User:T-Furan/Sandbox

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Revision as of 14:25, 13 January 2024 by T-Furan (talk | contribs)

Spells and cantrips using attack rolls.

Cantrips

Level 1 spells

Level 2 spells

Level 3 spells

Level 4 spells

  • None

Level 5 spells

Level 6 spells

  • None

Theme test

Item/Variant spells

Name Level Cast time Duration Range/Area Attack/Save Damage/Effect
Activate Witch Bolt Activate Witch Bolt C Action
-
 30m / 100ft
-
1d12Damage TypesLightning
Conjure Us Conjure Us C Action
-
 18m / 60ft
-
-
Ensnaring Shock Ensnaring Shock C Bonus Action  4 turns  18 m / 60 ft 1d4Damage TypesLightning
Entangle Entangle C Action  10 turns  18m / 60ft
 3m / 10ft (Radius)
-
Firebolt? Firebolt? C Action
-
 18m / 60ft
-
1d10Damage TypesFire
Produce Flame: Dismiss Produce Flame: Dismiss C Action
-
 Self
-
-
Produce Flame: Hurl Produce Flame: Hurl C Action
-
 9m / 30ft Attack roll 1d8Damage TypesFire
Pulling Web Pulling Web C Action
-
 9m / 30ft
-
1d6Damage TypesPiercing
Rays of Fire Rays of Fire C Action
-
 18 m / 60 ft Attack roll 3d6Damage TypesFire
Selûne's Dream Selûne's Dream C Action  2 turns  1.5 m / 5 ft 1d8hit points
Shadow Teleportation Shadow Teleportation C Action
-
 18 m / 60 ft
-
-
Sorrowful Lash Sorrowful Lash C Bonus Action
-
 9m / 30ft Attack roll 1d4Damage TypesPiercing
Stand Like Stone Stand Like Stone C Bonus Action  1 turn  Self
-
-
T-Furan/Sandbox image

Sword of Justice is an uncommon greatsword that grants its wielder the Tyr's Protection Tyr's Protection weapon action.

Description Icon.png
The words 'Deliverance. Justice. Vengeance.' are engraved on the base of this sword. They echo in your mind.

Properties

Damage
D6 Slashing.png 2d6 + 1 (3~13) + Strength modifier Damage TypesSlashing damage
Details
Greatswords Greatswords
Rarity: Uncommon
Enchantment: + 1
 Two-Handed
Dippable Dippable
 Melee: 1.5 m / 5  ft
 Weight: 2.7 kg / 5.4 lb
Price: 130 gp
UID PLA_WPN_SwordOfJustice
UUID 455383a5-1211-4500-85f9-b71fad3fbf15

Special

The holder of this item gains:

Weapon actions

Proficiency Icon.png If you have proficiency, equip in main hand to gain:

  • Pommel Strike Pommel Strike ()
    Make a non-lethal attack against an enemy and possibly Dazed Daze them.
  • Lacerate Lacerate ()
    Slash at your target's vital points to make it Bleeding Bleed.
  • Cleave Cleave ()
    Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.

Where to find

The Paladin Class Progression Spell Slots per Spell Level
Level Proficiency Bonus Features Lay on Hands Charges 1st 2nd 3rd
1st +2 Divine Sense Divine Sense, Lay on Hands Lay on Hands, Channel Oath, #Level 1 Choose a subclass 3 - - -
2nd Fighting Style Fighting Style, #Level 2 Spellcasting, Divine Smite Divine Smite 2 - -
3rd Divine Health Divine Health, #Level 7 Subclass Feature 3 - -
4th Feat Feat 4 3 - -
5th +3 Extra Attack Extra Attack 4 2 -
6th Aura of Protection Aura of Protection 4 2 -
7th #Level 7 Subclass Feature 4 3 -
8th Feat Feat 4 3 -
9th +4 - 4 3 2
10th Aura of Courage Aura of Courage 5 4 3 2
11th Improved Divine Smite Improved Divine Smite 4 3 3
12th Feat Feat 4 3 3

Gameplay

Astarion's default class is rogue. He can cast the Fire Bolt cantrip as a high elf, and as a vampire spawn he has access to a unique Vampire Bite, however this action does not appear until after the party finds out about his vampirism.

Proficiencies

Unlockable actions

The following actions are unlockable through certain decisions in Astarion's companion quest:

History

Astarion was a young magistrate in Baldur's Gate, until one day he was assaulted and almost killed by a gang of Gurs. The vampire lord, Cazador Szarr, who had taken interest in him, approached Astarion and turned him into one of his slaves – a vampire spawn.

After being turned, Astarion and his vampire spawn siblings lived at the Szarr Palace in the city. Cazador held complete control over his spawn, able to "puppet" their bodies and bend them to his will. He used this power to torment Astarion, torturing him physically and emotionally for centuries. At his command, Astarion was himself seducing the nobility of Baldur's Gate, luring young aristocrats back to be fed on by his master.

Unbeknownst to Astarion, Cazador had secretly made a deal with the archdevil Mephistopheles to invoke the Rite of Profane Ascension. Szarr was to siphon the life force of seven thousand souls, Astarion's included, to become a vampire ascendant.

Before the vampire lord's plans could come to fruition, Astarion was kidnapped and infected with a special illithid tadpole. And so, Astarion's journey to freedom from his master could begin...

Objectives

Find a way into Waukeen's Rest.
  • We approached a burning inn called Waukeen's Rest. Flaming Fists are trying to break down the door - a Grand Duke of Baldur's Gate is trapped inside.
  • We couldn't get through the door. There must be another way in.
Search for survivors.
  • We managed to get inside. We need to find the Grand Duke and fast.
  • We found a survivor trapped behind a locked door.
  • A man is stuck under some rubble. He's not the Grand Duke, but he still needs help.
Speak with Counsellor Florrick.
  • The woman we rescued survived. Maybe she saw the Grand Duke?
Search for Grand Duke Ravengard.
  • We learned that the Grand Duke of Baldur's Gate was kidnapped.
  • We learned that the Grand Duke was captured by drow and taken westwards.
  • We agreed to look for the Grand Duke. We should investigate the area.
  • Moonrise Towers is a popular location - at least for the cult of the Absolute. Perhaps the Grand Duke was taken there too.
  • We agreed to look for the Grand Duke. We should head to Moonrise Towers.
  • We learned nothing from the woman we rescued. Someone else must know what happened to the Grand Duke.
  • We refused to help Counsellor Florrick. But we should keep an eye out for the Grand Duke - he'd make a powerful ally.
  • We didn't find the Grand Duke or anyone who'd seen him. We should still keep an eye out, though - he'd make a powerful ally.
  • We met Counsellor Florrick at Last Light Inn. She urged us to search for Grand Duke Ravengard. She believes he is being held in Moonrise Towers.
  • We finally reached Moonrise Towers. Grand Duke Ravengard must be here somewhere.
Pursue Ravengard's captors to Baldur's Gate.
  • Grand Duke Ravengard was infected with an illithid tadpole, and taken to Baldur's Gate.
Search for Grand Duke Ravengard.
  • We finally found Grand Duke Ravengard - standing by Gortash's side as he crowned Gortash the new Archduke. He disappeared after the ceremony.
Talk to Mizora.
  • Grand Duke Ravengard is dead. Wyll's patron, Mizora, awaits us in camp. Perhaps she can help.
Rest at camp.
  • Mizora asked us to meet her in camp. She has an important proposal to make regarding Wyll's father, Grand Duke Ravengard.
Search for Grand Duke Ravengard.
  • Wyll severed his pact with Mizora, even after she hinted that she could help locate and rescue Grand Duke Ravengard. It would seem the duke is as good as dead, but perhaps we might still find and save him.
Find the secret command centre.
  • Wyll made a pact with Mizora and the archdevil Zariel in exchange for information about Grand Duke Ravengard's whereabouts. He is being held prisoner at Gortash's secret command centre.
Search for Grand Duke Ravengard.
  • We reached Gortash's underwater command centre, also known as the Iron Throne. We need to find Grand Duke Ravengard.
Lead Grand Duke Ravengard to safety.
  • We found Grand Duke Ravengard. We need to lead him to safety.
Speak to Grand Duke Ravengard.
  • Grand Duke Ravengard is safe at last. We should speak to him at our camp.
  • In exchange for an eternal pact with Wyll, Mizora resurrected Grand Duke Ravengard. We should speak with him.
Quest Complete
  • Grand Duke Ravengard is dead.
  • Grand Duke Ravengard is safe, and grateful for our help.
  • Grand Duke Ravengard has been brought back from the dead and is free from the Absolute's influence, thanks to the Emperor. He will make a formidable ally when the time comes to face the elder brain.
  • Wyll broke his pact with Mizora, even after she offered to resurrect his father. Grand Duke Ulder Ravengard is no more.

Walkthrough

Waukeen's Rest

Waukeen's RestX: -65 Y: 609 is an inn located on the Risen Road. As the party approaches, they smell smoke and hear shouting.

Caution: If you long rest or fast travel (including to camp) after approaching Waukeen's Rest, the building will finish burning down. Florrick and Benryn will die if they have not been rescued.

Move to the front entrance to find a group of Flaming Fists trying to bust down the door. Gauntlet Yeva explains that Grand Duke Ravengard could be in there.

  • If Wyll is in the party, he can be asked to break open the door, which he does with ease.
  • What happened to this place?
  • Grand Duke Ravengard?
  • DC 10 Strength check to push against the wreckage.

If the first two options are chosen, Yeva explains that the inn was raided by drow and goblins. Grand Duke Ravengard was lost during the raid.

Florrick thanks the party for rescuing her from the burning inn.

A successful Strength check smashes the door open and the Fists rush inside. Go straight into the room to find a set of stairs - climb it to find the two remaining survivors - Counsellor Florrick and Benryn. Attempting to rescue Benryn starts Rescue the Trapped Man.

Florrick is in the northern room X: -57 Y: 618, which the Fists swarm as they enter the building. Attack the broken door and she is freed, then she runs out of the inn with the Fists in tow. Outside, she will request that you help rescue the Duke, then leave to organize her own efforts. Before she leaves, however, she gives you a choice from three rewards:

After learning of the Duke's kidnapping, it is also revealed that Ravengard is Wyll's father. This starts part of Wyll's companion quest, The Grand Duke.

At the Goblin Camp, the party can learn slightly more. If the party does a toast after poisoning the booze tub X: -99 Y: 442. As part of the toast, Warlock Gurk says "To tha' duke's face when we gave 'im to the drow!"

Last Light Inn

During Act Two, the party encounters Counsellor Florrick at the Last Light Inn with an entourage of Flaming Fists. She asks if the party have made any inroads with Moonrise Towers.Regardless of the response, she implores the party to keep looking. Florrick, however, has to depart for Baldur's Gate to seek reinforcements.

Moonrise Towers

Duke Ravengard is infected by the Chosen Three.

In Moonrise Towers Prison, the party can ask the Warden if she's seen the Duke. However, she simply responds that he sounds important and that she only deals with the dregs down in the prison. The party can also interrogate the corpse of a dead goblin scout, Sharp-Eye Lora, who reveals that she took prisoners to the Towers including a duke.

The Duke can only be found near the end of Act Two, during Defeat Ketheric Thorm. In the Mind Flayer Colony, as the party chases after Ketheric Thorm, they encounter the Chosen Three - Thorm, Orin the Red, and Enver Gortash. In addition, they have an unexpected guest - Ulder Ravengard. The party watches in the shadows as the trio infect Ravengard with a mind flayer tadpole and then whisk him away to Baldur's Gate.

Sources of T-Furan/Sandbox

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Notes

Darkfire Shortbow is an indirect source of this condition

Gallery

Template:H3

Item name Item effect Item source Location
Fleetfingers
  • On Dash Dash or similar action, use Jump Jump for free once per turn
Wooden chest buried in the ground under the tree X: 77 Y: 347
Moondrop Pendant Magically locked[1] gilded chest near the statue of Selûne inside the cave Owlbear Nest X: -321 Y: -135
Vision of the Absolute
  • On a hit with this spear, the target must succeed DC 11 Dexterity save or get Blinded Blinded for 2 turns
  • Deal additional 2d6 Piercing damage with this weapon against creatures with 4+ eyes
Crafted by combining Shaft of a Broken Spear and Head of a Broken Spear Owlbear Nest X: -351 Y: -116
The Oak Father's Embrace
  • When you are hit by Undead, they receive 1d6 Radiant damage. When you are hit by Beasts, you suffer 1d6 Radiant damage
On a skeleton near the owlbear's nest with the egg Owlbear Nest X: -354 Y: -111
  1. A note hidden behind the statue should be read next to the chest to unlock it. Selûne-devoted clerics can open the chest without the note.
Inflict Wounds.webp

Inflict Wounds is a level 1 necromancy spell. This spell allows the spellcaster to make a melee attack that inflicts Necrotic damage.

Description

Putrefy a creature with Damage TypesNecrotic energy filling your hands.

Properties

Cost
Action + Level 1 Spell Slot
Damage
D10 Necrotic.png 3d10 (3~30) Damage TypesNecrotic damage
Details
Attack roll
 Melee: 1.5 m / 5  ft

At higher levels

Upcast: Deals an additional 1d10Damage TypesNecrotic damage per level.

How to learn

Classes:

Feats:

Granted by the following items:

Notes

The incantation for Inflict Wounds is Morē, the Latin command "die!"


External links