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}}This page describes any changes that have been made to [[class]]es in ''Baldur's Gate 3'' (BG3), from their original specifications in ''Dungeons and Dragons 5th Edition'' (D&D 5e). Other rule changes can be found on their [[D&D 5e Rule Changes|related pages]].
}}


The rule changes described on this page and related pages are written with the assumption the reader understands the relevant D&D 5e rule. These pages will not explain what the D&D 5e rule is, only what the changed or altered BG3 rule is. These pages also include many BG3 features and abilities that are unchanged from D&D 5e to help a D&D 5e player quickly see which options have changed and which have not, and make decisions without having to do additional research. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e, that is considered a rule change from D&D 5e.
This page and [[D&D 5e Rule Changes|related pages]] summarize rule changes from the implementation of Dungeons and Dragons 5th Edition (D&D 5e) rules to Baldur's Gate 3 (BG3).


== Artificer ==
The rule changes described on this page and [[D&D 5e Rule Changes|related pages]] are written with the assumption the reader understands the relevant D&D 5e rule. These pages will not explain what the D&D 5e rule is, only what the changed or altered BG3 rule is. These pages also include many BG3 features and abilities that are unchanged from D&D 5e to help a D&D 5e player quickly see which options have changed and which have not, and make decisions without having to do additional research. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e, that is considered a rule change from D&D 5e.


* The Artificer class is not available.
=={{Class|Barbarian}} ==
 
== Barbarian ==
{{see also|Barbarian}}
*[[Rage]] bonus damage also applies to Dexterity damage rolls and those using thrown weapons/objects.
*[[Rage]] bonus damage also applies to Dexterity damage rolls and those using thrown weapons/objects.
*[[Reckless Attack]] is either a normal melee attack or as an after-attack reroll with all melee attacks, rather than before your first attack each turn.
*[[Reckless Attack]] is either a normal melee attack or as an after-attack reroll with all melee attacks, rather than before your first attack each turn.
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*[[Relentless Rage]] does not require a saving throw, but can only be used once per short rest.
*[[Relentless Rage]] does not require a saving throw, but can only be used once per short rest.


=== Wildheart (Path of the Totem Warrior) ===  
===={{Class|Wildheart}} (Path of the Totem Warrior) ====
{{see also|Wildheart}}
 
*The physical totem object required for the 5e Path of the Totem Warrior subclass is not used.
*The physical totem object required for the 5e Path of the Totem Warrior subclass is not used.
*The level 1 feature Spirit Seeker was renamed [[Speak with Animals]], as the Beast Sense spell is not in the game.
*The level 1 feature Spirit Seeker was renamed [[Speak with Animals]], as the Beast Sense spell is not in the game.
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*The level 10 feature Spirit Walker is replaced with the ability to select a second Animal Aspect option (which is granted at level 14 in 5e).
*The level 10 feature Spirit Walker is replaced with the ability to select a second Animal Aspect option (which is granted at level 14 in 5e).


=== Berserker (Path of the Berserker) ===
===={{Class|Berserker}} (Path of the Berserker)====
{{see also|Berserker}}
*[[Frenzied Strike]] applies a cumulative -1 attack roll debuff until the rage ends instead of causing the character to gain a level of exhaustion.
*[[Frenzied Strike]] applies a cumulative -1 attack roll debuff until the rage ends instead of causing the character to gain a level of exhaustion.
*While in [[Frenzy]], a character may use [[Enraged Throw]] as a bonus action to throw a creature or object at a target.
*While in [[Frenzy]], a character may use [[Enraged Throw]] as a bonus action to throw a creature or object at a target.
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*If a creature resists [[Intimidating Presence]], they are immune to its effects until their next long rest, instead of 24 hours.
*If a creature resists [[Intimidating Presence]], they are immune to its effects until their next long rest, instead of 24 hours.


=== Wild Magic Barbarian (Path of the Wild Soul)===
===={{Class|Wild Magic Barbarian}} (Path of the Wild Soul)====
{{see also|Wild Magic Barbarian}}
*Magic Awareness lets anyone within 3m add their [[Proficiency Bonus]] to [[Saving Throws]] against spells.
*Magic Awareness lets anyone within 3m add their [[Proficiency Bonus]] to [[Saving Throws]] against spells.
**As opposed to letting the Barbarian identify the location and school of an upcoming spell within 60 feet that isn't behind complete cover.
**As opposed to letting the Barbarian identify the location and school of an upcoming spell within 60 feet that isn't behind complete cover.
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**The Intangible Spirit option always summons a flumph (never a pixie) and can be summoned anywhere within 30 ft rather than needing to be next to a creature.
**The Intangible Spirit option always summons a flumph (never a pixie) and can be summoned anywhere within 30 ft rather than needing to be next to a creature.
**The Weapon Infusion option causes the weapon to deal an extra 1d6 Force damage, instead of just changing the weapon's existing damage to Force.
**The Weapon Infusion option causes the weapon to deal an extra 1d6 Force damage, instead of just changing the weapon's existing damage to Force.
**Difficult terrain created by Vine Growth option affects everyone other than the Barbarian, instead of just enemies.
**Difficult terrain created by Vine Growth option affects everyone other than the Barbarian instead of just enemies.
**The Dark Tendrils option affects everyone in range other than the Barbarian, instead of just enemies.
*[[Bolstering Magic]] works somewhat differently; instead of being able to use it a number of times equal to the Barbarian's Wisdom modifier and choosing the effect each time, each effect is a separate option that can be used once per long rest.
*[[Bolstering Magic]] works somewhat differently; instead of being able to use it a number of times equal to the Barbarian's Wisdom modifier and choosing the effect each time, each effect is a separate option that can be used once per long rest.
**The option that improves attack rolls and ability checks grants a bonus of +1d4 instead of +1d3.
**The option that improves attack rolls and ability checks grants a bonus of +1d4 instead of +1d3.
**There are separate options for recovering spell slots of levels 1, 2, and 3 (instead of rolling 1d3 to determine the slot level recovered). The option to recover a level 3 spell slot is granted at class level 9.
**There are separate options for recovering spell slots of levels 1, 2, and 3 (instead of rolling 1d3 to determine the slot level recovered). The option to recover a level 3 option is granted at class level 9.


== Bard ==
=={{Class|Bard}}==
{{see also|Bard}}
*Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
*Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
*[[Bardic Inspiration]] has a number of charges that scales with class level, rather than being tied to the Bard's Charisma modifier.
*[[Bardic Inspiration]] has a number of charges that scales with class level, rather than being tied to the Bard's Charisma modifier.
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*[[Magical Secrets]] is restricted to a limited list of additional spells, instead of allowing the Bard to pick any spell.
*[[Magical Secrets]] is restricted to a limited list of additional spells, instead of allowing the Bard to pick any spell.


=== College of Lore ===
===={{Class|College of Lore}}====
{{see also|College of Lore}}
*[[Cutting Words]] can be used to reduce an enemy's saving throw instead of its damage roll.
*[[Cutting Words]] cannot be used to reduce an enemy's damage roll. However, it ''can'' be used to reduce an enemy's saving throw, which is not permitted in 5e.
*The [[Magical Secrets|Additional Magical Secrets]] are restricted to the same list as the general Bard feature.
*The [[Magical Secrets|Additional Magical Secrets]] are restricted to the same list as the general Bard feature.


=== College of Swords ===
===={{Class|College of Swords}}====
{{see also|College of Swords}}
*The [[Duelling]] fighting style does not affect Versatile weapons used one-handed as it does in 5e.
*See [[D&D 5e class changes#Fighter|Fighter]] below for Fighting Style changes.
*[[Blade Flourish]] underwent a number of changes:
*[[Blade Flourish]] underwent a number of changes:
**Taking the Attack action no longer grants a movement bonus.
**Taking the Attack action no longer grants a movement bonus.
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***As opposed to using the [[Bardic Inspiration]] bonus as the damage for the add-on attack.
***As opposed to using the [[Bardic Inspiration]] bonus as the damage for the add-on attack.


=== College of Valour ===
===={{Class|College of Valour}}====
{{see also|College of Valour}}
''No Changes''
''No Changes''


== Cleric ==
=={{Class|Cleric}}==
{{see also|Cleric}}
*[[Cleric#Level_5|Destroy Undead]] does non-scaling radiant damage to all undead affected, rather than instantly killing weaker undead.
*[[Cleric#Level_5|Destroy Undead]] does non-scaling radiant damage to all undead affected, rather than instantly killing weaker undead.
*Clerics may select the [[Produce Flame]] Cantrip (exclusive to Druids in 5e).
*Clerics may select the [[Produce Flame]] Cantrip (exclusive to Druids in 5e).
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**[[Divine Intervention: Opulent Revival|Opulent Revival]] resurrects all dead allies within 60 ft and grants all allies in the same radius all the benefits of a long rest.
**[[Divine Intervention: Opulent Revival|Opulent Revival]] resurrects all dead allies within 60 ft and grants all allies in the same radius all the benefits of a long rest.
**[[Divine Intervention: Sunder the Heretical|Sunder the Heretical]] deals a large amount of radiant damage to all enemies within 50 ft.
**[[Divine Intervention: Sunder the Heretical|Sunder the Heretical]] deals a large amount of radiant damage to all enemies within 50 ft.
*Adding a Cleric level to a character of another class grants proficiency with [[Flails]] and [[Morningstars]], in addition to the same armor proficiencies granted in 5e.


=== Life Domain ===
===={{Class|Life Domain}}====
{{see also|Life Domain}}
*The level 2 domain feature Channel Divinity: [[Preserve Life]] restores (3 x Cleric level) hit points to each ally in range, rather than providing (5 x Cleric level) hit points to divide amongst them. It can heal creatures up to their maximum hit points (as opposed to half).
*The level 2 domain feature Channel Divinity: [[Preserve Life]] has a few changes:
*The level 3 domain spell Spiritual Weapon is replaced with [[Aid]].
**The amount of healing scales with the Cleric's total character level, rather than their level in the Cleric class. (This is only relevant for multiclass characters.)
**All allies in range automatically regain hit points equal to three times the Cleric's level, rather than the Cleric having five times their level in hit points which they can distribute among allies as they choose.
**This effect can heal creatures up to their full hit point maximum, rather than only half of it.
*The level 3 domain spell [[Spiritual Weapon]] is replaced with [[Aid]].
*The level 9 domain spell Raise Dead is replaced with [[Greater Restoration]].
*The level 9 domain spell Raise Dead is replaced with [[Greater Restoration]].


=== Light Domain ===
===={{Class|Light Domain}}====
{{see also|Light Domain}}
*The level 1 domain feature [[Light_Domain#Level_1|Warding flare]] has unlimited charges rather than having a limit of the Wisdom modifier.
*The level 1 domain feature [[Light_Domain#Level_1|Warding flare]] has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
**It also triggers when an enemy has already rolled and is going to hit, unlike 5e where you have to use it before the enemy rolls their attack.
**It also triggers when an enemy has already rolled and is going to hit, unlike 5e where you have to choose to use it before the enemy rolls their attack.
*The level 2 domain feature Channel Divinity: [[Radiance of the Dawn]] adds the user's character level, rather than cleric level, to its damage roll. (This is only relevant for multiclass characters.)
*The level 9 domain spell Scrying is placed with [[Destructive Wave]].
*The level 9 domain spell Scrying is placed with [[Destructive Wave]].


=== Knowledge Domain ===
===={{Class|Knowledge Domain}}====
{{see also|Knowledge Domain}}
*The level 1 domain spell Identify is replaced with [[Sleep]].
*The level 1 domain spell Identify is replaced with [[Sleep]].
*The level 2 domain feature Channel Divinity: [[Knowledge of the Ages]] gives proficiency to all skills associated with a chosen Ability Score, and lasts until the next Long Rest.
*The level 2 domain feature Channel Divinity: [[Knowledge of the Ages]] gives proficiency to all skills associated with a chosen Ability Score, and lasts until the next Long Rest.
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*The level 9 domain spells Legend Lore and Scrying are replaced with [[Dominate Person]] and [[Telekinesis]].
*The level 9 domain spells Legend Lore and Scrying are replaced with [[Dominate Person]] and [[Telekinesis]].


=== Nature Domain ===
===={{Class|Nature Domain}}====
{{see also|Nature Domain}}  
*The level 5 domain spell Wind Wall is replaced with [[Sleet Storm]].
*The level 5 domain spell Wind Wall is replaced with [[Sleet Storm]].
* The level 9 domain spell Tree Stride is replaced with [[Wall of Stone]].
* The level 9 domain spell Tree Stride is replaced with [[Wall of Stone]].


=== Tempest Domain ===
===={{Class|Tempest Domain}}====
{{see also|Tempest Domain}}
*The level 1 domain feature {{SAI|Wrath of the Storm}} has unlimited charges rather than having a limit of the Wisdom modifier.
*The level 1 domain feature {{SAI|Wrath of the Storm}} has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
*[[Thunderbolt Strike]] is triggered by dealing either thunder or lightning damage, as opposed to just lightning damage.
*[[Thunderbolt Strike]] is triggered by dealing either thunder or lightning damage, as opposed to just lightning damage.
* The level 7 domain spell Control Water is replaced with [[Freedom of Movement]].
* The level 7 domain spell Control Water is replaced with [[Freedom of Movement]].


=== Trickery Domain ===
===={{Class|Trickery Domain}}====
{{see also|Trickery Domain}}  
*The level 1 domain feature [[Blessing of the Trickster]] requires [[Concentration|concentration]], but can last until the next long rest rather than only 1 hour.
*The level 1 domain feature [[Blessing of the Trickster]] requires [[Concentration|concentration]], but can last until the next long rest rather than only 1 hour.
*The level 2 domain feature [[Invoke Duplicity]] underwent a few changes:
*The level 2 domain feature [[Invoke Duplicity]] underwent a few changes:
**It does not allow a character to cast spells through the illusory duplicate or move it on subsequent turns.
**It does not allow a character to cast spells through the illusory duplicate or move it on subsequent turns.
**The duplicate provides advantage to attack rolls of all allies if both the ally and the target are within 10 ft of the duplicate, as opposed to only the Cleric getting this benefit.
**The duplicate provides advantage to attack rolls of all allies if both the ally and the target are within 10 ft of the duplicate, as opposed to only the Cleric getting this benefit.
*The level 3 Domain Spells [[Blink]] and Dispel Magic are replaced with [[Bestow Curse]] and [[Fear]].
*The level 3 Domain Spells Blink and Dispel Magic are replaced with [[Bestow Curse]] and [[Fear]].
*The level 6 domain feature [[Cloak of Shadows]] requires the Cleric to be obscured in order to use it.
*The level 8 domain spell Modify Memory is replaced with [[Seeming]].
*The level 8 domain spell Modify Memory is replaced with [[Seeming]].


=== War Domain ===
===={{Class|War Domain}}====
{{see also|War Domain}}  
*The level 1 domain feature [[War Priest]] has a number of charges that scales with class level, rather than being tied to the Cleric's Wisdom modifier.
*The level 1 domain feature [[War Priest]] has a number of charges that scales with class level, rather than being tied to the Cleric's Wisdom modifier.
**This feature has three charges initially at class level 1, with a fourth granted at level 5, a fifth at level 8, and a sixth at level 11.
**This feature has three charges initially at class level 1, with a fourth granted at level 5, a fifth at level 8, and a sixth at level 11.
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**As opposed to always doing the damage type of the weapon associated with the attack roll.
**As opposed to always doing the damage type of the weapon associated with the attack roll.
**This is a possible bug, rather than an intended feature.
**This is a possible bug, rather than an intended feature.
*Unlike all the other Cleric subclasses, there are no changes to the domain spells.


