Baldur's Gate 3
0 of 0

File information

Last updated

Original upload

Created by

RagnarokZERO

Uploaded by

UltimaRagnarok

Virus scan

Safe to use

Tags for this mod

About this mod

This mod aims to balance a few spells/abilities out, make things more interesting, but not feel “cheaty” or overpowered. Admittedly, I do not have any experience with DnD5e, so some of these may feel OP or like I gutted the skill, but I’ll fix things later if so

Permissions and credits
Changelogs
Complete list of all changes up to date further below

v1.6

General Changes
  • Cure Wounds now has a range of 6 up from 1.5
    • This skill is ok, but really falls off compared to other options. This will hopefully keep it a bit relevant
  • Ensaring Strike now longer costs a bonus action when successful
  • Goodberry now heals 2d4+2 and restores poison and disease
    • Tooltip doesn’t reflect this yet, working on that.
    • The heal amount is the same as heal. I know this overlaps a lot with poison, but there is only so much that can separate them without making one or the other irrelevant.
  • Hunter’s Mark is no longer a concentration, lasts 4 turns down from “until long rest”. Upcasting now increases duration
    • Note that the free reapply will cast level 1 hunter’s mark, but the duration on being able to reapply is still until long rest

Fighter Changes
  • War Magic now works better with 5e spells to not allow you to multi-cast green flame blade or booming blade.
    • Note that you’ll want to load 5e first.

Ranger Changes
  • Hail of Thorns no longer costs a bonus action, has a 3m radius up from 2
  • Horde Breaker has a range of 3 up from 2
  • Lightning Arrow now rolls a ranged attack roll and adds your ranged attack damage and is only usable once per turn.
    • This allows it to be used and to activate your extra attack; but stops you from spamming it

=======================================================================

All changes up to 1.6

General Changes

  • Additional Combat Actions (such as topple, smash, pommel strike, etc) are now all usable per combat instead of per short rest.
  • Acid Arrow now deals 6d4 damage up front up from 4d4, has a range of 22 up from 18
    • This puts it more in line with spells like scorching ray, which can already do up to 36 damage as a level 2 spell.
    • Since it still lacks a bit of power upfront compared to other spells, i gave it a little more range to give it a niche as a bit of a longer range spell
  • Animal Friendship is now a Bonus Action
  • Arcane Lock now costs a Bonus Action down from Action
  • Bane is no longer a concentration, now lasts 3 turns down from 10
  • Barkskin is no longer a concentration, now lasts 4 turns down from until long rest; upcasting now increases duration by 2 turns per upcast
  • Beacon of Hope now affects a larger area per upcast
  • Bestow Curse is no longer a concentration, now lasts 3 turns down from 10. 
    • Skip Turn was not affected, as this effect needs to have a way to break your characters out, so it is still 10 tun concentration
    • Upcasts increases duration and number of targets on different levels
  • Blur is no longer a concentration, lasts 3 turns down from 10. Each upcast level now increases duration by 1 turn
  • Burning Hands now deals 3d8 up from 3d6, scaling by 1d8 per upcast
    • This will hopefully help it compete more with something like fireball
  • Calm Emotions is now a Bonus Point and increases area per upcast
  • Charm Person now has a ritual cost
  • Chromatic Orb now deals 2d10 up from 2d8 and 2d12 instead of 3d8 for thunder. Now deals damage in a 2m range (same range as the effect field)
    • This lets me scale it more linearly up; while not buffing it much at lower levels. For comparison, a level 3 Chromatic Orb would deal 4-40 damage next to a fireball dealing 8-48, but the orb leaves a field.
  • Compelled Duel is no longer a concentration, lasts 2 turns down from 3, upcasts now increase duration by 1
  • Color Spray now lasts 2 turns up from 1
  • Cure Wounds now has a range of 6 up from 1.5
    • This skill is ok, but really falls off compared to other options. This will hopefully keep it a bit relevant
  • Create/Destroy Water is now a Bonus Point, usable once per combat
    • This is to make it more flexible, but not completely OP on certain builds
  • Dancing Lights is no longer a concentration, lasts 6 turns down from 10, costs a Bonus action instead of an action
  • Dark Vision is now a bonus action, lasts 6 turns, has a range of 12m up from melee, and upcasting now increases the number of targets.
  • Darkness now increases radius per upcast
  • Daylight now increases radius per upcast
  • Dissonant Whispers now does 3d8 up from 3d6, scaling by 1d8 per upcast
    • This should keep it a bit more competitive into higher levels (dealing up to 40 damage at 3, but it still has the 2 turn frightened)
  • Dispel Evil and Good is no longer a concentration, lasts 4 turns down from 10, each upcast now increases duration by 2 turns.
  • Divine Favor is no longer a concentration. Each upcast level now increases duration by 1 turn
  • Dominate Beast is no longer a concentration, now lasts 4 turns down from 10, increases duration per upcast
  • Dual Wielding Melee weapons now only costs an action point (won’t take your bonus action)
    • This applies to when you are dual wielding and use a main hand attack that auto-follows up with an offhand attack
    • This applies to both melee only
    • Offhand weapon damage deals half to balance the extra damage, so it doesn’t shut out great weapon and dueling
  • Enhance ability now costs 1 spell level less (so baseline enhance costs a level 1 spell slot instead of a level 2)
  • Enlarge and Reduce are no longer concentrations, now lasts 3 turns. Upcasts increase duration by 1, now costs a bonus action instead of an action.
  • Ensaring Strike now longer costs a bonus action when successful
  • Entangle now increases radius per upcast
  • Enthral now costs a Bonus point
  • Expeditious Retreat is no longer a concentration, now lasts 10 turns instead of until long rest. Each upcast level now increases duration by 2
  • Faerie Fire now increases radius per upcast
  • Feather Fall now costs a bonus action instead of an action. Upcasting now increases radius
  • Freedom of Movement increases now number of targets per upcast
  • Fly is no longer a concentration, now lasts 3 turns down from 10.
  • Friends is no longer a concentration
  • Find Familiar is now a Bonus Action, can be cast in combat, and no longer has a cooldown
  • Gaseous Form is now a ritual
  • Goodberry now has a range of 10, Goodberries now heal 4-10, and only costs a bonus action instead of an action. Also heals disease and poison. Note that this is not reflected in the tooltip
  • Grease is now a bonus point and increases radius per upcast
  • Guidance now has a range of 9 up from melee
  • Haste now lasts 3 turns down from 10. Upcasting now increases duration by 1
    • Haste is just SO absurdly powerful it needed a bit of a nerf
  • Hunter’s Mark is no longer a concentration, lasts 4 turns down from “until long rest”. Upcasting now increases duration
    • Note that the free reapply will cast level 1 hunter’s mark, but the duration on being able to reapply is still until long rest
  • Ice Knife now scales piercing damage equal to frozen damage (starting at 2d6 at level 1 and scaling 1d6 per level)
    • This helps it keep up with other spells. It deals equal damage to fireball at level 3, but in a smaller radius and with the full damage only to the target hit by the knife itself
  • Jump now increases targets by 1 per upcast level
  • Knock is now a Bonus Action
  • Lesser Restoration now has a range of 10, costs a bonus action instead of an action, and is castable on an additional person per upcast
  • Light now has a range of 8 and is now a bonus action instead of an action
  • Magic Weapon is no longer a concentration, lasts 4 turns down from until long rest, lasts an additional turn per upcast
  • Mage Hand no longer has a cooldown
  • Minor Illusion now costs a Bonus Action
  • Mirror Image now lasts 2 additional turns per upcast
  • Phantasmal Force is no longer a concentration, lasts 4 turns down from 10, now deals 2d6 damage (scaling 1d6 per upcast); and also 2d6 damage each turn for 4 turns after.
    • Since Phantasmal force has a weird way of changing damage on the backend, it is very hard to change the duration dynamically per upcast
    • This also feels better to get a little damage up front then more over time.
    • 2d6 for 4 turns might sound like a lot at lower levels, but you get a saving throw each turn to stop all the damage (plus the damage is very spread out)
  • Planar Binding now turns into a Bonus action if you upcast it
  • Polymorph now increases duration per upcast
  • Poison Spray now has a range of 6 up from 3
    • This just feels SO limited compared to other cantrips
  • Prayer of Healing is now usable once per combat
  • Protection from Energy now has a range of 12 up from melee
  • Protection from Evil and Good is no longer a concentration, lasts 4 turns down from until long rest, upcasts increase duration by 1 per upcast
  • Protection from poison now has a range of 3 up from 1.5, can be cast on 2 targets up from 1, upcasting adds additional targets, costs a bonus point instead of action.
  • Ray of Enfeeblement is no longer a concentration, now lasts 2 turns down from 10, upcasts increase duration
  • Ray of Sickness now deals 2d10 up from 2d8, scaling by 1d10 per upcast. Poison now lasts 3 turns up from 2
  • Reflective Shell is now usable per combat up from per short rest, lasts 1 turn down from 2
  • Remove Curse now costs a bonus action instead of an action
  • Resilient Sphere now increases duration as you ucpast
  • Resistance is no longer a concentration, lasts 2 turns down from 10, is now a bonus action, has a range of 6m up from melee
  • Sanctuary increases duration per upcast
  • Shield of Faith is no longer a concentration, lasts 4 turns down from until long rest. Upcasting now increases the number of targets by 1 per
  • Shatter now deals 3d10 up from 3d8, scaling 1d10 per level
    • This helps it to compete a bit with fireball. It was tough to balance this at low level and not have a weird scaling to catch up at level 3.
  • Slow now increases amount of targets as you upcast
  • Stoneskin is no longer a concentration, lasts 4 turns down from 10, upcast now increases duration
  • True Strike is now a Bonus action, is no longer a concentration, usable once per combat
    • True Strike has a fine line between useless and OP, hopefully this makes it strong but not OP
  • Vicious Mockery now uses d6 cantrip growth instead of d4
  • Witch Bolt now does 2d8 instead of 1d12 at level 1, scaling by 2d8 per level. Activation is now Bonus Action instead of Action
    • The scaling lets it scale much better into late game, where the 1d12 activation is less impactful (and competing for other concentrations)
    • That might seem strong early on, but later; using up a full action point just for 1-12 damage is pretty weak.

Race Changes
  • All racial skills that were previously once per long rest is now once per short rest.
  • Breath skills are once per combat, deals damage similar to cantrips (gets stronger as you level)

Druid Changes
  • Moon Druids now receive 3 wild shape charges at level 2
  • All druid subclasses gain 1 additional wild shape charge at druid 6, circle of the moon gain another at druid 10.
  • Dismiss WIldshape now refunds a Wildshape Charge
    • This means that, as long as you don’t get killed while in Wildshape, you should be able to go in and out as much as you like
    • There is an optional file that makes wildshape a ritual instead of dismiss if this feels OP at all to you (this is so you don’t waste charges out of combat on exploration or conversations)
  • Wildshape Combat Heal no longer costs a bonus action; now casts 1 less spell slot per level, is only usable once per turn. Now heals more for each level
    • Level 1 combat heal is free, level 2 heal costs a level 1 spell slot, etc
    • Since you could conceivably come out and in to form for a heal using a bonus action, this gives you a reason to still use combat heal (saving the bonus action)
    • Wildshape Ritual optional file reverts this change as well.
  • Form HP is now based on character level rather than druid level
  • Slight increase to basic damage while in forms
  • Badger Burrow now costs a bonus point and requires 4 movement to use down from 6
  • Dire Wolf Howl now costs a bonus action instead of an action
  • Dire Wolf Exposing Bite can now be cast one per combat instead of short rest
  • Bear Goading Roar now costs a bonus action instead of an action

Fighter Changes
  • Second Wind scales with character level and not fighter level
    • Technically this is the same as it was originally, but patch 1 looks to have changed this to be fighter level and not character level, so i just kept it the same as before
  • War Magic is learned at level 5 down from 7 for Eldritch Knights, no longer requires your attack to use a bonus action
    • Currently it just isn’t fun or interesting to use spells as an eldritch knight because the thought is “well i could fire bolt and then attack… or i could attack twice and still have a bonus action”. This makes war magic more like extra attack but you can lead with a cantrip
    • Moved to level 5 because it feels like such a core component to the Eldritch knight playstyle; this lets you get it at the same time as extra attack
    • War Magic does work with 5e spells but you will want to cast the cantrip first (the extra attack itself will not allow cantrips)

Monk Changes
  • Blade of Rime now scales at 5 and 9
  • Chill of the Mountain now increases targets at 5 and 9
    • I could have just increased scaling, but this seems more interesting.
  • Dark Vision costs 1 ki Point down from 2
  • Fist of Four Thunders now also adds in unarmed damage to allow better scaling
    • Adjusted the thunder damage at lower levels to account for the unarmed damage adding in
  • Fist of Unbroken Air now rolls as an unarmed attack without the strength save, letting it both proc and be able to be used as an unarmed attack
    • Lowered the damage to d8’s instead of d10’s. It is a very strong melee attack, but still costs 2 ki
  • Hold Person now costs 2 ki points down from 3
  • Increased the amount of damage Deft Strikes gives you from 1-4 at level 1 to 1-6, going up to 3-12 at level 12 up from 1-8
  • Pass Without Trace costs 1 Ki Point down from 2
  • Ride the Wind now costs 3 Ki Points down from 4
  • Shaping of Ice is now a Bonus Action instead of an action
  • Sphere of Elemental Balance scales damage at 5 and 9
    • Since this costs 2 ki points, this is still doing significantly more damage than most cantrips would (level 10 fire bolt would do 3-30, level 10 thunder sphere will do 5-40)
    • This also gets the AoE treatment of the normal spell version.
  • Sphere of Elemental Balance now has a range of 12 down from 18
    • This was feeling really strong and putting other skills out of business; it needed something to balance it a bit.
  • Sweeping Cinder Strike now scales at levels 5 and 9
  • Touch of the Storm now rolls as an unarmed attack, letting it both proc and be able to be used as an extra attack.
    • Additionally, it also now deals half of unarmed damage along with the additional “cantrip” damage that scales with level. 
    • Adjusted the amount of additional lightning damage to both compensate for the unarmed damage and also scale better
    • Scales at 5 and 9

Paladin Changes
  • Lay on Hands scales with character level instead of paladin level
    • Technically this is the same as it was originally, but patch 1 looks to have changed this to be paladin level and not character level, so i just kept it the same as before

Ranger Changes
  • Companion level is now based off of character level rather than ranger level, can now be cast in combat, and no longer has a cooldown
  • Hail of Thorns no longer costs a bonus action, has a 3m radius up from 2
  • Horde Breaker has a range of 3 up from 2
  • Lightning Arrow now rolls a ranged attack roll and adds your ranged attack damage and is only usable once per turn.
    • This allows it to be used and to activate your extra attack; but stops you from spamming it

Sorcerer Changes
  • Quickened Spell now costs 1 sorcery point per spell level down from 3 total
    • This might make it a bit nerfed using higher level spells; but should give it a lot more flexibility early on. 

Warlock Changes
  • Now gains one additional warlock slot at level 5
  • Thief of Five Fates (Bane for a warlock slot) is now once per combat and no longer takes a warlock spell slot to use