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D&D 5e class changes: Difference between revisions

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3,519 bytes removed ,  10 September 2023
Down to wild magic sorcerer for the copy editing/nicefy pass
(→‎Paladin: usual clean/prettyfy)
(Down to wild magic sorcerer for the copy editing/nicefy pass)
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*[[Relentless Avenger]] gives a movement amount of 4.5m rather than half the character's movement speed.
*[[Relentless Avenger]] gives a movement amount of 4.5m rather than half the character's movement speed.


==[[Ranger]]==
=={{Class|Ranger}}==
*The Player Handbook Version of the Ranger is used, with substantial changes.
*Favoured Enemy is a set of unique passive features rather than Wisdom Saving Throw {{Advantage}} against and language learning of the enemy:
* Favored Enemy is replaced by a choice of one of the following:


{| class="wikitable"
{{:Favoured Enemy}}
!Archetypes
! style="width: 450px;" |Description
! style="text-align: top;" |Grants
|-
|'''Bounty Hunter'''||Gain [[Proficiency]] in [[Investigation]]. Creatures you hit with [[Ensnaring Strike (Ranged)|Ensnaring Strike]] (either ranged or melee) have [[Disadvantage]] on their [[Saving Throw]].||
*[[Investigation]] Proficiency
|-
|'''Keeper of the Veil'''|| You specialise in hunting creatures from other planes of existence. You gain [[Proficiency]] in [[Arcana]] and can grant protection against aberrations, celestials, elementals, fey, fiends, and undead.||
*[[Arcana]] Proficiency
*[[File:Protection From Evil And Good.png|middle|frameless|upright=0.1|link=Protection from Evil and Good]] [[Protection from Evil and Good]]
|-
|'''Mage Breaker'''||You have a history of battling spellcasters. Gain [[Proficiency]] with [[Arcana]] and the True Strike [[Spells#Cantrips|Cantrip]], which gives you {{Advantage}} on [[Attack Rolls]] against a creature. [[Wisdom]] is your Spellcasting Ability for this spell.||
*[[Arcana]] Proficiency
* Cantrip: [[File:True Strike Icon.png|frameless|upright=0.1|link=True Strike]] [[True Strike]]
|-
|'''Ranger Knight'''||You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain [[Proficiency]] with [[History]] and [[Proficiency]] with [[Armour#Heavy Armour|Heavy Armour]]. ||
*{{HeavyArmour}} Proficiency
*[[History]] Proficiency
|-
|'''Sanctified Stalker'''|| You swore to hunt the enemies of a holy or druidic order. Gain [[Proficiency]] with [[Religion]] and the Sacred Flame [[Spells#Cantrips|Cantrip]], which deals {{DamageText|1d8|Radiant}} damage. [[Wisdom]] is your Spellcasting Ability for the Cantrip.||
*[[Religion]] Proficiency
*Cantrip: [[File:Sacred Flame Icon.png|middle|frameless|upright=0.1|link=Sacred Flame]] [[Sacred Flame]]
|}


*Natural Explorer is replaced by a choice of one of the following:
*Natural Explorer is a set of unique passive features rather than uninhibited terrain movement and INT/WIS proficiency check doubling:


{| class="wikitable"
{{:Natural Explorer}}
!Archetypes
! style="width: 450px;" |Description
! style="text-align: top;" |Grants
|-
|'''Beast Tamer'''||You have cultivated a strong bond with animals. You can cast Find Familiar as a ritual.||
*Cast [[File: Find Familiar Icon.png|frameless|upright=0.1|link=]] [[Find Familiar]] at will
|-
|'''Urban Tracker'''||An expert at navigating the wild within the city, you gain [[Sleight of Hand]] [[Proficiency]].||
*[[Sleight of Hand]] Proficiency
|-
|'''Wasteland Wanderer: Cold'''||You have spent endless days surviving desolate tundras. Gain resistance to Cold damage, taking only half damage from it.||
* [[Damage Types|Cold Resistance]]
|-
|'''Wasteland Wanderer: Fire'''||You have spent endless days surviving forbidding deserts. Gain resistance to Fire, taking only half damage from it.||
*[[Damage Types|Fire Resistance]]
|-
|'''Wasteland Wanderer: Poison'''|| You have spent endless days surviving fetid swamps. Gain resistance to Poison, taking only half damage from it.||
*[[Damage Types|Poison Resistance]]
|}


*Primeval awareness feature not implemented.
*The Primeval Awareness feature is not in the game.


====[[Hunter]] Archetype====
===={{Class|Hunter}}====
*Hunters get both [[Volley]] and [[Whirlwind Attack]] rather than having choose one or the other.
*Hunters get both [[Volley]] and [[Whirlwind Attack]] rather than having choose one or the other.


====[[Beast Master]] Archetype====
===={{Class|Beast Master}}====
* The [[Summon Companion|animal companions]] able to be summoned are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider. These creatures have their own statblocks which differs from their Monster Manual counterpart.
*The [[Summon Companion]] options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats.
*The animal companion acts on its own initiative and does not require an action to command.
**The companion acts on its own initiative and does not require an action to command.
*The companion can be swapped out or resummoned once per short rest.
**The companion can be swapped out or resummoned once per short rest.
* The animal companion add the proficiency bonus to attack rolls, damage rolls, saving throws and Armour Class at 5th level and not at 3rd level.
**The companion adds the proficiency bonus to their attack rolls, damage rolls, Saving Throws and Armour Class at 5th level and not at 3rd level.
*At 5th level, 8th level and 11th level the animal companion gains additional hitpoints.
*At 5th level, 8th level and 11th level the animal companion gains additional hitpoints.
*At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores.
*At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores.


====[[Gloom Stalker]] Archetype ====
===={{Class|Gloom Stalker}}====
*The '''Dread Ambusher''' initiative bonus is +3 rather than the Wisdom Ability Score Modifier.
*The '''Dread Ambusher''' initiative bonus is +3 rather than the Wisdom Ability Score Modifier.
*For '''Umbral Sight''', rather than getting normal [[Darkvision]], [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases.
*For '''Umbral Sight''', rather than getting normal [[Darkvision]], [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases.
*Gloom Stalkers get the always prepared ritual spell [[Disguise Self]].
*Gloom Stalkers get the always prepared ritual spell [[Disguise Self]].
*Gloom Stalkers get the always prepared spell [[Misty Step]] at level 5.
*Gloom Stalkers get the always prepared spell [[Misty Step]] at level 5.
*The level 7 feature '''Iron Mind''' gives Proficiency in Wisdom and Intelligence Saving Throws rather than just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.
*The level 7 feature '''Iron Mind''' gives Proficiency in Wisdom and Intelligence Saving Throws.
**As opposed to just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.
*Gloom Stalkers get the always prepared spell [[Fear]] at level 9.
*Gloom Stalkers get the always prepared spell [[Fear]] at level 9.


==[[Rogue]]==
=={{Class|Rogue}}==
*Thieves' tools proficiency is not implemented ([[Sleight of Hand]] is used instead for relevant checks), and therefore not granted at first level.
*Thieves' tools proficiency is not in the game, instead [[Sleight of Hand]] is used instead for the relevant checks.
*Thieves' Cant implemented as optional dialogue options.
*[[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 the character specifically takes the action titled "Sneak Attack" ([[Sneak Attack (Ranged)|ranged]] or [[Sneak Attack (Melee)|melee]] option). This means it cannot apply to bonus action offhand attacks for example.  
**[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]].
*Sneak Attack damage is limited to 5d6 (reached at level 9), you do not get an additional die of damage at level 11.
**This means it cannot apply to bonus action offhand attacks for example.  
*Sneak Attack damage is capped at 5d6 damage at level 9, instead of 6d6 damage at level 11.


====[[Arcane Trickster]] Archetype====
===={{Class|Arcane Trickster}}====
*Mage Hand Legerdemain lists that it "can carry out additional tasks," however as of Patch #2 (release) no additional tasks such as "stow away or retrieve objects carried by other creatures" are implemented.
*Mage Hand Legerdemain additional tasks ("can carry out additional tasks") are not implemented in-game as of Release Patch #2.


====[[Thief]] Archetype====
===={{Class|Thief}}====
*Fast hands changed to grant an additional bonus action each round.
*Fast hands changed to grant an additional bonus action each round.
*Second story work grants resistance to falling damage instead of climb speed.
*Second story work grants resistance to falling damage instead of climb speed.


====[[Assassin]] Archetype====
===={{Class|Assassin}}====
*Assassin's Alacrity is new.
*Assassin's Alacrity is new.
*Infiltration Expertise doesn't require gold or a week or preparation it is now instant and just requires an action, and lets you become male/female of any humanoid race.
*[[Infiltration Expertise]] lets you become male/female of any humanoid race in a single action without a week preparation or gold requirement.


==[[Sorcerer]]==
=={{Class|Sorcerer}}==
*Able to select two metamagic options from [[Metamagic: Careful Spell|careful spell]], [[Metamagic: Distant Spell|distant spell]], [[Metamagic: Extended Spell|extended spell]], or [[Metamagic: Twinned Spell|twinned spell]] at 2nd level. At 3rd level sorcerers are able to select an additional metamagic option from the above list as well as the [[Metamagic: Heightened Spell|heightened spell]], [[Metamagic: Quickened Spell|quickened spell]], or [[Metamagic: Subtle Spell|subtle spell]] options. Overall this means that a sorcerer will have more metamagic options available at 3rd level, but are limited in which of the third level options they can select.
*Metamagic options [[Metamagic: Careful Spell|careful spell]], [[Metamagic: Distant Spell|distant spell]], [[Metamagic: Extended Spell|extended spell]], or [[Metamagic: Twinned Spell|twinned spell]] are available at level 2.  
**[[Metamagic: Careful Spell|Careful spell]] affects all allies in the area, not just an amount of creatures equal to the caster's Charisma modifier.
**At level 3 Sorcerers get an additional option from these or from [[Metamagic: Heightened Spell|heightened spell]], [[Metamagic: Quickened Spell|quickened spell]], or [[Metamagic: Subtle Spell|subtle spell]].
**[[Metamagic: Distant Spell|Distant spell]] increases spells with a 5 ft range to 10 ft. All other ranged spells have their range increased by only 50%.
**Overall, this means that a sorcerer will have more metamagic options available at level 3, but are limited in which of the level 3 options they can select.
** [[Metamagic: Heightened Spell|Heightened spell]] gives disadvanatage to the saving throw of all creatures affected by the spell.
*[[Metamagic: Careful Spell]] affects all allies in the area, not just an amount of creatures equal to the caster's Charisma modifier.
**[[Metamagic: Quickened Spell|Quickened spell]] costs 3 sorcery points instead of 2.
*[[Metamagic: Distant Spell]] increases spells with a 5 ft range to 10 ft. All other ranged spells have their range increased by only 50%.
**[[Metamagic: Subtle Spell|Subtle spell]] allows a character to cast the spell while silenced (note: Verbal, Somatic, and Material components are ignored in Baldur's Gate 3, and being [[Silenced (Condition)|silenced]] prevents all casting).
*[[Metamagic: Heightened Spell]] gives disadvanatage to the saving throw of all creatures affected by the spell.
*Empowered Spell metamagic is not implemented.
*[[Metamagic: Quickened Spell]] costs 3 sorcery points instead of 2.
*[[Metamagic: Subtle Spell]] allows a character to cast the spell while silenced.
*Metamagic: Empowered Spell metamagic is not in the game.


====[[Draconic Bloodline]] Origin====
===={{Class|Draconic Bloodline}}====
*Characters do not double their proficiency bonus on Charisma checks when interacting with dragons, however note that the subclass will give characters additional dragon themed dialogue options.
*Characters do not double their proficiency bonus on Charisma checks when interacting with dragons.
*Characters learn an additional spell at first level depending on their ancestry as follows:
**However, the subclass gives characters additional dragon-themed dialogue options.
*Characters learn an additional spell at level 1 based on their chosen ancestry:


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====[[Wild Magic]] Origin====
===={{Class|Wild Magic}}====
*Wild magic surges have a chance to trigger after any spell of first level or higher the character casts (verification needed on spells gained from multiclassing). The odds of surges occurring are not yet known.
*Wild magic surges have a chance to trigger after any spell of first level or higher the character casts.
*Tides of Chaos increases the chance of surges triggering, but the increased odds are unknown. Tides of Chaos recharges on a Short or Long rest, but does not refresh when a wild magic surge triggers.
*Tides of Chaos increases the chance of surges triggering, but the increased odds are unknown.
**Tides of Chaos recharges on a Short Rest, but does not refresh when a wild magic surge triggers.
*The Wild Magic Surge table has changed to the following:
*The Wild Magic Surge table has changed to the following:


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