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D&D 5e race changes: Difference between revisions

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This page and 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 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 features and abilities found in BG3 that are unchanged from D&D 5e to allow a D&D 5e player to quickly see what all the options are and whether or not they have changes, rather than only the items with changes which would then require a new BG3 player to conduct further research to find what is present from D&D 5e that is unchanged. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e then that is considered a rule change from D&D 5e for the purposes of these pages.
{{Tab
 
|one=D&D 5e rule changes
There will be rapid changes to these pages at BG3's launch, so leaving relevant changelog comments with any edits or corrections is highly encouraged to assist returning readers in finding changes quickly.
|one-name=Rule changes
|two=D&D 5e race changes
|two-name=Race changes
|three=D&D 5e class changes
|three-name=Class changes
|four=D&D 5e spell changes
|four-name=Spell changes
|five=D&D 5e feat changes
|five-name=Feat changes
}}This page describes any changes that have been made to [[races]] in ''Baldur's Gate 3'' (BG3), from their original specifications in ''Dungeons and Dragons 5th Edition'' (D&D 5e). Other rule changes can be found on their [[D&D 5e Rule Changes|related pages]].


The rule changes described on this page and related pages are written with the assumption the reader understands the relevant D&D 5e (2014) 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 rule from the 2024 5e revision or other material from future playtests, that is considered a rule change from D&D 5e.
{{TOC|limit=2}}
== Dragonborn ==
== Dragonborn ==
 
{{see also|Dragonborn}}
* [[Dragonborn]] are not implemented in Early Access. This is a placeholder.
* The updated chromatic, gem, and metallic Dragonborn subraces from ''Fizban's Treasury of Dragons'' are not available.
 
* Both line and cone breath weapons have a range of 5m (17ft), rather than the lines being 30 ft and the cones 15 ft.


== Drow ==
== Drow ==
 
{{see also|Drow}}
While [[Drow]] are technically a subrace of elves, they are listed separately becasue in BG3 they have their own subraces, which are the typically evil aligned [[Drow#Lolth-Sworn_Drow|Lolth-Sworn]] or the typically good aligned [[Drow#Seldarine_Drow|Seldraine Drow]]. These subraces are mechanically the same, but have their own belief systems and dialogue tags.
* Drow player characters do not have [[Sunlight Sensitivity]], though some Drow NPCs do.
 
* [[Superior Darkvision]] has a range of 24m (80ft) rather than 120 ft.
* As with all races with [[Superior Darkvision]], its range has been reduced to 80 ft.
* Drow do not have sunlight sensitivity.
* The Trance feature is only implemented by changing your posture while resting in camp.
* The Trance feature is only implemented by changing your posture while resting in camp.


== Dwarves ==
== Dwarves ==
{{see also|Dwarf}}
* As there is no movement speed penalty for wearing [[Heavy armour]] in the game, the racial trait for nullifying it is not in the game either.
* Dwarves get unique dialogue options instead of Stonecunning's double proficiency bonus for stonework-related History.
* Tool Proficiency is not in the game as tool proficiencies in general are not.


* [[Dwarf|Dwarves]] do not get a unique feature allowing them to ignore the movement speed penalty for wearing [[Armour#Heavy_Armour|heavy armor]] without sufficient strength, because that movement speed penalty is not in BG3 whatsoever as of EA patch 9.
=== Gold dwarves (hill dwarves) ===
* Stonecunning feature is not directly implemented in BG3, but a similar benefit can be gained by Dwarf dialogue tags on relevant subjects.
''No Changes.''
* Dwarves do not gain any tool proficiencies as tool proficiencies are not used in BG3.
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.
 
==== Hill Dwarves (Gold Dwarves) ====
 
* No Changes to [[Dwarf#Gold_Dwarves|Hill Dwarves]]
 
==== Mountain Dwarves (Shield Dwarves) ====
 
* All [[Races|races]] now must use the +2/+1 flexibile ability score distribution from Tasha's. This may impact [[Dwarf#Shield_Dwarves|Mountain Dwarves]] though no further details are not confirmed.


==== Duergar ====
=== Shield dwarves (mountain dwarves) ===
 
''No Changes.''
* [[Dwarf#Duergar|Duergar]] are not implemented in Early Access. This is a placeholder.


=== Duergar ===
* Duergar Resilience gives advantage on saving throws against illusions, charm effects, and paralysing effects, rather than against poison.
** This matches the first 5e version of the Duergar (the "Gray Dwarves" from the ''Sword Coast Adventurer's Guide'') rather than the updated version from ''Monsters of the Multiverse''.
*The racial [[Invisibility (spell)|Invisibility]] spell can be cast once per combat (or unlimited times when not in combat).
* The duergar version of [[Enlarge]] does not require concentration.
* There is no restriction on casting the racial spells while in sunlight.
** This matches the updated ''Monsters of the Multiverse'' version of the duergar rather than the original ''Sword Coast Adventurer's Guide'' version.
* Duergar player characters do not have Sunlight Sensitivity, though some duergar NPCs do.


== Elves ==
== Elves ==
 
{{see also|Elf}}
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.
* The Trance feature is only implemented by changing your posture while resting in camp.
* The Trance feature is only implemented by changing your posture while resting in camp.


==== High Elves ====
=== High elves ===
''No changes.''


* No changes to [[Elf#High_Elves|High Elves]].
=== Wood elves ===
* The wood elves' Mask of the Wild feature gives [[proficiency]] in [[Stealth]], as characters can attempt to hide at any time in the game.


==== Wood Elves ====
== Half-elves ==
{{see also|Half-Elf}}
* [[Civil Militia]], which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to humans and half-elves.
* Skill Versatility is not in the game.


* The [[Elf#Wood_Elves|Wood Elves']] Mask of the Wild feature has been replaced by [[Proficiency]] in [[Stealth]].
=== Drow half-elves ===
* The variant feature is not selectable, and the variant feature available is [[Drow Magic]].


=== High half-elves ===
* The variant feature is not selectable, and the variant feature available is [[High Elf Cantrip]].


== Half-Elves ==
=== Wood half-elves ===
 
* The variant feature is not selectable, and the variant feature available is [[Fleet of Foot]] and proficiency in [[Stealth]].
* All [[Races|races]] now must use the flexibile ability score distribution from Tasha's. This will negatively impact [[Half-Elf|Half-elves']] starting ability scores. They are gaining additional feature(s) to compensate for the loss in total ability scores, and these benefits appear to be similar to those gained by [[Human|Humans]], but the details are not yet known for certain.
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.
* The D&D 5e Player's Handbook (PHB) default version of [[Half-Elf|Half-Elves]] with the Skill Versatility feature are not in BG3. Only the three Half-Elf variants from the Swords Coast Adventurer's Guide (SCAG) listed below are included with relevant changes.
 
==== Drow Half-Elves ====
 
* No changes to [[Half-Elf#Drow_Half-Elves|Drow Half-Elves]].
 
==== High Half-Elves ====
 
* A [[Half-Elf#High_Half-Elves|High Half-Elf]] does not get to pick between Elf Weapon Training or Cantrip. You must use Cantrip.
 
==== Wood Half-Elves ====
 
* A [[Half-Elf#Wood_Half-Elves|Wood Half-Elf]] does not get to pick between Elf Weapon Training, Fleet of Foot, or Stealth proficiency (which replaces Mask of the Wild). You automatically get Fleet of Foot and Stealth proficiency.
 
 
== Half-Orcs ==
 
* [[Half-Orc|Half-Orcs]] are not implemented in Early Access. This is a placeholder.


== Half-orcs ==
{{see also|Half-orc}}
* Menacing is not listed as a feature, though half-orcs still get proficiency in [[Intimidation]].


== Halflings ==
== Halflings ==
{{see also|Halfling}}
* Halfling Nimbleness (ability to move through space of creatures larger than you) is not in the game.


* [[Halfling]] Nimbleness (ability to move through space of creatures larger than you) is not implemented.
=== Lightfoot halflings ===


==== Lightfoot Halflings ====
* [[Naturally Stealthy]] provides advantage on [[Stealth]] checks, as characters can attempt to hide at any time in the game.
 
* No changes to [[Halfling#Lightfoot_Halflings|Lightfoot Halflings]].
 
==== Stout Halflings (Strongheart Halflings) ====
 
* No changes to [[Halfling#Strongheart_Halflings|Stout Halflings]].


=== Strongheart halflings (stout halflings) ===
''No changes.''


== Humans ==
== Humans ==
 
{{see also|Humans}}
* Variant Humans are not implemented. Only the default [[Human]] is available.
* The "Variant Human" subrace that grants a feat at 1st level is not available. Only the default human is available, with the following new traits:
* All [[Races|races]] now must use the +2/+1 flexibile ability score distribution from Tasha's. This will negatively impact [[Human|Humans']] starting ability scores. They are gaining additional feature(s) to compensate for the loss in total ability scores, and these benefits appear to be similar to those gained by [[Half-Elf|Half-Elves]], but the details are not yet known for certain.
** [[Civil Militia]], which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to Humans and Half-Elves.
** The ability to choose a skill to be proficient in is new (though this is part of the "variant human" subrace in 5e).
** [[Human Versatility]], which increases carrying capacity by 25%, is new.


== Githyanki ==
== Githyanki ==
 
{{see also|Githyanki}}
* [[Githyanki]] are based off the Mordenkainen's Tome of Foes (legacy) version, not the Monsters of the Multiverse updated version. They are otherwise implemented accurately according to Mordenkainen's Tome of Foes.
* Githyanki have traits from ''Mordenkainen's Tome of Foes'', with [[Astral Knowledge]] from ''Monsters of the Multiverse'' replacing Decadent Mastery. Astral Knowledge has been improved to grant proficiency in all skills of a selected ability, rather than just a single skill.
 


== Gnomes ==
== Gnomes ==
{{see also|Gnome}}
* [[Gnome Cunning]] applies to all Intelligence, Wisdom, and Charisma saving throws (rather than just those against magic).


* No changes to the base [[Gnome]] race.
=== Forest gnomes ===
 
* Natural Illusionist is not in the game.
==== Forest Gnomes ====
* Speak with Small Beasts grants [[Speak with Animals]] once per long rest instead of generic simple communication.
 
** In Baldur's Gate 3, this spell lasts until the caster's next long rest, so only being able to cast it once per long rest is less of a restriction than it would be in 5e.
* [[Gnome#Forest_Gnomes|Forest Gnomes']] Natural Illusionist feature is not implemented, so they are not granted [[Minor Illusion]].
* Speak with Small Beasts has been changed to grant one free cast of [[Speak with Animals]] per long rest, which does not require concentration and now lasts til long rest.
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.
 
==== Rock Gnomes ====
 
* [[Gnome#Rock_Gnomes|Rock Gnomes]]' Tinker feature is not implemented.
* Artificer's Lore is changed to grant Expertise in [[History]] checks.
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.
 
==== Deep Gnomes (Svirfneblin) ====


* The [[Gnome#Deep_Gnomes|Deep Gnomes]]' Stone Camouflage provides advantage to stealth checks at all times, not just against rocky terrain.
=== Rock gnomes ===
* As with all races with [[Superior Darkvision]], its range has been reduced to 80 ft.
* Tinker is not in the game.
* Artificer's Lore is changed to grant expertise in ''all'' [[History]] checks.


=== Deep gnomes (svirfneblin) ===
* [[Stone Camouflage]] provides {{Advantage}} on [[Stealth]] checks at all times, not just against rocky terrain.
* Deep gnomes otherwise match the version from the ''Sword Coast Adventurer's Guide'' rather than the updated version from ''Monsters of the Multiverse''.


== Tieflings ==
== Tieflings ==
{{see also|Tiefling}}
''No changes. Infernal Legacy is reserved for Asmodeus tieflings.''


* No changes to the base [[Tiefling]] race.
=== Asmodeus tieflings ===
 
''This is the Player's Handbook base tiefling with Infernal Legacy.''
==== Asmodeous Tieflings ====
 
* The [[Tiefling#Asmodeus_Tieflings|Asmodeous Tiefling]] is another name for the Player Handbook [[Tiefling]], and is implemented with no changes.


==== Mephistopholes Tieflings ====
* The description states that the racial spells for all the subraces use Charisma as their spellcasting ability (as is the case in 5e). However, [[Produce Flame]] for the Asmodeus tieflings actually uses Wisdom. This appears to be a bug rather than an intentional change, as the other racial spells use Charisma.


* No changes to [[Tiefling#Mephistopheles_Tieflings|Mephistopholes Tiefling]].
=== Mephistopheles tieflings ===
''No changes.''


==== Zariel Teiflings ====
=== Zariel tieflings ===
''No changes.''


* No changes to [[Tiefling#Zariel_Tieflings|Zariel Tieflings]].
== See also ==
* [[D&D 5e rule changes]]
* [[D&D 5e class changes]]
* [[D&D 5e spell changes]]
* [[D&D 5e feat changes]]

Latest revision as of 17:36, 25 October 2024

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

The rule changes described on this page and related pages are written with the assumption the reader understands the relevant D&D 5e (2014) 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 rule from the 2024 5e revision or other material from future playtests, that is considered a rule change from D&D 5e.

Dragonborn[edit | edit source]

See also: Dragonborn
  • The updated chromatic, gem, and metallic Dragonborn subraces from Fizban's Treasury of Dragons are not available.
  • Both line and cone breath weapons have a range of 5m (17ft), rather than the lines being 30 ft and the cones 15 ft.

Drow[edit | edit source]

See also: Drow
  • Drow player characters do not have Sunlight Sensitivity, though some Drow NPCs do.
  • Superior Darkvision has a range of 24m (80ft) rather than 120 ft.
  • The Trance feature is only implemented by changing your posture while resting in camp.

Dwarves[edit | edit source]

See also: Dwarf
  • As there is no movement speed penalty for wearing Heavy armour in the game, the racial trait for nullifying it is not in the game either.
  • Dwarves get unique dialogue options instead of Stonecunning's double proficiency bonus for stonework-related History.
  • Tool Proficiency is not in the game as tool proficiencies in general are not.

Gold dwarves (hill dwarves)[edit | edit source]

No Changes.

Shield dwarves (mountain dwarves)[edit | edit source]

No Changes.

Duergar[edit | edit source]

  • Duergar Resilience gives advantage on saving throws against illusions, charm effects, and paralysing effects, rather than against poison.
    • This matches the first 5e version of the Duergar (the "Gray Dwarves" from the Sword Coast Adventurer's Guide) rather than the updated version from Monsters of the Multiverse.
  • The racial Invisibility spell can be cast once per combat (or unlimited times when not in combat).
  • The duergar version of Enlarge does not require concentration.
  • There is no restriction on casting the racial spells while in sunlight.
    • This matches the updated Monsters of the Multiverse version of the duergar rather than the original Sword Coast Adventurer's Guide version.
  • Duergar player characters do not have Sunlight Sensitivity, though some duergar NPCs do.

Elves[edit | edit source]

See also: Elf
  • The Trance feature is only implemented by changing your posture while resting in camp.

High elves[edit | edit source]

No changes.

Wood elves[edit | edit source]

  • The wood elves' Mask of the Wild feature gives proficiency in Stealth, as characters can attempt to hide at any time in the game.

Half-elves[edit | edit source]

See also: Half-Elf
  • Civil Militia, which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to humans and half-elves.
  • Skill Versatility is not in the game.

Drow half-elves[edit | edit source]

  • The variant feature is not selectable, and the variant feature available is Drow Magic.

High half-elves[edit | edit source]

  • The variant feature is not selectable, and the variant feature available is High Elf Cantrip.

Wood half-elves[edit | edit source]

  • The variant feature is not selectable, and the variant feature available is Fleet of Foot and proficiency in Stealth.

Half-orcs[edit | edit source]

See also: Half-orc
  • Menacing is not listed as a feature, though half-orcs still get proficiency in Intimidation.

Halflings[edit | edit source]

See also: Halfling
  • Halfling Nimbleness (ability to move through space of creatures larger than you) is not in the game.

Lightfoot halflings[edit | edit source]

Strongheart halflings (stout halflings)[edit | edit source]

No changes.

Humans[edit | edit source]

See also: Humans
  • The "Variant Human" subrace that grants a feat at 1st level is not available. Only the default human is available, with the following new traits:
    • Civil Militia, which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to Humans and Half-Elves.
    • The ability to choose a skill to be proficient in is new (though this is part of the "variant human" subrace in 5e).
    • Human Versatility, which increases carrying capacity by 25%, is new.

Githyanki[edit | edit source]

See also: Githyanki
  • Githyanki have traits from Mordenkainen's Tome of Foes, with Astral Knowledge from Monsters of the Multiverse replacing Decadent Mastery. Astral Knowledge has been improved to grant proficiency in all skills of a selected ability, rather than just a single skill.

Gnomes[edit | edit source]

See also: Gnome
  • Gnome Cunning applies to all Intelligence, Wisdom, and Charisma saving throws (rather than just those against magic).

Forest gnomes[edit | edit source]

  • Natural Illusionist is not in the game.
  • Speak with Small Beasts grants Speak with Animals once per long rest instead of generic simple communication.
    • In Baldur's Gate 3, this spell lasts until the caster's next long rest, so only being able to cast it once per long rest is less of a restriction than it would be in 5e.

Rock gnomes[edit | edit source]

  • Tinker is not in the game.
  • Artificer's Lore is changed to grant expertise in all History checks.

Deep gnomes (svirfneblin)[edit | edit source]

  • Stone Camouflage provides Advantage Icon.png Advantage on Stealth checks at all times, not just against rocky terrain.
  • Deep gnomes otherwise match the version from the Sword Coast Adventurer's Guide rather than the updated version from Monsters of the Multiverse.

Tieflings[edit | edit source]

See also: Tiefling

No changes. Infernal Legacy is reserved for Asmodeus tieflings.

Asmodeus tieflings[edit | edit source]

This is the Player's Handbook base tiefling with Infernal Legacy.

  • The description states that the racial spells for all the subraces use Charisma as their spellcasting ability (as is the case in 5e). However, Produce Flame for the Asmodeus tieflings actually uses Wisdom. This appears to be a bug rather than an intentional change, as the other racial spells use Charisma.

Mephistopheles tieflings[edit | edit source]

No changes.

Zariel tieflings[edit | edit source]

No changes.

See also[edit | edit source]