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D&D 5e class changes: Difference between revisions

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{{ up to date | 2023-09-02 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{Tab
|one=D&D 5e rule changes
|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 [[class]]es in ''Baldur's Gate 3'' (BG3), from their original specifications in ''Dungeons and Dragons 5th Edition'' (D&D 5e 2014). Other rule changes can be found on their [[D&D 5e Rule Changes|related pages]].


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 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 rule from the 2024 5e revision or other material from future playtests, that is considered a rule change from D&D 5e.


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.
== Artificer ==


==[[Barbarian]] ==
* The Artificer class is not available.
*[[Rage]] bonus damage applies to damage rolls using thrown weapons/objects, as well as to attacks made using dexterity for the attack and damage rolls (finesse weapons). It may also work on bladelocks that use Charisma for attack and damage rolls (verification required).
* [[Reckless Attack]] works with all melee attack rolls, regardless of what ability modifier they use. You can choose to Reckless Attack just before you miss an attack (allowing you to reroll) rather than only before your first attack each turn.
*[[Feral Instincts]] gives a fixed +3 bonus to Initiative, instead of advantage.


====Path of the [[Wildheart]] (Totem Warrior) ====
== Barbarian ==
*Beast sense spell is not in the game, and therefore this spell is not granted.
{{see also|Barbarian}}
*[[Speak with Animals|Speak with animals]] is able to be cast once per long rest, rather than as a ritual. However note the difference in the spell's duration is now until long rest.
*[[Rage]] bonus damage also applies to Dexterity damage rolls and those using thrown weapons/objects.
*There will be up to 10 different animal spirits a character can choose from instead of five. The Honeybadger is the only new animal spirit which has been revealed.
*[[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.
*The game uses the Rules as Written interpretation of [[Wildheart#Level_3|Beastial Heart]] (a.k.a. Totem Spirit) features. A character will still have the Bestial Heart features even if they rage while in heavy armor.
**{{Advantage}} is applied to all attack rolls once used, not just melee.
*Each of the [[Wildheart#Level_3|Beastial Heart]] options (a.k.a. Totem Spirit) have their traditional passive effect as well as a new option to use as a action.
**It is not limited by the attack's ability modifier.
*[[Feral Instinct]] gives a fixed +3 bonus to Initiative, instead of advantage.
*[[Relentless Rage]] does not require a saving throw, but can only be used once per short rest.


====Path of the [[Berserker]]====
=== Wildheart (Path of the Totem Warrior) ===  
*Leaving a frenzy rage does not cause a character to gain a level of exhaustion. Instead, using a frenzied strike will apply a cumulative -1 to hit debuff until the rage ends.
{{see also|Wildheart}}
*While in a frenzy rage, a character may use [[Enraged Throw]] as a bonus action to throw a creature or object at a target. If this lands then it will deal the typical damage + rage damage as well as knock the target [[Prone (Condition)|prone]].


====[[Wild Magic Barbarian]]====
*The physical totem object required for the 5e Path of the Totem Warrior subclass is not used.
*Magic Awareness lets anyone within a 3m range adds their Proficiency Bonus to Saving Throws against spells rather then letting the Barbarian identify the location and school of an upcoming spell within 60 feet that isn't behind complete cover.
*The level 1 feature Spirit Seeker was renamed [[Speak with Animals]], as 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 3 feature Totem Spirit was renamed [[Bestial Heart]] and has the following changes:
**Each option provides a new unique class action.
**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).
**All Bestial Heart benefits still apply while raging in heavy armor.
*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.
**Chimpanzee is a new option that provides resistance to fall damage and the ability to blind enemies by throwing camp supplies at them.
**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).
**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 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 10 feature Spirit Walker is replaced with the ability to select a second Animal Aspect option (which is granted at level 14 in 5e).


==[[Bard]]==
=== Berserker (Path of the Berserker) ===
{{see also|Berserker}}
*[[Frenzied Strike]] applies a cumulative -1 attack roll debuff until the rage ends instead of causing the character to gain a level of exhaustion.
*While in [[Frenzy]], a character may use [[Enraged Throw]] as a bonus action to throw a creature or object at a target.
*The level 6 feature [[Mindless Rage]] prevents Rage from being ended by {{SAI|Calm Emotions}} being cast on the Barbarian, in addition to its other effects.
*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)===
{{see also|Wild Magic Barbarian}}
*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.
*The [[Rage: Wild Magic]] table has some minor changes:
**The Teleport option has a range of 18 m / 60 ft instead of 30 ft.
**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.
**Difficult terrain created by Vine Growth option affects everyone other than the Barbarian, instead of just enemies.
**The Dark Tendrils option affects everyone in range other than the Barbarian, instead of just enemies.
*[[Bolstering Magic]] works somewhat differently; instead of being able to use it a number of times equal to the Barbarian's Wisdom modifier and choosing the effect each time, each effect is a separate option that can be used once per long rest.
**The option that improves attack rolls and ability checks grants a bonus of +1d4 instead of +1d3.
**There are separate options for recovering spell slots of levels 1, 2, and 3 (instead of rolling 1d3 to determine the slot level recovered). The option to recover a level 3 spell slot is granted at class level 9.
 
== Bard ==
{{see also|Bard}}
*Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
*Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
*Bardic Inspiration is equal to 1 + [[Proficiency]] bonus.
*[[Bardic Inspiration]] has a number of charges that scales with class level, rather than being tied to the Bard's Charisma modifier.
* [[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.
**This feature has three charges initially at class level 1, with a fourth granted at level 5 and a fifth at level 8.
*Countercharm lasts 3 turns, rather than 1.
*[[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.
*<strike>[[Jack of All Trades]] does not apply to [[initiative]] rolls.</strike> Updated versions of 5e removed [[initiative]] from [[Jack of All Trades]].
*[[Countercharm]] lasts 3 turns, rather than 1.
*Magical secrets only gives access to a set list of spells instead of giving access to all spells.
*[[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.


====[[College of Lore]]====
=== College of Lore ===
*Bonus proficiencies a character receives are [[Arcana]], [[Intimidation]], and [[Sleight of Hand]].
{{see also|College of Lore}}
*[[Cutting Words]] can also be used to reduce an enemies saving throw but can’t be used to reduce an enemies damage roll. Note that this is not listed in the tooltip.
*[[Cutting Words]] cannot be used to reduce an enemy's damage roll. However, it ''can'' be used to reduce an enemy's saving throw, which is not permitted in 5e.
*The [[Magical Secrets|Additional Magical Secrets]] are restricted to the same list as the general Bard feature.


==== [[College of Swords]]====
=== College of Swords ===
* All Flourishes are now Special Attack actions rather than Bonus Actions.
{{see also|College of Swords}}
**Defensive Flourish now provides a fixed +4 AC.
*See [[D&D 5e class changes#Fighter|Fighter]] below for Fighting Style changes.
**Mobile Flourish now pushes the target back 6 m / 20 ft rather than 1.5 m / 5 ft.
*[[Blade Flourish]] underwent a number of changes:
**Slashing Flourish is now performs a single attack on two targets with separate [[Attack Roll]]s. In 5e they used the [[Bardic Inspiration]] bonus for the [[Damage Roll]] rather than the attack itself. This makes the BG3 variation far more powerful as it includes weapon properties and the corresponding Ability Score damage bonus.
**Taking the Attack action no longer grants a movement bonus.
**Blade Flourish is not limited to once per turn.
**Defensive Flourish now provides a fixed +4 AC, instead of rolling the Bardic Inspiration die to determine the bonus.
**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.
***As opposed to using the [[Bardic Inspiration]] bonus as the damage for the add-on attack.


====[[College of Valor]]====  
=== College of Valour ===  
*If a character uses [[Combat Inspiration]] to increase their Armor Class then it is a flat +4 bonus, rather than rolling the die. (Verification required on if this scales as [[Bardic Inspiration]] die increases).
{{see also|College of Valour}}
''No Changes''


==[[Cleric]]==
== Cleric ==
*[[Cleric#Level_5|Destroy Undead]] does radiant damage to all undead affected, rather than instantly killing weaker undead.
{{see also|Cleric}}
*Clerics receive the [[Produce Flame]] Cantrip. Normally only Druids receive this Cantrip. This is likely because the standard rules only give Clerics a single damaging Cantrip, [[Sacred Flame]], which is completely nullified on a successful save by the target.
*[[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 normally have a single damaging Cantrip, [[Sacred Flame]], nullified on a successful save by the target.
*Each Cleric character can only use [[Divine Intervention]] '''''once ever''''' instead of once a week. Instead of being a fairly open-ended plea for assistance, it is limited to four specific options, none of which uses an action:
**[[Divine Intervention: Arm Thy Servant|Arm Thy Servant]] summons a very powerful magical weapon, [[Devotee's Mace]], and immediately equips it.
**[[Divine Intervention: Golden Generosity|Golden Generosity]] summons a chest containing a large amount of camp supplies, elixirs, and healing potions.
**[[Divine Intervention: Opulent Revival|Opulent Revival]] resurrects all dead allies within 60 ft and grants all allies in the same radius all the benefits of a long rest.
**[[Divine Intervention: Sunder the Heretical|Sunder the Heretical]] deals a large amount of radiant damage to all enemies within 50 ft.
*Adding a Cleric level to a character of another class grants proficiency with [[Flails]] and [[Morningstars]], in addition to the same armor proficiencies granted in 5e.


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


====[[Light Domain]]====
=== Light Domain ===
{{see also|Light Domain}}
*The level 1 domain feature [[Light_Domain#Level_1|Warding flare]] has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
**It also triggers when an enemy has already rolled and is going to hit, unlike 5e where you have to choose to use it before the enemy rolls their attack.
*The level 2 domain feature Channel Divinity: [[Radiance of the Dawn]] adds the user's character level, rather than cleric level, to its damage roll. (This is only relevant for multiclass characters.)
*The level 9 domain spell Scrying is placed with [[Destructive Wave]].
*The level 9 domain spell Scrying is placed with [[Destructive Wave]].
*
[[Light_Domain#Level_1|Warding flare]] has unlimited charges, a character is not limited by their Wisdom modifier.


====[[Knowledge Domain]]====
=== Knowledge Domain ===
*The level 1 domain spell Identify is placed with [[Sleep]].
{{see also|Knowledge Domain}}
*Channel Divinity: [[Knowledge of the Ages]] gives proficiency to all skills of an Ability Score rather than a single skill or tool, and it lasts all day (long rest) instead of 10 minutes.
*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.
**This is opposed to a granting proficiency in a single skill or tool, and lasting 10 minutes.
*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 6 domain feature Channel Divinity: Read Thoughts (essentially just detect thoughts) is replaced with nothing.
*The level 6 domain feature Channel Divinity: [[Read Thoughts]] does not allow a Wisdom save, requires concentration to maintain, and does not provide the option to cast Suggestion on the target (as that spell does not exist in this game).
*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]].


====[[Nature Domain]]====  
=== Nature Domain ===
{{see also|Nature Domain}}
*The level 5 domain spell Wind Wall is replaced with [[Sleet Storm]].
*The level 5 domain spell Wind Wall is replaced with [[Sleet Storm]].
*The level 6 domain feature Dampen Elements is replaced with nothing. Dampen Elements enabled the Cleric to expend a reaction to half the damage of acid, cold, fire, lightning, or thunder damage of either the Cleric or another creature.
* The level 9 domain spell Tree Stride is replaced with [[Wall of Stone]].
* The level 9 domain spell Tree Strike is replaced with [[Wall of Stone]].


====[[Tempest Domain]]====
=== Tempest Domain ===
* Wrath of the Storm is renamed to [[Destructive Wrath]], and does Lightning Damage, Thunder Damage on a failed save, as opposed to being able to select one of those two damage types for either case. It is also not limited to the Wisdom Ability Score Modifier number of uses per day, instead using a reaction.
{{see also|Tempest Domain}}
*The level 1 domain feature {{SAI|Wrath of the Storm}} has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
*[[Thunderbolt Strike]] is triggered by dealing either thunder or lightning damage, as opposed to just lightning damage.
* The level 7 domain spell Control Water is replaced with [[Freedom of Movement]].
* The level 7 domain spell Control Water is replaced with [[Freedom of Movement]].


==== [[Trickery Domain]]====  
=== Trickery Domain ===
*The 3rd level Domain Spells are replaced [[Bestow Curse]] and [[Fear]], rather than Blink and Dispel Magic.
{{see also|Trickery Domain}}
*The level 6 domain feature Channel Divinity: Cloak of Shadows is replaced with nothing. Channel Divinity: Cloak of Shadows allowed the Cleric to become invisible until the end of their next turn, though broken if they attack or cast a spell.
*The level 1 domain feature [[Blessing of the Trickster]] requires [[Concentration|concentration]], but can last until the next long rest rather than only 1 hour.
*The level 2 domain feature [[Invoke Duplicity]] underwent a few changes:
**It does not allow a character to cast spells through the illusory duplicate or move it on subsequent turns.
**The duplicate provides advantage to attack rolls of all allies if both the ally and the target are within 10 ft of the duplicate, as opposed to only the Cleric getting this benefit.
*The 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]].
*[[Blessing of the Trickster]] requires [[Concentration|concentration]].
*[[Invoke Duplicity]] does not allow a character to cast cast spells through it, and they cannot move it on subsequent turns. However the duplicate provides advantage to attack rolls of all allies if both the ally and the target are within 10 ft of the duplicate.


====[[War Domain]]====  
=== War Domain ===
*War Priest gives 3 charges, more as the Cleric levels, instead of the Wisdom Ability Score Modifier (minimum 1).
{{see also|War Domain}}
*[[Divine Strike]] always does the damage type of the weapon in the main hand, even when doing offhand strikes, instead of always doing the type of the weapon associated with the attack roll.
*The level 1 domain feature [[War Priest]] has a number of charges that scales with class level, rather than being tied to the Cleric's Wisdom modifier.
**This feature has three charges initially at class level 1, with a fourth granted at level 5, a fifth at level 8, and a sixth at level 11.
*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.
**This is a possible bug, rather than an intended feature.
*Unlike all the other Cleric subclasses, there are no changes to the domain spells.


== [[Druid]]==
== Druid ==
{{see also|Druid}}
*There is no restriction preventing a druid from wearing metal armor.
*There is no restriction preventing a druid from wearing metal armor.
*There is no time limit on how long a character can be [[Wild Shape|wild shaped]].
*The Druidic language (and languages in general) is not available.
*Moving spells such as [[Moonbeam]] around is treated as the Cast a Spell action, so characters are prevented from doing so while wild shaped.
*[[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|Wild shape]] transformations have modified statblocks from their Monster Manual counterparts, and are limited to the following options:
*[[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.
{| class="wikitable"
**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.
|+Wildshape Options
**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.
**[[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%;"  
|+Wild Shape Forms
|-
! Druid Level !! All Druids !! Additional Moon Druid Forms
|-
| 2 || Badger, Cat, Spider, Wolf || Bear
|-
| 4 || Deep Rothe || Dire Raven
|-
|-
!Druid Level!! All Druids!!Additional Moon Druid Options
| 6 || Panther, Owlbear ||
|-
|-
|2||Badger, Cat, Spider, Wolf||Bear
| 8 || || Sabre-Toothed Tiger
|-
|-
|4|| Deep Rothe|| Dire Raven
| 10 || Dilophosaurus || Air, Earth, Fire and Water Myrmidons
|}
|}


====[[Circle of the Moon]] ====
=== Circle of the Moon ===
*No changes besides those in the above table.
{{see also|Circle of the Moon}}
''No changes besides the aforementioned Wild Shape changes''


==== [[Circle of the Land]]====
=== Circle of the Land ===
*A character is able to select a different terrain at 5th level than the terrain selected at the 3rd level. Example, select arctic spells at 3rd level and forest spells at 5th level.
{{see also|Circle of the Land}}
*[[Natural Recovery]] can be used any time out of combat (rather than only during a short rest) and does not need to be done all at once; it has a number of charges equal to the number of spell slot levels it can restore (half the class level rounded up) and can be used multiple times throughout the day until they are all expended.
*[[Land's Stride: Difficult Terrain|Land's Stride]] does not provide advantage against magical plant spells such as {{SAI|Entangle}}.
*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.
*Circle (always prepared) spells were changed:
*Circle (always prepared) spells were changed:


{| class="wikitable"
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;"
|+Land Druid Additional Spells Prepared
|+Land Druid Circle Spells
|-
|-
!Druid Level!!Arctic!! Coast!! Desert!!Forest!! Grassland!!Mountain!! Swamp!!Underdark
|colspan="2" style="text-align:center;"|'''Druid Level'''||'''Arctic'''||'''Coast'''||'''Desert'''||'''Forest'''||'''Grassland'''||'''Mountain'''||'''Swamp'''||'''Underdark'''
|-
|-
|'''3rd Level'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], (Spider Climb Replaced with [[Hold Person]])||[[Invisibility]], [[Pass Without Trace]]||(Spider Climb replaced with [[Mirror Image]]), [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||(Spider Climb replaced with [[Misty Step]], [[Web]])
|rowspan="2"|'''3rd Level'''||'''Normal'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], Spider Climb||[[Invisibility (spell)|Invisibility]], [[Pass Without Trace]]||Spider Climb, [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||Spider Climb, [[Web]]
|-
|-
| '''5th Level'''||[[Sleet Storm]], (Slow replaced with [[Haste]]) ||Water Breathing and Water Walk replaced with [[Sleet Storm]] and [[Call Lightning]]||(Create Food and Water replaced with [[Hypnotic Pattern]]), [[Protection from Energy]]||[[Call Lightning]], [[Plant Growth]]||[[Daylight]], [[Haste]]||Lightning Bolt and Meld into Stone replaced with [[Call Lightning]] and [[Fly]]|| (Water Walk replaced with [[Vampiric Touch]]), [[Stinking Cloud]]||[[Gaseous Form]], [[Stinking Cloud]]
|'''Changed'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], [[Hold Person]]||[[Invisibility (spell)|Invisibility]], [[Pass Without Trace]]||[[Mirror Image]], [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||[[Misty Step]], [[Web]]
|-
|-
|'''7th Level'''||(Freedom of Movement replaced with
|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]]
[[Conjure Minor Elemental]]),  [[Ice Storm]]
| [[Freedom of Movement]],  (Control Water replaced with [[Confusion]])||[[Blight]], (Hallucinatory Terrian replaced with [[Wall of Fire]]) || Divination, Freedom of Movement replaced with [[Conjure Minor Elemental]],  [[Grasping Vine]]||[[Freedom of Movement]], (Divination replaced with [[Polymorph]]) || [[Stoneskin]], (Stone Shape replaced with  [[Dominate Beast]]) || Freedom of Movement, Locate Creature replaced with  [[Blight]],  [[Grasping Vine]]||[[Greater Invisibility]], (Stone Shape replaced with [[Dominate Beast]])
|-
|-
|'''9th Level'''||[[Cone of Cold]],  (Commune with Nature replaced with [[Contagion]])||[[Conjure Elemental]],  (Scrying replaced with [[Greater Restoration]])|| [[Wall of Stone]],  [[Insect Plague]] ||Commune with Nature, Tree Stride replaced with [[Mass Cure Wounds]],  [[Contagion]]|| (Dream replaced with [[Greater Restoration]]),   [[Insect Plague]]|| [[Wall of Stone]], (Passwall replaced with  [[Conjure Elemental]]) || [[Insect Plague]], (Scrying replaced with [[Cloudkill]])||(Insect Plague replaced with [[Contagion]]),  [[Cloudkill]]
|'''Changed'''||[[Sleet Storm]], [[Haste]] ||[[Sleet Storm]], [[Call Lightning]]||[[Hypnotic Pattern]], [[Protection from Energy]]||[[Call Lightning]], [[Plant Growth]]||[[Daylight]], [[Haste]]||[[Lightning Bolt]], [[Grant Flight]]||[[Vampiric Touch]], [[Stinking Cloud]]||[[Gaseous Form]], [[Stinking Cloud]]
|-
|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
|-
|'''Changed'''||[[Conjure Minor Elemental]],  [[Ice Storm]]||[[Freedom of Movement]], [[Confusion]]||[[Blight]], [[Wall of Fire]]||[[Conjure Minor Elemental]],  [[Grasping Vine]]||[[Freedom of Movement]], [[Polymorph]]||[[Stoneskin]], [[Dominate Beast]]||[[Blight]], [[Grasping Vine]]||[[Greater Invisibility]], [[Dominate Beast]]
|-
|rowspan="2"|'''9th Level'''||'''Normal'''||[[Cone of Cold]], Commune with Nature||[[Conjure Elemental]], Scrying|| [[Wall of Stone]],  [[Insect Plague]] ||Commune with Nature, Tree Stride|| Dream, [[Insect Plague]]|| [[Wall of Stone]], Passwall || [[Insect Plague]], Scrying||Insect Plague, [[Cloudkill]]
|-
|'''Changed'''||[[Cone of Cold]], [[Contagion]]||[[Conjure Elemental]], [[Greater Restoration]]|| [[Wall of Stone]],  [[Insect Plague]] ||[[Mass Cure Wounds]], [[Contagion]]||[[Greater Restoration]], [[Insect Plague]]|| [[Wall of Stone]], [[Conjure Elemental]] || [[Insect Plague]], [[Cloudkill]]||[[Contagion]], [[Cloudkill]]
|}
|}


====[[Circle of the Spores]]====
=== Circle of the Spores ===
*At level 2 the Druid gets [[Bone Chill]] as a bonus Cantrip, which is not in the original rules.
{{see also|Circle of the Spores}}
* [[Symbiotic Entity]] lasts until long rest instead of 10 minutes.
*[[Halo of Spores]] must be activated manually, and can affect a creature within 6 m / 20 ft (rather than 10 ft).
*The level 2 action [[Symbiotic Entity]] lasts until the Druid's long rest instead of 10 minutes.
*The level 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 raised zombies have more than 1 HP.
**Zombies can infect creatures they attack with the [[Crawling Gnaw (Condition)|Crawling Gnaw]] condition, which causes them to become zombies if they die before it wears off.
**The number of Fungal Infestation Charges is 4 instead of the Wisdom Ability Score Modifier.
**Fungal Infestation Charges are {{Recharge|Once per Long Rest}}.
*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]] ==  
== Fighter ==
*''No changes to the base class''
{{see also|Fighter}}


====[[Battle Master]] Archetype====
* Some changes to [[Fighting Style]] options:
*Know Your Enemy feature not implemented
** 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 only [[Battle_Master#Level_3|Battle Master Maneuvers]] implemented into BG3 are disarming attack, menacing attack, pushing attack, rally, riposte, and trip attack.
*** 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 Rally maneuver gives a flat +8 Temporary HP.
** The additional fighting style options from ''Tasha's Cauldron of Everything'' are not available.


====[[Champion]] Archetype ====
=== Battle Master ===
*''No changes.''
{{see also|Battle Master}}
*Changes to [[Manoeuvres]]:
**Attack manoeuvres are chosen at the time the attack is attempted, rather than after seeing that the attack hits. The superiority die is still not expended on a miss.
**[[Commander's Strike]] does not add the superiority die to the ally's attack roll.
**[[Distracting Strike (Melee)|Distracting Strike]] can apply advantage multiple times if the next attack against the target involves multiple simultaneous attack rolls (e.g. {{SAI|Scorching Ray}}).
**[[Evasive Footwork]] imposes disadvantage on melee attacks against the Fighter, rather than rolling the superiority die and adding that to the Fighter's AC. It also does not require the Fighter to actually move.
**[[Feinting Attack]] requires the use of an entire action (rather than just one attack out of an Attack action) in addition to a bonus action.
**Parry and Lunging Attack are not in the game, nor are any of the additional options added in ''Tasha's Cauldron of Everything''.
**[[Rally]] gives a flat +8 Temporary HP, instead of rolling the superiority die and adding the Fighter's Charisma modifier.
**[[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.
*The level 7 feature Know Your Enemy is not present.
**All of the information this feature would grant can be freely obtained by selecting "Examine" on an enemy.


==== [[Eldritch Knight|Eldritch Knight Archetype]] Archetype====
=== Champion ===
*Weapon Bond feature is not implemented.
{{see also|Champion}}


== [[Monk]] ==
* The [[Improved Critical Hit]] feature reduces the critical threshold by 1, rather than fixing it at 19 as in 5e. This allows it to stack with other effects that expand the critical range, such as the [[Spell Sniper]] feat.
*Monks get access to Ki at first level, as opposed to second level, giving Monks earlier access to certain abilities. They still gain one ki point as normal each level after that, meaning Monks have one more Ki point per-level than in 5e.
* The [[Remarkable Athlete: Jump]] feature increases the character's jump distance by a flat 3m / 10 ft, rather than scaling with the Strength modifier.
* Slow Fall grants resistance to falling damage.
*You automatically use Stillness of Mind to end the Charmed or Frightened condition.


====[[Way of the Four Elements]]====
=== Eldritch Knight ===
''TODO an extremely involved subclass''
{{see also|Eldritch Knight}}


====[[Way of the Open Hand]]====
* Changes to [[Weapon Bond]]:
*'''Wholeness of Body''' is acquired at level 6 instead of level 3.
** Bonding a weapon takes only an action rather than 1 hour.
*Open Hand Monks gain 3 new moves: Manifestation of Body, Manifestation of Mind, and Manifestation of Soul.
** Only one weapon can be bound at a time.
*Quivering Palm, a level 3 ability, does not exist. Instead the '''Ki Resonation''' series of abilities are acquired at level 9. These are the same in principle, just much less effective as Quivering Palm which allowed the Monk to expend 3 Ki Points upon a unarmed strike to outright kill a creature on a failed Constitution saving throw, or deal 10d10 Necrotic damage on success (Quivering Palm was limited to once per long rest).
** Only melee weapons can be bound.
** When thrown, a bound weapon returns to the Fighter's hand automatically, rather than requiring the use of a bonus action to summon it back.
* Two new spells are granted at level 7 instead of just one.


====[[Way of Shadow]]====
== Monk ==
*'''Cloak of Shadows''' is acquired at level 5 instead of level 11.
{{see also|Monk}}
*Shadow Monks gain a new move '''Shadow Strike''' at level 11.
*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.
*Monk weapons are now any weapon with which the Monk has [[Proficiency]] and which does not have the [[Two-Handed]] property.
**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.
*[[Martial Arts: Bonus Unarmed Strike]] doesn't become available after an attack made by throwing a weapon. Under 5e rules this should work when throwing a Monk weapon with the Thrown property, such as a dagger or spear.
*[[Flurry of Blows]] does not require taking the Attack action first. (The bonus action unarmed strike granted by the Martial Arts feature still does.)
*Both [[Step of the Wind]] options allow jumping without using a bonus action.
*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.
**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.
*[[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.


==[[Paladin]] ==
=== Way of the Four Elements ===
*A character selects their [[Paladin#Oaths_and_Oathbreaking|Oath]] at first level. They can break their Oath by not following the tenets at which point they will become an [[Oathbreaker]] subclass until they pay a financial tithe to [[Paladin#Restoring_Your_Oath|restore your oath]] if desired.
{{see also|Way of the Four Elements}}
*Channel Divinity changed to Channel Oath, and each subclass gets a new Channel Oath feature at first level. This may have implications on multiclassing with [[Cleric]] (verification needed).
*[[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.
*[[Divine Sense]] is a bonus action and a character has one use per short rest. It grants the character advantage on attack rolls against celestials, fiends, and undead for two rounds.
*Monks start with 3 disciplines at level 3 as opposed to 2.
*[[Lay on Hands]] is changed to:
*Elemental Disciplines can no longer be upcasted using additional ki points.
**A character has 3 charges (this increases to 4 charges at level 4).
**This functionality has been replaced with the new level 9 feature, [[Improved Elemental Casting]], which serves a similar purpose.
**As an action they can spend 1 charge to heal the target by an amount of hitpoints equal to 2 x Paladin level.
*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.
**As an action they can spend 2 charges to heal the target by an amount of hitpoints equal to 4 x Paladin level.
**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.
**As an action they can spend 2 charges to cure any diseases or poisons affecting the target.
*Changes to specific Elemental Disciplines:
**[[Blade of Rime]] is a new discipline that casts [[Ice Knife]].
**[[Chill of the Mountain]] is a new discipline that casts [[Ray of Frost]], but deals 1d10 damage instead of 1d8.
**Elemental Attunement is not available.
**[[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.
**[[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.
**[[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.


====[[Oath of the Ancients]]====
=== Way of the Open Hand ===
*At level 1 gain Channel Oath ability [[Healing Radiance]], which is a bonus action to use. When used it heals allies within 10 ft by an amount of hitpoints equal to their paladin level + proficiency bonus + Charisma mod.
{{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.
*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.
*[[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.
**This is similar to the level 17 feature Quivering Palm from 5e, though it deals less damage and does not immediately kill the resonating target if it fails a Constitution save.


====[[Oath of Devotion]] ====
=== Way of Shadow ===
*At level 1 gain Channel Oath ability [[Holy Rebuke]], which is an action to use on an ally within 60 ft. Enemies who hit this ally with melee attacks for the next two rounds receive 1d4 radiant damage.
{{see also|Way of Shadow}}
*Oath spell Zone of Truth is replaced with [[Silence]].
*Changes to Shadow Arts:
**[[Shadow Arts: Hide]] is a new option allowing the Monk to hide as a bonus action.
**[[Shadow Arts: Pass Without Trace]] lasts until the next long rest rather than 1 hour.
**[[Shadow Arts: 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.
**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 extra psychic damage and prevents the target from making opportunity attacks that turn. This costs 3 Ki points.


====[[Oathbreaker]]====
== Paladin ==
*Subclass is only available by [[Paladin#Becoming_an_Oathbreaker|breaking your oath]].
{{see also|Paladin}}
*At level 1 gain Channel Oath ability [[Spiteful Suffering]], which is an action to use on an enemy within 10 ft. If they fail a Cha save then they take 1d4 + Charisma modifier necrotic damage each turn for 3 turns, and attacks against the creature have advantage for this duration.
*Characters select their [[Paladin#Oaths_and_Oathbreaking|Oath]] at first level rather than third.
*[[Control Undead|Control undead]] range is reduced to 20 ft, and the effect is limited by the target's "level" rather than challenge rating.
**[[Channel Oath]] is granted at level 1, and each subclass has a new level 1 option for it (see below). The existing 5e options for it are added at level 3.
**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.
**Character can pay financial tithe to [[Paladin#Restoring_Your_Oath|restore their oath]] if desired.
**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.
**This has implications on multiclassing with [[Cleric]] as the resources are now 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 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 + 1 times per Long Rest.
*Changes to [[Lay on Hands]]:
**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:
***[[Lay on Hands: Lesser Healing]] costs 1 charge and restores hit points equal to twice the Paladin's class level.
***[[Lay on Hands: Greater Healing]] costs 2 charges and restores hit points equal to four times the Paladin's class level.
***[[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.
**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.
*[[Aura of Protection]], [[Aura of Courage]], and subclass-specific aura abilities can be turned on or off as a free action.


==== [[Oath of Vengeance]]====
=== Oath of the Ancients ===
*[[Relentless Avenger]] gives a movement amount of 4.5m rather than half the character's movement speed.
{{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 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).


==[[Ranger]]==
=== Oath of Devotion ===
*The Player Handbook Version of the Ranger is used, with substantial changes.
{{see also|Oath of Devotion}}
* Favored Enemy is replaced by a choice of one of the following:
*The level 1 Channel Oath ability [[Holy Rebuke]], which causes anyone hitting the Paladin with a melee attack to take radiant damage, is new.
*The Channel Oath ability [[Turn the Unholy]] actually does work the same as in 5e (targeting fiends and undead) though it is labeled incorrectly in the interface as targeting fiends and ''fey''.
**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 Dispel Magic, granted at level 9, is replaced with [[Remove Curse]].


{| class="wikitable"
=== Oathbreaker ===
!Archetypes
{{see also|Oathbreaker}}
! style="width: 450px;" |Description
*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.
! style="text-align: top;" |Grants
*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.
|-
*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.
|'''Bounty Hunter'''||Gain [[Proficiency]] in [[Investigation]]. Creatures you hit with [[Ensnaring Strike (Ranged)|Ensnaring Strike]] (either ranged or melee) have [[Disadvantage]] on their [[Saving Throw]].||
 
*[[Investigation]] Proficiency
=== Oath of Vengeance ===
|-
{{see also|Oath of Vengeance}}
|'''Keeper of the Veil'''|| You specialise in hunting creatures from other planes of existence. You gain [[Proficiency]] in [[Arcana]] and can grant protection against aberrations, celestials, elementals, fey, fiends, and undead.||
*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.
*[[Arcana]] Proficiency
*[[Relentless Avenger]] gives a flat movement increase of 4.5 m / 15 ft, rather than half the character's movement speed.
*[[File:Protection From Evil And Good.png|middle|frameless|upright=0.1|link=Protection from Evil and Good]] [[Protection from Evil and Good]]
 
|-
== Ranger ==
|'''Mage Breaker'''||You have a history of battling spellcasters. Gain [[Proficiency]] with [[Arcana]] and the True Strike [[Spells#Cantrips|Cantrip]], which gives you {{Advantage}} on [[Attack Rolls]] against a creature. [[Wisdom]] is your Spellcasting Ability for this spell.||
{{see also|Ranger}}
*[[Arcana]] Proficiency
*[[Favoured Enemy]] is a set of unique passive features rather than Wisdom Saving Throw {{Advantage}} against and language learning of the enemy:
* Cantrip: [[File:True Strike Icon.png|frameless|upright=0.1|link=True Strike]] [[True Strike]]
 
|-
{{:Favoured Enemy|1=1}}
|'''Ranger Knight'''||You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain [[Proficiency]] with [[History]] and [[Proficiency]] with [[Armour#Heavy Armour|Heavy Armour]]. ||
*{{HeavyArmour}} Proficiency
*[[History]] Proficiency
|-
|'''Sanctified Stalker'''|| You swore to hunt the enemies of a holy or druidic order. Gain [[Proficiency]] with [[Religion]] and the Sacred Flame [[Spells#Cantrips|Cantrip]], which deals {{DamageText|1d8|Radiant}} damage. [[Wisdom]] is your Spellcasting Ability for the Cantrip.||
*[[Religion]] Proficiency
*Cantrip: [[File:Sacred Flame Icon.png|middle|frameless|upright=0.1|link=Sacred Flame]] [[Sacred Flame]]
|}


*Natural Explorer is replaced by a choice of one of the following:
*[[Natural Explorer]] is a set of unique passive features rather than uninhibited terrain movement and Intelligence/Wisdom proficiency check doubling:


{| class="wikitable"
{{:Natural Explorer|1=1}}
!Archetypes
! style="width: 450px;" |Description
! style="text-align: top;" |Grants
|-
|'''Beast Tamer'''||You have cultivated a strong bond with animals. You can cast Find Familiar as a ritual.||
*Cast [[File: Find Familiar Icon.png|frameless|upright=0.1|link=]] [[Find Familiar]] at will
|-
|'''Urban Tracker'''||An expert at navigating the wild within the city, you gain [[Sleight of Hand]] [[Proficiency]].||
*[[Sleight of Hand]] Proficiency
|-
|'''Wasteland Wanderer: Cold'''||You have spent endless days surviving desolate tundras. Gain resistance to Cold damage, taking only half damage from it.||
* [[Damage Types|Cold Resistance]]
|-
|'''Wasteland Wanderer: Fire'''||You have spent endless days surviving forbidding deserts. Gain resistance to Fire, taking only half damage from it.||
*[[Damage Types|Fire Resistance]]
|-
|'''Wasteland Wanderer: Poison'''|| You have spent endless days surviving fetid swamps. Gain resistance to Poison, taking only half damage from it.||
*[[Damage Types|Poison Resistance]]
|}


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


====[[Hunter]] Archetype====
=== Hunter ===
*Hunters get both [[Volley]] and [[Whirlwind Attack]] rather than having choose one or the other.
{{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.
**Both options are implemented as an AoE attack rather than picking specific targets, and will damage friendly NPCs (though not companions).


====[[Beast Master]] Archetype====
=== Beast Master ===
* The [[Summon Companion|animal companions]] able to be summoned are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider. These creatures have their own statblocks which differs from their Monster Manual counterpart.
{{see also|Beast Master}}
*The animal companion acts on its own initiative and does not require an action to command.
*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 can be swapped out or resummoned once per short rest.
**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 animal companion add the proficiency bonus to attack rolls, damage rolls, saving throws and Armour Class at 5th level and not at 3rd level.
***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.
*At 5th level, 8th level and 11th level the animal companion gains additional hitpoints.
**The companion can be swapped out or resummoned once per short rest. This takes only an action to perform and summons a new companion out of nothing, rather than needing to spend 8 hours bonding with an existing animal.
*At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores.
**The companion adds the Ranger's proficiency bonus to its attack rolls, damage rolls, Saving Throws, and Armor Class starting at 5th level rather than 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 and 11th level the animal companion gains additional abilities specific to each companion type, and increases to some of its ability scores.


====[[Gloom Stalker]] Archetype ====
=== Gloom Stalker ===
*The '''Dread Ambusher''' initiative bonus is +3 rather than the Wisdom Ability Score Modifier.
{{see also|Gloom Stalker}}
*For '''Umbral Sight''', rather than getting normal [[Darkvision]], [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases.
*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.
*Gloom Stalkers get the bonus Cantrip [[Disguise Self]].
*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.
*Gloom Stalkers get the always prepared spell [[Misty Step]] at level 5.
*[[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.
*The level 7 feature '''Iron Mind''' gives Proficiency in Wisdom and Intelligence Saving Throws rather than just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.
*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 [[Fear]] at level 9.
**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.
**As opposed to just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.


==[[Rogue]]==
== Rogue ==
*Thieves' tools proficiency is not implemented ([[Sleight of Hand]] is used instead for relevant checks), and therefore not granted at first level.
{{see also|Rogue}}
*Thieves' Cant implemented as optional dialogue options.
*Thieves' tools proficiency is not in the game; instead, [[Sleight of Hand]] is used for relevant checks.
*As of Early Access Patch 9, [[Sneak Attack (Melee)|sneak attack]] only applies the additional damage if the character specifically takes the action titled "Sneak Attack" ([[Sneak Attack (Ranged)|ranged]] or [[Sneak Attack (Melee)|melee]] option). This means it cannot apply to bonus action offhand attacks for example. There are indications that Sneak Attack will be passively applied as per D&D 5e on launch (verification required).
**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 damage is limited to 5d6 (reached at level 9), you do not get an addition die damage at level 11.
*Changes to [[Sneak Attack (Melee)|Sneak Attack]]:
**Two special actions are provided, [[Sneak Attack (Ranged)]] and [[Sneak Attack (Melee)]], which can only be used in situations where Sneak Attack damage can be applied.  
***It is not necessary to actually use these actions to apply Sneak Attack damage, but they help identify which targets are eligible for it. When using other actions to attack, there is no feedback that Sneak Attack damage has been dealt, but it does appear in the Combat Log as a separate, unnamed damage roll after the normal weapon damage roll.
***In some circumstances these special actions are disabled even if a target is actually eligible for Sneak Attack. This occurs when there is an ally adjacent to the target and the attack has ''both'' {{Disadvantage}} and {{Advantage}} (e.g. if both the attacker and the target are {{Condition inline|Blinded}}). In this situation, the advantage and disadvantage cancel each other out, which should make the target eligible for Sneak Attack due to the adjacent ally, but the special actions are disabled with the message "Can't have Disadvantage against target". However, using the ''normal'' melee or ranged attack action will still apply Sneak Attack damage, which can be seen in the Combat Log.
**Although described as a once-per-turn ability, Sneak Attack is actually implemented as a once-per-''round'' ability; once Sneak Attack damage is dealt, it is not available again until the next combat round. In tabletop D&D it is possible to activate Sneak Attack a second time in a round as long as it is on someone else's turn (usually via an Opportunity Attack).
**When using two-weapon fighting, Sneak Attack damage is not applied to attacks with a second weapon made using the [[Off-Hand Attack (Melee)]] or [[Off-Hand Attack (Ranged)]] actions. Tabletop D&D allows Sneak Attack damage to be applied to an off-hand weapon attack if it wasn't already applied to a main-hand attack on the same turn (usually if the main-hand attack missed).
*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]] Archetype====
=== Arcane Trickster ===
*Mage Hand Legerdemain is listed as a feature, but does not do anything as of Early Access Patch 9.
{{see also|Arcane Trickster}}
*Arcane Tricksters get two additional 1st-level spell slots at level 10, for a total of 6, instead of capping out at 4 as in 5e.
**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). It also extends the spell's duration such that it lasts until the caster takes a long rest.
**The extended duration makes this spell a lot more useful as its BG3 version has the unusual limitation of only being castable once per short rest.


====[[Thief]] Archetype====
=== Thief ===
*Fast hands changed to grant an additional bonus action each round.
{{see also|Thief}}
*Second story work grants resistance to falling damage instead of climb speed.
*[[Fast Hands]] changed to grant an additional bonus action each round, instead of allowing [[Sleight of Hand]] checks, Thieves' Tools checks, or Use an Object actions as bonus actions.
**This enables a character to make two off-hand attacks in a turn when holding a light melee weapon in each hand, allowing a Thief Rogue to make three attacks in a turn two levels earlier than martial characters with Extra Attack.
*[[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.
**This is equivalent to the casting the spell [[Invisibility (spell)|Invisibility]] on oneself, with the same duration and triggers for ending early.


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


==[[Sorcerer]]==
== Sorcerer ==
*Able to select two metamagic options from [[Metamagic: Careful Spell|careful spell]], [[Metamagic: Distant Spell|distant spell]], [[Metamagic: Extended Spell|extended spell]], or [[Metamagic: Twinned Spell|twinned spell]] at 2nd level. At 3rd level sorcerers are able to select an additional metamagic option from the above list as well as the [[Metamagic: Heightened Spell|heightened spell]], [[Metamagic: Quickened Spell|quickened spell]], or [[Metamagic: Subtle Spell|subtle spell]] options. Overall this means that a sorcerer will have more metamagic options available at 3rd level, but are limited in which of the third level options they can select.
{{see also|Sorcerer}}
**[[Metamagic: Careful Spell|Careful spell]] affects all allies in the area, not just an amount of creatures equal to the caster's Charisma modifier.
*The number of sorcery points listed for a given Sorcerer level is just the number that the pool is reset to when taking a long rest; it is not a limit on the total number a Sorcerer can have at a time. In particular, converting spell slots to sorcery points can cause the pool to increase beyond this number, which is not allowed in 5e.
**[[Metamagic: Distant Spell|Distant spell]] increases spells with a 5 ft range to 10 ft. All other ranged spells have their range increased by only 50%.
**This can be abused in conjunction with effects that restore spell slots without resting (e.g. [[Potion of Angelic Reprieve]]) to gain a theoretically unbounded number of sorcery points, though the excess will be lost when taking a long rest.
** [[Metamagic: Heightened Spell|Heightened spell]] gives disadvanatage to the saving throw of all creatures affected by the spell.
*Changes to [[Metamagic]] options:
**[[Metamagic: Quickened Spell|Quickened spell]] costs 3 sorcery points instead of 2.
**[[Metamagic: Careful Spell]] affects all nearby allies, rather than being limited by the caster's Charisma modifier.
**[[Metamagic: Subtle Spell|Subtle spell]] allows a character to cast the spell while silenced (note: Verbal, Somatic, and Material components are ignored in Baldur's Gate 3, and being [[Silenced (Condition)|silenced]] prevents all casting).
**[[Metamagic: Heightened Spell]] is not available until level 3, but it affects all targets of the spell rather than just one.
*Empowered Spell metamagic is not implemented.
**[[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]].
**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]]).
*Each subclass's last feature is granted at level 11 rather than level 14 (which is not attainable in this game) though there are significant changes to some of them, as detailed below.
*Adding a Sorcerer level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e.


====[[Draconic Bloodline]] Origin====
=== Draconic Bloodline ===
*Characters do not double their proficiency bonus on Charisma checks when interacting with dragons, however note that the subclass will give characters additional dragon themed dialogue options.
{{see also|Draconic Bloodline}}
*Characters learn an additional spell at first level depending on their ancestry as follows:
*Characters do not double their proficiency bonus on Charisma checks when interacting with dragons.
**However, the subclass gives characters additional dragon-themed dialogue options.
*Characters learn an additional spell at level 1 based on their chosen ancestry:


{| class="wikitable"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 70%;"
|+Draconic Ancestry Additional Spells
|-
! Draconic Ancestry
! Draconic Ancestry
! style="width: 420px; text-align: top;" |Grants
! style="width: 420px; text-align: top;" |Grants
Line 326: Line 521:
|}
|}


====[[Wild Magic]] Origin====
* The 14th-level "Dragon Wings" feature is granted at level 11 instead, and is simply the addition of the {{SAI|Fly (class action)|Fly}} bonus action.
*Wild magic surges have a chance to trigger after any spell of first level or higher the character casts (verification needed on spells gained from multiclassing). The odds of surges occurring are not yet known.
 
*Tides of Chaos increases the chance of surges triggering, but the increased odds are unknown. Tides of Chaos recharges on a Short or Long rest, but does not refresh when a wild magic surge triggers.
=== Wild Magic Sorcerer ===
{{see also|Wild Magic (Sorcerer subclass)|custom=Wild Magic Sorcerer}}
*[[Wild Magic (passive feature)|Wild Magic]] surges have a 5% chance to trigger after any spell of first level or higher the character casts.
*[[Tides of Chaos]] increases the chance of surges triggering from 5% to 50%.
**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.
**This is completely different from the 5e feature, which grants some control over one's own Wild Magic surge by allowing the Sorcerer to roll twice on the table and choose which one to trigger.
*The Wild Magic Surge table has changed to the following:
*The Wild Magic Surge table has changed to the following:
{{:Wild Magic table (Sorcerer)|1=1}}


*[[File:Wild Magic Blur Icon.png|frameless|upright=0.1]] [[Wild Magic: Blur]]
=== Storm Sorcery ===
*[[File:Wild Magic Enchant Weapons Icon.png|frameless|upright=0.1]] [[Wild Magic: Enchant Weapons]]
{{see also|Storm Sorcery}}
*[[File:Wild Magic Explosive Healing Icon.png|frameless|upright=0.1]] [[Wild Magic: Explosive Healing]]
*[[Tempestuous Magic]]'s fly speed is 30 feet instead of 10.
*[[File:Wild Magic Fog Icon.png|frameless|upright=0.1]] [[Wild Magic: Fog]]
*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.
*[[File:Wild Magic Summon Mephit Icon.png|frameless|upright=0.1]] [[Wild Magic: Summon Mephit]]
**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.
* [[File:Wild Magic Swap Icon.png|frameless|upright=0.1]] [[Wild Magic: Swap]]
*The area affected by [[Heart of the Storm]]'s extra damage is expanded to a 20 foot radius (from 10 feet in 5e).
*[[File:Wild Magic Teleport Icon.png|frameless|upright=0.1]] [[Wild Magic: Teleport]]
*[[Storm's Fury]] is granted at 11th level instead of 14th, and deals thunder damage instead of lightning damage.
*Wild Magic: Turn Magic - At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects).
* Wild Magic: Burning - Each creature and item within 6m / 20ft of the caster starts Burning and takes {{DamageText|1d6|Fire}} damage per turn for 5 turns.
**This is more potent than other sources of [[Conditions#Burning|Burning]], lasting longer and dealing 1d6 damage instead of 1d4.
*Wild Magic: Sorcery Points - Until the end of your next turn, each spell you cast restores [[Sorcerer#Level 2|Sorcery Points]] equal to its [[Spells#Spell Slots|Spell Slot]] level.
*Wild Magic: Water - Spawn a water puddle around caster.


====[[Storm Sorcery]] Origin====
== Warlock ==
*Tempestuous Magic fly speed is 30 feet instead of 10.
{{see also|Warlock}}
*Storm Spells is new.
*It is not possible to swap out a known [[Eldritch Invocation]] for another one when gaining a Warlock level. The only way to change selected invocations is to have [[Withers]] respec the character.
*Changes to [[Pact Boon]]:
**[[Pact of the Chain]] is limited to the [[Find_Familiar#Imp_Familiar|Imp]] and [[Find_Familiar#Quasit_Familiar|Quasit]] options along with those offered by the normal {{SAI|Find Familiar}} spell. Pseudodragons and sprites are not available.
***The Quasit's [[scare]] ability is recharged on a Short Rest rather than a Long Rest.
***The Imp's [[Sting]] ability deals 1d6 poison damage on a failed save and none on success, rather than 3d6 on failure and half that on success.
**[[Pact of the Blade (Passive Feature)|Pact of the Blade]] and [[Bind Pact Weapon]] are both immediate rather than taking 1 hour.
***[[Bind Pact Weapon]] can be used on non-magical weapons, which makes them magical for damage resistance purposes, as well as magical ones.
***Pact weapons use the wielder's Spellcasting [[Ability Modifier]] (instead of [[Strength]] or [[Dexterity]]) for attack and damage rolls. The save DC for weapon actions is still calculated using Strength or Dexterity.
***Conjured Pact Weapons are limited to battleaxes, glaives, greatswords, rapiers, tridents, and warhammers. 5e allows the choice of any melee weapon, though mechanically speaking most others are essentially inferior versions of one of these.
**[[Pact of the Tome]] only grants the cantrips [[Guidance]], [[Vicious Mockery]], and [[Thorn Whip]] rather than any 3 Cantrips from all classes.
*Changes to [[Eldritch Invocation|Eldritch Invocations]]:
**[[Agonising Blast]] does not add the caster's Charisma modifier to the damage roll if the modifier is negative.
**[[Book of Ancient Secrets]] is not available until level 7, and 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.
**The range of [[Devil's Sight]] is reduced to 80 feet instead of 120, in line with the [[Superior Darkvision]] range reduction.
**[[Dreadful Word]], [[Mire the Mind]], [[Sculptor of Flesh]] and [[Sign of Ill Omen]] do not limit a character to one use per long rest.
**[[Lifedrinker]] does not require having taken Pact of the Blade.
**[[Repelling Blast]] pushes the target back 15 ft instead of 10 ft.
**Various 5e invocation options are not available, including all of the level 15 options, those specific to Pact of the Chain, those that involve casting a spell that doesn't exist in this game, and any added in ''Xanathar's Guide to Everything'' and ''Tasha's Cauldron of Everything''.
*[[Deepened Pact]] is a new level 5 feature that improves the benefits of the chosen Pact Boon option without using an invocation. The Blade and Chain options grant an extra attack with the Attack action for the warlock or their familiar respectively. The Tome option allows casting [[Animate Dead]], [[Haste]], and [[Call Lightning]] once each per long rest.
**This is likely meant to take the place of the missing Pact Boon-specific invocations.


==[[Warlock]]==
=== Archfey ===
*Pact of the Chain is limited to the [[Find_Familiar#Imp_Familiar|imp]] and [[Find_Familiar#Quasit_Familiar|quasit]] options. The quasit's [[Scare|scare]] ability comes back on a short rest rather than once a day.
{{see also|Archfey}}
* Pact of the Blade is not in Early Access, but will be available at release. It will allow characters to use their spellcasting ability modifier for attack and damage rolls in place of Strength or Dexterity. It is uncertain if this will also grant a character proficiency with their pact weapon automatically (verification required).
*[[Misty Escape]] lets the Warlock cast [[Misty Step]] on their next turn rather than immediately, and the invisibility lasts one turn.
*Pact of the Tome is not in Early Access, but will be available at release. It is possible this feature may only grant the [[Guidance]], [[Vicious Mockery]], and [[Thorn Whip]] cantrips (verification required).
*[[Beguiling Defenses]] just makes the Warlock immune to the [[Charmed (Condition)|Charmed]] condition; it does not also allow the [[Warlock]] to turn the charm back on the attacker.
*The following Eldritch Invocations are available (expected to greatly expand at launch):
**Devil's Sight range is reduced to 80 feet in line with [[Superior Darkvision]] range reduction. As of Early Access Patch 9 this interacts properly with magical darkness for melee attacks, but not for ranged attacks (possible bug).
**One with Shadows will end if the character casts a spell (technically in tabletop it wouldn't end if you cast a bonus action spell) or take damage.
** Repelling blast pushes the target back 15 ft instead of 10 ft.
** Sign of Ill Omen does not limit a character to one cast of [[Bestow Curse]] per long rest.


=== The Great Old One ===
{{see also|The Great Old One}}
*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.
*The expanded spell list has [[Bestow Curse]] and [[Slow]] as 3rd level spells, replacing Clairvoyance and Sending.
*The level 10 feature Thought Shield does not provide immunity to having one's thoughts read, which would really throw some wrenches into the plot of this game.


{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
=== Fiend ===
!Invocation
{{see also|The Fiend}}
! style="width: 50px;" |Level
*[[Dark One's Own Luck]] can only be used for Ability Checks, not [[Saving Throw]]s.
! style="width: 450px;" |Description
*The expanded spell list has [[Cone of Cold]] as a 5th level spell, replacing Hallow.
! style="text-align: top; width: 350px;" |Grants
*[[Fiendish Resilience]] is not ignored by magic weapons.
|-
|'''Agonising Blast'''|| style="text-align:center;" |2+||When you cast [[Eldritch Blast]], add your [[Charisma#Charisma Modifier Chart|Charisma Modifier]] to the damage it deals, unless it is negative.||
*[[File:Agonizing Blast Icon.png|frameless|upright=0.1]] Add your {{C|[[Charisma]]}} modifier to the damage of each beam of Eldritch Blast ''(Passive Feature)''
|-
|'''Armour of Shadows'''|| style="text-align:center;" |2+|| You can cast '''Mage Armour''' on yourself at will, without expending a [[Spells#Spell Slots|Spell Slot]]. Mage Armour increases your [[Armour Class]] when you are not wearing armour.||
*Cast [[File:Mage Armour Icon.png|frameless|upright=0.1|link=Mage Armour]] [[Mage Armour]] at will
|-
|'''Beast Speech'''|| style="text-align:center;" |2+||You can cast '''Speak with Animals''' on yourself at will, without expending a [[Spells#Spell Slots|Spell Slot]].||
*Cast [[File:Speak With Animals.png|frameless|upright=0.1|link=Speak With Animals]] [[Speak with Animals]] at will
|-
| '''Beguiling Influence'''|| style="text-align:center;" |2+||You invoke your patron's bewitching charm. You gain [[Proficiency]] in the [[Deception]] and [[Persuasion]].||
*[[Deception]] Proficiency
*[[Persuasion]] Proficiency
|-
|'''Devil's Sight'''|| style="text-align:center;" |2+||You can see normally in darkness, both magical and non-magical, to a distance of {{C|24m / 80ft}}.||
*[[File:Devils Sight Icon.png|frameless|upright=0.1]] Superior Darkvision, including magical darkness ''(Passive Feature)''
|-
|'''Fiendish Vigour'''|| style="text-align:center;" |2+||You can cast '''False Life''' on yourself at will as a 1st-level spell, without expending a [[Spells#Spell Slots|Spell Slot]]. False Life grants you {{C|7 [[Hit Points#Temporary Hit Points|Temporary Hit Points]]}}.||
*Cast [[File:False Life Icon.png|frameless|upright=0.1|link=False Life]] [[False Life]] at will
|-
| '''Mask of Many Faces'''|| style="text-align:center;" |2+||You can cast '''Disguise Self''' on yourself at will, without expending a [[Spells#Spell Slots|Spell Slot]].||
*Cast [[File:Disguise Self Icon.png|frameless|upright=0.1|link=Disguise Self]] [[Disguise Self]] at will
|-
|'''Repelling Blast'''|| style="text-align:center;" |2+||When you hit a creature with Eldritch Blast, you can push the creature up to {{C|4.5m / 15ft}} away from you.||
*[[File:Repelling Blast Icon.png|frameless|upright=0.1]] Push target creature(s) up to {{C|4.5m / 15ft}} away with Eldritch Blast ''(Passive Feature)''
|-
| '''Thief of Five Fates'''|| style="text-align:center;" |2+||You can cast Bane using a [[Warlock#Level 1|Warlock Spell Slot]] once a long rest. Bane targets up to 3 creatures (+1 creature per spell slot level above 1st). They receive a {{C|1d4}} penalty to [[Attack Rolls]] and [[Saving Throws]]. ||
*Cast [[File:Bane Icon.png|frameless|upright=0.1|link=Bane]] [[Bane]] as a Warlock Spell ''(maximum once per [[Long Rest]])''
|-
| '''One with Shadows'''|| style="text-align:center;" |5+||When you are in an area of dim light or darkness, you can use your action to become invisible. Invisibility ends early if you ''move'', attack, cast another spell, take an action, or take damage.||
* Cast '''One with Shadows''' at will to become invisible (in dim light or darkness)
|-
|'''Sign of Ill Omen'''|| style="text-align:center;" | 5+||You learn how to cast [[Bestow Curse]].||
*Cast [[File:Bestow Curse (Ability) Icon.png|frameless|upright=0.1|link=Bestow Curse (Ability)]] [[Bestow Curse]] as a Warlock Spell
|}


====[[The Archfey]] Patron====
== Wizard ==
* [[Misty Escape]] lets the Warlock cast [[Misty Step]] on its next turn rather than immediately, and the invisibility turn is noted as one turn.
{{see also|Wizard}}
* [[Beguiling Defenses]] just makes the Warlock immune charm, it does not also allow the [[Warlock]] to turn the charm back on the attacker.
*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.
*There are several changes to the process of copying spells from scrolls into one's spellbook:
**It is instantaneous, rather than taking 2 hours per spell level. The gold cost remains, and is halved as normal for spells from the chosen subclass school.
**No [[Arcana]] is required to successfully copy a scroll.
**It is not limited to Wizard spells, in keeping with the general ability for anyone to use any spell scroll regardless of class. This allows Wizards the opportunity to learn many spells they would not otherwise have access to.
**Cantrips can be copied, with the same gold cost as a level 1 spell. These show up as spells that can be prepared in the Level Up interface, but are listed as regular cantrips in the Spellbook interface.
**A Wizard can copy spells of any level they have spell slots for, even if they obtained the spell slots by multiclassing. For instance, a character with four levels in Cleric and one in Wizard could copy 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.
*Adding a Wizard level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e.


====[[The Great Old One]] Patron====
=== Abjuration ===
*Awakened Mind is replaced by [[The Great Old One#Level_One|Mortal Reminder]] This feature makes it so that when the character lands a critical hit, the target and nearby creatures (range not specified) are [[Frightened (Condition)|frightened]] until the end of their next turn. There is no save to resist the [[Frightened (Condition)|frightened]] effect.
{{see also|Abjuration School}}
*The 5th level expanded spell options are not implemented (likely to change at launch, verification required).


==== [[The Fiend]] Patron ====
* [[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.
* No changes
** [[Projected Ward]] has analogous changes.
* [[Improved Abjuration]] grants additional charges to Arcane Ward equal to the Wizard's class level on each short rest, instead of improving ability checks related to abjuration spells.


==[[Wizard]]==
=== Conjuration ===
*The wizard has the spellbook feature, but does not have a physical spellbook which can be stolen or damaged.
{{see also|Conjuration School}}


==== [[Abjuration School]]====
* [[Minor Conjuration: Create Water|Minor Conjuration]] grants the ability to cast [[Create Water]] without using a spell slot once per short rest, instead of creating inanimate objects out of nothing.
*Arcane ward is considered temporary hitpoints, and does not stack with other sources of temporary hitpoints. It also does not get your Intelligence Ability Score Modifier.


====[[Conjuration School]]====
=== Divination ===
''No Changes''
{{see also|Divination School}}
*[[Divination Savant]] is technically unchanged, but it should be noted that there are ''very'' few Divination spells in ''Baldur's Gate 3'' to use with it, and none above level 2. This is likely because many of the Divination spells in tabletop D&D require complex open-ended interactions between a player and the dungeon master, making them difficult to implement in a video game without a live DM.
*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.
**As part of this feature, taking a Short Rest applies a randomly selected [[Prophecy]] condition for each expended Portent die. Completing the task associated with the prophecy causes the expended die to be restored. Most involve casting spells of specific schools or dealing damage of specific types.
**This change is likely meant to help compensate for the lack of higher-level Divination spells in the game, without which the original 5e feature would've been nearly useless.
*Changes to Third Eye:
**[[Third Eye: Darkvision]] grants Darkvision with a range of 24 m / 80 ft instead of 60 ft.
**[[Third Eye: See Invisibility]] has a range of 9 m / 30 ft instead of 10 ft.
**Both effects last until the next long rest, rather than the next short or long rest.
**Ethereal Sight and Greater Comprehension are not available.


====[[Divination School]]====
=== Enchantment ===
*Expert Divination is an extra portent die rather than regaining an extended spell slot when casting a divination spell of 2nd level or higher.
{{see also|Enchantment School}}


====[[Enchantment School]]====
* [[Hypnotic Gaze]] can only be used once per long rest.
''No Changes''
* [[Instinctive Charm]] actually applies the [[Charmed (Condition)|Charmed]] condition to the target, which it doesn't in 5e.


====[[Evocation School]]====
=== Evocation ===
*Sculpt spell feature affects all allies in the area, and is not limited by the spell's level.
{{see also|Evocation School}}
*[[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.  


====[[Illusion School]]====
=== Illusion ===
*Malleable Illusions is changed to See Invisibility. Malleable Illusions let the Wizard change the nature of its illusions (sic and vague).
{{see also|Illusion School}}
*[[Improved Minor Illusion]] allows [[Minor Illusion]] to be cast as a bonus action. It can be cast while [[Silenced (Condition)|Silenced]] and does not reveal the caster's position.
*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 School]]====
=== Necromancy ===
{{see also|Necromancy School}}
''No Changes''
''No Changes''


====[[Transmutation School]]====
=== Transmutation ===
*Minor Alchemy changed to Experimental Alchemy. Minor Alchemy let the Wizard alter the physical properties of one nonmagical object.
{{see also|Transmutation School}}
*Shapechanger lets the Wizard change into a Blue Jay rather than being able to cast Polymorph once per short rest.
*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.
*[[Shapechanger]] lets the Wizard change into one specific animal form (a Blue Jay) at will, rather than being able to cast [[Polymorph]] once per short rest.


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


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

Latest revision as of 04:07, 4 December 2024

This page describes any changes that have been made to classes in Baldur's Gate 3 (BG3), from their original specifications in Dungeons and Dragons 5th Edition (D&D 5e 2014). 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 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.

Artificer[edit | edit source]

  • The Artificer class is not available.

Barbarian[edit | edit source]

See also: Barbarian
  • 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.
    • Advantage Icon.png Advantage is applied to all attack rolls once used, not just melee.
    • It is not limited by the attack's ability modifier.
  • Feral Instinct gives a fixed +3 bonus to Initiative, instead of advantage.
  • Relentless Rage does not require a saving throw, but can only be used once per short rest.

Wildheart (Path of the Totem Warrior)[edit | edit source]

See also: Wildheart
  • 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.
    • 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 3 feature Totem Spirit was renamed Bestial Heart and has the following changes:
    • Each option provides a new unique class action.
    • 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).
    • All Bestial Heart benefits still apply while raging in heavy armor.
  • 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.
    • Chimpanzee is a new option that provides resistance to fall damage and the ability to blind enemies by throwing camp supplies at them.
    • 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).
    • 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 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, 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).

Berserker (Path of the Berserker)[edit | edit source]

See also: Berserker
  • Frenzied Strike applies a cumulative -1 attack roll debuff until the rage ends instead of causing the character to gain a level of exhaustion.
  • While in Frenzy, a character may use Enraged Throw as a bonus action to throw a creature or object at a target.
  • The level 6 feature Mindless Rage prevents Rage from being ended by Calm Emotions Calm Emotions being cast on the Barbarian, in addition to its other effects.
  • 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)[edit | edit source]

  • 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.
  • The Rage: Wild Magic table has some minor changes:
    • The Teleport option has a range of 18 m / 60 ft instead of 30 ft.
    • 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.
    • Difficult terrain created by Vine Growth option affects everyone other than the Barbarian, instead of just enemies.
    • The Dark Tendrils option affects everyone in range other than the Barbarian, instead of just enemies.
  • Bolstering Magic works somewhat differently; instead of being able to use it a number of times equal to the Barbarian's Wisdom modifier and choosing the effect each time, each effect is a separate option that can be used once per long rest.
    • The option that improves attack rolls and ability checks grants a bonus of +1d4 instead of +1d3.
    • There are separate options for recovering spell slots of levels 1, 2, and 3 (instead of rolling 1d3 to determine the slot level recovered). The option to recover a level 3 spell slot is granted at class level 9.

Bard[edit | edit source]

See also: Bard
  • Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
  • Bardic Inspiration has a number of charges that scales with class level, rather than being tied to the Bard's Charisma modifier.
    • This feature has three charges initially at class level 1, with a fourth granted at level 5 and a fifth at level 8.
  • Song of Rest is a once per long rest ability that allows the party to take an additional short rest, and it does not get any upgrades.
  • 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.)
  • Magical Secrets is restricted to a limited list of additional spells, instead of allowing the Bard to pick any spell.

College of Lore[edit | edit source]

See also: College of Lore
  • Cutting Words cannot be used to reduce an enemy's damage roll. However, it can be used to reduce an enemy's saving throw, which is not permitted in 5e.
  • The Additional Magical Secrets are restricted to the same list as the general Bard feature.

College of Swords[edit | edit source]

  • See Fighter below for Fighting Style changes.
  • Blade Flourish underwent a number of changes:
    • Taking the Attack action no longer grants a movement bonus.
    • Blade Flourish is not limited to once per turn.
    • Defensive Flourish now provides a fixed +4 AC, instead of rolling the Bardic Inspiration die to determine the bonus.
    • 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 Rolls.

College of Valour[edit | edit source]

No Changes

Cleric[edit | edit source]

See also: Cleric
  • 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 normally have a single damaging Cantrip, Sacred Flame, nullified on a successful save by the target.
  • Each Cleric character can only use Divine Intervention once ever instead of once a week. Instead of being a fairly open-ended plea for assistance, it is limited to four specific options, none of which uses an action:
    • Arm Thy Servant summons a very powerful magical weapon, Devotee's Mace, and immediately equips it.
    • Golden Generosity summons a chest containing a large amount of camp supplies, elixirs, and healing potions.
    • Opulent Revival resurrects all dead allies within 60 ft and grants all allies in the same radius all the benefits of a long rest.
    • Sunder the Heretical deals a large amount of radiant damage to all enemies within 50 ft.
  • Adding a Cleric level to a character of another class grants proficiency with Flails and Morningstars, in addition to the same armor proficiencies granted in 5e.

Life Domain[edit | edit source]

See also: Life Domain
  • The level 2 domain feature Channel Divinity: Preserve Life has a few changes:
    • The amount of healing scales with the Cleric's total character level, rather than their level in the Cleric class. (This is only relevant for multiclass characters.)
    • All allies in range automatically regain hit points equal to three times the Cleric's level, rather than the Cleric having five times their level in hit points which they can distribute among allies as they choose.
    • This effect can heal creatures up to their full hit point maximum, rather than only half of it.
  • The level 3 domain spell Spiritual Weapon is replaced with Aid.
  • The level 9 domain spell Raise Dead is replaced with Greater Restoration.

Light Domain[edit | edit source]

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

Knowledge Domain[edit | edit source]

See also: Knowledge Domain
  • 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.
    • This is opposed to a granting proficiency in a single skill or tool, and lasting 10 minutes.
  • 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 6 domain feature Channel Divinity: Read Thoughts does not allow a Wisdom save, requires concentration to maintain, and does not provide the option to cast Suggestion on the target (as that spell does not exist in this game).
  • 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.

Nature Domain[edit | edit source]

See also: Nature Domain
  • 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.

Tempest Domain[edit | edit source]

See also: Tempest Domain
  • The level 1 domain feature Wrath of the Storm Wrath of the Storm has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
  • Thunderbolt Strike is triggered by dealing either thunder or lightning damage, as opposed to just lightning damage.
  • The level 7 domain spell Control Water is replaced with Freedom of Movement.

Trickery Domain[edit | edit source]

See also: Trickery Domain
  • The level 1 domain feature Blessing of the Trickster requires concentration, but can last until the next long rest rather than only 1 hour.
  • The level 2 domain feature Invoke Duplicity underwent a few changes:
    • It does not allow a character to cast spells through the illusory duplicate or move it on subsequent turns.
    • The duplicate provides advantage to attack rolls of all allies if both the ally and the target are within 10 ft of the duplicate, as opposed to only the Cleric getting this benefit.
  • The 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.

War Domain[edit | edit source]

See also: War Domain
  • The level 1 domain feature War Priest has a number of charges that scales with class level, rather than being tied to the Cleric's Wisdom modifier.
    • This feature has three charges initially at class level 1, with a fourth granted at level 5, a fifth at level 8, and a sixth at level 11.
  • 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.
    • This is a possible bug, rather than an intended feature.
  • Unlike all the other Cleric subclasses, there are no changes to the domain spells.

Druid[edit | edit source]

See also: Druid
  • There is no restriction preventing a druid from wearing metal armor.
  • The Druidic language (and languages in general) is not available.
  • Wild Strike is a new level 5 feature that grants an extra attack when taking the Attack action while in Wild Shape. Improved Wild Strike adds an additional attack at level 10.
  • Wild 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).
    • 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.
    • 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:
Wild Shape Forms
Druid Level All Druids Additional Moon Druid Forms
2 Badger, Cat, Spider, Wolf Bear
4 Deep Rothe Dire Raven
6 Panther, Owlbear
8 Sabre-Toothed Tiger
10 Dilophosaurus Air, Earth, Fire and Water Myrmidons

Circle of the Moon[edit | edit source]

No changes besides the aforementioned Wild Shape changes

Circle of the Land[edit | edit source]

  • Natural Recovery can be used any time out of combat (rather than only during a short rest) and does not need to be done all at once; it has a number of charges equal to the number of spell slot levels it can restore (half the class level rounded up) and can be used multiple times throughout the day until they are all expended.
  • Land's Stride does not provide advantage against magical plant spells such as Entangle Entangle.
  • 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.
  • Circle (always prepared) spells were changed:
Land Druid Circle Spells
Druid Level Arctic Coast Desert Forest Grassland Mountain Swamp Underdark
3rd Level Normal Hold Person, Spike Growth Mirror Image, Misty Step Blur, Silence Barkskin, Spider Climb Invisibility, Pass Without Trace Spider Climb, Spike Growth Darkness, Melf's Acid Arrow Spider Climb, 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
5th Level Normal Sleet Storm, Slow Water Breathing, Water Walk Create Food, Create Water Call Lightning, Plant Growth Daylight, Haste Lightning Bolt, Meld into Stone Water Walk, Stinking Cloud Gaseous Form, Stinking Cloud
Changed Sleet Storm, Haste Sleet Storm, Call Lightning Hypnotic Pattern, Protection from Energy Call Lightning, Plant Growth Daylight, Haste Lightning Bolt, Grant Flight Vampiric Touch, Stinking Cloud Gaseous Form, Stinking Cloud
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
Changed Conjure Minor Elemental,  Ice Storm Freedom of Movement, Confusion Blight, Wall of Fire Conjure Minor Elemental,  Grasping Vine Freedom of Movement, Polymorph Stoneskin, Dominate Beast Blight, Grasping Vine Greater Invisibility, Dominate Beast
9th Level Normal Cone of Cold, Commune with Nature Conjure Elemental, Scrying Wall of Stone,  Insect Plague Commune with Nature, Tree Stride Dream, Insect Plague Wall of Stone, Passwall Insect Plague, Scrying Insect Plague, Cloudkill
Changed Cone of Cold, Contagion Conjure Elemental, Greater Restoration Wall of Stone,  Insect Plague Mass Cure Wounds, Contagion Greater Restoration, Insect Plague Wall of Stone, Conjure Elemental Insect Plague, Cloudkill Contagion, Cloudkill

Circle of the Spores[edit | edit source]

  • Halo of Spores must be activated manually, and can affect a creature within 6 m / 20 ft (rather than 10 ft).
  • The level 2 action Symbiotic Entity lasts until the Druid's long rest instead of 10 minutes.
  • The level 3 circle spell Gentle Repose is replaced with Detect Thoughts.
  • The level 6 reaction Fungal Infestation underwent multiple poorly documented changes:
    • The raised zombies have more than 1 HP.
    • Zombies can infect creatures they attack with the Crawling Gnaw condition, which causes them to become zombies if they die before it wears off.
    • The number of Fungal Infestation Charges is 4 instead of the Wisdom Ability Score Modifier.
    • Fungal Infestation Charges are Recharge: Once per Long Rest.
  • 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[edit | edit source]

See also: Fighter
  • Some changes to Fighting Style options:
    • The Great Weapon Fighting fighting style allows rerolling add-on damage dice (such as Superiority Dice or Divine Smite) instead of just the weapon's own dice.
      • The 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 additional fighting style options from Tasha's Cauldron of Everything are not available.

Battle Master[edit | edit source]

See also: Battle Master
  • Changes to Manoeuvres:
    • Attack manoeuvres are chosen at the time the attack is attempted, rather than after seeing that the attack hits. The superiority die is still not expended on a miss.
    • Commander's Strike does not add the superiority die to the ally's attack roll.
    • Distracting Strike can apply advantage multiple times if the next attack against the target involves multiple simultaneous attack rolls (e.g. Scorching Ray Scorching Ray).
    • Evasive Footwork imposes disadvantage on melee attacks against the Fighter, rather than rolling the superiority die and adding that to the Fighter's AC. It also does not require the Fighter to actually move.
    • Feinting Attack requires the use of an entire action (rather than just one attack out of an Attack action) in addition to a bonus action.
    • Parry and Lunging Attack are not in the game, nor are any of the additional options added in Tasha's Cauldron of Everything.
    • Rally gives a flat +8 Temporary HP, instead of rolling the superiority die and adding the Fighter's Charisma modifier.
    • 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.
  • The level 7 feature Know Your Enemy is not present.
    • All of the information this feature would grant can be freely obtained by selecting "Examine" on an enemy.

Champion[edit | edit source]

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

Eldritch Knight[edit | edit source]

See also: Eldritch Knight
  • Changes to Weapon Bond:
    • Bonding a weapon takes only an action rather than 1 hour.
    • Only one weapon can be bound at a time.
    • Only melee weapons can be bound.
    • When thrown, a bound weapon returns to the Fighter's hand automatically, rather than requiring the use of a bonus action to summon it back.
  • Two new spells are granted at level 7 instead of just one.

Monk[edit | edit source]

See also: Monk
  • 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.
  • Monk weapons are now any weapon with which the Monk has Proficiency and which does not have the Two-Handed property.
    • 5e Monks are usually restricted to shortswords or any simple weapon that does not have the Two-Handed or 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.
  • Martial Arts: Bonus Unarmed Strike doesn't become available after an attack made by throwing a weapon. Under 5e rules this should work when throwing a Monk weapon with the Thrown property, such as a dagger or spear.
  • Flurry of Blows does not require taking the Attack action first. (The bonus action unarmed strike granted by the Martial Arts feature still does.)
  • Both Step of the Wind options allow jumping without using a bonus action.
  • Return attacks made using Deflect Missiles count as unarmed strikes.
  • 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.
  • Advanced Unarmoured Movement eliminates the movement penalty from difficult terrain and provides a jump distance bonus, rather than allowing walking on vertical surfaces and liquids.

Way of the Four Elements[edit | edit source]

  • 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.
  • Elemental Disciplines can no longer be upcasted using additional ki points.
  • 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:

Way of the Open Hand[edit | edit source]

  • 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.
  • 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 is a new level 9 feature that imposes the Resonating condition on a creature, allowing the Monk to later detonate it to cause an explosion.
    • This is similar to the level 17 feature Quivering Palm from 5e, though it deals less damage and does not immediately kill the resonating target if it fails a Constitution save.

Way of Shadow[edit | edit source]

See also: Way of Shadow
  • Changes to Shadow Arts:
  • 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 extra psychic damage and prevents the target from making opportunity attacks that turn. This costs 3 Ki points.

Paladin[edit | edit source]

See also: Paladin
  • Characters select their Oath at first level rather than third.
    • Channel Oath is granted at level 1, and each subclass has a new level 1 option for it (see below). The existing 5e options for it are added at level 3.
    • 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.
    • Character can pay financial tithe to restore their oath if desired.
    • 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.
    • This has implications on multiclassing with Cleric as the resources are now 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 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 + 1 times per Long Rest.
  • Changes to Lay on Hands:
    • 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:
    • 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.
    • This is a very significant increase compared to 5e rules, in which this scales with half the Paladin level (rounded down).
  • See 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[edit | edit source]

  • The level 1 Channel Oath ability Healing Radiance, which heals the Paladin and all nearby allies for two consecutive turns, is new.
  • The Channel Oath ability Nature's Wrath can only be resisted by a Strength saving throw (as opposed to the target's choice of Strength or Dexterity).

Oath of Devotion[edit | edit source]

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 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 Dispel Magic, granted at level 9, is replaced with Remove Curse.

Oathbreaker[edit | edit source]

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 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.
  • 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[edit | edit source]

  • The level 1 Channel Oath ability Inquisitor's Might, which adds radiant damage and Daze effects to the Paladin's or an ally's attacks, is new.
  • Relentless Avenger gives a flat movement increase of 4.5 m / 15 ft, rather than half the character's movement speed.

Ranger[edit | edit source]

See also: Ranger
  • Favoured Enemy is a set of unique passive features rather than Wisdom Saving Throw Advantage Icon.png Advantage against and language learning of the enemy:


Favoured Enemy Options
Archetypes Description Grants
Bounty Hunter Bounty Hunter Gain Proficiency in Investigation. Creatures you hit with Ensnaring Strike Ensnaring Strike (either ranged or melee) have Disadvantage Icon.png Disadvantage on their Saving Throw.
Keeper of the Veil Keeper of the Veil You specialise in hunting creatures from other planes of existence. You gain Proficiency in Arcana and can grant protection against aberrations, celestials, elementals, fey, fiends, and undead.
Mage Breaker Mage Breaker You have a history of battling spellcasters. Gain Proficiency with Arcana and True Strike True Strike, which gives you Advantage Icon.png Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell.
Ranger Knight Ranger Knight You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain Proficiency with History and Proficiency with Heavy Armour.
Sanctified Stalker Sanctified Stalker You swore to hunt the enemies of a holy or druidic order. Gain Proficiency with Religion and the Sacred Flame Cantrip, which deals 1d8Damage TypesRadiant damage. Wisdom is your Spellcasting Ability for the Cantrip.
  • Natural Explorer is a set of unique passive features rather than uninhibited terrain movement and Intelligence/Wisdom proficiency check doubling:


Natural Explorer Options
Archetypes Description Grants
Beast Tamer Beast Tamer You have cultivated a strong bond with animals. You can cast Find Familiar Find Familiar as a ritual.
Urban Tracker Urban Tracker An expert at navigating the wild within the city, you gain Sleight of Hand Sleight of Hand Proficiency.
Wasteland Wanderer: Cold Wasteland Wanderer: Cold You have spent endless days surviving desolate tundras. Gain resistance to Damage TypesCold damage, taking only half damage from it.
Wasteland Wanderer: Fire Wasteland Wanderer: Fire You have spent endless days surviving forbidding deserts. Gain resistance to Damage TypesFire, taking only half damage from it.
Wasteland Wanderer: Poison Wasteland Wanderer: Poison You have spent endless days surviving fetid swamps. Gain resistance to Damage TypesPoison, taking only half damage from it.
  • The Primeval Awareness feature is not in the game.
  • See 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 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[edit | edit source]

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.
    • Both options are implemented as an AoE attack rather than picking specific targets, and will damage friendly NPCs (though not companions).

Beast Master[edit | edit source]

See also: Beast Master
  • The Summon Companion options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats.
    • The 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. This takes only an action to perform and summons a new companion out of nothing, rather than needing to spend 8 hours bonding with an existing animal.
    • The companion adds the Ranger's proficiency bonus to its attack rolls, damage rolls, Saving Throws, and Armor Class starting at 5th level rather than 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 and 11th level the animal companion gains additional abilities specific to each companion type, and increases to some of its ability scores.

Gloom Stalker[edit | edit source]

See also: Gloom Stalker
  • The Dread Ambusher initiative bonus is a flat +3 rather than the Ranger's Wisdom Ability Score Modifier. To get the extra damage for a first-round attack one must use the Dread Ambusher (Melee) or Dread Ambusher (Ranged) actions.
  • For Umbral Sight, rather than getting normal 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 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 are automatically granted the spell Misty Step at level 5, instead of Rope Trick, which does not exist in BG3.
    • 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.
    • As opposed to just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.

Rogue[edit | edit source]

See also: Rogue
  • 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.
  • Changes to Sneak Attack:
    • Two special actions are provided, Sneak Attack (Ranged) and Sneak Attack (Melee), which can only be used in situations where Sneak Attack damage can be applied.
      • It is not necessary to actually use these actions to apply Sneak Attack damage, but they help identify which targets are eligible for it. When using other actions to attack, there is no feedback that Sneak Attack damage has been dealt, but it does appear in the Combat Log as a separate, unnamed damage roll after the normal weapon damage roll.
      • In some circumstances these special actions are disabled even if a target is actually eligible for Sneak Attack. This occurs when there is an ally adjacent to the target and the attack has both Disadvantage Icon.png Disadvantage and Advantage Icon.png Advantage (e.g. if both the attacker and the target are Blinded Blinded). In this situation, the advantage and disadvantage cancel each other out, which should make the target eligible for Sneak Attack due to the adjacent ally, but the special actions are disabled with the message "Can't have Disadvantage against target". However, using the normal melee or ranged attack action will still apply Sneak Attack damage, which can be seen in the Combat Log.
    • Although described as a once-per-turn ability, Sneak Attack is actually implemented as a once-per-round ability; once Sneak Attack damage is dealt, it is not available again until the next combat round. In tabletop D&D it is possible to activate Sneak Attack a second time in a round as long as it is on someone else's turn (usually via an Opportunity Attack).
    • When using two-weapon fighting, Sneak Attack damage is not applied to attacks with a second weapon made using the Off-Hand Attack (Melee) or Off-Hand Attack (Ranged) actions. Tabletop D&D allows Sneak Attack damage to be applied to an off-hand weapon attack if it wasn't already applied to a main-hand attack on the same turn (usually if the main-hand attack missed).
  • 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[edit | edit source]

See also: Arcane Trickster
  • Arcane Tricksters get two additional 1st-level spell slots at level 10, for a total of 6, instead of capping out at 4 as in 5e.
    • 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). It also extends the spell's duration such that it lasts until the caster takes a long rest.
    • The extended duration makes this spell a lot more useful as its BG3 version has the unusual limitation of only being castable once per short rest.

Thief[edit | edit source]

See also: Thief
  • Fast Hands changed to grant an additional bonus action each round, instead of allowing Sleight of Hand checks, Thieves' Tools checks, or Use an Object actions as bonus actions.
    • 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.
    • 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.
    • This is equivalent to the casting the spell Invisibility on oneself, with the same duration and triggers for ending early.

Assassin[edit | edit source]

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

Sorcerer[edit | edit source]

See also: Sorcerer
  • The number of sorcery points listed for a given Sorcerer level is just the number that the pool is reset to when taking a long rest; it is not a limit on the total number a Sorcerer can have at a time. In particular, converting spell slots to sorcery points can cause the pool to increase beyond this number, which is not allowed in 5e.
    • This can be abused in conjunction with effects that restore spell slots without resting (e.g. Potion of Angelic Reprieve) to gain a theoretically unbounded number of sorcery points, though the excess will be lost when taking a long rest.
  • Changes to Metamagic options:
    • Metamagic: Careful Spell affects all nearby allies, rather than being limited by the caster's Charisma modifier.
    • Metamagic: Heightened Spell is not available until level 3, but it affects all targets of the spell rather than just one.
    • 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.
    • 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 an item).
  • Each subclass's last feature is granted at level 11 rather than level 14 (which is not attainable in this game) though there are significant changes to some of them, as detailed below.
  • Adding a Sorcerer level to a character of another class grants proficiency with Daggers, Light Crossbows, and Quarterstaves, which are not granted in 5e.

Draconic Bloodline[edit | edit source]

  • Characters do not double their proficiency bonus on Charisma checks when interacting with dragons.
    • However, the subclass gives characters additional dragon-themed dialogue options.
  • Characters learn an additional spell at level 1 based on their chosen ancestry:
Draconic Ancestry Additional Spells
Draconic Ancestry Grants
Red (Fire)

Burning Hand Icon.png Burning Hands

Black (Acid)

Grease Icon.png Grease

Blue (Lightning)

Witch Bolt Icon.png Witch Bolt

White (Cold)

Armour Of Agathys Icon.png Armour of Agathys

Green (Poison)

Ray Of Sickness Icon.png Ray of Sickness

Gold (Fire)

Disguise Self Icon.png Disguise Self

Silver (Cold)

Feather Fall Icon.png Feather Fall

Bronze (Lightning)

Fog Cloud Icon.png Fog Cloud

Copper (Acid)

Tasha's Hideous Laughter Icon.png Tasha's Hideous Laughter

Brass (Fire)

Sleep Icon.png Sleep

  • The 14th-level "Dragon Wings" feature is granted at level 11 instead, and is simply the addition of the Fly Fly bonus action.

Wild Magic Sorcerer[edit | edit source]

  • Wild Magic surges have a 5% chance to trigger after any spell of first level or higher the character casts.
  • Tides of Chaos increases the chance of surges triggering from 5% to 50%.
    • Tides of Chaos 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.
    • This is completely different from the 5e feature, which grants some control over one's own Wild Magic surge by allowing the Sorcerer to roll twice on the table and choose which one to trigger.
  • The Wild Magic Surge table has changed to the following:
Wild Magic Effects
Effect Description
Turn Magic Turn Magic At the start of each turn, trigger a random magical effect.
Burning Burning Each creature and item within 6 m / 20 ft starts burning and takes 1d6Damage TypesFire per turn.
Teleport Teleport Until the end of your next turn, you can use a bonus action to teleport up to 9 m / 30 ft
Enchant Weapons Enchant Weapons Enchant the weapon of each creature within 6 m / 20 ft. Their next attack is a Critical Hit and deals an additional 1d4Damage TypesForce.
Sorcery Points Sorcery Points Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
Fog Fog Create a cloud of fog around yourself. Creatures within are Heavily Obscured and Blinded Blinded.
Blur Blur Each creature within 9 m / 30 ft becomes Blurred Blurred.
Explosive Healing Explosive Healing When you hit a target with a spell, heal all creatures within 3 m / 10 ft for 1d4hit points per Spell Slot level used.
Summon Mephit Summon Mephit Summon a hostile mephit.
Swap Swap Swap positions with a target each time you cast a spell or cantrip.
Action Surge Action Surge You gain an additional action this turn.
Flight Flight You can Fly Fly until the end of the turn.
Shield Shield Armour Class Armour Class is increased by 5 and you are immune to the effects of Magic Missile Magic Missile
Telekinesis Telekinesis Able to lift and throw objects and creatures with your mind until the end of your turn.
Resilient Sphere Resilient Sphere Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved.
Enlarge/Reduce Enlarge/Reduce Each creature within 9 m / 30 ft is randomly Enlarged Enlarged or Reduced Reduced.
Polymorph Polymorph You are transformed into a beast.
Cambion Cambion Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone.
Slow Slow You are Slowed Slowed.
Spike Growth Spike Growth Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4Damage TypesPiercing for every 1.5 m / 5 ft it moves.
Entangle Entangle Create a vine surface around yourself, slowing down creatures, possibly Entangling Entangling them.
Speak with Animals Speak with Animals Gain the ability to comprehend and communicate with beasts.
Cats and Dogs Cats and Dogs Each creature within 9 m / 30 ft is randomly transformed into either a cat or a dog.

Storm Sorcery[edit | edit source]

See also: Storm Sorcery
  • Tempestuous Magic's fly speed is 30 feet instead of 10.
  • Storm Spells is a new feature granting automatic access to several themed spells. This replaces Storm Guide from 5e, which granted some weather control ability.
    • 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).
  • Storm's Fury is granted at 11th level instead of 14th, and deals thunder damage instead of lightning damage.

Warlock[edit | edit source]

See also: Warlock
  • It is not possible to swap out a known Eldritch Invocation for another one when gaining a Warlock level. The only way to change selected invocations is to have Withers respec the character.
  • Changes to Pact Boon:
    • Pact of the Chain is limited to the Imp and Quasit options along with those offered by the normal Find Familiar Find Familiar spell. Pseudodragons and sprites are not available.
      • The Quasit's scare ability is recharged on a Short Rest rather than a Long Rest.
      • The Imp's Sting ability deals 1d6 poison damage on a failed save and none on success, rather than 3d6 on failure and half that on success.
    • Pact of the Blade and Bind Pact Weapon are both immediate rather than taking 1 hour.
      • Bind Pact Weapon can be used on non-magical weapons, which makes them magical for damage resistance purposes, as well as magical ones.
      • Pact weapons use the wielder's Spellcasting Ability Modifier (instead of Strength or Dexterity) for attack and damage rolls. The save DC for weapon actions is still calculated using Strength or Dexterity.
      • Conjured Pact Weapons are limited to battleaxes, glaives, greatswords, rapiers, tridents, and warhammers. 5e allows the choice of any melee weapon, though mechanically speaking most others are essentially inferior versions of one of these.
    • Pact of the Tome only grants the cantrips Guidance, Vicious Mockery, and Thorn Whip rather than any 3 Cantrips from all classes.
  • Changes to Eldritch Invocations:
    • Agonising Blast does not add the caster's Charisma modifier to the damage roll if the modifier is negative.
    • Book of Ancient Secrets is not available until level 7, and grants three specific spells (Ray of Sickness Ray of Sickness, Chromatic Orb Chromatic Orb, and Silence 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.
    • The range of Devil's Sight is reduced to 80 feet instead of 120, in line with the Superior Darkvision range reduction.
    • Dreadful Word, Mire the Mind, Sculptor of Flesh and Sign of Ill Omen do not limit a character to one use per long rest.
    • Lifedrinker does not require having taken Pact of the Blade.
    • Repelling Blast pushes the target back 15 ft instead of 10 ft.
    • Various 5e invocation options are not available, including all of the level 15 options, those specific to Pact of the Chain, those that involve casting a spell that doesn't exist in this game, and any added in Xanathar's Guide to Everything and Tasha's Cauldron of Everything.
  • Deepened Pact is a new level 5 feature that improves the benefits of the chosen Pact Boon option without using an invocation. The Blade and Chain options grant an extra attack with the Attack action for the warlock or their familiar respectively. The Tome option allows casting Animate Dead, Haste, and Call Lightning once each per long rest.
    • This is likely meant to take the place of the missing Pact Boon-specific invocations.

Archfey[edit | edit source]

See also: Archfey
  • Misty Escape lets the Warlock cast Misty Step on their next turn rather than immediately, and the invisibility lasts one turn.
  • Beguiling Defenses just makes the Warlock immune to the Charmed condition; it does not also allow the Warlock to turn the charm back on the attacker.

The Great Old One[edit | edit source]

  • 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 until the end of their next turn.
  • The expanded spell list has Bestow Curse and Slow as 3rd level spells, replacing Clairvoyance and Sending.
  • The level 10 feature Thought Shield does not provide immunity to having one's thoughts read, which would really throw some wrenches into the plot of this game.

Fiend[edit | edit source]

See also: The Fiend

Wizard[edit | edit source]

See also: Wizard
  • The wizard has the spellbook feature, but does not have a physical spellbook which can be stolen or damaged. The animations for certain actions, such as Arcane Recovery, do show an illusory spellbook in the character's hands.
  • There are several changes to the process of copying spells from scrolls into one's spellbook:
    • It is instantaneous, rather than taking 2 hours per spell level. The gold cost remains, and is halved as normal for spells from the chosen subclass school.
    • No Arcana is required to successfully copy a scroll.
    • It is not limited to Wizard spells, in keeping with the general ability for anyone to use any spell scroll regardless of class. This allows Wizards the opportunity to learn many spells they would not otherwise have access to.
    • Cantrips can be copied, with the same gold cost as a level 1 spell. These show up as spells that can be prepared in the Level Up interface, but are listed as regular cantrips in the Spellbook interface.
    • A Wizard can copy spells of any level they have spell slots for, even if they obtained the spell slots by multiclassing. For instance, a character with four levels in Cleric and one in Wizard could copy 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.
  • 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[edit | edit source]

  • 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.
  • Improved Abjuration grants additional charges to Arcane Ward equal to the Wizard's class level on each short rest, instead of improving ability checks related to abjuration spells.

Conjuration[edit | edit source]

  • 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[edit | edit source]

  • Divination Savant is technically unchanged, but it should be noted that there are very few Divination spells in Baldur's Gate 3 to use with it, and none above level 2. This is likely because many of the Divination spells in tabletop D&D require complex open-ended interactions between a player and the dungeon master, making them difficult to implement in a video game without a live DM.
  • 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.
    • As part of this feature, taking a Short Rest applies a randomly selected Prophecy condition for each expended Portent die. Completing the task associated with the prophecy causes the expended die to be restored. Most involve casting spells of specific schools or dealing damage of specific types.
    • This change is likely meant to help compensate for the lack of higher-level Divination spells in the game, without which the original 5e feature would've been nearly useless.
  • Changes to Third Eye:
    • Third Eye: Darkvision grants Darkvision with a range of 24 m / 80 ft instead of 60 ft.
    • Third Eye: See Invisibility has a range of 9 m / 30 ft instead of 10 ft.
    • Both effects last until the next long rest, rather than the next short or long rest.
    • Ethereal Sight and Greater Comprehension are not available.

Enchantment[edit | edit source]

Evocation[edit | edit source]

See also: Evocation School
  • 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.

Illusion[edit | edit source]

See also: Illusion School
  • Improved Minor Illusion allows Minor Illusion to be cast as a bonus action. It can be cast while 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.

Necromancy[edit | edit source]

No Changes

Transmutation[edit | edit source]

  • 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.
  • Shapechanger lets the Wizard change into one specific animal form (a Blue Jay) at will, rather than being able to cast Polymorph once per short rest.

See also[edit | edit source]