Changelogs
Versioning
I use Semantic Versioning which has 3 numbers separated by a dot: Major.Minor.Patch.
Major
A major change is an incompatible change that requires major realignment. Examples include:
entirely removing an archetype, class, species, or theme
moving an archetype from one class to another
majorly reworking an archetype, class, species, or theme
Minor
A minor change is a change that should take minimal realignment. Examples include:
renaming a theme or splitting a theme to multiple themes
removing a theme from a power source
adding a new archetype, class, subclass, species, concoction, feat, maneuver, spell, or theme
changing an archetype, class, subclass, species, concoction, feat, maneuver, spell, or theme
Patch
A patch change is generally a bug fix. Examples include wording adjustments or correcting a feature that does not work as intended.
16.7.0
December 27 2019
Minor
- Classes
- Class tiers adjusted from 4 tiers of different levels: 1-4, 5-10, 11-16, 17-20 to 5 tiers of 4 levels: 1-4, 5-8, 9-13, 13-16, 17-20. This aligns with Aptitude Bonus. This primarily means 11th level features moved to 9th level and some other adjustments. The goal and outcome of this change is a much smoother progression of characters
- Species
- species maneuvers and spells now scale at 5th, 9th, 13th, and 17th level
- Themes
- Cantrips now scale at 5th, 9th, 13th, and 17th level
16.6.0
December 25 2019
Minor
- Classes
- Psionicist
- Monks now deal an additional unarmed strike/light weapon attack at 11th level instead of an additional attack. Martial Arts reworded slightly. The DPR is the exact same.
- Psionicist
- Themes
- Death
- Reanimating Word added as a cantrip to temporarily reanimate a corpse to attack
- Death
Patch
- Classes
- Acolyte
- Zealot now has Engineering and 1 more skill at first level
- Alchemist
- Blood Hunter now has Engineering and 2 more skills at first level
- Naturalist
- Ranger now has Engineering and 1 more skill at first level
- Occultist
- Hexblade now has 1 more skill at first level
- Psionicist
- Soulknife now has 1 more skill at first level
- Acolyte
16.5.0
December 24 2019
Minor
- Classes
- Half proficiency to unproficient saving throws added as a 5th level feature to all classes instead of being hidden away in the Saving Throw rules
- Mage
- Mage now has 1 more skill at 1st level and has more skills to choose from (all the casting skills: Divinity, Occult, Primal). Arcane Study as a feature didn’t work too well otherwise.
- Studied Antimagic added as a 3rd level feature to the core class to bring some value to Mages who diversify their themes #675
- Occultist
- Intelligence removed as an option for the Occultist. Charisma is used to channel energy that is embedded within you which is exactly what the Occultist does.
- Companion
- Steel Construct companion form added
- Equipment
- Technological Wonders
- Items like Wirejack Tendons which increase your ability by a set amount now adhere to the maximum of +5/20
- Technological Wonders
- Themes
- Forge
- Homunculus feat changed to Steel Construct
- Forge
Patch
- Classes
- Acolyte
- Mage
- Occultist
- Themes
- Blood
- Blood Homunculus renamed Homunculus
- Blood
16.4.0
December 14 2019
Minor
- Classes
- Suffused
- Fighting style added to Bloodrager - it was always intended to be there
- Suffused
- Themes
- Leadership
- Avatar of Resilience and Bolstering Presence removed as they are duplicates of the core Paladin feature Aura of Protection #668
- Leadership
Patch
- Classes
- Abilities Increase wording fixed
- Acolyte
- Auras now work if the creature can see or hear the Acolyte
- Rules
- Playing
- Cleaned up wording on half-aptitude to saving throws to clarify that it only applies to PCs #669
- Playing
- Themes
- Mind
- Resilient Mind feat changed to just give proficiency without advantage if you are already proficient
- Mind
16.3.0
December 10 2019
Minor
- Classes
- Acolyte
- Cleric renamed Priest and it no longer has armor proficiency
- Armor of Faith is now a Priest and Zealot feature, not a Paladin feature
- Acolyte
16.2.0
December 9 2019
Minor
- Species
- Centaur
- Centaur species added
- Centaur
16.1.0
December 8 2019
Minor
- Classes
- Psionicist
- Drunken Master added as a subclass
- Warrior
- Drunken Master subclass moved to Psionicist
- Psionicist
- Themes
- Chaos
- Wording added to Prismatic Spray and Prismatic Wall to indicate that removing petrified removes the petrification process
- Earth
- Wording added to Flesh to Stone to indicate that removing petrified removes the petrification process
- Planes
- Plane Shift changed to just be the caster with an augment for four additional creatures
- Astral Projection changed from 7th level to 6th level and it now is just caster with an augment for four additional creatures #663
- Sand
- Wording added to Flesh to Salt to indicate that removing petrified removes the petrification process
- Teleportation
- Word of Recall changed from 5 mana level to 4 mana and it now is just caster with an augment for four additional creatures
- Chaos
16.0.0
December 7 2019
Major
- Classes
- Monk class is now a Psionicist archetype
- Psionicist absorbs the Monk class and all of its subclasses except the Drunken Master. The monk was really just an unarmed psionic warrior. The Monk sill has the same power source and can still learn the Earth theme for example. It can still be flavored to not have any spells.
Minor
- Classes
- Psionicist
- Psi can be used for mana or stamina
- Telepathy removed from the core class
- Psychic Focus Overload now works on maneuvers or spells, not just a spells
- Psychic Redoubt now gives temporary health if it’s a maneuver or spell, not just a spell
- Psionic Mastery now works with maneuvers or spells, not just a spells
- Warrior
- Drunken Master added as a subclass
- Psionicist
- Themes
- Mind
- Awakened Mind now prevents your thoughts from being read
- Mind
15.3.0
November 23 2019
Minor
- Species
- Warforged
- Warforged added as a species that is very similar to the Android, but some different flavor and a bit more combat focused
- Warforged
Patch
- Species
- Android
- Android Constructed Body renamed Constructed Resilience and updated to match the Warforged version.
- Standby added as an explanation for the sleeping part of Constructed Resilience
- Android
15.2.1
November 20 2019
Patch
- Adventuring
- Suffocation rules updated so that only creatures caught unaware can hold its breath for a very short time.
- Themes
- Light
- Burst with Light is now a 2 mana spell - the old evaluation was off.
- Water
- Drown and Drowning Strike added as a 2 mana spell
- Light
15.2.0
November 18 2019
Minor
- Classes
- Characters now know a number of Fighting styles equal to 1 + Intelligence
- Acolyte
- Paladin Smite now does 1d10 instead of 1d6 at 11th and higher levels #640
- Equipment
- Weapons
- Weapon ranges synced so short distance thrown weapons are 15/30. Other ranges slightly adjusted as well. #586
- Javelin removed as it’s really just a spear. We don’t have throwing daggers and normal daggers, so we shouldn’t have throwing spears and normal spears.
- Weapons
- Feats
- Climbing removed from Athlete
- Themes
Patch
- Themes
- Explosives
- Attach Bomb moved from normal feats to Explosives
- Fate
- Lucky moved from normal feats to Fate
- Explosives
15.1.0
November 17 2019
Minor
- Classes
- Extra Attack now explicitly states that a thrown weapon can be drawn: “You can draw a weapon that has the thrown property as part of the attack you make with the weapon.”
- Thrown Weapon Fighting added as a Fighting style
- Feats
- Seeking Spell added to metamagic
- Themes
- Skirmish
- Bait and Switch added as a 1 stamina maneuver
- Trickery
- Ambush added as a 1 stamina maneuver
- Vanguard
- Brace added as a 1 stamina maneuver
- Skirmish
15.0.0
November 16 2019
Major
- Classes
- Alchemist
- Blood Hunter moved from the Occultist. The Hexblade really encompasses the occultist that curses while the Blood Hunter is really more of a Van Helsing type character that uses some concoctions to better himself. #627
- Occultist
- Blood Hunter moved to the Alchemist
- Alchemist
Patch
- Themes
- Light
- Sand
- Sand Cloud aligned with Fog Cloud (smaller radius)
- Shadow
- Darkness aligned with Fog cloud (large radius, augment radius). The augments now have a standard radius. #659
14.17.0
November 3 2019
Minor
- Themes
- Contamination
- Many Contamination concoctions now have an ongoing augment
- Paralytic Gas now paralyses instead of dealing damage. #653
- Light
- Daylight now has an augment for magical sunlight which impacts Sunlight Sensitivity. #644
- Shadow
- Darkness is not magical, but has an augment to make it magical. #644
- Time
- Time Ravage added as a spell. Rapid Aging rolled into Time Ravage as an augment. #655
- Contamination
14.16.0
November 3 2019
Minor
- Themes
- Force
- Disintegrate altered to have the object disintegration scale based on mana. Disintegrating Blade can also disintegrate objects now, at 1 level behind Disintegrate. #657
- Protection
- Goading Strike added as a maneuver to heavily disadvantage a creature if it hits anything but you. #656
- Force
14.15.1
November 2 2019
Patch
- Themes
- Blood
- Blood Money now allows to augment an existing material component to be more expensive. It also reduces health and maximum health by 1d10. #648
- Blood
14.15.0
October 3 2019
Minor
- Equipment
- Alchemical Creations
- Mana Potion Grade I changed to 1d2 #641
- Alchemical Creations
- Themes
- Blood
- Blood Money now reduces health and maximum health by 1d6 which cannot be removed until a long rest. The component value is also reduced to 100 sp. #648
- Blood
14.14.1
September 28 2019
Patch
- Themes
14.14.0
September 22 2019
Minor
- Classes
- Themes
Patch
- Themes
- Animal
- Frenzy feat can be used a number of times equal to your Aptitude Bonus #632
- Life
- Animal
14.13.0
September 7 2019
Minor
- Playing
Patch
- Playing
- Themes
14.12.0
September 3 2019
Minor
- Playing
- Skills
- Medicine (Treat Wounds) reworked to give additional health on a rest
- Skills
Patch
- Feats
- Lucky changed from 2nd level to 4th level
14.11.0
September 2 2019
Minor
- Playing
- Conditions
- Skills
- Medicine adds a new use called Treat Wounds which reduces the wounded condition #615
- Perception (Search)’s ability to search an area reworded to use guidelines and examples instead of explicit numbers #605
- Species
- Goliath
- Low-Light Vision added as a trait #609
- Goliath
- Themes
- Animal
- Aspect of the Beast (Bear) changed to be 2 soak and no armor requirement
- Divine
- Shield of Faith can now be augmented as an action to target multiple creatures
- Force
- Force Barrier can now be augmented as an action to target multiple creatures
- Protection
- Barrier can now be augmented as an action to target multiple creatures
- Telekinesis
- Kinetic Barrier can now be augmented as an action to target multiple creatures
- Animal
Patch
- Playing
- Skills
- Perception (Discern Undead) rolled into "Notice creatures and details"
- Skills
14.10.0
September 1 2019
Minor
- Playing
- Conditions
- Stable condition explicitly added
- Conditions
- Species
- Vayemniri
- Dragon’s Breath renamed Draconic Power and now includes the frightful presence spell #609
- Dwarf
- Elf
- Hunter added to the Wood Elf as a trait #608
- Gnome
- Eureka! replaces Magical Crafter for the Rock Gnome #609
- Goblin
- Half-Elf
- Hunter added to the Half-Wood Elf as a trait #608
- Hin
- Nimbleness now gives advantage vs grapple #609
- Kobold
- Trap Expert replaces Inventor #609
- Vayemniri
14.9.0
August 31 2019
Minor
- Playing
- Conditions
- Blinded movement disadvantage changed to difficult terrain
- Confused added as a condition (as the confusion spell)
- Deafened adds "A deafened creature is immune to auditory effects"
- Dying added as a condition with up to 4 levels and replaces the previous dying system
- Encumbrance from weight reword to use the slowed condition
- Hidden explicitly added as a condition
- When a creature becomes invisible it can use a bonus action to use the Hide action #605
- Unseen added as a condition and split from from invisible
- Skills
- Deception checks are explicitly compared to passive Insight and/or passive Perception
- Stealth checks are explicitly compared to passive Perception
- Perception allows a creature to search as a bonus action in a small area #605
- Conditions
- Species
- Changeling
- Changeling buffed to 35 points, stealing some features from the Eberron Changeling
- Elf
- High Elf buffed to 33 points with Arcane Magic, leaning in to its magic thematic
- Half-Elf
- Half-High Elf buffed to 34 points with Arcane Magic, leaning in to its magic thematic
- Changeling
- Themes
- Animal
- Aspect of the Beast renamed Totem Spirit and changed from 6th level to 2nd level
- Totem Spirit renamed Aspect of the Beast and reworked so that the benefits are rebalanced toward 4th level feats #407
- Bear mirrors Heavy Armor Master
- Eagle mirrors Slip
- Elk speed reduced to 10 feet to align with other 4th level feats
- Tiger and Wolf are fine as they are
- Animal
- Electrically Charged changed from 6th level to 4th level to align with other feats of similar nature
- Animal
14.8.0
August 30 2019
Minor
- Themes
- Air
- Averting Gust buffed to give disadvantage to ranged weapon attacks #597
- Animal
- Ice
- Explosives
- Mind
- Shadow
- Shadow Veil reworked to be based on Warding Flare instead of shield #597
- Trickery
- Vanguard
- Air
Patch
- Themes
- Augment and Enhance damage and healing reworded slightly to clarify that the extra damage costs mana and cannot be the same mana as other augments
14.7.0
August 29 2019
Minor
- Classes
- Rogue
- Cunning Action no longer grants advantage on Athletics/Nimbleness as it was effectively permanent advantage. It re-adds the Engineering and Stealth checks which can be used to pickpocket, open locks, etc #604
- Suffused
- Signature Spells reworded to simplify and clarify. It now gives 1 extra mana to 1 spell/short rest (allowing it to go beyond your mana limit). An additional signature spell can be cast throughout the Suffused’s level progression (5, 7, 11, 17) for a total of 5 per short rest. #601
- Rogue
- Species
- Natural Weapons scale to 1d6 at 11th level
- Goliath
- Stone’s Endurance adds your level to the damage reduced to ensure it scales like other species abilities (spells)
- Shifter
- Shifter fully released with a new image #598
- Size is now based on the variant with all being medium except the rat who is small
- Added an empathy feature to each variant which allows them to communicate with animals of their kind
- Maneuvers are gained at 1st level, but can’t be used for free until level 3 which matches species spells
- Bear Shifter gets Stability as a feature
- Rat Shifter gets Stealthy as a feature
- Wolf Shifter feature Hunter buffed to give advantage on skill checks to track
- Pack Fighter feature added to Wolf Shifter which makes them better at flanking
- Wolf Shifter gets two maneuvers (pack tactics and trip), but has the same usage as other shifters
- Themes
- Divination
- Truth Serum added as a 1 catalyst concoction #603
- Water
- Water Purifier added as a 1 catalyst concoction
- Divination
Patch
- Themes
- Protection
- Counterspell wording clarified to effective mana to clear up edge cases #602
- Protection
14.6.0
August 28 2019
Minor
- Species
- Shifter added as a draft species #598
Patch
- Species
- Goblin
- Fury of the Small buffed to do 2 + half level damage
- Goblin
- Themes
14.5.0
August 26 2019
Minor
- Playing
Patch
- Themes
- Air
- Averting Gust now has an augment to use it on an ally #597
- Metabolism
- Sudden Shift now has an augment to use it on an ally #597
- Earth
- Earthen Bulwark adds an option to gain resistance to damage instead of avoiding the attack and has an augment to use it on an ally #597
- Fate
- Foretold Blow now has an augment to use it on an ally #597
- Force
- Force Shield now gives resistance to force damage and has an augment to use it on an ally #597
- Ice
- Ice Block now has an augment to use it on an ally #597
- Sand
- Sand Body adds an option to gain resistance to damage instead of avoiding the attack and now has an augment to use it on an ally #597
- Vanguard
- Cleave should only be usable once per turn #593
- Water
- Wave Shield now has an augment to use it on an ally #597
- Air
14.4.1
August 25 2019
Patch
- Measurements of volume (1 cubic foot) now convert to liters (30 liters) instead of insane values like 28,315 cubic centimeters #596
- Themes
- Animal
- Charge and Pounce maneuvers buffed after I realized my calculations calculated the movement requirement as a positive, not a negative
- Trickery
- Trip maneuver changed from 2d4 to 1d10 for easier scaling
- Vanguard
- Charge maneuver buffed after I realized my calculations calculated the movement requirement as a positive, not a negative
- Animal
14.4.0
August 24 2019
Minor
- Classes
- Rogue
- Cunning Action Dash now costs a bonus action #592
- Rogue
- Companion
- Telepathic Bond added as an enhancement for companions. It is the first enhancement for the Homunculus #589
- Playing
- Conditions
- Slowed level 1 now does not allow reactions or the Dash action
- Conditions
- Themes
- Metabolism
- Climb can now be applied to multiple creature you touch
- Skirmish
- Telekinesis
- Wall Bind can now be applied to multiple creature you touch
- Vanguard
- Great Weapon Master feat renamed Cleave and reworked a bit #593
- It now does damage equal to Strength to an enemy within 5 feet of a creature you hit
- The extra attack on a kill or crit does not consume a bonus action, but it must be made immediately (without moving)
- Cleave maneuver removed now that Cleave feat is reworked a bit. Its niche is covered by that feat and Sweeping Strike #593
- Sweeping Strike reworked a bit to occur when you hit with a 2 handed melee weapon and damage each enemy adjacent to the target and within reach #593
- Great Weapon Master feat renamed Cleave and reworked a bit #593
- Metabolism
Patch
- Themes
- Air
- Aerodynamic feat moved to 4th level to be comparable to other feats that give a boost to speed
- Animal
- Stalker’s Prowess feat reworked to remove the jump distances to be comparable to other feats that give a boost to speed
- Superior Mobility removed as it is a duplicate of Stalker’s Prowess
- Skirmish
- Perceptive feat moved to 2nd level to mirror Rakish Audacity
- Vanguard
- Cleave maneuver is more open-ended to allow attacking any creature within reach
- Air
14.3.0
August 23 2019
Minor
- Classes
- Acolyte
- Divine Domain feature now has a clause that can cause you to lose your class features
- Naturalist
- Suffused
- Signature Spells replaces Inner Reservoir
- Channel Power and Power Surge are rolled into the mechanics of Signature Spells
- Self Discovery didn’t fit thematically like it does for the Acolyte and Occultist
- Power Overwhelming renamed Power Surge
- Magic Manipulator nerfed to give 2 metamagic and two metamagic options
- Chaos and Sand themes added to Power Surge [#588]
- Many themes added to Bloodrage [#588]
- Added a default theme to Power Surge [#588]
- Signature Spells replaces Inner Reservoir
- Acolyte
- Equipment
- Lance damage and mechanics changed to be more realistic
- Playing
- Species
- Gnome
- Forest Gnome Speak with Small Beasts wording cleaned up
- Gnome
- Themes
- Metabolism
- Expeditious Retreat removed as an augment to Striding and Springing. Use haste instead [#559]
- Haste Potion now use the hasted condition and levels and it is moved to 1 catalyst
- Haste/Slow use the hasted and slowed conditions and levels and it is moved to 1 mana
- Fission Potion removed as a concoction as it is too magical
- Contamination
- Slowing Poison moved to 1 mana now that the Slowed condition at level 1 is no reactions.
- Ice
- Cold Snap moved to 1 mana now that the Slowed condition at level 1 is no reactions.
- Storm
- Galvanize now use the hasted conditions and levels and it is moved to 1 mana
- Time
- Metabolism
14.2.0
August 22 2019
Minor
- Classes
- Quickened Cantrips allowing two cantrips to be cast is removed from caster classes. I recalculated average cantrip damage and weighed tested numbers if a caster used 100% of its mana on damage. If it did so then its damage was well above many martials. So the current DPR being below martials when they don’t use all their mana on damage is a good balance to their burst damage and their utility.
- Alchemist
- Alchemist’s Satchel removed. Its purpose was to explain how chemical reactions could be created so quickly, but mixing chemicals shouldn’t need a magic item and it creates a dependency on that item to even function as a class
- Quick Alchemy feature added as a 2nd level feature to create short-lived concoctions as a bonus action
- Alchemical Weapon added as a Chemist feature
- Naturalist
- Warg removed from the Primal Call list. I’ll look to add more options soon
- Feats
- Attach Bomb added as a 4th level feat
- Themes
- Animal
- Warg added as a 2 mana spell (duplicate of Mind Control, but only the beast parts)
- Explosives
- Corrosive Oil added as a 2 catalyst concoction
- Animal
14.1.2
August 21 2019
Patch
- Classes
- Suffused
- Power Overwhelming reworded to have the magic erupt from a maneuver or spell
- Bloodrage damage on martial attacks nerfed by 1 at 11th and 17th level
- Bloodrage AoE damage no longer requires a saving throw and damage moved back down to 1d6 and 2d6 at 11th level
- Suffused
- Equipment
- Handaxe renamed Hatchet
- Range of the Crossbow, Shortbow, Heavy Crossbow, and Longbow have been synced to common distance lengths
- Feats
- Weapon Master now makes the items monk weapons (with some restrictions) #575
- Themes
- Trickery
- Invisibility Potion now has concentration like it should have (matches the spell)
- Trickery
14.1.1
August 20 2019
Patch
- Classes
- Suffused
- Bloodrage weapon damage nerfed slightly (now aligns with the Berserker’s rage damage)
- Bloodrage aura damage buffed slightly
- Suffused
14.1.0
August 18 2019
Minor
- Classes
- Dueling fighting style now gives +1 to attack and damage rolls and +1 to Defense to give it more of an identity
- Archery fighting style explicitly applies to thrown weapons #571
- Alchemist
- Mutants’s unarmed damage boost changed from 3rd level to 4th level to align with when most big feats start impacting damage
- Naturalist
- Wild Shaper’s unarmed damage boost changed from 3rd level to 4th level to align with when most big feats start impacting damage
- Suffused
- Shapeshifter’s unarmed damage boost changed from 3rd level to 4th level to align with when most big feats start impacting damage
- Feats
- Fighting style removed as a feat. It’s already available on all the classes tha tit is expected to be on. If it’s available for other classes it could cause unexpected DPR boosts or other problems.
- Equipment
- Added new rules to thrown weapons that allow you to draw a thrown weapon as part of an attack #571
14.0.0
August 7-18 2019
Major
- Classes
- Classes now gain feats which replaces theme features and perks. Characters gain a feat at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.
- Subclass features removed in favor of feats
- Abilities Increase at 3rd, 7th, 11th, 15th, and 19th level
- Incanter officially removed
- Classes now gain feats which replaces theme features and perks. Characters gain a feat at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.
- Feats
- Perks and Theme Features renamed to Feats and Theme Feats
- Added Master filler features at 18th level
- Acolyte of Nature moved to the Plants theme as a 4th level feature
- Absorbing Weapon removed in favor of the Deflect Spell spell from the Protection theme
- Animal Companion moved to the Animal theme as a 4th level feature
- Astral Construct moved to the Planes theme as a 4th level feature
- Beguiling Influence / Radiant Presence split:
- Beguiling Influence moved to the Charm theme as a 1st level feature
- Radiant Presence moved to the Divine theme as a 1st level feature
- Born to the Saddle moved to the Vanguard theme as a 2nd level feature
- Bow Expert moved to the Skirmish theme as a 4th level feature
- Brawler moved to the Vanguard theme as a 2nd level feature
- Chains of Carceri removed as at will hold creature is quite strong and the features to cast spells once a short rest exist
- Dual Wielder moved to the Skirmish theme as a 4th level feature
- Dungeon Delver moved to the Trickery theme as a 4th level feature
- Evolutionist removed as an option. The majority of the options are covered by the beast spell "Bestial Transformation"
- Fast Loader moved to the Skirmish theme as a 4th level feature
- Fleet of Foot moved to the Skirmish theme as a 6th level feature
- Great Weapon Master moved to the Vanguard theme as a 4th level feature
- Heavy Armor Master moved to the Vanguard theme as a 4th level feature
- Homunculus moved to the Forge and Blood themes as a 4th level feature
- Mage Slayer moved to the Protection theme as a 4th level feature
- Mobile moved to the Skirmish theme as a 4th level feature
- Mounted Combatant moved to the Vanguard theme as a 4th level feature
- Overwhelming Blast moved to the Explosives theme as a 10th level feature
- Polearm Master moved to the Vanguard theme as a 4th level feature
- Savage Attacker moved to the Vanguard theme as a 4th level feature
- Sentinel moved to the Protection theme as a 4th level feature
- Shield Defender converted to a reaction of a normal shield
- Sniper broken up:
- Skulker added to the Trickery theme as a 4th level feature with the hiding bullets
- Sniper added to the Skirmish theme as a 4th level feature with the ability to attack at long range without disadvantage
- Vanish moved to the Trickery theme as a 4th level feature
- Themes
- Trickery
- Trickery theme absorbs the Illusion and Skulduggery theme #526
- Trickery
Minor
- Cards can now be expanded and collapsed #542
- Classes
- Fighting styles now include Protection [#563]
- Equipment
- Shield can not longer inherently add to your reflex or be used to defend others [#563]
- Feats
- Fighting styles now include Protection [#563]
- Theme feats are now added at the end of the normal feats
- Themes
- Filler features replaced with 1 feature that allows you to cast a spell up to half your energy limit 1/short rest
- Concoctions are now drank as an action to ensure that they do not break the action economy [#562]
- Concoctions last 1 hour before losing their power [#562]
- Concoctions must be maintained by the creator until they are drunk, at which point the drinker maintains concentration [#562]
- Elemental Master feats removed from elemental themes (Acid, Air, Earth, Fire, Ice, Sand, Storm, and Water) as their usage is covered by "Master X" at 18th level.
- Animal
- Bestial Transformation changed from a bonus action to an action
- Blood
- Blood Frenzy added as a 6th level feature
- Forge
- Forge theme removed from Psionic power source [#551]
- Create Homunculus spell removed in favor of the Homunculus feature
- Divination
- Divination added to the Psionic power source fulfilling the Seer character concept
- Detect Magic removed as it is already covered in the Force and Protection themes. Those themes fit better than Divination
- Fate
- Foretold Blow added as a 1 stamina maneuver to mirror the 1 mana spell of the same name
- Precognition added as a 1 stamina maneuver to mirror the 1 mana spell of the same name
- Force
- Eldritch Sight added as a 4th level feature
- Illusion
- Icon of Deception limited to once per turn
- Plants
- Survivalist added as a 4th level feature to mirror the feature from Animal theme
- Shadow
- Umbral Sight changed to give the ability to see in magical darkness instead of the ability to avoid darkvision. Avoiding Darkvision is something that could definitely be OP and I think it’s safer to remove. [#561]
- Skirmish
- Brawling Technique removed in favor of the Brawler feat
- Nimble Defense maneuver added as a 1 stamina maneuver to boost Defense
- Protection
- Anger of a Gentle Soul changed to 6th level, it only applies on the first damage roll, the bonus is twice your level, and it is limited to Aptitude Bonus/rest uses [#564]
- Teleportation
- Spatial Acceleration removed as it and Effortless Journey are too similar. Effortless Journey renamed Spatial Acceleration
- Transposition feature removed as we have the filler features
- Vanguard
- Kensei removed in favor of the Weapon Master feat
- One with the Blade renamed Fighting style, changed to 4th level, and moved to the general feats as its is cross-theme.
Patch
- Classes
- Warrior
- Cavalier can now learn the Protection or Vanguard theme
- Warrior
- Companion
- Companion enhancements no longer specify "companion only" as Evolutionist has been removed
- Themes
- Concoctions lose their power within 1 minute, not 1 hour
- Force
- Homing Motes duration changed to 5 minutes/mana and no concentration to match Crown of Stars and Minute Meteors
- Light
- Crown of Stars duration changed to 5 minutes/mana and no concentration to match Minute Meteors
- Teleportation
- Effortless Journey renamed Spatial Acceleration and nerfed a bit to a bonus action
13.7.1
August 6 2019
Patch
- Feats
- Healer now requires proficiency with the Medicine skill
- Allowed all feats that allow you to learn and use a concoction, maneuver, or spell to be taken multiple times
13.7.0
July 31 2019
Minor
- Themes
- Air
- Air theme is now an alchemy theme
- Hypoxia Bomb added as 1 catalyst concoction
- Air Bubble Potion added as 2 catalyst concoction
- Wind Walk Potion added as 4 catalyst concoction
- Air Form Potion added as 5 catalyst concoction
- Charm
- Charm theme is now an alchemy theme
- Sleeping Potion added as 1 catalyst concoction
- Contamination
- Poison Adept added as a 4th level feature
- Poison Master added as a 6th level feature
- Tonics theme removed.
- Levitation Potion moved to the Air theme
- Philter of Love moved to the Charm theme
- Mind Reading Potion removed as Mind isn’t alchemical, it’s too psionic or magic based
- Invulnerability Potion moved to the Life theme
- Sharpness Oil moved to the Metabolism theme
- Air
13.6.0
July 30 2019
Minor
- Equipment
- Alchemical Creations
- Healing potion removed as it exists under Tonics
- Basic poison converted to Envenomed Weapon concoction on the Contamination theme
- Fuse Grenade removed as it exists as Explosive Bomb under Explosives
- Fireworks removed as they exists as Firework under Explosives
- Alchemical Creations
- Themes
- Contamination
- Added Envenomed Weapon as a 2 catalyst concoction
- Divination
- Divination theme is now an alchemy theme
- Locate Potion added as 1 catalyst concoction
- Comprehend Languages Potion added as 2 catalyst concoction
- Danger Sense Potion added as 2 catalyst concoction
- Darkvision Potion added as 2 catalyst concoction
- Knowledge Potion added as 2 catalyst concoction
- Seeing Potion added as 2 catalyst concoction
- Past Impressions Potion added as 3 catalyst concoction
- Seeing Eye Potion added as 3 catalyst concoction
- Commune with Nature Potion added as 4 catalyst concoction
- Find the Path Potion added as 4 catalyst concoction
- Legend Lore Potion added as 4 catalyst concoction
- Foresight Potion added as 7 catalyst concoction
- Knock/Lock moved to the Protection theme
- Explosives
- Firework added as a 2 catalyst concoction
- Illusion
- Illusion theme is now an alchemy theme
- Disguise Potion added as a 1 catalyst concoction
- Illusory Ink added as a 1 catalyst concoction
- Blurring Potion added as a 2 catalyst concoction
- Life
- Life theme is now an alchemy theme
- Aiding Potion added as 1 catalyst concoction
- Mellowroot added as a 1 catalyst concoction
- Purity Potion added as 2 catalyst concoction
- Reposing Oil added as 2 catalyst concoction
- Troll Oil added as 2 catalyst concoction
- Death Warding Potion added as 3 catalyst concoction
- Revivifying Potion added as 3 catalyst concoction
- Protection
- Knock/Lock moved from the Divination theme
- Tonics
- Clairvoyance Potion moved to the Divination theme
- Healing Potion and Restoration Potion moved to the Life theme
- Invisibility Potion moved to the Illusion theme
- Water Breathing Potion and Gaseous Form Potion moved to the Water theme
- Etherealness Potion removed as Planes isn’t alchemical, it’s very associated with magic
- Water
- Water theme is now an alchemy theme
- Fog Bomb added as 1 catalyst concoction
- Locate Water Potion added as 1 catalyst concoction
- Slick Skin Potion added as 1 catalyst concoction
- Purification Potion added as 2 catalyst concoction
- Water Walking Potion added as 2 catalyst concoction
- Water Form Potion added as 5 catalyst concoction
- Contamination
13.5.0
July 29 2019
Minor
- Classes
- Alchemist
- The Alchemist is no longer a draft, but fully released.
- Alchemist
13.4.0
July 28 2019
Minor
- Added a Quick Reference section under “Playing”
- Classes
- Dueling fighting style buffed to give +1 Defense
- Alchemist
- Poisoner subclass added
- Feats
- Feats structured into sections
- Most feats that required themes are now theme feats
- Dueling Master removed in favor of buffing the Dueling fighting style
- Themes
- Creating Concoctions is now clarified to be an action and drinking the concoction is a bonus action.
- Contamination
- Cloak of Flies converted to a feature
- Confusion Poison added as a 2 mana spell
- Slowing Poison added as a 2 mana spell
- Insanity Gas added as a 2 catalyst concoction
- Slowing Gas added as a 2 catalyst concoction
- Insanity Mist added as a 3 mana spell
- Paralytic Poison added as a 3 mana spell
- Paralytic Gas added as a 3 catalyst concoction
- Explosives
- Explosive Bomb added as a 1 mana catalyst
- Nail Bomb added as a 1 mana catalyst
- Plants
- Halo of Spores added as a feature
Patch
- Themes
- Chaos
- Chaos Storm changed from a 4 mana spell to a 3 mana spell
- Chaos
13.3.0
July 25 2019
Minor
- Themes
- Death
- Life Transference added as a 1 mana spell (based on RAW version)
- Plants
- Horrid Wilting added as a 2 mana spell (based on RAW version)
- Death
13.2.0
July 18 2019
Minor
- Themes
- Planes
- Planar Rift added as a 1 mana spell
- Planes
Patch
- Themes
- Planes
- Astral Refuge adjusted to be an augmentation of the newly named Astral Avoidance. Avoidance halves damage and the Refuge augment allows the usage of actions. #538
- Planes
13.1.0
July 17 2019
Minor
- Equipment
- Alchemical Creations
- Added a note that concoctions can be bought and created
- Alchemical Creations
- Themes
- Contamination
- Split Antiplague from Antitoxin
- Distilled Terrap Sap converted to a Concoction
- Kaava Musk converted to a Concoction
- Sneezing Powder converted to a Concoction
- Contamination
13.0.0
June 30 - July 16 2019
Major
- Classes
- Subclasses now give one known theme. If a subclass concept contains more ideas than just one theme then a character can learn the theme organically through their class or take a feat if it is outside their power source.
- Alchemist
- The Alchemist has been reworked to no longer use magic. I still need to update some flavor, but the mechanics are now bound by using catalysts to create concoctions (which are different from spells).
- Incanter
- Deprecated the Incanter in favor of the Occultist and Suffused
- Occultist and Suffused
- Added the Occultist and Suffused
- Themes
- Added an “Alchemy” power source, primarily for the new Alchemist. Currently there are 4 themes: Metabolism, Contamination, Explosives, and Tonics
- Each theme now has theme feats which can be chosen in place of formerly subclass features
- Contamination theme absorbs the Poison theme with the disease features from the Death theme
- Death theme absorbs the Undeath theme with the disease features moving to Contamination
- Martial Themes restructured into Animal, Leadership, Protection, Skirmish, Vanguard
- Archery deconstructed:
- Flurry of Projectiles feature renamed Snap Sot and moved to Skirmish
- Distant Shot moved to Skirmish
- Entangling Shot moved to Trickery
- Impale moved to Vanguard
- Precision moved to Skirmish
- Snap Shot removed in favor of the feature Flurry of Projectiles
- Vault moved to Skirmish
- Volley moved to Skirmish
- Rain of Arrows moved to Skirmish and changed to a bonus action
- Ricochet moved to Vanguard
- Warfare
- Champion Challenge removed as a maneuver. Compelled Duel suits the purpose
- Antimagic and Protection themes combined into the Protection theme
- Blade Ward moved from Forge
- Protection from Evil and Good, Resistance, Sanctuary, and Dispel Evil and Good moved from Divine
- Alarm, Glyph of Warding, Magic Circle, Globe of Invulnerability, and Invulnerability moved from Force
- Antilife Shell moved from Undeath.
Minor
- Character
- Character sheet link added to the header #392
- Character Background Environments are a bit less impactful now so that a character born in the desert can’t just walk on sand without issue.
- Classes
- All gish classes that had the “When you take the Attack action, you can forgo one weapon attack to use a maneuver or cast a spell that has a use time or casting time of 1 action.” wording have had that feature removed in favor of the new spell strikes #509
- Removed the restriction of only getting features from 3 themes
- Naturalist
- Removed ignoring difficult terrain from the Explorer feature
- Land’s Stride feature added at 7th level
- Rogue
- Uncanny Dodge removed as a 6th level class feature as it is a maneuver
- Rogues now have the ability to damage creatures that are alone as part of sneak attack.
- Spellthief flavor expanded upon and its spellcasting ability solidified as Charisma #494
- Steal Magic added to the Spellthief as a 2nd level feature
- Danger Sense moved from the core class to the Infiltrator
- Companions
- Uncanny Dodge removed as an enhancement as it is a maneuver
- Feats
- Removed “You can force an attack targeted at your mount to target you instead” from Born to the Saddle as maneuvers like Block Blow cover its usage
- Playing
- Conditions
- Added Hastened and Staggered conditions
- Conditions
- Themes
- Spells that have pure spell versions and weapon attack versions (Immolation and Searing Strike) have been joined together in one spell. They are treated as one spell, but can be used for two different purposes. #510
- Added a requirement of being able to cast a spell to several features from many themes #525
- Added filler features for levels 3, 6, 10, and 14 which allows characters to use maneuvers or spells from the theme without expending mana once per short rest. All explicit filler features have been removed in favor of these filler features.
- Added an “All features” section #472
- Persistent removed from maneuvers. Each maneuver that had persistent has been adjusted. #529
- Maneuvers and Spellcasting combined into one rules section
- Acid
- Corrosive Strike added as a 1 mana spell
- Dampen Acid feature converted to an augment of Protection from Acid
- Corrosive Weapon burst removed now that spell strikes cover the niche
- Air
- Gale Strike added as a 1 mana spell
- Metabolism
- Metabolism added as an Alchemy theme
- Haste/Slow added to Metabolism
- Climb added as a 1 mana spell with an augment to climb on the walls
- Expeditious Retreat converted to an augment of Striding and Springing
- Vigor removed as a 1 mana spell as Regenerate largely covers its niche
- Dayvision added as a 2 mana spell
- Freedom of Movement moved to the Protection theme
- Metabolic Regeneration changed to an augment of Regenerate
- Animal
- Bestial Spirits feature converted to a 2 mana spell
- Hide in Plain Sight feature moved to Illusion
- Chaos
- Reality Wrinkle feature converted to an augment of Entropic Shield
- Chaotic Weapon burst removed now that spell strikes cover the niche
- Redirect Attack maneuver and spell renamed Misdirection and adjusted slightly
- Charm
- Beguile added as a 1 mana spell
- Mantle of Majesty feature converted to an augment of Command
- Command added as a 1 mana spell (already exists in Fear)
- Create Thrall added as an augment (4 mana total) of Enthrall
- Added Damning Secret added as a 5 mana spell
- Forge
- Added an augment to Concealing Amorpha, allowing it to be used as a reaction
- Death
- Blindness/Deafness only on Shadow now
- Harvester’s Scythe feature removed since we have Inflict Wounds, Path to the Grave, Enfeeble, Harm, etc
- Hour of Reaping feature removed since we have many Fear theme spells that do the same thing
- Mastery of Death feature removed since Death Ward already has an augment to cover it
- Divination
- Extort Truth feature converted to a 1 mana spell
- Zone of Truth converted to an augment of Extort Truth
- Seeing spell now only helps you, but added an augment to give it to another creature
- Unerring Eye feature removed as Seeing and True Seeing cover its purpose
- Visions of the Past feature removed as Past Impressions covers its usage
- Divine
- Divine Fury feature removed as Crusader’s Mantle covers its usage
- Divine Weapon added as a 2 mana spell
- Crusader’s Mantle moved to an augment of Divine Weapon
- Celestial Shield converted to a 1 mana spell named Divine Shield
- Searing Vengeance feature converted to a 5 mana spell
- Fight Beyond Death feature removed as it’s a duplicate of Searing Vengeance
- Hurl Through Hell feature converted to a 3 mana spell
- Sanctuary moved to the Protection theme
- Earth
- Stone’s Shelter feature converted to a 5 mana augment of Earthen Bulwark
- Fate
- Bend Luck feature converted to a 2 mana spell
- Twist Fate feature changed to an augment of Bend Luck
- Added Twist Fate as a 6th level feature to cast Bend Luck
- Uncanny Dodge feature removed from Fate
- Fear
- Added an augment to Command which allows it to be used continuously
- Visions of Horror added as a 1 mana augment to Terrifying Visage
- Fire
- Searing Strike split from Immolation
- Dampen Fire feature converted to an augment of Protection from Fire
- Flaming Weapon burst removed now that spell strikes cover the niche
- Phoenix Spark feature converted to a 5 mana spell
- Force
- Magic Weapon burst removed now that spell strikes cover the niche
- Magical Ward and Projected Ward removed from Force as they are in the Protection theme
- Ice
- Ice Slick modeled after grease instead of damage as we have Freezing Sphere already
- Dampen Cold feature converted to an augment of Protection from Cold
- Freezing Weapon burst removed now that spell strikes cover the niche
- Ice Block augment named Ice Shelter and changed to cost 5 mana
- Illusion
- Added an augment to Blur, allowing it to be used as a reaction
- Illusory Self feature converted to an augment (3 mana total) of Mirror Image
- Misty Escape feature converted to an augment (3 mana total) of Invisibility
- Dark Delirium feature converted to a 3 mana spell modeled a bit on Banishment
- Hide in Plain Sight feature added
- Leadership
- Courage feature removed as it is far too niche and far too powerful in that niche. There are plenty of other options at that level
- Battle Chant feature removed and its pieces have been broken up:
- Cutting Words moved to the Mind theme
- Countersong converted to a 2 mana spell and renamed Countercharm
- Invigorating Chant removed as there are a myriad of other ways to give temporary health and speed boosts in the Leadership theme
- Inspire removed as it is covered by Inspire
- Fascinate removed as that would be part of the Charm theme
- Battle Cry feature removed as advance on attacks and avoiding frightened is covered by many other maneuvers and spells
- Inspiring Surge feature removed as Commander’s Strike covers its niche
- Life
- Aiding Word added as an augment to Aid so it can be used as a bonus action
- Regenerate changed to an augment of Heal
- Surge of Vitality converted to an augment (3 mana total) of Heal
- Light
- Daybreak Weapon burst removed now that spell strikes cover the niche
- Solar Aspect feature removed as Sunbeam covers the niche
- Mind
- Cutting Words added as a 2 mana spell
- Visions of Horror feature converted to an augment (3 mana total) of the Terrifying Visage spell
- Awakened Form feature removed as it doesn’t fit the niche like it should
- Create Thrall feature converted to an augment of Enthrall
- Planes
- Dimensional Strike added as a 1 mana spell
- Ethereal Weapon burst removed now that spell strikes cover the niche
