View Full Version : Weapon Mastery Automation 5E 2024
Henix
February 27th, 2026, 15:37
Weapon Mastery Automation 5E 2024
Bring the combat mastery of the 2024 Player's Handbook to life with perfect automation!
This extension automates the effects of Weapon Masteries for the D&D 5E ruleset in Fantasy Grounds Unity. It reads the weapon properties directly from the character sheet and applies conditions, damage, or saving throws automatically upon a hit or miss, without slowing down your game.
✨ Features & Supported Masteries
Graze: Automatically calculates and applies the correct amount of damage and exact damage type (fully respecting resistances/immunities) when an attack misses.
Vex: Smartly applies a custom Vex Target marker to the enemy and a conditional ADVATK effect to the attacker. This guarantees the attacker gets Advantage only on their next attack against that specific creature. The effect auto-expires seamlessly after the attack.
Sap: Automatically applies Disadvantage (DISATK) to the target's next attack roll. Includes built-in anti-stacking to keep your Combat Tracker clean!
Slow: Instantly applies a -10 ft Speed reduction effect to the target. Includes built-in anti-stacking (the effect is informational/visual for the GM, as FGU doesn't natively restrict map movement).
Topple: Highly automated! On a hit, it calculates the correct Constitution Save DC (8 + Ability Modifier + Proficiency), automatically rolls the saving throw for the target, and applies the Prone condition if they fail. It even skips the save if the target is already Prone!
Push: Sends a handy reminder to the chat window if the target can be pushed 10 ft or not based on the size.
Cleave: Semi-automated! When you hit with a Cleave weapon, you will get a reminder in chat. Simply hold the ALT key while rolling your extra attack and damage against the second target: the extension will automatically strip your ability modifier from the damage roll!
Nick: Semi-automated! When you hit with a Nick weapon, you will get a reminder in chat. Simply hold the ALT key to activate the mastery while rolling your extra attack and damage to automate it.
>>> Download on the Forge <<< (https://forge.fantasygrounds.com/shop/items/2858/view)
Watch the Showcase Video on YouTube (https://youtu.be/aEt5aJRVpn8)
How to Use
It's incredibly easy to use. No complex effect coding is required by the player or the DM!
Open the weapon details in the character's inventory.
Check the "Mastery" box (to indicate the character knows this weapon's mastery).
Roll your attack! The extension will automatically find the matching weapon, read the mastery field, calculate your stats, output a message to the chat, and handle the rest.
Using Cleave: Hold the ALT key on your keyboard while making the extra attack and damage rolls. The extension will do the math for you!
Note: If the mastery field is empty, simply type the name of the mastery (e.g., Vex, Topple, Graze) in the mastery text field.
⚙️ No Dependencies
Works perfectly on "Vanilla" FGU. It does not require other third-party extensions (but it should be fully compatible with them if you use them!). Built using native event hooks for maximum stability and performance.
Support:
Please post in this thread if you encounter any bugs or have feature requests!
Changelog
v1.4 - NPC Weapon Mastery Support
New Feature (NPC Mastery Automation): Full automation of weapon masteries for NPCs!
New Feature (NPC Parameterized Tags): Added support for custom parameters directly within the tags, enabling custom DCs and miss damages: [TOPPLE_DCX], [GRAZE_DMGX], and [NICK_TWF].
New Feature (Dual-Mode Actions): Single NPC actions can now support different mastery tags for Melee and Ranged options (e.g., Melee: [TOPPLE] Or Ranged: [PUSH]), with smart keyword scoring and separator parsing.
v1.3 - Compatibility update for the the big FGU 2026-04 ruleset update.
v1.2.2 - Off Hand bug resolved for the Nick mastery
v1.2.1 - Compatibility issue with BCEG
v1.2 - Nick Mastery Overhaul & QoL Updates
[LIST]
New Feature (Nick Mastery Full Automation): Fully automates the Nick extra attack damage! The extension now automatically scans the character's Features and Traits for the "Two-Weapon Fighting" style. It dynamically removes your ability modifier from the damage roll if you don't have the style, or keeps it if you do (negative modifiers are always kept).
New Feature (Smart Reminders & Player Agency): Cleave and Nick masteries now send a helpful chat reminder on your hit, but will not consume your "once per turn" limit until you actually roll the extra attack! You now have full tactical freedom to choose when to trigger the mastery during your turn.
New Feature (Client Options): Added a new setting in the FGU Options menu allowing each individual player to customize how Nick activates. Choose between "ALT key" (default: hold ALT to roll the extra attack like Cleave) or "Reverse ALT key" (the mastery is activated for every attack, you need to hold ALT to deactivate it).
Improvement (Push Size Check): The Push mastery now actively reads the target's size from the Combat Tracker. If you hit a creature that is Huge or Gargantuan, it will output a "Push Failed" message instead of the standard reminder, perfectly matching the size limits!
Improvement (Negative Modifiers): Cleave and Nick extra damage rolls now correctly retain negative ability modifiers instead of dropping them.
Under-the-hood: Refactored turn-tracking logic for better performance, stability, and cleaner combat flow.
Icon QoL & Brand New Icon: Changed some icons in the notifications to make it easier to understand the flow of the mastery, and added a brand NEW ICON for the mastery activation.
v1.1 - Bug Fix & QoL Updates
Vex Duration: Increased Vex effect duration to correctly persist until the end of the attacker's next turn if not used.
Cleave & Nick Limits: Added strict "Once per turn" tracking for Cleave and Nick chat reminders, perfectly synced with the Combat Tracker's active turn and round.
v1.0 - Initial Release
Automation to Graze, Vex, Sap, Slow, Push, Cleave and Topple masteries.
Lo Zeno
February 27th, 2026, 15:46
Noice!
How does the extension work with the Fighter's level 9 feature "Tactical Master"? Essentially when the fighter, at each attack, can replace the weapon's mastery property with Push, Sap, or Slow property for that attack.
Dax Doomslayer
February 27th, 2026, 18:45
This is terrific! Another corner case like Lo Zeno's above is the World Tree Barbarian at Level 10 gets "Battering Roots" which allows one to change any Melee weapon that has the "Heavy" or "Versatile" property to activate the "Push" or "Topple" mastery in addition to a different mastery property that used by that weapon. I'm not sure how that could be automated though.
metaldm007
February 28th, 2026, 00:59
Any chance you could change the syntax for the Slow property in a way that makes it compatible with Walk this Way (https://www.fantasygrounds.com/forums/showthread.php?82914-Walk-this-Way-for-5e)? i.e. make it add an effect of "SPEED: -10".
EDIT: Just tested the extension and it seems you already took it into account. Awesome!!
Henix
February 28th, 2026, 08:49
Noice!
How does the extension work with the Fighter's level 9 feature "Tactical Master"? Essentially when the fighter, at each attack, can replace the weapon's mastery property with Push, Sap, or Slow property for that attack.
This is terrific! Another corner case like Lo Zeno's above is the World Tree Barbarian at Level 10 gets "Battering Roots" which allows one to change any Melee weapon that has the "Heavy" or "Versatile" property to activate the "Push" or "Topple" mastery in addition to a different mastery property that used by that weapon. I'm not sure how that could be automated though.
Thank you so much for the interest and for checking out the extension! I really appreciate it.
Regarding both the Fighter's "Tactical Master" and the World Tree Barbarian's "Battering Roots": this extension does not automate them. Because these are specific class features rather than general weapon mastery, they require a different approach to account for the change in mastery.
The good news is that i am already working on solving these exact edge cases! I am currently developing two separate add-on extensions to automate these specific class features (though i haven't decided on their pricing yet). They will work as direct plugins, meaning you will need this base Weapon Mastery extension for them to function. Stay tuned, i'll post updates as soon as they are ready, hopefully in about 3/4 days!
Henix
February 28th, 2026, 08:52
Any chance you could change the syntax for the Slow property in a way that makes it compatible with Walk this Way (https://www.fantasygrounds.com/forums/showthread.php?82914-Walk-this-Way-for-5e)? i.e. make it add an effect of "SPEED: -10".
EDIT: Just tested the extension and it seems you already took it into account. Awesome!!
Thank you for the feedback and for testing it out!
Yes, i made sure to build the mastery effects using the standard Fantasy Grounds formatting syntax, so they should integrate perfectly and play nicely with other extensions like Walk this Way. I am really glad to hear it worked for you!
If you are enjoying the extension, I would be super grateful if you could take a moment to leave a rating on the Forge. It helps me out a lot to grow and reach more DMs and players. Thanks again!
Henix
February 28th, 2026, 09:06
Update: Version 1.1 is now live!
Hello everyone! Thanks for the support. I've just updated the extension to fix a duration issue and improve the chat reminders to make your games even smoother.
What's new in v1.1:
Vex Duration Fix: Increased the Vex effect duration so it correctly persists until the end of the attacker's next turn if the attack is not used immediately.
Cleave & Nick Limits: Added strict "Once per turn" tracking for Cleave and Nick chat reminders. It is now perfectly synced with the Combat Tracker's active turn and round, completely preventing chat spam!
How to update:
Simply run your Fantasy Grounds Updater and the new version will be downloaded automatically.
Let me know how it works at your tables and happy gaming! ⚔️
Dax Doomslayer
February 28th, 2026, 15:39
Thank you so much for the interest and for checking out the extension! I really appreciate it.
Regarding both the Fighter's "Tactical Master" and the World Tree Barbarian's "Battering Roots": this extension does not automate them. Because these are specific class features rather than general weapon mastery, they require a different approach to account for the change in mastery.
The good news is that i am already working on solving these exact edge cases! I am currently developing two separate add-on extensions to automate these specific class features (though i haven't decided on their pricing yet). They will work as direct plugins, meaning you will need this base Weapon Mastery extension for them to function. Stay tuned, i'll post updates as soon as they are ready, hopefully in about 3/4 days!
This is great and am looking forward to this as I have a Barbarian that is just about to hit this level. I appreciate all your efforts with this!
Lo Zeno
February 28th, 2026, 21:23
The good news is that i am already working on solving these exact edge cases! I am currently developing two separate add-on extensions to automate these specific class features (though i haven't decided on their pricing yet). They will work as direct plugins, meaning you will need this base Weapon Mastery extension for them to function. Stay tuned, i'll post updates as soon as they are ready, hopefully in about 3/4 days!
That's good to hear! Fighter is (naturally) the class that benefits the most from this extension and I can see that my fighter players will be bummed if by level 9 they will have to stop benefiting from this automation :)
bwatford
February 28th, 2026, 21:51
For Tactical Master, etc, you could have the extension check for mastery, then check for those abilities and if true, then have a small popup that ask them which mastery they would like to use for this attack.
Quite a few other extensions are using a similar popup for different damage types in the spell automation, or Savage Attacker in the damage reroll extension, etc. to give the user choices
Henix
March 4th, 2026, 12:09
Hi everyone! Just a quick development update on the add-on extensions for the Fighter and Barbarian edge cases we discussed earlier.
These features won't be added to the base Weapon Mastery extension, but will be released as one or more separate add-on extensions. Since they are designed as direct add-ons, they will require this base Weapon Mastery extension to work.
I’m making great progress, but I have a mechanical question for the community regarding the Fighter!
1. World Tree Barbarian (Battering Roots)
This one is working beautifully. When a Level 10 World Tree Barbarian triggers Battering Roots, the extension will display a handy pop-up window. This allows the user to easily select the additional mastery property they wish to activate alongside the weapon's default one.
2. Fighter (Tactical Master) - I need your feedback!
Here is where I need your input. Rules as Written (RAW), the feature explicitly states: "When you attack...", which means the player must declare the mastery replacement before the attack roll is made, regardless of whether it hits or misses.
Right now, I have two ways to automate this, and I'd like to know which one you'd prefer to see in the final release:
Option A: The Pop-up Method (Current build)
A pop-up appears after the attack is resolved to let you choose the replacement mastery (Push, Sap, or Slow). I designed it to trigger only on a hit because all masteries apply on a hit (except Graze), and I felt this was an acceptable compromise for gameplay speed.
