Dungeons & Dragons 5.5e (2024)

Overview

Dungeons & Dragons 5.5E (commonly called the "2024 rules" or "D&D 2024") is the revised and updated version of the Dungeons & Dragons 5th Edition tabletop roleplaying game, published by Wizards of the Coast. Released across three core rulebooks throughout 2024 and early 2025, it is not a new edition. It is the same game, refined. The revision was driven by a decade of player feedback and data on how tables actually run 5E, and it shipped to coincide with the game's 50th anniversary. The three revised core books are the Player's Handbook (September 2024), the Dungeon Master's Guide (November 2024), and the Monster Manual (February 2025). All three are reorganized, reworded for clarity, and mechanically updated. Rather than replacing 5th Edition with a "6th Edition," 5.5E expands and tightens the existing framework while maintaining backwards compatibility with every 5E adventure module, sourcebook, and campaign setting published since 2014. If you are new to D&D entirely, start with the
Dungeons & Dragons 5e (2014) https://groupfinder.gg/library/dungeons-dragons-5e-2014
entry for a full explanation of how the game works. Everything described there still applies here. This entry covers what 5.5E specifically changed.

Description

D&D 5.5E plays identically to 5th Edition at the table. Players create adventurers, one player takes on the role of the Dungeon Master (DM), and the group tells a collaborative story driven by a twenty-sided die (d20) and the DM's rulings. The core loop, the "Three Pillars" of Combat, Exploration, and Social Interaction, and the fundamental mechanics (Advantage and Disadvantage, Bounded Accuracy, the Proficiency Bonus, the rest system) all carry over unchanged. What the 2024 revision addresses is the rough edges that a decade of play exposed. Martial classes (Fighters, Barbarians, Monks, Rogues) now have more tactical options in combat instead of repeating the same basic attack every turn. Spellcasting classes have been rebalanced to reduce the gap between low-level and high-level power. Rules that were famously unclear or frequently house-ruled (grappling, crafting, surprise, two-weapon fighting) have been rewritten. The Dungeon Master's Guide, long criticized as poorly organized, has been restructured into a book that new DMs can actually learn from rather than only reference. The result is a game that feels the same at the table but runs more smoothly. Groups that have been playing 5E for years will notice the quality-of-life improvements. Groups starting fresh will simply have a cleaner ruleset from day one. Both 2014 and 2024 material can be used at the same table without conversion, though the newer rules are recommended for new characters.

Key features

Weapon Masteries

The single biggest change to how martial classes feel in play. Weapons now carry specific "Mastery" properties (Cleave, Graze, Push, Topple, Vex, and others) that martial characters unlock as they level up. A Fighter wielding a greataxe with the Cleave mastery can hit a second target adjacent to the first. A Rogue with a rapier using Vex gains advantage on their next attack. This gives martial characters a tactical vocabulary that previously only spellcasters had, turning each turn into a real decision rather than "I attack again."

Revised Class Design and Subclass Standardization

Every class has been rebalanced. All classes now select their Subclass at level three, standardizing the progression and eliminating the old inconsistency where some classes specialized at level one and others at level three. Several underperforming subclasses have been redesigned, and martial classes in particular have received new features at levels that were previously dead. The Monk, widely considered the weakest class in 2014, has been significantly strengthened.

Species (formerly Races)

The game now uses the term "Species" instead of "Race." The mechanical change is significant: species no longer grant fixed ability score increases. Instead, players choose where to place their bonuses during character creation, regardless of species. This decouples character optimization from species selection, meaning a halfling can be an effective barbarian without a mechanical penalty. Each species retains unique traits (darkvision, breath weapons, lucky, and so on) but the stat bonuses are player-chosen.

Updated Feat System

Feats are now organized into tiers (Origin, General, Fighting Style, and Epic Boon) that unlock at specific levels. Every character receives an Origin feat at level one as part of their Background, which means feats are no longer an optional rule that some tables ignore. This gives every character a small customization hook from the very first session.

The Bastion System

Introduced in the revised Dungeon Master's Guide, Bastions are customizable player-owned strongholds that unlock at level five. Players choose facilities (an arcane study, a smithy, a greenhouse, a gambling den) that provide mechanical benefits between adventures, such as crafting magic items, gathering intelligence, or generating income. Each facility has its own special orders that trigger during downtime. This gives campaigns a persistent home base and answers the long-standing question of "what does my character do between adventures?"

Apex Monsters and the Revised Monster Manual

The 2025 Monster Manual expanded the creature roster to over 500 entries and redesigned many legacy stat blocks to be more dynamic in combat. Classic monsters have been given more varied actions so that fighting a troll in 5.5E feels different from fighting a troll in 2014. The book also introduced "Apex" versions of iconic creatures (an Apex Hag, an Apex Owlbear) that serve as higher Challenge Rating variants for use as bosses or late-campaign threats without requiring entirely new monsters.

Backwards Compatibility

The core promise of the revision. All 5E adventure modules, sourcebooks, and third-party content published since 2014 remain usable with the 2024 rules. If a table wants to bring a 2014 character into a 5.5E game, the rules accommodate it. In practice, most groups adopt the 2024 rules for new characters and continue running their existing campaigns and adventures without conversion.

Getting started

Active games and players

DND5.5E
Dungeons & Dragons 5.5E (2024)
Online
West Marches / Living World
The City of Intrica
Players
172
Dungeons & Dragons 5.5E (2024)
en English

The City of Intrica

West Marches / Living World
One world and a big pool of players, but no fixed party - whoever signs up that week is who plays.
Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
The city of Intrica lies between Poland and Germany; it was founded over 500 years ago and stands tall today. However, it has not stopped suffering its trials and tribulations. Its current one is a black hole blotting out the sun over the city. The black hole, however, is not just a black hole; it is a pocket dimension known as "The Great Selection", a Battle Royale created by an adversary of the city known as "The Silent". Within this grand Battle Royale, the winner would exit with all the powers of the other participants, meaning that if any of the very malicious beings inside of it were to win, it would spell ruin for not just Intrica, but maybe even the entirety of Europe. It is up to the agents of the Arcane Enforcement & Global Intelligence Service, aka A.E.G.I.S., to break into this battle royale and turn the odds in favor of the participants who are friendly to this world. After all, you can move a mountain if you do it bit by bit.

Read more

Save to favorites
DND5.5E
Dungeons & Dragons 5.5E (2024)
Bayreuth
Campaign
Odyssey of the Dragonlords
Players
4/6
GM
1/1
Dungeons & Dragons 5.5E (2024)
de German

Odyssey of the Dragonlords

Adult
The table is for players who are 18 or over.
LGBTQ+ friendly
The table is openly welcoming to LGBTQ+ players.
Mitspieler für Langzeitkampagne am Tisch gesucht  Was: Odyssey of the Dragonlords mit Homebrew Wann: 2-4x im Monat, wie alle Lust haben Wo: Landkreis Bayreuth, bei uns Zuhause Wie viele: 4-6 Spieler // 3-5 werden gesucht (Mein Mann spielt bereits geplant mit) Wer: Alle die Lust haben, Einsteiger sind auch sehr willkommen! Wir sind um die 30, am Besten bist du auch im Alter von 25-40 Jahre Willkommen in Thylea 🐲  Ein Land, in dem seit fast 500 Jahren die Titanen und Götter aufgrund eines Eides in Frieden leben.  Doch dieser Eid geht zu Ende und das Erwachen der uralten Titanen steht bevor.  Es wurden Helden prophezeit, um das Land und die Sterblichen zu retten.  Die Reise führt durch antike Städte, raue Wildnis und die stürmischen Meere.  Eure Entscheidungen haben direkten Einfluss auf das Land, die Welt und die Geschichte.  Jeder von euch ist eng mit der Geschichte verwoben und eure Taten entscheiden über die Zukunft Thyleas 🐉 Wir spielen die Kampagne Odyssey of the Dragonlords! Eine epische Kampagne im griechisch-mythologischen Setting von Level 1 bis 20.  Wir werden also hoffentlich einige Jahre gemeinsam spielen.  TTRPGs sind unser größtes Hobby und wir suchen Mitspieler mit hoffentlich der selben Leidenschaft und Freude an diesem tollen Hobby!  Wir würden gerne bei uns Zuhause spielen, dort leben noch ein großer Hund, zwei Katzen und Hühner. Du solltest also keine Allergien haben und halbwegs tierlieb sein.  Außerdem sollte dir Rassismus, Sexismus und rechtes Gedankengut zuwider und die Bezeichnung links-grün versifft eher ein Kompliment sein.  Wir erhoffen uns hier wirklich eine Freundesgruppe zu bilden, nicht einfach nur ein bisschen gemeinsames würfeln mit Fremden.  Um zu sehen ob alles passt würden wir dich auch gerne vorab Kennenlernen wollen 😊 Ich würde mich über eine Nachricht von dir freuen, gerne auch über Discord (nunvielleicht).

Read more

Save to favorites
DND5.5E
Dungeons & Dragons 5.5E (2024)
Online
Campaign
Welcome to Vaeloria!
New
Posted 1 hour ago
Players
0/4
GM
1/1
Dungeons & Dragons 5.5E (2024)
en English fr French

Welcome to Vaeloria!

Welcome to Vaeloria! Generations ago, the Underfolk rose up in a crusade that failed. What followed was worse than the war itself: subjugation under House Xanos, a wound that still hasn't closed. Some Vaelorians have grown kinder to the Underfolk races over he years since, but many haven't. Beneath the surface of every gleaming city, from Eryndell's towers of scholarship, to Thalor's living canopy to Vaeloris Prime's golden halls, something is not quite right. But you don't know any of that yet. Right now, you're just trying to survive a forced labor camp you shouldn't be in. A stranger has given you a piece of paper, asking to meet with a few others in the common room that night.  What to expect: - A homebrew D&D 5e (2024 rules) campaign blending political intrigue, personal stakes, and genuine moral grey areas - Combat that hits hard, mysteries that reward paying attention, and choices that don't come with a clearly right answer - A slow-burn story, secrets are meant to be uncovered, not handed to you This campaign will include a lot ot homebrew items and monsters.

Read more

Save to favorites
DND5.5E
Dungeons & Dragons 5.5E (2024)
Online
Campaign
High Lords of Terra (5e/5.5e homebrew) (21+)
Players
3/5
GM
1/1
Dungeons & Dragons 5.5E (2024)
en English

High Lords of Terra (5e/5.5e homebrew) (21+)

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Roleplay focused
Conversation, character and story take up most of the table time.
Intro to Terra If you’re coming from Faerûn, think of Terra as a vast continent that used to feel like one big, functioning empire. A tradition of feudalism, with noble "High Lord" houses ruling over their regions. All offering allegiance to a central authority, the most powerful noble house, Arista, and crowned it's leader as the First Lord. So the Legend Goes At the dawn of this world, the Gods watched our people struggle to survive in an unforgiving world - Early settlements decimated by violent storms. Explorers slaughtered by ferocious beasts. To have a chance at survival, these benevolent Gods gifted the lands with powerful spirits. And for the inhabitants, an ability to bond with these spirits. As these lands were conquered, creatures brought over were quickly surpassed by Humans, who found they could tame and even command these spirits. For thousands of years, these settlers fought and struggled to secure as much power for themselves as possible. Anarchy, chaos, and endless bloodshed, with the most vulnerable most at risk. It was not until those wielding the most powerful elemental magic banded together that law and order was able to form. Rather than fighting each other, they spread across the lands in a uniform effort to end the violence. Forming what are now known to be the High Lords of Terra. These High Lords rallied behind the most powerful among them, First Lord of House Arista. For generations, there was peace among the world. Humans across Terra in harmony with one another and their spirit blessings, working together to build great cities, sprawling farmlands, relying on each other for protection. The Civil War starts... Nearly one hundred years ago, tragedy struck when the First Lord passed away, leaving behind two sons with competing claims to the throne. The older son, born of an illegitimate affair with the High Lady of House Kalara, vied for the throne against his younger brother, son to the First Lord's wife. The conflict immediately turned bloody amongst the High Lords. On one side stood the loyalists, supporting House Arista and the rightful heir to the throne as appointed by the King's betrothed. On the other stood the would be usurping traditionalists, who sought to uphold the laws of succession. They rallied behind House Kalara. Now, a century later, the realm remains divided, locked in a never-ending struggle for power and dominance. The loyalist houses of Teos, Retosia, and Pytion stand firm in their support of House Arista, while the traditionalist houses of Sultern, Rhodes, and Toria remain steadfast in their allegiance to House Kalara. As the conflict rages on, the fate of the realm hangs in the balance. One thing is certain - It cannot survive another century of civil war. A Forgotten Evil Stirs... While the realm is torn apart by war, a new shadow rises. Mysterious disappearances reported near the uninhabited forest. Legend of an undisturbed kingdom made of wax in it's center. Ghost stories of an ancient evil laying dormant... now waking up. ------------------------------------------------------------------- Hello! Looking to stretch myself and finally start a new table with a homebrew I've been putting together for a few years. Looking for players that are in a similar timezone (PST). I'm also a parent, so would be looking for evening sessions after kiddos are asleep (~7pm PST). The world's lore is loosely inspired by Jim Butcher's Codex Alera series, mashed together with Faerun. Familiarity with source material is not required or expected at all. Lore will be provided on this world, and the unique elemental powers ALL characters will have access to... With this world, there will be some restrictions on the Player Characters. All playable characters at this time will be Humans. Most classes are workable, though the system really lends itself to Martials/Half-Casters. I would highly recommend using one of those. I'm not a major Rules Lawyer, big believer in Rule-of-Cool and being adaptable. Improvising and leaning into the roleplay is where the magic happens. There will challenging, purposeful combat but not a meat-grinder style of a campaign. Getting the right dynamic is very important to me, so will definitely be intentional. Would also love some diversity (both in character and out of character) at the table. If this sounds interesting, please reach back out! Would be happy to discuss further and share more info on the lore to make sure it's a good fit. Regardless, best of luck to you on finding the right table. :) Cheers, Windy

