Sandi's Re-Tuned Classes

Sandi's Re-tuned Classes A series of edits to the vanilla classes and subclasses. The primary goal of this mod is to roughly balance all classes and subclasses, making each one a valid and interesting choice. Secondary goals are to fit the classes/subclasses to their theme (e.g. thieves are good at thieving, not as a tool for multiclassing, Swords Bard's features aid lean towards melee combat instead of making them great archers), and to add general fixes and improvements where appropriate. Requ

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**Sandi's Re-tuned Classes

**A series of edits to the vanilla classes and subclasses.

The primary goal of this mod is to roughly balance all classes and subclasses, making each one a valid and interesting choice. Secondary goals are to fit the classes/subclasses to their theme (e.g. thieves are good at thieving, not as a tool for multiclassing, Swords Bard's features aid lean towards melee combat instead of making them great archers), and to add general fixes and improvements where appropriate.

**Requirements

**Requires Script Extender.

Does not require Sandi's Ruleset, but when used together this mod should be loaded afterwards. The mod meta file lists Sandi's Ruleset as a dependency to help the game automatically set load order. If you're not using Ruleset, feel free to ignore about warnings about it. 

Companion mods

This mod is of course designed to be used alongside my other mods - in particular Sandi's Ruleset (Core, Feats, and Spells) - so balancing is done with certain changes in mind. You can use this mod without any of my other mods - but balancing will be affected.

This mod:

**General UI Improvement

**Each class has had entries added to highlight its weapon, armour and saving throw proficiencies, similar to how Racial weapon proficiencies are displayed.

Barbarian

Reckless attack no longer lets you re-roll misses - instead it will ask if you want to use it when you make your first attack each turn, before you strike.

Fast Movement at level 5 now gives you +1.5m movement if not wearing heavy armour, or +3m movement if not wearing any armour at all. *Adds a little more incentive to go naked as a Barbarian (as it should be).

*UI: Added Gain 2 Rage Charges to the character creator screen, fixed the display of rage charges when multiclassing into Barbarian (in vanilla it says you're gaining 1 additional rage charge here).

Berserker

Can no longer make a frenzied throwing attack as a bonus action. Can make an frenzied improvised weapon attack as an alternative to a weapon attack.

Seemed overly strong with an extra attack each turn. They still get to be brutal attackers, but with some risk/compromise thrown in.

Giant

Instead of adding rage damage to their throws twice, they get a +1 to their rage damage on all rage eligible attacks.

Double bonus damage on throwing attacks felt a bit weird. In 5e regular barbs don't get rage damage and throwing attacks, while Giants get 1x. Decided I would rather give them extra damage across the board instead of them being throw specialists.

Wildheart

Bear Heart - Unrelenting Ferocity (self heal) now costs a bonus action instead of an action, to make it useful

Wild Magic

When a wild magic surge grants a per turn bonus action, it can be used for free on the first turn.

Shadowy Tendrils surge no longer harms allies or neutral characters.

Protective Lights surge (+1 AC to allies) range increase from 3m to 6m. (It's still the runt of the litter, but I gave it a little help.)

Magic Retribution surge retaliation damage increased from D6 to D12.

Magic Awareness changed from a bonus action shout with a range of 3m, that never got used, to an always-on passive effect. Also fixed to do what it says it does (Adds the barbarian's proficiency bonus to saving throws against spells) - in vanilla it just did added d4 to all saves or something.

Widely considered the weakest Barbarian subclass, I think it's now usable.

Bard

4th Bardic Inspiration point moved to L3 from L5, giving:

L1: 3 x D6

L3: 4 x D6 (before: still 3 x D6)

L5: 4 x D8 (before: gained both 4th die and D8 level)

L6: recharge Short Rest

L8: 5 x D8

L10 5 x D10

Magical Secrets spell list now contains all spells of the appropriate level.

UI: Gained Bardic Inspiration charges are now shown in the character character and level up screens.

When multiclassing into Bard, gain Bard weapon proficiencies (previously did not get any).

College of Glamour

Mantle of Inspiration now works more like 5e, giving increase movement speed and the ability to ignore opportunity attacks to allies. Gives the effect on the start of the target's next turn rather than immediately to avoid the effect being lost when cast on a character with shared initiative who has already acted (their turn doesn't end until all characters in shared initiative end their turn - so to use the effect you'd have to go back, cancel end turn, then act). Limited to once per short rest.

Mantle of Majesty concentration requirement removed, duration reduced to 3 turns.

The Larian implementation of Mantle of Inspiration where enemies would be charmed when attacking the inspirared allies was weird. The bard is supposed to be charming, not the people they inspire. Mantle of Inspiration was pretty strong and very spammable, meanwhile Mantle of Majesty was bad because Bards have no many concentration spells that could be using instead. The changes balance out these features to give nice progression as you level up.

College of Lore

Gain a Bard cantrip at level 3.

Benefits from the Magical Secrets expanded spell list, as they pick 2 of these at level 6.

College of Swords

Level 3, Gain Blade Stride: The first time you make a weapon attack on your turn, you get 3m of movement until the end of the turn.

Slashing Flourish now grants an extra free melee attack doing a Bardic Die of damage. No more weird ability to shoot 2 arrows at once both getting Bardic Die of bonus damage.

Mobile Flourish now grants extra movement, instead of randomly letting you teleport.

The Vanilla Swords bard was a very odd meta-archer. Now it's back to the DnD vision of a mobile combatant with a leaning towards swordplay.

College of Valour

Level 3, Indomitable Spirit: Once per short rest, you can use a bonus action and a Bardic Inspiration point to give yourself the effects of the Heroism spell (+5 temp HP per turn, and cannot be frightened) for 5 turns, without requiring concentration.

Level 3, Inspire Courage: Gain a Bardic Die when you kill or crit an enemy with a weapon or unarmed attack.

Terrible class in vanilla - the new features make for quite a fun heroic frontlining Bard.

Cleric

Removed Morningstar and Flail proficiency. In 5e Clerics only have simple weapon proficiency - it seems that someone at Larian decided to make the Cleric icon a morningstar, someone pointed out it was weird that they aren't proficient with the weapon of their icon, so Larian gave them extra proficiencies.

Death

Reaper (target 2 enemies with a Necromancy cantrip) now consumes a Reaper charge. This is implemented as a toggle passive.

Gains 3 Reaper charges at level 1, rising to 6 at level 12. These recharge on a long rest.

Knowledge

Add Investigation and Medicine to the skills that can be picked at level 1.

Read thoughts no longer requires concentration.

Life

No changes.

*In my *Ruleset mod potions have no effect when thrown, which is obviously a massive buff to healers.

Light

Warding Flare (impose disadvantage on an attacker) now uses a Warding Flare charge.

Gains 3 Warding Flare charges at level 1, rising to 6 at level 12. These recharge on a long rest.

Nature

Gets Call Lightning instead of Sleet Storm at level 5.

Tempest

Wrath of the Storm (retaliate against an attack dealing Lightning or Thunder damage) now uses a Wrath of the Storm charge.

Gains 3 Wrath of the Storm charges at level 1, rising to 6 at level 12. These recharge on a long rest.

**Trickery

**Gains proficiency with Shortswords, and Hand Crossbows.

Blessings of the Trickster (give a creature advantage on stealth checks) can be cast on self, and does not require concentration. Limited to one target at a time.

Invoke Duplicity fully reworked. My new concept is that the duplicate makes fake attacks against enemies to distract them - when the Cleric attacks enemies that can see the duplicate (duplicate must be within 24m for ranged attacks and 3m for melee attacks), the Cleric has advantage. The Summon joins combat and can move on it's turn. The Cleric can use a bonus action to swap places with the duplicate.

At level 5 receives the spell Blink instead of Curse.

Trickery Domain needed a lot of work to bring out its qualities. Blessings of the Trickster changes help with sneaky place, Invoke Duplicity give the Cleric a bit more potential as a blaster caster, and at level 5 Blink has a bit more potential than Curse.

Default stats / Shadowheart stats changed to 10 / 14 / 16 / 8 / 16 / 10.

Shadowheart now starts with a shortsword instead of a mace and shield, giving more of a special agent vibe instead of classic cleric.

War

Levels where War Priest charges are gained tweaked to 1/4/8/12.

UI: Gained War Priest charges charges are now shown in the character character and level up screens.

Druid

At level 2 gains Wild Companion: Use a Wild Shape charge to summon a permanent animal companion (find familiar)

Wild Shape forms no longer grant an additional pool of HP. Your HP will be modified up or down according to the new Constitution modifier of the form (but you cannot die this way).