== Druid ==
=={{Class|Druid}}==
{{see also|Druid}}
*There is no restriction preventing a druid from wearing metal armour.
*There is no restriction preventing a druid from wearing metal armour.
*The Druidic language (and languages in general) is not available.
*The Druidic language (and languages in general) is not available.
*[[Wild Strike]] is a new level 5 feature that grants an extra attack when taking the Attack action while in Wild Shape. [[Improved Wild Strike]] adds an additional attack at level 10.
*[[Wild Strike]] is a new level 5 feature that grants an extra attack when taking the Attack action while in Wild Shape. [[Improved Wild Strike]] adds an additional attack at level 10.
*[[Wild Shape]] has several changes:
*[[Wild Shape]] has several changes:
**While in Wild Shape, some actions associated with spells a druid casts before entering Wild Shape (e.g. [[Activate Call Lightning]]) are not available while in Wild Shape. This appears to be due to these actions being implemented as "spells" in the game engine and thus falling under the general prohibition on casting spells while in Wild Shape. These actions become available again if the druid leaves Wild Shape before the spell ends.
**There is no time limit on how long the transformation can last, though it will end automatically if the character enters an important dialogue scene (e.g. meeting a companion).
**There is no time limit on how long the transformation can last, though it will end automatically if the character enters an important dialogue scene (e.g. meeting a companion).
**While in a Wild Shape form that has its own innately available spells, the Druid can cast those spells (though they still can't cast their normal spells). According to 5e Rules As Written, Druids under level 18 cannot cast ''any'' spells while in Wild Shape.
**There is no option to have the Druid's equipment fall to the ground or be worn by the animal form; it is always merged into the new form.
**There is no option to have the Druid's equipment fall to the ground or be worn by the animal form; it is always merged into the new form.
**[[Wild Shape]] forms have modified stats from their Monster Manual counterparts.
**[[Wild Shape]] forms have modified stats from their Monster Manual counterparts.
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|}
|}


=== Circle of the Moon ===
===={{Class|Circle of the Moon}}====
{{see also|Circle of the Moon}}
''No changes besides the aforementioned Wild Shape changes''
''No changes besides the aforementioned Wild Shape changes''


=== Circle of the Land ===
===={{Class|Circle of the Land}}====
{{see also|Circle of the Land}}  
*[[Natural Recovery]] can be used any time out of combat (rather than only during a short rest) and does not need to be done all at once; it has a number of charges equal to the number of spell slot levels it can restore (half the class level rounded up) and can be used multiple times throughout the day until they are all expended.
*[[Natural Recovery]] can be used any time out of combat (rather than only during a short rest) and does not need to be done all at once; it has a number of charges equal to the number of spell slot levels it can restore (half the class level rounded up) and can be used multiple times throughout the day until they are all expended.
*[[Land's Stride: Difficult Terrain|Land's Stride]] does not provide advantage against magical plant spells such as {{SAI|Entangle}}.
*[[Land's Stride: Difficult Terrain|Land's Stride]] does not provide advantage against magical plant spells such as {{SAI|Entangle}}.
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|'''Changed'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], [[Hold Person]]||[[Invisibility]], [[Pass Without Trace]]||[[Mirror Image]], [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||[[Misty Step]], [[Web]]
|'''Changed'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], [[Hold Person]]||[[Invisibility]], [[Pass Without Trace]]||[[Mirror Image]], [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||[[Misty Step]], [[Web]]
|-
|-
|rowspan="2"|'''5th Level'''||'''Normal'''||[[Sleet Storm]], Slow ||Water Breathing, Water Walk||Create Food, Create Water||[[Call Lightning]], [[Plant Growth]]||[[Daylight]], [[Haste]]||[[Lightning Bolt]], Meld into Stone||Water Walk, [[Stinking Cloud]]||[[Gaseous Form]], [[Stinking Cloud]]
|rowspan="2"|'''5th Level'''||'''Normal'''||[[Sleet Storm]], Slow ||Water Breathing, Water Walk||Create Food, Create Water||[[Call Lightning]], [[Plant Growth]]||[[Daylight]], [[Haste]]||Lightning Bolt, Meld into Stone||Water Walk, [[Stinking Cloud]]||[[Gaseous Form]], [[Stinking Cloud]]
|-
|-
|'''Changed'''||[[Sleet Storm]], [[Haste]] ||[[Sleet Storm]], [[Call Lightning]]||[[Hypnotic Pattern]], [[Protection from Energy]]||[[Call Lightning]], [[Plant Growth]]||[[Daylight]], [[Haste]]||[[Lightning Bolt]], [[Grant Flight]]||[[Vampiric Touch]], [[Stinking Cloud]]||[[Gaseous Form]], [[Stinking Cloud]]
|'''Changed'''||[[Sleet Storm]], [[Haste]] ||[[Sleet Storm]], [[Call Lightning]]||[[Hypnotic Pattern]], [[Protection from Energy]]||[[Call Lightning]], [[Plant Growth]]||[[Daylight]], [[Haste]]||[[Call Lightning]], [[Fly]]||[[Vampiric Touch]], [[Stinking Cloud]]||[[Gaseous Form]], [[Stinking Cloud]]
|-
|-
|rowspan="2"|'''7th Level'''||'''Normal'''||Freedom of Movement, [[Ice Storm]]||[[Freedom of Movement]], Control Water||[[Blight]], Hallucinatory Terrian||Divination, Freedom of Movement||[[Freedom of Movement]], Divination||[[Stoneskin]], Stone Shape||Freedom of Movement, Locate Creature||[[Greater Invisibility]], Stone Shape
|rowspan="2"|'''7th Level'''||'''Normal'''||Freedom of Movement, [[Ice Storm]]||[[Freedom of Movement]], Control Water||[[Blight]], Hallucinatory Terrian||Divination, Freedom of Movement||[[Freedom of Movement]], Divination||[[Stoneskin]], Stone Shape||Freedom of Movement, Locate Creature||[[Greater Invisibility]], Stone Shape
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|}
|}


=== Circle of the Spores ===
===={{Class|Circle of the Spores}}====
{{see also|Circle of the Spores}}
*[[Halo of Spores]] must be activated manually, and can affect a creature within 6 m / 20 ft (rather than 10 ft).
*[[Halo of Spores]] must be activated manually, and can affect a creature within 6 m / 20 ft (rather than 10 ft).
*The level 2 action [[Symbiotic Entity]] lasts until the Druid's long rest instead of 10 minutes.
*The level 2 action [[Symbiotic Entity]] lasts until the Druid's long rest instead of 10 minutes.
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*The level 10 feature [[Spreading Spores]] always deals 2d8 necrotic damage to affected creatures, instead of using the level-scaled Halo of Spores damage roll.
*The level 10 feature [[Spreading Spores]] always deals 2d8 necrotic damage to affected creatures, instead of using the level-scaled Halo of Spores damage roll.


== Fighter ==
=={{Class|Fighter}} ==
{{see also|Fighter}}


* Some changes to [[Fighting Style]] options:
* Some changes to [[Fighting Style]] options:
** The [[Great Weapon Fighting]] fighting style allows rerolling add-on damage dice (such as Superiority Dice or Divine Smite) instead of just the weapon's own dice.
** The [[Duelling]] fighting style does not affect Versatile weapons used one-handed as it does in 5e.
*** The 5e rule on this is somewhat ambiguous, but ''Sage Advice'' clarifies that the fighting style is only meant to benefit the weapon's own damage roll.
** The [[Great Weapon Fighting]] fighting style allows rerolling add-on damage dice (such as Superiority Dice or Divine Smite) instead of just the weapon's own dice.
** The additional fighting style options from ''Tasha's Cauldron of Everything'' are not available.


=== Battle Master ===
===={{Class|Battle Master}}====
{{see also|Battle Master}}
*Changes to [[Manoeuvres]]:
*Changes to [[Manoeuvres]]:
**Attack manoeuvres are chosen at the time the attack is attempted, rather than after seeing that the attack hits. The superiority die is still not expended on a miss.
**Attack manoeuvres are chosen at the time the attack is attempted, rather than after seeing that the attack hits. The superiority die is still not expended on a miss.
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**All of the information this feature would grant can be freely obtained by selecting "Examine" on an enemy.
**All of the information this feature would grant can be freely obtained by selecting "Examine" on an enemy.


=== Champion ===
===={{Class|Champion}}====
{{see also|Champion}}


* The [[Improved Critical Hit]] feature reduces the critical threshold by 1, rather than fixing it at 19 as in 5e. This allows it to stack with other effects that expand the critical range, such as the [[Spell Sniper]] feat.
* The [[Improved Critical Hit]] feature reduces the critical threshold by 1, rather than fixing it at 19 as in 5e. This allows it to stack with other effects that expand the critical range.
* The [[Remarkable Athlete: Jump]] feature increases the character's jump distance by a flat 3m / 10 ft, rather than scaling with the Strength modifier.
* The [[Remarkable Athlete: Jump]] feature increases the character's jump distance by a flat 3m / 10 ft, rather than scaling with the Strength modifier.


=== Eldritch Knight ===
===={{Class|Eldritch Knight}}====
{{see also|Eldritch Knight}}


* Changes to [[Weapon Bond]]:
* Changes to [[Weapon Bond]]:
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* Two new spells are granted at level 7 instead of just one.
* Two new spells are granted at level 7 instead of just one.


== Monk ==
=={{Class|Monk}}==
{{see also|Monk}}  
*Monks get access to Ki at first level, as opposed to second level.  
*Monks get access to Ki at first level, as opposed to second level.  
**Monks begin with 2 Ki points and gain one Ki point each level, rather than having a number of Ki points equal to their current level. Thus, a BG3 Monk's Ki point maximum is one greater than that of a 5e Monk of the same level.
**Monks begin with 2 Ki points and gain one Ki point each level, rather than having a number of Ki points equal to their current level.
*Monk weapons are now any weapon with which the Monk has [[Proficiency]] and which does not have the [[Two-Handed]] property.
*Monk weapons are now any weapon with which the Monk has [[Proficiency]], and do not have the [[Two-Handed]] or [[Heavy (weapon property)|Heavy]] properties.
**5e Monks are usually restricted to shortswords or any simple weapon that does not have the [[Two-Handed]] or [[Heavy (weapon property)|Heavy]] properties. The class still only grants proficiency with Shortswords and Simple weapons, but now proficiencies from race, other classes and other sources can be used as well. The Heavy property is no longer implemented in BG3.
**5e Monks are usually restricted to shortswords or any simple weapon that does not have the [[Two-Handed]] or [[Heavy (weapon property)|Heavy]] properties. (The class still only grants proficiency with Shortswords and Simple weapons, but now proficiencies from race, other classes and other sources can be used as well.
*[[Flurry of Blows]] does not require taking the Attack action first. (The bonus action unarmed strike granted by the Martial Arts feature still does.)
*[[Flurry of Blows]] does not require taking the Attack action first.
*Both [[Step of the Wind]] options allow jumping without using a bonus action.
*Both [[Step of the Wind]] options allow jumping without using a bonus action.
*Return attacks made using [[Deflect Missiles]] count as unarmed strikes.
*Return attacks made using [[Deflect Missiles]] count as unarmed strikes.
**This means that they benefit from the effects of a variety of items, such as [[Thunderpalm Strikers]] or [[Gauntlet of the Tyrant]], which improve all unarmed attacks.
*[[Slow Fall]] grants resistance to falling damage, rather than reducing fall damage by 5 times the class level.
*[[Slow Fall]] grants resistance to falling damage, rather than reducing fall damage by 5 times the class level.
**Although multiple sources of resistance to the same type of damage generally do not stack with each other, resistance to falling damage ''does'' stack with general resistance to bludgeoning damage. As such, a Monk with Slow Fall who has bludgeoning resistance from some other source will have falling damage reduced by 75% rather than 50%. However, multiple effects that grant resistance to falling damage specifically still don't stack with each other.
*[[Stillness of Mind]] is used automatically to end the Charmed or Frightened conditions; it does not require the use of an action.
*[[Stillness of Mind]] is used automatically to end the Charmed or Frightened conditions; it does not require the use of an action.
*[[Advanced Unarmoured Movement]] eliminates the movement penalty from difficult terrain and provides a jump distance bonus, rather than allowing walking on vertical surfaces and liquids.
*[[Advanced Unarmoured Movement]] eliminates the movement penalty from difficult terrain and provides a jump distance bonus, rather than allowing walking on vertical surfaces and liquids.


=== Way of the Four Elements ===
===={{Class|Way of the Four Elements}}====
{{see also|Way of the Four Elements}}
*[[Harmony of Fire and Water]] is a new class action granted at level 3 which restores expended Ki points up to half of the Monk's current maximum, once per long rest.
*Monks start with 3 disciplines at level 3 as opposed to 2.
*Monks start with 3 disciplines at level 3 as opposed to 2.
*Elemental Disciplines can no longer be upcasted using additional ki points.
*Elemental Disciplines can no longer be upcasted using additional ki points.
**This functionality has been replaced with the new level 9 feature, [[Improved Elemental Casting]], which serves a similar purpose.
**This functionality has been replaced with the new level 9 feature, [[Improved Elemental Casting]], which serves a similar purpose.
*Using an action to cast an Elemental Discipline enables the use of [[Martial Arts: Bonus Unarmed Strike]] as a bonus action on the same turn, as if the Attack action had been taken.
**This combination is not allowed under the original 5e ''Player's Handbook'' version of the Monk class, though ''Tasha's Cauldron of Everything'' includes an optional Monk class feature that makes it possible.
*Changes to specific Elemental Disciplines:
*Changes to specific Elemental Disciplines:
**[[Blade of Rime]] is a new discipline that casts [[Ice Knife]].
**[[Blade of Rime]] is a new discipline that casts [[Ice Knife]].
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**[[Embrace of the Inferno]] is a new level 6 discipline that casts [[Scorching Ray]].
**[[Embrace of the Inferno]] is a new level 6 discipline that casts [[Scorching Ray]].
**[[Fangs of the Fire Snake]] causes melee attacks to deal an extra 1d4 fire damage, instead of converting the attack's main damage to fire. It is not necessary to spend a second ki point to get extra damage on the first attack.
**[[Fangs of the Fire Snake]] causes melee attacks to deal an extra 1d4 fire damage, instead of converting the attack's main damage to fire. It is not necessary to spend a second ki point to get extra damage on the first attack.
**[[Shaping of the Ice]] is a new discipline that creates a large ice cube that can be climbed. This replaces the more versatile ''Shape the Flowing River'' from 5e.
**[[Shaping of the Ice]] is a new discipline that creates a large ice cube that can be climbed.
**[[Sphere of Elemental Balance]] is a new discipline that casts [[Chromatic Orb]].
**[[Sphere of Elemental Balance]] is a new discipline that casts [[Chromatic Orb]].
**[[Touch of the Storm]] is a new discipline that casts [[Shocking Grasp]], but deals 1d10 damage instead of 1d8.
**[[Touch of the Storm]] is a new discipline that casts [[Shocking Grasp]], but deals 1d10 damage instead of 1d8.


=== Way of the Open Hand ===
===={{Class|Way of the Open Hand}}====
{{see also|Way of the Open Hand}}
*The [[Flurry of Blows: Push]] option pushes an affected creature 5 m / 17 ft rather than just 15 ft.
*The [[Flurry of Blows: Push]] option pushes an affected creature 5 m / 17 ft rather than just 15 ft.
*A new set of passive features is acquired at level 6: [[Manifestation of Body]], [[Manifestation of Mind]], and [[Manifestation of Soul]]. These cause unarmed strikes to deal extra necrotic, psychic, or radiant damage respectively; only one can be active at a time. The extra damage for each is equal to 1d4 plus the Monk's Wisdom modifier.
*A new set of passive features is acquired at level 6: [[Manifestation of Body]], [[Manifestation of Mind]], and [[Manifestation of Soul]]. These cause unarmed strikes to deal extra necrotic, psychic, or radiant damage respectively; only one can be active at a time.
*[[Wholeness of Body]] now causes half of the Monk's ki points to be restored, and puts a condition on them for 3 turns that restores 1 ki point each turn and grants an additional bonus action each turn (allowing, for instance, two uses of Flurry of Blows per turn).
*[[Wholeness of Body]] now causes half of the Monk's ki points to be restored, and puts a condition on them for 3 turns that restores 1 ki point each turn and grants an additional bonus action each turn (allowing, for instance, two uses of Flurry of Blows per turn).
*[[Ki Resonation: Punch (Action)|Ki Resonation]] is a new level 9 feature that imposes the Resonating condition on a creature, allowing the Monk to later detonate it to cause an explosion.
*[[Ki Resonation: Punch (Action)|Ki Resonation]] is a new level 9 feature that imposes the Resonating condition on a creature, allowing the Monk to later detonate it to cause an explosion.
**This is similar to the level 17 feature Quivering Palm from 5e, though it deals less damage and does not immediately kill the resonating target if it fails a Constitution save.
**This is similar to the level 17 feature Quivering Palm from 5e, though it deals less damage and does not immediately kill the resonating target if it fails a Constitution save.


