0 of 0

File information

Last updated

Original upload

Created by

havsglimt

Uploaded by

havsglimt

Virus scan

Safe to use

About this mod

Brings Grim Hollow's Green Reaper subclass for Rangers to Baldur's Gate 3. Envenom your weapons and infuse your strikes with various toxins to disable your targets.

Requirements
Permissions and credits
Changelogs
Donations
GREEN REAPER HAS COME TO BALDUR'S GATE 3!

For my ninth subclass from Ghostfire Gaming's Grim Hollow, I figured I'd finally finish the Green Reaper since I've been desperately trying to find decent Poison-themed subclasses to no avail. The Green Reaper does it the best, but introduced several road blocks that made the implementation of it a bit difficult. Given the sheer amount of different toxins that you can apply to your enemies—all of which can be upcasted using spell slots—you'd end up with an interrupt list some 20+ long every time you hit an enemy. Not only that, one of the high-level toxins is pretty much impossible to implement, so I did what I haven't done since my Circle of the Shepherd mod: I settled for a level 12 cap without introducing any features beyond that level (aside from the bonus spell list since all spells are already in-game), because sometimes that's better than not doing it at all. Either way, I hope you'll enjoy playing as a Ranger that infuses its weapon strikes with toxins that introduce a wide variety of effects!


















SUBCLASS FEATURES


GREEN REAPER SPELLS

3rd level: Hail of Thorns
5th level: Hold Person
9th level: Bestow Curse
13th level: Greater Invisibility
17th level: Cloudkill




At 3rd level, you can use a Bonus Action to coat your weapons with a dose of toxic poison. For the next minute, each time you deal damage with the weapon, you deal an additional 1d4 Poison damage. You can do this a number of times equal to your Proficiency Bonus, and expended uses of this feature are recovered at the end of a Long Rest.

 At 11th level, this additional damage increases to 2d4. Also, the expended uses of this feature are recovered at the end of a Short or Long Rest.
NOTES
Simple and to the point. Works like Dipped in Poison without having to rely on finding or creating a Poison surface. Enables the use of your Toxins, detailed below.





Also at 3rd level, your knowledge with poisons and their physiological effects grants you Expertise in the Medicine skill.

 Additionally, once per turn when you hit a creature with a weapon enhanced by your Envenomed Attack feature, you can spend a spell slot to apply a magical toxin to the attack. The toxin deals an additional 1d6 Poison damage and the creature is Poisoned until the end of your next turn. The toxin has additional effects based on the spell slot expended casting the spell. These additional effects are detailed at the end of this subclass description under Toxin Effects, and they last to the end of your next turn unless otherwise noted in the description.
NOTES
The original version of this feature grants you double the Proficiency Bonus with the Poisoner's Kit, which doesn't exist in the game. The closest you get to handling poisons and its effects is probably the Medicine skill, so go nuts on your Medicine checks! Like mentioned above, your Envenomed Strikes feature enables your Toxins, which deal additional damage and applies secondary effects in addition to the regular Poisoned condition. I will go into all these Toxins in detail further down. Worth noting is that even though you can spend a higher-level spell slot to apply a lower-level toxin, its effects aren't increased.






At 7th level, you gain Resistance to Poison damage and have Advantage on Saving Throws against being Poisoned.

In addition, you can cast the Protection from Poison spell without expending a spell slot. You can do so a number of times up to your Wisdom Modifier, regaining all uses when you finish a Long Rest.
NOTES
Simple and to the point. Protects yourself and your allies from poison.





At 11th level, when you apply the toxin granted by your Envenomed Attack feature, you can choose to change the additional damage to Acid or Necrotic instead of Poison.
NOTES
Unlocks two additional Envenomed Attack spells that you can cast on your weapons to deal a wider variety of damage, if your enemies happen to be Resistant or Immune to Poison. 






TOXINS

1st-Level Effects 
When you expend a spell slot of 1st level or higher to create a toxin, choose one of the following effects to add to the toxin:
 Attenuating. While a creature is poisoned by this toxin, it has Disadvantage on Strength and Dexterity Saving Throws.
Befuddling. While a creature is poisoned by this toxin, it cannot speak or cast spells with verbal components, and it has Disadvantage on Concentration Saving Throws.
Unsteadiness. While a creature is poisoned by this toxin, it cannot use reactions or take the Disengage action.

 2nd-Level Effects
When you expend a spell slot of 2nd level or higher to create a toxin, choose one of the following effects to add to the toxin:
Debilitating. The creature can’t regain hit points for the next minute.
Potent. If the creature has Resistance to Poison damage, it loses that Resistance for the next minute.
Deteriorating. For the next minute, the first time the creature takes Poison damage each turn, it takes an additional 1d6 Poison damage.
 
3rd-Level Effects
When you expend a spell slot of 3rd level to create a toxin, choose one of the following effects to add to the toxin:
 Lingering. Instead of ending at the end of your next turn, the creature continues to be Poisoned permanently. At the end of each of the creature’s turns, it can make a Constitution Saving Throw. If the creature accumulates three successes, which do not have to be consecutive, the Poisoned condition ends early.
Supernatural. A creature can be affected by this toxin even if the creature is immune to the Poisoned condition, suffering the same effects as if it was Poisoned. In addition, instead of ending at the end of your next turn, the creature continues to be Poisoned for 1 minute. At the end of each of the creature’s turns, it can make a Constitution Saving Throw, ending the condition on a success.
NOTES
First of all, I took the liberty to change the name on several of these toxins because the naming convention didn't make any sense and bothered me to no end. Some are nouns, some are adjectives, some are verbs, and some of them didn't make sense at all—a toxin can't be befuddled or uncoordinated, but it can make the affected creature befuddled or uncoordinated. Anyway, some of these names saw minor adjustments, but two have changed completely: Uncoordinated and Suffer, who became Unsteadiness and Deteriorating respectively.

Second, some of these toxins required minute changes. Befuddling was changed to simply silence the affected creature, since reading and writing can't be affected in BG3. Unsteadiness doesn't block the Dodge action since it doesn't exist in the base game. Lingering was changed to a permanent duration rather than 10 minutes, since they're pretty much equivalent in BG3. Supernatural simply applies the Poisoned condition to a creature immune to Poisoned rather than removing the immunity altogether. As far as I know, it isn't possible to do so, so that's how it has to be.







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 "GreenReaper.zip" and place "GreenReaper.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

•    Head: HGY Heads (Luli)
•    Dye: Boring Dyes (Sleeptalker Dye)

•    Hair: Kay's Hair Extensions (Cadmus Braid - Right)
•    Eyes: New eye colours (and blindness for all eyes) (Green Hag 2)
•    Tattoo: Kazstra's Virtual Tav x Tattoo Makeup and Scar Extender (KAZSTRA Tattoo 16)
•    Armor: Vestments of the Faithful (Greaves of the Stalking Spider (Boots), Feywraith Cloak (Cloak)), Modular Equipment (Bracers and Armlets (Gloves)), Bandit Armors and Camp Clothes (Shadow Druid Armour (Chest))





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
Frozen Sorcery FOR SORCERERS
Winter Walker FOR RANGERS
-> Green Reaper FOR RANGERS <-
Astral Domain FOR CLERICS
The Unbroken Circle FOR DRUIDS
Arcanist FOR SORCERERS
Pyromancer FOR SORCERERS
Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells