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Rule changes | Race changes | Class changes | Spell changes | Feat changes |
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.
Artificer
- The Artificer class is not available.
Barbarian
See also: 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 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.
Wildheart (Path of the Totem Warrior)
See also: Wildheart
- 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 armour.
- 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).
Berserker (Path of the Berserker)
See also: 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.
Wild Magic Barbarian (Path of the Wild Soul)
See also: Wild Magic Barbarian
- 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.
- The Dark Tendrils option affects everyone in range 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 spell slot is granted at class level 9.
Bard
See also: Bard
- Bards automatically gain proficiency in all musical instruments, which include hand drums, flute, lute, lyre, and violins.
- Bardic Inspiration has a number of charges that scales with class level, rather than being tied to the Bard's Charisma modifier.
- This feature has three charges initially at class level 1, with a fourth granted at level 5 and a fifth at level 8.
- 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. It expends a use of Bardic Inspiration rather than being free.
- 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.
College of Lore
See also: College of Lore
- Cutting Words cannot be used to reduce an enemy's damage roll. However, it can be used to reduce an enemy's saving throw, which is not permitted in 5e.
- The Additional Magical Secrets are restricted to the same list as the general Bard feature.
College of Swords
See also: College of Swords
- See Fighter below for Fighting Style changes.
- Blade Flourish underwent a number of changes:
- Taking the Attack action no longer grants a movement bonus.
- Blade Flourish is not limited to once per turn.
- Defensive Flourish now provides a fixed +4 AC, instead of rolling the Bardic Inspiration die to determine the bonus.
- 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.
College of Valour
See also: College of Valour
No Changes
Cleric
See also: Cleric
- 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.
- Each Cleric character can only use Divine Intervention once ever instead of once a week. Instead of being a fairly open-ended plea for assistance, it is limited to four specific options, none of which uses an action:
- Arm Thy Servant summons a very powerful magical weapon, Devotee's Mace, and immediately equips it.
- Golden Generosity summons a chest containing a large amount of camp supplies, elixirs, and healing potions.
- Opulent Revival resurrects all dead allies within 60 ft and grants all allies in the same radius all the benefits of a long rest.
- Sunder the Heretical deals a large amount of radiant damage to all enemies within 50 ft.
- Adding a Cleric level to a character of another class grants proficiency with Flails and Morningstars, in addition to the same armor proficiencies granted in 5e.
Life Domain
See also: Life Domain
- The level 2 domain feature Channel Divinity: Preserve Life has a few changes:
- The amount of healing scales with the Cleric's total character level, rather than their level in the Cleric class. (This is only relevant for multiclass characters.)
- All allies in range automatically regain hit points equal to three times the Cleric's level, rather than the Cleric having five times their level in hit points which they can distribute among allies as they choose.
- This effect can heal creatures up to their full hit point maximum, rather than only half of it.
- 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
See also: Light Domain
- The level 1 domain feature Warding flare has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
- It also triggers when an enemy has already rolled and is going to hit, unlike 5e where you have to choose to use it before the enemy rolls their attack.
- The level 2 domain feature Channel Divinity: Radiance of the Dawn adds the user's character level, rather than cleric level, to its damage roll. (This is only relevant for multiclass characters.)
- The level 9 domain spell Scrying is placed with Destructive Wave.
Knowledge Domain
See also: Knowledge Domain
- 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 6 domain feature Channel Divinity: Read Thoughts does not allow a Wisdom save, requires concentration to maintain, and does not provide the option to cast Suggestion on the target (as that spell does not exist in this game).
- 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
See also: Nature Domain
- 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.
Tempest Domain
See also: Tempest Domain
- The level 1 domain feature has unlimited charges rather than having a limit of the Cleric's Wisdom modifier.
- Thunderbolt Strike is triggered by dealing either thunder or lightning damage, as opposed to just lightning damage.
- The level 7 domain spell Control Water is replaced with Freedom of Movement.
Trickery Domain
See also: Trickery Domain
- The level 1 domain feature Blessing of the Trickster requires concentration, but can last until the next long rest rather than only 1 hour.
- The level 2 domain feature Invoke Duplicity underwent a few changes:
- It does not allow a character to cast spells through the illusory duplicate 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, as opposed to only the Cleric getting this benefit.
- 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.
War Domain
See also: War Domain
- The level 1 domain feature War Priest has a number of charges that scales with class level, rather than being tied to the Cleric's Wisdom modifier.
- This feature has three charges initially at class level 1, with a fourth granted at level 5, a fifth at level 8, and a sixth at level 11.
- 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.
- Unlike all the other Cleric subclasses, there are no changes to the domain spells.
Druid
See also: Druid
- There is no restriction preventing a druid from wearing metal armour.
- The Druidic language (and languages in general) is not available.
- Wild Strike is a new level 5 feature that grants an extra attack when taking the Attack action while in Wild Shape. Improved Wild Strike adds an additional attack at level 10.
- Wild Shape has several changes:
- While in Wild Shape, some actions associated with spells a druid casts before entering Wild Shape (e.g. Activate Call Lightning) are not available while in Wild Shape. This appears to be due to these actions being implemented as "spells" in the game engine and thus falling under the general prohibition on casting spells while in Wild Shape. These actions become available again if the druid leaves Wild Shape before the spell ends.
- There is no time limit on how long the transformation can last, though it will end automatically if the character enters an important dialogue scene (e.g. meeting a companion).
- While in a Wild Shape form that has its own innately available spells, the Druid can cast those spells (though they still can't cast their normal spells). According to 5e Rules As Written, Druids under level 18 cannot cast any spells while in Wild Shape.
- There is no option to have the Druid's equipment fall to the ground or be worn by the animal form; it is always merged into the new form.
- 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 |
Circle of the Moon
See also: Circle of the Moon
No changes besides the aforementioned Wild Shape changes
Circle of the Land
See also: Circle of the Land
- Natural Recovery can be used any time out of combat (rather than only during a short rest) and does not need to be done all at once; it has a number of charges equal to the number of spell slot levels it can restore (half the class level rounded up) and can be used multiple times throughout the day until they are all expended.
- Land's Stride does not provide advantage against magical plant spells such as .
- 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:
Circle of the Spores
See also: Circle of the Spores
- Halo of Spores must be activated manually, and can affect a creature within 6 m / 20 ft (rather than 10 ft).
- The level 2 action Symbiotic Entity lasts until the Druid's 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.
- Zombies can infect creatures they attack with the Crawling Gnaw condition, which causes them to become zombies if they die before it wears off.
- The number of Fungal Infestation Charges is 4 instead of the Wisdom Ability Score Modifier.
- Fungal Infestation Charges are Recharge: Once per Long Rest.
- The level 10 feature Spreading Spores always deals 2d8 necrotic damage to affected creatures, instead of using the level-scaled Halo of Spores damage roll.
Fighter
See also: Fighter
- Some changes to Fighting Style options:
- The Great Weapon Fighting fighting style allows rerolling add-on damage dice (such as Superiority Dice or Divine Smite) instead of just the weapon's own dice.
- The 5e rule on this is somewhat ambiguous, but Sage Advice clarifies that the fighting style is only meant to benefit the weapon's own damage roll.
- The additional fighting style options from Tasha's Cauldron of Everything are not available.
- The Great Weapon Fighting fighting style allows rerolling add-on damage dice (such as Superiority Dice or Divine Smite) instead of just the weapon's own dice.
Battle Master
See also: Battle Master
- Changes to Manoeuvres:
- Attack manoeuvres are chosen at the time the attack is attempted, rather than after seeing that the attack hits. The superiority die is still not expended on a miss.
- Commander's Strike does not add the superiority die to the ally's attack roll.
- Evasive Footwork imposes disadvantage on melee attacks against the Fighter, rather than rolling the superiority die and adding that to the Fighter's AC. It also does not require the Fighter to actually move.
- Feinting Attack requires the use of an entire action (rather than just one attack out of an Attack action) in addition to a bonus action.
- Parry and Lunging Attack are not in the game, nor are any of the additional options added in Tasha's Cauldron of Everything.
- Rally gives a flat +8 Temporary HP, instead of rolling the superiority die and adding the Fighter's Charisma modifier.
- 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 level 7 feature Know Your Enemy is not present.
- All of the information this feature would grant can be freely obtained by selecting "Examine" on an enemy.
Champion
See also: Champion
- 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, such as the Spell Sniper feat.
- The Remarkable Athlete: Jump feature increases the character's jump distance by a flat 3m / 10 ft, rather than scaling with the Strength modifier.
Eldritch Knight
See also: Eldritch Knight
- Changes to Weapon Bond:
- Bonding a weapon takes only an action rather than 1 hour.
- Only one weapon can be bound at a time.
- Only melee weapons can be bound.
- When thrown, a bound weapon returns to the Fighter's hand automatically, rather than requiring the use of a bonus action to summon it back.
- Two new spells are granted at level 7 instead of just one.
Monk
See also: Monk
- 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. Thus, a BG3 Monk's Ki point maximum is one greater than that of a 5e Monk of the same level.
- 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.)
- Flurry of Blows does not require taking the Attack action first.
- Both Step of the Wind options allow jumping without using a bonus action.
- Return attacks made using Deflect Missiles count as unarmed strikes.
- This means that they benefit from the effects of a variety of items, such as Thunderpalm Strikers or Gauntlet of the Tyrant, which improve all unarmed attacks.
- Slow Fall grants resistance to falling damage, rather than reducing fall damage by 5 times the class level.
- Although multiple sources of resistance to the same type of damage generally do not stack with each other, resistance to falling damage does stack with general resistance to bludgeoning damage. As such, a Monk with Slow Fall who has bludgeoning resistance from some other source will have falling damage reduced by 75% rather than 50%. However, multiple effects that grant resistance to falling damage specifically still don't stack with each other.
- Stillness of Mind is used automatically to end the Charmed or Frightened conditions; it does not require the use of an action.
- Advanced Unarmoured Movement eliminates the movement penalty from difficult terrain and provides a jump distance bonus, rather than allowing walking on vertical surfaces and liquids.
Way of the Four Elements
See also: Way of the Four Elements
- 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.
- Using an action to cast an Elemental Discipline enables the use of Martial Arts: Bonus Unarmed Strike as a bonus action on the same turn, as if the Attack action had been taken.
- This combination is not allowed under the original 5e Player's Handbook version of the Monk class, though Tasha's Cauldron of Everything includes an optional Monk class feature that makes it possible.
- Changes to specific Elemental Disciplines:
- Blade of Rime is a new discipline that casts Ice Knife.
- Chill of the Mountain is a new discipline that casts Ray of Frost, but deals 1d10 damage instead of 1d8.
- Elemental Attunement is not available.
- Embrace of the Inferno is a new level 6 discipline that casts Scorching Ray.
- Fangs of the Fire Snake causes melee attacks to deal an extra 1d4 fire damage, instead of converting the attack's main damage to fire. It is not necessary to spend a second ki point to get extra damage on the first attack.
- Shaping of the Ice is a new discipline that creates a large ice cube that can be climbed. This replaces the more versatile Shape the Flowing River from 5e.
- Sphere of Elemental Balance is a new discipline that casts Chromatic Orb.
- Touch of the Storm is a new discipline that casts Shocking Grasp, but deals 1d10 damage instead of 1d8.
Way of the Open Hand
See also: Way of the Open Hand
- The Flurry of Blows: Push option pushes an affected creature 5 m / 17 ft rather than just 15 ft.
- A new set of passive features is acquired at level 6: Manifestation of Body, Manifestation of Mind, and Manifestation of Soul. These cause unarmed strikes to deal extra necrotic, psychic, or radiant damage respectively; only one can be active at a time. The extra damage for each is equal to 1d4 plus the Monk's Wisdom modifier.
- Wholeness of Body now causes half of the Monk's ki points to be restored, and puts a condition on them for 3 turns that restores 1 ki point each turn and grants an additional bonus action each turn (allowing, for instance, two uses of Flurry of Blows per turn).
- Ki Resonation is a new level 9 feature that imposes the Resonating condition on a creature, allowing the Monk to later detonate it to cause an explosion.
- This is similar to the level 17 feature Quivering Palm from 5e, though it deals less damage and does not immediately kill the resonating target if it fails a Constitution save.
Way of Shadow
See also: Way of Shadow
- Changes to Shadow Arts:
- Shadow Arts: Hide is a new option allowing the Monk to hide as a bonus action.
- Shadow Arts: Pass Without Trace lasts until the next long rest rather than 1 hour.
- Shadow Arts: Darkvision grants 40 ft of Darkvision instead of 60 ft (in keeping with the general changes to Darkvision mechanics throughout the game).
- Cloak of Shadows is acquired at level 5 instead of level 11.
- This is the only Monk subclass granting a feature at level 5.
- Shadow Strike is a new level 11 feature that allows a hidden Monk to teleport to an enemy's position and immediately make melee attack that deals extra psychic damage and prevents the target from making opportunity attacks that turn. This costs 3 Ki points.
Paladin
See also: Paladin
- Characters select their Oath at first level rather than third.
- Channel Oath is granted at level 1, and each subclass has a new level 1 option for it (see below). The existing 5e options for it are added at level 3.
- 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.
- See the individual subclass pages for examples of specific actions that can break each oath.
- 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 which grants advantage on attack rolls against celestials, fiends, and undead until the end of the Paladin's next turn.
- As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier + 1 times per Long Rest.
- Changes to Lay on Hands:
- Instead of a pool of hit points equal to 5 times the Paladin's class level, the feature has 3 charges (increasing to 4 at level 4, and 5 at level 10). They are still restored on a long rest. The charges can be spent in the following ways, each of which uses an action:
- Lay on Hands: Lesser Healing costs 1 charge and restores hit points equal to twice the Paladin's class level.
- Lay on Hands: Greater Healing costs 2 charges and restores hit points equal to four times the Paladin's class level.
- Lay on Hands: Cure costs 2 charges and removes poison and disease effects.
- The "Cure" option removes all poisons and diseases with a single use, rather than having to activate it once for each effect.
- Instead of a pool of hit points equal to 5 times the Paladin's class level, the feature has 3 charges (increasing to 4 at level 4, and 5 at level 10). They are still restored on a long rest. The charges can be spent in the following ways, each of which uses an action:
- 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).
- See Fighter above for Fighting Style changes.
Oath of the Ancients
See also: Oath of the Ancients
- The level 1 Channel Oath ability Healing Radiance, which heals the Paladin and all nearby allies for two consecutive turns, 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).
Oath of Devotion
See also: Oath of Devotion
- The level 1 Channel Oath ability Holy Rebuke, which causes anyone hitting the Paladin with a melee attack to take radiant damage, 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.
- This description is the same as the Oath of the Ancients version, Turn the Faithless, and possibly the result of a copy-and-paste error.
- 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.
Oathbreaker
See also: Oathbreaker
- The level 1 Channel Oath ability Spiteful Suffering, which causes a target to take necrotic damage each turn and grant advantage on attacks against it, 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.
Oath of Vengeance
See also: Oath of Vengeance
- The level 1 Channel Oath ability Inquisitor's Might, which adds radiant damage and Daze effects to the Paladin's or an ally's attacks, is new.
- Relentless Avenger gives a flat movement increase of 4.5 m / 15 ft, rather than half the character's movement speed.
Ranger
See also: Ranger
- 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.
- See Fighter above for Fighting Style changes.
- Hide in Plain Sight has a few changes:
- It requires only an action rather than a 1-minute preparation period, and does not require the Ranger to be pressed against a solid surface.
- It applies the Invisible condition in addition to its +10 Stealth bonus.
- It ends if the Ranger takes damage, which is not listed among the ways it can end early in 5e.
Hunter
See also: Hunter
- The reaction attack granted by Giant Killer option must be an actual melee attack, not just an attack from within melee range.
- 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).
Beast Master
See also: 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 rather than the Ranger's, and does not require the Ranger to take an action to command it.
- The 7th level Exceptional Training feature allows the companion to take the Dash, Disengage, or Help action as a bonus action on its own turn rather than requiring the Ranger's bonus action.
- The companion can be swapped out or resummoned once per short rest.
- The companion adds the Ranger's proficiency bonus to its attack rolls, damage rolls, Saving Throws, and Armour Class starting at 5th level rather than at 3rd level.
- 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.
- Beast companions all have the Prey's Scent feature, which causes them to receive the same damage bonus as the Ranger when attacking a target their Ranger has marked with Hunter's Mark.
- At 5th level, 8th level, and 11th level the animal companion gains additional hit points.
- At 5th level and 11th level the animal companion gains additional abilities specific to each companion type, and increases to some of its ability scores.
Gloom Stalker
See also: Gloom Stalker
- The Dread Ambusher initiative bonus is a flat +3 rather than the Ranger's 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 or Superior Darkvision if the race already had Darkvision, Gloom Stalkers get Superior Darkvision in all cases.
- Umbral Shroud is a new action granted at level 3 that allows a Gloom Stalker to become Invisible while in shadows once per short rest. This replaces the section of Umbral Sight that makes the Ranger invisible to creatures with Darkvision.
- Gloom Stalkers are automatically granted the spell Misty Step at level 5, instead of Rope Trick, which does not exist in BG3.
- The other granted spells are the same as in 5e, though note that Disguise Self (granted at level 3) is a ritual spell in BG3, meaning that Rangers no longer need to spend their very limited spell slots on it.
- 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.
Rogue
See also: Rogue
- Thieves' tools proficiency is not in the game; instead, Sleight of Hand is used for relevant checks.
- This is one of the class skills available to Rogues, but it does not have to be selected; as such, unlike in 5e, it is possible to create a Rogue character that does not have proficiency in picking locks.
- 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.
- However, some of the Rogue class-specific conversation options imply the use of Thieves' Cant.
Arcane Trickster
See also: Arcane Trickster
- 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). It also extends the spell's duration such that it lasts until the caster takes a long rest.
- The extended duration makes this spell a lot more useful as its BG3 version has the unusual limitation of only being castable once per short rest.
Thief
See also: Thief
- 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.
- This enables a character to make two off-hand attacks in a turn when holding a light melee weapon in each hand, allowing a Thief Rogue to make three attacks in a turn two levels earlier than martial characters with Extra Attack.
- Second-Story Work grants resistance to falling damage instead of a climb speed and a jump distance bonus.
- Although multiple sources of resistance to the same type of damage generally do not stack with each other, resistance to falling damage does stack with general resistance to bludgeoning damage. As such, a Thief who has bludgeoning resistance from some other source will have falling damage reduced by 75% rather than 50%. However, multiple effects that grant resistance to falling damage specifically still don't stack with each other.
- 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.
- This is equivalent to the casting the spell Invisibility on oneself, with the same duration and triggers for ending early.
Assassin
See also: Assassin
- 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.
- The practical effect of this is that if an Assassin Rogue triggers combat by attacking someone (or using some other action or bonus action) they will still have an action available on their turn in the first round, which other characters will not. Similarly, initiating combat through the use of a bonus action will normally leave a character without a bonus action on their first combat turn, while an Assassin Rogue will still have one.
- 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 the Silenced or otherwise unable to cast spells. spell. However, it is not a spell, and thus can be activated while
Sorcerer
See also: Sorcerer
- The number of sorcery points listed for a given Sorcerer level is just the number that the pool is reset to when taking a long rest; it is not a limit on the total number a Sorcerer can have at a time. In particular, converting spell slots to sorcery points can cause the pool to increase beyond this number, which is not allowed in 5e.
- This can be abused in conjunction with effects that restore spell slots without resting (e.g. Potion of Angelic Reprieve) to gain a theoretically unbounded number of sorcery points, though the excess will be lost when taking a long rest.
- Changes to Metamagic options:
- Metamagic: Careful Spell affects all nearby allies, rather than being limited by the caster's Charisma modifier.
- Metamagic: Heightened Spell is not available until level 3, but it affects all targets of the spell rather than just one.
- Metamagic: Quickened Spell is not available until level 3, and costs 3 sorcery points instead of 2.
- Metamagic: Subtle Spell is not available until level 3; it allows the spell to be cast while the caster is Silenced.
- The Empowered Spell option from 5e is not available at all, nor are the additional options added in Tasha's Cauldron of Everything (though a variant of Seeking Spell is available from an item).
- 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.
- Adding a Sorcerer level to a character of another class grants proficiency with Daggers, Light Crossbows, and Quarterstaves, which are not granted in 5e.
Draconic Bloodline
See also: 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) | |
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 Sorcerer
See also: Wild Magic Sorcerer
- 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 from 5% to 50%.
- 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. |
Storm Sorcery
See also: Storm Sorcery
- Tempestuous Magic's 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, and deals thunder damage instead of lightning damage.
Warlock
See also: Warlock
- Changes to Pact Boon:
- 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.
- Pact of the Blade and Bind Pact Weapon are both immediate rather than taking 1 hour.
- Bind Pact Weapon can be used on non-magical weapons, which makes them magical for damage resistance purposes, as well as magical ones.
- Pact weapons use the wielder's Spellcasting Ability Modifier (instead of Strength or Dexterity) for attack and damage rolls. The save DC for weapon actions is still calculated using Strength or Dexterity.
- Conjured Pact Weapons are limited to battleaxes, glaives, greatswords, rapiers, tridents, and warhammers. 5e allows the choice of any melee weapon, though mechanically speaking most others are essentially inferior versions of one of these.
- Pact of the Tome only grants the cantrips Guidance, Vicious Mockery, and Thorn Whip rather than any 3 Cantrips from all classes.
- Changes to Eldritch Invocations:
- Agonising Blast does not add the caster's Charisma modifier to the damage roll if the modifier is negative.
- Book of Ancient Secrets is not available until level 7, and 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.
- The range of Devil's Sight is reduced to 80 feet instead of 120, in line with the Superior Darkvision range reduction.
- Dreadful Word, Mire the Mind, Sculptor of Flesh and Sign of Ill Omen do not limit a character to one use per long rest.
- Lifedrinker does not require having taken Pact of the Blade.
- Repelling Blast pushes the target back 15 ft instead of 10 ft.
- Various 5e invocation options are not available, including all of the level 15 options, those specific to Pact of the Chain, those that involve casting a spell that doesn't exist in this game, and any added in Xanathar's Guide to Everything and Tasha's Cauldron of Everything.
- Deepened Pact is a new level 5 feature that improves the benefits of the chosen Pact Boon option without using an invocation. The Blade and Chain options grant an extra attack with the Attack action for the warlock or their familiar respectively. The Tome option allows casting Animate Dead, Haste, and Call Lightning once each per long rest.
- This is likely meant to take the place of the missing Pact Boon-specific invocations.
Archfey
See also: Archfey
- Misty Escape lets the Warlock cast Misty Step on their next turn rather than immediately, and the invisibility lasts one turn.
- Beguiling Defenses just makes the Warlock immune to the Charmed condition; it does not also allow the Warlock to turn the charm back on the attacker.
The Great Old One
See also: The 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.
- The expanded spell list has Bestow Curse and Slow as 3rd level spells, replacing Clairvoyance and Sending.
- The level 10 feature Thought Shield does not provide immunity to having one's thoughts read, which would really throw some wrenches into the plot of this game.
Fiend
See also: The Fiend
- Dark One's Own Luck can only be used for Ability Checks, not Saving Throws.
- The expanded spell list has Flame Strike as a 5th level spell, replacing Hallow.
- Fiendish Resilience is not ignored by magic weapons.
Wizard
See also: Wizard
- 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.
- Copying spells from scrolls into the spellbook is instantaneous rather than taking 2 hours per spell level. The gold cost remains (and is halved for spells from the chosen subclass school).
- The wizard may copy spells for any level that they have spell slots for, even if they obtained the spell slots by multiclassing (so an L4 Cleric / L1 Wizard could transcribe Level 3 spells).
- Arcane Recovery can be used any time out of combat (rather than only during a short rest) and does not need to be done all at once; it has a number of charges equal to the number of spell slot levels it can restore (half the class level rounded up) and can be used multiple times throughout the day until they are all expended.
- Adding a Wizard level to a character of another class grants proficiency with Daggers, Light Crossbows, and Quarterstaves, which are not granted in 5e.
Abjuration
See also: Abjuration School
- Arcane Ward works somewhat differently. It starts with a number of charges equal to the Wizard's level. When the Wizard casts an Abjuration spell, the Ward gains a number of charges equal to the spell's level. When the Wizard takes damage, the Ward reduces it by an amount equal to the number of charges, then loses one charge.
- Projected Ward has analogous changes.
- Improved Abjuration grants additional charges to Arcane Ward equal to the Wizard's class level on each short rest, instead of improving ability checks related to abjuration spells.
Conjuration
See also: Conjuration School
- Minor Conjuration grants the ability to cast Create Water without using a spell slot once per short rest, instead of creating inanimate objects out of nothing.
Divination
See also: Divination School
- Using a Portent die requires a reaction, and can only be used on attack rolls and saving throws, not on ability checks.
- Expert Divination grants an extra portent die, rather than regaining an expended spell slot when casting a divination spell of 2nd level or higher.
- Changes to Third Eye:
- Third Eye: Darkvision grants Darkvision with a range of 24 m / 80 ft instead of 60 ft.
- Third Eye: See Invisibility has a range of 9 m / 30 ft instead of 10 ft.
- Both effects last until the next long rest, rather than the next short or long rest.
- Ethereal Sight and Greater Comprehension are not available.
Enchantment
See also: Enchantment School
- Hypnotic Gaze can only be used once per long rest.
- Instinctive Charm actually applies the Charmed condition to the target, which it doesn't in 5e.
Evocation
See also: Evocation School
- Sculpt Spells applies to all allies affected by an evocation spell, and is not limited by the spell's level.
- Empowered Evocation applies to all damage rolls for evocation spells, not just one per spell.
Illusion
See also: Illusion School
- Improved Minor Illusion allows Minor Illusion to be cast as a bonus action. It can be cast while Silenced and does not reveal the caster's position.
- The level 6 feature Malleable Illusions, which let you change illusion forms after a cast, is replaced with the ability to cast See Invisibility without using a spell slot once per short rest.
Necromancy
See also: Necromancy School
No Changes
Transmutation
See also: Transmutation School
- The level 2 feature Minor Alchemy, which allowed the Wizard to alter the physical properties of one nonmagical object, is replaced by Experimental Alchemy. This feature allows the Wizard to roll a Medicine check to craft two potions, elixirs, etc. instead of one when using the Alchemy interface.
- The Transmuter's Stone: Speed option is not limited by a character being encumbered.
- Shapechanger lets the Wizard change into one specific animal form (a Blue Jay) at will, rather than being able to cast Polymorph once per short rest.