Baldur's Gate 3

File information

Last updated

Original upload

Created by

Djmr

Uploaded by

Djmr

Virus scan

Safe to use

Tags for this mod

About this mod

Added new spells such as Zephyr Strike to the Ranger spell list, changed some of the Favored Enemy features to add Smites and adds a recast version for some spells if they miss

Requirements
Permissions and credits
Changelogs
Working on Patch 5!

I spent a lot of time working on Ranger spells to make them work a lot like 5e, I was mostly done but during testing I disliked the bonus action spell. Ultimately I realised how problematic it is for smites to be added via a bonus action if you have a low knowledge of D&D, so I've provided an alternative that I believe gives the best of both worlds. This gives a template to how I could see smites implemented once official Paladin has been released.

Favored Enemy changes:

Bounty Hunter adds disadvantage to Strength saving throws if you restrain a target (by Entangle/Ensnaring Strike) instead of a vague nothing.

Cloud Chaser has been added, which provides nature proficiency and Thunderous Smite (once per day)

Dragon Slayer has been added, which provides intimidation proficiency and Wrathful Smite (once per day)

Favored Foe (Tasha's) has been added, you will need to apply this to a creature you have hit, and subsequent damage can be added to them in future turns.

Sanctified Stalker switches Sacred Flame with Divine Smite (once per day)

Spell changes:

28 spells (32 including the Favored Enemy ones and the new Druid spells which were added in patch 4) are now available for the Ranger with spells supported up to level 10. The descriptions/icons need clearing up at higher levels but the appropriate levelled spell will use the correct damage/effect.

It's not possible to reach Level 9 normally, but Conjure Animals allows you to select and place the wolves. Conjure Barrage works like Burning Hands but it can hurt allies and hits over a greater area.

Zephyr Strike works as such: You activate the spell as a bonus action first, then on the next weapon attack/offhand attack the advantage+1d8+move buff is applied. Your movements don't attract an attack of opportunity. This means that all Smites and Zephyr Strike can stack

I fixed Thunderous Smite to work correctly. The push/prone effect is separate to your concentration, but it still shows as concentrating to ensure that the recast effect can be provided on a miss.

The frightened condition doesn't stop enemies from coming at you (this only happens when enemies are turned and they run away). The Wrathful Smite version keeps the effect unless the target saves via an action.

Entangle + Searing Smite + Aid + Revivify were already in the game and I've added them to the Ranger spell list (they are listed in Tasha's spell list for Ranger). Magic Weapon was not but this is the same version as seen in my Devoted Paladin mod.

Ensnaring Strike/All once-per-day Smites provide a free copy of the spell if they miss, and the free copy disappears after a hit. This way you don't feel so bad when missing, as long as you maintain concentration.

Hunter's Mark deals an extra 1d6 damage on a critical.

Hail of Thorns has been split into 2 effects. You use your bonus action to prep then ranged attack as normal. The spell may not show visually if there are no valid targets but will appear in the combat log.

Primal Awareness (Tasha's, 3rd-level feature) gives you Speak with Animals for free. You can still learn Speak with Animals at Level 2 and replace it at Level 3.

Installation instructions (if you only want to install this and no other mods - otherwise use a mod manager, I've added support for Candor):

Add .pak file to Documents\Larian Studios\Baldur's Gate 3\Mods

Then in Documents\Larian Studios\Baldur's Gate 3\PlayerProfiles\*Your profile here*\modsettings.lsx edit the file in notepad to the following:

<?xml version="1.0" encoding="UTF-8"?>
<save>
    <version major="4" minor="0" revision="0" build="51"/>
    <region id="ModuleSettings">
        <node id="root">
            <children>
                <node id="Mods">
                    <children>
                        <node id="ModuleShortDesc">
                            <attribute id="Folder" type="LSWString" value="Gustav"/>
                            <attribute id="MD5" type="LSString" value=""/>
                            <attribute id="Name" type="FixedString" value="Gustav"/>
                            <attribute id="UUID" type="FixedString" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1"/>
                            <attribute id="Version" type="int32" value="268435456"/>
                        </node>
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSWString" value="RangerSpells"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="FixedString" value="RangerSpells"/>
<attribute id="UUID" type="FixedString" value="83cb2ea6-224a-4761-a38e-08c9fbb6ad2e"/>
<attribute id="Version" type="int32" value="1"/>
</node>
                    </children>
                </node>
            </children>
        </node>
    </region>
</save>

Lvlup Installation reference (I would highly recommend a mod manager to handle multiple mods and only works in patch 4 since Lvlup is broken in patch 5):

Add both .pak files and Lvlup to Documents\Larian Studios\Baldur's Gate 3\Mods

Then in Documents\Larian Studios\Baldur's Gate 3\PlayerProfiles\*Your profile here*\modsettings.lsx edit the file in notepad to the following:

<?xml version="1.0" encoding="UTF-8"?>
<save>
    <version major="4" minor="0" revision="0" build="5"/>
    <region id="ModuleSettings">
        <node id="root">
            <children>
                <node id="Mods">
                    <children>
                        <node id="ModuleShortDesc">
                            <attribute id="Folder" type="LSWString" value="Gustav"/>
                            <attribute id="MD5" type="LSString" value=""/>
                            <attribute id="Name" type="FixedString" value="Gustav"/>
                            <attribute id="UUID" type="FixedString" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1"/>
                            <attribute id="Version" type="int32" value="268435456"/>
                        </node>
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSWString" value="LvlUp"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="FixedString" value="LvlUp"/>
<attribute id="UUID" type="FixedString" value="6cdf7b52-6dd7-4d2f-88b6-745e7199ecef"/>
<attribute id="Version" type="int32" value="1.33"/>
</node>
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSWString" value="RangerSpells"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="FixedString" value="RangerSpells"/>
<attribute id="UUID" type="FixedString" value="83cb2ea6-224a-4761-a38e-08c9fbb6ad2e"/>
<attribute id="Version" type="int32" value="1"/>
</node>
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSWString" value="RangerSpellsLvlup"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="FixedString" value="RangerSpellsLvlup"/>
<attribute id="UUID" type="FixedString" value="83cb2ea6-224a-4761-a38e-deeeeeelvlup"/>
<attribute id="Version" type="int32" value="1"/>
</node>
                    </children>
                </node>
            </children>
        </node>
    </region>
</save>


Compatibility:

This mod runs seamlessly with my other mods and I'm not aware of any overlapping issues with other mods

I didn't change the Zariel Tiefling subrace to use the Searing Smite spell, but this mod works with the "Tiefling Racials" mod - https://www.nexusmods.com/baldursgate3/mods/39

The Paladin class mods (including my own) change the Smite spells. Based on which mod order you run, the version of smites at the lowest of the mod order will show in-game. This would be the same logic for any future Paladin class mods.

Supports XP boost - https://www.nexusmods.com/baldursgate3/mods/20 - and Lvlup with the optional pak file

As this mod changes the Ranger spell list and Ranger level progressions, any other mod that does the same will cause conflicts.

DnD Rebalancing also changes the Searing Smite spell. Whichever mod is placed last in the mod order, that version of the spell will take effect.