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Ein Übersetzungsproblem melden
sacred fist (monk/cleric prestige class)
red dragon disciple (melee sorcerer with extra high str)
arcane archer (wizard/archery based fighter combo)
and whatever cleric build gets me extra attacks and deity weapon proficiency. This used to be simply the war domain.
I think a lot of that has been gutted out of the game, which is a shame. Granted the 40+ str dragon disciple cheese needs to be toned down, but the rest of them were largely flavor, tied to a lot of per day limited abilities. And I am still frustrated with clerics being nerfed away from melee capability in favor of weird stuff.
Arcane Archer exists as a Fighter Subclass
I dont know what "Deity Weapons" are but War Clerics get heavy armor/martial weapon proficiency, and can Extra Attack an amount equal to his Wisdom mod
Mastermind is basicly is a Bard with infinite bardic inspiration, that is also a bit of a super spy when it comes to gathering info.
I am in fact used to Cleric, Fighter, Magic user, Paladin, Ranger, and Thief.
Yeah, there's a 5E Arcane Archer mod at Nexus. I tried it. Didn't like it that much.
To the other above poster: Dragon Disciple isn't a thing in 5E anymore, though in BG3 you can play Dragonborn, and the Sorcerer has Draconic Bloodlines.
So the following I would consider somewhat likely:
Ancestral Guardian Barbarian
Echo Knight Fighter
Kensei Monk, maybe Sun Soul?
Grave Domain Cleric
Swarmkeeper Ranger
Bladesinger Wizard
Undying Warlock
There are no melee based sorcerers at all anymare. Draconic bloodline obviously exist but no special utility of strength. All other casters can though so that's both a little odd but also adds uniqueness. Again nothing about that was changed for the game, just actual DnD things.
Arcane Archer as other's said is in 5E but not in the game. Not a default class anyway and requires a supplement but it exists. Could be neat to add to the game.
War Cleric also already exists, actually part of the player handbook and exists in the game. So you're already fulfilled in that regard. Not sure what the game has gutted compared to the 5th edition ruleset? Deity weapons however are not a thing in DnD anymore so they don't exist.
More than that I'd like more invocations since the selection is pretty slim and half the invocations are just meh. Grasp of Hadar, Eldritch Mind, Lance of Lethargy, gift of the protector, Tome of Levistus and a few others.
Also more magic items involving necrotic damage. That'd be great for Undead Warlock.
Circle of Stars Druid would also be loved.
I looked at the Undead Warlock mod. Since BG3 has no mounts, I think they substituted something else for Phantom Steed.
The Hexblade mod has a separate mod that adds all those additional Eldritch Invocations. Some can only be used by Hexblade or Pact of the Blade. Most that's not the case and are good for all Warlock Patrons.
the war cleric in this game can't get 2nd attack (every fight, every round, not once in a while after sleep).
The basic thing is that clerics used to be able to split the difference between paladin and a more caster/healer/buffer themed cleric. Now they cannot, and the new rules also make it very difficult to multiclass casters without losing so much casting power (this is also why its so hard to make a functional fighter/mage).
I am not comparing it to 5th ed rules. I am comparing it to classic rules, and the 3/4 removal thereof. A lot of that was needed, but for almost all caster heavies (sorc, wiz, cleric) they cut too many options. I don't really expect any of this in BG3, but if I get to wish, I will wish big :)
If I only get to ask for 5th ed baby food, I guess arcane archer is the only one I really would like to see.
Concur it's a mild PITA that if you want to play multiplayer, all players must have the same mods enabled. It makes sense why, (might be hard to hand another player an object that doesn't exist in their game), but I can also see why it's a PITA, too.