Baldur's Gate 3

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Yoesph and Zoodud254

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Yoesph

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About this mod

Zoodud254's Vampire class adapted for BG3

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Vampire Class mod based on an updated version of this Vampire Class. This class is a Work In Progress. 

What is Done

Currently, most all main and subclass features are finished to level 20, and things that are not are marked as such. Some things have been changed or scrapped if Zoodud and I couldn't think of a good way to translate them to BG3, but suggestions are welcome. 

What is Not Done

While I did actually have many of the not implemented blood features done, some large changes were done to the base class due to some testing, so many were scrapped or need redoing. Blood features that are not in are marked as such and can be seen in the articles tab. Currently those blood features and any bugs in the current ones are my priority. 

Beyond not implemented features, the text and descriptions of passives and spells need work. Many of them were done early in the mod before large changes were made and may not be accurate anymore. With the large amount of entries I have combed through them a few times but doubtlessly missed some. I encourage anyone playing to let me know if any of the text is confusing or not accurate. 

VFX and animation choices are NOT final and will need to be checked over when everything is nearing completion. Please give suggestions or feedback in which spells you like and dislike. 

How To Play - IMPORTANT

This class plays a bit differently than others, and to avoid confusion, I want to go over a few important points. 

  • The only way to get blood is by biting or feeding. While biting requires certain conditions to be met, there are blood features that help with this, and remember to use your claw grapple as you can bite while an enemy is grappled. Feed is only usable outside of combat. 
  • If you run out of blood and find yourself in combat, you must pass a DC=11 WIS save or go feral for an hour. This will end after the duration OR when your character manages to bite someone and get blood. So, manage your blood well.
  • With each long rest, you will lose 1 blood point as time passes.
  • You will have an ability in the temporary section of your hotbar that allows you to select Blood Features when you are available to do so. The number of blood features you may have at any given time is in the table below. You begin with one, so choose well!
  • If you want to respec your blood features, then at camp, before you long rest, you will get a skill in that same temporary hotbar section that will allow you to deselect one skill opening a slot. This means you can only change your blood features one at a time. 
  • The skills for choosing and respeccing will only appear when you are able to use them. So don't worry if they are not there, and make sure to check after leveling up!
  • You will be weaker in the sun, so try and fight in shadow, or get the Sparkly Blood feature to combat this. 
  • In the Blood Feature selection menu, they are ordered based on the group (Innate Weaponry, Shapechanger, etc.) and then level. If you are confused about the requirements or feel something is too vague, please let me know. 
  • Feeding on someone you have high approval with will give you a special status effect. 
  • Cast spells off of Charisma and choose either Strength or Dexterity for physical attacks. (It defaults to Dex but will dynamically change to whichever is higher)

The Vampire - Blood Features


Sanguinare Vampiris
When you select this class at 1st level, you count as an Undead creature for all spells and abilities that affect or detect the undead. You do not need to eat or breathe, and you do not age. Under the influence of Vampirism, you have the following effects:
Benefits:
  • You have resistance to Necrotic Damage.
  • You gain darkvision up to a range of 60 feet, if you do not already have it; if you have darkvision, its range increases to 120 feet.
  • You need only sleep through a trance. This trance lasts as long as you wish, though you need only be in it for 6 hours to gain the effects of a long rest. In this state, you appear motionless; however, you are fully aware of your surroundings and can hear and smell as normal. You can end this trance at any time. (Not implemented)
  • Your bodily transformation grants you the use of two natural Unarmed Strikes: a pair of deadly claws and fangs. You can choose to use either Strength or Dexterity (whichever is higher) for your damage modifier when you make this attack. Whenever a feature refers to your Unarmed Strikes, you can use either your Claws or your Bite attack if you meet the requirements to do so. 

Claws
Your Claws deal 1d4 + your selected ability score modifier Slashing damage on a hit. When you successfully make an Unarmed Strike with your Claw and hit a creature that is no more than one size category larger than you, you may choose to Grapple it instead of dealing damage; you automatically succeed on this Grapple check.

