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*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 Beast Sense spell is not in the game.
**Speak with Animals can be cast only once per long rest using this feature, but the spell's effects do last until the next long rest.
*The level 1 feature Speak with Animals is able to be cast once per long rest, rather than as a ritual. Though, it now lasts until long rest.
*The level 3 feature Totem Spirit was renamed [[Bestial Heart]] and has the following changes:
*The level 3 feature [[Bestial Heart]] gives the character full benefits even if they rage while in heavy armour.
**Each option provides a new unique class action.
**Each Bestial Heart option provides a new unique action as well.
**The Tiger option increases the Barbarian's jump distance by 4.5 m / 15 ft (instead of a 10 ft increase to long jumps and 3 ft to high jumps).
**The Tiger option increases the Barbarian's jump distance by 4.5 m / 15 ft (instead of a 10 ft increase to long jumps and 3 ft to high jumps).
**The Wolf option affects enemies within 2 m / 7 ft (instead of 5 ft).
**The Wolf option affects enemies within 2 m / 7 ft (instead of 5 ft).
**All Bestial Heart benefits still apply while raging in heavy armour.
*The level 6 feature Aspect of the Beast, or Animal Aspect, has 5 additional choices (Chimpanzee, Crocodile, Honey Badger, Stallion, and Wolverine) and there are changes to all of the existing ones:
*The level 6 feature Aspect of the Beast was renamed [[Animal Aspect]] and has the following changes:
**The Bear option grants advantage on all Strength checks, not just those for pushing and pulling things.
**The Bear option grants advantage on all Strength checks, not just those for pushing and pulling things.
**Chimpanzee is a new option that provides resistance to fall damage and the ability to blind enemies by throwing camp supplies at them.
**The Eagle option grants full Darkvision, instead of just removing the disadvantage on Perception checks for being in dim light.
**Crocodile is a new option that increases movement speed while standing in water and provides advantage on saving throws against falling prone on slippery surfaces.
**The Eagle option grants full Darkvision and advantage on Perception checks, instead of just removing the disadvantage on Perception checks for being in dim light.
**The Elk option increases the party's movement speed by 1.5 m / 5 ft, instead of improving long-distance travel pace (which is not relevant in this game).
**The Elk option increases the party's movement speed by 1.5 m / 5 ft, instead of improving long-distance travel pace (which is not relevant in this game).
**Honey Badger is a new option that provides a 50% chance to automatically start raging (without expending a charge) if starting a combat turn while poisoned, frightened, or charmed.
**Stallion is a new option that grants temporary hit points when using the Dash action.
**The Tiger option improves attacks against Bleeding or Poisoned targets, and grants proficiency in Survival only (instead of a choice among Athletics, Acrobatics, Stealth, and Survival).
**The Tiger option improves attacks against Bleeding or Poisoned targets, and grants proficiency in Survival only (instead of a choice among Athletics, Acrobatics, Stealth, and Survival).
**The Wolf option grants the entire party a bonus to Stealth checks equal to the Barbarian's Dexterity modifier, instead of improving long-distance tracking and stealth movement.
**The Wolf option grants the entire party a bonus to Stealth checks equal to the Barbarian's Dexterity modifier, instead of improving long-distance tracking and stealth movement.
**Wolverine is a new option that inflicts the Maimed condition when attacking a Bleeding or Poisoned target (even on a miss).
*The level 8 feature [[Land's Stride: Difficult Terrain|Land's Stride]], traditionally a Ranger class feature, is granted to Wildheart Barbarians. This eliminates the movement penalty for moving through difficult terrain.
*The level 8 feature [[Land's Stride: Difficult Terrain|Land's Stride]], traditionally a Ranger class feature, is granted to Wildheart Barbarians. This eliminates the movement penalty for moving through difficult terrain.
*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).
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*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. Thus, a BG3 Monk's Ki point maximum is one greater than that of a 5e Monk of the same 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.
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=== Way of the Four Elements ===
=== Way of the Four Elements ===
{{see also|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.
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