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File credits
Larian Studios for the engine and assets.
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Fists of frost and fire is now a melee attack roll
Added Enlightenment Feat, increases all ability scores by 1.
Changed standard versions to unlock up to 3 spells, in addition to the core spells. Cheat version can select all 6 spells.
Version 1.9.5
Spells: Added Earth, Water and Air Container spells; Create Lava, Roar of Gaia, Languish of Ichor, Water Heal/Cure. Moved surface generation to their respective elements.
Cantrips: Added Fists of Frost and Fire, changed Elemental Step to Lightning Step.
Many miscellaneous vfx tweaks, and some more calculation cleanup.
Upscaled many icons, and altered the color scheme of some icons I missed.
Version 1.9.1
Fixed status application targets when attuning
Changed trajectory data of Elemental Gaze: Fire to something more consistent.
Version 1.9
Changed the color scheme of icons, changed Elemental Strike icons, added Avatar Ability icons
Moved Attunements to the default spell list to prevent temporary spell clutter, added icon glow when you proc an invocation to suggest attunements. Added damage and rebalanced invocation/attunement damage.
New Avatar Abilities, these abilities will focus on the traditional 4 elements excluding fire. Will add water abilities in a later update. Updated visuals of Elemental Ray.
Various tooltip and miscellaneous fixes. Some minor calculation optimisations. Introduced rudimentary visual toggles in the passives tab of the hotbar.
Version 1.8.3
Added a dummy Monk Spellbook so that all spells can now utilize Monk Animations correctly.
Added feat passives to Avatar of the Four Elements granting various combat action resources at a price.
Elemental strike now costs action+bonus action.
Version 1.8.2
Added expertise to some abilities for greater attunement feats.
Added Elemental Misty step.
Changed damage formulas so that attack tooltips show bonus damage.
Updated avatar statuses to mention the combat auras.
Fixed the weird character turning on thunder attunement aftercast
Version 1.8.1
Set all mod spell containers to Class Actions so they show up in the spellbook (and don't interfere with modded spell lists)
Branched the monk animations into a seperate version.
Invoke Elements is now per combat, removed somatic component to maybe alleviate broken monk animations.
Version 1.8
Added monk animations by setting an npc tag [data "DynamicAnimationTag" "d559367e-4d27-402a-8898-a72fd5f20c8b"] on the player character.
Added controller icons and improved the .dds quality.
Added melee weapon attacks to the Elemental Strikes cantrip.
Most spells now have the [IsSpell] tag, allowing them to be affected by sorcery, tadpole powers, etc.
Version 1.7.3
Added new icons, no more plain old passive placeholders!
Spell rebalance, attunement spells are less damage but per turn. Avatar state bonus damage now applies to spells and attacks.
Changed various visuals, descriptions and passive effects. You can now fly at will as an avatar of thunder, freeze enemies who dare to approach you and scorch/electrify them if they do.
Removed lightning charge generation from lightning avatar, replaced with electrocute effect. This should finally get rid of all the erroneous lightning bonus damage, while still keeping the old power level (avg of 2-3 bonus damage).
Version 1.7.2
Moved snow particle vfx from cold attunement to combat only
Moved lightning arc vfx from avatar state to lightning attunement combat only
Added more conditions to lightning charge damage procs, hopefully solves the +1 lightning damage on burn ticks
Fixed some tooltip durations that were still calculating monk level
Version 1.7
Replaced Monk Animations until larian fixes whatever the heck they broke, even cutscene animations are being affected by the new hotfix.
Added default level scaling to multiple spells, added a new Elemental Strike spell. Changed some spells to per combat instead of per short rest.
Moved critical buff from thunder to avatar state, added jump modifier and no fall damage to thunder, and a visual effect.
Added IsKillingBlow() checks and cleaned up passives to hopefully avoid rare combat crashes.
Version 1.6.3
Visual effects should no longer reapply when changing equipment
Due to the way the game hands certain effects, they can still refresh duration after a dialog (like vanilla elixir visual effects). Still figuring this out if this can even be fixed.
Cleaned up some statuses and their application radius/duration.
Added more conditions to visuals to improve consistency, moved the lightning arcs vfx to avatar state only.
Version 1.6.2
Updated Fire Avatar burning effects to be unique so it doesn't overwrite the common burning status.
Elemental Gaze cantrip is now a ranged spell attack roll, so it doesnt completely invalidate other early game actions. Variety!
Also added target hit sounds to Elemental Gaze so it doesnt always sound like eldritch blast.
Invoke elements is now IF(Attack()) instead of UnarmedDamageBonus, it now provides a damage bonus to attacks. Removed the redundant bonus from Avatar States.
Version 1.6.1
Removed a conditional false bool that disabled invocation bonus damage.
Version 1.6
Updated icons for attunements to clarify what spell you are casting.
Added force knockbacks to avatar state and expel elements.
Added 4 new spells to attunements, and a feat to make them permanent. By default they have a duration = monk level now.
Tweaked some more animations and effects. You now need to pass several wisdom checks to unlock the avatar state (decipher forbidden tome).
Version 1.5
Added new particle effects and a soul ripping effect to avatar states.
Tuned scaling of spells and damage bonuses to account for monk level/spellcasting ability modifier. Still op for act 1 goblins, but should feel better to play with overall.
Fixed low hp avatar reaction and various visual inconsistencies.
Added a new Elemental Ray spell that should fill the role of cantrips for the mod. More spells in development.
Version 1.4
Added a low hp reaction to enter the avatar state if it is not active. Cleaned up some animation vfx passives.
Changed the mod to use feats instead of progression nodes, you can now be any class and an avatar, with any subclass mod or rework.
More research and groundwork into story flags, hopefully tie the avatar spells to the forbidden tome in act 1 or other more appropriate quest reward. (laughing amulet?)
Tuned down bonus damage to 1d4 so you dont one shot everything in act 1, and 1d8 for avatar states. The full avatar state gains a huge force damage addition for the sake of matching power to visuals. Also toggled lightning and thunder auras for combat.
Version 1.3
Created Attunement spells for each Invocation, and a dispel Avatar State spell that deals 1d20 force in 6m radius around player.
Removed all base Monk spell edits, will package seperately in the interest of compatibility with other Monk class reworks.
Laid the groundwork for attaching the Avatar spells to the Sentient Amulet in Act 1, hopefully this can allow any class to use the mod spells without adding a root template to the save file.
Various miscellaneous changes to ki costs (removed), tooltips and statuses now distributed through the various elements.
Version 1.2
Swapped Icons (still looking for better ones), edited animations and their radius around the player. Added Monk'ified witch bolt to lv3 progression, and redid avatar state tooltips.
Added the groundwork for elemental specializations, after invoking an element you will soon be able to become an 'avatar of x' instead of an avatar of all elements.
Changed d8's for the avatar spells to d10's and added 1d10 damage to the invocations. Cold Avatar inflicts frostbite with cold damage, Fire inflicts burning, Lightning gains lightning charges, and Thunder inflicts reverberation.
Version 1.1
Added Unarmed Bonus Attack Procs to all the added spells.
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Avatar State
Select the Avatar of the Four Elements feat to gain:
Invoke Elements
Invoke the 4 elements to bolster your attacks and damage nearby foes. Select an element to add your proficiency bonus as elemental damage to your spells and attacks. Invocations have a duration equal to your level, and allow you to attune to an element to refresh this duration. You can also gain and use these statuses through Cantrips added from the mod.
Attune Elements
Attune with the element you have invoked, allowing you to become its Avatar. Each state has a unique set of spells and effects to synergize with the magic items you can find in Faerun. The Master of the Four Elements feature allows you to remain in each respective elemental Avatar state or Invocation until long rest. Most spells and statuses use your proficiency bonus or level for scaling damage and duration.
Avatar State
You can also enter a temporary Avatar State after deciphering a certain forbidden tome, granting you even more power and a Force damage bonus to attacks, both influenced by your total Class Level. There are powerful spells and resistances unlocked by entering this state, and it can be activated automatically when you are struck with low hit points.
I will continue to improve this in my spare time, but I've also provided my unpacked workspace so that you can tweak it to your liking. Screenshots were taken with this reshade preset. Use only one version please! Install with BG3 Mod Manager. You can safely uninstall this at any point in your campaign. (All mod data is attached to passives/feats; Respec after uninstall)