Read more

Save to favorites
en English
DND5.5E
Dungeons & Dragons 5.5E (2024)
Online
Hunter
Hello all, My name is Hunter (22m) looking to play DnD as a player! I am a DnD veteran and mostly forever DM, but I really want to get into a game as a player and stick to a character long term.  That being said, I am only really free Mondays and Tuesdays after 5 p.m. CST for the foreseeable future. I am still in academia so my schedule can get weird but I'll always have free time during the week. I would prefer playing a fairly serious campaign, and especially one that is full of good role players like myself! I enjoy meaningful combat in my games, and I also enjoy preparation/information gathering on the bbeg or specific scenario! I especially like when a group is invested in the stakes of a campaign and chooses to take most things serious, albeit I am all for some hijinks ;). Things I bring to the table: - Invested in the story/campaign! - Always a unique voice and character! - Extreme note-taker! - A willingness to create a story alongside new friends :) If that sounds good or if you have questions, feel free to DM me! I would love to hear about your campaign setting!
Save to favorites
en English
DND5.5E
Dungeons & Dragons 5.5E (2024)
Online
Drastic
Hello, there!  I am a veteran player (38-years-old) who switched to D&D 5.5 ever since its release and has played sessions weekly (even multiple times a week). My window of availability is between 6 AM and 11:30 AM, and between 2 PM and 10:30 PM, CET times. I like exploration and all kinds of discoveries. I enjoy RP the most when it furthers the characters, the campaign's story or both. I like combat especially when it mixes in interesting mechanics and objectives, and when I can be creative in my descriptions and my actions. I love overcoming challenges, whatever form they take, through teamwork and preparation. I like believable character actions, because I value immersion a lot, which is why I generally prefer a serious tone over a silly one. Jokes are more than fine, but I much prefer it when they don't undercut tense and emotional moments. As a player, I'm committed, invested in the story and a note-taker, I gravitate the most towards themes related to morality, knowledge/lore and creativity/art, I take my time to gather information and strategize, and I'm good-aligned pretty much always. I never come into a campaign with a clear idea on what character to play, as I very much enjoy trying to weave species, class, concept and backstory with the campaign's world, letting the latter inspire character creation itself. So I tend to ask some questions after I join a new game, to get a better idea and then decide, with an eye on party composition as well. As a person, I'm a big believer in fairness, I'm as anti-toxicity as it gets, and I'm respectful, inclusive, punctual and communicative.
Save to favorites

Articles & Videos

Reviews

Sorted by:

No reviews yet.

Login to leave a review.

Other entries

INVINCIBLE RPG • A Superhero Actual Play
Actual Play & Podcasts

INVINCIBLE RPG • A Superhero Actual Play

TTRPG
Virtual tabletop (VTT)
English
This playlist contains two Invincible RPG adventures: The Clone Job The kickstarter intro adventure in which the heroes are sent by the GDA to investigate the Mauler Twins and their latest operation. What begins as a relatively straightforward mission leads to automated defenses, kidnapped scientists, dangerous cloning technology, and a showdown with the Maulers themselves. The Wardens: Cinder Choir Arc An original four-part adventure that starts with the Wardens responding to an asteroid threatening Earth, but quickly develops into something much stranger. The demonic Cinder Choir begins manifesting in Chicago, turning the city into a burning supernatural battleground. The heroes have to uncover what the Choir is trying to accomplish, fight their way through the spreading catastrophe, and ultimately cross into Hell itself to sever the connection between the two realms.

Read more

Mayday Roleplay
Actual Play & Podcasts

Mayday Roleplay

English
Actual Play
Delta Green
Mayday is an award-winning actual-play channel highlighting indie rpgs with immersive roleplay. Their major campaigns include Delta Green, Vampire: The Masquerade, and The Wildsea.

Read more

Removal of Masks
Actual Play & Podcasts

Removal of Masks

English
Actual Play
An Actual Play group from Ireland and England playing through the Epic Call of Cthulhu campaign "Masks of Nyarlathotep" and having an absolute ball doing so! We're loving getting to share our 1920s roleplaying experience with you all and occasionally scaring the wits out of ourselves in the process!

Read more

Looking for a group?

Find a tabletop group to join or players to invite. Groupfinder is a free looking-for-group platform. By players, for players.