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FluffyTanuki

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ErinTanuki

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About this mod

Best Boi is now available as a wildshape for all Druids starting at level 2! Complete with a custom set of abilities that provide buff/debuff/healing for self and allies.

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Changelogs
The Bestest Boi in Faerun is now available as Wildshape!

Starting at level 2, complete with a custom set of abilities that focus on buff/debuff/heal for self and ally, the Owlbear Cub shape is intended to fit a niche unfulfilled by any other: the best (emotional) support one could possibly ask for.

Comes with a full animation set, and rules identical to regular Wildshapes (no spellcasting, can't speak to NPCs, etc).
  • Currently still missing a sitting animation, and if anyone knows how to find and add that heart-meltingly adorable sitting animation, please please please teach me.
Link to Reddit post which I check more often than Nexus: https://www.reddit.com/r/BaldursGate3/comments/17bdesp/owlbear_cub_wildshape_public_test_ready/

Link to YouTube video for ability demonstrations: https://youtu.be/B7xLdPt14ro

This is the first release version. Should be stable, and compatible with anything that doesn't drastically alter the wildshape skills.

My friend and I are currently in the midst of play-testing the mod. I have tried my best to balance the stats, though admittedly I've never done anything on this scale (and I am extremely biased and don't want the Cub to get hurt), so some level of underpower/overpower may exist in abilities and interactions.

All feedbacks will be much appreciated! Especially those that identify bugs, glitches and balancing issues, so I can further improve this mod.
  • I suck at balancing, and can't help but feel I've created some overpowered monstrosity. So any feedback would be greatly helpful.

Update 1.1

Animation Changes
  • Added the heart-meltingly adorable sitting animation as the default idle pose, which is also used when sitting on chairs and beds.
    • The rig is altered into a looping animation, so the head tilt resets every couple of seconds. Until I figure out how to play the animation backwards and piece the two together, we'd have to deal with this slightly incomplete animation.
    • As far as I can tell, the Owlbear Cub rig uses the default idle pose for both standing and sitting, unlike regular humanoid rigs that have separate standing and sitting poses. This means that when not moving, the cub form will be sitting on the ground. All other animations are unaffected, though the transition from sitting to walking can be a bit jarring.

Ability Changes
  • Altered Raining Feather Ball. Instead of inflicting Frozen (which was quite overpowered), it now inflicts periodic poison damage on nearby enemies, and heal nearby allies.
    • Damage is based on brightness of moonbeam. 2d4 for 1 turn at 1 stack, 3d4 for 2 turns at 2 stacks, and 4d4 for 3 turns at 3 stacks.
    • Healing is 4d4 in 4m. Heals 1 time at 1 stack, 2 times at 2 stacks, and 3 times at 3 stacks, tick at start of turn as an automated cast (no cost).


  • Altered Lunar Infusion interaction with crushing flight. While moonbeam is active, crushing flight costs no bonus action points, only movement speed. Further reduce movement speed cost based on brightness.
    • Default 3m movement at 1 stack, 2m at 2 stacks, 1m at 3 stacks.
    • The intent is to buff the damage dealt as level progresses. We are open to suggestions, as I feel this is not a very intuitive method for scaling damage with level.


  • Added new ability Nap Time, inflicting a modified version of Feign Death on self. Boosts AC and continuously recover health, but takes double damage if an attack lands. <intended as an out-of-combat heal>
    • Vulnerable towards all damage, but immune to burning, frozen, electrocuted, poison, frightened and diseases.
    • Additionally boost AC by 10. Heals 4d10 per turn, lasts 3 turns.
    • Removed on taking damage.



Ability Explanations
Most abilities are demonstrated in the YouTube link above. Here's a detailed (ie very long) written version:


Base Stats:

  • 16/10/14 Str/Dex/Con, the rest are inherited from the regular form. This is halfway between Owlbear Cub and Owlbear stats.
  • Starting HP of 32 and AC of 10 (1.10x of Owlbear Cub, in line with base health of wildshape Owlbear vs regular Owlbear)
    • HP increases every 2 levels: 32 - 42 - 54 - 70 - 91 - 119 (1.30 base of exponent)
    • AC increases every 2 levels: 10 - 12 - 13 - 15 - 17 - 20 (1.15 base of exponent)
    • May seem high, but imo somewhat offset by the low damage output and the need to stay in melee range.
  • Ritual spell, because why not, I want to be the Owlbear Cub at all times, not just in combat.
Nibble:

