About this mod
Adds a "Mutant" class to the game with 3 subclasses. Designed for creative builds and max roleplaying.
- Requirements
- Permissions and credits
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Translations
- Russian
- Portuguese
- Korean
- Italian
- Donations
What is this class about?
Your body is being genetically modified by what has been named X-Gene. As you level up, you unlock abilities called "Mutations" which you can pick-n-choose at certain level. The mutations which go from something as simple as having advantage in sunlight to game-changing skills such as summoning a custom-made robot companion. You can see the list of unlockable passives below:
Gained on level up
- X Gene (Level 1): Your powers are innate, not spells to be verbally casted. You aren't affected by silence.
- Adamantium Skeleton (Level 5): Your constitution and armour class is increased by 1. Your max HP is increased by 18 points.
- Cerebro (Level 8): The logical part of your brain has developed. Gain expertise in Insight.
Selectable passives
This is where the class shines. You will be able to acquire 5 of these by level 12 (and then 1 at each level after 15):
- Ace Gambit: Charge everything you throw with kinetic energy to cause an explosion on hit.
- Adaptability: Gives you resistance to the damage type that last hit you, replaces the previous resistance.
- Archangel's Mercy: Your mutations now allow you to Fly and Transfuse Blood to heal your allies.
- Banshee's War Cry: Let out a terrifying scream to inflict 3 turns of reverb and 1 turn of numbed on every creature in the path.
- Beast Mode: When you take off your Armour, you go into Beast Mode. (It's a high risk-reward mechanic for monk-style builds, too in-depth to explain here)
- Blink Twice: Open a portal to switch places with an ally/enemy as a bonus action.
- Cable's Fable: The future consequences of your action flash before your eyes. Your spells do not hurt your allies if they require a saving throw.
- Chaos Magic: Trade HP and Bonus Action for extending range/duration/hit chance of your spells.
- Cycloptic Rays: Using your stronger optic nerves, increase the number of Scorching Rays by 2.
- Domino Effect: You gain a Guidance-like boost to rolls but its permanent and always 4. Gain the ability to perform Uncanny Dodge.
- Elixir of Life: When you heal an ally, they gain Blade Ward. When you damage an enemy with a melee attack, you regain HP equal to your Intelligence.
- Forge's Vision: With mutation-powered intelligence, you have created a complex machine to fight on your side.
- Golden Jubilee: Your mutation has given you the ability to create small energy explosions that get powerful with your level and Intelligence. They can be used as fireworks.
- Healing Factor: Regenerate HP equal to your current Mutant level at the start of your turn.
- Ice Spice: You walk on ice as if it is an ordinary surface watching others struggle. When you damage a for with cold damage, they become Encrusted with Frost.
- Ionic Converter: When you take magic damage, gain an Ionic Charge. It increases your movement by 2m and adds +6 damage to your next spell. Best part? It stacks.
- Juggernaut: Unlocks a powerful rush attack that leaves you vulnerable to all damage for 1 turn.
- Kitty Phase: Merge into the matter around you to become invisible as a bonus action.
- Kinetic Armoury: Adds 6 diverse throwable gadgets to your inventory on every long rest. They disappear on long rest.
- Major Shield: When an equipped shield is thrown, it creates a vacuum on hit which pulls enemies to the centre of impact. The shield then returns to the wielder.
- Merc With A Mouth: If you are proficient with a weapon, use dexterity for weapon attack rolls if it is higher than strength. Your attacks have a 26% chance to apply a random negative effect(s).
- Metallurgy: You have developed a connection with metal. Gain proficiency in all armour and weapon types.
- Metamorph: Change molecular structure of take form of various beasts. (Basically, a druid wildshape clone)
- Moon Vision: Your ranged weapon and thrown attacks never miss. You can detect Invisible creatures.
- Mystiquel Arts: You have perfected the art of Disguise to gain expertise in deception and persuasion.
- Nimble Hands: Your nimble hands allow you to make an additional attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
- Shadow Crawler: You can Teleport to an unoccupied space you can see as a Bonus Action.
- Silver Feet: Movement speed increased by 6m. No opportunity attack can touch you because of your heightened reflexes.
- Steel Skin: Your skin has toughened to resist Slashing, Piercing, and Bludgeoning damage. Reduces all incoming damage by your Proficiency Bonus.
- Storm Chaser: Creating a cloud of Healing Mist as a class action in combat. Gain immunity to Electric damage and receive 1 ionic charge when you deal lightning damage.
- Sunspotted: When you are in sunlight/daylight, you have advantage on attack roles and deal +5 damage.
- Toxic Toad: Due to your toad-like mutation, your Jump distance is increased by 6mand you ignore fall damage. Your Jumps in combat deal 2d4 in a 3m radius upon landing.
- X Factor: Read and translate brain waves; be them from people, animals; or fresh corpses. Gain expertise in Insight.
Phoenix State
At Level 12, you have to choose between 3 Phoenix states.
- Phoenix State (Fallen): Gain the ability to see through darkness. Whenever your HP falls below 50%, create a cloud of darkness around you.
- Phoenix State (Flaming): Instead of taking fire damage, you heal HP equal to twice of your Mutant level. Additionally,
you gain Flaming Aura for 5 turns. - Phoenix State (Dark): Upon killing an enemy, absorb their energy to recharge the lowest level spell slot which isn't already full by 1.
The cantrips and spells that are available to a Mutant are the ones that could be plausible "Superpowers", not magic and gods. You will not be casting spells where you pray to the gods to heal your allies, infuse a weapon with magic or summon demons. Spellcasting works as usual, no custom mechanics.
While the Mutations are sure to give you an edge, at Level 12 your body becomes the host of a powerful malevolent cosmic entity called the Phoenix Force. It lends you a very significant passive of your choice which may change the way you approach combat if used creatively.
Baldur's Gate 3 doesn't let you level up a class beyond Level 12 but if you choose to do so using a mod, the Phoenix Force takes it as an act of defiance and gets pissed. I will not spoil what happens after but what I can tell you is that you will be choosing a subclass at Level 15.
> Primary Ability: Charisma
> Spellcasting Ability: Charisma
> Dialogue Options: Bard
Installation
The recommended way to install this mod is using BG3ModManager. If you wish to do it manually, just copy the .pak file from this mod C:\Users\{Your_Username}\AppData\Local\Larian Studios\Baldur's Gate 3\Mods.
You will need ImprovedUI and ImprovedAssets from here If you want class and subclass icons to work. The class itself will work just fine without them.
Optional
If you plan on Leveling up beyond Level 12, you can use the UnlockLevelCurve mod.
HEY HEY HEY! DEADPOOL HERE! This guy is a flipping moron, you MUST use the Better Dual Wielding mod OR YOUR SPECIAL PARTS WILL CATCH ON FIRE. (REAL)
Progression
Level 1-12
Level 1
- Choose 4 cantrips
- X Gene: Your powers are innate, not spells to be verbally casted. You aren't affected by silenced.
Level 2
- Gain 2 level 1 spell slots
- Choose 4 level 1 spells to learn
Level 3
- Gain 2 level 1 spell slots
- Choose a Mutation
Level 4
- Gain 2 level 2 spell slots
- Choose 3 level 2 spells to learn
- Choose a feat
Level 5
- Adamantium Skeleton: Increase your Constituiton by 1. Gain proficiency bonus in Constituion saving throws.
- Gain 2 level 1 spell slots
- Gain 2 level 2 spell slots
Level 6
- Choose a Mutation
- Gain 3 level 3 spell slots
- Choose 3 level 3 spells
Level 7
- Gain 3 level 4 spell slots
- Choose 3 level 4 spells
Level 8
- Cerebro: Gain expertise in Insight.
- Choose a feat
Level 9
- Choose a Mutation
- Gain 2 level 5 spell slots
- Choose 2 level 5 spells
Level 11
- Gain 2 level 6 spell slots
- Choose 2 level 6 spells
Level 12
The Phoenix Force has taken you as its host. Choose your Phoenix State:
- Phoenix State (Fallen): Gain the ability to see through darkness. When your HP falls below 50%, create a cloud of Darkness around you.
- Phoenix State (Flaming): Instead of taking fire damage, you heal HP equal to twice of your Mutant level. Additionally, you gain Flaming Aura for 5 turns.
- Phoenix State (Dark): Upon killing an enemy, absorb their energy to recharge the lowest level spell slot which isn't already full by 1.
- Choose a mutation
- Choose a feat
Level 13-20
Level 13
You have chosen struggle over submitting to the Phoenix Force.
- Overclocked: The Phoenix Force does not want your power growing beyond its will. Your HP has been reduced by 50%.
Level 14
- The Final Test: All your spellcasting abilities have been removed by the Phoenix to break you down.
Level 15 (Choose a subclass)
You now have a choice to destroy, control or submit to the Phoenix:
- Destroy Phoenix (Absolute Mutant): You have chosen to destroy the Phoenix Force.
You make up for your lost vitality with truly unlocked Mutant potential.
(Raises all your stats to 20 and lets you select 3 additional
passives.) - Control Phoenix (Ascended Mutant): You have to chosen to control the Phoenix Force and remove any evil it had. You
vitality has been restored and you have complete control over your Phoenix
States. (Unlocks all Phoenix states including a new one) - Submit to Phoenix (Berserk Mutant): You have decided to submit to the Phoenix Force realizing it can help you fight
the greater evil. Phoenix has not only been restored but increased your
vitality and will fully restore you on every short rest. (Increases max HP
by 50 points)
Level 16
- Choose a feat
- Choose a Mutation
- Max HP increased by 10 points
Level 17
- Choose a feat
- Choose a Mutation
- Max HP increased by 10 points
Level 18
- Choose a feat
- Choose a Mutation
- Max HP increased by 10 points
Level 19
- Choose a feat
- Choose a Mutation
- Max HP increased by 10 points
Level 20
- Choose a feat
- Choose a Mutation
- Max HP increased by 10 points
Got a bug/suggestion?
In case of bug/suggestion, please leave a comment and come back to the mod a few hours later or on your next playthrough. Feel free to suggest a new passive in the comments, we need more of them.
If you want to help with development of this mod, please refer to the source code: https://github.com/s0md3v/BG3-Mutant
Do you like this Mod?
You can show your support by buying me a coffee :) https://www.buymeacoffee.com/s0md3v