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About this mod

OFFICIAL RELEASE SUPPORTED; Adds House Rules to Baldur's Gate 3, currently letting you select a Feat at level 2, Jump is a free action, and Maximum HP!

Permissions and credits
Changelogs
Donations

CURRENT VERSION
1.0.0.2

DESCRIPTION
This is a collection of rules that I use in my One-Shots and Campaigns for Dungeons & Dragons whenever I DM. It will contain house rules and rules from the 2014 & 2024 editions of Dungeons & Dragons sourcebooks. Some of the rules are recommended to be used with Honour mode, Tactician mode, or a mod that increases the difficulty of Baldur's Gate 3 but you're free to use them ultimately however you wish but they may make the game easier if it is used in a mode that isn't Honour or Tactician. Some of the rules have been separated these rules are rules I feel may need to be either enabled and then disabled or might be an acquired taste for people unfamiliar with the TTRPG version of 5th Edition D&D.











INFORMATION

1. Detailed Information
2.  Installation Guide
3. Changelog
4. FAQ

5. Dungeons & Souls Media 


RULES AS WRITTEN ADDITIONS & CHANGES

Dungeons & Souls Edition
Pinnacle of Health
After a player levels up their hit point maximum increases by the maximum amount of their hit dice based on the class that is leveled. Each class instead of gaining half their hit die maximum now gets the following hit point increase per level:

Barbarian: +12 per level
Bard: +8 per level
Cleric: +8 per level
Druid: +8 per level
Fighter: +10 per level
Monk: +8 per level
Paladin: +10 per level
Ranger: +10 per level
Rogue: +8 per level
Sorcerer: +6 per level
Warlock: +8 per level
Wizard: +6 per level
NOTICE
This can be overwritten by mods that modify the class progression of these respective classes found in vanilla Baldur's Gate 3. Mods that provide religion to all classes, or enable the ability to learn spells. 





Dexterous Initiative
This will adjust the initiative to function exactly how it does in the TTRPG ruling All creatures and players rule a d20 during the start of the initiative. Players will also add their dex modifier as creatures currently don't have that feature functioning. Most creatures have a bonus to their initiative so this wasn't a priority and would take more effort to enable for creatures as well.  This will allow characters who have a higher dex to have an increased chance of being first in the iniaitive order restoring value to having a high dexterity modifier.

 1d20 + Dexterity modifier to iniatiave rolls. 
This can be increased by methods that increase your initiative such as the Alert feat.



STANDALONE RULINGS
These rules have been separated from the main mod to give players more flexibility and that way players can install them if they no longer wish to have them.
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Origin Feat
Every character starts with 1 Feat. Races that provide feats at the start also gain a feat.  This doesn't limit you to the Player's Handbook 2024 background ruling where you only get a 1st-Level Feat. You can select any feat of your choice upon having a class reach level 2.

This still applies if you reach the 2nd level in a class when multi-classing. 
[Due to the limitations of Baldur's Gate 3 you gain a feat at level 2 instead of level 1.]

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Windrider
Windrider overhauls the Jump action to only cost movement based on the distance traveled. If you have the movement, you can jump that distance! It scales with your strength as well still so the distance you can launch yourself will increase the higher the strength you have. I currently have the range capped at 9 m, but you can jump multiple times if you're a monk or any class that has increased movement! Save that bonus action for a potion and launch yourself

Vanilla Jump
Resource Cost: 3m of movement + Bonus action
Range: 4.5 + Strength

Windrider Jump
Resource Cost: Distance of Jump in movement
Range: 9m + Strength

Why the change?
In the Dungeons & Dragons tabletop jump only costs the distance you wish to travel in movement and only costs movement. I prefer the tabletop version of Jump.





PLANNED
Coming Soon~