hello there!! I have been testing my mods 1 by 1 in the bg3mod manager (not the in-game one) This mod unfortunately causes the modsettings.lsx file to reset whenever I hit export or launch the game. Not sure if the author is active on maintenance, but this mod will need to be updated for Patch 7. If you are having problems with your modsettings.lsx resetting it could be this mod (the Githyanki Unleashed was also causing the same issue for me on its own)
Hello! Could you please possibly create a mod that adds the githyanki passive ready to parry? Love this mod so fun to roleplay a gish. Anyone who is curious this mod still works fine on the current patch.
1) my war magic only allows for a cantrip costing an action point + a single weapon attack using a bonus action (no extra attack(s) from fighter included in mechanic). Is this the same in your game?
2) can we have a version of your mod without the bonus action cost?
1) my war magic only allows for a cantrip costing an action point + a single weapon attack using a bonus action (no extra attack(s) from fighter included in mechanic). Is this the same in your game?
That is how it is supposed to work, yes. You trade extra attack for the cantrip/spell.
It doesn't make sense though. The main source of damage fighters have is in their weapon attacks, and the fighter subclasses complement this in some way: battle masters can use a maneuver for each of their attacks, and the champions get boosted crit for all their attacks. Why should the eldritch knight be different? The whole war magic vs Extra attack system doesn't make sense to me.
Please pardon my long rant. I'm just hoping to find a mod that allows war magic to work with extra attack not opposed to it.
Spells aren't martial attacks, they're magic in nature, extra attack is weapon only. A single spell many times can be a lot more powerful than just an extra weapon attack, I mean I understand what you're saying but they aren't the same thing. Honestly if you want to play a proper EK you need to add the missing blade cantrips
I'm not talking about the big spells that consume spell slots, I'm just asking for the cantrips. Theoretically, a high level EK will sacrifice 2 weapon attacks just for a cantrip. That makes zero sense. It is rarely ever worth it to use cantrips with the EK. BB and/or GFB will not help EKs close the gap with the other fighter subclasses.
Blade cantrips can be picked by anyone and even bode better with the other spell swords in DnD than the EK tbh. Heck even the Fighter/Wizard multiclass has better synergy than the class literally meant to combine the two.
I'm not asking for much. I like how the EK is a quarter magician. I just want them to have their war magic bonus weapon attack to be able to lead into their extra attack(s) so they can grow stronger as they level up instead of remaining stagnant
Agree to disagree then, EK isn’t about doing max damage by keeping up with the other sub classes with 1 to 1 attacks. It’s about having access to the spell utility and more tankiness the buffs can give you. War magic does help bridge the gap a bit but again utility and a more tanky subclass is the EK. Multi attack blade cantrips is really powerful if you consider they don’t cost any resources. Not a huge deal if you’re playing the game on an easier difficulty but with tactician plus mods it’s more relevant depending how hard your campaign is.
Yeah, ultimately it comes down to what you'll have more fun with in your game.
I personally prefer having them retain some importance as a subclass for whoever wants to play as them, and not some niche pick for when there aren't enough mages in the party
Considering how at level 7 and 11, full spellcasters gain 4th and 6th level spells respectively including utility and tank spells + feats/racial features that allow them to use martial gear, while EKs are being restricted to casting a cantrip or attacking, I really can't see where you're coming from.
I also don't want to be the one to impede in your game or tell you how to play cause as long as you're having fun, that's what matters.
Thanks for sharing your insight on the subject. I appreciate the engagement.
I understand what you're saying and you're right. The blade cantrips that the game is lacking would makes things better a bit, as the EK could attack one time and use the blade cantrip as a bonus action, meaning 2 attacks. EK is really bad in 5e but Larian managed to make it even worse. And people complained about the 3,5e counterpart, which was almost perfect...
If you install the SCAG cantrips mod as is, your Green Flame Blade and Booming Blade cantrips will work with extra attacks. It's very overpowered though.
This mod is super fun with the Hexblade subclass mod with the grasp of hadar invocation. Being able to grasp them towards you and then melee attack them, very satisfying.
For those with questions, this passive will proc every time you use a spell/cantrip and last only that turn as it describes. What this actually does is adds a new "attack button" both ranged and melee in the common section on your hot bar. You can not remap them as they vanish as soon as the turn ends. Your classes Multi attack does not stack with this nor does the pact of the blade's Multi attack.
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I have been testing my mods 1 by 1 in the bg3mod manager (not the in-game one)
This mod unfortunately causes the modsettings.lsx file to reset whenever I hit export or launch the game.
Not sure if the author is active on maintenance, but this mod will need to be updated for Patch 7.
If you are having problems with your modsettings.lsx resetting it could be this mod
(the Githyanki Unleashed was also causing the same issue for me on its own)
https://www.nexusmods.com/baldursgate3/mods/206
Last time I used his mod you could give your character all kinds of passives and abilities and War Magic was one of them.
Big updates tend to wreak havoc on mods so no harm in checking
1) my war magic only allows for a cantrip costing an action point + a single weapon attack using a bonus action (no extra attack(s) from fighter included in mechanic). Is this the same in your game?
2) can we have a version of your mod without the bonus action cost?
Please pardon my long rant. I'm just hoping to find a mod that allows war magic to work with extra attack not opposed to it.
Blade cantrips can be picked by anyone and even bode better with the other spell swords in DnD than the EK tbh. Heck even the Fighter/Wizard multiclass has better synergy than the class literally meant to combine the two.
I'm not asking for much. I like how the EK is a quarter magician. I just want them to have their war magic bonus weapon attack to be able to lead into their extra attack(s) so they can grow stronger as they level up instead of remaining stagnant
Plus that playstyle would be fun.
I personally prefer having them retain some importance as a subclass for whoever wants to play as them, and not some niche pick for when there aren't enough mages in the party
Considering how at level 7 and 11, full spellcasters gain 4th and 6th level spells respectively including utility and tank spells + feats/racial features that allow them to use martial gear, while EKs are being restricted to casting a cantrip or attacking, I really can't see where you're coming from.
I also don't want to be the one to impede in your game or tell you how to play cause as long as you're having fun, that's what matters.
Thanks for sharing your insight on the subject. I appreciate the engagement.
EK is really bad in 5e but Larian managed to make it even worse. And people complained about the 3,5e counterpart, which was almost perfect...
For those with questions, this passive will proc every time you use a spell/cantrip and last only that turn as it describes. What this actually does is adds a new "attack button" both ranged and melee in the common section on your hot bar. You can not remap them as they vanish as soon as the turn ends. Your classes Multi attack does not stack with this nor does the pact of the blade's Multi attack.