Changes

0.30.1

Website Changes

  • Tooltips will now show up when a popup can be opened
  • Tooltips/popups are now positioned slightly more intelligently; they will now try to find a spot adjacent to their link that does not cover the link

0.30

Website Changes

  • Updated to support the new link format in the 2D standard
  • Frames now are only draggable by their headers, and are resizable

2D Changes

  • Updated the HP calculations in all classes to reflect the new calculation that now excludes Con

Magus Changes

  • Removed Arcane Armaments (Int for weapon attacks)
  • Added medium armor and shields
  • Changed hit die from a d6 to a d8
  • Adjusted spellstrike at higher levels:
    • Now gives 2nd level smite for free at 11th level, and 3rd level for free at 18th level

0.29.1

  • Implemented the newer version of combat medic, heal, and healer's kit
  • Implemented experimental new version of Extra Attack, allowing the first attack action each turn to cost 0 AP

0.29

Website Changes

  • Links which previously opened modals will now open draggable windows instead
  • These windows will also persist from page to page
  • They can be closed via the "X" or by pressing "Escape" to close all at once
  • Added a glossary page with a searchable table of all keywords

Barbarian Changes

  • Moved Wrathful Blow from 2nd level to 4th level
  • Adjusted Invoke Pain to more directly mirror Ignore Pain

0.28

Barbarian Changes

  • Added the Bloodrite subclass, courtesy of Kyle

0.27.4

Barbarian Changes

  • Wild Magic's Disruption feature has been improved:
    • You can now spend 1 or more fury points
    • The spell fails automatically if you spent more fury points than the spell's level

0.27.3

Barbarian Changes

  • Tough skin was moved from 7th to 1st level as a part of the Rage feature

Magus Changes

0.27.2

General Changes

  • A variety of changes were made to improve parity with the 4C site, particularly around feats

Barbarian Changes

Magus Changes

  • Added a new Quickcast feature at 3rd level to better support self-buffing

0.27.1

  • Removed Heavy Attack

0.27

Fighter Changes

  • Retired the Eldritch Knight
  • Introduced the Warlord from 4C
  • Re-introduced the Psi Warrior, which is now based on maneuvers
  • Maneuver changes:
    • Bleeding Strike no longer requires any Constitution saving throw; it always deals full damage on the next turn
    • Added the ItemLink:heavyAttack maneuver as an homage to the old great weapon master

Barbarian Changes

  • Wrathful Blow now costs 3 fury points again, down from 4
    • With Reckless Attack now also costing 1 fury point, 4 for crits seemed excessive
  • Reckless Attack now allows you to forgo advantage to deal additional damage equal to your Constitution score
    • This is intended to serve two purposes:
      1. To encourage risky play as a barbarian
      2. To allow you to still benefit from other sources of advantage, such as knocking an enemy prone with your Brutal Strikes feature
  • Reworked some of the more boring Wild Magic effects:
    • Nature now lets you trip enemies who move within 10 feet of you, in addition to its normal effects
    • Flight now lets you grant an ally flight for 1 turn as a minor action

0.26

  • Removed references to ability score modifiers outside of spells, favoring the new ability score system discussed in prop. 52
  • Reworked character creation to remove backgrounds and implement prop. 54 (Int + 1 starting skills)
  • Various changes were made to reorganize the glossary and table of contents
  • Certain feats from 4c were ported in, such as Skilled and Expert

Barbarian Changes

  • Introduced new features to the Berserker to include resistance to and, ultimately, immunity to psychic damage. You can't target their mind if there's nothing in there.

0.25

  • Begin the shift to the new ability score system (as detailed in proposal 52)
  • Added a new point buy calculator
    • The design was shamelessly copied from James

0.24.3

Barbarian Changes

  • Introduced a new Brutal Strikes feature at 5th level
    • Allows you to push or knock enemies prone when critting
    • My intent has been for critically striking enemies to be more of a core mechanic for barbarians to interact with creatures in battle, but for everything except the Eagle Primal Warrior, the one and only way that this happened was being able to Daze creatures at 11th level. Beyond that, the only special on-crit effects were locked behind feats.
      My hope is that this is not too overpowered, and instead just provides a few more fun ways to influence the battlefield
    • Brutal Critical has been renamed to Shattering Blow, and it now is phrased as being a new option for how to use Brutal Strikes
    • The Primal Warrior's 14th level eagle feature now blinds a creature that fails a saving throw against any of your Brutal Strikes effects, not just a target that you daze

0.24.2

Barbarian Changes

  • Wild Magic:
    • Now grants Arcana proficiency at 3rd level
  • Primal Warrior:
    • Now grants Animal Handling and Nature proficiencies at 3rd level
    • Spirit Walker now grants a bonus equal to your Constitution modifier to Perception and Survival checks, instead of proficiency
    • It also now makes it impossible to be surprised, instead of granting blindsight
  • Your Fury DC can now be calculated using either your Strength or Constitution scores
  • Fell Cleave now costs 3 fury points, up from 1

Rogue Changes

  • 13th level techniques have been moved to 11th level
  • New 13th level feature: Adaptable:
    • Swap out a technique each short/long rest
  • You do now get proficiency with thieves' tools
  • Cunning Action is now usable only once per turn

0.24.1

Barbarian Changes

  • Completely reworked the Primal Warrior subclass
  • Some highlights include:
    • You now pick from 3 animals, rather than 5, and you may not pick different animals for each feature
    • Features have been reworked with a focus on granting new ways to spend fury points
  • Wrathful Blow is no longer limited to 1 use per round

0.24

Another patch, another chance to nerf barbarian.

Barbarian Changes

  • Added the Wild Magic subclass
  • Ignore Pain now reduces damage taken by CON * fury points, instead of 5 * fury points
  • Tough Skin has been split off of the base Rage feature and moved to 7th level
  • Reckless Attack now costs 1 fury point to activate

Rogue Changes

  • Added the Dampen Armor feature to allow rogues to negate the disadvantage on stealth checks imposed by creatures' armor. The idea is to make stealth more useful even if the rogue is in a party with a Strength character.
  • Cunning Action now also works with activate object and search

0.23.3

Rogue Changes

  • Rogues now select a fighting style at 2nd level from the following options:
    • Archery
    • Blind Fighting
    • Dueling
    • Thrown Weapon Fighting
    • Two-Weapon Fighting
  • Assassin's Assassinate has been reworked
    • Now grants expertise on initiative checks instead of advantage
    • You now gain advantage on attacks and deal +rogue level damage to any creature which has not yet taken a turn or that is incapacitated
      • This allows you to use surprising strike against reinforcements
    • Death Strike now applies in the same exact cases as surprising strike

Fighting Style Changes

  • Blind Fighting now means you cannot have disadvantage on attacks against a creature that you can sense with blindsight

0.23.2

Barbarian Changes

Feat Changes

  • Duelist now works with a shield
  • Brought in new feats:
    • Combat Medic
    • Infuriating
    • Frightening

0.23.1

A variety of changes:

Barbarian Changes

  • Rage no longer grants any damage resistances
  • Ignore Pain now works as a "special reaction" in a way which doesn't conflict with your normal reaction

Magus Changes

  • As with Ignore Pain, Arcane Shield and Arcane Ward now function as "special reactions"

Warlock Changes

  • Adjusted patron spells:
    • Fiend:
      • Suggestion to Fiery Whip
      • Stinking Cloud to Mantle of Meteors
    • Fey:
      • Suggestion to Glamour
  • Invocation changes:
    • Reaping Blade has been reworked; it now effectively grants you the temporary hit points from the old Dark One's Own Blessing feature
    • Spellblade has been moved to 3rd level; now can be taken repeatedly
    • Lifedrinker now deals 1d6 necrotic damage and lets you regain as many hit points
    • Tightened the wording in Transpositional Chain and Shifting Fates
  • Reworked the Fiend:
    • 1st level feature now grants you additional temp HP and AC based on CON
    • 6th level feature lets you reroll fire damage with warlock spells
    • 10th level feature gives you resistance against spells and magical effects
    • 14th level feature grants limited free access to Soul Cage

0.23 - Warlock

Introduced a variety of changes to the Warlock, and some general feat changes.

Warlock Changes

  • Pact of the Talisman was removed (for now, at least)
  • Base pacts were reworked:
  • Base pacts now automatically grant improvements at 5th level:
    • Pact of the Blade grants extra attack
    • Pact of the Tome allows you to cast each prepared spell once per long rest for free
    • Pact of the Chain grants your servant extra attack
  • Pacts got new invocations:
    • Pact of the Blade:
      • Reaping Blade lets you heal after killing an enemy
      • Eldritch Armor allows you to instantly don armor, wield heavy armor, and ignore strength requirements
    • Pact of the Chain:
      • Sacrificial Pact lets you sacrifice your servant to cheat death
      • Sculptor of Flesh lets you change your servant's appearance at will to any small or tiny creature
      • Eldritch Channeler lets your servant deliver any spell, not just touch spells
      • Transpositional Chain lets you swap positions with your servant
      • Servant of Shadows lets your servant cast Invisibility at will
  • Other invocations got adjusted:
    • Lance of Lethargy and Repelling Blast may now also apply to weapon attacks - Repelling Blast also now only works on creatures up to 1 size larger than you
    • Added a new invocation for each of the current patrons:
      • Withering Flames for Fiend; lets you convert fire damage to necrotic
      • Rend Mind for Fey; lets you deal psychic damage when charming or frightening a creature
  • Removed references to specifically-named entities:
    • Chains of Carcerei is now Binding Chains
    • Grasp of Hadar is now Spectral Grasp
  • Updated Fey Patron:
    • Fey Presence now allows you to charm or frighten an enemy as a reaction to taking damage
    • Beguiling Defense now also grants resistance to psychic damage

Feat Changes

  • Added Duelist, allowing you to make an extra attack after missing while wielding a weapon in one hand and nothing in the other
  • Added Gladiator, allowing you to make an attack as a reaction when missed by an attack while wielding a shield
  • Removed "martialist" requirement from feats

Barbarian Changes

  • Ignore Pain has been moved to 2nd level
    • Now reduces damage by Con mod * fury points
  • Intimidating Presence and Primal Warrior's 10th level Bear feature have been adjusted
    • Both now last until the end of the creatures' turns
    • Intimidating Presence now costs 3 fury points
    • Bear taunt now costs 2 fury points

0.22 - Rogue

Introduced a new Rogue, largely inspired by the 1D&D version. This version, however, has a few key differences.
  • Cunning Strikes was reworked into techniques, which are similar to Fighter's maneuvers
    • Each technique costs a certain number of d6s from your Sneak Attack in exchange for a bonus effect
    • There are a number of new techniques not included in 1D&D's cunning strikes:
      • Bleed
      • Cripple
      • Shove
      • Silence
      • Vault
    • There is now a limit to the number of techniques you may know
      • These limits may be too low; I'm open to adjusting them
  • Subclass progression was reworked
    • Features are now gained at levels 3, 6, 10, and 14
  • Various feature levels have been adjusted
  • Deft Movement allows Rogues to be a bit more mobile
  • Sneak Attack is now only usable 1/round, rather than 1/turn
  • Assassin's 10th level feature is now Poison Expert, which improves Poison, and allows you to bypass resistance and immunity (to a lesser extent) to poison damage

0.21 - Spell Overhaul

Implemented the 2D standard list of spells. This has also resulted in the following changes to spell lists:
  • Elementalist now gets the following 1st-level spells:
    • Thunderwave
    • Earth Tremor
    • Burning Hands
    • Ice Knife
  • Mind Blade now gets the following 1st and 2nd-level spells:
    • Shield
    • Silent Image
    • Mind Whip
    • Telekinetic Grip
Additionally, the Magus has received a new feature: Spellstrike
  • Allows for 1 free usage of a 1st-level magus smite spell once per round, or twice per round at 18th level
Pending a more full rework, the psi knight has been removed.

0.20.3

Feat changes:
  • Fighting Initiate now costs 4 feat points (up from 2)
  • Crusher, Piercer, and Slasher now cost 3 feat points (up from 2)
  • Mobile reworked; now allows you to take dash and disengage as the same action
Magus changes:
  • Deleted Arcane Cascade
  • Now has a d6 hit die
Barbarian changes:
  • Wrathful Blow no longer grants any fury on the hit
    • More broadly, any given action should only grant or expend fury points, never both at the same time
  • Inexhaustible and Rapid Recuperation have been swapped in level
  • Feral Instinct was reworked:
    • Now at 6th level instead of 7th
    • Grants proficiency in Dex saves
  • Ignore Pain has been moved from Berserker to the main Barbarian at 7th level
  • Berserker changes:
    • Retaliation is the new 6th level feature
      • No longer grants fury points on the attack if it hits or crits
    • New 14th level feature grants you +5 max fury points
Miscellaneous:
  • Heavy has been un-buffed, no longer granting an extra damage die on a crit

0.20.2 - Revised Fury Points

Fury points have been reworked.
  • Rather than gaining a certain amount whenever finishing a long rest, you no longer gain any on a rest
  • You gain fury points equal to your Constitution modifier upon raging, plus 1 fury point whenever you hit a creature while raging or take damage while raging
  • All unspent fury points are lost when you stop raging
Fury point costs have been adjusted:
  • Wrathful Blow now costs 3 fury points
    • It additionally may only be used once per turn
  • Fell Cleave still costs 1 fury point per additional target, but the additional attacks do not generate any fury points
  • Relentless Rage now consumes all of your unspent fury points, with a minimum of 5
Subclass features were also adjusted:
  • Berserker:
    • Frenzy now causes critical hits to grant you an additional 2 fury points, and critical hits against you to grant an additional 2 fury points, for 3 in total
    • Ignore pain now reduces damage by 5 per expended fury point
    • Intimidating Presence now costs 5 fury points, but is free when you rage
    • Retaliation now costs 2 fury points
  • Primal Warrior:
    • Aspect of the Beast (Bear) now costs 5 fury points, but is free when you rage
    • Aspect of the Beast (Tiger) now costs 2 fury points
    • Aspect of the Beast (Wolf) now costs 1 fury point per creature that you grant temporary hit points to
      • Each target now gains 1d8 + half your Barbarian level in temporary hit points
    • Primal Attunement (Wolf) has been entirely reworked (was free shifting):
      • Spend 2 fury points when you critically hit a creature to allow another ally to make a melee weapon attack against it as a reaction

0.20.1

Adjusted Barbarian:
  • Mindless Rage no longer grants psychic resistance but is available to all Barbarians at 7th level
    • Also now grants immunity to Taunted
  • Primal Warrior changes:
    • Spirit Beast (Tiger) now deals additional damage equal to your Strength modifier to the target of your Charge
    • Aspect of the Beast (Elk) is now a minor action (or part of the minor action when you rage) to activate
  • Berserker changes:
    • New 6th level feature: Ignore Pain
      • Reaction to reduce damage taken by Barbarian level
      • 1 free usage per long rest; additional uses cost a fury point
  • Brutal Critical no longer deals additional damage on a critical hit
    • Since heavy weapons already deal additional damage on crits, this felt unnecessary
  • Decimate has been reworked:
    • Now deals additional damage equal to your Barbarian level on a critical hit

0.20 - Barbarian

Introduced a largely reworked Barbarian, along with two subclasses: the Berserker and the Primal Warrior. Some highlights are included below:
  • Rage is no longer an expendable resource. Instead, you have one free usage per short rest. Additional usages beyond that incur a level of exhaustion.
  • Fury Points are a new resource which the Barbarian can spend to fuel various abilities, such as:
    All fury points are regained on a long rest, plus one on a short rest, and one each time you reduce a creature to 0 hit points. The Berserker may additionally generate a fury point when they crit another creature or when another creature crits them.
  • Brutal Critical has been reworked to more properly live up to its name and its position as an 11th level feature:
    • Deals additional damage equal to your Barbarian level
    • Inflicts dazed on a failed Constitution save
    • Increases the critical range to 19-20
  • Inexhaustible allows Barbarians to ignore the effects of exhaustion while raging
  • Relentless Rage has been adapted from 1D&D, allowing you to cheat death and gain some temporary hit points
  • Decimate is a spicy new 17th-level feature allowing Barbarians to exchange fury points and stacks of exhaustion for additional attacks in a turn
  • Primal Champion now also grants +4 Dexterity

0.19.0.1

Corrected the wording of Prismatic Spray to now say seven rays instead of eight

0.19 - Paladin

Introduced the Paladin, which is based largely on 1D&D's version of the Paladin. Notable changes are listed below:
  • All uses of Channel Divinity constitute a Magic action
  • Paladins retain their 5e fighting styles, but gain the Inspiring fighting style as an option
  • Divine Smite is now a spell instead of a feature
  • Abjure Foes now has save ends
    • Additionally, if a target succeeds, it is only dazed for 1 turn
  • The Paladin spell list remains the same as in 5e
  • Oath of Devotion has had minor adjustments:
    • Instead of Shield of Faith, Devotion now gets Divine Smite
  • Oath of Vengeance has also been adapted:
    • Instead of Hunter's Mark, Vengeance now gets Thunderous Smite
    • At 7th level, Vengeance gains Binding Smite
      • Any target hit by Thunderous Smite is slowed until the end of its next turn, regardless of their save
  • Faithful steed is not a dedicated feature
Additionally, clerics' Channel Divinity now follows the same recharging rules as paladins'.

0.18.8

Magus change:
  • Arcane Ward now reduces damage by 10 × the spell slot level rather than 5 × the spell slot level

0.18.7

Ranger changes:
  • Hunter's Mark now costs 1 minor action to activate, but no action to deactivate
Magus changes:
  • Moved Magic Sense from 3rd level to 1st level
  • Moved Arcane Armaments from 1st level to 3rd level
    • This is to maintain parity with Battlesmith, Armorer, and Pact of the Blade getting comparable features at 3rd level
  • Added Unarmored Defense at 1st level, allowing you to calculate your AC as 10 + Dex + Int when not wearing armor or a shield
  • Replaced Strong Will with Nullifying Shield at 11th level, allowing you to use a reaction to add your Int modifier to a saving throw against a spell
  • Added Transposition at 15th level
    • Swap position with a creature
    • Unwilling creatures must pass a save to resist
  • Added Enhanced Magic Sense at 18th level
    • Detect the presence and school of magic within 30 feet of yourself
    • Basically 30 feet of blindvision for any creatures affected by magic near you

0.18.6

Ranger changes:
  • Hunter's Mark now lasts until you finish a long rest
  • Tracker's Mark now lasts for the duration of hunter's mark, or until you lose concentration

0.18.5

Implement proposals 9, 10, 11, and 12:
Spell changes:
  • Searing Smite no longer requires concentration
  • Removed locate creature, locate object, and locate animals or plants
  • Added Far Sense and Locate instead
Class changes:
  • Changed Ranger's Primal Awareness table:
    • Beast Sense => Far Sense
    • locate creature => Locate

0.18.4

Added a character creation page which includes a point buy calculator

0.18.3

Purely website changes:
  • Implemented a new sidebar containing a table of contents that is accessible from every page

