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D&D 5e class changes: Difference between revisions
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*[[Relentless Avenger]] gives a movement amount of 4.5m rather than half the character's movement speed. | *[[Relentless Avenger]] gives a movement amount of 4.5m rather than half the character's movement speed. | ||
== | =={{Class|Ranger}}== | ||
* | *Favoured Enemy is a set of unique passive features rather than Wisdom Saving Throw {{Advantage}} against and language learning of the enemy: | ||
{{:Favoured Enemy}} | |||
*Natural Explorer is | *Natural Explorer is a set of unique passive features rather than uninhibited terrain movement and INT/WIS proficiency check doubling: | ||
{ | {{:Natural Explorer}} | ||
*Primeval | *The Primeval Awareness feature is not in the game. | ||
==== | ===={{Class|Hunter}}==== | ||
*Hunters get both [[Volley]] and [[Whirlwind Attack]] rather than having choose one or the other. | *Hunters get both [[Volley]] and [[Whirlwind Attack]] rather than having choose one or the other. | ||
==== | ===={{Class|Beast Master}}==== | ||
* The [[Summon Companion | *The [[Summon Companion]] options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats. | ||
*The | **The companion acts on its own initiative and does not require an action to command. | ||
*The companion can be swapped out or resummoned once per short rest. | **The companion can be swapped out or resummoned once per short rest. | ||
* The | **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 hitpoints. | *At 5th level, 8th level and 11th level the animal companion gains additional hitpoints. | ||
*At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores. | *At 5th level and 11th level the animal companion gain additional abilities and increase their abiliity scores. | ||
==== | ===={{Class|Gloom Stalker}}==== | ||
*The '''Dread Ambusher''' initiative bonus is +3 rather than the Wisdom Ability Score Modifier. | *The '''Dread Ambusher''' initiative bonus is +3 rather than the Wisdom Ability Score Modifier. | ||
*For '''Umbral Sight''', rather than getting normal [[Darkvision]], [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases. | *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]]. | *Gloom Stalkers get the always prepared ritual spell [[Disguise Self]]. | ||
*Gloom Stalkers get the always prepared spell [[Misty Step]] at level 5. | *Gloom Stalkers get the always prepared spell [[Misty Step]] at level 5. | ||
*The level 7 feature '''Iron Mind''' gives Proficiency in Wisdom and Intelligence Saving Throws | *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. | |||
*Gloom Stalkers get the always prepared spell [[Fear]] at level 9. | *Gloom Stalkers get the always prepared spell [[Fear]] at level 9. | ||
== | =={{Class|Rogue}}== | ||
*Thieves' tools proficiency is not | *Thieves' tools proficiency is not in the game, instead [[Sleight of Hand]] is used instead for the relevant checks. | ||
*[[Sneak Attack (Melee)|Sneak Attack]] only applies the additional damage if using one of the two Sneak Attack actions. | |||
*[[Sneak Attack (Melee)| | **[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]]. | ||
*Sneak Attack damage is | **This means it cannot apply to bonus action offhand attacks for example. | ||
*Sneak Attack damage is capped at 5d6 damage at level 9, instead of 6d6 damage at level 11. | |||
==== | ===={{Class|Arcane Trickster}}==== | ||
*Mage Hand Legerdemain | *Mage Hand Legerdemain additional tasks ("can carry out additional tasks") are not implemented in-game as of Release Patch #2. | ||
==== | ===={{Class|Thief}}==== | ||
*Fast hands changed to grant an additional bonus action each round. | *Fast hands changed to grant an additional bonus action each round. | ||
*Second story work grants resistance to falling damage instead of climb speed. | *Second story work grants resistance to falling damage instead of climb speed. | ||
==== | ===={{Class|Assassin}}==== | ||
*Assassin's Alacrity is new. | *Assassin's Alacrity is new. | ||
*Infiltration Expertise | *[[Infiltration Expertise]] lets you become male/female of any humanoid race in a single action without a week preparation or gold requirement. | ||
== | =={{Class|Sorcerer}}== | ||
* | *Metamagic options [[Metamagic: Careful Spell|careful spell]], [[Metamagic: Distant Spell|distant spell]], [[Metamagic: Extended Spell|extended spell]], or [[Metamagic: Twinned Spell|twinned spell]] are available at level 2. | ||
**At level 3 Sorcerers get an additional option from these or from [[Metamagic: Heightened Spell|heightened spell]], [[Metamagic: Quickened Spell|quickened spell]], or [[Metamagic: Subtle Spell|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 disadvanatage to the saving throw of all creatures affected by the spell. | |||
*Empowered Spell metamagic is not | *[[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. | |||
==== | ===={{Class|Draconic Bloodline}}==== | ||
*Characters do not double their proficiency bonus on Charisma checks when interacting with dragons, | *Characters do not double their proficiency bonus on Charisma checks when interacting with dragons. | ||
*Characters learn an additional spell at | **However, the subclass gives characters additional dragon-themed dialogue options. | ||
*Characters learn an additional spell at level 1 based on their chosen ancestry: | |||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
==== | ===={{Class|Wild Magic}}==== | ||
*Wild magic surges have a chance to trigger after any spell of first level or higher the character casts | *Wild magic surges have a 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 | *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. | |||
*The Wild Magic Surge table has changed to the following: | *The Wild Magic Surge table has changed to the following: | ||
Revision as of 23:40, 10 September 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 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.
(Path of the Totem Warrior)
- 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 Beastial Heart gives the character full benefits even if they rage while in heavy armor.
- Each Beastial Heart option provides a new unique action as well.
- The level 6 feature Aspect of the Beast, or Animal Aspect, has 5 additional choices.
(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.
(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.
- 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 to initiative rolls.- Updated versions of 5e removed initiative from Jack of All Trades.
- Magical secrets only gives access to a set list of spells instead of giving access to all spells.
Bonus proficiencies a character receives are Arcana, Intimidation, and Sleight of Hand.- Fixed as of Patch #1 (release).
- Cutting Words can also be used to reduce an enemy's saving throw instead of its damage roll.
- 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 receive the Druid Produce Flame Cantrip.
- 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.
- This is unlike 5e where you have to use it before the enemy rolls their attack.
- It also triggers when an enemy has already rolled and is going to hit.
- The level 9 domain spell Scrying is placed with Destructive Wave.
- The level 1 domain spell Identify is placed with Sleep.
- The level 2 domain feature Channel Divinity: Knowledge of the Ages gives proficiency to all skills of an Ability Score and lasts until Long Rest.
- This is opposed to 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 6 domain feature Channel Divinity: Read Thoughts (essentially just detect thoughts) is replaced with nothing.
- 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 6 domain feature Dampen Elements is not in the game.
- This enabled the Cleric to expend a reaction to half the damage of acid, cold, fire, lightning, or thunder damage of either the Cleric or another creature.
- The level 9 domain spell Tree Strike is replaced with Wall of Stone.
- The level 1 domain feature Wrath of the Storm is renamed to Destructive Wrath.
- It now does Lightning Damage, Thunder Damage on a failed save.
- As opposed to being able to select one of those two damage types for either case.
- It uses a reaction and is not limited to the Wisdom Ability Score Modifier number of uses per day.
- It now does Lightning Damage, Thunder Damage on a failed save.
- 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 6 domain feature Channel Divinity: Cloak of Shadows is not in the game.
- This allowed the Cleric to become invisible until the end of their next turn, broken if they attack or cast a spell.
- 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.
- Wild Shape transformations have modified stats 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 |
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:
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 |
7th Level | (Freedom of Movement replaced with | Freedom of Movement, (Control Water replaced with Confusion) | Blight, (Hallucinatory Terrian replaced with Wall of Fire) | Divination, Freedom of Movement replaced with Conjure Minor Elemental, Grasping Vine | Freedom of Movement, (Divination replaced with Polymorph) | Stoneskin, (Stone Shape replaced with Dominate Beast) | Freedom of Movement, Locate Creature replaced with Blight, Grasping Vine | Greater Invisibility, (Stone Shape replaced with Dominate Beast) |
9th Level | Cone of Cold, (Commune with Nature replaced with Contagion) | Conjure Elemental, (Scrying replaced with Greater Restoration) | Wall of Stone, Insect Plague | Commune with Nature, Tree Stride replaced with Mass Cure Wounds, Contagion | (Dream replaced with Greater Restoration), Insect Plague | Wall of Stone, (Passwall replaced with Conjure Elemental) | Insect Plague, (Scrying replaced with Cloudkill) | (Insect Plague replaced with Contagion), Cloudkill |
- At level 2 the Druid gets Bone Chill as a bonus Cantrip, which is not in the original rules.
- Symbiotic Entity lasts until long rest instead of 10 minutes.
- The level 3 circle spell Gentle Repose is replaced with Detect Thoughts.
No changes to the base class
- The Parry and Lunging Attack Battle Master Maneuvers are not in the game.
- The Rally maneuver 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 applied the attack roll to a selectable second target with superiority die as damage.
No changes
No changes
- Monks get access to Ki at first level, as opposed to second level.
- Monks still gain one Ki point as normal each level after that, resulting in one more Ki point per level.
- Slow Fall grants resistance to falling damage.
- Stillness of Mind is used automatically to end the Charmed or Frightened conditions.
- At level 6, 9, and 11 the Monk gets 1 additional spell instead of 2 at level 6 and 11.
- The level 6 feature Force of Nature is not in the game.
- This includes the Bend the Earth, Control the Flames, Gust the Wind, and Shape the River techniques.
- The level 11 feature Empowered Techniques is replaced with the level 9 feature Improved Elemental Casting.
- Instead of getting 1 free KI point a turn, the Monk gets an additional damage die and other features depending on the spell.
- 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.
- 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.
- The level 1 Channel Oath ability Healing Radiance is new.
- The level 1 Channel Oath ability Holy Rebuke is new.
- The Oath spell Zone of Truth is replaced with Silence.
- Available at level 1 instead of level 3.
- The level 1 Channel Oath ability Spiteful Suffering is new.
- Control Undead range is reduced to 20 ft, and the effect is limited by the target's level rather than challenge rating.
- The level 1 Channel Oath ability Inquisitor's Might is new.
- Relentless Avenger gives a movement amount of 4.5m 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 INT/WIS 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 rather than having choose one or the other.
- 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 and does not require an action to command.
- 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 hitpoints.
- 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.
- 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.
- Gloom Stalkers get the always prepared spell Misty Step at level 5.
- 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.
- Gloom Stalkers get the always prepared spell Fear at level 9.
- Thieves' tools proficiency is not in the game, instead Sleight of Hand is used instead for the 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).
- This means it cannot apply to bonus action offhand attacks for example.
- Sneak Attack damage is capped at 5d6 damage at level 9, instead of 6d6 damage at level 11.
- Mage Hand Legerdemain additional tasks ("can carry out additional tasks") are not implemented in-game as of Release Patch #2.
- Fast hands changed to grant an additional bonus action each round.
- Second story work grants resistance to falling damage instead of climb speed.
- Assassin's Alacrity is new.
- Infiltration Expertise lets you become male/female of any humanoid race in a single action without a week preparation or gold requirement.
- 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 disadvanatage 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.
- 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) |
Wild Magic
- Wild magic surges have a 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.
- 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.
Storm Sorcery Origin
- Tempestuous Magic fly speed is 30 feet instead of 10.
- Storm Spells is new.
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 Pact of the Blade/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 letting the Warlock choose 3 from all class Cantrips.
- Eldritch Invocations:
- Devil's Sight range is reduced to 80 feet instead of 120 in line with the Superior Darkvision range reduction.
- 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. |
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The Archfey Patron
- Misty Escape lets the Warlock cast Misty Step on its next turn rather than immediately, and the invisibility turn is noted as 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.
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 Fiend Patron
- No changes
- The wizard has the spellbook feature, but does not have a physical spellbook which can be stolen or damaged.
Abjuration
- Arcane ward is considered temporary hitpoints, 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.
No Changes
Evocation
- Sculpt spell feature affects all allies in the area, and is not limited by the spell's level.
Illusion
- 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.