Baldur's Gate 3
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Lumaterian

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Implementation of Zeal Domain from Plane Shift: Amonkhet by Wizards of the Coast

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This is an adaptation of the Zeal Domain Cleric subclass, one of the multiple in Plane Shift: Amonkhet:

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

Compatibility Framework support implemented by the amazing Xarara, in Compatibility Framework Subclass Patches
Alternative compatibility support in Subclass Compatch

This subclass has progression to level 20. You don't need a mod to increase the level cap, you just won't get the level 13-20 features

Subclass Features:
Zeal Domain Spells:
Level 1: Searing Smite, Thunderous Smite
Level 3: Magic Weapon, Shatter
Level 5: Haste, Fireball
Level 7: Fire Shield (warm shield only), Freedom of Movement
Level 9: Destructive Wave, Flame Strike
- Implementation notes:
- Rules as written
- Progression:
- Level 1: Learn Searing Smite & Thunderous Smite
- Level 3: Learn Magic Weapon & Shatter
- Level 5: Learn Haste & Fireball
- Level 7: Learn Fire Shield: Warm & Freedom of Movement
- Level 9: Learn Destructive Wave & Flame Strike

Bonus Proficiencies:
1st-level Zeal Domain feature
At 1st level, you gain proficiency with martial weapons & heavy armor.
- Implementation notes:
- Rules as written
- Progression:
- Level 1: Gain Martial Weapons Proficiency & Heavy Armour Proficiency

Priest of Zeal:
1st-level Zeal Domain feature
From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
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.
- Implementation notes:
- Rules as written
- Since this is a copy of War Domain's War Priest feature, I've just copied it from War Domain
- Progression:
- Level 1: Gain Priest of Zeal & Priest of Zeal Charges equal to your Wisdom modifier (minimum of 1)

Channel Divinity: Consuming Fervor:
2nd-level Zeal Domain feature
Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.
When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
- Implementation notes:
- Rules as written
- Since this is a slight alteration of Tempest Domain's Destructive Wrath feature, I've just mostly used what was already there
- Progression:
- Level 2: Gain Consuming Fervor

Resounding Strike:
6th-level Zeal Domain feature
At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
- Implementation notes:
- Rules as written
- Since this is a slight alteration of Tempest Domain's Thunderbolt Strike feature, I've just mostly used what was already there
- Now has a toggle to turn it off, as demonstrated in Tempest Cleric - Thunderbolt Strike Toggle
- Progression:
- Level 6: Gain Resounding Strike

Divine Strike:
8th-level Solidarity Domain Feature
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.
- Implementation notes:
- Rules as written
- Fixes base game bug allowing Divine Strike to be used multiple times per turn
- Fixes base game incorrect icons
- Extra damage is magical
- Extra damage increases at level 14
- Progression:
- Level 8: Gain Divine Strike: Weapon
- Level 14: Divine Strike: Weapon damage increases

Blaze of Glory:
17th-level Zeal Domain feature
Starting at 17th level, you can delay death for an instant to perform a final heroic act.
When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Once you use this feature, you can’t use it again until you finish a long rest.
- Implementation notes:
- Since true rules as written is either impossible or beyond my abilities, I've had to make some changes, but I've kept most of the functionality
- Once per long rest, when an attack takes you to 0 hit points, the attacker will take 5d10 Fire damage & 5d10 damage of your main melee weapon's type
- This is a passive that can be toggled off
- Progression:
- Level 17: Gain Blaze of Glory