-Pros: Very user-friendly and an helpful reminder.
-Cons: It can be mechanically abused. Because the choice is made after knowing the result, a player using a weapon with the Graze mastery could wait to see if they miss, and then decide to keep the Graze mastery (which deals damage on a miss) instead of replacing it beforehand. This goes against RAW.
However, the proper way to handle this at the table would be for the player to verbally declare their intended mastery to the DM before rolling, and then transparently select that exact mastery in the pop-up once it appears.
Option B: The Combat Tracker Effect Method
To strictly follow RAW, the extension would rely on Combat Tracker effects. Before rolling the attack, the player applies a specific effect to themselves (e.g., Tactical Master: Push). When the attack is rolled, the extension reads this effect, completely ignores the weapon's default mastery, and applies the one from the CT.
-Pros: 100% RAW accurate. Prevents metagaming with Graze.
-Cons: Requires the player to remember to click the effect button before rolling the attack.
Which approach do you guys prefer? Convenience (Option A) or strict RAW adherence (Option B)? Let me know what you think!
Based on your responses, if Option A is chosen/preferred (which I've already implemented), I think I'll be able to release the extension by the end of the week. Otherwise, I'll need more time. ;)
Lo Zeno
March 4th, 2026, 12:42
Personally, I prefer the convenience of Option A, mostly because I already use some custom effects coded with Better Combat Effects Gold to manage the fighter's Tactical Master, and the problem is always that the fighter forgot to apply the correct effect before attacking. Option B wouldn't help with players forgetting to apply the right thing beforehand :)
So I vote for the convenience of Option A, plus the metagaming aspect with Graze is... Kind of a non-issue at my tables.
Dax Doomslayer
March 4th, 2026, 14:03
I agree with Option A. This should follow the normal flow anyway where they are declaring what they are doing prior. I think this works fine.
bwatford
March 4th, 2026, 15:59
Option A
Henix
March 5th, 2026, 12:21
Hi everyone! Thank you all so much for your votes and feedback. It looks like Option A is the winner, so for now I'll be moving forward with that approach!
Since I'm already preparing the next update for this extension (Weapon Mastery Automation), I have another mechanical question for you, this time regarding a clearer and more automatic way to handle the Nick weapon mastery. Currently, it only reminds you that "If this is your extra Light weapon attack, it does NOT consume your Bonus Action," without managing the damage modifier for that attack.
Given the D&D 5e 2024 rules, most of the time a player attacks with a Nick weapon, it's used to make the extra Light attack as part of the Attack action (usually after making the main attack with a different weapon).
I have two ways to handle the workflow for this, and I'd love to hear your preference:
Option 1: Automatic Extra Attack
By default, the script assumes that any attack made with a Nick mastery weapon is the Nick extra attack. You just click and roll normally. You only need to hold the ALT key if you wish to make the attack as a main attack (the reverse of how the Cleave mastery works).
Option 2: The ALT-Key Method (Consistent with Cleave)
By default, attacking with a Nick weapon is treated as a normal attack. To trigger the Nick extra attack, you must hold the ALT key while rolling your attack and damage (exactly like how my current Cleave automation works).
Regardless of which option is chosen, once the Nick extra attack is triggered, the script will automatically do all of the following:
Tag the attack in the chat as [NICK].
Check the Combat Tracker to ensure the "Once per turn" limitation is respected (displaying to the chat the usage of the Nick extra attack).
Scan the character's Features/Traits list for the "Two-Weapon Fighting" style when you roll damage. If they HAVE it, damage is rolled normally (including positive ability modifiers). If they DO NOT have it, the script applies the same math logic as Cleave: it strips any positive ability modifier from the damage roll, but keeps any negative modifier (sending a notice in chat for both)!
Which workflow feels more intuitive to you for the Nick mastery? Do you prefer the automatic route (Option 1) or the ALT-key consistent route (Option 2)?
Future Plan: Dual Wielder Feat
As a side note, I am also planning to automate the Dual Wielder feat (though I'm not sure yet if it will make it into this next update or a future one). The idea is that if you hold the ALT key while attacking and rolling damage with any weapon that does not have the Cleave or Nick mastery (to avoid triggering those specific mechanics), the extension will simulate the Bonus Action extra attack. It will run the exact same "Two-Weapon Fighting" check on your character sheet, adjust the damage modifier appropriately, and post a notification in the chat!
Let me know what you think and if you'd be interested in the Future Plan: Dual Wielder Feat mechanic added to the extension!
Lo Zeno
March 5th, 2026, 17:38
Ok, this is a bit trickier.
On one hand, Option 1 is more convenient 99% of the time.
On the other hand, Option 2 is consistent with Cleave and consistency is awesome.
I think I prefer Option 1 but just by a teeny tiny margin.
Let me get back after I talk to my players and see how they would prefer it
elblade121
March 6th, 2026, 14:25
After applying the extension, I do not see any box to check in any weapon I use in the equipment tab, please advise.
Lo Zeno
March 6th, 2026, 14:37
After applying the extension, I do not see any box to check in any weapon I use in the equipment tab, please advise.
Go into the Actions tab of your character, then click the Gear icon beside your weapon: in the window that opens up, the first three lines will be Name, Properties, and Mastery. In the third line, just before the name of the mastery property, there's the checkbox.
elblade121
March 6th, 2026, 14:40
Thanks so much
Henix
March 6th, 2026, 14:41
After applying the extension, I do not see any box to check in any weapon I use in the equipment tab, please advise.
Hi!
The reason you don't see it is because you are looking in the Equipment tab. You need to go to the Actions tab of the character sheet!
As the attached image shows, if you click the magnifying glass/details icon on the far right of the weapon entry in the Actions tab, FGU will open up the weapon settings window. From there, you will see the box to mark the mastery as known for that PC.
Hope this helps!
66753
astromath
March 7th, 2026, 00:25
This is a great ext. However, it costs 650 coins in Forge. My problem is that I hate PayPal for the way they treated me in the past. Is there any other way to get it that can use a debit card?
Lo Zeno
March 7th, 2026, 07:19
This is a great ext. However, it costs 650 coins in Forge. My problem is that I hate PayPal for the way they treated me in the past. Is there any other way to get it that can use a debit card?
That is not up to Henix unfortunately, it's SmiteWork's decision. If you look in the House of Healing there have been a few requests to add additional payment methods on top of PayPal, but for a series of reasons they haven't done it.
Henix
March 8th, 2026, 22:17
This is a great ext. However, it costs 650 coins in Forge. My problem is that I hate PayPal for the way they treated me in the past. Is there any other way to get it that can use a debit card?
That is not up to Henix unfortunately, it's SmiteWork's decision. If you look in the House of Healing there have been a few requests to add additional payment methods on top of PayPal, but for a series of reasons they haven't done it.
Hi astromath, thank you so much for your interest in my extension!
Unfortunately, exactly as Lo Zeno mentioned, the payment methods on the Forge are entirely handled by SmiteWorks, so I have no control over them. I understand it can be frustrating if you've had a bad experience with PayPal in the past, but for now, it is the only option they provide for purchasing Forge coins.
I'm sorry I can't be of more help with this specific issue! Let me know if you have any other questions about the extension itself.
Henix
March 9th, 2026, 12:22
Update: Version 1.2 is now live!
Hello everyone!
I'm excited to announce that the new version of the extension is now live, packed with small bug fixes, under-the-hood improvements, and QoL additions. Please let me know if you encounter any issues at your tables. Thank you all so much for the amazing support!
Changelog
v1.2 - Nick Mastery Overhaul & QoL Updates
New Feature (Nick Mastery Full Automation): Fully automates the Nick extra attack damage! The extension now automatically scans the character's Features and Traits for the "Two-Weapon Fighting" style. It dynamically removes your ability modifier from the damage roll if you don't have the style, or keeps it if you do (negative modifiers are always kept).
New Feature (Smart Reminders & Player Agency): Cleave and Nick masteries now send a helpful chat reminder on your hit, but will not consume your "once per turn" limit until you actually roll the extra attack! You now have full tactical freedom to choose when to trigger the mastery during your turn.
New Feature (Client Options): Added a new setting in the FGU Options menu (under "Client") allowing each individual player to customize how Nick activates. Choose between "ALT key" (default: hold ALT to activate and roll the extra attack like Cleave) or "Reverse ALT key" (the mastery is activated for every attack, you need to hold ALT to deactivate it).
Improvement (Push Size Check): The Push mastery now actively reads the target's size from the Combat Tracker. If you hit a creature that is Huge or Gargantuan, it will output a "Push Failed" message instead of the standard reminder, perfectly matching the size limits!
Improvement (Negative Modifiers): Cleave and Nick extra damage rolls now correctly retain negative ability modifiers instead of dropping them.
Under-the-hood: Refactored turn-tracking logic for better performance, stability, and cleaner combat flow.
Icon QoL & Brand New Icon: Changed some icons in the notifications to make it easier to understand the flow of the mastery, and added a brand NEW ICON for the mastery activation.
Lo Zeno
March 9th, 2026, 14:12
Update: Version 1.2 is now live!
Any news about the plugin for Tactical Master and Battering Roots? I have a couple of players with Fighter characters eagerly waiting for it ;)
bwatford
March 9th, 2026, 17:30
Just a heads up.
Getting this error when trying to cleave while holding ALT.
[3/9/2026 11:19:38 AM] [ERROR] Handler error: [string "WeaponDmgProps:dice.lua"]:166: table index is nil
Holding ALT does nothing for Nick Mastery, still adds the damage modifier either way. Tried setting it to ReverseAlt and not holding the Alt key and still adds the modifier.
Going to try loading it by itself in case another extension is conflicting with it.
EDIT: It does work on its own, so conflicting with something. Will let you know what.
bwatford
March 9th, 2026, 18:03
This extension is not working (Nick, Cleave, etc) that require using ALT, when it is loaded with the "Better Combat Effects" or "Better Combat Effects Gold" extension loaded.
And since a lot of other extensions, like aura's etc. depend on BCE to work, that is a major issue.
Dax Doomslayer
March 9th, 2026, 18:36
Ooof - yeah. BCE/BCG are definitely something that are pretty heavily used. I haven't had a game since I got this extension (tonight will be the first time) and I appreciate the heads up bwatford.
bwatford
March 9th, 2026, 18:38
It doesn't throw an error as long as they don't use the ALT key functions, but all the masteries work other than that.
Henix
March 9th, 2026, 18:51
EDIT: It does work on its own, so conflicting with something. Will let you know what.
This extension is not working (Nick, Cleave, etc) that require using ALT, when it is loaded with the "Better Combat Effects" or "Better Combat Effects Gold" extension loaded.
And since a lot of other extensions, like aura's etc. depend on BCE to work, that is a major issue.
Thank you so much for reporting this error, and especially for taking the time to test it and isolate the conflict!
Since Better Combat Effects Gold (BCEG) is such a widely used extension, making sure they play nicely together is definitely a top priority. I will look into how BCEG and try to release a compatibility fix as quickly as possible.
Thanks again for the report!
Henix
March 9th, 2026, 20:18
Hi again,
I have great news: I tracked down the root cause of the compatibility issue with Better Combat Effects (BCE) and Better Combat Effects Gold (BCEG).
I have just pushed a new update to the Forge (v1.2.1)! This should completely resolve the script errors and fix the ALT-key mechanics for the masteries when running both extensions together.
Please run a Check for Updates on your Fantasy Grounds launch screen to grab the latest version.
Give it a try and let me know if everything is working smoothly for you now!
Henix
March 10th, 2026, 00:14
Any news about the plugin for Tactical Master and Battering Roots? I have a couple of players with Fighter characters eagerly waiting for it ;)
Hi! Tell your Fighter players to hang tight just a little bit longer, because Tactical Master is almost ready! I am actively working on it and it should be released very soon (hopefully tomorrow or in just a few days).
