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 Monster Slayer Conclave Ranger subclass.

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GENERAL NOTES:
  • This mod supports level progression through level 20 (use with UnlockLevelCurve)




Monster Slayer Conclave
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Source: Xanathar's Guide to Everything

Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

3rd  -  Protection from Evil and Good
5th  -  Zone of Truth
9th  -  Magic Circle
13th  -  Banishment
17th  -  Hold Monster

IMPLEMENTATION:  Rules as Written.  Zone of Truth and Magic Circle are not natively in BG3 (though the bones of Magic Circle exists in the data files, it is incomplete), so I have added both of them in this mod and attempted to make them true to 5e while fitting in the limited context of what BG3 provides.  These spells have only been made available to the Monster Hunter subclass as part of this mod (they WILL NOT appear in any other Class spell list).  Please read this article to understand how the spells work.

Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

IMPLEMENTATION:  Rules as Written.

IMPORTANT NOTES:  Even though the feature says "hit with a weapon attack," it then says "it takes an extra 1d6 damage from the weapon."  Since in 5e rules an unarmed strike counts as a weapon attack but does NOT count as a weapon, the damage benefit from this feature will not apply to unarmed strikes (only melee, ranged, thrown and improvised weapon attacks).

Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

IMPLEMENTATION:  This feature has no purpose in BG3 since any target's resistances/immunities/etc can be openly seen all the time.  So, I looked to the Unearthed Arcana Monster Slayer implementation to get some ideas (I do not like outright dropping class abilities).  In UA, Hunter's Sense was tied to your Slayer's Prey /Slayer's Eye Bonus Action and target, so I have done similar here:  

Hunter's Sense is a separate Bonus Action you can activate which lasts until the start of your next turn and can be used as many times equal to your Wisdom modifier per Rest.  While Hunter's Sense is active, the next time you hit before the start of your next turn, you will bypass all resistances and immunities to your weapon damage that the target of your Slayer's Prey has.  This seems to be a nice balance of being true to the intent of Hunter's Sense in tabletop (which is to figure out how to do an attack that bypasses your enemy's resistances), while also being useful and not overpowered in BG3.

Supernatural Defense
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

IMPLEMENTATION:  Rules as Written.  The Saving Throw bonus is a static Passive.  The ability check bonus is static, but you must be using Dr. Kekyll's Grappling Framework to take advantage of the bonus while grappling (it will apply when you use the mod's Break Grapple action).

Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.

IMPLEMENTATION:  Rules as Written.  Implemented through the game's interrupt system.

action).

Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

IMPLEMENTATION:  Rules as Written.

IMPORTANT NOTES:  You have 3 Interrupts that will be available based on equipped weapons and distance to the caster.  If you use an Unarmed Attack, Slayer's Prey damage will not apply (RAW).  In order to get the proper timing of the feature (before the save --> make an attack --> if it hits succeed the save) the actual Attack Roll happens inside the Interrupt, so you will not see the roll in the Combat Log, but it does calculate properly.  You will know if the Attack succeeds because it will animate, damage will be dealt, and you will get a 20 on your save - all of which do appear in the Combat Log. 



SPECIAL THANKS AND CREDITS:  juumeijin for helping troubleshoot some issues during the mod creation, Shivero for helping me find certain VFX for the mod.