0.18.2 - Arcane Archer

Fighter changes:
  • Implemented a new version of the Arcane Archer
  • Arcane Arrow options have been turned into maneuvers
  • A number of them may be prepared equal to your proficiency bonus
    • Uses Vancian preparation, i.e. you prepare a specific number of each arrow
  • Magic Arrows has been replaced by a repeating shot type of effect
  • New features at higher levels:
    • 10th level: Allows you to replace one of your prepared arrows as a minor action once per short rest
    • 15th level: Allows you to bounce any projectile once to a nearby target for half damage
    • 18th level: Allows you to repeat a given
Miscellaneous changes:
  • Renamed Magus Archetypes to Magus Disciplines
  • Renamed Ranger Archetypes to Ranger Conclaves

0.18.1

Magus adjustments:
  • Arcane Cascade now deals 1 fewer damage die and no longer activates for cantrips
  • Gain Magic Touch at 3rd level, letting them sense magic on objects that they touch
  • Added Strong Will granting proficiency in Wis saves at 11th level
Warlock adjustments:
  • Invocations are now included in a table, and all official invocations are now visible
  • Master of Myriad Forms had its level requirement reduced from 15 to 7
  • Eldritch Spear now applies to any ranged damaging cantrip
  • The Chained Servant invocation has now completely replaced the previous Investiture of the Chain Master invocation
  • Chained Servant has been renamed to Investiture of the Chain Master

0.18 - Smites

Adjusted "smite" spells per proposal 4:
  • They now cost only a free action to cast in response to hitting with a qualifying attack
  • Smite spells with ongoing effects retain concentration, such as Searing Smite
    • Spells with no ongoing effects, such as Thunderous Smite no longer require any concentration
  • Zephyr Strike has been slightly reworked
  • Staggering Smite now inflicts dazed
Full list of adjusted spells:
  • Zephyr Strike
  • Ensnaring Strike
  • Hail of Thorns
  • Ethereal Strike
  • ItemLink:lightningStrike
  • ItemLink:shudderingStrike
  • Blazing Strike
  • Frost Strike
  • Branding Smite
  • Searing Smite
  • Thunderous Smite
  • Wrathful Smite
  • Staggering Smite
  • Banishing Smite
  • Blinding Smite
Further Magus adjustments:
  • The 6th level "smite" spells granted by Magus subclasses have been adjusted to the same standards as the Paladin and Ranger smite spells
  • Magus "smite" spells are no longer granted by subclass features. Rather, they are now simply spells on the Magus spell list that any Magus can learn
  • Some Magus subclasses have received new 6th level subclass features:
    • Elementalist may now use a reaction to share elemental resistance with an ally within 30 feet
    • Mindblade's Honed Blades feature was moved to 6th level, and they gained a new 10th level feature: Discorporation
      • Reaction to taking damage to gain resistance to all non-force damage and teleport up to 10 feet
      • Limited to PB/LR
    • Blood Knight and Spellbreaker did not receive additional features
  • Magus subclass spells were adjusted:
    • Elementalist's 1st level subclass spells were replaced by the elemental smite skills
    • Blood Knight now gets Sapping Strike instead of False Life
    • Elementalist's Fireball was replaced with ItemLink:ashardalonsStride
Spell refinements:
  • Stoneskin no longer consumes a material component or requires a costly component, and works on all bludgeoning, piercing, and slashing damage
  • ItemLink:shudderingStrike now creates difficult terrain under the target
  • ItemLink:lightningStrike has replaced Bounding Strike
    • Deals lightning damage that bounces to one additional target
    • You may teleport to the bounce target if you wish

0.17.1

Minor adjustments:
  • Dazed now allows you to either move or take actions on your turn, and reduces your AP by 1
  • Hasted now grants you +1 AP instead of its weird extra action

0.17 - AP

Adopted the proposed action point system, as detailed here:
  • Fireball now costs 1 major action
  • Charge now costs 1 major action
More changes will likely follow.

0.16 - Magus and Ranger

Magus adjustments:
  • Arcane Cascade and Fighting Style swapped from level 2 and 1 to level 1 and 2 respectively
  • Arcane Cascade now starts with a d4 damage die, scaling up to d6 at 7th level, and then d8 at 15th level
  • Spellbreaker now gains heavy armor proficiency
  • Added a modified version of the Arcane Weapon spell from the Artificer UA:
    • Concentration to give 1 weapon +1d4 elemental damage on each attack
    • UA was 1d6 elemental damage
  • Removed 14th level on mantle activation abilities from Magus subclasses
    • Blood Knight's Gift of Life remains but was moved to 10th level, costs an action instead of activating with your mantle, and costs 2 life points per target instead of 1
  • 18th level Magus subclass capstones moved to 14th level
  • Added a new 18th level Magus feature: Blade Weaving
    • It's just Improved War Magic from Eldritch Knight but only for melee weapons
  • Psychic Assault and Honed Blades swapped levels
  • Psychic Assault now deals 2d8 + ability modifier instead of 3d8 damage
  • Psychic Assault now Dazes on a failed save instead of Stunning when failing by 5 or more
  • Arcane Mastery now grants a bonus to AC and all saving throws equal to your Intelligence modifier
Fighter adjustments:
  • Deleted Brace in favor of Felling Blow being the 6th level GWF maneuver
  • Provoke now only lasts 1 round
Adopted the Four Corners Ranger with the following changes:
  • Nature's Assurance now only grants advantage on concentration checks within your favored terrain, not automatic success
  • Retained Rezia's version of Foe Slayer: +Wis to attack and damage rolls against your quarry

0.15.3

The following cantrips now deal half damage on a successful saving throw:
  • Acid Splash
  • Create Bonfire
  • Frostbite
  • Infestation
  • Lightning Lure
  • Mind Sliver
  • Poison Spray
  • Sacred Flame
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • Vicious Mockery
  • Word of Radiance
Additionally, Vicious Mockery's damage die has been increased from 1d4 to 1d6 to maintain parity with Frostbite and Mind Sliver, both of which have similar bonus effects attached.
Toll the Dead's damage has been reduced by one die, from 1d8/1d12 to 1d6/1d10.
Also added a new maneuver: Felling Blow
  • May use your reaction to make an additional attack if the attack kills its target

0.15.2

Taunt and Frighten changes:
  • Both only last one round now
  • Taunt may now be used with any Charisma skill except for Intimidation
Fighter changes:
  • Introduced a new 6th level maneuver for Protection: Provoke
    • Taunt enemies within 30 feet of you and gain 2 rolls of your maneuver die + PB temp hp

