Ancestral Guardian, Battlerager, Beast, Juggernaut (Critical Role), Storm Herald, Zealot. Everything has been implemented faithful to the source material and close to 100% Rules as Written.
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5e Barbarian Subclasses Combined - Russian Translation
Changelogs
Version 1.1.3.1
Fix a small CF thing
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
Beast: Fix being able to cast spells while raging
Version 1.1.2.74
Removed Reckless Attack mod - should not have been included... go download the standalone RA mod if you want to use it
Version 1.1.2.72
Initial Release
Multiple bug fixes, new icons, new VFX, new mechanics
Removed CF/CL integration
Beast form attacks are weapons not unarmed strikes
Updated metadata
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 Barbarian 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 ImpUI, 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. You should really also add a mod that implements Reckless Attack properly... I recommend mine.
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.