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Patch 8 Overview

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“
This is it. Our final major game patch for Baldur’s Gate 3.
„
— Larian Studios


Patch 8 is the final major patch for Baldur's Gate 3 and was released on April 15, 2025.

The highlights of patch 8 are Photo mode and the addition of a new subclass for each of the 12 classes in the game.

With patch 8 the game now also has Steam Trading Cards.

See the full list of changes for patch 8 on Baldur's Gate 3 Website.

The latest Hotfix since this final major patch is Hotfix 36.

New Content Overview[edit section | visual editor]

Aside from the changes to existing content, this patch adds the following new content:

Subclasses[edit section | visual editor]

Spells[edit section | visual editor]

New Subclasses[edit section | visual editor]

Arcane Archer Fighter[edit section | visual editor]

Level 3[edit section | visual editor]

Arcane Archer Lore
Gain Arcana Arcana proficiency.
Gain Nature Nature proficiency.
Gain a Cantrip
Choose between one of three cantrips:
 Arcane Arrows: 4
Resource used to fire an Arcane Shot. Replenished by a Short or Long Rest.
Arcane Shots: 3
Choose 3 Arcane Shots.
One Arcane Shot option can be switched out at every level.

Level 7[edit section | visual editor]

Curving ShotCurving Shot (Bonus Action)
Use a  Bonus Action to attack the next closest target with the same attack.
Magic ArrowMagic Arrow
All of your ranged attacks are considered magical to overcome Resistance.
 Arcane Arrows: 7
Gain three additional Arcane Arrows.
Arcane Shots: 4
Choose 1 additional Arcane Shot.

Level 10[edit section | visual editor]

 Arcane Arrows: 10
Gain three additional Arcane Arrows.
Arcane Shots: 5
Choose 1 additional Arcane Shot.

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Bladesinging Wizard[edit section | visual editor]

Level 2[edit section | visual editor]

 Bladesong Power: 2
Used to cast Bladesong. Replenished on a Long Rest. Bladesinging is not possible in Medium or Heavy armor, even if proficient; you will receive the "Bladesong Impeded" Condition while wearing them.
Bladesong Bladesong (Bladesong Power)
Invoke the Bladesong. You gain a +2 bonus to Armour Class and your movement speed increases by 3 m (10 ft). You also gain Advantage Advantage in Acrobatics and a +2 to Constitution Saving Throw Constitution Saving Throws.
Training in War and SongTraining in War and Song
You gain proficiency with Light armour Light armour and in the Performance skill. You also gain proficiency with Daggers Daggers, Longswords Longswords, Rapiers Rapiers, Scimitars Scimitars, Shortswords Shortswords, and Sickles Sickles.

Level 5[edit section | visual editor]

 Bladesong Power: 3
Gain an additional use of Bladesong.
Bladesong Bladesong
Bonus to AC and Constitution Saving Throw Constitution Saving Throws increases to +3.

Level 6[edit section | visual editor]

Extra AttackExtra Attack
You can make an additional free attack after making an unarmed or weapon attack.

Level 9[edit section | visual editor]

 Bladesong Power: 4
Gain an additional use of Bladesong.
Bladesong Bladesong
Bonus to AC and Constitution Saving Throw Constitution Saving Throws increases to +4.

Level 10[edit section | visual editor]

Song of DefenceSong of Defence
When you take damage during your Bladesong Bladesong, you can expend a spell slot to subtract 5 damage per spell slot.

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Circle of the Stars Druid[edit section | visual editor]

Level 2[edit section | visual editor]

You gain the following cantrip:

Starry FormStarry Form
You can expend a  Wild Shape Charge to take on a Starry Form rather than transforming into a beast.
Starry Form: ArcherStarry Form: Archer (Bonus Action + Wild Shape Charge)
A constellation of an archer appears on you. As a  Bonus Action while in this Starry Form, you can cast Luminous Arrow Luminous Arrow to deal 1d8 + Spellcasting modifierRadiant⁠Radiant.
Starry Form: ChaliceStarry Form: Chalice (Bonus Action + Wild Shape Charge)
A constellation of a life-giving chalice appears on you. Whenever you cast a healing spell that consumes a spell slot, you can cast Chalice Healing Chalice Healing to heal 1d8 + Wisdom modifierHealing⁠Healing.
Starry Form: DragonStarry Form: Dragon (Bonus Action + Wild Shape Charge)
A constellation of a wise dragon appears on you. When you make a Saving Throw Saving Throw to maintain Concentration on a spell, a roll result of 9 or lower is considered a 10. As a  Bonus Action while in this Starry Form, you can cast Dazzling Breath Dazzling Breath to deal 2d6 + Spellcasting modifierRadiant⁠Radiant.
 Star Maps: 2
Used to cast Guiding Bolt without a spell slot. Replenished by a Long Rest.
Circle of the Stars spells
You gain additional spells from your circle. They are Always Prepared.

