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Adds the Oracle class to BG3. Based on the concept of the class from Pathfinder and altered to fit the game and setting, the Oracle is a spontaneous divine spellcaster chosen by gods to be a vessel for their power, willingly or not. A number of subclasses have been created for it, to allow for a range of hybrid gameplay approaches.

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Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draw their magic through devotion to a deity, the source of an oracle's power is often a mystery even to themselves. While some see this as a gift, others view it as a curse, changing the life of the chosen in unforeseen ways.



Mechanically this class could be summarised as an 'Oracle is to a Cleric what a Sorcerer is to a Wizard'. Oracle's are Charisma- based spellcasters, without the need to prepare spells each day, but have a more limited range of spells to cast as they choose spells on level-up instead of receiving the whole spellbook like a Cleric. 

They lose the Cleric's Channel Divinity feature and instead Oracle's choose a 'Mystery' (used here as the Subclass), an aspect of the world to which they choose to devote their studies in the hopes of uncovering knowledge of the source of their powers, and enhancing them. This notion of a character empowered by a godly being(s) without their understanding seems to me to be very fitting for a MC in BG3, and the Death Mystery in particular was specifically developed to fit my own Dark Urge character - though any Mystery could work for RP. 

The Mysteries in this mod are heavily changed from what is represented in Pathfinder, as I wanted to present them as a varied and impactful series of choices made through character progressions, and also front-load the revelations a bit due to BG3's natural 12 level limit (the mod does accommodate up to level 20, although later levels are les developed). Mysteries will periodically let you choose between various boosts, feats and skills, and you'll not be able to choose all options by the time you reach max level. Some Mysteries will give access to playstyles that you would otherwise expect to multi-class for - for example Battle has many aspects of a fighter, and Nature gives animal companions from the Beastmaster Ranger - but more deliberately limited so you can't achieve the full potential of the specialised classes. 


For those familiar with the Pathfinder version of this class, I have chosen to exclude Curses. Curses were initial penalties that would progress to other advantages as you level-up. As many of these boosts were quite subtle, it is difficult to see them manifest often in BG3, and others were simply made redundant through some of the sweeping changes already made to Mysteries. I feel the class others enough build choices without them. 



Installation

Either: 
Copy the Oracle.pak file to your \\Users\[username]\AppData\Local\Larian Studios\Baldur's Gate 3\Mods folder and activate using the in-game mod manager
or
install using BG3ModManager

There are no requirements for the mod.



Class Details

Base HP8 + Constitution Modifier
HP per Level5 + Constitution Modifier

Spellcasting AbilityCharisma
Saving Throw Proficiency Charisma + Wisdom

ProficienciesSimple Weapons, Light Armour, Medium Armour, Shields
Skills (Choose 2)History, Insight, investigation, Perception, Persuasion, Religion

Spells - Choose 2 spells from the Cleric spell list + 1 new spell very level.
At Level 1 - choose an Additional Oracle spell - either the spell Cure Wounds or the spell Inflict Wounds
At Level 11 - choose an Additional Oracle spell - either the spell Heal or the spell Harm





Mystery Subclasses


Battle
The Mystery of Battles offers spells and revelations that suit a martial-orientated Oracle, adding abilities that can assist in melee combat and tanking, through some Paladin and Fighter abilities.

Extra Skill Proficiency
Athlete

Mystery Spells
CantripTrue Strike
Level 3Divine Favour
Level 5Magic Weapon
Level 7Crusader's Mantle
Level 9Warden of Vitality
Level 12Globe of Invulnerability
Level 16Dispel Good and Evil

Revelations
Available at Level 1
  • Heavy Armour Proficiency
  • Martial Weapons Proficiency
  • Thunderous Smite
  • Fighting Style (note: this is implemented by allowing you to choose any Style from the list with the other revelations. This is means you could choose two styles at level 1 and 3, if you wished to exploit it. The options will disappear at level 5)
Available at Level 5
  • Extra Attack
  • Martial Adept Variant (Commander's Strike + Goading Strike, 2 Superiority Die)
Available at Level 8
  • Traverse Difficult Terrain
  • Indomitable
Available at Level 11
  • Alert feat
  • Divine Insight (Choose a spell from any Mystery up to level 9 to learn instantly)

Death
The Mystery of Death offers skills suiting a natural killer, or buffing of unnatural Necrotic damage. It has some traits similar to a classic Rogue/Gloomstalker, though without the pure power of that combo.

Extra Skill Proficiency
Stealth

Mystery Spells
CantripChill Touch
Level 3Longstrider
Level 5Fog Cloud
Level 7Vampiric Touch
Level 9Cloud Kill
Level 12Circle of Death
Level 16Death Ward

Revelations
Available at Level 1
  • Deathly Sneak Strike (Deal extra necrotic damage in the same circumstances as a Rogue's sneak attack, but does not need to be a finesse weapon and uses only d4 instead of d6 for damage.)
  • Divine's Sight (Identical to Warlock Devil's Sight)
  • Urban Tracker 
  • Improved Critical hit
Available at Level 5
  • Dread Ambusher
  • Elemental Adept: Necrotic Damage
Available at Level 8
  • Divine Strike: Poison
  • Stalker's Flurry
Available at Level 11
  • Magical Ambush
  • Divine Insight (Choose a spell from any Mystery up to level 9 to learn instantly)

Earth
The Mystery of Earth can become a casting-tank, or pick up skills that suit a geomancer. It even can choose Wild magic early on and so offer a different experience from other Mysteries.

Extra Skill Proficiency
Survival

Mystery Spells
CantripAcid Splash
Level 3Mage Armour
Level 5Stinking Cloud
Level 7Wall of Stone
Level 9Stoneskin
Level 12Flesh to Stone
Level 16Disintegrate

Revelations
Available at Level 1
  • Magic Awareness
  • Second Wind (based on oracle level rather than fighter)
  • Shield spell
  • Wild Magic
Available at Level 5
  • Tough feat
  • Barkskin spell (a non-concentration version that can only be cast on oneself)
Available at Level 8
  • Traverse Difficult Terrain
  • Summon Minor Elemental: Mud Mephits
Available at Level 11
  • Summon Earth Elemental
  • Divine Insight (Choose a spell from any Mystery up to level 9 to learn instantly)

Flame
The Mystery of Flame very simply is a pyromancer, picking up skills that expand and enhance it's range of fire spells.

Extra Skill Proficiency
Perception

Mystery Spells
CantripFirebolt
Level 3Flaming Sphere
Level 5Fireball
Level 7Fire Shield
Level 9Heat Metal
Level 12Flame Strike
Level 16Wall of Fire

Revelations
Available at Level 1
  • Hellish Rebuke spell
  • Flame Blade spell
  • Burning Hide (Causes Burn status to melee attackers)
  • Gregarious Caster (Charisma bonus to cantrip damage)
Available at Level 5
  • Elemental Adept: Fire feat
  • Sculpt Spells (allies immune to AoE damage)
Available at Level 8
  • Nixie's Gift (Bonus action Fireball once per long rest)
  • Summon Minor Elemental: Fire Azer
Available at Level 11
  • Summon Fire Elemental
  • Divine Insight (Choose a spell from any Mystery up to level 9 to learn instantly)

Mind
The Mystery of the Mind gets some options which suit an Oracle who aims to manipulate and dominate their foes. Also, Vicious Mockery.

Extra Skill Proficiency
Insight

Mystery Spells
Cantrip Vicious Mockery
Level 3Detect Thoughts
Level 5Fear
Level 7Confusion
Level 9Dominate Person
Level 12Otto's Irresistible Dance
Level 16Dominate Beast

Revelations
Available at Level 1
  • Divine's Sight (Identical to Warlock Devil's Sight)
  • Armour of the Mind (Identical to Warlock Armour of Shadows)
  • Advantage to Persuasion and Deception checks
  • Disguise Self spell
Available at Level 5
  • Calm Emotions spell
  • Counterspell
Available at Level 8
  • Instinctive Charm
  • Stillness of Mind
Available at Level 11
  • Immunity to Psychic damage
  • Divine Insight (Choose a spell from any Mystery up to level 9 to learn instantly)

Nature
The Mystery of Nature gets plenty of nature-based spells and abilities, and can choose to call familiars and animal companions to accompany on their journey.

Extra Skill Proficiency
Nature

Mystery Spells
Cantrip Thorn Whip
Level 3Speak With Animals
Level 5Spike Growth
Level 7Polymorph
Level 9Insect Plague
Level 12Wall of Thorns
Level 16Conjure Woodland Beings

Revelations
Available at Level 1
  • Beast tamer: Find Familiar
  • Poison Spray cantrip
  • Nature's Whisper (+2 AC when not wielding a shield)
  • Disciple of Life
Available at Level 5
  • Summon Companion Animal
  • Barkskin (a non-concentration version that can only be cast on oneself)
Available at Level 8
  • Divine Strike: Poison
  • Dampen Elements
Available at Level 11
  • Nature's Ward
  • Divine Insight (Choose a spell from any Mystery up to level 9 to learn instantly)

Sky
The Mystery of the Sky opens up lightning and radiant spells that an Oracle wouldn't normally have, and revelations to improve damage. The most blaster-like of the Mystery options.

Extra Skill Proficiency
Arcana

Mystery Spells
Cantrip Sacred Flame & Shcking Grasp
Level 3Moonbeam
Level 5Call Lightning
Level 7Ice Storm
Level 9Chain Lightning
Level 12Sunbeam
Level 16Wind Walk

Revelations
Available at Level 1
  • War Caster feat
  • Warding Flare
  • Deflect Missile (like the monk skill but without the reflect damage option)
  • Gregarious Caster (Charisma bonus to cantrip damage)
Available at Level 5
  • Elemental Adept: Lightning feat
  • Elemental Adept: Radiant feat
Available at Level 8
  • Grant Flight spell
  • Storm's Fury
Available at Level 11
  • Shock master (add Charisma to all lightning spell damage)
  • Divine Insight (Choose a spell from any Mystery up to level 9 to learn instantly)





Notes

First mod (for BG3), so whilst making it mistakes were made and things were learned, and I'm probably not finished with that, so feedback is welcome. I've effectively homebrewed the various Mysteries and have tried to keep them balanced but no doubt there's some playstyles that might be stronger or weaker than others, or work better on paper than they do in practice. I've play-tested a decent amount with Death and Sky Mysteries, but as there are quite a few subclasses there might be problems I haven't found in others.
Pathfinder fans, I hope you don't mind that I made sweeping changes to the Oracle class or that I don't know it as intimately as tabletop players, but my intention is to make it fit as-best-it-can into a different video game, and it was nice to use my often-neglected imagination a bit. 
I've mentioned elsewhere that the mod is setup to allow for progression to Level 20, though I've accounted for most players playing to level 12 or abouts. What I mean is; the revelations come early with only one coming after L12; the Mystery spells at L16 are less powerful than those given at L12; I haven't implemented the Final Revelations that come at level 20 in Pathfinder and are reasonably god-like. It might happen one day that I make a version scaled to Level 20 expectations.



Credits

Class Icon templates from Ttano here
Mod.io's official guide for creating classes here
Ooreeoo's Pactbound here, I haven't used anything from their mod but interegated it to learn the Divine insight spell-teaching power. And it's a great mod for improving Warlock options, if you're looking for such a thing.
The Oracle class inspiration is from Pathfinder, specifically Wrath of the Righteous. Reference from the wikihere