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====Other Changes==== * Classes in general have gone back to categorization with the AD&D groupings of Warrior, Expert, Priest and Mage. ** Experts are all tied to their usage of Expertise. Notably, the Artificer is included in the Experts group as well, though any expectations of a full rewrite are low. ** Priests are all tied to their usage of Channeling powers. ** Warriors are all tied to their usage of Weapon Mastery (see below). * Ability Score Increase is now a feat, though its purpose is identical to before. ** To make the decision between stat boosts or feats less of an extreme trade-off, the majority of feats now grant a minor stat bump. * Each class now gains an ''Epic Boon'' feat, which provides some super endgame buff at level 20. * The additional attack from using two light weapons is now part of your attack action instead of eating your bonus action. Dear god...Dual-Wielding is actually viable...! * Charger now gives a boost to Dash distance (not really necessary unless you have some means to dash as a bonus action, such as a Roguish Action), the attack bonus from charging now deals extra damage or the shove instead of the hit bonus. * Great Weapon Master loses its Power Attack abilities, instead providing proficiency to damage on one attack each turn. * Heavy Armor Master now reduces damage by Proficiency, which is a serious upgrade. * Medium Armor Master doesn't help with Stealth. * Protection Fighting Style now gives a flat -2 to an enemy attack, which is a straight downgrade to the original version's disadvantage. * Polearm Master restricts applicable weapons to those with Heavy and Reach, barring this from being used on Spears and Quarterstaves and thus being used with shields or the Duelist and Protection fighting styles. More importantly, the ability to whack things that enter engagement range doesn't count as an Opportunity Attack, thus breaking any synergy with Sentinel. * Ritual Caster no longer ties the casting ability of these spells to the class it was taken from, plus it gives you a 1/day ability to cast a ritual as if it were a normal spell. * Sharpshooter no longer works as a ranged power attack, but only gets no penalties for shooting at long range. * Shield Master now forces enemies you attack to make a Strength save or else get shoved or knocked down, which is...a bit naff to any character that isn't maining Strength (i.e. Clerics) * The Spells Known column seems to have been axed, which now breaks the cap of what spells can be prepped each day. How this will affect the Wizard, which was notorious for the broken number of spells that they can learn via writing into their spellbook, is yet to be determined. ** At least for the former the Spells Known class, reminiscent of older additions but still way more flexible, you can only prepare a number of spells of each level equal to the number of the spell slots you have for that level. This will mean by 5th level a bard can only have a max of 4 different 1st level spells and 3 different 2nd level spells prepared for that adventure day. ** Disregard, cocks, etc. Turns out that now only the Sorcerer and Warlock have a Spells Known section. Why is beyond us. * Guidance now uses a reaction to cast instead of requiring concentration, <s>but it now cannot affect any one target more than once a day.</s> retconned as of the Cleric & Revised Species doc.
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