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Fantastical Multiverse [Wave 2 Part 1]

Sorry 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





RACE DETAILS


Dhampir

Planned Future Additions: Add new variations of Dhampirs


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

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.
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


Kalashtar

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.

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.



Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1] Fantastical Multiverse [Wave 2 Part 1]

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