Baldur's Gate 3
0 of 0

File information

Last updated

Original upload

Created by

Duglboo

Uploaded by

jevanoff

Virus scan

Safe to use

Tags for this mod

About this mod

Implementation of Ambition Domain from Plane Shift: Amonkhet by Wizards of the Coast. This mod is one of a series in collaboration with Lumetarian:
Bontu: Ambition Domain
Oketra: Solidarity Domain
Rhonas: Strength Domain
Hazoret: Zeal Domain

Requirements
Permissions and credits
Translations
  • French
Changelogs
This is an adaptation of the Strength Domain Cleric subclass, one of the multiple in Plane Shift: Amonkhet:

Lumetarian and I are implementing these domains for Baldur's Gate 3:
Ambition Domain: Here
- Solidarity Domain: Here
- Strength Domain: You are here
- Zeal Domain: Here


SUBCLASS FEATURES
 
DEITY: Choose Bontu (if using deity mod)

DOMAIN SPELLS
1st level: Bane, Disguise Self
3rd level: Mirror Image, Ray of Enfeeblement
5th level: Bestow Curse, Vampiric Touch
7th level: Death Ward, Dimension Door
9th level: Dominate Person, Modify Memory -> Hold Monster

- Implemented as written, with the exception noted. Modify Memory is a charm type spell I think, so to substitute (since we already include dominate person), hold monster adds a little power to the class with similar functionality.

1st Level 
Warding Flare - When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

- Implemented as written, except instead of wisdom modifier, it uses proficiency +1. So 3 at 1stlevel, 4 at 5th, 5 at 9th. I think other mods should add the +1 as well, as I think it scales better with what your modifier will actually be, considering feats and upgrades over time.

2nd Level
Channel Divinity: Invoke Duplicity - Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

- Implemented as written, or at least the same as any other invoke duplicity (upgrades later)

6th Level
Channel Divinity: Cloak of Shadows - Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

- Implemented as written

Invoke Duplicity II - Invokes 2 duplicates instead of one for better battlefield manipulation (see below)

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

- Implemented as written

11th Level
Invoke Duplicity III - Invokes 3 duplicates instead of one for even better battlefield manipulation (see below)

17th Level - 
Improved Duplicity - At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

- Implemented as written