Changelog
Background terminology:
- Rules-as-Written (RAW). The formal set of game rules as defined on this website, independent of the specific phrasing of those rules.
- Rules-as-Intended (RAI). The informal set of game rules that should generally be adhered to when playing the game, especially in circumstances where RAI is more favorable to the players than RAW.
The following rules for version labels applies rigorously since v2.3.0; versions prior to v2.3.0 adhere to them haphazardly.
Primary Version. The primary version increases when something fundamental about the website or internal tooling changes, potentially breaking links.
- v1.0.0: transition from editing HTML files to a specialized flavor of Markdown + game data in YAML with a custom transpiler.
- v2.0.0: separation of Four Corners and 2D content, plus website improvements including images, tables of contents, ability score calculator, and a new favicon.
Secondary Version. The secondary version increases when RAI changes.
Tertiary Version. The tertiary version increases in all other cases, such as game rule fixes, lore and fluff changes, or minor website enhancements. RAW may change to be aligned with RAI.
v2.13.0
4C Changes:
- Dracaskan:
- Replaces dragonborn (and kobolds, which weren't yet mechanically implemented)
- Greater dracaskan compared to previous 4C dragonborn:
Draconic Ancestry: removedFire only now... mostly- Fire Conversion: subsumes Damage Resistance; dynamically gain or lose fire charges
- Dragon's Breath: replaces Breath Weapon; 15 ft cone only, and spend fire charges instead of limited uses per rest
- Soraskan:
- Removed blindsight
- Poison Conversion: parallels dracaska's Fire Conversion instead of doing 1d4 x Con/rest
4C Additions:
- Feats:
- Dracaskan feats: One of Frozen Heart, Freezing Breath, Burning Breath, Malleable Breath
- Soraskan feats: Lingering Venom, Paralyzing Venom, Deadly Venom
4C Lore:
- Overhauled dragonborn -> greater dracaskan, kobold -> lesser dracaskan lore
- Dragons only breathe fire, and no metallic/chromatic splitAside from it being weird and DnD-centric, acid/poison/lightning/cold-breathing dragons (and more) is a annoying when writing about dragons. Their existence created a pressure to evenly distribute dragon types in worldbuilding, which is annoying to keep track of alone. And then there's the extra baggage of 'these kinds of dragons are like this' and 'those dragons are like that'... (but they can still come in any color)
- Except ČalšausName may change; resemblance to 'chill' and/or 'Celsius' is entirely coincidental
v2.12.0
Proposals implemented: P91-92, SP40, FP3-4
2D Additions:
- Cleric class (compared to 5e):
- Intended class role: support, with an emphasis on healing
- Spellcasting (1st level): unchanged
- Novitiate TrainingThe 'story' behind these first cleric levels is that at 1st level, a cleric enters the service of a particular deity as a novice, and 'graduates' at 2nd level when they are given the ability to directly channel their deity's power (1st level; new): choice of martial training, extra spell and cantrip, or better skill checks
- Divine Domain (1st level): 1st level feature now only gives domain spells
- Channel Divinity (2nd level): get 3 options: Turn the FaithlessA revised version of Turn Undead that's more explicit in what it does, and also more versatile, but slightly less potent, Absolve the FaithfulA new option intended to emphasize the cleric's role as healer by doing something unique, but not too powerful that it overshadows subclass CD options, and one from Divine Domain
- Divine Domain feature (3rd level; was 1st): the first real subclass feature
- Blessed StrikesThe feature I'm most proud of, since it kills like 3 birds with 1 stone (5th level; new): choose a damage type and bypass resistance and some immunityThis is absolutely critical for damage-themed domains, like Death, Forge, or Storm, to function at higher levels. to that type; also get 1/round bonus damage to weapon attacks of that type, scaling with levelBasically, weapon attacks scale like cantrips for clerics. This is important for martial clerics.
Destroy Undead (5th level):removedThere might be space for buffing the base CD options, but anything referring to CR is antiquated- Divine Domain option (6th level): unchanged
Divine Domain option (8th level):removedThis was always either Divine Strike or Potent Spellcasting. The former made weapon attacks scale, but worse than cantrips. The latter was a flat buff to damage cantrips, which was uncalled for and off-theme for a supporter class.- Divine Domain option (10th level; new): address 5e's 11-level subclass gap between 6th and 17th levels (8th level feature didn't count)
- Channel Divinity 2/rest (12th level; was 6th): now limits each CD to 1/restTrying to prevent spamming the strongest CD option, especially at 18th level, but can use two different options
- Divine Domain option (14th level; was 17th): conceptually unchanged; still the subclass capstone feature (not counting 18th-level CD)
- Divine Domain Channel Divinity option (18th level; new): wield the full power of your deityIt seems appropriate for clerics to get a high-level domain feature, since their god presumably has high-level powers. The problem with high-level capstones is that you don't get to enjoy them for very long, if at all. A CD option seems like a good solution: strong, thematic, but not likely to be a core part of the subclass identity that feels missing until you get it. It's essentially supposed to be fluff for the deity, and you don't need to actually get the feature for it to serve that purpose.
- Divine Intervention (20th level; was 10th): more control over the outcome, and skip the 10-level phase where you spam it
- Death Domain:
- Intended subclass role: single-target striker
- Intended fluff: trying to emphasize that it's about death itself, not the dead or even killing per se
Bonus Proficiencies (1st level):removedNow redundant with Novitiate TrainingReaper (1st level):removedThe only real feature they got, other than Touch of Death, and it's so bland...- Death Domain Spells (1st level): changed false life -> extinguish life, ray of sickness -> sapping strikeTo support the martial archetype. Also to do necrotic damage instead of poison, which works better with Blessed Strikes and is more about death than about killing., blindness/deafness -> gentle repose, animate deadThis spell has been superceded by summon undead, which is the necromancer's thing. A specter-only version of it might be thematically fitting, but summoning spells are significantly more powerful than other spells and require special attention to ensure balance. The solution to a death cleric that wants to be a summoner might be multiclassing. -> revivifySome death clerics/gods may object to resurrection, but it's undeniably appropriate for a death cleric to have the power to guide a just-slain lingering spirit back into its body, blight -> clutches of death, antilife shell -> enervation, cloudkill -> necrosisAgain, favoring necrotic damage over poison
- Channel Divinity: Touch of Death (2nd level): is now a free action (and thus can't be used off-turn)
- Sense of Doom (3rd level; new): special sense for dead, dying, and bloodied creatures, including sensing death save pass/fail counts
- Master of Fates (3rd level; new): super-powers spare the dying and extinguish lifeBoth of which were also buffed. The latter is especially good to be able to cast at-will now.
- Captain of Souls (6th level; new): recruit spirits to heal or harm on their way to the afterlife
Inescapable Destruction (6th level):removedNow redundant with Blessed StrikesDivine Strike (8th level):removedNow redundant with Blessed Strikes- Empowered Spirits (10th level; new): just a buff Captain of Souls
- The Last MinuteName pending. This sounds like a movie. (14th level; new): delay a creature's death and make the invincibleOverpowered? Maybe. But it only activates on death, and the target still dies. for 1 minute
Improved Reaper (17th level):removed- Channel Divinity: Mortal CallName suggestions welcome here, too (18th level; new): finally, a save-or-die
- Feats:
- Divine Mark (1 FP): get a holy symbol that can't be removed from you
2D Changes:
- Classes:
- 19th-level ASI can bring a score up to 6 (P92)
- Removed Cantrip and Martial Versatility featuresThese things should absolutely be able to change if the player is unhappy with their choices, but this formalization is unnecessary at best and detrimental at worst. A benevolent DM would let a player change immediately, within reason. A rules-oriented DM might see these features as a reason to disallow such changes except through the 'official' means. I think the best option is to add an informal note to DMs advising that it is ok and good to let players change aspects of their characters they are unhappy with.
- Fighter/Warlord: Lead by Example allows copying Disengage nowIt was pointless to do so before, but now Disengage can be used to escape grapples
- Actions:
- Disengage: is now the escape-grapple action (P91)
- Spells:
- Spare the dying: is now 1 AP and can let target spend a hit die (SP40)
- Extinguish life: now deals automatic 1d4 damage to bloodied creatures instead of just killing a dying creature
- Feats:
- Athlete: now also gives a swim speed (FP3)
- Infuriating, Frightening: passive score DC is now mandatory for AOE effect, and isn't save ends (FP4)
- Items:
- Holy symbol emblem can now be applied to a weapon or armor, not just shield
v2.11.1
Website Fixes:
- All popups should now actually appear when moused over
- Popup-searching in tables (ie, searches that start with "$", which performs the search in that column's popups) now work again
- Dragging popups to the left in non-fullscreened windows no longer shunts the popup too far left
v2.11.0
2D Changes:
- Movement:
- Swim speed now has crawling as a secondary movement modeLet the fish flop
2D Fixes:
- Attacking: specify base AC calculation
- Ranger: updated speed verbiage in Roving
- Fighter: fixed table header
- Spells:
- Typo in reminiscent snare
4C Changes:
- Elf overhaulMy former elves were too similar lorewise to 5e, and mechanically dull. I intend to give other traditional races a glowup too. I want every subrace of every race to have a clear mechanical reason for why someone would want to choose it, and elves were the worst offenders.:
- Trance: rules for entering/exiting trance, and slight penalty for coming out of trance in combat
- High & wood elf -> blessed elf
- Mystic Trance (new): 1/long rest, regain a spell slot during a short rest
Cantrip-> Innate Spellcasting: choice is permanent instead of changeable after 8 hours, but can be wizard or druid spell and choice of Int or WisFleet of Foot: removedAll elves now just have a 35 ft walk speed.Friend of Beasts: removedGave communication with Medium and Large beasts, and advantage on Animal Handling with them. Watch out, forest gnomes, your trait might be next.Mask of the Wild: removedLet you Hide when lightly obscured by plants. Buffed and moved to Woodland Skirmisher feat.Home in the Trees: removedGave advantage on Athletics to climb plants, and sleep in trees. Will not be missed.
- Sea elf:
- The King's Wish: swim speed matches walk speed
- Sirenic Voice (new): gives new spell siren's song and free cast 1/long restThe goal is a feature that is useful outside of water but still thematic. The old features were literally useless outside of water, and not interesting or inspiring at all.
Underwater Grace: removedGave Dash and Disengage with Dodge underwater.Underwater Camouflage: removedGave advantage on Stealth underwater.
- Jungle elf -> deep elf:
- The King's Wish: swim speed matches walk speed
- Twisting of the Deep (new): choose from one of 10 deep-sea-themed mutations; not all are goodFor NPCs and masochists.
Jungle Walker: removedGave 20 ft climb speed, advantage on Acrobatics to not fall from narrow walkspace, and ignore DT from plants. No longer thematic. Also wasn't very good.
- Fey elf:
- Fey Step (new): 1/SR teleport 30 feetThey needed something to use in combat, and this feature was too iconic to drop...
Flare Glamour: removedMade into a feat instead of just getting it at 3rd level, which I always disliked
- Feats:
- Adapted most elf-related backgrounds into feats with discounts, and added new elf feats
- Swordmage's Ward: adapted from High-Elven Apprenticeship background
- Treesinger's Bow: adapted from Wood-Elven Apprenticeship background
- Woodland Skirmisher: adapted from wood elf Mask of the Wild feature and Wood-Elven Combat Training background
- Acolyte of Lolugo: adapted from Maledrin Acolyte background
- Priest of Lolugo (new): somewhat adapted from Maledrin Acolyte background higher-level features, but also gives an abyssal mutation
- Flare Glamour: copied from fey elf Flare Glamour feature
- Capricious Nature (new): gives fey elves seasonal powersI don't want this to be a core fey elf thing, because seasons themselves are so different worldwide that change with Fey Step
- Elf Eyes (new): cheap way for elves to get Perception proficiency or expertiseI'm continuing to avoid giving proficiencies as racial features; this seems like a good compromise
- Elven Accuracy (new): the classic triple advantage, but requires Perception proficiency
- Adapted most elf-related backgrounds into feats with discounts, and added new elf feats
4C Lore:
- Races:
- Elf:
- Renamed maledrin -> malevir, maredrin -> marevirThe -drin suffix was a mistake, as Elvish and especially Marese aren't supposed to have consonant clusters, eladrin -> perevirThis was also to distance my lore from 5e lore
- Malevir were now banished deeper into the sea, not back onto land
- Fleshed out lore of all elf subraces
- Removed sahuagin, kuo-toa, merrowDeep elves replace these, merfolk, and tritonSea elves replace these
- Elf:
- Languages:
- Deep Goblish -> Dark Goblish
Website Fixes:
- Fixed popup ids for certain popups
v2.10.2
Website Fixes:
- Fixed/removed some broken links
Internal Changes:
- Refactored away string monad MaybeString
- Removed unreachable IDs in popups
- IDs of popups are now based on content, not a semideterministic number
v2.10.1
Website Changes:
- Fixed the version order. 2.9.3 was listed before 2.10.0.
v2.10.0
Proposals implemented: P18, P56, P87; SP36
2D Changes:
- General:
- Long rests give all hit dice, not half
- Classes:
- Changed class hp scaling from mean hit die + Con -> max hit die (no Con)
- Extra Attack reworked to give secondary, free-action Attack
- Monk: Flurry of Blows: no longer has a downsideIt will probably need nerfing as a consequence of Extra Attack change
- Ranger: Ephemeral Strides: reworked from teleport speed to 1/SR free misty step, and your misty step can take someone with you
- Conditions:
- Dying: death saves are now DC 10 Con saves, and add rule for healing 1 hp when rolling 20 or higher
- Actions:
- Removed concept of nonatomicity, as it is no longer needed for Attack
- Offhand Attack: removed as a standalone actionIts previous incarnation on this website was broken: it was possible to a. Offhand Attack and take a non-Attack action, and b. Attack with any weapon, stow it, then Offhand Attack. Both are now impossible.
- Weapon Properties:
- Light: now directly gives a secondary, minor-action Attack, which does half damage instead of not adding ability score
- Updated two-weapon fighting accordingly
- Light: now directly gives a secondary, minor-action Attack, which does half damage instead of not adding ability score
- Spells:
- Cadaverous puppet: now 1st levelMaybe now it will be worth using, with larger bodies at 3rd and 5th levels
- Extract vitality: now 2nd level, and adds spellcasting ability score like other healing spells
- Aura of purity: now treats diseased like the other conditions, giving advantage instead of immunity
- Find familiar: familiar is now a Companion, and special benefits are contingent on telepathyRemoves former ambiguity with sense sharing, seems fitting, and adds niche interaction with telepathy-blocking effects
- Reworded noxious fumes
v2.9.3
Website Fixes:
- Icons for sortable tables are back to pointing in the right direction
- They also no longer affect the column widths
Internal:
- MM->2D converting tool now converts spell popups according to the new standard
v2.9.2
2D Fixes:
- Spells:
- Adjusted wording of: bolster undead, gentle repose, lesser restoration, mirror image, modify memory, spare the dying
- Consistently capitalize creature types when used as such
Website Changes:
- Hopefully improved table sorting performance
v2.9.1
Website Changes:
- Experimenting with new layout for condition cards
- All scripts are now inlined or defered, slightly improving page load times
v2.9.0
Proposals implemented: P48, P49, P62, P69, P78, P82, P86
2D Additions:
- Ignited condition
2D Changes:
- Attunement is no longer lost on death
- Actions:
- Heal: Treat Wounds option is now 2 AP and lets the target spend a hit die on a DC 15 Medicine check, instead of 1/SR 10-minute process to give d6+level hp
- Items:
- Healer's kit: in addition to auto-succeeding a Heal action check, now either restores 1 hp (with Stabilize) or 1/SR doesn't spend the hit die (with Treat Wounds)
- Alchemist's fire: uses new ignited condition, buffed damage from 1d4 to 1d6, and added a splash attack
- Hooded lantern: buffed to be a minor action instead of a standard action to toggle
- Oil: nerfed to dry after 24 hours and deal 1d6->1d4 fire damage
- Holy water: buffed to damage a possessing fiend/undead, if any
- Caltrops: just reduce speed by cumulative 10 feet instead of weird "stops moving this turn" thingThis was bypassable with a readied Move, but cumulative speed reductions CAN stop a creature
- Climber's kit: now includes a small hammer, requires rope to use, and can set the rope length
- Feats:
- Combat Medic: makes Treat Wounds option of Heal action standard->minor action instead of 10 mins->standard action
- Torch Fighter: uses new ignited condition
- Spells:
- Immolation, searing smite: use new ignited condition
- Binding ice, bloat burst, caustic spray, sand blast: use "action ends"
- Clutches of death, earthen grasp, irresistable dance, wrathful smite: use "check ends" (and possibly switch from saving throw to check)
- Eyeworm: is now a check to end instead of a save
- Conditions:
- Terminology for "check ends" and "action ends"
- Grappled:
- Escaping is an Athletics or Acrobatics check instead of a Str or Dex saveTrying to follow the pattern of checks being voluntary actions, and saves being involuntary non-actions
- When moved, instead of costing a reaction to attempt to escape, it's a Str save to resist the movement (but not escape)Makes grappling a less trivial way to move enemies, but it is harder to actually escape one
- Invisible: gives Hide action as a free action on the turn you become invisible
- Monk:
- Ki/Stances:
- Evasive Steps: reverted to just preventing OAs instead of making them miss
- Ki Strikes: now free once per offensive stanceIt used to be 1/stance/creature, which was meant to encourage spreading status, but it didn't really do that and felt overly verbose. Then it was unlimited, which was broken.
- Way of the Open Hand: Resonant Ki: nerfed to add or subtract Martial Arts die instead of giving advantage/disadvantage, and no more using ki to repeat itThis was perhaps the most broken part, especially given how cheap ki becomes now. This feature is still on a watchlist, though.
- Ki/Stances:
- Fighter:
- A few wording tweaks
- All abilities that gave reactions to allies now give free reactions instead
- In particular: Commander's Strike, Lead by Example, and Rally Point Warlord features, plus Maneuvering Attack
- Ranger:
- Horizon Walker: Ephemeral Stride: no longer does auto-damage along teleport pathComically strong versus minions, but this feature may have predated the widespread adoption of minions in 2D
4C Changes:
- Soraskan:
- Long Claws: are now heavySpecifically to prevent using the d10 unarmed strike with monk Martial Arts
Website Changes:
- Added a syntax to add HTML ids to the bold, italic "header" sentence in e.g. "Effect. so and so...", so that may become more common going forward
v2.8.1
2D Changes:
- Spells:
- No longer display elemental or domain tags, since they aren't currently used for anything on this website
2D Fixes:
- Move action is repeatable
- Fixed a typo
Website Changes:
- Added dedicated glossary page with mega-table
- Most glossary pages now show items in a table, instead of collapsable listsNot ideal for mobile, but that will be fixed later
v2.8.0
2D Changes:
- Monk:
- Ki:
- Evasive Steps: now makes OAs automatically miss instead of preventing them
- Gain more ki points with level
- Stances:
- Removed the limit on subjecting the same creature to a Ki Strikes option for free more than once per turn
- Reduced number of stances known
- Rewrote all stances
- Stances no longer get more complicated at higher levels
- Stances now each give 1 passive benefit and 1 active benefit
- Higher-level stances have costlier active benefits
- Passive benefits aren't as gamebreaking out of combat
- Purity of Body and Mind: now adds Martial Arts die to save instead of giving advantage
- Ki:
- Feats:
- Heavy Armor Master: reduce any BPS damage, not just from weapons
4C Changes:
- Dwarf:
- Dwarven Fortitude: no longer gives resistance to diseased
- Crag Climber: now just gives a climb speed instead of situational Athletics advantage
Website Changes:
- Major overhaul of table generation
v2.7.1
2D Changes:
- Equipment:
- Renamed "adventuring gear" to just "items"
- Items with special actions or attacks now state so separately below the description, including AP cost
- Added page for magic items, which currently contains:
- All healing potions
- Rules for suppressing magic items
- Rules for attunement
- Price guide
- Actions:
- Use action now has variable AP, deferring to the item itself
- Spells:
- Added rules for rituals
- Brought in rules for concentration, removing it from conditions page
- Described schools of magic
2D Fixes:
- Artificer gets fog cloud
Website Changes:
- Changelog:
- Added description of versioning system
- Retroactively added v1.0.0
- Attunement, ritual, and concentration tags now link to where corresponding rules are defined
v2.7.0
2D Changes:
- Druid:
- Added Relentless Form (Level 7): lets you expend a primal surge to drop to 1 hp instead of losing beast form
- Wizard/Diviner:
- Expanded Spell List (Level 2): added far sense
- Added Distant Visions (Level 2): gives clairvoyanceThis is the quintessential thing that diviners should be able to do, and it felt really bad that they just weren't able to do it at low levels. Also, diviners are very pressed for spells known, so every free spell helps., lets you downcast it for reduced range, casting time is 1 standard action and ignore its material components
- Portent (Level 6): moved from level 2It is good, but extremely bland, and much of its power is at higher levels anyways when saving throws can be more impactful.
Oracular Preparations (Level 6):removedNever got a chance to use it, but it didn't seem very interesting and was very similar to Quick Swap.
- Spells:
- Piercing gaze: minor->standard action
- Extract vitality: no longer adds creature's Con, since it's a lot of hp already, and knowing Con requires bookkeeping
- Bolster undead: now also gives advantage on targets' saving throws
- Cadaverous puppet: increased animatable size by 1 at all levelsIt was kind of useless compared to deadwalk
Eavesdrop:removedIt became redundant with downcast clairvoyance
- Senses:
- Mindsense is now blocked by 3 feet of wood
- Actions:
- Item Interaction renamed to Interact, and can explicitly be used to grapple allies
- Activate Object renamed to Use
2D Fixes:
- Spells:
- Invisible item: no longer technically ends when failing to make it visible again
- Noxious fumes: now specifies when to make the recurring save
- Other minor fixes
4C Fixes:
- Ixilit:
- Clarify that ending dormant state requires no action
- Other minor fixes
v2.6.4
2D Changes:
- Senses:
- Added section on swapping senses
2D Fixes:
- Spells:
- Magic jar: trapped creature can't use reactions either
- Distort magic: can explicitly change apparent alignment
- All-seeing eye: no longer gives blinded (is now unambiguously redundant)
- Dream web: minor action is repeatable
- Eyes of the dead: minor action is repeatable
- Minor verbiage tweaks in: arcane eye, awaken, beast sense, clairvoyance, counterclairvoyance, darkness, draconic transformation, eyeworm, eyes of the dead, find familiar, maddening darkness, mirror image, mislead, project image, shapechange, soul cage
- Monk/Way of the Third Eye/Vision of the Third Eye: update to reflect detect thoughts changes from v2.3.0
- Added many links (mostly to the "Perception" skill)
Other:
- Fixed changelog headers; they should all start with a "v"
- Added self-links in 2D/Equipment
v2.6.3
2D Changes:
- Actions:
- Revised explanation of action points so it no longer alludes to 5e's system
- Actions can't be used more than once per turn->roundThis prevents readying non-repeatable actions to use them a second time on a later turn. unless repeatable
- Introduced concept of "free reactions" and rules for multiple reactions (P 55)
- Updated verbiage everywhere from "your/its reaction" to "a reaction"
- Used "free reaction" in Keen Mind feat
- Put reactions in their own list
- Rewrote the Ready action, but should be mechanically the same
2D Fixes:
- Fixed a handful of typos
Website Changes:
- Added "self-links" in the navbar of certain pages (classes and most races, e.g. wizard), which are colored green
- Adjusted the color of the cross-links
v2.6.2
2D Changes:
- Added a Creature Types glossary section
- Tweaked verbiage/capitalizationThe intended capitalization scheme is: noun versions of creature types, as in 'undead are immune to this spell', are lower case, but may link to the type for clarity. Only the creature type itself, as in 'the Undead creature type' or 'an Undead creature,' gets capitalized. in many places
- Added links to these types
2D Fixes:
- Spells:
- Create phylactery makes you immune to diseased
- Druid:
- Skeletal versions of beasts from Shadowfell's curse have immunity to diseased
Website Fixes:
- Removed "hints.html" pages
v2.6.1
Website Changes:
- Support "crosslinks" in the navbar
- Identifiable by their blue text
- Currently used in Four Corners "Player Options" section to link to 2D classes, equipment, and spells
- Internal:
- Refactored navbar generation; now relies on various "hints.json" in md source instead of hardcoding things
v2.6.0
2D Changes:
- Classes/druid/Wild Shape: beast forms with Keen Smell now have supersmell sense
- Spells:
- Added noxious fumes: bard/druid/wizard spell that's particularly good against creatures with supersmell
- Undead spell creatures are now immune to diseased
- Undead transformation: gives diseased immunity
- Haste: nerfed to target 30 ft -> Self and drop the AC bonus (SP 29)
- Vampiric touch: spell attack damage adjusted and now replaces an unarmed strike instead of costing a standard action (SP 30)
- Draconic transformation: adds Dragon type (SP 31)
- Dancing lights: dropped concentration, duration 1 -> 10 minutes, and can set lights to move with you (SP 35)
- Quicksand: causes hindered instead of slowed
- Plant growth: now actually makes difficult terrain
- Conditions:
- Exhaustion: die on 10th level instead of 11th
- Hidden: rewrote benefits, and attacking only reveals your location to your target (who can then reveal your location to its allies)
- Hindered: replaces old slowed
- Senses:
- Disambiguate "base senses" and "special senses", and special senses now explicitly require a base sense to function
- Mindsense: can detect concentration/concentrating creatures (P 65), detectability is union of preconditions instead of intersection, no longer counts as form of sight, blocked by 2->1 inch/foot of metal/stone
- Devil's sight: removedNothing used it on my website, and it doesn't need to exist as a standalone sense anyways.
- SupersmellPlease let me know if you think of a better name :|: subsumes Keen Smell trait and allows automatic detection of presence of creatures
- Environment:
- Space: squeezing and being stuck cause hindered instead of slowed
- Discretized passive Perception falloff to be -0/-2/-5/-10 at 5/20/60/+Discretization should make it easier to calculate at a glance. Also, the penalties mimic cover and the distances mimic thrown weapon ranges, which hopefully makes them easier to remember. feet
4C Changes:
- Races:
- Wood orc: new Keen Smell trait granting supersmell (5 ft.)
- Soraskan:
- Keen Smell: now grants supersmell (10 ft.)
- Venomous Claw: also recharges on long rest
- Poison Conversion: number of bonus Venomous Claws = quarter->half poison damage taken, and they disappear on short->long rest
2D Fixes:
- Classes/druid/Wild Shape and various spell creatures:
- Creatures with Echolocation trait now simply have blindsight that requires hearing
- Creatures with blindsight that are "blind beyond this radius" now simply have Sightless or Senseless
- Eyeless -> Sightless now means you lack a sense of sightThis and related changes means that spells that cure blindness no longer arguably apply to sightless creatures.
- Senseless now means you lack a sense of sight, hearing, and smell
- Spells:
- Curse spells rewritten to explicitly "curse" target, and no longer explicitly state they can be ended by remove curse: bestow curse, geas, hex, modify memory
- Added "2D" source to edited spells: aura of purity, contagion, danse macabre, enhance ability, harm, heal, heroes' feast, lesser restoration, mass heal, power word heal, ray of enfeeblement, vicious mockery
- Conditions:
- Standardized verbiage of conditions ("experience" -> "suffer" for penalties)
- Simplified/better explained: charmed, grappled, grappling, incapacitated
- Unconscious: fixed a typo
- Senses:
- Blindsight: greatly simplified description
- Environment:
- Difficult terrain: reworded stacking rules
v2.5.0
2D Changes:
- Classes:
- Spellcasting: no longer requires time to change prepared spellsThis never came up and was basically irrelevant fluff. I vote to just streamline it away.
- Druid/Wild Shape:
- Desert cobra: venom effect triggers on a damage threshold instead of cumulative damage taken
- Wizard:
- Necromancer:
- Get deadwalk instead of posthumous punchI think this is a better choice anyways, as deadwalk synergizes well with certain other necromancy spells (including posthumous punch) but might not get taken over other cantrip options as the free cantrip, and can cast it 1/turn as a free action
- Diviner: new subclass based partially on 5e's School of Divination
- Divination Savant (Level 2): changed to match rest of 2D wizard subclasses, i.e., +1 divination spell per level
- Portent (Level 2): reworded and tweaked to explicitly only affect 1 die when there's advantage or disadvantage
Expert Divination (Level 6):removedI think this existed as a symptom of the fact that divination spells were extremely scarce, niche, and weak in 5e, so this made them feel less bad to burn a spell slot on. The 'weak' aspect is hopefully alleviated with some of the new divination spells.- Oracular Awareness (Level 6): ribbon feature that gives immunity to being surprised
- Oracular Preparations (Level 6): basically prepare all spells in a superposition which collapses as you cast themThere are always going to be niche divination spells, as divination is such a utility-centric school of magic, and the situations that could benefit from divination (i.e., 'gaining information') are so diverse that many niche spells are required to cover them. Thus, a diviner will always feel the pressure of limited prepared spells per day (and limited spells known, of course). This feature is very similar to Quick Swap, but supercharged and diviner-themed. TBD if it works or not.
- Heightened Cognition (Level 10): free cast of 2nd-level or lower divination spell per day, and ignore its concentrationA lot of the new divination spells require concentration, so this hopefully alleviates the competition between those spells and other more useful spells. Basically, the goal is to encourage casting of niche spells. Or dire future, I guess.
The Third Eye (Level 10):removedThis basically just gave you a permanent pseudo-emulation of either darkvision, comprehend languages, or see invisibility at any given time. There is something to be said for the long duration, but Heightened Cognition somewhat generalizes The Third Eye by enabling arbitrary low-level passive divination spells. TBD if it works out that way in practice.- Greater Portent -> Perfect Clarity (Level 14): still get a 3rd portent die, plus portent dice can fully override (dis)advantage
- Necromancer:
- Monk:
- Stances/Patient Defense: nerfed from after hit, reroll with disadvantage -> before attack, impose disadvantage (and similar with Dex save)
- Spells:
- Added 23I want to cut down on this number. My least favorite spell effects are those of outwit and insidious insight, which thus might be removed or combined somehow, possibly along with expose weakness. I definitely welcome feedback on any of these spells, though; a few might be a little too spicy. divination spells: all-seeing eye, arcane appraisal, archives of fate, blissful revelations, dire future, doomsaying, dreadful revelations, dream web, eavesdrop, expose weakness, eyeworm, insidious insight, library of the mind, mass identify, outwit, piercing gaze, prescient strike, reminiscent snare, revealing light, telepathic interception, twist of fate, verify, visions of odds
- Enlarge/reduce: simply add/remove 1d4 from weapon attacks, instead of affecting the weapon directly
- Far sense: no longer a ritual (SP 32)
- Wizard's strike: explicitly ignores cover, and nerfed damage 1d10->1d8
- Extract vitality: range 30 feet -> touch
- Ground surf: now travels in straight line only
- Deadwalk: free actionSince the Magic action is repeatable, this was broken. Necromancer was changed to accomodate. -> minor action
- Summon greater undead: the wight can now command any number of its minions with one Command; wraith inflicts weakened; ghoul poisons instead of slows and paralysis is symptom of poison
- Contagion: reworked with new ability-damping conditions
- Ray of enfeeblement: now inflicts weakened, instead of only halving Strength attacks
- Slow: still slows, and retains attacks against you having advantage (but now only your Dex attacks have disadvantage)
- Harm: inflicts diseased
- Necrosis: inflicts diseased
- Lesser restoration: also heals diseased
- Repair major damage: also heals weakened
- Heal, mass heal: effectively apply infinite lesser restorations to the target instead of listing out specific conditions
- Power word heal: effectively apply infinite lesser restorations and greater restorations to the target instead of listing out specific conditions
- Heroes' feast: refers to diseased condition, and also cures frightenedPreviously, this spell cured diseased and poisoned, and gave immunity to diseased, poisoned, and frightened.
- Actions:
- Command: now a formal action, used for commanding a companion
- Conditions:
- Grappling: moving the target within your reach is a free -> minor action
- Charge: instead of slowing, halves speed UENT and first attackThis is a big buff, since slowing previously caused all attacks to have this UENT and your own attacks had disadvantage. TBD if this makes Charge OP, but it seems to me that it's a more equitable trade: move now and attack now, move less later and get hit once later against you has advantage
- Added "ability-damping" conditions (P 64), which impose disadvantage on attacks, checks, and saves of a particular ability, plus a rider effect
- Weakened: Str; halves damage
- Slowed: now the ability-damping condition for DexMight add a 'hindered' condition to retain slowed's former niche as semi-restrained; many other things were altered to accomodate this change to slowed; explicitly halves speed (instead of +1 ft/ft), and no more blanket (dis)advantage on attack rolls by/against you
- Diseased: Con; prevents healing
- Addled: Int; prevents reactions and concentration
- Inebriated: Wis; halves special senses
- Gentled: Cha; -1 AP
4C Changes:
- Races:
- Goblin/Resilient to Disease: now refer to the diseased condition and ignores disadvantage on Con saves vs. diseased
- Orc/Aggressive Instincts: trigger on "becomes bloodied"Bloodied was too infrequent and not always announced by DM -> "takes damage"
2D Fixes:
- Classes:
- Wizard/Necromancer/Commander of the Dead: now refers to the Command action
- Druid/Wild Shape:
- Akararyx, hyena: now refer to the diseased condition
- Hobrat: hobwart now causes diseased condition
- Spells:
- Enhance ability: reorder options to match standard ability order instead of alphabetical
- Vicious mockery: fully update to d6 (was previously just the scaling damage)
- Wall of dirt: up 10 feet high (was previously unspecified)
- Danse macabre, giant insect: now refer to the Command action
- Aura of purity, feign death: now refer to the diseased condition
- Dancing lights follows new light style guide from v2.4.1
- Movement:
- Jumping: removed "again" in divide by 2 rule
- Feats:
- Armored feats: explicitly grant corresponding shield proficiencyReally, shield proficiency should be implied by armor proficiency
- Classes:
- Monk:
- Way of the Four Elements/Elemental Stances: fix grammar of rider effects
- Monk:
4C Fixes:
- Races:
- Orc:
- Relentless Endurance: "are" reduced to 0 hit points -> "would be"
- Protective Instincts: move towards space within 5 feet of ally, not towards ally per se
- Ixilit: speed description now matches race card (no walk speed)
- Salamander: reworked diseased immunity
- Dwarf, rot gnome: now refer to the diseased condition
- Orc:
Website Fixes:
- Various minions now show "none" for hit dice
- All header fields in creature statblocks (e.g. languages) should now be capitalized
v2.4.1
2D:
- Use parenthetical notation for senses and light (p 61)
- Spells: fix accidental nerf to giant insect by allowing multi-target commands
v2.4.0
2D Changes:
- Spells:
- False portal can now be made permanent via repeated casting
- Awakened Shrub and Awakened Tree now have blindsight 60 ft. and uses your spell attack modifier to hit
- Affects awaken and druid grove
- Giant insect now uses the Companion trait and uses your spell attack modifier to hit
- Tiny servant now uses the Companion trait (but can still issue multi-turn commands) and uses your spell attack modifier to hit
2D Fixes:
- Reworded class HP gain at higher levels to be clearer
- Spells:
- Simplified wording of shadow blade level scaling
- Added "2D" sources to detect thoughts, find familiar, hand of force, and mind blank
- Capitalization in danse macabre and finger of death
v2.3.0
2D:
- Senses:
- Added mindsense (p 60)
- Clarified that blindsight usually can't see illusions
- Spells:
- Detect thoughts gives mindsense (sp 21)
- Mind blank gives immunity to mindsense (sp 24)
- Nerfed shadow blade by 1d8 damage and postponed scaling by 1 level (sp 23)
- Tweaked longstrider to scale by 5 ft per level instead of 1 target (sp 25)
- Buffed expeditious retreat to scale by 1 target per level, have range 30 ft, and Dash as reaction when spell is cast (sp 25)
- Buffed enlarge/reduce to increase/decrease target reach (sp 26)
- Buffed lightning lure damage to 1d10 before pull, have a range, and reduce speed by 10 ft after pull (sp 27)
4C:
- Races:
- Ixilit
- Dormant State: no longer gives disadvantage on initiative, and replaces all senses with mindsense
- Empath: uses Int for spell save DC instead of Wis
- Ungoblin
- Touch of Minds: gives stronger mindsense
- Insidious Assault: instead of pseudo-cantrip dealing 1/2/3/4d12 damage and dazing on fail-by-10, give mind sliver and daze on consecutive fails
- Moved lineages page to be under races
- Ixilit
Website:
- Updated versioning rules to be as follows:
- Primary version: fundamental website changes
- Secondary version: changes to game mechanics
- Tertiary version: fixes to game mechanics, changes to lore, and/or website enhancements
v2.2.0
2D:
- Added artificer:
- Spellcasting -> Makeshift Magic (Level 1): Vancian-style spellcasting via "spell objects", which other creatures can use tooThe catch is that artificer spells are pretty bad; also get 3 cantrips at level 1 instead of 2
- Added to spell list: conjure barrage, minor alteration (new), repair major damage (new), repair minor damage (new), shatter, shield
- Removed from spell list: cure wounds, stone pillar
Magical Tinkering (Level 1):removedLives on as the minor alteration cantrip- Magic Item Adept (Level 1): lets you cast identify for free Int/day
- Emergency Recalibration (Level 1): lets you swap a spell object for another spellThis drastically reduces the punishment for preparing the 'wrong' spells Int/day
- Infuse Item -> Infusions (Level 2): takes 1 hour to make each infusion instead of a long rest, and some infusions you physically makeThese also have explicit gp costs, but really, all infusions cost gp, since the base item isn't free
- Homunculus Servant (Level 2): now has a built-in tool, expertise with that tool, and can make spell objects for you; lost its attackUnless you give it a Shoulder Cannon infusion
- Mind Sharpener -> Armor of Acuity (Level 2): has 3 charges/day instead of 1d4
- Multi-Purpose Tool (Level 2): can become any toolReplaces The Right Tool for the Job feature, and makes +1 spell objectsReminder that artificer spells are bad
- Repeating Shot (Level 2): removed +1 bonus, and now lets the user make a bonus attack instead of extra damage on a crit
- Repulsion Shield (Level 2): removed +1 bonus, dropped from level 6, has 3 charges/day instead of 1d4, gives a +3 AC bonus and deals 1d8 thunder damage in addition to push effect
- Armor of Magical Strength (Level 2): has 3 charges/day instead of 1d6
- Returning Weapon (Level 2): removed +1 bonus, grants or enhances the thrown property, can cause the weapon to return at any time and even attack with it on its way back
- Nightvision Goggles (Level 2): gives or adds 120 feet of darkvision (replaces Replicate Magic Item: Goggles of Night, but with doubled range)
- Sending Shells (Level 2): a pair of shells that transmit sound, with a 10 mile limit (replaces Replicate Magic Item: Sending Stones, without the hassle of using sending)
- Freny Seed (Level 2): can grow a plant from summon plant or, later, summon greater plant
- Radiant Weapon (Level 2): removed +1 bonus, 3 charges/day instead of 1d4; lets you cast downcast blinding smite instead of reaction blinding effect
- Shoulder Cannon (Level 2): gives a creature a light weapon that doesn't use an arm slot and uses your Int for attacking
- Magic Detector (Level 2): magic radar (replaces Replicate Magic Item: Wand of Magic Detection, but always active and with a shorter range)
- Grappling Harpoon (Level 2): a grappling hook that you can also attack with
- Helm of Awareness (Level 2): unchanged, except no longer level 10How on EARTH was this level 10, it's not even good at level 2
- Scattershot Gun (Level 6): a ranged weapon with a slight AOE property
- Mind Linker (Level 6): lets a construct Companion's leader communicate telepathically and see through its senses
- Quickshot Gun (Level 6): ranged weapon that does little damage but can make an extra attack
- Boots of the Winding Path (Level 6): removed 15 foot limit
- Ever-Filling Brew (Level 6): can create various fluids, including 3 types of potion (replaces Replicate Magic Item: Alchemy Jug, and actually useful)
- Arcane Propulsion Armor -> Power Armor (Level 10): sets minimum walk speed to 30 ft instead of giving +5 bonus
- Resistant Armor (Level 10): bumped from level 6, and the damage type can be changed as a major action
- Longshot Gun (Level 10): ranged weapon with big damage, super long range, and can ignore nearby cover
- Third Arm (Level 10): functions as an extra arm
- Removed: Replicate Magic ItemWe have the power to make proper infusions instead, Enhanced Arcane Focus, Enhanced Defense, Enhanced WeaponMessed too much with bounded accuracy, especially Enhanced Defense, and were too splashable
- Artificer Combat Tactics I: can choose "martial tactics" for armor and weapon proficiencies, or "magic tactics" for a bonus cantrip
- Artificer Specialist (Level 3): gain subclass, with more features at levels 7/11/15 instead of 5/9/15
- Sustaining Attunement (Level 3): 1 attuned infusion per creature other than you doesn't count against infusion limitEncourages sharing infusions with others
The Right Tool for the Job (Level 3):removedLives on as the Multi-Purpose Tool infusion- Artificer Combat Tactics II (Level 5): if you chose martial tactics, get extra attack; if you chose magic tactics, get doubled spell objectsAgain, artificer spells are not good
- Flash of Genius (Level 7): unchanged
- Extra Attunement (Level 10): gives an extra attunement, and again at 14th and 18th levelsThese are the levels at which an artificer could otherwise exceed their attunement limit with their own infusions
Spell-Storing Item (Level 10):removedRedundant with Makeshift MagicMagic Item Adept (Level 10):removedUnrelated 1st-level feature of same name now exists; extra attunements are granted via the Extra Attunement feature; faster item crafting implies a stable crafting system, which does not and may never existMagic Item Savant (Level 14):removedExtra attunements are granted via the Extra Attunement feature; ignoring attunement prerequisites didn't make any senseMagic Item Master (Level 18):removedExtra attunements are granted via the Extra Attunement feature- Soul of Artifice -> Ultimate Artifice (Level 20): now each infusion becomes +1 and gives +1 to saves if attuned, instead of you getting +1 saves per attunement and ending an attunement to not die
- Battle Smith -> Mechanist:
Tool Proficiency (Level 3):removedSmith's tools no longer required; it just stifled creativityBattle Ready (Level 3):removedGet those proficiences from Artificer Combat Tactics I, if desired; no more option to use Int for attacks, though- Battle Smith Spells -> Mechanist Spells (Level 3): gives 1 spell per level instead of 2, but get a free cast of each
- Steel Defender (Level 3): simplified mechanics, doesn't require smith's tools, revives with 1 hp at no cost instead of full hp and 1 spell slotMight revert this, since the mechanist just ends up spamming mending to bring it up to full anyways, does physical damage instead of force
Extra Attack (Level 5):removedGet this from Artificer Combat Tactics II, if desired- Genius Design (Level 7): free Flash of Genius for construct companions
Arcane Jolt (Level 9):removedWas a fine idea, but had nothing to do with this subclass- Improved Defender (Level 11): down from level 15 and completely changed; now gives the defender a built-in armor/shield/weapon infusion of 6th level or lower
- Ultimate Defender (Level 15): gives the defender another built-in infusion of 10th level or lower
- Spellcasting -> Makeshift Magic (Level 1): Vancian-style spellcasting via "spell objects", which other creatures can use tooThe catch is that artificer spells are pretty bad; also get 3 cantrips at level 1 instead of 2
- Conditions:
- Spells:
- Added minor alteration, repair minor damage, repair major damage, summon plant, summon greater plant
- Fixed/tweaked: animal friendship, crystal burst, dim, sapping strike, summon dragon, telekinetic grip, zapping strike
- Updated hand of force to reflect ability score changes from v2.1.0 and better match current grappling mechanics
- Nerfed eldritch smite: 4d8 -> 3d8 damage
- Items:
- Acid: now triggers a Dex save when splashed, and deals 1 slashing damage when thrown
- Oil: now triggers a Dex save when splashed, and deals 1 bludgeoning damage when thrown; being covered in oil lasts longer causes ongoing fire damage instead of one-time 5 fire damage; removed option to splash/ignite an area
- Added gunpowder
- Fighter maneuvers:
- Specify damage type in Whirlwind Attack and Volley
v2.1.5
2D/4C:
- Feats:
- Adjusted feat costs based on 1 feat point per level
- Lineages: removed game mechanics
v2.1.4
2D:
- Ranger:
- Natural Explorer: renamed to Favored Terrain
- Favored Enemy: gives advantage on all WisNow including Insight, which kinda covers the social interaction aspect and IntIntended to benefit monster slayer's Slayer's Insight, and also Investigation checks vs favored enemy instead of just Perception, Survival, and lore/language; no longer gives advantage on Cha checksThis would have been crazy with Taunt/Frighten mechanics
- Monster Slayer:
- Against the Mighty: now works 1/round vs Large or largerWoulda been funny if it were targets 'larger than you', but that just doesn't work well with e.g. enlarge and gives way to much of an edge to Small characters targets, instead of 1/turn vs creatures with more hit dice than you
- Slayer's Insight: instead of learning all the info when you Hunter's Mark themThis coupling was totally unnecessary. It frontloaded Hunter's Mark and inhibited your ability to analyze other creatures, you now have to Study, make a DC 10 Int checkThis should now synergize with Slayer's Lore, which lets you Study as a minor action and gives 2 knowledge skills, and favored enemy/hunter's mark, which gives advantage on the check, and only learn a subset of the info
- Spells:
- Buffed magic weapon: is now a 1st level spell, and upcasts at 3rd and 5th levels (SP 20)
v2.1.3
2D:
- Starting skills = 1 + int (p 54)
- Spells:
- Mage armor works with armor (sp 18)
- Druid:
- Fix typos in newts, including giving them missing con save prof
v2.1.2
2D:
- Druid:
- Now use your spell save DCs and spell attack modifier for your beast forms, instead of having to calculate them based off of your proficiency and the beast's stats
- Added new beast forms: lizard, frog, goliath toad, newt, spikerib newt
- Reduced speed of dart frog and toad
- Dart frog now has Dry Skin trait
- Toad now has Poisonous Skin trait
- Gecko now has Tail Drop action
- Jellyfish and devil jellyfish Drift action now moves in a random direction and doesn't provoke OAs, instead of just "moving" (using old move rules)
- Spells:
- Find familiar now uses druid creatures
- Mostly the same: bat, cat, crab, frog/toad (now separate creatures), hawk, lizard, octopus, owl, quipper (now bass), rat, raven, poisonous snake (now just snake), spider (now split into web spider and tarantula), weasel
- New options: chameleon, eel, hare, hedgehog, monkey, newt, parrot, piranha
- Gone: sea horse
- Phantom steed: now just uses normal horse stats (from druid beast form) instead of "riding horse"
- Danse macabre, finger of death, negative energy flood: all create zombies/skeletons like the ones created by summon undead
- Find familiar now uses druid creatures
Website:
- Changed/unified creature cards
- Shows stats at top like races and spells
v2.1.1
Website:
- Races are displayed differently, showing base stats at the top instead of as traits where possible
- Ability score calculator now includes a level slider
v2.1.0
2D:
- Added ability scores section to rules
- Replaced ability score with modifiers (prop 52)
- Rescaled Strength, Intelligence-7, -6, and -5 correspond to most amphibians, reptiles, and mammals, respectively, and Charisma-5, -4, and -3 correspond to most amphibians, reptiles, and mammals, respectively. Higher than Int because I'm considering 'force of will' as charisma; similarly, intimidation is cha of druid and spell creatures
- Tweaked some spells accordinglyThese spells were never updated when I added the druid creatures, which generally have higher Int than 5e creatures (see below)
- Added hit points section to rules
- Adjusted hit points at 1st level to be 10 + mean hit die + con instead of max hit die + con (prop 51)
- Spells:
- Fixed temple of the gods: now uses your spellcasting ability instead of Wisdom
- Tweaked awaken and beast bond: require newint < 0 instead of oldint < 4
- Tweaked psychic scream, synaptic static, telepathic bond: require newint > -6 instead of oldint > 2
- Tweaked telepathy: require newint > -10 instead of oldint
- Old creatures (i.e. creatures associated with spells other than the new summon spells) are considered deprecated
- Their scores have been replaced as with prop 52, but not rescaled
- Updated versions will match game statistics of druid creatures when applicable and/or scale with spell level
v2.0.2
2D:
- Added languages page, explaining language proficiency and telepathy
- Switched to concept of language proficiency
- Spells:
- The following spells last until the end of a short rest: armor of ice, crown of stars, false life, freedom of movement, longstrider, protection from poison, see invisibility, true seeing, warding bond (spell prop 11)
- The following spells last until the end of a long rest: darkvision, death ward, foresight, mage armor, mind blank, water breathing (spell prop 11)
- Nerfed eruption damage by 1d12 from each roll
- Slightly simplified movement: Move action's special pool is explained in the action, and Dash just lets you MoveThis is almost entirely to make reaction-Dashes actually do something
Website:
- Skills now have an "Appears in" section
- Moved Four Corners languages from /systems to /player-options
v2.0.1
2D:
- Equipment:
- Rewrote section on improvised weapons
- Removed section on silvered weapons
- Rewrote many weapon/armor properties
- Removed "range" property
- "Ammunition" property specifies which ammunition to use in parentheses
- "Reach" property specifies distance in parentheses
- Multiclassing into fighter gives heavy armor proficiency (prop 58)
- Ranged attacks provoke an opportunity attack (prop 53)
- Acid damage is halved underwater
- Shield proficiency is now explicitly granted for each tier of shields
- Added page on attacking
Website:
- Popup titles are properly capitalized
- Contents in parentheses are excluded from header ids, so urls don't inclume them
v2.0.0
Website:
- Completely reorganized website
- Moved classes, spells, equipment, most feats, the glossary, and variant rules to new 2D directory
- Races, backgrounds, lineages, and some feats remain in Four Corners, now under "Player Options"
- Grouped 4C lore pages together
- Moved "changes" page (this page) to root and renamed to changelog
- Added MMD support for images
- Images can currently be found at: goblin, salamander, ixilit, and bestiary
- Added MMD support for tables of contents
- Added an ability score calculator
- Updated favicon
v1.25.0
Game:
- Monk:
- Purity of Body and Mind: just gives advantage on Con/Int/Wis/Cha "save ends" saves instead of weird extra save at start of turn
- Stances: start with any 2 stances, down from 4And down from 2 of each poise before that. Balancewise, each stance is pretty strong on its own, and having so many stances to choose from at all times can get crazy. Stances also just take up a lot of mental space as a player. I'll probably reduce the number of stances learned at higher levels, too.
- New stances: Lashing of the Storm Cloud, Scatter the Spears
- Inner Strength: now adds Monk Distance to push on failed Str saveThis is part because just the Monk Distance felt slightly low, part because it was still very potent (especially around hazards), and part to give the Open Hand monk another save to convert to Wisdom instead of setting push to Monk Distance
- Twist the Arm: makes your grapple count as a light weapon
- Fearsome Visage: is now save ends; 17th level version punishes failed saves instead of extending the duration
- Ki (Deflect Attack): specifically only reduce BPS damage
- Subclasses: added Way of the Third Eye, Way of Shadow, Way of PietyConcept inspired by u/TheArenaGuy's Way of Transcendence, and Way of Peace
- Way of the Four Elements:
- Elemental Eruption: rephrase, use Martial Arts DC instead of Wis, requires somatic components, and entire feature is 1/long restIf 4 5th-level spells per long rest wasn't strong enough, it was actually 4 choices between 2 5th-level spells per long rest. This subclass felt strong enough already, and 1 choice between 8 spells per long rest is still good.
- Way of the Open Hand:
- Resonant Ki: can spend a ki point to use it again
- Ki Healing: renamed to Resonant Healing
- Spells:
- Tweaked detect thoughts: is now psionic instead of arcane
v1.24.2
Game:
- Monk:
- Ki (Deflect Attack): no longer add monk level to damage reduction
- Stances: just learn any 3 stances at level 1 instead of 2 of each poiseThis might feel bad, and might be reverted, but maybe this is a decent way reign in the monk's insane versatility, especially at high levels, and can no longer swap stances each long rest
- Added Hands of Steel: buffs your Deflect Attack
- Stunning Strikes: reworked to be 11th level, require a ki point to stun, and can knock soul out of body entirely at 17th level
- Flurry of Blows: now each attack must be against a different target instead of requiring the extra attack to be against something you haven't already hit
- Redirect Attack: removedLives on in the new Hands of Steel stance
- Way of the Four Elements:
- Elemental Stances: extra effect is limited to 1/turn; water whip is spell attack instead of weapon attack
- Way of the Open Hand:
- True Ki Strikes: renamed to Open Hand Technique; now also gives Inner Strength stance
- Resonant Ki: reworked to be less weird and more powerful
- Trace the Ripples: rephrased it to not give weird blindsight
- Lingering Resonance: reworked to reflect changes to Resonant Ki
- Astral Shove: removedIt lives on as the new 17th-level Stunning Strikes effect in favor of Lethal Cessation
- Feats:
- Dual Wielder: parry effect now requires a melee weapon
- Poisoner: can apply poison without a free hand
- Soraskan:
- Venomous Claw: minimum 1 use
v1.24.1
Game:
- Monk:
- Ki Strikes: renamed option Flinch -> Feint
- Way of the Open Hand:
- Resonant Ki: trigger effect on stance change, not just poise changeRequiring a poise change was too reminiscent of disallowing the same stance on consecutive turns, and was likely a bad idea for all the same reasons.
- Trace the Ripples: penetrates cover
- Lingering Resonance (Level 10): added; makes resonance last arbitrarily long
v1.24.0
Game:
- Monk:
- Ki Strikes: rename option shock->flinch, and change wording
- Stances: attempted to simplify wording for stance duration
- Ki Healing: removedMoved to Open Hand subclass. As a core monk feature, it was problematic for several reasons. Balancewise, it was by far the best SR-renewable healing in the game. Designwise, it made it very difficult for a subclass (or stance) to e.g. give more ki points. Scopewise, the monk simply doesn't need to have healing in its base kit. It does plenty already.
- Flurry of Blows: nerfed to not do the extra damage 1/creature/roundReally not necessary. Note that single-target damage can still be improved by certain stances.
- Transcendant Stance: reworded to remove ambiguity
- Added a reimagined Way of the Open Hand subclass
- Spells:
- Buffed lightning arrow: now triggers on a hit and targets specific creatures instead of 10-foot AOE (spell prop 15)
- Ranger:
- Tireless: buffed to give hit die instead of temp hp, plus a ranger spell slot (prop 46)
- Introduced class spell slots (prop 45) and refer to them in wizard, druid, and ranger Spellcasting features
v1.23.1
Game:
- Feats:
- Buffed Bow Master: now get advantage on attack if target is within normal normal range
- Reworded Blind Fighting and Great Weapon Fighting fighting styles to remove ambiguity
Website:
- Links to headers now replace '.' with '-' instead of just removing them
v1.23.0
Game:
- Blind Fighting fighting style prevents disadvantage (Prop 41)
- Evasion and evasion-like features no longer work while incapacitated (Prop 44)
- Flanked condition (finish Prop 43):
- No more flanking by just being on opposite sides of a creature
- Can flank in other ways, such as with various wild shape forms
- Tremorsense no longer gives flank immunity
- Ranger:
- Favored Terrain: added jungle, replaced Underdark with underground
- Natural Cure: Wis mod uses instead of PB uses
- Druid:
- Wild Shape forms:
- Nerfed tundra bison: attacks just do 1d10 damage, not 2d10
- Buffed rhinos: can push larger creatures
- Regional Spells:
- Mountain: identify -> stone pillar, wall of stone -> hallow
- Underground: earth tremor -> seismic sense, darkvision -> entomb, meld into stone -> earth glide, stone shape -> crystal burst, passwall -> wall of stone
- Wild Shape forms:
- Spells:
- Renamed move earth to terraform
- Feats and feat points (many ideas copied from Rezia):
- Get 1 feat point per level; adjusted feat costs accordingly
- Removed: Actor, Dungeon Delver, Durable, Inspiring Leader, Lucky, Mounted Combatant, Savage Attacker, Skulker, ToughIt was too much of a no-brainer, Chef
- Added: Stick Fighter, Gladiator, Bow Master, Torch Fighter,
- Shield Master: requires shield prof, faster don/doff, can use the push attack as a normal attack; no longer just add shield bonus to Dex savesWay too verbose for just a +2 bonus, and was redundant with the pseudo-evasion
- Weapon Master: renamed to Weapons Generalist; just gives prof with all simple/martial weapons
- Tavern Brawler: renamed to Brawler
- Crusher: knock prone on crit instead of give advantage on attacks; works on any target, and only with bludgeoning weapons
- Piercer: works on any target, and only with piercing weapon damage
- Slasher: totally rework to give aoe damage (cleaving) instead of reducing speed/giving dis on attack rolls
- Poisoner: no longer costs 50 gp to make poison, but result only lasts 8 hours
- Martial Adept: regain maneuver on a short rest
- Linguist: drop the cypher aspect
Defensive Duelist:conceptually merged into Dual Wielder- Dual Wielder: no more +1 AC and ignore light; instead, get advantage on followup attack after a miss, and can do Defensive Duelist-style parry
- Polearm Master: requires polearm prof; no more minor action attack; ignore cover; works with spear instead of quarterstaff
- Magic Initiate: based on domain instead of class; can choose any ability; get lots of spells
- Skill Expert: renamed to Expert; can give tool expertise; doesn't give proficiency
- Equipment:
- Basic poison: 1 dose = 1 chance for 2d8 poison + poisoned, instead of 1 dose = unbounded (melee) or 3 (ranged) chances for 1d4 poison
- Blowgun needles: 1 dose of poison can be applied to 3 needles at once
v1.22.0
Game:
- Movement v3:
- Implemented commutative movement (prop 41)
- Dropped "natural movement" requirements everywhere
- "Everywhere" = Charge action, the running start in jumping, and various creatures' pseudo-charges
- Removed shifting (part of Prop 43); opportunity attacks are back to vanilla rules
- Jump distance has been doubled (removed the constant x1/2 modifier)
- Monk v3Goal is to be a true martial control class instead of just another striker. Progression somewhat mirrors spellcasters, with choices that get stronger on odd levels. Features on odd levels also alternate between focusing on offense, defense, and mobility. ASI levels give ribbon features.:
- Martial Arts (Level 1): use new Martial Arts DC instead of Athletics for push/pull/trip/grappleNote that even minimal investment in Athletics can make a better DC. Unclear if this clause is worth having.
- Unarmored Movement (Level 1): moved from level 2, and level 1 Monk Distance = 5 ft; no longer gives wall walking laterA stance gives this instead
- Ki (Level 2): brought back ki points, but only Wis mod of them
- Can spend them on Ki StrikesSpiritual successor to the old Stunning Strikes as the monk's go-to control option, but hopefully not irredeemably broken. Attack spam with Flurry of Blows was also too powerful and is simply no more; just use normal Offhand Attacks., Deflect AttackSpiritual successor to the old Patient Defense stance as a monk's go-to defensive option., and Evasive StepsSpiritual successor to the old Step of the Wind stance as a monk's go-to mobility option. Probably weaker than the other ki options, but feels good to have just in case.
Dedicated Weapon (Level 2):used to let you use other weapons as monk weapons; removedMight come back as a feat.Deflect Missiles (Level 3):removed as a featureBuffed and split up into Deflect Attack at 2nd level and Redirect Attack at 7th level.- Stances (Level 3): moved from level 2 and completely reworked
- Many more stances, split into 3 categories ("poises"): offensive, defensive, and agile
- Each poise lets you use a Ki option without spending ki pointsThis is a major reason to use a particular poise at any given moment. Ki points become the fallback for when you need extra versatility or made a misprediction.
- No more limitations on adopting stances on consecutive turnsThe whole point of stances is to reward good predictions and create a dynamic playstyle. Limiting stances made the former impossible, as you were effectively locked into a sequence of stances after your first turn in combat, and shattered dreams of the latter for the same reason. Also, it was just plain painful out of combat.
- Stances get stronger at higher levelsThis is critical to keep old stances viable. Weaker stances may as well not exist, since the stronger stances can always be used instead.
- Many more stances, split into 3 categories ("poises"): offensive, defensive, and agile
- Monastic Tradition (Level 3): now gives features at 3/6/10/14th levelIt was NOT a goal to follow this standard progression; it just made things work out so much better. instead of 3/6/11/17th level
- Slow Fall (Level 4): free in any agile stance, but otherwise unchanged
- Extra Attack (Level 5): unchanged
- Ki Healing (Level 5): moved from level 4 and renamed from Quickened Healing; now costs a ki pointThis feature might be cut or reworked in the future, but for now, it's kind of like a post-combat reward for choosing the right stances during the fight. Maybe.
- Stunning Strikes (Level 5): removed as a featureLives on as a high-level offensive stance.
Sweeping Wind (Level 6):used to let you end Step of the Wind for a bonus to hit; removedWould just be feature bloat with all these new stances.- Evasion (Level 7): unchanged
- Redirect Attack (Level 7): lets you attack with the deflected weapon when you use Deflect Attack
Stillness of Mind (Level 7):used to let you end charmed/taunted/frightened as a standard action; removed7th level was a good place for this, and it might make a return of some kind in the future. For now, it has been reworked/buffed/merged into Purity of Body and Mind at 13th level.- Unseen Force (Level 8): can do force damage with unarmed strikesA way to deal non-physical damage is pretty important. Monks have it the worst, since they rely so heavily on specifically unarmed strikes, which happen to be the hardest 'weapon' to get a magic version of.
- Extra Reaction (Level 9): yeeee
Purity of Body (Level 10):used to just make you immune to poison and disease; removedThis always felt super arbitrary and not particularly monk-y. It has been reworked/merged into Purity of Body and Mind at 13th level.- Flurry of Blows (Level 11): Attack and Offhand Attack both let you make another attack against a creature not already hit as part of that attackMostly to help with multi-target control, but also helps a bit even against a single target if you managed to miss the other attacks against it; also gives extra damage once per round per creatureTo make the spread damage feel a bit better.
- Universal Language (Level 12): touch a creature to speak telepathically with it, but makes it difficult for both of you to lie
Tongue of Sun and Moon (Level 13):used to effectively let you speak any languageSO BORING; removedReworked into Universal Language at level 12.- Purity of Body and Mind (Level 13): make Con/Int/Wis/Cha savesCon=body, letting you clear out not only poison but also many necrotic effects. Int/Wis/Cha=mind, obviously. The chance of failing the save probably balances out its sheer versatility, especially considering it doesn't make the save any easier, so if your save bonus is weak, you're still probably screwed without help. Note that monks have other ways of dealing with Str and Dex saves. at start of your turnthis crucially lets it work against e.g. dominate person, unlike the removed Stillness of Mind
- Force of Will (Level 15): renamed from Diamond Soul and moved from 14th level; no longer grants proficiency in all savesThis was boring, and the intent is somewhat/mostly replaced by Purity of Body and Mind at 11th level.
- Want for Nothing (Level 16): renamed from Timeless Body and moved from 15th level; now you don't need sleep, either
- Transcendant Stance (Level 17): generalization of old Empty Body at 18th level (which is one of the options); gives super-strong stancesMonk version of 9th-level spells. that count as all poises and can be used to cast potent spells, but they cost ki to adopt
- The World as It Is (Level 18): get truesight
- Inviolable Rest (Level 19): basically perma-gentle reposeThis is actually kinda crazy, since it means you can theoretically revivify a monk who died a thousand years ago. Except not, because they probably died of old age. Still a deceptively powerful ribbon, and probably the in-universe goal of many monks. on you when you're dead
Perfect Self (Level 20):used to let you use stances consecutivelyLOL; removed- Enlightenment (Level 20): can maintain a transcendant stance arbitrarily longDon't care if it's broken, my headcannon requires a monk to be able to meditate all day invisibly or with foresight. Might not actually be too broken for level 20 anyways.
- Way of the Four Elements:
- Control Elements (Level 3): get the 4 elemental cantrips
- Elemental Stances (Level 3): totally reworked; no more hard-to-remember interactions with stances and no more limit on repeating elements
- Air: instead of hover speedMoved to level 6., get air blast attack and can push with air
- Earth: instead of tremorsense and getting rocky coverMoved to level 6., get rock attack and can make rock explosion
- Fire: mostly the same, but better range and extra fire damage is unconditional
- Water: instead of swim speed and weird heal, get water whip attack and can make slowing frost
Elemental Deflection (Level 6):used to let you end your stance to take half damage from your element; removedToo technical/ambiguous and wasn't very interesting or useful.- Elemental Infusion (Level 6): get defensive/utility benefits from elements
- Air: slow hover speed with altitude limitGood for auto-ending prone, but probably not going to break anything in or out of combat.
- Earth: tremorsense and can cast earthen barrierAdds a bit of support.
- Fire: resistance to fire damage
- Water: fast swim speed and lets you make an air bubble to breathe underwater
- Elemental Eruption (Level 10): same spells, but regain the element after a short rest instead of a long restThe old way was gratuitously punishing. This might still be too punishing.; eruption itself is still 1/long rest
- Elemental Harmony (Level 14): used to let you imbue a stance with multiple elements (when you couldn't repeat an element on consecutive turns); still does this, but costs 1 ki point for 3 elements and 2 ki points for all 4
- Druid:
- Reworked creatures' pseudo-charges into traits that modify the Charge action
- Wizard:
- Substantiate: no longer require the triggering creature to have used an action
- Gnome:
- Eye for Illusions: renamed to Illusion Sense and buffed to just let you see invisible creatures, albeit poorly
- Soraskan:
- Venemous Claw: no explicit extra crit damage; just add the poison damage to attack
- Spells:
- Fixed typos in quicksand
- Tweaked crystal burst: uses sneaking instead of shifting to avoid damage
- Buffed jump: casting time is a minor action, immune to fall damagemaking it a possible alternative to feather fall, and max jump distance is at least 20 feet (spell prop 8)
- Grappling: removed spurious minor action
v1.21.3
Internal fixes only
v1.21.2
Game:
- Wizard:
- Copying new spells into spellbook is now an optional rule
- Added a mechanism to copy lost spells into a new spellbook from memory, without requiring finding a physical copy first
v1.21.1
Game:
- Wizard:
- Quick Swap is now Int mod/long rest
- Savant features now give extra spells from your school instead of facilitating spell copying
- Minor spell tweaks:
- Fixes/rephrases: cadaverous puppet, deadwalk, invisible item, posthumous punch, reap, summon undead, wall of fire
- Buff glamour: proc is optional and can happen when creature enters aura
- Buff wizard's strike: push distance scales and target's size no longer matters
- Buff false portal: lasts 1 hour and is a ritual
- Buff/fix vanish: add Stealth prof, and it ends when you attack
- Rework phantom warriors: no more flanking, free Study from attacking it, but sustain minor
- Rework wall of flesh: straight line, single hp pool, length = hp/2, can't control regen
- The dart is now light instead of finesse
v1.21.0
Game:
- Races:
v1.20.1
Website:
- Add links to lineages page
v1.20.0
Game:
- Spells:
- New earth spells: clay armor, crushing corridor, crystal burst, crystal spear, earth glide, earthen barrier, entomb, eruption, fissure, ground shift, ground surf, lava bombs, pyroclastic blast, quicksand, rock cannon, sand blast, seismic sense, stone pillar, stone slam, wall of dirt
- Buffed mold earth: DT lasts indefinitely
- Buffed earthen grasp: can move and attack as same action, and damage scales with level
- Buffed wall of stone: number of panels scales with level
- Buffed investiture of earth: deal damage with action, and don't stun self when wallclipping
- Races:
- Removed aarakocra, kenku, changeling, and tortle; more will be removed/added in the future
- Overhauled aasimar, tiefling, and genasi as "lineages" (prestige classes)
- Each lineage requires a feat to take the first level in
- Each lineage has 5 levels, but you can't take them until you reach certain overall levels
- Goal is to decouple these lineages from race selection without eating up all your feat points
Website:
- Display spell tags in spell tables and cards (including domain, element, curse, smite)
v1.19.4
Game:
- Wizard (Necromancer):
- Buffed cadaverous puppet: free action, and can change corpse if it's destroyed
- Add deadwalk, a cantrip version of cadaverous puppet
- Druid: buff Murder Wasp sting
- Monk (Four Elements): earth stance defensive reaction works vs Dex saves
- Various typo/etc fixes
v1.19.3
Game:
- Spells:
- New spells: feral frenzy, wall of flesh, wizard's strike
- Also added Magus spells (but not Magus): arcane weapon, blazing strike, ethereal strike, frost strike, quaking blow, rime blade, sapping strike, telekinetic grip, zapping strike
- Reworked flame blade -> fiery whip: instead of giving a melee spell attack, gives you a weapon akin to shadow blade
- Mechanical tweaks: face swap (autohit willing target), sever the soul (not actually dead), thunderous smite (less initial damage, but scales)
- Cantrips do half on save: acid splash, create bonfire, frostbite, infestation, mind sliver, poison spray, sacred flame, sword burst, thunderclap, toll the dead (and nerfed damage), vicious mockery (and buffed damage), _word of radiance
- Cosmetic tweaks: dim, disguise self, duplicate self, false portal, fleeting mask, glyph of warding, hallucinatory terrain, illusify, major image, minor illusion, mirror image, phantasmal force, phantom warriors, programmed illusion, project image, seeming, silent image, symbol
- Removed rope trick
- New spells: feral frenzy, wall of flesh, wizard's strike
- Wizard:
- Lost witch bolt
v1.19.2
Game:
- Druid:
- Wild Shape changesThe goal here is to make playing a druid more cohesive. Beast forms should enhance the druid experience, not replace it.:
- Activate with a spell slotIt isn't a spell for two reasons. First, it would be strange for a spell's effect—in this case, forms known—to depend on factors other than the spell level. Second, it is intended for a druid to be able to cast a spell and Wild Shape on the same turn. Neither of these reasons are particularly strong, and the latter may be reversed if Wild Shape continues to be too strong. instead of a primal surge
- Remove hp limit
- Keep feats and druid features
- Spend a primal surge to cast a spell in beast shape
- Moon druid:
- Renamed to Circle of the ClawThe moon is associated with shapeshifting, but Claw is more direct and opens up Moon for a more literal interpretation, such as spellcasting based on the phase of the moon
- Free action to enter or exit Wild Shape (used to just be enter)
- Shifting Shapes: renamed from Suspended Shape and rephrased to allow up to 3 active forms
- Primal Form: renamed from Lunar Form, removed extra damageThey still get a +3 to damage, and can make form largerMany forms can only affect creatures below a certain relative size
- Wild Shape changesThe goal here is to make playing a druid more cohesive. Beast forms should enhance the druid experience, not replace it.:
- Reaction spells count as Magic action (and thus counts towards 1 non-cantrip per turn)
v1.19.1
Game:
- Rules:
- Formally define size die
- Glossary Rules:
- Grappling: can push grappled creature, or use minor action to move them within reach
- Grappled: actually say which save you make to escape (Dex or Str)
- Falling: can use reaction to reduce damage, and can split damage with creature you fall onto
- Spells:
- Tweaked unreality: list out explicitly what you can do, and handle some edge cases
- Tweaked bloat burst: now uses size die for damage
- Tweaked posthumous punch: also uses size die for damage
- Renamed snuff to extinguish life
- Necromancer:
- Expanded Spell List: actually gets reap now
- Preserve Unlife: can't preserve yourself
- Fighter:
- Maneuvers: renamed Sweeping Edge maneuver to Cleave, and buffed damage to 2 maneuver dice (from 1)
- Action Surge: tentatively moved to level 9
Website:
- Fixed version number: v1.18.1 -> v1.19.0
v1.19.0
Game:
- Spells:
- Tweaked posthumous punch: no longer depends on unobservables
- Tweaked create phylactery: more expensive, don't age
- New illusion spells: blind spot, cacaphony, counterclairvoyance, dim, disillusion, distraction, duplicate self, face swap, false portal, fleeting mask, glamour, illusify, invisible item, magic mirrors, mass invisibility, phantom warriors, unreality, vanish, vile ventriloquy
- Wizard:
- Necromancer: Commander of the Dead can now give you a permanent greater undead
- Overhauled Illusionist:
- Subtle Illusions: replaces 2nd-level Improved Minor Illusion, lets you ignore components of illusion spells
- Substantiate: replaces 6th-level Malleable Illusions, lets you make an illusion tactile to fool an investigation check
- Eye for Illusions: 6th-level feature, makes you better at detecting illusions
- Enduring Images: replaces 10th-level Illusory Self, lets you make an illusion last indefinitely
- True Illusions: replaces 14th-level Illusory Reality, makes your illusions beat truesight
v1.18.0
Game:
- Equipment:
- Heavy weapons no longer deal extra damage on crit
- Greatbow uses lower of Str and Dex
- Feats:
- Mobile lets you Dash + Disengage as same action instead of the hit-and-run thing
- Added Variant Spells, which lets you customize spells
- Added Wizard:
- Lost sling proficiency
- Can choose Cha save prof (prop 20)
- Removed from spell list: booming blade, fireball, green-flame blade, shadow blade
- Spellbook: now a dedicated feature
- Cantrip Formulas: removed
- Autorecognition: new 1st level feature, automatically recognize spells in spellbook
- Arcane Recovery: moved to 2nd level, 1/LR
- Academic Expertise: new 3rd level feature, gives expertise in one Int skill
- Quick Swap: new 4th level feature, lets you swap spell prepared
- Wizard Parry: new 8th level feature, gives adv on saves vs spells you recognize
- Advanced Formulae: adjusted version of 18th-level Spell Mastery, swap them when preparing spells instead of over 8 hours
- Archwizard: replaces 20th-level Signature Spells, prepare entire spellbook and dual concentrate
- Overhauled Necromancer:
- Expanded Spell List: get access to exclusive necromancy spells (see below)
- Undead Minion: replaces 2nd-level Grim Harvest, lets you downcast summon undead and have permanent buddy
- Preserve Unlife: replaces 6th-level Undead Thralls, lets you prevent damage vs undead
- Necromantic Conduit: replaces 10th-level Inured to Undeath, lets you cast necromancy spell through undead or corpse
- Commander of the Dead: replaces 14th-level Command Undead, gives you more buddies
- Spells:
- Renamed spirit shroud to grim apparitions
- Buffed ray of sickness: no more Con save to resist
- Tweaked summon undead: component is consumed; needn't be at night; summons can't suffocate
- New necromancy spells: bloat burst, bolster undead, cadaverous puppet, clutches of death, create phylactery, eyes of the dead, extract vitality, necrosis, rigor mortis, rot ward, sever the soul, snuff, summon greater undead, undead horde, undead transformation
v1.17.1
Website:
- Removed expensive function that ran on page load and did nothing
- Internal refactor of glossary structure; some links may be slightly different
v1.17.0
Game:
- Spell overhaul (including Prop 36)
- Renamed: eyebite -> evil eye, flesh to stone -> petrify, flurry -> snow flurry, summon draconic spirit -> summon dragon, summon shadowspawn -> summon monstrosity,
- Nerfed: goodberry, hypnotic pattern, plant growth, regenerate, resurrection, spirit guardians, shield, simulacrum, true polymorph, wall of force
- Buffed: attendant item, call lightning, conjure barrage, earthbind, elemental weapon, enervation, far step, flame strike, flesh to stone, immolation, invulnerability, mirror mansion, secret chest, stoneskin, time stop, warding bond, weird, witch bolt
- Tweaked: arcane gate, glibness, holy weapon, psychic scream, spiritual weapon, steel wind strike
- Reworked: eyebite, spirit shroud, storm of vengeance, summon aberration, summon beast, summon celestial, summon construct, summon draconic spirit, summon elemental, summon fey, summon fiend, summon shadowspawn, summon undead
- Removed: animate dead, animate objects, arcane sword, ceremony, conjure animals, conjure celestial, conjure elemental, conjure fey, conjure minor elementals, conjure woodland beings, create homunculus, create undead, dream of the blue veil, find steed, find greater steed, forcecage, guardian of faith, hero's might, illusory dragon, infernal calling, maze, planar ally, prismatic wall, sending, skill empowerment, snare, summon greater demon, summon lesser demons, wish, zone of truth
- Other changes to account for spell changes:
Website:
- Fixed possibility of dragging popup below page header
v1.16.3
Tweaks.
<redacted> v1.16.2
Website:
- Minify everything to see if it improves performance
v1.16.1
- Spells: revert Prop 5
v1.16.1-apr.1
Game:
- Spells: implemented Prop 5
Website:
- Fixed most urls
v1.16.0
Game (Experimental):
- Fighter:
- Added Warlord subclass
- Battlemaster:
- Student of War: grant History and Insight/Investigation and situational History expertise instead of an artisan's tool
- Know Your Enemy: Insight or Investigation check vs passive Deception to learn 3 of target's ability scores, instead of what it will do next. Use it Int or Wis mod/LR instead of PB/LR.
- Maneuvers:
- Specify all distances as 60 feet instead of just "that can see or hear you"
- Rally: die + PB -> die + half fighter level, but only lasts 1 minuteStop spamming it to max it out, damnit
- Bait and Switch: minor action, and doesn't spend movement
- Provoke: removedIt's not a bad concept, but would work better as a fighter feature than a maneuver. Seems like canonical way for a fighter to taunt is Goading Attack, and hopefully the new taunt-buffing feat helps too
- Commander's Strike: removedIt becomes completely dominant when a single ally gains access to a powerful attack. This is suprisingly common: rogues, anyone with shadow blade or strong magic weapon, a polymorphed creature or druid... (really just reworked into the Warlord subclass)
- Bleeding Strike: no more save, the damage is delayed but guaranteed
- Whirlwind Attack: instead of making 1d8 attacks, do 3d8 aoe damage to creatures in reach
- Volley: instead of making 1d8 attacks, do 2d8 aoe damage to creatures in 10 ft zone in range
- Grazing Attack: renamed to Grazing Shot
- Concussive Blow: added
- Reequip: added
- General:
- Revert remaining movement changes from v1.13.0
- Website:
- Renumbered versions 1.12.2 -> 1.13.0, 1.12.3-pre.1 -> 1.14.0-pre.1, 1.12.3 -> 1.14.0, 1.12.4 -> 1.15.0
v1.15.0
Game:
- Druid:
- Primal Surge: maximum number scales with level, up to 4
- Wild Shape: limit max hp to 2x druid levelA significant part of what makes Wild Shape hard to balance is the massive pool of hit points it represents. This is intended to rein in that unknown, especially at higher levels when beast forms can have over 100 hp., and no longer retain traits of normal formHopefully, the new beast forms can be made interesting enough in their own right. This change removes the ambiguity of what a form was 'physically capable of' and ensures unforeseen gimmicks do not arise from the interactions between beast form abilities and player abilities. That said, this change may be reverted, as it invalidates feats entirely..
- Druid Circle: moved to 3rd level
- Primal Torrent: replaces Beast Spells at 18th levelBeast Spells was very high level for such a significant change to how a druid plays. Primal Torrent is intended to preserve the feel and makes primal surges slightly more spammable (but not nearly as spammable as the former Archdruid made it).
- Archdruid: can no longer use spell slot as primal surgeWhen higher-level beast forms were added in v1.14.0-pre.1, primal surges became much more powerful than a 1st-level spell slot.
- Added Circle of the Moon
- Feats:
- Add Frightening and Infuriating
- Replace Observant with Sharp Senses
- Overhaul Grappler and Keen Senses
- General:
- Draw or stow a weapon before any attack
- Experimental:
v1.14.0
Game:
- Druid:
- Wild Shape is now a minor action, and you retain your creature type (although you register as the new type for detection purposes)
- Fixed Wild Companion to work with new beast forms
- Tweaks to many beast forms, and added Toad and Chameleon
- Circle of the Land: replaced Heal the Land (ended AOE spell effects) with Land's Wrath
- Races:
- Powerful Build trait helps vs grappled
- Orc: buff Forest Camouflage to Hide if lightly obscured
- Salamander: only resist poison instead of immune
- Actions/reactions:
- Added Recognize Spell
- Added Heal (and modified healer's kit) (Prop 28)
- Conditions:
- Spells (Prop 26):
- Renamed spells to remove proper nouns. New names: desiccation, scorching blast, armor of ice, otherworldly tendrils, hand of force, attendant item, grasping tentacles, platinum shield, flaming stride, hunger of the void, binding ice, secret chest, earthen grasp, acid arrow, mantle of meteors, phantom hound, mirror mansion, sanctum, arcane sword, fey mischief, distort magic, freezing sphere, indestructible sphere, irresistible dance, telepathic bond, psychic lance, cloak of shadow, flurry, caustic spray, hideous laughter, mind whip, otherworldly guise, floating disk, hero's might
- Removed Leomund's tiny hut 🥳
- Feats:
- Removed Healer, added Combat Medic
- General:
v1.14.0-pre.1
Game:
- Added Powerful Build, Extra Attack, and Companion traits
- Powerful Build: used by the feat and various races
- Extra Attack (Prop 18): used by various classes
- Companion (Prop 13): used by Wild Companion
- Simplified Attack and Offhand Attack actions
- Added underwater rules and hydrodynamic weapon property
- Spell save changes (Prop 20, completed):
- Now Wis saves: bane, calm emotions, contact other plane, symbol (hopelessness, insanity)
- Now Cha saves: command, dominate beast, dominate monster, dominate person, geas, hold monster, hold person, imprisonment, mass polymorph, Otto's irresistible dance, polymorph, prismatic spray (violet), prismatic wall (violet), sanctuary, scatter, slow, true polymorph
- Now Int saves: confusion, detect thoughts, mind spike, modify memory
- Druid (WIP):
- Overhauled Beast Forms
Lore:
- Added bestiary (WIP)
v1.13.0
Game:
- Rewrote movement rules
- Introduce concepts of "movement limit" and "natural movement modes" for speeds
- Distinguish between movement modes and movement speeds
- Describe how multiple movement speeds work
- Describe implicit movement (e.g., flying to stay aloft, even though you aren't strictly moving)
- Teleport is no longer a special movement mode; many effects now specify "freely teleport"
- Affected spells: dimension door, far step, misty step, steel wind strike, thunder step, word of recall
- Affected features: Horizon Walker's Dimensional Sentinel and Ephemeral Stride
- Speeds:
- Jump is now a free action, like Move
- Prop 21: Charge now requires a natural movement mode
- Prop 24: added shifting movement mode, which lets you move within a creature's reach without provoking OA
- Now provoke OA if you move within a creature's reach, unless you move closer to creature
- Buffed flanked to give advantage instead of +2
v1.12.1
Game:
- Added the curtal intrument
- Removed the Gunner feat
- Prop 20 (partial): classes choose from 2 of 3 saves
- Barkskin now gives temp hp at end of turn instead of start
- Races:
- Orc's Aggressive Instincts lets you attack immediately instead of just giving advantage
- Powerful Build trait now let you ignore downside of heavy weapons, like the feat
- Affects dragonborn (who now get it), goliath, hill dwarf, rock gnome (replacing Small but Sturdy, which previously just ignored the heavy property), and great orc
- Item properties:
- Renamed "heavy" armor property to cumbersome to avoid name conflict
- Prop 23: Removed the "loading" weapon property, including similar clause from net
- Fixes:
- Battleaxe versatile die was d8 instead of d10
- Wild Hunter: Apex Predator didn't specify that only attacks against you can't have advantage
- Horizon Walker: Ephemeral Stride didn't elaborate on conditions for teleportation
- Orc: instinct features came back on a short rest, but not long rest
Website:
- Added more links to feats, backgrounds, races, gear, and classes
v1.12.0
Game:
- Actions:
- Prop 17: The Move action is now required to spend movement
- Consequently, the following have changed mechanically:
- Spells: infestation, wall of stone, construct spirit's Berserk Lashing
- Maneuvers: rounding attack
- And the following have been reworded, but are mechanically unchanged:
- Spells: command, confusion, dissonant whispers, dream, haste, magic jar, Nathair's mischief, the "summon x spirit" spells, wind walk
- Druid: Wild Companion
- Ranger: Legendary Counterattack, Ephemeral Stride
- Maneuvers: maneuvering attack
- Orc: Protective Instincts, Aggressive Instincts
- Consequently, the following have changed mechanically:
- Prop 21: Rework Charge to be Dash + walk/swim/fly in straight line + attack, and slowed after until end of next turn
- Prop 17: The Move action is now required to spend movement
- Conditions:
- Incapacitated no longer causes disadvantage on initiative checks
- Also note that it now prevents movement, since Move is an action
- Invisible no longer gives advantage on initiative checks
- Formally made dying a condition
- Updated dazed to work with prop 17: start turn with 0 movement
- Grappled and grappling no longer require it to be your turn to drag other creature
- Incapacitated no longer causes disadvantage on initiative checks
- Spells: Tasha's mind whip now dazes instead of prohibiting reactions and limiting action to move/minor action/standard action
- Experimental:
Website:
- Glossary sections are collapsible
v1.11.2
Website:
- Properly censor dropdown menus (there was a dead link to "/official.html")
v1.11.1
Website:
- Added dropdown menus to navbar (slightly broken on mobile)
- Moved equipment properties to subpage
- Magic items have "attunement" tags in the card (like spells have ritual and concentration tags)
- Make spell levels in spell tables pretty colors
v1.11.0
Game:
- Conditions:
- Dazed causes disadvantage on concentration saves
- Transformed no longer specifies when it ends; petrified now counts as transformed
- Add ongoing damage and the related concept of "save ends", which are used by the following spells and creatures:
- 4C spells: withering wounds, court of madness
- Standard spells: blinding smite, blindness/deafness, cause fear, confusion, crown of madness, eyebite, hold monster, hold person, holy weapon, immolation, phantasmal killer, power word pain, psychic scream, ray of enfeeblement, slow, summon shadowspawn, sunburst, synaptic static, Tasha's hideous laughter, wall of light, watery sphere
- Creatures: shadow spirit (from summon shadowspawn), quasit, ghoul, ghast
- Spells:
- Replaced locate creature and locate object with a new spell, locate
- Replaced locate animals or plants with a new spell, far sense
- Removed concentration from searing smite
- Monk:
- Nerf Stunning Strikes: must fail save by 10+ instead of 5+ to stun.
