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Brings The Griffon's Saddlebag's Grim Surgeon subclass for Rogues to Baldur's Gate 3.

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GRIM SURGEON HAS COME TO BALDUR'S GATE 3!

I've been looking all over for a traditional medicine/healer subclass for 5e, and none had actually piqued my interest before I came across The Griffon's Saddlebag's Grim Surgeon—a support-oriented Rogue subclass that is able to provide healing using traditional healing arts and blood magic. Fits perfectly for a Dark Urge character, and would feel right at home alongside Malus Thorm.


















SUBCLASS FEATURES



When you choose this archetype at 3rd level, you gain Expertise in the Medicine skill. In addition, your familiarity with blood has become magical, giving you some degree of control over it. As a result, you can use a Bonus Action to magically stabilize an unconscious creature within 1.5m of you.

You can use this same magic when you apply traditional healing techniques. When you take the Help action, you administer a small healing agent that causes the target to regain 1d4 hit points.
NOTES
The Medicine Expertise and stabilizing a Downed ally features work RAW, but the original iteration of this subclass allowed you to use a Healer's Kit to heal a creature rather than stabilize it. Since those kits don't exist in the game, and since it would pretty much just be a less effective version of Field Surgeon, I scrapped it in favor of giving Help a little boost.





Starting at 3rd level, once on each of your turns when you deal Sneak Attack damage to a creature that isn’t a Construct or an Undead, you gain temporary hit points equal to your Wisdom Modifier (minimum 1). When you reach 13th level, you gain temporary hit points equal to twice your Wisdom
Modifier instead. These temporary hit points last until the start of your next turn.
NOTES
Not much, but ensures that you have a damage buffer every time you use your Sneak Attack.




By 9th level, your medical expertise and blood magic allow you to painlessly mend an ally's wounds using surgical techniques. You can cause one creature other than yourself to regain a number of hit points equal to your Sneak Attack dice. The creature can’t regain hit points from this feature again until it finishes a Long Rest.
NOTES
Gives you the ability to provide a rather large amount of healing to your allies, once every Long Rest. RAW this one let you provide extra healing over the course of a Short Rest, but figured I'd switch it up a bit to provide situational healing when the need arises, but only once per Long Rest.




At 13th level, when you gain temporary hit points from your Transfusion feature, the target of the attack is overcome by a wave of sickness. Until the end of its next turn, the target's movement speed is reduced by 3m, and it has Disadvantage on the next Attack Roll or Ability Check that it makes before the end
of its next turn.
NOTES
*Requires a mod that allows levelling past level 12.*
Makes your targets much less effective in basically everything they do whenever you attack them with your Sneak Attack.




By 17th level, you can command the blood inside certain creatures. Immediately after you deal Sneak Attack damage to a Beast or Humanoid, you can force that creature to make a Constitution Saving Throw. The DC is equal to 8 + your Proficiency Bonus + your Wisdom Modifier. On a failed save, that creature is under the effect of the Dominate Beast or Dominate Person spell, respectively, for 1 minute. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
NOTES
*Requires a mod that allows levelling past level 12.*
Maximizes the effectiveness of your Sneak Attack, and lets you control your target like a puppet for the duration of the effect. As long as your targets fail their saves, you can turn the tide quite quickly, provided you're fighting Humanoids or Beasts.





POTENTIAL ISSUES/DISCLAIMERS

•   I had some trouble making the Transfusion feature work when Sneak Attack is triggered as an interrupt. I'd recommend using the Sneak Attack spells from your hotbar if you want to make sure it triggers properly.





INSTALLATION WITH BG3 MOD MANAGER

1.
Start BG3 Mod Manager and press the "Open Mods Folder" button on the top bar, or press Windows + R and type %userprofile%\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\.
2.
Open "GrimSurgeon.zip" and place "GrimSurgeon.pak" in the Mods folder.
3.
Refresh the mod list in BG3 Mod Manager by pressing F5, and move the mod from inactive mods to active mods in the mod manager window. If you encounter any issues, try placing it further down in the load order. Make sure you use the "Public" profile.
4.
Click "Save Load Order to File" in the top bar and launch the game.





MODS USED IN SCREENSHOTS

•    Armor: Adventurer's Armour Collection (Civilian Adventurer's Armor (Accessories))
•    Head: HGY Heads (Luli)
•    Hair: Kirby's Hair Pack (Wavy Bun)





CHECK OUT MY OTHER MODS:  
Oath of Conquest FOR PALADINS
Graviturgy Magic FOR WIZARDS
Swarmkeeper FOR RANGERS
Circle of Stars FOR DRUIDS
Circle of Wildfire FOR DRUIDS
Chronurgy Magic FOR WIZARDS
Circle of Stormchasers FOR DRUIDS
Aberrant Mind FOR SORCERERS
College of Spirits FOR BARDS
Oath of the Bleak Walkers FOR PALADINS
Oath of Redemption FOR PALADINS
Lunar Sorcery FOR SORCERERS
Circle of the Shepherd FOR DRUIDS

Circle of the Blighted FOR DRUIDS
Inquisition Domain FOR CLERICS
The First Vampire FOR WARLOCKS
Clockwork Soul FOR SORCERERS
Wretched Bloodline FOR SORCERERS
Green Knight FOR FIGHTERS
Grave Domain FOR CLERICS 
Circle of Blood FOR DRUIDS
Path of the Corpse Eater FOR BARBARIANS
Circle of Winter FOR DRUIDS
College of Tragedy FOR BARDS
Debonaire FOR ROGUES
Misfortune Bringer FOR ROGUES
Eldritch Domain FOR CLERICS
Night Domain FOR CLERICS
-> Grim Surgeon FOR ROGUES <-
Hedge Mage FOR WIZARDS
Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells