About this mod
This is my First mod upload. I know there are a couple of things to work on like descriptions and some things being stronger than others which is why id like the opinion of the masses(hopefully). I will try to do my best to respond to any and all comments, questions or concerns, Thank you for trying my mod!
- Requirements
- Permissions and credits
Starting at 1st level, your connection to vampiric blood empowers your attacks. When you hit with a melee attack, you can choose to deal additional necrotic damage equal to your hit die. You fuel this feature with hit dice, you gain 1 blood point from using this feature. you can use a maximum number of hit die equal to your proficiency bonus.
Abyssal Strength:
At 1st level, as a Crimson Oathsworn, you gain the power to strengthen your attacks. Imbued with the essence of your vampire patrons blood, you add 1d4 to your weapon damage rolls, This damage increases at levels 4(1d6), 8(1d8), 12(1d10) and 16(1d12). Your attacks now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks. You now add your proficiency modifier to your melee weapon attacks and you grow claws that are considered natural weapons for you and deal 1d4 slashing damage. This damage increases at levels 4(2d4), 8(3d4), 12(4d4) and 16(5d4).
Additionally, Your vampire patrons power also makes your attacks more swift, allowing you to make an additional strike as a bonus action during your turn.
Sanguine Power(Secondary Ability):
The Sanguine Power system allows your Crimson Oathsworn to gain blood points during combat by successfully executing vampiric abilities and attacks. These points represent the vampiric essence flowing through your veins, fueling your dark powers. The maximum pool of points your Crimson Oathsworn can have is equal to your Proficiency Bonus + Constitution Modifier. This pool is refreshed to 0 after finishing a short or long rest. Additionally, your vampiric nature grants you an unnatural charisma that can be both mesmerizing and intimidating. You gain advantage on Charisma (Persuasion) and Charisma (Intimidation) checks when dealing with other creatures that recognize or fear your vampiric heritage.
Spellcasting Ability:
The Oathsworn blends dark knowledge, innate vampiric gifts, and learned spellcasting, reflecting devoted allegiance to the powerful vampire from whom you derive your powers. You use your Charisma as your Oathsworn ability modifier. Your charismatic presence and unyielding dedication influence the potency of your spells, enabling you to command the essence of twilight and darkness, shaping the course of battles, and bending shadows to your will. This embodies the mystique and loyalty of the Crimson Oathsworn, as they wield eldritch powers drawn from their unwavering bond to their vampiric benefactor.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Vampiric Sustenance:
At 2nd level, you gain the ability to sustain yourself by drinking the blood of your enemies. If a creature you damaged within 1 minute dies you gain 1 hit die, and gain 1 Blood Point. This cannot exceed the amount of hit die you can have per level.(Currently gain hit points equal to level + con mod for BG3 since I did not create a seperate Hit Die resource that actually uses Hit Die mechanics, I am awaiting an update to the Expansion mod to implement this fully)
Vampiric Reflexes:
The Oathsworn magic empowers you, granting you extraordinary reflexes and uncanny agility. Your movements become a blur as you tap into your dark powers, allowing you to cover vast distances with remarkable speed and leap over obstacles with incredible ease. Gain 15 feet of movement speed, gain a climbing speed equal to your movement speed, you only require 5 feet of movement to cover the entire distance of a jump and can perform a Long/High jump as if a running Long/High jump. Falling within your jump height maximum does not cause fall damage, any remaining fall distance damage is applied as normal. (Currently outright ignores fall damage with all heights in BG3, Have Fun!)
Vampiric Oath(Subclass):
When you reach 3rd level, you commit yourself fully to one aspect of death: Blood Knight or Nightstalker, Your choice grants you features at 3rd level and again at 6th, 9th, 14th, and 18th level. The descriptions and features for these subclasses can be found at the end of the class description.
Darkened Resilience:
At 3rd level, your vampiric nature grants you increased resilience. You gain resistance to necrotic damage. Vampiric Resilience.
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Shadow Blend:
At 6th level, you gain the ability to blend into the shadows. You have advantage on Dexterity (Stealth) checks made in dim light or darkness. Additionally, when you are in dim light or darkness, you can use your action to become invisible until the end of your next turn.
Hemovore Hysteria:
At 5th level, you gain the ability to unleash a potent vampiric potential as you allow your patrons power to surge. As a bonus action, you can activate this ability gaining the following benefits:
- You deal additional 1d8 necrotic damage whenever you hit it with an attack.
- You gain advantage on strength checks and saving throws.
- You gain 15 feet of movement
Oathsworn Empowerment:
At 11th level, you can choose to empower your Blood Thirst feature using blood points with one of the following effects:
Sanguine Celerity:
When you use Bloodthirst, you can also teleport up to 30 feet to an unoccupied space you can see. This teleportation does not provoke opportunity attacks. Additionally, you gain a bonus action that you can use to take the Dodge action on the same turn. You can use this bonus action even if you’ve already used your bonus action this turn. Costs 1 Blood Point.
Malefic Enfeeblement:
When you use Bloodthirst, you can impose one level of exhaustion the a creature who was inflicted this damage. This effect doesn’t stack with itself, and the target can only be affected by one level of exhaustion from this ability at a time. Additionally, when you choose to empower your Bloodthirst this way, bypass a creature’s resistances to necrotic damage, and you can ignore any immunity to necrotic damage, treating the target as if it had resistance instead. Costs 1 Blood Point.
Ethereal Evisceration:
When you use Bloodthirst and reduce a creature to 0 hit points, you can choose to have the creature’s soul become trapped within your weapon or Abyssal Claws. For the next minute, you gain an additional 2d6 necrotic damage on all your attacks. Once this minute ends, the soul is released, and you regain hit points equal to half the necrotic damage dealt by your weapon during this time. Costs 4 Blood Point.
Shroud of Shadows:
When you use Bloodthirst, you can choose to surround yourself with an aura of shadowy mist for 1 minute. While this aura is active, you have advantage on Dexterity (Stealth) checks, and any enemy that starts its turn within 10 feet of you takes 1d6 necrotic damage. Costs 4 Blood Point.
*NEW AS OF 1.2.0*
Vampiric Regeneration
Starting at 13th level, you can tap into your vampiric powers to regenerate your wounds. As an action for 3 Blood Points, you can actively regain hitpoints equal to your Constitution modifier + Proficiency bonus once per turn for 1 minute.
*NEW AS OF 1.2.0*
Vampiric Transformation
At 15th level, your vampiric power reaches its zenith. Once per long rest, as an action, you can assume a vampiric form for 1 minute. While in this form, you gain the following benefits:
- Your speed increases by 10 feet and grow sinewy wings that grant a flight speed equal to your movement speed.
- You have advantage on Strength and Dexterity saving throws.
- Gain benefit of Level 5 Armor of Agathys spell.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You gain darkvision with a range of 60 feet if you don't already have it, if you do, the distance becomes 120 feet and you can see normally in dim light and darkness.
*NEW AS OF 1.2.0*
Eternal Night
At 20th level, you become a true master of vampiric power. You gain the following passive benefits:
- Your Blood Thirst damage increases to 3d10.
- When you reduce a creature to 0 hit points, you regain all expended Hit Dice.
- You have advantage on saving throws against spells and other magical effects.
- You no longer require sleep and are immune to the exhaustion condition.
- Your Abyssal Claws damage is increased to 3d12.
Oath of the Blood Knight
Blood Shield:
Starting at 3rd level, you learn to weave your vile magic into a protective barrier. you can create the spell’s dark essence to create a blood shield on yourself that lasts until you finish a long rest. The shield has hit points equal to twice your crimson oathsworn level + your Constitution modifier. Whenever you take damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, you take any remaining damage.
While the blood shield has 0 hit points, it can’t absorb damage, but its magic remains.
This shield acts as an Armor of Agathys spell.
This shield costs 2 blood points to create.
Bloodbound Ward:
As a Blood Mage, your mastery of blood magic extends to protective barriers, which you can form using your Blood Points. When you reach 6th level, As an action, to a creature of your choice, you can expend 4 Blood Points to create a Bloodbound Ward that grants resistance to magical damage for 3 rounds.
Once you create a Bloodbound Ward, you must complete a short or long rest before using this feature again.
Blood Ritual:
At 9th level, you gain the ability to perform a potent blood ritual. As an action, you can spend 5 blood points to perform the ritual. The ritual has one of the following effects:
- You regain all missing hit points.
- You regain all expended uses of your Blood Thirst feature.
*NEW AS OF 1.2.0*
Blood Pact Aura
At 14th level, your mastery over blood magic deepens, allowing you to forge powerful pacts with allies and share your vampiric prowess. As an action, you can create an aura of blood that connects you with friendly creatures within 30 feet of you. The creatures gain temporary hit points equal to your Crimson Oathsworn level + your Charisma modifier, and they gain the following benefits for 1 minute:
- Sanguine Armor:
Allied creatures within your aura gain 2 Armor Class.
- Blood Magic Empowerment:
Allied Creatures within your aura gain resistance to all damage except radiant.
Once you use this feature, you must finish a long rest before you can use it again. This potent Blood Pact strengthens your allies and reinforces their combat prowess, allowing them to harness vampiric energy and strike with deadly efficiency.
*NEW AS OF 1.2.0*
Knightly Mastery
At 18th level, your bond with your patron reaches its zenith, granting you unparalleled physical abilities. While wearing heavy armor, gain +2 Armor class and if wielding a 2 handed heavy weapon, gain Savage Attacker Feat.
The Oath of the Nightstalker
The Nightstalker subclass enhances the stealth and mobility of the Crimson Oathsworn, turning them into a deadly predator of the night.
Spectral Sight:
At 3rd level, you gain the ability to see in darkness as if it were normal light and see invisible creatures within 60 feet of you.
Ebon Fang Ambush:
At 3rd level, you gain the ability to teleport through shadows. As an action, you can magically teleport up to 60 feet behind a creature you can see as long as you are invisible or successfully hiding. Once you teleport to the creature, you unleash a devastating attack causing damage equal to your abyssal strength damage plus 3d8 necrotic.
Shroudstep:
As a Nightstalker, at 6th level, you harness the power of shadows to seamlessly move through darkness and elude detection. Using your Blood Points, you can perform a potent combination of the Darkness and Pass Without Trace spells, known as Shroudstep.
As an action, you can spend a number of Blood Points to create an area of magical darkness centered on yourself, similar to the Darkness spell. The darkness extends in a 15-foot radius from you and remains for 1 minute.
Additionally, while the darkness created by Shroudstep persists, you and any allies within the darkness gain the benefits of the Pass Without Trace spell. You all leave no tracks, make no sound, and gain a +10 bonus to Dexterity (Stealth) checks.
The number of Blood Points you can spend on Shroudstep is limited to your proficiency bonus (minimum of 1). Once you use Shroudstep, you must finish a short or long rest before using this feature again.
With Shroudstep, you become a master of subterfuge and stealth, creating a veil of darkness to conceal yourself and your companions, and erasing all signs of your presence. This potent combination of spells allows you to move unhindered and undetected, perfect for infiltration, reconnaissance, or escaping dire situations without leaving a trace behind.
Evasion:
At 9th level, your reflexes and agility allow you to dodge danger with incredible speed. When you are subjected to an effect that requires you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
*NEW AS OF 1.2.0*
Night's Embrace
At 14th level, you fully embrace the powers of the night, becoming one with darkness itself. While you are in dim light or darkness, you gain the following benefits:
- Shadow Veil:
As a bonus action, you can activate your Shadow Veil, surrounding yourself with an ethereal shroud of darkness. While your Shadow Veil is active, you gain the benefits of being under the effects of the Invisibility spell. This effect lasts for 1 minute, until you attack or cast a spell, or until you dismiss it as a bonus action. Once you use this feature, you must finish a long rest before using it again.
- Night's Vengeance:
Whenever you hit an enemy with a melee weapon attack while you are in dim light or darkness, you can deal an additional 2d6 necrotic damage. This extra damage represents the deadly potency of your strikes empowered by the shadows.
- Ethereal Fortitude:
You gain immunity to radiant and resistance to psychic damage while you are in dim light or darkness. The shadows not only enshroud your physical form but also shield your mind from radiant energies and mental assaults.
*Night's Embrace fortifies your connection to the shadows, enhancing your elusiveness and augmenting your strikes with deadly necrotic power. Additionally, the Ethereal Fortitude empowers you to endure the darkest of energies and mental intrusions while you are concealed within dim light or darkness, making you an even more formidable and enigmatic force on the battlefield.*
*NEW AS OF 1.2.0*
Master of Shadows
At 18th level, you become the epitome of a shadowy predator, embodying the essence of darkness itself. While you are in dim light or darkness, you gain the following benefits:
- Twilight's Veil
Once per turn for 2 Blood Points, you can call upon the deepest essence of twilight to shield you from harm. As a reaction when you are hit by an attack or targeted by a harmful spell while you are in dim light or darkness, you can impose disadvantage on the attack roll or advantage on a saving throw made on a spell used against you or a nearby ally. Your ally must be within 15 feet. This ability reflects your ability to manipulate the shadows to distort incoming attacks, making them less likely to hit their mark.
- Eternal Shadowform
As an action, once per combat, you can transform into an ethereal shadow form for 1 minute. While in this form, you are incorporeal and can move through other creatures and objects as if they were difficult terrain. You take only half damage from non-magical weapon attacks and have resistance to all other damage types. Once you use Eternal Shadowform. This ability exemplifies your ultimate connection to the shadows, rendering you nearly untouchable and allowing you to phase through reality itself.
As a Nightstalker who reaches the pinnacle of their shadowy abilities, you become the ultimate harbinger of darkness, known as the "Master of Shadows." Embracing the night as your ally, you can meld effortlessly into dim light and darkness, becoming almost ethereal in your movements. Your foes struggle to detect your presence as you strike from unseen angles with deadly precision. Harnessing the power of twilight, you shroud yourself in an impenetrable Veil of Eternal Night, granting you unparalleled resilience and transforming you into an incorporeal shadow, impervious to harm. The realm of darkness bends to your will, allowing you to traverse great distances instantaneously and deliver devastating, necrotic-infused strikes with ease. As the night's eternal champion, you are feared and revered by all, an enigmatic force that wields the power of shadows as effortlessly as drawing breath, leaving your foes to face their darkest fears amid the eternal night you command.
SO MUCH THANKS TO:
DiZ91891(Celes)
lostsoulman (LostSoul)
GyCicada
and a many others who have made suggestions along the way.
I will try to make weekly updates to the mod if need be. Please feel free to reach out to me on Discord (FunkyKat(eabud)) or on Nexus As Eddymayne21.
Thank you and I hope you enjoy the mod!
Update 1.0.5
*Previous*
Abyssal Strength:
At 1st level, as a Crimson Oathsworn, you gain the power to strengthen your attacks. Imbued with the essence of your vampire patrons blood, you add 1d4 to your weapon damage rolls, This damage increases at levels 4(1d6), 8(1d8), 12(1d10) and 16(1d12). Your attacks now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks. You now add your proficiency modifier to your melee weapon attacks and you grow claws that are considered natural weapons for you and deal 1d4 slashing damage. This damage increases at levels 4(2d4), 8(3d4), 12(4d4) and 16(5d4).
Additionally, Your vampire patrons power also makes your attacks more swift, allowing you to make an additional strike as a bonus action during your turn.
*New*
Abyssal Strength:
At 1st level, as a Crimson Oathsworn, you gain the power to strengthen your attacks. Imbued with the essence of your vampire patrons blood, you add your proficiency modifier as necrotic damage to your weapon damage rolls. Your attacks now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks. You now add your proficiency modifier to your melee weapon attacks and you grow claws that are considered natural weapons for you and deal 1d4 slashing damage. This damage increases at levels 4(1d6), 8(1d8), 12(1d10) and 16(1d12).
Additionally, Your vampire patrons power also makes your attacks more swift, allowing you to make an additional strike as a bonus action during your turn.
*Previous*
Abyssal Strength healing was 1/3 damage done per successful AS.
*New*
Abyssal Strength healing is increased to damage done but is now once per turn, however this caused bloodthirst to heal for damage done as well.(will test further for a future update)
*Previous*
Killing Machine(Not previously listed above):
Provided two weapon fighting and reduced critical threshold.
Knightly Strength(Not previously listed above):
Provided extra necrotic damage.
*New*
Killing Machine: Now instead provides two weapon fighting and Medium Armor Master.
Knightly Strength: Now provides 2 ac when wearing heavy armor.
*Previous*
Class Description: book length
*New*
1 sentence (Thank you all for suggesting this)
Corrected the level 12 issue of Sanguine Power and bloodthirst where you only had 1 of each.
Shortened other descriptions a bit so they aren't so story length.