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CMontgomery

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About this mod

Updated to version 1.1! Adds the Paladin class from World of Warcraft to Baldur's Gate 3. Adds Auras, Seals, Blessings, Judgements, Avenging Wrath, and much more! Every other level choose one of three passives that will make your pally unique!

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(WoW) Paladin Class 

Blessed by the light to help allies and destroy evil.  Generate Faith every turn based on how many blessings you give your allies and how many allies are affected by your auras.  Use Faith to power your abilities and generate Divine Power to cast even more powerful abilities!  In the below description abilities that cost Faith are blue, while abilities that cost Divine Power are yellow.  Statuses or other effects are green.  See my other classes - Warrior Class and Priest Class!

---------------Now updated in 1.1!  New spells, new passives, Blessings last until Long Rest, and more!------------------------------

Unique Builds

Every other level (evens) you will be given a choice of three playstyle modifying passives - but you can only pick one*! These are roughly meant to follow the dps/tank/healer styles but these choices are made to be hard!  I tried to make 3 good choices at every level.
*If you level to level 20 (with a mod) you will be able to get all the passives you did not pick

Judgement, Blessing, Seals, and Auras

All the staples are here!  Blessing and Auras to help your allies, Seals to empower your strikes, and Judgement that will apply different affects to enemies based on which seal you have active.

Generating Faith

Faith is used to cast spell spells that generate Divine PowerFaith is generated each turn during combat based on several factors:
Base - Each turn you will generate 2 Faith just because you are a Paladin
Seals - If you have a Seal active you will generate 1 Faith per turn
Auras - For each ally affected by your Aura at the start of your turn you generate 1 Faith (Aura of Concentration gives 2 Faith)
Blessings - You generate 1 Faith per turn for each ally that has one of your Blessings on them
Passives - Various passives allow you to generate more Faith per turn
Playstyle

Paladins are at heart a support class, but different passive choices you can make a front line fighter, back line support, or something in between. Main stats are Wisdom/Charisma, and Strength/Constitution.  Charisma affects enemies while Wisdom abilities help allies.  If you want to focus more on enemy affects go Charisma, if you want to aid your allies go Wisdom.  This class has Heavy Armor Proficiency so Strength and Con are next based on survivability or damage.  After level 11 the playstyle changes quite a bit while you manage your awakening stacks to proc Avenging Wrath at the right time.

Awakening

At level 11 the Paladin learns Avenging Wrath and Awakening Avenging Wrath is a powerful status that confers many benefits, including attacking harder and casting spells without spending Divine Power (among others!).  Also at level 11 the Paladin will learn Awakening - after spending 20 Divine Power, the next time you cast Judgement you will enter Avenging Wrath for 1 turn!  Careful timing of this ability can lead to devastating results.

Talent Tree

Though not a true talent tree, since your choices have no prerequisites, my attempt at making a talent tree involves choosing 1 of 3 passives every other level.
Level 2
Divine Faith:  Add the higher of your Wisdom or Charisma modifier in Faith gained per round
Merciful Auras:  Each ally affected by your auras is healed for 1d4 + Wisdom Modifier each turn
Bulwork of Order:  Gain your Wisdom modifier in temporary HP for each enemy hit by your Avenger's Shield

Level 4
Divine Favor:  Gain Divine Favor - Once per battle your next Flash of Light, Holy Light, or Holy Shock casts twice
Holy Infusion:  Your Crusader Strike generate 1 extra Divine Power and deals additional damage equal to your Charisma modifier
Light Enforcer - Avenger's Shield now costs 1 Divine Power, deals your Charisma modifier in additional damage, and applies Radiant Orb for 3 turns.

Level 6
Shield of Vengeance:  When your Sacred Shield expires, deal damage equal to the amount absorbed in a small AoE
Glimmer of Light: Enemies hit by your Holy Shock take damage equal to your Charisma Modifier until the end of combat, and allies healed by your Holy Shock are healed for your Wisdom modifier until the end of combat.
Hammer of Vengeance: Your Hammer of Wrath always crits

Level 8
Consecrated Strength: While inside the effect of Consecration, become Inspired gaining advantage on all rolls and a damage bonus equal to your charisma modifier.
Blessed Champion: A champion of The Light, your Judgement now affects all enemies in an area, but does half damage.
Holy Shield: Any ally affected by your Aura gains +1 AC (Aura of Devotion gives +2 total), and  you are immune to poisoned and diseased statuses. 

Level 10
Light's Conviction: Word of Glory and Holy Shock can target an additional target and heals done to an ally affected by Beacon of Light are maximized.
Veneration: Gain Venerate's Hammer, which is the same as Hammer of Wrath but can be used on targets of any health. (Gains the effect of Hammer of Vengeance)
Zealot's Paragon: Once per turn whenever you kill an enemy while in Avenging Wrath, extend the duration of Avenging Wrath by 1 turn.

Level 12
Avenging Might - While Avenging Wrath is active the roll needed to critically strike is reduced by 2
Avenging Crusade - While Avenging Wrath is active allies are healed for 50% of the damage you deal 
Note: These heals will NOT show up in the combat log or above your head
Avenging Sentinel - While Avenging Wrath is active gain 3 damage reduction and Blade Ward

Levels 13-19: Gain one of the passives not chosen. Levels above 12 are only attainable with another mod installed
Level 20: Gain all passives.  Levels above 12 are only attainable with another mod installed

Spells/Abilities

Every odd numbered level spells and abilities are gained.
Level: 1, Spell: Judgement - Judge an enemy, dealing damage and debuffing an enemy based on which seal you have active.  Gains 1 Divine Power.
Level: 1, Spell: Flash of Light - Heal an all for a small amount. Gains 1 Divine Power
Level: 1, Spell: Avengers Shield - Throw your shield at an enemy, will ricochet to 2 other enemies.
Level: 1, Spell: Blessing of Might - Bless your ally with their proficiency bonus to Strength Score and Attack rolls. Generates 1 Divine Power when cast and 1 Faith per turn while active.
Level: 1, Spell: Crusader Strike - Strike the target with Holy Vigor adding you Wisdom modifier to your attack roll.  Generates 1 Divine Power.
Level: 1, Spell: Seal of Light - Infuse your weapon with Light, which will heal you on each attack. Judgement: Judge your enemy by The Light, you and your allies will be healed when they attack the enemy.  Generates 1 Faith per turn while active.
Level: 1, Spell: Aura of Devotion - Allies within your aura (and you) gain +1 AC.  For each ally affected you generate 1 Faith per turn.
Level: 3, Spell: Hammer of Justice - Attack your enemy, dealing your Charisma Modifier and Wisdom Modifier in damage, and may stun your target for 1 round.
Level: 3, Spell: Holy Shock - A quick prayer will heal an ally or damage an enemy.  Generates 1 Divine Power.
Level: 3, Spell: Word of Glory - Channel Divine Power to heal an ally.
Level: 3, Spell: Blessing of Wisdom - Bless an ally to increase their spell save DC by 1. Generates 1 Divine Power when cast and 1 Faith per turn while active.
Level: 3, Spell: Seal of Truth - Gain damage reduction equal to your Wisdom Modifier. Judgement: Your enemy deals your Charisma Modifier less damage. Generates 1 Faith per turn while active.
Level: 3, Spell: Concentration Aura - Extend an aura of concentration, granting advantage on constitution checks for you and your allies.  This aura also grants you 2 Faith per ally affected each turn instead of 1.
Level: 5, Spell: Sacred Shield - Apply a shield of divine power, granting temporary HP equal to your STR+CON+WIS modifiers.
Level: 5, Spell: Hammer of Wrath - Strike a target below 50% HP with Divine Power, dealing your weapon damage + Wisdom Modifier. Generates 1 Divine Power.
Level: 5, Spell: Justicar's Vengeance - Attack your enemy with a melee weapon and heal yourself for 20% of your max HP
Level: 5, Spell: Blessing of Sanctuary - Bless your ally with damage reduction equal to their proficiency bonus. Generates 1 Divine Power when cast and 1 Faith per turn while active.
Level: 5, Spell: Seal of Insight - Gain 2 Faith whenever you attack. Judgement: Restore Faith whenever the enemy is attacked by you. Generates 1 Faith per turn while active.
Level: 5, Spell: Aura of Retribution - Extend an aura around you for you and your allies that deals damage when they are attacked.  For each ally affected you generate 1 Faith per turn.
Level: 7, Spell: Consecration - Consecrate an area around you, healing allies and damaging enemies each turn
Level: 7, Spell: Holy Light - Heals a target for a large amount, generate 2 Divine Power.
Level: 7, Spell: Templar's Verdict - Attack your enemy with a weapon attack, the damage this ability does increases by 4 with each use per combat.
Level: 7, Spell: Blessing of Kings - Bless an ally to gain +1 in all stats. Generates 1 Divine Power when cast and 1 Faith per turn while active.
Level: 7, Spell: Seal of Righteousness - Righteous fury cause you to deal extra damage equal to your Wisdom Modifier. Judgement: The judged enemy takes damage equal to your Charisma Modifier when attacked. Generates 1 Faith per turn while active.
Level: 7, Spell: Eye of Tyr - Spend 3 Divine Power to deal 5d8 damage to all enemies around you and apply taunted for 2 turns.  Cannot use if you have a shield equipped.  Cooldown: Short Rest.
Level 7, Spell: Wake of Ashes - Spend 3 Divine Power to deal an extra 3d8 damage to all enemies in front of you and apply burning for 3 turns.  Requires shield to be equipped.  Cooldown: Short Rest.
Level: 9, Spell: Lay on Hands - Channel Divine Power and heal your target for half their Max HP.
Level: 9, Spell: Hand of Freedom - Bless an ally with 100% of their movement speed and make them immune to all movement impairing effects for 3 turns.
Level: 9, Spell: Beacon of Light - Apply Beacon of Light to an ally, whenever that ally is healed other nearby allies are healed.
Level: 9, Spell: Light of Dawn - Heal your allies in a cone in front of you
Level: 9, Spell: Avenging Wrath - Once per long rest become an avatar of the Light for 2 turns, granting 5 Faith immediately and the following effects: spells that normally costs Divine Power no longer cost Divine Power, +3 attack, and an extra bonus action.
Level: 10, Passive: Greater Blessing - Blessings now last until a long rest.
Level: 11, Spell: Divine Shield- Once per long rest makes the user immune to all damage for 2 turns
Level: 11, Spell: DivinityDivine Power rushes through you, allowing you to gain an extra Bonus Action
Level: 11, Spell: Awaken - Spend Divine Power to add 1 stack of Awakening
Level: 11, Passive: Awakening - After spending 20 Divine Power using Judgement will allow you to enter Avenging Wrath for 1 turn.
Level: 12, Passive: Seal of Order: Gain Blessing of Dawn and Blessing of Dusk.  One of these statuses will be applied at the start of the combat.  They will alternate every turn until combat ends.  Blessing of Dusk: Your abilities that generate Divine Power generate 1 more Divine PowerBlessing Of Dawn: When using an ability you gain 2 Faith.  Note-An ability is NOT a normal mainhand attack.

Notes/Known Issues

1) ImprovedUI will NOT be updated until Patch 7, so controller support and resource icons will not work.  I have a modified version of ImprovedUI on my computer so I know it can work, but won't be posting it on Nexus since that what Djmr asked for.  
2) There are a lot of passives here, and I have not been able to test all interactions between them!  Please post any bugs you find and be patient with fixes, summertime is pretty busy.
3) Multiple WoW Paladins in the party may behave oddly.  I recommend one per party, but it won't crash the game or anything - Actually it looks like two Auras WILL crash the game.  
4) Oaths - I gave the WoW Pally all the Paladin tags (Vengeance, Devotion, Ancients) and the oathbreaker guy shows up when you make basically any choice but he has yet to do anything.  I will keep an eye on this and if it's a problem will change tags or add a spell to remove the oathbreaker status.
4a) Oathbreaking - When you load a saved game or teleport to/from camp you will gain the Oathbreaker tag (and keep the others), this makes it so the Oathbreaker event does not trigger.  You can still oathbreak in camp (if that's possible!), but Withers will be very sad if you are tagged Oathbreaker.