics of reality. It’s a game, not a physics class. In the end, most of the decisions you make will, in the end, only add or subtract a few numbers from the die roll, and there are a lot of numbers on a 20 sided die. The big secret is that, no matter what ruling the GM makes, it won’t really make much difference! So, if there isn’t a rule for something, make one up! If you feel it is an important rule, make a note of it and, before the next gaming session, do some research and see if you feel a need to change the rule you just made. White that down and tell the group at the beginning of the next gaming session.

Let me know what you think in the comments below .

D&D 5.5 – Combat Tracker

Download free Combat Tracker sheet (PDF) here.


I posted a 5E version of this some time back. (My friend Nicholas sent me this excellent combat tracker. If anyone knows who created it, please let me know so I can give credit to him or her.)
Erichthegree commented on that post today that it needs to be updated to the new D&D 5.5 conditions, so that is what this is.
One complaint I have with the new Player’s Handbook is that the conditions are not presented all together in one place. This can be used for that, but I did have to abbreviate them a lot in order to get them to all fit in a single column.

ToV Monster Vault Review

Comparing the Tales of the Valiant Monster Vault to the Dungeons and Dragons (2014 and 2025) Monster Manuals.

This is an overview of the Tales of the Valiant Monster Vault. Refer to my post 5.5 Monster Manual Review for a more in-depth review of the new D&D Monster Manual. Tales of the Valiant is a roleplaying game (RPG) published in 2024 by Kobold Press. It includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International and is is compatible with the fifth edition of Dungeons & Dragons. Both the new D&D Monster Manual and the Tales of the Valiant Monster Vault were published as upgrades to the D&D Monster Manual that was published in 2014. They are both intended to be compatible with D&D 5E which was published in 2014. The Monster Manual was published as one of the three core rulebooks that were upgraded in 2014; the Players Handbook, the Dungeon Master’s Guide and the Monster Manual.

Using Monsters

2014 Monster Manual (5E MM)

     The 5E MM has an 8 page Introduction explaining what a monster is, where they live and how to read the stat block.

2025 Monster Manual (5.5 MM)

     The 5.5 MM has 5 pages mainly explaining how to read the stat block.

The Tales of the Valiant Monster Vault (ToV MV)

     Chapter 1: Using Monsters is 10 pages with lots of information on building challenging encounters based on the party’s level and the monsters Challenge rating. With several tables based on the number of PCs and their level. And lots of information on customizing combat and modifying monsters.
     Chapter 2: Understanding Monster Statistics adds another 10 pages expounding on the monster’s stat block.
     Chapter 3: Understanding Terrain and Creature Types is 21 pages filled with tables and descriptions.

Number & Location of Stat Blocks

NOTE: the following counts are my own. I apologize in advance for any inaccuracies.

5.5 MM

Contains 504 stat blocks.
The Main Section 
The main section contains 408 creature stat blocks.
     On page 374 of the 5.5 MM there is a Stat Block Conversion table that lists 69 creatures whose stat blocks were in the 5E MM and don’t appear in the 5.5 MM. These are all creatures that either had their name changed or have been removed. For each, a different monster with the same CR is listed that could be used in place of the older monster.
     Creatures in 5E MM that are not in 5.5 MM: Deep Gnome, Drow, Drow Elite  Warrior, Drow Mage, Drow Priestess of Lolth, Duergar, Green Blue Indigo and Violet Faerie Dragons,  Lizardfolk, Orc, Orc Eye of Gruumsh, Orc War Chief, Orog, Half-Elves, and Half-Dragons.
     They changed some other creatures from humanoid to a different creature type, specifically:  Aarakocra, Goblins, Hobgoblins, Bugbears, Bullywugs, Githyanki, Githzerai, Grimlocks, Kuo-toa, Gnolls, Jackalwere, Kenku, Kobolds, and Lizardfolk.
     There are 55 others where the name was changed. Some examples: The Androsphinx was renamed Sphinx of Valor. The Gynosphinx was changed to Sphinx of Lore. The Half-Ogre (Ogrillon) was renamed Ogrillon Ogre. The Poisonous  Snake was renamed Venomous Snake. And the Quipper was renamed Piranha.
Appendix A: Animals
     Contains 96 stat blocks for animals including and fantastic variants of animals. Note that dinosaurs have been moved out of the main section of the book and into this appendix where they are listed alphabetically, mixed in with the other animals.
Appendix B: Nonplayer Characters
     This appendix was in the 5E MM but has been removed from the 5.5 MM. Each of the 35 NPC stat blocks are now listed, grouped by type and those groups sorted alphabetically, in the main section of the book. It has all the NPCs that are in the 5E MM and has added Pirates: Pirate, Pirate Captain, and Pirate Admiral. It also added Performers:  Performer, Performer Maestro, and Performer Legend. To Berserker it added Berserker Commander. To Cultist it added Cultist Hierophant, Aberrant Cultist, Death Cultist, Elemental Cultist, and Fiend Cultist. To Guard it added Guard Captain. To Knight it added Questing Knight. To Noble it added Noble Prodigy. To Priest it added Priest Acolyte and Archpriest. To Scout it added Scout Captain. To Spy it added Spy Master. To Thug it added Tough Boss. It changed the name of Wild Warrior to Warrior Infantry and added Warrior Veteran, and Warrior Commander.

ToV MV

Contains 419 stat blocks.
The Main Section
     Contains 302 creature stat blocks. 229 of these creatures are also in the 5E MM. Some of the creature names have changed, and the stats have all been revised, some more heavily than others. Similar to 5E MM, they are arranged alphabetically by creature type, so all Dragons are listed together, all Dinosaurs are listed together, etc. Notably, the creatures listed under “Oozes” in the 5E MM are listed separately in the ToV MV.
     There are 95 creatures that were in the main section of the 5E MM but are not in the ToV MV.  This is primarily because they were left out of the SRD and are considered exclusive property of Wizards of the Coast. They are: Aarakocra, Banshee, Beholder, Death Tyrant, Spector, Needle blight, Twig blight, Vign blight, Bullywug, Cambion, Carrion Crawler, Crawling Claw, Cyclops, Demilich, Barlgura Demon, Chasme Demon, Goristro Demon, Manes Demon, Shadow Demon, Yochlol, Spined Devil, Allosaurus, Pteranondon, Displacer Beast, Dracolitch, Shadow Dragon, Drow Elite Warrior, Drow Mage, Drow Priestess of Loth, Empyrean, Faerie Dragon, Flameskull, Flump, Fungi, Gas Spore, Galeb Duhr, Dao, Marid, Fomorian, Githyanki Warrior, Githyanki Knight, Githzerai Monk, Githzerai Zerth, Gnoll Pack Lord, Gnoll Fang of Yeenoghu, Hobgoblin Warlord, Grell, Half-Dragon, Helmad Horror, Hook Horror, Intellect Devourer, Jackalwere, Kenku, Winged Kobold, Kuo-Toa, Kuo-Toa Archpriest, Kuo-Toa Whip, Pentadrone, Mud Mephit, Smoke Mephit, Mind Flayer, Mycolid Sprout, Mycolid, Quaddoth Spore Servant, Nagam Bone, Nothic, Half-Ogre, Orc Eye of Gruumsh, Orog, Peryton, Piercer, Pixie, Quaggoth, Young Remorhaz, Revenat, Fire Snake, Scarecrow, Slaad Tadpole, Slaad Red, Slaad Blue, Slaad Green, Slaad Grey, Slaad Death, Thri-Kreen, Troglodyte, Umber Hulk, Water Weird, Yeti, Adominable Yeti, Tuan-Ti Abomination, Tuan-Ti Malison, Tuan-Ti Pureblood, Arcanaloth, Mezzoloth, Nyaloth, Ultroloth, and Beholder Zombie.
     The main section of the ToV MV contains 64 new (unique) creatures. They are: Astral Destroyer, Balara, Chol, Uulgol,  Icthol, Trillipol, Crimson Jelly, Deathless, Golmana Demon, Husk Demon, Mire Fiend, Unska Demon, Wrack Demon, Derro, Void Eater Derro, Velociraptor, Void Dragon Wyrmling, Young Void Dragon, Adult Void Dragon, Ancient Void Dragon, Yellow Dragon Wyrmling, Young Yellow Dragon, Adult Yellow Dragon, Ancient Yellow Dragon, Scorch Drake, Feral Hunter, Fey Guardian, Flinderbeast, Hinn (Genie), Sila (Genie), Necrophage Ghast, Dirgesinger Giant, Hobgoblin Conjurer, Morlock, Ambush Hag, Hippocampus, Hivebound, Infernal Champion, Insatiable Brood, Swiftblade Kobold, Tinkerer Kobold, Witch Kobold, Lantern Hagfish, Virtuoso Lich, Living Colossus, Moon Knight, Mordovermis, Nimbostratus Spirit, Robot Drone, Robot Warden, Satarre, Satarre Destroyer, Selang, Void Piper Selang, Selkie, Skullbloom Sporeborn, Bloatblossom Sporeborn, Star Crow, Vampire Thrall, Voidling, Lesser Voidling, Wickerbeast, Wood Herald, and Wyrdling.
Appendix: Animals
     This contains 91 stat blocks. The 5 dinosaurs are under “Dinosaurs” in the main section. It contains all the animals in Appendix A: Miscellaneous Creatures of the 5E MM. It changed the name of the Giant Toad to Giant Poisonous Frog and added a Seal.
Appendix: NPCs
     This contains 26 stat blocks. This includes all the NPCs that were in the 5E MM and adds: Archdruid, Bard, and Mechanist (a new ToV character class).

What’s New?

5.5 MM

     Monster Tables Many of the monsters include a table for inspiration on why the creature might be there or what it may be doing.
     Stat Block Conversions: Lists every monster that was in the 5E MM that isn’t in the 5.5 MM. Even if it was just a name change, this list tells you the name of the monster in this book you can substitute for the old one.
     Monster by Habitat: The habitats are: Any, Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Underwater, and Urban.
     Monsters by Creature Type: The creature types are: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead,
     Monsters by Group: The groups are: Angles, Beholders, Demons, Devils, Dinosaurs, Dragons (Chromatic), Dragons (Metallic), Genies, Goblinoids, Lycanthropes, Titans, and Yugoloths.
     Monsters by Challenge Rating: List all the monsters sorted by CR.

ToV MV

     Chapter 1: Using Monsters is 10 pages with lots of information on building challenging encounters based on the party’s level and the monsters Challenge rating. With several tables based on the number of PCs and their level. And lots of information on customizing combat and modifying monsters.
     Chapter 2: Understanding Monster Statistics adds another 10 pages expounding on the monster’s stat block.
     Appendix: Creatures by Challenge List all the monsters sorted by CR.
     Appendix: Creatures by Tag (called Group in 5.5) Creatures tags are: Animal, Golem, Outsider, Outsider (Angel), Outsider (Demon), Outsider (Devil), Shapechanger, or Shapechanger (Lycanthrope).
     Appendix: Creatures by Terrain (called Habitat in 5.5) Terrain types are: Any, Arctic, Badlands, Coastal, Desert, Farmland, Forest, Grassland, Hills, Mountain, Planar, Swamp, Underground, Underwater, and Urban.

The Stat Blocks

Example 5E MM Stat Block

This is the Unicorn stat block from the 5E MM. If you have been playing fifth edition D&D you are probably familiar with this stat block format. I picked this as a typical stat block of a monster that is in all three Monster Books, the 2014 Monster Manual (5E MM), 2025 Monster Manual (5.5 MM), and the Tales of the Valiant Monster Vault (ToV MV).

Example 5.5 MM Stat Block

This is the Unicorn stat block from the 5.5 MM. The stat blocks have all been gone over and changes were made. For the most part, the monster names and CR have remained the same, but all of the monster stats were modified as needed to make all monsters of a CR do similar amounts of damage and be about the same when it comes to how hard they are to defeat. The descriptions were made shorter and easier for the DM to use during combat. For example, in the Unicorn stat block the description for the action Hooves has been changed from:
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.”
to
Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.”
     The 5.5 stat block is laid out in basically the same format as the 5E stat block, but you will notice some differences.
     First, beside the AC there is “Initiative +8 (18).” This is the monster’s Initiative modifier followed by the monster’s Initiative score in parentheses. You can add the modifier to your monsters roll for the monsters initiative, or you can just use the number in parentheses.
      The most obvious change is in the ability score block. In the 5.5 stat block, for each ability it lists the modifier and its saving throw modifier. In the 5E stat block it simply lists each ability score and it’s modifier. In the 5E stat block if the monster has any saving throw modifiers that are different from the abilities modifier there is a separate list of those below the abilities block. For example, in the Shadow Demon stat block it says “Saving Throws: Dex +5, Cha +4.”
     Resistances, Vulnerabilities and Immunities lists have been simplified. For example, in the Unicorn stat block you can see that instead of Damage Immunities and Condition Immunities, the 5.5 stat block just lists “Immunities Poison; Charmed, Paralyzed, Poisoned.” Note the semicolon separating the Damage Immunities from the Condition Immunities.
     The Proficiency Bonus (PB) is shown after the XP.
     The following section is now labeled “Traits.”
     The list of traits are often changed.
     “Innate Spellcasting” has been moved into the “Actions” section and renamed “Spellcasting.” In most of the stat blocks the list of spells has been shortened and/or the list has changed somewhat. This is typically how spellcasting is handled.
     Here are some of the other changes in this example: “Charge” and “Magic Weapons” was removed from Traits, and “Legendary Resistance (3/Day)” was added. The “Horn” action was replaced with the “Radiant Horn” action that does a little more damage of a different type (radiant instead of piercing). “Teleport (1/Day)” was removed. The action “Healing Touch (3/Day)” was replaced by the bonus action “Unicorn’s Blessing (3/Day).” The legendary actions “Hooves” and “Heal Self (cost 3 Actions)” were removed. The legendary action “Charging Horn” was removed. The legendary action “Shimmering Shied (Cost 2 Actions)” changed to “Shimmering Shield” and it now gives temporary hit points in addition to adding 2 to the targets AC.

Example ToV MV Stat Block

This is the Unicorn stat block from the ToV MV. Like in the 5.5 MM, the stat blocks for monsters that are in the 5E MM, the monster names and CR have remained the same but the monster stats are modified as needed to make all monsters of a CR do similar amounts of damage and be about the same when it comes to how hard they are to defeat.
     Challenge Rating (CR). This has been moved to the top. To the right of the monster’s name.
     Experience Points (XP). The ToV MM stat block does not list the monster’s XP. The book does have a table showing Experience Points by Challenge Rating.
     Alignment.  The ToV game doesn’t use Alignment at all, so the monster’s stat bocks do not include the monster’s alignment.
     Armor Class (AC).  The AC is calculated using this formula: AC = 10 + DEX modifier + any additional bonuses (from equipment, natural armor, or special traits). Note that the AC is calculated before the PB is added to the ability modifiers (refer to abilities below).
     Hit Points. Most (possibly all?) monster’s hit points have been revised to more closely align with their CR. In this example they were increased from 67 to 92.
     Perception. ToV adds this to the stat block. It is calculated using this formula: Perception Value = 10 + WIS modifier. To successfully hide from this monster, the PC’s DEX (Stealth) check must be equal to or higher than this value.
     Stealth. ToV adds this to the stat block. It is calculated using this formula: Stealth Value = 10 + DEX modifier + some creatures add their PB or double their PB. When a creature attempts to hide, it doesn’t make a hide check, instead it used its stealth value. When trying to detect signs of a creature, the PC’s WIS (Perception) check must be equal to or higher than the creature’s stealth score. For example: A PC’s WIS (Perception) check result must be a 12 or better to detect the Unicorn when it is trying to hide from the PC.
     Abilities. The ToV stat block shows the ability modifier and doesn’t show the ability score. Unlike 5E, or 5.5, the Proficiency Bonus (PB), which is based on the monster’s CR, is already included in this modifier so you use the ability modifier that is shown when making an ability check or save. In the example stat block shown here, the PB has been added to the WIS and CHA modifiers.
     Vulnerable, Resistant, and Immune. As in the new 5.5 MM, these lists have been simplified.
     Spellcasting. For creatures that have the spellcasting ability, this has been moved to be listed as an action and the lists has been shortened to list only the spells most likely to be used during combat. In some cases some (or all) the spells have been removed and replaced with magical actions. On the Unicorn example: detect evil and good has been replaced with the Sense the Unnatural trait, pass without trace has been replaced with the Woodland Walk trait, druidcraft has been moved into the Unicorn Magic action which also adds the dancing lights cantrip, the other spells (calm emotions, dispel evil and good, and entangle) have been removed.
     Here are some of the other changes in this example: The Charge trait was removed. The Celestial Resilience, and the Speak with Beasts and Plants traits were added. The Hooves action was removed. The damage was increased on the Horn action. The Horn Bolt action was added (this gives the Unicorn a ranged attack). The Teleport (1/Day) action was removed.  Shimmering Shield was removed as a legendary action and became a reaction. The legendary action Hooves was removed. The legendary actions Canter and Radiant Stomp were added.

Final Thoughts

When I started writing this review I was expecting to unconditionally recommend the Tales of the Valiant Monster Vault (ToV MV) over the 2025 version of the Dungeons and Dragons Monster Manual (5.5 MM).  However, after a closer look at both of them it’s not that easy.
     First, let me say that if you are currently using the 2014 Monster Manual (5E MM) and are wondering if switching to one of these would be an improvement, the answer in my opinion is yes. Even though they differ in many specific details they have both done a good job in making the Difficulty Class (DC) for the monsters avoid most of the wild fluctuations they have in the 5E MM, making the creation of balanced encounters an easier task for the DM.

5.5 MM

By my count, the 5.5 MM has 85 more stat blocks than the ToV MV. So if you are looking for the most number of monsters you can’t go wrong with the 5.5 MM. It doesn’t have monster stats for Orcs, Drow or Duerger but you can still use your old Monster Manual for those. The other creatures that were humanoid in the 5E MM have changed to a different creature type. Refer to my post 5.5 Monster Manual Review for more of my thoughts on the 5.5 MM.


ToV MV

ToV MV suffers from not being able to use any of Wizards of the Coast’s proprietary monsters, so you will need to continue using your 5.5 MM for those. But it does have a much larger number of new monsters to surprise your players with. Kobold Press has been publishing great monsters for several years and they are very good at it. I think you will love these new monsters. Also, I personally think that they did a better job in the changes they made to the existing monsters.
     ToV MV does a good job explaining how to create a balanced encounter. It even has a table that shows, for each creature, its common allies. This is a great tool for coming up with a boss monster and its minions. It also has a lot of small things that are useful, such as a pronunciation guide for every creature.
     ToV MV has not changed the creature type of the humanoid creatures.
     I prefer the organization of the ToV MV to the 5.5 MM. For instance, I like having all the dragons together.

If you are staying with the 2014 version of D&D there is no reason you couldn’t just stick with the 2014 Monster Manual. But adding either the 5.5 MM or the ToV MV (or both) would not be a mistake. They both offer improvements to the old stat blocks and many new monsters.

If you are switching to the 2024 version of D&D you don’t have to switch monster books. The 2014 Monster manual still works just fine with D&D 5.5. If you decide to switch to the 5.5 MM I recommend that you keep your old MM handy, you may want to still use some of the older monster stats. You could just as easily add the ToV MV for its new monsters and updates to most of the monsters found in the 5E MM.

If you are switching to Tales of the Valiant you will probably want the ToV MV, but you can use the 5E MM if you already have that. It will work seamlessly with ToV. If you do get the ToV MV you might be tempted to also get the new 5.5 MM for updated stats for the WotC proprietary monsters but it’s probably not worth it for just that, especially if you already have access to the 5E MM.

5.5 Monster Manual Review

Comparing the new (2025) Monster Manual to the old (2014) one.

How many Monster and NPC stat blocks does it have and how are they organized?

NOTE: the following counts are my own. I apologize in advance for any inaccuracies.

2014 Monster Manual. (I’ll be referring to this as the 5E MM.)
     The 5E MM contains 392 stat blocks. They are divided up like this:
     The main section of the 5E MM contains 276 creature stat blocks.
     Appendix A: Miscellaneous Creatures contains 95 stat blocks for animals and fantastic variants of animals.
     Appendix B: Nonplayer Characters contains 21 stat blocks for humanoid opponents.

2024 Monster Manual. (I’ll be referring to this as the 5.5 MM.)
     The 5.5 MM contains 504 stat blocks. That’s 112 more monsters than in the 5E MM. They are divided up like this:
     The main section of the 5.5 MM contains 408 creature stat blocks.
     Appendix A: Animals contains 96 stat blocks for animals including and fantastic variants of animals. Note that dinosaurs have been moved out of the main section of the book and into this appendix where they are listed alphabetically, mixed in with the other animals.
     Appendix B: Nonplayer Characters – Has been removed. Each NPC is now listed, grouped by type and those groups sorted alphabetically, in the main section of the book. For example, all the Cultists are grouped together and found with the monster names that start with “C”. These NPC groups (although they aren’t called NPCs in this MM) contain every Humanoid that is in the 5,5 MM other than the “Vampire Familiar.”

If Appendix B still existed it might look something like this:

Missing Appendix B: Nonplayer Characters

Berserkers

Guards

Performers

Scouts

    Berserker Commander

    Guard

    Performer

    Scout

    Berserker

    Guard Captain

    Performer Maestro

    Scout Captain

Cultists

Knights

    Performer Legend

Spies

    Cultist

    Knight

Pirates

    Spy

    Cultist Fanatic

    Questing Knight

    Pirate

    Spy Master

    Cultist Hierophant

Mages

    Pirate Captain

Toughs

    Aberrant Cultist

    Mage Apprentice

    Pirate Admiral

    Tough

    Death Cultist

    Mage

Priests

    Tough Boss

    Elemental Cultist

    Archmage

    Priest Acolyte

Warriors

    Fiend Cultist

Nobles

    Priest

    Warrior Infantry

 

    Noble

    Archpriest

    Warrior Veteran

 

    Noble Prodigy

 

    Warrior Commander

This is a welcome expansion. There are 54 NPC stat blocks, 33 more than in the 5E MM. By the way, none of these are required to be humanoid. They could easily be any other creature type, but there isn’t any guidance in that regard.

What happened to all the other Humanoids?

There were 29 other humanoid stat blocks in the 5E MM. Most of them are still there but their creature type has been changed!
     The 5E MM Humanoid Description: includes this: “The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.”
     The 5.5 MM Humanoid Description: in total is: “Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species.”

So the monsters that are no longer a humanoid creature type are:
     Aarakocra are all Elementals.
     All Goblinoids (Goblins, Hobgoblins, and Bugbears) and Bullywugs are Fey.
     Githyanki, Githzerai, Grimlocks, and Kuo-toa are Aberrations.
     Gnolls and Jackalwere are Fiends.
     Kenku are Monstrosities.
     Kobolds are Dragons.
     Lizardfolk are Elementals.

     Note that this change means that the spells Charm Person, Dominate Person, and Hold Person will no longer work on these creatures. They can only be effected by the higher level spells Charm Monster, Dominate Monster, and Hold Monster. But there may be other magical effects than can affect these other creature types.

Removed from the 5.5 MM:
     Orcs are still Huminoid and Drow are still Elves but neither of them have stat blocks in the 5.5 MM.
     Duergar are still, presumably, Dwarves although they are not mentioned in the 5.5 MM.
     Half-Elves and Half-Dragons are not mentioned. Evidently, they no longer exist.

How easy is it to find the monster you are looking for?

     For a comparison, let’s say I am looking for a Dinosaur, specifically an Allosaurus. 
     The 5E MM contains stat blocks for 6 Dinosaurs and the 5.5 MM contains 7.

Finding an Allosaurus in the 5E Monster Manuel:
     The Allosaurus is not listed in the Contents (in the front of the book). It is listed in the Index of Stat Blocks (in the back of the book).  Just thumbing through the book, I eventually find it under “D”, in the Dinosaur section.
     Description:Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage.”
     The 5E MM groups several different creature types into their own separate sections such as Animated Objects, Beholders, Demons, Devils, Dragons, and many others. It has been criticized for making it hard to find a monster if you don’t know what creature type it belongs to. You could be forgiven if you didn’t know to look for Black Pudding in the Oozes section. But many who are familiar with the book like having all of the different creatures of the same type in the same section of the book. This makes it more convenient if you are looking to find just the right Dinosaur or Devil for tonight’s adventure, for instance.

Finding the Allosaurus in the 5.5 Monster Manuel:
     In the back of the book there is a Monsters by Creature Type table where it can be found in the “Beast” section (it doesn’t have a “Dinosaur” section) but there are no page numbers. There is also a Monsters by Group table that also has a “Dinosaur” section. The Allosaurus is also listed there, but there are still no page numbers. There is also a Monsters by Challenge Rating table which is great to have, but it also doesn’t have page numbers. Going to the front of the book, the Allosaurus is listed in the Index of Stat Blocks just under the very short Contents. Finally, a page number!
     Just thumbing through the book, I don’t find it with the “A” creatures, and there is no “Dinosaur” section. I eventually found it in Appendix A, Animals. All the dinosaurs are found here, listed alphabetically mixed in with all other animals of the Beast type.
     Description: In the introduction of Appendix A: Animals it says: “You can find descriptions of these creatures in dictionaries or other educational sources, or you can create new roles for them in your D&D worlds.”
     In the 5.5 MM all of the other monsters are in the main portion of the book listed alphabetically by creature name, but there are several exceptions.  The good thing is that “Black Pudding” is in with the other monsters whose names start with “B” and no longer in the “Oozes” section.  But let’s say you are looking for an Adult Blue Dragon. You may have noticed when you were earlier thumbing through the book that in the Index of Stat Blocks all “Adult” dragons were listed together, and there was no listing for simply “Blue Dragons”. So you start looking through the book, flipping through pages that contain creatures whose names start with “A” but you don’t find the Adult dragons.  You turn a few more pages and you do find “Blue Dragons” where it has the stat blocks for “Blue Dragon Wormling,” “Young Blue Dragon”, ”Adult Blue Dragon,” and “Ancient Blue Dragon.” Each dragon type has a septate entry that contains all of that dragon’s stat blocks.
     Other monsters are listed together and I started making a list: Animated Objects, Awakened Plants, Azers, Blights, Bugbears, Buletts, Bullywugs, … then I realized that most of these are where new monsters of existing monster types have been added with different CRs. This is a good thing. You will just have to remember that to find a “Twig Blight” you need to look under “B” for Blights.

What is missing from the 5.5 MM?

Other than what I have already mentioned, there is quite a bit of lore in the 5E MM that is missing from the 5.5 MM.

What’s new in the 5.5 MM?

There is a lot new and different. Here are some of the major changes (in my opinion).
     1) It’s bigger. The page count has increased from 352 to 384 and the font is larger.
     2) There is more and better artwork. By better I mean that almost all of them show the monster in a typical combat situation, which can inspire the DM.
     3) Many of the monsters include a table for inspiration on why the creature might be there or what it may be doing.
     4) There is a new Appendix B: Monster lists. These are great. I was surprised to realize that the 5E MM doesn’t include any of these. My dig disappointment is that none of them include page numbers.
     Stat Block Conversions: Lists every monster that was in the 5E MM that isn’t in the 5.5 MM. Even if it was just a name change, this list tells you the name of the monster in this book you can substitute for the old one.
     Monster by Habitat: Contains 13 tables of different habitats with a list of monsters that might be found there.
     Monsters by Creature Type:
List each creature type and all of the different monsters that belong to that type.
     Monsters by Group: Lists each monster group and each of the monsters that belong to that group.
     Monsters by Challenge Rating: List each CR from CR 0 to CR 30 and every monster of that CR.

The stat block format has improved.

     This “New DnD Stat Block Unveiled in 2025 Monster Manual” post on the “DUNGEONS & DRAGONS FANATICS” site does an excellent job of describing everything new about the stat blocks. Although it may take some time to get used to the way that ability score modifiers and saving throws are now shown, I think the new 5.5 stat block format is a major improvement over the 5E stat blocks.

What I would have done differently.

     My biggest criticism has to do with the many changes that, it seems to me, were made to avoid any accusation of racism.  Of course they are no longer using the word “race” and are instead using the word “species,” but with the monster manual they have gone out of their way to attempt to remove any suggestion that any species or any creature type that could possibly be used by someone to represent a race in the real world be removed from the list of “monsters.”  To accomplish this they removed all “Humanoid” creatures from the monster manual, with the exception of the “Vampire Familiar.” And they simultaneously reclassified many monsters that they wanted to keep as monsters to something other than “Humanoid.”  
     In the 4th edition of D&D, the playable character races were included with their own separate monster statistics.  This included the Dwarf, Eladrin (a playable Fey Humanoid character race in 4th edition), Elf, Halfling, Human, Dragonborn (not a playable character race in 4th edition), and Tiefling. This was every playable character race at that time other than the Half-Elf. For each of these races there were several different stat blocks representing different difficult levels (XP values). For instance, for Humans there was a Human Rabble, Human Lackey, Human Bandit, Human Guard, Human Berserker, and a Human Mage.
     I think that doing this again in the 5.5 MM, rather than going through all the gymnastics that they did would have worked perfectly well. On page 6 it says that the Alignment listed on the stat block is a “default suggestion” inspired by its “traditional role in the game.” Therefor no monster is necessarily always evil.  

My overall opinion. I like it!

     If you have read this so far, after all my criticisms you may be surprised at my overall opinion. I disagree with many of the decisions they made in creating this book but I will be using it.
     The revisions to existing monsters are an overall improvement. The DCs are more consistent. The monsters, especially at higher CRs, are more deadly. They were not difficult enough previously.   The way they are presented make them easier to run. Many have new features which may surprise your party. In many instances, even if I am not using the 5.5 PHB, I will be switching out the old monsters and using these instead.
     The addition of different CR versions of old monsters a very useful.
     And the completely new monsters are all excellent.
     In my opinion, this is the best of the three new core rule books.

D&D 5E (2014) Character Sheet – Fillable and Auto-Calculating

D&D 5E Character Sheet

Many D&D fans are not switching from the previous version (D&D 5e) to the 2024 version (that I call D&D 5.5)  and they could use a new, improved version of their character sheet. This is it.

It has 4 pages, 2 sheets if printed on both sides. (Note that I will be referring to the set of all 4 pages in the singular, as the “character sheet”.) Page one has all of your character’s basic information and all you need for combat other than your spells. Page two is just for equipment and treasure. Page three is Character background and notes.  Page four is for magic spells. It can be printed blank and filled out with a pencil, or you can fill in the forms on your device and most of the calculations will be done for you. It automatically calculates; ability and saving throw modifiers, carrying capacity and jump distances, Armor Class, Proficiency Bonus, Passive Perception, Skill check modifiers, Weapon attack bonus and damage, Equipment cost and weight, and more. It can fill in all the adventuring gear you get if you select an equipment pack (such as an “Explorer’s Pack”).   In addition to that, it contains a new Autofill option that can fill in all the standard information based on your Class, Race, and Sub-race.

Free download here D&D 5E Character Sheet

Filling in the new D&D 5E Character Sheet

These instructions are for use with the character sheet you can download above. You can print a blank Character Sheet and fill it out by hand. If you fill it out on your device, many boxes will be filled in for you. There is information at the end of this on how to use this sheet for multi-class characters.

PAGE 1

1 – Autofill/Manual Selection Box

While in ‘Autofill’ mode all of the information regarding each of the Races and Classes in the PHB will be entered on this sheet in an abbreviated format.
Switching to “Manual’ mode will allow you to make changes to any of that information. You will also need to be in ‘Manual’ mode to enter information regarding any Race or Class that isn’t found in the PHB.
This selection box is independent of the similar one on page 4. Be aware that one page might be set to Autofill and the other one set to Manual. Select ‘Autofill’ mode to automatically fill in portions of this page based on your choices, as described below. Choose ‘Manual’ mode to keep existing information unchanged and make your own edits. CAUTION: If you switch to ‘Manual’ mode to make a few changes and then switch back to ‘Autofill’ mode, all your changes will be lost, replaced by the ‘Autofill’ information. I recommend you leave it in ‘Autofill’ mode until you are finished with Page 1, including your weapons and armor. You can then safely change to ‘Manual’ mode and make changes and additions. You may want to make a backup copy of your sheet before making changes.
Each of the numbered sections below where this selection makes a difference will include a description for both Autofill mode and Manual mode.
Note: This selection box will not appear on the printed page.

2 – Your Character’s Name

The text you enter here will also appear in the same location on the other pages. The text can be entered or changed on any page.

3 – #____

Character sheet version. If you make multiple copies of your character sheet enter the version number here. Like the Character Name, this text will also appear on the other pages.

4 – XP/Milestones Selection Box

If ‘XP’ is selected the Next Level Goal will be calculated and entered for you here based on your current character level (number 10 below). If “Milestones” is selected the text on this line will be replaced by a “Notes” section. Note: This selection box will not appear on printed pages

5 – Campaign Information

This is where you enter your name, the name of the campaign you are in and the date this character was created. Trust me, if you look back at this years from now, you will appreciate having this information.

6 – Ability Sores

Enter your ability scores in the boxes. All the data to the right of the ability scores will be filled in for you based on the ability scores, including your carrying and jumping stats based on your strength score. Check the little box next to the Saving Throw modifier to indicate that you are proficient in that Save.

7 – Class

Enter your Class or select it from the drop-down menu.
The Class Feature box (number 11) will display information relevant to this class.
Subclass: Enter the name of your subclass or select it from the drop-down menu.
Autofill mode: All the information from the Class Features section in the PHB for this Class will be filled in, except for Starting Equipment. If there is any current text in any of these areas it will be removed and replaced if you select a different class. If you enter a Class name that doesn’t exactly match one of the selections on the drop-down box, all the class information below will be removed.
Manual mode: No matter what you select or enter into the “Class’ box, existing text in this section will remain unchanged. You can change or add any text in the ‘Class’ box or any of the information below it.

8 – Race

Enter your Race or select it form from the drop-down menu.
Subrace: Enter your Subrace or select it from the drop-down menu.
Autofill mode: An abbreviated version of all the information in the PHB regarding your Race and Subrace will be filled in for you. If you enter a Race name that doesn’t exactly match one of the selections on the drop=down box, all the race information below will be removed.
Manual mode: No matter what you select or enter into the ‘Race’ box, existing text in this section will remain unchanged. You can change or add any text in the ‘Race’ box or any of the information below it.

9 – Background

Enter your Background or select one from the drop-down menu. The drop-down menu contains all the Backgrounds from the PHB. All of the Backgrounds are sample backgrounds, and you are encouraged to create your own. Because of this and of all the different options that are presented, none of the information in this section or the Character Sheet will be filled in for you.

10 – Level

You must enter your character’s current level in this box.

 

11 – Class Feature box

The content of this box will change depending on your character’s Class (number 7). It shows certain traits for the selected class that change based on class level and/or abilities and provides check boxes to track uses of limited use features. If no class is selected, or anything is entered into the Class box (number 7) other than what can be selected from its drop-down box, this will show the default Class Feature box which only shows a stylized die and contains an empty text box where you can enter any notes you may want.

12 – Languages and Alignment

Enter all languages your character knows and their Alignment.

13 – Proficiency Bonus, Initiative Modifier, Inspiration, Passive Perception, Death Saves, Exhaustion, Hit Dice, and Hit Points

Hit Dice Type, Proficiency Bonus, Initiative Modifier and Passive Perception will be calculated and filled in for you. The check boxes in Inspiration, Death Saves, and Exhaustion are for you to check off as needed during play. You should enter your MAX Hit Dice. The Used Hit Dice, Current and Temp Hit points are for you to use to track them during play.

14 – Armor Class

Select the type of armor you are wearing, or “Unarmored” and select “Shield” or “No Shield” from the drop-down menus. Your Armor Class (AC) is displayed in the shield symbol. It is your Basic AC + the bonus you get if you have a Shield.
The Basic AC is calculated by adding together the values in the three boxes under your armor type (or “No Armor”). Your shield bonus is +2 but if you have a magic shield you can select the bonus from the drop-down menu in the OTHER box under the Shield/No Shield box.
Autofill mode:
Armor: When you select an armor type the BASE value will be entered in the first box. The MOD value will be filled in with your DEX Modifier if it is Light armor, and your DEX Modifier (max 2) if it is Medium armor, and “None” if it is Heavy armor. The OTHER box is for you to enter any magical + it may have.
Unarmored: If you have selected “Unarmored” the BASE will be 10 and MOD will be your DEX Modifier. If your Class is Barbarian the BASE will be 10 and MOD will be your DEX Modifier and OTHER will be your CON modifier.  If your Class is Monk the BASE will be 10, MOD will be your DEX Modifier and OTHER will be your WIS Modifier. If not used otherwise, you can use the OTHER box to enter any other modifier you may get to your AC when unarmored.
Manual mode: All of these boxes are to be filled in by you. The totals are still added up and show as your AC in the big armor class shield.

15 – Features, Traits and Feats

You can enter any information you want in these text boxes. They are intended for you to list your characters Features, Traits, Feats and any reminders you may want to include.

16 – Skills

The ability modifier to use for each different skill check is listed here. Empty circles indicate your character is not proficient in that skill. Click once on an empty circle to fill that circle, indicating that you are proficient in that skill. Your Proficiency Bonus will be added to your ability modifier for that skill check. Click on the filled circle and a slightly larger circle will be added around the filled one, indicating that you can add double your proficiency bonus to this skill check, and the number will change to reflect this change. Click on this same circle again and it will change to a half-filled circle, indicating that you add only half your proficiency bonus to this skill check and the number will change again. Click on it one more time and it will change back to not proficient.
Stealth: To the right of the stealth skill is a checkbox in front of the word “Disadvantage”. This box will automatically be checked as a reminder to you if the type of armor you are wearing gives you Disadvantage on DEX (Stealth) checks.

17 – Physical Description

Refer to the information on your Race, but within those general guidelines your character can look any way that you want.

18 – Character Sketch

If your PDF reader supports it, you can click on the image area and it will pop-up a “Select Icon” menu where you can select an image you have access to. Or just draw a picture of your character on your printed charter sheet.

19 – Weapons

  1. Select a weapon from the drop-down menu.
  2. Select an Ability from the drop-down above the second column of boxes to will apply that ability’s modifier to the attack bonus. This should typically be STR for melee weapons and DEX for ranged weapons.
  3. Click on the check box between the two boxes below that to also apply that modifier to the damage calculation. You don’t add your ability modifier to the damage when attacking with second weapon in your other hand unless the modifier is negative.
  4. If you have proficiency in the use of this weapon, click on the circle next to “Proficient”. (This will fill in the circle and replace the word “None” in the attack bonus row with the value of your Proficiency Bonus.)
  5. If this is a magic weapon select the magical bonus from either of the drop-downs in that column. The magic bonus will show up in both boxes and be applied to the attack bonus and to the damage.
  6. To add additional modifiers to the attack bonus or to the damage select the modifier from the box in the MISC. column.
    Autofill mode: The Weapon Properties, Reach and/or Range, and Damage Dice will be filled in for you. On the line under the weapons name, it will list the weapon’s properties.
    Manual mode: You will have to fill in the Weapon Properties, Reach and/or Range, Damage Type, and Damage Dice boxes.

20 – Ammo Check boxes

For weapons that use ammunition, you can use these boxes to check off your ammunition as it is used.

21 – Update Calculations

All of the information filled in automatically for you should update whenever you make any change. Sometimes it doesn’t. You can press this button to force the form to update all of the calculated fields on all pages. Note: This selection box will not appear on the printed page.

22 – Clear

Be careful to not press this unless you want to erase everything from all of the fields on all pages. If you press it by accident, you may be able to recover the lost information if you press CTRL Z. This button is useful for clearing all fields and starting over, or before printing a blank form to fill out by hand. Note: This selection box will not appear on the printed page.

PAGE 2

Note: There is no Autofill or Manual mode for this sheet, although the Adventuring Gear section (number 29) has a “No Pack” option that is similar to Manual mode that only applies to the Adventuring Gear section.

All Equipment Lists

For all items in the Armor, Shield, Weapons, Ammunition, Equipment, and Adventuring Gear sections.

Item Selection: The drop-down will only lists items of the appropriate type. For example: Item selection in the Tools section will only list tools. If you have an item that is not on the drop-down menu, or you want to modify a name, you can type anything you want in the box. (Refer to number 29 for exceptions.)
Track: If this box is selected a check mark will appear in the box and the cost and weight of this item will be included in the boxes labeled “Tracked Cost” and “Tracked Weight,” found at the bottom of the “Adventuring Gear” section.
#: Number, or quantity. You will need to enter a number in this box for how many of this item you have. If you leave this box empty (it will not display the number 0) the Cost and Weight boxes will remain empty.
Magic Bonus: (Only found on the Armor, Shield, and Weapons sections.) You can select a magic modifier to apply to the item from the drop-down menu.
Cost: This box will contain the cost of the item. It takes the cost from the PHB and multiplies that by the number of items. If the text in the item box doesn’t match exactly any option on the drop-down, no calculations are made and you can enter or change the cost. You can’t enter the cost in cp, sp, or pp. You will need to convert the cost into its value in gold pieces, or fractions of a gp. 1 CP = 0.01 GP, 1 SP = 0.1 GP , 1 PP = 10 GP. Note: If the text in the item box isn’t on the drop-down list, the cost you enter here will ignore the number in the # column. Also note that this is the price of the item. If you later sell the item you will typically only be able to sell it for a maximum of 1/2 its original value. There are some exceptions, such as for gems and coins.
Weight: This box will contain the weight of the item (in pounds). It takes the weight from the PHB and multiplies that by the number of items. If the text in the item box doesn’t match exactly any option on the drop-down, no calculations are made and you can enter or change the weight. Note: If the text in the item box isn’t on the drop-down list, it will ignore the number in the # column.

23 – Character’s Name and #____

Character’s Name and Character sheet version (see 2 & 3 on page 1).

24 – Armor & Shield

ARMOR: Select the armor you are wearing (or select “No Armor”). The text here will also appear on page 1 (number 14), and used to calculate your armor class. The text can be entered or changed on either page. If the text here doesn’t match exactly what is on the drop-down menu the AC calculation on Page 1 may be inaccurate.
Magic Bonus: This will appear on page 1 as a magic + for any armor, or as OTHER if unarmored. Exception: This value will be ignored when unarmored if your class is Monk.
SHIELD: Select “Shield” or “No Shield”. The text here will also appear on page 1 (number 14), and used to calculate your armor class. The text can be entered or changed on either page. If the text here doesn’t match exactly what is on the drop-down menu the AC calculation on Page 1 may be inaccurate.
Magic Bonus: This is added as a bonus to your armor class with or without a shield. (It can be changed here or on page 1.)

25 – Weapons

Select your Weapons from the drop down menu. They will appear in the same order here and on page 1 (number 19). The text can be entered or changed on either page. If the text here doesn’t match exactly what is on the drop-down menu the Attack Bonus and Damage for this weapon on Page 1 may be inaccurate.
Magic Bonus: This will appear on page 1 as a magic + for the weapon and can be selected on either page.

26 – Ammunition

Select your Ammunition from the drop down menu. Note that the Cost and Weight are calculated based on the cost and weight of one item and most ammunition is sold in bundles of multiple items. So if, for example, you purchase 20 arrows, be sure to enter 20 in the number column to get an accurate cost and weight calculation.

27 – Tools

Select any Tools from the drop down menu.

28 – Equipment

Select Equipment from the drop down menu. You may want to first enter your starting Equipment in the Adventuring Gear section. Both sections contain the same drop-down list of items.

29 – Adventuring Gear

This section is to automate the selection of bundles of items that are available as “Equipment Packs” in the PG, many of which are available options with your chosen class.
Selecting a Pack: When you select a pack (by checking the box by the name of the pack) all of the Number, Name, Cost, and Weight boxes in this section will be cleared and replaced with the items available in that pack. As long as one of the packs is selected you can’t make any changes to this list.
Selecting “No Pack”: When you select “No Pack” the “Adventuring Gear” section will function exactly the same as the “Equipment” section. It is important to note that this does not clear any of the current information in this section so you could, for example, select the Explorer’s Pack and then select No Pack, leaving all the items that came with the Explorer’s Pack. You could then remove, add or change items as you choose.
COINS: The coins section at the bottom of the “Adventuring Gear” section is unaffected by the selection of any Pack. This row is where you can track your money, in the form of CP (Coper Pieces), SP (Silver Pieces), EP (Electrum Pieces), GP (Gold Pieces), and PP (Platinum Pieces).
Tracked Cost & Tracked Weight: These show the Totals (in GP and pounds) of all the items you have checked for tracking. This is an easy way to see how much weight you are carrying. You could easily choose to not track items that you have in a bag of holding for example, or items you own but are not currently carrying.  Another tip; if you are on a shopping spree, you can select the items you are thinking of buying and only select them to track. That will give you a quick cost total.

30 – Trinket

This is a section where you may want to enter the description of a unique item. It’s cost and quantity will not be tracked.

31 – Treasure

This has two text fields, one for a name like “Treasure from the Dragon’s hoard.” And a larger area for listing multiple items. These will not be tracked.

32 – Magic Items

There is space here to list 4 magic items. There is a field above the box for the item’s name and a larger text field in the box for a description. The check box beside the word “Attuned” can be checked if you are attuned to the magic item. (You can be attuned to no more than a 3 magic items at any one time.)

PAGE 3

33 – Character’s Name and #____

Character’s Name and Character sheet version (see numbers 2 & 3).

34 – Adventure Motivation

This is where you can enter the reason your character decided to become an adventurer.

35 – Backstory

Many players like (and some DMs require you) to come up with a character backstory. Players create backstories for their D&D characters to add depth, motivation, and personality to their roles in the game. A well-crafted backstory can enhance roleplaying, provide plot hooks for the DM, and make the character more engaging for both the player and the party.

There is plenty of room here to also add any notes about your character that don’t easily fit elsewhere on the character sheet.

36 – Allies and Organizations

A place to list the names and something about the other Player Characters (PCs) in the game, along with who the character belongs to.
There may be organizations in the game world that you want to remember. Some may be friendly and some not.

PAGE 4

37 – Your Character’s Class

Autofill mode: Your Character’s Class as it appears on page 1, will be copied here.
Manual mode: When you switch this to Manual mode, any text here remains, but you can edit, delete or change it.

