About this mod
The Wyldheart is a sorcerer from the deep wilds, with strong ties to nature.
- Requirements
- Permissions and credits
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Translations
- Italian
- Changelogs
INTRODUCTION
Alrighty, I've had two entry level subclass mods (the Green World Sorcerer and the Wyldling), which taught me a lot about the Larian tool and modding for this game...but neither of them quite accomplished what I wanted. I wanted a Sorcerer with that Druid/Ranger feel, like the Sylvan Sorcerer from Pathfinder. All I managed to do was create two subclasses that packed a bunch of stuff on top of the Sorcerer, making for a slightly unbalanced experience.
So...I created a new class, the Wyldheart. This gives you the feel of a Sorcerer with casting style, but with some Druid spells mixed in, and three new subclasses with different summonable companions in each, and buff spells that are specific to those summons.
Also, for a more comedic take on some of the ideas presented in this mod, check out my Sorcerer subclass, Farmer's Revenge.
REQUIREMENTS
If you want to access levels beyond 12, you will need the UnlockLevelCurve mod. Yes, the class can now go to 20. If you aren't planning on playing past level 12, no worries. This mod is still dependency free, but if you download the mentioned mod, you can now level all the way to 20...
One more thing...I have added compatibility with Mystra's Spells. While you don't need to download that mod to use this one, if you do, you will get extra spells to choose from.
FEATURES
The base progression follows that of the Sorcerer class, although you lose Deception and Religion as skill options, and instead gain Nature and Survival. You will also only start with a proficiency in Quarterstaffs for weapons, but gain proficiencies in Light Armor and Shields.
Spell progression remains the same, but your spell selection is now pulled from a combination of Sorcerer and Druid spells, although you don't gain every spell each offers to choose from. The spell selection allows for a variety of builds, buffs, healing, damage, control and utility.
And the subclasses...all subclasses gain a series of buff spells, Nature's Invocation (I-V), which can only be used on Wyldheart specific summons. Where each subclass differs is in the summons themselves and the level 11 passive ability.
Greenspeakers -
Level 1: You gain the ability to summon either a wisp, a blue jay, pixie or a creeping vine companion, and learn Nature's Invocation.
Level 6: You gain the ability to summon either a Wood Woad, Myconid, giant eagle, or dryad companion and learn Nature's Invocation II.
Level 11: You gain the Dryad passive ability, Nature's Step and learn Nature's Invocation III.
Level 14: You can choose another companion summons from the level 6 list, and you gain Nature's Invocation IV
Level 18: You gain Nature's Invocation V.
Ravensong -
Level 1: You can summon a raven companion, and learn Nature's Invocation.
Level 6: You gain the ability to summon either a dire raven companion or white raven companion and learn Nature's Invocation II.
Level 11: You gain the ability Misty Escape and learn Nature's Invocation III.
Level 14: You can summon the unchosen summons from your level 6 choice, and you gain Nature's Invocation IV.
Level 18: You gain Nature's Invocation V.
Master of Hounds -
Level 1: You can summon either a dog or wolf companion, and learn Nature's Invocation.
Level 6: You gain the ability to summon either a blink dog, shadow mastiff, dire wolf or a white worg companion and learn Nature's Invocation II.
Level 11: You gain the passive ability, Nature's Ward and learn Nature's Invocation III.
Level 14: You can choose another companion summons from the level 6 list, and you gain Nature's Invocation IV.
Level 18: You gain Nature's Invocation V.
Primal Lord -
Level 1: You can summon either an owlbear cub, a spider, a Gremishka or an alioramus companion, and learn Nature's Invocation.
Level 6: You gain the ability to summon either an owlbear, panther, giant spider, sabertooth tiger or a dilophosaurus companion and learn Nature's Invocation II.
Level 11: You gain the passive ability, Multiattack Defense and learn Nature's Invocation III.
Level 14: You can choose another companion summons from the level 6 list, and you gain Nature's Invocation IV.
Level 18: You gain Nature's Invocation V.
NATURE'S INVOCATION:
And what does Nature's Invocation do for your summons? This is a buff spell that will last until a Long Rest. While on the surface it may look to be a bit powerful, it's only usable on the Wyldheart summons. You also have to consider that Ranger's companions get some pretty significant permanent buffs to keep them viable in the late game. This buff is my answer to that, and even keeps your low level summons somewhat viable in the later stages.
The buffs do not stack and will overwrite one another. They also should be more than usable with the buff spells your Wyldheart can obtain from their spell list.
Nature's Invocation - Increases companions AC, attack, hit points, and saving throws. This counts as a cantrip.
Nature's Invocation II - Increases companions AC, attack, hit points, and saving throws. Adds an extra attack and Pack Tactics. This counts as a level 1 spell.
Nature's Invocation III - Increases companions AC, attack, hit points, damage, and saving throws. Adds 2 extra attacks and Pack Tactics. This counts as a level 2 spell.
Nature's Invocation IV - Increases companions AC, attack, hit points, damage, initiative bonus, and saving throws. Adds 2 extra attacks and Pack Tactics.
Nature's Invocation V - Increases companions AC, attack, hit points, damage, initiative bonus, and saving throws. Adds 2 extra attacks, Pack Tactics, and can take a bonus action.
INSTALLATION
Using Vortex makes this much easier...but you can also check the following for a detailed explanation:
https://bg3.wiki/wiki/Modding:Installing_mods
Alternatively, you can use the Win+R button and type in %appdata% in the box. Click OK, and navigate to the following folder:
C:\Users\**yourusernamehere**\AppData\Local\Larian Studios\Baldur's Gate 3\Mods
Unzip the zip file, and drop the Wyldheart.pak into the mod folder. Then, load up the game, from the main menu, choose the Mod Manager. From there, click the "Installed Files" option and enable the mod by clicking on the blank box next to it, which should put a green check mark in it.
SPECIAL THANKS AND MENTIONS
Obviously thanks to Larian for creating this game.
I'd also like to thank the ever spectacular SultryShea for playtesting my first subclass mod and giving me honest feedback on it. You can check out some of her work (like Drow Dice, Owlbear Egg Dice, Wooden Dice) here on the Nexus.
And for an armor/weapon that pairs well with the theme of this subclass, check out a mod made by the awesome Kharneth, Elven Weaponry-Dryad. Also, for the Beautiful Curvy Body users, I did a conversion of that armor.
And a big thanks to Echo on the Larian Studios modding Discord, who saved my sanity and helped me figure out how to limit the Nature's Invocation spells to my specific summoning spells.
And a big thanks to Xelphos, also on the Larian Studios modding Discord, who helped me figure out the custom stat blocks for the summons.
WARNINGS
The main issue I have come across, is when gaining a level and seeing the abilities gained, the Nature's Invocations read as the wrong levels, but on the toolbar, they read properly.
Also, the the pixie does not show anything in the portrait...I have no fix for this at this time. I will drop an update if I figure it out.
Enjoy my friends, and don't forget to come back and hit that ENDORSE button.
Wyldsong out.