0 of 0

File information

Last updated

Original upload

Created by

xarara

Uploaded by

xarara

Virus scan

Safe to use

About this mod

Adds a spicy anti-Paladin, Blackguard, with subclasses Shadoweaver and Blood Knight. Recently reworked and rebalanced.

Requirements
Permissions and credits
Translations
  • Spanish
  • Korean
  • Italian
Changelogs
Donations


This is a spicy anti-Paladin loosely based on the Blackguard from BG1 and 2. If Oathbreaker wasn't edgy enough for you.
This focuses heavily on debuffing and crowd control rather than support, and does a lot of Necrotic damage. Probably too much.
This is its own class but is still fundamentally a Paladin and uses the same resources.

You are tagged as Paladin and Oathbreaker for dialogues, and tagged as Blackguard to look cool.

This uses Strength as its main stat and Charisma for spellcasting, and has the same weapon and armor proficiencies as Paladin.

See articles for full documentation.

This has the same spell slot progression as a 7 Paladin/13 Sorcerer multiclass, but otherwise has similar features and progression to Paladin, and uses the same resources.  
Paladin falls off after level 7 because of spell slots, which is why I chose to give it equivalent slots to a multiclass.
This amounts to 3 extra spell slots total: a 6th at level 18, a 7th at level 19, and an 8th at level 20.
You will get a total of 8 Lay on Hands charges, 1 Channel Oath, and 3 Darkness Within. 
All auras are toggleable, auras that deal damage cost an action to recast to avoid toggle shenanigans.

There is no oathbreaking as this is a custom class, however you are tagged as an Oathbreaker for the dialogues.
This means you cannot respec normally through Withers, but there's a super simple solution: a Respec Spell. This always works.

There's also a patch to remove the tag if you're a weenie.

Drain Life
Deal Necrotic damage equaling 2x or 4x your Blackguard level, and heal for half as much.
 This scales the same way as Paladin Lay on Hands, and like its counterpart it does not have a spell roll.

Mend Undead
Heal an Undead ally for 2x or 4x your Blackguard level. This also works on Astarion even if you don't use a mod to properly class him as Undead. 

Level 3
 You may expend a charge of Channel Oath to restore 1 spell slot, the level of which can be no higher than half your proficiency bonus.
 You gain an additional use at level 7 and 15.


You may change your fighting style. You have this option at levels 4, 8, 12, 16, and 19.


Level 6
Impose Disadvantage on enemy Attack Rolls and Saving Throws within 3m. This upgrades to 9m at level 18.


Level 14
 Touch a creature to dispel one magical effect. You gain uses equal to your Charisma modifier, with a minimum of 1.


Level 2
I: Profane Smite
Deals 2d8 Necrotic damage and an additional 1d8 Necrotic damage to Humanoids. Functions exactly like Divine Smite, but does Necrotic damage and instead of doing extra damage against Fiends and Undead, you deal extra against Humanoids.

I: Venomous Smite
Deals 1d6 Poison damage. Your target takes 1d8 Poison damage for 5 turns, unless they succeed a Constitution saving throw.

I: Chilling Smite
Deals 1d6 Cold damage and Bone Chills the target for 2 turns.


I: Silencing Smite
Deals 1d6 Psychic damage and Silences the target for 1 turn.

Level 5

II: Caustic Smite
Deals 2d6 Acid damage and inflict 10 turns of Corroding. The target's Armour Class deteriorates by 1 each turn, to a maximum of 5, unless a  Available in both melee and ranged forms.

Level 17
IV: Necrotizing Smite
Deals 5d6 Necrotic damage and inflicts a disease of your choice for 1 turn. Does not apply to Undead, Constructs, or creatures Immune to Disease. All the diseases are from Contagion.



Level 1
Oath Tenets
You have no oath anymore, and you haven't for a long time. The light in you was lost long ago, along with whatever principles once drove you.Only darkness binds you now.

Black Knight
You gain Expertise in Intimidation and Proficiency in Deception.

Level 11
Improved Profane Smite
Melee attacks deal an additional 1d8 Necrotic damage.

Level 18
Improved Auras
Your Auras expand to 9m.
Simply toggle your auras to gain the expanded range.


I: Command, Compelled Duel, Bane, Hex, Arms Of Hadar, Charm Person, Color Spray, Dissonant Whispers, Disguise Self, False Life, Protection From Evil And Good, Ray of Sickness, Sanctuary, Sleep, Tasha's Hideous Laughter, Hellish Rebuke, Inflict Wounds
II: Blindness, Blur, Crown of Madness, Darkvision, Detect Thoughts, Enthrall, Hold Person, Pass Without Trace, See Invisibility, Silence, Warding Bond, Darkness, Invisibility, Web
III: Counterspell, Fear, Hypnotic Pattern, Slow, Spirit Guardians, Vampiric Touch, Greater Invisibility, Animate Dead, Bestow Curse, Dispel Magic, Hunger of Hadar
IV: Banishment, Death Ward, Confusion, Phantasmal Killer, Evard's Black Tentacles, Dimension Door
V: Insect Plague, Contagion, Cloudkill, Dominate Person, Seeming, Hold Monster
VI
Otto's Irresistible Dance, Create Undead, Harm, Circle of Death, Arcane Gate, Eyebite, Flesh to Stone

You also get Speak With Dead at level 1 so you can use it fresh off the nautiloid.
I recommend using a mod that removes the spell slot cost on it.



This is themed around blood magic. Originally made for Durge, but I decided to make it less specific. It's fitting for Durge, a vampire, or any blood-crazed lunatic, really.
It's very red and some of the spells were inspired by Dragon Age. This has a lot of Force damage with the idea that you're manipulating your enemy's blood. Forcefully.


Level 1
Marked for Death
Gain Advantage on Attack Rolls against an enemy.

Level 3
Terrifying Presence
Inflict 2 turns of Frightened.

Onslaught
Charge into the fray, dealing Force damage equal to your Blackguard level to all enemies in your path. Applies 2 turns of Prone to enemies on a failed save.


III: Deals 3d8 Force damage and heals you for 1d6.


Level 7
Living creatures within 3m of you are unable to heal and begin to bleed unless they succeed a Constitution Saving Throw.


Level 20
 For 10 turns all enemies within 9m take 4d10 Psychic damage, and you may convert a Bonus Action to an Action once per turn.
There is a toggleable passive to convert an Action.


Night Flight
This is a simple out of combat flight ability for QoL. Turn into a cloud of bats and reach that chest.

I: Curse of Haemorrhaging
Curse your target. They begin bleeding and each time you hit them with a weapon attack, you deal an additional 1d6 Necrotic damage to them.
If the target dies before the spell ends, you may reapply the curse to another target.

I: Crimson Lash
Deals 3d6 Force damage and pulls your target towards you. 

II: Frey's Red Wave
Deal 2d10 Necrotic damage in a 5m cone, or half as much on a successful save.

II: Illusions of Death
Literally just Mirror Image but it's red and looks cool. 

III: Ichor Toxin
Deal 3d4 Poison and 3d4 Necrotic damage, or half as much on a successful save, and create a 3m puddle of poison. Targets take 3d4 Poison damage each turn.

III: Grim Sacrifice
Deal 4d8 Necrotic damage to an ally and heal yourself for the damage dealt.

IV: Wreath of Blood
Reflects 2d8 Necrotic damage back at attackers for 10 turns.

IV: Wretched Radiance
Illuminate enemies within a 6m radius with red light and deal 4d8 Radiant damage.
Targets are illuminated and attacks on them have Advantage.

V: Pulsating Puppet
The cooler Dominate Person.

V: Devour
Pull enemies within a 5m radius toward you, dealing 5d6 Necrotic damage and healing for half the damage dealt. 

IV: Exsanguinate
Deal 6d8 Necrotic damage and inflict 10 turns of Bloodless.

VI: Crimson Wave
Inflict 1 turn of Lethargic on enemies within a 9m radius.

VII: Power Word Bleed
You utter a single word, and the blood of a single creature you can see within range freezes. If the target has 100 hit points or fewer, it becomes vulnerable to all types of damage and becomes incapacitated until the end of your next turn. If the target is immune to any type of damage, it loses that immunity for the duration of the spell. A target is unaffected if it is immune to being charmed.


 VIII: Mass Haemorrhage
Deal 10d8 Necrotic damage, or half as much on a successful save, in a 12m radius and heal for half the damage done.


Level 1
Dark Blessing
You cannot be Frightened or Charmed.

Level 3
Sense Heartbeat
You can see through Invisibility.

Sanguine Potency
You are Immune to Disease and Poison.

Level 15
Bloodlust
Gain Advantage on Attack Rolls whenever you have less than 50% of your hit points.


This is themed around Shadow Magic and built around the darkness mechanic. It's a heavy debuffer. 
This subclass is also tagged as Sorcerer and Necromancer so you don't have to be Gale-splained on what Shadow Magic is.


Level 1
Shadow Meld
Teleport to an unoccupied, obscured location within 36m. You have Advantage for 1 turn after teleporting.
This comes with a toggle to use it free of cost outside of combat. Have fun cheesing Shar's Gauntlet.


Level 3
Invoke Darkness
Conjure a 9m cloud of darkness lasting 10 turns.

Control Undead
Take control of an Undead. It will follow your commands.


Aura of Desecration
Enemies within 3m take Necrotic damage equal to your Charisma Modifier each turn unless they succeed a Constitution Saving Throw. You are healed for half the damage dealt.
You can toggle this off to avoid killing knocked out enemies.


III: Deals 2d8 Necrotic damage within a 3m radius and create a 35m cloud of darkness for 3 turns where you attack.


Level 20
You deal additional Necrotic damage equal to your Charisma modifier, enemies have Disadvantage on attacks against you, and once per turn you may teleport 9m to an unoccupied, obscured location.

While in this form you may summon a Hound of Ill Omen to aid you in combat. The pupper will remain summoned until a long rest.


Extinguish Light
Cantrip. Extinguish any magical and non-magical light sources and douse any flames within 9m. Does not apply to Daylight or Hellfire.

I: Shadow Veil
Increase a target's AC by 1, to a maximum of 3 per spell level. Additionally, when the target takes damage, they have a 5% chance to turn Invisible for 2 turns. This may only be cast on one character at a time.

I: Curse of Lethargy
Deals 4d6 Necrotic damage and inflicts 2 turns of Slow.

II: Curse of Shadows
Inflict Shadow Possession on a target for 3 turns, causing them to mindlessly attack friend and foe. Possessed targets deal an additional 1d4 Necrotic damage with their weapon attacks.

II: Protective Penumbra
Lightly obscure a target, granting them protection from Sunlight Weakness and Sensitivity, Radiant Resistance, and Advantage on Saving Throws. This may only be applied to one character at a time.

III: Wraithform
You become Ethereal, resistant to non-magical damage, have Advantage on Constitution, Dexterity, and Strength save, and become tiny. You cannot use this form in combat, and it may be dismissed at any time. Light will dispel this form, and you may only take this form while obscured. 

III: Curse of Decay
Does 4d8 Necrotic damage and inflicts Necrosis on the target, which deals Necrotic damage equal to your Charisma modifier for 10 turns unless the target succeeds a Constitution Saving Throw.

IV: Mark of Putrefaction
Make a target Vulnerable to Necrotic damage for 2 turns.

IV: Wall of Gloom
Concentration. Erect a wall of magical darkness that deals 5d8 Necrotic damage per turn, is considered Difficult Terrain.

V: Curse of Amnesia
The afflicted target has Disadvantage on Attack Rolls and Saving Throws, and all hits on them are Critical Hits.

V: Shadow Strike
Deals 5d6 Necrotic and 5d6 Force damage in a 3m radius and leaves behind a small cloud of darkness where it strikes.

VI: Conjure Wraith
Summon your very own Mr. Wiggles!
 This summons a Wraith. It has the following abilities:
Aura of Vile Oblivion: Extinguishes all light sources near it.
Necrotic Claws: Deals 2d8 + Slashing and 2d4 Necrotic damage.
Dark Currents: Teleport to an obscured location within 8m.
Life Drain: Deals 2d8 + 3 Necrotic damage and possibly reduces the target's hit points by 2d8. The target dies if this reduces its hit points to 0.
 Fly: For quality of life, it can climb this way.

In the future this will also have Umbral Ally.
The Wraith is always heavily obscured and can see through magical darkness. I did not give it Sunlight Weakness due to the jankiness of the Sunlight condition.
Mr. Wiggles does not like the sun and will hide in the ground when exposed to it. I promise he's okay. 

VI: Horrific Visage
Concentration. Enemies within 9m that fail a Wisdom Saving Throw are Frightened for 3 turns.

VII: Nightmare 
All targets within a 5m radius take 4d12 Psychic damage and fall into a deep slumber, unless they succeed a Wisdom Saving Throw, in which case they take half damage and do not fall asleep.
Targets afflicted with nightmares take 4d12 Psychic damage each turn unless they succeed a Wisdom Saving Throw. They have Disadvantage on this Saving Throw. Afflicted creatures cannot be woken by external sources such as damage.

VIII: Annulment
 Dispel all magical statuses within 5m and inflict targets with 5 turns of Silence.


Level 1
Umbral Resilience
You are Resistant to Necrotic damage and cannot be frightened.

Level 3
Shadowsight
]You have Darkvision up to 36m, can see through magical and non-magical darkness, and cannot be Blinded.


Shaded Soul
You gain Expertise in Arcana, and are Immune to the effects of the Shadow Curse. Infuriate Gale by making the Shadow Lantern yourself.

Level 15
Shroud of Shadows
After casting a spell that creates magical darkness, you may use a Bonus Action to fly until the end of your turn without provoking Opportunity Attacks.
Applicable spells are Darkness, Hunger of Hadar, Endarkening Smite, Wall of Gloom, and Shadow Strike. 

Shadowblend
Become Invisible while moving when Lightly or Heavily Obscured.


Script Extender is required. Optional patches also use Script Extender because I don't like maintaining multiple files. This includes spell lists.
It won't break your game if you aren't able to use SE, but many 13+ features will not work correctly. If you are only playing level 12, the only issue will be Profane Smite reactions proccing off of Profane Smite and Endarkening Smite (which I excluded because it will proc on every target hit).
After level 12, these features require SE: Shroud of Shadows, Crimson Sovereign, Disruptive Touch, Annulment, and Improved Auras. 
If you cannot use SE, you need the patch to remove the Oathbreaker tag or you will not be able to respec. If you still want the dialogues you can just activate the patch whenever you want to respec, it should be fine to remove.

Improved UI for icons to work.

VFX:
5e Spells
Vlad's Grimoire
VFX Library
VFX Vault

Expansion or Unlock Level Curve are needed for level 13+ features. I highly recommend Expansion.
You can still play this at level 12.

Install with BG3 Mod Manager or Mod Organizer 2.
If you use Vortex don't @ me. It doesn't handle the game well and causes all sorts of weird issues.


Please see compatibility notes for full documentation.
Spell list patches are built in and require SE.

Optional:

SE Required:
Feats Every Level
Feats Every 2 Levels
Feats Every 3 Levels
Remove Spell Preparation
Learn From Scrolls

Level 12
I'm aware the level 12 patch is very out of date and as such I cannot recommend it anymore, so I'm offering this. 
This is not a full compression of the class, which I will not do because it would be a nightmare and I have no desire to, but it does add the level 20 features to level 12.

SE not required:

Remove Oathbreaker Tag
This removes the Oathbreaker tag for you weenies who hate reading, or if you can't use SE.

Deathsong Set
Allows you to start the game in the first tier Deathsong armor, boots, and gloves. I didn't include the sword because you can get it very early on.

HERE'S A WHOLE LIST.