File information

Last updated

Original upload

Created by

Syrchalis

Uploaded by

Syrchalis

Virus scan

Safe to use

About this mod

Quality of Life and Fixes - Druid is among the least played classes in Baldurs Gate 3 and 5e DnD and feels neglected. As face of the party or Tav it is especially unpleasant. This mod fixes that and much more.Re-casting spells, lockpicking, pickpocketing & more in Wild Shape, ritual Wild Shapes and many other QoL features and bug fixes.

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
  • Portuguese
  • Mandarin
  • Korean
Changelogs
Donations
Syrchalis' Druid Mod Collection


These mods are developed and tested together.


New Icons
Many abilities for druid wild shapes use generic icons. Most have been replaced with new custom ones.

 
 

 





Wild Shape

  • All re-castable spells (Moonbeam, Heat Metal, Call Lightning and Sunbeam) can be re-cast in Wild Shape with animations
  • Wild Shape damage scaling has been smoothed slightly (Level 2: 0 -> 1 - Level 3: 0 -> 1d4 - Level 4+: Vanilla)
  • It is now possible to Pickpocket, Disarm and Lockpick in Wild Shape
  • Deep Rothé's Gore ability does not deal a seperate 11 Force damage anymore, instead it deals its normal damage + 11 as bludgeoning damage in one event, making it far easier to overcome Sturdy or Medium Toughness
  • The Light cantrip will continue to illuminate you when in Wild Shape
  • New toggle-able passive "Auto-Dismiss Wild Shape" that makes you leave Wild Shape as soon as combat ends, in order to be able to engage in post-combat dialogue - this passive is only added via Compatibility Framework, so it will not show up without it - you don't have to respec to get it, just move it out of your spell book


Wild Shape can alternatively be cast with an action as Circle of the Moon Druid:

Green = Action, Blue = Bonus Action

Note: This requires Compatibility Framework



Tavern Brawler

  • Combines the two half-baked versions from normal and honour mode (Tavern Brawler works different depending on ruleset)
  • Vanilla Tavern Brawler has bonus damage for Wild Shapes, but allows Throw to deal absurd damage
  • Honour mode Tavern Brawler does not grant damage for Wild Shape and does not give Throw an extra damage event
  • With this mod it is the same in normal and honour mode, dealing full damage for Wild Shapes and not making Throw broken
  • Additionally, neither attack roll nor damage roll can receive a negative value from Tavern Brawler when your strength is below 10

Make sure you are NOT actively loading the mod "Honour" from Larian as it will overwrite Tavern Brawler. The mod has to stay on the inactive (right) side in BG3MM and will work perfectly fine there.

Try out Rebalance - Nerfs if you want a more balanced Tavern Brawler. Its still an amazing feat, but doesn't feel as broken.


   

Summons

This only works for druids and druidic summons:

  • All druidic summons gain a new ability "Grant Essence"
  • This ability will sacrifice the summon and grant the summoning druid a unique buff - different for each summon
  • The ability can only be cast on the summoner
  • You cannot have the summon and its buff, e.g. after absorbing an Azer, if you cast Conjure Minor Elemental again you'll lose the "Azer Essence" buff
  • Both Mephits have to be absorbed to gain the buff - no cheating!
  • Fungal zombies and undead from necromancy spells do not gain this ability
  • Technically, if you find a scroll of summon (minor) elemental, this also works for non-druids

The goal is to allow you to play without summons and still get some benefit - generally the buff will be less powerful than the summon

The buffs are:
Spoiler:  
Show

  • Azer: Fire resistance, immunity to burning, able to use Overheat once per turn (no cost)
  • Ice Mephits: Cold resistance, immunity to slipping on ice, Ice Breath once per turn (no cost)
  • Mud Mephits: Immunity to slipping on grease, +1 to all damage and most attacks and spells can leave enemies muddy (gives advantage)

  • Dryad: Gain its Nature's Step Aura and weapon/unarmed attacks can ensnare targets
  • Wood Woad: All damage taken reduced by 1, weapon attacks deal a bonus 1d4 bludgeoning damage

  • Air Elemental: Gain Fly (works in Wild Shape)
  • Earth Elemental: Gain Blade Ward and Resistance (+1d4 to saving throws) as well as resistance to necrotic damage
  • Fire Elemental: Gain Burning Rage (Haste but burn for 1d10 fire damage per turn)
  • Water Elementals: Unarmed and weapon attacks apply 'Wet'

  • Myrmidons: Same as Elementals, but deal +1d6 Fire/Thunder damage, +1d4 Lightning damage or +2 Cold damage (damage types that interact with 'Wet' are reduced, especially cold since you automatically apply 'Wet')



This works for all summons and every character/class:

  • Additionally, Longstrider, Enhanced Jump, Protection from Poison, Darkvision and Freedom of Movement will now affect all your summons when they are cast on you (while the summon is active - summoning does not retro-actively transfer your buffs)
  • Enhanced Jump also gives a small flat boost to jump distance to your summons with less than 13 strength
  • These effects work for all your summons, not just druid ones, including undead, Scratch, Shovel, Us etc.
  • This also works for all other companions, not just Tav or druids
  • Druid summons share the players proficiency bonus instead of being stuck at their own




Cat Wild Shape


  • Cat has higher health, AC and dexterity, advantage on dexterity checks, proficiency in stealth and sleight of hand and takes greatly reduced fall damage and also gains superior dark vision
  • Cat has a new spell: Feline Stealth
  • It grants unlimited invisiblity, however this invisiblity does not grant advantage and breaks like normal invisiblity on ability/spell use or any damage done
  • When you move or pick up items, disarm traps or lockpick you have to roll a DC 20 stealth check
  • If you fail the check you remain invisible for 1 turn (use turn-based mode)
  • You can then try to escape or Cause Chaos (new spell)

DC 20 sounds high, but keep in mind that you have proficiency and advantage by default. There is many massive buffs to stealth in the game as well. Maybe you will finally use Pass Without Trace?

Despite all this it is absolutely not a combat shape still - or it would be in my Wildshape Viability mod. It is now very good at any rogue activity, stealing, pickpocketing, disarming and lockpicking. Remember, all these things are possible in Wild Shape with this mod.

Because this shape takes major advantage of the general changes to Wild Shape (being able to pickpocket, disarm and lockpick in Wild Shape) from this mod, is another major reason its part of Druid Quality of Life and not Wildshape Viability.




Fixes and resolved annoyances


  • Many items that have toggle effects will no longer have their toggle disappear from wild shaping
  • Moonbeam will no longer harm allies or knocked-out targets
  • Flaming Sphere's Aura will no longer harm neutral targets or knocked-out targets
  • The hitbox of Panther and Sabertooth was changed to make it easier to click nearby targets
  • Air/Fire/Water Myrmidons are now proficient with their weapons
  • Earth Myrmidons now correctly deal 1d10 bludgeoning damage with thunderous punch, instead of flat 5 (which could not crit)
  • The tooltip for thunderous punch reflects now that it deals 3d10 thunder damage (it showed 1d10 instead)
  • Water Myrmidon's Trident no longer has "No Dual Wield" attribute, which resulted in your offhand being unequipped
  • Wood Woads now deal their attack damage in one number
  • Dryad, Azer and Wood Woad gain several common actions - dip that Dryad staff
  • Dryad's Shillelagh lasts until long rest
  • Dryad's Ensnare on attack now has a scaling DC but is also a STR save instead of DEX
  • Faerie Fire has a cool new visual



Compatibility
The mod is compatible with all of my other druid mods and is made to be used together with Druid Perfection - the two mods were a single mod once, but were split to keep them focused on their respective topic and to avoid compatibility issues.

This mod edits the spell list for druids, giving Circle of the Moon access to the normal (action-using) Wild Shape spells. If you have a mod that edits the druid spell list - use Compatibility Framework - it will merge the changes.

If you use comaptibility framework, load my mod before other mods that edit the druid spell list.

This way, my SpellLists.lsx will be overwritten by the other mod and the framework will merge my changes into it. If you load my mod last, you might lose the changes made by the other mod.


Load Order
If you are using Unlock Level Curve it must be loaded before this mod as it overwrites all Wild Shapes and will overwrite the changes to Cat Wild Shape.



Links
Definitely try out Wildshape Viability - New Spells, Rebalance, Icons and more and Druid Wildshape Weapons Armor Gear and Items if you like this mod.

Remember to endorse these mods. Niche mods like this (that only affect one class for example) naturally gain a lot less views and downloads but require immense work. Endorsements are a great way to give them visibility.



Check out my other mods and my new and improved tutorial chest spawning mod with many cool bonus features, like a dye and consumable chest and a duplication chest:


And also my armors:

  翻译: