There are a lot of things that I like about the new 2024 rules for Dungeons and Dragons (D&D 5.5) but there are several things that I don’t care for. Before I run a D&D 5.5 game, here are the house rules I will be using to address some of these issues. I am sure that I will be updating this list from time to time as I run across other problems. These are in addition to, and in some cases may replace, my existing 5E house rules that I posted here: D&D 5E – My House Rules.
House rules I will use when running a D&D 5.5 campaign
1) I will be using the new (2024) rules exclusively. Players may not use spells, races, classes, subclasses, etc. from any earlier publications. 2) I will be using the house rules I posted here: The Old DM’s House Rules on Hiding and; 3) You cannot attack an ally. This includes opportunity attacks. 4) You can swap weapons (sheath one weapon and draw another one) once, and only once, on your turn. 5) I will have to nerf many spells, Conjure Minor Elementals for example. (I may provide details in a future post.) 6) Most on-going spells end when their caster dies and you can end any spell you have cast (no action required) if you aren’t incapacitated. 7) No crafting of magic items. 8) Background. Create your own. Just make up any background you want. Then, based on that background;
Ability Scores. Increase three ability scores by 1, or one by 2 and one by 1, to a maximum score of 20.
Skill Proficiencies. Select any two skills to be proficient in.
Tool Proficiency. Select one tool to be proficient in.
Equipment. Select any equipment pack, or 50 GP.
9) House rules to prevent weapon mastery abuse.
You can’t use the weapon mastery feature of a weapon if you use it as an improvised weapon. An example would be throwing a melee weapon that doesn’t have the thrown property or making a melee attack with a ranged weapon.
Save: For mastery features that allow a save to avoid the effect, it will be either a DEX or STR saving throw and the DC is 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus. You should always have that number calculated and ready to give to the DM when needed.
Cleave: A single attack roll is used against both targets. The two targets must be within 5 feet of each other, within your weapons reach, and positioned so that they could be hit with a single swing of your weapon.
Graze: A poison weapon does no poison damage on a miss. A roll of a natural 1 does not graze.
Nick: Reword this to “When you make an attack action with this weapon you can make a second attack with it. You can make this extra attack only once per turn.”
Push: Must be horizontally (not up into the air). The target can save to resist being pushed. If the creature is hit more than once by weapons that have this property, the distance they are pushed doesn’t exceed 10 feet.
Sap: The target can save to resist the Sap.
Slow: If the creature is hit more than once by weapons that have this property, or they are (or have been) affected by the use of the Slasher Feat, their total Speed reduction never exceeds 10 feet.
Topple: If the creature is hit more than once by weapons that have this property, they automatically save.
Vex: Reword this to “If you hit a creature with this weapon and deal damage to the creature, you have Advantage with the same weapon on your next attack roll against that creature before the end of your next turn.”
Additional house rules I may implement, depending on the adventure
1) No flying characters. 2) Player characters may not have an evil alignment. 3) No Multiclassing. (Multiclassing is no longer listed as an optional rule as it was in 5E.) 4) No Firearms. 5) No bastions. 6) I LIKE opposed checks. 7) My “rule of cool”: If I think it is cool I MAY allow it ONCE.
Call to action.
I’m always looking to improve my resources for the D&D community! I would love to hear your feedback on these house rules. Let me know what you think in the comments below.
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 Reviewfor 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. AppendixB: 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 Hooveshas 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 Chargetrait 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 Hornaction. 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 Hooveswas removed. The legendary actions Canterand 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.
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.
The D&D 5.5 PHB: Review of “Chapter 1, Playing the Game” and of “Appendix C, Rules Glossary”
I finally got my copy of the new Players Handbook. I thought I would share my thoughts as I read through it and point out the differences in the 5.5 version and the 5E version. 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. I won’t be commenting on entries that were just re-worded for clarification (there are a lot of those).
I will make a post after I finish reviewing this book with any House Rules I will be using with this 5.5 version of the PHB.
Note: On page 11, it clarifies that “The rules provide DCs for certain checks, but the DM ultimately sets them.” You will need to keep that in mind where, in other places in the book, it gives a specific DC for a task, such as hide or pick a lock, for example.
Chapter 1, Playing the Game
EXAMPLES: This chapter contains several examples of game play. These are an excellent way to introduce new players to the game.
Here are the things that are new or have changed.
SAVING THROWS: It spells out that you can choose to fail a saving throw if you choose to. I have always played it this way but I am glad to see it codified in the rule book.
HEROIC INSPIRATION (formerly just called Inspiration): Renaming it is a good move. That differentiates it clearly from Bardic Inspiration. The only change I see is that it no longer says that you can give it to another player unless you receive it when you already have it and the other player doesn’t.
I fond 3 places where in the 5.5 rules where PCs can get Heroic Inspiration other than when the DM gives it to them.
Fighter, Champion, HEROIC WARRIOR: “During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.”
Human trait, RESOURCEFUL: “You gain Heroic Inspiration whenever you finish a Long Rest.”
Origin Feat, MUSICIAN: After each Short or Long Rest, you can give Heroic Inspiration to all your allies. It doesn’t make it clear, but I would assume this would also include yourself.
ACTIONS: One change that I noticed is that these actions are not called “combat actions” like they were in the 5E PHB. It leaves me with the feeling that if it’s not on this list you can’t do it, if you are in combat or not. It does call the table a list of the “game’s main actions” and that “you can improvise other actions” but doesn’t make it clear that your character can do, or attempt to do, anything he chooses to do. The actions from 5.5 are not changed.
INFLUENCE: (This is a new action.) You decide what you want to convince a monster to do. If the monster is neither willing nor unwilling but is hesitant, you make a CHA check (either Deception, Intimidation, Performance, or Animal Handling). The DC = the higher of 15 or the monsters INT score. “On a successful check, the monster does as urged”.
MAGIC: This was the “Cast a Spell” action in 5E. It now also includes “use a magic item, or use a magical feature”.
STUDY: (This is a new action.) You make an INT check to recall an important bit of information. What I like best here is the PC can use this to “remember” something about the monster they are facing. The skill they use depends on the monster type; Arcana (Aberrations, Constructs, Elementals, Fey, and Monstrosities), History (Giants and Humanoids), Nature (Beasts, Dragons, Oozes, and Plants), Religion (Celestials, Fiends, and Undead).
UTILIZE: This is a renaming of the old “Use an Object” action.
CARRYING OBJECTS: It says “You can usually carry your gear and treasure without worrying about the weight of those objects.” and that the DM may require you to abide by the carrying capacity rules if you try to carry something especially large or heavy. Although this is covered in the 5E PHB by saying the calculated weight “is high enough that most characters don’t usually have to worry about it,” the new PHB makes it very clear.
ENCUMBRANCE: (variant rule) has been removed from the rules. I very seldom used this anyway.
HAZARDS: This is a new category of environmental dangers. They are all defined in the rules glossary. They are:
Burning: How much fire damage you take each turn and how to put out the fire.
Dehydration: How much water you need each day, based on your size. You gain 1 level of exhaustion each day without it. Can’t be removed until you drink full amount for one day.
Falling: Same a falling damage in 5E. Adds STR (Athletics) check to reduce damage by half if falling into water.
Malnutrition: Same as Dehydration, but pounds of food required each day, except you get a CON save each of the first 4 days day to avoid getting an Exhaustion level.
Suffocation: How long you can hold your breath hasn’t changed. But, at the end of that time instead of dropping to 0 HP you gain 1 Exhaustion level each turn. You recover from all Exhaustion gained that way once you can breathe again.
TRAVEL PACE: Basically the same but presented in a clearer, easier to understand way, and it omits Forced March [which is OK with me.]
COMBAT:
Here are the things that are new or have changed.
SURPRISE: If you are surprised, you roll for initiative with Disadvantage. This is so much simpler and easier to understand than the old rules. It is a little less “realistic” but the old way sometimes gave the monsters two rounds of combat before a PC could act which always felt like a major penalty. MOVING AROUND OTHER CREATURES: Moving through the space of an ally is no longer Difficult Terrain. COVER: No change, but it includes a table that makes finding the information you are looking for much easier to find. OPPORTUNITY ATTACKS: Added “Bonus Action” to the list of actions you can use to move that do not provoke an opportunity attack. [This is a minor change. I always allowed this anyway, but it’s good that it is now in the official rules.]
It now says “… when a creature that you can see leaves your reach.” In 5E it said “… when a hostile creature that you can see moves out of your reach.” By leaving out the word “hostile” you can now make an opportunity attack against an ally. [I may be adding a new house rule that says that you cannot make an opportunity attack against an ally.]
UNDERWATER COMBAT: This has been greatly simplified. If you don’t have a swim speed you have disadvantage on melee attacks with weapons that don’t do piercing damage. [In the 5E PHB it had to be a shortsword, spear, or trident.] And, all range weapon attacks miss at long range and have disadvantage at normal range. [The 5E PHB excluded ranged piercing weapons from disadvantage.] KNOCKING OUT A CREATURE: In addition to the creature falling unconscious, the new PHB adds “It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check.” CONDITIONS: Because it added “can’t speak” to the Incapacitated condition, it removed “can’t speak” from the descriptions of the conditions that include having the Incapacitated condition. Any condition that had “can’t move”, was changed to “Your Speed is 0 and can’t increase.” Other than those 2 changes, these conditions are unchanged; Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Poisoned, Restrained, Stunned, and Unconscious.
These conditions have changed;
Exhaustion: (This wasn’t a condition in 5E.) For each level of exhaustion you receive an additional -2 on ability checks, attack rolls, and saving throws (now called D20 Tests), and your speed is reduced by an additional 5 ft. You die when your Exhaustion level is 6. Each long rest removes 1 level of exhaustion.
Incapacitated: You still can’t take any action, Bonus Action, or Reaction and it adds that your Concentration is broken, you can’t speak, and you have Disadvantage on initiative.
Invisible: It adds; you have advantage on initiative, and are not affected by any effect that requires you to be seen, “unless the effect’s creator can see you”. [This means when the creator has something like the See Invisibility]
Petrified: Same as before but it removed “is unaware of its surroundings.” and “a poison or disease already in its system is suspended, not neutralized.”
Prone: The only change is “A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.” is changed to “Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can’t right yourself.”
Appendix C, Rules Glossary
Here are the things that are new or have changed.
ATTACK [Action], 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.” I have seen several people on YouYube saying that this new rule allows unlimited swapping between different weapons. It does not. You can either equip or unequip a weapon as part of the attack. Therefore, with any one hand, you can only switch between 2 different weapons regardless of how many attacks you are allowed to make with the attack action. Also, in the new rules, dropping a weapon counts as unequipping. Bloodied: “A creature is Bloodied while it has half its Hit Points or fewer remaining.” Burning [Hazard]: Rules for how much damage you take if you are on fire and how you can put out the fire. (Hazard is a new category.) CARRYING CAPACITY: There is a nice table showing how the amount you can carry depends on your size and your strength. In the 5E PHB that fact is easily overlooked and not very clear. D20 TEST: This is a simple new definition that they have added. It refers to ability checks, attack rolls, and saving throws. HELP [Action]: Clarifies that you must have proficiency in the help skill or tool you are helping with. HEROIC INSPIRATION: This was just called inspiration in 5E. Also, it changes it to a re-roll of ANY DIE. HIDE [Action]: Requires a Dexterity (Stealth) check to hide. [Refer to the “How to Hide” section below.] ILLUSIONS: I like it that it spells out that illusions cast shadows and reflections. JUMPS: Distance calculations are simplified, making them are easier to remember. LONG REST: It now requires 16 hours between each 8 hour long rest.
How to Open a Lock (or Disarm a Trap)
Here is my interpretation of how a PC can pick a lock in D&D 5.5.
You can’t pick a lock unless you have thieves tools, although you are not required to have proficiency with them.
If you have thieves’ tools, to pick the lock you must succeed in a (DC 15) Dexterity check. [The DC can be changed by the DM.]
If you have proficiency with thieves’ tools you can add your Proficiency Bonus (PB) to the check.
The book says “If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.” But, none of the tool descriptions list any skills that are used with that check. So, because using thieves’ tools doesn’t use any skills (such as Sleight of Hand), and you can’t have proficiency in an ability (such as Dexterity), you can’t get Advantage on the check.
How to Hide
Here is my interpretation of how a PC can hide in D&D 5.5.
The Dungeon Master decides if the circumstances are appropriate for hiding.
You must be Heavily Obscured or behind Three-Quarters Cover or Total Cover, and out of the line of sight of all enemies.
You make a Hide check. This is a DC 15 Dexterity (Stealth) check. [The DM may assign a different DC.]
If you succeed you now have the invisible condition.
A creature you are hiding from can find you on a Wisdom (Perception) check. The DC is the same as what you rolled on your Hide check.
You give away your location (no longer have the hidden condition) when you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a verbal component.
As written, the rules could be interpreted to imply that even though you have the invisible condition you are not, in fact, invisible. You are only hidden. Your invisible condition only applies to your enemies, your allies may be able to see you. I would have liked to have seen this clarified a bit more. For one thing, it now implies that a See Invisibility spell would allow you to see any creature that was successfully hiding from you. I strongly feel that they should have added a Hidden condition, that you get when you are hiding, that would be similar to the Invisible condition.
The current rules for invisibility and hiding in D&D 5.5 can lead to some counterintuitive situations. Let’s consider this scenario:
You’re hiding behind a barrel in an Old West-style street confrontation.
You step out from behind a barrel you are hiding behind and fire at an opponent across the street. Do you still have advantage from being hidden?
What if you walk across the street and attack an enemy up close? Are you still considered hidden?
The rules don’t explicitly address these situations, which can lead to confusion. While common sense suggests you’d lose your hidden status when moving in plain sight, there’s no clear rule stating this. How would you handle this as a DM? Would you implement a house rule? If so, what would it be? Share your thoughts in the comments below.