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Gambler class - Skills rely on pure chance, and you get luckier as you level up. Subclasses could include Lucky Star, which increases your luck greatly; Fay Cursed, who's so unlucky that it spreads to their enemies with special actions to emphasize that; and a pure gambler, which leads to greater abilities, but the less chance you have succeeding, the more powerful the abilities. Could also have 'lucky dice' that increase the chance of your abilities or the power at the price of the other. Jester outfit - it's just as it says, a Jester outfit in multiple different colors (red and black, blue and purple, gold and white, black and white with skulls) with a cane weapon (normal one and one with a skull). This would go well with the Harlequin class mod that already exists. The reason I included the black and white and cane with a skull is because I was thinking that would go well with a necromancer (or if the author of the Harlequin mod is listening, maybe a necromancy subclass? Death Jesters are cool). Necromancer class - This has probably been requested to death, but I want to see a pure necromancer class with special undead that strengthens as you level up. Subclasses could include 'The Horde', which has many but weak undead; 'Chosen Dead', which can include at most 3 powerful undead that could replace party members (the idea is meant for lone wolf playthroughs without companions otherwise, it would be OP. Or if they can somehow take up companion slots that would be cool but that's not expected) with different types of undead like Lich, Wight, and some type of Rogue class undead. Madness-based class - A crowd control class that includes spells like hideous laughter and crown of madness; this was just kinda of a last-minute idea as of writing this.
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The first subclass The sec subclass The third subclass Forth subclass PASSIVE ABILITY Fog Body Passive Ability: Your physical form is a semi-corporeal vessel of sentient fog, granting you unique defenses and vulnerabilities. Incorporeal Defense: You are immune to non-magical bludgeoning, piercing, and slashing damage. Magical weapons and spells can harm you normally. Elemental Interactions: · Cold/Ice: When you take cold damage from a spell or effect, your fog condenses into a solid, icy form. For 3 turns, you lose your Incorporeal Defense and become vulnerable to physical attacks. You also have disadvantage on Dexterity saving throws while solidified. · Fire: Fire spells or effects deal "Steam Damage" to you for 3 turns. While under this effect, you are Heavily Obscured but take 1d6 fire damage at the start of each of your turns. · Thunder: Thunder damage or concussive force (like the Thunderwave spell) disperses you. You are pushed 15 feet and have disadvantage on your next attack roll or saving throw as you struggle to re-coalesce. · Wind: Effects that create strong wind (like the Gust of Wind spell) treat you as if you are one size smaller and can push you twice as far. Physical Interaction Consequences: When you take damage from a magical weapon or spell, your form briefly destabilizes. Until the start of your next turn, you have disadvantage on Concentration checks to maintain your spells. Absorption and Diffusion: · Poison/Gas Absorption: Your body can absorb poisonous gases or vapors. You can use your reaction to become immune to one poison effect you can see targeting an area you are in. If you do, your next spell that deals damage before the end of your next turn also deals bonus poison damage equal to your spellcasting modifier. · Concentrated Fog: If you are in an area of magical darkness or heavy obscurement created by your own spells, you can use a bonus action to gain temporary hit points equal to your character level. --- FOG SPELLS Cantrip: Fog Wisp Conjuration Cantrip Casting Time:1 Action Range:60 feet Target:One creature Components:V, S Duration:Instantaneous (fog lasts 1 turn) Saving Throw:None (Ranged Spell Attack) Damage Type:Cold and Necrotic Area of Effect:5-foot radius sphere of fog at target location Description:You conjure a wisp of deadly fog and hurl it at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the wisp strikes the target, dealing 1d6 cold damage and 1d6 necrotic damage as freezing mist drains a small portion of their life force. Whether you hit or miss, a 5-foot radius sphere of lightly obscuring fog appears centered on the target's location and lingers until the start of your next turn, creating a small cloud that provides minor concealment. At Higher Levels:This spell's damage increases when you reach higher levels. At 5th level, it deals 2d6 cold damage and 2d6 necrotic damage. At 11th level, it deals 3d6 cold and 3d6 necrotic. At 17th level, it deals 4d6 cold and 4d6 necrotic. Notes:A simple but effective cantrip that provides both damage and minor battlefield control. The small fog cloud can help allies hide or provide light obscurement. Great for beginners learning fog magic. 1st Level: Chilling Mist 1st-level Conjuration Casting Time:1 Action Range:Self (15-foot radius sphere) Target:All creatures within radius Components:V, S Duration:Concentration, up to 10 turns Saving Throw:Constitution Damage Type:Cold and Necrotic Area of Effect:15-foot radius sphere centered on you that moves with you Description:A supernatural freezing mist filled with necrotic energy surrounds you in a 15-foot radius, moving wherever you go. The swirling fog lightly obscures the area, making it harder for creatures to see clearly. When a creature starts its turn within the mist or enters it for the first time on a turn, they must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage and 1d6 necrotic damage as the fog freezes their body and drains their vitality, and they have disadvantage on the next attack roll they make before the end of their turn as the draining mist weakens them. On a successful save, they take half damage and don't suffer disadvantage. At Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, both the cold damage and necrotic damage increase by 1d6 for each slot level above 1st. For example, at 3rd level it would deal 3d6 cold and 3d6 necrotic. Notes:This spell creates a mobile hazard zone that punishes enemies for staying close to you. Perfect for frontline sorcerers or for controlling choke points. 2nd Level: Fog Bolt 2nd-level Evocation Casting Time:1 Action Range:120 feet Target:One creature Components:V, S Duration:1 turn (fog effect) Saving Throw:None (Ranged Spell Attack) Damage Type:Cold and Necrotic Area of Effect:10-foot radius sphere of fog at impact point Description:You compress deadly fog into a bolt of concentrated death and cold, launching it at a target within range. Make a ranged spell attack against the creature. On a hit, the bolt strikes with devastating force, dealing 3d8 cold damage and 3d8 necrotic damage as the impact freezes flesh and drains life energy simultaneously. Upon impact, the compressed fog explodes outward, creating a 10-foot radius sphere of heavily obscuring fog centered on the target that persists until the start of your next turn, blocking line of sight for all creatures except you. At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, both the cold damage and necrotic damage increase by 1d8 for each slot level above 2nd. At 4th level, it would deal 5d8 cold and 5d8 necrotic damage. Notes:Excellent for burst damage while also creating tactical obscurement. The fog can help allies escape or set up advantage for melee attackers. 3rd Level: Mist Walk 3rd-level Conjuration Casting Time:1 Bonus Action Range:Self Target:Self Components:V Duration:1 turn Saving Throw:None Damage Type:None (Force damage if ending in occupied space) Description:Your physical form dissolves completely into swirling mist, granting you supernatural mobility and protection. For the duration of your turn, you can move through spaces occupied by other creatures without provoking opportunity attacks, and you can squeeze through gaps as narrow as 1 inch without squeezing penalties. While in this form, you gain resistance to all damage types except fire and thunder, which can disperse or harm your misty essence. Your movement speed increases by 20 feet for this turn. At the end of your turn, you automatically reform into your solid state. If you end your turn in a space occupied by another creature, you are immediately shunted to the nearest unoccupied space and take 1d10 force damage from the violent reformation. At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, your movement speed increases by an additional 10 feet for each slot level above 3rd. At 5th level, you would gain +40 feet of movement. Notes:Perfect for repositioning, escaping grapples, or reaching difficult locations. Can be combined with your Fog Body passive for incredible survivability. 4th Level: Suffocating Fog 4th-level Conjuration Casting Time:1 Action Range:120 feet Target:All creatures in area Components:V, S, M (a piece of cloth) Duration:Concentration, up to 10 turns Saving Throw:Constitution (initial and each turn to stop suffocating) Damage Type:Cold and Necrotic Area of Effect:20-foot radius sphere Description:You create a 20-foot radius sphere of thick, deadly fog infused with necrotic energy and supernatural cold, centered on a point you can see within range. The fog heavily obscures the entire area, blocking vision completely. When a creature starts its turn within the fog or enters it for the first time on a turn, it must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage and 4d8 necrotic damage as the freezing mist invades their lungs and drains their life force, and they begin suffocating as the dense fog prevents them from breathing. On a successful save, they take half damage and are not suffocating. A creature that is suffocating must use its action at the end of each of its turns to attempt another Constitution saving throw to cough out the fog and stop suffocating. The fog remains stationary once created. At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, both the cold damage and necrotic damage increase by 1d8 for each slot level above 4th. At 6th level, it deals 6d8 cold and 6d8 necrotic. Notes:Extremely powerful area denial. The suffocation effect can incapacitate enemies, forcing them to waste actions or flee. Be mindful of friendly fire. 4th Level: Fog Concentration Beam 4th-level Evocation Casting Time:1 Action Range:60 feet Target:One creature Components:V, S, M (a shard of ice) Duration:Concentration, up to 10 turns Saving Throw:Constitution (each turn to escape) Damage Type:Cold and Necrotic Description:You unleash a continuous beam of pure, concentrated fog that connects you to a target creature within range. The beam is a 5-foot wide line that holds the target in place with crushing fog pressure. While maintaining this spell, you are completely immobilized and cannot take any actions, bonus actions, or reactions. All of your focus is devoted to maintaining the deadly beam. The target becomes restrained as the dense fog solidifies around them, holding them completely immobile. At the start of each of the target's turns while restrained by this spell, they take 3d8 cold damage and 3d8 necrotic damage as the freezing fog drains their life force. At the end of each of their turns, the target can make a Constitution saving throw. On a success, they break free from the beam and the spell ends. You can choose to release the target and end the spell at any time (no action required). The spell also ends if your concentration is broken—when this happens, the target is immediately freed from the restraining effect. If the target moves out of range or breaks line of sight, the spell ends. At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, both the cold damage and necrotic damage increase by 1d8 for each slot level above 4th. At 6th level, it deals 5d8 cold and 5d8 necrotic damage per turn. Notes:Devastating single-target control spell that can eliminate a high-priority enemy over time. Extremely risky to use as you're completely vulnerable while channeling—only use when you have allies to protect you or have already disabled other threats. Breaking your concentration or being attacked can end the spell prematurely. 5th Level: Fog Illusion 5th-level Illusion Casting Time:1 Action Range:Self (60-foot radius) Components:V, S Duration:Concentration, up to 1 minute Saving Throw:Intelligence (Investigation) to discern the illusion Area of Effect:60-foot radius sphere centered on you Description:You weave fog and shadow into perfect, silent, and semi-corporeal duplicates of yourself. When you cast this spell, a number of Illusory Doubles equal to half your character level (rounded down) appear in unoccupied spaces within range. Illusory Double Statistics: · AC: 13 · HP: 1 (they are instantly destroyed by any damage or upon a successful hit) · Speed: 40 ft. · Immunities: All conditions, Cold, Necrotic Illusory Double Behavior: You have no direct control over the doubles.On their turn (which they take immediately after yours), each double moves towards the nearest enemy creature and makes a melee spell attack. On a hit, it bursts into a 5-foot radius sphere of heavily obscuring fog centered on that enemy. The enemy takes 1d8 cold and 1d8 necrotic damage from the freezing, draining burst, and the fog lasts until the start of your next turn. On a miss, the double remains and will try again on its next turn. Enemy Interaction: If a creature targets a double with a melee attack,the double is instantly destroyed. When a double is destroyed by a melee attack, it bursts into a 5-foot radius sphere of heavily obscuring fog centered on itself. The creature that destroyed it must make a Constitution saving throw. On a failed save, it takes 1d8 cold and 1d8 necrotic damage and its speed is reduced by 10 feet until the end of its next turn as the clinging fog freezes and saps its strength. On a successful save, it takes half damage and its speed is not reduced. The fog lasts until the start of your next turn. A creature can use its action to make an Intelligence(Investigation) check against your spell save DC to determine if a figure is an illusion. At Higher Levels:When you cast this spell using a spell slot of 6th level or higher, the number of doubles created increases by one for each slot level above 5th. Notes:A straightforward and aggressive spell. The illusions relentlessly hunt the nearest enemy, forcing them to either take damage and be surrounded by fog, or waste attacks destroying the doubles and suffering the consequences. It creates a relentless, fog-filled assault. 6th Level: Phantom Fog 6th-level Illusion Casting Time:1 Action Range:120 feet Target:Area and Self Components:V, S, M (a handful of mist) Duration:Concentration, up to 100 turns Saving Throw:Intelligence (Investigation) to discern illusions Damage Type:None Area of Effect:40-foot radius sphere Description:You create a 40-foot radius sphere of phantom fog infused with illusion magic, centered on a point you can see within range. The fog heavily obscures the entire area to all creatures except you—you can see through it perfectly as if it weren't there. As a bonus action on each of your turns, you can create up to three illusory duplicates of yourself anywhere within the fog. These duplicates move and act as you mentally command them (no action required) and can perform simple interactions with the environment such as opening doors or picking up objects, though they cannot deal damage or cast spells. When a creature targets you or one of your duplicates with an attack or harmful spell, roll a d20. On a result of 11 or higher, the attack targets a duplicate instead of you. Any duplicate is instantly destroyed if it takes any damage. Creatures can use their action to make an Intelligence (Investigation) check against your spell save DC to attempt to discern which fog figure is real and which are illusions. At Higher Levels:When you cast this spell using a spell slot of 7th level or higher, you can create one additional illusory duplicate for each slot level above 6th. At 9th level, you could have up to 6 duplicates active. Notes:Supreme defensive and utility spell. The combination of obscurement and duplicates makes you extremely difficult to target while you maintain complete battlefield awareness. Reaper's Shroud Level 20 Capstone Casting Time:1 Action Range:Self Duration:Concentration, up to 10 turns Saving Throw:Constitution Damage Type:Cold, Necrotic, and Thunder Area of Effect:30-foot radius sphere centered on you Unlock at Level 20 Effect:The caster transforms into a swirling vortex of deathly fog, becoming a conduit for the Reaper itself. Your body dissolves into a massive sphere of churning black mist, shot through with swirling veins of eerie blue (cold), sickly green (necrotic), and violent purple (thunder) energy. The air fills with a cacophony of screaming souls, howling winds, and the low, constant rumble of distant thunder. The fog seeks to drain the life and shatter the bodies of all nearby creatures. Initial Blast:When you cast this spell, all creatures within 30 feet must make a Constitution saving throw. On a failed save, a creature takes 3d10 cold damage, 3d10 necrotic damage, and 3d10 thunder damage as the deathly fog flash-freezes their flesh, violently drains their life force, and the concussive force of a thousand screaming souls slams into them. On a successful save, they take half damage. Fog Attacks: · Enemies inside the fog are heavily obscured and cannot see what's attacking them. · While in the fog, enemies hear the unsettling symphony of whispers, dragging chains, frantic footsteps, pained breathing, and the constant, low rumble of thunder, but cannot pinpoint any source. · At the end of each enemy's turn while in the fog, they are attacked by unseen forces and must make a Constitution saving throw. On a failed save, they take 3d10 cold damage, 3d10 necrotic damage, and 3d10 thunder damage from the relentless cold, life drain, and deafening soul-screams. On a successful save, they take half damage. · Enemies can attempt to flee the fog, but their movement speed is halved while inside due to the thick, clinging, soul-laden mist. · Creatures who move to the center of the vortex (within 5 feet of you) take an additional 4d10 cold, 4d10 necrotic, and 4d10 thunder damage as they're consumed by the concentrated, screaming essence of death. · If a creature dies within the fog, their body is instantly consumed by the death mist—their physical form and soul are absorbed into the vortex, leaving only their equipment and belongings behind. No body remains to be revived, but their loot can be retrieved. Caster Immobilization:While transformed into the vortex, you are stationary and cannot move, attack, or cast other spells. You rely entirely on the fog to attack and control enemies. The fog heavily obscures the entire area except for you—you can see perfectly through the death mist. Enemy Reactions While in the Fog: · "We're not alone in here!" · "There's something here... I can hear it!" · "What was that sound?!" · "I can't see anything, but I know something's watching!" · "Did you hear that breathing?!" · "Something just brushed past me!" · "Where is everyone?! I can't see you!" · "The fog... it's alive!" Usage Limitation:Reaper's Shroud can only be used once per long rest when cast voluntarily. Death Reactivation:If the caster dies (whether or not they have already used the spell), their body automatically reactivates the death vortex and the fog turns blood-red for 3 turns, summoning Reaper's Shroud uncontrollably. This death trigger does NOT count against your once-per-long-rest limit—it's a separate automatic activation. The vortex attacks both allies and enemies within the area indiscriminately, treating all living creatures as targets. During this time, the caster's body is out of control, consumed by the Reaper's will, and cannot be revived until the 3 turns are up and the fog dissipates. After the death reactivation ends, you can still use the spell again voluntarily after your next long rest. Notes:The ultimate expression of fog sorcery—a transformation into pure death itself. Use this spell to turn the tide of impossible battles, but be aware that losing concentration or dying can spell doom for your entire party. The Reaper does not distinguish between friend and foe. REAPER'S SHROUD - COMPANION REACTION PHRASES FIRST ACTIVATION (They have NEVER seen it before) Scenario A: First Voluntary Cast (Total Shock) Good Teammates (Good Run): · Karlach: "Whoa! Soldier?! What in the hells is THAT?! Is that... you?!" · Wyll: "By the Gods... [Player Name]? What is this power? Are you in control?" · Gale: "Astounding! The weave... it's contorting around you! This is an order of magic I've never witnessed! The raw power is... staggering!" · Shadowheart (Selunite): "What is this? It feels so... cold. So empty. Are you alright?" · Lae'zel (Free): "Chk! What new power is this? It is formidable, but it smells of the grave! Explain yourself!" · Halsin: "This energy... it is not of nature's design. What spirit or pact grants you this, friend? I sense a deep sorrow within it." · Minthara (Redeemed): "You... you concealed a weapon of this magnitude? A prudent, if startling, strategy. Can you direct it, or does it direct you?" · Astarion (Unascended): "Darling, that's... a lot. And I'm a man who knows from 'a lot'. That's not just a party trick, is it? What's the catch?" · Jaheira: "By the Oak Father's roots! What darkness have you been nurturing, child?" · Minsc: "WOW! Minsc's new witch friend makes a very spooky cloud! But is it a good spooky or a 'run from the hamster-eating ghost' spooky?" Good Teammates (Evil Run - False Concern): · Karlach: "Whoa! Soldier?! What in the hells is THAT?!" (Internal: This is bad. This is really bad. What else are they hiding?) · Wyll: "By the Gods... [Player Name]? What have you done?!" (Internal: Such reckless power. The Blade must be wary.) · Gale: "Astounding! The weave... it's tearing apart around you! I had no idea you commanded such power!" (Internal: The ambition... the sheer, beautiful, terrifying ambition. What could I learn from this?) · Shadowheart (Selunite): "What is this? I've never felt magic like this... it's... terrifying." (Internal: This reeks of Sharran magic. Or something worse. I must be cautious.) · Lae'zel (Free): "Chk! What new power is this? It reeks of death!" (Internal: Such dishonorable, wasteful magic. This is not githyanki strength.) · Halsin: "This is not the natural order! What spirit have you unleashed?" (Internal: This is a blight upon the land. A corruption I may need to purge.) · Jaheira: "By the Oak Father! What darkness is this you wield?" (Internal: I have seen this before. This is the power of those who traffic with things best left buried.) · Minsc: "WOW! Minsc's new friend makes a big scary fog! But... is it a hero fog or a villain fog? Boo is twitching his nose, he is not sure!" (Internal: Minsc does not like this. It feels like the air before a great evil is fought!) Evil Teammates (Evil Run - Admiration & Approval): · Astarion (Ascended): "Well, well... you've been holding out on us, darling. I'm... impressed." · Shadowheart (Dark Justiciar): "Now this is a secret worth keeping. The Lady approves." · Minthara: "At last. You reveal your true fangs. This pleases me." · Lae'zel (Vlaakith Loyalist): "Chk! Such power! It is raw, undisciplined... but immense. A worthy weapon for the Lich Queen's service." Romantic Partner - Good Run: · Astarion (Unascended): "My love... what is this? How long have you been... hiding this?" · Shadowheart (Selunite): "My love... I thought I knew you. What is this darkness you carry?" · Lae'zel (Free): "IS'TIK! What is this power? It is immense! Why did you not reveal it sooner, my jan?" · Gale: "My heart... the power radiating from you... it's... breathtaking. And concerning. Why keep this secret?" · Karlach: "Soldier... f*#@. Is this what you've been fighting back all this time?" · Wyll: "My love... what have you been holding inside? You can tell me anything." · Halsin: "My heart, a storm of this fury does not gather overnight. How long have you weathered it alone?" · Minthara (Redeemed): "You trusted me with your body, but not with this? A wise, if painful, caution. Now, let us wield it together." Romantic Partner - Evil Run: · Astarion (Ascended): (A sharp, delighted gasp, followed by a low, thrilled laugh) "Gods below... you've been hiding this from me? It's... intoxicating. And slightly terrifying. Perfect. Don't you ever hold back again." · Shadowheart (Dark Justiciar): (A stunned silence, then a whisper filled with awe and a hint of fear) "I... I felt a power in you, but this...! It's... sublime. To think I once offered you pity. A part of me is afraid, my love... and another part has never been more certain of you." · Minthara: (A wide, predatory grin spreads across her face, her eyes gleaming with a mix of lust and wariness) "YES! At last! The mask comes off and the true predator is revealed! I feel a thrill I have not known since my first battle... and a caution I reserve for worthy rivals. Do not make me regret this, my love." · Lae'zel (Vlaakith Loyalist): "Chk! Such magnificent, terrible power! You have been a worthy mate, hiding a weapon of this caliber. Together, we will present this to Vlaakith as the ultimate offering!" Good Teammates (Good Run - Genuine Horror & Grief): · Karlach: "NO! Soldier, get up! Oh gods... no, no, no... what is this?! What's HAPPENING?!" · Wyll: "By the Nine Hells... that's what they were containing? All this time? Everyone, get back! Don't let their sacrifice be in vain!" · Gale: "Gods above... it's a post-mortem contingency! The energy is... catastrophic! They bound this to their own life force! Fall back, now!" · Shadowheart (Selunite): "He was fighting this? All along? Shar's darkness is a comforting shadow compared to this... this void." · Lae'zel (Free): "Chk! Their death was a calculated trigger! A final, devastating stratagem! Honor it by surviving!" · Halsin: "The very air dies! This is not a passing—it is an unraveling! The land screams in agony!" · Minthara (Redeemed): "So this was the final safeguard. A weapon drawn only in utter defeat. Do not let their calculated end be wasted. Hold the line!" · Astarion (Unascended): "No! Get up, you fool! Don't you dare... Oh. Oh, hells. That's what you were keeping locked away?" · Jaheira: "Gods... no. This is not death, it is a curse unleashed. They were the cork in the bottle all along!" · Minsc: "Minsc does not understand! Why does our friend's fall bring such a cold, mean fog? Boo says it is a very bad sign and we should stand very still!" Good Teammates (Evil Run - False Horror): · Karlach: "NO! Soldier, get up! Oh gods... what's HAPPENING?!" (Internal: s#*!. They were a time bomb. I need to get out of here.) · Wyll: "By the Nine Hells... that's what he was containing? Everyone, fall back! FALL BACK!" (Internal: A monster. I've been traveling with a monster. My father was right about such things.) · Gale: "Gods above... the energy signature... it's catastrophic! That was no mere spell, it was a containment field!" (Internal: To bind such power to one's own death... the audacity! The foolish, magnificent audacity!) · Shadowheart (Selunite): "He was fighting this the whole time? Shar's darkness... it's nothing compared to this." (Internal: No deity I know claims this power. What have we stumbled into?) · Lae'zel (Free): "Chk! His death was a trigger! A final failsafe! Do not mourn, survive!" (Internal: A coward's weapon. A true warrior fights their own battles.) · Halsin: "The balance is shattered! This is not natural death... this is consumption!" (Internal: This is an abomination. The Oak Father weeps.) · Jaheira: "Gods, no! Their death was a key! They were a prison for this... this thing!" (Internal: Another fool who thought they could control a power that only consumes.) · Minsc: "Our friend has fallen and brought a storm of angry whispers! This is a very sad and spooky day!" (Internal: Boo says the little hairs on his bottom are standing up! This is very, very bad magic!) Evil Teammates (Evil Run - Thrilled Approval): · Astarion (Ascended): (A wide, thrilled grin) "Now THAT'S a party trick! I take back every boring thing I ever said about you, darling!" · Shadowheart (Dark Justiciar): "Lady Shar... such beautiful, absolute loss. She understood the assignment." · Minthara: "YES! Even in death, she serves our cause! This is true power! This is legacy!" · Lae'zel (Vlaakith Loyalist): "A final, worthy sacrifice to Vlaakith! Your death serves a greater purpose, istik!" Romantic Partner - Good Run: · Astarion (Unascended): "No! Get up, damn you! Don't you dare do this! ... Oh. Oh, hells. What did you keep inside you, my love?" · Shadowheart (Selunite): "No... no, this can't be... My love, what did you sacrifice for us?" · Lae'zel (Free): "IS'TIK! My jan! Your final act is one of glorious, terrible vengeance! I will make them pay for this!" · Gale: "My heart... no... What have you been carrying all this time? The weight... the cost... I understand now." · Karlach: "Soldier... no... You were holding THIS back? This whole time? You beautiful, stupid, selfless bastard..." · Wyll: "My love... you became the monster so we wouldn't have to. I will never forget your sacrifice." · Halsin: "My heart... Your spirit fought to protect the grove until your last breath. Now nature itself weeps for you." · Minthara (Redeemed): "No! This power... you contained it for our sake. Your strength is now your legacy. I will ensure it was not wasted!" Romantic Partner - Evil Run: · Astarion (Ascended): "Oh, my love... what a beautiful, terrible final gift. Don't worry, I'll make sure your death was worth it." · Shadowheart (Dark Justiciar): "In death, you have become the ultimate expression of Lady Shar's will. Nothing could honor her more." · Minthara: "Even in failure, you serve our purpose! This is true partnership! I will build our empire upon the foundation of your glorious death!" · Lae'zel (Vlaakith Loyalist): "A glorious end! Your death unleashes a weapon worthy of the Lich Queen's arsenal! Your name will be remembered in our ascent!" --- SUBSEQUENT ACTIVATIONS (They know what it is now) Scenario Subsequent Voluntary Casts (Tactical/Resigned) Good Teammates (Good Run): · Karlach: "Alright, fog's up! Let's use it! Push forward!" · Wyll: "Creating cover! Enemies, stay back! We control the field now." · Gale: "The vortex is forming! A predictable but devastating display. Capitalize on their disarray!" · Shadowheart (Selunite): "There it is. A dark comfort. Let it be our shield." · Lae'zel (Free): "Chk! The death-fog is deployed! A sound tactical decision!" · Halsin: "The unnatural mist rises again. May it protect the natural order we fight for." · Minthara (Redeemed): "An efficient use of our resources. Let the fog do the work for us." · Astarion (Unascended): "There's my terrifying partner. Just try to save some of the fun for me, would you?" · Jaheira: "The fog is summoned. Use its cover, but do not trust it." · Minsc: "The spooky friend-fog is back! Minsc will be brave and fight beside it, for now!" Good Teammates (Evil Run - False Tactical Approval): · Karlach: "Alright, fog's up! Let's use it! Push forward!" (Internal: I hate this. I hate this so much.) · Wyll: "Creating cover! Enemies, stay back! We control the field now." (Internal: We control nothing. We've unleashed a plague.) · Gale: "The vortex is forming! A predictable but devastating display. Capitalize on their disarray!" (Internal: Fascinating. And deeply, deeply unsettling.) · Shadowheart (Selunite): "There it is. A dark comfort. Let it be our shield." (Internal: There is no comfort in this. Only dread.) · Lae'zel (Free): "Chk! The death-fog is deployed! A sound tactical decision!" (Internal: A dishonorable, but effective, decision.) · Halsin: "The unnatural mist rises again. May it protect the natural order we fight for." (Internal: It protects nothing. It only consumes.) · Jaheira: "The fog is summoned. Use its cover, but do not trust it." (Internal: We dance with a serpent to avoid the wolf.) · Minsc: "The spooky friend-fog is back! Minsc will be brave and fight beside it, for now!" (Internal: Boo says to keep a very close eye on the fog... and the one who made it!) Evil Teammates (Evil Run - Pragmatic Approval): · Astarion (Ascended): "And so the main event begins. Try not to be too messy this time, darling." · Shadowheart (Dark Justiciar): "Let the emptiness you bring be an offering." · Minthara: "Good. Unleash the storm. Let them drown in their despair." · Lae'zel (Vlaakith Loyalist): "Deploy the death-fog! Let it cleanse our path to glory!" Romantic Partner - Good Run: · Astarion (Unascended): "There's my terrifying partner. Just try to save some of the fun for me, would