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# Project 5.5 ___ **Version 3** ###
## Preface The D&D 5.5 project is a large collection of variant rules for 5th edition Dungeons and Dragons, meant to act as a “vanilla plus” modification of the original system and as a compendium of the majority of material released for the original system over the past few years. It includes numerous fundamental changes to the original rules, and is partially backwards compatible with the original system and subclasses. ___ I do not claim to own ideas and rules presented in the original 5th edition material, nor do I claim any of the art presented. This is unofficial fan content permitted under the Fan Content Policy. All credit goes to Wizards of the Coast and artists’ whose works are used, the latter of whom are credited directly on pages where their art appears or at the end of the document where their work appears. #### Playtest Material These variant rules are to be considered major modifications in playtest. They are not official in any capacity, nor are they necessarily complete or balanced. As new updates and fixes are made, they will be added to this doc and its subsidiaries. #### Backwards Compatibility? Many of the rules here, especially classes, were changed to fit the balancing of the 5.5 project, and are not backwards compatible with the original system as they are currently written. ___ The races and subraces, renamed here to Ancestries and Heritages, are mostly compatible with the original system, but may interfere with balancing. ___ When using this system, especially with 5.5 classes, it is recommended to use all applicable 5.5 rules instead of the original content for a given item, if available. For example, if you were to play with the 5.5 rules for the Fighter class, a subclass from Tasha's Cauldron of Everything may not be easily translatable to the new progression system. #### Can't Find a Rule? If a rule from the original 5th Edition D&D is not present here, then it is either unfinished or it is material with too few or no changes that warrant a revision. Until a revised version of a rule is made, the original version is recommended. \columnbreak #### Mistakes, Feedback, and Questions If you find a mistake in one of these docs, you have a question about one or more rules presented here, or you have feedback you'd like to give about anything you find here, please contact @esteban_7581 on Discord, or /Scared_Carob771 on Reddit! #### A Note on GM Binder Links This document and its sublinks are updated often. When an update releases, some links may not show the updated page upon opening them if you had previously opened that link. To fix this, simply reload the page. If that doesn't work, then there is either a delay before the link fully updates, or I improperly updated the link. #### Additional Links
Changelogs
Master Changelog from 5e
Project 5.5 Update Log
Credits & Feeedback
Credits
Feedback Form
Previous Home Pages
Version 1 Home Page
Version 2 Home Page
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# Player's Handbook
### Ancestries The following ancestries are available to be played in Project 5.5. They are sorted into four categories: Common, Uncommon, Rare, and Prestige. Common will likely be allowed in most games and in most worlds, with those ancestries usually comprising the majority of society. Uncommon ancestries may be harder to find, and Rare ancestries may be much harder to find; you should ask your DM if you can play one of those ancestries. #### Prestige Ancestries Prestige ancestries are ancestry options available to one or multiple ancestries. They are usually gained at later levels, when a character might meet their prerequisites. You must always build your character using a Common, Uncommon, or Rare ancestry before you can apply a Prestige ancestry (For example, you must make your character a Human before they can Prestige into a Dhampir). When you meet the prerequisites for a Prestige Ancestry, you can choose to gain it in place of a Feat. When you gain a Prestige Ancestry, its features modify or add onto your base ancestry's. If a feature is present on both the Prestige Ancestry and your base ancestry, you take the version of the feature in the prestige ancestry unless specified otherwise. ___ Some ancestries can also be played as Prestige Ancestries (such as Shifter, for example), and some have Prestige ancestries for specific ancestries listed on their document (such as Fledgling, for example). The rules for these specialty Prestiges are written in a dedicated note on that ancestry, and are labeled here with a "
P
". If an ancestry has a "
P
+ ", it has multiple Prestige options.
Common Ancestries
Dragonborn
Dwarf
Elf
Gnome
Goliath
Halfling
Human
P
Lupin
Orc
Tabaxi
Tiefling
Uncommon Ancestries
Aviana
Axol
Centaur
Cyclops
Eladrin
Firbolg
Fledgling
P
Gith
Goblin
Gnoll
Harengon
Hobgoblin
Kitsune
Kobold
Lizardfolk
Minotaur
Ratfolk
Satyr
Thri-Kreen
Triton
Twinned Lineage
P
Yuan-Ti
P
Rare Ancestries
Aasimar
Automaton
P
The Carved
Changeling
Chiropteran
P
Fairy
Farlander
P
Genasi
Gorgonfolk
Grung
Hadozee
Half-Dragon
P
+
Klaw
Lepid
Loxodon
Octopian
Oculos
Plasmoid
Saurian
Shifter
P
Siren
Tortle
Vespidae
Vineling
Weaver
P
Prestige Ancestries
Archfey
Dhampir
Dreamseer
Haunting
Hexblood
Illithid
Lich
Mana-Sundered
Reborn
Warpflesh
#### Ancestry Traits **Ability Score Improvement.** Ancestries each grant a basic improvement to your ability scores. In most cases, you gain a +2 bonus to one score, and a +1 bonus to another score, with few exceptions (namely Human) . ___ **Age.** Each ancestry has a suggested lifespan that you might incorporate into your character's backstory and characterization. ___ **Alignment.** Each ancestry has a brief description of the general alignment of a typical member of that ancestry in regards to cosmic forces of good, evil, law, chaos, and neutrality. Certain spells, creatures, and magical effects might funciton differently depending on a given creature's Alignment, but your Alignment is mainly used when determining your character's religion, afterlife, and how they interact with creatures of different alignments.. ___ **Creature Type(s)** Each ancestry (and some Heritages; see below) are associated with a certain creature type or types, such as humanoids or fey, that determines the effectiveness of certain effects (such as spells). ___ **Size.** Each ancestry lists the general height of a typical member of that ancestry, as well as its size category or categories. ___ **Speed.** Your ancestry determines your base walking speed, as well as any other speeds you might have. ___ **Special Features.** Your ancestry, as well as your *Heritage* (see right), grants you special features unique to your ancestry (or unique amongst a group of ancestries, such as with *Darkvision*). ___ **Heritages.** Certain ancestries have Heritages- more precise subgroups within the broader ancestry. Members of a heritage have the traits of the parent ancestry in addition to the traits specific to their heritage. Heritages might categorize broad groups of similar folk under a common ancestry, or perhaps group the more minor variations of a single defined ancestry as heritages. Halflings, for instance, vary only slightly in their heritages compared to Saurians, whose heritages are nearly entirely different from each other. \pagebreakNum
### Classes The following classes are available to be played in Project 5.5. They are sorted into three categories: Common, Uncommon, and Prestige. Common classes will likely be allowed in most games and in most worlds, with those classes likely being somewhere within most societies. Uncommon classes may be harder to find; you should ask your DM if you can play one of those classes. #### Prestige Classes Prestige classes are highly specific class options available to one or multiple classes. They are usually gained at later levels, when a character might meet their prerequisites. You must always build your character using a Common or Uncommon class before you can apply a Prestige class (For example, you must make your character a Barbarian before they can Prestige into Multiclass). When you meet the prerequisites for a Prestige Class, you can choose to gain it in place of a Feat. When you gain a Prestige Class, you gain a level in it instead of your current class and subclass, and can choose to gain levels in either your base class or prestige class each time you gain a level.
Common Classes
Barbarian
Bard
Cleric
Druid
Fighter
Investigator
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
Uncommon Classes
Artificer
Blood Hunter
Mystic
Oracle
Summoner
Prestige Classes
Multiclass
Useful Links
Artificer Infusions
Blank Eidolon Statblock
Fighter Maneuvers
Eidolon Statistics
Eldritch Invocations
Evolution Traits
Metamagic Options
Psionic Talents
Oracular Curses
Wild Magic Surge table
Wildshape Forms
#### Class Traits **Hit Dice.** Your class determines what hit dice you gain. You use them primarily when you take a short rest. ___ **Hit Points.** Your class determines your starting hit points and the amount of hit points you gain each level. ___ **Starting Proficiencies.** In addition to those gained from your Ancestry, Background, and other sources, your class grants you proficiency in certain saving throws, skills, armor, weapons, and tools. \columnbreak
**Equipment.** Your class grants you specific starting equipment typical of members of your class. ___ **Class Features.** Your class grants you certain core class features that determines how your class plays, such as a Barbarian's rage or a Wizard's spellcasting. ___ **Subclass.** Each class offers a number of subclasses, class options that change how the class plays in varying amounts. Each class's subclasses has a different name based on their theme- a Barbarian has Paths, Bards have Colleges, Clerics have Domains, and so on.
