RACE STANDARDIZATION
no racial attributes, everyone gets +2/+1 or +1/+1/+1
everyone starts with a feat (from a limited list)
Small races have the same movement speed as everyone else, and can now use Heavy weapons just fine
(so, being Small = cannot grapple Large enemies, but can walk through their squares and they can step over yours, and you can function in small spaces)
INSPIRATION
gained by 'doing something particularly heroic or in character' (or being human)
after a regular roll (with just one d20), spend inspiration to roll a second d20 (like if you'd had Advantage)
if you gain inspiration when you already have it, give it to another party member
ASSISTING
you need a suitable proficiency to give someone Advantage on a task
CONDITIONS
you can choose to fail a saving throw
Dazed - you can move OR do an action (cannot take bonus actions or reactions)
Grappled - Disadvantage to attack anyone other than the grappler, automatic Str/Dex save at the end of each of your turns
COMBAT
surprised = disadvantage to initiative (no free rounds for anyone)
you can equip/unequip a weapon as part of every attack
grapple/shove: target makes a Str/Dex save vs DC (8+Str+proficiency), escaping as an action uses Athletics/Acrobatics vs the DC
all hitdice are recovered on long rest (instead of only half)
MAGIC
you can cast multiple levelled spells on the same turn, only the Quicken metamagic restricts you to cantrips as your main action
every caster can cast their prepared ritual spells as rituals (but at least Detect Magic is no longer a ritual)
ITEMS
having tool proficiency + skill that both apply gets you advantage on the skill roll
all artisan tools and instruments cost 20gp (instead of different amounts)
STUDY (action, use Intelligence to learn more about...)
arcana: aberrations, constructs, elementals, fey, monstrosities
history: giant, humanoids (something about the city maybe)
investigation: clues, traps, ciphers, riddles, gadgetry, search for something in Drakkenheim ruins
nature: beasts, dragons, oozes, plants
religion: celestials, fiends, undead
SEARCH (action, use Wisdom to learn more about...)
insight: someone’s state of mind (not a lie detector)
medicine: someone’s state of health (I will tell you their hitpoints)
perception: find concealed creature/object
survival: find tracks (know what kind of things live here), search for something in Drakkenheim ruins
CLASS CHANGES
all classes gets their subclass at lv3 (so this is only a change for Cleric, Druid, Sorcerer, Warlock, Wizard)
MAJOR CHANGES
Barbarian: rage can be used to boost skills!
Fighter: new skill feature, new combat mobility feature
Monk: better everything!
Rogue: extra lv5 feature (cause conditions with sneak attack), get reliable talent earlier (lv7 instead of lv11)
MINOR CHANGES
Bard: bardic inspiration lasts for an hour (instead of 10 minutes)
Druid: wildshape modified (likely weaker)
Paladin: smite takes a bonus action (but can choose from multiple smites)
Ranger: use all existing Optional Class Features options already in Beyond, that's about it
Sorcerer: better sorcery point economy, metamagic changes
Warlock: Blade Pact uses your Charisma to attack with the bound weapon
NO CHANGES
Cleric
Wizard
WEAPON MASTERY
new feature for Barbarian, Fighter, Paladin, Rogue
each weapon has an automatic effect if it is one of your masteries
(you know Proficiency amount of Masteries, and can switch which are active every long rest)
Cleave (hit someone next to the target, once per turn) - Greataxe, Halberd
Graze (deal attribute modifier damage on a miss) - Glaive, Greatsword
Nick (off-hand attack doesn't take bonus action) - Dagger, Scimitar, Sickle
Push (push 10ft, up to Large targets) - Greatclub, Heavy Crossbow, Pike, Warhammer
Sap (target has disadv on next attack) - Mace, Spear, Flail, Longsword, Morningstar, War Pick
Slow (speed reduced by 10ft) - Club, Javelin, Light Crossbow, Longbow, Sling, Whip
Topple (Con save or knocked Prone) - Quarterstaff, Battleaxe, Lance, Maul, Trident
Vex (you gain adv on your next attack) - Handaxe, Rapier, Shortbow, Shortsword
SUBCLASSES NOTABLY CHANGED (not listing the changes here, but just in case you plan to pick one of these)
Barbarian: Berserker, Totem Warrior, Zealot (new: World Tree, defends and teleports others)
Bard: Glamour (new: Dance, movement and free punches)
Cleric: Light, Trickery, War
Druid: Moon (new: Sea, about storms and pushing)
Fighter: Champion (gets more passives), Eldritch Knight (eventually best damage because cantrip scaling)
Monk: Elements (completely different)
Ranger: Gloomstalker (exchanges first turn hit to frighten effect), Hunter (better choices, gain knowledge via hunter's marking)
Rogue: Assassin (gets advantage to initiative now)
Sorcerer: Wild Magic (actually usable!)
SPELL CHANGES
cantrip: Guidance is a reaction to a failed check, but only works once per long rest per target
cantrip: Vicious Mockery does d6 damage (was d4)
cantrip (new, Sorcerer only): Sorcerous Burst, selectable element attack that lets you roll extra d8s if you roll max dmg on your d8s
lv1: Jump is a bonus action to cast, and turns 10 feet of movement into a 30ft jump
lv1: Cure Wounds heals for 2d8+spellcasting modifier (and each higher level slot boosts healing by 2d8)
lv1: Healing Word heals for 2d4+spellcasting modifier (and each higher level slot boosts healing by 2d4)
lv2: Barkskin gives the target temporary hitpoints every round
lv2: Find Steed has calmed down greatly, and is not a stomping warhorse anymore
lv2: Spiritual Weapon is concentration now
lv3: Conjure Animals, summons one big swarm that deals damage in an area and can be moved
lv3: Conjure Barrage is now effectively Fireball but you choose who it hits
lv3: Counterspell makes the target do a Con save, or their spell doesn't go off (and they don't lose the spell slot)
lv3: Blinding Smite applies Blinded condition automatically, target then makes their saves normally on their turns
lv4 (new, Sorcerer only): Arcane Eruption, selectable element fireball that causes a random status effect
BARBARIAN RAGE
Rage lasts for 10 minutes, but every round you need to attack / force someone to make a save / spend a bonus action to keep it going
regain one use of Rage when you short rest
lv3, Primal Knowledge. While Rage is active, you can make the following skill checks as a Strength check: Acrobatics, Intimidation, Perception, Stealth, Survival
(also activate all Optional Features in Beyond)
DRUID WILD SHAPE
Wild Shape is a bonus action
number of beast forms known: 2+half of Druid levels (round up), can change at long rest
lv2 CR:1/4 (no flight)
lv4 CR:1/2 (no flight)
lv8 CR:1
you retain your personality, memories, and ability to speak
you retain your Hit Points, Hit Dice, Int/Wis/Cha scores, class features, languages, and feats
for skills and saving throws, use the highest bonus between you and the beast
gain a number of Temporary Hit Points equal to your Druid level
you can’t cast spells, but can maintain Concentration, and can take actions that are part of a spell
equipment does NOT change size or shape to match the new form (if unwearable, drops or merges without effect)
FIGHTER
lv2, Tactical Mind. Twice per long rest, you can add +1d10 to an ability check after the roll (does not get used up if you don't succeed)
lv2, Action Surge. Cannot be used to take the Magic action
lv5, Tactical Shift. Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
lv9, Indomitable. Once per long rest, if you fail a saving throw, you can reroll it with a bonus equal to your Fighter level.