Level 5[edit section | visual editor]

 Star Maps: 3
You gain an additional Star Map.
Dazzling Breath Dazzling Breath
Damage increases to 3d6 + Spellcasting modifierRadiant⁠Radiant.

Level 6[edit section | visual editor]

Cosmic OmenCosmic Omen
Whenever you Long Rest, you consult the stars for a Cosmic Omen of Weal or of Woe. The omen grants you the ability to increase (Weal) or decrease (Woe) Attack Roll Attack Rolls or Saving Throw Saving Throws, or (Weal only) to increase your allies' Ability Checks.
Cosmic Omen of Weal: Attack RollCosmic Omen of Weal: Attack Roll (Reaction + Cosmic Omen)
Add a +1d6 bonus to an Attack Roll Attack Roll.
Cosmic Omen of Woe: Attack RollCosmic Omen of Woe: Attack Roll (Reaction + Cosmic Omen)
Subtract 1d6 from an Attack Roll Attack Roll.
Cosmic Omen of Weal: Saving ThrowCosmic Omen of Weal: Saving Throw (Reaction + Cosmic Omen)
Add a +1d6 bonus to a Saving Throw Saving Throw.
Cosmic Omen of Woe: Saving ThrowCosmic Omen of Woe: Saving Throw (Reaction + Cosmic Omen)
Subtract 1d6 from a Saving Throw Saving Throw.
 Cosmic Omens: 3
Resource used for Omens. Replenished by a Long Rest.

Level 9[edit section | visual editor]

 Star Maps: 4
You gain an additional Star Map.
 Cosmic Omens: 4
You gain an additional Cosmic Omen.

Level 10[edit section | visual editor]

Twinkling ConstellationsTwinkling Constellations

Your Starry Forms are improved. Once per turn, you can switch to a different Starry Form as a free action.
Starry Form: ArcherStarry Form: Archer
Luminous Arrow Luminous Arrow increases to 2d8 + Spellcasting modifierRadiant⁠Radiant.
Starry Form: ChaliceStarry Form: Chalice
Chalice Healing Chalice Healing increases to 2d8 + Wisdom modifierHealing⁠Healing.
Starry Form: DragonStarry Form: Dragon
Dazzling Breath Dazzling Breath increases to 4d6 + Spellcasting modifierRadiant⁠Radiant, and you gain the ability to hover and Fly Fly at a movement speed of 6 m (20 ft).

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College of Glamour Bard[edit section | visual editor]

Level 3[edit section | visual editor]

Mantle of Inspiration Mantle of Inspiration (Bonus Action + Bardic Inspiration)
Imbue 2 allies with your vigour and grant them 5 temporary hit points 5 temporary hit points. If they're hit with a melee attack, the attacker becomes Charmed Charmed.

Level 6[edit section | visual editor]

Mantle of Majesty: Command Mantle of Majesty: Command (Bonus Action)
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. Targets that are Charmed Charmed automatically fail their Saving Throw. (Recharge: Long rest Recharge: Long rest.)
Mantle of Inspiration
Bonus increases to 8 temporary hit points 8 temporary hit points.
Number of targets increases to 3.

Level 10[edit section | visual editor]

Mantle of Inspiration
Bonus increases to 11 temporary hit points 11 temporary hit points.
Number of targets increases to 4.

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Death Domain Cleric[edit section | visual editor]

Level 1[edit section | visual editor]

ReaperReaper
Your Necromancy cantrips that only target 1 creature can target an additional creature.
Domain Spells
You gain additional spells from your domain. They are Always Prepared.

Level 2[edit section | visual editor]

Touch of DeathTouch of Death (Channel Divinity Charge)
When hitting a creature with a melee attack,  Channel Divinity Charges can be used to deal extra Necrotic⁠Necrotic damage.

Level 3[edit section | visual editor]

Domain Spells
You gain additional spells from your domain. They are Always Prepared.

