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Soulson

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foxic

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About this mod

Changes Invoke Duplicity to work like in the 2024 PHB. It costs a Bonus Action and does not require Concentration. You can move and swap places with your Illusory Double, and you can even cast some spells through the Illusory Double using your resources and Concentration.

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Inspired Duplicity
Do you think Trickery Clerics got done dirty in Baldur's Gate 3? Are you sick of respeccing Shadowheart at the first opportunity? Inspired Duplicity aims to remedy these issues by reimagining a single spell: Invoke Duplicity. Taking inspiration from the 2024 Player's Handbook, several features of Invoke Duplicity have been modified or added.

Features
All features are implemented into the Trickery Cleric level progression and are intended to provide a fun and balanced gameplay experience.

Level 2: Invoke Duplicity
  • Costs a Bonus Action and Channel Divinity charge.
  • Does not require Concentration.
  • Lasts 10 turns.
  • The Cleric and his or her allies, if within 3 meters of the Illusory Double, have advantage on attack rolls against enemies also located within 3 meters of the illusion.
  • As a Bonus Action, you can move the Illusory Double to a new location within 18 meters.
  • On your turn, you can cast Sacred Flame through the Illusory Double as if you were standing in its location. This costs your Action; the Illusory Double does not have its own Action resources. The number of dice rolled for damage is based on your level, and the Saving Throw is based on your Spell Save DC.
  • In combat, the Illusory Double can only act during your turn.
Level 5: Trickster's Trepidation
  • On your turn, you can cast Fear (Domain Spell) through the Illusory Double as if you were standing in its location.
  • This costs your Action and 3rd level (or greater) Spell Slot; the Illusory Double does not have its own Action or Spell Slot resources.
  • This requires your Concentration; the Illusory Double cannot Concentrate independently of you. If you are Concentrating on another spell, Concentration will break. The Fear effect will end if you stop Concentrating on it.
  • The Saving Throw for the Fear effect is based on your Spell Save DC.
Level 6: Trickster's Transposition
  • Whenever you use your Bonus Action to move the Illusory Double, you may choose to immediately teleport to the illusion's previous location.
Level 8: Trickster's Torpor
  • On your turn, you can cast Bestow Curse (Domain Spell) through the Illusory Double as if you were standing in its location.
  • This costs your Action and 3rd level (or greater) Spell Slot; the Illusory Double does not have its own Action or Spell Slot resources.
  • This requires your Concentration; the Illusory Double cannot Concentrate independently of you. If you are Concentrating on another spell, Concentration will break. The Curse effect will end if you stop Concentrating on it.
  • The Saving Throw for the Curse effect is based on your Spell Save DC.
  • If the Additional Damage variant of the Curse is applied, then you also benefit from the additional damage.
Design Considerations
This mod is intended to provide a fun and balanced gameplay experience, changing Trickery Domain from "that subclass that no one uses" to "a fun and reasonable choice that competes with Tempest Domain and Light Domain in terms of viability" – not to make Trickery Domain "the one clear best option". To that end, there are several considerations to be aware of:
  • The Illusory Double summoned by Invoke Duplicity can only act during its summoner's turn in combat, so it does not impact combat initiative.
  • The Illusory Double does not have any resources of its own, so it does not affect the action economy. Any spells cast using the illusion as a focus use its summoner's Actions, Spell Slots, and Concentration.
  • The Illusory Double cannot be targeted by enemies, so it cannot absorb hits like normal summons.
  • If the Illusory Double uses a harmful action and its summoner is under the effect of Sanctuary, Sanctuary will be removed.
In my testing, these changes encouraged me to play Trickery Domain as a support class with a focus on high mobility and evasiveness.

Requirements
This mod does not have any dependencies and does not require any script extenders or other tools. I have tested adding it to saved games in progress and did not experience any issues.

Conflicts
This mod replaces the Invoke Duplicity spell, so will almost certainly conflict with any other mod that does the same. However, I only replaced that spell (and some of its components). Other mods that do not affect Invoke Duplicity should not conflict. In particular, I did not replace any records in the Cleric progression tables.