Baldur's Gate 3

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DrTumbles Gycicada RDImmortal

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damnedindenial18

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About this mod

I have always viewed the Champion subclass of fighter an overall underwhelming subclass as apart of a very strong class, this is a rework that stays true to simplicity. and leans more on its flavor of a hard hitting warrior

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Future Update:
More bug fixers if there are any.
Add Level Mapping to the ability's.

there are only 4 core ability's added to keep champion simple. prepare, vital strike, vital cleave, and indomitable strike. by level mapping these it will clear up the ability bar allowing for a clutter free interface and preventing accidental clicks of an inferior ability


Known Bugs:
Tool tips misrepresent damage, when the ability is used in the combat log you can see the detailed analysis of the damage, however in the tool tip I am having issues showing the multiplication of the damage this is for all ability's however I have tested them, and the damage is delt as expected. this is a difficult bug, if anyone has answers let me know!



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Update 1.4 & 1.4.1 

slightly buffed the damage again(1.5 times the proficiency), I attached an excel file showing damage formulas with all possible scenarios that are not crit related. with this is shows that vital strike generally out performs builds that are not min maxed with perfect equipment. however when equipment becomes very good and towards late game multi attacks still out perform by about 17 percent IF all attacks hit, to add to this VS does this without the penalty that GWM implies so while damage wise you may come ahead, you still hit much more making it better for hard to hit important enemy's like bosses, the extra chance to hit in theory should smooth out the damage deficiency at higher level

please mention in the forums if you feel this has made vital strike TO strong at low level! there are things I can do to add more curvature to the damage.

also, in a future update I will most likely be changing vital strike so it is just weapon damage plus Xd12 damage die this will be easier to understand, and I will be able to accurately put this on the icon tool kit.

with 1.4.1 the vital strikes hit much harder i did a d12 conversion i think i may have over did it but i am not sure i will have to relook and do more testing 


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Before I write anything else I want to thank two people in particular Gycicada, and RDImmortal.
RDImmortal really helped me in the beginning of this mod and contributed to the very early stages of this mod. as I had no clue what I was doing or how the heck to even mod. so thank you!

Gycicada, I really want to give you my deepest gratitude, I saw how well you made the magus class and reached out and while you did not do it for me you really helped me push myself to be a better version of myself  you helped when help was really needed and guided me when guidance was needed which allowed me to grow into someone who could release this mod. so, I thank you from the bottom of my heart. 
he is known for this mod Magus Class at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com)

Both of these are Co-Author's as I refuse to take credit where it was due, I would not have been able to finish this mod without their help and patience. 

now on to the mod!

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The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Source: Player's Handbook

Champion is a very underwhelming subclass, often not viewed that way in Liew of a great core class. However, if you really drop the numbers into an excel file and do a detailed analysis the champion greatly falls behind battle master regardless of its flavor of "I HIT REALLY HARD!" in my opinion of the three subclasses champion should be the raw damage dealer while battle master has the utility, and EK is the Gish. instead, champion falls by the wayside in the core book due to having an incoherent kit while battle master fly's ahead on both damage AND utility.

Don't get me wrong fighter is a damage dealer. but within that the champion should be the champion of damage. and have much more consistency than it currently does.

currently the champion is flawed with the only offensive add on to the subclass being improved critical. while this is an awesome addition it lacks consistency that is needed to see any significant power boost from the subclass. while battle master has something to do each battle and EK always spells at the ready.

furthermore champion is stuffed with things that don't benefit the flavor of hitting hard, with athletic proficiency(terrible) and then later a Regen if less the 50 percent HP..(this one I really don't understand why they chose it, this is a fighter. it makes no sense to have a sustain like this and it doesn't even fit with the devastating blows)

Here are my changes in the 1st release of the rework.

Lvl 3, improved Critical, Indomitable blow, Prepare

Lvl 6 Vital Strike (bug preventing it on level 5), improved indomitable blow, Vital Cleave

Lvl 7 Improved Critical (Debating on it this should go at level 10 or not)

lvl 9 Brutal Critical

Lvl 11 improved Vital Strike, greater indomitable blow, improved Vital Cleave


no managing resources this path keeps it simple I do plan on making this towards lvl 20 and balancing it out a bit more. as far as I know the only questionable thing, I have is brutal critical and having the second of the three improved critical to early in the level up sequence.

now for the goodies, what do these newfound ability's actually do??


Prepare.
if you don't move this turn you deal double your STR modifier to damage on your attacks

Indomitable blow.
Unleash all of you might into a single decisive swing!
the cost of this is 2 actions. meaning the only way to use this is through haste and action surge. you pool ALL attacks and modifiers into a single attack, Magic damage from a magic weapon counts 1 time. unless it is static damage like +1-3 so no stacking fire damage or other elemental damage just natural modifiers and weapon die. I could not figure out static so that is included. GWM counts once because it is one hit.

I have worked it, so damage falls behind all attacks hitting with GWM(not by much) if you have element enchantments this is more noticeable because they hit 1 time instead of multiple times. 

if those two actions give you 2 attacks you multiple your damage by 3 for this single attack, 4 attacks and you multiply the damage by 6, 6 attacks and you multiply damage by 9.

in addition to a single fell swing that does great damage. if this swing hits it has a chance to fear all nearby enemy's and give you advantage on your next enemy you attack. this makes a good combat flow for the champion sense you can only use this ability with action surge every short rest. you surge and smash then follow up with a vital strike on the next enemy with advantage and the increased crit chance that advantage gives you.


Vital strike (improved & greater)
these should add some versatility to your fighter but not much most situations this is what you will want to do but in some it won't make sense, the champion is great at single target and ok at spread out multi targets...

you combine all of your attacks into one fell vital strike for an all or nothing blow.
this strike follows the same 150% multiplication of damage die as indomitable strike; however, you do not get the fear and advantage as those are for your special attack. 


Vital Cleave(improved and greater)
like vital strike but used the cleave mechanic. you take all of your attacks into a single fell cleave against your targets. (damage die/2).

why have I chosen to make damage fall slightly behind all attacks hitting with GWM?

A few reasons. first in all of cases it is unlikely you will hit with all attacks. so, on average your total actions that round will still yield greater damage output if you hit. this is because with vital strike you take on more risk per turn, because if you miss. then everything miss's and if you hit it all does

this also means if you crit it all crits! which feels amazing and still balanced because of the risk you are taking. there will be turns you just do not hit and that is it. the reward is nice.

if you can consistently get advantage vital strike will deal great damage. and the flow of indomitable strike followed up with vital strike seems fitting for the class as a charge and open for a battle.

this is an overall long description for 3 simple ability's and one core concept, putting all of your attacks into an all or nothing blow. fantastic for taking out prime targets in 1v1.
I hope you like this rework; I understand there may be bugs. this is my very first mod so please bear with me as I fix them. add me on discord DrTumbles#7881 if you have suggestions or want to report bugs to me.

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Update 1.1
Indomitable strike would not use all actions. and could be abused by attacking first and then using it to exploit the action economy, I have changed the code of the attack of all three versions so that it should now properly use the actions required.

Update 1.2
Indomitable strike Damage updated, it was also buffed so that it adds prof modifier on before damage is multiplied. it should hit significantly harder. vital strike has the same treatment as does cleave

Update 1.3
Added Prepare, now if you have not moved this turn you add your STR mod to damage, so now as long as you are stationary you deal double your strength mod!