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Brings Humblewood's Night Domain subclass for Clerics to Baldur's Gate 3.

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NIGHT DOMAIN HAS COME TO BALDUR'S GATE 3!

My third Cleric subclass, and first subclass from Humblewood! This one is basically a polar opposite of the Light Domain, using darkness and shadows to safeguard yourself and your allies—and if I may say so myself, works even better than Trickery Domain for Shadowheart. Features not one but two unique Humblewood spells that are part of this subclass's spell list! These are marked by asterisks in the Domain Spell list, and are detailed further down.


















SUBCLASS FEATURES


Domain Spells

1st level: Sleep, Veil of Dusk*
3rd level: Darkness, Moonbeam
5th level: Fear, Fly
7th level: Greater Invisibility, Stellar Bodies*
9th level: Dispel Good and Evil, Seeming




Beginning at 1st level, a divine blessing grants you the ability to see more clearly in dark and dim conditions. You gain Darkvision out to a range of 18m.

When you reach 6th level, you gain Darkvision out to a range of 37m. 

At 8th level, you can see normally in both magical and nonmagical darkness.

Finally, at 17th level, your eyes are able to see the truth hiding within darkness. You gain the ability to call upon the powers of your deity to grant yourself truesight within 37m of you. Your Truesight only functions while in conditions of magical or nonmagical darkness.

Once you have used this feature, you cannot use it again until you have completed a Long Rest.
NOTES
The original iteration acts like 5e Darkvision in the sense that you can see differently in dim and bright light, so this one just grants you more and more improved Darkvision the higher your level is. Since Truesight was almost implemented in the game (animations, icons, effects and unique sounds—everything except the actual Truesight bonuses—are added in the game files), I tried replicating its effects: since you can already see normally in darkness as per the 8th level bonus, you have an extended version of See Invisibility, Advantage on Perception checks made to discover hidden items (like the Dungeon Delver feat), and although you can technically already see that disguised Doppelgangers are Monstrosities by inspecting them, you have an aura that applies a detection status on these creatures so that you're extra aware of their presence when encountering them.





At 1st level, you can create a ward of divine shadows to conceal yourself from an attacking enemy. When attacked by a creature you can see within 9m of you, you can use your Reaction to impose Disadvantage on the Attack Roll, as shadows envelop your form. An attacker that can’t be Blinded is immune to this feature.
NOTES
Works as an antithesis of Light Domain's Warding Flare. Works exactly the same, but instead of blinding creatures to cause them to miss, you wrap yourself in concealing shadows that make it harder for their attacks to find your true form.




Starting at 2nd level, you can use your Channel Divinity to harness the powers of night, clouding the vision of your foes in a shroud of darkness.
As an Action, you present your holy symbol causing any source of mundane or magical light within 9m of you to be extinguished. Additionally, each hostile creature within 9m of you must make a Constitution Saving Throw. A creature who fails the Saving Throw is Blinded for a number of rounds equal to your Cleric level. A creature Blinded in this way gets a new Saving Throw at the end of each of its turns to remove the effect.
NOTES
When you use this feature, all items that are lit (candles, torches and the like) around you will be extinguished and all magical spells that produce light (Light, Produce Flame, Faerie Fire, Daylight, Guiding Bolt, Burning, etc.—essentially everything under the Light status group) will be immediately dispelled. All nearby enemies may be Blinded, as per the description.




At 6th level, you can use your Ward of Shadows feature whenever a creature you can see within 9m of you attacks a creature besides yourself.
NOTES
You can now use Ward of Shadows on allies, just like Improved Warding Flare.




When you reach 8th level, you gain mastery over magical sleep. When you cast the Sleep spell, add an additional 14 hit points to determine how many hit points of creatures the spell can affect.

Additionally, any creature you put to sleep using this spell cannot be woken until the start of your next turn. Otherwise, the Sleep spell acts as normal.
NOTES
The original version lets you add your Cleric level to the amount of hit points added, but since you can't really do that, I added the average value of levels 8 through 20 (14) and added that to the total. When casting this version of Sleep, it adds a different status that functions like the Sleep status but can't be removed by damage or shoving or the like, after which it turns into the regular Sleep status. Since Sleep turns everything within 1.5m into a crit, make sure to capitalize on that before the creature can awaken.



Starting at 17th level, you can use your Action to activate a supernatural aura of deep night. It lasts for 1 minute, or until you dismiss it using another Action. You emit heavily obscuring darkness in a 9m radius. The darkness and shadows overlap and continually smother existing sources of light.

Enemies within the shadows constantly feel the presence of hungry predators watching them, and become Frightened as long as they remain inside the affected area. Enemies in the darkness are both Blinded and Frightened for as long as they remain within its area.
NOTES
*Requires a mod that allows levelling past level 12.*
Like Invocation of Night, this spell smothers light around you, but instead of doing it once, it continually does so throughout the duration of the spell. The original iteration doesn't actually introduce a proper cooldown on this, which would mean you could perpetually Frighten and Blind everyone around you. Since that'd be quite overpowered in my humble opinion, I figured a Long Rest cooldown would be appropriate.





BONUS 1st LEVEL SPELL


You incant towards a creature, cloaking them in a shadowy veil of darkness and silence. The target gains a +1 bonus to their Armor Class and makes Stealth Checks with Advantage for the duration of the spell.
NOTES
Part of the official Night Domain spell list. Does what it says on the tin and requires Concentration. Tried recreating the official artwork as the icon.



BONUS 4th LEVEL SPELL


You create two small stars that orbit you. They twinkle pleasantly, shedding dim light in a 3m radius centered on you. The stars protect you. If a creature hits you with a melee attack, they must make a Wisdom Saving Throw or take 1d8 Radiant damage for each star orbiting you.

Once per round, on your turn, you may use your Action to cause a star to streak toward an enemy, expending it as it explodes in a blinding flash. Make a Ranged Spell Attack against a creature within 37m, dealing 4d8 Radiant damage on a hit. The target must then make a Constitution Saving Throw or be Blinded until the start of your next turn.

The spell ends when its duration expires, you fall unconscious, or you have expended all of your stars.

At Higher Levels. When you cast this spell using a spell slot above 4th level, you create one additional star for every two slot levels above 4th. For each additional star orbiting you, the radius of light centered on you increases by 2m.
NOTES
Also part of the official Night Domain spell list. This one was rather interesting to implement, and I think I made it pretty cool in the end. Like the upcasting description says, higher levels grant you more stars, up to a total of 4 stars at 9th level. Tried recreating the official artwork for the icon here as well.






POTENTIAL ISSUES/DISCLAIMERS

•   Globe of Twilight, which is a Humblewood spell part of the official Night Domain spell list, wasn't possible to implement in BG3 so I exchanged it for Fly, to channel the night owl fantasy. Other spells part of the spell list that don't exist in the game were exchanged for other existing spells as well.





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 "MoonDomain.zip" and place "MoonDomain.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.






CHECK OUT MY OTHER MODS:  
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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