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Hope

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Hope is a dwarven Cleric and captive of the House of Hope.
CURIOSITY KILLED ALL THE CATS IT WON'T BE SO KIND TO YOU
Hope said, calmly

Overview[edit section | visual editor]

Hope is a prisoner in the House of Hope, driven nearly mad by the years of psychological and physical torture inflicted upon her. Despite all this, Hope retains a grip on sanity by virtue of her hope and optimism, qualities that have fascinated Raphael enough to keep her alive.[1]

Hope is also the sister of KorrillaKorrilla and still remembers her as the caring, protective girl from their youth.

Involvement[edit section | visual editor]

Upon the party's arrival in the House of Hope, Hope uses a projection to greet them and offers to help them to enter undetected as long as she is freed her from her prison later. She tells the party she can be saved with the Orphic Hammer. The hammer is given to the party by RaphaelRaphael if they agreed to his deal; otherwise, it can be found in the Archive. If the party did not agree to Raphael's deal, then they must first steal the hammer before they can rescue Hope.

If the party agree to free Hope, she summons Debtor's Attires for all of them to prevent the House's residents from turning hostile. This starts the quest Save HopeSave Hope.

Hope's projection appears several more times while the party explores the House. She attempts to give the party advice and – if they pass various dialogue checks – the party can learn more information from her. Hope appears outside the Chamber of Egress (to simply tell the party they are on the wrong side of the building) and outside the Archive to warn them about the ArchivistArchivist. If they pass the dialogue check here, Hope informs them that they can deceive the Archivist by claiming to be Verillius Receptor, a High Inquisitor of Zariel.

Eventually the party can find Hope in the prison guarded by five Vengeful ImpsVengeful Imps and two SpectatorsSpectators. A party member must use Unshackling StrikeUnshackling Strike with the Orphic Hammer to break the two red crystals keeping her trapped; upon being saved, Hope joins the party as an Attached Follower and party members with the Folk Hero background gain the inspiration Freeing the PreyedFreeing the Preyed.

As the party and Hope return to the portal to the Devil's Fee, they come face to face with Raphael, who is especially angered by Hope's impending escape and attacks the party. If the party defeating Raphael and Hope survives the battle, she rewards the player character with the Gloves of Soul Catching.

During the Epilogue, if she survives, Hope sends the party a letter , revealing that she has converted the House of Hope into a refuge for the Hells' unwilling residents.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Hope can neither be healed by the restoration faucets in the Boudoir, nor can her spell slots be replenished. The only exception is using her Divine InterventionDivine Intervention spell in order to resurrect nearby fallen allies and restore all allies (herself included) as if having taken a long rest. This replenishes her own used spell slots as well.

As a Level 10 Life Domain Cleric, Hope has the following spells and class actions:

BlessBless (Action + Level 1 Spell Slot)

Bless up to 3 creatures. They gain a +1d4 bonus to Attack rollAttack rolls and Saving throwSaving throws.

Cure WoundsCure Wounds (Action + Level 1 Spell Slot)
Healing: 1~8 + modifiers
Heal a creature you can touch.

Call upon your deity in your moment of greatest need. Once they interfere, your deity will never do so again in this manner.

Damage: 1~8
Normal weapon damage
+ 1d8RadiantRadiant
Strike a foe with your weapon as it becomes wreathed in gleaming radiance.
GuidanceGuidance (Action)

The target gains +1d4 bonus to Ability CheckAbility Checks.

Guiding BoltGuiding Bolt (Action + Level 1 Spell Slot)
Damage: 4~24
4d6RadiantRadiant
The next attack roll against this target has AdvantageAdvantage.
Healing WordHealing Word (Bonus Action + Level 1 Spell Slot)
Healing: 1~4 + modifiers
Heal a creature you can see.
Mage ArmourMage Armour (Action + Level 1 Spell Slot)

Surround an unarmoured creature in a protective magical force. Its Armour ClassArmour Class increases to 13 + its Dexterity modifier.

This effect does not stack with Unarmoured Defence.

Damage: 4~9
1d6 + 3BludgeoningBludgeoning
Make a melee attack with your equipped weapon.
Healing: 3~24 + modifiers
Unleash a soothing hum of energy that heals you and nearby allies.
Healing: 1~4 + modifiers
Heal your nearby allies.
Preserve LifePreserve Life (Action + Channel Divinity Charge)
Healing
3 × Character levelHealingHealing
Evoke a healing energy that restores 3 × Character levelHit PointsHit Points to allied creatures.
Damage: 1~8
1d8ColdCold
Reduces the target's Movement Speed by 3 m / 10 ft.
Remove CurseRemove Curse (Action + Level 3 Spell Slot)

Touch a creature or object to remove all Curses and Hexes affecting it.

Hope banishes one of the unwelcome guests from her house forever.

ToppleTopple (Action)   –  Quarterstaff
Damage: 1~4
Swipe at a creature to knock it ProneProne.

Loot[edit section | visual editor]

Related quests[edit section | visual editor]

Related literature[edit section | visual editor]

Gallery[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. Hope's dialogue synopsis.
  2. Between Patches 4 and 6, Hope wore Half Plate Armour and wielded Shield (Hope), which would both drop upon her death. These were replaced with Full Plate and a regular shield in Patch 6.