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Implementation of Primal Sentry Barbarian from Tales from the Firelit Gathering by Gelatinous Cubicles

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This is an adaptation of the Primal Sentry subclass by Gelatinous Cubicles, as close to rules as written as I could get it:

Compatibility Framework support implemented by the amazing Xarara, in Compatibility Framework Subclass Patches
Alternative compatibility support in Subclass Compatch

More normal subclass icon by the amazing GraphicFade, in Customized Subclass Icons

Load my spell or spell list mods below Primal Sentry.

Subclass Features:
Primal Magic:
3rd-level Path of the Primal Sentry feature
Your path allows you to channel primal magic through your rage.
Cantrips: You learn two cantrips from the Druid spell list. You learn an additional cantrip of your choice at 10th level. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this feature with another cantrip from the Druid spell list. You can cast these cantrips while Raging.
Primal Spells: Any spells learned from this class are primal spells. Casting primal spells ignores the restrictions Rage places on spellcasting. You can cast primal cantrips while Raging, and once during each of your Rages, you can cast a primal spell of 1st level or higher that you know without expending a spell slot or providing material components without a gold cost.
When you cast a primal spell of 1st level or higher using this feature, you can cast that spell at any level you wish, up to your maximum spell level, The Maximum Spell Level column of the Primal Sentry Spellcasting table shows the highest level your spells can be cast at using this feature. When you cast a primal spell in this way, you lose concentration if your Rage ends. Finally, casting a primal spell or activating an ongoing primal spell maintains your Rage as though you had attacked.
When you reach 20th level in this class, you can cast six primal spells of 1st level or higher, after which you can't cast another until you finish a long rest, even if you Rage again.
Spells Known of 1st Level and Higher: You know three 1st level spells from the Druid or Ranger spell list, each of which must require concentration.
The Primal Spells Known column of the Primal Sentry Spellcasting table shows when you learn more Druid or Ranger spells of 1st level or higher. A spell you choose must be of a level no higher than what's shown on the Maximum Spell Level column for your level, and must require concentration. When you reach 7th level, for example, you learn a new primal spell, which can be 1st or 2nd level.
When you gain a level in this class, you can choose one of the primal spells you know and replace it with another spell from the Druid or Ranger spell list that requires concentration.
Spellcasting Ability: Constitution is your spellcasting ability for your primal spells, since your magic is drawn from the grit and instincts of your own body. Use your Constitution whenever a primal spell refer to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a primal spell you cast and when making an attack roll with one.
- Implementation Notes:
- Implemented a custom rage that can be maintained by spellcasting, and only blocks normal spells
- All cantrips and spells are custom versions to remove the requirement of spell slots, as this subclass doesn't get any; These spells cannot be affected by any other mods that change their spell effects
- Levelled spells require a Primal Magic Charge, which is granted upon raging and expires when rage ends
- Each 1st level spell is a container, with 1st and 2nd level versions; 1st level locks & 2nd level unlocks upon reaching class level 7
- Attempting to cast a non-primal spell or cantrip may warn you about 'not having a somatic weapon', this is just a side effect of how I had to implement this
- The game only allows replacing one type of spell per level-up, so I stuck with replacing spells rather than cantrips
- Spell list contains all concentration Druid & Ranger spells (that are implemented in BG3), from the PHB rules + TCE additions
- Progression:
- Level 3: Learn 2 cantrips from the Druid spell list; Learn 3 spells from the Druid or Ranger spell lists, 1st level (concentration required)
- Level 7: Learn 1 spell from the Druid or Ranger spell lists, 2nd level (concentration required)
- Level 10: Learn 1 cantrip from the Druid spell list; Learn 1 spell from the Druid or Ranger spell lists, 2nd level (concentration required)
- Spell List:
- Cantrips:
- Frostbite
- Guidance
- Poison Spray
- Primal Savagery
- Produce Flame
- Resistance
- Shillelagh
- Starry Wisp: included if using Starry Wisp Cantrip OneDnD UA8
- Thorn Whip
- Thunderclap
- 1st level:
- Ensnaring Strike
- Entangle
- Faerie Fire
- Fog Cloud
- Hunter's Mark
- Protection from Evil and Good
- Searing Smite
- 2nd Level:
- Barkskin
- Enhance Ability
- Enlarge/Reduce
- Flaming Sphere; uses Constitution instead of Wisdom, more info here
- Heat Metal
- Hold Person
- Magic Weapon
- Moonbeam
- Pass Without Trace
- Silence
- Spike Growth

Reckless Casting:
3rd-level Path of the Primal Sentry feature
When you cast a spell or activate an ongoing spell (such as Moonbeam) for the first time on your turn, you can choose to cast recklessly. Doing so gives you advantage on the spell's attack rolls during this turn or causes one target of the spell to roll its next saving throw against the spell with disadvantage. When you cast recklessly, attack rolls against you have advantage until the start of your next turn.
You can't cast recklessly on the same turn you attack recklessly, or vice versa.
- Implementation Notes:
- Implemented a custom version of the Reckless Attack ability & interrupt that operate on a shared hidden charge along with Reckless Casting, so that only one can be used per turn
- Progression:
- Level 3: Gain Reckless Casting; when used you gain advantage on spell attack rolls, and unlock a bonus bin ability to target one enemy and give them disadvantage on saving throws against your spells

Savage Spells:
6th-level Path of the Primal Sentry feature
Your rage empowers your magic. While raging, you gain a bonus to the damage of spells you cast equal to your rage damage bonus.
- Implementation Notes:
- This does a fixed Force damage bonus whenever you deal spell damage while raging, not all of the spells count as doing spell damage (like Moonbeam), but it works on most of them
- Progression:
- Level 6: Gain the Savage Spells passive

Unstoppable Might:
10th-level Path of the Primal Sentry feature
Your primal instincts have made you as unstoppable as a raging storm in battle. While you are conscious, magic can't reduce your speed or cause you to become paralyzed or restrained.
- Implementation Notes:
- Rules as written
- Progression:
- Level 10: Gain the Unstoppable Might passive