Baldur's Gate 3
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havsglimt

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Brings the Circle of Wildfire subclass for Druids to Baldur's Gate 3, as close as you can probably get to its 5e version.

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CIRCLE OF WILDFIRE HAS COME TO BALDUR'S GATE 3!


This is my take on the Circle of Wildfire Druid subclass, with the aim of making it as close as the 5e version as the game allows.















CLASS FEATURES


CIRCLE SPELLS

2nd level: Burning Hands, Cure Wounds
3rd level: Flaming Sphere, Scorching Ray
5th level: Plant Growth, Revivify
7th level: Aura of Life, Fire Shield
9th level: Flame Strike, Mass Cure Wounds




At 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 9m of you. Each creature within 3m of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
NOTES
Works like in 5e. Deals Fire damage when summoned to everyone except yourself. The Wildfire Spirit appears in the shape of a burning Needle Blight, which kind of looks like a shrub left behind after a forest fire. It inherits your Proficiency Bonus, it has 5 + five times your Druid level HP, and everything else listed on its monster table.

In addition to the Elemental Warp ability that conjured elementals have—which I added in lieu of Flying speed—it has the abilities Flame Seed and Fiery Teleportation. More info on those two below.


Make a ranged weapon attack on a target within 18m, using the Druid's spell attack modifier. On a hit, it deals 1d6 + the Druid's Proficiency Bonus as Fire damage.
NOTES
Works like it says on the tin.


The spirit and a willing creature of your choice within 2m of it teleport up to 5m to unoccupied spaces you can see. Then, each creature within 2m of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + the Druid's Proficiency Bonus as Fire damage.
NOTES
The 5e version allows you to teleport any number of creatures. This isn't possible without some script work that I'm not capable of doing right now, so for now you'll have to teleport one creature at a time.
(You can still use Elemental Warp in conjunction with Fiery Teleportation to move your characters one by one.)


At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
NOTES
Works like in 5e, with the notable exception that you can't allow a spell that you cast to originate from either yourself or your Wildfire Spirit. I was hoping they would add this functionality with Trickery Domain's Invoke Duplicity, but seeing as they never did, this will probably not be possible until they do. Still, you get a 1d8 bonus to healing and Fire damage as long as you're within 100m of your Wildfire Spirit, which you hopefully will be most of the time.

UPDATE: wesslen has added an optional file to their Familiar Casting and Fixes mod, which allows you to cast touch spells via the Wildfire Spirit. It's not the same functionality as intended in 5e, but it's good progress! Make sure to follow the instructions on that mod page if you decide to use it.


At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. Using your reaction, you can make a harmless spectral flame spring forth in a dead creature's space, which flickers there for 1 minute. When a creature enters that space, you extinguish the spectral flame there and either heal the creature if it is an ally, or deal Fire damage to it if it is an enemy. The healing or damage equals 2d10 + 5.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
NOTES
I was trying to make this into an interrupt that would trigger whenever an enemy stepped into range of the spectral flame, to no avail. I then decided to go the Larian's Halo of Spores way and simply make it a usable spell that costs a Reaction and places the flame on a nearby corpse. Whenever an ally or an enemy steps within 2m of the corpse, it will automatically be healed or take Fire damage respectively. 

I was also trying to change the damage of the spell to correspond to your Wisdom modifier, but I decided to make it a flat +5 instead since you're probably going to be at 20 Wisdom by level 10. If not, you get a few extra damage points that don't really matter at that level either way.




BONUS 4th LEVEL SPELL


Life-preserving energy radiates from you in an aura with a 9m radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to Necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
NOTES
Works like in 5e. I decided to make this spell that isn't in the official game yet since it was featured in the Circle of Wildfire spell list. It too does what it says on the tin, and grants you full immunity to any and all spells and effects in the game that lower your maximum HP.

Note: a Downed creature needs to start its turn in the aura to get revived with 1 HP. It doesn't happen immediately when it enters the range of the aura.








POTENTIAL ISSUES/DISCLAIMERS

  • There's a slight delay between the damage effect and summon of Summon Wildfire Spirit. I tried making this smoother but it never ended up the way I envisioned it, so it'll have to be this way.

  • As mentioned in the description of Fiery Teleportation, you can only teleport one additional character instead of a number you choose yourself. Maybe this functionality will be added in the future. 

  • I probably won't be adding Blazing Revival since this mod is created for the official level 12 cap. If I decide to add it later, I will not be squishing it into the 12 levels available, so it would be available at level 14 as per 5e rules. You'd need a mod that allows you to level past 12 for that.








INSTALLATION WITH BG3 MOD MANAGER

1.
Start BG3 Mod Manager and press the "Open Mods Folder" button on the top bar, or press Windows + R and type %userprofile%\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\.
2.
Open "CircleofWildfire.zip" and place "CircleofWildfire.pak" in the Mods folder.
3.
Refresh the mod list in BG3 Mod Manager by pressing F5, and move the mod from inactive mods to active mods in the mod manager window. If you encounter any issues, try placing it further down in the load order. Make sure you use the "Public" profile.
4.
Click "Save Load Order to File" in the top bar and launch the game.








CHECK OUT MY OTHER MODS: 
Oath of Conquest FOR PALADINS
Graviturgy Magic FOR WIZARDS
Swarmkeeper FOR RANGERS
Circle of Stars FOR DRUIDS
Chronurgy Magic FOR WIZARDS
Circle of Stormchasers FOR DRUIDS
Aberrant Mind FOR SORCERERS
College of Spirits FOR BARDS
Oath of the Bleak Walkers FOR PALADINS
Oath of Redemption FOR PALADINS
Lunar Sorcery FOR SORCERERS
Circle of the Shepherd FOR DRUIDS
Circle of the Blighted FOR DRUIDS
Inquisition Domain FOR CLERICS

Circle of Spores Enhanced
Resurrect NPCs