=== Way of Shadow ===
===={{Class|Way of Shadow}}====
{{see also|Way of Shadow}}
*Changes to Shadow Arts:
*Changes to Shadow Arts:
**[[Shadow Arts: Hide]] is a new option allowing the Monk to hide as a bonus action.
**[[Shadow Arts: Hide]] is a new option allowing the Monk to hide as a bonus action.
**[[Shadow Arts: Pass Without Trace]] lasts until the next long rest rather than 1 hour.
**[[Shadow Arts: Pass Without Trace]] lasts until the next long rest rather than 1 hour.
**[[Shadow Arts: Darkvision]] grants 40 ft of Darkvision instead of 60 ft (in keeping with the general changes to Darkvision mechanics throughout the game).
**[[Shadow Arts: Darkvision]] grants 40 ft of Darkvision instead of 60 ft (in keeping with the general changes to Darkvision mechanics throughout the game).
*[[Cloak of Shadows]] is acquired at level 5 instead of level 11.
*[[Cloak of Shadows]] is acquired at level 5 instead of level 11.
**This is the only Monk subclass granting a feature at level 5.
*[[Shadow Strike]] is a new level 11 feature that allows a hidden Monk to teleport to an enemy's position and immediately make melee attack that deals psychic damage and prevents the target from making opportunity attacks that turn.
*[[Shadow Strike]] is a new level 11 feature that allows a hidden Monk to teleport to an enemy's position and immediately make melee attack that deals extra psychic damage and prevents the target from making opportunity attacks that turn. This costs 3 Ki points.


== Paladin ==
=={{Class|Paladin}}==
{{see also|Paladin}}
*Characters select their [[Paladin#Oaths_and_Oathbreaking|Oath]] at first level rather than third.
*Characters select their [[Paladin#Oaths_and_Oathbreaking|Oath]] at first level rather than third.
**[[Channel Oath]] is granted at level 1, and each subclass has a new level 1 option for it (see below). The existing 5e options for it are added at level 3.
**[[Channel Oath]] is granted at level 1, and each subclass has a new level 1 option for it (see below). The existing 5e options for it are added at level 3.
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*Channel Divinity changed to Channel Oath, and each subclass gets a new Channel Oath feature at first level.
*Channel Divinity changed to Channel Oath, and each subclass gets a new Channel Oath feature at first level.
**This has implications on multiclassing with [[Cleric]] as the resources are new separate.
**This has implications on multiclassing with [[Cleric]] as the resources are new separate.
*[[Divine Sense]] is now a bonus action with one use per short rest which grants advantage on attack rolls against celestials, fiends, and undead until the end of the Paladin's next turn.
*[[Divine Sense]] is now a bonus action with one use per short rest for an advantage on attack rolls against celestials, fiends, and undead for two rounds.
**As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier + 1 times per Long Rest.
**As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier times per Long Rest.
*Changes to [[Lay on Hands]]:
*[[Lay on Hands]], normally a once per Long Rest 5 x Paladin level heal or disease and poison cure, is changed to:
**Instead of a pool of hit points equal to 5 times the Paladin's class level, the feature has 3 charges (increasing to 4 at level 4, and 5 at level 10). They are still restored on a long rest. The charges can be spent in the following ways, each of which uses an action:
**A character has 3 charges per Long Rest (this increases to 4 charges at level 4, and 5 charges at level 10). These charges can be spent in the following ways, each of which uses one action:
***[[Lay on Hands: Lesser Healing]] costs 1 charge and restores hit points equal to twice the Paladin's class level.
***Spend 1 charge to heal a target for 2 x Paladin level [[Hit Points]].
***[[Lay on Hands: Greater Healing]] costs 2 charges and restores hit points equal to four times the Paladin's class level.
***Spend 2 charges to heal a target for 4 x Paladin level [[Hit Points]].
***[[Lay on Hands: Cure]] costs 2 charges and removes poison and disease effects.
***Spend 2 charges to cure any diseases or poisons affecting a target.
**The "Cure" option removes ''all'' poisons and diseases with a single use, rather than having to activate it once for each effect.
*Characters can prepare a number of Paladin spells equal to their Paladin level plus their Charisma modifier.  
*Characters can prepare a number of Paladin spells equal to their Paladin level plus their Charisma modifier.  
**This is a very significant increase compared to 5e rules, in which this scales with ''half'' the Paladin level (rounded down).
**This is a very significant increase compared to 5e rules, in which this scales with ''half'' the Paladin level (rounded down).
*See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes.


=== Oath of the Ancients ===
===={{Class|Oath of the Ancients}}====
{{see also|Oath of the Ancients}}  
*The level 1 Channel Oath ability [[Healing Radiance]] is new.
*The level 1 Channel Oath ability [[Healing Radiance]], which heals the Paladin and all nearby allies for two consecutive turns, is new.
*The Channel Oath ability [[Nature's Wrath]] can only be resisted by a Strength saving throw (as opposed to the target's choice of Strength or Dexterity).
*The Channel Oath ability [[Nature's Wrath]] can only be resisted by a Strength saving throw (as opposed to the target's choice of Strength or Dexterity).


=== Oath of Devotion ===
===={{Class|Oath of Devotion}}====
{{see also|Oath of Devotion}}  
*The level 1 Channel Oath ability [[Holy Rebuke]] is new.
*The level 1 Channel Oath ability [[Holy Rebuke]], which causes anyone hitting the Paladin with a melee attack to take radiant damage, is new.
*The Channel Oath ability [[Turn the Unholy]] actually does work the same as in 5e (targeting fiends and undead) though it is labeled incorrectly in the interface as targeting fiends and ''fey''.
*The Channel Oath ability [[Turn the Unholy]] actually does work the same as in 5e (targeting fiends and undead) though it is labeled incorrectly in the interface as targeting fiends and ''fey''.
**This description is the same as the Oath of the Ancients version, [[Turn the Faithless]], and possibly the result of a copy-and-paste error.
*The Oath spell Zone of Truth, granted at level 5, is replaced with [[Silence]].
*The Oath spell Zone of Truth, granted at level 5, is replaced with [[Silence]].
*The Oath spell Dispel Magic, granted at level 9, is replaced with [[Remove Curse]].
*The Oath spell Dispel Magic, granted at level 9, is replaced with [[Remove Curse]].


=== Oathbreaker ===
===={{Class|Oathbreaker}}====
{{see also|Oathbreaker}}
*The level 1 Channel Oath ability [[Spiteful Suffering]] is new.
*The level 1 Channel Oath ability [[Spiteful Suffering]], which causes a target to take necrotic damage each turn and grant advantage on attacks against it, is new.
*[[Control Undead]] range is reduced to 6 m / 20 ft, and the effect is limited by the target's level rather than challenge rating. This effect lasts until the next long rest rather than for 24 hours.
*[[Control Undead]] range is reduced to 6 m / 20 ft, and the effect is limited by the target's level rather than challenge rating. This effect lasts until the next long rest rather than for 24 hours.


=== Oath of Vengeance ===
===={{Class|Oath of Vengeance}}====
{{see also|Oath of Vengeance}}
*The level 1 Channel Oath ability [[Inquisitor's Might]] is new.
*The level 1 Channel Oath ability [[Inquisitor's Might]], which adds radiant damage and Daze effects to the Paladin's or an ally's attacks, is new.
*[[Relentless Avenger]] gives a flat movement increase of 4.5 m / 15 ft, rather than half the character's movement speed.
*[[Relentless Avenger]] gives a flat movement increase of 4.5 m / 15 ft, rather than half the character's movement speed.


== Ranger ==
=={{Class|Ranger}}==
{{see also|Ranger}}
*[[Favoured Enemy]] is a set of unique passive features rather than Wisdom Saving Throw {{Advantage}} against and language learning of the enemy:
*[[Favoured Enemy]] is a set of unique passive features rather than Wisdom Saving Throw {{Advantage}} against and language learning of the enemy:


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*The Primeval Awareness feature is not in the game.
*The Primeval Awareness feature is not in the game.
*See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes.
*[[Hide in Plain Sight]] has a few changes:
**It requires only an action rather than a 1-minute preparation period, and does not require the Ranger to be pressed against a solid surface.
**It applies the [[Invisible (Condition)|Invisible]] condition in addition to its +10 [[Stealth]] bonus.
**It ends if the Ranger takes damage, which is not listed among the ways it can end early in 5e.


=== Hunter ===
===={{Class|Hunter}}====
{{see also|Hunter}}
*The reaction attack granted by [[Giant Killer]] option must be an actual melee attack, not just an attack from within melee range.
*Hunters get both [[Volley]] and [[Whirlwind Attack]] at level 11, rather than having choose one or the other.
*Hunters get both [[Volley]] and [[Whirlwind Attack]] at level 11, rather than having choose one or the other.
**Both options are implemented as an AoE attack rather than picking specific targets, and will damage friendly NPCs (though not companions).
**Both options are implemented as an AoE attack rather than picking specific targets, and will damage friendly NPCs (though not companions).


=== Beast Master ===
===={{Class|Beast Master}}====
{{see also|Beast Master}}
*The [[Summon Companion]] options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats.
*The [[Summon Companion]] options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats.
**The companion acts on its own initiative rather than the Ranger's, and does not require the Ranger to take an action to command it.
**The companion acts on its own initiative rather than the Ranger's, and does not require the Ranger to take an action to command it.
***The 7th level [[Exceptional Training]] feature allows the companion to take the Dash, Disengage, or Help action as a bonus action on its own turn rather than requiring the Ranger's bonus action.
**The companion can be swapped out or resummoned once per short rest.
**The companion can be swapped out or resummoned once per short rest.
**The companion adds the Ranger's proficiency bonus to its attack rolls, damage rolls, Saving Throws, and Armour Class starting at 5th level rather than at 3rd level.
**The companion adds the Ranger's proficiency bonus to its attack rolls, damage rolls, Saving Throws, and Armour Class at 5th level and not at 3rd level.
*Beast companions all have the [[Prey's Scent]] feature, which causes them to receive the same damage bonus as the Ranger when attacking a target their Ranger has marked with [[Hunter's Mark]].
*At 5th level, 8th level, and 11th level the animal companion gains additional hit points.
*At 5th level, 8th level, and 11th level the animal companion gains additional hit points.
*At 5th level and 11th level the animal companion gains additional abilities specific to each companion type, and increases to some of its ability scores.
*At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores.


=== Gloom Stalker ===
===={{Class|Gloom Stalker}}====
{{see also|Gloom Stalker}}
*The [[Dread Ambusher]] initiative bonus is a flat +3 rather than the Ranger's Wisdom Ability Score Modifier. To get the extra damage for a first-round attack one must use the [[Dread Ambusher (Melee)]] or [[Dread Ambusher (Ranged)]] actions.
*The [[Dread Ambusher]] initiative bonus is a flat +3 rather than the Ranger's Wisdom Ability Score Modifier. To get the extra damage for a first-round attack one must use the [[Dread Ambusher (Melee)]] or [[Dread Ambusher (Ranged)]] actions.
*For '''Umbral Sight''', rather than getting normal [[Darkvision (spell)|Darkvision]] or [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases.
*For '''Umbral Sight''', rather than getting normal [[Darkvision (spell)|Darkvision]] or [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases.
*[[Umbral Shroud]] is a new action granted at level 3 that allows a Gloom Stalker to become [[Invisible (Condition)|Invisible]] while in shadows once per short rest. This replaces the section of Umbral Sight that makes the Ranger invisible to creatures with Darkvision.
*Gloom Stalkers get the always prepared ritual spell [[Disguise Self]] at level 3.
*Gloom Stalkers are automatically granted the spell [[Misty Step]] at level 5, instead of Rope Trick, which does not exist in BG3.
*Gloom Stalkers get the always prepared spell [[Misty Step]] at level 5, instead of Rope Trick.
**The other granted spells are the same as in 5e, though note that [[Disguise Self]] (granted at level 3) is a ritual spell in BG3, meaning that Rangers no longer need to spend their very limited spell slots on it.
*The level 7 feature [[Iron Mind]] gives Proficiency in Wisdom and Intelligence Saving Throws.
*The level 7 feature [[Iron Mind]] gives Proficiency in Wisdom and Intelligence Saving Throws.
**As opposed to just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.
**As opposed to just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.


== Rogue ==
=={{Class|Rogue}}==
{{see also|Rogue}}
*Thieves' tools proficiency is not in the game, instead [[Sleight of Hand]] is used for relevant checks.
*Thieves' tools proficiency is not in the game; instead, [[Sleight of Hand]] is used for relevant checks.
**This is one of the class skills available to Rogues, but it does not have to be selected; as such, unlike in 5e, it is possible to create a Rogue character that does not have proficiency in picking locks.
*[[Sneak Attack (Melee)|Sneak Attack]] only applies the additional damage if using one of the two Sneak Attack actions.
*[[Sneak Attack (Melee)|Sneak Attack]] only applies the additional damage if using one of the two Sneak Attack actions.
**[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]].
**[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]].
**Sneak Attack damage can also be applied after hitting with a weapon, thereby allowing you to apply Sneak Attack damage to offhand attacks and other actions.
**Sneak Attack damage can also be applied after hitting with a weapon, thereby allowing you to apply Sneak Attack damage to offhand attacks and other actions.
*Thieves' Cant (and languages in general) are not available.
*Thieves' Cant (and languages in general) are not available.
**However, some of the Rogue class-specific conversation options imply the use of Thieves' Cant.


=== Arcane Trickster ===
===={{Class|Arcane Trickster}}====
{{see also|Arcane Trickster}}
*Arcane Tricksters get two additional 1st-level spell slots at level 10, for a total of 6, instead of capping out at 4 as in 5e.
*Arcane Tricksters get two additional 1st-level spell slots at level 10, for a total of 6, instead of capping out at 4 as in 5e.
**This is the only way to get more than 4 spell slots at a given level without using elixirs or items, which never occurs in 5e.
**This is the only way to get more than 4 spell slots at a given level without using elixirs or items, which never occurs in 5e.
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**The extended duration makes this spell a lot more useful as its BG3 version has the unusual limitation of only being castable once per short rest.
**The extended duration makes this spell a lot more useful as its BG3 version has the unusual limitation of only being castable once per short rest.


=== Thief ===
===={{Class|Thief}}====
{{see also|Thief}}
*[[Fast Hands]] changed to grant an additional bonus action each round, instead of allowing [[Sleight of Hand]] checks, Thieves' Tools checks, or Use an Object actions as bonus actions.
*[[Fast Hands]] changed to grant an additional bonus action each round, instead of allowing [[Sleight of Hand]] checks, Thieves' Tools checks, or Use an Object actions as bonus actions.
**This enables a character to make two off-hand attacks in a turn when holding a light melee weapon in each hand, allowing a Thief Rogue to make three attacks in a turn two levels earlier than martial characters with Extra Attack.
**This enables a character to make two off-hand attacks in a turn when holding a light melee weapon in each hand, allowing a Thief Rogue to make three attacks in a turn two levels earlier than martial characters with Extra Attack.
*[[Second-Story Work]] grants resistance to falling damage instead of a climb speed and a jump distance bonus.
*[[Second-Story Work]] grants resistance to falling damage instead of a climb speed and a jump distance bonus.
**Although multiple sources of resistance to the same type of damage generally do not stack with each other, resistance to falling damage ''does'' stack with general resistance to bludgeoning damage. As such, a Thief who has bludgeoning resistance from some other source will have falling damage reduced by 75% rather than 50%. However, multiple effects that grant resistance to falling damage specifically still don't stack with each other.
*[[Supreme Sneak]] allows the Rogue to use an action to become invisible once per short rest, instead of granting advantage on [[Stealth]] checks when moving slowly.
*[[Supreme Sneak]] allows the Rogue to use an action to become invisible once per short rest, instead of granting advantage on [[Stealth]] checks when moving slowly.
**This is equivalent to the casting the spell [[Invisibility]] on oneself, with the same duration and triggers for ending early.


=== Assassin ===
===={{Class|Assassin}}====
{{see also|Assassin}}
*[[Assassin's Alacrity]], which immediately restores a Rogue's action and bonus action on the first turn of combat, replaces the tool proficiencies granted at level 3 in 5e.
*[[Assassin's Alacrity]], which immediately restores a Rogue's action and bonus action on the first turn of combat, replaces the tool proficiencies granted at level 3 in 5e.
**The practical effect of this is that if an Assassin Rogue triggers combat by attacking someone (or using some other action or bonus action) they will still have an action available on their turn in the first round, which other characters will not. Similarly, initiating combat through the use of a bonus action will normally leave a character without a bonus action on their first combat turn, while an Assassin Rogue will still have one.
**The practical effect of this is that if an Assassin Rogue triggers combat by attacking someone (or using some other action or bonus action) they will still have an action available on their turn in the first round, which other characters will not. Similarly, initiating combat through the use of a bonus action will normally leave a character without a bonus action on their first combat turn, while an Assassin Rogue will still have one.
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**This effect is essentially the same as the {{SAI|Disguise Self}} spell. However, it is not a spell, and thus can be activated while [[Silenced (Condition)|Silenced]] or otherwise unable to cast spells.
**This effect is essentially the same as the {{SAI|Disguise Self}} spell. However, it is not a spell, and thus can be activated while [[Silenced (Condition)|Silenced]] or otherwise unable to cast spells.


== Sorcerer ==
=={{Class|Sorcerer}}==
{{see also|Sorcerer}}
*The number of sorcery points listed for a given Sorcerer level is just the number that the pool is reset to when taking a long rest; it is not a limit on the total number a Sorcerer can have at a time. In particular, converting spell slots to sorcery points can cause the pool to increase beyond this number, which is not allowed in 5e.
**This can be abused in conjunction with effects that restore spell slots without resting (e.g. [[Potion of Angelic Reprieve]]) to gain a theoretically unbounded number of sorcery points, though the excess will be lost when taking a long rest.
*Changes to [[Metamagic]] options:
*Changes to [[Metamagic]] options:
**[[Metamagic: Careful Spell]] affects all nearby allies, rather than being limited by the caster's Charisma modifier.
**[[Metamagic: Careful Spell]] affects all nearby allies, rather than being limited by the caster's Charisma modifier.
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**[[Metamagic: Quickened Spell]] is not available until level 3, and costs 3 sorcery points instead of 2.
**[[Metamagic: Quickened Spell]] is not available until level 3, and costs 3 sorcery points instead of 2.
**[[Metamagic: Subtle Spell]] is not available until level 3; it allows the spell to be cast while the caster is [[Silenced (Condition)|Silenced]].
**[[Metamagic: Subtle Spell]] is not available until level 3; it allows the spell to be cast while the caster is [[Silenced (Condition)|Silenced]].
**The Empowered Spell option from 5e is not available at all, nor are the additional options added in ''Tasha's Cauldron of Everything'' (though a variant of Seeking Spell is available from [[Spellseeking Gloves|an item]]).
**The Empowered Spell option from 5e is not available at all, nor are the additional options added in ''Tasha's Cauldron of Everything''.
*Each subclass's last feature is granted at level 11 rather than level 14 (which is not attainable in this game) though there are significant changes to some of them, as detailed below.
*Each subclass's last feature is granted at level 11 rather than level 14 (which is not attainable in this game) though there are significant changes to some of them, as detailed below.
*Adding a Sorcerer level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e.


=== Draconic Bloodline ===
===={{Class|Draconic Bloodline}}====
{{see also|Draconic Bloodline}}
*Characters do not double their proficiency bonus on Charisma checks when interacting with dragons.
*Characters do not double their proficiency bonus on Charisma checks when interacting with dragons.
**However, the subclass gives characters additional dragon-themed dialogue options.
**However, the subclass gives characters additional dragon-themed dialogue options.
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* The 14th-level "Dragon Wings" feature is granted at level 11 instead, and is simply the addition of the {{SAI|Fly (Class Action)|Fly}} bonus action.
* The 14th-level "Dragon Wings" feature is granted at level 11 instead, and is simply the addition of the {{SAI|Fly (Class Action)|Fly}} bonus action.


=== Wild Magic Sorcerer ===
===={{Class|Wild Magic Sorcerer}}====
{{see also|Wild Magic (Sorcerer subclass)|custom=Wild Magic Sorcerer}}
*[[Wild Magic (passive feature)|Wild Magic]] surges have a 5% chance to trigger after any spell of first level or higher the character casts.
*[[Wild Magic (passive feature)|Wild Magic]] surges have a 5% chance to trigger after any spell of first level or higher the character casts.
*[[Tides of Chaos]] increases the chance of surges triggering from 5% to 50%.
*[[Tides of Chaos]] increases the chance of surges triggering from 5% to 50%.
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{{:Wild Magic table (Sorcerer)|1=1}}
{{:Wild Magic table (Sorcerer)|1=1}}


=== Storm Sorcery ===
===={{Class|Storm Sorcery}}====
{{see also|Storm Sorcery}}
*[[Tempestuous Magic]]'s fly speed is 30 feet instead of 10.
*[[Tempestuous Magic]]'s fly speed is 30 feet instead of 10.
*Storm Spells is a new feature granting automatic access to several themed spells. This replaces Storm Guide from 5e, which granted some weather control ability.
*Storm Spells is a new feature granting automatic access to several themed spells. This replaces Storm Guide from 5e, which granted some weather control ability.
**This is similar to the origin spells granted by newer 5e Sorcerer subclasses such as Aberrant Mind or Clockwork Soul, but all granted at level 6.
**This is similar to the origin spells granted by newer 5e Sorcerer subclasses such as Aberrant Mind or Clockwork Soul, but all granted at level 6.
*The area affected by [[Heart of the Storm]]'s extra damage is expanded to a 20 foot radius (from 10 feet in 5e).
*The area affected by [[Heart of the Storm]]'s extra damage is expanded to a 20 foot radius (from 10 feet in 5e).
*[[Storm's Fury]] is granted at 11th level instead of 14th, and deals thunder damage instead of lightning damage.
*[[Storm's Fury]] is granted at 11th level instead of 14th.


== Warlock ==
=={{Class|Warlock}}==
{{see also|Warlock}}
*Changes to [[Pact Boon]]:
*Changes to [[Pact Boon]]:
**[[Pact of the Chain]] is limited to the [[Find_Familiar#Imp_Familiar|Imp]] and [[Find_Familiar#Quasit_Familiar|Quasit]] options along with those offered by the normal {{SAI|Find Familiar}} spell. Pseudodragons and sprites are not available.  
**[[Pact of the Chain]] is limited to the [[Find_Familiar#Imp_Familiar|Imp]] and [[Find_Familiar#Quasit_Familiar|Quasit]] options along with those offered by the normal {{SAI|Find Familiar}} spell. Pseudodragons and sprites are not available.  
Line 540: Line 457:
**[[Pact of the Blade (Passive Feature)|Pact of the Blade]] and [[Bind Pact Weapon]] are both immediate rather than taking 1 hour.
**[[Pact of the Blade (Passive Feature)|Pact of the Blade]] and [[Bind Pact Weapon]] are both immediate rather than taking 1 hour.
***[[Bind Pact Weapon]] can be used on non-magical weapons, which makes them magical for damage resistance purposes, as well as magical ones.
***[[Bind Pact Weapon]] can be used on non-magical weapons, which makes them magical for damage resistance purposes, as well as magical ones.
***Pact weapons use the wielder's Spellcasting [[Ability Modifier]] (instead of [[Strength]] or [[Dexterity]]) for attack and damage rolls. The save DC for weapon actions is still calculated using Strength or Dexterity.
***Conjured Pact Weapons are limited to battleaxes, glaives, greatswords, rapiers, tridents, and warhammers. 5e allows the choice of any melee weapon, though mechanically speaking most others are essentially inferior versions of one of these.
**[[Pact of the Tome]] only grants the cantrips [[Guidance]], [[Vicious Mockery]], and [[Thorn Whip]] rather than any 3 Cantrips from all classes.
**[[Pact of the Tome]] only grants the cantrips [[Guidance]], [[Vicious Mockery]], and [[Thorn Whip]] rather than any 3 Cantrips from all classes.
*Changes to [[Eldritch Invocation|Eldritch Invocations]]:
*Changes to [[Eldritch Invocation|Eldritch Invocations]]:
Line 554: Line 469:
**This is likely meant to take the place of the missing Pact Boon-specific invocations.
**This is likely meant to take the place of the missing Pact Boon-specific invocations.


=== Archfey ===
===={{Class|Archfey}}====
{{see also|Archfey}}
*[[Misty Escape]] lets the Warlock cast [[Misty Step]] on their next turn rather than immediately, and the invisibility lasts one turn.
*[[Misty Escape]] lets the Warlock cast [[Misty Step]] on their next turn rather than immediately, and the invisibility lasts one turn.
*[[Beguiling Defenses]] just makes the Warlock immune to the [[Charmed (Condition)|Charmed]] condition; it does not also allow the [[Warlock]] to turn the charm back on the attacker.
*[[Beguiling Defenses]] just makes the Warlock immune to the [[Charmed (Condition)|Charmed]] condition; it does not also allow the [[Warlock]] to turn the charm back on the attacker.


