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FallRivers

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About this mod

This mod adds a new subclass for the Warlock, Pact of Mars, with Necromancer field control spells, similar to the game DOS2. It is a hybrid subclass combining AoE spells and melee combat.

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An adaptation of some of the Necromancer's spells from DOS2, incorporated into a new Warlock subclass.
TBD: Add spell icons; Compatibility with levels 13-20; Spell/ability rebalancing; New animations; New abilities; And more.
More about this subclass (pt-br)-> Marte, A Vermelha - The Homebrewery
This same class is already available on mod.io -> Marte, The Red for Baldur's Gate 3 - mod.io
If you enjoy this project and want to help keep it going, consider supporting me on Ko-fi! Every contribution makes a difference. -> https://ko-fi.com/fallrivers

Marte, The Red

Marte, the Red, is an ancient deity from the Far Realm, revered as the Goddess of War and Blood. She is a cunning negotiator and strategist, preferring to resolve disputes through diplomacy. However, when words fail, she becomes a storm of steel and blood, massacring enemies with lethal precision. Every act of violence serves a purpose: to demonstrate that war is a last resort.

Those who forge a pact with Marte are warriors, strategists, and leaders who share her vision. They learn to manipulate blood to empower allies, heal wounds, dominate foes, and enforce order. Her gifts allow not only for destruction but also for influence beyond the battlefield, forging diplomats, generals, and protectors.

Expanded Spell List

1st level spells
Mosquito Swarm, Blood Sucker
2nd level spells
Blood Rain, Infection
3rd level spells
Shackles of Pain, Death Wish
4th level spells
Silencing Stare, Last Rites
5th level spells
Grasp of the Starved, Living on the Edge

Bloody Warrior

You have mastered the art of inflicting wounds that bleed profusely, reflecting your connection to blood and war. You gain proficiency with medium armor, shields, and simple weapons, a scalable bonus to melee attack rolls — starting at +1 and increasing up to +5 as your proficiency bonus grows — and your attacks have a chance to cause bleeding.

  • Bleeding: When you attack with slashing or piercing melee weapons with which you are proficient, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your weapon's modifier). On a failed save, the target takes 2 piercing damage and has disadvantage on Constitution saving throws. This effect lasts for 3 turns or until the creature receives healing or uses an action to staunch the bleeding.
 
Blood Degradation

At 1st level, you learn to open wounds that deteriorate over time. As a bonus action, you can attempt to open a wound on a creature that is already bleeding. The target must make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature begins to suffer Blood Degradation, a condition that progresses through three stages:

  • Open Wounds: The creature takes 2 piercing damage per turn and has disadvantage on Constitution saving throws for 10 turns.
  • Infect (Disease): After 10 turns, the creature suffers disadvantage on Constitution and Charisma ability checks for 20 turns.
  • Flesh Rot (Disease): After 20 turns, the creature becomes vulnerable to all damage types and continues to have disadvantage on Constitution and Charisma ability checks for 25 turns.
The creature can attempt to resist the progression of the condition by making a Constitution saving throw at the end of each of its turns. On a success, the condition does not advance to the next stage. Additionally, you can use Open Wound again to try to push the condition forward or to reset its duration at the third stage.

You can use this ability once per short rest. (Adapted for BG3 mechanics. v.1)

Combative and Calming Blood

At 6th level, you learn to manipulate blood to protect yourself and influence the battlefield. You gain the following passive abilities:

  • Blood Protection: As a bonus action, you can create a barrier of blood around yourself. While the barrier is active, you gain a +2 bonus to AC and resistance to piercing damage. The barrier lasts until the end of your next turn.
  • Bloodied Mark (Hex adapted for BG3 mechanics v1): As an action, you can mark a creature you can see within 9 meters. While marked, the creature takes an additional 1d6 necrotic damage whenever you deal damage to it. The mark lasts until the end of your next turn.
You can use this ability once per short rest. (Adapted for BG3 mechanics. v.1)

Iron Blood and War Diplomat

At 10th level, you become a master of both war and diplomacy, reflecting the dual nature of Marte as a goddess of war and blood. You gain the following passive abilities:

  • Marte’s Resilience: You gain resistance to necrotic and piercing damage, symbolizing the toughness of your blood and your connection to Marte.
  • War Diplomat (Adapted for BG3 mechanics. v.1): When you make a Persuasion or Intimidation check, you add your Charisma modifier twice to the roll.

Protective Blood Mantle (Not yet implemented)


At 14th level, you learn to channel blood to create a protective mantle that envelops you and your allies. You gain the following abilities:

  • Blood Mantle: As an action, you create a mantle of blood that envelops you and up to three allies within 9 meters. While the mantle is active, affected creatures gain a +2 bonus to AC and resistance to necrotic and piercing damage. The mantle lasts for 1 minute or until you become incapacitated.
  • Blood Shield: When an ally under the effect of the mantle is reduced to 0 hit points, you can use your reaction to expend a spell slot and stabilize them, restoring 1d10 + your Charisma modifier hit points.

