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Home Brew - Comprehensive Reworks
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Version4.1.0
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About this mod
An overhaul and expansion of the entirety of Baldurs Gate 3, focused heaviliy on expanding build variety while maintaining a sense of balance.
- Requirements
-
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name Notes Artificer - For Home Brew - Comprehensive Reworks at least Spell module Home Brew - Comprehensive Reworks Spanish Obligatorio - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
drkekyll - More Battle Master Maneuvers
darkcharl - Metamagic ExtendedDonation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Spanish
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Translations available on the Nexus
Language Name Spanish Author: Sora GodFallen Home Brew - Comprehensive Reworks Spanish - Changelogs
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Version 4.1.0
- MODULES EDITED:
Classes
CLASSES
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Barbarian
Goaded no longer removes control of your party members (an unintended side effect of having the status reference the base game status). Now, you will have Disadvantage when not attacking the target who Goaded you, but will remain in control of your actions.
Fighter
Same as above for when Challenging an enemy or being challenged. You'll no longer lose control of your party members, just have Disadvantage.
- MODULES EDITED:
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Version 4.0.9
- MODULES EDITED:
Gear
GEAR
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Fixed a typo causing Void Bulbs to push targets, rather than pull.
Added the same damage to Caustic Bulbs as other grenades.
Removed the excessive damage from Hag grenades - now they apply their status effect (Burning / Poisoned) until long rest or cured.
- MODULES EDITED:
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Version 4.0.8
- MODULES EDITED:
Classes
Races
CLASSES
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BARD
Fixed a typo causing Insufferable Curse (Passives) to proc more often than intended.
DRUID
NPCs who have Wildshaped will now revert to their normal form after combat has ended.
While Wildshaped, you now have a passive which you can toggle on at any time. If toggled on, at the end of combat you will revert to your normal form and be refunded one Wildshape charge. This will let you utilize Wildshape but not have to worry about being locked out of dialogue when dialogue would automatically occur.
PALADIN
Fixed a bug causing Minthara to not move. This will require a new save in order to properly take effect.
RACES
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Underdark races now have two separate status effects for if you are in unobscured or heavily obscured areas. In addition, as a nice QoL change, while heavily obscured underdark races are now immune to the "Blind" status effect. This will let them utilize things like Fog Cloud / Darkness much more freely, and make them more enjoyable to work with.
- MODULES EDITED:
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Version 4.0.7
- MODULES EDITED
Classes
Gear
Spells
CLASSES
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BARD
Insufferable Curse (Passives) now inflicts Dominated, rather than Irresistable Dance.
WARLOCK
Curse of Hellfire (Passives) can now be toggled at any time.
Pact Stricken (Passives) can now be toggled at any time.
Pact Wounds (Passives) can now be toggled at any time.
GEAR
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Each of the idols you can find now provide quality of life benefits while held.
SPELLS
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NPCs are no longer able to use the action "Sense Hidden Presence".
Fixed a bug preventing Nathair's Mischief from triggering all Wild Magic effects (used this Spell for testing the previous update and forgot to change it back to triggering any effect).
- MODULES EDITED
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Version 4.0.6
- NEW ADDITION:
Wild Magic is now entirely covered and expanded upon as well! There are now 100 unique Wild Magic effects, usable by any class that can trigger Wild Magic.
MODULES EDITED
Classes
Vanilla Inspiration Values
CLASSES
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BARD
- Reduced the cost of entering "Encore - Stage 3" by one Bardic Inspiration.
ROGUE
- Fixed a bug which could cause Arcane Sneak Attack (Arcane Trickster / Level 1) to apply Alert to yourself.
VANILLA INSPIRATION VALUES
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Fixed a bug causing the text to not revert properly.
Note: When you install this mod on Vortex now, it will say it conflicts with the AIO overhaul. The conflict is the text file changing the description page back. Simply let the patch file win the conflict so it loads properly.
- NEW ADDITION:
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Version 4.0.5
- This patch should not require a new save. Not often that I drop a patch just for one class like this, but I'm excited for this one and want to know what you guys think!
MODULES EDITED
Classes
CLASSES
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BARD
A complete and total revamp of how Performing works in order to make it more interesting and thoughtful to engage with.
- Three performance based passives have been remade into non performance based passives. There are five now, so the passives list isn't so aura intensive.
- When you begin performing in combat, you will recieve the status "Performative Intro". This activates your performance based passives, if you have any.
- At the start of your next turn, if the status timed out (meaning you didn't cancel it yourself, or get hit), it will progress to the next stage, "Peformative Verse". At this stage, all aura based passives are upgraded.
- At the start of your next turn after this, you receive the final status, "Performative Chorus". Your aura based passives are upgraded once more, and are quite strong now.
Now the finer details which make aura management a lot of fun to engage in.
- Performing does not cost anything normally, so at performance stage one, you may enter and exit it as you wish. However, when you have reached stage 2 and 3 of your performance, willingly ending it grants you the status "Encore". While encore is active, you are able to go back into the performance stage that you were in previously. THIS however will cost one Bardic Inspiration for stage 2, or two Bardic Inspiration for stage 3. Meaning if you need to, you can leave your upgraded aura, take your actions, and get back into it at the cost of resources.
- Furthermore, there are now temporary actions granted to the player while performing allowing you to climb or drop stages of your performance at will. "Accelerated Tempo" will allow you to forcibly climb a stage for one Bardic Inspiration. "Reduce Tempo" will allow you to drop it by one stage. You are also able to drop stages of your Encore status effect. Say you're at stage three, you leave it, and can't get back into performing because you only have one Bardic Inspiration. You can drop a stage of Encore, and instead enter back into a level two performance, rather than having to start all over.
- And finally, once you reach a level three performance, each of the three subclasses have a unique action which you can use for one Bardic Inspiration. College of Lore allows for casting a Spell without consuming a Spell Slot, College of Swords grants an additional Action, and College of Valour provides Bardic Inspiration to all allies within 9m/30ft.
So now as the player, you have to really think about your performances while in game. Do you spend your inspirations to climb performance levels faster for better auras? Save them for your Encore if you get knocked out of your performances when hit? Build up to the subclass specific actions and then hit for burst damage/support? There's a lot of ways you can play it now, especially when combined with the normal gameplay on top of it.
- This patch should not require a new save. Not often that I drop a patch just for one class like this, but I'm excited for this one and want to know what you guys think!
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Version 4.0.4
- This patch should not require a new save. That said - always make a backup save when updating mods.
MODULES EDITED
Classes
Gear
Spells
CLASSES
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DRUID
Druid NPCs will now consistently use a variety of different Wildshapes.
RANGER
Ranger NPCs will now consistently summon a variety of their Ranger Companions.
Corrected a grammar mistake within the passives texts.
ROGUE
Natural Smokebomb (Thief / Level 5) now creates a small fog cloud upon Sneaking or becoming Invisible, rather than when ending your turn while Sneaking.
WIZARD
Necromantic Apprentice (Necromancer / Level 3) now applies Crawling Gnaw for one turn, rather than three.
GEAR
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Crusher's Ring now correctly displays a tooltip showing it allows you to avoid Opportunity Attacks.
Scrolls are now available for 5e Spells. Special thanks to user darkcharl for making their addon for this with open use permissions! I had to edit some of the icons for these scrolls, and I genuinely am not great at art, digital or otherwise. Did the best I could, but I apologize if they aren't that high of quality.
SPELLS
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Added in various types of weapons to "Spiritual Weapon". Each weapon now has a different weapon action, rather than half of them sharing the same action. In addition, their Movement Speed has been increased from 6m/20ft to 9m/30ft.
Arcane Vortex may no longer be used by NPCs.
Barrier of Holding may no longer be used by NPCs.
Crawling Gnaw now stacks additively.
Fixed a bug causing Unseen Servants name to appear as "Not Found". Also, Unseen Servant can now throw, shove, and fly, as well as interact with the anything in the environment. They will be pulled into combat now, though NPCs will ignore them. They may do damage, but if they hit it's only a single point. For all intents and purposes, they now properly function as a better Mage Hand in exchange for expending a Spell Slot to summon them.
Cats summoned via Feline Bombardment will now only blow up inside of combat, meaning once combat has ended, you no longer have to scramble to try and escape your little spicy bois
- This patch should not require a new save. That said - always make a backup save when updating mods.
-
Version 4.0.3
- This patch should not require a new save.
MODULES EDITED:
Classes
Feats
Gear
Spells
MULTIPLE MODULES / MISC
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Any action which can result in moving another creature will now correctly provide fall damage in all instances.
Reactions now show on the hotbar, no need for any other mods which do this now.
CLASSES
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BARD
Bardic Inspiration (Ability Check) is no longer toggled on by default to avoid accidental use.
FIGHTER
Adjusted Eldritch Knight to only provide Spell slots if you are not an equal level or higher within Warlock. This will avoid strange bugs where you had multiple types of Warlock spell slots, it was super janky when multiclassing them with each other. Works proper now. Also built in a hidden passive that checks if you have taken seven levels of EK and five levels of Warlock, which will provide a third level four Warlock spell slot, like you'd expect to receive. Multiclassing between the two should feel really good now.
ROGUE
Refined conditions used to trigger Sneak Attacks with Spells when using Arcane Sneak Attack (Arcane Trickster).
Sneak Attack will no longer only proc your main-hand damage type. If you don't have Proficiency with your main-hand weapon, but you do with your off-hand, it will trigger on your off-hand weapon, dealing your off-hand damage type.Likewise, if you take the dual wielder feat, you can use your off-hand attack to specifically trigger Sneak Attack with your off-hand damage type. This gives a bit more purpose to dual wielding different types of weapons and overall just makes Sneak Attack make a bit more sense in it's use.
When you have Lucky Dice: Attack Roll active, your lucky dice will now only be expended whenever they help you successfully land or avoid an attack. If you miss an attack or get hit, the dice will not be expended.
Fixed a rare interaction between Venomous (Passives) and the Drow Armour which provides it, when used with other items/passives that provide Invisibility on a killing blow, and then landing a killing blow to end combat - the Venomous passive will no longer trigger repeatedly when doing this.
WARLOCK
Bane of the Pact (Passives) - Refined conditions used to trigger passive.
Curse of Hellfire (Passives) - Refined conditions used to trigger passive.
Hellbound Vision (Passives) - Refined conditions used to trigger passive.
Projected Inertia (Passive / Pact of the Tome) - Refined conditions used to trigger passive.
Status inflicting Eldritch Blast passives are now part of the same toggle group. These are separate from damage increasing / beam splitting passive toggle groups.
WIZARD
Necromantic Apprentice (Necromancy / Level 3) now summons a zombie correctly on killing blows with Necrotic damage.
Zombies summoned via Necromantic Apprentice (Necromancy / Level 3) now follow the same rules as all other summons. (Proficiency bonus, damage added via modifiers, etc. They should feel much more consistent to use now.)
FEATS
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Dual Wielder will now correctly show its icon when selecting it in the Feat menu.
Restricted Territory will now correctly combo with Sentinel (Feats) or Opportunist (Fighter Passives) to reduce enemy Movement Speed to zero upon a hit.
GEAR
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Fixed an incorrect tooltip on Phalar Aluve: Shriek.
Fixed Fleeetfoot Fingers granting an unintended action.
Whetstone (Discordant Instruments) had it's animation edited to slightly look better on specific weapon types and can now be used in combat.
Hand Crossbows now have their dual wield passive hidden (this is the same way the dual wield overhaul works for melee weapons, it's a hidden passive that shouldn't be viewed by the player working in the background).
Reworked grenades to be a bit more useful, and fixed a bug causing them to display upcast descriptions. (Several are linked to the Fireball spell, so they automatically pulled it..)
Shattered Flail is now able to proc On-Heal effects.
SPELLS
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Feline Bombardment explosions can no longer create additional explosions. Damage has been increased from 1d6/level to 1d12.
Arcane Vortex now applies difficult terrain, rather than forcibly pulling you backward. Damage has been increased from 1d6/level to 1d12.
Flame Arrows no longer recover when reloading your save.
Melfs Meteors no longer recover when reloading your save.
Psyonic Antagonism has had it's upcast tooltip corrected.
Blade Surge has had a couple of visual effects added to it, to give it a little more ~oomph~.
Guiding Ceremony has had it's bonus increased from 1d4 to 1d8.
Banish now increases in duration per upcast, rather than affecting additional targets. It now costs an Action, rather than a Bonus Action.
Frost Fingers now has the correct tooltip status displayed.
Adjusted the animation for Druidcraft to be timed a bit better with the effect.
Adjusted the animation for Spark Surge to be timed a bit better with the effect.
Zombies summoned via Animate Dead now follow the same rules as all other summons. (Proficiency bonus, damage added via modifiers, etc. They should feel much more consistent to use now.)
- This patch should not require a new save.
-
Version 4.0.2
- MODULES EDITED:
Classes
Spells
Potions
CLASSES
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DRUID:
Prowl (Druid / Circle of the Moon / Panther) now applies it's +1d8 damage bonus properly.
Pounce (Druid / Circle of the Moon / Panther) can no longer target yourself.
MONK:
Tempestuous Reprise (Monk / Passives) now deals Unarmed damage and correctly costs a Ki Point.
Weaponized Fists (Monk / Way of the Open Hand) may now be used while dual wielding.
SPELLS
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Psyonic Antagonism no longer causes madness.
Healing Spirit can now be cast at any time, but the spirits heal ability must be cast in combat.
Feline Bombardment damage increased from 1d6 per level to 1d12. No longer Concentration.
Driving the Mind Spike deeper no longer requires a Saving Throw.
If a target dies while you are Concentrating on Mind Spike against them, concentration will now break automatically, same as Witch Bolt.
Fixed Magic Weapons tooltip showing +1, now correctly reads +2.
POTIONS
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Barkskin Elixirs now correctly provide 2 AC.
- MODULES EDITED:
-
Version 4.0.1
- This fix does NOT require a new game.
HOTFIX:
AI will now use the following Spells as supporting actions only.
Absorb Elements
Flame Arrows
Guiding Ceremony
Healing Spirit
Intellect Fortress
Water Walk
AI can no longer use the following Spells. Reasoning being it will lead to weird situations, or they will likely use it and it will just waste their Spell Slots.
Blood Broker
Borrowed Knowledge
Catnap
Ensnaring Trap
Feline Bombardment
Frostflame Armaments
Unseen Servant
It's possible other Spells will need to be removed from NPC use in the future, this was just what I noticed looking through them. If you notice any of the other Spells causing the NPCs to behave a little weird, please let me know. Banning the NPCs from using them is super quick and easy.
Removed the out-of-combat requirement from Healing Spirit.
Fixed a bug causing Catnap to not work properly.
Fixed a bug causing certain classes to gain any Cantrip at levels 3/7/11 rather than any Spell.
Rogue passives which trigger Dash/Disengage/Sneaking now only do so if you don't already have the status, to avoid spamming the combat log. Also, if you have already dashed, it will apply double dash so as to still be useful.
I apologize for not catching these issues before release of 4.0!
- This fix does NOT require a new game.
-
Version 4.0.0
- IMPORTANT NOTE: THIS UPDATE WILL REQUIRE A NEW SAVE. YOU MAY EXPERIENCE CRASHES INSTALLING ON AN EXISTING SAVE FILE.
MODS EDITED:
Home Brew - Classes Reworked
Home Brew - Gear Reworked
Home Brew - Races Reworked
Home Brew - Spells Reworked
NEW ADDITIONS/CONTENT
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5e Spells integration has arrived! I don't want to mislead anyone, so I will state this plainly: Not all Spells made it in, as some were either similar to what already existed, or were difficult to balance from the get go. However, many were incorporated, MANY were utterly reworked from the ground up as new Spells, and all were rebalanced for casting at every level. The total count of new entries ended up being 18 new cantrips, and 38 new Spells! This brings the total amount of each to 40 Cantrips and 200 Spells. Getting this done was quite the effort and took almost two weeks of focused work to finish. I hope you enjoy them! Massive thanks to DiZ91891for giving me permission to incorporate all of this!
EVERY Spell in the game now displays their upcast description within their tooltip. These had to be individually added for all 200 Spells, but it was definitely worth it. Now, when choosing Spells at level up or character creation, you will know from the get go exactly how it will work.
DC checks for many choices throughout the game have been slightly altered.
All crafting now has a DC15 check to produce more by default.
When dual wielding, if you left click on enemies you will now do a dual wield attack by default!
Significant Spell list adjustments and expansions to all classes, to accomodate 5e Integration.
All casters now obtain Spells from the Magical Secrets pool at levels 3/7/11.
HOME BREW - CLASSES REWORKED
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BARD:
Fixed Slashing Flourish being able to attack the same target twice in one attack.
CLERIC:
Holy Retribution now procs only on enemy melee attacks.
DRUID:
Cicle of the Land (Druid) now has it's own scaling Dryad summon - the subclass feels like it's in a really solid spot now. A handful of Druid passives have been updated in order to also apply benefits to the Dryad summon.
Natural Bounty (Druid / Passives) no longer provides a chance for additional crafting results. Instead, killing blows and Critical Hits now restore one Wild Shape charge.
Moonlit Restoration (Druid / Passives) now provides a Spell while out of Wildshape as well - you may Spend a Wildshape charge to restore a Spell Slot. This also allows you to spend two to restore a level two, or all three to restore a level three.
Added the luck point passives to the Cat Wildshape form.
Armour of Thorns now correctly only deals damage to enemies, not allies.
MONK:
Weaponized Fists may now be toggled at any time.
ROGUE:
With the removal of Light weapons from the dual wielding rework in the previous patch, Superior Technique (Ranger / Passives) no longer served a purpose. It has now been edited to allow you to ignore all forms of Piercing Resistances.
Arcane Tricksters (Rogue) can now proc Sneak Attack with Spells at level one. When using a Spell to proc Sneak Attack, it will deal force damage.
WARLOCK:
Fixed an issue causing Pact Stricken (Warlock / Passives) to not apply properly.
WIZARD:
Fixed a bug causing Arcane Ward to not work as intended.
HOME BREW - GEAR REWORKED
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Fixed some incorrect tooltips.
Edited Ruby of the War Mage (Discordant Instruments) to work similarly to Sylvan Empowerment.
The Staff of Arcane Blessings now correctly applies it's buff until Bless is gone.
Mystra's Grace now correctly remains active while wearing the boots.
Fixed Wyvern Toxin doing less damage than intended.
Key of the Ancients now provides Cure Wounds
Various other balance adjustments.
HOME BREW - RACES REWORKED
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Fixed a bug causing Underdark races to gain Disadvantage on Attack Rolls when their targets were standing in direct light.
HOME BREW - SPELLS REWORKED
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While Dual Wielding, your main attack action is now replaced entirely by the dual wield action. Meaning you can now left click to do a dual wield attack - no more forgetting and missing out on damage!
Magic Weapon can now be stacked with other forms of weapon buffs, and will no longer override them. It now applies a +2 bonus to your damage and accuracy for three turns.
Dozens of small edits to Spells, including...
- Bug fixes.
- Tooltip impovements.
- Balance improvements.
- Spells with infinite duration recasts now provide these recasts for three turns, and the recasts do not benefit from the damage granted to each Spell by Spell Level (+4/8/12,etc)
UPCOMING CHANGES / TO DO
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- Create a Patch for Celestial Instruments
- Create a Patch for Ember's Lute
- IMPORTANT NOTE: THIS UPDATE WILL REQUIRE A NEW SAVE. YOU MAY EXPERIENCE CRASHES INSTALLING ON AN EXISTING SAVE FILE.
-
Version 3.9.2
- MODS EDITED:
Home Brew - Classes Reworked
Home Brew - Feats Reworked
Home Brew - Gear Reworked
Home Brew - Spells Reworked
MULTIPLE MODULES:
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Edited which stats impact DC values a bit. Before, your Spellcasting Modifier was the sole determining factor in how well your DC values scaled. This was intended to force all classes to rely on an additional stat for CC. Though, it has had the unintended effect of buffing Spellblades, allowing them to focus nearly all facets of their build into just a couple of stats.
Now, it's slightly reworked. All physical based DC checks will be impacted by your Strength or Dex - whichever is higher. All magical/mind related DC checks (Such as Intimidation for a Barbarian, or succeeding a Spell as a Wizard) will be affected by your Spellcasting Modifier.
This will act as a buff for martials, though since many of the effects they apply (such as Intimidation for Barbarian, or Challenging enemies as a Fighter) require their Spellcasting Modifier still, there is still a choice to be made in regards to how you will build. Likewise, Spellblade type builds will now also have a new stat to rely on, as without a physical stat any status effects they try to apply with their weapon won't be quite as good. It's a small tweak, but should lead to things being more balanced overall.
HOME BREW - COMPREHENSIVE REWORKS
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The following fixes apply to only the all in one package, as these bugs are not present in the individual modules, just forgot a couple of steps when combining them into one.
Scroll icons will now appear properly.
Gear containing class passives will now work properly rather than just showing ":".
Summons/Wildshapes containing the "Fly" action will now work properly.
HOME BREW - CLASSES REWORKED
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DRUID:
Fixed an issue causing Spreading Spores to deal no damage.
RANGER:
Toggling "Shield of the Wildfront" on while the lingering effect is active will now properly remove the lingering effect. No gameplay altering effect, this is just to make the presentation look slightly better.
ROGUE:
Slightly edited the enable conditions of their lucky dice passives. Nothing changed, just fixed a couple of instances where they could get locked until the player moved around. Just a change for better presentation.
HOME BREW - FEATS REWORKED
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Accord of the Arcane:
Spells granted have had their cooldown changed from once per combat encounter to once per Short Rest.
Dual Wielder now grants you the ability to make an off hand attack with your bonus action, as well as three dual wield charges. These charges can be spent at any time to gain advantage on attack rolls, or force enemies to attack you with disadvantage. Landing a killing blow restores one dual wield charge. All weapons can now be dual wielded unless two handed, this feat is no longer required to do so.
HOME BREW - GEAR REWORKED
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The Whetstone (Discordant Instruments) now applies sharpened to your main hand weapon until your next long rest. The status it applies has been set to be considered unique, so having someone else equip and use it will remove it from your weapon. Same if you use it yourself on another.
Removed the "Light" weapon property from all weapons. Adjusted damage to follow the following formula:
One Handed Weapons = 1d8
Two Handed Weapons = 1d12
Simple weapons have their damage ceiling reduced by 2. Meaning 1d6, and 1d10.
HOME BREW - SPELLS REWORKED
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Refined the new dual wield system for simplicity, and to avoid a bug present with a script affecting the hotbar. Before, losing your Bonus Action would immediately remove your ability to make Dual Wield attacks. Now, your Main Hand Attack skill is ONLY for one handed attacks. Upon equipping an off hand weapon, you will receive a new skill. The Off Hand Attack action has been edited to Dual Wield Attack. This action is coded as a single hand action, though the damage, animations, tooltips, etc all display as a dual wield action. This avoids the bug where your hotbar could lock you into "Single Attack Mode" for lack of a better term.
Essentially - don't toggle anything on the hotbar anymore, it doesn't do anything whatsover. Want to use single attacks? Use Main Hand Attack action. Want to use both your weapons? Use the Dual Hand Attack action.
Critically missing an attack will now leave you off balanced until the beginning of your next turn.
Fixed an issue causing certain Scrolls to unintentionally spawn in traders' inventories.
All unique, one time use Scrolls are now legendary and worth 1,000 gold.
UPCOMING CHANGES / TO DO
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- Create a Patch for 5e Spells
- Create a Patch for Celestial Instruments
- Create a Patch for Ember's Lute
- Add / Balance Druid Summons
- MODS EDITED:
-
Version 3.9.0
- Important Announcement:
This Home Brew experiment has come a long way since the beginning of the year. It's grown significantly farther than I ever anticipated it to be. Coming from a buggy, small list of passives for each class to a stable, balanced overhaul of one of my favorite games has been a genuine joy to be a part of. I want to thank each and every person who supported the project getting this far. There are still further additions that I have in the pipeline, and I'm by no means planning on slowing down anytime soon.
But seriously, this small community of people giving suggestions, discussing changes and possibilities, reporting anything that went wrong. The other mod authors who place open permissions on their mods specifically so the community as a whole can benefit. This mod would have never even gotten anywhere close to the state that it's in without that support from everyone. You all are the best. Thank you.
And so, I'm happy to announce something a bit earlier than planned.
Home Brew - Comprehensive Reworks is now available as just a two file download. This is the way that this mod is meant to be played, and will be the primary file going forward. All main modules will now be moved to the optional downloads section. Download Comprehensive Reworks, the Localization Fixer, and from now on all updates will be so, so much simpler.
Thanks again everyone. :)
MODS EDITED:
Home Brew - Classes Reworked
Home Brew - Spells Reworked
Home Brew - Gear Reworked
HOME BREW - CLASSES REWORKED
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Fixed a typo causing Barbarian's to not reset their rage on Critical Hits.
HOME BREW - SPELLS REWORKED
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Added a tooltip warning to main hand attacks, alerting the player that spending their Bonus Action will disable dual wielding for the rest of their turn. Note: Planning to revisit this for next patch. From my testing running out of Bonus Actions locks dual wielding on your hotbar. Might be a script I can edit. Just have to figure out where/why it happens.
Fixed a tooltip for Magic Weapon.
HOME BREW - GEAR REWORKED
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Edited the Holy Symbol of Kelemvor to apply to off-hand attacks.
UPCOMING CHANGES / TO DO
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- Create a Patch for 5e Spells
- Create a Patch for Celestial Instruments
- Create a Patch for Ember's Lute
- Important Announcement:
-
Version 3.7.0
- Buckle in boys, it's gonna be a BIG one. There's something here for just about everyone, so please read through the changes thoroughly! And as always, a MASSIVE thank you to all who provide feedback, suggestions, and everything inbetween. This mod is a community driven project, and it wouldn't have been half as good without all of us backing it! You're all the best. :D
MODS EDITED:
Home Brew - Classes Reworked
Home Brew - Feats Reworked
Home Brew - Gear Reworked
Home Brew - Races Reworked
Home Brew - Spells Reworked
Home Brew - Potions Reworked
Home Brew - Tactician Reworked (Party of Six)
Home Brew - Localization Fixer
MAJOR CHANGE:
Discordant Instruments has been completely and FULLY integrated into Home Brew - Gear Reworked module! HUGE thanks to user UmbralJewels for placing open permissions on their work. Discordant Instruments has been edited from the ground up to work well with my rework module, and as such, each of the trinkets have been combed over and edited in similar ways to the gear rework. I'm very happy to have this integrated - many have asked me to do so in the past.
NEW MODULE:
Home Brew - Illithid Powers Reworked is now available! Illithid Powers are now incredibly tempting to take, with each one providing (intentionally) very powerful benefits. Will you resist the urge to give in to your tadpole? It will be much more difficult to do so now.
ALL / MULTIPLE MODULES
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DC save values are now universally impacted by your Spellcasting Modifier and Proficiency. This ensures no matter the class, what you're doing, etc, your Spellcasting Modifier will be of use and be worth considering for your builds. Also makes DC in general much easier to understand and work with.
Dual Wielding has had a complete revamp and no longer utilizes your Bonus Action. Damage on average will be around 20% higher than other melee options, but require twice as many attack rolls in order to maintain that lead, which can widen further with buffs of course. Should feel distinct, and have a better place in the overall system of the overhauls combat. I hope you enjoy the new playstyle!
Edited a few UUID values within a few of the .PAKs, so as to not throw a warning if unpacking/repacking with external mod tools. (This did not affect any of the modules usability or functionality, but could alert some users when packing/unpacking my mods. Purely a change for peace of mind on other modders ends.)
Various text edits and fixes.
HOME BREW - CLASSES REWORKED
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CLERIC
Adjusted the Pacify (Cleric / Level 1) affect to end correctly after one attack.
Tempest Cleric now benefits from Cold damage in their passives.
DRUID
Nature's Wrath (Druid / Passives) now spends your Wildshape charges, and deals +1d12 damage rather than +1d4.
Symbiotic Entity (Druid / Circle of Spores) has had it's Temporary HP increased from 2 per Druid level to 4.
Feral Precision (Druid / Passives) now benefits from having Symbiotic Entity active.
Primal Bloodletter (Druid / Passives) now benefits from having Symbiotic Entity active.
Primal Takedown (Druid / Passives) now benefits from having Symbiotic Entity active.
Both Halo of Spores and Symbiotic Entity are now granted at level one for Spore Druids. All passives have been moved down by two levels to make way for a new passive at level 9 - Symbiosis. Symbiosis activates (or refreshes) Symbiotic Entity upon landing a killing blow with Halo of Spores.
FIGHTER
Adjusted Champion's Windstorm to reflect the changes to Second Wind in 3.6.0.
Challenger (Champion / Level 9) and Challenger's Presence (Champion / Level 1) have been swapped on the Champion progression tree. This will allow them to act as a tank much more effectively out of the gate, and really lean into the role more easily.
Marcus in the Last Light Inn now has reduced Initiative.
Important Note:
I'm a little reluctant to nerf Marcus, as directly nerfing NPCs isn't really something that I wish to do. Though, I've had multiple reports that Marcus in the Last Light Inn can roll high on Initiative, ending a specific NPCs life that you're supposed to protect in a single turn before you can do anything about it at all. The only choice was to protect the NPC before the fight actually starts. Changes like this won't happen very often, but I've added a new passive to Marcus within the Fighter rework (as he is classified as one) titled "Second Thoughts" which reduces his Initiative by 8. He should consistently now roll toward the middle to end of the round. Please let me know you're thoughts on this one, I'm pretty back and forth on if it was the right call.
MONK
Silent Strikes (Monk / Way of the Shadow) now Silences enemies for one turn, rather than three.
ROGUE
Spectral Movement (Rogue / Passives) is now considered a class action, rather than a Spell.
Rogues can now spend their Lucky Dice to gain Advantage on any Ability Check. They may still use them to gain Advantage on Attack Rolls and force Disadvantage on incomming rolls. These are now activated via toggled passives, meaning you can choose at any time to use a luck point to gain advantage.
SORCERER
Storm Sorcerers now benefits from Cold damage in their passives.
WARLOCK
Binding Transposition (Warlock / Passives) can now be toggled at any time.
Pact Blade (Warlock / Pact of the Blade) will no longer apply to shields.
Pact Weapon (Warlock / Pact of the Blade) can now be applied to ranged weapons.
Mountainout Madness (Fighter / Eldritch Knight) can no longer trigger an Extra Attack and will only trigger on Spellcasts which cost an Action.
Applying Eldritch Innervation (Warlock / Passives / Subclasses) now requires a Charisma based Saving Throw.
Applying Curse of Hellfire (Warlock / Passives / Subclasses) now requires a Constitution Based Saving Throw.
Eldritch Blast (Warlock) now increases in damage for all subclasses. Pact of the Tome is able to split their Eldritch Blast into three beams, dividing the damage into 1d12 each beam, rather than 3d12 for one. This allows you to attempt to proc status effects more effectively, and also deal additional damage for lower accuracy, since Pact of the Tome adds your Charisma modifier to your damage dealt with Eldritch Blast.
WIZARD
Boon of Plumes (Wizard / Passive) will now remove properly upon a respec.
Arcane Bond (Wizard / Passives) will no longer apply to shields.
Arcane Bond (Wizard / Passives) can now be applied to ranged weapons.
HOME BREW - GEAR REWORKED
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Discordant Instruments has been completely and utterly integrated into the module.
Mystra's Grace (Boon of Plumes boots) will now correctly be disabled upon removal.
Crooked Wand of Fireball now casts Fireball at level 3, rather than level 1, putting it around the same power as it was in the base game originally.
Coldbrim Hat now applies one stack of Encrusted With Frost each time you deal damage.
Boots of Stormy Clamour now applies one stack of Reverberation each time you deal damage.
Removing the Pearl of Power Amulet will now remove Arcane Bond from your weapons.
Drakethroat Glaive's passive has been reworked. Now, it grants Draconic Breath attacks, and all Draconic Breath attacks are rolled with Advantage.
HOME BREW - FEATS REWORKED
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Several feats have been buffed to make them into more competitive choices, along with a couple of small bug fixes.
Composed no longer regenerates HP when attacking an item.
Restricted Territory now forces a target back by 3m/10ft when they take damage after having approached you (meaning it can work with allies, too).This can be combined with passives which deplete enemy Movement Speed on Opportunity Strikes in order to keep an enemy away from you.
Due to Accord of the Arcane granting level one Spells, they can now be used per combat rather than per long rest.
Ability Improvement now grants four points, rather than two.
The range of Charger has been increased to 9m/30ft.
Dungeon Delver has been replaced with Dunesis, which grants +2 Spell Save DC.
HOME BREW - RACES REWORKED
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Underdark themed races will now no longer suffer from Light Sensitivity while Wildshaped.
HOME BREW - SPELLS REWORKED
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Removed the "Constitution" Saving Throw tag from Cloud Kill.
Created new MapKey values for the rest of the Find Familiar summons. If you've experienced incorrect stats with any of the summons, this will fix it.
Added to and rewrote all tooltips which provide/regain Hit Points, in order to be more clear and concise.
Revised Heat Metal for balance. Being able to repeatedly cast Heat Metal was acting as multiple Disarm attempts for a single Spell Slot, which is noticeably more powerful than other forms of Disarm. Now, it acts as a damage based Spell which rolls an additional damage die based on how many metal items your target has equipped. Against targets who are physically made of metal, damage increases from 1d6+4 per Spell Level to 1d12+4 per Spell Level, and the Spell will always hit against them.
Hellish Rebuke - Added the "Reaction" cost to its tooltip when selecting to learn the Spell.
Revised Hex for balance. Due to the strength various Spells have in their application of status effects, a near permanent Disadvantage on a particular type of Saving Throw was overtuned. Now applies Disadvantage on a Saving Throw of your choice and no additional damage.
Hold Person - Now correctly ends after one attack.
Hold Creature - Same as above.
Hypnotic Pattern - Fixed a bug causing it to also affect allies, and rewrote the Spells description to more accurately reflect what it actually does and is for.
Sylvan Empowerment will no longer apply to shields.
Sylvan Empowerment can now be applied to ranged weapons.
Destructive Wave now deals damage as a D12 tiered Spell. Range has been reduced from 9m/30ft to 3m/10ft. Should make it a little better overall, but also encourage the AI to use it a little less often at the same time.
Fixed Thunderwave not having it's status tooltip.
All Spells which can utilize Extra Attack now properly glow on your hotbar when it is active.
Hunters Mark has had it's free recast removed, as the effect it provides as of last patch is now significantly stronger than a 1d4 bonus.
Calm Emotions now removes/prevents any form of charm, confusion, domination, fear, intoxication, or rage.
Magic Weapon now lasts until your next Long Rest.
Wet now benefits from Thunder Spells as well as Cold and Lightning.
Corrected various tooltip typos all throughout the module.
HOME BREW - POTIONS REWORKED
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Slight edits to healing potions recovery values. After patch 7, it appears that including a multiplier on a tooltip no longer works. It instead shows as, for example, "12+2" rather than "12*2", even if the effect actually calculates correctly. Because of this, I spent some time mathing out what should be pretty similar on average heal values, and changed them over. They still utilize your Proficiency Bonus to increase how much they heal, though now it adds additional dice rolls rather than a flat multiplier. Regardless, on average the heals should be about the same, and the tooltips should work properly once more.
Angelic recovery potions will now correctly inflict Sleep for 3 turns.
HOME BREW - TACTICIAN REWORKED (PARTY OF SIX)
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Tactician Reworked - Party of Six has had some work done under the hood to ensure it exists as it's own mod, rather than a fork of the Party of Four module. It's name should now appear properly within BG3MM, rather than appearing as "Tactician Reworked - Party of Four".
HOME BREW - LOCALIZATION FIXER
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This module is not a required update by any means. Just various small, grammar fixes that I ran into in game.
UPCOMING CHANGES / TO DO
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I've decided to start including this section within the patch notes so that others can see what I'm focusing on for the future of the mod. If you know of an issue or have a suggestion to make, please do so within the comments! These are not in any particular order, just what I can think of off the top of my head that I need to get around to. If you think something is missing that should be here, please do let me know! Thanks.
- Create a Patch for 5e Spells
- Create a Patch for Celestial Instruments
- Create a Patch for Ember's Lute
- Consolodate the entirety of my reworks into one massive file.
- Buckle in boys, it's gonna be a BIG one. There's something here for just about everyone, so please read through the changes thoroughly! And as always, a MASSIVE thank you to all who provide feedback, suggestions, and everything inbetween. This mod is a community driven project, and it wouldn't have been half as good without all of us backing it! You're all the best. :D
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Version 3.6.1
- MODS EDITED:
Home Brew - Classes Reworked
Home Brew - Spells Reworked
HOME BREW - CLASSES REWORKED
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Rogue
Sneak Attack icon is now working properly with Patch 7 (But for real this time.)
Note: If using Dynamic Sidebar by user pavelk, be sure to read the mod pages description. Your load order will potentially need adjusted a little in order for custom icons to appear properly.
HOME BREW - SPELLS REWORKED
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Fixed a bug causing scroll icons to not appear properly.
- MODS EDITED:
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Version 3.6.0
- MODS EDITED:
Home Brew - Classes Reworked
Home Brew - Spells Reworked
HOME BREW - CLASSES REWORKED
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MAJOR BUG FIX: A rare bug which caused Halsin and Wyll to break has been fixed thanks to the cooperative efforts of myself and user sirgameboy. Massive thanks to their efforts helping me get it taken care of! If you've experienced this bug, it will require a new game in order to see the fix take affect.
CLERIC
Heals from passive selections increased from 1d4 to 1d6.
FIGHTER
Second Wind now applies a status at 50% Hit Points instead of instantly healing you. The healing has also been reduced to 1d6*Proficiency. At the end of your next turn, that is when the heal will occur. This prevents bugs from occuring when you would otherwise insta-kill a fighter. However, this does also mean that if you go down, you will automatically revive as well.
RANGER
Ranger Companions now benefit from Proficiency growth at the same rate as the player. +2 / +3 / +4
Beastmaster (Ranger / Subclass) has had it's progression revamped. The new progression is as follows:
Level 1:
Your Ranger Companion rolls all Damage with Advantage.
Level 3:
Whenever you or your Ranger Companion choose to Dash or Disengage, the OTHER will do so as well. Meaning that you can use your Bonus Action to get them into position, out of a group of enemies, etc. And they can also do the same for you. You're essentially moving together as one unit.
Level 5:
Your Ranger Companion can make an additional attack per turn.
Level 7:
Use your Bonus Action to force any friendly creature to Dash or Disengage.
Level 9:
Your Ranger Companion ignores Resistances to physical damage.
Level 11:
While within 18m/60ft of your Ranger Companion, you both recieve a permanent +1d4 bonus to Attack Rolls and Saving Throws.
ROGUE
Fixed an issue caused by Patch 7 (Better late than never lol) which caused the Sneak Attack resource to not display the right icon.
SORCERER
Rain Dance can now be toggled, and affects objects as well as creatures.
Fixed a bug causing Draconic Ancestry Gold/Red to not give your breath attack if Races Reworked was not installed.
WARLOCK
Fixed a bug preventing Eldritch Ennervation (Warlock / Passives) from triggering.
All instances of Eldritch Inertia will now only apply when dealing damage, as intended.
Fixed an issue causing Pact Blades Hellfire effect to overwrite the fire damage of weapons like the Everburn Blade.
Your Chained Companions now have a personal immunity each. The Imp is immune to Fire, and the Quasit is immune to Necrotic.
The Imp has had it's damage dealing Spells reversed. It Gains Fireball at level 3, then Scorching Ray at level 11. Since Scorching Ray applies a stack of Heat for each hit, you may now utilize this (along with applied Eldritch Inertia via it's passive) to set yourself up for a very large amount of damage via Fireball. Combos quite nicely. Heat also works with Curse of Hellfire, meaning the ticks are much higher. Should be just as good as the Quasit now.
HOME BREW - SPELLS REWORKED
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The mod "Secret Scrolls" has now been fully integrated into the Spell Rework thanks to user darkcharl graciously placing open use permissions on their work! All Spells within the game now have an associated scroll. Furthermore, all scrolls can be learned, all scrolls have had their use costs adjusted to reflect the Spell Rework appropriately, and all scrolls have been adjusted to a "Rare" value, meaning that they will be just a little bit harder to stockpile. This will help prevent the player with finding such a large stack of them, as well as help to balance the fact that Wizards can learn from them too.
A significant amount of Spells and effects have had their visual effects adjusted.
Banish can no longer be used by AI combatants. Along with this, you can no longer target yourself with it.
In order to further differentiate Hunter's Mark from Hex, Hunter's Mark now provides Advantage on damage rolls with your weapon rather than a bonus 1d4 damage.
All Find Familiar actions (Aside from Cats meowing) now require a Saving Throw for their additional affect to apply.
Find Familiar (Raven) now utilizes a unique MapKey. For the few who experienced it being a high level summon, this should now be fixed.
Find Familiar (Spider) has had it's potential 2 Poison damage removed, as Infesting enemies is good enough to not need the extra 2 damage. Normal 1d4 Piercing is now Poison.
Find Familiar (Crab) now has an even mightier pinch. Potential extra damage increased from 2 to 1d4. B E H O L D T R U E P O W E R
The Slayer transformation is now fully reworked as well, and well worth the effort of obtaining. If you know of a certain book you can find in Act 3...you'll want to grab it. :)
- MODS EDITED:
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Version 3.5.1
- Apologies for not having been updating at the same pace that I used to. Though, I did find myself with an entirely free day to work on getting a solid update finished that I'd been slowly working on for a bit now. So...Guess who pulled a 16 hour modding binge to get this done? Ayyyyyy. Time for sleep.
MODS EDITED:
Home Brew - Gear Reworked
HOME BREW - GEAR REWORKED 2.0
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I am VERY happy to announce that the gear rework now supports Act 3, meaning that it officially reworks EVERY piece of gear in the game! Act 3 was significantly more in depth than the other two for me to work through, as not only are the items more interesting overall, there's also just an absolute ton of them! The total count for all items came up to over 500(!!!) items across all three acts, all edited and tested by hand. I hope you all enjoy. :)
If you find anything that I may have missed, or anything which appears to be bugged, please do reach out to me and I'll push an update for it whenever possible.
- Apologies for not having been updating at the same pace that I used to. Though, I did find myself with an entirely free day to work on getting a solid update finished that I'd been slowly working on for a bit now. So...Guess who pulled a 16 hour modding binge to get this done? Ayyyyyy. Time for sleep.
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Version 3.5.0
- Sorry for the lack of updates, everyone. New job is simply far busier than my old one. Do know that I'm still reading each and every comment, even if I don't get to them as quickly as I'd like to! Thank you all for the feedback and reports.
Stayed up late to get the update done. I'm gonna regret this in the morning lol. Let me know if you spot any bugs or anything, will get to it as soon as I can.
MODS EDITED:
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Home Brew - Classes Reworked
Home Brew - Feats Reworked
Home Brew - Spells Reworked
HOME BREW - CLASSES REWORKED
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All Classes:
Misc. Text Edits
Any class with a Goad/Taunt feature now has something new to be aware of. To avoid players being able to Taunt/Goad constantly, there is now a sort of immunity mechanic that will trigger if the enemy succeeds their Saving Throw. Now, upon failing to taunt/goad them, they will be immune to further attempts for the duration that they would have been taunted/goaded. This does NOT apply to Compelled Duel, as that requires a Spell Slot in order to even attempt a roll. This simply applies to class features, such as Champion Fighters AoE taunt, or Wild Heart Barbarian / Bear Ranger Companions goading roars.
Cleric:
Fixed a bug causing the Radiant damage from Radiant/Divine/Deific Strikes not being able to proc Veneration. Bonuses from these passives now appears on the weapon tooltip as well.
Druid:
Fixed a bug causing Bears Wildshape to end it's Rage earlier than intended.
Paladin:
Smites now scale with your class level, rather than character level.
Ranger:
Shield of the Wildfront (Beast Master / Level 1) has been renamed "Spear of the Wildfront". Now, while active, your Ranger Companions Attack Rolls and damage are rolled with Advantage.
Rogue:
Assassinate (Assassin / Level 1) now scales with your class level, rather than character level.
Warlock:
Fixed a bug causing Pact of the Chain summons to not receive Spells as intended.
Pact of the Chain summon actions have had their stats slightly increased to feel stronger overall.
Several Warlock passives now also affect your Warlock summons if you are within 18m/60ft of them.
HOME BREW - FEATS REWORKED
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Savage Assault:
Now works with all damage types as intended, rather than just melee.
HOME BREW - SPELLS REWORKED
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Contagion:
Fixed a bug preventing it from working properly.
Range increased from touch to 18m/60ft.
Fog Cloud:
Use cost changed to a Bonus Action.
Feign Death:
Now works on allies during combat, allowing you to block damage with it. Primary use is still for out of combat, but this will let players experiment with it more.
Find Familiar:
Use cost changed to a Bonus Action.
Flesh to Stone:
Fixed a bug preventing it from working properly.
Range increased from touch to 18m/60ft.
Grasping Vine:
Custom summon entry created, now can pull enemies much more consistently.
Guardian of Faith:
Slight nerf.
AC reduced from 18 to 16.
Hit Points reduced from 60 to 44.
Stats adjusted to align with other rework creatures and NPCs.
- Sorry for the lack of updates, everyone. New job is simply far busier than my old one. Do know that I'm still reading each and every comment, even if I don't get to them as quickly as I'd like to! Thank you all for the feedback and reports.
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Version 3.4.0
- MODS EDITED:
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Home Brew - Classes Reworked
Home Brew - Spells Reworked
HOME BREW - CLASSES REWORKED
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Paladins are now able to select a god during character creation, like Clerics. Did you know that there are unique dialogue options for Paladins who have a god selected by multiclassing into a Cleric? I had no idea until just recently. This change unlocks new dialogue options.
Slight edit to Vicious Condemnation (Paladin / Oathbreaker). Now, the status which can potentially turn an enemy into an Undead servant will be visible. Once you afflict an enemy with the curse, they will remain cursed until the end of the round. This allows you to focus on cursing enemies to become Undead, and allowing allies to secure the kills, turning them.
Further refinements to the conditions causing Holy Retribution (Cleric / Passives) to proc. Should now proc only when being damaged as intended, but not on damage which has been reflected.
HOME BREW - SPELLS REWORKED
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Thorn Whip now correctly displays that pulling your target requires a Strength based Saving Throw.
Lightning Arrow now correctly displays its range within the UI while you have a melee weapon equipped.
Animate Deads spell container no longer incorrectly displays a Concentration requirement.
Cloudkill will no longer display a Saving Throw on it's tooltip (there isn't one - if you're standing in the cloud, you are poisoned while in it).
Edits to Confusion to make it's affects a little more clear.
- MODS EDITED:
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Version 3.3.0
- HOTFIX:
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Home Brew - Spells Reworked (2.4.1)
- Fixed an incorrect Spell Slot requirement on "Conjure Barrage" level 5.
MODS EDITED:
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Home Brew - Classes Reworked
Home Brew - Spells Reworked
Home Brew - Localization Fixer
HOME BREW - CLASSES REWORKED
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Refined Bloom of Plumes (Wizard / Passives) target conditions, and stopped its notifications from appearing on the Combat Log / Overhead Text.
Gale now starts with a staff, like the player when starting as a Wizard.
Removed the persistent visual effects from Reckless Attack/Assault/Rampage (Barbarian).
Removed the persistent visual effects from Challengers Presence (Fighter / Challenger).
All aura passives should now properly stop working upon a respec.
Added a condition to prevent Consecrative Sacrifice (Cleric / Passives) from activating when killing an allied creature.
Refined the activation conditions of Venomous (Rogue / Passives).
The Cantrips granted by Essence of the Elements (Monk / Way of the Arcane) now deal 1d12 damage, rather than 1d8.
Slashing Flourish (Bard / College of Swords) can now target two enemies, rather than being a "Cleave" based action. However, you may target the same enemy twice. This allows you to utilize your Bardic Inspiration to deal additional damage to one target, or spread the damage to two.
Consecrative Sacrifice and Divine Restoration (Cleric / Passives) now heal for +1d4 multiplied by your Proficiency Bonus.
Consecrative Sacrifice (Cleric / Passives) will no longer trigger when knocking an NPC out of their Wildshape form.
HOME BREW - SPELLS REWORKED
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Thorn Whip now requires your target to fail a Strength based Saving Throw in order to be pulled.
Hex now costs a Bonus Action.
HOME BREW - LOCALIZATION FIXER
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Misc. Text Edits
- HOTFIX:
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Version 3.2.0
- ANNOUNCEMENTS:
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User "Echo0O0O0O" has released their first mod, adding the Artificer class mod to my class reworks! Head to their page and check it out! It's always super awesome to see more people get into the modding scene. I've linked the mod below. Let's show our support! :D Congrats on the release, Echo0O0O0O!
https://www.nexusmods.com/baldursgate3/mods/12240
NOTES:
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The Articles tab is now caught up to the current patch and relevant. I know a few of you were wanting that, so please enjoy. \\[T]//
The next major update I'm going to work on is going to be finishing the Gear Rework for Act 3! The feedback from it has been largely very positive, so I'll keep the same mindset going into it. Thanks for the support!
MODS EDITED:
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Home Brew - Classes Reworked
Home Brew - Spells Reworked
HOME BREW - CLASSES REWORKED
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Way of the Open Palm (Monk) no longer removes Unarmed Strike.
Wanton Synergy (Ranger / Passives) now provides a subtle red glow to your Ranger Companion to let you know that they will land a Critical Hit on their next instance of damage. The way the status is removed has also been changed slightly to prevent "Immune to Wanton Synergy" from appearing repeatedly on your screen.
Pacify Undead (Cleric) now holds all Undead in place around you if they fail their Saving Throw, allowing any close range instances of damage to become Critical Hits. Previously, Pacify Undead would turn Undead to your side in combat, though this could lead to odd behaviors if it proc'd on all of them - "On Combat Start" abilities would then trigger twice, for instance, and combat stopping, then starting again felt awkward. This new effect allows it to be unique, feels fitting, and is a solid action.
A couple of status effects still had leftover lines of code causing them to tick when you ended your turn. Aside from a few intentional exceptions, this behavior has now been entirely removed/fixed.
Divine Resurgence (Paladin / Passives) now restores a Smite on starting combat.
Couple of tiny bug fixes and localization edits that I found while combing the files.
HOME BREW - SPELLS REWORKED
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Warding Bond is no longer Concentration based and now lasts for three turns.
A few localization edits for spelling and grammar.
- ANNOUNCEMENTS:
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Version 3.1.0
- Sorry for the delay. Between a new job and Patch 7 breaking quite a lot of my mod setup (due to custom tweaks needing to be remade all over), I haven't had as much time as I'd have liked to work on this! Hoping to get as much done this weekend as possible. If I don't get back to you as quickly as I have in the past, please know that it is very likely I have read your message and that I will be getting back to you as soon as I am able. Each and every comment and each and every bit of feedback is greatly appreciated! Thank you.
Also, this probably goes without saying, but these mods are designed to work with Patch 7 going forward. They will...likely work on Patch 6 saves without issue. Though, just keep in mind that they are not being playtested on Patch 6 whatsoever.
Mods Edited:
Home Brew - Classes Reworked
Home Brew - Gear Reworked
Home Brew - Spells Reworked
Home Brew - Races Reworked
Home Brew - Localization Fixer
Home Brew - Item Weight Adjustments
HOME BREW - CLASSES REWORKED
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Fixed a few bugs introduced with Patch 7.
Pact Weapon and Arcane Bond are now unique to the weapons you cast it on - cast it on another weapon to remove it from the previous weapons you'd used it on.
Vicious Condemnation (Oathbreaker - Level 3) now has a 50% chance to proc, rather than 25%.
Halo of Spores now deals half damage on a Saving Throw. Also uses a different, somewhat faster animation now.
Quick Hotfix: Mocksmith (Bard / Passives) now applies correctly to enemies.
HOME BREW - GEAR REWORKED
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The Ring of Shadows now makes you invisible while hidden. The previous implementation was a little buggy, this should work a little more intuitively.
HOME BREW - SPELLS REWORKED
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Bless and Bane can no longer be overwritten by items/passives applying the status.
Sylvan Empowerment is now unique to the weapons you cast it on - cast it on another weapon to remove it from the previous weapons you'd used it on.
HOME BREW - RACES REWORKED
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Overhauled to ensure all Legendary Actions now work properly - including new actions added in patch 7. No other mods needed in order to fix this anymore. This also means that legendary actions will be available on all difficulties.
HOME BREW - LOCALIZATION FIXER
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Completely remade from the ground up to support Patch 7. Won't look much different, but this one took quite a lot of effort to recreate. Will also fix all of the "Not Found" text lines which were appearing when using it after Patch 7 dropped.
HOME BREW - ITEM WEIGHT ADJUSTMENTS
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Owlbear Egg no longer provides camp supplies, meaning it won't be used up when resting.
- Sorry for the delay. Between a new job and Patch 7 breaking quite a lot of my mod setup (due to custom tweaks needing to be remade all over), I haven't had as much time as I'd have liked to work on this! Hoping to get as much done this weekend as possible. If I don't get back to you as quickly as I have in the past, please know that it is very likely I have read your message and that I will be getting back to you as soon as I am able. Each and every comment and each and every bit of feedback is greatly appreciated! Thank you.
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Version 3.0.0
- !IMPORTANT NOTES - PLEASE READ!
1. This update will, without question, require a restart. Do not attempt to install this update without starting a new save.
2. Patch 7 is releasing this week. I've double checked everything, and my mod SHOULD be completely compatibile with Patch 7 from day one. That said, there could be unexpected issues. I've taken measures to ensure that the transition will be as smooth as possible, though - we likely will not even require an update. If you want to avoid installing Patch 7 until your mods update, please google how to disable automatic updates on Steam. Then, launch the game via a mod manager like Vortex.
3. I will be updating the class articles with all of the changes within the next 2-3 days. Between a con this weekend, work, spending my nights working on this here, I'm quite tired haha. Gonna take a break from modding for a couple of days probably.
Mods Edited:
Home Brew - Classes Reworked
Home Brew - Feats Reworked
Home Brew - Localization Fixer
Home Brew - Spells Reworked
HOME BREW - CLASSES REWORKED
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ALL CLASSES:
Now, if you are using the mod "Bags Bags Bags - Reforged", you and characters you recruit will have a Bag of Sorting Bags in their inventory. Just makes getting a proper sorted inventory slightly faster, if not needed the bag can just be dropped of course. Also, all companions now have the three generic sorting bags in their inventory again, too.
All classes now have subclass selection starting from level one. Subclasses now progress at every odd level for every class. This means that at character creation, you have a whopping 40+ class choices. This, combined with the 20 unique class passives should make the early game even more unique per run.
All classes have had their subclasses looked over in an attempt to make improvements and balance changes where needed. Some have been improved. Some have been completely and totally reworked altogether.
All classes have been examined under a microscope to find and squash every bug or text error. Tried each and every passive in a multitude of situations.
All passives gained within subclasses share icons now. This is to both make it easy to tell where the passives came from at a glance, and also to free up icons for myself going forward when creating new content.
For all intents and purposes, this can probably be considered the "definitive" version of the class overhaul. Bug fixes and balance adjustments will occur in the future where needed, but getting subclass progression into level one for each class was something on my to do list for quite some time now - was just waiting until I was ready to do so. I've spent quite a bit of time trying to make sure that this releases as bug free as possible, and hopefully that will show. If you do find one though, be sure to let me know in the comments/bug reports.
HOME BREW - LOCALIZATOIN FIXER
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Just text edits. Corrected a couple of mistakes.
HOME BREW - FEATS REWORKED
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Just text edits. Corrected a couple of mistakes.
HOME BREW - SPELLS REWORKED
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Fixed Spirit Guardians having incorrectly worded text in it's status descriptions.
Fixed Spirit Guardians "on save" damage being one dice smaller than it was supposed to be.
Fixed Sylvan Empowerment (and Warlock/Wizard bind-weapon actions) not applying if you had a shield equipped.
Added to the description for Sylvan Empowerment (and Warlock/Wizard bind-weapon actions) to inform the player that weapon buffs utilize their last chosen class for their Spellcasting Ability if multi classing.
Reworked how the "Drunk" status works. Drunk Monk is here to stay.
- Drinking an alcoholic drink now applies "Innebriation" for three turns.
- While Innebriated, you have a +2 bonus on all unarmed Attack Rolls.
- You also have Disadvantage on Dexterity based Ability Checks and Saving Throws.
- When you fail an Attack Roll, you fall Off Balance for three turns.
- When the Innebriated status ends, you gain "Tipsy" for three turns.
- While Tipsy is active, you have a +1 bonus to all unarmed Attack Rolls.
- You still have Disadvantage on Dexterity based Ability Checks and Saving Throws.
- However, upon failing an Attack Roll, you do not fall Off Balance.
Nerfed Shatter Slightly - now applies Silenced for just one turn.
An absolutely monstrous slew of text adjustments for better parity in how Spells/statuses descriptions are written out.
*Edit: Uploaded a hotfix for Spells reworked, 2.1.1. Fixes Burning Hands dealing Necrotic damage on a failed save.
- !IMPORTANT NOTES - PLEASE READ!
-
Version 2.9.9.002
- Mods Edited:
Home Brew - Classes Reworked
Home Brew - Spells Reworked
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HOME BREW - CLASSES REWORKED
ALL CLASSES:
Proficiency choice has been increased across the board so as to be just a bit less harsh. Martial classes get a Proficiency every level. Casters get one at every odd level.
Barbarian:
The Wild Soul subclass has been slightly reworked to include changes made to the Wild Magic Sorcerer subclass.
Slight edit to the Rage behavior from last patch. Now, rather than increasing the amount of turns left your rage has by 1 on killing blows, it will reset it to 3. Feels a bit better during the flow of gameplay.
Fighter:
Replaced Challengers Strike on NPC Fighters with a different action. Having each Fighter take control from the player 2-3 times per fight was not enjoyable.
Ranger:
Can now summon a Dilophosaurus.
Note: This started as a favor for a friend who wanted it for role play purposes on his playthrough, and it just sort of developed into something solid. Normally I try to keep my content feeling as "official" as possible for lack of a better term, but here, there is ONE small hiccup with this that I'm, for now, willing to overlook. There's not really a spawn in animation, it just sort of pops into existence. Still looking into if this is possible to assign, but for now, other than that one little quirk, it works perfectly fine exactly as any other Ranger pet would.
Rogue:
Reflexive (Thief / Level 3) has been reworked. Now, once per turn, you may make any of your Common Actions (Dashing, Disengaging, Throwing, etc.) without expending an Action or Bonus Action.
Paladin:
Fixed a bug causing Paladins new Smite scaling not allowing Divine Smite to deal double damage to Fey, Fiends, and Undead.
Sorcerer:
Wild Magic has seen a slight rework in how it functions, to make the class a little more interesting to play. It will be easier to simply lay out how Wild Magic now works as a bullet list.
- Wild Magic Sorcerers have a 20% chance of experiencing a Wild Magic Surge.
- While Tides of Chaos is active (Level 3), you will NOT experience a Wild Magic Surge.
- Tides of Chaos no longer consumes a Sorcery Point when casting Spells.
- Instead, while Tides of Chaos is active, any enemy that you damage with a Spell within 18m/60ft has a 20% chance of experiencing the Surge.
- When you recieve the passives Domino Effect and Wild Rejuvination, their effects no longer only work on you. Now, if Tides of Chaos is active, it will increase the chance of the enemy experiencing a surge. Domino Effect has been edited to increase your chances upon landing killing blows, so as to avoid awkward behaviors (as many wild magic effects cause a status/cast). Renamed to "Wild Instinct" as well.
This allows the player to still engage in the variety that Wild Magic has to offer, while also having more control over where the chaos takes place.
Wizard:
War Magic has had it's effect flipped so as to be more useful for melee centric characters. Now, instead of granting you an attack as a Bonus Action when you cast a Cantrip, you may cast all Cantrips as a Bonus Action whenever you make a Melee Weapon Attack. This way, if you take it on a Spellblade type character, you can utilize your Extra Attack passives while still utilizing this one.
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HOME BREW - SPELLS REWORKED
Fixed a bug causing NPCs to run from the Spirit Guardian aura.
Fixed a bug that could sometimes cause weapon-bond type abilities to sometimes not add your Spellcasting Modifier to your damage rolls.
- Mods Edited:
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Version 2.9.9.001
- Mods Edited:
Home Brew - Classes Reworked
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HOME BREW - CLASSES REWORKED
Just a quick hotfix. Was using a Bard edit to test Spells and left it in. Also accidentally left some edits in Druid that I decided to scrap. Could cause unintended behaviors such as Bards having every Spell at level one. Whoops
- Mods Edited:
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Version 2.9.9
- Mods Edited:
Home Brew - Classes Reworked
Home Brew - Gear Reworked
Home Brew - Spells Reworked
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HOME BREW - CLASSES REWORKED
Improved Extra Attack has been removed from all caster classes who had it. In it's place is now "Steel Cast", a passive that lets you make an attack as a Bonus Action after casting a Spell.
Classes which now have this passive are...
- Bard (College of Swords)
- Cleric
- Sorcerer (Draconic Ancestry)
- Warlock (Pact of the Blade)
Barbarian
- No longer loses their Rage when they haven't taken or dealt damage.
- Rage now lasts for three turns.
- Landing a Killing Blow increases the remaining turns by 1.
- Beasthearts level 11 passive now allows you to swap without using a Bonus Action, rather than a Rage Charge.
These changes deliver a well deserved nerf to Barbarian, without going overboard, while simultaneously making them a little more mechanically interesting to play. Within my mod, the class is strong enough that you should be able to get kills often enough to keep the Rage going. Though, now you'll also have to use a little bit of strategy in order to consistently bring out their potential. This also provides a more stark contrast been Barbarians and Fighters, who may now be the better martial class in a drawn out boss fight.
Cleric
- Clerics level 7 Subclass abilities no longer require a Channel Divinity charge.
Monk
- Updated Fist of the Four Elements to reflect new Spell changes.
- The way that FotFE Spells work makes it impossible to properly implement the new +4/Spell Level damage scaling that Spells have recieved. To combat this, all FotFE Spells now roll with a d12, and climb to 6d12 as you level. This means that while it will do more damage than before, they will still be slightly weaker than a pure caster, as their damage floor/ceiling will be lower. More variability, though it still leaves them as an excellent class due to the versatility in options that it brings without compromising your melee damage in any way. Should feel pretty nice.
Paladin
- Paladin Smites are now consumed upon missing your target. They also now deal flat damage, rather than a fixed roll. This will help reinforce their role as burst damage and allow you to use the "Death Sentence" passive without relying quite as heavily on luck.
- Leftover code detailing specific Smites as Spells have been removed. They should all now be usable with Extra Attack.
Ranger
- Bear Companions no longer flatten the party when they jump into you lmao
Wizard
- Arcane Reverb (Passives) now only affects the character who hit you.
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HOME BREW - GEAR REWORKED
Fixed (hopefully) all instances where gear could apply their passive without a Saving Throw.
Sword of Life Stealing can now only proc its passive once per turn.
Armour of Devotion now applies the "Visage of Sanctity" Paladin passive.
Ketherics Warhammer now applies Crawling Gnaw for one turn, allowing you to use it to raise Undead from the corpses of enemies you kill.
Blade of Oppressed Souls now has a small chance to apply Madness for three turns.
Yuan-ti Scale Mail and Sharpened Snare Cuirass now work properly and also have a class passive attached to each.
Holy Lance Helm now deals damage to your enemy equal to your Proficiency Bonus multiplied by two.
Komiras Locket now provides +1 to Attack Rolls while in direct light.
The Blast Pendant now provides one stack of Lightning Charges when damaging another creature.
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HOME BREW - SPELLS REWORKED
Total refinement of the entire system. I've spent a few days going over every Spell in the game again, thinking about how they work together, how they are different between each other, etc. I've rewritten descriptions and tooltips to be more clear and concise, adding in a TON of entries that, while they were correct before, are now all written in the same style, so as to be even clearer.
All damaging Spells have seen a damage increase. The general rule is +4 damage per Spell Slot level utilized. This allows Spells to stay competitive with Martial classes in terms of damage output and ahead of Cantrips even at level one. And while both single target and AoE Spells have the same damage floor with this layout, they still utilize d12s instead of d6s for their rolls, allowing them to reach damage ceiling values of around 50% higher than the AoE Spells. Should lead to a nice feeling blend of both AoE and single target Spell choices. There are exceptions to these rules, but those exceptions are rare, and due to specific Spells operating with unique rules or behaviors which worked much better when bending the framework.
Along with this, status effects have also gotten the same treatment. Rewritten across the board, and standardized. All status effects, for the most part, should now tick at the end of your turn, making them all much simpler to understand and play with. Some still tick at the beginning of your turn, but this is due to the way they operate mechanically. It should all be very intuitive. A lot of these changes are the sort of things that are going on under the hood, so they might not be readily observable without watching the combat log closely.
Along with all of this, I've blacklisted a few more Spells for NPCs. I think what I've got now along with the new damage numbers will likely encourage them to be more aggressive, but that's the sort of thing that will require either a lot of time myself, or a collective opinion of several people using the mod. Hopefully it all feels a bit more aggressive with these changes.
Along with all that are some changes/fixes to allow for better build diversity.
- Tenacity now deals damage equal to your Proficiency Bonus multiplied by 2. So it will stay decent the entire game and doesn't demand a Strength build to use effectively.
- Mods Edited:
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Version 2.9.8
- Mods Edited:
Home Brew - Classes Reworked
Home Brew - Feats Reworked
Home Brew - Gear Reworked
Home Brew - Spells Reworked
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HOME BREW - CLASSES REWORKED:
Barbarian
- Fixed a bug preventing Rip and Tear (Passives) from working properly.
Bard
- Fixed an issue with Valor Bards being unable to progress past level 5. (It appears that adding additional Skill choices via subclass can cause bugs.)
- In place of being able to select more Skill Proficiencies, Valor Bards will now gain two new passives at levels 5 and 9. These passives increase all skill rolls by +1d4 at level 5, and by +2d4 at level 9.
Cleric
- Reverted the previous nerf to Divine Restoration. It will now proc at the end of combat, as it had before.
Druid
- Reworked Earthern Sentinel (Passives). No longer grants Barkskin. Now, upon rolling a Critical Hit with a Spell, your target is Petrified for one turn.
Paladin
- Reworked Holy Bulwark (Passives). Now, upon starting combat, you will automatically recieve the effects of Shield of Faith for three turns.
- Reworked Holy Wrath (Passives). Now, upon starting combat, you will automatically recieve the effects of Divine Favor for three turns.
Rogue
- Reworked Magical Ambush (Arcane Trickster / Level 11). No longer grants Misty Step. Now, grants a similar, unique skill, which can be used as a free action once per turn.
Warlock
- Reworked Bound Compulsion (Passives). Now, upon killing a target, all enemies within 9m/30ft will have to succeed a Wisdom based Saving Throw or be Compelled to attack you during their next turn. This effect can trigger once per turn.
- Reworked Expedient Overflow (Passives). Now, upon starting combat, you will automatically recieve the effects of Expeditious Retreat for three turns.
- Reworked Pact Wounds (Passives). Now, upon dealing damage to an enemy with a melee attack, they will have to succeed a Constitution based Saving Throw or become Crippled until the end of their next turn.
Wizard
- Reworked Necromantic Apprentice (Necromancy / Level 3). No longer grants Animate Dead. Now, upon dealing Necrotic damage, you apply Crawling Gnaw for three turns. This status effect is not as well known - enemies with Crawling Gnaw will temporarily become allied, AI controlled undead upon being killed. This change allows you to genuinely feel like a Necromancer, and also allows other, often underutilized Spells such as Circle of Death to have a new, interesting use.
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HOME BREW - FEATS REWORKED:
Elemental Adept
- Slight rework. Now your chosen element provides a +1d4 bonus when dealing damage of that type, rather than adjusting the minimum roll result. Can be used with melee, Spells, etc. Anything.
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HOME BREW - GEAR REWORKED:
Glowing Shield
- No longer provides "Divine Restoration" passive, so as to avoid having multiple items with the same class passive.
- Increased the amount of Temporary HP granted from 8 to 12.
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HOME BREW - SPELLS REWORKED:
Shield of Faith
- No longer requires Concentration.
- Duration changed from Until Long Rest to 3 Turns.
Magic Weapon
- No longer requires Concentration.
- Duration changed from Until Long Rest to 3 Turns.
- Cost edited from Action to Bonus Action.
- Now grants +2 to Attack Rolls and damage, rather than +1.
Lightning Charges (Status)
Now, while stacks are active you deal an additional +1d4 Lightning damage.
Upon reaching 5 stacks, you will still deal an additional +1d12 damage on your next attack, consuming the charges.
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MISC:
Various Localization edits across all four mods.
- Mods Edited:
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Version 2.9.7
- Mods Edited:
Home Brew - Classes Reworked
Home Brew - Gear Reworked
Home Brew - Spells Reworked
Home Brew - Classes Reworked:
ALL CLASSES:
- Any class which had a passive which restored 2 uses of it's resources upon a Critical Hit now restores only one.
- All classes capable of learning Spells may now swap one Spell out on a level in which they can learn a Spell. This means you can swap one Spell in/out every level for pure casters. For Subclass casters such as Wild Magic Barbarians, they can swap a Spell in/out on levels 3/7/11. Spell swaps are maintained within the pools that they were learned.
Barbarian:
- Fixed an issue causing Frenzied Throw (Berserker) to deal more damage than intended.
- Removed the guaranteed Prone effect from Frenzied Throw (Berserker).
- Buffed Unstoppable Force (Passives) to include unarmed attacks, improvised attacks, and throws.
- Rip and Tear (Passives) can now proc just once per turn.
- Unrelenting Rampage (Passives) can now proc just once per turn.
Bard:
- Melodic Steel (College of Swords) can now proc just once per turn.
Cleric:
- Preserve Life (Life Cleric) has had it's healing amount increased from three times your level to four times. It is also now a single target ability rather than an AoE.
- Removed the Channel Divinity charge cost from War Priests Bonus Action attack.
- Divine Restoration (Passives) now only activates on targets below 50% of their total Hit Points.
- Consecrative Sacrifice can now proc just once per turn.
Druid:
- Fixed an issue preventing Druid Wildshape forms from increasing their damage as intended.
Fighter:
- Manouvre damage now scales as you level.
Level 1-4: Damage is 1d6.
Level 5-8: Damage is 2d6.
Level 9+: Damage is 3d6.
- Full Arsenal (Passives) can now proc just once per turn.
- Martial Reclaim (Passives) can now proc just once per turn.
Monk:
- Edited Soused Rampart (Monk / Passives) activation conditions. Nothing was broken, the edit just makes it a little more intuitive to use. Before it would activate when combat started, giving you additional AC if drunk. Now it will also check if you're drunk when you recieve a status, so if you drink something after taking the passive it will immediately activate.
- Critical Flow (Passives) can now proc just once per turn.
- Martial Empowerment (Passives) can now proc just once per turn.
Paladin:
- Healing Radiance now lasts for 3 turns, delaying the secondary heal.
- Death Sentence (Passives) can now proc just once per turn.
- Smite Makes Right (Passives) can now proc just once per turn.
Ranger:
- Edits to Ranger Companion weights.
Rogue:
- Cunning Strikes (Passives) can now proc just once per turn.
Sorcerer:
- Morbid Creation (Level 5) can now proc just once per turn.
- Macabre Visionary (Level 9) can now proc just once per turn.
Wizard:
- Spellblade (Passives) can now proc just once per turn. *The effect in which the weapon lands a killing blow.
- Spellbound Rebirth can now proc just once per turn.
Home Brew - Gear Reworked:
- Revisted every item in the game edited so far in order to ensure that items which grant class passives cannot be stacked with said class passives.Unfortunately with how the game handles this sort of thing, it's baked into the save. So if you've found an item that you can stack with your class passive, it will remain that way on your save file. Up to you if you want to exploit it - upon starting a new save things will work as intended.
Home Brew - Spells Reworked
- Increased the damage of Disintegrate.
- Hold Monster and Hold Person now end after taking damage. This means they will allow for one guaranteed Critical, not several.
- Mods Edited:
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Version 2.9.6
- Mods Edited:
Home Brew - Classes Reworked
Home Brew - Gear Reworked
Home Brew - Spells Reworked
Home Brew - Classes Reworked:
Paradaisical Gift (Cleric / Passives) - Fixed a small issue causing the passive to not properly restore Channel Divinity charges on Critical Hits.
Dread Ambusher (Ranger / Gloomstalker) - Slight nerf to help balance with the Gear Rework. The additional attack given on turn one now costs a Bonus Action.
Corrected a small tooltip error with Champion's Windstorm (Fighter / Champion).
Reckless Attack/Assault/Rampage (Barbarian) now operate as a toggled passive. This allows you to utilize the class in ways outside of just standard main hand weapon attacks. When toggled off, the effect will persist for one turn to avoid toggling on and off to cheese the advantage during combat. This effect also applies to enemy Barbarians as well.
Buff to Fighters Champion subclass. I want them to work as a sort of pure tank class, and have had a few say they felt weaker than Fighter's other choices. So, I've put some thought over the past couple of days into how I could improve them as party tanks, while not going overboard. As such, they have recieved the following additions.
Challenger's Call (Level 3): You may use Challengers Call as an Action to attempt to Challenge enemies within 9m/30ft of you.
Press the Advantage (Level 7): You have Advantage when making Attack Rolls against Challenged enemies.
Challenger (Level 11): Any time you deal damage to an enemy, you have a chance to Challenge them.
Challenged enemies have Disadvantage when attacking other targets, so Champion Fighters will now be prioritized and take quite a beating. Build them as a tank, and they will serve your party well!
Home Brew - Gear Reworked:
Fixed a bug causing the Gloves of Power to always apply Bane.
Minor adjustments to a small handful of item passive DC ratings.
Home Brew - Spells Reworked:.
Small typo fixed within Spiders attack summoned via "Find Familiar" - They now correctly deal 1d4 damage.
Fixed a minor bug with ranged weapon actions, causing them to only be usable if you had a melee weapon equipped that you were proficient with.
- Mods Edited:
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Version 2.9.5
- Hotfix:
Mods Edited:
Home Brew - Classes Reworked
Home Brew - Spells Reworked
Classes Reworked...
Aggressive Rhythm (Bard / Passives) - Now applies a bonus to your damage equal to your Proficiency Bonus, rather than a flat +1.
Spells Reworked...
Fixed a small bug found in the interrupt conditions for the "Shield" Spell.
Fixed a small bug where Crusader's Mantle was applying the level one benefit when upcast to level two.
NPCs are no longer able to cast "Friends". They have no friends. Very sad.
- Hotfix:
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Version 2.9.4
- Mods Edited:
Home Brew - Spells Reworked
Home Brew - Gear Reworked
Home Brew - Classes Reworked
Enemy AI will no longer use Featherfall. (It doesn't appear to be smart enough to tell when there are long enough falls to meaningfully do so.)
Enemy AI will no longer use Enlarge. (Muscle Mages aren't as threatening as they'd like to be.)
Many...many...many status effects were combed over, and edited if needed to fit in with the other modules. Tons of new localization edits.
Gear Reworked update is simply moving a couple of generic status effects that fit more neatly within the collection of status effects now within the Spell rework.
Fixed an issue that could cause Bardic Inspiration to not properly apply.
- Mods Edited:
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Version 2.9.3
- Mods Edited:
Home Brew - Classes Reworked
Home Brew - Spells Reworked
Bard
- Harmonious Aura (Passives)
Bonus to Saving Throws while performing.
Changed from +1d4 to +1.
- Infuriating Amplification (Passives)
Reduction to enemy Saving Throws while performing.
Changed from -1d4 to -1.
Cleric
- Aegis (Passives)
Changed from flat increase to all Saving Throws to Advantage on Constitution based Saving Throws.
Fighter
- Iron Will (Passives)
Changed from flat increase to all Saving Throws to Advantage on Strength based Saving Throws.
Paladin
- Stalwart Resolve (Passives)
Changed from Advantage on all Saving Throws to Advantage on all Charisma based Saving Throws.
Paladin Smite interrupts can now trigger on a Critical Hit.
Wizard
- Arcane Fortitude (Passives)
Changed from Advantage on Concentration based Saving Throws to Advantage on all Intelligence based Saving Throws.
Warden of Vitality (Spell)
Changed to a targeted Spell, rather than an AoE.
Each upcast provides an additional target.
Changed use cost from a Bonus Action to an Action.
- Mods Edited:
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Version 2.9.2
- Hotfix:
Mods Edited:
Home Brew - Classes Reworked
Home Brew - Spells Reworked
Home Brew - Gear Reworked
Fixed a bug causing Water Whip (Monk / Fist of the Four Elements) to be a little stronger than intended.
Burning Hands now applies some knockback and the Prone condition, rather than Blind.
Fixed 2-3 pieces of gear having their actions on a per turn cooldown, rather than short rest.
- Hotfix:
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Version 2.9.1
- Hotfix:
Mods Edited
Home Brew - Classes Reworked
Home Brew - Spells Reworked
Home Brew - Feats Reworked
Stalwart (Cleric / Passives)
- Removed the AoE aspect of the passive effect for balance.
Chain Lightning will no longer chain to allied creatures.
Greater Impact / Sharpshooter now add your Proficiency Bonus multiplied by two when adding damage.
- Hotfix:
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Version 2.9.0
- MODS UPDATED:
Home Brew - Localization Fixer
Home Brew - Classes Reworked
Home Brew - Gear Reworked
Home Brew - Spells Reworked
New Mod: Home Brew - Potions Reworked (Optional Downloads Section)
Changelog:
- Rework to how bound weapon buffs work and differentiate from each other.
All binding weapon buffs now persist through Long Rests.
All binding weapon buffs now utilize the same Stack ID, meaning you cannot have more than one active on a weapon at a time. They do not stack.
Sylvan Empowerment (Cantrips) grants the bare minimum. You gain Proficiency with your now magical weapons, and Attack/Damage scales off of your Spellcasting Modifier. You cannot be disarmed of these weapons.
Bind Weapon (Wizard Passives) grants the same as Sylvan Empowerement. The weapons also gain "Arcane Vehemence", restoring a LVL1 Spell Slot on killing blows.
Pact Weapon (Warlock / Pact of the Blade) grants the same as Sylvan Empowerement. The weapons also gain the "Everburn" effect until the end of your next turn upon killing a target, gaining +1d4 fire damage.
Classes Reworked
- Martyrdom (Cleric / Passives) will now scale it's damage based off of your character level. (Deals an additional +1d12 damage every other level - like a Spell upcast.)
- Rogue's sneak attack resource now has a unique icon of its own. This is entirely due to user genderwithyourmom giving me permission to integrate their mod "SNEKUI (add Sneak Attack Charges to the player HUD and UI)" into my reworks! Full credit goes to them and their fantastic work - all I did was integrate the mod.
- Slight buff to spellcaster Hit Points, so as to not have such a numerical gap between martial and caster classes. Martial classes have a plethora of defensive options to heal, avoid damage, etc through their standard level paths as well as upgrade choices. Due to this, their working HP is already significantly higher than that of a caster. This change will still allow them to functionally have a significant advantage in close combat over casters, while numerically being more similar and easier to understand.
- Fixed a significant bug which could cause Halsin and Jaheira to not function properly. (Props to user ZeroxNeon for bringing this to my attention.)
- Unrecruited companion NPCs will now utilize proper stats/leveling/spells/actions if you manage to get into combat with them. Small detail, probably won't see it often, but the small things are important too!
- Song of Valor (Valor Bard) has had it's range reduced to prevent performance issues.
Spells Reworked
- Fixed a bug preventing Flame Blade from benefitting from Extended Metamagic
- Slight rework to Tasha's Hideous Laughter. Now, upcasting the Spell will increase its duration, rather than allowing for additional targets. Before, Tasha's was the better choice between it, Slow, and Confusion, as it is a hard CC. Now, Slow and Confusion will both be used for multiple targets for different reasons, while Tasha's will remain as the more appropriate choice when dealing with just a single target. Due to the fact that the duration now scales with spell slot level used, the status has also been slightly altered so that it is still a solid pick a lower levels - being attacked no longer allows the affected entity to shrug off the effects. The saves to end the affect early will only happen at the end of their turns.
- The "Wet" condition no longer grants double damage from Lightning attacks. Instead, using Cold or Lightning against a Wet target will now make attacks with advantage. This keeps the condition powerful for combos, while curbing the insane damage numbers you could hit when exploited.
- Slight rebalance to how Aid, Armour of Agathys, and False Life work off of each other. Aid now provides temporary HP, but provides it to the entire party. Armour of Agathys is unchanged, and provides temporary HP to yourself, but also deals damage upon being hit. False Life now increases your own maximum hit points, and is no longer temporary HP. All provide 4 points per spell slot level used. This allows all three to be distinct from one another, while reeling in the values to provide better balance.
Gear Reworked (Lots of additions!)
- MANY rebalances of gear to work better within the context of the overhauls as a whole.
- All weapon types have been rebalanced.
- All armour types have been rebalanced.
- All grenades have been rebalanced.
- All arrows have been rebalanced.
- All weapon coatings have been rebalanced.
- All potions have been rebalanced.
- All elixirs have been rebalanced.
- All gear up to the end of Act 2 has now been covered! Last up is Act 3. :D
Some of these changes are minor - some are very extensive. For example - the potion rework removes the ability to recieve a potions effect when thrown. That might sound strange at first, but in practice the difficulty within the game feels significantly better for it. If you are a caster, you almost certainly have access to some sort of healing spell, and if not, the Help action will actually see some use. Positioning plays a far more vital role with this change, as going down away from your allies can now be more of an issue. Essentially - it makes the game more difficult in a way that feels very satisfying to play and work with. Right now this is actually a separate module, and it may remain that way. Not sure yet. If you read this and have an opinion on it, please do let me know what you think.
EDIT: The potion rework will be a separate module within the optional downloads. The removal of throwing potions, and the rebalancing of their affects may be something someone doesn't want with the gear reworks, and vice versa. My mods have always been pretty modular so you can pick and choose, and this will keep that idea going.
Also, along with all these changes will be another new module! I've reworked and rebalanced all Illithid powers.
EDIT: Haven't had time to test the Illithid rework properly. Pushing it's release back until I'm comfortable that it is as bug free as possible.
LOADS of Localization edits.
- MODS UPDATED:
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Version 2.8.5
- Guess what I spent some time on this weekend? (and by some I mean so much, send help)
New Module: Home Brew - Gear Reworked!
A word of warning before downloading this - it is only Act 1 for now, which is unlike my other modules upon release. I'm doing this intentionally. This is because I want to gather feedback, spend some time making adjustments where needed, and then move on to the next two acts more confident and steadfast. So, for all who choose to download, please do take whatever time you can to let me know how this feels. I'll be starting a playthrough with these changes as well with the sole intention of testing things out, making sure everything feels "proper". Any and all feedback I can gather on how these changes feel will be invaluable as I choose what to edit, how to edit it, and move on to edit the rest of the games gear. Does it feel too strong? Too weak? Or hopefully, just right? That's what I need to know. That said, what can you expect here?
Well, expect it to be just as comprehensive as my other modules. Every item within the first act has been looked at, browsed on the wiki, and edits have been made to ensure that nothing is particularly bad, or overpowered. The goal here is that everything you come across will at the very least be something you can consider using, or can think of ways that it could help to expand particular build options. Some of the default passives were improved, reworked, etc. Some have had new passives added altogether. Some items even adopt class passives or feats from my other mods.
Because of that, my other modules are -REQUIRED- for this module to function properly. Classes, Feats, Spells, and Races reworked must all be installed, or you may find some items are missing passives that they otherwise would have had. If you have everything properly installed, place this below/after within your load order, and it should Just Work ™
Just as much as anything else, the quality of the gear you find can add to or take away from the difficulty within the game. My goal hasn't changed - I'm here to improve build variety and game replayability to an extreme degree, while attempting to also make sure that there is challenge to be had while doing so. Because of this, my main point of concern that I want to pay very close attention to is balance. If you find anything that you feel needs to be looked at again, please do let me know. I'd love to have discussions on what does and doesn't work, so that we can improve the mod together! The further in you go, the more powerful of items that you will find. So hopefully things will feel pretty solid!
I hope that you enjoy! It was a ton of fun to put together. I look forward to any discussions we can have about the changes. As of now, we are up to 197 edited items!
- Guess what I spent some time on this weekend? (and by some I mean so much, send help)
-
Version 2.8.1
- Hotfix:
Classes Reworked:
Removed an irrelevant file from the Sorcerer rework. (No need to redownload this if Races Reworked is loaded below the class reworks.)
Races Reworked:
Changed Dragonborn/Draconic Ancestry breath attacks to utilize an Attack Roll to follow the same rules as other damaging cantrips.
- Hotfix:
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Version 2.8.0
- NOTE: I spent a few hours to go through all of the articles, and have updated them with up to date information. They should be a bit easier to read through as well now. Please refer to the "Articles" tab for information regarding class progression, passives, etc. If you have any additional questions, I will be happy to help!
*This update may require you to respec before installing or start a new save to avoid complications.*
Changelog:
Classes have had their Hit Points adjusted across the board.
When taking into account the changes from Classes Reworked and Spells Reworked, the player has access to a myriad of new ways to mitigate damage, avoid it outright, or heal.
This change will standardize health values depending on if your class is a martial or caster class, which will serve to make defensive play just as attractive as your more aggressive options.
Along with this, the change allows class mechanics and passives to take a much more proactive role in your classes identity, creating a more interesting dynamic than just statistical differences.
Home Brew - Better Stat Distributions is now built into the main class overhaul.
As such, Better Stat Distributions will be Archived upon the release of the next update.
On-Apply damage for Burning has been removed. This overall just feels a bit better in game. Bombs will still go off in one hit, stepping your toe into a fire won't instantly harm you. If you're walking in the world and a companion moves through flames, you have a couple of seconds to pat the fire out if you're quick, etc.
Rally has had it's tooltip corrected. (Status tooltip correctly displayed 12 Temp HP. Spell tooltip displayed 8.)
Casters no longer have to "attune" spells, but rather have access to their full arsenal.
Removed static spell unlocks from the following subclasses (Instead will choose from a list of themed Spells.):
Life Cleric
Tempest Cleric
War Cleric
All three starting Channel Oath abilities are now available from level one for Paladins. (Aside from Oathbreaker, which unlocks upon breaking your oath.).
Removed static spell unlocks from the following subclasses:
Oath of the Ancients Paladin
Oath of Devotion Paladin
Oath of Vengeance Paladin
Oathbreaker Paladin
Note: This keeps the maximum amount of spells per class at 24. Now that spells do not have to be attuned, total spells learned needed to be just slightly tuned in order to maintain balance and consistency across classes. This rule has one exception in the form of Wizards. Their scroll learning ability is now notably more interesting, as each learned scroll acts as a permanently expanded option.
Paladin and Ranger now receive one spell per level as half casters, rather than 2.
Circle of the Spore Druids will now be able to utilize the Symbiotic Entity status while in their Wildshape forms (Temporary HP and Necrotic Damage).
Sorcerers also had something of a revamp for each of their subclasses Spell choice. All three will have different spell selection. Wild Magic will deal in having access to any spell, Storm Sorcery will have 10 new Lightning/Thunder Spells added to the list. Draconic Sorcerers did not have new Spells added to their list, but now gain access to Extra Attack, allowing Sorcerers to become a Battle-Mage type character if wanted. Fits in quite nicely with the Dragon breath action being something close up. Additionally, to further promote this change, Draconic Resilience now simply provides a +2 bonus to AC, rather than setting your AC to 14. The additional AC works out, as they have less health. There's now many ways to build a Sorcerer however you'd want to.
Caster classes who had their subclasses progress at every odd level, rather than 3/7/11 have had their progressions slightly altered in order to ensure the best unlocks come a little later on. Keeps it balanced so that each class has to truly comit for the best of their abilities.
There's also been a myriad of bug fixes and localization edits behind the scenes. Nothing major, just stuff I noticed while playtesting. Mostly tooltip corrections.
- NOTE: I spent a few hours to go through all of the articles, and have updated them with up to date information. They should be a bit easier to read through as well now. Please refer to the "Articles" tab for information regarding class progression, passives, etc. If you have any additional questions, I will be happy to help!
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Version 2.7.0
- Bit of a larger update than I had originally anticipated.
WARNING:
This update may require a respec. If you have any issues with crashing, simply open your save with the older version of the mod, respec off of Ranger/Druid, download the new version, and respec back to Druid/Ranger. Of course, this does not apply if you decide to simply start a new save.
In addition to that, due to a change made to Warlock, it is important to now load Spells Reworked before/above Classes Reworked.
Mods Edited:
Home Brew - Classes Reworked, Home Brew - Spells Reworked
Home Brew - Classes Reworked:
BARD-
Small bug fix via a slight edit to how Bards performance actions work. This should hopefully make the cancellation of the action more consistent, and get rid of the rare occurrences where it could be dropped without intending for it to be. This was all behind the scenes work, in gameplay it should feel and look exactly the same.
DRUID-
Big, big update for Druid. Wildshape actions are now available from the get go. You select three at levels 1/5/9. All Wildshape forms have had entries created for levels 1-12, meaning that just like with Ranger Companions, your Wildshape form will now slowly improve as you level. This also allows me to balance each form individually at each level, meaning that no matter what form you pick, it should be balanced and challenging! I've gone through every single Wildshape action in the game and edited them individually, along with each form at every level, down to the stats that they have. Along with that, all Wildshape forms have a unique passive, and Druids now recieve an andditional action while Wildshaped at level 5, and two andditional actions at level 9. The Circle of the Moon still contains the best Wildshape forms (Panther/Owlbear/Myrmidon at levels 3/7/11), but now, Druids in general can lean heavily into Wildshape, as all subclasses work with it. Circle of the Moon lets you specialize in it, but the other subclasses are now much more viable to be used in tandem.
RANGER-
Rangers also saw a fairly substantial overhaul, putting them more in line with where I'd like them to be. Now, Rangers always have an animal companion, starting at level one. Companions across the board have been rebalanced with the Druid rework in mind for consistency. Several of their passives have been buffed or reworked in order to buff their companions. Due to Rangers now having an additional source of attacking through their summons, they no longer have access to Improved Extra Attack. This balances out with them having a Ranger Pet with them at all times. The Beastmaster subclass has also been revamped, giving new and exciting passives to specialize in your companions.
WARLOCK-
Warlock saw some fairly solid changes to their summoning class as well. I decided to go through and take another look at their summons, looking for improvements that could be made while not making the class overpowered. The summons Spells will now scale their damage based off of your level in Warlock, rather than being static, as carrying a low level spell into the end game isn't exactly going to be much use.
These were the big changes. There were many other tweaks which included mostly bug fixes and localization edits. Within the Spell rework, I went through and fixed several small, niche bugs that I hand't seen reported. Things should be running quite smoothly.
Going forward, we're updating the Articles and then integrating 5e Spells! It'll take some work, but I'm finally at the point where I'm happy with where these mods are, and I want to start incorporating patches for others now.
Thank you! Have fun and let me know what you think in the comments. Please report any and all bugs, and I'll get to them as fast as I can.
- Bit of a larger update than I had originally anticipated.
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Version 2.6.0
- Home Brew - Classes Reworked:
Bard now selects their subclass at level one. Progression has been slightly altered to accomodate.
Wizard now selects their subclass at level one. Progression has been slightly altered to accomodate.
Tripled Spell (Sorcerer / Metamagic) now functions correctly.
New Mod: Localization Fixer
This is something I've used for myself for so long that I had almost forgotten I even had it. It's a loose file, containing the entirety of the text within the game, with very minor edits here and there. I started using this quite some time back, whenever I ran into some issues with localization files not loading properly in game. I found that using this as a blanket to replace all text within the game, and THEN adding new localization files through other mods worked for me. Ever since, I've kept it active and haven't had a single issue with localization files. If you've had issues with them yourself with my own, or any mod, give this a try. Might act as a blanket fix for many localization issues. Just make sure it is loaded as a loose file through BG3MM/Vortex, as it is not a .PAK file.
- Home Brew - Classes Reworked:
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Version 2.5.1
- Just a quick hotfix today.
Concentrated Defense (Wizard / Passives) will no longer stack with itself, resulting in higher AC than intended.
Restricted Territory (Feat) now displays the correct name/description. (Forgot to paste in the code for the name/description after making it. Oops.)
- Just a quick hotfix today.
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Version 2.5.0
- Hello! Sorry for the delay, between prepping a huge show at work and Elden Ring's new expansion life has been quite busy lately.
Mods Edited
Home Brew - Classes Reworked
Home Brew - Spells Reworked
Home Brew - Feats Reworked
Home Brew - Classes Reworked:
The way that classes receive proficiencies has been slightly reworked to create a system which both works more smoothly within character creation as well as demands slightly more thought from the player as they progress. Martial classes may receive a proficiency at each odd level (except for level one) - casters receive a proficiency at levels 5 and 9. These proficiencies can be either armour or weapons, so it is up to you to build your character how you want as you level them.
Several classes received minor buffs or nerfs to their passives for balance. For the most part, health restoration across the board has been very slightly increased to make dedicated Life Clerics just a tiny bit less powerful. Damage increasing passives have also been very slightly reduced, as I've found on my playthroughs that these values had a tendency to snowball rather quickly. The changes are as follows...
- BARBARIAN
Raging Vitality buffed to restore +1d6 Hit Points per turn.
Unrelenting Rampage buffed to restore +1d12 Hit Points per kill.
- BARD
Aggressive Rhythm nerfed to increase damage of all allies by 1, rather than 2.
Echoes of Fortitude buffed to restore +1d6 Hit Points multiplied by your Proficiency Bonus.
Inspirational Resonance buffed to knock all enemies back by 9m/30ft.
- CLERIC
Consecrative Sacrifice buffed to restore +1d6 Hit Points per kill multiplied by your Proficiency Bonus.
Divine Restoration buffed to restore +1d12 Hit Points multiplied by your Proficiency Bonus at the end of each combat encounter.
- DRUID
Primal Surge nerfed to increase damage while Wildshaped by 1, rather than 2.
- FIGHTER
Second Wind buffed to restore +1d12 Hit Points multiplied by your Proficiency Bonus.
Champions Windstorm buffed to restore +1d12 Hit Points multiplied by your Proficiency Bonus.
All Superiority Die Manoeuvres have had their damage increased from +1d8 to +1d12.
Leader's Momentum nerfed to increase Initiative by 4, rather than 5. Range buffed to 9m/30ft.
Challenger's Call buffed to challenge the aggressive enemy, as well as all enemies within 9m/30ft.
Charge of the Collective range buffed to 9m/30ft.
Martial Fortress buffed to provide Temporary Hit Points equal to your levels in Fighter multiplied by two.
Proper Form now requires a Reaction, rather than a Superiority Die. Damage reduction has been reduced to -1d6.
Reckless Abandon now applies regardless of armour type worn.
Sentinel's Protection now requires a Reaction, rather than a Superiority Die. Damage reduction has been reduced to -1d6.
Tactical Retreat range buffed to 9m/30ft.
Rally (Manoeuvres) now applies until the health is lost. Now gives +12 Temporary Hit Points.
Progression slightly reworked.
Frontier Knight may now utilize their weapon actions once per turn.
Champion now grants additional Manoeuvres at even levels.
- MONK
Deflective Missiles buffed to reduce damage by -1d12 + Dexterity Modifier + Monk Levels.
Harmonious Defense may now apply when wielding a shield.
Soused Rampart should now correctly applies with the Drunk status as well as any generic "alcohol" status that alcoholic drinks provide.
- PALADIN
Infallible Beacon range buffed to 9m/30ft.
Principle of Belief nerfed to increase damage by 1d6, rather than 1d8.
Repel the Damned range buffed to 9m/30ft.
- ROGUE
Spectral Movement now costs a Reaction, rather than a Bonus Action.
- RANGER
Superior Technique nerfed to increase damage with light weapons by 1, rather than 2.
- SORCERER
Sorcerers now choose their subclass at level one, like in the base game. Subclass progression has been slightly altered to reflext this change.
- WARLOCK
Bane of the Pact buffed to inflict Bane for 3 turns, rather than 2.
Expedient Overflow buffed to apply to all levels of the Spell, rather than just level one.
One With Shadows buffed to apply Invisibility for three turns, rather than two.
Pact Wounds now allows Inflict Wounds to be cast without expending a Spell Slot.
Bound Compulsion now allows Compelled Duel to be cast without expending a Spell Slot.
Instances of Eldritch Inertia are now applied for three turns.
Progression slightly reworked.
- WIZARD
Arcane Reverb now pushes enemies back by 9m/30ft.
Removed the permanent visual effect from Boon of Plumes.
Enchanted Safeguard may now be utilized with shields.
Necromantic Apostle (Necromancer / Level 11) now increases all nearby Undead damage by your Intelligence Modifier.
- MISC
All classes aura based effects are now compatibile with the mod "Sit This One Out 2" - an excellent little mod which allows you to have specific party members "sitting out" of combat, acting as non participants. They will disappear when combat starts, and reappear when combat ends. This allows you to experience the story of each companion, while maintaining balance in your run. If your character is Sitting Out, any passive effect which would provide an aura will now deactivate. When the character is no longer sitting out, all aura based effects will return.
Home Brew - Spells Reworked:
Various bug fixes and text edits.
Home Brew - Feats Reworked:
Various bug fixes and text edits.
Additional Note:
I'll be working on updating documentation for classes next. It's gotten a bit out of date, I've fallen behind on keeping with it. That'll be coming within the next week or so - life is still a little busy so updating it all isn't something I can just blow through all at once right now.
- Hello! Sorry for the delay, between prepping a huge show at work and Elden Ring's new expansion life has been quite busy lately.
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Version 2.3.0
- *This update will likely require a new game to function properly.*
Mods Edited:
- Home Brew - Classes Reworked
- Home Brew - Spells Reworked
- Home Brew - Feats Reworked
- Home Brew - Better Stat Distributions
Home Brew - Classes Reworked:
- Frontier Knights are now able to select two of the 20 unique weapon actions within the game at each of their subclass levels, and utilize those actions with any weapon type. As such, Frontier Knights now have a significantly more distinct identity. Rather than selecting from additional maneuvers, you will be able to decide exactly how your weapons will operate as well as utilize ( the now improved, as of this update) weapon actions much more frequently. In the future, I may also give them a passive at each subclass level which can further improve weapon actions, but I want to test the waters first and see what everyone thinks. This feels like a solid spot right now for balance, as well as a solid change for solidifying their identity as a "weapon master" kind of subclass. Let me know in the comments what you think of it, and if it needs further refinement.
- Sorcerers now have a proper list of passives they can utilize along with their Metamagic. As such, their progression has been slightly altered. Metamagic choices are available at levels 1, 5, and 9. Passive choices are available at the standard levels of 2, 6, and 10.
- All caster classes have had their spell lists expanded by two cantrips, and ten spells. This should help to allow casters to be a little more flexible in what roles they take, while still being focused enough that each has a unique identity.
- Warlock summons now correctly utilize Wisdom as their spellcasting ability.
- Pack Leader (Druid / Passives) now correctly applies Dominate Beast to only enemy beasts, upon the moment of transforming.
- Paladins and Rangers have received adjustments to their "MulticlassSpellcasterModifier".
- Visage of Sanctity (Paladin / Passives) now applies correctly to allies. Range has been increased from 4.5m/15ft to 9m/30ft.
Home Brew - Spells Reworked:
- All weapon actions are now included within the reworks. Weapon actions will now hopefully feel quite useful.
- Counterspell has been added to the list of Spells that AI may not utilize.
- Sylvan Empowerment no longer binds your weapon to your inventory. This is so that if an enemy casts it, it will not prevent you from looting their weapon.
- Find Familiar now summons two animals per spell slot, rather than one. Go play as four druids and make your army of 2hp cats for the lulz
Home Brew - Feats Reworked:
- Accord of the Arcane now allows for a choice of any Spell, in accordance with the Spell rework.
- Elemental Adept now allows you to also ignore immunities for your two elemental choices.
Home Brew - Better Stat Distributions:
- Barbarians now have a spread of 18/14/14/10/10/10 rather than 16/14/16/10/10/10.
Along with the update comes with two new releases which are simple edits to difficulty. These types of changes are also available from other mods, though I figure I might as well have any recommended edits in one place if possible. If you weren't using these types of edits beforehand, I STRONGLY recommend giving them a shot. I balance my mods around having these edits active, so it will likely feel much more proper when using them.
New Releases:
Home Brew - Tactician Reworked
- Simply edits the health and stats of enemies while playing on Tactician or Honor mode. First off - the increase to enemy hit chance, etc is totally removed. All rolls are based on their stats and luck, just like your own. The only thing that will change with difficulty will be health - for four players, I increase the HP to +100% (30% higher than standard Tactician). For six players, I increase the HP to +200% (130% higher than standard Tactician).
Home Brew - Initiative Reworked
- This simply reworks Initiative to use a D20, rather than a D4. A lot of the boosts within my reworks give +4 Initiative. While using the default D4 based Initiative, this is absurdly powerful. Editing it to a D20 makes things much more balanced, while also making Dexterity not -quite- so important, bringing it in line with the other ability scores in terms of how important it is.
Both of these mods can be found within the optional files. I HEAVILY recommend trying them out if you don't already have a similar setup.
I just got back from being away from home for a bit and got the new PC setup, so I'd like to take a bit of time to relax. Later this weekend, I'll get some documentation written out in regards to updating articles to reflect the new balance changes, as well as including a list of the Sorcerer passives. Let me know what you think of any changes in the comments! Thank you all.
- *This update will likely require a new game to function properly.*
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Version 2.2.0
- Home Brew - Classes Reworked:
Before the last patch, I had edited how long Hamstrung was applied for when using the Ranger passive with Hunters mark to a pretty high value, just in order to test that it was working proper. I accidentally left that in - this patch is simply removing the error. Sorry about that.
Home Brew - Races Reworked:
Spells added to various races are all now in line with the changes added via the Spell reworks mod.
Tiefling spells now scale. Unlike other races, who either got a unique version of a spell, or a spell which simply provides utility (something that is useful regardless of where you are at in your campaign), Tiefling spells are primarily focused around dealing damage. Since they had only received a level one Spell before, the use for their racial ability fell off quite quickly. Now, every two levels, their racial spell will have it's damage updated as if you were casting an upcasted version of the spell. This means their damage will stay consistent and relevant throughout the entirety of your campaign.
Dragonborn breath attacks were also altered to work within the economy of the Cantrip/Spell overhaul. They are still quite powerful, as they have also received a slight increase to the breath attacks range. When looking at the cantrips as a whole, Dragonborn breath attacks will now be the superior option when you are able to damage two or more enemies at once, and will remain that way for the entirety of the campaign.
Home Brew - Spells Reworked
Heroes Feast has been given a "Once Per Long Rest" cooldown, so as to ensure the rest economy isn't broken due to it's existence.
Invisibility has been added to the list of spells that AI are unable to cast. Note that this does not apply to Greater Invisibility, nor does it apply to Deep Gnomes using their racial ability to become invisible. Now that they will need to use an action for Greater Invisibility, it will become something that is still more common than in the base game (giving more value to effects which allow you to see invisible creatures), but not so common that it will be seen every fight. This may possibly change in the future as I spend more time viewing their behavior with the changes over the long term.
Please let me know any thoughts or questions in the comments. Thank you!
- Home Brew - Classes Reworked:
-
Version 2.1.9
- CLASS EDITS:
Barbarous Arsenal (Barbarian / Passives) has been changed to Barbarous Assault. Now that you are able to select two martial weapons at level one, having a passive to receive all martial weapons felt quite weak. This has been replaced with a much more competitive choice - Barbarous Arsenal will give you Advantage on damage rolls while enraged.
Echoes of Fortitude (Bard / Passive) now recovers 1d8 Hit Points multiplied by your Proficiency Bonus.
Engaging Composition (Bard / Passives) got a very slight nerf - now increases Initiative by +4 rather than +5.
Blessed Resolve (Cleric / Passives) now applies Bless for three turns on a killing blow.
Natural Resurgence (Druid / Passives) no longer requires Wildshape in order to function.
Wild Stride (Druid / Passives) no longer requires Wildshape in order to function.
Second Wind (Fighter / Level 1) now restores 1d8 Hit Points multiplied by your Proficiency Bonus, in order to keep the amount it heals relevant throughout the entirety of the game.
Fighter has also received heavy subclass changes. I'm very slightly torn on this, but for the sake of balance I truly believe it to be the right call.
Fighter subclasses are now unique, and they do not receive passives from other classes. My reasoning is this - now that the feat mod has been complete for some time, it has come to my attention that, using Feats, Fighters could receive 6 of their own passives, 6 of anothers from a subclass, and an additional 6 from feat selection. That's a whopping 18 passives while still retaining the entirety of Fighters kit, which is far, FAR more than I have tried to balance around. Revamping the Fighter subclasses to not include these passives will put them more in line with other class choices - meaning you will generally have 6-8 passive choices in total. In addition to this, I have reverted the "Arcane Knight" back to the "Eldritch Knight". This is due to two reasons.
1. There is a half caster class for all of the primary caster classes (Cleric, Druid, Sorcerer, Warlock, Wizard), aside from Warlock. This edit means each primary caster will also have a half caster class associated with them.
2. With the new Spells rework, Warlocks also have access to spells which very much suit a melee combatant. Things such as Armour of Agathys, Arms of Hadar, Conjure Barrage, Expeditious Retreat, False Life, Hellish Rebuke, Hex, Vampiric Touch, etc. Overall, it works out quite nicely.
That said, I do of course still want their subclasses to feel powerful and competitive, just as any other. The new progressions for Fighter are...
- Frontier Knight
Level 3: Gain two additional Manoeuvres.
Level 7: Gain two additional Manoeuvres.
Level 11: Gain two additional Manoeuvres.
- Champion
Level 3: Upgrades the "Second Wind" passive. In addition to gaining the passive effect, you now also have access to it as a usable skill. This skill can be used once per combat.
Level 7: Upgrades the "Action Surge" action. Rather than once per short rest, you may now Action Surge once per combat encounter.
Level 11: Upgrades the "Indomitable" passive. In addition to the standard passive effect, you now also add your Proficiency Bonus to any Saving Throws that you make.
- Eldritch Knight
Level 3: Gain two Warlock spell slots, two Warlock cantrips, and two Warlock Spells.
Level 7: Gain two Warlock Spells.
Level 11: Gain two Warlock Spells.
These new choices give you the options of being a versatile melee combatant by learning twice as many Manoeuvres, the ability to double down on Fighters base kit, considerably strengthening it's core functions, or the ability to be the only half-casting Spell blade with access to higher tier spells. I feel confident in these changes, and feel that they give Fighter a stronger sense of a unique identity, overall. Let me know what you think.
Monk (Four Elements) spells have been reworked in order to match the new changes brought about by the Spell rework.
Pathfinder (Ranger / Passives) got a tiny nerf from 3.6m/12ft of Movement Speed, to 3m/10ft.
Marksmans Edge / Snare / Eclipse / Grasp (Ranger / Passives) now have twice as high of a chance to proc if you have your Hunters Mark active.
For the Feats rework, we have...
Resilient now grants armour proficiency. This is to allow casters to gain proficiency by sacrificing a feat should they want, while avoiding the need to multiclass.
Shieldbearer now grants shield proficiency. This one probably just should have been there from the start, hah.
Along with this were a plethora of various smaller edits, such as tooltip fixes on Spells, localization edits, etc. I've also gone ahead and flagged any and all spells which the AI seemed unsure how to use - now they will not use these Spells. Was pretty much entirely out of combat stuff, such as knock, etc. Also also, I'd fallen a little behind in keeping the Articles up to date. They should be totally updated now.
As always, please voice any and all feedback in the comments! Thank you all so much.
- CLASS EDITS:
-
Version 2.1.8
- Hot Fix:
Exceptional Tracker (Ranger / Passives) now correctly unlocks Ensnaring Strike when used with the Spell Rework overhaul.
- Hot Fix:
-
Version 2.1.7
- Who's ready for another big release?
Major Release:
Home Brew - Spells Reworked is now available for download! This has replaced Home Brew - Cantrips Reworked, as they have been integrated into this mod. Every Spell in the game has been combed over, buffed, reworked, nerfed, everything. The goal is to create a system where each and every spell in the game has a unique use, and is worth taking. All spells aside from a very select few have variants for all six levels of Spell slots. Due to this, all spells are now able to be taken at any level (They are still separated by class, however). You will see your spells grow in strength as you acquire more spell slots. In addition to this, all caster NPCs will utilize these changes, and have quite a lot of new tricks up their sleeves! You'll be surprised at just how many new strategies and situations you will be able to find yourself in. I hope you enjoy! I've been having a really good time with it.
That said, I want to emphasize that this mod in particular is going to take time to get completely balanced. For a first shot, it feels good. Really good. I've spent the past couple of nights playing it with some friends, and we're not finding anything to be overly over or underpowered. But I am just one person, so I'm sure I've made some lapses in judgement somewhere in here. If you do notice something eggregious, please do let me know in the comments! I'll get it taken care of as quickly as possible.
You may need to start a new game with this to avoid any bugs.
In addition to this, there are now several smaller files available within the "Optional Downloads" section.
Home Brew - Better Stat Distributions is now available for download! This is just a small QoL mod which edits the starting stats of classes to values that I would usually respec my companions to at the beginning of the game. The spreads are (in my opinion), better than vanilla. This will edit starting stats for each class upon starting a new game as well as when recruiting a companion into your party.
Home Brew - Carry Weight Increased is now available for download! This small QoL mod will simply increase your carry weight a bit. It now increases by 25lb.per point in Strength. You will have 250 at 10 Strength, up to 500 at 20.
Home Brew - Demanding Long Rests is now available for download! This is just a quick edit that changes the default cost for resting to 100 (200 on Tactician/Honor). Just something small that I made for myself quite a while back. I felt like the default rest costs were so small that I never even had to worry about them. Now, it isn't so expensive to be annoying, but it is costly enough that you will have to plan your rests out and make sure not to waste them.
Home Brew - Item Weight Adjustments is now available for download! This simply adjusts the weight of specific types of items to zero. Nothing that would ever actually affect gameplay - potions, bombs, and such retain their weight. But items such as camp supplies, dyes, and keys are now weightless.
Home Brew - No Skills for Backgrounds is now available for download! This removes all of the skill bonuses from your background choice, turning it into an entirely roleplay related decision. I find this to be necessary, both because I don't want my dialogue to be decided based on stats spreads, but also because with the Classes Reworked mod, you have more skill choices in general. This evens that out, making things feel a little more balanced - and more RP friendly.
Home Brew - Withers Has No Pockets is now available for download! This just removes the ability to pickpocket Withers, for balance reasons. Respec now actually costs something and acts as a proper gold sink.
Along with these is a new version of Home Brew - Classes Reworked which is required for Spells Reworked to function properly. It includes heavily modified spell lists, allowing you to select what you want from the start of your adventure. Cleric, Druid, Sorcerer, Warlock, and Wizard will have almost completely unique spell lists from each other, making each caster class feel extremely distinct. It's a big departure from the usual gameplay, but it feels more interesting and fun in terms of choice and mechanics. This new version will be the new main file going forward, a version which does not incorporate the Spell changes will be maintained separately as an optional download.
Also within this new version of Classes Reworked are a few bug fixes. These fixes will be published to the other versions as well sometime today or tomorrow.
- Vanishing Act (Rogue / Passive) now properly makes you invisible until the end of your next turn, rather than the beginning.
- Holy Retribution (Cleric / Passive) now properly only procs on damage being dealt to you, rather than any magical effect.
- Fangs of the Fire Snake (Monk / Four Elements) now properly grants additional fire damage on cast.
- Oathbound Renewal (Paladin / Passives) now only procs during combat as intended.
Along with all of this were various, small balance and localization edits.
Thank you all for your support! It honestly means the world to me. I hope you have fun! Let me know in the comments what you think.
- Who's ready for another big release?
-
Version 2.1.6
- Major Release:
Home Brew - Cantrips Reworked is now available for download! All changes can be found within the "Articles" tab. I'll be releasing each individually in batches, so Cantrips, Spells (Level 1), Spells (Level 2), etc. Once they're all completed I'll combine them into a single module. Enjoy!
Home Brew - Inspiration Reworked is also now available for download! This revamps the Inspiration system, limiting you to a single point. As such, rolls and rerolls will feel significantly more impactful, and living with failed rolls is a much more present threat. All text within the game has been edited to reflect the change. You will find this within the "Optional Files" section.
- Major Release:
-
Version 2.1.5
- Classes, Feats, and Races are all in a very good spot at this point. My attention will be turning to future projects, some smaller in scale, some larger.
At the moment, reworks/rebalancing of Cantrips and Spells are what I'm planning to do going forward. These changes will also apply to NPCs.
Thank you..
Mod Edited: Classes Reworked
- RANGER
Gloomstalker / Level 3 - Reduced Initiative bonus from +20 to +8.
Ambush Breaker / Passives List - Reduced Initiative bonus from +5 to +4.
Mod Edited: Races Reworked
- HUMAN
Initiative bonus slightly reduced from +10 to +8.
- GITHYANKI
Their passive adding +1 to Attack Rolls now applies to Spells, as well as weapons.
- GOLD DWARF
Martial Proficiency removed, as it feels weaker now that the player may choose two of their own Proficiencies.
Now passively increases weapon damage by +1.
- HALF ELVES
Initiative bonus slightly reduced from +5 to +4.
- FOREST GNOME
Small QoL improvement, now the Speak With Animals status is always active. Removed the Spell as there is no need for it now.
- DRAGONBORN
Dragonborn breath attacks may now be utilized each turn, rather than once per combat. Damage is 2d6 at level 1, and increases to 3d6/4d6 at levels 5/9.
Mod Edited: Feats Reworked
- ACCORD OF THE ARCANE
These Spells may now be cast once per Long Rest, rather than Short Rest.
- ALERT
Reduced Initiative bonus from +10 to +8.
- Classes, Feats, and Races are all in a very good spot at this point. My attention will be turning to future projects, some smaller in scale, some larger.
-
Version 2.1.4
- Mod Updated: Race Rework
- High Elves
Weave Surge has been reworked to remove Wild Magic. Now "Elven Enlightenment". Grants Advantage on Wisdom based Ability Checks and Saving Throws.
- Half High Elves:
Half-Blood's Surge has been reworked to remove Wild Magic. Now "Half-Blood's Enlightenment". Grants Advantage on Wisdom based Ability Checks.
- Lightfoot Halfling:
"Lightfoot Cunning" now grants Advantage on Dexterity based Ability Checks in addition to Saving Throws.
- Strongheart Halfling:
"Strength of the Strongheart" now grants Advantage on Constitution based Ability Checks in addition to Saving Throws.
- Half Orc:
"Orcish Vigor" now grants Advantage on Strength based Ability Checks in addition to Saving Throws.
- Mod Updated: Race Rework
-
Version 2.1.3
- Bug Fixes
- BARD:
Dissonant Whispers has been added to the Spell selection list. I believe this is the only spell I'd missed - sorry about that.
- PALADIN:
"Death Sentence" (Passives) had it's conditions refined - no longer allows for infinite smites when not using Divine Smite.
- Bug Fixes
-
Version 2.1.2
- Balance Edits
- PALADIN:
All Passives, Smites, etc which affected just Fiends and Undead will now also affect Fey type enemies.
All Smites are now granted as a usable skill, as well as an Interrupt. These interrupts are able to be utilized while making regular attacks, as well as while using other Smites! This means that you can save your Smite charges for Critical Hits, use them with a dual-wield attack to proc twice, or even combine them with ANOTHER smite in order to use two of your three charges at once, but double up on the damage or effects. Smites now have even more ways they can be utilized, and as such, should be a little more mechanically interesting.
Divine Rebuke has been reworked with this update. It is now Divine Resurgence. This passive will allow you to recover one Crusader's Smite charge upon each Short Rest.
Oathbound Renewel now no longer requires Heavy Armour to function.
Piety and Steel has been reworked with this update. It is now Death Sentence. When you land a killing blow on an enemy with one of your Smites, it will not consume a Crusader's Smite charge.
Repel the Damned has been reworked with this update. This passive now, each turn, will deal Radiant damage equal to your Charisma modifier to each Fey, Fiend, or Undead within 4.5m/15ft of you.
- Balance Edits
-
Version 2.1.1
- Major Release:
Home Brew - Feats Reworked and Home Brew: Races Reworked are now available for download!
Liking the character customization and build variety afforded to you by the class overhaul? Well we're just getting started. Each feat reworked. Each race reworked. Same design philosophy as with my class overhaul - everything available to you will enable build variety in spades, feel powerful and impactful, and still retain balance. Download is available now and full documentation has been provided day one! Share your thoughts, build ideas, and feedback within the comments.
Thank you!
- Major Release:
-
Version 2.1.0
- Bug Fixes:
- ROGUE:
Fixed a vanilla bug - Sneak Attack interrupt will now trigger while Invisible.
Assassinate (Assassin / Level 11): Fixed triggering during combat while invisible.
- FIGHTER:
Fixed a small visual inconsistency with showing proper AC values while using the "Ironclad" passive.
General Changes:
Enemies will now utilize feats at appropriate levels from my new mod "Home Brew: Feats Reworked"! This, along with a complete overhaul to racial passives, will be dropping later this evening as additional, optional files here on this mod page.Both mods will utilize the changes, passives, and design philosophy of my class overhaul mod - and they apply their changes to NPCs throughout the game too! Get ready to expand build and character variety by a huge amount - all options are going to be viable while leveling, expanding your options in and out of combat exponentially. Expect more on this in just a few hours!
- Bug Fixes:
-
Version 2.0.0
- Biggest update yet!
NOTE: Full documentation has finally been written up for each and every class and subclass! You'll find these listed within the "Articles" tab. It was a highly requested feature, so I hope it serves you all well! Thank you for all the support!
Edits:
- ALL CLASSES
All classes may now choose two martial weapons to become Proficient in. This will allow for greater build diversity and player choice.
- CLERIC
Clerics main level progression felt increasingly weak when compared to Paladin. As such, it's seen some adjustments.
Added Extra Attack and Improved Extra Attack to levels 7 and 11.
Disciple of Life (Life Cleric / Level 9) Buff: Now all heals made add your level to their total. Having this passive late into class progression meant that a +2 bonus to your heals wouldn't really amount to anything meaningful. This will allow it to still feel useful, and presents Life Cleric as an incredibly efficient healer.
Wrath of the Storm (Tempest Cleric / Level 5) Buff: Increased the range of the Interrupt, allowing it to be made against targets up to 9m/30ft away.
War Gods Blessing (War Cleric / Level 1) Now grants the interrupt for both yourself, as well as your allies.
War Priest has been moved to War Cleric / Level 5.
Divine Strike (War Cleric / Level 9) has been made from an interrupt into a passive.
Cleric also saw several passive buffs and reworks, to make them a little more interesting...
Blessed Resolve: No longer blesses allies for the first turn of combat. Now, when an ally within 9m/30ft land a killing blow, they become blessed for two turns.
Consecrative Sacrifice: Buffed. Used to heal 1d4 to all allies within 9m/30ft per kill. Now heals 1d4 multiplied by your Proficiency Modifier.
Divine Restoration: This proved far too strong. If you got the ring from Volo which blesses allies on heals, you could have the entire party permanently blessed. So it's been reworked. It no longer restores 1HP per turn to the party. Instead, at the end of combat, it heals the party for 1d10 multiplied by your Proficiency Modifier.
Ethereal Intuition: No longer applies the visual FX from Guidance. Also gives Guidance to all allies within 30ft.
Paradaisical Gift: Now restores 2 channel divinity charges on a crit instead of one, putting it in line with the other classes.
Stalwart: Removed the visual FX from Protection from Evil and Good. Also gives it to all allies within 30ft.
Venerational Strikes: Now, rather than giving your weapon a +1d4 bonus radiant damage on a kill, it is instead radiant damage equal to your WIS modifier.
NOTE: Any removed visual FX do not affect the actual spell themselves. I just recreated the status of Guidance and Protection from Evil, and removed the visual affect from the copied entry. So while it's techically a different status, it will appear to be the same.
- DRUID
Damage in Wildshape form increases by +1d4 at level 5, and +2d4 at level 9.
Circle of the Land saw a bit of a rework to make it more appealing, and as strong as the other two subclasses.
Level 3:
Enemies within 9m/30ft suffer from Disadvantage on Saving Throws.
Level 7:
Enemies within 9m/30ft suffer from Disadvantage on Ability Checks.
Level 11:
Allies within 9m/30ft benefitfrom Advantage on Saving Throws and Ability Checks.
- PALADIN
Paladin was the last class that I had worked on before originally releasing this mod, and I feel as though creatively, I was pretty drained at the time, and that it was reflected in nearly half of the passive choices being composed of smites. I want Paladin to feel like a true, heavy hitting crusader. For that reason, I decided to revisit it.
Paladins now have a separate passive list for choosing one of six Smites. You start with Divine Smite, and are given an additional Smite choice at every odd level, including level one. Smite choices have been added to NPCs as they level as well.
Smites have all been grouped under one container spell to avoid hotbar clutter.
Six new choices have been added to their passive list to replace the Smite choices that used to be there.
1. Killing an Undead or Fiend with your Divine Smite can spread that radiant damage around you in an AoE, affecting all Undead and Fiends.
2. Feared enemies within 4.5m/15ft of you go Mad and can attack allies.
3. Gain advantage on saving throws.
4. Restore 2 Channel Oath charges per critical hit.
5. Restore a channel oath charge every 3 turns while wearing heavy armour.
6. When healing an entity, also heal yourself for a value equal to your Charisma Modifier.
Smites now work somewhat differently. I wanted to be able to give Paladins the opportunity to use Smites at their highest potential, as I had created entries for Smites upcasted to level 4, 5, and 6. However, I didn't want to push Paladins from being a half caster, closer to a full caster. This took me some time, most of it spent trying to find a way to implement it in a way that makes sense. And I've come to a conclusion that I feel will make Paladins both more fun to play, engaging, and mechanically interesting.
Smites now use their own separate resource when casting. You have three of these resources and they recover upon a long rest.
The damage of Smites has been increased to 1d12 per upgrade. This puts it on par with other base game, powerful damaging spells.
Smites now upgrade as you level, similar to a Warlock spell. This allows Paladins to gain access to the higher tier Smites without actually pushing them into a caster role, while simultaneously keeping them just scarce enough that you will consider how and when you should use them.
Due to Smites requiring a separate resource, your Channel Oath abilities will now see more use. They have each been buffed individually, to make sure that they are ALL worthwhile and fun to use. This also means that spells will get more uses overall, allowing Paladins to buff and debuff a little more regularly.
Two minor Paladin passive nerfs, for balance.
Divine Shielding no longer makes you Resistant to all damage types whenever you take damage. Now, it simply makes you Resistant to the physical damage type that you took. No effect on elemental damage.
Infallible Beacon no longer applies disadvantage to nearby enemy attacks against your friends. It now applies a -1d4 roll to them, similar to something like Bane.
Overall, Paladin hopefully will feel significantly better to play. I definitely enjoyed my time with it.
- WARLOCK
Very minor edits to some passives, and some changes to your summons under the Fiend subclass.
Bane of the Pact - Now instead of applying Bane with a 100% chance each Eldritch Blast hit, it has a 25% chance to apply.
Boon of Servitude - Reworked. Now "Binding Transposition". Will now force you to swap positions with your target when you hit them with an Eldritch Blast.
Curse of Hellfire - I intended this to do an additional 1-4 fire damage whenever you hit an enemy, and so I set it to apply burning for one turn. I didn't think about the fact that Burning actually applies damage on proc, and also on your turn. That made it to a 2d4 bonus each swing, which was way too strong. So, I have decided to create a new status - "Curse of the Hellfire". It is essentially burning without triggering the damage on proc, but I've given it it's own name, icon, and description to make it look solid.
Dark Retaliation - Now may be cast once per combat encounter.
Eldritch Enervation - Now heals for your full CHA modifier, rather than half.
Hellbound Vision - Reduced to a 10% chance to apply Blind for a turn to bring it in line with other classes who have similar passives.
One With Shadows - Invisibility duration reduced from three to two turns, also to bring this in line.
Summons under the Fiend subclass now very slightly increase in size each level. As their affinity with magic grows under your Pact, so do they. They grow up so fast!
Summons also now learn two new abilities at levels 5 and 9.
At level 5, both your summons will inflict Eldritch Inertia with each successful Attack Roll.
At levels 9, both your summons inflict Curse of Hellfire with each hit.
The spells they know have also changed. Same cooldown as before, once per combat.
Level 3: (Quasit / Imp)
Arms of Hadar / Scorching Ray
Level 7:
Misty Step / Darkness
Level 11:
Inflict Wounds / Fireball
- WIZARD
Slight rework to Illusion Wizards.
Intangible Form (Level 3): Toggleable passive which makes you invisible, but drains one charge of Arcane Recovery per turn. Must have Arcane Recovery for it to be active.
Weavesight (Level 7): Same as before, gain superior darkvision and automatically perceive invisible enemies.
Illusory Self( Level 11): Forcing an enemy to miss their attack with 100% certainty is quite strong. Moved this up, so you have to stick with the subclass to get something this powerful. Also costs 2 Arcane Recovery charges now to use.
Slight nerf to Potent Cantrip and Potent Spells. These now utilize your Proficiency Bonus, rather than your Intelligence Modifier. Magic Missile was incredibly overpowering with the previous setup, as was anything else with the potential to damage the same target multiple times, multiple targets at once, etc. This will allow it to eventually reach similar levels of damage, but it will start off smaller. Still quite strong, but not outright busted.
Bug Fixes:
- Wildheart Rage and Frenzied Rage unlocks are now properly dispalyed within your character sheet.
- Can no longer select Oathbreaker as a starting class when multi classing into Paladin. (Originally, I'd wanted this to be an option. Seems to cause a bug in which you cannot respec ever again though. Withers won't let you respec until you rebind your Oath. Oathbreaker Knight will never appear though, either.)
- Misc Small Text Edits
- Fixed Druid passives applying multiple times if you enter Wildshape repeatedly.
As always, any and all feedback is very much appreciated within the comments!
- Biggest update yet!
-
Version 1.0.7
- Edits:
- Very slightly reduced the odds of a Wild Magic surge from occuring across the board, from 25% to 20%.
- SORCERER
Adjusted the way that Wild Magic Sorcerer's "Tides of Chaos" passive works. Now it is a toggleable passive which, while enabled, consumes one Sorcery Point upon each Spell cast. However, when casting, the chance to experience a Wild Magic surge increases from 20% to 35%.
Bug Fixes:
- WIZARD
Enchanted Safeguard (Passives) will now appropriately apply AC.
- WARLOCK
Added missing "Prepare Visual Effect" field when casting Shadewalker (Passives).
Fixed Master of Chaos (Passives) - will now appropriately force enemies to trigger their own Wild Magic surges.
- Edits:
-
Version 1.0.6
- Sorry everyone, meant to get it out last night but it turned into a pretty big patch. Everything feels even better for it, though.
Class Edits:
- CLERIC:
"Turn Undead" Channel Divinity action has now been combined with their "Destroy Undead" passive. The new action, now called "Destroy Undead", deals 4-24 damage to all nearby Undead and Turns them. Upon succeeding a Wisdom saving throw, they will instead take half damage.
To replace the old "Destroy Undead" passive, Clerics now have a new passive at level 5, integrating additional War Priest attacks into their standard kit. The cost has been changed to Channel Divinity charges. This will provide more interesting avenues overall for Clerics to spend their Channel Divinity charges, and make you consider your options more carefully.
War Domain Clerics now have Heavy Armour and Martial Weapon Proficiencies like in vanilla. I felt they were slightly underwhelming when just looking at their Divinity actions, so this should help to push them toward that "Battle Cleric" model even further.
- ROGUE:
Luck points have been reduced from one per level to a flat value of three.
The way that Luck points reroll your failed attack rolls has been altered. They now, as far as the game is concerned, actually apply advantage to your roll, which they technically didn't before. This means that now, when using a lucky die to reroll a missed attack, you can also trigger Sneak Attack!
Sneak Attack now requires Sneak Attack charges, as per vanilla. You gain one additional charge at level 5, and another at level 9. These charges are now visible on the hotbar.
Sneak attack now applies a status to each enemy hit by it. "Alert". Alerted enemies will not proc sneak attack. This balances having multiple charges of Sneak Attack per turn, as you will have to put some level of effort into positioning your party in a way that your Rogue can land multiple sneak attacks. Additionally, this will help balance boss fights with Rogues a bit better than before, as they will only be able to take damage from Sneak Attack once per turn.
Illusory Advantage (Passives) now uses a Bonus Action rather than a Reaction to cast Minor Illusion.
All passives which require Sneaking in order to function now also work while invisible.
The passive Reactive Movement (Passives) can now be toggled, rather than outright replacing the costs for Dash, Disengage, etc.
The passive Reflexive (Thief Rogue Level 3) can now be toggled, rather than outright replacing the costs of Jump, Shove, etc.
Cunning Movement can now be toggled, and has been added as a starting passive for Rogue at Level One.
Cunning Movement (Passives) has thus been replaced with Cunning Strikes - restores a Luck Point on any killing blow.
Slight nerf to Get Out of Jail Free (Thief Rogue Level 7). Now, upon dodging an attack, you will immediately Dash and Disengage.
Venomous (Passives) now works more intuitively and consistently. Upon sneaking, you will apply poison to your weapon for three turns.
- WIZARD:
Split Gaze now affects all Enchantment spells.
Weave Sight (Illusion Wizard Level 7) now provides more than just passive perception of invisible entities - it also now applies Superior Darkvision.
New passive added to Illusion Wizards at level 11. "Illusory Casting". When you cast a spell, you become invisible until you do something to break that invisibility.
Reduced the amount of Spells that a Wizard can select per level from four to the standard amount of two. When I first doubled the amount of Spells that a Wizard could learn, it was before any of these passives or buffs had been made, basically when the mod was first started being worked on. Now that every path you can take as a Wizard is pretty solid, having the additional Spell selection seems unnessesary - to be honest, it sort of discourages the use of scroll learning.
Moved "Spellweaver's Resurgence" (Passives) to Wizard level 5. Changed the passive effect. When you cast a spell, you recover one charge of Arcane Recovery.
New passive added to Wizard at level 9. "Arcane Resurgence". Once per turn, you may spend three charges of your Arcane Recovery in order to recover your Action point.
Added "War Caster" to the Wizards passive list to replace Spellweavers Resurgence.
Enchanted Safeguard (Passives) no longer adds your INT modifier to your AC while wearing armour.
- SORCERER:
Create Sorcery/Spell Slots has undergone a complete overhaul in order push Sorcerer into an even more unique niche focused on interesting gameplay choices.
Now, Sorcerers gain one Sorcery Point per level. At any time, you may dispose of any of your spell slots in order to convert them into additional Sorcery Points. Those Sorcery Points can then be either spent on Metamagic or converted into any available level of Spell Slots. You can convert Sorcery Points into a Spell Slot up to one level higher than what you can currently cast, up to a maximum of level six. Additionally, you cannot possess more than double the amount of spell slots that you would normally be able to possess for any given level. Upon taking a Long Rest, all modifications to your Spell Slots and Sorcery Points will be reset to your base values. The intent of this change is to promote experimentation and creativity within the class, while making them feel even more unique. Now, you essentially plan a loadout of sorts between your Sorcery points and Spell Slots. It's quite different, and I had a lot of fun designing it. I hope that you enjoy.
New passive added to Sorcerer level 5. "Morbid Creation". Upon killing a target, create one Sorcery Point.
New passive added to Sorcerer level 9. "Macabre Visionary". Upon killing a target, create two Sorcery Points.
Please, as always, discuss any and all feedback within the comments. Every bit helps us take this somewhere better! Thank you!
- Sorry everyone, meant to get it out last night but it turned into a pretty big patch. Everything feels even better for it, though.
-
Version 1.0.5
- Balance Edit:
Rather than gaining one Superiority Die per level, Fighters now have a baseline of three. This (along with three passive choices for restoring them, and with them regenerating on each Short Rest) will provide a more balanced experience.
Other classes may follow soon - I have been taking a closer look at vanilla resource values, my own values, and what sort of options I have included for resource recovery. I will be making appropriate changes to preserve a more balanced experience with these values in mind. Rogue will soon be receiving a couple of edits, and Paladin will soon be receiving something of a small rework in the same vein as Warlock from 1.0.3.
Hotfix:
Divine Smite will now work appropriately when upcast using a level 4/5/6 Spell Slot. The animation fields were set improperly, causing the animation to cancel immediately when it had begun. Apologies - somehow this slipped through my testing before publishing.
Side Note:
I'm working on writing documentation detailing class progressions now. They will all be up by the end of tomorrow night. Check back on the "Articles" section regularly over the next day or so if you are curious to see how each class operates. Any changes made going forward will also be reflected within these documents, so they will always be usable as a sort of resource for planning your builds.
Thank you.
- Balance Edit:
-
Version 1.0.4
- Hotfix:
Valor Bards "Song of Valor" skill now properly affects nearby allies. The "Target" conditions were mistakenly set to "Self()" instead of "Self and Ally()", an oversight on my part. It will work as intended now.
Note: The original skill, Song of Rest, functions by having the spell property field set as "ShortRest()", which triggers a short rest for the party. "LongRest()" is not a usable function that I can set, so in order to make this skill work, I instead had to apply a status to all nearby Party Members which restores them as though they had taken a Long Rest.
Because of the difference in how they function, this means a range/area of effect had to be assigned. The range for the skill has been set to affect all allies within 18m/60ft of the Bard. As it cannot be used in combat, this will likely not be an issue. But it is worth noting - for allies to receive the affects of the spell, they will need to be within the range upon cast. Let me know if this range/AoE feels too small or limiting within actual gameplay, I can easily increase it if needed.
Thank you.
- Hotfix:
-
Version 1.0.3
- Integration of Warlock Pacts Into Subclasses:
- Warlocks now select their subclass at level one, rather than level three. Depending on what subclass you choose, you will build into a very different playstyle.
Pact of the Blade - Intended for melee combat.
Level 1: Gain Summon Armament / Bind Armament
Level 3: Gain temporary HP upon killing an enemy.
Level 5: Gain Extra Attack
Level 7: When an enemy fails an attack roll against you, they receive a new status "Entropy". Killing an enemy with Entropy causes all nearby enemies to become frightened if they fail a Wisdom saving throw.
Level 9: Improved Extra Attack
Level 11: Choose one damage type to become resistant to. Can change once per short rest.
Pact of the Chain - Intended as a Summoner.
Level 1: Gain Summon Imp / Summon Quasit. One is designed for melee combat, the other for ranged. This was where the bulk of the work for this update went. New entries have been created for these creatures for levels one through twelve. The spell to summon them then checks your level, and summons an Imp/Quasit matching your own level. This means that your summons will always match your level, and will gain new abilities as you level as well, just like my Ranger edits.
Level 3: Your summons learn two different spells, which can be cast once per combat.
Level 5: Your summons cantrips deal an additional damage die, and they also gain Extra Attack.
Level 7: Your summons learn two additional spells, which can be cast once per combat.
Level 9: Your summons cantrips deal another additional damage die, and also gain Improved Extra Attack.
Level 11: Your summons learn two final spells, which can be cast once per combat.
Pact of the Tome: Intended for Eldritch Blast / Spell use.
Level 1: Add your CHA modifier to your Eldritch Blast.
Level 3: Your Eldritch Blast inflicts stacks of Eldritch Inertia on your targets, forcing their next saving throw against one of your spells to be had with Disadvantage.
Level 5: Your Eldritch Blast now casts two beams per cast.
Level 7: When casting Eldritch Blast, reduce the number needed for a Critical hit by 1.
Level 9: Your Eldritch Blast now casts three beams per cast.
Level 11: When landing a critical hit with Eldritch Blast, roll an additional damage die.
Due to the fact that Agonizing Blast, Pact of the Chain, and Pact of the Blade were integrated into subclass choice, that means that Warlock has received three new passives within their list, to keep it at 20.
You can choose to gain Inflict Wounds, which can do quite a lot of damage with Warlock spell slots.
You can also choose to gain Compell Duel, if you wish to play a sort of knight build with Pact of the Blade.
And finally, you can learn Expiditious Retreat, and remove the spell slot requirement from it.
Along with this were some minor localization and bug fixes, including adding Medium Armor and Shield proficiencies to Rangers, which should have been there to begin with.
Thank you for playing! Please don't be shy, leave as much feedback in the comments as possible. It all helps me take this mod in a better direction going forward! Next up, I'll be taking another look at Paladin and seeing how that could possibly be further improved.
Also, this weekend I will begin documenting all changes to all classes. Expect more on that in a couple of days!
- Integration of Warlock Pacts Into Subclasses:
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Version 1.0.2
- Balance Edit:
- For all passives which granted passive resource regeneration during combat, the rate of resource regeneration has been reduced for all classes across the board. Rather than restoring one resource (Arcane Recovery, Ki Point, etc) per turn, you will now resource one every three turns. Status effects have been added in order to show when the next resource point will be regenerated for each.
- Nerfed all passives which restored 100% of your resources upon rolling a critical hit. They will now restore 2.
- Way of the Open Hand Monk no longer removes "Flurry of Blows". The other flurry of blows skills acquired from this subclass have been renamed to "Open Hand". For example, "Open Hand: Topple". This allows the player to decide if they would like to use their standard Flurry of Blows, which can benefit from the passive "Harmonious Barrage", or if they would like to opt for the Open Hand skills, which can inflict CC as per usual.
- Misc text edits and bug fixes.
- Balance Edit:
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Version 1.0.1
- Balance Edit: Increased the cost of casting "Arcane Recovery" as a Wizard
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Version 1.0.0
- Initial Release
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Home Brew: Comprehensive Reworks
An overhaul and expansion to the entirety of Baldurs Gate 3.
Made by the community. For the community.
An overhaul and expansion to the entirety of Baldurs Gate 3.
Made by the community. For the community.
Special thanks to genderwithyourmom, drkekyll, darkcharl, UmbralJewels, and DiZ91891 for graciously giving permissions for use on their mods SNEKUI, More Battle Master Maneuvers, Metamagic Extended, Secret Scrolls, Secret Scrolls for 5e Spells, Discordant Instruments, and 5e Spells! All of these mods have been edited and incorporated into my own overhauls, and are significantly better for it. Go check out their pages! Their work is incredible.
First off, I want to start by saying thank you for taking interest in my mod. This is my first actual mod, and while it started as a small project, it very quickly grew into something substantially larger than what I had ever intended. There were dozens of late hours of play testing, and dozens more fixing bugs. At this point, I'm over a thousand hours into development of the project. My goal is to provide an expansion of content and mechanics in such a way that it feels professional, well balanced, and like it belongs.
Reading about others who have enjoyed this project has incredible. So again, thank you for taking interest. I hope you enjoy it, too.
Reading about others who have enjoyed this project has incredible. So again, thank you for taking interest. I hope you enjoy it, too.
Description:
"What does it mean, when you say that the entirety of the game has been overhauled and expanded upon?"
All of the following have been remade or rebalanced from the ground up:
All Classes and Subclasses
All Spells
All Feats
All Races
Every Piece of Gear and Equipment
"What does it mean, when you say that the entirety of the game has been overhauled and expanded upon?"
All of the following have been remade or rebalanced from the ground up:
All Classes and Subclasses
All Spells
All Feats
All Races
Every Piece of Gear and Equipment
CLASSES AND SUBCLASSES
- All classes have had unique passives created for them, and been remade from the ground up, increasing in strength every other level to provide a consistent feeling of growth. Subclass choices are available from level one!
- All classes at levels 2, 6, and 10 are presented with a list of 20 passives entirely unique to them. They are able to select two of these passives at each of these three levels. This means that two players who are playing as the same class can have wildly different builds, strategies, and experiences!
- In total, there are well over 200 new passives to find and experiment with!
- Along with these passives come new status effects which can provide new strategies, combat scenarios, and more!
- Additions to the gameplay are not just passive. Many of these passives also provide brand new Actions or Reactions to experiment with!
- Along with these reworks come entirely new playstyles to try out. Between forcing aggro onto you as a Champion Fighter, or utilizing Spells to trigger Sneak Attack as an Arcane Trickster Rogue, you will be able to approach situations in dozens, if not hundreds of different ways!
- Don't think it will just be you who utilizes these class edits. NPCs throughout the game will also have access to them, leading to some encounters being noticeably different. Whether it's Barbarians retaliating upon being struck, Rogues teleporting through walls to sneak up behind you, or Wizards casting all manner of new Spells, you'll have to keep on your toes!
- Along with this come entirely new, custom resources, along with new and unique ways to utilize existing resources, too!
- Many of these new actions provide new ways to traverse outside of combat. Gameplay has not just been altered during combat, but during exploration!
- All new actions have been monitored over the past several months, ensuring a careful attention to balance!
SPELLS
- All Spells within the game have been entirely reworked, including 5e Spells which has been fully incorporated! There are now a total of 40 Cantrips to select from, and 200 Spells!
- Spells now support upcasting AND downcasting! Meaning any Spell can be chosen as early as level one while maintaining balance! With all Spells being able to be chosen early on, variety in gameplay has absolutely skyrocketed!
- All Spells have had their reworks done with a focus on utility and where they could be viable!
- Spell changes allow for you to approach situations and encounters in entirely new ways!
- All NPCs will utilize the spell changes as well! You'll have to think on your feet!
FEATS
- All Feats have been reworked from the ground up, or even remade as a new option!
- Every Feat is now viable, powerful, and interesting to take!
- Feats enable you to invest in other classes passives, enabling a tempered form of multiclassing!
- Feats have been designed from the ground up to enable interesting gameplay decisions!
- Enemy NPCs utilize these feats as well!
RACES REWORKED
- All races within the game have been entirely reworked!
- Each race now provides a powerful, yet balanced boon, which will change the way you play!
- Races have utility both in and out of combat!
- Underdark races, which have even more powerful benefits, with a challenging downside that you must also manage!
- All NPCs will utilize these changes as well wherever possible!
GEAR
- EVERY piece of gear within the game has been entirely reworked! (500+ items!)
- All gear is now viable, while maintaining a sense of balance!
- The further into the game you go, the more powerful of items you will begin to find!
- Gear now utilizes improved passives, new passives, as well as the unique passives provided by classes!
- A complete rework to how dual wielding works entirely!
MISC
- Initiative is now a D20, rather than a D4.
- Reactions are now visible on the hotbar.
- A choice in gear Proficiency is granted once at every odd level.
- Two Cantrips are granted to Casters at level one. Then, again at levels 5 and 9.
- Casters gain two Spells per level, for a total of 24. Half-Casters gain half of that.
- Casters and their Half-Caster counterparts share Spell pools.
- Each Spell in the game was placed into two Caster pools, meaning each Spell may be chosen by four classes in total.
- Dice rolls throughout the game have been made slightly harder on average.
- The formula for Difficulty Class utilizes your Spellcasting Modifier for ALL magical/mental effects.
- The formula for Difficulty Class utilizes the higher of your Strength or Dexterity for ALL physical/exertion effects.
- Multiclassing no longer restricts you from content within a classes first level.
- Scrolls are available for every Spell in the game and may be learned.
- Enemy HP on Tactician/Honor is increased by an additional 70% (Vanilla: 30% Increase / This Mod: 100% Increase).
- Over 100 new Wild Magic effects are also included.
Installation:
Installation is simple, and just two files. The main file will need to be installed like any other .PAK, with your preferred mod manager. The second file is a loose file which enables thousands of text edits that have been made specifically for this mod to look as professional and proper as possible. The second file will need to be loaded as a "BG3 Loose" file if on Vortex, otherwise you will need to simply place it within your game installs "Data" folder. Please, let me know if you need any assistance installing.
Documentation:
All documentation can be found within the "Images", "Videos" and "Articles" tab.
Each will showcase various aspects of the mod, and what specifically has changed.
These will be updated along with the mod in order to reflect balance changes, reworks, etc.
Installation is simple, and just two files. The main file will need to be installed like any other .PAK, with your preferred mod manager. The second file is a loose file which enables thousands of text edits that have been made specifically for this mod to look as professional and proper as possible. The second file will need to be loaded as a "BG3 Loose" file if on Vortex, otherwise you will need to simply place it within your game installs "Data" folder. Please, let me know if you need any assistance installing.
Documentation:
All documentation can be found within the "Images", "Videos" and "Articles" tab.
Each will showcase various aspects of the mod, and what specifically has changed.
These will be updated along with the mod in order to reflect balance changes, reworks, etc.
Compatability:
This is an absolutely massive mod, which makes thousands of edits. If you are utilizing any other mod which edits classes, such as when a class unlocks something, class features, or class buffs/nerfs, there is a good chance that there will be some sort of compatibility issue.
If you want another mod to take precedence over my own, simply load it after. Any changes that I have made can, to my knowledge, be safely overwritten by another mod (safe meaning, to not cause a crash). That said, mixing together mods which handle the same types of systems can get messy pretty fast, so use multiple at your own discretion.
As far as making compatibility patches, I am more than happy to provide patches provided they are relatively quick to do, so this will vary on a case by case basis. Should you wish to add additional modded subclasses to this overhaul, I have provided both an in depth written guide as an optional download, and a video pinned in the comments section which you can use to follow along to the guide, step by step. It takes around 20-30 minutes to learn how to add a modded subclass with these guides, and then doing so can take as little as 5 minutes once you've got the process down. That said, please do reach out to me if you require help! I'm more than happy to provide assistanace.
The more people who learn to mod this game, the better! Maintaining and updating this mod alone is quite a lot of work, which I need to balance with my personal life. So if I don't get back to you quickly, please do be patient. I tend to try and get back with someone no more than 24 hours after they have left a comment.
And I want to put this out there as a blanket statement as well - all of my mods are open use permissions, forever, no questions asked.
If you know how to make the edit and want to upload it, go for it! In my opinion, that’s what modding is all about.
Thank you for your time.
This is an absolutely massive mod, which makes thousands of edits. If you are utilizing any other mod which edits classes, such as when a class unlocks something, class features, or class buffs/nerfs, there is a good chance that there will be some sort of compatibility issue.
If you want another mod to take precedence over my own, simply load it after. Any changes that I have made can, to my knowledge, be safely overwritten by another mod (safe meaning, to not cause a crash). That said, mixing together mods which handle the same types of systems can get messy pretty fast, so use multiple at your own discretion.
As far as making compatibility patches, I am more than happy to provide patches provided they are relatively quick to do, so this will vary on a case by case basis. Should you wish to add additional modded subclasses to this overhaul, I have provided both an in depth written guide as an optional download, and a video pinned in the comments section which you can use to follow along to the guide, step by step. It takes around 20-30 minutes to learn how to add a modded subclass with these guides, and then doing so can take as little as 5 minutes once you've got the process down. That said, please do reach out to me if you require help! I'm more than happy to provide assistanace.
The more people who learn to mod this game, the better! Maintaining and updating this mod alone is quite a lot of work, which I need to balance with my personal life. So if I don't get back to you quickly, please do be patient. I tend to try and get back with someone no more than 24 hours after they have left a comment.
And I want to put this out there as a blanket statement as well - all of my mods are open use permissions, forever, no questions asked.
If you know how to make the edit and want to upload it, go for it! In my opinion, that’s what modding is all about.
Thank you for your time.