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|one=D&D 5e rule changes | |one=D&D 5e rule changes | ||
|one-name=Rule | |one-name=Rule Changes | ||
|two=D&D 5e race changes | |two=D&D 5e race changes | ||
|two-name=Race | |two-name=Race Changes | ||
|three=D&D 5e class changes | |three=D&D 5e class changes | ||
|three-name=Class | |three-name=Class Changes | ||
|four=D&D 5e spell changes | |four=D&D 5e spell changes | ||
|four-name=Spell | |four-name=Spell Changes | ||
|five=D&D 5e feat changes | |five=D&D 5e feat changes | ||
|five-name=Feat | |five-name=Feat Changes | ||
}} | }} | ||
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). | |||
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. | |||
=={{Class|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) ==== | ||
*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 | *The Beast Sense spell is not in the game. | ||
* | *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 | *The level 3 feature [[Bestial Heart]] gives the character full benefits even if they rage while in heavy armor. | ||
**Each option provides a new unique | **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). | ||
*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 | |||
**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. | ||
**The Eagle option grants full Darkvision, instead of just removing the disadvantage on Perception checks for being in dim light. | |||
**The Eagle option grants full Darkvision | |||
**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). | ||
**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. | ||
*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). | ||
=== Berserker (Path of the Berserker) === | ===={{Class|Berserker}} (Path of the 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)==== | ||
*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 | **Difficult terrain created by Vine Growth option affects everyone 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 | **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. | ||
== | =={{Class|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. | ||
*[[Song of Rest|Song of rest]] is a once per long rest ability that allows the party to take an additional [[Resting#Short_Rest|short rest]], and it does not get any upgrades. | |||
*[[Countercharm]] lasts 3 turns, rather than 1. | |||
*[[Song of Rest|Song of | |||
*[[Countercharm]] lasts 3 turns, rather than 1 | |||
*[[Jack of All Trades]] does not apply half the Bard's proficiency bonus to [[initiative]] rolls. (In 5E, Initiative is a Dexterity Ability Check that the Bard is not proficient in, so Jack of All Trades has been ruled to apply.) | *[[Jack of All Trades]] does not apply half the Bard's proficiency bonus to [[initiative]] rolls. (In 5E, Initiative is a Dexterity Ability Check that the Bard is not proficient in, so Jack of All Trades has been ruled to apply.) | ||
*[[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. | ||
=== | ===={{Class|College of Lore}}==== | ||
{{ | *[[Cutting Words]] can be used to reduce an enemy's saving throw instead of its damage roll. | ||
*[[Cutting Words]] | |||
*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. | ||
=== | ===={{Class|College of Swords}}==== | ||
{{ | *College of Swords Bards do not get 10 feet movement on an attack action. | ||
* | *Blade Flourish underwent a number of changes: | ||
* | |||
**Blade Flourish is not limited to once per turn. | **Blade Flourish is not limited to once per turn. | ||
**Defensive Flourish now provides a fixed +4 AC | **Defensive Flourish now provides a fixed +4 AC. | ||
**Mobile Flourish now pushes the target back 6 m / 20 ft | **Mobile Flourish now pushes the target back 6 m / 20 ft rather than 1.5 m / 5 ft. | ||
**Slashing Flourish now performs a single attack on two targets with separate [[Attack Roll]]s. | **Slashing Flourish now performs a single attack on two targets with separate [[Attack Roll]]s. | ||
***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. | ||
=== | ===={{Class|College of Valour}}==== | ||
{{ | |||
''No Changes'' | ''No Changes'' | ||
== | =={{Class|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). | ||
**Clerics normally have a single damaging Cantrip, [[Sacred Flame]], nullified on a successful save by the target. | **Clerics normally have a single damaging Cantrip, [[Sacred Flame]], nullified on a successful save by the target. | ||
== | ===={{Class|Life Domain}}==== | ||
{{ | *The level 2 domain feature Channel Divinity: [[Preserve Life]] is now able to heal an ally past half hp. | ||
*The level 2 domain feature Channel Divinity: [[Preserve Life]] | **However, it only heals (3 x Cleric Level) hit points as opposed to (5 x Cleric level). | ||
** | *The level 3 domain spell Spiritual Weapon is replaced with [[Aid]]. | ||
*The level 3 domain spell | |||
*The level 9 domain spell Raise Dead is replaced with [[Greater Restoration]]. | *The level 9 domain spell Raise Dead is replaced with [[Greater Restoration]]. | ||
=== | ===={{Class|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 | **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 | |||
*The level 9 domain spell Scrying is placed with [[Destructive Wave]]. | *The level 9 domain spell Scrying is placed with [[Destructive Wave]]. | ||
= | ===={{Class|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 3 domain spells Augury and Suggestion are replaced with [[Calm Emotions]] and [[Hold Person]]. | *The level 3 domain spells Augury and Suggestion are replaced with [[Calm Emotions]] and [[Hold Person]]. | ||
*The level 5 domain spell Nondetection is replaced with [[Slow]]. | *The level 5 domain spell Nondetection is replaced with [[Slow]]. | ||
*The level 7 domain spell Arcane Eye is replaced with [[Otiluke's Resilient Sphere]]. | *The level 7 domain spell Arcane Eye is replaced with [[Otiluke's Resilient Sphere]]. | ||
*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]]. | ||
= | ===={{Class|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]]. | ||
= | ===={{Class|Tempest Domain}}==== | ||
{{ | *The level 1 domain feature {{SAI|Wrath of the Storm}} has no limit on how many times it may be used. | ||
*The level 1 domain feature {{SAI|Wrath of the Storm}} has | ** The tabletop version can only be used a number of times equal to the Cleric's Wisdom Modifier before a long rest. | ||
* 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]]. | ||
= | ===={{Class|Trickery Domain}}==== | ||
{{ | *The level 1 domain feature [[Blessing of the Trickster]] requires [[Concentration|concentration]]. | ||
*The level 1 domain feature [[Blessing of the Trickster]] requires [[Concentration|concentration]] | |||
*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 | **It does not allow a character to cast spells through it 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 | **The duplicate provides advantage to attack rolls of all allies if both the ally and the target are within 10 ft of the duplicate. | ||
*The level 3 Domain Spells | *The level 3 Domain Spells Blink and Dispel Magic are replaced with [[Bestow Curse]] and [[Fear]]. | ||
*The level 8 domain spell Modify Memory is replaced with [[Seeming]]. | *The level 8 domain spell Modify Memory is replaced with [[Seeming]]. | ||
== | ===={{Class|War Domain}}==== | ||
{{ | *The level 1 domain feature [[War Priest]] gives 3 charges, more as the Cleric levels, instead of the Wisdom Ability Score Modifier. | ||
*The level 1 domain feature [[War Priest]] | |||
*The level 8 domain feature [[Divine Strike]] always does the damage type of the weapon in the main hand, even when doing offhand strikes. | *The level 8 domain feature [[Divine Strike]] always does the damage type of the weapon in the main hand, even when doing offhand strikes. | ||
**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. | ||
== | =={{Class|Druid}}== | ||
{{ | *There is no restriction preventing a druid from wearing metal armor. | ||
*There is no restriction preventing a druid from wearing metal | *There is no time limit on how long a character can be in [[Wild Shape]], though it will end automatically if the character enters an important dialogue scene (e.g. meeting a companion). | ||
* | *[[Wild Shape]] forms have modified stats from their Monster Manual counterparts. | ||
*Instead of being able to [[Wild Shape]] into any beast they've seen within restrictions imposed by druid level, druids are limited to these specific forms: | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 80%;" | {| class="wikitable mw-collapsible mw-collapsed" style="width: 80%;" | ||
|+Wild Shape Forms | |+Wild Shape Forms | ||
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|} | |} | ||
= | ===={{Class|Circle of the Moon}}==== | ||
{{ | |||
''No changes besides the aforementioned Wild Shape changes'' | ''No changes besides the aforementioned Wild Shape changes'' | ||
= | ===={{Class|Circle of the Land}}==== | ||
{{ | |||
*A character is able to select a different terrain at 5th level than the terrain selected at 3rd level. | *A character is able to select a different terrain at 5th level than the terrain selected at 3rd level. | ||
**For example, the character can select arctic spells at 3rd level and forest spells at 5th level. | **For example, the character can select arctic spells at 3rd level and forest spells at 5th level. | ||
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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]]|| | |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 | |'''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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|} | |} | ||
=== | ===={{Class|Circle of the Spores}}==== | ||
{{ | *At level 2 the Druid gets [[Bone Chill]] as a bonus Cantrip, which is not in the original rules. | ||
*[[ | *The level 2 action [[Symbiotic Entity]] lasts until long rest instead of 10 minutes. | ||
*The level 2 action [[Symbiotic Entity]] lasts until | |||
*The level 3 circle spell Gentle Repose is replaced with [[Detect Thoughts]]. | *The level 3 circle spell Gentle Repose is replaced with [[Detect Thoughts]]. | ||
*The level 6 reaction [[Fungal Infestation]] underwent multiple poorly documented changes: | *The level 6 reaction [[Fungal Infestation]] underwent multiple poorly documented changes: | ||
**The raised zombies have more than 1 HP | **The raised zombies have more than 1 HP | ||
**The number of Fungal Infestation Charges is 4 instead of the Wisdom Ability Score Modifier. | **The number of Fungal Infestation Charges is 4 instead of the Wisdom Ability Score Modifier. | ||
**Fungal Infestation Charges are {{Recharge|Once per Long Rest}}. | **Fungal Infestation Charges are {{Recharge|Once per Long Rest}}. | ||
=={{Class|Fighter}} == | |||
''No changes to the base class'' | |||
=== | ===={{Class|Battle Master}}==== | ||
{{ | *The Parry and Lunging Attack [[Battle_Master#Level_3|Battle Master Manoeuvers]] are not in the game. | ||
* | *The Rally manoeuver gives a flat +8 Temporary HP. | ||
*[[Sweeping Attack]] is now an action that does a whirlwind with superiority die as damage. | |||
**As opposed to a free situational action triggered by a melee hit that applies the attack roll to a selectable second target with superiority die as damage. | |||
* | |||
= | ===={{Class|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 | * 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. | ||
= | ===={{Class|Eldritch Knight}}==== | ||
{{ | |||
* | * Weapon Bond does not take a bonus action. It returns to you automatically. | ||
== | =={{Class|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. | **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 | *[[Slow Fall]] grants resistance to falling damage. | ||
**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 | *[[Stillness of Mind]] is used automatically to end the Charmed or Frightened conditions. | ||
*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.) | |||
= | ===={{Class|Way of the Four Elements}}==== | ||
{{ | |||
*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, | **This functionality has been replaced with the new level 9 feature, '''Improved Elemental Casting''', which serves a similar purpose | ||
* | *New Elemental Disciplines have been added which include: | ||
**Blade of Rime | |||
**Chill of the Mountain | |||
** | **Shaping of the Ice | ||
** | **Sphere of Elemental Balance | ||
** | **Touch of the Storm | ||
** | **Embrace of the Inferno | ||
* | *The Elemental Attunement Discipline has been removed entirely. | ||
*'''Fangs of the Fire Snake''' makes melee attacks deal an additional 1d4 fire damage | |||
**The original version converted your unarmed strikes to fire damage without the additional damage. | |||
= | ===={{Class|Way of the Open Hand}}==== | ||
{{ | *'''Wholeness of Body''' is acquired at level 6 instead of level 3. | ||
* | *Open Hand Monks gain 3 new moves: Manifestation of Body, Manifestation of Mind, and Manifestation of Soul. | ||
*The level 3 action Quivering Palm is not in the game. | |||
* | **Instead, the '''Ki Resonation''' series of abilities are acquired at level 9. These are the same in principle as Quivering Palm. | ||
**Costing 3 Ki Points and limited to once per Long Rest, this killed a creature on a failed CON saving throw or dealt 10d10 Necrotic damage. | |||
** | |||
= | ===={{Class|Way of Shadow}}==== | ||
{{ | *'''Cloak of Shadows''' is acquired at level 5 instead of level 11. | ||
* | *Shadow Monks gain a new move '''Shadow Strike''' at level 11. | ||
* | |||
== | =={{Class|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]] | **[[Channel Oath]] abilities are granted at level 1. Oath Spells are still not available until level 3. | ||
*Characters can break their Oath by not following the tenets at which point they will become the [[Oathbreaker]] subclass. | |||
*Characters can break their Oath by not following the tenets | |||
**Character can pay financial tithe to [[Paladin#Restoring_Your_Oath|restore their oath]] if desired. | **Character can pay financial tithe to [[Paladin#Restoring_Your_Oath|restore their oath]] if desired. | ||
*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 | **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 for an advantage on attack rolls against celestials, fiends, and undead for two rounds. | |||
*[[Divine Sense]] is now a bonus action with one use per short rest | **As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier times per Long Rest. | ||
**As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier | *[[Lay on Hands]], normally a once per Long Rest 5 x Paladin level heal or disease and poison cure, is changed to: | ||
* | **A character has 3 charges per Long Rest (this increases to 4 charges at level 4). | ||
**They can spend 1 charge to heal a target for 2 x Paladin level [[Hit Points]]. | |||
** | **They can spend 2 charges to heal a target for 4 x Paladin level [[Hit Points]]. | ||
** | **They can spend 2 charges to cure any diseases or poisons affecting a target. | ||
** | |||
*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). | ||
= | ===={{Class|Oath of the Ancients}}==== | ||
{{ | *The level 1 Channel Oath ability [[Healing Radiance]] is new. | ||
*The level 1 Channel Oath ability [[Healing Radiance]] | |||
*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). | ||
= | ===={{Class|Oath of Devotion}}==== | ||
{{ | *The level 1 Channel Oath ability [[Holy Rebuke]] is new. | ||
*The level 1 Channel Oath ability [[Holy Rebuke]] | |||
*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''. | ||
*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]]. | ||
=== | ===={{Class|Oathbreaker}}==== | ||
{{ | *Available at level 1 instead of level 3. | ||
*The level 1 Channel Oath ability [[Spiteful Suffering]] | *The level 1 Channel Oath ability [[Spiteful Suffering]] 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. | ||
=== | ===={{Class|Oath of Vengeance}}==== | ||
{{ | *The level 1 Channel Oath ability [[Inquisitor's Might]] is new. | ||
*The level 1 Channel Oath ability [[Inquisitor's Might]] | *[[Relentless Avenger]] gives a movement amount of 4.5 m / 15 ft rather than half the character's movement speed. | ||
*[[Relentless Avenger]] gives a | |||
== | =={{Class|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. | ||
= | ===={{Class|Hunter}}==== | ||
{{ | |||
*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). | ||
= | ===={{Class|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 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 | **The companion adds the proficiency bonus to their attack rolls, damage rolls, Saving Throws and Armour Class at 5th level and not at 3rd level. | ||
*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 | *At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores. | ||
=== | ===={{Class|Gloom Stalker}}==== | ||
{{ | *The [[Dread Ambusher]] initiative bonus is +3 rather than the 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 | *For '''Umbral Sight''', rather than getting normal [[Darkvision (Spell)|Darkvision]], [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases. | ||
*For '''Umbral Sight''', rather than getting normal [[Darkvision ( | *Gloom Stalkers get the always prepared ritual spell [[Disguise Self]] at level 3. | ||
*[[ | *Gloom Stalkers get the always prepared spell [[Misty Step]] at level 5, instead of Rope Trick. | ||
*Gloom Stalkers | |||
*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. | ||
== | =={{Class|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 | |||
*[[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. | ||
= | ===={{Class|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. | ||
*[[Mage Hand Legerdemain]] causes the Mage Hand to always be invisible (as opposed to the Rogue having the choice of making it visible or not in 5e) | *[[Mage Hand Legerdemain]] causes the Mage Hand to always be invisible (as opposed to the Rogue having the choice of making it visible or not in 5e). | ||
= | ===={{Class|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. | ||
*[[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. | ||
*[[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. | ||
= | ===={{Class|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. | ||
*[[Infiltration Expertise]] disguises the Rogue in a single action without a week of preparation or gold requirement; the Rogue chooses which race and body type to become when activating it, from among the same options available in the character creator. | *[[Infiltration Expertise]] disguises the Rogue in a single action without a week of preparation or gold requirement; the Rogue chooses which race and body type to become when activating it, from among the same options available in the character creator. | ||
**This effect is essentially the same as | **This effect is essentially the same as {{SAI|Disguise Self}}. | ||
== | =={{Class|Sorcerer}}== | ||
{{ | *Metamagic options [[Metamagic: Careful Spell|careful spell]], [[Metamagic: Distant Spell|distant spell]], [[Metamagic: Extended Spell|extended spell]], or [[Metamagic: Twinned Spell|twinned spell]] are available at level 2. | ||
* | **At level 3 Sorcerers get an additional option from these or from [[Metamagic: Heightened Spell|heightened spell]], [[Metamagic: Quickened Spell|quickened spell]], or [[Metamagic: Subtle Spell|subtle spell]]. | ||
** | **Overall, this means that a sorcerer will have more metamagic options available at level 3, but are limited in which of the level 3 options they can select. | ||
*[[Metamagic: Careful Spell]] affects all allies in the area, not just an amount of creatures equal to the caster's Charisma modifier. | |||
*[[Metamagic: Distant Spell]] increases spells with a 5 ft range to 10 ft. All other ranged spells have their range increased by only 50%. | |||
**[[Metamagic: Heightened Spell]] | *[[Metamagic: Heightened Spell]] gives disadvantage to the saving throw of all creatures affected by the spell. | ||
*[[Metamagic: Quickened Spell]] costs 3 sorcery points instead of 2. | |||
*[[Metamagic: Subtle Spell]] allows a character to cast the spell while silenced. | |||
* | *Metamagic: Empowered Spell metamagic is not in the game. | ||
*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. | ||
= | ===={{Class|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. | ||
== | ===={{Class|Wild Magic Sorcerer}}==== | ||
{{ | *[[Wild Magic (Subclass Feature)|Wild Magic]] surges have a 5% chance to trigger after any spell of first level or higher the character casts. | ||
*[[Wild Magic ( | *[[Tides of Chaos]] increases the chance of surges triggering, but the increased odds are unknown. | ||
*[[Tides of Chaos]] increases the chance of surges triggering | |||
**Tides of Chaos recharges on a Short Rest, but does not refresh when a wild magic surge triggers. | **Tides of Chaos recharges on a Short Rest, but does not refresh when a wild magic surge triggers. | ||
*[[Controlled Chaos]] is granted at level 11 instead of level 14, and is a reaction that triggers a Wild Magic surge on an enemy casting a spell. | *[[Controlled Chaos]] is granted at level 11 instead of level 14, and is a reaction that triggers a Wild Magic surge on an enemy casting a spell. | ||
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{{:Wild Magic table (Sorcerer)|1=1}} | {{:Wild Magic table (Sorcerer)|1=1}} | ||
=== | ===={{Class|Storm Sorcery}}==== | ||
{{ | *[[Tempestuous Magic]] fly speed is 30 feet instead of 10. | ||
*[[Tempestuous Magic]] | |||
*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 | *[[Storm's Fury]] is granted at 11th level instead of 14th. | ||
== | =={{Class|Warlock}}== | ||
