Baldur's Gate 3 (5e Variant Rule)

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Baldur's Gate 3[edit]

Baldur's Gate 3 is a video game that uses Larian's homebrew version of dnd 5e. It has been modified for balance, increase enjoyment to players, and to better fit in a 3rd video game. The objective of this page is to convert the Baldor's Gate 3 back to dnd 5e. This is not going to be a perfect conversion. Some elements are better for a 3rd video game than a 2nd top down ttrpg. This page will try its best to strike a good balance of bringing in homebrew content from Baldor's game, remain compatible with the rest of official and HB dnd resources and remain fun to play.

Special shout out to this Baldur's gate 3 wiki page that finds all the differences between dnd 5e and Baldur's gate 3. Without it, this would have taken longer and less accurate.

https://bg3.wiki/wiki/D%26D_5e_Class_Changes

Summary[edit]

Details[edit]

.

Character Changes[edit]

  • Point Buy
  • Average HP increasement on level up
  • Start with healing potions and scroll of revivify
  • Can repect your character into a new build
  • No more restrictions on multiclassing

Baldur's Character Creation Rule[edit]

  • 27 point buy for ability creation
  • Average HP increasement on level up
  • Starting class equipment only
  • Start with 2 minor healing potions, 1 scroll of revivify, and 40 camping supplies (see rest rules below)

Respec Characters Rule[edit]

GM create a NPC with the ability to respec a player's build, by default their name is Withers. For a 100 GD, Wither's respec's the player's character. Player may respec their class, subclass, ability scores/feats, spells, redo the ability creation, and skill proficiencies gained from class. It is not possible to change a character's race or background.

General[edit]

  • Multiclassing no longer have ability requirement
  • No tool proficiencies. Each tool is linked with a skill. Ex: Thieves' tool uses sleight of hand instead of Thieves' tools.
  • Everyone has proficiencies in improvised weapons

.

Camping Rest Rule[edit]

  • Short Rest is instant, not 1 hour long
  • Limited to two short rests per long rest
  • Long rest requires 40 camping supplies

Short Rest[edit]

Short rest takes 1 turn (6 seconds). Short rest can be only preformed outside of combat. Short rest recovers HP up to half of max HP. The party can preform up to two short rests for every long rest.

Hit dice no longer exist. Homebrew classes that spends hit dice has two options. Option 1: remove the feature that uses hit dices. Option 2: keep hit dices. During short rest, they regain HP equal 50% times the percentage remaining of the hit dices of their max hp. Ex: A 5th level fighter with 44 HP and 5 hit dices. They spent 2 hit dices. At short rest, they regain HP of 50% times (3/5) of 44 hp. 3/5 is 60%. 50% times 60% is 30%. The fighter regain 30% of their max HP.

Long Rest[edit]

Long rest has the rules and time length as normal dnd 5e with one exception. Long rest cannot be preformed without spending 40 camping supplies or resting at a civilized location like an inn.

Partial Long Rest[edit]

If the party takes a long rest without spending 40 camping supplies or resting at a civilized location like an inn, it is a partial long rest. After completing partial long rest, characters regain HP equal to half of their max HP and restore half of the changes of long rest class and racial features like spell slots and barbarian's rage. Class and racial with only single use after long rest does not recover. Other effects like exhaustion and magic items count partial long rest as long rest.

.

Spellcasting Changes[edit]

  • Spell Scrolls always work
  • Spell Scroll's Dc is the spellcasting dc
  • Somatic and Material components are removed
  • Character are allowed to cast a leveled spell with both an action and a bonus action.
  • All caster classes are capable of Ritual casting

Improved Spell Scrolls Rule[edit]

Anyone can cast any Spell scroll from any class list (even if it is not their own or they do not have the spellcasting feature), and there is no Arcana check for casting higher level spells than a character has spells known.

Spell scrolls do not have a fixed DC or attack roll bonus. They use the caster's relevant spell casting modifier. For non-spellcasters, it is the highest of these three stats: Intelligence, Wisdom, and Charisma

Simplified Spell Components Rule[edit]

Spells no longer have a Somatic and Material components. Spells with Components that cost 50 GD or higher still require to pay the cost before casting.

General[edit]

  • Prepared spell casters may change their prepared spells at any time out of combat.
  • Character are allowed to cast a leveled spell with both an action and a bonus action.
  • All caster classes are capable of Ritual casting

.

Action Economy Changes[edit]

  • Using the help action on a downed ally brings them back to 1 hit point
  • Using an item (like a healing potion) on themself is only a bonus action.
  • If a creature throws a potion as an action, it will break and apply its effect all targets in a 5ft radius
  • Bonus action to jump higher and farther
  • Bonus action to dip a weapon in something to gain buffs
  • Bonus action to shove
  • Many item interactions, like switching armor, requires less time

Help the Downed Rule[edit]

Using the help action on a downed ally brings them back to 1 hit point and leaves them prone.

Faster Items Manipulation Rule[edit]

  • Changing a weapon, armor, or shield from the inventory costs an action.
  • Drawing items from storage or ground is a free action
  • Using an item (like a healing potion) on themself is only a bonus action.
  • If a creature throws a potion as an action, it will break and apply its effect all targets in a 5ft radius.

Bonus Action Jump Rule[edit]

Jumping can be preformed with a bonus action which consumes 15 ft of movement speed. With a Strength score of 10 or below, a creature can jump up to 15 ft, and this increases by 5 ft for every two points in strength above 10. You also don't roll an athletics check prior of the jump for it to succeed without being hit by an obstacle you are jumping beyond (such as a fence). You also don't roll acrobatics check when landing in any difficulty terrain where failing you fall proned (except when landing on slippery ice or grease).

Dipping Rule[edit]

As a bonus action, a creature can dip their weapon or ammo into a surface. This process cannot damage the item even if it normal world have. For the next 1 minute the weapons or ammo has the following effects depending on the surface:

Water: On a hit, deal an extra 1 damage and the creature gain the wet condition until end of their turn.

Snow or Ice: On a hit, deal an extra 1 cold damage and their movement is reduced by 5 ft.

Fire: On a hit, deal an extra 1 fire damage. On the start of their next turn, they take 1 fire damage.

Acid: On a hit, deal an extra 1 acid damage. Until the end of their turn, their AC is reduced by 1.

Poison or poisonous plants: On a hit, deal an extra 1 poison damage. They must past a constitution saving throw of 8 + your proficiency bonus + the weapon's ability modifier or become poisoned until end of their turn.

Mud: On a hit, deal an extra 1d4 bludgeoning damage. All damage caused by this weapon deals bludgeoning damage.

General[edit]

  • Shove is not a part of the attack action. It is a bonus action available to all characters. The push distant is increased to 10 ft.
  • Bonus action attack options such as offhand weapon attacks do not require a character to first take the attack action.
  • Donning and doffing armour cost as an action.

.

General Rule Changes[edit]

  • 1 is an auto fail and 20 is auto pass
  • Initiative uses 1d4 instead of 1d20
  • You can switch between a melee and range weapon set without any actions
  • Being on high ground makes it easier to hit creatures
  • Backgrounds can generate inspiration when certain conditions are met
  • All weapons has a special attack that can be used once per short or long rest
  • Magic item attunement, Strength requirement on heavy armor, heavy and loading properties on weapons are all removed

Auto Failure and Success Rule[edit]

Nat 1 on a d20 will always fail and nat 20 on d20 will always succeed on ability checks. This is not a critical failure nor success, just automatically a fail or success. GM note: avoid allowing characters the chance to roll on something that is clearly impossible, like convincing the big bad to join their side and become good

Reliable Initiative Rule[edit]

Initiative is rolled with a D4 instead of a D20.

Weapon Set Switching Rule[edit]

A character can have one ranged weapon set and one melee weapon set. They are able to freely switch between the two sets as a free action for an unlimited number of times per turn. Melee set can only contains shield, and melee and throwing weapons. Ranged set can only contains ranged weapons, no shields or throwing weapons.

If the shield is equipped in the equipped melee set but have the ranged weapon set being actively wielded, the character still benefit from the AC boost and other features that the shield provides.

High Ground Rule[edit]

When a creature is at least 10 ft above their target and makes a ranged attack, they receive a +2 bonus to the attack roll due to high ground. When a creature is at least 10 ft below their target and makes a ranged attack, they receive a -2 penalty to the attack roll due to low ground.

Inspirational Background Rule[edit]

https://www.dandwiki.com/wiki/Inspirational_Background_(5e_Variant_Rule)

Weapon Action Rule[edit]

https://www.dandwiki.com/wiki/Action_Weapon_(5e_Variant_Rule)

Simplified Gear Rule[edit]

  • There is no magic item attunement.
  • Heavy armor does not have a Strength requirement, and therefore no movement speed penalty.
  • Heavy and loading properties are removed

.

Optional Rule Changes[edit]

  • Getting bad luck will increase your luck in future rolls
  • New and modified conditions

These rules below exist in Baldur's Gate 3 but will not always be ideal to implement. GM choose carefully deciding if any or all the rules below.

Karmic Die Rule[edit]

Whenever a player rolls a 1 on a d20, 1 karma is add to the party's karma bank. Whenever a NPC rolls a 1 on a d20, 1 karma is add to the GM's karma bank. After rolling a 1d20 and at any time, but before knowing the result, a creature may spend 1 karma from their bank and reroll the die and take the new result. Karma is reset to 0 after the party's long rest.

Creatures with lucky feature like halfling, they generate karma on 2, instead of a 1. At any time, including after knowing the result, they may spend 1 karma to add 1d4 to the result.

Wet Condition Rule[edit]

This is a new condition that prevents the character from fire damage over time (e.g. from Searing Smite) and grants resistance to fire damage, but also makes the creature vulnerable to lightning and cold damage.

Modified Conditions Rule[edit]

Stronger Poison[edit]

When a creature takes poison damage, they are poisoned until end of their turn

Stronger Frightened[edit]

When frightened, movement is reduced to 0 unless the effect's causes the creature to flee.

Weaker Prone[edit]

Being prone does not cause disadvantage on ranged attacks.

.

Race Changes[edit]

All races has +2/+1 to any ability scores, similar Tasha's Racial Customization.

Human[edit]

On top of the standard +2/+1 to any ability scores, human's old racial features have been replaced with the following features:

Civil Militia: You have weapon proficiency with Spears, Pikes, Halberds, and Glaives, and Armor Proficiency with Light Armor and Shield

Human Versatility: Select and additional three Skills to be proficient in. Your carrying capacity is increased by a quarter

Human Variant (HB)[edit]

On top of the standard +2/+1 to any ability scores, human variant start with one feat of their choice. This feat cannot increase your ability score nor grant proficiency in armor.

Half-elf[edit]

Half-elf gain the following:

Civil Militia: Proficiency with Spears, Pikes, Halberds, and Glaives, Light Armor and Shield.

Mountain Dwarf[edit]

It is the same as official mountain dwarf except standard +2/+1 to any ability scores.

Other Races[edit]

All races have +2/+1 to any ability scores.

If a race's original total ability scores is 4 or greater, it gains Civil Militia from human or half-elf race.

If a race's original total ability scores is 2 or lesser, it loose some feature which is up to the GM

Feat Changes[edit]

Here is the following feat changes:

Durable[edit]

Heals all hit points on a short rest instead of 50%.

Performer (new)[edit]

Increases your Charisma by 1 and grants proficiency with all Musical Instruments

Sharpshooter[edit]

On top of its normal features, it also grants the ability to ignores penalties due to High Ground Rule.

Class and subclass Changes[edit]

Artificer[edit]

WIP

Barbarian[edit]

Expanded Weaponry[edit]

Rage works on dexterity based melee and throwing weapons. Reckless attacks work on all melee attacks.

Berserker[edit]

The following features replace frenzy

Frenzy[edit]

At 3rd level, when you enter Rage, you may turn it into a frenzy as you release your unquenchable fury and bloodlust. On top of the usual rage effects, you gain the use of Frenzied Strike and Enraged Throw abilities. Using either abilities generate 1 Frenzied Strain.

Frenzied Strike

As a bonus action, make a weapon attack. Improvised weapons do not generate Frenzied Strain.

Enrage Throw

As a bonus action, pick up an item or creature and throw it at a target. They have to make a strength save vs dc of of 13 + your proficiency bonus + strength modifier or be knocked Prone.

Frenzied Strain

Using Frenzied Strike or Frenzied Strike adds a stack of Frenzied Strain. The barbarian takes a -1 penalty on Attack Rolls for every stack up to 10 stacks. All stacks are removed when Frenzy Frenzy ends.

Totem[edit]

At 6th level, tome barbarian gain the following as additional options for their Aspect of the Beast feature:

  • Chimpanzee: You gain Resistance to fall damage. When you throw Camp Supplies, the creature becomes blind until the end of their turn.
  • Crocodile: Your swimming speed is your walking speed + 10 ft. On slippery surfaces, you also have Advantage on Saving Throws against being knocked prone.
  • Deer: Grant yourself and nearby allies with 60 ft, an increase of 5 ft movement speed.
  • Honey Badger: If you're Poisoned, Frightened or Charmed at the start of your turn, you have a 50% chance to begin Raging without expanding an use of Rage.
  • Stallion: Dashing grants you temporary hit points equal to twice your level.
  • Elephant: You add an additional Strength modifier against Burning or Poisoned targets, and gain proficiency in Survival.
  • Panther: You and nearby allies within 60 ft, they add your Dexterity modifier as a bonus to their Stealth checks.

Bard[edit]

Master of Music[edit]

Gain proficiency in all musical instruments

Song of Rest[edit]

Replaces Original Song of Rest

At 2nd level, once per long rest, as an action that cannot be preformed during combat, you and your party replenish Hit Points and resources as if you had taken a Short Rest.

Longer Counter Charm[edit]

Counter charm last for 1 minute

Cleric[edit]

Destroy Undead[edit]

Replaces Original Destroy Undead

At 5th level, when you successfully Turn an Undead creature, it also takes 4d6 Radiant damage.

Divine Intervention[edit]

Replaces Original Divine Intervention

At 10th level, you can call your God in emergency. You may use any of the features below as an action. Once any of the features below is used, you are permanently unable to use Divine Intervention.

Sunder the Heretical

Call upon your deity to bring forth a radiant cataclysm upon all nearby enemies. This ability deals 8d10 Radiant damage to all enemies in a 50 ft radius. Targets can succeed on a Wisdom saving throw to take half damage.

Opulent Revival

Resurrect fallen companions within 60 ft of you with half their hit points, and then restore all nearby allies as if they had Long Rested.

Arm Thy Servant

Call upon your deity to grant you a legendary weapon forged in the fires of your holy bond. This ability creates the Devotee's Mace in the cleric's inventory and immediately equips it.

Golden Generosity

Call upon your deity to provide you with a rich bounty of potions and Camp Supplies. This ability spawns a chest Bestowed Bounty on the ground next to the cleric, containing camp supplies, superior or supreme healing potions, and six to seven elixirs. If you re-spec your cleric, the Bestowed Bounty chest will vanish, but any items that were inside it will drop on the ground in the same location.

Second Divine Intervention[edit]

Replaces Greater Divine Intervention

At 20th level, you can call your God in emergency. You may use any of the features from Divine Intervention as an action. Once any of the features below is used, you are permanently unable to use Second Divine Intervention.

Druid[edit]

Remove the Limits[edit]

Druid can wear armor. Wild Shape and subclass' alternative wild shapes, like symbiotic entity from spore druid, has no time limit

Wild Shapes[edit]

There is two approaches to Wild Shapes: Direct Conversion and Inspired Version. The Direct Conversion is taking the Baldor's Gate 3 Wild Shape and converting it into dnd 5e with no regard on balance or ease of playing. The Inspired Version takes the key aspects of Baldor's Gate 3 and implement it into dnd 5e. It is more of a hybrid between the two systems.

Option 1: Direct Conversion[edit]

Wild shapes are limited to certain animals but they are stronger.

At 2nd level, Enhanced version of Cat, giant Badger, Dire Wolf, and Spider

At 4th level: Deep Rothe

At 6th level: Panther and Owlbear

At 10th level: Dilophosaurus

Their stats can be found in the moon subclass below

Moon[edit]

https://www.dandwiki.com/wiki/Moon_Druid:_Baldur%27s_Gate_3_Edition_(5e_Subclass)

Option 2: Inspired Version[edit]

Expanded Wild Shapes[edit]

At 2nd level, you can wild shape into creature that you have heard of. You can wild shape into any beast, even if you have never seen them or even know about them. Additionally, Moon Druids can wild shape into an owlbear.

Scaling HP Rule[edit]

At 2nd level, your weaker wild shape forms become stronger to match your best wild shapes. For each CR difference from your current highest CR, increase the wild shape's HP by 10.

Example: A 4th level druid wants to wild shape into a Mastiff, a CR 1/8 beast. At 4th level, druids can wild shape up to CR 1/2. It takes two CR advancements (1/8 -> 1/4 -> 1/2) to get from CR 1/8 to CR 1/2. Mastiff starts with 5 HP and its HP will be increased by 2 * 10 = 20. A 4th level druid's Mastiff has 25 hp.

Wild Shape's Special Ability Rule[edit]

Every wild shape has a special ability depending on what they are. A wild shape could have multiple special attacks if they meet the requirements.

They have a borrow speed

From Below!: When underground, you may use an action to violently emerge from the ground. All creatures within 10 ft must make a dexterity save vs your spell DC or become prone.

Part of the bear family

Goading Roar: As an action, all enemies within 30 ft must make a wisdom saving throw or be forced to only attack you next turn

They are CR 0

Distraction: all creatures within 60 ft will automatically notice you. They make a wisdom saving throw or have disadvantage on perception checks until the start of your next turn.

Canine

Inciting Howl: all allies within 30 ft of you, their movement speed is increased by 10 ft until the start of your turn. You cannot use you this feature again until completing a short or long rest.

Feline

Prowl: You cast invisibility on yourself at will. While invisible, you deal an extra 1d4 damage. This effect ends if you take damage

Part of the bird family

Rend Vision: Make one of your normal attacks. On a hit they take half damage and must make a constitution saving throw vs your spell dc or be Blinded until the end of their turn.

Have horns

Gore: You deal an extra your proficiency bonus * 2 of force damage to creatures with con modifier less than 15.

Moon[edit]

Improved Scaling HP[edit]

At 6th level, your wild forms are sturdier. You increase HP by 15, instead of 10 for your lower CR wild shapes.

Wild Strike[edit]

At 6th level, you learn to be deadlier in your wild shapes. Your wild shapes of CR 1 and below can make one additional attack when they make the attack action.

Additionally, whenever you increase the HP of CR 2 or higher wild shape, you add a 1d4 damage to all of their attacks.

.

Spore[edit]

Zombies raised through subclass feature last until long rest

Fighter[edit]

No change

Monk[edit]

More Ki[edit]

Monks gain 1 addition ki point.

Shadow[edit]

Shadow Arts[edit]

At 3rd level, you can use your bonus action to preform the hide action

Cloak of Shadows[edit]

Replaces Shadow Step

At 6th level, you gain Cloak of Shadows from the original shadow monk

Shadow Strike[edit]

Replaces Cloak of Shadow

At 11th level, you gain Shadow Step from the original shadow monk. Additionally, when you successfully hit a creature while hidden, you may spend up to 3 Ki points. For each ki, deal an extra 1d8 physic damage.

Open Hand[edit]

Wholeness of the body[edit]

Replaces original wholeness of the body

At 6th level, you can use your action to instantly regain hp equal three times your monk level and regain 1/2 of maximum ki points. Additionally until the end of your next turn, you gain the following:

  • Deal extra 1d4 + wisdom modifier of necrotic, physic, or radiant damage on unarmed strikes
  • Regain 1 ki at the start of your turn
  • Gain an extra bonus action

You can use this feature once per long rest.

Ki Resonation[edit]

At 9th level, each creature you hit with an unarmed attack gains Ki Resonation for 1 minute.

Ki Blast[edit]

At 9th level, as an action and 1 ki, all resonated creatures explode within 20ft of you. Each one cause a 5 ft radius explosion with them in the center and effecting themselves. All creatures caught in the bast makes dex save or take 3d6 force damage and half damage on a pass

4 Elements[edit]

https://www.dandwiki.com/wiki/4_Elements:_Baldur%27s_Gate_3_Edition_(5e_Subclass)

Other Monk Subclasses[edit]

Meditation: At 9th level, as an action, regain all of your ki points. This feature can be used once per long rest.

Paladin[edit]

Divine Sense[edit]

Replaces Original Divine Sense

At 1st level, you can expend a Bonus Action to gain Advantage to all Attack Rolls against celestials, fiends, and undead until the end of your next turn. You can use this feature once per short or long rest.

Blessed Touch[edit]

Replaces Original Lay on Hands

At 1st level, as an action, you can use your blessed touch to heal a creature (2 x paladin level for one charge or 4 x paladin level for two charges) or cure it of all diseases and poisons for two charges.

You start with 3 charges. You gain an additional charge at 4th, 10th, 14th, and 16th levels.

Channel Oath[edit]

Paladin's subclasses gain an extra feature at 1st level. All of them uses Channel Oath which has a single use and recharge after short or long rest.

Devotion[edit]

Holy rebuke[edit]

At 1st level, as a bonus action and Channel Oath, call upon your Oath to grant a vengeful aura on a creature within 30 ft. Until the end of your turn, it deals 1d4 Radiant damage to anyone who hits them with a melee attack.

Ancients[edit]

Healing Radiance[edit]

At 1st level, as a bonus action and Channel Oath, heal yourself and all nearby allies within 10 ft for Proficiency Bonus + Paladin Level + Charisma Modifier hit points. You regain another Proficiency Bonus + Paladin Level + Charisma Modifier hit points next turn.

No effect on undead and constructs.

Vengeful[edit]

Inquisitor's Might[edit]

At 1st level, as a bonus action and Channel Oath, you or an ally's (within 30 ft) weapon attacks deal an additional Radiant damage equal to your Charisma modifier (minimum 1). The creature that taken the damage gain disadvantage on wis saves and make next attack with advantage against them. All effects of this ends at the end of your turn.

Oathbreaker[edit]

Spiteful suffering[edit]

At 1st level, as a bonus action and Channel Oath, steep an enemy, within 10 ft of you, in the darkness that churns within you. The target takes 1d4 + Charisma Modifier of Necrotic damage each turn and Attack Rolls against it have Advantage until the end of the creature's turn.

Other Subclasses[edit]

Protect the Weak[edit]

At 1st level, as a bonus action and Channel Oath, you protect yourself and others near you. You and all creatures within 10 ft of you gains +1 to AC and to all saving throws until the end of your next turn.

Ranger[edit]

Favoured Enemy[edit]

Replaces Original Favoured Enemy

At 1st level, you study your favorite enemy and pick up new skills. Choose one from below:

Bounty Hunter

You gain Proficiency in Investigation. Any creatures you hit with Ensnaring Strike spell have Disadvantage on their next Saving Throw until the start of your next turn.

Keeper of the Veil

You specialize in hunting creatures from other planes of existence. You gain proficiency in Arcana. Once per long rest, you can cast Protection from Evil and Good without expending any spell slots.

Mage Breaker

You have a history of battling spellcasters. You gain proficiency in Arcana and can cast True Strike cantrip.

Ranger Knight

You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain Skill Proficiency in History and Heavy Armour.

Sanctified Stalker

You swore to hunt the Enemies of a holy or druidic order. Gain proficiency in Religion and can cast Sacred Flame cantrip.

You pick another Favoured Enemy at 6th and 14th levels

Natural Explorer[edit]

Replaces Original Natural Explorer

At 1st level, you time traveling across the world or learning about your own home has given you a few tricks. Choose one from below:

Beast Tamer

You have cultivated a strong bond with animals. You can cast Find Familiar spell as a ten minute ritual that does not require any spell components.

Urban Tracker

An expert at navigating the wild within the city, you gain Proficiency in Sleight of Hand.

Wasteland Wanderer Cold

You have spent endless days surviving desolate tundra. You gain Resistance to Cold.

Wasteland Wanderer Fire

You have spend endless days surviving forbidden deserts. You gain Resistance to Fire.

Wasteland Wanderer Poison

You have spent endless days surviving fetid swamps. You gain Resistance to Poison.

You pick another Natural Explorer at 6th and 10th levels

Rogue[edit]

Thief[edit]

Fast Hands[edit]

Replaces Original Fast Hands

At 3rd level, you can do things faster than anyone. You gain an additional Bonus Action. You can only use this extra bonus action to preform the Use Object action.

Sorcerer[edit]

Early and Increased Meta Magic[edit]

At 2nd level, pick 2 meta magic with sorcery points costing at 1.

At 3rd level and 14th level, pick 1 more meta magic

Early Subclass[edit]

Subclasses has been moved from 14th level to down to 11th level.

Storm[edit]

Tempestuous Magic is increased to 30 ft.

Heart of the Storm is increased to 20 ft.

Wild[edit]

https://www.dandwiki.com/wiki/Wild_Magic:_Baldur%27s_Gate_3_Edition_(5e_Subclass)

Warlock[edit]

Patron's Transformation (Optional)[edit]

If you go against your patron's will, you will slowly transform into a different race of their choice.

Charismatic Blade[edit]

Pact of blade can use charisma modifier instead of strength or dexterity

Deepened Pact[edit]

At 5th level. pleased with your service, your otherworldly patron added new boons to the terms of your pact.

Pact of the Blade: Gain an Extra Attack with your pact weapon.

Pact of the Chain: Your familiar gains an Extra Attack.

Pact of the Tome: You add Animate Dead, Haste, and Call Lightning spells to your tome. You can cast one of these spell without expending any spell slot once per long rest.

Pact of the Talisman: The dice bonus provided by your talisman is increased to 1d6.

Great old one[edit]

Mortal Reminder[edit]

Replaces Awakened Mind

At 1st level, whenever you land a Critical Hit against a creature, that creature and any nearby enemies must succeed a Wisdom Saving Throw or become Frightened until the end of their next turn.

Additionally, you can telepathically communicate with any creature that your are touching.

Wizard[edit]

Illusion[edit]

Improved Minor Illusion[edit]

Replaces Original Improved Minor Illusion

At 2nd level, you can cast Minor Illusion as a Bonus Action. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.

See Invisible[edit]

Replaces Mailable Illusions

At 6th, once per Short or long Rest, as an Action, you can cast the spell See Invisibility without consuming a Spell Slot.

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