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drkekyll

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drkekyll

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About this mod

This mod changes the relevant Battle Master maneuvers into interrupts allowing them to be used immediately after making a successful weapon attack. It also adds the Parry maneuver to the list of available maneuvers. It was already in the game, just inaccessible.

Requirements
Permissions and credits
Translations
  • Korean
  • French
Changelogs
Update 3/19/24: Script Extender is no longer required for Commander's Strike (the Battle Master chooses an ally, declares a target, and, if the ally is in range, their reaction triggers and they can make an attack against the target with their currently active weapon). However, die rolls for Evasive Maneuver and Rally do still require SE. Make sure you delete the old .pak file if updating from pre-2.0. Otherwise, the naming format is unchanged so just dropping it into your mod folder (or updating with your MM of choice) should work. Also, to preserve my sanity going forward, I have created a Core Library for things I need to keep consistent across my mods. It is now a requirement for some features of this mod.

Maneuvers Converted to Interrupts:
  • Disarming Attack
  • Distracting Strike
  • Goading Attack
  • Maneuvering Attack
  • Menacing Attack
  • Precision Attack
  • Pushing Attack
  • Sweeping Attack
  • Trip Attack

Note: Though I didn't convert all maneuvers into interrupts (because some can't reasonably be or aren't triggered RAW), the mod impacts all maneuvers on some level.

Thank you to hawk333 for the Spanish translations.

Known Issues:
  • The interrupts create a second instance of damage which can apply on hit effects like poisons again. Sometimes this will cause an enemy to roll twice for, e.g. sleep, and potentially succeed (or fail!) the second time. This is a vanilla bug and also applies to Divine Smite when used as an interrupt. (3/19/24 - Patch 5 introduced a way to fix this, but it slipped my mind with the last update.)
  • Because thrown objects seem to stop being a valid entity at some point after the attack roll, I couldn't check to see if they have the thrown property during the Precision Attack interrupt, so Precision Attack just works with all thrown objects with or without Tavern Brawler. Other maneuvers still require Tavern Brawler if you're not throwing a weapon with the 'Thrown' property. (3/19/24 - I indeed can check the thrown object, it is just referenced differently once it's thrown, so I will also address this in a future update.)

Some Day... I will get you some proper icons for all the throw and unarmed abilities.

Check Out These Mods
More Battle Master Maneuvers adds all the maneuvers from Tasha's Cauldron of Everything plus PHB and UA Lunging Attacks (the latter renamed to Charge).
Tasha's Fighting Styles RAW adds the four styles from that book that could be replicated RAW.
Sneak Attack and Cunning Strike Toggles makes sneak attack more compatible with other abilities that use the interrupt system by making it a passive toggle.
Swords Bard Blade Flourishes gives Blade Flourishes the same treatment this mod gives to Maneuvers.







In case anyone with a Fighter mod wants to add compatibility for my containers, the passive is called BattleMasterManeuverContainers.
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