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D&D 5e class changes: Difference between revisions
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**It is not limited by the attack's ability modifier. | **It is not limited by the attack's ability modifier. | ||
*[[Feral Instinct]] gives a fixed +3 bonus to Initiative, instead of advantage. | *[[Feral Instinct]] gives a fixed +3 bonus to Initiative, instead of advantage. | ||
*[[Relentless Rage]] does not require a saving throw, but can only be used once per short rest. | |||
===={{Class|Wildheart}} (Path of the Totem Warrior) ==== | ===={{Class|Wildheart}} (Path of the Totem Warrior) ==== | ||
*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 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. | *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. | ||
*The level 3 feature Bestial Heart gives the character full benefits even if they rage while in heavy armor. | *The level 3 feature [[Bestial Heart]] gives the character full benefits even if they rage while in heavy armor. | ||
**Each Bestial Heart option provides a new unique action as well. | **Each Bestial Heart option provides a new unique action as well. | ||
*The level 6 feature Aspect of the Beast, or Animal Aspect, has 5 additional choices. | **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 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: | |||
**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. | |||
**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 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 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). | |||
===={{Class|Berserker}} (Path of the Berserker)==== | ===={{Class|Berserker}} (Path of the Berserker)==== | ||
*[[Frenzied Strike]] applies a cumulative -1 attack roll debuff until the rage ends instead of causing the character to gain a level of exhaustion. | *[[Frenzied Strike]] applies a cumulative -1 attack roll debuff until the rage ends instead of causing the character to gain a level of exhaustion. | ||
*While in [[Frenzy]], a character may use [[Enraged Throw]] as a bonus action to throw a creature or object at a target. | *While in [[Frenzy]], a character may use [[Enraged Throw]] as a bonus action to throw a creature or object at a target. | ||
*The level 6 feature [[Mindless Rage]] prevents Rage from being ended by {{SAI|Calm Emotions}} being cast on the Barbarian, in addition to its other effects. | |||
*If a creature resists [[Intimidating Presence]], they are immune to its effects until their next long rest, instead of 24 hours. | |||
===={{Class|Wild Magic Barbarian}} (Path of the Wild Soul)==== | ===={{Class|Wild Magic Barbarian}} (Path of the Wild Soul)==== | ||
*Magic Awareness lets anyone within 3m add their [[Proficiency Bonus]] to [[Saving Throws]] against spells. | *Magic Awareness lets anyone within 3m add their [[Proficiency Bonus]] to [[Saving Throws]] against spells. | ||
**As opposed to letting the Barbarian identify the location and school of an upcoming spell within 60 feet that isn't behind complete cover. | **As opposed to letting the Barbarian identify the location and school of an upcoming spell within 60 feet that isn't behind complete cover. | ||
*The [[Rage: Wild Magic]] table has some minor changes: | |||
**The Teleport option has a range of 18 m / 60 ft instead of 30 ft. | |||
**The Intangible Spirit option always summons a flumph (never a pixie) and can be summoned anywhere within 30 ft rather than needing to be next to a creature. | |||
**The Weapon Infusion option causes the weapon to deal an extra 1d6 Force damage, instead of just changing the weapon's existing damage to Force. | |||
**Difficult terrain created by Vine Growth option affects everyone other than the Barbarian instead of just enemies. | |||
*[[Bolstering Magic]] works somewhat differently; instead of being able to use it a number of times equal to the Barbarian's Wisdom modifier and choosing the effect each time, each effect is a separate option that can be used once per long rest. | |||
**The option that improves attack rolls and ability checks grants a bonus of +1d4 instead of +1d3. | |||
**There are separate options for recovering spell slots of levels 1, 2, and 3 (instead of rolling 1d3 to determine the slot level recovered). The option to recover a level 3 option is granted at class level 9. | |||
=={{Class|Bard}}== | =={{Class|Bard}}== |
Revision as of 15:27, 3 November 2023
Rule Changes | Race Changes | Class Changes | Spell Changes | Feat Changes |
This page and related pages summarize rule changes from the implementation of Dungeons and Dragons 5th Edition (D&D 5e) rules to Baldur's Gate 3 (BG3).
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.
- Rage bonus damage also applies to Dexterity damage rolls and those using thrown weapons/objects.
- Reckless Attack is either a normal melee attack or as an after-attack reroll with all melee attacks, rather than before your first attack each turn.
- Advantage is applied to all attack rolls once used, not just melee.
- It is not limited by the attack's ability modifier.
- Feral Instinct gives a fixed +3 bonus to Initiative, instead of advantage.
- Relentless Rage does not require a saving throw, but can only be used once per short rest.
(Path of the Totem Warrior)
- 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 Speak with Animals is able to be cast once per long rest, rather than as a ritual. Though, it now lasts until long rest.
- The level 3 feature Bestial Heart gives the character full benefits even if they rage while in heavy armor.
- Each Bestial Heart option provides a new unique action as well.
- 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 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:
- 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.
- 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 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 level 8 feature 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).
(Path of the Berserker)
- Frenzied Strike applies a cumulative -1 attack roll debuff until the rage ends instead of causing the character to gain a level of exhaustion.
- While in Frenzy, a character may use Enraged Throw as a bonus action to throw a creature or object at a target.
- The level 6 feature Mindless Rage prevents Rage from being ended by being cast on the Barbarian, in addition to its other effects.
- If a creature resists Intimidating Presence, they are immune to its effects until their next long rest, instead of 24 hours.
(Path of the Wild Soul)
- Magic Awareness lets anyone within 3m add their Proficiency Bonus to Saving Throws against spells.
- As opposed to letting the Barbarian identify the location and school of an upcoming spell within 60 feet that isn't behind complete cover.
- The Rage: Wild Magic table has some minor changes:
- The Teleport option has a range of 18 m / 60 ft instead of 30 ft.
- The Intangible Spirit option always summons a flumph (never a pixie) and can be summoned anywhere within 30 ft rather than needing to be next to a creature.
- The Weapon Infusion option causes the weapon to deal an extra 1d6 Force damage, instead of just changing the weapon's existing damage to Force.
- Difficult terrain created by Vine Growth option affects everyone other than the Barbarian instead of just enemies.
- Bolstering Magic works somewhat differently; instead of being able to use it a number of times equal to the Barbarian's Wisdom modifier and choosing the effect each time, each effect is a separate option that can be used once per long rest.
- The option that improves attack rolls and ability checks grants a bonus of +1d4 instead of +1d3.
- There are separate options for recovering spell slots of levels 1, 2, and 3 (instead of rolling 1d3 to determine the slot level recovered). The option to recover a level 3 option is granted at class level 9.
- Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
- Song of rest is a once per long rest ability that allows the party to take an additional short rest, and it does not get any upgrades.
- 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.)
- Magical Secrets is restricted to a limited list of additional spells, instead of allowing the Bard to pick any spell.
- Cutting Words can be used to reduce an enemy's saving throw instead of its damage roll.
- The Additional Magical Secrets are restricted to the same list as the general Bard feature.
- College of Swords Bards do not get 10 feet movement on an attack action.
- Blade Flourish underwent a number of changes:
- Blade Flourish is not limited to once per turn.
- Defensive Flourish now provides a fixed +4 AC.
- Mobile Flourish now pushes the target back 6 m / 20 ft rather than 1.5 m / 5 ft.
- Slashing Flourish now performs a single attack on two targets with separate Attack Rolls.
- As opposed to using the Bardic Inspiration bonus as the damage for the add-on attack.
No Changes
- Destroy Undead does non-scaling radiant damage to all undead affected, rather than instantly killing weaker undead.
- Clerics may select the Produce Flame Cantrip (exclusive to Druids in 5e).
- Clerics normally have a single damaging Cantrip, Sacred Flame, nullified on a successful save by the target.
- The level 2 domain feature Channel Divinity: Preserve Life is now able to heal an ally past half hp.
- However, it only heals (3 x Cleric Level) hit points as opposed to (5 x Cleric level).
- The level 3 domain spell Spiritual Weapon is replaced with Aid.
- The level 9 domain spell Raise Dead is replaced with Greater Restoration.
- The level 1 domain feature Warding flare has unlimited charges rather than having a limit of the Wisdom modifier.
- It also triggers when an enemy has already rolled and is going to hit, unlike 5e where you have to use it before the enemy rolls their attack.
- The level 9 domain spell Scrying is placed with Destructive Wave.
- The level 1 domain spell Identify is replaced with Sleep.
- The level 2 domain feature Channel Divinity: Knowledge of the Ages gives proficiency to all skills associated with a chosen Ability Score, and lasts until the next Long Rest.
- This is opposed to a granting proficiency in a single skill or tool, and lasting 10 minutes.
- The level 3 domain spells Augury and Suggestion are replaced with Calm Emotions and Hold Person.
- The level 5 domain spell Nondetection is replaced with Slow.
- The level 7 domain spell Arcane Eye is replaced with Otiluke's Resilient Sphere.
- The level 9 domain spells Legend Lore and Scrying are replaced with Dominate Person and Telekinesis.
- The level 5 domain spell Wind Wall is replaced with Sleet Storm.
- The level 9 domain spell Tree Stride is replaced with Wall of Stone.
- The level 1 domain feature
- The tabletop version can only be used a number of times equal to the Cleric's Wisdom Modifier before a long rest.
has no limit on how many times it may be used.
- The level 7 domain spell Control Water is replaced with Freedom of Movement.
- The level 1 domain feature Blessing of the Trickster requires concentration.
- The level 2 domain feature Invoke Duplicity underwent a few changes:
- It does not allow a character to cast spells through it or move it on subsequent turns.
- The duplicate provides advantage to attack rolls of all allies if both the ally and the target are within 10 ft of the duplicate.
- The level 3 Domain Spells Blink and Dispel Magic are replaced with Bestow Curse and Fear.
- The level 8 domain spell Modify Memory is replaced with Seeming.
- The level 1 domain feature War Priest gives 3 charges, more as the Cleric levels, instead of the Wisdom Ability Score Modifier.
- The level 8 domain feature Divine Strike always does the damage type of the weapon in the main hand, even when doing offhand strikes.
- As opposed to always doing the damage type of the weapon associated with the attack roll.
- This is a possible bug, rather than an intended feature.
- There is no restriction preventing a druid from wearing metal armor.
- There is no time limit on how long a character can be in Wild Shape, though it will end automatically if the character enters an important dialogue scene (e.g. meeting a companion).
- Wild Shape forms have modified stats from their Monster Manual counterparts.
- Instead of being able to Wild Shape into any beast they've seen within restrictions imposed by druid level, druids are limited to these specific forms:
Druid Level | All Druids | Additional Moon Druid Forms |
---|---|---|
2 | Badger, Cat, Spider, Wolf | Bear |
4 | Deep Rothe | Dire Raven |
6 | Panther, Owlbear | |
8 | Sabre-Toothed Tiger | |
10 | Dilophosaurus | Air, Earth, Fire and Water Myrmidons |
No changes besides the aforementioned Wild Shape changes
- A character is able to select a different terrain at 5th level than the terrain selected at 3rd level.
- For example, the character can select arctic spells at 3rd level and forest spells at 5th level.
- Circle (always prepared) spells were changed:
- At level 2 the Druid gets Bone Chill as a bonus Cantrip, which is not in the original rules.
- The level 2 action Symbiotic Entity lasts until long rest instead of 10 minutes.
- The level 3 circle spell Gentle Repose is replaced with Detect Thoughts.
- The level 6 reaction Fungal Infestation underwent multiple poorly documented changes:
- The raised zombies have more than 1 HP
- The number of Fungal Infestation Charges is 4 instead of the Wisdom Ability Score Modifier.
- Fungal Infestation Charges are Recharge: Once per Long Rest.
No changes to the base class
- The Parry and Lunging Attack Battle Master Manoeuvers are not in the game.
- The Rally manoeuver gives a flat +8 Temporary HP.
- Sweeping Attack is now an action that does a whirlwind with superiority die as damage.
- As opposed to a free situational action triggered by a melee hit that applies the attack roll to a selectable second target with superiority die as damage.
- The Improved Critical Hit feature reduces the critical threshold by 1, rather than fixing it at 19 as in 5e. This allows it to stack with other effects that expand the critical range.
- The Remarkable Athlete: Jump feature increases the character's jump distance by a flat 3m / 10 ft, rather than scaling with the Strength modifier.
- Weapon Bond does not take a bonus action. It returns to you automatically.
- 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.
- Slow Fall grants resistance to falling damage.
- Stillness of Mind is used automatically to end the Charmed or Frightened conditions.
- Monk weapons are now any weapon with which the Monk has Proficiency, and do not have the Two-Handed or Heavy properties.
- 5e Monks are usually restricted to shortswords or any simple weapon that does not have the Two-Handed or 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.)
- Monks start with 3 disciplines at level 3 as opposed to 2.
- Elemental Disciplines can no longer be upcasted using additional ki points.
- This functionality has been replaced with the new level 9 feature, Improved Elemental Casting, which serves a similar purpose
- New Elemental Disciplines have been added which include:
- Blade of Rime
- Chill of the Mountain
- Shaping of the Ice
- Sphere of Elemental Balance
- Touch of the Storm
- Embrace of the Inferno
- The Elemental Attunement Discipline has been removed entirely.
- Fangs of the Fire Snake makes melee attacks deal an additional 1d4 fire damage
- The original version converted your unarmed strikes to fire damage without the additional damage.
- Wholeness of Body is acquired at level 6 instead of level 3.
- Open Hand Monks gain 3 new moves: Manifestation of Body, Manifestation of Mind, and Manifestation of Soul.
- The level 3 action Quivering Palm is not in the game.
- Instead, the Ki Resonation series of abilities are acquired at level 9. These are the same in principle as Quivering Palm.
- Costing 3 Ki Points and limited to once per Long Rest, this killed a creature on a failed CON saving throw or dealt 10d10 Necrotic damage.
- Cloak of Shadows is acquired at level 5 instead of level 11.
- Shadow Monks gain a new move Shadow Strike at level 11.
- Characters select their Oath at first level rather than third.
- Channel Oath abilities are granted at level 1. Oath Spells are still not available until level 3.
- Characters can break their Oath by not following the tenets at which point they will become the Oathbreaker subclass.
- Character can pay financial tithe to restore their oath if desired.
- 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.
- Divine Sense is now a bonus action with one use per short rest for an advantage on attack rolls against celestials, fiends, and undead for two rounds.
- As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier times per Long Rest.
- Lay on Hands, normally a once per Long Rest 5 x Paladin level heal or disease and poison cure, is changed to:
- A character has 3 charges per Long Rest (this increases to 4 charges at level 4).
- They can spend 1 charge to heal a target for 2 x Paladin level Hit Points.
- They can spend 2 charges to heal a target for 4 x Paladin level Hit Points.
- They can spend 2 charges to cure any diseases or poisons affecting a target.
- Characters can prepare a number of Paladin spells equal to their Paladin level plus their Charisma modifier.
- This is a very significant increase compared to 5e rules, in which this scales with half the Paladin level (rounded down).
- The level 1 Channel Oath ability Healing Radiance is new.
- The Channel Oath ability Nature's Wrath can only be resisted by a Strength saving throw (as opposed to the target's choice of Strength or Dexterity).
- The level 1 Channel Oath ability Holy Rebuke is new.
- The Channel Oath ability Turn the Unholy actually does work the same as in 5e (targeting fiends and undead) though it is labeled incorrectly in the interface as targeting fiends and fey.
- The Oath spell Zone of Truth, granted at level 5, is replaced with Silence.
- The Oath spell Dispel Magic, granted at level 9, is replaced with Remove Curse.
- Available at level 1 instead of level 3.
- The level 1 Channel Oath ability Spiteful Suffering 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 level 1 Channel Oath ability Inquisitor's Might is new.
- Relentless Avenger gives a movement amount of 4.5 m / 15 ft rather than half the character's movement speed.
- Favoured Enemy is a set of unique passive features rather than Wisdom Saving Throw Advantage against and language learning of the enemy:
Archetypes | Description | Grants |
---|---|---|
Gain Proficiency in Investigation. Creatures you hit with (either ranged or melee) have Disadvantage on their Saving Throw. |
| |
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. | ||
You have a history of battling spellcasters. Gain Proficiency with Arcana and , which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell. |
| |
You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain Proficiency with History and Proficiency with Heavy Armour. |
| |
You swore to hunt the enemies of a holy or druidic order. Gain Proficiency with Religion and the Sacred Flame Cantrip, which deals 1d8Radiant damage. Wisdom is your Spellcasting Ability for the Cantrip. |
|
- Natural Explorer is a set of unique passive features rather than uninhibited terrain movement and Intelligence/Wisdom proficiency check doubling:
Archetypes | Description | Grants |
---|---|---|
You have cultivated a strong bond with animals. You can cast | as a ritual.
| |
An expert at navigating the wild within the city, you gain Proficiency. |
| |
You have spent endless days surviving desolate tundras. Gain resistance to Cold damage, taking only half damage from it. | ||
You have spent endless days surviving forbidding deserts. Gain resistance to Fire, taking only half damage from it. | ||
You have spent endless days surviving fetid swamps. Gain resistance to Poison, taking only half damage from it. |
- The Primeval Awareness feature is not in the game.
- Hunters get both Volley and Whirlwind Attack at level 11, rather than having choose one or the other.
- Both options are implemented as an AoE attack rather than picking specific targets, and will damage friendly NPCs (though not companions).
- The Summon Companion options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats.
- 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 can be swapped out or resummoned once per short rest.
- 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 hit points.
- At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores.
- The Dread Ambusher initiative bonus is +3 rather than the Wisdom Ability Score Modifier. To get the extra damage for a first-round attack one must use the Dread Ambusher (Melee) or Dread Ambusher (Ranged) actions.
- 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 at level 3.
- Gloom Stalkers get the always prepared spell Misty Step at level 5, instead of Rope Trick.
- 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.
- Thieves' tools proficiency is not in the game, instead Sleight of Hand is used for relevant checks.
- Sneak Attack only applies the additional damage if using one of the two Sneak Attack actions.
- 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.
- Thieves' Cant (and languages in general) are not available.
- Arcane Tricksters get two additional 1st-level spell slots at level 10, for a total of 6, instead of capping out at 4 as in 5e.
- This is the only way to get more than 4 spell slots at a given level without using elixirs or items, which never occurs in 5e.
- Mage Hand Legerdemain causes the Mage Hand to always be invisible (as opposed to the Rogue having the choice of making it visible or not in 5e).
- Fast Hands changed to grant an additional bonus action each round, instead of allowing Sleight of Hand checks, Thieves' Tools checks, or Use an Object actions as bonus actions.
- Second-Story Work grants resistance to falling damage instead of a climb speed and a jump distance bonus.
- 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.
- Assassin's Alacrity, which immediately restores a Rogue's action and bonus action on the first turn of combat, replaces the tool proficiencies granted at level 3 in 5e.
- Infiltration Expertise disguises the Rogue in a single action without a week of preparation or gold requirement; the Rogue chooses which race and body type to become when activating it, from among the same options available in the character creator.
- This effect is essentially the same as .
- Metamagic options careful spell, distant spell, extended spell, or twinned spell are available at level 2.
- At level 3 Sorcerers get an additional option from these or from heightened spell, quickened spell, or subtle spell.
- 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: Careful Spell affects all allies in the area, not just an amount of creatures equal to the caster's Charisma modifier.
- 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: Heightened Spell gives disadvantage to the saving throw of all creatures affected by the spell.
- 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.
- Each subclass's last feature is granted at level 11 rather than level 14 (which is not attainable in this game) though there are significant changes to some of them, as detailed below.
- Characters do not double their proficiency bonus on Charisma checks when interacting with dragons.
- However, the subclass gives characters additional dragon-themed dialogue options.
- Characters learn an additional spell at level 1 based on their chosen ancestry:
Draconic Ancestry | Grants |
---|---|
Red (Fire) | |
Black (Acid) | |
Blue (Lightning) | |
White (Cold) | |
Green (Poison) | |
Gold (Fire) | |
Silver (Cold) | |
Bronze (Lightning) | |
Copper (Acid) | |
Brass (Fire) |
- The 14th-level "Dragon Wings" feature is granted at level 11 instead, and is simply the addition of the bonus action.
- Wild Magic surges have a 5% 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 Rest, but does not refresh when a wild magic surge triggers.
- Controlled Chaos is granted at level 11 instead of level 14, and is a reaction that triggers a Wild Magic surge on an enemy casting a spell.
- This is completely different from the 5e feature, which grants some control over one's own Wild Magic surge by allowing the Sorcerer to roll twice on the table and choose which one to trigger.
- The Wild Magic Surge table has changed to the following:
Effect | Description |
---|---|
At the start of each turn, trigger a random magical effect. | |
Each creature and item within 6 m / 20 ft starts burning and takes 1d6Fire per turn. | |
Until the end of your next turn, you can use a bonus action to teleport up to 9 m / 30 ft | |
Enchant the weapon of each creature within 6 m / 20 ft. Their next attack is a Critical Hit and deals an additional 1d4Force. | |
Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level. | |
Create a cloud of fog around yourself. Creatures within are Heavily Obscured and . | |
Each creature within 9 m / 30 ft becomes . | |
When you hit a target with a spell, heal all creatures within 3 m / 10 ft for 1d4hit points per Spell Slot level used. | |
Summon a hostile mephit. | |
Swap positions with a target each time you cast a spell or cantrip. | |
You gain an additional action this turn. | |
You can | until the end of the turn.|
Armour Class is increased by 5 and you are immune to the effects of | |
Able to lift and throw objects and creatures with your mind until the end of your turn. | |
Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved. | |
Each creature within 9 m / 30 ft is randomly or . | |
You are transformed into a beast. | |
Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone. | |
You are . | |
Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4Piercing for every 1.5 m / 5 ft it moves. | |
Create a vine surface around yourself, slowing down creatures, possibly | them.|
Gain the ability to comprehend and communicate with beasts. | |
Each creature within 9 m / 30 ft is randomly transformed into either a cat or a dog. |
- Tempestuous Magic fly speed is 30 feet instead of 10.
- Storm Spells is a new feature granting automatic access to several themed spells. This replaces Storm Guide from 5e, which granted some weather control ability.
- This is similar to the origin spells granted by newer 5e Sorcerer subclasses such as Aberrant Mind or Clockwork Soul, but all granted at level 6.
- The area affected by Heart of the Storm's extra damage is expanded to a 20 foot radius (from 10 feet in 5e).
- Storm's Fury is granted at 11th level instead of 14th.
- Pact of the Chain is limited to the Imp and Quasit options along with those offered by the normal spell. Pseudodragons and sprites are not available.
- The Quasit's scare ability is recharged on a Short Rest rather than a Long Rest.
- Pact of the Blade and Bind Pact Weapon are both immediate rather than taking 1 hour.
- Pact of the Tome only grants the cantrips Guidance, Vicious Mockery, and Thorn Whip rather than any 3 Cantrips from all classes.
- Deepened Pact is almost entirely new with the only 5e equivalent being the Thirsting Blade Eldritch Invocation for Pact of the Blade
- Eldritch Invocations changes:
- The range of Devil's Sight is reduced to 80 feet instead of 120, in line with the Superior Darkvision range reduction.
- Repelling Blast pushes the target back 15 ft instead of 10 ft.
- Dreadful Word, Mire the Mind, Sculptor of Flesh and Sign of Ill Omen do not limit a character to one use per long rest.
- Book of Ancient Secrets grants three specific spells ( , , and , of which only Silence is normally a ritual spell) that can be cast once per long rest without using a spell slot. This invocation does not require having taken Pact of the Tome as it does in 5e.
- Lifedrinker does not require having taken Pact of the Blade.
Archfey
- Misty Escape lets the Warlock cast Misty Step on its next turn rather than immediately, and the invisibility lasts one turn.
- Beguiling Defenses just makes the Warlock immune charm, it does not also allow the Warlock to turn the charm back on the attacker.
Great Old One
- Awakened Mind, which allowed telepathic communication with creatures, is replaced by Mortal Reminder.
- Mortal Reminder causes the target of a critical hit and nearby enemies to be frightened until the end of their next turn.
- There is no save to resist the frightened effect.
- Mortal Reminder causes the target of a critical hit and nearby enemies to be frightened until the end of their next turn.
- Dark One's Own Luck can only be using for Ability Checks, not both Ability Checks and Saving Throws.
- 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.
Abjuration
- Arcane ward is considered temporary hit points, instead of a pool of its own Hit Points that blocks damage with any overflow going to the protected target.
- It does not stack with other sources of temporary Hit Points.
- It does not get your Intelligence Ability Score Modifier.
No Changes
Divination
- Expert Divination is an extra portent die rather than regaining an extended spell slot when casting a divination spell of 2nd level or higher.
Enchantment
- Hypnotic Gaze is changed to only be castable once per long rest, instead of once per long rest per target. It can be used to grant advantage on Charisma checks.
- Sculpt spell feature affects all allies in the area, and is not limited by the spell's level.
- The level 6 feature Malleable Illusions, which let you change illusion forms after a cast, is replaced with See Invisibility.
Necromancy
No Changes
Transmutation
- Minor Alchemy is changed to Experimental Alchemy. Minor Alchemy let the Wizard alter the physical properties of one nonmagical object.
- Shapechanger lets the Wizard change into a Blue Jay rather than being able to cast Polymorph once per short rest.