  • Base attack. Restores +4d4 on bite, dealing 1d4+modifier piercing. Counts as unarmed attack, compatible with wild strike and improved wild strike.
    • Restoration is valued at an average of 25% of health per turn, counting the extra attacks from class feature. Of course, it would be much more broken with Hastened, but so is everything.
    • Balanced by low damage output, short range; and there are many more abilities that could eat up the action that turn.
Mini Crushing Flight:

  • A non-damaging version of crushing flight, with no AoE upon landing, but can target a specific entity (enemies, allies, and items, but not corpses) and inflict prone if the target fails a save. Takes 3m movement and a bonus action point.
  • By itself it is a straight forward ability. Main purpose is to act as an ability primer that applies a 1-turn buff on self, which links to the next ability
Elemental Feather Ball:

  • Druidic magic courses through your feathers, allowing for an elemental discharge that create various types of surfaces near you in a 4m radius. Can be primed in different way by two abilities: Mini Crushing Flight and Lunar Infusion.
  • Normally takes 1 action + 1 bonus action to cast, limited to once per turn. Using Mini Crushing Flight grants a 1-turn Imbued status that allow for free cast of this ability. While the effects from Lunar Infusion is active, the elemental discharges are imbued with additional effects:
    • Raining Feather Ball: Create Water surface, applying Wet to everyone. While Lunar Infusion is active, apply Frozen (3 turn incapacitated, breaks on damage) against enemies who fail a save.
    • Burning Feather Ball: Ignite the ground, applying Burning to everyone. While Lunar Infusion is active, apply Heat Metal (disarm) against enemies who fail a save.
    • Repelling Feather Ball: Push everything away. While Lunar Infusion is active, apply Feeble (3 turn strength based melee weapons deal half damage) against enemies who fail a save.
    • Tranquil Feather Ball: Imbue nearby entities with Sussur flower anti-magic field for 3 turns. While Lunar Infusion is active, a small radius around self becomes overgrown terrain (400% movement cost).
Lunar Infusion:

  • Only usable once per combat, uses Bonus Action. Calls down a beam of moonlight on self (until combat ends), that unlocks Lunar Bless/Bane as well as additional features on Elemental Feather Ball. This also functions similar to the Moonlight aura on Dame Aylin, dealing 1d8/2d8/3d8 radiant to enemies within 2m.
  • The beam can shine brighter at higher levels with each cast of Bless/Bane, potentially increasing to 2x and 3x past Druid level 5 and 10 respectively. Exceeding the maximum charge would cause the moonbeam to dissipate.
    • Upon shining brighter, grant 1-turn effect that negates the bonus action cost on Mini Crushing Flight. Upon reaching maximum brightness (3 charges), all subsequent Mini Crushing Flights only cost movement until the beam disappears.
Lunar Blessing/Baning:

  • Two separate abilities with mirrored effects. Costs 1 Action + 1 Bonus Action. Grant allies within 9m 4 turns of Bless, or afflict enemies with 4 turns of Bane. Effect starts at 1d4, increases to 1d6 and 1d8 based on how bright the summoned moonlight is.
Overview of fulfilled niche
The abilities on paper may seem quite strong: +1d8 to rolls, 3d8 moonbeam and extra elemental effects that debuff the enemies.

The balancing is in how slow this state is attained: It would require at least 3-4 turns (and level 10 in druid) before the maximum effect is attained.
  • You'd need to transform on first turn (disregard this if you transform before combat) using an action or bonus action.
  • Lunar Infusion on second/first turn which costs a bonus action, so you can't cast bless/bane on the same turn, and is limited to using basic attack or mobility actions.
  • Then you need to spend the next 2 turns on Bless/Bane, forgoing basic attack and healing, though crushing flight is still available if you have movment speed.
The core idea is to play as a slow-starting character/class. Initially you have reduced offence capabilities, but enough self-sustain to not die too quick, and has a focus on buffs and debuffs. Then as each turn passes, your ability grow stronger and stronger, culminating in something that is equally capable in combat, that can fully take advantage of the buff/debuffs you previously applied.