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About this mod

5R Druid from 2024 PHB with all the Circle of the Land and Circle of the Moon features.

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5R Druid from 2024 PHB with all the Circle of the Land and Circle of the Moon features.

Everything is implemented as per RAW as possible, with a few exceptions due to technical limitations.

Includes my 5R Circle of the Moon Spells mod.
Includes my 5R Starry Wisp and 5R Fount of Moonlight spells, with custom VFX - which are added to Druid and Bard spell lists.

Default version of this mod has 5e - vanilla BG3 progression - with all subclass features at level 2. An alternative version with subclass features at level 3 - per RAW 5R - is available in the optional files. The subclass choice is still at level 2, so that subclass-specific dialogue is available earlier, and so that I don't modify more than required.

I don't make any changes to Wild Shape progression and forms - that should be done with a separate mod or a module.

It's fully compatible with my Druid Wild Shape Overhaul - and has to be loaded after it.

Installation / Compatibility


The mod is implemented through Compatibility Framework, which ensures full compatibility with any other mods (other than which modify and add the
exact same things). As such, it requires Compatibility Framework and Community Library, and won't work without it.

If you already have a druid character, you would have to respec and reselect druid class (select another class and then druid again), for
Primal Order selector to show up. You can uninstall the mod safely at any time, provided that you respec your druid characters to another class beforehand. Note that having Halsin or Jaheira in a camp keeps them as druid characters - you will have to get them as companions and respec them as well.

There's an important note on compatibility of Circle of the Moon Spells below.

Progression


All Circle of the Moon features past level 12 are implemented. Some of the others will be implemented in the future - but certainly not all of them. Some info on that is provided at the very bottom.

All features that use spell slots and such, scale up to level 20 accordingly.

All features that use or affect Wild Shape charges now have green icons - including Wild Shape spells, which are of a much higher quality now as
well.

Druid

Level 1

Equipment Proficiencies: Light Armour, Shields, Simple Weapons.
- all non-simple weapons and Medium Armour were removed as baseline and now can be gained with Primal Order: Warden at level 1.

Druidic - you have Speak with Animals spell as Always Prepared.

Primal Order - You have dedicated yourself to one of the following sacred roles of your choice.
- Magician: You know one extra cantrip from the Druid spell list. In addition, you mystical connection to nature gives you gain a bonus to your Arcana or Nature checks, equal to your Wisdom modifier.
- Warden: Trained for battle, you gain proficiency with Martial weapons and Medium armour.

Level 2

Wild Shape

- Now costs a bonus action for all subclasses
- You have 2 WS charges and now gain an additional charge at level 6 and 17.
- You now regain one expended charge on a Short Rest, and all expended charges on a Long Rest.

Wild Shape doesn't replace your HP with the HP of the creature anymore. You retain your HP and gain temporary HP equal to your druid level, when you transform.
- After Patch 7 there was a change that made it so your new HP is now recalculated with the new Constitution modifier of the form. That makes your maximum and current HP shift around and cause a huge mess. So I had to disable the Constitution swap as well - so now you retain your original Constitution modifier in Wild Shape -  along with mental stats, as usual.
- This actually makes some sense, as Constitution doesn't necessarily corresponds to the size of the creature, but more so to the overall health - and it would stand to reason that the health of your WS form depends on your own health. Especially now that you retain your HP as well - as these two are directly related. It's even a little weird that they didn't make such a change in 5R itself.

I also implemented Wild Surge - an ability to replenish this temporary HP without having to retransform. Simply a quality of life feature, which is also nice for forms that have continual effects, such as Owlbear's Enrage.

Wild Companion - you have Find Familiar spell as Always Prepared.
- per RAW you should also be able to use it with a WS charge, but since Find Familiar is so accessible with ritual spellcasting in BG3, it doesn't really matter.

Level 5

Wild Resurgence: Once per turn, if you have no WS charges left, you can replenish one charge by expending a spell slot (no action required). In addition, once per Long Rest you can expend a charge of WS to regain a level 1 spell slot (no action required).

Level 7

Elemental Fury: 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 any Druid cantrip.
- Primal Strike: Once per turn, when you hit a creature with an attack roll using a weapon or a beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, fire, Lightning, or Thunder damage (choose when you hit). - implemented as a Reaction

Circle of the Land


Circle of the Land Spells - once per long rest, you can attune to the essence of a chosen land. This grants you a set of prepared spells, based on the attuned land, and on your Druid level.
- with a default version of the mod, with subclass features available from level 2 - this will give you a cantrip
- Temperate Land grants Greater Restoration at level 9 - in place of Tree Stride which wouldn't be really possible (or useful) to implement in BG3.
- see the list of spells in the images at the top

Land's Aid - as an action, you can expend a charge of Wild Shape and choose a point within 60ft of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot radius. Each creature of your choice must take a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save, or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.

The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).

- implemented as an aoe spell, without an ability to choose targets - it will target all enemies in it. The heal part is available as a follow up temporary spell.

