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ChizFreak

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chizfreak

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About this mod

Infuse more magic into your Eldritch Knight fantasy while still keeping it fair and balanced! New Passives, rebalanced spell leveling progression, removed spell list restrictions, optional add-ons to let you customize the mod and more! Works with Patch 7!

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WORKS WITH PATCH 7! For more information about Patch 7 and my mods check pinned comment


Description
(the why's, skip to List of Features if not interested)

This mod rebalances Eldritch Knight by modifying the leveling progression of spell slots, spell known, cantrips known, along with adding new passives that enhance the fantasy of Eldritch Knight's unique playstyle while still remaining fair and balanced (considering the enemies' stats in the higher difficulties and the fact there is an abundance of scrolls that can be easily acquired, even for free via pickpocket). The idea is to revamp Eldritch Knight's progression while also adding some tweaks to make it worth investing everything into it and not multi-class considering the opportunity cost present in the game's current multiclass implementation. Don't feel anymore like multi-classing is a must because the vanilla class is too weak, but without going overboard and making it OP.

While the new spell level progression may look a bit similar to half-caster progression, THIS IS NOT A ''HALF-CASTER'' MOD. A closer look will show that it's actually a new balanced tailor-made spell level progression for Baldur's Gate 3.
The reason I didn't just copy the half-caster progression and put it into Eldritch Knight is because that would make Eldritch Knight way too strong too fast and I'm doing an effort to keep it balanced while still trying to not get that further away from Eldritch Knight's original third-caster progression.

That's why the need to buff Eldritch Knight but in a more ''surgical'' way. Among other things, I kept in mind at which point of the Act 1/2/3 would the player be when reaching each level and try to tailor the power-boosts to keep it interesting but still overall balanced within the context of Baldur's Gate 3's maximum difficulty (in Honour Mode; if you play lower difficulties it will be even more balanced because of the other classes' relative strengths).

The aim is for every level of Eldritch Knight to have something interesting, avoiding the boring level ups where you can only choose if you want to replace a spell and nothing else.

Additionally I ''fixed'' the fact that at level 7, the level at which you learn to cast spells level 2, your replacement spell options were for some reason locked to spells level 1; now you can actually pick a spell level 2 replacement (and from the wizard spell list!). In the newest versions of this mod this change has been extended to all levels: the above mentioned stringent spell list restrictions are no more since they made absolutely no sense in the context and game-balance of Baldur's Gate 3 (ex. because of ample access to scrolls, super strong magical items that let you cast spells, etc.); it just was a copy-paste restriction from DnD tabletop to BG3's system that didn't make sens and only reduced player expression and fun without really affecting difficulty or ''fairness''.

The few levels with no changes are because they already have other things unlocked at them so you still get something at that level. As I said, the idea is to add or very slightly accelerate some unlocks to avoid ''empty'' levels while keeping it fair and balanced, and to make Eldritch Knight feel ''worth'' to take to max level. That's why on top of having a slightly more spells known (and an extra cantrip known), you also get access to spells level 3 at level 11.

I feel like the the capstone of investing so much of your levels in Eldritch Knight and not multi-classing should be accesing Spells Level 3 and that's why I added it at level 11 although with only 1 spell slot to keep it balanced (only at level 12 you get a second slot). In the context of Baldur's Gate 3's gameplay and mechanics on the highest difficulties I don't consider it unbalanced because you could have just multi-classed with Wizard for even better results in the casting department plus the ability to learn ANY SCROLL. The opportunity cost of NOT multi-classing here is real and very high and I feel this helps make it worth it to the player to invest completely and exclusively all their levels into Eldritch Knight. And, at the end of the day, this ''boost'' is really only equivalent to 1 level as in DnD 5e Eldritch Knight literally unlocks level 3 spells at level 13. Given it's considered one of the weakest pure classes in Baldur's Gate 3's game-balance, this small boost is not really an issue balance-wise.

Finally, with version 4.0 of the mod I've added two NEW PASSIVES:
  • BATTLEMAGE CASTING: Your Ranged Spell attacks can be cast as Melee Spell Attacks when threatened. This feature can be toggled off. Unlocks at level 5 and automatically added to your hotbar (find it in your spellbook if you don't have it on your hotbar automatically).

    
  • EMPOWERED CANTRIPS: You attune to your bound weapon to use it as a magical catalyst to channel your physical strength into your cantrip casting, empowering them. Your cantrips deal 1 additional damage plus half your Strength or Dexterity Modifier (whichever is highest). Unlocked at level 8.
    



List of Features (main file)


List of changes from vanilla (keep in mind vanilla unlocks ARE STILL there, I'm just not mentioning them so you know exactly what the mod gives you IN ADDITTION):
  • Removed stringent spell list restrictions when choosing new or replacing old spells at all levels. Now you can pick spells from any Wizard School instead of being restricted to pick only from Abjuration or Evocation school. This restriction doesn't make sense in the context of Baldur's Gate 3's gameplay and balance.
  • Levels 3 and 4: No further changes
  • Level 5: +1 Spell Known, New Passive: BATTLEMAGE CASTING (read details above)
  • Level 6: +1 Spell Slot level 1; +1 Cantrip Known
  • Level 7: No further changes, but the original +1 Spell Slot level 1 was moved to level 6
  • Level 8: New Passive: EMPOWERED CANTRIPS (read details above)
  • Level 9: +1 Spell Known; +1 Spell Slot Level 2
  • Level 10: No further changes, but the +1 spell slot level 2 was moved to level 9
  • Level 11: Unlock Spells Level 3: +1 Spell Slot Level 3, +2 Spells Known (replaces vanilla +1 spell known)
  • Level 12: +1 Spell Slot Level 3, +1 Spell Known

Optional Features (optional add-ons)

Optional add-ons requested by community that can be installed in addition to the main file changes (these optional add-ons can also be used without the main file, if you so wished). These may not be as balanced as the main file as are mainly produced to fulfill community requests. Remember to load them after the main file.
The following are all separate optional files so you can pick which one you want and can combine them in any way unless stated otherwise:

  • Add-on 1: +1 Cantrip Known at level 4 (useful so you don't feel forced to play High Elf for their extra cantrip)
  • Add-on 2: Move Eldritch Strike from level 10 to level 8, and add Potent Cantrips at level 10
  • Add-on 3: Add Potent Cantrips at level 12
  • Add-on 4: War Magic Enhanced: Adjusts War Magic so Eldritch Knight can cast cantrips as a Bonus Action instead of an Action. This effect can be toggled on or off at any time. Compatible with modded cantrips. Also available as a standalone version War Magic Enhanced (just to give it more visibility, it also has a OneDnD Fighter 2024 by Argelia Compatible version).
  • Add-on 5: Move War Magic (vanilla base-game version) from level 7 down to level 5.
  • Add-on 6: War Magic Enhanced + Move War Magic Enhanced from Level 7 down to level 5.
  • Request more in comments!



Installation, Uninstallation and Updating

Just install with your preferred method of install .pak files. I recommend BG3ModManager. Requires ScriptExtender and Compatibility Framework
(check requirements drop-down above for links). Can be installed mid-playthrough, just respec any characters with Eldritch Knight levels out of Eldritch Knight, save and quit game, install mod, and then respec back again into Eldritch Knight and the mod will take effect.

For uninstalling (safe to uninstall at any time):
  • Load game with mod still installed. 
  • Respec any character out of Eldritch Knight.
  • Save and close game.
  • Remove the mod using your preferred method (BG3ModManager recommended).
  • Done.
For updating the mod to a newer version follow the same steps for uninstalling and after removing the mod just add the new version of the mod.
Compatibility


Made with Compatibility Framework for maximum compability with other class mods also made with Compatibility Framework (like other Eldritch Knight Mods) and it obviously shouldn't conflict with any non-Eldritch Knight-related mods inherently.
If the other mod you are using edits progressions.lsx directly instead of doing it the compatibility framework way (which is better to ensure compatibility with other mods) then the last mod in your load order that edits progressions.lsx directly will take effect and the others before it won't work (not my fault!).