Bite
Your Unarmed Strike with your Bite can only be used to target a creature that is willing or charmed by you, grappled, restrained or otherwise incapacitated, such as sleeping. If at least one of the aforementioned conditions are met, make an attack roll as normal. On a hit, you deal 1d6 + your selected ability score Piercing damage and an additional 1d4 necrotic damage. The Necrotic damage increases as you gain levels, increasing to 1d6 at 6th level and to 2d6 at 11th level.
The target's Hit Point maximum is reduced by an amount equal to the Necrotic damage dealt by this Bite; you regain Hit Points equal to that amount, and Blood based on the target type (see below). The Hit Point reduction lasts until the target finishes a long rest. The target dies if this effect reduces its Hit Point maximum to 0. 
 Biting creatures of Small size or larger will restore 1 Blood if the target is not a humanoid; humanoids restore 2 Blood. Constructs, Elementals, Oozes, Undead & Plants do not restore any Blood.
Regardless of how many attacks you are able to perform, you may only use your Bite attack once per round.

Weaknesses:
  • If you are critically hit with piercing damage, you are paralyzed for one turn. While you are paralyzed in this way, you have resistance to all damage except psychic.
  • If you end your turn in running water, you take acid damage equal to your level. This cannot be reduced in any way. (Technically implemented, but the running water terrain is never used in game)
  • You may only cross the threshold of a home if you are invited in by a resident. (Not implemented)
  • You find natural bright sunlight painful. While in direct Sunlight or until the end of your turn after taking radiant damage, you have disadvantage on attacks and Wisdom (Perception) checks. You gain a level of exhaustion for each hour you spend in bright sunlight. You cannot gain more than 4 points of exhaustion in this way. Staying in dim light or darkness for 2 hours can remove additional levels of exhaustion above 1 gained in this way. (Partially Implemented)

Blood
Starting at 1st level, you have a pool of Blood that you may sacrifice to fuel your Vampiric Powers. Your Vampire level determines the amount of Blood you have, as shown in the Blood column of the Vampire table. You can spend this Blood to fuel various vampiric features.
Choose 1 Blood Feature from those listed and for which you fulfill the requirements. When you finish a long rest, you may swap one feature you have chosen for another that is available to you. This represents you honing your vampiric abilities to focus on certain areas. You may spend Blood to use those features as directed. You learn an additional Blood Feature at 2nd, 6th, 9th, 13th, 15th, and 18th levels. The level prerequisite refers to Vampire level, not character level. 
At 10th level, you gain 1 additional Blood while Feeding; this bonus increases to 2 at 15th level. You do not recover Blood after a short or long rest; you only recover Blood by Feeding or using your Bite attack.

Feeding Rules
Outside of combat you can Feed on a willing, charmed, or incapacitated creature that isn't a Construct, Elemental, Ooze, Undead or Plant. When you Feed in this way, the creature takes no damage, but instead will incur stacking debuffs starting with no effect, then Astarion's drained debuff, and finally each subsequent feeding causing life drain. You recover the same blood as if biting them with your attack. 
When you Feed on a creature, you regain hit points as follows: lvl1 1d4, lvl5 1d6, lvl10 1d8, lvl15 1d10, lvl20 1d12. 
At the end of each day, you lose one Blood. If you have zero Blood and combat begins, you must make a Wisdom save (DC = 11) or enter a feral rage for 1 hour. While you are in this state, you must attempt to attack and drain any living creature you can find. When your blood rises above 0 the rage ends.

Title - Subclasses
At 3rd level, you choose a Title to claim. You can choose between several different Titles that further refine your Vampiric Powers. This title grants you features at 3rd level and again at 7th, 11th and 17th.

Extra Attack
At 5th level, when you take the Attack action on your turn, you can Attack twice instead of once.

Sanguine Talons
Starting at 6th level, your unarmed strikes, including your Bite, count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Detect Life
At 10th level, you gain see invisibility

Unearthly Will
At 13th level, your vampiric will is stronger than most mortals can comprehend. You gain proficiency in Wisdom saving throws, and you have advantage on saving throws against being Frightened or Charmed. In addition, you are immune to effects that would Turn Undead. Additionally, when you consume blood from a target with Spell Slots and/or the Innate Spellcasting trait, you have resistance to magical damage dealt by that targets' spells (not magical weapons they wield), and advantage on spells that require you to make a saving throw cast by that target.

Night Cloak
At 14th level, you can summon bats to shield and hide you. As a bonus action, you can spend 4 Blood to summon a swarm of bats from the darkest reaches of the night. These bats grant you temporary hit points equal to twice your level plus your Constitution modifier. While you have these temporary hit points, all attacks have disadvantage against you, and you gain a plus 10 bonus to Stealth checks.
Once you use this feature, you cannot use it again until you finish a short or long rest.

Undaunted Shadowalker (Not Implemented)
At 18th level, your connection with the Shadowfell draws darkness towards you. During your long rest, the area around you for five miles begins to become overcast, as if you had cast Control Weather. A deep gloom settles over the land, and all outside light is dim, allowing you to walk freely during the day without gaining any levels of exhaustion. If you leave this 5 mile area, the gloom and clouds disperse after 3 hours and the sunlight returns.  
Other Effects of Shadowalker:
  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.

  • Plants within the 5 mile radius wither, and their stems and branches become twisted and thorny. The closer you are to the center of the radius, the more withered plants become.

  • Shadows cast within the 5 mile radius seem abnormally gaunt and sometimes move as though alive. The shadows become more active closer to the center of the 5 mile radius.

  • A creeping fog clings to the ground within 5 miles of your location. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. The fog shifts more often as you approach the center of the 5 mile radius.


If you are killed or leave the 5 mile radius, these effects end after 1d4 days.

You lose sunlight sensitivity instead.

Vampire Lord
At 20th level, you gain the ability to unleash your full power as a Master Vampire upon your foes. Your Strength, Dexterity and Constitution scores increase by 4, to a maximum of 20 if they are not already higher.

Once per day as an action, you gain the following benefits for 1 minute:
  • You gain a flying speed of 60 ft.
  • You regain 10 hit points at the start of each turn, provided that you have at least 1 hit point. If you take Radiant damage, this trait does not function until the start of your next turn.
  • Your unarmed strikes (including your Bite) deal an additional d8 necrotic damage.
  • As a bonus action on each of your turns, you may choose one creature within 60 feet of you. That creature must succeed on a Wisdom saving throw or be charmed by you until this effect ends. A charmed creature will regard you as a friend and do its best not to harm you or your allies.

The Beastial - Blood Features

Creature of the Night  
At 3rd level, you can spend half your maximum Blood (rounded up) to transform into a bat-like Creature and gain the following features for 10 minutes per Blood spent on this transformation:

  • Your AC while in Creature form is equal to 10 + Your Dexterity + Your Constitution modifier. You cannot use a shield.

  • You gain a number of Temporary Hit Points equal to your Constitution Modifier + half your vampire level when you Transform.

  • Your unarmed strikes deal an additional 1d6 force damage on a hit. 

  • You gain a flying speed equal to your walking speed.

  • You have advantage on Wisdom (Perception) checks.

  • You gain Blindsight for 30 feet. 

  • Any clothing or equipment you are wearing melds into your Creature form; you cannot wield manufactured weapons while in this form. 

  • You have vulnerability to Thunder damage. If you are hit by thunder damage, you lose your blindsight for a turn. You cannot recover or spend Blood while deafened or the turn after you have taken Thunder damage.

This Transformation ends early if you are knocked unconscious, killed, or stunned. You can still use this Transformation with Vampire Lord at 20th level. 

Unnerving Transformation
At 7th level, when you Transform into your Creature form, enemies in a 15 foot radius around you must make a Wisdom Saving throw; on a failed save, they are frightened of you for 1 minute. They can repeat the saving throw at the end of their turn, ending the effect on a success. You have advantage on attack rolls against any creatures that are Frightened in this way

Roaring Thunder
At 11th level, you gain a ranged natural attack that deals Thunder damage equal to your Claw Attack damage while in your Creature form. Targets you hit with this attack make a Constitution Saving throw. On a failed save, the target is stunned. On a successful save, they take half of this damage and aren't deafened.
Additionally, when you Transform, your size increases by one size category (eg, Medium to Large).

Greater Creature
At 17th level, your Transformation is truly terrifying to behold, a nigh unstoppable Creature. You gain the following benefits when you Transform;

  • Your Blindsight in Creature form increases to 60 feet.
  • Your unarmed strikes damage bonus increases to 3d6 force damage.
  • You have resistance to all damage types except Thunder and Radiant. 
  • While Transformed, any critical hit against you becomes a normal hit.
  • You have advantage on saving throws against spells and other magical effects.

The Ghoulish - Blood Features

Paralytic Claws
At 3rd level, your claws become even deadlier. Your Claws damage dice increase to 1d6. This increase continues at the 7th (1d8), 11th (1d10) and 17th (2d6) levels. You can spend 2 Blood to coat your Claws in a Paralytic venom until the end of your next turn. If you hit a creature with these claws (if the target is a creature other than a Construct, Elemental, Ooze, Undead & Plant) it must succeed on a Constitution saving throw against your Blood Feature DC, or be Paralyzed until the end of its next turn.

Feeding Frenzy
At 7th level, you can spend 3 Blood to enter a Frenzy as a bonus action. During this Frenzy, you gain the following benefits:

  • You have advantage on checks and Saving throws using your selected Unarmed Strike ability score (DEX or STR).
  • Frenzied Strikes: When you make your first unarmed strike on your turn, you can decide to throw caution to the wind, biting and scratching relentlessly. Doing so gives you advantage on unarmed strike attack rolls during this turn, but attack rolls against you have advantage until your next turn.
  • When you drop a creature to zero hit points, you can make an additional unarmed strike against another creature within your range as part of your Attack action. This can be your Bite attack, ignoring the normal restrictions for your Bite.

Your Frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Frenzy on your turn as a bonus action.

Gravetouch
At 11th level, when you Paralyze a creature with your Claws, they are Paralyzed for 1 minute. They can make saving throws at the end of each of their turns, ending the effect on a success.

Ghoul Lord
At 17th Level, you are a Ghoul Lord, master of pestilence and disease. When you make an attack with your Bite and hit a creature, you can spend 9 Blood to infect the creature with a disease as if you had cast the Contagion spell. The target makes a Charisma saving throw against your Blood Save DC. On a failed save, you can choose the disease infecting the creature, which cannot be cured of this disease except by a Greater Restoration spell. You can’t infect a creature with a Disease more than once. 

The Impaler - Blood Features

Dreaded Warrior

Starting at 3rd level, you gain proficiency in Heavy armor and your hit point maximum increases by 3. It also increases by 1 whenever you gain a level in this class. You pick one of the following Fighting Styles:

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Defense: While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Flavoured Enemy
Beginning at 3rd level, when you Bite a living creature, it becomes your Flavoured Enemy. You may only have one Flavoured Enemy at a time. You have resistance against non-magical damage from your Flavoured Enemy. This lasts until you Bite a new creature, even if your current Flavoured Enemy dies.

Carnal Renewal
At 7th level, when you drop a creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your Proficiency bonus. If this creature is your Flavoured Enemy, these are regular Hit Points instead. In addition, you also regain 1 Blood if you are not currently at your maximum, even if the target is not your Flavoured enemy.

Decree of Death
At 11th level, you instill terror in your foes and bloodlust in your allies. As an action, you can choose a number of creatures equal to your Charisma modifier that you can see within 60 feet of you:

  • Those you designate as enemies make a Wisdom saving throw against your Blood Save DC; on a Failed save, they are Frightened of you until the end of your next turn.
  • Those you designate as allies have advantage on their next attack roll until the end of your next turn.

For each creature you choose to target exceeding your Charisma Modifier, you can spend an additional 2 Blood to include them in the Decree. Once you use this feature, you cannot use it again until you finish a short or long rest.

Merciless
At 17th level, you score a critical hit on a 19 or 20. You can spend 1 Blood as a bonus action to increase this to 18-20 for one minute, or until you score a critical hit on an 18.
Whenever you score a critical hit, you recover Blood as if you had used your Bite attack against the target (Minimum of 2).

The Refined - Blood Features

Cantrips
At 3rd level, you know two cantrips of your choice from the Schools of Enchantment, Illusion or Necromancy. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Refined table.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Schools of Enchantment, Illusion or Necromancy. You gain spells at the same rate as an Eldritch Knight. 
Spell list HERE

Hemorrhagic Casting
At 3rd Level, you regain 1 extra Blood when you feed on sleeping, Charmed, or willing Humanoid targets. This increases to 2 at 7th level, 3 at 11th level, and 4 at 17th level. When you cast a damage dealing Cantrip, the spell deals additional damage of the spell’s type equal to your Charisma Modifier.

Royal Lineage
At 7th level, you have an additional 5 Blood. This increases to a total of 10 at 14th level for a total of 30 Blood at 20th level. You gain the Beguiling Gaze Blood feature if you do not already have it. This Blood Feature does not count against your total Blood Features.

Phantom Fangs
At 11th level, if a creature you can see within 30 feet is not at its maximum Hit Points, you can make your Bite attack as a Ranged Spell attack against that creature. You regain Blood and Hit Points as normal. Any Blood features you apply to your normal Bite attack also affect your Phantom Fangs.

Blood of Lazarus
At 17th level, once per day, when you drop to 0 Hit Points, you can revive yourself with half your total Hit Points. When you do this, you lose all your remaining Blood, and cannot regain any until the end of your next turn. Once you use this feature, you can't use it again until you finish a long rest.

Requirements:
1. Mod Fixer
2. Improved UI + Assets
3. Norbyte's Baldur's Gate 3 Script Extender
4. Grapple Framework
5. Blindsight
6. (Optional) UnlockLevelCurve - Level 13-20 I PATCH 4

Recommendations for full visual experience:
1. Transient Guests Are We - Playable Dhampir - Patch Included in the mod, Gives claws, fangs, and visual base. You will lose access to all dhampir bonuses and only retain the dark vision and visuals, if playing this class with the race. 
2. Vampire Bite Scar - Replaces the final full-face scar with a vampire bite scar
3. New eye colours (and blindness for all eyes) - Includes Astation's and Cazador's eye colors, Get CORE module and combine with Astralities' Glow Eyes for full effect
4. Astralities' Glow Eyes - Gives appropriate eyes a glow effect. Use with cazador's eyes from above mod.

Other Interesting Vampire Mods:
1. Bloodless - An Astarion-Inspired Dice Collection
2. Dynamic Appearance Framework + Fangs and Horns - These can have some issues with differing body types
3. Vampire Ascendant - For making ascension more worth it for Astarion
4. Power Hunger - Story Buffs Enhanced - A more balanced take on Ascendancy
5. Become a Vampire - Gives all NPC vampire powers and stat blocks to players. Meant to be overpowered and will have considerable overlap with this class. (Made by yours truly)

Credits:
- The Vampire class was written and created by u/Zoodud254 And u/EldtrichKermit, with support from the users on r/UnearthedArcana.
- Engels, for making the amazing Beastial model for me
- Larian Studio's Discord Modding Channels (In particular @Loz)
- Down by the River Discord Modding Channels
- Nexus user: Gycicada, for their Class Template
- NellsRelo, for their class mod Tutorials