Banneret, Brute (UA), Cavalier, Psi Warrior, Rune Knight, Samurai, Sharpshooter (UA). Everything has been implemented faithful to the source material and close to 100% Rules as Written.
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File credits
dr kekyll for their target randomizer code
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Cavalier: Fix the various AoO attacks from triggering when an enemy Disengages
Version 1.1.5.1
Rune Knight: Fixed missing tag name
Version 1.1.5.0
Updated compatibility for Patch 8
ImpUI no longer required
Version 1.1.4.0
Brute: Rework Brute Force, should fix any issues people were having
Brute: If you have the Tavern Brawler feat, Brute Force will apply to improvised weapons
Brute: Brute Force will still apply if you have the dual wielding toggle on
Sharpshooter: Fix Steady Aim not recharging on short rest
Version 1.1.3.0
WARNING - RESPEC BEFORE UPDATING - Re added CF/CL support - I tested this with my save and it didnt break anything doing an in place update but YMMV
Brute: Brute Force will now apply to (most) "weapons that aren't actually weapons," like the Beast Barbarian's claws/bite/tail.
Version 1.1.2.27
Hide some statuses that should be hidden
Version 1.1.2.26
Initial combined release
Multiple bug fixes, new icons, new VFX, new mechanics
Removed CF/CL integration
Q: Why was this done? A: For the sake of my own time and sanity - upkeeping different variants of multiple mods across two different modding platforms is hard.
Q: What happened to the individual Fighter subclass mods? A: They have been decommissioned.
Q: What is new/different in the combined mod? A: Multiple bug fixes, new VFX, new icons, new mechanics, less requirements.
Q: What is different about this combined mod vs the "official" one? A: The Nexus version uses Script Extender to achieve more accurate ability functionality when I am not happy with how things work using purely stats.
Q: What do I need to do to change to the combined mod mid playthrough with the old mods? A: Respec - save game - change to combined.
Q: Do I still need Community Library + Compatibility Framework for this specific mod? A: Yes
Q: What is the base mod requirements I need for this to to work? A: Bare minimum is Script Extender and some Level 20 mod (I test with and use Expansion) if you want to advance beyond 12th level... unless stated otherwise in the subclass description articles.
Q: What does compatibility with the well known spell mods look like? A: New spells will generally be added to my mod first, and then removed once 5e Spells or Mystra's Spells has them included. The Nexus version will maintain compatibility with 5e Spells, and the mod.io version will be compatible with Mystra's Spells.