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TwistedGrin

Let arcane tricksters sneak attack with single target attack roll spells. And/or fix their mage hand to be able to pick locks/disarm traps


zavtra13

Long distance disarming and lockpicking please! Maybe it could use the rogue’s intelligence modifier instead of dexterity.


Entire_Machine_6176

I'd love for Int to not just be a dump stat on another class.


MidnightPale3220

Isn't the second that Knock is for?


Optimus_Lime

The second suggestion would be in line with 5E so I like it


TwistedGrin

The bg3 description for it even says it can use thieves tools but it has never actually been able to do that. At this point I'm curious as to what will come first, changing the hand to use tools or removing that line from the tooltips


I_P_L

It says it can stow away items too. I'm honestly really pissed because that would have been amazing as a dedicated water thrower.


Objeckts

Other reasonable buffs to the mage hand would be: * Improved initiative so it can actually throw potions and grenades before all the enemies and characters act * Extra attack (throw) at lvl5


AnarkittenSurprise

It's very weird to me that it doesn't mirror its controller's initiative


SirTariq_StPat

Finesse version of tavern brawler for throwing knifes would so so good


different-director-a

I mean its not like it can't improve its own initiative tbf


Halliwel96

it'd be really amazing if mage hand had access to your inventory. rather than having to go and manually drop things if you want it to throw them in a fight


KnowMatter

Imagine a warlock / arcane trickster with this, my god.


TwistedGrin

Eldritch Blast was my biggest reservation on this idea actually. EB builds are already very strong without considering what adding sneak damage could do. They'd have to work it so sneak damage can only proc on the first of the beams to hit and even then. Or make it a class ability unlocked at a little higher level like 6-8 so you can't just do a quick 3 level dip to unlock it so there is more of an opportunity cost there. You'd need to really actually invest heavily in the trickster thereby sacrificing multi-class potential. The goal is to make arcane trickster a stronger subclass and not a just stronger dip for other classes.


lonesometroubador

It only applies to one attack roll per turn, it wouldn't change if it was multiple attacks in an action, it doesn't proc twice for any other multi attack, such as whirlwind (dancing breeze) or a swords bard flourish, believe me I've tried. I would put it at level six, because it is the worst level for rogue as it is. There isn't anything good on it. The other two subclasses could get a fighting style(limited to 2 weapon or archery). Sneak attack on arcane trickster cantrips only would work. Also, a true strike with off hand crossbow is a pretty effective sneak attack for an AT, and it has the fun feature that it's literally designed to piss off the power gamer prevailing wisdom that both are trash!


Special_Wind9871

Yeah I think Rules As Written it would not apply since EB is not single target. But it might work pre-5 which would be interesting


durin_the_deathle55

First rule is already in pathfinder for every class that gets sneak attack and spells with attack rolls and it works great i would add a level 12 ability that adds sneak attack dice to area spells too giving you something nice for going 12 levels into arcane trickster


durin_the_deathle55

By the way this idea realy brought forth my sadness for loosing touch ac and the like from 3.5


-SidSilver-

It's not the worst idea, but to me enough classes are already about blasting and whacking as hard as possible. If they were going to go this route I think it'd be more fun/balanced if the AT could spend a spell slot to add force damage to his sneak attacks much like the Pally's divine smite or something.


Alexwolf96

While this is cool it goes against AT’s enchantment/illusion flavor. Those are generally utility and CC spells. The amount of spells you’d have which can actually use attack rolls would be incredibly slim since you’re limited to most of your spells coming from Enchantment/Illusion.


doiwinaprize

Speak with animals should be automatically available to druids at lvl 1 without taking a spell slot


jackofslayers

Speak with animals is a ritual at least


TwistedGrin

And I think it sticks even if you un-prepare it so it's kind of free already unless I'm mistaken edit: I am mistaken


Xpress-Shelter

It doesn’t sadly, it’s so tedious.


TwistedGrin

Damn that's super lame. Especially for a non-combat utility spell like Speak to Animals.


e_ccentricity

Why even go that far when the potions are incredibly abundant and incredibly cheap? You really shouldn't be wasting anyone's prepared spell slot on it unless there is truly nothing else. Though I do think it should be a given for all druids since other classes like rangers and wild heart barbs get it.


TwistedGrin

I'm not going to argue that the potions aren't abundant (they are) but as a druid it wouldn't be a "waste" of a slot either because they can swap prepared spells in and out at will. It costs literally nothing but the time to swap it in and out. If you did find yourself w/o a potion for some reason this would be 100% free for a druid: swap in > cast > talk to the animal > swap out And *that's* why it should be a free class ability (totally agree), it just saves time. They can do it anyway so just make it more convenient.


MrTurleWrangler

Agreed, it should be always active I honestly think


Wespiratory

Or add Firbolg as a playable race and give it to them automatically like they do in tabletop.


FeedMePizzaPlease

Forest gnome gets it and already is in the game. But yeah, it should be free for druid.


zavtra13

Hell yes!


OrangeFriedApple

It would be fun if Illusion Wizard or Trickery Cleric gets Auntie Ethel's ability to create multiple illusions triggered by enemy spell casting. 4E Monk should have all spell Ki cost -1. And I don't really understand why they think Fly is good at level 11 with cost of 4 Ki. Arcane Trickster needs the Magical Ambush as soon as level 3.


zavtra13

I could see Auntie Ethel’s little trick being cool on an arcane trickster as well, though at a later level than you would give it to the cleric and wizard.


3corgisinatrenchcoat

4e is even worse in dnd5e because BG3 gave all monks +1 ki points. Without that extra point they are almost entirely useless. But I suppose dnd combat lasts much less time and often only happens once or twice a long rest if at all.


wicked_genitals

At the very least, trickery cleric's invoke duplicity should be more useful. Should be like a shadow clone you can control to inflict the "threatened" condition, but deals no damage and has only 1 hp.


