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Tags for this mod
- Gameplay
- Fair and balanced
- Classes
- Races - Modified
- Armour & Shields
- Magic - Potions
- Magic - Spells
- Weapons
- Overhaul
- Armour
- Shields
- Magic - Cantrips
- Dragonborn
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Paladin
- Ranger
- Rogue
- Sorcerer
- Warlock
- Wizard
- Drow
- Dwarf
- Elf
- Githyanki
- Gnome
- Halfling
- Human
- Half-Elf
- Half-Orc
- Tiefling
- Consumable
Activity logs
This page was last updated on 02 April 2025, 12:17AM
- Changelogs
-
-
Version 5.5.1
- *This Update Is Not Out Yet*
MODULES EDITED:
Classes
Creatures
Feats
Gear
Spells
MULTIPLE MODULES
----------------------------------------------------------------------------------------------------------------------
Many localizaton based improvements.
CLASSES
----------------------------------------------------------------------------------------------------------------------
CLERIC
Discharge now properly only triggers once per turn.
Damage dealing Cleric Miracles now change depending on your subclass selection.
DRUID
Symbiotic Entity now provides a damage bonus to all forms of damage, rather than just melee.
FIGHTER
Challenger's Call no longer triggers when allies damage each other.
WARLOCK
Fixed a bug causing on-damage melee passives to not work when taken together.
CREATURES
----------------------------------------------------------------------------------------------------------------------
Gremishka now have correct HP scaling when polymorphed into a Panther.
Hope now has correct HP scaling.
FEATS
----------------------------------------------------------------------------------------------------------------------
War Caster shouldn't proc multiple times anymore when you are approached by multiple enemies simultaneously. (Only once the animation finishes and the reaction can be taken again.)
GEAR
----------------------------------------------------------------------------------------------------------------------
Updated a handful of items to reflect all recent class passive changes.
Free Handling should no longer trigger multiple times if you have multiple actions/bonus actions.
Free Handling can now be toggled for either resource, allowing you to more strategically plan when you want it to activate and for which resource.
SPELLS
----------------------------------------------------------------------------------------------------------------------
Fixed a tooltip error on Chromatic Orb upcasts.
Fixed an error causing Ice Knife to not ricochet on upcasts.
Tharchiate Vigour can now stack with False Life.
- *This Update Is Not Out Yet*
-
Version 5.5.0
- Time for another update! :D As usual, let me know of any questions, thoughts, or concerns. Thanks!
MODULES EDITED:
Classes
Creatures
Feats
Gear
Illithid Powers
Spells
MULTIPLE MODULES
Double checked all healing effects, none should apply to Undead/Constructs anymore.
CLASSES
----------------------------------------------------------------------------------------------------------------------
BARD
Performance is now cancelled if you become Silenced.
CLERIC
Discharge reworked at level one - dealing damage to an enemy causes arcing bolts of lightning to hit them and two other nearby enemies, dealing lightning damage equal to your levels in Cleric. Be your best Thor selves.
DRUID
Natural Bounty (Passives) now correctly triggers just once per turn.
FIGHTER
Fixed a bug causing Duellist to not affect your off-hand attacks when dual wielding.
MONK
Step of the Wind Dash / Disengage now use the typical Dash/Disengage animations.
PALADIN
Vicious Condemnation will now be replaced by Crawling Gnaw if both status effects are present (preventing multiple zombies from spawning from one corpse).
ROGUE
Natural Smokebomb can now be toggled.
SORCERER
Fixed an error on the Quickened Spell metamagic tooltip.
Misty Escape will now be removed after one turn or after having cast the Spell.
Storm Sorcerers now make their damage rolls with Cold/Lightning/Thunder with Advantage.
WARLOCK
Curse of Hellfire no longer requires a Saving Throw. Instead, Curse of Hellfires duration now works as stacks. One stack is inflicted per melee attack.
Summoned Inertia no longer requires a Saving Throw. Instead, Curse of Hellfires duration now works as stacks. One stack is inflicted per instance of damage.
Pact Stricken no longer requires a Saving Throw. Instead, Curse of Hellfires duration now works as stacks. One stack is inflicted per melee attack.
Projected Inertia now applies one stack of Eldritch Inertia per instance of damage as well.
WIZARD
Spellblade no longer restores Spell Slots when killing an ally.
War Magic now procs on cast, rather than on damage.
CREATURES
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Underdark creatures no longer suffer when in direct light (This is incredibly difficult to get to apply to NPCs properly, and as such could appear buggy. Along with some requests to change it, going to give it a try.)
Allandra Grey is now a fatal encounter.
Ethel is now a fatal encounter.
(Hopefully) Fixed an issue causing Shadow-Druid Wren to not use their weapon.
FEATS
----------------------------------------------------------------------------------------------------------------------
Accord of the Arcane now allows for two Cantrips, rather than 4.
Charger now costs a Bonus Action to use.
GEAR
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Free Handling stacks (as they are built) are now removed if you do not have proper equipment when swapping gear.
Fixed a bug which could on ocassion cause Free Handling to accrue Bonus Action stacks after already had gained an Action stack.
Ethel's individual hair pieces now correctly state they grant a +2 bonus rather than +1. Eat up.
The Mourning Frost staff now grants Advantage on Cold based damage rolls, rather than inflicting vulnerability. Also ignores Cold Resistances.
Shadow Blade now has Free Handling.
ILLITHID POWERS
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Psionic Dominance may now be used once per Short Rest.
SPELLS
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Blinded now ticks when ending your turn, rather than when you start your turn.
Fixed a typo causing Guiding Bolt to show vanilla upcasts.
Shield should (Hopefully) no longer proc for Saving Throws in which an Attack Roll is involved.
Vicious Mockery now has a verbal component.
Calm Emotions can now cure Madness.
Ice Knife now splinters to two other enemies.
- Time for another update! :D As usual, let me know of any questions, thoughts, or concerns. Thanks!
-
Version 5.4.9
- ANNOUNCEMENTS:
We have a Discord channel now! If you want to come chat with other Home Brew players about anything BG related, theorycraft some builds, get some coop sessions going, or anything else, come on over and join in! The community is has been extremely chill, has been really nice. Link below.
https://discord.gg/S3R3T9ej
NEW OPTIONAL ADDON:
Home Brew - Comprehensive Reworks (Level Cap Increased) - Increases the level cap to level 20! Do note that this addon does not add additional unlocks for classes past level 12 - this is simply to ensure users have a mod which increases the level cap, does nothing else, and is fully compatible with Homebrew. Be sure of course not to use it with the module for slower leveling, and do NOT install this without a restart.
MODULES EDITED:
Classes
Creatures
Gear
Spells
Difficulty Addon - HP
MULTIPLE MODULES
----------------------------------------------------------------------------------------------------------------------
Adjusted a few passives to be toggled off by default while keeping the majority active by default for AI use.
CLASSES
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CLERIC
Fixed an issue causing War Priest (War Domain) to not remove properly, along with some text edits.
DRUID
Fixed an issue causing Attacks of Opportunity to not deal the correct damage in Wildshape forms.
ROGUE
Elusive Shadow (Passives) has been slightly reworked to be compatible with dual wielding builds. Before, your off-hand weapon would have to land the killing blow/crit in order to properly sneak. Otherwise, your main-hand weapon would trigger sneak, then your off-hand weapon would cancel it. Now, upon landing a killing blow or critical hit, you will be able to sneak for free one time for the rest of your turn. This way, it won't matter if your main or off-hand triggers the effect.
Refined the trigger conditions of Elusive Casting (Arcane Trickster) to only not trigger if Greater Invisibility is active.
SORCERER
Corrected a tooltip on "Seeking" metmagic.
WIZARD
Wizards are no longer Murder Hungry.
Fixed a bug with Arcane Recovery introduced when adding it to NPCs.
NPCs Wizards will now properly cast Arcane Recovery when out of Spell Slots.
Fixed an oversight causing War Magic (Passives) to trigger when casting Cantrips.
CREATURES
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Viconia is now a Fatal Encounter.
Assigned a static HP value for Raphael. (One of the few characters who cannot benefit from the HP Scaling system.)
GEAR
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Fixed an issue causing the Justiciar's Scimitar to not be considered a Scimitar.
Fixed a bug causing the Surgeon's Subjugation Amulet to display it's passive as a Long Rest cooldown (it is a Short Rest).
Added Attunement cost to the "Protective Plate".
Fixed an error causing the "Book of Vile Darkness" to deal damage to you when it shouldn't.
The "Staff of Interruption" now grants access to Counter Spell at level one, rather than six.
Fixed an incorrect AC value on the Dark Justiciar Half-Plate (Rare and Very Rare).
SPELLS
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Unseen Servant now has a stack, meaning you cannot have an infinite amount of them.
Minute Meteors now replenish on a Short Rest.
Flame Arrows now replenish on a Short Rest.
Fixed an issue allowing NPCs to target Invisible characters when upcasting their Spells.
DIFFICULTY ADDON - HP
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Raphael now has a bit of additional HP.
- ANNOUNCEMENTS:
-
Version 5.4.8
- Hello, hello! Small update for the day, stayed up a bit last night getting some finishing touches on it. As usual, hit me up with anything you guys find or any suggestions you might have! Thanks!
MODULES EDITED:
Classes
Creatures
Gear
Spells
MULTIPLE MODULES:
----------------------------------------------------------------------------------------------------------------------
Toggles are now enabled by default. I noticed that when AI roll passives which require being toggled on, they will not do so if they aren't toggled on by default, so this should serve to make the AI just a bit smarter with the resources they have to use. Also, should help Homebrew players on controller from having to navigate the radial menus every time they trigger a toggle effect.
CLASSES
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WIZARD
Potent Spells (Passives) now triggers on all Spells cast, rather than just the first each turn. Damage reduced from 4 per Spell Slot used to 2.
CREATURES
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An absolute ton of refinements to how NPCs use their Spells and actions, should feel like a noticeable improvement overall.
Edited the Tiefling variant of Scorching Ray to include changes from the previous patch.
(Hopefully) Fixed a potential bug which could cause Orpheus to have lower HP than intended.
GEAR
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Fixed a bug causing the Gibbering Bell to not apply its effects properly.
Free Handling will no longer accrue stacks on attacks of opportunity.
SPELLS
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Unseen Servant can now move items without being detected (and is now completely unable to be detected whatsoever, fixed a couple instances where it could happen).
Fixed a bug causing Magic Missile to not receive damage via upcasting.
Refined conditions for Unstoppable in an attempt to fix a base game bug.
Heat is now removed at the end of combat. If you accumulate Heat while outside of combat, it will be removed after one turn.
- Hello, hello! Small update for the day, stayed up a bit last night getting some finishing touches on it. As usual, hit me up with anything you guys find or any suggestions you might have! Thanks!
-
Version 5.4.7
- MODULES EDITED:
Classes
Creatures
Gear
Spells
CLASSES
----------------------------------------------------------------------------------------------------------------------
ROGUE
Assassin's Focus now functions a little differently in order to further emphasize class identity and reduce RNG dependency. Now, each turn in combat you will gain one stack of Assassin's Focus. Upon accruing three stacks, you will gain the status "Assassination", also granting you an "Assassin's Mark" charge. You may spend this Assassin's Mark to trigger Assassinate during combat, greatly increasing the flat damage your next attack deals. Landing a killing blow will not consume your Assassin's Mark, allowing you to pick and choose enemies low on health, and Assassinate them. Since you deal increased base damage, you'll be able to be much more sure in your choice to go for a killing blow.
CREATURES
----------------------------------------------------------------------------------------------------------------------
(Hopefully) Fixed a potential issue that could cause Z'Rell to not take action in Moonrise.
GEAR
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Further refinement of Free Handling to keep it around the same level of power while minimizing the amount of RNG required for it, along with some refinements to how it operates too. Now, the first Action or Bonus Action you expend each turn generates one stack of Free Handling for whichever respective resource you'd spent. Upon generating three stacks, you gain an additional resource of that corresponding type. This will keep Free Handling from triggering multiple times on back to back turns, allow the player to plan around the mechanic, allow the player to see when it's likely going to trigger on NPCs, all while putting a hard cap on how often it can occur, too. In addition, unequipping your weapon now removes the Action/Bonus Action if, upon swapping, you don't have a weapon equipped with Free Handling in your main hand - same if you equip something to your off-hand.
Polearm weapons may now use their haft action as a free action once per turn.
Boots of Aid and comfort have had their Temp HP reduced from 12 to 4.
SPELLS
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Reworked stats for both Danse Macabre Ghouls and Bestial Communion Deva summons.
Witch Bolt no longer ends if your target dies. (This looks just slightly less clean visually, though it allows you to use the Spell to target multiple enemies more reliably - the status will no longer end on everyone if one of them dies.)
Animate Dead: Skeleton should now try to keep their distance a bit better from targets.
Magic Missile now fires three darts which cannot miss, each dealing 1d4 damage. Upcasting the Spell increases the damage by 1d4 for each of the three darts. This change should allow Magic Missile to stay viable and strong, though curb builds which exploited damage riders with it for massive damage spikes.
Scorching Ray now fires one ray per upcast, at a higher damage level. Each ray now grants three stacks of Heat. Heat no longer ticks down, and will simply be removed when you next deal fire damage. Heat can now be removed by the "Help" action.
- MODULES EDITED:
-
Version 5.4.6
- MODULES EDITED:
Gear
GEAR
----------------------------------------------------------------------------------------------------------------------
Balance Adjustments / Bug Fixes to Free Handling:
- Free Handling now correctly checks if you have a Shield equipped. (Was checking for Shields as a weapon before, whereas it should have been an armor check.)
- Free Handling can now trigger just once per turn for either action resource.
- Free Handling may now only trigger while in combat or turn-based mode.
- Free Handling may now only trigger with either Melee Attacks or when casting Spells/Cantrips.
- Free Handling now only procs on the first Action / Bonus Action you take each turn.
- MODULES EDITED:
-
Version 5.4.5
- Hey everyone! Have a patch full of suggestions from the community this time around. There may be a few additional changes not listed here, as for some reason Nexus wiped my changelog out and I had to rewrite it from memory. If you don't see something here and we'd spoken about getting it added, reach out to me and I'll let you know if it made it in! Some exciting stuff in this patch, including new synergies for Draconic Ancestry Dragonborn, interesting reworks to various Spells and mechanics, as well as something entirely new - a viable way to play the game while wielding weapons in just one hand (which also doubles as a buff for pure Spellcasters, too)! Hope you all enjoy! As usual, reach out to me if you find any bugs, have some cool suggestions, etc. and I'll get back with you when I can! Thanks!