lv9, Master of Armaments. Every long rest, you can put a different Mastery onto a weapon
fluffybunbunkittens — 12/13/2023 2:50 AM
MONK
you can always make one Unarmed Strike as a Bonus Action (does not require taking the Attack action)
Martial Arts die is one step higher than in old monk (lv1-lv4: d6, lv5-lv10: d8, lv11+: d10)
you can use Dexterity when you try to grapple/shove
can use as monk weapons: Simple Melee Weapons and Martial Weapons that have the Light property (if you have proficiency)
lv2, Patient Defense. Disengage as a Bonus Action, or spend 1 Ki to Disengage+Dodge.
lv2, Step of the Wind. Dash as a Bonus Action, or spend 1 Ki to Disengage+Dash+double jump distance.
lv2, Uncanny Metabolism. Once per long rest, when you roll initiative, you can refresh all Ki (and heal for Martial Arts Die + your Monk level)
lv3, Deflect Attacks. Reaction, when hit by physical damage, reduce damage by 1d10+DexMod+Monklevel amount, spend 1 Ki to reflect dmg.
lv5, Stunning Strike. Once per turn. On a successful save, target still takes Martial Arts die + WisMod damage.
fluffybunbunkittens — 12/13/2023 3:03 AM
PALADIN
lv2, Paladin Smite. As bonus action when you hit someone, cast one of the following spells:
Divine Smite (lv1, 2d8 radiant dmg + 1d8 against fiends/undead)
Thunderous Smite (lv1, 2d6 thunder dmg + Str save or target pushed 10ft and knocked Prone + audible 300ft away)
Shining Smite (lv2, 2d6 radiant dmg + sheds bright light 5ft + attacks against it have advantage + cannot go invisible)
Blinding Smite (lv3, 3d8 radiant dmg + target Blinded, only saves at the end of its turns)
using higher-level spell slots for each of these adds 1 extra damage die for every extra spell level
ROGUE
lv5, Cunning Strike. When you Sneak Attack, you can add one of the following effects (each reduces your sneak attack by one die).
Disarm. Target must succeed on a Dex save, or it drops one item of your choice that it’s holding.
Poison. Target makes a Con save. On a fail, they have the Poisoned condition for 1 minute (repeat the save at the end of its turns)
Trip. If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw. Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
lv7, Reliable Talent. You have refined your talents until they approach perfection. Whenever you make an ability check that uses one of your skill or Tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
SORCERER
lv2, all metamagics cost 1 sorcery point, except 2 for for Heighten and Quicken
metamagic Extend - also gives you advantage to saves to keep your Concentration
metamagic Subtle ignores material components as well (that aren't consumed or have a cost)
metamagic Twinned only applies to spells that target extra targets with higher-level slots, counts as casting the spell with 1 level higher spell slot
lv5, Sorcerous Restoration. When you roll Initiative or finish a Short Rest and have no Sorcery Points remaining, you regain 1 point (2 points at lv10)
fluffybunbunkittens — 12/13/2023 3:12 AM
CAMPAIGN NOTES
languages won't matter
random loot, so it's better if you're not awfully particular about what armor/weapon you're using
there will likely be a lot more special melee weapons than ranged ones
there will be group checks (and new assist rules require proficiency to help), so having overlapping skills is not a bad thing
GM'S CHOICE
there's not going to be any plus items
short rests are more like BG3, you can take one pretty instantly if you're not in combat, 2 times per long rest
casting a spell with a V component is always very obvious (hear them from the next room over)
casting a spell with a S component is mostly obvious (headbanging while throwing up devil horns)
halflings changed to be goblins (just a name change, personal preference, exact same halfling racials)
(changed the elf racial feat Elven Accuracy because it was NOT made with OneDnD's ease of gaining advantage in mind)
LEVELLING (campaign says it goes up to lv13, which seems a bit much, we'll see)
milestones, certain quests level you up right away
in addition, the following are things that give you 1/3 of a level:
Finish a personal quest (the player whose quest it was also gets an extra feat to pick)
Complete a faction mission
Slay a legendary enemy
Obtain an item important for Drakkenheim
Discover some great secret about the meteor or Drakkenheim