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Brings Grim Hollow's Living Crucible subclass for Fighters to Baldur's Gate 3.

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LIVING CRUCIBLE HAS COME TO BALDUR'S GATE 3!

My seventh subclass from Ghostfire Gaming's Grim Hollow—this time one of their Fighter subclasses! This one allows you to play as a knight-alchemist that enhances their abilities unlike any other spellcaster or martial class, through the power of alchemical compounds. If all of it sounds somewhat familiar, it really fulfills the Witcher fantasy, focusing on creating and consuming potions toxic to others but empowering to you. The Living Crucible will grant you the martial and alchemical prowess, and a dip into Hexblade or a Wizard subclass of your choice lets you emulate the spellcasting aspect of a Witcher!


















SUBCLASS FEATURES




When you choose this archetype at 3rd level, you learn to create alchemical compounds toxic to others but empowering to you.

Creating Compounds. You learn three compounds of your choice, which are detailed under “Compounds” below. You can create any number of these compounds you know outside of combat. These compounds remain potent until the end of your next Long Rest, after which time they become inert and have no effect. You learn two additional compounds of your choice at 7th, 10th, and 15th level. Each time you learn new compounds, you can also replace one compound you know with another one.

Consuming Compounds. As a Bonus Action, you can consume a single compound using this feature. You can craft a number of compounds up to 1 + your Constitution Modifier. When you finish a Long Rest, you regain the ability to craft new compounds. You can benefit from multiple compounds at the same time, but taking the same compound more than once provides no additional effects. 

The benefits associated with each compound apply only to you. Any other creature that consumes one of your compounds must succeed on a DC 12 Constitution Saving Throw or become Poisoned for 1 minute.
NOTES
The original iteration of this feature allowed you to safely consume a number of compounds, after which you will get a level of Exhaustion for each additional compound you consume. Since the game doesn't have an Exhaustion system, and since I can't be bothered to implement it just for this mod, I limited the number of compounds you can craft instead. I also restricted it to out of combat to emulate the original idea of having to spend 10 minutes to craft them.

All the available elixirs are listed further down. I also wrote up some flavor texts for each compound in-game, which I'm honestly quite happy with!





Also at 3rd level, you can brew two alchemical solutions instead of one when combining extracts, if you succeed a DC 15 Medicine Check.
NOTES
A copy of School of Transmutation's Experimental Alchemy, since Alchemist's Supplies don't exist in the game.






At 7th level, once per Long Rest you can use a Bonus Action to quickly create and consume one compound that you already know how to make. This does not count against your daily limit of consuming compounds.
NOTES
Immediately gain the benefit of a compound for its full duration, even mid-combat if you want to, since the Compound Creator feature is only available out of combat.





At 10th level, the number of compounds you can safely brew increases to 3 + your Constitution Modifier.
NOTES
Very simple. Lets you craft more compounds before requiring a rest. 





At 15th level, you can use a Bonus Action to end one effect causing you to be poisoned. When you do, you gain temporary hit points equal to your level in this class.
NOTES
*Requires a mod that allows levelling past level 12.*
Allows you to remove everything that falls under the Poisoned status group. This means not only the Poisoned condition, but also e.g. weapon poisons or damage-dealing poisons. For some reason, if you're not actually afflicted by a poison, the castable spell says that you are not "Blinded, Bloodless, Diseased, Paralyzed, or Poisoned." It's only usable when you're actually poisoned, so the mention of the other conditions is a Larian bug and won't enable the spell.





At 18th level, you learn three additional compounds of your choice. Additionally, the number of compounds you can safely brew increases to 5 + your Constitution Modifier.
NOTES
*Requires a mod that allows levelling past level 12.*
The original capstone lets you replace compounds after each Long Rest, but given the implementation of how you learn new compounds, you just get a whole bunch of new compounds to craft, as well as more resources to craft them.






COMPOUNDS

Adrenal Injection. For the next minute, your movement speed is increased by 3m and your jumping distance is tripled.

Allsense Injection. For the next minute, you have Blindsight, allowing you to perceive your surroundings without relying on sight.

Arcane Eye Oil. Until the next Long Rest, you gain the ability to see Invisible creatures and possibly reveal them to others.

Draught of Bull's Strength. Until the next Long Rest, you have Advantage on Strength ability checks and Saving Throws.

Draught of Cat's Grace. Until the next Long Rest, you have Advantage on Dexterity ability checks and Saving Throws.

Draught of Bear's Endurance. Until the next Long Rest, you have Advantage on Constitution ability checks and Saving Throws.

Draught of Fox's Cunning. Until the next Long Rest, you have Advantage on Intelligence ability checks and Saving Throws.

Draught of Owl's Wisdom. Until the next Long Rest, you have Advantage on Wisdom ability checks and Saving Throws.

Draught of Eagle’s Splendor. Until the next Long Rest, you have Advantage on Charisma ability checks and Saving Throws.

Elfsight Oil. Until the next Long Rest, you have Darkvision out to a range of 37m.

Fleshknit Phosphate. For the next minute, if you have at least 1 hit point, you heal a number of hit points equal to your Proficiency Bonus at the start of each of your turns.

Ironmind Injection. Until your next Long Rest, you have Advantage on Saving Throws made against being Charmed or Frightened.

Liquid Courage. You gain temporary hit points equal to your Constitution ability score plus twice your level in this class. You lose any remaining temporary hit points from this compound after 1 minute.

Liquid Rage. For the next minute, your weapon attacks deal an extra 1d4 damage.

Presto Powder. Until your next Long Rest, you have Advantage on ability checks made to determine Initiative and you can use a Bonus Action on each of your turns to take the Dash or Disengage action.

Spellshine Ointment. For the next minute, you have Resistance to damage from spells.

Steelskin Ointment. For the next minute, you have Resistance to Bludgeoning, Piercing, and Slashing damage.

Tenmen Tincture. Until your next Long Rest, you count as one size larger and your carrying capacity is doubled.
NOTES
As per standard Larian rules, original durations above 1 minute are set to "until Long Rest." All of the compounds, bar Arcane Eye Oil, are implemented RAW—
Arcane Eye Oil originally grants you the effects of Detect Magic, but since it's not in the game, I exchanged it for See Invisibility.





POTENTIAL ISSUES/DISCLAIMERS

•   Sometimes the Toxin Transmutation feature doesn't light up automatically when you become poisoned. If this happens, entering turn-based mode should enable it.





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 "LivingCrucible.zip" and place "LivingCrucible.pak" in the Mods folder.
3.
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

•    Head: HGY Heads (Luli)
•    Hair: Myky's Hairstyles (Hair_12_B)

•    Armor: Vestments of the Faithful (Malagent's Poisonmaking Kit), Black Hand Armor (Black Hand Body, Black Hand Belt A, Black Hand Skirt)
•    Weapon: Witcher Outfits - Wolven Gear (Wolven Silver Sword)





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
Way of the Mistweaver FOR MONKS
Way of the Windwalker FOR MONKS
Way of the Brewmaster FOR MONKS
Houndmaster FOR FIGHTERS
Penance Domain FOR CLERICS
-> Living Crucible FOR FIGHTERS <-
Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells