D&D 5e rule changes: Difference between revisions

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This page and [[D&D 5e Rule Changes#Class_and_Subclass_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).


This page and [[D&D 5e Rule Changes#Class_and_Subclass_Changes|related pages]] summarize rule changes from the implementation of Dungeons and Dragons 5th Edition (D&D 5e) rules to Baldur's Gate 3 (BG3). The rule changes described on this page and [[D&D 5e Rule Changes#Class_and_Subclass_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 features and abilities found in BG3 that are unchanged from D&D 5e to allow a D&D 5e player to quickly see what all the options are and whether or not they have changes, rather than only the items with changes which would then require a new BG3 player to conduct further research to find what is present from D&D 5e that is unchanged. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e then that is considered a rule change from D&D 5e for the purposes of these pages.
The rule changes described on this page and [[D&D 5e Rule Changes#Class_and_Subclass_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.


There will be rapid changes to these pages at BG3's launch, so leaving relevant changelog comments with any edits or corrections is highly encouraged to assist returning readers in finding changes quickly.
There will be rapid changes to these pages at BG3's launch, so leaving relevant [[#Change Log|Change Log]] comments with any edits or corrections is highly encouraged to assist returning readers in finding changes quickly.
 
== Change Log ==
No changes to note yet.


== Fundamental Changes ==
== Fundamental Changes ==
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* There is a weighted dice setting in the game called [[Die_Rolls#Karmic_Dice|Karmic Dice]] which as of EA Patch 9 is enabled by default. Check your game settings to disable this option if desired.
* There is a weighted dice setting in the game called [[Die_Rolls#Karmic_Dice|Karmic Dice]] which as of EA Patch 9 is enabled by default. Check your game settings to disable this option if desired.
* Characters must use 27 point buy. There is no rolling for [[Ability Scores|ability scores]].
* Characters must use 27 point buy. There is no rolling for [[Ability Scores|ability scores]].
* All [[Races|races]] have the +2/+1 flexible ability score from Tasha's. The +1/+1/+1 option does not exist, and you cannot use the base racial features such as a half elves +2 Cha/+1/+1 or the human's +1 to all. Races such as [[Half-Elf|half-elf]] and [[Human|human]] are granted additional features to make up for the negative impacts these changes have. The details (unconfirmed) are discussed on the [[D&D 5e Race Changes|D&D 5e Race Changes]] page. There is no word on compensating [[Dwarf#Shield_Dwarves|Mountain Dwarves]] which are also likely affected by this.
* All [[Races|races]] have a +2/+1 flexible ability score bonus - similar to Tasha's alternate rules - though the standard 5e racial ability score bonus and the +1/+1/+1 option do not exist. [[Half-Elf|Half-elves]] and [[Human]]s have been granted additional features to make up for this change. There is no word yet on whether [[Dwarf#Shield_Dwarves|Mountain Dwarves]] have been similarly compensated. The details of this change are discussed on the [[D&D 5e Race Changes|D&D 5e Race Changes]] page.
* Multiclassing ignores [[Ability Scores|ability score]] requirements.
* Multiclassing ignores [[Ability Scores|ability score]] requirements.
* You are able to respec your characters when you meet an NPC made available early in Act 1 of the game. At a minimum you can respec your starting [[Classes|class]], subclass (when applicable) [[Ability Scores|ability scores]], [[Spells|spells]] (when applicable), and [[Skills|skill]] proficiencies. It is not possible to change a character's [[Races|race]].
* You are able to respec your characters when you meet an NPC made available early in Act 1 of the game. At a minimum you can respec your starting [[Classes|class]], subclass (when applicable), [[Ability Scores|ability scores]], [[Spells|spells]] (when applicable), and [[Skills|skill]] proficiencies. It is not possible to change a character's [[Races|race]].
** If you change an [[Origins|origin companion]] or [[Companions|traditional companion's]] starting [[Classes|class]] (or subclass when applicable), the world will still react to them as though they were a member of their initial starting [[Classes|class]].
** If you change an [[Origins|origin companion]] or [[Companions|traditional companion's]] starting [[Classes|class]] (or subclass when applicable), the world will still react to them as though they were a member of their initial starting [[Classes|class]].
* Hit points gained on level use the average, not a roll on the hit die.
* Hit points gained on level use the average, not a roll on the hit die.
* The party is limited to two [[Resting#Short_Rest|short rests]] per [[Resting#Long_Rest|long rest]]. Short rests restore each ally's hit points by an amount equal to half their maximum HP (rounded down). There is no hit die rolling.
* The party is limited to two [[Resting#Short_Rest|short rests]] per [[Resting#Long_Rest|long rest]]. Short rests restore each ally's hit points by an amount equal to half their maximum HP (rounded down). There is no hit die rolling.
* [[Resting#Long_Rest|Long rests]] require [[Camp Supplies|camp supplies]], which are food items that can be looted or purchased. In towns you will be able to rest at an inn.
* [[Resting#Long_Rest|Long rests]] require [[Camp Supplies|camp supplies]], which are food items that can be looted or purchased. In towns you will be able to rest at an inn.
* Getting a natural 1 on a skill check always results in a failure, even if modifiers would put you over the DC. Getting a natural 20 on a skill check always results in a success even if modifiers would not put you over the DC. There are no additional fumble or critical success features besides an automatic failure or pass of the check.
* Rolling a natural 1 on a skill check always results in failure, even if modifiers would put you over the DC. Rolling a natural 20 on a skill check always results in success, even if modifiers would not put you over the DC. There are no additional fumble or critical success features besides an automatic failure or pass of the check.
* Combat areas tend to have a large amount of verticality, but are rather small in horizontal size. These features are mechanically implemented by:
* Combat areas tend to have a large amount of verticality, but are rather small in horizontal size. This has led to the following mechanical changes:
** The range of [[Spells|spells]] are reduced as described in the [[Spells|spells]] page, often to 60 ft.
** The ranges of [[Spells|spells]] are reduced as described on the [[Spells|spells]] page, often to 60 ft.
** The range of [[Weapons#Weapon_Properties_Table|ranged weapons]] are reduced to 60 ft, except hand crossbows which have a range of 50 ft. There is no short range vs. long range disadvantage for ranged weapons
** The ranges of [[Weapons#Weapon_Properties_Table|ranged weapons]] are reduced to 60 ft, except hand crossbows, which have a range of 50 ft. There is no short range vs. long range disadvantage for ranged weapons.
** [[Darkvision (Passive Feature)|Darkvision]] is reduced to 40 ft, and [[Superior Darkvision]] reduced to 80 ft
** [[Darkvision (Passive Feature)|Darkvision]] is reduced to 40 ft, and [[Superior Darkvision]] to 80 ft.
* When a creature is at least 10 ft above their target and makes a ranged attack then they receive a +2 bonus on the attack roll due to the [[High Ground Rules|high ground]]. When a creature is at least 10 ft below their target and makes a ranged attack they receive a -2 penalty to the attack roll due to the low ground.
* When a creature is at least 10 ft above their target and makes a ranged attack, they receive a +2 bonus to the attack roll due to [[High Ground Rules|high ground]]. When a creature is at least 10 ft below their target and makes a ranged attack, they receive a -2 penalty to the attack roll due to low ground.
* Tool and language proficiencies are not used. This includes Thieves' Tools. Thieves tools checks to pick a lock or disarm a trap use the character's [[Sleight of Hand|sleight of hand]] modifier, and require a set of [[Thieves' Tools|thieves tools]] or [[Trap Disarm Toolkit|trap disarm toolkit]] respectively which are consumed on a failure.
* Tool and language proficiencies are not used. This includes [[Thieves' Tools]]. Skill checks to pick a lock or disarm a trap use the character's [[Sleight of Hand|sleight of hand]] modifier, and require a set of [[Thieves' Tools|thieves' tools]] or [[Trap Disarm Toolkit|trap disarm toolkit]] respectively, which are consumed on a failure.
* As of EA Patch 9, creatures don't have a sense of hearing and instead can only detect what they see. If you [[Hide|hide]] while not in a creature's sight cone you automatically succeed. If you try to hide while in a creature's sight cone then you automatically fail. If you are hidden and enter a creature's sight cone then you must roll for it against the creature's passive perception. This may be a straight roll, [[Advantage|advantage]], or [[Disadvantage|disadvantage]] based on the creature's senses and the level of lighting. Some creatures with different senses such as blindsight may follow different rules
* As of EA Patch 9, creatures don't have a sense of hearing and instead can only detect what they see. If you [[Hide|hide]] while not in a creature's sight cone, you automatically succeed. If you try to hide while in a creature's sight cone, you automatically fail. If you are hidden and enter a creature's sight cone, you must roll stealth against the creature's passive perception. This may be a straight roll, [[Advantage|advantage]], or [[Disadvantage|disadvantage]], based on the creature's senses and the level of lighting. Some creatures with different senses such as blindsight may follow different rules.
* There is an [[Inspiration|inspiration]] system. As a party you can have up to 4 inspiration dice which can be applied to a failed skill check. The way you gain dice is based off the [[Backgrounds|background]] of you and your companions. If for example you or one of your companions have the charlatan background then they may gain an inspiration die for your party if they deceive their way into a fortified enemy position.
** A number of changes to hiding and stealth have been made in the full release, but exact details have yet to be verified.
* Characters can carry a maximum 10 lbs of weight per point of Str. If the character is carrying an amount of weight equal to 7 lbs times Strength score then they are [[Encumbered (Condition)|encumbered]]. This becomes [[Heavily Encumbered (Condition)|heavily encumbered]] at 9 lbs × Str score.
* There is an [[Inspiration|inspiration]] system. As a party you can have up to 4 inspiration dice which can be applied to a failed skill check. The way you gain dice is based on the [[Backgrounds|background]] of you and your companions. If for example you or one of your companions have the Charlatan background, they may gain an inspiration die for your party if they deceive their way into a fortified enemy position.
* Characters can carry a maximum 10 lbs of weight per point of Str. If the character is carrying an amount of weight equal to '''7 lbs x Strength''', they are [[Encumbered (Condition)|encumbered]]. This becomes [[Heavily Encumbered (Condition)|heavily encumbered]] at '''9 lbs × Strength'''.


=== Spellcasting ===
=== Spellcasting ===
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* Verbal, Somatic, and Material components are ignored. Being [[Silenced (Condition)|silenced]] prevents all spellcasting regardless of what the components would be in D&D 5e.
* Verbal, Somatic, and Material components are ignored. Being [[Silenced (Condition)|silenced]] prevents all spellcasting regardless of what the components would be in D&D 5e.
* The game does not stop a character from casting a leveled spell with both an action and a bonus action.
* The game does not stop a character from casting a leveled spell with both an action and a bonus action.
* Ritual casting is not in Early Access, but we know the Ritual Caster [[Feats|feat]] will be added at launch so it is possible that ritual casting is added at launch.
* Ritual casting is not in Early Access, but the Ritual Caster [[Feats|feat]] will be added at launch, so it is possible that ritual casting is added at launch.
* Anyone can cast any Spell [[Scrolls|scroll]] from any class list (even if it is not their own or they do not have the spellcasting feature), and there is no [[Arcana]] check for casting higher level spells than a character has spells known.
* Anyone can cast any Spell [[Scrolls|scroll]] from any class list (even if it is not their own or they do not have the spellcasting feature), and there is no [[Arcana]] check for casting higher level spells than a character has spells known.
* Spell [[Scrolls|scrolls]] do not have a fixed DC or attack roll bonus. They use the relevant ability modifier (varies by scroll) and proficiency bonus of the caster.
* Spell [[Scrolls|scrolls]] do not have a fixed DC or attack roll bonus. They use the relevant ability modifier (varies by scroll) and proficiency bonus of the caster.
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* A character can have one ranged weapon set equipped and one melee weapon set equipped, and are able to freely switch between them as a free action an unlimited number of times per turn. This includes starting their turn with the melee weapon equipped, switching to a crossbow for free, shooting at targets, and switching back to the melee set to allow them to make opportunity attacks. Equipping a weapon from the inventory costs an action.
* A character can have one ranged weapon set equipped and one melee weapon set equipped, and are able to freely switch between them as a free action an unlimited number of times per turn. This includes starting their turn with the melee weapon equipped, switching to a crossbow for free, shooting at targets, and switching back to the melee set to allow them to make opportunity attacks. Equipping a weapon from the inventory costs an action.
* [[Shove]] is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone, unless maybe they are shoved off a high ledge.
* [[Shove]] is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone unless they are shoved off a high ledge.
* Falling damage only sometimes causes a creature to go [[Prone (Condition)|prone]]. (verification required on mechanics to avoid going prone due to falling damage)
* Falling damage only sometimes causes a creature to go [[Prone (Condition)|prone]].{{Verify}}
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hitpoint and leaves them [[Prone (Condition)|prone]].
* Using the [[Help|help]] action on a [[Downed (Condition)|downed]] ally brings them back to 1 hit point and leaves them [[Prone (Condition)|prone]].
* [[Jump (Bonus Action)|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below it allows the creature to jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet.
* [[Jump (Bonus Action)|Jumping]] is a bonus action which consumes 10 ft of movement speed. With a Strength score of 10 or below, a creature can jump 15 ft, and this increases by 5 ft for every two points in strength above 10. At 20 Str a creature may spend 10 ft of movement speed and a bonus action to jump, and can travel 35 ft effectively increasing the creature's movement speed by up to 25 feet.
* Dodge action is not present in Early Access, and does not like it will exist at launch with the exception being [[Monk|monk]]'s Patient Defense feature.
* The Dodge action is not present in Early Access or at launch, with the exception of the [[Monk|monk]]'s Patient Defence ability.
* Readying an action is not implemented
* Readying an action is not implemented.
* Grappling is not implemented
* Grappling is not implemented.
* Consuming a [[Potions|potion]] is a bonus action.
* Consuming a [[Potions|potion]] is a bonus action.
* If a creature as an action [[Throw|throw]] a healing potion it will break and heal all targets in a small radius.
* If a creature [[Throw|throws]] a healing potion as an action, it will break and heal all targets in a small radius. This applies to many - but not all - types of [[Potions]].
* There are options to [[Throw|throw]] creatures which are at least one size smaller than you (not always accurately implemented). There is a minimum [[Strength]] required based off the target's weight, and you need to win a contested check using your [[Athletics]].
* There are options to [[Throw|throw]] creatures which are at least one size smaller than you (not always accurately implemented). There is a minimum [[Strength]] required, based on the target's weight, and you need to win a contested check using your [[Athletics]].
* [[Hide]] is currently a bonus action for all player characters as of Early Access Patch 9. Footage from Panel from Hell 8 indicates that [[Hide]] will switch back to an action unless a feature (e.g. [[Rogue|rogue]]'s cunning action) gives a character the option to hide as a bonus action (verification required).
* [[Hide]] is currently a bonus action for all player characters as of Early Access Patch 9. Footage from Panel from Hell 8 indicates that [[Hide]] will switch back to an action unless a feature (e.g. [[Rogue|rogue]]'s cunning action) gives a character the option to hide as a bonus action.{{Verify}}
* Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action.
* Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action.
