About this mod
The Arcane Vanguard is a class that is designed to weave might with magic! Your spells and strikes empower eachother! Highly customizable playstyles and spell lists at your disposal. Fully compatible with Mystra Spells.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Donations
CREDITS:
A few subclass icons generated with or with the help of: Baldur's Gate 3 Class Icon Generator
Many custom action and passive icons generated with or with the help of: Baldur's Gate 3 Actions Icon Generator
SUGGESTIONS:
Gear mods by GraphicFade are perfect fits for this class.
Another Gish in a similar style, The Spellsword, who gets a special shoutout for changing his mods name because of mine even though his was first. I promise to do research before accidentally stealing another name.
Everybody Moves Fast has a good sweet spot for faster movement without breaking your characters neck.
The AI isn't the greatest. Nightmare Difficulty helps.
Doing 300-900 damage in a single turn? Tactician Enhanced can boost stats. I always crank enemy HP up to 400%.
1st Level
All Arcane Vanguards get access to Light Armor, Simple Weapons, Martial Weapons, proficiency with Dexterity and Intelligence Saving Throws, choose 3 starter skills between Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation, Medicine, Persuasion, Religion, Stealth. At first level you also choose your subclass which will define how you play. Details below.
There are 8 fighting styles available to the Arcane Vanguard.
Read The Enemy: When calculating your AC, use your Intelligence modifier instead of Dexterity. Fully compatible with Medium Armor Master and Mage Armor. Yuaniti and Agility armor interactions under review.
Expedient Mobility: Gain an extra 4.5m (15ft) of movement.
Empower Arcana: Once per turn, gain Empowered Arcana for 2 turns after landing a Weapon Attack [Empowered Arcana: Affected entity has a +1 bonus to its spell Attack Rolls and Damage Rolls for each remaining turn. Reduce the duration by 1 each time the entity takes damage.]
Critical Momentum: When you score a Critical Hit with a weapon attack roll, your Spell Attack Roll critical threshold is reduced by 1. This effect can stack up to 3 times, losing all stacks on your next Critical Hit with a Spell.
Exposed Cuts: If you are wielding a melee weapon in one hand and nothing else in your other hand, When you damage a creature with a Melee Weapon Attack you mark them for 2 turns, causing Spells and Cantrips to deal additional 3 Slashing Damage.
Echoing Malice: When you damage a creature with a Ranged Weapon Attack, mark the creature. The next time you deal damage with a Spell or Cantrip, deal 1d4 Force Damage to all enemies near your target.
Blade Dancer: When wielding a melee weapon in each hand, your first attack on your turn will attack with both weapons without consuming a Bonus Action. When you attack in this way, your Offhand attack will deal an additional 1d4 Slashing Damage and give you the Blade Dance Ready status. When you have the Blade Dance Ready status, casting a spell or cantrip will trigger the Blade Dance, which is an aura that will deal slashing damage to nearby enemies.
Ethereal Edge: When wielding a Finesse weapon, your melee weapon attack range becomes 15 feet.
Choose 3 Cantrips and 3 First level spells. For every level above first, choose 1 spell.
Choose 2 First level spells from your Subclass spell list. For every level above first, choose 1 spell.
Into The Fray: You can toggle ranged spell attacks to be Melee instead.
2nd Level
Vanguard Stratagem: All weapon attacks can use Intelligence for attack and damage rolls. This effect can be toggled under Passives.
Choose a Vanguard Talent [Listed at the bottom]
3rd Level
Second level spell slots unlocked.
Socialite Skills: Choose between Constructed Argument, Informed Aggressor, or Calculated Liar, which will add your Intelligence modifier to either Persuasion, Intimidation, or Deception skill checks respectively.
Unlocked subclass feature
4th Level
Choose a Feat
5th Level
Vanguard Spellweave: When you take the attack action you can cast a Cantrip for free as part of that action. You may choose to cast the cantrip first, however one action must be a weapon attack and the other must be a cantrip. (Booming Blade will be considered a cantrip, not an attack.)
Third level spell slots unlocked
6th Level
Choose a Vanguard Talent
Choose an additional Cantrip
7th Level
Vanguard Technique: Vanguard Spellweave can now replace the free Cantrip, but will consume your Bonus Action. You may first cast the spell and use your Bonus Action to attack if so desired.
Fourth level spell slots unlocked
8th Level
Choose a Feat
9th Level
Fifth level spell slots unlocked
Subclass feature unlocked
10th Level
Choose a Vanguard Talent
11th Level
Tactical Strikes: When you cast a spell, add 1d4 to your next weapon damage roll.
Sixth level spell slot unlocked
12th Level
Choose a Feat
BEYOND LEVEL 12: You will notice you are learning less spells. AV was designed to stop at 12, so to avoid bloat, the spells learned going forward is intended to be small, however it is on my radar for community feedback.
13th Level
Spellcutter: You have advantage on Saving Throws against spells cast by targets you have recently struck with a weapon attack.
14th Level
Choose a Vanguard Talent
15th Level
Subclass Feature
16th Level
Choose a Feat
17th Level
Select a Vanguard Spell
18th Level
Choose a Vanguard Talent
19th Level
Select a Vanguard Spell
20th Level
Subclass Feature
Eldritch Vanguard [NOTE: This subclass is in line for a comprehensive rework]
1st Level:
Exhaust The Incompetent: When you inflict a status effect, also inflict 2 turns of Mental Fatigue
Gain Cantrips Vicious Mockery and Friends
3rd Level:
Maim The Weak: Your weapon attack rolls have advantage against creatures suffering from Mental Fatigue
9th Level:
Bane The Feeble: Your weapon attacks force a charisma saving throw against creatures that are suffering from Mental Fatigue. If they fail, they are Baned.
15th Level:
Mind Rip: You can rip the Mental Fatigue status off a target and cause them to be Numbed and becoming vulnerable to Psychic damage.
20th Level:
Power Of The Master: Your understanding of the Eldritch has allowed you to temporarily act as a Patron, temporarily giving one ally the powers of a Warlock. You choose a Pact Boon to provide to your ally and grant them 2 level 3 Warlock Spell Slots. Furthermore, when you designate a Warlock, you grant them your Exhaust the Incompetant passive and you gain an additional trait depending on your pact choice.
Judgment Vanguard
1st Level:
You gain additional proficiency with Medium and Heavy armors
Infuse Elements: When you deal damage using a spell or cantrip that uses either a Spell Attack Roll or a Saving Throw, that spell infuses your weapon. Until the end of your next turn, you deal an additional 1d4 damage of that type on your first successful weapon attack.
Gain cantrips Sacred Flame and Thorn Whip
3rd Level:
Arcane Enlivening: When hit by an attack, gain Arcane Enlivening. [Arcane Enlivening: Affected entity will regain hit points at the end of its turn.]
9th Level:
Break The Line: You have access to a special area of effect attack when under the effect of Arcane Charge
15th Level:
Elemental Paragon: When you deal damage with a spell using a Spell Slot, you can resistance to that damage type until the start of your next turn.
20th Level:
Absolutions Judgment: As a free action, mark a creature. When you initially create the mark, the creature must succeed a Strength Saving Throw or be pulled in towards you. While marked, your weapon attacks that have been infused with an element will create a burst of additional damage corresponding with the infusion you have at the time of attacking.
Sentinel Vanguard
1st Level:
You gain additional proficiency with Medium armors
Guardian's Vehemence: When you heal a creature, add your Intelligence Modifier to your next weapon attack damage roll
Gain cantrips Guidance and Resistance
3rd Level:
Arcane Vigor: When you cast a nonhostile spell using a Spell Slot you gain Temporary HP equal to your Vanguard class level
9th Level:
Sentinel's Aegis: While concentrating on a spell, add your Intelligence Modifier to your saving throws and gain +2 AC
15th Level:
Life Exchange: While you have Arcane Vigor your weapon attacks can expend the temporary hit points on your next attack. If you hit, allies near your target heal for 1d8 Hit Points.This effect can be toggled.
20th Level:
Perfect Guardian: Upon casting, the selected ally is Invulnerable and has the Freedom Of Movement status as long as they stay within 13ft/4m of you for 3 turns.
Dervish
1st Level:
Cantrip Flourish: When you cast a Cantrip you unlock a special attack! You gain 2 Flourish options at first level and another at levels 5 and 9.
3rd Level:
Spell Flourish: When you cast a spell using a Spell Slot, unlock a usage of a Spell Flourish. You can 2 Spell Flourish options and another 1 option at levels 7 and 11.
Cantrip Cascade: After using a Cantrip Flourish, your spellsave DC increases by 1 as well as a +1 bonus to your Spell Attack Rolls
Dancing Dervish: After using a Cantrip and Spell Flourish in succession, you unlock a finisher. There are 6 finishers in total, which finisher is granted will depend on what pairing of Flourishes you have selected. Happy discovering which combos work best for you!
9th Level:
Arcane Crescendo: Whenever you use a Cantrip or Spell Flourish, you gain 1 stack of Arcane Crescendo. At 3 stacks your weapon attacks critically hit on either a 19 or a 20. At 5 stacks you deal an additional 1d4 Force damage with weapon strikes. If you have at least 6 stacks and you execute a finisher, you lose all stacks and recover a first level spell slot.
15th Level:
Warping Flourish: After using a Cantrip or Spell Flourish, you may immediately teleport to a space within 17ft/5m.
20th Level:
Kingslayer Dance: For 3 turns, you start your turn with a Spell and Cantrip Flourish available. As an action, you may chain these Flourishes together.
Icequiver
1st Level:
Frost Walker: When you deal cold damage, you give yourself the Frost Walk status until the end of your next turn. You are immune to slipping on ice and ignore Difficult Terrain caused by ice surfaces.
3rd Level:
Frozen Sentry: While standing on an Ice surface, gain resistance to Fire and Cold damage and immunity to burning. When you end your turn on an Ice surface, gain Temporary Hit Points equal to your Intelligence Modifier until the start of your next turn.
9th Level:
The Oncoming Storm: When you deal cold damage you also create an explosion around you, freezing the ground near you and potentially dealing 1d12 Cold Damage to nearby enemies.
15th Level:
Shock Freeze: The first time you deal cold damage to a creature it must make a Constitution Saving Throw or be Stunned for 1 turn.
20th Level:
Ice Age: Create an Ice Surface at your feet. Any enemies within range already standing on Ice are potentially Frozen where they stand.
Graveknight
1st Level:
Gain additional proficiency with Shields and Medium Armor
Graven Arts: Dealing Acid, Necrotic, or Poison damage or casting any Necromancy spell will grant 1 stack of Graven Arts. Build up stacks to become more powerful and consume stacks to use powerful abilities, but lose your gained power.
Corrosive Blood: When you take damage from a creature within melee range you deal [1] and your weapon attacks have a chance to inflict Corrosive Wounds, but attacks against you have advantage. Requires and consumes 1 stack of Graven Arts. [Corrosive Wounds: Upon taking damage, affected entity will take an additional 3 Acid Damage.]
Life leach: Your next Weapon Attack will heal you for the damage done plus half of your Arcane Vanguard level. Requires and consumes 2 stacks of Graven Arts.
3rd Level:
Unlock 3 more Graven Arts.
Death Knell Tolls: Make a blood sacrifice, dealing 1d6 damage to yourself. Your next spell will create a wave of necrotic energy, causing Bone Chilled and possibly causing enemies within 20 feet to be Fearful. Requires and consumes 3 stacks of Graven Arts.
Mortal Mandate: The next time you damage a creature, Curse them with Mortal Weakness, causing the target to take double damage the next time it takes damage. Upon applying this mark, you also take 1d6 Damage. Requires and consumes 4 stacks of Graven Arts. If you are damaged before applying the mark, you lose the ability to do so.
Mutual Decay: You lower your maximum hit points by twice your character level, but when you deal damage you deal an additional 1d8 Necrotic Damage. Requires and consumes 2 stacks of Graven Arts.
9th Level:
Graven Harvest: Once per turn, killing an enemy also grants a stack of Graven Arts.
Visage Of Undeath: Enter a state of undeath. You are unable to regain hit points, abilities that effect the undead now effect you, and you are unable to gain Graven Arts as a result of casting spells. During this time, you have advantage on Attack Rolls, immunity to Necrotic damage, resistance to Radiant, Bludgeoning, Piercing, and Slashing damage, and immunity to poisons, and you are granted Darkvision. Requires and consumes 1 stack of Graven Arts.
Baptized In Blood: Sacrifice some health to cover the ground within [1] in blood, dealing [2] to yourself. While this status is active, if you are standing in blood you corrupt your surroundings, gaining the Baptized In Blood status. Requires and consumes 3 stacks of Graven Arts. [Baptized In Blood: While standing in blood, you will have the Vile Aura status. If you start your turn standing in blood, you absorb the blood. If you are above half health, you take 1d6 Necrotic Damage and possibly inflict Thinned Blood. If you are below half health, you will restore 2d4 hit points.] [Vile Aura: Enemies around you are considered to be within Difficult Terrain.] [Thinned Blood: Affected entity may begin Bleeding if it takes Bludgeoning, Piercing, or Slashing Damage.]
Equal In Death: Mark a creature. Whenever you take damage, that creature will take damage equal to half of the damage dealt to you. Requires and consumes 4 stacks of Graven Arts.
15th Level:
Only Equals Negotiate: Only available when below half health. Possibly make all enemies within range grovel before you.
20th Level:
Unyielding Defiance: Apply a status to yourself that reduces the amount of damage you take based on the amount of health you are missing.
Hellionaut
1st Level:
Hellion's Hunt: When you land a weapon attack against a target, mark them. When they die, you obtain a Soul. While in possession of a soul you ignore fire resistance. You may only hold one soul at a time. Whenever you consume a soul, you gain 2 turns of Heat.
Fiendish Bonds: Special Abilities that consume your stored soul.
Pact Of The Hellhunt: Mark an ally. This ally deals 3 fire damage with attack rolls against creatures marked by Hellion's Hunt.
Hellfire Brand: Mark a creature. Upon applying the mark, possibly inflict the Frightened status. At the end of your next turn the creature takes 1d4+1 fire damage or half as much on a successful Constitution saving throw. Every time the marked creature takes damage, this damage is increased by 1, up to a maximum of 1d4+10 damage.
Level 3
Hellstep Intercession: When a nearby ally takes damage you can switch places with that ally and deal 2d6 Fire damage to the triggering enemy and other enemies nearby. Generates 2 turns of Heat. Can only be used once per long rest, but is available again after consuming a Soul.
Fiendish Bonds: Unlock 2 more Fiendish Bonds to use your souls on.
Pact Of Infernal Reprisal: Mark yourself or an ally. That ally gains resistance to Fire and Necrotic damage and reflects 1d6 fire damage to attackers. You gain 2 turns of Heat every time you take fire damage while the effect persists.
Pyric Chains: Mark an enemy. That enemy has their movement speed lowered by 10 feet. If they move, the suffer a -2 penalty to AC and -1d4 penalty to Saving Throws.
Sacrificial Rite: When you fail a Saving Throw you can use your reaction to gain a bonus to that save equal to your intelligence modifier.
Level 9:
Diabolic Resurgence: If you are in possession of a soul and are dropped to 0 hit points, instead consume the soul and regain hit points equal to your class level. Only usable once per long rest.
Infernal Mirage: When hit by an attack roll, impose disadvantage on the attack and generate 2 turns of Heat. This effect can only occur once per long rest or after you have consumed a soul.
Fiendish Bonds: Unlock 1 more Fiendish Bond.
Edict Of Avernus: Enemies within 20 feet must make a Wisdom saving throw or suffer disadvantage on all saving throws. Allies gain temporary hit points equal to their character level and have advantage on attack rolls. Both effects last until the start of your next turn.
Level 15:
Soulforged Aegis: Whenever your marked target dies and you obtain their soul, gain temporary hit points equal to your class level. While these temporary hit points persist you have resistance to Bludgeoning, Piercing, and Slashing damage.
Level 20:
Overwhelming Inferno: When you deal fire damage, you can consume a held soul to deal the maximum amount of damage possible.
Vanguard Talents
Arcane Transposition: Force a target to make a Charisma saving throw or trade places with you. Allies to not make a save and automatically swap positions. 1 Action, Short Rest recharge.
Arcanist's Lifetether: Mark a target. When it ends its turn within 10 feet of your allies, they restore 1-6 hit points.
Liberated Spellcasting: After killing an enemy, you can cast a Cantrip on your turn as a reaction. This effect can be toggled and expires once used.
Shattered Focus: If you are Concentrating on a spell and land a weapon attack, you can risk breaking your own Concentration to deal additional damage. A Constitution saving throw with a DC equal to 10 plus the spell slot level sued is required to maintain concentration.
Force Of Arcana: The range of all of your spells ranges are lowered to 3m/10ft. Whenever you are near 2 enemies or more, you gain a +1 to all Saving Throws and gain 2 turns of Wrath upon casting a spell. Toggling this effect off removes all stacks of Wrath.
Combat Acrobat: After using a Spell and Weapon attack in succession, you can advantage on Dexterity Saving Throws and Acrobatics Checks until the end of your next turn, as well as one stack of Momentum.
Follow Up: [Requires level 6] After casting a spell, you have a +1d4 to your next Weapon Attack Roll
Vanguard Recovery: [Requires level 6] Restore 2 first level spell slots. 1 Action, Short Rest recharge.
Elemental Cascade: [Requires Level 6] When you attack with the default attack action, your weapon damage is converted entirely to the damage type that your most recent spell damage has done and apply a varying status effect based on the element type. This effect can be toggled.
Student Of War: [Requires Level 6] Casting a spell empowers you in different ways depending on what school of magic you have cast.
Vanguard's Protection: [Requires level 10] You and nearby allies reduce damage taken equal to your Intelligence Modifier for 5 turns.
Spell Throwing: [Requires level 10] Your Melee spell range becomes a range of 17ft/5m.
Precision Casting: [Requires level 14] You can subtract 5 from your Spell Attack Rolls to do an additional 1d8 damage. This is togglable.
Extra Attack: War Magic: [Requires level 18] When you attack as a Bonus Action using your Vanguard Technique, you can make an additional attack.