This is a homebrew, chocolate coating on the excellent Vanilla core BG3 experience with changes to almost every aspect of character building including:
— Initiative Recalculation
— Major Class Changes
— Minor Class Changes
— New Origin Classes
— New features for non-Origin companions and Durge
— Major Spell Changes for cantrips through level 6 spells
— Feats Changes
— 16 New Feats
Check out the tabs below to see previews of various changes, the full mod notes, builds, or my Youtube channel. Thanks for the support, and enjoy the Chocolate!
Initiative in Vanilla is way too consistent, and it is way too easy to go first. In Chocolate Edition, Initiative is now determined by this formula: 1d8 + Dexterity Modifier + Intelligence Modifier Weapon (Blade) Cantrips in Vanilla are simply better baseline weapon attacks because they function with Extra Attack. In Chocolate Edition, they do not. Weapon Cantrips -- there are 6 of them in version 3 -- require an entire action to use, and cannot be paired with Extra Attack outside of the Bladesinger Wizard's level 6 feature. This is a much needed nerf and measure that encourages significantly more build diversity so that you aren't trying to get Booming Blade on every single melee martial character. All non-Origin classes receive an extra feat at level 2 whether mono classed or multiclassed. This increases the maximum number of feats a character can get from 4 to 6. All 6 primary Origin characters have their own unique class for their character. These classes have 12 levels, but the vast majority of their power and design is concentrated at the first level. The intention is to give them one flavorful level to build around with 11 levels of the normal 12 classes.
A number of classes have received major overhauls. Highlights Include: Paladins have lost the ability "Divine Smite" and gained a new one called "Channel Oath: Smite" which is a toggled passive that adds significant radiant damage to your melee weapon attacks. There are boosts to various channel oath abilities for each subclass to make them significantly competitive with Smiting. Channel Oath charges are also a long rest resource, and your pool of charges grows with you as you level up as a Paladin. Rangers have received a major rework granting them a new spell casting resource called "Ranger's Instinct" which can be used to cast various weapon themed spells like Hail of Thorns, Ensnaring Strike, Ice Knife, Cloud of Daggers, Conjure Barrage, and more. This resource pool and the spells you can cast with it grows alongside your Ranger level. Warlocks have had their Pact Boons overhauled. Pact of the Blade is now able to summon +1 weapons that deal varying damage types. Pact of the Chain is now able to summon a subclassed themed familiar like a flying sword, an intellect devourer, or even mud mephits. Pact of the Chain is also able to give any summoned creature Extra Attack and Armor of Agathys. Pact of the Tome is now required to unlock Eldritch Blast outside of the Spell Sniper feat. Pact of the Tome now can now cast their new spells with Warlock Spell slots, and they gain new spells like Artistry of War and Dethrone. All Pact Boons now have three tiers of bonuses at levels 3, 5, and 9. Thief Rogues have had their "Fast Hands" extra bonus action feature moved to level 6 to make room to add more flavor to the subclass. At level 3, they gain an ability called "Trick Knife" which is a pseudo-thrown attack that allows you to multiply your sneak attack damage by attacking two targets for damage equal to your sneak attack dice. Trick Knife also inherits bonuses from Tavern Brawler, the Ring of Flinging, and the Gloves of Uninhibited Kushigo for a bunch of extra damage. Land Druids have gained a new class of spells called "Shape the Wilds" which allows them to spend Wildshape Charges on unique spells. Several of these spells alter the world "permanently": for example, Valley Fog summons the biggest fog cloud you have ever seen and potentially drives enemies to Madness when you summon it. The fog cloud persists through long rests until you blow it away or replace it with another cloud like surface. There are 7 different spells to choose from, and you will unlock them at levels 3, 7, and 9. and so much more!
Spells have received many changes. Random Highlights include:
— Phantasmal Force which is not only useable but genuinely good as a bonus action Fear spell that targets an intelligence save.
— Cantrips have higher base damage dealing one dice size smaller damage, but adding your proficiency bonus to the damage.
— Shillelagh can be used on any simple weapon;
— Many spells no longer require concentration.
— Circle of Death deals 48 damage to enemies that fail their save, and 6d8 damage to enemies that pass their save.
— Stoneskin no longer requires concentration, lasts all day, and upcasting grants you increasing flat damage reduction.
— Elemental Weapon no longer requires concentration, but has a long rest cooldown.
— Divine Favour no longer requires concentration and lasts all day.
— and so much more!Feats have received significant buffs and changes to make them better compete with a classic Ability Score Improvement. Many feats come with a +1 to an ability score from a range of options. Some feats come with +1 to two different ability scores alongside other features.There are also 16 new feats! Highlights include:
— Flight - You have learned how to fly at will, somehow. Gain +1 to a casting ability score and the ability to fly at will.
— Reckless - Gain an additional bonus action, but take a -3 penalty to all saving throws.
— Dueler's Choice - Choose your dueling weapon. With your chosen weapon equipped without a shield, you cannot be disarmed, you deal an additional 1d4 damage with your melee weapon attacks, and you gain +1 AC.
— Poisoner - Gain +1 to your Intelligence. Your poison damage ignores resistance and immunity to poison damage. You can summon poison in your hand and dip your weapon into that poison, adding 1d4 to your weapon attacks.
Version 2 Notes Review Video. Version 3 Video coming soon!
Version 2 Full Notes (for console players that have not updated)
—Any mod that alters the "Origin" entries in the toolkit including mods that allow origin characters to use the Magic Mirror
—Spell rebalance mods
—Mods that alter subclasses or classes
—Mods that alter or rebalance feats
—Mods that alter or rebalance elixirs
—Mods that add subclasses should use progression merges for best practices, but conflicts with Wizard, Ranger, Warlock, Druid, and Paladin subclasses from previous versions have been resolved on the Chocolate Edition side as of the most recent version available.Note about conflicts: Mod conflicts are not inherently a bad thing. You just need to make sure the mod you want to "win" the conflict is loaded later in your load order.
To do this on consoles or through the in game mod manager, you can de-activate all mods in your list and then reactivate them in the order that you choose. This will tell the game what order to load the mods in. Write down the order you want to load the mods in somewhere so you can reference it later if you need to redo it.
More builds coming soon!
Contact me if you would like to commission a mod!