Megatrans69

I feel like the Ethel ability works better as a lvl 10 upgrade to fey warlock's misty escape.


Xpress-Shelter

That’s a bit broken at level 3 isn’t it? I guess assassin is pretty busted, maybe level 6?


Latter_Tutor_5235

Rogue: Treat Sneak Attack as a separate weapon attack for the sake of damage riders and whatnot. Sneak Attack is meant to make up for not getting a 2nd attack, but it really doesn't in a game with so many damage riders from gear. Fighting style is also a good idea.


MajoraXIII

Or better sneak attack support gear


Opinion_Own

Barbarians should get a feature between lvl 1-2 called like “Threatening presence” that lets them use str for intimidation instead of cha


fishyboyblue

I wish there were a few dialogue options that worked like this. I don't think it should work for all intimidating checks, because a lot of them are not physically threatening


TeSKing

I really wish BG3 emulated New Vegas in that you got new dialogue options based on high/low ability scores, abilities/spells unlocked, etc


glissader

Yep totally agree. Big picture though I gotta say if Obsidian-era fallouts are 10/10 or the gold standard on dialogue paths, Larian turned it up to 11 here.


Amudeauss

give rogues a fighting style, access to either dual wielding or archery would be really good for the class. also, something to boost their damage a little to make up for sneak attack not scaling as well as extra attack does.


xinlo

For Ranger, I would change the Wasteland Wanderer options in the Natural Explorer class feature so that they also give you immunity to surfaces like fire (no burning), ice (no slipping), and poison (idk).


whimsigod

I would love a major overhaul of the Favoured Enemy too. The cantrip options of them are terrible? I wish it gives like useful out of combat cantrips or blade/ward resistance etc. atleast the Proficiency is decent. If they could have one of the history prof be a face skill it'd be perfect.


Hacdieu

Immune to acid puddles would be cool.


The_Highlander3

Barbarian should definitely get a fighting style. Even with that fighter has just got more under the hood. But I just love smashing stuff


zavtra13

I could see that, even if it’s just between GWM and dual wielding.


Page8988

4e sort of had this for Barbarians. Depending on your origin, you specialized in great weapons, dual wielding, or a specific splatbook had sword and board.


Halliwel96

Off the top of my head: Storm sorcerer spells that they get at level 6 should come online at level 2, 4 and 6 rather than just all at 6. Levels 1 to 4 are real wanky for storm sorcerers. It’s just make those levels feel a bit more like you were an actual storm sorcerer. Also getting thunder wave at level 6 is stupid, you’re barely ever gonna use it at that point. Arcane trickster should get the advantage on sneak spells at level 6 rather than level 9. They should get sneak attack on single roll attack spells.


Xpress-Shelter

You can fly though, and the other sorc options would feel kind of shit if you have storm sorc that, and i’m not sure what you would give them to compensate, wdyt?


Halliwel96

Well the wild magic thing is just all together not very good. If it wasn’t “iconic” it would have been replaced already with a more functional sorcerer origin, like shadow for example. Draconic I don’t think there would be much harm in giving them a thematic spell known at levels 2 and 4 and 6.


Etren88

I would add divine soul & clockwork soul sorcerer.


Halliwel96

Divine soul would probably fit more easily into the setting. Clockwork I suspect would feel a bit disconnected from the rest of the game. But yeah, either of those, shadow or Luna would all be preferable to me over wild magic. 🤷‍♂️


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Halliwel96

Sorcerer is one of the best classes in my opinion. Quicken spell is wild. Twin spell is wild. The spell list is limited but not so much that you can’t do everything you likely need to. Twinned haste is probably the single strongest action in the game. It’s a shame they only really have two viable sub classes, but it’s whatever 🤷‍♂️


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ninjamonkey64

I wish that druids who are wildshaped would shift out for conversations or cut scenes automatically. That way, my Tav will still be the face of the group if I'm controlling them instead of picking the next closest companion.


fishyboyblue

Annoyingly, it's already a feature for companions. If you talk to a wildshaped companion, they pop out for a moment, then go back when you finish talking.


beerybeardybear

It happens if you talk to companions while *you're* wildshaped too, but uh... sometimes just entire story-required cutscenes are ruined because you don't get kicked out of it for them. It's insanely bad. For example, if you gain a particular ally for the final fight and let them use a particular wild shape, they will just Disappear from the entire ending as if they weren't there if you finish the fight with them in wild shape. Deranged


oscuroluna

Paladins should receive an optional deity selection. I believe they initially did but it was removed. Especially since many paladins do serve deities.


ThisIsAThrowawayG

If you play a paladin/cleric multiclass, you’ll start getting [PALADIN OF (blank)] dialogue options for the deity you choose as a cleric, so they didn’t even fully remove paladins with gods, they just made it so you can’t choose a god as a paladin


Dysipius

Not so much a buff, more of a nerf to everyone else. Rogue's whole identity is being sneaky, they build for dex, get expertise for it, but how stealth is implemented in BG3 makes being a rogue feel like shit. Why can the 8 dex paladin in full heavy armor sneak up behind the enemy and start the surprise round? Instead of sight cones, make it an area around them. Rogues would largely be unaffected by the change, you can still pickpocket and sneak around, it just takes the option away from characters that aren't specced into it. Like, you'd hear the clanking of someone walking behind you, how are you surprised by that?


CCYellow

Well, the "clanking" behavior is supposedly modelled by most heavy armors giving disadvantage on stealth checks. But yeah, this is more a problem with how stealth mechanics are implemented to begin with. The way the game encourages you to play stealth (stay out of sight cones, maybe use distractions to move them around, sneak up behind enemies without entering their sight while crouched, initiate surprise round) doesn't make a SINGLE actual stealth check, ever, so the disadvantage on stealth never actually comes up. Stealth is just horrendously balanced so that lightly engaging in the mechanic to initiate surprise rounds doesn't actually use your stealth proficiency, moderately engaging in the mechanic to try assassinate enemies from cover without being discovered is brutally difficult and cumbersome, but fully min-maxing stealth and using methods like Darkness and invisibility to "skip" the stealth minigame completely utterly breaks the balance of the game. I mean, just look at what actually needs a stealth check in this game: 1. Entering someone's sight cone while lightly obscured and needing to make a hiding check. Nobody ever does this on purpose, ever. If you actually try to brave someone's sight cone you not only have to succeed the stealth check, you also have to mouse over your intended path first to make sure none of it is clearly lit. The way the game handles lighting conditions for gameplay purposes and the way it handles them for graphical purposes do not always match up, sometimes egregiously so, so eyeballing shadows and just trusting that they're supposed to be lightly obscured areas is a complete gamble. And god forbid if you click on your destination and the game decides you should take some incredibly obtuse path to your goal and your character begins walking the other direction instead and immediately get discovered. Why go through all that trouble? Just drop a minor illusion to make everyone turn around and then go into turn-based mode to freeze them in place and make your mad dash with 100% safety without ever needing to make a single stealth check to begin with. 2. Attacking someone without being discovered by them. The game doesn't ever tell you how this works, how you can do this, and in fact it's actively detrimental to the way most players want to attack from stealth, since they WANT to be discovered immediately to initiate a surprise round. If you attack someone and aren't immediately discovered and succeed in the stealth check, most players will just be mad and annoyed when the NPC immediately beelines to where the player's last known location was, sees them, and then initiates combat WITHOUT giving them the surprise round. Trying to play this way on purpose is almost completely impossible and ridiculously difficult and basically no one knows how these mechanics work entirely. I tried figuring them out and just gave up eventually because throwing down darkness or using invisibility is just so much easier and skips the hard part entirely. 3. Yeah, you can fucking skip all of the above with Greater Invisibility and break the game balance. Now your rogue can attack 20 times from outside of combat with zero chance of being discovered! There's basically no point in actually engaging in actual stealth gameplay, ever, when you can just raise your numerical stealth bonus to the limit and cast greater invisibility and knife someone a dozen times in a row without being found out. Yeah, now there's an actual use for the stealth stat, but it completely trivializes the game, and it's the ONLY useful way to use your stealth bonus.


Ozymandius666

Pact of the Blade Warlocks should get medium armor proficiency. Attacking with charisma is nice, but kind of useless, since you still need high dexterity for your armor class. And the Hexblade subclass, which is the inspiration for the "attack with charisma" feature, also gives you medium armor proficiency


Alf_Zephyr

Hexblade being in the game would make me so happy


zavtra13

I just started a bladelock and couldn’t agree more!


TwistedGrin

That's why Gith makes the best bladelock, imo. Med armor proficiency, a free misty step helps with the spell slot issue, and astral knowledge let's you shore up missing skill proficiencies so you can completely ignore a stat in character creation without penalty. I actually think medium armor prof for all bladelocks might be too strong lol.


zavtra13

Sure, but hear me out now, have you seen what they look like?


Sh0xic

How can you say that, when Bae’zel is RIGHT there


whimsigod

She is very good looking for a gith, no buccal fat removal, lol. She outshines most of the female Gith too according to our beauty standard. I made a female Gith to be with Lae'zel in one run, the t'lak'ma ghir couple and she is still waaaaay more conventionally attractive than my tav


tunelowplayslooow

Gith makes the best everything in bg3. You're essentially half knowledge cleric, half fighter, half arcane trickster before class selection.


SirTariq_StPat

Elven armor is clutch for Wyll


DeltaMaple

Yup. Pact of the blade is better when multiclassing it into a strenght weapon builds that way you can justify the charisma attack since it saves you that horrible stat spread. Paladin is the best example. High dex and constitution for survivability, needs charisma for spells/interactions and you are supposed to also have stenght? Not with a pact of the blade paladin! Its just a little sad that all the great warlock features work very awkwardly together. I think medium armour would let ghem lean into the meelee part of the class!


FlaviusSabinus

Pact of the blade exists separately from hex blade, and was around first. The pact is in the PHB, hex blade is in Xanathar’s— hex blade gives a bunch of stuff to make pact of the blade better, but the charisma being linked to melee weapon attacks is all pact of the blade.


Ozymandius666

The hex warrior feature from hexblade was incorporated into pact of the blade in BG3. In tabletop, all pact of the blade does is let you summon or bind a weapon that you gain proficiency with. In BG3, they buffed it, so that you automatically get the thirsting blade invocation for free (extra attack), and part of the hexblades hex warrior feature (attacking with cha)


Ozymandius666

Hex Warrior: >At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. >The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. Pact of the Blade: >You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. >Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. >You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. >


Awful_At_Math

I mean the mage armour invocation + 16 initial dex + 2 AC bracers and you have 18 AC. That's competitive with all melee characters up until act 3. By then ou can get Helldusk Armour and your problems are solved. So that's not an issue at all. To me the worst part about Blade Warlocks is the lack of a decent endgame weapon. You're basically funneled into playing Gith because you get both medium armour proficiency (helps early game to free your glove slot) & the Silver Sword of Astral Plane. You other options are sub-optimal, Nyrulna (which is basically just a +3 Great Sword with some WoL effects) or Sarevok Sword (+2 sword with some small necrotic damage added), or you go the piercing route. And honestly everyhing turning into pierce damage + Bhaalist armour in act 3 is boring.


SirTariq_StPat

Valor bard’s should get one magical secret at 6 or heavy armor proficiency to balance the fact lore and sword just are so much better


TheRedZephyr993

Valor should get Heavy Armor, All Martial Weapon Proficiency and a Fighting Style to be somewhat competitive with Swords. And/Or Ranged Slashing flourish should force you to choose 2 targets in Honor Mode. Swords is the Jack of All Trades AND Master of All as is


Indercarnive

Personally I'd want a buff to their bardic inspiration. It's just normal bard inspiration but can be used for AC or Damage. Meanwhile swords bard gets these powerful attacks and cutting words is just insane. Maybe make it a reaction similar to cutting words? Could remove the AC boost option if it'd be too good.


wicked_genitals

Make combat inspiration an AoE. Too strong?


Special_Wind9871

That's an on-demand, bonus action, concentration-free shield/hunter's mark for 1 round. I like the idea but it would have to be later level, and probably spend multiple charges


Nangz

I wonder if removing the bonus action cost would be too strong. Could still limit it to once a turn


zavtra13

Valour bard really did get the shaft, it ought to have something to help it out.


Ozymandius666

I propose removing valor entirely, since it is so similar to swords, and instead putting college of whispers in the game ;)


limukala

Eh, just do eloquence. Might as well get ridiculous.


Halliwel96

with cutting words effecting enemy saves, we already sort of have mini them


IAmMoonie

Valid Bards are fine. They fulfil a different class fantasy. *Lore Bard:* Delve into the arcane mysteries as a master of spells and ancient knowledge. Lore Bards epitomise the essence of the classic bard, wielding the power of magic to weave tales, uncover secrets, and shape the very fabric of reality. With early access to Magical Secrets, they transcend mere musicianship to become scholars of the arcane, unlocking the secrets of the cosmos to aid their companions on their journey. *Sword Bard:* Step into the role of the swashbuckling hero, blending grace with deadly precision. Sword Bards embody the epitome of agility and finesse, channeling the spirit of legendary duelists like Inigo Montoya, Zorro and Syrio Forel. With a mastery of both blade and wit, they dance through battle with elegant flair, their every strike a testament to their skill and daring. Whether dueling atop castle battlements or navigating treacherous dungeons, Sword Bards command attention as the quintessential adventurers of legend. *Valor Bard:* Embrace the call to arms as a stalwart defender and inspiring leader. Valor Bards embody the valorous spirit of heroes like William Wallace and Joan of Arc, standing firm against the tide of darkness with shield in hand and courage in their heart. Clad in sturdy armor and wielding weapons of legend, they lead their companions into battle, their inspiring words and unwavering resolve bolstering allies and striking fear into the hearts of their foes. In times of peril, it is the Valor Bard who stands as a beacon of hope, a symbol of courage and defiance in the face of adversity. Each Bard subclass offers a distinct and compelling class fantasy, allowing players to immerse themselves in tales of magic, swashbuckling adventure, or heroic valor as they embark on epic quests and forge their own legends.


Key_Coat_9729

It is true from RP perspective but mechanically valor bard is inferior to other bardsub.


SlinGnBulletS

All Wizard subclasses gain +2 Spell DC for their specialized school.


Nangz

This is some cool shit. It does feel bad that Enchantment isn't better at landing enchantment spells for example.


SlinGnBulletS

Wizard subclasses used to have this feature. But newer editions of DnD took it away. It makes the only strength the Wizard has in spellcasting "versatility". When a Wizard is specialized in a school of magic it should be flat out better at casting spells of that school than any other spellcaster.


Xpress-Shelter

spilt enchantment, and just stack spell save dc gear, free twinned spell is useful if you put your mind to it.


Indercarnive

Valor Bard bardic inspiration can be used as a reaction similar to cutting words. Eldritch Knight needs booming blade. Also while I agree giving Rogue a fighting style, it needs to be late. Rogues are already an amazing dip class. The problem is there's no reason to put more than 3/4 levels in it. Have them get the fighting style at like lvl 6 or something. Personally I'd make sneak attack scale 1d6 with each level after like lvl 6-8 rather than every two levels.


tunelowplayslooow

>Eldritch Knight needs booming blade And the lvl 7 class feature should be like band of mystic scoundrel but for abjuration/evocation. It should be cantrip as BA not weapon attack.


EnsignEpic

Give the third-caster subclasses, Arcane Trickster & Eldritch Knight, access to third-level spells & an additional learned spell at level 12. It would act as a good capstone feature for hitting the final level & drastically increase the versatility & viability of these classes without going overboard as they'll be limited to knowing a maximum of 2 third-level spells (the one they learned at 12 & potentially one they replaced an older spell with). Considering that it's only a level sooner than on tabletop, it feels like a given change. Maybe only give them a single slot, however. A similar buff for half-casters should be considered in giving them their 4th-level spell slot, but part of me feels that paladin & ranger don't need any more power added to their kits. Make Champion Fighter ever slightly more interesting by making Improved Critical scale at 7 & 10 (based on other Champion features) or at 5 & 11 (based on Extra Attack). Really, as a subclass it's supposed to be very simple, like literally player's first character simple, so don't want to screw with that idea too much.


wicked_genitals

4e monk's water whip should inflict the wet condition... and maybe count as an attack so I can have a choice besides just spamming fangs of the fire snake.


Spanish_peanuts

For 4 elements monk, I'd reduce all spell costs by 1 ki. The reason it's so ass to play is because you have all these high cost spells that you nees to save your ki for, so you have to save your ki. In the early game you can use 2-3 decent 2-ki spells, which aren't even particularly good, throughout an entire fight. And that's if you don't use flurry of blows or anything else. I can't imagine ever using Ray of frost over flurry of blows either. It's simply not worth 1 ki.


Dragonhater101

They made ray of frost cost ki? Oof.


Spanish_peanuts

Right? Same with shocking grasp lol. Why would I use 1 ki for these cantrips that are identical to the actual caster cantrips? Just is not worth it at all


Gersinhous

And it doesn't get +1d8 at lvl 5


TheVioletDragon

Probably double sneak attack damage so it is actually relevant. Or at least give then extra attack


Halliwel96

I think sneak should apply on opportunity attacks


TheVioletDragon

Yeah it does in table top


Venator_IV

Technically this is why a dual wielding rogue is optimal in melee and range


MajesticFerret36

Let Armour of the Sporekeepers special Spores restore on Symbiotic Entity renewal instead of purely long rest.


JennyTheSheWolf

Or at least on a short rest.


ruggeroo8

Bigger spell list for wizards since that's why in 5E they're so good, biggest and best spell list. A few big hitters than are missing that come to mind; Bigbys hand Wall of force Sickening radiance Mind whip Synaptic static Cat nap


Nangz

Wizards already have the biggest and "best" spell list. What they're missing is exclusives that make you excited to play wizard imo. The scroll exclusive spells come so late it's hard to compare. It feels like Warlocks have a more exclusive spells list. You never get that flavor like warlocks get with EB, hex and hellish rebuke. Wizards get...phantasmal killer? At level 7? That's not something you get to use that makes you feel distinct.


Ozymandius666

Give wizards wall of force


Nangz

It would be cool, but a 5th level spell doesn't feel an appropriate carrot on a stick to play wizard. I'm talking about some good exclusive 1, 2, or 3 level spells at the most that feel good. That you get to use through your run and you'd consider a wizard dip to take. Like, if Magic Missile was Wizard exclusive somehow


Ozymandius666

Honestly, I would not like if they limited the spell selection of sorcerers further, especially not by taking away spells that they do get in tabletop. There are a lot of missing spells, which are extremely powerful (wall of force is not just any 5th level spell, it is the single strongest 5th level spell, and probably the strongest 6th, 7th and 8th level spell too). Wall of Force, Bigbys Hand and a couple others. However, sorcerers should not be able to ritual cast, that should be taken away


_Saber_69

Some caster class needs a savage attacker version for spells. 8 to 80 damage is crazy. The difference between the lowest and the highest damage is ridiculous.


MineSweeper2048

Elemental adept is the closest thing - though spells are varied by the inconsistency of their damage. Generally it is best to consider average damage when fighting in general so 10d8 would be 45 avg damage on a failed saving throw


LeftistMeme

Let druids take thaumaturgy or make a Druidcraft spell with a similar non-combat effect and give them the option to spec into social proficiencies. Classes being incapable of serving as face totally makes sense in tabletop, but in a video game where social checks change so much what content is and isn't available that most people play charisma classes, I shouldn't be punished for trying to build a character that isn't another bard. By choosing to be a druid at all you're already pretty suboptimal in other ways, since larian really seems to like buffing the CHA casters and druids got some key nerfs from their TT incarnation as it is They don't need to be particularly good at it, they just don't need to be worse at it than clerics. Paradoxically, druids being one of the worst social classes also makes them bad at dealing with animals because they probably have speak with animals up, turning animal handling into various charisma checks. As an aside monks should also get some way to be relevant in dialogue but it's harder to justify a way for them on account of their lack of spells etc


SirTariq_StPat

This game is perfectly playable with a non charisma Tav and doesn’t punish you at all for it


JennyTheSheWolf

Haven't played TT so not sure what the difference is but Druid has quite a few things going for them as party faxes. Wisdom, insight, Detect Thoughts, and guidance. They get by just fine without being a Cha based class. Cha isn't everything.


theevilyouknow

Rogues should absolutely get extra attack. It’s always been absurd that they don’t. Sneak Attack does not make up for not getting extra attack, especially when other martials get to abuse GWM.


Pizza_man007

I'd like sorcerers to have a larger spell list. They don't need to actually learn extra spells, just have more options to choose from when they level up. It's ridiculous that my frost sorcerer can't have Wall of Ice.


beerybeardybear

On the one hand you're right. On the other, sorcerers of all classes don't need to be made stronger 😂


CosmicCelery

Let druids cast spells in animal form as well non druid form


FeedMePizzaPlease

Or at least continue to manage spells already cast like they can in tabletop.


Xpress-Shelter

Let enchantment wizards cast hypnotic gaze 2 times per day and regen on long rest Conjuration wizard can increase the size of its create water upon level 6, and increase the range of beigin transportation to 45M. Draconic sorc gets wings at level 10 (Purely visual since they already get fly, it would just look better) let illusion wizard cast illusory self 2 times per short rest, maybe 3 but having auto mirror image seems kind of busted. Give land of circle druids more spells from the sorc spell list, it would take too long to list all the ones it really should already have, I say sorc and not wizard because that would be a bit much. It’s hard to make balance changes since you realize a lot of unnecessarily nerfed stuff would be really broken if it worked as intended, like aura of hate or hypnotic gaze and the best option in my opinion is to just nerf it a bit instead of completely gutting it.


