Cantrip Formulas (Optional)
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Note: Rather than setting it up through long rests, I did it through leveling up so it was more seamless. Also is setup through the script extender and is a part of the Wizard config to enable or disable as desired.Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Note: The way this works, you'll gain two temporary spells on the right side of the hotbar. Each contains the 1st Level and 2nd Level spells you've learned. Upon picking one from each container, you'll gain the ability to automatically prepare the chosen spell and cast them without the spell slot as expected and the temporary spell containers disappear. (Note within a note, for Absorb Elements and Shield, you'll get a separate, special "Spell Mastery" version because removing the cost of interrupts, even through the script extender, is currently too slow in doing so for my liking and would probably result in a lot of bug reports, so). You'll be able to pick two new spells (or the same ones), after finishing a long rest where the spell containers appear again.Signature Spells
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Note: This was setup almost entirely through the script extender (thank goodness for Norbyte) and was a major pain, one quirk of which I have yet to figure out. However, upon hitting 20th level, you should see a Signature Spells passive list with all of the 3rd level spells you know. However, most of the time that I checked, it wouldn't automatically exclude some spells you don't know so backing out of the level up screen and going back in will fix that. Otherwise, if you stay and try to pick a spell not in your spellbook, it won't allow you to select it. Same end result ultimately. Similar to above with Absorb Elements and Shield, you'll get a special, separate version of Counterspell that's only usable once until next short or long rest.Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Note: Implemented as is.Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
Note: Implemented as is.Training in War and Song
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don’t already have it.
Note: With patch 8, Larian added the option to receive one of 6 weapons you can channel spells through and I added all of the possible weapon options.
However, please note that the animations for activating Bladesong with a weapon that's not one of those 6 can cause you to not make similar animations due to them not existing outside of the aforementioned 6. Looking into potential ways around it.
The standalone Bladesinger mod instead uses the old animation from bedore patch 8 so you wont see it here but still see the VFX and such.Bladesong
Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
While your Bladesong is active, you gain the following benefits:
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Note: Through the MCM configurable options, I changed Larian's Bladesong to operate like this if you enable the option. However, an exception was added which is cutting out the ability to maintain the Bladesong while making an attack with a weapon using two hands. Because the classic, old school feel of a Bladesinger involved using a longsword, and with BG3's limitations when it comes to forcibly wielding versatile weapons in both hands unless you're wielding something in your off hand, I decided to cut that restriction. This is especially because using a rapier is the most optimal choice (if you're even bothering to attack in melee range).Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Note: Through the MCM configurable option, you can change Larian's regular Extra Attack to this version.
Note: If you possess Extra Attack 2 from say like a Fighter, it will become dominant over this. Additionally, when Hasted, it operates like you're playing Honour Mode regardless if you are or not because not only is it an unnecessary complication to account for both, the Honour Mode version is how it actually operates per the source material so I'm opting for that version regardless.Song of Defense
Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Note: The MCM configurable option doesn't change anything here since it works exactly as is.Song of Victory
Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Note: Works the way it does in 5e. I've also set up the Wizard: Bladesinging config to allow those that desire it to gain it at 12th level instead.
Wizard Features
-
Total views9.3k