Baldur's Gate 3

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havsglimt

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havsglimt

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Brings the Circle of the Shepherd subclass for Druids to Baldur's Gate 3.

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CIRCLE OF THE SHEPHERD HAS COME TO BALDUR'S GATE 3!

Circle of the Shepherd was one of the first subclasses I ever wanted to do, so it brings me great pleasure to have finally finished it! It'll probably be the last official Druid subclass I do, since I've already done most of them and the rest is already available. Since this mod relies heavily on summoning a lot of powerful creatures, this mod introduces three new spells not available in the vanilla game to make playing it more interesting: Summon Beast, Conjure Animals, and Summon Fey. More info on these further down.

This subclass offers progression up to level 12. At the moment I do not have any plans to add post-level 12 progression, so please do not ask about it.

Thanks to chanceking for uploading the first version of this subclass (which is what made me postpone working on it on my own until now, to be completely honest) and for the inspiration it brought.

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I strongly recommend using wesslen's mod Database Cleaner that cleans up your save files from leftover summons and other data, given how summon-heavy this subclass is. Otherwise your game will likely load much slower after a while.

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CLASS FEATURES




At 2nd level, you gain the ability to converse with beasts.
NOTES
For this one you simply get a passive that allows you to toggle Speak with Animals.




INCLUDES "SPIRIT TOTEM: BEAR" (LEFT), "SPIRIT TOTEM: HAWK" (MIDDLE) & "SPIRIT TOTEM: STAG" (RIGHT)

Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.
As a Bonus Action, you can magically summon an incorporeal spirit to a point you can see within 18m of you. The spirit creates an aura in a 9m radius around that point and has the spectral appearance of the creature it represents.
The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below:

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your Druid level. In addition, you and your allies gain Advantage on Strength Checks and Strength Saving Throws while in the aura.

Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an Attack Roll against a target in the spirit's aura, you can use your Reaction to grant Advantage to that Attack Roll. In addition, you and your allies have Advantage on Perception Checks while in the aura.

Stag Spirit. The stag spirit lends its protection to those nearby. You and your allies gain the ability to detect invisible creatures and objects in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, you may also cause each ally in the aura to regain hit points equal to your Druid level.
NOTES
Works pretty much like in 5e, with the noted exception that the Unicorn Spirit is exchanged for a Stag Spirit, which I argue is more fitting anyway. The biggest change I would say is that you currently can't move the Spirit Totem after you've cast it, due to certain restrictions in the game files.

The Spirit Totems take the shape of the Bear, Eagle and Stag statues in the Druid Grove—my headcanon is that those statues are placed by Shepherd Druids in order to grant their boons to the Druids that dwell within the grove.
Here are some specifics for each of the totems in order:

Bear Spirit: Works like in 5e with no alterations.

Hawk Spirit: Works like in 5e with no alterations.

Stag Spirit: Checks made to specifically detect creatures aren't really implemented in the game as it is in tabletop, so this one simply grants See Invisibility while standing within the aura. As for the second part of the Stag's features, you unlock a temporary healing spell after you've cast a heal, which you have to manually cast to heal all allies within the aura. I tried making it an automated process to no avail. It might be easy to miss, so make sure you keep it in mind if you use your Stag Spirit Totem so you don't miss out on the extra healing.




At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:

• The creature appears with more hit points than normal: Small creatures get 6 additional hit points, Medium creatures get 8 additional hit points, and Large creatures get 12 additional hit points.
• The damage from its natural weapons is considered magical for the purpose of overcoming Immunity and Resistance to non-magical attacks and damage.
NOTES
Since the game doesn't really utilize hit dice in the same way you do in tabletop, and since there aren't technically hit dice available for each creature in the game, you can't simply add more hit points per hit dice. As such, I tried calculating approximately how many extra hit points it would be based on the average amount of hit dice that certain types of creatures have, and decided on a set amount of extra hit points based on the creature's size. Like in 5e, it only applies to beasts and fey, so your elementals won't be buffed.





Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your Druid level.
NOTES
Works exactly like in 5e. Worth noting is that your summons won't get any heals if their hit point maximum isn't below 100%, in order to save you from unnecessary healing spam.





BONUS 2nd LEVEL SPELL



INCLUDES "WOLF" (LEFT) & "RAVEN" (RIGHT)

You call forth a bestial spirit, manifesting in an unoccupied space that you can see within 18m. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, you can choose either Land or Air. The creature resembles an animal native to the chosen environment, which determines certain traits in its stat block.

The creature disappears when it drops to 0 hit points or when the spell ends.
NOTES
You probably guessed that the Land beast is a Wolf and the Air beast is a Raven. The wolf gets Pack Tactics (Advantage on attacks when near allies), while the Raven gets Flyby (movement won't trigger opportunity attacks) and increased Flying speed. Otherwise their stats are the same and they deal the same amount of damage, so it's mostly a matter of flavor and utility.

Casting the spell at increased spell slot levels gives the beast the following per spell slot level above the 2nd: one additional AC, five more health, more attacks the higher the spell slot level (rounded down), and one more damage done with its main attack. 
Can be cast without Concentration, and its range is reduced from 27m to 18m to go with Larian's own changes.


BONUS 3rd LEVEL SPELLS



INCLUDES "POLAR BEAR" (LEFT), "SABER-TOOTHED TIGER" (MIDDLE) & "GIANT EAGLE" (RIGHT)

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within 18m. These spirits take the form of either a Polar Bear, a Saber-Toothed Tiger, or two Giant Eagles.

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
NOTES
This spell lets you summon a number of beasts depending on their 5e Challenge Rating. To avoid having a dozen summons (which, I admit, is kind of the point with this subclass, but still), I opted for two "one beast of Challenge Rating 2" options and one "two beasts of Challenge Rating 1." The first two are the Polar Bear and the Saber-Toothed Tiger—both of which are already available as Wildshape forms—as well as two Giant Eagles, all of which have different niches. Can be cast without Concentration.

Casting the spell using a level 5 or level 6 spell slot doubles the amount of creatures summoned: two Polar Bears, two Saber-Toothed Tigers, and four Giant Eagles. This is pretty much the reason why I didn't include anything below CR 1, because if I included e.g. CR 1/4 beasts, you could technically end up with 16 wolves in one cast. It gets out of hand pretty quick, so I won't be adding any other animals for this one.




INCLUDES THE MOODS "FUMING" (LEFT), "MIRTHFUL" (MIDDLE) & "TRICKSY" (RIGHT)

You call forth a fey spirit. It manifests in an unoccupied space that you can see within 18m. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Redcap marked by the chosen mood, which determines one of the traits in its stat block.

The creature disappears when it drops to 0 hit points or when the spell ends.
NOTES
The only proper humanoid fey available in the game are Dryads, a Green Hag and Redcaps. Since Dryads are already available via Conjure Woodland Beings, and a Hag akin to Auntie Ethel feels a bit too intelligent and plot-relevant to summon, you get to summon your very own Redcap! They wield a shortsword and each mood comes with their own visual effects and animations (although it's nothing too fancy given the Redcap's limited repertoire in the game files). Even so, they have their own Fey Step versions and accompanying Bonus Action ability, and a Shortsword attack that becomes a multiattack at higher levels.

Casting the spell at increased spell slot levels gives the fey the following per spell slot level above the 3rd: one additional AC, ten more health, more attacks the higher the spell slot level (rounded down), and one more damage done with its main attack. Can be cast without Concentration, and its range is reduced from 27m to 18m to go with Larian's own changes.




BONUS CONJURE WOODLAND BEINGS SUMMON:
MEENLOCK




Conjure a meenlock to fight alongside you. It can paralyze creatures with its venomous claws, teleport to a shadowy location, and possibly frighten nearby enemies.
NOTES
I figured one more Woodland Being would be fun, especially since Meenlocks are in the game. This allows you to switch up your playstyle a bit, especially if you're a less-than-good Druid who'd rather summon evil fey.

This summon uses a mix of the in-game stats and the Meenlock stat block from Volo's Guide to Monsters. The Fear Aura is a bit different than the in-game version in the sense that the official 5e version isn't limited to a specific creature type, so it can frighten anything that isn't immune to being Frightened. Light Sensitivity is still present, so make sure you don't use it in broad daylight, lest it will be less effective in combat.








POTENTIAL ISSUES/DISCLAIMERS

•   Each creature summoned by the bonus spells have had their maximum health points reduced by approximately 20% to compensate for the lack of Concentration requirement. None of the other summons in the vanilla game has Concentration, so I figured this shouldn't be any different. That being said, having 6 summons with 60 HP or more each would simply be too overtuned.

•   I've tried exchanging the base attacks of certain summons to their signature attack, but some still didn't want to listen. In those cases, you're going to have to make sure you actually click that attack on the hotbar and not just use the default attack, which always does less damage. 

•   The Redcap's multiattack animation will look like three attacks even when you only happen to get two attacks through it. That's just how the Redcap's multiattack animation works I'm afraid. 

•   The Spirit Totem: Stag bonus heal spell might make your game slow down a bit when you're preparing it, since it seems to be checking for everything in your vicinity rather than what I asked it to look for in its target conditions. Hopefully it won't break your game. 
 






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 "CircleoftheShepherd.zip" and place "CircleoftheShepherd.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
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 Blighted FOR DRUIDS
Inquisition Domain FOR CLERICS

Circle of Spores Enhanced
Resurrect NPCs