The Asylum Broadside
Dia Incipium · Cycle of Rain · Year 50 of the New Reckoning · Weather: Suspicious  ❖  THE RED MASK RIDES AGAIN! - Crimson Crusader Confounds Criminal Cabal in a Canal-Side Caper Near the Fish Market  ❖  GHOST SHIP! - Spectral Schooner Sails Sans Sailors Toward the Feyveil Mists  ❖  WHAT PASSES BEHIND CLOSED DOORS? - Late Lights Observed on Liar’s Path; Both Embassies Silent  ❖   Dia Incipium · Cycle of Rain · Year 50 of the New Reckoning · Weather: Suspicious  ❖  THE RED MASK RIDES AGAIN! - Crimson Crusader Confounds Criminal Cabal in a Canal-Side Caper Near the Fish Market  ❖  GHOST SHIP! - Spectral Schooner Sails Sans Sailors Toward the Feyveil Mists  ❖  WHAT PASSES BEHIND CLOSED DOORS? - Late Lights Observed on Liar’s Path; Both Embassies Silent  ❖  
After Asylum: Hubris · Rules Reference

5e → 5.5e Player Reference

The 2024 rules (5.5e) are a revision of 5th Edition, not a new edition. Your existing characters, monsters, and adventures are still compatible. This document covers the mechanical changes most likely to affect play at this table.

Section 1

Character Creation

Ability Score Increases

5e (2014)5.5e (2024)
ASIs granted by Race (e.g., +2 STR for Orcs) ASIs granted by Background (+2/+1 or three +1s). Species no longer grants ASIs.
Standard array: 15, 14, 13, 12, 10, 8 Improved standard array: 16, 14, 13, 12, 10, 8. No score can start below 8.

Species (formerly Races)

Backgrounds

Subclass Timing

Feats

Multiclassing

Section 2

Combat

Initiative and Surprise

Rule5e (2014)5.5e (2024)
SurpriseSurprised creatures skip their entire first turnSurprised creatures roll initiative at Disadvantage only
InitiativeAlways rolledDM may use a creature’s passive Initiative score instead of rolling
Invisible creaturesNo initiative bonusInvisibility grants Advantage on Initiative

Movement

Grappling and Shoving

Note: This campaign uses a house rule for grappling. See House Rules → Rule 1 for details.

Weapons and Equipment

Other Combat Rules

Section 3

Damage and Hit Points

Section 4

Resting

Rest Rule5e (2014)5.5e (2024)
Short Rest minimumNo HP requirementYou must have at least 1 HP to take a Short Rest
Long Rest cooldownOne per 24 hoursMust wait at least 16 hours between Long Rests
Long Rest interruptionStarting over requiredCan resume immediately; takes 1 extra hour to finish
What interrupts a restDM discretionRolling Initiative, casting a non-cantrip spell, or taking damage
Long Rest recoveryAll HP, half Hit DiceAll HP, all Hit Dice, plus cures max HP and ability score reductions
Section 5

Conditions

Exhaustion

Other Condition Changes

ConditionChange in 5.5e
GrappledNow imposes Disadvantage on all attacks except against the grappler
IncapacitatedYou can no longer speak; also imposes Disadvantage on Initiative
StunnedStunned creatures can still move (previously could not)
PetrifiedPetrified creatures are now aware of their surroundings
InvisibleGrants Advantage on Initiative rolls
DiseasesReplaced with “magical contagions” that apply the Poisoned condition
Section 6

Actions

Hide

Note: This campaign uses a house rule for hiding. See House Rules → Rule 6 for details.

Other Action Changes

Section 7

Spellcasting

Section 8

General Rules

Section 9

Environment

Environmental Hazards

Travel

Travel Pace5.5e Effect
FastDisadvantage on Survival and Stealth checks
NormalDisadvantage on Stealth checks
SlowAdvantage on Perception and Survival checks
Section 10

Magic Items

Section 11

Cold Iron

Cold Iron is a rare metal found only in the Obelisk, the great iron landmass at the center of the Mare Revelatum. It is darker and denser than ordinary iron, and almost alive in its resistance to working - but once forged, it holds its edge unlike any other metal. A one-pound ingot of Cold Iron can be purchased for 100 gp (or its equivalent in Bags).

Each weapon, piece of armor, or magic item made with Cold Iron requires one ingot incorporated into its construction. Cold iron weapons and armor have the following properties:

Note: Cold Iron is rare and expensive. It is not freely available - it must be sourced from the Obelisk or purchased at a premium from traders who deal in Obelisk goods. The DM tracks its availability.

5e (2014) and 5.5e (2024) are compatible. Older monsters, spells, and adventures still work. When in doubt, the 2024 PHB takes precedence - unless a house rule says otherwise.

House RulesSpell ChangesPlayer Resources