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Larian Studios - The Game Norbyte - Modding Tools ShinyHobo - Modding Tools
Gelatinous Cubicles - The subclass itself
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Load my spell or spell list mods below Primal Sentry.
Subclass Features: - Implementation Notes: - Implemented a custom rage that can be maintained by spellcasting, and only blocks normal spells - All cantrips and spells are custom versions to remove the requirement of spell slots, as this subclass doesn't get any; These spells cannot be affected by any other mods that change their spell effects - Levelled spells require a Primal Magic Charge, which is granted upon raging and expires when rage ends - Each 1st level spell is a container, with 1st and 2nd level versions; 1st level locks & 2nd level unlocks upon reaching class level 7 - Attempting to cast a non-primal spell or cantrip may warn you about 'not having a somatic weapon', this is just a side effect of how I had to implement this - The game only allows replacing one type of spell per level-up, so I stuck with replacing spells rather than cantrips - Spell list contains all concentration Druid & Ranger spells (that are implemented in BG3), from the PHB rules + TCE additions - Progression: - Level 3: Learn 2 cantrips from the Druid spell list; Learn 3 spells from the Druid or Ranger spell lists, 1st level (concentration required) - Level 7: Learn 1 spell from the Druid or Ranger spell lists, 2nd level (concentration required) - Level 10: Learn 1 cantrip from the Druid spell list; Learn 1 spell from the Druid or Ranger spell lists, 2nd level (concentration required) - Spell List: - Cantrips: - Frostbite - Guidance - Poison Spray - Primal Savagery - Produce Flame - Resistance - Shillelagh - Starry Wisp: included if using Starry Wisp Cantrip OneDnD UA8 - Thorn Whip - Thunderclap - 1st level: - Ensnaring Strike - Entangle - Faerie Fire - Fog Cloud - Hunter's Mark - Protection from Evil and Good - Searing Smite - 2nd Level: - Barkskin - Enhance Ability - Enlarge/Reduce - Flaming Sphere; uses Constitution instead of Wisdom, more info here - Heat Metal - Hold Person - Magic Weapon - Moonbeam - Pass Without Trace - Silence - Spike Growth
- Implementation Notes: - Implemented a custom version of the Reckless Attack ability & interrupt that operate on a shared hidden charge along with Reckless Casting, so that only one can be used per turn - Progression: - Level 3: Gain Reckless Casting; when used you gain advantage on spell attack rolls, and unlock a bonus bin ability to target one enemy and give them disadvantage on saving throws against your spells
- Implementation Notes: - This does a fixed Force damage bonus whenever you deal spell damage while raging, not all of the spells count as doing spell damage (like Moonbeam), but it works on most of them - Progression: - Level 6: Gain the Savage Spells passive
- Implementation Notes: - Rules as written - Progression: - Level 10: Gain the Unstoppable Might passive