About this mod
Brings Grim Hollow's Misfortune Bringer subclass for Rogues to Baldur's Gate 3.
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My second Rogue subclass and fifth subclass from Ghostfire Gaming's Grim Hollow. This one is a slightly fey-oriented Rogue subclass that lets you cast a vast range of curses on your enemies and steal their luck!




SUBCLASS FEATURES

When you choose this archetype at 3rd level, you gain the ability to place a minor curse on others with a glance. As a Bonus Action on your turn, choose a creature you can see within 18m. The chosen creature must succeed on a Charisma Saving Throw against your Misfortune Save DC (8 + your Proficiency Bonus + your Charisma modifier) or be marked by your Evil Eye. While a creature is marked by your Evil Eye, you can use your Sneak Attack against the creature even if you don’t have Advantage on the Attack Roll, but not if you have Disadvantage on it.
The creature remains marked by your Evil Eye for 1 minute or until you mark a different creature with your Evil Eye, whichever comes first.
Your enabler of subclass features, and also works kind of like Rakish Audacity in the way that it changes the rules for your Sneak Attack. The Evil Eye feature itself won't cause a target to become hostile, since I wanted it to be possible to use it as utility and not just offense, given the nature of quite a few curses. This means you can stare someone out (the spell animation does perhaps make it a bit obvious that you're glaring at them...) without them actually knowing they're being watched, and then applying a curse on them afterwards. It's more fun that way!

Also at 3rd level, you learn misfortunes that you can inflict on those marked by your Evil Eye.
Misfortunes. You learn two Misfortunes of your choice, which are detailed under “Misfortunes” below. You learn an additional Misfortune of your choice at 9th, 13th, and 17th level. Each time you level up, you can replace one Misfortune you know with a different one.
Jinx Points. You have four Jinx Points. When you spend a Jinx Point, it is no longer available to you until you regain it. You regain all spent Jinx Points when you finish a Short or Long Rest.
You gain two additional Jinx Points at 12th level.
This is where you pick your curses, or Misfortunes as they're called. Like most other "replace after a Long Rest" features have been implemented in BG3, you can switch them up whenever you gain a level. I did notice that it sometimes bugs out and only lets you switch the one highest up in the list, so maybe you need to respec instead if that happens. You use Jinx Points to cast these curses, all of which have their individual cost, and you start out with 4 of them. RAW you get the additional two at level 13, but I figured it's more fun to get them at level 12.

Starting at 9th level, when a creature you can see within 9m of you makes an Attack Roll or Saving Throw with Advantage, you can use your Reaction to remove Advantage from the roll. When you do, you regain an expended Jinx Point. Once you use this feature, you must finish a Short or Long Rest before you can do so again.
Ran out of Jinx Points? Get one back and rob your enemies of their Advantage at the same time.

At 13th level, you can use an Action and spend 3 Jinx Points to cast the Bestow Curse spell. Charisma is your Spellcasting Ability for this spell.
*Requires a mod that allows levelling past level 12.*
Very simple. Unlocks Bestow Curse that you can cast using Jinx Points rather than a spell slot.

At 17th level, you can use the Steal Luck feature three times, regaining all uses when you finish a Short or Long Rest.
*Requires a mod that allows levelling past level 12.*
Simply grants you additional uses for Steal Luck, allowing you to restock your Jinx Points and use them more often.

MISFORTUNES

The Misfortunes are presented in alphabetical order.
• Curse of the Befuddled. As an Action you can spend 2 Jinx Points, and the creature marked by your Evil Eye is Charmed. When you do, the creature is no longer marked by your Evil Eye, and the Charmed condition ends early if you or your allies deal damage to the creature or cause it to make a Saving Throw.
• Curse of the Clumsy. When a creature marked by your Evil Eye moves 1.5m or more, you can use your Reaction and spend 3 Jinx Points to cause the creature to fall Prone and have its movement speed reduced to 0 until the end of the turn. When you do, the creature is no longer marked by your Evil Eye.
• Curse of the Debilitated. When a creature marked by your Evil Eye takes damage, you can use your Reaction and spend 1 Jinx Point to roll 1d12. The creature takes Necrotic damage equal to the result.
• Curse of the Doomed. After you miss with a weapon attack against a creature marked by your Evil Eye, you can use your Reaction and spend 1 Jinx Point to make an additional weapon attack against the creature as part of the same action.
• Curse of the Fearful. As an Action you can spend 2 Jinx Points, and the creature marked by your Evil Eye is frightened for 1 minute. When you do, the creature is no longer marked by your Evil Eye, and it can make a Wisdom Saving Throw at the end of each of its turns, ending this Misfortune early on a success.
• Curse of the Inept. After a creature marked by your Evil Eye makes an Ability Check or Attack Roll, you can use your Reaction and spend 1 Jinx Point to make the creature reroll and use the lower result.
• Curse of the Insensate. As an Action you can spend 3 Jinx Points, and the creature marked by your Evil Eye is Blinded for 1 minute. When you do, the creature is no longer marked by your Evil Eye, and it can make a Constitution Saving Throw at the end of each of its turns, ending this Misfortune early on a success.
• Curse of the Maimed. When you hit a creature marked by your Evil Eye with a weapon attack, and the result was 18 or 19, you can use your Reaction and spend 2 Jinx Points to turn the hit into a critical.
• Curse of the Plagued. When a creature marked by your Evil Eye becomes the target of a healing spell, you can use your Reaction and spend 1 Jinx Point to reduce the total hit points of the target by twice its level. When you do, the creature can't regain hit points until the start of your next turn.
• Curse of the Ruined. After a creature marked by your Evil Eye makes a Saving Throw, you can use your Reaction and spend 2 Jinx Points to make the creature reroll and use the lower result.
• Curse of the Somnolent. As an Action, you can spend 3 Jinx Points, and the creature marked by your Evil Eye becomes drowsy. Roll a number of d10 equal to your level in this class and add 15 to the total. If the creature's current hit points are equal to or less than the total, it goes unconscious. The target regains consciousness after a Long Rest has passed, when it takes damage, or if another creature rouses it.
• Curse of the Unlucky. As a bonus Action on your turn, you can spend 3 Jinx Points to put a pox on a creature marked by your Evil Eye. Whenever the creature makes an Attack Roll or Saving Throw, you roll 1d4 and subtract the result from their total. This pox ends when the creature is no longer marked by your Evil Eye.
Most of the curses are implemented RAW, with a few exceptions:
1. Durations at 10 minutes or longer are set at "until Long Rest" instead, like with all of Larian's own features with similar duration. This affects Befuddled and Somnolent in particular.
2. Curse of the Inept doesn't affect Ability Checks, only Attacks, since enemy Ability Checks are extremely rarely made and requires some workaround that's just annoying.
3. Curse of the Marked has been removed due to it not being possible to implement in BG3. This means that there are only 12 curses and not the thematic 13, sorry.
4. Curse of the Plagued couldn't halve incoming healing, so I decided to implement it as a maximum HP reduction until the target is not affected by Evil Eye anymore, in addition to the 1-turn heal block.
5. Curse of the Somnolent uses average values for the dice rolled at each level, to simplify it a bit. The thresholds are listed in the tooltip so it shouldn't be too difficult to figure out whether a target would fall asleep or not. Also, creatures cannot use an Action per se to rouse the target, but a Shove will still work. Help doesn't remove it for some reason even though the statuses are listed under the Sleeping status group, which Help should remove, but eh.

POTENTIAL ISSUES/DISCLAIMERS
• Since this subclass relies heavily on your Charisma, I'd recommend investing in that stat (the very least your second-highest one) so that you can increase the DC of your Evil Eye and your Misfortunes.

INSTALLATION WITH BG3 MOD MANAGER
1.
Start BG3 Mod Manager and press the "Open Mods Folder" button on the top bar, or press Windows + R and type %userprofile%\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\.
2.
Open "MisfortuneBringer.zip" and place "MisfortuneBringer.pak" in the Mods folder.
3.
Refresh the mod list in BG3 Mod Manager by pressing F5, and move the mod from inactive mods to active mods in the mod manager window. If you encounter any issues, try placing it further down in the load order. Make sure you use the "Public" profile.
4.
Click "Save Load Order to File" in the top bar and launch the game.

MODS USED IN SCREENSHOTS
• Armor: Battlemage Armor (Battlemage Robe, Battlemage Hood)
• Dye: Boring NPC Dyes (Portal Githyanki Dye)
• Head: HGY Heads (Luli)

CHECK OUT MY OTHER MODS:
Oath of Conquest FOR PALADINS
Graviturgy Magic FOR WIZARDS
Swarmkeeper FOR RANGERS
Circle of Stars FOR DRUIDS
Circle of Wildfire FOR DRUIDS
Chronurgy Magic FOR WIZARDS
Circle of Stormchasers FOR DRUIDS
Aberrant Mind FOR SORCERERS
College of Spirits FOR BARDS
Oath of the Bleak Walkers FOR PALADINS
Oath of Redemption FOR PALADINS
Lunar Sorcery FOR SORCERERS
Circle of the Shepherd FOR DRUIDS
Circle of the Blighted FOR DRUIDS
Inquisition Domain FOR CLERICS
The First Vampire FOR WARLOCKS
Clockwork Soul FOR SORCERERS
Wretched Bloodline FOR SORCERERS
Green Knight FOR FIGHTERS
Grave Domain FOR CLERICS
Circle of Blood FOR DRUIDS
Path of the Corpse Eater FOR BARBARIANS
Circle of Winter FOR DRUIDS
College of Tragedy FOR BARDS
Debonaire FOR ROGUES
-> Misfortune Bringer FOR ROGUES <-
Eldritch Domain FOR CLERICS
Night Domain FOR CLERICS
Grim Surgeon FOR ROGUES
Hedge Mage FOR WIZARDS
Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells