Baldur's Gate 3
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havsglimt and ThisRockIFound

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havsglimt

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About this mod

Brings ThisRockIFound's Circle of Stormchasers, inspired by Pillars of Eternity II: Deadfire, to Baldur's Gate 3!

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


This Homebrew Druid subclass was created from the ground up by ThisRockIFound, and takes inspiration from the Fury Druid subclass in Pillars of Eternity II: Deadfire. It fills a certain "Nature's Fury" niche that I've yet to encounter in 5e's Druids, so I figured it'd make a nice addition to BG3's selection of storm-themed subclasses. 













CLASS FEATURES


CIRCLE SPELLS

2nd level: Shocking Grasp, Thaumaturgy, Thunderwave, Fog Cloud
3rd level: Misty Step, Shatter
5th level: Fly, Lightning Bolt
7th level: Ice Storm, Conjure Minor Elemental
9th level: Cone of Cold, Tornado (Maelstrom reskin)






At 2nd level, you gain the ability to enrobe yourself in bolstering elemental energy. As a Bonus Action, you can expend a use of your Wild Shape feature to enter a Storm Shift rather than transforming into a beast.

While Storm Shifted, you retain your game statistics, but your body thrums with power; frost builds at your fingertips, dark clouds encircle your head, and sparks of lightning dance up and down your entire body. While this feature is active, you gain temporary hit points equal to three times your Druid level, you add your Wisdom modifier to your Lightning, Thunder, or Cold damage rolls, and the storm clouds that swirl around your feet dampen your falls, granting you Immunity to Falling damage.

The form lasts until the next Long Rest and ends early if you dismiss it, use another Wild Shape, or become incapacitated.
NOTES
Features a number of custom visual effects that I just learned how to make!
When activating this form, you also activate a passive effect that causes a thunderstorm to amass around you. This effect is purely cosmetic and doesn't feature any sounds, so it's not particularly disruptive. If you don't want to use it, you can toggle it off. 



INCLUDES VERSIONS FOR "LIGHTNING" (LEFT), "THUNDER" (MIDDLE) & "COLD" (RIGHT)

Starting at 6th level, you can quickly draw energy from the atmosphere to strike nearby enemies. You can use your Bonus Action to force a creature within 18m of you to make a Dexterity Saving Throw against your spell save DC. A creature that fails takes a number of d8s equal to your Proficiency Bonus in Lightning, Thunder, or Cold damage, while one that succeeds takes half.

You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses after a Long Rest.
NOTES
I used Wrath of the Storm as template for this one, and implemented a custom recolored Ray of Frost beam effect for the Cold version of the spell that looks like a blast of freezing ocean water rather than ice, since I felt that the cold embrace of the ocean would fit the class fantasy better than a shard of ice.

Worth noting is that the tooltip states that it does tons of damage. This is because it adds all three versions together instead of counting them separately, so it only deals one of them at a time, based on the version that you use.


Starting at 10th level, your Storm Shift creates an even more powerful embodiment of the wrath of the sky and sea. All Lightning, Thunder, or Cold damage you deal while Storm Shifted ignores Resistance and treats Immunity as Resistance. Additionally, while transformed, you gain a Flying Speed equal to your Movement Speed and are considered hovering, ignoring surfaces and the effects of Difficult Terrain.
NOTES
There aren't any vanilla 5e features or spells that allow you to exhange a target's Immunity with Resistance, so this one was quite difficult to implement. It can sometimes act a bit wonky out of combat, but in combat it's working perfectly. The last portion of this feature unlocks a Flight spell that you can use whenever you are Storm Shifted, but the hover effect is a passive bonus as long as you have the buff. 


INCLUDES VERSIONS FOR "LIGHTNING" (LEFT), "THUNDER" (MIDDLE) & "COLD" (RIGHT)

Starting at 14th level, you gain Resistance to your choice of either Lightning, Thunder, or Cold damage. Over the course of a Short or Long Rest, you can change the type resisted to another offered on the list.

Furthermore, you can cast each of the following spells once without expending a spell slot: Create or Destroy Water and Gust of Wind, both of which cost a Bonus Action to cast, and Chain Lightning, which costs an Action. All uses of this feature recover after completion of a Long Rest.
NOTES
*Requires a mod that allows levelling past 12.*
The Resistances don't stack with one another, so even if they last until Long Rest and you can pick a new one after a Short Rest, you'll simply exchange the one you have with the new one. 

The free spell casts are unlocked as temporary spells on the right side of your hotbar, and will disappear after use. Once you finish a Long Rest, they'll reappear.





BONUS 5th LEVEL SPELL


A massive tornado appears and swirls in a 9m radius. While concentrating on this spell, the area becomes Difficult Terrain and any creature that starts its turn there must succeed on a Strength Saving Throw or take 6d6 Bludgeoning damage and be pulled 3m toward the center.
NOTES
This is a reskin of Maelstrom and works pretty much exactly the same, except that you can't place it in a body of water. Not only are there no maelstrom-/whirlpool-esque visual effects in the game that I know of, but a tornado is also arguably closer to the Stormchaser theme.

The spell can be cast using a 5th level spell slot, and any potential upcasting won't increase the damage done, just like with 5e's Maelstrom.






POTENTIAL ISSUES/DISCLAIMERS

  • It might be slightly difficult to see exactly where the Tornado radius starts and ends since there are very few 9m radius effects in the game that could potentially make it easier to establish some sort of visible threshold. As such, you'll simply have to be careful not to get too close! 


  • Due to a strange bug that prevented me from getting my own damage table working, Storm's Reach uses the Four Element Monk's Shatter level map values for its damage (which is the same). Due to it being locked at level 12 however, it will not scale beyond that if you have a mod that increases your level cap. 







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 "CircleofStormchasers.zip" and place "CircleofStormchasers.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
Circle of Wildfire FOR DRUIDS
Chronurgy Magic FOR WIZARDS
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