Changes
Changes from 5E to A5E
Race
Split between Heritage ( biological ) and Culture ( environment / upbringing ) This system identified that 5e Racial choices were made from primarily game mechanical choices and did not give narratively flexible decisions to the players.
- Biological traits are fixed like -> Darkvision, natural weapons or resistances, movement types, size/speed, some languages.
- Cultural traits are -> skills, tools, languages, social behavior.
No more fixed ability scores tied to race. Backgrounds and Origin paths are used instead.
Martial Classes
Martial characters now gain access to a Maneuver system, giving them tactical options in combat similar to the Battle Master Fighter in 5e. This addresses the imbalance between martial and spellcasting classes and gives non-casters more meaningful choices.
- Maneuvers are selectable combat techniques like -> disarming attacks, repositioning allies, or exploiting enemy weaknesses.
- Each martial class has unique access to maneuvers and can customize their combat style.
- Maneuvers use exertion points (similar to spell slots) and scale with level.
Martial characters now have more depth, versatility, and parity with spellcasters in both mechanics and narrative impact.
Backgrounds
Backgrounds are expanded and integrated more deeply into character creation. They now influence ability scores, proficiencies, and narrative development.
- Backgrounds grant -> ability score increases, skill/tool proficiencies, and sometimes unique features.
- They are tied to your character’s origin story and help define your role in the world.
- Backgrounds are chosen alongside Origin Paths, which further shape your character’s development.
This system replaces racial ability score bonuses and encourages players to think about who their character is, not just what they are.
Exploration
Travel and exploration are now structured and meaningful parts of gameplay. A5E introduces Journey rules that make overland travel engaging and mechanically relevant.
- Players choose journey activities like -> scouting, foraging, cooking, navigating, or keeping watch.
- Each activity has mechanical benefits and risks, creating tension and teamwork during travel.
- Supplies, fatigue, and terrain matter—travel is no longer hand-waved.
Exploration becomes a pillar of play, encouraging roleplay, resource management, and character interaction outside of combat.
Monsters
Monsters are redesigned for consistency, challenge, and immersion. Challenge Ratings are more accurate, and stat blocks include tactical guidance and sensory descriptions.
- Monsters now include -> combat tactics, roleplay notes, and environmental context.
- CR is recalibrated to better reflect actual difficulty.
- Sensory details (smell, sound, movement) help DMs describe encounters vividly.
Encounters are more dynamic and narratively rich, giving DMs tools to run memorable battles.
Spellcasting
Spells are rebalanced and restructured. Some iconic spells are now class features, and spell lists are refined for clarity and balance.
- Eldritch Blast is now a Warlock class feature, not a universal cantrip.
- Hexblade features are merged into Pact of the Blade.
- Spell descriptions are clearer, and many spells have been adjusted for power level and utility.
Spellcasting remains powerful but is now more balanced across classes and easier to manage.