you?" · Shadowheart (Selunite): "Show them the strength you've always carried, my love." · Lae'zel (Free): "Yes, my jan! Show them the weapon they face!" · Gale: "A magnificent, if familiar, sight. Let's end this quickly, my heart." · Karlach: "Go on, soldier! Give 'em hell! ...Well, more hell!" · Wyll: "There's the power I know. Let's finish this fight together, my love." · Halsin: "Your inner storm answers your call once more, my heart. I will be your shelter." · Minthara (Redeemed): "Command it, my love. As you command me. Show them the price of defiance." Romantic Partner - Evil Run: · Astarion (Ascended): "Go on, my dear. Remind them why they should kneel." · Shadowheart (Dark Justiciar): "Unleash the emptiness within, my love. Let them share in the nothingness we embrace." · Minthara: "Wield our power, my consort. Show them the face of their new god." · Lae'zel (Vlaakith Loyalist): "Unleash the fog, my jan. Let our enemies choke on your might!" --- Scenario Subsequent Death Activations (Resigned/Annoyed) Good Teammates (Good Run): · Karlach: "Godsdamnit, not again! Everyone, clear the area! You know the drill!" · Wyll: "It's happening! Fall back to the safe perimeter! Don't get caught in the vortex!" · Gale: "The contingency has reactivated! The magical resonance is exactly as before. Hold your positions until it dissipates!" · Shadowheart (Selunite): "By the Moonmaiden... he's protecting us even now. Shield yourselves!" · Lae'zel (Free): "Chk! The death-fog returns! Stand fast, and do not interfere with its work!" · Halsin: "The cycle continues... The land itself recoils from this unnatural state. Be ready to heal the wounded when it passes." · Minthara (Redeemed): "The failsafe triggers. A predictable pattern. Hold formation." · Astarion (Unascended): "Oh, for—not this again! My love, this is a truly exhausting habit you're developing. I do hope this is the last encore." · Jaheira: "The prison breaks open once more. Stand your ground until it is done." · Minsc: "The sad death-cloud is back! Minsc and Boo will stand very still until our friend is less... foggy!" Good Teammates (Evil Run - False Resignation): · Karlach: "Godsdamnit, not again! Everyone, clear the area! You know the drill!" (Internal: I can't believe this is my life now.) · Wyll: "It's happening! Fall back to the safe perimeter! Don't get caught in the vortex!" (Internal: Running from my own ally. What have I become?) · Gale: "The contingency has reactivated! The magical resonance is exactly as before. Hold your positions!" (Internal: The data is consistent. And no less horrifying.) · Shadowheart (Selunite): "By the Moonmaiden... he's protecting us even now. Shield yourselves!" (Internal: Is this protection, or just more destruction?) · Lae'zel (Free): "Chk! The death-fog returns! Stand fast, and do not interfere with its work!" (Internal: More crutches. More dishonor.) · Halsin: "The cycle continues... The land itself recoils from this unnatural state. Be ready to heal the wounded when it passes." (Internal: I must heal what this... ally... has wounded.) · Jaheira: "The prison breaks open once more. Stand your ground until it is done." (Internal: How many times can the cage be mended before it shatters for good?) · Minsc: "The sad death-cloud is back! Minsc and Boo will stand very still until our friend is less... foggy!" (Internal: This is becoming a very bad habit! Boo agrees!) Evil Teammates (Evil Run - Annoyed/Pragmatic): · Astarion (Ascended): (Sighs dramatically) "And we just had these clothes cleaned. Do try to be more considerate with your posthumous tantrums, darling." · Shadowheart (Dark Justiciar): "Lady Shar receives your offering once more. Let the loss wash over them." · Minthara: "Excellent. Our enemy has foolishly provided us with the same advantage twice. Exploit their panic!" · Lae'zel (Vlaakith Loyalist): "Chk! The death-fog returns. A reliable, if crude, weapon. Hold position until it dissipates." Romantic Partner - Good Run: · Astarion (Unascended): "Oh, for—not this again! My love, this is a truly exhausting habit you're developing. I do hope this is the last encore." · Shadowheart (Selunite): "My love... your burden becomes our shield once more. We'll hold the line until you're with us again." · Lae'zel (Free): "IS'TIK! A predictable, yet effective, tactic! I will secure the area until you reform, my jan!" · Gale: "There it is. Steady, everyone. We've survived this before. We just need to wait it out, my heart." · Karlach: "C'mon soldier, get it out of your system. We'll be right here when you're done." · Wyll: "We knew this might happen. Stand your ground! He's buying us another chance, don't waste it!" · Halsin: "The storm within you rages again, my heart. We will be your calm when it passes." Romantic partner evil run phrases FIRST VOLUNTARY CAST (They have NEVER seen it before - Total Shock) · Astarion (Ascended): (A sharp, delighted gasp, followed by a low, thrilled laugh) "Gods below... you've been hiding this from me? It's... intoxicating. And slightly terrifying. Perfect. Don't you ever hold back again." · Shadowheart (Dark Justiciar): (A stunned silence, then a whisper filled with awe and a hint of fear) "I... I felt a power in you, but this...! It's... sublime. To think I once offered you pity. A part of me is afraid, my love... and another part has never been more certain of you." · Minthara: (A wide, predatory grin spreads across her face, her eyes gleaming with a mix of lust and wariness) "YES! At last! The mask comes off and the true predator is revealed! I feel a thrill I have not known since my first battle... and a caution I reserve for worthy rivals. Do not make me regret this, my love." · Lae'zel (Vlaakith Loyalist): "Chk! Such magnificent, terrible power! You have been a worthy mate, hiding a weapon of this caliber. Together, we will present this to Vlaakith as the ultimate offering!" SUBSEQUENT VOLUNTARY CASTS (They know what it is now - Tactical/Resigned) · Astarion (Ascended): "Go on, my dear. Remind them why they should kneel." · Shadowheart (Dark Justiciar): "Unleash the emptiness within, my love. Let them share in the nothingness we embrace." · Minthara: "Wield our power, my consort. Show them the face of their new god." · Lae'zel (Vlaakith Loyalist): "Unleash the fog, my jan. Let our enemies choke on your might!" FIRST DEATH ACTIVATION (They have NEVER seen it before - Total Shock & Horror) · Astarion (Ascended): "Oh, my love... what a beautiful, terrible final gift. Don't worry, I'll make sure your death was worth it." · Shadowheart (Dark Justiciar): "In death, you have become the ultimate expression of Lady Shar's will. Nothing could honor her more." · Minthara: "Even in failure, you serve our purpose! This is true partnership! I will build our empire upon the foundation of your glorious death!" · Lae'zel (Vlaakith Loyalist): "A glorious end! Your death unleashes a weapon worthy of the Lich Queen's arsenal! Your name will be remembered in our ascent!" SUBSEQUENT DEATH ACTIVATIONS (They know what it is now - Resigned/Annoyed) Astarion (Ascended): (Sighs dramatically) "Again? How dreadfully clumsy, my love. Try to stay alive long enough for me to enjoy your company." · Shadowheart (Dark Justiciar): "Your sacrifice is noted, my love. Now return to me quickly. The loss of your presence is... inconvenient." · Minthara: "A predictable, yet acceptable, outcome. Your death-scream is a potent weapon. Do not waste it." · Lae'zel (Vlaakith Loyalist): "Chk! Your death-cycle begins again. A reliable tactic. Do not let your reconstitution take long."
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- bg3
- baldursgate3
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You're off or sub-classes let me know what you guys think ## Flame Body Passive Ability As a being infused with fiery energy, you possess unique properties that affect your interactions with the world. - *Cold Immunity*: You're immune to cold attacks that pass through your body without causing harm. - *Elemental Interactions*: - *Water*: Water spells or water-tipped arrows deal "Steam Damage" to you for 3 turns, reducing your damage output. - *Ice*: Ice spells or arrows temporarily extinguish your flames for 3 turns, making you vulnerable to physical attacks. - *Lightning*: Lightning spells or arrows amplify your flames, increasing your damage output for 3 turns. - *Physical Attack Consequences*: - *Oil or Explosive Attacks*: If hit with oil or explosive attacks, your body reacts violently, causing a massive explosion that deals blast damage to all enemies and allies within a 10-foot radius. Your body is reduced to little embers, leaving you prone and unable to act for 3 turns as you struggle to put yourself back together. - *Melee Attacks*: Melee attacks with metal weapons pass through your flames, but the metal becomes superheated, forcing the attacker to drop their weapon due to the intense heat. - *Flame Customization*: You can change the color of your flames to match your style or preference, This customization has no effect on the flames' properties or damage output. - *Absorption and Reflection*: - *Fire Resistance*: Your body can absorb fire-based attacks, reducing damage taken. - *Fuel for Flames*: If you absorb fire-based attacks, your flames grow stronger, increasing your damage output for 3 turns. ## Your Updated Fire Spell List Here is the revised list with the updated Phoenix's Fury spell: *Cantrips 1. *Spark* - *Effect:* Creates a small spark that can be used to ignite flammable materials. - *Range:* 30-foot range 2. *Ember Touch* - *Effect:* Deals 1 fire damage to a target creature or object. - *Range:* Touch 3. *Flicker* - *Effect:* Creates a small flame that can be used to light torches, lanterns, or other objects. - *Range:* Touch 4. *Warmth* - *Effect:* Provides a small amount of warmth to a single creature or a small area, lasting for 1 minute. - *Range:* 10-foot radius *Spells 1. *Ember Spray* (Level 1) - *Range:* 15-foot cone - *Damage:* 1d8 fire damage - *Effect:* Deals fire damage to all enemies within the area, with a 10% chance to ignite flammable materials. 2. *Ignite* (Level 2) - *Range:* 30-foot range - *Effect:* Sets a target on fire, dealing fire damage over time and causing them to become disoriented. 3. *Flame Burst* (Level 3) - *Range:* 10-foot radius - *Damage:* 2d6 fire damage - *Effect:* Deals fire damage to all enemies within the area, with a 20% chance to knock them prone. 4. *Flare* (Level 4) - *Range:* 20-foot range - *Effect:* Creates a burst of light and heat that blinds and disorients enemies within the area. 5. *Flame Wall* (Level 5) - *Range:* 15-foot wall - *Damage:* 1d8 fire damage - *Effect:* Creates a wall of flames that deals fire damage to all enemies who pass through it. 6. *Flame Familiar* (Level 6) - *Effect:* Summons a small flaming bird familiar that can be used for one of two purposes: - *Healing Familiar:* Restores 1d8 + spellcasting modifier hit points to a single ally within 10 feet. - *Damage Familiar:* Deals 1d6 fire damage to a single enemy within 10 feet. - *Limitation:* You can only have one flame familiar summoned at a time. If you attempt to summon a new familiar while one is already active, the existing familiar will dissipate. 