About this mod
This is a loose collection of changes that don't warrant their own mods.
- Permissions and credits
"I have an Intelligence of six, I know what I'm doing." --Grog Strongjaw
Summary
This is a loose collection of changes that don't warrant their own mods. It's also a hub for my Better series of mods (listed below). My goal is to craft a Vanilla Plus experience that's fun and engaging.
Notice
Please note that I mod for myself first. I don't do multiple versions or patches for other mods, but I'm happy to offer advice if you want to make and publish your own version. Past versions are available under Files.
Abilities
- Planar Ally: Deva summons a female Deva.
- Scratch (and other familiars) have the Low Profile passive: enemies won't attack them unless they attack first.
- Shadow Strike has the same requirements as Shadow Step.
- Soul Coin grants Karlach Overheat (Azer) until long rest.
Armour
- After Death Do Us Part has the Revenant passive: you are considered Undead and can't be permanently killed except by Radiant damage or a Critical Hit. (You can still be Downed.)
- Barkskin Armour applies its effect in Wild Shape.
- Cloak of Displacement applies its effect as soon as you enter combat.
- Gloves of Archery increase your ranged damage by your Proficiency Bonus.
- Shadeclinger Armour has 13 AC and uses the Leather Armour +2 model.
- The Deathstalker Mantle can be found in Act 3 if not playing as the Dark Urge [1].
Feats
- Great Weapon Master, Sharpshooter, and Spellmight Gloves give you a -4 attack penalty and a 2d6 damage bonus.
- War Caster grants you Shocking Grasp as a cantrip.
Weapons
- Adamantine weapons have extra damage dice and +2 enchantments, and the longsword is a finesse weapon.
- Devotee's Mace uses your Spellcasting Ability Modifier and gives you +1 Spell Save DC.
- Least Expected has the Invisible Weapon passive.
- Ranged weapons are divided into short, medium, and long ranged categories: hand crossbows, shortbows and light crossbows, and longbows and heavy crossbows have ranges of 9 m, 18 m, and 27 m, respectively.
Runepowder explosives have lore friendly range, DC, and power. Vials have a 9 m radius, DC 16, and 40~68 force damage. Barrels and bombs have an 18 m radius, DC 20, and 400~680 force damage.(Changed in Update 3.2)- Titanstring Bow adds your Strength Modifier to damage and attack rolls.
Update 3.1
- Great Weapon Fighting and Great Weapon Master don't work with finesse weapons.
Update 3.2
- Runepowder explosives have lore friendly range, DC, and power. Vials have a 9 m radius, DC 19, and 32~72 Force damage. Barrels and bombs have an 18 m radius, DC 23, and 192~432 Force damage.
My Mods
- Better Action Economy
- Better Caster Progression
- Better Illithid Powers
- Better Kitchen Sink
- Better Martial Progression
- Better Status Effects
Notes
- I haven't been able to test this yet.