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D&D 5e class changes: Difference between revisions
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|five=D&D 5e feat changes | |five=D&D 5e feat changes | ||
|five-name=Feat changes | |five-name=Feat changes | ||
}}This page describes any changes that have been made to [[class]]es in ''Baldur's Gate 3'' (BG3), from their original specifications in ''Dungeons and Dragons 5th Edition'' (D&D 5e). Other rule changes can be found on their [[D&D 5e Rule Changes|related pages]]. | }}This page describes any changes that have been made to [[class]]es in ''Baldur's Gate 3'' (BG3), from their original specifications in ''Dungeons and Dragons 5th Edition'' (D&D 5e 2014). Other rule changes can be found on their [[D&D 5e Rule Changes|related pages]]. | ||
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 | 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 rule from the 2024 5e revision or other material from future playtests, that is considered a rule change from D&D 5e. | ||
== Artificer == | == Artificer == | ||
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*The physical totem object required for the 5e Path of the Totem Warrior subclass is not used. | *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 Spirit Seeker was renamed [[Speak with Animals]], as the Beast Sense spell is not in the game. | ||
* | **Speak with Animals can be cast only once per long rest using this feature, but the spell's effects do last until the next long rest. | ||
*The level 3 feature [[Bestial Heart]] | *The level 3 feature Totem Spirit was renamed [[Bestial Heart]] and has the following changes: | ||
**Each | **Each option provides a new unique class action. | ||
**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 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 Wolf option affects enemies within 2 m / 7 ft (instead of 5 ft). | ||
*The level 6 feature Aspect of the Beast | **All Bestial Heart benefits still apply while raging in heavy armor. | ||
*The level 6 feature Aspect of the Beast was renamed [[Animal Aspect]] and has the following changes: | |||
**The Bear option grants advantage on all Strength checks, not just those for pushing and pulling things. | **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. | **Chimpanzee is a new option that provides resistance to fall damage and the ability to blind enemies by throwing camp supplies at them. | ||
**Crocodile is a new option that increases movement speed while standing in water and provides advantage on saving throws against falling prone on slippery surfaces. | |||
**The Eagle option grants full Darkvision and advantage on Perception checks, 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 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). | ||
**Honey Badger is a new option that provides a 50% chance to automatically start raging (without expending a charge) if starting a combat turn while poisoned, frightened, or charmed. | |||
**Stallion is a new option that grants temporary hit points when using the Dash action. | |||
**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 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 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. | ||
**Wolverine is a new option that inflicts the Maimed condition when attacking a Bleeding or Poisoned target (even on a miss). | |||
*The level 8 feature [[Land's Stride: Difficult Terrain|Land's Stride]], traditionally a Ranger class feature, is granted to Wildheart Barbarians. This eliminates the movement penalty for moving through difficult terrain. | *The level 8 feature [[Land's Stride: Difficult Terrain|Land's Stride]], traditionally a Ranger class feature, is granted to Wildheart Barbarians. This eliminates the movement penalty for moving through difficult terrain. | ||
*The level 10 feature Spirit Walker is replaced with the ability to select a second Animal Aspect option (which is granted at level 14 in 5e). | *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). | ||
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**This feature has three charges initially at class level 1, with a fourth granted at level 5 and a fifth at level 8. | **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|Song of Rest]] is a once per long rest ability that allows the party to take an additional [[Resting#Short_Rest|short rest]], and it does not get any upgrades. | *[[Song of Rest|Song of Rest]] is a once per long rest ability that allows the party to take an additional [[Resting#Short_Rest|short rest]], and it does not get any upgrades. | ||
*[[Countercharm]] lasts 3 turns, rather than 1 | *[[Countercharm]] lasts 3 turns, rather than 1. | ||
*[[Jack of All Trades]] does not apply half the Bard's proficiency bonus to [[initiative]] rolls. (In 5E, Initiative is a Dexterity Ability Check that the Bard is not proficient in, so Jack of All Trades has been ruled to apply.) | *[[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. | *[[Magical Secrets]] is restricted to a limited list of additional spells, instead of allowing the Bard to pick any spell. | ||
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=== Life Domain === | === Life Domain === | ||
{{see also|Life Domain}} | {{see also|Life Domain}} | ||
*The level 2 domain feature Channel Divinity: [[Preserve Life]] | *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 3 domain spell [[Spiritual Weapon]] is replaced with [[Aid]]. | ||
*The level 9 domain spell Raise Dead is replaced with [[Greater Restoration]]. | *The level 9 domain spell Raise Dead is replaced with [[Greater Restoration]]. | ||
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== Druid == | == Druid == | ||
{{see also|Druid}} | {{see also|Druid}} | ||
*There is no restriction preventing a druid from wearing metal | *There is no restriction preventing a druid from wearing metal armor. | ||
*The Druidic language (and languages in general) is not available. | *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 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: | *[[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. | **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. | ||
**The rules for which class features, racial features, and feats still work while in Wild Shape are not internally consistent and do not always match the 5e rules. See [[List of features that work in Wild Shape]] for a detailed analysis of things that do and don't work. | |||
**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). | **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. | **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. | ||
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|colspan="2" style="text-align:center;"|'''Druid Level'''||'''Arctic'''||'''Coast'''||'''Desert'''||'''Forest'''||'''Grassland'''||'''Mountain'''||'''Swamp'''||'''Underdark''' | |colspan="2" style="text-align:center;"|'''Druid Level'''||'''Arctic'''||'''Coast'''||'''Desert'''||'''Forest'''||'''Grassland'''||'''Mountain'''||'''Swamp'''||'''Underdark''' | ||
|- | |- | ||
|rowspan="2"|'''3rd Level'''||'''Normal'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], Spider Climb||[[Invisibility]], [[Pass Without Trace]]||Spider Climb, [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||Spider Climb, [[Web]] | |rowspan="2"|'''3rd Level'''||'''Normal'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], Spider Climb||[[Invisibility (spell)|Invisibility]], [[Pass Without Trace]]||Spider Climb, [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||Spider Climb, [[Web]] | ||
|- | |- | ||
|'''Changed'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], [[Hold Person]]||[[Invisibility]], [[Pass Without Trace]]||[[Mirror Image]], [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||[[Misty Step]], [[Web]] | |'''Changed'''||[[Hold Person]], [[Spike Growth]]||[[Mirror Image]], [[Misty Step]]|| [[Blur]], [[Silence]]||[[Barkskin]], [[Hold Person]]||[[Invisibility (spell)|Invisibility]], [[Pass Without Trace]]||[[Mirror Image]], [[Spike Growth]]|| [[Darkness]], [[Melf's Acid Arrow]]||[[Misty Step]], [[Web]] | ||
|- | |- | ||
|rowspan="2"|'''5th Level'''||'''Normal'''||[[Sleet Storm]], Slow ||Water Breathing, Water Walk||Create Food, Create Water||[[Call Lightning]], [[Plant Growth]]||[[Daylight]], [[Haste]]||[[Lightning Bolt]], Meld into Stone||Water Walk, [[Stinking Cloud]]||[[Gaseous Form]], [[Stinking Cloud]] | |rowspan="2"|'''5th Level'''||'''Normal'''||[[Sleet Storm]], Slow ||Water Breathing, Water Walk||Create Food, Create Water||[[Call Lightning]], [[Plant Growth]]||[[Daylight]], [[Haste]]||[[Lightning Bolt]], Meld into Stone||Water Walk, [[Stinking Cloud]]||[[Gaseous Form]], [[Stinking Cloud]] | ||
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* Some changes to [[Fighting Style]] options: | * 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 [[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 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. | ||
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**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. | **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. | **[[Commander's Strike]] does not add the superiority die to the ally's attack roll. | ||
**[[Distracting Strike (Melee)|Distracting Strike]] can apply advantage multiple times if the next attack against the target involves multiple simultaneous attack rolls (e.g. {{SAI|Scorching Ray}}). | |||
**[[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. | **[[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. | **[[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. | ||
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*Monks get access to Ki at first level, as opposed to second level. | *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. | **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]] | *Monk weapons are now any weapon with which the Monk has [[Proficiency]] and which does not have the [[Two-Handed]] property. | ||
**5e Monks are usually restricted to shortswords or any simple weapon that does not have the [[Two-Handed]] or [[Heavy (weapon property)|Heavy]] properties. | **5e Monks are usually restricted to shortswords or any simple weapon that does not have the [[Two-Handed]] or [[Heavy (weapon property)|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. The Heavy property is no longer implemented in BG3. | ||
*[[Flurry of Blows]] does not require taking the Attack action first. | *[[Martial Arts: Bonus Unarmed Strike]] doesn't become available after an attack made by throwing a weapon. Under 5e rules this should work when throwing a Monk weapon with the Thrown property, such as a dagger or spear. | ||
*[[Flurry of Blows]] does not require taking the Attack action first. (The bonus action unarmed strike granted by the Martial Arts feature still does.) | |||
*Both [[Step of the Wind]] options allow jumping without using a bonus action. | *Both [[Step of the Wind]] options allow jumping without using a bonus action. | ||
*Return attacks made using [[Deflect Missiles]] count as unarmed strikes. | *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. | **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. | *[[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. | *[[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. | *[[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. | ||
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=== Way of the Four Elements === | === Way of the Four Elements === | ||
{{see also|Way of the Four Elements}} | {{see also|Way of the Four Elements}} | ||
*[[Harmony of Fire and Water]] is a new class action granted at level 3 which restores expended Ki points up to half of the Monk's current maximum, once per long rest. | |||
*Monks start with 3 disciplines at level 3 as opposed to 2. | *Monks start with 3 disciplines at level 3 as opposed to 2. | ||
*Elemental Disciplines can no longer be upcasted using additional ki points. | *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. | **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: | *Changes to specific Elemental Disciplines: | ||
**[[Blade of Rime]] is a new discipline that casts [[Ice Knife]]. | **[[Blade of Rime]] is a new discipline that casts [[Ice Knife]]. | ||
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**[[Embrace of the Inferno]] is a new level 6 discipline that casts [[Scorching Ray]]. | **[[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. | **[[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. | **[[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]]. | **[[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. | **[[Touch of the Storm]] is a new discipline that casts [[Shocking Grasp]], but deals 1d10 damage instead of 1d8. | ||
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**See the individual subclass pages for examples of specific actions that can break each oath. | **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. | *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 | **This has implications on multiclassing with [[Cleric]] as the resources are now separate. | ||
*[[Divine Sense]] is now a bonus action with one use per short rest | **The [[Amulet of the Devout]] only works with Channel Divinity, and is thus less helpful to Paladins than it would be in 5e. | ||
**As opposed to sensing the type of nearby creatures or consecrated objects, Charisma modifier times per Long Rest. | *[[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. | ||
*[[Lay on Hands]] | **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. | |||
*Characters can prepare a number of Paladin spells equal to their Paladin level plus their Charisma modifier. | *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). | **This is a very significant increase compared to 5e rules, in which this scales with ''half'' the Paladin level (rounded down). | ||
*See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes. | *See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes. | ||
*[[Aura of Protection]], [[Aura of Courage]], and subclass-specific aura abilities can be turned on or off as a free action. | |||
=== Oath of the Ancients === | === Oath of the Ancients === | ||
{{see also|Oath of the Ancients}} | {{see also|Oath of the Ancients}} | ||
*The level 1 Channel Oath ability [[Healing Radiance]] is new. | *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). | *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 === | === Oath of Devotion === | ||
{{see also|Oath of Devotion}} | {{see also|Oath of Devotion}} | ||
*The level 1 Channel Oath ability [[Holy Rebuke]] is new. | *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''. | *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 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]]. | *The Oath spell Dispel Magic, granted at level 9, is replaced with [[Remove Curse]]. | ||
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=== Oathbreaker === | === Oathbreaker === | ||
{{see also|Oathbreaker}} | {{see also|Oathbreaker}} | ||
*The level 1 Channel Oath ability [[Spiteful Suffering]] is new. | *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]] | *The Channel Oath ability [[Dreadful Aspect]] only lasts until the end of the Paladin's next turn, rather than for 1 minute. There is no option for an affected creature to re-attempt the saving throw if it ends its turn more than 30 feet from the Paladin. | ||
*The range of the Channel Oath ability [[Control Undead]] 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. It does not allow the player to actually control the targeted undead creature; rather, the creature will follow the Paladin around and automatically attack the closest enemy. | |||
=== Oath of Vengeance === | === Oath of Vengeance === | ||
{{see also|Oath of Vengeance}} | {{see also|Oath of Vengeance}} | ||
*The level 1 Channel Oath ability [[Inquisitor's Might]] is new. | *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. | *[[Relentless Avenger]] gives a flat movement increase of 4.5 m / 15 ft, rather than half the character's movement speed. | ||
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*The Primeval Awareness feature is not in the game. | *The Primeval Awareness feature is not in the game. | ||
*See [[D&D 5e class changes#Fighter|Fighter]] above for Fighting Style changes. | *See [[D&D 5e class changes#Fighter|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)|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 === | === Hunter === | ||
{{see also|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. | *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). | **Both options are implemented as an AoE attack rather than picking specific targets, and will damage friendly NPCs (though not companions). | ||
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*The [[Summon Companion]] options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats. | *The [[Summon Companion]] options are limited to Bear, Boar, Dire Raven, Wolf, or Wolf Spider, and have unique stats rather than monster stats. | ||
**The companion acts on its own initiative rather than the Ranger's, and does not require the Ranger to take an action to command it. | **The companion acts on its own initiative rather than the Ranger's, and does not require the Ranger to take an action to command it. | ||
**The companion can be swapped out or resummoned once per short rest. | ***The 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 adds the Ranger's proficiency bonus to its attack rolls, damage rolls, Saving Throws, and | **The companion can be swapped out or resummoned once per short rest. This takes only an action to perform and summons a new companion out of nothing, rather than needing to spend 8 hours bonding with an existing animal. | ||
**The companion adds the Ranger's proficiency bonus to its attack rolls, damage rolls, Saving Throws, and Armor Class starting at 5th level rather than at 3rd level. | |||
*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, 8th level, and 11th level the animal companion gains additional hit points. | ||
*At 5th level and 11th level the animal companion | *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 === | === Gloom Stalker === | ||
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*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. | *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 (spell)|Darkvision]] or [[Superior Darkvision]] if the race already had [[Darkvision]], Gloom Stalkers get [[Superior Darkvision]] in all cases. | *For '''Umbral Sight''', rather than getting normal [[Darkvision (spell)|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 (Condition)|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 | *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. | *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. | **As opposed to just Wisdom with a choice of Intelligence or Charisma if the Gloom Stalker already had Wisdom saving throw proficiency. | ||
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{{see also|Rogue}} | {{see also|Rogue}} | ||
*Thieves' tools proficiency is not in the game; instead, [[Sleight of Hand]] is used for relevant checks. | *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 (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 using one of the two Sneak Attack actions. | ||
**[[Sneak Attack (Ranged)]] or [[Sneak Attack (Melee)]]. | **[[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. | **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. | ||
**If [[disadvantage]] ever applied to the attack, even it is cancelled by [[advantage]], the attack cannot be a sneak attack. | |||
*Thieves' Cant (and languages in general) are not available. | *Thieves' Cant (and languages in general) are not available. | ||
**However, some of the Rogue class-specific conversation options imply the use of Thieves' Cant. | **However, some of the Rogue class-specific conversation options imply the use of Thieves' Cant. | ||
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**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. | **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. | *[[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. | *[[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 (spell)|Invisibility]] on oneself, with the same duration and triggers for ending early. | |||
=== Assassin === | === Assassin === | ||
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**[[Metamagic: Quickened Spell]] is not available until level 3, and costs 3 sorcery points instead of 2. | **[[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 (Condition)|Silenced]]. | **[[Metamagic: Subtle Spell]] is not available until level 3; it allows the spell to be cast while the caster is [[Silenced (Condition)|Silenced]]. | ||
**The Empowered Spell option from 5e is not available at all, nor are the additional options added in ''Tasha's Cauldron of Everything''. | **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 [[Spellseeking Gloves|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. | *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. | *Adding a Sorcerer level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e. | ||
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|} | |} | ||
* The 14th-level "Dragon Wings" feature is granted at level 11 instead, and is simply the addition of the {{SAI|Fly ( | * The 14th-level "Dragon Wings" feature is granted at level 11 instead, and is simply the addition of the {{SAI|Fly (class action)|Fly}} bonus action. | ||
=== Wild Magic Sorcerer === | === Wild Magic Sorcerer === | ||
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== Warlock == | == Warlock == | ||
{{see also|Warlock}} | {{see also|Warlock}} | ||
*It is not possible to swap out a known [[Eldritch Invocation]] for another one when gaining a Warlock level. The only way to change selected invocations is to have [[Withers]] respec the character. | |||
*Changes to [[Pact Boon]]: | *Changes to [[Pact Boon]]: | ||
**[[Pact of the Chain]] is limited to the [[Find_Familiar#Imp_Familiar|Imp]] and [[Find_Familiar#Quasit_Familiar|Quasit]] options along with those offered by the normal {{SAI|Find Familiar}} spell. Pseudodragons and sprites are not available. | **[[Pact of the Chain]] is limited to the [[Find_Familiar#Imp_Familiar|Imp]] and [[Find_Familiar#Quasit_Familiar|Quasit]] options along with those offered by the normal {{SAI|Find Familiar}} spell. Pseudodragons and sprites are not available. | ||
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{{see also|The Fiend}} | {{see also|The Fiend}} | ||
*[[Dark One's Own Luck]] can only be used for Ability Checks, not [[Saving Throw]]s. | *[[Dark One's Own Luck]] can only be used for Ability Checks, not [[Saving Throw]]s. | ||
*The expanded spell list has [[ | *The expanded spell list has [[Cone of Cold]] as a 5th level spell, replacing Hallow. | ||
*[[Fiendish Resilience]] is not ignored by magic weapons. | *[[Fiendish Resilience]] is not ignored by magic weapons. | ||
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{{see also|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. | *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. | ||
* | *There are several changes to the process of copying spells from scrolls into one's spellbook: | ||
* | **It is instantaneous, rather than taking 2 hours per spell level. The gold cost remains, and is halved as normal for spells from the chosen subclass school. | ||
**No [[Arcana]] is required to successfully copy a scroll. | |||
**It is not limited to Wizard spells, in keeping with the general ability for anyone to use any spell scroll regardless of class. This allows Wizards the opportunity to learn many spells they would not otherwise have access to. | |||
**Cantrips can be copied, with the same gold cost as a level 1 spell. These show up as spells that can be prepared in the Level Up interface, but are listed as regular cantrips in the Spellbook interface. | |||
**A Wizard can copy spells of any level they have spell slots for, even if they obtained the spell slots by multiclassing. For instance, a character with four levels in Cleric and one in Wizard could copy 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. | *[[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. | *Adding a Wizard level to a character of another class grants proficiency with [[Daggers]], [[Light Crossbows]], and [[Quarterstaves]], which are not granted in 5e. | ||
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=== Divination === | === Divination === | ||
{{see also|Divination School}} | {{see also|Divination School}} | ||
*[[Divination Savant]] is technically unchanged, but it should be noted that there are ''very'' few Divination spells in ''Baldur's Gate 3'' to use with it, and none above level 2. This is likely because many of the Divination spells in tabletop D&D require complex open-ended interactions between a player and the dungeon master, making them difficult to implement in a video game without a live DM. | |||
*Using a [[Portent]] die requires a reaction, and can only be used on attack rolls and saving throws, not on ability checks. | *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 | *[[Expert Divination]] grants an extra portent die, rather than regaining an expended spell slot when casting a Divination spell of 2nd level or higher. | ||
**As part of this feature, taking a Short Rest applies a randomly selected [[Prophecy]] condition for each expended Portent die. Completing the task associated with the prophecy causes the expended die to be restored. Most involve casting spells of specific schools or dealing damage of specific types. | |||
**This change is likely meant to help compensate for the lack of higher-level Divination spells in the game, without which the original 5e feature would've been nearly useless. | |||
*Changes to Third Eye: | *Changes to Third Eye: | ||
**[[Third Eye: Darkvision]] grants Darkvision with a range of 24 m / 80 ft instead of 60 ft. | **[[Third Eye: Darkvision]] grants Darkvision with a range of 24 m / 80 ft instead of 60 ft. |