Baldur's Gate 3
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havsglimt

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Brings the Clockwork Soul subclass for Sorcerers to Baldur's Gate 3.

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CLOCKWORK SOUL HAS COME TO BALDUR'S GATE 3!

Clockwork Soul is probably the most requested subclass I've had, so I figured I'd tackle it once and for all!

Let's just get this out of the way immediately: there's probably a reason why this subclass hasn't been implemented before now. There are numerous restrictions in the game code that won't allow certain features to be implemented 100% faithfully to 5e, but even so, I did my absolute best at making them as close to 5e as I possibly could.

Big, big thanks to Celes for helping me out with scripts and troubleshooting!

















CLASS FEATURES



CLOCKWORK SPELLS

1st level: Shield, Protection from Evil and Good
3rd level: Aid, Lesser Restoration
5th level: Glyph of Warding, Protection from Energy
7th level: Freedom of Movement, Summon Construct
9th level: Greater Restoration, Wall of Stone





Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 18m of you is about to make an Attack Roll or Saving Throw with Advantage or Disadvantage, you can use your Reaction to prevent the roll from being affected by Advantage and Disadvantage.

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.
NOTES
Works like in 5e, except that it doesn't apply to Ability Checks due to certain restrictions in the game code. Thankfully, Disadvantage on Ability Checks is a rare occurrence in BG3, and you are still able to cancel out Advantage or Disadvantage on the vastly more common Attack Rolls and Saving Throws.




Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an Action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 9m of you. The ward lasts until you finish a Long Rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
NOTES
Works like in 5e, except you need to use it without knowing how much damage you'll take due to certain restrictions in the game code. The 5e-to-BG3 implementation is similar to how Deflect Missiles works.

When using this feature, you choose an amount of Sorcery Points to spend, which will unlock a set of interrupts for the creature on which you used Bastion of Law. The target also gets a set of extra "dice" as a resource, which will be expended when using these interrupts. I have no idea how reliable this is when used on NPCs, but if you cast it on a character you control, you'll be able to choose how much potential damage you want to prevent.





Starting at 11th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute. For the duration, Attack Rolls against you can't benefit from Advantage, and whenever you make an Attack Roll, an Ability Check, or a Saving Throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this Bonus Action, you can't use it again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.
NOTES
Works like in 5e. Simple and to the point. Adjusted to level 11 since Larian did the same for other Sorcerer features originally unlocked at level 15. 





At 15th level, you can summon a spirit of order to expunge disorder around you. As an Action, you summon the spirit in a 9m radius originating from you, creating the following effects within the cube before vanishing:

•   The spirits restore 30 hit points to yourself and each ally within the area.

•   Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a Long Rest, unless you spend 7 Sorcery Points to use it again.
NOTES
*Requires a mod that allows levelling past level 12.*
This is a bit different in a number of ways.
First, you can't explicitly divide the amount of hit points restored since that would require a ton of work (if it's at all possible), so it's simply set at a 30 hit points per ally heal inside of the 9m radius. I know it would probably make more sense to divide the original 100 HP by the party limit, but you're probably not going to have all party members within the radius at all times. If you do, I guess you get a little bonus to the total heal.
Second, broken items cannot be repaired in BG3, so that part has simply been removed.
Third, "of your choice" features are notoriously difficult to implement in an elegant way in BG3, and this is no exception. As such, I included three different versions of Clockwork Cavalcade depending on what you want it to do. One only ends spell effects on yourself and allies, one only ends spell effects on enemies, and one ends spell effects on everyone. Regardless of the version you use, objects are always cleansed from spell effects, and you and your allies are always healed. It's quite a complicated feature for a video game, but it's the closest I could get it to 5e ruling.
Additionally, like with my other Sorcerer mods, I've bumped this down to level 15 since Sorcerer progression is the worst.

Requires Script Extender to function. 








BONUS 4th LEVEL SPELL



You call forth the spirit of a metal construct, which manifests in an unoccupied space that you can see within 18m. This corporeal form uses the Construct Spirit stat block. The creature resembles an automaton made of metal, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
NOTES
Sadly, there are no clay or stone constructs in the game. There are, however, numerous metal constructs, so this one summons a metal construct (Automaton) with the corresponding traits and stats from the Construct Spirit stat block. It can use a melee multiattack that scales with spell slot level, and any creature that hits the construct with a melee attack takes 1d10 Fire damage. It's immune to a number of conditions, is Resistant to Poison, and the spell doesn't require Concentration, just like all other summon spells in BG3.







SUBCLASS-THEMED DYE



Uses the yellow and beige theme of the Clockwork Soul robe. 
Can be found in the tutorial chest, and with numerous vendors throughout the game. 








POTENTIAL ISSUES/DISCLAIMERS

•   A number of Clockwork Spells had to be exchanged for other fitting spells, due to the original ones not being in the game and/or being really annoying or impossible to implement. You're also not able to exchange these unlocked spells upon levelling up. I'm afraid I won't provide an option to do this, so please don't ask about it.

•   Due to the timing of certain interrupts, Bastion of Law might not be activated when you want it to activate. One such circumstance where this happens is when a Divination Wizard adjusts a roll on what would otherwise be an attack miss/a saving throw fail.

•   Sometimes Clockwork Cavalcade might not affect certain NPCs, possibly because of some other effect or a bug that prevents it from being targeted. One such example is Mizora and her self-inflicted Banishment spell whenever she's the target of something.

•   Clockwork Cavalcade doesn't seem to remove certain spell effects from objects that don't have hit points. It seems to be largely affecting statuses that cause the target to shed light (Light, Daylight, Faerie Fire, etc.).  No idea what to do about this.

•   The Construct summon has an extended set of abilities due to popular demand on earlier mods, but since the model doesn't have any animations for jumping or sneaking, it just floats when using those abilities. That's just the way it is I'm afraid. If you don't want to see it, don't jump and don't sneak with it.
 





INSTALLATION WITH BG3 MOD MANAGER

1.
Start BG3 Mod Manager and press the "Open Mods Folder" button on the top bar, or press Windows + R and type %userprofile%\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\.
2.
Open "ClockworkSoul.zip" and place "ClockworkSoul.pak" in the Mods folder.
3.
Refresh the mod list in BG3 Mod Manager by pressing F5, and move the mod from inactive mods to active mods in the mod manager window. If you encounter any issues, try placing it further down in the load order. Make sure you use the "Public" profile.
4.
Click "Save Load Order to File" in the top bar and launch the game.






CHECK OUT MY OTHER MODS:  
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Graviturgy Magic FOR WIZARDS
Circle of Stars FOR DRUIDS
Circle of Wildfire FOR DRUIDS
Chronurgy Magic FOR WIZARDS
Circle of Stormchasers FOR DRUIDS
Aberrant Mind FOR SORCERERS
College of Spirits FOR BARDS
Oath of the Bleak Walkers FOR PALADINS
Oath of Redemption FOR PALADINS
Lunar Sorcery FOR SORCERERS
Circle of the Shepherd FOR DRUIDS

Circle of the Blighted FOR DRUIDS
Inquisition Domain FOR CLERICS
The First Vampire FOR WARLOCKS

Circle of Spores Enhanced
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