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Brings the College of Spirits subclass for Bards to Baldur's Gate 3.

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COLLEGE OF SPIRITS HAS COME TO BALDUR'S GATE 3!

This is my own take on the College of Spirits subclass, since it's one of the first subclasses I planned to make after release. I'm well aware that there's already one such mod out there, but since I wanted to make my own for my own playthrough, I figured I'd make it available for everyone else as well.














CLASS FEATURES




At 3rd level, you can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 18m when you cast it.
NOTES
This is literally just Guidance with a new name and icon, and increased range. It will not stack with Guidance, so you can't have both buffs at the same time. Comes with custom casting animations, visuals and sounds that are much more fitting for a spell named Guiding Whispers.




At 3rd level, you employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. This Spiritual Focus takes the form of a jawless skull.

Starting at 6th level, when you cast a Bard spell that deals damage or restores hit points, you gain a 1d6 bonus to one damage or healing roll of the spell.
NOTES
Casting Summon Spiritual Focus gives you a skull "instrument" that you can use in lieu of your regular instrument, to fit the College of Spirits class fantasy. It's classed as a drum and will use the same animations, and casting sounds when applicable. The second part of this feature applies when you've reached level 6 and will not be available before that. Originally this bonus was tied to the Spiritual Focus "instrument," but it is now granted by regular character progression—this means you can use another instrument if you want to and still get the benefits granted by the passive. I do still recommend using the skull focus though, since most class feature animations were chosen with it in mind.




At 3rd level, you reach out to spirits who tell their tales through you. You can use a Bonus Action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a Short or Long Rest.

You can use an Action to choose one creature you can see within 9m of you—including yourself—to be the target of the tale's effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.
NOTES
Works pretty much like in 5e, with the notable exception of not being able to cancel the effects of a previous Tales from Beyond cast. I figured it's more fun that way anyway, while also making it much more useful and worthwhile to spend resources on. This feature scales with your Bardic Inspiration die, and when you upgrade your Bardic Inspiration from D6 to D8 to D10, you get access to new effects that are added to the random roll table. Below is a list of the available results from rolling on the Spirit Tales table.


TALES FROM BEYOND: D6 RESULTS

1. Tale of the Clever Animal. Until the next Long Rest, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can add a bonus equal to your Bardic Inspiration die to the roll.
2. Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes Force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3. Tale of the Beloved Friends. The target and another creature within 2m of it gains Temporary Hit Points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4. Tale of the Runaway. The target can immediately use its Reaction to teleport up to 9m to an unoccupied space it can see. When the target teleports, allies within 9m of it may use the same Reaction.
5. Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes Force damage equal to a roll of your Bardic Inspiration die.
6. Tale of the Traveler. The target gains Temporary Hit Points equal to a roll of your Bardic Inspiration die + its level. While it has these Temporary Hit Points, the target’s Walking Speed increases by 3m and it gains a +1 bonus to its AC.
NOTES
#1: I changed the 10 minute duration to a Long Rest similar to other effects of similar duration.

#2: Does what it says on the tin. Has a "melee swing" animation but still counts as a spell.

#3: The spell simply targets another ally within range of the target, instead of having the target choose another one like in 5e.

#4: I chose to interpret this one as being able to use your Reaction immediately if you want to (from the wording "can use"), so you're able to use it as soon as you can if you want, otherwise you're able to use it whenever. Also doesn't seem possible to choose targets based on modifiers, so I just decided to let allies within 9m of you get the same buff.

#5: Does what it says on the tin.

#6: I couldn't find a way to make a status check for the caster's level, so I decided to simply set the bonus HP to the target's level, which will likely be the same as the one who casted it anyway. Since it doesn't check for the Bard level of the caster either, consider it a tiny bonus if you're multiclassing.

The temporary HP buffs (#3 and #6) might stack with other temporary HP statuses, since it wouldn't be super fun to have them overwritten by something else or not have them work at all if you happen to have temporary HP from another source. They're mutually exclusive to each other, though.




TALES FROM BEYOND: D8 RESULTS

7. Tale of the Beguiler. The target must succeed on a Wisdom Saving Throw or take Psychic damage equal to two rolls of your Bardic Inspiration die, and the target is Incapacitated until the end of its next turn.
8. Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, the creature it hits takes Necrotic damage equal to a roll of your Bardic Inspiration die and is Frightened of the target until the end of the Frightened creature's next turn.
NOTES
#7: I honestly couldn't find confirmation about how this one actually works, since the wording is a bit strange. The way I implemented it is that it takes damage and is Incapacitated if it fails the save, but I'm thinking that the damage portion is supposed to be prevented by a save, while the Incapacitation is guaranteed. If someone wants to clarify this for me I'd greatly appreciate it!

#8: Works like it says on the tin.




TALES FROM BEYOND: D10 RESULTS

9. Tale of the Brute. The target may force enemies within 9m to make a Strength Saving Throw. On a failed save, a creature takes Thunder damage equal to three rolls of your Bardic Inspiration die and is knocked Prone. A creature that succeeds on its Saving Throw takes half as much damage and isn’t knocked Prone.
10. Tale of the Dragon. The target may spew fire from the mouth in a 9m cone. Each creature in that area must make a Dexterity Saving Throw, taking Fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
NOTES
#9: I tried making this one into an explosion caused around the target that only deals damage to its enemies, but it didn't want to work so I changed it up the same way I did with Dragon to also make it less situational and more useful. 

#10: The 5e version makes the target instantly spew fire, but since that'd be immensely impractical in a video game where you can't decide where your head is turned at a given point in time, it just gives the target the ability to spew fire whenever it wants to, within the duration of the status.





At 6th level, spirits provide you with supernatural insights, allowing you to conduct a ritual channeling spirits. At the end of the ritual, you temporarily learn one spell of your choice from any class. A ritual to commune with the dead in this way requires constant focus for an extended period of time, and can only be performed within the safety of your camp.

The spell must be of a level you can cast, and it must be in the school of Divination or Necromancy. The chosen spell counts as a Bard spell for you but doesn’t count against the number of bard spells you know.

Once you perform the ritual, you can’t do so again until you start a Long Rest, and you know the chosen spell until you start a Long Rest.
NOTES
There aren't that many Necromancy and Divination spells in the base game, but this spell gives you access to all of them up until spell level 4. In 5e, you need a number of participants equal to your Proficiency Bonus and can only get access to spells of the same spell level. Since +4 is the highest Proficiency Bonus you get in the base game, only spells up to level 4 are included. Annoyingly enough, only one level 4 spell is affected (Blight), and thus you will be able to learn that one spell when your Proficiency Bonus reaches +4.

Since this ritual takes an hour and can be performed during a Short or Long Rest in 5e, I decided to emulate that by having it only be castable when in your camp.








POTENTIAL ISSUES/DISCLAIMERS

•   I recommend hiding the Spiritual Focus "instrument" when sheathed so you don't have a floating skull on your back, in case you've missed or forgotten that it's possible to do so.


•  When casting Tales from Beyond, the game will tell you that you're making a Wild Magic check. This is because it's the only system in-game that utilizes a random roll on a table, but it's only visual and will not affect anything else. 






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 "CollegeofSpirits.zip" and place "CollegeofSpirits.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: 
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
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

Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells