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System Changes
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Player-facing Changes
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- Aganazzar's Scorcher
- Barkskin
- Crown of Madness
- Darkvision
- Find Traps (Detect Traps)
- Flame Blade
- Healing Spirit
- Heat Metal
- Lesser Restoration
- Melf's Acid Arrow
- Nystul's Magic Aura
- Pass Without Trace
- Rime's Binding Ice
- Rope Trick
- See Invisibility
- Tasha's Mind Whip
- Vortex Warp
- Web
- Wither and Bloom
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- Athlete
- Charger
- Cartomancer
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Dwarven Fortitude
- Fey Teleportation
- Fighting Initiate
- Grappler
- Great Weapon Master
- Healer
- Heavy Armor Master
- Mage Slayer
- Magic Initiate
- Martial Adept
- Medium Armor Master
- Metamagic Adept
- Piercer
- Revenant Blade
- Savage Attacker
- Sharpshooter
- Skilled
- Skulker
- Svirfneblin Magic
- Tavern Brawler
- Wood Elf Magic
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- Aarakocra
- Aasimar
- Bugbear
- Changeling
- Deep Gnome
- Elf
- Fairy
- Gnome
- Half Elf
- Harengon
- Human
- Lizardfolk
- Minotaur
- Satyr
- Shadar-Kai
- Simic Hybrid (Hybrid)
- Tiefling
- Triton
- Warforged
- Yuan-Ti
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DM-facing changes
Why remove spells?
There are a number of spells in this game which break the balance of it on a fundamental level, restrict the DM’s ability to design certain challenges, or are just not fun for most people at the table. No one except the caster is excited to see an additional thirty two additional wolves joining the initiative order, even if its not the strongest use of a 9th level spell slot.
This list aims to be as small as possible, and to shrink more over time, because removing content is never as fun as finding a way to fix it.
Removed Spells
1st-level spells:
- Silvery Barbs
2nd-level spells:
- Zone of Truth
3rd-level spells:
- Conjure Animals
4th-level spells:
- Conjure Minor Elementals
- Conjure Woodland Beings
5th-level spells:
- Animate Objects
- Temporal Shunt
6th-level spells:
- Forbiddance
7th-level spells:
- Plane Shift
- Simulacrum
8th-level spells:
- Clone
- Feeblemind
9th-level spells:
- Wish
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