A complete, comprehensive, and documented overhaul to every class, feat, and race in the game, providing more player expression and build diversity in a variety of unique ways.
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File credits
drkekyll - More Battle Master Maneuvers darkcharl - Metamagic Extended
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Changelogs
Version 2.6.0
Home Brew - Classes Reworked: Bard now selects their subclass at level one. Progression has been slightly altered to accomodate. Wizard now selects their subclass at level one. Progression has been slightly altered to accomodate. Tripled Spell (Sorcerer / Metamagic) now functions correctly.
New Mod: Localization Fixer This is something I've used for myself for so long that I had almost forgotten I even had it. It's a loose file, containing the entirety of the text within the game, with very minor edits here and there. I started using this quite some time back, whenever I ran into some issues with localization files not loading properly in game. I found that using this as a blanket to replace all text within the game, and THEN adding new localization files through other mods worked for me. Ever since, I've kept it active and haven't had a single issue with localization files. If you've had issues with them yourself with my own, or any mod, give this a try. Might act as a blanket fix for many localization issues. Just make sure it is loaded as a loose file through BG3MM/Vortex, as it is not a .PAK file.
Version 2.5.1
Just a quick hotfix today.
Concentrated Defense (Wizard / Passives) will no longer stack with itself, resulting in higher AC than intended. Restricted Territory (Feat) now displays the correct name/description. (Forgot to paste in the code for the name/description after making it. Oops.)
Version 2.5.0
Hello! Sorry for the delay, between prepping a huge show at work and Elden Ring's new expansion life has been quite busy lately.
Mods Edited Home Brew - Classes Reworked Home Brew - Spells Reworked Home Brew - Feats Reworked
Home Brew - Classes Reworked:
The way that classes receive proficiencies has been slightly reworked to create a system which both works more smoothly within character creation as well as demands slightly more thought from the player as they progress. Martial classes may receive a proficiency at each odd level (except for level one) - casters receive a proficiency at levels 5 and 9. These proficiencies can be either armour or weapons, so it is up to you to build your character how you want as you level them.
Several classes received minor buffs or nerfs to their passives for balance. For the most part, health restoration across the board has been very slightly increased to make dedicated Life Clerics just a tiny bit less powerful. Damage increasing passives have also been very slightly reduced, as I've found on my playthroughs that these values had a tendency to snowball rather quickly. The changes are as follows...
- BARBARIAN Raging Vitality buffed to restore +1d6 Hit Points per turn. Unrelenting Rampage buffed to restore +1d12 Hit Points per kill.
- BARD Aggressive Rhythm nerfed to increase damage of all allies by 1, rather than 2. Echoes of Fortitude buffed to restore +1d6 Hit Points multiplied by your Proficiency Bonus. Inspirational Resonance buffed to knock all enemies back by 9m/30ft.
- CLERIC Consecrative Sacrifice buffed to restore +1d6 Hit Points per kill multiplied by your Proficiency Bonus. Divine Restoration buffed to restore +1d12 Hit Points multiplied by your Proficiency Bonus at the end of each combat encounter.
- DRUID Primal Surge nerfed to increase damage while Wildshaped by 1, rather than 2.
- FIGHTER Second Wind buffed to restore +1d12 Hit Points multiplied by your Proficiency Bonus. Champions Windstorm buffed to restore +1d12 Hit Points multiplied by your Proficiency Bonus. All Superiority Die Manoeuvres have had their damage increased from +1d8 to +1d12. Leader's Momentum nerfed to increase Initiative by 4, rather than 5. Range buffed to 9m/30ft. Challenger's Call buffed to challenge the aggressive enemy, as well as all enemies within 9m/30ft. Charge of the Collective range buffed to 9m/30ft. Martial Fortress buffed to provide Temporary Hit Points equal to your levels in Fighter multiplied by two. Proper Form now requires a Reaction, rather than a Superiority Die. Damage reduction has been reduced to -1d6. Reckless Abandon now applies regardless of armour type worn. Sentinel's Protection now requires a Reaction, rather than a Superiority Die. Damage reduction has been reduced to -1d6. Tactical Retreat range buffed to 9m/30ft. Rally (Manoeuvres) now applies until the health is lost. Now gives +12 Temporary Hit Points. Progression slightly reworked. Frontier Knight may now utilize their weapon actions once per turn. Champion now grants additional Manoeuvres at even levels.
- MONK Deflective Missiles buffed to reduce damage by -1d12 + Dexterity Modifier + Monk Levels. Harmonious Defense may now apply when wielding a shield. Soused Rampart should now correctly applies with the Drunk status as well as any generic "alcohol" status that alcoholic drinks provide.
- PALADIN Infallible Beacon range buffed to 9m/30ft. Principle of Belief nerfed to increase damage by 1d6, rather than 1d8. Repel the Damned range buffed to 9m/30ft.
- ROGUE Spectral Movement now costs a Reaction, rather than a Bonus Action.
- RANGER Superior Technique nerfed to increase damage with light weapons by 1, rather than 2.
- SORCERER Sorcerers now choose their subclass at level one, like in the base game. Subclass progression has been slightly altered to reflext this change.
- WARLOCK Bane of the Pact buffed to inflict Bane for 3 turns, rather than 2. Expedient Overflow buffed to apply to all levels of the Spell, rather than just level one. One With Shadows buffed to apply Invisibility for three turns, rather than two. Pact Wounds now allows Inflict Wounds to be cast without expending a Spell Slot. Bound Compulsion now allows Compelled Duel to be cast without expending a Spell Slot. Instances of Eldritch Inertia are now applied for three turns. Progression slightly reworked.
- WIZARD Arcane Reverb now pushes enemies back by 9m/30ft. Removed the permanent visual effect from Boon of Plumes. Enchanted Safeguard may now be utilized with shields. Necromantic Apostle (Necromancer / Level 11) now increases all nearby Undead damage by your Intelligence Modifier.
- MISC All classes aura based effects are now compatibile with the mod "Sit This One Out 2" - an excellent little mod which allows you to have specific party members "sitting out" of combat, acting as non participants. They will disappear when combat starts, and reappear when combat ends. This allows you to experience the story of each companion, while maintaining balance in your run. If your character is Sitting Out, any passive effect which would provide an aura will now deactivate. When the character is no longer sitting out, all aura based effects will return.
Home Brew - Spells Reworked: Various bug fixes and text edits.
Home Brew - Feats Reworked: Various bug fixes and text edits.
Additional Note: I'll be working on updating documentation for classes next. It's gotten a bit out of date, I've fallen behind on keeping with it. That'll be coming within the next week or so - life is still a little busy so updating it all isn't something I can just blow through all at once right now.
Version 2.3.0
*This update will likely require a new game to function properly.*
Mods Edited: - Home Brew - Classes Reworked - Home Brew - Spells Reworked - Home Brew - Feats Reworked - Home Brew - Better Stat Distributions
Home Brew - Classes Reworked: - Frontier Knights are now able to select two of the 20 unique weapon actions within the game at each of their subclass levels, and utilize those actions with any weapon type. As such, Frontier Knights now have a significantly more distinct identity. Rather than selecting from additional maneuvers, you will be able to decide exactly how your weapons will operate as well as utilize ( the now improved, as of this update) weapon actions much more frequently. In the future, I may also give them a passive at each subclass level which can further improve weapon actions, but I want to test the waters first and see what everyone thinks. This feels like a solid spot right now for balance, as well as a solid change for solidifying their identity as a "weapon master" kind of subclass. Let me know in the comments what you think of it, and if it needs further refinement. - Sorcerers now have a proper list of passives they can utilize along with their Metamagic. As such, their progression has been slightly altered. Metamagic choices are available at levels 1, 5, and 9. Passive choices are available at the standard levels of 2, 6, and 10. - All caster classes have had their spell lists expanded by two cantrips, and ten spells. This should help to allow casters to be a little more flexible in what roles they take, while still being focused enough that each has a unique identity. - Warlock summons now correctly utilize Wisdom as their spellcasting ability. - Pack Leader (Druid / Passives) now correctly applies Dominate Beast to only enemy beasts, upon the moment of transforming. - Paladins and Rangers have received adjustments to their "MulticlassSpellcasterModifier". - Visage of Sanctity (Paladin / Passives) now applies correctly to allies. Range has been increased from 4.5m/15ft to 9m/30ft.
Home Brew - Spells Reworked: - All weapon actions are now included within the reworks. Weapon actions will now hopefully feel quite useful. - Counterspell has been added to the list of Spells that AI may not utilize. - Sylvan Empowerment no longer binds your weapon to your inventory. This is so that if an enemy casts it, it will not prevent you from looting their weapon. - Find Familiar now summons two animals per spell slot, rather than one. Go play as four druids and make your army of 2hp cats for the lulz
Home Brew - Feats Reworked: - Accord of the Arcane now allows for a choice of any Spell, in accordance with the Spell rework. - Elemental Adept now allows you to also ignore immunities for your two elemental choices.
Home Brew - Better Stat Distributions: - Barbarians now have a spread of 18/14/14/10/10/10 rather than 16/14/16/10/10/10.
Along with the update comes with two new releases which are simple edits to difficulty. These types of changes are also available from other mods, though I figure I might as well have any recommended edits in one place if possible. If you weren't using these types of edits beforehand, I STRONGLY recommend giving them a shot. I balance my mods around having these edits active, so it will likely feel much more proper when using them.
New Releases:
Home Brew - Tactician Reworked - Simply edits the health and stats of enemies while playing on Tactician or Honor mode. First off - the increase to enemy hit chance, etc is totally removed. All rolls are based on their stats and luck, just like your own. The only thing that will change with difficulty will be health - for four players, I increase the HP to +100% (30% higher than standard Tactician). For six players, I increase the HP to +200% (130% higher than standard Tactician).
Home Brew - Initiative Reworked - This simply reworks Initiative to use a D20, rather than a D4. A lot of the boosts within my reworks give +4 Initiative. While using the default D4 based Initiative, this is absurdly powerful. Editing it to a D20 makes things much more balanced, while also making Dexterity not -quite- so important, bringing it in line with the other ability scores in terms of how important it is.
Both of these mods can be found within the optional files. I HEAVILY recommend trying them out if you don't already have a similar setup.
I just got back from being away from home for a bit and got the new PC setup, so I'd like to take a bit of time to relax. Later this weekend, I'll get some documentation written out in regards to updating articles to reflect the new balance changes, as well as including a list of the Sorcerer passives. Let me know what you think of any changes in the comments! Thank you all.
Version 2.2.0
Home Brew - Classes Reworked:
Before the last patch, I had edited how long Hamstrung was applied for when using the Ranger passive with Hunters mark to a pretty high value, just in order to test that it was working proper. I accidentally left that in - this patch is simply removing the error. Sorry about that.
Home Brew - Races Reworked:
Spells added to various races are all now in line with the changes added via the Spell reworks mod.
Tiefling spells now scale. Unlike other races, who either got a unique version of a spell, or a spell which simply provides utility (something that is useful regardless of where you are at in your campaign), Tiefling spells are primarily focused around dealing damage. Since they had only received a level one Spell before, the use for their racial ability fell off quite quickly. Now, every two levels, their racial spell will have it's damage updated as if you were casting an upcasted version of the spell. This means their damage will stay consistent and relevant throughout the entirety of your campaign.
Dragonborn breath attacks were also altered to work within the economy of the Cantrip/Spell overhaul. They are still quite powerful, as they have also received a slight increase to the breath attacks range. When looking at the cantrips as a whole, Dragonborn breath attacks will now be the superior option when you are able to damage two or more enemies at once, and will remain that way for the entirety of the campaign.
Home Brew - Spells Reworked
Heroes Feast has been given a "Once Per Long Rest" cooldown, so as to ensure the rest economy isn't broken due to it's existence.
Invisibility has been added to the list of spells that AI are unable to cast. Note that this does not apply to Greater Invisibility, nor does it apply to Deep Gnomes using their racial ability to become invisible. Now that they will need to use an action for Greater Invisibility, it will become something that is still more common than in the base game (giving more value to effects which allow you to see invisible creatures), but not so common that it will be seen every fight. This may possibly change in the future as I spend more time viewing their behavior with the changes over the long term.
Please let me know any thoughts or questions in the comments. Thank you!
Version 2.1.9
CLASS EDITS:
Barbarous Arsenal (Barbarian / Passives) has been changed to Barbarous Assault. Now that you are able to select two martial weapons at level one, having a passive to receive all martial weapons felt quite weak. This has been replaced with a much more competitive choice - Barbarous Arsenal will give you Advantage on damage rolls while enraged.
Echoes of Fortitude (Bard / Passive) now recovers 1d8 Hit Points multiplied by your Proficiency Bonus.
Engaging Composition (Bard / Passives) got a very slight nerf - now increases Initiative by +4 rather than +5.
Blessed Resolve (Cleric / Passives) now applies Bless for three turns on a killing blow.
Natural Resurgence (Druid / Passives) no longer requires Wildshape in order to function.
Wild Stride (Druid / Passives) no longer requires Wildshape in order to function.
Second Wind (Fighter / Level 1) now restores 1d8 Hit Points multiplied by your Proficiency Bonus, in order to keep the amount it heals relevant throughout the entirety of the game.
Fighter has also received heavy subclass changes. I'm very slightly torn on this, but for the sake of balance I truly believe it to be the right call.
Fighter subclasses are now unique, and they do not receive passives from other classes. My reasoning is this - now that the feat mod has been complete for some time, it has come to my attention that, using Feats, Fighters could receive 6 of their own passives, 6 of anothers from a subclass, and an additional 6 from feat selection. That's a whopping 18 passives while still retaining the entirety of Fighters kit, which is far, FAR more than I have tried to balance around. Revamping the Fighter subclasses to not include these passives will put them more in line with other class choices - meaning you will generally have 6-8 passive choices in total. In addition to this, I have reverted the "Arcane Knight" back to the "Eldritch Knight". This is due to two reasons.
1. There is a half caster class for all of the primary caster classes (Cleric, Druid, Sorcerer, Warlock, Wizard), aside from Warlock. This edit means each primary caster will also have a half caster class associated with them. 2. With the new Spells rework, Warlocks also have access to spells which very much suit a melee combatant. Things such as Armour of Agathys, Arms of Hadar, Conjure Barrage, Expeditious Retreat, False Life, Hellish Rebuke, Hex, Vampiric Touch, etc. Overall, it works out quite nicely.
That said, I do of course still want their subclasses to feel powerful and competitive, just as any other. The new progressions for Fighter are...
- Frontier Knight Level 3: Gain two additional Manoeuvres. Level 7: Gain two additional Manoeuvres. Level 11: Gain two additional Manoeuvres.
- Champion Level 3: Upgrades the "Second Wind" passive. In addition to gaining the passive effect, you now also have access to it as a usable skill. This skill can be used once per combat. Level 7: Upgrades the "Action Surge" action. Rather than once per short rest, you may now Action Surge once per combat encounter. Level 11: Upgrades the "Indomitable" passive. In addition to the standard passive effect, you now also add your Proficiency Bonus to any Saving Throws that you make.
- Eldritch Knight Level 3: Gain two Warlock spell slots, two Warlock cantrips, and two Warlock Spells. Level 7: Gain two Warlock Spells. Level 11: Gain two Warlock Spells.
These new choices give you the options of being a versatile melee combatant by learning twice as many Manoeuvres, the ability to double down on Fighters base kit, considerably strengthening it's core functions, or the ability to be the only half-casting Spell blade with access to higher tier spells. I feel confident in these changes, and feel that they give Fighter a stronger sense of a unique identity, overall. Let me know what you think.
Monk (Four Elements) spells have been reworked in order to match the new changes brought about by the Spell rework.
Pathfinder (Ranger / Passives) got a tiny nerf from 3.6m/12ft of Movement Speed, to 3m/10ft.
Marksmans Edge / Snare / Eclipse / Grasp (Ranger / Passives) now have twice as high of a chance to proc if you have your Hunters Mark active.
For the Feats rework, we have...
Resilient now grants armour proficiency. This is to allow casters to gain proficiency by sacrificing a feat should they want, while avoiding the need to multiclass.
Shieldbearer now grants shield proficiency. This one probably just should have been there from the start, hah.
Along with this were a plethora of various smaller edits, such as tooltip fixes on Spells, localization edits, etc. I've also gone ahead and flagged any and all spells which the AI seemed unsure how to use - now they will not use these Spells. Was pretty much entirely out of combat stuff, such as knock, etc. Also also, I'd fallen a little behind in keeping the Articles up to date. They should be totally updated now.
As always, please voice any and all feedback in the comments! Thank you all so much.
Version 2.1.8
Hot Fix:
Exceptional Tracker (Ranger / Passives) now correctly unlocks Ensnaring Strike when used with the Spell Rework overhaul.
Version 2.1.7
Who's ready for another big release?
Major Release:
Home Brew - Spells Reworked is now available for download! This has replaced Home Brew - Cantrips Reworked, as they have been integrated into this mod. Every Spell in the game has been combed over, buffed, reworked, nerfed, everything. The goal is to create a system where each and every spell in the game has a unique use, and is worth taking. All spells aside from a very select few have variants for all six levels of Spell slots. Due to this, all spells are now able to be taken at any level (They are still separated by class, however). You will see your spells grow in strength as you acquire more spell slots. In addition to this, all caster NPCs will utilize these changes, and have quite a lot of new tricks up their sleeves! You'll be surprised at just how many new strategies and situations you will be able to find yourself in. I hope you enjoy! I've been having a really good time with it.
That said, I want to emphasize that this mod in particular is going to take time to get completely balanced. For a first shot, it feels good. Really good. I've spent the past couple of nights playing it with some friends, and we're not finding anything to be overly over or underpowered. But I am just one person, so I'm sure I've made some lapses in judgement somewhere in here. If you do notice something eggregious, please do let me know in the comments! I'll get it taken care of as quickly as possible.
You may need to start a new game with this to avoid any bugs.
In addition to this, there are now several smaller files available within the "Optional Downloads" section.
Home Brew - Better Stat Distributions is now available for download! This is just a small QoL mod which edits the starting stats of classes to values that I would usually respec my companions to at the beginning of the game. The spreads are (in my opinion), better than vanilla. This will edit starting stats for each class upon starting a new game as well as when recruiting a companion into your party.
Home Brew - Carry Weight Increased is now available for download! This small QoL mod will simply increase your carry weight a bit. It now increases by 25lb.per point in Strength. You will have 250 at 10 Strength, up to 500 at 20.
Home Brew - Demanding Long Rests is now available for download! This is just a quick edit that changes the default cost for resting to 100 (200 on Tactician/Honor). Just something small that I made for myself quite a while back. I felt like the default rest costs were so small that I never even had to worry about them. Now, it isn't so expensive to be annoying, but it is costly enough that you will have to plan your rests out and make sure not to waste them.
Home Brew - Item Weight Adjustments is now available for download! This simply adjusts the weight of specific types of items to zero. Nothing that would ever actually affect gameplay - potions, bombs, and such retain their weight. But items such as camp supplies, dyes, and keys are now weightless.
Home Brew - No Skills for Backgrounds is now available for download! This removes all of the skill bonuses from your background choice, turning it into an entirely roleplay related decision. I find this to be necessary, both because I don't want my dialogue to be decided based on stats spreads, but also because with the Classes Reworked mod, you have more skill choices in general. This evens that out, making things feel a little more balanced - and more RP friendly.
Home Brew - Withers Has No Pockets is now available for download! This just removes the ability to pickpocket Withers, for balance reasons. Respec now actually costs something and acts as a proper gold sink.
Along with these is a new version of Home Brew - Classes Reworked which is required for Spells Reworked to function properly. It includes heavily modified spell lists, allowing you to select what you want from the start of your adventure. Cleric, Druid, Sorcerer, Warlock, and Wizard will have almost completely unique spell lists from each other, making each caster class feel extremely distinct. It's a big departure from the usual gameplay, but it feels more interesting and fun in terms of choice and mechanics. This new version will be the new main file going forward, a version which does not incorporate the Spell changes will be maintained separately as an optional download.
Also within this new version of Classes Reworked are a few bug fixes. These fixes will be published to the other versions as well sometime today or tomorrow.
- Vanishing Act (Rogue / Passive) now properly makes you invisible until the end of your next turn, rather than the beginning. - Holy Retribution (Cleric / Passive) now properly only procs on damage being dealt to you, rather than any magical effect. - Fangs of the Fire Snake (Monk / Four Elements) now properly grants additional fire damage on cast. - Oathbound Renewal (Paladin / Passives) now only procs during combat as intended.
Along with all of this were various, small balance and localization edits.
Thank you all for your support! It honestly means the world to me. I hope you have fun! Let me know in the comments what you think.
Version 2.1.6
Major Release:
Home Brew - Cantrips Reworked is now available for download! All changes can be found within the "Articles" tab. I'll be releasing each individually in batches, so Cantrips, Spells (Level 1), Spells (Level 2), etc. Once they're all completed I'll combine them into a single module. Enjoy!
Home Brew - Inspiration Reworked is also now available for download! This revamps the Inspiration system, limiting you to a single point. As such, rolls and rerolls will feel significantly more impactful, and living with failed rolls is a much more present threat. All text within the game has been edited to reflect the change. You will find this within the "Optional Files" section.
Version 2.1.5
Classes, Feats, and Races are all in a very good spot at this point. My attention will be turning to future projects, some smaller in scale, some larger.
At the moment, reworks/rebalancing of Cantrips and Spells are what I'm planning to do going forward. These changes will also apply to NPCs.
Thank you..
Mod Edited: Classes Reworked
- RANGER Gloomstalker / Level 3 - Reduced Initiative bonus from +20 to +8. Ambush Breaker / Passives List - Reduced Initiative bonus from +5 to +4.
Mod Edited: Races Reworked
- HUMAN Initiative bonus slightly reduced from +10 to +8.
- GITHYANKI Their passive adding +1 to Attack Rolls now applies to Spells, as well as weapons.
- GOLD DWARF Martial Proficiency removed, as it feels weaker now that the player may choose two of their own Proficiencies. Now passively increases weapon damage by +1.
- HALF ELVES Initiative bonus slightly reduced from +5 to +4.
- FOREST GNOME Small QoL improvement, now the Speak With Animals status is always active. Removed the Spell as there is no need for it now.
- DRAGONBORN Dragonborn breath attacks may now be utilized each turn, rather than once per combat. Damage is 2d6 at level 1, and increases to 3d6/4d6 at levels 5/9.
Mod Edited: Feats Reworked
- ACCORD OF THE ARCANE These Spells may now be cast once per Long Rest, rather than Short Rest.
- ALERT Reduced Initiative bonus from +10 to +8.
Version 2.1.4
Mod Updated: Race Rework
- High Elves Weave Surge has been reworked to remove Wild Magic. Now "Elven Enlightenment". Grants Advantage on Wisdom based Ability Checks and Saving Throws.
- Half High Elves: Half-Blood's Surge has been reworked to remove Wild Magic. Now "Half-Blood's Enlightenment". Grants Advantage on Wisdom based Ability Checks.
- Lightfoot Halfling: "Lightfoot Cunning" now grants Advantage on Dexterity based Ability Checks in addition to Saving Throws.
- Strongheart Halfling: "Strength of the Strongheart" now grants Advantage on Constitution based Ability Checks in addition to Saving Throws.
- Half Orc: "Orcish Vigor" now grants Advantage on Strength based Ability Checks in addition to Saving Throws.
Version 2.1.3
Bug Fixes
- BARD:
Dissonant Whispers has been added to the Spell selection list. I believe this is the only spell I'd missed - sorry about that.
- PALADIN:
"Death Sentence" (Passives) had it's conditions refined - no longer allows for infinite smites when not using Divine Smite.
Version 2.1.2
Balance Edits
- PALADIN:
All Passives, Smites, etc which affected just Fiends and Undead will now also affect Fey type enemies.
All Smites are now granted as a usable skill, as well as an Interrupt. These interrupts are able to be utilized while making regular attacks, as well as while using other Smites! This means that you can save your Smite charges for Critical Hits, use them with a dual-wield attack to proc twice, or even combine them with ANOTHER smite in order to use two of your three charges at once, but double up on the damage or effects. Smites now have even more ways they can be utilized, and as such, should be a little more mechanically interesting.
Divine Rebuke has been reworked with this update. It is now Divine Resurgence. This passive will allow you to recover one Crusader's Smite charge upon each Short Rest.
Oathbound Renewel now no longer requires Heavy Armour to function.
Piety and Steel has been reworked with this update. It is now Death Sentence. When you land a killing blow on an enemy with one of your Smites, it will not consume a Crusader's Smite charge.
Repel the Damned has been reworked with this update. This passive now, each turn, will deal Radiant damage equal to your Charisma modifier to each Fey, Fiend, or Undead within 4.5m/15ft of you.
Version 2.1.1
Major Release:
Home Brew - Feats Reworked and Home Brew: Races Reworked are now available for download!
Liking the character customization and build variety afforded to you by the class overhaul? Well we're just getting started. Each feat reworked. Each race reworked. Same design philosophy as with my class overhaul - everything available to you will enable build variety in spades, feel powerful and impactful, and still retain balance. Download is available now and full documentation has been provided day one! Share your thoughts, build ideas, and feedback within the comments.
Thank you!
Version 2.1.0
Bug Fixes:
- ROGUE: Fixed a vanilla bug - Sneak Attack interrupt will now trigger while Invisible. Assassinate (Assassin / Level 11): Fixed triggering during combat while invisible.
- FIGHTER: Fixed a small visual inconsistency with showing proper AC values while using the "Ironclad" passive.
General Changes: Enemies will now utilize feats at appropriate levels from my new mod "Home Brew: Feats Reworked"! This, along with a complete overhaul to racial passives, will be dropping later this evening as additional, optional files here on this mod page.Both mods will utilize the changes, passives, and design philosophy of my class overhaul mod - and they apply their changes to NPCs throughout the game too! Get ready to expand build and character variety by a huge amount - all options are going to be viable while leveling, expanding your options in and out of combat exponentially. Expect more on this in just a few hours!
Version 2.0.0
Biggest update yet!
NOTE: Full documentation has finally been written up for each and every class and subclass! You'll find these listed within the "Articles" tab. It was a highly requested feature, so I hope it serves you all well! Thank you for all the support!
Edits:
- ALL CLASSES All classes may now choose two martial weapons to become Proficient in. This will allow for greater build diversity and player choice.
- CLERIC Clerics main level progression felt increasingly weak when compared to Paladin. As such, it's seen some adjustments. Added Extra Attack and Improved Extra Attack to levels 7 and 11.
Disciple of Life (Life Cleric / Level 9) Buff: Now all heals made add your level to their total. Having this passive late into class progression meant that a +2 bonus to your heals wouldn't really amount to anything meaningful. This will allow it to still feel useful, and presents Life Cleric as an incredibly efficient healer.
Wrath of the Storm (Tempest Cleric / Level 5) Buff: Increased the range of the Interrupt, allowing it to be made against targets up to 9m/30ft away.
War Gods Blessing (War Cleric / Level 1) Now grants the interrupt for both yourself, as well as your allies.
War Priest has been moved to War Cleric / Level 5.
Divine Strike (War Cleric / Level 9) has been made from an interrupt into a passive.
Cleric also saw several passive buffs and reworks, to make them a little more interesting...
Blessed Resolve: No longer blesses allies for the first turn of combat. Now, when an ally within 9m/30ft land a killing blow, they become blessed for two turns.
Consecrative Sacrifice: Buffed. Used to heal 1d4 to all allies within 9m/30ft per kill. Now heals 1d4 multiplied by your Proficiency Modifier.
Divine Restoration: This proved far too strong. If you got the ring from Volo which blesses allies on heals, you could have the entire party permanently blessed. So it's been reworked. It no longer restores 1HP per turn to the party. Instead, at the end of combat, it heals the party for 1d10 multiplied by your Proficiency Modifier.
Ethereal Intuition: No longer applies the visual FX from Guidance. Also gives Guidance to all allies within 30ft.
Paradaisical Gift: Now restores 2 channel divinity charges on a crit instead of one, putting it in line with the other classes.
Stalwart: Removed the visual FX from Protection from Evil and Good. Also gives it to all allies within 30ft.
Venerational Strikes: Now, rather than giving your weapon a +1d4 bonus radiant damage on a kill, it is instead radiant damage equal to your WIS modifier.
NOTE: Any removed visual FX do not affect the actual spell themselves. I just recreated the status of Guidance and Protection from Evil, and removed the visual affect from the copied entry. So while it's techically a different status, it will appear to be the same.
- DRUID Damage in Wildshape form increases by +1d4 at level 5, and +2d4 at level 9.
Circle of the Land saw a bit of a rework to make it more appealing, and as strong as the other two subclasses.
Level 3: Enemies within 9m/30ft suffer from Disadvantage on Saving Throws.
Level 7: Enemies within 9m/30ft suffer from Disadvantage on Ability Checks.
Level 11: Allies within 9m/30ft benefitfrom Advantage on Saving Throws and Ability Checks.
- PALADIN Paladin was the last class that I had worked on before originally releasing this mod, and I feel as though creatively, I was pretty drained at the time, and that it was reflected in nearly half of the passive choices being composed of smites. I want Paladin to feel like a true, heavy hitting crusader. For that reason, I decided to revisit it.
Paladins now have a separate passive list for choosing one of six Smites. You start with Divine Smite, and are given an additional Smite choice at every odd level, including level one. Smite choices have been added to NPCs as they level as well. Smites have all been grouped under one container spell to avoid hotbar clutter. Six new choices have been added to their passive list to replace the Smite choices that used to be there.
1. Killing an Undead or Fiend with your Divine Smite can spread that radiant damage around you in an AoE, affecting all Undead and Fiends. 2. Feared enemies within 4.5m/15ft of you go Mad and can attack allies. 3. Gain advantage on saving throws. 4. Restore 2 Channel Oath charges per critical hit. 5. Restore a channel oath charge every 3 turns while wearing heavy armour. 6. When healing an entity, also heal yourself for a value equal to your Charisma Modifier.
Smites now work somewhat differently. I wanted to be able to give Paladins the opportunity to use Smites at their highest potential, as I had created entries for Smites upcasted to level 4, 5, and 6. However, I didn't want to push Paladins from being a half caster, closer to a full caster. This took me some time, most of it spent trying to find a way to implement it in a way that makes sense. And I've come to a conclusion that I feel will make Paladins both more fun to play, engaging, and mechanically interesting.
Smites now use their own separate resource when casting. You have three of these resources and they recover upon a long rest. The damage of Smites has been increased to 1d12 per upgrade. This puts it on par with other base game, powerful damaging spells. Smites now upgrade as you level, similar to a Warlock spell. This allows Paladins to gain access to the higher tier Smites without actually pushing them into a caster role, while simultaneously keeping them just scarce enough that you will consider how and when you should use them. Due to Smites requiring a separate resource, your Channel Oath abilities will now see more use. They have each been buffed individually, to make sure that they are ALL worthwhile and fun to use. This also means that spells will get more uses overall, allowing Paladins to buff and debuff a little more regularly.
Two minor Paladin passive nerfs, for balance.
Divine Shielding no longer makes you Resistant to all damage types whenever you take damage. Now, it simply makes you Resistant to the physical damage type that you took. No effect on elemental damage.
Infallible Beacon no longer applies disadvantage to nearby enemy attacks against your friends. It now applies a -1d4 roll to them, similar to something like Bane.
Overall, Paladin hopefully will feel significantly better to play. I definitely enjoyed my time with it.
- WARLOCK Very minor edits to some passives, and some changes to your summons under the Fiend subclass.
Bane of the Pact - Now instead of applying Bane with a 100% chance each Eldritch Blast hit, it has a 25% chance to apply.
Boon of Servitude - Reworked. Now "Binding Transposition". Will now force you to swap positions with your target when you hit them with an Eldritch Blast.
Curse of Hellfire - I intended this to do an additional 1-4 fire damage whenever you hit an enemy, and so I set it to apply burning for one turn. I didn't think about the fact that Burning actually applies damage on proc, and also on your turn. That made it to a 2d4 bonus each swing, which was way too strong. So, I have decided to create a new status - "Curse of the Hellfire". It is essentially burning without triggering the damage on proc, but I've given it it's own name, icon, and description to make it look solid.
Dark Retaliation - Now may be cast once per combat encounter.
Eldritch Enervation - Now heals for your full CHA modifier, rather than half.
Hellbound Vision - Reduced to a 10% chance to apply Blind for a turn to bring it in line with other classes who have similar passives.
One With Shadows - Invisibility duration reduced from three to two turns, also to bring this in line.
Summons under the Fiend subclass now very slightly increase in size each level. As their affinity with magic grows under your Pact, so do they. They grow up so fast!
Summons also now learn two new abilities at levels 5 and 9.
At level 5, both your summons will inflict Eldritch Inertia with each successful Attack Roll.
At levels 9, both your summons inflict Curse of Hellfire with each hit.
The spells they know have also changed. Same cooldown as before, once per combat.
Level 3: (Quasit / Imp)
Arms of Hadar / Scorching Ray
Level 7:
Misty Step / Darkness
Level 11:
Inflict Wounds / Fireball
- WIZARD Slight rework to Illusion Wizards.
Intangible Form (Level 3): Toggleable passive which makes you invisible, but drains one charge of Arcane Recovery per turn. Must have Arcane Recovery for it to be active.
Weavesight (Level 7): Same as before, gain superior darkvision and automatically perceive invisible enemies.
Illusory Self( Level 11): Forcing an enemy to miss their attack with 100% certainty is quite strong. Moved this up, so you have to stick with the subclass to get something this powerful. Also costs 2 Arcane Recovery charges now to use.
Slight nerf to Potent Cantrip and Potent Spells. These now utilize your Proficiency Bonus, rather than your Intelligence Modifier. Magic Missile was incredibly overpowering with the previous setup, as was anything else with the potential to damage the same target multiple times, multiple targets at once, etc. This will allow it to eventually reach similar levels of damage, but it will start off smaller. Still quite strong, but not outright busted.
Bug Fixes: - Wildheart Rage and Frenzied Rage unlocks are now properly dispalyed within your character sheet. - Can no longer select Oathbreaker as a starting class when multi classing into Paladin. (Originally, I'd wanted this to be an option. Seems to cause a bug in which you cannot respec ever again though. Withers won't let you respec until you rebind your Oath. Oathbreaker Knight will never appear though, either.) - Misc Small Text Edits - Fixed Druid passives applying multiple times if you enter Wildshape repeatedly.
As always, any and all feedback is very much appreciated within the comments!
Version 1.0.7
Edits:
- Very slightly reduced the odds of a Wild Magic surge from occuring across the board, from 25% to 20%.
- SORCERER Adjusted the way that Wild Magic Sorcerer's "Tides of Chaos" passive works. Now it is a toggleable passive which, while enabled, consumes one Sorcery Point upon each Spell cast. However, when casting, the chance to experience a Wild Magic surge increases from 20% to 35%.
Bug Fixes:
- WIZARD Enchanted Safeguard (Passives) will now appropriately apply AC.
- WARLOCK Added missing "Prepare Visual Effect" field when casting Shadewalker (Passives). Fixed Master of Chaos (Passives) - will now appropriately force enemies to trigger their own Wild Magic surges.
Version 1.0.6
Sorry everyone, meant to get it out last night but it turned into a pretty big patch. Everything feels even better for it, though.
Class Edits:
- CLERIC:
"Turn Undead" Channel Divinity action has now been combined with their "Destroy Undead" passive. The new action, now called "Destroy Undead", deals 4-24 damage to all nearby Undead and Turns them. Upon succeeding a Wisdom saving throw, they will instead take half damage.
To replace the old "Destroy Undead" passive, Clerics now have a new passive at level 5, integrating additional War Priest attacks into their standard kit. The cost has been changed to Channel Divinity charges. This will provide more interesting avenues overall for Clerics to spend their Channel Divinity charges, and make you consider your options more carefully.
War Domain Clerics now have Heavy Armour and Martial Weapon Proficiencies like in vanilla. I felt they were slightly underwhelming when just looking at their Divinity actions, so this should help to push them toward that "Battle Cleric" model even further.
- ROGUE:
Luck points have been reduced from one per level to a flat value of three.
The way that Luck points reroll your failed attack rolls has been altered. They now, as far as the game is concerned, actually apply advantage to your roll, which they technically didn't before. This means that now, when using a lucky die to reroll a missed attack, you can also trigger Sneak Attack!
Sneak Attack now requires Sneak Attack charges, as per vanilla. You gain one additional charge at level 5, and another at level 9. These charges are now visible on the hotbar.
Sneak attack now applies a status to each enemy hit by it. "Alert". Alerted enemies will not proc sneak attack. This balances having multiple charges of Sneak Attack per turn, as you will have to put some level of effort into positioning your party in a way that your Rogue can land multiple sneak attacks. Additionally, this will help balance boss fights with Rogues a bit better than before, as they will only be able to take damage from Sneak Attack once per turn.
Illusory Advantage (Passives) now uses a Bonus Action rather than a Reaction to cast Minor Illusion.
All passives which require Sneaking in order to function now also work while invisible.
The passive Reactive Movement (Passives) can now be toggled, rather than outright replacing the costs for Dash, Disengage, etc.
The passive Reflexive (Thief Rogue Level 3) can now be toggled, rather than outright replacing the costs of Jump, Shove, etc.
Cunning Movement can now be toggled, and has been added as a starting passive for Rogue at Level One.
Cunning Movement (Passives) has thus been replaced with Cunning Strikes - restores a Luck Point on any killing blow.
Slight nerf to Get Out of Jail Free (Thief Rogue Level 7). Now, upon dodging an attack, you will immediately Dash and Disengage.
Venomous (Passives) now works more intuitively and consistently. Upon sneaking, you will apply poison to your weapon for three turns.
- WIZARD:
Split Gaze now affects all Enchantment spells.
Weave Sight (Illusion Wizard Level 7) now provides more than just passive perception of invisible entities - it also now applies Superior Darkvision.
New passive added to Illusion Wizards at level 11. "Illusory Casting". When you cast a spell, you become invisible until you do something to break that invisibility.
Reduced the amount of Spells that a Wizard can select per level from four to the standard amount of two. When I first doubled the amount of Spells that a Wizard could learn, it was before any of these passives or buffs had been made, basically when the mod was first started being worked on. Now that every path you can take as a Wizard is pretty solid, having the additional Spell selection seems unnessesary - to be honest, it sort of discourages the use of scroll learning.
Moved "Spellweaver's Resurgence" (Passives) to Wizard level 5. Changed the passive effect. When you cast a spell, you recover one charge of Arcane Recovery.
New passive added to Wizard at level 9. "Arcane Resurgence". Once per turn, you may spend three charges of your Arcane Recovery in order to recover your Action point.
Added "War Caster" to the Wizards passive list to replace Spellweavers Resurgence.
Enchanted Safeguard (Passives) no longer adds your INT modifier to your AC while wearing armour.
- SORCERER:
Create Sorcery/Spell Slots has undergone a complete overhaul in order push Sorcerer into an even more unique niche focused on interesting gameplay choices.
Now, Sorcerers gain one Sorcery Point per level. At any time, you may dispose of any of your spell slots in order to convert them into additional Sorcery Points. Those Sorcery Points can then be either spent on Metamagic or converted into any available level of Spell Slots. You can convert Sorcery Points into a Spell Slot up to one level higher than what you can currently cast, up to a maximum of level six. Additionally, you cannot possess more than double the amount of spell slots that you would normally be able to possess for any given level. Upon taking a Long Rest, all modifications to your Spell Slots and Sorcery Points will be reset to your base values. The intent of this change is to promote experimentation and creativity within the class, while making them feel even more unique. Now, you essentially plan a loadout of sorts between your Sorcery points and Spell Slots. It's quite different, and I had a lot of fun designing it. I hope that you enjoy.
New passive added to Sorcerer level 5. "Morbid Creation". Upon killing a target, create one Sorcery Point.
New passive added to Sorcerer level 9. "Macabre Visionary". Upon killing a target, create two Sorcery Points.
Please, as always, discuss any and all feedback within the comments. Every bit helps us take this somewhere better! Thank you!
Version 1.0.5
Balance Edit: Rather than gaining one Superiority Die per level, Fighters now have a baseline of three. This (along with three passive choices for restoring them, and with them regenerating on each Short Rest) will provide a more balanced experience.
Other classes may follow soon - I have been taking a closer look at vanilla resource values, my own values, and what sort of options I have included for resource recovery. I will be making appropriate changes to preserve a more balanced experience with these values in mind. Rogue will soon be receiving a couple of edits, and Paladin will soon be receiving something of a small rework in the same vein as Warlock from 1.0.3.
Hotfix: Divine Smite will now work appropriately when upcast using a level 4/5/6 Spell Slot. The animation fields were set improperly, causing the animation to cancel immediately when it had begun. Apologies - somehow this slipped through my testing before publishing.
Side Note: I'm working on writing documentation detailing class progressions now. They will all be up by the end of tomorrow night. Check back on the "Articles" section regularly over the next day or so if you are curious to see how each class operates. Any changes made going forward will also be reflected within these documents, so they will always be usable as a sort of resource for planning your builds.
Thank you.
Version 1.0.4
Hotfix: Valor Bards "Song of Valor" skill now properly affects nearby allies. The "Target" conditions were mistakenly set to "Self()" instead of "Self and Ally()", an oversight on my part. It will work as intended now.
Note: The original skill, Song of Rest, functions by having the spell property field set as "ShortRest()", which triggers a short rest for the party. "LongRest()" is not a usable function that I can set, so in order to make this skill work, I instead had to apply a status to all nearby Party Members which restores them as though they had taken a Long Rest.
Because of the difference in how they function, this means a range/area of effect had to be assigned. The range for the skill has been set to affect all allies within 18m/60ft of the Bard. As it cannot be used in combat, this will likely not be an issue. But it is worth noting - for allies to receive the affects of the spell, they will need to be within the range upon cast. Let me know if this range/AoE feels too small or limiting within actual gameplay, I can easily increase it if needed.
Thank you.
Version 1.0.3
Integration of Warlock Pacts Into Subclasses: - Warlocks now select their subclass at level one, rather than level three. Depending on what subclass you choose, you will build into a very different playstyle.
Pact of the Blade - Intended for melee combat. Level 1: Gain Summon Armament / Bind Armament Level 3: Gain temporary HP upon killing an enemy. Level 5: Gain Extra Attack Level 7: When an enemy fails an attack roll against you, they receive a new status "Entropy". Killing an enemy with Entropy causes all nearby enemies to become frightened if they fail a Wisdom saving throw. Level 9: Improved Extra Attack Level 11: Choose one damage type to become resistant to. Can change once per short rest.
Pact of the Chain - Intended as a Summoner. Level 1: Gain Summon Imp / Summon Quasit. One is designed for melee combat, the other for ranged. This was where the bulk of the work for this update went. New entries have been created for these creatures for levels one through twelve. The spell to summon them then checks your level, and summons an Imp/Quasit matching your own level. This means that your summons will always match your level, and will gain new abilities as you level as well, just like my Ranger edits. Level 3: Your summons learn two different spells, which can be cast once per combat. Level 5: Your summons cantrips deal an additional damage die, and they also gain Extra Attack. Level 7: Your summons learn two additional spells, which can be cast once per combat. Level 9: Your summons cantrips deal another additional damage die, and also gain Improved Extra Attack. Level 11: Your summons learn two final spells, which can be cast once per combat.
Pact of the Tome: Intended for Eldritch Blast / Spell use. Level 1: Add your CHA modifier to your Eldritch Blast. Level 3: Your Eldritch Blast inflicts stacks of Eldritch Inertia on your targets, forcing their next saving throw against one of your spells to be had with Disadvantage. Level 5: Your Eldritch Blast now casts two beams per cast. Level 7: When casting Eldritch Blast, reduce the number needed for a Critical hit by 1. Level 9: Your Eldritch Blast now casts three beams per cast. Level 11: When landing a critical hit with Eldritch Blast, roll an additional damage die.
