Ad placeholder

D&D 5e class changes: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
(→‎Paladin: usual clean/prettyfy)
(Down to wild magic sorcerer for the copy editing/nicefy pass)
Line 221: Line 221:
*[[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.


==[[Ranger]]==
=={{Class|Ranger}}==
*The Player Handbook Version of the Ranger is used, with substantial changes.
*Favoured Enemy is a set of unique passive features rather than Wisdom Saving Throw {{Advantage}} against and language learning of the enemy:
* Favored Enemy is replaced by a choice of one of the following:


{| class="wikitable"
{{:Favoured Enemy}}
!Archetypes
! style="width: 450px;" |Description
! style="text-align: top;" |Grants
|-
|'''Bounty Hunter'''||Gain [[Proficiency]] in [[Investigation]]. Creatures you hit with [[Ensnaring Strike (Ranged)|Ensnaring Strike]] (either ranged or melee) have [[Disadvantage]] on their [[Saving Throw]].||
*[[Investigation]] Proficiency
|-
|'''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.||
*[[Arcana]] Proficiency
*[[File:Protection From Evil And Good.png|middle|frameless|upright=0.1|link=Protection from Evil and Good]] [[Protection from Evil and Good]]
|-
|'''Mage Breaker'''||You have a history of battling spellcasters. Gain [[Proficiency]] with [[Arcana]] and the True Strike [[Spells#Cantrips|Cantrip]], which gives you {{Advantage}} on [[Attack Rolls]] against a creature. [[Wisdom]] is your Spellcasting Ability for this spell.||
*[[Arcana]] Proficiency
* Cantrip: [[File:True Strike Icon.png|frameless|upright=0.1|link=True Strike]] [[True Strike]]
|-
|'''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 [[Armour#Heavy Armour|Heavy Armour]]. ||
*{{HeavyArmour}} Proficiency
*[[History]] Proficiency
|-
|'''Sanctified Stalker'''|| You swore to hunt the enemies of a holy or druidic order. Gain [[Proficiency]] with [[Religion]] and the Sacred Flame [[Spells#Cantrips|Cantrip]], which deals {{DamageText|1d8|Radiant}} damage. [[Wisdom]] is your Spellcasting Ability for the Cantrip.||
*[[Religion]] Proficiency
*Cantrip: [[File:Sacred Flame Icon.png|middle|frameless|upright=0.1|link=Sacred Flame]] [[Sacred Flame]]
|}


*Natural Explorer is replaced by a choice of one of the following:
*Natural Explorer is a set of unique passive features rather than uninhibited terrain movement and INT/WIS proficiency check doubling:


{| class="wikitable"
{{:Natural Explorer}}
!Archetypes
! style="width: 450px;" |Description
! style="text-align: top;" |Grants
|-
|'''Beast Tamer'''||You have cultivated a strong bond with animals. You can cast Find Familiar as a ritual.||
*Cast [[File: Find Familiar Icon.png|frameless|upright=0.1|link=]] [[Find Familiar]] at will
|-
|'''Urban Tracker'''||An expert at navigating the wild within the city, you gain [[Sleight of Hand]] [[Proficiency]].||
*[[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.||
* [[Damage Types|Cold Resistance]]
|-
|'''Wasteland Wanderer: Fire'''||You have spent endless days surviving forbidding deserts. Gain resistance to Fire, taking only half damage from it.||
*[[Damage Types|Fire Resistance]]
|-
|'''Wasteland Wanderer: Poison'''|| You have spent endless days surviving fetid swamps. Gain resistance to Poison, taking only half damage from it.||
*[[Damage Types|Poison Resistance]]
|}


*Primeval awareness feature not implemented.
*The Primeval Awareness feature is not in the game.


====[[Hunter]] Archetype====
===={{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.


====[[Beast Master]] Archetype====
===={{Class|Beast Master}}====
* The [[Summon Companion|animal companions]] able to be summoned are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider. These creatures have their own statblocks which differs from their Monster Manual counterpart.
*The [[Summon Companion]] options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats.
*The animal companion acts on its own initiative and does not require an action to command.
**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 animal companion add the proficiency bonus to attack rolls, damage rolls, saving throws and Armour Class at 5th level and not at 3rd level.
**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.


====[[Gloom Stalker]] Archetype ====
===={{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 rather than just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency.
*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.


==[[Rogue]]==
=={{Class|Rogue}}==
*Thieves' tools proficiency is not implemented ([[Sleight of Hand]] is used instead for relevant checks), and therefore not granted at first level.
*Thieves' tools proficiency is not in the game, instead [[Sleight of Hand]] is used instead for the relevant checks.
*Thieves' Cant implemented as optional dialogue options.
*[[Sneak Attack (Melee)|Sneak Attack]] only applies the additional damage if using one of the two Sneak Attack actions.
*[[Sneak Attack (Melee)|sneak attack]] only applies the additional damage if the character specifically takes the action titled "Sneak Attack" ([[Sneak Attack (Ranged)|ranged]] or [[Sneak Attack (Melee)|melee]] option). This means it cannot apply to bonus action offhand attacks for example.  
**[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]].
*Sneak Attack damage is limited to 5d6 (reached at level 9), you do not get an additional die of damage at level 11.
**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.


====[[Arcane Trickster]] Archetype====
===={{Class|Arcane Trickster}}====
*Mage Hand Legerdemain lists that it "can carry out additional tasks," however as of Patch #2 (release) no additional tasks such as "stow away or retrieve objects carried by other creatures" are implemented.
*Mage Hand Legerdemain additional tasks ("can carry out additional tasks") are not implemented in-game as of Release Patch #2.


====[[Thief]] Archetype====
===={{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.


====[[Assassin]] Archetype====
===={{Class|Assassin}}====
*Assassin's Alacrity is new.
*Assassin's Alacrity is new.
*Infiltration Expertise doesn't require gold or a week or preparation it is now instant and just requires an action, and lets you become male/female of any humanoid race.
*[[Infiltration Expertise]] lets you become male/female of any humanoid race in a single action without a week preparation or gold requirement.


==[[Sorcerer]]==
=={{Class|Sorcerer}}==
*Able to select two metamagic options from [[Metamagic: Careful Spell|careful spell]], [[Metamagic: Distant Spell|distant spell]], [[Metamagic: Extended Spell|extended spell]], or [[Metamagic: Twinned Spell|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 [[Metamagic: Heightened Spell|heightened spell]], [[Metamagic: Quickened Spell|quickened spell]], or [[Metamagic: Subtle Spell|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.
*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.  
**[[Metamagic: Careful Spell|Careful spell]] affects all allies in the area, not just an amount of creatures equal to the caster's Charisma modifier.
**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]].
**[[Metamagic: Distant Spell|Distant spell]] increases spells with a 5 ft range to 10 ft. All other ranged spells have their range increased by only 50%.
**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: Heightened Spell|Heightened spell]] gives disadvanatage to the saving throw of all creatures affected by the spell.
*[[Metamagic: Careful Spell]] affects all allies in the area, not just an amount of creatures equal to the caster's Charisma modifier.
**[[Metamagic: Quickened Spell|Quickened spell]] costs 3 sorcery points instead of 2.
*[[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: Subtle Spell|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 (Condition)|silenced]] prevents all casting).
*[[Metamagic: Heightened Spell]] gives disadvanatage to the saving throw of all creatures affected by the spell.
*Empowered Spell metamagic is not implemented.
*[[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.


====[[Draconic Bloodline]] Origin====
===={{Class|Draconic Bloodline}}====
*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 do not double their proficiency bonus on Charisma checks when interacting with dragons.
*Characters learn an additional spell at first level depending on their ancestry as follows:
**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"
Line 359: Line 321:
|}
|}


====[[Wild Magic]] Origin====
===={{Class|Wild Magic}}====
*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.
*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 or Long rest, but does not refresh when a wild magic surge triggers.
*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

Template:Up to date

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.

Barbarian Barbarian

  • 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 Icon.png 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.

Wildheart Wildheart (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.

Berserker 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.
  • While in Frenzy, a character may use Enraged Throw as a bonus action to throw a creature or object at a target.

Wild Magic Barbarian Wild Magic Barbarian (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.

Bard Bard

  • 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.
  • Magical secrets only gives access to a set list of spells instead of giving access to all spells.

College of Lore College of Lore

College of Swords College of Swords

  • 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.

College of Valour College of Valour

No Changes

Cleric Cleric

  • 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.

Life Domain Life Domain

  • 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.

Light Domain Light Domain

  • 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.
  • The level 9 domain spell Scrying is placed with Destructive Wave.

Knowledge Domain Knowledge Domain

  • 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.

Nature Domain Nature Domain

  • 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.

Tempest Domain Tempest Domain

  • 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.
  • The level 7 domain spell Control Water is replaced with Freedom of Movement.

Trickery Domain Trickery Domain

  • 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.

War Domain War Domain

  • 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.

Druid Druid

  • 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:
Wild Shape Options
Druid Level All Druids Additional Moon Druid Options
2 Badger, Cat, Spider, Wolf Bear
4 Deep Rothe Dire Raven

Circle of the Moon Circle of the Moon

No changes besides the aforementioned Wild Shape changes

Circle of the Land Circle of the Land

  • 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:
Land Druid Additional Spells Prepared
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

Conjure Minor Elemental),  Ice Storm

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

Circle of the Spores Circle of the Spores

  • 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.

Fighter Fighter

No changes to the base class

Battle Master Battle Master

  • 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.

Champion Champion

No changes

Eldritch Knight Eldritch Knight

No changes

Monk Monk

  • 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.

Way of the Four Elements Way of the Four Elements

  • 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.

Way of the Open Hand Way of the Open Hand

  • 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.

Way of Shadow Way of Shadow

  • Cloak of Shadows is acquired at level 5 instead of level 11.
  • Shadow Monks gain a new move Shadow Strike at level 11.

Paladin Paladin

  • 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.
  • 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.

Oath of the Ancients Oath of the Ancients

Oath of Devotion Oath of Devotion

  • The level 1 Channel Oath ability Holy Rebuke is new.
  • The Oath spell Zone of Truth is replaced with Silence.

Oathbreaker Oathbreaker

  • 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.

Oath of Vengeance Oath of Vengeance

Ranger Ranger

  • Favoured Enemy is a set of unique passive features rather than Wisdom Saving Throw Advantage Icon.png Advantage against and language learning of the enemy:


Favoured Enemy Options
Archetypes Description Grants
Bounty Hunter Bounty Hunter Gain Proficiency in Investigation. Creatures you hit with Ensnaring Strike Ensnaring Strike (either ranged or melee) have Disadvantage Icon.png Disadvantage on their Saving Throw.
Keeper of the Veil 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 Mage Breaker You have a history of battling spellcasters. Gain Proficiency with Arcana and True Strike True Strike, which gives you Advantage Icon.png Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell.
Ranger Knight 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 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 1d8Damage TypesRadiant 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:


Natural Explorer Options
Archetypes Description Grants
Beast Tamer Beast Tamer You have cultivated a strong bond with animals. You can cast Find Familiar Find Familiar as a ritual.
Urban Tracker Urban Tracker An expert at navigating the wild within the city, you gain Sleight of Hand Sleight of Hand Proficiency.
Wasteland Wanderer: Cold Wasteland Wanderer: Cold You have spent endless days surviving desolate tundras. Gain resistance to Damage TypesCold damage, taking only half damage from it.
Wasteland Wanderer: Fire Wasteland Wanderer: Fire You have spent endless days surviving forbidding deserts. Gain resistance to Damage TypesFire, taking only half damage from it.
Wasteland Wanderer: Poison Wasteland Wanderer: Poison You have spent endless days surviving fetid swamps. Gain resistance to Damage TypesPoison, taking only half damage from it.
  • The Primeval Awareness feature is not in the game.

Hunter Hunter

Beast Master Beast Master

  • 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.

Gloom Stalker Gloom Stalker

  • 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.

Rogue Rogue

  • 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 damage is capped at 5d6 damage at level 9, instead of 6d6 damage at level 11.

Arcane Trickster Arcane Trickster

  • Mage Hand Legerdemain additional tasks ("can carry out additional tasks") are not implemented in-game as of Release Patch #2.

Thief Thief

  • Fast hands changed to grant an additional bonus action each round.
  • Second story work grants resistance to falling damage instead of climb speed.

Assassin Assassin

  • 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.

Sorcerer Sorcerer

Draconic Bloodline Draconic Bloodline

  • 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)

Burning Hand Icon.png Burning Hands

Black (Acid)

Grease Icon.png Grease

Blue (Lightning)

Witch Bolt Icon.png Witch Bolt

White (Cold)

Armour Of Agathys Icon.png Armour of Agathys

Green (Poison)

Ray Of Sickness Icon.png Ray of Sickness

Gold (Fire)

Disguise Self Icon.png Disguise Self

Silver (Cold)

Feather Fall Icon.png Feather Fall

Bronze (Lightning)

Fog Cloud Icon.png Fog Cloud

Copper (Acid)

Tasha's Hideous Laughter Icon.png Tasha's Hideous Laughter

Brass (Fire)

Sleep Icon.png Sleep

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:

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.
  • Agonizing Blast Icon.png Add your Charisma modifier to the damage of each beam of Eldritch Blast (Passive Feature)
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.
  • Devils Sight Icon.png Superior Darkvision, including magical darkness (Passive Feature)
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.
  • Repelling Blast Icon.png Push target creature(s) up to 4.5m / 15ft away with Eldritch Blast (Passive Feature)
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.
  • Cast One with Shadows at will to become invisible (in dim light or darkness)
Sign of Ill Omen 5+ You learn how to cast Bestow Curse.

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

Wizard Wizard

  • 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.

Conjuration Conjuration

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 Enchantment

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.

Related D&D 5e Rule Change Pages