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Games
Total materials on the site: 30464View all games 274
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Baldur's Gate 3
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Mods
15 with 314 for Baldur's Gate 3
Gameplay mods for Baldur's Gate 3
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Simple mod that makes the game more difficult. This mod does not conflict with the standard packs in the game folder. The mod changes HP of almost all enemies. For some it adds not too much, and for some the maximum. The watcher will have about 400 HP.
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A mod for Baldur's Gate 3 changes the racial bonus of the "Tasha's Hideous Laughter" ability. You will be able to set your own racial bonuses for the ability instead of getting the default racial bonus. Notes: Humans remain unchanged - they keep their +1 to all abilities. For all other races you can distribute the ability points as you wish, up to a maximum of +2.
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The mod for Baldur's Gate 3 gives the race of Drow proficiency in the skill "Perception" as Elves.
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This mod adds the Genasi race along with 5 subraces. **Genasi:** Genasi sometimes arise as a result of the influence of elemental power, through phenomena such as eruptions from the inner planes. - Base racial speed (10 feet) - Constitution +1 - Innate source of energy / Constitution spell ability **Fire Genasi:** Fire Genasi could be anywhere, but they were most often encountered in Calimshan, Chult. Most of the Fire Genasi in Faerûn were descended from Efreeti, especially those who once ruled Calimshan. - Fire resistance - Constitution +1 - INT/STR +1 Skills: Intimidation and Persuasion. - (Level 1) Flame creation; - (Level 2) Flame lash (once per short rest) and flame control; - (Level 3) Burning daggers - once per short rest. **Ice Genasi:** These Genasi resemble humans, but they usually have sharper facial features and a more intense gaze than a human. They had pale skin and supernatural features that hinted at their heritage, such as breath that misted in any weather or frost that appeared on their hair. - Cold resistance - Constitution +1 - INT/WIS/CHA +1 Skills: Insight and Perception Arctic Acclimatization - (Level 1) Frostbite spell - (Level 2) Ice dagger - once per short rest - (Level 3) Qorrashi Burst (once per long rest) and Agatha's Armor (once per short rest) **Earth Genasi:** Earth Genasi were typically strong and tough but often stubborn and forgetful. They were generally indifferent to other races and often isolated themselves from them. - 1 physical resistance - Constitution +1 - Mastering the Strength Saving Throw - STR +2 Walking on Earth (Level 1) Subterranean push/Magic Stone (Level 2) Earthly chamber - once per short rest (Level 3) Dust explosion - once per long rest **Smoky Genasi:** Smoky Genasi always had a faint smell of charcoal, and this smell usually indicated their mood. A pleasant smell of smoked cedar, for example, could indicate a generous mood of the Smoky Genasi, while a sharp and acrid smell of smoke could indicate anger or jealousy. Smoky Genasi usually also had dark gray hair that moved on its own like smoke from a fire and mottled gray skin that seemed to change color and pattern from moment to moment. - Movement speed +2 feet - Fire resistance and immunity to blindness - CHA/DEX +2 (can distribute 1 point in each) Skills: Stealth and Deception - (Level 1) Minor illusion (bonus action) or disguise (once per long rest) - (Level 2) Shadow Bolt (once per short rest) and Blur (once per long rest) - (Level 3) Passive-smoky getaway (passive) and invisibility (once per short rest); traceless passage (once per long rest) **Storm Genasi:** Storm Genasi are a branch of Air Genasi. They embody the electricity, energy, and power of storms in the sky. They are free-spirited and energetic, with their mood changing as quickly as a storm. - Immunity to thunder and lightning - CHA/DEX +1 Skills: Intimidation and Perception - (Level 1) Witch's Bolt (once per long rest) and Penetrating Thunder (Cantrip) - (Level 2) Static Flow (once per short rest) - (Level 3) Breath of the lightning dragon (once per long rest) Spell Descriptions: Flame Creation - conjure flame that sheds dim light around you. The flame stays there for 10 minutes and doesn't harm you or your allies. You can also attack with the flame. Burning Daggers - throw three fiery daggers, each with a 70% chance to burn the target. Each dagger deals 1d6 fire and 1d6 piercing damage. This spell increases damage equal to your level. Recharge - once per long rest. Flame Lash - make a melee spell attack with a flame lash, targeting one creature you can see within 20 feet of you. On a hit, the target takes 1d4 slashing damage + 1d4 fire damage and is pulled toward you up to 10 feet. Recharge - once per short rest. Tremor - you cause a tremor near a target within range, causing mud to erupt from the ground around them. Each creature, except you and your allies, in that area must make a Dexterity saving throw. Creatures that fail their saving throw take 1d6 bludgeoning damage and fall prone. Dust Explosion - create a sphere of dust and dirt with materials naturally found within your body. Releasing it, enemies within range must make a Constitution saving throw; on a failed save, the dust blinds creatures for 2 rounds and deals 4d4 bludgeoning damage. On a successful save, enemies take only half damage and are not blinded. Frostbite - you cause numbing frost to attack one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on its next weapon attack roll it makes before the end of its next turn. Qorrashi Burst - summon the elemental power within you and release an explosion of snow and ice in a 5-foot radius around you. Each creature within the radius must make a Dexterity saving throw, taking 4d4 cold damage on a failed save or half as much on a successful one. Additionally, the ground around you turns into ice, becoming difficult terrain. Witch's Bolt - make a ranged spell attack against a creature within range. On a hit, the target takes 2d6 necrotic damage and is blinded until the end of your next turn. If you miss, the target still takes half damage and is not blinded. Breath of the Lightning Dragon - exhale the energy of lightning, dealing 3d6 lightning damage, or half damage on a successful saving throw. Static Flow - summon elemental energy within you and prepare to unleash a powerful strike. The next time you are hit by an enemy - spend a reaction point and deal 1d4 lightning damage, which stuns the enemy until the end of your next turn. Installation instructions are included in the archive.
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The mod will allow you to reach inaccessible areas and move around the map (e.g. battle at the gates of the druid grove). Once the mod is installed, jump in the game once to get the modified spells. Spells: (all spells do not use any spell/action slots) Feather Fall - has a larger radius of effect and unlimited duration. Jump - has greater reach and no collisions. Fog Step - has a larger coverage and can target any surface. If you cannot be moved to the chosen surface, you will be moved to the nearest area that your character can be moved to (even if it is an impassable area).
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Mod for Baldur's Gate 3 adds additional perks to the game, such as "Archery Expert" and "Telekinesis". It also adds missing functionality to existing perks. New Perks: Archery Expert: - Charged weapons have no limit on one-time use per turn. Fey Touched: - Misty Step can be used once per day using a 1st level spell slot. You also learn an additional divination/enchantment spell. Fighting Initiate: - Choose an additional fighting style from the list. Inspiring Leader: - Gives 5 temporary hit points instead of a Charisma level. Cheerful: - Very useful for spellcasters who don't yet have experience in Constitution saving throws. Telekinesis: - This is a cool perk but not very useful. The telekinesis effect has no good preview but the target still moves towards you. Installation instructions in the archive.
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The mod adds a demonic form as an additional shape. Note 1: Do not try to recruit companions while in this form. Doing so will not work or cause problems. Skills: Level 1: Fire resistance and shape shifting improved; Level 2: Minor effect, improves shape and summons an improved ally; Level 3: Minor effect, improves shape and improved damage; Level 4: Minor buffs to improved shape. Fire spell aura protection, which also grants fire resistance to all your allies; Level 5: Untested, minor buff to improved shape. Note 2: Unequip/equip any item while transforming - this will activate new skills. You can cast spells in the form of a demon.
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The mod adds a subclass "Blade Singer" for wizards. It is suitable for all races. The mod is in the testing stage, so there may be problems during combat and skill use.