0.15.1

Minor glossary changes:
  • Converted glossary over to using YML. There shouldn't be any externally visible changes from this.
  • Added two new conditions: Taunted and Dazed
    • Taunted imposes disadvantage on attacks made against any creature other than the taunting creature
    • Dazed works as it does in One D&D's latest UA with one change: it now allows you to take a minor action, but that would be in place of a standard action.
  • Added two new actions: Taunt and Frighten
    • These provide new formal options allowing players with no magic or other skills to impose the Taunted and Frightened conditions respectively onto creatures

0.15 - Race Adjustments

Removed Divine races group and replaced with Magic-Imbued races, which now includes Genasi, Aasimar, and Tieflings.
  • These races now have a new Magic-Imbued feature which allows them to pick a parent race from which they inherit their size, speed, languages, and senses from. For the purposes of feats, you are considered to be both a member of your parent race and the Magic-Imbued race.
  • Genasi no longer learn Primordial
  • Aasimar, Tiefling, and Genasi characters no longer have darkvision by default unless they choose a parent race with darkvision.
Adjusted humans:
  • Humans no longer gain a free +3 feat points
  • Instead, there is a free feat available to humans granting +2 feat points to spend on other feats
    • This is intended to allow for human/imbued races to be a more appealing option in the absence of features like improved senses
  • Humans additionally now have a new feature: Spark of Ingenuity
    • Allows you to roll an additional d20 after rolling an ability check. You must then either take the new d20 or the original roll
      • I meant for this to act like a cleaned up version of Lucky, somewhat, without loopholes
Fleshed out the races table with friends/foes

0.14.1

Additional Cleric changes:
  • Smite Undead now deals half damage on a successful save
  • Added an additional Holy Order Improvement at 18th level:
    • Protector may use a reaction to expend a CD to reduce damage taken by 4d8 for either themselves or an ally within 15 feet
    • Scholar may use a CD to cast legend lore for free
    • Thaumaturge may now deal an additional 4d8 radiant damage with Divine Spark, for 10d8 total damage
  • Divine Intervention now works for any Divine spell rather than any Cleric spell
  • Blessed Strikes is now correctly listed at 7th level

0.14 - Cleric Rework

Integrated and adjusted Cleric changes from One D&D:
  • Levels of various features have been adjusted
    • Subclasses are now gained at 3rd level
      • Grant features at 3rd, 6th, 10th, and 14th levels
      • No longer include bonus proficiencies or 8th level features, as those are a part of the base Cleric now
    • Not including One D&D's epic feat at 20th level means 18th level is currently dead for Clerics
      • Perhaps this could include a final improvement for Holy Orders?
  • Holy Order is now gained at 2nd level, with an enhancement at 9th level
  • Destroy Undead has been replaced with Smite Undead, where any Undead who fail their save against Turn Undead take PB * d8 radiant damage
  • Harness Divine Power has been replaced by Divine Spark, a generic way to deal some radiant damage or heal an ally with a channel divinity
  • Twilight Sanctuary now grants 2d4 + Wis temp HP instead of 1d6 + Wis.
Integrated and adjusted spell reworks from One D&D:
  • Resistance and Guidance are now a reaction to grant 1d4 to a failed save/ability check
  • Barkskin now grants Prof + SAM temp HP at the start of every turn
  • Prayer of healing now grants a short rest + 2d8 healing
  • Spiritual Weapon now scales by 1d8 damage every level, moves 30 feet in a round instead of 20 feet, and requires concentration

0.13.2

Changed some Magus features:
  • Replaced Spellstrike with Arcane Cascade, which allows the magus to retain a sliver of the magic of a spell to empower their next melee weapon attack
  • Replaced Arcane Mantle's Arcane Armor feature with Arcane Shield:
    • As a reaction, add your Int modifier to your AC against a single attack

0.13.1

Deflect Blow now costs 1 ki point.

0.13 - Monk Rework

Added various enhancements to the Monk:
  • The minor action attacks from martial arts and flurry of blows are now made as a part of the Attack action, and require no minor action to be used. This is to keep its behavior more in line with the new Two-Weapon Fighting rules.
    Certain subclasses which give very similar abilities, such as the Astral Self Monk, will need adjustments to follow this new behavior.
  • Stunning Strikes is limited to 1/turn
  • Perfect Self now regains 1 Ki point per round
  • At 2nd level, monks gain a new Deflect Blow feature which allows them to add their Martial Arts die to their AC against an attack as a reaction
  • At 6th and 14th levels, Monks gain a 2nd and 3rd reaction per round respectively. They are limited to 1 reaction per turn.
  • Shuffled some higher levels around:
    • Tongue of Sun and Moon is now gained at 9th level
    • The 3rd Monastic Tradition feature is now gained at 13th level
      • The Onslaught feature has taken the 11th level spot to make 11th level a more consistent power spike level for martial classes
    • Timeless Body and Diamond Soul have been swapped
      • The third reaction gained at 14th level means that this can now spread the power out a little bit more evenly

0.12.6

Added a new Arcane Armaments feature to Magus
  • This feature is not granted if you multiclass into Magus

0.12.5

Minor adjustments:
  • Hunter's Mark now functions more like the spell:
    • Now requires a minor action to activate (which is less problematic with two-weapon fighting not competing for minor action uses)
    • May be transfered to another target if the initial target is reduced to 0 and the duration has not yet expanded
  • Spellstrike now regains all uses on a short rest at 7th level

0.12.4

Magus adjustments:
  • Reworked Improved Spellstrike:
    • Now provides unlimited spellstrike uses
    • If the attack misses, you expend no spell slot
  • Replaced Blur with a new spell (Telekinetic Grip) for Mindblade
    • This spell is only available to Magus at the moment, but Psi Warrior can take it as well
  • Arcane Mantle gets 2 uses per short rest at 7th level and 3 per short rest at 15th level

0.12.3

Completely reworked Improved Spellstrike

0.12.2

Blood Knight adjustments:
  • Added new resource: Life Points
    • Maximum is equal to half magus level + Con mod
    • Recharges on a long rest
  • Transfusion now requires you to cast a leveled spell
    • Costs 1 life point per level of the spell
  • Bloodcasting moved to level 6
    • Costs 1 life point per level of the spell
    • No longer reduces hit point maximum
    • Reduces your current hit points instead of technically dealing damage
  • Gift of Life now costs 1 life point per creature healed
    • Also reduces your current hit points instead of dealing damage

0.12.1

Magus adjustments:
  • Bloodcasting changes:
    • Now a flat, unresistable 10 damage per level
    • No saving throws
    • Only usable on magus spells
  • Gift of Life has been reworded and now grants temporary hit points for healing overflow
  • Blood Knight now gets +1 hit point per level and immunity to disease
  • Transfusion now expends a hit die when used
  • Spellstrike now has a limit of once per turn
  • Spellstrike can only be used on magus spells
  • Blood Knight, Mindblade, and Spellbreaker all gain 2 archetype spells of each level instead of 1
    • Because Elementalist may change attunements, they still only get 1 at a time

0.12

Magus adjustments:
  • Introduced the Blood Knight subclass
  • Added a new Spellstrike feature at 2nd level
    • Gains unlimited uses at 15th level
  • Removed War Nagic and Improved War Magic

0.11.8

Magus adjustments:
  • Replaced the 3rd level feature Controlled Carnage with a new ability
    • I don't like it just being a weaker copy of Evoker's spellsculpting, and I would also prefer to keep Magus based on AoE spells that originate from your position, and this feature was useless for such spells
  • Introduced a new 3rd level feature: Spellstrike
    • Allows you to change the casting time of a spell from 1 standard action to 1 attack prof times/long rest.
  • Changed the 6th level Elementalist feature:
    • The big change is that the primordial smite skills are now spells with a casting time of 1 attack
  • Spellbreaker now gains medium armor proficiency to hopefully help distinguish it somewhat when not dealing with casters.

0.11.7

Minor Magus adjustments:
Adjusted Twilight cleric:
  • Twilight Sanctuary now requires a minor action to activate each turn

0.11.6

Added new table formatting:
  • No more pagination, table body is instead scrollable
  • Instead of tooltips, clicking on an item will now open a modal
  • Added these new tables for classes' spell lists

0.11.5

  • Added Dreamseer feat for elves.
  • Adjusted wording for Demonic Aspect

0.11.4

Reworked feats to be based on YAML instead of JSX files, and made some additional adjustments:
  • Arcane, Primal, and Divine Awakening have been merged into Magic Adept
  • Added a new Psionic Initiate feat which parallels Magic Initiate, and grants the True Psion feature
  • Corrupted now grants Darkness instead of Crown of Madness
    • This now offers a combo with Tieflings who get Corrupted and have a feat offering them magical darkvision
  • Added ItemLink:flailExpert and ItemLink:warPickExpert feats granting additional benefits when using those weapons
  • One with the Wind renamed to Windwalker and cost was increased from 4 to 5
  • Demonic Aspect cost was increased from 5 to 6
  • Draconic Might cost was increased from 3 to 4
  • Hardened Plating cost was increased from 2 to 3
  • Corrupted, Divinely Favored, and Fey Touched now use the arcane, divine, and primal spell lists respectively, and have restrictions of evocation and necromany, abjuration and divination, and conjuration and enchantment respectively
  • Added Fey Step for Eladrin

0.11.3

Added heavy armor proposal:
  • Heavy armor now gains a bonus to your AC equal to your Str bonus (up to +2)
  • Splint armor has been removed
  • Base AC values adjusted:
    • Ring mail: 14
    • Chain mail: 15
    • Plate: 16
My hope with this is to make higher AC from heavy armor slightly more accessible from chain mail (likely 17 AC for a Str character when they start). This does have the added effect of making it so that dwarf clerics specifically cannot benefit as much from heavy armor without any Str investment.
These proposals are very much subject to change.

0.11.2

Added some proposed weapon changes:
Simple Melee Weapons:
  • Handaxe and sickle have had their damage dice swapped
    • Handaxe has thrown, so sickle doing more damage makes them both legitimate choices
  • Spear lost the thrown property
    • It was literally just the trident but as a simple weapon instead of martial
    • Also it was the better javelin
  • Club is now Light
Simple Ranged Weapons:
  • Sling now weighs 1/4 lb.
    • It used to quite literally weigh nothing
Martial Melee Weapons:
  • Many weapons now can deal two different types of damage, chosen whenever you attack
  • Maul now deals 3d4 damage instead of 2d6
  • Flail now has the Special property, allowing it to ignore the AC bonus of shields
  • War pick now has the Special property, granting you +2 to damage against heavily-armored targets
  • Glaive now deals 2d4 instead of 1d10 to better differentiate it from the halberd
    • With GWF, this is now an average of 6 damage versus 6.3–perhaps this shouldn't be changed
  • Morningstar now deals 2d4 damage instead of 1d8

0.11.1

Incorporate James's changes to Fighter, maneuvers, and fighting styles.

0.11 - Psi Warrior Rework

Added a reworked version of the Psi Warrior:
  • It has been reworked to be a 1/3 spell caster, like Eldritch Knight, and its psionic powers have been made into special spells
  • Soul Knife rogue will get the same treatment, if this is well-received

0.10 - Mindblade and Fighter Reworked

Reworked Fighter:
  • No longer a set pool of superiority dice
  • You now get to use 1 maneuver per turn at 2nd level, then 2 per turn at 11th level, and unlimited at 20th
  • Changed progression of maneuvers known
  • Removed extra ASIs
  • Extra attack does not get expanded at 11th and 20th levels
Added Mindblade
Adjusted feats and races:
  • Removed expertise from many feats
  • Removed many bonus proficiencies from races

0.9.10

Adjustments to spells known:
  • Magus now gains more spells at earlier levels, leveling off at +2 overall spells known at higher levels
  • Sorcerer will also gain more spells known when it is implemented, as well as subclass spells which do not count against spells known
  • All ranger subclasses will get subclass spells, not just Gloom Stalker, Horizon Walker, etc.
The following spells have been adjusted to no longer require concentration and instead to last only one round:
  • Staggering Smite
  • Banishing Smite
  • Blinding Smite
  • Branding Smite
  • Searing Smite
  • Staggering Smite
  • Thunderous Smite
  • Wrathful Smite
  • Lightning Arrow
  • Ensnaring Strike
  • Hail of Thorns
  • Zephyr Strike
Also added new deity lore.

0.9.9

Added the full spell list, along with tags for Domain and Element.
Adjusted feats:
  • Magic Initiate now uses the Arcane, Divine, and Primal spell lists
  • The Awakening feats now also use these spell lists
Adjusted Magus:
  • Updated spell list for Elementalist
    • Replaced some non-standard spells

0.9.8

Added filtering and pagination to the feat and spell tables:

0.9.7

Adjusted Magus:
  • Mantle has been reworked
    • Now gives +Int mod AC and concentration check bonus
  • Free elemental damage on each attack has been moved from 3rd level to 6th level as a part of the Primordial Smite feature
  • Changing attunement on a long rest has been moved from 18th level to 3rd level
  • Master of the Elements once again lets you change attunement whenever you activate your mantle
  • 20th level feature is now named Mantle Mastery
    • No longer adds +Int to all saving throws
    • Lets you make a weapon attack as a part of the same minor action used to activate mantle
      • That might be a tad bit broken with elementalist
  • Mindshatter and Siphon Magic have been merged into a new 10th level feature: Corrupt Magic
    • Now deals a flat 3d8 psychic damage, and gives you an equal amount of temp hp
  • Spellbreaker gains +1d6 psychic damage while mantle is active at 6th level
  • Spellbreaker gains advantage on magical saving throws while mantle is active at 3rd level, replacing resistance
  • Spellbreaker's 18th level feature now grants resistance to all magical damage, and disadvantage on spell attacks made against you while your mantle is active
  • Spellbreaker's features have been adjusted to work with other magical effects beyond just spells
Introduced a glossary
Adjusted feats:
  • Reworked Dual Wielder
  • ItemLink:striker no longer lets you add your ability modifier to the damage roll of the minor action attack
  • Sniper no longer lets you ignore cover
  • Magic Awakening feats have been changed:
    • Now require 7th level
    • Spells can be cast with spell slots, but you gain no free casts
  • Magic Initiate now costs 8 feat points
Adjusted spells:
  • Added domain (arcane/divine/primal) and elemental (air/earth/fire/spirit/water) tags to spells
    • These tags will later be used for feats and other features
In general, I have tried to make more use of description lists as opposed to unordered lists. All feats have been updated accordingly, and I will move to update other features as appropriate over time.

0.9.6

Adjusted Magus:
  • Renamed many elementalist features so they don't all just start with "Elemental..."
  • Renamed stance to mantle
  • Elementalist's Energy Surge feature now works in a 30 foot cone in front of you for air, earth, and fire
    • Allies can no longer be excluded from the AoEs
    • Air now pushes creatures back 15 feet instead of 10 feet, and deals 2d8 thunder damage
    • Fire now deals 4d8 damage instead of 3d8
    • Earth now deals 2d8 bludgeoning in addition to knocking prone

0.9.5

Revised most of Elementalist:
  • Redid 3rd level elemental stance
  • Replaced elemental ward with elemental smite at 6th level
  • Redid 18th level elemental ascendancy

0.9.4 - Elementalist Magus subclass

Added a new elementalist subclass for the Magus.
Spell changes:
  • Rime blade no longer deals additional damage compared to other blade spells
  • Quaking blade now makes terrain within 5 feet of your target difficult terrain

0.9.3

Spell changes:
  • Rime Blade now deals slightly more damage, including at 1st level

0.9.2

Spell changes:
  • Added two new "... Blade" spells to attempt to provide one for each element:
    • ItemLink:quakingBlade for earth
    • Rime Blade for water
  • I do suspect quaking blade might well be overpowered, though I'm not sure what else would work thematically

0.9.1

Renamed the Spellblade to the Magus, and adjusted it further:
  • Gains War Magic and Improved War Magic from Eldritch Knights at 7th and 15th levels respectively
  • Fighting style is now a 1st level feature
  • Bladesong has been renamed to Stance and is now a 2nd level feature
    • It may now be used once per short rest for free
  • Added new Spellbreaker subclass
  • Stance AC increase changed to just flat +2 regardless of armor
  • Movement speed no longer increases with level
Adjusted spells:
  • Added ItemLink:searingBlade and Booming Blade
    • Searing Blade is simply a renamed Green-Flame Blade that does not need to be green (it can still be green if you want it to be)
    • Both of them no longer require a weapon worth 1 sp
    • Their ranges are now equal to the reach of the weapon you make the attack with, and the wording of the spells' bodies has been adjusted to reflect this

0.9 - Spellblade Draft

Added a draft of the Magus class, which is designed to take the place of Wizard's Bladesinger subclass. It currently includes the Echo Knight subclass, and I plan to also include versions of the Psi Knight and Soul Knife classes with it as well.

0.8.10

Adjusted spells:
  • Fixed Counterspell to work with Distant Spell
  • Improved ItemLink:flameBlade to simply give you another attack option, rather than requiring the user's full action to make one attack
  • Clarified that Jeremy Crawford is wrong about Magic Missile

0.8.9

Adjusted spells:
  • Adjusted True Strike:
    • Only takes effect on your next turn
    • No longer restricted to weapon attacks

0.8.8

Adjusted spells:
  • Added a new, signficantly improved True Strike

0.8.7

Adjusted Fighter:
  • Reduced starting superiority dice count and number, but smoothed out the scaling of both

0.8.6

Adjusted Fighter:
  • Trip Attack no longer requires 7th level

0.8.5

Adjusted Fighter:
  • Broke maneuvers out into their own section with prerequisites
  • Buffed Sweeping Attack to also deal the additional damage to the original target
  • Pushing Attack now works on any creature small enough for you to grapple
    • This now means you can push bigger creatures if you're enlarged

0.8.4

Adjusted Fighter:
  • Deleted Battlemaster
  • Deleted superior techniques (as all fighters get them anyway)
  • All fighters get maneuvers beginning at 2nd level
  • Superiority die begins at 1d6, increases to 1d8 at 6th level, then increases as normal after
  • Spread out the levels at which Fighters learn new maneuvers to be roughly every 3 levels
  • 4th attack is gained at 17th level
  • New 20th level feature lets you regain 1 superiority die at the start of each of your turns

0.8.3

Adjusted Ranger:
  • The 14th level feature now gives you a crit on either a 19 or a 20 on your marked target
  • Foe Slayer now grants you +WIS to attack and damage rolls against your marked target

0.8.2

Adjusted Ranger:
  • Marked Target was renamed to Hunter's Mark
  • Hunter's Mark now gains a longer duration and a locate creature type of effect at 6th level
  • Hunter's Mark makes your target no longer benefit from hidden against you at 14th level

0.8.1

Adjusted Warlock:
  • Added variant rule for Intelligence spellcasting
  • The talisman and book of shadows may now both be used as arcane foci
  • Added ItemLink:tomeOfArcana invocation, allowing tome warlocks to prepare a limited number of spells
Adjusted feats:
  • Added a minor action to gain advantage on your next ranged weapon attack to Sniper
  • ItemLink:heavyArmorTraining no longer removes the Strength requirement from heavy armors; its price has been reduced from 4 to 2 feat points

0.8 - Ranger

Added an updated and cleaned up version of Ranger
  • Given the new Marked Target mechanic, should Hunter's Mark not be included as a spell in addition?
Updated feats:
  • Replaced Polearm Master with a more generic form: ItemLink:striker
    • Works on all versatile and two-handed melee weapons
  • Renamed Polearm Adept to Polearm Master
  • Deleted Crossbow Master
  • Renamed Crossbow Adept to ItemLink:crossbowMaster

0.7.3

Further adjust Pact of the Talisman:
  • Standardized wording and introduced a new term: "talisman dice"
  • Talisman dice begin as d4s, but increase to d6 at 7th level, and d8 at 11th level
  • ItemLink:shieldingTalisman now uses talisman dice
  • Reworked ItemLink:wardOfTheTalisman to also use talisman dice

0.7.2

Adjusted Warlock, adding several new options for Pact of the Talisman:
  • Added the ItemLink:eyesOfTheTalisman invocation
  • Added the ItemLink:resistantTalisman invocation
  • Added the ItemLink:shieldingTalisman invocation
    • Perhaps this should share uses with the base talisman?
  • Added the ItemLink:twinnedFates invocation
  • Added the ItemLink:wardOfTheTalisman invocation

0.7.1

Adjusted Warlock:
  • Toned down spell slot progression
  • Added the ItemLink:chainedServant invocation
  • Added the ItemLink:imbuedVigor invocation

0.7 - Warlock

Added Warlock with the following changes:
  • Hex Warrior has been largely rolled into Pact of the Blade
  • Eldritch Blast invocations (besides Eldritch Spear) now affect all damaging cantrips - Side note: Agonizing blast may, as I have written this, allow you to double up on damage when using booming blade
  • Pact of the Chain now allows you to command your familiar to attack, instead of just substituting an attack of your own for its
    • Perhaps they should get a separate stat block for their familiar which they can use that scales with your level, like the Artificer's homunculus?
  • Pact of the Talisman now works with missed attack rolls and failed saving throws
  • Increased the number of spell slots available to Warlocks and smoothed the progression:
    • 1 slot at level 1
    • 2 slots through level 6
    • 3 slots through level 11
    • 4 slots through level 16
    • 5 slots through level 20
  • Reintroduced the Eldritch Armor invocation
    • Perhaps this should be changed to also grant heavy armor proficiency so that it works with heavy armor feats?
    • Should this be avoided in general as it becomes too SAD with cha-based pact of the blade?

0.6.5

Adjusted races:
  • Changed Hobgoblin's Martial Advantage to once per turn

0.6.4

Adjusted feats:

0.6.3

Adjusted feats:

0.6.3

Adjusted feats:
  • Reworked Rejuvenating Waters into Icy Barrier, parallelling Warding Flames, but acting when you heal a creature with a spell
  • Changed Warding Flames to no longer require a spell slot, merely a spell of 1st-level or higher
  • Changed Warding Flames' temporary hit points from spell level + proficiency bonus to 1d6 + spell level

0.6.2

Adjusted feats:

0.6.1

Adjusted races:
  • Added earthshaper feature to Earth Genasi
Adjusted feats:

0.6 - Genasi

Adjusted feats:
Added Genasi race

0.5.5

Adjusted feats:
  • Added Crusher, Piercer, Slasher, Dual Wielding martial feats
  • Added Alert, Inspiring Leader, Linguist, Mobile, Nature's Bounty, Resilient, Skill Expert, Tough misc. feats

0.5.4

Adjusted races:
  • Changed High Elf's elven study feature to allow you to select a skill every long rest

0.5.3

Added more elf lore

0.5.2

Adjusted feats:

0.5.1

Adjusted feats:
  • Changed ItemLink:divineAwakening and ItemLink:primalAwakening costs from 8 to 10 feat points
  • Removed Medium requirement from Juggernaut
  • Reduced cost of Hardened Plating from 6 to 4 feat points
  • Added heavy armor proficiency requirement to Hardened Plating

0.5 - Gnomes and Warforged

Adjusted races:
  • Added elf lore
Added Gnome race
Added Warforged race

0.4.3

Adjusted feats:
  • Added Divine Fire feat for Seraphic aasimar

0.4.2

Adjusted feats:
  • Cherubic Alteration now always lasts until dispelled
  • Draconic Might is now based off of your Strength score instead of your Constitution score
Adjusted races:
  • Adjusted wording for aasimar
  • Dragonborn's breath weapon now costs one attack instead of a minor action

0.4.1

Adjusted feats:
  • Ophanic Foresight no longer requires see invisibility
  • Ophanic Foresight die changed from d4 to d6
  • Ophanic Foresight now requires the use of a reaction
  • Ophanic Foresight now has prof. bonus uses per long rest

0.4 - Aasimar

Minor feat adjustments:
  • Corrupted, Divinely Favored, and Fey Touched now only grant their 2nd-level spells at 3rd level
Added Aasimar race

0.3.2

Adjusted races:

0.3.1

Adjusted races:
  • Hobgoblin's Martial Advantage may now only be used prof. bonus times per long rest
Adjusted feats:
  • Overhauled Demonic Aspect

0.3 - Tieflings

Minor Dwarf adjustments:
  • Changed Dwarven Armor Training to give Martial Initiate (Armor Training)
    • This simply makes it so that mountain dwarves count as martialists for feats; the proficiencies gained are the same
Minor feat changes:
  • Increased Arcane Advantage feat point cost from 4 to 5
  • Reduced feat point cost of Stoneskin from 8 to 5
Added Tiefling race and feats

0.2 - Hobgoblin

Adjusted feats:
  • Added 5th level to ItemLink:extraAttack prerequisites
  • Cleaned up prerequisites language
Added Hobgoblin race and feat

0.1

Adjusted feats:
  • Nerfed Magic Awakening feats:
    • Only up to 3rd level spells
    • Spells cannot be cast additional times with spell slots
    • Also reduced their cost by 2 feat points across the board
  • Removed Shadow Touched
  • Fey Touched now gives misty step + a 1st-level Druid spell
  • Corrupted now gives crown of madness + a 1st-level Warlock spell
  • Divinely Favored now gives lesser restoration + a 1st-level Cleric spell
  • ItemLink:extraAttack cost reduced to 8 feat points