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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. \columnbreak ### 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. \pagebreakNum ## 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. \columnbreak ### 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) \pagebreakNum ## 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. \columnbreak ## 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 \pagebreakNum ## 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 \columnbreak ### 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. \columnbreak ### 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. \pagebreakNum ## 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. \columnbreak ## 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. \pagebreakNum ## 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. \columnbreak ## 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. \pagebreakNum ## 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. \columnbreak ## 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. \pagebreakNum ## 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. \columnbreak ### 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.