About this mod
This mod offers different options for tweaking your Knowledge Domain cleric experience to be more your style. ♥
- Requirements
- Permissions and credits
- Changelogs
- Donations
This mod used to be for fixing a bug with the Knowledge Domain level 2 ability Knowledge of the Ages: Wisdom (officially fixed with Patch 5), and adding a level 6 feature to Knowledge Domain (officially added in Patch 4), and also offering a fun little bonus of including Investigation in the list of options for expertise at level one. Now the mod really only exists to provide some alternatives to anyone who might want them.
- Main file (v#.#.#) : My level 6 feature replaces Larian's, and Investigation is an option you can choose for your expertises at level 1.
- Main file (v#.#.#.1) : You get my level 6 feature in addition to the vanilla level 6 feature. Also Investigation is added to to the list at level 1. (The version for
cheaters, I mean, powergamers.) - Optional file (v0.75) : Investigation is an option at level 1, and that's it. (You'll get the official, Larian level 6 feature.)
- Optional file (v.0.8) : Investigation is an option at level 1 and the Channel Divinity: Read Thoughts does NOT require concentration.
THE MOD VERSIONS ARE ALL MUTUALLY EXCLUSIVE. ONLY USE ONE.
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In long:
- Epiphany (new level 6 feature)
At level 6, a Knowledge Domain cleric will now actually get a feature! It is called "Epiphany" and is a redux of the Lore Bard level 6 feature called "Magical Secrets". So, with this mod, a Knowledge cleric who levels up to 6 will be able to choose 2 spells (total) from a list of non-cleric spells of level 1, 2, or 3. The spells are then added to that cleric's spellbook (they must be prepared just like any other cleric spell). The feature does not grant free casting(s) of the chosen spells, does not grant additional spell slots than a vanilla level 6 cleric, and does not "always prepare" the chosen spells.
I chose this for the feature because:
- The other ideas I had can't be done due to coding limitations. 🙃 Them's the breaks.
- I think it's very flavorful to imagine that a cleric dedicated to Knowledge would discover, develop, or be divinely-granted a little wider selection than what is traditionally "cleric-al". Right? Doesn't it seem very appropriate that a cleric of Knowledge might have more knowledge than a comparable cleric that isn't dedicated to the pursuit or reverence of knowledge?? A Life cleric restores and preserves life better than other clerics; a Light cleric goes fwoosh and banishes darkness better than any other cleric; etc etc.
- I've always kind of imagined Knowledge clerics as clerics with, y'know, just a toe dipped into being a wizard. ☺️🤓
I believe this is balanced because:
- It only grants access to two non-cleric spells. (Unlike feat-granted spells, they do NOT have a 1/long rest free casting. Nor are they "always prepared" like Domain Spells are.)
- The cleric still has the same amount of prepare-able "spots" for spells as any other cleric. (This only slightly increases the versatility of a Knowledge cleric's spellcasting by a meager two spells. If anything, the two additional options now compete for space with the other buffs, heals, and blasts that clerics have access to.)
- The cleric still has the same number of spell slots as any other cleric. They can't cast the two new spells (or any of their traditional cleric spells) any more than any other cleric could.
---> This level 6 feature
- ("just for fun" bonus) Knowledge Domain's choice of expertise at level 1 now includes Investigation
This does not allow a Knowledge cleric to choose more skills than normal, or more expertises. They still just get the two (expertises) and the same two skills using the same list as every cleric. This literally only adds the option of choosing Investigation, as well, when picking expertises.
Installation
- Use a mod manager (I recommend BG3MM)
- or don't and just extract the .pak file to your Mods directory.