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.