Birthsigns - khuckins/BG3-adventurers-guide-to-tamriel-2e566 GitHub Wiki

Birthsigns

In The Elder Scrolls, all who are born in the Mundus are born under a certain constellation, from which they derive certain aspects and traits. You may have noticed that the Races are generally 1 Ability Score short compared to regular 5e Races. This is in part due to how Birthsigns are utilized. Due to technical limitations in Baldur's Gate 3, Birthsigns must be applies in place of a Background, however they still provide a notable benefit that would replace(if not include) an ASI.

The Warrior

Warwyrd: The Warrior grants you the choice of a +1 increase in Strength or Constitution

The Mage

Fay: The Mage grants you the choice of a +1 increase in Intelligence or Wisdom

The Thief

Hara: The Thief grants you the choice of a +1 increase in Dexterity or Charisma

The Lady

Lady's Favor: The Lady adds twice your level to your hit points. (Subject to change - originally CON mod + Level, each level, but that crashes the game)

The Steed

Charioteer: Adds an additional 1.5m Movement Speed

The Lord

Trollkin: You are vulnerable to Fire damage.

Blood of the North: Action

  • Range: Self
  • Duration: 3 turns
  • Cooldown: Long Rest
  • Regenerate 3 points of health at the beginning of each turn for the duration of the power.
  • Level Improvements (Unimplemented)
    • Every 3 levels, Regenerate an additional hit point.

The Apprentice

Elfborn: You are vulnerable to Magical attacks.

Magical Talent: You have an additional 1st level Spell Slot. You gain the ability Thunderwave (Will change once Spells Module is released)

  • Level bonus(Unimplemented): You gain an additional spell every 3 levels.

The Atronach (Unimplemented)

Stunted Magicka: You do not regain spell slots above 3rd spell level via long rest. Cantrips require a 1st level Spell Slot. You regain Spell Slots be being the target of a hostile spell.

Wombburn: You start with 2 additional 1st level Spell Slots, and gain a new spell each level. You have a minimum amount of spell slots equal to your Intelligence modifier.

The Ritual

Mara's Gift: Action

  • Range: Self
  • Cooldown: Short Rest
  • Restore 1d6+Spellcasting Modifier worth of Health

Blessed Word: Action

  • Range: 30m
  • Area Radius: 3m
  • Target conditions: Undead
  • Cooldown: Long Rest
  • Apply Status: Frightened
    • Duration: 3 turns

The Lover

Mooncalf Proficiency in Performance, Persuasion, and Athletics

Lover's Embrace: Action

  • Range: Melee Range
  • Cooldown: Long Rest
  • Apply Status: Paralyzed
    • Duration: 2 rounds

The Shadow

Moonshadow: Proficiency in Stealth, Action:

  • Range: Self
  • Cooldown: Long Rest
  • Concentration
  • Apply Status: Invisibility
    • Duration: 18 turns or until concentration breaks

The Tower

Warden: Proficiency in Sleight of Hand

Tower Key: Action

  • Range: Melee Range
  • Target Conditions: Locked Item
  • Cooldown: Long Rest
  • Unlocks any object
    • Must be locked by non-magical means (Not currently possible, as far as I can tell)

The Serpent

Star-Cursed: Has two Bonus Action points

Star-Curse: Action

  • Range: Melee Range
  • Cooldown: Long Rest
  • Apply Status (Target): Star Curse
    • 1d6+Spellcasting Modifier Poison damage at the end of each turn
  • Apply Status (Self): Star Curse
    • 1 Psychic Damage at the end each turn
    • Ends if the target dies