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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, described below.

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 also added to Druid and Bard spell lists.
- Both are available as separate mods, with optional version for all classes.

There are 2 versions of this mod:
- 5e vanilla BG3 progression - with subclass features from level 2.
- 5R progression - with subclass features from level 3. The subclass choice is still at level 2 - for better compatibility, and for subclass-specific dialogue to be available earlier.

There's no changes to Wild Shape progression and forms. It should be done with a separate mod / module, which could come in the future, we will see.

It is fully compatible with my Druid Wild Shape Overhaul - and has to be loaded AFTER it.

Installation / Compatibility


The mod is implemented with Compatibility Framework - and should be compatible with any new subclasses and features, that don't directly modify and add the same things as this mod. As such, it requires Compatibility Framework and Community Library, and won't work without them. Make sure Compatibility Framework is at the bottom of the load order.

If you already have a druid character - you should respec and select another class, and then select 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 camp will keep them as druid characters - so you would 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 - if you're interested in a proper implementation of spells in your custom WS forms.

Progression


Implemented all features up to level 12, and all Circle of the Moon features. A few 12-20 level features is not implemented - some info on that provided at the bottom.

All features which use spell slots scale up to level 20.

All features that use / affect Wild Shape charges now have green themed icons - for visual clarity, and also of much higher quality.

Druid - level 1

Equipment Proficiencies: Light Armour, Shields, Simple Weapons.
- Proficiency with all non-simple weapons and with medium armour is no longer baseline, and is now 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 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.

Druid - level 2

Wild Shape

- 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 1 expended WS 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. When you transform, you retain your own HP and gain Temporary HP equal to your druid level.
- After Patch 7 there has been a change that made your new HP to recalculate with the new Constitution modifier of the form. That makes your maximum and current HP fluctuate around and cause a huge mess. I had to disable Constitution swap to fix this - so now you retain your original Constitution modifier in Wild Shape, along with mental stats as usual.
- This actually makes some sense, as Constitution in dnd doesn't neccessarily correspond to the size of the creature - but more so to the overall health and ability to sustain damage. And it would make sense that health of your WS form would depend on your own health. Especially now that we keep our HP the same. It's even a little weird that they didn't make such a change with 5R itself.

Wild Surge - I also implemented an ability to replenish the THP you gain when transforming, without having to re-transform - available in WS. As a quality of life feature, to same some clicks, and keep some effects of the beast form that would be lost - like Owlbear's Enrage, for example.
- You can also expend spell slots on this feature, as a part of Wild Resurgence - to save you even more clicks - but only after level 5 and when you have no WS charges left.

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

Druid - 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).

Druid - 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

Druid - level 15

Improved Elemental Fury
- The option you chose for Elemental Fury grows more powerful, as detailed below.
- Potent Spellcasting - "When you cast a druid cantrip with a range of 10ft or greater, the spell's range increases by 300ft."
- Implemented the same as Metamagic: Distant Spell - the range is increased by 50%.
- Primal Strike - The extra damage of your Primal Strike increases to 2d8.

Circle of the Land

Circle 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.
- 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, which targets all enemies in the area. The healing part is available as a follow-up temporary spell on the right of the hotbar.

Circle of the Land - level 6

Natural Recovery - now available from level 6.

Natural Recovery: Free Cast - You can cast a spell that you have prepared from your Circle Spells feature, without expending spell slots, once per Long Rest.
- implemented as a temporary toggle which becomes available when you attune to the chosen land - on the right of the hotbar.

Circle of the Land - level 10

Nature's Ward - You are immune to the Poisoned condition, and 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 - 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 of your druid level.

Circle 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 also added to Druid and Bard spell lists.
- Both are available as separate mods, with optional version for all classes.

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

Important note on implementation and compatibility of spellcasting in WS

A simple implementation of this would remove IsSpell flag from the Circle Spells, to make them usable in Wild Shape. But this breaks some things - now they can be used in some circumstances where they shouldn't be - such as in Silence, Rage, or in Ethereal Plane with Blink. It also makes them not counted as spells - so they cannot be counter-spelled, and many features that affect spellcasting simply don't work with them. So, Starry Wisp would trigger Primal Strike, as an example.

This mod features a different, proper implementation - that preserves IsSpell flag, and instead removes the BlockSpellCast() placed in data "Boosts" in WS statuses. With this, scrolls become usable in WS - but I've fixed that with a simple script. The only issue with this implementation - it has to overwrite data "Boosts" of WS statuses, which is often affected by other mods for Wild Shape. It makes it incompatible with such mods - if they are loaded after this mod and add BlockSpellCast() back, or if this mod is loaded after them and removes their stuff. If there are any custom WS forms added, they will also probably not have BlockSpellCast() removed.

The solution to this - ideally, other WS mods should also have BlockSpellCast() removed, and have my functor script (that prevents use of scrolls) added to their mod - you have my permission. Then, they should be loaded after this mod. If not - they should be loaded before this mod, but might lose some functionality.

If you use my Druid Wild Shape Overhaul - you have nothing to worry about.

Circle of the Moon - level 6

Lunar Radiance - "Your attacks in Wild Shape form can deal their normal damage type or Radiant damage - you make this choice each time you hit with these attacks."
- This is not implemented - I'm not sure how to implement the "switch" to another damage type with an attack, for so many attacks and abilities.
- Functionally, this replaces the 5e version of Primal Strike - which makes all attacks in WS to "count as magical" - and ignore non-magic 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. Thus, I implemented two versions - RAW vanilla version with Wisdom modifier, and a custom version with Proficiency modifier added to Constitution saving throws - which should be more consistent with 5e rules and bonuses and such, and should be less OP imo, as it scales slower and doesn't stack too much. You can choose it on level up yourself.

Circle of the Moon - 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 as well.

Circle of the Moon - 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 of hotbar, when you are in Wild Shape.


Not implemented features past level 12


Druid - level 18 - Beast Spells - "While in Wild Shape, you can cast spells, except for any spell that has a Material component that has a cost, or consumes the Material component."
- This would be REALLY hard to properly implement - it will require some major changes to how WS works, which comes with A LOT of issues, as that's not how the game is set up to function. WS forms also don't have proper animations set up for spellcasting - so that would have to be added as well. And besides all of that - A LOT of changes and checks and scripts would have to be added throughout the whole game - to check what should and should not work in WS, which is even more complicated and may even insurmaountable task for a small standalone mod. However, it is possible - but it wouldn't be worth so much work for a small subset of people that play with expanded level cap, on one class, and past level 18.

Druid - level 19 - Epic Boon - You gain Epic Boon feat or another feat of your choice for which you qualify.
- Well, for that we need a mod that would implement these feats. Then I can add compatibility.


Druid - level 20 - Archdruid - The vitality of nature constantly blooms within you, granding you the following benefits:
- Evergreen Wild Shape - Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.
- Nature Magician - You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so egaina until you finish a Long Rest.
- Yeah this is possible to implement, but again, will require a lot of work for a small subset of players. So... at some point.

Circle of the Land - Level 14 - Nature's Sanctuary - You can expend a use of your Wild Shape, and cause spectral trees and vine to appear in a 15ft cube on the ground within 120ft of yourself. They last there for 1 minute or until you become Incapacitated or die. You and your allies have Half Cover in that area, and your allies gain the current Resistance of your Nature's Ward while there. As a bonus action, you can move the cube up to 60ft to ground within 120ft of yourself.
- I'm not sure if we can implement actual "spectral trees and vine" as a lingering effect - since all of those are hard-coded, and cannot be re-used - at least, from my current understanding. But the functionality is not too hard and can be done... at some point.