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5e - Changelog - Orlac 1

Why did I write everything in english? Because I dislike having 2 languages in one document.

General Changes

THERE ARE MORE CHANGES THAN THIS, BUT THESE ARE THE CHANGES DIRECTLY INFLUENCING YOU, OR THAT ARE GENERALLY GOOD TO KNOW!!!

New Character Sheet

There is a new designed Character sheet to hold all the new information. You can find that on my discord Server or as a PDF in the Signal Group Chat.

Actions

Regain Exertion Action: Instead of taking 1 Minute to regain Exertion, it now takes only an Action.

Conditions

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.

Feats

Feat Categories: Now categorized into Origin, Class, General and Skill Feats. Each character gains one Class, General and a Skill feat every 2nd level (See below).

Languages

Language Mastery: Languages now have 3 levels of mastery: Speaking, Reading, Signing. Whenever a character learns a language, they increase that language’s mastery by one level, unless stated otherwise.

Skills and Proficiency

Especially with Skill Proficiencies, it might be easiest to rebuild the character from ground up to not make any mistakes.

Skill Categorization: Skills are now categorized under the ability scores. They can still be used with different ability scores, but this makes it easier to call for checks.
Expertise Die: Removed. Instead there is a new system for Expertise levels. Simply put: Each point of Expertise equals a +1 in that skill to a max of the associated Ability score or +5, whichever is lower.
Skill Specialties: Removed. This includes Scent specialty for Perception, Swimming for Athletics, Fey for Arcana etc.
Animal Handling: Removed
Breaking: New STR Skill.
Endurance: New CON Skill.
Hold Breath: New CON Skill.
Intimidation: Now a STR Skill, but I will still allow using CHA for it instead.
Medicine: Now an INT check instead of WIS.
Occultism: New INT Knowledge Skill.
Revelry: New CON Skill.

Maneuvers

Combat Traditions: Condensed all 14 Combat Traditions (With about 15 maneuvers each) down to 6 core traditions (With 30 maneuvers each). In the future there will be more “special traditions”.
Basic Melee Damage: Now equals 1d2 + STR instead of 1 + STR
Basic Maneuvers: Every Basic Maneuver is now a contested Check: Athletics vs Acrobatics or Athletics.
Maneuver Activation Time: Each maneuver now has an activation time of “Attack, Action, Bonus Action, Reaction”. If a maneuver has an activation time of “Attack”, you add it to one attack during your Attack Action. If it is an “Action”, you use this maneuver, but can’t add any more maneuvers to potential attacks made during this maneuver. The rule still is: Only one Maneuver per attack.
Reworked and removed Maneuvers: I reworked and removed lots of maneuvers. I will specify each and every one that affects you in your personal changelogs below.
Stances: Rulings about length and maintaining Stances clarified. Stances now require a kind of concentration check to keep them active after taking damage.

Orlac Level Progression

Level 0: Character Creation

Heritage: Human

Intrepid: Renamed to Resourceful. Now grants ADV instead of a 1d4 Expertise die. (Just as we already ruled it, but now it is written as that).
Versatile: Removed (If you benefited from this at character creation, we will just ignore that).
Ingenious Focus: One small change
- Resident Expert: Changed the feature from “minimum 10” to “minimum 8”. I think this applies to your Religion skill. Please take note of that.

Culture: Lone Wanderer

Languages: Doesnt grant you full fluency in two Languages, but one mastery level each.

Background: Hermit

Background Feature: Replaced the Background Feature Inner Voice with an Origin Feat. Inner Voice moved up to the Flavor section of the Background. The choice of origin feats is: 🥇Healer, 🥇Natures Fledgling, 🥇Tough or a Special Origin Feat. Please choose one.
Skill Proficiencies: Now grants Medicine and Religion Proficiency. Before it was Religion and a choice between Medicine and Survival.

Destiny: Prophecy

No Changes

Level 1: Adept

Class Proficiencies

Armor Training: Adepts are now proficient in light armor.
Weapon Proficiencies: Adepts are now proficient in all simple and martial weapons.
Saving Throw Proficiencies: There is now a choice. Currently you simply gain proficiency with Strength and Dexterity Saves. Now you have a choice: Choose one proficiency of each A and B: (A) Dexterity OR Wisdom; (B) Strength OR Intelligence.
Skill Proficiencies: The new Breaking, Endurance, and Occultism Skills were added to the choices here. If you want to reconsider your current choices, you may.

Maneuvers

Combat Traditions: Adepts now choose 2 of the following combat traditions to gain their combat maneuvers: 🤺Attentiveness, 🤺Cunning, 🤺Might, 🤺Swiftness. (Formerly the options were Mirror’s Glint, Rapid Current, Razor’s Edge, Unending Wheel.) Since your Subclass grants you one more Combat Tradition proficiency, your 3 new ones are: Attentiveness, Cunning, Swiftness. (You can choose differently, but this keeps your current maneuvers the same).
Exertion: Adepts now gain a fixed amount of exertion per level, instead of their former formula. At level 7 Orlac has 11 instead of 9 Exertion.
Known Maneuvers: Adepts now gain access to more maneuvers. At level 7 Orlac knows 8 instead of 5 Maneuvers.
Maneuver Save DC: Now no longer increased by 1 just for being an Adept. Orlac’s new DC is 8 + PB + DEX = 16 (17 because of your amulet).
Fighting Style: Adepts now gain a Fighting Style Feat at level 1. Please choose one. (To find them all, you can either look at the Fightning Style Feats Table in the Adept class, or you can filter Class Feats for “All Martial”).
Weapon Masteries: Weapon Masteries are passive effects all weapons have. You can use the 🗡️Mastery Properties of all Weapons you are proficient in. Your unarmed strikes also gain a mastery property, as described below.
Extra Attack: Extra Attack is no longer a Class Feature, but a Core Class Feature. At 5th level you may attack 2x, the same as currently, but at levels 11 and 17 you each gain one additional attack.

