Baldur's Gate 3

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The Count of Real Numbers

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ABZB

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About this mod

Adds a number of additional feats of my own devise to the game.

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Changelogs
Requires Highmost Scripts for many of the feats to work.


This mod adds the following feats (and possibly more, if I've forgotten to update this):

  • Clothes Horse - While wearing clothes and not armor, you gain 2 Charisma, 3m of movement speed, and Advantage on peaceable social rolls.
  • Crushing Knowledge - Your melee attacks have a 45% greater range, they and thrown weapons deal (1d4 + INT Modifier Bludgeoning), and you gain 1 Constitution for each of the other Feats in its trio you take.  You also gain Resistance to Bludgeoning if you take all three. Requires at least 14 INT.
  • Expert Education - Gain Expertise in 2 skills you have Proficiency in.
  • Light Armor Master - Gain 1 DEX, also while wearing Light Armor, enemies have disadvantage when making Opportunity Attacks against you. Requires Proficiency in Light Armor.
  • Master of Disguise - While Shapeshifted, gain a 1d6 bonus to most if not all rolls
  • Streaker - While naked (not wearing anything in the main armor slot, camp clothing, or camp undergarment slot): attacks made against you will be at disadvantage, you gain 9 meters of movement, +3 DEX, 1d6 bonus to attack rolls and saving throws, and you gain AC equal to your Charisma modifier.
  • Piercing Prescience - Your melee attacks have a 45% greater range, they and thrown weapons deal (1d4 + WIS Modifier Piercing), and you gain 1 Dexterity for each of the other Feats in its trio you take.  You also gain Resistance to Piercing if you take all three. Requires at least 14 WIS.
  • Razorshooter - Ranged weapon attacks with weapons you are Proficient with have a +5 bonus to their Attack Rolls and have their range doubled. These bonuses only apply if you have Sharpshooter.
  • Shadow Infused - You have absorbed a portion of the Shadow Weave into your very being, granting you a Shadow Spell Slot that grows with you, and is regained on a Short Rest. A Shadow Spell Slot of a given level cannot be used unless you have used all of your regular Spell Slots of that level. If you do are not touched by Shadowfell or the Feywild, or have the innate or granted ability to handle strange magics, your Constitution decreases by 1. (This means you get the debuff unless you are a Sorcerer, Warlock, Drow, Halfdrow, or have taken a Shadow-Touched or Fey-Touched feat from Feats Extra). (Full description of spell slots per level is below).
  • Stabber - Once per turn, when you deal Piercing damage to a creature, you inflict Gaping Wounds and Bleeding for 2 turns. Also, when you make a damage roll for Piercing damage, you ignore resistance and cannot roll a 1.
  • Slashing Suaveness - Your melee attacks have 45% greater reach. They and your thrown weapons deal an additional 1d4 + Charisma Modifier Piercing, and you gain 1 Strength for each of the other Feats in its trio you take. You also gain Resistance to Slashing if you take all three.
  • Spell Focus Mastery - When you successfully hit a target with a spell, you can spend your reaction to inflict (additional) damage to them as if you had successfully made a melee attack. IMPORTANT NOTE: This requires Highmost Spell Foci to function. IMPORTANT SECOND NOTE: This will allow you to inflict obscene amounts of damage, which will probably utterly break the balance of the game unless you are also running a mod that buffs enemies (e.g. the Tactician mod that triples enemy HP).
  • Superior Blindsight - Immunity to being blinded, can see through magical darkness and 'see' invisible things within a 12 meter radius.
  •  War Magic Mastery - After you cast a spell, you make a weapon attack or cast another spell as a free action. Requires having taken the War Caster feat or gained War Magic or Improved War Magic (Eldritch Knight class features) to function.

Detailed breakdown of Shadow Spell Slots:
  • At level 1 you gain 1 level 1 Shadow Spell Slot
  • At level 3 that is replaced with 1 level 2 Shadow Spell Slot
  • At level 7 that is replaced with 1 level 3 Shadow Spell Slot
  • At level 9 that is replaced with 2 level 4 Shadow Spell Slots
  • At level 11 that is replaced with 2 level 5 Shadow Spell Slots
  • At level 13 that is replaced with 2 level 6 Shadow Spell Slots
  • At level 15 that is replaced with 3 level 7 Shadow Spell Slots
  • At level 17 that is replaced with 3 level 8 Shadow Spell Slots

Nerfed Version:
  • Crushing Knowledge, Piercing Prescience, and Slashing Suaveness each increase range by 15% instead of 45%, and the additional damage is only equal to the respective Ability modifier.

Known Bugs:
  • The trio of range-extending feats sometimes interacts oddly with the Monk toggleable passives that extend range. If your unarmed range is smaller than it should be (given those feats), toggle that passive off and on, this will fix it.
  • The selector for Expert Education will appear at the very top of the Level-Up menu.