38 – Autofill/Manual Selection Box

This selection box is independent of the similar one on page 1. Be aware that one page might be set to Autofill and the other one set to Manual. Select ‘Autofill’ mode to automatically fill in portions of this page based on your choices, as described below. Choose ‘Manual’ mode to keep existing information unchanged and make your own edits. Note: This selection box will not appear on the printed page.

39 – Character’s Name and #____

Character’s Name and Character sheet version (see numbers 2 & 3).

40 – Spellcasting Ability

Autofill mode: This will show the ability used by this class of spellcaster. You can’t change the text.
Manual mode: You can change the text,

41 – Subclass

Autofill mode: This will reflect the sub-class that is on page 1.
Manual mode: The text in this field is fully editable.

42 – Save DC

Autofill mode: The spellcaster’s save DC and attack bonus is calculated and displayed here.
Manual mode: You can change the number.

43 – Attack Bonus

Autofill mode: The attack bonus to add to spell attacks is calculated and displayed here.
Manual mode: You can change the number.

44 – Prepared Spells

Autofill mode: If the spellcaster has a limited number of spells they know or that they can prepare, that number is displayed here. You cannot change the number.
Manual mode: You can change the number.

45 – Spell Slots and Castings

Autofill mode: The spellcaster’s number of spell slots is calculated for each spell level and displayed here. You cannot change the numbers.
Manual mode: You can change the numbers.
Castings: The check boxes are for you to use during your game to check off the spell slots as you use them.

46 – A space for notes

This area is where you can enter notes specific to your spellcasting features and abilities.

47 – Known Cantrips

Autofill mode: The number of cantrips you can know is calculated based on your class level is calculated and displayed here. You cannot change this number.
Manual mode: You can change the number.

48 – Another space for notes

This space at the top of the list of spells of each level is for any notes you may want to keep regarding spells of this level.

49 – Spell List

You can enter the name of the spells you have access to for each spell level. You can enter anything you want here. You might want to include the page number where the spell can be found in the PG. I like to include things [C] for concentration. 

50 – Prepared Spells

If your Class has you prepare a certain number of spells from your list of spells, you can indicate the prepared spells by filling in the circle (by clicking on it). Clicking on it a second time returns it to a circle.

Multiclass

To use this character sheet for a multiclass character there are two options.

Option 1. One way is to simply switch to ‘Manual’ mode and enter everything any way you want.
Option 2. To take full advantage of the features available on this character sheet I recommend the following:

  1. Create a level 1 character in ‘Autofill’ mode. Enter all its weapons, armor, and equipment.
  2. When you are ready to add a second class switch to ‘Manual’ mode (if you haven’t already).
  3. In the Class box (number 7) add the level for the current class and the name of the second class and its level. For example, if you have a third level Barbarian and add two levels of Sorcerer you might enter its class as: Barbarian,3 Sorcerer,2.
  4. Make changes as required to the other class related features on this section. You can delete anything that no longer applies or that you don’t need to reference.
  5. The Class Feature box (number 11) will change to allow several lines of text. You can use this area to enter information you want to keep track of, or that won’t easily fit in other places on the sheet.
  6. Enter the combined level of all of your classes in the “Level” box (number 10). This is important because many calculated values are based on this.
  7. On page 4, select “Manual” mode and make any needed changes.

Final Comments

The main thing to remember is that the character sheet is yours. Use it in any way that makes sense to you. You can write outside the boxes, use circles and arrows, scribble in the margins, or use it in any way that you choose. Also, you don’t have to completely fill out every box before you start playing. If you never decide on your character’s eye color, it won’t affect the game. [As a DM, I do strongly recommend that you give your character a name before your second gaming session. I have played too many times with one or more “no name” characters. This can be a distraction.]

Here are a couple of tips.
First, if you are using a printed character sheet, use pencil instead of ink. Many things can happen during an adventure that can cause things to change so keep an eraser handy.
Second, if you can cast spells, you might want to use one or more weapon boxes on page 1 for quick reference to your favorite offensive spells.

Having problems?
Occasionally users of my previous Character Sheet would report issues with getting everything to work. The problem has typically been with the PDF reader they are using. Problems with the PDF reader in their browser were common.  If you have access to a desktop computer running Windows, I recommend you first download a copy of the file to your hard drive. Then open the file using your preferred PDF reader. The most popular one is the free “Adobe Acrobat” PDF Reader. This Character Sheet has been tested on that and it all appears to work. If you are curious, I created this using PDF-XChange Editor.

Call to action.
I’m always looking to improve my resources for the D&D community!  I would love to hear your feedback on this new character sheet. Let me know what you think in the comments below. If you encounter any issues using the sheet, please report them so I can address them. And if you have any suggestions for improvement, I’m all ears! Your input helps me create the best possible tools for fellow Dungeon Masters and players.

Tales of the Valiant Character Sheet – Fillable and Auto-Calculating

Tales of the Valiant Character Sheet

Here is the form fillable ToV Character Sheet you have been waiting for!

In 2015 Wizards of the Coast published the current version of Dungeons and Dragons (D&D 5E).
Last year they published an update to the game that they refer to as the 2025 version (I call it D&D 5.5).
Last year Kobold Press published “Tales of the Valiant” (ToV). It is also based on D&D 5E and is also an update to that game. If you aren’t familiar with it you should go over to koboldpress.com and get a free copy of the 385 page “Black Flag Reference Document” PDF. It contains everything you need to play ToV. If you like it you can get their equivalent to WotC’s “Player’s Handbook” (PHB), “Dungeon Master’s Guide” (DMG), and “Monster Manual” (MM). ToV calls them the “Player’s Guide” (PG), “Game Master’s Guide” (GMG), and “Monster Vault” (MV).

Last month I posted my updated character sheet for D&D 5.5. This is a similar character sheet specifically for “Tales of the Valiant”.

This incorporates the changes to D&D 5E found in ToV’s “Players Guide”. It is 4 pages, 2 sheets if printed on both sides. (Note that I will be referring to the set of all 4 pages in the singular, as the “character sheet”.) Page one has all of your character’s basic information and all you need for combat other than your spells. Page two is just for equipment and treasure. Page three is Character background and notes.  Page four is for magic spells. It can be printed blank and filled out with a pencil, or you can fill in the forms on your device and most of the calculations will be done for you. It automatically calculates; ability and saving throw modifiers, carrying capacity and jump distances, Armor Class, Proficiency Bonus, Passive Perception, Skill check modifiers, Weapon attack bonus and damage, Equipment cost and weight, and more. It can fill in all the adventuring gear you get if you select an equipment pack (such as an “Explorer’s Pack”).   In addition to that, it contains a new Autofill option that can fill in all the standard information based on your class, Lineage, Heritage, and Background.

Free download here: ToV Character Sheet

Update #1: 2/9/2025 Minor item cost display fix for Adobe Acrobat
For items whose cost is in copper pieces or silver pieces it was displaying their cost in fractions of a gold piece. It now displays their cost in cp or sp if their total cost is less than the next more valuable coin. Adobe Acrobat wasn’t displaying this correctly.

Filling in the ToV Character Sheet

These instructions are for use with the character sheet you can download above. You can print a blank Character Sheet and fill it out by hand. If you fill it out on your device, many boxes will be filled in for you. There is information at the end of this on how to use this sheet for multi-class characters.

PAGE 1

1 – Autofill/Manual Selection Box

This selection box is independent of the similar one on page 4. Be aware that one page might be set to Autofill and the other one set to Manual. Select ‘Autofill’ mode to automatically fill in portions of this page based on your choices, as described below. Choose ‘Manual’ mode to keep existing information unchanged and make your own edits. CAUTION: If you switch to ‘Manual’ mode to make a few changes and then switch back to ‘Autofill’ mode, all your changes will be lost, replaced by the ‘Autofill’ information. I recommend you leave it in ‘Autofill’ mode until you are finished with Page 1, including your weapons and armor. You can then safely change to ‘Manual’ mode and make changes and additions. You may want to make a backup copy of your sheet before making changes.
Each of the numbered sections below where this selection makes a difference will include a description for both Autofill mode and Manual mode.
Note: This selection box will not appear on the printed page.

2 – Your Character’s Name

The text you enter here will also appear in the same location on the other pages. The text can be entered or changed on any page.

3 – #____

Character sheet version. If you make multiple copies of your character sheet enter the version number here. Like the Character Name, this text will also appear on the other pages.

4 – XP/Milestones Selection Box

If ‘XP’ is selected the Next Level Goal will be calculated and entered for you here based on your current character level (see below). If “Milestones” is selected the text on this line will be replaced by a “Notes” section. Note: This selection box will not appear on printed pages

5 – Campaign Information

This is where you enter your name, the name of the campaign you are in and the date this character was created. Trust me, if you look back at this years from now, you will appreciate having this information.

6 – Ability Sores

Enter your ability scores in the boxes. All the data to the right of the ability scores will be filled in for you based on the ability scores, including your carrying and jumping stats based on your strength score. Because your long jump distances are based on your walking speed, and there are several ways it might change, I don’t calculate that for you. Check the little box next to the Saving Throw modifier to indicate that you are proficient in that Save.

7 – Class

Select your Class from the drop-down box.
The Class Feature box (number 10 below) will display information relevant to this class.
Subclass: You can select a subclass from the drop-down menu.
Autofill mode: All the information from the Class Features section in the PG for this Class will be filled in, down to (but not including) Starting Equipment. If there is any current text in any of these areas it will be removed. You can also type text into this ‘Class’ box, but if it differs in any way from one of the selections in the drop-down box any text below will be removed.
Manual mode: No matter what you select or enter into the “Class’ box, existing text in this section will remain unchanged. You can change or add any text in the ‘Class’ box or any of the information below it.

8 – Lineage

Select your Lineage from the drop-down box.
Natural Adaption: Some call this a Sub Lineage. Some lineages (such as the Dwarf) don’t have one. You can type in the name of a Natural Adaption or select one from the drop-down.
Autofill mode: An abbreviated version of the size, speed, and special traits for this lineage will be filled in. If there is any current text in any of these areas it will be removed. You can also type text into the ‘Lineage’ box, but if it differs in any way from one of the selections in the drop-down box any text below will be removed.
Manual mode: No matter what you select or enter into the ‘Lineage’ box, existing text in this section will remain unchanged. You can change or add any text in the ‘Lineage’ box or any of the information below it.

9 – Heritage and Background

Select your Heritage and Background from the drop-down boxes.
Autofill mode: The Languages and Traits for your Heritage will be filled in. Your Talent, Skill Proficiencies and Additional Proficiencies from your Background will be filled in.
Manual mode: No matter what you select or enter into the ‘Heritage’ or ‘Background’ box, existing text in these sections will remain unchanged. You can change or add any text in either box or any of the information below them.

10 – Class Feature box

The content of this box will change depending on your character’s Class (number 7). It shows certain traits for the selected class that change based on class level and/or abilities and provides check boxes to track uses of limited use features. If no class is selected, or anything is entered into the Class box (number 7) other than what can be selected from its drop-down box, this will show the default Class Feature box which only shows a stylized die and contains an empty text box where you can enter any notes you may want.

11 – Advantages, Disadvantages, Languages and Luck Points

Enter any types of checks where you get advantage or disadvantage on the role, your known languages and track your luck points.

12 – Level

You must enter your character’s current level in this box.

13 – Proficiency Bonus, Initiative Modifier, Heroic Inspiration, Passive Perception, Death Saves, and Exhaustion, Hit Dice, and Hit Points

Hit Dice Type, Proficiency Bonus, Initiative Modifier and Passive Perception will be calculated and filled in for you. The check boxes in Heroic Inspiration, Death Saves, and Exhaustion are for you to check off as needed during play. You should enter your MAX Hit Dice. The Used Hit Dice, Current and Temp Hit points are for you to use to track them during play.

14 – Armor Class

Select the type of armor you are wearing, or “Unarmored” and select “Shield” or “No Shield”. Your Armor Class (AC) is displayed in the shield symbol. It is your Basic AC + the bonus you get if you have a Shield.
The Basic AC is calculated by adding together the values in the three boxes under your armor type (or “No Armor”). Your shield bonus is +2 but if you have a magic shield you can select the bonus from the drop-down menu in the OTHER box under the Shield/No Shield box.
Autofill mode:
Armor: When you select an armor type the BASE value will be entered in the first box. The MOD value will be filled in with your DEX Modifier if it is Light armor, and your DEX Modifier (max 2) if it is Medium armor, and “None” if it is Heavy armor. The OTHER box is for you to enter any magical + it may have.
Unarmored: If you have selected “Unarmored” the BASE will be 10 and MOD will be your DEX Modifier. If your Class is Barbarian the BASE will be 13 and MOD will be your CON Modifier.  If your Class is Monk the BASE will be 10, MOD will be your DEX Modifier and OTHER will be your WIS Modifier. If not used otherwise, you can use the OTHER box to enter any other modifier you may get to your AC when unarmored. (If your character is a Sorcerer, the third level feature “Draconic Resilience” gives you an unarmored AC of 13 + your DEX Modifier. This is the only one that isn’t done for you. You will need to switch to Manual Mode to enter that. CAUTION: later switching back to Autofill Mode will replace anything you have entered anywhere on this page while in Manual Mode back to its autofill status.
Manual mode: All of these boxes are to be filled in by you. The totals are still added up and show as your AC in the big armor class shield.

15 – Features, Traits and Talents

You can enter any information you want in these text boxes. They are intended for you to list your characters Features, Traits, Talents and any reminders you may want to include.

16 – Skills

The ability modifier to use for each different skill check is listed here. Empty circles indicate your character is not proficient in that skill. Click once on an empty circle to fill that circle, indicating that you are proficient in that skill. Your Proficiency Bonus will be added to your ability modifier for that skill check. Click on the filled circle and a slightly larger circle will be added around the filled one, indicating that you can add double your proficiency bonus to this skill check, and the number will change to reflect this change. Click on this same circle again and it will change to a half-filled circle, indicating that you add only half your proficiency bonus to this skill check and the number will change again. Click on it one more time and it will change back to not proficient.
Stealth: To the right of the stealth skill is a checkbox in front of the word “Disadvantage”. This box will automatically be checked as a reminder to you if the type of armor you are wearing gives you Disadvantage on DEX (Stealth) checks. It will automatically be checked if your armor has the “Noisy” property.

17 – Physical Description

Refer to the information on your Lineage, but within those general guidelines your character can look any way that you want.

18 – Character Sketch

If your PDF reader supports it, you can click on the image area and it will pop-up a “Select Icon” menu where you can select an image you have access to. Or just draw a picture of your character in the frame.

19 – Weapons

  1. Select a weapon from the drop-down menu.
  2. Select an Ability from the drop-down above the second column of boxes to will apply that ability’s modifier to the attack bonus. This should typically be STR for melee weapons and DEX for ranged weapons.
  3. Click on the check box between the two boxes below that to also apply that modifier to the damage calculation. You don’t add your ability modifier to the damage when attacking with second weapon in your other hand unless the modifier is negative.
  4. If you have proficiency in the use of this weapon, click on the circle next to “Proficient”. (This will fill in the circle and replace the word “None” in the attack bonus row with the value of your Proficiency Bonus.)
  5. If this is a magic weapon select the magical bonus from either of the drop-downs in that column. The magic bonus will show up in both boxes and be applied to the attack bonus and to the damage.
  6. To add additional modifiers to the attack bonus or to the damage select the modifier from the box in the MISC. column.
    Autofill mode: The Weapon Properties, Reach and/or Range, and Damage Dice will be filled in for you. On the line under the weapons name, it will list the weapon’s properties and the weapon options (if any) in square brackets.
    Manual mode: You will have to fill in the Weapon Properties, Reach and/or Range, Damage Type, and Damage Dice boxes.

20 – Ammo Check boxes

For weapons that use ammunition, you can use these boxes to check off your ammunition as it is used.

21 – Update Calculations

All of the information filled in automatically for you should update whenever you make any change. Sometimes it doesn’t. You can press this button to force the form to update all of the calculated fields. Note: This selection box will not appear on the printed page.

22 – Clear

Be careful to not press this unless you want to erase everything from all of the fields on all pages. If you press it by accident, you may be able to recover the lost information if you press CTRL Z. This button is useful for clearing all fields and starting over, or before printing a blank form to fill out by hand. Note: This selection box will not appear on the printed page.

PAGE 2

Note: There is no Autofill or Manual mode for this sheet, although the Adventuring Gear section (number 29) has a “No Pack” option that is similar to Manual mode that only applies to the Adventuring Gear section.

All Equipment Lists

For all items in the Armor, Shield, Weapons, Ammunition, Equipment, and Adventuring Gear sections.

Item Selection: The drop-down will only lists items of the appropriate type. For example: Item selection in the Tools section will only list tools. If you have an item that is not on the drop-down menu, or you want to modify a name, you can type anything you want in the box. (Refer to number 29 for exceptions.)
Track: If this box is selected a check mark will appear in the box and the cost and weight of this item will be included in the boxes labeled “Tracked Cost” and “Tracked Weight,” found at the bottom of the “Adventuring Gear” section.
#: Number, or quantity. You will need to enter a number in this box for how many of this item you have. If you leave this box empty (it will not display the number 0) the Cost and Weight boxes will remain empty.
Magic Bonus: (Only found on the Armor, Shield, and Weapons sections.) You can select a magic modifier to apply to the item from the drop-down menu.
Cost: This box will contain the cost of the item. It takes the cost from the PG and multiplies that by the number of items. If the text in the item box doesn’t match exactly any option on the drop-down, no calculations are made and you can enter or change the cost. You can’t enter the cost in cp, sp, or pp. You will need to convert the cost into its value in gold pieces, or fractions of a gp. 1 CP = 0.01 GP, 1 SP = 0.1 GP , 1 PP = 10 GP. Note: If the text in the item box isn’t on the drop-down list, the cost you enter here will ignore the number in the # column. Also note that this is the price of the item. If you later sell the item you will typically only be able to sell it for a maximum of 1/2 its original value. There are some exceptions, such as for gems and coins.
Weight: This box will contain the weight of the item (in pounds). It takes the weight from the PHB and multiplies that by the number of items. If the text in the item box doesn’t match exactly any option on the drop-down, no calculations are made and you can enter or change the weight. Note: If the text in the item box isn’t on the drop-down list, it will ignore the number in the # column.

23 – Character’s Name and #____

Character’s Name and Character sheet version (see 2 & 3 on page 1).

24 – Armor & Shield

ARMOR: Select the armor you are wearing (or select “No Armor”). The text here will also appear on page 1 (number 14), and used to calculate your armor class. The text can be entered or changed on either page. If the text here doesn’t match exactly what is on the drop-down menu the AC calculation on Page 1 may be inaccurate.
Magic Bonus: This will appear on page 1 as a magic + for any armor, or as OTHER if unarmored. Exception: This value will be ignored when unarmored if your class is Monk.
SHIELD: Select “Shield” or “No Shield”. The text here will also appear on page 1 (number 14), and used to calculate your armor class. The text can be entered or changed on either page. If the text here doesn’t match exactly what is on the drop-down menu the AC calculation on Page 1 may be inaccurate.
Magic Bonus: This is added as a bonus to your armor class with or without a shield. (It can be changed here or on page 1.)

25 – Weapons

Select your Weapons from the drop down menu. They will appear in the same order here and on page 1 (number 19). The text can be entered or changed on either page. If the text here doesn’t match exactly what is on the drop-down menu the Attack Bonus and Damage for this weapon on Page 1 may be inaccurate.
Magic Bonus: This will appear on page 1 as a magic + for the weapon and can be selected on either page.

26 – Ammunition

Select your Ammunition from the drop down menu. Note that the Cost and Weight are calculated based on the cost and weight of one item and most ammunition is sold in bundles of multiple items. So if, for example, you purchase 20 arrows, be sure to enter 20 in the number column to get an accurate cost and weight calculation.

27 – Tools

Select any Tools from the drop down menu.

28 – Equipment

Select Equipment from the drop down menu. You may want to first enter your starting Equipment in the Adventuring Gear section. Both sections contain the same drop-down list of items.

29 – Adventuring Gear

This section is to automate the selection of bundles of items that are available as “Equipment Packs” in the PG, many of which are available options with your chosen background.
Selecting a Pack: When you select a pack (by checking the box by the name of the pack) all of the Number, Name, Cost, and Weight boxes in this section will be cleared and replaced with the items available in that pack. As long as one of the packs is selected you can’t make any changes to this list.
Selecting “No Pack”: When you select “No Pack” the “Adventuring Gear” section will function exactly the same as the “Equipment” section. It is important to note that this does not clear any of the current information in this section so you could, for example, select the Explorer’s Pack and then select No Pack, leaving all the items that came with the Explorer’s Pack. You could then remove, add or change items as you choose.
COINS: The coins section at the bottom of the “Adventuring Gear” section is unaffected by the selection of any Pack. This row is where you can track your money, in the form of CP (Coper Pieces), SP (Silver Pieces), GP (Gold Pieces), and PP (Platinum Pieces).
Tracked Cost & Tracked Weight: These show the Totals (in GP and pounds) of all the items you have checked for tracking. This is an easy way to see how much weight you are carrying. You could easily choose to not track items that you have in a bag of holding for example, or items you own but are not currently carrying.  Another tip; if you are on a shopping spree, you can select the items you are thinking of buying and only select them to track. That will give you a quick cost total.

30 – Trinket

This is a section where you may want to enter the description of a unique item. It’s cost and quantity will not be tracked.

31 – Treasure

This has two text fields, one for a name like “Treasure from the Dragon’s hoard.” And a largr area for listing multiple items. These will not be tracked.

32 – Magic Items

There is space here to list 4 magic items. There is a field above the box for the item’s name and a larger text field in the box for a description. The check box beside the word “Attuned” can be checked if you are attuned to the magic item. (You can be attuned to no more than a number of items equal to its proficiency bonus (PB) at any one time.)

PAGE 3

33 – Character’s Name and #____

Character’s Name and Character sheet version (see numbers 2 & 3).

34 – Adventure Motivation

This is where you can enter the Adventuring Motivation you selected from those suggested by your background, for one you created.

35 – Backstory

Many players like (and some GMs require you) to come up with a character backstory. Players create backstories for their D&D characters to add depth, motivation, and personality to their roles in the game. A well-crafted backstory can enhance roleplaying, provide plot hooks for the GM, and make the character more engaging for both the player and the party.

There is plenty of room here to also add any notes about your character that don’t easily fit elsewhere on the character sheet.

36 – Allies and Organizations

A place to list the names and something about the other Player Characters (PCs) in the game, along with who the character belongs to.
There may be organizations in the game world that you want to remember. Some may be friendly and some not.

PAGE 4

37 – Autofill/Manual Selection Box

This selection box is independent of the similar one on page 1. Be aware that one page might be set to Autofill and the other one set to Manual. Select ‘Autofill’ mode to automatically fill in portions of this page based on your choices, as described below. Choose ‘Manual’ mode to keep existing information unchanged and make your own edits. Note: This selection box will not appear on the printed page.

38 – Your Character’s Class

Autofill mode: Your Character’s Class as it appears on page 1, will be copied here.
Manual mode: When you switch this to Manual mode, any text here remains, but you can edit, delete or change it.

39 – Character’s Name and #____

Character’s Name and Character sheet version (see numbers 2 & 3).

40 – Spellcasting Ability

Autofill mode: This will show the ability used by this class of spellcaster. You can’t change the text.
Manual mode: You can change the text,

41 – Subclass

Autofill mode: This will reflect the sub-class that is on page 1.
Manual mode: The text in this field is fully editable.

42 – Save DC and Attack Bonus

Autofill mode: The spellcaster’s save DC and attack bonus is calculated and displayed here.
Manual mode: You can change the number.

43 – Spells Known or Prepared

Autofill mode: If the spellcaster has a limited number of spells they know or that they can prepare, that number is displayed here. You cannot change the number.
Manual mode: You can change the number.

44 – Rituals Known

Autofill mode: If the spellcaster can cast Rituals, the number they have available is displayed here. You cannot change the number.
Manual mode: You can change the number.

45 – Spell Slots and Castings

Autofill mode: The spellcaster’s number of spell slots is calculated for each spell level and displayed here. You cannot change the numbers.
Manual mode: You can change the numbers.
Castings: The check boxes are for you to use during your game to check off the spell slots as you use them.

46 – A space for notes

This area is where you can enter notes specific to your spellcasting features and abilities.

47 – Known Cantrips

Autofill mode: The number of cantrips you can know is calculated based on your class level is calculated and displayed here. You cannot change this number.
Manual mode: You can change the number.

48 – Another space for notes

This space at the top of the list of spells of each level is for any notes you may want to keep regarding spells of this level.

49 – Spell List

You can enter the name of the spells you have access to for each spell level. You can enter anything you want here. You might want to include the page number where the spell can be found in the PG. I like to include things [C] for concentration. Note: The example character sheet is for a Druid that can cast Leaf Ring spells without preparing them. I have indicated that with this symbol: [●]. This is a standard text filled circle, feel free to copy it from here and past it into any text field on this character sheet.

50 – Prepared Spells

If your Class has you prepare a certain number of spells from your list of spells, you can indicate the prepared spells by filling in the circle (by clicking on it). If you click on it a second time it will be replaced by the letter “R” Use this to indicate a Ritual spell that you know. You don’t have to have a Ritual Spell prepared to cast it. Clicking it a third time returns it to a circle.

Multiclass

To use this character sheet for a multiclass character there are two options.

Option 1. One way is to simply switch to Manual mode and enter everything any way you want.
Option 2. To take full advantage of the features available on this character sheet I recommend the following:

  1. Create a level 1 character in Autofill mode. Enter all its weapons, armor, and equipment.
  2. When you are ready to add a second class switch to Manual mode (if you haven’t already).
  3. In the Class box (number 7) add the level for the current class and the name of the second class and its level. For example, if you have a third level Barbarian and add two levels of Sorcerer you might enter its class as: Barbarian,3 Sorcerer,2.
  4. Make changes as required to the other class related features on this section. You can delete anything that no longer applies or that you don’t need to reference.
  5. The Class Feature box (number 11) will change to allow several lines of text. You can use this area to enter information you want to keep track of, or that won’t easily fit in other places on the sheet.
  6. Enter the combined level of all of your classes in the “Level” box (number 12). This is important because many calculated values are based on this.
  7. On page 4, select “Manual” mode and make any needed changes.

Final Comments

The main thing to remember is that the character sheet is yours. Use it in any way that makes sense to you. You can write outside the boxes, use circles and arrows, scribble in the margins, or use it in any way that you choose. Also, you don’t have to completely fill out every box before you start playing. If you never decide on your character’s eye color, it won’t affect the game. [As a DM, I do strongly recommend that you give your character a name before your second gaming session. I have played too many times with one or more “no name” characters. This can be a distraction.]

Here are a couple of tips.
First, if you are using a printed character sheet, use pencil instead of ink. Many things can happen during an adventure that can cause things to change so keep an eraser handy.
Second, if you can cast spells, you might want to use one or more weapon boxes on page 1 for quick reference to your favorite offensive spells.

Having problems?
Occasionally users of my previous Character Sheet would report issues with getting everything to work. The problem has typically been with the PDF reader they are using. Problems with the PDF reader in their browser were common.  If you have access to a desktop computer running Windows, I recommend you first download a copy of the file to your hard drive. Then open the file using your preferred PDF reader. The most popular one is the free “Adobe Acrobat” PDF Reader. This Character Sheet has been tested on that and it all appears to work. If you are curious, I created this using PDF-XChange Editor.

Call to action.
I’m always looking to improve my resources for the D&D community!  I would love to hear your feedback on this new character sheet. Let me know what you think in the comments below. If you encounter any issues using the sheet, please report them so I can address them. And if you have any suggestions for improvement, I’m all ears! Your input helps me create the best possible tools for fellow Dungeon Masters and players.

D&D 5.5 Character Sheet – Fillable and Auto-Calculating

D&D 5.5 Character Sheet

Here is the form fillable 2024 D&D Character Sheet you have been waiting for!

This incorporates the 2024 changes to the fifth edition of Dungeons and Dragons (that I call D&D 5.5) found in the new Players Handbook (PHB). If you are familiar with the previous version of my Character Sheet you will find that it has change in many ways. It is still 4 pages, 2 sheets if printed on both sides. (Note that I will be referring to the set of all 4 pages in the singular, as the “character sheet”.) Page one has all of your character’s basic information and all you need for combat other than your spells. Page two is just for equipment and treasure. Page three is Character background and notes.  Page four is for magic spells. As before, it can be printed blank and filled out with a pencil, or you can fill in the forms on your device and most of the calculations will be done for you. It automatically calculates; ability and saving throw modifiers, carrying capacity and jump distances, Armor Class, Proficiency Bonus, Passive Perception, Skill check modifiers, Weapon attack bonus and damage, Equipment cost and weight, and more. It can fill in all the adventuring gear you get if you select an equipment pack (such as an “Explorer’s Pack”).   In addition to that, it contains a new Autofill option that can fill in all the standard information based on your class, species and background. There is no need for a separate character sheet for each different class, or for multiclass, you only need this one sheet. (Watch for updated Class Feature Sheets in a future post.)

D&D 5.5 Character Sheet: Free download here: D&D 5.5 Character Sheet

Update #1: 2/8/2025 Minor revisions and changes
Thanks a lot to Anonymous for pointing out some errors, and I found a few more. Many were Adobe Acrobat not displaying everything the same way that PDF-XChange Editor does. And I made a few other, mostly cosmetic, changes. I also updated the instructions.

Update #2: 2/26/2025 Corrected Sub Species
Sub Species was only displaying a number. Now you can select a sub species (if any are available) for the chosen Species.

Update #3: 3/7/2025 Display of Total Item Costs
Corrected a problem that, when using Adobe Acrobat, the total cost of tracked items would sometimes display a huge number.

Filling in the 5E Character Sheet

These instructions are for use with the character sheet you can download above. You can print a blank Character Sheet and fill it out by hand. If you fill it out on your device, many boxes will be filled in for you. There is information at the end of this on how to use this sheet for multi-class characters.

PAGE 1

1 – Autofill/Manual Selection Box

This selection box is independent of the similar one on page 4. Be aware that one page might be set to Autofill and the other one set to Manual. Select ‘Autofill’ mode to automatically fill in portions of this page based on your choices, as described below. Choose ‘Manual’ mode to keep existing information unchanged and make your own edits. CAUTION: If you switch to ‘Manual’ mode to make a few changes and then switch back to ‘Autofill’ mode, all your changes will be lost, replaced by the ‘Autofill’ information. I recommend you leave it in ‘Autofill’ mode until you are finished with Page 1, including your weapons and armor. You can then safely change to ‘Manual’ mode and make changes and additions. You may want to make a backup copy of your sheet before making changes.
Each of the numbered sections below where this selection makes a difference will include a description for both Autofill mode and Manual mode.
Note: This selection box will not appear on the printed page.

2 – Your Character’s Name

The text you enter here will also appear in the same location on the other pages. The text can be entered or changed on any page.

3 – #____

Character sheet version. If you make multiple copies of your character sheet enter the version number here. Like the Character Name, this text will also appear on the other pages.

4 – Campaign Information

This is where you enter your name, the name of the campaign you are using this character in and the date it was created.

5 – XP/Milestones Selection Box

If ‘XP’ is selected the Next Level Goal will be calculated and entered for you here based on your current character level (see below). If “Milestones” is selected the text on this line will be replaced by a “Notes” section. Note: This selection box will not appear on printed pages.

6 – Ability Sores

Enter your ability scores in the boxes. All the data to the right of the ability scores will be filled in for you based on the ability scores, including your carrying and jumping stats based on your strength score. Check the little box next to the Saving Throw modifier to indicate that abilities Saving Throw Proficiency.

7 – Class

Select your Class from the drop-down box.
The Class Feature box (number 11 below) will display information relevant to that class.
Subclass: You can select a subclass from the drop-down menu.
Autofill mode: All the information from the Class Features section in the PG for this Class will be filled in, down to (but not including) Starting Equipment. If there is any current text in any of these areas it will be removed. You can also type text into this ‘Class’ box, but if it differs in any way from one of the selections in the drop-down box any text below will be removed.
Manual mode: No matter what you select or enter into the “Class’ box, existing text in this section will remain unchanged. You can change or add any text in the ‘Class’ box or any of the information below it.

8 – Species

Select your Species from the drop-down box.
Sub Species: You can also type in the name of a Sub Species or select one from its own drop-down. Whatever you enter for the Sub Species has no effect on any other text.
Autofill mode: All the information from the Traits table in the PHB for this Species will be filled in. If there is any current text in any of these areas it will be removed. You can also type text into this ‘Species’ box, but if it differs in any way from one of the selections in the drop-down box any text below will be removed.
Manual mode: No matter what you select or enter into the ‘Species’ box, existing text in this section will remain unchanged. You can change or add any text in the ‘Species’ box or any of the information below it.

9 – Background

Select your Background from the drop-down box.
Autofill mode: All the information from the Traits table in the PHB for this Background will be filled in. If there is any current text in any of these areas it will be removed. You can also type text into this ‘Background’ box, but if it differs in any way from one of the selections in the drop-down box any text below will be removed.
Manual mode: No matter what you select or enter into the ‘Background’ box, existing text in this section will remain unchanged. You can change or add any text in the ‘Background’ box or any of the information below it.

10 – Level

You must enter your character’s current level in this box.

11 – Class Feature box

The content of this box will change depending on your character’s Class (number 7). It shows certain traits for the selected class that change based on class level and/or abilities and provides check boxes to track uses of limited use features. If no class is selected, or anything is entered into the Class box (number 7) other than what can be selected from its drop-down box, this will show the default Class Feature box which only shows a stylized die and contains an empty text box.

12 – Notes, Advantages, Disadvantages, Languages, Alignment, Hit Dice, and Hit Points

Autofill mode: Under Hit Dice, the Type and Max boxes will be filled in for you based on your Class and character level. The rest are to be filled in by you.
Manual mode: All of these boxes are to be filled in by you.

13 – Proficiency Bonus, Initiative Modifier, Heroic Inspiration, Passive Perception, Death Saves, and Exhaustion

Proficiency Bonus, Initiative Modifier and Passive Perception will be calculated and filled in for you. The check boxes in Heroic Inspiration, Death Saves, and Exhaustion are for you to check off as needed during play.

14 – Armor Class

Select the type of armor you are wearing, or “Unarmored” and select “Shield” or “No Shield”. Your Armor Class (AC) is displayed in the shield symbol. It is your Basic AC + the bonus you get if you have a Shield.
The Basic AC is calculated by adding together the values in the three boxes under your armor type (or “No Armor”). Your shield bonus is +2 but if you have a magic shield you can select the bonus from the drop-down menu in the OTHER box under the Shield/No Shield box.
Autofill mode: Armor: When you select an armor type the BASE value will be entered in the first box. The MOD value will be filled in with your DEX Modifier if it is Light armor, and your DEX Modifier (max 2) if it is Medium armor, and “None” if it is Heavy armor. The OTHER box is for you to enter any magical + it may have. Unarmored: If you have selected “Unarmored” the BASE will be 10 and MOD will be your DEX Modifier. If your Class is Barbarian the OTHER box will be your CON Modifier, and your WIS Modifier if you are a Monk. If not used otherwise, you can use the OTHER box to enter any other modifier you may get to your AC when unarmored. (If your character is a Sorcerer, with a Draconic Sorcery subclass, enter your CHA Modifier in the OTHER box. This is the only one that isn’t done for you.)
Manual mode: All of these boxes are to be filled in by you. The totals are still added up and show as your AC in the big armor class shield.

15 – Features, Traits and Feats

You can enter any information you want in these text boxes. They are intended for you to list your characters Features, Traits and Feats and any reminders you may want to include.

16 – Skills

The ability modifier to use for each different skill check is listed here. Empty circles indicate your character is not proficient in that skill. Click once on an empty circle to fill that circle, indicating that you are proficient in that skill. Your Proficiency Bonus will be added to your ability modifier for that skill check. Click on the filled circle and a slightly larger circle will be added around the filled one, indicating that you can add double your proficiency bonus to this skill check, and the number will change to reflect this change. Click on this same circle again and it will change to a half-filled circle, indicating that you add only half your proficiency bonus to this skill check and the number will change again. Click on it one more time and it will change back to not proficient.
Stealth: To the right of the stealth skill is a checkbox in front of the word “Disadvantage”. This box will automatically be checked as a reminder to you if the type of armor you are wearing gives you Disadvantage on DEX (Stealth) checks.

17 – Physical Description

Refer to the information on your Species, but within those general guidelines your character can look any way that you want.

18 – Character Sketch

If your PDF reader supports it, you can click on the image area and it will pop-up a “Select Icon” menu where you can select an image you have access to. Or just draw a picture of your character in the frame.

19 – Weapons

A. Select a weapon from the drop-down menu.
B. Select an Ability from the drop-down above the second column of boxes (this will apply that ability’s modifier to the attack bonus.)
C. Click on the check box between the two boxes below that to also apply that modifier to the damage calculation.
D. If you have proficiency in the use of this weapon, click on the circle next to “Proficient”. (This will fill in the circle and replace the word “None” in the attack bonus row with the value of your Proficiency Bonus.)
E. If you weapon mastery in this weapon, click the circle next to the word “Mastery.”  (This will fill in the circle.)
F. If this is a magic weapon select the magical bonus from either of the drop-downs in that column. The magic bonus will show up in both boxes and be applied to the attack bonus and to the damage.
G. If there are any other modifications that you want to add to the attack bonus or to the damage select the modifier from the associated box in the MISC. column.
Autofill mode: The Weapon Properties, Reach and/or Range, and Damage Dice will be filled in for you. If you click the circle next to the word “Mastery” it will not only fill in the circle but it will also add the name of the Mastery Feature in square brackets to the Weapon Properties text.
Manual mode: You will have to fill in the Weapon Properties, Reach and/or Range, Damage Dice boxes.

20 – Ammo Check boxes

For weapons that use ammunition, you can use these boxes to check off your ammunition as it is used.

21 – Update Calculations

All of the information filled in automatically for you should update whenever you make any change. Sometimes it doesn’t. You can press this button to force the form to update all of the calculated fields. Note: This selection box will not appear on printed pages.

22 – Clear

Be careful to not press this unless you want to erase everything from all of the fields on all pages. If you press it by accident, you may be able to recover the lost information if you press CTRL Z. This button is useful for clearing all fields and starting over, or before printing a blank form to fill out by hand. Note: This selection box will not appear on printed pages.

PAGE 2

Note: There is no Autofill or Manual mode for this sheet, although Adventuring Gear has a “No Pack” option that is similar to Autofill that only applies to that section.

All Equipment Lists

For all items in the Armor, Shield, Weapons, Ammunition, Equipment, and Adventuring Gear sections.

Item Selection: The drop-down will only lists items of the appropriate type. For example: Item selection in the Tools section will only list tools. If you have an item that is not on the drop-down menu, or you want to modify a name, you can type anything you want in the box. (Refer to ’29 – Adventuring Gear’ below, for exceptions.)
Track: If this box is selected a check mark will appear in the box and the cost and weight of this item will be included in the boxes labeled “Tracked Cost” and “Tracked Weight,” found at the bottom of the “Adventuring Gear” section.
#: Number, or quantity. You will need to enter a number in this box for how many of this item you have. If you leave this box empty (it will not display the number 0) the Cost and Weight boxes will remain empty.
Magic Bonus: (Only found on the Armor, Shield, and Weapons sections.) You can select a magic modifier to apply to the item from the drop-down menu.
Cost: This box will contain the cost of the item. It takes the cost from the PG and multiplies that by the number of items. If the text in the item box doesn’t match exactly any option on the drop-down, no calculations are made and you can enter or change the cost. You can’t enter the cost in cp, sp, or pp. You will need to convert the cost into its value in gold pieces, or fractions of a gp. 1 CP = 0.01 GP, 1 SP = 0.1 GP , 1 PP = 10 GP. Note: If the text in the item box isn’t on the drop-down list, the cost you enter here will ignore the number in the # column. Also note that this is the price of the item. If you later sell the item you will typically only be able to sell it for a maximum of 1/2 its original value. There are some exceptions, such as for gems and coins.
Weight: This box will contain the weight of the item (in pounds). It takes the weight from the PHB and multiplies that by the number of items. If the text in the item box doesn’t match exactly any option on the drop-down, no calculations are made and you can enter or change the weight. Note: If the text in the item box isn’t on the drop-down list, it will ignore the number in the # column.

23 – Character’s Name and #____

Character’s Name and Character sheet version (see numbers 2 & 3).

24 – Armor & Shield

ARMOR: Select the armor you are wearing (or select “No Armor”). The text here will also appear on page 1 (number 14 ), and used to calculate your armor class. The text can be entered or changed on either page. If the text here doesn’t match exactly what is on the drop-down menu the AC calculation on Page 1 may be inaccurate.
Magic Bonus: This will appear on page 1 as a magic + for any armor, but just as OTHER if unarmored. Exception: This value will be ignored when unarmored if your class is Barbarian or Monk.
SHIELD: Select “Shield” or “No Shield”. The text here will also appear on page 1 (number 14), and used to calculate your armor class. The text can be entered or changed on either page. If the text here doesn’t match exactly what is on the drop-down menu the AC calculation on Page 1 may be inaccurate.
Magic Bonus: This be added as a magic + to your armor class with or without a shield. (it can be changed on either page.)

25 – Weapons

Select your Weapons from the drop down menu. They will appear in the same order here and on page 1 (number 19). The text can be entered or changed on either page. If the text here doesn’t match exactly what is on the drop-down menu the Attack Bonus and Damage for this weapon on Page 1 may be inaccurate.
Magic Bonus: This will appear on page 1 as a magic + for the weapon and can be selected on either page.

26 – Ammunition

Select your Ammunition from the drop down menu. Note that the Cost and Weight are calculated based on the cost and weight of one item and most ammunition is sold in bundles of multiple items. So if, for example, you purchase 20 arrows, be sure to enter 20 in the number column to get an accurate cost and weight calculation.

27 – Tools

Select any Tools from the drop down menu.

28 – Equipment

Select Equipment from the drop down menu. You may want to first enter your starting Equipment in the Adventuring Gear section. Both sections contain the same drop-down list of items.

29 – Adventuring Gear

This section is to automate the selection of bundles of items that are available as “Equipment Packs” in the PG, many of which are available options with your chosen background.
Selecting a Pack: When you select a pack (by checking the box by the name of the pack) all of the Number, Name, Cost, and Weight boxes in this section will be cleared and replaced with the items available in that pack. As long as one of the packs is selected you can’t make any changes to this list.
Selecting “No Pack”: When you select “No Pack” the “Adventuring Gear” section will function exactly the same as the “Equipment” section. It is important to note that this does not clear any of the current information in this section so you could, for example, select the Explorer’s Pack and then select No Pack, leaving all the items that came with the Explorer’s Pack. You could then remove, add or change items as you choose.
COINS: The coins section at the bottom of the “Adventuring Gear” section is unaffected by the selection of any Pack. This row is where you can track your money, in the form of CP (Coper Pieces), EP (Electrum Pieces), SP (Silver Pieces), GP (Gold Pieces), and PP (Platinum Pieces).
Tracked Cost & Tracked Weight: These show the Totals (in GP and pounds) of all the items you have checked for tracking. This is an easy way to see how much weight you are carrying. You could easily choose to not track items that you have in a bag of holding for example, or items you own but are not currently carrying.  Another tip; if you are on a shopping spree, you can select the items you are thinking of buying and only select them to track. That will give you a quick cost total.

30 – Trinket

There are two text fields here. The upper one is one line for a short mane and the larger one for a more lengthy description.

31 – Treasure

Like trinket (number 30) this also has two text fields, but more room for listing several items.

32 – Magic Items

There is space here to list 5 magic items. There is a field above the box for the item’s name and a larger text field in the box for a description. The check box beside the word “Attuned” can be checked if you are attuned to the magic item. (You can be attuned to no more than 3 magic items.)

PAGE 3

33 – Character’s Name and #____

Character’s Name and Character sheet version (see numbers 2 & 3 on page 1).

34 – Adventure Motivation

This is a good place to describe why your character has chosen to become an adventurer.

35 – Backstory

Many players like (and some DMs require you) to come up with a character backstory. Players create backstories for their D&D characters to add depth, motivation, and personality to their roles in the game. A well-crafted backstory can enhance roleplaying, provide plot hooks for the DM, and make the character more engaging for both the player and the party.

There is plenty of room here to also add any notes about your character that don’t easily fit elsewhere on the character sheet.

36 – Allies and Organizations

A place to list the names and something about the other Player Characters (PCs) in the game, along with who the character belongs to.
There may be organizations in the game world that you want to remember. Some may be friendly and some not.

PAGE 4

37 – Your Character’s Class

This displays your character’s Class at it appears on page 1 (see number 7 on page 1). To change it, go to page 1.

38 – Autofill/Manual Selection Box

Select ‘Autofill’ mode to automatically fill in portions of this page based on your choices, as described below. Choose ‘Manual’ mode to keep existing information unchanged and make your own edits. Note: This selection box will not appear on printed pages.

39 – Character’s Name and #____

Character’s Name and Character sheet version (see numbers 2 & 3 on page 1).

40 – Spellcasting Ability

Autofill mode: This will show the ability used by this class of spellcaster. You can’t change the text.
Manual mode: You can change the text,

41 – Subclass

Autofill mode: This will reflect the sub-class that is on page 1.
Manual mode: The text in this field is fully editable.

42 – Save DC

Autofill mode: The spellcaster’s save DC and attack bonus is calculated and displayed here.
Manual mode: You can change the number.

43 – Attack Bonus

Autofill mode: The spellcaster’s attack bonus is calculated and displayed here.
Manual mode: You can change the number.

44 – Prepared Spells

Autofill mode: If the spellcaster has a limited number of spells they can prepare, that number is displayed here. You cannot change the number.
Manual mode: You can change the number.

45 – Spell Slots and Castings

Autofill mode: The spellcaster’s number of spell slots is calculated for each spell level and displayed here. You cannot change the numbers.
Manual mode: You can change the numbers.
Castings: The check boxes are for you to use during your game to check off the spell slots as you use them.

46 – A space for notes

This area is where you can enter notes specific to your spellcasting features and abilities.

47 – Number of Cantrips

Autofill mode: The number of cantrips you can know is calculated based on your class level is calculated and displayed here. You cannot change this number.
Manual mode: You can change the number.

48 – Another space for notes

This space at the top of the list of spells of each level is for any notes you may want to keep regarding spells of this level.

49 – Spell List

You can enter the name of the spells you have access to for each spell level. You can enter anything you want here. You might want to include the page number where the spell can be found in the PHB. I like to include things like [R] for ritual and [C] for concentration.

50 – Prepared Spells

If your Class requires you to prepare a certain number of spells from your list of spells, you can indicate the prepared spells by filling in the circle (by clicking on it).

Multiclass

To use this character sheet for a multiclass character there are two options.

Option 1. One way is to simply switch to Manual mode and enter everything any way you want.
Option 2. To take full advantage of the features available on this character sheet I recommend the following:

  1. Create a level 1 character in Autofill mode. Enter all its weapons, armor, and equipment. Then, if you want more levels in this class before adding a second class, go ahead and add them now.
  2. When you are ready to add a second class switch to Manual mode (if you haven’t already).
  3. In the Class box (number 7) add the level for the current class and the name of the second class and its level. For example, if you have a third level Barbarian and add two levels of Sorcerer you might enter Barbarian,3 Sorcerer,2.
  4. Make changes as required to the other class related features on this section. You can delete anything that no longer applies or that you don’t need to reference.
  5. The Class Feature box (number 10) will change to allow several lines of text. You can use this area to enter information you want to keep track of, or that won’t easily fit in other places on the sheet.
  6. Enter the combined level of all of your classes in the “Level” box (number 12). This is important because many calculated values are based on this.
  7. On page 4, select “Manual” mode and make any needed changes.

Final Comments

The main thing to remember is that the character sheet is yours. Use it in any way that makes sense to you. You can write outside the boxes, use circles and arrows, scribble in the margins, or use it in any way that you choose. Also, you don’t have to completely fill out every box before you start playing. If you never decide on your character’s eye color, it won’t affect the game. [As a DM, I do strongly recommend that you give your character a name before your second gaming session. I have played too many times with one or more “no name” characters. This can be a distraction.]

Here are a couple of tips.
First, use pencil instead of ink. Many things can happen during an adventure that can cause things to change so keep an eraser handy.
Second, if you can cast spells, you might want to use one or more weapon boxes on page 1 for quick reference to your favorite offensive spells.

Having problems?
Occasionally users of my previous Character Sheet would report issues with getting everything to work. The problem has typically been with the PDF reader they are using. Problems with the PDF reader in their browser were common.  If you have access to a desktop computer running Windows, I recommend you first download a copy of the file to your hard drive. Then open the file using your preferred PDF reader. The most popular one is the free “Adobe Acrobat” PDF Reader. This Character Sheet has been tested on that and it all appears to work. If you are curious, I created this using PDF-XChange Editor.

Call to action.
I’m always looking to improve my resources for the D&D community!  I would love to hear your feedback on this new character sheet. Let me know what you think in the comments below. If you encounter any issues using the sheet, please report them so I can address them. And if you have any suggestions for improvement, I’m all ears! Your input helps me create the best possible tools for fellow Dungeon Masters and players.

D&D 5.5 – PHB (Weapon Mastery) a Critical Review

Weapon Mastery is a new combat feature in the 2024 Dungeons & Dragons rules that allows martial classes to specialize in specific weapons and unlock unique combat abilities.  Each weapon has a specific mastery property that can be activated when the character masters that weapon type. Weapon Masteries are available to martial classes: Barbarian, Fighter, Paladin, Ranger, and Rogue. Players can also gain Weapon Mastery by taking the Weapon Master feat, which allows any class to unlock a weapon’s mastery property.

I have been criticized in my review of the D&D 5.5 Classes for simply showing how they differed from the D&D 5E classes and not expressing my opinion on the differences. I will be doing that later, when I have finished comparing all the classes.  In this post I am doing something different. I’m calling this a “critical” review in which I will be expressing my opinions and also showing how I arrived at those opinions.

Some Background

As a DM, you learn to quickly evaluate the things that players want their characters to do. The way I do this is to visualize exactly what that would look like. Sometimes a player character’s desired action is imposable or would not result in his intended outcome. Sometimes this is a rule that the player misinterprets but more often they simply overlooked something in the current situation or in the environment.

I encourage my players to always try to imagine their character’s environment and have them do what makes sense in their current situation. Let me worry about the rules after they decide what to do. If there is a specific rule to cover their action I will use that, otherwise they just do it, or I come up with a rule to cover the unique situation.

I use this same technique when evaluating game mechanics.
I try to visualize what a character is doing and ask myself these questions:
“What would it look like? How are they doing that?”
“Is that something that makes sense?”
“Would I enjoy seeing the PCs doing it on a regular basis in a game I am running?”
“Would the players object to the monsters doing that?”

Applying this to the Weapon Mastery properties.

CLEAVE: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

  • What weapons have this feature?
    1. The Greataxe and the Halberd.
    2. These are both Heavy, Two-Handed, bladed weapons and the Halberd has Reach.
  • What would it look like?
    1. “Two monsters are directly in front of you, standing side by side. You make a tremendous swing with your Greataxe. It slices through the first one and continues on to cut into the other one as well.”
    2. “There are two monsters in front of you, one directly in front of you, only 5 feet away and another just behind the first one. You take a great swing with your Halberd and slash through the near one causing it a great amount of damage. Your Halberd provides you with the reach you need to attack the other monster, the one behind making this a more difficult target (half cover). You swing again at the second monster and hit it doing slightly less damage.”
  • Does it make sense?
    1. It does for the Greataxe.
    2. It only makes sense for the Halberd (which has the “reach” property) if the arc that the head of the weapon makes passes through both creatures. As written, you could make the second attack on a creature standing behind the one standing in front of you that you hit first. That does not make as much sense.
  • Would I enjoy seeing the PCs doing it on a regular basis?
    1. It is very cinematic, I think it would make combat more fun.
  • Would the players object to the monsters doing that?
    1. I don’t think they would object to it, but wouldn’t want a monster to hit a second PC that was standing behind the one in front of the monster.

Conclusion: This could be fixed with a house rule to not allow a Halberd to attack a creature behind one in front of you. To speed up combat, I wouldn’t require a second attack roll. I’d use the one roll to determine if the other attack did damage. After all, this is really only one attack that is potentially hitting two creatures. A rule I have used in the past is that if there are two creatures directly in front of you, if you are swinging a heavy slashing weapon and you drop the first creature to 0 HP, if your to-hit roll is high enough to hit the adjacent creatures AC, you can give any remaining damage to that creature.

GRAZE: If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

  • What weapons have this feature?
    1. The Glaive and the Greatsword.
    2. These are both Heavy, Two-Handed weapons and the Glaive has Reach.
  • What would it look like?
    1. This is hard to visualize. It reads that you do a little damage even if you miss. I suppose, unlike any other time when an attack misses, it doesn’t “really” miss. Instead it just did a little damage as it passed. So here goes:
    2. “You swing your Greatsword at the monster. It dodges just in time to avoid the full force of your blow, only taking small cut as the blade touches its exposed arm.”
    3. “The evil mage has just cast a spell and is concentrating on maintaining it. He is 50 feet away, too fat for you to reach it to attack with your Greatsword so, out of desperation you throw it at him! You aren’t very good at throwing it, but it grazes him and he appears to be having trouble concentrating on his spell. “
  • Does it make sense?
    1. I can see how it might make sense, in a way, but there are several situations where it might not.
    2. Where it says that it happens when an “attack roll with this weapon misses,” what if:
      1. The monster is invisible and you attack where you “think” it is, but it really isn’t there at all. RAW (Rules as Written) would have you make the attack roll and the DM would simply tell you that you missed. So you wouldn’t really know if it was there or not. But it wouldn’t make sense for it to “really” be grazed by the weapon. By the RAW you did attack with the weapon and it did miss, so it should do some damage.
      2. What about a situation where a player’s character makes an attack with a weapon that they weren’t holding? For instance, could a character use the Telekinesis spell to attack with their weapon? It wouldn’t really matter if they could hit anything with it, it will do some damage even if they miss.
  • What happens if your weapon is poisoned? The description of basic poison says “A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage.” A miss in this case would do slashing damage so the creature would also take poison damage. Does it make sense that you can always poison a creature when you attack, even if you miss? I don’t think so, but that’s RAW.
  1. What if you roll a natural 1? The attack always misses on a nat 1, so does it make sense that it still does glaze damage? I don’t think so, but by RAW it does.
  2. What if a ranged weapon had the GRAZE feature and you attack underwater beyond its normal range? According to the Underwater Combat rules “A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon’s normal range.” It doesn’t mention long range. So as long as it is beyond normal range, no matter how far away it is, be sure to roll to hit, but it will miss and a missed attack does glaze damage. That’s RAW. (They obviously didn’t have the Glaze Weapon Mastery property in mind when they wrote the Underwater Combat rules.)
  3. What if you throw your Greatsword at a monster? The target is less than 60 feet away (but if you are underwater it wouldn’t matter if you were further away). This would use the rules for Improvised Weapons. On a hit it will do 1d4 slashing damage, but if you miss it will do damage equal to your ability modifier which is probably more than what you would get if you rolled 1d4. Again, this is RAW.
  • What if the target has the Shield spell? Let’s say you attack with your Glaive. Your roll hits, but the creature has a Shield spell that goes into effect when you hit. When the creatures AC is increased by +5 it causes your attack to miss. So the attack misses but you grazed the creature which did some slashing damage. This seems to me to be missing the point of having a Shield spell. It seems reasonable to me that if the Shield spell causes you to miss, you would completely miss and not get any damage. But that’s not RAW.
  • Would I enjoy seeing the PCs doing it on a regular basis?
    1. No I wouldn’t. This is the only case I can find where, without magic, you are guaranteed to do some damage whenever you attack, whether you hit the target or not.
  • Would the players object to the monsters doing that?
    1. If I was a player, I would object to monsters rolling to attack and, if the attack roll missed, the DM said that I took damage anyway. Even if it wasn’t very much. It wouldn’t feel “fare”.

Conclusion: I guess the thing that bothers me most about this one is that this weapon will do some damage every time you swing it. You will have to have a couple of house rules in place to cover the side cases.

NICK: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Bad Name: This is the worst possible name for a Weapon Mastery property. It doesn’t “nick” anything. It allows you to change which feature of the game you are using to make an extra attack.

Encourages weapon juggling: To understand the Nick property you need to know the Light Weapon property: “When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add our ability modifier to the extra attack’s damage unless that modifier is negative.”

The Nick Weapon Mastery property simply allows you to use your Bonus Action for something else and add your extra light weapon attack to your attack action. It would have helped avoid confusion if they had changed the name of the attack action so you wouldn’t have to remember the difference between an attack action and an attack (they are two different things).

It should be noted that in the 2014 version if the PHB, it specifically says that the second weapon must be “a different light melee weapon that you’re holding in the other hand.”  Leaving out the rule that the second weapon must be in your other hand leaves open the possibility that you can sheath the first weapon and then draw the second weapon before making your extra attack.

You also need to know the new rules regarding Equipping and Unequipping Weapons:  “You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.”

As an aside: I find it telling that they are calling it “equipping” and “unequipping” instead of the more natural “drawing” and “sheathing”. This is another example of moving the players further away from immersing themselves into the story and into playing a computer simulation. If you are a fighter about to go into battle, you draw your weapon. If you are sitting in front of tour computer you equip your character with his weapon before moving him into battle. To me D&D has always been about using your imagination to imagine what it would be like if you actually were that fighter.

In the previous version “you could draw your weapon as part of the same action you use to attack.” And you could “draw or sheathe a sword” without taking an action. And “When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.” (The Use an Object action has been replace by the Utilize action which simply reads “Use a nonmagical object”.)

Confused yet? Don’t worry, you are not alone. And it gets worse.

You also need to know about the TWO-WEAPON FIGHTING Feat: Fighting Style Feat (Prerequisite: Fighting Style Feature) “When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.”
I should point out that this feat is NOT required to fight with two weapons. It just adds a little more damage to your second weapon.

  • What weapons have this feature?
    1. The Dagger, the Light Hammer, the Sickle, and the Scimitar.
    2. These are all Light weapons.
  • What would it look like?
    1. “You run up to the monster, a sickle in one hand and scimitar in the other. You swing your scimitar at the monster following that with a sickle attack.” Note that this wouldn’t have to be a different type of weapon.
    2. “You run up to the monster, shield in one hand and weapon in the other. You swing your scimitar at the monster, sheath it, draw your sickle and attack the monster again.” Note that this wouldn’t have to be a different type of weapon as long as it was physically different, but unlike the previous example your AC has a +2 bonus by holding a shield in your other hand.
  • Does it make sense?
    1. I suppose it does make sense that if you are a master in the use of this light weapon you would be able to attack with it very quickly, but why wouldn’t it just allow you to attack with it twice on one attack action rather than requiring you to attack with it on the same attack action but only after you have already attacked with a different light weapon?
    2. Sheathing one weapon you have just attacked with and drawing a different weapon and attack with it would only rarely make sense. Perhaps if the first weapon hit and the monster was obviously immune to damage from it, you might logically switch to a weapon that was different in some meaningful way in the hope that the monster might not be immune to the damage from that second weapon. Changing weapons simply because the game rules require it will never make sense to me.
  • Would I enjoy seeing the PCs doing it on a regular basis?
    1. Not if it involved weapon juggling. I doubt that I would even permit it.
  • Would the players object to the monsters doing that?
    1. I think they would laugh at a monster that sheathed the first weapon and drew a second one that was identical to the first one. They might suspect that the other one has some hidden magical power the first one lacked. If the monster was doing this every round, my players might start readying and action to make some kind of attack when it was switching weapons.

Conclusion: To be fair, my problem with this isn’t based on any objection to the Nick Weapon Mastery property itself, but to the Light Weapon property. All (or at least most) my objections would be resolved if it required the second weapon to be in your other hand. I will be implementing that as a house rule.
However, this appears to have been changed on purpose. Probably in an attempt to increase the power of martial classes to align them more closely to the magic using classes.

PUSH: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

The weapons that have this Mastery property are all Heavy weapons. The heavy weapon property has changed. Note that in 5E small creatures couldn’t use heavy weapons.

5.5 Heavy Weapons: “You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.”

5E Heavy Weapons: “Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.”

  • What weapons have this feature?
    1. The Greatclub, the Pike, the Warhammer, and the Heavy Crossbow.
  • What would it look like?
    1. “You load your Heavy Crossbow, Take careful aim and release the bolt that flies into the monster, striking him in the chest. It not only penetrates his armor it also causes him to stumble 10 feet further away from you.”
    2. “You hit the monster in front of you with your greatclub. It recalls from the damage and staggers back 10 feet. (And, if you can make another attack.) You rush up to it and hit again. It is pushed back another 10 feet. ”
  • Does it make sense?
    1. If you are a master in the use of this heavy weapon you might be able to push a creature away when you hit it. But maybe not every time. It would make more sense to me if the creature got to make an opposed DEX or STR check, and you were limited to only attempting this once a turn.
    2. I don’t think it makes sense for a small or weak PC to be able to push a large sized creature.
    3. It also doesn’t make sense for a range weapon to push back a creature.
  • Would I enjoy seeing the PCs doing it on a regular basis?
    1. Not as written. I can envision a group of PCs just pushing the monsters all over the place every round. This would be funny the first time, but would get old very fast.
  • Would the players object to the monsters doing that?
    1. What if the DM gave this to a hoard of goblins? Even if the PCs were at higher levels, what fun it would be for two goblins to be pushing a PC back and forth between them. I don’t think the players would enjoy this very much.

Conclusion: There is already a shove option of the Unarmed Strike action: “… a melee attack that involves you using your body to … shove a target within 5 feet of you. … The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.”

I don’t see the need for the Push Weapon Mastery property unless it were modified to read “If you hit a creature with this weapon, in addition to any damage, you can attempt to shove the creature. Refer to the shove option of the Unarmed Strike rule.” And I would remove the property from the Heavy Crossbow.

