What's Changed

by Devan

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Changes

This is a general list of major changes to classes & subclasses. There are many small changes that are not listed here because they are simply changes to wording to prevent confusion more than changes that will actually affect how a class functions.

Changes are shown in order of class in alphabetical order, with subclass changes appearing before the next class.

Artificer

The Right Tool for the Job / Tool Expertise

The Right Tool for the Job has been moved from 3rd level to 2nd level and the 6th level ability Tool Expertise has been combined into this feature.

Spell-Storing Item

This feature has been moved from level 11 to level 6. Instead of being able to store a 1st or 2nd level spell, the level of spell you can store now starts at 1st level only and increases as you gain levels up to 3rd level spells at 16th level.

Magic Item Adept

Original artificer's have 3 different abilities that add +1 to the number of attunements they recieve: Magic Item Adept, Magic Item Savant, and Magic Item Master. Those abilities have all been combined into one, but the level you get the extra attunement slots remains the same. The ability to craft items in half the tiem has been removed.

Quick Substitution

New ability. (Artificer was a great class for dipping into but did not scale well in later levels, many abilities have been added to try to alleviate that)

Assembly Line

New ability.

Magical Transference

New ability.

Arcane Explosion

New ability.

Eye for Craftsmanship

New ability.

Alchemist

This subclass is entirely reworked, almost nothing has remained the same.

Armorer

Armor Model

Thunder Gauntlets now count as light weapons and deal 1d10 instead of 1d8. Lightning Launcher deals 1d8 instead of 1d6.

Artillerist

Eldritch Cannon

Protector cannon uses 1d6 to determine temporary hitpoints rather than 1d8.

Barbarian

Rage

Rage does not end early due to not attacking / taking damage.

Brutal Critical

Attacks with Strength now critically hit on a 19-20. (Critical hit builds will no longer need to dip 3 into fighter)

Crowd Clearer

This ability replaces Persistent Rage, since Persistent Rage is mostly included in the base Rage ability now.

Indomitable Might

Added an extra effect: Whenever you have advantage on an attack roll using Strength, you can reroll one of the dice once.

Battlerager

Removed Dwarf restriction.

Battlerager Armor

Any armor can be turned into battlerager armor. The attack deals 1d8 instead of 1d4. Grapple damage changes to Strength modifier rather than 3.

Reckless Abandon

Double the number of temporary hitpoints recieved.

Battlerager Charge

Completely different.

Spiked Retribution

Damage changed to Strength modifer rather than 3.

Beast

Form of the Beast

The natural weapons now count as light.

Berserker

Frenzy

Adds temporary hitpoints when you rage and you can make a Constitution save to prevent the Exhaustion.

Intimidating Presence

Can be done as a bonus action while in frenzy.

Storm Herald

All numbers were significantly increased (Original Storm Herald barely tickled enemies at any level).

Totem Spirit

Spirit Seeker

Can be cast normally rather than rituals, but only once per long rest.

Totem Spirit

Eagle: don't provoke opportunity attacks rather than disadvantage.

(Although the Bear Spirit is likely overtuned, changes made were focused more on powering up abilities rather than nerfing)

Aspect of the Beast

All totems were significantly buffed, including giving +1 to a chosen ability score.

Totemic Attunement

Eagle Don't have to land between turns.

Wild Magic

Completely changed all abilities. (I would also suggest significantly buffing the Wild Surge Table, although I did not want to include my giant random table with the document)

Bard

Spells Known

Slightly changed spells known as you level up to account for the Magical Secrets no long counting against the number of spells known.

Song of Rest

Same die roll as your bardic inspiration. (Less to keep track of)

Countercharm

Granted at 7th level instead of 6. Actually situationally useful now.

Magical Secrets

Does not count against you spells known.

Superior Inspiration

Gain two when you roll initiative rather than only 1 if you are out. Bardic inspiration can be rerolled.

College of Swords

Extra Attack

Can replace an attack with a cantrip.

College of Valor

Bonus Proficiencies

Added heavy armor and ability to use weapon or shield as focus.

Extra Attack

Can replace an attack with a cantrip.

Battle Magic

Attack can be made as part of spell cast rather than bonus action.

Cleric

Divine Intervention

Bonus action rather than action (Feels real bad using it in a tough combat only for nothing to happen when it requires your action).

All Cleric Subclasses

Previously the level 8 feature of all subclasses either increased cantrip or weapon damage. Those features have been combined (Gives the option to use a wepaon or cantrip rather than getting pressured into one).

Peace Domain

Emboldening Bond

Lasts only 1 minute, and extends only 15 feet.

Trickery Domain

Cloak of Shadows

Once per short rest ability rather than Channel Divinity. Can be done as a bonus action rather than action.

Improved Duplicity

You create one instead of four. No longer takes concentration.

Twilight Domain

Channel Divinity: Twilight Sanctuary

Takes a bonus action to grant 1 creature temporary hitpoints rather than giving it to everyone on their turn. Number of temporary hitpoints slightly changed.

War Domain

War Priest

Completely changed

Channel Divinity

Both Channel Divinity options have been combined into one.

War God's Wrath

New Ability

Druid

Beast Form

Beast Form has replaced wildshape. (This ability completely reshapes the way Druid's play. It should now be more useful for Druid's even if they are not Moon Druids)

Timeless Body

Changed to level 15 from 18.

Archdruid

Completely changed.

Circle of Dreams

Balm of the Summer Court

Slightly changed numbers.

Hearth of Moonlight and Shadow

Changed to 2 level rather than 6th. +10 Stealth bonus arather than +5.

Arcane Dreams

New ability.

Circle of the Land

Nature's Stride & Bond

These abilities replace Land's Stride

Circle of the Moon

Subclass completely different due to Beast Form replacing Wild Shape.

Circle of the Shepherd

Mighty Summoner

The creature adds your proficiency to their attack rolls.

Circle of Spores

Symbiotic Entity

3 temporary hitpoints per level rather than 4.

Fighter

Fighting Style

  • Archery. Bonus changed to +1.
  • Great Weapon Master. Can continue rolling until its not a 1 or 2.
  • Superior Technique. Two dice instead of 1.

Resolute

New Ability

Reactionary

New Ability

Arcane Archer

Arcane Shot

Significantly more shots per rest.

Banneret

Rally Cry

Number of hitpoints regained is different.

Cavalier

Unwavering Mark

Can be used an unlimited number of times.

Champion

Remarkable Athlete

Gain proficiency / Expertise with acrobatics & athletics in addition to other features.

Echo Knight

Manifest Echo

The way the echo functions has changed.

Echo Avatar

Can only be used once per short rest since you can now attack or take other actions with the echo.

Eldritch Knight

Spells Known

Slightly changed what type of spells you can learn.

War Magic

Replace an attack with a cantrip rather than cast as bonus action.

Improved War Magic

Replace an attack with a spell rather than cast as bonus action.

Rune Knight

Cloud Rune

The attacker now gets a save to prevent the effect.

Samurai

Fighting Spirit

Can be used a number of times equal to proficiency rather than a flat 3.

Tireless Spirit

Regain 2 rather than 1.

Monk

Not going to cover the changes to the Monk here, nearly everything has been significantly changes, with many abilities removed or added.

I felt that Monks were too reliant on their stunning strike, leaving them not wanting to spend Ki on anything else. Therefore Stunning Strike has been removed, although Monks have been buffed in many other ways.

Way of the Four Elements

Significant changes were made to this subclass to try to make all abilities cheaper and more effective.

Way of the Long Death

Mastery of Death

Costs 2 ki instead of 1.

Way of the Open Hand

Wholeness of Body

You do not need to spend all of the healing at once.

Paladin

Oath of the Ancients

Nature's Wrath

Effects all enemies in range instead of one.

Aura of Warding

Requires a reaction.

Oath of Redemption

Emissary of Peace

+10 instead of +5.

Oath of Vengeance

Vow of Emnity

Advantage only on first attack each turn.

Relentless Avenger

Allows an attack after the move.

Oathbreaker

Aura of Hate

Applies to all allies instead of just undead. Only works on first attack each turn.

Ranger

This is another class like the Monk with too many changes to mention. Nearly every ability has been replaced or significantly changed in some way.

Beast Master

All abilities were changed. The worst subclass in the game should hopefully be more than playable now.

Hunter

Hunter's Prey

Colossus Slayer 1d6 instead of 1d8. Giant Killer Attack deals extra damage.

Defensive Tactics

All choices have been buffed.

Multi Attack

Whirlwind Attack counts as the attack action.

Rogue

Thieves Cant

Gained at 2nd level instead of 1st.

New Target

New ability. Replaces the 10th level ability score improvement.

Stroke of Luck

Causes criticals instead of just a hit.

Arcane Trickster

Spells Known

The types of spells you can learn are slightly different.

Assassin

Assassinate

Also allows poison to be applied to a weapon as a bonus action.

Infiltration Expertise

Simply gives advantage on disguise, rather than a complicated ability that never comes up.

Poisoner

New ability that replaces Imposter.

Thief

Second Story Work

Gain extra proficiency, and use Dexterity in place of Strength.

Sorcerer

Metamagic

Metamagic is combined with Font of Magic into one ability at 2nd level. There are more Metamagic options to choose from and you get to pick more. You can no longer trade sorcery points for spell slots.

Magical Blood

New ability that gives a new way to regain spell slots.

Sorcerous Restoration

Regain all sorcery points rather than 4, and regain some when you roll initiative as well.

Abberant Mind

Psionic Spells

Learn only half as many spells (Learning 10 extra spells in addition to other powerful abilities put Abberant Mind and Clockwork Soul too far ahead of every other subclass).

Warping Explosion

Only requires 3 Sorcery Points to use again rather than 5.

Clockwork Soul

Clockwork Magic

Learn only half as many spells.

Draconic Bloodline

Draconic Resilience

Gains permanent resistance to origin's damage type.

Elemental Affinity

Also allows you to change the damage type of spells to your origin's damage type.

Dragon Wings

Fly speed is doubled.

Shadow Magic

Strength of the Grave

Short rest recharge instead of long rest, in addition, when it triggers, you can't go to 0 hitpoints until your next turn.

Storm Sorcery

Tempestuous Magic

15 feet instead of 10.

Heart of the Storm

Damage equals your Sorcerer level instead of half that amount.

Wild Magic

Significant changes to all subclass abilities.

Warlock

Medium armor proficiency is now included.

Eldritch Blast

Eldritch Blast is now a class feature rather than a cantrip.

Spellcasting

Spell Points are used to cast spells rather than spell slots. (Ends up being about the same for how many highest level spells you can cast but allows flexibility if you want to cast lower level spells instead).

Pact Boon

Pact of the Blade now allows you to use Charisma in place of other ability scores for attack and damage with that weapon.

Eldritch Invocations

Many invocations have been changed, with any new ones being added.

Archfey

Fey Presence

Targets only one, but can be used more often.

Misty Escape

Invisibility lasts longer.

The Great Old One

Awakened Mind

Adds ability to frighten target.

Entropic Ward

More uses.

Thought Shield

Can stun enemies that deal psychic damage to you.

Create Thrall

Can control target.

Hexblade

Medium armor proficiency and using Charisma for attacks and damage have both been moved to base Warlock to take a bit of power away from Hexblade without actually nerfing it.

The Undying

Death Can Wait

New ability, in addition to old abilities.

Wizard

(Least changes of any base class, only 1!)

Archmage

This level 20 ability replaces Signature Spells.

Multiple Subclasses

Savant

This ability available to every Player's Handbook subclass allows you to change a prepared spell rather than discount adding spells to your spellbook.

School of Conjuration

Improved Familiar

This ability replaces Minor Conjuration.

Durable Summons

Doubled hitpoints instead of +30 (Makes all summon spells good rather than just ones that summons many creatures).

School of Enchantment

Hypnotic Gaze

Now gains the ability to make your enchantments targets unaware they were enchanted. This ability usually came at level 14 instead.

School of Evocation

Potent Cantrip

Replaces old effect for the ability to change damage types.

School of Graviturgy

Adjust Density

No longer requires concentration.

Gravity Well

Pulls 15 feet rather than 5, but movement must be horizontal only.

Violent Attraction

Numbers changes and allows the reduction of damage as well.

School of Necromany

Grim Harvest

Temporary hitpoints rather than normal, but gain more.

Inured to Death

Immunity rather than resistance.

School of Scribes

Awakened Spellbook

Damage type can also come from a spell of 1 level lower in your spellbook.

School of Transmutation

Minor Alchemy

More material types available.

Shapechanger

Doesn't require concentration, and doesn't make you have to transform into something 1 CR lower.

School of War

Power Surge

Double damage.