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About this mod

Big vanilla++ mod Larian's style but anything that felt underwhelming or boring has been reworked. Martials get maneuvers in a balanced way from curated lists.

Permissions and credits
• If you want original D&D rules you have this mod: Zerd's RAW

• This mod looks to rework every Underwhelming aspect of D&D and Larian's homebrew
                                                                                                       
       
                                                                                                           
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This is a Vanilla++ (plus plus) mod.


This mod should take any game update and be ok
This mod is compatible with vanilla game mod maanger.
(Patch 8 subclasses only has the Martial rework, anything else untouched)

Summary of main changes:

Extra attack (boring) is replaced with a bonus action and it upgrades your attack damage instead.
- Most martial classes get Maneuvers from a curated list for the subclass.
(Only Battle Master has access to all Maneuvers + tons of superiority dice)
- Most of martial weapon skills and some maneuvers are bonus action now
(with reduced damage)


• Subclasses: Rebalanced or reworked to fulfill their intended fantasy as early as possible.

• Spells: Rebalanced.

• Feats: Feats give ASI's now. Not every feat gives every ASI in the same amount. (curated list)

• More resources: All classes get more resources, this way you can play with a decent supply cost.

• Darkness: Superior dark vision is the only kind of dark vision. You either see in the dark or not. This way interacting with it is more important.

• Water surfaces: No longer OP oneshots. Still useful and decent strong.


Detailed list of changes: 


                        
This mod tries really hard to be balanced,
you have less raw power but more options. 
• Extra attack: No longer gives an extra attack, instead when you get it, gives you an extra bonus action and makes
the actions Improvise weapon and Help cost a bonus action instead of an action.
Also the Throw action will cost 2 bonus action

Also your attacks (melee & ranged), deals 1d6+1 extra damage
• Shove nerf: Shove distance is halved.

• Help: When helping a downed target, it restores all bonus actions and 3/4 of movement of the target.

• You can have a maximum of 2 bonus actions in total
                                                                          -------------------------------------------------------------
                                                                MARTIAL WEAPONS SKILLS & MANEUVERS

 Most weapon skills and some maneuvers have been reworked to use a bonus action.
Greatly reducing their base damage but making the utility better.
                                                                         ------------------------------------------------------------
• Maneuvers for everyone: Different subclasses will receive access to different lists of maneuvers and number of superiority dice

• Maneuver lists:
1- Battlemaster  list: All the maneuvers.

2- Barbarian listGoadingAttack , MenacingAttack, PushingAttack, SweepingAttack


3- Monk and Rogue list: DisarmingAttack, DistractingStrike, EvasiveFootwork, FeintingAttack, MenacingAttack, PushingAttack, TripAttack

4- Champion and Arcane archer list:  PrecisionAttack , FeintingAttack, MenacingAttack, PushingAttack


5- Eldritch Knight , Hunter, Valor Bard and Martial adept feat list: DistractingStrike , GoadingAttack ,MenacingAttack ,PushingAttack , Riposte ,SweepingAttack

6- Paladin listGoadingAttack, MenacingAttack, TripAttack, Rally, SweepingAttack

7- Beast Master and Swarmkeeper list: Commanders Strike, Distracting Strike, TripAttack, Riposte

                            ------------------------------------------------------------------------------------------------------------------
•  Balancing Buffs and Reworks

MOST SUBCLASSES STILL RECEIVE THEIR SUBCLASS FEATURES AT SAME LVLS.  MAY BE DIFFERENT SUBCLASS
FEATURES BUT STILL THE SAME LVLS IF YOU WANT TO DO CLASSIC MULTICLASS COMBINATIONS

EVERYTHING NOTED IS AN EXTRA. NOTHING DELETED FROM A SUBCLASS LEVEL UNLESS STATED OTHERWISE.

                                                  

BARD


-All Bards: Get 1 extra bardic inspiration at lvl 2.

- College of Lore Bard:
• LVL 3:
Learn 2 passives from other classes. (from a curated list)

- Valor Bard: 
• LVL 3:
2 superiority dice, 3 maneuvers. Choose Fighting style too
LVL 6: Extra feat, 1 superiority dice.

-Sword bard: Reworked Nerf to ranged OP damage. Reworked to be a reposition movement character. Dancing around the battlefield.

 
Basically has more Bardic inspiration but uses a lot more too.
Mobile flourish melee push less but is a free action(melee) or bonus action (ranged) (1d4 damage). Balanced around Bardic Inspiration costs.

It is my favorite subclass.

                                                
                                                           
BARBARIAN

-All barbarians: All barbarians get 2 extra rage charges at lvl 2. (playing barbarian without rage is 0 fun)
• Lvl 7: Relentless Rage moved here (from level 11)
• Lvl 11: Gets Savage Attacks

-Berserker:
• LVL 3: 2 superiority dice and 2 maneuvers. More damage on frenzied throw and improvised weapon. Gets Mindless Rage.
• LVL 6: Gets Intimidating Presence.
• LVL 10: Gets Improved Critical.

-Wildheart
• LVL 3: 2 Superiority dice and 1 maneuver.
Wolfheart: Aura radius a little bit bigger (4 meters, 14 ft). Now the barb has dark vision and advantage on perception while raging this way.
Primal stampede (Elk): More damage and higher DC.

-Wildmagic barbarian: Reworked. 

Wild magic list now have fun effects and tactical. 
The barbarian never gets bad effects. (but his allies may)
Some cool effects like Weapon infusion still present.
This effects are not chaos like the sorcerer, but more variety in the situations.
Example new effect: Everyone can get bigger or smaller for 3 turn. The Barbarian always gets bigger for 4 turns.

• LVL 3: 2 superiority dice and 2 maneuvers

- Giant Path Barbarian:
• LVL 3:
2 superiority dice and 1 maneuver
                                                      
CLERIC
-All clerics:
• LVL 3: Get a spell that restores 2 lvl 1 spell slot, 3 lvl 2 spell slot, and 1 channel divinity charge.

- Life Domain: Added all the niche spells so you will have it always prepared for those specific situations
• LVL 3:  Added Protection from Poison, Calm Emotions
• LVL 5: Added Feign Death

- Trickery Domain: 
• LVL 1: Blessing of the trickster replaced with a version of Seeming that costs no spell slots. 
Replaced Disguise Self with Tasha Hideous Laughter
• LVL 2: The clone of Invoke Duplicity can walk, dash, hide,help and use the following spells: Turn undead, Cure WoundsInvisibility, Mirror Image (special, able to cast it on allies) and Light.
• LVL 5: Bestow Curse replaced with Hypnotic Pattern. Added Blur.

- Knowledge Domain: This domain should know more arcane spells than the others.
• LVL 2: Gets the ''Wizard'' TAG. (this means that you will have wizard dialogue options too). Gets Expertise History and Arcana.
• LVL 3: Instead gains Ray of Enfeeblement, See invisibility, Enlarge/Reduce
• LVL 5: Replaced Speak with the Dead with Grant Flight
• LVL 7: Also gains Glyph of Warding

- Nature Domain:
• LVL 5: Gets Elemental Weapon
• LVL 7: Gets Conjure Woodland Beign

War domain: 
• LVL 1: War priest extra attack charges received at lvl 1 reduced to 1. 
• LVL 3: 2 superiority dice and 3 maneuvers.
• LVL 5: Channel divinity to have a second spiritual weapon.
        

DRUID

- All druids
• Fun & strong wildshaping:
When you transform into a combat form, you gain access to a wildshape spell that contains only the utility forms.
That spell is a free action, and when you wildshape to an utility form this way, you get your action and bonus action restored. (and of course, HP too.)
Example:
In bear form (costs 1 charge), attack, in the same turn, transform into a raven (no cost), blind them, then fly away.


Combat forms: Bear, Big spider, Wolf, Panther, Tiger, Dilophosaurus, Deep Rothe
Utility forms: Badger, Raven, Cat, little spider, Deep Rothe
Also, utility forms can be cast as a ritual for free.
The utility forms had their HP greatly reduce.

Myrmidons don't have this utility, this way animals forms keep being relevant late game.

- Circle of the land:
You will choose your land only once at level 4:
You will get all the spells from your land
This spells use their own spell points
•All lands spell lists reworked to be good and to make sense with the Land your druid is from.
(Example Artic gets a wall of ice that deals no damage for 2 ''Land spell point'')


- Circle of the moon:
• Level 2: Get a spell that lets you recover all your Wildshape Charges outside of combat once per short rest.
• Level 8: Get 1 wildshape charge.

- Circle of the Spores:
• Level 4: You get Spreading Spores (before it was at lvl 10). It deals 1d10 damage instead of 2d8.

                                                   
FIGHTER

- Battlemaster: Believe me, the Battlemaster still feels unique because is the only one able to spam Maneuvers, and has access to the complete list. 
LVL 3: 3 superiority dice and 4 maneuvers instead.
LVL 4: +3 superiority dice and +1 maneuver .
LVL 10: Extra feat

-Eldritch Knight
LVL 3:  1 superiority dice and 2 maneuver. Gets the ''Wizard'' TAG. (this means that you will have wizard dialogue options too). Gets Arcane Recovery with 2 points.
• LVL 4: +2 Arcane Recovery point.
• LVL 5: Gets War Magic
LVL 7: Gets +1 superiority dice and maneuver. Also an extra feat.

-Champion: Kinda-reworked? (still simple but more interesting)
• LVL 3: 1 superiority die and 2 maneuvers. Also an extra feat. 

Gets new action ''Championship Duel'': Taunt an enemy into a duel. Both have Advantage attacking each other and Disadvantage against anyone else. Also both get improved critical chance (+2), Armor Class (+6) and Advantage in all saving throws. You're silenced while the duel is active. 

LVL 7: Extra feat. Gets passive Brutal Critical. And +1 superiority die.

LVL 10: Extra feat.

- Arcane Archer:
• LVL 3: 1 Superiority dice and 1 maneuver

                                                  
MONK


- All Monks: (receive the least amount of generic buffs because they use bonus action better)
• Lvl 1: 1 extra Ki 
• Lvl 4: 1 superiority die and 1 maneuver.
• Lvl 5: 1 extra Ki.

-Four elements: Reworked to be an actually hybrid melee and mid range caster. Range of spells reduced but their unique properties increased. Now spells are mostly mid range (6 meters/20 ft.), and if engaged in melee it has more maneuvers than the others monks. It has new spells that makes sense for the subclass and the ones that were too sorcerer/wizard-like were removed. Every spell is rebalanced to compensate shorter range. 
Tries to simulate a more fantasy Avatar the legend of Aang style of combat.

-Removed spells: Chromatic orb, Fireball, Gaseous Form
-Added spells: Feather fall (only self, no cost, until long rest) ; Lighting Bolt (at lvl 6); Fire Shield (at lvl 6); Stoneskin (self, 2 turn duration) ; Wall of stone (reduced size); Cone of cold (bonus action and a lot less damage)
• LVL 3: +1 spell to add (4 in total)
• LVL 4: +1 superiority dice and +1 maneuver.
• LVL 5: +2 spell to add

-Shadow monk:
LVL 3: Shadow step moved here
• LVL 5: Shadow strike moved here.
• LVL 6: Cloack of shadows moved here.
• LVL 11: Gets Evasion

                                              
PALADIN


- All Paladin:
-LVL 5: Get 2 superiority and 1 maneuver

-Oath of Vengeance:
• LVL 9: Spell changes to: Bestow Curse & Slow

- Oathbreaker:
LVL 9:  Spells changes to: Eyebite & Harm

-Oath of Devotion:
• LVL 1: Holy Rebuke lasts 3 turns and is now a bonus action
• LVL 3: Sacred Weapon is now a bonus action and duration increased to 25 turns.

                                             
RANGER


-All Rangers:
Get spell slot restoration spell at lvl 2. It restores 2 lvl 1 spell slots, 2 lvl 2, and 1 lvl 3 spell slot.

 Favoured Enemy :

1: Bounty Hunter gets a stronger pull Thorn Whip with less damage, costs bonus action. Must be used against a target with the Hunter's Mark. You also get Expertise in Religion, Investigation, Perception and History.

2: Keeper also gets Banishment against targets mentioned in the Keeper description. All the spells this way scales with Wisdom and are once per short rest (no use of spell slot)

3: Mage Breaker your melee attacks break concentration of the target. Proficiency on Intelligence saving throws. Expertise on Arcana. And a version of the Shield spell, that works against Eldritch blast, scorching ray, firebolt and ray of frost. (no use of spell slot, only Reaction point)

4: Ranger Knight: Also gets True Strike (buffed see below) and Blade Ward

5: Sanctified Stalker:  Gets Branding Smite twice per long rest (one ranged and one melee) (no spell slot, scales with Wisdom)

• Hunter Ranger: The idea of this subclass is to be the Ranger-Ranger, a more rangery ranger. So it will be less limited by the choosing of options.
• LVL 3:
-2 superiority dice and 3 maneuvers
-Chooses 2 passives instead of only 1 from (Colosus Slayer, Giant Killer and Horde Breaker)
-Gets Land's Stride earlier
• LVL 7: Extra feat and choose 2 passives instead of one from (Escape the Horde, Steel Will and Multi Defense)

• Beast Master:
• LVL 3:
2 superiority dice and 3 maneuvers
• LVL 5: More HP or AC for  companions 
• LVL 7: More HP or AC for companions 
• LVL 7: More HP or AC for companions 

• Swarmkeeper Ranger:
• LVL 3: 2 superiority dice and 2 maneuvers


ROGUE

• All Rogues: Get an unarmed version of sneak attack
• LVL 7: Get a super version of Alert. Which gives +20 to initiative.

• Arcane Trickster: Reworked
• LVL 3:
Gets sneak attack versions of Bone Chill and Shocking Grasp. +1 level 2 spell slot. Gets an extra lvl 1 spell slot.
LVL 5: Gets Arcane Lock (Melee, once per long rest, no spell slot cost,bonus action) ; Reduce (only self, no concentration, costs 1 lvl 1 spell slot, bonus action) ; Gaseous Form (only self, once per long rest, no concentration, no cost/free action). One stack of the passive Spell Sniper. (stacks with the feat)
LVL 7: Gets Blink (once per long rest, bonus action, costs 1 lvl 1 spell slot)
• LVL 8: Gets two stack of the passive Spell Sniper.

• Thief: Reworked
• LVL 3: Gets new ''Thief Arsenal'': Once per short rest can create 1 Arrow of Darkness, 1 Drow Poison, 1 Grease Bottle, 1 Potion of Sleep. 

New melee bonus actions attacks:
If a target is sleeping you can apply a  poison (1d6 damage per turn.)
If a target is poisoned, you can daze them for 10 turns. (no save) (+1d4 damage)
If a target is dazed, you can blind them for 3 turns. (no save) 
If a target is blinded, you can put them to sleep for 5 turns (no save)

• LVL 5: Gets new ''Thief Arsenal Advanced'': Once per long rest can create 3 Arrow of Transposition, 1 Surprise Teddy Bear and 2 Fireworks

• Assasin:
LVL 5: Gets a new passive called Humanoid Slayer : Deals an extra 3d6 (main melee weapon) or 1d12 (main ranged weapon) against non-undead humanoid enemies below 33% health


SORCERER

- All sorcerers
Quicken spell : Nerfed to cost more (depends on the cost of the quicked spell)

Added Silence to the Sorcerer spell list, this way Subtle Spell can be more useful.

Lvl 2:
• Select 3 metamagic instead of only 2.
Sublte spell moved to this level selection
• +3 sorcery points.
• Creating spell slots with sorcery points: Lvl 3 , 4 and 5 spells slots costs 1 sorcery point less.


- Wild Magic Sorcerer:
Wild magic effect list: Removed all the game losing effects except for Burning (only affects objects now tho). All the effects can make combat more funny, chaotic and diverse, but nothing instant game losing unless you have very very bad luck. Also removed all the boring effects.

Half of the effects are better for the Sorcerer

Wild magic chance: Now is 25% of the time (before it was 5%). Now using Tides of Chaos makes it 95%.

- Draconic Bloodline:
Reworked: Gives 2 spells, and all of them makes more sense with the Dragon lore-wise.
• Red: Burning Hands and Flame Blade
• Black: Grease and Melf's Acid Arrow
• Blue: Witch bolt and Call Lightning
• White: Armour of Agathys and Ice Knife
• Green: Ray of sickness and Ray of Enfeeblement
• Gold: Disguise Self and Heat Metal
• Silver: Disguise Self and Sanctuary
• Bronze: Fog and Thunderous Smite
• Copper: Tasha's Hideous Laughter and Phantasmal Force
• Brass: Sleep and Command


WARLOCK
- All warlocks:
Pact of the tome

◘ Lvl 3 you get this spells, some of them costs spell slots, some of them don't (in that case is once per long rest):
Ice knife (once per long rest) , Magic Missile (once per long rest), Web (per long rest), Gust of Wind (per long rest), Acid Arrow (spell slot) 

◘ Lvl 5 you get this spells, some of them costs spell slots, some of them don't (in that case is once per long rest):
Animate Dead (spell slot), Call lighting (per long rest), Lightning bolt (spell slot)

Pact of the chain
You get a spell to Chain any amount of creatures to you until long rest.
The chained creatures are Dominated by you.
Conditions of the chained creatures:
◘ Must be small OR
◘ if it's not small, must be non-humanoid
◘ Can't be level 5 or more

Any damage any of the chained creature takes, goes to you. Chained pets have -3 AC.

Eldritch invocations
All of them are stronger.
You choose only 1 invocation at lvl 2, instead of 2.
You don't get an invocation at lvl 9.

◘ Changes to Eldritch Invocations:
• Agonising Blast & Repelling Blast: They are now the same invocation, and their power is reduced in half. They're not a must take early game anymore, unless you want to play that style.

Armor of Shadows: You can cast Mage Armor AND Blur at will, without expending a spell slot. (Blur still requires concentration)

Beast speech: You can speak with animals at any time. You can wildshape into a Raven (once per combat). You can cast Dominate Beast at will without expending a spell slot. (still requires concentration)

• Beguiling influence: Keep the proficiencies + can cast a more powerful version of Charm Person (can't miss, 3 targets, bonus action, once per combat, can target undead)

• Devil's Sight: You can see in the dark and see invisible creatures at all times, you can't be blinded nor charmed. You have proficiency on perception and can't be surprised. +1 Initiative.

Fiendish Vigour: When you get this passive, and after every long rest, you have Death Ward.

Mask of many faces: Deleted.

One with Shadows: You can move while invisible.

Thief of five fates: Now is up to 5 targets (duh) and at will (dosen't use a spell slot). Nor have a rest restriction.

• Sign of Ill Omen: Bestow curse at will.

Mire the Mind: Once per combat you can cast Slow against 2 enemies for free. (3 turn duration effect)

• Dredful Word : Once per combat, you can cast Dissonant Whispers for free.

• Sculptor of Flesh : Still the same.

• Otherwordly Leap (name modified to Otherwordly Bless): Your patron casts on you as permanent spells: Enchance Leap, Feather fall and Longstrider. (only avaible in lvls 7 and 12)

• Minions of chaos: Deleted.

Whispers of the grave: You can cast Animate Dead as a warlock spell too. (avaible from lvl 5)

Book of Ancient secrets: No changes (but it is avaible from lvl 2 too)

Lifedrinker: Instead, it heals you on hit equal to half your warlock level.


WIZARD

-Conjuration Scool: 
LVL 2: Get a stackeable version of Find familiar (level 1 spell slot) (this is powerful, don't sleep on it)
• LVL 6: Get a once per short rest free Dimension Door and one per long rest free Arcane Gate

- Enchantment School:
• LVL 2:
Hypnotic Gaze: Once per combat instead of once per long rest. (no limit outside of combat). No concentration.
You can maintain the effect with a bonus action. The range for the maintain is 20 meters now. When you maintain the effect for the first time it starts using concentration.
• LVL 6:
New level 3 spell: Everything in a big area gets charmed and sleeps (except the caster). Charm ends upon receiving damage. 2 turn duration for the charm, 3 turn duration for the sleep. Once per short rest. NO SAVE.

- Evocation School:
• LVL 2: Get two stacks of Spell Sniper
• LVL 6: Empowered Evocation moved here
• LVL 10: Get two stacks of Spell Sniper.

- Necromancy School:
• LVL 2: New level 1 spell: While in combat, you can ressurect almost any enemy corpse with half hp and make it fight at your side. (it ends in that combat).  At the end of combat the corpse will try to break free if it was an enemy.


- Illusion School: Reworked
• LVL 2: Learn Color Spray & Invisibility. You can cast them without using spell slots.
New level 2 spell: Invisibility spell that let's you target up to 5 allies and has long range (once per rest)

• LVL 6:  Major illusion: There are 6 illusions: Bear,Drow, Dog, Undead, Mindflayer, Fungus person. Every illusion affects any non ally with fear or charm+approach or other effects combinations. Always depends on the context. Example: The drow illusion charms+command flee goblins. Intelligence saving throw.

