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BG3 Community Library Team

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RandoRuda

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About this mod

The OneDnD Changes for the Druid - Wild Shape as Bonus Action, Short Rest Recovery of Wild Shape Charges & Wild Resurgence.

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Behold the Mysterious Magic of the Druids!



OneDnD Modules - Druid



Wild Shape
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LEVEL 2: WILD SHAPE

The power of nature infuses you, allowing you to assume the form of an animal. As a Bonus Action, you transform into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Known Forms. You know a number of forms for this feature equal to 2 plus half your Druid level (round up), chosen from among Beast stat blocks in the Player’s Handbook that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Rather than choosing, you may start with the Riding Horse, Spider, and Wolf.
Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you gain certain Druid levels, the maximum Challenge Rating for your forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

When choosing a new form, you may look in the Monster Manual or elsewhere for eligible Beasts if the DM permits you to do so.

BEAST SHAPES
Level 2: Max CR 1/4, No Fly Speed.
Level 4: Max CR 1/2, No Fly Speed.
Level 8: Max CR 1, Fly Speed.

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid table.

Rules While Transformed. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Game Statistics. Your game statistics are replaced by the statistics of the Beast, but you retain your Hit Points; Hit Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

No Spellcasting. You can’t cast spells, but transforming doesn’t break your Concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as the Call Lightning spell, that you’ve already cast.

Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Implemented
  • Wild Shape as a Bonus Action
  • Short Rest Wild Shape Recovery.

Notes
  • Requires a lot more testing with the Wild Shape Rules.
  • Time required to create the wild shape forms based on models included in the game.

Wild Resurgence
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[

LEVEL 5: WILD RESURGENCE

If you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). You can do so only once per turn.

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, and you can’t do so again until you finish a Long Rest.

Notes
  • A simple feature and is implemented RAW.

Not Yet Implemented
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Level 1: Primal Order
  • Limiting Factor: Time
Level 2: Wild Companion
  • Limiting Factor: Time
Level 7: Elemental Fury
  • Limiting Factor: Time
Level 9: Commune With Nature
  • Not sure how to implement this.
Level 15: Improved Elemental Fury
  • Limiting Factor: Time
Level 20: Arch Druid
  • Limiting Factor: Time


BG3 Community Library / Compatibility Framework

Baldur's Gate 3 Community Library exists to provide a common collection of Spells, Scripts, Items, Statuses, Passives, and other useful material that will assist modders in creating new content.

The Compatibility Framework provides an API for other mods to use improve compatibility. Initially designed for Subclass Compatibility, the Framework has API endpoints that Script-Extender Enabled mods can hook into to insert values into Progressions and Spell/Skill/PassiveLists at Runtime. What this means is that a mod author can inject their mod's data into existing Progressions or Lists without overwriting data, allowing for total compatibility.
Installation
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This mod works with Baldur's Gate 3 Mod Manager, and possibly Vortex and Manual Installations. BG3 Mod Managers is by far the simplest method, and as such is recommended one.
BG3 Mod Manager
  • Download the latest release, and unzip the .pak file.
  • Open BG3 Mod Manager, click File->Import Mod.
  • Select the .pak.
  • Once imported, click refresh
  • Move the mod to above the CompatibilityFramework.
  • Hit "Save Load Order to File."

Recommended Mod Management ToolsRecommended Mod Creation ResourcesAcknowledgements
OneDnD Mods
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Mods By The BG3 Community Library Team
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Classes

Barbarian

Instinctive Pounce
As a part of the bonus action you take to enter your rage, you can move up to half your speed. You can jump once this turn without consuming an additional bonus action.

Relentless Rage
Relentless Rage now restores HP equal to twice your Barbarian level, and can trigger multiple times between rests.

Short Rest Rage Recovery
Barbarians regain one expended Rage on a Short Rest.

Druid

OneDnD Modules - Druid
The OneDnD Changes for the Druid - Short Rest Recovery of Wild Shape Charges & Wild Resurgence.

Monk

Deflect Attacks
This mod uses the Compatibility Framework to add to add Deflect Attacks upgrade from OneDnD.
Deflect Attacks (formerly Deflect Missiles) now also works against melee attacks.


Martial Arts
This mod uses the Compatibility Framework to add to add the Martial Arts changes from OneDnD.
Adjustments to Weapon Proficiencies, Martial Arts Damage, Bonus Unarmed Strikes and Dexterous Attacks.


Monk's Discipline
This mod uses the Compatibility Framework to add to Monk's Discipline from OneDnD.
Monk’s Discipline (formerly Ki) gives an improved version of Step of the Wind, which now lets you take both the Disengage and the Dash action and options have been redesigned to have options that don’t require spending Discipline Points.


Weapon Proficiency Additions
This mod uses the Compatibility Framework to add to the Monk starting weapon proficiencies.
Monks will be able to use Simple Weapons, Martial Weapons that have the Light property by adding Scimitars and Hand Crossbows.


Warlock

Magical Cunning
Magical Cunning is a new OneDnD feature that allows a Warlock to quickly regain a certain number of spell slots.
If all your Warlock spell slots are expended, you can replenish half of those spell slots (round up). Once you use this feature, you can’t do so again until you finish a Long rest.


Pacts as Invocations
Pact Boon is integrated into the Eldritch Invocations feature.
Over time, you’re now able to choose more than one of the former Pact Boon options. In addition, Eldritch Invocations start from level 1, and at level 12, you have 8 invocations rather than 6.


Pact Of The Blade
Adds the Pact of the Blade changes from OneDnd UA7. Attacks with bonded weapons may deal Necrotic, Psychic or Radiant damage instead of its normal damage type

Patron Spells
This mod uses the Compatibility Framework to add the Patron 'Expanded Spells' you have as always prepared.

Spell List Additions
This mod uses the Compatibility Framework to add to the Warlock Spell Lists.
Level 1 Spells - Bane, Detect Magic (Requires 5E Spells) and Speak with Animals.


Wizard

OneDnD Modules - Wizard
The OneDnD Changes for the Wizard.: Scholar & Spell School Savant

Spells

Starry Wisp Cantrip
Starry Wisp is a new OneDnD cantrip for Bards and Druids.
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t become Invisible.



Mods By Lumaterian
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Classes

Cleric

Divine Intervention OneDnD UA6 (Does not Require Script Extender)
Overhauls Divine Intervention to more closely match OneDnD UA6.

Monk

Monk Weapon Proficiencies OneDnD UA8 (Does not Require Script Extender)
Updates the Monk weapon proficiencies to match OneDnD UA8.

Wizard

Spell School Savant OneDnD UA7 (Does not Require Script Extender)
Overhauls the Spell School Savant feature to match OneDnD UA7

Feats

Charger Feat OneDnD UA2 (Does not Require Script Extender)
Overhauls the Charger feat to match OneDnD UA2.

Weapon Training Feat OneDnD UA2 (Does not Require Script Extender)
Adds the Weapon Training feat from OneDnD UA2.

Spells

Starry Wisp Cantrip OneDnD UA8 (Does not Require Script Extender)
Adds the Starry Wisp cantrip from OneDnD UA8.

Vicious Mockery OneDnD UA6 (Does not Require Script Extender)
Adjusts Vicious Mockery to match OneDnD UA6.


Mods By Argelia
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Classes

Sorcerer

(Some) UA7 OneDND Sorcerer Abilities
Bringing some Sorcerer changes from UA7 PHB to BG3 as best as I could implement them.

Spells

True Strike a la UA8 - OneDnD
True Strike, in the spirit of Unearthed Arcana Playtest 8.

UA7 OneDnD Sorcerer Spells
Adding two new spells, Sorcerous Burst and Arcane Eruption, from Unearthed Arcana Playtest 7. Includes exploding dice!


Mods By wesslen
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Classes

Cleric

UA6 Invoke Duplicity
Replaces Trickery Cleric's Invoke Duplicity with the UA Playtest 6 version. Allows the Cleric to move, swap places with, and cast spells from an invulnerable illusory duplicate.

Rogue

UA6 Cunning Strike and Swashbuckler
From UA Playtest 6: Rogues gain the ability to trade one of the Sneak Attack damage dice for a secondary effect. Also fixes bugs in Sneak Attack and makes it work off-turn and with Commander's Strike. Optional files: Swashbuckler Rogue subclass and Steady Aim.

Warlock

UA7 Archfey Warlock
Updates Archfey Warlock to the UA Playtest 7 version. Additional effects for Misty Step, and scaling free casts. Always-prepared patron spells.

Spells

UA8 Healing Buffs
Brings the healing spell buffs from UA Playtest 8 to BG3, making Cure Wounds worth casting (and more.)


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