NEW GAME REQUIREMENT:
A new game may be required in order to see all the changes present in this patch, specifically just one - the edited stats for Githyanki Raiders. Most changes shouldn't require a restart however, and it should be safe to update. As usual though, please do be safe: make a backup before updating mods mid save should you decide to!
MODULES EDITED:
Classes
Creatures
Feats
Gear
Spells
MULTIPLE MODULES
----------------------------------------------------------------------------------------------------------------------
Various text adjustments and/or fixes.
CLASSES
----------------------------------------------------------------------------------------------------------------------
BARDS
Added a passive to Bards first level explaining changes to Performances.
Bards may now use Climax without expending Bardic Inspiration.
CLERIC
Sanctity (Life Cleric / Level 5) now provides the Resistance status rather than Sanctuary on a heal.
MONK
Unique actions granted by Way of the Arcane are now considered Cantrips and will benefit from Cantrip based passives.
Shadow Strike may now be used while Unarmed.
ROGUE
Fixed an oversight allowing Assassin's Mark charges to remain active once combat has ended.
WARLOCK
Pact Blade (Pact of the Blade / Level 1) now procs on both killing blows and critical hits.
WIZARD
Spellblade (Passives) now procs on both killing blows and critical hits.
CREATURES
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All summons now have a static amount of HP, rather than a variable amount like enemies.
Dragonborn now inflict a status effect with their breath cantrips for one turn, depending on the element. (Acid, Burning, Frostbitten, Poisoned, Shocked)
If playing as a Draconic Ancestry (Sorcerer Subclass) Dragonborn, and you select an ancestry which matches the type of Dragonborn you are, your breath attack will now be empowered, rather than granting the same action twice.
Githyanki Raiders are now Dexterity based Fighters, seeing as they tend to favor ranged weapons.
Phase Spiderlings now deal 2d4 Poison damage per bite.
FEATS
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Charger is now disabled for your first turn of combat if you use it to start combat. You may now only use one of the two actions per turn, not both.
GEAR
----------------------------------------------------------------------------------------------------------------------
Added a new archetype passive to all one handed weapons - Free Handling. While wielding a weapon with nothing in your off-hand, you have a 33% chance to restore your Action / Bonus Action upon use.
Fixed a couple of vanilla Spells which do not exist in Home Brew still dropping at times as scrolls.
Added what I would imagine are the final few pieces of gear to the gear rework - I used the mod EasyCheat to spawn every piece of gear in the game (Amazingly useful mod btw, you should check it out!), checked which didn't have Attunement, separated these pieces of gear, then added them in. Should be everything.
All gear effects should now respect Lockdown Immunity if capable of applying a Lockdown Condition.
Fixed an issue causing the Crooked Wand of Fireballs to not work correctly.
The Robe of Summer now only applies to Spells and Cantrips.
Howl of the Dead now costs an action, but may be used each turn.
Reduced the damage bonus granted by the Thorn Scimitar from 1d12 to 1d8. Can no longer stack with itself.
SPELLS
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Fixed a couple of small typos in Spell tooltips.
Divine Strike now afflicts three stacks of Radiating Orb if your enemies fail their Saving Throw.
Banish can no longer target Dangerous / Fatal foes. Upon being Banished, a creature gains status immunity to the effect until their next Long Rest.
Fixed an oversight allowing Hunger of Hadar to ignore Sculpt Spells (Wizard / Evoker) when upcast.
Fixed an odd interaction with Sorcery Points and Catnap.
Frostflame Armaments can now be toggled at will. New visual effects have been added to the Spell which are a bit more muted than before, and there is also now a unique visual effect for when toggling the effect on.
Restrained should no longer remove your Action.
Thanks everyone! Overhaul wouldn't be half as good without you.
Couple of quick notes as well - I've begun work on updating the gear documentation, have a save where I spawned in all items, then sorted by type, rarity, name, etc. That took quite a while, but I should be able to get started on transcribing the details onto the spreadsheet now. Along with that, I'll likely be putting together a Discord server this Firday or Saturday, seems like something people would be interested in. Would be able to have casual chats about the mod much more openly and easily. Haven't created a server before, so that might take some time, no idea how hard it is to do lol
- Hey everyone! Have a patch full of suggestions from the community this time around. There may be a few additional changes not listed here, as for some reason Nexus wiped my changelog out and I had to rewrite it from memory. If you don't see something here and we'd spoken about getting it added, reach out to me and I'll let you know if it made it in! Some exciting stuff in this patch, including new synergies for Draconic Ancestry Dragonborn, interesting reworks to various Spells and mechanics, as well as something entirely new - a viable way to play the game while wielding weapons in just one hand (which also doubles as a buff for pure Spellcasters, too)! Hope you all enjoy! As usual, reach out to me if you find any bugs, have some cool suggestions, etc. and I'll get back with you when I can! Thanks!
-
Version 5.4.4
- Hotfix:
The previous update made it so difficulty status effects would be removed if your character was created player controlled - this had an unintended side effect of making many summons, temporary companions (such as Us), etc have their difficulty based HP get removed. To fix, I've created a new tag for all Origin characters titled "Hero" which is required for the HP to be removed - will now only happen to Origin characters as intended.
Modules Updated:
Home Brew - Comprehensive Reworks
Home Brew - Comprehensive Reworks (Harder Difficulty - Increased Enemy Health)
Home Brew - Comprehensive Reworks (Harder Difficulty - Increased Enemy Stats)
Apologies for the slip up!
- Hotfix:
-
Version 5.4.3
- Hey everyone! This patch sees some reworks to some of the older, more stagnant classes. (Mostly classes which either didn't have a lot of room for player expression in combat, or focused too heavily on one passive, gaining upgraded versions of it as you level rather than a whole new passive.) Should make them a bit more engaging to play! There's some balance adjustments, stuff, and a good few other things too. Hope you all enjoy! Let me know if you run into any issues, have feedback, or suggestions! Thanks!
MODULES EDITED:
Classes
Creatures
Gear
Spells
Difficulty Addon - Increased Enemy Health
Difficulty Addon - Increased Enemy Stats
MULTIPLE MODULES
----------------------------------------------------------------------------------------------------------------------
Misc. text adjustments.
CLASSES
----------------------------------------------------------------------------------------------------------------------
CLERIC
Life Clerics and War Clerics have both had reworks in this update. Both of these subclasses sported rather uninspired passives which upgraded themselves at levels 5 and 9. These have been adjusted to make way for more interesting passives which engage the player in a way that should make them a bit more interesting and fun to play.
Rework to Life Cleric
Level 1 (Virtuous Touch)
When healing a creature, restore additional Hit Points equal to your levels in Cleric.
Level 3 (Preserve Life / No Change)
Unlock Preserve Life
Level 5 (Sanctity)
When healing another creature, apply Sanctuary for 3 turns. This can be toggled at any time.
Level 7 (Dampen Elements)
When you or an Ally are about to take elemental damage, you may spend your Reaction to halve it.
Level 9 (Benevolent Grace)
When healing another creature, apply Shield of Faith for 3 turns.
Level 11 (Divine Presence)
Preserve Life may now target fallen allies. When targeting a corpse with Preserve Life, they are resurrected with full HP.
Rework to War Cleric
Level 1 (Radiant Strikes)
When dealing damage with an Attack Roll, deal an additional 1d4 Radiant damage.
This damage bonus now applies to anything. (Melee, Ranged, Spells, Cantrips, etc.)
Level 3 (War Gods Blessing / No Change)
Unlock War Gods Blessing
Level 5 (Divine Faith)
Using one of your Miracles grants Advantage on damage rolls for the rest of your turn.
Level 7 (War Priest)
After making a weapon based Attack Roll, you may make another as a Bonus Action.
May now make either a Melee or Ranged attack.
Level 9 (Deific)
Using one of your Miracles grants Advantage on Attack Rolls for the rest of your turn.
Level 11 (War Gods Vessel / No Change)
Your War Gods Blessing persists for three turns when used.
FIGHTER
Slight Adjustment to Champion Fighter
Challenger's Call and Challenger's Presence have had their unlocks swapped between levels 5 and 9. This means that at level 5 you will gain Resistances to physical damage, and at level 9 you will gain your AoE taunt.
Slight Adjustment to Eldritch Knight
Lurking Fear is now unlocked at level 9, rather than level 11.
Shadowed Over is now unlocked at level 11, and has had its effect altered. Rather than Darkvision, Shadowed Over now restores a Warlock Spell Slot upon landing a killing blow upon a Frightened creature.
PALADIN
Principle of Belief no longer affects targets who have Radiant Retort.
RANGER
Fixed a bug causing Opportune Shot to trigger on non Attack Roll based actions.
ROGUE
Assassins have also seen a rework in this update. While being careful to keep the same feel for the subclass overall, they did have two distinct issues - they took a bit longer to become very useful when compared to other subclasses, and also became oppressively strong in the late game. This update should serve to both make them more interesting to play throughout the entirety of the game while also curbing their strength a bit at the later levels.
Rework to Assassin
Level 1 (Assassinate)
Immediately restore your Action and Bonus Action at the beginning of combat and roll with Advantage against enemies who have yet to take a turn.
When outside of combat, and while Sneaking or Invisible, Assassinate will trigger upon dealing damage. Assassinate deals a flat 6 damage, and increases by 6 every other level in Rogue.
Level 3 (Assassin's Quarry)
Each turn while in combat, you have a 33% chance to gain a new resource - "Assassin's Mark".
Toggle this passive to expend your Assassin's Mark upon dealing damage, allowing you to proc Assassinate during combat encounters.
Level 5 (Critical Shock / No Change)
All successful Attack Rolls against Surprised targets roll as Critical Hits.
Level 7 (Hidden Implement / No Change)
While Sneaking or Invisible, dealing damage has a chance to cause your target to become Surprised.
Level 9 (Marked for Blood / No Change)
Dealing damage while Sneaking or Invisible renders your target unable to become Alerted.
Level 11 (Executioner)
Upon reducing your target to 10% of their total Hit Points, they will instantly die.
WARLOCK
Warlocks may now exchange their life force (Reducing their maximum Hit Points) in order to recover Warlock Spell Slots. Each transaction reduces your total Hit Points by 10% and lasts until your next Long Rest.
Allies may now take advantage of your Eldritch Inertia as well when applied to an enemy.
WIZARD
(5.4.2 Nerf Revert) Arcane Wards duration no longer ticks down naturally - only when hit.
The cost of learning Spells via Scrolls has decreased from 500 to 250. (While 50 was indeed too low, now that X Savant passives are gone from Wizards kit with the subclass rework, a slight reduction in the cost to learn Spells will likely feel better overall.)
CREATURES
----------------------------------------------------------------------------------------------------------------------
(Hopefully) Fixed an issue where the Emperor could not be able to levitate.
(Hopefully) Fixed an issue with the Dominated Red Dragon.
(Hopefully) Fixed an issue causing the Armoured Owlbear to have less HP than intended.
Minscs starting Strength has been increased from 10 to 11.
Recruitable NPCs past the Nautiloid now benefit from the Dangerous Encounter passives and appropriate health scaling. Measures have been taken to ensure that once recruited to your party these passives and health bonuses are removed.
*IMPORTANT NOTE*
If using the difficulty addons for increased enemy health and stats, these have also been updated to correctly work with the above change to recruitable NPCs. Don't forget to update the optional files as well if needed!
GEAR
----------------------------------------------------------------------------------------------------------------------
Added the Murderous Cut to the gear rework / attunement.
The book "Regarding the Slayer" should now properly give the Slayer form a new unique action.
Potions of Angelic Slumber now correctly force you to sleep for 3 turns upon being drunk.
The Speedy Lightfeet will now work with all methods of Dashing.
The Killer's Sweetheart now allows you one free crit per combat encounter.
The Ring of Shadows no longer works in combat. Rarity reduced from Very Rare to Rare.
The Dolor Amarus now triggers it's additional damage once per turn.
The Vicious Shortbow now has the passive "Vicious Criticals" - when landing a Critical Hit, you roll your damage dice with Advantage.
The Vicious Battleaxe now has the passive "Vicious Criticals" rather than the passive "Dolor Amarus".
The Knife of the Undermountain King now provides a +1 bonus to Critical Hit chance. Rarity reduced from Very Rare to Rare.
SPELLS
----------------------------------------------------------------------------------------------------------------------
Melf's Minute Meteors buffed from 1d6+4 to 1d12+4 damage.
Fixed a bug causing Catnap to appear usable in dialogue.
Removed "Spiritual Weapon" from AI Spell Lists.
- Hey everyone! This patch sees some reworks to some of the older, more stagnant classes. (Mostly classes which either didn't have a lot of room for player expression in combat, or focused too heavily on one passive, gaining upgraded versions of it as you level rather than a whole new passive.) Should make them a bit more engaging to play! There's some balance adjustments, stuff, and a good few other things too. Hope you all enjoy! Let me know if you run into any issues, have feedback, or suggestions! Thanks!
-
Version 5.4.2
- Hey all! Got a few fixes dropping this time, had a few reports this week along with some discussion over on the subreddit. Please leave any bug reports, feedback, etc either in the comments or on the subreddit, and I'll get to them as I can. :)
MODULES EDITED:
Classes
Creatures
Feats
Gear
Illithid Powers
Spells
MULTIPLE MODULES
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Clarified descriptions of all "On Damaged" passives and effects - now if an effect triggers only on being damaged it won't use wording such as "When struck", it will specifically say "When damaged".
CLASSES
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
BARD
Insufferable Curse (Passives) now cannot Dominate any enemies tagged as Dangerous or Fatal encounters (like the Spell).
PALADIN
Visage of Sanctity (Passives) now also works on Ability Checks, rather than only Skill Checks.
WIZARD
Arcane Ward (Arcane Ward / Level 1) now has a maximum value equal to your level. When casting a Spell, you gain charges equal to the level of the Spell cast. The duration now ticks each turn.
Explosive Understanding no longer benefits from Damage Riders of any kind.
CREATURES
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Reduction in total Cantrips NPCs know. (Same deal as for Spells - simply removed all Cantrips from NPC lists which NPCs either couldn't use or spammed too often.
Fixed an error granting Paladin NPCs access to the players Paladin Spell pool, rather than the new NPC Paladin pool.
Fixed an error causing Goblin leaders to not Warcry. (Typos are gonna be the death of me.)
