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D&D 5e class changes: Difference between revisions

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2,165 bytes added ,  3 November 2023
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=={{Class|Wizard}}==
=={{Class|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.
*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.
*Copying spells from scrolls into the spellbook is instantaneous rather than taking 2 hours per spell level. The gold cost remains (and is halved for spells from the chosen subclass school).
*[[Arcane Recovery]] can be used any time out of combat (rather than only during a short rest) and does not need to be done all at once; it has a number of charges equal to the number of spell slot levels it can restore (half the class level rounded up) and can be used multiple times throughout the day until they are all expended.


===={{Class|Abjuration}}====
===={{Class|Abjuration}}====
*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]].
* [[Arcane Ward]] works somewhat differently. It starts with a number of charges equal to the Wizard's level. When the Wizard casts an Abjuration spell, the Ward gains a number of charges equal to the spell's level. When the Wizard takes damage, the Ward reduces it by an amount equal to the number of charges, then loses one charge.
**It does not get your Intelligence Ability Score Modifier.
** [[Projected Ward]] has analogous changes.
* [[Improved Abjuration]] grants additional charges to Arcane Ward equal to the Wizard's class level on each short rest, instead of improving ability checks related to abjuration spells.


===={{Class|Conjuration}}====
===={{Class|Conjuration}}====
''No Changes''
 
* [[Minor Conjuration: Create Water|Minor Conjuration]] grants the ability to cast [[Create Water]] without using a spell slot once per short rest, instead of creating inanimate objects out of nothing.


===={{Class|Divination}}====
===={{Class|Divination}}====
*Expert Divination is an extra portent die rather than regaining an extended spell slot when casting a divination spell of 2nd level or higher.
*Using a [[Portent]] die requires a reaction, and can only be used on attack rolls and saving throws, not on ability checks.
*[[Expert Divination]] grants an extra portent die, rather than regaining an expended spell slot when casting a divination spell of 2nd level or higher.
*Changes to Third Eye:
**[[Third Eye: Darkvision]] grants Darkvision with a range of 24 m / 80 ft instead of 60 ft.
**[[Third Eye: See Invisibility]] has a range of 9 m / 30 ft instead of 10 ft.
**Both effects last until the next long rest, rather than the next short or long rest.
**Ethereal Sight and Greater Comprehension are not available.


===={{Class|Enchantment}}====
===={{Class|Enchantment}}====


* 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.
* [[Hypnotic Gaze]] can only be used once per long rest.
* [[Instinctive Charm]] actually applies the [[Charmed (Condition)|Charmed]] condition to the target, which it doesn't in 5e.


===={{Class|Evocation}}====
===={{Class|Evocation}}====
*Sculpt spell feature affects all allies in the area, and is not limited by the spell's level.
*[[Sculpt Spells]] applies to all allies affected by an evocation spell, and is not limited by the spell's level.
*[[Empowered Evocation]] applies to all damage rolls for evocation spells, not just one per spell.  


===={{Class|Illusion}}====
===={{Class|Illusion}}====
*The level 6 feature Malleable Illusions, which let you change illusion forms after a cast, is replaced with See Invisibility.
*[[Improved Minor Illusion]] allows [[Minor Illusion]] to be cast as a bonus action. It can be cast while [[Silenced (Condition)|Silenced]] and does not reveal the caster's position.
*The level 6 feature Malleable Illusions, which let you change illusion forms after a cast, is replaced with the ability to cast [[See Invisibility]] without using a spell slot once per short rest.


===={{Class|Necromancy}}====
===={{Class|Necromancy}}====
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===={{Class|Transmutation}}====
===={{Class|Transmutation}}====
*Minor Alchemy is changed to Experimental Alchemy. Minor Alchemy let the Wizard alter the physical properties of one nonmagical object.
*The level 2 feature Minor Alchemy, which allowed the Wizard to alter the physical properties of one nonmagical object, is replaced by [[Experimental Alchemy]]. This feature allows the Wizard to roll a Medicine check to craft two potions, elixirs, etc. instead of one when using the [[Alchemy]] interface.
*Shapechanger lets the Wizard change into a Blue Jay rather than being able to cast Polymorph once per short rest.
*The [[Transmuter's Stone: Speed]] option is not limited by a character being encumbered.
*[[Shapechanger]] lets the Wizard change into one specific animal form (a Blue Jay) at will, rather than being able to cast [[Polymorph]] once per short rest.


==Related D&D 5e Rule Change Pages==
==Related D&D 5e Rule Change Pages==
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