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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 5E Adventure: AT-07 Echoes of the Future PDF Free Download

AT-07 Echoes of the Future

This is the seventh adventure in a series of adventures that I will be posting here, that will make up the “Its About Time” campaign arc. These adventures will take a group of adventurers from level 1 to level 20.

Download this adventure for free:
AT-07 Echoes of the Future

You may also want these image files:
AT-07 Digital Accessories Pack
If you didn’t get them previously, you will also want these:

AT-06 The Temporal Wilds
AT-05 The Whispering Wood
AT-04 The Cogs of Lost Time
AT-03 Secrets of the Shattered Temple
AT-02 Quest for the Mithral Sphere
AT-01 An Ancient Evil
AT-00 Time Travel Rules

This is the seventh adventure in the series. This 54 page PDF file is a D&D 5E adventure for Dungeon Master’s (DMs) to take a group of 7th level Player Characters (PCs) to a future where the party arrive in a bleak future version of their city, only to find it ravaged by Lord Malachi, a corrupted vampire wizard who wields an artifact that alters ages. This corruption has attracted undead monsters and incited a power struggle between three groups; Malachi’s forces, the defenders of the Chronosphere Temple, and a growing number of Deathbringers. The adventure culminates in a three-way battle for control over the clock fragment, with the potential for an epic resolution that could alter the course of history.
Even if you have no intention of running this adventure, it provides tools you may find useful in your campaign.

  1. It throws the PCs into a future where the city they are in has been corrupted. For most of the keyed locations in the city there are two encounters; one for when the PCs are just randomly searching through an area they may be familiar with (or they were 100 years in the past), and one for when they have come to the area specifically searching for someone or something that they have reason to believe may be at this location.
  2. It goes into detail on how to kill a vampire (it isn’t easy).
  3. There is an example of how you can run a three-way combat with multiple creatures on each side.
  4. It has 8 new magic items.
  5. It has 19 new monsters and NPCs.
  6. The Digital Accessories Pack includes images of Items and Monsters along with maps and monster tokens you can use in in your virtual table top game..

Check it out and let me know what you think about it in the comments section below.

The next adventure will be “AT-08 The Pirate Queen’s Ploy.”

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 (Creating a Character)

Abbreviations: In the following I am referring to Wizards of the Coast as WotC, 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 2, Creating a Character”

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.

Chapter 2, Creating a Character

Note: This chapter includes a sample Character Sheet with a big numbered dot in each of the spaces that corresponds to the step where you get that information. This can be useful, but there is NO blank Character Sheet in the book that you can photocopy like there is in the 5E PHB.
You can download a blank PDF of the Character Sheet that it has in the book on D&D Beyond, but it doesn’t mention that in this book. It does say you can use a “printed character sheet (like the one shown on the following pages), a digital character sheet like the one on D&D Beyond, or plain paper.”
For those of you who don’t know, D&D Beyond didn’t exist when D&D 5E was published in 2014. It was founded in 2018 and, in partnership with WotC, developed a character generator for D&D 5E. It later added an encounter builder and a combat tracker. WotC bought D&D Beyond in 2022 so it should be of no surprise that it is mentioned several times in this book.

Step 1: Choose a Class

In 5E you selected your race (now called species) first. In 5.5 you select your class first.

CLASSES: D&D 5.5 has the same 12 classes that are in the D&D 5E PHB. It refers you to Chapter 3 for the class details.
A BALANCED PARTY: It recommends the party contain a Cleric (can substitute a Bard or Druid), Fighter (can substitute a Barbarian, Monk, Paladin, or Ranger), Rogue (can substitute a Bard or Ranger) and Wizard (can substitute a Bard, Sorcerer, or Warlock).
WRITE YOUR LEVEL: Level 1, 0 XP.

Step 2: Determine Origin

BACKGROUND: It refers you to Chapter 4 for the backgrounds.
STARTING EQUIPMENT: You get some starting equipment from your background and some from your class.
SPECIES: The word “race” has been replaced with the word “species”.  It refers you to Chapter 4 for the species.
IMAGINE YOUR PAST: It has some questions to help you come up with a backstory. There are no Ideals, Bonds, or Flaws.
LANGUAGES: You get Common and two other languages. You don’t get any languages from your Species or your Background. The list of standard languages has expanded to include Common Sign Language and Draconic. Thieves’ Cant has been added to the rare languages list.  A note regarding Primordial reads “Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.”
The language tables no longer list Typical Speakers or Script, instead it has a column listing the languages origin.

Step 3: Ability Scores

GENERATE YOUR SCORES: The methods are the same. The Point Cost system (often referred to as the Point Buy system) is just one of the standard ways to determine your scores, it is no longer called a variant.
ASSIGN ABILITY SCORES: There is a “Standard Array by Class” table that recommends which score to assign to which ability, based on your class.
ADJUST ABILITY SCORES: Your background lists three abilities; add one point to each of these or add 2 to one and 1 to another one.
DESCRIBE APPEARANCE AND PERSONALITY: For each ability there is a table with 4 potential descriptions of your character depending on whether he has a high or low score in that ability. Write it on your sheet.

Step 4: Alignment

The NINE ALIGNMENTS: Same as always. There has been speculation as to whether or not alignments would be dropped from D&D altogether. I’m glad they kept them. Of note is that there are no alignment tendencies for Species (previously Races).
It says “D&D assumes that player characters aren’t of an evil alignment. Check with your DM before making an evil character.” This agrees with what I have always done. I have never allowed evil player characters in my games.

Step 5: Fill in the Details

CLASS FEATURES: From class’s feature table in chapter 3.
FILL IN NUMBERS: Enter onto your Character sheet; Saving Throws, Skills, Passive Perception, Hit Points, Hit Point Dice, Initiative (your Dexterity modifier), Armor Class, Attacks, Spellcasting, Spell Slots, Cantrips, and Prepared Spells.
NAME YOUR CHARACTER: Same as always.

Starting at Higher Levels

This is a much needed section that includes a table of Starting Equipment at Higher Levels.

Multiclassing

Multiclassing was an optional set of rules in D&D 5E. It is no longer an option, it is a part of the core rules.
None of the rules for multiclassing change, but in the new book, in several places you will have to look up specific information in other places in the book.

For example; PREREQUISITS: These rules don’t change, but you have to have a minimum score of 13 in the primary ability of your current class and your new class. The difference here is that in 5E there is a table that makes it clear that for classes with more than one prime ability you must have a 13 in all of them. The primary ability for each class is the first thing listed on the Core Traits table for that character in its section in Chapter 3, Character Classes; and in the Class Overview table in Chapter 2, Creating a Character, Step 1: Choose a Class.
Another minor change in wording is that, for all classes except for the wizard, it uses “spells you have prepared” in place of “spells you know.”

I’ll be making a separate post for each class. Please share your thoughts in the comments below.

D&D 5.5 PHB Review (Playing the Game and the Rules Glossary)

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

The D&D 5.5 PHB: Review of “Chapter 1, Playing the Game” and of “Appendix C, Rules Glossary”

I finally got my copy of the new Players Handbook. I thought I would share my thoughts as I read through it and point out the differences in the 5.5 version and the 5E version. I am assuming that the reader is familiar with the 5E PHB, so I am only commenting on things that are new or different from the 5E version. I won’t be commenting on entries that were just re-worded for clarification (there are a lot of those).

I will make a post after I finish reviewing this book with any House Rules I will be using with this 5.5 version of the PHB.

Note: On page 11, it clarifies that “The rules provide DCs for certain checks, but the DM ultimately sets them.” You will need to keep that in mind where, in other places in the book, it gives a specific DC for a task, such as hide or pick a lock, for example.

Chapter 1, Playing the Game

EXAMPLES: This chapter contains several examples of game play. These are an excellent way to introduce new players to the game.

Here are the things that are new or have changed.

SAVING THROWS: It spells out that you can choose to fail a saving throw if you choose to. I have always played it this way but I am glad to see it codified in the rule book.

HEROIC INSPIRATION (formerly just called Inspiration): Renaming it is a good move. That differentiates it clearly from Bardic Inspiration. The only change I see is that it no longer says that you can give it to another player unless you receive it when you already have it and the other player doesn’t.

I fond 3 places where in the 5.5 rules where PCs can get Heroic Inspiration other than when the DM gives it to them.

  • Fighter, Champion, HEROIC WARRIOR: “During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.”
  • Human trait, RESOURCEFUL: “You gain Heroic Inspiration whenever you finish a Long Rest.”
  • Origin Feat, MUSICIAN: After each Short or Long Rest, you can give Heroic Inspiration to all your allies. It doesn’t make it clear, but I would assume this would also include yourself.

ACTIONS: One change that I noticed is that these actions are not called “combat actions” like they were in the 5E PHB. It leaves me with the feeling that if it’s not on this list you can’t do it, if you are in combat or not. It does call the table a list of the “game’s main actions” and that “you can improvise other actions” but doesn’t make it clear that your character can do, or attempt to do, anything he chooses to do. The actions from 5.5 are not changed.

  • INFLUENCE: (This is a new action.) You decide what you want to convince a monster to do. If the monster is neither willing nor unwilling but is hesitant, you make a CHA check (either Deception, Intimidation, Performance, or Animal Handling). The DC = the higher of 15 or the monsters INT score. “On a successful check, the monster does as urged”.
  • MAGIC: This was the “Cast a Spell” action in 5E. It now also includesuse a magic item, or use a magical feature”.
  • STUDY: (This is a new action.) You make an INT check to recall an important bit of information. What I like best here is the PC can use this to “remember” something about the monster they are facing. The skill they use depends on the monster type; Arcana (Aberrations, Constructs, Elementals, Fey, and Monstrosities), History (Giants and Humanoids), Nature (Beasts, Dragons, Oozes, and Plants), Religion (Celestials, Fiends, and Undead).
  • UTILIZE: This is a renaming of the old “Use an Object” action.

CARRYING OBJECTS: It says “You can usually carry your gear and treasure without worrying about the weight of those objects.” and that the DM may require you to abide by the carrying capacity rules if you try to carry something especially large or heavy. Although this is covered in the 5E PHB by saying the calculated weight “is high enough that most characters don’t usually have to worry about it,” the new PHB makes it very clear.

ENCUMBRANCE: (variant rule) has been removed from the rules. I very seldom used this anyway.

HAZARDS: This is a new category of environmental dangers. They are all defined in the rules glossary. They are:

  • Burning: How much fire damage you take each turn and how to put out the fire.
  • Dehydration: How much water you need each day, based on your size. You gain 1 level of exhaustion each day without it. Can’t be removed until you drink full amount for one day.
  • Falling: Same a falling damage in 5E. Adds STR (Athletics) check to reduce damage by half if falling into water.
  • Malnutrition: Same as Dehydration, but pounds of food required each day, except you get a CON save each of the first 4 days day to avoid getting an Exhaustion level.
  • Suffocation: How long you can hold your breath hasn’t changed. But, at the end of that time instead of dropping to 0 HP you gain 1 Exhaustion level each turn. You recover from all Exhaustion gained that way once you can breathe again.

TRAVEL PACE: Basically the same but presented in a clearer, easier to understand way, and it omits Forced March [which is OK with me.]

COMBAT:

Here are the things that are new or have changed.

SURPRISE: If you are surprised, you roll for initiative with Disadvantage. This is so much simpler and easier to understand than the old rules. It is a little less “realistic” but the old way sometimes gave the monsters two rounds of combat before a PC could act which always felt like a major penalty.
MOVING AROUND OTHER CREATURES: Moving through the space of an ally is no longer Difficult Terrain.
COVER: No change, but it includes a table that makes finding the information you are looking for much easier to find.
OPPORTUNITY ATTACKS: Added “Bonus Action” to the list of actions you can use to move that do not provoke an opportunity attack. [This is a minor change. I always allowed this anyway, but it’s good that it is now in the official rules.]

It now says “… when a creature that you can see leaves your reach.” In 5E it said “…  when a hostile creature that you can see moves out of your reach.” By leaving out the word “hostile” you can now make an opportunity attack against an ally. [I may be adding a new house rule that says that you cannot make an opportunity attack against an ally.]

UNDERWATER COMBAT:  This has been greatly simplified. If you don’t have a swim speed you have disadvantage on melee attacks with weapons that don’t do piercing damage. [In the 5E PHB it had to be a shortsword, spear, or trident.] And, all range weapon attacks miss at long range and have disadvantage at normal range. [The 5E PHB excluded ranged piercing weapons from disadvantage.]
KNOCKING OUT A CREATURE: In addition to the creature falling unconscious, the new PHB adds “It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check.”
CONDITIONS: Because it added “can’t speak” to the Incapacitated condition, it removed “can’t speak” from the descriptions of the conditions that include having the Incapacitated condition. Any condition that had “can’t move”, was changed to “Your Speed is 0 and can’t increase.” Other than those 2 changes, these conditions are unchanged; Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Poisoned, Restrained, Stunned, and Unconscious.

These conditions have changed;

  • Exhaustion: (This wasn’t a condition in 5E.) For each level of exhaustion you receive an additional -2 on ability checks, attack rolls, and saving throws (now called D20 Tests), and your speed is reduced by an additional 5 ft. You die when your Exhaustion level is 6. Each long rest removes 1 level of exhaustion.
  • Incapacitated: You still can’t take any action, Bonus Action, or Reaction and it adds that your Concentration is broken, you can’t speak, and you have Disadvantage on initiative.
  • Invisible: It adds; you have advantage on initiative, and are not affected by any effect that requires you to be seen, “unless the effect’s creator can see you”. [This means when the creator has something like the See Invisibility]
  • Petrified: Same as before but it removed “is unaware of its surroundings.” and “a poison or disease already in its system is suspended, not neutralized.”
  • Prone: The only change is “A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.” is changed to “Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can’t right yourself.”

Appendix C, Rules Glossary

Here are the things that are new or have changed.

ATTACK [Action], Equipping and Unequipping Weapons: “You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack.”  I have seen several people on YouYube saying that this new rule allows unlimited swapping between different weapons. It does not. You can either equip or unequip a weapon as part of the attack. Therefore, with any one hand, you can only switch between 2 different weapons regardless of how many attacks you are allowed to make with the attack action. Also, in the new rules, dropping a weapon counts as unequipping.
Bloodied: “A creature is Bloodied while it has half its Hit Points or fewer remaining.”
Burning [Hazard]: Rules for how much damage you take if you are on fire and how you can put out the fire. (Hazard is a new category.)
CARRYING CAPACITY: There is a nice table showing how the amount you can carry depends on your size and your strength. In the 5E PHB that fact is easily overlooked and not very clear. 
D20 TEST: This is a simple new definition that they have added. It refers to ability checks, attack rolls, and saving throws.
HELP [Action]: Clarifies that you must have proficiency in the help skill or tool you are helping with.
HEROIC INSPIRATION: This was just called inspiration in 5E. Also, it changes it to a re-roll of ANY DIE.
HIDE [Action]: Requires a Dexterity (Stealth) check to hide. [Refer to the “How to Hide” section below.]
ILLUSIONS: I like it that it spells out that illusions cast shadows and reflections.
JUMPS: Distance calculations are simplified, making them are easier to remember.
LONG REST: It now requires 16 hours between each 8 hour long rest.

How to Open a Lock (or Disarm a Trap)

Here is my interpretation of how a PC can pick a lock in D&D 5.5.

You can’t pick a lock unless you have thieves tools, although you are not required to have proficiency with them.

  • If you have thieves’ tools, to pick the lock you must succeed in a (DC 15) Dexterity check. [The DC can be changed by the DM.]
  • If you have proficiency with thieves’ tools you can add your Proficiency Bonus (PB) to the check.

The book says “If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.” But, none of the tool descriptions list any skills that are used with that check. So, because using thieves’ tools doesn’t use any skills (such as Sleight of Hand), and you can’t have proficiency in an ability (such as Dexterity), you can’t get Advantage on the check.

How to Hide

Here is my interpretation of how a PC can hide in D&D 5.5.

  • The Dungeon Master decides if the circumstances are appropriate for hiding.
  • You must be Heavily Obscured or behind Three-Quarters Cover or Total Cover, and out of the line of sight of all enemies.
  • You make a Hide check. This is a DC 15 Dexterity (Stealth) check. [The DM may assign a different DC.]
  • If you succeed you now have the invisible condition.
  • A creature you are hiding from can find you on a Wisdom (Perception) check. The DC is the same as what you rolled on your Hide check.
  • You give away your location (no longer have the hidden condition) when you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a verbal component.
  • As written, the rules could be interpreted to imply that even though you have the invisible condition you are not, in fact, invisible. You are only hidden. Your invisible condition only applies to your enemies, your allies may be able to see you. I would have liked to have seen this clarified a bit more. For one thing, it now implies that a See Invisibility spell would allow you to see any creature that was successfully hiding from you. I strongly feel that they should have added a Hidden condition, that you get when you are hiding, that would be similar to the Invisible condition.

The current rules for invisibility and hiding in D&D 5.5 can lead to some counterintuitive situations. Let’s consider this scenario:

  • You’re hiding behind a barrel in an Old West-style street confrontation.
  • You step out from behind a barrel you are hiding behind and fire at an opponent across the street. Do you still have advantage from being hidden?
  • What if you walk across the street and attack an enemy up close? Are you still considered hidden?

The rules don’t explicitly address these situations, which can lead to confusion. While common sense suggests you’d lose your hidden status when moving in plain sight, there’s no clear rule stating this.
How would you handle this as a DM? Would you implement a house rule? If so, what would it be? Share your thoughts in the comments below.

 

 

Why I Continue to Embrace Dungeons and Dragons

Continuing My Focus on D&D: A Personal Perspective

Introduction

As many of my readers know, I’ve been vocal in the past about my concerns regarding Hasbro and Wizards of the Coast (WotC), the companies behind Dungeons and Dragons. I’ve even contemplated moving away from D&D to other systems like Tales of the Valiant. Despite these criticisms, I’ve decided to continue focusing on D&D in my content. Today, I want to explain why.

The Enduring Magic of D&D

Dungeons and Dragons is more than just a product; it’s a gateway to imagination, creativity, and community. The game’s core essence – collaborative storytelling and adventure – remains unchanged, regardless of corporate decisions.

Separating the Art from the Artist (or Corporation)

While I stand by my past criticisms of Hasbro and WotC, I’ve come to realize that D&D has grown beyond its corporate owners. The game now belongs to its players, dungeon masters, and the vibrant community that has formed around it.

The Power of the Community

One of the most compelling reasons to stay engaged with D&D is the incredible community surrounding it. From homebrew content creators to passionate players, this community continues to innovate and expand the game in ways that often transcend official releases.

A Platform for Creativity

D&D provides an unparalleled platform for creative expression. By continuing to focus on the game, I can explore and share new ideas, homebrew content, and unique perspectives that contribute to the broader D&D ecosystem.

Advocating for Positive Change

By remaining engaged with D&D, I maintain a voice in the community. This allows me to continue advocating for positive changes, both in the game itself and in the practices of the companies behind it.

The Evolving Landscape of TTRPGs

While my focus remains on D&D, I’m also excited to explore how it fits into the broader world of tabletop RPGs. This includes looking at alternative systems and how they influence and are influenced by D&D.

Conclusion

In the end, my decision to continue focusing on D&D comes from a place of love for the game and its community. While I remain critical of certain corporate practices, I believe that the heart of D&D lies with its players. By continuing to engage with and create content around D&D, I hope to contribute positively to its ongoing evolution and the joy it brings to so many people around the world.

What are your thoughts on this decision? I’d love to hear from you in the comments below.