D&D 5e class changes: Difference between revisions

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}}This page describes any changes that have been made to [[class]]es 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 [[D&D 5e Rule Changes|related pages]].


This page and [[D&D 5e Rule Changes|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.
 
The rule changes described on this page and [[D&D 5e Rule Changes|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.


== Artificer ==
== Artificer ==
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* The Artificer class is not available.
* The Artificer class is not available.


=={{Class|Barbarian}} ==
== Barbarian ==
{{see also|Barbarian}}
*[[Rage]] bonus damage also applies to Dexterity damage rolls and those using thrown weapons/objects.
*[[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.
*[[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.
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*[[Relentless Rage]] does not require a saving throw, but can only be used once per short rest.
*[[Relentless Rage]] does not require a saving throw, but can only be used once per short rest.


===={{Class|Wildheart}} (Path of the Totem Warrior) ====
=== Wildheart (Path of the Totem Warrior) ===  
{{see also|Wildheart}}
 
*The physical totem object required for the 5e Path of the Totem Warrior subclass is not used.
*The physical totem object required for the 5e Path of the Totem Warrior subclass is not used.
*The Beast Sense spell is not in the game.
*The Beast Sense spell is not in the game.
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*The level 10 feature Spirit Walker is replaced with the ability to select a second Animal Aspect option (which is granted at level 14 in 5e).
*The level 10 feature Spirit Walker is replaced with the ability to select a second Animal Aspect option (which is granted at level 14 in 5e).


===={{Class|Berserker}} (Path of the Berserker)====
=== Berserker (Path of the Berserker) ===
{{see also|Berserker}}
*[[Frenzied Strike]] applies a cumulative -1 attack roll debuff until the rage ends instead of causing the character to gain a level of exhaustion.
*[[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.
*While in [[Frenzy]], a character may use [[Enraged Throw]] as a bonus action to throw a creature or object at a target.
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*If a creature resists [[Intimidating Presence]], they are immune to its effects until their next long rest, instead of 24 hours.
*If a creature resists [[Intimidating Presence]], they are immune to its effects until their next long rest, instead of 24 hours.


===={{Class|Wild Magic Barbarian}} (Path of the Wild Soul)====
=== Wild Magic Barbarian (Path of the Wild Soul)===
{{see also|Wild Magic Barbarian}}
*Magic Awareness lets anyone within 3m add their [[Proficiency Bonus]] to [[Saving Throws]] against spells.
*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.
**As opposed to letting the Barbarian identify the location and school of an upcoming spell within 60 feet that isn't behind complete cover.
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**There are separate options for recovering spell slots of levels 1, 2, and 3 (instead of rolling 1d3 to determine the slot level recovered). The option to recover a level 3 spell slot is granted at class level 9.
**There are separate options for recovering spell slots of levels 1, 2, and 3 (instead of rolling 1d3 to determine the slot level recovered). The option to recover a level 3 spell slot is granted at class level 9.


=={{Class|Bard}}==
== Bard ==
{{see also|Bard}}
*Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
*Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
*[[Bardic Inspiration]] has a number of charges that scales with class level, rather than being tied to the Bard's Charisma modifier.
*[[Bardic Inspiration]] has a number of charges that scales with class level, rather than being tied to the Bard's Charisma modifier.
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*[[Magical Secrets]] is restricted to a limited list of additional spells, instead of allowing the Bard to pick any spell.
*[[Magical Secrets]] is restricted to a limited list of additional spells, instead of allowing the Bard to pick any spell.


===={{Class|College of Lore}}====
=== College of Lore ===
{{see also|College of Lore}}
*[[Cutting Words]] cannot be used to reduce an enemy's damage roll. However, it ''can'' be used to reduce an enemy's saving throw, which is not permitted in 5e.
*[[Cutting Words]] cannot be used to reduce an enemy's damage roll. However, it ''can'' be used to reduce an enemy's saving throw, which is not permitted in 5e.
*The [[Magical Secrets|Additional Magical Secrets]] are restricted to the same list as the general Bard feature.
*The [[Magical Secrets|Additional Magical Secrets]] are restricted to the same list as the general Bard feature.


===={{Class|College of Swords}}====
=== College of Swords ===
{{see also|College of Swords}}
*See [[D&D 5e class changes#Fighter|Fighter]] below for Fighting Style changes.
*See [[D&D 5e class changes#Fighter|Fighter]] below for Fighting Style changes.
*[[Blade Flourish]] underwent a number of changes:
*[[Blade Flourish]] underwent a number of changes:
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***As opposed to using the [[Bardic Inspiration]] bonus as the damage for the add-on attack.
***As opposed to using the [[Bardic Inspiration]] bonus as the damage for the add-on attack.


===={{Class|College of Valour}}====
=== College of Valour ===
{{see also|College of Valour}}
''No Changes''
''No Changes''


=={{Class|Cleric}}==
== Cleric ==
{{see also|Cleric}}
*[[Cleric#Level_5|Destroy Undead]] does non-scaling radiant damage to all undead affected, rather than instantly killing weaker undead.
*[[Cleric#Level_5|Destroy Undead]] does non-scaling radiant damage to all undead affected, rather than instantly killing weaker undead.
*Clerics may select the [[Produce Flame]] Cantrip (exclusive to Druids in 5e).
*Clerics may select the [[Produce Flame]] Cantrip (exclusive to Druids in 5e).
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*Adding a Cleric level to a character of another class grants proficiency with [[Flails]] and [[Morningstars]], in addition to the same armor proficiencies granted in 5e.
*Adding a Cleric level to a character of another class grants proficiency with [[Flails]] and [[Morningstars]], in addition to the same armor proficiencies granted in 5e.


===={{Class|Life Domain}}====
=== Life Domain ===
{{see also|Life Domain}}
*The level 2 domain feature Channel Divinity: [[Preserve Life]] restores (3 x Cleric level) hit points to each ally in range, rather than providing (5 x Cleric level) hit points to divide amongst them. It can heal creatures up to their maximum hit points (as opposed to half).
*The level 2 domain feature Channel Divinity: [[Preserve Life]] restores (3 x Cleric level) hit points to each ally in range, rather than providing (5 x Cleric level) hit points to divide amongst them. It can heal creatures up to their maximum hit points (as opposed to half).
*The level 3 domain spell [[Spiritual Weapon]] is replaced with [[Aid]].
*The level 3 domain spell [[Spiritual Weapon]] is replaced with [[Aid]].
*The level 9 domain spell Raise Dead is replaced with [[Greater Restoration]].
*The level 9 domain spell Raise Dead is replaced with [[Greater Restoration]].


===={{Class|Light Domain}}====
=== Light Domain ===
{{see also|Light Domain}}
*The level 1 domain feature [[Light_Domain#Level_1|Warding flare]] has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
*The level 1 domain feature [[Light_Domain#Level_1|Warding flare]] has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
**It also triggers when an enemy has already rolled and is going to hit, unlike 5e where you have to choose to use it before the enemy rolls their attack.
**It also triggers when an enemy has already rolled and is going to hit, unlike 5e where you have to choose to use it before the enemy rolls their attack.
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*The level 9 domain spell Scrying is placed with [[Destructive Wave]].
*The level 9 domain spell Scrying is placed with [[Destructive Wave]].


===={{Class|Knowledge Domain}}====
=== Knowledge Domain ===
{{see also|Knowledge Domain}}
*The level 1 domain spell Identify is replaced with [[Sleep]].
*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 associated with a chosen Ability Score, and lasts until the next Long Rest.
*The level 2 domain feature Channel Divinity: [[Knowledge of the Ages]] gives proficiency to all skills associated with a chosen Ability Score, and lasts until the next Long Rest.
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*The level 9 domain spells Legend Lore and Scrying are replaced with [[Dominate Person]] and [[Telekinesis]].
*The level 9 domain spells Legend Lore and Scrying are replaced with [[Dominate Person]] and [[Telekinesis]].


===={{Class|Nature Domain}}====
=== Nature Domain ===
{{see also|Nature Domain}}  
*The level 5 domain spell Wind Wall is replaced with [[Sleet Storm]].
*The level 5 domain spell Wind Wall is replaced with [[Sleet Storm]].
* The level 9 domain spell Tree Stride is replaced with [[Wall of Stone]].
* The level 9 domain spell Tree Stride is replaced with [[Wall of Stone]].


===={{Class|Tempest Domain}}====
=== Tempest Domain ===
{{see also|Tempest Domain}}
*The level 1 domain feature {{SAI|Wrath of the Storm}} has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
*The level 1 domain feature {{SAI|Wrath of the Storm}} has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
*[[Thunderbolt Strike]] is triggered by dealing either thunder or lightning damage, as opposed to just lightning damage.
*[[Thunderbolt Strike]] is triggered by dealing either thunder or lightning damage, as opposed to just lightning damage.
* The level 7 domain spell Control Water is replaced with [[Freedom of Movement]].
* The level 7 domain spell Control Water is replaced with [[Freedom of Movement]].


===={{Class|Trickery Domain}}====
=== Trickery Domain ===
{{see also|Trickery Domain}}  
*The level 1 domain feature [[Blessing of the Trickster]] requires [[Concentration|concentration]], but can last until the next long rest rather than only 1 hour.
*The level 1 domain feature [[Blessing of the Trickster]] requires [[Concentration|concentration]], but can last until the next long rest rather than only 1 hour.
*The level 2 domain feature [[Invoke Duplicity]] underwent a few changes:
*The level 2 domain feature [[Invoke Duplicity]] underwent a few changes:
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*The level 8 domain spell Modify Memory is replaced with [[Seeming]].
*The level 8 domain spell Modify Memory is replaced with [[Seeming]].


===={{Class|War Domain}}====
=== War Domain ===
{{see also|War Domain}}  
*The level 1 domain feature [[War Priest]] has a number of charges that scales with class level, rather than being tied to the Cleric's Wisdom modifier.
*The level 1 domain feature [[War Priest]] has a number of charges that scales with class level, rather than being tied to the Cleric's Wisdom modifier.
**This feature has three charges initially at class level 1, with a fourth granted at level 5, a fifth at level 8, and a sixth at level 11.
**This feature has three charges initially at class level 1, with a fourth granted at level 5, a fifth at level 8, and a sixth at level 11.
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*Unlike all the other Cleric subclasses, there are no changes to the domain spells.
*Unlike all the other Cleric subclasses, there are no changes to the domain spells.


=={{Class|Druid}}==
== Druid ==
{{see also|Druid}}
*There is no restriction preventing a druid from wearing metal armour.
*There is no restriction preventing a druid from wearing metal armour.
*The Druidic language (and languages in general) is not available.
*The Druidic language (and languages in general) is not available.
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|}
|}


===={{Class|Circle of the Moon}}====
=== Circle of the Moon ===
{{see also|Circle of the Moon}}
''No changes besides the aforementioned Wild Shape changes''
''No changes besides the aforementioned Wild Shape changes''


===={{Class|Circle of the Land}}====
=== Circle of the Land ===
{{see also|Circle of the Land}}  
*[[Natural 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.
*[[Natural 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.
*[[Land's Stride: Difficult Terrain|Land's Stride]] does not provide advantage against magical plant spells such as {{SAI|Entangle}}.
*[[Land's Stride: Difficult Terrain|Land's Stride]] does not provide advantage against magical plant spells such as {{SAI|Entangle}}.
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|}


===={{Class|Circle of the Spores}}====
=== Circle of the Spores ===
{{see also|Circle of the Spores}}
*[[Halo of Spores]] must be activated manually, and can affect a creature within 6 m / 20 ft (rather than 10 ft).
*[[Halo of Spores]] must be activated manually, and can affect a creature within 6 m / 20 ft (rather than 10 ft).
*The level 2 action [[Symbiotic Entity]] lasts until the Druid's long rest instead of 10 minutes.
*The level 2 action [[Symbiotic Entity]] lasts until the Druid's long rest instead of 10 minutes.
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** The additional fighting style options from ''Tasha's Cauldron of Everything'' are not available.
** The additional fighting style options from ''Tasha's Cauldron of Everything'' are not available.


===={{Class|Battle Master}}====
=== Battle Master ===
{{see also|Battle Master}}
*Changes to [[Manoeuvres]]:
*Changes to [[Manoeuvres]]:
**Attack manoeuvres are chosen at the time the attack is attempted, rather than after seeing that the attack hits. The superiority die is still not expended on a miss.
**Attack manoeuvres are chosen at the time the attack is attempted, rather than after seeing that the attack hits. The superiority die is still not expended on a miss.
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**All of the information this feature would grant can be freely obtained by selecting "Examine" on an enemy.
**All of the information this feature would grant can be freely obtained by selecting "Examine" on an enemy.


===={{Class|Champion}}====
=== Champion ===
{{see also|Champion}}


* The [[Improved Critical Hit]] feature reduces the critical threshold by 1, rather than fixing it at 19 as in 5e. This allows it to stack with other effects that expand the critical range, such as the [[Spell Sniper]] feat.
* The [[Improved Critical Hit]] feature reduces the critical threshold by 1, rather than fixing it at 19 as in 5e. This allows it to stack with other effects that expand the critical range, such as the [[Spell Sniper]] feat.
* The [[Remarkable Athlete: Jump]] feature increases the character's jump distance by a flat 3m / 10 ft, rather than scaling with the Strength modifier.
* The [[Remarkable Athlete: Jump]] feature increases the character's jump distance by a flat 3m / 10 ft, rather than scaling with the Strength modifier.


===={{Class|Eldritch Knight}}====
=== Eldritch Knight ===
{{see also|Eldritch Knight}}


* Changes to [[Weapon Bond]]:
* Changes to [[Weapon Bond]]:
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* Two new spells are granted at level 7 instead of just one.
* Two new spells are granted at level 7 instead of just one.


=={{Class|Monk}}==
== Monk ==
{{see also|Monk}}  
*Monks get access to Ki at first level, as opposed to second level.  
*Monks get access to Ki at first level, as opposed to second level.  
**Monks begin with 2 Ki points and gain one Ki point each level, rather than having a number of Ki points equal to their current level. Thus, a BG3 Monk's Ki point maximum is one greater than that of a 5e Monk of the same level.
**Monks begin with 2 Ki points and gain one Ki point each level, rather than having a number of Ki points equal to their current level. Thus, a BG3 Monk's Ki point maximum is one greater than that of a 5e Monk of the same level.
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*[[Advanced Unarmoured Movement]] eliminates the movement penalty from difficult terrain and provides a jump distance bonus, rather than allowing walking on vertical surfaces and liquids.
*[[Advanced Unarmoured Movement]] eliminates the movement penalty from difficult terrain and provides a jump distance bonus, rather than allowing walking on vertical surfaces and liquids.


===={{Class|Way of the Four Elements}}====
=== Way of the Four Elements ===
{{see also|Way of the Four Elements}}
*Monks start with 3 disciplines at level 3 as opposed to 2.
*Monks start with 3 disciplines at level 3 as opposed to 2.
*Elemental Disciplines can no longer be upcasted using additional ki points.
*Elemental Disciplines can no longer be upcasted using additional ki points.
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**[[Touch of the Storm]] is a new discipline that casts [[Shocking Grasp]], but deals 1d10 damage instead of 1d8.
**[[Touch of the Storm]] is a new discipline that casts [[Shocking Grasp]], but deals 1d10 damage instead of 1d8.


