Baldur's Gate 3

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Djmr

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Djmr

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About this mod

A faithful implementation of Paladin in BG3 following the 5e ruleset. Includes Smites, new spells/class features, throwable Javelins and divine righteousness.

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Working on patch 6!

If you've previously downloaded my Smites mod (Rules as Written - Smites) then this mod makes it obsolete.

Whilst a Paladin class mod already exists, it is far from feature-complete. Other modders have worked on Paladin mods but their work never surfaced, however we might be seeing more Paladin mods in future. This is my take on the Paladin, by implementing 5e rules as much as possible. Since I've already worked on Smites before, I already skirted around the class and that experience helped in implementing some of the trickier aspects.

Subclass is selected at Level 2, instead of Level 3 - as the preparing of spells have been tied to the Subclass. Otherwise if preparing spells were tied to Paladin, we would still require spells to prep at Level 1, but we get spells to prep at Level 2. You still only get the Subclass features at Level 3. With that in mind, you can prep more than normal as it uses the Cleric/Druid logic. There are four subclasses currently (Ancients, Devotion, Oathbreaker and Vengence) with more planned. Supports up to Level 9 so far, but you can level up to 20 without full class features. This is due to the lack of 4th Level spells available.

How to use Divine Smite:
1. Hit an enemy with a melee weapon attack (even if it uses a bonus action)
2. They will receive a status (2 if you crit) unless they're already dead...
3. When casting Divine Smite, you can now target the enemy (100%) you hit, it will use the spell slot and apply the extra radiant damage.

This means that more than 1 player can use Divine Smite without issue and only the last applied Divine Smite can be used. All Smites will only apply from basic attacks or extra attacks given by GWM/More Feats (not weapon skills or Spells like Ensnaring Strike). This is to match the same rulings as per 5e, where Ensnaring Strike and Thunderous Smite wouldn't stack, but all spells/other smites can be stacked with Divine Smite.

How to throw a Javelin:
1. You get 5 throwable Javelins in your inventory, you can't equip them as they work similarly to magic arrows
2. Add the Javelin to your hotbar or in your inventory, right click -> shoot or left click whilst in the hotbar
3. Select the target/area you want to throw to, it will use your Strength modifier for the throw and 1d6+Strength modifier for the damage
4. If the Javelin can be placed, a copy will appear on the floor. If the Javelin cannot be placed, a copy will appear in the target's inventory.
5. After throwing one Javelin, you gain the ability to summon more once per day (because summoned items disappear after a long rest) - you can share them with your companions too.

Features:

Oath of Devotion changes - 2nd level Oath Spells have been replaced: now as Enhance Ability and Warding Bond. This is due to Lesser Restoration already being a preparable spell and Zone of Truth being impractical.

Abjure Enemy - Includes a separate version of the action that guarantees disadvantage against fiends/undead.

Animate Dead - Adds two versions - one that summons Skeletons on dead undead and one that summons zombies on humanoid corpses. Currently no limit on how many times you summon from the same bones/corpse.

Aura of Protection - Adds a bonus to saving throws based on your charisma.

Aura of Vitality - Heals 2d6 in a 9m area, there's no actual aura required.

Compelled Duel - No problems with this one but it would be nice if there is a visual identifier to show how far the duel area is.

Control Undead - Currently only changes factions around so that the AI character is a good guy but not part of your party, should be possible to have direct access once story scripting is possible.

Crusader's Mantle - Similar to Divine Favor but as an aura.

Divine Favor - Similar to Hunter's mark as added damage, also calculates extra critical damage.

Divine Sense - A status is added which shows how many uses you have.

Dreadful Aspect - Similar to Wrathful Smite's Frightened effect, and is only checked when targets move out of the 9m range. The AI will still attack you directly even if they're afraid (this is the same for all Frightened effects).

Elemental Weapon/Magic Weapon - Very similar, only difference is the damage and damage types.

Harness Divine Power (Tasha's) - Uses Channel Divinity to gain a Spell Slot.

Lay on Hands - Gives 1-5 and cures at first level, then max during every level up. Implementing a spell for each number isn't very practical, especially without having any obvious graphic for the amounts. It would be interesting to see what Larian does for Lay on Hands.

Nature's Wrath - Looks really good with the Entangle effect. There isn't an option to choose between strength/dex for saving throws. I've changed it to a bonus action on purpose - since you already get Ensnaring Strike and to match the power of Vow of Enmity.

Protection from Energy - Adds resistance to the selected damage type.

Remove Curse - Works but only gets rid of Hex currently.

Sacred Weapon - A few issues with this one. Has the "unstowable" property but can be stowed away anyway. If you have low Charisma, you won't gain the minimum +1. (I've also implemented Magic Weapon which works in a similar vein)

Sanctuary - This was a tricky one to work well. I make the warded target invisible on turns where the enemies fail their saving throw. This makes the AI attack other targets, which is why another target for them to attack would need to be in combat (or combat will end prematurely)

Blinding Smite - Saving throw is performed at the end of the turn

Branding Smite - Works for melee and ranged attacks.

Divine Smite - Up to 5th level spell slots.

Searing Smite - including the option to disperse the flames with the help command or via water.

Thunderous Smite - including the sound effect on a hit.

Wrathful Smite - including an action required to roll for this to be dispelled that the AI use. This uses a saving throw instead of ability check as the option doesn't seem to exist for combat in-engine.

Throwable Javelins - Reduces the penalty for a low Dexterity by providing a ranged option that uses Strength.

Turn the Faithless/Unholy - This is basically Turn Undead. Faithless removes any Polymorphing states.

Vow of Enmity - This is basically True Strike turned up to 11.

Warding Bond - I've decided not to implement the range limit. You can use an action to remove. The caster takes all damage the bonded target takes.

5e Spells:

If you have both 5e Spells and Devoted Paladin installed, you gain access to Heroism, Bestow Curse, Daylight and Haste.

Manual Installation instructions (highly recommend using a mod manager, I've added support for Candor):

Add .pak file to Documents\Larian Studios\Baldur's Gate 3\Mods

Then in Documents\Larian Studios\Baldur's Gate 3\PlayerProfiles\*Your profile here*\modsettings.lsx edit the file in notepad to the following:

<?xml version="1.0" encoding="UTF-8"?>
<save>
    <version major="4" minor="0" revision="0" build="77"/>
    <region id="ModuleSettings">
        <node id="root">
            <children>
                <node id="Mods">
                    <children>
                        <node id="ModuleShortDesc">
                            <attribute id="Folder" type="LSWString" value="Gustav"/>
                            <attribute id="MD5" type="LSString" value=""/>
                            <attribute id="Name" type="FixedString" value="Gustav"/>
                            <attribute id="UUID" type="FixedString" value="991c9c7a-fb80-40cb-8f0d-b92d4e80e9b1"/>
                            <attribute id="Version" type="int32" value="268435456"/>
                        </node>

<node id="ModuleShortDesc">
<attribute id="Folder" type="LSWString" value="DevotedPaladin"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="FixedString" value="DevotedPaladin"/>
<attribute id="UUID" type="FixedString" value="e3caf075-ea6d-45d7-b822-deeeeeeeeeee"/>
<attribute id="Version" type="int32" value="1"/>
</node>
                    </children>
                </node>
            </children>
        </node>
    </region>
</save>

Devoted Cleric:

Adds Detect Evil and Good, Sanctuary and Warding Bond into the Cleric spell list. The .pak file uses the same logic as hotfixes - after installing Devoted Paladin, place this .pak file in your Documents\Larian Studios\Baldur's Gate 3\Mods\ folder manually rather than using a mod manager on the optional file. You can also run both this and 5e Spells in tandem, but 5e Spells would need to be listed before Devoted Paladin in your mod order. If you update Devoted Paladin, you may also need to update this too.

Compatibility:

You can run this and Figs999's Paladin mod in tandem, but this mod would need to be placed below in the mod order, and this mod includes improved versions of the same subclasses.

Needs ImprovedUI to access god selection in character creation - https://github.com/TheRealDjmr/BG3ImprovedUI/releases/

Supports Lvlup, although it only uses the extra attack aspect - https://www.nexusmods.com/baldursgate3/mods/118

You can also place my Ranger Smites mod below this mod if you don't like bonus action Smites and get the recast Smite versions instead.