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D&D 5e class changes: Difference between revisions

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|five=D&D 5e feat changes
|five=D&D 5e feat changes
|five-name=Feat changes
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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 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 2014). Other rule changes can be found on their [[D&D 5e Rule Changes|related pages]].


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 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 rule from the 2024 5e revision or other material from future playtests, that is considered a rule change from D&D 5e.


== Artificer ==
== Artificer ==
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*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 level 1 feature Spirit Seeker was renamed [[Speak with Animals]], as 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.
**Speak with Animals can be cast only once per long rest using this feature, but the spell's effects do last until the next long rest.
*The level 3 feature [[Bestial Heart]] gives the character full benefits even if they rage while in heavy armour.
*The level 3 feature Totem Spirit was renamed [[Bestial Heart]] and has the following changes:
**Each Bestial Heart option provides a new unique action as well.
**Each option provides a new unique class action.
**The Tiger option increases the Barbarian's jump distance by 4.5 m / 15 ft (instead of a 10 ft increase to long jumps and 3 ft to high jumps).
**The Tiger option increases the Barbarian's jump distance by 4.5 m / 15 ft (instead of a 10 ft increase to long jumps and 3 ft to high jumps).
**The Wolf option affects enemies within 2 m / 7 ft (instead of 5 ft).
**The Wolf option affects enemies within 2 m / 7 ft (instead of 5 ft).
*The level 6 feature Aspect of the Beast, or Animal Aspect, has 5 additional choices (Chimpanzee, Crocodile, Honey Badger, Stallion, and Wolverine) and there are changes to all of the existing ones:
**All Bestial Heart benefits still apply while raging in heavy armor.
*The level 6 feature Aspect of the Beast was renamed [[Animal Aspect]] and has the following changes:
**The Bear option grants advantage on all Strength checks, not just those for pushing and pulling things.
**The Bear option grants advantage on all Strength checks, not just those for pushing and pulling things.
**The Eagle option grants full Darkvision, instead of just removing the disadvantage on Perception checks for being in dim light.
**Chimpanzee is a new option that provides resistance to fall damage and the ability to blind enemies by throwing camp supplies at them.
**Crocodile is a new option that increases movement speed while standing in water and provides advantage on saving throws against falling prone on slippery surfaces.
**The Eagle option grants full Darkvision and advantage on Perception checks, instead of just removing the disadvantage on Perception checks for being in dim light.
**The Elk option increases the party's movement speed by 1.5 m / 5 ft, instead of improving long-distance travel pace (which is not relevant in this game).
**The Elk option increases the party's movement speed by 1.5 m / 5 ft, instead of improving long-distance travel pace (which is not relevant in this game).
**Honey Badger is a new option that provides a 50% chance to automatically start raging (without expending a charge) if starting a combat turn while poisoned, frightened, or charmed.
**Stallion is a new option that grants temporary hit points when using the Dash action.
**The Tiger option improves attacks against Bleeding or Poisoned targets, and grants proficiency in Survival only (instead of a choice among Athletics, Acrobatics, Stealth, and Survival).
**The Tiger option improves attacks against Bleeding or Poisoned targets, and grants proficiency in Survival only (instead of a choice among Athletics, Acrobatics, Stealth, and Survival).
**The Wolf option grants the entire party a bonus to Stealth checks equal to the Barbarian's Dexterity modifier, instead of improving long-distance tracking and stealth movement.
**The Wolf option grants the entire party a bonus to Stealth checks equal to the Barbarian's Dexterity modifier, instead of improving long-distance tracking and stealth movement.
**Wolverine is a new option that inflicts the Maimed condition when attacking a Bleeding or Poisoned target (even on a miss).
*The level 8 feature [[Land's Stride: Difficult Terrain|Land's Stride]], traditionally a Ranger class feature, is granted to Wildheart Barbarians. This eliminates the movement penalty for moving through difficult terrain.
*The level 8 feature [[Land's Stride: Difficult Terrain|Land's Stride]], traditionally a Ranger class feature, is granted to Wildheart Barbarians. This eliminates the movement penalty for moving through difficult terrain.
*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).
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**This feature has three charges initially at class level 1, with a fourth granted at level 5 and a fifth at level 8.
**This feature has three charges initially at class level 1, with a fourth granted at level 5 and a fifth at level 8.
*[[Song of Rest|Song of Rest]] is a once per long rest ability that allows the party to take an additional [[Resting#Short_Rest|short rest]], and it does not get any upgrades.
*[[Song of Rest|Song of Rest]] is a once per long rest ability that allows the party to take an additional [[Resting#Short_Rest|short rest]], and it does not get any upgrades.
*[[Countercharm]] lasts 3 turns, rather than 1. It expends a use of [[Bardic Inspiration]] rather than being free.
*[[Countercharm]] lasts 3 turns, rather than 1.
*[[Jack of All Trades]] does not apply half the Bard's proficiency bonus to [[initiative]] rolls. (In 5E, Initiative is a Dexterity Ability Check that the Bard is not proficient in, so Jack of All Trades has been ruled to apply.)
*[[Jack of All Trades]] does not apply half the Bard's proficiency bonus to [[initiative]] rolls. (In 5E, Initiative is a Dexterity Ability Check that the Bard is not proficient in, so Jack of All Trades has been ruled to apply.)
*[[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.
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== Druid ==
== Druid ==
{{see also|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 armor.
*The Druidic language (and languages in general) is not available.
*The Druidic language (and languages in general) is not available.
*[[Wild Strike]] is a new level 5 feature that grants an extra attack when taking the Attack action while in Wild Shape. [[Improved Wild Strike]] adds an additional attack at level 10.
*[[Wild Strike]] is a new level 5 feature that grants an extra attack when taking the Attack action while in Wild Shape. [[Improved Wild Strike]] adds an additional attack at level 10.
*[[Wild Shape]] has several changes:
*[[Wild Shape]] has several changes:
**While in Wild Shape, some actions associated with spells a druid casts before entering Wild Shape (e.g. [[Activate Call Lightning]]) are not available while in Wild Shape. This appears to be due to these actions being implemented as "spells" in the game engine and thus falling under the general prohibition on casting spells while in Wild Shape. These actions become available again if the druid leaves Wild Shape before the spell ends.
**While in Wild Shape, some actions associated with spells a druid casts before entering Wild Shape (e.g. [[Activate Call Lightning]]) are not available while in Wild Shape. This appears to be due to these actions being implemented as "spells" in the game engine and thus falling under the general prohibition on casting spells while in Wild Shape. These actions become available again if the druid leaves Wild Shape before the spell ends.
**The rules for which class features, racial features, and feats still work while in Wild Shape are not internally consistent and do not always match the 5e rules. See [[List of features that work in Wild Shape]] for a detailed analysis of things that do and don't work.
**There is no time limit on how long the transformation can last, though it will end automatically if the character enters an important dialogue scene (e.g. meeting a companion).
**There is no time limit on how long the transformation can last, though it will end automatically if the character enters an important dialogue scene (e.g. meeting a companion).
**While in a Wild Shape form that has its own innately available spells, the Druid can cast those spells (though they still can't cast their normal spells). According to 5e Rules As Written, Druids under level 18 cannot cast ''any'' spells while in Wild Shape.
**While in a Wild Shape form that has its own innately available spells, the Druid can cast those spells (though they still can't cast their normal spells). According to 5e Rules As Written, Druids under level 18 cannot cast ''any'' spells while in Wild Shape.
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|colspan="2" style="text-align:center;"|'''Druid Level'''||'''Arctic'''||'''Coast'''||'''Desert'''||'''Forest'''||'''Grassland'''||'''Mountain'''||'''Swamp'''||'''Underdark'''
|colspan="2" style="text-align:center;"|'''Druid Level'''||'''Arctic'''||'''Coast'''||'''Desert'''||'''Forest'''||'''Grassland'''||'''Mountain'''||'''Swamp'''||'''Underdark'''
|-
|-
|rowspan="2"|'''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]]
|rowspan="2"|'''3rd Level'''||'''Normal'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], Spider Climb||[[Invisibility (spell)|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]]
|'''Changed'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], [[Hold Person]]||[[Invisibility (spell)|Invisibility]], [[Pass Without Trace]]||[[Mirror Image]], [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||[[Misty Step]], [[Web]]
|-
|-
|rowspan="2"|'''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]]
|rowspan="2"|'''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]]
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**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.
**[[Commander's Strike]] does not add the superiority die to the ally's attack roll.
**[[Commander's Strike]] does not add the superiority die to the ally's attack roll.
**[[Distracting Strike (Melee)|Distracting Strike]] can apply advantage multiple times if the next attack against the target involves multiple simultaneous attack rolls (e.g. {{SAI|Scorching Ray}}).
**[[Evasive Footwork]] imposes disadvantage on melee attacks against the Fighter, rather than rolling the superiority die and adding that to the Fighter's AC. It also does not require the Fighter to actually move.  
**[[Evasive Footwork]] imposes disadvantage on melee attacks against the Fighter, rather than rolling the superiority die and adding that to the Fighter's AC. It also does not require the Fighter to actually move.  
**[[Feinting Attack]] requires the use of an entire action (rather than just one attack out of an Attack action) in addition to a bonus action.
**[[Feinting Attack]] requires the use of an entire action (rather than just one attack out of an Attack action) in addition to a bonus action.
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*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.
*Monk weapons are now any weapon with which the Monk has [[Proficiency]], and do not have the [[Two-Handed]] or [[Heavy (weapon property)|Heavy]] properties.
*Monk weapons are now any weapon with which the Monk has [[Proficiency]] and which does not have the [[Two-Handed]] property.
**5e Monks are usually restricted to shortswords or any simple weapon that does not have the [[Two-Handed]] or [[Heavy (weapon property)|Heavy]] properties. (The class still only grants proficiency with Shortswords and Simple weapons, but now proficiencies from race, other classes and other sources can be used as well.)
**5e Monks are usually restricted to shortswords or any simple weapon that does not have the [[Two-Handed]] or [[Heavy (weapon property)|Heavy]] properties. The class still only grants proficiency with Shortswords and Simple weapons, but now proficiencies from race, other classes and other sources can be used as well. The Heavy property is no longer implemented in BG3.
*[[Flurry of Blows]] does not require taking the Attack action first.
*[[Martial Arts: Bonus Unarmed Strike]] doesn't become available after an attack made by throwing a weapon. Under 5e rules this should work when throwing a Monk weapon with the Thrown property, such as a dagger or spear.
*[[Flurry of Blows]] does not require taking the Attack action first. (The bonus action unarmed strike granted by the Martial Arts feature still does.)
*Both [[Step of the Wind]] options allow jumping without using a bonus action.
*Both [[Step of the Wind]] options allow jumping without using a bonus action.
*Return attacks made using [[Deflect Missiles]] count as unarmed strikes.
*Return attacks made using [[Deflect Missiles]] count as unarmed strikes.
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=== Way of the Four Elements ===
=== Way of the Four Elements ===
{{see also|Way of the Four Elements}}
{{see also|Way of the Four Elements}}
*[[Harmony of Fire and Water]] is a new class action granted at level 3 which restores expended Ki points up to half of the Monk's current maximum, once per long rest.
*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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**See the individual subclass pages for examples of specific actions that can break each oath.
**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 now separate.
**The [[Amulet of the Devout]] only works with Channel Divinity, and is thus less helpful to Paladins than it would be in 5e.
*[[Divine Sense]] is now a bonus action with one use per short rest which grants advantage on attack rolls against celestials, fiends, and undead until the end of the Paladin's next turn.
*[[Divine Sense]] is now a bonus action with one use per short rest which grants advantage on attack rolls against celestials, fiends, and undead until the end of the Paladin's next turn.
**As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier + 1 times per Long Rest.
**As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier + 1 times per Long Rest.
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**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).
*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.
*[[Aura of Protection]], [[Aura of Courage]], and subclass-specific aura abilities can be turned on or off as a free action.


=== Oath of the Ancients ===
=== Oath of the Ancients ===
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{{see also|Oathbreaker}}
{{see also|Oathbreaker}}
*The level 1 Channel Oath ability [[Spiteful Suffering]], which causes a target to take necrotic damage each turn and grant advantage on attacks against it, is new.
*The level 1 Channel Oath ability [[Spiteful Suffering]], which causes a target to take necrotic damage each turn and grant advantage on attacks against it, 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.
*The Channel Oath ability [[Dreadful Aspect]] only lasts until the end of the Paladin's next turn, rather than for 1 minute. There is no option for an affected creature to re-attempt the saving throw if it ends its turn more than 30 feet from the Paladin.
*The range of the Channel Oath ability [[Control Undead]] 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. It does not allow the player to actually control the targeted undead creature; rather, the creature will follow the Paladin around and automatically attack the closest enemy.


=== Oath of Vengeance ===
=== Oath of Vengeance ===
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**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.
***The 7th level [[Exceptional Training]] feature allows the companion to take the Dash, Disengage, or Help action as a bonus action on its own turn rather than requiring the Ranger's bonus action.
***The 7th level [[Exceptional Training]] feature allows the companion to take the Dash, Disengage, or Help action as a bonus action on its own turn rather than requiring the Ranger's bonus action.
**The companion can be swapped out or resummoned once per short rest.
**The companion can be swapped out or resummoned once per short rest. This takes only an action to perform and summons a new companion out of nothing, rather than needing to spend 8 hours bonding with an existing animal.
**The companion adds the Ranger's proficiency bonus to its attack rolls, damage rolls, Saving Throws, and Armour Class starting at 5th level rather than at 3rd level.
**The companion adds the Ranger's proficiency bonus to its attack rolls, damage rolls, Saving Throws, and Armor Class starting at 5th level rather than at 3rd level.
*Beast companions all have the [[Prey's Scent]] feature, which causes them to receive the same damage bonus as the Ranger when attacking a target their Ranger has marked with [[Hunter's Mark]].
*Beast companions all have the [[Prey's Scent]] feature, which causes them to receive the same damage bonus as the Ranger when attacking a target their Ranger has marked with [[Hunter's Mark]].
*At 5th level, 8th level, and 11th level the animal companion gains additional hit points.
*At 5th level, 8th level, and 11th level the animal companion gains additional hit points.
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**[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]].
**[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]].
**Sneak Attack damage can also be applied after hitting with a weapon, thereby allowing you to apply Sneak Attack damage to offhand attacks and other actions.
**Sneak Attack damage can also be applied after hitting with a weapon, thereby allowing you to apply Sneak Attack damage to offhand attacks and other actions.
**If [[disadvantage]] ever applied to the attack, even it is cancelled by [[advantage]], the attack cannot be a sneak attack.
*Thieves' Cant (and languages in general) are not available.
*Thieves' Cant (and languages in general) are not available.
**However, some of the Rogue class-specific conversation options imply the use of Thieves' Cant.
**However, some of the Rogue class-specific conversation options imply the use of Thieves' Cant.
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**Although multiple sources of resistance to the same type of damage generally do not stack with each other, resistance to falling damage ''does'' stack with general resistance to bludgeoning damage. As such, a Thief who has bludgeoning resistance from some other source will have falling damage reduced by 75% rather than 50%. However, multiple effects that grant resistance to falling damage specifically still don't stack with each other.
**Although multiple sources of resistance to the same type of damage generally do not stack with each other, resistance to falling damage ''does'' stack with general resistance to bludgeoning damage. As such, a Thief who has bludgeoning resistance from some other source will have falling damage reduced by 75% rather than 50%. However, multiple effects that grant resistance to falling damage specifically still don't stack with each other.
*[[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.
**This is equivalent to the casting the spell [[Invisibility]] on oneself, with the same duration and triggers for ending early.
**This is equivalent to the casting the spell [[Invisibility (spell)|Invisibility]] on oneself, with the same duration and triggers for ending early.


=== Assassin ===
=== Assassin ===
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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.


=== Wild Magic Sorcerer ===
=== Wild Magic Sorcerer ===
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== Warlock ==
== Warlock ==
{{see also|Warlock}}
{{see also|Warlock}}
*It is not possible to swap out a known [[Eldritch Invocation]] for another one when gaining a Warlock level. The only way to change selected invocations is to have [[Withers]] respec the character.
*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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{{see also|The Fiend}}
{{see also|The Fiend}}
*[[Dark One's Own Luck]] can only be used for Ability Checks, not [[Saving Throw]]s.
*[[Dark One's Own Luck]] can only be used for Ability Checks, not [[Saving Throw]]s.
*The expanded spell list has [[Flame Strike]] as a 5th level spell, replacing Hallow.
*The expanded spell list has [[Cone of Cold]] as a 5th level spell, replacing Hallow.
*[[Fiendish Resilience]] is not ignored by magic weapons.
*[[Fiendish Resilience]] is not ignored by magic weapons.


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{{see also|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).
*There are several changes to the process of copying spells from scrolls into one's spellbook:
*The wizard may copy spells for any level that they have spell slots for, even if they obtained the spell slots by multiclassing (so an L4 Cleric / L1 Wizard could transcribe Level 3 spells).
**It is instantaneous, rather than taking 2 hours per spell level. The gold cost remains, and is halved as normal for spells from the chosen subclass school.
**No [[Arcana]] is required to successfully copy a scroll.
**It is not limited to Wizard spells, in keeping with the general ability for anyone to use any spell scroll regardless of class. This allows Wizards the opportunity to learn many spells they would not otherwise have access to.
**Cantrips can be copied, with the same gold cost as a level 1 spell. These show up as spells that can be prepared in the Level Up interface, but are listed as regular cantrips in the Spellbook interface.
**A Wizard can copy spells of any level they have spell slots for, even if they obtained the spell slots by multiclassing. For instance, a character with four levels in Cleric and one in Wizard could copy level 3 spells.
*[[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.
*[[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.
*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.
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=== Divination ===
=== Divination ===
{{see also|Divination School}}
{{see also|Divination School}}
*[[Divination Savant]] is technically unchanged, but it should be noted that there are ''very'' few Divination spells in ''Baldur's Gate 3'' to use with it, and none above level 2. This is likely because many of the Divination spells in tabletop D&D require complex open-ended interactions between a player and the dungeon master, making them difficult to implement in a video game without a live DM.
*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.
**As part of this feature, taking a Short Rest applies a randomly selected [[Prophecy]] condition for each expended Portent die. Completing the task associated with the prophecy causes the expended die to be restored. Most involve casting spells of specific schools or dealing damage of specific types.
**This change is likely meant to help compensate for the lack of higher-level Divination spells in the game, without which the original 5e feature would've been nearly useless.
*Changes to Third Eye:
*Changes to Third Eye:
**[[Third Eye: Darkvision]] grants Darkvision with a range of 24 m / 80 ft instead of 60 ft.
**[[Third Eye: Darkvision]] grants Darkvision with a range of 24 m / 80 ft instead of 60 ft.
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