Baldur's Gate 3

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Hellgeist

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hellgeist

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Adds the Anti-Paladin class to the game. This is the dark shadow of the Paladin, a villain who would never have taken an oath in the first place. The Anti-Paladin specializes in manipulating their opponent, and the strategic use of minions.

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The Anti-Paladin
"Age and treachery shall always overcome youth and skill."

Overview
The Anti-Paladin is the living example of the perfect misanthrope. They care nothing for laws or society, and in fact have very deep-seated reasons for despising them. Whatever was it that scratched the villain out of the book of life? A terrible loss, a betrayal, or an unthinkable cruelty? Or perhaps they were simply born with a malevolent nature? Whatever the cause, it was enough to drastically estrange them from the lives of normal folk, and pit them against all the things a Paladin would defend. This inner darkness is forged into a source of power by the Anti-Paladin, and they use it to torment their chosen victims.

Class Strategy
The goal should always be to compromise your opponents, and rob them of any chance at a fair fight. Why foolishly expose oneself to damage, hoping you can heal yourself in time, when you can terrify or incapacitate your victims, and then cut them down like cornstalks in a field? Instead of babbling to Oaths or pretending to be a healer, the Anti-Paladin Seethes, and can use this dark energy to torment their foes with two favored abilities: Horrify and Foul Curse. They learn many more mind-affecting spells, but what makes these work together is the passive class ability Sweet Slaughter. This is always active, and when you strike a foe that is in a state of fear, the attack is automatically a critical. 

Every unfair advantage must be used; poisons, bombs, minions, and even hired killers. But when it comes to combat, you do have some formidable tools available. Instead of Divine Smite, you'll be using Dirty Trick, which deals additional Psychic damage. You may notice that a lot of your abilities will inflict this damage type, and what better way to exert your dark Wisdom than to add insult to injury? If you can afflict the enemy's mind, you have overcome their body, and it no longer matters what powers they might have brought to bear!

Abilities
The primary attributes for the Anti-Paladin are Strength and Wisdom (which is used for their spellcasting ability). Constitution and Intelligence are also of use to them, as certain skills, spell attacks, and resistances depend on them. The initial suggested default schema is:

Strength: 17, Dexterity: 12, Constitution: 13, Intelligence: 10, Wisdom: 15, Charisma: 8

Class Features
Unnatural Vigor: the malicious power flowing within you prevents disease from affecting you.
Sweet Slaughter: any successful attack roll against a frightened creature is a critical hit.
Seething: these points can be used on your signature abilities, and are restored on a short rest.
Wisdom Casting: you use your Wisdom as the primary ability for casting spells.

Hit Points: level 1: 10 + Constitution modifier, and 6 + Constitution modifier on each level thereafter.
Proficiencies: Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Heavy Armor, Shields.
Saving Throw Proficiencies: Wisdom, Intelligence

Skills
You may choose to invest in two of the following: Athletics, Deception, Insight, Investigation, Perception, Religion, Stealth, Survival.

Spells and Actions
You can use several kinds of spells: Torments, which are always prepared, Anti-Paladin Spells, which are selected from your class spell lists, and Auras, which can be toggled on at will and remain active indefinitely.

*Note: where any spell has been adapted from an original Paladin spell, a new version was created which uses Wis as the attribute instead of Cha.

Progression Table:


Torments
Level 1: Control Undead, Foul Curse, Horrify
Level 2: Crown of Madness, Darkness
Level 3: Animate Dead, Bestow Curse

Spell Lists
Level 1: Bane, Command, Dissonant Whispers, Expeditious Retreat, False Life, Find Familiar, Tasha's Hideous Laughter, Inflict Wounds, Protection from Evil and Good, Shield of Faith, Snare, Wrathful Smite
Level 2: Alter Self, Gust of Wind, Invisibility, Mind Spike, Mirror Image, Tasha's Mind Whip, Spike Growth
Level 3: Dark Presence, Enemies Abound, Fear, Hunger of Hadar, Non-Detection, Stinking Cloud, Summon Shadowspawn*, Vampiric Touch.

*Available at lvl 8, after the character has been exposed to the Shadow Cursed lands

Starting Equipment
Breastplate, Shield, and a Spear. All other items are standard.

**This mod was inspired by the Anti-Paladin class created by George Laking and Tim Mesford for D&D 2nd Edition, and originally published in Dragon Magazine #39. I've made some significant additions and some changes, but tried to stay within the general bounds of the creature they described.

Mod Status
Current version: 1.2
-Release version. Custom icons added, no further bugs or issues.

Installation
Add with BG3 Mod Manager
*Ensure that 5e Spells is above this mod in the load order.

Suggested Mods
For an interesting option as a more minion-centric villain, you can increase your selection of Familiars and/or have them grow in level with you. You'll never need party members again!
Imp And Quasit For All by DanScallion
Summon Grow With You by oilnarak01