Baldur's Gate 3
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  1. 0Cleric
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    IMPORTANT NOTES:

    • The Paladin Spell list is not exhaustive. Only spells the Paladin would have gotten through Spell Level 5 are available. 5e Spells and a handful of stuff I wanted for the class add a few more spells. Banishing Smite and Staggering Smite were already in the game and were made available with some alterations to make them consistent with other Smite Spells.
    • No support for class levels higher than 12. This is an ongoing project. The mod as-is currently condenses what I'd want a 20 level progression to incorporate. It will be a *project* to expand the progression. Do not expect this part to be updated until the New Year.
    • Use the bugs tab on Nexus to report. If there are issues, I don't want them intermixed on several platforms or sandwiched in the comments. Be thorough, with as much detail as you can provide. If a feature requires a spell to be cast, let me know what spell, etc.
    • Features are more or less set, with the possibility of tweaks here and there. Entirely new features will not be fabricated by request nor will limitations be loosened unless it actually makes the class more usable.
    • This subclass is going to be overpowered at best with only a few limitations implemented to keep it in check. As it turns out, trading the absurd power of Quickened and Twinned Spells for a handful of melee attacks and an in-house equipment proficiency isn't as absurdly broken as it could be. Still a bit high on the output, but not entirely unreasonable.
    Recent Updates:

    • Skills update; Medicine, Acrobatics and Athletics training have addition benefits. Heavy Armor was rolled into Athletics. Characters with the Heavy Armor training do not need to respec as I've made that passive a clone of the new Athletics effects.
    • 5e Spells update: 7 Spells were added from 5e Spells (Ceremony, Detect Magic, Detect Good and Evil, Create Food and Water, Spirit Shroud, Holy Weapon, and Steel Wind Strike), 2 from the base game (Warding Bond and Prayer of Healing). Steel Wind Strike isn't a Paladin Spell, but I wanted it.
  2. 0Cleric
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    Due to life circumstances, I am currently not modding. There's a lot that goes into this and obviously I have not been around to do anything lately. Especially with all text and files, getting back into the swing of things wouldn't really be feesible.

    Once the mod author tools become available, I will do what I can to bring the mods to parity with whatever the tools allow; and probably expand or make new mods if I can back into it. This is something I enjoy, but I am just too tired this year to have been working on them more.

    Sorry for the troubles and if there are game-breaking issues, I can see about fixing them or de-listing the mods.
    ~Cleric
  3. nadakuu
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    crashing when i level to 6. not sure what the cause could be. 
  4. mightymouse8324
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    Levels 4 and 8 are not allowing me to choose a new Sorcerer spell.

    I've got Community Library at the top, Community Framework at the bottom. I've got a number of other subclass mods - none of them are showing any errors.

    Everything else about this mod and custom subclass is great! So much so, I'm enjoying it regardless of this minor hiccup.
  5. nikitachirikov
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    Do you know the reason on why my game doesn't see your mod? like i have a lot of mods and they work fine, only yours doesn't. (i also can't see aberant mind anymore which is another sorcerer subclass, deleted it though)
    1. 0Cleric
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      No idea, I've downloaded the most recent CF, the nexus version of my mod, and launched the game; I can see both Aberrant Mind and Bladeweaver as subclass options for Sorcerer.

      EDIT: Ensure Compatability Framework is loaded AFTER all subclass mods.
    2. nikitachirikov
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      Dang it. Thank you. I'm a morron. Didn't know that CF needs to be loaded at thwe bottom
    3. TessaLightwood
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      I have a similar problem, I have framework loaded after all subclasses but bladeweaver keeps getting overwritten by death soul (I just noticed because I haven't made a sorcerer in a while)
    4. xtekek
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      New requirement for comparability framework is that you need the community library mod at the top of your mod list as well.
  6. akorndr2
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    Is this class a melee caster hybrid?
    1. 0Cleric
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      Thematically, yes, but the bonuses are usable with ranged weapons as well - at least I think they are. I don't have the files with me on vacation to check and verify.
    2. akorndr2
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      i am also struggling to work out why i cant find this subclass, not showing up in my game. fixed it just took a few times to download to get it working 
  7. tannerlukens
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    For multiclassing purposes, Does this work with divine smite?
    1. 0Cleric
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      Does what work? You can absolutely use Divine Smite, it triggers off any melee attack.
      However, anything that triggers off Smite Spells will not trigger off Divine Smite since it is not a spell.
  8. 0Cleric
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    There was a serious issue with 0.1.2; Downgrading to 0.1.1 should be fine until I can get the game updated and double check the fix in order to release 0.1.3.
  9. iamlebensmude
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    Good to see you dipping your toes into modding for the BG3 community Cleric, your mods for DOS2 were always interesting. Definitely looking forward to seeing more from you. Makes me wonder what your next class or subclass idea is; I think a Rogue/Ranger/Barbarian subclass would be interesting to see, especially with your previous mods.

    Made a quick overview of this subclass since it interested me: https://youtu.be/GEm0Cj7L8O4?si=42ZdGR8hlg1KfssQ
  10. Ashenminds
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    I don't know if I understand this mod correctly, but shouldn't "divine smite" also be included in this mod because it is like THE paladin spell? I just thought that it was weird because the mod description says "Whatever the reason, you've come to learn Paladin spells" and "Were your Parents Paladins themselves?", so it suggests that the main character could have received paladin training (from their parents) but also be born with sorcery powers. So it would be nice if you would add Divine Smite to your mod.
    1. 0Cleric
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      Divine Smite will not be added, as it's not a spell.
    2. Ashenminds
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      So you don't know how to add it or..? It still uses spell slots and is a paladin exclusive attack. Your mod description suggests that the bladeweaver could have received paladin-ish training (from their parents, from other paladins that they grew up with), so why not also add divine smite? A paladin get their powers from an oath and because the mod does not state it, it's normal to assume that the bladeweaver is just able to copy the powers of the paladins, to which Divine Smite also belongs, without an oath. In my opinion i don't get, why divine smite should be the exception. So can you add it or not? (pretty please?)
    3. 0Cleric
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      I'm not adding it.
      It's not a spell, even by 5e RAW. It cannot be counterspelled and expending spell slots means nothing (Create Sorcery Points is also not a spell despite expending spell slots).
      Divine Smite is a function of the Paladin's Oath which Bladeweavers do not take
      And more important than both of those, I don't want it part of the subclass.
    4. ZenWalrusGod
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      @Ashenminds if you use the Potion of Limited Wish mod you can add oath charges/abilities manually
    5. Ashenminds
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      Thank you, but if I use what exactly? I can't find what you are talking about.
  11. Montiac
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    Hello dear author.
    Mod is nice, i like it, but i noticed one thing that the extra attack is very OP when used in combination with spells/items that gives you additional action points.
    For example, you spend an Action point to cast Fireball, then you make an Attack using sorcery point, then, if you are under Haste or similar spells, you use your 2nd Action point to cast another (for example) fireball, then you get your second extra Attack for sorcery point, so here we used 2 powerfull spells and made 2 attacks, but its not the end, then you have something like the Elixir of bloodlust that gives you additional Action point when you kill somebody, so you cast your 3d Fireball and make your 3d weapon attack using your sorcery point.
    So here we are with 3 fireballs and 3 weapon attacks (of course for sorcery points spent but anyway) on 1 turn, its kinda broken, even Fighter start to cry cause an "fighter-like class" have it's maximum of 1+3 extra attacks, and here we have an full caster that also have 3 attacks.
    Also pact of the blade warlock cry with it's "half caster" and 1+1 extra attack.
    Technicaly, if you use blade cantrips like Booming Blade/Greenflame Blade, then you could make 6 weapon attacks on 1 turn (3 blade cantrips followed by 3 extra sorcerer point attacks). Fighter got depressed of his "so basic" life...
    Can you make so the "extra attack" for sorcery point is 1 per turn ability?
    Maybe if somebody likes that is 3 extra attack per turn then you can keep main file and add an "alternative" file with extra attack nerfed, imao is more balanced to have only 1 attack per turn from Blade Weaving ability.
    Thanks for attention.
    1. 0Cleric
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      Discipline yourself and don't do that. I will not be altering mods if you could simply not abuse mechanics. If this is a party problem, be adults and come to an agreement.
      That being said, your fighters and warlocks could also use haste and bloodlust elixers to get three attack actions plus their 3/6 extra attacks; and they also don't have to spend sorcery points to do so. You get 12 sorcery points per long rest aside from what you generate through smite spells and spell slot conversion.

      Yes, the subclass features are abuseable but no more or less than others; min-maxers will not be the reason I nerf something or do a ton of additional work. I simply do not have the time to cater to every crowd; I only get a few hours a couple times a week to work on things.
  12. zakurafrontline
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    Hello, I really like this MOD and have translated it into Chinese. May I post it on Nexus?