Baldur's Gate 3

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Baltavi

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baltavi

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About this mod

Adds Arcana, Death, Forge, Grave, Order, Peace and Twilight Domain Clerics.

Requirements
Permissions and credits
Changelogs
Notes on Full Game Release here
Known Issues here


Installation
: Use BG3 Mod Manager for easy install

Starter gear

Tempest Domain: Changed to trident and chainmail.
War Domain: Changed to warhammer and chainmail.
Nature Domain: Changed to staff (for Shillelagh), shortbow and chainmail.
Death Domain: Changed to flail.
Forge Domain: Changed to chainmail. (but can create any metal armor valued under 100gp in RAW)
Grave Domain: Unchanged weapon and armor but does start with a shovel.
Arcana Domain: Unchanged weapon and armor but does start with a couple 1st level cleric scrolls.
Knowledge Domain: Unchanged weapon and armor but does start with a couple 1st level cleric scrolls.
Order Domain: Changed to chainmail.
Twilight Domain: Changed to scimitar and chainmail.
Peace Domain: Unchanged weapon and armor but does start with a couple 1st level cleric scrolls.
Light Domain: Unchanged weapon and armor but does start with a couple 1st level cleric scrolls.
Life Domain: Changed to chainmail.
Trickery Domain: Unchanged weapon and armor but does start with thieves tools and trap disarm kit.

Note* Optional file to use Blessed Strikes needs to be updated each time you update the main mod. The optional file will list what version of the main mod it works with in the description.



Tempest Domain

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack,
you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your
choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

(Small change increase in range by a few feet))

Channel Divinity: Destructive Wrath


Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

(This is a buff you use as a free action to cause your next lightning or thunder damage to deal max damage)

Thunderous Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Stormborn

At 17th level, you have a flying speed equal to your current walking speed.
(Currently the outside only requirement is not in use. Might change that on release)

War Domain

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make
one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use
your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll


Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to
the roll, using your Channel Divinity. You make this choice after you see the roll.


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.


Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Nature Domain


Acolyte of Nature

At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count
against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.


Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Charm Animals and Plants


Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your
reaction to grant resistance to the creature against that instance of the damage.


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.


Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants
feature, They will be dominated and join the fight on your side.


Death Domain

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
(A very generous 5ft)

Channel Divinity: Touch of Death


Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature
with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Improved Reaper

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead
target two creatures within range and within 5 feet of each o
ther. If the spell consumes its material components, you must provide them for each target.
(Most spells work by hitting 2 targets at once but Ray of Enfeeblement and Ray of Sickness both unlock a second cast that you have to use. The second cast doesn't use or interrupt concentration)

Forge Domain

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one object
that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item,
granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. Once you use this feature, you can't use it again until you finish a long rest.

Channel Divinity: Artisan's Blessing


Starting at 2nd level, you can use your Channel Divinity to create simple items.
Currently you can use this to create any simple or martial metal weapon. Any metal armor including metal gloves or helmet. All items have to be valued under 100gp per RAW. You can also create tools such as hammer, shovel, thieves tools or trap disarm kits and a large and small metal chest for your camp.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:
  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the
extra damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:
  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Grave Domain

Circle of Mortality


At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore
hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of
life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any
undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Sentinel at Death's Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you
suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
(Currently implementation is any enemy within 60 feet of your cleric can't critically hit any party members. No reaction or charges needed)

Potent Spellcasting


Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Keeper of Souls


At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30
feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to your number of Hit Dice. You can

use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

(Only change from RAW is healing is based on your Hit dice as opposed to enemy, this will likely be changed)

Arcana Domain

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin
and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you also end one spell on that creature with dispel magic.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.


Knowledge Domain

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana,
History, Nature, or Religion.Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
(Since language are not a thing right now in EA, this gives the proficiency bonus to all 4 skills, If languages are added at full release I'll change this to match RAW)


Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool.
For 10 minutes, you have proficiency with the chosen skill or tool.


Channel Divinity: Read Thoughts


At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
(Casts "Read Thoughts" on an enemy and with a successful cast you get a free cast of Suggestion without them receiving a saving throw)

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


Visions of the Past
Not implemented yet, and will be different than tabletop.

Order Domain

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion
skill (your choice).


Voice of Authority

Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or
higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a
creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.


Embodiment of the Law


At 6th level, you become remarkably adept at channeling magical energy to compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage
increases to 2d8.


Order's Wrath


Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your
Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your
allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this
way only once per turn.

Twilight Domain


Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Eyes of Night

Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see
in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage
on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.
(Each player in range to get the temp HP unlocks a spell that removes charmed or frightened. If  they don't use that ability they get the temp HP at the end of their turn)

Steps of Night


Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or
darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Twilight Shroud


At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

(Half cover gives +2 bonus to AC and Dexterity saving throws)

Peace Domain

Implement of Peace

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
(The 1d4 to attack can be used like a normal reaction with ask/enable but the saving throw/ability check bonus will roll automatically and show up in combat log. They are just added as interrupts to show you that you have them/they're working)

Channel Divinity: Balm of Peace

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your
speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Protective Bond


Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
(Currently any party member able to use their reaction can teleport but if you teleport with 2+ party members only the one at the top of the list will be dealt the damage for the damage redirection. The damage redirection won't appear in the combat log but will be easy enough to see in game)


Potent Spellcasting


At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Expansive Bond

At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each
other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.