Apologies for the recent delay in updating my mods, especially this one. I'm quite unwell and it will be a little while longer until I'm able to focus on my mods again. Thanks for your support and suggestions, feel free to keep reporting any issues but there will be a delay in fixing it.
Hey, so I've had this installed for a little while and I LOVE it! There's something I can't seem to figure out though… Does transforming into a hag do anything for you mechanically like a barbarian rage, or is it just an aesthetic choice? I haven't noticed any numbers changing or receiving any additional abilities when transformed but I could be missing something.
Edit: I mean with magic specifically. Not the 20 strength. Sorry for the confusion.
previously I had some different spells / allowed you to access 1 level higher spells, but people didn't like that so I took it away. Now it just functions as extra HP like you would get from a wildshape + being stronger so you can throw your enemies around. Do you have any suggestions for abilities you would like the hag shape to have? :)
Hey, thank you for asking! So since playing more with this class, I've discovered a few more things like the wallop attack. That's definitely a really nice touch! It does look like your charisma goes down to 14 in hag form which I thought was a bit strange that your casting would become weaker in this form but I suppose it's for balance reasons since you can do it on unlimited times per day. All in all, the only change I can really think to make is perhaps, you have advantage on intimidation while in this form. I would also make it to where you can change into this form during dialogue like the Friends or Thaumaturgy. If I think of any other ideas, I will let you know. :-)
Could you add stuff to go up to level 20? Because the game crashes for me when completing the level 12 level up, which doesn't usually happen even with class mods that only go to level 12 ime.
Also some of the levels don't give anything other than the standard extra health. Is this intentional?
this wasn't intended as a 20 level class mod but I can look into it when I get the time. However I am sorry for the issue with some levels for certain subclasses - I will look into fixing that, wasn't intentional.
Thank you, what I mean by hat is that I don't want to be seen wearing a hat in the portrait, it would be great if you could do it, thank you in advance.
Might I make a suggestion about the model, currently the one being used is of the pregnant hag model, its not a big deal just wanted to let you know incase you didnt, if it was intentional then oki....
also might you possibly make just a hag race?, I like this mod, unfortunately im limited to only the spells in the hag shape, rather than all my spells which makes it a wee bit much of a process if not all good thought i'd just ask cuz its been something I've wanted and I just dont have the time to code due to work in all to learn
i think that hags work better as a class than a playable race. hags have their own class of magic (Weird Magic) which can only fully be expressed through a class like this. as a race you're much more limited in things like racial abilities
Just tryed to test but both hag have no hag form, guessin that is WIP and also there is hag form issue with hotbar not keeping previous set on all classes
Nice, ill check it out once they solve SE issue and all that need to be fix animation in cutscene and hag form reorgizing hotbar when u go back to human form. For the janky animation thng i would ask johauna cause he sumhow got the dragon form to go back to human in those cutscenes. (Controller user btw)
Apologies for the recent delay in updating my mods, especially this one. I'm quite unwell and it will be a little while longer until I'm able to focus on my mods again.
Thanks for your support and suggestions, feel free to keep reporting any issues but there will be a delay in fixing it.
Take Hex from Warlock and throw it into the trash where it belongs.
Make a new spell called Cursed. It's a bonus action. It uses a level 1 spell slot. The Witch starts with it. Range: 18 m / 60 ft. _It does not have concentration._ You still cast it on one target. It curses the target. 100% chance to hit. It gives the target a flat -2 to saving throws versus spells the Witch makes it save against. No hunting for STR, DEX, etc. just a flat -2 to all saves caused by the Witch alone. If the target dies, you get a bonus action to recast it that doesn't use a spell slot. At higher Witch levels it gets an AoE circle. Optional to include the 1d6 extra necrotic damage when hit with a spell (just the Witch's spells). Procs once on Magic Missile. The -2 could also be a -1d4 roll to keep with the 5e way of doing things.
Give the Witch a summon pumpkin head ability to summon a pumpkin man, like they do in Ogre Battle. Take the fungal model, slap a jack-o'-lantern on it. Done. Its level scales as 1/2 the Witch's level. It does trash damage and is a plant zombie. When it crits the defender rolls a DC 10 CON check, on failure losing 1/2 of their current HP.
Keep the learn any spell from scroll Wizard ability. It's great. Also, give Witch one of the entangling vines spells by default. At a high level, give Witch unique AoE stun and AoE paralyze spells that last one round without concentration. The AoE should ignore allies. WIS save.
At a very high level, a spell that charms an enemy over to your side for 2-3 rounds would be fun, with the usual chance to save versus it every round and "any damage breaks it" clauses. It would have to be flagged so that it refuses to be cast on bosses and enemies without minds/brains. I'm pretty sure this kind of spell exists in BG3, but I never use spells that charm. Needs some kind of Witch-y twist for it be interesting for players to use over Fireball and Hadar.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- so I was looking at the witch class and was searching up homebrew and 5e, and found some things, so some witches spells are a bit in the wrong order (for each hag type)
green hag's starting cantrips are : dancing lights, minor illusion, vicious mockery so instead of the catrip for the green hag covenant maybe make that the vicous mockery?
Night Hag and Sea Hag were a bit different, Night hag started off with magic missile and detect magic (but those are spells, however I know they are more psychic based you could start them off with mind sliver
The Sea Hag, was a difficult one as its not really used alot and I couldnt find any starting spells but possibly shape water or create water (the dont seem to "start" off with any spells") ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Besides that, could you by chance increase the amount of spells a witch can peruse and choose, I feel like its not alot of options and since they are a small selection its hard to choose which ones someone would prefer
I used this a way to find the spell selection, and since this mod is compatiable with 5e spells, possibly could add more of the spells via the spell list
https://64.media.tumblr.com/72343f3b7d3ebb975057e953c8abbb13/tumblr_inline_o1haml8LIk1rx820c_1280.jpg ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Also I know it wont be soon, but maybe a coven mechanic? each player be it a different hag type or the same and in the same group get a passive that allows them to used shared spell slot spells of the coven casting
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots):Identify, Ray of Sickness 2nd level (3 slots):Hold Person, Locate Object 3rd level (3 slots):Bestow Curse, Counterspell, Lightning Bolt 4th level (3 slots):Phantasmal Killer, Polymorph 5th level (2 slots):Contact Other Plane, Scrying 6th level (1 slot):Eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ just some suggestions
123 comments
Thanks for your support and suggestions, feel free to keep reporting any issues but there will be a delay in fixing it.
Edit: I mean with magic specifically. Not the 20 strength. Sorry for the confusion.
Also some of the levels don't give anything other than the standard extra health. Is this intentional?
optionally
also might you possibly make just a hag race?, I like this mod, unfortunately im limited to only the spells in the hag shape, rather than all my spells which makes it a wee bit much of a process if not all good thought i'd just ask cuz its been something I've wanted and I just dont have the time to code due to work in all to learn
Hope u feel better soon
Take Hex from Warlock and throw it into the trash where it belongs.
Make a new spell called Cursed. It's a bonus action. It uses a level 1 spell slot. The Witch starts with it. Range: 18 m / 60 ft. _It does not have concentration._ You still cast it on one target. It curses the target. 100% chance to hit. It gives the target a flat -2 to saving throws versus spells the Witch makes it save against. No hunting for STR, DEX, etc. just a flat -2 to all saves caused by the Witch alone. If the target dies, you get a bonus action to recast it that doesn't use a spell slot. At higher Witch levels it gets an AoE circle. Optional to include the 1d6 extra necrotic damage when hit with a spell (just the Witch's spells). Procs once on Magic Missile. The -2 could also be a -1d4 roll to keep with the 5e way of doing things.
Give the Witch a summon pumpkin head ability to summon a pumpkin man, like they do in Ogre Battle. Take the fungal model, slap a jack-o'-lantern on it. Done. Its level scales as 1/2 the Witch's level. It does trash damage and is a plant zombie. When it crits the defender rolls a DC 10 CON check, on failure losing 1/2 of their current HP.
Keep the learn any spell from scroll Wizard ability. It's great. Also, give Witch one of the entangling vines spells by default. At a high level, give Witch unique AoE stun and AoE paralyze spells that last one round without concentration. The AoE should ignore allies. WIS save.
At a very high level, a spell that charms an enemy over to your side for 2-3 rounds would be fun, with the usual chance to save versus it every round and "any damage breaks it" clauses. It would have to be flagged so that it refuses to be cast on bosses and enemies without minds/brains. I'm pretty sure this kind of spell exists in BG3, but I never use spells that charm. Needs some kind of Witch-y twist for it be interesting for players to use over Fireball and Hadar.
so I was looking at the witch class and was searching up homebrew and 5e, and found some things, so some witches spells are a bit in the wrong order (for each hag type)
green hag's starting cantrips are : dancing lights, minor illusion, vicious mockery so instead of the catrip for the green hag covenant maybe make that the vicous mockery?
Night Hag and Sea Hag were a bit different, Night hag started off with magic missile and detect magic (but those are spells, however I know they are more psychic based you could start them off with mind sliver
The Sea Hag, was a difficult one as its not really used alot and I couldnt find any starting spells but possibly shape water or create water (the dont seem to "start" off with any spells")
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Besides that, could you by chance increase the amount of spells a witch can peruse and choose, I feel like its not alot of options and since they are a small selection its hard to choose which ones someone would prefer
I used this a way to find the spell selection, and since this mod is compatiable with 5e spells, possibly could add more of the spells via the spell list
https://64.media.tumblr.com/72343f3b7d3ebb975057e953c8abbb13/tumblr_inline_o1haml8LIk1rx820c_1280.jpg
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Also I know it wont be soon, but maybe a coven mechanic?
each player be it a different hag type or the same and in the same group get a passive that allows them to used shared spell slot spells of the coven casting
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
1st level (4 slots): Identify, Ray of Sickness
2nd level (3 slots): Hold Person, Locate Object
3rd level (3 slots): Bestow Curse, Counterspell, Lightning Bolt
4th level (3 slots): Phantasmal Killer, Polymorph
5th level (2 slots): Contact Other Plane, Scrying
6th level (1 slot): Eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.
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just some suggestions