Baldur's Gate 3

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Adds some feats to the game (see detailed description)
V1.21 Update: flames of phlegethos (added support for extra spells from base game and 5e spells, BUT no reroll for cantrips

Permissions and credits
Note: NO feats are limited by race, not sure how to do it and choice and fun is better.

Eldritch Adept Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.

You just pick one warlock invocation, no restrictions. And you can not change it a level level. So you can take Agonising Blast, then when you get to take another feat you can take Magic Initiate Warlock to get Eldritch Blast.

Elven Accuracy: prerequisite: Elf or Half-Elf

Theaccuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:  Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
+ 1 to dex, int, wis and cha works.
Unable able to reroll spell attacks, so you get +4 to melee and ranged attacks (both martial and spell attacks) if you attack with advantage (Note: not sure if overpowered or close to 'double advantage'). I havent tried to limit it to only dex etc based attacks, so will work with your str based attacks. V1.19 Fix: Elven Accuracy removed the +4 to hit but added a reroll [so should be double advantage]

Infernal Constitution: Prerequisite: Tiefling Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
  • Increase your Constitution score by 1, up to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.
Implementation: should work per 5e, only thing I have not checked in game is the poison saving throw.

Dwarven Fortitude: Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and
  • regain a number of hit points equal to the total (minimum of 1).
Implementation: first had to use my dodge action mod. When you take the Feat you gain another dodge skill that gives d8+conmod in healing. As healing and rests are unlimited in EA i have not put a IsCombat requirement on the ability. The heal is based on the classes hit die (PHB classes only- let me know I can add extra classes);  +1 CON works.

Flames Of Phlegethos:   Prerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:
  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present,any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Implementation: stats increase works. Reroll works based upon limited testing but only for spells I manually added [HellishRebuke, HellishRebuke_2, ScorchingRay, ScorchingRay_LightCleric, ScorchingRay_CircletOfBlasting, Fireball etc]. Cantrips DO NOT reroll. After casting a fire spell you shed some light, have a burning effect and melee attacks will take d4 fire dmg if they hit you.

Squat Nimbleness   Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Implementation: Str or Dex works. Walking speed added by 3 metres. As theres no grappling atm so you get either advantage on Athletics or Acrobatic.

Everybodys Friend  Prerequisite: Half-elf
You develop your magnetic personality to ease your way through the world. You gain the following benefits:
  • Increase your Charisma score by 1, up to a maximum of 20.
  • You gain proficiency in Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubledf or any check you make with that skill.
Implementation: +1 CHA works. Unable to check what skills you have so you get proficiency and +2 to the roll.

You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
Implementation: unable to check then make rerolls. You get 3 Luck Points. You have a new spell (Luck). You use 1 Luck Point and for 1 turn you get advantage of attack rolls, ability checks, skill checks, and enemies have disadvantage to attack you. Luck Points return after a long rest. Happy for feedback ,this is my homebrew version. V1.11 you also get Unlucky skill- enemy gets disad on attacks, saving throws and skil checks for one round.

Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.Implementation: you get +1 cha. You have proficiency bonus + advantage on deception and performance.

Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace
Implementation: You gain damage resistance to slashing damage, and advantage on investigation and perception skill check.

Poisoner: Source: Tasha's Cauldron of Everything.
You can prepare and deliver deadly poisons, gaining the following benefits:When you make a damage roll, you ignore resistance to poison damage.You can coat a weapon in poison as a bonus action, instead of an action.You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50
gp worth of materials, you can create a number of doses of potent poison
equal to your proficiency bonus. Once applied to a weapon or piece of
ammunition, the poison retains its potency for 1 minute or until you hit
with the weapon or ammunition. When a creature takes damage from the
coated weapon or ammunition, that creature must succeed on a DC 14
Constitution saving throw or take 2d8 poison damage and become poisoned
until the end of your next turn.
Implementation: You can summon a poisoners kit (locked to your inventory). With it you can craft (combine) it to make 3 different poisons (right click on kit then Combine). Kit+HealingPotion =
Basic Poison (greater healing gives more poison). Kit + Basic Poison =
Drow Assassin Poison (coat your weapons for 1 minute for 1d6 poison
dmg). Kit + Drow Assassin Poison = Drow Poison (the enemy needs to make a
saving throw or be poisoned for 1 hour, plus if they fail the roll by 5
they fall asleep). You can also summon a Magic Poisoners Kit (which removes the other kit).Kit+Healing=Basic Poison. Kit+Basic Poison= Magic Drown Assassin poison that does necrotic damage. Bonus action to apply a poison is already in BG3.

Skulker: prerequisite: Dex 13.
You are expert at slinking through shadows. You gain the following benefits:• You can try to hide when you are only lightly obscured from the creature from which you are hiding. Implementation: you have advantage on stealth checks with in dim light.• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Implementation:if you miss with a ranged weapon attack you automatically attempt to hide as a free action. • Dim light doesn't impose disadvantage on Wisdom (Perception) bonuses made with sight. Implementation:you have advantage on Perception check when you are in dim light.