5e - Changelog 2
Condition Changes
Drunk: New Condition.
Exhaustion: There might now be effects targeting Exhaustion. In that case, both Fatigue and Strife are affected.
Fatigue: Now scales from 1-5 instead of 1-10. 1 level doesn’t reduce a d20 roll by 1, but by 2 and for each level of Fatigue, the creatures speed is reduced by 5 feet.
Strife: Now scales from 1-5 instead of 1-10. 1 level doesn’t reduce a d20 roll by 1, but by 2.
Grappled: A grappled creature now has DISADV on attacks against creatures other than the grappler.
Reverebration: New Condition.
Electrocuted: New Condition.
Feat Changes
General Changes
Feat Categories: Feats are now organized into categories: Class, Epic Boon, General, Origin and Skill Feats.
Feat Changes
Alert: Now is an Origin Feat instead of a 4th+ level Feat.
Brawler: Reduced Feat’s Power to match Origin Feats.
Crossbow Expert: No longer has a 4th+ level prerequisite, instead it is a 2nd+ level General Feat
Fighting Style Great Weapon Fighting: Instead of Rerolling 1s and 2s once, they are treated as 3 instead.
Removed Fighting Styles: Featherweight Fighting, Heavyweight Fighting, Improvised Fighting, Interception (now a Maneuver), Swordsplay, Tireless Fighting, Versatile Fighting, Wrestler
Flash Recall: No longer has a 7th+ level prerequisite, instead it is a 4th+ level Class Feat
Heavy Armor Master: No longer reduces only Bludgeoning, Piercing, or Slashing damage.
Piercer: Now slightly increases damage with piercing weapons
Poisoner: Updated to 2024 rules
Resilient: No longer has a 7th+ level prerequisite, instead it is 4th+ level
Sharpshooter: No longer has a 4th+ level prerequisite, instead it is a 2nd+ level General Feat
Spell Sniper: No longer has a 4th+ level prerequisite, instead it is a 2nd+ level General Feat
Swift Combatant: Speed now increases by 10 ft. Now a level 6 Skill Feat.
Telekinetic: No longer has a 7th+ level prerequisite, instead it is 2nd+ level
Telepathic: No longer has a 7th+ level prerequisite, instead it is 2nd+ level
War Caster: No longer has a 7th+ level prerequisite, instead it is a 4th+ level Class Feat. Now grants ADV on Saves instead of an epertise die.
New Feats
New Class Feats: Cartomancer (Spellcaster), Complex Caster (Spellcaster), Battering Shield
New General Feats: Radiant Rebuke, Putrefy, Love Bites, Tough Flesh, Cloying Mists, Bomber, Bloodlust, Magic Adept, Mystic Conflux, Remarkable Recovery
New Origin Feats: Amateur Alchemist, Child of the Sun, Lucky, Hexer, Lucky, Magic Initiate, Monster Slayer, Musician, Sharp Eye, Survivor, Tireless Reveler, Fey Touched, Shadow Touched, Vampire Touched, Cruel, Fate Touched
New Skill Feats: Light Bringer, Alluring, Bountiful Luck, Nightvision
Removed Feats
Ace Driver, Alley Adventurer, City Survivor, Hillrunner, Howling Sledder, Ironfall Seafahrer, Neighborhood Figure, Tavern Fly, Urbane, Fear Breaker, Natural Warrior, Pillar of the Community, Snoop, Surgical Combatant, Unfinished Business, Idealistic Leader, Monster Hunter, Tactical Support
Skill Changes
New Skills
Breaking: New Strength Skill. There are a lot, and I mean A LOT of scenarios in DnD 5e, where the Rules themselves say “a character can break this with a successful DC20 Strength check”. Not Athletics, just raw STR. That would be fine with me, if not for the fact, that every dungeon ever, every nonmagical restraint, every object that just doesn’t want to be handled with athletics, would specifically list a kind of check, that is basically impossible for every character, including a Level 20 barbarian. There are checks listed as DC25, or even DC30 Strength checks. This IS impossible to beat without proficiency, since base 5e rules don’t grant an auto success on a Nat 20. ergo the highest possible check a normal character can make is a 25 with a nat 20 and a STR modifier of +5. Yes bless, bardic inspiration and features like that can enhance this, but a generic level 20 barbarian, with a +5 Strength is able to kill a dragon, but unable to break the old rusty manacles of castle ravenloft, because they didn’t roll the 5% chance nat 20. Rant over.
Endurance: A Constitution based Skill. CON needs Skill checks and Endurance fills the need for a check you make for slow, hard work, or sitting still for hours (for example if you are preparing an ambush).
Hold Breath: A Constitution based Skill. CON needs Skill checks and holding your breath is something I wanted to ask for occasionally.
Occultism: An Intelligence knowledge Skill.
Revelry: A Constitution based Skill. CON needs Skill checks and PCs want to party, they want to win drinking contests, and it makes no sense that that is a CON save all the time. Commoners have a +0 CON save, so there is no way in hell, the local drunkard can even think about outdrinking a player character.
Rule Reworks
Expertise Dice: Ersetzt durch 5e - Expertise. Jeder Skill kann jetzt bis zu 6 Expertise level haben, anstelle von expertise dice.
Skill Categories: Only relevant for the character sheet. “Knowledge Skills” are all of the INT based skills that don’t interact directly with the world but are pure character knowledge (arcana, culture, history, nature, occultism, religion)
Specific Skill changes
Design Goal: Since I changed some rules and the Character Sheet layout, I wanted to have 3 main skills for every of the 6 ability scores.
Animal Handling: Removed. The skill is used so infrequently, it doesn’t need its own skill. Every CHA skill can be applied to animals.
Intimidation: Now a STR check instead of CHA. Since the rule still applies that any check could possibly be made with any other ability score this doesn’t really change anything at all. This is just for optics on the character sheet and to give STR more skill checks.
Medicine: Now an INT check instead of WIS. Why was it WIS to begin with? I go to school for medicine, I learn to cure people, I know diseases and wounds.