The slight delay is actually for a good reason. I have been quietly working in the background on a much larger and more comprehensive expansion module. Instead of cluttering the Forge with lots of small, separate plugins, I decided to bundle the Tactical Master automation directly into this bigger project!
As for the Barbarian's subclass Path Of The World Tree -Battering Roots, that will actually be handled separately. I am still evaluating the best way to publish and manage it as an extension, so it will be a different release a little further ahead than expected.
I'll make an official announcement as soon as the first module goes live. Thanks for the patience!
bwatford
March 10th, 2026, 04:26
Everything now working, did notice one minor thing.
If a player has their weapon set to offhand in the action tab AND then uses the ALT key during nick, it doesn't add their modifier and gives them a negative to damage equal to their usual modifier.
Not a big issue, just make sure the offhand is off.
elblade121
March 11th, 2026, 00:20
Appreciate it, it is working fine.
Henix
March 11th, 2026, 19:15
Everything now working, did notice one minor thing.
If a player has their weapon set to offhand in the action tab AND then uses the ALT key during nick, it doesn't add their modifier and gives them a negative to damage equal to their usual modifier.
Not a big issue, just make sure the offhand is off.
Hi! Thank you so much for catching this and reporting it!
You are completely right. The native "offhand" setting in FGU was conflicting with the extension's ALT-key math, resulting in a double penalty.
I have just pushed a new update (v.1.2.2) to the Forge that completely fixes this issue. The script now properly recognizes if a weapon is set to offhand in the Actions tab and handles the Nick mastery damage correctly.
Just run a quick "Check for Updates" on your Fantasy Grounds launch screen to grab the latest version. Let me know if everything is calculating correctly for you now!
Henix
March 11th, 2026, 21:44
Hi everyone!
Remember that "larger, more comprehensive expansion" I hinted at a few days ago? The secret is finally out!
I have just launched a brand new Megathread dedicated entirely to D&D 5e (2024) Class Automations.
For those of you who have been eagerly waiting for the Fighter's Tactical Master or asking about the Barbarian's Battering Roots, this new project is where all of those specific class features will be housed! Because those features manipulate masteries, they will work hand-in-hand with this base Weapon Mastery extension, but they now have their own dedicated home to keep everything organized.
You can check out the new master index and see what's coming right here:
D&D 5e (2024) / 5.5e Class Automation Series - Complete Collection (https://www.fantasygrounds.com/forums/showthread.php?86946-Class-Automation-Series-D-amp-D-5e-(2024)-5-5e)
Don't worry, I will still be actively updating, bug-fixing, and supporting this Weapon Mastery Automation extension right here in this thread. The new hub is just to keep the class-specific mechanics clean and easy to find.
Thank you all for the amazing support and feedback that led to this! Head over to the new thread and let me know what you think!
bwatford
May 7th, 2026, 04:20
Nick Weapon Mastery ALT not working after the big update.
Henix
May 9th, 2026, 09:35
Hi everyone! A quick update for you all.
First of all, I want to apologize for the slight delay. My everyday day job and real life kept me incredibly busy over the last couple of days!
However, I have some great news: I have just pushed the compatibility updates for my existing extensions to the Forge! They are now fully updated to work with the massive new FGU 2026-04 ruleset update.
You can run a "Check for Updates" right now to grab the latest versions of:
Weapon Mastery Automation
Fighter Class Automation
Rogue Class Automation
As for the brand new extensions (Barbarian, Sorcerer, and the big Spellcaster QoL expansion), they will be published very soon! I am just finishing up the final preparations and store pages for their release.
I am also planning to make some video tutorials to clearly explain how to use both the new and old extensions, so keep an eye out for those. It should make setting everything up much easier for everyone!
Thank you all so much for your incredible patience and for staying updated. A new message with the final release links will follow very soon!
Henix
May 9th, 2026, 09:39
Update v1.3 is LIVE!
I have just pushed a new update (v.1.3) for the Weapon Mastery Automation to the Forge!
This is a major under-the-hood update specifically designed to make the extension fully compatible with the massive FGU 2026-04 ruleset update that was just released.
Because SmiteWorks completely rewrote the core effects and damage subsystems, I had to do a lot of migrating and adjusting to ensure that all the mastery calculations, Nick/Cleave ALT-key logic, and automated effects play nicely with the new Fantasy Grounds framework.
How to update:
Just run a quick "Check for Updates" on your Fantasy Grounds launch screen before your next session to grab the latest version.
A quick note on bugs:
As I mentioned in my other threads, given the sheer scale of the changes SmiteWorks made to the core ruleset, there is always a chance that some weird edge cases or bugs slipped through my testing. If you notice anything acting strangely with your masteries during your games, please don't hesitate to report it here! I will be actively monitoring this thread to fix any issues as quickly as possible.
Thank you all for your continued support and patience!
Quintain811
May 17th, 2026, 13:51
I'm absolutely loving the automation this brings to my sessions. However, I noticed a recent change specific to Topple. Now when the target is hit by an attack, the extension rolls the savings throw as intended, but if they succeed the savings throw, the system untargets the NPC before the damage roll can be made, which breaks up the flow. No issues if the target fails the save, only if they succeed.
Henix
May 18th, 2026, 23:34
I'm absolutely loving the automation this brings to my sessions. However, I noticed a recent change specific to Topple. Now when the target is hit by an attack, the extension rolls the savings throw as intended, but if they succeed the savings throw, the system untargets the NPC before the damage roll can be made, which breaks up the flow. No issues if the target fails the save, only if they succeed.
Thank you so much for the kind words, and thank you for catching this!
I investigated the issue immediately and found what was causing the target to drop when the creature succeeded on its saving throw. I have just pushed an update to the Forge to fix this behavior so it no longer breaks your combat flow.
v1.3.1 - Fix: Resolved an issue with Topple mastery untargeting the creature on save success.
Please run a Forge update before your next session, and it should be working perfectly.
graphil
May 21st, 2026, 08:01
Is there a way to get weapon mastery to work on NPCs?
Henix
May 22nd, 2026, 19:51
Is there a way to get weapon mastery to work on NPCs?
Hi! Thank you for the question.
Currently, the extension is built specifically around Player Characters, so there is no automated Weapon Mastery support for NPCs just yet.
However, it is a great idea! I will definitely evaluate this feature and look into how it could be implemented for NPC statblocks and the Combat Tracker. I am going to run some tests on my end to see if it is actually feasible to implement, and I will let you know right here in this thread as soon as I have an update.
Thanks for the feedback and for using the extension!
Henix
June 6th, 2026, 14:17
Update v1.4 is LIVE! NPC Weapon Mastery Support
Hi everyone!
I have just pushed version 1.4 of the Weapon Mastery Automation to the Forge!
After running some tests to see if expanding this system to the Combat Tracker and NPC statblocks was actually feasible, I am thrilled to announce that it is officially here. Your monsters and villains can now use Weapon Masteries against your players!
Here is the full changelog for this major update:
New Feature (NPC Mastery Automation): Full automation of weapon masteries for NPCs!
New Feature (NPC Parameterized Tags): Added support for custom parameters directly within the tags, enabling custom DCs and miss damages: [TOPPLE_DCX], [GRAZE_DMGX], and [NICK_TWF].
New Feature (Dual-Mode Actions): Single NPC actions can now support different mastery tags for Melee and Ranged options (e.g., Melee: [TOPPLE] Or Ranged: [PUSH]). The extension handles this with smart keyword scoring and separator parsing.
Watch the Showcase Video on YouTube (https://youtu.be/aEt5aJRVpn8)
How to update:
Just run a quick "Check for Updates" on your Fantasy Grounds launch screen before your next session to grab the latest version.
Let me know how the monsters handle their new masteries at your tables! As always, please don't hesitate to report any bugs or weird edge cases you might find so I can get them fixed up quickly.
Thank you all for the great feedback and continued support!
Dax Doomslayer
June 6th, 2026, 16:26
This is a fantastic update for customizing NPCs. I can't wait to use this in our next game. Terrific update - thank you!
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