Level 5[edit section | visual editor]

Domain Spells
You gain additional spells from your domain. They are Always Prepared.

Level 6[edit section | visual editor]

Inescapable DestructionInescapable Destruction
Damage you deal ignores Resistance to Necrotic⁠Necrotic damage.

Level 7[edit section | visual editor]

Domain Spells
You gain additional spells from your domain. They are Always Prepared.

Level 8[edit section | visual editor]

Divine Strike: Necrotic Divine Strike: Necrotic (Action)
Once per turn deal 1d8⁠Necrotic⁠Necrotic in addition to your weapon's damage when you make a melee attack. (Recharge: Per turn Recharge: Per turn.)

Level 9[edit section | visual editor]

Domain Spells
You gain additional spells from your domain. They are Always Prepared.

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Giant Barbarian[edit section | visual editor]

Level 3[edit section | visual editor]

Giant's Rage Giant's Rage (Bonus Action + Rage Charge)
Enter a Rage Rage and increase in size. Your Rage damage bonus is doubled on Throw attacks.
Vaprak's GreedVaprak's Greed
Your carrying capacity is increased by a quarter.
Thaumaturgy Thaumaturgy (Action)
Gain Advantage Advantage on Intimidation and Performance Checks.

Level 5[edit section | visual editor]

Boot of the Giants Boot of the Giants (Bonus Action)
Try to kick a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.

Level 6[edit section | visual editor]

Elemental Cleaver Elemental Cleaver
Channel primordial might into your weapon. Until the end of your Rage Rage, your weapon will deal 1d6 additional Acid⁠Acid, Cold⁠Cold, Fire⁠Fire, Lightning⁠Lightning, or Thunder⁠Thunder damage, and gain the Thrown Thrown property. If thrown, it will immediately reappear in your hand.

Level 10[edit section | visual editor]

Mighty Impel Mighty Impel (Bonus Action)
Throw a creature or object that is Medium-sized or smaller.

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Hexblade Warlock[edit section | visual editor]

Level 1[edit section | visual editor]

Hex WarriorHex Warrior
You gain proficiency with Medium armour Medium armour, Shields Shields, and Martial Weapon Prof Icon.png Martial weapons. You gain Bind Hexed Weapon Bind Hexed Weapon, which lets you use your Charisma modifier instead of Strength or Dexterity when attacking with weapons that you are proficient with.
Bind Hexed Weapon Bind Hexed Weapon (Action)
Bind to your main hand weapon. Its damage becomes magical, you cannot drop or throw it, and you become Proficient with it if you weren't already. When you attack with this weapon, there is a chance[See Notes] that Hexblade's Curse Hexblade's Curse will be applied to the target.
Hexblade's Curse Hexblade's Curse (Bonus Action)
Curse a target. Your damage rolls against the target gain a bonus equal to your Proficiency bonus. The number you need to roll a Critical Hit while attacking the target is also reduced by 1. If the target dies, you regain Warlock level + Charisma modifier hit points Warlock level + Charisma modifier hit points. (Recharge: Short rest Recharge: Short rest.)
Expanded Spell List
1st Level Spells

Level 3[edit section | visual editor]

Expanded Spell List
2nd Level Spells

Level 5[edit section | visual editor]

Expanded Spell List
3rd Level Spells

Level 6[edit section | visual editor]

Accursed SpectreAccursed Spectre (Reaction)
Raise an Accursed Spectre from the soul of a fallen cursed target to fight by your side. The size of the fallen creature will determine whether you raise a Feeble Spectre Feeble Spectre, Mundane Spectre Mundane Spectre, or Primordial Spectre Primordial Spectre.

Level 7[edit section | visual editor]

Expanded Spell List
4th Level Spells

Level 9[edit section | visual editor]

Expanded Spell List
5th Level Spells

Level 10[edit section | visual editor]

Armour of HexesArmour of Hexes (Reaction)
When a creature you cursed with Hexblade's Curse Hexblade's Curse attacks you, potentially nullify the attack. This has a 50% chance of succeeding.

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Oath of the Crown Paladin[edit section | visual editor]


Level 1[edit section | visual editor]

A paladin must follow their sworn oaths or lose their divine power. For more details, see Oaths and Oathbreaking.

Oath of the Crown TenetsOath of the Crown Tenets
Oath of the Crown paladins abide by the following tenets:
Law. Uphold civilisation and order.

Loyalty. Your word is your bond; without loyalty, oaths and laws are meaningless.

Responsibility. Deal with the consequences of your actions, and fulfil your duties and obligations.
Righteous Clarity Righteous Clarity (Bonus Action + Channel Oath Charge)
Target yourself or an ally to additionally grant the target's proficiency bonus to their Attack Rolls.

Level 3[edit section | visual editor]

Champion Challenge Champion Challenge (Bonus Action + Channel Oath Charge)
Challenge the enemies around you, compelling them to attack only you. Any attacks they might make against other targets have Disadvantage Disadvantage.
Turn the Tide Turn the Tide (Bonus Action + Channel Oath Charge)
Shout out and heal all nearby non-enemy creatures.
Oath Spells
You gain additional spells from your oath. They are Always Prepared.

Level 5[edit section | visual editor]

Oath Spells
You gain additional spells from your oath. They are Always Prepared.

Level 7[edit section | visual editor]

Divine AllegianceDivine Allegiance (Reaction)
When an ally within 1.5 m (5 ft) of you takes damage, you can use your  Reaction to magically substitute your own health for your ally's, healing them by 2 × (Paladin level)⁠Hit Points⁠Hit Points at the cost of taking 2 × (Paladin level)⁠Radiant⁠Radiant damage yourself.

Level 9[edit section | visual editor]

Oath Spells
You gain additional spells from your oath. They are Always Prepared.

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Shadow Magic Sorcerer[edit section | visual editor]

Level 1[edit section | visual editor]

Eyes of the DarkEyes of the Dark
You can see in the dark up to 24 m (80 ft).
Strength of the GraveStrength of the Grave
After reaching 0 Hit Points, you regain 1 instead of becoming downed.

Level 3[edit section | visual editor]

Darkness Darkness (Action + Level 2 Spell Slot)
Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Eyes of the Dark: Darkness Eyes of the Dark: Darkness (Action + 2 Sorcery Point)
Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.

Level 6[edit section | visual editor]

Hound of Ill Omen Hound of Ill Omen (Bonus Action + 3 Sorcery Point)
Summon forth a creature of darkness. (Recharge: Short rest Recharge: Short rest.)

Level 11[edit section | visual editor]

Shadow Walk Shadow Walk (Bonus Action)
Teleport into the shadows. The next spell you cast that turn will benefit from Distant Spell Distant Spell without costing any Sorcery Points.

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Swarmkeeper Ranger[edit section | visual editor]

Level 3[edit section | visual editor]

Prey's ScentPrey's Scent
Your swarm deals additional damage to creatures marked by Hunter's Mark Hunter's Mark
Gathered Swarm
Choose the swarm of nature spirits you've formed a bond with. You can change your swarm whenever you level up. An ability for the chosen swarm can be used once per round after landing an attack.
Cloud of JellyfishCloud of Jellyfish
You gain a swarm of jellyfish that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional Lightning⁠Lightning damage, Shock Shock your enemy, or teleport you to a safer location.
Flurry of MothsFlurry of Moths
You gain a swarm of moths that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional Psychic⁠Psychic damage, Blind Blind your enemy, or teleport you to a safer location.
Legion of BeesLegion of Bees
You gain a swarm of bees that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional Piercing⁠Piercing damage, push the enemy away from you, or teleport you to a safer location.
Swarm options
Swarm choice Damage option Teleport option Utility option
Cloud of JellyfishCloud of Jellyfish
Cloud of Jellyfish: AttackCloud of Jellyfish: Attack
Use your swarm to attack the same target and deal 1d6⁠Lightning⁠Lightning damage.
Cloud of Jellyfish: TeleportCloud of Jellyfish: Teleport
Use your swarm to Teleport Teleport you to a new location.
Cloud of Jellyfish: Shocking StingCloud of Jellyfish: Shocking Sting
Use your swarm Shock Shock your target.
Flurry of MothsFlurry of Moths
Flurry of Moths: AttackFlurry of Moths: Attack
Use your swarm to attack the same target and deal 1d6⁠Psychic⁠Psychic damage.
Flurry of Moths: TeleportFlurry of Moths: Teleport
Use your swarm to Teleport Teleport you to a new location.
Flurry of Moths: Blinding SwarmFlurry of Moths: Blinding Swarm
Use your swarm to Blind Blind your target.
Legion of BeesLegion of Bees
Legion of Bees: AttackLegion of Bees: Attack
Use your swarm to attack the same target and deal 1d6⁠Piercing⁠Piercing damage.
Legion of Bees: TeleportLegion of Bees: Teleport
Use your swarm to Teleport Teleport you to a new location.
Legion of Bees: KnockbackLegion of Bees: Knockback
Use your swarm to push your target back 5 m (17 ft)
Subclass Spells
You gain the following spells. They are Always Prepared.

Level 5[edit section | visual editor]

Subclass Spells
You gain the following spell. It is Always Prepared.

Level 7[edit section | visual editor]

 Writhing Currents: 3
Used to cast Writhing Tide. Replenished on a Long Rest.
Writhing Tide Writhing Tide (Bonus Action + Writhing Current)
Condense part of your swarm into a mass that lifts you up. Gain a flying speed of 9 m (30 ft) and become unaffected by surface effects.

Level 9[edit section | visual editor]

 Writhing Currents: 4
One additional use of Writhing Tide.
Subclass Spells
You gain the following spell. It is Always Prepared.

Level 11[edit section | visual editor]

Mighty SwarmMighty Swarm
Your swarm has grown stronger. The swarm's regular attack now deals 1d8 damage, its special attack has one additional feature, and teleporting with your swarm now also increases your Armour Class Armour Class for the rest of the round.
Upgraded swarm options
Swarm choice Damage option Teleport option Utility option
Mighty Cloud of JellyfishMighty Cloud of Jellyfish
Cloud of Jellyfish: AttackCloud of Jellyfish: Attack
Use your swarm to attack the same target and deal 1d6⁠Lightning⁠Lightning damage.
Cloud of Jellyfish: Mighty TeleportCloud of Jellyfish: Mighty Teleport
Use your swarm to Teleport Teleport to a new location within 5 m (17 ft) and gain a temporary +2 bonus to your Armour Class Armour Class.
Cloud of Jellyfish: Mighty Shocking StingCloud of Jellyfish: Mighty Shocking Sting
Use your swarm to Shock Shock and Disarm Disarm your target.
Mighty Flurry of MothsMighty Flurry of Moths
Flurry of Moths: AttackFlurry of Moths: Attack
Use your swarm to attack the same target and deal 1d6⁠Psychic⁠Psychic damage.
Flurry of Moths: Mighty TeleportFlurry of Moths: Mighty Teleport
Use your swarm to Teleport Teleport you to a new location within 5 m (17 ft) and gain a temporary +2 bonus to your Armour Class Armour Class.
Flurry of Moths: Mighty Blinding SwarmFlurry of Moths: Mighty Blinding Swarm
Use your swarm to Blind Blind and Slow Slow your target.
Mighty Legion of BeesMighty Legion of Bees
Legion of Bees: AttackLegion of Bees: Attack
Use your swarm to attack the same target and deal 1d6⁠Piercing⁠Piercing damage.
Legion of Bees: Mighty TeleportLegion of Bees: Mighty Teleport
Use your swarm to Teleport Teleport you to a new location.
Legion of Bees: Mighty KnockbackLegion of Bees: Mighty Knockback
Use your swarm to push your target back 5 m (17 ft) and knock them Prone Prone.

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Swashbuckler Rogue[edit section | visual editor]

Level 3[edit section | visual editor]

Fancy FootworkFancy Footwork
If you make a melee attack against a target, that target can't make Opportunity Attacks against you for the rest of your turn.
Rakish AudacityRakish Audacity
You gain a +2 bonus to initiative rolls. This scales with your rogue level. You no longer need Advantage Advantage to trigger Sneak Attack as long as you are within 1.5 m (5 ft) of the target and don't have Disadvantage Disadvantage.[See: Bugs]
Normal Sneak Attack is replaced by Rakish Sneak Attack.
Rakish Sneak Attack (Melee) Rakish Sneak Attack (Melee) (Action)
Deal extra damage to a foe you have Advantage Advantage against. You can also use this attack without Advantage if there are no other combatants within 2 m (7 ft) of the target, or if you have an ally within that range. (Recharge: Per turn Recharge: Per turn.)
Rakish Sneak Attack (Ranged) Rakish Sneak Attack (Ranged) (Action)
Deal extra damage to a foe you have Advantage Advantage against. You can also use this attack without Advantage if there are no other combatants within 2 m (7 ft) of the target, or if you have an ally within that range. (Recharge: Per turn Recharge: Per turn.)

Level 4[edit section | visual editor]

Dirty Tricks
Learn the following Dirty Tricks.
Charisma is the spellcasting modifier used for these abilities, except Sand Toss, which uses Dexterity.
Dirty Trick: Flick o' the Wrist Dirty Trick: Flick o' the Wrist (Bonus Action)
Flick your weapon at a target and possibly Disarm Disarm them.
Dirty Trick: Sand Toss Dirty Trick: Sand Toss (Bonus Action)
Toss a handful of sand at your enemy and possibly Blind Blind them.
Dirty Trick: Vicious Mockery Dirty Trick: Vicious Mockery (Bonus Action)
Insult a creature: it has Disadvantage Disadvantage on its next Attack Roll Attack Roll.

Level 9[edit section | visual editor]

Panache Panache (Action)
Roll a Persuasion check to beguile a humanoid, who must contest it with an Insight check. Enemies who fail gain Panache: Disadvantage Panache: Disadvantage; others who fail become Charmed Charmed.

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Way of the Drunken Master Monk[edit section | visual editor]

Level 3[edit section | visual editor]

Cheeky TippleCheeky Tipple
You are Immune to the negative effects of being Drunk Drunk. Once per day, when you drink alcohol, you regain half your  Ki Points (rounded down).
Drunken PerformanceDrunken Performance
You gain Proficiency in Performance Performance.
Drunken Technique Drunken Technique (Bonus Action + Ki Point)
Punch twice in quick succession and grant yourself an additional 3 m (10 ft) movement and the benefits of Disengage Disengage.
Flurry of Blows is replaced by Drunken Technique.

Level 4[edit section | visual editor]

Intoxicating Strike Intoxicating Strike (Action + Ki Point)
Hit a creature with your bare fists and possibly get them Drunk Drunk.
Life of the PartyLife of the Party
Every time Intoxicating Strike Intoxicating Strike hits, the monk gains Life of the Party Life of the Party, which increases Armour Class and Attack Rolls against Drunk Drunk targets.

Level 6[edit section | visual editor]

Leap to Your FeetLeap to Your Feet
When you are Prone Prone, standing up uses only 1.5 m (5 ft) of your  Movement Speed speed.
Redirect AttackRedirect Attack (Reaction + Ki Point)
When a creature misses you with a melee attack, spend 1  Ki Point as a reaction to make an unarmed attack against the attacker.

Level 9[edit section | visual editor]

Sobering Realisation Sobering Realisation (Action + Ki Point)
Hit a Drunk Drunk target and sober them up by dealing bonus Psychic⁠Psychic damage. On a successful hit, the monk also loses Life of the Party Life of the Party.

Level 11[edit section | visual editor]

Drunkard's LuckDrunkard's Luck (2 Ki Point)
When you make an Ability Check, Attack Roll, or Saving Throw and have Disadvantage Disadvantage on the roll, you can spend  2 Ki Points to negate the Disadvantage for that roll.

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New spells[edit section | visual editor]

The patch also introduced a number of new spells available to both the new subclasses and the old ones.

Booming Blade[edit section | visual editor]

Damage: 1~8
Normal weapon damage
+ 1d8Thunder⁠Thunder (When the target moves)

Strike with your weapon, afflicting your foe with a resonance that hurts them for 1d8⁠Thunder⁠Thunder when they move.

This spell can be cast while you are Silenced Silenced.

This cantrip is added to the Sorcerer, Warlock, and Wizard cantrip lists. It is available to any other class by taking a Magic Initiate feat. However, it is not available via Spell Sniper. Since Arcane Trickster and Eldritch Knight also use the Wizard spell list, they can also access this cantrip at level 3.

Bursting Sinew[edit section | visual editor]

Damage: 1~10
1d10Piercing⁠Piercing (Dexterity Saving Throw Dexterity Saving Throw to negate)

Explode a corpse, causing it to impale those around it.

This cantrip is added to the Cleric and Wizard cantrip lists. It is available to any other class by taking a Magic Initiate feat. Since Arcane Trickster and Eldritch Knight also use the Wizard spell list, they can also access this cantrip at level 3.

Shadow Blade[edit section | visual editor]

Shadow Blade Shadow Blade (Bonus Action + Level 2 Spell Slot)
Damage: 2~16 + modifiers

Weave a shadowy shortsword in your hand that deals 2d8⁠Psychic⁠Psychic damage.

When you use the sword to attack a target that is in dim light or darkness, you make the Attack Roll with Advantage Advantage.

The shadow blade can be unequipped and equipped again, but must remain on the spellcaster's person.[See: Bugs]

Previously, a version of this spell was available via the Shadow Blade Ring. It is now a normal spell in the Sorcerer, Warlock, and Wizard spell lists. Since Arcane Trickster and Eldritch Knight also use the Wizard spell list, they can also access this spell at level 7 and level 8 respectively.

Staggering Smite[edit section | visual editor]

Staggering Smite Staggering Smite (Action + Bonus Action + Level 4 Spell Slot)
Damage: 4~24
Normal weapon damage
+ 4d6Psychic⁠Psychic

Possibly Stagger Stagger your target. It can't take reactions and is more likely to miss.

Previously, this spell existed as an NPC-only ability, but has been added to The Hexblade's spell list. Currently, it is exclusive to that class and not selectable even through Magical Secrets which lets bards learn Banishing Smite Banishing Smite.

Toll the Dead[edit section | visual editor]

Damage: 1~12
1d12Necrotic⁠Necrotic (1d8⁠Necrotic⁠Necrotic if the target is at full health)

Ring the bell of impending doom. If the target is at full health, you deal 1d8⁠Necrotic⁠Necrotic damage instead.

This cantrip is added to the Cleric, Warlock, and Wizard cantrip lists. It is available to any other class by taking a Magic Initiate feat. Since Arcane Trickster and Eldritch Knight also use the Wizard spell list, they can also access this cantrip at level 3.

Miscellaneous[edit section | visual editor]

The following patch notes are unofficial and subject to change prior to the full release of Patch 8.

  • Tavern Brawler Tavern Brawler in wild shape form should now correctly add damage to unarmed attacks. Previously, this only worked in Tactician difficulty and below.
    • It still does not apply to Slayer Form Slayer Form.
    • The bonus damage while wild shaped applies to all damage dealt, including spell damage. For example, Spike Growth Spike Growth cast by a wild shaped druid will deal bonus Strength modifier damage every time a creature moves.
    • Some wild shape attacks like Grounded Thunder Strike Grounded Thunder Strike deal multiple instances of damage. The Tavern Brawler bonus damage will be applied to each of them.
  • Elemental Weapon Elemental Weapon now gives a +1 bonus to Attack Roll Attack Rolls and 1d4 elemental damage. Previously it gave +1 enhancement bonus and 1d4 elemental damage.
  • Storm's Fury Storm's Fury now deals Lightning⁠Lightning damage. Previously, it erroneously dealt Thunder⁠Thunder damage.
  •  Jhannyl's Gloves has the cooldown removed from the Defy Villainy feature. It can now activate an unlimited number of times instead of once per long rest.
  • Shadow Blade Shadow Blade summoned weapon now grants innate proficiency to the summoner. This means wizards and sorcerers (who lack proficiency with shortswords) can wield the weapon without penalties.
  • Healing Vapours Healing Vapours ability of Water Myrmidons no longer applies Wet Wet to all creatures in the radius.
  • Wall of Ice Wall of Ice now correctly deals 10d6⁠Cold⁠Cold damage with the Ice Cloud created when it is destroyed. Previously it dealt 5d6⁠Cold⁠Cold damage instead. The saving throw is still a fixed DC 16 Constitution Saving Throw DC 16 Constitution Saving Throw, however.
  • Bind Pact Weapon Bind Pact Weapon and Weapon Bond Weapon Bond are now correctly removed on changing class. Previously, the weapon would indefinitely remain bonded with all the benefits (such as using Charisma for attacks) even switching from Warlock.
  • Grasping Vine Grasping Vine now uses a  Bonus Action even when upcast. Previously, it erroneously used a full  Action when upcast.
  • Spindleweb Skepticism Spindleweb Skepticism inflicted by Kar'niss now applies a -6 Armour Class Armour Class penalty instead of -4.
  •  Amulet of the Drunkard now correctly applies its healing effect every turn. Previously, it only worked for a single turn.
  • Primal Strike Primal Strike is now required for wildshapes to deal magical damage. Previously, wildshapes of level 5 or higher always dealt magical damage even for non-Moon druids. Primal Strikes only affected the pre-level 5 wildshape forms.
  • The Punch-Drunk Bastard's ability Tippler's Rage now hits allies as well as enemies in its blast radius, where as it would only target enemies and objects prior to Patch 8