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

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INQUISITION DOMAIN HAS COME TO BALDUR'S GATE 3!

My first Cleric subclass mod! All of the official ones have already been made, some of them even several times, so I figured I'd expand a bit and pick a favorite of mine from Ghostfire Gaming's Grim Hollow setting.

The Inquisitor Cleric is a full-blooded mage hunter, anointed by the gods to root out arcane magic users. You believe that divine magic is the only pure form of magic, and it is up to you to keep this tainted arcane magic in check.

















CLASS FEATURES



DOMAIN SPELLS

1st level: Command, Bane
3rd level: See Invisibility, Silence
5th level: Crusader's Mantle, Remove Curse
7th level: Arcane Eye, Banishment
9th level: Dominate Person, Flame Strike





At 1st level, you gain Proficiency with Martial Weapons and Heavy Armor.
NOTES
Just like the Tempest and War Domains, you gain Proficiency with Martial Weapons and Heavy Armor.




At 1st level, when you hit a creature with a weapon attack, you can deal an additional 1d8 Force damage. If the creature is concentrating on a spell, you deal an additional 2d8 Force damage instead and you gain 2d8 temporary hit points. 

You can use this featrure a number of times equal to your Wisdom modifier, regaining all uses upon completion of a Long Rest.

At 14th level, this damage increases to 2d8, and 3d8 if the creature is concentrating on a spell.
NOTES
The original version gives you temporary hit points if the damage dealt breaks concentration on the attacked creature. Since it's not possible to determine whether your damage caused concentration to break without using scripts, you simply get the temporary hit points when attacking an enemy that concentrates on a spell. Furthermore, the temporary hit points granted is supposed to be the same as the extra Force damage dealt—since the game engine simply refused to let me implement this RAW, you gain a number of temporary hit points equal to the same roll of the dice instead. I don't think it makes much of a difference in the end, but it's worth mentioning. Furthermore, due to certain limitations in what you can actually do in the game engine, Witch Hunter's Strike doesn't stack with the Divine Strike interrupt trigger. This means you would need to manually use Divine Strike instead of your base melee/ranged attacks if you want both bonus damages for the same attack.




Starting at 2nd level, you can use your Channel Divinity to bestow temporary resilience to arcane harm.

As a Bonus Action, you present your holy symbol and choose a creature you can see (including yourself) within 9m. The chosen creature gains temporary hit points equal to 1d10 + your Cleric level. While a creature has temporary hit points granted by this feature, it has Resistance to damage from spells and Advantage on Saving Throws against spells. The creature loses any remaining hit points after finishing a Long Rest.
NOTES
Works RAW. Your Channel Divinity, which is very straight to the point. Really powerful against magic users, much less so against non-magic users, but that's also kind of the point. 





Starting at 6th level, as a Reaction when a creature you can see within 18m casts a spell, you can force the creature to make a Constitution Saving Throw. On a failure, the creature takes Force damage equal to 1d8 per level of the spell slot expended casting the spell + your Wisdom modifier. Cantrips are considered 1st-level spells for this ability. On a successful save, the creature takes half as much damage instead.

You can use this feature a number of times equal to your Wisdom modifier, regaining all uses upon completion of a Long Rest.
NOTES
Works RAW. Very reminiscent of the tadpole power Psionic Backlash, but much more powerful at the cost of having limited uses and dealing half damage on a save.





At 8th level, you gain the ability to infuse your weapon strikes with the power of celestial order. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Force damage to the target.

When you reach 14th level, the extra damage increases to 2d8.
NOTES
Works RAW. It's simply a Divine Strike that deals Force damage.





Starting at 17th level, when you use your Spell Shield feature, you can choose up to five targets instead of only one.
NOTES
*Requires a mod that allows levelling past level 12.*

This one is supposed to let you choose a number of targets based on your Wisdom modifier. Since this isn't possible in the game, and since your Wisdom modifier is probably +5 at level 17 either way (and you really want it to be), you get to choose five targets regardless of your Wisdom modifier.








POTENTIAL ISSUES/DISCLAIMERS

•   Many of the spells listed in the subclass's Domain Spells list are notoriously difficult or impossible to implement, or are even borderline useless in a video game like Baldur's Gate 3. I've substituted these for several thematic spells of the same level.

•   Witch Hunter's Strike is implemented as a pre-damage interrupt, since I encountered a few situations where the initial weapon damage caused concentration to break and robbing you of the bonus damage and temporary hit points. Because of this, the timing becomes slightly weird, but what to do.
 





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 "InquisitionDomain.zip" and place "InquisitionDomain.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
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
The First Vampire FOR WARLOCKS
Clockwork Soul FOR SORCERERS
Wretched Bloodline FOR SORCERERS

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