It technically already is compatible with the Expansion/Level 20 mods as my mod only modifies progression from lvl 3 to 12 of Eldritch Knight and Expansion Mod only modifies (adds to be precise) progression from levels 13 to 20 so there shouldn't be ANY incompability. You will get my progression from 3 to 12 and from 13 onwards you will get's the Expansion mod's progression.
Only thing is you may get a bit more power boosts than intended (ex. you will get spell slots level 3 at level 13 that will stack with the ones of my mod at level 11 and 12) and may lead to very slight overpoweredness. But if you don't mind having a bit more spell slots than intended then you can go for it and you shouldn't have any problems.

Recommended Mods for Eldritch Knights

War Magic Enhanced: standalone, more compatible version of one the Add-ons of this mod: adjusts War Magic so Eldritch Knight can cast cantrips as a Bonus Action instead of an Action. This effect can be toggled on or off at any time. This standalone version is also compatible with OneDnD Fighter 2024 mod
by Argelia (mentioned below). DISCLAIMER: This and OneDnD War Magic and Improved War Magic NOT compatible, they are two different modifications of War Magic, only choose one.

OneDnD - Eldritch Knight - War Magic and Improved War Magic
: the new War Magic and Improved War Magic implementation based on the newest version of Dungeons and Dragons (PHB2024/OneDnD). This was built as an updated/upgraded version of Argelia's War Magic on her Fighter OneDnd PHB2024 Changes mod, applying many bugfixes and upgrades to Argelia's implementation and additionally adds a new implementation to also include Improved War Magic (learned at lvl 12 of Eldritch Knight). It is also compatible with Argelia's mentioned mod. DISCLAIMER: This and War Magic Enhanced are NOT compatible, they are two different modifications of War Magic, only choose one.

Dragonborn Breath Weapon Enhanced: pairs well with Eldritch Knight Dragonborn. This mod reworks the Breath Weapon of Dragonborn inspired by Fizban's Treasury of Dragons book and some additional adjustments of my own. New abilities, charge-based system, create elemental surfaces and apply status, comaptibility with Extra attack and more!

Eldritch Knight Spellcasting Modifier UI BUGFIX : my mod to fix the annoying visual bug that causes the Spellbook and Level-up windows to display the wrong Spellcasting Modifier when playing an Eldritch Knight.

Fighter - OneDND - PHB2024 Changes by Argelia is completely compatible with this mod and adds various changes to the Fighter and Eldritch Kngiht based on the PHB2024 changes. Load my mod after that one. If you also want to use the War Magic Enhanced Add-on, then you'll need to use the standalone War Magic Enhanced version that is compatible with Argelia's mod, instead of the add-on version.

5e Spells adds plenty of new cantrips and spells that fit right at home with the game and feel balanced (the best spells were already in the base game so the new ones only add variety and more tactical options). Particularly Booming Blade and Green Flame Blade cantrips add a lot to Eldritch Knight gameplay. Very recommended.

War Caster (2014 and UA2) makes so it works more like DnD where you can choose to cast any single-target spell when War Caster triggers instead of being forced to only use Shocking Grasp.

Closing words

I'm open to suggestions about the balance of this mod. I try to keep it balanced in the context of Baldur's Gate 3 on Honour Mode (not in the abstract context of DnD 5e). If you have any suggestions to make the balance better let me know and we can discuss changes to the main file or possibly optonal add-ons to fulfill your requests.

Remember to Endorse if you enjoyed the mod! And if you would like to tip/support my mod creation (click image) I would highly appreciate it: