0 of 0

File information

Last updated

Original upload

Created by

CaptainSnafu

Uploaded by

CaptainSnafuu

Virus scan

Safe to use

About this mod

These civilians, though not professional soldiers, were among the best in their respective trades. Whether driven by the defense of their beloved homeland and property, or inspired by the legends of folk heroes, they took up arms and joined the militia.

Support Language: English and 中文 chinese

Permissions and credits
Credit:
This is a totally rework of the commoner class mod. 
Commoner Class at Baldur's Gate 3 Nexus - Mods and community
They are very very different, but do not use them together!

Some icons of the class and skill are from: 
Baldur's Gate 3 Class Icons Generator at Baldur's Gate 3 Nexus - Mods and community
Baldur's Gate 3 Action Icons Generator at Baldur's Gate 3 Nexus - Mods and community
Icons for Modded Subclasses at Baldur's Gate 3 Nexus - Mods and community
2k Skill Icons for Modding at Baldur's Gate 3 Nexus - Mods and community

Great thanks to the creators.

Support Language: English and 中文 chinese

Last Updated: 20250426 Add a new Subclass, the Rioter !
============================================

Militia

These civilians, though not professional soldiers, were among the best in their respective trades. Whether driven by the defense of their beloved homeland and property, or inspired by the legends of folk heroes, they took up arms and joined the militia.

Level 1/2/3/6/9/10/12/15. Subclass Stuffs
Level 4/8/12/16/18/20. Choose 1 Feat
Level 5. Anthem of Grit: You gain a bonus to your melee weapon attack and damage roll equal to one roll of a Grit Dice.
Level 5/7/14. Choose 1 Tall Tale.
Level 7. True Grit: You regain a Grit Dice whenever you begin your turn with none left.
Level 11/14/17. War Path: You can learn skills from other classes or become a leader of Militia who can grant weapon damage bonus to allies.
Level 11. Common No More: Improve your Grit Dice to d6 Dice.
Level 13. Folk Hero: All your abilities +1.
Level 19. Extra Attack

There are huge differences between subclasses.
============================================

Villager

Core Features:
Can summon 3 livestocks. Good supporter. Can deal decent damage if wielding farmer tool. Good at living skills.

Level 1. Can summon a cow.
Level 2. You can cast Laughter and Mockery by spending bonus action.
Level 2/3. Select 1 Working Experience.
Level 3. You can cast Heroism and Calm Emotions by spending bonus action. 
Level 6. Rough and Ready: You and your cow can use your Constitution in place of Dexterity when calculating your AC.
Level 6. Can summon a dog and pour faeces
Level 9. Your cow and dog can attack twice and become stronger.
Level 9. Till the Fields: Can create a difficult terrain.
Level 9/15. Select a special Tall Tale
Level 10. Wall of Homeland: Can build a stone wall.
Level 10. Full Belly Bravery: You and your allies gain Temporary HP. While you or your allies have this HP, they are immune to Frightened and Charmed and gain a bonus to Saving Throws.
Level 10/15. Select 1 Working Experience (can be an apprentice of other militia subclasses since Lv10)
Level 12. Can summon a pig.
Level 15. Working Cow: Can transform yourself into a half-man half-cow creature.
============================================

Guard

Core Features:
Protector. Specialist of Polearms and Shields. Can react multiple times in a turn.

Level 1/3/9/12. Choose 1 Guardian Reflex(Some powerful reactions of protection or counterstrike)
Level 1/3. Choose 1 weapon proficiency.
Level 2/10. Choose 1 Battle Style
Level 2/6/9 Arrest Operation
Level 6. Ready As Ever: Gain a reaction and a grit dice.
Level 10. You Shall Not Pass: Once per turn, when you deal melee attack to an enemy, hamstring it.
Level 15. Phalanx Formation: If there is a sheild-holding ally within 3m of you, your attack has advantage. 
==============================================

Dancer

Core Features:
Dual wieder. Damage dealer. Mind Controller.

Level 1. Blade Dancer: Add your Charisma Modifier to your offhand weapon damage roll.
Level 2/6/9/12. Choose 1 Dancing Style
Level 2. Obsessing Tango: If the target is the only enemy within 3m of you, you can deal extra damage and charm it.
Level 3/6/9/15. Allure Cadence (some mind-controlling spells)
Level 3. Enchantment: Whenever your Charisma reaches 14, 18, or 22, the saving throw DC of your spells increases by 2. 
Level 10. Bladed Crescendo: Deal main attack and bonus attack as an action.
Level 10. Deadly Pirouette: Deal main attack to all enemies around you as a bonus action.

Dancing Styles:
Flamboyant Beauty: If you aren't wearing any armor, add Charisma Modifier to AC but lose 2 Grit Dices.
Romantic Finale: Regain Hp equal while killing.
Hidden Daggers: Your attack with daggers deal extra 3 damage.
Dual Equilibrium: While duel wielding, attack roll +2.
Lithe Glamor: The Grit Dice costs for all your Dancing Charm abilities are reduced by 1.
Lethal Courtesy: While you are concentrating, your weapon attack deal extra psychic damage.
Veiled Serenade: Melee attacks have Advantage on Attack Rolls against Lightly or Heavily Obscured targets.
Eternal Waltz: If you have dealt mainhand and offhand attack in a turn, gain 2 AC for 1 turn.
Aria of Betrayal: Once per turn. If target is charmed or enthralled, you attack roll against it must be a crit hit.
============================================

Detective

Core Features: 
Utilize living skills in battle. Can deal multiple strikes if you are lucky. Anti-mages.

Level 1. Expliot Evidences: If your attack has advantage, deal extra damage equal to a crit dice roll.
Level 2/3/10/12. Choose 1 Investigator Technique.
Level 2. Smart Fighter: Can make the attack and damage roll of your main melee weapon depend on Intellegence.
Level 3. Elementary Deduction: When an ally makes a Saving Throw, you can use your reaction to add your Intelligence Modifier to its roll.
Level 6. Logical Nullifier: when an enemy cast spell, you can let them make an Arcana skill check, difficulty class equal to their spell saving throw DC. You counteract the spell if they fail the check.
Level 6. Preemptive Analysis: At the start of turn, make an investigation skill check. If pass, your next attack roll has advantage.
Level 9. Follow the Clues:After you dealing a meele weapon attack, you make an investigation skill check, if pass, can deal another weapon attack by spending a bonus action, a reaction or 2 grit dices.
Level 10. Flaw Detection: Mark a target, make it Vulnerable to slashing, Piercing or Bludgeoning damage for one time.
Level 15. Choose an Investigator Technique and a Tall Tale.
Investigation Technique:

Empirical Decoding: When you attack a concentrating target by weapon, deal extra damage equal to your proficiency bonus.
Potential Witness: You can talk to the death and animal.
Sight of Truth: You can Detect Thoughts and See Invisbility.
Investigator's Intuition: Add your Intelligence Modifier to Perception, add your Wisdom Modifier to Investigation and Insight.
Eloquence: Persurade, Intimitate, Deception + intellgence modifier.
Revise Reasoning: You can expend a grit dice to add it to your Attack Roll when you would otherwise miss.
Forensics: Once per turn. When you reduce an enemy's HP to 0, you make a medicine ability check, if pass, regain 2 grit dice.
Suspicion Breakthrough: Add Intellegence and Wisdom Modifier to your weapon damage, but Attack Roll are reduced by Intellegence Modifier.
Informer Preserving: Add half of Intellegence and Wisdom Modifier to your Bludgeoning weapon damage, but Slashing and Piercing weapon damage are reduced by 5.
Practical Dialectics: Once per turn. When you deal meele weapon damage to an enemy, let them make a intellgence saving throw, DC equal to your intellgence. If they fail, mute them.
============================================

Pathfinder

Core Features: Can spend movement speed instead of action. Great supporter. 

Level 1. Learn Long Strider
Level 1. Guide the Way: Spend movement speed to grant an ally additional movement speed based on your wisdom modifier.
Level 2. Learn Mobile Shooting and Powerful Jump.
Level 2. Emergency Rescue: You can Help your ally by spending movement speed.
Level 3. Insightful Initiative: Add your Wisdom modifier to your initiative rolls.
Level 3. Learn Expeditious Retreat, Freedom Of Movement and Hamstring Shooting 
Level 6. Intuitive Redirection: Spend movement speed to grant your ranged weapon attack advantage and roll it's damage dice twice then use the higher roll.
Level 6. Perceptive Precision: Spend movement speed to add your wisdom modifier to ranged weapon attack and damage roll.
Level 6. Follow Up: When a nearby enemy is attacked by your ally, you can deal a ranged weapon attack to the target.
Level 9. Transmit Orders:Grant an ally an extra action in X turns, X equals to your wisdom modifier.
Level 9. Scout: At the start of battle, make an perceition check, if pass, gain True Sight.
Level 10. Omniwatch : You can spend movement speed to gain a reaction.
Level 10. You can cast Mobile Shooting by spending Movement Speed. 
Level 12. Focused Acuity: Once per turn. Your ranged weapon attack damage won't be lower than your Wisdom Modifier.
Level 15. Learn Haste. Choose a Tall Tale.
================================================

Rioter

Core Features: Critical Hit. Throwing and Unarmed attack. 

Level 1. Select 1 Committed Crime.
Level 2. Street Fighter: After throwing something, you can kick their crotches (unarmed attack) by spending grit dice.
Level 3. Bully: Once per turn. If you damage a character whose HP is less than 30%, you regain a grit dice.
Level 6. Crime of Passion: At the moment that you drink alcohols or rage, you regain a bonus action. While you're drunk or raging, can cast Reckless Strike by spending bonus action.
Level 9. Release the Devil: Once per combat, after you killing a character, your next attack must be a crit hit. 
Level 9. Improved Critical: Easier to deal critical hit.
Level 10. Leave No Witness: After dealing crit hit, can deal a throwing attack with a reaction.
Level 12. Fury Outburst: When you are drunk or raging, add consitution modifier to your unarmed and throwing damage. 
Level 15: Savage Attacks: Add a damage dice to the crit hit damage. 
Level 15: Return to Society: Choose 1 Working Experience. 

Committed Crime:
Swindle: Deception. Learn Distracting Strike.
Mayhem: Intimidate. Learn Threaten Strike.
Larceny: Slight of Hand. You can hide and disenage by spending grit dice.
Slander: Persurade. Learn Taunting Strike.