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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.)

Please share your thoughts in the comments below.

D&D 5.5 PHB Review (Classes, Fighter)

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

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

The Fighter Class

CORE FIGHTER TRAITS

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

CLASS FEATURES

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

SUBCLASSES

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

BATTLE MASTER

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

CHAMPION

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

Eldritch Knight

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

PSI WARRIOR (This subclass is new.)

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

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

Please share your thoughts in the comments below.

D&D 5.5 PHB Review (Classes, Druid)

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 Druid Class

Note : In the D&D 5.5 PHB every class has 4 subclasses that they get at third level.
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 DRUID TRAITS

Hit Point Die: D8 per Druid level
Saving Throw Proficiencies: Intelligence and Wisdom
Skill Proficiencies: Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies: Simple weapons
Armor Training: Light armor and Shields ( No longer has the restriction that “Druids will not wear armor or use shields made of metal” that appeared in the 5E rules)
Starting Equipment: Choose A or B:
    (A): Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP
    (B): 50 GP

CLASS FEATURES

Level 1, Spellcasting:
    Cantrips: Whenever you gain a Druid level, you can replace one of your Cantrips with a different one.
    Spell Slots: No change.
    Prepared Spells: The number of spells you can have prepared is no longer dependent on your WIS score, but is listed on the Druid Features table.
Level 1, Druidic: (No change.)
Level 1, Primal Order: (This is new.) Choose Magician or Warden.
    Magician. one extra cantrip and a (WIS mod) bonus to INT (Arcana or Nature) checks.
    Warden. proficiency with Martial weapons and training with Medium armor.
Level 2, Wild Shape: (This has changed significantly.) You can use your action to magically assume the shape of a beast that you have seen before. Your druid level determines the beasts you can transform into.
    Number of Uses: You can use Wild Shape twice. You regain one use with a Short Rest, and all uses with a Long Rest. The number if uses increases at certain Druid levels, as shown in the Druid Features table.
    Known Forms: You know four, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. You can switch one known form after a Long Rest.
Rules While Shape-Shifted:
    Temporary Hit Points: You gain a number of Temporary Hit Points equal to your Druid level.
    Game Statistics: Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; INT, WIS, and CHA; class features; languages; feats; your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature.
Level 2, Wild Companion: (This is new.) You can summon a nature spirit that assumes an animal form to aid you. You can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
Level 3, Subclass: (Described later)
Level 4, Ability Score Improvement: “You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Druid 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 5, Wild Resurgence: (This is new.) If you have no uses of Wild Shape left at the beginning of your turn, you can use spell slot to give yourself one. -And- Once per Long Rest you can use Wild Shape to give yourself a level 1 spell slot.
Level 7, Elemental Fury: (This is new.) You gain one of the following.
    Potent Spellcasting. Add your WIS mod damage with any Druid cantrip.
    Primal Strike. Once per turn, when you hit with an attack using a weapon or a Beast form’s attack, you deal an extra 1D8 Cold, Fire, Lightning, or Thunder damage.
Level 15, Improved Elemental Fury: (This is new.) Elemental Fury adds
    Potent Spellcasting. Increase a cantrip’s range by 300 ft.
    Primal Strike. Primal Strike extra damage increases to 2D8.
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, Archdruid: You the following benefits.
    Evergreen Wild Shape. You regain use of it Wild Shape when you roll for Initiative if you have none.
    Nature Magician. You can convert uses of Wild Shape into spell slots.
    Longevity. You only age 1 year for every ten years that pass.

SUBCLASSES

The D&D 5E PHB only has 2 subclasses; the Circle of the Land and the Circle of the Moon. The 5.5 PHB has the following four.

The Circle of the Land

The “Land Stride” feature is no longer included.

Level 3, Circle of the Land Spells: This is basically the same except the land types have changed to: arid, polar, temperate, and tropical. The spell list have changed a little as well.
Level 3, Land’s Aid: (This is new.) use Wild Shape; Range 60 ft., AoE 10 ft. radius sphere, creatures you choose take 2D6 necrotic damage or CON save for half. One creature you choose regains 2d6 Hit Points. The damage and healing increase at higher Druid levels.
Level 6, Natural Recovery: (This is new.) Once per Long Rest, can cast a prepared level 1 spell without expending a spell slot. -And – Once per short Rest, can recover spell slots (lower than level 6) of a combined level <= half your Druid level.
Level 10, Nature’s Ward: (This has changed.) You are immune to Poison, and have Resistance to a damage type based on your current Circle of the Land Spells land type choice, as shown in a table.
Level 14, Land’s Sanctuary: (This is new.) use Wild Shape; Range 120 ft., AoE 15-foot Cub, duration 1 minute; you and your allies have Half Cover, and gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 6O feet.

The Circle of the Moon

The “Circle Forms, Primal Strike , Elemental Wild Shape, and Thousand Forms ” features are no longer included.

Level 3, Combat Wild Shape: (This has been revised.)
When you assume a Wild Shape you have following the benefits.
    Challenge Rating. max = Druid level divided by 3.
    Armor Class. = 13 + your WIS mod. if that is higher than the Beast’s AC.
    Temporary Hit Points. gained = three times your Druid level.
Level 3, Circle of the Moon Spells: (This is new.) Similar to Circle of the Land Spells, except there is a single spell list.
Level 6, Improved Circle Forms: (This is new.)
While in a Wild Shape:
    Lunar Radiance. Attacks deal its normal damage type or Radiant damage.
    Increased Toughness. Add your WIS mod. to your CON saves.
Level 10, Moonlight Step: (This is new.) As a Bonus Action, teleport up to 30 feet, and have adv. on next attack roll you make this turn. You can do this a number of times = WIS mod., and regain expended uses when you finish a Long Rest. You can also regain a use by spending a level 2+ spell slot.
Level 14, Lunar Form: (This is new.)
You gain the following benefits.
    Improved Lunar Radiance. Once per turn, add 2d1O Radiant damage to a hit with a Wild Shape form’s attack.
    Shared Moonlight. Whenever you use Moonlight Step, you can also teleport one willing creature within 10 feet of you.

The Circle of the Sea

(This is a new subclass.)

Level 3, Circle of the Sea Spells: A list of spells you will always have prepared.
Level 3, Wrath of the Sea: As a Bonus Action, Wild Shape to create a 5-foot Emanation for 10 minutes. Each round, choose one creature within it, CON save or it takes (WIS mod. of D6s) cold damage and pushed 15 feet away.
Level 6, Aquatic Affinity: Your “Wrath of the Sea” Emanation increases to 10 feet and you gain a Swim Speed.
Level 10, Stormborn:
Your “Wrath of the Sea” adds;
    Flight. You gain a Fly Speed.
    Resistance. You have Resistance to Cold, Lightning, and Thunder.
Level 14, Oceanic Gift:
Create “Wrath of the Sea” Emanation around one willing creature within 60 Feet, instead of yourself. It receives all it’s benefits and uses your spell save DC and Wisdom modifier. Or you can spend 2 uses of Wild Shape to create it around both of you.

The Circle of the Stars

(This is a new subclass.)

Level 3, Star Map: (This is new.)
You’ve created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You determine its form by rolling on the Star Map table or by choosing one.
Level 3, Starry Form:
As a Bonus Action, Wild Shape to take on a starry Form for 10 minutes.
You retain your stats, but you become luminous, your joints glimmer like stars. You shed Bright Light for 10-Foot and Dim Light for 10 Feet more.
Choose one of the following constellations to appear on your body.
    Archer. can make a ranged spell attack each round, range 60 Feet, radiant damage = 1d8+your WIS mod.
    Chalice. When you cast a healing spell on a creature within 30 feet, you can regain Hit Points equal to 1d8 + your WIS mod.
    Dragon. When you make an INT or WIS check or a CON save to maintain Concentration, you can treat a roll oF 9 or lower as a 10.
Level 6, Cosmic Omen:
Once per Long Rest, as a reaction, when a creature you can see within 30 feet is about to make a D20 Test, you roll 1d6 and:
    Weal (Even). add the number rolled to the total.
    Woe (Odd). subtract the number rolled from the total.
You can use this Reaction a number of times = your WIS mod.
Level 10, Twinkling Constellations:
The 1d8 of the “Archer” and the “Chalice” becomes 2d8, and while the “Dragon” is active, you have a Fly Speed of 20 Feet and can hover.
At the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
Level 14, Full of Stars:
While in your Starry Form, you have Resistance to Bludgeoning, Piercing, and Slashing damage.

Please share your thoughts in the comments below.

D&D 5.5 PHB Review (Classes, Cleric)

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 primarily commenting on things that are new or different from the 5E version.

The Cleric Class

Note : In the D&D 5.5 PHB every class has 4 subclasses that they get at third level.
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 CLERIC TRAITS

Hit Point Die : d8 per Cleric Level
Saving Throw Proficiencies : Wisdom and Charisma
Skill Proficiencies : Choose 2 from History, Insight, Medicine, Persuasion, or Religion
Weapon Proficiencies : Simple Weapons
Armor Training : Light and Medium Armor and Shields
Choose A or B:
    (A): Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 gp;
    (B): 110 gp

