Editing D&D 5e class changes

From Baldur's Gate 3 Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 31: Line 31:


*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).
Line 117: Line 111:
=== Life Domain ===
=== Life Domain ===
{{see also|Life Domain}}
{{see also|Life Domain}}
*The level 2 domain feature Channel Divinity: [[Preserve Life]] has a few changes:
*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 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 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]].
Line 177: Line 168:
*[[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.
**The rules for which class features, racial features, and feats still work while in Wild Shape are not internally consistent and do not always match the 5e rules. See [[List of features that work in Wild Shape]] for a detailed analysis of things that do and don't work.
**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.
Line 246: Line 234:
*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 [[Duelling]] fighting style does not affect Versatile weapons used one-handed as it does in 5e.
** 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 [[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 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 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.
Line 288: Line 276:
*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.
**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.
Line 301: Line 287:
=== 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]].
Line 313: Line 296:
**[[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.
Line 320: Line 303:
{{see also|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.
Line 331: Line 314:
**[[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 ==
== Paladin ==
Line 344: Line 326:
**See the individual subclass pages for examples of specific actions that can break each oath.
**See the individual subclass pages for examples of specific actions that can break each oath.
*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 now separate.
**This has implications on multiclassing with [[Cleric]] as the resources are new separate.
**The [[Amulet of the Devout]] only works with Channel Divinity, and is thus less helpful to Paladins than it would be in 5e.
*[[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 which grants advantage on attack rolls against celestials, fiends, and undead until the end of the Paladin's next turn.
**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 + 1 times per Long Rest.
*[[Lay on Hands]], normally a once per Long Rest 5 x Paladin level heal or disease and poison cure, is changed to:
*Changes to [[Lay on Hands]]:
**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:
**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:
***Spend 1 charge to heal a target for 2 x Paladin level [[Hit Points]].
***[[Lay on Hands: Lesser Healing]] costs 1 charge and restores hit points equal to twice the Paladin's class level.
***Spend 2 charges to heal a target for 4 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 cure any diseases or poisons affecting a target.
***[[Lay on Hands: Cure]] costs 2 charges and removes poison and disease effects.
**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.
*See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes.
*[[Aura of Protection]], [[Aura of Courage]], and subclass-specific aura abilities can be turned on or off as a free action.


=== Oath of the Ancients ===
=== Oath of the Ancients ===
{{see also|Oath of the Ancients}}  
{{see also|Oath of the Ancients}}  
*The level 1 Channel Oath ability [[Healing Radiance]], which heals the Paladin and all nearby allies for two consecutive turns, is new.
*The level 1 Channel Oath ability [[Healing Radiance]] 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 ===
=== Oath of Devotion ===
{{see also|Oath of Devotion}}  
{{see also|Oath of Devotion}}  
*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 level 1 Channel Oath ability [[Holy Rebuke]] 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]].
Line 374: Line 352:
=== Oathbreaker ===
=== Oathbreaker ===
{{see also|Oathbreaker}}
{{see also|Oathbreaker}}
*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.
*The level 1 Channel Oath ability [[Spiteful Suffering]] is new.
*The Channel Oath ability [[Dreadful Aspect]] only lasts until the end of the Paladin's next turn, rather than for 1 minute. There is no option for an affected creature to re-attempt the saving throw if it ends its turn more than 30 feet from the Paladin.
*[[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.
*The range of the Channel Oath ability [[Control Undead]] 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. It does not allow the player to actually control the targeted undead creature; rather, the creature will follow the Paladin around and automatically attack the closest enemy.


=== Oath of Vengeance ===
=== Oath of Vengeance ===
{{see also|Oath of Vengeance}}
{{see also|Oath of Vengeance}}
*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.
*The level 1 Channel Oath ability [[Inquisitor's Might]] 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.


Line 395: Line 372:
*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.
*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 ===
=== Hunter ===
{{see also|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).
Line 410: Line 382:
*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 ===
=== Gloom Stalker ===
Line 421: Line 391:
*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.
Line 430: Line 399:
{{see also|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 ===
=== Arcane Trickster ===
Line 449: Line 416:
**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 ===
=== Assassin ===
Line 469: Line 434:
**[[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.
*Adding a Sorcerer level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e.
Line 571: Line 536:


=== Fiend ===
=== Fiend ===
{{see also|The Fiend}}
{{see also|Fiend}}
*[[Dark One's Own Luck]] can only be used for Ability Checks, not [[Saving Throw]]s.
*[[Dark One's Own Luck]] can only be using for Ability Checks, not both Ability Checks and [[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.
Line 580: Line 545:
*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.
*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 ===
=== Abjuration ===
{{see also|Abjuration School}}
{{see also|Abjuration}}


* [[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.
Line 592: Line 556:


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


* [[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 ===
=== Divination ===
{{see also|Divination School}}
{{see also|Divination}}
*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.
Line 607: Line 571:


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


* [[Hypnotic Gaze]] can only be used once per long rest.
* [[Hypnotic Gaze]] can only be used once per long rest.
Line 613: Line 577:


=== Evocation ===
=== Evocation ===
{{see also|Evocation School}}
{{see also|Evocation}}
*[[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 ===
=== Illusion ===
{{see also|Illusion School}}
{{see also|Illusion}}
*[[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 ===
=== Necromancy ===
{{see also|Necromancy School}}
{{see also|Necromancy}}
''No Changes''
''No Changes''


=== Transmutation ===
=== Transmutation ===
{{see also|Transmutation School}}
{{see also|Transmutation}}
*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.
Please note that all contributions to Baldur's Gate 3 Wiki are considered to be released under the CC BY-NC-SA license, except when noted otherwise (see BG3Wiki:Copyrights for details). If you do not want your writing to be edited and redistributed at will, do not submit it here. Per our Content Rules, you are promising that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)