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- LaserLlama Shaman Class

LaserLlama Shaman Class
About This Mod
the mod to subclass was made as a personal project to add the Shaman class from LaserLlama to BG3 to bring even more variety to the game and bring a different flavor to the pact caster. There are quite a few changes made both to adapt to a completely different system, and to slightly improve the smoothness of pumping and progress.
Requirements,
that you NEED VFX Library from Shivero I put this first to make it absolutely clear that I don't know what will happen if you try to use it without it. Maybe he'll just look sloppy, maybe he'll collapse instantly. You NEED it.
Class
Before the gods turned their attention to mortals and empowered priests and paladins, shamans served as protectors and guides. Using ancient methods, shamans could bind spirits to topems, small objects of spiritual significance, and direct this power for the benefit of their people. This ancient art was passed down from elder to elder in a continuous chain, down to the present shamans. Those who master the power of shamanism are part of a truly ancient spiritual tradition.
HP Essentials
8 initial 5 + Minus per level-Skills
: Light armor, shields, simple weapons, wisdom and the charisma of Preservation-Skills
: 2 Animal Handling, Arkans, Insight, Medicine, Nature, Performance or Religion-Spell
Modifier: Wisdom-Dialog
Tags: Druid, Ranger
1st level-Sacred
Focus: Choose through which part of your body you direct magic.
Body: Gives +1 to health per level
Heart: Advantage in saves against the Enchanted and the Frightened
Mind: Whenever you test intelligence or make a save, you use Soul Wisdom instead
: Your unarmored AC is 10+Dex+Wis unless you are equipped with a shield.
·Topics: You start with 2 toems from the start list at the end of this description. You can swap one totem for another at each odd level, and you will get an extra totem at levels 4, 6, 9, and 12.
-Totemic Assault Cantrip: The chosen enemy must make a Charisma save or take 1d8 necrotic. Gets an extra cube of 5 and 10 and can be improved by various class features.
- Spirituality: These are your sub-classes, your current choices: Binding Curse, Warrior of Spirits, and Witch Doctor
2nd level
- Spell: You gain 2 cantrips from the shaman's spell list and learn an additional cantrip at 4th and 10th levels. You gain 2 First-Level Primitive Magic Spell Cells that increase at levels 3, 5, 7, and 9, and you gain a third 5th-level slot at 11th level. They behave just like warlock slots. Learn 3 spells of your choice from the shaman's spell list. You can change a known spell to a new one at each even level and learn an additional spell at levels 3, 4, 5, 7, 9, and 11.
4th/8th/12th level
/ASI
Level 11
- Great Totemic Spirit: You associate a greater spirit that will allow you to cast a 6th-level spell once per extended rest. You can choose Death for Flesh to Stone, Life for Healing, Moon for Invulnerability Ball, Sun for Sunbeam, Hell for Flame Investiture, Tundra for Ice Investiture, Hurricane for Wind Investiture, Storm for Chain Lightning or Sea for Ice Sphere.
Subclass
"Curse Binder" While most shamans use the power of spirits to magic and heal the sick, some distort this connection by linking sinister spirits to their enemies. These shamans, known as the Curse Guardians, possess an ominous spiritual power present in the world. They are often disciples of witches or creatures from the Twilight Flock, using ancient techniques to cast curses and curses on enemies.
Spells
for subclasses Level 3: Blindness, Loosening Beam
Level 5: Giving Curse, Touch
Vampire Level 7: Mor, Ghost Killer
Level 9: Contagion, negative energy flow 1
level -
Bad Eye: When an enemy nearby makes an Ability Check, a Saving Throw, or
Attack roll: You can use your reaction to put them at a disadvantage. You can
make this number of times equal to your Wisdom Modifier for a long rest
Level 3
- Totemic Curse: When an enemy fails, it is saved against your Totemic
attacks, you can have an extra effect until the beginning of your next
move. Or reduce its speed by 5*your Wisdom Modifier in your legs, do so,
to get an additional 1d4 of necrotic on each hit, or give
he is penalized with Attacks and Skill Checks equal to your Wisdom Modifier
.
Level 5
- you get a Wrath Totem as an additional totem, adding a Wisdom modifier to the damage
from a totem attack. Level 10
- Shamanic vard: once for a long rest gives resistance to acid, cold, fire,
Lightning, necrotic, venomous, psychic, radiant, or thunderous damage before
the next long rest.
- Shamanic rebuke: when you take damage of the type you resist, you can use your reaction to play a Totem Attack
against the creature that inflicted upon you
damage A 12th-level spell
: Once you have a long rest, you can cast Undead Creations without using a spell slot.
Subclass
Spiritual WarriorsServing as guardians of sacred groves and places of great spiritual power, the Warriors of the Spirit use the power of ancient spirits to improve their physical form. When they allow these incorporeal creatures to travel the world through their physical bodies, they gain enhanced physical and combat abilities.
Spells
Division Level 3: Magical Weapons, Spiritual Weapons
Level 5: Spiritual Shawl, Step
Achardalon Level 7: Guardian Of Faith, Stunning Punishment
Level 9: Ejecting Punishment, Impact
Steel Wind 1st level -
Ancestral Knowledge: Middle Armor Possession
Level 3
- Totem Weapon: You can tie your weapon to your totem spirits. He uses Wisdom for his Attack and Damage rolls and gains one of 3 additional effects. Alternatively: When you hit a creature with it, it takes advantage of attacks against other targets until your next turn, once per turn you can use an attack that deals necrotic damage and gives you temporary health equal to your Wisdom Modifier, or gain a bonus on all Strength Checks or Saves equal to your Wisdom Modifier and gain an Advantage when attacking against a creature you have captured. (For use with Dr Kekylls)
Level 6
- Extra Attack and you can use Cantrip or Totem Attack instead of one of the attacks.
Level 10
- Once in a short rest, if you are knocked down, you will be reduced to 1.
Spiritual Champion 12th level
: As a bonus action, enter the possession state once for a short rest or additional use using spell cells. As long as you own, you can make a dash as a bonus action, you get Blade Ward effects, and once per turn you can add damage from a totemic attack to one of your attacks
Subclass
long before the gods paid attention to the mortals, the sorcerers roamed the earth, providing spiritual healing and medicine. Working in tandem with the spirits of life, sorcerers heal the wounded and give their allies mystical abilities. These sages are peace-loving by nature, and are often found wandering through the wild, taking care of the spiritual needs of those they meet.
Spells
Subclass Level 3: Small Recovery, Secure Communication
Level 5: Mass Healing Word, Beacon Of Hope
Level 7: Protection Of Death, Persistent
Level 9: Great Recovery, Mass Wound Treatments
Level 1
-Life Guardian: Heals a creature you can touch 1d8 + your wisdom modifier. You can use this skill once per shaman level for a long rest. Your Totem Attack deals shining damage
Level 3
- Totem blessing: you can give one of your totem to an ally. You lose its effects and your ally gets it until the next long rest. You can do it the second time for a long rest at level 6 and the third time at level 12. The creature can be blessed with only 1 totem at a time.
Level 6
- Mystical Focus: When you use your action to cast a higher-level spell or use Lifebearer, you can cast a Totem Attack as a bonus action
Level 10 -
Enhanced Blessing: Any ally blessed by your totems can also play the Totem Attack as an action in their turn. You get +1 on all saving throws for every totem you give.
Level 12
- Spiritual Awakening: When your closest ally is killed, you can heal it for your level modifier + wisdom as a reaction. Once for a long rest for free, additional uses are worth the spell slot.
TotemS Some
totems require a certain sacred focus from you, they are listed in the list below and in their descriptions in the game. If you do not meet this requirement, they will do nothing and cannot be granted by the sorcerer. Since I needed all the totemas to be replaced and used for Totemic Blessing, all the passive effects are added to your character using a script shortly after the level is raised. If this stalls or fails, you can use the ping button next to your mini-card to force the game to re-test the game and give the appropriate effect.
Level 1 bear
: You can grow claws as a bonus action, unleashing a special attack without a weapon that deals 1d6 + Power Slashing Damage or 1d8 if both hands are empty. You can finish the effect as a bonus action.