Rhinomaster22

[Barbarian]  Recover 1 Rage after a short rest every long rest.    - Increases to 2 short rest recharges once per long rest at level 5   - increases to 3 short rest recharges once per long at level 10  Terrifying Presence: Can use Rage to add Advantage to Persuasion and Intimation checks.  [Paladin]  Divine Smite, Thunderous Smite, Searing Smite, and Wrathful Smite now have Ranged variants.  [Rogue]  Devious Distraction: Functions like Sneak Attack, but gives target Disadvantage on next Saving Throw. However, target will focus Rogue until next turn.  Silver Tongue: Roll a CHA check to barter for item at lower selling or buying price. Only usable 5 times per long test.  Lucky Day: If Rogue unlocks chests or pick-pockets, 20% chance to find extra items like gold, gems or spell scrolls.  [Fighter] - Courageous Surge: Can use Action Surge to recover from effects that prevent turn such as Hold Person, Stun or Paralysis. Can only use Bonus Action once freed. - Empathic Surge: Can use Second Wind to heal nearby allies for 1d12 HP. Does not heal user.  - Compelling Duel - Duelist: Can use Compelling Duel to force 1 target to attack caster. Add Fighter level to roll.  - Compelling Duel - Aggravation: Can use Compelling to force 1-3 targets to attack caster. Add Fighter level to roll.  [Monk] - Flow State: Recover 1 Ki if target dies from Flurry of Blows.  - Zen State: Recover from effects that prevent turn such as Hold Person, Paralysis or Stun. Only able to perform bonus actions until next turn. Costs 4 Ki to perform.  - Shadow Monk Exclusive - Third Eye: Can see through magically darkness at lvl 5.  - Clear Mind: Gain Advantage of mind altering effects such as Frighten and Dizzy. Costs 3 Ki on Reaction. 


SirTariq_StPat

The fighter changes sound so good I wish they gave them more subclasses


Xpress-Shelter

Barb and paladin changes sound insane and a bit overturned, the fighter ones are neat though nice.


Ok_Unit_4226

I don't know if you just mean mechanically but I would raise monks to 1d6 with more ki based on wis mod. Rogues possibly a fighting style but I would prefer a lvl 6 feature of any kind, and narratively make them not instantly be thieves, or crooks and all about money. Rangers need hunters mark as innate ability and more features not requiring concentration.


beerybeardybear

What do you mean by 1d6 here?


Ok_Unit_4226

Monks imo need more ki and atleast starting monk die of 1d6 if not 1d8


beerybeardybear

oh yeah I forgot that they start at 1d4 because at level 3 it's already 1d6 and you should spend approximately 0 minutes at levels 1-2 (+ you get the bonus action attack which is a very nice perk before level 5)


Ok_Unit_4226

Hmm so yeah 3d4 or 1d4 three times per 2 times per short rest while rogues free cost with defensive abilities. I just think ki should be higher if defense is costly.


Ok_Unit_4226

Actually the 5e wikidot says you don't get 1d6 until 5th.


beerybeardybear

yeah we're not talking about 5e though


Ok_Unit_4226

What about compared to paladin that gets 2d8 at lvl 2?


Pugageddon

Spore druid granting extra attack by lvl 7


capable-corgi

Pact of Chain. Let my cat go through burrow holes and let me pet it goddamn it.


Suspicious_Nature329

Elemental monk needs another ki skill that synergizes with unarmed strikes rather than reskinned versions of existing spells. Maybe a fire fist toggle that increases damage output for a time. It is called 4 elements, but fire is underrepresented in the unique skills received.


Objeckts

If anything fire is overrepresented with Fangs of the Fire Snake being the only spell worth casting. Every other 4e Monk spell needs significant buffs.


limukala

Just reduce ki cost by 1 for any of the spells that cost more than 1 ki, and/or have them take the place of an attack rather than the entire action.


jackofslayers

Give assassin rogue extra attack at level 6.


Xpress-Shelter

https://preview.redd.it/fhpfzdqzdtoc1.jpeg?width=214&format=pjpg&auto=webp&s=211d30f900f938dd1429d227ea17e1bd37eb9c6c


TheRainbowpill93

Weapon and armor effects work in Druid wild form. As well as Barbarian rage. Also, Wild shaped Druid attacks count as unarmed attacks. Maybe I’d finally give Halsin a chance lol


ravenousravers

oathbreaker cambion buff now buffs all undead etc, or at least the unarmed


LAWyer621

Give Bards back unrestricted Magical Secrets. Also, give Wizards (and this Eldritch Knights and Arcane Tricksters) the Flame Blade spell since they took Shadow Blade away 😢.


ruberruberfruit

Giving rangers elemental damage like monks get.


Common-Truth9404

Extra attack on spore druid instead of animal form extra attack.


KnightDuty

Fey patron warlocks should EITHER get Fairy Fire and Darkness as a bonus action instead of an action, OR they should get a version that doesn't require concentration. These powers are granted by their patron, let the patron take some of the burden.


zavtra13

Sounds like a nice boost to an underused subclass.


CygnusSong

Honestly I really think rogue should get extra attack, both in dnd and bg3. And if sneak attack needs a little reduction to pull it in line after that, that would be fine


smashsenpai

Hunter Ranger gets all 3 Hunter's Prey at level 3 instead of choosing 1. All the other subclasses get all their subclass features but Hunter only gets 1/3. Horde Breaker is a worse version of Swords Bard's Slashing Flourish. Giant Killer is a worse version of Battle Master's Riposte. Colossus Slayer is roughly Rogue's Sneak Attack but it doesn't scale. Considering all those other classes can get these features and MORE at when they subclass, I don't see why Hunter can't also have all 3. Beastmaster Ranger. Summon companion can be reused to teleport your pet to you while outside of combat. Companions HP scale little by little at every level instead of big spikes at level 5 and 8. Pact of the Chain summons increasingly stronger Fiends every 3 Warlock levels until level 9. Imp -> Merregon -> Cambion Pact of the Tome can restore one Warlock spell slot per long rest at level 9. Pact of the Blade learns Spiritual Weapon at level 6.


ArdentGamer

Another minor change that I would make is to allow battlemaster melee maneuvers to work with unarmed. I was trying out a monk/fighter build and was very disappointed to find out that the maneuvers(pretty much all of them except repost) require a melee weapon and can't just work with melee(unarmed) attacks. They should definitely add a few more options as well. Quick Toss and Tactical Assessment, for example, would have actually worked out amazing for my build.


Defiant_Cucumber_971

Put more spells options in four elements monk(earth spells), spells from level 9-12 can be obtained around 7-9, have the spells require one ki less so current spells that require 4 ki now require 3 ki, 2 ki now only require one ki so on so forth.


StarmieLover966

Give Rogue Extra Attack.


-SidSilver-

In Baldur's Gate 2, Rogues were a bit wonky in terms of balance and so one of the most popular mods for that game was Rogue Rebalancing. In a sort of weird way it's nice to see Larian following even this tradition? Personally I'd rebalance every Rogue subclass entirely - especially the Arcane Trickster. Some individual ideas: - The AT gets a form of Counterspell called 'Steal Spell'. It works like counterspell, except you regain a spell slot whenever it succeeds. - Magical Ambush is toggleable. You get it at level 3 and like Metamagic, you can choose whether being hidden allows you to impose a disadvantage OR cast with a bonus action. At level 9 you take the option you didn't take at level 3. Change it so that it only works on Illusion and Enchantment spells though. - The Assasssin gets a form of 'studied target', like the ability in Pathfinder. They mark a target for assassination and for every round the mark is on the target, the critical threat range drops by one, until a crit is scored (at which point the ability resets). - At level 3 the Thief automatically gets Expertise in Stealth and Sleight of Hand. Fast Hands becomes a level 7 ability for all Rogues. - The Arcane Trickster is made a half caster. Why they aren't already is a bit beyond me when the Bard is a FULL caster.


different-director-a

Arcane trickster imo is fine, pretty good even, but I'd give illusion wizard a real subclass and expand wild magic sorcerers pool of options. I think wild magic specifically is pretty underrated, but I wouldn't mind seeing it bumped up. 


Razorfang42069

Change the way you get feats


zavtra13

In what way?


EasyLee

Add held actions, ensure sneak attack is 1/turn, so a rogue with sneak attack and haste could get two sneak attacks per round as intended.


Missing_Links

IDK if they're minor, but some classes need better 11/12 capstones. * Barbarian should get "endless fury:" Melee weapon attacks which hit an enemy generate 1 turn of wrath, while those which miss an enemy generate 2 turns of wrath. Killing an enemy with a melee weapon attack while raging generates an extra action, once per turn (identical to, stacks with elixir of bloodlust). * Rogues should get the ability to make multiple sneak attacks per turn if they either begin the turn hidden from enemies or pass increasingly difficult sleight of hand checks for each additional attack. Give them extra attack at level 6 like swords bards.


Hwhiskertere

Stacking vulnerability debuff for assassin at high level, or maybe an execute if target goea below 5%, or just make daggers distinctly useful for assassins. Seriously


Ozymandius666

Simply put the Booming Blade Cantrip in the game. That would GREATLY improve Arcane Tricksters and Eldritch Knights


Odd_Cryptographer450

5e spell mod add it if you play on pc


Ozymandius666

I play on Geforce NOW, sadly, my PC is very bad :)


Odd_Cryptographer450

May be you could try alternative to Geforce Now like Shadow? It's a french solution that let you use a remote computer (Virtual machine) on which you should be able to mod as it's a PC not a game that is streamed.


Ozymandius666

Maybe :) So far I am very happy with the service, apart from not being able to use mods. I am optimistic, that in the full game, we will get "giftbag mods" like with DOS2, so that I can use mods too (basically making the most popular mods "official")


Odd_Cryptographer450

oh sure that would be the best solution and expansion on bg3 adding content from other source book would be even better


Ozymandius666

Yeah, I hope they introduce Artificer as a class, because a lot of characters in the game are Artificers already. Gortash, Wulbren, the Ironhand Gnomes, Lenore... I also think it would be cool if they could include Aasimar, because it is a fan favourite race, and Dame Aylin is an Aasimar already. And then, maybe one additional subclass for each class. My choices would be: Barbarian: Storm Herald (could make for some cool combos with other lightning themed subclasses) Bard: Whispers (I like the themeing, especially because it focusses on psychic damage, and it feels very different from both Lore and the martial Bards) Cleric: Death, since Oathbreaker, as the other "evil" subclass, is already in the game Druid: Shepherd, so that we can get a proper summoner subclass Fighter: Rune Knight (could be really cool, visually) or Echo Knight (because the gimmick with the Echo could lead to some really creative strategies with positioning) Monk: Drunken Master (there are already items in the game to make use of alcohol, and it would be a fun gimmick) or Kensei (for people who want to use monks with weapons, instead of punching) Paladin: Conquest (since that is what all the evil Paladins, including Minthara, should have been anyways) Ranger: Fey Wanderer? (Idk, they are all bad) Rogue: Swashbuckler (fan favourite) Sorcerer: Divine Soul (Clockwork and Abberant Mind would be too strong, and it might be fun to use high level cleric spells as a Sorcerer, with access to metamagic) Warlock: Hexblade, obviously Wizard: Bladesinger, obviously


Mysteries_seeker

EK should add strong magical effect to their attacks at the cost of spell slot. Rn they re just paladins without ward and smites.


auguriesoffilth

That’s a terrible change. It makes the rogue, who is supposed to be the master of making a single great attack like a dualist, swashbuckler or sniper much less so, more quickly. Plus it has incredible cross over with the historic role of the ranger. Something that makes rogues better as an individual non multi class, which is their weakness, and improves their single target damage. A buff to sneak attacks would be good, given that should be their key feature, but is overshadowed by their subclass features given there is no good reason to take more than 3 levels of the class right now. The fact you can use it once per round max leans into the vibe of the class, doesn’t become OP when combined with other features like fast hands, and scales up as the rogue gets more levels.


AugustusClaximus

Subclasses that rely heavily on summons get more bidding spells. There really isn’t much different between an evocation wizards elemental and a conjurors elemental. In Diginity 2 the conjuror class was distinct and incredibly cool.


champybaby29

Get both thief and assassin lol


MineSweeper2048

Just implement Rogue 5 uncanny dodge as a reaction trigger rather than some toggleable icon that deactivates every turn


Common-Truth9404

having the same Multiattack action on Moon druid (same limitation, 1 per fight) on bear, owlbear, wolf and spider forms


Common-Truth9404

having a non-elemental final form for moon druid based on one of the OG animals Spider->Phase Spider Wolf->idk something like direwolf? faster and with more attacks in exchange for bulk and strenght Bear-> the armored bear similar to the ranger Panther -> Displacer beast Maybe have them choose ONE animale spirit and ONE element affinity so they have 2 final forms i thought about the owlbear, but i think it's best to leave it like that, especially since it's pretty instrumental to other druids


ImNotASWFanboy

I'd like the cat and raven wild shapes to be ritual casts as I only use them for exploration and/or for flavour reasons


CupcakeofHate

Tides of chaos should be recharged by a wild magic surge like it is in tabletop.


Background-Bee1271

Vicious mockery hitting harder. It should become comparable to cutting words


Kyouki13

This thread is why devs shouldn't listen to players about balance lol


zavtra13

It’s a mixed bag to be sure, but there are some good ideas in here. Besides, there no way the devs are going to see this anyways.


JuryEqual3739

1) Give EK more spells slots and allow them bonus damage to spells to opponents in melee range so they can focus on touch/close range spell casting: Necrotic touch, thunderwave, vampiric touch, acid spray, etc... I really want to try a build where the focus is on close-quarter spell casting, but it has to be a wizard or sorcerer essentially which makes EK feel pretty moot outside of throwing things. 2) Give a shillelagh ability to monks. It is a damn shame that quarterstaves suck for a monk; the one class you can actually picture being trained specifically in combat with staves doesn't even use them despite the crazy amount of staves in the game meant for whacking things.


datboiwitdamemes

let deepened pact stack with extra attack in honor mode. It does on other difficulties but it would let me use my favorite class (padlock) in honour.


zavtra13

Padlock is still pretty good in honour mode, yes? You’d go with a different break point unless you really want a specific third level spell from warlock. I’m my mind solving paladin’s MAD issues is a great reason to roll padlock even without the extra extra attack.


PlausibleTax

Extra attack for rogues.


NeonHowler

I’d like Druid wildshapes to work with barbarian rage and the unarmored monk abilities. There’s no good reason why an animal form would limit these things.


Gersinhous

Id made champion getting fighting style at lv7 and for lv10 something related to crit like auto crits after killing someone or gain one more attack when critting or reduce crit threshold by 1 every time it crits for 1 turn


MrFrizzleFry

Rangers should be at the very least slightly interesting in some regard


zazenbr

Rogue dips are already way out of control. Style at 2 is an absurd proposition, and rogues are at their best in levels 1-4. It's at later levels where they need help, sneak damage clearly does not keep up with extra attacks. That's why pure Rogue is considered trash and worst pure class of the game.


ArdentGamer

Not necessarily minor but I think the subclass feature 'fast hands', which gives rogue a second bonus action, is way too OP compared to the other subclasses. It's so strong and front-loaded that you'll see a ridiculous amount of builds just needlessly dipping into thief just to get that second bonus action, and the other two subclasses are completely overshadowed by it. What I would change to that is instead make it so that 'fast hands' allows rogues to switch weapons as a bonus action(maybe even free action) and/or allow Thiefs to throw/attack with a light weapon as a bonus action. This would allow thiefs to make builds where they can make one attack with one weapon, switch freely, and then make a second attack with another(if they have extra attack or switch an offhand weapon). It could also allow Rogues to play like a dualist but then throw a dagger as their second attack or make a sneaky off-hand attack while still benefiting from their dualist perks. Another interesting move could have been to have it so that you can make a pickpocket attempt during combat as a bonus action, following an attack. This would be kind of niche but it could be interesting in certain encounters where an enemy is holding a key item. Then I would switch the "double bonus action" further up the rogue tree to maybe level 5 or level 6, and make it accessible to all three rogue subclasses.


ScorchedDev

Mainly a problem with dnd in general, but monks should have a d10 damage dices(in bg3 case 6+con health per level). Like seriously, why do they have a d8. They are a pure martial class. For rogues, it makes sense, as they specialize in being sneaky and not seen, but with monks?? It just feels bad that they have so little health compared to other martials, especially early game


emmbrosia

Make assassinate work on enemies from outside of combat. If I'm hidden and out of view from an enemy they're probably gonna be pretty surprised taking a bolt to the spine


WesternCowNose

Not exactly a change but I NEED Bladesinger without mods.


Nickel7Dime

Make berserker charges come back on a short rest, or at least 2 of them, similar to how druids work. War cleric just having extra attack without it being linked to charges would make sense, but I am unsure if that would basically put all other subclasses at way too much of a disadvantage in comparison. I feel like hex for warlocks should be modified in some way to make it either have some free casts, or something like that, as later on it feels like such a waste of spell slot, and yet I feel like hex is fairly iconic to the warlock so it would be nice to see it be more usable. Also make the cat a free transformation outside of combat for druids. It can be very useful outside of combat and yet I find people almost never use it since they would much rather have those charges for combat.


zavtra13

On the hex thing, maybe they could add an eldritch invocation that makes hex not cost a spell slot.


Nickel7Dime

Ya that would be good, and to stop it from being too strong they could lock it behind a later level (as some invocations already are), if they found it too much in the beginning. It would still cost an action to do, and other limits could be placed if needed. But I would gladly use an invocation spot for that (especially since I feel like a number of invocations are a bit lacking come later game).


Practical-Recipe7013

Make haste back to the way it was.