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D&D 5e class changes: Difference between revisions

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1,347 bytes added ,  7 December 2023
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=={{Class|Paladin}}==
=={{Class|Paladin}}==
*Characters select their [[Paladin#Oaths_and_Oathbreaking|Oath]] at first level rather than third.
*Characters select their [[Paladin#Oaths_and_Oathbreaking|Oath]] at first level rather than third.
**[[Channel Oath]] abilities are granted at level 1. Oath Spells are still not available until level 3.  
**[[Channel Oath]] is granted at level 1, and each subclass has a new level 1 option for it (see below). The existing 5e options for it are added at level 3.
*Characters can break their Oath by not following the tenets at which point they will become the [[Oathbreaker]] subclass.
**Oath Spells are still not available until level 3.
*Characters can break their Oath by not following the tenets, at which point they will become the [[Oathbreaker]] subclass.
**Character can pay financial tithe to [[Paladin#Restoring_Your_Oath|restore their oath]] if desired.
**Character can pay financial tithe to [[Paladin#Restoring_Your_Oath|restore their oath]] if desired.
**See the individual subclass pages for examples of specific actions that can break each oath.
*Channel Divinity changed to Channel Oath, and each subclass gets a new Channel Oath feature at first level.
*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.
**This has implications on multiclassing with [[Cleric]] as the resources are new separate.
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**As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier times per Long Rest.
**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:
*[[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).
**A character has 3 charges per Long Rest (this increases to 4 charges at level 4, and 5 charges at level 10). These charges can be spent in the following ways, each of which uses one action:
**They can spend 1 charge to heal a target for 2 x Paladin level [[Hit Points]].
***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]].
***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.
***Spend 2 charges to cure any diseases or poisons affecting a target.
*Characters can prepare a number of Paladin spells equal to their Paladin level plus their Charisma modifier.  
*Characters can prepare a number of Paladin spells equal to their Paladin level plus their Charisma modifier.  
**This is a very significant increase compared to 5e rules, in which this scales with ''half'' the Paladin level (rounded down).
**This is a very significant increase compared to 5e rules, in which this scales with ''half'' the Paladin level (rounded down).
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===={{Class|Oath of Vengeance}}====
===={{Class|Oath of Vengeance}}====
*The level 1 Channel Oath ability [[Inquisitor's Might]] is new.
*The level 1 Channel Oath ability [[Inquisitor's Might]] is new.
*[[Relentless Avenger]] gives a movement amount of 4.5 m / 15 ft rather than half the character's movement speed.
*[[Relentless Avenger]] gives a flat movement increase of 4.5 m / 15 ft, rather than half the character's movement speed.


=={{Class|Ranger}}==
=={{Class|Ranger}}==
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*Arcane Tricksters get two additional 1st-level spell slots at level 10, for a total of 6, instead of capping out at 4 as in 5e.
*Arcane Tricksters get two additional 1st-level spell slots at level 10, for a total of 6, instead of capping out at 4 as in 5e.
**This is the only way to get more than 4 spell slots at a given level without using elixirs or items, which never occurs in 5e.
**This is the only way to get more than 4 spell slots at a given level without using elixirs or items, which never occurs in 5e.
*[[Mage Hand Legerdemain]] causes the Mage Hand to always be invisible (as opposed to the Rogue having the choice of making it visible or not in 5e).
*[[Mage Hand Legerdemain]] causes the Mage Hand to always be invisible (as opposed to the Rogue having the choice of making it visible or not in 5e). It also extends the spell's duration such that it lasts until the caster takes a long rest.
**The extended duration makes this spell a lot more useful as its BG3 version has the unusual limitation of only being castable once per short rest.


===={{Class|Thief}}====
===={{Class|Thief}}====
*[[Fast Hands]] changed to grant an additional bonus action each round, instead of allowing [[Sleight of Hand]] checks, Thieves' Tools checks, or Use an Object actions as bonus actions.
*[[Fast Hands]] changed to grant an additional bonus action each round, instead of allowing [[Sleight of Hand]] checks, Thieves' Tools checks, or Use an Object actions as bonus actions.
**This enables a character to make two off-hand attacks in a turn when holding a light melee weapon in each hand, allowing a Thief Rogue to make three attacks in a turn two levels earlier than martial characters with Extra Attack.
*[[Second-Story Work]] grants resistance to falling damage instead of a climb speed and a jump distance bonus.
*[[Second-Story Work]] grants resistance to falling damage instead of a climb speed and a jump distance bonus.
*[[Supreme Sneak]] allows the Rogue to use an action to become invisible once per short rest, instead of granting advantage on [[Stealth]] checks when moving slowly.
*[[Supreme Sneak]] allows the Rogue to use an action to become invisible once per short rest, instead of granting advantage on [[Stealth]] checks when moving slowly.
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===={{Class|Assassin}}====
===={{Class|Assassin}}====
*[[Assassin's Alacrity]], which immediately restores a Rogue's action and bonus action on the first turn of combat, replaces the tool proficiencies granted at level 3 in 5e.
*[[Assassin's Alacrity]], which immediately restores a Rogue's action and bonus action on the first turn of combat, replaces the tool proficiencies granted at level 3 in 5e.
**The practical effect of this is that if an Assassin Rogue triggers combat by attacking someone (or using some other action or bonus action) they will still have an action available on their turn in the first round, which other characters will not. Similarly, initiating combat through the use of a bonus action will normally leave a character without a bonus action on their first combat turn, while an Assassin Rogue will still have one.
*[[Infiltration Expertise]] disguises the Rogue in a single action without a week of preparation or gold requirement; the Rogue chooses which race and body type to become when activating it, from among the same options available in the character creator.
*[[Infiltration Expertise]] disguises the Rogue in a single action without a week of preparation or gold requirement; the Rogue chooses which race and body type to become when activating it, from among the same options available in the character creator.
**This effect is essentially the same as {{SAI|Disguise Self}}.
**This effect is essentially the same as the {{SAI|Disguise Self}} spell. However, it is not a spell, and thus can be activated while [[Silenced (Condition)|Silenced]] or otherwise unable to cast spells.


=={{Class|Sorcerer}}==
=={{Class|Sorcerer}}==
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