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.
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.