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Syrchalis

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About this mod

Rebalances class spells - spells specific to classes or subclasses, not tied to spell level. This is not a class rebalance, passive abilities are not changed.

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Rebalance Series
Attempt to rebalance all spells and cantrips to be more even in power.



Essential Series
Attempt to add missing pieces to the game.




Overview
The goal of this mod is to improve Class Spells that are underperform and are contributing factor for a subclasses poor performance. Also spells that can't compete against alternatives using the same class resource or simply aren't worth the action.

I want to emphasize again that this is not a class rebalance. This just touches some of the class specific spells. Many classes need some fundamental changes to be able to compete in BG3 (e.g. Rogue) and that's not the scope of this mod.


 


Ranger - Beast Master Companions

  • All companion abilities use the summoners best mental ability (INT/WIS/CHA) for their DC
  • All companion's hitbox was reduced, stopping them from getting stuck everywhere (looking at you wolf)
  • Companion's Bond increases the companion's attack rolls by the ranger's wisdom modifier in addition to its previous effects
These changes make Wisdom a much more valuable stat for beast masters and allow them to influence the effectiveness of their companions. It also prevents some abilities from having ridiculously low DCs (e.g. Raven's Bad Omen has a DC of 9).



Raven

  • Bad Omen is now a ranged attack roll
  • Secondary wisdom save to curse the target
  • Uses DEX as ranged attack ability




Spider

  • Arachnid Jump has a base range of 9m, same as the Wild Shape version
  • I tried making a new icon but getting references for a jumping spider is hard
  • AI thinks a jumping spider is just spiderman
  • Web now attempts to enweb targets immediately when cast on them (not only when they move in the surface)
  • Spider now gains Venomous Discharge at level 8, helping it stay relevant
  • Uses DEX as ranged attack ability



Wolf

  • Gains Inciting Howl at level 5
  • Grants one target +3m movement speed, +1d4 to attack rolls and +1 spell save DC for 1 turn
  • Costs a bonus action
  • New icon for Lupine Slash





Barbarian

  • Wolf Heart - Inciting Howl is now cast automatically when you use 'Rage: Wolf Heart'
  • It grants 3m movement for 2 turns
  • It can still be cast manually while you are raging, costs a bonus action instead and lasts 2 turns up from 1



Cleric - Trickery Domain


  • Blessing of the Trickster - no longer requires concentration, limited to 1 target
  • Invoke Duplicity - does no longer require allies to be within range to get advantage on enemies within range
  • Cloak of Shadows - now affects all allies within 9m, but actually requires obscurity (light or heavy)
  • Divine Strike: Poison - can now poison the target
Notes: Cloak of Shadows also affects Monk



Cleric - Nature Domain

  • Charm Animals and Plants now uses the new charm from my Level 1 Spell Rebalance (you don't need the mod for it to work)
  • Animals and Plants get charmed, other creatures are ensnared instead
  • It's a fey magic ensnare, so not a STR save but a WIS save
  • Dampen Elements - no longer requires a channel divinity charge (why does it and warding flare doesn't?)



Druid

  • New Level 6 Spell: Nature's Shield
  • Provides resistance to necrotic damage to allies and immunity to the effects of some necromancy spells
  • When you take a hit of 6 or more necrotic damage (after resistance) this effect is depleted until the end of next round
  • It can be cast as ritual spell
  • Requires Compatibility Framework to add it to druids level 6 spell list
  • Gives immunity to Blight and Circle of Death Curse from my Level 4 and Level 6 Rebalance mods
Notes: I usually don't add new spells and this spell will eventually be moved to a different mod. For now, I do not have a mod to add this spell to and I don't want to have it as a standalone mod. While this spell grants immunity to "Blindness" from the "Blindness" necromancy spell, it does not grant immunity to being blinded in general. The depletion mechanic exists since resistance to necrotic damage is very rare and also very valuable - if it just gave resistance it would be too powerful, probably even with concentration and without a ritual cost.

Reason for this spell: Druid gets surprisingly many unique level 6 spells, but unfortunately none of them feels very impactful. Wind Walk especially is borderline useless. And while not immensely powerful (and able to be camp-casted) this spell might give more of a reason to have a druid in the party.



Fighter

  • Second Wind - heals by 2d4 + Proficiency Bonus + Fighter Class Level now instead of 1d10 + Fighter Class Level
Notes: While the maximum heal stays the same early on (and barely increasing later) the average heal goes up and the ability is much more "consistent average".





Paladin

  • Holy Rebuke - lasts 3 turns, costs a bonus action and now scales like cantrips
  • Sacred Weapon - takes a bonus action to cast
  • Aura of Devotion - has 6m range and gives +1 AC
  • Inquisitors Might - lasts for 3 turns
  • Abjure Enemy - takes a bonus action to cast
  • Vow of Enmity - can no longer be cast on yourself to get advantage on all attacks (stop cheating), range increased to 9m



Wizard

  • Hypnotic Gaze - short rest cooldown, range increased to 9m, takes a bonus action to cast



Common Questions
If you ask these questions in the comments I'll not be answering them. You have the ability to write, so you have the ability to read as well. And hopefully the ability to think one step further than just my explanations.

Compatibility
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5e Spells: There should be no conflicts since it only adds spells and doesn't edit vanilla ones.

In general:
The main reason for compatibility issues is two mods editing the same thing. Depending on the exact thing this can be very broad or narrow. You don't have to be a modder or understand these terms, just know there is different kinds of ways the game stores information:

  • Root template: Has to be entirely overwritten to be changed, so two mods changing different things still aren't compatible
  • Stats entry: Can be inherited, merged, changed, if the same thing is changed it'll overwrite, otherwise changes merge (unless the entry is entirely overwritten which a lot of novice modders do)
  • Progressions/list entry: Like root templates, but compatibility framework allows merging changes for proper compatibility


Load Order
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Should not matter - if you use mods that edit the same spells there might be conflicts.

In general:
  • The mod loaded later/further down the list overwrites
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) has it set to 1 then Firebolt will only hit 1 target
  • If the mods change different fields and use self-inheritance (recommended) then the changes merge - which can be desired or not
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) changes Firebolt to deal 1d12 damage - if the mods use self-inheritance, you now get a Firebolt that hits 2 targes for 1d12


Feedback
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I appreciate constructive feedback. If you think something is too strong or weak or could be done better you are welcome to comment. Note that I may have a reason (design-wise or functionality wise) why something is the way it is. Also please be aware that maybe your +300% health playthrough with 17 custom classes/races and 15 turn combats of running away and letting enemies rot from damage over time is maybe not the average player experience.

Please try to provide feedback as 'user story'. Tell me what happened, the circumstances, what fight, what difficulty etc. - otherwise its fairly hard for me to judge whether something I designed is problematic in general or just in specific scenarios. That information is very important for me to understand the nature of the issue.

As example: "Your rebalanced blight is way too strong!" is not nearly as helpful as "Blight carried my fight against X entirely by itself, because I lured the enemy out of the room, they clumped up and every hit dealt 3-5 damage to 8+ enemies" - even though the second is still just a single sentence.


Work involved
Rebalance - Class Spells took around 12h to make. This is despite me being fairly experienced and efficient. You can multiply this time by x5 to x10 for a novice.
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Often I get questions like "Can you make a version without X?" - I can, but I will not. There is a few things about BG3 mods one might not think about right away. The work involved is high and modders usually make a mod for themselves with the courtesy to make it available to others and maybe spend extra hours to maximize compatibility and make it more broadly appealing.

An additional version means probably at least 1h or 2h of making that alternate version and uploading it, and then several hours maintaining that version, as now every change made to the original mod has the be copied over to that version. Every upload takes twice the effort (packing two files, updating version, updating description, updating changelog, ensuring you are overwriting the correct file etc.).

There is a lot of unfortunately quite popular mods on nexus that are the lowest effort stat overwrites that don't care about any of: Compatibility, fixing tooltips, adding new mechanics, designing well, making anything new or properly testing - they just slap existing passives on something that already exists. Updates aren't required or don't happen. Of course they can have 10 versions of that mod, because it took them almost longer to upload that version than make it and they aren't going to maintain it.

So before you ask "Can you make a seperate version" ask yourself - what are you asking exactly? A stranger to spend multiple hours of their time for free to make a version that barely appeals to a fraction of people over the original mod and even less people that didn't download the original but would download the other version (= minimal gain in quality and popularity).

More importantly, you are asking the person to take that time away from making a new mod, something that far more people would enjoy far more (probably even you).

Now lets talk money for a second. Depending on how passionate a modder is about your request they might make it for free (since they would have done it themselves anyway) or ask a reasonable price of say 40€ (=44$) an hour. Now look at the highlighted numbers again and do the math. An alternate version is most definitely not the former (something the modder is passionate about) or it would exist already. Are you willing to pay that? A fraction of it?

That is all to say, I still appreciate constructive feedback. Many good changes and additions have come from comments. All I want is for people to stop and think for a moment what they are asking.



Syrchalis' Druid Mod Collection



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