About this mod
These civilians, though not professional soldiers, were among the best in their respective trades. Whether driven by the defense of their beloved homeland and property, or inspired by the legends of folk heroes, they took up arms and joined the militia.
Support Language: English and 中文 chinese
- Permissions and credits
This is a totally rework of the commoner class mod.
Commoner Class at Baldur's Gate 3 Nexus - Mods and community
They are very very different, but do not use them together!
Some icons of the class and skill are from:
Baldur's Gate 3 Class Icons Generator at Baldur's Gate 3 Nexus - Mods and community
Baldur's Gate 3 Action Icons Generator at Baldur's Gate 3 Nexus - Mods and community
Icons for Modded Subclasses at Baldur's Gate 3 Nexus - Mods and community
2k Skill Icons for Modding at Baldur's Gate 3 Nexus - Mods and community
Great thanks to the creators.
Support Language: English and 中文 chinese
Last Updated: 20250502 Add a new Subclass, the Veteran ! And improve all the other subclasses!
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Militia
These civilians, though not professional soldiers, were among the best in their respective trades. Whether driven by the defense of their beloved homeland and property, or inspired by the legends of folk heroes, they took up arms and joined the militia.
Level 1/2/3/6/9/10/12/15. Subclass Stuffs
Level 4/8/12/16/18/20. Choose 1 Feat
Level 5. Anthem of Grit: You gain a bonus to your melee weapon attack and damage roll equal to one roll of a Grit Dice.
Level 5/7/14. Choose 1 Tall Tale.
Level 7. True Grit: You regain 2 Grit Dices whenever you begin your turn with none left.
Level 11/14/17. War Path: You can learn skills from other classes or become a leader of Militia.
Level 11. Common No More: Improve your Grit Dice to d6 Dice.
Level 13. Folk Hero: All your abilities +1.
Level 19. Extra Attack
There are huge differences between subclasses.
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Villager
- Can summon 3 livestocks.
- Good supporter.
- Can deal decent damage if wielding farmer tool.
- Good at living skills.
Level 1. Can summon a cow.
Level 1/9. Select a Tall Tale(Villagers have more options then others)
Level 2/3/4. Inn Grossip (some verbally controlling and buffing spells)
Level 2/3. Select 1 Working Experience.
Level 6. Rough and Ready: You and your cow can use your Constitution in place of Dexterity when calculating your AC.
Level 6. Can summon a dog and pour faeces
Level 9. Your cow and dog become stronger.
Level 9. Till the Fields: Can create a difficult terrain.
Level 10. Wall of Homeland: Can build a stone wall.
Level 10. Full Belly Bravery: You and your allies gain Temporary HP. While you or your allies have this HP, they are immune to Frightened and Charmed and gain a bonus to Saving Throws.
Level 10/15. Select 1 Working Experience (can be an apprentice of other militia subclasses since Lv10)
Level 12. Can summon a pig.
Level 15. Working Cow: Can transform yourself into a half-man half-cow creature.
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Guard
- Protector.
- Specialist of Polearms and Shields.
- Can react multiple times in a turn.
Level 1/3/10/15. Choose 1 Guardian Reflex (Some powerful reactions of protection or counterstrike)
Level 1/3. Choose 2 weapon proficiency.
Level 2/9. Choose 1 Fighting Style
Level 2/6/9 Arrest Operation (Some controlling weapon attacks)
Level 6. Ready As Ever: Gain a reaction and 2 grit dices.
Level 10/12. Choose 1 Guardian Stance
Guardian Stance:
You Shall Not Pass: Once per turn, when you deal melee attack to an enemy, hamstring it.
Collective Defense: If you're holding a shield, grant 1 AC bonus to all allies within 3m of you.
Phalanx Formation: If there is a sheild-holding ally within 3m of you, your attack has advantage.
Long Reach: When you are wielding a holding a Glaive, Halberd, Pike, Trident, Quarterstaff or Spear. Your movement speed +5m.
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Dancer
- Dual wieder.
- Damage dealer.
- Mind Controller.
Level 1. Blade Dancer: Add your Charisma Modifier to your offhand weapon damage roll.
Level 2/6/9/12. Choose 1 Dancing Style
Level 2/6/10/15. Allure Cadence (some mind-controlling spells)
Level 3. Learn Blur and Mirror Image
Level 3. Obsessing Tango: If the target is the only enemy within 3m of you, you can deal extra damage and charm it.
Level 3. Enchantment: Whenever your Charisma reaches 14, 18, or 22, the saving throw DC of your spells increases by 2.
Level 9. Bladed Crescendo: Deal main attack and bonus attack as an action.
Level 9. Deadly Pirouette: Deal main attack to all enemies around you as a bonus action.
Dancing Styles:
Flamboyant Beauty: If you aren't wearing any armor, add Charisma Modifier to AC but lose 2 Grit Dices.
Romantic Finale: Regain Hp equal while killing.
Hidden Daggers: Your attack with daggers deal extra 3 damage.
Dual Equilibrium: While duel wielding, attack roll +2.
Lithe Glamor: The Grit Dice costs for all your Dancing Charm abilities are reduced by 1.
Lethal Courtesy: While you are concentrating, your weapon attack deal extra psychic damage.
Veiled Serenade: Melee attacks have Advantage on Attack Rolls against Lightly or Heavily Obscured targets.
Eternal Waltz: If you have dealt mainhand and offhand attack in a turn, gain 2 AC for 1 turn.
Aria of Betrayal: Once per turn. If target is charmed or enthralled, you attack roll against it must be a crit hit.
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Detective
- Utilize living skills in battle.
- Can keep attacking if you are lucky.
- Anti-mages.
Level 1. Expliot Evidences: If your attack has advantage, deal extra damage equal to a crit dice roll.
Level 1/2/3/10/12/15. Choose 1 Investigator Technique.
Level 2. Smart Fighter: Can make the attack and damage roll of your main weapon depend on Intellegence.
Level 3. Elementary Deduction: When an ally makes a Saving Throw, you can use your reaction to add your Intelligence Modifier to its roll.
Level 6. Logical Nullifier: when an enemy cast spell, you can let them make an Arcana skill check, difficulty class equal to their spell saving throw DC. You counteract the spell if they fail the check.
Level 6. Preemptive Analysis: At the start of turn, make an investigation skill check. If pass, your next attack roll has advantage.
Level 9. Follow the Clues:After you dealing a meele weapon attack, you make an investigation skill check, if pass, can deal another weapon attack by spending a bonus action, a reaction or 2 grit dices.
Level 10. Flaw Detection: Mark a target, make it Vulnerable to slashing, Piercing or Bludgeoning damage for one time.
Level 15. Choose a Tall Tale.
Investigation Technique:
Empirical Decoding: When you attack a concentrating target by weapon, deal extra damage equal to your proficiency bonus.
Potential Witness: You can talk to the death and animal. Add Intelligence Modifier to Persurade and Intimitate
Sight of Truth: You can Detect Thoughts and See Invisbility. Add Intelligence Modifier to Perception and Insight.
Investigator's Intuition: Add Wisdom Modifier to Investigation. Expertise in Investigation.
Revise Reasoning: You can expend a grit dice to add it to your Attack Roll when you would otherwise miss.
Forensics: Once per turn. When you reduce an enemy's HP to 0, you make a medicine ability check, if pass, regain 2 grit dice.
Suspicion Breakthrough: Add Intellegence and Wisdom Modifier to your weapon damage, but Attack Roll are reduced by Intellegence Modifier.
Informer Preserving: Add half of Intellegence and Wisdom Modifier to your Bludgeoning weapon damage, but Slashing and Piercing weapon damage are reduced by 5.
Practical Dialectics: Once per turn. When you deal meele weapon damage to an enemy, let them make a intellgence saving throw, DC equal to your intellgence. If they fail, mute them.
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Pathfinder
- Movement speed as action resource
- Great supporter.
- Ranged Attacker
Level 1. Waywatcher: When you make an attack against a target beyond 9m, you gain a +1 bonus to the attack roll. If the target is beyond 14m, additionally add a Grit Dice roll to the attack roll.
Level 1. Guide the Way: Spend movement speed to grant an ally additional movement speed based on your wisdom modifier.
Level 2. Learn Powerful Jump, Expeditious Retreat, Long Strider
Level 2. Emergency Rescue: You can Help your ally by spending movement speed.
Level 3. Insightful Initiative: Add your Wisdom modifier to your initiative rolls.
Level 3. Learn See Invisibility and Hamstring Shooting
Level 3. Intuitive Redirection: Spend movement speed to grant your ranged weapon attack advantage and roll it's damage dice twice then use the higher roll in this turn.
Level 5. Learn Freedom Of Movement
Level 5. Wandering Arrow: After casting any kind of Dash, you can deal a ranged attack by spending bonus action in 2 turns.
Level 6. Perceptive Precision: Spend movement speed to add your wisdom modifier to ranged weapon damage and make it bypass piercing resistance in this turn.
Level 6. Follow Up: When a nearby enemy is attacked by your ally, you can deal a ranged weapon attack to the target.
Level 9. Transmit Orders:Grant an ally an extra action in X turns, X equals to your wisdom modifier.
Level 9. Scout: At the start of battle, make an perceition check, if pass, gain True Sight.
Level 10. Omniwatch : You can spend movement speed to gain a reaction.
Level 10. Dashing Arrows: After casting any kind of Dash, you can deal atmost two ranged attacks by spending movement speed in this turn.
Level 12. Bolt on String: Once per combat. After you casting Intuitive Redirection, Perceptive Precision, Omniwatch, you restore a bonus action.
Level 15. Learn Haste. Choose a Tall Tale.
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Rioter
- Critical Hit.
- Throwing and Unarmed attack.
Level 1. Select 1 Committed Crime.
Level 2. Street Fighter: After throwing something, you can kick their crotches (unarmed attack) by spending grit dice.
Level 3. Bully: Once per turn. If you damage a character whose HP is less than 30%, you regain a grit dice.
Level 6. Crime of Passion: At the moment that you drink alcohols or rage, you regain a bonus action. While you're drunk or raging, can cast Reckless Strike by spending bonus action.
Level 9. Release the Devil: Once per combat, after you killing a character, your next attack must be a crit hit.
Level 9. Improved Critical: Easier to deal critical hit.
Level 10. Leave No Witness: After dealing crit hit, can deal a throwing attack with a reaction.
Level 12. Fury Outburst: When you are drunk or raging, add consitution modifier to your unarmed and throwing damage.
Level 15: Savage Attacks: Add a damage dice to the crit hit damage.
Level 15: Return to Society: Choose 1 Working Experience.
Committed Crime:
Swindle: Deception. Learn Distracting Strike.
Mayhem: Intimidate. Learn Threaten Strike.
Larceny: Slight of Hand. You can hide and disenage by spending grit dice.
Slander: Persurade. Learn Taunting Strike.
Pillage: Athletics. Learn Disarming Strike.
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Veteran
- Commander.
- Hard to kill.
- Can summon a powerful partner.
Level 1. War Imprint: Choose your wound (debuffs from your past life)
Level 1. Battle-hardened: Gain proficiency with military weapon, shield, medium and heavy armor. Add proficiency bonus to your weapon damage.
Level 1/15. Retired Life: Choose a Working Experience.
Level 2. Learn Commander Strike, Maneuvering Attack
Level 2/15. Battle Style
Level 3. Battlefield Experience: grant attack roll bonus to another ally.
Level 3. Military Troop: Choose your Unit Type in the past.
Level 6. Old Blade: After dealing a mainhand meele weapon attack, you can deal another one, but it will have disadvantage.
Level 9. Tactical Coordination: When you cast "Battlefield Experience", you also gain the bonus. After you dealing a weapon attack, you can cast "Commander Strike" and "Maneuvering Attack" by bonus action.
Level 10. Heroes never die: At the start of each turns, if your hit points are below 20 percent of your maximum, you may expend a Grit Die to regain HP.
Level 12. Brother In Arms: Summon a fighter.
War Imprints:
Lame: Movement Speed -3m.
Disfigurement: -2 charisma, get proficiency with Intimidation.
Missing Fingers: -2 attack roll.
Trauma: Disadvantage on Intelligence saving throw and ability check.
Amnesiac:-2 Wisdom, gain resistence to psychic damage.
Military Troop:
Shieldbearer: When you're holding a sheild, AC +1, gain +2 bonus on saving throw of physical abilities.
Spearmen: While wielding a polearm weapon, you can make basic melee weapon attacks against targets within 5 meters.
Sapper: When wielding axes or hammers, bypass physical resistance but reduce your attack roll by 5.
Cavalry: In the first turn of each combat, movement speed +6m and weapon damage +1d4.
Archer: Your ranged weapon damage +1d4.