Grave Domain Spells
1stBane, False Life
3rdGentle Repose Wither and Bloom (5e Spells), Ray of Enfeeblement
5thRevivify, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell (5e Spells), Raise Dead (5e Spells)
IMPLEMENTATION: Some spells are not (yet) implemented, have been substituted, or require other spell mods to become available... indicated above.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.
IMPLEMENTATION: Rules as Written. Please leave the interrupt set to do not Ask.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.
IMPLEMENTATION: Identifies nearby undead, and if they are hiding/sneaking, they will be revealed.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.
IMPLEMENTATION: Rules as Written.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.
IMPLEMENTATION: Rules as Written, in a very roundabout way.Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
IMPLEMENTATION: Rules as Written.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 the enemy’s 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.
IMPLEMENTATION: Mechanically it functions as written - please leave that one of the three interrupts set to do not Ask. BG3 has no hit dice, so instead you will heal a # of hit points mimicking what the creature's hit dice would be in tabletop - it's not perfect, but it's close (i.e. an Adult Red Dragon dying in tabletop yields 19 HP - the mod will give you 19 as well... a goblin dying in tabletop yields 2 HP - the mod will give you 3). You will always receive the trigger to receive the HP from the creature with the most "hit dice" if multiple die at the same time. The ability will not work right outside of combat or if the game does weird combat to pseudo combat transitions (like in the nautiloid battle if the cambions are coming but the lead mindflayer and devil are already dead)... super rare.
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