Weapon Masteries DnD 5R PHB2024

Weapon Masteries DnD 5R PHB2024

Fully implements all new Weapon Masteries for all 31 Weapon Types from DnD 5R PHB2024, completely RAW. Also adds related Tactical Master feature to Fighters and new Weapon Master Feat. Includes weapon mastery support for the Throw action too.

Fully implements all new Weapon Masteries for all 31 Weapon Types from DnD 5R PHB2024, completely RAW. Includes compatibility for mods that add new weapon types not present in the base-game. Includes weapon mastery support for the Throw action too.

Also implements the [b]Tactical Master[/b] feature for Level 9 Fighters that allows them to replace the Mastery of any mastered weapon with the Push, Sap or Slow Masteries at the moment of the attack, and the [b]Weapon Master (PHB2024) Feat [/b]that allows any class to learn one additional Weapon Mastery of their choosing (and change it each long rest).

[color=#8e7cc3][i]This mod was a passion project of mine to relieve some stress. Hope you have fun with it.[/i][/color]
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[b][u]List of Masteries per Weapon Type:[/u][/b]

[list=1]
[]Cleave Mastery: Greataxes and Halberds[/]
[]Graze Mastery: Glaives and Greatswords[/]
[]Nick Mastery: Daggers, Light Hammers, Sickles and Scimitars[/]
[]Push Mastery: Greatclubs, Pikes, Warhammers and Heavy Crossbows[/]
[]Sap Mastery: Maces, Spears, Flails, Longswords, Morningstars and War Picks[/]
[]Slow Mastery: Clubs, Javelins, Light Crossbows, Slings, Whips, Longbows and Muskets[/]
[]Topple Mastery: Quarterstaffs, Battleaxes, Lances, Mauls and Tridents[/]
[]Vex Mastery: Handaxes, Darts, Shortbows, Rapiers, Shortswords, Blowguns, Hand Crossbows and Pistols[/]
[/list][u][b]IMPORTANT[/b][/u]: You must disable the "[i]Dual Wielding Auto-Attack[/i]" (the feature that makes so you hit with both weapons at the same time, consuming Action and Bonus Action in one go) either manually or automatically through mods such as [url=https://www.nexusmods.com/baldursgate3/mods/16600]Dual Wielding Off[/url] so the [b][i]Nick[/i][/b] feature works correctly.

[u]Note[/u]: weapon types not present in the base-game have compatibility added, but it's up for other mods to actually add the weapons themselves to the game. I specifically made this mod compatible with:
[list]
[]the firearms from Maradi's Immersive Firearms and The Gunslinger mods (custom-made compatibility)[/]
[]the Whips from 5e Whips and Whips Expanded (custom-made compatibility)[/]
[]any Dart weapon mods that use the base-game Darts proficiency[/]
[]any Sling weapon mods that use the base-game Slings proficiency[/]
[/list][b][u]See the following image for details on each Mastery:[/u][/b]

[img]https://staticdelivery.nexusmods.com/mods/3474/images/24418/24418-1786719637-1119889000.png[/img]
[b][u]Some notes about the Materies:[/u] [/b]
[list]
[][b][i][color=#980000]Nick Mastery[/color][/i][/b] in particular is very game-changing. To begin with, it frees up the Bonus Action when attacking with the off-hand allowing for many classes with Bonus Action features to benefit (like Rogues' Cunning Actions, Monks' bonus attacks, Paladin casting Smites, or any caster concentrating on spells that recast using Bonus Actions). But once you acquire the Dual Wielder Feat, it has a unique synergy with so it goes from "frees up your Bonus Action" to instead "adds a second off-hand attack (if you use your Bonus Action)". It's really good for dual wielding builds and for adding variety to many classes' gameplay.[/]
[]Notice that all Masteries do not have a resource cost and [b][i]trigger on-hit[/i][/b], meaning [b]they can be easily combined with any other actions that qualify as Weapon Attacks[/b] like Paladin Smites, Booming Blade, Sneak Attack etc. I designed it from the ground-up so it behaves like the original rules so it's versatile and easily combo-able with other game mechanics. [i]Eldritch Knight Fighters rejoice.[/i][/]
[]Almost all Masteries do not have any cooldown so they can be triggered [i][b]multiple times per turn[/b][/i].[/]
[]Some Weapon Masteries are for Ranged Weapons. Range+no cooldown is indeed a powerful combination to take advantage from.[/]
[]All Masteries, except Cleave (as per RAW), are compatible with the [i]Throw [/i]and [i]Frenzied Throw[/i] actions.[/]
[]The Tactical Master feature from Level 9 Fighters allows you to even modify the Weapon Mastery of Ranged Weapons, allowing you to apply effects that would otherwise be impossible to inflict from range. For technical reasons, this feature cannot be used with the Throw action (I really tried).[/]
[/list] 
[u][b]List of Classes that can pick Weapon Masteries (and how many):[/b][/u]
[list]
[]Barbarian: 2 at Level 1, +1 at level 4, +1 at level 10[/]
[]Fighter: 3 at level 1, +1 at level 4, +1 at level 10, +1 at level 16[/]
[]Paladin: 2 at level 1[/]
[]Ranger: 2 at level 1[/]
[]Rogue: 2 at level 1[/]
[][b]IMPORTANT[/b]: make sure to manually reset your Weapon Masteries with the corresponding action after you unlock a new Weapon Mastery Charge through level up so it is granted correctly.[/]
[/list]To pick your Weapon Masteries, you must use the new Weapon Masteries action these classes will unlock and pick with it the weapons you want. Chosen Weapon Masteries will last until your next Long Rest, after which you have to pick them again. You are free to choose your Masteries at any time while not in combat, and[color=#980000] [b][u]Once per Long Rest you can reset your Weapon Masteries and select them again[/u][/b][/color], but you have a limited number of available Masteries to choose per Long Rest (called "Weapon Mastery Charges"). 

Mind that, while you can choose a Weapon Mastery for a weapon you are not proficient in, all Masteries do require Proficiency in the Weapon selected for their effects to activate. The reason I allow them to be picked regardless is because there are certain circumstances that change a character's proficiencies on-the-fly, like a Warlock's Bind Weapon etc. Just make sure you know what you are picking.

 
[img width=400,height=233]https://image.modcdn.io/mods/8137/6310149/spell.1.png[/img]

[img width=400,height=167]https://image.modcdn.io/mods/8137/6310149/resource.1.png[/img]

[img width=400,height=345]https://image.modcdn.io/mods/8137/6310149/spell3.1.png[/img]
 
[i](in the above screenshot, the repeating broken shortsword icons are for weapon types not present in the base-game, but that I still included in case other mods add those weapons)[/i]

[u][b]Tactical Master (Level 9 Fighter exclusive feature):[/b][/u] 

At the moment of attacking, a Fighter can replace the Mastery of the weapon used for the attack for the Push, Sap or Slow Masteries regardless of weapon type (and you don't need to have chosen those three Masteries to do this, but you need to have the mastery of the weapon being used for attacking). This is done at will and per-attack via an interrupt.

Additionally, I have added the Feat "[b][i]Weapon Master (PHB2024)[/i][/b]" that allows any class to learn one Weapon Mastery (and as usual you can change it each Long Rest).

[img width=400,height=241]https://image.modcdn.io/mods/8137/6310149/tacticalmaster.png[/img]
 
[img width=500,height=460]https://image.modcdn.io/mods/8137/6310149/feat.png[/img]

[u][b]Base-Game Weapon Actions removed (with optional restore):[/b][/u]

The base-game weapon actions homebrewed by Larian have been removed from all weapons baseline in the main file. I did keep a few of them present on hand-picked unique weapons from the base-game where appropiate, both to keep their unique flavour and to respect Larian's design decisions. Now when you see a weapon with the "old" weapon actions it will actually be something rare that adds value to that weapon and differentiates it from the rest; this is intentional and to preserve some of the "flavor" Larian added.

For the sake of clarity, of course the unique/special spells from unique weapons remain untouched, I'm just talking about the generic weapon actions here like "Pommel Strike".

If you REALLY want both the old generic weapon actions AND these new Weapon Masteries, you can use the corresponding optional file, but I don't recommend it, it will be unbalanced.

And for RAW purists that want ALL old generic weapon actions removed completely, you can use the optional file [i]RAW Patch[/i] that does just that.

[b][u]Compatible with NPCs[/u][/b]
 
I added a hidden, NPC-exclusive passive, called "CHIZ_WM_MasteriesForNPCs" intended to be used by power-users/modders so they can grant Weapon Masteries to NPCs. Just give them that passive via Absolute's Laboratory or Combat Extender (or manually, if you you prefer) and those NPCs will automatically use Weapon Masteries when appropiate and based on their equipped weapons. Note: if you apply it via Absolute's Laboratory, make sure to also give them the "CHIZ_WM_LabCleanup" passive so it can undo itself automatically via Lab.
 
[b][u]Custom Classes Support[/u][/b]
 
I added a Potion of Mastery to the Tutorial Chest so modded classes (or anyone else) can benefit from the Weapon Masteries.
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[b]Some of my other mods[/b]

[url=https://www.nexusmods.com/baldursgate3/mods/22677]Warlock DnD 5R PHB2024[/url]:  Massive Warlock overhaul and improvements based on DnD 5R 2024. Two new subclasses, new class and subclass features, new spells, new Familiars, overhauled Pacts, new and updated Invocations, updated spell lists, updated base-game subclasses and more!

[url=https://www.nexusmods.com/baldursgate3/mods/15876]Bladesinger DnD 5R PHB2024[/url]:  Updates Bladesinger Wizard with the various DnD 5R changes from Unearthed Arcana 2025 for an improved and more fun gameplay experience with better quality of life.

[url=https://www.nexusmods.com/baldursgate3/mods/12558]College of Dance DnD 5R PHB2024[/url]: Brings the College of Dance Bard Subclass introduced in the new DnD Player's Handbook 2024. The College of Dance practice a way of being in harmony with the whirling movements of the cosmos that flow through all creation, emphasizing agility, speed and grace. This mod is also compatible with Level 20 mods!

[url=https://www.nexusmods.com/baldursgate3/mods/13701]Cleric and Domains PHB2024[/url]: Implements Cleric and its Domain (subclasses) changes based on PHB2024 of DnD. Compatible with level 20 and 5e Spells.

[url=https://www.nexusmods.com/baldursgate3/mods/16065]Paladin and Oaths DnD 5R PHB2024[/url]: Implements all new features and changes from DnD 5R PHB2024 for the Paladin class and all its subclasses (Oaths). Compatible with level 20 mods. Made with care for mod compatibility with the official modding toolkit for Patch 8.

[url=https://www.nexusmods.com/baldursgate3/mods/13638]Visual Paladin Auras[/url]: Adds a magic ring of light to each Paladin Aura to visualize its range and to look cool. Each Aura has a different color, they can all be STACKED and you can TOGGLE the visibility of each Aura independently. Supports: Aura of Protection, of Warding, of Devotion, of Hate, of Courage, of Conquest, of Clarity and of Holy Aegis.

[url=https://www.nexusmods.com/baldursgate3/mods/12070]War Magic and Improved War Magic DnD 5R PHB2024[/url]:  DnD 5R's PHB 2024 official changes to Eldritch Knight's War Magic AND Improved War Magic: You can exchange one of your attacks to cast a cantrip. You can exchange two of your attacks to cast a spell. Makes it so its main subclass feature (War Magic) actually synergizes with its main class feature (Extra Attack) instead of going against it.

[url=https://www.nexusmods.com/baldursgate3/mods/12413]Better Poison Equipment[/url]: Enhance your Poison builds! New Armor and Staff with new spells, new passives and feat, and rework of existing Poison-themed equipment. Great for Necromancer playthroughs!

[url=https://www.nexusmods.com/baldursgate3/mods/12169]Dragonborn Breath Weapon Enhanced[/url]: This mod reworks the Breath Weapon of Dragonborn inspired by Fizban's Treasury of Dragons book and some additional adjustments of my own. New abilities, charge-based system, create elemental surfaces and apply status, comaptibility with Extra attack and more!

[url=https://www.nexusmods.com/baldursgate3/mods/18740]Dark Urge Bhaalspawn Lineage[/url]: Unlock the power of your Bhaalspawn Lineage as the Dark Urge! This roleplay and gameplay mod adds some spice to your Dark Urge playthroughs! A new Bloodlust mechanic that interacts with Dark Urge's unique dialogue choices along with a series of unlockable Dark Powers as you level up in your journey as a Bhaalspawn.
[url=https://www.nexusmods.com/baldursgate3/mods/13369]
Smart Containers[/url]: Adds 6 new backpacks/containers that, similar to the Camp Supplies Sack, automatically add items of the correspondent type. Scrolls, Potions/Elixirs, Poisons/Coatings, Arrows, Grenades/Explosives and Books are supported.
[b]
Closing words[/b]

If you enjoyed the mod, I would love for you [b]Endorse [/b]it and [b]Vote [/b]for it to be Mod of the Month. And if you would like to [b]buy me a coffee/tip me as thanks for my mod creation[/b] (click image) I would [i]highly[/i] appreciate it:

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