- Way of the Four Elements:
- Fire elemental stance: add extra monk die 1/turn to damage of fire attack if in Flurry of Blows stance
- Water elemental stace: limit healing to 1/long rest instead of 1/rest
- Elemental Deflection: water can deflect acid damage
- Druid Circle of the Land:
- Regional Spells: added spells common to all biomes; web -> barkskin in forest
- Heart of the Land: can no longer retain regional spells of other biome. Can still retain regional spells while in city.
- Nature's Sanctuary: moved from level 14 -> 10
- Nature's Emissary: removed (used to be level 10 feature that cast sending to other druids via commune with natureNote that this spell is now a regional spell accessible in all biomes)
- Heal the Land: new 14th level feature
- Ranger:
- Rename "archetype" -> "conclave"
- Favored Enemy: clarify that you have advantage on Wis checks to track favored enemy
- Hunter's Mark: infinite uses, but can only mark 1 creature. Ends if you are incapacitated or die.
- Primal Awareness: beast sense -> far sense (new); locate creature (removed) -> locate (new)
- Add Tracker's Mark: at 7th level, expend spell slot to enhance Hunter's Mark with an upcast locate
- Tireless: remove temp hp as action; just get it at end of each short rest (and 1d8+Con -> 1d10+Con)
- Ungoblin: Insidious Assault does 1/2/3/4d12 damage (scaling like cantrip) and dazes if save fails by 10+. Removed daily stun.
- Magical flight explicitly no longer requires movement
- Experimental:
Website:
- Added many references to feats
- Can now link directly to rows of scrollable tables
- Most popups now have "link" buttons that take you to where they live
- Internal: refactored my custom markdown compiler
v1.10.1
Game:
- Reworked monk's Stunning Strikes. Now stuns if failed save by 5+ instead of using stun points.
v1.10.0
Game:
- Monk overhaul:
- Ki -> StancesThe goal is for the monk to be very dynamic, but comes at the cost of complexity: it may be difficult to remember what stances give what benefits, especially at higher levels. The monk will be changed if this slows down combat decision-making too much.
- 3 basic stances:
- Flurry of Blows: make 2 unarmed strikes with Offhand Attack instead of 1
- Patient Defense: gives blindsightBlindsight is defensive: it negates flanking and advantage from invisible attackers and lets you Dodge for 1 AP
- Step of the Wind: don't provoke OAs and get bonus to speed and jump distance
- Activate 1 stance per turn; can't activate same stance twice in a row
- Stances affect higher level features
- 3 basic stances:
- Monk Distance: extract the distance from Unarmored Movement and use it in various places
- Deflect Missiles: followup attack is free, but requires Patient Defense (which also makes initial deflection not cost a reaction)
- Ki-Fueled Attack: removed, since it does nothing with current Offhand Attack rules
- Slow Fall: doesn't require reaction in Step of the Wind
- Quickened Healing: reworked to be like fighter's Second Wind, but heals Martial Arts die + Wis mod
- Stunning Strikes: reworked. In Flurry of Blows stance, melee weapon attacks give stun points instead of stunning outright. 1 point dazes, 2-3 stuns, 4+ paralyzes
- Focused Aim -> Sweeping Wind: can end Step of the Wind to get retroactive +5 bonus to attack roll
- Ki-Empowered Strikes: removed, since nothing in this setting has resistance to nonmagical b/p/s damage. This is due to the philosophy that arbitrary milestone checks, such as requiring a magic weapon to deal damage, is poor game design.
- Stillness of Mind: can also end taunt
- Diamond Soul: still gives prof in all saves, but instead of reroll failed save, lets you ignore dazed/stunned/paralyzed on your turn
- Timeless Body: effectively unchanged, but in new context of formalized old age
- Empty Body: adds Empty Body stance instead of minute-long effect for 4 ki. End stance and lose it for the day to cast astral projection instead of spending 8 ki.
- Perfect Self: instead of giving ki points, lets you repeat Flurry of Blows/Patient Defense/Step of the Wind indefinitely.
- Way of the Four Elements overhaul:
- Elemental Stances: can infuse stances with an element; can't choose same element two turns in a row
- Air: gain fly speed (x2 if Step of the Wind)
- Earth: gain tremorsense and reaction to gain half cover (3/4 cover and x2 tremorsense if Patient Defense)
- Fire: gain ranged spell attack to replace unarmed strike (x2 range if flurry of blows)
- Water: swim speed and end stance to heal; can't heal same creature more than once per rest
- Elemental Deflection: end stance to take half damage from elemental damage
- Elemental Eruption: end stance and lose element for the day to cast 5th level spell
- Elemental Harmony: can infuse a stance with multiple elements
- Elemental Stances: can infuse stances with an element; can't choose same element two turns in a row
- Ki -> StancesThe goal is for the monk to be very dynamic, but comes at the cost of complexity: it may be difficult to remember what stances give what benefits, especially at higher levels. The monk will be changed if this slows down combat decision-making too much.
- Spells:
- Buff staggering smite: now dazes instead of blocking reactions (net effect is target has -1 AP)
- Glossary:
- Added opportunity attack
- Tremorsense negates flanked
- Formally define "unarmed attack"
Website:
- Added a bunch of links/popups (popups are added when the details of a thing are actually needed)
- Added ids to rows of weapon and armor tables (so you can link to them)
v1.9.8
Website:
- Class tables now have links to class features (see e.g. ranger)
- Cleaned up spell tags (which now appear in spell tables)
- Fixed popup search in tables (e.g. searching for "concentrationritual" does not match all spells with those tags)
- Table search now supports regex, with JavaScript syntax
- For example, "/\bfire\b/i" would search for the word "fire" and be case-insensitive
- Can combine this with popup searches, e.g. "$/(fire|thunder) damage/i"
v1.9.7
Game:
- Spells:
- Added full spell list
- "Smite" spells are now free actions to cast, and some no longer require concentration
- List of "smite" spells: banishing smite, blinding smite, branding smite, ensnaring strike, hail of thorns, lightning arrow, searing smite, staggering smite, thunderous smite, wrathful smite
- Counterspell range is now correctly referred to in its casting time
- Buff great weapon fighting: can reroll any result instead of just 1s and 2s
- Equipment changes:
- Buff heavy weapons: deal extra crit die
- Change don/doff times for different shields: minor/standard/major action to (un)equip light/medium/heavy shields, instead of all standard
- The Powerful Build feat now lets Small creatures use heavy weapons
- Fix darkvision to turn dim light into bright light
- Jumping scales with size
Website:
- Restored ids to table titles (you can now link to them again)
- Refactored MMD compiler and tweaked the syntax, but no external changes
- Moved fighting styles to yaml files
v1.9.6
Game:
- Conditions:
- Switched to Rezia's version of Slowed (reduced speed, adv to be hit, dis on Dex saves instead of slow spell)
- Added Rezia's Dazed condition (-1 AP, no reactons, move or take actions)
- Grappled and Grappling no longer apply taunt effect
- The slow spell now applies Dazed, Slowed, and limits spells and multiattacks as before
- Ranger:
- Added tip to Primeval Guardian about how to inflict difficult terrain
- Hunter's Mark: now usable half prof/short rest instead of prof/long rest
- Nature's Assurance: just gives advantage in favored terrain instead of auto-success
- Unarmed attacks:
- Unarmed strike only counts as a light weapon if made with a free hand
- Now all located in the weapons table
- Offhand attack now (correctly) adds ability modifer to damage if the mod is negative
Website:
- Might see tooltipsLike this to give context for game mechanics, translations, etc.
v1.9.5
Game:
- Switched to action points system
- Fighter's Action Surge gives +2 AP
- Haste spell gives +1 AP
- Slowed condition gives -1 AP
- Charge action and fireball are major actions
v1.9.4
Game:
- Add tools and rest of adventuring gear
v1.9.3
Website:
- Fix broken link to Rezia classes in rules
v1.9.2
Game:
- Old age: now causes permanent exhaustion that ramps up with further age
- Added equipment page, replacing items page:
- Replaced the "Strength" and "Stealth" columns of the armor table with "Properties"; no 5e armor was changed
- Shields now have light/medium/heavy distinction
- Renamed tower shield to pavise, a heavy shield. It now reduces speed by 10 ft instead of 5 and can be wielded on a mount.
- Added buckler, a light shield that gives +1 AC
- Replaced 5e "shield" with round shield and kite shield, both functionally identical but different costs and weights
- Greatbow now uses Dex, but has a Str requirement
- All unarmed attacks are now simple melee attacks, not just unarmed strike
v1.9.1
Game:
- Renamed Horizon Walker feature Interplanar Hitchhiker to Dimensional Sentinel
- Fighter maneuver Bleeding Strike does half damage on success
And various fixes.
v1.9.0
Mirrored several changes from Rezia versions 0.15.1-3 (Felling Blow, Provoke, Taunt, Frighten, taunted).
Game:
- Actions: Added Taunt and Frighten actions, which apply taunted and frightened conditions
- Conditions: formally added taunted, which makes you want to attack a particular creature
- Attacks:
- Moved unarmed attacks to glossary; removed "attacks" page
- Grapple attack doesn't allow an up-front saving throw anymore
- Fighter maneuvers:
- Tweaked Grappling Strike to work with new grapple. Just add maneuver die to attack roll.
- Replace Great Weapon Fighting's Brace maneuver with new Felling Blow maneuver, which gives extra attack if target is killed
- Added Provoke maneuver, a mass taunt that can give temp hp
- Feats: removed Great Weapon Master and Sharpshooter
- The extra damage and ignoring all downsides to ranged attacks were fundamentally broken, but GWM's extra attack lives on as the Felling Blow maneuver
- Ranger changes, again:
- Moved advantage on Perception checks from Hunter's Mark to Favored Enemy
- Hunter's Mark:
- Your quarry now counts as one of your favored enemies
- Damage scales with level, from d4 to d10
- Free reuse you see your quarry die, but no longer free against your favored enemies
- Ends when you finish a long rest
- Spellcasting: made prepared spellcaster. Gives ~3 extra spells per level.
- Can't change favored enemy/terrain until level 4, with new Adaptable feature
- You only need to study a new option the first time you choose it
- Replaced Vanish (Hide as bonus action, and good at hiding in favored terrain) with Nature's Assurance: add Wisdom mod to concentration saves, or auto succeed in your favored terrain
- Feral Senses: require you to at least be able to smell, hear, or see
- Foe Slayer: instead of +1d10 damage to favored enemies, gives advantage on attacks vs. your quarry and any favored foe in your favored terrain. Becomes triple advantage if you already had advantage.
- Hunter subclass:
- Renamed to Wild Hunter
- Added Hunter spells
- Master Tracker: also allows you to swap your initiative with quarry
- Hunter's Pursuit: instead of giving weird opportunity attack, gives advantage on next attack and add Hunter's Mark die to damage against any creature that moves away from you
- Hunter's Insight: moved to Monster Slayer, replaced with Hindering Strikes which makes Hunter's Mark die reduce target's speed
- Reacquire Target: made moot by Hunter's Mark changes, replaced with Relentless Tactics which lets you add Hunter's Mark die to damage vs slower creatures
- Singular Quarry: used to reduce damage from nonquarry, replaced by Hunter's Senses and Apex Predator
- Hunter's Senses: always know where quarry is within 90 feet of you
- Apex Predator: favored enemies can't crit you or have advantage on attacks against you
- Added subclasses: Monster Slayer, Horizon Walker, Primeval Guardian
Website:
- Table search features:
- Start search with "$" to search within popups (e.g. "$fire damage"). Implemented in a hacky way with some weird behavior.
- Press escape to close searchbar
- Pressing button automatically focuses searchbar
v1.8.4
Website:
- Dark mode improvements
- Sortable tables now have search bars
v1.8.3
Game:
- Update certain spells to match OneDnD:
- Aid: now gives temp hp instead of increasing max hp
- Guidance & resistance: now use a reaction instead of concentration
- Barkskin: now gives temp hp at start of each turn instead of setting min AC
- Prayer of healing: now additionally gives benefits of short rest, but 1/day/creature.
Website:
- Improve mobile css
v1.8.2
Website:
- Fix dark mode memory bug
v1.8.1
Website:
- Added dark mode
v1.8.0
Game:
- Ranger overhaul (compared to PHB+TCE):
- Deft Explorer: made part of core class, but redistributed its features (Canny level 1, Roving level 6->7, Tireless level 10->11)
- Favored Enemy: can't choose Humanoids, and just gives advantage on related checks. Can change it over a long rest.
- Natural Explorer: just makes Survival checks in favored terrain reliable, and ignore difficult terrain in favored terrain. Can change it over long rest.
- Hunter's Mark: now a 2nd level feature instead of a spell. Lasts indefinitely, gives advantage on checks to find quarry, +1d6 damage to attacks and spells, and prof/day. Can be used infinitely on favored enemies.
