Baldur's Gate 3

File information

Last updated

Original upload

Created by

FedRandomNumber

Uploaded by

FedRandomNumber

Virus scan

Safe to use

Tags for this mod

About this mod

It gives you all kind of powers and features from classes, feats, races making you more than fit to fill any role starting with level 1.
It's more of a chassis - after this you can multi-class into anything else and be overpowered and awesome.
Read the detailed description and then - try it in the game to see all of it, it's a big list.

Permissions and credits
I didn't make a deal with a powerful fickle being to play fair, did I?

A disclaimer:
I haven't played the game yet.
So I can't be sure there are no undesirable consequences.
I did go through the character creation to make sure it works that far.

How to:
Download the file.
Extract the archive.
The file Progressions.lsx goes into <Where your game is installed>\Data\Public\SharedDev\Progressions\
You can open the file with a notepad of your choice if you want to see what's there.
Start a game and create a character with Warlock Fey Pact. It does stuff to base warlock too, but to get it all you need to go fey. Will probably work with a respec too. It has to be your first level - if you multi-class into warlock, you will not get all the goodies (since v4 almost everything except increased bonus to ability scores is in the Fey, so you should get it even if you are multi-classing into Warlock as long as it's Fey).

It doesn't matter if you want to play a martial after that - just multi-class and you'll be fine, you only need that one level.
Oh, and I only checked this with a drow guild artisan but it should work fine with other races/backgrounds.

What does it do?
Proficiency with all the saving throws.
Proficiency and expertise with all the skills.
Martial weapons, shields, medium and heavy armor.
Sorcery points, warlock 6 level spell slots, ki points.
Lay on hands, channel divinity, combat superiority (in v2).
Resistance to several types of damage (I think I got all of them in v2).
Several fighting styles (of your choice).
Several eldritch invocations (of your choice). As of v3 some of them are chosen for you so you don't miss the ones increasing your options (talking with animals and the dead, jumping, seeing in magical darkness, changing appearance). Total sum increased a bit in v3.
Several 1st-5th level Fey Warlock spells (of your choice) - since v5.
Some metamagic (of your choice).
Several racial abilities (lucky from halfling, gnome cunning, dwarven resilience, fey ancestry etc).
Several class abilities (divine smite from paladin, action surge from fighter, dread ambusher from gloom stalker, reliable talent from rogue etc.).
Several feat abilities (alert, dual wielder, elemental adept, savage attacker etc.)
Additional spells to help explore and have fun (Detect Thoughts, Gaseous Form, Dimension Door, See Invisibility, Silence, Darkness, Haste etc.) - since v4.

It's a big list. Long enough to make you overpowered in any role you choose. But it should leave some room to choose stuff on level ups.
I tried to cram as much as I could without overloading the player with stuff to choose, use and manage. But if you're a new player, during the character creation you can probably choose whatever and that'll be more than enough. Just set the attributes that generally fit the role you want to move to later.
And the downside is that you'll get dragon scales on your face with no ability to customize them because you're getting the ancestry when you
shouldn't.

It also lets you spend +4 and +2 to your attributes twice (a bit streamlined in v2).
Or you can use the MORE edition and get +6 +5 +4 +3 +2 +1 to spread around the attributes. The game will not let you start with more than 20 points in an attribute though.

v2:
I said you're going to be overpowered in any role you choose. So here comes v2.
It doesn't need to get more overpowered, but it does (you can still take the less overpowered version in old files).
It also adds stuff that at this point doesn't really make you more powerful, just adds options to have fun with.
More resistances, channel divinity, divine intervention (works once per game so... take weapon, I guess?), lay on hands, some monk shenanigans, fey ancestry for everyone, some half-orc stuff, jack of all trades for unfortunate races that didn't get all the skills, combat superiority.

v3:
Looks like I found the way to give all skills to everybody no matter the race and background - without caveats and more conveniently. But as a small workaround for changes I had to move base warlock skills into non-Fey sub-classes, so in case of multi-classing into them the character will probably get a couple of extra skills.
Added pact of the chain for more options on familiar.
Some of the Invocations are now chosen for you so you don't miss the ones increasing your options (total sum increased a bit).
Cleaned up a bit (hopefully only I removed overlapping features).
In case of problems - look for v2 in the old files.

v4:
I thought to stop. And then I didn't.
Added some auto learned spells (some are class actions though) that would help you explore the world to the fullest (Detect Thoughts, Gaseous Form, Dimension Door, See Invisibility, Silence, Darkness, Haste etc.). For some reason you don't see those spells during character creation.
Since I can only give spells through the lists - I had to be very careful not to overclutter your spellbook. I could probably make my own list, but I want to keep the changes to one file to reduce possible conflicts.
Moved most of the extra stuff from base Warlock into Fey. Except abilities because it didn't work out too well.
Doesn't look like anything is missing. As always - if anything goes wrong or you want a less overpowered version - look at the old files.

v5:
Well... I wanted to stop, but then it dawned upon me that I can give some more spells without cluttering the spellbook too much.
So instead of a couple 1st level spells you can now choose 14 1st-5th level Fey Warlock spells (Counterspell, Flight, etc.).
As always - if anything goes wrong or you want a less overpowered version - look at the old files.

A disclaimer (again):
I will repeat again - I did not playtest this. The one thing I tested is that you can start a game using this.
Use it on your own risk.
But if you encounter a problem - give some feedback in the comments, I might be able to see it and do something about it.

Compatibility:
Have no idea!
Probably not good with anything that modifies classes or races.
Let me know.

This part should be no longer relevant (since v3), but I'll leave it just in case:
Different races have different skill situation so you might get "most" skills and expertise instead of "all" skills and expertise. Backgrounds complicate things too - by giving you skills that you might be able to spend skill points on otherwise.
Worse, some races will not even have enough skills to spend all the expertise points, which will prevent you from going further.
There are two ways to deal with it.
First way - an easy one but less-than-perfect. I'll add a couple more files with more skill points so that you can pass through that and start the game. With most of the skills.
Second way - you'll need to tinker with the file a bit. A bit more bothersome, but you'll do your own stuff and it will be per-fect.
Open the file (this mod only has one file) with a notepad of your choice as if it was a .txt file.
Find (Ctrl + F usually works) "<attribute id="Name" type="LSString" value="Warlock"/>" (without quotes) in there.
The first one you find should be the one you need. But just in case make sure it has a line "<attribute id="Level" type="uint8" value="1"/>" somewhere near, like a couple of lines away (because the part you're looking for defines level 1 of the class Warlock).
3 lines lower there's a re-ealy long line starting with "<attribute id="Selectors"" - that's where you'll find the numbers that define skill and expertise points.
Specifically "SelectSkills(ed664663-93b9-4070-a54b-3c7b19c0e7b4,12);SelectSkillsExpertise(f974ebd6-3725-4b90-bb5c-2b647d41615d,15)"
Just change the numbers 12 and 15 to the ones you need and - viola! - you modded the mod.

P.S.
Thanks for the feedback in the comments. It does sometimes push thoughts in a different direction and helps to think of alternatives.