Baldur's Gate 3

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ID10T-B0T

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ID10TB0T

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About this mod

Adds the ability to Shapeshift into a Werewolf. You learn this skill after drinking an elixir, then you can shapeshift when you want. This will add a new Shapeshift action to your hotbar. The Elixir can be found in starting inventory(also means hirelings) and the Tutorial Chest. Also now with vendors Arron and Exxvikyap.

Requirements
Permissions and credits
Translations
  • Mandarin
Changelogs
Donations
Updates
Version 1.2.0.0 Is out. New Color Variants for Werewolf. New Elemental Claw Toggles. New Toggle to Reduce Size.


Notes
I use both Mod Manager and BG3 Mod Fixer for this mod. This is my first mod so I had some fun with it. While limited, you'll notice that Beast Throw removes weight restrictions on throws and uses a set distance for range(I thought it would be fun to be able to throw large enemies around)

Optional


Features

Werewolf Curse Elixir
Details: Drinking this elixir will permanently give you a curse that grants the ability to become a werewolf.
Location: Can be found in starting inventory or in Tutorial Chest. Also with vendors Arron and Exxvikyap. If you need more just take it from a hireling.
Boosts: Speak with Animals, Shapeshift Werewolf


Reworked Werewolf Version

Racial Bonuses
Health: +2/level
Movement +3m 
<Heightened Senses>
You have advantage on Wisdom (Perception)
<Predatory Strikes>
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes
Additionally, when you use the Attack action to use Claw, you can make one additional Claw strike as a bonus action.
<Lycan Regeneration>
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). 
<Radiant Weak>: Taking Radiant damage blocks healing for 1 turn
Level Progression
Level 1 All Stats +2
Level 2 
Level 3
<Feral Might>
You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level
<Resilient Hide>
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. 
Level 4 
<Sharpened Claws>
AC -5, damage +10. Same as GWM but for unarmed attacks
Level 5 All Stats +3 instead of +2
Level 6 
Unarmed strikes while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Level 7 
Longstrider(given instead of an extra movement increase to prevent stacking)
<Improved Predatory Strikes>
You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level.
Level 8 
Level 9 All Stats +4 instead of +3
Level 10 
Level 11 
Level 12

Elemental Claw Passive Toggles


Color Variants For Werewolf Form




Werewolf Rage
Cost: BonusAction 1, Rage 1
Duration: 6 Turns
Boosts: Stength +4, AC -2, Temporary Health(10), Advantage(StrengthAbilityCheck), Advantage(StrengthSavingRoll)
Aura: Fear Aura(3m) Apply:FRIGHTENED (Constitution Save)


Here is your appearance while in Rage


Brutal Leap
Cost: BonusAction 1, 6m of Movement
Cooldown: Per Turn
Requirements: Werewolf Rage
Range: 16m
Damage: (2d8 Bludgeoning) Apply:PRONE (Strength Save)


Beast Throw
Cost: ActionPoint 1, BonusAction 1 ALL remaining Rage
Cooldown: Once per Battle
Requirements: Werewolf Rage
Range: 16m (Disregard all factors including weight)
Details: No weight restriction as long as target is throwable


Note: Greater Restoration will cure Werewolf Curse. I also set it to cure Debuffs from Zaith'isk.