D&D 5e → 5.5e
A concise guide to the 2024 rules for players transitioning from 5e — what's new, what's changed, and what still works exactly like you remember.
Quick start
The short version: what to know before session 1.
Can I use my 5e character?
Yes, with minor adjustments:
- Add 1 free feat to match 5.5e power level
- Use 5.5e rules for Surprise, Inspiration/Hero Points, and new actions
- Review the class section for changed features
Biggest changes at a glance
No racial ability bonuses
Choose where your +2/+1 (or +1/+1/+1) go — no fixed racial stats.
Level 1 feat for everyone
Every background grants an Origin Feat at creation.
Weapon Mastery
Weapons have tactical properties — Cleave, Topple, Vex, etc.
Widespread rebalancing
Small improvements across every class, spell, and subsystem.
Character creation
Species, backgrounds, and feats — all reworked.
Species Major
Ability score increases
- 5e: Fixed by race (e.g., Dwarf = +2 CON, +2 WIS)
- 5.5e: Choose +2/+1 or +1/+1/+1 to any abilities
Languages
- Pick any 2 languages besides Common (no restrictions)
- Total languages reduced from 16 → 10
Added to core PHB
- Aasimar
- Goliath
- Orc (as its own species)
Removed
- Half-Elf → play Elf or Human
- Half-Orc → play Orc or Human
Backgrounds Buffed
Every background now grants an Origin Feat at level 1 — in addition to flavor, skills, and features.
| Origin feat | Benefit |
|---|---|
| Alert | +5 initiative; can't be surprised |
| Lucky | 3 luck points per long rest for rerolls |
| Magic Initiate | Cantrips + 1st-level spell from another class |
| Skilled | 3 skill proficiencies |
| Tough | +2 HP per level (retroactive) |
Feats Rebalanced
| Feat | Change |
|---|---|
| Great Weapon Master | No longer −5/+10 Nerfed |
| Sharpshooter | No longer −5/+10 Nerfed |
| Lucky | Works slightly differently Changed |
| Crossbow Expert | Simplified mechanics Changed |
| Polearm Master | Minor tweaks Same-ish |
ASI vs. feat is unchanged at level-up — but remember you already got one free at level 1.
Combat & actions
New named actions and an updated action economy.
Study New
INT check to learn about a creature/object. Uses Arcana, History, Investigation, Nature, or Religion. Similar to Pathfinder's Recall Knowledge.
Influence Revised
Formalized social action using Persuasion, Deception, Intimidation, or Performance.
Magic action Terminology
Replaces "cast a spell." Includes magic items and magical abilities. Action Surge can no longer be used for Magic actions.
Class changes
What's different for each class at a glance.
Cleric
Divine Order L1
- Protector: heavy armor + martial weapons
- Thaumaturge: cantrip + WIS for Arcana
Channel Divinity Buffed
- Uses = Proficiency Bonus per rest
Druid
Wild Shape Improved
- Smoother CR progression, more options
Wild Companion Now core
- From Tasha's to core at L2
Spells
- Conjure Animals & Woodland Beings reworked
Fighter
Second Wind Buffed
- 2 charges/day, 1 back per short rest
Action Surge Nerfed
- Can't be used for Magic actions
Weapon Mastery Signature
- 3 at L1, 4 at L4, 5 at L10
Tactical Mind L2
- Spend Second Wind → +d10 to failed check
Master of Armaments L9
- +PB to damage with mastered weapons
Monk
Martial Arts Die Same
- d4 → d12 progression
Ki / Flurry Same
Empty Body Changed
- Cost/duration tweaked
Paladin
Lay on Hands Same
Divine Smite Major
- Part of attack, not bonus action
- Turns hit into crit for smite damage
- 2d8 + 1d8/slot level (max 5d8)
Weapon Mastery
- 2 at L1
Channel Divinity
- Uses = PB per rest
Ranger
Favored Enemy Removed
Natural Explorer Removed
Hunter's Mark Major
- No concentration required
- Bonus action, 1d6, 1 hour
Deft Explorer New
- Replaces Natural Explorer, includes expertise
Spellcasting Improved
- Prepare = WIS + half Ranger level
Rogue
Cunning Action Same
Sneak Attack Clarified
- Same damage, conditions clarified
Weapon Mastery
- 2 at L1
Reliable Talent · Evasion Same
Sorcerer
Sorcery Points Same
Metamagic Expanded
- Learn 2 at L2 (earlier than 5e)
- New options
Subclasses
- Draconic, Wild Magic, etc. reworked
Warlock
Pact Boon Same
- Chain, Blade, Tome at L3
Eldritch Invocations Expanded
- More options; some prereqs changed
Spell Slots Same
Pact Magic Clarified
- Multiclass wording updated
Wizard
Spellcasting Improved
- Prep INT + Wizard level; updated list
Arcane Recovery · Spell Mastery Same
School features
- Many arcane traditions tweaked
Multiclassing
Two paths, one hero — the rules are essentially unchanged.
Requirements Same
13 in relevant abilities for both classes.
Spell slots Clarified
Calculation unchanged; Pact Magic interaction clarified.
Class features
Most combos work as in 5e; specific interactions clarified.
Weapon mastery
The signature 5.5e system — weapons now carry tactical properties.
| Class | At L1 | Growth |
|---|---|---|
| Fighter | 3 | 4 at L4, 5 at L10 |
| Barbarian | 2 | More at L4, L10 |
| Paladin | 2 | Scales with class |
| Ranger | 2 | Scales with class |
| Rogue | 2 | Scales with class |
Properties
Hit → deal damage (= ability mod) to another creature within 5 ft.
Greataxe · GreatswordMiss → still deal damage = ability modifier.
Glaive · HalberdOff-hand attack is part of the Attack action — no bonus action needed.
Scimitar · Sickle · LightHit → push target 10 ft away (Large or smaller).
Pike · Maul · HeavyHit → target has disadvantage on its next attack.
Mace · FlailHit → target's speed reduced by 10 ft until your next turn.
Whip · SpearHit → target makes STR save or is knocked prone.
Quarterstaff · BattleaxeHit → advantage on your next attack against the target.
Shortsword · Dagger · RapierSpell changes
Rebalanced spell lists, rebuilt conjurations, retuned concentration.
Spell list reorganization
| List | Classes |
|---|---|
| Divine | Cleric, Paladin |
| Arcane | Wizard, Sorcerer, Warlock |
| Primal | Druid, Ranger |
Specific spells
| Spell | Change | Tag |
|---|---|---|
| Counterspell | Requires a check for all spell levels | Nerfed |
| Hunter's Mark | No concentration | Buffed |
| Conjure Animals | Reworked — fixed "spirit animal" stat blocks | Major |
| Conjure Woodland Beings | Similar rework to Conjure Animals | Major |
| Spiritual Weapon | Mechanics tweaked | Changed |
| Find Familiar | Improved wording, new familiar options | Clarified |
| Healing Word | Still bonus action, 1d4 + mod | Same |
| Shield | +5 AC until next turn, wording clarified | Same |
| Fireball | 8d6, 20-ft radius — the gold standard | Same |
Cantrips
Blade Ward Buffed
Action economy fixed — worthwhile now.
True Strike Reworked
From worst cantrip to actually useful.
Primal Savagery Same
Melee spell attack, 1d10 acid.
Booming / Green-Flame Blade Not in PHB
SCAG cantrips not reprinted — check with DM.
Surprise & conditions
Simpler surprise, new status effects, unified exhaustion.
Surprise Changed
5e
- Surprised creatures skip turn 1
- No reactions until turn 1 ends
5.5e: Surprised condition
- Disadvantage on Initiative rolls
- Lasts until end of your first turn
Hero Points Optional
- Start: 5 per session · Max: 10
- Spend 1 → reroll a d20 (keep higher)
- Spend 1 → +10 to a d20 (after seeing result)
- Spend 5 → stabilize at 0 HP with 1 HP
- DM awards more for great roleplay / heroic moments
New & changed conditions
Burning New
1d4 fire at start of turn. Remove by dropping prone & rolling, dousing, or submerging.
Dehydration New
Drinking less than half required water → 1 level of Exhaustion.
Incapacitated Changed
5e effects plus: can't speak, auto-fail STR/DEX saves, auto-Surprised, breaks concentration.
Exhaustion Reworked
Exhaustion was completely streamlined. Instead of six different effects stacked on top of each other, 5.5e applies a single unified penalty that scales with each level.
5e (old)
- L1: Disadvantage on ability checks
- L2: Speed halved
- L3: Disadvantage on attacks & saves
- L4: HP max halved
- L5: Speed reduced to 0
- L6: Death
5.5e (new)
- Each level: −2 penalty to all d20 tests and spell save DCs
- Penalties stack up to −10 at L5
- L6 still = death
- Remove 1 level per long rest
Clarified terms
- Round down by default unless a feature says "round up"
- Teleportation never provokes opportunity attacks; equipment comes with; fails if blocked
- Simultaneous effects — the player or DM whose turn it is chooses the order
Rolling & mechanics
The d20 core is unchanged; small clarifications around it.
D20 tests
- Ability checks — doing tasks
- Saving throws — resisting effects
- Attack rolls — hitting targets
All: roll d20 + modifiers vs. DC or AC.
Advantage / Disadvantage Same
- Roll 2d20, take higher/lower
- Multiple sources don't stack
- Adv + Dis = straight roll
Critical hits Slight
- Nat 20 = crit, double damage dice
- Some Mastery properties interact with crits
Proficiency bonus Same
- L1–4 +2 · L5–8 +3
- L9–12 +4 · L13–16 +5
- L17–20 +6
Equipment
Starting equipment Revised
Backgrounds give different starting gear; class packages updated.
Magic items Mostly same
Most work identically; some new items in DMG; attunement still caps at 3.
Coinage Same
CP · SP · EP · GP · PP unchanged.
Exploration & rest
Travel pace Same
- Fast: 4 mph, −5 passive Perception
- Normal: 3 mph
- Slow: 2 mph, can Stealth
Rest Same
- Short: 1 hr, spend Hit Dice
- Long: 8 hr, full HP + half HD
Conversion guide
Five steps to bring a 5e character into 5.5e.
- Species: keep unless Half-Elf/Half-Orc; reassign ASI (+2/+1 or +1/+1/+1); pick any 2 languages + Common.
- Background: add an Origin Feat (or just add 1 feat).
- Class: check your class section; pick mastered weapons if applicable; update spell list.
- Actions: learn Study, Magic terminology, and Weapon Mastery.
- Conditions: learn Burning, Dehydration; relearn Surprise and the new Exhaustion track.
FAQ
Is my 5e character weaker than a 5.5e character?
Slightly — that's why you add a free feat when converting.
Can I keep using my 5e PHB?
Mostly yes, but you'll miss new options and changed features.
Do I need to buy new books?
Not required. The 2024 PHB consolidates the current rules.
What about adventures written for 5e?
They still work. DM converts monster stats and NPC abilities as needed.
Are 5e subclasses still legal?
Ask your DM. Many work fine; some are outdated.
What happens if rules conflict?
5.5e takes precedence. When in doubt, ask DM.
DM notes
Running mixed tables
- Give 5e characters a free feat
- Use 5.5e Surprise, Inspiration, new actions
- Let players choose between versions of features
- Differences are minor in actual play
Monster conversions
- 5e monsters work fine in 5.5e
- Spellcasting simplified for casters
- CR system unchanged
Resources
Official
- 2024 Player's Handbook
- 2024 Dungeon Master's Guide
- 2024 Monster Manual
Online
- D&D Beyond — 5e + 5.5e side-by-side
- Roll20 — 5.5e support rolling out
- Foundry VTT — 5.5e modules available
House rules
DM fills this in for the campaign.
Allowed 5e content
- All 5e subclasses allowed
- Select 5e subclasses only (list below)
- 5.5e subclasses only
Conversion policy
- All players convert to 5.5e by [date]
- Players can choose 5e or 5.5e
- Mixed table with balance adjustments
Inspiration / Hero Points
- 5.5e Hero Points
- 5e Inspiration
- Custom system: ______________
Weapon mastery
- Full Weapon Mastery rules
- Simplified version
- Not using Weapon Mastery
Social interaction
Influence action New
Formalized as a specific action in combat or social scenarios. Use Persuasion, Deception, Intimidation, or Performance. DM sets the DC; outcome can grant advantage/disadvantage on future interactions.