Fantastical Multiverse [Wave 2 Part 1]
🕑 Added 2023-12-12 07:43:26 +0000 UTCSorry for the delay, got out late at work yesterday and then kept improving the visuals for the Vampiric Bite for Dhampir and spent time quality testing each race and catching issues that needed to be resolved. Wave 2 is officially out and the additions and updates to Fantastical Core can be downloaded directly here or found on NexusMods
Part 1 adds the following races
- Dhampir
- Dwarf
- Duergar
- Kalashtar
- Githzerai
- Please remember to update your Fantastical Core as its updates are critical for all these races to work as intended. Fantastical Core also received a Localization update that improves all the racial information relating to these races.
- Another note for those using the Duergar update, you don't get the spells until level 3 and above even though you get to select your spellcasting ability modifier at level 1. It still follows lore, just this way you know what Duergar is getting at level 1 (This is mostly for players unfamiliar with D&D)
- The Dwarf version overhauls and replaces vanilla Dwarf with One D&D
- The Duergar version overhauls and replaces vanilla Duergar with MoTM version.
RACE DETAILS
Dhampir
- Added Unique Body Types for each version of the humanoid body.
- New Presets give them a more vampiric look.
- Eyes glow and can have more illumination to them based on your choice in color. Selecting Elf colors will make them glow brighter while Fantastical and Multiverse eyes provide a subtle glow.
- ReVAMPed the Vampiric bite.
- Added a new way to select racial dialogue tags to fit your role-play needs. Which will give you reactions to your character based on that choice.
- All heads have been redone and polished for all body types. You can select Human, Elf/Drow, and Half-Elf heads.
- Any head mods that are patched to be compatible with Dhampir will gain the Fangs/Eyes automatically now.
- Vampiric Bites has new custom visuals!
- Scion Swarm has new custom visuals!
Planned Future Additions: Add new variations of Dhampirs
- Tiefling
- Dwarf
- Gnome
- Halfling
- Dragonborn
- Gith
Spider Climb
You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
RAW DEVIATION
- Spider Climb name has been changed to Swarm Scion, fully embracing the ability that replaces the Spider Climb trait due to game limitations.
- Swarm Scion, allows you to briefly fly as a swarm of bats to a location.
- Its max range per use is 9m, but only costs your movement to use.
- It doesn’t trigger an attack of opportunity on you.
Vampiric Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
You regain hit points equal to the piercing damage dealt by the bite.
You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- The resource for the number of times you can use Invigorating Bite or Exhilirating Bite is renamed Empowered Bite. Scales with Proficiency up to Prof bonus 6.
- Invigorating Bite - You regain hit points equal to the piercing damage dealt by the bite.
- The Empowered Bite trait Invogorating Bite is now a toggle, that when used changes the icon visual of your Vampiric Bite when toggled and gives the player character a visual effect to immerse the player with the feeling that their vampiric nature is being revealed.
- Exhilarating Bite - You gain a bonus to the next ability check or attack roll you make; the bonus equals 1d4 + Constitution Modifier
- Exhilarating Bite now uses the BG3 reaction system but only costs an Empowered Bite resource. This then applies to a status on you when you hit a creature, adding the bonus to your next skill check or attack roll. Status removed after doing either of the 2.
While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
Has been separated to decrease the text information overflow from the previous versions. It’s been made into another trait called Feeding Frenzy. This is for easier understanding of all your Dhampir traits but still follows RAW rules. This just made it flow better mechanically in-game.
DWARF
CHANGES
Forge Wise
Your divine creator gave you an uncanny affinity for working with stone or metal. You gain Tool Proficiency* with two of the following options of your choice:
Jeweler’s Tools, Mason’s Tools, Smith’s Tools, or Tinker’s Tools.
In Baldur's Gate 3 there isn't proficiency for Tools so I instead merged pieces of these two passives into one passive:
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Dwarven Armor Training
You have proficiency with light and medium armor.
So now Forge Wise gives you the two armor profs and two weapon profs. Hammers made it because the passive is named Forge Wise.
Since WoTC is also trying to make them the ultimate version of a Dwarf with revised content I felt this fit as an appropriate substitute for this passive. This is the only trait from the Revised content that has derived from its original source material.
Stonecunning
Gives you Tremorsense 12m range for 100 in-game seconds or 10 in-game mins. This makes creatures have a disadvantage on you if they aren't flying or in the air. Any creature floating won't be affected by this.
Additional Benefits: Tremorsense: Immune to Blindness and surprised condition
HIGHLIGHTS
- Updated Stonecunning visuals and animation
- Polished/Updated Descriptions to meet Baldur's Gate 3 standard.
- Updated Forge Wise proficiency
Kalashtar
- New visuals for Mind Link playing on the lore Quori!
- Mind Link now works 100% as intended and is flavored to be like 5E's Official Help Action for the most part as that is what the boost is flavored around.
RAW Changes
Mind Link
Normally in 5E it's just a way to communicate with creatures telepathically but this is useless in Baldur's Gate 3, especially with the fact that you can just talk to friends in multiplayer. I modified it so that you're using basically a 5E Help Action that has range.
HELP
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
- So now the changes keep the portion on helping with ability checks with the thought behind it is that you're communicating with them to assist them with talking to npc's, etc
- The 2nd half of the Help Action was replaced with instead you and your ally communicate telepathically and watch enemies around each other. Causing creatures attacking you or your synced partner to have disadvantage. So long as both of you can see each other.
- Lastly, Mind Link is now a concentration for obvious balancing purposes. This also makes it easy to end the effect if you no longer want to do it.
Severed from Dreams
There isn't a dream spell in Baldur's Gate 3 and it specifically states you can be put to sleep. So instead I made it so that you have an Advantage against being Frightened. With the thought process you carry a spirit that is from the Realm of Dreams so it's essentially you being resistant to nightmares/fear.