About this mod
Adds the brand new Weapon Mastery mechanic from the 2024 5e Player's Handbook to Baldur's Gate 3.
- Requirements
- Permissions and credits
-
Translations
- Russian
- Mandarin
- Changelogs
Each weapon will now have an associated Weapon Mastery property, following the new D&D Tabletop Roleplaying Game Rules.
Fighters, Rangers, Rogues, Barbarians, Paladins, and anyone willing to take the Weapon Master feat will be able to master particular weapons, granting them the effects of these properties.
Additionally, at level 9, Fighters will gain the ability to choose between Push, Sap, Slow, and the weapon's property when making an attack with a weapon they have mastered.
If you enjoy the mod, please feel free to leave an endorsement!
A list of properties and their associated weapons is listed below:
- Vex:
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
- Rapiers
- Hand Crossbows
- Shortswords
- Shortbows
- Handaxes
- Push:
If you hit a creature with this weapon, you can push the creature 10 feet straight away from yourself if it is Large or smaller.
- Pikes
- Greatclubs
- Warhammers
- Heavy Crossbows
- Graze:
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
- Greatswords
- Glaives
- Sap:
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
- Maces
- Spears
- Flails
- Longswords
- War Picks
- Topple:
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 + the ability used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
- Mauls
- Tridents
- Quarterstaffs
- Nick:
When you make the extra attack of the Light property (Dual Wielding), you can make it as part of the Attack action instead of as a Bonus Action. You can still only make this extra attack once per turn. (To match the new rules, offhand attacks can now only be made 1/Turn.)
- Daggers
- Scimitars
- Light Hammers
- Sickles
- Slow:
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by [1] feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
- Longbows
- Slings
- Light Crossbows
- Clubs
- Javelins
- Cleave:
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add you ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
- Greataxes
- Halberds