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yoonmoonsik edited this page Aug 23, 2026 · 14 revisions

Dice Rolls

Critical Failures

A natural 1 is an automatic failure only on attack rolls and death saving throws. On ability checks, skill checks, and all other saving throws it is treated as a 2, and the roll is resolved against the DC like any other — matching the 5.5 rules, where a natural 1 on a check carries no built-in penalty of its own.

A natural 20 still succeeds automatically on every d20 roll.

Common Actions

Distract

Distract is a new common action added by this mod. It costs a full Action and applies the Distracted condition to an enemy, granting your allies Advantage on their next attack roll against it — functioning like the Help action, but for combat. With the Harper Teamwork Origin Feat, Distracting a creature also gives it Disadvantage on all saving throws until the start of its next turn.

Dodge

Dodge is a new common action added by this mod. It costs a full Action and grants the Dodge condition until the start of your next turn: attack rolls against you have Disadvantage, and you have Advantage on Dexterity saving throws. With the Dwarven Fortitude feat, Dodging also lets you spend a Hit Point Die to regain Hit Points. The Monk's Patient Defense feature lets you apply Dodge (together with Disengage) as a Bonus Action instead, at the cost of a Focus Point.

Equipping Weapons

Equipping a weapon costs 1 Action Point, but that cost is restored (once per turn) as long as you haven't yet made an attack, cast a spell, or made an unarmed attack this turn.

Extra Attack

Classes with Extra Attack gain a second attack when they take the Attack action, as usual. Classes that also have War Magic (such as the Eldritch Knight, and several of this mod's other gish subclasses) can spend that extra attack on a cantrip with a casting time of an action instead of a weapon attack, once per turn — casting a cantrip this way locks out doing so again until your next turn. Outside of that one free cast per turn, War Magic and Extra Attack otherwise work as usual.

Hide

Hiding while not in clear light grants the Invisible condition (for 1 turn).

Make a Stealth check against DC 20; on success, you gain Invisible for 1 turn. You can only attempt this once per turn, and in clear/bright light, hiding does not grant Invisible regardless of your Stealth roll.

With the Skulker feat, the DC is reduced to 15.

Jump

In vanilla BG3, the Jump action costs 1 Bonus Action Point plus 3m of movement. This mod removes the Bonus Action Point cost — Jump now only costs movement, scaled to the distance actually jumped.

Shove

Shove is resolved as a saving throw instead of a contested skill check. The target makes a Strength or Dexterity saving throw, whichever is better, against a DC of 8 + the shover's Proficiency Bonus + their Strength modifier (or Dexterity modifier instead, if the shover has Martial Arts and their Dexterity is at least as high as their Strength). Shove now costs a full Action instead of a Bonus Action — in exchange, if you have Extra Attack, you can spend that extra attack on a Shove instead of a weapon attack.

Topple

Topple knocks a creature Prone using the same saving throw as Shove: the target makes a Strength or Dexterity saving throw, whichever is better, against a DC of 8 + your Proficiency Bonus + your Strength modifier (or Dexterity modifier instead, if you have Martial Arts and your Dexterity is at least as high as your Strength).

Conditions

Bloodied

Whenever a creature's Hit Points drop below 50% of its maximum, it gains the Blooded condition. Blooded has no effect on its own and is removed automatically as soon as the creature is healed — it exists as a marker that other spells and features check instead of calculating the HP percentage themselves. For example, the Life Domain's Preserve Life can only target Blooded creatures, and some reactions and shouts require the caster to be Blooded to use them.

Down

Recovering from the Down condition also restores your Action Points.

Prone

Falling Prone does not break Concentration. Attack rolls against a Prone creature have Disadvantage if the attacker is more than 10 feet away. Standing up from Prone costs half your movement speed.

Rest and Recovery

Hit Point Dice

D6 D8 D10 D12

A Short Rest no longer restores half of your maximum Hit Points. Instead, you can spend Hit Point Dice outside of combat to recover Hit Points. You gain Hit Point Dice equal to your character level — with a die size determined by your class.

Inspiration from Background

After each Long Rest, you have a 50% chance to gain 1 Inspiration Point from your Background — this applies only to the new backgrounds added by this mod, not to existing backgrounds.

Spellcasting

One Spell with a Spell Slot per Turn

You can only expend one spell slot per turn — for example, you can't cast a spell with a spell slot using the Magic action and another with a spell slot using a Bonus Action on the same turn. The Swift Witchcraft feat grants an ability that lifts this restriction for the rest of the turn, once per Long Rest.

Spell Scrolls

This mod adds scrolls that don't exist in vanilla BG3, and every new spell added by this mod also received a matching scroll. See Spell Scroll Restrictions for the full restriction rules and list of restricted spells.

Equipment and Items

Equipment Ability Score Requirements

Heavy Armor and Heavy Weapons impose a penalty unless you meet the required ability score.

Equipment Requirement Penalty
Heavy Armor Strength 13 Speed reduced by 3m
Heavy Melee Weapon Strength 13 Disadvantage on attack rolls
Heavy Ranged Weapon Dexterity 13 Disadvantage on attack rolls

The Armorer subclass's Arcane Armor bypasses the Heavy Armor penalty.

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