Rules
Base rules
Section titled “Base rules”As noted in the introduction, this campaign is based on the SRD 5.2 rule set, aka Dungeons & Dragons 2024, aka D&D 5.5e. Unless otherwise specified, all rules are based on that system. For your convenience and mine, all special rules will be stated or linked from this page.
Character creation rules
Section titled “Character creation rules”Please see Player Characters for specific rules about character creation. In general, additional rules are intended to help align characters with the setting of Sanctuary.
Homebrew content
Section titled “Homebrew content”This campaign will include many homebrew monsters and items inspired by the Diablo universe. Most content will be rooted in existing D&D mechanics, but remixed, rebalanced, and reskinned to fit the setting.
2014 to 2024 changes
Section titled “2014 to 2024 changes”Although the 2024 release is designed to be backwards-compatible with 2014 content, there are literally hundreds of rules changes. Players are responsible for learning and applying rules that are relevant to their player characters; particularly creation, progression, class abilities, and spells.
However, for everybody’s benefit, this section highlights some of the more notable changes.
Overview
Section titled “Overview”The 2024 rules changes emphasizes:
- Standardization
- Fewer contested rolls
- Reduced bookkeeping, especially for summons and conditions
- Clearer wording
- Improved balance
These changes should make it easier for all of us, so we can spend less time researching and interpreting rules and more time actually playing.
Character creation
Section titled “Character creation”If you are creating a 2024 character (strongly recommended):
- Backgrounds now determine ability scores.
- The term “race” has been replaced with “species.”
- Everybody gets a feat at level 1 (Origin Feat).
- Everybody class gets a subclass at level 3, which helps standardize progression.
- Many classes were buffed.
Combat
Section titled “Combat”- Martial classes gain Weapon Mastery. Weapons now have unique abilities!
- Grappling overhauled to be simpler. It is now triggered differently as well.
- Unarmed strikes can choose to damage, grapple, or shove.
- Drinking your own healing potion is a Bonus Action. Administering one to another player requires an action.
- Surprise reworked. Surprised characters simply have disadvantage on initiative.
Inspiration
Section titled “Inspiration”- Inspiration is now “Heroic Inspiration” and is granted by more abilities.
Saving throws
Section titled “Saving throws”- You may voluntarily fail a saving throw.
Exhaustion
Section titled “Exhaustion”- Exhaustion has been completed redesigned.
- No longer has different effects for each level.
- Instead, gives -2 to all D20 rolls per level, with a maximum of 10 levels.
Hiding
Section titled “Hiding”- Completely rewritten.
- Produces the invisible condition while hidden.
Conditions
Section titled “Conditions”Several conditions have been rewritten. Most notably:
Invisible
Section titled “Invisible”- You can’t be seen without special senses or magic.
- You have advantage on initiative.
- Attack rolls against you have disadvantage.
- Your attack rolls have advantage.
- Distinct from been “unseen.”
Grappled
Section titled “Grappled”- Speed becomes 0.
- Escape with a saving throw against grappler’s DC.
- Condition itself now contains most of the rules instead of requiring a flowchart.
Incapacitated
Section titled “Incapacitated”- Can’t take actions or reactions.
- Can’t concentrate.
- Automatically loses many ongoing effects that require actions.
Hidden
Section titled “Hidden”- Results in the invisible condition.
- Gained by hiding successfully.
- Lost by being discovered, making an obvious noise, attacking, or otherwise revealing yourself.
Spells
Section titled “Spells”Many, many spells received changes. Please err on the side of assuming a spell has changed and read the new version. Here are some especially notable changes:
Counterspell
Section titled “Counterspell”- No longer automatically succeeds based on spell level.
- Instead, the target makes a CON saving throw to keep casting.
Divine Smite
Section titled “Divine Smite”- Now a spell.
- Uses a bonus action to cast.
- Can be countered.
- Follows normal spellcasting rules.
Conjure Animals
Section titled “Conjure Animals”- No longer summons multiple stat-block creatures that have to be micro-managed.
- Instead, creates a magical effect that deals damage and occupies an area. (Think like Spirit Guardians.)
Conjure Woodland Beings
Section titled “Conjure Woodland Beings”- Significantly simplified, similar to Conjure Animals.
Spiritual Weapon
Section titled “Spiritual Weapon”- Requires concentration. (Sorry, clerics!)
True Strike
Section titled “True Strike”- Completely redesigned.
- No longer comically weak.
Barkskin
Section titled “Barkskin”- Reworked to be more scalable into higher levels.
Polymorph
Section titled “Polymorph”- Significantly streamlined and simplified.
Healing spells
Section titled “Healing spells”- Healing spells were adjusted for balance and consistency, while still retaining their core identities.
Bonus Action Spell Rule
Section titled “Bonus Action Spell Rule”- Has been simplified to resolve confusing edge cases.
- If you cast a spell with a bonus action, the only other spell you can cast in the same turn is a cantrip with a casting time of one action.