=== The Great Old One ===
===={{Class|Great Old One}}====
{{see also|The Great Old One}}
*Awakened Mind, which allowed telepathic communication with creatures, is replaced by [[Mortal Reminder]].
*Awakened Mind, which allowed telepathic communication with creatures, is replaced by [[Mortal Reminder]].
**Mortal Reminder causes the target of a critical hit and nearby enemies to be [[Frightened (Condition)|frightened]] until the end of their next turn.
**Mortal Reminder causes the target of a critical hit and nearby enemies to be [[Frightened (Condition)|frightened]] until the end of their next turn.
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*The level 10 feature Thought Shield does not provide immunity to having one's thoughts read, which would really throw some wrenches into the plot of this game.
*The level 10 feature Thought Shield does not provide immunity to having one's thoughts read, which would really throw some wrenches into the plot of this game.


=== Fiend ===
===={{Class|Fiend}}====
{{see also|The Fiend}}
*[[Dark One's Own Luck]] can only be using for Ability Checks, not both Ability Checks and [[Saving Throw]]s.
*[[Dark One's Own Luck]] can only be used for Ability Checks, not [[Saving Throw]]s.
*The expanded spell list has [[Flame Strike]] as a 5th level spell, replacing Hallow.
*The expanded spell list has [[Flame Strike]] as a 5th level spell, replacing Hallow.
*[[Fiendish Resilience]] is not ignored by magic weapons.
*[[Fiendish Resilience]] is not ignored by magic weapons.


== Wizard ==
=={{Class|Wizard}}==
{{see also|Wizard}}
*The wizard has the spellbook feature, but does not have a physical spellbook which can be stolen or damaged. The animations for certain actions, such as [[Arcane Recovery]], do show an illusory spellbook in the character's hands.
*The wizard has the spellbook feature, but does not have a physical spellbook which can be stolen or damaged. The animations for certain actions, such as [[Arcane Recovery]], do show an illusory spellbook in the character's hands.
*Copying spells from scrolls into the spellbook is instantaneous rather than taking 2 hours per spell level. The gold cost remains (and is halved for spells from the chosen subclass school).
*Copying spells from scrolls into the spellbook is instantaneous rather than taking 2 hours per spell level. The gold cost remains (and is halved for spells from the chosen subclass school).
*The wizard may copy spells for any level that they have spell slots for, even if they obtained the spell slots by multiclassing (so an L4 Cleric / L1 Wizard could transcribe Level 3 spells).
*[[Arcane Recovery]] can be used any time out of combat (rather than only during a short rest) and does not need to be done all at once; it has a number of charges equal to the number of spell slot levels it can restore (half the class level rounded up) and can be used multiple times throughout the day until they are all expended.
*[[Arcane Recovery]] can be used any time out of combat (rather than only during a short rest) and does not need to be done all at once; it has a number of charges equal to the number of spell slot levels it can restore (half the class level rounded up) and can be used multiple times throughout the day until they are all expended.
*Adding a Wizard level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e.


=== Abjuration ===
===={{Class|Abjuration}}====
{{see also|Abjuration School}}


* [[Arcane Ward]] works somewhat differently. It starts with a number of charges equal to the Wizard's level. When the Wizard casts an Abjuration spell, the Ward gains a number of charges equal to the spell's level. When the Wizard takes damage, the Ward reduces it by an amount equal to the number of charges, then loses one charge.
* [[Arcane Ward]] works somewhat differently. It starts with a number of charges equal to the Wizard's level. When the Wizard casts an Abjuration spell, the Ward gains a number of charges equal to the spell's level. When the Wizard takes damage, the Ward reduces it by an amount equal to the number of charges, then loses one charge.
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* [[Improved Abjuration]] grants additional charges to Arcane Ward equal to the Wizard's class level on each short rest, instead of improving ability checks related to abjuration spells.
* [[Improved Abjuration]] grants additional charges to Arcane Ward equal to the Wizard's class level on each short rest, instead of improving ability checks related to abjuration spells.


=== Conjuration ===
===={{Class|Conjuration}}====
{{see also|Conjuration School}}


* [[Minor Conjuration: Create Water|Minor Conjuration]] grants the ability to cast [[Create Water]] without using a spell slot once per short rest, instead of creating inanimate objects out of nothing.
* [[Minor Conjuration: Create Water|Minor Conjuration]] grants the ability to cast [[Create Water]] without using a spell slot once per short rest, instead of creating inanimate objects out of nothing.


=== Divination ===
===={{Class|Divination}}====
{{see also|Divination School}}
*Using a [[Portent]] die requires a reaction, and can only be used on attack rolls and saving throws, not on ability checks.
*Using a [[Portent]] die requires a reaction, and can only be used on attack rolls and saving throws, not on ability checks.
*[[Expert Divination]] grants an extra portent die, rather than regaining an expended spell slot when casting a divination spell of 2nd level or higher.
*[[Expert Divination]] grants an extra portent die, rather than regaining an expended spell slot when casting a divination spell of 2nd level or higher.
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**Ethereal Sight and Greater Comprehension are not available.
**Ethereal Sight and Greater Comprehension are not available.


=== Enchantment ===
===={{Class|Enchantment}}====
{{see also|Enchantment School}}


* [[Hypnotic Gaze]] can only be used once per long rest.
* [[Hypnotic Gaze]] can only be used once per long rest.
* [[Instinctive Charm]] actually applies the [[Charmed (Condition)|Charmed]] condition to the target, which it doesn't in 5e.
* [[Instinctive Charm]] actually applies the [[Charmed (Condition)|Charmed]] condition to the target, which it doesn't in 5e.


=== Evocation ===
===={{Class|Evocation}}====
{{see also|Evocation School}}
*[[Sculpt Spells]] applies to all allies affected by an evocation spell, and is not limited by the spell's level.
*[[Sculpt Spells]] applies to all allies affected by an evocation spell, and is not limited by the spell's level.
*[[Empowered Evocation]] applies to all damage rolls for evocation spells, not just one per spell.  
*[[Empowered Evocation]] applies to all damage rolls for evocation spells, not just one per spell.  


=== Illusion ===
===={{Class|Illusion}}====
{{see also|Illusion School}}
*[[Improved Minor Illusion]] allows [[Minor Illusion]] to be cast as a bonus action. It can be cast while [[Silenced (Condition)|Silenced]] and does not reveal the caster's position.
*[[Improved Minor Illusion]] allows [[Minor Illusion]] to be cast as a bonus action. It can be cast while [[Silenced (Condition)|Silenced]] and does not reveal the caster's position.
*The level 6 feature Malleable Illusions, which let you change illusion forms after a cast, is replaced with the ability to cast [[See Invisibility]] without using a spell slot once per short rest.
*The level 6 feature Malleable Illusions, which let you change illusion forms after a cast, is replaced with the ability to cast [[See Invisibility]] without using a spell slot once per short rest.


=== Necromancy ===
===={{Class|Necromancy}}====
{{see also|Necromancy School}}
''No Changes''
''No Changes''


=== Transmutation ===
===={{Class|Transmutation}}====
{{see also|Transmutation School}}
*The level 2 feature Minor Alchemy, which allowed the Wizard to alter the physical properties of one nonmagical object, is replaced by [[Experimental Alchemy]]. This feature allows the Wizard to roll a Medicine check to craft two potions, elixirs, etc. instead of one when using the [[Alchemy]] interface.
*The level 2 feature Minor Alchemy, which allowed the Wizard to alter the physical properties of one nonmagical object, is replaced by [[Experimental Alchemy]]. This feature allows the Wizard to roll a Medicine check to craft two potions, elixirs, etc. instead of one when using the [[Alchemy]] interface.
*The [[Transmuter's Stone: Speed]] option is not limited by a character being encumbered.
*The [[Transmuter's Stone: Speed]] option is not limited by a character being encumbered.
*[[Shapechanger]] lets the Wizard change into one specific animal form (a Blue Jay) at will, rather than being able to cast [[Polymorph]] once per short rest.
*[[Shapechanger]] lets the Wizard change into one specific animal form (a Blue Jay) at will, rather than being able to cast [[Polymorph]] once per short rest.


== See also ==
==Related D&D 5e Rule Change Pages==


*[[D&D 5e rule changes]]
*[[D&D 5e Rule Changes]]
*[[D&D 5e race changes]]
*[[D&D 5e Race Changes]]
*[[D&D 5e feat changes]]
*[[D&D 5e Feat Changes]]
*[[D&D 5e spell changes]]
*[[D&D 5e Spell Changes]]
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