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System Changes
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Player-facing Changes
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- Aganazzar's Scorcher
- Barkskin
- Crown of Madness
- Darkvision
- Find Traps (Detect Traps)
- Flame Blade
- Healing Spirit
- Heat Metal
- Lesser Restoration
- Melf's Acid Arrow
- Nystul's Magic Aura
- Pass Without Trace
- Rime's Binding Ice
- Rope Trick
- See Invisibility
- Tasha's Mind Whip
- Vortex Warp
- Web
- Wither and Bloom
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- Athlete
- Charger
- Cartomancer
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Dwarven Fortitude
- Fey Teleportation
- Fighting Initiate
- Grappler
- Great Weapon Master
- Healer
- Heavy Armor Master
- Mage Slayer
- Magic Initiate
- Martial Adept
- Medium Armor Master
- Metamagic Adept
- Piercer
- Revenant Blade
- Savage Attacker
- Sharpshooter
- Skilled
- Skulker
- Svirfneblin Magic
- Tavern Brawler
- Wood Elf Magic
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- Aarakocra
- Aasimar
- Bugbear
- Changeling
- Deep Gnome
- Elf
- Fairy
- Gnome
- Half Elf
- Harengon
- Human
- Lizardfolk
- Minotaur
- Satyr
- Shadar-Kai
- Simic Hybrid (Hybrid)
- Tiefling
- Triton
- Warforged
- Yuan-Ti
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DM-facing changes
Your Strength determines how far you can jump.
- Long Jump.
- When you make a long jump, you cover a number of feet up to your Strength score if you move at least 5
10feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. - This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.
- When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
- When you make a long jump, you cover a number of feet up to your Strength score if you move at least 5
- High Jump.
- When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 5
10feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. - You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
- When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 5
- Jumping further.
- If your jump can’t quite make it as far as you need, your DM may allow you to make a Strength(Athletics) check to push your character just a little further. The base DC for this check is 10, but the DM may choose to raise it if you are trying to add more than 5 feet to your long jump or 2 feet to your high jump. Failing this check may bring consequences, such as falling prone or completely falling short of your expected normal jump range, at your DM’s discretion based on the degree of your failure.
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