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ChickyMasala

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About this mod

A Witcher 3 custom class mod for Baldur's Gate 3

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PATCH 8 COMPATIBLE. LEVEL 1-12
IMPORTANT INFO ON POTENTIAL BUGS: SEE 'IMPORTANT INFO' AT BOTTOM OF PAGE!!


--------------- VERSION 1.21 ----------------
- Finally fixed Ranger character tag
-
Igni now applied Burning even on a successful saving throw
- Heliotrope is no longer considered a HASTE effect, i.e. it can now stack with Speed Potions and Haste spells
- Toxic Tolerance class feature now also grants immunity to Lethargy. So, drink away!
-------------------------------------------------


--------------- VERSION 1.2 -----------------

Added support for UnlockLevelCap. Thank you and apologies to all for the bugs in 1.1. It now works as intended!

To recap: Added a blank 13th level to allow leveling up to Witcher level 12 without crashing. YOU MUST MULTICLASS AT 12 ONWARDS. DO NOT TAKE 13th LEVEL!!!! THIS IS NOT A FULL EXPANSION TO LEVEL 20

Both modded and unmodded players can use the same file. Hence, I'm depreciating the split made in 1.1.

What's New: Buffs to underperforming Signs, New Class Feature (Is a fun one)

-Signs-
Axii: Now affects all creature types. Reworked effect at higher level. Now gains multitarget (1|2|3 targets) instead of increased effect duration.
Igni: Added effect to Melt Armor debuff: Now makes targets Vulnerable to Fire. Increased range of Alt Igni slightly.
Quen: Slightly increased retaliatory blast radius due to some character models with unique hitboxes being able to avoid the blast while in melee.
Aard: Additional effect upon failing Saving Throw: Now Applies Dazed for 2 turns.

-New Class Feature-
Level 2: Prone Execution: Low chance to instantly execute Prone targets. (Battlemaster DC - 8). Haave fun save scumming :)

------------------------------------------------

Based on the Witcher game series, this mod is an attempt to build a custom Witcher class. 
SPELLCASTING ABILITY: WISDOM
Character Tag: Ranger

Class Features:
Level 1: Toxin Tolerance, Fighting Style
Level 2: Signs (Aard, Igni, Axii, Yrden, Quen), Witcher Expertise, Prone Execution
Level 3: Experimental Alchemy, Alchemical Boost: (Lethal Precision, Sign Intensity)
Level 4: Ability Improvement, Heliotrope
Level 5: Extra Attack, Mutant Enhancements I (Pick 2: Enhanced Movement, Enhanced Initiative, Intimidating Presence, Negotiator) 
Level 6: Ability Improvement, Improved Signs, 
Level 7: Mutant Enhancements II (Pick 2: Mutant Enhancements I + Aggravating Wounds, Sunder Armor, Murderous Surge, Maiming Strike) 
Level 8: Ability Improvement
Level 9: Improved Signs
Level 10: Improved Heliotrope
Level 11: Extra Attack
Level 12: Ability Improvement

Glossary for Class Features:
Toxin Tolerance: Resistance to poison damage.
Witcher Expertise: Gain Proficiency and Expertise in two of the following Skills: Nature, Investigation, Medicine, Arcana

Alchemical Boost:
While under the effects of an Elixir, gain an additional effect:
- Lethal Precision: +2 Attack Rolls
- Sign Intensity: +2 Spell DC

Prone Execution: Low chance to instantly execute Proned targets.

Mutant Enhancements: Passives available at level 5 | 7.
---------- Tier 1 (Pick 2) -----------
Enhanced Movement: +3m Movement
Enhanced Initiative: +2 Initiative
Intimidating presence: Learn Thaumaturgy
Negotiator: Learn Charm Person
Experimental Alchemy: From Wizard subclass. 
---------Tier 2 (Pick 2) ------------
Aggravating Wounds: Deal 1d8 additional damage to Poisoned and Bleeding targets
Sunder Armor: Attacks apply Sundered Armor (-1 AC). Does not stack.
Murderous Surge: Once per turn, gain 6m movement speed on kill
Maiming Strike: Ranged attacks have a high chance to apply Maimed

---------------- SIGNS ------------------
Signs are the core feature of the witcher class. They are weak, situational spells that cost NO SPELL SLOTS and are meant to be spammed to incapacitate enemies. There are a total of 6 Signs: Aard, Igni, Axii, Yrden, Quen and Heliotrope PLUS 5 alternate modes for the former. Detailed breakdowns are as follows:

[Dice values are provided as Basic | Improved (Lvl 6) | Improved (Lvl 9)]

Igni: A burst of flame in a cone, Deals 1d4 | 2d4 | 4d4 Fire Damage and applies Melt Armor, Burning COSTS: 1 Bonus Action
Igni:Alt : A small, concentrated beam dealing 2d4+2 | 4d4+4 | 8d4+8. Applies Frightened. Longer status duration. COSTS: 1 Action + 1 Bonus Action

Quen: A protective shield that grants 5+WIS | 10+WIS | 15+WIS temporary HP. Enemy attacks cause a retaliatory blast around the witcher that deals 2d4 | 4d4 | 6d4 Force damage. COSTS: 1 Bonus Action
Quen:Alt - A stronger protective shield that grants 2x Temporary HP. On top of the retaliatory blast (Same Damage), the attacks also heal the witcher for the damage dealt COSTS: 1 Action + 1 Bonus Action

Axii: A target spell that Stuns 1 | 2 | 3 targets for 2 turns. COSTS: 1 Bonus Action
Axii: Alt: A target spell that dominates instead, but with a lower DC. COSTS: 1 Bonus Action; -2 Spell DC

Aard: a cone for force that knocks enemies Prone. Deals 1d4 | 2d4 | 4d4 Force damage. Applies Dazed for 2 turns. COSTS: 1 Bonus Action
Aard:Alt: Blast is a full circle around the Witcher instead. COSTS: 1 Bonus Action; -2 Spell DC

Yrden: Places a ward on the ground for 3 | 4 | 5 turns. Targets who enter the aura are Faerie Fired and Slowed. COSTS: 1 Bonus Action
Yrden:Alt: Places a damaging ward instead. Targets are hit for 1d4 | 2d4 | 4d4 Lightning damage. COSTS: 1 Bonus Action

Heliotrope: Ultimate sign grants Hasted effect, 1 Action and 1 Bonus Action. NO LETHARGY Lasts 1 | 2 turns COSTS: 1 Bonus Action, Once Per Short Rest

-------------------------------------
Class Guide:
The Witcher plays like a souped-up fighter, being able to cast utility spells (Signs) at will using a bonus action at no mana cost. Use the Mutant Enhancement options to customize your playstyle, focusing on ranged, melee, spellcasting etc.

From playtesting, the Witcher class is approximately equivalent to 1.5 vanilla characters. A definite boost in power, but one limited by the AI playing smarter than Witcher 3 AI (e.g. Quen healing isn't as broken because the ai tends to sidestep shielded targets) and the action economy. Also, the limitation of ability score prevents you from powering up every aspect of the class at the same time. (STR, DEX, CON and WIS are all useful to a witcher)

A witcher definitely makes a great jack of all trades martial class to have in the party, being able to reliably apply CC and Status effects. However, it lacks direct damage boosting abilities unlike vanilla martials.


----------------- IMPORTANT INFO ----------------
1. ALCHEMICAL BOOST DOES NOT WORK??? THE ALCHEMICAL BOOST FEATURE MAY NOT IMMEDIATELY ACTIVATE UPON DRINKING AN ELIXIR. THIS CAN BE FIXED BY ENTERING COMBAT/TURN BASED MODE. BEYOND THAT, IT HAS THE USUAL BUGGINESS WITH TOGGLEABLE PASSIVES, AKA YOU SOMETIMES HAVE TO SWITCH IT ON AND OFF.

2. BE CAREFUL WITH QUEN's RETALIATORY BLAST. FRIENDLY FIRE WILL CAUSE THE BLAST TO HURT ALLIES (AS IT READS ALLY TEAM AS THE SOURCE OF THE ATTACK)


THANK YOU!!