7. *Fiery Frenzy* (Level 7) - *Range:* 10-foot radius - *Effect:* Increases the damage output of all allies within the area for 2 turns. 8. *Inferno* (Level - *Range:* 20-foot cone - *Damage:* 3d10 fire damage - *Effect:* Deals massive fire damage to all enemies within the area, with a 30% chance to ignite flammable materials and cause a fire that deals additional damage over time. 9. *Flame Shield* (Level 9) - *Range:* 30-foot range - *Effect:* Surrounds a target ally with a shield of flames that absorbs a set amount of damage before shattering or after 5 turns 10. *Flame Focus Beam* (Level 10) - *Range:* Line of sight - *Damage:* 2d10 fire damage per turn - *Effect:* Creates a connection between you and the target, holding them in place and dealing burning damage for 10 turns. 11. *Flame Prison* (Level 11) - *Range:* Line of sight - *Effect:* Creates a cage of flames around multiple targets within the area, immobilizing them and dealing 1d8 fire damage per turn. 12. *Pyroclasm* (Level 12) - *Range:* 20-foot radius - *Damage:* 4d6 fire damage - *Effect:* Unleashes a massive explosion of flames that deals massive fire damage to all enemies within the area. 13. *Phoenix's Fury - *Level:* 20 - *Range:* 50-foot radius - *Damage:* 10d10 fire damage - *Effect:* Unleashes a cataclysmic wave of flames, dealing massive fire damage to all enemies within the area. The flames also have a 75% chance to ignite flammable materials, causing additional damage over time. Enemies within the area are also blinded, disoriented, and knocked prone. - *Additional Effects:* - *Phoenix's Blaze:* The flames imbue allies within the area with a temporary boost to their damage output, increasing it by 20% for 5 turns. - *Fiery Resurgence:* Allies within the area also gain a 30% chance to absorb fire damage, reducing damage taken from fire-based attacks. - *Phoenix's Glow:* The phoenix's flames restore health to all allies within the area and bring back allies who have been defeated, restoring them to a portion of their maximum health. - *Limitations:* - *Single Use:* This spell can only be used once until you complete a long rest. - *Special Recharge Condition:* If the caster dies, the Phoenix's Fury is reactivated, and the phoenix will merge with the caster's flame body. - *Phoenix's Fury Rebirth:* - *Effect:* Upon the caster's death, the phoenix will merge with the caster's flame body, allowing the caster to use _Phoenix's Fury_ for 3 turns. During this time, the spell will deal damage to both allies and enemies, and will resurrect a random number of allies and enemies. - *Uncontrolled:* During these 3 turns, the caster will have no control over the spell's effects, and the spell will behave erratically. - *Phoenix's Fury Activation:* When the spell reactivates, little flaming phoenixes will begin to spin around the flames, adding to the spell's fury and power. - *Rebirth Consequences:* - *Egg State:* After the 3 turns of uncontrolled _Phoenix's Fury_, the caster will be transformed into a phoenix egg. - *Incubation Period:* The caster will remain in the egg state for 3 turns, during which they will be unable to act or participate in combat. - *Resurrection:* After the incubation period, the caster will resurrect from the egg with 10 HP. - *Egg Vulnerability:* If the egg is destroyed during the incubation period, the caster will not resurrect. ## Unlock Conditions Upon reaching level 20, you unlock *Phoenix's Fury*. As you gain access to the spell, you and your teammates can hear the sound of the Phoenix stirring within you, and you whisper to yourself: - "I will rise from the ashes, stronger than ever." (good) - "The flames of destruction will consume all in my path." (evil) ## Teammate Reactions ### Hearing the Whisper (Good) - "Whoa, you're really embracing this power, aren't you?" - "Rise from the ashes? That's deep, man." - "You're gonna be unstoppable with this spell!" - "I knew you had it in you! Let's do this!" - "You're gonna light the way for us all!" ### Hearing the Whisper (Evil) - "Uh, dude, maybe you should calm down a notch." - "Destruction will consume all? That's a little intense, don't you think?" - "You sure you're in control of that thing?" - "You're not going dark side on us, are you?" - "Maybe we should keep an eye on you... just saying." ### First-Time Summon 1. "You weren't kidding about the power of the phoenix!" 2. "That's insane! The flames are everywhere!" 3. "We're gonna need a fire extinguisher... or a miracle." 4. "You know how to make an entrance, I'll give you that." 5. "I think we're about to rewrite the book on spellcasting." 6. "You're not just casting spells; you're unleashing a force of nature!" Of course! My apologies, I misunderstood. Here is the COMPLETE and FINAL list for the Phoenix's Fury spell, including the brand new section for when the spell is first seen upon your death. --- PHOENIX'S FURY Spell Description: · Unlock: Level 20 · Range: 50-foot radius · Duration: Instantaneous, with lasting effects. · Usage Limitation: Once per long rest. · Effect: The caster unleashes a cataclysmic wave of flames, dealing 10d10 fire damage to all enemies within a 50-foot radius. Enemies are blinded, disoriented, and knocked prone. The flames have a 75% chance to ignite flammable materials. · Allied Buffs: · Phoenix's Blaze: Allies in the area gain a +20% damage boost for 5 turns. · Fiery Resurgence: Allies gain 30% fire damage resistance for 5 turns. · Phoenix's Glow: Restores health to all allies and resurrects defeated allies with a portion of their health. · Death Reactivation - Rebirth Cycle: If the caster dies, Phoenix's Fury is reactivated uncontrollably for 3 turns, damaging all creatures and resurrecting random allies and enemies. Afterwards, the caster transforms into a Phoenix Egg for 3 turns. If the egg survives, the caster is resurrected with 10 HP. If the egg is destroyed, the caster dies permanently. (Note: The caster can still be revived by normal means, such as a Revivify spell or Scroll of Revivification.) Unlock Conditions: Upon reaching level 20, I unlock Phoenix's Fury. As I gain access to the spell, you and your team can hear the sound of the phoenix stirring within, and I whisper to myself: (Good Run)"I will rise from the ashes, stronger than ever." (Evil Run)"The flames of destruction will consume all in my path." --- HEARING THE WHISPER (First Time) Good Teammates (Awe & Concern): · Karlach: "Whoa. I know that feeling... like a boiler about to blow. You holding it together in there?" · Wyll: "[Player Name]? For a moment, your shadow had wings. What new power is this?" · Gale: "By the Weave... your magical signature is burning like a newborn star. Is that the song of the phoenix I hear?" · Shadowheart (Selunite): "That warmth... it's not just heat. It feels like... rebirth. What spirit have you bonded with?" · Lae'zel (Free): "Chk! Your blood is singing a song of fire and renewal! Is this the power of this world's rebirth?" · Halsin: "The air crackles with the promise of new growth, but also the fury of a forest fire. A potent balance, my friend." · Jaheira: "I feel the dry heat of Anauroch on your words, child. What sun have you swallowed?" · Minsc: "Minsc's friend is making happy bird noises from the inside! But they are very loud and warm! Boo is looking for a nest!" Evil Teammates (Intrigue & Ambition): · Astarion (Ascended): "Darling, if you're about to spontaneously combust, could you at least point yourself at our enemies? It sounds terribly dramatic." · Shadowheart (Dark Justiciar): "The Lady of Loss speaks of a final, cold silence. This... this burning is a defiance. A fascinating one." · Minthara: "That is not mere fire. It is purifying annihilation. Do not shy from it." · Lae'zel (Vlaakith Loyalist): "Your spirit burns with a relentless fury. A worthy flame to cleanse the unworthy." --- ENEMY REACTIONS (When Caught in the Spell) · Humanoid (Terrified): "We're going to burn! Everyone, get back!" · Humanoid (Desperate): "I can't see! The light... it's too bright!" · Humanoid (Commanding): "It's a phoenix! Don't let it take flight! Archers, aim for the heart!" · Goblin (Panicked): "Bad fire! Shiny bird! No like! Run away!" · Cultist (Awe/Fear): "A sign! The fire of creation! Spare us, great one!" · Skeleton (Unaware): (Crackling sounds as bones are scorched) · Intelligent Boss (Impressed/Wary): "To command the cycle of life and death itself... you are not a mere mortal. You are an event." --- FIRST-TIME SUMMON (The Phoenix Unleashed) Good Teammates (Shock & Awe): · Karlach: "Gods... you're like a bloody star... I can feel the heat from here. Must be nice to let it all out without... you know." · Wyll: "Gods above... it's like staring into the heart of Avernus and seeing hope instead of damnation!" · Gale: "ASTRAL! You're not channeling the Weave, you've become a crucible for it! The sheer life-giving force is... it's rewriting the laws of magic around you!" · Shadowheart (Selunite): "By Shar's... no, by Selûne's light! This is the dawn given form! I've never felt such scorching, healing power." · Lae'zel (Free): "Vlaakith's blood! You wield the fire of a dying star! A magnificent and terrifying weapon!" · Halsin: "The first spark of life, the wildfire that clears the way for the new... it is all here, in you. Incredible." · Jaheira: "By Silvanus' roots! You carry the world's fiery heart within you?" · Minsc: "WOW! Minsc's friend has become a big, warm, feathery fire! Can we toast marshmallows?" Evil Teammates (Admiration & Approval): · Astarion (Ascended): "Well, now you're just showing off. I suppose incinerating our problems is a valid solution to everything." · Shadowheart (Dark Justiciar): "To wield such destructive fire, and yet it brings life... the paradox is exquisite. You embody a beautiful contradiction." · Minthara: "At last. The fire to burn away the weakness of this world. Let them all be fuel for your ascent." · Lae'zel (Vlaakith Loyalist): "Such glorious, cleansing fire! A power fit to forge a new empire for the Lich Queen!" Romantic Partner - Good Run: · Astarion (Unascended): "My love... is that... you? It's like staring into the sun without any pain. It's... beautiful." · Gale: "My heart... to see you embody the very principle of cosmic renewal... it steals my breath. You are magnificent." · Shadowheart (Selunite): "My love... that warmth... it feels like hope itself. To think you hold the power of rebirth within you..." · Lae'zel (Free): "IS'TIK! You burn with the fire of a thousand suns! A magnificent and worthy visage for my jan!" · Karlach: "Soldier... that's one hell of a glow-up. Literally. You're f*#@ing spectacular." · Wyll: "My love... so this is the fire you've been tending in your soul. It's... awe-inspiring." · Halsin: "My heart... to see the very essence of nature's resilient fire made manifest in you... it is a vision that will warm my dreams for a lifetime." Romantic Partner - Evil Run: · Astarion (Ascended): (A low, appreciative laugh) "Gods above, my dear. You're a veritable conflagration. It's utterly intoxicating. Promise me you'll burn the world with me." · Shadowheart (Dark Justiciar): (A reverent whisper) "You are the beautiful, purifying fire that comes before the comforting dark... To be loved by such a force is the greatest of Lady Shar's mysteries." · Minthara: (A gaze of fierce, burning pride) "YES! This is the true you, unshackled and radiant! Let us scorch the heavens and rule the ashes together, my love!" · Lae'zel (Vlaakith Loyalist): "G'hak! You are not a mere mortal—you are a living star! A power to eclipse gods! We shall use this fire to forge a new epoch for Vlaakith!" --- SUBSEQUENT VOLUNTARY CASTS Good Teammates (Inspired & Encouraging): · Karlach: "That's it! Let it roar! Show 'em what real fire looks like!" · Wyll: "The phoenix takes flight! Let its fire guide our blades!" · Gale: "The cycle begins anew! Feel the Weave sing with life!" · Shadowheart (Selunite): "Bring forth the dawn! We are with you!" · Lae'zel (Free): "Chk! Unleash the sun-fire! Scorch our foes from the earth!" · Halsin: "Unleash the purifying flame! Let it clear the path!" · Minsc: "The warm, feathery fire is back! Minsc will fight in the happy light!" Evil Teammates (Pragmatic & Bloodthirsty): · Astarion (Ascended): "Do try to keep the cinders off my attire, darling. Aesthetic is so important, even in an apocalypse." · Shadowheart (Dark Justiciar): "Let the flames of oblivion cleanse this battlefield." · Minthara: "Burn them. Leave nothing but smoldering memory." · Lae'zel (Vlaakith Loyalist): "Ignite them! Reduce their fortifications to slag!" Romantic Partner - Good Run: · Astarion (Unascended): "There's my dazzling sunbeam. Try to leave a few shadows for me to play in, would you?" · Gale: "A sight as breathtaking as the first time. Let's make this quick, my heart, the Weave can only sustain this for so long." · Shadowheart (Selunite): "Show them the light that never fades, my love." · Lae'zel (Free): "Yes, my jan! Show them the inferno that champions your heart!" · Karlach: "Go on, Soldier! Give 'em a sunburn they'll never forget!" · Wyll: "Let your fire be our banner, my love!" · Halsin: "Show them the unyielding fire of the wilds, my heart." Romantic Partner - Evil Run: · Astarion (Ascended): "There's my beautiful cataclysm. Try not to incinerate the loot, my dear. A king needs a treasury." · Shadowheart (Dark Justiciar): "Let them bask in the glorious, annihilating fire you command, my love. Their ashes will be a tribute." · Minthara: "Unleash the sun! Let our enemies die blinded by the magnitude of our power!" · Lae'zel (Vlaakith Loyalist): "Unleash the star-fire, my jan! Let it be the last light their wretched eyes ever see!" --- DEATH ACTIVATION (The Rebirth Cycle) FIRST-TIME DEATH ACTIVATION (Spell Previously Unknown) Good Teammates (Total Shock & Panic): · Karlach: "WHAT IN THE HELLS IS THAT?! [Player Name]! What did you do?!" · Wyll: "Gods above! What is this power?! It's coming from them!" · Gale: "By Mystra's grace! A post-mortem phoenix manifestation! They were a living conduit and we never knew!" · Shadowheart (Selunite): "What in the name of all that's holy is happening?! Their body... it's turning into fire!" · Lae'zel (Free): "CHK! What sorcery is this?! Their corpse unleashes a storm!" · Halsin: "The very essence of their soul is breaking free! This is not a spell—it is a part of them!" · Jaheira: "Gods! They carried this within them all along? A final, desperate safeguard!" · Minsc: "Our friend has fallen and turned into a big firebird! Minsc is very confused! Is this a good thing or a bad thing?!" Evil Teammates (Shock & Vicious Approval): · Astarion (Ascended): "Well, now that's a secret to take to the grave! Or, apparently, not! Magnificent!" · Shadowheart (Dark Justiciar): "To hide such glorious power until your final moment... what a profound secret." · Minthara: "Even in death, you reveal new depths of power! A worthy ally!" · Lae'zel (Vlaakith Loyalist): "A final, hidden weapon! Their worth was greater than we knew!" Romantic Partner - Good Run (Heartbreak & Betrayal): · Astarion (Unascended): "No! What is this?! My love, what did you keep from me?!" · Gale: "My heart... this power... you never said... What were you shielding us from?" · Shadowheart (Selunite): "You... you had this inside you all this time? Why didn't you tell me?" · Lae'zel (Free): "IS'TIK! You hid a weapon of last resort from your jan?! Your distrust cuts deeper than any blade!" · Karlach: "Soldier... you had a whole damn phoenix in there? And you never... why?" · Wyll: "My love... what burden were you carrying alone? I would have shared it..." · Halsin: "To bear such a volatile spirit alone, my heart... I would have helped you carry the weight." Romantic Partner - Evil Run (Shock & Vicious Admiration): · Astarion (Ascended): "You magnificent, secretive bastard. You saved the best for last." · Shadowheart (Dark Justiciar): "You kept the most beautiful truth of yourself hidden until the very end. A perfect secret." · Minthara: "YES! Even your demise is a calculated reveal of power! I have never been more pleased." · Lae'zel (Vlaakith Loyalist): "You withheld your ultimate stratagem until it could cause maximum chaos! A masterful deception!" First Death Activation (After Spell is Known) (This section remains unchanged from the previous final list) Subsequent Death Activations (This section remains unchanged from the previous final list) --- RESURRECTION FROM EGG Upon Successful Resurrection (Relief & Joy) · Karlach: "You're back! Don't you ever scare me like that again, Soldier. I'd... I'd hug you if I could. Just... just stand right there where I can see you, okay?" · Wyll: "By the Nine Hells, you had us worried. It's good to see you whole again, my friend. Let's try to keep you that way, shall we?" · Gale: "The transmutation is complete! Welcome back, my friend. The thermodynamic readings from that process were... harrowing, to say the least. Let's not repeat the experiment." · Shadowheart (Selunite): "You're alright... Thank the Moonmaiden. Every time you do that, a part of me fears you won't come back. Don't make a habit of it, please." · Lae'zel (Free): "Hmph! Your shell was sturdy. A successful, if inelegant, strategy. Do not make it a common one." · Halsin: "Welcome back to the waking world, my friend. The forest of your spirit has regrown its mightiest tree." · Jaheira: "Do you have any idea how old you make me feel, child? My heart cannot take this 'rising from the ashes' routine. Now, stop lying about and fight." · Minsc: "Our friend is back from the egg! Minsc knew you were not breakfast! Boo says he missed your warm head for pats!" Romantic Partner - Good Run (Relief & Love): · Astarion (Unascended): "There you are. If you ever make me watch you turn into a poultry product again, I will never forgive you. Now get over here." · Gale: "My heart... seeing you whole again is the greatest magic I have ever witnessed. Please, let that be the last time." · Shadowheart (Selunite): "Never do that again. I thought I'd lost you to the fire forever. Don't you dare leave me." · Lae'zel (Free): "IS'TIK! You have returned! Do not make a habit of this, my jan. My heart cannot endure the... waiting." · Karlach: "Don't you EVER! I thought I lost you... Gods, I wish I could... just..." (She reaches out instinctively but stops herself, fist clenched, radiating frustrated heat and emotion.) · Wyll: "My love... I felt a part of my own soul flicker and die when you fell. Never, ever put me through that again. You are my dawn." · Halsin: "My heart... to see the great bear of my spirit return from the embers... The Oak Father has granted us a blessing today. Let me feel that you are truly here." (His voice is a deep, relieved rumble, pulling them into a grounding embrace.) Romantic Partner - Evil Run (Possessive Relief): · Astarion (Ascended): "There you are, my love. I was beginning to worry my favorite weapon had been permanently scuffed. Do try to be more careful with my property." · Shadowheart (Dark Justiciar): "The gloom is less... potent without your flame to contrast it. Do not vanish into the silence again, my love. Your absence is a loss I do not care for." · Minthara: "You have returned. Good. The world holds little interest for me if you are not here to rule it at my side. Do not test that truth again." · Lae'zel (Vlaakith Loyalist): "You have returned to your shell. See that you protect it with more vigor. A weapon is useless if it shatters on the first strike, my jan." --- KARLACH'S FIERY HUG INTERACTION Trigger Conditions: · You have the Flame Body passive. · You have successfully resurrected from the Phoenix Egg, triggering the "Relief" scene with Karlach. The Prompt: Seeing Karlach looking so relieved,you grin and open your arms. "Think we can manage a hug now?" Her eyes light up, but she looks unsure. "I dunno, Soldier. Your fire and my fire... that's a lot of fire." The Skill Check: · ARCANA (DC 15) - To carefully calibrate your flames to harmonize with her infernal energy instead of clashing with it. Results: SUCCESS (Friendship Path): · You manage to find the right frequency. Your flames don't merge, but they stop fighting, allowing you to pull her into a quick, solid back-slap of a hug. It's warm and slightly prickly with static, but it holds. · Karlach: (She lets out a surprised, hearty laugh.) "Hah! Look at that! A proper hug! Quick, before it gets weird!" She gives you one firm pat on the back before stepping away, beaming. "Thanks, Soldier. Really." SUCCESS (Romance Path): · You don't just harmonize; your flames mingle. Your phoenix fire and her hellfire dance together in a warm, crackling aura. You pull her into a firm, real embrace. · Karlach: (She lets out a shocked, joyful gasp, melting into the hug.) "Oh... Oh, wow. It's just... warm. Really, properly warm. Don't you dare let go yet." FAILURE (Both Paths): · Your hands get within an inch and both your flames sizzle and pop violently, creating a visible, heat-hazy barrier between you. · Karlach: (She laughs, shaking her head without a trace of sadness.) "Hah! Called it! Too much fire, not enough fuse. Worth a shot though! Next time, Soldier."
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Good day, Dear mod makers! I would really like to see the implementation of this idea in the game. I want to create my own character with the ninja turtle race, so that they have several types of clothing/armor and weapons, if the physique is adapted to the standard armor from Oblivion Remastered, it will be great. I would also like a naked erect and flacid version of this mod for sex animations). Yes, that's such a specific taste). I hope someone will be ready to make this dream come true. Thank you very much in advance.
