Other Changes - doombubbles/DoombubblesTweaks GitHub Wiki

Heat - Deals 1 damage per turn instead of 1d4 (this then goes to 0 if you have Fire Resistance)

Goaded and Taunted - No longer makes player characters actually lose control (theoretically), just keeps their real listed effects of Disadvantage against others.

Arcane Charge - Fixed parts of functionality to match description, and fixed parts of description to match functionality: While Threatened, affected entity adds their Proficiency Bonus to damage it deals with spells.

Dragonborn Breath Weapons - Damage dice changes from 2d6/3d6/4d6 to 1d12/2d12/3d12, and usable per battle instead of per short rest

Polearm Master Bonus Attack - Now correctly adds damage modifiers

Hunger of Hadar - The acid damage portion now uses the correct Save DC

Radiating Orb - Now counts as Illuminating the target

Infernal Rapier - Cambion will no longer go away when you get CC'd

Gloves of Power - Absolute's Bane passive no longer secretly requires the Brand of the Absolute to work

Knife of the Undermountain King - Shadow Blade passive now actually works

Cultist Brand - Now has a weapon action that will apply the Brand of the Absolute to you.

Drakethroat Glaive - For QoL purposes you can now cast Elemental Weapon from the Glaive without needing to equip it, however the buff granted will go away if the Glaive leaves your inventory.

Ring of Mind-Shielding - Now also gives Advantage on Intelligence Saving Throws

Shield Dwarves - Now actually have innate Shield Proficiency

Non-Gameplay Changes

Disintegrate - Changed VFX slightly to include some more red

Guantlets of Hill Giant Strength - Renamed to Gauntlets of Frost Giant Strength

Haste Helm - Renamed to Momentum Helm

Thermodynamic Axe - Renamed to Thermodynamxe

Other Mods Changes

These changes will apply to other mods if you have DoombubblesTweaks below them in the Mod Manager load order.

Cleric Subclasses

Arcana Domain now gets Mage Armor instead of Detect Magic, Counterspell instead of Dispel Magic, Polymoprh instead of Arcane Eye as domain spells.

Their Channel Divinity also now correctly starts Banishing creatures at 5th level like in tabletop

Artificer

Arcane Firearm changed to "You know how to utilize a staff as an arcane firearm--a conduit for your destructive spells. While wielding a staff, you can add an extra 1d8 to damage rolls with your spells."

This makes it actually follow the BG3 precedent of changing "add to one damage roll" effects like Empowered Evocation to be always applying.

Fixed Flash of Genius to not show up as an interrupt if it wouldn't help