D&D 5e class changes: Difference between revisions

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(→‎Fighter: removed tip about Dueling (no, not "Duelling") not working with versatile weapons, as it only doesn't work with them if they are wielded with two-hands)
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**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.
**This means that they benefit from the effects of a variety of items, such as [[Thunderpalm Strikers]] or [[Gauntlet of the Tyrant]], which improve all unarmed attacks.
*[[Slow Fall]] grants resistance to falling damage, rather than reducing fall damage by 5 times the class level.
*[[Slow Fall]] grants resistance to falling damage, rather than reducing fall damage by 5 times the class level.
**Although multiple sources of resistance to the same type of damage generally do not stack with each other, resistance to falling damage ''does'' stack with general resistance to bludgeoning damage. As such, a Monk with Slow Fall who has bludgeoning resistance from some other source will have falling damage reduced by 75% rather than 50%. However, multiple effects that grant resistance to falling damage specifically still don't stack with each other.
*[[Stillness of Mind]] is used automatically to end the Charmed or Frightened conditions; it does not require the use of an action.
*[[Stillness of Mind]] is used automatically to end the Charmed or Frightened conditions; it does not require the use of an action.
*[[Advanced Unarmoured Movement]] eliminates the movement penalty from difficult terrain and provides a jump distance bonus, rather than allowing walking on vertical surfaces and liquids.
*[[Advanced Unarmoured Movement]] eliminates the movement penalty from difficult terrain and provides a jump distance bonus, rather than allowing walking on vertical surfaces and liquids.
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*Channel Divinity changed to Channel Oath, and each subclass gets a new Channel Oath feature at first level.
*Channel Divinity changed to Channel Oath, and each subclass gets a new Channel Oath feature at first level.
**This has implications on multiclassing with [[Cleric]] as the resources are new separate.
**This has implications on multiclassing with [[Cleric]] as the resources are new separate.
*[[Divine Sense]] is now a bonus action with one use per short rest for an advantage on attack rolls against celestials, fiends, and undead for two rounds.
*[[Divine Sense]] is now a bonus action with one use per short rest which grants advantage on attack rolls against celestials, fiends, and undead until the end of the Paladin's next turn.
**As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier times per Long Rest.
**As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier + 1 times per Long Rest.
*[[Lay on Hands]], normally a once per Long Rest 5 x Paladin level heal or disease and poison cure, is changed to:
*Changes to [[Lay on Hands]]:
**A character has 3 charges per Long Rest (this increases to 4 charges at level 4, and 5 charges at level 10). These charges can be spent in the following ways, each of which uses one action:
**Instead of a pool of hit points equal to 5 times the Paladin's class level, the feature has 3 charges (increasing to 4 at level 4, and 5 at level 10). They are still restored on a long rest. The charges can be spent in the following ways, each of which uses an action:
***Spend 1 charge to heal a target for 2 x Paladin level [[Hit Points]].
***[[Lay on Hands: Lesser Healing]] costs 1 charge and restores hit points equal to twice the Paladin's class level.
***Spend 2 charges to heal a target for 4 x Paladin level [[Hit Points]].
***[[Lay on Hands: Greater Healing]] costs 2 charges and restores hit points equal to four times the Paladin's class level.
***Spend 2 charges to cure any diseases or poisons affecting a target.
***[[Lay on Hands: Cure]] costs 2 charges and removes poison and disease effects.
**The "Cure" option removes ''all'' poisons and diseases with a single use, rather than having to activate it once for each effect.
*Characters can prepare a number of Paladin spells equal to their Paladin level plus their Charisma modifier.  
*Characters can prepare a number of Paladin spells equal to their Paladin level plus their Charisma modifier.  
**This is a very significant increase compared to 5e rules, in which this scales with ''half'' the Paladin level (rounded down).
**This is a very significant increase compared to 5e rules, in which this scales with ''half'' the Paladin level (rounded down).
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=== Oath of the Ancients ===
=== Oath of the Ancients ===
{{see also|Oath of the Ancients}}  
{{see also|Oath of the Ancients}}  
*The level 1 Channel Oath ability [[Healing Radiance]] is new.
*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).
*The Channel Oath ability [[Nature's Wrath]] can only be resisted by a Strength saving throw (as opposed to the target's choice of Strength or Dexterity).


=== Oath of Devotion ===
=== Oath of Devotion ===
{{see also|Oath of Devotion}}  
{{see also|Oath of Devotion}}  
*The level 1 Channel Oath ability [[Holy Rebuke]] is new.
*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''.
*The Channel Oath ability [[Turn the Unholy]] actually does work the same as in 5e (targeting fiends and undead) though it is labeled incorrectly in the interface as targeting fiends and ''fey''.
**This description is the same as the Oath of the Ancients version, [[Turn the Faithless]], and possibly the result of a copy-and-paste error.
*The Oath spell Zone of Truth, granted at level 5, is replaced with [[Silence]].
*The Oath spell Zone of Truth, granted at level 5, is replaced with [[Silence]].
*The Oath spell Dispel Magic, granted at level 9, is replaced with [[Remove Curse]].
*The Oath spell Dispel Magic, granted at level 9, is replaced with [[Remove Curse]].
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=== Oathbreaker ===
=== Oathbreaker ===
{{see also|Oathbreaker}}
{{see also|Oathbreaker}}
*The level 1 Channel Oath ability [[Spiteful Suffering]] is new.
*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.
*[[Control Undead]] range is reduced to 6 m / 20 ft, and the effect is limited by the target's level rather than challenge rating. This effect lasts until the next long rest rather than for 24 hours.
*[[Control Undead]] range is reduced to 6 m / 20 ft, and the effect is limited by the target's level rather than challenge rating. This effect lasts until the next long rest rather than for 24 hours.


=== Oath of Vengeance ===
=== Oath of Vengeance ===
{{see also|Oath of Vengeance}}
{{see also|Oath of Vengeance}}
*The level 1 Channel Oath ability [[Inquisitor's Might]] is new.
*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.
*[[Relentless Avenger]] gives a flat movement increase of 4.5 m / 15 ft, rather than half the character's movement speed.


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{{see also|Rogue}}
{{see also|Rogue}}
*Thieves' tools proficiency is not in the game; instead, [[Sleight of Hand]] is used for relevant checks.
*Thieves' tools proficiency is not in the game; instead, [[Sleight of Hand]] is used for relevant checks.
**This is one of the class skills available to Rogues, but it does not have to be selected; as such, unlike in 5e, it is possible to create a Rogue character that does not have proficiency in picking locks.
*[[Sneak Attack (Melee)|Sneak Attack]] only applies the additional damage if using one of the two Sneak Attack actions.
*[[Sneak Attack (Melee)|Sneak Attack]] only applies the additional damage if using one of the two Sneak Attack actions.
**[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]].
**[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]].
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**This enables a character to make two off-hand attacks in a turn when holding a light melee weapon in each hand, allowing a Thief Rogue to make three attacks in a turn two levels earlier than martial characters with Extra Attack.
**This enables a character to make two off-hand attacks in a turn when holding a light melee weapon in each hand, allowing a Thief Rogue to make three attacks in a turn two levels earlier than martial characters with Extra Attack.
*[[Second-Story Work]] grants resistance to falling damage instead of a climb speed and a jump distance bonus.
*[[Second-Story Work]] grants resistance to falling damage instead of a climb speed and a jump distance bonus.
**Although multiple sources of resistance to the same type of damage generally do not stack with each other, resistance to falling damage ''does'' stack with general resistance to bludgeoning damage. As such, a Thief who has bludgeoning resistance from some other source will have falling damage reduced by 75% rather than 50%.
**Although multiple sources of resistance to the same type of damage generally do not stack with each other, resistance to falling damage ''does'' stack with general resistance to bludgeoning damage. As such, a Thief who has bludgeoning resistance from some other source will have falling damage reduced by 75% rather than 50%. However, multiple effects that grant resistance to falling damage specifically still don't stack with each other.
*[[Supreme Sneak]] allows the Rogue to use an action to become invisible once per short rest, instead of granting advantage on [[Stealth]] checks when moving slowly.
*[[Supreme Sneak]] allows the Rogue to use an action to become invisible once per short rest, instead of granting advantage on [[Stealth]] checks when moving slowly.
**This is equivalent to the casting the spell [[Invisibility]] on oneself, with the same duration and triggers for ending early.
**This is equivalent to the casting the spell [[Invisibility]] on oneself, with the same duration and triggers for ending early.