• LVL 10:
New level 2 spell: You can summon a silouetthe illusion. The illusion can cast some illusion spells. You can have multiple of them 

- Transmutation school: Reworked
• LVL 2:
Passive that doubles Alchemy removed (it was just cheesy)
New spell: Can transform an ally into a rat with Disengage as a bonus action for 2 turns (melee range spell)
New spell: Gaseous form any target once per short rest for 2 turns. (constitution save) (no concentration)
• LVL 6: 
Once per short rest, can cast a version of Enlarge/Reduce without concentration . (can stack)
You learn Polymorph version that costs level 3 spell slot and dosen't use concentration. (Polymorph is reworked, see the Spells section)
• LVL 10:
You learn: Heat Metal , Plant Growth & Barkskin
                                                                                                              ------------------------------------------------------
SURFACES

Getting vulnerable from a surface is too powerful and easy to do.
Wet: No longer gives vulnerability to Lightning & Cold Damage. You still can make a target chill, also you still can throw water to a chill target to make it frozen. Still gives resistance to fire damage.

Electrocuted status & electrocuted surfaces: 1d12 damage per turn instead of 1d4. Characters inside get Shocked.

• Ice surfaces: No changes. Still have easy access to chill which gives vulnerable.
                       
                                                                                                               ------------------------------------------------------

SPELLS:
                                                         
 Some spells are modified only to be more fun.

CANTRIPS

• True Strike:
 No concentration, less range, bonus action, once per short rest. Also costs 6 movement speed to the caster.

Booming Blade: To make it more tactical, and less overpowered in certain builds for this mod because of the absence of Extra attack. Booming Blade punishment when moving is now a lot stronger, but weapon damage is reduced to 1.

• Dancing Lights: Costs no action, longer range. (still concentration)

Acid Splash: More area. (2 meters to 3.5)

LVL 1

Arms of Hadar: Damage starts on: 2d8+2. Gets 1d8+1 per upcast.

Armour of Agathys: Upcasting it gives +2 to HP and cold damage instead of +5.

Bane: Longer range (9 meters to 24). Attacks -1d6 instead of -1d4.

Burning Hands:  4d6+1 base damage instead of 3d6.

Cure Wounds: 1d12+1 as base healing. +1d8+1 per upcast.

Command: To make every version viable, nerfed the Grovel (prone) version and the Halt version. Grovel works now like any other prone, and Halt is a snare (can use actions, can't move from where it is).

Hailf of Thorns: The explosion damage is based on your weapon damage instead of a flat 1d10 piercing.

• Magic Missile: -1 damage per missile.

Fog Cloud: No longer characters can attack through the fog.

Sanctuary: It costs concentration and the duration is reduced to 3 turns. Now it has enormous range.

Sleep: Upcasting this spell duplicates the HP limit and adds 1 turn duration to the sleep. At levels 4, 5 and 6 this spell can only be cast outside of combat.

Ray of Sickness: 3 turn poison status instead of 2. Starts at 3d8 damage instead of 2d8.

Witch Bolt: Initial damage reduced to 1d4. Reactivation damage increased to 9 flat.

LVL 2

Barkskin: 19 AC no concentration, 4 turn duration, bonus action. (still melee range)

• Blur: Duration 30 turns.

• Enthrall: Outside of combat, sleeps a target until long rong rest.

Cloud of Daggers: A lot less range to cast it (4 meters). (hard to nerf the damage in this one, so at least take a risk)

• Enlarge/reduce: All the enlarge and reduce effects now can stack. And the effects in stats reflect better the sizes, not only damage. (still concentration)

Flame Blade: 4d8 damage. (is  a buff)  (1d8 per upcast)

Gust of Wind: Applies the off balance status even if you miss, and is a bonus action now. It has almost melee range at lvl 2 and it pushes less. Upcasting it increases the size, push and range of the spell but it becomes an action. Now the push distance depends of the creature size.

Magic Weapon: Bonus action instead of action. 22 meters range.

• Pass without Trace: 3 turns duration, bonus action, once per long rest. (if you didn't know, it was very easy to cheese with this spell)

Melf's Acid Arrow: Initial damage reduced to 3d4. The ''poison''/acid tick damage lasts 5 turns instead of only 1. Missing the spell deals 0 impact damage but still applies the tick damage at half duration.
(making this spell feel different from others sourcers of damage: a lot more damage overtime at the cost of less burst damage)

Ray of Enfeeblement: No concentration but once per combat. (now you can stack it with others debuffs). It deals 1d12 necrotic damage.

Phantasmal Force: Now summons a humanoid illusion that has a spell which is a combination of the Phantasmal force vanilla spell and the Command: Flee. 

Shatter: Base damage increased to 3d10 and applies off balance status for 2 turns if it hits.

Web: No concentration, once per combat.

LVL 3

Beacon of hope: Bonus action, no concentration.

Bestow Curse: The spell can't miss (no saving). The skip turn curse removed.

Blink: Bonus action. No longer breaks concentration.

Counterspell: Now also requires your Action point.

Conjure Barrage: More damage based on the weapon (3 times melee weapon, 4 times ranged weapon)

• Elemental weapon: Adds 1d8 damage to the weapon instead of 1d4

Fireball: A lot larger area. And scales better when upcasted. (just because is more fun this way)

Fear: Less distance (range to 6 meters). Wider angle.  Affects allies too. (imitates better the fact that you are fearing characters who can see you) (also is less OP this way)

Hypnotic Pattern: Bigger area. Duration to 4 turns. Less range to cast it (you have to expose yourself to use it). Can't hit self.

Lightning Arrow: Dice size increased to d10. Area damage increased to 4 meters.

Spirit Guardians: Damage reduced to 3d6

Stinking Cloud: No concentration. 2 Turn duration.

Vampiric touch: 1d10 damage as base. No concentration, recasting it uses bonus action instead of action. 20 turn duration. Once per turn.

• Haste: Wanted haste to be a mostly out of combat, creative movement speed spell. Or for escapes.
No longer gives an extra action, no longer gives Lethargic when it ends.
Now is +33 movement , Advantage on dexterity saving throws and ignore attacks of oportunity.
Costs a bonus action instead of an action.
No concentration
Duration: 3 turns

LVL 4

Dominate Beast: Duration until long rest.

Blight: Strenght save instead of constitution. More Range.

Evard's Black Tentacles: More damage (6d4) and harder to get rid off.

Greater Invisibility: Duration reduced to 2 turns.

Phantasmal Killer: No concentration. 5 turn duration.

Stoneskin: No concentration. 4 turn duration.

Polymorph: New transformations. Balanced around the fact that the spell may miss on allies if the transformation is too powerful. Is hard to transform an enemy into a little creature. Duration depends on the transformation. Sheep transformation still the same.

Dimension door: Much more range.

LVL 5:

Cloudkill: Damage is now Acid damage (harder to resist), strenght save instead. More damage overall. Still acts as a poison.

Contagion: Charisma saves instead of constitution.

Dominate person: 55 turn duration instead of 10.

Dispel evil and good: No concentration, lasts until long rest.

Insect Plague: More damage. (8d8)

Mass Cure Wounds: 5d8+Spellcasting Modifier x3 times.. but uses concentration now.

Planar Binding: 55 duration instead of 10.

Wall of Stone: Bigger range, bigger max wall size.

Artistry of War: Nerfed damage, once per long rest.

LVL 6

Arcane Gate: Maximum range possible, no concentration

Blade Barrier: No concentration, once per combat. (no limits outside of combat)

Circle of Death: Apply strong necromancy conditions to the targets (concentration), charisma save, and 8d8 damage.

Disintegrate: 2d100 damage. 12 meters range (instead of 9)

Flesh to Stone: Can target up to 10 enemies, no concentration. 3 turn duration. Once per short rest.

Harm: Can't miss. More damage (20d4). Less range.

Heal: Healing is now 100. Can be cast as a Ritual but the ritual cost is a lvl 3 spell slot instead of none.

Otiluke's Freezing Sphere: Can be cast as a Ritual but the ritual cost is a lvl 4 spell slot instead of none.

Wind walk: Can be cast as a Ritual. Costs bonus action while in combat. Gigantic range.
                                                                                                         ------------------------------------------------------

FEATS:





• Normal ASI: You may only use it to get +3 constitution. (others stats were added in a balanced way to others feats, Charisma stat is the harder one to get, because of how strong it scales with charisma subclasses)

Actor:  ASI +2: Any stat except charisma (the passive gives +1 charisma).

• Alert: +2 initiative instead of +5. ASI +2: Strength, Dexterity, Wisdom

Athlete:  ASI +2: Strength, Dexterity, Wisdom 

Charger: Charger: Weapon Attack must be used outside of combat. Now it deals more damage (2 times your strength modifier + 2 times your weapon damage + 3 times your Constitution modifier). Charger: Shove : is now the strongest push. ASI: +1 Any Stat

Crossbow Expert: It adds an Attack that deals two times the crossbow damage +1d6. Close range 4.4 meters and costs 4 movement. It's for a classic close range crossbow combat. Asi +1 Any Stat

Dual Wieldier: Added this passive with other name. (It was removed from great weapon master). It can chain itself multiple times now. Asi +1 Any Stat.

• Defensive Duelist: Name changed to ''Duelist''. When you are wielding a melee weapon that is not Two-Handed or Versatile in one hand, and no weapon in the other: yours attacks rolls have Advantage. Also as a reaction against a melee attack, you can add your Proficiency Bonus to your Armour Class Armour Class. ASI: +1 Any Stat

Durable: Also gain temporary hit points after short rest equal to your Strenght+Wisdom modifiers. ASI: +2: Strength or Wisdom 

• Elemental adept: When rolling for damage of your element, the minimum is 4. Asi: Any Stat +1

• Great Weapon Master: Removed Bonus Attack passive when killing an enemy.  The toggleabe passive is now -10 to attack roll, +13 damage. Get Improved Critical 3 times while wielding a two handed weapon (stacks). Asi: +1 Any Stat

Heavily Armoured: You become  impossible to push while wearing Heavy Armor. Asi: +1 Any Stat

• Heavy Armor Master: Now gives +2 Strenght to a max of 22. You also become impossible to push while wearing Heavy Armor. Asi: +1 Any Stat

• Lightly Armoured: Asi +3 Dexterity

• Lucky: +1 Any Stat

• Mage Slayer: Breaking concentration snares the target, and you taunt it. Also you have +3 to roll bonus (plus the advantage) against Wisdom or Charisma saving throw of spells targeting you at melee range. Asi: +1 Any Stat

• Magic Initiate : You choose 1 cantrip, 1 level 1 spell, and 1 level 2 spell. Those spells will scale with Dexterity instead.  Level 1 and 2 spells can be cast once per short rest. Asi: +1 Dexterity

• Martial adept: Asi +2 Strenght,Dexterity, or Wisdom

• Medium Armor Master: Asi +3 Strenght or Dexterity or Wisdom

• Mobile: Asi +3 Strenght, Dexterity or Wisdom

• Moderatly armoured Asi +2 Strenght or Dexterity

• Performer: Asi :+2 Any Stat except Charisma (already gives +1 Charisma)

• Polearm Master: Asi: +1 Any Stat

• Ritual Caster: Asi: +2 Any stat except charisma

• Savage Attacker: Asi +2 Strenght, Dexterity, Wisdom

• Sentinel: Asi +2 Strenght, Dexterity, Wisdom

• Sharpshooter: When making an attack with this feat toggled on, you have +4 to attack roll and -14 to your critical threshold. But you get exposed reducing your AC by 5 (1 turn duration).

• Shield Master: +4 bonus to dexterity and strength saving throw instead of only +2. Asi: +2 Strenght, Dexterity or Wisdom

• Skilled: Asi +2 Any stat except charisma

• Spell Sniper: Reduced spell critical threshold 2 times, Asi: +2 Constitution

• Tavern Brawler: Unarmed attacks scales x1 with strenght instead of x2. Your improvised weapon attack/throws have a bonus damage based on your Strength modifier and the weight category of the improvised object., Asi: +1 Any stat except charisma

• Tough: Asi +3 any stat except charisma

War Caster (I reccomend just installing other mod for this feat to be cooler):  Asi: +1 Any Stat

• Weapon Master: Asi +3 any stat except charisma

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Other changes:
• Dark vision removed: Removed, but NOT superior dark vision, normal dark vision reduced to 0. It just reduced tactical combat with darkness, and almost everyone had normal dark vision. Now darkness is a interesting concept. 

Spells, skills,etc that gave dark vision now give superior dark vision. (but NOT the race passives)

• Stealth: Is harder to cheese bug with stealth, still not impossible for rogues.

• Healing potions heal a lot less

• Some changes to some consumables, tell me if you find any of them still OP or wrong description of effect.

• Items passives like Radiant Orb nerfed.