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SMackD1922

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SMackD1922

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About this mod

Druid 2024 aims to implement the changes from the 2024 PHB to Druid as well as the Circle of the Land and Circle of the Moon subclasses while keeping BG3 balance in mind. Also includes the Circle of the Sea. Fully compatible with most Wild Shape mods.

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Inspired by the Community Library Team and RandoRuda's series of OneDnD mods on Nexus, Druid 2024 aims to implement the changes from the 2024 PHB to the Druid class as well as to the Circle of the Land and the Circle of the Moon subclasses while keeping BG3's balance in mind. Also includes the new subclass: the Circle of the Sea. Features are implemented as faithfully as possible. Homebrew adjustments to the Circle of the Spores are available through an optional addon (file is available on Nexus).

Also included is the Cantrip Starry Wisp and the Level 4 Spell Fount of Moonlight as their inclusion is fairly important to the changes made to the Circle of the Moon. They are included in both the Druid spell list and the Bard spell list.

Subclass progressions have been moved to level 3 which is the new level you obtain them in the 2024 PHB. A patch for the mod that keeps Subclasses at level 2 is available.

This mod does not currently implement any new features beyond level 12, but all implemented features are able to scale up accordingly.

Several miscellaneous patches are available in the files section, namely a Wild Shape HP Patch that makes Wild Shapes fully adopt 2024 PHB features, although it might cause issues with some Wild Shape mods, which is why it is in a separate file. It does work alongside Druid Wild Shape Overhaul, more information is available in a sticky post.


Compatibility

This mod extensively changes the Druid, Circle of the Land, and Circle of the Moon progressions, and most likely will not play well with mods that do something similar. Features are not guaranteed to work properly if used alongside a mod that also adjusts Druid.

As mentioned earlier, subclass progressions were moved from level 2 to level 3. Use the provided patch to move progressions back to level 2. Compatibility Framework integration hopefully will be coming soon.

This mod's Circle of the Moon features add quite a bit to Wild Shapes, but it should be implemented in a way that makes it as compatible as possible with other mods that may edit or alter the Wild Shape spells and the forms themselves.
It should work with new forms added through mods, as long as those forms are considered a part of the "SG_Polymorph_BeastShape" status group.


Druid Wild Shape Overhaul

This mod is compatible with the new update of ShadyDax's Druid Wild Shape Overhaul, and the use of a patch depends on whether or not you are using the Level 2 Subclasses patch for Druid 2024. More information is available in a sticky post in the comments section.



Level 1:

Equipment Proficiencies: Simple Weapons, Shields, Light Armor

*All non-simple weapon and medium armor proficiencies were removed at base. They may be regained along with additional proficiencies from a new level 1 class feature.*

Druidic: You know Druidic, the secret language of Druids, which has unlocked the magic of communicating with animals. You always have the Speak with Animals spell prepared.

Primal Order: You have dedicated yourself to one of two roles, gaining that role's features:

  • Magician: You learn an additional cantrip from the Druid spell list. In addition, you gain a bonus to Nature and Arcana checks equal to your Wisdom modifier. 

*Due to how the game handles cantrip selection, you pick a specific version of this passive, each granting you a different cantrip but otherwise identical.*

  • Warden: Trained for battle, you gain proficiency with martial weapons and medium armor.



Level 2:

Wild Shape: Wild Shape now costs a bonus action for all subclasses, not just Circle of the Moon. The way charges work has also been changed. In vanilla, you have two charges that are restored after a short rest. Now, when you gain the Wild Shape feature you start with two charges, and they are restored after a long rest. In addition, you restore one charge after a short rest. You gain an additional charge at level 6 and again at level 17.

Wild Companion: You gain the ability to cast the Find Familiar spell and its always prepared.

Subclass Selection: Moved to level 3. Optional patch to keep subclass selection at level 2 is available.


*The optional patch should allow for compatibility with most subclass mods.*



Level 3:

Subclass Selection:

Circle of the Land:

Circle Spells - Land Attunement:
 Once per long rest, you can attune to the essence of a chosen land. While attuned, you have that land's Circle Spells for your Druid level and lower prepared. You must reattune to a land after each long rest.

Arid: Level 3: Blur, Burning Hands, Fire Bolt  Level 5: Fireball  Level 7: Blight  Level 9: Wall of Stone
Polar: Level 3: Fog Cloud, Hold Person, Ray of Frost  Level 5: Sleet Storm  Level 7: Ice Storm  Level 9: Cone of Cold
Temperate: Level 3: Misty Step, Shocking Grasp, Sleep  Level 5: Lightning Bolt  Level 7: Freedom of Movement  Level 9: Great Restoration
Tropical: Level 3: Acid Splash, Ray of Sickness, Web  Level 5: Stinking Cloud  Level 7: Polymorph  Level 9: Insect Plague

*Temperate Level 9 was changed from Tree Stride to Greater Restoration. Not sure how Tree Stride would even be implemented and Greater Restoration used to be granted by Grasslands.*

Land's Aid: As an action, you can expend a use of Wild Shape and target a spot within 18m. Vitality-giving plants and life-draining thorns appear for a moment within a 3m AoE centered on that spot. Each enemy in the AoE must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, and half as much on a successful one. One creature of your choice within the AoE can be targeted with a follow-up heal for 2d6 hit points. The damage and healing increase by 1d6 when you reach levels 10 (3d6) and 14 (4d6).

Natural Recovery: Moved to level 6.


Circle of the Moon:

Circle Spells: Starry Wisp, Cure Wounds, Moonbeam

Circle Forms: You channel lunar energy when you assume a Wild Shape form, allowing you to gain temporary HP equal to 1.5 times (rounded down) your Druid level. Additionally, your AC equals 13 + your Wisdom modifier. You may also cast your Circle Spells while assuming a Wild Shape form.


*The amount of temp HP gained on assuming the form has been nerfed from RAW, but I did this considering that Wild Shapes replace HP in BG3 due to its 5e mechanics. The ability to cast spells is done through implementing a separate Wild Shape version of the spell without the IsSpell flag. While not ideal due to certain mechanics checking for it, this was done for general compatibility and with console players in mind, as they are unable to adjust their load order.*

Lunar Mend: Removed. Made up for by being able to cast Cure Wounds while in a Wild Shape form.


Circle of the Spores:

Changes available in an optional addon (file is available on Nexus).


Circle of the Sea:

Circle Spells: Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave

Wrath of the Sea: A current of rushing water and ocean spray swirls around you in a radius of 2m, lasting for 10 turns. At no action cost on the turn you summoned the current or as a bonus action on subsequent turns, you can use Crashing Wave on a target within the radius of the current. Crashing Wave allows you to target a creature within the radius of the Wrath of the Sea and force them to make a Constitution saving throw. On a failed save, they take Cold damage and get pushed back 5m away from you. The damage dealt is determined by using a number of d6's equal to your Wisdom modifier (minimum of 1d6). Ends early if you become Incapacitated or dismiss it (at no action cost).



Level 4:


No changes.



Level 5:

Wild Resurgence: Once on each of your turns, you can give yourself a use of Wild Shape by spending a spell slot at no action cost. In addition, once per long rest you can expend a use of Wild Shape to regain a level 1 spell slot at no action cost.

Circle of the Land:

Circle Spells: Additional spells are available from Land Attunement.


Circle of the Moon: 

Circle Spells: 
Protection From Energy

*If RAW this should be Conjure Animals but I did not want to tackle that, at least not right now... Felt this made a fitting replacement.*


Circle of the Sea:

Circle Spells: Lightning Bolt, Sleet Storm 

*Water Breathing should be granted according to RAW, but since implementing that spell would be fairly pointless in BG3, I replaced it with Sleet Storm which I felt still fit the theme.*



Level 6:

Wild Shape: You gain an additional charge, for a total of 3.

Circle of the Land:


Natural Recovery: Works exactly like vanilla with an additional effect. Once per long rest, if you are currently attuned to a land, you can cast one of your level 1+ Circle Spells without expending a spell slot. 

*This is handled in the form of a toggle that works similarly to Metamagic. While you are attuned to a land, the toggle will appear. While toggled, one of your Circle Spells (specifically one from a currently attuned land) can be cast or upcasted at no spell slot cost. The toggle will then disappear until after the next long rest and you reattune to a land.*


Circle of the Moon:

Circle Forms Improved: While in a Wild Shape form, you can add your Wisdom modifier to Constitution saving throws.

Lunar Radiance: While in a Wild Shape form, your attacks count as magical for overcoming resistance and immunity. (Replaces vanilla Primal Strike.)

*This is different from RAW and identical to the vanilla passive Primal Strike. I unfortunately could not figure out a way to overwrite the damage type of the Wild Shape attacks without editing them directly which is something I did not want to do within this mod.*


Circle of the Sea:

Aquatic Affinity: The radius of Wrath of the Sea's current is increased to 4m. In addition, while Wrath of the Sea is active, you ignore the effect of normal water, electrified water, and frozen surfaces.

*In RAW, this should grant swim speed. Similarly to Water Breathing, swim speed would be useless in BG3. I gave it a different effect that I thought would be relevant.*



Level 7:

Elemental Fury: The might of the elements flows through you. You gain one of the following options of your choice:

  • Potent Spellcasting: Add your Wisdom modifier to the damage you deal with cantrips. 

  • Primal Strike: Once on each of your turns when you hit a creature with an attack with either a melee weapon or while in a Wild Shape form, you can cause the target to take an additional 1d8 cold, fire, lightning, or thunder damage.

*This is done through an interrupt*


Circle of the Land:

Circle Spells: Additional spells are available from Land Attunement.


Circle of the Moon:

Circle Spells: Fount of Moonlight


Circle of the Sea:

Circle Spells:
Evard's Black Tentacles, Ice Storm

*Again, according to RAW, you should get Control Water here. That spell is a little bit more involved to make than I currently care to do at the moment, so it's replaced with something I feel should still fit. Might revisit this in the future.*



Level 8:

No changes.



Level 9:

Circle of the Land:

Circle Spells: Additional spells are available from Land Attunement.


Circle of the Moon:

Circle Spells: 
Mass Cure Wounds


Circle of the Sea:

Circle Spells: Conjure Elemental, Hold Monster



Level 10:

Circle of the Land:

Nature's Ward: The old passive is completely replaced with this new version. You are immune to the Poisoned condition and gain a resistance to a damage type associated with the land you are currently attuned to.

  • Arid: Fire Resistance
  • Polar: Cold Resistance
  • Temperate: Lightning Resistance
  • Tropical: Poison Resistance


Circle of the Moon:

Moonlight Step: As a bonus action, you can teleport up to 9m to an unoccupied space you can see, and you have advantage on the next attack you make until the end of this turn. You can use this feature up to 4 times, and regain all uses on a long rest. You can also regain uses by consuming a level 2+ spell slot per use (at no action cost).



Circle of the Sea:

Stormborn: Your Wrath of the Sea confers two additional benefits:

  • You can Fly a distance equal to your movement.
  • You have Resistance to Cold, Lightning, and Thunder damage.



Level 11:

No changes.



Level 12:

No changes.



Spell Lists Additions:

Cantrips: Starry Wisp

Level 1: Ice Knife, Protection From Evil and Good

Level 2: Aid, Enlarge/Reduce

Level 3: Elemental Weapon, Revivify, Warden of Vitality

Level 4: Fire Shield, Fount of Moonlight

Level 5: Cone of Cold

Level 6: Flesh to Stone


New Spells:

Starry Wisp:  Cantrip;   1 Action;   Range: 18m;   Components: V,S;   Spell Lists: Bard, Druid

You launch a mote of light at one creature within range, making a spell attack against them. On a hit, they take 1d8 Radiant damage, and until the end of your next turn, they begin to emit light in a 3m radius and can't benefit from being invisible.

Deals an additional 1d8 at level 5 and again at level 11.


Fount of Moonlight:   Level 4 Spell;   1 Action;   Range: Self;   Components: V,S;   Duration: 10 turns (Concentration);   Spell Lists: Bard, Druid

A cool light wreathes your body for the duration, emitting light in a 9m radius. Until the spell ends, you have resistance to Radiant damage, and your melee attacks cause an additional 2d6 radiant damage.

In addition, after you take damage from a creature you can see within 18m of you, you can take a reaction to force the creature to make a Constitution saving throw. On a failed save, the creature is Blinded until the end of your next turn.

*No benefit from upcasting*