What's Different?
You might have noticed by now, but the world of Ashieldr takes the DMG's "Your the Dm, make the rules to fit your world" to an extreme. So here is a list of the changes from 5e and links to major article changes
Its also recommended to use the articles in this world anvil collection for character creation, as any resource you see here is acceptable play material, however non included options are unlikely to be allowed. For the most streamlined character creation experience, use the Building a Character Reference checklist.
Big Changes:
Opportunity attacks are not the default, the threat of every creature in the game punishing you or enemies for moving and repositioning creates a gameplay loop that consists of the entire party clumped around the enemies, and leaves every one in a Mexican standoff. Instead, enemies will have an "opportunist" trait in order to make opportunity attacks. Fear not, if you are hungering for "free attacks" there are still class features and other ways to make opportunity attacks. Here's the List:
Feats(WarCaster, Sentinel, Polearm Master, Mage slayer) Fighter Subclasses(Cavalier, Echo Knight, ), Paladin Subclasses(Vengeance, ), Ranger(Hunters Mark), Warlock Subclasses(Hexblades Curse, Persistent Crew Invocation, ) to be expanded
Stacking Progressions there are many scenarios where you will gain multiple of the same effect. Whether it be advantage, disadvantage, resistances, or conditions, simply dismissing them under the same spirit as "you are already late" is anticlimactic. as such, there are a few general rules for these scenarios now. It will now function more as a tug of war, fighting for different factors to either boost a concept as best as possible, or minimize as big of a downside as possible.
-Advantage/Disadvantage: whenever you have multiple instances of either Adv or Dadv, you follow a "scale" after balancing out both sides. The first level of Adv or Dadv you have beyond the base, applies a +/- of 2 to the roll, all additional stacks are a +/- 1.
-Levels of damage resistance: For each additional damage resistance you gain for a damage type you already have resistance to, you gain a cumulative damage reduction of 3 for each source. if an effect ignore damage resistance, you instead lose all damage reduction, and keep your damage resistance.
-Levels of vulnerability: If you gain vulnerability to a damage type from multiple sources, you take an additional 3 damage for each source of vulnerability whenever you take the damage(applied after the damage is doubled by the initial vulnerability)
-Conditions: Certain conditions now have a "progression" where creatures that are inflicted with the same condition from multiple sources progress to a worse condition until one or more of the sources is removed.
-Cover: Whenever you would have cover from one source, and gain another source of cover, the benefit your receive is increased by 1/4 cover. (1/2 cover -> 3/4, 3/4 -> full cover)
No More Backgrounds, Instead your character chooses an "origin" giving them perks based off of their geographic origins, religion, education, or study of the world around them. All 4 of these options, and their many choices are stronger in power than the old background system and also provide features that are more relevant to the game while still being flavorful. The options are as follows:
1) Region: This origin provides you minor adaptations and cultural skills you picked up living in a specific area of the world. You get to choose a Region which provides a simpler buff, and a Subregion which provides more specific abilities and proficiencies
2) Devotion: This origin provides you benefits and "blessings" from a chosen deity, which can potentially improve during the course of the campaign. You choose a "Deity" and gain benefits of their devotion levels.
3) Discipline: This origin allows you to spend skill points to specialize, representing an immense time researching, studying or training. You gain points to spend on the Discipline skill tree
4) Recluse: This origin grants you a connection to one of the unique forces of nature. You choose a "Primal Power" that you may choose options or features from.
Races and Classes Rework, most classes and a decent portion of races have been "reworked" For races it expands subraces and cements ability scores to align them with the lore. In terms of races, all chooseable races have set abillity score increases(a reversal of tashas "Optional" rule which became the default with later Dnd Books) as well as certain races, such as warforged, tabaxi, and aarakocra being expanded with additional subracess based on their lore. There are some additional "Setting specific" races from other books that have been excluded, talk to your dm for special exceptions.
For classes, all classes have had something changed whether it be major or minor. Each class is also put in a new "niche" with one of each force per niche, explained below with their changes:
Pillars: These Classes use a d12 hit die and are centered around having a big chunk of hit points for one reason or another, with a martial focus but often paired with a secondary role. Barbarians have had rage damage replaced with a "rage die" which are gained when taking damage while raging, and are used for many of their features to make them more renewable in combat. Vanguard and Planescaller are explained more below
Half Casters: These classes are part martial part caster, getting only half as high of spells as full casters, but gaining more martial versatility while being partially short and long rest resource oriented,. Paladins have gained "divine scriptures" which turn their concentration smite spells into divine smite options instead. Rangers have an improved "favored enemy" feature, and are more centered around hunters mark. Artificers have received little base changes, other than flash of genius allowing them to switch the "mode" of their subclass creation
Full Casters: Full casters are long rest resource oriented, casting up to 9th level spells eventually. Clerics, Druids, and wizards, have really only gotten slight changes with few reworked features, other then new spells which aren't necessarily unique to them. Wizards now only may learn spells after 1st level and do not get them automatically upon leveling up, but can control their options a little bit with their "signature spells". Druids have had their Hit die reduced to d6 to align with the full caster standard. Finally clerics have also had their hd reduced to d6, though many subclasses have a slight health boost, they also have a choice that effects whether they lean more spell heavy or martial heavy. They all however have gained class built ways of getting spell masteries
Off Casters: Off casters are like full casters in their eventual ability to reach 9nth level spells, but they use a completely different spell casting resource, which is short rest based and more volatile. Warlocks gained more invocations and pact boons, as well as the removal of the eldritch blast cantrip and instead a patron themed "eldritch secret" to make other cantrips more viable. Sorcerers have been fully changed, now using a dice roll to determine the level of spell they can cast each turn, and a major boost to the amount and usages of their sorcery points, often using them to balance out the randomness of their magical surges. Bards have also gotten a complete redo, now charging a "spell song" which increases the max level of spell they can cast, and adds synergy to their bardic inspiration ability, it also moves a lot of their resource consumption into hitting skill checks instead to "perform" the ability.
Martials: These classes have no reliance on spells in their base class and instead focus around one single pool or mechanic to have a more short rest oriented playstyle. Monk has had its overall number of ki points increased, and uses a large amount of the buffs from the 2024 edition. Jaeger is detailed below. Fighter has fully incorporated the battle master subclass's "Superiority die" as martial die which come standard with every fighter, some subclasses provide methods of regaining these die in battle, while others give strengthened methods of spending it.
Off Martials: These classes are martial combat oriented, however they utilize different mechanics than simply increasing the amount of attacks they have. Often times they also have good out of combat utilities as well. The Vessel and Shaman are detailed below. Rogue has gained the central mechanic of "Debilitations" which allow for the sacrifice of sneak attack die to perform additional effects or debuffs.
Jaeger, Vanguard, Planescaller, Shaman, and Vessel, What are those? These are a few new classes that round out the selection for players when it comes to the different "forces" that each class channels. "Jaeger" is a momentum based class that rewards you for hitting more attacks as apposed to one big attack, they are a "Primal Class" as they serve as a force to balance the abominations that appear disrupting nature. They serve as a more "hunter" foil to the rangers more "guardian" role, they also sacrifice the rangers half casting for stronger martial abilities with a strong build when dual wielding. Vanguard is the true tank class, with a high hitdie and lots of aura like abilities, they function as almost an anti barbarian, they serve as the Pillar of the "Divine Class" category. Planescaller, like the other 2 d12(tank) classes is built around having high hitpoints, but instead of tanking damage from the enemy, you channel other-planar energy onto the battlefield, hurting your self in the process. Shaman is a "Primal class" that works by summoning spirits of nature by fighting enemies, you collect creatures along the way to resummon and choose a "major" spirit that you build up to summoning over the course of a combat. The Vessel, is a "divine class" combat class that focuses around the central mechanic of releasing bits and pieces of the power held by a spirit trapped within you. It has a transformation type central ability where you wrestle for control with the spirits over control of parts of your turn at early levels , and at mid and later levels the spirit takes additional actions to compliment your own.
What are the "Forces" for classes? The three forces (Divine/faith, Primal/Nature, Arcane/Discipline) represent the different source of each of the classes power, these are important as certain class, race, regions, ect may modify an effect based on its "Force". It allows players to synchronize both in flavor and mechanics of a campaign, as well as the composition of the party if they so choose. Some subclasses create effects which fall under another force, such as horizon walker ranger, or clockwork vanguard, the abilities from that subclass are as if they are that force, even if the base class abilities aren't. The force of you class is an optional aspect that is not required for the game, you may play whatever you would like, the force is (like many options you can find) a way to add depth and connection to the game you are involved in. A brief description of the forces:
-(Divine) Divine effects originate from power granted to the character, or even from their belief in the source or ideal they draw it from. Sometimes this is connection to a powerful being, devotion to an ideal, or even other sources.
-(Primal) Primal effects are often drawn from the very world around the user, whether it be extensive knowledge, a supernatural instinct, or even drawing on the life of the land itself.
-(Arcane) Arcane effects are created through sheer discipline, and experimentation with both of the prior forces, without drawing on either completely. They come from repetition, technique or raw talent, as opposed to being given.
Additionally, you may choose to forgo a "origin" choice, and focus deeper on a force. While you still came from places in the world, you spent most of your time focussing on deepening your understanding of one of the central forces of the world.
Optional Rules In Play
Lingering Wounds are the solution to the low stakes (half damage -> minor wound. each below 0 -> major wound), Wounds are semi permanent, as while they all have ways to be healed or reversed, the cost of resurrection and regeneration type spells are much greater than standard 5e, and also less easily available. When you acquire a wound, some will detail methods to remove the detriment or heal the wound. Also there is a base level "cure" for wounds in different severity categories. On top of this, wounds aren't "automatic" there is a save involved, however it is more so to determine the severity as opposed to fully avoiding the effect, with a "Degrees of success" system that determines the permanence and severity of the wound.
Flanking? There is a form of flanking at play in Ashileder, and if functions as follows:
conditions
1) You are within 5 ft of the creature, and across from an ally who is also within 5ft of the creature
2) neither you or the allied creature are incapacitated
Result:
If these conditions are met, you are considered to be "flanking" the creature. You may use a bonus action while "flanking" the creature, doing so provides advantage on all attacks to the creature that fulfills the flanking condition with you until the start of your next turn.
Feats galore There are a multitude of new feats, in addition to the base 5e options, the majority of them are focused on expanding character choices, such as racial feats, and equipment feats. Here is a list of ALL feats available, including tweaks to the following: Sentinel, war caster, crusher, piercer, slasher, light, medium and heavy armor master, and strike of the giants and many more.
Multiclassing? One of the few optional rules I do not play with is multiclassing. There are a large number of class, and subclass reworks, as well as the numerous other buff to martials through versatility like features, that i do not want to cross balance. Hopefully you feel that all of the additional class, subclass, and mechanic options exclusive to Ashieldr are enough to make up for this "Lack". If not, thats tuff XD
Base Game Changes
I've included a list of easy to miss changes that effect a good portion of the game, Broken down into sections.
Attunement: Instead of having a static 3 attunement slots throughout a characters entire adventure, Ashieldr uses a slightly more dynamic system. Characters have a number of "Attunement Points" equal to their Proficiency Bonus, If an item requires attunement but doesn't specify how many, it requires 2. Now some weaker attunement items that aren't as comparable to others can have a lower or higher "point cost", in addition items can start with one point cost, but allow you to spend points to attune to different abilities.
Weapons, Armor and Equipment: Dex Characters had a tendency to beat strength characters in terms of general usefulness, with a combination of Dex adding to initiative and Armor, as well a being good with dual wielding weapons like finesse. Now, Strength wielders get a few buffs in the following regards: Str Minimums, lots of higher damage, or better trait weapons (reach, Cleave) Are locked behind minimum str scores, additionally heavier armors and their str minimums are a better deal as well, since heavier armor provides a damage reduction trait. Finally, two handed weapons gained a buff to really solidify their Niche vs the one hand and shield builds by changing the "extra" damage dealt to (one hand = "+ ability mod" and two hands = "+mod) which is a buff mainly for str characters. As a part of this "strength" niche, there are rules for wielding massive weapons dubbed "Titanic" weapons which only work with strength and have an almost concentration like mechanic.
Also some "weapon focused" classes or subclasses may take "Weapon masteries" which strengthen the property of a weapon or specific property
On top of all the weapon changes for martials, there are actual "properties" and differences between the foci items, as well as a differentiation based on the force of magic the foci is designed to channel. These foci items are listed below the weapons and above the armor.
