![]() ![]() Half-elf and Half-Orc are not listed, but are accounted for by Mixed Heritage, where you take the traits of one Heritage and the Gifts of another.Ĭultures include familiar things like Deep Dwarf and Hill Dwarf, Forest Gnome, High Elf and Wood Elf, but also new options such as Caravanner, Circusfolk,, Itinerant and Tyrannised. I might actually adopt this for humans in my next campaign. One thing that strikes me is this puts humans more on a level with the other Heritages ( unlike 5E in my opinion). Paragon gifts are one of Determined (when bloodied, you can turn an attack roll or saving throw into a natural 20 once per rest), Wind at your Back (Speed increases 10’, ignore difficult terrain when dashing, don’t provoke opportunity attacks from a creature you have attacked that turn) and Voracious Learner (expertise die in three different skill or tool proficiencies). Their Paragon Gifts at level 10 are gaining resistance to their breath weapon (or immunity if they already have resistance through Draconic Armour), and the Gifts improve to Impenetrable Draconic Armour (AC+1, claws become real melee weapons), Might Draconic Wings (40’ flying speed, can fly with medium or heavy armour, less likely to become fatigued) or Sleek Draconic Fins (faster and better underwater).įor another example, Human traits are Fast Learner (additional skill proficiency half time for training in armour, tool or weapon) and Intrepid (gain an expertise die per rest to use on an ability check, attack roll or saving throw) and Human Gifts are Diehard Survivor, Ingenious Focus or Spirited Traveller. Each Heritage has traits and gifts (where you choose a single heritage gift), and each Heritage also gains a Paragon gift at level 10.įor example, Dragonborn have dragon breath as their trait, and a choice of Draconic Armour (resistance and improved AC), Draconic Fins (swimming) or Draconic Wings (flying) as the Heritage Gift. ![]() Heritages are in strict alphabetical order and are Dragonborn, Dwarf, Elf, Gnome, Halfling, Human, Orc and Planetouched, which covers both Aasimar and Tiefling. Character generationĬharacters are comprised of Heritage and Culture (between them the equivalent of race), Background, Destiny, and Class. It covers character creation and abilities, equipment, ability scores, a small (10-page) section on adventuring, twice as much on combat and turn-based action, a large section on combat manoeuvres, and then over 100 pages of spells. ![]() So what’s in these weighty tomes? The Adventurer’s Guide See this side-by-side comparison to get the difference (modelled by our cat Sparky…) – left is Level Up, right is DMG: Having said that, the type is larger, so maybe the actual content is more similar than the page count would suggest. That contrasts with 316 pages for the PHB, 320 pages for the DMG, and 352 pages for the Monster Manual. The Adventurer’s Guide is 656 pages, Trials and Treasures is 370 pages, and Monstrous Menagerie is 531 pages. The first thing which struck me was just how large these tomes are. Monstrous Menagerie – the equivalent of the Monster Manual.Trials and Treasures – the equivalent of the Dungeon Master’s Guide.Adventurer’s Guide – the equivalent of the Player’s Handbook.Like 5E, the core rulebooks are organised into three volumes: I have read part way through the PDFs, but I find that having the physical copies makes me more inspired to just pick them up and browse. The PDFs dropped in November, and the print versions are now out. Level Up A5E is a rethinking of D&D Fifth Edition with the benefit of 5 years of practice and hindsight. ![]()
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