- Ranger Archetypes: give features at 3rd, 7th->6th, 11th->10th, and 15th->14th levels.
- Primal Awareness: replaces Primeval Awareness. (Used to optionally replace. This gives fluffy spells instead of sensing favored enemies.)
- removed Land's Stride (ignore all difficult terrain), Hide in Plain Sight (+10 stealth for not moving) and optional Nature's Veil (bonus action to turn invisible).
- Vanish: made level 14->15. Instead of making you untrackable, it lets you hide better in your favored terrain. Still lets you Hide as bonus action.
- Feral Senses: functionally similar, now just gives blindsight.
- Foe Slayer: improves Hunter's Mark from d6 to d10, and makes all favored enemies effectively marked–but stacks.
- Complete rework of Hunter archetype:
- Level 3: can mark a creature from just its tracks, and gain reaction move-and-attack when a creature tries to flee.
- Level 6: learn all vulnerabilities, resistances, and immunities of creature when you mark it.
- Level 10: can reapply Hunter's Mark when you see quarry die as reaction. Also lets you move and attack it.
- Level 14: half damage from non-quarried creatures, can't have disadvantage on attacks vs quarry, and quarry can't have advantage on saves vs your spells.
- Removed hunter's mark spell
- Swapped hunter's mark for hex in Beast Friends
v1.7.0
Game:
- Updated actions:
- The Study action codifies thinking during combat.
- The Search action now encompasses Survival, Insight, and Medicine in addition to Perception.
- The Ready action, when readying a cantrip, no longer requires concentration.
- The Hide action requires being heavily obscured or behind at least 3/4 cover, instead of being unseen.
- The Attack action lets you draw or stow one weapon per attack.
- Updated conditions:
- Flanked, old, and concentration were made conditions, but are functionally the same.
- Exhaustion linearly reduces attack rolls, ability checks, saving throws, and spell save DCs. 10 levels is fatal instead of 6.
- Invisibility grants advantage on initiative checks.
- Being incapacitated gives disadvantage on initiative checks and prevents speaking.
- Removed the concept of being "unknown" to a creature and simplified being hidden. It is now exclusively achieved by the Hide action, which sets the Hide DC until you move without sneaking.
- Slight movement changes:
- Added rules for sneaking.
- You can jump 1/2 your passive Athletics horizontally, or 1/4 vertically. Half again if you didn't get a running jump. You can choose to make an Athletics check instead of using your passive score.
- Feat changes:
- Mental Block incurs a Wisdom save instead of Constitution to cast a spell.
- Updated Alert to reflect One DnD: proficiency in initiative and can swap with an ally, instead of +5 initiative/can't be surprised/unseen enemies don't get advantage on attacks vs you. Also reduced cost from 4 to 3.
- Race tweaks:
- Dwarves get advantage on saves to resist being pushed or knocked prone, instead of Athletics checks against being shoved.
Website:
- Added a glossary page
- Fixed popup content not being easily copyable
- Popups are now reused if they appear multiple times on a given page (necessary to allow recursively nested popups)
v1.6.2
Game:
- Fighter tweaks:
- Limit Battlemaster's Know Your Enemy to prof/day (was unlimited)
- Rounding attack maneuver now specifies "safely"
- Condition/spell tweaks:
- The Transformed condition now describes turning into an object
- Polymorph, mass polymorph, true polymorph, and shapechange now refer to Transformed condition
- Slow now refers to Slowed condition
Website:
- Added tables and popups for vanilla spells and creatures
- Switched from Heroku to Render
v1.6.1
Game:
- Druid changes:
- Circle of the Land changes:
- Wording of features generally revised
- Regional Spells reshuffled and now only give 1 spell per level
- Added Primal Surges, a resource that powers Wild Shape and Wild Companion
- Max 2, recharge 1 on short rest, and recharge all on long rest
- Wild Companion summons an animal guide instead of a pseudo-familiar
- Must be CR 0 (not up to CR 1/8)
- Instead of reaction to relay a spell you cast, it can guide you around the area
- Timeless Body makes old age not affect you, instead of slowing down your aging
- Archdruid lets spell slots activate Wild Shape/Companion, and lets primal surges drastically boost spells
- Circle of the Land changes:
- Fighter tweaks:
- Fix rounding attack maneuver
- Feat tweaks:
- Increase cost of heavily armored from 1 to 2 points
- Background tweaks:
- Remove heavy armor and shield proficiencies from dwarven combat training
- Condition changes:
- Add transformed condition
v1.6.0
Game:
- Add tweaked druid with revised Circle of the Land
- Adjusted base druid's Wild Companion to summon an actual beast instead of casting find familiar
- Circle of the Land changes:
- Removed Natural Recovery
- Replaced Circle Spells with Regional Spells at level 2
- Slightly different regions than before, with different spells (including 1st-level spells)
- Your spells depend on your current region, instead of choosing just one
- You can cast one regional spell 1/day without using a spell slot
- Get optional planar regional spells at 10th level
- Kept Land's Stride, but added Heart of the Land at 6th level
- Lets you keep a particular set of regional spells indefinitely
- Replaced 10th-level Nature's Ward with Nature's Emissary
- Gives commune with nature and lets you contact other druids in the area
- Completely changed 14th-level Nature's Sanctuary
- Now lets you protect creatures from your regional spells
v1.5.5
Game:
- Grappled creature now has to be 1 size bigger to be able to move
- Added Powerful Build as feat
- Also reworded Powerful Build to reflect new grapple changes
- Unarmed attack DCs are now determined by passive Athletics
v1.5.4
Game:
- Fix grappled not causing disadvantage on attacks
v1.5.3
Game:
- Languages:
- Cleanup mutual intelligibility system, hopefully
- Add Draconic
- Backgrounds:
- Backgrounds that previously gave a language now require that language instead
- New Unusual Upbringing feat to swap your starting languages with those of a different race
- Conditions:
- Rework/simplify grappling
- Add slowed condition, for future use
- Unarmed attack DCs are now an Athletics check instead of static 8 + prof + Str
Lore:
- Languages: rename Shamalese -> Shamalian, O'r Ogof -> Ogofen, Old Elvish -> Elvish
v1.5.2
Game:
- Move "you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one" from Dual Wielder feat to the Two-Weapon Fighting fighting style
- Nerf aasimar: each subrace gets either radiant or necrotic resist, instead of both getting both
- Background tweaks:
- Nerf Etelaan Almoner: 2 skills -> 1 skill
- Tweak Dwarven Combat Training: advantage on Intimidation -> can frighten target of a charge
- Tweak Sonnern Soldier: situational +1 AC -> situational flank immunity
v1.5.1
Game:
- Added official spells... locally <redacted>
- Local offical classes also got spell injection
Website:
- Fixed many weird popup behaviors by moving popup logic from css to js
- Greatly optimized sortable tables
- Use a modified quick sort instead of bubble sort
- Tables can now be scrollable
v1.5.0
Game:
- Many general rules changes:
- Orc rebalancing:
- Protective Instincts temp hp: 5 + level -> 1d8 + Con mod
- Removed crit on 19-20 from Orc Combat Training
- Simplify Orc Survival Training to essentially be Reliable Talent but for survival
v1.4.1
Game:
- Add 18th level Battle Master feature, Perfect Technique: maneuver die is a d12
v1.4.0
Game:
- Fighter overhaul:
- Indomitable adds fighter level to rerolled save
- Removed 6th- and 14th-level ASIs
- Removed 3rd and 4th extra attacks
- Baked Maneuvers into base fighter, with major tweaks
- Maneuvers do not consume any resource, but their use is limited to 1/round until higher levels
- Maneuver die starts at 1d4 and scales up to 1d8
- Maneuvers known starts at 2 and scales up to 6
- Some maneuvers have a level prerequisite, and some have a fighting style prerequisite
- New maneuvers: whirlwind attack, volley, blinding attack, grazing attack, bleeding strike, rounding attack, timed shot
- Buffed evasive footwork maneuver: now lets you walk through enemy spaces
- Rally and parry maneuvers rely on prof instead of tertiary ability score
- Interception fighting style is a maneuver instead
- Protection fighting style now gives passive benefit of half cover to adjacent allies
- Removed Superior Technique fighting style
- Added Inspiring fighting style, which gives allies temp hp when you heal
- Battle master reworked accordingly:
- Combat Superiority now just gives +2 maneuvers
- Know Your Enemy reworked to give insight into opponent's next move
- New 10th level feature: Multidisciplinarian: ignore maneuver fighting style prereq
- New 15th level feature: Tactical Adjustment: swap a maneuver 1/rest as bonus action
- Martial Adept grants 1 maneuver, which can only be used prof/LR
v1.3.1
Game:
- Orc buff:
- Protective Instincts gives 5 additional temp hp (to 5 + level)
- Aggressive Instincts deals your level of extra damage if attack hits
v1.3.0
Game:
- Added official classes... locally <redacted>
v1.2.1
Game:
- Fey Ancestry no longer gives sleep immunity (affects eladrin and fey gnomes)
- Fey gnomes' Slip Away racial trait is no longer magical
- Fey gnomes now get the Feybound racial trait
- Feybound now grants karma detection
- The Severed Bonds feat can now be taken by any Feybound creature, instead of just eladrin
v1.2.0
Lore:
Website:
- Timeline can be id'd by century, if any events occured in that century (e.g. ".../timeline.html#100")
v1.1.8
Website:
- Reordering of popups is logical
- Fix some weird popup behavior when moving parent element (nested popups still don't quite work right)
v1.1.7
Website:
- Tooltip improvements:
- Popups are squished when dragged to the left
- Toggle popup sticky with button
- Cardgroup columns can theoretically be 100 px narrower than before
v1.1.6
Game:
- Tiefling feats Amalgamated Chaos and Amalgamated Order feature new spells instead of tweaking existing spells
- Withering wounds is canceled by remove curse
- Court of madness has reduced range (120 -> 30) and is canceled by remove curse
- Hellish interdiction is abjuration instead of evocation, lasts 1 round, and triggers a Charisma save instead of Dexterity
- Zone of command is concentration and has reduced radius (15 -> 10)
Website:
- Tooltip improvements:
- Popups have an explicit close button
- Popups return to original location when closed
- Popups aren't affected by scrolling (subject to change)
- Popups have a scrollbar when they are too tall
- Click anywhere on popup to send it to top
v1.1.5
Game:
- Feat tweaks:
- Crossbow Expert cost 6 -> 8
- Lucky cost 12 -> 10
- Great Weapon Master, Heavy Armor Master, and Sharpshooter scale with proficiency bonus
- Linguist given setting-specific buff in its description (was already present at languages page)
- Removed setting-specific "official" feats
Website:
- Draggable feat popups
- Move feat point description to setting-agnostic page with unedited, official feats
- Theoretically improved hovers for mobile devices
v1.1.4
Lore:
- Rewrite homepage overview (and put TOC at the top)
Game:
- Greatly simplify gnome's Creative Spark
- Slight nerf to Blessing of Amnat feat: now superreach only works during Attack action
Website:
- Added tooltip supportLike this
v1.1.3
Lore:
- Tweaks to elf history
Website:
- Support for mobile devices
- Multicolumn sections for cards
v1.1.0
Game:
- Rule change: players start with 2 feat points at level 1 instead of 8
- Languages rework:
- Added Mutual Intelligibility rules
- Consolidated language-related lore on Languages page
- Aasimar changes:
- Presences now create auras, both out to a range of 15 feet
- Malefic Presence now damages other creatures (including allies) instead of reducing healing
- Theurgic Presence can only heal good-aligned creatures
Lore:
- Added timeline
- Eladrin tweaks:
- Fey Soul trait renamed to Feybound
- Recovered Soul feat renamed to Severed Bonds
Website:
- Proper table captioning
v1.0.1
Game:
- Tiefling feat changes:
- Amalgamated Chaos and Amalgamated Order require 3rd level
- Peak of Corruption adds a long-term madness to Tiefling's Curse
v1.0.0
Game:
- Added items
- Tower shield, greatbow
- Added race mechanics
- Dwarf, Dragonborn, Elf, Gnome, Tiefling, Aasimar, Genasi, Goliath, Orc, Salamander, Goblin
- Added languages
- Added backgrounds
- Dwarven Combat Training, Dwarven Trade Training, Long Past, High Elven Apprenticeship, Wood Elven Apprenticeship, Wood Elven Combat Training, Sea Elven Combat Training, Maledrin Combat Training, Maledrin Priest, Gnomish Trade Training, Etelaan Almoner, Sonnern Soldier, Tengan Scholar, Funish Sailor, Shamalian Acolyte, Ogofen Sounder, Goliath Hurler, Orc Combat Training, Orc Survival Training, Goblintown Urchin, Servant of Amnat, Feral Upbringing
- Added feats page
- New feats: Soaring Wings, Shielding Wings, Recovered Soul, Beast Friends, Searing Presence, Air Genasi Magic, Earth Genasi Magic, Fire Genasi Magic, Water Genasi Magic, Mental Block, Blessing of Amnat, Amalgamated Chaos, Amalgamated Order, Peak of Corruption
- Introduced feat points
- Added general rules page
- Old age
- Removed content (just Leomund's tiny hut)
- Arduous travel
- Dying and resurrection
- Dropping to 0 hit points
- Alternate rules for sleeping
- Alternate rules for hiding
- Added soulcasting
- Added religious blessings
- Shamalism, Sonnentum
- Added optional rules for simple and hardcore injuries
Lore:
- Added pages for races: dragonborn, dwarves, humans, gnomes, elves, changelings, tiefling, aasimar, genasi, goliath, orc, salamander, goblin
- Added pages for continents: Ata, Verdania, Gabroria
- Added page for magic
- More details on religions
- Agama Lama
- Shamalism
- Sonnentum
- Elaborated on binding of Shaitan and Leviathan
Website:
- Moved Four Corners content to settings/ directory
- Prettified spell cards, including concentration and ritual tags
- Made navbar sticky
- Some tables are sortable
Internal:
- Started using git
- Made a custom transpiler from markdown to html with custom syntax ("mostly markdown", or mmd)
- Write game rule content in yaml, and inject it during transpilation
- Converted old html pages to mmd
- Added a compile script
- Added a run script
- Added a deploy script
- Redact certain "classified" content
- Added a README documenting various scripts