Hello fellow gish enthusiasts! Just wanted to let you know that this mod isn't dead, I just haven't been actively playing it. I did update my modding getup and tested spellbinder in patch 8, and I found that upon a very cursory test it was working fine.
I could not do a thorough test because I don't have time to start another bg3 run, so I just wanted to post here to let you know I'm still at least passively aware this exists and that I tested to see if it at least runs.
If anyone who experiences a bug would be so kind, please make sure to make a comment or file a bug here on nexus! That way I'll know there's actually something wrong and can come fix it :)
Now that is a gish to my liking. It is such a shame this does not get more recognition, because it is a lot of fun, and must have been quite a bit of work judging by the code.
For those who feel like it's a bit weak: Dual wielding is key. 3 Levels of Rogue, some wizard shenanigans for slots + spell learning and enchanting your weapons before combat go a long way.
Thanks! I made it exactly because it's to my liking, so I'm glad others are enjoying it! I actually managed to finish a playthrough of bg3 because of this class
@op If a class requires multi-classing to stay on par that means there's something wrong with them already. That's definitely not the case for something like a prestige class (but do people even make 'em for 5e?), for obvious reasons, but this one is a full class. And if the full class can't get a place under the sun with only it's own full 20 (or 12 in vanilla BG3) levels then what was the point of giving it full 20 levels worth of progression?
I mean, don't get me wrong what's viable is viable, I'm just saying that a class isn't done being balanced until it's balanced enough to be playable as a single class all the way till it's highest level.
I personally haven't found it to be very weak. Maybe perhaps compared to other modded classes? I was able to play through the entire game (twice!) with my spellbinder mc not falling behind at all.
So, currently leveling through the game and just hit 10. I went eight levels of Spellbinder and 2 levels in Abjuration Wizard and I've noticed a bit of an issue. Spellbinder, with it being a half-caster, is not multiclassing properly. My effective spell level would be 6, giving me 4 1st level spells, 3 2nd level spells, and 3 3rd level spells. But currently I have 7 1st level spells and 3 2nd level spells. Which is the same as Spellbinder 8 and Wizard 2 separately. Not sure what setting needs to be adjusted for that, but thought I'd let you know.
Sorry for the delay! Lots of stuff happening over the past couple weeks. This issue is now fixed though! And also, the class is fully implemented up to level 20.
Been using this so far and while not as powerful as some classes it has been a LOT of fun. Just got level six and mixing in Shocking Grasp with melee attacks just feels right. I hope you'll expand it out to 20 levels but if not I'll probably MC into Abjuration Wizard or something similar.
I'm also glad to hear that you don't think it's as powerful as some classes. One of the biggest impressions I had with a lot of modded classes is that they just feel overtuned to me, which dampened my enjoyment of them.
One of the biggest goals I had when beginning the brew was to create a gish that feels fun, does the fun gish stuff starting fairly early, and won't ruin the sense of balance, nor the potential enjoyment of other players at the table.
Level 13+ is planned! At the very least right now progression continues to level 20 as long as you have a mod that allows it, it's just that the custom features aren't implemented. Right now, that actually just means that level 15 and level 20 aren't implemented, since the other levels are feats, spell levels, and earlier feature expansions
Yeah, I read as such. I might just see if I can pilfer some feature from another class for 15 and 20 until if/when you add those. I'm currently moving to get the arcane synergy and acuity gear with that necklace that gives spell mod as damage to cantrips. Should work great with the level six ability.
So far love the mod, but I seem to have 2 problems
problem 1: you can for some reason only selecte 1 mastery when I believe 2 are supposed to be available according to the homebrew page.
Edit: correction, I have noticed you can apparently bind spells to whatever and either I'm dumb and read something wrong somewhere or that's also a bug that needs to be fixed, I think I might just be misunderstanding what is possible within the limitations you mentioned of the engine, and that is intended behavior?
Problem 2: there seems to be a glitch where at level 5 and 10 the option to change your mastery doesn't come up if multi classing or if you respec and go past level 5/10 with your xp.
Also, as a suggestion, why not just make a spell that can only be used once each day that gives you a temp spell like how chromatic orb works to change the weapon mastery as to be closer to the homebrew page?
Edit: one other suggestion is to make the bound spell permanent until use rather than a 10 turn thing, the document on homebrew also doesn't mention a turn limit, only a charge limit, tbh this is a small grip, and IG it kinda balances combat since you will have to cast during combat rather than holding onto it before hand to get an advantage, though considering you have to use an action every time you cast the spell I'm afraid it might actually be a bit of a lesser option in combat if you can't at least have the advantage of entering combat with it...
1) One mastery is on purpose since the feature is so different from how weapon mastery works in the 2024 material.
"binding to anything" is a good point, I completely forgot I had specified that you have to bind to a weapon with which you're proficient. This is technically only a small difference though, so I'm not sure if I feel it's important to fix. But I'll put it on the list!
Other than that though, I'm not 100% sure what you're referring to in this section. Could you ask what specifically you're confused about?
2) I'm not sure what you're referring to at levels 5 and 10? That's simply when you gain more uses of the feature between long rests. Changing at long rest might be workable that way, but I feel that in a universe with Withers that's not a very important thing to do
permanent binding is definitely an issue because it's free action economy. You can still do so if you know you're walking into a fight ahead of time so there's some advantage there, but to get the most out of the binding feature you'll want to spend quick bind points or use the battle magic feature. 5e's action economy doesn't allow for balanced at-will bonus action spellcasting of any sort, so I had to make it into a resource-based thing. The damage is definitely worth it though. At early levels, it functions similar to smites. Using your bonus action to add a d10 to an attack that doesn't consume the resource unless it hits, limited to a few times per rest. As the cantrips grow, they become more valuable than weapon attacks, so it's worth using an action to bind to the weapon.
Ya that mostly makes sense, I think I did misunderstand somethings from the homebrew page as well. However the only issue I have in that case is that you'd have us respec every time to change our mastery. Would be fine I think for people using the normal 1-12 level system, but imagine respeccing 20, 30, or even 50 levels in some cases once you decided you had enough of your weapon lol
Hmm. That's a fair point, I didn't realize people went that high. I have an idea for how to accomplish that in a way that doesn't clutter everything with the different weapon options, I'll see about getting that in
It is done! A new skill should appear on your hotbar that opens up a spell container holding every single possible weapon to master. It'll place a buff that causes your mastery to change on a long rest.
@CatDude55 believe and knowing is to different things lol yes i seen the 15 but some classes dont go full 20 so u need to be sure but yes it goes to level 20 i just check it
@FoxiestEllie thx for a great mod this looks great
The class is currently implemented up till level 12 fully, and 13 by virtue of the level 13 feature being an extra use of the level 9 feature. Spell level, slots, and feats go all the way to 20, but the custom features currently do not. They're detailed in the homebrewery document on what the progression will look like, but I haven't gotten around to implementing them. If people are interested enough in level 14+, then I probably will!
20 comments
I could not do a thorough test because I don't have time to start another bg3 run, so I just wanted to post here to let you know I'm still at least passively aware this exists and that I tested to see if it at least runs.
If anyone who experiences a bug would be so kind, please make sure to make a comment or file a bug here on nexus! That way I'll know there's actually something wrong and can come fix it :)
For those who feel like it's a bit weak: Dual wielding is key. 3 Levels of Rogue, some wizard shenanigans for slots + spell learning and enchanting your weapons before combat go a long way.
Glad you shared this:)
If a class requires multi-classing to stay on par that means there's something wrong with them already.
That's definitely not the case for something like a prestige class (but do people even make 'em for 5e?), for obvious reasons, but this one is a full class.
And if the full class can't get a place under the sun with only it's own full 20 (or 12 in vanilla BG3) levels then what was the point of giving it full 20 levels worth of progression?
I mean, don't get me wrong what's viable is viable, I'm just saying that a class isn't done being balanced until it's balanced enough to be playable as a single class all the way till it's highest level.
I'm also glad to hear that you don't think it's as powerful as some classes. One of the biggest impressions I had with a lot of modded classes is that they just feel overtuned to me, which dampened my enjoyment of them.
One of the biggest goals I had when beginning the brew was to create a gish that feels fun, does the fun gish stuff starting fairly early, and won't ruin the sense of balance, nor the potential enjoyment of other players at the table.
Level 13+ is planned! At the very least right now progression continues to level 20 as long as you have a mod that allows it, it's just that the custom features aren't implemented. Right now, that actually just means that level 15 and level 20 aren't implemented, since the other levels are feats, spell levels, and earlier feature expansions
problem 1: you can for some reason only selecte 1 mastery when I believe 2 are supposed to be available according to the homebrew page.
Edit: correction, I have noticed you can apparently bind spells to whatever and either I'm dumb and read something wrong somewhere or that's also a bug that needs to be fixed, I think I might just be misunderstanding what is possible within the limitations you mentioned of the engine, and that is intended behavior?
Problem 2: there seems to be a glitch where at level 5 and 10 the option to change your mastery doesn't come up if multi classing or if you respec and go past level 5/10 with your xp.
Also, as a suggestion, why not just make a spell that can only be used once each day that gives you a temp spell like how chromatic orb works to change the weapon mastery as to be closer to the homebrew page?
Edit: one other suggestion is to make the bound spell permanent until use rather than a 10 turn thing, the document on homebrew also doesn't mention a turn limit, only a charge limit, tbh this is a small grip, and IG it kinda balances combat since you will have to cast during combat rather than holding onto it before hand to get an advantage, though considering you have to use an action every time you cast the spell I'm afraid it might actually be a bit of a lesser option in combat if you can't at least have the advantage of entering combat with it...
"binding to anything" is a good point, I completely forgot I had specified that you have to bind to a weapon with which you're proficient. This is technically only a small difference though, so I'm not sure if I feel it's important to fix. But I'll put it on the list!
Other than that though, I'm not 100% sure what you're referring to in this section. Could you ask what specifically you're confused about?
2) I'm not sure what you're referring to at levels 5 and 10? That's simply when you gain more uses of the feature between long rests. Changing at long rest might be workable that way, but I feel that in a universe with Withers that's not a very important thing to do
permanent binding is definitely an issue because it's free action economy. You can still do so if you know you're walking into a fight ahead of time so there's some advantage there, but to get the most out of the binding feature you'll want to spend quick bind points or use the battle magic feature. 5e's action economy doesn't allow for balanced at-will bonus action spellcasting of any sort, so I had to make it into a resource-based thing. The damage is definitely worth it though. At early levels, it functions similar to smites. Using your bonus action to add a d10 to an attack that doesn't consume the resource unless it hits, limited to a few times per rest. As the cantrips grow, they become more valuable than weapon attacks, so it's worth using an action to bind to the weapon.
@FoxiestEllie thx for a great mod this looks great