CLASS FEATURES

Level 1, Spellcasting .
   Cantrips. Whenever you gain a Cleric level, you can replace one of your Cantrips with a different one.
   Spell Slots. No change.
   Prepared Spells. The number of spells you can have prepared is no longer dependent on your WIS score, but is listed on the Cleric Features table.
Level 1, Divine Order. (This is new.) Choose Protector or  Thaumaturge.
   Protector; proficiency with Martial weapons and training with Heavy armor -or-
   Thaumaturge; one extra cantrip and a bonus to your Intelligence (Arcana or Religion) checks.
Level 2, Channel Divinity. (This has changed a bit.) You have 2 uses of Channel Divinity. You get one use back after a short rest and all uses back after long rest. In 5E you got only one that you got back after a short or long rest.
   Turn Undead. Instead of being frightened for 1 minute or until they take any damage, they now have the Frightened and Incapacitated conditions for 1 minute, and it ends if they take damage, or if you have the Incapacitated condition, or if you die.
   Divine Spark. This is new. You can either heal 1d8 + WIS mod or cause that much damage to a creature within 30 ft. (half if they save).
Level 3, Subclass. (Described later)
Level 4, Ability Score Improvement. “You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Cleric 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 5, Sear Undead. (This replaces the feature that was called “Destroy Undead” in 5E). Each Undead saves (DC = your WIS modifier number of d8s) or takes that amount of damage.
Level 7, Blessed Strikes. (This is new) You gain one of the following:
   Divine Strike. Do extra 1d8 Necrotic or Radiant damage when you hit.
   Potent Spellcasting. Add your WIS mod to any cantrip damage.
Level 10, Divine Intervention. This was completely changed.) Once per long rest you can cast any non-reaction Cleric spell of level 5 or lower, without using a spell slot or Material components.
Level 14, Improved Blessed Strikes. Divine Strike extra damage increases to 2d8. And, when you do damage with a cantrip you can give 2 times your WIS mod Temporary Hit Points to yourself or another within 60 ft.
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, Greater Divine Intervention. Once in 2d4 long rests, you can cast the Wish spell.

SUBCLASSES

The D&D 5.5 PHB has 4 subclasses; the domains of Life, Light, Trickery, and War. The PHB 5E had 7 domains. The domains of Knowledge, Nature, and Tempest have been omitted.

The Life Domain

Level 3, Disciple of Life. No change other than it starts at level 3.
Level 3, Life Domain Spells. The spells for this domain are:
   Cleric Level 3 – Aid, Bless, Cure Wounds, Lesser Restoration
   Cleric Level 5 – Mass Healing Word, Revivify
   Cleric Level 7 – Aura of Life, Death Ward
   Cleric Level 9 – Greater Restoration, Mass Cure Wounds
Level 3, Preserve Life. (Renamed Disciple or Life and changed it.) Heal HP = 5 x your Cleric level. Creatures within 30 feet of you that hare down by more than half (now called Bloodied) divide those points between them, restoring them up to half their Hit Point maximum.
Level 6, Blessed Healer. No change other than it uses the spell slot’s level rather than the spell’s level.
Level 17, Supreme Healing. No change.

The Light Domain

Level 1, Light Domain Spells. The spells for this domain are:
   Cleric Level 3 – Burning Hands, Faerie Fire, Scorching Ray, See Invisibility
   Cleric Level 5 – Daylight, Fireball
   Cleric Level 7 – Arcane Eye, Wall of Fire
   Cleric Level 9 – Flame Strike, Scrying
Level 3, Radiance of the Dawn. This is slightly re-worded but remains basically the same.
Level 3, Warding Flare. This is slightly re-worded but remains basically the same.
Level 6, Improved Warding Flare. Once per Short or Long Restm on using Warding Flare you can give the target Temporary Hit Points = 2d6 plus your WIS mod.
Level 17, Corona of Light. This is slightly re-worded but remains basically the same.

The Trickery Domain

Level 3, Blessing of the Trickster. No change other than you can choose anyone within 30 ft. and it last ’till you finish a Long Rest.
Level 3, Invoke Duplicity. This is slightly re-worded improved somewhat.
Level 3, Trickery Domain Spells. The spells for this domain are:
      Cleric Level 3 – Charm Person, Disguise Self, lnvisibility, Pass without Trace
      Cleric Level 5 – Hypnotic Pattern, Nondetection
      Cleric Level 7 – Confusion, Dimension Door
      Cleric Level 9 – Dominate Person, Modify Memory
Level 6, Trickster’s Transposition. (This is new.) “Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.”
Level 17, Improved Duplicity. (This is completely different.) It adds,
   Shared Distraction. Attack rolls you and your allies make within 5 feet of the illusion are made with Advantage.
   Healing Illusion. When illusion ends, you regains a Hit Points = your Cleric level.

The War Domain

Level 3, Guided Strike. No change other than it moves to level 3.
Level 3, War Domain Spells. The spells for this domain are:
   Cleric Level 3 – Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon
   Cleric Level 5 – Crusader’s Mantle, Spirit Guardians
   Cleric Level 7 – Fire Shield, Freedom of Movement
   Cleric Level 9 – Hold Monster, Steel Wind Strike
Level 3, War Priest. The only change is that it renews on a short or long rest.
Level 6, War God’s Blessing. (This one completely changed.) You can cast Shield of Faith or Spiritual Weapon, it doesn’t require Concentration and lasts for l minute.
Level 17, Avatar of Battle. You gain Resistance to Bludgeoning, Piercing, and Slashing damage. (It leaves off “from nonmagical weapons.” This appears to be typical for everywhere it appears in the new 5.5 books.)

Please share your thoughts in the comments below.

D&D 5.5 PHB Review (Misleading Terms)

D&D 5.5 PHB Review (Misleading Terms)

It is best practice to use D&D terms in their conventional sense whenever possible.

The 2024 edition of the Dungeons & Dragons Player’s Handbook introduces several new terms and concepts. However, many of these terms can be misleading if taken at face value. This post is not intended to explain their actual in-game meanings, I’m simply pointing out where the conventional meaning of the term differs from the terms meaning in the game.

Below is a list of terms from the 2024 Player’s Handbook that may not accurately represent their conventional meanings. Understanding these distinctions is crucial for both new and experienced players to navigate the updated ruleset effectively.

When compiling this list, I quickly realized that many of the terms were also incorrectly used in the 2014 PHB. I listed them as well.

This is not an exhaustive list.

RULES GLOSSARY
Bloodied: The term does not mean that a creature is actually bleeding
Object: does not refer to any nonliving thing but only to a discrete, inanimate item. Buildings and vehicles are not Objects because they comprise many objects.

CONDITIONS

Blinded: does not necessarily mean a creature cannot see. The Blinded condition can result from a variety of effects, such as being in an area of magical darkness.
Incapacitated: The creature cannot take any action, bonus action or reaction but can still walk.
Restrained: The creature has a speed of 0 but can still attack.

Invisible: Hiding gives you the invisible condition but ceratures can see you if they succeed in a Wisdom (Perception) check.

WEAPON MASTERY PROPERTIES
Nick: This doesn’t “nick” your target. The Nick mastery property allows you to make an additional attack with a light weapon as part of your Attack action, rather than using your bonus action.

FEATS
Actor: doesn’t make you a better actor in a general sense; it specifically provides benefits for impersonation and mimicry.
Alert: doesn’t make you more alert; it grants proficiency in initiative and the ability to swap initiative with an ally.
Athlete: grants a climb speed, makes it easier to stand up from prone, and allows running jumps after moving only 5 feet.
Defensive Duelist: grants the ability to use your reaction to increase your AC against a melee attack.

CLASS FETURES
Divine Intervention: you select a Cleric spell of level 5 or lower to cast.
Magic Initiate: allows you to learn a few spells from another class.
Monk Weapon: This doesn’t mean a weapon that is specifically designed for monks; it refers to a category of weapons that monks are proficient with.
Sneak Attack: This doesn’t involve sneaking up on someone and attacking; it allows rogues to deal extra damage when they have advantage on an attack roll or an ally is within 5 feet of the target.
Wild Shape: This doesn’t let druids take on any shape; it allows them to transform into specific beasts.

SPELLS

Beacon of Hope: There is no beacon; it gives allies advantage on Wisdom saving throws and death saving throws, and maximizes healing rolls.
Conjure Animals: conjures fey spirits that resemble beasts, rather than actual animals.
Conjure Fey: conjures a spirit that takes the form of a beast rather than an actual fey.
Contagion: doesn’t cause a contagion, it gives the target the Poisoned condition.
Detect Evil and Good: doesn’t detect good or evil, it detects the presence of celestials, fiends, or undead.
Find Steed: summons a fey, celestial, or fiendish spirit that assumes the form of a steed.
Fireball: doesn’t actually conjure a ball of fire, it creates an explosion of fire.
Illusory Script: doesn’t create an illusory script, it makes writing appear as gibberish to anyone you don’t designate.
Inflict Wounds: does not create actual wounds but rather channels necrotic energy to damage a target.
Locate Animals or Plants/ Creature/ Object: These spells sense the direction to the object, rather than revealing its exact location.
Protection from Evil and Good: doesn’t protect from evil or good, it protects from certain types of creatures.
Protection from Energy: doesn’t provide protection from all types of energy, it protects from one type of energy damage chosen by the caster.
Purify Food and Drink: doesn’t purify food and drink, it removes diseases and poisons from them.
Resilient Sphere: traps a creature or object inside an immobile sphere of force.
Revivify: doesn’t just revive a creature; it brings a creature back to life if it died within the last minute.
Sanctuary: doesn’t create a sanctuary, it makes it difficult for creatures to attack the target.
Sleep: doesn’t put creatures into a natural sleep, it magically renders them unconscious.
Shapechange: transforms the caster into any creature.
Telekinesis: doesn’t allow the caster to move objects with their mind alone; it requires verbal and somatic components.
True Seeing: doesn’t grant perfect vision; it enables the creature to see through illusions and perceive invisible creatures and objects.
Water Breathing: doesn’t let a creature breathe water, it allows a creature to breathe air underwater.

Please let me know in the comments below if I got any of these wrong, or if there are any other examples that you think should be pointed out.

D&D 5.5 PHB Review (Classes, Bard)

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 3, Character Classes, Bard”

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 Bard Class

Note: This chapter contains the twelve character classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard. Each class is presented with 4 subclasses that they all get at third level.
I will be reviewing each class as it is presented in the D&D 5.5 PHB. The second one is the Bard.

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.

TRAITS

The Bard’s Primary ability, Hit Points, and Proficiencies haven’t changed. An interesting change in wording is that characters no longer have proficiency in armor, it is now called “Armor Training”, but it is functionally the same as Armor Proficiency in D&D 5E.
STARTING EQIPMENT: This has been simplified. It is now “Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP”

CLASS FEATURES

LEVEL 1, Bardic Inspiration: The only changes are;

  • The creature has an hour to use the inspiration die (it was only 10 minutes before).
  • It has removed the words “must decide before the DM says whether the roll succeeds or fails”, you can now use it when you fail a D20 Test. It looks like this will be true for everywhere that had this restriction before.

LEVEL 1, Spellcasting: Cantrips and Spell slots haven’t cjanged.

   Prepared Spells.

  • This is another example of changing a term used in the 5E PHB, to a different term. In this case, what in 5E was referred to as “known” spells is now called “prepared” spells.
  • What level you are when your number of “prepared” spells increases has changed slightly.

LEVEL 2, Expertise: You now get this feature at levels 2 and 9 (it was at levels 3 and 10).

LEVEL 2, Jack of All Trades: No change

LEVEL 3, Bard Sueclass: (Described later)

LEVEL 4, Ability Score Improvement: “You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Barbarian 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 a level 19 anymore, you will get an Epic Boon instead (see below).

LEVEL 5, Font or Inspiration: Added “In addition, you can expend a spell slot no action (required) to regain one expended use of Bardic Inspiration”.

LEVEL 7, Cuntercharm: This changed quite a bit. {An improvement in my opinion.]

  • This feature was moved from level 6 to level 7.
  • In 5E, as an action, you give friendly creatures within 30 feet advantage on saves vs. being frightened or charmed.
  • In 5.5, when a creature within 30 feet fails a save vs. being frightened or charmed, you can use a reaction for them to reroll, and the new roll has Advantage.

LEVEL 10, Magical Secrets:  

  • In 5E you got two new spells from any class each time you got this feature, at bard levels 10, 14, and 18.
  • In 5.5 at 10th level and every bard level after that you can choose your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists.
  • Whenever you replace a prepared spell, you can replace it with a spell from those class lists.

LEVEL 18, Superior Inspiration:

  • Changed from level 20 to level 18.
  • When you roll initiative; in 5E you regained 1 use of bardic inspiration if you had none, in 5.5 if you are down to 0 or 1 uses you now have 2.  

LEVEL l9, 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, Words of Creation: This one is new.

  • You always have the Power Word Heal and Power Word Kill spells prepared.
  • You can target a second creature within 10 feet of the first.

SUBCLASSES

The D&D 5E PHB only has 2 subclasses; the College of Lore and the College of Valor. The 5.5 PHB has the following four.

 

The College of Dance (a new subclass)

LEVEL 3, Dazzling Footwork: While not wearing armor or a shield;

  • Dance Virtuoso. Adv. on CHA (Performance) checks while dancing.
  • Unarmored Defense. Your base AC = 10 + DEX + CHA modifiers.
  • Agile Strikes. When you use your Bardic Inspiration you can also make an unarmed strike.
  • Bardic Damage. When you make an unarmed strike, you can use DEX instead of STR for the attack roll and can roll your Bardic Inspiration die + DEX modifier for the damage.

LEVEL 6, Inspiring Movement: Cost one Bardic Inspiration use.

  • Use a reaction to move half your speed.
  • One ally within 30 ft. can use a reaction to move half their speed.
  • Doesn’t provoke Opportunity Attack.

LEVEL 6, Tandem Footwork: Cost one Bardic Inspiration use, if not incapacitated.

  • When initiative is rolled.
  • You and allies within 30 ft. add the number you roll on your inspiration die to their initiative.

LEVEL 14, Leading Evasion:  If not incapacitated

  • Take no damage on a DEX save, and half damage on a fail.
  • Also applies to others within 5 ft.

 

College of Glamour (a new subclass)

LEVEL 3, Beguiling Magic:

  • Always have the Charm Person and Mirror Image spells prepared.
  • Once per long rest unless you expend one use of your Bardic Inspiration;
    • When you cast an Enchantment or Illusion spell, a creature within 60 ft. makes a WIS save or is Charmed or Frightened for 1 minute.
    • They can repeat the save at the end of each of its turns.

LEVEL 3, Mantle of Inspiration: Cost one Bardic Inspiration use.

  • As a bonus action, select a number of creatures equal to your CHA modifier, within 60 ft.
  • They each gain temp. Hit Points = your roll on the Bardic Inspiration die.
  • They can also use their reaction to move their speed without provoking Opportunity Attacks.

LEVEL 6, Mantle of Majesty:

  • You always have the Command spell prepared.
  • As a bonus action, once per Long Rest, or by using a 3+ spell slot.
    • Cast command without expending a spell slot.
    • Take on an unearthly appearance for 1 minute (requires concentration).
    • While you have unearthly appearance;
      • As a bonus action, you can cast command without expending a spell slot.
      • Creatures charmed by you fail its saves against the command you issue.

LEVEL 14, Unbreakable Majesty: Once per Short or Long Rest.

  • As a Bonus Action, you can assume a majestic presence for 1 minute.
  • This ends if you become incapacitated.
  • For the duration, when you are hit by a creature the first time on a turn, the attacker makes a CHA save or it misses.

 

College of Lore

LEVEL 3, Bonus Proficiencies: No change

LEVEL 3, Cutting Words: The same, but you can now wait until after you know the creature’s roll succeeded before you roll “reducing the damage or potentially turning the success into a failure”.

LEVEL 6, Magical Discoveries: (This one has changed.)

  • You learn two spells from the Cleric, Druid, or Wizard spell list. Must be a cantrip or a spell for which you have Bard spell slots.
  • You always have the chosen spells prepared.
  • Whenever you replace a prepared spell, you can replace it with a spell from those class lists.

LEVEL 14, Peerless Skill: Cost one Bardic Inspiration use.

  • When you fail an ability check or attack roll, add your roll of the Bardic Inspiration die.
  • If you still fail, the Bardic Inspiration isn’t expended.

 

College of Valor

LEVEL 3, Combat Inspiration: The same, but you can now wait until after you are hit to use your reaction to roll your inspiration die to up your AC.

LEVEL 3, Martial Training (Was called “Bonus Proficiencies” in 5E): Same as in 5E, with this addition;

  • You can use a Simple or Martial weapon as a Spellcasting Focus to cast Bard spells.

LEVEL 6, Extra Attack: Same as in 5E, but has added.

  • You can cast one of your cantrips that has a casting time of an action in place of one of your attacks.

LEVEL 14, Battle Magic: No change.

Please share your thoughts in the comments below.

D&D 5.5 PHB Review (Classes, Barbarian)

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 3, Character Classes, Barbarian”

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 Barbarian Class

Note: This chapter contains the twelve character classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard. Each class is presented with 4 subclasses that they all get at third level.
I will be reviewing each class as it is presented in the D&D 5.5 PHB. The first one is the Barbarian.

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.

TRAITS

The Barbarian’s Primary ability, Hit Points, and Proficiencies haven’t changed. An interesting change in wording is that characters no longer have proficiency in armor, it is now called “Armor Training”, but it is functionally the same as Armor Proficiency in D&D 5E.
STARTING EQIPMENT: This has been simplified. It is now “Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP”

CLASS FEATURES

LEVEL 1, RAGE: The only change in the number of rages you get shows up in level 20 where it is reduced from unlimited to 6, the same number you get at level 19. You can now only enter rage if you aren’t wearing armor. In addition to getting all your rages back after a long rest, you now regain one use of rage with a short rest. When raging, you also do your rage damage when you make an unarmed strike. If you cast a spell before going into rage, you lose concentration when you rage. Rather than when knocked unconscious, it ends if you have the lncapacitated condition. It doesn’t end if you haven’t attacked anyone or taken damage. You can extend the rage if you; make an attack roll against an enemy, force an enemy to make a saving throw, or take a Bonus Action to extend your Rage. And you can maintain a Rage for up to 10 minutes.

LEVEL 1, UNARMORED DEFENSE: No change.
LEVEL 1, WEAPON MASTERY: Each weapon type now has a mastery property, which is useable only if you have this property.  (Barbarians, Fighters, Paladins, Rangers, and Rogues have this feature. Certain feats also give you this feature.) You can use the mastery property of two melee weapons at first level. The number increases with your level up to 4 weapons al level 10. On a long rest, you can change one of the weapons that you have mastery of.
LEVEL 2, DANGER SENSE: Same as before other than it dropped the requirement that you not be blinded or deafened.
LEVEL 2, RECKLESS ATTACK: Same other than it changed “during this turn” to “until the start of your next turn.” This will allow you to use it if using a reaction to attack.
LEVEL 3, BARBARIAN SUECLASS: (Described later)
LEVEL 3, PRIMAL KNOWLEDGE: (This one is new.) You get proficiency on another skill and, while raging, you can use your STR modifier when making one of these checks: Acrobatics, Intimidation, Perception, Stealth, or Survival.
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 Barbarian 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 5, EXTRA ATTACK: No change.
LEVEL 6, FAST MOVEMENT: No change.
LEVEL 7, FERAL INSTINCT: No change other than it dropped the part about if you are surprised at the beginning of combat, because of the change in the rules regarding surprise at the beginning of combat. (Refer to my post “D&D 5.5 PHB Review (Playing the Game and the Rules Glossary).”
LEVEL 7, INSTINCTIVE POUNCE: (This one is new.) “As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.”
LEVEL 9, BRUTAL STRIKE (Replaces Brutal Critical): You make a Reckless Attack, you roll without Advantage and if it hits, you deal an extra 1d10 damage, and either; Forceful Blow. Push the target 15 feet away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks. Or Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of your next turn.
LEVEL 11, RELENTLESS RAGE: The only difference is that if you make your CON save, your Hit Points change to a number equal to twice your Barbarian level instead of dropping to 1.
LEVEL l3, IMPROVED BRUTAL STRIKE: (This one is new.) “The following effects are now among your Brutal Strike options; Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn. Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.”
LEVEL 15, PERSISTENT RAGE: (This one has completely changed.) Once per long rest, when you roll Initiative, you regain all uses of Rage. Also, it lasts for 10 minutes unless you have the Unconscious condition (not just the lncapacitated condition) or don Heavy armor.
LEVEL 17, IMPROVED BRUTAL STRIKE: The extra damage increases to 2d10. And, you can use two different Brutal Strike effects.
LEVEL 18, INDOMITAELE MIGHT: (No change.)
LEVEL l9, 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, PRIMAL CHAMPION: Same as before, but the maximum score has been raised fro, 24 to 25.

SUBCLASSES

The D&D 5E PHB only has 2 subclasses; the Path of the Beserker and the Path of the Totem Warrior. The PHB 5.5 dropped the Path of the Totem Warrior and has the following has four.

PATH OF THE BERSERKER

LEVEL 3, FRENZY: (This one has completely changed.) If you use Reckless Attack while in a Rage, you deal an extra damage equal to your Rage Damage bonus number of d6s.
LEVEL 6, MINDLESS RAGE: Same as before, except the charmed condition isn’t just suspended, it ends.
LEVEL 10, RETALIATION: (This was moved from level 14 down to level 10.)
LEVEL 14, INTIMIDATING PRESENCE: (This was moved from level 10 up to level 14 and completely re-written.) This was changed from an action to a bonus action. Instead of working on a single creature, it works on each creature of your choice within 30 feet. The save has been changed from being based on your CHA to your STR. The frightened effect doesn’t end until after 1 minute, instead of at the end of your next turn.  And there are a couple more minor changes.

PATH OF THE WILD HEART

LEVEL 3, ANIMAL SPEAKER: You can cast the Beast Sense and Speak with Animals spells as Rituals.
LEVEL 3, RAGE OF THE WILDS: When you Rage, you gain one of these; Bear. You have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant. Eagle. You can take the Disengage and Dash actions as part of that Bonus Action. Wolf. While Raging, your allies have Advantage on attack rolls against any enemy within 5 feet of you.
LEVEL 6, ASPECT OF THE WILDS: You gain one of the following. You can change your choice after a Long Rest. Owl. Darkvision, 60 feet. If you already have Darkvision, its range increases by 60 feet. Panther. You have a Climb Speed. Salmon. You have a Swim Speed.
LEVEL 10, NATURE SPEAKER: You can cast the Commune with Nature spell as a Ritual.
LEVEL 14, POWER OF THE WILDS: You gain one of the following; Falcon. A Fly Speed if you aren’t wearing any armor. Lion. Enemies within 5 feet of you have Disadvantage on attacks against targets other than you. Ram. You knock a Large or smaller creature Prone when you hit it with a melee attack.

PATH OF THE WORLD TREE

LEVEL 3, VITALITY OF THE TREE: You get these two features when raging.
Vitality Surge. You gain a number of Temporary Hit Points equal to your Barbarian level.
Life-Giving Force. Give a creature within 10 ft. Temporary Hit Points equal to your Rage Damage bonus number of d6s. They go away when your rage ends.
LEVEL 6, BRANCHES OF THE TREE: While raging, a creature within 30 ft. makes a STR save (DC = 8+STR mod+PB) or is teleported to an unoccupied space you can see within 5 feet of yourself, and its speed is 0 until the end of the current turn.
LEVEL 10, BATTERING ROOTS: Your reach is 10 feet greater with any Heavy or Versatile Melee weapon. When you hit with it, you can activate an extra Push or Topple mastery property.
LEVEL 14, TRAVEL ALONG THE TREE: As a Bonus Action, you can teleport yourself and six willing creatures who are within 10 feet, up to 60 ft. and, once per Rage, you can increase the range to 150 feet.

PATH OF THE ZEALOT

LEVEL 3, DIVINE FURY: While raging, each turn, the first creature you hit takes 1d6 plus half your Barbarian level extra Necrotic or Radiant damage.
LEVEL 3, WARRIOR OF THE GODS: You start with a pool of 4d12s. As a bonus action, you can roll dice from that pool and heal that number of HP. Your pool is refreshed on a Long Rest. The pool’s number of dice increases by one at Barbarian levels 6, 12, and 17.
LEVEL 6, FANATICAL FOCUS: Once per rage, you can reroll a failed save with a bonus = your Rage Damage bonus.
LEVEL 10, ZEALOUS PRESENCE: Once per long rest (unless you expend a use of your Rage), as a Bonus Action, 10 creatures of your choice within 6O feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.
LEVEL 14, RAGE OF THE GODS: Once per long rest, when you rage, for 1 minute unless you drop to 0 HP, you gain these 3 features. Flight. A Fly Speed and can hover. Resistance You have Resistance to Necrotic, Psychic, and Radiant damage. Revivification. Can expend a use of your Rage to use a reaction, when someone within 30 ft. drops to 0 HP, their HP becomes a number equal to your Barbarian level instead.

Please share your thoughts in the comments below.

TTRPGs for 2024

TTRPGs for 2024

Dungeons and Dragons is by far the most popular TTRPG (Table Top Role Playing Game) in the world today but they are not the only one. 2024 is shaping up to be a banner year for TTRPGs. Here some you may not have heard of.

Here are some of the most popular TTRPGs going into 2024

13th Age, 2nd Edition (Pelgrane Press)
Cy_Borg (Free League Publishing)
Dragonbane / Drakar och Demoner (Free League)
Dread (The Impossible Dream)
Household (Two Little Mice)
King Arthur Pendragon, 6th Edition (Chaosium)
Legend of The Five Rings (John Wick)
Mörk Borg (Free League Publishing)
Mothership 1e (Tuesday Knight Games)
Warhammer 40,000 Roleplay: Wrath & Glory (Cubicle Seven)

Here are some new TTRPGs that are coming out in 2024

Adventurer, Conqueror, King System II (Autarch LLC)
Aether Nexus (Absolute Tabletop)
Alien – Building Better Worlds (Free League Publishing)
Amboria (Strange Owl Games)
Break!! (Grey Wizard)
Broken Weave (Cubicle 7)
Cairn 2E (Space Penguin)
Cohors Cthulhu (Modiphius)
Crown & Skull (physical) (Rune Hammer)
Daggerheart (Darrington Press)
Deathmatch Island (Old Dog Games/Evil Hat Productions)
Diablo RPG (Glass Cannon Unplugged & Blizzard Entertainment)
Dragon’s Dogma 2 (Capcom)
Eat the Reich (Rowan, Rook and Deckard)
Final Fantasy XIV TTRPG (Square Enix)
Gubat Banwa (makapatag)
Heroes of Cerulea (Bläckfisk Publishing)
His Majesty the Worm (Rise Up Comus)
Inevitable (SoulMuppet Publishing)
Into the Mother Lands (Green Ronin/Tanya DePass)
Knave RPG 2E (Ben Milton)
Lords of the Middle Sea (Chaosium)
Monty Python’s Cocurricular Mediaeval Reenactment Programme (Exalted Funeral)
Mutant – Ad Astra (Free League Publishing)
Mythic Bastionland (Chris McDowall)
Mythic Iceland 2E (Chaosium)
Outgunned – Cinematic Action RPG (Two Little Mice)
Pendragon 6e (Chaosium)
Pioneer (Mongoose Publishing)
QuestWorlds (Chaosium)
Ronin (Slightly Reckless Games)
Savage HeXXen (Ulisses Spiele)
Shadow of the Weird Wizard (Schwalb Entertainment)
Shadow Scar (R. Talsorian)
Sinless (Courtney)
Starfinder 2e (Paizo)
Stonetop (penny lantern)
Stormlight RPG (Brotherwise Games)
Subversion (Fragging Unicorns Games)
Tales from the Gods (Alastor Guzman)
Tales of the Valiant (Kobold Press)
Talislanta 6th Edition (Everything Epic)\
Teenage Mutant Ninja Turtles TTRPG (Palladium Books)
The Electric State Roleplaying Game (Free League)
The Hidden Isle (Cult of the Lizard King)
The Laundry 2nd Edition (Cubicle 7)
The MCDM RPG (MCDM Productions)
The One Ring – Moria (Free League)
The Secret World (Star Anvil Studios)
The World Below (onyx Path)
Tiny Cyberpunk (Gallant Knight Games)
Triangle Agency (Haunted Table Games)
Urban Shadows 2E (Magpie Games)\
Yazeba’s Bed & Breakfast (Possum Creek Games)

Google a few of these. You may be surprised at what you find. You may even find one (or more) that you want to play.

I hope you have a wonderful 2024 .

ORC License: The Final Version is Here!

Thank you Paizo.

Now, if we could talk Wizards of the Cost (Hasbro) into using this one in place of their OGL.

This announcement came out a couple of weeks ago:
ORC License: The Final Version is Here!

For those of you who aren’t familiar with the Wizard’s of the Coast’s OGL controversy – here is a link to a post by Matthew Rossi. It is a few months old, but it covers it very well:
After controversy over changes to the OGL, Wizards of the Coast backs down offers D&D content via Creative Commons

As I mentioned previously, depending on the Wizard’s of the Coast’s behavior between now and the time the next version of D&D is released in 2024, and my opinion of that version, I will not be buying any Wizard’s of the Coast products.