Class Features

Uncanny Metabolism: Now a level 1 feature instead of level 2.
Adroit Defense: Now grants both Agile Defense and Brutal Defense.
Martial Arts: There are a few minor changes:
- Martial Arts Attacks: Your Unarmed Strikes now gain the 🗡️Push Mastery Property and count as Martial melee Weapons for the purpose of 🤺Combat Maneuvers and other features.
- Exertion Focus: Now a level 1 feature instead of level 2. Integrated into Martial Arts. No further changes.

Level 2: Adept

Practiced Techniques: Removed and turned into Adept Class Feats.

🥇Class Feat: You chose Adept Speed. No Changes.

🥇General Feat: You chose the Grappler feat. The feat has the following changes:
- Fast Wrestler: Removed. Otherwise this feat would be too strong for level 2. (No longer allows you to move at a normal speed while grappling a creature.)

🥇Skill Feat: You chose the Eye for Detail feat. The feat has the following changes:
- Name: Renamed to People Reader.
- Level and Category: Now a level 2 Skill Feat instead of Adept Class Feature.
- Number of Uses No longer requires Exertion, but limited to PB times per short rest. Requires a DC15 Insight Check to work.
- Skill Proficiency: Grants Proficiency/Expertise in Insight.

Level 3: Adept

Subclass: Warrior of the Hand

Name: Renamed to Pugulist.
Lost Tradition: No changes.
Way of the Fist: Moved from level 6 to 3. Critical hits now restore Exertion equal to your WIS instead of 1/2 x PB
Wholeness of Body: New level 3 Pugulist feature.

Level 4: Adept

🥇Class Feat: You chose Gale Walk. The feat has the following changes:
- Jump: Now casts Jump on yourself, which triples your jump distance and allows you to jump 30 ft. once per turn by spending only 10 ft. of movement.

🥇General Feat: You chose the Ability Score Improvement feat. No Changes.

🥇Skill Feat: You have to choose one level 4 or lower Skill feat!

Level 5: Adept

Extra Attack: Removed and integrated into the core class features.
Focus Feature: Removed and turned into Adept Class Feats.
Disciplined Defense: New level 5 Adept feature.
- AC Increase: Now combines both Agile defense’s and Brutal Defense’s AC increases (formerly this was part of the level 1 feature, but you had to remember this when you hit level 5)
- Deflect Attacks: New level 5 Adept feature. Formerly a Focus Feature.
Disciplined Offense: New level 5 Adept feature.
- Empowered Strikes: New level 5 Adept feature.
- Total Combat: New level 5 Adept feature. Formerly a Focus Feature.

Level 6: Adept

🥇Class Feat: You chose Slow Fall. The feat has the following changes:
- Jump: Now casts Feather Fall on yourself, which reduces falling damage to 0, instead of 10x Adept level

🥇General Feat:

🥇Skill Feat: You chose Swift Combatant. The feat has the following changes:
- Speed Increase: Speed now increases by 10 feet instead of 5 feet.
- Maneuvers: Some of the Maneuvers granted by this feat changed. They are detailed below in the Maneuver Changes Section.

Level 7: Adept

Subclass: Pugulist

Level: Now the subclass feature is level 7 instead of 6.
Erupting Blow: New level 7 Pugulist feature that grants the Shockwave Maneuver, which isn’t an Adept class feature anymore.

Orlac Maneuver Changes

Combat Traditions: Adepts now choose 2 of the following combat traditions to gain their combat maneuvers: 🤺Attentiveness, 🤺Cunning, 🤺Might, 🤺Swiftness. (Formerly the options were Mirror’s Glint, Rapid Current, Razor’s Edge, Unending Wheel.) Since your Subclass grants you one more Combat Tradition proficiency, your 3 new ones are: Attentiveness, Cunning, Swiftness. (You can choose differently, but this keeps your current maneuvers the same).

1st Degree Maneuvers

Charge (Granted by Swift Combatant): Now a Swiftness Maneuver.

Exploit Footing: Now a Cunning Maneuver. The trigger is now a creature missing you with a melee attack (not the ADV/DISADV stuff anymore).

Speed over Strength: Now a Swiftness Maneuver. Now you take the Reaction before the enemy hits you and the weapon you are using doesnt need to be light or finesse, instead it needs to be not heavy.

Swift Stance (Granted by Swift Combatant): Now a Swiftness Maneuver. Speed now increases by 10 feet instead of 5 feet.

Warning Strike: Now an Attentiveness Maneuver. Now a Bonus Action instead of Reaction. Trigger changed/clarified to a creature provoking an Opportunity Attack from you.

2nd Degree Maneuvers

Parrying Counter: Now an Attentiveness Maneuver. Renamed to Prepared Parry. Grants 1d6 AC instead of an expertise die now.

Rolling Strike: Now a Swiftness Maneuver. Now a Bonus Action instead of Action. Movement reduced to 15 feet from 20 feet.

3rd Degree Maneuvers

Rapid Drink (Granted by Swift Combatant): Now a Swiftness Maneuver. Exertion cost reduced to 1, Degree now 3. Combined with “Douse” Maneuver.