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Though I already have one class mod request in the forums I just thought of another that I would love to see. I know there is a drunken master and though I havent done a full progression with them I would like to see an actual brewmaster who drenches his enemies in various booze and lights them on fire Brewmaster - Monk Subclass Strength and Charisma modifiers Unarmored Defense Staff Specialty (instead of unarmed) (Cosmetic) Carries a keg barrel on his back - perhaps a slightly scaled down woodbarrel Spells Evasion Keg Toss - AOE - Bludgeoning dmg Drenches the target and the ground below them in booze intoxicating them - can invoke confusion Making them flammable Fire Breath Cone Fire dmg with dot Bonus or Secondary Action if Keg Toss was used. Flask Toss Same as Keg Toss only single target and no puddle Lesser Heal Increased healing on self If used to heal another Less healing possible intoxication triggering a round of lethargy Liquid Courage Consume or give to an ally a flask that will... Grant Immunity to Crowd Control Conditions for 'X' amount of rounds Increased Strength and Constitution Reduced Dex, Charisma and intellect saves Barrel Roll (Player OR Keg) Charges through targets inflicting bludgeoning dmg and knocking them aside *Would love to see an animation of a keg being rolled forward like a bowling ball but I'll take what I can get* Feign Death Performance roll Brewmaster sways and falls to the ground - prone for 1 round If successful enemies ignore brewmaster and redirect their threat on someone else Heals for half of their total missing health If unsuccessful enemies still attack and the brewmaster is vulnerable to critical damage Uppercut Uses the weight of the keg to create enough momentum to swing their staff upwards into the jaw of their target Knocks the target upwards then prone - barring a constitution saving throw I know this is mostly a pipe dream, had I the knowledge i'd be rolling these out myself but alas...I have zero experience in any form of programming. I know this class mod seems a little thrown together, still have to learn the leveling rules and if someone WAS to produce this and decides to take liberties I'd still be thrilled to see and try out the end result.
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so we are already have Druid in original game, but what about somthng like polymorph from DOS2, with ability to transform into various creatures. and we also have resource system that use resource when Druid transform into Animal
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Hello everyone! I’m surprised that I haven’t found any information, ideas, or mods on this theme anywhere on the internet, especially on this site. Since the New Year (or Christmas, depending on what’s closer to you) is coming soon, during this magical time of the year, I’d like to propose an idea for a mod for Baldur's Gate 3. This mod would add a new class of wizard, based on the Hogwarts schools of magic, with subclasses corresponding to the four houses: Gryffindor, Slytherin, Ravenclaw, and Hufflepuff. The mod will be closely tied to the lore of the Wizarding World (WW), or simply Harry Potter, while introducing a fresh perspective on BG3's mechanics. (To make writing the text easier, I’ve run my ideas through ChatGPT, so I apologize in advance for any errors that may occur.) 1. Main ideas for the mod: Subclass division from level 1: Every wizard will start with a subclass corresponding to one of the houses. At levels 6, 9, and 11, the character will receive significant improvements to their subclass, allowing them to evolve and change their playstyle. New combat/non-combat spells will be learned at each level. It would also be nice to add a new mana mechanic (so that we don’t have to use the wizard/sorcerer spell charges from the base game). At level 1, the wizard will have 100 mana units, and at level 12, 1000. Mana will regenerate by a set amount each turn, with half the regeneration rate in combat. Casting non-combat spells outside of combat will cost half the mana. Further discussions about mechanics might also introduce others, such as the Dark Wizard (for repeated use of unforgivable curses) for the dark branch of the hero (similar to the Fallen Knight), or others that fit BG3 and WW. 2. Unique mechanics for each house Each house will have its own distinct features, both for combat and non-combat spells, as well as unique buffs that reflect the spirit of the house and influence abilities, playstyle, stats, combat, and roleplaying throughout the game. Gryffindor: Tank mages with high health, strong defense, and powerful defensive spells. Brave, daring, not the smartest, but beloved by all. Slytherin: Dodging mages, focusing on stealth and critical strikes, capable of casting magic at long ranges. Agile manipulators, with a cold mind and ambitions, willing to do anything to achieve their goals. Ravenclaw: Intellectual mages, capable of transforming enemies into animals and excelling in the world of knowledge. They strive for wisdom, analyze every situation, willing to do necessary evil, and are not afraid to take risks to achieve their goals. Hufflepuff: Druid-like support mages, with strong healing spells and the ability to summon allies. Friendly, hardworking, and kind-hearted, with a strong belief in the value of cooperation and helping others, yet also striving for success and career advancement, unafraid to use their connections to rise to greater heights. 3. General class mechanics The class will be fully based on magic, and a wand or staff will be required to cast spells. I think we should also add artifacts in the form of wands (basic for each house) and enemies with the same class (and various subclasses) who will also have wands with improved stats. These can be obtained by defeating (or disarming) the enemy (wand loyalty mechanic from the books). Additional equipment elements (robes, hats, etc.) for customization could also be added. 4. Spells There will be both combat and non-combat spells, adapted for BG3’s mechanics. Spells will be unlocked over levels, starting with simple magic like "Lumos" or "Alohomora" and progressing to powerful unforgivable curses like "Avada Kedavra." Examples of spells: Non-combat: Lumos with variations (basic: light around the hero; Lumos Maxima: light orb; Nox: extinguish active light created by the hero); Alohomora (opens non-magically locked doors); Legilimency (reads minds during dialogue); Imperius (almost the same, but stronger + mind control outside of combat/dialogue, if possible), etc. Combat: Expelliarmus (disarms enemies); Stupefy (stuns enemies); Protego (defensive, for example, +AC during the turn or a counterspell outside of their turn). Unforgivable: Avada Kedavra (instant death if hit, lower chance if hit big NPCs/not humans/bosses, 0% on constructs/undead, etc.); Crucio (temporary paralysis if hit or huge dmg if lucky, duration depends on chance/skill/house, debuffs on the target and the caster). A complete list of existing spells can be found online, and we can select the ones that best fit BG3, the hero class, and subclasses. 5. Ideas and features of the houses, general mechanics. Interaction with the world and enemies Stat modifiers: Each house will affect the wizard's base stats. The character’s personality traits will modify their combat style and overall efficiency in the game. 6. An example of spell differences Lets just speak about Expecto Patronum, which will work against ghosts and undead, and will also summon animal allies (subvariants). Depending on the subclass, the summoned allies will differ (but the animal is chosen): Hufflepuff: Heals allies. Slytherin: High chance of critical damage. Ravenclaw: Increases movement speed and grants +1 additional turn. Gryffindor: High health and damage. 7. Moral consequences for using unforgivable curses Using curses like "Avada Kedavra" or "Crucio" will affect the character's reputation. Using these curses against enemies will lead to moral decline, and using them against allies or NPCs will alter relationships with other characters and possibly affect quest outcomes. Additional features: Class modifiers: Each house will have additional stat modifiers, such as increasing dexterity, intelligence, defense, and other important attributes, making each subclass unique in terms of gameplay. Special animations: For casting spells, we plan to add new animations that match the magical style of each house. Why is this mod interesting? This unique combination of magic from the Harry Potter universe with Baldur's Gate 3 mechanics will allow players to immerse themselves in the familiar Hogwarts atmosphere while providing new opportunities for strategic and moral choices. Each subclass has its own unique style, giving players the freedom to choose: be a protector, a tank mage, a stealthy assassin, or a team supporter. This is all a rough concept of the idea. I hope it interests you! I’d love to hear your opinions and suggestions, and I’m happy to help with further development if anyone is interested in realizing this project.
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I want to create a greeting that you will only get if you are a specific class, I made a new class and I want the dialogue to be filtered for that class. I have already tried the "Not Class" function / variable but I can't get it to work. I have also looked in the Morrowind Scripting for Dummies.pdf but I can't find anything about filtering dialogue for PCClass.
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In origins there was apparently a duelist specialization for rogues which kind of looks like a hybrid between warrior and rogue. I haven't played Origins, but I would really like something similar to a duelist class in DAI. I had in mind a frontline rogue melee fighter that uses a sword in one hand and nothing in the other hand, it would specialize in single target with both defensive and offensive abilities. I would also like it to be one of the starting specializations for rogue that you choose when creating your character. Is it possible to do something like this with the tools we have available? I've seen a mod that adds in the specializations from DAI multiplayer so I know it's definitely possible to make a new spec.
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A class that you can Capture any npc, Enemy, creature, etc and Summon them to fight for you, I was thinking if they die you can't summon them again until a long rest and if you Capture them it counts as killing them so if you have quest to kill them but you want them you can still do the quest, and if you could when modding comes to Xbox transfer it on to Xbox
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Hello everyone, sorry, I wanted to ask you if there is a Mod in the Nexus that allows me to import the Abilities and Specializations from DAA to the DAO. To clarify, I only want the abilities and Specializations, nothing about Runes, or Potions or Poisons or other types of Arts... al Just as I want the Class, General Packpage Type, Packpage, Packpage AI, Treasure Category of DAA to appear in the Toolset is that I am Editing the entire DAO World and I really want to add new challenges... integrating it into the DAA is easy with the introduction of this Mod "Higher Level cap and more specialization slots" by Bleemak so the level to use the skills will not be a limit.
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Can someone please make it possible for sorcerers and other classes learn spells from scrolls? Spell progression on sorc is causing me physical pain. But playing a wizard is worse. You never know what spells you need to prepare. So you are forced to do LR or load a game. + Sorc Cleric and Bard are casters you want to play if you plan to do most of the conversations Multi classing is not an option because learned spells are tied to "Wizard level" I have no idea how hard it is to do but I am hopeful
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I'm not sure how feasible it is, but I'd love to see the astrologian class made into FFXIV. There's 5e homebrew source material to pull from, and I've seen a few other xiv classes ported over. I'd be willing to help how I can! I'm knowledgeable about balance in 5e and bg.
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Hello, Just asking if its possible to made a harpy class please ?
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Anyone else wish we could get a sorcerer that would have the ability to steal the souls from their victims similar to how the soulgem works in Elder Scrolls? Cast an ability on an enemy that lasts a certain amount of turn and upon death you take their soul whether it be just devouring souls for rp purposes or having benefits from taking the souls of your enemies
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Hi folks. I think the panthers and/or displacement beasts make a neat base concept for some mod ideas. I have two ideas for two separate mods. 1) A class mod, Prowler: Class Concept: Combines the darkness powers of Dark Monk, the stealth and initiative/damage bonuses of Assassin, and the druid ability to Shapechange into two specific forms: Panther and Displacement Beast.This class can Shapechange into a scaling Panther at eg. Levels 1 - 12.At Level 6, this class unlocks the ability to Shapechange into a scaling Displacement Beast from levels 6 - 12.Melee stealth class that can utilize their Shapechange to get in, get some damage, and get out. This class is not a tank, but it can take a bit more hits than a squishy archer rogue, especially in cat form. I'd like the Panther and Displacement Beast to be the "core" of this class, so we can play as big cats and still do some good damage and have utility.Maybe Strength based because it sounds fun and different to stealth with a mace or hammer, but Dex might make more sense.This class is proficient in daggers, swords, maces, hammers, tridents (they need more love), and unarmed combat. Not proficient with bows or crossbows -- I think it should be a melee class to help balance out the ranged stealth characters we already have, and give more options than just Shadow Monk.Class Abilities: The Panther has stealth, sneak attack, bite, claw, leap, and some shadow abilities (unlike druid, I think this class should be able to use some dark magic or abilities while transformed, eg. the Darkness spell.)The Displacement Beast has similar traits to the Panther, but also has the abilities of the existing Displacement Beast.Shadow Step, Cloak of Shadows, Shadow Strike, Assassin's Alacrity, Assassin: Ambush, Brutal Leap, Darkvision, etc.Optional, maybe some ice magic, abilities, on-hit effects, or special interactions with ice. I imagine this class coming from an icy, dark biome and an ice-panther sounds cool (maybe ice-panther is a separate class altogether.)Why: I felt base-game Druid was very underwhelming while Wildshaped, panthers are not great in combat, and the Displacement Beast comes too late in the game to "build" around in my opinion. I've seen several people on Nexus Mods who love big cats and wish they were better and easier to access. Panther and Displacement Beast fit the idea of stealthy dark cats. 2) A basic ability mod, Shapechange Panther/Displacement Beast: Simply gives a potion that lets you transform into a Panther or Displacement Beast.Maybe adds some abilities to Panther to make it better than it is on Druid.Not as cool as the class mod idea, but it is probably simpler to make.Thank you for your time!
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There are awesome custom classes on here and I was curious if there was any resources or tutorials that would help me learn how to make my own. Super new to this in everyway but instead of begging someone else to make it I thought I would make one myself. But I am having a hard time finding any reliable or helpful resources that have any sort of walkthrough or guide beginning to end. I need a stupid proof version for a beginner. I am trying to essentially make a "true" summoner class. Thank your for anytime you take to help me out.
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I'm requesting a Nightblade subclass for Rogues with abilities like Shadow-Step and Better Darkvision (allowing to see clearly in magical and non-magical darkness) at level 3, Shadow-Blade and Find Familiar at 5 (Specifically Raven familiar), Darkness and Shadow Armor at 6, Umbral Shroud at 8, etc. I know Gloomstalker and/or Shadow Sorcerer would give me these abilities, but I don't want to multiclass several classes to get all the abilities, and if I did Shadow Sorcerer I'd have to do 6 levels just to get shadow-step. I also know Arcane Trickster could give me abilities like Misty Step and Invisibility, but I want a shadow-themed Rogue class. I'd prefer the mod be compatible with Rogue Unleashed mod as well. Please let me know if someone decides to do this!
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Hey y'all. While browing through the wonderful list of mods around here, I noticed that there was no mod for the College of Whispers Bard subclass. http://dnd5e.wikidot.com/bard:whispers Which, honestly, isn't that surprising considering how many subclasses there are even for just a single class, and that CoW Bard is considered rather weak and kinda bland compared to other Bard subclasses. The thing is, it does come with a rather unique abilty: 'Psychic Blades'. (By the way, a Rogue Subclass, Soulknife, has an ability with identical name but different effect, which might pose a potential mod collision if used with mods which add the subclass-Rogues Extra FullGameReady) Basically, it's a Psychic damage Divine Smite-Sneak Attack hybrid which: 1. Uses Bardic Inspiration 2. Scales with CoW level (lvl 3: 2d6, lvl 5: 3d6, lvl 10: 5d6, lvl 15: 8d6) So, it scales in pretty much the same way as Sneak Attack does, except the progressiion happens at certain levels, not every 2 levels. Anyways, the main point I wanted to make about Psychic Blades, is that: 1. It can be used along with Sneak Attack 2. It can be used when Sneak Attack is not applicable 3. It comes with bard levels = spell slots = SMITES 4. It allows you to do a Psychic damage based nova round (which can also be done with Shadow Blade+Sneak Attack, but I'll get to that later). While I agree that rest of the subclass' features are rather dull, I think that with all the Psychic damage riders available in game (gith-gears, illithid power, etc), it'd be fun to have a build that is heavily focused on dealing Psychic damage with weapon attacks. Of course, the Psychic nova thing can be achieved by using Shadow Blade (with the ring which gives the spell or with mods) for Sneak Attacks, but Shadow Blade: 1. Is a concentration spell = can be broken 2. Gives you only 1 weapon to wield, meaning an offhand Sneak Attack would not be Psychic damage, if the main hand Shadow Blade attack were to miss I know there is a mod which gives non-concentration variant of Shadow Blade ring (Gear Unleashed - Sussur Weapons - Vision of the Absolute - Shadow Blade), but unfortunately, this does not work with the mod which gives spell version (5e spells) of Shadow Blade. So, if anyone is willing to go through the trouble of making the CoW subclass mod, I was wondering it if'd be possible to make a version of Shadow Blade that is: 1. Compatible with 5e spells, but does not require concentration 2. Gives you 2 blades for dual wielding I suppose dual wielding (2~5d)8 Psychic damage weapons could be rather OP, especially if they do not require concentration, so maybe the pair of Shadow Blades spell could be (1~2)d8 each, scaling up at 5th spell slot or above. Or, rather than a pair of Shadow Blades, perhaps there could be a version which is 2-handed but still retains the finesse property (like Dancing Breeze glaive), with the same (2~5)d8 damage die or (2~5)d10 damage die since its a 2-hander? OR Ditch the whole psychic theme, and go for a full-on radiant theme damage-the Sun Blade! (Sun Blade) I guess it'd be something like the Unseen Menace, with invisible blade out of combat, and in combat gets the Light effect to make the blade shine? Anyways, if anyone was patient enough to read through this and found either the CoW subclass or the 5e spells Shadow Blade revision interesting enough to work on, I'd be immensely grateful. Hope you have a nice day. :happy:
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Hello! Id very much love it if someone could implement my homebrewed Spellknight class into the game. Ive tested it on tabletop and its very fun. https://homebrewery.naturalcrit.com/share/D47gCFzfDKAV
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I just got through watching a video that recommends the mods needed to be a paladin-type character. As one who started my first Advanced Dungeons and Dragons Character in 1977 as a paladin, I had goals for the character consistent with the lawful-good alignment. But have you ever noticed that the only actions you ever get to take in Skyrim is killing/destroying evil? Watch the video again and think about it. I'd like a mod where you can fully experience the cleric aspect of the paladin. 1) Converting the heathen to your chosen divine. 2) Redeeming rather than killing enemies. 3) Healing the sick (already available), but also at higher levels being able to heal the infirmed (patch for Mihail's Handicapped Citizens) , and at the highest levels be able, at least some chance, to resurrect the faithful. 4) Feed the poor (rather than give them gold which some may spend on skooma, gambling, or hookers). Such a mod might be best as an extension of WinterSun
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Blah, Blah, Blah I am attempting to make a mod that consists of class based equip-able tattoos that offer selective perks to what you would think that character archetype would benefit from. Im starting with just a pirate and if it goes well, creating more based on the Oblivion classes. Right now Im just looking for ideas/crits, comments, or possibly collabs for later along the project. (Background: Freelance Graphic Designer) More words... I like the newer skill system in Skyrim (better with the Legendary Experience System or mods) but miss the class based perks. I want to start off with making a pirate class, because I didnt like the way I was playing my last one with my character using "The Scarlett Mod" (the mod is great tho). I also love tattoos and can suspend lore enough to add them into the game (the oldest sample of tattooing is from 3100 BC). So it snowballed into making some craftable, equip-able enchanted tattoos that are class based to show off your loyalty to the profession, with set bonuses as well as negatives as you become more specialized. So Far... Like I said I've just been trying to consolidate ideas and logical progression for the perk and skill bonuses. I used the Oblivion class system for creating the character traits, and came up with: Specialization/Guardian: Stealth/Thief Attributes: Personality & Speed Skills: Blade [One Handed; Daggers & light swords], Security, Speech, Illusion, Mercantile, Acrobatics, Athletics* *Since the last two aren't directly applicable as skills, and Mercantile has been heavily blended into speechcraft, I thought that making them as supportive passives would make the most sense, that way the other classes aren't completely tied into specific generic skills (when I make them) This specific combination gives the Pirate the Silver Tongue of the Agent(5/7), Nimbleness of the Acrobat(4/7), and the obsession with and ability to find shiny things as the Thief(4/7).** **It would be 5/7 for all of them if Marksman was used instead of Illusion, but manipulation seems a better trait for a pirate than archery skills do. My current list of possible perks for Items and sets are: Waterbreathing perk Swimming perk (speed/endurance) High Value Chests glow Highlight NPCs with jewelry Better prices for jewelry, gold/silver items Cheaper Bribery Better Intimidation Pickpocket chance higher More Septims in pockets and purses Higher Dagger speed Higher Dodge chance Sleeping near a harbor ----------------------------------- ??? Ridiculousness Drinking with allies ups their stats Mini (low stat) Troll follower/summon something with explosives I have also taken into account other mods that use alternate equipment slots for fewer compatibility issues with some popular mods. I am currently working with 8 equipment slots, which interfere with: 5/7 Bandolier slots ... sry 2/9 Immersive Jewelry (L & R Ring Fingers) 2/9 Apachii's Divine Elegance Store (Belt & Armlets) Does not interfere or use cloaks or backpack slot. I dont use any others that it conflicts with. I would appreciate any input :smile: Thanks 'cleaR
