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D&D 5e class changes: Difference between revisions
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= Related D&D 5e Rule Change Pages == | == Related D&D 5e Rule Change Pages == | ||
* [[D&D 5e Rule Changes]] | * [[D&D 5e Rule Changes]] |
Revision as of 17:13, 27 July 2023
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 features and abilities found in BG3 that are unchanged from D&D 5e to allow a D&D 5e player to quickly see what all the options are and whether or not they have changes, rather than only the items with changes which would then require a new BG3 player to conduct further research to find what is present from D&D 5e that is unchanged. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e then that is considered a rule change from D&D 5e for the purposes of these pages.
There will be rapid changes to these pages at BG3's launch, so leaving relevant changelog comments with any edits or corrections is highly encouraged to assist returning readers in finding changes quickly.
Barbarian
- Rage bonus damage applies to damage rolls using thrown weapons/objects, as well as to attacks made using dexterity for the attack and damage rolls (finesse weapons). It may also work on bladelocks that use Charisma for attack and damage rolls (verification required).
- Reckless Attack works with melee attack rolls whether they use Strength or Dexterity. It may also work on bladelocks that use Charisma for attack and damage rolls (verification required).
Path of the Wildheart (Totem Warrior)
- Beast sense spell is not in the game, and therefore this spell is not granted.
- Speak with animals is able to be cast once per long rest, rather than as a ritual. However note the difference in the spell's duration is now until long rest.
- There will be up to 10 different animal spirits a character can choose from instead of five. The Honeybadger is the only new animal spirit which has been revealed.
- The game uses the Rules as Written interpretation of Beastial Heart (a.k.a. Totem Spirit) features. A character will still have the Bestial Heart features even if they rage while in heavy armor.
- Each of the Beastial Heart options (a.k.a. Totem Spirit) have their traditional passive effect as well as a new option to use as a action.
Path of the Berserker
- Leaving a frenzy rage does not cause a character to gain a level of exhaustion.
- While in a frenzy rage, a character may use Enraged Throw as a bonus action to throw a creature or object at a target. If this lands then it will deal the typical damage + rage damage as well as knock the target prone.
Path of Wild Magic
- Not in Early Access, this is a placeholder.
Bard
- Bard's automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins
- The formula for determining a character's total number of Bardic Inspiration needs verification.
- Song of rest is a once per long rest ability that allows the party to take an additional short rest.
- Jack of All Trades does not apply to initiative rolls.
College of Lore
- As of EA patch 9 the bonus proficiencies a character receives are Arcana, Intimidation, and Sleight of Hand. This is expected to change to return to being completely flexible as per D&D 5e at launch (Verification Required).
- Cutting Words can also affect an enemy's saving throw (possibly bug).
College of Swords
- Not in Early Access, this is a placeholder.
College of Valor
- If a character uses Combat Inspiration to increase their Armor Class then it is a flat +4 bonus, rather than rolling the die. (Verification required on if this scales as Bardic Inspiration die increases).
Cleric
- Destroy Undead does radiant damage to all undead affected, rather than instantly killing weaker undead.
Life Domain
- The domain spell Spiritual Weapon is replaced with Aid (verification needed at launch when Spiritual Weapon spell is added to the game).
- Channel Divinity: Preserve Life is now able to heal an ally past half hp, but can only heal up to 3 x Cleric Level.
Light Domain
- Warding flare has unlimited charges, a character is not limited by their Wisdom modifier.
Knowledge Domain
- Not in Early Access, this is a placeholder.
Nature Domain
- Not in Early Access, this is a placeholder.
Tempest Domain
- Not in Early Access, this is a placeholder.
Trickery Domain
- The 3rd level Domain Spells are replaced Bestow Curse and Fear, rather than Blink and Dispel Magic.
- Blessing of the Trickster requires concentration.
- Invoke Duplicity does not allow a character to cast cast spells through it, and they cannot move it on subsequent turns. However the duplicate provides advantage to attack rolls of all allies if both the ally and the target are within 10 ft of the duplicate.
War Domain
- Not in Early Access, this is a placeholder.
Druid
- There is no restriction preventing a druid from wearing metal armor.
- There is no time limit on how long a character can be wild shaped.
- Moving spells such as Moonbeam around is treated as the Cast a Spell action, so characters are prevented from doing so while wild shaped.
- Wild shape transformations have modified statblocks from their Monster Manual counterparts, and are limited to the following options:
Druid Level | All Druids | Additional Moon Druid Options |
---|---|---|
2 | Badger, Cat, Spider, Wolf | Bear |
4 | Deep Rothe | Dire Raven |
Circle of the Moon
- No changes besides those in the above table.
Circle of the Land
- A character is able to select a different terrain at 5th level than the terrain selected at the 3rd level. Example, select arctic spells at 3rd level and forest spells at 5th level.
- Additional prepared spells are changed (all changed spells are not present in Early Access, needs verification at launch when more spells added).
Druid Level | Arctic | Coast | Desert | Forest | Grassland | Mountain | Swamp | Underdark |
---|---|---|---|---|---|---|---|---|
3rd Level | Hold Person, Spike Growth | Mirror Image, Misty Step | Blur, Silence | Barkskin, (Spider Climb Replaced with Hold Person) | Invisibility, Pass Without Trace | (Spider Climb replaced with Mirror Image), Spike Growth | Darkness, Melf's Acid Arrow | (Spider Climb replaced with Misty Step, Web) |
5th Level | Sleet Storm, (Slow replaced with Haste) | Water Breathing and Water Walk replaced with Sleet Storm and Call Lightning | (Create Food and Water replaced with Hypnotic Pattern), Protection from Energy | Call Lightning, Plant Growth | Daylight, Haste | Lightning Bolt and Meld into Stone replaced with Call Lightning and Fly | (Water Walk replaced with Vampiric Touch), Stinking Cloud | Gaseous Form, Stinking Cloud |
Circle of Spores
- Not in Early Access, this is a placeholder.
Fighter
- No changes to the base class
Battle Master Archetype
- Know Your Enemy feature not implemented
- The only Battle Master Maneuvers implemented into BG3 are disarming attack, menacing attack, pushing attack, rally, riposte, and trip attack.
- The Rally maneuver gives a flat +8 Temporary HP.
Champion Archetype
- Not in Early Access, this is a placeholder.
Eldritch Knight Archetype Archetype
- Weapon Bond feature is not implemented.
Monk
- Not in Early Access. Changes are anticipated for number of ki points, monk weapon definition, and more (verification needed).
Way of the Four Elements
- Not in Early Access, this is a placeholder.
Way of the Open Palm
- Not in Early Access, this is a placeholder.
Way of Shadow
- Not in Early Access, this is a placeholder.
Paladin
- A character selects their Oath at first level. They can break their Oath by not following the tenets at which point they will become an Oathbreaker subclass until they pay a financial tithe to restore your oath if desired.
- Channel Divinity changed to Channel Oath, and each subclass gets a new Channel Oath feature at first level. This may have implications on multiclassing with Cleric (verification needed).
- Divine Sense is a bonus action and a character has one use per short rest. It grants the character advantage on attack rolls against celestials, fiends, and undead for two rounds.
- Lay on Hands is changed to:
- A character has 3 charges (this increases to 4 charges at level 4).
- As an action they can spend 1 charge to heal the target by an amount of hitpoints equal to 2 x Paladin level.
- As an action they can spend 2 charges to heal the target by an amount of hitpoints equal to 4 x Paladin level.
- As an action they can spend 2 charges to cure any diseases or poisons affecting the target.
Oath of the Ancients
- At level 1 gain Channel Oath ability Healing Radiance, which is a bonus action to use. When used it heals allies within 10 ft by an amount of hitpoints equal to their paladin level x Charisma mod.
Oath of Devotion
- At level 1 gain Channel Oath ability Holy Rebuke, which is an action to use on an ally within 60 ft. Enemies who hit this ally with melee attacks for the next two rounds receive 1d4 radiant damage.
- Oath spell Zone of Truth is replaced with Silence.
Oathbreaker
- Subclass is only available by breaking your oath.
- At level 1 gain Channel Oath ability Spiteful Suffering, which is an action to use on an enemy within 10 ft. If they fail a Cha save then they take 1d4 + Charisma modifier necrotic damage each turn for 3 turns, and attacks against the creature have advantage for this duration.
- Control undead range is reduced to 20 ft, and the effect is limited by the target's "level" rather than challenge rating.
Oath of Vengeance
- Not in Early Access, this is a placeholder.
Ranger
- The Player Handbook Version of the Ranger is used, with substantial changes.
- Favored Enemy is replaced by a choice of one of the following:
Archetypes | Description | Grants |
---|---|---|
Bounty Hunter | Gain Proficiency in Investigation. Creatures you hit with Ensnaring Strike (either ranged or melee) have Disadvantage on their Saving Throw. |
|
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. |
|
Mage Breaker | You have a history of battling spellcasters. Gain Proficiency with Arcana and the True Strike Cantrip, which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell. |
|
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 Heavy Armour. |
|
Sanctified Stalker | 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 replaced by a choice of one of the following:
Archetypes | Description | Grants |
---|---|---|
Beast Tamer | You have cultivated a strong bond with animals. You can cast Find Familiar as a ritual. |
|
Urban Tracker | An expert at navigating the wild within the city, you gain 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. | |
Wasteland Wanderer: Fire | You have spent endless days surviving forbidding deserts. Gain resistance to Fire, taking only half damage from it. | |
Wasteland Wanderer: Poison | You have spent endless days surviving fetid swamps. Gain resistance to Poison, taking only half damage from it. |
- Primeval awareness feature not implemented.
Beast Master Archetype
- The animal companions able to be summoned are limited to Bear, Boar, Dire Rave, Wolf, or Wolf Spider. These creatures have their own statblocks which differs from their Monster Manual counterpart.
- The animal companion acts on its own initiative and does not require a bonus action to command.
- The companion can be swapped out or resummoned at any time when not in combat.
- At 5th level the companions gain a boost to their AC, damage from their attacks, additional hitpoints, and abilities.
Gloomstalker Archetype
- Not in Early Access, this is a placeholder.
Rogue
- Thieves' tools proficiency is not implemented (Sleight of Hand is used instead for relevant checks), and therefore not granted at first level.
- Thieves' Cant is not implemented.
- As of Early Access Patch 9, sneak attack only applies the additional damage if the character specifically takes the action titled "Sneak Attack" (ranged or melee option). This means it cannot apply to bonus action offhand attacks for example. There are indications that Sneak Attack will be passively applied as per D&D 5e on launch (verification required).
Arcane Trickster Archetype
- Mage Hand Legerdemain is listed as a feature, but does not do anything as of Early Access Patch 9.
Assassin Archetype
- Not in Early Access, this is a placeholder.
Thief Archetype
- Fast hands changed to grant an additional bonus action each round.
- Second story work grants resistance to falling damage instead of climb speed.
Sorcerer
- Able to select two metamagic options from careful spell, distant spell, extended spell, or 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 heightened spell, quickened spell, or 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.
- Careful spell affects all allies in the area, not just an amount of creatures equal to the caster's Charisma modifier.
- Distant spell increases spells with a 5 ft range to 10 ft. All other ranged spells have their range increased by only 50%.
- Heightened spell gives disadvanatage to the saving throw of all creatures affected by the spell.
- Quickened spell costs 3 sorcery points instead of 2.
- 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 prevents all casting).
- Empowered Spell metamagic is not implemented.
Draconic Bloodline Origin
- 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 learn an additional spell at first level depending on their ancestry as follows:
Draconic Ancestry | Grants |
---|---|
Red (Fire) | |
Black (Acid) | |
Blue (Lightning) | |
White (Cold) | |
Green (Poison) | |
Gold (Fire) | |
Silver (Cold) | |
Bronze (Lightning) | |
Copper (Acid) | |
Brass (Fire) |
Storm Sorcery Origin
- Not in Early Access, this is a placeholder.
Wild Magic Origin
- 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.
- 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.
- The Wild Magic Surge table has changed to the following:
- File:Wild Magic Blur Icon.png Wild Magic: Blur
- File:Wild Magic Enchant Weapons Icon.png Wild Magic: Enchant Weapons
- File:Wild Magic Explosive Healing Icon.png Wild Magic: Explosive Healing
- File:Wild Magic Fog Icon.png Wild Magic: Fog
- File:Wild Magic Summon Mephit Icon.png Wild Magic: Summon Mephit
- File:Wild Magic Swap Icon.png Wild Magic: Swap
- File:Wild Magic Teleport Icon.png Wild Magic: Teleport
- Wild Magic: Turn Magic - At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects).
- Wild Magic: Burning - Each creature and item within 6m / 20ft of the caster starts Burning and takes 1d6Fire damage per turn for 5 turns.
- This is more potent than other sources of Burning, lasting longer and dealing 1d6 damage instead of 1d4.
- Wild Magic: Sorcery Points - Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
- Wild Magic: Water - Spawn a water puddle around caster.
Warlock
- Pact of the Chain is limited to the imp and quasit options. The quasit's scare ability comes back on a short rest rather than once a day.
- Pact of the Blade is not in Early Access, but will be available at release. It will allow characters to use their spellcasting ability modifier for attack and damage rolls in place of Strength or Dexterity. It is uncertain if this will also grant a character proficiency with their pact weapon automatically (verification required).
- Pact of the Blade is not in Early Access, but will be available at release. It is possible this feature may only grant the Guidance, Vicious Mockery, and Thorn Whip cantrips (verification required).
- The following Eldritch Invocations are available (expected to greatly expand at launch):
- Devil's Sight range is reduced to 80 feet in line with Superior Darkvision range reduction. As of Early Access Patch 9 this interacts properly with magical darkness for melee attacks, but not for ranged attacks (possible bug).
- One with Shadows will end if the character casts a spell (technically in tabletop it wouldn't end if you cast a bonus action spell) or take damage.
- Repelling blast pushes the target back 15 ft instead of 10 ft.
- Sign of Ill Omen does not limit a character to one cast of Bestow Curse per long rest.
Invocation | Level | Description | Grants |
---|---|---|---|
Agonising Blast | 2+ | When you cast Eldritch Blast, add your Charisma Modifier to the damage it deals, unless it is negative. |
|
Armour of Shadows | 2+ | You can cast Mage Armour on yourself at will, without expending a Spell Slot. Mage Armour increases your Armour Class when you are not wearing armour. |
|
Beast Speech | 2+ | You can cast Speak with Animals on yourself at will, without expending a Spell Slot. |
|
Beguiling Influence | 2+ | You invoke your patron's bewitching charm. You gain Proficiency in the Deception and Persuasion. |
|
Devil's Sight | 2+ | You can see normally in darkness, both magical and non-magical, to a distance of 24m / 80ft . |
|
Fiendish Vigour | 2+ | You can cast False Life on yourself at will as a 1st-level spell, without expending a Spell Slot. False Life grants you 7 Temporary Hit Points . |
|
Mask of Many Faces | 2+ | You can cast Disguise Self on yourself at will, without expending a Spell Slot. |
|
Repelling Blast | 2+ | When you hit a creature with Eldritch Blast, you can push the creature up to 4.5m / 15ft away from you. |
|
Thief of Five Fates | 2+ | You can cast Bane using a Warlock Spell Slot once a long rest. Bane targets up to 3 creatures (+1 creature per spell slot level above 1st). They receive a 1d4 penalty to Attack Rolls and Saving Throws. |
|
One with Shadows | 5+ | When you are in an area of dim light or darkness, you can use your action to become invisible. Invisibility ends early if you move, attack, cast another spell, take an action, or take damage. |
|
Sign of Ill Omen | 5+ | You learn how to cast Bestow Curse. |
|
The Archfey Patron
- Not in Early Access, this is a placeholder.
The Great Old One Patron
- Awakened Mind is replaced by Mortal Reminder This feature makes it so that when the character lands a critical hit, the target and nearby creatures (range not specified) are frightened until the end of their next turn. There is no save to resist the frightened effect.
- The 5th level expanded spell options are not implemented (likely to change at launch, verification required).
The Fiend Patron
- No changes
Wizard
- The wizard has the spellbook feature, but does not have a physical spellbook which can be stolen or damaged.
School of Abjuration
- Arcane ward is considered temporary hitpoints, and does not stack with other sources of temporary hitpoints.
School of Conjuration
- Not in Early Access, this is a placeholder.
School of Divination
- Not in Early Access, this is a placeholder.
School of Evocation
- Sculpt spell feature affects all allies in the area, and is not limited by the spell's level.
School of Illusion
- Not in Early Access, this is a placeholder.
School of Necromancy
- Not in Early Access, this is a placeholder.
School of Transmutation
- Not in Early Access, this is a placeholder.