Baldur's Gate 3

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DiZ

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DiZ91891

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About this mod

This mod expands and changes the currently implemented classes and their subclasses progressions up to level 10. Also adds the unimplemented Monk class

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Overview

This mod serves the purpose of implementing level 6-10 for the current BG3 classes, as well as making modifications to some features between 1st and 5th levels. Along with my 5e Spells, these provide the tools granted at those aforementioned levels, between 3rd level+ spells and additional features gained upon leveling. A few of the existing features have also been adjusted or added with this mod to be closer to 5e in some way or another. Just a note, this mod clashes with a number of mods that similarly modify progressions which means if it is changing or adding any features to the base class or adding additional class-related stuff beyond level 5 or similar things, there will be problems. Examples are LvlUp, casters extra and UnlockLevelCurve. Playing with the load order, loading later in the load order or excluding some mods will have to be a necessity unless some compatibility is made.

On another note, I've modified short resting in this mod. When you initiate a short rest, all of the party members sit down in place and are unable to move or take any actions. Each character also gains two temporary spells in the far right side of the hotbar, named "Regain Hit Points" and "End Short Rest". If you prefer the game's default version, I've provided an optional file under the Files tab that allows you to revert the short resting back to that version. Just ensure it is loaded after/below Expansion in the load order.

Patch 9

With patch 9 came the release of the Paladin class and 5th level. Took a decent bit of work to cut out some of the stuff I put in for it, making adjustments and adding stuff to the new reaction system but here we are. I've already touched up 5e Spells with its necessary changes so hopefully there shouldn't be too many issues, but as always, please let me know and I'll try to finish them as soon as possible. For this patch so far, I've added and modified the following, as well as 7th-10th level features for the other classes listed under Previous Features below:

Paladin - Added the Aura of Protection feature at 6th level, the optional features Harness Divine Power at 3rd level, Martial Versatility at 4th and 8th level, added 2nd and 3rd level spells and spell slots at 7-10th levels, the Divine Smite 3rd level version and the Aura of Courage feature at 10th level.
Paladin: Oath of Ancients - Added the Aura of Warding feature at 7th level and Oath spells at 7th and 9th levels.
Paladin: Oath of Devotion - Added the Aura of Devotion feature at 7th level and Oath spells at 7th and 9th levels, excluding Dispel Magic.
Paladin: Oathbreaker - Added the Aura of Hate feature at 7th level and Oath spells at 7th and 9th levels.
Uncanny Dodge - I've added this feature to this new reaction system. Since the system still likely isn't fully fleshed out, it doesn't operate 100% as you would likely desire in that you can't check when an attack hits or misses to minimize the constant "Ask" pop-up. Still, if an attack/spell hits, it'll halve the damage accordingly. If it misses, however, you should automatically have your reaction restored.
Interception Fighting Style - Also added to reaction system and works similarly to Uncanny Dodge.
Bend Luck - Also added to the reaction system but operates the closest to RAW, if not 100%.

Monk - Though I originally never planned to add a class not already released in EA, due to their being no standalone patch for Monk, I figured I'd go ahead and add it as a bit of a preview for BG3 Beyond.
Unarmored Defense - Working as intended.
Martial Arts - All working functionally but for monk weapons, you have to attack something with the equipped weapon for it to gain a status that'll treat it as a monk weapon which grants it the Finesse property until unequipped and increases its damage die according to your Martial Arts die.
Ki - Flurry of Blows works with the reaction/interrupt system while Patient Defense and Step of the Wind are togglable passives that modify Dodge, Disengage and Dash.
Unarmored Movement - Working as intended.
Dedicated Weapon - Short or long resting grants a temporary spell to apply any weapon you're proficient with as a monk weapon and increasing the weapon die if lower than your Martial Arts die.
Deflect Missiles - Working almost 100% as intended with the reaction/interrupt system. The returned ranged attack doesn't quite work as far as needing the damage dealt to be 0 and you can't target whomever you want - only the attacker (though funnily enough it can still hit an enemy that's in the way of the attacker).
Ki-Fueled Attack
 - Working as intended.
Slow Fall - Just halves fall damage since a check for that isn't doable currently.
Quickened Healing - Working as intended.
Extra Attack - Working as intended.
Stunning Strike - Working as intended with reaction/interrupt system.
Focused Aim - Working as intended with reaction/interrupt system.
Ki-Empowered Strikes - Working as intended.
Evasion - Working as intended.
Stillness of Mind - Working as intended.
Unarmored Movement Improvement - Replaced with gaining expertise in Athletics and Acrobatics.
Purity of Body - Working as intended.

Monk: Way of Four Elements - Implemented Elemental Disciplines as intended. Majority of disciplines are implemented accurately except Shape the Flowing River and did not implement Water Whip due to lack of sufficient visual effects/animations.
Monk: Way of the Long Death - Implemented Touch of Death and Hour of Reaping as intended.
Monk: Way of the Open Hand - Implemented Open Hand Technique and Wholeness of Body as intended. Former provides the three options in the far right side of hotbar after activating Flurry of Blows.
Monk: Way of the Shadow - Implemented Shadow Arts as intended while Shadow Step isn't limited to teleporting an area of dim light or darkness due to current inability to check for such.

Previous Features

Barbarian - Reckless Attack was changed to be a toggleable passive rather than function as a spell in itself. Added the Primal Knowledge optional feature at 3rd level, the Feral Instinct feature and Instinctive Pounce optional feature at 7th level and Brutal Critical at 9th level.
Barbarian: Berserker - Added the Mindless Rage feature at 6th level and Intimidating Presence feature at 10th level.
Barbarian: Wildheart - Added the Aspect of the Beast feature at 6th level with some replacement effects. Eagle simply gains advantage on Wisdom (Perception) checks, Wolf was modified to increase the rate you moved while sneaking and Elk literally moves through difficult terrain faster but it still consumes the same amount of movement speed. Still pending on applying Elk's movement to allies. Also added Spirit Walker at 10th level.

Bard - Changed Bardic Inspiration so it provides an amount equal to your Charisma modifier. Also changed the Song of Rest (and by extension, the whole short rest system) to function closer to the source material. However, an optional file has been uploaded to revert short resting back to the base game for those that prefer it. Added the Magical Inspiration feature at 2nd level to the reaction/interrupt system, added 4th and 5th level spells and spell slots at 7-10th levels, additional cantrip at 10th level, upgraded Song of Rest at 9th level, additional Expertise choice at 10th level and Magical Secrets at 10th level.
Bard: College of Lore - Added Additional Magical Secrets at 6th level. Also modified Bonus Proficiencies so you can actually choose them rather than automatically having some chosen for you.
Bard: College of Valor - Added the Extra Attack feature at 6th level.

Cleric - Added the Harness Divine Power feature at 2nd level, the Cantrip Versatility feature at 4th and 8th levels, added 4th and 5th level spells and spell slots at 7-10th levels and an additional cantrip at 10th level. Also added a tentative version of Divine Intervention at 10th level which rather than rolling percentile dice to gain an effect (which while doable, is largely a waste of time due to the ability to constantly spam the action), it simply grants the ability to cast a non-upcasted Cleric spell once without using an action/bonus action or spell slot once per long rest. Suggestions/alternative ideas are welcomed.
Cleric: Life Domain - Added the Blessed Healer feature at 6th level, added Domain spells at 7th and 9th levels and added Divine Strike version at 8th level.
Cleric: Light Domain - Added the Improved Flare feature at 6th level though unable to add to the new reaction system (as well as Warding Flare) due to timing issues with applying advantage/disadvantage on attack rolls. Also Added Domain spells at 7th and 9th level (excluding Wall of Fire and Scrying) and Potent Spellcasting at 8th level.
Cleric: Trickery Domain - Added the Cloak of Shadows feature at 6th level and modified Invoke Duplicity ability to create an actual character capable of moving around with the bonus action. Hoping to actually change appearance to that of the cleric in the future. Also added Domain spells at 7th and 9th level (excluding Dimension Door and Modify Memory) and added Divine Strike version at 8th level.

Druid - Added the Wild Companion optional feature at 2nd level, the Cantrip Versatility at 4th and 8th levels, added 4th and 5th level spells and spell slots at 7-10th levels and an additional cantrip at 10th level.
Druid: Circle of the Land - Added Land's Stride feature at 6th level though it simply grants immunity to all types of difficult terrain, as well as to the damage of Spike Growth. Also added an additional Natural Recovery Point at 7th and 9th levels, Circle spells at 5th, 7th and 9th levels and added the Nature's Ward feature at 10th level.
Druid: Circle of the Moon - Added the Primal Strike feature at 6th level and the Elemental Wild Shape feature at 10th level.

Fighter
 - Added the Martial Versatility optional feature at 4th level, added additional ASI at 6th level and 8th level and added the Indomitable feature at 9th level (though it's been changed to reroll any result below 13 since there's currently no way to check for failed roll results).
Fighter: Battle Master - Added the Know Your Enemy feature at 7th level, though it has been changed since the 5e version is kind of already technically available. When using it (only outside combat) on a creature, it provides a status that lasts 10 turns. If you already enter combat with the creature, it disappears. After the full 10 turns, you and the creature gain statuses that allow you to gain advantage when attacking it or grant the creature disadvantage when attacking you once per round. Also added an additional Superiority Die at 7th level, two more Maneuvers as well as the ability to switch out one of your Maneuvers through the Martial Versatility feature at 7th and 10th levels and added the Improved Combat Superiority at 10th level. Also added the additional maneuvers, Bait and Switch, Distracting Strike, Feint Attack, Goading Attack, Parry, Precision Attack and Quick Toss.
Fighter: Eldritch Knight - Added the Weapon Bond feature at 3rd level though when teleporting the weapon to you, it simply gets added to your inventory rather than being equipped right away. Might add something to replenish your Action after equipping it in that situation. Also added the War Magic feature at 7th level, Eldritch Strike at 10th level, added 1st and 2nd spell slots at 7th and 10th levels and an additional cantrip at 10th level.

Ranger - Added the Favored Foe optional feature as a part of Larian's Favored Enemy list of options at 1st and 6th level, the Deft Explorer optional feature as a part of Larian's Natural Explorer list of options at 1st, 6th and 10th levels, the Martial Versatility optional feature at 4th and 8th levels, Land's Stride at 8th level and added 2nd and 3rd level spells and spell slots at 7-10th levels.
Ranger: Beast Master - Added the Companion's Bond feature at 3rd level since this subclass follows the UA version of the Ranger Beast subclass. It includes being able to increase the summoned beast's abilities with an ASI through a spell. Also added the Beast's Defense feature at 7th level.
Ranger: Hunter - Added the Defensive Tactics feature choices at 7th level.

Rogue - Changed the Hide action to an action for this class so it's Cunning Action feature wasn't given away to everyone. I understand it's not likable but don't plan on changing it. Might provide an optional file to revert it back. Added the Steady Aim optional feature at 3rd level, the second choice of Expertise at 6th level, the Evasion feature at 7th level and an additional ASI at 10th level.
Rogue: Thief - Changed Fast Hands to simply granting Help and Throw as a bonus action through Cunning Action feature. Provided an optimal file that reverts it back to granting an additional bonus action for those that prefer it. Also added to the Second Story Work feature that grants a version of the Jump action that scales with Dexterity rather than Strength. Lastly, added the Supreme Sneak feature at 9th level
Rogue: Arcane Trickster - Added 1st and 2nd spell slots at 7th and 10th levels and an additional cantrip at 10th level, as well as the Magical Ambush feature at 9th level.

Sorcerer - Added the Sorcerous Versatility optional feature at 4th level for Metamagic, the Magical Guidance optional feature at 5th level, added 4th and 5th level spells and spell slots at 7-10th levels and an additional cantrip at 10th level and an additional Metamagic option at 10th level.
Sorcerer: Draconic Bloodline - Added the Elemental Affinity feature at 6th level. Also added additional spells gained at 3rd and 5th level similar to common homebrew rules for Sorcerers that mimic Aberrant Mind and Clockwork Soul.
Sorcerer Wild Magic - Added the Bend Luck feature at 6th level. Also gains additional spells at 3rd and 5th levels.

Warlock - Added the Eldritch Versatility optional feature at 4th and 8th levels for switching out Pact Boon. Added in the invocations: Aspect of the Moon, Ascendant Step, Book of Ancient Secrets, Cloak of Flies (shoutout to Psygrrl88 for the beautiful icon for this invocation which mine pale in comparison to lol), Dreadful Word, Eldritch Mind, Eldritch Smite, Eldritch Spear, GIft of the Ever-Living Ones, Gift of the Protectors, Grasp of Hadar, Investment of the Chain Master (partly added to interrupt/reaction system), Lance of Lethargy, Maddening Hex, Mire the Mind, One With Shadows, Otherworldly Leap, Relentless Hex, Sculptor of Flesh, Sign of Ill Omen, Thirsting Blade, Tomb of Levistus (added to new reaction system), Trickster's Escape, Undying Servitude and Whispers of the Grave. Also included the Pact of the Blade and Pact of the Tome boons. Any of the invocations that require one of the three boons (excluding Tailsman which I will be attempting to add later) will not work for you if you select them and do not have the necessary boon. Just putting that warning out there to minimize any questions about why such is happening. And lastly, I added in the ability to switch out invocations.
Warlock: Book of Ancient Secrets - This invocation in particular, coupled with the Pact of the Tome, allows you to learn ritual spells from scrolls that are in your inventory through the "Inscribe: Scrolls" spells with the only available ones being Silence and Feign Death. I will possibly get around at some point in implementing scrolls with the additional spells provided in 5e Spells so you can actually get more options.
Warlock: Fiend - Added the Dark One's Own Luck feature at 6th level to the new reaction system, the Fiendish Resistance feature at 10th level and added its 4th level spells and slots at 7th level and 5th level spells and slots at 9th level.
Warlock: Great Old One - Added the Entropic Ward feature at 6th level, the Thought Shield feature at 10th level and added its 4th level spells and slots at 7th level and 5th level spells and slots at 9th level.

Wizard - Added a different version of the Cantrip Formulas optional feature starting at 3rd level, which only allows you to switch a cantrip upon leveling up. Also added 4th and 5th level spells and spell slots at 7-10th levels and an additional cantrip at 10th level
Wizard: Evocation - Added the Potent Cantrip feature at 6th level and the Empowered Evocation feature at 10th level.
Wizard: Abjuration - Added the Projected Ward feature at 6th level to the reaction/interrupt system. Also modified Arcane Ward to be able to slightly replenish itself after the initial ward is removed but currently cannot cumulatively replenish to its maximum. Added the Improved Abjuration feature at 10th level but for all intents and purposes, it doesn't "work" in that there's no Dispel Magic at the moment and Counterspell appears to work without fail against 4th+ spells since it potentially hasn't been fleshed out yet. Couldn't think of a suitable enough replacement feature even after asking around so will leave it as is until/if someone provides a solid idea/suggestion.

How to Install

I would recommend installing mods using the BG3 Mod Manager. For those who would want to manually install the mod (for whatever reason), place the .pak file in the \AppData\Local\Larian Studios\Baldur's Gate 3\Mods folder.

Next, update your AppData\Local\Larian Studios\Baldur's Gate 3\Player Profiles\Public\modsettings.lsx file in the following way under the ModOrder section and Mods section (below where Gustav is):

<?xml version="1.0" encoding="UTF-8"?>
<save>
  <version major="4" minor="0" revision="8" build="2" />
  <region id="ModuleSettings">
    <node id="root">
      <children>
        <node id="ModOrder">
          <children>
            <node id="Module">
              <attribute id="UUID" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1" type="FixedString" />
            </node>
            <node id="Module">
              <attribute id="UUID" value="a2c4b0fc-e745-41df-81b7-fa53950d86a0" type="FixedString" />
            </node>
            <node id="Module">
              <attribute id="UUID" value="fb5f528d-4d48-4bf2-a668-2274d3cfba96" type="FixedString" />
            </node>
          </children>
        </node>
        <node id="Mods">
          <children>
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="Gustav" type="LSString" />
              <attribute id="MD5" value="64d0dd9c0bdd277e140c579f80590766" type="LSString" />
              <attribute id="Name" value="Story" type="LSString" />
              <attribute id="UUID" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1" type="FixedString" />
              <attribute id="Version64" value="36029172828605865" type="int64" />
            </node>
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="5eSpells" type="LSString" />
              <attribute id="MD5" value="" type="LSString" />
              <attribute id="Name" value="5eSpells" type="LSString" />
              <attribute id="UUID" value="fb5f528d-4d48-4bf2-a668-2274d3cfba96" type="FixedString" />
              <attribute id="Version64" value="36028797018963968" type="int64" />
            </node>
            <node id="ModuleShortDesc">
              <attribute id="Folder" value="Expansion" type="LSString" />
              <attribute id="MD5" value="" type="LSString" />
              <attribute id="Name" value="Expansion" type="LSString" />
              <attribute id="UUID" value="a2c4b0fc-e745-41df-81b7-fa53950d86a0" type="FixedString" />
              <attribute id="Version64" value="36028797018963968" type="int64" />
            </node>
          </children>
        </node>
      </children>
    </node>
  </region>
</save>