D&D 5e race changes

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Revision as of 15:33, 2 March 2024 by Phantomsplit (talk | contribs) (→‎Wood half-elves: Added mention of stealth proficiency for wood half elves.)
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This page describes any changes that have been made to races in Baldur's Gate 3 (BG3), from their original specifications in Dungeons and Dragons 5th Edition (D&D 5e). 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 OneD&D rule or other playtest material from D&D 5e, that is considered a rule change from D&D 5e.

Dragonborn

See also: Dragonborn
  • Both line and cone breath weapons have a range of 5m (17ft), rather than the lines being 30 ft and the cones 15 ft.

Drow

See also: Drow
  • Drow player characters do not have Sunlight Sensitivity, though some Drow NPCs do.
  • Superior Darkvision has a range of 24m (80ft) rather than 120 ft.
  • The Trance feature is only implemented by changing your posture while resting in camp.

Dwarves

See also: Dwarf
  • As there is no movement speed penalty for wearing Heavy armour in the game, the racial trait for nullifying it is not in the game either.
  • Dwarves get unique dialogue options instead of Stonecunning's double proficiency bonus for stonework-related History.
  • Tool Proficiency is not in the game as tool proficiencies in general are not.

Gold dwarves (hill dwarves)

No Changes.

Shield dwarves (mountain dwarves)

No Changes.

Duergar

  • Duergar Resilience gives advantage on saving throws against illusions, charm effects, and paralysing effects, rather than against poison.
    • This matches the first 5e version of the Duergar (the "Gray Dwarves" from the Sword Coast Adventurer's Guide) rather than the updated version from Monsters of the Multiverse.
  • The racial Invisibility spell can be cast once per combat (or unlimited times when not in combat).
  • The duergar version of Enlarge does not require concentration.
  • There is no restriction on casting the racial spells while in sunlight.
    • This matches the updated Monsters of the Multiverse version of the duergar rather than the original Sword Coast Adventurer's Guide version.
  • Duergar player characters do not have Sunlight Sensitivity, though some duergar NPCs do.

Elves

See also: Elf
  • The Trance feature is only implemented by changing your posture while resting in camp.

High elves

No changes.

Wood elves

  • The wood elves' Mask of the Wild feature gives proficiency in Stealth, as characters can attempt to hide at any time in the game.

Half-elves

See also: Half-Elf
  • Civil Militia, which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to humans and half-elves.
  • Skill Versatility is not in the game.

Drow half-elves

  • The variant feature is not selectable, and the variant feature available is Drow Magic.

High half-elves

  • The variant feature is not selectable, and the variant feature available is High Elf Cantrip.

Wood half-elves

  • The variant feature is not selectable, and the variant feature available is Fleet of Foot and proficiency in Stealth.

Half-orcs

See also: Half-orc
  • Menacing is not listed as a feature, though half-orcs still get proficiency in Intimidation.

Halflings

See also: Halfling
  • Halfling Nimbleness (ability to move through space of creatures larger than you) is not in the game.

Lightfoot halflings

Strongheart halflings (stout halflings)

No changes.

Humans

See also: Humans
  • Variant ("Subrace") humans are not in the game. Only the default human is available with the following new traits:
    • Civil Militia, which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to Humans and Half-Elves.
    • The ability to choose a skill to be proficient in is new (though this is part of the "variant" human subrace in 5e).
    • Human Versatility, which increases carrying capacity by 25%, is new.

Githyanki

See also: Githyanki
  • Githyanki have traits from Mordenkainen's Tome of Foes, with Astral Knowledge from Monsters of the Multiverse replacing Decadent Mastery.

Gnomes

See also: Gnome
  • Gnome Cunning applies to all Intelligence, Wisdom, and Charisma saving throws (rather than just those against magic).

Forest gnomes

  • Natural Illusionist is not in the game.
  • Speak with Small Beasts grants Speak with Animals once per long rest instead of generic simple communication.

Rock gnomes

  • Tinker is not in the game.
  • Artificer's Lore is changed to grant expertise in all History checks.

Deep gnomes (svirfneblin)

  • Stone Camouflage provides Advantage Icon.png Advantage on Stealth checks at all times, not just against rocky terrain.
  • Deep gnomes otherwise match the version from the Sword Coast Adventurer's Guide rather than the updated version from Monsters of the Multiverse.

Tieflings

See also: Tiefling

No changes. Infernal Legacy is reserved for asmodeus tieflings.

Asmodeus tieflings

This is the Player's Handbook base tiefling with Infernal Legacy.

  • The description states that the racial spells for all the subraces use Charisma as their spellcasting ability (as is the case in 5e). However, Produce Flame for the asmodeus tieflings actually uses Wisdom. This appears to be a bug rather than an intentional change, as the other racial spells use Charisma.

Mephistopheles tieflings

No changes.

Zariel tieflings

No changes.

See also