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Leole

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Leole

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About this mod

Simple Mod that adds a few new items that specifically boost Battle Master's Manoeuvers. Namely, a Cape, a Ring, a Shield and an Amulet.

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Permissions and credits
Translations
  • French
Changelogs
What is this?
This is a mod that adds new items to the game to boost lackluster or fairly basic Battle Master maneuvers, as well as empowering every other maneuver to make Battle Master scale in late game (Act III) and make them viable while playing using mods that increase difficulty (namely Tactician Plus or Death March, although it should be compatible with any difficulty overhaul mods)

Why?
Battle Master, generally speaking, is fairly basic, they get a few cool abilities for the first few turns in a combat encounter, then you're stuck with basic attacks, wishing that you had more dice, had done more damage, or that any of your Manoeuvers had landed the effect they were supposed to do. It really sucks when you spend all your dice in a single enemy, trying to trip them or frighten them, only for you to do very low damage and not proccing the actual effect. Even in the best case scenario and the effect is applied, your sorcerer/wizard/cleric/paladin/warlock/bard already dealt more damage, CC'd more enemies, and have more resources for the following turns.

Not only that, there are a couple of abilities that sound good on paper, but quite frankly don't scale in the late game. Rally for example gives 8 Temp HP, which is good early game where the extra HP is at least 1 extra hit you can take, late game however, 8 Temp HP does nothing, enemies can attack 2, 3 or 5 times in a row, or deal Fireball levels of damage on a whim. Rally (if you even get it) ends up relegated to "Oh no my teammate went down, I can pick them up again from a distance" which is the same as Healing Word, a Lv1 Spell.

Give it to me straight, what abilities did you change and how?
In short: All of the Manoeuvers have been affected in some way, read the images to know specifically what they do.

Detailed Explanation, in other words, what happens if you wear one/some/all 4 pieces of gear included in this mod:
  • Manoeuver DC (MDC for short, what determines whether or not an enemy is effected by the Manoeuver) has been increased a little bit. It is crazy to me that if you minmax Battle Master, the highest MDC you can get is 15 without potions. As of Patch 5, the highest MDC you can get now is 17 without potions, still pretty low. On the other hand, you have Arcane Acuity/Mental Fatigue Spellcasters with 28 Spell Save DC on turn 1. Maneouver DC can now go up to 19 21 with my modded gear. You gain 1 MDC for every 2 pieces of my gear that you're wearing, and one of the pieces by itself increases your MDC by 2, totaling +4 MDC if you're wearing all the new gear.
  • Superiority Dice size has been increased. By wearing my modded gear, your dice will be one size bigger (d8s turn into d10s, d10s turn into d12s). This realistically only increases your damage by 6 whole points on average, not exactly game breaking but feels more fun 😊.
  • Rally gives more Temp HP and affects the caster.
  • Riposte now has advantage.
  • Commander's Strike now grants advantage*
  • Hitting enemies during specific circumstances recovers Superiority Dice.
  • NEW! Added a version that removes the set bonus granted by my new gear, capping MDC to 19, in case you feel like 21 is too high!

*
I couldn't get this to work in a way that I liked, in other words, if you grant Commander's Strike to a character that shares their turn with you, they get advantage. If it's not their turn yet, the advantage is lost. It's a bug I do not plan to fix since I spent the better part of a week getting it to work in the first place. Sorry! Patch 5 fixed the code for Vanilla Commander's Strike, which made this implementation WAY easier, so now it works as intended! Commander's Strike will now have advantage to the extra attack you grant to an ally 😀

Where can I get this gear (No spoilers)?
The new gear can be found in shops all around the game:
  • The Cape and the Shield are found in Act I
  • The Ring is found in Act II
  • The Amulet is found it Act III

Spoil me! Just tell me where to find the damn items!
  • The Cape is bought from Arron the Halfling, they're a storekeeper near the entrance of Emerald Grove.
  • The Shield is bought from Blurg the Hobgoblin, they're a storekeeper in the Underdark in the Myconid Colony.
  • The Ring is bought from Lann Tarv the Bugbear, they're a storekeeper in Moonrise Towers.
  • The Amulet is bought from Entharl Danthelon the Dwarf, they're a storekeeper in Rivington, specifically in their store, Danthelon's Dancing Axe.

All of your changes don't make Battle Master even come close to the DPS/Usefulness of [SUBCLASS].
I know! The idea wasn't to make Fighters a force to be reckoned with on par with Sorcerer or Warlock/Paladin, it was just to make it more fun for Battle Master mains to progress through their levels and make their involvements in fights more impactful than just hitting things with a stick. Using a chess analogy, if high DPS classes are the Queens, and Fighters are Pawns ♟, my gear should elevate Battle Masters to Knight/Bishop 🐴, or even Rook status 🏰.

How to install?
NOTE: You don't have to start a new playthrough, you can install this at any point 😊. I'm not entirely certain about the restock mechanics of shops, but in all my testing, I never had issues getting the shopkeepers to stock my items.

  • Download the archive (.zip)
  • Import archive with Baldur's Gate Mod Manager
  • Drag to active column
  • Export load order
  • Play Battle Master Fighter 😈
  • Buy my gear
  • Master all the Battles in a cooler way

How to uninstall?
  • Delete the mod through the Mod Manager

Special Thanks
  • ⭐Effe (Bestie)⭐ for helping me test and providing the flavor text for my gear, as always.
  • onion, Vander Decken, anase, AnxietyTheOrk, Muffiana Grande and Sumajin from Larian's discord, they were super helpful!

Other mods by me!
Other mods by my Bestie
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