Level 6

Natural Recovery - now available from level 6

Natural Recovery: Free Cast - You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slots, and you mush finish a Long Rest before you do so again.
- implemented as a toggle that shows up when you attune to the chosen land,

Level 10

Nature's Ward - You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle  Spells feature.

Arid - Fire
Polar - Cold
Temperate - Lightning
Tropical - Poison

Circle of the Moon


Circle Forms is split into separate features, for better clarity.

Primal Armour - Your primal reflexes and thick hide are as effective as any armour. While in Wild Shape, your Armour Class is equal to 13 + your Wisdom modifier.  The amount of temporary HP you gain from Wild Shape is equal to 3 times your Druid level.

Circle of the Moon Spells
Your attunement to lunar powers grants you spells that are Always Prepared and can be cast in Wild Shape.

Level 2 - Starry Wisp
Level 3 - Cure Wounds, Moonbeam
Level 5 - Conjure Animals (WIP)
Level 7 - Fount of Moonlight
Level 9 - Mass Cure Wounds

This includes the new 5R spells - 5R Starry Wisp and 5R Fount of Moonlight, with custom VFX - which are added to Druid and Bard spell lists. Both are available as separate mods, with optional version for all classes.

5R Conjure Animals is a more complicated spell to impement, so it's coming at some point in the future.

Important note on implementation and compatibility

A simple implementation of this includes removal of IsSpell flag from spells to make them usable in Wild Shape. This breaks some things - now they can be used in some circumstances where they shouldn't be (such as in Silence, in Rage, or in the Ethereal Plane with Blink), and the addition of requirements to the spells cannot account for everything. It also stops them from counting as spells - now they cannot be counterspelled, and any features that affect spellcasting
don't work with them; and some features that specifically make exceptions for spells - now work with them, so Starry Wisp can trigger Primal Strike, for example.

A proper implementation of this preserves the IsSpell flag and instead removes the BlockSpellCast() in data "Boosts" in WS Polymorph statuses. With this, scrolls become usable in WS - but that is fixed with a simple functor. The actual problem with this is that it requires an overwrite of data "Boosts", which is often affected by other mods that modify Wild Shape statuses. So, when used together with such mods, it will either remove their changes (if this mod is loaded after them), or those mods will re-add this BlockSpellCast() back again.

The solution to this is to load those other mods after this mod - and for those mods to remove BlockSpellCast() as well. And ideally, add my functor to prevent the use of scrolls - you have my permission to add that to your mod.

As you can guess- this mod features the proper implementation. If you don't use any Wild Shape mods (or such that don't touch data "Boosts" in WS statuses), or if you use my Druid Wild Shape Overhaul - you have nothing to worry about.

Level 6

Lunar Radiance - each of your attacks in Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with  those attacks.
- This is not implemented, as sit would be pretty hard to implement, and as there's almost no benefit over the previous version of this - 5e Primal Strike, which makes all your attacks in WS count as magical (and thus ignore resistances). So I just renamed that to Lunar Radiance.

Increased Toughness - You can add your Wisdom modifier to your Constitution saving throws.
- Personally, I find this bonus odd, as it can be a little too much, and as it's not consistent with the usual bonuses to Constitution in 5e - so I provide an option of gaining Proficiency in Constitution saving throws, while in WS - which is more consistent with 5e rules and bonuses and such, and should be less OP, as it scales slower and doesn't stack with itself.

Level 10

Moonlight Step

You magically transport yourself, reappearing amid a burst of moonlight. As a bonus action, you teleport up to 30 feet to an unoccupied space you  can see, and you have Advantage on the next attack roll you make before the end of this turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

- Instead of the ability to restore charges, I implemented a spell container, which allows you to use either charges, or spell slots - which is a little more convenient.
- Implemented a custom VFX

Level 14

Shared Moonlight - Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.
- Implemented as a spell container as well.

Improved Lunar Radiance - Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form's attack.
- Implemented as a toggle (not a Reaction, as it would interfere with Primal Strike and such), which can be turned on or off. It automatically shows up as a temporary toggle on the right, when you are in Wild Shape.


Not implemented features past level 12


Druid - Level 15 - Improved Elemental Fury
- Potent Spellcasting - spell range increase would be very hard to implement, and such distances don't really fit in BG3. Similar stuff, like Spell Sniper wasnt't implemented by Larian. Maybe there's an alternative that could be homebrewed though.
- Primal Strike - The Extra damage of your Primal Strike increases to 2d8 - will be implemented.

Druid - Level 18 - Beast Spells
- This will be VERY hard to properly implement, as it will require some major changes to the way WS works, and will require the addition of animation sets for all the creatures, for all the spells and actions - which is A LOT of work, but it should be technically possible to do. Besides that, the whole game would have to be re-done to add checks to what should and shouldn't work in WS, which is a much more complicated, and may be even insurmountable task for a small standalone mod.

Druid - Level 19 - Epic Boon
- I'll implement this in conjunction with some other 5R mod that adds this feat, I assume.

Druid - Level 20
- Yeah this will be pretty simple to implement in the future.

Circle of the Land - Level 14 - Nature's Sanctuary
- This also will be implemented.