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Shimcot

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shimcot

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About this mod

Balanced martial class based on Saber from Fate Stay Night. Includes custom sword — Excalibur and plate armor (Dream Guardian assets), background. The core gameplay revolves around toggling between two sword states (glowing and invisible), each enabling unique weapon actions. Includes counterattacks and unique magical defense reaction system.

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Hey! It's my second class mod. You can check Archer class here. I highly recommend to test them both in one playthrough. So, I wanted to recreates lore friendly abilities and appearance of Saber from Fate Stay Night. I used Dream Guardian's armor (recolored with FaerunColors mod) and custom Excalibur model. I also added a default half-elf's head to the human race. It doesn't matter if you don't know anything about Fate, because the class is worth testing at least. The class takes the best from Paladin and Fighter, but the gameplay still feels different. And that's really cool. Me and my friend have tested mod in playthrough and balanced it as much as we could.

If you want to play or check it out in some midgame/endgame playthrough, just check the traveler's chest at camp for equipment.

Last Update: New background - King of Knights + List of Inspirations
Mod.io
I'll appreciate any feedback. Feel free to share any thoughts to improve the mod. Discord @shimcot.
If you enjoyed the mod, I’d greatly appreciate any support you feel is appropriate. https://ko-fi.com/Q5Q6CR5XZ

Hit points: 8 + 6 (per lvl) + Constitution Modifier. Same as Fighter.
Primary and Spell Casting ability: Strength.
Proficiency Bonus Saving Throws: Strength, Constitution.
Equipment: Any weapon and armor.
Skills: Choose 2.
Class Progression: See attached media for class progression or check out the text version below:

Level 1
Excalibur (+3 Longsword): The main weapon with two states, each allows to use specific skills:
  • Glowing: Blinds undead/fiends, +1d8 radiant damage, ignores radiant resistance/immunity.
  • Invisible: +2 to attack rolls, disarm immunity, +3m movement, +2 jump distance, ignores difficult terrain.
  • Constant effects: +4 Charisma and radiant damage immunity.
  • Weapon Actions: All standard longsword actions with improved cooldowns — Lacerate (per battle), Pommel Strike and Cleave (no cooldown).
Sheathe/Unsheathe: Switch between Glowing/Invisible states. Unsheathing causes 2d8 thunder AoE knockback and removes the bonus action cost for jumping.
Boots & Gloves: Standard heavy armor (Use Transmog mod from Nexus if you want to wear other equipment).
Excalibur Remove condition: Removes invisibility or glowing effect from the blade.
Plate Armor (Heavy, AC 14):
  • Additional physical resistances (piercing at Lvl3 → slashing at Lvl6 → bludgeoning at Lvl9).
  • Critical hit immunity from attackers.
Factor of the Dragon: Grants reactions to avoid/succeed saving throws/nullify damage from cantrips.
Fighting style: Defence, Retaliation, Great Weapon Fighting, Two-weapon Fighting (if you want to use Caliburn from Archer mod).
  • Retaliation: Reaction attack against enemies targeting allies (Sentinel-like).
Wind Rush (Invisible State Only): 10m charge attack, dealing full weapon damage + Sheathe/Unsheathe effects on hit.

Level 2
Excalibur Charges: 2 (resource for radiant skills).
Excalibur Smite (Glowing State Only): Scales exponentially with charges:
  • 1 charge = 2d8 radiant damage.
  • 2 charges = 4d8 radiant damage.
  • 4 charges = 8d8 radiant damage.
Excalibur Smite Reaction (Glowing State Only): Functions like Divine Smite but without reaction on critical.
Excalibur’s Charge Regain: Restore 1 charge per short rest (ensures Glowing state earlygame usability).
Wind Smite (Invisible State Only): Push (5m) + Reeling effect (2 turns). Requires two failed saves (attack roll + separate saves for push/reeling).

