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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 | 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 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). | ||
**All Bestial Heart benefits still apply while raging in heavy | **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 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. | ||
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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 | *[[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 | *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. | ||
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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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*Monk weapons are now any weapon with which the Monk has [[Proficiency]] and which does not have the [[Two-Handed]] property. | *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. The Heavy property is no longer implemented in BG3. | **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. | ||
*[[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.) | *[[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. | ||
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***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. 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 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 | **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 ( | * 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 [[ | *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. | ||
* | *There are several changes to the process of copying spells from scrolls into one's spellbook: | ||
*Cantrips can be copied | **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 | *[[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. |