Love this subclass!! Shame that it is quite weak... Just a dumb idea, do you think you could make a slightly stronger version of it? Maybe increase the amount of temporary hitpoints gained per turn or something like that, I really like the idea of a very slow but very tanky build. Either way thanks for the effort and feel free to ignore this request. :D
I found a homebrew for this subclass that actually does a great job of making it more viable … I may add that in as an optional file one day - I just need some time away from this for a bit. It took too much time and was a frustrating experience :P
Oh nice!! Please take your time :D. Do you mind sharing a link or pointing me where to find this homebrew version? I'm quite interested in those as well. Thanks for your time and response!!
It looks great! Even if I like the idea of slowing down after becoming a Treant, but the current version of it is too slow at 5ft (If it were me, I would set it to reduce the speed by 10 ft, or spend the bonus action and speed to create difficult terrain). Of course, resting is also important. Looking forward to your future implementation of this revision!
You probably are aware of it, the 7th level feature allows you to heal to full HP out of combat. This is of course how it would work RAW as well, though since this is UA I think that was an oversight and is probably not intended. I feel like this is one of these things were you could deviate from RAW to fix something that surely would have been fixed had the subclass been released proper. You could make it only available in combat or something like that. It's not like healing fully between encounters breaks the balance of the subclass or anything, but at that point the subclass might as well have a feature that just says "at the end of combat you heal to full hp".
The Guardian Soul VFX seems to conflic with the Circle of the Shepherd subclass. With that mod the VFX just does not display, neither casting not the bark VFX. I'm not quite sure why, I don't see anything suspicious there other than some similar names for certain abilities. No duplicate IDs or anything. I never looked at any VFX stuff so I might be missing something though. If I delete CircleoftheShepherd\Public\CircleoftheShepherd\Content\Assets\Effects\[PAK]_Effects_Shepherd\_merged.lsf.lsx and CircleoftheShepherd\Public\CircleoftheShepherd\MultiEffectInfos\e6c19c9a-3a93-4a9a-9d6c-0b1c3122d512.lsf.lsx, the Guardian Soul VFX works, but that obviously breaks the VFX for the Druid mod. This problematic VFX (VFX_Status_Spirit_Totem_Aura_Root_01) doesn't even have anything to do with any barky exterior either, it's just an aura effect on the ground. I hope that's a good starting point, should you decide to have a look at the issue.
While trying to figure that one out I randomly noticed GUARDIAN_AURA has HasHPPercentageLessThan(50) in its healing condition. That should be HasHPPercentageLessThan(100), right?
On another note, if you are looking for other subclasses to implement, I think the new 2024 PHB World Tree Barbarian looks interesting. It has a similar theme to this subclass.
* ancient fortitude - im aware of the exploit and am ok with it :D ... the subclass is quite weak, so if you want to abuse the ability go right ahead * VFX - shoot me a pic of what the vfx looks like for Shepherd normally? The only thing that I can think of is, overlays have priority values... so not all will stack with each other (for instance Barkskin will not appear over the Guardian Form VFX either). Usually things like Invisibility and the Ghost effect are set to 99 to force their FX over anything else. Guardian Form FX is not prioritized that high, but it is high-ish (see my point about models in the VFX that dont count as part of your character) to ensure the "look" stays consistent. * Guardian Aura - intended: " This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs."
Thanks for the suggestion on World Tree... I honestly am kinda meh on 2024 DnD so I havent been inspired to tackle any of it yet. If I did, World Tree would be tops.
Totally missed the half health requirement for Guardian Aura, my bad.
The VFX for Shepherd is this red swirly thing on the ground and the green outline of the aura like on the left side of this image. And it seems to cause the Guardian Soul VFX to not work even if the mod is just loaded and no character actually is a Shepherd Druid. It's really strange. But I can live with removing the files from the Shepherd mod and just not having that VFX. Actually while typing this I did one last test with the load order reversed (this mod -> shepherd) and with that order both VFX show without problem. No clue what's happening, but all is well I guess. Now I can go back to not actually currently playing either of these subclasses 😅
Sumradagnoth makes the best class mods, period. And he is such a gentlemen! Told me where to find a Rogue Subclass based on poison damage, though I think I will wait for him to do some Rogue Subclasses, I just love the way he does them!
Sorry, hahaha! You held the candy into my face, now I want it! Just a joke, no pressure!!! I rather want creators to enjoy what they're doing, instead of fulfilling wishes.
34 comments
this revised version of primeval guardian does much of what I was thinking would make it a more viable subclass
Of course, resting is also important. Looking forward to your future implementation of this revision!
I have a question, were you ever thinking about creating a Rune Child subclass?
I feel like this is one of these things were you could deviate from RAW to fix something that surely would have been fixed had the subclass been released proper. You could make it only available in combat or something like that.
It's not like healing fully between encounters breaks the balance of the subclass or anything, but at that point the subclass might as well have a feature that just says "at the end of combat you heal to full hp".
The Guardian Soul VFX seems to conflic with the Circle of the Shepherd subclass. With that mod the VFX just does not display, neither casting not the bark VFX. I'm not quite sure why, I don't see anything suspicious there other than some similar names for certain abilities. No duplicate IDs or anything. I never looked at any VFX stuff so I might be missing something though.
If I delete CircleoftheShepherd\Public\CircleoftheShepherd\Content\Assets\Effects\[PAK]_Effects_Shepherd\_merged.lsf.lsx and CircleoftheShepherd\Public\CircleoftheShepherd\MultiEffectInfos\e6c19c9a-3a93-4a9a-9d6c-0b1c3122d512.lsf.lsx, the Guardian Soul VFX works, but that obviously breaks the VFX for the Druid mod. This problematic VFX (VFX_Status_Spirit_Totem_Aura_Root_01) doesn't even have anything to do with any barky exterior either, it's just an aura effect on the ground. I hope that's a good starting point, should you decide to have a look at the issue.
While trying to figure that one out I randomly noticed GUARDIAN_AURA has HasHPPercentageLessThan(50) in its healing condition. That should be HasHPPercentageLessThan(100), right?
On another note, if you are looking for other subclasses to implement, I think the new 2024 PHB World Tree Barbarian looks interesting. It has a similar theme to this subclass.
<?xml version="1.0" encoding="utf-8"?>
<save>
<version major="4" minor="0" revision="9" build="0" lslib_meta="v1,bswap_guids" />
<region id="EffectBank">
<node id="EffectBank">
<children>
<node id="Resource">
<attribute id="BoundsMax" type="fvec3" value="9 9 9" />
<attribute id="BoundsMin" type="fvec3" value="-9 -9 -9" />
<attribute id="Center" type="fvec3" value="0 0 0" />
<attribute id="CullingDistance" type="float" value="0" />
<attribute id="Duration" type="float" value="3" />
<attribute id="EffectName" type="FixedString" value="VFX_Status_Spirit_Totem_Aura_Root_01" />
<attribute id="ID" type="FixedString" value="81a95ffb-9f0b-4687-9624-068ef14b1f06" />
<attribute id="Initialized" type="bool" value="True" />
<attribute id="InterruptionMode" type="uint32" value="2" />
<attribute id="Looping" type="bool" value="True" />
<attribute id="Name" type="LSString" value="VFX_Status_Spirit_Totem_Aura_Root_01" />
<attribute id="Radius" type="float" value="15.58846" />
<attribute id="SourceFile" type="LSString" value="Public/CircleoftheShepherd/Assets/Effects/Effects_Banks/VFX_Status_Spirit_Totem_Aura_Root_01.lsfx" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209017" />
<children>
<node id="Dependencies">
<children>
<node id="DependentResource">
<attribute id="Object" type="FixedString" value="970df91b-ce6e-db7d-ea26-b9c4eb206954" />
</node>
<node id="DependentResource">
<attribute id="Object" type="FixedString" value="15981e87-bc8a-9f68-ae3d-0a3c2c802d25" />
</node>
<node id="DependentResource">
<attribute id="Object" type="FixedString" value="43ace358-6149-2611-ed7a-5d9232e79c28" />
</node>
<node id="DependentResource">
<attribute id="Object" type="FixedString" value="f7067d9a-b80f-a902-075a-7048568b3742" />
</node>
<node id="DependentResource">
<attribute id="Object" type="FixedString" value="5e1b3b30-8ca9-ea66-5346-d2a89dbf79fc" />
</node>
</children>
</node>
</children>
</node>
</children>
</node>
</region>
</save>
<?xml version="1.0" encoding="utf-8"?>
<save>
<version major="4" minor="0" revision="8" build="600" lslib_meta="v1,bswap_guids" />
<region id="root">
<node id="root">
<attribute id="Name" type="LSString" value="Spirit_Totem_Aura_Effect" />
<attribute id="UUID" type="guid" value="e6c19c9a-3a93-4a9a-9d6c-0b1c3122d512" />
<children>
<node id="EffectInfo">
<attribute id="UUID" type="guid" value="1883c18e-828f-4019-821c-3fd9ed25af9a" />
<attribute id="EffectResourceGuid" type="guid" value="81a95ffb-9f0b-4687-9624-068ef14b1f06" />
<attribute id="BindSourceTo" type="FixedString" value="SourceEntity" />
<attribute id="BindTargetTo" type="FixedString" value="TargetEntity" />
<attribute id="DamageType" type="uint32" value="0" />
<attribute id="DetachSource" type="bool" value="False" />
<attribute id="DetachTarget" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="KeepRotation" type="bool" value="True" />
<attribute id="KeepScale" type="bool" value="True" />
<attribute id="MainHand" type="bool" value="False" />
<attribute id="MaxDistance" type="float" value="0" />
<attribute id="MinDistance" type="float" value="0" />
<attribute id="OffHand" type="bool" value="False" />
<attribute id="Pivot" type="FixedString" value="Target" />
<attribute id="UseDistance" type="bool" value="False" />
<attribute id="UseOrientDirection" type="bool" value="False" />
<attribute id="UseScaleOverride" type="bool" value="False" />
<attribute id="VerbalIntent" type="uint32" value="0" />
<children>
<node id="SourceBone">
<attribute id="Value" type="LSString" value="Dummy_RootFX" />
</node>
</children>
</node>
</children>
</node>
</region>
</save>
* VFX - shoot me a pic of what the vfx looks like for Shepherd normally? The only thing that I can think of is, overlays have priority values... so not all will stack with each other (for instance Barkskin will not appear over the Guardian Form VFX either). Usually things like Invisibility and the Ghost effect are set to 99 to force their FX over anything else. Guardian Form FX is not prioritized that high, but it is high-ish (see my point about models in the VFX that dont count as part of your character) to ensure the "look" stays consistent.
* Guardian Aura - intended: " This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs."
Thanks for the suggestion on World Tree... I honestly am kinda meh on 2024 DnD so I havent been inspired to tackle any of it yet. If I did, World Tree would be tops.
But I can live with removing the files from the Shepherd mod and just not having that VFX.Actually while typing this I did one last test with the load order reversed (this mod -> shepherd) and with that order both VFX show without problem. No clue what's happening, but all is well I guess. Now I can go back to not actually currently playing either of these subclasses 😅Just a joke, no pressure!!! I rather want creators to enjoy what they're doing, instead of fulfilling wishes.