Baldur's Gate 3
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Sumradagnoth

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sumradagnoth8

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About this mod

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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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.


Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Source: Xanathar's Guide to Everything

Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

IMPLEMENTATION: Rules as Written.  ImprovedUI now allows for skill selection without Expertise during subclass levelup.

Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

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.  

Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

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.

Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

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.


Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Arrow. 
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

IMPLEMENTATION: Rules as Written. 

Beguiling Arrow. 
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.

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.  

Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.

IMPLEMENTATION: Rules as Written. 

Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.

IMPLEMENTATION: Rules as Written. 


Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

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.

Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.

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. 
 


Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.

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.  

Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.

IMPLEMENTATION: Rules as Written. 

Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

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.