{{ | *[[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. | ||
**The Quasit's [[Scare|scare]] ability is recharged on a Short Rest rather than a Long Rest. | |||
*[[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 Tome]] only grants the cantrips [[Guidance]], [[Vicious Mockery]], and [[Thorn Whip]] rather than any 3 Cantrips from all classes. | |||
*[[Deepened Pact]] is almost entirely new with the only 5e equivalent being the [https://www.dndbeyond.com/classes/warlock#EldritchInvocations-388 Thirsting Blade Eldritch Invocation] for Pact of the Blade | |||
*[[Eldritch Invocation]]s changes: | |||
* | |||
**The range of [[Devil's Sight]] is reduced to 80 feet instead of 120, in line with the [[Superior Darkvision]] range reduction. | **The range of [[Devil's Sight]] is reduced to 80 feet instead of 120, in line with the [[Superior Darkvision]] range reduction. | ||
**[[Repelling Blast]] pushes the target back 15 ft instead of 10 ft. | |||
**[[Dreadful Word]], [[Mire the Mind]], [[Sculptor of Flesh]] and [[Sign of Ill Omen]] do not limit a character to one use per long rest. | **[[Dreadful Word]], [[Mire the Mind]], [[Sculptor of Flesh]] and [[Sign of Ill Omen]] do not limit a character to one use per long rest. | ||
**[[Book of Ancient Secrets]] grants three specific spells ({{SAI|Ray of Sickness}}, {{SAI|Chromatic Orb}}, and {{SAI|Silence}}, of which only Silence is normally a ritual spell) that can be cast once per long rest without using a spell slot. This invocation does not require having taken Pact of the Tome as it does in 5e. | |||
**[[Lifedrinker]] does not require having taken Pact of the Blade. | **[[Lifedrinker]] does not require having taken Pact of the Blade. | ||
= | ===={{Class|Archfey}}==== | ||
{{ | *[[Misty Escape]] lets the Warlock cast [[Misty Step]] on its next turn rather than immediately, and the invisibility lasts one turn. | ||
*[[Misty Escape]] lets the Warlock cast [[Misty Step]] on | *[[Beguiling Defenses]] just makes the Warlock immune charm, it does not also allow the [[Warlock]] to turn the charm back on the attacker. | ||
*[[Beguiling Defenses]] just makes the Warlock immune | |||
=== | ===={{Class|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. | ||
* | ***There is no save to resist the [[Frightened (Condition)|frightened]] effect. | ||
= | ===={{Class|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 | |||
== | =={{Class|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. | ||
= | ===={{Class|Abjuration}}==== | ||
{{ | *Arcane ward is considered temporary hit points, instead of a pool of its own [[Hit Points]] that blocks damage with any overflow going to the protected target. | ||
**It does not stack with other sources of temporary [[Hit Points]]. | |||
**It does not get your Intelligence Ability Score Modifier. | |||
===={{Class|Conjuration}}==== | |||
''No Changes'' | |||
{{ | |||
=== | ===={{Class|Divination}}==== | ||
{{ | *Expert Divination is an extra portent die rather than regaining an extended spell slot when casting a divination spell of 2nd level or higher. | ||
* | |||
= | ===={{Class|Enchantment}}==== | ||
{{ | |||
* | * Hypnotic Gaze is changed to only be castable once per long rest, instead of once per long rest per target. It can be used to grant advantage on Charisma checks. | ||
=== | ===={{Class|Evocation}}==== | ||
{{ | *Sculpt spell feature affects all allies in the area, and is not limited by the spell's level. | ||
* | |||
=== | ===={{Class|Illusion}}==== | ||
{{ | *The level 6 feature Malleable Illusions, which let you change illusion forms after a cast, is replaced with See Invisibility. | ||
*The level 6 feature Malleable Illusions, which let you change illusion forms after a cast, is replaced with | |||
= | ===={{Class|Necromancy}}==== | ||
{{ | |||
''No Changes'' | ''No Changes'' | ||
=== | ===={{Class|Transmutation}}==== | ||
{{ | *Minor Alchemy is changed to Experimental Alchemy. Minor Alchemy let the Wizard alter the physical properties of one nonmagical object. | ||
* | *Shapechanger lets the Wizard change into a Blue Jay rather than being able to cast Polymorph once per short rest. | ||
* | |||
== | ==Related D&D 5e Rule Change Pages== | ||
*[[D&D 5e | *[[D&D 5e Rule Changes]] | ||
*[[D&D 5e | *[[D&D 5e Race Changes]] | ||
*[[D&D 5e | *[[D&D 5e Feat Changes]] | ||
*[[D&D 5e | *[[D&D 5e Spell Changes]] |