Level 3
Excalibur Charges: +1 (total 3).
Fighting style: Defence, Retaliation, Great Weapon Fighting, Two-weapon Fighting.
Factor of the Dragon (Upgraded): Now nullifies cantrips and Lvl1 spells.
Wind Force (Invisible State Only): Gust (4m push), 3d8 thunder damage, Off-Balance for 2 turns. Once per short rest.

Level 4
Excalibur Charges: +1 (total 4).
Excalibur: Rift Attack (Glowing State Only): 4d8 AoE smite (2d8 on miss), unlimited targets. Costs 4 charges.
Disarming Attack: Standard disarming attack + 3m movement cost (prevents spamming).
Riposte Counterstrike (Invisible State Only): interrupting enemy's attacks (excludes Lvl4+ spells or >4m range). The heart of Invisibility state style. Keep in mind that Multiattacks only interrupted on final hit, so you can't stop the whole multiattack with that. The most complicated reaction in mod (it can be buggy rarely, despite i fixed everything i could), but the coolest one.
Select a Feat.

Level 5
Excalibur Charges: +2 (total 6).
Riposte: Dazzle (Glowing State Only): Blind-on-hit reaction (excludes Opportunity Attacks).
Trip Attack: Standard trip attack + 3m movement cost.
Trip Attack Reaction (Invisible State only): Knock prone on miss. It's working good with Multiattacks. Even if you missed the reaction attack, don't knock the target — Multiattack will be interrupted anyway. It doesn't trigger on Opportunity Attacks.
Extra Attack

Level 6
Excalibur Charges: +1 (total 7).
Excalibur’s Charge Regain: Restore 2 charges per short rest.
Factor of the Dragon (Upgraded): Nullifies cantrips, lvl1, and lvl2 spells.
Parry Reaction: Reduce ranged damage by 1d6 + STR modifier.

Level 7
Excalibur Charges: +1 (total 8).
Excalibur Aftershock Attack (Glowing State Only): 8d8 damage (primary target) + 4d8 AoE. Half damage on miss. Costs 8 charges.

Level 8
Excalibur Charges: +1 (total 9).
Additional Reaction Point.
Instinct (Passive): +3 initiative, immunity to Surprise.
Instinct Reaction: Dodge non-magical attacks twice per short rest.
Select a Feat.

Level 9
Excalibur Charges: +1 (total 10).
Factor of the Dragon (Upgraded): Nullifies cantrips, Lvl1–Lvl3 spells.
Improved Critical: 19–20 crit range.

Level 10
Excalibur Charges: +2 (total 12).
Excalibur: Sword of Promised Victory (Glowing State Only):
  • 16d8 radiant damage.
  • Calm Emotions + Beacon of Hope (allies, 5 turns; enemies, 1 turn).
  • 12 charges.
Level 11
Excalibur Charges: +2 (total 14).
Fighting style: Defence, Retaliation, Great Weapon Fighting, Two-weapon Fighting.

Level 12
Excalibur Charges: +2 (total 16).
Avalon (Passive):
  • Heals 3d10/turn (works while downed).
  • Immunity to Charm/Frighten.
  • Flat -2 incoming damage (at -3, wolves and other certain enemies refuse to attack).
Select a Feat.
Acknowledgement
First of all, I want to thank my best friend Mbk10298, without whom the creation of the mod would not have been possible. In addition to all those people who made very useful modding guides I am especially grateful to BG3 Modding Community and Larian Studios discord servers:

LostSoul and Eclip5e for the help with reactions.
XiphiasRex for mod version explanation in the Toolkit.
Susxdoom for OnetimeRewards explanation and Padme4000guide.
Lunisole for providing backgrounds for hotbar icons.
Rox for HeadBangingDead'sguide how to import weapon models.
Elix for Padeure'sguide how to manually add virtual textures.
Ariefel for Toolkit render items guide.
Jerinski, Nikjima, Commanderstrawberry, Aruless, Lynya for explanation about meshes, UV's, textures, Blender settings for BG3 and general bugs.
Lynya for Adobe Substance export presets.