Baldur's Gate 3
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drkekyll

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drkekyll

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Makes Sneak Attack a passive toggle that automatically applies to the first viable attack that hits each turn. You get a charge back at the end of any turn it's used, so your sneak attacks are only limited by your reactions and the number of turns in a round.

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Cunning Strike toggles now check to see if the status they apply is already on the target and use a normal Sneak Attack if their effect would be redundant. Make sure to use matching version numbers if using both mods.

Cunning Strike
Source: Unearthed Arcana 2023 Player's Handbook Playtest 6

You have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.

Disarm (Cost: 1d6). The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it’s holding.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

I made this to get Sneak Attack off the OnCastHit trigger where Divine Smite (and Blade Flourish and Battle Master Maneuver interrupts if you use some of my other mods) live and bring its functionality more in line with tabletop. You can sneak attack as many times as you have reactions and there are turns. Unfortunately, the Commander's Strike maneuver grants an extra attack instead of an immediate reaction attack and, since that happens on your turn, you won't get two sneak attacks that turn unless Commander's Strike has been modded to grant an additional charge. My Battle Master Maneuver mod reworks Commander's Strike to provide an immediate reaction attack if you want that.

Also, allows Monks to perform unarmed sneak attacks.

If you play a single classed Rogue, you likely won't see much benefit from this mod as you can achieve the same functionality by making the Sneak Attack interrupt automatic (uncheck the box that causes it to ask if you want to use it). However, if you play a multiclassed Rogue (or have added more interrupts to the game with mods), the benefit of this mod is that it takes Sneak Attack off the mutually exclusive interrupt trigger it shares with Divine Smite et al.