Initiative bonus for Humans reduced from 8 to 4.
Initiative bonus for Half-X races reduced from 4 to 2.
FEATS
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Accord of the Arcane now properly works with Eldritch Blast modifiers.
Dual Wielder renamed Duellist's Instinct and now works with any weapon type.
GEAR
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed Shapeshifter's Hat (But for real this time.)
ILLITHID POWERS
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Psionic Dominance can no longer nullify Spells cast by Dangerous or Fatal foes.
SPELLS
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed a minor text error on Magic Missile.
Removed AI control from a few summons. (AI control is for Spells which can summon multiple entities at once. Forgot to remove it from single entity summons.)
Added Hail of Thorns' explosion to the Sculpt Spells list.
Enlarge now properly increases the damage of Wildshaped creatures.
Frostflame Armament now lasts until Long Rest.
Feline Bombardment now has an AoE marker showing how large the explosion will be if you choose to meow in a blaze of glory.
Same for Thunderstep, you now see how wide the thunder AoE is for when you teleport.
Fixed a couple of Spells which weren't working properly with Sculpt Spells.
Heat now has it's own icon. Damage riders / boosts no longer apply to Heat damage dealt to yourself.
Counterspell now only guarantees a counter if you're countering a Spell Slot lower than your own - level one Counter Spell only guarantees a counter against Cantrips, level two Counter Spell only guarantees a counter against level one Spells, etc. Level six Spells are no longer able to be countered with a 100% success rate. Dangerous and Fatal foes can no longer be countered.
- Hey all! Got a few fixes dropping this time, had a few reports this week along with some discussion over on the subreddit. Please leave any bug reports, feedback, etc either in the comments or on the subreddit, and I'll get to them as I can. :)
-
Version 5.4.1
- !WARNING!
Major edits were made to Wizards this patch. As usual, a new save is *always* recommended with a new patch. However, if you choose to update mid save, be absolutely sure to respec your characters OFF of Wizard before installing the update! Once you have respec'd into a different class, save and quit and then install. Once installed, you can respec back to a Wizard. This is very important!
Hey everyone! Finally done with moving and had some time to get done finishing this patch. Hope everyone enjoys! As usual, please let me know of any bugs or issues you run into and I'll get it fixed asap. Thanks!
MODULES EDITED:
Classes
Creatures
Gear
Illithid Powers
Spells
CLASSES
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
MULTIPLE CLASSES
Passives which restore your class resource every three turns now properly only do so while in combat. If combat ends before three turns have transpired, the status is removed.
BARD
You may now take significantly more types of actions while Performing, however movement is reduced to zero while performing, and performance requires concentration.
Meaning now, encore will primarily trigger when either damaged or when you manually end concentration to move.
Upon using a bardic inspiration to enter your performance again via Encore, you will regain your bardic inspiration used after three turns.
These changes should help Bard to utilize performance based passives significantly more often, while simultaneously making gameplay as a Bard more engaging.
CLERIC (May Require a Respec)
Clerics now benefit from a new passive, Belief and Bestowment, granting them a new resource - Divine Intervention. These charges of Divine Intervention can then be spent on Miracles, granting various benefits which scale with your levels in Cleric.
MONK
Fixed a oversight causing Windwaker (Passives) to still cost a Bonus Action, when it should've been free.
PALADIN
Fixed an oversight causing Vengeance Paladin actions to still cost an Action / Bonus Action.
Level 5 Subclass abilities now utilize Channel Oath Charges rather than Smite Charges.
RANGER (May Require a Respec)
Frontier Ballistics now have their own container Spell that you gain at level 1.
WARLOCK
Eldritch Enervation will no longer restore HP when targeting your Chained Companions (Pact of the Chain).
Warlock's EB passives now apply without a Saving Throw.
WIZARD
Wizard has seen a complete subclass rework and now follows the same three subclass structure as all other classes in the game. Each subclass can be used with any school of magic, and boast exceptionally strong capabilities. With the changes implemented with Scholarly Acumen, along with the ability to learn scrolls, the gameplay loop of playing a Wizard will now feel much more well designed. Scroll learning and Scholarly Acumen both facilitate a more diverse, varied playstyle. However, Wizard subclasses encouraged specialization over all else. With these changes, everything meshes together in a way that should make them significantly better to play. Details below.
Arcane Warden:
Level 1
Gain Arcane Ward - Casting any Spell will increase the charge of your Wards strength.
Level 3
Gain Projected Ward - Use your Ward to protect your allies.
Level 5
Gain Extra Attack
Level 7
Gain Aggressive Warding - Once per turn, dealing damage will increase the charge of your Arcane Ward by 1.
Level 9
Gain Steelcast
Level 11
Gain Retaliatory Ward - Taking melee damage will deal Force damage to your aggressor equal to the amount of Arcane Ward charges you have remaining.
Evoker
Level 1
Gain Sculpt Spells - Allies will not take damage from your Spells.
Level 3
Gain Eruptive Casting - Spells which require an Attack Roll now roll with Advantage.
Level 5
Gain Spellslinger's Sublimity - Casting a Spell restores one charge of Arcane Recovery.
Level 7
Gain Evoke the Weave - Add your Intelligence Modifier to the first instance of Spell based damage you deal each turn.
Level 9
Gain Explosive Understanding - Dealing damage with a Spell causes enemies within 3m/10ft of your target to take Force damage equal to your Intelligence Modifier.
Level 11
Gain Scholar's Focus - The first Spell you cast each turn will not cost an Action or Bonus Action.
Necromancer
Level 1
Gain Necromantic Apprentice - Dealing damage will afflict a Crawling Gnaw upon your target for one turn.
Level 3
Gain Lifedrinker - Dealing damage with a Spell heals you for half the damage dealt.
Level 5
Gain Apostle of the Risen Dead - All allied undead within 18m/60ft of you gain a bonus to Attack Rolls and damage equal to your Intelligence Modifier.
Level 7
Gain Preemptive Attrocity - At the start of combat, an Undead rises at your feet.
Level 9
Gain Dominion Over Death - Undead you summon are immune to the effects of Decay.
Level 11
Gain Raise Hell - At the start of combat, you automatically raise all corpses within 18m/60ft.
CREATURES
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MASSIVE rework to enemy Spells, how they use them, how they cast them, etc. This took a damn long while to figure out, but I believe I've got something solid. Caster NPCs should have far less slow down in the late game, should no longer be able to target the same creature multiple times with Spells, and overall should just feel way better in terms of what they use and how often. Let me know what you think - these changes are crazy hard to make, and community feedback for how it feels is super important. Hopefully it feels way better!
Fixed a bug allowing caster type enemies to use Spells without expending Spell Slots.
Fixed a bug causing Raphael to not benefit from proper health scaling.
Fixed an oversight causing certain creatures to not have proper damage on Opportunity Attacks.
Fixed a bug causing Marcus to not benefit from HP scaling once he transitions to his winged character model.
Fixed a bug causing Orpheus to not benefit from proper HP scaling.
Orin is now considered to be a fatal encounter.
Isobel is now considered a Dangerous Encounter.
A few more NPCs are now designated as Dangerous and Fatal encounters.
Fixed a few oversights where Dangerous and Fatal encounter enemies did not have enhanced stat spreads.
GEAR
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Fixed a bug allowing the Tome of Celestial Healing to bypass the Arcane Acuity limit.
Nerfed "Arrow of Many Targets" - now fires an additional arrow at just one other enemy if they are within 3m/10ft of your original target.
Mourning Frost now applies chilled without a Saving Throw.
Soulbreaker Greatswords unique action now cannot target a creature with Lockdown Immunity as intended.
Added a few missing armour pieces to the gear rework / attunement. (Dark Justiciar Half Plate (Very Rare), Dark Justiciar Boots, Gauntlets of the Tyrant)
Fixed the Cambion summon not having proper stats on the Infernal Rapier.
ILLITHID POWERS
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Favourable Beginnings changed from a +1d4 bonus to a static +2 bonus.
SPELLS
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Catnap now restores your class based resources.
Mental Fortress renamed to "Internal Fortress". Now reduces damage equal to your Proficiency Bonus.
The majority of summons are now AI controlled.
Heat will no longer damage you outside of combat.
Counterspell has been entirely removed from enemy spell pools.
Spirit Guardians can now be cast as either a Radiant or Necrotic Spell, each with unique icons and effects.
Crusader's Mantle can now be cast as either a Radiant or Necrotic Spell, each with unique icons and effects.
Fixed the Deva summon not having proper stats.
Fixed a bug preventing Witchbolt from working properly.
Fixed a bug causing Witch Bolt to break concentration when using the followup action.
Magic Missile is now made as an Attack Roll rather than having 100% accuracy.
MISC
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Updated the Modded Subclasses Template so the progressions file reflects recent changes.
And along with all of this are many, many smaller changes as well! Hope you guys enjoy. :)
- !WARNING!
-
Version 5.3.3
- MODULES EDITED:
Classes
Creatures
Gear
Illithid Powers
Spells
CLASSES
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
BARBARIAN
Fixed a bug causing Inciting Howl (and other rage passives) to not be usable while raging under the Wolf Heart.
CLERIC
Divine Strikes (War Cleric / Level 5) has been reduced from a +1d8 damage bonus to +1d6.
Deific Strikes (War Cleric / Level 9) has been reduced from a +1d12 damage bonus to +1d8.
Fixed a bug causing Flames of Repentance (Passives) to not grant a counter action.
FIGHTER
Fighters now spawn with a shield after creating a character.
WARLOCK
Projected Inertia no longer requires a Saving Throw, and can be utilized with other Eldritch Blast modifiers.
WIZARD
A pretty common sentiment was that Wizards were underpowered compared to other casters. I want to fix that, while further reinforcing their core theme - to learn as many Spells as possible, and use as many Spells as possible. Whereas Warlocks provide extreme levels of debilitation, and Sorcerers can provide massive damage spikes, I want Wizards to provide versatility and consistent casting. Wizards should, without a doubt, cast the most Spells.
Wizards now benefit from a new passive at level one, utilizing the same random assignment behavior used for enemy passives, titled Scholarly Acumen. Upon the start of each of your turns while in combat, you will be given one of 20 random goals that you can complete. Upon completing the goal, you regain one Arcane Recovery charge. This plays extremely well into Wizards core idea - acquiring more and more versatility. The more scrolls you learn, the more easily you will be able to fulfill these goals. Learn more Spells to cast more Spells.
Arcane Recovery charges are now gained at a rate of one per level.
Arcane Recovery now recovers Spells at a more generous rate. One Arcane Recovery charge is equal to a level one Spell Slot.
Slight reductions in the Arcane Recovery costs of abilities.
*Important Note: Wizards will likely move to having four subclasses like the rest of the classes in game once Patch 8 drops. I'm not 100% all-in on the idea just yet, but am heavily considering it. Have seen several users voice that they believe it would fit better to consolodate the subclasses more focused iterations. It will absolutely necessitate a restart however, so rather than drop two patches close together needing a restart, that change will come with Patch 8.*
CREATURES
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Goblin Captains will no longer use Warcry if starting their turn while Silenced (Good new counter for the Druid Grove intro fight - drop a silence bubble on the captain).
GEAR
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Crusher's Ring is now considered Rare and costs 2 Attunement.
The Caustic Band now provides a +1d4 Acid damage bonus to weapons if your target is covered in Acid.
The Gloves of Archery now allow you to ignore low ground penalties.
The Dark Justiciar Gauntlets now provide their damage bonus only if you are Lightly or Heavily Obscured.
The Hellgloom Gloves now provide their damage bonus only if your target is Burning.
The Helldusk Gloves now deal Fire damage, and possibly Burn your target.
The Legacy of the Masters now increases your Attack Rolls and Damage by 4.
ILLITHID POWERS
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Cull the Weak no longer triggers on damaging allies.
SPELLS
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Fixed a bug causing Guiding Bolt to not multiply it's damage properly against Fey/Fiends/Undead. (Math is hard.)
Spirit Guardians will now display their aura from the vanilla game during combat. This allows you to have the visual indicator while active and useful, without the visual clutter when running around the overworld.
Catnap now correctly restores Natural Recovery Points (Ranger)
Increased the damage of throws based on weight class from (1 / 1d4 / 2d4) to (1d4 / 1d8 / 1d12)
Removed the range limit on activating your Witch Bolt. (Seemed strange to have the visuals active, be able to activate it, and it deals no damage.)
- MODULES EDITED:
-
Version 5.3.2
- New Difficulty Modules:
- Slower Level Curve
This module will slow your level curve by roughly 25-33%. It will help to ensure that fights throughout the game stay more consistently challenging.
- Increased Enemy Health
This module will increase my enemy HP scaling factors by roughly 25-33%. Please note that this is an increase to HP scaling factors, NOT their total health. Enemies will potentially have much more than a 25-33% increase, depending on a variety of values and stats. More dangerous bosses will receive overall greater boosts from this change. The examples below are what sort of changes you can expect from various enemies - keep in mind these examples are on Tactician/Honor. On Explorer/Balanced, these values would be halved.
Under typical Tactician scaling, the Goblin Captain at the Grove will have a health range of 48-68 (Averaging 58). Under the new system, he will have a health range of 56-94 (Averaging 76).
Under typical Tactician scaling, Dror Ragzlin will have a health range of 170-206 (Averaging 190). Under the new system, he will have a health range of 262-338 (Averaging 302).
Under typical Tactician scaling, Grym will have a health range of 1250-1322 (Averaging 1290). Under the new system, it will have a health range of 1794-1946 (Averaging 1874).
Typical enemies would see a health increase of roughly 31%.
Dangerous encounters would see a health increase of roughly 58%.
Fatal encounters would see a health increase of roughly 45%.
MODULES EDITED:
Classes
CLASSES
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
PALADIN
Lay on Hands now heals for 4x your Paladin level, rather than 2x.
WIZARD
Learning a scroll has had it's cost increased from 50 to 500. In the base game, the level of the Spell you learned increased the cost by another 50 gold. However, all scrolls are level one in Homebrew, meaning this value needed to be increased. Furthermore, Spells are not prepared anymore, so each Spell learned is FAR more valuable. Learning scrolls associated with your subclass will still cost half of what it normally would. (250)
GEAR
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Added the Ring of Geniality and Acrobat Boots to the gear/attunement rework. (Seriously, 631 items, that has to be all of them now, right???)
- New Difficulty Modules:
-
Version 5.3.1
- MODULES EDITED:
Classes
Creatures
Feats
Gear
Spells
Wild Magic
CLASSES
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
BARD
Fixed an oversight causing the Swords Bard specific version of Steel Cast to not receive the new changes from last patch.
Cutting Words (Passives) now costs a Reaction, rather than a Bardic Inspiration.
Engaging Composition (Passives) now allows targets of your Bardic Inspiration to make an attack using their Reaction.
DRUID
Ensnaring Presence (Circle of the Land / Level 1) will no longer ensnare allies.
PALADIN
Fixed a bug causing Soothing Radiance (Oath of the Ancients / Level 3) to not apply properly.
RANGER
Rangers now use their Nimble Movement (Now named "Natural Movement") by expending charges of their Natural Focus, rather than a Bonus Action. This also fixes the issue when multiclassing both Ranger and Rogue - the cost won't be doubled up to two Bonus Actions anymore. Also gives players who wish to play a summon-free Ranger another way to spend their Focus charges.
SORCERER
Fixed an oversight causing the Draconic Sorcerer specific version of Steel Cast to not receive the new changes from last patch.
Cancelling Veiled Synergy (Passives) now leaves a lingering effect for one turn.
WARLOCK
Fixed an oversight causing the Pact of the Blade specific version of Steel Cast to not receive the new changes from last patch.
WIZARD
Superior Portent Dice (Divination / Multiple Levels) now cost a Reaction as well as Arcane Recovery.
CREATURES
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Gekh Coal is now considered a Dangerous Encounter.
Nere is now considered a dangerous encounter.
Intellect Devourers will no longer use "Devour Intellect" on you if you have immunity to Lockdown Conditions.
Goblin Captains no longer increase their allies Strength scores when using Warcry.
Upon enraging, rather than increasing their Strength by 2, Owlbears now make Attack Rolls with Advantage.
FEATS
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Slight rework to Dunesis. It came to my attention that Dunesis was somewhat underperforming, as it gives +2 to your Spell Save DC. However, Ability Score Improvement can do the same (and more) once you're past level 9, meaning that ASI was flat out the better feat to have at that level. So, I wanted to make Dunesis a bit more interesting. Now, it grants only +1 to your Spell Save DC. However, each time that you cast a Spell, you gain a stack of a new resource, Dunesis Charges. You may have up to three of these charges max, and may consume them to further increase your DC.
Do you spend one, in order to gain a moderate boost for three turns, blow through all three at once in order to gain a large increase to DC? Totally up to the player, and considering you can recharge up to two per turn, it allows for some pretty strategic gameplay. Along with that, since the charges reset at any Spell level, this means that the lower level Spells also gain a bit more use in the higher levels when using this feat. Hope you guys enjoy the way it's been reworked, it's a lot of fun to play with! :)
GEAR
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Fixed an issue causing Attunement to reset upon being killed and resurrected.
Ring of Jumping has had attunement costs added. (629 items overhauled, how many more could there possibly be to find??? lol)
The Dwarven Thrower toggle passive is no longer toggled on by default.
Reapers Embrace no longer relies on a Saving Throw to inflict Howl of the Dead and now deals 6d6 Necrotic damage to any enemy who fails a CON save.
SPELLS
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed Water Walk not granting immunity to slipping on grease or ice.
Globe of Resistance will now display it's proper upcast description on the Spell tooltip. (Forgot to change it when changing the Spells effect a patch or two ago.)
Intellect Fotress has been renamed to Mental Fortress. Now blocks damage equal to your targets Spellcasting Modifier, rather than their Intelligence Modifier.
Hunger of Hadar has been blacklisted for AI use due to them often using it improperly.
Fixed a strange bug which caused Thunderous Strike to not deal damage if the enemy jumped instead of walked.
(Hopefully) Fixed a bug in the base game which could cause Unstoppable could remain on an enemy indefinitely.
Barrier of Holding has been blacklisted for AI use due to them often using it improperly.
Fixed an issue where Sylvan Empowerment could sometimes disable on your off-hand weapon.
Heroes Feast may now actually be cast just once per Long Rest. (Can no longer cast it once per long rest per spell slot.)
WILD MAGIC
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Cut down on the amount of Wild Magic effects which summon creatures - the amount of effects has not changed, some of the effects summoning creatures have simply been replaced.
- MODULES EDITED:
-
Version 5.3.0
- *IMPORTANT NOTES*
A new game is not strictly required, though I do recommend considering it for this update. A lot has changed, and I'm 100% confident this is the best state the mod has ever been in. I understand if you do not wish to, though I ask that you consider it as MUCH has changed, especially with how gear is handled. As always, make a backup save before updating to be safe.
Attunement has been revamped to work in a more forgiving manner and is now built directly into the main overhaul. The gear within the overhaul is designed with Attunement in mind, and is a far more balanced experience with it's inclusion. If you do not wish to use Attunement, it is still optional - simply download the optional file to disable it (which has been added along with this patch). My reason for doing this is simple - when someone new comes to the mod and goes straight to the main downloads, I want them to experience the overhaul with my intended level of balance. If you're on the fence, I HEAVILY recommend giving it a shot, as this new iteration of it is significantly improved.*
MODULES EDITED:
Classes
Feats
Gear
MULTIPLE MODULES
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
It came to my attention that some reactions couldn't work when invisible. That's fixed now - all Reactions in the game (at least, I think it was all of them) can now be used while Invisible.
Steel Cast has had it's effect swapped with Eldritch Knight's Mountainous Madness. Now, Steel Cast activates Extra Attack when you cast a Spell.
CLASSES
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DRUID
Feral Precision (Passives) now grants a +2 bonus to Attack Rolls, rather than +1. While Wildshaped or while Symbiotic Entity is active, this doubles to +4.
Ferocious Stand (Passives) now works with Symbiotic Entity.
Kindred Instinct (Passives) renamed and reworked to Killer Instinct. Now grants advantage on damage rolls while assuming a Wildshape form.
Natural Resurgence (Passives) now works while above 50% HP, though only activates while in combat now.
Pack Leader (Passives) now allows you to inflict Goaded when dealing damage while assuming the form of a Wildshape.
FIGHTER
Slightly adjusted the damage scaling of maneouvers. Now, instead of starting at 1d12 and reaching 2d12/3d12 at levels 5/9, it will instead scale like Sneak Attack, starting at 1d6 and gaining an additional 1d6 damage at every odd level. This will slightly increase the average damage of your maneouvers by around 2~ at max level, but will also make them feel a lot more balanced during the first 1-3 levels.
Reduced the maximum DC bonus granted by Strategist. Now, instead of gaining +1 DC at every odd level (for a total of +6), they will gain a +1DC bonus at levels 1/5/9, for a total of +3. This was just a little bit overtuned, and became much more clear as you gained levels.
Fixed a bug causing Second Wind not to trigger for Champion Fighters.
Eldritch Knights no longer cast Spells at the 6th level - they now cast at level 3 max, like other half casters.
Mountainous Madness (Eldritch Knight / Level 7) has had it's effect with Steel Cast swapped. Upon casting a Spell, you may make a melee attack as a Bonus Action.
PALADIN
Paladin got some pretty nice changes at levels 3/7/11 for the standard three subclasses! It's no longer dependent on fighting a specific enemy type for half of it's passives to function (Though, those passives ARE still in effect.)
Oath of the Ancients
Natures Wrath is now "Binding Radiance". Pure flavor change - added new visual effects to it as well.
Soothing Radiance (Level 3) - Your Healing Radiance now also casts Lesser Restoration on yourself and allies. Enemies roll with Disadvantage when attempting to save against your Binding Radiance.
Extended Oath (Level 7) - The range of Healing Radiance is doubled. Binding Radiance may now select up to three targets.
Oathbound Defender (Level 11) - During the three turns that you're waiting to recast Healing Radiance, you and your allies are Resistant to all damage. In addition, dealing damage to creatures bound by Binding Radiance causes your damage dice to be rolled with Advantage.
Oath of Devotion
Sacred Oath (Level 3) - You may select two targets when casting Holy Rebuke. When dealing damage while Sacred Weapon is active, restore Hit Points equal to your CHA Modifier.
Radiant Reflection (Level 7) - When taking damage by a melee attack while Holy Rebuke is active, your attacker takes 1-12 Radiant damage. Sacred Weapon now inflicts one stack of Radiant Orb per attack.
Pure Radiance (Level 11) - When attacking a creature with stacks of Radiant Orb, you roll with Advantage and deal an additional 1-12 Radiant damage.
Oath of Vengeance
Sanctified Commands (Level 3) - Abjure Enemy and Inquisitors Might may be cast for free once per combat.
Abjure the Weak (Level 7) - When dealing damage to a creature affected by Abjure Enemy, you roll your damage dice with Advantage. Inquisitor's Might now grants Advantage on Attack Rolls.
I Am Vengeance (Level 11) - Once per Short Rest, erupt in Radiant flame, adding 12 Radiant damage to each swing of your weapon and making all Attack Rolls with Advantage. I won't spoil the effects used for this ability but safe to say, this one's my favorite. It looks absolutely awesome.
RANGER
Fixed an oversight causing Natural Huntsman to not reset at the beginning of each turn.
Natural Focus now repleneshes on a Short Rest, rather than a Long Rest.
I've seen several people mention they aren't a fan of Rangers being somewhat forced into using a summon as their class resource - that's changed now. Rangers can now select a special arrow that they can fire using their Natural Focus at every odd level, including level one.
FEATS
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War Caster can now be cast as a free reaction. The weapon buff gained by War Caster is now an action - fixed a bug where you could apply it to multiple items.
GEAR
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed an oversight causing Attunement to reset when long resting.
You now gain one additional Attunement point per level on top of what you start with.
Fixed a bug causing the Titanstring Bow to add your STR modifier to melee Attack Rolls as well.
More gear fixes and adjustments, from balance edits to typos.
SPELLS
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Goodberries now scale with your Proficiency Bonus - the amount of healing is now always equal to that of a health potion, even at higher levels.
Fixed Shovel's summon spell referencing the Warlock spell for Quasits - it will no longer incorrectly state Shovel scales with your level.
Weapon buff (Sylvan Empowerment, Pact Weapon, etc) actions will now properly be removed on a respec.
- *IMPORTANT NOTES*
-
Version 5.2.2
- Pretty small update today (a good thing though, no bugs being reported means people are experiencing less :P)! Just found a few things I wanted to address.
MODULES EDITED:
Feats
Gear
Spells
FEATS
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed a bug causing Masonry of Chaos to trigger positive wild magic surges for enemies when dealing damage to them.
GEAR
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Searched through all remaining items, and found 20-30 which were lacking Attunement. Should hopefully be all of them (almost 600 items), though there are things hidden all over the place. If you spot one that I've missed, give me a shout and I'll add attunement costs to it.
Fixed a small oversight in 5.2.1 which removed Overwhelm from the Everburn Blade.
SPELLS
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Added Command and a handful of hard CC weapon actions to the list of lockdown causing effects for bosses.
- Pretty small update today (a good thing though, no bugs being reported means people are experiencing less :P)! Just found a few things I wanted to address.
-
Version 5.2.1
- MODULES EDITED:
Creatures
Feats
Gear
Illithid Powers
Spells
Creatures
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I've been aware for a while now that there are an abundance of Ranger NPCs toward the beginning of the game, and it can be frustrating having them summon their Ranger Companions all at once. So, starting with this patch I'm going to begin adjusting that - it's something I've wanted to do for a while, adjust enemy classes to increase variety. I want there to be a really good variety of NPCs classes, so if you notice any areas in particular have a ton of NPCs of the same type (outside of places which make sense in lore - such as the Grove being full of Druids), let me know about the area and I'll try to do something with it.
Note that whenever I change an NPCs progression trees you will not see the change until starting a new save. As far as I understand it's baked into your save from the moment they load in. That said, this patch will be adjusting the classes of a couple of the NPCs found in Withers' tomb, as well as those found in the Zhent hideout. Both of these areas in Act 1 stand out to me as having a significant number of Rangers off the top of my head. Next time you play, expect these areas to be a bit different.
GEAR
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More refinement to gear as a whole, especially if you're using the Attunement addon. An absolute ton of gear has had it's rarities adjusted to better reflect the strength of what it provides, and as such - it's attunement cost, too. Many small bug fixes, typo corrections, and minor adjustments/buffs to specific gear. It's getting closer to where I want it to be, though there will almost certainly be even further refinement over time as we keep playing and testing things.
Attunement costs for Legendary items have been reduced by 1, down to 3. This puts them in the same category as Very Rare items, which further emphasizes that they are absolute powerhouses. Also makes your maximum limit for legendary items 4, rather than 3.
FEATS
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Fixed an oversight causing Ability Improvement to not be remove when doing a respec.
ILLITHID POWERS
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ability Drain has been edited to drain your targets ability to make a Saving Throw based on the ability you used to damage them, rather than the ability itself. (Caused bugs with the scaling health system that I implmented in 5.0 - their health kept being recalculated each time they took damage.)
SPELLS
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Globe of Invulnerability is now "Globe of Resistance". Grants any creature inside it Resistance to damage. Upcasting increases the duration of the globe.
Druidcraft has been added to the list of cooldown Spells for AI use.
Removed the on-turn Saving Throw from Blinded.
- MODULES EDITED:
-
Version 5.2.0
- !!! THIS UPDATE WILL LIKELY REQUIRE A NEW GAME IN ORDER FOR ALL GEAR CHANGES TO FUNCTION PROPERLY !!!
Without a new game, some of the gear changes may not properly take effect. However, this will not result in crashes, bugs, etc. A few pieces of gear might just not receive the edits I made, is all.
NEW MODULE:
Home Brew - Comprehensive Reworks (Attunement Addon):
A new addon has been created for those who want to add a bit more spice (and difficulty) to their playthroughs. With the Attunement Addon installed, you will start your game with a new resource - 12 Attunement points. Each time that you equip a magical item, your Attunement Points will decrease. Once you have run out of Attunement Points, you will be unable to equip magical items. To gain your Attunement Points back, simply unequip any of your magical items to refund the points. Items have a different cost to attune depending on their rarity. The costs are as follows:
Uncommon - 1 Attunement
Rare - 2 Attunement
Very Rare - 3 Attunement
Legendary - 4 Attunement
With the Attunement addon, you won't be able to fill every equipment slot with magical items anymore. You'll have to make hard decisions on what gear to equip, what best suits your build, etc. It adds a new layer of complexity to player progression and strategy. Early game will not be affected much, though as you progress further into your campaign, due to the increasing cost of more rare items, you'll start to get a feel for what I was going for with this. In vanilla BG3 and Homebrew alike, as you progress further into the game the challenge begins to drop. This is due to gear allowing the player to eventually outpace the increasing strength of enemies. With the Attunement addon, this will be far less of a problem. If you want your game to remain challenging from beginning to end, this will almost certainly help out with that in a really interesting way. It essentially adds a loadout system to the game, where you'll have to try to create the strongest character possible within the confines of your allotted points.
Best part is that it's entirely optional, and (to my knowledge) can be safely added or removed anytime that you want. Let me know what you think if you decide to give it a try! :D
MODULES EDITED:
Classes
Gear
Spells
CLASSES
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FIGHTER
I've been getting pretty consistent feedback that Fighters are lagging behind the other martials. Let's fix that.
Maneouvers have had their damage dice increased. It is now equal to:
Level 1: 1d12
Level 5: 2d12
Level 9: 3d12
Fighters no longer have a baseline of 3 Superiority Dice, they now gain one per level like Monk, Sorcerer, etc.
Fighters now gain a DC bonus equal to half of your levels in Fighter, significantly improving your maneouvers, taunts, etc when sticking with the class. Also excellent for Eldritch Knights - they only have a couple of Spells, but now when they cast them, they will be very hard to resist.
GEAR
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All gear has had another look over in order to try and maintain balance. It became pretty apparant that it was extremely easy to end up totally loaded with passives through gear. As such, there's been a revamp and restructuring of a lot of gear found throughout the game. I want to try and keep things challenging, even toward the later sections of the game, so cutting down on the total amount of passives that a player can have through gear was pretty important. These changes will also create a better feeling of cohesion and consistency across gear throughout the game, as some of the more rare pieces of gear have been buffed. The general rule of the restructure is as follows:
Common Items:
- No change.
Uncommon Items:
- One Passive Effect
Rare Items:
- One Passive Effect
- Enchantment (+1)
Very Rare Items:
- One Passive Effect
- Enchantment (+2)
Legendary Items:
- Three Passive Effects
- Enchantment (+3)
I've spent some time with it, and have been enjoying it a good bit. Hopefully everything should feel pretty good overall.
Across all slots of gear you can equip, you'll still be able to have over a dozen passives added to your character, so I still feel that this will allow you to become sufficiently powerful (and then some) with some build planning. For those finding things to be a bit too easy, I encourage you to grab either an attunement addon to further limit gear, the difficulty addon to beef up enemies a bit, or a mod which slows XP progression. I use all of those myself and it works really well.
SPELLS
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Fixed a bug causing Warpstone to not be affected by Accord of the Arcane (Feat).
Couple of small text/UI fixes.
- !!! THIS UPDATE WILL LIKELY REQUIRE A NEW GAME IN ORDER FOR ALL GEAR CHANGES TO FUNCTION PROPERLY !!!
-
Version 5.1.9
- MODULES EDITED:
Classes
Feats
Gear
Illithid Powers
Spells
MULTIPLE MODULES
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All Damage Rider Sources have been adjusted to act as Damage Bonuses instead. Damage bonuses do not roll an additional dice like a damage rider source, rather their value is calculated and then added to your total damage instead. This will prevent damage from spiraling, as rather than having multiple "rolls" of damage which can carry over item and passive damage increases, you'll instead just see one number, all bonuses added into it. Effectively, when attacking, the amount of numbers you'll see is directly equal to the amount of damage types you deal.
Reactions which act as an offfensive counter attack will no longer ask if you want to counter attack multiple times when allies are hit with AoE damage (consuming multiple Reactions for just one counter attack in the process). Works much more fluidly now.
CLASSES
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DRUID
Druids can now Wildshape using either their Action or Bonus Action.
Fixed an oversight causing Shapeshifter's Versatility to only update upon starting/ending combat.
Return to Form is no longer granted to your Wildshape forms, but to you instead. This means it will no longer need to be toggled on or off each time you Wildshape.
Fixed a bug causing Hard Headed (Deep Rothe Passive) to look a bit weird within the UI. Looks and feels far more natural now.
FIGHTER
Fixed a bug causing Charge of the Collective to trigger more often than intended. The passive can now only trigger once per turn. I also added in an additional feature, so if multiple creatures have the passive, it can actually be used to stack Dash. For example, if you and your ally both have the passive, you can dash, causing them to dash, which then triggers the passive for them as well, causing you to gain another stack of dash. Essentially, if you have two characters with this passive, each dash use gives twice as much Movement Speed when they're in range of each other.
Martial Reclaim (Passives) is now renamed to Martial Prowess. Allows you to ignore Slashing Resistances.
Full Arsenal (Passives) now procs on either a Critical Hit OR Killing Blow, taking on the effects from Martial Reclaim.
MONK
Dance of Flowing Water stacks now reset at the beginning of your turn properly, description updated to be clear.
Fist of Crushing Rock stacks now reset at the end of your turn properly, description updated to be clear.
Focused Stream stacks now reset at the end of your turn properly, description updated to be clear.
PALADIN
Paladins can no longer use Smite Reactions with other Smites.
Resplendent Reverb now procs when using a Spell to heal another creature.
RANGER
Fixed an oversight causing Beastial Foresight to only update upon starting/ending combat.
ROGUE
Fixed a bug causing Freedom of Movement to apply repeatedly when Invisible.
SORCERER
Sorcery points now have a hard cap of 24.
Short Resting now resets your status effects affecting your maximum Sorcery Points / Spell Slots.
Metamagic costs have been rebalanced somewhat.
WIZARD
Fixed a bug causing War Magic to not trigger properly.
Fixed a bug causing Spell Surge to not trigger properly.
FEATS
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Accord of the Arcane now allows you to cast Cantrips as a Bonus Action.
Charger may now be used once per turn as a free action.
Defensive Duellist is now a free Reaction.
Dual Wielder now consumes just one Dual Wield Charge per turn when dealing or taking damage - up to a maximum of 2 per round if you leave it toggled on when ending your turn. Charges are now also restored on Critical Hits.
Durable now lasts until you take another type of damage.
Intrinsic Bulwark now reduces damage equal to your Proficiency Bonus, like Shields. Damage reduction does not stack with the Shield passive "Deflection". Updated description to make this clear.
Greater Impact will now trigger more reliably - when I first wrote the conditions for this, the mod was fairly new. Rewrote them with this patch to use the more straight forward logic that other On-Crit/On-Kill passives use. Should always properly trigger now.
Lucky now rerolls any type of roll which is a 4 or less, rather than 1 - you then take the higher of the two rolls.
Masonry of Chaos now only triggers positive surges of Wild Magic.
Mobile Offensive now triggers Dash and Disengage when you land a Critical Hit or killing blow.
Performer's actions are no longer Concentration based. Only one song may be active at a time.
Restricted Territory now also causes your Opportunity Attacks to deal the maximum damage possible.
Tough now also prevents you from being Critically Hit.
Shieldbearer now grants three Shieldbearer Charges per Short Rest. These can be used with a new, free reaction to negate an instance of damage.
War Caster now allows your melee weapons to scale with your Spellcasting Modifier. In addition, they gain the Thrown property, and will return to you when thrown.
GEAR
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Deflection (Shields) will no longer stack with Intrinsic Bulwark (Feat).
Fixed a bug causing the Armour of Persistence to not keep Blade Ward active while worn.
Cloak of the Weave now grants Enchanted Safeguard and Mystic Insight (Wizard Passives), rather than having the same effect as the Cloak of Elemental Absorbtion.
Removed Overwhelm from the Flail of Ages and Shattered Flail.
ILLITHID POWERS
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Drain Ability can now only drain a targets ability score by a maximum of 3.
SPELLS
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Hex now costs an Action, rather than a Bonus Action.
Fixed a bug causing Arcane Acuity to stack past it's maximum of 3.
- MODULES EDITED:
-
Version 5.1.8
- Buckle up! The weaker passives are no longer weaker, build decisions just got harder to make. The majority of these changes came from discussion over on the subreddit - AND everything is documents super well over there! Head over if you'd like to join us and discuss the mod, it's been growing quite a bit! :D
Here's a detailed guide, to give an example of how well it's put together.
https://www.reddit.com/r/BG3Homebrew/comments/1ib4xnu/homebrew_starting_guide_read_first/
MODULES EDITED:
Classes
Creatures
Gear
Illithid Powers
Spells
CLASSES
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BARBARIAN
Danger Sense (Passives) now allows you forcibly succeed a Saving Throw at the cost of one of your Rage Charges.
Lands Stride (Passives) now also provides the effects of Freedom of Movement and Water Walk while enraged.
Peak Physicality (Passives) now grants Advantage on all Strength based Ability Checks and Saving Throws. In addition, your Strength is increased by 2.
Rooted in Anger (Passives) now makes it so you cannot be forcibly moved, and additionally grants a bonus to all Athletics checks equal to your levels in Barbarian.
BARD
Performances now end at the end of combat automatically.
CLERIC
Holy Fortitude (Passives) now allows you to heal yourself for the maximum amount possible if healed while below half of your total Hit Points.
Immaculate Ward (Passives) now costs a Channel Divinity charge, but nullifies all physical damage that you would have taken.
Pious Insight (Passives) now also grants Advantage on Wisdom based Saving Throws, rather than just Ability Checks.
Stout Believer (Passives) now grants status immunity to fear effects, but also grants Death Ward upon healing a creature with a Spell.
FIGHTER
Charge of the Collective (Passives) is now triggered upon receiving the Dash status, rather than when using the action. This means it is now compatible with things like Alert, which lets you dash at the beginning of combat. Furthermore, the range has been extended from 9m/30ft to 18m/60ft.
Heavy Assault (Passives) now grants advantage on damage rolls with two handed weapons.
Iron Will (Passives) now grants you Lockdown Immunity when recovering from a lockdown condition.
Martial Fortress (Passives) now triggers on both Critical Hits and killing blows.
Tactical Retreat (Passives) has been renamed Tactical Lockdown. It now provides Lockdown Immunity at the start of combat for three turns.
Sentinel's Protection (Passives) has had it's range increased from 1.8m/5~ft to 3m/10ft.
MONK
Dance of Flowing Water (Passives) now properly stacks with itself.
Fist of Crushing Rock (Passives) now grants +1 to your Attack Rolls each time you dodge an attack (and properly stacks with itself).
Focused Stream (Passives) now resets your stacks on a Critical Hit.
Fortified Psyche (Passives) now renamed to Fortify Body and Mind. Now removes Charmed, Frightened, and any effect which would restrain you.
Windwaker (Passives) can now be used as a free action once per turn.
Stunning Strikes (Way of the Open Palm) can no longer target enemies who are under the effects of "Lockdown Immunity".
Fixed a bug on Voidwalker (Way of the Shadows) preventing Monks from actually gaining proper Superior Darkvision.
PALADIN
Divine Health (Passives) now makes you resistant to Poison and Necrotic damage, and also heals you for 1d6 multiplied by your Proficiency Bonus when you kill an enemy with one of your Smites.
Divine Resurgence (Passives) now restores one Crusaders Smite charge every three turns, rather than once per combat.
Holy Bulwark (Passives) now refreshes when damaging a target with a Smite.
Holy Wrath (Passives) now refreshses when damaging a target with a Smite.
Infallible Beacons (Passives) aura is now only active during combat (trying to keep aura effects ONLY active when needed).
Principle of Belief (Passives) has had it's damaged buffed from +1d4 to +1d12.
Repel the Damned (Passives) now works on any type of enemy.
Resplendent Reverb (Passives) now heals you for your Charisma Modifier multplied by your Proficiency Bonus.
Stalwart Resolve (Passives) now decreases damage taken by an amount equal to your Charisma Modifier.
RANGER
Beastial Foresight (Passives) now allows you to summong your Ranger Companion outside of combat for free.
Close Quarters Shooter now grants Advantage on damage rolls made with a ranged weapon while Threatened.
Misc text adjustments and fixes.
Natural Huntsman (Passives) can now only proc once per attack. Furthermore, your Natural Huntsman stacks are now visible on your hotbar, so you can add up how high the bonus will be.
Two-Weapon Fighting (Passives) now grants your off-hand weapon Advantage on Attack Rolls and Damage.
ROGUE
Illusory Advantage (Passives) now grants Enhanced Illusion. It's the same as Minor Illusion, but once discovered, sets off a flashbang which blinds nearby enemies.
Light Footwork (Passives) now applies Freedom of Movement and Water Walk while Sneaking or Invisible.
Low Visibility (Passives) now grants two AC while in shadowed areas.
Sharp Eyes (Passives) now allows you to automatically succeed all Perception and Insight based Ability Checks.
Umbral Sight (Passives) buffed from basic Darkvision to Superior Darkvision, along with the ability to see in magical darkness.
SORCERER
Arcane Overflow (Passives) now restores one Sorcery Point per Critical Hit, rather than two.
Elemental Afterglow (Passives) now applies a status effect to enemies within 9m/30ft of you after dealing damage with a Spell of a particular element. The status applied to enemies changes depending on the element of the Spell you cast.
Natural Vortex (Passives) now grants a new reaction - when an enemy casts a Spell within 18m/60ft, you may use your Reaction to gain a Sorcery Point.
Veiled Synergy (Passives) can now be toggled at any time for the cost of one Sorcery Point per turn.
Druidcraft has been swapped with Sylvan Empowerment from the Wizard Cantrip list.
WARLOCK
Bound Elements now provides Resistance to all damage types for one turn.
WIZARD
Arcane Fortitude (Passives) now grants additional HP equal to your levels in Wizard multiplied by two.
Magical Insight (Passives) now instead grants Advantage on Intelligence based Ability Checks and Saving Throws. Additionally, your Intelligence increases by 2.
Potent Cantrips (Passives) now increases the damage of Cantrips by your Proficiency Bonus multiplied by two.
Potent Spells (Passives) now deals an additional +4 damage per level of Spell Slot used. On Spells which allow for multiple targets, only the first target selected will receive the bonus.
Spellbound Rebirth (Passives) now restores a Arcane Recovery point on any killing blow or Critical Hit.
War Magic (Passives) now procs on Spells or weapon attacks.
Wizard's Clarity (Passives) now grants Advantage on damage rolls with Spells and Cantrips after having used Arcane Recovery. The duration that you retain Advantage is equal to the level of Spell Slot recovered.
Sylvan Empowerment has been swapped with Druidcraft from the Sorcerer Cantrip list.
CREATURES
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Frozen and Stunned have been added to the list of "Lockdown" status effects.
Underdark races immunity to blind has been reworked to immunity to magical darkness - now firing into/from a darkness cloud works as intended and overall feels way, way smoother.
Half-Orc's now have +4 Initiative and Advantage on STR based Saving Throws, to keep them consistent with the other Half-X races.
Phase Spiders within the well in the Goblin village now benefit from the effects of Featherfall.
GEAR
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Overwhelm now triggers on both hits and misses, allowing Two-Handed weapons to better compete with Dual Wieldings damage output.
Overwhelm has been removed from Flail type weapons, and replaced with Weakening Strike.
Shields have had a MUCH more extensive rework to also allow them to compete with Dual Wielding and Two-Handed. This needed to be a bit more aggressive of a rework, as typically high damage strategies are far better than defensive ones. To compensate for the loss of damage, shields now provide very noticeable improvements to your ability to tank. First of all, Shields no longer provide passive Armour Class. Instead, all shields now come with two new reactions. One is called "Raise Shield", which reduces your opponents Attack Roll by a value equal to your Proficiency Bonus for free when attacked. This essentially functions EXACTLY as if a shield had granted you passive AC. However, now shields will improve as you level, just like your choice of weapon. Along with that, now that your AC is "lower", equipping a shield will no longer make AI less likely to attack you. On the contrary, they'll be MORE likely to attack you, allowing you to fulfill the role of a defensive tank more easily. The second reaction you gain with shields is Shield Bash - when an enemy misses you in melee range, you can retaliate to deal 1d4 bludgeoning damage and potentially knock your target Prone. This means that you can bait enemies in with your "lower" AC, then bash them when you force them to miss! Furthermore, with a shield equipped, all damage taken by weapons is reduced by your Proficiency Bonus. Another change worth noting that when you make an Attack Roll with a Ranged weapon, all benefits from your shield are disabled until the beginning of your next turn. No more equipping a shield on your Ranger just to passively benefit from it - if you want it, it needs to be equipped and be used.
Spellmight Gloves now apply their damage bonus to the first attack roll you make per turn, meaning they will no longer grant higher than intended bonuses to spells like Scorching Ray.
These changes also apply to NPCs, like usual.
ILLITHID POWERS
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Various text fixes and improvements for descriptions.
SPELLS
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Dominate Creature now requires you to deal damage in order to break the effect (No more accidental breaks with nondamaging effects.)
Dominated creatures also now make a save to shake the effects each turn.
Gust Bellow has had it's range corrected.
Mind Slither can no longer be cast without line of sight.
The debuff from the Zaithisk is now removed upon dying or a Long Rest.
- Buckle up! The weaker passives are no longer weaker, build decisions just got harder to make. The majority of these changes came from discussion over on the subreddit - AND everything is documents super well over there! Head over if you'd like to join us and discuss the mod, it's been growing quite a bit! :D
-
Version 5.1.7
- MODULES EDITED:
Classes
Creatures
Gear
Illithid Powers
Spells
MULTIPLE MODULES / GENERAL
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Almost all aura based passives have been reworked. These were the cause of crashes some users were experiencing, and it occured due to NPCs being able to randomly roll for passives as they level. Too many auras in one place, all sitting on top of each other, it caused the games memory usage to spike too high, causing it to become unstable. Almost all aura passive reworks are very similar affects, though are now simply applied in different ways. For anyone experiencing crashes - this was almost certainly the cause and it should now be fixed. Several of you sent me your save files, and I was able to identify the crashes in each instance, then create fixes. After I noticed the same cause repeatedly, I decided to futureproof it by eliminating most auras. Thanks to all who helped me get this taken care of!
Do note that some abilities still use auras, such as Bard performances. These remaining auras are quite specific as to when they are active, so impact on performance is not something to worry about - made sure to test them out just in case and it all seemed fine.
Expanded compatibility with Sit This One Out 2. Now if you're sitting out, aura based Spell effects will be disabled as well. For example, if you cast Cloud of Daggers, then Sit Out, it will deal no damage until you are no longer Sitting Out.
Fixed a bug with file compression which (may have) affected previous versions, preventing custom resource icons from loading properly.
Melee based Opportunity Attacks can now be made while Blind, albeit with Disadvantage.
Randomized NPC passives now remain visible after they have died.
CLASSES
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BARD
Unprecedented Encour (Passives) now applies a positive surge of Wild Magic.
CLERIC
Refined visual effects on Preserve Life, Blessed Resolve, Consecrative Sacrifice, and Divine Restoration.
Blessed Resolve (Passives) is no longer an aura based effect. Instead, upon landing a killing blow or Critical Hit, you bless all allies within 9m/30ft of you.
Consecrative Sacrifice (Passives) no longer uses an aura based effect. No change to passive otherwise.
Divine Restoration (Passives) no longer uses an aura based effect. No change to passive otherwise.
Ethereal Intuition (Passives) no longer uses an aura based effect. Instead, you now permanently gain the effects of Guidance and Resistance.
Sanctified Presence (Passives) no longer uses an aura based status effect. Instead, you now regenerate Hit Points each turn equal to your Proficiency Bonus.
DRUID
All aura based passives affecting your Dryad (Circle of the Land) no longer utilize auras. Due to this, the 18m/60ft range requirement has been removed.
Wild Stride (Passives) now affects your Dryad as well.
FIGHTER
Leaders Momentum (Passives) is no longer an aura based effect. Now, it grants you +4 Initiative, and also grants +4 Initiative to any ally you Rally while they have their Temporary HP.
PALADIN
Atonement (Passives) no longer uses an aura based effect. Instead, applying a Fear based status effect inflicts Madness for one turn.
Visage of Sanctity (Passives) no longer uses an aura based effect. Instead, it now grants you a bonus to Skill Checks based on your Charisma, rather than your allies.
RANGER
All aura based passives affecting your Rangers Companion no longer utilize auras. Due to this, the 18m/60ft range requirement has been removed. This was a particularly lengthy process, as out of the 65 auras, Ranger had roughly up to 20 going on in the background at any given time.
SORCERER
Fixed a bug causing Cold damage to not properly trigger Elemental Afterglow (Passives).
Fixed a typo causing Sorcerers to not gain 2 Spells upon reaching level 8.
WARLOCK
Master of Chaos (Passives) now applies a negative surge of Wild Magic when you cast Eldritch Blast on an enemy.
WIZARD
War Magic (Passives) can now be toggled while active.
CREATURES
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Fixed an oversight causing the Tiefling version of Scorching Ray to not apply Heat.
Skeletal Involucre should no longer spawn if the eggs are killed while Incubating.
Steel Watchers will now use their Greatswords again, rather than choosing to throw hands.
Balthazaar is now considered a "Dangerous Encounter", increasing his health to miniboss/boss levels. He now has a Wizard based Progression attached to him as well.
Z'rell is now considered a "Dangerous Encounter", increasing her health to miniboss/boss levels.
Fixed a bug causing Heat to not be generated when casting Scorching Ray as a Tiefling racial Spell.
GEAR
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All class passives which were edited have had relevant gear pieces edited as well if they granted the same passive.
Fixed a bug causing Arcane Bond to remove itself when applied with the "Soulbound Chain" trinket.
Fixed a bug causing the Ruby of the War Mage to remove it's weapon buff from your off-hand weapon for the same reason.
Slightly adjusted inventory merchant values. Should be in a good sweet spot now.
Adamantine Splint Armour now properly heals you to full HP on a Short Rest.
Dark Justiciar Gauntlets now provide additional Necrotic damage equal to your Proficiency Bonus while attacking in complete darkness.
Fixed an issue with the Soulbound Chain trinket, causing Arcane Bond to be removed after one turn.
Ketherics Armour (Reapers Embrace) has had it's AC increased by 1, placing it in the same category as the other highest AC heavy armour options.
ILLITHID POWERS
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The "Awakened" passive now prevents you from lowering your maximum HP when taking Illithid Powers.
SPELLS
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Goodberry is now cast as a Bonus Action.
Confused creatures will now attempt to shake their confusion at the beginning of each of their turns, as well as when damaged.
Blindness and Colour Spray now apply their affects for three turns. At the beginning of a Blinded creatures turn, they attempt to shake the effect with a CON based Saving Throw.
Along with all this were many, many other fixes, edits, etc. Kind of lost count, been at it for like two days straight, obsessively looking for and fixing any little tiny issue I could find lol. As per usual, let me know what you guys think, if you run into any bugs, have suggestions,etc! Have fun and happy modding. :D
- MODULES EDITED:
-
Version 5.1.6
- MODULES EDITED:
Classes
Creatures
Gear
Spells
MULTIPLE MODULES
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Fixed an oversight on effects which trigger on killing blows / criticals, which could on rare occassions allow effects to stack higher than intended per passive.
CLASSES
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ALL CLASSES:
If using "Bags Bags Bags - Reforged", you'll have a bag waiting for you in your camp chest. (Moved from being in your inventory at spawn.)
CLERIC
Fixed a bug causing Discharge (Tempest Domain / Level 1) to force you to take the second roll, even if it was lower than the first.
Radiance (Passives / Granted Darkvision) has been replaced with "Guided Strikes". Upon healing another creature, you will gain Advantage on your next Attack Roll.
FIGHTER
Fixed a bug causing Champion's Windstorm (Champion / Level 3) to not be usable when Second Wind has triggered.
Fixed a broken interactive tooltip on Frontier: Overwhelm (Frontier Passives).
ROGUE
Fixed a bug which could cause Assassinate (Assasssin / Level 1) to proc more often than intended when using a passive which triggers Sneak/Invisibility.
SORCERER
Four new custom Metamagic options have been added, bringing the total to 20, like other class choices.
Metmagic can now be combined together, with the exception of Twinned/Tripled.
Mystic Empowerment (Passives) now works with Spells or Cantrips on Attack Rolls OR Saving Throw based Spells.
CREATURES
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Fixed a bug causing Marcus in the Last Light Inn to have less HP than intended.
GEAR
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Slightly reduced the strength of the Flawed Helldusk Gloves and Helldusk Gloves. The Flawed Helldusk Gloves now provide +1d4 Necrotic damage on weapon attacks. Regular Helldusk Gloves now provide that, along with the potential to inflict Bone Chill for three turns.
Adamantine Armour now properly heals you to full HP on a Short Rest.
The Cloak of Cunning Brume now spawns a fog cloud when you gain the status Disengage, not when you use the action. This will let it combo with other gear and passives in more interesting ways.
SPELLS
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Spirit Guardians will no longer cause friendly NPCs to flee when upcast.
Fixed an issue causing Moonbeams status ticks to damage allies if you're playing an Evocation Wizard.
Fixed an issue causing Barrier of Holding to not be able to be upcast. Additionally, the barrier will no longer affect the caster who is concentrating on it.
- MODULES EDITED:
-
Version 5.1.5
- MODULES EDITED:
Classes
Creatures
Spells
Wild Magic
CLASSES
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BARBARIAN
Barbarian (Wild Soul) no longer has access to Tides of Chaos. Their unique Wild Magic effects have been reworked (along with how Wild Magic triggers entirely) in order to create better class identity between this subclass and Sorcerer, and more overall usability in difficulties like honor mode.
SORCERER
Like Barbarian, the way Wild Magic triggers has been reworked entirely in order to create better class identity and usability in higher difficulties. Explanation at the bottom of the changelog.
CREATURES
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New Mechanic: Bosses can no longer be stunlocked through status effects. Any miniboss/boss type enemy now has a passive called "Dangerous Encounter" or "Fatal Encounter", which will depend on the difficulty of the fight you're going up against. When you inflict a status effect which removes their ability to take an action for the turn, they gain status immunity to these types of status effects for three turns. These types of status effects are referred to in game as "Lockdown Conditions". It's all laid out pretty clearly by examining their passive/status effect in game, and a new interactive tooltip has been created in order to explain the mechanic to anyone who comes across it. These effects will still be useful against boss type enemies, they'll just need to be used more strategically.
SPELLS
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Fixed an error in Dragonborn breath attacks, causing them to not be considered cantrips by passive effects.
WILD MAGIC
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Fixed a bug causing two Barbarian Wild Magic effects to not trigger properly.
Went over each Barbarian Wild Magic effect by hand to ensure all wording/effects fits with the rest of the overhaul.
Several Barbarian Wild Magic effects have been enhanced or altered.
Wild Magic has been split into three "types" of triggers. When casting Spells, you will randomly receive a positive effect. Wild Magic Barbarian still has access to their pool of unique effects from their subclass. And Sorcerer now has access to a unique pool of effects through Tides of Chaos. Now, when Tides of Chaos is active, casting a Spell on another target causes them to potentially experience a -negative- Wild Magic effect.
This allows Wild Soul Barbarian to continue to act as a melee centric frontline class, with a new focus on buffing themselves.
Simultaneously, this allows Wild Magic sorcerer to act as an entirely unique kind of class, as they control whether the party is receiving buffs, or if your enemies are receiving debuffs.
I feel as though this has finally struck a line that I've been wanting to find with Wild Magic, as it still revels in it's random, chaotic nature, but also gives the player just enough control. Now, rather than being classes which often grant you obstacles to overcome, they are classes which grant you opportunities to make new plays or strategies. It feels pretty good in testing, let me know what you guys think. Should all make sense once you get in game with it.
The third type of Wild Magic is utilized by savage casters, enemies such as Goblins. These enemies still roll entirely randomly, can be good or bad.
- MODULES EDITED:
-
Version 5.1.4
- MODULES EDITED:
Classes
Gear
Spells
CLASSES
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
BARBARIAN
Faceoff may now trigger when an enemy misses you with an Attack Roll. Melee range requirement has been removed.
Creatures will now properly receive Intimidation Immunity on a successful Saving Throw against your intimidation attempts.
DRUID
Ensnaring Presence (Circle of Land / Level 1) will no longer proc if your target is already entangled. This just cleans up the combat log, as there's no reason for it to proc in this situation.
Extra Attack has been edited to allow for use while Wildshaped. Wild Strike has been removed from Druid due to this. There wasn't really any reason to have two passives doing the same thing, just clogged up the passive list. Along with that, there was a rare bug where both could trigger at once giving you access to more attacks than intended. This also should open up some interesting multiclass opportunities with Druid.
Slight nerf to Wildshape damage. Damage reduced from D8 rolls to a D6.
FIGHTER
Critical Breakthrough (Frontier Knight / Level 3) now procs on either killing blows or Critical Hits.
Steadfast Onslaught (Frontier Knight / Level 7) now allows you to utilize your Superiority Dice to add damage to any of your Combat Techniques.
MONK
Mystic Strikes (Passives) has been buffed to ignore all bludgeoning resistances, rather than simply allowing your unarmed strikes to count as magical.
PALADIN
Refined the conditions in which Oathbroken Subjugation will be removed. Enemies should no longer be able to intentionally damage themselves to remove it.
GEAR
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Weapon Coatings now apply using your Reaction.
Diadem of Arcane Synergy now grants Arcane Synergy for three turns on the first Spell you cast in any combat encounter.
The Deathstalker Mantle now provides Invisibility for 3 turns, rather than 2, to better align with the rest of the overhauls buffs.
SPELLS
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All 1,000 possible upcasted Spell tooltips have been gone over in order to ensure they now show the proper Spell level when examined in the combat log / hotbar when upcast. Now that NPCs can properly upcast, being able to tell -exactly- what they've cast is much more important.
Fixed a typo causing Disintegrate (Level 3) to deal more damage than intended.
Fixed a typo causing Chromatic Orb (Level 3) to deal more damage than intended.
Fixed a typo in the UI display of Ice Knife's (Level 3) damage value.
Any status effect which acts as a taunt, such as Taunted, Goaded, Compelled Duel, Challenged, etc. now remove themselves if the taunting creature dies.
Refined the conditions in which Dominate Creature will be removed. Enemies should no longer be able to intentionally damage themselves to remove it.
As the overhaul now supports a sort of "hidden cooldown" system for specific Spells when cast by NPCs as of a few patches ago, I've enabled a good bit of Spells which were completely disabled before.
Flaming Armament has had it's damage boost reduced from 1d6 per upcast to 1d4.
Fixed a bug causing Gust Bellow (Cantrip) to only push one target max.
Hypnotic Patterns concentration will now properly end if your target is freed of their hypnosis.
Prestidigitation will no longer be removed by attacks that cannot cause damage.
Fixed a bug causing Healing Spirit to be unable to perform actions when upcast.
Rally now applies until Long Rest in all situations (This is mostly to put you on more equal footing with the Goblins at the Druid gate - the horn Zevlor blows now lasts until long rest instead of for five turns.)
Enlarge/Reduce now cost a Bonus Action, rather than an Action.
Gust Bellow now costs a Bonus Action, rather than an Action.
Fixed an unintentional bug which caused Thunderous Strike to alwasy deal pure Thunder damage.
- MODULES EDITED:
-
Version 5.1.3
- MODULES EDITED:
Classes
Creatures
Gear
CLASSES
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Status effects which recover resources have been limited to once per turn. This will prevent situations where you are able to use things such as dual wielding, Sneak Attack, Smites, etc to gain twice as many as intended.
Thanks for all the support! To any newcomers, please know that all criticism, ideas, etc are welcome - I'll try to get back to you as soon as possible. If you have an idea or run into something, please do let me know! \\[T]//
BARD
Insufferable Curse (Passives) now Dominates your target for one turn, down from three.
Melodic Steel (College of Swords / Level 1) may now only trigger once per turn, rather than multiple times.
Melodic Precision (Passives) may now only trigger once per turn, rather than multiple times.
CLERIC
Paradisiacal Gift (Passives) may now only trigger once per turn, rather than multiple times.
DRUID
Ensnaring Presence (Circle of Land / Level 1) now Entangles your target for one turn, down from three.
Natural Bounty (Passives) may now only trigger once per turn, rather than multiple times.
FIGHTER
Natural Born Leader (Passives) may now only trigger once per turn, rather than multiple times.
PALADIN
Critical Oath (Passives) may now only trigger once per turn, rather than multiple times.
ROGUE:
Slightly expanded (and clarified) the amount of status effects that Escape Artist (Rogue / Level 1) is immune to.
Blessing of the Trickster (Arcane Trickery / Level 3) now costs a Luck Point.
SORCERER
Arcane Overflow (Passives) may now only trigger once per turn, rather than multiple times. It now restores two Sorcery points rather than one.
WARLOCK
Luck of the Devil (Passives) may now only trigger once per turn, rather than multiple times.
One With Shadows (Passives) may now only trigger once per turn, rather than multiple times.
WIZARD
The weapon effects granted by Spellblade (Passives) may now only trigger once per turn, rather than multiple times.
CREATURES
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Fixed an oversight causing creatures with resistances to only resist nonmagical damage, rather than both magical and nonmagical as intended.
GEAR
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All arrows have had their descriptions rewritten to match the wording of effects within the overhaul.
Consumable items such as arrows, bombs, potions, scrolls, etc. have been made slightly more rare at merchants. Their amount of available goods has been expanded upon.
- MODULES EDITED:
-
Version 5.1.2
- ***IMPORTANT NOTE: PLEASE READ***
Updating mid save is not ideal, though if you choose to, please understand the following:
This update makes a minor change to what Cantrips are available to Druid and Wizard. Your spell lists/choices are saved when you start your game. When doing a respec, the game references those saved lists. If the lists are different than what is referenced, it can cause a crash. So, if you have a Druid or Wizard in your party, please respec off of those classes and save BEFORE installing the update to avoid any problems. Thank you - please reach out to me if you have any questions.
MODULES EDITED:
Classes
Feats
Spells
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Barbarian
Raging Vitality (Passives) will no longer passively recover HP if you are Downed.
Druid
Natural Resurgance (Passives) will no longer passively recover HP if you are Downed.
Bone Chill has been exchanged with Create or Extinguish Flames from the Wizard cantrip pool.
Warlock
Pact Weapon (Pact of the Blade) no longer provides innate Proficiency.
Wizard
Intangible Form (Illusion Subclass) now only drains Arcane Recovery in combat. Furthermore, Arcane Recovery is drained when the ability is deactivated now, rather than when activated.
Create or Extinguish Flames has been exchanged with Bone Chill from the Druid cantrip pool. This will facilitate the Necromancy class a little better.
Weapon Bond (Passives) no longer provides innate Proficiency.
FEATS
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Tavern Brawler now works properly while Wildshaped.
SPELLS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Mud Mantle now lasts for one turn, rather than three.
(Hopefully) Fixed a bug where Dominated creatures would on rare occassions attack you, trying to remove their "negative" status. Status type has been changed to positive.
Frostbite (Status effect) now deals 1d4 Cold damage to your target when they end their turn.
Healing Spirit now has access to typical resources (Action, Bonus Action, Reaction). This will help it get around a bit more easily.
Sylvan Empowerment no longer provides innate Proficiency.
-THE FOLLOWING CHANGES ONLY APPLY TO NPCs-
NPCs will now always properly upcast their Spells when possible or useful to do so.
Gust has been added to the list of Spells with a hidden cooldown per cast.
Mud Mantle has been added to the list of Spells with a hidden cooldown per cast.
Phantasmal Horror has been added to the list of Spells with a hidden cooldown per cast.
Prestidigitation has been added to the list of Spells with a hidden cooldown per cast.
- ***IMPORTANT NOTE: PLEASE READ***
-
Version 5.1.1
- New Optional Download:
Home Brew - Comprehensive Reworks (More Feats) is now available! I've had a few people request an optional download where you gain Feats once every two levels instead of every level. This is not the intended balance. Though, I do want to provide it for those who want that experience.
Home Brew - Comprehensive Reworks (Difficulty Addon) has replaced the expanded party addon. The expanded party addon raised enemy HP to staggeringly high numbers, and honestly wasn't super well thought out. It made burst damage builds feel a bit worse off, and made each fight take quite a bit longer to complete. This new addon replacing it will make it so enemies receive a bonus to their AC, Attack Rolls, Saving Throws, and Spell Save DC equal to their Proficiency Bonus. Meaning that at the start of the game, enemies will be moderately more difficult. But the challenge will increase as you level, meaning you'll have to compose stronger party compositions to deal with the threats, planning your builds carefully.
All credit for the new difficulty addon goes to user saergaras, as it was their idea!
MODULES EDITED:
Creatures
Illithid Powers
Spells
CREATURES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed a couple of small errors causing a small handful of Deugar in the Grymforge to have less HP than intended. If you change swap difficulties, then swap back, their HP values will change to what they should be after this fix. There were around five in the Grymforge who had 20~ HP, rather than the intended 80+.
ILLITHID POWERS
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Psionic Overload has been reduced to +1 damage.
Illithid Persuasion has been renamed Illithid Consequences. For each additional illithid power you obtain, your maximum Hit Points will be reduced by two.
SPELLS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
To curb the strength of Lightning Charges, they now only affect Lightning damage until all five stacks are built up. Once all five are built up, an attack of any type will deal +1d12 Lightning damage.
Arcane Synergy now has a maximum turn limit of three turns.
- New Optional Download:
-
Version 5.1.0
- MODULES EDITED:
Classes
Creatures
Illithid Powers
Spells
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
PALADIN:
Oathbreaker now gains their own, unique Smite in place of Divine Smite, aptly called "Oathbroken Smite". It uses it's own icon, visual effects, deals Necrotic damage, etc and has a unique effect - when you attack someone with it, you inflict Oathbroken Subjugation, which forces them to fight for you on their next turn (unless they take damage).
ALL CLASSES:
Added the "No Hit Effect" field to the passive randomizer status effects, which will stop NPCs from playing out a "stunned" animation when passives roll for them. Was pretty hard to see, but could happen when loading into an area - now it won't ever happen.
CREATURES
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Fixed Buthir's funky animations (may require a new save to see edits). As far as I've seen, she was the only NPC who's animations were edited due to stat changes. Very odd.
ILLITHID POWERS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Reverting a change from a while back for better balance - the outermost tadpole powers within the tree have been locked behind obtaining the Astral Tadpole. Being able to select these at any time proved incredibly strong, moreso than I anticipated. Having them locked behind the Astral Tadpole will provide better balance overall as you won't be able to take them until somewhat later into the game.
SPELLS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
AI may no longer use Otto's Irresistable Dance.
- MODULES EDITED:
-
Version 5.0.9
- Just a super small update for some users in the comments. ^^
MODULES EDITED:
Classes
Spells
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Removed the visual effect from Hellfire (Pact of the Blade) and added a fiery visual application effect.
SPELLS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed an oversight causing Moonbeam to deal damage on contact, as well as per turn.
- Just a super small update for some users in the comments. ^^
-
Version 5.0.8
- MODULES EDITED:
Classes
Creatures
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
ALL CLASSES:
All aura based class passives now have a stack type of "Ignore". This means that they will not stack multiple times if two characters are nearby each other with the same passive (the effects didn't stack before - this is not a nerf, but rather an under the hood change). For those who were experiencing performance issues or instability due to the amount of auras being applied at once, this should help to reduce that. In addition, I've added a few extra conditions to some of the auras. Nothing that would alter the way they work or are utilized, but simply to narrow down when they apply their affects to only do so when it would be useful.
WARLOCK:
Expedient Overflow (Passives) now provides the new effects of Expeditious Retreat introduced in 5.0.3.
CREATURES
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Zevlor's base level has been increased from 4 to 5. This will allow him to feel a bit more useful during the opening grove fight, adding an additional dice roll to his Cantrips, as well as two additional, more powerful Spell slots. Keep in mind there are several ways to actually bring him down into the fight - doing so will put on display just how much of a powerhouse he can be in melee.
Goblin Captains now apply their Warcry until Long Rest. This will prevent them from using Warcry once every three turns, and instead it will now only occur once you've damaged them down to the point that they start their turn without Temporary HP, as intended.
NPCs will now end their Concentration upon the end of combat.
Fixed an issue causing Minthara to have more HP than intended when recruited. Other Origin companions have been looked over to ensure the difficulty scaling is working properly with them. The problem seems to have just been with Minthara.
- MODULES EDITED:
-
Version 5.0.7
- MODULES EDITED:
Classes
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fighter:
Merciless (Passives) now works properly with NPCs (For NPCs, it will increase their damage based on their character level, rather than Fighter level).
CREATURES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed a bug allowing some NPCs to use Champion's Windstorm when they shouldn't be able to.
Randomized passives will now be removed if a creature is moved over to the players control. This should fix any issues when recruiting characters such as Karlach, Minthara, etc who are above level 2.
- MODULES EDITED:
-
Version 5.0.6
- *All Articles have been updated and are now 100% up to date. If you need to check anything related to progression, take a look through the Articles section. If you have further questions don't be afraid to reach out! I'll help however possible.
MODULES EDITED:
Classes
Creatures
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Druid:
Verdant Aftermath (Circle of the Land / Level 9) can now be toggled at any time.
Sylvan Entanglement (Circle of the Land / Level 5, Dryad Summon) can now be toggled at any time.
Ranger:
Opportune Shot (Hunter / Level 3) now has a range of 9m/30ft rather than 18m/60ft.
Rogue:
Spectre (Passives) can now only be used while Sneaking or Invisible. It's range has been increased from 4.5m/15ft to 9m/30ft. Warping with this action will not break Sneaking/Invis.
Subtle Impact (Passives) now reduces the fall damage you take to zero. When jumping, you immediately make an attempt to Sneak.
What Goes Around (Thief / Level 9) now costs a Luck Point as well as a Reaction.
CREATURES
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Gold Dwarfs now deal an additional 2 damage with weapons, rather than 1.
Shield Dwarfs no longer gain Armour Proficiency. Each class starts with 1-2 proficiencies, and you can choose one every odd level, which makes this passive genuinely pretty bad. Instead, now all damage they take is reduced by 2.
- *All Articles have been updated and are now 100% up to date. If you need to check anything related to progression, take a look through the Articles section. If you have further questions don't be afraid to reach out! I'll help however possible.
-
Version 5.0.5
- MODULES EDITED:
Classes
Creatures
Spells
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Barbarian:
Beastial Instinct (Wildheart / Level 7) has been combined with Beastial Hunter (Wildheart / Level 11), allowing Wildheart swaps to occur on either Killing Blows or Critical Hits. At level 11, Wildheart Barbarians now gain "Barbarous Elements", allowing them to wreathe their main-hand weapon in one of three elements.
Ranger:
Natural Marksman (Hunter / Level 1), Marksman's Edge (Passives), and Marksman's Snare (Passives) now require a weapon based attack in order to function, to prevent multiple procs with damage over time effects.
Fixed a missing description to the "Infested" status under the "Arachnid" passive.
Your Spider companions "Web" action can now apply it's affects on cast if your target fails a STR based Saving Throw.
CREATURES
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Fixed a bug causing Origin characters to sometimes not be able to move after the movement edits were made in Version 5.0.3
NPCs who utilize Ranger type summons now have a minimum cooldown of 3 turns before being able to do so again.
NPCs who utilize Ranger type summons will now summon them properly on top of their target rather than themselves.
SPELLS
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The surface created by Create Flames now lasts for three turns. Creating Flames now costs an Action, while Dousing Flames still costs a Bonus Action. Dealt a bit too much damage to justify creating flames as a Bonus Action, and will also help to reduce AI usage of it.
Fixed a text error causing Druidcraft to show an additional Saving Throw on the combat log.
Fixed a formatting error on the "Surprised" condition.
Fixed a formatting error on "Ensnaring Strike".
"Web" can now apply it's affects on cast if your target fails a STR based Saving Throw.
- MODULES EDITED:
-
Version 5.0.4
- Remember to endorse if you enjoy the overhaul! It increases visibility for new users. ^^
NEW MODULES:
Home Brew - Comprehensive Reworks (Expanded Party)
- This is an updated version of my six man difficulty option before V5 of the mod launched. It will take the health scaling of enemies within the new HP formula and double it. Meant to be used when running with an expanded party size.
Home Brew - Comprehensive Reworks (REL Patch)
- This is a patch for REL, for those who wish to have random loot, but total control over the balance of their game as well. I really love the idea of Randomized Equipment Loot, but did not want to risk imbalancing my setup with too many additional equipment mods. Due to the way that the game handles generating unique loot in trader inventories, items will be removed from REL's random loot pool once you load a traders inventory and see the item. When running REL with minimal equipment mods, you run into an issue where over the course of your game, the loot pool may become so diluted that you stop seeing new items. This patch makes an edit to all equipment in the game, tagging them as NOT unique, so that items can appear in trader inventories multiple times, solving the issue. While this creates the possibility that you will find the same item twice, it also solves the issue of running out of loot. This is simply a patch to how equipment is tagged, changing a "1" to a "0" on the line that defines if an item is unique. All of REL's rules will still be respected, so if you use the full or light versions, you'll still have the overall intended experience. The only change is that duplicates are now a possibility. REL is required for this patch to function properly.
MODULES EDITED:
Creatures
Spells
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Primal Bloodletter (Druid / Passives) now properly only triggers on an Attack Roll.
Primal Takedown (Druid / Passives) now properly only triggers on an Attack Roll.
CREATURES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed a bug causing Animate Dead to have incorrect progressions.
Animate Dead summons are now level one to account for the new HP balancing formula introduced in V5.
Fungal Infestation summons are now level three for the same reason.
Animate Dead / Fungal Infestation summons now match the new ability scores for Zombies/Skeletons.
SPELLS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Flame Arrows are no longer toggled on by default.
The status effect "Enemy of Justice" is now removed after completing a Long Rest.
- Remember to endorse if you enjoy the overhaul! It increases visibility for new users. ^^
-
Version 5.0.3
- MODULES EDITED:
Classes
Creatures
Spells
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fighter:
Charge (Maneuvers) now grants both Dash and Disengage.
Evasive Footwork (Maneuvers) now lasts for three turns.
Parry (Maneuvers) now increases your AC by 10 until the next time a creature attacks you.
Precision Attack (Maneuvers) now provides a +10 bonus to your next Attack Roll.
These edits also apply to NPC Fighters, should they roll the ability to use them. This should help to diversify Maneuver choices further, as these are now more tempting options to take.
Sorcerer:
All below changes are in regards to Meta Magic. The following should serve to make Meta Magic choices a bit more interesting overall.
Dreadful Spell now costs 2 Sorcery Points per Spell, rather than 3.
Extended Spell now costs 2 Sorcery Points per Spell, rather than 1.
Favored Spell has had it's tooltip fixed (+1d4 bonus rather than +2d4). Cost reduced from 2 Sorcery Points to 1 per Spell.
Heightened Spell now costs one Sorcery Point per level of Spell Slot used.
Quickened Spell now costs one Sorcery Point per level of Spell Slot used.
Restorative Spell now costs one Sorcery Point per Spell, rather than 2.
Tempestuous Spell now costs two Sorcery Points, rather than 3. Distance pushed increased from 4.5m/15ft to 9m/30ft.
All Meta Magic should now provide tooltip updates, and highlight icons properly when the passives are active.
CREATURES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Added Physical Resistance to adult Owlbears. (May require a new save in order to take effect.) When an Owlbear becomes enraged, they now gain resistance to all forms of damage, and the mother Owlbear will also automatically rage at low health or the death of her cub. Be careful of them - they're now a legit boss battle. You'll have to juggle between damaging the two of them, or find a way to incapacitate / pacify one of them.
Goblin Rangers will now always summon Worgs, rather than typical Ranger summons.
Skeleton Rangers will now always summon Bone Hounds, rather than typical Ranger summons.
Both summoned Worgs and summoned Bone Hounds have been given level scaling with their summoner, just like Ranger Companions, allowing the difficulty to remain consistent and fair.
Edited where Movement Speed is applied to the player - for those who were experiencing issues with their speed, this should fix it. For those who weren't having the issue, you shouldn't see any change from this, it's just an under the hood kind of edit. (This change will also provide better compatibility with other mods which edit the "_Hero" player character entry.)
Edited all 853 instances of "Resistance" based damage to "ResistantToNonMagical" in order to ensure all passives to ignore resistances work properly, always.
Added Physical Resistance to Ogres - they now also utilize the Barbarian progression tree. (May require a new save in order to take effect.)
Creatures which have a Wildshape now also benefit from the perks you would normally have while Wildshaped as them.
SPELLS
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Wither and Bloom no longer requires allies to make a Saving Throw to receive the full potential/benefit of the heal.
Expeditious Retreat now provides Dash/Disengage for three turns.
Undead who have their HP decay over time now take Force damage, rather than Necrotic.
- MODULES EDITED:
-
Version 5.0.2
- MODULES EDITED:
Creatures
CREATURES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed a bug causing Phase Spiders and Gnolls to have less HP than intended.
A note about the above fix. Each entry for every creature in the game references back to a "core" creature category, where it pulls most of it's stats from. For example, Skeleton enemies reference a core creature category called "_Undead" which provides traits that all Undead share. The odd issue is that it seems SOME enemies don't reference back properly. For example, Hellboars on the Nautiloid? They can't reference back to the "_Fiend" category like other enemies can, they need full entries without any reference points to function properly. If you spot any other enemy types who have unusually low HP, or even have spawned in dead, please let me know as it means they also need a full entry without any reference. I've checked every encounter in Act 1 and all is working properly, but it's possible further into the game that some enemies will require the same fixes. Easy to do, but hopefully no more enemies need a fix like this.
Further behind the scenes edits to creatures with some slight balance tweaks.
Fixed a bug causing Animate Dead Skeletons to have Ranger abiliities (this occurred because their creature reference point was the "Skeleton_Ranger" entry, which has Ranger progression as of V5).
Introduced a new "cooldown" system for enemy AI. Now, the majority of hard CC Spells in the game (things such as Hold Creature) have a three turn cooldown when cast by an AI combatant. This should help mitigate CC spam from enemies and serve to diversify encounters a bit more.
- MODULES EDITED:
-
Version 5.0.1
- MODULES EDITED:
Creatures
CREATURES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fixed a bug causing Underdark races to display their original Sunlight Sensitivity / Superior Darkvision passives on their character sheets.
Fixed a bug causing players to have more Movement Speed than intended.
Withers and Volo can no longer be pickpocketed.
Fixed a bug causing players to have more Proficiencies than intended.
- MODULES EDITED:
-
Version 5.0.0
- IMPORTANT NOTE: This update requires a new save!
MAJOR REWORKS / NEW MODULES:
Races Reworked has been massively expanded upon, has become several magnitudes larger, and is now titled Creatures Reworked. To account for the increase in power and options presented to the player, every creature and NPC in the game has been reworked across all three acts - literally all of them. The total number ended up just under 2,000. This was accomplished through a variety of formulas I spent a few weeks writing up and then plugging in and testing. I won't go into details or this changelog will get unnessesarily long, but all NPCs now have health and attributes that scales with a sort of hidden challenge rating on my end. Many creatures have received entirely new passives, some even with new actions too. Trust me when I say Tactician and Honor are going to be challenging.
Along with this, all chosen passives which were previously assigned to NPCs are now randomized within predetermined pools! Gone are the days where all Fighter NPCs are the same, no more will every Bard have the same feat at level four. Upon loading into an area, NPC passives will be predetermined from their random list of options, and remain that way for the rest of your run. There are some variations, some enemies may receive one passive, some may receive two. It keeps things unpredictable and makes repeat runs a lot more interesting!
I will continue to play and test these changes, updating whenever necessary. If you find something that you believe to be bugged, undertuned or overtuned, please do let me know and I'll be sure to take a look at it as soon as I possibly can. I'm confident in the changes made for this first release, but I am also just one person - there's bound to be something in here slipped past me. Along with this, I still have plans to continue adding more interesting passives or mechanics to existing fights if they seem cool enough! If you have any ideas or bugs to report, please do let me know! As always, thank you for the support. The mod would never have reached these heights without all of you.
Along with these major additions, we have some fixes to reported bugs as well, listed below.
MODULES EDITED:
Classes
Gear
Spells
Wild Magic
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Druid:
Fixed a bug which caused the player to be able to use the NPC Druid status effects meant for NPCs, doubling up on their Wildshape effects.
Fighter:
Fixed a bug which caused Brace to not work using the new Dual Wield system.
GEAR
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Cap of Wrath now provides one stack of wrath on Killing Blows or Critical Hits, rather than when dealing damage.
Gloves of Belligerent Skies now provide one stack of Reverberation, rather than three.
SPELLS
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Elemenetal Weapon and Hunger of Hadar will now properly upcast. (Both were due to a small typo in how I wrote the upcast. Checked all other Spells in the game, the problem was specific to these two.)
Hypnotic Gaze can no longer target players. This will prevent soft lock situations. Before, if you were the only person left alive, NPCs could cast it on you, but then would not attack as they don't want to break the effect. Thus, they skip their turns, and you can't take yours, leading to a soft lock. Will no longer happen.
Spiritual Shroud will no longer reflect damage from itself or Armor of Agathys. It now lasts for three turns, and is no longer Concentration based. Overall, should feel a bit better to use.
WILD MAGIC
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Added more unique names for all surface based Wild Magic effects.
Changed the Wild Magic effect which spawned pools of Lava to one which instead spawns Darkness Clouds. This had the potential to end Honor Runs immediately. I'm not really comfortable having something so drastic happen with literally zero counterplay (even if it was a 1% chance), so I feel it's best to change it. This is partly due to new edits to enemy types, which include certain casters being able to trigger Wild Magic effects. It's one thing if you trigger the 1% chance by opting in to the risk, but having an NPC proc it on you would probably feel pretty terrible.
- IMPORTANT NOTE: This update requires a new save!
-
Version 4.1.1
- MODULES EDITED:
Spells
SPELLS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Compelled Duel no longer removes control of your party members (an unintended side effect of having the status reference a base game status), same as the changes seen in 4.1.0.
- MODULES EDITED:
-
Version 4.1.0
- MODULES EDITED:
Classes
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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:
-
Version 4.0.9
- MODULES EDITED:
Gear
GEAR
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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:
-
Version 4.0.8
- MODULES EDITED:
Classes
Races
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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:
-
Version 4.0.7
- MODULES EDITED
Classes
Gear
Spells
CLASSES
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
-
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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:
-
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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!
-
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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:
-
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:
-
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.
-
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.
-
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:
-
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:
-
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:
-
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.
-
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!
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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)
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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:
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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:
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Version 2.1.8
- Hot Fix:
Exceptional Tracker (Ranger / Passives) now correctly unlocks Ensnaring Strike when used with the Spell Rework overhaul.
- Hot Fix:
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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:
-
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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- Author's activity
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April 2025
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02 Apr 2025, 12:17AM | Action by: HaVeNII7
Changelog added
'Change log added for version 5.5.1'
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01 Apr 2025, 9:12PM | Action by: HaVeNII7
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'Home Brew - Comprehensive Reworks [version 5.5.0]'
March 2025
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30 Mar 2025, 6:46PM | Action by: HaVeNII7
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'Change log added for version 5.5.0'
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30 Mar 2025, 3:36PM | Action by: HaVeNII7
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'Harder Difficulty - Increased Enemy Health [version 1.3.0]'
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30 Mar 2025, 3:32PM | Action by: HaVeNII7
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30 Mar 2025, 3:31PM | Action by: HaVeNII7
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30 Mar 2025, 3:29PM | Action by: HaVeNII7
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'Home Brew - Comprehensive Reworks [version 5.4.9]'
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30 Mar 2025, 1:21AM | Action by: HaVeNII7
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'Change log added for version 5.4.9'
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29 Mar 2025, 7:12PM | Action by: HaVeNII7
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'Home Brew - Comprehensive Reworks [version 5.4.8]'
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29 Mar 2025, 12:36PM | Action by: HaVeNII7
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'Change log added for version 5.4.8'
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28 Mar 2025, 10:26PM | Action by: HaVeNII7
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'Home Brew - Comprehensive Reworks [version 5.4.7]'
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28 Mar 2025, 4:33PM | Action by: HaVeNII7
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27 Mar 2025, 3:23PM | Action by: HaVeNII7
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'Home Brew - Comprehensive Reworks [version 5.4.6]'
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27 Mar 2025, 2:15PM | Action by: HaVeNII7
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27 Mar 2025, 12:19AM | Action by: HaVeNII7
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'Home Brew - Comprehensive Reworks [version 5.4.5]'
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24 Mar 2025, 7:44PM | Action by: HaVeNII7
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23 Mar 2025, 2:04PM | Action by: HaVeNII7
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'Harder Difficulty - Increased Enemy Stats [version 1.2.0]'
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23 Mar 2025, 2:03PM | Action by: HaVeNII7
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23 Mar 2025, 2:03PM | Action by: HaVeNII7
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'Home Brew - Comprehensive Reworks (Harder Difficul [version 1.2.0]'
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23 Mar 2025, 2:02PM | Action by: HaVeNII7
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'Home Brew - Comprehensive Reworks [version 5.4.4]'
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