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Nov 22nd, 2017
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  1. Character creation – you can take one racial feat or skill feat for one point during character creation. Standard point-buy rules apply when taking a feat with an ASI.
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  3. Feats –
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  6. Grudge-bearer is back from the UA, minus the “opportunity attack” bit. Double proficiency changed to advantage on the roll (like dwarven stone cunning)
  7. Human Determination is back from the UA.
  8. Dragon Wings is back from the UA, but restricted to level 4+ Dragonborn
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  11. Races:
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  13. Non-variant humans get the “human determination” feat for free, minus the ASI.
  14. Bugbears can only use their long limbs feature with weapons lacking the heavy quality.
  15. Kobolds’ pack tactics can only be used once per target, per combat.
  16. Goblins nimble escape cannot be used to take the disengage or hide action as a bonus action—instead, their base speed increases by 30 feet when they take the disengage action.
  17. Orcs retain relentless endurance from the half-orc race and can take the orcish fury feat.
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  20. Spells:
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  22. Witch Bolt has a range of 60 feet, has an initial damage die of 2d6, a recurring damage die of 2d6, and gains 1d6 damage for every slot level above 2nd.
  23. Witch Bolt and Enervation: neither require you to use your action to maintain the spell, but both still require you to use an action to automatically damage your target. “The spell ends if your target ever moves out of the spell’s range” changed to “if your target ever moves more than 15 feet further than the spell’s max range.”
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  25. Healing Spirit – a character can benefit from the healing spirit only up to 3 times per casting.
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  27. Skill feats:
  28. Some skill feats provide benefits (the part that isn’t the ASI or expertise) that shouldn’t be restricted to those with the feat (such as performer), or are simply too optimal. These replacements are strictly mechanical benefits, some of which incorporate benefits from existing feats in the PHB that are interesting, but do not give enough benefit to consider them over a different feat or ASI.
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  30. Acrobatic – Replacing the previous benefit, you can stand up from prone at the cost of 5ft of movement.
  31. Diplomat – Replaced with an ability like Inspiring Leader—during your short rest, you can psych up you and up to 5 other companions within 30 feet of you. They gain temporary hit points equal to your Charisma modifier + 1/4th your level (minimum 1).
  32. Empathetic – instead of a check vs deception, it’s a flat DC 15, and you only have advantage on attacks. Range up to 90ft.
  33. Historian – the benefit only applies to arcana, nature, history, and religion checks.
  34. Performer – the benefit now gives you proficiency in an instrument, a game set, and you can use your performance skill in place of deception when trying to pass yourself off as a different person.
  35. Silver-tongued – a creature that sees you use this benefit can’t be deceived by it for 1 hour afterwards.
  36. Quick-fingered- not changed, but I’d clarify that this is a normal use of SoH as an action. This feat allows you to perform it as a bonus action.
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  38. Classes:
  39. Barbarians can choose a fighting style at level 2 choosing from great weapon fighting, two weapon fighting, dueling, or protection
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  41. Sorcerers use spell points instead of spell slots (page 288 of the DMG).
  42. Sorcerers can cast a levelled spell as an action AND bonus action when they use the Quickened spell metamagic. One spell has to be a lower level than the other.
  43. Sorcerers gain another metamagic option at level 6.
  44. Extended Spell now reads as: When you cast a spell that has a duration of 1 minute or longer, you can spend 3 sorcery points to increase its duration to 8 hours.
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  46. Encumbrance:
  47. We’re using the variant encumbrance rules for ToA. In exchange, backpacks weigh nothing (mechanically), and allow you to carry an additional 30 lbs. This does not stack.
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