### Gear and Customization
Equipment
Armor & Shields
Weapons & Weapon Actions
Tools, Kits, & Packs
Character Customization
Alignment
Feats
Languages
The Rules of Magic
Rules, Lists, & Spell Descriptions
Wild Magic Surge Table
\pagebreakNum # Dungeon Master's Guide
### Combat The first pillar of gameplay in Dungeons and Dragons is Combat, a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. This section covers the basics of running combat, as well as different methods of running combat and effects that modify how combat works.
Combat Basics
Intro to Combat
Movement and Chasing
Surprise
Combat Mechanics
Ships
Traps
War
Imposed Effects
Conditions
Diseases
Environmental Hazards
### Roleplay The second pillar of gameplay in Dungeons and Dragons is Roleplay- social interactions that affect character's reputation and test their abilities through live play. This section covers the basics of roleplaying, as well as different mechanics you might utilize in your roleplaying.
Roleplay Basics
Intro to Roleplaying
Alignment
Languages
Roleplay Mechanics
Influence
Patrons and Organizations
Skill Challenges
Group Skill Checks
### Exploration The third pillar of gameplay in Dungenos and Dragons is Exploration, the time spent traveling between points of interest discovering curiosities and exploring the wilderness. This section covers the basics of running exploration, as well as detailing standard ways of running common environments.
Exploration Basics
Intro to Exploration
Hexploration
Environmental Hazards
Ships
Running Environments
Running Arctics
Running Deserts
Running Forests
Running Marshes
Running Mountains
Running Oceans
Running the Underdark
Running Wildspace
### Between Adventures When the adventure comes to a break, characters might spend their Downtime recovering from the adventuring life, make social connections, or enjoy personal vices. This section covers a number of things that characters can do between adventures.
Downtime Activities
Downtime and Project Clocks
Resting
Skill Training
Strongholds & Player Bases
### Magical Curiosities Magcial curiosities are the objects of pursuit, be they powerful artifacts, secret rites, or simply the potions purchasable at the local apothecary. This section covers a variety of these objects of magical interest, including magic items, spells, and how to design for both.
Magic Items
Item Design
Magic Items
Random Loot
Artifacts
Secret Spells
Graviturgy Spells
Hemomancy Spells
\pagebreakNum
### Monsters and Encounters Monsters and other encounters are the fundamental building blocks of Dungeons and Dragons. None of its pillars of gameplay exist without some form of encounter, be it the social encounter, a perilous fight against powerful monsters, or environmental hazards in the wild. This section broadly covers monster and encounter creation.
Monster Creation
Crafting Monsters
Monster Ability Toolbox
Encounter Creation
Challenge at High Level Play
Side Objectives
Skill Challenges
Group Skill Checks
Traps
### Miscellaneous Goodies A few other things may be necessary for your campaign that don't fit into other categories. This sections covers a variety of optional things you might add to your campaign- or possibly even center your campaign around.
Epic Levels
Epic Levels
Epic Spells
Playtest Campaigns
Critter Quest
The Whispering Crypt
Other
The Shitpost Pack
\pagebreakNum # Monster Manual
### Wildlife
Aberrations
Farlanders
Stargazers
Summoning Shard
Beasts
Dire Vespidae
Glow Moth
Razorshell Tortoise
Bloodweaver Spiders
Celestials
None Yet!
Constructs
Automatons
Drill Bots
Dragons
Primordial Dragons
Purple Dragons
Stardust Wyrms
Elementals
Ancient Guardian
Pebbling
Rockwyrm
Fey
None Yet!
Fiends
None Yet!
Giants
None Yet!
Monstrosities
None Yet!
Oozes
Magma Sludge
Plants
Adrenaline Weed
Bitey Bloom
Cerebloom
Chaos Bloom
Crimson Bulb
Explosive Creeper
Faerie Flower
Null Bramble
Rageroot
Vinelings
Wormhole Lily
Undead
Martyred Soul
Shrieker Thrall
### Sample Organizations Organizations are yours to create. Not all or even any of the following organizations are required for a given world, but could exist if the DM decides. If not, perhaps they inspire organizations of your own. ##### Level 1-20 | The Mystic Order Psions of the world gathered in monasteries and institutions of discipline and learning. ##### Level 3-8 | Order of the Black Rose The hidden bane of cities, pulling the strings from the shadows to achieve their insidious goals. ##### Level 5-12 | Saurian Houses Wildspace is plagued by the space piracy of the saurian family houses who use dirty, underhanded tactics to satisfy their greed. ##### Level 10-20 | The Undying Evil A conclave of immortals orchestrating the inevitable end of all deities.
6
5.5