Baldur's Gate 3
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Azhadi

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This Mod adds the Adventurer Class and a couple of Feats for that Class, that can also be used for every other Class not always to full extent.

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Adventurer Class & Feats

Do you always want to mix features of different classes, but not as a multiclass? Combining vanilla Classes where too powerful or not exactly what you wanted? Than the Adventurer Class is maybe something you want to try out.

This class is like some sort of blank canvas of a class that you can define over the feats you choose. Also that class gets some extras, that makes the feats for the Adventurer sometimes more usfull than for any other class. But what you want to use is up to you. This is just your Toolkit! Also important, not all Feats are for the caster attribute of the Adventurer. They are built around multiple attributes. So don't min max so much, build your class arround what you want to do ;)


Adventurer Class

Features
  • Casting Attribute: Wisdom
  • 4 Skills
  • 2 Expertises
  • Proficiency Bonus to Wisdom and Constitution Savingthrows
  • Proficiencies: Light Armor, Medium Armor, Shields, Martial Weapons
  • Special Extra Attack on Level 5 and 10, that also work for some Adventurer Feats that otherwise wouldn't
  • Wisdom to Initiative (Max 5)
  • Feat every Level up to Level 20
  • Starting Gear worth an Adventurer
  • can learn Spells from Scrolls (To get the full out of it try: Secret Scrolls)
    


Adventurer Feats

Adaptive Mage
Choose one of 4 permanent Spellmodifikations

Subtile Casts - Spells are cast withouth voice and can be cast while silent. They also don't break stealth
Distant Casts - Spells with a Melee-Range get a Range boost of 6m
Extended Casts - Status applied by your spells last twice as long (stacks with Metamagic)
Potent Casts - Add your Spellcasting ability Modifier to your Damagerolls of Spells


Advantagerous Strikes
Use every advantage you can get. You can add 1d8 Damage to your attack, if you have advantage on an enemy (aka mini Sneak attack, but not limited to one per turn)


Alchemist - Herbalist
Time to make your Potions more potent! Who need healspells, when he can throw pimped potions?
You get experimental Alchemy (chance to make two Potions instead of one) and Advantage for Medicine Skillchecks. Also your Heal that are not from a Spell are stronger. You heal additional 1d4 + Intelligence Modifier. On level 5 and 10, that bonus rises to 2d4 and 3d4 + Intelligence Modifier.


Alchemist - Mutagenist
You can use a Mutagen once a Long Rest. You can use it yourself or let an ally benefit from it. There is one Mutagen for every Attribute. The Mutagen provides +2 to that Attribute and -2 to a coresponding. Like +2 Strength means -2 Intelligence. Oh, it always provides +2 AC in any case.


Alchemist - Toxicant
You are resistant to Poison and Acid Damage. When you deal poison or acid damage, that is not from a Spell, you add 1d6 + Intelligence Modifier to that damage roll


Battle Hardened
You get half your Constitution Bonus as a flat Damage Reduction and you can't be frightened


Book of the Homunculus - Vol 1
You learn how to summon a Homunculus. This is a permanent companion that gets stronger with you. You also share a telepatic connection which gives both of you a bonus to Perception and +1 to Attack Rolls and Saving Throws. When the Homunculus attacks a target, it marks it. The Master of the Homunculus gets advantage on that marked enemy and gets a little Damage Bonus of +2.


Book of the Homunculus - Vol 2
You learn how to enhance your Homunculus. You can chose from different Buffs you can apply freely to your Servant. Some buffs modify the same aspect of your homunculus and override each other. For Example, if you use a utility buff, it will overwritten when you apply another utility buff.


Aspiring Leader
You can choose two command every time you chose this Feat. Commands are buffs to your allies. Commands work with the Adventurers Extra Attack. Ony one Command can be active on an Ally.

