Ad placeholder

D&D 5e race changes: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
m (→‎Humans: removed needed verification that being human grants proficiency with shields and light armor)
mNo edit summary
 
(24 intermediate revisions by 13 users not shown)
Line 1: Line 1:
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).
{{Tab
|one=D&D 5e rule changes
|one-name=Rule changes
|two=D&D 5e race changes
|two-name=Race changes
|three=D&D 5e class changes
|three-name=Class changes
|four=D&D 5e spell changes
|four-name=Spell changes
|five=D&D 5e feat changes
|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]].


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.
The rule changes described on this page and related pages are written with the assumption the reader understands the relevant D&D 5e (2014) 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.
{{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.


There will be rapid changes to these pages at BG3's launch, so leaving relevant comments with any edits are strongly encouraged.
== Drow ==
{{see also|Drow}}
* 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.


== [[Dragonborn]] ==
== Dwarves ==
* [[Dragonborn]] are not implemented in Early Access. This is a placeholder.
{{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.


== [[Drow]] ==
=== Gold dwarves (hill dwarves) ===
While [[Drow]] are technically a subrace of elves in D&D 5e, they are listed separately in BG3 because they have very different dialogue tags with their own subraces. These subraces include the typically evil aligned [[Drow#Lolth-Sworn_Drow|Lolth-Sworn]] and the typically good aligned [[Drow#Seldarine_Drow|Seldarine Drow]]. These subraces are mechanically the same, but have their own belief systems and dialogue tags.
''No Changes.''


* As with all races with [[Superior Darkvision]], its range has been reduced to 80 ft.
=== Shield dwarves (mountain dwarves) ===
* Drow do not have sunlight sensitivity.
''No Changes.''
* The Trance feature is only implemented by changing your posture while resting in camp.


== [[Dwarf|Dwarves]] ==
=== Duergar ===
* [[Dwarf|Dwarves]] do not get a unique feature allowing them to ignore the movement speed penalty for wearing [[Armour#Heavy_Armour|heavy armor]] without sufficient strength, because that movement speed penalty is not in BG3 whatsoever as of EA patch 9.
* Duergar Resilience gives advantage on saving throws against illusions, charm effects, and paralysing effects, rather than against poison.
* Stonecunning feature is not directly implemented in BG3, but a similar benefit can be gained by Dwarf dialogue tags on relevant subjects.
** 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''.
* Dwarves do not gain any tool proficiencies as tool proficiencies are not used in BG3.
*The racial [[Invisibility (spell)|Invisibility]] spell can be cast once per combat (or unlimited times when not in combat).
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.
* 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.


==== [[Dwarf#Gold_Dwarves|Gold Dwarves]] (Hill Dwarves) ====
== Elves ==
* No Changes
{{see also|Elf}}
* The Trance feature is only implemented by changing your posture while resting in camp.


==== [[Dwarf#Shield_Dwarves|Shield Dwarves]] (Mountain Dwarves) ====
=== High elves ===
* All [[Races|races]] now must use the +2/+1 flexible ability score distribution from Tasha's. This may impact [[Dwarf#Shield_Dwarves|Mountain Dwarves]] +2 bonus to [[Strength]] (needs confirmation).
''No changes.''


==== [[Dwarf#Duergar|Duergar]] ====
=== Wood elves ===
* [[Dwarf#Duergar|Duergar]] are not implemented in Early Access. This is a placeholder.
* The wood elves' Mask of the Wild feature gives [[proficiency]] in [[Stealth]], as characters can attempt to hide at any time in the game.
 
== [[Elf|Elves]] ==
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.
* The Trance feature is only implemented by changing your posture while resting in camp.


==== [[Elf#High_Elves|High Elves]] ====
== Half-elves ==
* No changes
{{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.


==== [[Elf#Wood_Elves|Wood Elves]] ====
=== Drow half-elves ===
* The [[Elf#Wood_Elves|Wood Elves']] Mask of the Wild feature has been replaced by [[Proficiency]] in [[Stealth]].
* The variant feature is not selectable, and the variant feature available is [[Drow Magic]].


== [[Half-Elf|Half-Elves]] ==
=== High half-elves ===
* All [[Races|races]] now must use the flexible ability score distribution from Tasha's. This will negatively impact [[Half-Elf|Half-elves']] starting ability scores. They are gaining additional feature(s) to compensate for the loss in total ability scores which may include proficiency in light armor (needs verification), shields (needs verification), and spears, pikes, halberd, and glaive weapons.
* The variant feature is not selectable, and the variant feature available is [[High Elf Cantrip]].
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.
* The D&D 5e Player's Handbook (PHB) default version of [[Half-Elf|Half-Elves]] with the Skill Versatility feature are not in BG3. Only the three Half-Elf variants from the Swords Coast Adventurer's Guide (SCAG) listed below are included with relevant changes.


==== [[Half-Elf#Drow_Half-Elves|Drow Half-Elves]] ====
=== Wood half-elves ===
* No changes.
* The variant feature is not selectable, and the variant feature available is [[Fleet of Foot]] and proficiency in [[Stealth]].


==== [[Half-Elf#High_Half-Elves|High Half-Elves]] ====
== Half-orcs ==
* A [[Half-Elf#High_Half-Elves|High Half-Elf]] does not get to pick between Elf Weapon Training or Cantrip. You must use Cantrip.
{{see also|Half-orc}}
* Menacing is not listed as a feature, though half-orcs still get proficiency in [[Intimidation]].


==== [[Half-Elf#Wood_Half-Elves|Wood Half-Elves]] ====
== Halflings ==
* A [[Half-Elf#Wood_Half-Elves|Wood Half-Elf]] does not get to pick between Elf Weapon Training, Fleet of Foot, or Stealth proficiency (which replaces Mask of the Wild). You automatically get Fleet of Foot and Stealth proficiency.
{{see also|Halfling}}
* Halfling Nimbleness (ability to move through space of creatures larger than you) is not in the game.


== [[Half-Orc|Half-Orcs]] ==
=== Lightfoot halflings ===
* Not implemented in Early Access. This is a placeholder.


== [[Halfling|Halflings]] ==
* [[Naturally Stealthy]] provides advantage on [[Stealth]] checks, as characters can attempt to hide at any time in the game.
* Halfling Nimbleness (ability to move through space of creatures larger than you) is not implemented.


==== [[Halfling#Lightfoot_Halflings|Lightfoot Halflings]] ====
=== Strongheart halflings (stout halflings) ===
* No changes to [[Halfling#Lightfoot_Halflings|Lightfoot Halflings]].
''No changes.''


==== [[Halfling#Strongheart_Halflings|Strongheart Halflings]] (Stout Halflings) ====
== Humans ==
* No changes to [[Halfling#Strongheart_Halflings|Stout Halflings]].
{{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:
** [[Civil Militia]], which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to Humans and Half-Elves.
** 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.


== [[Human|Humans]] ==
== Githyanki ==
* Variant Humans are not implemented. Only the default [[Human]] is available.
{{see also|Githyanki}}
* All [[Races|races]] now must use the +2/+1 flexible ability score distribution from Tasha's. This will negatively impact [[Human|Humans']] starting ability scores. They are gaining additional feature(s) to compensate for the loss in total ability scores which may include proficiency in light armor, shields, and spears, pikes, halberd, and glaive weapons.
* 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.


== [[Githyanki]] ==
== Gnomes ==
* [[Githyanki]] are based off the Mordenkainen's Tome of Foes (legacy) version, not the Monsters of the Multiverse updated version. They are otherwise implemented accurately according to Mordenkainen's Tome of Foes.
{{see also|Gnome}}
* [[Gnome Cunning]] applies to all Intelligence, Wisdom, and Charisma saving throws (rather than just those against magic).


== [[Gnome|Gnomes]] ==
=== Forest gnomes ===
* No changes to the base [[Gnome]] race.
* Natural Illusionist is not in the game.
* 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.


==== [[Gnome#Forest_Gnomes|Forest Gnomes]] ====
=== Rock gnomes ===
* Natural Illusionist feature is not implemented, so they are not granted [[Minor Illusion]].
* Tinker is not in the game.
* Speak with Small Beasts has been changed to grant one free cast of [[Speak with Animals]] per long rest, which does not require concentration and now lasts til long rest.
* Artificer's Lore is changed to grant expertise in ''all'' [[History]] checks.
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.


==== [[Gnome#Rock_Gnomes|Rock Gnomes]] ====
=== Deep gnomes (svirfneblin) ===
* Tinker feature is not implemented.
* [[Stone Camouflage]] provides {{Advantage}} on [[Stealth]] checks at all times, not just against rocky terrain.
* Artificer's Lore is changed to grant Expertise in [[History]] checks.
* Deep gnomes otherwise match the version from the ''Sword Coast Adventurer's Guide'' rather than the updated version from ''Monsters of the Multiverse''.
* As with all races with [[Darkvision (Passive Feature)|Darkvision]], its range has been reduced to 40 ft.


==== [[Gnome#Deep_Gnomes|Deep Gnomes]] (Svirfneblin) ====
== Tieflings ==
* The [[Gnome#Deep_Gnomes|Deep Gnomes]]' Stone Camouflage provides advantage to stealth checks at all times, not just against rocky terrain.
{{see also|Tiefling}}
* As with all races with [[Superior Darkvision]], its range has been reduced to 80 ft.
''No changes. Infernal Legacy is reserved for Asmodeus tieflings.''


== [[Tiefling|Tieflings]] ==
=== Asmodeus tieflings ===
* No changes to the base race.
''This is the Player's Handbook base tiefling with Infernal Legacy.''


==== [[Tiefling#Asmodeus_Tieflings|Asmodeus Tieflings]] ====
* 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.
* This is another name for the Player Handbook [[Tiefling]], and is implemented with no changes.


==== [[Tiefling#Mephistopheles_Tieflings|Mephistopheles Tieflings]] ====
=== Mephistopheles tieflings ===
* No changes.
''No changes.''


==== [[Tiefling#Zariel_Tieflings|Zariel Teiflings]] ====
=== Zariel tieflings ===
* No changes.
''No changes.''


== Related D&D 5e Rule Change Pages ==
== See also ==
* [[D&D 5e Rule Changes]]
* [[D&D 5e rule changes]]
* [[D&D 5e Class Changes]]
* [[D&D 5e class changes]]
* [[D&D 5e Spell Changes]]
* [[D&D 5e spell changes]]
* [[D&D 5e Feat Changes]]
* [[D&D 5e feat changes]]

Latest revision as of 17:36, 25 October 2024

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 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 (2014) 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.

Dragonborn[edit | edit source]

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[edit | edit source]

See also: Drow
  • 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.

Dwarves[edit | edit source]

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.

Gold dwarves (hill dwarves)[edit | edit source]

No Changes.

Shield dwarves (mountain dwarves)[edit | edit source]

No Changes.

Duergar[edit | edit source]

  • Duergar Resilience gives advantage on saving throws against illusions, charm effects, and paralysing effects, rather than against poison.
    • 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[edit | edit source]

See also: Elf
  • The Trance feature is only implemented by changing your posture while resting in camp.

High elves[edit | edit source]

No changes.

Wood elves[edit | edit source]

  • 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[edit | edit source]

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.

Drow half-elves[edit | edit source]

  • The variant feature is not selectable, and the variant feature available is Drow Magic.

High half-elves[edit | edit source]

  • The variant feature is not selectable, and the variant feature available is High Elf Cantrip.

Wood half-elves[edit | edit source]

  • The variant feature is not selectable, and the variant feature available is Fleet of Foot and proficiency in Stealth.

Half-orcs[edit | edit source]

See also: Half-orc
  • Menacing is not listed as a feature, though half-orcs still get proficiency in Intimidation.

Halflings[edit | edit source]

See also: Halfling
  • Halfling Nimbleness (ability to move through space of creatures larger than you) is not in the game.

Lightfoot halflings[edit | edit source]

Strongheart halflings (stout halflings)[edit | edit source]

No changes.

Humans[edit | edit source]

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:
    • Civil Militia, which grants proficiency in Light Armour, Shields, Spears, Pikes, Halberds, and Glaives is a new feature granted to Humans and Half-Elves.
    • 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[edit | edit source]

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.

Gnomes[edit | edit source]

See also: Gnome
  • Gnome Cunning applies to all Intelligence, Wisdom, and Charisma saving throws (rather than just those against magic).

Forest gnomes[edit | edit source]

  • Natural Illusionist is not in the game.
  • 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[edit | edit source]

  • Tinker is not in the game.
  • Artificer's Lore is changed to grant expertise in all History checks.

Deep gnomes (svirfneblin)[edit | edit source]

  • Stone Camouflage provides Advantage Icon.png 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[edit | edit source]

See also: Tiefling

No changes. Infernal Legacy is reserved for Asmodeus tieflings.

Asmodeus tieflings[edit | edit source]

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, 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[edit | edit source]

No changes.

Zariel tieflings[edit | edit source]

No changes.

See also[edit | edit source]