About this mod
This is a new class based on the wonderful world that Yoshihiro Togashi created, HunterXHunter. This class has 5 subclasses: Enhancer, Transmuter, Emitter, Conjurer and Manipulator.
- Requirements
- Permissions and credits
Use BG3 ModManager
Overview
This is a new class based on the wonderful world that Yoshihiro Togashi created, HunterXHunter. This class has 5 subclasses: Enhancer, Transmuter, Emitter, Conjurer and Manipulator.
Disclaimer
This is my first time creating a mod, I have no experience in it, which means that I didn’t add new icons, nor did I tamper with the
graphics or sound. What I did do, is change the progression of the class, reworked
existing spells to better reflect the world of HunterXHunter (in my personal opinion
and understanding of the Nen system) and changed the names and flavor text of
some spells. That said, this mod is a complete one and playable with minor bugs,
that at this point in time I lack the knowledge to fix them, so any help is
much appreciated. I will list those minor bugs in the full description, but in
my experience, these are in no way game breaking, only a slight inconvenience.
Miscellaneous (feel free to skip this part)
I am a HunterXHunter enthusiast, and for years I’ve dreamed of a HunterXHunter game. This is my attempt to create something like
that. If you have the same passion for this manga, feel free to use this mod as
a base template to add to it other power variations, and maybe one day we will
have a very rich class with a lot of game mechanics that all reflect the vision
(or close to it) of Togashi to his wonderful world of HunterXHunter.
Classand Subclass
Class: Nen user. This classis based on the Monk class but with different application to the Ki energy,
here is referred to as “Nen aura” or just “Nen”.
This class is supposed to feel overpowered a bit after the first 2-3 levels(haven’t checked it out on higher level enemies yet, just
made sure that it is playable up to level 12 ). My reasoning is that, in the
manga Master Enhancer can stop RPG missile with his bare hands and a sniper
shot to the head without a problem. And don’t get me started on the
Manipulators of HunterXHuntter. I did tried to balance it out with limitations.
With some sub-classes you can choose to invest more Kipoints to create a stronger spell.
Sub-Classes:
- Enhancer: The fighter sub-class. Strong attack, strong defense, strong healing, hard to kill.
Your average “BIG UNGA BUNGA MEGA CHAD”.
- Transmuter: The rogue sub-class. Close range, hard hitting and fast. In the middle between
the Enhancer physical traits and the Conjurer/Manipulator Ki pool.
- Emitter: The ranger sub-class. Teleporter who can shoot spells from afar. In the middle
between the Enhancer’s physical traits and the Conjurer/Manipulator’s Ki pool.
- Conjurer: The caster sub-class. Can create weapons and creatures to use in a fight. Has the
lowest level of physical Nen user traits but has the largest Ki pool.
- Manipulator: The caster sub-class. Can manipulate almost anything (and I mean ANYTHING), this is
how the wizard Enchanter is supposed to feel. Has the lowest level of physical
Nen user traits but has the largest Ki pool.
- Specialist: I have no plans in creating this sub-class, because it has no rules other then: “anything
that does not fall into the previous categories”.
Version 2.0:
Disclaimer: This Class is Unbalanced! I’ve finally came to terms with this fact. It is not a game breaking
overpowered, but it does feel powerful, at least in Act 1 (haven’t got the chance
to try it in Acts 2 and 3). For those who are familiar with the anime/manga, it
feels like playing as a Phantom Troupe member (on the power level scale). For perspective:
on Tactician mode (for a casual player), playing solo: manageable and a bit challenging
(depends on your Nen type and choice). Playing full party of Nen users: most of
the fights feel manageable. If you are good at BG3 then this class will feel
overpowered.
Unless I’ll come up with new ideas or tweaks, this is the final product. If there are bugs, please let me know. If I’ll manage to
understand how to add class icons, I will. If you have any ideas how to improve
the class or add new powers/ power uses, send me a massage and, if I’ll have
the time and knowledge, I’ll try to implement them. Enjoy!
All:
- Zetsu: Replaced “Pass Without Trace” with Bonus Action Sneak that adds +10 to stealth when used.
Enhancer:
- Choose between two paths: Buffe/Tanker.
- Buffer: Level3 spells – Ren regeneration: Wisdom modifier+1, Guidance, Enhance Ability, Bless.
Level 6 spells - plant growth, Aura of Vitality.
Level 9 spell - Death Ward
- Tanker: Level3 spells – Ren regeneration: Wisdom modifier+1 (if Hp under 40%: Wisdom modifier*2),
Thunderwave Punch, Compelled Duel.
Level 6 spell - shatter (force damage).
Level 9 spell - destructive wave.
Transmuter:
- Choose Element type: Acid, Cold, Fire, Lightning, Thunder, Necrotic, BungeeGum. Each element
gets spells based on this choice at level 3,7,9. The spells cannot be replaced.
- Level 5: get passive effect to unarmed attacks while using Ren.
- Level 3spells- changed level to cantrips so will now benefit from Sculpt Spells
passive.
- Removed: extra attack passive at level 5, Chill Touch – regeneration.
- Changed:
Haste – nerfed to 5 turns instead of10.
BungeeGum “web” spell changed to “Enhance Leap + Feather Fall”.
Changed animation: BungeeGun Ren, BungeeGum: Push, Thunder Ren.
Emitter:
- Removed: extra attack passive at level 5.
- Ko passive: at level 4 get 4.5m, level 8 get 9m.
- Choose Path: Teleporter/Shooter.
- Teleporter: Level 3 spells - Misty Step 20 m (can be used as ritual outside of combat), Eldritch
Blast.
Level 5 spells – Hide and Seek: Scream/Trap (Banishment), Moonbeam (can no longer harm self/ally).
Level 7 spells – Dimension Door (can be used as ritual outside of combat).
Level 9 spells – Arcane Gate, Hide and Seek: Scream/Trap now can choose 2 targets.
- Shooter: Level 3 spells – Misty Step 14 m, Guiding Bolt, Magic Missile.
Level 5 spell – Scorching Ray.
Level 7 spell – Flame Strike.
Level 9 spell – Disintegrate.
Conjurer:
- Level 3 –Speak with animals.
- Choose Path: Plants/Bomber/Beast
- Each path get at level 3 – based on the chosen path: Conjurer’s Ren, 1 Pact weapon, 1 Ranger
companion, 1 spell (Bomber get 2 spells).
- Level 5:Passive skill for pact weapon that activates on hit:
Glaive – Ensnaring Strike.
Greatsword – Bane.
Rapier – Hold Person.
- Plants: Level7 spells – Woodland Beings, Wall of Thorns.
Level 9 spell – Myrmidon Earth.
- Bomber: Level7 spells – Mud Mephit, Blade Barrier.
Level 9 spell – Countdown (based on Monk’s Ki Resonation).
- Beast: Level7 spells – Extra Ranger Companion, Wall of Stone.
Level 9 spell – Myrmidon Water.
Manipulator:
- Choose Path: Spores/Beast/Humanoid.
- Spores: Level3 spells: Ren gets Regeneration based on wisdom modifier and is linked to Symbiotic
Entity(works with ren and no longer require temporary hit points to be
activated), Halo of Spores, Detect Thoughts.
Level 5 spells – Fungal Infestation, Gaseous Form.
Level 7 spell – Spreading Spores (3d8).
Level 9 spell – Blight.
- Beast: any creature with Intelligence 9 or lower.
Level 3 spells – Hypnotic Gaze, Friends, Animal Friendship, Command, Crown of Madness.
Level 5 spell – Hold Person: Beast.
Level 7 spell – Dominate Beast.
Level 9 spells – Hypnotic Pattern, another Dominate Beast.
- Humanoid: any creature with Intelligence 10 or higher.
Level 3 spells – Hypnotic Gaze, Friends, Charm Person, Command, Crown of Madness.
Level 5 spell – Hold Person: Humanoid.
Level 7 spell – Dominate Person.
Level 9 spells – Hypnotic Pattern.
Version 1.14:
All:
- Changed proficiency bonus to Wisdom and Dexterity.
- Removed passive regeneration, except Enhancer and Transmuter(changed).
- Unarmed attack is now working like it should.
- Fear spell: has two ranges.
- Ki point system fully changed to more resemble “Way of the Four Elements” Monk.
- Every subclass gets Ko Adapt and Ko Master. Ko Adapt(level 4) adds (Wisdom modifier)/2
to unarmed and melee attacks. Ko Master (level 8)adds Wisdom modifier to
unarmed and melee attacks.
- Removed Fast Hands passive.
- Ten: changed back to Unarmored defense (based on DEX and WIS) +2, while not wearing armor
and no shield equipped.
- Removed long sword proficiency.
- Most of the melee attacks unlock: ”Bonus Unarmed Strike”.
Enhancer:
- Max Ki points at level 12: 16.
- Reduced Big Bang damage.
- Changed Thunder wave Punch and Big Bang animation.
- Ren: no longer add +2 AC when activated, instead activate Passive Regeneration that
equals to Wisdom modifier+1 for 10 turns.
Transmuter:
- Max Ki points at level 12: 18.
- Changed Water Whip animation.
- Change Glyph of Warding spell to Chromatic orb+2d8 to damage.
- Elemental Insight Passive: Spells that you choose at level 3 get +1 dice of damage at level 9.
- Ren – Non elemental: no longer add +1 AC when activated, instead activate Passive Regeneration that
equals to Wisdom modifier for 10 turns.
Emitter:
- Max Ki points at level 12: 18.
- .Ko Adapt(level4) adds (Wisdom modifier)/2 to unarmed and melee attacks, and adds to Unarmed
range: 9m. Ko Master (level 8)adds Wisdom modifier to unarmed and melee attacks,
adds to Unarmed range: 18m and adds +1 missile to magic missile spell.
- Replaced “Curriculum of Strategy: Artistry of War” with “Flame Strike”: does Force and Radiant
damage and +1 dice of damage to each element.
Conjurer:
- Max Ki point sat level 12: 20.
- Weapon spells no longer cost Ki points but limited to : once per combat.
- Replaces Insect Plague with Flesh to Stone(buffed).
Manipulator:
- Max Ki points at level 12: 20.
- Removed “Needle Control” at level 10.
- Tasha's Hideous Laughter nerfed from 10 turns to 5 turns.
- Crown of Madness buffed from 3 to 4 turns.
Class features:
- Monk’s bonus unarmed strike
- “Ten”: Unarmored defense, based on your sub-class can improve as you level up.
Version 1.13: all subclasses get +1AC at level 2.
- Passive regeneration:
Version 1.13: Enhancer and Transmuter have their own regeneration scale, all others get at level 4 - 2 hp passive regen. Although, it is not specifically says so in the manga, but Hunter do have a longer life span than a normal human.
Gon, being an Enhancer could heal in a month damage that would take a normal
human to heal three months. In my interpretation, Nen helps accelerate the
natural healing factors of the user.
- Monk’s Unarmored Movement.
- Extra Bonus Action: hunter using Nen, are faster and stronger then normal humans.
- “Ren”: Barbarian’s Rage spell using Kipoints, to enhance defense, damage and reflexes
but with the ability to cast spells.
- “Gyo+En”: improved Devil’s sight spell.
- “Zetsu”: improved stealth spell.
- “Ko”: passive attack boost, just like monk’s manifestation of body/mind/soul. Improves as you level up, based on your sub-class.
Known Bugs:
- On level up, the Kipoints that you get don’t show up at the level up description screen, but
they are present in the game.
- If you die and revived, the auto regeneration will stop. You will need to manually activate it
again in the passive tab.
- “ko” passive attack boost, just like monk’s manifestation of body/mind/soul, needs to be activated manually in the passive tab.
Sub-Classes:
Enhancer:
- Passive regeneration: the best out of all the sub-classes. Get stronger as you level up – up to level 4.
Version 1.13: goes up to level 3- at level 9 you heal passive 6 hp every turn.
- “Ten” : the best out of all the sub-classes. Get stronger as you level up – up to level 4.
Version 1.13: +1 AC passive at level 4.
- “Ren: get +4to AC when active.
Version 1.13: changed from +4 to +2 AC when activated.
- “Ko”: get a boost upon level up – up to level 2.
Version 1.13: based on your wisdom modifier.
- Martial passives: Feral Instinct, Brutal Critical and Extra Attack.
- Melee spells: attack spells that can be strengthen with more ki points. Heal spell (Yes!!! Even
more healing for this sub-class, or can be used to heal others) – the only
sub-class which can heal others.
Version 1.13: lowered the damage output of the BIG BANG spell
- Max level Kipoints: 32
- Based on: Uvogin and Gon Freecss.
Transmuter:
- Passive regeneration: Get stronger as you level up – up to level 3.
Version 1.13: goes up to level 2- at level 6 you heal passive 5 hp every turn
- “Ten” : Get stronger as you level up – up to level 3.
Version 1.13: +1 AC passive at level 4.
- “Ren: get +3to AC when active, or +2 but with full immunity to one element.
Version 1.13: normal Ren adds +1 AC, elemental Ren adds 0 AC but grants
full immunity to chosen element when activated. Changed the Ren animation based on the Chosen Element.
- “Ko”: get a boost upon level up – up to level 2.
- Martial passives: Feral Instinct, Potent Cantrip, Reliable Talent and Extra Attack.
- Melee spells: spells that are Elemental Melee range, with or without area affect.
Version 1.13: Balanced the damage output of the level 9 spells, and the Ki cost of level 3 spells.
also, added status effect to the spells based on the element, for example: most of the lightning spells deal shocking grasp status effect.
- Max level Kipoints: 38
- This class was build with the idea in mind, that you will choose one element to specialize in
and be immune to this type of elemental damage.
- Based on: Hisoka Morow, Killua Zoldyck and Feitan Portor.
Known Bugs:
Emitter:
- Passive regeneration: Get stronger as you level up – up to level 3.
Version 1.13: changed to 2HP passive at level 4.
- “Ten” : Get stronger as you level up – up to level 3.
Version 1.13: only the base +1 AC all subclasses get
- “Ren: get +3to AC when active.
Version 1.13: changed to 0 AC. Changed the Ren animation.
- “Ko”: get a boost upon level up – up to level 2.
Version 1.13: based on wisdom modifier, unarmed attacks deal range damage: at level 4 - 9 m, at level 8 - 18 m.
- Passives: Sculpt Spells, Potent Cantrip and Extra Attack.
- Spells: Teleportation spells and long range spells (Radiant/Force), spells that can be strengthen
with more ki points.
- Max level Kipoints: 38
- Based on: Knov and Franklin Bordeau
Known Bugs:
- If you kill a target with “Hide and Seek: Scream”, they will come back from banishment with 0
HP still very much alive, but all it takes is 1 hit and they will die.
Conjurer:
- Passive regeneration: Get stronger as you level up – up to level 2. .
Version 1.13: changed to 2HP passive at level 4.
- “Ten”: Get stronger as you level up – up to level 2.
Version 1.13: only the base +1 AC all subclasses get
- “Ren: get +2to AC when active with aura to strengthen your summons.
Version 1.13: changed to 0 AC when activated with aura to strengthen your summons. Changed the Ren animation.
- “Ko”: basic level.
- Passives: Pack Tactics.
- Spells: weapon summon with bonus action spell, creature summons and conjurer spells
- Max level Kipoints: 48
- Based on: Kurapika and Kite
Known Bugs:
- The summoned weapon Bonus Action spell might appear on the same weapon that you may find in
the wild, I don’t know. What I do know is that I was unable to isolate the
summoned weapon from the regular code.
Version 1.13: Fixed this bug.
Manipulator:
- Passive regeneration: Get stronger as you level up – up to level 2.
Version 1.13: changed to 2HP passive at level 4.
- “Ten” : Get stronger as you level up – up to level 2.
Version 1.13: only the base +1 AC all subclasses get
- “Ren: get +2to AC when active.
Version 1.13: changed to 0 AC. Changed the Ren animation.
- “Ko”: basic level.
- Passives: Instinctive Charm, Master Manipulator – increase enchantment spells range by 50% .
- Spells: Enchantment spells are Melee ranged, but (just like the manga) there are no saving throws,
some are for a set number of turns, others until long rest.
Version 1.13: "Hold person" now have three levels of upcast based on how much Ki Points you're willing to spend. and lowered the number of turns
for the hold to 5. Changed the ki cost for the spells. "Dominate person" get one at level 8 and one at level 10, max 2 targets with this spell.
- Max level Kipoints: 48
- Based on: Illumi Zoldyck
Known Bugs:
- “Master manipulator” doesn’t work on “Hold Person”- I don’t know why.
- There are four “Dominate Person”(2 at level 8 and 2 at level 10) – because I couldn’t
make it work with one spell to dominate multiple targets. It always dominated
the last one picked. I’ve changed they icons so it would be easer to distinguish between which one was used on which target.
Version 1.13: changed to 2 max. 1 at level 8 and another at level 10.