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Neclomant

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Neclomant

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About this mod

New class that combines strongest abilities, spells, passives from other classes.
For those who want to create OP character saving the default progression.

Requirements
Permissions and credits
Changelogs
Overview
  • New overpowered class Master which combines powers from other classes.
  • Includes 3 sublcasses: Weapon Master, Magic Master and the True Master.
  • Weapon Master has many fighting (melee and range) feats and abilites.
  • Magic Master has many magic feats and abilites. Characteristic for spells is Charisma. Cause character of such class is strong.
  • Getting feats each level.
  • Can choose which class(es) will represent.
  • Icons for classes you may find there Icons

Install

  • Download and unzip the mod and install .pak file via BG3 Mod Manager (Recommended)
  • Requires mod: Baldur's Gate 3 Mod Fixer
  • Should not have conflicts with other mods.
  • On updating mod just respec your character via Withers.

Update/Uninstall
  • Before update or uninstall the mod I recommend you to respec your Master class to some base class at level 1.
  • Update/uninstall mod
  • If it was update then respec to Master class.

Known Issues
1. Cannot select skills on leveling screen at 5 or 10 level, and game doesn't allow to finish level up
It's a game bug. You may face the same problem when leveling up Bard to 3 or 10 level. Workaround about it: reopen leveling screen and firstly complete skills select.
Fixed in 1.0.1 by adding defaults values, so you don't need to select any skill, so you just need to select other things to finish leveling.

2. Not showing Spell Save DC and Spell Attack.
It's also a game bug. I found it in the Eldritch Knight class. The Fighter class has SpellcastingAbility is Nothing. But when you select the EldritchKnight subclass you change your SpellcastingAbility to Intelligence but Spell Save DC in spellbook of character displays that is "Not" and not shows Intelligence and other modifiers impact. Also it is. And I had the same problem cause used the same logic.
Workarounded it in 1.0.1 by changing default SpellcastingAbility of Master to Charisma. And Master Magic subclass shows Spell Save DC and Spell Attack correctly. BUT! Master Weapon also shows that its SpellcastingAbility is Charisma and it is not so.

TrueMaster unites progression from Weapon and Magic masters.

=== Customs Skills And Passives ===
1. Master Characteristics - toggleable passive. Increases all Abilities minimum score to X. 
- 12 at level 1
- 14 at level 5
- 16 at level 10
2. True Jack of All Trades - passive. Add proficiency and expertise in each skill.
3. Master's Throw - action. Analog of Frenzy throw. Do not requires Frenzy or Rage.
4. Master's Shot - action. Analog of Blade Flourish (ranged). Do not requires Bardic Inspiration. Once per turn in combat. Damage = Ranged Weapon + MasterDamage*
5. Master's Cleave - action. Union of Sweeping Attack and Tiger Bloodlust. Do not requires resources. Once per turn in combat. Damage = Melee Weapon + MasterDamage*. Applies Bleeding.
6. Summon Master Companion - action. Dublicate of Summon Companion.
7. Tamed Wild Magic - toggleable passive. Always cause Wild Magic surge when you cast spell level 1 or higher.
*MasterDamage
- 1d4 at level 1
- 1d6 at level 4
- 1d8 at level 8
- 1d10 at level 10
 
=== Master Progression ===
1
- Proficiency in all saving throws (no at multiclass)
- Proficiency in all weapons and armour
- Proficiency in musical instruments
- Proficiency in 3 any skills
- Selection 3 of Natural Explorer (Ranger)
- Selection of Class Tags: none, all, all except paladin and priest, any single class
- Selection of Paladin subclasses tags: none, all or any
- Selection of Sorcerer subclasses tags: none, all or any  
- Selection of Warlock subclasses tags: none, all or any
- Passives: Unarmoured Defence (Barbarian + Monk), Mortal Reminder, MasterCharacteristics (12) (Barbarian, Monk, The Great Old One)
- Feats: Acid, Cold, Fire, Lightning and Thunder Elemental Adept
2
- Selection of Wizard subclasses tags: none, necromancy
- Passives: Danger Sense, Unarmored Movement (3 ft.), True Jack Of All Trades
3
- Selection of Barbarian subclasses tags: none, berserker
- Selection of Ranger subclasses tags: none, all or any
- Passives: Fast Hands, Second-Story Work, Assassin's Alacrity, Assassinate: Ambush, Assassinate: Initiative (Thief, Assassin)
4
- Passives: Beguiling Influence, Devil's Sight (Warlock Invocations)
5
- Passives: Fast Movement (Barbarian)

- Passives: Unarmored Movement (4.5 ft), Heart Of The Storm: Resistance (Monk, Storm Sorcery)
7
- Passives: Remarkable Athlete: Proficiency and Jump, Evasion, Iron Mind (Champion, Rogue, Gloom Stalker)
9
- Passives: Unarmored Movement (Difficult Terrain) (Monk)
10
- Passives: Nature's Ward, Unarmored Movement (6 ft.), Beguiling Defenses, Thought Shield: Psychic Resistance,Thought Shield: Psychic Reflection, Inured to Undeath (Circle of Land, Monk, Archfey, The Great Old One, Necromancy School)
11
- Passives: Reliable Talent (Rogue)
=== Weapon Master Progression ===
1
- Selection 3 of Fighting Style
- Actions: Master's Throw (Custom)
2
- Actions: Cunning Actions (Rogue)
- Passives: Reckless Attack (Barbarian)
3
- Select 1 of Hunter's Prey (Hunter)
- Actions: Weapon Bond, Master's Shot and Cleave (Eldritch Knight, Custom)
- Passives: Improved Critical, Dread Ambusher (Champion, Gloom Stalker)
5
- Passives: Extra Attack, Uncanny Dodge (Fighter, Rogue)
6
- Selection of 2 Aspect Of The Beast (Wild Heart)
- Actions: Aura of Protection (Paladin)
7
- Actions: Aura of Wardening, Aura of Hate (Oath of Ancients, Oathbreaker)
- Passives: Feral Instinct (Barbarian)
8
- Action + Interrupt: Divine Strike (War domain)
9
- Passives: Brutal Critical (Barbarian)
11
- Actions: Volley + Whirlwind Attack
- Passives: Extra Attack 2, Stalker's Flurry (Fighter, Gloom Stalker)
=== Magic Master Progression ===
1
- Spell Slot lvl1 x6
- Passives: Tamed Wild Magic (Custom)
2
- Sorcery Points x6
- Selection 6 of Metamagic (Sorcerer)
- Actions: Create Spell Slot, Create Sorcery Points (Sorcerer)
- Passives: Disciple Of Life, Sculpt Spells, Improved Minor Illusion, Grim Harvest (Life domain, Evocation School, Illutsion School, Necromancy School)
3
- Spell Slot lvl2 x6
- Actions: Summon Master Companion (Custom)
4
- Sorcery Points x6
- Passives: Agonizing Blast, Repelling Blast (Warlock Invocations)
5
- Spell Slot lvl3 x6
6
- Sorcery Points x6
- Passives: Blessed Healer, Potent Cantrip (Life domain, Evocation School)
7
- Spell Slot lvl4 x6
- Passives: War Magic (Eldritch Knight)
8
- Sorcery Points x6
- Potent Spellcasting (Light domain)
9
- Spell Slot lvl5 x6
- Magical Ambush (Arcane Trickster)
10
- Sorcery Points x6
- Eldritch Strike, Focused Conjuration, Split Enchantment, Empowered Evocation (Eldritch Knight, Conjuration School, Enchantment School, Evocation School)
11
- Spell Slot lvl6 x6
- Passives: Controlled Chaos (Wild Magic)