SAP:  If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

  • What weapons have this feature?
    1. The Mace, the Spear, the Flail, the Longsword, the Morningstar, and the War Pick.
  • What would it look like?
    1. “The bash the monster took when you hit it with your weapon shook it up so badly, it should have difficulty in making an effective attack.”
  • Does it make sense?
    1. The way I read it, it will only effect the creatures next attack, even if it was “sapped” multiple times this round.
  • Would I enjoy seeing the PCs doing it on a regular basis?
    1. I would like it better if it didn’t do this automatically, every time you hit with the weapon.
  • Would the players object to the monsters doing that?
    1. I think so. They would much rather the monster did more damage than for it to make their PC attack with disadvantage.

Conclusion: I think I would like this better with a house rule to allow the target to make a save of some sort to overcome the sap.

SLOW: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

This could be especially bad when used with slasher feat. Which reads, in part:

SLASHER: General Feat (Prerequisite: Level 4+) “… Hamstring. Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn…”

  • What weapons have this feature?
    1. The Club, the Javelin, the Light Crossbow, the Sling, the Whip, the Longbow, and the Musket.
    2. This looks like a list of weapons that have nothing in common. It may just be the ones that didn’t work with any other weapon mastery.
  • What would it look like?
    1. “You hurt the monster pretty bad. It looks like that will slow him down.”
  • Does it make sense?
    1. Reducing a creature’s speed by 10 feet for no reason other than you did damage to it is stretching my imagination.
    2. When used along with the Slasher feat it will reduce the creature’s speed by a total of 20 feet.
    3. The Slasher feat makes sense (when the creature has feet) but the Slow Weapon Mastery property, not so much.
  • Would I enjoy seeing the PCs doing it on a regular basis?
    1. If monsters were slowed 10 (or 20) feet every round, combat would soon quit being fun.
  • Would the players object to the monsters doing that to their PCs?
    1. I can hear the whining now.

Conclusion: It would be hard for me to allow this in my games without nurfing it somehow. Perhaps allowing the PCs to attack with damage, or attack to slow, but not both. Also, I wouldn’t allow it to stack with the Slasher feat.

TOPPLE: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

There are several other ways to cause the prone condition:

The Rogue has Cunning Strike (a level 5 feature). One of its features is Trip (Cost 1d6). “When you deal Sneak Attack damage … If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.”

The Warrior of the Open Hand Monk has the Open Hand Technique (a level 3 feature). One of its features is Topple. “Whenever you hit … with … Flurry of Blows … the target must succeed on a Dexterity saving throw or have the Prone condition.”

The Ranger can summon a Primal Companion (a level 3 feature). The Beast of the Land: If it moves 20 feet to hit ” … the target has the Prone condition if it is a Large or smaller creature.”

A Goliath with the Hill Giant Ancestry has the Tumble trait: “When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.”

The SHIELD MASTER feat. General Feat (Prerequisite: Level 4+, Shield Training). Among other benefits you get Shield Bash: “… you can immediately bash the target with your Shield … forcing the target to make a Strength saving throw … On a failed save, you … cause it to have the Prone condition …”

  • What weapons have this feature?
    1. The Quarterstaff, the Battleaxe, the Maul, and the Trident.
  • What would it look like?
    1. “You use your Quarterstaff to knock your opponent’s feet out from under him. He lands on his back with a thud.”
    2. “You walk up to the ancient dragon. You hit it with your Battleax in just the right spot and it falls to the ground.”
  • Does it make sense?
    1. Allowing the creature a saving throw helps. But won’t that also slow down combat with creatures making CON saves all the time?
    2. Why does it not have any size limitations? Yes, larger creatures may be more likely to make their save, but should a PC be able to knock a Gargantuan prone just because he pokes it with his trident? That doesn’t make sense.
    3. What if it is a creature, such as an Ooze, that is immune to the prone condition? I must assume that it would not be effected, but that’s not clear.
  • Would I enjoy seeing the PCs doing it on a regular basis?
    1. Occasionally maybe, but not every round of every combat.
  • Would the players object to the monsters doing that?
    1. If they face a monster that requires them to make a DEX save or fall prone every time it hits them. They would tolerate it if one monster did that, but not if one monster did it in every round of every combat.

Conclusion: I think it is a little over-powered and will slow combat. Especially when used along with some of the other Weapon Mastery properties.

VEX: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Bad Name: This is also a badly named feature. I don’t know what I would have called it instead, but “vex” doesn’t say “you get advantage on your next attack” to me.

  • What weapons have this feature?
    1. The Handaxe, the Dart, the Shortbow, the Rapier, the Shortsword, the Blowgun, the Hand Crossbow, and the Pistol.
    2. 3 of these are melee weapons, 6 are range weapons.
  • What would it look like?
    1. “Your attack hits the monster. You now realize where it is most vulnerable so you try to hit it in the same way next time.”
  • Does it make sense?
    1. I suppose it makes a little sense that you could learn about a creatures weak spots against a particular weapon. However, I see nothing about these weapons that would make them especially useful in this regard. In other words, why do these weapons have this specific Weapon Mastery property? It doesn’t make sense to me that they would as opposed to any other type of weapon.
    2. It feels like WoTC needed some other things that some other types of weapons could do, so they picked this.
  • Would I enjoy seeing the PCs doing it on a regular basis?
    1. They aren’t doing anything other than hitting with a weapon, then – like magic – they get advantage on their next attack. It doesn’t interfere with the game, it’s just one more thing the player has to keep track of.
  • Would the players object to the monsters doing that?
    1. Considering that most monsters get multiple attacks, if they got advantage on the next one after every hit, the PCs would be hit much more often. So no, I don’t think they would like the monsters to have this feature.

Conclusion: I don’t care for this one very much. I don’t really have any objection to the rule other than it just doesn’t “feel” right. You get advantage on the next attack you make on this monster, but only because you hit it with this particular weapon. But the next attack you make can be with a completely different weapon, or even with a spell that requires an attack roll. It might be that this is because the damage you did causes it to be easier to hit, but nobody else gets advantage to hit it. I can’t seem to visualize any reason that this makes logical sense.

Final thoughts:

I like the idea of giving different weapons additional features that can be used in combat. It makes the selection of a weapon more than the damage it does. It is also good that WoTC is attempting to make the martial classes more on par with the other classes by giving them things that they can use to control the battlefield and do more damage. But I don’t think that I like the weapon mastery system in D&D 5.5.

What do you think?

D&D 5.5 PHB Review (Classes, Monk)

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 Monk Class

 

The descriptions below have been abbreviated. They are intended to serve as a guide to the changes. Please don’t consider these to be the rules, refer to the text in the book.

CORE MONK TRAITS

Hit Point Die: d8 per Monk Level
Saving Throw Proficiencies: Strength and Dexterity
Skill Proficiencies: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies: Monk weapons (which are Simple weapons and Martial weapons that have the Light property).
Tool Proficiencies: Choose one type of Artisan’s Tools or Musical Instrument.
Armor Training: None
Choose A or B:
(A): Spear, 5 Daggers, Artisan’s Tools or Musical Instrument, Explorer’s Pack, and 11 GP
(B): 50 GP

CLASS FEATURES

Level 1, Martial Arts : (This has changed a bit.) You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

  • You can roll a 1d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain Monk levels. (New terminology – They are calling this a Martial Arts Die.)
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus action, assuming you haven’t already taken a Bonus action this turn.

Level 1, Unarmored Defense : No change
Level 2, Dedicated Weapon : (This is new.) You can use your Monk’s Focus in place of the Ammunition property for one weapon that you are proficient with and are wielding. You must choose the weapon when you gain this feature. You can change this choice on a long rest.
Level 2, Monk’s Focus : (Ki Points are now called Focus Points) This is the same as the 5E rules, but it has added the option to use 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action with Patient Defense, and to use 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action with Step of the Wind.
Level 2, Unarmored Movement : No change
Level 2, Uncanny Metabolism : (This is new.) Once per long rest, when you roll Initiative you regain all Focus Points and regain hit points = Monk level + a roll of your Martial Arts die.
Level 3, Subclass : Described later. (Called Monastic Tradition in 5E)
Level 3, Deflect Attacks : (Replaces 5E’s Deflect Missiles) As a reaction, when hit and receive Bludgeoning, Piercing, or Slashing damage, the damage is reduced by 1d10+DEX mod. + Monk level. If that reduces the damage to 0, select another creature to receive damage of that type, spend 1 Focus Point, the creature must make a DEX save or take damage = your DEX mod + 2 rolls of your Martial Arts die. The creature you select must be within 5 feet if you were hit with a melee attack, or 60 feet if it was a ranged attack.
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 Monk levels 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 4, Slow Fall : No change
Level 5, Extra Attack : No change
Level 5, Stunning Strike : (This has changed a bit.) Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, if you spend a Focus Point, that creature must make a CON save or be stunned until the start of your next turn. If it fails the save it’s Speed is halved instead, and the next attack against it until then has Advantage.
Level 6, Ki-Empowered Strikes : (Replaces Ki-Empowered Strikes and is different.) You can cause your Unarmed Strikes to deal Force damage.
Level 7, Evasion : No change
Level 7, Stillness of Mind : No change
Level 9, Acrobatic Movement : (This is new.) When not wearing armor or shield, you can walk on vertical surfaces and liquids.
Level 10, Heightened Focus : (This is new.) Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.

  • Flurry of Blows. make three Unarmed Strikes instead of two.
  • Patient Defense. gain Temporary Hit Points = 2 rolls of Martial Arts die.
  • Step of the Wind. move a willing creature within 5 feet with you.

Level 10, Self-Restoration : (Replaces 5E’s Purity of Body.) Can remove Charmed, Frightened, or Poisoned condition from yourself at the end of your turn. Also, you don’t receive levels of Exhaustion when you have no food or drink.
Level 11, Perfect Focus : (This has changed.) If you are concentrating on a spell when you take damage, you can expend 1 Ki point to maintain your Concentration.
Level 13, Deflect Energy : (Replaces 5E’s Tongue of the Sun and Moon.) Your Deflect Attacks feature now works against all types of damage.
Level 14, Disciplined Survivor : No change (RE-named 5E’s Diamond Soul.)
Level 15, Perfect Focus : (Replaces 5E’s Timeless Body.) “When you roll Initiative and don’t use Uncanny Metabolism, you regain expended Focus Points until you have 4 if you have 5 or fewer.”
Level 18, Superior Defense : (Replaces 5E’s Empty Body.) Spend 5 Focus Points to get Resistance to all except Force damage for 1 minute.
Level 19, Epic Boon : 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, Body and Mind : (Replaces 5E’s Perfect Self.) Your DEX and WIS scores increase by 4, to a maximum of 25.

SUBCLASSES

The D&D 5E PHB has 3 subclasses, the PHB 5.5 has 4; the Warrior of Mercy, the Warrior of Shadow (Way of Shadow in 5E), the Warrior of the Elements (Way of the Four Elements in 5E), and the Warrior of the Open Hand (Way of the Open Hand in 5E).


Warrior of Mercy (This is a new subclass.)

Level 3, Hand of Harm : Spend 1 Focus Point to add Necrotic damage to an unarmed strike = 1 Martial Arts die roll + your WIS mod.
Level 3, Hand of Healing : Can replace 1 unarmed strike in a Flurry of Blows, or Spend 1 Focus Point, to heal HP = 1 Martial Arts die roll + WIS mod.
Level 3, Implements of Mercy : “You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.”
Level 6, Physician’s Touch : Hand of Harm and Hand of Healing improve.

  • Hand of Harm. Can also give it the Poisoned condition until the end of your next turn.
  • Hand of Healing. Can also end one Blinded, Deafened, Paralyzed, Poisoned, or Stunned condition.

Level 11, Flurry of Healing and Harm : Flurry of Blows can replace each of the Unarmed Strikes with a use of Hand of Healing without using Focus Points for the healing. Also, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without spending a Focus Point for Hand of Harm.
Level 17, Hand of Ultimate Mercy : Once per long rest, you can spend 5 Focus Points to return a creature to life, that died within the past 24 hours, with HP = 4d10 + your WIS mod. and any Blinded, Deafened, Paralyzed, Poisoned, or Stunned condition it died with are removed.


Warrior of Shadow (Way of Shadow in 5E)

Level 3, Shadow Arts : (Minor changes)
You can spend 1 Focus Point (2 ki points in 5E) to cast these spells:

  • Darkness – (Adds that you can see within the spell’s area and you can move it to within 60 feet of yourself turn.)
  • Darkvision – It has a range of 60 feet. (The Darkvision spell in 5.5 is 150 ft. It was 60 ft in 5E).
  • Minor Illusion (No change)

Level 6, Shadow Step : No change.
Level 11, Improved Shadow Step : (Cloak of Shadows in 5E, you could become invisible) When you use your Shadow Step, you can spend 1 Focus Point to not have to start and end in Dim Light and you can make an Unarmed Strike immediately after you teleport.
Level 17, Cloak of Shadows Opportunist’s Strike : (Replaces 5E’s Opportunist.) Spend 3 Focus Points when in Dim Light or Darkness to shroud yourself with shadows for 1 minute unless you end your turn in Bright Light. Also; you are Invisible, can move through occupied spaces as Difficult Terrain, and can use your Flurry of Blows without spending any Focus Points.

Warrior of the Elements (Way of the Four Elements in 5E)

The biggest difference is that in 5E you can cast Elemental Spells. That ability has been removed and all of the features have been changed as indicated here.

Level 3, Elemental Attunement : Spend 1 Focus Point to gain the following benefits for 10 minutes.

  • When you make an Unarmed Strike, your reach is increases by 10 feet.
  • Your Unarmed Strike can deal Acid, Cold, Fire, Lightning, or Thunder damage. And the target makes a STR save or you can move it up to 10 feet toward or away from you.

Level 3, Manipulate Elements : You know the Elementalism spell. (This is a new spell for 5.5)
Level 6, Elemental Burst : Spend 2 Focus Points to cause creatures in a 20-foot-radius Sphere within 120 feet of you to make a DEX save or take Acid, Cold, Fire, Lightning, or Thunder damage = 3 rolls of your Martial Arts die, half on a save.
Level 11, Stride of the Elements : “While your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.”
Level 17, Elemental Epitome : While your Elemental Attunement is active, you also get:

  • You get Damage Resistance to your choice of: Acid, Cold, Fire, Lightning, or Thunder damage.
  • Your Step of the Wind increases your speed by 20 feet. Once per turn, any creature of your choice takes Acid, Cold, Fire, Lightning, or Thunder damage = 1 roll of your Martial Arts die when you move within 5 feet of it.
  • Once per turn, your Unarmed Strike does extra damage = 1 roll of your Martial Arts die.

Warrior of the Open Hand (Way of the Open Hand in 5E)

Level 3, Open Hand Technique : (Minor change)
The target not being able to take Reactions in 5E was changed in 5.5 to can’t make Opportunity Attacks.
Level 6, Wholeness of Body : (Changed somewhat.)
As a Bonus Action, you heal yourself, HP = 1 roll of your Martial Arts die + your WIS mod. You can do this a number of times equal to your WIS mod. You regain all expended uses on a Long Rest.
Level 11, Fleet Step : (Replaces 5E’s Tranquility.) “When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.”
Level 17, Quivering Palm : (Changed a little) The only differences are these.

  • Cost 4 Focus points (in 5E it only cost 3 ki poijnts).
  • Target takes 10d12 Force damage on a failed save or half as much on a successful one. (in 5E it is reduced to 0 hit points on a failed save and takes10d10 necrotic damage on a successful one.)

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