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About this mod

Adds a revised version of the Divine Soul subclass from D&D to the Sorcerer class. Provides compatibility with other subclasses mods.

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Sorcerer: Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Source: Xanathar's Guide to Everything

This mod is my take on an adaptation of the Divine Soul to Baldur's Gate 3 mechanics and my limited modding experience. If you're familiar with D&D 5e, know this doesn't implement the subclass RAW. I took the freedom to change it up a bit to adapt it to the game's mechanics and to provide compatibility with other subclasses. Without further ado, here are the changes:

IMPLEMENTATION (skip if you're not interested)

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Implementation. Due to limitations with how the sorcerer class was implemented in the game, I adapted the class akin to Tasha's Aberrant Mind and Clockwork Soul. At 1st, 3rd, 5th, 7th, and 9th level, you can choose 2 spells of the appropriate level from the cleric spell list. In addition, you can choose 1 cleric spell at level 11. You also learn one cleric cantrip of your choice at 1st level. The default spells can be changed as an adaptation of Tasha's spell-swapping rules for the aforementioned subclasses.

1.4.0 update allows you to choose lower-level cleric spells when you gain access to cleric spells of 2nd level or higher. This is done by dynamically adding cleric spells to blank spell lists via script extender so that cleric spells added by mods automatically appear in the divine soul's level-up spell selection screen

1st levelguidance, guiding bolt, healing word
3rd levelaid, lesser restoration
5th levelmass healing word, revivify
7th leveldeath ward, freedom of movement
9th levelgreater restoration, mass cure wounds
11th level      heal

Favoured by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can't use it again until you finish a short or long rest.

Implementation. Same as default D&D.

Empowered Healing -> Maximised Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Implementation. Due to limitations with how healing spells work in scripting, I couldn't translate this feature directly. It wasn't a good feature at all, so I took the freedom to boost it a bit since the class suffers from a lack of cleric spells of 6th level and higher. The implementation I chose is the following:

Starting at 6th level, the divine energy coursing through you can empower healing spells. When you cast a spell that requires you to roll dice to determine the number of hit points it restores, you can spend a number of sorcery points equal to the spell’s level to instead use the highest number possible for each die (1 sorcery point if the spell is a cantrip). For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Angelic Form

Starting at 11th level, you can use a bonus action to manifest a pair of feathered wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

Implementation. I'm not good enough at modding to make your character grow wings, so this is simply a copy of the Draconic Bloodline's same-level feature.

INSTALLATION
Make sure you have downloaded the Compatibility FrameworkCommunity Library and ImprovedUI. Load this mod before CF and after CL. If you have any issues, please check your load order and make sure the mods are loaded correctly and that you are using the latest versions.

COMPATIBILITY
Basically everything. It shouldn't conflict with anything at all. If conflicts happen, please check that you have not installed mods that change the standard sorcerer progression an that your load order is correct. Otherwise reach out in the comments.
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