* Donning and doffing armor does not take time, and can be done as an action even in combat.
* Donning and doffing armour does not take time, and can be done as an action even in combat.


=== Equipment ===
=== Equipment ===
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* [[Weapons]] are given unique [[Weapon Actions|weapon action]] attacks depending on the weapon type. These can be used once per [[Resting|short rest]] only if the wielder is proficient with the weapon.
* [[Weapons]] are given unique [[Weapon Actions|weapon action]] attacks depending on the weapon type. These can be used once per [[Resting|short rest]] only if the wielder is proficient with the weapon.
* There is no magic item attunement system.
* There is no magic item attunement system.
* A creature can have a melee weapon set and a ranged weapon set equipped that they can toggle between freely. As of Early Access Patch 9, if you have a shield equipped in the equipped melee set but have the ranged weapon set being actively wielded then you still benefit from the AC boost the shield provides.
* A creature can have a melee weapon set and a ranged weapon set equipped that they can toggle between freely. As of Early Access Patch 9, if you have a shield equipped in the equipped melee set but have the ranged weapon set being actively wielded, you still benefit from the AC boost the shield provides.
* Some [[Equipment|equipment]] like gloves, boots, or helms may require armor proficiency to wear effectively. They don't give the character a bonus to their armor class (unless they have a magical effect that specifically says so), but may have magical effects and the character will only be able to don them effectively with the correct proficiency.
* Some [[Equipment|equipment]] like gloves, boots, or helms may require armour proficiency to wear effectively. They don't grant a bonus to armour class (unless they have a magical effect that specifically says so), but may have magical effects and the character will only be able to don them effectively with the correct proficiency.
* [[Armour#Heavy_Armour|Heavy armor]] does not have a Strength requirement, and therefore no movement speed penalty.
* [[Armour#Heavy_Armour|Heavy armour]] does not have a Strength requirement, and therefore no movement speed penalty.
* You are unable to select starting [[Equipment|equipment]], you are given starting equipment based on your starting [[Classes|class]].
* You are unable to select starting [[Equipment|equipment]]; you are given starting equipment based on your starting [[Classes|class]].
* Crossbows currently have the [[Loading|loading]] property, but it does not restrict the usage of crossbows in any way. It is possible that they will continue to ignore [[Loading|loading]] at release (needs confirmation).
* Crossbows currently have the [[Loading|loading]] property, but it does not restrict the usage of crossbows in any way. It is possible that they will continue to ignore [[Loading|loading]] at release (needs confirmation).
** This allows a character to dual wield hand crossbows. It does not allow a character to wield a hand crossbow with a shield because the crossbow goes in the ranged set while the shield goes in the melee set. But as discussed above, the character gains the AC bonus of a shield equipped on your melee set even while the ranged set is actively drawn.
** This allows a character to dual wield hand crossbows. It does not allow a character to wield a hand crossbow with a shield because the crossbow goes in the ranged set while the shield goes in the melee set. But as discussed above, the character gains the AC bonus of a shield equipped on your melee set even while the ranged set is actively drawn.
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* [[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to 15 ft range. Blinded creatures can also make opportunity attacks.
* [[Blinded (Condition)|Blinded]]: In addition to the other effects, ranged attacks are limited to 15 ft range. Blinded creatures can also make opportunity attacks.
* [[Encumbered (Condition)|Encumbered]]: A character become encumbered when they carry an amount equal to 7 times their Strength rather than 5 times. Being encumbered also halves your jump distance.
* [[Encumbered (Condition)|Encumbered]]: A character become encumbered when they carry an amount equal to 7 times their Strength rather than 5 times. Being encumbered also halves your jump distance.
** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 9 times their Strength rather than 10 times. And it also prohibits them from being able to climb or jump at all.
** [[Heavily Encumbered (Condition)|Heavily encumbered]]: A character becomes heavily encumbered at 9 times their Strength rather than 10 times. It also prohibits them from being able to climb or jump at all.
* [[Frightened (Condition)|Frightened]]: Creatures which are frightened are unable to move at all (rather than being unable to move towards the source of their fear), unless the effect instead makes them "[[Fear|fearful]]" which gives them the frightened effect as well as making them flee.
* [[Frightened (Condition)|Frightened]]: Creatures which are frightened are unable to move at all (rather than being unable to move toward the source of their fear), unless the effect instead makes them "[[Fear|fearful]]" which gives them the frightened effect as well as making them flee.
* [[Prone (Condition)|Prone]]: Being prone gives disadvantage on [[Strength]] and [[Dexterity]] [[Saving Throw|saving throws]], attacks against a prone creature have [[Advantage|advantage]] out to a range of 10 ft rather than 5 ft, and ranged attacks against a prone creature do not have disadvantage. Your character cannot do anything while prone. Starting the turn while prone will cause you to automatically use half your movement and stand up. Becoming prone during your turn automatically ends your turn.
* [[Prone (Condition)|Prone]]: Being prone gives disadvantage on [[Strength]] and [[Dexterity]] [[Saving Throw|saving throws]], attacks against a prone creature have [[Advantage|advantage]] out to a range of 10 ft rather than 5 ft, and ranged attacks against a prone creature do not have disadvantage. Your character cannot do anything while prone. Starting the turn while prone will cause you to automatically use half your movement to stand up. Becoming prone during your turn automatically ends your turn.
* [[Turned (Condition)|Turned]]: Turned creatures will not dodge, since monks will likely be the only characters able to dodge.
* [[Turned (Condition)|Turned]]: Turned creatures will not dodge, since monks will likely be the only characters able to dodge.
* [[Wet (Condition)|Wet]]: This is a new condition that prevents the character from [[Burning (Condition)|burning]] (e.g. from [[Searing Smite]]) and grants [[Resistance|resistance]] to fire damage, but also makes the creature [[Vulnerable|vulnerable]] to lightning and cold damage.
* [[Wet (Condition)|Wet]]: This is a new condition that prevents the character from [[Burning (Condition)|burning]] (e.g. from [[Searing Smite]]) and grants [[Resistance|resistance]] to fire damage, but also makes the creature [[Vulnerable|vulnerable]] to lightning and cold damage.
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* Great Weapon [[Fighting Style]] rerolls any of an attack's damage die on a 1 or 2, even if they are not a part of the weapon's physical damage.
* Great Weapon [[Fighting Style]] rerolls any and all of an attack's damage dice on a 1 or 2, even if they are not a part of the weapon's physical damage.
 
* "Greatberries," a.k.a. [[Goodberry|Goodberries]] that have been buffed due to being cast by a [[Life Domain]] [[Cleric]], will only get the additional healing benefit from Disciple of Life if the same Cleric who cast the spell is also the one to consume the berry. If somebody else consumes the berry, they will just get the normal 1d4 that a goodberry gets in BG3.
* "Greatberries" a.k.a. [[Goodberry|Goodberries]] that have been buffed due to being cast by a [[Life Domain]] [[Cleric]] will only get the additional healing benefit from Disciple of Life if the same Cleric who cast the spell is also the one to consume the berry. If somebody else consumes the berry, then they will just get the normal 1d4 that a goodberry gets in BG3.
* If a character with extra attack makes a melee or ranged weapon attack first, they may follow it up with a thrown weapon attack. However, making a thrown weapon attack first causes the game to classify it as a full throw action rather than part of the attack action, consuming your entire attack action.
 
* If a character with extra attack makes a melee or ranged weapon attack first then this can be followed by a thrown weapon attack. But if you try to do a thrown weapon attack first then the game classifies this as the throw action rather than part of the attack action, so this one thrown weapon uses your entire attack action.


== Class and Subclass Changes ==
== Class and Subclass Changes ==