All Class Changes
While some classes have received a complete overhaul, all classes had some tweaks to fit with the new systems, includes new proficiencies, and some ability tweaks to fit with the new system. If a class was completely changed, such as the Fighter or Artificer, its changes will be listed with its respective page.
Barbarian
Starting Proficiencies
Shields. Light Shields, Medium Shields
Skills. Choose two from Athletics, Pry, Intimidation, Metaphysics, Perception, and Survival.
Brutal Critical
Beginning at 9th level, your attacks gain the brutal tag. If you are already using a weapon which has the brutal tag, increase the multiplier to three times.
This increases to a three times multiplier at 13th level and a four times multiplier at 17th level, increasing to four times and five times when using a brutal weapon, respectively.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 28.
Totem Warrior : Totem Spirit
Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your jump height distance. When you jump, you do not provoke attacks of opportunity. The spirit of the tiger empowers your leaps.
Zealot : Rage Beyond Death
Add: Additionally, you do not suffer the effects of new injuries until your rage ends.
Bard
Expertise
At 3rd Level, choose two new Skill Specialties based in skills in which you are proficient. For you, when you roll a skill specialty, roll three dice, take the highest of the three dice.
At 10th level, you can choose another two Skill Specialties to gain this benefit.
Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects.
When you or any friendly creatures within 30 feet of you must make a saving throw against being frightened or charmed, as a reaction, you can play a short performance to give those creatures advantage on the saving throw.
Alternatively, as an action, you can play a short performance that causes any friendly creatures within 30 feet of you that are frightened or charmed to remake the saving throws against those effects with advantage.
A creature must be able to hear you to gain either of these benefits.
Cleric
Starting Proficiencies
Shields. Light Shields, Medium Shields
Skills. Choose two from Anthropology, Cosmology, Grace, Insight, Biology, Metaphysics, and Persuasion
Additionally, if a subclass of cleric grants heavy armor, it also grants access to heavy shields.
Divine Intervention
Replace with: If your deity intervenes, you can't use this feature again for 5 days. Otherwise, you can use it again after you finish a Long Rest.
Druid
Starting Proficiencies
Shields. Light Shields, Medium Shields
Skills. Choose two from Spellcraft, Biology, Chemistry, Insight, Metaphysics, Perception, Cosmology, and Survival.
Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
You also gain the ability to proceed through time undisturbed by any magic. With this sense, you become immune to the Slow spell and any condition which would have an effect reducing your amount of actions on a turn, such as the Stone Golem’s Slow effect. Additionally, you are immune to the effects of the Time Stop spell, alternating actions with the creature still moving through time. If you cannot see the creature casting the Time Stop spell, you are unable to move or cast spells during this time but are aware that time has been stopped somewhere on the plane
Monk
Starting Proficiencies
Skills. Choose two from Athletics, Anthropology, Insight, Cosmology, Metaphysics, and Stealth
Unarmored Movement
Additionally, while unarmored, you may replace any Strength (Athletics) checks with Dexterity (Athletics) checks.
Slow Fall
Beginning at 4th level, you may add your twice your monk level when determining your effective Dexterity score for fall damage. For instance, if you are level 4 with a Dexterity of 14, each tier of fall damage occurs every 22 feet.
Perfect Soul
At 20th level, when you roll for Initiative, you regain 4 Ki points.
Paladin
Starting Proficiencies
Saving Throws. Wisdom, Honor
Armor. All Shields
Skills. Choose two from Athletics, Grace, Insight, Intimidation, Biology, Persuasion, Pry, and Cosmology
Catch All Disclaimer
Any paladin ability which refers to your Charisma modifier, replace it with your Honor modifier
Ranger
We are using the revised ranger. Consult that as the official guide with the following changes.
Starting Proficiencies
Shields. Light Shields, Medium Shields
Skills. Choose three from Athletics, Insight, Investigation, Metaphysics, Biology, Perception, Stealth, and Survival
Rogue
Starting Proficiencies
Shields. Light Shields, Medium Shields
Skills. Choose four from Athletics, Persuasion, Insight, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth, and Politicking
Expertise
At 1st Level, choose two new Skill Specialties based in skills in which you are proficient. For you, when you roll a skill specialty, roll three dice, take the highest of the three dice.
At 6th level, you can choose another two Skill Specialties to gain this benefit.
Roguish Métier
At 1st Level, pick a skill in which you are proficient. You have trained extensively in this skill in your preparation to become a rogue. Whenever you roll a check using this skill, roll with advantage.
At 6th level, you roll your chosen skill with two points of advantage.
Extra Feat
At 10th level, you no longer receive an ASI, but rather the ability Extra Feat.
At 10th level, you gain a feat. When you take a feat, you also gain a +1 to three of your ability scores. If the feat grants an increase of one of your ability scores, you cannot put one of your +1s into that stat.
Sorcerer
Starting Proficiencies
Skills. Choose two from Spellcraft, Persuasion, Insight, Intimidation, Cosmology, and Engineering
Warlock
Starting Proficiencies
Skills. Choose two from Spellcraft, Persuasion, Anthropology, Cosmology, Intimidation, Investigation, and Biology
Wizard
Starting Proficiencies
Skills. Choose two from Spellcraft, Anthropology, Insight, Investigation, Biology, Cosmology, Engineering, Metaphysics and Repair
Blood Hunter
Starting Proficiencies
Shields. Light Shields, Medium Shields
Skills. Choose three from Athletics, Pry, Metaphysics, Chemistry, Cosmology, Anthropology, Insight, Investigation, and Survival
Esoteric Rites
Rite of the Hunger. Your rite damage is radiation damage.