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Brings Grim Hollow's Eldritch Domain subclass for Clerics to Baldur's Gate 3.

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ELDRITCH DOMAIN HAS COME TO BALDUR'S GATE 3!

My second Cleric subclass and sixth subclass from Ghostfire Gaming's Grim Hollow. Completes the trifecta of psionic old god-inspired subclasses along with the Aberrant Mind Sorcerer and the Great Old One Warlock.


















SUBCLASS FEATURES


Domain Spells

1st level: Tasha's Hideous Laughter, Sleep
3rd level: Detect Thoughts, See Invisibility
5th level: Fear, Slow
7th level: Confusion, Phantasmal Killer
9th level: Dominate Person, Planar Binding




At 1st level, choose any cantrip. The chosen cantrip counts as a Cleric spell for you but does not count against the number of Cleric cantrips you know. Each time you finish a Long Rest, you can replace the chosen cantrip with any other cantrip of your choice.

In addition, you gain Proficiency in a skill of your choice. Each time you finish a Long Rest you can replace the chosen skill with another skill of your choice.
NOTES
"Any cantrip" means any of the base game cantrips. I will most likely not accommodate for cantrips added by mods. 





Starting at 1st level, you've been gifted with the ability to impart a fleeting taste of the unknowable on others. When you cast a spell with a spell slot of 1st level or higher that targets one or more creatures, you can use a Bonus Action on the same turn to force one of the spell's targets to make a Wisdom Saving Throw. On a failure, roll on the Eldritch Effects table and the creature suffers that effect for 1 minute. At the end of each of its turns, the creature can make another Wisdom Saving Throw, ending the effect on a success.

This effect ends early if you use this feature again.
NOTES
Does what it says on the tin. The Eldritch Contagion spell will unlock as a temporary spell on the right as soon as you've cast a spell of level 1 or higher. It will remain there until you've cast it or until your turn is over, so make sure you cast it when it's ready! You can read about the Eldritch Effects further down.




Starting at 2nd level, you can use your Channel Divinity to speak a prophecy, inducing visions and hallucinations in nearby creatures.
As an Action, choose a point within 27m of you that you can see. Each creature in a 5m-radius sphere centered on the chosen point must succeed on a Wisdom Saving Throw or suffer a temporary effect from the Eldritch Effects table for 1 minute. At the end of each of its turns, an affected creature can make another Wisdom Saving Throw, ending the temporary effect on a success.
NOTES
An AoE version of Eldritch Contagion that doesn't require you to cast a spell on a target beforehand, and that affects an unlimited amount of targets within the radius. Each creature will be afflicted with a random effect on the Eldritch Effect table, should they fail their save.




Starting at 6th level, you gain Resistance to Psychic damage and Advantage on Saving Throws against being Charmed and Frightened.
Additionally, when a creature deals Psychic damage to you, your incomprehensible thoughts spill over into their mind. The creature must succeed on a Wisdom Saving Throw against your Cleric spell save DC or take Psychic damage equal to your Cleric level.
NOTES
The RAW version included attempts to read your thoughts to automatically fail, but since I can only think of one single instance where someone tries to read your thoughts in the game, I figured I'd make it so that someone who tries to invade your mind by dealing Psychic damage gets a taste of the eldritch thoughts that reside there. 




Starting at 8th level, you add your Wisdom Modifier to the damage you deal with any Cleric cantrip.
NOTES
Potent Spellcaster exists in the game already, so easy enough to implement. The original iteration in BG3 actually specifies which cantrips are boosted by this (i.e. Cleric-only cantrips), so I had to make sure the one you choose with Unpredictable Inspiration is boosted as well.



Starting at 17th level, creatures who fail a Saving Throw against your Prophecy of Doom feature take 10d10 Psychic damage. Once a creature has taken damage in this way, it can't take damage from this feature again.
NOTES
*Requires a mod that allows levelling past level 12.*
Capstone feature that allows you to potentially deal huge amounts of damage to as many creatures as you can group together.






ELDRITCH EFFECTS




When you use Eldritch Contagion or Prophecy of Doom, roll on the Eldritch Effects table and the creature suffers that effect for 1 minute. 

1. Eldritch Muzzle. The creature becomes Silenced.

2. Eldritch Assault. The creature suffers 1d8 Psychic damage at the start of each of its turns.

3. Eldritch Disorientation. The creature becomes disoriented. It immediately falls Prone and falls Prone again at the end of each turn it moved.

4. Eldritch Visions. The creature becomes distracted by visions and voices and has Disadvantage on Attack Rolls and Perception Checks.

5. Eldritch Insecurity. The creature becomes unsure of itself. It can move or take an Action on its turn, but not both. It cannot use Reactions.

6. Eldritch Recklessness. The creature becomes reckless. It has Advantage on Attack Rolls, and Attack Rolls against it have Advantage.

7. Eldritch Myopia. The creature is partially Blinded and cannot see further than 7m away.

8. Eldritch Horror. The creature becomes Frightened.
NOTES
All of these work as intended, except where I omitted certain aspects such as deafness for #7 since it doesn't exist in BG3, and decided to buff it a little since the deafness part is removed. Insecurity (#5) is particularly interesting though, since I'm not entirely sure how it'll interact with the game world. If an affected creature moves, its Action Point is automatically consumed. Similarly, if it uses its Action, all of its movement is automatically spent. The AI might act strangely because of this, but maybe that'll be part of the charm!






POTENTIAL ISSUES/DISCLAIMERS

•   Some spells present in the RAW version of this subclass have been exchanged for thematic existing spells. Tongues, Contact Other Plane and Dream have been exchanged for Slow, Dominate Person and Planar Binding respectively.





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 "EldritchDomain.zip" and place "EldritchDomain.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: Druu's Clothes and Armor (Mystra's Cleric, Cleric's Shoes), Vestments of the Faithful (Cape of the Mountebank)
•    Shield: Extra Shields (Shield of the Divine Sentinel (Silver))

•    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