This page was last updated on 11 October 2024, 11:16AM
Changelogs
Version 3.8
Combat Sickness - Reeling REMOVED -- Radiating Orb & Reeling basically did the exact same thing, so I'm replacing Reeling since it's not as interesting.
- Distracted ADDED -- Entity cannot concentrate on spells. Any existing concentration effects end immediately, and the entity has Disadvantage on Intelligence-based Saving Throws.
Deity - Ilmater - BUFF - Lose 2 AC, grant nearby allies 1 AC -> Grant nearby allies 1 AC - Myrkul - BUFF - Gets an extra 5% proc chance when recieving Divine Blessing.
Version 3.7
Patch 3.7
Cursed Blessing - Double-edged - BUG FIX - No longer triggers on non-attacks (Might still be a few things not working properly with this one however so do notify me if you find any). - Leap of Faith - FIX - Did way more damage than intended, should be ok now.
Version 3.6
Patch 3.6
Character Creation and Level Up - Combat Sickness now explains what they do in-game before picking them.
Deity - Bahamut - BUFF - Dragon Breaths do not cost an action to use, still long rest cd.
De-Feat - Fragile - FIXED - Finally works as intended, also scales up to level 20. - Borrowed Time - QOL - Will now only kill you if you're still in combat.
Hint of Potential - Ranger - Now gives proficiency with ranged weapons.
Misc - Tooltip changes. - Booster, Debuff, Super Debuffed and Masochist no longer fill your combat log with recieved/lost conditions.
Version 3.5
De-Feat - Terminal Sickness - BUG FIX - Now re-applies after you've finished a combat (not instantly). - Plaguebearer & Contagious - NERF? BUFF?? - Range increased. - Fragile - FIXED - Should (hopefully) do as the tooltips says now instead of always dealing 3 extra damage.
Misc - Will now say "Waste of Flesh - Class" instead of WOF in the BG3 Mod Manager.
Version 3.4
Personality Trait - Reworked:
Social Anxiety Disadvantage on Deception, Persuasion, and Intimidation checks.
Timid Disadvantage on Performance, Animal Handling, and Insight checks.
Clumsy Disadvantage on Athletics, Acrobatics, and Stealth checks.
Uncoordinated Disadvantage on Sleight of Hand, Survival, and Medicine checks.
Ignorant Disadvantage on History, Religion, and Arcana checks.
Absent-Minded Disadvantage on Perception, Investigation, and Nature checks.
Cursed Blessing - Masochist - FIX - Previously only worked on weapon attacks, now counts on spells and cantrips as well.
Deity - Shar - BUFF - Minor Illusion -> Improved Minor Illusion
Misc - Tooltip changes.
Version 3.3
A Sign - Tymora - FIX - List of random outcomes adjusted. - Bane - CHANGED - 5% chance to inflict Frightened on attack -> Hitting a target makes them deal 1 less damage for a turn.
Cursed Blessing - Booster - BUG FIX - Boosted should dissapear on attack as intended now.
Misc - Other minor changes
Version 3.2
Cursed Blessing - Masochist - REWORKED - Taking damage grants stacking AC and damage. These bonuses are lost when you deal damage or an attack against you misses, which also makes you Sad for 2 turns. - Featherweight/Overweight - BUG FIXES - Fixed a bug where you gradually became bigger/smaller infinitely until the game was unplayable. - Featherweight and Leap of Faith - INTERACTION FIXED - Now properly halves the damage taken when having both of these instead of ignoring the damage increase from Leap of Faith.
Hint of Potential - Rogue - NERF - At level 10 = Immune to blinded -> At level 10 = When landing a critical hit or killing blow, gain immunity to blinded for three turns.
Misc - A lof of tooltip changes and fixes.
Version 3.1
De-Feat - Delayed Reaction - CHANGE - On taking damage -> On being hit by a attack. - Masochist - BUG FIX - No longer gets the buff when targeted by buffs/heals.
Cursed Blessing - Overweight/Featherweight - CHANGE - Now doesn't prioritize one over the other, you can somehow be both both??? - Featherweight - NERF - Immune to fall damage -> Half damage taken from fall damage. - Sadist - BUFF - 1d4 healing -> 1d6 healing - Final Straw - NERF - Radius 9m -> 6m
Misc - Some icons and tooltips changed.
Version 3.0
Patch 3.0
New subclass, Forsaken. - Differences between Doomed and Forsaken = 3 -> 5 options (except for Fading which remains at 3 and Weakness that goes up to 4)
Cursed Blessing NEW - Booster = Inflicting damage increases the targets damage for their next attack, this effect can stack.
Combat Sickness NEW - Fumbling = 10% chance to fumble your weapon and drop it at the start of your turn. - Conducting = Applies Conducted to self and nearby allies. -- Conducted = At the start of your turn, take 1d4 Lightning damage and become shocked. - Stumbling = Movement costs more and there's a chance to randomly fall Prone when moving. - Clown = Takes 1d4 psychic damage per turn and spontaneously burst out laughing.
CHANGED - Reeling - CHANGED - Now remains on you despite attacking.
De-Feat NEW - Sensitive = Damage toward a Weakness deals additional damage. - Incompetent = -1 to most Dice rolls. - Hitpoint Lottery = Whilst in combat you have the HP Lottery status. -- HP Lottery (Status) = Deals 1 damage when applied, 75% chance to reapply instantly. Effect refreshes at the start of your next turn.
Misc - AI should now use most of the spells given from this class (for example if you get confused) - Changed some tooltips - Minor QOL changes
Version 2.2
Cursed Blessings - NEW -- Unbalanced Balance = Gain Advantage to Saving Throws for your abilities at 9 or lower and gain Disadvantage to Saving Throws for your abilities at 10 or higher. -- Kamikaze = On death, explode and deal 1d4 fire damage per character level in a big area around you. -- Comeback Kid = Half your max hitpoints, restore all health when revived.
De-Feats - NEW -- Exhaustion = The lower your health the more ability points you lose, up to 4. -- Borrowed Time = In combat you have a 5 turn countdown, once it reaches 0 you instantly die. -- Fate's Hand = When downed become invulnerable, untargetable and unable to heal for 5 turns. -- Terminal Sickness = Your Combat Sickness applies out of combat as well. -- Plaguebearer = On death, inflict nearby allies with the Plague, making them die at the end of the turn.
Misc - Combat Sickness choices are now in alphabetical order, the change you've all been waiting for.
Version 2.1
Deity - Sign & Divine Blessing - Bahamut - BUG FIX - No longer increases damage dealt to self by non-physical attacks
- Divine Blessings -- Mystra - BUG FIX - Should properly increase spell damage and attack rolls now. -- Tymora - CHANGED - Crashes the game most of the time -> Hopefully doesn't crash the game most of the time -- Tiamat - NERF - Adds 1 additional damage of all non-physical damage dealt -> Adds 1 additional Fire, Cold, Lightning, Acid and Poison damage on damage dealt -- Shar - NERF - Blind immunity -> Blind immunity for the duration of the Darkness spell.
Combat Sickness - Radiating Orb & Off Balance - CHANGED - No longer dissapears on attack/attacked/helped, should stop these from being the most optimal to choose at all times + if you want to stack Radiating Orb on enemies with Status Master it now works!
Version 2.0
Progression NEW - LVL 3 - A Sign -- Let's you pick a Deity with very minor buffs, there's 28 total to choose from. --- Bahamut = If you weren't Dragonborn, you are now considered one. Non-physical attacks deal 1 additional damage. --- Bane = 5% chance on hit to frighten your target. --- Bhaal = Critical weapon attacks deal 3 extra damage. --- Corellon Larethian = +1 to Wisdom and Charisma --- Eilistraee = Gain Musical Instrument Proficiency and 1 Dexterity. --- Garl Glittergold = Has a chance to fully dodge aoe attacks. --- Gruumsh = +1 to attack and damage rolls whilst under 50% hitpoints. --- Helm = Increases max hitpoints by your level amount. --- Ilmater = Lose 2 AC, grant nearby allies 1 AC. --- Kelemvor = +1 to Saving Throws. --- Laduguer = Increased carry capacity. --- Lathander = +1 to all abilities in sunlight, otherwise -1 to all abilities. --- Lolth = +1 Strength and Constitution. --- Mielikki = Immune to Difficult Terrain. --- Moradin = Gain Proficiency with all weapon types. --- Myrkul = 5% chance to add a stack of Debuffed to the target on attack. --- Mystra = Immunity to Charmed. --- Oghma = +1 to spell attack rolls and Intelligence. --- Selune = Learn Spiritual Weapon. --- Shar = Learn Minor Illusion. --- Talos = Increased movement and deal 1 additional Lightning damage on weapon attacks. --- Tempus = You can use Two-Weapon Fighting even if your weapons aren't Light. You cannot dual-wield Heavy weapons. --- Tiamat = Melee attackers take 2 fire damage. --- Tymora = Wouldn't you like to know? --- Tyr = Ignore attacks of opportunity. --- Vlaakith = Learn to Parry. --- Yondalla = Once per long rest you can summon a chest containing food. --- Atheist = No bonus.
- LVL 11 - Divine Blessing -- Grants a abilitiy, spell or passive effect depending on your choice of Deity. --- Bahamut = Learn all dragon breaths. Non-physical attacks deal an additional 1 damage. --- Bane = Learn Bane Wave, a shout attack dealing Thunder and Necrotic damage that also inflicts Bane. --- Bhaal = Learn Power Word Kill (Executes under 50hp). --- Corellon Larethian = Learn Ethereal Step, become invulnerable and gain advantage on all attack rolls for 2 turns. --- Eilistraee = Learn Cloud Of Blades, works like Cloud Of Daggers but with additional Radiant damage. --- Garl Glittergold = Gets 10 Luck. --- Gruumsh = +1 to attack and damage rolls whilst under 25% hitpoints. Take 2 less damage whilst under 50% hitpoints. --- Helm = Learn Holy Defender, basically aoe Warding Bond. --- Ilmater = Nearby allies gain Bless and Blade Ward. --- Kelemvor = Learn Divine Flame, inflict Radiant damage to a target and Paralyze them for 2 turns. This instakills Undead. --- Laduguer = Learn Punish, deal 1d20 Necrotic damage to a target and heal self of 1d20. Targeting allies always damages and heals for 20. --- Lathander = Radiant light and learn Sunbeam. --- Lolth = Learn Wild Shape: Lolth Spider, deal an additional 2d4 Poison damage and permanently Poison nearby enemies. --- Mielikki = Learn Mielikki Growth/Entangle, bigger versions of Spike Growth and Entangle. --- Moradin = Learn Forge's Fury, summoning an anvil that grants nearby allies 1d4 radiant/fire damage and +2 to attack rolls. --- Myrkul = Learn Create Undead. --- Mystra = +3 to attack and damage rolls for spells and cantrips. --- Oghma = +2 to Intelligence, Wisdom and Charisma. Can see invisible things. --- Selune = Learn Globe Of Invulnerability. --- Shar = Learn Darkness and gain immunity to blind. --- Talos = Learn Lightning Storm, strike up to three times and inflict stun for 1 turn. --- Tempus = Learn Tempus Strike, dual-wielding attacks do not cost a bonus action. --- Tiamat = When you deal damage, inflict 1 additional damage of every non-physical damage type. --- Tymora = Wouldn't you like to know part two? --- Tyr = Learn Hand of Tyr, Hold Person that can target more than humanoids, up to 3 targets for 3 turns. --- Vlaakith = Learn to Githyanki Parry. --- Yondalla = Learn Godly Aid, Aid that grants 40hitpoints. --- Atheist = No bonus.
Misc - Starting your turn with 0 in any ability will now instantly kill you, be careful! - Probably a bunch more that I simply forgot to write down. - Will most likely contain bugs.
Version 1.5
Hint of Potentials - Most of the Potentials -- Should now work immediately when picked at level 5, short/long rest or a reload of the save still needs for them to be upgraded at level 10.
De-Feat
- NEW -- Unstable Life = There's a 5% chance to instantly die when damage is taken.
- CHANGES -- Contagious no longer Confuse allies at all times before level 6.
Cursed Blessing
- NEW -- Featherweight = Permanently reduced in size and gain immunity to fall damage. -- Overweight = Permanently enlarged in size and become easier to hit with attacks. --- NOTE: Only one of these two above can be activated at a time so picking both is not very optimal. -- Leap of Faith = Doubles jump distance, heavily increased fall damage.
Combat Sickness - NEW -- Confused
Misc - Tooltip changes
Version 1.3
Changes:
Hint of Potential - Most of the Potentials -- If the level 10 changes for the Hint of Potentials doesn't happen automatically there's now a failsafe, either Short/Long Rest and it should work properly.
- Warlock -- 2 of each spellslot -> 1 of each spellslot -- Refund spellslot depending on level of spell cast. -- Upcasting does not refund, so upcasting a level 1 spell to level 6 will make you lose 10hp AND lose the level 6 spellslot.
- Wizard -- 1 of each spellslot -> 2 of each spellslot -- No longer get -5 on cantrip attack rolls, just spells.
- Ranger -- Now you always change place with the target, at level 10 you can shoot two arrows at a time with the Regular/Offhand Ranged Attack.
Cursed Blessings - Sadist -- No longer makes you Happy when you damage yourself.
Version 1.2
Changes:
Cursed Blessings - Action Rotation -- Now the status effect will tell you what action you're currently losing and what you'll lose next turn.
- Personal Cost -- Should no longer damage yourself whilst using dash/crouch and other spells targeted at yourself
De-Feat - Contagious -- Radius 14m -> 9m -- No longer triggers Burning/Bleeding on self over and over during your turn.
New:
Cursed Blessings - Masochist -- Getting attacked grants you one extra Bonus Action until the end of your turn, if attacks directed towards you miss however you become Sad.
- Patience -- Gain one extra Reaction, however your Initiative is severely decreased.
Version 1.1
Added 1 new Combat Sickness, De-Feat and Cursed Blessing.
Combat Sickness - Radiating Orb
Cursed Blessing - Enough is Enough = If you take damage from one of your weaknesses, gain Sanctuary until the start of your turn, you're then Sanctuary Blocked for two turns.
De-Feat - Contagious = In combat you spread your Combat Sickness to your allies within 14m.