Baldur's Gate 3

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VivaSortiara

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VivaSortiara

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About this mod

This mod introduces the heroic class Death Knight and more than 30+ custom spells/passives from World of Warcraft into BG3.

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  • This mod introduces the heroic class Death Knight and more than 30+ custom spells/passives from World of Warcraft into BG3.

  • The Death Knight class incorporates a unique resource system known as the Rune System. Within the Rune System, there are two distinct yet interconnected resources: Runes (categorized into Blood, Frost, and Unholy runes) and Runic Power

  • At level 1, each death knight starts with with 1 rune for each of the sub-specializations (Blood/Frost/Unholy) and a maximum Runic Power of 100. This resource pool gradually increases as your death knight levels until reaching level 12, at which point the death knight possesses 6 runes of the subclass specialization, 2 runes of the other specializations, and a maximum Runic Power of 150.

  • The Death Knight class has proficiency in heavy armor/martial weapons, but not shields. The class uses Charisma to cast spells.
 
  • Thereare three available subclasses for the Death Knight class: Blood , Frost and Unholy. Please check the mod image for the level progression table.
  • The Blood subclass is designed with a tanky build, offering self-healing, damage-absorbingbarriers, crowd control abilities, and a primary emphasis on inflicting AOE damage. As part of its unique mechanics, this class can accumulate stackable temporary shields known as Blood Shields through Death Strike/Death Pact heals, and it can retaliate against enemy assaults with a small AOE burst while the Blood Shield is active. This class can also gain various advantages when positioned within an area corrupted by Death and Decay.

  • The Frost subclass offers a straightforward and easy-to-play experience as a melee damage class. This subclass relies heavily on landing critical attacks to activate various bonus effects tied to its abilities and resource management. The class also has a 15% independent critical hit chance against Chilled targets. For more information regarding the playstyle of a Frost Death Knight, please refer to the progression table above or the spell dictionary below.
     
  • Conversely, the Unholy subclass provides a more intricate playstyle, although it wields considerable damage potential. This subclass has the ability to summon undead minions and afflict enemies with diseases. The core mechanic of the Unholy Death Knight involves applying "Festering Wounds" to enemies, achieved either through dealing necrotic damage or casting Festering Strikes. The festering wound is a disease that stacks up to 6 stacks.  These stacks can be triggered to burst by specific Unholy Death Knight abilities, dealing necrotic damage per stack triggered. For additional details, please refer to the progression table above or the spell dictionary below.



  • Download and unzip the mod and Install the .pak file via BG3 Mod Manager (Recommended)
  • Required Mods: 
         1. Baldur's Gate 3 Mod Fixer
         2. Baldur's Gate 3 Script Extender
         3. ImprovedUI + ImprovedUI Assets 


  • This mod is currently at early development stage and will receive ongoing updates. Please share your thoughts in the comment section, and your valuable feedbacks will play a crucial role in helping me to further polish this mod. Please also feel free utilize the bug report section if you have encountered any issues while using this mod, and I'll try my best to address them ASAP.

  • Thanks again for your interest and supports!  I hope you enjoy this mod!

  • 本Mod支持简体中文,未经同意不得在外站上传本Mod







Death Knight Main Class Spells/Passives


  • Death Coil
Cost: 1 ActionPoint + 30 Runic Power
Deal (LV1: 1d10/ LV5: 2d10/ LV9: 3d10) + CharismaModifier Necrotic damage to a ranged target; or heal 3d10 HP on a friendly undead unit.
Under Unholy subclass, casting Death Coil has a 30% chance to generate 1 Unholy Rune.

  • Death Grip
Cost: 1 BonusAction; Once per Combat
Pull a ranged target to your position and stun it for 1 turn.

  • Harbinger of Scourge
Passive
Gain Immunity to all diseases

  • Raise Dead
Cost: 1 ActionPoint + 1 Unholy Rune
Summon a ghoul that fights by your side for 6 turns. Under Unholy subclass, Ghoul grows stronger as you levels and duration increases to permant.

  • Chains of Ice
Cost: 1 ActionPoint + 1 Frost Rune
Reduce movement by 100% to a ranged target for 2 turns, also applies Chilled effect for 2 turns.

  • Death Pact
Cost: 1 BonusAction + 1 BloodRune
Sacrifice a friendly undead minion and heals you for 50% max HP

  • Anti-Magic Shell
Cost: 1 ActionPoint + 1 Unholy Rune; Concentration
Concentration spell. Halves all incoming non-physical damage and generate 10 Runic Power each time the shell absorbs damage

  • Mind Freeze
Cost: 1 ActionPoint + 1 Frost Rune
Silent target for 6 turns, also applies Chilled for 2 turns

  • Rune Tap
Cost: 1 BonusAction + 1 BloodRune; Once per Combat
Sacrafice 25% max hp for 50 Runic Power

  • Raise Ally
Cost: 1 ActionPoint
Revives an ally with 50% of max HP

  • Death Advance
Cost: 1 BonusAction
Teleport to the target location

  • Death & Decay
Cost: 1 ActionPoint; Once per Combat
Corrupts the target ground and turns it into a difficult terrian for enemies. Enemies standing in it will suffer damage as 5% of their Maximum HP per turn.
Lasts 10 turns.

  • Horn of Winter
Cost: 1 BonusAction; Once per Combat; Concentration
Increase Strength and Dexterity by 3 for all nearby allies, lasts 10 turns.

Blood 
Subclass Spells/Passives/Effects


  • Mastery: Blood Shield
Passive
When you heal your self with Death Strike/Death Pact, yougain 50% amount of healing as damage absorption shield, stacks up to 25% of
your maximum health.
When Blood Shield is active, enemy hits will trigger a small AOE burst that deals (Enemy Level + 1d8) Force damage within 3m.

  • Heart Strike
Cost: 1 ActionPoint + 1 Blood Rune
Deal Weapon Damage + (LV2: 2d8/ LV10: 3d8) Force Damage on a target. 
While staying in Death and Decay, Heart Strike also hits all enemies near by the target, dealing 2d8 additional Force Damage and generating 10 Runic Power per hit.


  • Heart Strike: Reaction
Triggered on weapon hits; Cost: 1 Blood Rune
Deal additional (LV2: 2d8/ LV10: 3d8) Force Damage on a target. 
While staying in Death and Decay, Heart Strike also hits all enemies near by the target, dealing 2d8 Force Damage and generating 10 Runic Power per hit.


  • Critical Heart Strike: Reaction
Triggered on critical weapon hits; Cost: 1 Blood Rune
Deal additional ((LV2: 2d8/ LV10: 3d8)+ StrengthModifier x 2) Force Damage on a target. 
While staying in Death and Decay, Heart Strike also hits all enemies near by the target, dealing  (2d8 + StrengthModifier x 2) Force Damage and generating
10 Runic Power per hit.


  • Heart strike Counter: Reaction
Triggered on enemy hit; Cost: 1 Blood Rune
Counter with Weapon Damage + (LV2: 2d8/ LV10: 3d8) Force Damage on the last attacker.
While staying in Death and Decay, Heart Strike also hits all enemies near by the target, dealing 2d8 Force Damage and generating 10 Runic Power per hit.


  • Blood Boil
Cost: 1 ActionPoint + 1 Blood Rune
Deals (LV3: 2d6/ LV6: 2d8/ LV10: 2d10) Force damage to all nearby enemies, and infects Blood Plague for 2 turns.

  • Blood Plague
Condition
Drains (LV1: 1d6/ LV6: 2d6/ LV10: 3d6) Health from the target each turn and makes the target frenzied, directing its aggression toward you.

  • Death Strike
Cost: 1 ActionPoint + 45 Runic Power
Deal Weapon Damage + (LV5: 2d10/ LV8: 3d10) Force Damage on a target, and heals you for 25% damage taken last round, minimum 10% maximum health healing.
Death Strike has a 60% chance to generate a Blood Rune on hit.

  • Empowered Runic Weapon: Blood
Passive
Weapon attacks dead additional 1d8 force damage, and the chance to generate 20 runic power on a weapon attack is increased to 30%

  • Crimson Scourge
Passive
Weapon attacks has a 15% chance to trigger this effect. Once triggered, your can recast Death & Decay and your next Death & Decay or Blood Boil is free.
Alternatively, your next Death Strike deals additional force damage based on your blood shield, and generates 1 additional Blood Rune on hit.

  • Gorefiend's Grasp
Cost: 1 ActionPoint + 100 Runic Power; Once per ShortRest
Shadowy tendrils coil around all enemies within 12m, pulling them to your location and deal 4d8 Force Damage. Enemies pulled will be stunned for 1 turn.

  • Vampiric Blood
Cost: 1 BonusActionPoint; Once per ShortRest
Increase MaxHP by 30% and gain 100% increased healing from Death Strike

Frost
Subclass Spells/Passives/Effects


  • Mastery: Frozen Heart
Passive
Applying Chilled effect also infects Frost Fever for 2 turns.
You gain 10% independent critical strike chance against Chilled targets

  • Frost Fever
Debuff
Causes (LV1: 1d6/ LV6: 2d6/ LV10: 3d6) Cold DoT Damage per turn and reduces target movement speed by 4.5m

  • Frost Strike
Cost: 1 ActionPoint + 30 Runic Power
Deal Weapon Damage + (LV2: 2d8/ LV10: 3d8) Cold Damage on a target. 
Has a 35% chance to regenerate a Frost Rune on hit, and this chance increase to 100% on a Critical Hit

  • Frost Strike: Reaction
Triggered on weapon hit; Cost: 30 Runic Power
Deal additional (LV2: 2d8/ LV10: 3d8) Cold Damage on a target.
Has a 35% chance to regenerate a Frost Rune on hit, and this chance increase to 100% on a Critical Hit

  • Critical Frost Strike: Reaction
Triggered on critical weapon hit; Cost: 30 Runic Power
Deal additional ((LV2: 2d8/ LV10: 3d8) + StrengthModifier x 2) Cold Damage on a target. 
Has a 35% chance to regenerate a Frost Rune on hit, and this chance increase to 100% on a Critical Hit

  • Howling Blast
Cost: 1 ActionPoint + 1 Frost Rune
Deal (LV3: 2d6/ LV6: 2d8/ LV10: 2d10) Cold Damage on a target and nearby enemies, and infects Chilled for 2 turns.
Generate 20 runic power on hit

  • Howling Blast: Reaction
Triggered being hit; Cost: 1 ReactionPoint + 1 Frost Rune
Counter the attacker with a Howling Blast

  • Obliterate
Cost: 1 ActionPoint + 2 Frost Rune
Hit a melee target with both your main-hand & off-hand weapon, dealing 50% weapon damage for each weapon hit, and an additional (LV5: 2d10/ LV8: 3d10) Cold Damage
When not dual wielding, mainhand weapon damage increases to 100%
Generate 40 Runic power on hit; this effect is doubled on a critical hit

  • Empowered Runic Weapon: Frost
Passive
Weapon attacks dead additional 1d8 cold damage, and the chance to generate 20 runic power on a weapon attack is increased to 30%

  • Killing Machine
Passive
Weapon attacks has a 15% chance to trigger this effect. Once triggered, your next Obliterate is a guaranteed critic hit and refund 1 Frost Rune, or your next Howling Blast is free

  • Breath of Sindragosa
Cost: 1 ActionPoint + Minimum 50 Runic Power; Once per ShortRest
Deal 4d8 Cold damage to all enemies in a cone, as well as appling Chilled effect for 2 turns.
You can recast this spell within the turn until you depletes all yourRunic Power.
Regenerates 2 Frost Runes after each cast.

  • Pillar of Frost
Cost: 1 BonusActionPoint; Once per ShortRest
YourrCold damage is increased by your Strength Modifier for 3 turns. Each Frost Rune spent while Pillar of Frost is active further increases your Strength by an additional 1, up to 10 stacks.



Unholy
Subclass Spells/Passives/Effects


  • Mastery: Dreadblade
Passive
Your Ghoul summoned by Raise Dead lasts longer and grows stronger as you level (Ghoul grows at LV 4/6/8/11 and gains Extra attack at LV 6). Your Ghoul's attack
now deals additional 1d8 necrotic damage and spreads Virulent Plague.
You and your Ghoul's necrotic damage has a 15% chance to infect a Festering Wound.

  • Virulent Plague
Debuff
Causes (LV1: 1d6/ LV6: 2d6/ LV10: 3d6) Necrotic DoT Damage per turn. 
Spreads to nearby enemies within 3m when target dies.

  • Festering Wound
Debuff
Stacks up to 6 times. Can be triggered to burst by certain abilities (Scourge Strike or Sudden Doom Death Coil). Once triggered to burst, each stack deal
(LV1: 1d6/LV4: 1d8/LV7: 1d10/LV10: 1d12) + Charisma Necrotic Damage.
Weapon Damage) as Necrotic Damage and generates 20 Runic Power
Triggers a 3m 3d8 AOE damage when target with this effect dies.

  • Scourge Strike
Cost: 1 ActionPoint + 1 Unholy Rune
Deal Weapon Damage + (LV2: 2d8/ LV10: 3d8) Necrotic Damage on a target. 
Bursts 1 Festering Wound on hit

  • Frost Strike: Reaction
Triggered on weapon hit; Cost: 1 Unholy Rune
Deal additional (LV2: 2d8/ LV10: 3d8) Necrotic Damage on a target. 
Bursts 1 Festering Wound on hit

  • Critical Frost Strike: Reaction
Triggered on critical weapon hit; Cost: 1 Unholy Rune
Deal additional ((LV2: 2d8/ LV10: 3d8) + StrengthModifier x 2) Necrotic Damage on a target. 
Bursts 1 Festering Wound on hit

  • Outbreak
Cost: 1 ActionPoint + 1 Unholy Rune
Deal (LV3: 2d6/ LV6: 2d8/ LV10: 2d10) Necrotic damage to the target and infects Virulent Plage to all nearby enemies within 4m for 4 turns.

  • Death Coil: Reaction
Triggered on critical weapon hit; Cost: 30 Runic Power
Counter with Death Coil and deal (3d10 + SpellCastingAbilityModifier) Necrotic damage to the attacker
Death Coil has a 45% chance to generate 1 Unholy Rune on cast.

  • Festering Strike
Cost: 1 ActionPoint + 2 Unholy Rune
Strike with your main-hand weapon and deal Weapon Damage and additional (LV5: 2d10/ LV8: 3d10) Necrotic Damage
Applies 2 - 3 stacks of Festering Wounds on hit.

  • Empowered Runic Weapon: Unholy
Passive
Weapon attacks dead additional 1d8 necrotic damage, and the chance to generate 20 Runic Power on a weapon attack is increased to 30%

  • Sudden Doom
Passive
Weapon attacks has a 25% chance to trigger this effect. Once triggered, your next Death Coil is free and bursts all Festering Wounds on the target.
Your next Death Coil hit generates 1 additional Unholy Rune

  • Army of the Dead
Cost: 1 ActionPoint + 100 Runic Power; Once per ShortRest
Summon 4 LV 10 Ghouls to fight by your side. These ghouls last 10 turns.


  • Dark Transformation
Cost: 1 ActionPoint; Once per ShortRest
Deal 3d8 Necrotic Damage to all enemies near the target Ghoul. Your ghoul turns intoan undead monstrosity for 3 turns and deals 50% increased damage. Ghoul's skills also gain new functionalities.


Ghoul Abilities:

  • Claw
Cost: 1 ActionPoint
Deal (LV4: 1d6/ LV6: 2d6/ LV10: 3d6) + UnarmedMeleeAbilityModifier Slashing damage to the target.
Has a 15% chance to knock target prone.

  • Devour
Cost: 1 ActionPoint
Bite a knocked out, prone, or sleeping target, dealing (3d10 + UnarmedMeleeAbilityModifier) Slashing damage to the target and heal that many HP

  • Sweeping Claws
Cost: 1 ActionPoint
Deal 3d6 + UnarmedMeleeAbilityModifier Slashing damage to the target and nearby enemies.
Has a 15% chance to knock target prone.

  • Vile Contagion
Cost: 1 BonusActionPoint; OncePerCombat
Inflict disease upon your enemies. Spreading Festering Wound equal to the amount currently active on your target to all nearby enemies within 5m.