You can use Blood Mantle once per long rest.
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Spell Descriptions (Adapted for BG3 mechanics)
The spells listed below are organized by spell level.

Mosquito Swarm
1st-level Necromancy
Casting Time: 1 action
Range: 9 meters
Duration: Instantaneous

Upon casting this spell, a swarm of bloodthirsty mosquitoes materializes and attacks a creature you choose within range.
The target suffers 2d6 necrotic damage as the mosquitoes feast on its blood, and you regain hit points equal to the damage dealt, reinforcing your bond with the power of blood. The creature must make a Constitution saving throw. On a failed save, its movements become sluggish, causing it to be slowed until the end of its next turn.

The damage increases by 1d6 for each level above 1st.

Blood Sucker (v.1)
1st-level Necromancy
Casting Time: 1 action
Range: 9 meters
Duration: Instantaneous

Heal yourself or an ally and recover 1d4 hit points.

The heal increases by 1d4 for each level above 1st.

Blood Rain
2nd-level Necromancy
Casting Time: 1 action
Range: 18 meters
Area of Effect: 4-meter radius
Duration: 1 minute, concentration

You summon a macabre rain of blood that falls in a 4-meter radius for 1 turn, obscuring vision and creating an oppressive environment.
All enemy creatures in the area have disadvantage on attack rolls, and attacks against them have advantage while they remain in the blood rain. Creatures in the area must make a Constitution saving throw. On a failed save, they become poisoned until the end of their next turn. While maintaining concentration, you can use a bonus action to move the blood rain to another area within range.

For each level above 2nd, the radius of the spell increases by 2 meters.

Infection (v.1)
2nd-level Necromancy
Casting Time: 1 action
Range: 9 meters
Duration: Instantaneous

You infuse a target creature with a supernatural plague, causing a painful infection.
The target creature suffers 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it becomes poisoned until the end of its next turn, struggling against the pain and weakness of the infection.
As a reaction, you can also choose an ally within 9 meters of you to heal 1d8 hit points, symbolizing Mars' ability to share vitality acquired from the enemy.

For each level above 2nd, the damage increases by 1d8.

Shackles of Pain (v.1)
3rd-level Necromancy
Casting Time: 1 action
Range: 9 meters
Duration: Up to 5 turns

You conjure invisible chains that bind a creature you can see within 9 meters of you.
The creature must make a Dexterity saving throw. On a failed save, the chains bind the target, dealing 1d8 necrotic damage, reducing its movement speed by half, preventing it from taking reactions or extra attacks, and imposing disadvantage on Dexterity saving throws. The creature must make a new saving throw at the end of each of its turns. If it succeeds, the chains break. If it fails, an additional 1d8 necrotic damage is added to the total damage taken while under this condition.

Death's Wish (v.1)
3rd-level Necromancy
Casting Time: 1 action
Range: 9 meters
Duration: Concentration, 1 minute

You channel a dark desire, granting either an ally or yourself a temporary boost in combat prowess.
The target gains temporary hit points equal to 50% of its maximum hit points and deals +5 necrotic damage with all attacks. At the end of the effect, the target suffers damage equal to 50% of its maximum hit points due to the cost of the power granted.

For each level above 3, the necrotic damage bonus increases by +1, but the total damage suffered at the end of the effect increases by 5%.

Silencing Stare
4th-level Necromancy
Casting Time: 1 action
Range: 9 meters
Duration: Concentration, up to 1 minute

You fix your gaze upon a creature within 9 meters, causing a devastating psychological impact.
The target must make a Constitution saving throw. On a failure, it is unable to cast spells for 10 turns and suffers 2d6 necrotic damage.
On a successful saving throw, the creature suffers no damage but is still stunned until the end of its next turn.

For each level above 4, the necrotic damage increases by 1d6.

Last Rites (v.1)
4th-level Necromancy
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You sacrifice part of your own vital essence to fully restore the hit points of a fallen creature you touch.
The creature is healed to its maximum hit points, but you suffer 5d10 necrotic damage, which cannot be reduced in any way.
This ritual is a manifestation of Mars' blood-bound power, reflecting the connection between life and death, and the intensity of the sacrifice made in the name of another's life.

Grasp of the Starved
5th-level Necromancy
Casting Time: 1 action
Range: 9 meters
Duration: Concentration, up to 1 minute

You summon skeletal hands that emerge from the ground, grasping up to 3 creatures.
Each creature must make a Strength saving throw. On a failure, the creature is restrained for 1 turn and takes 3d6 necrotic damage. While maintaining concentration, you can use an action to re-cast Hungry Grasp.

Living on the Edge
5th-level Necromancy
Casting Time: 1 action
Range: 9 meters
Duration: Concentration, up to 1 minute

For up to 1 minute, a creature of your choice within 9 meters of you cannot have its hit points reduced below 1, regardless of the damage it takes. When the effect ends, the creature suffers 10d10 necrotic damage and is stunned for 1 turn.
This spell is a testament to Mars' power, ensuring that your allies can fight more fiercely, even when death seems imminent.


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Olorisa at Baldur's Gate 3 Nexus - Mods and community