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5e - Changelog - V 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.

Vincent Trifels 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).
Spirited Traveler: A few changes:
- Desperate Dash: Removed the bonus to Acrobatics Checks and DEX Saves.
- Marathon Runner: Simplified description.
- Sojourner’s Fortitude: Removed to make all Human Heritage Gifts equal in feature count.

Culture: Caravanner

Skill Proficiencies: Removed Animal Handling. Only grants Survival proficiency now.
Languages: Doesnt grant you full fluency in a Language, but one mastery level instead.
Trampling Charge: Removed.

Background: Soldier

Background Feature: Replaced the Background Feature Military Bearing with an Origin Feat. Military Bearing moved up to the Flavor section of the Background. The choice of origin feats is: 🥇Brawler, 🥇Savage Attacker, 🥇Tough or a Special Origin Feat. Please choose one.
Skill Proficiencies: Now grants Athletics and Intimidation Proficiency. Before it was Athletics and a choice between Animal Handling and Intimidation.
Languages: Doesnt grant you full fluency in a Language, but one mastery level instead.

Destiny: Fire

Ignite: Now grants a 1d8 bonus instead of an expertise die.
Blazing Soul: Increased duration. Damage dealt by this feature equals a number of d4s equal to your PB. (Formerly 2d4)

Level 1: Fighter

Class Proficiencies

Saving Throw Proficiencies: There is now a choice. Currently you simply gain proficiency with Strength and Constitution Saves. Now you have a choice: Choose one proficiency of each A and B: (A) Dexterity OR Constitution; (B) Strength OR Intelligence.
Skill Proficiencies: Animal Handling removed. The new Breaking, Endurance, Hold Breath, and Revelry Skills were added to the choices here. If you want to reconsider your current choices, you may.

Maneuvers

Combat Traditions: Fighters now choose 2 of the following combat traditions to gain their combat maneuvers: 🤺Attentiveness, 🤺Comradery, 🤺Cunning, 🤺Might, 🤺Prowess, 🤺Swiftness. Since your Subclass grants you one more Combat Tradition proficiency, and your level 5 fighter feature also does so, you have access to 4 of these traditions. Your current 7 maneuvers (excluding Blazewing butterfly stance) are part of 5 traditions. That means you have to change at least 1 of those. To keep your build mostly the same, you could do one of the following (or just rebuild from the ground up lol, I just try to keep it simple): A: Gain proficiency in the “Might” Tradition, keep lean into it, remove cleaving swing and take Sweeping Attack instead. It isn’t exactly the same, but close. B: Gain proficiency in the “Prowess” Tradition, keep Cleaving Swing, remove Lean Into it and take Trip Attack instead.
Exertion: Fighters now gain a fixed amount of exertion per level, instead of their former formula. At level 7 V has 11 instead of 9 Exertion.
Known Maneuvers: Fighters now gain access to maneuvers more frequently. At level 7 V knows 8 instead of 7 Maneuvers
Weapon Masteries: Weapon Masteries are passive effects all weapons have. You can use the 🗡️Mastery Properties of all Weapons you are proficient in.
Extra Attack: Extra Attack is no longer a Class Feature, but a Core Class Feature.

Class Features

Fighting Style: Removed and reworked into martial classes core class traits. Removed a lot of them out of redundancy. You chose Heavyweight Fighting. That fighting style got reworked. To keep your build mostly the same consider one of these two: Fighting Style - Great Weapon Fighting, Fighting Style - Heavyweight Fighting.
Second Wind: No Changes on the current level.
Know your Enemy: New level 1 Fighter feature.
Precise Strike: New level 1 Fighter feature.

Level 2: Fighter

Action Surge: Now a Maneuver instead of a fighter class feature. Nerfed it to make it viable as a maneuver.
Soldiering Knacks: Removed and turned into Fighter Class Feats.

🥇Class Feat: You chose the Campaigner soldiering knack, which is now a Class Feat. It has the following changes:

🥇General Feat: You chose the Multiclassing Feat - Novice feat to gain the Rage feature from the Barbarian class. That feature was reworded and now works as follows:

Level 1: Rage

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing ⛑️Heavy Armor.

While active, your Rage follows the rules below:

Damage Resistance: You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage: When you make an 🎲Attack using STR—with either a 🎲Weapon Attack or an ⚔️Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table. This is a +2 damage increase for you

Strength Advantage: You have ADV on STR 🎲Checks and STR 🎲Saves.

No Concentration or Spells: You can’t maintain 🎲Concentration, and you can’t cast spells.

Duration: The Rage lasts until the end of your next turn, and it ends early if you don ⛑️Heavy Armor or have the ☠️Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an 🎲Attack Roll against an enemy.
  • Force an enemy to make a 🎲Save.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Number of Uses: You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table (This means you have 2 uses of Rage). You regain 1 expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

🥇Skill Feat: Nightvision: Replaces soldiering knack “clearsight sentinel”.

Level 3: Fighter

Subclass: Master at Arms

Name: Renamed to Soldier.
Fluid Traditions: No Changes.
Advanced Technique: No Changes.
Fighting Spirit: New level 3 Soldier feature.

Level 4: Fighter

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

🥇General Feat: You chose the Multiclassing Feat - Novice feat to gain the Crimson Offering feature from the Blood Hunter class. You took this at level 6, but since Great Weapon Master is now a level 6 feat, we have to move this here. That feature was reworded and now works as follows:

Level 1: Crimson Offering

You gain the following benefits:

Rite Die: Some Blood Hunter features use your Rite Die, which starts as a d4. At certain Blood Hunter levels, this die grows, as indicated in the Rite Die column above.

Vital Sacrifice: Some Blood Hunter features allow you to sacrifice your own life to fuel additional effects. When you make a Vital Sacrifice, you take Necrotic damage equal to one roll of your Rite Die. This Necrotic damage cannot be reduced in any way.

Infuse Weapon: As a Bonus Action, you can make a Vital Sacrifice to empower one Weapon you are holding for 1 hour. When you do so, choose either Acid, Cold, Fire, Lightning, or Poison damage. When you hit a creature with an 🎲Attack using the empowered weapon, the creature takes bonus damage of the type you selected equal to one roll of your Rite Die.

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

Level 5: Fighter

Extra Attack: Removed and integrated into the core class features.
Reserves: Removed because of redundancy.
Maneuver Specialization: You don’t have a column in the fighter table for specialization anymore, but master 2 Maneuvers at level 5 and again at levels 9, 13 and 17. (This means no changes for you).
Tactical Master: New level 5 fighter feature.

Level 6: Fighter

🥇Class Feat: You have to choose one level 6 or lower Class feat!

🥇General Feat: You chose Great Weapon Master at level 4. The feat is now a level 6 feat, but it still works out with your prior choices. No other Changes.

🥇Skill Feat: You have to choose one level 6 or lower Skill feat!

Level 7: Fighter

Subclass: Soldier

Consistent Skill: You now regain 2 Exertion, when using Second Wind. (Formerly 1)

V Maneuver Changes

Combat Traditions: Fighters now choose 2 of the following combat traditions to gain their combat maneuvers: 🤺Attentiveness, 🤺Comradery, 🤺Cunning, 🤺Might, 🤺Prowess, 🤺Swiftness. Since your Subclass grants you one more Combat Tradition proficiency, and your level 5 fighter feature also does so, you have access to 4 of these traditions. Your current 7 maneuvers (excluding Blazewing butterfly stance) are part of 5 traditions. That means you have to change at least 1 of those. To keep your build mostly the same, you could do one of the following (or just rebuild from the ground up lol, I just try to keep it simple): A: Gain proficiency in the “Might” Tradition, keep lean into it, remove cleaving swing and take Sweeping Attack instead. It isn’t exactly the same, but close. B: Gain proficiency in the “Prowess” Tradition, keep Cleaving Swing, remove Lean Into it and take Trip Attack instead.

1st Degree Maneuvers

Cleaving Swing: Now a Prowess Maneuver. DEPENDING ON YOUR TRADITION CHOICES, YOU MIGHT LOSE THIS (SEE ABOVE)

Iron Will: Now a Cunning Maneuver. Now grants ADV on an INT, WIS, or CHA Save instead of against charmed or frightened only.

Lean into It: Now a Might Maneuver. Now the effect is active until the END of your next turn instead of the start. DEPENDING ON YOUR TRADITION CHOICES, YOU MIGHT LOSE THIS (SEE ABOVE)

Perceptive Stance: Now an Attentiveness Maneuver. Now works not only for Perception checks, but all checks made with the Search-Action.

Shoulder Check: Now a Comradery Maneuver.

2nd Degree Maneuvers

Back to Back: Now a Comradery Maneuver.

Twist the Blade: Now a Cunning Maneuver.

3rd Degree Maneuvers

Blazewing Butterfly Stance: Reduced emanation range from 20 feet to 15 feet. Clarified description and effect durations. Damage changed from 1d4 to PB. Increased Degree from 2 to 3.