Turn undead and Destroy undead being automatic applications of all clerics. Maybe... I would have liked to see more diversity. It looks like you get an additional selection from your domain too but all clerics turning undead is meh. Evil clerics too? perhaps alternate rules for evil clerics, or are they just called warlocks now...
Something that made me go "what?!" was seeing every demihuman get +2/+1 to ability scores but mountain dwarves get +2/+2. I couldn't figure out the reasoning.
The Thief archetype is still described as learning "skills useful for delving into ancient ruins, reading unfamiliar languages, …". But they removed the Decipher Script ability, so the Thief has no special skill with languages.
BASICSince 2E first put the IDE in my head that Turn wasn't mandatory, that's been the biggest annoyance for clerics in later editions (IMO). I'll be looking for a good house rule for that.
I have a 3 DEX, I wear chainmail, I suffer no AC penalty to my AC from DEX. I think this one will get a lot of heat over the next years. Old one leg just needs some heavy armor and he'll be alright.
Anyone else think it's weird that Lockpick and Disable Trap aren't skills any more? I would have thought lockpicking in particular would be the very definition of 'something very specialised that only a trained professional can do'. And yet anyone can pick locks in 5th ed. I would have at least thought the Thief archetype would have some sort of bonus to make them better at locks...
I see no problem with it - at Dex 3, you're only a step up from "tree stump" dex, anyway, so having armor protect you as much as it protects a mannequin is OK by me.
Anyone else think it's weird that Lockpick and Disable Trap aren't skills any more? I would have thought lockpicking in particular would be the very definition of 'something very specialised that only a trained professional can do'. And yet anyone can pick locks in 5th ed. I would have at least thought the Thief archetype would have some sort of bonus to make them better at locks...