Wildshape forms have updated movement speeds based on 5e - generally this means increased movement.

Added a Bat wildshape at level 8, with Blindsight (ignore vision blocking clouds / magical darkness if ISBF or Ruleset is installed). Provides non Moon druids with a flying form.

Moved basic wildshape capabilities from the subclasses to the main Druid class to declutter the subclass information panels. - Druid subclass mods will need a compatibility patch to be fully compatible.

Circle of the Moon

Add Primal Fury: When in beast form, add your Wisdom modifier to attack damage.

The Wild Shape HP changes were of course a big nerf to moon druids. The extra damage gives them a nice boost to help them out.

Circle of the Land

No changes

Circle of Spores

No changes

Circle of the Stars

Star map uses scaling changed from L2:2, L5:3, L9:4 to L2:1, L5:2, L8:3, L11:4.

Starry forms now last 10 turns, instead of until long rest.

Archer Form Luminous Arrow damage reduced from 1D8/2D8 + Modifier to 1D6/2D6 + Modifier.

Dragon Form Breath attack changed from 2D6/3D6/4D6 + Modifier damage to 1D6/2D6 + Modifier.

Fighter

Arcane Archer

Arcane Shots changed to 3 at level 3, 5 at level 7, 7 at level 10 (vs 4/7/10).

Honestly, I haven't tested out Arcane Archer and did this on theory - I should try it.

Battle Master

Gains 3 Superiority Dice instead of 4 at level 3. At level 7 they gain 2 brining them to the total of 5, same as vanilla.

Superiority dice are reduced from D8/D10 to D6/D8.

Feinting Attack manoeuvre now costs a bonus action even if you miss.

Was a strong Fighter subclass, and very power spikey at level 3.

Champion

At level 3 gain Fit: +1.5m movement speed

At level 3 gain Forceful: +2 damage with weapon and throwing attacks.

At level 7 gain Crushing: additional +1 damage with weapon and throwing attacks.

At level 7 Remarkable Athlete: Jump has been modified to give +1.5m jump distance instead of +3m. Jump distances in BG3 can be get a bit wild.

Eldritch Knight

At level 5, gain War Magic: After casting a level 1 spell, can make an attack as a bonus action (in vanilla this was gained at level 7 and required a cantrip instead)

At level 11, gain Improved War Magic: After casting a level 1 or 2 spell, can make an attack as a bonus action

*For me this was a subclass this didn't really work outside of niche builds (shield spam, and after patch 8, booming blade). The spells gained were not good as they were low level, and the Fighter typically didn't have the best Intelligence, making it hard to make them useful compared to just attacking.

The rework gives a way for these weaker spells to be useful, by letting them be combined with attacks. I left out cantrips because these scale up with character level not third caster rules, and with Ruleset having a way to make a ranged attack while equipping two handed melee weapons is useful.*

Monk

An attack is required before using Flurry of Blows. The DnD system is that an attack lets you make a bonus action unarmed attack, and a Ki point turns that into 2 attacks. I don't know why Larian decided to gate the unarmed attack but make Flurry of Blows always available. This mod follows the 5e approach.

Step of the Wind variants now grant +50% jumping distance, instead of removing the bonus action cost to jumping - Jumping already does not not a bonus action in Ruleset.

The Martial Arts: Deft Strikes (minimum DX damage for unarmed and weapon attacks) now starts at level 3, and the die is reduced to D4 at L4 and D6 at level 9 (From D4 at L1, D6 at L3, D8 at L9).

Way of the Drunken Master

No changes

I haven't looked at this - seems like a bit of meme class, so not that interested.

Way of the Four Elements

Major rework - four elements monks had big problems in vanilla - their spells consumed their important Ki Points while also taking an action that could have been used on a double attack. The spell features tended to be counter productive. I decided to address this firstly by granting more Ki, and secondly by allowing upcasting monk spells to make them stronger.

Elemental Attunement: Gain 2 Ki Points at levels 3, 6, 9, and 12.

At level 5 gains Elemental Upcasting: Monk cantrips can be upcast to the second level, and spells to level 2, at the cost of +1 Ki point.

At level 9 gains Improved Elemental Upcasting: Monk cantrips can be upcast to the third level, and spells to level 3, at the cost of +1 Kit point per stage/level.

Remove Improved Elemental Casting (damage increase on monk spells at level 9)

The new Four Elements monk is pretty strong. Have I overdone it?

Way of Shadow

No changes.

Way of the Open Hand

Manifestation passives now give only +D4 damage instead of +D4+Wisdom modifier.

The classic OP subclass, has been toned down at least a bit here.

Paladin

Smites have been standardised to all being attacks using an action, and costing a spell slot on hit. No bonus action costs, no interrupt for Divine Smite.

*I found the vanilla smite system just a bit odd. Divine Smite seemed to be the best option most of the time, as it cost less to use, except when stacking smites, which seemed unnecessary on a class with few spell slots - it just encouraged rapid burnout. *

Fixed the missing push trajectory line on Thunderous Smite.

Aura of Protection (level 6) changed to an always-on passive, instead of the player needing to cast it first.

Ancients

Healing Radiance modified to be an aura that heals creatures in it at the end of each creatures turn, instead of the Paladin auto healing nearby creatures at the start of the Paladin's turn. The aura will make characters glow when they enter, so should make positions characters to get the healing easier. The healing amount is slightly reduced to Paladin Level + Paladin Cha modifier.

Crown

No changes.

**Devotion

**Holy Rebuke substantially upgraded. Now a bonus action affecting self. For 2 turns any creature that attacks the Paladin takes 1d4 + Cha modifier damage if they fail a Wisdom saving throw. Base damage increases to D6 at level 3, D8 at level 7, D10 at level 11.

The vanilla Holy Rebuke ticked at the end of the round, so for a low init Paladin acting at the end of the round, the effect would last effectively 1 turn only. Costing an action, requiring a successful hit (but no save) and doing only a flat D4 of damage, it was very poor.

Vengeance

Level 1: Removed Inquisitor's Might (+Cha weapon damage and Daze on hit to an ally for 2 turns)

Level 1: Moved Vow of Enmity (Advantage against a target) from level 3 to level 1.

Level 3: Added Inquisitorial Sight: Use a bonus action to gain the effects of See Invisibility for 10 turns.

I can't remember why I removed Inquisitor's Might, but it happened. My concept was that the Ancients paladin was a beacon for allies to rally around, Devotion was a shield to lead and protect others, and Vengeance was a terminator to go and hunt enemies, so they got abilities that helped them to be this.

Oathbreaker

No changes

Ranger

Moderate redesign focused on a swift hunter concept.

Favoured Enemy rework: Choose a creature type from Aberrations, Beasts, Constructs, Dragons, Elementals, Fey, Fiends, Monstrosities, Plants, Undead. You have +2 on attack rolls and +1 on damage against these enemies.

At level 6 these enemies have disadvantage on attack rolls against you. Choose an additional favoured enemy.

At level 10, your bonus damage increases to +3. Choose an additional favoured enemy.

Removed vanilla Favoured Enemy options Bounty Hunter, Keeper of the Veil, Mage Breaker, Ranger Knight, Sanctified Stalker.

I liked the 5e Favoured Enemy concept more, so decided to upgrade it into a useful game feature. I don't think the options available in BG3 were very well designed (True Strike? Heavy Armour?). At some point I'd like to modify the Favoured Enemy feature so that when you choose a new favoured enemy you get only the first stage buffs for it, and it levels up to stage 2 at the next upgrade point.

Natural Explorer: Choose between resistance to Fire, Cold, Poison, Acid. Removed Beast Tamer (find familiar) and Urban (Sleight of Hand proficiency). Animal guy role has been moved to Druid, Urban pick pocket isn't a very Ranger thing.

At level 1, gain expertise in 1 ranger skill.

[With Sandi's Ruleset] At level 2, gain Swift Leap: +1.5m to jump distance, jumping only costs movement equal to the jump distance, instead of 1.2x jump distance.

[Without Sandi's Ruleset]: At level 2, gain Swift Leap: +1.5m to jump distance, the first jump you make each turn down not cost a bonus action.

At level 6, gain Roving: +1.5m to movement speed.

At level 6, gain Sense Presence: Use an action to attempt to spot an invisible creature.

Beast Master /  Hunter / Swarmkeeper / Gloomstalker

No changes

Rogue

Added Cunning Action: Help at level 2

When multiclassing into Rogue, gain Rogue weapon proficiencies (previously did not get any)

UI: Each time your Sneak Attack damage increases this is shown on the level up screen.

Each Rogue subclass has gained a level 6 feature:

Arcane Trickster

Level 3: The Rogue's intelligence modifier is added to sleight of hand checks by the mage hand.

Level 6: Gain Spell Trickery: When you cast a spell using a spell slot, become invisible until the end of your next turn.

Level 9: Magical Ambush (enemies have disadvantage on saves against your spells) now also applies when you are invisible.

Subclass felt underwhelming, I think the new features are a nice boost one they get to levels 6+.

Assassin

Level 3 features removed (Assassin's Alacrity, Assassinate: Ambush, Assassinate: Initiative)

Level 3: Gain Assassinate: When you hit a creature with a weapon attack outside of combat, deal half of your weapon damage again.

Level 3: Gain Ambush: You have advantage against surprised creatures.

Level 3: Gain Exploit: When attacking a creature with advantage, the number needed to score a critical hit is reduced by 2. Can stack.

Level 6: Gain Assassin's Alacrity (vanilla feature - regain action resources at the start of combat)

Small rework making it more of a true assassin, and less first round of combat obsessed.

Thief

Removed extra bonus action.

At level 3 Second Story Work now gives +3m jump distance, as well as resistance to fall damage as in vanilla.

At level 3 gain Skilled Fingers: Add your proficiency bonus to sleight of hand checks, in addition to any other proficiency or expertise.

At level 3 gain Eye for a Prize: Add your proficiency bonus to perception checks, in addition to any other proficiency or expertise.

At level 3 gain Quick Sneak: If using Sandi's Ruleset your movement speed is not reduced when sneaking.

At level 6 gain advantage on Deception checks. Can be useful to talk yourself out of trouble if caught thieving.

Gaining an extra bonus action just made this a subclass for multiclassers rather than an actual thief. I think it's more interesting and truer to its name now.

Swashbuckler

Removed ranged rakish Sneak attack - matching 5e, Swashbucklers are more melee focused.

Removed Dirty Advantage from Dirty Tricks *These are all perfect valid options to use for the cost of just a bonus action - no need to magically give advantage against the next attack against any target.

*At level 6, gain Lightning Reactions - you get an additional reaction point per turn.

Sorcerer

2 new metamagic options based on darkcharl's metamagic extended:

Empowered Spell: Reroll 1s and 2s on damage dice, costs 1 sorcery Point.

Transmuted Spell: Change the damage type of a spell, costs 1 sorcery Point.

Metamagic access changed. Previously:

L2: 2

L3: 3

L10: 4

Now:

L2: 1

L3: 2

L5: 3

L9: 4

Delaying access to metamagic has some benefits - firstly the metamagic list for level 3+ has more options than at level 2, so this grants more picks from the extended list. Secondly it gives you more time to get familiar with the character before picking metamagics, making it easier to pick metamagics that synergise with your spells, rather than having to choose half your metamagics before you've even got level 2 spells. Lastly, this gives sorcs more progression over the course of the game.

Metamagic level 2 and level 3+ lists have been changed to be more appropriate to the level where they are available. Subtle spell available at L2, Twinned spell moved back to L3. The high list is now the low list plus Twinned, Heightened, and Quickened.

Metamagic: Quickened Spell: Now costs a number of sorcery points equal to the spell slot power level (previously: 3) Does this need a nerf? The cost is the same as Twinned which doesn't cost a bonus action, but is much more limited.

Draconic Bloodline

No changes

Shadow

No changes

Storm

No changes

Wild Magic

Reworked the wild magic surge loop.

Base chance of a wild magic surge increased from 5% to 15%.

Tide of Chaos (advantage/re-roll) now increases the chance of a surge to 50% until long rest, surge, or recovery, instead of just for the next current/spell.

When your experience a surge, you regain you use of Tide of Chaos.

When you short rest, you have a 50% chance of recovering your Tides of Chaos charge.

These changes of course increase the frequency of surges, as well as creating a loop where you're encouraged to cast spells to regain your very useful Tides of Chaos. Vanilla BG3 felt robotic - you just got 1 Tides of Chaos per short rest and surges almost felt like an inconvenience rather now being something you actually want, for recovery.

Controlled Chaos at level 10 has been returned to working similar to 5e: When you have a surge, you get to choose between 2 random options. (In vanilla it instead causes enemies casting spells to have negative surges). [Sadly not compatible with mods that add new wild magic surges - compatability patch needed.] *I liked the notion that the wild magic sorcerer was beginning to gain control over their chaotic inner magic as they level.

*Wild Magic Surge: Hostile Cambion has been replaced with another surge (it's a surprise) that unlocks earlier on, because the Cambion surge in vanilla is unlocked at level 10, the same level you unlock Controlled Chaos, so you'd probably never choose the Cambion surge making it a bit pointless.

Warlock

Does not gain their 2nd spell slot until level 3. This is intended to better set expectations about the number of spell slots Warlocks have.

Invocation Agonising Blast renamed to Agonising Force: Add your Charisma Modifier to damage done with any cantrip. Intended to avoid pigeon-holing Warlocks as badly into Eldritch Blasters, and also avoids the noob trap where a player does not pick Eldritch Blast.

Invocation Thief of Five Fates - No longer requires a spell slot to cast Bane (once per long rest).

Pact of the Blade/Hexblade weapon binding now can be used to bind offhand or ranged weapons instead of your main melee weapon, if you prefer.

Summoned weapons cannot be bound.

Pact of the Blade/Hexblade conjured weapons are now +1 weapons.

Pact of the Tome now lets you pick any 3 cantrips instead of a static 3.

Adopted some of the work of jog's excellent Warlock Revisited. Each pact gains 2 buffs at level 1, and another at levels 3/5/7/9. Fiend/Great Old One/Archfey are from jog's mod. I have done the boosts for Hexblade.

Fiend

Level 1: Gain Hellish Resistance (Fire Resistance)

Level 1: Learn the Hellish Rebuke Spell

Level 3: Gain Relentless Endurance (Once per long rest rise with 1 hp when being downed)

Level 5: Learn to cast Fiendish Charm (3-target Charm Person) once per short rest without expending a spell slot

Level 7: Gain Infernal Retribution (Attacker receives 3 turns of burning when you succeed a saving throw)

Level 9: Learn to cast Shadowstep at will (long range teleport between dim lit areas)

Great Old One

Level 1: Gain Mindreader (Insight Expertise and Advantage)

Level 1: Learn the Detect Thoughts spell

Level 3:  Gain Iron Mind (Advantage on saving throws against being frightened)

Level 5:  Learn to cast Hypnotic Gaze (melee-range charm/incapacitate, usable once per combat)

Level 7: Gain Heightened Awareness (+3 to initiative, Advantage on Perception checks)

Level 9:  Learn to cast Confusion at will without concentrating or expending a spell slot.

Archfey

Level 1: Gain Beguiling Influence (Proficiency in Deception and Persuasion)

Level 1: Learn the Speak with Animals spell (Beast Speech invocation)

Level 3: Gain Fey Ancestry (Advantage on saving throws against being charmed, immune to sleep)

Level 5:  Learn to cast Shapechanger (Ability to transform into a bird at will)

Level 7: Gain Land's Stride: Difficult Terrain

Level 9: Learn to cast Polymorph at will without concentrating or expending a spell slot.

Hexblade

Level 1: Gain the Hex spell

(No second boost - Hexblades have more base features than other Patrons)

Level 3: Gain Shadow Ward: When you gain this passive or short rest, you gain a ward that increases your armour by 1. The ward is lost when you are hit.

Level 5: Can cast the Curse spell once per short rest without using a spell slot

Level 7: Dark Deception: Advantage on deception checks

Level 9: Can cast the Banishment spell once per long rest, without using a spell slot

*I was not a fan of the original BG3 Warlock. Their short rest spell slot recovery system left them without many spells that could be cast in one fight, and with resting being easy in BG3, faster recovery wasn't so important. I went back and forth on how to handle them being finding jog's mod, and I really like the idea of Warlocks as sub-casters that are a bit less magically capable than true casters, but that get a number of additional perks and benefits from their Patron. Thus my Warlock (courtesy mostly of jog) is more of a goodie bag class, where you get many patrons perks as you level up.

Patch 8 warlocks mostly rely on abusing the OP Booming Blade and Shadow Blade - my Ruleset nerfs both of these back to 5e-ish levels letting these features take the fore.*

Wizard

Abjuration

Arcane ward level is now half of Wizard level, instead of equal to.

Improved Abjuration no longer adds to the Arcane Ward - instead doubles the duration of Abjuration spells.

Was a pretty strong subclass. The ward level could get very high from Wizard level + adding Wizard level again on short rest. A level 20 ward would block 20 then 19, 18 to 1 damage, totalling 210 points of damage blocked if attacked enough.

Conjuration

Instead of just Create water once per rest, gain 2 Minor Conjuration uses per short rest that can be used to cast Create Water (water in a 4m radius), Ice Block (1m ice block, can be stood on, or destroy it to release water), Flame (ignite flammable objects in a 3m radius).

Illusion

Now gains double duration on Illusion spells (unless they end on rest) (in addition to the advanced Minor Illusion cantrip)

Transmutation

Producing 2 alchemy products now requires an Arcana/Intelligence check instead of a Medicine/Wisdom check

Recommendations/Comments

I like the way that Four Elements Monks came out. They feel lively and interesting, I can recommend trying them out.

The Wild Magic sorcerer gameplay loop is improved (IMO), and I feel these are quite fun to play.

Hiding in combat with Rogue's and Ruleset is a lot more interesting, requiring actual thought, stealth checks and use of hiding aid instead of just being free advantage.

Valour Bards and Glamour bards feel valid, without being overpowered.

Using this mod without my other mods

If you're thinking of using this mod without my other mods - in particular Sandi's Ruleset (Core, Feats, and Spells) - here are the key changes that affect class balance for your consideration:

Ruleset Core - Advantage from sneaking is not gained until the next turn: This obviously weakens Rogues, and to a lesser extend Gloomstalkers and Shadow Monks as they can't hide right before attacking for advantage and sneak attack.

Ruleset Core - Cannot equip full melee and ranged weapon sets together: Rulesets limits characters to a maximum of 2 weapon/shield items, and only 1 can be large. In this mod, Eldritch Knights don't get a bonus action attack after casting cantrips - instead cantrips like Fire Bolt serve to give them versatility. Without this rule, EK attack cantrips are not going to be useful (the design would work better with bonus action attacks being granted by cantrips again).

Ruleset Core - Throwing range reduced to 9m: throwers will be stronger without Ruleset.

Ruleset Core - Thrown potions have no effect: This makes healing spells more useful. Healers, especially Life Clerics lose a lot of value if you are potion throwing. (The Ruleset Potions module is available as a standalone download if you'd like to use it without the rest of the Ruleset.)

Ruleset Core - Reworked clouds (esp magical darkness): Darkness clouds are less powerful in ruleset as they are not total shot blockers, instead just giving normal advantage/disadvantage. Darkness play is probably significantly stronger in vanilla, making Devil's Sight Warlocks and Shadow Sorcerers stronger.

Ruleset Feat - Modified Tavern Brawler that doesn't synergise with Monks: Monks here are balanced on the basis of Tavern Brawler not providing any benefits to them.

Ruleset Spells - Booming Blade no longer works with Extra Attack & Reworked True Strike (renamed Guide): Larian's change to Booming Blade was particularly beneficial to Melee Warlocks who get free extra damage/effects, and even more to Eldritch Knights who get this, and can also trigger their War Magic bonus action attack with it. Ruleset replaces True Strike with Guide, letting the caster add their spellcasting modifier to attacks with a weapon that turn, at the cost of a bonus action. This cantrip is useful for weapon using Warlocks and Bards. Arcane Archers, Eldritch Knights, and Arcane Tricksters can also benefit from it, if they have high spellcasting modifiers. These cantrip changes probably balance out to a significant degree, but Bards and Arcane Archers benefit as they have access to Guide, but not Booming Blade.


My modset:

DRS Remover

Sandi's Ruleset

Sandi's Races and Personalities

Sandi's Re-Turned Classes (this mod)

Sandi's Waypoint Only Fast Travel (No UI variant)

Better Hotbar - Vova's Edition - Sandi's Mods Edit or Aether's Contextual Action Bar - Sandi's Mods Edit

Sandi's Hide Quest Markers

Sandi's XP Redistribution

来源与文件

  • 原作者:Sandi
  • 原项目:Sandi's Re-Tuned Classes
  • 文件:Sandi's Re-Tuned Classes(ID:120556)
  • 来源上传者:Sandiford

文件说明

Balancing and tuning to the vanilla classes and subclasses.

来源列出的依赖与关系

前往 N 网打开所选文件。安装与下载要求以原作者及平台说明为准。

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