About this mod
Brings the Order Domain cleric from Tasha's Cauldron of Everything (D&D 5e) to Baldur's Gate 3! I originally published this over on Mod.io, but figured that some might prefer to stay on the Nexus, so I'm reuploading it here.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Mirrors
- Changelogs
- Fixed a minor issue with the "Emboldened Strike" status, along with the bonus attacks, disappearing after any attack or action. Typos suck.
UPDATE: ver. 1.0.0.8
- Voice of Authority now requires manual targeting of eligible characters. This is identified by the "Awaiting Orders" status. Bye bye, clunky pop-ups!
- Bonus Skills (Intimidation or Persuasion) are now selected as passives in a separate section of the menu, to eliminate issues where some characters could not progress if those two proficiencies were obtained elsewhere prior to gaining a level in this subclass.
- Support for Compatibility Framework introduced (testing by someone other than me is needed, please).
- Fixed UI issue in some menus regarding subclass icon appearing incorrectly, as well with Law Points sometimes not appearing.
- Added error message to Embodiment of the Law passive to highlight when the character is out of Law Points.
Features (and changes from the original material):
Domain Spells - Level 1
Command, Heroism
Bonus Skills - Level 1
Heavy armour, and your choice of Intimidation or Persuasion.
Voice of Authority - Level 1
When you cast a spell of first level or higher (i.e. non-cantrip and non-class action abilities) and you target one or more allies, you can immediately grant one of those allies an extra attack on their turn that uses their reaction, rather than their action.
This is about as close to RAW as can be. The extra attack as a reaction given to your allies must be taken on their turn, due to how the game works. Comes in both melee and ranged flavours.
Channel Divinity: Order's Demand - Level 2
You can use your Channel Divinity to force all enemy creatures within 9m/30ft of you to make a Wisdom saving throw or be charmed by you and disarmed until the end of your next turn, or until the charmed creature takes damage.
Once again, as close to RAW as I could get it, with the exception of line-of-sight requirements (this may change in a later update). Creatures that fail their save will automatically be disarmed as well.
Domain Spells - Level 3
Hold Person, Calm Emotions
NOTE: Calm Emotions replaces Zone of Truth, since that is not in the base game, and I wanted this to not have to rely on other mods (some of which may require Script Extender, which is not available on consoles). I tried to select spells for all the Domain Spells levels that make sense given the theme of the class, which heavily emphasizes battlefield control, buffing allies and debuffing enemies.
Domain Spells - Level 5
Mass Healing Word, Slow
Embodiment of the Law - Level 6
When you cast an Enchantment spell of 1st-level or higher (i.e. non-cantrips), you can expend 1 Law Point to change the casting time to 1 Bonus Action, rather than 1 Action.
This is a toggleable passive, found in the same section of the hotbar as Metamagic options or weapon passives like Arcane Battery from the Markoheshkir staff.
I tried to follow Larian's lead on this: rather than having uses equal to your Wisdom modifier, you get 4 Law Points, which replenish on a long rest. I may change this in a later update, depending on users' preferences.
NOTE: If you cannot see the toggle (which may be a conflict due to mods that modify your hotbar), go into your spellbook, and scroll down to the "passives" section. From there, you can drag-and-drop the passive anywhere on your hotbar. It shouldn't be an issue in most cases, though.
Domain Spells - Level 7
Death Ward, Dimension Door
NOTE: These spells replace Compulsion and Locate Creature. See Domain Spells - Level 3 for rationale.
Divine Strike - Level 8
Once per turn, when you hit a creature with a weapon attack, you can add an additional 1d8 Psychic damage.
Operates as per all other divine strike features, but with psychic damage.
Domain Spells - Level 9
Hold Monster, Dominate Person
NOTE: Hold Monster replaces Commune, which is not available in BG3. See Domain Spells - Level 3 for rationale.
(Optional) Improved Divine Strike - Level 14
Increases the damage of Divine Strike to 2d8. Requires a mod that allows you to go to level 20.
(Optional) Order's Wrath - Level 17
When you deal damage using your Divine Strike feature, you can curse that creature until the start of your next turn. The next time you or your allies deals damage to the cursed creature, it will take an extra 2d8 Psychic damage, and the curse will end.
Toggleable feature, allows you to mark the target of your divine strike for extra damage. Selected a toggle rather than an interrupt/reaction because I don't think it makes sense to not use it on every occasion possible, but it can at least be turned off just in case. This also differs from 5e in that the creature will take the extra damage even if you hit it again, rather than just your allies; this shouldn't really be unbalanced, as it would require you to either be hasted or dual-wielding to be able to hit the target a second time on your turn, or with an opportunity attack while they're trying to leave range. Requires a mod that allows you to go to level 20.
NOTE: This will appear in the regular "Passives" section of your hotbar.
I hope you enjoy it!
- IncogneatoBurrito