FallenRX
Adventurer
So i decided to give a minor look over the subclass compatibility, and made a general list of observations i've found.
This game is marketed with the idea that any options are mostly compatible with O5E, and i find this is mostly true, infact this game is likely more compatible with O5E options than One DnD is atm, since it actually follows O5E's core progression. But saying its totally compatible is more than a bit of a stretch, as there are some key breaks and breakdowns in some places that require some work.
I feel looking over these breaks is important in a time where people are looking for alternatives to Core 5e by the Seattle company.
Here is my general overview, and some solutions to the problems with compatibility. Much to the game's credit, there is only one complete break with O5E to the point where i feel it is borderline inconvertible or simply not worth it.
A5e Subclass conversion overview
General Conversions.
When gaining expertise change it to expertise dice gain instead.
Use A5E spells when applicable.
Fatigue and Strife replace Exhaustion in any mention of it. (Mainly Fatigue.)
Any abilities involving food and water need to be adjusted to fit the Supply system.
Adept.
All moves that use Ki use Exertion instead.
Otherwise seems like little other changes are needed.
Bard.
No changes are needed but using A5e Versions of spells, if possible
Berserker.
You can just use barbarian subclasses as is.
Cleric.
No changes are needed, just use A5e Versions of Spells when possible.
Druid.
No changes are needed, just use A5e Versions of Spells when possible.
Fighter.
Battle Master incompatible without conversion, Anything using Action surge is just incompatible without extensive reworking(Eldritch Knight, Banneret),
all other subs are compatible but let players at 3rd level pick one martial tradition they aren't proficient in to learn, to bring in line with A5e archetypes.
Anything using second wind is compatible just have it automatically teach them the catch your breath maneuver, and gain the added benefit when using it from the sub.
Converting Battle master.
The main ideas to do so are simply.
1. let battle master use maneuvers but instead use Exertion instead of Superiority Dice.
2. Let battle master continue to use all of its maneuvers as seperate special moves and resources from the current system.
These are all fine, but lead to a lot of messy issues with doing so, to its best imo to simply call it incompatible as its designed around a different
design paradigm then A5e.
Herald.
You can use Paladin subclasses as is, just use normal spell lists instead of archetype schools.
Ranger.
Subclasses are mostly compatible except for spell lists on the newer ranger subs.
Just followed the guidelines for dealing with this on page 227 in the Adventurers guide.
And obviously use A5e spells when applicable.
Rogue.
Subclasses are compatible in general. Just change any expertise gained to gaining expertise dices per the rules of A5e.
Sorcerers.
Mostly Compatible but sorcerer spell lists are common place here. Some solutions.
1. Make a custom archetype spell list for each O5E Subclasses that does not learn innate spell list(Shadow Sorcerer).
2. Let them gain one extra spell from spell schools that fit their spell list.
3. Simply let them not have extra archetype spells and move on.
4. Just let them learn one extra spell from the sorcerer spell list.
5. Use Warlock or Cleric expanded spell lists in their stead.
Outside of this just use A5e spells when applicable.
Warlock.
Subclasses are compatible, just use A5e spells when applicable, and let them use the innate spell list to the O5e class.
Wizard.
Subclasses are compatible, just use A5e spells when applicable.
This is generally all i could find, if i missed anything please let me know so i can improve these notes.
But yea genuinely the game is mostly compatible with minor adjustments, but some big breaks in the fighter class.
This game is marketed with the idea that any options are mostly compatible with O5E, and i find this is mostly true, infact this game is likely more compatible with O5E options than One DnD is atm, since it actually follows O5E's core progression. But saying its totally compatible is more than a bit of a stretch, as there are some key breaks and breakdowns in some places that require some work.
I feel looking over these breaks is important in a time where people are looking for alternatives to Core 5e by the Seattle company.
Here is my general overview, and some solutions to the problems with compatibility. Much to the game's credit, there is only one complete break with O5E to the point where i feel it is borderline inconvertible or simply not worth it.
A5e Subclass conversion overview
General Conversions.
When gaining expertise change it to expertise dice gain instead.
Use A5E spells when applicable.
Fatigue and Strife replace Exhaustion in any mention of it. (Mainly Fatigue.)
Any abilities involving food and water need to be adjusted to fit the Supply system.
Adept.
All moves that use Ki use Exertion instead.
Otherwise seems like little other changes are needed.
Bard.
No changes are needed but using A5e Versions of spells, if possible
Berserker.
You can just use barbarian subclasses as is.
Cleric.
No changes are needed, just use A5e Versions of Spells when possible.
Druid.
No changes are needed, just use A5e Versions of Spells when possible.
Fighter.
Battle Master incompatible without conversion, Anything using Action surge is just incompatible without extensive reworking(Eldritch Knight, Banneret),
all other subs are compatible but let players at 3rd level pick one martial tradition they aren't proficient in to learn, to bring in line with A5e archetypes.
Anything using second wind is compatible just have it automatically teach them the catch your breath maneuver, and gain the added benefit when using it from the sub.
Converting Battle master.
The main ideas to do so are simply.
1. let battle master use maneuvers but instead use Exertion instead of Superiority Dice.
2. Let battle master continue to use all of its maneuvers as seperate special moves and resources from the current system.
These are all fine, but lead to a lot of messy issues with doing so, to its best imo to simply call it incompatible as its designed around a different
design paradigm then A5e.
Herald.
You can use Paladin subclasses as is, just use normal spell lists instead of archetype schools.
Ranger.
Subclasses are mostly compatible except for spell lists on the newer ranger subs.
Just followed the guidelines for dealing with this on page 227 in the Adventurers guide.
And obviously use A5e spells when applicable.
Rogue.
Subclasses are compatible in general. Just change any expertise gained to gaining expertise dices per the rules of A5e.
Sorcerers.
Mostly Compatible but sorcerer spell lists are common place here. Some solutions.
1. Make a custom archetype spell list for each O5E Subclasses that does not learn innate spell list(Shadow Sorcerer).
2. Let them gain one extra spell from spell schools that fit their spell list.
3. Simply let them not have extra archetype spells and move on.
4. Just let them learn one extra spell from the sorcerer spell list.
5. Use Warlock or Cleric expanded spell lists in their stead.
Outside of this just use A5e spells when applicable.
Warlock.
Subclasses are compatible, just use A5e spells when applicable, and let them use the innate spell list to the O5e class.
Wizard.
Subclasses are compatible, just use A5e spells when applicable.
This is generally all i could find, if i missed anything please let me know so i can improve these notes.
But yea genuinely the game is mostly compatible with minor adjustments, but some big breaks in the fighter class.
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