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- Primal Guardian - Barbarian subclass

Primal Guardian - Barbarian subclass
About This Mod
This is an adaptation of Gelatinous Cubicles's Primal Sentry subclass, as close to the rules as I could understand it:
Compatibility Framework support, implemented by the amazing Xarara, in Compatibility Framework Subclass Patches
Alternative compatibility support in Subclass Compatch
A more normal subclass icon from the amazing GraphicFade, to Custom Icons
subclasses Download my spells mods or spell list below Primal Sentry.
Features of subclass:
Primitive magic:
Path
3rd level primitive guardian Your path allows you to channel primitive magic through your rage.
Kantrips: You learn two kantrips from the druid's spell list. At level 10, you learn an extra cantrip of your choice. Every time you reach a level in this class that gives an ability point improvement function, you can replace one cantrip you've learned with that feature with another cantrip on the druid's spell list. You can play these cantrips during rabies.
Original spells: Any spells learned by this class are primitive spells. Casting primitive spells ignores the restrictions that Rage places on casting spells. You can cast primitive spells during Rage, and once during each of your Rages, you can cast a known primitive spell of 1st level or higher without spending a spell slot or providing material components without the cost of gold.
When you cast a 1st-level or higher primitive spell with this feature, you can cast this spell at any level you wish up to the maximum spell level. The Maximum Spell Level column of the Primitive Turret Spells table displays the highest level at which your spells can be cast with this feature. When you cast a primitive spell in this way, you lose focus if your rage ends. Finally, casting a primordial spell or casting a current primordial spell maintains your rage as if you were attacking.
When you reach level 20 in this class, you can cast six primitive 1st-level or higher spells, after which you will not be able to cast another until you have completed a long rest, even if you fall back into Rage.
Known 1st-level and higher spells: You know three 1st-level spells from the Druid or Ranger spell list, each of which requires concentration.
The Known Original Spells column of the Primitive Turret Spells table shows when you are learning more druid or Ranger 1st-level spells or higher. The spell you choose must have a level no higher than the one specified in the Maximum Spell Level column for your level, and must require concentration. For example, when you reach 7th level, you learn a new primitive spell, which can be 1st or 2nd level.
When you raise a level in this class, you can select one of the primitive spells you know and replace it with another spell from the druid or ranger's spell list, which requires concentration.
Spell Ability: Constitution is your spell ability for your primitive spells, as your magic is derived from the hardness and instincts of your own body. Use your constitution whenever a primitive spell refers to your spell ability. In addition, you use the Constitution modifier when you set a DC save for the primitive spell you cast and when you cast an attack with it.
- Implementation notes:
- Added custom rage that can be maintained with spells, and that blocks only normal spells
. - All cantrips and spells are custom versions to remove the requirement for spells slots as this subclass does not receive them; these spells cannot be affected by any other modifiers that modify their effects
Spells - Swept spells require an Initial Magical Charge, which is given when the rage is over and expires when the rage is over
. - Each 1st-level spell is a container, with 1st- and 2nd-level versions; 1st-level locks and 2nd-level unlocks upon reaching 7th
Grade level - Trying to cast a non-primitive spell or cantrip can warn you that you "don't have a somatic weapon", it's just a side effect of how I had to implement it
- The game only allows you to change one type of spell per level, so I decided to change spells instead of cantrips
- Spell list contains all Druid and Ranger spells (which are implemented in BG3), from PHB+ Add-on rules
TCE - Progress:
- Level 3: Learn 2 spells from the Druid Spell List; Learn 3 spells from the Druid or Ranger Spell List, 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's spell list; Learn 1 spell from the Druid or Ranger's spell lists, 2nd level (concentration required)
- List of spells:
- Kantrips:
- Frostbite
- Management
- Poisonous spray
- Primitive wildness
- Production of flame
- Resistance
- Shillelag
- Starlight: on when using Cantrip OneDnD UA8 Starlight
- Barbed whip
- Raskat
thunder - 1st level:
- Catching Strike
- Entanglement - Magic Fire
- Fog cloud
— Hunter's mark
- Protection from evil and good
- Flame punishment
- 2nd level:
- Skin Measles
- Enhancement of capabilities
- Enlarge/Reduce
- a flaming sphere; uses the Constitution instead of Wisdom, more information here
- Heat Metal
- Hold Person
- Magic Weapon
- Moonbeam
- Passage without trace
- Silence
- Growth of spikes
Reckless spell:
function
3rd-level primitive turret path When you cast a spell or activate a current spell (such as Moonbeam) for the first time on your turn, you can choose to cast a reckless spell. This gives you an advantage in the spell's attack rolls during this turn, or causes one of the spell's targets to roll its next save against a spell with an unfavorable position. When you play the game recklessly, attack rolls against you have an advantage until the start of your next turn.
You cannot play recklessly on the same turn on which you recklessly attack, or vice versa.
- Implementation notes:
- Implemented a custom version of the ability and interrupt "Reckless Attack", which works on a shared hidden charge along with "Reckless Spell" to move
only one spell could be cast. - Progress:
- Level 3: Gives a Reckless spell; When used, you gain an advantage in spells' attack rolls and unlock the bonus ability of the basket to target one enemy and give it an advantage when saving throws against your spells
Wild spells:
Level 6 Path of the Primal Sentry Your
rage enhances your magic. During rage, you receive a bonus for damage from spells cast, equal to the bonus for damage from rage.
- Implementation notes:
- This effect gives a fixed Strength damage bonus when you damage from spells during rage, not all spells count as spell damage (e.g., Moonbeam), but it works for most of them
. - Progress:
- 6th level: gives a passive "Wild Spells" effect
Unstoppable Power:
Level 10 Path of the Primal Sentry Your
primitive instincts have made you unstoppable, like a raging storm in battle. While you are conscious, magic cannot slow down your speed or make you become paralyzed or stiff.
- Implementation notes:
- Rules as written
- Progress:
- 10th level: gives passive Unstoppable Power
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