Chosen One and Unfated - Dark Urge Class

CHOSEN ONE Every heartbeat echoes with the promise of bloodshed, every victory feeds the power sleeping within. Your path is written in violence, but how faithfully you follow it remains your choice. LEVEL ONE Execution The voice within whispers when to wait... and when to strike. It is never wrong. - Deal extra damage to a foe you have Advantage against. - Deals an additional 1d4 + 4 Piercing Damage. Dance of Blades The sweetest murders are the ones your victim never realizes have begun. - Hurl

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CHOSEN ONE

Every heartbeat echoes with the promise of bloodshed, every victory feeds the power sleeping within. Your path is written in violence, but how faithfully you follow it remains your choice.

LEVEL ONE

Execution

The voice within whispers when to wait... and when to strike. It is never wrong.

  • Deal extra damage to a foe you have Advantage against.
  • Deals an additional 1d4 + 4 Piercing Damage.

Dance of Blades

The sweetest murders are the ones your victim never realizes have begun.

  • Hurl a dagger at a foe.
  • Deals Sneak Attack damage if the attack strikes.

Chosen Blade

A dagger bound to the Chosen by blood and fate. No matter where it flies, it always returns.

  • Deals 1d4 + 1 Piercing Damage.
  • Weapon Enchantment +1.
  • Homing Weapon causes the dagger to return to its owner when thrown.

LEVEL TWO

Shadow Arts: Hide

Disappear into the darkness and stalk your prey unseen.

  • Hide from enemies by succeeding Stealth Checks.
  • Avoid enemy sightlines to remain hidden.
  • Attacking or casting a spell reveals your location.
  • Bonus Action.

Violence Incarnate

The scent of blood ignites the Urge. Your body lunges toward its next victim before thought can intervene.

  • Doubles your Movement Speed for the current turn.
  • Bonus Action.

Walk in Death

The darkness hungers as you do. It carries you silently to your next victim, unseen until the blade falls.

  • Teleport from shadow to shadow.
  • Gain Advantage on your next melee Attack Roll after teleporting.
  • Bonus Action.

LEVEL THREE

Shadow Ambush

The darkness embraces your blade, rewarding every unseen strike.

  • Attacks made from the shadows deal an additional 2d8 Necrotic Damage.
  • Passive Feature.

Lamb for the Slaughter

Violence comes to you as naturally as breath.

  • When an enemy misses you with an attack, you can immediately strike back.
  • Deals Sneak Attack damage if you have Advantage.
  • Reaction.
  • Passive Feature.

LEVEL FOUR

Child of Slaughter

Every life you claim feeds the darkness within.

  • Regain 5 Hit Points whenever you kill a creature.
  • Passive Feature.

LEVEL FIVE

Testament in Blood

Carve your devotion into your own flesh. Your blood becomes the first sacrifice, your blade the second.

  • Take 1d6 Slashing Damage.
  • Your weapon attacks deal an additional 1d6 Necrotic Damage.
  • Lasts 10 turns.
  • Bonus Action.

Shadow Dancer

The shadows carry you to the place where blood will spill.

  • Teleport directly to a creature.
  • Immediately make a melee weapon attack.
  • Deals an additional 1d8 Piercing Damage.
  • Allows one additional attack that turn.
  • Action.

LEVEL SIX

Bloodletting

Your blade parts flesh with practiced cruelty, leaving a wound that hungers to be opened again.

  • Make a melee weapon attack.
  • Has a chance to inflict Gaping Wounds.
  • Gaping Wounds causes the target to take additional damage from attacks.
  • Gaping Wounds lasts 2 turns.
  • Once per turn.

LEVEL SEVEN

Incarnation of Murder

Wounded prey calls to the killer within.

  • Can target enemies below 50% Hit Points.
  • Strike the target twice.
  • Each strike deals normal weapon damage.
  • Each strike deals an additional 1d6 Necrotic Damage.

Last Rites

The Urge knows where life clings the longest. Open the wound, and let the blood do the rest.

  • Make a melee weapon attack.
  • Deals an additional 1d6 Piercing Damage.
  • Has a chance to inflict Bleeding.
  • Bleeding lasts 2 turns.
  • Targets already Bleeding have a chance to suffer an additional 1d6 Piercing Damage.

LEVEL EIGHT

Thousand Cuts

Your blade obeys an ancient instinct.

  • Add double your Proficiency Bonus to damage dealt by ranged attacks made with daggers.
  • Passive Feature.

Murderous Intent

Your instincts remember what your mind has forgotten.

  • Allows you to throw up to 3 daggers per round.
  • Passive Feature.

LEVEL NINE

Blood Awakening

Surrender to the Urge. Let instinct eclipse reason and become the perfect instrument of slaughter.

  • Gain increased Movement Speed.
  • Weapon attacks deal additional Necrotic Damage.
  • Gain Advantage on Dexterity Checks.
  • Gain Advantage on Stealth Checks.
  • Lasts 2 turns.
  • Bonus Action.
  • Recharges on a Short Rest.

LEVEL TEN

Deathbringer Assault

The Urge eclipses all thought. You become nothing but a flurry of blades and insatiable violence.

  • Unleash 7 consecutive strikes.
  • Each strike deals 3–30 Piercing Damage.
  • Melee Weapon Attack.
  • Once per battle.

Violent Impulse

One cut is never enough. Let every swing leave another victim bleeding.

  • Perform a wide sweeping melee attack.
  • Strikes every enemy directly in front of you.
  • Targets have a chance to be inflicted with Bleeding.
  • Bleeding lasts 2 turns.

LEVEL ELEVEN

Death's Shadow

Death leaves you veiled in its wake.

  • Killing an enemy causes you to become Invisible.
  • Gain an additional 3m of Movement.
  • Invisibility and bonus Movement last until your next attack.
  • Passive Feature.

Child of Bhaal

Your blood remembers what you were born to become.

  • Activates while below 50% Hit Points.
  • Weapon attacks deal an additional 1d4 Necrotic Damage.
  • Passive Feature.

LEVEL TWELVE

Altar of Knives

The ground becomes a blood-soaked altar where blades answer Bhaal's call. Those who trespass are carved into an offering.

  • Create a deadly area filled with spectral blades.
  • Creatures inside suffer 2d8 Piercing Damage each turn.
  • Lasts 10 turns.
  • 18m casting range.

WILL YOU ACCEPT BHAAL'S GIFT, OR WILL YOU BE REDEEMED? 

Should you choose to deny Bhaal, you will receive a permanent passive:

Destiny Rewritten

No longer bound by the Lord of Murder, your soul is wholly your own. The life that was once stolen by destiny now belongs to you, increasing your Hit Points by 20.

Rejecting Bhaal comes with a price. Destiny Rewritten locks all Chosen One spells and abilities, as you can no longer call upon the power that once fueled them.

To continue your progression, seek Withers at your camp and respec your character. You will then be able to leave the Chosen One behind and become Unfated, reclaiming your abilities under a new path shaped not by Bhaal, but by your own will.


UNFATED

The blood that once dictated your every step has fallen silent. Your past was written in violence, but what comes next belongs to you alone.

LEVEL ONE

Execution

Once, every killing blow belonged to Bhaal. Now, every victory belongs to you.

  • Deal extra damage to a foe you have Advantage against.
  • Deals an additional 1d4 + 2 Piercing Damage.
  • Melee Weapon Attack.

Dance of Blades

Some instincts run deeper than divine blood. Your blade still knows exactly where to land.

  • Hurl a dagger at a foe.
  • Deals Sneak Attack damage if the attack strikes.

Chosen Blade

A dagger bound to the Chosen by blood and fate. No matter where it flies, it always returns.

  • Deals 1d4 + 1 Piercing Damage.
  • Weapon Enchantment +1.
  • Homing Weapon causes the dagger to return to its owner when thrown.

LEVEL TWO

Veiled Step

The shadows no longer beckon you toward slaughter. They answer your will instead, carrying you unseen wherever you choose to tread.

  • Teleport from shadow to shadow.
  • Gain Advantage on your next melee Attack Roll after teleporting.
  • 18m range.
  • Bonus Action.

Shadow Arts: Hide

Hide from enemies by succeeding Stealth Checks. Stick to the dark and avoid enemy sightlines.

  • Allows you to Hide during combat.
  • Attacking or casting a spell reveals your location.
  • Bonus Action.

Instinct Unbound

You move because you choose to, with a body sharpened by survival and a will entirely your own.

  • Doubles your Movement Speed for the current turn.
  • Lasts 1 turn.
  • Bonus Action.

LEVEL THREE

Shadow Ambush

The darkness embraces your blade, rewarding every unseen strike.

  • Attacks made from the shadows deal an additional 2d8 Necrotic Damage.
  • Passive Feature.

Swift Reprisal

They made the mistake of missing. You have no intention of returning the favor.

  • When a foe misses you with an attack, you can retaliate.
  • Deals Sneak Attack damage if you have Advantage.
  • Reaction.

LEVEL FOUR

Death's Ledger

Another name is struck from the ledger. What remains of their allotted strength passes quietly into your keeping.

  • Regain 5 Hit Points whenever you kill a creature.
  • Passive Feature.

LEVEL FIVE

Mortal Offering

Your blood no longer belongs to a god. Spend it by your own choosing, and let mortality itself temper your blade.

  • Take 1d6 Slashing Damage.
  • Your weapon attacks deal an additional 1d6 Necrotic Damage.
  • Lasts 10 turns.
  • Bonus Action.

Shadow Dancer

You have walked too closely beside death to fear its shadow. Step through the darkness and emerge with your blade already drawn.

  • Teleport directly to a creature.
  • Immediately make a melee weapon attack.
  • Deals an additional 1d8 Piercing Damage.
  • Allows one additional attack that turn.

LEVEL SIX

Marked for the Ledger

Some wounds do more than bleed. They mark the beginning of an ending already written.

  • Make a melee weapon attack.
  • Deals normal weapon damage.
  • Has a chance to inflict Gaping Wounds.
  • Gaping Wounds causes the target to take additional damage from subsequent attacks.
  • Gaping Wounds lasts 2 turns.

LEVEL SEVEN

Last Rites

Their name is not yet written among the dead, but the ink is already drying.

  • Make a melee weapon attack.
  • Deals an additional 1d6 Piercing Damage.
  • Has a chance to inflict Bleeding.
  • Bleeding lasts 2 turns.
  • Targets already suffering from Bleeding have a chance to take an additional 1d6 Piercing Damage.

Killer Instinct

You were made to kill without thought. Now, every strike is a choice, and you choose to finish this fight.

  • Can target enemies below 50% Hit Points.
  • Strike the target twice.
  • Each strike deals normal weapon damage.
  • Each strike deals an additional 1d6 Necrotic Damage.

LEVEL EIGHT

Blademastery

What began as an instrument of murder has become something else entirely: mastery.

  • Add double your Proficiency Bonus to damage dealt by ranged attacks made with daggers.
  • Passive Feature.

Deadly Rhythm

The Urge is gone, but the reflexes it sharpened remain entirely your own.

  • Allows you to throw up to 3 daggers per round.
  • Passive Feature.

LEVEL NINE

Gift of the Scribe

Call upon the ancient power left within you by the Scribe of the Dead. For a fleeting moment, his gift quickens your step, sharpens your instincts, and lends death itself to your blade.

  • Gain increased Movement Speed.
  • Weapon attacks deal additional Necrotic Damage.
  • Gain Advantage on Dexterity Checks.
  • Gain Advantage on Stealth Checks.
  • Lasts 2 turns.
  • Bonus Action.
  • Recharges on a Short Rest.

LEVEL TEN

Deadly Overture

Every battle begins with a single note. Let yours be the song of steel cutting through flesh.

  • Perform a wide, sweeping melee attack.
  • Strikes every enemy directly in front of you.
  • Targets have a chance to be inflicted with Bleeding.
  • Bleeding lasts 2 turns.

Lethal Symphony

Nothing commands your hand. Nothing restrains it. For seven fleeting strikes, you demonstrate the difference.

  • Unleash 7 consecutive strikes.
  • Each strike deals 3–30 Piercing Damage.
  • Melee Weapon Attack.
  • Once per battle.

LEVEL ELEVEN

Life Reclaimed

Your blood no longer answers to Bhaal. When death draws near, it answers only to you.

  • Activates while below 50% Hit Points.
  • Weapon attacks deal an additional 1d4 Necrotic Damage.
  • Passive Feature.

In Death's Wake

As one life ends, you vanish in the fleeting space between death and silence.

  • Killing an enemy causes you to become Invisible.
  • Gain an additional 3m of Movement.
  • Both effects last until your next attack.
  • Passive Feature.

LEVEL TWELVE

Final Fate

There are many paths a life may take, but every one ends the same. Turn the ground before you into a field of blades and hasten that final fate.

  • Create a deadly area filled with blades.
  • Creatures inside suffer 2d8 Piercing Damage each turn.
  • Lasts 10 turns.

HOW TO USE

  1. Install the mod using your preferred method. I recommend BG3MM. 

  2. Add the mod into your load order.

  3. Choose the class during character creation.


THANK YOU

Thank you for using my mod! I love to see photos, so please feel free to post them here.

This mod is inspired by my own headcanon for the Dark Urge and how I imagine their connection to Bhaal might manifest through gameplay. It is intended as an expansion of the story I personally like to imagine for Durge.

The abilities, progression, and eventual split between Chosen One and Unfated were designed around that idea: embracing what Bhaal made you to be, or rejecting him and discovering what remains when your fate finally belongs to you.

I hope you enjoy! 

CREDITS

The usual suspects (and my best friends), Goblin & Bambi!

Larian Studios 

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View my Carrd! 

来源与文件

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