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Brings KibblesTasty's Green Knight subclass for Fighters to Baldur's Gate 3.

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GREEN KNIGHT HAS COME TO BALDUR'S GATE 3!

I've struggled for quite a while to find a Fighter subclass that I actually enjoy, and sometimes it doesn't have to be so complicated, you know? KibblesTasty's Green Knight is more or less a Druidic Eldritch Knight, teetering on the line of an Oath of the Ancients Paladin but without the divine powers and devotion to an oath per se. Where a Druid would be more spell-centered, a Green Knight utilize those spells to back up their raw martial prowess.
















CLASS FEATURES





When you reach 3rd level, you augment your martial prowess with the ability to cast spells. You learn two cantrips of your choice from the Druid spell list, and you learn an additional Druid cantrip of your choice at 10th level. Furthermore, you gain access to three 1st-level Druid spells of your choice from the Druid spell list. You learn an additional spell every other level. Whenever you gain a level in this class, you can replace one of the Druid spells you know with another spell of your choice from the Druid spell list.

Wisdom is your Spellcasting Ability for your Druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the Saving Throw DC for a Druid spell you cast and when making an Attack Roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Wisdom modifier.
Spell Attack Modifier = your Proficiency Bonus + your Wisdom modifier.
NOTES
Essentially, your spellcasting is the same as a Druid's, and much like the Arcane Trickster and the Eldritch Knight, you learn spells at a slower rate than a full-fledged caster. The spellcasting table can be found here if you want to take a closer look.

I'd recommend maximizing your Strength (or Dexterity if you're going for a ranged build) before level 3 as usual, and before you pick this subclass, respec and put your points into Wisdom instead. You'd want to use the Verdant Weapon feature (detailed below) whenever you're using your weapons, since it makes your weapon attacks scale with your Wisdom rather than Strength/Dexterity. This way, you won't have to spread too thin across too many ability scores, while simultaneously maximizing your combat and spellcasting capabilities.





Starting at 3rd level, you gain Proficiency with the Animal Handling and Nature skills.
NOTES
The original only gives you Proficiency with Nature, while allowing you to use a druidic focus as a spellcasting focus. Since focuses don't exist in BG3, and since Nature alone isn't a super useful skill, I added a thematic Wisdom-based skill to the mix.




Additionally at 3rd level, you learn the Shillelagh Verdant Weapon cantrip. This does not count against your cantrips known. You can target any weapon with it, but when targeting a weapon other than a club, quarterstaff, or greatclub, its effect does not change the damage dice. When you target a greatclub, the damage dice becomes 1d12.
NOTES
This is your bread and butter. Using this improved version of Shillelagh allows you to use Wisdom as both your spellcasting and your weapon attack modifier, meaning you can basically dump your Strength to 8 and significantly lower your Dexterity (I'd keep it decently high either way since it gives other useful bonuses as well). Focusing on getting your Wisdom to 20 means you'll do really well in combat using your weapons as well as your spells. 

Keep in mind that this also affects ranged weapons, and while their damage dice don't change, they'll become magical and do damage based off your Wisdom instead. It also applies to both your weapons if you're dual-wielding.




Beginning at 7th level, you gain an additional use of your Second Wind feature, allowing you to use it again before you need to complete a rest.
NOTES
When using your Second Wind feature, you'll unlock a new temporary spell at the far right of your hotbar, which is basically just another use of Second Wind but with a new name, icon and description.   





At 10th level, when you use your Indomitable feature to reroll a Saving Throw against a magical effect, you can add your Proficiency Bonus to the result (potentially adding twice your Proficiency Bonus if you are already proficient in the save).
NOTES
Much like Regrowth, this one improves your base Fighter features. This unlocks another interrupt which pops up together with Indomitable whenever it triggers. Using Ancient Warding instead of Indomitable will add your Proficiency Bonus to the save in addition to rerolling it, which increases your chances of succeeding. If you're proficient in the save you're trying to make, adding the Ancient Warding bonus effectively makes you twice as proficient.








POTENTIAL ISSUES/DISCLAIMERS

•   Seeing as Verdant Weapon is just a stronger Shillelagh, I removed the latter from the cantrip spell list so you don't accidentally pick it.







INSTALLATION WITH BG3 MOD MANAGER

1.
Start BG3 Mod Manager and press the "Open Mods Folder" button on the top bar, or press Windows + R and type %userprofile%\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\.
2.
Open "GreenKnight.zip" and place "GreenKnight.pak" in the Mods folder.
3.
Refresh the mod list in BG3 Mod Manager by pressing F5, and move the mod from inactive mods to active mods in the mod manager window. If you encounter any issues, try placing it further down in the load order. Make sure you use the "Public" profile.
4.
Click "Save Load Order to File" in the top bar and launch the game.






MODS USED IN SCREENSHOTS

•   Horns: 
Half-Tiefs - Flora and Fauna (Custom Horn Pack) (Ivy Stems)
•    Armor: Paladin and Cleric Gear (Scale Mail of the Ancients +2, Scale Gauntlets, Scale Boots)
•    Dye: Boring Dyes (Muted Black + Summer Green)






CHECK OUT MY OTHER MODS:  
Oath of Conquest FOR PALADINS
Graviturgy Magic FOR WIZARDS
Swarmkeeper FOR RANGERS
Circle of Stars FOR DRUIDS
Circle of Wildfire FOR DRUIDS
Chronurgy Magic FOR WIZARDS
Circle of Stormchasers FOR DRUIDS
Aberrant Mind FOR SORCERERS
College of Spirits FOR BARDS
Oath of the Bleak Walkers FOR PALADINS
Oath of Redemption FOR PALADINS
Lunar Sorcery FOR SORCERERS
Circle of the Shepherd FOR DRUIDS

Circle of the Blighted FOR DRUIDS
Inquisition Domain FOR CLERICS
Clockwork Soul FOR SORCERERS
Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells