D&D 5e race changes

From Baldur's Gate 3 Wiki
Revision as of 23:39, 24 September 2023 by Guybrush42 (talk | contribs) (→‎Half-Orcs: Added links)

Template:Up to date 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.

Dragonborn

No Changes.

Drow

  • Drow do not have sunlight sensitivity.
  • The Trance feature is only implemented by changing your posture while resting in camp.

Dwarves

  • As there is no movements speed penalty for wearing heavy armor in the game, the racial trait for nullifying it is not in the game either.
  • Dwarfs 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

  • Duerger Resilience does not give saving throw Advantage Icon.png Advantage or Resistance against poison.
  • Duerger do not have Sunlight Sensitivity.

Elves

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

High Elves

No changes.

Wood Elves

Half-Elves

  • Proficiencies in Light Armour, Shields, Spears, Pikes, Halberds, and Glaive Weapons are new.
  • 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 Cantrip.

Wood Half-Elves

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

Half-Orcs

Halflings

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

Lightfoot Halflings

No changes.

Strongheart Halflings (Stout Halflings)

No changes.

Humans

  • Variant ("Subrace") Humans are not in the game. Only the default Human is available with the following new traits:
    • Proficiencies in Light Armour, Shields, Spears, Pikes, Halberds, and Glaive Weapons are new.
    • The ability to choose a skill to be proficient in is new.
    • Human Versatility, which increases Carrying Capacity by 25%, is new.

Githyanki

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

Gnomes

No changes.

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 History checks.

Deep Gnomes (Svirfneblin)

  • Stone Camouflage provides advantage to stealth checks at all times, not just against rocky terrain.

Tieflings

No changes. Infernal Legacy is reserved for Asmodeus Tieflings.

Asmodeus Tieflings

No changes. This is the Player Handbook base Tiefling with Infernal Legacy.

Mephistopheles Tieflings

No changes.

Zariel Teiflings

No changes.

Related D&D 5e Rule Change Pages