Baldur's Gate 3

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Celes

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DiZ91891

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About this mod

This mod expands the currently implemented classes and their subclasses progressions up to level 6.

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Overview

This mod serves the purpose of implementing level 5 and 6 for the current BG3 classes. 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. To ensure gameplay is optimal, please download the LuaScripts.zip provided under the 5e Spells mod page and add the .pak to your Mods folder. It does not require installation and/or adding to the modsettings.lsx in any way, similar to the Improved UI or Patch 3 Fixer mods. 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 4 or similar things, there will be problems. An example is LvlUp. Playing with the load order or excluding some mods will have to be a necessity unless some compatibility is made.

Patch 8

With patch 8 came the release of the Bard class. I've given it the same treatment as the others in this mod, as well as hopefully tackled the number of issues introduced with this new patch and add a few miscellaneous things like a few more cantrip selections for Warlock's Book of Shadows, etc. Before getting into that, I've made adjustments to short resting in a manner similar to my 5e Short Rest mod. However, an optional mod has been uploaded under the Files tab, called Expansion Short Rest, that'll provide the default short rest style for those that prefer it. Additionally, I decided to add in the ability for Warlock's to replace their Pact Boon choice though it is similarly glitchy like switching out Eldritch Invocations, so just be cautious of that.

Bard - Changed Bardic Inspiration to grant an amount equal to Charisma. I also changed the Song of Rest ability to provide its additional healing when short resting but that is only in effect when you've toggled on the abovementioned "Toggle Short Rest". On that note, if it isn't toggled, after using Song of Rest, it'll pop up again to being usable. However, the second time you do so before a long rest, it won't provide any short rest effects since that's the original way Larian implemented it. Also added in Font of Inspiration for bard at 5th level and Countercharm at 6th level.

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).


College of Lore - Added the Additional Magical Secrets with you being able to pick all 1st to 3rd level spells of any class. An issue arises when it comes to being able to pick a spell and cantrip (or 2 cantrips in the current iteration). In order for either of those options to work, separate addon mods have been provided to specifically accommodate either of those desires. Also changed the proficiencies gained that Larian forces upon the subclass for whatever reason to the three skills of your choice.

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

College of Valor - Just Extra Attack added. Straightforward.

Features

Before getting to each of the class and subclass features, I want to point out one separate feature I added on rightmost side of the hotbar for toggle abilities. It is for toggling on or off the ability to push the target prone rather than pushing them a short distance with the Shove skill. With that out of the way, on to the big stuff:

Barbarian - The base class itself gains both the Extra Attack and Fast Movement features at 5th level. With Patch 7 came an easy method for checking heavy armor, making the latter was super easy while the former is already setup from Fighter and Ranger. On that note, however, the class as a whole currently have issues that might be fixed by Larian later but there are two issues surrounding Rage that I've fixed in the meantime. The first is that it applies even when an attack miss (as evident even in their recent Panel of Hell streaming) and the second is that is applies even when using non-Strength based weapon attacks.

In addition, I've changed the current implementation of Reckless Attack to be a toggle passive. Not certain how some might view that but its current iteration as a whole attack/skill by itself isn't quite right and should instead apply to any Strength-based weapon attack. You can toggle the effect on and off as desired but once you make an attack with it toggled on, even if you turn it off, attacks against you will still be at advantage until the start of your next turn so can't go cheesing that.

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Barbarian: Berserker - This subclass gains the Mindless Rage feature at 6th level which is also straightforward in its implementation, though I'm not entirely sure if some will feel it's not 100% spot on in that the charmed and frightened conditions are supposed to be "suppressed" if they enter Rage with them rather than the conditions being erased as you gain immunity to them. There's not a specific way to suppress an effect currently though I've an idea how I might go about doing it though its a bit of a pain. Nevertheless, its the current way the Calm Emotions spell operates (though it isn't fully implemented, the spell has been in the game files and has since had its effect changed to work just like Mindless Rage basically). At least it'll be fairly close hopefully.

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Barbarian: Wildheart - So, these features...whew. Since they're all basically non-combat related bonuses, it was a bit hard coming up with ideas for some that fit in the setting of the game, particularly those belonging to the Elk and the Wolf. The Bear and Tiger were super easy and the Eagle I basically gave advantage on Perception checks similar to the animal itself since its specific effects aren't quite able to be added just yet (if at all). Ultimately, I decided to give the Wolf a slightly modified sneak/hide where you can move around at regular/full speed rather than the statuses' default slower speed. Not much but matches decently I think. As for Elk, I'm still slightly thinking of a way to add it "smoothly" like I hope but chances are it won't go how I like but we'll see. In any case, what I made an attempt for is allowing the character to move at regular speed through difficult terrain. What I mean by this in particular is that their actual movements will/should be set to the default movement rather than the slowed one, similar to sneak. Moving should still consume twice as much speed as usual but figured this would be okay enough when traversing the map as you come across the plethora of surfaces Larian has spread throughout. But yeah, still mulling how I want to spread it to allies similar to the feature itself but that's about it.

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.
Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.


Cleric: Life Domain - This subclass gains the Blessed Healer feature at level 6 which is pretty straightforward and easy with its implementation and works completely by the books.

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Cleric: Light Domain - This subclass gains the Improved Flare feature at level 6 which isn't 100% as accurate as it can be due to the limitations of the reaction system of BG3 currently but follows a number of the existing reaction-based skills wherein a toggle is enabled to allow the character to effectively apply their Warding Flare feature to another allied character.

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Cleric: Trickery Domain - This subclass is one of those whose pre level 5/6 features I've modified a bit, albeit not entirely to my liking due to limited scripting options at the moment. Nevertheless, it is the Invoke Duplicity Channel Divinity ability, which at the very least should allow the duplicate to move around with a spell granted to the caster as a bonus action.

Aside from that, there's the feature gained at level 6, Cloak of Shadows, which is pretty easy and not much different than the Invisibility spell.

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Druid: Circle of the Land - This subclass starts off at level 5 gaining new, 3rd level spells according to the Land you chose. The only spells that couldn't be implemented for some of these Lands are Water Breathing, Meld into Stone and Gaseous Form (I'm looking at certain ways to tackle this one though). As such, they've been substituted with other spells so shouldn't deviate too badly I'd think. Also added the 3rd level spell slot restoration for Natural Recovery.

Other than that, Land's Stride, the level 6 feature, wasn't able to be implemented in as "clean" of a way as desired. There isn't a way to differentiate nonmagical difficult terrain from magical, so they're immune to all of it instead, in addition to having immunity to the damage of spikes created by Spike Growth.

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Druid: Circle of the Moon - This subclass gains the Primal Strike feature at level 6 which is a technically straightforward implementation. I'm just not certain if the magical feature has been added fully to the game's coding just yet as testing was difficult to tell.
 
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Fighter - These classes possess no subclass that gains features at level 5 and 6 but the base classes themselves do with the Extra Attack feature of course. Parts of it has already been implemented by Larian, which suggested to me they were close to potentially adding level 5 but it had to be adjusted accordingly to function just right between the Action Surge ability and the Haste spell. There is also the additional ASI gained by Fighters at level 6.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighter: Eldritch Knight - While there are no 5 or 6th level feature, I have decided to add in some semblance of the Weapon Bond feature. It's not much, especially since I'm currently unable to have the weapons be reequipped when using a bonus action to summon them to you (can't wait for script extender or full release with more modding tools). For now, they simply get added to your inventory. If you just made one weapon a bonded weapon and want a second one, if said weapon is already equipped to you (whether off hand or ranged weapon if you made a melee weapon the first bonded weapon or vice versa), you have to unequip it and reequip it to your main hand for the spells to register the necessary conditions for you to use them. Otherwise, you're immune to being disarmed as expected. I might revisit this later to find a painful method for equipping the specific weapon(s) you're bonded to but just wanted to add this now before I add another mod featuring all of the Fighter subclasses soon™.

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Ranger - This class doesn't have much else going on besides Extra Attack at 5th level.

Ranger: Hunter - This subclass doesn't have anything extra added currently.

Ranger: Beast Master - So this subclass follows the revised Beast Master subclass which appears to be the intention of Larian since their was the Companion's Bond passive/feature in the files but it wasn't fully implemented. Not sure if they plan to later but in the meantime, I've added some semblance of it. At 3rd level, not much changes except the beast gains proficiency in all saving throws. I considered giving them hit die for the short rest healing but that seems a bit redundant when you can just resummon them. At 4th level though, they gain additional hit points equal to their hit die + Constitution modifier like classes do and they also can receive an ASI. Your character gains the spell which is to be used on the companion. When used, the companion gains a spell of their own that lets them pick two scores to increase. Once they've chosen the second score to increase, the spell disappears and the ranger cannot use it again until you resummon the beast. And on that note, you'll want to resummon the beast each time you level up because the additional hit points it gains will not update automatically. And when you do, you can grant it an ASI again to rinse and repeat up to 6th level. Not the smoothest implementation but hopefully Larian addresses that.

Rogue - This class and this subclass were the primary targets of this mod's intention as Arcane Trickster doesn't gain anything at level 5 and 6 and doesn't have much that can currently be done for its features to be more substantial. For the class, I've added Uncanny Dodge at level 5. I've also made it so the Cunning Actions appear in a container, which also holds the Hide Cunning Action as this mod changes it from a Bonus Action back to an Action.

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Rogue: Thief - As for Thief, I've removed the extra bonus action received from Fast Hands and replaced it with the ability to use the Help action as a bonus action, similar to the other Cunning Actions (though on this note, I've uploaded an optional file that grants the original 2 Bonus Actions for those that prefer it). For Second Story Work, your Jumping distance is based off your Dexterity instead of your Strength. All done in this manner since translation from 5e is difficult if not impossible but believe those are closer enough at least.

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Sorcerer: Draconic Bloodline - This subclass gains additional spells at 3rd level and 5th level as part of the common homebrew rules to give Sorcerer a few more options due to having so few similar to how Aberrant Mind and Clockwork Soul worked. Many of these additional spells are granted based off the Dragon Ancestry you chose at level 1. Other than that, the Elemental Affinity, gained at level 6, has been implemented fairly easily and works the same way in my Sorcerer Subclasses mod (which you place after Expansion in the mod order). Just note that the ability to gain resistance to your dragon type comes forth in the form of a new spell that pops up when you deal the dragon's elemental damage. At that level, the hotbar is likely to be cluttered with things, so check your Spells menu to see the pop up spell with a shield-like icon that is the official icon created by Larian. The spell only lasts around 1 turn as well before disappearing until you deal damage again the next time.

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Sorcerer Wild Magic - This subclass gains additional spells as well per the homebrewed rules and the Bend Luck feature at level 6. This addition was my least favorite as I tried to make it function "smoother" as a toggle but the implementation just wouldn't hold together as desired. So instead you simply gain a spell that you use on an ally or enemy to make their next given attack roll, ability check or saving throw the bonus or penalty, respectively. Works as intended otherwise with the limitation to reactions.

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Warlock - This class was not only missing quite a few things but also has some really difficult pain points to it that I felt addressing separately from the subclasses. First off, I've added new Eldritch Invocations, with quite a few only being available at level 5. These include Aspect of the Moon, Book of Ancient Secrets, Cloak of Flies (shoutout to Psygrrl88 for the beautiful icon for this invocation which mine pale in comparison to lol), Eldritch Mind, Eldritch Smite, Eldritch Spear, GIft of the Ever-Living Ones, Grasp of Hadar, Lance of Lethargy, Maddening Hex, Mire the Mind, One With Shadows, Sign of Ill Omen, Thirsting Blade, Tomb of Levistus and Undying Servitude. I've also included the Pact of the Blade and Pact of the Tome. 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.

A lot of the invocations operate pretty spot to 5e with the exception of the reaction-based ones of course but simply set up well enough. The Pact of the Blade operates in a specific way. You gain two spells, being Pact of the Blade, which summons forth one of six types of pact weapons that were already created by Larian and the Bind Pact Weapon, which basically turns a magic weapon into a pact weapon for you. Whether a summoned pact weapon or one bound to you, they are locked to your inventory and cannot be dropped or thrown. You gain proficiency with them and everything but you cannot summon or bind a new pact weapon until you use the Dismiss Pact Weapon spell, which you'll gain upon using either of the aforementioned spells.

And then there's the Pact of the Tome. You'll gain a spell that summons forth the Book of Shadows. Just a note, for some weird reason, you have to use the spell twice. The first time it appears as if the book has been added to your inventory but when you check, it's not there, so using it a second time allows it to finally pop up. Not certain what's the cause of that but just be aware. Once the book is summoned, you simply choose the Read option and your previous Summon the Book of Shadows spell will be replaced with a new spell with a container that allows you to choose up to three cantrips from every possible cantrip that is available in 5e Spells which is almost every one of them except Create Bonfire, Decompose, Druidcraft, Encode Thoughts, Hand of Radiance, Infestation, Mending (it is in the game files but currently doesn't do anything), Message, On/Off, Sapping Sting and Virtue. You should also be prevented from being able to choose any cantrips you already possess so if you run across any exceptions, please let me know. After selecting the three, the spell should be locked and eventually disappear from hotbar.

The last piece I wish to address is the 3rd level spells situation. Some probably already know from the LvlUp mod that Warlock is finicky when it comes to hitting level 5 and getting access to 3rd level spells but all other spells become unusable. While I haven't 100% found a way to fix this, I've provided a sufficient enough (to me) workaround that grants you the 3rd level version of a spell you possess that has a base level of 1. These spells appear to get stuck at level 2, while level 2 base spells are upgraded to level 3 fine enough. Once you hit level 5, you should gain a separate 3rd level version of your existing level 2 spell, such as a level 2 Hex and a level 3 Hex. The level 2 Hex you can basically remove from your hotbar if its still there and simply use the level 3 Hex as normal. Same applies to the other applicable spells. Now if you replace those level 2 spells on leveling up from 5 to 6, the level 3 version spell will also disappear, so can't go exploiting that. Still, hope it should suffice for most.

Patch 7: So with this new patch, they've added in the ability for the Wildheart Barbarian to switch out their choice animal heart/spirit. I found it weird that they didn't do this same thing to the Warlock for their invocations since that's actually RAW but oh well. I added that in myself at levels 3, 4 and 6 (5 wouldn't work since that's when you gain another invocation, causing the two selectors to conflict though I might be able to get around that). Now, when I was testing it on the Barbarian, the replacement was acting weird with switching choices out at level 5 and 6. It almost seemed like it was doing the same with Warlock invocations but I'm not certain. I'd tried a number of times but it seemed like it was working better than Wildheart but just wanted to let y'all know it might act screwy. So as it turns out, it is indeed glitchy if you switch out any previous invocation for a new one. The old one will appear as though its still been selected, along with the newly switch in invocation. And at 5th level, when you get your 3rd invocation, you can't select the old switched out one if you wanted it back for whatever reason. Hoping that gets addressed by Larian but just wanted to mention that as a heads up.
 
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service.


Warlock: Fiend - This subclass gains the Dark One's Own Luck feature at level 6, which works similarly to the Wild Magic Sorcerer's Tides of Chaos ability.

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.

Warlock: Great Old One - Now this subclass has a 1st level feature, being Awakened Mind, that isn't even available due to the way it functions, so I've offered to give it a slight spin. It can only be used on a willing creature, so basically allies (I assume green NPCs fall into this category). When used on an ally, both the ally and the caster have advantage on attack rolls and saving throws against one another, due to being able to telepathically communicate with one another. It's primary use comes into play when it comes to AoE attacks that could involve the other, so while of course still stronger than the actual 5e feature, its still somewhat niche unless you're regularly slinging spells at your allies..

Otherwise, there's the Entropic Ward feature gained at level 6. If an attack successfully misses against you, you'll note the purple orb effect that surrounds your character to indicate that the advantage on your next attack roll is online and working as intended.

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Wizard: Evocation - This subclass gains the Potent Cantrip feature at level 6. It already appears to be in the works to be implemented as it is already showing up on some of the cantrips in the game files but of course, I've also added it to the custom cantrips as well. Works 100% as intended.

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Wizard: Abjuration - Saving the best for last, this subclass is another whose earlier feature I've modified. After your temporary HP is decreased, when you cast Abjuration spells after the initial casting that grants you the maxed out Arcane Ward, your Temporary HP will continuously adjust itself from say 5/16 to 6/6 if the spell was 1st level, 5/16 to 7/7 if the spell was 2nd level, etc etc.

As for the level 6 feature, Projected Ward, it works by toggling on the effect to grant allied creatures in the area Temporary HP equal to the amount you have. When hit, it's automatically destroyed regardless if the damage wouldn't have destroyed the ward. The caster's temporary HP is then reduced accordingly.

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

And that's all for now. I'm still hoping to tackle something for the Arcane Trickster (specifically their Mage Hand) and the Warlock's Pact of the Tailsman and associated Eldritch Invocations but in the mean time, if there are any issues, please don't hesitate to let me know and I'll see what I can do.

How to Install

So I'm aware of some mod installers out there but I don't use any and generally rough it with manual installation. I don't imagine there should be any issues however as I've added a .json in the .pak. Nevertheless, for those who would similarly want to manually install the mod, place the .pak file in the \Document\Larian Studios\Baldur's Gate 3\Mods folder.

Next, update your \Documents\Larian Studios\Baldur's Gate 3\Profiles\[Profile Name]\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="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>
            <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>
          </children>
        </node>
      </children>
    </node>
  </region>
</save>