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Brings Grim Hollow's Oath of Pestilence subclass for Paladins to Baldur's Gate 3.

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OATH OF PESTILENCE HAS COME TO BALDUR'S GATE 3!

My eight subclass from Ghostfire Gaming's Grim Hollow, and first Paladin subclass in quite a while. I've been working on and off on this for some time now, but felt that I wanted to introduce some more death and disease to the world of BG3, so I decided to finish it once and for all. This evil-aligned Paladin subclass comes with custom-colored starting armor and obviously has tons of disease- and sickness-themed abilities, including a toggleable passive that gives you a diseased look, a level 1 Channel Oath feature of my own creation, and a Grim Hollow spell called Flash Fever, which is marked with an asterisk in the oath spell list and detailed further below.


















SUBCLASS FEATURES


OATH SPELLS

3rd level: Bane, Inflict Wounds
5th level: Acid Arrow, Ray of Enfeeblement
9th level: Flash Fever*, Stinking Cloud
13th level: Blight, Confusion
17th level: Contagion, Insect Plague




When you take this Oath at level 1, you gain the following Channel Oath option:

As an Action, you cover your body in thick, fetid tumors for 3 turns, reducing incoming damage by an amount equal to your Charisma Modifier. A creature that attacks you with a melee attack causes a tumor to burst, inflicting 1d4 Necrotic damage on the attacker and possibly infecting it for 1 round, reducing their Constitution score by 1 and imposing Disadvantage on Constitution Saving Throws.
NOTES
My own level 1 Channel Oath feature, which builds upon the "unholy toughness" of the Pestilence Paladin. Offers a less offensive approach, punishing attackers while safeguarding yourself when you're vulnerable or outnumbered.





At 3rd level, you gain an additional Channel Oath ability:

 Your touch inflicts disease. Make a melee spell attack against a creature within your reach that isn’t a Construct or Undead. On a hit, the creature becomes Diseased and is Incapacitated for 1 minute. At the end of each of the diseased target's turns, the target can make a Constitution Saving Throw. On a success, the target is no longer Diseased, and the effect ends.

Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
NOTES
Offers battlefield control, which potentially locks down an annoying enemy for up to 10 rounds. Make sure you increase your Charisma to increase the save's DC!






You also gain the following Channel Oath option at 3rd level:

 You can use your Channel Oath to weaken a creature against entropic energies. As an Action, you can force a creature of your choice that you can see within 9m of you to make a Constitution Saving Throw. On a failed save, for the next minute, the creature takes an additional 2d6 damage the first time it takes Necrotic damage each turn. During this time, the creature loses Resistance to Necrotic damage if it has it.
NOTES
Turn the tables on an annoying Undead that are resistant to your Necrotic damage. Synergizes well with your Necrotic damage potential and other Necrotic-heavy builds, incentivizing a party full of Necrotic damage dealers. Since it's not possible to nullify the effects of Resistance per se, I tried bypassing it by replacing it with Vulnerability and adding a 50% damage reduction, which basically does the same thing. Just don't be too excited if you see that a target suddenly has Vulnerability to Necrotic damage, because it doesn't (unless it already had it).





Starting at 7th level, you emit an aura of contagion and virulence to a range of 3m. When a creature within your aura makes an attack roll or a Saving Throw, you can give that roll Disadvantage as a reaction. At 18th level, the range of this aura increases to 9m.
NOTES
Makes it a lot easier to both infect your enemies with your diseases and keep them from removing them. Just make sure you stay close enough. I added a status applied to enemies within the aura so you know if you can count on the interrupt to trigger. 





At 15th level, once per Long Rest when you take damage which would reduce you to 0 hit points, you drop to 1 hit point instead.

 In addition, if you are killed, your corpse violently explodes in a shower of pus and gore, dealing 8d6 Necrotic damage to creatures within 6m of you that fail a Constitution Saving Throw.
NOTES
*Requires a mod that allows levelling past level 12.*
The original iteration lets you expend hit dice to reduce incoming damage that would down you, but since hit dice aren't a thing in BG3, I implemented it as a Relentless Endurance type of deal that pops you up again when you're downed. If you still manage to go down after that, you will explode and potentially deal a lot of damage to those nearby—including allies. So make sure you don't accidentally blow up your friends when you go down.





At 20th level, you become an avatar of plague, which gives you the following benefits:

• You have Resistance to Necrotic damage and are Immune to Poison damage and the Poisoned condition.

• Your hit point maximum can't be reduced.

In addition, enemies who start their turn within 1.5m of you, or who move within 1.5m of you on their turn, take Necrotic damage equal to your Charisma Modifier. Once a creature takes damage from this ability, it can't take damage from it again until the start of its next turn.
NOTES
*Requires a mod that allows levelling past level 12.*
All of these are passive effects, which means you won't have to wait for the opportune moment to use your captstone ability. The last part only activates in combat, since that's when enemies are usually a threat and because it limits the amount of status spam.






BONUS 3rd LEVEL SPELL


A living creature you choose within range breaks out into a cold sweat and must make a Constitution Saving Throw. On a failure, the cold sweat breaks into fever as the creature's skin becomes flushed and hot to the touch, and the creature takes 1d6 Fire damage at the start of its next turn for up to 1 minute or until your concentration breaks. On a success, the spell immediately ends.

While the spell persists, you can use a reaction at the start of an affected creature's turn to force the creature to take Fire damage again, increasing by 1d6 each time. The creature can use its action to attempt to cool itself, allowing it to attempt a Constitution Saving Throw again. On a success, the creature’s fever breaks and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.
NOTES
Too thematic to pass up, but forced some necessary workarounds. The actual use of an action would likely require the implementation of scripting for the in-game AI, which I cannot do, and can't be bothered to even attempt for just one tiny spell. Instead, during certain circumstances, the affected creature will spend its action and attempt the save. What those circumstances are is a secret. Either way, it's a disease-themed spell that deals Fire instead of Necrotic damage—fun!







POTENTIAL ISSUES/DISCLAIMERS

•   Can't come up with any right now, but I'll add them here in case anything pops up.





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 "OathofPestilence.zip" and place "OathofPestilence.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)

•    Skin color: Astralities' Fantasy Skintone Expansion (Dryad Tone 5)
•    Scar: Kaz x Astralities - Scarred Visage (KAZSTRA Scar 02)
•    Dye: TC Dyes (Spezia v2 Dye)





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
-> Oath of Pestilence FOR PALADINS <-
Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells