Ninjoma's Warlock Viability

In the base game, Pact of the Chain and Pact of the Tome feel much worse than Pact of the Blade. This mod improves the viability of the other pacts in the following ways. It also adds some other Warlock tweaks I like to play with. Tome Pact of the Tome -Cantrips unlocked changed to shillelagh, guidance, thorn whip Deepened Pact -No longer grants single use spells. -Grants an additional warlock spell slot. -Call Lightning and Lightning Bolt are added to your spell book and can be cast with warloc

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关于这个 Mod

In the base game, Pact of the Chain and Pact of the Tome feel much worse than Pact of the Blade. This mod improves the viability of the other pacts in the following ways. It also adds some other Warlock tweaks I like to play with.

Tome

**

Pact of the Tome

***-Cantrips unlocked changed to shillelagh, guidance, thorn whip

**

Deepened Pact

***-No longer grants single use spells.

-Grants an additional warlock spell slot. 

-Call Lightning and Lightning Bolt are added to your spell book and can be cast with warlock spell slots*

**Book of Ancient Secrets **(Invocation)

*-No longer unlocks single use spells.

-Adds your charisma modifier to damage dealt by non-cantrip spells you cast.*Chain

**

Pact of the Chain **(inspired by Better Pact of the Chain Familiars)

*-Claws changed from slashing to bludgeoning damage, so they are useful against undead that are vulnerable to bludgeoning damage. This way claws and sting are both situationally useful.

-Summoning your imp is a ritual and not limited to once per short rest

-Imp familiar now scales with your level starting at level 5. See details below:*

Level 5

*-Base AC increased to 14

-Health increased to 19

-Dexterity increased to 18

-Sting DC increased to 12

-Claws damage increased to 1d6*

**

Level 7**

*-Health increased to 28

-Dexterity increased to 20

-Sting DC increased to 14. Piercing damage increased to 2d4 (1d6 poison, 2d4 piercing)

Erupting Cinder (new ability)

*-AOE ranged

-4d6 fire damage DEX Save. Half damage on save. (DC14)

-Costs an action

-Once per combat cooldown*

**

Level 9**

*-Base AC increased to 15

-Dexterity increased to 22

-Health increased to 37

-Sting DC increased to 16. Poison damage increased to 1d8 (1d8 poison, 2d4 piercing)

-Erupting Cinder DC increased to 16. Damage increased to 6d6

Vampire Bite (new ability)

*-Costs a bonus action

-Once per combat cooldown

-Deals 3d4 + Dex Mod damage, Regain 3d4 + Dex Mod HP. (100% hit chance)

-Also applies Happy and Bloodless the same way Astarion's bite does

**

Level 11**

*-Base AC increased to 16

-Sting DC increased to 18. Piercing damage increased to 3d4 (1d8 poison, 3d4 piercing)

-Health increased to 46

-Claws damage increased to 2d4

-Erupting Cinder DC increased to 18. Damage increased to 8d6

-Vampire Bite: Damage and Healing increased to 4d4 + Dex Mod

**Rays of Fire **(new ability)

*-Ranged attack (uses DEX)

-Fire three rays of fire dealing 3d8 each (9d8 total)

-Once per combat cooldown

Firey Bolt (new ability)

*-Ranged attack (uses DEX)

-1d10 fire damage*Fiend

Level 6

**Fiend Fire: **(New Passive)

*-When you deal fire damage with a spell, the target must succeed a dexterity saving throw or start burning with magical fire for 2 turns.

-Burning enemies take damage = to the warlocks Charisma Modifier at the start of each of their turns.*General Warlock Changes

**Hex (Valdacil's version from **Valdacil's Spell Adjustments)

*-Works the same as Valdacil's version with improved animations, VFX and localization.

-Hex is now a free action that costs a warlock spell slot and grants you a status until the day ends or you die. While you have the status you can Hex foes using a bonus action as many times as you would like without using a spell slot.

-All Hex's are combined, so Hexing a foe gives them disadvantage on all ability checks.*

Witch Bolt Rework (inspired by Witch Bolt Rework)

*-Now is multi target (similar to scorching ray)

-No longer uses concentration

-Fires 2 bolts that deal 1d8 each and links you to each target hit.

-Upcasting adds an addition bolt per level and increases the damage dealt to linked targets by 1d4 per level.

-Enemies hit by witchbolt will be linked to you for 10 turns. Once per turn as a free action you can deal 1d4 lightning damage (per spell level) to all enemies linked to you. This is a ranged spell attack roll (chance to hit will appear low, but should be correct if you look at the log.

-The link is no longer removed when you miss.

Mystic Arcanum Rework (Inspired by Mystic Arcanum Enhanced)

*-Once per short rest cooldown

-No longer requires you to choose one spell on level up.

-Allows you to cast one of the following level 6 spells without using a spell slot:

-Disintegrate (range increased to 60ft)

-Frozen Sphere

-Circle of Death

-Harm

-Heal

-Arcane Gate

-Blade Barrier

-Wall of Ice

-Wall of Thorns*

*I did not include summons, CC or long term buffs (like heroes feast). I also did not include chain lighting (because it's usually always the best choice) or some other spell I think are useless (water walk). The idea is to give you an incentive to use some level 6 damage spells you don't usually get to try out.***Recommended Mods

***-[OneDnD Warlock - Patron Spells

-](https://www.nexusmods.com/baldursgate3/mods/5203)OneDnD Warlock - Pacts as Invocations (load my mod after theirs)

-Invocations Expanded (load my mod after theirs)

-Eldritch Blast Overhaul (Scarlet Warlock)*

-OneDnD Warlock - Magical Cunning

Credits

*-Thanks Lumaterian for Mystic Arcanum Enhanced and Witch Bolt Rework!

-Thanks Valdacil forValdacil's Spell Adjustments!

-Thanks TKTaKo for Better Pact of the Chain Familiars!

-The nicest and most helpful folks on the internet. The BG3 Modding Community.*

来源与文件

文件说明

Adds my warlock changes to the game.

来源列出的依赖与关系

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