Level Up: Feature List
Below is a list of just some of the many innovations and new features to be found in Level Up: Advanced 5th Edition. Don’t forget to sign up to be notified when the Kickstarter launches!
Fully compatible with original 5E materials
Stand-alone core rulebooks
Diverse team, cultural consultants, and representative content
Open Gaming License and free compatibility logo
Robust online tools
Depth but not complication, with an emphasis on choice
‘Race’ separated into heritage and culture
8 heritages, 34 cultures, 21 backgrounds
10 destinies for character motivations and goals that embrace the inspiration mechanic
Heritage paragon traits at 10th level
A choice between two or more more heritage gifts for each heritage
New marshal class providing support, tactics, and non-magical buffs
New spell-less ranger class with strong wilderness features
Over 35 new archetypes covering every class
Improved class capstone features at 20th level
Meaningful choices every time you level up
All classes can operate in all three pillars of the game
More than 80 individual distinctive weapons
20 weapon properties, plus new ammo properties
New shield and helm types
New weapon/armor customizations, plus shield customizations
New weapon and armor materials
Adventuring gear aplenty with new mundane items and customizable vehicle rules
Rules for crafting mundane and magical items
Optional equipment packages for each class at each tier of play
Easy-to-use strongholds and followers
New feats for multiclass characters
A Prestige Score which measures your character’s fame or infamy
A range of downtime activities
Variable initiative rolls
Ability check critical successes and failures
Revised combat actions
Fatigue and strife condition tracks to represent physical and spiritual stress
New bloodied, confused, doomed, rattled, and slowed conditions
Environmental world actions in combat
Full exploration pillar is a third of the game, integrated throughout
Immersive journey rules
Scores of exploration challenges with Challenge Ratings and experience rewards
Easy-to-use regions to populate worlds and journeys
Boons, discoveries, scenery, and social encounters along the way
Simple Supply system gives journeys risk, but not complexity
More than 100 nonmagical combat maneuvers which offer martial adventurers choices in battle, making fighting both more engaging and tactical
Gamemastery advice, safety tools, and tools to design encounters and worlds
Over 500 magic items
Prices and crafting components for every magic item
Treasure tables for each monster, and also for every Challenge Rating
New rare versions of many spells
Revised monster and CR math
Robust encounter building rules which can combine monsters and exploration challenges
Monster design rules
Monster templates which can modify any creature
Gem and spirit dragons, plus great wyrms
New monsters including the god-killing khalkos, and expanded fey
Expanded lore for many monsters
Monster lore which respects cultural origins
New monster variants and NPCs
Monster tools, including signs, behavior, encounters, treasure, names, and more