Adds a 5e RAW faithful version of the Arcane Archer Fighter subclass. This is a continuation of the work done by ShivasShadow on their original Arcane Archer mod, now revised and maintained here.
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File credits
ShivasShadow for the reference Arcane Archer subclass mod. Dragonify for icon support.
Fix temporary spells not appearing on hotbar (issue with better hotbar mod)
Version 2.5.1
Fix level map not being exclusive to subclass
Version 2.5
Added support for progression through level 20
Fixed Piercing & Seeking arrow saving throw bug
Action Icon overhaul
Visual and Sound FX overhaul
Various minor functionality tweaks behind the scenes
Added custom ActionResource icons (waiting for ImprovedUI GitHub Pull to finish)
Version 2.4.4
Fix for ControllerUI icons (I think)
Minor visual tweaks
Added optional version of mod that unlocks Ever-Ready Shot at level 10
Version 2.4.3
Complete rework of Beguiling Arrow to RAW
Rework of Magic Arrow
Fix bug for throwable Arcane Shots
Version 2.3.2
One more tiny icon fix - no functional changes
Version 2.3.1
Minor fixes to some icons
Version 2.3.0
Added custom themed icons for all Arcane Archer features
Version 2.2.0
Curving Shot now centers from the originally missed target
Fixed missing Curving Shot tooltip
Included BG3 Mod Fixer
Changed how Arcane Shots used from the hotbar determine an applicable target
Version 2.1.0
Piercing and Seeking Arrow now count as Attacks for the purpose of Extra Attacks, but are still not actually Attacks (Credit: 0Cleric)
Version 2.0.1
Fixed issue with Arcane Shots appearing during other Class levelup spell replacement
Version 2.0
Initial release
This mod implements a revised version of the original Arcane Archer mod by ShivasShadow, who gave permission for others to update and maintain his mod as their own. Some of the original author's work remains, but much has been changed to fix known bugs, add/remove subclass features and rework the way certain things were implemented. This version of the subclass intends to be as faithful to 5e RAW as I can get it, because that is my preference, and I likely will not be deviating from this.
GENERAL NOTES:
This mod now supports level progression up to level 20 (use with UnlockLevelCurve). Because of this update, I am no longer maintaining the previous optional version of the mod that added Ever-Ready Shot to Level 10.
COMPATIBILITY NOTES:
ImprovedUI was updated in v3.16.1 to allow skill selection without expertise selection during subclass levelup. PlusUI does NOT play nice with this if you have it loaded along with ImprovedUI, and you will not be able to finish subclass selection at level 3 of Arcane Archer. This is not an issue with this mod. Use the optional PlusUI patch, loaded below ArcaneArcher5e to circumvent this issue.
IMPLEMENTATION:Rules as Written. ImprovedUI now allows for skill selection without Expertise during subclass levelup.
IMPLEMENTATION: Rules as Written with the following exception: 1) Arcane Shots will function with any Ranged Weapon Attack instead of being limited to long/shortbows (this includes Firearms if you are using the Artificer Subclass mod) - I decided on this because I see this houseruled often in tabletop.
NOTES: The intent of the Arcane Shot is to be able to trigger the ones that require Attack Rolls (6 of the 8 Shot options) upon confirmation of the Attack hitting. Arcane Shots have been implemented in the game's Interrupt system and will prompt after a successful hit with a Ranged Weapon Attack. Choosing an Arcane Shot this way will then apply the effect and consume an Arcane Shot Resource. You may also use any of the Arcane Shots directly from the hotbar with a single click - this was implemented as a player convenience and it does have some wacky ramifications on Curving Shot (see below). Choosing this method will use your Attack Action as normal and then consume the Arcane Shot Resource only if the Attack hits. The 2 Arcane Shots that do not utilize Attack Rolls must be cast from the hotbar solely.\
KNOWN ISSUES: The game is hard coded to not read Levelmap values past 12, so I had to do the level 18 damage bump directly in each spell. This means that the Tooltips will not reflect the level 18 extra damage dice, but the combat log will.
IMPLEMENTATION: Rules as Written. The weapon property will apply on your Attack with a Ranged Weapon and not be retained if you try to transfer the weapon to another character.
IMPLEMENTATION: If you miss with any Ranged Weapon Attack, an Interrupt will ask to use Curving Shot for the cost of your Bonus Action (forcing the resource cost during the interrupt aligns with Rules as Written). If you do not have an unspent Bonus Action, you will not receive the Interrupt. The Curving Shot action will then unlock (check your hotbar) as a free action to make an Attack Roll against a different/new target within 60' of the original target you missed (applicable targets will be highlighted). If you miss the Curving Shot attack, and have a second Bonus Action (i.e. Thief Rogue), you should be able to Curving Shot again.
NOTES: The Rules as Interpreted for Curving Shot are a point of debate in tabletop - honestly the feature is really poorly written. So there is not a clear consensus on if the Curved new attack should inherit the conditions of the original missed attack (i.e. disadvantage, advantage, etc) or be treated as a new attack with new conditions. The way I have it implemented here for BG3, it becomes a completely new (free) attack, subject to whatever conditions are present at the time you use it. Also note that if you miss with an Arcane Shot that was initiated from the hotbar, the Arcane Shot Action Resource does not get used (since the way Arcane Shots are worded, you would not have declared the Shot until after you hit the target anyways) and thus the arrow that you Curve will be just a normal Ranged Weapon Attack, and you will need to trigger the Arcane Shot using the Interrupt system if the Curved Shot hits the new target. Yes this is a little complicated, but it is necessary in order to fit the tabletop rules into the context of BG3.
IMPLEMENTATION:Rules as Written.
IMPLEMENTATION:Rules as Written. It works much like Commander's Strike - the Archer activates Beguiling Arrow (through the hotbar spell or as an Interrupt after a Ranged Weapon Attack) which deals the additional Psychic damage, then a new spell unlocks to choose an ally who will be the "Charmer." After this is cast, a new spell unlocks to direct the ally to Charm the original target of the Beguiling Arrow using the Archer's Spell DC. If the target fails its Saving Throw, it will be Charmed with a modified Charm Status that functions per RAW (the chosen Ally's allies can still attack the Beguiling Arrow target without the Charm Status breaking) until the start of the Archer's next turn.
KNOWN ISSUES:The Combat Log gets weird and sometimes says that the Arcane Archer made the Saving Throw, but if you look you will see the roll was actually made by one of the targets in the area of effect.
IMPLEMENTATION:Rules as Written.
IMPLEMENTATION:Rules as Written.
IMPLEMENTATION: The attack and effect portions are Rules as Written. At the start of the target's turn, it will automatically make a Strength Check to try and remove the effect. If it succeeds, the Target's Action will be consumed. An Ally may also use its Help Action to remove the effect from the Target.
IMPLEMENTATION:Rules as Written within the limitations of the game. BG3 does not have a cover system, and you cannot penetrate map walls.
KNOWN ISSUES:The Combat Log gets weird and sometimes says that the Arcane Archer made the Saving Throw, but if you look you will see the roll was actually made by one of the targets in the area of effect.
IMPLEMENTATION: Rules as Written within the limitations of the game. The shot will wind around things in your way, like Magic Missile. You cannot target a creature you have seen in the past minute but cannot see now, and thus cannot learn its location if it is hidden or invisible. Instead, to stay true to the spirit of that portion of Seeking Arrow functionality, on a failed save the Target will have penalties to hide and cannot turn invisible until the start of your next turn.
KNOWN ISSUES:The Combat Log gets weird and sometimes says that the Arcane Archer made the Saving Throw, but if you look you will see the roll was actually made by one of the targets in the area of effect.
IMPLEMENTATION:Rules as Written.
IMPLEMENTATION: Rules as Written.
SPECIAL THANKS AND CREDITS: ShivasShadow for their original mod of this Subclass, Dragonify03 for their help with icons for this mod and others I am working on.