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Feats Extra FullGameReady  

Upload: 13 Aug 2023, 17:54
Created by: LostSoulMan [X]
Uploaded by: Aqxaro
Feats Extra FullGameReady

Adds some feats to the game - adds Eldritch adept, elven accuracy, infernal constitution, squat nimbleness, everybody's friend, poisoner, skulker.

Requires Patch 3 Mod Fixer

Note: NO feats are limited by race, not sure how to do it and choice and fun is better.

Eldritch Adept Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.


Implementation:
You just pick one warlock invocation, no restrictions. And you can not change it a level level. So you can take Agonising Blast, then when you get to take another feat you can take Magic Initiate Warlock to get Eldritch Blast.

Elven Accuracy: prerequisite: Elf or Half-Elf

Theaccuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:  Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Implementation:
Elven Accuracy adds a reroll [so should be double advantage]


Infernal ConstitutionPrerequisite: Tiefling Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

Implementation: should work per 5e, only thing I have not checked in game is the poison saving throw.

Dwarven Fortitude: Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
    • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).


Implementationfirst had to use my dodge action mod. When you take the Feat you gain another dodge skill that gives d8+conmod in healing. Only usable in combat (otherwise you get unlimited healing). The heal is based on the classes hit die (not sure hoe mulitclassing should work);  +1 CON works.

Squat Nimbleness   Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Implementation: Str or Dex works. Walking speed added by 3 metres. As theres no grappling atm so you get either advantage on Athletics or Acrobatic.


Everybodys Friend  Prerequisite: Half-elf
You develop your magnetic personality to ease your way through the world. You gain the following benefits:

  • Increase your Charisma score by 1, up to a maximum of 20.
  • You gain proficiency in Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubledf or any check you make with that skill.

Implementation: +1 CHA works. Unable to check what skills you have so you get proficiency and +2 to the roll.

Poisoner: Source: Tasha's Cauldron of Everything.
You can prepare and deliver deadly poisons, gaining the following benefits:When you make a damage roll, you ignore resistance to poison damage.You can coat a weapon in poison as a bonus action, instead of an action.You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50
gp worth of materials, you can create a number of doses of potent poison
equal to your proficiency bonus. Once applied to a weapon or piece of
ammunition, the poison retains its potency for 1 minute or until you hit
with the weapon or ammunition. When a creature takes damage from the
coated weapon or ammunition, that creature must succeed on a DC 14
Constitution saving throw or take 2d8 poison damage and become poisoned
until the end of your next turn.
Implementation: You can summon a poisoners kit (locked to your inventory). With it you can craft (combine) it to make 3 different poisons (right click on kit then Combine). Kit+HealingPotion =
Basic Poison (greater healing gives more poison). Kit + Basic Poison =
Drow Assassin Poison (coat your weapons for 1 minute for 1d6 poison
dmg). Kit + Drow Assassin Poison = Drow Poison (the enemy needs to make a
saving throw or be poisoned for 1 hour, plus if they fail the roll by 5
they fall asleep). You can also summon a Magic Poisoners Kit (which removes the other kit).Kit+Healing=Basic Poison. Kit+Basic Poison= Magic Drown Assassin poison that does necrotic damage. Bonus action to apply a poison is already in BG3.

Skulker: prerequisite: Dex 13.
You are expert at slinking through shadows. You gain the following benefits:• You can try to hide when you are only lightly obscured from the creature from which you are hiding. Implementation: you have advantage on stealth checks with in dim light.• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Implementation:if you miss with a ranged weapon attack you automatically attempt to hide as a free action. • Dim light doesn't impose disadvantage on Wisdom (Perception) bonuses made with sight. Implementation:you have advantage on Perception check when you are in dim light.

UnlockLevelCurve - Launch (Level 13-20) 58KB

UnlockLevelCurve - Launch (Level 13-20)

13 Aug 2023
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834
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SUPPORTS 5eSPELLS AND MULTI CLASSING I needed a level extension mod and found that most other mods lacked some features or were out of date by a few patches. - Added level 13-20 (all classes) - Spells can be cast using higher spell slots (1-9) - Added more resources, spell slots and class features

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