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