Baldur's Gate 3
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Sumradagnoth

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sumradagnoth8

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About this mod

Adds a 5e RAW faithful version of the Samurai Fighter subclass. Bonnaventura brought this subclass to BG3 originally, but is no longer maintaining it. My version is a complete refresh and rewrite, but I credit Bonnaventura for their original effort and work.

Requirements
Permissions and credits
Translations
  • Turkish
  • Spanish
  • Portuguese
  • Mandarin
  • Italian
  • French
Changelogs
IMPORTANT NOTES ON GAME MECHANICS
  • This mod honors the 5e rule for defining Weapon Attacks, which is different than how BG3 implements the rule.  Unarmed Strikes and Improvised Weapons are considered weapon attacks (even in the case they are not considered weapons).
  • This mod honors the 5e rule for defining an Attack Action, which BG3 does not natively use.  An Attack Action is a Weapon Attack, Shove or Grapple utilizing the character's Action resource.  Spell Attacks are not an Attack Action.  A Bonus Action must specifically state that it can be used as part of an Attack Action (i.e. the bonus attack from dual wielding) or else it breaks the flow of the Action in progress.
  • This mod supports progression to Level 20 with UnlockLevelCurve).

/// These rules are referenced during several of the Samurai abilities ///
(go grab a 5e rules mod like Zerd's or CombatActions.  Not a requirement, but your BG3 experience with these 5e subclass mods will be better)



Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.

Source: Xanathar's Guide to Everything

Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

IMPLEMENTATION:  Rules as Written, but you must choose a skill (language choice is not applicable in BG3).

Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.

IMPLEMENTATION:  Rules as Written.  Implemented on the hotbar and through the Interrupt system.

Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

IMPLEMENTATION:  Skill bonus is Rules as Written.  Saving Throw proficiency is a selection on levelup - pick the one you want.

Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

IMPLEMENTATION:  Rules as Written.

Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

IMPLEMENTATION:  Rules as Written, within the confines of the BG3 Interrupt system.  An attack made with advantage will prompt the interrupt, which you can select to undo the advantage.  A spell container with the different weapon attack options will unlock on the hotbar for you to use.

IMPORTANT NOTES:  If your interrupted attack kills the target, you will not be able to use the free attack since the target is already dead.  If you break the current Attack Action flow by doing something that isn't a part of the Attack Action, you will lose the free attack.  If you have multiple Action Points (i.e. Haste), as long as you have taken the Attack Action on your turn, any subsequent Attack Roll is in scope for this ability (i.e. Fire Bolt)... the ability is worded in this funky way, so I implemented it true to the way it is written.  If you are using Better Hotbar, remember you have to initiate the hotbar shutters or temporary spells like this will be hidden.  

Strength Before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.

IMPLEMENTATION:  When you take a lethal blow, the ability activates and uses your Reaction Point (IF it is available).  You will now have a guaranteed full turn at 1 HP with all Action Resources restored, and be unable to be dropped to 0 HP (die) from damage taken.  If you would be damaged on this turn, you receive 1 Death Saving Throw failure.  If you would be damaged by a Critical Hit on this turn, you receive 2 Death Saving Throw failures.  If you have 3 Death Saving Throw failures during the turn, you instantly die.  Otherwise, at the end of the turn you become downed/unconscious/bleeding out as normal.


SPECIAL THANKS AND CREDITS:  juumeijin and drkekyll for bouncing ideas and troubleshooting issues.