Baldur's Gate 3

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  • 1.53 Add: Remainder Giant feats Add: crossbowexpert extra attack

    Crossbow Expert
    Added this: 
    When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

    Ember of the Fire Giant

    Fury of the Frost Giant

    Keenness of the Stone Giant

    Rune Shaper- you can change your rune each long rest, you don't need to wait for a long rest. If you have the tag WARLOCK it will unlock a version of the spell that can be cast with warlock spellslots, but with the UI you need to use your Warlock spellslots first.

    Soul of the Storm Giant

    Vigor of the Hill Giant

    Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction...

  • 1.49 Add: Guile of the Cloud Giant

    Guile of the Cloud Giant

    Source: Bigby Presents - Glory of the Giants

    Prerequisite: 4th Level, Strike of the Giants (Cloud Strike) Feat   Implementation: nil requirements

    You’ve manifested the confounding magic emblematic of cloud giants, granting you the following benefits:

    Ability Score Increase. Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Implementation: per 5e

    Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack’s damage. Implementation: per 5e

    You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equa...

  • 1.42 Fix: CrossbowExpert Add Gunner

    Both feats have this description:


    Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

    Per Sage Advice this should work on ranged weapon attacks and ranged spell attacks.
    So when you select these feats you will get a passive that you can toggle on and off.
    It can be turned off and on at any time.
    Use: when in melee range, turn on, then you can use any spell that uses spell ranged attack without having disadvantage (it will use melee spell attack).
             when turned on your ranged spell attack will have a range of 3 metres
            turn off if you wish to make a ranged spell attack (and not in melee) at a target at range.

    Compatibility: adds a new passive to Cro...

  • 1.38 Add Bountiful Luck Fix PAM Piercer Feat

    Bountiful Luck
    Prerequisite: Halfling      No limit on race 

    Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!

    When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. Only works on attack rolls and saving throws, use your reaction for a reroll.

         When you use this ability, you can't use your Lucky racial trait before the end of your next turn   Using your reaction removes the Halfling luck bonus temporari...

  • 1.36 Add: Second Chance Orcish Fury Artificer Initiate Fade Away Remarkable Recovery Svirfneblin Magic and Chef.

    1.36 Add: Second Chance, Orcish Fury, Artificer Initiate, Fade Away, Remarkable Recovery, Svirfneblin Magic and Chef.

    Implemented consistent with 5e

    Artificer Initiate- if you pick Disguise Self, use AND dismiss the once per LR version, and this will unlock the full version of the spell.

    Chef- you get two spells, allowing you to summon (cook!) two different type of food. Both last until a long rest. You eat the Special Food and then durign your next short rest you regain additinoal 1d8 hp. The Special Treat gives temp hp that lasts unitl you take damage.

    Orcish Fury- bc you cant target someone during a reaction, you will unlock a melee and ranged wpn attack that costs your reactino after you use Relentless Endurance.

    Svirfneblin M...

  • Implementation for original feats extra

    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.

    Implementation:
    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

    Theaccura...

  • V101 Add Dragon Hide Wood Elf Magic and Observant feats.

    Dragon Hide
    Prerequisite: Dragonborn   Implementation: not, an yrace can pick any feats.

    You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

    Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20. Implementation: per 5e

    Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. Implementation: uses mage armor so should be 5e

    You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing ...

  • V102 Add Flames of Phlegethos

    Prerequisite: Tiefling  Implementation: nil, any race can choose any feat.

    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.   Implementation: per 5e.



    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. Implementation: reroll damage on any LEVELLED fire spell (cantrips were not working).



    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 fee...