===={{Class|Way of the Open Hand}}====
=== Way of the Open Hand ===
{{see also|Way of the Open Hand}}
*The [[Flurry of Blows: Push]] option pushes an affected creature 5 m / 17 ft rather than just 15 ft.
*The [[Flurry of Blows: Push]] option pushes an affected creature 5 m / 17 ft rather than just 15 ft.
*A new set of passive features is acquired at level 6: [[Manifestation of Body]], [[Manifestation of Mind]], and [[Manifestation of Soul]]. These cause unarmed strikes to deal extra necrotic, psychic, or radiant damage respectively; only one can be active at a time.
*A new set of passive features is acquired at level 6: [[Manifestation of Body]], [[Manifestation of Mind]], and [[Manifestation of Soul]]. These cause unarmed strikes to deal extra necrotic, psychic, or radiant damage respectively; only one can be active at a time.
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**This is similar to the level 17 feature Quivering Palm from 5e, though it deals less damage and does not immediately kill the resonating target if it fails a Constitution save.
**This is similar to the level 17 feature Quivering Palm from 5e, though it deals less damage and does not immediately kill the resonating target if it fails a Constitution save.


===={{Class|Way of Shadow}}====
=== Way of Shadow ===
{{see also|Way of Shadow}}
*Changes to Shadow Arts:
*Changes to Shadow Arts:
**[[Shadow Arts: Hide]] is a new option allowing the Monk to hide as a bonus action.
**[[Shadow Arts: Hide]] is a new option allowing the Monk to hide as a bonus action.
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*[[Shadow Strike]] is a new level 11 feature that allows a hidden Monk to teleport to an enemy's position and immediately make melee attack that deals psychic damage and prevents the target from making opportunity attacks that turn.
*[[Shadow Strike]] is a new level 11 feature that allows a hidden Monk to teleport to an enemy's position and immediately make melee attack that deals psychic damage and prevents the target from making opportunity attacks that turn.


=={{Class|Paladin}}==
== Paladin ==
{{see also|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]] 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.
**[[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.
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*See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes.
*See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes.


===={{Class|Oath of the Ancients}}====
=== Oath of the Ancients ===
{{see also|Oath of the Ancients}}  
*The level 1 Channel Oath ability [[Healing Radiance]] is new.
*The level 1 Channel Oath ability [[Healing Radiance]] is new.
*The Channel Oath ability [[Nature's Wrath]] can only be resisted by a Strength saving throw (as opposed to the target's choice of Strength or Dexterity).
*The Channel Oath ability [[Nature's Wrath]] can only be resisted by a Strength saving throw (as opposed to the target's choice of Strength or Dexterity).


===={{Class|Oath of Devotion}}====
=== Oath of Devotion ===
{{see also|Oath of Devotion}}  
*The level 1 Channel Oath ability [[Holy Rebuke]] is new.
*The level 1 Channel Oath ability [[Holy Rebuke]] is new.
*The Channel Oath ability [[Turn the Unholy]] actually does work the same as in 5e (targeting fiends and undead) though it is labeled incorrectly in the interface as targeting fiends and ''fey''.
*The Channel Oath ability [[Turn the Unholy]] actually does work the same as in 5e (targeting fiends and undead) though it is labeled incorrectly in the interface as targeting fiends and ''fey''.
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*The Oath spell Dispel Magic, granted at level 9, is replaced with [[Remove Curse]].
*The Oath spell Dispel Magic, granted at level 9, is replaced with [[Remove Curse]].


===={{Class|Oathbreaker}}====
=== Oathbreaker ===
{{see also|Oathbreaker}}
*The level 1 Channel Oath ability [[Spiteful Suffering]] is new.
*The level 1 Channel Oath ability [[Spiteful Suffering]] is new.
*[[Control Undead]] range is reduced to 6 m / 20 ft, and the effect is limited by the target's level rather than challenge rating. This effect lasts until the next long rest rather than for 24 hours.
*[[Control Undead]] range is reduced to 6 m / 20 ft, and the effect is limited by the target's level rather than challenge rating. This effect lasts until the next long rest rather than for 24 hours.


===={{Class|Oath of Vengeance}}====
=== Oath of Vengeance ===
{{see also|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 flat movement increase 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}}==
== Ranger ==
{{see also|Ranger}}
*[[Favoured Enemy]] is a set of unique passive features rather than Wisdom Saving Throw {{Advantage}} against and language learning of the enemy:
*[[Favoured Enemy]] is a set of unique passive features rather than Wisdom Saving Throw {{Advantage}} against and language learning of the enemy:


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*See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes.
*See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes.


===={{Class|Hunter}}====
=== Hunter ===
{{see also|Hunter}}
*Hunters get both [[Volley]] and [[Whirlwind Attack]] at level 11, rather than having choose one or the other.
*Hunters get both [[Volley]] and [[Whirlwind Attack]] at level 11, rather than having choose one or the other.
**Both options are implemented as an AoE attack rather than picking specific targets, and will damage friendly NPCs (though not companions).
**Both options are implemented as an AoE attack rather than picking specific targets, and will damage friendly NPCs (though not companions).


===={{Class|Beast Master}}====
=== Beast Master ===
{{see also|Beast Master}}
*The [[Summon Companion]] options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats.
*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 rather than the Ranger's, and does not require the Ranger to take an action to command it.
**The companion acts on its own initiative rather than the Ranger's, and does not require the Ranger to take an action to command it.
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*At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores.
*At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores.


===={{Class|Gloom Stalker}}====
=== Gloom Stalker ===
{{see also|Gloom Stalker}}
*The [[Dread Ambusher]] initiative bonus is a flat +3 rather than the Ranger's Wisdom Ability Score Modifier. To get the extra damage for a first-round attack one must use the [[Dread Ambusher (Melee)]] or [[Dread Ambusher (Ranged)]] actions.
*The [[Dread Ambusher]] initiative bonus is a flat +3 rather than the Ranger's Wisdom Ability Score Modifier. To get the extra damage for a first-round attack one must use the [[Dread Ambusher (Melee)]] or [[Dread Ambusher (Ranged)]] actions.
*For '''Umbral Sight''', rather than getting normal [[Darkvision (spell)|Darkvision]] or [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases.
*For '''Umbral Sight''', rather than getting normal [[Darkvision (spell)|Darkvision]] or [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases.
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**As opposed to just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.
**As opposed to just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.


=={{Class|Rogue}}==
== Rogue ==
{{see also|Rogue}}
*Thieves' tools proficiency is not in the game; instead, [[Sleight of Hand]] is used for relevant checks.
*Thieves' tools proficiency is not in the game; instead, [[Sleight of Hand]] is used for relevant checks.
*[[Sneak Attack (Melee)|Sneak Attack]] only applies the additional damage if using one of the two Sneak Attack actions.
*[[Sneak Attack (Melee)|Sneak Attack]] only applies the additional damage if using one of the two Sneak Attack actions.
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*Thieves' Cant (and languages in general) are not available.
*Thieves' Cant (and languages in general) are not available.


===={{Class|Arcane Trickster}}====
=== Arcane Trickster ===
{{see also|Arcane Trickster}}
*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.
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**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.
**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}}====
=== Thief ===
{{see also|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.
**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.
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*[[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.


===={{Class|Assassin}}====
=== Assassin ===
{{see also|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.
**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.
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**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.
**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}}==
== Sorcerer ==
{{see also|Sorcerer}}
*The number of sorcery points listed for a given Sorcerer level is just the number that the pool is reset to when taking a long rest; it is not a limit on the total number a Sorcerer can have at a time. In particular, converting spell slots to sorcery points can cause the pool to increase beyond this number, which is not allowed in 5e.
*The number of sorcery points listed for a given Sorcerer level is just the number that the pool is reset to when taking a long rest; it is not a limit on the total number a Sorcerer can have at a time. In particular, converting spell slots to sorcery points can cause the pool to increase beyond this number, which is not allowed in 5e.
**This can be abused in conjunction with effects that restore spell slots without resting (e.g. [[Potion of Angelic Reprieve]]) to gain a theoretically unbounded number of sorcery points, though the excess will be lost when taking a long rest.
**This can be abused in conjunction with effects that restore spell slots without resting (e.g. [[Potion of Angelic Reprieve]]) to gain a theoretically unbounded number of sorcery points, though the excess will be lost when taking a long rest.
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*Adding a Sorcerer level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e.
*Adding a Sorcerer level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e.


===={{Class|Draconic Bloodline}}====
=== Draconic Bloodline ===
{{see also|Draconic Bloodline}}
*Characters do not double their proficiency bonus on Charisma checks when interacting with dragons.
*Characters do not double their proficiency bonus on Charisma checks when interacting with dragons.
**However, the subclass gives characters additional dragon-themed dialogue options.
**However, the subclass gives characters additional dragon-themed dialogue options.
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* The 14th-level "Dragon Wings" feature is granted at level 11 instead, and is simply the addition of the {{SAI|Fly (Class Action)|Fly}} bonus action.
* The 14th-level "Dragon Wings" feature is granted at level 11 instead, and is simply the addition of the {{SAI|Fly (Class Action)|Fly}} bonus action.


===={{Class|Wild Magic Sorcerer}}====
=== Wild Magic Sorcerer ===
{{see also|Wild Magic (Sorcerer subclass)|custom=Wild Magic Sorcerer}}
*[[Wild Magic (passive feature)|Wild Magic]] surges have a 5% chance to trigger after any spell of first level or higher the character casts.
*[[Wild Magic (passive feature)|Wild Magic]] surges have a 5% chance to trigger after any spell of first level or higher the character casts.
*[[Tides of Chaos]] increases the chance of surges triggering from 5% to 50%.
*[[Tides of Chaos]] increases the chance of surges triggering from 5% to 50%.
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{{:Wild Magic table (Sorcerer)|1=1}}
{{:Wild Magic table (Sorcerer)|1=1}}


===={{Class|Storm Sorcery}}====
=== Storm Sorcery ===
{{see also|Storm Sorcery}}
*[[Tempestuous Magic]]'s fly speed is 30 feet instead of 10.
*[[Tempestuous Magic]]'s fly speed is 30 feet instead of 10.
*Storm Spells is a new feature granting automatic access to several themed spells. This replaces Storm Guide from 5e, which granted some weather control ability.
*Storm Spells is a new feature granting automatic access to several themed spells. This replaces Storm Guide from 5e, which granted some weather control ability.
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*[[Storm's Fury]] is granted at 11th level instead of 14th, and deals thunder damage instead of lightning damage.
*[[Storm's Fury]] is granted at 11th level instead of 14th, and deals thunder damage instead of lightning damage.


=={{Class|Warlock}}==
== Warlock ==
{{see also|Warlock}}
*Changes to [[Pact Boon]]:
*Changes to [[Pact Boon]]:
**[[Pact of the Chain]] is limited to the [[Find_Familiar#Imp_Familiar|Imp]] and [[Find_Familiar#Quasit_Familiar|Quasit]] options along with those offered by the normal {{SAI|Find Familiar}} spell. Pseudodragons and sprites are not available.  
**[[Pact of the Chain]] is limited to the [[Find_Familiar#Imp_Familiar|Imp]] and [[Find_Familiar#Quasit_Familiar|Quasit]] options along with those offered by the normal {{SAI|Find Familiar}} spell. Pseudodragons and sprites are not available.  
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**This is likely meant to take the place of the missing Pact Boon-specific invocations.
**This is likely meant to take the place of the missing Pact Boon-specific invocations.


===={{Class|Archfey}}====
=== Archfey ===
{{see also|Archfey}}
*[[Misty Escape]] lets the Warlock cast [[Misty Step]] on their next turn rather than immediately, and the invisibility lasts one turn.
*[[Misty Escape]] lets the Warlock cast [[Misty Step]] on their next turn rather than immediately, and the invisibility lasts one turn.
*[[Beguiling Defenses]] just makes the Warlock immune to the [[Charmed (Condition)|Charmed]] condition; it does not also allow the [[Warlock]] to turn the charm back on the attacker.
*[[Beguiling Defenses]] just makes the Warlock immune to the [[Charmed (Condition)|Charmed]] condition; it does not also allow the [[Warlock]] to turn the charm back on the attacker.


===={{Class|Great Old One}}====
=== The Great Old One ===
{{see also|The Great Old One}}
*Awakened Mind, which allowed telepathic communication with creatures, is replaced by [[Mortal Reminder]].
*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 (Condition)|frightened]] until the end of their next turn.
**Mortal Reminder causes the target of a critical hit and nearby enemies to be [[Frightened (Condition)|frightened]] until the end of their next turn.
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*The level 10 feature Thought Shield does not provide immunity to having one's thoughts read, which would really throw some wrenches into the plot of this game.
*The level 10 feature Thought Shield does not provide immunity to having one's thoughts read, which would really throw some wrenches into the plot of this game.


===={{Class|Fiend}}====
=== Fiend ===
{{see also|Fiend}}
*[[Dark One's Own Luck]] can only be using for Ability Checks, not both Ability Checks and [[Saving Throw]]s.
*[[Dark One's Own Luck]] can only be using for Ability Checks, not both Ability Checks and [[Saving Throw]]s.
*The expanded spell list has [[Flame Strike]] as a 5th level spell, replacing Hallow.
*The expanded spell list has [[Flame Strike]] as a 5th level spell, replacing Hallow.
*[[Fiendish Resilience]] is not ignored by magic weapons.
*[[Fiendish Resilience]] is not ignored by magic weapons.


=={{Class|Wizard}}==
== Wizard ==
{{see also|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).
*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).
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*Adding a Wizard level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e.
*Adding a Wizard level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e.


===={{Class|Abjuration}}====
=== Abjuration ===
{{see also|Abjuration}}


* [[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.
* [[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.
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* [[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.
* [[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}}====
=== Conjuration ===
{{see also|Conjuration}}


* [[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.
* [[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}}====
=== Divination ===
{{see also|Divination}}
*Using a [[Portent]] die requires a reaction, and can only be used on attack rolls and saving throws, not on ability checks.
*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.
*[[Expert Divination]] grants an extra portent die, rather than regaining an expended spell slot when casting a divination spell of 2nd level or higher.
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**Ethereal Sight and Greater Comprehension are not available.
**Ethereal Sight and Greater Comprehension are not available.


===={{Class|Enchantment}}====
=== Enchantment ===
{{see also|Enchantment}}


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


===={{Class|Evocation}}====
=== Evocation ===
{{see also|Evocation}}
*[[Sculpt Spells]] applies to all allies affected by an evocation spell, 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.  
*[[Empowered Evocation]] applies to all damage rolls for evocation spells, not just one per spell.  


===={{Class|Illusion}}====
=== Illusion ===
{{see also|Illusion}}
*[[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.
*[[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.
*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}}====
=== Necromancy ===
{{see also|Necromancy}}
''No Changes''
''No Changes''


===={{Class|Transmutation}}====
=== Transmutation ===
{{see also|Transmutation}}
*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.
*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.
*The [[Transmuter's Stone: Speed]] option is not limited by a character being encumbered.
*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.
*[[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==
== See also ==


*[[D&D 5e Rule Changes]]
*[[D&D 5e rule changes]]
*[[D&D 5e Race Changes]]
*[[D&D 5e race changes]]
*[[D&D 5e Feat Changes]]
*[[D&D 5e feat changes]]
*[[D&D 5e Spell Changes]]
*[[D&D 5e spell changes]]

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