Baldur's Gate 3

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somesortofnick

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ghkdlxld

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About this mod

An 85%-faithful implementation of the Fighter Subclass Cavalier, originally featured in the 5e D&D sourcebook Xanathar's Guide to Everything. (Horse not included)

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Translations
  • Russian
  • Portuguese
  • Polish
  • Mandarin
  • Italian
Changelogs
Cavalier
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Bonus Proficiency (Chivalry)
3rd-level Cavalier feature

Your stately demeanor elicits trust. You gain Proficiency in Persuasion.

Author's Notes: The original text gives you a choice from Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you can learn one language of your choice. BG3 is really wonky with giving out skill selectors past level 1 (outside of Expertise), so I went ahead and chose the most "chivalrous" skill to be given by default.

Born to the Saddle
3rd-level Cavalier feature

Duty calls the Cavalier to charge forth, with or without steed. At the start of combat, you gain Momentum for 2 turns.

Author's Notes:
 The original text gives you a bunch of benefits regarding mounts. Since there are no mounts (yet) in BG3, and this feature isn't the main feature for level 3 anyways, I decided to give the Cavalier a little boost in movement speed at start of combat to ever so slightly make up for the lack of a ridable horse. I just also liked the idea of incorporating a BG3-original condition into a BG3 mod.


Unwavering Mark (Daunting Presence)
3rd-level Cavalier feature

You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action by expending a Reckoning Charge on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

Reckoning Charges. You have a number of Reckoning Charges equal to your Strength Modifier (minimum of 1). You regain all expended charges when you finish a Long Rest.

Author's Notes:
 The original text tied the # of usages of the special melee attack (Imperious Reckoning) to the Cavalier's Strength modifier, but I could not get that to work in Progressions.lsx.
v1.01: Fixed the scaling of the action resource from a level progression to Strength Modifier (it may take a second to update to the new # of charges after increasing the Ability Score via ASI). Big thanks to RandoRuda, ZodsMods, lostsoul, JuuM, Kmstr, and Skye for all the help!

Warding Maneuver
7th-level Cavalier feature

You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can expend a Warding Charge as a Reaction to apply a -1d8 penalty to the attack roll. If the attack still hits, the target has resistance against the attack's damage. You can only use this reaction if you're wielding a melee weapon or a shield.

Warding Charges. You have a number of Warding Charges equal to your Constitution Modifier (minimum of 1). You regain all expended charges when you finish a Long Rest.


Author's Notes:
 Pretty much what it says on the tin for the ability. As for the # of uses in comparison to the original text - same story as Unwavering Mark, except Constitution modifier.
v1.01: Same as Unwavering Mark above.

Hold the Line
10th-level Cavalier feature

You become a master of locking down your enemies. Creatures provoke an Opportunity Attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an Opportunity Attack, the target's speed is reduced to 0 until the end of the current turn.

Author's Notes: This was the most difficult part to implement, because while the game can handle leaving and entering attack range, it doesn't handle measured movement within an attack range very well. So you may find that sometimes Hold the Line triggers too few times, or sometimes too many. It looks like when a character moves in a straight line towards/near the Cavalier due to an Attack command, the trigger doesn't interrupt the movement. This isn't necessarily a bug, just a limitation on how the game handles movement detection without using script extender. So the current clunky-but-mostly-functional method is having the enemy make a bogus DC 99 Dex Save when it moves while "within reach" that the Cavalier can respond to with an opportunity attack.
P.S. If you look hard enough, you can see that Cavalier grants "Sentinel: Snare," a part of the Sentinel Feat. This is because Opportunity Attacks in BG3 are hard-coded to account for Sentinel, and it was either give Cavalier this part of the Feat, or override the code for Opportunity Attacks. The first is clunky and I hate it, but the second might brick other mods or brick the game when used with certain mods. So we went the safer route.


Ferocious Charger
15th-level Cavalier feature

You can run down your foes, whether you're mounted or not. You gain the ability to charge into a foe (Ferocious Charge). If the attack hits, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Author's Notes: Anything involving a "charge attack" is very clunky in a TTRPG like 5e D&D, but BG3 handles that pretty well, so I just gave the Cavalier a rush attack. One benefit is that, like all rushes, Ferocious Charge doesn't provoke Opportunity Attacks. I'd love to set a minimum distance like in the original text, but when I do, the Rush ability seems to not do anything once the gap between the Cavalier and the target is closed.

Vigilant Defender
18th-level Cavalier feature

You respond to danger with extraordinary vigilance. When you use your reaction to make an Opportunity Attack, you regain a reaction.

Author's Notes: The original text gives the Cavalier a "special reaction" on every other creature's turn that can only be used to make Opportunity Attacks, and can't be used on the same turn that you take your normal reaction. I am tinkering with a much more complicated version that's more faithful to RAW, but for now this seems close enough.

To-Do List
  • Add Compatibility support for Arcane Archer & Purple Dragon Knight (Banneret) by Sumradagnoth
  • Add "Conditions" "Combat()" for Born to the Saddle trigger.
  • Scale the # of Reckoning Charges to Strength Modifier & Warding Charges to Constitution Modifier.
  • Add "IgnoreResting" to "HOLD_THE_LINE_AURA" "StatusPropertyFlags" 
  • Add compatibility support for Sumradagnoth's Rune Knight & Samurai
Known Issues
  • Hold the Line (Aura) does not ignore Long Rest as intended.
Requirements
Compatibility
As of now, this mod has a CompatibilityFrameworkConfig.json with the following mods included:
Credits
  • Thumbnail Image: Steelclaw Lance by Volkan Baga
  • Header Image: Apocalypse Hydra by Jason Chan
  • Thank you so much to all the people that were patient with me and shared their knowledge of modding this beautiful game; in no particular order, and off of very bad memory: Loz, simosas, Norbyte, LazyIcarus, Muffin, NellsRelo, Trips, boomkaboom, dreadoverlord, onion, Eralyne, Goth.Holiday, Kyrie, khbsd_, lostsoul, Siael, Green Ninja757, ShinyHobo, and many more.
Filthy Self-Promotion