D&D 5e rule changes: Difference between revisions

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→‎Fundamental changes: Removed several expository comments with information on how to strategically implement some of these rule changes, or unnecessary references to other pages. This wiki page is for simply stating the facts, not how to make the most use of these facts (should go in a guide).
(→‎Fundamental changes: moved changes to initiative up because it's a huge mechanical difference)
(→‎Fundamental changes: Removed several expository comments with information on how to strategically implement some of these rule changes, or unnecessary references to other pages. This wiki page is for simply stating the facts, not how to make the most use of these facts (should go in a guide).)
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* Prepared spell casters may change their prepared spells at any time out of combat.
* Prepared spell casters may change their prepared spells at any time out of combat.
** This encourages greater use of highly situational spells such as [[Knock]] or [[Remove Curse]] since they can be quickly swapped in and out when needed.
** Some spells with an ongoing effect will end if the caster unprepares them, while others will not. It's not clear whether this inconsistency is intentional.
** Some spells with an ongoing effect will end if the caster unprepares them, while others will not. It's not clear whether this inconsistency is intentional.
* Verbal, Somatic, and Material components are ignored. Being [[Silenced (Condition)|silenced]] prevents casting of most spells; however, some spells that do not have verbal components in 5e do ignore this, such as [[Ice Knife]].
* Verbal, Somatic, and Material components are ignored. Being [[Silenced (Condition)|silenced]] prevents casting of most spells; however, some spells that do not have verbal components in 5e do ignore this, such as [[Ice Knife]].
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** Bards will play an equipped Musical Instrument, or whistle if they have none equipped, while casting Bard spells. This is cosmetic, however.
** Bards will play an equipped Musical Instrument, or whistle if they have none equipped, while casting Bard spells. This is cosmetic, however.
* The game does not stop a character from casting a leveled spell with both an action and a bonus action in the same turn.
* The game does not stop a character from casting a leveled spell with both an action and a bonus action in the same turn.
** This significantly increases the utility of the spell [[Healing Word]] in particular.
 
* All caster classes are capable of Ritual casting, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells. Ritual casting does not take any more time than normal casting, but cannot be done in combat.
* All caster classes are capable of Ritual casting, and Ritual Caster [[Feats|feat]] instead allows the selection of two Ritual Spells. Ritual casting does not take any more time than normal casting, but cannot be done in combat.
** Some spells that are not ritual spells in 5e have become so, such as [[Disguise Self]]; see [[D&D 5e spell changes]] for more.
** Some spells that are not ritual spells in 5e have become so, such as [[Disguise Self]]; see [[D&D 5e spell changes]] for more.
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* [[Shove]] is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone unless they are shoved off a high ledge.
* [[Shove]] is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone unless they are shoved off a high ledge.
* [[Falling damage]] is calculated linearly based on fall height and deals consistent damage based on a percentage of a creature's max HP, it is also guaranteed to cause a creature to go [[Prone (Condition)|prone]] if a fall deals more than 25% of a creature's max HP and will never cause a creature to go prone below that.
* [[Falling damage]] is calculated linearly based on fall height and deals consistent damage based on a percentage of a creature's max HP, it is also guaranteed to cause a creature to go [[Prone (Condition)|prone]] if a fall deals more than 25% of a creature's max HP and will never cause a creature to go prone below that.
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point and leaves them [[Prone (Condition)|prone]]. This action can also be used to remove various other harmful conditions such as [[Ensnared (Condition)|Ensnared]], [[Enwebbed (Condition)|Enwebbed]], [[Sleeping (Condition)|Sleeping]], etc. It cannot be used to provide an ally advantage on an attack roll or ability check.
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point. This action can also be used to remove various other harmful conditions such as [[Ensnared (Condition)|Ensnared]], [[Enwebbed (Condition)|Enwebbed]], [[Sleeping (Condition)|Sleeping]], etc. It cannot be used to provide an ally advantage on an attack roll or ability check.
* [[Jump|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below, a creature can jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet. You also don't roll an athletics check prior of the jump for it to succeed without being hit by an obstacle you are jumping beyond (such as a fence). You also don't roll acrobatics check when landing in any difficulty terrain where failing you fall proned (except when landing on slippery ice or grease).
* [[Jump|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below, a creature can jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet. You also don't roll an athletics check prior of the jump for it to succeed without being hit by an obstacle you are jumping beyond (such as a fence). You also don't roll acrobatics check when landing in any difficulty terrain where failing you fall proned (except when landing on slippery ice or grease).
* The Dodge action is not implemented, with the exception of the [[Monk]]'s [[Patient Defence]] ability or [[Fighter]] [[Battle Master]]'s [[Evasive Footwork]] manoeuvre functioning similarly.
* The Dodge action is not implemented, with the exception of the [[Monk]]'s [[Patient Defence]] ability or [[Fighter]] [[Battle Master]]'s [[Evasive Footwork]] manoeuvre functioning similarly.
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* Consuming a [[Potions|potion]] is only a bonus action.
* Consuming a [[Potions|potion]] is only a bonus action.
* If a creature [[Throw|throws]] a potion as an action, it will break and affect all targets in a small radius. This applies to many - but not all - types of [[Potions]].
* If a creature [[Throw|throws]] a potion as an action, it will break and affect all targets in a small radius. This applies to many - but not all - types of [[Potions]].
** Notably, this can be used to heal allies by throwing healing potions at them from a distance.
* There are options to [[Throw|throw]] creatures which are at least one size smaller than you (not always accurately implemented). There is a minimum [[Strength]] required, based on the target's weight, and you need to win a contested check using your [[Athletics]].
* There are options to [[Throw|throw]] creatures which are at least one size smaller than you (not always accurately implemented). There is a minimum [[Strength]] required, based on the target's weight, and you need to win a contested check using your [[Athletics]].
* Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action.
* Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action.
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** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 18 lbs (9 kg) times their Strength rather than 10 times. It also prevents them from being able to climb or jump at all in addition to the normal effects.
** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 18 lbs (9 kg) times their Strength rather than 10 times. It also prevents them from being able to climb or jump at all in addition to the normal effects.
* Exhaustion is not implemented.
* Exhaustion is not implemented.
** See [[D&D 5e class changes|Class Changes]] for how this affects Berserker Barbarians.
* [[Frightened (Condition)|Frightened]]: Creatures which are frightened are unable to move at all (rather than being unable to move toward the source of their fear), unless the effect instead makes them "[[Fear|fearful]]", which gives them the frightened effect as well as making them flee.
* [[Frightened (Condition)|Frightened]]: Creatures which are frightened are unable to move at all (rather than being unable to move toward the source of their fear), unless the effect instead makes them "[[Fear|fearful]]", which gives them the frightened effect as well as making them flee.
* Grappled is not implemented.
* Grappled is not implemented.
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