Symphony of a Vampire - Vampirism Overhaul

Symphony of a Vampire - Vampirism Overhaul

A new vampire skill tree. Drain blood with Vampire Bite to obtain blood and unlock 46 new powers. Turn allies into vampires and bestow the gift of darkness upon them.

[size=4][u][b]Symphony of a Vampire - Vampirism Overhaul[/b][/u][/size]

[size=4][b]Description[/b][/size]
[size=3][color=#D4D4D8]Vampirism becomes a progression path instead of a single character trait.

Astarion and any ally he Embraces gains access to a dedicated Vampiric Powers tree alongside Illithid Powers. Use Vampire Bite to earn Blood, spend it to unlock new powers, and develop each vampire independently.

Feed, grow stronger, and choose who will inherit the gift of vampirism.[/color][/size]

[size=4][b]Installation instructions[/b][/size]
[size=3][color=#D4D4D8]Install the mod with your preferred Baldur's Gate 3 mod manager and enable it before launching the game.[/color][/size]

[size=4][b]Main features[/b][/size]
[list]
[][size=3][color=#D4D4D8]A dedicated Vampiric Powers skill tree with 46 unlockable powers.[/color][/size][/]
[][size=3][color=#D4D4D8]Fully integrated into the Baldur's Gate 3 interface alongside Illithid Powers.[/color][/size][/]
[][size=3][color=#D4D4D8]Earn Blood by using Vampire Bite. Killing the target with the bite grants additional Blood.[/color][/size][/]
[][size=3][color=#D4D4D8]Spend Blood to permanently unlock new vampiric powers.[/color][/size][/]
[][size=3][color=#D4D4D8]Each vampire has their own Blood and their own unlocked powers.[/color][/size][/]
[][size=3][color=#D4D4D8]Astarion can unlock Embrace and turn allies into vampires.[/color][/size][/]
[][size=3][color=#D4D4D8]Embraced allies gain Vampire Bite and their own Vampiric Powers tree.[/color][/size][/]
[][size=3][color=#D4D4D8]Full mouse and keyboard and controller support.[/color][/size][/]
[/list]

[size=4][b]Requirements[/b][/size]
[list]
[][size=3][color=#D4D4D8]Baldur's Gate 3[/color][/size][/]
[][color=#D4D4D8]The skill tree appears once you discover that Astarion is a vampire, or, if you’re playing as Astarion, once you reveal that you’re a vampire.[/color][/]
[/list]
[size=4][b]VAMPIRIC POWERS[/b][/size]
[size=3][color=#D4D4D8]The whole tree costs 97 Blood. Blood comes from feeding: 1 for a bite, and 1 more if the bite kills. Every vampire has their own tree, their own Blood, and their own purchases.

At 6 nodes you become [b]Blood-Touched[/b] and your Vampire Bite bites deeper. At 16 nodes you become [b]Blood-Ascendant[/b]: deeper still, and the bite costs no bonus action.

[b][P][/b] Passive, always on.
[b][A][/b] Action, goes to the hotbar.[/color][/size]

[size=4][b]ROOT[/b], every vampire starts here[/size]
[size=3][color=#D4D4D8][b]The Hunger[/b] [P], 1 Blood
You see in the dark up to 12 m: the thirst teaches your eyes what the dark is hiding.[/color]

[size=4][b]THE EMBRACE[/b], given rather than bought[/size]
[size=3][color=#D4D4D8][b]The Embrace [A], [/b]no Blood[/color][/size][/size]
[size=3][size=3][color=#D4D4D8]Unlocks for Astarion once he has earned 5 Blood in total Sink your fangs into a living ally and give them what was given to you: they gain the Vampire Bite and a tree of their own, with their own Blood and their own purchases. It costs an Action, deals no damage, and recharges on a Long Rest. Yourself, the dead and the undead cannot be embraced.[/color][/size]

[size=4][b]SHAPES[/b], the beast the vampire wears[/size]
[size=3][color=#D4D4D8][b]Bat Form[/b] [A], 1 Blood
[i]Requires: The Hunger[/i]
Turn into a vampiric bat that hovers, gains 3 m Movement Speed and +5 Stealth, and resists Necrotic and Poison damage. You cannot cast spells.

[b]Mist Form[/b] [A], 2 Blood
[i]Requires: Bat Form[/i]
Turn to cold vapour: you are hard to harm and drift through the smallest gap, but cannot attack or cast spells. Recharges on a Short Rest.

[b]Swarm Form[/b] [A], 2 Blood
[i]Requires: Mist Form[/i]
Burst into a swarm of bats: every creature within 6 m must succeed a Dexterity Saving Throw or take 4d6 Piercing damage and start Bleeding for 3 turns, and half as much on a success.

[b]Unnatural Flight[/b] [P], 2 Blood
[i]Requires: Mist Form[/i]
You unlock Fly: move to a point up to 18 m away, spending only half the distance from your Movement Speed.

[b]Wolf Form[/b] [A], 3 Blood
[i]Requires: Unnatural Flight[/i]
Turn into a dire wolf that can Incite allies and Distract enemies. It starts with 18 hit points and hardens at levels 4, 6, 8, 10 and 12.

[b]Rat Form[/b] [A], 2 Blood
[i]Requires: Bat Form[/i]
Turn into a rat that sees in the dark up to 12 m, gains 3 m Movement Speed and +5 Stealth, and resists Necrotic and Poison damage. You cannot cast spells.

[b]Shadow Form[/b] [A], 2 Blood
[i]Requires: Rat Form[/i]
While obscured, you become Resistant to non-magical weapons and gain 3 m Movement Speed and +3 Stealth for 10 turns. Clear light ends it.

[b]Cloying Mists[/b] [P], 3 Blood
[i]Requires: Shadow Form[/i]
When you Disengage, a fog cloud with a 3 m radius stays behind for 2 turns. It blinds everyone inside except you.[/color][/size]

[size=4][b]SHADOW[/b], hunting without being seen[/size]
[size=3][color=#D4D4D8][b]Blood Sense[/b] [A], 1 Blood
[i]Requires: The Hunger[/i]
You hear every heartbeat nearby: for 2 turns you gain Advantage on Attack Rolls against creatures that are neither undead nor constructs.

[b]Night's Cloak[/b] [P], 2 Blood
[i]Requires: Blood Sense[/i]
You gain +2 to Stealth and unlock Night's Cloak: out of combat, stand still to turn Invisible.

[b]Gather Darkness[/b] [A], 2 Blood
[i]Requires: Night's Cloak[/i]
Magical darkness fills a point up to 18 m away for 10 turns, heavily obscuring it and Blinding everyone inside, allies included. Requires Concentration.

[b]Vampiric Reflexes[/b] [P], 3 Blood
[i]Requires: Gather Darkness[/i]
You gain +2 Initiative and 3 m Movement Speed, never provoke Opportunity Attacks, and unlock Cunning Action: Dash.

[b]Shadow Leap[/b] [A], 2 Blood
[i]Requires: Blood Sense[/i]
Teleport from shadow to shadow, up to 18 m away, then gain Advantage on your next melee Attack Roll.

[b]Terrifying Presence[/b] [A], 2 Blood
[i]Requires: Shadow Leap[/i]
Every enemy within 6 m must succeed a Wisdom Saving Throw or be Frightened for 2 turns.

[b]Vanish[/b] [A], 3 Blood
[i]Requires: Terrifying Presence[/i]
Become Invisible and gain Advantage on Attack Rolls until you act. Requires Concentration.[/color][/size]

[size=4][b]BLOODLINE[/b], the court you raise[/size]
[size=3][color=#D4D4D8][b]Children of the Night[/b] [A], 1 Blood
[i]Requires: The Hunger[/i]
Summon a wolf at a point up to 18 m away. It fights until it falls, and a stronger one answers as you gain levels.

[b]Ancient Blood[/b] [P], 2 Blood
[i]Requires: Children of the Night[/i]
Your Constitution increases by 2, you become Resistant to Necrotic damage, and nothing can lower your hit point maximum.

[b]Kin-Nectar[/b] [P], 2 Blood
[i]Requires: Ancient Blood[/i]
Landing a killing blow on an enemy restores 3d6 hit points, once per attack. It needs no bite and no blood.

[b]Sire's Gift[/b] [A], 2 Blood
[i]Requires: Ancient Blood[/i]
Raise a corpse within 3 m as a ghoul that fights for you until your next Long Rest.

[b]Master of the Brood[/b] [P], 3 Blood
[i]Requires: Sire's Gift[/i]
Your risen servants gain hit points equal to your level and add your Proficiency Bonus to their damage rolls.

[b]Rare Blood Rites[/b] [P], 2 Blood
[i]Requires: Children of the Night[/i]
Step into a pool of blood to drink it down, restoring 2d4 hit points and consuming the pool. Once per turn.

[b]Brides and Grooms[/b] [P], 2 Blood
[i]Requires: Rare Blood Rites[/i]
Your Charisma increases by 2, and you gain +2 to Persuasion and Intimidation.

[b]Elevate the Fledgling[/b] [A], 3 Blood
[i]Requires: Brides and Grooms[/i]
Raise a corpse within 3 m as a mummy that serves you until it falls. Recharges on a Long Rest.[/color][/size]

[size=4][b]HUNGER[/b], drinking and mending[/size]
[size=3][color=#D4D4D8][b]Deep Draught[/b] [A], 1 Blood
[i]Requires: The Hunger[/i]
Bury your fangs and drink: the target takes 3d6 Necrotic damage, and if it survives you restore 3d6 hit points. Recharges on a Short Rest.

[b]Sanguine Mend[/b] [P], 2 Blood
[i]Requires: Deep Draught[/i]
Landing a killing blow on a living enemy restores 3d6 hit points, once per turn. The undead and constructs give you nothing.

[b]Withering Bite[/b] [P], 2 Blood
[i]Requires: Sanguine Mend[/i]
Once per turn, hitting a creature in melee saps its blood, lowering its hit point maximum by 8 for 4 turns.

[b]Rare Vintage[/b] [P], 3 Blood
[i]Requires: Withering Bite[/i]
Your hit point maximum increases by 12, and you become Immune to disease and to being Poisoned or Frightened.

[b]Sated[/b] [P], 2 Blood
[i]Requires: Deep Draught[/i]
While a recent feeding keeps you Happy, you gain +1 to Attack Rolls, Saving Throws and Ability Checks.

[b]Scent of the Wounded[/b] [P], 2 Blood
[i]Requires: Sated[/i]
You gain Advantage on Attack Rolls against creatures that are Bleeding or below half their hit points.

[b]Carrion Draught[/b] [A], 3 Blood
[i]Requires: Scent of the Wounded[/i]
Drink from a fresh corpse to restore 2d4 hit points, rising to 4d4 hit points at level 5 and 6d4 hit points at level 9, and gain temporary hit points. Once per turn, once per corpse.[/color][/size]

[size=4][b]FLESH[/b], a body that does not die properly[/size]
[size=3][color=#D4D4D8][b]Knitting Flesh[/b] [P], 1 Blood
[i]Requires: The Hunger[/i]
At the start of your turn you restore 1d6 hit points, unless you are standing in sunlight or have taken Radiant damage.

[b]Dead Man's Hide[/b] [P], 2 Blood
[i]Requires: Knitting Flesh[/i]
You take 2 less Slashing, Piercing and Bludgeoning damage: skin that already died once does not flinch the second time.

[b]Blood is Life[/b] [A], 2 Blood
[i]Requires: Dead Man's Hide[/i]
Press a hand to the wound and give back what your line took, restoring 2d6 hit points to an ally or to yourself. Recharges on a Short Rest.

[b]Escape in Mist[/b] [P], 3 Blood
[i]Requires: Blood is Life[/i]
When an attack hits you, you may come apart into Invisible mist and cast Misty Step for free on your next turn.

[b]Unbreathing[/b] [P], 2 Blood
[i]Requires: Dead Man's Hide[/i]
Magic cannot put you to Sleep, and you are Resistant to Poison damage: nothing that rides the air finds a way into your lungs.

[b]Feral Assault[/b] [P], 2 Blood
[i]Requires: Knitting Flesh[/i]
You fight like something that has to feed: your weapon and unarmed attacks each deal an additional 1d4 Necrotic damage.

[b]The Grave's Comfort[/b] [P], 2 Blood
[i]Requires: Feral Assault[/i]
You unlock The Grave's Comfort: once per Long Rest, you and your allies recover as though you had taken a Short Rest.

[b]Supernatural Strength[/b] [P], 3 Blood
[i]Requires: The Grave's Comfort[/i]
You gain +2 to Strength Saving Throws, Strength Checks and Athletics, carry a quarter more, and jump half again as far.[/color][/size]

[size=4][b]DOMINION[/b], a will that bends other wills[/size]
[size=3][color=#D4D4D8][b]Predator's Gaze[/b] [A], 1 Blood
[i]Requires: The Hunger[/i]
A creature must succeed a Wisdom Saving Throw or be Charmed and Incapacitated for 2 turns. Damage breaks the gaze.

[b]Beguiling Presence[/b] [P], 2 Blood
[i]Requires: Predator's Gaze[/i]
You gain +2 to Persuasion, Deception and Intimidation, and cannot be Charmed.

[b]Stilling Touch[/b] [A], 2 Blood
[i]Requires: Beguiling Presence[/i]
A humanoid must succeed a Wisdom Saving Throw or be Held, and attacks against it from within 3 m are always Critical Hits.

[b]Command the Blood[/b] [A], 3 Blood
[i]Requires: Stilling Touch[/i]
A humanoid must succeed a Wisdom Saving Throw or obey your orders while you hold Concentration. Recharges on a Long Rest.

[b]Love Bites[/b] [P], 2 Blood
[i]Requires: Predator's Gaze[/i]
When you hit a humanoid in melee, it must succeed a Wisdom Saving Throw or be Charmed for 2 turns.

[b]Shared Senses[/b] [A], 2 Blood
[i]Requires: Love Bites[/i]
For 10 turns you read the surface thoughts of those you speak with, and darkness stops blocking your sight. Recharges on a Short Rest.

[b]Blood Bond[/b] [P], 3 Blood
[i]Requires: Shared Senses[/i]
Your Spell Save Difficulty Class increases by 2. Once per turn, biting a creature marks it for 10 turns: you hit it at +2 and it has Disadvantage on Wisdom Saving Throws.[/color][/size][/size]