Due to the fact that Agonizing Blast, Pact of the Chain, and Pact of the Blade were integrated into subclass choice, that means that Warlock has received three new passives within their list, to keep it at 20.
You can choose to gain Inflict Wounds, which can do quite a lot of damage with Warlock spell slots. You can also choose to gain Compell Duel, if you wish to play a sort of knight build with Pact of the Blade. And finally, you can learn Expiditious Retreat, and remove the spell slot requirement from it.
Along with this were some minor localization and bug fixes, including adding Medium Armor and Shield proficiencies to Rangers, which should have been there to begin with.
Thank you for playing! Please don't be shy, leave as much feedback in the comments as possible. It all helps me take this mod in a better direction going forward! Next up, I'll be taking another look at Paladin and seeing how that could possibly be further improved.
Also, this weekend I will begin documenting all changes to all classes. Expect more on that in a couple of days!
Version 1.0.2
Balance Edit: - For all passives which granted passive resource regeneration during combat, the rate of resource regeneration has been reduced for all classes across the board. Rather than restoring one resource (Arcane Recovery, Ki Point, etc) per turn, you will now resource one every three turns. Status effects have been added in order to show when the next resource point will be regenerated for each.
- Nerfed all passives which restored 100% of your resources upon rolling a critical hit. They will now restore 2.
- Way of the Open Hand Monk no longer removes "Flurry of Blows". The other flurry of blows skills acquired from this subclass have been renamed to "Open Hand". For example, "Open Hand: Topple". This allows the player to decide if they would like to use their standard Flurry of Blows, which can benefit from the passive "Harmonious Barrage", or if they would like to opt for the Open Hand skills, which can inflict CC as per usual.
- Misc text edits and bug fixes.
Version 1.0.1
Balance Edit: Increased the cost of casting "Arcane Recovery" as a Wizard
Version 1.0.0
Initial Release
Home Brew: Comprehensive Reworks A complete overhaul to each individual class and subclass, feat, race, and spell.
Special thanks to drkekyll and darkcharl for graciously placing open use permissions on their mods More Battle Master Maneuvers and Metamagic Extended. Both of these mods have been edited and incorporated into my class overhauls, and it is significantly better for it. Go check out their pages! Their work is incredible.
First off, I want to start by saying thank you for taking interest. This is my first actual mod, and while it started as a small project, it very quickly grew into something substantially larger than what I had ever intended. There were dozens of late hours of play testing, and dozens more fixing bugs. While learning what I was doing along the way, there were multiple times that I decided to go back and redo everything in a more cohesive and concise manner. Reading about somebody else who is enjoying this project will be really incredible. So again, thank you. I hope you enjoy it.
Description:
I’m a newcomer to DND. My first exposure to it was through Baldur’s Gate 3. Needless to say, just like with Larian’s other games, I fell in love with it and sunk in countless hours of playing. Though, one thing that I always wanted was for the leveling system to be a bit more interesting. I wanted each level to simultaneously feel powerful and exciting, while also walking a fine line between a balanced and challenging experience.
So, I decided to start dabbling in what eventually grew into this. At first, it was just a couple of buffs to some of the weaker passives, then it turned into creating my own, and well…here we are, hundreds of hours later, thousands of lines of code, and a very, very large amount of coffee poured late into the night.
The end result is a mod which overhauls the entirety of your sense of progression and experience while playing through BG3. Everything has been carefully considered to provide an exciting, engaging, and thought provoking play experience. Along your journey, you’ll come across hundreds of new effects, completely new builds, refreshing styles of play, and engaging new gameplay opportunities, in combat and out, afforded to you by these additions.
Playing through the game with some friends with these mods has been an absolute blast. It’s my hope that you’ll find it to be just as enthralling, too.
Thank you.
Documentation:
All documentation can be found within the "Articles" tab. These articles will be updated along with the mod in order to reflect balance changes, reworks, etc. Writing all this information down in a digestible format takes a lot of work, but it was definitely worth it! Share with me your craziest builds in the comments! I'd love to see them!
*Documentation on Spell changes is a work in progress - this will take quite a while.
Features:
Complete reworks of every class and subclass within the game!
A unique list of 20 selectable passives for each class in the game!
Hundreds of new passives overall!
New status effects!
New usable actions and reactions!
New playstyles to engage in!
NPCs who utilize these levels in exciting and unpredictable ways!
New interactions between resources both in and out of combat!
New ways to traverse, both in and out of combat!
A fresh experience for a new playthrough!
NEW FEATURE: FEATS REWORKED
A complete overhaul to the entirety of the Feats system!
Every Feat is now viable, powerful, and interesting to take!
Feats now enable a sort of mild multiclassing, allowing for greater build variability!
Feats have been designed from the ground up to enable interesting gameplay decisions!
Enemy NPCs utilize these feats as well!
NEW FEATURE: RACES REWORKED
All races within the game have been entirely reworked!
Each race now provides a powerful boon, which will change the way you play!
Races have utility both in and out of combat!
Underdark races, which have even more powerful benefits, with a challenging downside that you must also manage!
All NPCs will utilize these changes as well wherever possible!
NEW FEATURE: SPELLS REWORKED
All spells within the game have been entirely reworked!
Spells almost entirely now support upcasting and downcasting!
All spells have had their reworks done with a focus on utility and where they could be viable.
Spell changes allow for you to approach situations and encounters in entirely new ways!
All NPCs will utilize the spell changes as well! You'll have to think on your feet!
Installation:
Installation is simple, as the download is simply a collection of PAK files for each individual class. Same for the feat and race overhauls! Simply drop the mods into either BG3MM or Vortex, and you’re good to go!
Compatibility:
This is a big mod, which makes many, many edits. If you are utilizing any other mod which edits classes, such as when a class unlocks something, class features, or class buffs/nerfs, there is a good chance that there will be some sort of compatibility issue.
If you want another mod to take precedence over my own, simply load it after. Any changes that I have made can, to my knowledge, be safely overwritten by another mod. That said, mixing together mods which handle the same types of systems can get messy pretty fast, so use multiple at your own discretion.
This goes double if utilizing multiple of my mods here. These are designed to work together flawlessly, though when introducing unknown elements from other mods, this can lead to unexpected outcomes.
As far as making compatibility patches, I will consider doing so once I have reached a point that I am comfortable calling my mods truly finished. Maintaining and updating this mod alone is quite a lot of work, which I need to balance with my personal life.
That said, all of my mods are open use permissions, forever, no questions asked. If you know how to make the edit and want to upload it, go for it! That’s what modding is all about.