D&D 5e class changes

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Revision as of 17:23, 2 November 2023 by 50.198.115.170 (talk) (Several level 6 Cleric subclass features that were missing from the game were added in Patch 4.)

This page and related pages summarize rule changes from the implementation of Dungeons and Dragons 5th Edition (D&D 5e) rules to Baldur's Gate 3 (BG3).

The rule changes described on this page and related pages are written with the assumption the reader understands the relevant D&D 5e rule. These pages will not explain what the D&D 5e rule is, only what the changed or altered BG3 rule is. These pages also include many 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.

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.

Wildheart Barbarian (Path of the Totem Warrior)

  • The Beast Sense spell is not in the game.
  • The level 1 feature Speak with Animals is able to be cast once per long rest, rather than as a ritual. Though, it now lasts until long rest.
  • The level 3 feature Bestial Heart gives the character full benefits even if they rage while in heavy armor.
    • Each Bestial Heart option provides a new unique action as well.
  • The level 6 feature Aspect of the Beast, or Animal Aspect, has 5 additional choices.

Berserker Barbarian (Path of the 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.

Wild Magic Barbarian (Path of the Wild Soul)

  • 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.

Bard

  • Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
  • 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 Bard

College of Swords Bard

  • College of Swords Bards do not get 10 feet movement on an attack action.
  • Blade Flourish underwent a number of changes:
    • Blade Flourish is not limited to once per turn.
    • Defensive Flourish now provides a fixed +4 AC.
    • 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 Bard

No Changes

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.

Life Domain Cleric

  • The level 2 domain feature Channel Divinity: Preserve Life is now able to heal an ally past half hp.
    • However, it only heals (3 x Cleric Level) hit points as opposed to (5 x Cleric level).
  • 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 Cleric

  • The level 1 domain feature Warding flare has unlimited charges rather than having a limit of the Wisdom modifier.
    • It also triggers when an enemy has already rolled and is going to hit, unlike 5e where you have to use it before the enemy rolls their attack.
  • The level 9 domain spell Scrying is placed with Destructive Wave.

Knowledge Domain Cleric

  • 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 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 Cleric

  • 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 Cleric

  • The level 1 domain feature Wrath of the Storm Wrath of the Storm has no limit on how many times it may be used.
    • The tabletop version can only be used a number of times equal to the Cleric's Wisdom Modifier before a long rest.
  • The level 7 domain spell Control Water is replaced with Freedom of Movement.

Trickery Domain Cleric

  • The level 1 domain feature Blessing of the Trickster requires concentration.
  • The level 2 domain feature Invoke Duplicity underwent a few changes:
    • It does not allow a character to cast spells through it 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.
  • 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 Cleric

  • The level 1 domain feature War Priest gives 3 charges, more as the Cleric levels, instead of the Wisdom Ability Score Modifier.
  • 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.

Druid

  • There is no restriction preventing a druid from wearing metal armor.
  • There is no time limit on how long a character can be in Wild Shape, though it will end automatically if the character enters an important dialogue scene (e.g. meeting a companion).
  • 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 Druid

No changes besides the aforementioned Wild Shape changes

Circle of the Land Druid

  • 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 Call Lightning, Fly 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 Druid

  • At level 2 the Druid gets Bone Chill as a bonus Cantrip, which is not in the original rules.
  • The level 2 action Symbiotic Entity lasts until 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
    • The number of Fungal Infestation Charges is 4 instead of the Wisdom Ability Score Modifier.
    • Fungal Infestation Charges are Recharge: Once per Long Rest.

Fighter

No changes to the base class

Battle Master Fighter

  • The Parry and Lunging Attack Battle Master Manoeuvers are not in the game.
  • The Rally manoeuver gives a flat +8 Temporary HP.
  • 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.

Champion Fighter

  • 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.
  • 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 Fighter

  • Weapon Bond does not take a bonus action. It returns to you automatically.

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.
  • Slow Fall grants resistance to falling damage.
  • Stillness of Mind is used automatically to end the Charmed or Frightened conditions.
  • Monk weapons are now any weapon with which the Monk has Proficiency, and do not have the Two-Handed or Heavy properties.
    • 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.)

Way of the Four Elements Monk

  • Monks start with 3 disciplines at level 3 as opposed to 2.
  • Elemental Disciplines can no longer be upcasted using additional ki points.
    • This functionality has been replaced with the new level 9 feature, Improved Elemental Casting, which serves a similar purpose
  • New Elemental Disciplines have been added which include:
    • Blade of Rime
    • Chill of the Mountain
    • Shaping of the Ice
    • Sphere of Elemental Balance
    • Touch of the Storm
    • Embrace of the Inferno
  • The Elemental Attunement Discipline has been removed entirely.
  • Fangs of the Fire Snake makes melee attacks deal an additional 1d4 fire damage
    • The original version converted your unarmed strikes to fire damage without the additional damage.

Way of the Open Hand Monk

  • Wholeness of Body is acquired at level 6 instead of level 3.
  • Open Hand Monks gain 3 new moves: Manifestation of Body, Manifestation of Mind, and Manifestation of Soul.
  • The level 3 action Quivering Palm is not in the game.
    • Instead, the Ki Resonation series of abilities are acquired at level 9. These are the same in principle as Quivering Palm.
    • Costing 3 Ki Points and limited to once per Long Rest, this killed a creature on a failed CON saving throw or dealt 10d10 Necrotic damage.

Way of Shadow Monk

  • Cloak of Shadows is acquired at level 5 instead of level 11.
  • Shadow Monks gain a new move Shadow Strike at level 11.

Paladin

  • Characters select their Oath at first level.
  • Characters can break their Oath by not following the tenets at which point they will become the Oathbreaker subclass.
  • 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.
  • 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.
    • As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier 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:
    • A character has 3 charges per Long Rest (this increases to 4 charges at level 4).
    • They can spend 1 charge to heal a target for 2 x Paladin level Hit Points.
    • They can spend 2 charges to heal a target for 4 x Paladin level Hit Points.
    • They can spend 2 charges to cure any diseases or poisons affecting a target.
  • 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).

Oath of the Ancients Paladin

Oath of Devotion Paladin

  • The level 1 Channel Oath ability Holy Rebuke is new.
  • The Oath spell Zone of Truth is replaced with Silence.

Oathbreaker Paladin

  • Available at level 1 instead of level 3.
  • The level 1 Channel Oath ability Spiteful Suffering is new.
  • Control Undead range is reduced to 20 ft, and the effect is limited by the target's level rather than challenge rating.

Oath of Vengeance Paladin

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. * Investigation Proficiency
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. * Arcana Proficiency
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. * Arcana Proficiency
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. * Heavy armour Proficiency
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. * Religion Proficiency
  • Natural Explorer is a set of unique passive features rather than uninhibited terrain movement and INT/WIS 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. * Cast Find Familiar Find Familiar at will
Urban Tracker Urban Tracker An expert at navigating the wild within the city, you gain Sleight of Hand Sleight of Hand Proficiency. * 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. * Damage TypesCold Resistance
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. * Damage TypesFire Resistance
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. * Damage TypesPoison Resistance
  • The Primeval Awareness feature is not in the game.

Hunter Ranger

Beast Master Ranger

  • 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 and does not require an action to command.
    • The companion can be swapped out or resummoned once per short rest.
    • The companion adds the proficiency bonus to their attack rolls, damage rolls, Saving Throws and Armour Class at 5th level and not at 3rd level.
  • At 5th level, 8th level and 11th level the animal companion gains additional hitpoints.
  • At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores.

Gloom Stalker Ranger

  • The Dread Ambusher initiative bonus is +3 rather than the Wisdom Ability Score Modifier.
  • For Umbral Sight, rather than getting normal Darkvision, Superior Darkvision if the race already had Darkvision, Gloom Stalkers get Superior Darkvision in all cases.
  • Gloom Stalkers get the always prepared ritual spell Disguise Self.
  • Gloom Stalkers get the always prepared spell Misty Step at level 5.
  • 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.
  • Gloom Stalkers get the always prepared spell Fear at level 9.

Rogue

  • Thieves' tools proficiency is not in the game, instead Sleight of Hand is used for relevant checks.
  • Sneak Attack only applies the additional damage if using one of the two Sneak Attack actions.
  • Sneak Attack damage is capped at 5d6 damage at level 9, instead of 6d6 damage at level 11.

Arcane Trickster Rogue

  • Mage Hand Legerdemain additional tasks ("can carry out additional tasks") are not implemented in-game as of Release Patch #2.

Thief Rogue

  • Fast hands changed to grant an additional bonus action each round.
  • Second story work grants resistance to falling damage instead of climb speed.

Assassin Rogue

  • Assassin's Alacrity is new.
  • Infiltration Expertise lets you become male/female of any humanoid race in a single action without a week preparation or gold requirement.

Sorcerer

Draconic Bloodline Sorcerer

  • 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

Wild Magic

  • Wild magic surges have a chance to trigger after any spell of first level or higher the character casts.
  • Tides of Chaos increases the chance of surges triggering, but the increased odds are unknown.
    • Tides of Chaos recharges on a Short Rest, but does not refresh when a wild magic surge triggers.
  • 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 Sorcerer

  • Tempestuous Magic fly speed is 30 feet instead of 10.
  • Storm Spells is new.

Warlock

Archfey Warlock

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

Great Old One Warlock

  • 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.

Fiend Warlock

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.

Abjuration School Wizard

  • Arcane ward is considered temporary hit points, instead of a pool of its own Hit Points that blocks damage with any overflow going to the protected target.
    • It does not stack with other sources of temporary Hit Points.
    • It does not get your Intelligence Ability Score Modifier.

Conjuration School Wizard

No Changes

Divination School Wizard

  • Expert Divination is an extra portent die rather than regaining an extended spell slot when casting a divination spell of 2nd level or higher.

Enchantment School Wizard

  • Hypnotic Gaze is changed to only be castable once per long rest, instead of once per long rest per target. It can be used to grant advantage on Charisma checks.

Evocation School Wizard

  • Sculpt spell feature affects all allies in the area, and is not limited by the spell's level.

Illusion School Wizard

  • The level 6 feature Malleable Illusions, which let you change illusion forms after a cast, is replaced with See Invisibility.

Necromancy School Wizard

No Changes

Transmutation School Wizard

  • Minor Alchemy is changed to Experimental Alchemy. Minor Alchemy let the Wizard alter the physical properties of one nonmagical object.
  • Shapechanger lets the Wizard change into a Blue Jay rather than being able to cast Polymorph once per short rest.

Related D&D 5e Rule Change Pages