Divinity - Paths to Ascension

Tymora's Ascension Path is now complete. Helm's Ascension Path is now complete. Expect frequent updates. D I V I N I T Y An Ascension Path Mod for Baldur's Gate 3 --- The gods of Faerun have turned their gaze upon you. You were not chosen at random. Something in the way you fight, the risks you take, the prayers you whisper between battles. It caught their attention. Now a covenant is offered. Accept it, and your journey through Baldur's Gate will never be the same. Divinity is a power fantasy p

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Tymora's Ascension Path is now complete. Helm's Ascension Path is now complete. Expect frequent updates.

D I V I N I T Y

An Ascension Path Mod for Baldur's Gate 3


The gods of Faerun have turned their gaze upon you.

You were not chosen at random. Something in the way you fight, the risks you take, the prayers you whisper between battles. It caught their attention. Now a covenant is offered. Accept it, and your journey through Baldur's Gate will never be the same.

Divinity is a power fantasy progression mod built around Ascension Paths: deity-driven covenants that rebuild your character from scratch. Choose a god. Receive their gifts. Ascend through six tiers of growing divine power, from blessed mortal to living demigod, as your patron's magic bleeds into your spells, your combat style, and the battlefield itself.

This is not a subtle mod. This is what happens when a god decides you are worth investing in.


WHAT MAKES DIVINITY DIFFERENT


Each Ascension Path is a full progression arc built from scratch. You don't just get stronger spells. You get an identity. Each tier unlocks new abilities, upgrades old ones, and adds passives and synergies that make the path feel like a real covenant between you and your god.

Tier 1 | THE CALLING

A cantrip and a core passive mark you as chosen. Your god's influence starts here, woven into every roll and every fight.

Tier 2 | THE GIFT

Your first real spell arrives. The power is obvious now. Allies benefit. Enemies notice.

Tier 3 | THE ARSENAL

A second spell, an upgraded kit, and an out-of-combat passive that extends your god's reach beyond the battlefield.

Tier 4 | THE WEAPON

A third spell and a combat passive that changes how encounters play out. The battlefield starts bending to your will.

Tier 5 | THE ULTIMATE

Your god's signature miracle. A once-per-rest ability that can end encounters, warp the battlefield, or just break the rules. This is the big one.

Tier 6 | THE ASCENSION

Demigod. Permanent divine defenses, a transformative toggle that reshapes you into a living avatar of your god, and the knowledge that mortality is behind you.

Progression runs from Level 1 to 20 with the Expansion module, or Level 1 to 12 with the Vanilla add-on. Both hit the same power ceiling.


MEET THE GODS


Tymora - The Lady of Luck

COMPLETE - All Six Tiers Playable

The first complete Ascension Path belongs to Tymora, the Lady of Luck, goddess of fortune and the bold. Her path runs on chaos, chance, and the belief that fate rewards anyone reckless enough to grab it by the throat. All six tiers are fully implemented and playable from start to finish.

Every ability in Tymora's kit rolls the dice differently. Some bless you. Some curse you. Some turn the entire battlefield into a carnival of impossible outcomes. Nothing is guaranteed. Everything is possible.

GLIMMERDART (Cantrip)

A volley of chaotic magic darts. Each dart hits with a randomly chosen damage type from all thirteen in the game. No two casts play the same way. Upgrades at higher tiers into a serious barrage, and every cast has a chance to trigger a Wild Magic Surge.

FORTUNE'S FAVOR (Tier 2 Spell)

Bless an ally with Tymora's direct attention. The target heals each turn, gains refreshing temporary hit points, and receives one random boon per turn from a pool of twelve: combat advantage, bonus damage, elemental resistances, life steal, enhanced movement, and more. Gets stronger at higher tiers.

GILDED PROVIDENCE (Tier 3 Spell)

A concentration aura that turns combat into a gold rush. Allies in range can generate gold for the party each turn, scaling with level. Enemies can be turned to solid gold for three turns. No saving throw.

WEIGHTED DICE (Tier 4 Spell)

Self-cast. Tymora sizes up how badly things are going for you (your health, your downed allies) and responds accordingly. The worse your situation, the bigger her intervention. Good outcomes include Haste, full heals, and Death Ward. Bad outcomes include Bane, fear, and Tymora accidentally dropping the Carnival of Fortunes on you instead.

CONTROLLED CHAOS (Tier 4 Passive)

A reactive interrupt that fires when nearby enemies cast spells, twisting their magic into one of thirty random chaotic effects: status afflictions, terrain hazards, and hostile creature spawns, including elemental myrmidons, dryads, devas, and cambions that fight everyone on the field.

CARNIVAL OF FORTUNES (Tier 5 Ultimate)

The signature Tymora experience. A massive combat aura that hits every creature in range with a per-turn roulette of seventy-four random outcomes: buffs, debuffs, transformations, AoE spells erupting out of nowhere, item drops, Wild Magic surges, polymorph, and an independent 2% chance per turn of instant divine smiting. Once per Long Rest. Absolute chaos.

ASCENDANT'S AEGIS (Tier 6 Passive)

The reward for reaching the end of Tymora's path. Permanent immunity to Poison, Stun, Sleep, Paralysis, Charm, Fear, and Petrification. Immunity to Acid, Cold, and Lightning damage. Resistance to Fire. +2 to Armor Class, Attack Rolls, Saving Throws, and Ability Checks. Always active. No toggle, no cost. You earned this.

DIVINE MANIFESTATION (Tier 6 Toggle)

Activate your divine avatar state. While toggled on, you regenerate 4d10+20 HP each turn, cannot be killed (instant full restore at 0 HP), and project an aura that boosts nearby allies and weakens nearby enemies. Crystalline radiance, glowing eyes, and the casting presence of a demigod. Toggle it off when you want to walk among mortals again.

SUPER LUCKY (Tier 1 Synergy)

All Tymora devotees receive permanent advantage on all ability checks for free and a once-per-rest death save that yanks you back from zero HP with invulnerability. Choose the Lucky feat on top of Tymora's path, and you unlock two triple-roll combat interrupts fueled by LuckPoints - pick the best of three dice on any attack roll or saving throw.

CORE SCALING

A passive that grows every level, building up your LuckPoint pool as you progress. The backbone of any Tymora build.

Helm - The Vigilant Watcher, Unyielding Guardian of Duty and Protection

COMPLETE - All Six Tiers Playable

The second complete Ascension Path belongs to Helm, the Vigilant One, god of guardians, protectors, and those who stand watch so others can sleep. Where Tymora thrived on chaos and chance, Helm rewards discipline, vigilance, and the willingness to stand between your allies and whatever is trying to kill them. His chosen become living shields.

Helm's full T1-T6 progression is now playable. Eight abilities across six tiers transform you from a mortal guardian into an invulnerable divine sentinel. Every ability in his kit serves a single purpose: keep your allies alive and make enemies regret getting close.

WATCHER'S REBUKE (Tier 1 Cantrip - 6 Tiers)

An AoE shout that chains every enemy in range with divine tethers. Chained enemies have their movement halved, are compelled to attack you, and suffer disadvantage on attacks against anyone else. When the chains expire, they shatter for Force damage. Costs a Bonus Action with no cooldown. Enemies already chained are immune to new chains, so you can recast freely without disrupting active bindings. Scales across all six tiers: range grows from 6m to 30m, duration from 2 to 6 turns, and expiry damage from 1d8 to 12d8 Force. Visible chain beam tethers connect you to every bound enemy.

CORPUS SANCTUM (Tier 2 Passive - 5 Tiers)

Helm's divine favor hardens your body. A permanent, always-on passive that grants flat Damage Reduction, increased Maximum Hit Points, and Radiant retaliation against melee attackers. Scales from DR 2 / +20 max HP / 20% reflect at Tier 2 up to DR 10 / +100 max HP / 100% reflect at Tier 6. The damage reduction stacks with Guardian's Interposition ward buffs, making a warded Helm nearly untouchable by ordinary attacks. Melee enemies that hit you take a percentage of the damage back as Radiant. Always active. No toggle, no cost.

GUARDIAN'S INTERPOSITION (Tier 2 Reaction)

When a nearby party member is about to take damage, you teleport to their side and shield them with Helm's divine ward. The protected ally becomes immune to all damage until your next turn. Activating this costs a steep percentage of your maximum hit points - The Watcher's Price. The cost decreases as your bond with Helm deepens, from 30% at Tier 1 down to 10% at Tier 5. Subsequent hits on the warded ally cost nothing. At Tier 6, both you and the ally become Invulnerable at no cost. You also gain scaling Damage Reduction and bonus AC while the ward is active. One ally per round.

ENDURING PRESENCE (Tier 3 Spell - 4 Tiers)

A combat shout that channels Helm's protective ward across all nearby allies. Everyone in an 18m radius receives temporary hit points, projectile deflection, and passive healing each turn. The caster is Dazed for a scaling duration - channeling Helm's protection demands total focus. Scales from 120 temp HP / 4 HP per turn at Tier 3 up to 240 temp HP / 10 HP per turn at Tier 6. Costs a Bonus Action. Once per combat.

EVER VIGILANT (Tier 3 Out-of-Combat Passive)

Helm's eternal watchfulness sharpens the senses and wards against ambush. Grants permanent immunity to Surprise and a scaling Perception bonus that grows with tier: +2 at Tier 3 up to +5 at Tier 6. Always active. Appears as a highlighted passive on the character sheet.

HELM'S VIGIL (Tier 4 Spell - 3 Tiers)

Plant a consecrated divine ward at a target location. A glowing glyph of Helm's power appears on the ground, creating an 8m zone that protects allies and punishes enemies. Allies inside receive healing per turn, Damage Reduction, bonus AC, and at higher tiers Resistance to all damage types and Advantage on saving throws and attacks. Enemies inside take Radiant damage per turn, suffer attack and AC penalties, and face a chance of being Stunned each turn (20% at T4, 40% at T5, 60% at T6). When the ward expires, it detonates: enemies take burst Radiant damage and are Stunned, while allies receive healing and temporary hit points. Duration scales from 6 turns at T4 to 12 turns at T6. Costs a Bonus Action. Once per combat.

PRAESIDIUM AETERNUM (Tier 5 Ultimate)

Helm's signature miracle. The caster levitates and channels divine energy, then slams down a radiant shockwave that purges the entire battlefield. All allies in a 30m radius are healed to full hit points and granted 3 turns of Invulnerability. Dead party members are resurrected, healed to full, and shielded alongside the living. All enemies take 12d8 Radiant damage with no saving throw, are Stunned for 1 turn, and burn with Holy Fire for 3 turns, taking 3d8 Radiant damage at the start of each turn. Once per Long Rest. Costs 1 Action.

ASCENDANT'S AEGIS (Tier 6 Passive)

Shared across all Ascension Paths. Permanent demigod-tier immunities, resistances, and stat bonuses. See Tymora section for details.

DIVINE MANIFESTATION (Tier 6 Toggle)

Shared across all Ascension Paths. Divine avatar transformation with regeneration, death immunity, and ally/enemy aura. See Tymora section for details.

The Dead Three - Bhaal, Bane, and Myrkul

SCHEDULED

The third Ascension Path belongs not to one god, but to three. Bhaal, Lord of Murder. Bane, the Black Hand of Tyranny. Myrkul, Lord of Bones. Together they are the Dead Three - mortals who seized divinity through ambition, violence, and the refusal to stay dead. Their covenant is a pact with the darkest corner of the Faerunian pantheon.

Where Tymora offers fortune and Helm offers protection, the Dead Three offer dominion. Their path is built on murder, fear, and the power that comes from standing where death and tyranny intersect. Expect mechanics that reward aggression, punish enemies for existing, and blur the line between divine champion and villain.

Abilities and progression in design. Full details will be revealed as development begins.

Silvanus - The Treefather

SCHEDULED

Scheduled

Corellon - Maker of Songs

SCHEDULED

Scheduled


DEITY SELECTION


After taking the Path to Ascension feat, a deity selection spell appears on your hotbar. Cast it to choose your divine patron from the available paths. Each deity can only be claimed by one party member per playthrough. Respeccing frees your choice so another character can claim it.


REQUIREMENTS


!! IMPORTANT - READ BEFORE INSTALLING !!

Divinity requires TWO external dependencies for full functionality:

1) NORBYTE'S SCRIPT EXTENDER (Required)

Needed for creature spawning, Lua combat systems, diagnostic logging, and several core features. Without it, Controlled Chaos, Super Lucky, Guardian's Interposition, Watcher's Rebuke expiry damage, Corpus Sanctum melee reflect, Praesidium Aeternum resurrection, Helm's Vigil ward zone, and Glimmerdart's damage dispatch will not work.

2) EXPANSION: LEVEL 13-20 (CONFIGURABLE) (Required unless using Vanilla add-on)

Divinity's default progression goes from Level 1 to 20. You need this mod to reach the full six-tier arc. Without it, progression stops at the base game's level cap.

VANILLA ALTERNATIVE: If you want to stay within the base game's Level 1-12 range, grab the Divinity Vanilla Level Scaling add-on instead. It compresses all six tiers into 1-12 and hits the same final power level. The Expansion mod is NOT needed if you use the Vanilla add-on.


UPDATING MID-PLAYTHROUGH


Divinity is built to be mid-save friendly.

  1. Replace the old .pak with the new version.

  2. Load your save.

  3. If spells or passives are missing, respec the character, long rest and pick Path to Ascension again.

  4. If something still seems off, report bugs here.


COMPATIBILITY


Divinity should work fine alongside most mods. Potential conflicts with mods that heavily change the feat UI, feat tables, or Wild Magic surge behavior. If you run multiple feat-adding mods, load order may matter.

Visual effects across all paths are an ongoing work in progress. Expect continued polish and updates to spell FX, auras, and casting visuals in future patches.


DISCLAIMER


Divinity is a fan-made mod. Baldur's Gate 3 is developed and published by Larian Studios. Forgotten Realms and Dungeons & Dragons are owned by Wizards of the Coast. This mod is not affiliated with or endorsed by either.

Nexus Mods Page:

https://www.nexusmods.com/baldursgate3/mods/21422?tab=description

来源与文件

文件说明

Helm's path is complete! 8 abilities from level 1 to demigod. This update adds Ever Vigilant (surprise immunity + Perception) and Helm's Vigil - a consecrated ward zone that heals allies, punishes enemies, and detonates when it expires. (Minor bug fix)

来源列出的依赖与关系

  • 作者列出的前置:Expansion Level 13-20 (Configurable) — Not a hard requirement (see optional add-on for vanilla level scaling) Any mod that increases leveling up to 20 should work fine.
  • 作者列出的前置:Norbyte's Script Extender — Hard Requirement for v1.0.0.164+

前往 N 网打开所选文件。安装与下载要求以原作者及平台说明为准。

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