About this mod
Adds a new homebrewed subclass to the Sorcerer - The Bladeweaver
- Requirements
- Permissions and credits
- Changelogs
This is not version 1.0.0+ for a reason, I have done some testing, but there are certainly issues and I cannot hope to find them all immediately. There shouldn't be game-breaking issues, but heaven knows what can happen with this game engine.
Consider this an open beta at best and updates should roll out each week or so unless there is a critical issue to fix immediately. Please read the important notes at the bottom.
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!!! Version 0.1.2 has a massive error and you MUST roll back to v0.1.1 or update to 0.1.3
!!! New issues from version 0.1.2 will be ignored and closed without response.
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- Recent Updates:
-- Skills rework
--- Medicine: Medicine Proficiency and a Healing Action that uses Sorcery points.
--- Acrobatics: When not wearing Heavy Armor, gain Movement Speed and Acrobatics proficiency.
--- Athletics: Heavy Armor and Athletics Proficiency
-- 5e Support: Across all spell levels, 7 spells added by 5e Spells were introduced to the subclass and 2 base game spells added to the spell list. Bladeweaver gains access to Steel Wind Strike as well, just because I want it.
Bladeweavers come from a bloodline altered by Paladins.
Did you have a legendary Paladin or Oathbreaker as an Ancestor?
Were your Parents Paladins themselves?
Did you grow up around Paladins or raised on their stories?
Whatever the reason, you've come to learn Paladin spells and have trained in Light and Medium armor as well as weapons.
Bladeweavers are the subclass for Sorcerers dedicated to giving the class a spellblade archetype.
Paladin Spell Progression:
- Level 1 - Learn two Paladin Spells; these spells are added on top of what you'd normally get as a Sorcerer.
- Levels 3, 5, 7, 9, 11 - Learn higher level Paladin Spells; at these levels your Replace Spell feature will only allow you to Replace Paladin Spells. Due to engine limitations, this is the only implementation possible that I am aware of. The normal Replace Spells is available on even numbered levels, plan accordingly.
Level 1
- Spell Weaving - After casting a spell, your weapon attacks add your Charisma Modifier to damage dealt. Spell Weaving lasts a number of turns equal to the spell's level. It only lasts until the end of your turn if the spell was a Cantrip.
- Paladin Training (Proficiency, Choose 1): Medicine, Acrobatics, Athletics
-- Medicine: Gain proficiency in Medicine and unlock a healing action that uses a Sorcery Point.
-- Acrobatics: When not wearing Heavy Armor, gain proficiency in Acrobatics and increased movement speed.
-- Athletics: Gain proficiency in Athletics and with Heavy Armor
- Proficiency in: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons
- Choice of 2 Paladin Spells (see above)
Level 2
- Smite Weaving - Once per turn, restore a Sorcery Point when hitting a target with a Smite Spell.
-- Currently does not work with Smite Spells granted by magical weapons or objects. I will eventually add them to the Spell Check, but for the moment I am unconcerned with doing so.
Level 6
- Blade Weaving - After casting a spell that costs an Action Point, you can make a Weapon Attack using a Sorcery Point in place of an Action Point.
-- This uses the War Magic checks for a psuedo Extra Attack. Not entirely sure how this whole mess works out with different sources of similar effects, but be prepared for some wonky-ness if combining Extra Attack, War Priest attacks, etc. with this feature.
-- It intentionally allows you to use Smite Spells twice per turn (provided you have the bonus actions to do so). The SCAG cantrips and my True Strike mod also proc both sides of this effect, letting you cast them twice.
-- Does NOT function when casting a spell out of combat and initiating combat. Fix.... eventually.
Level 11
- Enhanced Spell Weaving - While you are Spell Weaving (see level 1 feature), your attacks deal an additional 1d8 Fire, Cold, Lightning, or Radiant Damage.
-- This is a set of 4 Passives that are toggle-able, in the vein of Open Hand Monk's Manifestations. Be sure to activate one when you acquire this feature; they are mutually exclusive, so only one may be active at a time.
Compatibility Framework
- Now has support for Compatibility Framework. Bladeweaver must come before Compatibility Framework in your load order. There are still files for the subclass to function without the Script Extender and CF, but it will be incompatible with other Sorcerer Subclasses without BOTH of those.
IMPORTANT NOTES:
- The Paladin Spell list in game is only 3 Spell Levels. Spell levels 4-5 are made with spells that Paladins would have gotten at higher levels and which are already in the game (Staggering Smite being the exception as it already exists for some reason and I said 'sure, why not').
- No support for class levels higher than 12. This is an ongoing project. The mod as-is currently condenses what I'd want a 20 level progression to incorporate. It will be a *project* to expand the progression. Do not expect this part to be updated until the New Year.
- Use the bugs tab on Nexus to report. If there are issues, I don't want them intermixed on several platforms or sandwiched in the comments. Be thorough, with as much detail as you can provide. If a feature requires a spell to be cast, let me know what spell, etc.
- Features are more or less set, with the possibility of tweaks here and there. Entirely new features will not be fabricated by request nor will limitations be loosened unless it actually makes the class more usable.
- This subclass is going to be overpowered at best with only a few limitations implemented to keep it in check.
- This mod alters some entries for Banishing Smite because it's implementation was inconsistent with other 'container' spells. If a patch fixes it, or it causes issues, I will delete these entries. Be aware of this when using other mods that grant access or alter Banishing Smite.
- This mod uses an unavailable spell, Staggering Smite. It's implementation has not been altered, other than making it available. If it needs to be fixed or altered I will do so in the future. Initial testing shows it's fine.
Please use a Mod Manager to add this to your game, I cannot troubleshoot issues related to manual installation.
If you are going to remove this mod, DO NOT LOAD A SAVE where a character is a Bladeweaver. Always respec out of the subclass first before removing the mod that adds the subclass.
Mods can be volatile with updates and changes. Backup important saves, a practice you should engage in whenever modding any game at any level.