- This mod adds the hero class Demon Hunter from World of Warcraft into BG3.
- The mod contains 20+ custom spells/passives with customized VFX to fit the Illidari vibe.
- The mod also adds the Wargalives of Azzinoth as a starter wepon for the Demon Hunter class.
“You... were not prepared. The enemy came into our world, their only desire to extinguish all life. They slaughtered our loved ones. They razed our homes, our cities, and our sacred places. You tried to stop them... and you failed. And so you came to me, nothing remaining of you but rage and determination, and you learned that the things that once tormented you could give you power. Now you see that there is no sacrifice too great if it brings an end to the Burning Legion.”- The Demon Hunter class provides a unique game play experience through its key mechanic - Metamorphosis. Metamorphosis allows the Demon Hunter to embrace their darkness and turn into a powerful demon for a limited time, gaining boosts on all its abilities.
- The Demon Hunter class utilizes a unique action resource called Fury. Certain Demon Hunter spells would consume Fury and others will generate Fury.
- The Demon Hunter class is proficient with light armor and dual wielding martial weapons. Forgoing heavy armor, demon hunters capitalize on speed and mobility. The class's primary ability is Dexterity and uses Charisma to cast spells.
- The Demon Hunter class has two subclasses - Havoc and Vengeance:
1.
Havoc Demon Hunters are brooding masters of warglaives and the destructive power of Fel magic. They are agile melee damage dealers, swiftly
closing in on their foes and invoking infernal might to unleash devastating doom.
2.
Vengeance Demon Hunters embrace the demon within to incinerate enemies and protect their allies. They are capable of cleaving souls off their
oponents, healing themselves with damaging abilities, and actively blocking damage with their demonic spikes.
- When embarking on a fresh quest, the Demon Hunter class starts with a pair of legendary weapons known as the Warglaives of Azzinoth. These exceptional armaments will evolve and unlock new passive abilities as your Demon Hunter character levels up.
- Download and unzip the mod and Install the .pak file via BG3 Mod Manager (Recommended)
1.
Baldur's Gate 3 Mod Fixer
2.
Baldur's Gate 3 Script Extender
3.
ImprovedUI + ImprovedUI Assets
1. This mod has a customized
facial tatto (used while in Demon Form) that replaces the original #14 tattoo, other mods modifing facial tattos will
overwrite this change.
2. This mod modifies the Male/Female/MaleStrong/FemaleStrong base model & Female Cambion Wing
animation banks. Other mods modifing
animations will likely conflict with this mod and will result no animation for certain spells (mainly BladeDance and Cambion Flying)
- This mod is currently at early development stage and will receive ongoing updates. Please share your thoughts in the comment section, and your valuable feedbacks will play a crucial role in helping me to further polish this mod. Please also feel free utilize the bug report section if you have encountered any issues while using this mod, and I'll try my best to address them ASAP.
- Thanks again for your interest and supports! I hope you enjoy this mod! Please endorse the mod if you like it!
1.
Death Knight Class - Champion of the Lich King
Demon Hunter Main Class Spells/Passives Cost: 1 ActionPoint; Concentration
Let you see invisible enemies within 12m.
Cost: 1 ActionPoint
Throw a demonic glaive at the target, dealing 100% weapon damage. The glaive can ricochet to 1 additional enemies within 6m, up to 3 times.
Cost: 1 ActionPoint; Charisma Save
Taunts the enemy target to attack you.
Cost: 1 BonusAction; Concentration; Charisma Save
Engulf yourself in flames, radiating 2d8 fire damage within 3m. On save, damage is halved.
Generates 10 Fury per turn while active.
Cost: 1 BonusAction; OncePerShortRest
Attacks against you has disadvantage, lasts 4 turns.
Cost: 1 Reaction
Interrupts the enemy's spellcasting and apply silence for 1 turn.
Spell with 3rd level or lower can always be interrupted. Higher level spells are harder.
Cost: 1 ActionPoint; Charisma Save
Imprisons a demon, beast, or humanoid, incapacitating them for 10 turns. Damage will cancel the effect.
Cost: 1 ActionPoint; OncePerShortRest
Sends a bolt of negative energy that deals 2d8 Fire Damage and burns a target enemy unit's Spell Slot with highest level. Burned Spell Slot combusts,
dealing 1d6 Fire Damage per Spell Slot level.
If target is a Sorcerer, Mana Burn will combust up to 4 Sorcery Points and deal 1d6 Fire Damage per Sorcery Point burned.
Cost: 1 ActionPoint; OncePerShortRest
Unleash an eruption of fel energy, dealing 4d8 Fire Damage and stun all nearby enemies within 6m for 1 turn.
Cost: 1 ActionPoint; OncePerCombat
Place a Sigil of Flame at the target location.
When activated, deals 2d8 Fire Damage to all enemies affected by the sigil and makes them Vulnerable to fire damage for 1 turn.
Havoc Subclass Spells/Passives- Mastery: Demonic Presence
Passive
Your movement speed is increased by 3m
Your Fire Damage is increased by your Charisma Modifier, and this effect is doubled while your Metamorphosis is active.
Cost: 1 ActionPoint; Once per Long Rest
Leaps into the target location, dealing (LV1: 1d8/LV4: 2d8/LV 7: 3d8/LV 10: 4d8) Fire Damage to foes within 6m. Upon landing, transforms you into a
hellish demon for 6 turns.
Status
Your attacks gain advantage and ignores Fire damage resistance. Your Charisma & Dexterity is increased by 25%.
Cost: 1 ActionPoint
Quickly attack the target for 100% Weapon Damage, generates 20 - 30
Fury on hit.
Cost: 1 ActionPoint + 40
Fury Slice your target for [100% Weapon Damage + LV2: 2d6/ LV5: 2d8/ LV 10: 3d8] Fire Damage. Chaos Strike has a 35% chance to refund 20
Fury.
Cost: 1 BonusAction
Rush forward, incinerating anything in your path for 50% Weapon Damage as Fire Damage. Fel Rush can be cast again for free within the same turn.
Cost: 1 BonusAction
Enchant your weapon for 6 turns. Your weapon attacks deal an additional 1d8 Fire Damage and generates 5-10 Fury
Cost: 1 ActionPoint + 30 Fury; 5 Turns Cooldown.
Blasts all enemies in front of you for [LV5: 3d10/ LV9: 4d10] Fire Damage. Deals guaranteed critical strike during
Metamorphosis.
Cost: 1 BonusAction
Consumes all collected Soul Fragments. Each Soul Fragment consumed heals you for 10% maximum health and generates 20
Fury.
Soul Fragments are dropped from enemies killed by Demon Hunters. Chaos Strike also has a 5% chance to cleave off a Soul Fragment from the target.
Cost: 1 ActionPoint + 1 BonusAction + 35
Fury; 2 Turns Cooldown.
Strike nearby enemies for 5 times with both weapons, dealing 50% weapon damage per strike. The last strike deals 100% additional damage.
Requires dual wielding melee weapons.
Passive
While not in
Metamorphosis, casting
Eye Beam causes you to enter
Metamorphosis for 2 turns.
Chaos Strike and
Blade Dance hits have a 10% chance to reduce
Eye Beam cooldown by 1 turn.
Passive
While in
Metamorphosis, you have a chance of 0.5% per
Fury spent to extend your active
Metamorphosis by 1 turn.
Entering
Metamorphosis immediately grants you free
Blade Dance and
Eye Beam.
Vengeance Subclass Spells/PassivesPassive
Your max HP is increased by 25%
You gain bonus Armor Class based on your Dexterity Modifier, and this effect is doubled while your Demon Spikes is active.
- Metamorphosis (Vengeance)
Cost: 1 ActionPoint; Once per Long Rest
Transform to demon form for 6 turns. Dealing dealing (LV1: 1d8/LV4: 2d8/LV 7: 3d8/LV 10: 4d8) Fire Damage to foes within 6m and
daze them for 1 turn.
Status
Your attacks gain advantage and ignores Fire damage resistance. Your Charisma & Constitution is increased by 25%.
Cost: 1 ActionPoint
Quickly attack the target for 100% Weapon Damage, cleaves 1 - 2 Soul Fragments off the target and generates 20 Furyon hit.
When Metamorphosis is active, Shear generates 1 extra Soul Fragment.
Cost: 1 ActionPoint + 30 Fury
Strike up to 5 targets infront of you for [100% Weapon Damage + LV2: 1d8/ LV6: 2d8] Physical Damage and heals you for 25% damage
done.
Consumes up to 2 available Soul Fragments. Each consumed fragment heals you for 25% damage done.
Cost: 1 BonusAction; Once Per Combat
Leap through the air toward a targeted location, dealing [LV3: 1d4/LV5: 2d4/LV9: 3d4] Fire Damage to all enemies within 3m.
Cost: 1 BonusAction; 3 Turns Cooldown.
Surge with fel power, doubling your bonus AC gained from Mastery: Fel Blood.
When struck by an enemy's attack, your Demon Spikes shatter, dealing [LV4: 1d8/LV7: 2d8/LV10: 3d8] + DexModifierx*2 Piercing
Damage to nearby foes and blocking equivalent incomming damage.
Cost: 1 ActionPoint + 50 Fury; 5 Turns Cooldown
Unleash the fel within you, damaging enemies directly in front of you for [LV5: 3d10/LV7: 4d10/LV10: 6d10] Fire Damage. Heals you for
50% damage done.
Cost: 1 ActionPoint + 40 Fury
Consume up to 5 available Soul Fragments then explode, damaging nearby enemies for [LV6: 2d4/LV7: 2d6/LV10: 2d8] Fire Damage per
fragment consumed.
Cost: 1 ActionPoint; Once Per Combat
Place a Sigil of Chains at the target location.
When activated, pulls all nearby enemies within [12] towards the center. Pulled enemies are taunted and have their movement speed
reduced by 50%.
Passive
While not in Metamorphosis, casting Fel Devastation causes you to enter Metamorphosis for 2 turns.
Consuming Soul Fragment has a 20% Chance to reduce Fel Devastation CD for 1 turn.Passive
Entering
Metamorphosis immediately activates your
Demon Spikes. Whenever your
Demon Spikes shatter, you gain 2
Soul Fragments.
Sustaining fatal damage instead transforms you to
Metamorphosis form and heals you for 50% Health. This may occur once every Long Rest.