  • Attack! - The Ally gets one Free Attack for one Turn that adds your Charisma Modifier to the Attack
  • Move, Move, Move! - Your ally gets doubled Movement and does not provoke Attacks of Opportunity
  • Shake it Off! - Help Ability, but ranged!
  • Expose Weakness - You expose the weakspot of an enemy. All Allies deal 1d6 Bonus Damage to that Target for 3 Rounds
  • Defend! - your Ally gets +4 AC and +1 Reactions for one Round. That Ally can also use Riposte for the duration of the Command
  • Don't Let them Pass! - If an enemy come close to an ally with this command, the ally strikes the enemy and prevents it to move any further


Deflector
You learn how to Parry and Deflect Missiles. Get +1 Reactions each Round


Earthbender
You learn the Throw Boulder and Limbs of Stone Spells.

  • Throw Boulder is a Cantrip that launches a Boulder at your enemies. Special for this cantrip is, that it can be upcasted!
  • Limbs of Stone is a buff that makes your Fists threadful weapons. They deal 1d8 to 2d6 + Spellcasting Modifier depending how far you upcast it. They also unlock a Reaction that pushes an enemy away and reduces the damage he deals, when he hit you. Also it unlocks Extra Attack for Unarmed Attacks and Throw Boulder!


Hint of Intuition
you can buff an Ally with "Listen to your Guts". That buff provides 2d4 to Skillchecks, Conversation Checks, Attack Rolls and Damage Rolls for 10 Turns. You can use it up to 4 Times per Long Rest

Also you unlock the "Watch Out!" Reaction. That Reaction can be used once a Round and reduces the Attack Roll of an enemy by 1d4.


Intuitive Fighter
Intuitition and experience helps a lot in a fight. Add your Spellcasting Modifier to Attack and Damage Rolls with Weapons.


Out of Sight
You get Hide as a Free Action each turn and Advantage to Stealth Checks


Resourceful
Why only use your Resources stricktly like in the Book? You can switch the Costs of Abilities from Action to Bonus Action or the other way arround. Blocks all sources of Extra Attacks.


Scroll Savant
You learnd how prepare Scrolls you read and use them later. You unlock Spellcasting with Spellslots. You get 2 for each Spell Level up To Spell Level 5 at Levels when a Wizard would unlock them too. You can Also restore 2 Spellslots each Spelllevel once per Short Rest. Use the Prepare Scrolls Ability to refresh or create Spellslots. Only works for Adventurer!


Spellshaper
You learned to use Metamagic. You get every second Level a Scorcery Point and you can refresh half your Sorcery Points once per short Rest. In Addition, every time you chose this Feat, you can chose two Metamagics. Only Adventurers unlock the Sorcery Points and Refresh Sorcery Points Ability.


Spirit Caller
You can summon one of 3 Spirits. You can contol this spirit, but he will vanish after he attacked an only lasts two turns. Spirits work with the Advanturers Extra Attack, so you can summon more than one spirit each turn.

  • Harbinger - A spirit Raven that attacks your foe and marks it with a Bad Omen. Enemys with a Bad Omen recive additional 1d6 Psychic Damage, wheny the recieve damage.
  • Pest - A spirit Rat that inflicts a weakening wound on attack. A weakening Wound reduces Widom Saveing Throws and Attacks and AC by 2
  • Wisp - The wisp can cast a Heal on an ally. If he do so, he leaves also a buff that boosts damage and attack Rolls by 2 for 3 rounds.

Tinkerer
You can build up to 6 Bombs per long Rest!
  • Smoke Powder Bombs - nothing changed
  • Reflecto Guard - Gortash isn't the only one, that can make this babies. You apply Reflecto Guard on all allies in its range. Reflecto Guard throws projectiles back to the Shooter!
  • Paralyzing Bomb - Hold Person, but as a Bomb!


Versantile Mind
You add up to 2 to Spell Rolls and your DC, equal to your Charisma and/or Intelligence Bonus (+2 for each!). Be more versantile with your Spellcasting Attributes! ;D




Extras

Scratch gets also a considerable buff, equal to that of the Homunculus (Health and Damage). If you like that stats but use another scratch mod, load mine after that mod. If you don't like my changes, load my mod before the other Scratch Mod.





Thats a whole lot of Feats and Skills! So it wasn't that easy to Test and find all Bugs. If you find some, please let me know!

My other Mods