Baldur's Gate 3
0 of 0

File information

Last updated

Original upload

Created by

havsglimt and Celes

Uploaded by

havsglimt

Virus scan

Safe to use

About this mod

Brings the Aberrant Mind subclass for Sorcerers to Baldur's Gate 3.

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
  • Portuguese
  • Mandarin
  • Italian
  • French
Changelogs
Donations
ABERRANT MIND HAS COME TO BALDUR'S GATE 3!

I used the Early Access version of this subclass that Celes' made as a template (with his permission) and made my own take on Aberrant Mind. After all, if there's one subclass that should be in Baldur's Gate 3, it should be this one.

Also features a custom recolor of the starter Sorcerer robe.













CLASS FEATURES




Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table.

1st level: Mind Sliver, Arms of Hadar, Dissonant Whispers
3rd level: Calm Emotions, Detect Thoughts
5th level: Hunger of Hadar, Fear
7th level: Evard's Black Tentacles, Summon Beholderkin
9th level: Dominate Person, Telekinesis
NOTES
Due to the sheer volume of work that would be required to make one version for each and every possible spell that you can pick from the extended 5e spell table, and the fact that there's no way to check for which spells you've currently prepared, you'll simply have to make do with the spells from the initial table.

Since Sending (level 5) and Rary's Telepathic Bond (level 9) aren't in the game, I exchanged them for two spells that are available in the game and felt fulfilling for the class fantasy.




When you land a Critical Hit against a creature, that creature and any nearby enemies must succeed a Wisdom Saving Throw or become Frightened until the end of their next turn.
NOTES
Since Great Old One Warlocks also don't get the Telepathic Speech feature normally granted by the subclass, I gave Aberrant Mind a copy of the one that GOO gets, but with a new name and icon to make it more fitting for the subclass.




Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, it requires no verbal or somatic components.
NOTES
Works like in 5e. I implemented this feature as a passive that you can toggle on and off if you want to, and toggling it on gives you temporary spells on the right side of your hotbar that are separated from the original spells that can be cast with a spell slot. Furthermore, you are granted new versions of the passive at levels 7 and 9 to accomodate for the new Psionic Spells you learn at those levels.




At 6th level, you gain Resistance to Psychic damage, and you have Advantage on Saving Throws against being Charmed or Frightened.
NOTES
Works like in 5e. Super simple and to the point.




INCLUDES VERSIONS FOR "ABERRANT FLIGHT" (LEFT), "ABERRANT SCRUTINY" (MIDDLE) & "ABERRANT SLITHERING" (RIGHT)

Beginning at 11th level, you can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 or more Sorcery Points to magically transform your body until your next Long Rest. For each Sorcery Point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:


• ABERRANT FLIGHT: Magically transform your body, gaining a Flying Speed of 9m and the ability to hover, ignoring surfaces and the effects of Difficult Terrain.

• ABERRANT SCRUTINY: Your eyes turn pitch black, granting you Darkvision up to a distance of 32m and the ability to perceive invisible creatures and objects within 18m. 

• ABERRANT SLITHERING: Your body and any equipment you are wearing or carrying becomes slimy and pliable, allowing you to move through small openings and evade any attempt to Throw or Shove you. You can also spend 2m of movement to escape from restraints or grapples.
NOTES
I bumped this down to level 11 since other Sorcerer subclasses in BG3 have the same setup—otherwise you'd get your last subclass feature at level 6, which would suck. I also increased the durations to Long Rest, since other spells and features that have a normal duration of 10 minutes in 5e last that long in BG3.

As one of the options from the 5e version of this isn't viable (swimming speed and underwater breathing), and since the flight granted by another option is inferior to the one you get from Tadpole Powers (which is a road you prooobably want to take when playing this class anyway), I decided to buff the other two to make them a bit more useful.

Since you can realistically only cast one of these at a time in BG3, casting any of the Revelation in Flesh spells gives you a buff that removes the Bonus Action cost for one round, so that you can get as many of the buffs as you want while in combat.





At 15th level, you can unleash your aberrant power as a space-warping anomaly. As an Action, you can teleport to an unoccupied space you can see within 18m of you. Immediately after you disappear, each creature within 5m of the space you left must make a Strength Saving Throw. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 Sorcery Points to use it again.
NOTES
*Requires a mod that allows levelling past 12.*
Works like in 5e, but with a reduces radius. Since most other long-range spells have had their maximum range halved or set to 18m, I did the same with this one. I also reduced the blast radius from 9m to 5m, because 9m is positively enormous in this game, especially for something that affects everyone and not just enemies. I also bumped this down to level 15 (even if it barely matters), since the Sorcerer feature gap is the worst. 





BONUS CANTRIP


You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence Saving Throw or take 1d6 Psychic damage and subtract 1d4 from the next Saving Throw it makes before the end of your next turn.
NOTES
Works like in 5e. I'm aware that this cantrip already exists in 5e Spells, but I made my own take on the spell so you don't have to rely on 0ther mods too much, just like with my other mods.



BONUS 4th LEVEL SPELL


You call forth a Beholderkin that manifests in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points, when the spell ends, or when you lose Concentration. It uses the Aberrant Spirit (Beholderkin) stat block.

The Beholderkin can cast Eye Ray, which causes 1d8 + 3 + the spell's level Psychic damage to a target. It can cast a number of Eye Rays equal to half the spell's level, rounded down.
NOTES
Works like in 5e, except for the fact that there are no Slaad or Star Spawn in BG3. If there were, I'd make it into a proper Summon Aberration and do one of each, but for now a Beholderkin will have to do! 

The Beholderkin inherits the caster's Spell Attack Modifier and Proficiency Bonus, and upcasting the spell increases the summon's Armor Class, health points, and damage of its signature attack. It has Immunity to Psychic damage and has Darkvision up to a distance of 18m, and can Fly and hover.





SUBCLASS-THEMED DYE



Uses the black and maroon theme of the Aberrant Mind robe. 
Can be found in the tutorial chest, and with numerous vendors throughout the game. 








POTENTIAL ISSUES/DISCLAIMERS

•   There might be potentially strange interactions if multiclassing into Great Old One, since Illithid Hunger and Mortal Reminder do the same thing. It seems like it's only triggered once, so it should be fine to multiclass into Great Old One.






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 "AberrantMind.zip" and place "AberrantMind.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.






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
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
Circle of Spores Enhanced
Resurrect NPCs