About this mod
Alters True Strike to be similar to Homebrew and suggested One D&D changes. Alters it from being useless, to being a spellsword cantrip in the vein of Booming Blade and Green-Flame Blade.
- Permissions and credits
- Changelogs
True Strike Stats:
- Casting Time: 1 action
- Range: 30 feet
- Target: A target in weapon range
- Requirements: Equipped melee weapon
- Effect Duration: End of next turn (12 seconds or "2" turns)
- Damage: [Weapon Damage] + 0 / 1d8 / 2d8 Force Damage (Scales at levels 5 and 11, and technically again at level 17)
Make a weapon attack with this spell that nullifies Disadvantage to hit. On a hit, gain 1d4 to all attack rolls until the end of your next turn.
Intentions would be for this to NOT be used with any kind of Extra Attack (aside from modded versions including the Bladesinger's version).
This, however, is not entirely avoidable due to how the game handles extra attack checks. If balance is not a concern, then throw caution to the wind and abuse whatever oversight exists!
Due to the nature of how advantage/disadvantage is implemented in the game, I cannot *ignore* disadvantage like some homebrews suggest (ie if I have disadvantage AND advantage, I won't have Advantage now). How it functions is that if you have Disadvantage on the attack, you gain a source of Advantage for the attack (somewhat similar to Reckless Attack).
For modders and those interested, the spell roll looks like:
data "SpellRoll" "Attack(AttackType.MeleeWeaponAttack, HasDisadvantage())"
Normal attack rolls do not have the comma and argument after - basically it's a true/false check that applies advantage to the attack if the argument resolves as true. Thus, the attack gains advantage if the attacker has disadvantage.
This mod DOES NOT alter the base game TRUE_STRIKE condition. Any source of this condition will apply the version in the base game (the owner of the condition will have advantage on their next attack on the creature suffering the condition). Numerous other effects in the game inherit from it, so I will not touch that status.
Unfortunately, to make this lightweight and compatible with race/class mods, I DID have to overwrite the base game skill (Target_TrueStrike). This means that pretty much any item or enemy with the True Strike SPELL will have this modded version. This shouldn't have any erroneous effects, but I have not checked to see if enemies have weapons or gear with the spell, or which enemies know the spell inherently.
If you have other mods that might overwrite Target_TrueStrike (the spell), this mod will need to be placed below them to be the one used.