D&D 5e class changes

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Revision as of 16:30, 14 August 2023 by Kraz (talk | contribs) (Added Sneak Attack limited to 5d6 in BG3)
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This page and related pages summarize rule changes from the implementation of Dungeons and Dragons 5th Edition (D&D 5e) rules to Baldur's Gate 3 (BG3).

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

Barbarian

  • 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.
  • Feral Instincts gives a fixed +3 bonus to Initiative, instead of advantage.

Path of the Wildheart (Totem Warrior)

  • Beast sense spell is not in the game, and therefore this spell is not granted.
  • 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.
  • 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.
  • The game uses the Rules as Written interpretation of 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.
  • Each of the Beastial Heart options (a.k.a. Totem Spirit) have their traditional passive effect as well as a new option to use as a action.

Path of the Berserker

  • Leaving a frenzy rage does not cause a character to gain a level of exhaustion.
  • 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.

Path of Wild Magic

Bard

  • 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.
  • 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 to initiative rolls.
  • Magical secrets only gives access to a set list of spells instead of giving access to all spells.

College of Lore

  • Bonus proficiencies a character receives are Arcana, Intimidation, and Sleight of Hand.
  • 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.

College of Swords

  • All Flourishes are now Special Attack actions, and consumer a Bardic Inspiration on use.
    • 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 is now a single attack roll with two targets.

College of Valor

  • 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).

Cleric

  • Destroy Undead does radiant damage to all undead affected, rather than instantly killing weaker undead.

Life Domain

  • The domain spell Spiritual Weapon is replaced with Aid (verification needed at launch when Spiritual Weapon spell is added to the game).
  • Channel Divinity: Preserve Life is now able to heal an ally past half hp, but can only heal up to 3 x Cleric Level.

Light Domain

  • Warding flare has unlimited charges, a character is not limited by their Wisdom modifier.

Knowledge Domain

  • Not in Early Access, this is a placeholder.

Nature Domain

  • Not in Early Access, this is a placeholder.

Tempest Domain

  • Not in Early Access, this is a placeholder.

Trickery Domain

  • The 3rd level Domain Spells are replaced Bestow Curse and Fear, rather than Blink and Dispel Magic.
  • Blessing of the Trickster requires 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

  • Not in Early Access, this is a placeholder.

Druid

  • There is no restriction preventing a druid from wearing metal armor.
  • There is no time limit on how long a character can be wild shaped.
  • 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 shape transformations have modified statblocks from their Monster Manual counterparts, and are limited to the following options:
Wildshape Options
Druid Level All Druids Additional Moon Druid Options
2 Badger, Cat, Spider, Wolf Bear
4 Deep Rothe Dire Raven

Circle of the Moon

  • No changes besides those in the above table.

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.
  • Additional prepared spells are changed (all changed spells are not present in Early Access, needs verification at launch when more spells added).
Land Druid Additional Spells Prepared
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)
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

Circle of Spores

  • Not in Early Access, this is a placeholder.

Fighter

  • No changes to the base class

Battle Master Archetype

  • Know Your Enemy feature not implemented
  • The only Battle Master Maneuvers implemented into BG3 are disarming attack, menacing attack, pushing attack, rally, riposte, and trip attack.
  • The Rally maneuver gives a flat +8 Temporary HP.

Champion Archetype

  • Not in Early Access, this is a placeholder.

Eldritch Knight Archetype Archetype

  • Weapon Bond feature is not implemented.

Monk

  • 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.
  • 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

  • Not in Early Access, this is a placeholder.

Way of the Open Palm

  • Not in Early Access, this is a placeholder.

Way of Shadow

  • Not in Early Access, this is a placeholder.

Paladin

  • A character selects their 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 restore your oath if desired.
  • 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).
  • 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.
  • Lay on Hands is changed to:
    • A character has 3 charges (this increases to 4 charges at level 4).
    • As an action they can spend 1 charge to heal the target by an amount of hitpoints equal to 2 x Paladin level.
    • As an action they can spend 2 charges to heal the target by an amount of hitpoints equal to 4 x Paladin level.
    • As an action they can spend 2 charges to cure any diseases or poisons affecting the target.

Oath of the Ancients

  • 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.

Oath of Devotion

  • 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.
  • Oath spell Zone of Truth is replaced with Silence.

Oathbreaker

  • Subclass is only available by breaking your oath.
  • 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.
  • 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

  • Not in Early Access, this is a placeholder.

Ranger

  • The Player Handbook Version of the Ranger is used, with substantial changes.
  • Favored Enemy is replaced by a choice of one of the following:
Archetypes Description Grants
Bounty Hunter Gain Proficiency in Investigation. Creatures you hit with Ensnaring Strike (either ranged or melee) have Disadvantage on their Saving Throw.
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 You have a history of battling spellcasters. Gain Proficiency with Arcana and the True Strike Cantrip, which gives you Advantage Icon.png Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell.
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 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 replaced by a choice of one of the following:
Archetypes Description Grants
Beast Tamer You have cultivated a strong bond with animals. You can cast Find Familiar as a ritual.
Urban Tracker An expert at navigating the wild within the city, you gain 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.
Wasteland Wanderer: Fire You have spent endless days surviving forbidding deserts. Gain resistance to Fire, taking only half damage from it.
Wasteland Wanderer: Poison You have spent endless days surviving fetid swamps. Gain resistance to Poison, taking only half damage from it.
  • Primeval awareness feature not implemented.

Beast Master Archetype

  • The 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.
  • The animal companion acts on its own initiative and does not require a bonus action to command.
  • The companion can be swapped out or resummoned at any time when not in combat.
  • At 5th level, the companions gain a boost to their AC, damage from their attacks, additional hitpoints, and abilities.

Gloomstalker Archetype

  • Not in Early Access, this is a placeholder.

Rogue

  • Thieves' tools proficiency is not implemented (Sleight of Hand is used instead for relevant checks), and therefore not granted at first level.
  • Thieves' Cant is not implemented.
  • As of Early Access Patch 9, sneak attack only applies the additional damage if the character specifically takes the action titled "Sneak Attack" (ranged or 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).
  • Sneak Attack damage is limited to 5d6 (reached at level 9), you do not get an addition die damage at level 11.

Arcane Trickster Archetype

  • Mage Hand Legerdemain is listed as a feature, but does not do anything as of Early Access Patch 9.

Assassin Archetype

  • Not in Early Access, this is a placeholder.

Thief Archetype

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

Sorcerer

  • Able to select two metamagic options from careful spell, distant spell, extended spell, or 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 heightened spell, quickened spell, or 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.
    • Careful spell affects all allies in the area, not just an amount of creatures equal to the caster's Charisma modifier.
    • Distant spell increases spells with a 5 ft range to 10 ft. All other ranged spells have their range increased by only 50%.
    • Heightened spell gives disadvanatage to the saving throw of all creatures affected by the spell.
    • Quickened spell costs 3 sorcery points instead of 2.
    • 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 prevents all casting).
  • Empowered Spell metamagic is not implemented.

Draconic Bloodline Origin

  • 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.
  • Characters learn an additional spell at first level depending on their ancestry as follows:
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

Storm Sorcery Origin

  • Not in Early Access, this is a placeholder.

Wild Magic Origin

  • 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.
  • The Wild Magic Surge table has changed to the following:

Warlock

  • Pact of the Chain is limited to the imp and quasit options. The quasit's scare ability comes back on a short rest rather than once a day.
  • 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).
  • 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).
  • 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.


Invocation Level Description Grants
Agonising Blast 2+ When you cast Eldritch Blast, add your Charisma Modifier to the damage it deals, unless it is negative.
  • Agonizing Blast Icon.png Add your Charisma modifier to the damage of each beam of Eldritch Blast (Passive Feature)
Armour of Shadows 2+ You can cast Mage Armour on yourself at will, without expending a Spell Slot. Mage Armour increases your Armour Class when you are not wearing armour.
Beast Speech 2+ You can cast Speak with Animals on yourself at will, without expending a Spell Slot.
Beguiling Influence 2+ You invoke your patron's bewitching charm. You gain Proficiency in the Deception and Persuasion.
Devil's Sight 2+ You can see normally in darkness, both magical and non-magical, to a distance of 24m / 80ft.
  • Devils Sight Icon.png Superior Darkvision, including magical darkness (Passive Feature)
Fiendish Vigour 2+ You can cast False Life on yourself at will as a 1st-level spell, without expending a Spell Slot. False Life grants you 7 Temporary Hit Points.
Mask of Many Faces 2+ You can cast Disguise Self on yourself at will, without expending a Spell Slot.
Repelling Blast 2+ When you hit a creature with Eldritch Blast, you can push the creature up to 4.5m / 15ft away from you.
  • Repelling Blast Icon.png Push target creature(s) up to 4.5m / 15ft away with Eldritch Blast (Passive Feature)
Thief of Five Fates 2+ You can cast Bane using a Warlock Spell Slot once a long rest. Bane targets up to 3 creatures (+1 creature per spell slot level above 1st). They receive a 1d4 penalty to Attack Rolls and Saving Throws.
One with Shadows 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 5+ You learn how to cast Bestow Curse.

The Archfey Patron

  • Not in Early Access, this is a placeholder.

The Great Old One Patron

  • Awakened Mind is replaced by 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 until the end of their next turn. There is no save to resist the frightened effect.
  • The 5th level expanded spell options are not implemented (likely to change at launch, verification required).

The Fiend Patron

  • No changes

Wizard

  • The wizard has the spellbook feature, but does not have a physical spellbook which can be stolen or damaged.

School of Abjuration

  • Arcane ward is considered temporary hitpoints, and does not stack with other sources of temporary hitpoints.

School of Conjuration

  • Not in Early Access, this is a placeholder.

School of Divination

  • Not in Early Access, this is a placeholder.

School of Evocation

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

School of Illusion

  • Not in Early Access, this is a placeholder.

School of Necromancy

  • Not in Early Access, this is a placeholder.

School of Transmutation

  • Not in Early Access, this is a placeholder.

Related D&D 5e Rule Change Pages