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D&D 5e race changes: Difference between revisions
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{{Tab | {{Tab | ||
|one=D&D 5e | |one=D&D 5e rule changes | ||
|one-name=Rule | |one-name=Rule changes | ||
|two=D&D 5e | |two=D&D 5e race changes | ||
|two-name=Race | |two-name=Race changes | ||
|three=D&D 5e | |three=D&D 5e class changes | ||
|three-name=Class | |three-name=Class changes | ||
|four=D&D 5e | |four=D&D 5e spell changes | ||
|four-name=Spell | |four-name=Spell changes | ||
|five=D&D 5e | |five=D&D 5e feat changes | ||
|five-name=Feat | |five-name=Feat changes | ||
}} | }}This page describes any changes that have been made to [[races]] 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 | |||
The rule changes described on this page and | 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. | ||
{{TOC|limit=2}} | |||
== Dragonborn == | |||
{{see also|Dragonborn}} | |||
* The updated chromatic, gem, and metallic Dragonborn subraces from ''Fizban's Treasury of Dragons'' are not available. | |||
* Both line and cone breath weapons have a range of 5m (17ft), rather than the lines being 30 ft and the cones 15 ft. | |||
== Drow == | |||
{{see also|Drow}} | |||
== | |||
* Drow player characters do not have [[Sunlight Sensitivity]], though some Drow NPCs do. | * Drow player characters do not have [[Sunlight Sensitivity]], though some Drow NPCs do. | ||
* [[Superior Darkvision]] has a range of 24m (80ft) rather than 120 ft. | |||
* The Trance feature is only implemented by changing your posture while resting in camp. | * The Trance feature is only implemented by changing your posture while resting in camp. | ||
== | == Dwarves == | ||
* As there is no | {{see also|Dwarf}} | ||
* | * As there is no movement speed penalty for wearing [[Heavy armour]] in the game, the racial trait for nullifying it is not in the game either. | ||
* Dwarves get unique dialogue options instead of Stonecunning's double proficiency bonus for stonework-related History. | |||
* Tool Proficiency is not in the game as tool proficiencies in general are not. | * Tool Proficiency is not in the game as tool proficiencies in general are not. | ||
=== | === Gold dwarves (hill dwarves) === | ||
''No Changes.'' | ''No Changes.'' | ||
=== | === Shield dwarves (mountain dwarves) === | ||
''No Changes.'' | ''No Changes.'' | ||
=== | === Duergar === | ||
* Duergar Resilience | * Duergar Resilience gives advantage on saving throws against illusions, charm effects, and paralysing effects, rather than against poison. | ||
* Duergar player characters do not have | ** This matches the first 5e version of the Duergar (the "Gray Dwarves" from the ''Sword Coast Adventurer's Guide'') rather than the updated version from ''Monsters of the Multiverse''. | ||
*The racial [[Invisibility]] spell can be cast once per combat (or unlimited times when not in combat). | |||
* The duergar version of [[Enlarge]] does not require concentration. | |||
* There is no restriction on casting the racial spells while in sunlight. | |||
** This matches the updated ''Monsters of the Multiverse'' version of the duergar rather than the original ''Sword Coast Adventurer's Guide'' version. | |||
* Duergar player characters do not have Sunlight Sensitivity, though some duergar NPCs do. | |||
== | == Elves == | ||
{{see also|Elf}} | |||
* The Trance feature is only implemented by changing your posture while resting in camp. | * The Trance feature is only implemented by changing your posture while resting in camp. | ||
=== | === High elves === | ||
''No changes.'' | ''No changes.'' | ||
=== | === Wood elves === | ||
* The | * The wood elves' Mask of the Wild feature gives [[proficiency]] in [[Stealth]], as characters can attempt to hide at any time in the game. | ||
== | == Half-elves == | ||
{{see also|Half-Elf}} | |||
* [[Civil Militia]], which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to humans and half-elves. | |||
* Skill Versatility is not in the game. | * Skill Versatility is not in the game. | ||
=== | === Drow half-elves === | ||
* The variant feature is not selectable, and the variant feature available is Drow Magic. | * The variant feature is not selectable, and the variant feature available is [[Drow Magic]]. | ||
=== | === High half-elves === | ||
* The variant feature is not selectable, and the variant feature available is Cantrip. | * The variant feature is not selectable, and the variant feature available is [[High Elf Cantrip]]. | ||
=== | === Wood half-elves === | ||
* The variant feature is not selectable, and the variant feature available is Fleet of Foot. | * The variant feature is not selectable, and the variant feature available is [[Fleet of Foot]] and proficiency in [[Stealth]]. | ||
== | == Half-orcs == | ||
* Menacing is not | {{see also|Half-orc}} | ||
* Menacing is not listed as a feature, though half-orcs still get proficiency in [[Intimidation]]. | |||
== | == Halflings == | ||
{{see also|Halfling}} | |||
* Halfling Nimbleness (ability to move through space of creatures larger than you) is not in the game. | * Halfling Nimbleness (ability to move through space of creatures larger than you) is not in the game. | ||
==== [[ | === Lightfoot halflings === | ||
* [[Naturally Stealthy]] provides advantage on [[Stealth]] checks, as characters can attempt to hide at any time in the game. | |||
=== | === Strongheart halflings (stout halflings) === | ||
''No changes.'' | ''No changes.'' | ||
== | == Humans == | ||
* Variant | {{see also|Humans}} | ||
** | * The "Variant Human" subrace that grants a feat at 1st level is not available. Only the default human is available, with the following new traits: | ||
** The ability to choose a skill to be proficient in is new (though this is part of the "variant" | ** [[Civil Militia]], which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to Humans and Half-Elves. | ||
** Human Versatility, which increases | ** The ability to choose a skill to be proficient in is new (though this is part of the "variant human" subrace in 5e). | ||
** [[Human Versatility]], which increases carrying capacity by 25%, is new. | |||
== | == Githyanki == | ||
{{see also|Githyanki}} | |||
* Githyanki have traits from ''Mordenkainen's Tome of Foes'', with [[Astral Knowledge]] from ''Monsters of the Multiverse'' replacing Decadent Mastery. Astral Knowledge has been improved to grant proficiency in all skills of a selected ability, rather than just a single skill. | |||
== [[Gnome | == Gnomes == | ||
{{see also|Gnome}} | |||
* [[Gnome Cunning]] applies to all Intelligence, Wisdom, and Charisma saving throws (rather than just those against magic). | |||
=== | === Forest gnomes === | ||
* Natural Illusionist is not in the game. | * Natural Illusionist is not in the game. | ||
* Speak with Small Beasts grants [[Speak with Animals]] once per long rest instead of generic simple communication. | * Speak with Small Beasts grants [[Speak with Animals]] once per long rest instead of generic simple communication. | ||
** In Baldur's Gate 3, this spell lasts until the caster's next long rest, so only being able to cast it once per long rest is less of a restriction than it would be in 5e. | |||
=== | === Rock gnomes === | ||
* Tinker is not in the game. | * Tinker is not in the game. | ||
* Artificer's Lore is changed to grant | * Artificer's Lore is changed to grant expertise in ''all'' [[History]] checks. | ||
=== | === Deep gnomes (svirfneblin) === | ||
* Stone Camouflage provides | * [[Stone Camouflage]] provides {{Advantage}} on [[Stealth]] checks at all times, not just against rocky terrain. | ||
* Deep gnomes otherwise match the version from the ''Sword Coast Adventurer's Guide'' rather than the updated version from ''Monsters of the Multiverse''. | |||
== | == Tieflings == | ||
''No changes. Infernal Legacy is reserved for Asmodeus | {{see also|Tiefling}} | ||
''No changes. Infernal Legacy is reserved for Asmodeus tieflings.'' | |||
=== | === Asmodeus tieflings === | ||
''This is the Player's Handbook base | ''This is the Player's Handbook base tiefling with Infernal Legacy.'' | ||
* The description states that the racial spells for all the subraces use Charisma as their spellcasting ability (as is the case in 5e). However, | * The description states that the racial spells for all the subraces use Charisma as their spellcasting ability (as is the case in 5e). However, [[Produce Flame]] for the Asmodeus tieflings actually uses Wisdom. This appears to be a bug rather than an intentional change, as the other racial spells use Charisma. | ||
=== | === Mephistopheles tieflings === | ||
''No changes.'' | ''No changes.'' | ||
=== | === Zariel tieflings === | ||
''No changes.'' | ''No changes.'' | ||
== | == See also == | ||
* [[D&D 5e | * [[D&D 5e rule changes]] | ||
* [[D&D 5e | * [[D&D 5e class changes]] | ||
* [[D&D 5e | * [[D&D 5e spell changes]] | ||
* [[D&D 5e | * [[D&D 5e feat changes]] |