Variant Human implementation and companion changes - 17/05/22 10:17 AM
Hello all! This suggestion is devoted to bringing Variant Human into BG3 to make Human race more competitive with other races like Half-Elf (sleep immunity, free darkvision, almost the same amount of additional stat points) or Githyanki (free spells, free medium armor proficiency). This was definitely suggested earlier, but my suggestion has one addition - make it a toggleable option in game settings. This way, people who want Variant Human can pick it and people who do not can ignore this option and play "normal" Human instead.
Also, second part of this suggestion is to adjust some stats / starting options of Wyll and Gale. Currently, their stats are not optimized and that may tempt many people to just create mercenaries of same classes with better stat spread, making them lose a big part of their story for efficiency. While nobody is perfect, these two should be at least competitive from efficiency PoV with mercenaries. Also, I suggest to either let the suggested Variant Human toggle affect them both and change their race to Variant Human as well with possibility to keep them as normal Human if you do not pick this option or create a separate toggle for each of human companions.
Suggested changes to stat spread / starting abilities:
Wyll:
If kept as normal Human:
Str = 10
Dex = 16
Con = 14
Int = 10
Wis = 10
Cha = 16
16 Dex is to support his lore of being the Blade of Frontiers and his innate rapier proficiency - he will be able to use it effectively as a melee weapon (Rapier is a Finesse weapon and is based on Dexterity stat). 14 Con provides general survivability and together with 16 Dex and his lore enables option for making him a melee Warlock. 16 Charisma is to supplement his spellcasting.
If switched to Variant Human via optional toggle:
Str = 10
Dex = 14
Con = 14
Int = 10
Wis = 10
Cha = 16
Bonus Variant Human Feat: Elemental Adept - Fire (exists in dnd 5e)
Fire spells you cast ignore resistance. In addition, when you roll damage for a spell you cast that deals Fire damage, you can treat any 1 on a damage die as a 2.
Bonus Variant Human Proficiency: Survival
As Variant Human has less stats than normal, Dexterity is lowered to 14. However, it is also a pro - normal Human Wyll will be more suitable for melee Warlock build (utilizes bonus Dexterity and does not need elemental adept feat too much) and Variant Human Wyll will be more suitable for caster Warlock build. This will keep both options competitive and a matter of preference.
Why Elemental Adept - Fire feat? Because Wyll is a Fiend Warlock and will receive lots of Fire spells to utilize. However, it is also his big weakness - his most powerful spells like Burning Hands, Scorching Rays and Fireball are all Fire based and subject to resistance and with so many Fire resistant creatures even in act 1 (mainly tieflings) this might become an issue. This feat solves the problem.
Why Survival proficiency? Because Wyll is a folk hero and has hunted lots of dangerous creatures (at least according to his own words), so he can definitely be proficient in Survival in addition to his current proficiencies.
Additional suggestion for his both variants - replace Minor Illusion starting cantrip with Poison Spray. This will give him a decent melee cantrip option against enemies resistant to physical damage (like from Blade Ward cantrip) or with very high Armor Class (as Poison Spray is a saving throw cantrip instead).
Gale:
If kept as normal Human:
Str = 9
Dex = 14
Con = 14
Int = 16
Wis = 14
Cha = 12
14 Dex and Con provide him with basic bonuses to AC / Initiative / surivability, useful for a squishy wizard. 16 Int helps his spellcasting. 14 Wisdom provides an option to make him a supportive wizard of Abjuration school with possibility to add Magic Initiate Cleric feat for additional cantrips / spells and use them efficiently (if they remove possibility to learn Cleric spells from scrolls) or just learn and use Cleric spells (if they keep it as is). This also keeps his normal Human variant competitive with Variant - normal Human will be more suitable for supportive school builds and Variant Human will be more suitable for offensive school builds.
If switched to Variant Human via optional toggle:
Str = 8
Dex = 14
Con = 14
Int = 16
Wis = 10
Cha = 12
Bonus Variant Human Feat: Spell Sniper (exists in dnd 5e)
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled (might be reduced to 50% bonus like it is with Distant Spell metamagic).
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Suggested bonus cantrip: Eldritch Blast - it synergizes with his 12 Charisma in this variant and gives him an option to make a ranged cantrip attack with similar power to Fire Bolt against Fire resistant enemies, though with slightly lower accuracy. Warlock lovers should not worry though - this feat by itself does not give neither Hex nor Agonizing Blast invocation, so his Eldritch Blast will still be much weaker than from dedicated Warlock and he will not be able to reach much Eldritch Blast power with just this feat.
Bonus Variant Human Proficiency: Religion
Why Spell Sniper? It is a decent feat for offensive spellcaster like Evoker wizard and it will help with his biggest weakness, which is his squishiness - he will be able to attack with spell attack roll cantrips and spells from bigger distance than his foes, giving him a potential small pocket of safety.
Why Religion proficiency? As Gale has connection to a goddess and knows much of gods (like his goddess relationships with other gods), this seems a suitable proficiency for him.
There is also a poll to vote for some of these options (vote for multiple different options is allowed).
Thank you for reading!
Also, second part of this suggestion is to adjust some stats / starting options of Wyll and Gale. Currently, their stats are not optimized and that may tempt many people to just create mercenaries of same classes with better stat spread, making them lose a big part of their story for efficiency. While nobody is perfect, these two should be at least competitive from efficiency PoV with mercenaries. Also, I suggest to either let the suggested Variant Human toggle affect them both and change their race to Variant Human as well with possibility to keep them as normal Human if you do not pick this option or create a separate toggle for each of human companions.
Suggested changes to stat spread / starting abilities:
Wyll:
If kept as normal Human:
Str = 10
Dex = 16
Con = 14
Int = 10
Wis = 10
Cha = 16
16 Dex is to support his lore of being the Blade of Frontiers and his innate rapier proficiency - he will be able to use it effectively as a melee weapon (Rapier is a Finesse weapon and is based on Dexterity stat). 14 Con provides general survivability and together with 16 Dex and his lore enables option for making him a melee Warlock. 16 Charisma is to supplement his spellcasting.
If switched to Variant Human via optional toggle:
Str = 10
Dex = 14
Con = 14
Int = 10
Wis = 10
Cha = 16
Bonus Variant Human Feat: Elemental Adept - Fire (exists in dnd 5e)
Fire spells you cast ignore resistance. In addition, when you roll damage for a spell you cast that deals Fire damage, you can treat any 1 on a damage die as a 2.
Bonus Variant Human Proficiency: Survival
As Variant Human has less stats than normal, Dexterity is lowered to 14. However, it is also a pro - normal Human Wyll will be more suitable for melee Warlock build (utilizes bonus Dexterity and does not need elemental adept feat too much) and Variant Human Wyll will be more suitable for caster Warlock build. This will keep both options competitive and a matter of preference.
Why Elemental Adept - Fire feat? Because Wyll is a Fiend Warlock and will receive lots of Fire spells to utilize. However, it is also his big weakness - his most powerful spells like Burning Hands, Scorching Rays and Fireball are all Fire based and subject to resistance and with so many Fire resistant creatures even in act 1 (mainly tieflings) this might become an issue. This feat solves the problem.
Why Survival proficiency? Because Wyll is a folk hero and has hunted lots of dangerous creatures (at least according to his own words), so he can definitely be proficient in Survival in addition to his current proficiencies.
Additional suggestion for his both variants - replace Minor Illusion starting cantrip with Poison Spray. This will give him a decent melee cantrip option against enemies resistant to physical damage (like from Blade Ward cantrip) or with very high Armor Class (as Poison Spray is a saving throw cantrip instead).
Gale:
If kept as normal Human:
Str = 9
Dex = 14
Con = 14
Int = 16
Wis = 14
Cha = 12
14 Dex and Con provide him with basic bonuses to AC / Initiative / surivability, useful for a squishy wizard. 16 Int helps his spellcasting. 14 Wisdom provides an option to make him a supportive wizard of Abjuration school with possibility to add Magic Initiate Cleric feat for additional cantrips / spells and use them efficiently (if they remove possibility to learn Cleric spells from scrolls) or just learn and use Cleric spells (if they keep it as is). This also keeps his normal Human variant competitive with Variant - normal Human will be more suitable for supportive school builds and Variant Human will be more suitable for offensive school builds.
If switched to Variant Human via optional toggle:
Str = 8
Dex = 14
Con = 14
Int = 16
Wis = 10
Cha = 12
Bonus Variant Human Feat: Spell Sniper (exists in dnd 5e)
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled (might be reduced to 50% bonus like it is with Distant Spell metamagic).
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Suggested bonus cantrip: Eldritch Blast - it synergizes with his 12 Charisma in this variant and gives him an option to make a ranged cantrip attack with similar power to Fire Bolt against Fire resistant enemies, though with slightly lower accuracy. Warlock lovers should not worry though - this feat by itself does not give neither Hex nor Agonizing Blast invocation, so his Eldritch Blast will still be much weaker than from dedicated Warlock and he will not be able to reach much Eldritch Blast power with just this feat.
Bonus Variant Human Proficiency: Religion
Why Spell Sniper? It is a decent feat for offensive spellcaster like Evoker wizard and it will help with his biggest weakness, which is his squishiness - he will be able to attack with spell attack roll cantrips and spells from bigger distance than his foes, giving him a potential small pocket of safety.
Why Religion proficiency? As Gale has connection to a goddess and knows much of gods (like his goddess relationships with other gods), this seems a suitable proficiency for him.
There is also a poll to vote for some of these options (vote for multiple different options is allowed).
Thank you for reading!