-Crossroads: It requires a focus on the heart, you always have an active saying with animals.
-Eagle: Proficiency and advantage in perception checks.
·Earthquake: Once per turn, when you strike in melee, adds 1d6 damage to the attack. Becomes 1d8 at 5th level and 1d10 at 10th.
-Harvest: Need Soul Concentration, once for a short vacation free application Goodberry-Hound
: Proficiency and Advantage in Survival Checks.
- Mountain: Requires body concentration, Unarmored AC - 13+ Modifier
Con - Panther: Proficiency and Advantage in stealth checks.
- Shake: Requires Concentration Of Mind, Skill In Deception And Intimidation-Rain
: Resistance To Poison And Twilight Acid Damage
: Excellent Dark Vision that improves to Devil's Vision on the 5th
Wind-level: Gives 5 feet of motion and another 5 feet at 5 and 10
levels 5th level-Flowering
: Requires Soul Concentration, once per long rest Application of the Food and Water Spell
·Eruption: Once per turn, when you hit with a melee weapon, you can spend a spell cell to deal 1d8 damage by cold, fire, lightning, or thunder per level
Cells Spell-Growth: Required Body Concentration, Once per short rest you can increase yourself as a bonus action without spending a spell slot. Concentration not required-Grave
: You know Animate Dead-Hunt
: Once per turn in a miss, you can gain attack advantage as long as an ally threatens your target
. Lightness: When you heal someone other than yourself, you get a Temp HP equal to your modifier
wisdom. Fun: Requires heart concentration, once a long rest you get Temp HP equal to your Level-Mystic
: Mind Concentration is required, you are always active
Thought Discovery Wild: You can play the Beast's Call once for a long rest at a level equal to your Primitive Magic Cells without spending their Wrath
: Add your wisdom to your Totem Attacks Whirlwind damage
: When you deal a critical melee weapon strike, you can spend your reaction on attacking the same target again
Level 9
- Dawn: Play Death Ward for Freedom-Wild-Wild once during a long vacation
: You can play Summon Shadowspawn once during a long vacation at a level equal to your Primitive Magic cells without spending them
- The Sun: Once a short rest repeat unsuccessful save
- Vine: Unlimited Melee uses without cells for spells Spell
12th level Level binding
: Once you have a long rest, take action to restore the slot
Primitive Eclipse Magic: You have resistance to all damage from
Elements spells: You can cast an elemental invocation once per short rest at a level equal to your cells of Primordial Magic without spending them
. Seedling: As long as you have less than half your health but are not killed, you regain health equal to your Wisdom modifier each turn
- Heaven: You can fly at will
List
Spells added by this mode are marked with * and detailed after the list
Cantrips: Blade charm, Bone cold, Flame control, Fire making, Frostbite, Hovering, Gusting, Magic stone, Earth mold, Beyonder grip*, Poison spray, Prestidization, Primitive savagery, Production of flame, Water shape, Shillelagh, Taumaturgy, Thunderwhip, Ringing of the dead
Level 1: Animal Friendship, Agatis Armor, Curse, Beast Ties, Blessing, Fear Causation, Caustic Boar, Ceremony, Command, Wound Healing, Detection of Evil and Good, Dissonant Whisper, Entanglement, Expedition Retreat, False Life, Find Familiar, Fog Cloud, Spooky Flight*, Heroism, Eye, Wound, Rangwright, Protection from Evil and Good, Sanctuary, Shield of Faith, Sleep, Witcher of Arrow
2nd level: Aid, Skin, Continuous Flame, Darkness, Dust Devil, Ability Gain, Fire Blade, Wind Gust, Heat Metal, Fog Step, Moonbeam, Traceless Passage, Ghost Force, Poison Protection, Split, Spike Growth, Totem Hood*, Defensive Wind
3rd level: Daylight, Horrible Scream*, Elemental Weapon, Death Simulation, Gaseous Form, Acceleration, Life Transfer, Undetection, Plant Growth, Power Protection, Uncurse, Wet Snow, Slow, Talk to the Dead, Guardian Spirits, Stinking Cloud, Step
4th level thunder: Exile, Fire Shield, Freedom of movement, Chain vine, Guardian of Nature, Ice storm, Stone skin
Level 5: Cloud Murder, Nature Communication, Dawn*, Scattering Good and Evil, Long Range, Interplanetary Communication, Skill Enhancement, Spiritual Divide*,
New spells:
-Extra Grip: Cantrip, Melee Spell Attack, Deal 1d8 Necrotic damage and take 1d4 Temp HP until your next turn. Both Scales
Cubes - Spooky Flight: 1st-level sorcery, Attack an area based on a line, each creature makes a save Con or gets 2d8 necrotic and can't be treated until your next turn. Half the damage if saved successfully. +1d8 to damage per level for Upcasting-Totem
Hood: 2nd Level Cut, Concentration, until you lose concentration, your target takes 1 less damage from all sources. 1 extra softpoint per level for an upgrade.
