Baldur's Gate 3
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Celes

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DiZ91891

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  • Monk Features

    Monk
    Martial Arts
    At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
    You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
    You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

    Note: Implemented the Martial Arts die increase to 1d10 at 17th level.

    Unarmored Movement
    Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or...

  • Ranger Features

    Ranger
    Favored Foe (Optional)
    This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
    When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
    The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
    You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long re...

  • Warlock Features

    Warlock
    Mystic Arcanum
    At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
    Note: Implemented the 13th, 15th and 17th level parts of the feature but they specifically require 5e Spells.

    Eldritch Master
    At 20th level, you can draw on your inner reserve ...

  • Bard Features

    Bard
    Bardic Inspiration
    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 mod...

  • Druid Features

    DruidWild Companion (Optional)
    At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.
    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
    Note: Implemented as is through the script extender specifically. Also is setup through the script extender and is a part of the Druid config to enable or disable as desired.

    Cantrip Versatility (Optional)
    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's S...

  • Cleric Features

    Cleric
    Channel Divinity
    At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
    Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times betw...

  • Wizard Features

    Wizard
    Cantrip Formulas (Optional)
    At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
    Note: Rather than setting it up through long rests, I did it through leveling up so it was more seamless. Also is setup through the script extender and is a part of the Wizard config to enable or disable as desired.

    Spell Mastery
    At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast...

  • Sorcerer Features

    Sorcerer
    Magical Guidance (Optional)
    When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
    Note: Implemented partly as is with a reroll on a failed ability check not being doable currently (or at least from what I know), so instead, it rerolls from a result below 3 currently. Also is setup through the script extender and is a part of the Sorcerer config to enable or disable as desired.

    Metamagic
    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your ...

  • Fighter Features

    Fighter
    Action Surge
    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
    Note: Implemented the 17th level portion of the feature, partly by modifying the base Action Surge so it could lead to incompatibility issues with mods modifying it as well.

    Martial Versatility (Optional)
    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

    Replace a fighting sty...

  • Rogue Features

    Rogue
    Steady Aim (Optional)
    At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
    Note:  Implemented as is Also is setup through the script extender and is a part of the Rogue config to enable or disable as desired.

    Blindsense
    Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
    Note: This one is a bit questionable but hard to fully translate into a video game but in essence, it functions a bit along the lines of how See Invisibility works without the r...

  • Barbarian Features

    The implementation made for each of the classes and available subclasses include:

    Barbarian
    Primal Knowledge (Optional)
    When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
    Note: This is setup through the script extender and is a part of the Barbarian config to enable or disable as desired.

    Instinctive Pounce (Optional)
    At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
    Note: Similar to the above.

    Brutal Critical
    Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee at...

  • Paladin Features

    Paladin
    Harness Divine Power (Optional)
    At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
    Note: Implemented as is through the script extender specifically. Also is setup through the script extender and is a part of the Cleric config to enable or disable as desired.

    Martial Versatility (Optional)
    Whenever you reach a level in this cl...