- Shielding Aurora feature converted to a 1 mana spell
- Detect Portal feature converted to a 1 mana spell
- Ethereal Step feature removed as it’s covered by Teleporation spells
- Astral Refuge feature converted to a 2 mana spell
- Astral Sequestration feature converted to a 5 mana spell
- Ethereal Form feature removed in favor of Etherealness
- Etherealness changed from 5 mana to 3 mana and its duration has been reduced with an augment to increase it
- Poison
- Dampen Poison feature converted to an augment of Protection from Poison
- Toxic Weapon burst removed now that spell strikes cover the niche
- Protection
- Deflecting Shroud feature removed as we already have Shield-like spells for this purpose and we have Focused Concentration on some casters
- Deflect Spell added as a 1 mana spell and absorbs Spell Shield as an augment and adds Projected Shield as another augment
- Freedom of Movement moved from the Metabolism theme
- Indomitable removed as a spell now that we have Deflect Spell
- Eater of Magic feature removed now that we have Projected Shield as an augment of Deflect Spell
- Warding Maneuver feature removed in favor of Block Blow maneuver
- Douse the Flames of War feature converted to a 3 mana spell
- See Magical Invisibility removed as it doesn’t fit the theme and is covered by spells in Divination
- Magic Sense feature moved to the Force theme
- Projected Ward feature rolled into the Magical Ward feature
- Sand
- Sand theme added
- Sand Stalker feature removed as it is too powerful at-will
- Freedom of Movement and Sand Binding removed as they don’t truly fit the theme
- Sandy Defense feature converted to an augment (2 mana total) of Sand Defense
- Shifting Form feature removed as Sand Form covers the niche
- Sand Form changed from 2 mana to 3 mana
- Shadow
- Gloom Stalker feature removed as it is too powerful at-will
- Shadow Body (5 mana) replaced with Shadow Form (2 mana), modeled on Sand Form and Amorphous Form
- Added an augment to Cloak of Shadows, allowing it to be used as a reaction
- Umbral Weapon burst removed now that spell strikes cover the niche
- Shadow Form feature removed as the augment of Cloak of Shadows covers its niche
- Shadow Step feature removed as Shadow Jaunt already covers the niche as hiding allow advantage on the first attack already
- Shadowy Dodge feature removed as Shadow Veil covers the niche
- Cloak of Shadow feature renamed Shadowslip
- Shadow Lore feature moved to the Charm theme as Damning Secret
- Obscuring Shadow Veil removed as it’s the same as Shadow Veil
- Added an augment to Shadow Veil to use on allied creatures
- Shadow Form changed from 2 mana to 3 mana
- Shadow Walk changed from 3 mana to 4 mana to align with Wind Walk
- Skirmish
- Nimble Dodge added as a 1 stamina maneuver
- Uncanny Dodge feature converted to an augment of Nimble Dodge
- Evasion feature changed from 10th level to 6th level (7th level by RAW)
- Trickery
- Dirty Deeds renamed Trickery
- Staggering Strike replaces Stunning Strike which is now an augment
- Knockout added as a 1 stamina maneuver #519
- Evasion feature moved to Skirmish
- Uncanny Dodge feature removed as it’s related to movement more than trickery
- Duelist feature rolled into normal sneak attack
- Misdirection feature removed as Redirect Attack covers the niche
- Redirect Attack renamed Misdirection and reworked to work when a creature is granting you cover
- Defensive Tactics feature moved to Vanguard
- Spirit
- Spirit Bond feature removed. It encompasses too many other themes and Spirit Guardians serves the niche.
- Spectral Form feature converted to a 3 mana spell modeled on Shadow Form
- Spiritual Healing feature removed as healing is more part of the Life theme
- Supernal Surge feature removed as Spectral Form covers its niche
- Spirit Walker feature removed as Spectral Form covers its niche
- Vengeful Spirit feature converted to a 4 mana spell
- Ancestral Protectors added as a feature at 3rd level
- Spirit Shield added as a feature at 6th level
- Vengeful Ancestors added as a feature at 14th level
- Storm
- Shocking Strike added as a 1 mana spell
- Dampen Storm feature converted to an augment of Protection from the Storm
- Shocking Weapon burst removed now that spell strikes cover the niche
- Storm Aura feature removed as it is covered by the Suffused
- Storm’s Fury feature removed as it is covered by Wrath of the Storm
- Telekinesis
- Deflecting Shroud feature removed as we already have Shield-like spells for this purpose and we have Focused Concentration on some casters
- Telekinetic Shelter feature converted to an augment (5 mana total) of Kinetic Shield
- Teleportation
- Memory of One Thousand Steps feature removed as it is covered by Defensive Step
- Defensive Step renamed Memory of One Thousand Steps and its teleportation now must be to a location you previously occupied
- Undeath
- Vampiric Weapon removed as there isn’t enough undeath flavor on it
- Grim Harvest and Keeper of Soul features removed as they are covered by Absorb Spirit
- Defy Death feature and Mastery of Death feature removed as they are covered by Death Ward
- Death Ward spell added
- Soul Siphon feature converted to a 2 mana spell with an augment to use it as a spell strike
- Indestructible Life feature moved to 1st level
- Vanguard
- Defensive Tactics feature added
- Water
- Locate Water added as a 1 mana spell
- Watery Defense featured converted to an augment (2 mana total) of Wave Shield
- Shifting Form feature removed as it is covered by Gaseous Form
- Gaseous Form changed from 2 mana to 3 mana (3 mana by RAW)
Patch
- Themes
- Acid
- Acid Arrow changed from 4d4 to 2d8 so augmenting it is easier to roll
- Metabolism
- Concentration removed from Skill Empowerment
- Amorphous Form changed from 1 mana to 3 mana
- Animal
- Faithful Summons feature changed from 14th to 10th level
- Death
- Harm changed from 3 mana to 2 mana
- Fire
- Volcanic Plume changed from 3 mana to 2 mana
- Ice
- Ice Storm changed from 3 mana to 2 mana
- Mind
- Synaptic Static changed from 3 mana to 2 mana and its damage has been reduced
- Protection
- Invulnerability moved to 4 mana and changed to resistance with an augment for immunity for 9 mana
- Sand
- Sand Form changed from 1 mana to 2 mana
- Shadow
- Removed concentration from Darkness as Daylight doesn’t have it and it doesn’t seem necessary
- Skirmish
- Maneuver renamed to Vault
- Trickery
- Entangling Shot changed from 1 stamina to 2 stamina
- Storm
- Lightning Bolt changed from 2 mana to 1 mana and an augment to stun has been added
- Telekinesis
- Wall Bind changed to 1 mana with climbing speed and has an augment to spider climb for 2 mana
- Acid
13.0.0-alpha
June 19-30 2019
Major
- Classes
Minor
- Classes
- Most classes have had their health adjusted to a more consistent scale. See #450
- Acolyte
- Minor Deification added at 17th level
- Monk
- Removed Divine power source. Monks are psionic in nature. They have discipline and focus on their internal development (much like a Psion). The Divine options would still be available via subclass.
- Naturalist
- Added Wild Shaper archetype instead of the Wild Shape feature #460
- Feral Instinct added to the Wild Shaper
- Totem Warrior moved to the Naturalist
- Occultist
- Hexer added as a capstone feature
- Eldritch Master moved to 17th level and 20th level feature removed for now
- Hex now gives disadvantage to all skill checks
- Despairing Hex replaces Improved Hex for the Hexblade
- Improved Hex removed from the Blood Hunter (it wasn’t meant to be there)
- Spirit Step changed from 20th level to 17th level
- Eldritch Master added as a capstone
- Psionicist
- Psychic Focus Overload simplified to cast a spell
- Suffused
- Power sources open to all power sources, depends on how you were suffused
- Bloodrager added
- Metamorphosis changed from 20th level to 17th level
- Abundant Power added as a capstone
- Power Overwhelming added as a 2nd level feature which has effects occur based on the spell theme cast. I’ve covered most of the themes
- Warrior
- Feral Instinct moved to the Wild Shaper
- Berserker walking speed increased by 5 feet while raging
- Storm Herald removed from the Warrior (Bloodrager fulfills this niche)
- Totem Warrior moved to the Naturalist
- Zealot removed from the Warrior (Paladin/Zealot fulfills this niche)
- Maneuvers
- Warfare
- Avatar of War added in place of the 17th level Avatar of Battle feature
- Warfare
- Feats
- Born to the Saddle added and absorbs Mounted Defender
- Spell Ward moved to the Protection theme as a theme feature
- Jack of all Trades added as a feat
- Many feats have changed their requirements from classes to themes #462
- Species
- Itarii
- Limited Wings added as a feature to flesh out the Itarii #497
- Itarii
- Themes
- The Themes section replaces the Spells and Maneuvers sections of the site
- Air
- Step of the Wind added as a 1 stamina maneuver
- Metabolism
- Moment of Alacrity added as a maneuver and as a spell
- Animal
- Animal theme absorbs the Claw theme
- Blood
- Lycan moved from the Animal theme and subclasses of the Incanter to Blood theme feats
- Chaos
- Chaos Abated added as a spell
- Dirty Deeds
- Scoundrel renamed Dirty Deeds
- Positioning Strike added as a 1 stamina maneuver
- Trip added as a 1 stamina maneuver
- Feigned Opening added as a 2 stamina maneuver
- Redirect Attack replaces Redirect as a 2 stamina maneuver
- Master of Intrigue and Icon of Deception features moved to Illusion
- Divination
- Knowledge of the Ages added as a spell
- Foresight added as a spell
- Divine
- Holy Nimbus added as a spell in place of the 17th level feature
- Fate
- Fortunes of Fate added as a spell
- Fear
- Frightful Presence added as a spell
- Fire
- Rising Phoenix added as a spell
- Searing Strike added as an augment to immolation
- Illusion
- Master of Intrigue and Icon of Deception features moved to Illusion
- Leadership
- Leadership theme absorbs the Courage theme. It has maneuvers and spells, many of which are the same
- Light
- Nurtured by the Sun feature added
- Blinding Strike added as an augment to Blinding Light
- Mind
- Mind Over Body added as a maneuver and as a spell
- Eye Ray feature changed to an action
- Open Hand
- Positioning Strike added as a 1 stamina maneuver
- Planes
- Ethereal Sight added as a spell
- Plants
- Take Root feature added
- Tree Form spell added
- Shadow
- Shadow Shroud added as a spell in place of the 17th level Shadow Lord feature
- Stalking Shadow added as a 1 stamina maneuver
- Obscuring Shadow Veil added as a 1 mana spell
- Five Shadow Strike added as a 2 mana spell
- Spirit
- Possess replaces Magic Jar, modeled on Mind Control
- Storm
- Storm Lord added as a spell in place of the 17th level Thunder lord feature
- Teleportation
- Call Object added as a cantrip
Patch
- Classes
- Acolyte
- Divine Avatar moved to 17th level and Minor Deification moved to 20th level
- Divine Avatar reworked a bit to provide resistances to damage and allow rerolling some saving throws
- Occultist
- Hex can be cast again as a Witchcraft if it’s lost
- Warrior
- 17th level feature Survivor changed to temporary health
- Acolyte
- Themes
- Death
- Path to the Grave changed to a bonus action that does a set amount of damage when the creature is damaged. #455
- Fate
- Second Chance renamed Twist Fate
- Twist Fate can be augmented to be used on a miss or failure
- Plants
- Awaken Plant changed from 4 mana to 3 mana and altered to be more clear how the plant is controlled.
- Death
12.4.1
June 18 2019
Patch
- Spells
- Death
- Path to the Grave changed to a bonus action that does a set amount of damage when the creature is damaged. #455
- Death
12.4.0
June 16 2019
Minor
- Classes
- Acolyte
- Divine Intervention moved to a Channel Divinity to make room for a 10th level subclass feature
- Acolyte
- Spells
- Courage
- Confidence added
- Death
- Path to the Grave added
- Ice
- Winter’s Grasp added
- Light
- Light Brand added
- Undeath
- Control Undead added
- Courage
12.3.0
June 11 2019
Minor
- Settings
- Added a “Metric System” toggle which defaults to being turned on. All distances, liquid measurements, weights, and temperature will be converted to the metric system (meters, kilograms, etc).
- Gear
- Added Pharmaceuticals, Cybertech, and started adding Technological Gear
12.2.2
June 6 2019
Patch
- Species & Feats
- Species rebalanced to align with a point system
- Added a Winged feat for Aasimar, Itarii, Vayemniri, Kobold, and Tieflings to gain flying
- Eladrin merged into high elves as a feat. Gnomes can take the feat too.
- Expanded Rock Gnome’s Tinker options
- Bountiful Luck feat added for Hin
- Infernal Constitution feat added for Tieflings
- Fade Away feat added for Gnomes
- Repairing Nanites moved to a feat for Androids
12.2.1
June 4 2019
Patch
- Species
- Replaced Darkvision for many species. The current senses of each species are as follows:
- 6/20 species have no special vision: Itarii, Firbolg, Genasi, Goliath, Hin, and Human
- 5/20 species have Low-Light Vision: Tabaxi, Elf, Azarketi, Gnome, and Half-Elf
- 9/20 species have Darkvision: Aasimar (angels do), Android, Changeling (Hags do), Vayemniri (Dragons do), Dwarf (Underground species), Goblin, Half-Orc (Orcs do), Kobold, Tiefling (Demons/Devils do)
- Drow, Svirfneblin, and Half-Drow retain Superior Darkvision (120 feet) at the cost of Sunlight Sensitivity.
- Replaced Darkvision for many species. The current senses of each species are as follows:
- Spells
- Recalculated spells that impose a condition only for a round
- Chaos
- Chaos Storm damage reduced from 3d8 + 2d4 to 2d8 + 2d4
- Earth
- Sandblast damage reduced from 2d8 to 2d6
- Light
- Sunbeam damage reduced from 2d8 to 2d6
- Daybreak Weapon burst damage reduced from 3d4 to 2d4
- Wall of Light damage reduced from 3d8 to 3d6
- Sunburst damage reduced from 4d4 to 3d4
- Corona of Light mana reduced from 3 to 2
- Mind
- Mind Blast mana increased from 1 to 2 and damage decreased from 2d6 to 2d4
- Shadow
- Daybreak Weapon burst damage reduced from 3d4 to 2d4
- Storm
- Lightning Bolt mana increased from 1 to 2 and damage decreased from 2d6 to 2d4
- Lightning Strike mana increased from 2 to 3
12.2.0
May 30 2019
Minor
- Backgrounds
- Finished background environments #424
- Species
- Dwarf
- Dwarven Resilience replaced with Cast-Iron Stomach
- Stability moved to the base Dwarf
- A new Dwarven Resilience added to the Hill and Mountain Dwarf
- Dwarf
Patch
- Being caught unaware means you can hold your breath for half as long
- Classes
- Selecting an archetype or subclass now updates the url as well. This allows options to be bookmarked more easily
12.1.0
May 29 2019
Minor
- Spells
- Storm
- Galvanize added (clone of Haste)
- Storm
Patch
- Creatures
- Creatures with spells now link to those spells
12.0.1
May 28 2019
Patch
- Species
- Wording is cleaned up so species can choose 2/1 or 1/1/1 split as they desire
12.0.0
May 26 2019
Major
- Ability increases removed from classes
Minor
- Ability scores removed by default. Abilities are now used directly (akin to using modifiers only). A Settings section has been added which should allow users to use both the RAW system of ability scores and modifiers as well as the new default system of not using ability scores. #426
11.9.3
May 22 2019
Patch
- Companions
- Companion health dice reduced, generally by 2-3
11.9.2
May 21 2019
Patch
- Spells
- Divination
- Seeking Strike changed to a bonus action and damage adjusted to be higher with no save for half
- Divination
11.9.1
May 20 2019
Patch
- Spells
- Illusion
- Delusion merged into Minor Illusion as they were 90% the same
- Illusion
11.9.0
May 18 2019
Minor
- Creatures
- Converted existing creatures from spell slots to mana. Innate casters are unchanged as they have a set amount of uses of each individual spell.
Patch
- Spells
- Air
- Gale Cloak renamed Averting Gust
- Air Armor renamed Gale Cloak
- Divination
- Seeking Strike reworked
- Fate
- Backlash and Predicted Strike merged into Foretold Blow
- Second Chance changes from 3 mana to 2
- Shadow
- Shadow Armor replaced with Cloak of Shadows
- Air
11.8.0
May 17 2019
Minor
- Creatures
- Blood Ooze added
- Spells
- Blood
- Analyze Blood added, Blood Biography moved to an augment
- Blood Sacrifice added
- Blood Money added
- Animate Blood added
- Bloodlust moved to the Fear theme
- Charm
- Incite Passion moved to an augment of Bloodlust
- Fear
- Bloodlust replaces Crown of Madness and Mindless Bloodlust
- Blood
Patch
- Feats
- Blood Fuel / Blood Magic removed in favor of Blood Sacrifice
11.7.0
May 15 2019
Minor
- Spells
- Blood
- Blood Armor added
- Blood Biography added
- Blood Sentinel added
- Blood Transcription added
- Bloodlust added
- Blood
11.6.0
May 12 2019
Minor
- Spells
- Blood
- Crimson Blade added
- Bleed moved from Death
- Bloodhound added
- Blood
Patch
- Spells
- Protection
- Purge moved to 1 mana
- Blood
- Blood Purge moved to 1 mana
- Death
- Bleed moved to Blood
- Protection
11.5.0
May 11 2019
Minor
- Feats
- Blood Fuel / Blood Magic added
- Spells
- Protection
- Purge added
- Blood
- Blood theme added as a draft
- Protection
11.4.0
May 6 2019
Minor
- Spells
- Earth Added Stonefist
Patch
- Classes
- Incanter
- Minor increase in damage of Heart of the Storm as it has no condition
- Naturalist
- Share Form replaced by Warg
- Incanter
- Spells
- Fear Dominate moved to Mind
- Mind
- Dominate moved from Fear and renamed Mind Control. It is changed to 4 mana for beasts, 5 mana for humanoids, and 7 mana for any creature.
- Mind Switch removed in favor of Mind Control
11.3.0
May 5 2019
Minor
- Classes
- Naturalist
- Share Form Primal Call added
- Naturalist
Patch
- Classes
- Incanter
- Incantations start at 3 instead of 4
- Self Reconstruction Incantation (heal) removed
- Phoenix Nourishing Fire adjusted to work on Fire and Life theme spells, healing for double the mana expended
- Naturalist
- Primal Call start at 3 instead of 4
- Incanter
- Spells
- Fear
- Frightening Presence removed as Fear covers its niche
- Fear
11.2.10
May 1 2019
Patch
- Classes
- Incanter
- Beholder Floating Head feature limited to 1/short rest, but becomes at will at 10th level
- Incanter
- Spells
- Illusion
- Invisibility only targets self
- Teleportation
- Teleport is now 30 feet instead of 60 feet
- Distant Teleport is now a 4 mana spell, but can only target you. Augmentation now adds 2 willing creatures or 1 object.
- Illusion
11.2.9
April 23 2019
Patch
- Classes
- Monk, Paladin, Zealot, Blood Hunter, Shapeshifter, Ranger, and Warden now have a note allowing them to gain getting 1 extra skill if they want to be spell-less
- Maneuvers
- Open Hand
- Disarm changed to a 2 stamina maneuver after recalculating the value of disarming an enemy
- Dirty Deeds
- Pierce Armor changed to give a −2 penalty to Defense
- Warfare
- Disarm changed to a 2 stamina maneuver after recalculating the value of disarming an enemy
- Open Hand
- Spells
- Ice
- Sleet Storm renamed Snow Storm with a 1 mana augment to increase the radius to 40 feet. Sleet Storm is another 1 mana augment to create the difficult terrain, falling prone, and interrupt spellcasting effects.
- Fire
- Ash Fall is now a 20-foot-radius spell with a 1 mana augment to increase the radius to 40 feet.
- Heat Metal revamped to very similar to RAW, but more balanced. 1 mana for damage + disadvantage, 3 mana for damage + disarm.
- Water
- Fog Cloud now has a 1 mana augment to increase the radius to 40 feet
- Ice
11.2.8
April 6 2019
- Classes
- Monk
- Cleaned up the rules around Martial Arts and how it interacts with TWF.
- Monk
Patch
11.2.7
April 1 2019
Patch
- Spells
- Divine
- Spiritual Guardians slightly buffed from 1d4 to 2d4
- Fate
- Precognition slightly nerfed to give +d4 instead of +d6
- Spirit
- Spirit Guardians slightly buffed from 1d4 to 2d4
- Divine
11.2.6
March 30 2019
Patch
- Background
- Background split between Culture, Environment, and Livelihood.
- Species
- A different term was used. I’ll try to bring in a culture aspect as part of background.
- Some traits moved to Environment and Cultural traits.
- Weapon traits move to suggested favored weapons
11.2.5
March 23 2019
Patch
- Classes
- Acolyte
- Replace Protection Domain’s first level ability so that it is more powerful and useful if they use a shield #361
- Incanter
- Ritual Preparation adjusted so the Incanter must know the spell, the spell can’t restore health, and the spell takes 10 mins longer than normal to cast
- Acolyte
11.2.4
March 17 2019
Patch
- Maneuvers
- Warfare
- Shield Bash and Shield Trip wording cleaned up to deal bludgeoning damage. #381
- Warfare
- Spells
- Fate
- True Strike has a duration of 1 minute #377
- Fate
11.2.3
March 4 2019
Patch
- Minor wording fixes
11.2.2
February 21 2019
Patch
- Companions
- Added a “Design your own companion” option to give more direction for people building their own companion form
- Classes
- Warrior
- Toughness moved to Berserker only and refactored to only apply when not wearing armor.
- Warrior
11.2.1
February 21 2019
Patch
- Spells
- Divine
- Spiritual Weapon reduced from d10 to d8 as the spreadsheet had the wrong values
- Divine
11.2.0
February 17 2019
Minor
- Classes
- Acolyte
- Lay on Hands uses heal, but modified to be touch
- Smite the Faithless is now augmentable
- Death domain Reaper’s Scythe now uses life drain
- Light domain uses the new Blinding Light
- Light domain Light Brand is now augmentable
- Life domain Preserve Life now uses mass heal
- Storm domain adds Lightning Strike as a channel divinity option
- Incanter
- Power Surge is now augmentable
- Self Reconstruction is now augmentable
- Beholder Death Ray is now augmentable
- Beholder Disintegration Ray now uses Disintegrate
- Beholder Enervation Ray is now augmentable
- Celestial uses the new Blinding Light
- Celestial Healing Light uses heal, but modified to be touch
- Fiendish Cloak of Flies is now augmentable
- Vampiric Life Sap is now augmentable
- Naturalist
- Self Regrowth is now augmentable
- Acolyte
- Spells
- Force
- Disintegrate changed from 3 mana to 2 mana
- Light
- Blinding Display turned in to Blinding Light
- Force
Patch
- Classes
- Warrior
- Dervish saving throw is now Reflex
- Warrior
11.1.0
February 16 2019
Minor
- Classes
- Incanter
- Beholder subclass added
- Incanter
- Companions
- Companion forms are more explicit, though I may change how this system is done
11.0.0
February 16 2019
Major
- Classes
- Alchemist
- Homunculist archetype removed in favor of companion feats
- Incanter
- Summoner archetype removed in favor of companion feats
- Minstrel removed in favor of the Archivist, Skald, Jester, and Whisperer archetypes and subclasses
- Naturalist
- Beastmaster archetype removed in favor of companion feats
- Occultist removed in favor of the Incanter
- Psionicist
- Shaper archetype removed in favor of companion feats
- Sorcerer removed in favor of the Incanter
- Alchemist
10.5.0
February 14 2019
Minor
- Character
- Classes
- Incanter
- Fuse Form added as an Incantation
- Naturalist
- Wild Shape refactored to use maneuvers instead of secondary traits. #333
- Incanter
- Feats
- Animal Companion added
- Astral Construct added
- Eidolon added
- Fused Form moved to an Incanter Incantation
- Homunculus added
- Classes
- Maneuvers
- Claw
- Dive Attack added
- Fling added
- Inject Venom added
- Claw
- Spells
- Poison
- Inject Poison added
- Poison
Patch
- Character
- Feats
- Alert changed to grant advantage on initiative
- Feats
10.4.0
February 13 2019
Minor
- Companions
- Initial draft of companions added
- Classes
Patch
- Classes
- Acolyte
- Divine Inspiration can now only replace 1 spell on a long rest and can only be used once every 7 days.
- Incanter
- Self Discovery can now only replace 1 spell on a long rest and can only be used once every 7 days.
- Acolyte
10.3.1
February 10 2019
Patch
- Spells
- Mind
- Confusion range clarified
- Mind
10.3.0
February 10 2019
Minor
- Classes
- 18th level features moved to 17th level
- Incanter
- Magic Manipulator (metamagic) added as a boon
- Spells
- Plants
- Ensnaring Strike is now an augment of Ensnare
- Plants
10.2.0
February 9 2019
Minor
- Classes
- Mage
- Archivist subclass added
- Naturalist
- Primal Call added with some alternative options other than Wild Shape
- Rogue
- Jester subclass added
- Whisperer subclass added
- 18th level subclass features replaced with Reliable core class feature
- Warrior
- Skald subclass added
- Mage
- Equipment
- Protection Fighting style is now an inherent rule for shields that you are proficient with.
Patch
- Classes
10.1.0
February 7 2019
Minor
- Classes
- Incanter class added. It absorbs the Blood Hunter, Occultist, and Sorcerer and all of their archetypes and subclasses.
- Naturalist
- Ranger integrates Favored Enemy instead of it being a feat
- Warrior
- Dervish reduced to d10 instead of d12 as battle dance has +2 Defense which would be too much with d12
- Feats
- Metamagic feats added
- Primeval Awareness removed - this is far more fitting for a supernatural class like the Blood Hunter
- Spells
- Chaos
- Redirect Attack changed from 1 to 2 mana
- Charm
- Hypnotize added as a 2 mana spell
- Instinctive Charm added as a 2 mana spell
- Fate
- Foretell added as a 1 mana spell
- Storm
- Lightning Strike added
- Water
- Tidal Surge added
- Chaos
Patch
- Classes
- Alchemist
- Plants theme added to Apothecary options
- Alchemist
10.0.0
February 2 2019
Major
- Classes
- Warrior class absorbs the Barbarian and Fighter classes and all of their subclasses. The Bloodrager archetype was abandoned as its flavor and implementation were lacking. The overall impact is technically a breaking change, but should be very minimal even for existing Barbarians and Fighters as all of their options (besides Bloodrager) exist in the Warrior.
- The Warrior has the Battlemaster, Berserker, and Dervish Archetypes
- Scout and Swashbuckler subclassed added
- Warrior class absorbs the Barbarian and Fighter classes and all of their subclasses. The Bloodrager archetype was abandoned as its flavor and implementation were lacking. The overall impact is technically a breaking change, but should be very minimal even for existing Barbarians and Fighters as all of their options (besides Bloodrager) exist in the Warrior.
Minor
- 2d10 has been abandoned in favor of 1d20. See #314 for reasons why
- Equipment
- Heavy Scimitar added
- Chain mail, scale mail, and plate now reduce damage by 1
- Potions of Stamina and Mana provide half as much value (average 1.5). Higher level potions provide 1d4 less at each tier. So normal is 1d4/2, greater is 1d4, superior is 2d4, supreme is 3d4.
- Maneuvers
- Open Hand
- Disarm added to Open Hand
- Open Hand
- Feats
- Heavy Armor Master now reduces damage by 3 instead of 2
Patch
- Added Companion as its own view
- Classes
- Rogue
- Scout Sudden Strike is now a bonus action as it is by RAW and it no longer lets you sneak attack again (far too much damage)
- Rogue
- Maneuvers
- Warfare
- Disarm’s damage is reduced a bit and added details about how to interact with the disarmed weapon.
- Warfare
- Spells
- Planes
- Plane Shift removes the banishment style wording as Banishment is a more balanced version
- Planes
9.9.0
January 26 2019
Minor
- Combat
- Called Shot (disadvantage for aptitude x2 to damage) removed now that we have maneuvers
- Skills
- Creatures
- Creatures with Multiattack now have the “Dashing Strike” trait
- Passive Perception is calculated now
Patch
- Classes
- Clarified Coordinated attack for the Alchemist, Naturalist, Occultist, and Psionicist archetypes
9.8.0
January 25 2019
Minor
- Equipment
- Added equipment
- Creatures
- Creature skills are now converted to my system in name, ability, and using advantage instead of expertise.
9.7.0
January 24 2019
Minor
- Classes
- Fighter
- The 4th attack at 20th level has been replaced with Relentless
- Barbarian
- Rage damage altered to align with the level 5, 11, and 17 tiers. Increased a bit as well
- Fighting style added at 11th level to align DPR to where it should be
- Fighter
- Creatures
- Creatures now convert spells to my system
- Creatures now convert armor. Mostly renames, though Chain shirt, Half plate, Hide armor, and Leather armor all add one Defense.
- Spells
- Acid
- Corrode absorbs Acid Splash and Corrosive Touch
- Charm
- Catnap added
- Courage
- Mindless Courage added
- Ice
- Icicle replaces Ray of Frost. It can attack at melee or ranged
- Planes
- Minor Rift added
- Plants
- Druidcraft added
- Entangle renamed Ensnare
- Entangle added
- Spirit
- Dancing Lights added
- Storm
- Shock replaces Shocking Grasp. It can attack at melee or ranged
- Telekinesis
- Wall Bind added as a gravity version of Spider Climb
- Water
- Whirlpool renamed Maelstrom
- Acid
Patch
- Spells
- Poison
- Poison Spray damage reduced a bit, but it does half damage on a save now. Overall it’s more damage.
- Undeath
- Infestation does slightly less damage, but now saves for half. Overall it’s more damage.
- Poison
9.6.2
January 22 2019
Patch
- Spells
- Metabolism
- Synesthete changed from 2 to 3 mana and gives blindsight now
- Metabolism
Patch
9.6.1
January 21 2019
Patch
- Classes
- Acolyte
- Paladin’s Divine Smite reduced to 1d6 from 1d8 at 11th level to keep it in line with DPR expectations
- Death Domain adv vs disease changed to adv vs poison as the acolyte already has immunity to disease.
- Life Domain adv vs disease changed to a new ability to help with Medicine and Death saving throws as the acolyte already has immunity to disease.
- Minstrel
- Psionicist
- Psychic Strike rolled in to Soul Knives which now starts at 1d10 and scales at higher levels
- Acolyte
9.6.0
January 20 2019
Minor
- Classes
- Acolyte
- Aura of Courage added as a 2nd level core class feature
- Divine Sense added as a 2nd level core class feature
- Ceremony added as a Channel Divinity option
- Mage
- Evocation features reworked a bit to no longer use a shared resource pool.
- Psionicist
- Kinetic features reworked a bit to no longer use a shared resource pool.
- Sorcerer
- Resilience removed as several spells have been added to cover the usage
- Shapeshifter has Leather and Hide armor proficiency
- Acolyte
- Spells
- Air
- Air Armor added
- Earth
- Rock Armor added
- Shadow
- Shadow Armor added
- Water
- Slick Skin added
- Air
Patch
- Classes
- Occultist
- Witchcraft options ensure the balance is set at 2 mana, so some options are augmented
- The Dragon renamed to The Great Wyrm
- Fear theme added to power source for The Great Wyrm
- Psionicist
- Psychic Recovery renamed Psychic Redoubt and it gives temporary health now
- Sorcerer
- Blood Surge options ensure the balance is set at 2 mana, so some options are augmented
- Eldritch Sorcery renamed to Aberrant Bloodline
- Fear theme added to power source for Draconic Bloodline
- Occultist
- Feats
- Eyes of the Grave now has a prerequisite of the Life or Undeath theme
- Spells
- Mind
- Psychic Redoubt renamed Psychic Fortress
- Mind
9.5.0
January 19 2019
Minor
- Classes
- Blood Hunter
- Absorbed into the Sorcerer class as an archetype. There was far too much crossover between the two classes in that both progressively became more and more like the creature. Blood Hunters ingest a concoction to get the bloodline so this combination seems to work really well.
- Sorcerer
- Blood Hunter archetype added
- Resilience replaces the Defense boosts of subclasses
- Metamorphosis replaces Sorcerous Restoration
- Blood Surge options added to each subclass
- Lycanthrope Bloodline added as a subclass
- Spectral Bloodline added as a subclass
- Vampiric Bloodline added as a subclass
- Blood Hunter
Patch
- Classes
- Sorcerer
- Sorcerous Origin renamed Bloodline
- Sorcerous Surge renamed Blood Surge
- Sorcerous Sparks renamed Latent Sparks
- Sorcerer
9.4.2
January 17 2019
Minor
- Spells
- Fear
- Nightmare added (duplication of behavior from Dream)
- Fear
Patch
- Playing
- Adventuring
- Falling damage reverted to 1d6 per 10 feet
- Adventuring
- Spells
- Air
- Updraft allows a creature to choose to fail
- Air
9.4.1
January 15 2019
Patch
- Species
- Half-Elf
- Half-Elf health reduced to 7 and specifies that it cannot improve an ability given by its subclass
- Half-Elf
- Classes
- Naturalist
- For a Naturalist to Wild Shape into a creature they must have seen it and have “detailed knowledge” of it
- Naturalist
- Spells
- Metabolism
- Polymorph added to Metabolism with a “True Polymorph” option to choose any creature type
- Shapechange renamed Alter Self as that is what it was originally called
- Animal
- Polymorph for Beast also supports the new True Polymorph option
- Metabolism
9.4.0
January 13 2019
Minor
- Classes
- Blood Hunter added as an initial draft
9.3.0
January 12 2019
Minor
- Species
- Firbolg added
- Half-elf added
- Spells
- Added the Alchemy Power Source
- Courage Beacon of Hope moved from the Life theme to the Courage theme
Patch
- Species
- Image sizes now match the species height
- Spellcasting traits balanced to scale a bit
- Classes
- Alchemist
- Wording cleaned up a bit
- Metamorph damage matches Wild Shape and Origin Form, but calculated a bit differently
- Alchemist
9.2.0
January 10 2019
Minor
- Classes
- Monk Kensei Flurry of Projectiles with ranged attacks with less damage
- Naturalist Druid can now cast spells while Wild Shaped at level 5, but with less mana
- Equipment
- Added Mana and Stamina potions
- Playing
- Short rests are 15 minutes long
Patch
- Equipment
- Healing potions are now a bonus action to consume
9.1.0
January 8 2019
Minor
- Added a “How to create a character” section
- Equipment
- Tools section added
- Skills
- Performance added back
Patch
- Spells
- Force
- Invulnerability changed from 8 mana to 10 mana and added concentration
- Force
9.0.2
January 7 2019
Patch
- Classes
- Naturalist
- Wild Shape calculations were wrong. The damage now starts at d6 and scales to d8 at 5th level. The additional Wisdom damage at 11th level has been removed for everyone but the Druid.
- Sorcerer
- Origin Form damage scales at the same rate as Wild Shape and it can infuse a strike with a cantrip once per turn
- Naturalist
- Spells
- Acid
- Corrosive Touch now does less damage, but half as much next round
- Acid
9.0.1
January 6 2019
Patch
- Classes
- Quickened Cantrips updated to 5th level and beyond
9.0.0
January 5 2019
Major
- Classes
- Advancements to learn a new theme no longer give cantrips, but an advancement to learn 2 cantrips was added
- Psionicist revamped and no longer in the draft state
- Maneuvers and Spells are no longer limited by bonus action casting rules. The limitation is replaced with the following: “If you cast a spell or use a maneuver, the energy limit of any other spell you cast or maneuver you use this turn is 2 less than the normal limit.”. This allows for full casters of 5th level or higher and half casters of 9th level or higher to potentially use bonus action maneuvers/spells on the same turn as a normal action maneuver/spell, but at a much lower power level.
- Skills
- Added Occult and Psionics. Arcane, Divinity, Occult, Primal, and Psionics are now used to identify spells from power sources. #168: Refine Skills
- Brawn absorbed into Athletics
- Sleight of Hand absorbed into Stealth and Engineering
- Craft and Trade reverted back to the Tools name
- Divinity defaults to Wisdom
- Spell Strikes have been replaced with abilities at 5th level to forgo an attack to cast a spell. The overall damage is nearly the same. RAW 5e does something very similar where you can make one attack after casting a spell, but this method allows TWF and other unique options not to fall off. This trade-off where a gish has to decide whether to hit with a weapon or cast a spell is an acceptable choice starts out comparing ~20 damage for a 2 mana spell vs <10 damage for a weapon attack.
- All maneuvers and bonus action spells have been rebalanced.
- Spells
- Introduced the concept of power sources: a collection of themes which represent that source. There are 5 power sources (Arcane, Divine, Occult, Primal, and Psionic) which each contain 5–11 themes. A character can only pick themes from their power source given by their class with exceptions for subclasses and feats.
- Acolyte has the Divine Power Source
- Barbarian Bloodrager has the Primal power source
- Mage has the Arcane power source
- Minstrel can choose between the Arcane, Occult, or Psionic power source
- Monk can choose 1 theme from the Divine or Psionic power source + 1 potential theme from the subclass.
- Naturalist has the Primal power source
- Occultist has the Occult power source
- Psionicist has the Psionic power source
- Rogue Spell Thief has the Arcane or Occult power source
- Sorcerer determines its power source from its Sorcerous Origin with each power source covered by 1 or more subclass.
- Removed the limit of 1 + Aptitude Bonus on themes. Power sources effectively limits characters to ~5–11 themes with the exception of subclasses and feats. 11 isn’t a problem as many of the Primal themes are quite similar, just a different element. Arcane has 8 themes, but even 8 themes + 1 from subclass + 1–2 from feats is not going to break anything as it’ll still. The limit remains for the Alchemist as it does not use the power source system (perhaps it should, but hard to make it work)
- Charm Split to Fear
- Protection theme removed
- Blade Ward moved to Forge
- Resistance and Sanctuary moved to Divine
- Alarm, Glyph of Warding, and Invulnerability moved to Force
- Heroism and Absorb Life (renamed Warding Bond) moved to Life
- Sequester changed to an augment of Nondetection
- Guards and Wards changed to an augment of Forbiddance
- Nondetection, Forbiddance, Private Sanctum, Affinity Field moved to Antimagic
- Protection from Energy removed as we have Protection from Acid, Cold, Fire, Poison, the Storm
- Antilife Shell moved to Undeath.
- Introduced the concept of power sources: a collection of themes which represent that source. There are 5 power sources (Arcane, Divine, Occult, Primal, and Psionic) which each contain 5–11 themes. A character can only pick themes from their power source given by their class with exceptions for subclasses and feats.
Minor
- Classes
- Progression of advancements improved: Full casters have 42 and half casters have 22, scaling linearly down.
- Feat progression changed
- Auras (Paladin Aura of Protection, Minstrel Bolstering Presence, Aura of Courage) are now 30 feet by default.
- Acolyte
- Destroy the Faithless integrated into Turn the Faithless instead of being a feat
- Paladin Divine Smite revamped
- Zealot Vow of Enmity is now rechargeable if the creature dies. Smite is removed.
- Divine Intervention now gives mana if you deity does not directly intervene.
- Added Smite the Faithless as a Channel Divinity option
- Occultist Genie Patron added
- Sorcerer Genie Sorcery added
- Psionicist
- Psychic Focus can only be switched every 5 minutes
- Created a Psychic Focus option for every theme
- Maneuvers
- Leadership
- Battle Leader added
- Coordinated Movement replaced Maneuvering Strike
- Incite added
- Deny Death moved to the Life theme
- Warfare Compelled Duel moved back to Charm
- Leadership
- Skills
- Added several examples of alternate abilities
- Spells
- Theme Descriptions fully up to date thanks to Marcloure.
- Metabolism
- Light Step added
- Sudden Shift added
- Toppling Punch added (a copy of the Throw maneuver)
- Protection
- Catapsi reworked to be the same as RAW Circle of Power (Circle of Divinity in my rules).
- Animal
- Tremorsense added to Bestial Transformation
- Charm
- Charming Presence added
- Courage theme added
- Divine
- Bane/Bless added
- Earth
- Earthen Hide added (similar to Blade Ward which is upgraded from RAW)
- Force
- Sword Burst moved from Force to Forge
- Second Skin renamed Inertial Barrier and moved to Telekinesis
- Divination
- Past Impressions moved from the Spirit theme
- Seeking Weapon added
- Zone of Truth moved from the Divine theme to the Divination theme
- Fate
- Danger Sense added
- Predicted Strike added
- Fear
- Theme added
- Illusion
- Delusion added
- Life
- Deny Death added
- Mind
- Detect Thoughts augment to plant an idea or memory added
- Enemies Abound moved to Fear
- Haze Senses added
- Psychic Redoubt added
- Mind Blank merged in to Psychic Redoubt as an augment
- Thought Shield reworked
- Wandering Mind added
- Planes
- Ethereal Weapon added
- Shadow
- Animate Shadow added
- Darkvision added
- Hidden Shadow changed to a cantrip
- Storm
- Hungry Lightning added
- Telekinesis
- Inertial Armor added
- Inertial Barrier added
- Inertial Wall added
- Kinetic Barrier added
- Kinetic Grasp added
- Kinetic Shield added
- Kinetic Thrust added (a copy of the Push maneuver)
Patch
- Classes
- Occultist
- Alter Memories modified to work with any spell, not just charm effects
- Divination
- Mind
- Psychic Crush augment to target multiple creatures added
- Time
- Quicken/Delay can now target multiple creatures as an augment
- Temporal Bubble changed from 10 to 9 mana
- Occultist
- Spells
- Metabolism
- Augment of Enlarge/Reduce added
- Ice
- Protection from Cold ignores the effects of extreme cold and removed concentration
- Fire
- Protection from Fire ignores the effects of extreme heat and removed concentration
- Poison
- Protection from Poison removed concentration to be closer to RAW
- Storm
- Protection from the Storm removed concentration
- Metabolism