They also have "Foci Masteries" Similar to weapons to further enhance a certain niche of play.
There are a few effective weapon Niches or playstyles that can be accomplished, and each one has various weapons with different combinations of properties
Dex:
-Dual Wielding: Use of two weapons, additionally daggers and a few others have the new "flurry" property which allows dual wielding to scale with multi attack.
-Concealed: A useful trait for rogues, allowing for easier sneak attacks with a lower base damage on the weapon
Both:
-Parrying: While seen on more dex or finesse weapons, parry adds additional defense options for martials, str parry weapons have the bonus of often times being on the larger size, increasing parry potential whereas duel wielding dex builds can get higher value from the reaction.
-Exotics: Exotic weapons are often the exception to the rules, or dip into a unique play style/ attack options. (Katana large finesse parry weapon, Falchion: has a attack and defense form tied to its versatile, three section staff: higher damaging flurry weapon which also helps with defence, very monk especially kensai coded, Rope dart: versatile enables an even stronger range/ dual wielding experience)
Str:
-Two handed and versatile: while a few finesse weapons can have versatile, the two handed niche benefits the larger end of weapons and the highest damage die weapons, It also benefits from the additional +.5 Ability mod to damage when wielded in two hands
-Reach: Still in the works of its full potential, however all reach weapons are primarily str
-Dueling/Shield and blade: One handed weapons, pair well with shields as they have greater str requirements now, meaning dex builds have to stretch into shields to work well.
-Overkill: there are a few weapons which inflict additional effects when greater conditions are reached or when exceeding a creatures AC
Fighting Styles: There are quite a few of the Base Fighting Style that have been modified, as well as a few new ones. there are also "exotic" fighting styles which are added to the list when you take a certain race or background.
Spells: List of modified/ New Spells;
-Cantrips (Arctic Arrow, Aurora Arrow, Stygian Sheath, Shillelagh, Chill Touch, Dancing Lights, Druid Craft, Friends, Haunted Blade, Cleaving Blade, Consuming blade, Judgement Strike, Moonfire, Quashing Blade, Sickening Strike, Minor Divination, Warding Bubble, Chaos Arc, Mold Earth, Electric Arc, Spiritual Strike, Magnemancy, Runespark Trap, Runespark Shield, Focus Force, Inkcraft, Vicious Mockery, Storm Arrow, )
-1st (Brambles, Rancor, Phantom Mask, Elemental Arrow, Miracle, Gloamlight, Melting Glob, Entomb, Shield, Ensnaring Strike, Augment Obsidian, Moonharvest Blade, Noise Shroud, Compelled Duel, )
-2nd (Borrowed Knowledge, Enlarge/Reduce, Seeking Orb, Stardust, Spiritual Weapon, Rift Strike, Lifewell, Lightning Spear, Favorable Winds, Wrath of Winter, Slicing Papyrus, Pseudopod slam, Shattering Shield, Become Stone, Magnet Trap, Earth Ripple, Ethereal Immolation, Regenerating Ward, Suppress Enchantment, Prayer of Healing, Holy Vow, Ice Hammer, Conductive Vapors, Lightning Rod, Conjure Distraction, )
-3rd (Acidic Pit, Arctic Aura, Spirit Shroud, Darel's Wager, Aether Lance, Winnowing, Phantasmal Mirror, Bear Witness, Instant Bulwark, Quicksand, Instant Barricade, Lightning Arrow, Lance of the Sun God, Chorus of Thunder, )
-4th(Force Blade, Colossal Strikes, WildFire, Hastur's Phantasmal Killer, Flickering Strikes, Echoes of steel, Electric Eel, Halo of Blood and Tears, Storm Door, )
-5th(Field of Stars, Aether Storm, Contagion, Tree Stride, Valor and Vigor, Phantasmal Delirium, Burial Barrage, Holy Weapon, Killing Field, )
-6th
-7th ( Field of Lotuses,
Skills: Each Skill and tool proficiency now has solid listed uses and explanations to help players decide what is relevant or appropriate to your character, as well as help GMs determine what should be used for an on the fly test. This doc also includes extra related mechanics such as masterwork tools, the help action and skills that seem similar.

Comments