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About this mod

This is a homebrew class called the Eldritch Champion, created by Joshua Taylor and translated to BG3 with permission.

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The Eldritch Champion
On the surface, eldritch champions present themselves as a united coalition of magical warriors. Separated into various orders specializing in various forms of magic and martial arts, the reality that to be an eldritch knight is to be both unified and alone. While it’s true, that most eldritch champions regard each other with
a degree of mutual respect, this is primarily a pleasantry. The culture between, and within, the orders of eldritch champions is that of open competition and  ambition.

Politics, machinations, and secrets are the currency and procedure among their members. Of which, there seem to be only one rule that no knight will break: fealty to the order. Beyond that, all is fair in war. And for an eldritch champion, the pursuit of knowledge and power is just that.

Mod author Note: The descriptions below are closest to what's actually implemented. I'm still actively working on this mod. For the full feature list and the original homebrew source material, you can checkout Joshua's work here: Natural Crit: The Eldritch Champion
Class Features
As an eldritch champion, you gain the following class features:
Hit Points
Hit Points at 1st Level:10 + your Constitution modifier
Hit Points at Higher Levels: 6 + your Constitution modifier per Eldritch Champion level after 1st
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons, longsword, rapier, shortsword, longbow
Saving Throws:Constitution, Intelligence
Skills: Choose two from Acrobatics, Athletics, Arcana, Deception, History, Intimidation, and Perception

Arcane Secrets
In your study of occult lore, you have unearthed fragments of forbidden or lost knowledge that imbue you with an abiding magical ability.

At 1st level, you gain one Arcane Secret of your choice. If an invocation allows you to cast a spell, you must be able to cast spells of that level in order to learn the invocation. When you gain certain eldritch champion levels, you gain additional secrets of your choice.
Implementation: These are selectable passives available at certain levels.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, even if you get to choose again.
Fighting Styles Available: Archery, Defense, Dueling, Protection, Two-Weapon Fighting
Implementation: Superior Technique is also supposed to be on this list but I couldn't make it work. Might add it later.

Surge Magic
Beginning at 2nd level, your arcane research and inclusion among the ranks of eldritch champions has granted you the facility to cast spells. Eldritch Champions use magical techniques similar to those practiced by wizards; however, with a focus on combat, the orders of eldritch champions have developed a method of spellcasting that focuses on unleashing the full force of their abilities.

Through their bond and loyalty, the collective of knights become stronger as a whole while strengthening the individual. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.


Cantrips
You know two cantrips of your choice from the eldritch champion spell list. You learn additional eldritch champion cantrips of your choice at higher levels

Spell Slots
The Eldritch Champion table shows how many spell slots you have to cast your eldritch champion spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your eldritch champion spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Implementation: You get 1 spell slot at level 2 and another at level 3. They use Warlock Spell Slots and automatically scale as you gain higher leveled slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your eldritch champion spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an eldritch champion spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

War Magus
At 2nd level, your magical potential is represented by surge points, which allow you access a number of your abilities.

Surge Points
You have 2 surge points, and you gain one additional point at 3rd level and every level thereafter, to a maximum of 11 at level 12. You regain all spent surge points when you finish a short or long rest.

Flexible Casting
You can use your surge points to gain additional spell slot. You learn other ways to use your surge points as you reach higher levels.

Casting Spells.
 You can transform unexpended surge points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a short or long rest.

The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The spell level chosen must be of a level no higher than what’s shown in the Eldritch Champion table Spell Level column for your level.

Spell Slot LevelSurge Point Cost
1st2
2nd3
3rd5
4th6
5th7


Surge Blade
You can bind your main hand and/or offhand weapon in a similar fashion to the EK Weapon Bond. It differs in that once the weapon or shield has been bonded, you can dismiss it to a pocket dimension using a bonus action and summon it to your hand as a bonus action. You can only summon one weapon at a time, and attempting to bond a new weapon will break the bond with one of your previous bonded items. If the bonded item was dismissed it will appear in your inventory again unbonded.
Implementation: still working on some of the functionality, so feedback on this would be appreciated.

Base Class Features
Level 5:
Extra Attack
Arcane Storm*:
When you hit with a weapon attack, you can choose to convert up to 5 surge points into Arcane Storm charges and create a storm of magic around you. You and allies within 15 feet of you who cast damage spells can spend up to 3 Arcane Storm charges to empower your spell, adding 1d8 of the same damage type to the spell. When all the charges have been spent, the effect ends.

Level 7:
Deft Surges:
use your Surge Points to cast a spell that costs 1 action as a Bonus Action instead, without using a spell slot

Level 8:
Adaptable Defense:
Advantage on Wisdom, Charisma, and Intelligence Saving Throws
Arcane Storm Upgrade: The range expands to 30 feet and you can now spend up to 4 charges on one cast.
Level 10:
Enlightened Magus:
When you roll initiative and have no surge points remaining, you regain 5 surge points.

Level 12:
Unbounded Arcanum:
 You can cast any of the spells from the 6th level spell list without using a spell slot. This feature can be used once per long rest

*So as written this ability would let you upcast any spell, but due to technical limitations that simply isn't possible as written. I implemented what I felt was a reasonable alternative that still gives the feeling of group benefit. I may tweak the numbers depending on feedback.


Mystic Orders
Among the eldritch champions there are several orders. Each order represents a certain focus or ideal that is embraced by those that enter its ranks. Each order guards its secrets zealously, and while the different orders rarely compete with each other directly, they never hesitate when maneuvering for greater power, influence, or knowledge. This is especially the case when recruiting members to their ranks.

Order of the Dragon
The Order of the Dragon hoards their knowledge no different than the other orders, but also relishes in the collective wealth of its members. Seeking insights into the magic and might of dragons, these knights often style their clothing and armor with draconic symbols.

Bonus Proficiencies
When you join the Order of the Dragon at 3rd level, your study of dragons grants you the following benefits:
  • You gain proficiency in heavy armor and all martial weapons
  • You learn the thaumaturgy cantrip, which count as an eldritch champion cantrip for you, but doesn’t count against your number of cantrips known.

Order of the Dragon Subclass Features
*Level 3: Draconic Aspect: Choose a damage type from acid, cold fire, lightning or poison. for one minute you polymorph into a dragon* and gain the following bonuses:
  • Scales of the Dragon: Scales of magical energy form across your body. You gain resistance to the damage type chosen.
  • Wings of the Dragon: Arcane energy gathers around you as a pair of spectral dragon wings sprout from your back, granting you a flying speed equal to your current speed.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a long rest.
*It's actually the cambion model because it's the closest thematically to "embracing the magic of dragons" or whatever. If you don't like it, don't use it. I'm not an animator/modeler, I just wanted to enjoy this homebrew in Baldur's Gate.

Level 4: Empowered Aspect: Starting at 4th level, you gain the following abilities while your Draconic Aspect is active:
  • Draconic Breath: As an action on your turn, you can cause an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 damage of the chosen type on a failed save, or half as much damage on a successful one.
  • Bearing of the Dragon: Your countenance takes on a regal presence. You can’t be frightened and you gain a bonus to your Charisma rolls equal to your Intelligence modifier (minimum of +1).

 Level 6: Draconic Aura: Each ability of your Draconic Aspect gains the following improvements or effects:
  • Bearing of the Dragon: As a bonus action, you can choose a creature within the 10 feet of your. The target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • Scales of the Dragon: You and allies within 10 feet of you gain resistance to the damage type chosen.
  • Wings of the Dragon: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Level 9: Draconic Visage: Your draconic aspect ability now lasts for Indefinitely. In addition, the range of your Draconic Breath ability increases to a 30-foot cone or a 50-foot line.

Order of the Paragon
The Order of the Paragon is what many consider the original order of eldritch champions. This order believes that the use of magic is a means to supplement their martial abilities. As an order, they consider the other orders inferior because of their reliance on magic.

Bonus Proficiencies
When you join the Order of the Paragon at 3rd level, your focus on martial prowess grants you the following benefits:
  • You gain proficiency in heavy armor and all martial weapons

Order of the Paragon Subclass Features
Level 3: Battle Supremacy: the countless hours training with your weapon has honed your abilities beyond that of the other orders and have learned maneuvers that are fueled by special dice called superiority dice.
  • Maneuvers: You learn two maneuvers of your choice available to the Fighter’s Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn an additional maneuver of your choice at 6th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
  • *Superiority Dice: You have three superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 4th level and one more at 9th level.
*These work exactly like the fighter's superiority die, in a future update I might bring this closer in line with the homebrew but this was the easiest way to implement

Level 4: Commander’s Presence: Whenever you must make a Dexterity check or saving throw, you gain a bonus equal to half your Intelligence modifier (minimum of +1, rounded up). You can also extend this bonus to any number of friendly creatures within 10 feet of you as a reaction.

Level 6: Arcane Superiority:
 You can add half your Intelligence modifier (minimum of +1, rounded down) to your superiority die rolls.

Level 9: Swift Blows:
 if you take the attack action without casting a spell or cantrip, you can make one weapon attack as a bonus action.

Order of the Spellbane
The Order of the Spellbane is a subset of eldritch champions who use their magical and martial ability to overwhelm their foes with decisive blows. Harnessing the flow of magic around them, they use their magic to be the downfall of spellcasters and non-spellcasters alike.

Bonus Proficiencies
When you join the Order of the Spellbane at 3rd level, through your studies and training you gain the following benefits:
  • You learn the shocking grasp cantrip, which count as an eldritch champion cantrip for you, but doesn’t count against your number of cantrips known.
  • You gain proficiency in the Stealth skill if you don’t already have it.

Expanded Spell List
you learn an additional spell when you reach certain levels in this class, as shown in the Spellbane Spells list. The spell counts as an eldritch champion spell for you, but it doesn’t count against the number of eldritch champion spells you know.

Spellbane Spells
Spell LevelSpell
1stMagic Missile
2ndSilence
3rdCounterspell
4thGreater Invisibility
5thDominate Person

Order of the Spellbane Subclass Features
Level 3: Spell Flux: You create a field of magical energy in the air around you. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a bonus to your AC or saving throw against that attack equal to your Proficiency Bonus.

Level 4: Protective Field: At the beginning of each of your turns choose a number of allies within 10 feet up to you Intelligence modifier. Until the start of your next turn these creatures gain the same benefits from your Spell Flux ability (using your Proficiency Bonus) as long as they stay within range. This range increases to 20 feet at Level 6.

Level 6: Arcane Reflection: When you are hit by an attack or spell, you can use your reaction to deflect the damage through your field of magical energy. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier + your character level*.
If you reduce the damage to 0, you can reflect the attack towards another creature. You make a spell attack towards a creature within 60 feet of you. On a hit, the creature takes the same amount of damage in the form of force damage.
You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest.
*As written this is supposed to scale with class level but the game engine doesn't recognize custom class scaling, so the best option I had was to scale off character level.

Level 9: Flux Siphon: When you hit a creature with a melee attack you can cause the target to make a Constitution saving throw. The target takes an additional 4d10 force damage on a failed save and half as much on a success. If the damage dealt by this ability is 25 or higher you gain the following:
  • Temporary hit points equal to half the damage dealt
  • A restored spell slot
  • Up to 5 surge points
Once you have used this ability you cannot do so again until you have completed a short or long rest.

Order of the Stalwart
The Order of the Stalwart is an order often confused with paladins and their oaths. While both draw some of their power from a divine source, eldritch champions of this order are not bound by the same oaths as their paladin counterparts and are in that regard much less predictable.

Bonus Proficiencies
When you join the Order of the Stalwart at 3rd level, your devotion to your order and ideals grants you the following benefits:
  • You learn the guidance cantrip, which count as an eldritch champion cantrip for you, but doesn’t count against your number of cantrips known.
  • You gain proficiency in the Religion skill if you don’t already have it.

Expanded Spell List
You learn an additional spell when you reach certain levels in this class, as shown in the Stalwart Spells list. The spell counts as an eldritch champion spell for you, but it doesn’t count against the number of eldritch champion spells you know.

Stalwart Spells
Spell LevelSpell
1stGuiding Bolt
2ndSpirtual Weapon
3rdCrusader's Mantle
4thAura of Life
5thMass Cure Wounds

Order of the Stalwart Subclass Features
Level 3: Blessed Warrior: As a bonus action you bathe a weapon you touch in divine power. For 1 minute, attacks with that weapon deal an extra 1d4 radiant or necrotic damage (your choice). If the weapon is not already magical, it becomes magical for the duration. Once you have used this feature, you cannot do so again until you have completed a short or long rest.
While Blessed Warrior is active, when you hit a target with a spell or cantrip that causes damage, you can use your bonus action to call down divine power on them. Your spell deals an additional 2d6 radiant or necrotic damage (your choice). You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a long rest.

Level 4: Prayer of Rest: Your faith is able to bolster your companions during a short rest. Until your next long rest, you and any friendly creature who can hear your prayer, up to 4, gains a 1d8 + your Intelligence modifier (minimum +1) increase to their hit points maximum.
Once you have used this ability you cannot do so again until you have completed a long rest.

Level 6: Divine Retribution: The favor you carry with the divine undermines your enemy’s defenses. When you hit a creature with a weapon attack, you can use your bonus action to cause that creature to have disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Level 9: Relentless Storm: when you hit a creature with your surge weapon or weapon affected by your Blessed Warrior ability, you deal additional 4d6 force damage to your target and all enemies within 10 feet of you.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.

Eldritch Champion Spell List
Cantrips
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Create Bonfire
  • Frostbite
  • Green-Flame Blade
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike

1st Level
  • Armor of Agathys
  • Arms of Hadar
  • Cause Fear
  • Disguise Self
  • Detect Magic
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Jump
  • Protection from Evil and Good
  • Unseen Servant
  • Vanishing Strike
  • Wretched Blade

2nd Level
  • Cloud of Daggers
  • Darkness
  • Grim’s Gambit
  • Heat Metal
  • Levitate
  • Magic Weapon
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Shadow Blade
  • Shatter

3rd Level
  • Blink
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Hunger of Hadar
  • Hypnotic Pattern
  • Remove Curse
  • Slow
  • Thunder Step
  • Vampiric Touch

4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Dimension Door
  • Elemental Bane*
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance*
  • Temporal Rift*
*Not yet implemented

5th Level
  • Banishing Smite
  • Cloudkill
  • Conjure Volley
  • Destructive Wave
  • Far Step
  • Flame Strike
  • Seeming
  • Steel Wind Strike

6th Level
  • Blade Barrier
  • Circle of Death
  • Disintegrate
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone**
  • Investiture of Wind**
  • Scatter**

*Not yet Implemented
**An attempt will be made but no guarantees
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