Reference · Shadow of the Wolf

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.

D&D Beyond — Free Rules

Updated Apr 2026 Version 1.0 Source 2024 PHB · DMG · MM
01

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.

02

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 featBenefit
Alert+5 initiative; can't be surprised
Lucky3 luck points per long rest for rerolls
Magic InitiateCantrips + 1st-level spell from another class
Skilled3 skill proficiencies
Tough+2 HP per level (retroactive)

Feats Rebalanced

FeatChange
Great Weapon MasterNo longer −5/+10 Nerfed
SharpshooterNo longer −5/+10 Nerfed
LuckyWorks slightly differently Changed
Crossbow ExpertSimplified mechanics Changed
Polearm MasterMinor tweaks Same-ish

ASI vs. feat is unchanged at level-up — but remember you already got one free at level 1.

03

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.

04

Class changes

What's different for each class at a glance.

Barbarian

Primal Knowledge L3

  • Expertise in Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival

Weapon Mastery

  • 2 at L1, more at L4 & L10

Brutal Strike Replaces Brutal Crit

  • Forceful Blow: +1d10 force + push 15 ft
  • Hamstring Blow: +2d6 + speed 0

Bard

Bardic Inspiration Buffed

  • d6 → d12 (same dice)
  • Now adds to damage rolls too
  • Uses = Proficiency Bonus

Magical Secrets Changed

  • New progression, more structured

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
05

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.

06

Weapon mastery

The signature 5.5e system — weapons now carry tactical properties.

ClassAt L1Growth
Fighter34 at L4, 5 at L10
Barbarian2More at L4, L10
Paladin2Scales with class
Ranger2Scales with class
Rogue2Scales with class

Properties

Cleave

Hit → deal damage (= ability mod) to another creature within 5 ft.

Greataxe · Greatsword
Graze

Miss → still deal damage = ability modifier.

Glaive · Halberd
Nick

Off-hand attack is part of the Attack action — no bonus action needed.

Scimitar · Sickle · Light
Push

Hit → push target 10 ft away (Large or smaller).

Pike · Maul · Heavy
Sap

Hit → target has disadvantage on its next attack.

Mace · Flail
Slow

Hit → target's speed reduced by 10 ft until your next turn.

Whip · Spear
Topple

Hit → target makes STR save or is knocked prone.

Quarterstaff · Battleaxe
Vex

Hit → advantage on your next attack against the target.

Shortsword · Dagger · Rapier
07

Spell changes

Rebalanced spell lists, rebuilt conjurations, retuned concentration.

Spell list reorganization

ListClasses
DivineCleric, Paladin
ArcaneWizard, Sorcerer, Warlock
PrimalDruid, Ranger

Specific spells

SpellChangeTag
CounterspellRequires a check for all spell levelsNerfed
Hunter's MarkNo concentrationBuffed
Conjure AnimalsReworked — fixed "spirit animal" stat blocksMajor
Conjure Woodland BeingsSimilar rework to Conjure AnimalsMajor
Spiritual WeaponMechanics tweakedChanged
Find FamiliarImproved wording, new familiar optionsClarified
Healing WordStill bonus action, 1d4 + modSame
Shield+5 AC until next turn, wording clarifiedSame
Fireball8d6, 20-ft radius — the gold standardSame

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.

08

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
1−2
2−4
3−6
4−8
5−10
6Death

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
09

Rolling & mechanics

The d20 core is unchanged; small clarifications around it.

D20 tests

  1. Ability checks — doing tasks
  2. Saving throws — resisting effects
  3. 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
10

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.

11

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
12

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.

13

Conversion guide

Five steps to bring a 5e character into 5.5e.

  1. Species: keep unless Half-Elf/Half-Orc; reassign ASI (+2/+1 or +1/+1/+1); pick any 2 languages + Common.
  2. Background: add an Origin Feat (or just add 1 feat).
  3. Class: check your class section; pick mastered weapons if applicable; update spell list.
  4. Actions: learn Study, Magic terminology, and Weapon Mastery.
  5. Conditions: learn Burning, Dehydration; relearn Surprise and the new Exhaustion track.
14

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.

15

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
16

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