Balance Changes

General Changes

 * Weapon Rework: Weapon properties have changed.
 * Two-weapon Fighting: As a part of making an attack with your main hand weapon, you may make a free attack with your off hand weapon as long as both weapons are light. You do not add your modifier to damage for your offhand strike.
 * Spell Weapons: Cantrips that require a melee weapon attack such as booming blade can be performed while wielding a weapon created by a spell such as shadow blade.
 * Obscured Vision: You have advantage on attacks made against targets who cannot see you only when you can see them. If both attacker and defender have obscured vision, the roll is made with disadvantage instead of a flat roll.

Spell Changes

 * Barkskin: No longer a concentration spell.
 * Witch Bolt: Witch Bolt only ends if the target is still out of range or under total cover at the end of your turn.
 * At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial and the secondary damage increase by 1d4 for each slot level above 1st.

Barbarian

 * Maneuvers: All Barbarians gain the Martial Adept feat at 3rd level.
 * Frenzy: Berserkers can now use their Frenzy ability a number of times equal to their proficiency modifier without gaining a point of exhaustion. This total resets after the next long rest.

Fighter

 * Maneuvers: All Fighter sub-classes gain the Martial Adept feat at 3rd level except for Battlemasters. They instead gain one additional superiority die.

Monk

 * Maneuvers: All Monks gain the Martial Adept feat at 3rd level.
 * Four Elements Monk: You may perform each of your elemental disciplines once without spending any ki points until your next short or long rest.

Ranger

 * Innate Hunter's Mark: You may mark a foe as if you had cast hunter's mark without requiring any components. You may use this ability a number of times per day equal to your proficiency modifier.
 * Prepared Spellcasting: You are now a prepared spellcaster and can prepare a number of spells per day equal to a Paladin of the same level. (Wisdom modifier + half class level, rounded down, minimum one) Spells granted by your subclass do not count against the number of spells prepared.

Rogue

 * Maneuvers: All Rogues gain the Martial Adept feat at 3rd level.
 * Thief Archetype: When you use your Fast Hands ability, you may take another bonus action that turn as long as it is not Use Object.

Sorcerer

 * Sorcerous Origin Spells: PHB Sorcerers have access to lineage spells. Divine Soul is unchanged.
 * Font of Magic: You may spend one minute channeling your inner magic in order to recover a number of sorcery points up to your proficiency modifier. When you use this ability, you cannot use it again until your next long rest.
 * Wild Magic Surge: Wild Magic Sorcerers roll to check for a surge every time they cast a spell that requires a spell slot.

Warlock

 * Agonizing Blast: All Warlocks gain Agonizing Blast Eldritch Invocation at 2nd level. If you multiclass, you lose this feature.
 * Blade Pact: Hexblade Warlocks lose the ability to add their Charisma modifier to attack and damage rolls as a part of the Hex Warrior feature. Pact of the Blade gains this ability instead.