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Balius55

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About this mod

My personal view of four elements monk.

Permissions and credits
First of alI, i made this mod for myself for my playthrough. So i try to make it as balanced as possible to not make it overpowered, but also not to leave it weak as it is in the original.

I'm currently in the process of playthrough the game with it, and if i feel something too strong i will fix it and post it here.

So changes i made and *why i made it*:

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 Spells and Skills changes

  •  Fangs of the Fire Snake 
    - change radius from 6 to 8 m, and now buff its aplly (melee attacks deal an additional 1d4
    Fire damage) last 3 turn insted of 1.


*Overall i think this skill is pretty good such as it is, i make radius change for my personal liking, and buff duration for 3 turn i think fit it much better, to not spend all ki constantly, spamming it every turn to maintain a buff on yourself.*

  •  Fist of Unbroken Air - now work similiart to Fangs of the Fire Snake, so its triger 
     Extra Attack. And its damage calculation now is - Unarmed
    Bludgeoning + 1d10
    Thunder (its change to 2d10 on lvl 9 similiar to Fangs of the Fire Snake) and its cost 1 ki point insted of 2 ki point now.


*I made change to make it more utility skill and less dps, so now you can hit it 2 time in the row or hit another attack after it, but overal damage is lower now but scaling with your fist damage. And also it cost 1 ki so can be used much often.*


*Overall it's the same skill but now you can cast it 2 time in the row or made extra attack after it but it still cost you 2 ki, so cast it two time in the row will cost you.*



*Not much changes on it only scale damage so its similiar to lvl 3 spell on lvl 9.*


*Its pure utility skill so i think waste ki on it is inappropriate.*


*Similiar like Shaping of the Ice.*



*Overall the same skill but now its similiar to lvl 3 spell from wizzard on lvl 9, but scale damage from you fist damage, and you can cast it 2 time in row (but still cost 2 ki so you can burn ki fast). Im still testing overall damage, if it will be to much i will nerf it.*



*Same skill to make enemies unable to use reactions. Now scale with your fist damage, overall its just power up for it, you can cast it 2 time in row or make attack after it but still cost 1 ki point.*

  •  Water Whip - increase range from 9 m to 11m now hit much more reliably (not a stupid 40% chance on enemy 3 lvl bellow your),  and damage calculation now is - Unarmed
    Bludgeoning + 2d10
    Cold (3d10
    Cold on lvl 9).


*Still cost 2 ki and not triggering Extra Attack, its just for utility, not for damage.*


*Dont think it need more change, just a more cheap version, and its all.*

  •  Embrace of the Inferno - now has additional ray on lvl 5 and one more additional ray on lvl 9. And cost 2 ki pont from 3.


*Overall the same, have one additional ray on lvl 9 so its similiar to lvl 4 spell of wizard on lvl 9. Im still testing overall damage, if it will be to much i will nerf it.*


*Same as Embrace of the Inferno, it's similar to lvl 4 spell of wizard on lvl 9. And cost a less.*


*Little power up so its similiar to lvl 4 spell of wizard on lvl 9 but still will cost you 3 ki point.*


*I think 4 ki point is not worth it. Way of the Four Elements eat ki points fast enough even without it.*


*Similiart to Mist Stance.*


*Open hand monk has great ability for ki point regen, but  Four Elements monk need it much more desperately, because he burn ki very fast, so i give him this ability to regen ki, but make some change for bonus action, i think its a little nerf for it on the round you use it.*


*I think its cool ability, but when you can spam it, its become stupid overpowered, so now you need to think properly when to use it, to not waste all you ki point pretty fast.*
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Progresion
  • LVL 3
     - You can now choose 4 subclass spells, insted of 3.
*I think Way of the Four Elements - have to few spells overall, but i dont want it to be as much as sorcerer or warlock.*

  • LVL 4 - I add new togable passive ability Support Of The Wind, its prevent you from taking falling damage, basically it's toggleable passive 
     Feather Fall.But you lost 
     Slow Fall now.

*I just want my monk to be more mobile, now you can realy feal it mobility, height is no longer an obstacle for you. Its much more fun to play.*



*For spells its like before i just want to add more spells to Way of the Four Elements but not too much.*

*For 
 Redirect Attack - im think its fit all monk subclasses and should be in basical monk progression.*

*For Echoing Palms - i think
 Way of the Four Elements need pasive like this, you will want to have more Wisdom for you spells DC, but you will have from it basicly nophing more (beside some AC), so you still better to add points in DEX or STR (if tawern browler), but not now, now you will have some damage on unarmed strike from it to, and now its worth to put your points in Wisdom. ( But not to make it too powerfull and basically 
Manifestation of Mind for Way of the Four Elemenets, i remove from it 
1d4 + Wisdom Modifier, its only Wisdom Modifier) And I will look further If its will be to powerfull, i will nerf it to half from Wisdom Modifier.*





*I think give us this spells on lvl 11 is too late and no fun at all.*

  • LVL 11 - now add 2 new spell insted of 1.

*If you chose not multi class, now you will be rewarded not just additional 
 Ki points but also 1 more spell.*


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Im in the process of playthrough so im test some abilities only in Baldur's Gate 3 Toolkit, if i will see somphing is overpowered or underpowered, i will change it and update mod.

If you will see something is overpowered or underpowered or have some ideas, or some mistakes be free to post it.



Instalation - Just drop it in BG3ModManager, and activate in the game menu. Or drop in mod folder Users\*username*\AppData\Local\Larian Studios\Baldur's Gate 3\Mods, and activate in the game menu.