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
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Translations
- Spanish
- Italian
- Changelogs
- 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)
IMPLEMENTATION: Rules as Written, but you must choose a skill (language choice is not applicable in BG3).
IMPLEMENTATION: Rules as Written. Implemented on the hotbar and through the Interrupt system.
IMPLEMENTATION: Skill bonus is Rules as Written. Saving Throw proficiency is a selection on levelup - pick the one you want.
IMPLEMENTATION: Rules as Written.
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.
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.
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