-Horrible scream: Necromancy 3rd level, the area around you all enemies must make a save or take 4d10 damage from thunder and start bleeding. +1d10 damage per level for
apcasta
- Spiritual Divide: 5th-level spells, Circular spell over a specific area (Think of a Split), All creatures in the area make a Charisma save or take 8d6 necrotic damage and gain -1d6 to all Int, Vis, and Cha saves for 1 minute or until they successfully complete their save in turn. Half the damage of salvation
at dawn: Level 5 Evocation, Moonbeam, except for about 3 times the area, is considered sunlight. 4d10 damage if save fails, half damage if save succeeds
- Flame Investiture: Transmuting 6th level, Concentration/Until short rest, you are immune to fire and resistant to cold, any enemy that moves near you or ends their turn there takes 1d10 damage from fire, and you gain an additional ability that requires 1 action to fire into the line of fire. All creatures retain agility or take 4d8 fire damage, half if successfully saved
- Ice Investiture: Transmutation 6th level, Concentration/Before short rest, Immunity to cold, Resistance to fire, Can not slip on ice, the ground around you freezes at the beginning of each turn. You gain an additional ability that costs one action to release the ice cone. Creatures must save Cont or take 4d6 damage from the cold, and their speed will halve until your next turn. Half the damage if saved successfully
- Wind Investiture: Transmutation 6th level, Concentration/Before Short Rest, Ranged Combat Attacks against you have a drawback, you can fly at will, you can use your action to force creatures in the area to make a Kon or take a 2d10 strike and be pushed away from the center of the effect. Half damage while saving
Equip
Each subclass begins the game with a handler, who gains effects as the shaman's level increases. When transferred to a classroom, the items are in the learning chest.
Curse Bearger: Finesse Quarter Staff default, 4th level:
+1 to Spell Save DC and Spell Attack Rolls
6th level: Totemic Assault can target up to two creatures
8th level: Adds wisdom modifier to damage
from totem attacks level 10: +2 to Spell Save DC and Spell Attack Rolls, replacing bonus
Witch Doctor layer 4 features: Finesse Quarter Staff by default,
4th level: +1 to Spell Save DC and Spell Attack Rolls
6th level: When you heal a creature with a higher-level spell or Lifebearer, add your Wisdom Modifier to the number of regenerations
8th level abilities: Your Life Carrier gains a range of 30 feet
10th level: +2 to Spell Save DC and Spell Attack Rolls, replacing the bonus
4th level Spirit Warrior: Finesse Club 1d8 Damage is not light
3rd level: +1 Weapon
4th Level: When used as a totemic weapon deals 1d4 damage, Psychic for Challenge, Necrotic for Draining, Force for Might
7th level: +2
Level 10: Totemic weapon damage increased to 1d6
11th level: +3 Compatibility
with weapons
This mod is incompatible with other mods that add a new resource to the spell slot group and must be loaded under them. Work with people working with the compatibility platform to solve the problem. In the meantime, I'm adding manual compatibility. Until now, the only problem was the Magus class, and I fixed it in version 1.0.1. Please report any further issues so I can fix them as soon as possible!
Compatible with Unlock Level Curve, but after Level 12 you will have to move to multiclass. There is an empty level 13 for this, but if you move to level 13 and try to ride again, you will FLY
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