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Sabrio204

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sabrio204

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Small tweaks, mostly to Paladin spells.

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Just a bunch of homebrew tweaks for my personal use, mostly because I was annoyed Smite spells didn't get stronger when using higher spell slots, or that they competed with every concentration spell.

List of changes:
  • Searing Smite: Concentration removed, but DoT effect now only lasts 3 turns. Upcasting the spell increases the DoT by 1d6 every 2 levels.
  • Thundering Smite: Upcasting the spell increases the damage by 1d6 every level.
  • Wrathful Smite: Concentration removed, but the fear effect only lasts 1 turn. Upcasting the spell increases the damage by 1d6 every level.
  • Blinding Smite: Concentration removed. Upcasting the spell increases the damage by 1d8 every level.
  • Staggering Smite: Concentration removed. Upcasting the spell increases the damage by 1d6 every level.
  • Branding Smite: Concentration removed. Upcasting the spell increases the damage by 1d6 every level.
These spells still deal less damage than a Divine Smite at the same level (except for maybe Searing Smite if the target doesn't save for 3 turns) and cannot be used on reaction (for crit-fishing).

  • Divine Favor: Now lasts 10 turns (up from 3). Upcasting the spell increases the damage by 1d4 every 2 levels.
  • Crusader's Mantle: Starts at 2d4. Upcasting the spell increases the damage by 1d4 every 2 levels.
  • Elemental Weapon: Now gives 1d6 damage instead of 1d4, and affect your offhand weapon. Upcasting the spell increases the damage by 1d6 and the bonus to attack rools by +1 every 2 levels.
  • Compelled Duel: Now lasts 10 turns (up from 3). Upcasting the spell allows 1 more target per level.

Optional module: 5e spells tweaks
Only one spell for now.
  • Steel Wind Strike: Reworked. Rather than dealing 6d10 Force damage with a spell attack roll, you now attack every target for weapon damage + 2d10 Force damage using a weapon attack roll. Now affects 3 targets and is a 3rd level spell available to Ranger and Wizard. Each upcast increases the damage by 1d10 and the number of targets by 1.
So as a level 5 spell it will deal 4d10 Force damage + Weapon damage to 5 targets, instead of 6d10 Force damage.

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