D&D 5e Class Changes

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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.

Barbarian Barbarian[edit | edit source]

  • 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 Wildheart Barbarian (Path of the Totem Warrior)[edit | edit source]

  • 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 Beastial Heart gives the character full benefits even if they rage while in heavy armor.
    • Each Beastial 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 Berserker Barbarian (Path of the Berserker)[edit | edit source]

  • 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 Wild Magic Barbarian (Path of the Wild Soul)[edit | edit source]

  • 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 Bard[edit | edit source]

  • 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.
    • Initiative is a Dexterity ability check that the Bard is not proficient in, which is why it normally applies.
  • Magical secrets only gives access to a set list of spells instead of giving access to all spells.

College of Lore College of Lore Bard[edit | edit source]

  • Cutting Words can also be used to reduce an enemy's saving throw instead of its damage roll.

College of Swords College of Swords Bard[edit | edit source]

  • 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 College of Valour Bard[edit | edit source]

No Changes

Cleric Cleric[edit | edit source]

  • Destroy Undead does non-scaling radiant damage to all undead affected, rather than instantly killing weaker undead.
  • Clerics receive the Druid Produce Flame Cantrip.
    • Clerics normally have a single damaging Cantrip, Sacred Flame, nullified on a successful save by the target.

Life Domain Life Domain Cleric[edit | edit source]

  • 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 Light Domain Cleric[edit | edit source]

  • 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.
      • This is 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 Knowledge Domain Cleric[edit | edit source]

  • 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 of an Ability Score and lasts until Long Rest.
    • This is opposed to 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 6 domain feature Channel Divinity: Read Thoughts (essentially just detect thoughts) is replaced with nothing.
  • 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 Nature Domain Cleric[edit | edit source]

  • The level 5 domain spell Wind Wall is replaced with Sleet Storm.
  • The level 6 domain feature Dampen Elements is not in the game.
    • This enabled the Cleric to expend a reaction to half the damage of acid, cold, fire, lightning, or thunder damage of either the Cleric or another creature.
  • The level 9 domain spell Tree Stride is replaced with Wall of Stone.

Tempest Domain Tempest Domain Cleric[edit | edit source]

  • The level 1 domain feature Wrath of the Storm is renamed to Destructive Wrath.
    • It now does Lightning Damage, Thunder Damage on a failed save.
      • As opposed to being able to select one of those two damage types for either case.
    • It uses a reaction and is not limited to the Wisdom Ability Score Modifier number of uses per day.
  • The level 7 domain spell Control Water is replaced with Freedom of Movement.

Trickery Domain Trickery Domain Cleric[edit | edit source]

  • 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 6 domain feature Channel Divinity: Cloak of Shadows is not in the game.
    • This allowed the Cleric to become invisible until the end of their next turn, broken if they attack or cast a spell.
  • The level 8 domain spell Modify Memory is replaced with Seeming.

War Domain War Domain Cleric[edit | edit source]

  • 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 Druid[edit | edit source]

  • 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 Circle of the Moon Druid[edit | edit source]

No changes besides the aforementioned Wild Shape changes

Circle of the Land Circle of the Land Druid[edit | edit source]

  • 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 the of Spores Circle of the Spores Druid[edit | edit source]

  • 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 Fighter[edit | edit source]

No changes to the base class

Battle Master Battle Master Fighter[edit | edit source]

  • 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 Champion Fighter[edit | edit source]

No changes

Eldritch Knight Eldritch Knight Fighter[edit | edit source]

No changes

Monk Monk[edit | edit source]

  • Monks get access to Ki at first level, as opposed to second level.
    • Monks still gain one Ki point as normal each level after that, resulting in one more Ki point per 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. Instead of being restricted to shortswords or any simple weapon that does not have the two-handed or heavy properties.

Way of the Four Elements Way of the Four Elements Monk[edit | edit source]

  • At level 6, 9, and 11 the Monk gets 1 additional spell instead of 2 at level 6 and 11.
  • The level 6 feature Force of Nature is not in the game.
    • This includes the Bend the Earth, Control the Flames, Gust the Wind, and Shape the River techniques.
  • The level 11 feature Empowered Techniques is replaced with the level 9 feature Improved Elemental Casting.
    • Instead of getting 1 free KI point a turn, the Monk gets an additional damage die and other features depending on the spell.

Way of the Open Hand Way of the Open Hand Monk[edit | edit source]

  • 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 Way of Shadow Monk[edit | edit source]

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

Paladin Paladin[edit | edit source]

  • 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.

Oath of the Ancients Oath of the Ancients Paladin[edit | edit source]

Oath of Devotion Oath of Devotion Paladin[edit | edit source]

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

Oathbreaker Oathbreaker Paladin[edit | edit source]

  • 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 Oath of Vengeance Paladin[edit | edit source]

Ranger Ranger[edit | edit source]

  • 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 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.
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 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 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.
  • The Primeval Awareness feature is not in the game.

Hunter Hunter Ranger[edit | edit source]

Beast Master Beast Master Ranger[edit | edit source]

  • 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 Gloom Stalker Ranger[edit | edit source]

  • 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 Rogue[edit | edit source]

  • Thieves' tools proficiency is not in the game, instead Sleight of Hand is used instead for the 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 Arcane Trickster Rogue[edit | edit source]

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

Thief Thief Rogue[edit | edit source]

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

Assassin Assassin Rogue[edit | edit source]

  • 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 Sorcerer[edit | edit source]

Draconic Bloodline Draconic Bloodline Sorcerer[edit | edit source]

  • 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 Sorcerer[edit | edit source]

  • 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
Blur Blur Blurs the body of every nearby creature, making them harder to hit.
Enchant Weapons Enchant Weapons This ability allows them to magically empower the weapons of every nearby creature, allowing them to make one powerful strike.
Explosive Healing Explosive Healing This ability allows them to heal every creature in an area whenever they cast a Level 1 Spell or higher.
Fog Fog This ability allows them to spontaneously create a fog around themselves that Blind every creature inside it.
Summon Mephit Summon Mephit Summon a hostile Mephit
Swap Swap This ability allows them to teleport to a creature's location when they cast a Cantrip or a 1st Level Spell.
Teleport Teleport This ability allows them to teleport to a nearby location with a bonus action.
Turn Magic Turn Magic At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects).
Burning Burning Each creature and item within 6m / 20ft of the caster starts Burning and takes 1d6Damage TypesFire damage per turn for 5 turns.
  • This is more potent than other sources of Burning, lasting longer and dealing 1d6 damage instead of 1d4.
Dog Form Dog Form Flickering, unreliable magic has polymorphed you into a dog.
Flight Flight Can fly to a target position for 2 turns.
Enlarge/Reduce Enlarge/Reduce Each creature within 9m is randomly Enlarged or Reduced.
Entangle Entangle Create a vine surface around yourself, slowing down creatures, possibly Entangling them.
Otiluke's Resilient Sphere Otiluke's Resilient Sphere Enclosed in an arcane sphere. Affected entity can't be damaged by attacks or effects from outside the sphere, nor can it damage anything outside the sphere. Movement speed halved.
Slow Slow You are Slowed.
Sorcery Points Sorcery Points Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
Telekinesis Telekinesis You are able to use Telekinesis without expending a spell slot until end of turn.
Water Water Spawn a water puddle around caster.
Shield Shield Increase your Armour Class by 5. You take no damage from Magic Missile.
Cambion Cambion Summon a Cambion from the fiery nexus of the Nine Hells. It is hostile to everyone.

Storm Sorcery Storm Sorcery Sorcerer[edit | edit source]

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

Warlock Warlock[edit | edit source]

  • Pact of the Chain is limited to the Imp and Quasit options.
    • The Quasit's scare ability is recharged on a Short Rest rather than a Long Rest.
  • Pact of the Blade Pact of the Blade/Bind Pact Weapon are both immediate rather than taking 1 hour.
  • Pact of the Tome only grants the cantrips Guidance, Vicious Mockery, and Thorn Whip rather than 3 Cantrips from all classes.
  • Eldritch Invocations changes:
    • Devil's Sight range is reduced to 80 feet instead of 120 in line with the Superior Darkvision range reduction.
    • One with Shadows will end if the character casts a spell (normally it wouldn't end on a bonus action spell cast) or takes 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.

The Archfey Archfey Warlock[edit | edit source]

  • 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.

The Great Old One Great Old One Warlock[edit | edit source]

  • 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.

The Fiend Fiend Warlock[edit | edit source]

Wizard Wizard[edit | edit source]

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

Abjuration School Abjuration School Wizard[edit | edit source]

  • Arcane ward is considered temporary hitpoints, 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 Conjuration School Wizard[edit | edit source]

No Changes

Divination School Divination School Wizard[edit | edit source]

  • 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 Enchantment School Wizard[edit | edit source]

No Changes

Evocation School Evocation School Wizard[edit | edit source]

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

Illusion School Illusion School Wizard[edit | edit source]

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

Necromancy School Necromancy School Wizard[edit | edit source]

No Changes

Transmutation School Transmutation School Wizard[edit | edit source]

  • 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[edit | edit source]