This mod implements a homebrew class by the name of the Troubadour, a half caster with greater emphasis on the musical aspects of magic than what's touched on with the Bard.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
"Troubadours are magical musicians, able to tug on the strands of the weave through their music. Where a wizard relies on focused study, or a cleric prays to their deity, a troubadour has a more instinctive and intuitive grasp of how to set the threads of magic resonating directly. They can cast spells quite capably, but are also capable of more direct manipulation, empowering their allies with thunderous strikes or quickening their steps.
Troubadours are more focused than jack-of-all-trades bards, less intent on acquiring magical secrets and more reliant on arcane melodies. Troubadours get more mileage out of fewer spells, but complement their magic with two key abilities - Mystic Songs to provide boons to nearby allies, and Concordant Notes that empower those allies' strikes."
Features
Currently, the features for the class have been implemented up to level 12 (though the progressions are up to 20 and a few other features are in but not fixed for full release from the mod's inception during Early Access) but to get an overall view for what is to come and what to compare the implementations/explanations to, check out the Troubadour on GMBinder. Definitely let me know if anything is off (even for stuff I probably already know about but can't do anything about) or anything else.
Base
Note: Implemented as is.
Note: Similar to how the Bard is able to choose which instrument it wants to possess, I've made it so you have a choice of all the different pieces of equipment listed for a Troubadour (excluding the diplomat's pack vs entertainer's pack vs scholar's pack and the leather armor).
Note: Implemented the Performance proficiency and the choice of expertise in two skill proficiencies. However, the stowing and unstowing instruments is perhaps kind of inherently accounted for in the system for the most part and uses many of the animations (and more) of the Bard class.
Note: Implemented as intended though it primarily only accounts for effects in the base game and most of my mods as far as not stacking bonuses that increase attack rolls.
Note: This was a pretty intricate implementation but I believe I've got it to 95% as intended, with part of the 5% accounting for the deafened part of the feature which wasn't accounted for in the game.
Note: As mentioned above, only up to 12 have really been accounted for. Additionally, I'll gradually implement the remainder of the subclasses.
Note: Implemented as is.
Note: Implemented exactly as is, with the Concordance action glowing the same way as any other attack-oriented action you possess.
Note: So this couldn't be implemented as is due to limitations with checking for specific ability checks. So rather than a Persuasion or Deception check, it simply applies to any ability check you make in a dialogue with the creature. Otherwise, to actually activate the effect, you simply use any of the Perform actions to play songs for 10 turns but it's limited to creatures within 9m of you. Can increase it more if desired but seemed a little redundant.
Otherwise, the other part of the feature grants you an action that can only be used in dialogue when choosing which spells and abilities you want to apply to your dialogue roll and successfully only works on the speaker until the next long rest.
Note: Halfway implemented as intended. Rerolling for any kind of healing isn't doable and besides that, short resting in the game simply heals you for half of your total hit points so instead on a short, rest you regain hit points equal to the troubadour's Charisma modifier. Otherwise, advantage on next ability check works as it should.
Note: Implemented as is.
Note: Implement mostly as intended. Currently, there isn't a Performance check when determining if you can apply the effect for magical silence from a spell (I kind of think Silence is the only one) but will look into it later. Additionally, as previously mentioned, there's no deafened status in the game and there might be a way to check if you've failed a saving throw by 5 or more, so I'll also look into that later.
Mystic Songs
Note: Implemented as is.
Note: Implemented as is.
Note: Largely implemented as is through a temporary toggle that appears on the right side of the hotbar where Metamagic and other such features appear.
Note: Currently we cannot check for ability checks failing but it should work for the saving throw portion which is done through an interrupt/reaction. The former, however, would grant the bonus through a temporary toggle on the right side of the hotbar.
Note: Implemented as is.
Note: Implemented as is through the interrupt/reaction system.
Note: Implemented as is.
Note: Implemented mostly as is though we're unable to reduce the speed to a specific minimum outside some potential finagling which I'll probably look into later.
Melodist's Tradition
Note: Added Thunderwave at 3rd level, Calm Emotions at 5th level and Haste at 9th level.
Note: Implemented mostly as is. There's no a way to check if you already have Expertise in a given skill at the Level Up/CC screen, so you automatically gain it in Performance and can gain it in another skill of your choice.
Note: Implemented as is by granting a temporary spell on the right side of the hotbar that targets an affect creature after using the Mystic Song action.
Note: Implemented as is.
Note: Implemented as is.
Note: Implement as is with the proficiency choice being done through a temporary spell gained on the right side of the hotbar. It'll only list the options you lack proficiency in and when the choice is made, the action disappears until your next long rest.
Skald's Tradition
Note: Added the Blade Mirage spell at 3rd level (only accessible while having my Homebrew Spells mod), Warding Bond at 5th level and Spirit Shroud at 9th level (only accessible while having my 5e Spells mod and will eventually create a mod for SDS version).
Note: Implemented as is.
Note: Implemented as is to the interrupt/reaction system.
Note: Implemented as is.
Note: Implemented as is through a toggle the appears under the "Passives" tab.
Note: Implemented as is.
Spellsinger's Tradition
Note: Added Magic Missile at 3rd level, Misty Step at 5th level and Counterspell at 9th level (replacement until Larian adds it or I do through my 5e Spells mod).
Note: Currently unable to check for proficiency in a skill and thusly being able to pick another skill. As such, you can pick any skill proficiency you wish but the default chosen one is Arcana. Otherwise, you gain a toggle, under the "Passives" tab, which can use your Charisma in place of Intelligence for Arcana checks. Also the Sonic Blast spell is within my Homebrew Spells mod.
Note: Implemented as is through the interrupt/reaction system, which uses a resource that tracks the number of spell slots you've gained per long rest.
Note: Implemented as is through the interrupt/reaction system.
Note: Implemented as is.
Note: Largely implemented as intended though it's pretty intricate and specifically requires the Script Extender. In essence, you gain a spell container that contains the ability to target a magic scroll that's not in your inventory that has a 1st-5th level spell in it. You gain a resource that's tied to the spells in the container that keeps track of how many spells you've learned and of a given level, etc. Once you level up, you should gain a temporary spell container on the right side of the hotbar that gives you the option to forgot one of your choices or you can opt to not pick any by choosing the "Forget Nothing" option. After making your choice, the spell disappears until the next level up.
Stormcrow's Tradition
Note: Added the Lightning Tendril spell at 3rd level (through my Homebrew Spells mod), Gust of Wind at 5th level and Call Lightning at 9th level.
Note: Similar to Arcana Artist above but with Nature as the default option. Also added a toggle, found under the "Passives" tab, that changes Nature checks to use your Charisma in place of Intelligence while its toggled on.
Note: Implemented as is through a temporary spell that appears while singing a Mystic Song. It provides 5 different options for pushing or pulling (from your specific position) from 1m to 5m and allied creatures are automatically affected.
Note: Implemented as is.
Note: Implemented as is through the interrupt/reaction system.
Note: Implemented as is with the resistance an ally is granted when using a Mystic Song is determined by a toggle that appears under the "Passives" tab.
Sunchanter's Tradition
Note: Added Guiding Bolt at 3rd level, Aid at 5th level and Daylight at 9th level.
Note: Same as Arcana Artist and Call of the Wind above. Also, you gain advantage on Performance checks regardless and Guidance is successfully added.
Note: Implemented as is though it partly requires the Script Extender for determining the spells chosen through the 10th level feature as being tradition spells. Otherwise, the abovementioned three would suffice.
Note: Largely implemented as intended but it only works against effects in the base game and most of my mods as far as charm, fear and poison effects go. Don't believe there are any hit point maximum reduction effects that require a saving throw however and not entirely sure if that could even be implemented.
Note: Implemented as intended with the previous Concordance action being replaced by a spell container that lets you choose between Thunder or Radiant Damage on a hit.
Note: The first portion is implemented but the second was replaced with an effect that allows you to temporarily learn the Greater Restoration spell and can cast it without expending a spell slot once per long rest. It'll disappear until the next long rest comes around.
Wildheart's Tradition
Note: Added Entangle at 3rd level, Summon Beast at 5th level (found in my 5e Spells mod and will eventually create the SDS version in another mod) and Plant Growth at 9th level (this is a replacement for Bramble Barrier but not even 100% sure that spell can be implemented).
Note: Same as Arcana Artist, Call to the Wind and Voice of the Gods above. Otherwise, you gain a resource that allows you to cast Speak with Animals as is.
Note: A lot of this wasn't entirely doable except being able to cast Find Familiar as a ritual spell due to the intricacies involved in setting up the Mystic Songs feature to work as it does. So alternatively, when using a Mystic Song on a summoned creature, it'll "echo" the song to allies within 3m of it so you could potentially have more affected by the song than normally. Suggestions are welcome for a potential alternative. Also for BG3, the Help action is only half of what it is in DnD 5e, so in this situation, it'll be what transfers to an ally if you use it on them.
Note: Implemented as is.
Note: Implemented as is to the interrupt/reaction system.
Note: Implemented as is with the first portion of the feature working through the Script Extender to apply the gained spells as tradition spells for the second portion. Otherwise, the abovementioned three will work for it, which is done through a temporary spell that appears on the right side of the hotbar.
Mindwhisper's Tradition
Note: Substituted Sending with Hypnotic Pattern due to the aforementioned not really being doable. Pretty strong replacement but nothing else was quite as fitting haha.
Note: Since telepathically communicating isn't really doable since that ties itself into the story/dialogue system, I implemented an alternate but what I feel is somewhat close enough to the theme. While you're telepathically communicating with a creature that isn't a beast, each creatures ha disadvantage on attack rolls and grants the other advantage on saving throws for any sort of attack/spell that would target/affect the other.
Note: So this was something that needed to be mostly setup through the script extender to dynamically remove any sound associated with singing Mystic Songs not just mechanically but literally as well. Ultimately functions like Subtle Metamagic in a way. Besides that, you'll gain a temporary spell on the right side of the hotbar that'll apply the Frightened status when used but currently only have it last for the turn you start singing a Mystic Song since that's the most fitting with the feature.
Note: Implemented as is.
Note: This ended up being way more work than I anticipated, despite already having it setup in my separate Psion mod, but should hopefully all be working as intended. This gives a sneak peak at how the Psion will be setup so any comments are welcome on that front as well. One issue you might encounter is with the modifier container spell. Because of the way container spells were setup to be alphabetical based on the spell's name/ID by Larian Studios, some of the container spells like to collapse in on one another, such as Meddling and Meddling Terrifying for example. Still looking into some kind of workaround for that but just a heads up.
Note: A temporary spell is added to the right side of the hotbar that'll allow you to use the action at any time while singing the Mystic Song to apply the psychic resistance to anyone within the Mystic Song's range.
Special Thanks/Credit/Misc.
Of course all of the credit for creating such an excellent homebrew class goes to the creator, somanyrobots. If you're interested in other homebrew projects or are curious in general about him, please check out his linktr.ee website which links to his discord channel, his homebrew site, patreon and others.
Also credit to AnteMaxx for all of his tutorials on armor and even providing plenty of assets in his mods.
Credit to Dragonify03 for the AI generated class icons.
And lastly, want to provide credit for the mod image of the Inspiring Bard MtG Art by Eelis Kyttanen.
How to Install
I would recommend installing mods using the BG3 Mod Manager.