Baldur's Gate 3

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About this mod

Adds Arcana, Blood, Death, Forge, Grave, Moon, Order, Peace and Twilight Domain Clerics up to level 20. All base game Domains abilities 13-20
For abilities levels 13+ you will need a leveling mod.

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
  • Portuguese
  • Mandarin
  • Korean
  • Italian
  • German
  • French
Changelogs
Requires 5eSpells

Installation
: Use BG3 Mod Manager for easy install
Place Clerics at the bottom of the load order

Starter gear


Arcana Domain: Unchanged weapon and armor but does start with a couple 1st level cleric scrolls.
Blood Domain: Changed to morningstar.
Death Domain: Changed to flail.
Forge Domain: Changed to chainmail. (but can create any metal armor valued under 100gp in RAW)
Grave Domain: Unchanged weapon and armor but does start with a shovel.
Knowledge Domain: Unchanged weapon and armor but does start with a couple 1st level cleric scrolls.
Life Domain: Changed to chainmail.
Light Domain: Unchanged weapon and armor but does start with a couple 1st level cleric scrolls.
Moon Domain: Unchanged weapon and armor but does start with a couple 1st level cleric scrolls.
Nature Domain: Changed to staff (for Shillelagh), shortbow and chainmail.

Order Domain: Changed to chainmail.
Peace Domain: Unchanged weapon and armor but does start with a couple 1st level cleric scrolls.

Tempest Domain: Changed to trident and chainmail.
Trickery Domain: Unchanged weapon and armor but does start with thieves tools and trap disarm kit.
Twilight Domain: Changed to scimitar and chainmail.
War Domain: Changed to warhammer and chainmail.

Note* For additional deities I recommend Gods Extra FullGameReady.

Note* Optional rules Blessed Strikes added. Details here

Arcana Domain


Domain Spell List

Cleric 1st Level: Detect Magic, Magic Missile
Cleric 3rd Level: Magic Weapon, Blur
Cleric 5th Level: Dispel Magic, Glyph of Warding
Cleric 7th Level: Arcane Eye, Dimension Door
Cleric 9th Level: Planar Binding, Telekinesis


Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana
skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't
take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving.



**Dispel Magic**

Added Dispel Magic. This is a temporary implementation until it is added in 5e Spells. It's currently split into Dispel Magic:Ally and Dispel Magic: Enemy and strips ALL positive/negative effects and does not take into account spell levels. It intentionally does not remove invulnerability or built in resistances (will remove potion/spell resistances)

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of
1st level or higher, you also end harmful spells on that creature with dispel
magic.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add
them to your list of domain spells. Like your other domain spells, they
are always prepared and count as cleric spells for you.


Blood Domain  (Source: Tal'Dorei Campaign Setting Reborn)

Domain Spell List

Cleric 1st Level: Sleep, False Life
Cleric 3rd Level: Ray of Enfeeblement, Hold Person
Cleric 5th Level: Haste, Slow
Cleric 7th Level: Blight, Stoneskin
Cleric 9th Level: Dominate Person, Hold Monster


Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

Bloodletting Focus

Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a
damage-dealing spell of 1st level or higher, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell’s level.

Channel Divinity: Crimson Bond

Starting at 2nd level, you can ritually create a pool of blood centered on you. All allies (including yourself) within 30 feet deal an additional 1d4 necrotic damage with melee attacks while standing in blood. This damage scales to 2d4 at level 5 and 3d4 at level 10. This can trigger once a turn. Additionally you unlock a spell Blood Ritual which lets you sacrifice 2d4 health by taking necrotic damage and create a new pool of blood centered on yourself.

Channel Divinity: Blood Puppet


At 6th level, As an action, you target a creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken.

Sanguine Recall

At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level, and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered. Sanguine Recall Recovery charges are usable once per long rest.

Divine Strike

At 8th level, you gain the ability to cause the physical wounds you deal out to bleed profusely. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Vascular Corruption Aura

At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed.
For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6
necrotic damage. Hostile creature with blood are unable to gain health while in the aura.



Death Domain

Domain Spell List

Cleric 1st Level: False Life, Ray of Sickness
Cleric 3rd Level: Blindness, Ray of Enfeeblement
Cleric 5th Level: Animate Dead, Vampiric Touch
Cleric 7th Level: Blight, Death Ward
Cleric 9th Level: Cloudkill, Negative Energy Flood


Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 15 feet of each other.

Channel Divinity: Touch of Death


Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature
with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Improved Reaper

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead
target two creatures within range and within 5 feet of each o
ther. If the spell consumes its material components, you must provide them for each target.
(Most spells work by hitting 2 targets at once but Ray of Enfeeblement and Ray of Sickness both unlock a second cast that you have to use. The second cast doesn't use or interrupt concentration)

Forge Domain

Domain Spell List

Cleric 1st Level: Detect Magic, Searing Smite
Cleric 3rd Level: Heat Metal, Magic Weapon
Cleric 5th Level: Elemental Weapon, Protection From Energy
Cleric 7th Level: Stoneskin, Wall of Fire
Cleric 9th Level: Conjure Elemental, Wall of Stone


Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one object
that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item,
granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. Once you use this feature, you can't use it again until you finish a long rest.

Channel Divinity: Artisan's Blessing


Starting at 2nd level, you can use your Channel Divinity to create simple items.
Currently you can use this to create any simple or martial metal weapon. Any metal armor including metal gloves or helmet. All items have to be valued under 100gp per RAW. You can also create tools such as hammer, shovel, thieves tools or trap disarm kits and a large and small metal chest for your camp.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:
  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the
extra damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:
  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Grave Domain

Domain Spell List

Cleric 1st Level: Bane, False Life
Cleric 3rd Level: Wither and Bloom, Ray of Enfeeblement
Cleric 5th Level: Revivify, Vampiric Touch
Cleric 7th Level: Blight, Death Ward
Cleric 9th Level: Negative Energy Flood, Raise Dead


Circle of Mortality


At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore
hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of
life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any
undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Sentinel at Death's Door

At 6th level, you gain the ability to impede death’s progress. Create an aura centered on yourself that makes enemies unable to critically hit you or your party. Any effects triggered by a critical hit are canceled. Casting this does not require a spell slot, and it lasts for 50 rounds (5 minutes real time). You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Keeper of Souls


At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30
feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to your number of Hit Dice. You can

use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

(Only change from RAW is healing is based on your Hit dice as opposed to enemy, this will likely be changed)


Moon Domain (Source: Tal'Dorei Campaign Setting Reborn)

Domain Spell List

Cleric 1st Level: Faerie Fire, Fog Cloud
Cleric 3rd Level: Invisibility, Moonbeam
Cleric 5th Level: Hypnotic Pattern, Gaseous Form
Cleric 7th Level: Greater Invisibility, Polymorph
Cleric 9th Level: Seeming, Planar Binding

Clarity of Catha

When a creature within 30 feet of you that you can see makes a Wisdom saving throw, you can use your reaction to grant that creature
advantage (+10) on the save.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Channel Divinity: Blessing of the Full Moon


Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instill a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:

Blessing of the Watchful Moon.
For 1 hour, the blessed creature’s speed increases by 10 feet, and it has advantage on Perception and Survival checks.
Blessing of the Blood-Drenched Moon. For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature’s allies is within 10 feet of the target.

Channel Divinity: Mind of Two Moons

This is a spell container with all of the Moon Domain Spells getting added to it as you level. You can cast Moon Domain spells by expending a Channel Divinity Charge instead of a spellslot and without using concentration. You have disadvantage on concentration checks until you start a turn without concentrating on any spell. *NOTE* These can only be cast IF you are already concentrating on a Moon Domain Spell and you can't cast the same spell that you're already concentrating on. These spells can't be upcast but at levels 6,7,9 They improve to the highest cast available

Potent Spellcasting(Empowered Cantrips)

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Eclipse of Ill Omen

At 17th level, with a bonus action you create an aura for 1 minute (10 rounds) that gives disadvantage to all saving throws for enemies. Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can’t regain hit points. Once you use this feature, you can’t use it again until you finish a long rest. This ability requires concentration and Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Mind of Two Moons feature.


Order Domain

Domain Spell List

Cleric 1st Level: Command, Heroism
Cleric 3rd Level: Hold Person, Detect Thoughts
Cleric 5th Level: Mass Healing Word, Slow
Cleric 7th Level: Charm Monster, Banishment
Cleric 9th Level: Dispel Evil and Good, Dominate Person


Bonus Proficiencies


When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion
skill (your choice).


Voice of Authority

Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or
higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a
creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.


Embodiment of the Law


At 6th level, you become remarkably adept at channeling magical energy to compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage
increases to 2d8.


Order's Wrath


Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your
Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your
allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this
way only once per turn.

Peace Domain
Domain Spell List

Cleric 1st Level: Heroism, Sanctuary
Cleric 3rd Level: Aid, Warding Bond
Cleric 5th Level: Beacon of Hope, Motivational Speech
Cleric 7th Level: Aura of Purity, Otiluke's Resilient Sphere
Cleric 9th Level: Greater Restoration, Rary's Telepathic Bond

Implement of Peace
When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).
Emboldening Bond
Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.(The 1d4 to attack can be used like a normal reaction with ask/enable but the saving throw/ability check bonus will roll automatically and show up in combat log. They are just added as interrupts to show you that you have them/they're working)

Channel Divinity: Balm of Peace

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your
speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once when ever you take this action.

Protective Bond
Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes half the damage instead.
(Heals the original Character back the damage it took in the attack before redirecting to the teleporting character.)

*Known Issue* If the initial character takes enough damage to be Downed it will NOT heal the full damage and instead pop back up at 1hp like a Death Ward. Will attempt to fix this.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Expansive Bond

At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each
other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.


Twilight Domain

Domain Spell List

Cleric 1st Level:  Faerie Fire, Sleep
Cleric 3rd Level: Moonbeam, See Invisibility
Cleric 5th Level: Aura of Vitality, Catnap
Cleric 7th Level: Aura of Life, Greater Invisibility
Cleric 9th Level: Circle of Power, Mislead


Bonus Proficiencies


At 1st level, you gain proficiency with martial weapons and heavy armor.

Eyes of Night

Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see
in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) +3
on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.
(Each player in range to get the temp HP unlocks a spell that removes charmed or frightened. If  they don't use that ability they get the temp HP at the end of their turn)

Steps of Night


Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or
darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Twilight Shroud


At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

(Half cover gives +2 bonus to AC and Dexterity saving throws)


Tempest Domain


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 thunder
damage to the target. When you reach 14th level, the extra damage
increases to 2d8.


Stormborn

At 17th level, you have a flying speed equal to your current walking speed.
(Currently the outside only requirement is not in use. Might change that on release)

War Domain

Divine Strike


At 8th level, you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 damage of
the same type dealt by the weapon to the target. When you reach 14th
level, the extra damage increases to 2d8.


Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Nature Domain


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.


Master of Nature

At 17th level, you gain the ability to command animals and plant
creatures. While creatures are charmed by your Charm Animals and Plants
feature, They will be dominated and join the fight on your side.


Knowledge Domain


Font of Knowledge
At 17th level, You radiate an aura that gives you and your party advantage on all wisdom and intelligence saving throws and ability checks. Additionally as a reaction you can cast the shield spell without using a spell slot on anyone in your party, including you. You can use this ability an amount of times equal to your wisdom modifier
and you regain all expended uses when you finish a long rest

Trickery Domain

Channel Divinity: Invoke Duplicity
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration. The illusion appears in an unoccupied space that you can see within 30 feet of you. You can move the illusion 30 feet per round but it will be destroyed if it moves 120ft from you. Anytime the illusion is within 10 feet of both an enemy and you or an ally then you or that ally get advantage on attack rolls against it.
(Functions as base game but the movement/leashing is added by the mod)


Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. Once on each of your turns when you
hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Duplicity

At 17th level you gain the ability to create 4 illusions instead of 1. They can all be moved independently and any one that moves 120 feet from you will be destroyed, leaving the others. They function the same as Channel Divinity: Invoke Duplicity.